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Utsu-P - TRAUMATIC

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Anxient

Strategas wrote:

[anxient hard]

00:07:000 (1) - don't really like this thing, but if you intend to keep it atleast lower the volume more, it sounds cancer - 30% then

00:15:875 (4) - suppose to be 1/3 - [b]#iTried

00:31:750 (1) - same[/b] - ok

[anxient advanced]

00:07:000 (1) - same as hard - 30%

00:15:750 (4,5,1) - same as hard - same

fix bolded stuff and call me
http://puu.sh/tjN6I/b8b01d52e8.osu= ADV
http://puu.sh/tjN7m/e2f2be1811.osu = HD
Lasse
Aeonian Sonder
I can only mod normal mode difficulties. Sorry

[Shared]
Traumatized, Extreme & Sharkie's Extra
00:19:750 - There's a slider here that's of difference velocity. Would if be possible to add another color to the combo colors to signify different velocity?

[Traumatized]
00:19:500 (3) - I actually prefer to have this object farther from the other preceding objects and the next incoming object.
00:27:875 (3) - I would prefer this object to have increased distance so that the greatest distance is between this object and the next first combo.
00:30:000 (1) - I have a bit of a problem here, not so much that it's basically reusing a slider just to same time mapping a song because some people don't want to make another one, but that it's right under the original object.

00:31:750 (1) - Is it possible to move this somewhere else?

[Extreme]
00:15:500 (1,1) - The first circle feels like it would make players keep going without stopping in search of an object to click, but then sudden the second circle is like "I'm right here."

00:28:750 (4,5,6) - I just feel like the space that's between them is bigger than its counterpart in "Traumatized."
00:29:750 (4,5,6) - Same as above.
I'm aware that it's suppose to be the same spacing between the objects until the last part before kiai, but you could try to make it increasing spacing like in "Traumatized," or just have the spacing be the same, but with smaller gaps (up to the point when the circles barely touch the other circles)

[Extra]
00:17:625 (1,2,3,4) - Rather than decreasing the space between, how about increasing them like how the other pair (00:16:625 (1,2,3,4) & 00:18:625 (1,2,3,4)) does.

[Sharkie's Extra]
00:15:500 (4,5,1) - This is slightly annoying because this is a 1/3 beat, and the first beat isn't sometime like another object, but instead the end of slider 00:15:500 (4). Maybe you could end the slider at 00:15:625 so that an object can begin the 1/3.

00:28:000 - Idea: since it's closing near the end, how about increasing the velocity of the sliders by .1x for the four times that the guitar changes key.

[Exote's Insane]
00:17:000 (3,3) - Um... well... There's isn't anything play here that would really FIT the cymbals. They fit more 00:19:000 (3,4,5,6), but not so much with these two circles.

[Anxient's Hard]
00:07:000 (1) - If I didn't say anything but to tell you remove it, you would probably say something like "oh, but it fits with the guitar that building up in the background," wouldn't you?
...
Just remove it, please. It's not like anything instrument is making any distinctive sounds here.

00:09:875 (4) - Move it diagonally up rather than down.
00:10:875 (4) - Same as above
00:22:375 (2,4) - ^
00:26:375 (2,4) - ^

[Anxient's Advanced]
00:07:000 (1) - Same problem as Hard. I would be more concern for the normal players

[Complaint about Anxient's difficulties]
Anxient's Hard and advance have the exact same beginning 3 objects from 00:04:000. Two circles and a slider. I don't know if you thought that it would be easier for players going from Advanced to the Hard difficulty, but I believe that you could make the beginnings of these two a bit more distinctive, and not just by moving the object somewhere else on the map.
But then, I made a mod about the third object.

[Overall]
Well, it's only 30 seconds long (yeah, 32 seconds, I know, don't correct me). I don't know if anything more is needed...
Exote
@-APXH

00:17:000 (3,3) - Um... well... There's isn't anything play here that would really FIT the cymbals. They fit more 00:19:000 (3,4,5,6), but not so much with these two circles. - huh? I didn't understand what does not fit here, it just plays and fits fine.
Anxient

-APXH wrote:

[Anxient's Hard]
00:07:000 (1) - If I didn't say anything but to tell you remove it, you would probably say something like "oh, but it fits with the guitar that building up in the background," wouldn't you?
...
Just remove it, please. It's not like anything instrument is making any distinctive sounds here. - nope. im keeping it there because i think it fits. i legit cant think of a better reason than that, but thats what im going with.

