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Atik - Itz Mr. Grim

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riffy
as requested by one of your friends, hope that helps!

[General]
  1. Preview Tmes are inconsistent throughut the set. You might want to fix that. (The one on Easy is 100ms ahead for some reason)
  2. Just to make searching for the song easier, add it's to the tags. In case someone tries to type "it's mr grim."
    Note: we could also add the word mister for the same reason, but that is probably unnecessary.
[HOS' Easy]
  1. 00:19:350 (1,3) - I believe that using curved shapes here would work better, after all, the song has repetive patterns and making all the 4 sliders of the combo similar feels like a good idea. example
    Quite simplistic, yet lovable.

[Polka's Normal]
  1. 00:22:550 (1) - not exactly sure of the spinner here, the music changes on 00:23:750 - 00:24:150 - and even the easiest difficulty has these beats mapped. Perhaps, you might want to replace the spinner with hitobjects.
  2. 00:41:750 (1,3) - I don't normally complain about overlaps, but this one is very noticeable on an otherwise perfectly clean difficulty.

    One of the easiest normals I've seen in a while. Nonetheless, it's all good and works with the difficulty spread.
[Light Hard]
These days people often refer to such difficulties as [Advanced]. Perhaps, you could do the same since it's exactly in-between Normal and Hard.
  1. 00:22:550 (1) - the music changes on 00:23:750 - 00:24:150 - and the easiest difficulty has these beats mapped. Perhaps, you might want to replace the spinner with hitobjects. Alternatively, you could ask HOS to use a spinner there to be more consistent.
  2. 00:32:150 (1) - how about splitting the slider or using something like the pattern you have in Hard? The bass sound asks for more and the way bass fades on 00:32:550 - makes the long slider feel a bit out of place.
  3. 00:34:950 (5,2) - 00:38:550 (1,3) - minor - are the overlaps here intended? Since there only two for the whole difficulty I find it a bit untidy.
  4. 00:50:950 - what do you think about placing an individual clickable circle here? The sound here kind of stands out and a single circle would show that better while giving a lot more emphasis to this beat.

    Decent. It's not exactly outstanding, but given the fact that this could be your first map it is something every new mapper would be jealous of.
[Hard]
  1. 00:13:750 (3,5) - players will see the overlap and will not expect a reverse-arrow to pop up. How about something a bit friendlier to the player? example
  2. 00:15:350 (7,1) - these are the only visibly overlapping sliders in this part. (apart from the 1/4 ones, but they are a different thing, so yeah). Therefore, they feel somewhat out of your style, can we void that overlap? triangles save the day
  3. 00:38:150 (6) - gis is the only 3/4 slider in the difficulty, why not simplify it to be either a 1/2 or 1/1 slider? Or, alternatively, you can make 00:23:750 (4) - this into into a 1/4 slider as well. The key is to be consistent with the rhythm.

    Pretty good, I enjoyed this one.
[LGV's Hyper]
  1. 00:09:350 (4,1) - consider adding a bigger jump here to stress the powerful drum beat?
    Note: 00:15:950 (7,1) - same. You can start with smaller jump on the first pattern and get the spacing bigger on each jump to represent the increasing temnsion of the track.
  2. 00:14:600 (1) - shouldn't this beat be snapped on the downbeat? This is what the music tells and what players would naturally expect.
  3. 00:17:750 (1,2,3,4) - the jump between 2-3 feels overdone, it also pretty much devalues 00:19:350 (1,2,1,2,1,2,1,2,1,2,3) - this whole pattern as none of the introduced here spacing changes nor the increase itself appear to be difficult in comparison to the previous pattern.
  4. 00:48:150 (1,2,1,2,1,2,1,2) - I generally disagree with the 1/8 beats here as I don't think they are necessary here and they don't seem to fit that well, yet, if you insist on keeping them, at least mute the slidertails, so, players don't get to hear 1/8 doubles like 00:49:500 - which sound quite strange.

    The 1/8 snaps kind of spoil my overall impression and I don't feel like I could agree with them. Apart from them everything lese was okayish.
[Kris-Kris-Krispy Kreme!]
I don't really get how the difficulty name is relevant to the idea/theme of the song. Can you comment on that to make it clear for me and future BNs/QATs?
  1. 00:16:150 (1,2,3) - the music gets more and more intense constantly, hence, lower DS between 2-3 did not feel appropriate here. Perhaps a stack could do the trick, or maybe a square-pattern?
    Note: 00:18:150 (2,3,4) - same here.
  2. 00:43:750 - the strong kick here is unclickable to a player and it could get quite confusing, consider using rhythm like this as to make sure that all the strong beats have clickable objects to represent them?

    Looks quite okay. I am not so sure of your spacing in a couple of patterns mentioned above, but it is very playable, so I guess it's just me.
Quite a decent set. Pretty impressive.

~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
Topic Starter
beaw
Bakari's Revised Mod

Bakari wrote:

as requested by one of your friends, hope that helps!

[General]
  1. Preview Tmes are inconsistent throughut the set. You might want to fix that. (The one on Easy is 100ms ahead for some reason)
  2. Just to make searching for the song easier, add it's to the tags. In case someone tries to type "it's mr grim."
    Note: we could also add the word mister for the same reason, but that is probably unnecessary. Sure >^<
[HOS' Easy]
  1. 00:19:350 (1,3) - I believe that using curved shapes here would work better, after all, the song has repetive patterns and making all the 4 sliders of the combo similar feels like a good idea. example
    Quite simplistic, yet lovable.

[Polka's Normal]
  1. 00:22:550 (1) - not exactly sure of the spinner here, the music changes on 00:23:750 - 00:24:150 - and even the easiest difficulty has these beats mapped. Perhaps, you might want to replace the spinner with hitobjects.
  2. 00:41:750 (1,3) - I don't normally complain about overlaps, but this one is very noticeable on an otherwise perfectly clean difficulty.

    One of the easiest normals I've seen in a while. Nonetheless, it's all good and works with the difficulty spread.
[Light Hard]
These days people often refer to such difficulties as [Advanced]. Perhaps, you could do the same since it's exactly in-between Normal and Hard. I had it as Advanced but someone suggested otherwise ;w;
  1. 00:22:550 (1) - the music changes on 00:23:750 - 00:24:150 - and the easiest difficulty has these beats mapped. Perhaps, you might want to replace the spinner with hitobjects. Alternatively, you could ask HOS to use a spinner there to be more consistent. Mapped
  2. 00:32:150 (1) - how about splitting the slider or using something like the pattern you have in Hard? The bass sound asks for more and the way bass fades on 00:32:550 - makes the long slider feel a bit out of place. The only reason I'm saying no is because when you listen to the music as a whole, it loses most of the elements. The slider covers the "silence".
  3. 00:34:950 (5,2) - 00:38:550 (1,3) - minor - are the overlaps here intended? Since there only two for the whole difficulty I find it a bit untidy. I actually agree with you /w\. The reason I have these is because (5,2) is a blanket and there's nowhere to put it while keeping (3,1) stacked. I also think that (1,3) is fine because it's enough to look okay aesthetically, but it's also still very clear and readable. I understand it's not a common occurrence, but I think it will be fine.
  4. 00:50:950 - what do you think about placing an individual clickable circle here? The sound here kind of stands out and a single circle would show that better while giving a lot more emphasis to this beat. Yeah :o

    Decent. It's not exactly outstanding, but given the fact that this could be your first map it is something every new mapper would be jealous of.
omg thank you so much it is actually my first "real" map that I tried really hard on. I've been mapping unsubmitted maps and showing them to a friend, and I think I've improved a ton.

[Hard]
  1. 00:13:750 (3,5) - players will see the overlap and will not expect a reverse-arrow to pop up. How about something a bit friendlier to the player? example *nod nod*
  2. 00:15:350 (7,1) - these are the only visibly overlapping sliders in this part. (apart from the 1/4 ones, but they are a different thing, so yeah). Therefore, they feel somewhat out of your style, can we void that overlap? triangles save the day I tried re-structuring but... ^^;
  3. 00:38:150 (6) - gis is the only 3/4 slider in the difficulty, why not simplify it to be either a 1/2 or 1/1 slider? Or, alternatively, you can make 00:23:750 (4) - this into into a 1/4 slider as well. The key is to be consistent with the rhythm. Hmm.... Alright.

    Pretty good, I enjoyed this one.
[LGV's Hyper]
  1. 00:09:350 (4,1) - consider adding a bigger jump here to stress the powerful drum beat?
    Note: 00:15:950 (7,1) - same. You can start with smaller jump on the first pattern and get the spacing bigger on each jump to represent the increasing temnsion of the track.
  2. 00:14:600 (1) - shouldn't this beat be snapped on the downbeat? This is what the music tells and what players would naturally expect.
  3. 00:17:750 (1,2,3,4) - the jump between 2-3 feels overdone, it also pretty much devalues 00:19:350 (1,2,1,2,1,2,1,2,1,2,3) - this whole pattern as none of the introduced here spacing changes nor the increase itself appear to be difficult in comparison to the previous pattern.
  4. 00:48:150 (1,2,1,2,1,2,1,2) - I generally disagree with the 1/8 beats here as I don't think they are necessary here and they don't seem to fit that well, yet, if you insist on keeping them, at least mute the slidertails, so, players don't get to hear 1/8 doubles like 00:49:500 - which sound quite strange.

    The 1/8 snaps kind of spoil my overall impression and I don't feel like I could agree with them. Apart from them everything lese was okayish.
[Kris-Kris-Krispy Kreme!]
I don't really get how the difficulty name is relevant to the idea/theme of the song. Can you comment on that to make it clear for me and future BNs/QATs? The song says "Kris-Kris-Kris-Kris-Krispy Kreme!" Right before the drop. I figured I would shorten it to just "Kris-Kris-Krispy Kreme!" So it's not super long :3
  1. 00:16:150 (1,2,3) - the music gets more and more intense constantly, hence, lower DS between 2-3 did not feel appropriate here. Perhaps a stack could do the trick, or maybe a square-pattern? 00:16:150 (1) - Has a different kick sound than (2,3,4), so I put (2,3,4) in a group since their sounds matched.
    Note: 00:18:150 (2,3,4) - same here. Mhm.
  2. 00:43:750 - the strong kick here is unclickable to a player and it could get quite confusing, consider using rhythm like this as to make sure that all the strong beats have clickable objects to represent them? "The key is to be consistent with the rhythm."

    Looks quite okay. I am not so sure of your spacing in a couple of patterns mentioned above, but it is very playable, so I guess it's just me.
Quite a decent set. Pretty impressive.

~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!

There's no way for me to put into words how appreciative I am. Thank you so so so much.
HootOwlStar
@Bakari

Bakari wrote:

[HOS' Easy]
  1. 00:19:350 (1,3) - I believe that using curved shapes here would work better, after all, the song has repetive patterns and making all the 4 sliders of the combo similar feels like a good idea. example done.
    Quite simplistic, yet lovable.
Quite a decent set. Pretty impressive.

~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
Update
osu file format v14

[General]
AudioFilename: Mr. Grim.mp3
AudioLeadIn: 0
PreviewTime: 23350
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Itz Mr. Grim
TitleUnicode:Itz Mr. Grim
Artist:Atik
ArtistUnicode:Atik
Creator:Stingy
Version:HOS' Easy
Source:
Tags:It's Its Mister EDM Dubstep Wub Bass Trap HootOwlStar HOS LGV894 LGV PolkaMocha
BeatmapID:1071097
BeatmapSetID:496005

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:4
SliderMultiplier:0.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"529236.jpg",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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12950,-100,4,1,1,25,0,0
25750,-100,4,1,1,60,0,1
38550,-100,4,1,1,40,0,0
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thanks for the mod, compliments and wishes!
riffy
Oh yeah, I forgot.
BoatKrab
Stingy, you can do this :D
polka

Kibbleru wrote:

normal
00:12:950 (1) - i think if u want to follow the feint redticks u could at least use this rhythm, its fine to use 1/2 in normal, or rather, you should be using more 1/2
00:33:750 (2) - ^ :arrow: I was challenging myself to only use 1/1. So no thank you to these ouo;

Bakari wrote:

[Polka's Normal]
  1. 00:22:550 (1) - not exactly sure of the spinner here, the music changes on 00:23:750 - 00:24:150 - and even the easiest difficulty has these beats mapped. Perhaps, you might want to replace the spinner with hitobjects. :arrow: The spinner better captures the build for me. Plus, more 1/2 sliders would have just been overkill.
  2. 00:41:750 (1,3) - I don't normally complain about overlaps, but this one is very noticeable on an otherwise perfectly clean difficulty. :arrow: Fixed.

