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Drop - Granat

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Antares-

Sonnyc wrote:

Light Insane.
00:16:196 (1,2,3) - 00:17:190 (1,2,3) - Is these spacing inconsistency intended? I guess not, seeing the setting of 00:18:185 (1,2,3) etc. yeah, those ones were intended, i'll keep it without changes for now
00:32:111 (1) - 00:33:105 (1) - 00:34:100 - 00:35:095 - 00:36:090 (1) - 00:37:084 (1) - 00:38:079 - Finish in these doesn't seem to fit along the calm music. The music is pretty similar with the first part of the song, and you didn't put finishes here. music is more intense here, i feel like finishes fit that part
thanks for modding!
Arphimigon

Sonnyc wrote:

Arph Insane.
00:22:827 (3,1) - Mind placing a little more spacing between these? That small overlap didn't felt nice in visual. Didn't even notice it, nice catch
00:38:079 (4) - Since the combo is the same, the geometric pattern of (4,5,6,7,8,9) isn't getting discerned with the triangle of (1,2,3) that is going along 00:37:084 (1,2,3). This was actually a mistake I intended to fix but didn't know dirai was actually still updating this until just now xd
I redid all the hitsounding so it fit my map much nicer
https://puu.sh/rIVsN/0b20b78c82.osu
Mekki
Fixed everything. Thanks :)

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Tags:Krfawy Mkguh Akali Kyshiro Rohit6 Antares- Arphimigon seifuu meigetsu ryuu to honoo no monogatari dragon and flame 竜と炎の物語清風明月
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Topic Starter
diraimur
Updated all diffs, Krfawy added a spinner and Rohit changed both of things Sonnyc mentioned.
Arphimigon
Me irl

[Alex is insane]
00:02:933 (3,1) - Triggered this isn't straight line
00:04:259 (1,1) - Triggered these don't overlap directly
00:08:901 (2,3) - Triggered this isn't straight but 00:12:880 (2,3) - is
00:19:843 (3) - Triggered by imperfect overlap should be 2 pixels to the right (00:19:180 (1) - overlap with this) and should face away from 2
tl;dr triggered because of not straight lines which might be a design choice but I needed something to get triggered by

[Rohit is l0l]
Everything I wanna say in this comes down to "I suck and need to learn to aim"

[Expert]
...I can't believe I have no problem with this yet want to burn it at the same time
Only you, diri, could do this to me

[Advanced]
IDC I NEED TO POINT SOMETHING OUT SO I TRYHARD
*thinks*
00:30:121 (2,3) - BLANKET HNGGGG
For all I know this might be right and I'm just blind

*fly*
Topic Starter
diraimur

Arphimigon wrote:

Me irl sam tbh fam

[Expert]
...I can't believe I have no problem with this yet want to burn it at the same time
Only you, diri, could do this to me sorry but i think your mod was too advanced, if i made the changes you mentioned in this mod it wouldn't be my map anymore, stop nazi modding all of these things you mentioned are either nazi or forced mod.

[Advanced]
IDC I NEED TO POINT SOMETHING OUT SO I TRYHARD
*thinks*
00:30:121 (2,3) - BLANKET HNGGGG fixd
For all I know this might be right and I'm just blind xd

*fly* okdad
Antares-

Arphimigon wrote:

[Alex is insane]

00:02:933 (3,1) - Triggered this isn't straight line aaa don't want to break triangle 1-3-1 but it was imperfect anyways so had to fix
00:04:259 (1,1) - Triggered these don't overlap directly i've tried but can't fix ;_; actual overlap isn't that much off pls mercy
00:08:901 (2,3) - Triggered this isn't straight but 00:12:880 (2,3) - is fixed but took me way longer than id want to
00:19:843 (3) - Triggered by imperfect overlap should be 2 pixels to the right (00:19:180 (1) - overlap with this) and should face away from 2 mmm fixed
tl;dr triggered because of not straight lines which might be a design choice but I needed something to get triggered by i hope you enjoyed being triggered
thanks for modding!

http://puu.sh/rMm1Q/6f4b4e8c35.osu
Ashton
00:38:742 (1,2,1,2) - for antares- light insane, why is this gaining SV when the music is getting less pronounced?


just thought i'd point this out
Antares-

CanadianBaka wrote:

00:38:742 (1,2,1,2) - for antares- light insane, why is this gaining SV when the music is getting less pronounced?


just thought i'd point this out
for me song is building up here into calm 1/1 at end - so pattern is fine, not changing
Ashton

Antares- wrote:

CanadianBaka wrote:

00:38:742 (1,2,1,2) - for antares- light insane, why is this gaining SV when the music is getting less pronounced?


just thought i'd point this out
for me song is building up here into calm 1/1 at end - so pattern is fine, not changing

1/1 would be better if it was slowly getting easier, rather than going from easier, to hardest, and then falling straight back down to easy


but w/e
zev
00:16:693 (3,4) - expert diff why follow point is rekt?