00:09:875 (4) - Move it diagonally up rather than down.
00:10:875 (4) - Same as above
00:22:375 (2,4) - ^
00:26:375 (2,4) - ^ - theyre all autostack, cant do jack squat about it. besides, moving it diagonally up would make it 10x weaker than how i did it.

[Anxient's Advanced]
00:07:000 (1) - Same problem as Hard. I would be more concern for the normal players - if the BNs think that this is fine, its probably fine. besides, the diff below this is literally as fast as this. its a bridge between normal --> hard, im pretty sure people can handle this.

[Complaint about Anxient's difficulties]
Anxient's Hard and advance have the exact same beginning 3 objects from 00:04:000. Two circles and a slider. I don't know if you thought that it would be easier for players going from Advanced to the Hard difficulty, but I believe that you could make the beginnings of these two a bit more distinctive, and not just by moving the object somewhere else on the map.
But then, I made a mod about the third object. - its fine. i coulve rotated it 90 degrees but that wouldve made it look horrible. if it aint broken, dont fix it. i dont see a reason why this is an issue really.
thanks for modding tho~
Sharkie

-APXH wrote:

[Sharkie's Extra]
00:15:500 (4,5,1) - This is slightly annoying because this is a 1/3 beat, and the first beat isn't sometime like another object, but instead the end of slider
00:15:500 (4). Maybe you could end the slider at 00:15:625 so that an object can begin the 1/3.
I disagree, this plays fine.
00:28:000 - Idea: since it's closing near the end, how about increasing the velocity of the sliders by .1x for the four times that the guitar changes key.
Well, I'd prefer to keep the difficulty below 5 stars, so that it fits the spread. I would not want to increase the difficulty anymore than it is now.
Xinnoh
No kudosu
Recheck before either Deif or JBH approves because no one else is capable of the 8*

Rain
00:05:500 (3,4) - Just make this dash smaller since the guitar is the same, unnecessarily hard to catch
00:10:125 (2,3) - Isn't this kind of far?
00:22:750 (5,1) - Same
00:23:750 (4,1) - Edge dash
00:24:125 (2,3) - Antiflow might be too strong for this spacing, could reduce by move slider to right + reduces hyper distance from previous point
00:29:500 (4,5) - Spacing is too small for hardest part of song
00:31:125 (2,3) - That distance is kind of flow breaking since the slider is quite small compared to the jump
tbh might have been easier to map if the SV was higher but it's fine

Overdose
00:10:125 (2) - Split slider into circles and use even spacing for better dash leniency
00:12:625 (5,6) - ^
00:14:000 (1,2) - Opinion but the anti flow distance might be too far, since the platter speed decreases more on the triple compared to the next similar pattern, which has a slider instead
00:22:125 (2) - that's kind of an awkward slow down in speed
00:23:000 (1,2) - Spacing might be too large because of the antiflow triple before
00:26:750 (6,7,8) - That was a really intense section before, could change this so it flows left for an easier catch
00:30:125 (2) - Spacing too small, use circles
00:33:000 (5) - Still too harsh

Imagination is probably the best ctb diff in the set right now, I'd say it'd be ready for ranking after a qat check

good luck
Topic Starter
Cryptic

-APXH wrote:

I can only mod normal mode difficulties. Sorry

[Shared]
Traumatized, Extreme & Sharkie's Extra
00:19:750 - There's a slider here that's of difference velocity. Would if be possible to add another color to the combo colors to signify different velocity? Not required, it's been a super long time since sliders have shown up. The timing point would have the same effect anywhere in that span of time so moving it or NC'ing would be pointless.