    One of the easiest normals I've seen in a while. Nonetheless, it's all good and works with the difficulty spread. :arrow: Easy's my specialty Bakara u kno that B)
diff
osu file format v14

[General]
AudioFilename: Mr. Grim.mp3
AudioLeadIn: 0
PreviewTime: 23350
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Itz Mr. Grim
TitleUnicode:Itz Mr. Grim
Artist:Atik
ArtistUnicode:Atik
Creator:Stingy
Version:Polka's Normal
Source:
Tags:It's Its Mister EDM Dubstep Wub Bass Trap HootOwlStar HOS LGV894 LGV PolkaMocha
BeatmapID:1158808
BeatmapSetID:496005

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"529236.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
6550,400,4,1,1,20,1,0
25750,-100,4,1,1,20,0,1
38550,-100,4,1,1,20,0,0
41750,-100,4,1,1,20,0,1
49850,-100,4,1,1,20,0,0


[Colours]
Combo1 : 255,163,70
Combo2 : 128,0,64
Combo3 : 128,0,3
Combo4 : 183,43,46
Combo5 : 202,26,0
Combo6 : 255,13,13
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SIDE NOTE TO STINGY: Not sure if theres a certain way you want things hitsounded. If so can you hitsound this? If not shoot me a pm and I can take care of it.
Topic Starter
beaw

PolkaMocha wrote:

SIDE NOTE TO STINGY: Not sure if theres a certain way you want things hitsounded. If so can you hitsound this? If not shoot me a pm and I can take care of it.
My bad :o. Hitsounded now.

BoatKrab wrote:

Stingy, you can do this :D
;w; ily Mr. Boat thank you for support
I Must Decrease
Hello there!

I have some issues regar-

*gets shot*
Topic Starter
beaw

Xexxar wrote:

Hello there!

I have some issues regar-

*gets shot*
*puts shotgun away*
*clears throat*
riffy
Go ahead and mod it, Xexxar. Mods are welcome.
Kyouren
Go, Stingy >w<
Hikomori
stingy u kan du it
Aurele
krispi krime

[HOS' Easy]
I have nothing major to poke at. The only suggestion I might have, is HP+1 so the spread with the other difficulties looks better, but it's perfect the way it is.
I looked at your hitsounds, your objects rhythm and emplacement/flow and new combos. Everything fits well!
Nice job~

[Polka's Normal]
  1. 00:12:950 (1,2) - Looking at these sliders, the flow felts weird at first. I mean, it's good, but the emplacement of the slider (2) makes me unconfortable. The reflex I would have to catch this slider would be if it was stacked with the end of this slider 00:12:150 (3) -. So, I believe that if you stack this slider with the end of this one (00:12:150 (3) - ), the movement will be better.
  2. 00:14:550 (2,1,2) - If you applied or not the previous suggestion, these objects are not totally aligned. It would be better if you move these in a way that would make them perfectly aligned.
  3. 00:27:350 (1) - If we look previously, you were adding a new combo every two big-downbeats. At this point, you added a new combo to this circle so it would be easier to recognize the star form. However, by doing this, your new combo consistency is broken. You should delete this new combo at this point so you don't have to add a new combo to 00:30:550 (3) - and 00:43:350 (3) - since they are similar. (TL:DR, delete the new combo)
  4. 00:32:150 (7) - The current new combo is pretty long and it would be suggested to add a new one at this point.
Nice one!

[Advanced]
Is there a reason why the kiai time is not the same with the other difficulties? (Including the ones you mapped)
  1. 00:15:750 (7) - I'd move this circle to x:179 y:126 to keep a nice spacing consistency. It's quite off by ~0.05x
  2. 00:36:550 (4) - The spacing with the previous and the next objects is not consistent. Try moving these around to keep a spacing consistency of 1,40x
  3. 00:39:750 (3) - The overlap of this circle with the previous slider (3) looks quite horrible. I feel like it would be better to simply stack this circle with the end of the slider (1) instead. It will feel more natural also.
  4. 00:40:150 (1,2,3,4,5) - The emplacement of these objects feels like they were very "squished" together. It would be better if you were giving some space between them! (If you look at the sliders (2,4,5), the space between the sliders 2 and 4 is very limited while the space of the sliders 4 and 5 is more wide. Keep a certain distance between them.
  5. 00:44:950 (1) - For this circle, the spacing is not consistent with the previous and the next object. Try playing around to keep it consistent with a spacing of 1,40x.
  6. 00:50:550 (3,1) - Either you align these two objects or you move the circle (1) a little higher up
Good!

[Hard]
  1. 00:18:950 (4) - Considering what you have done previously with 00:16:950 (3,4) - and the other patterns, this slider should be moved to x:272 y:256 because of the spacing between the jump and the sliders. Also, by doing this, the slider will be perfectly aligned with the next object!
  2. 00:20:550 (6,1,2,3) - I love the flow here! Wouldn't it be better if the slider (3) was moved some grids up? The flow will be more interesting.
  3. 00:23:750 (4) - If we look at the flow of the previous two sliders, this slider should be reversed with CTRL+H and moved at this point: (Look in the box)
[LGV's Hyper]
Good ~

[Kris-Kris Krispy Kreme]
  1. 00:50:950 (1) - Looking at the flow of the previous circles and this one, I believe it would be more interesting if you move it at x:320 y:360
*****
Hope this was useful to you!
Topic Starter
beaw
Gabe's Revised Mod

Gabe wrote:

krispi krime

[Advanced]
Is there a reason why the kiai time is not the same with the other difficulties? (Including the ones you mapped) ,w, fixed
  1. 00:15:750 (7) - I'd move this circle to x:179 y:126 to keep a nice spacing consistency. It's quite off by ~0.05x AiMod has no issues ;w;
  2. 00:36:550 (4) - The spacing with the previous and the next objects is not consistent. Try moving these around to keep a spacing consistency of 1,40x ^
  3. 00:39:750 (3) - The overlap of this circle with the previous slider (3) looks quite horrible. I feel like it would be better to simply stack this circle with the end of the slider (1) instead. It will feel more natural also. I think it looks fine >.> This pattern also supports the look of the angled sliders
  4. 00:40:150 (1,2,3,4,5) - The emplacement of these objects feels like they were very "squished" together. It would be better if you were giving some space between them! (If you look at the sliders (2,4,5), the space between the sliders 2 and 4 is very limited while the space of the sliders 4 and 5 is more wide. Keep a certain distance between them. True
  5. 00:44:950 (1) - For this circle, the spacing is not consistent with the previous and the next object. Try playing around to keep it consistent with a spacing of 1,40x. ;w; But.. AiMod
  6. 00:50:550 (3,1) - Either you align these two objects or you move the circle (1) a little higher up yeah not sure what was going on there
Good!

[Hard]
  1. 00:18:950 (4) - Considering what you have done previously with 00:16:950 (3,4) - and the other patterns, this slider should be moved to x:272 y:256 because of the spacing between the jump and the sliders. Also, by doing this, the slider will be perfectly aligned with the next object! That was my intent ;w; Idk what what wrong here
  2. 00:20:550 (6,1,2,3) - I love the flow here! Wouldn't it be better if the slider (3) was moved some grids up? The flow will be more interesting. ;w; I want to agree but I also think it's fine where it is
  3. 00:23:750 (4) - If we look at the flow of the previous two sliders, this slider should be reversed with CTRL+H and moved at this point: (Look in the box)
    omfg that's what I originally had but I didn't like it gljunqlefnlqef fixing
[LGV's Hyper]
Good ~

[Kris-Kris Krispy Kreme]
  1. 00:50:950 (1) - Looking at the flow of the previous circles and this one, I believe it would be more interesting if you move it at x:320 y:360 nuh ;w;
*****
Hope this was useful to you!
Topic Starter
beaw

[A L P H A] wrote:

stingy u kan du it
/w\ Thank you I'm trying super hard

KittyAdventure wrote:

Go, Stingy >w<
>w<;)7 Stingy's going!
LGV894
omfg wtf happened to my map :(

00:18:550 (3,4) - omfg wtf is this

Gabe wrote:

[LGV's Hyper]
Good ~ Stingy changed it w/o permission, not good no more lol kidding

Bakari wrote:

[LGV's Hyper]
  1. 00:09:350 (4,1) - consider adding a bigger jump here to stress the powerful drum beat? idk if this was changed but it sucks now... idk anymore.
    Note: 00:15:950 (7,1) - same. You can start with smaller jump on the first pattern and get the spacing bigger on each jump to represent the increasing temnsion of the track. yes.
  2. 00:14:600 (1) - shouldn't this beat be snapped on the downbeat? This is what the music tells and what players would naturally expect. ??? Not sure what you mean by that.
  3. 00:17:750 (1,2,3,4) - the jump between 2-3 feels overdone, it also pretty much devalues 00:19:350 (1,2,1,2,1,2,1,2,1,2,3) - this whole pattern as none of the introduced here spacing changes nor the increase itself appear to be difficult in comparison to the previous pattern. But the spacing of (1-2) and (3-4) ain't no shit compared to the latter.
  4. 00:48:150 (1,2,1,2,1,2,1,2) - I generally disagree with the 1/8 beats here as I don't think they are necessary here and they don't seem to fit that well, yet, if you insist on keeping them, at least mute the slidertails, so, players don't get to hear 1/8 doubles like 00:49:500 - which sound quite strange. wtf did u do stingy remapped

    The 1/8 snaps kind of spoil my overall impression and I don't feel like I could agree with them. Apart from them everything lese was okayish.
Thanks for mod!

Kibbleru wrote:

LGV
00:23:750 (1,1) - more spacing here please, it looks like a 3/4 slider because 00:24:150 - is a fairly strong note and the spacing is really small I don't think so for a hyper difficulty. It would just ruin the consistency to do so. The next (1) isn't even that strong.
Use higher AR please (i would recommend 8.5) because some places get really cluttered like 00:28:150 (1,2,3,1,2,3,4,5) -
also, 00:28:950 (1,2) - is easier to read with higher AR will consider this
00:48:150 (1) - is there even a sound on the 1/8?? pretty sure the only sound is on 00:48:250 - and the 1/8 is just a held sound, furthermore it doesnt seem necessary to use such a complicated rhythm in a hyper difflol fixed it's a troll
update
osu file format v14

[General]
AudioFilename: Mr. Grim.mp3
AudioLeadIn: 0
PreviewTime: 23350
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.5

[Metadata]
Title:Itz Mr. Grim
TitleUnicode:Itz Mr. Grim
Artist:Atik
ArtistUnicode:Atik
Creator:Stingy
Version:LGV's Hyper
Source:
Tags:It's Its Mister EDM Dubstep Wub Bass Trap HootOwlStar HOS LGV894 LGV PolkaMocha
BeatmapID:1119309
BeatmapSetID:496005

[Difficulty]
HPDrainRate:5.4
CircleSize:4
OverallDifficulty:7.2
ApproachRate:8.3
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"529236.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 128,0,64
Combo3 : 128,0,3
Combo4 : 183,43,46
Combo5 : 202,26,0
Combo6 : 255,13,13
Combo7 : 255,85,28
Combo8 : 255,131,6

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Topic Starter
beaw
wtf frickin LGV back from where the frick he went

Updated his stupid diff again ugh 5 minutes after I post he thinks it's cool to come in out of nowhere okay
Aurele
Stingy, in the Advanced section, do not look at what AiMod says about the spacing consistency. Go with what looks better for you.

AiMod is not a fiable reference for this kind of stuff, lmao.

(Also, don't forget to kudo my mod post!)
riffy
I went ahead and gave the kudosu. Porbably Stingy just didn't like your post and that a poite way to tell you to go away, Gabe :3

[General]
  1. Can you expain the combo colours choice? Threy kinda double each other, and seeing similar colours one after another can confuse players a bit.
[Hyper]
  1. 00:44:950 (1,3) - these are literally the only sliders in the entire difficulty shaped in such a way. Feels quite random and out of place, if you ask me.
[Kreme]
  1. 00:37:150 (1,2,3) - in theory the stack of 1/1 and 1/3 beats can et somewhat unplesant to play. Perhaps, you could unstack either the 1/2 or 1/1 thing.
Get Polka to reply to the stuff Gabe posted, I'll recheck once agian and we should be good to go.
Topic Starter
beaw

Gabe wrote:

Stingy, in the Advanced section, do not look at what AiMod says about the spacing consistency. Go with what looks better for you.

AiMod is not a fiable reference for this kind of stuff, lmao.

(Also, don't forget to kudo my mod post!)
Omg I'm sorry I forgot to click the button
riffy
Don't kudosu rechecks and similar stuff, I am already way too far down the kudosu farmer chart.