CanadianBaka wrote:

just thought i'd point this out
same
Topic Starter
diraimur
one can understand follow point
you cant
youre just too weak
Arphimigon

diraimur wrote:

one can understand follow point
you cant
youre just too weak
I think NotLikeThis
Antares-

CanadianBaka wrote:

Antares- wrote:

for me song is building up here into calm 1/1 at end - so pattern is fine, not changing
1/1 would be better if it was slowly getting easier, rather than going from easier, to hardest, and then falling straight back down to easy

but w/e

its how song goes
Starrodkirby86
granat-chan
Dg_ThePlayer
- Arphimigon's Insane -

00:04:922 (4) -
I think these slider looks better like this instead of this


00:21:169 (1,2,3) -
I think it's looks more "comfortable" being like this OR This )

- Expert -
00:02:933 (3) -
A slider like these looks more "comfortable"
Topic Starter
diraimur

Dg_ThePlayer wrote:

- Expert -
00:02:933 (3) -
A slider like these looks more "comfortable" i personally don't think thats more comfortable either but that slider was kinda uncomfortable to play i'll admit so i changed
Arphimigon

Dg_ThePlayer wrote:

00:04:922 (4) -
I think these slider looks better like this instead of this Angle is far too steep, don't like the motion since it feels like a stop and reverse


00:21:169 (1,2,3) -
I think it's looks more "comfortable" being like this OR This I neither like the spacing nor the sharp angle nor the distancing in either of the two :c
Seijiro
hi

Kyshiro:
- 00:07:243 (7) - ctrl + g?

Akali:
- 00:27:137 (1,2) - I don't think both of these have the same strength in the song. Slider instead?

Rohit:
- 00:23:490 (3,4,5,6) - just personal, but considering the flow here, a couple of sliders probably fit better

Antares:
- 00:08:570 (1,3) - following your general combo-ing, you should swap NC here. You basically use 1 NC every 3 white beats: count from the start "1 2 3 1" and you'll see where you land. 00:09:564 (1) - this is not needed
- 00:12:548 (1,3) - same. 00:13:543 (1) - this is not needed btw
- 00:20:506 (1,5) - same. 00:21:501 (1) - not needed
- 00:25:811 (1,3) - same
- 00:29:790 (1,3) - same. 00:30:619 (1) - not needed

General:
- 00:09:572 - holy jesus, SB load goes up to x9.54 and keeps raising
- 00:24:816 - sb load up to x8.08
- 00:34:432 - SB load goes up to x6

Until you fix SB load I can't really help here.
Little peaks of x5.5 may be acceptable, but not whole sections having above x6. Please reduce the load.
Antares-
Kyshiro

MrSergio wrote:

Kyshiro:
- 00:07:243 (7) - ctrl + g? I'd rather keep it this way, if I ctrl+g this it'll ruin the flow of the stuff that comes after it
Thanks
Topic Starter
diraimur
ok rohit6 didn't want to change bcz he thought it plays better like this
akali changed to slider
sb fixed a little
zigizigiefe
Çaktım kudosu mapine xd
Seijiro
Normal:
- 00:38:079 (1,1) - maybe reduce the gap to 1/2, since it feels strange to start the spinner so late

Having a beginner in the set is frankly not needed at all. The easy is already easy enough, not to mention the song is short
Like.. seriously... 00:32:111 (1) - 10 secs of slider. Just why, it's boring as hell (nice sliderart btw)


Last time I actually get involved with a mapset with so many GDs.
Hehh...


PS: SB should be fine. I don't get any more spikes above x9 at all and it's more fluid than before.
Topic Starter
diraimur

MrSergio wrote:

Having a beginner in the set is frankly not needed at all. The easy is already easy enough, not to mention the song is short
Like.. seriously... 00:32:111 (1) - 10 secs of slider. Just why, it's boring as hell (nice sliderart btw)


Last time I actually get involved with a mapset with so many GDs.
Hehh...