[Traumatized]
00:19:500 (3) - I actually prefer to have this object farther from the other preceding objects and the next incoming object. Any particular reason as to why? Personally, I find the current composition to sound as if it's slowly building up to a halt just to unleash itself again, making my pattern feel more accurate (to me at least).
00:27:875 (3) - I would prefer this object to have increased distance so that the greatest distance is between this object and the next first combo. But the most intense note in this 00:27:625 (1,2,3) - pattern is actually the 1>2, so giving 3 more spacing would be unjustified and poor mapping.
00:30:000 (1) - I have a bit of a problem here, not so much that it's basically reusing a slider just to same time mapping a song because some people don't want to make another one, but that it's right under the original object. ...Okay? Sorry? I think it's fine...
00:31:750 (1) - Is it possible to move this somewhere else? Anything is possible if you believe in yourself, but this placement is fine.

[Extreme]
00:15:500 (1,1) - The first circle feels like it would make players keep going without stopping in search of an object to click, but then sudden the second circle is like "I'm right here." ...Alright? The vocals end abruptly, so I tried to echo that in the mapping.
00:28:750 (4,5,6) - I just feel like the space that's between them is bigger than its counterpart in "Traumatized." The themes behind the difficulties are different, and they are a bit larger. This one has always had some form of movement attached to it's triplets and other elements of the map overall, so it felt right to continue that in the buildup.
00:29:750 (4,5,6) - Same as above. Same as above.
I'm aware that it's suppose to be the same spacing between the objects until the last part before kiai, but you could try to make it increasing spacing like in "Traumatized," or just have the spacing be the same, but with smaller gaps (up to the point when the circles barely touch the other circles) The spacing does increase, its just more subtle since its a lower diff. I feel like if I were to increase it enough to notice it would either ruin the spread or make the ending too hard.

[Extra]
00:17:625 (1,2,3,4) - Rather than decreasing the space between, how about increasing them like how the other pair (00:16:625 (1,2,3,4) & 00:18:625 (1,2,3,4)) does. Following pitch so decreasing makes sense.
@Lasse: Thank you, fixed.

Updated, removed MBomb's diffs (today was his deadline, sorry Sinnoh). Calling Strategas back and calling other BN here.
Strategas
b
Topic Starter
Cryptic
Thanks Strat~
winter 2017 anime here we come
Anxient
PogChamp
Xinnoh
mbomb couldn't reply because his computer was broken :|

He could potentially finish the spread in another set since it only needs platter/salad to be rankable, next time i guess

edit: remove magic bomb from the tags, not something worth making an extra post for.
Topic Starter
Cryptic

Sinnoh wrote:

mbomb couldn't reply because his computer was broken :|

He could potentially finish the spread in another set since it only needs platter/salad to be rankable, next time i guess
I talked to him about it on discord last week and after I removed the diffs today, the agreement we had was he had to have them ready by today. So ye
But it won't be too hard to make a few extra diffs and finish it on another set, so I hope he does

Edit: It's fine in game and on the actual beatmap page, just broke in the forum - I edited it.
Monstrata
TRAUMATIZED

00:15:250 (2,3) - This just baits people into misclicking imo... I think it's better to space it out normally, since the rhythm here isn't that different from elsewhere.
00:25:250 (3,1) - This placement just feels too close together, Like between the slider-end and circle.,
00:27:250 (2,3) - I really don't recommend doing this right before cross screen jumps. You end up killing player momentum unnecessarily by forcing them to basically pause for 1/2 a beat.
00:31:833 (1,1) - There's potential for a stack patter here, I think you just need a better angle.
00:32:000 (1,1,1,1,1,1,1) - Nice!

EXTREME

00:23:500 (3,4,1,2,3,1,2) - A lot of patterns are just stacked under each other here, and it creates this cramped up feeling in the map. I would use more of the screen and not overuse similar locations so much here.

EXTRA

00:08:500 (3,4) - This is the only time you use a partial overlap for like the next 12 seconds, so it doesn't realy fit your aesthetics.
00:20:750 (4) - Repeat is still a bit hard to see. Have the slider be half overlapped instead of like 75%? That way half of the arrow can be seen, and not just the tip.

Sharkie's EXPERT

00:19:000 (1,2,3,4) - Make these even? The spacing change isn't necessary imo.
00:30:500 (3) - Ctrl+G flows better imo.