Hit me up when it's all ready and everyone responds.
Enkrypton
fROM IRC MeME queUE

HeREs mY mOD:
uR maP pLays WeLL witH DT.



Kris-Kris-Krispy Kreme! :
kirspy meme
00:19:350 (1,2,3,4) - this would look better as a shape rather than a zigzag, a shape matches well with the jumps after.
00:35:750 (3,5) - the flow feels a little weird, i think blanketing that slider and hit circle will fix it, 00:36:150 (4,5,6) - will then form a nice isosceles like pattern. reuse here maybe? 00:44:150 (4,5,6) -
00:37:350 - add a hit circle, there is a clear beat in the song here

nice hitsounds bruh

Hard:
modding is hard
besides that one labeled point this was pretty cool.
00:35:350 (1,2,3,4,5,6) - i think it be better to put the hit circles in a shape and flow into the sliders, this looks really messy
use this( 00:28:950 (1,2,3) - ) pattern here( 00:46:750 (2,3,4) - ) maybe?

Advanced:
advanced modding skills
This is just a suggestion, this difficulty was done really well!

00:36:750 (5) - and 00:37:150 (1) - think 2 hit circles here will be better
LGV894

Bakari wrote:

[Hyper]
00:44:950 (1,3) - these are literally the only sliders in the entire difficulty shaped in such a way. Feels quite random and out of place, if you ask me.
lol okay?

no update, I think it's okay
polka

Gabe wrote:

[Polka's Normal]
  1. 00:12:950 (1,2) - Looking at these sliders, the flow felts weird at first. I mean, it's good, but the emplacement of the slider (2) makes me unconfortable. The reflex I would have to catch this slider would be if it was stacked with the end of this slider 00:12:150 (3) -. So, I believe that if you stack this slider with the end of this one (00:12:150 (3) - ), the movement will be better. :arrow: The curves point to one another nicely. I personally think the flow is fine here.
  2. 00:14:550 (2,1,2) - If you applied or not the previous suggestion, these objects are not totally aligned. It would be better if you move these in a way that would make them perfectly aligned.
  3. 00:27:350 (1) - If we look previously, you were adding a new combo every two big-downbeats. At this point, you added a new combo to this circle so it would be easier to recognize the star form. However, by doing this, your new combo consistency is broken. You should delete this new combo at this point so you don't have to add a new combo to 00:30:550 (3) - and 00:43:350 (3) - since they are similar. (TL:DR, delete the new combo)
  4. 00:32:150 (7) - The current new combo is pretty long and it would be suggested to add a new one at this point.
:arrow: Redid all the NCs so we should be good.
Nice one! :arrow: THANKS
riffy

LGV894 wrote:

no update, I think it's okay
However, it is not. The sliders clearly break the style context as well as challenge readability, they also feel very out of place. Would you mind giving us a good reason to keep them?

I am not iconing this unless there is a good reason to justify the usage of these sliders exclusively for this part and not anywhere else.

[Hard]
  1. 00:13:750 (3,4,5) - probably a jump to even spacing out? Have I suggested that before? a picture
  2. 00:38:150 (6,1) - the spacing here is quite confusing, could trick players into thinking it is a 3/4 thing. Probable you should space it.
Topic Starter
beaw

Enkrypton wrote:

fROM IRC MeME queUE

HeREs mY mOD:
uR maP pLays WeLL witH DT.



Kris-Kris-Krispy Kreme! :
kirspy meme
00:19:350 (1,2,3,4) - this would look better as a shape rather than a zigzag, a shape matches well with the jumps after.
00:35:750 (3,5) - the flow feels a little weird, i think blanketing that slider and hit circle will fix it, 00:36:150 (4,5,6) - will then form a nice isosceles like pattern. reuse here maybe? 00:44:150 (4,5,6) -
00:37:350 - add a hit circle, there is a clear beat in the song here

nice hitsounds bruh

Hard:
modding is hard
besides that one labeled point this was pretty cool.
00:35:350 (1,2,3,4,5,6) - i think it be better to put the hit circles in a shape and flow into the sliders, this looks really messy
use this( 00:28:950 (1,2,3) - ) pattern here( 00:46:750 (2,3,4) - ) maybe?

Advanced:
advanced modding skills
This is just a suggestion, this difficulty was done really well!

00:36:750 (5) - and 00:37:150 (1) - think 2 hit circles here will be better
Since everything is opinionated, I'll keep my difficulties how they are :3
Topic Starter
beaw

Bakari wrote:

[Hard]
  1. 00:13:750 (3,4,5) - probably a jump to even spacing out? Have I suggested that before? a picture
  2. 00:38:150 (6,1) - the spacing here is quite confusing, could trick players into thinking it is a 3/4 thing. Probable you should space it.
>^< (3,4,5) Looks like that.
(6,1) was an issue after changing SV. Fixed and updated now.
Laxxer
we did some irc w;wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww

also double posting is a NO NO NO
LGV894

Bakari wrote:

However, it is not. The sliders clearly break the style context as well as challenge readability, they also feel very out of place. Would you mind giving us a good reason to keep them?
Fine, I guess...

update
osu file format v14

[General]
AudioFilename: Mr. Grim.mp3
AudioLeadIn: 0
PreviewTime: 23350
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.5

[Metadata]
Title:Itz Mr. Grim
TitleUnicode:Itz Mr. Grim
Artist:Atik
ArtistUnicode:Atik
Creator:Stingy
Version:LGV's Hyper
Source:
Tags:It's Its Mister EDM Dubstep Wub Bass Trap HootOwlStar HOS LGV894 LGV PolkaMocha
BeatmapID:1119309
BeatmapSetID:496005

[Difficulty]
HPDrainRate:5.4
CircleSize:4
OverallDifficulty:7.2
ApproachRate:8.3
SliderMultiplier:1.5
SliderTickRate:1

[Events]
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//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
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Combo2 : 128,0,64
Combo3 : 128,0,3
Combo4 : 183,43,46
Combo5 : 202,26,0
Combo6 : 255,13,13
Combo7 : 255,85,28
Combo8 : 255,131,6

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224,6,26350,1,0,0:0:0:0:
288,107,26550,2,0,P|347:111|402:89,1,120,8|0,0:0|0:0,0:0:0:0:
219,17,26950,37,2,0:0:0:0:
264,242,27150,2,0,L|275:123,1,120
125,220,27550,1,0,0:0:0:0:
135,340,27750,2,0,L|254:329,1,120,2|0,0:0|0:0,0:0:0:0:
142,199,28150,6,0,L|22:188,1,120,8|0,0:0|0:0,0:0:0:0:
131,329,28550,1,0,0:0:0:0:
151,210,28750,1,0,0:0:0:0:
171,91,28950,6,0,L|111:96,1,60,2|0,0:0|0:0,0:0:0:0:
39,102,29150,1,0,0:0:0:0:
142,228,29350,1,2,0:0:0:0:
261,220,29550,1,0,0:0:0:0:
150,131,29750,2,0,P|127:186|131:245,1,120,8|0,0:0|0:0,0:0:0:0:
264,82,30150,53,2,0:0:0:0:
166,11,30350,2,0,L|47:0,1,120
88,188,30750,1,0,0:0:0:0:
200,146,30950,6,0,P|203:86|181:31,1,120,2|0,0:0|0:0,0:0:0:0:
95,204,31350,2,0,P|72:259|76:318,1,120,8|0,0:0|0:0,0:0:0:0:
191,280,31750,38,0,L|251:275,1,60
317,302,31950,2,0,L|257:297,1,60
185,295,32150,6,0,B|172:230|172:230|186:178,1,120,6|0,0:0|0:0,0:0:0:0:
325,178,32550,2,0,B|340:230|340:230|327:295,1,120
191,63,32950,1,0,0:0:0:0:
332,88,33150,1,0,0:0:0:0:
177,221,33350,5,2,0:0:0:0:
206,80,33550,1,8,0:0:0:0:
318,250,33750,1,0,0:0:0:0:
347,109,33950,1,8,0:0:0:0:
160,199,34150,2,0,P|137:254|141:313,1,120,2|0,0:0|0:0,0:0:0:0:
301,263,34550,37,8,0:0:0:0:
272,120,34750,1,0,0:0:0:0:
141,180,34950,1,0,0:0:0:0:
187,41,35150,1,0,0:0:0:0:
45,69,35350,6,0,L|50:129,1,60,2|0,0:0|0:0,0:0:0:0:
53,201,35550,1,0,0:0:0:0:
198,79,35750,1,2,0:0:0:0:
56,48,35950,1,0,0:0:0:0:
211,190,36150,1,8,0:0:0:0:
69,221,36350,1,0,0:0:0:0:
196,351,36550,5,2,0:0:0:0:
227,209,36750,1,8,0:0:0:0:
356,270,36950,1,2,0:0:0:0:
325,128,37150,38,0,B|400:139|400:139|443:129,1,120,8|0,0:0|0:0,0:0:0:0:
302,52,37550,6,0,L|307:112,1,60
263,169,37750,2,0,L|258:229,1,60
248,300,37950,5,0,0:0:0:0:
367,365,38150,2,0,P|319:328|261:317,1,120
437,143,38550,6,0,B|428:192|428:192|437:241|437:241|428:290,1,150,6|0,0:0|0:0,0:0:0:0:
475,56,39150,1,0,0:0:0:0:
475,56,39350,2,0,P|440:42|403:41,1,75
274,125,39750,2,0,P|311:123|345:110,1,75
228,41,40150,1,0,0:0:0:0:
139,55,40350,1,0,0:0:0:0:
89,130,40550,1,0,0:0:0:0:
0,116,40750,1,0,0:0:0:0:
105,149,40950,6,0,L|111:223,1,75,8|0,0:0|0:0,0:0:0:0:
174,380,41350,2,0,L|180:305,1,75
255,119,41750,6,0,L|195:124,1,60,6|0,0:0|0:0,0:0:0:0:
123,133,41950,1,0,0:0:0:0:
272,100,42150,1,2,0:0:0:0:
248,242,42350,1,0,0:0:0:0:
140,145,42550,2,0,P|135:85|158:30,1,120,8|0,0:0|0:0,0:0:0:0:
292,85,42950,5,2,0:0:0:0:
198,194,43150,2,0,L|79:183,1,120,8|2,0:0|0:0,0:0:0:0:
305,96,43550,1,0,0:0:0:0:
423,228,43750,2,0,L|304:239,1,120,2|0,0:0|0:0,0:0:0:0:
477,101,44150,5,8,0:0:0:0:
449,242,44350,1,0,0:0:0:0:
247,178,44550,1,2,0:0:0:0:
219,37,44750,1,0,0:0:0:0:
237,200,44950,38,0,B|221:284|221:284|235:340,1,134.999995880127,2|0,0:0|0:0,0:0:0:0:
326,124,45350,1,0,0:0:0:0:
206,50,45550,2,0,B|122:34|122:34|66:48,1,134.999995880127
246,212,45950,1,0,0:0:0:0:
341,117,46150,5,2,0:0:0:0:
190,67,46350,2,0,L|55:79,1,134.999995880127,8|8,0:0|0:0,0:0:0:0:
255,222,46750,1,8,0:0:0:0:
357,133,46950,2,0,L|344:-1,1,134.999995880127,2|0,0:0|0:0,0:0:0:0:
263,231,47350,5,8,0:0:0:0:
395,254,47550,1,0,0:0:0:0:
342,378,47750,1,0,0:0:0:0:
474,355,47950,1,0,0:0:0:0:
243,153,48150,22,6,P|190:207|204:279,1,134.999995880127
356,380,48550,2,6,P|408:325|394:253,1,134.999995880127
199,84,48950,2,6,P|162:149|194:216,1,134.999995880127
443,337,49350,2,6,P|479:271|447:204,1,134.999995880127
297,284,49750,21,0,0:0:0:0:
404,270,49950,1,0,0:0:0:0:
291,273,50150,1,0,0:0:0:0:
408,258,50350,1,0,0:0:0:0:
424,152,50550,5,0,0:0:0:0:
441,46,50750,1,0,0:0:0:0:
301,62,50950,6,4,P|326:78|354:87,1,60
Pickkle
Kris-Kris-Krispy Kreme!

00:12:950 (1,2,3,4) - maybe map this a little better? very boring pattern and part
00:32:150 (1) - keep kiai on???
00:38:550 (1,2,3,1,2,3,1,2,1,2,3,1,2,3) - ahhhh, love this pattern with the doubles, did this on my gd for a different mr. grim map
00:48:150 (1,2,3,4) - again with the boringness
overall: good map, its just the parts before the kiai were quite boring compared to the big parts, no big complaints.