Exote's INSANE

00:26:250 (2,4) - Really hard to see the repeat arrow on 4 imo. Can you position it more rightward.
Sharkie

Monstrata wrote:

Sharkie's EXPERT

00:19:000 (1,2,3,4) - Make these even? The spacing change isn't necessary imo.
Done.
00:30:500 (3) - Ctrl+G flows better imo.
Done.
Exote's INSANE
Thanks Monster-ata!!11


Sharkie's Shark Shark
osu file format v14

[General]
AudioFilename: 06 TRAUMATIC (feat. Hatsune Miku).MP3
AudioLeadIn: 0
PreviewTime: 7968
Countdown: 0
SampleSet: None
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.899999

[Metadata]
Title:TRAUMATIC
TitleUnicode:TRAUMATIC
Artist:Utsu-P
ArtistUnicode:鬱P
Creator:Cryptic
Version:Sharkie's EXPERT
Source:
Tags:MY SONG IS SHIT Post-Traumatic Stress Disorder P.T.S.D. PxTxSxD Reissue metalcore hatsune miku 初音ミク rock vocaloid Exote Anxient Sharkie UtsuP
BeatmapID:1161449
BeatmapSetID:499478

[Difficulty]
HPDrainRate:5.3
CircleSize:3.8
OverallDifficulty:7.6
ApproachRate:9.2
SliderMultiplier:2.05
SliderTickRate:1

[Events]
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Topic Starter
Cryptic

Monstrata wrote:

TRAUMATIZED

00:15:250 (2,3) - This just baits people into misclicking imo... I think it's better to space it out normally, since the rhythm here isn't that different from elsewhere. I honestly can't recall the original reasoning and at this point I agree with you, so I tried some stuff. Let me know if you have a better idea, I'm tentative about the way I changed it.
00:25:250 (3,1) - This placement just feels too close together, Like between the slider-end and circle., Moved circle.
00:27:250 (2,3) - I really don't recommend doing this right before cross screen jumps. You end up killing player momentum unnecessarily by forcing them to basically pause for 1/2 a beat. Yeah, I definitely agree that this stop here makes the next jumps really hard, it was originally intended to mimic the earlier section, so I made it mimic the changed earlier section.
00:31:833 (1,1) - There's potential for a stack patter here, I think you just need a better angle. Changed, too many people pointed it out.
00:32:000 (1,1,1,1,1,1,1) - Nice! Thanks!

EXTREME

00:23:500 (3,4,1,2,3,1,2) - A lot of patterns are just stacked under each other here, and it creates this cramped up feeling in the map. I would use more of the screen and not overuse similar locations so much here. I can't really find any alternative patterns with the same DS and the same flow changes as I have in other places. While I agree that this section feels more cramped than others, I also think thats its not particularly hard to read and that it doesn't feel anymore cramped than 00:09:000 (1,2,3) - or 00:26:000 (1,2,3) - . With that being said, if you have a good alternative that maintains a very similar DS and similar flow changes, I'm definitely willing to change it as long as it doesn't deter from the maps' structure.

EXTRA

00:08:500 (3,4) - This is the only time you use a partial overlap for like the next 12 seconds, so it doesn't realy fit your aesthetics. Yeaaaah, I don't know why I CTRL+J'd this before, fixed it though.
00:20:750 (4) - Repeat is still a bit hard to see. Have the slider be half overlapped instead of like 75%? That way half of the arrow can be seen, and not just the tip. Done.
Will update after Exote responds and call you back~
Thank you!
Exote
Topic Starter
Cryptic
Updated.
Monstrata
Qualified!
Topic Starter
Cryptic
Thank you! Hype~

EDIT: Metadata for those curious.
Capitalization | Album
Anxient
ZUTTZUTT

wuaaa
Exote
Shit song, solid set : ^) gz
Sonnyc
General.
-- Why is "MY SONG IS SHIT" on the tags? It really feels some inappropriate contents to be inside the tags, and if it is related with the song officially, I'd like to get some reference regarding that. Unless, removing it would work safe.
-- Dark concepted combo color along a dark BG wasn't really good enough to properly read the approach circles. Though it isn't really merging with the BG, I strongly recommend you to use an alternative for a fair gameplay.
-- Imo, the sound appears at least from 00:01:750, and the point where the spinner starts felt a lot questionable.

Exote's Normal.
Personally ar5 felt way too fast to get used at the lowest difficulty of a 240bpm song imo.

Anxient's Advanced.
00:19:500 (3,1) - 00:33:000 (3,1) - These were the jumps appearing in this diff. Would be fine as it is, but considering this is one of the difficulty consisting a mapset, you'll want to take a look at your Hard. Even the hard diff is mainly having some large spacing, you didn't used a concept of a jump at these parts. I consider these jumps in Advanced to be a difficult concept than the ones used in hard, and therefore recommend you to get rid of these jumps.

Sharkie's Expert.
Overall, I do not consider this difficulty to be readied for a rank. The map lacks proper structures or technical skills to support the mapper's ideas on expressing the song. To start with one of the beginning patterns: 00:08:000 (1,2,3,4) - the sliders has some similar angled shape, and the rhythms are 1/2 -> 1/4 reverse -> 1/2 -> 1/4 reverse. Concept so far was fine, but then not much skills were presented here to create some quality. Let me ask you some questions. 00:08:000 (1,2) - this is having a 1.26x, is this your base spacing? 00:08:250 (2,3) - You've used a jump here. In which part of the song do you wanted to express this jump concept? Is it used consistently? How did you decided the scale of this jump? 00:08:000 (1,3) - these are overlapping each other. Not directly unrankable indeed, but such placement or relationship between a shape that was intended to be similar was neither creating any extra quality. 00:08:500 (3,4) - the concept of a 1/4 after a 1/2 slider repeated, but the placement concept has changed a lot. Why did the spacing increase to 1.38x while the one you were using at 00:08:000 (1,2) was only 1.26x? (2) was heading outside of the previous slider, but why is (4) heading towards the previous slider? Was there any musical difference to use such inconsistency? Such question goes on the whole map.

00:06:000 (1,1) - I pretty much feel the overlaps being really hard to indicate the covered one as a slider.
00:15:000 (1,2,3,4,5,1) - 00:31:500 (3,4,1) - These mapping concepts you are using are not properly indicating the 1/3 rhythms. Since it is using slider leniency, it is playable. While these two were the distinctive 1/3 rhythms in this map, the way you mapped is just an ordinary slider with a spacing concept that is nothing much different from others. If there was no timeline providen, there is less way to tell this is 1/3 and it isn't good in quality.

Extreme.
00:11:250 (2,3) - 00:23:000 (1,2) - I hope the overlaps of each could be polished more. The overlaps between sliderends/sliderheads didn't really looked aesthetically pleasing, considering how you've successfully managed to do at 00:26:000 (1,2,3,4).
00:27:750 (1) - Do you think the nc is necessary? It made the slider of 00:27:500 (1) single comboed, which made some inconsistent feeling apart 00:27:000 (1,2). Also since the drum beat is pretty much consistent since 00:27:625, removing the nc of the circle would work better. I don't think it would hinder playability.

ehh was considering to pop this but I was a little late.
Lanturn
MY SONG IS SHIT is actually the name of the circle apparently lol.

https://msis.jimdo.com/
Sonnyc

Lanturn wrote:

MY SONG IS SHIT is actually the name of the circle apparently lol.

https://msis.jimdo.com/
demn they are cool bois
Okoratu
Topic Starter
Cryptic
Gonna respond properly later when I get the chance but I definitely agree with the combo colors and the AR thing, so requesting a DQ to expedite the process.
Thank you for the mod!
Sharkie

Sonnyc wrote:

Sharkie's Expert.
Overall, I do not consider this difficulty to be readied for a rank. The map lacks proper structures or technical skills to support the mapper's ideas on expressing the song.