LGV's Hyper

well... no complaints. great diff for ranking.

Hard

00:20:150 (4,5,6) - won't flow too well
00:33:550 (1,2) - dont put sliders here, dont put sliders on a 1/2 beat of the measure. it feels wierd.
00:33:550 (1,2) - move this somewhere else


Polka's Normal

00:17:750 (1,2,3,4) - maybe make a different pattern? (suggestion)
00:17:750 (1,2,3,4) - maybe curve these.


very well made map.
Laxxer
what the hell is that avatar pickkle? I think you have some explaining to do
Pickkle

CanadianBaka wrote:

what the hell is that avatar pickkle? I think you have some explaining to do
no i dont i love my blackwidow
Renumi
gl ;o;
Topic Starter
beaw
Pickkle's Revised Mod

Pickkle wrote:

Kris-Kris-Krispy Kreme!

00:12:950 (1,2,3,4) - maybe map this a little better? very boring pattern and part The song is boring ,w,
00:32:150 (1) - keep kiai on??? Song elements disappear
00:38:550 (1,2,3,1,2,3,1,2,1,2,3,1,2,3) - ahhhh, love this pattern with the doubles, did this on my gd for a different mr. grim map
00:48:150 (1,2,3,4) - again with the boringness You're mean :c
overall: good map, its just the parts before the kiai were quite boring compared to the big parts, no big complaints.

LGV's Hyper

well... no complaints. great diff for ranking.

Hard

00:20:150 (4,5,6) - won't flow too well Yeah it does ;w;
00:33:550 (1,2) - dont put sliders here, dont put sliders on a 1/2 beat of the measure. it feels wierd. ;/
00:33:550 (1,2) - move this somewhere else Nuh ;/


Polka's Normal

00:17:750 (1,2,3,4) - maybe make a different pattern? (suggestion)
00:17:750 (1,2,3,4) - maybe curve these.


very well made map.
ZekeyHache
Chiquitibum a la bim bom ba!
Chiquitibum a la bim bom ba!
A la bio, a la bao, a la bim bom ba!
Stingy! Stingy!, RA RA RA!
Topic Starter
beaw

ezek wrote:

Chiquitibum a la bim bom ba!
Chiquitibum a la bim bom ba!
A la bio, a la bao, a la bim bom ba!
Stingy! Stingy!, RA RA RA!
*dances*
polka

Pickkle wrote:

Polka's Normal

00:17:750 (1,2,3,4) - maybe make a different pattern? (suggestion) :arrow: Why
00:17:750 (1,2,3,4) - maybe curve these. :arrow: They are


very well made map. :arrow: thx
No changes.
riffy
Hi.

Bubbled.
Renumi
!!!
Laxxer
what? i think this map is way far from being bubbled. sorry. (no offence bakari)


[kris-kris-kreme]

00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this buildup is bad, sorry. well, maybe I shouldn't say it like that. mostly concerned about 00:20:950 (1,2,3,4,1,2,3,4) - these notes right here, they don't look nice and they flow horribly. first of all 00:21:950 (2,3,4) - this is really linear, breaking your circular flow immediately, i mean, 00:21:150 (2,3,4) - triangle/circular flow, 00:21:950 (2,3,4) - linear flow?

00:23:750 (1,2,3,4,1) - these kickslider's don't work with the SV you have, they are really awkward to play. I would raise SV

00:25:750 (1,2,3,4,5) - here you have perfect circular flow, but 00:26:950 (1,2,3,1) - right here the circular flow you have turns into vertical flow, which feels really off and awkward.

00:29:750 (4,5,1) - here again, flow drastically changes to that weird diagonal straight flow, also 00:29:950 (5,1) - space these further apart, there's no emphasis at all

00:30:150 (1,2,3,1,2) - these are two completely different flow and patterns, even though it's literally the same exact thing over again

00:30:950 (1,4) - why aren't these stacked? This just looks really weird and you don't use it anytime before or after

00:31:750 (4,1,2) - honestly again, the weird flow. If it helps let me draw it out for you: https://puu.sh/tRMXf/4be5b5b437.jpg

00:32:950 (3,4,5) - I can circle my cursor to hit these notes, but 00:33:750 (1,2,3) - riight here I can't, because your making me go really deep when trying to hit 00:34:150 (3) - this slider from 00:33:950 (2) - this circle.

00:38:150 (1) - no, this shape doesn't work with your current SV.

00:42:150 (2,4) - wow, why do you suddenly stack a sliderend?


okay, thats just the flow issues and aesthetical issues pushed out of the way. I wanna adress the spacing and emphasis issues also


00:30:550 (2,3) - 2.3x / 2.4x apart, but 00:31:350 (2,3) - these are 3.2x apart? There's no emphasis at all...

00:31:750 (4) - ctrl + g this for better emphasis on 00:32:150 (1) - this note, it will also make flow better

00:33:950 (2,3) - 2.9x apart, 00:34:750 (5,6) - 1.8x apart? They are the exact same so they should have the exact same spacing...

00:35:550 (2,3) - 2.3x spacing 00:41:550 (2,1) - 1/6x spacing? also, no emphasis 00:41:750 (1) - on this? you should space it more

00:43:350 (1,2) - now for some reason it's almost spread 3x apart

00:46:350 (6,1) - 1.8x apart?


ok, there's a bunch of random spacing, the aesthetetics are really bad (mainly talking about all of the unnecesarry overlaps) and the flow is pour. There's a lot of room for improvement in it


I like LGV's hyper, really nice diff


[Hard]


very simmilar problems to the diff above ^^

00:14:150 (4,5) - why is there no spacing emphasis?

00:16:150 (1) - again, this should have a slight spacing emphasis (yes, you have to have proper spacing in hards also regardless if it might make the sr jump slightly)

00:17:750 (1) - same idea as above, this should have emphasis

00:21:950 (5,6) - no need to emphasize this one, it's a very noticeable inconsistency.

00:26:950 (5,1) - why seperated by 1.9x?

00:28:150 (4) - same here, there's no music behind it allowing you to increase the spacing

00:28:950 (1,2,3) - why such a weird overlap? I'd also like to say 00:26:950 (5,1,3,4,2,3) - these should all have the same amount of spacing

00:30:550 (1,2,3,4) - why really noticeable and big increase in spacing?

00:31:950 (6,1) - the aesthetic for this isn't very nice

00:35:350 (1,2,3,4) - this isn't really a pattern... it goes from up down up.... sideways? 00:35:950 (4) - this note should point up. But it would make an overlap, so you should fix that. I knew exactly what you were thinking, you wanted it to look nicer so you didn't make it go fully up, but that tells me your too lazy to move some notes around to make the overlap look nicer.

00:38:950 (3,4) - this looks like a 1/2 stack with your ar

00:39:350 (4) - nc

00:42:150 (3,4) - again, no need for emphasis here, also 00:42:150 (3,4,1,2,4) - inconsistent spacing between these two

00:46:750 (2,3) - what exactly is this? you can obviously see it doesn't resemble 00:42:950 (1,2) - this


again, the spacing, flow, and aesthetics are really poorly made in this diff and can improve a lot!


the advanced diff looks OK but there's still a lot of room for improvement aesthetic wise



ok, don't take this as a vendetta, i'm not out to get you, but i'm quite honestly surprised as to why this was bubbled (no offence bakari)
Topic Starter
beaw
CanadianBaka's Revised Mod

CanadianBaka wrote:

what? i think this map is way far from being bubbled. sorry. (no offence bakari)


[kris-kris-kreme]

00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this buildup is bad, sorry. well, maybe I shouldn't say it like that. mostly concerned about 00:20:950 (1,2,3,4,1,2,3,4) - these notes right here, they don't look nice and they flow horribly. first of all 00:21:950 (2,3,4) - this is really linear, breaking your circular flow immediately, i mean, 00:21:150 (2,3,4) - triangle/circular flow, 00:21:950 (2,3,4) - linear flow? I didn't want circular flow?

00:23:750 (1,2,3,4,1) - these kickslider's don't work with the SV you have, they are really awkward to play. I would raise SV ???? why

00:25:750 (1,2,3,4,5) - here you have perfect circular flow, but 00:26:950 (1,2,3,1) - right here the circular flow you have turns into vertical flow, which feels really off and awkward. circular flow for a long time is utterly disgusting. This is called directional emphasis; more specifically, a "drop-off".

00:29:750 (4,5,1) - here again, flow drastically changes to that weird diagonal straight flow, also 00:29:950 (5,1) - space these further apart, there's no emphasis at all The emphasis is directional. That "weird" flow your feeling is it.

00:30:150 (1,2,3,1,2) - these are two completely different flow and patterns, even though it's literally the same exact thing over again The rhythm is different ;/

00:30:950 (1,4) - why aren't these stacked? This just looks really weird and you don't use it anytime before or after damnit :v

00:31:750 (4,1,2) - honestly again, the weird flow. If it helps let me draw it out for you: https://puu.sh/tRMXf/4be5b5b437.jpg :/

00:32:950 (3,4,5) - I can circle my cursor to hit these notes, but 00:33:750 (1,2,3) - riight here I can't, because your making me go really deep when trying to hit 00:34:150 (3) - this slider from 00:33:950 (2) - this circle. You're supposed to

00:38:150 (1) - no, this shape doesn't work with your current SV. The words are distorted. So is this slider.

00:42:150 (2,4) - wow, why do you suddenly stack a sliderend? oh sorry let me just unstack it


okay, thats just the flow issues and aesthetical issues pushed out of the way. I wanna adress the spacing and emphasis issues also


00:30:550 (2,3) - 2.3x / 2.4x apart, but 00:31:350 (2,3) - these are 3.2x apart? There's no emphasis at all... It help support the change of flow

00:31:750 (4) - ctrl + g this for better emphasis on 00:32:150 (1) - this note, it will also make flow better no

00:33:950 (2,3) - 2.9x apart, 00:34:750 (5,6) - 1.8x apart? They are the exact same so they should have the exact same spacing... It's focused on the contrast of spacing

00:35:550 (2,3) - 2.3x spacing 00:41:550 (2,1) - 1/6x spacing? also, no emphasis 00:41:750 (1) - on this? you should space it more

00:43:350 (1,2) - now for some reason it's almost spread 3x apart

00:46:350 (6,1) - 1.8x apart?


ok, there's a bunch of random spacing, the aesthetetics are really bad (mainly talking about all of the unnecesarry overlaps) and the flow is pour. There's a lot of room for improvement in it


I like LGV's hyper, really nice diff


[Hard]


very simmilar problems to the diff above ^^

00:14:150 (4,5) - why is there no spacing emphasis? Because I didn't want it

00:16:150 (1) - again, this should have a slight spacing emphasis (yes, you have to have proper spacing in hards also regardless if it might make the sr jump slightly) ?

00:17:750 (1) - same idea as above, this should have emphasis ?

00:21:950 (5,6) - no need to emphasize this one, it's a very noticeable inconsistency. 00:20:950 (1,2,5) - They're in a line.

00:26:950 (5,1) - why seperated by 1.9x? Emphasis :3

00:28:150 (4) - same here, there's no music behind it allowing you to increase the spacing Without this placement, aesthetics are ruined. Also, it's not really all that bad.

00:28:950 (1,2,3) - why such a weird overlap? I'd also like to say 00:26:950 (5,1,3,4,2,3) - these should all have the same amount of spacing ?
00:30:550 (1,2,3,4) - why really noticeable and big increase in spacing? It's actually not. It's just a linear flow

00:31:950 (6,1) - the aesthetic for this isn't very nice I think it's fine

00:35:350 (1,2,3,4) - this isn't really a pattern... it goes from up down up.... sideways? 00:35:950 (4) - this note should point up. But it would make an overlap, so you should fix that. I knew exactly what you were thinking, you wanted it to look nicer so you didn't make it go fully up, but that tells me your too lazy to move some notes around to make the overlap look nicer. You're 100% incorrect. That's not what I was thinking.

00:38:950 (3,4) - this looks like a 1/2 stack with your ar ok

00:39:350 (4) - nc ok

00:42:150 (3,4) - again, no need for emphasis here, also 00:42:150 (3,4,1,2,4) - inconsistent spacing between these two There is need for emphasis

00:46:750 (2,3) - what exactly is this? you can obviously see it doesn't resemble 00:42:950 (1,2) - this ok


again, the spacing, flow, and aesthetics are really poorly made in this diff and can improve a lot!


the advanced diff looks OK but there's still a lot of room for improvement aesthetic wise



ok, don't take this as a vendetta, i'm not out to get you, but i'm quite honestly surprised as to why this was bubbled (no offence bakari)
Laxxer
sigh


it's okay to change flow, but changing it almost instantly is bad. I think replying with "?" or "I didn't want circular flow" or ":/"


one of my suggestisons about the sliders: "The words are distorted. So is this slider." no. I get why it is like that, but it doesnl't play nice with the SV


"00:33:950 (2,3) - 2.9x apart, 00:34:750 (5,6) - 1.8x apart? They are the exact same so they should have the exact same spacing... It's focused on the contrast of spacing"

no, it's literally the exact same so it should have same (or at least simmilar) spacing and flow. saying stuff like that isn't a good way of denying

again, "00:14:150 (4,5) - why is there no spacing emphasis? Because I didn't want it"

excuse me? This isn't subjective, if there's a stonger beat then it should have stronger spacing, and it obviously is a stronger beat.