To start with one of the beginning patterns: 00:08:000 (1,2,3,4) - the sliders has some similar angled shape, and the rhythms are 1/2 -> 1/4 reverse -> 1/2 -> 1/4 reverse. Concept so far was fine, but then not much skills were presented here to create some quality. Let me ask you some questions. 00:08:000 (1,2) - this is having a 1.26x, is this your base spacing?
Nah, didn't really have a base spacing in mid. Wanted this diff to be a in a way, a "Light Extra", where spacing isn't always exactly the same, even for small spacings.
00:08:250 (2,3) - You've used a jump here. In which part of the song do you wanted to express this jump concept? Is it used consistently? How did you decided the scale of this jump? 00:08:000 (1,3) - these are overlapping each other. Not directly unrankable indeed, but such placement or relationship between a shape that was intended to be similar was neither creating any extra quality.
A couple of inconsistencies are fine, that's part of style. Generally, the overlaps do create a shape and consistency throughout the map.

00:08:500 (3,4) - the concept of a 1/4 after a 1/2 slider repeated, but the placement concept has changed a lot. Why did the spacing increase to 1.38x while the one you were using at 00:08:000 (1,2) was only 1.26x? (2) was heading outside of the previous slider, but why is (4) heading towards the previous slider? Was there any musical difference to use such inconsistency? Such question goes on the whole map.
As stated earlier, in mapping Hard Insanes/Light Extras, they really should introduce the player to varying spacings as most Extras do, in addition, the playability is fine.
00:06:000 (1,1) - I pretty much feel the overlaps being really hard to indicate the covered one as a slider.
I disagree, its very easy to read and see the new slider.
00:15:000 (1,2,3,4,5,1) - 00:31:500 (3,4,1) - These mapping concepts you are using are not properly indicating the 1/3 rhythms. Since it is using slider leniency, it is playable. While these two were the distinctive 1/3 rhythms in this map, the way you mapped is just an ordinary slider with a spacing concept that is nothing much different from others. If there was no timeline providen, there is less way to tell this is 1/3 and it isn't good in quality.
That was done for the sake of difficulty, in addition, I wanted a different rhythm than what Cryptic had used in his diffs, so its not boring. I have asked many players about that pattern and it plays fine. Again, what I prefer doing in these difficulties is introducing concepts in Extras, but they're still not that hard to play. This makes it less awkward for when players learn more about the different techniques mappers use in mapping Extras.
Sonnyc
Nah, didn't really have a base spacing in mid. Wanted this diff to be a in a way, a "Light Extra", where spacing isn't always exactly the same, even for small spacings.
Okay, and guess that's why I've got the whole feeling of an inconsistency and whatever feeling of the diff being not ready yet.

Not using the same spacing all the time doesn't mean that you can just completely forget about the spacing concepts and use 100 kinds of random inconsistent spacings. If every spacing just differs by time to time, they hardly form any consistent structure inside a map. This such goes even before the decision of jumps. 00:08:750 (4,1,2) - 00:20:000 (1,2,3) - each placement uses a close 1/2 distance, but why is one 1.1x while the other is 1.0x? Do you really consider such inconsistency to be forming a structure? At the early part, 00:08:250 (2,3) has a jump but then 00:20:250 (2,3) is containing no jump. In where did you form a consistency or structures?

Maybe I was inaccurate regarding the overlapped slider. It is fine as long as you've got testplays regarding it, since I thought it to be some playability issue.

However the 1/3 thingy wasn't an issue regarding playability. As I said, slider leniency is being used. Players would deal it nicely enough. The issue is regarding spacing concepts which lays under the beatmap quality. The spacing concept that appears in the 1/3 rhythm shows no major difference with other normal 1/2 objects, and that is why I consider this to be not high enough in quality. This goes far back to the beginning that you weren't thinking about some base spacing concepts. If there was a major difference of spacing concepts to indicate a 1/2 and 1/3 respectively, I wouldn't even have mentioned this issue.



If you disagree with my statements regarding how the map wasn't good enough, then I'd like to hear your opinion regarding "why the map is good under the current design". It doesn't necessarily have to be a point by point arguement of my concerns.
Doyak
Keeping consistent spacing isn't about determining the difficulty. It's about structuring your map. Also it's not about snapping the DS. You can put jumps, but not in a 'random' way, by making adjacent notes interact with each other, mainly by the spacing.

Style is constructed when you can explain why the notes are there, and what they're trying to represent. So, inconsistency isn't a style, as you just said, they're inconsistent for no reason. "For the sake of difficulty" cannot be an excuse, since it has nothing to do with the relation between the map and the music. "Playability" can be a reason, but only by itself it's too weak, since there are so much things you can consider other than the playability.
Anxient
list of changes:

ADV: that retarded jump i forgot to change for some reason. and the AR. nuked it to 6.

magic box
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 7968
Countdown: 0
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Title:TRAUMATIC
TitleUnicode:TRAUMATIC
Artist:Utsu-P
ArtistUnicode:鬱P
Creator:Cryptic
Version:Anxient's ADVANCED
Source:
Tags:MY SONG IS SHIT Post-Traumatic Stress Disorder P.T.S.D. PxTxSxD Reissue metalcore hatsune miku 初音ミク rock vocaloid Exote Anxient Sharkie UtsuP
BeatmapID:1161443
BeatmapSetID:499478

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264,82,30750,2,0,L|214:85,1,50,2|8,0:0|0:0,0:0:0:0:
178,86,31000,6,0,L|79:80,2,99.9999999999999,6|2|2,0:0|0:0|0:0,0:0:0:0:
246,158,31750,1,0,0:0:0:0:
175,228,32000,6,0,L|76:234,2,99.9999999999999,6|6|6,0:0|0:0|0:0,0:0:0:0:
246,158,32750,1,6,0:0:0:0:
319,227,33000,2,0,L|418:233,1,99.9999999999999,6|6,0:0|0:0,0:0:0:0:
247,297,33500,5,8,0:0:0:0:
Topic Starter
Cryptic

Sonnyc wrote:

General.
-- Why is "MY SONG IS SHIT" on the tags? It really feels some inappropriate contents to be inside the tags, and if it is related with the song officially, I'd like to get some reference regarding that. Unless, removing it would work safe. Lanturn had me covered, but its the circle/label name!
-- Dark concepted combo color along a dark BG wasn't really good enough to properly read the approach circles. Though it isn't really merging with the BG, I strongly recommend you to use an alternative for a fair gameplay. Brightened 'em up a bit.
-- Imo, the sound appears at least from 00:01:750, and the point where the spinner starts felt a lot questionable. Spinner placement sounds correct to me as is, and moving it wouldn't make much of a difference from a drain time perspective or from a playability perspective. The actual noise starts prior to the redline but the higher whirring noise starts at my spinner.

Exote's Normal.
Personally ar5 felt way too fast to get used at the lowest difficulty of a 240bpm song imo. Nerfed to 4.

Extreme.
00:11:250 (2,3) - 00:23:000 (1,2) - I hope the overlaps of each could be polished more. The overlaps between sliderends/sliderheads didn't really looked aesthetically pleasing, considering how you've successfully managed to do at 00:26:000 (1,2,3,4). The focus here is DS and relatively consistent movement. Maintaining a DS of 2.0 into a repeat of around 1.1 is the goal and I've executed it consistently. Aesthetics are not the primary concern and the overlaps are consistent as to where they appear (e.g: 00:11:000 (1,2,3) - are overlapped the approximate same distance, same for 00:23:000 (1,2) - there).
00:27:750 (1) - Do you think the nc is necessary? It made the slider of 00:27:500 (1) single comboed, which made some inconsistent feeling apart 00:27:000 (1,2). Also since the drum beat is pretty much consistent since 00:27:625, removing the nc of the circle would work better. I don't think it would hinder playability. Agreed, un-NC'd. I believe the original reason was to better indicate the spatial changes.
Updates applied, Sharkie remapped his diff as well.
One more metadata source for capitalization as well.
Len
pp boys
Lasse
got asked to give my opinion on sharkie's remapped diff
definitely seems better than the old one, only thing I couldn't quite get is how you decided when to map 1/4 repeats and when 1/2 sliders cause in some cases it seems like both were mapped to the same rhythms in the song?
Sharkie