"00:26:950 (5,1) - why seperated by 1.9x? Emphasis :3"

again, "00:30:550 (1,2,3,4) - why really noticeable and big increase in spacing? It's actually not. It's just a linear flow" there's a big difference in spacing, my dear.



you replied a lot with "?" when it's pretty clear, "00:16:150 (1) - again, this should have a slight spacing emphasis (yes, you have to have proper spacing in hards also regardless if it might make the sr jump slightly) ?


hard:


00:17:750 (1) - same idea as above, this should have emphasis ?"

You should raise spacing because there's a stronger beat, you don't understand this yet I see and just popping in random excuses like "emphasis" even though it's really bad.

"00:42:150 (3,4) - again, no need for emphasis here, also 00:42:150 (3,4,1,2,4) - inconsistent spacing between these two There is need for emphasis"

no there isn't, if there is it's very slight. You put emphasis on the very quiet parts but when you REALLY need it you just put a "?" or say you don't need it


sorry if i'm mean.
riffy
It's good to see people concerned about quality, I'll post more detailed explanation on structure later on.

You might as well recheck Hyper, as this seemed to be the weakest point of the set to me. Additionally, I'll be rewieving the mod and probably getting a QAT member to back us up on the stuff. I appreciate your concerns and I assure you we will thoroughly check everything multiple times.

Thanks again.

Update: both suggestions and expansions lack proper explanations. Popping for now.
Renumi
lasted longer than I thought it would tbh
I also agree that structure couuuuld be a bit better all around (some diffs more so than others)
ZekeyHache
Bakari QAT reinforcement summoner 10/10
Topic Starter
beaw

CanadianBaka wrote:

what? i think this map is way far from being bubbled. sorry. (no offence bakari)


[kris-kris-kreme]

00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this buildup is bad, sorry. well, maybe I shouldn't say it like that. mostly concerned about 00:20:950 (1,2,3,4,1,2,3,4) - these notes right here, they don't look nice and they flow horribly. first of all 00:21:950 (2,3,4) - this is really linear, breaking your circular flow immediately, i mean, 00:21:150 (2,3,4) - triangle/circular flow, 00:21:950 (2,3,4) - linear flow? The map is not supposed to have much circular flow in it. The map is very "industrial" and "snappy", so I mapped it accordingly.

00:23:750 (1,2,3,4,1) - these kickslider's don't work with the SV you have, they are really awkward to play. I would raise SV I honestly don't see a reason to do this. I think it plays fine.

00:25:750 (1,2,3,4,5) - here you have perfect circular flow, but 00:26:950 (1,2,3,1) - right here the circular flow you have turns into vertical flow, which feels really off and awkward. As I mentioned earlier, I didn't want the map to have a lot of circular flow in it. I used this snappy flow to emphasis my point. This specific type of directional emphasis is called a "drop off".

00:29:750 (4,5,1) - here again, flow drastically changes to that weird diagonal straight flow, also 00:29:950 (5,1) - space these further apart, there's no emphasis at all ^

00:30:150 (1,2,3,1,2) - these are two completely different flow and patterns, even though it's literally the same exact thing over again The rhythm actually does change, therefore I changed.

00:30:950 (1,4) - why aren't these stacked? This just looks really weird and you don't use it anytime before or after Fixed; I must have forgot to stack them because that was my intention.

00:31:750 (4,1,2) - honestly again, the weird flow. If it helps let me draw it out for you: https://puu.sh/tRMXf/4be5b5b437.jpg ;w; As mentioned before

00:32:950 (3,4,5) - I can circle my cursor to hit these notes, but 00:33:750 (1,2,3) - riight here I can't, because your making me go really deep when trying to hit 00:34:150 (3) - this slider from 00:33:950 (2) - this circle. ^^; as mentioned before

00:38:150 (1) - no, this shape doesn't work with your current SV. I really don't see why not. It's not like you're going to be following the slider, and it's just for aesthetic. Like I mentioned in my previous mod, the word is ugly and I think the slider kind of fits.

00:42:150 (2,4) - wow, why do you suddenly stack a sliderend? Uhm... So they don't overlap? ^^;


okay, thats just the flow issues and aesthetical issues pushed out of the way. I wanna adress the spacing and emphasis issues also


00:30:550 (2,3) - 2.3x / 2.4x apart, but 00:31:350 (2,3) - these are 3.2x apart? There's no emphasis at all... I agree. I changed a little bit!

00:31:750 (4) - ctrl + g this for better emphasis on 00:32:150 (1) - this note, it will also make flow better Fixed already

00:33:950 (2,3) - 2.9x apart, 00:34:750 (5,6) - 1.8x apart? They are the exact same so they should have the exact same spacing... Uhm... They're not 2.9x apart, but I understand ^^;

00:35:550 (2,3) - 2.3x spacing 00:41:550 (2,1) - 1/6x spacing? also, no emphasis 00:41:750 (1) - on this? you should space it more These are completely different sections... I don't think I need to. Fixed 00:41:750 - though.

00:43:350 (1,2) - now for some reason it's almost spread 3x apart Yes...? ;w; That is not even a mod you're telling me what the map says.

00:46:350 (6,1) - 1.8x apart? ^ =w=.


ok, there's a bunch of random spacing, the aesthetetics are really bad (mainly talking about all of the unnecesarry overlaps) and the flow is pour. There's a lot of room for improvement in it Same with your grammar c:


I like LGV's hyper, really nice diff


[Hard]


very simmilar problems to the diff above ^^

00:14:150 (4,5) - why is there no spacing emphasis? I did not want any here. This "section" is meant to be just the beginning, so I didn't put much "emphasis" on anything.

00:16:150 (1) - again, this should have a slight spacing emphasis (yes, you have to have proper spacing in hards also regardless if it might make the sr jump slightly) ^

00:17:750 (1) - same idea as above, this should have emphasis ^

00:21:950 (5,6) - no need to emphasize this one, it's a very noticeable inconsistency. I didn't ;w;. 00:20:950 (1,2,5) - are in a line anyway.

00:26:950 (5,1) - why seperated by 1.9x? To support reverse flow.

00:28:150 (4) - same here, there's no music behind it allowing you to increase the spacing ^

00:28:950 (1,2,3) - why such a weird overlap? I'd also like to say 00:26:950 (5,1,3,4,2,3) - these should all have the same amount of spacing I guess...? I don't think the overlap is weird :/ Both sliders are the same distance from each other and they both cover equal amount of the circle. That's like saying stream are all weird overlaps

00:30:550 (1,2,3,4) - why really noticeable and big increase in spacing? Nice try! c: They're actually all smaller than the average jumps. The reason for this is because the flow changes to a straight/linear type of flow. You're not jumping farther, you're just moving in a "plain" line.

00:31:950 (6,1) - the aesthetic for this isn't very nice I think it's fine ;w;

00:35:350 (1,2,3,4) - this isn't really a pattern... it goes from up down up.... sideways? 00:35:950 (4) - this note should point up. But it would make an overlap, so you should fix that. I knew exactly what you were thinking, you wanted it to look nicer so you didn't make it go fully up, but that tells me your too lazy to move some notes around to make the overlap look nicer. You are wrong once again! ^w^. That was not my intention. My intention was for the player to move left and then to be snapped back to the right by the upcoming sliders. Nice try though!

00:38:950 (3,4) - this looks like a 1/2 stack with your ar I think it's fine. Even if it's tricky to read, it's a Hard. You don't have to FC first try.

00:39:350 (4) - nc

00:42:150 (3,4) - again, no need for emphasis here, also 00:42:150 (3,4,1,2,4) - inconsistent spacing between these two lmfao I like how you call that emphasis even though the jump before it is .5x larger. I also don't understand the second part.

00:46:750 (2,3) - what exactly is this? you can obviously see it doesn't resemble 00:42:950 (1,2) - this lmfao it's not supposed to


again, the spacing, flow, and aesthetics are really poorly made in this diff and can improve a lot!


the advanced diff looks OK but there's still a lot of room for improvement aesthetic wise



ok, don't take this as a vendetta, i'm not out to get you, but i'm quite honestly surprised as to why this was bubbled (no offence bakari) idk kinda seems like it lol
riffy
Hint: if you expect a discussion to be productive provide explanations and suggestions for every single point you make.

I'll bring the bubble back if no additional expansions are posted within 36 hours.
Laxxer
I looked over my mod and I must have been tired or not that into it and I didn't give that well explanations

I will be taking my time through this mod to give as much information as I can



[Kris]


00:21:750 (1,2,3,4) - this shape doesn't compliment, or 'carry on' the flow from 00:20:950 (1,2,3,4) - these set of notes. It would be a lot better if you chose one of the two patterns and kept them consistent through the shapes. I personally like how you made a triangle 00:21:150 (2,3,4) - right here, so instead of it being a snappy linear jump 00:21:950 (2,3,4) - here, I would just mimmick the 'triangle' shape you did. Also, 00:21:150 (2,2) - this overlap would look way better if you either made the overlap deeper (overlap them more) stack, or just completely not overlap (which I don't suggest not overlapping because it would most likely ruin the whole aesthetic of the buildup)

00:23:750 (1,2,3,4) - the reason I say these kicksliders don't work with current SV is because kicksliders aren't normally used in 4.2* (based on my experience, when I was 100k or sth) and usually wait to be used in highish bpm 4.9* up. The kicksliders you have can be awkward to play because most players playing this will be around 100kish and at 100k you aren't introduced to kicksliders yet, what makes it worse is the fact that I hear way more than just the 1/4, I'm hearing more 1/8!! I would just make it a relatively slow slider, like 0.3.3x SV (just pop into taiko mode to do that) and position the notes something like this


so you want the map a more snappy map? ok... but there are still a lot of patterns that can maybe be improved aesthetic wise

00:28:950 (1,2,3) - considering you want a snappy feel to the map, players cant snap well between these circular placed objects, making it a tight pattern like this will feel much better and go with your map... even something like this would be better, of course you'd fix the spacing after making the changes.

00:34:550 (4,5,6) - here again it's hard for the players to snap, 00:34:950 (6) - it's hard to hit this because your making the player travel diagonally across the screen from 00:34:750 (5) - this note rather then the back and forthy motion that you want

00:38:150 (1) - this shape looks better like this , you still get to keep the 'weirdness' of it and it looks much more polished.


00:48:150 (1,1,1,1) - this is just personal preference, but maybe making these all NC would look nice :3



tbh, I think I wasn't thinking very well when I made my earlier negative mod, but yes, this map can certainly be improved all around. I hope to see this ranked in the future.
polka
@- @

gl stingy I believe in u
Topic Starter
beaw

CanadianBaka wrote:

I looked over my mod and I must have been tired or not that into it and I didn't give that well explanations

I will be taking my time through this mod to give as much information as I can



[Kris]


00:21:750 (1,2,3,4) - this shape doesn't compliment, or 'carry on' the flow from 00:20:950 (1,2,3,4) - these set of notes. It would be a lot better if you chose one of the two patterns and kept them consistent through the shapes. I personally like how you made a triangle 00:21:150 (2,3,4) - right here, so instead of it being a snappy linear jump 00:21:950 (2,3,4) - here, I would just mimmick the 'triangle' shape you did. Also, 00:21:150 (2,2) - this overlap would look way better if you either made the overlap deeper (overlap them more) stack, or just completely not overlap (which I don't suggest not overlapping because it would most likely ruin the whole aesthetic of the buildup) The reason I chose this specific patters was to group (2,3,4) and to also being the player to the right side of the screen before jumping to the stream on the left.