Lasse wrote:

got asked to give my opinion on sharkie's remapped diff
definitely seems better than the old one, only thing I couldn't quite get is how you decided when to map 1/4 repeats and when 1/2 sliders cause in some cases it seems like both were mapped to the same rhythms in the song?
Yes, I did that intentionally. The reason I mapped 1/4 in some cases was because generally, I follow percussion. However, starting at 00:12:000 - and ending 00:15:500 - The vocals became much more prominent in my interpretation and would be generally easier to follow from a players' perspective. In addition, both sections of 00:12:000 - 00:15:500 - and 00:24:000 - 00:27:250 - are the same. You can see in this section, 00:28:000 - 00:31:500 - that I mapped the 1/4 because there are no more 1/2 vocals, just a held screaming note. In my interpretation, the percussion, lead guitar, and bass guitar have become more prominent.
Akiyama Mizuki
DROP THE BASS NOT GONNA MATE
BOUYAAA
Sharkie revive american idiot ty :

00:09:125 (2) - slider feels a little random like i get that you're following guitar chords and all but you miss sounds that you map almost everywhere else like ma boy the kick 00:09:250 -

00:10:000 (1) - instances where you mix on beat and offbeat sliders to emphasise vocals for 1 beat feels super random like in the same measure you go back to your usual offbeat snare mapping. 00:10:375 (3) - here for example you switch back to having a click on snare when vocals are on the sliderend. Idk if what i'm trying to say is clear but basically you switch between vocals and snares for seemingly random reasons so it plays awkward. 00:22:000 (1) - e

00:16:000 (1) - are these nc necessary the single ones look a bit weird. I'd have paired either 4 by pattern or 4 per measure

00:35:000 - revive american idiot
Sharkie

BOUYAAA wrote:

Sharkie revive american idiot ty :

00:09:125 (2) - slider feels a little random like i get that you're following guitar chords and all but you miss sounds that you map almost everywhere else like ma boy the kick 00:09:250 - I found it more important to follow the snare + guitar rather than the bass drum + guitar.

00:10:000 (1) - instances where you mix on beat and offbeat sliders to emphasise vocals for 1 beat feels super random like in the same measure you go back to your usual offbeat snare mapping. 00:10:375 (3) - here for example you switch back to having a click on snare when vocals are on the sliderend. Idk if what i'm trying to say is clear but basically you switch between vocals and snares for seemingly random reasons so it plays awkward. 00:22:000 (1) - e
Some rhythm variation isn't random, especially when I use the same rhythm for the same section twice. Rhythms too consistent within itself, especially for such difficulty is boring.
00:16:000 (1) - are these nc necessary the single ones look a bit weird. I'd have paired either 4 by pattern or 4 per measure
I just copied Cryptic's NCing pattern.
00:35:000 - revive american idiot
Soon tm
Izzywing
sharkie -

cryp asked me to take a look but I don't think there's anything wrong with this one. Looks great to me, reading your replies to Lasse and Bouya everything looks justifiable. Good work.

One thing I'll say is 00:06:000 (1,1) - would be super nice if you could stack these like you did with 00:04:000 (1,1), would be much nicer on the player. not really required but i recommend doing so.

EDIT - actually quick question, I get for here 00:28:000 (1,2,3,4,1,2,3,4) - you mapped the 1/4 again because the vocals turn off, wouldnt it make sense to make the rhythm similar to 00:08:000 (1,2,3) - this part where the red ticks are clicked?
Sharkie

Hobbes2 wrote:

sharkie -

cryp asked me to take a look but I don't think there's anything wrong with this one. Looks great to me, reading your replies to Lasse and Bouya everything looks justifiable. Good work.

One thing I'll say is 00:06:000 (1,1) - would be super nice if you could stack these like you did with 00:04:000 (1,1), would be much nicer on the player. not really required but i recommend doing so.
Hmm, I disagree. I believe the intro plays fine and is very readable for all players of such difficulty.

EDIT - actually quick question, I get for here 00:28:000 (1,2,3,4,1,2,3,4) - you mapped the 1/4 again because the vocals turn off, wouldnt it make sense to make the rhythm similar to 00:08:000 (1,2,3) - this part where the red ticks are clicked?
The lead guitar and rhythm guitar rhythm is very different, for both phrases, mapped accordingly.
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