00:23:750 (1,2,3,4) - the reason I say these kicksliders don't work with current SV is because kicksliders aren't normally used in 4.2* (based on my experience, when I was 100k or sth) and usually wait to be used in highish bpm 4.9* up. The kicksliders you have can be awkward to play because most players playing this will be around 100kish and at 100k you aren't introduced to kicksliders yet, what makes it worse is the fact that I hear way more than just the 1/4, I'm hearing more 1/8!! I would just make it a relatively slow slider, like 0.3.3x SV (just pop into taiko mode to do that) and position the notes something like this The reason I keep the kicksliders is because the music has the quiet "wobbles" in it. I did lower the SV though to be better readable. Also when I was 130k-100k I was playing 5* maps ^^; so I feel like in this case, that won't play much of a role.


so you want the map a more snappy map? ok... but there are still a lot of patterns that can maybe be improved aesthetic wise

00:28:950 (1,2,3) - considering you want a snappy feel to the map, players cant snap well between these circular placed objects, making it a tight pattern like this will feel much better and go with your map... even something like this would be better, of course you'd fix the spacing after making the changes. Not everything is supposed to be snappy... I just wanted a snappy feel overall!

00:34:550 (4,5,6) - here again it's hard for the players to snap, 00:34:950 (6) - it's hard to hit this because your making the player travel diagonally across the screen from 00:34:750 (5) - this note rather then the back and forthy motion that you want

00:38:150 (1) - this shape looks better like this , you still get to keep the 'weirdness' of it and it looks much more polished. I don't know why you hate this slider so much ;w;


00:48:150 (1,1,1,1) - this is just personal preference, but maybe making these all NC would look nice :3 Meh ;w; No thank you I think it's fine



tbh, I think I wasn't thinking very well when I made my earlier negative mod, but yes, this map can certainly be improved all around. I hope to see this ranked in the future.
Laxxer
00:28:950 (1,2,3) - the whole map is literally snappy except for this, this should be changed


I would remove the kicksliders and just make it a slider, I know the song has "wobbles" in it but that doesn't take away the fact that they don't follow the music whatsoever, it's 1.6 not 1.4, because each clickable note is on 1.4x your missing a lot of beats (for the clickable notes) and all the beats in 1.6x are equally the same so they should all be clickable, and obvioiusly, that would be too hard for this level of difficulty. So, thats why I think it should just be a simple slider ;/


00:38:150 (1) - I don't hate this slider, i'm saying it looks better like this the current shape although it works with the song it can be polished a whole lot more


I didn't get a response for 00:34:550 (4,5,6) - this, it breaks the snappy flow you have. I know you are probably going to say something like "changes. Not everything is supposed to be snappy... I just wanted a snappy feel overall!" but no, thats not how it works.


Can I get a reason as to why you weirdly changed it to circular flow for both of those patterns? There's no real music evidence backing it up, you could make one up, but honestly it feels better snappy!



also, can you give me official proof the vocalist is saying "Kris-Kris-Krispe Kreme" ? It makes no sense, although I do hear it, I'm sure he's intentionally saying "itz itz itz itz mr. grim" in a very awkward way


I just wanted to clarify a few things




good luck
riffy
Flow is a very subjective thing and there is no 100% accurate way to define it for sure, I believe the mapper has a right to let things flow as they please. Given that this is the hardest difficulty and the beat is broken along with harsh bass sound it is only natural to introduce a number of patterns that just break the structure and/or don't flow in a standard way.

Let's look at the things you are still unsure of. 00:28:950 (1,2,3) - this one is literally identical to the previous one, low sv/high ds ratio make this one a hold slider at the end of a triangular pattern. In one way or another, there are a lot of triangles that do similar thing, for instance - 00:27:350 (2,3,1) - 00:31:350 (2,3,4)

00:38:150 (1) - you do realize that a "polished" slider is something that cannot be defined clearly. I personally like this one, so does the mapper. I looked into the one you suggested and I found the angle at the end too extreme, not exactly sure how it would make sense with the other sliders since that'd be the only curve of that kind.

00:34:550 (4,5,6) - yet again, pretty much identical to the ones I addressed before. Triangular jump with a hold note in the end.

I am not speaking on behalf of the mapper, so they are free to agree or disagree or give any additional explanation they believe to be needed. As a side note, I really appreciate your care. You two must be really good friends, seeing you put so much effort into the checking process even though you get no kudosu or anything of this kind for doing extra job. Keep that up, good job!
Laxxer
whats your opinion on the kicksliders, Bakari?

I think the triangles with a hold note you pointed out aren't consistent with 00:28:950 (1,2,3) - this, I know flow can be subjective but if you look at this triangle it's more circular playing wise, but triangles like 00:33:750 (1,2,3) - this can't be played with a wide circular movement but more of a snappy movement. I know it's subjective but the flow can at least be consistent in some places?


00:34:750 (5,6) - for this triangle your making the player go up completely diagonally, jumping from 00:34:750 (5) - this note to 00:34:950 (6) - this one.


I also think spacing's an issue in some places


00:33:950 (2,3) - spaced 2.5x however 00:34:750 (5) - this is only 1.9x / 2,0x ?

00:42:350 (3,4) - here it jumps to 2.6x when it's been consistently at 1.9x

00:43:350 (1,2) - why is this now 2.8x?

I mean, I just highlight a random note and look at this:

again, another random note ( 00:47:350 (4) - ) and spacing's like this, with music not even emphasizing it


I think you can do a better look at spacing




the flow honestly seems pretty fun other then the triangles I pointed up there, but the spacing is really inconsistent, can you check Bakari?



sorry for bugging you guys so much, you just want it ranked but these things keep bothering me T. T
riffy
Purple is for comments/opinions. Everything I add is just my point of view.

CanadianBaka wrote:

whats your opinion on the kicksliders, Bakari? They show the rhythm complexity escalation well, why not let them be?

I think the triangles with a hold note you pointed out aren't consistent with 00:28:950 (1,2,3) - this, I know flow can be subjective but if you look at this triangle it's more circular playing wise, but triangles like 00:33:750 (1,2,3) - this can't be played with a wide circular movement but more of a snappy movement. I know it's subjective but the flow can at least be consistent in some places? You can't criticize triangles for not giving circular flow. At all. They're triangles. Besides, it sounds more like "I know it's subjective, but I expect it to be subjective in a way that is comfortable with me". Correct me if you have more opinions to back you up.


00:34:750 (5,6) - for this triangle your making the player go up completely diagonally, jumping from 00:34:750 (5) - this note to 00:34:950 (6) - this one. zig zag stuff everywhere, or that's how I play it.


I also think spacing's an issue in some places Sliders are insensitive to accuracy as of now, besides slightly broken DS can work here. So I guess spacing shouldn't be a big issue as long as you still can read patterns. After all, it still gets the idea delivered and does not hurt readability.


00:33:950 (2,3) - spaced 2.5x however 00:34:750 (5) - this is only 1.9x / 2,0x ?

00:42:350 (3,4) - here it jumps to 2.6x when it's been consistently at 1.9x

00:43:350 (1,2) - why is this now 2.8x?

I mean, I just highlight a random note and look at this:

again, another random note ( 00:47:350 (4) - ) and spacing's like this, with music not even emphasizing it


I think you can do a better look at spacing




the flow honestly seems pretty fun other then the triangles I pointed up there, but the spacing is really inconsistent, can you check Bakari?



sorry for bugging you guys so much, you just want it ranked but these things keep bothering me T. T how can I say no to some extra mods? It's a good thing we've got our backs covered when there're caring people like you.
I am not speaking on behalf of the mapper, I want it to be very clear, so no one is throwing rocks at me. I am just vocing my own opinion.

Actually, you could provide us with a replay of you playing it, so we could see how you handle the map. This will show your logic of reading and aim as well as give us a good idea of what the map feels like.

Thanks again!
Laxxer
I'm in Florida right now so I can't do stuff


Congrats on first ranked stingy



I guees i was looking at the map too subjectively
Topic Starter
beaw
*peeks head in slowly*
Is it alright to come in now...?
Renumi
jesus ok
riffy
If you are willing to help us more, we can wait. There is no need to rush the qualification at all.

Let us know if you have any more valid points to bring, we'll happily apply all the suggestions we agree with.
LGV894

CanadianBaka wrote:

I like LGV's hyper, really nice diff
thanks lol

ok what happened to my map?

wtf why did my slider revert back to the old one?
Topic Starter
beaw

LGV894 wrote:

CanadianBaka wrote:

I like LGV's hyper, really nice diff
thanks lol

ok what happened to my map?

wtf why did my slider revert back to the old one?
Rip @your slider
LGV894
Btw you can delete my diff if it's really getting in the way
riffy
Okay, if anyone is okay we can recheck it once again before rebubbling.
Topic Starter
beaw

Bakari wrote:

Okay, if anyone is okay we can recheck it once again before rebubbling.
We're all good. I updated with LGV's sliders yesterday.
Laxxer
Ignore this




OWO
Topic Starter
beaw

CanadianBaka wrote:

Ignore this




OWO
*scans with intense virus-detector*
*BEEP BEEP BEEP*
HE'S TRYING TO INFECT MY MAP GET HIM AWAY! D:
riffy
Okay, let's give it a chance.

Rebubbled.
ZekeyHache
~Qualified~
Aurele
holy shiet.

congrats!!
Nowaie
Stingy ranking meps is dis real lief?
hi-mei
my boy stingy <3
Vivyanne
congrats ! !
Nao Tomori
do you really need combo colors that render it impossible to see the approach circles on 90 dim lmao

really dumb imo..

gratz on first ranked though!
vipto
gratz on ranking 44 seconds of a 3 minute song
Logic Agent
congrats
Arzenvald
bamf when
grats btw /w/
HappyRocket88
After a long time, you finally did it! Pretty much deserved award! \:3/ Congratulations!
Renumi
gratsu
Laxxer
Good job
Kyouren
Gratzz for your first ranked map! >w</
Renumi
uh
wot blanket 00:12:950 (1,2) - in hard
Topic Starter
beaw

Renumi wrote:

uh
wot blanket 00:12:950 (1,2) - in hard
Inb4 DQ
Renumi
dq pls player experience is at risk how can we advance and grow more as a community of mappers and players when this is made present as official in game content I am unironically disgusted someone please do something about this as I feel extremely uncomfortable having said issue in this map how did two bns look at this pattern or diff if at all no disrespecterino and allow i feel so humiliated to be a part of this community I'm done I'm leaving this game goodbye I can't
_handholding

Renumi wrote:

dq pls player experience is at risk how can we advance and grow more as a community of mappers and players when this is made present as official in game content I am unironically disgusted someone please do something about this as I feel extremely uncomfortable having said issue in this map how did two bns look at this pattern or diff if at all no disrespecterino and allow i feel so humiliated to be a part of this community I'm done I'm leaving this game goodbye I can't
"disrespecterino"
Mir
Hi I have some concerns about some of the difficulties.

[LGV]
  1. Firstly, why does LGV's Hyper use kicksliders, but the topdiff doesn't? Kicksliders are generally considered difficult, and if they're used in a lower diff doesn't it make sense to use it in the higher diff? That said, the usage in LGV's diff is really hard to play anyways, because the kicksliders like 00:28:950 (1) - are emphasizing a held sound, which makes little sense if any. These specific ones should all be 1/2 sliders like the top diff if you really want my opinion on it. 00:31:750 (1,2) - are fine for reference.
  2. 00:40:150 (5) - NC? Not many 1-downbeat combos go over 4 for the most part, so this looks really weird, especially when the downbeat isn't NC'd.
Now for the real concerns:

[Top Diff]
  1. 00:22:550 (1,2,3,4,1,2,3,4,1,2,3,4) - There is no 1/4 in this part, and the hitsounds are not appropriate for this either. They sound really harsh and are on every 1/4 beat. This shouldn't be a stream in the first place.
  2. 00:27:750 (1) - so you use one NC structure here that seems to be on every strong bass beat, which is fine, by all means do that. But it's inconsistent with 00:32:150 (1) - this part of the song, where you do it every downbeat. As you said in the comments of your map, the rhythm is boring and there are no interesting changes, thus the NC structure should be kept similar.
  3. 00:25:750 (1) - 00:26:950 (1) - 00:27:750 (1) - so these make sense because they're on the bass kick or whatever, which is fine, but then 00:28:950 (1,2) - shouldn't this be a slider to keep the rhythm consistent? Same goes for 00:35:350 (1,2).
    1. 00:41:750 - From here the rhythm structure completely changes from following the bass kicks to... something else? What is it following? If you're gonna say the snares then 00:46:350 (6) - should be a slider. Either way, changing the whole rhythm of the map while the song is still the same (the only change is the pitch, the rhythm is still the same) is inconsistent and should be changed.
  4. 00:48:150 (1,2,3,4) - Mapped with much lower density despite being the buildup to the end of the cut, should all be 1/2 because you weren't against doing that in the beginning 00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
  5. As a general point, the map flows really awkwardly in my opinion due to how you put some of the sliders, like what is 00:33:750 (1,2,3) - this or 00:35:350 (1,2,3,4,5,6) -? This is really bad flow especially considering you don't do it consistently. If you intend to emphasize a sound with uncomfortable flow, all instances of that sound should be mapped the same. That isn't the case considering 00:31:350 (2,3,4) - 00:30:550 (2,3,1) - Generally the flow isn't consistent enough. EDIT: Okay maybe I wasn't really clear here, but what I mean with uncomfortable is the slider velocity used is generally slower than the speed at which the player is jumping, and when you move to a sliderhead through it's own body you're going to be moving backwards through said body. If the speed at which you enter is slower than that which you follow the slider in, the flow would seem uncomfortable. That's exactly what's going on here. Sorry if this wasn't clear enough before.
  6. Also, I'm not one to moan about aesthetics, but the visual distance between objects in places makes the map look really bad, some examples: 00:33:750 (1,2,3,4,5,6) - 00:30:950 (1,2,3,4) - 00:30:150 (1,2,3,1) - (3 should be stacked under the first 1's tail actually, but whatever) Also: http://i.imgur.com/Iw239RD.jpg Should say enough really, you didn't use the space given to you, and thus the map looks cluttered and the aesthetic suffers because of that.
  7. Concerning the "theme" here, which seems to be back-and-forth as you told me months ago when I checked this map, it's executed inconsistently. 00:34:550 (4,5,6) - Should be back-and-forth too and 00:44:950 (1,2,3,4) too etc.
  8. And the final point is object placement seems really, really random, like I can barely see patterns if I tried to. Examples: 00:25:750 (1,4,1) - 00:29:950 (5,1,2,3,1) - 00:33:750 (1,2,3,4,5,6) - 00:49:750 (1,2,3,4) - and the patterns you do try to make eg. 00:43:350 (1,2,3,4) - are executed really poorly and could definitely be improved.
[Hard]
  1. 00:13:750 (3,4) - Consistently misplaced emphasis. 3 is clearly stronger than 4, but 3 has less emphasis than 4? 00:15:350 (7,8,1) - Same for this, 1 is clearly stronger, but 8 is emphasized more for some reason.
  2. 00:20:950 (1,2,3,4,5,6) - Is this supposed to be a pattern? What about this 00:19:350 (1,2,3,4,5,6) - ? I can't see anything clearly recognizable. It looks really, really random.
  3. 00:22:550 (1,2,3) - Again, clearly no 1/4 here but mapped 1/4.
  4. 00:35:750 (3,4,5,6,1,2) - This is just ugly. 00:36:150 (5,1) - Is never done anywhere else either.
  5. 00:40:950 (5) - Reason for skipping these beats? There's no special sound to emphasize here.
  6. Same complaints about the aesthetics as the topdiff, this difficulty actually uses the playfield better, so that's good. But 00:28:150 (4,5,6,7,1) - this could be tidied up as one of the few patterns in this diff. 00:31:350 (4,5,6,1) - No equal visual spacing whatsoever. 00:35:350 (1,2,3,4,5,6,1) - Do I even have to comment on this one?
Stacks in Advanced: 00:43:350 (5,4) - 00:46:550 (1,5) -

I could keep saying the same sort of things about the lower difficulties, so I'll stop here with the specifics.

Generally this mapset does not seem to have any structure whatsoever in terms of aesthetic or theme in general. Somehow this got qualified so there must be some reasoning behind this, but reading the thread I'm not really convinced in all honesty.
Topic Starter
beaw

Mir wrote:

stuff
Uhm where were you before this was qualified
It seems you only care now that it's qualified
You could've mentioned this before
You know, like before it was qualified and stuff
Mir

Stingy wrote:

Mir wrote:

stuff
Uhm where were you before this was qualified
It seems you only care now that it's qualified
You could've mentioned this before
You know, like before it was qualified and stuff
Irrelevant.

It matters more now that it is qualified, whether I noticed before or not really doesn't matter. When a map is qualified, it's put out for the whole community to judge it. Don't blame me for modding your map, you should blame your map for making me mod it.
Yuii-
Also, shouldn't the current offset have -15 to the current timing or so? I feel like it's a tad off.
Laxxer
sorry stingy, but I have to agree with Mir.


I think Mir explains all of the points in my previous mods in a much more constructive way + more
Renumi
actually agree as well /: (soz)
riffy

Mir wrote:

Don't blame me for modding your map, you should blame your map for making me mod it.
Why should we blame anyone? A mod is a mod, you make it sound like something negative, yet, the whole point of having a map qualified is to get more people to check it. Getting a map disqualified is not a bad thing, ignoring potential ways to improve the map is.

Please, reply to the suggestions properly, Stingy. It is perfectly fine to agree with the modder as well as to disagree with them. Try to be reasonable and focus on quality rather than on keeping an icon.

I don't think we need "I agree" comments here, unless you have something else to add to the points discussed. Thank you for the feedback, though. I'll leave the rest up to the mapper.
Mir

Bakari wrote:

Mir wrote:

Don't blame me for modding your map, you should blame your map for making me mod it.
Why should we blame anyone? A mod is a mod, you make it sound like something negative, yet, the whole point of having a map qualified is to get more people to check it. Getting a map disqualified is not a bad thing, ignoring potential ways to improve the map is.
True, it's not a bad thing. But the way Stingy replied was very accusative, and I didn't really appreciate that. I apologize.
Topic Starter
beaw
Mir's DQ

Mir wrote:

Hi I have some concerns about some of the difficulties.

[LGV]
  1. Firstly, why does LGV's Hyper use kicksliders, but the topdiff doesn't? Kicksliders are generally considered difficult, and if they're used in a lower diff doesn't it make sense to use it in the higher diff? That said, the usage in LGV's diff is really hard to play anyways, because the kicksliders like 00:28:950 (1) - are emphasizing a held sound, which makes little sense if any. These specific ones should all be 1/2 sliders like the top diff if you really want my opinion on it. 00:31:750 (1,2) - are fine for reference. I don't think I like kicksliders in my map. That's why I didn't put them. It was his GD, so his style is going to be different
  2. 00:40:150 (5) - NC? Not many 1-downbeat combos go over 4 for the most part, so this looks really weird, especially when the downbeat isn't NC'd.
Now for the real concerns:

[Top Diff]
  1. 00:22:550 (1,2,3,4,1,2,3,4,1,2,3,4) - There is no 1/4 in this part, and the hitsounds are not appropriate for this either. They sound really harsh and are on every 1/4 beat. This shouldn't be a stream in the first place. There are 1/4.
  2. 00:27:750 (1) - so you use one NC structure here that seems to be on every strong bass beat, which is fine, by all means do that. But it's inconsistent with 00:32:150 (1) - this part of the song, where you do it every downbeat. As you said in the comments of your map, the rhythm is boring and there are no interesting changes, thus the NC structure should be kept similar. The NCs follow the higher synth.
  3. 00:25:750 (1) - 00:26:950 (1) - 00:27:750 (1) - so these make sense because they're on the bass kick or whatever, which is fine, but then 00:28:950 (1,2) - shouldn't this be a slider to keep the rhythm consistent? Same goes for 00:35:350 (1,2).
    1. 00:41:750 - From here the rhythm structure completely changes from following the bass kicks to... something else? What is it following? If you're gonna say the snares then 00:46:350 (6) - should be a slider. Either way, changing the whole rhythm of the map while the song is still the same (the only change is the pitch, the rhythm is still the same) is inconsistent and should be changed. You can hear this rhythm in the music. Although it's the same, you can "hear" the emphasis differently in the music.
  4. 00:48:150 (1,2,3,4) - Mapped with much lower density despite being the buildup to the end of the cut, should all be 1/2 because you weren't against doing that in the beginning 00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The map is about to end. Why hype it up?
  5. As a general point, the map flows really awkwardly in my opinion due to how you put some of the sliders, like what is 00:33:750 (1,2,3) - this (3) point to (4).or 00:35:350 (1,2,3,4,5,6) -? This flow uses directional emphasis. It actually is consistent.This is really bad flow especially considering you don't do it consistently. If you intend to emphasize a sound with uncomfortable flow, all instances of that sound should be mapped the same. That isn't the case considering 00:31:350 (2,3,4) - 00:30:550 (2,3,1) - Generally the flow isn't consistent enough. ? I really don't see a problem with any of this
  6. Also, I'm not one to moan about aesthetics, but the visual distance between objects in places makes the map look really bad, some examples: 00:33:750 (1,2,3,4,5,6) - 00:30:950 (1,2,3,4) - 00:30:150 (1,2,3,1) - (3 should be stacked under the first 1's tail actually, but whatever That make it hard to read and there's no change for direction; the change is what I wanted.) Also: http://i.imgur.com/Iw239RD.jpg Should say enough really, you didn't use the space given to you, and thus the map looks cluttered and the aesthetic suffers because of that.
  7. Concerning the "theme" here, which seems to be back-and-forth as you told me months ago when I checked this map, it's executed inconsistently. 00:34:550 (4,5,6) - Should be back-and-forth too and 00:44:950 (1,2,3,4) too etc. Not back-and-forth, it's "sharp".
  8. And the final point is object placement seems really, really random, like I can barely see patterns if I tried to. Examples: 00:25:750 (1,4,1) - where's the problem? 00:29:950 (5,1,2,3,1) - ?00:33:750 (1,2,3,4,5,6) - ?? 00:49:750 (1,2,3,4) - and the patterns you do try to make eg. 00:43:350 (1,2,3,4) - are executed really poorly and could definitely be improved.
[Hard]
  1. 00:13:750 (3,4) - Consistently misplaced emphasis. 3 is clearly stronger than 4, but 3 has less emphasis than 4? 00:15:350 (7,8,1) - Same for this, 1 is clearly stronger, but 8 is emphasized more for some reason. Emphasis is directional
  2. 00:20:950 (1,2,3,4,5,6) - Is this supposed to be a pattern? What about this 00:19:350 (1,2,3,4,5,6) - ? I can't see anything clearly recognizable. It looks really, really random. No not really
  3. 00:22:550 (1,2,3) - Again, clearly no 1/4 here but mapped 1/4. Please listen closer.
  4. 00:35:750 (3,4,5,6,1,2) - This is just ugly. 00:36:150 (5,1) - Is never done anywhere else either. It makes the occurrence of overlaps less spread.
  5. 00:40:950 (5) - Reason for skipping these beats? There's no special sound to emphasize here. It's the end of the phrase, so it ends with an easier rhythm
  6. Same complaints about the aesthetics as the topdiff, this difficulty actually uses the playfield better, so that's good. But 00:28:150 (4,5,6,7,1) - this could be tidied up as one of the few patterns in this diff. 00:31:350 (4,5,6,1) - No equal visual spacing whatsoever. 00:35:350 (1,2,3,4,5,6,1) - Do I even have to comment on this one?
Stacks in Advanced: 00:43:350 (5,4) - 00:46:550 (1,5) -

I could keep saying the same sort of things about the lower difficulties, so I'll stop here with the specifics.

Generally this mapset does not seem to have any structure whatsoever in terms of aesthetic or theme in general. Somehow this got qualified so there must be some reasoning behind this, but reading the thread I'm not really convinced in all honesty.
riffy
I'll give these suggestions a look as well, give me some time. Probably later today.
Shiirn
okay so like for real


your emphasis on the top diff is completely fucking random and nonsensical and it doesn't seem to know when to use 1/2 sliders and when to spam circles and there's literally no coherence or relevance to the song.


You should really go over the map and actually note where the synth is weaker or straight up doesn't exist and actually re-do the map so that the 1/2 sliders are actually following the squeaky melody rather than......whatever completely messed up jumble you have right now.


Just because the map is playable and plays fine doesn't mean it's good or even follows the music. This is a shitdump song, but doesn't need to have a shitdump map.
Shiranai
Getting a disqualification is not always a bad thing, why most mappers with their first qualified try to avoid that so much :shrugs:
Anyway congrats, hope for the best.
Mir

Stingy wrote:

Mir wrote:

Hi I have some concerns about some of the difficulties.

[LGV]
  1. Firstly, why does LGV's Hyper use kicksliders, but the topdiff doesn't? Kicksliders are generally considered difficult, and if they're used in a lower diff doesn't it make sense to use it in the higher diff? That said, the usage in LGV's diff is really hard to play anyways, because the kicksliders like 00:28:950 (1) - are emphasizing a held sound, which makes little sense if any. These specific ones should all be 1/2 sliders like the top diff if you really want my opinion on it. 00:31:750 (1,2) - are fine for reference. I don't think I like kicksliders in my map. That's why I didn't put them. It was his GD, so his style is going to be different That doesn't really disvalue the point about spread though. Just because it's a GD doesn't mean it should use more difficult elements than in higher difficulties.
  2. 00:40:150 (5) - NC? Not many 1-downbeat combos go over 4 for the most part, so this looks really weird, especially when the downbeat isn't NC'd.
Now for the real concerns:

[Top Diff]
  1. 00:22:550 (1,2,3,4,1,2,3,4,1,2,3,4) - There is no 1/4 in this part, and the hitsounds are not appropriate for this either. They sound really harsh and are on every 1/4 beat. This shouldn't be a stream in the first place. There are 1/4. Okay, so there may be 1/4. Why blend both the drum, tick tick noise (idk what it's called the gross sound lol), and the barely noticeable background sounds into a fully clickable stream that has the highest aim and tapping strain in the map.
  2. 00:27:750 (1) - so you use one NC structure here that seems to be on every strong bass beat, which is fine, by all means do that. But it's inconsistent with 00:32:150 (1) - this part of the song, where you do it every downbeat. As you said in the comments of your map, the rhythm is boring and there are no interesting changes, thus the NC structure should be kept similar. The NCs follow the higher synth. Then follow the higher synth in the beginning? My point still stands, the rhythm is the same, only the pitch changes. NCs are mainly used to indicate a change in rhythm, not in pitch.
  3. 00:25:750 (1) - 00:26:950 (1) - 00:27:750 (1) - so these make sense because they're on the bass kick or whatever, which is fine, but then 00:28:950 (1,2) - shouldn't this be a slider to keep the rhythm consistent? Same goes for 00:35:350 (1,2).
    1. 00:41:750 - From here the rhythm structure completely changes from following the bass kicks to... something else? What is it following? If you're gonna say the snares then 00:46:350 (6) - should be a slider. Either way, changing the whole rhythm of the map while the song is still the same (the only change is the pitch, the rhythm is still the same) is inconsistent and should be changed. You can hear this rhythm in the music. Although it's the same, you can "hear" the emphasis differently in the music.
    Fair enough (however threadbare your argument seems), but the way it's mapped doesn't provide any emphasis whatsoever through object placement, and makes the already repetitive map even more repetitive, and this is a fundamental flaw in your map.
  4. 00:48:150 (1,2,3,4) - Mapped with much lower density despite being the buildup to the end of the cut, should all be 1/2 because you weren't against doing that in the beginning 00:19:350 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The map is about to end. Why hype it up? That's exactly why you hype it up though, the song itself is hyping it up. If you're going to follow the song accurately you're going to map a build up here, not 1/1 circle jumps.
  5. As a general point, the map flows really awkwardly in my opinion due to how you put some of the sliders, like what is 00:33:750 (1,2,3) - this (3) point to (4).or 00:35:350 (1,2,3,4,5,6) -? This flow uses directional emphasis. It actually is consistent. 00:28:950 (1,2,3) - No directional emphasis, 00:34:550 (4,5,6) - no directional emphasis, 00:42:950 (5,6,1,2) - no sharp movements, really comfortable, not directional emphasis, 00:44:550 (5,6,1) - not strong enough to really be "emphasis" since all sounds are emphasized the same. This is really bad flow especially considering you don't do it consistently. If you intend to emphasize a sound with uncomfortable flow, all instances of that sound should be mapped the same. That isn't the case considering 00:31:350 (2,3,4) - 00:30:550 (2,3,1) - Generally the flow isn't consistent enough. ? I really don't see a problem with any of this Yeah, well I just explained it.
  6. Also, I'm not one to moan about aesthetics, but the visual distance between objects in places makes the map look really bad, some examples: 00:33:750 (1,2,3,4,5,6) - 00:30:950 (1,2,3,4) - 00:30:150 (1,2,3,1) - (3 should be stacked under the first 1's tail actually, but whatever That make it hard to read and there's no change for direction; the change is what I wanted.) - Yeah but it's not hard to read and you LITERALLY JUST SAID YOU WANTED DIRECTIONAL EMPHASIS. Also: http://i.imgur.com/Iw239RD.jpg Should say enough really, you didn't use the space given to you, and thus the map looks cluttered and the aesthetic suffers because of that.
  7. Concerning the "theme" here, which seems to be back-and-forth as you told me months ago when I checked this map, it's executed inconsistently. 00:34:550 (4,5,6) - Should be back-and-forth too and 00:44:950 (1,2,3,4) too etc. Not back-and-forth, it's "sharp". - Fair enough, but look above and I pointed out areas where it's clearly not sharp movement.
  8. And the final point is object placement seems really, really random, like I can barely see patterns if I tried to. Examples: 00:25:750 (1,4,1) - where's the problem? 00:29:950 (5,1,2,3,1) - ?00:33:750 (1,2,3,4,5,6) - ?? 00:49:750 (1,2,3,4) - and the patterns you do try to make eg. 00:43:350 (1,2,3,4) - are executed really poorly and could definitely be improved. - So you don't see a problem with SEEMINGLY RANDOMLY PLACED NOTES.
[Hard]
  1. 00:13:750 (3,4) - Consistently misplaced emphasis. 3 is clearly stronger than 4, but 3 has less emphasis than 4? 00:15:350 (7,8,1) - Same for this, 1 is clearly stronger, but 8 is emphasized more for some reason. Emphasis is directional
  2. 00:20:950 (1,2,3,4,5,6) - Is this supposed to be a pattern? What about this 00:19:350 (1,2,3,4,5,6) - ? I can't see anything clearly recognizable. It looks really, really random. No not really - "No, no, it's not really supposed to be a pattern." Then it's badly mapped, period. Everything should be related to everything else somehow through patterning. That's called structure - and you just admitted you have no problem with a structureless map?
  3. 00:22:550 (1,2,3) - Again, clearly no 1/4 here but mapped 1/4. Please listen closer. - See above
  4. 00:35:750 (3,4,5,6,1,2) - This is just ugly. 00:36:150 (5,1) - Is never done anywhere else either. It makes the occurrence of overlaps less spread. - But you never do this anywhere else, how can it be less spread if this is the ONLY INSTANCE OF IT?
  5. 00:40:950 (5) - Reason for skipping these beats? There's no special sound to emphasize here. It's the end of the phrase, so it ends with an easier rhythm - No but that's not what the song is doing... the song is still at the same intensity so this slider is literally misrepresenting the song.
  6. Same complaints about the aesthetics as the topdiff, this difficulty actually uses the playfield better, so that's good. But 00:28:150 (4,5,6,7,1) - this could be tidied up as one of the few patterns in this diff. 00:31:350 (4,5,6,1) - No equal visual spacing whatsoever. 00:35:350 (1,2,3,4,5,6,1) - Do I even have to comment on this one?
Stacks in Advanced: 00:43:350 (5,4) - 00:46:550 (1,5) -

I could keep saying the same sort of things about the lower difficulties, so I'll stop here with the specifics.

Generally this mapset does not seem to have any structure whatsoever in terms of aesthetic or theme in general. Somehow this got qualified so there must be some reasoning behind this, but reading the thread I'm not really convinced in all honesty.
There's my reply. I hope we can come to an agreement on this.

EDIT: I like how your reply has "Mir's DQ" on it. Like you know this can get dq'd for these reasons.
Topic Starter
beaw

Shiirn wrote:

okay so like for real


your emphasis on the top diff is completely fucking random and nonsensical and it doesn't seem to know when to use 1/2 sliders and when to spam circles and there's literally no coherence or relevance to the song.


You should really go over the map and actually note where the synth is weaker or straight up doesn't exist and actually re-do the map so that the 1/2 sliders are actually following the squeaky melody rather than......whatever completely messed up jumble you have right now.


Just because the map is playable and plays fine doesn't mean it's good or even follows the music. This is a shitdump song, but doesn't need to have a shitdump map.
wtf shiirn you can't come out of nowhere and come onto my map
Laxxer
about the "I don't think we need i agree comments" is it not okay to give support to a person trying to DQ the map?


anyways, I think i'll run over some things Stingy denied.

You can't say "I don't like kicksliders, but the GDr does, so it's totally fine!" No it isn't, LGV's hyper has more note density then the highest diff, BUT the only reason the SR is higher for Kris-Kris-Krispe-Kreme is because of the spacing. Just because it may be LGV's style it doesn't mean your diffs can be inconsistent.

00:22:550 (1,2,3,4,1,2,3,4,1,2,3,4) - there are not any 1/4, although because of the wobbly feel of the map, it sounds like 1/4. Here are the actualy notes:

00:22:550 -
00:22:750 -
00:22:950 -
00:23:150 -
00:23:250 - (this is the only 1/4)
00:23:350 -
00:23:350 -
00:23:550 -

00:23:750 (1,2,3,4,1) - although there ARE sounds on the 1/4 here, it's 1/6. And each 1/6 should be clickable, but obviously, that would be too hard for this difficulty.

00:28:950 (1,2) - this should be a slider, you didn't respond to this: "00:25:750 (1) - 00:26:950 (1) - 00:27:750 (1) - so these make sense because they're on the bass kick or whatever, which is fine, but then 00:28:950 (1,2) - shouldn't this be a slider to keep the rhythm consistent? Same goes for 00:35:350 (1,2). "

00:33:950 (2,3) - your making the player go directly down diagonally, while your other "back and forth" patterns don't follow that same zig-zag motion. same with 00:34:750 (5,6) - this, going directly upwards diagonally.

I don't think saying things like: "Not back-and-forth, it's "sharp"." is good. I mean, you told me "it's a back-and-forth flowy map" so you have contradicting points, here.

you also replied with "No not really". Thats a very subjective way to reply to a mod. Try to look at the map how others would want to look at it. Do you wanna explain your almost absurd reasoning to every single player (who has a good sense of the game) who plays this map? If not many other people can understand your reasoning, except for a select few, and if majority says one thing is "wrong" then it would be best for you to change it rather then keep on making excuses.




Here are some things you've responded with:

" where's the problem?"

"?"

"??"

"Please listen closer" (it's okay, but maybe you should take your own lesson. There's no 1/4"

"? I really don't see a problem with any of this"

"The map is about to end. Why hype it up?" (usually the most 'hype' place is at the end"

"There are 1/4." (again, this is subjective, if you see the majority saying it isn't 1/4, then most likely, it isn't 1/4.)"


those are not proper responses.



Also, you haven't responded to my previous mods, the only people who responded were Bakari.



edit; it took me like 10 minutes to mod this and there's already 6 posts ahead of me... smh
Nao Tomori
top diff:

00:22:550 (1,2,3,4,1,2,3,4,1,2,3,4) - this is clearly overmapped, the sounds it is mapped to start on 1/2 and END on blue ticks. there isn't a new sound, there isn't anything warranting an object. kicksliders will work, better.

00:28:550 (4) - there isn't any reason for this to be a slider.

earlier you used sliders on sounds like 00:28:950 (1) - but now it's a circle and the slider is before that.

00:39:150 (1,2,3,1,2,1,2,3,1,2,3,1,2) - others mentioned this but i also strongly recommend thinking more closely about when you use stacks and when you don't. i don't see any pattern here.

00:43:750 - i think you should take a look at when you use sliders, consider only using them for the strong bass sound like the one on this slider end.
Okoayu
what i think could be changed after a dq

-> actually correcting the offset to be -12~-15 of the current (currently the map has an online offset)

what i think the map generally "suffers" from is that it is mostly trying to be the same everywhere, which is not what the song is doing. The song is highlighting different sounds, which aren't being made stand out in any way, instead everything is within the variations of "this is similar" except for a few patterns.

The song is very monotonous but that doesn't mean that that is all it is, examples where you actually break your own structure are 00:21:750 (1,2) - which is a lot larger to then be a lot smaller while being placed on a buildup, 00:19:350 (1,2,3,4) - is consistently large, 00:20:150 (1,2,3,4) - is about consistently large and so is 00:20:950 (1,2,3,4) - but one just gets a noticably bigger jump for seemingly no reason (that is made apparent by the context of the map itself)

the song makes other places stand out too, such as 00:26:550 (4) - 00:26:950 (1) - 00:28:950 (1) - 00:30:150 (1) - 00:30:950 (1) - where big drums are giving the otherwise repetitive song a bit of difference, which you seem to somewhat disregard in your map. you can highlight object either through spacing or its absence, or though breaking movement and you don't really utilise either predictably so that other people can recognise it (the factor that it is visually all over the place by avoiding patterning or grouping objects into logically connected units might be contributing)

the only way to address this issue would be to redo the entire difficulty with this in mind though.

other things that are kind-of-dodgy:
00:45:350 (2,3) - 00:39:150 (1,2) - hitsound volume leaves these more or less inaudible
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