PS: SB should be fine. I don't get any more spikes above x9 at all and it's more fluid than before.
ay ya some of diffs were created in order to fill gaps, kfawys diff was actually one of first finished and it was supposed to be easy but it was too ez so had to change to beginner. i kinda personally don't think its wrong to have many gd's but each on their own i guess. you can argue its worse since diffs throughout the set might be not consistent and it would be valid point prolly.

Sonnyc wrote:

The best point I liked was the structures, and then the patterns selected to elaborate the structure. Also the selection of guest difficulty mappers was good. I've got a feeling that they weren't just randomly hired people to make a completed spread, but are selected people to fulfill the concept of your mapping.
also im not sure if mkguh is still around so maybe i should just change for him? its not a big change anyway, idk if im allowed to tho. /me runs
Seijiro
it's a 1/2 spinner change, you surely can.
The fact about GDs is rather the concept of having a lot of them in the set, rather than the GD themselves. They are made quite well indeed, as Sonnyc said, that's also why I'm still willing to help further.


I should probably come up with a better policy and make exeptions where needed...
Topic Starter
diraimur
k changed
Topic Starter
diraimur
added epilepsy warning
Seijiro
alright then
Ethan
rank hype??
Ashton
whoops, looks like MrSergio dropped an icon.
zigizigiefe
Bubble'ım patladığından beri bubble görmüyordum.TİŞİKKİRLİR DİRAİMUR
Ashton

zigizigiefe wrote:

Bubble'ım patladığından beri bubble görmüyordum.TİŞİKKİRLİR DİRAİMUR

LOL!
Myxo
Sorry for being harsh, but the Beginner difficulty is just bad.

It ignores the song completely with its rhythm. It's so undermapped that nobody who joins this game (target audience for this difficulty) will even understand how it's related to the music. 00:08:238 (1) - 00:12:217 (3) - 00:16:196 (1) - 00:20:174 (3,4) - Those sliders hint that it's supposed to follow the melody, the rest of the map ignores the melody completely though or simplifies it so hard that any relation to the music isn't noticable by anyone without mapping experience.

The intensity of the map itself is unrelated to the song's intensity. When the song gets more intense, the mapping should get more intense too, this applies for all level of difficulties. In this map, the intense buildup section of the song is followed with an extremely long slider, so all kind of rhythm emphasis is lost for this section. Due to the extremely low density of the map, it is not even possible to follow the song's intensity correctly anyway, but that's another topic.

The spacing of 0.4x is just way too low. This completely ignores the concept of time-distance-equality, because the players have to slow down to less than half of the movement speed when transitioning from a slider to the next object. Moreover, it makes the map look like a giant chain of objects. The stacks don't help with that, either. If you already use such an incredibly low density (which doesn't work, for above mentioned reasons), then atleast spread the objects further out to create movement emphasis, more interesting patterns and use more of the playfield.



There is a reason why osu! starts with 'Easy' or 'Normal' difficulty levels that are pretty difficult to get into for some people compared to other games. This is a rhythm game and even the easiest maps should meet the required quality standards (following the song well, changing intensity based on the song etc). This one doesn't and should be removed entirely from the mapset, no offense to Krfawy.
Topic Starter
diraimur

Desperate-kun wrote:

Sorry for being harsh, but the Beginner difficulty is just bad.

It ignores the song completely with its rhythm. It's so undermapped that nobody who joins this game (target audience for this difficulty) will even understand how it's related to the music. 00:08:238 (1) - 00:12:217 (3) - 00:16:196 (1) - 00:20:174 (3,4) - Those sliders hint that it's supposed to follow the melody, the rest of the map ignores the melody completely though or simplifies it so hard that any relation to the music isn't noticable by anyone without mapping experience. i'll have to disagree, krfawy has mapped to the melody on background which are far less dense than main melody, i'm not sure about "isn't noticable anyone without mapping experience" i think its too early to say that without seeing players play first.

The intensity of the map itself is unrelated to the song's intensity. When the song gets more intense, the mapping should get more intense too, this applies for all level of difficulties. In this map, the intense buildup section of the song is followed with an extremely long slider, so all kind of rhythm emphasis is lost for this section. Due to the extremely low density of the map, it is not even possible to follow the song's intensity correctly anyway, but that's another topic. kinda agree about intensity, however in this scenario its clear that sliders are far harder than multiple notes/shorter sliders because of how map is designed, sliders are far hard beacuse of how fast they are compared to the spacing. and i also believe that sliders follow the melody pretty well with shapes they represent.

The spacing of 0.4x is just way too low. This completely ignores the concept of time-distance-equality, because the players have to slow down to less than half of the movement speed when transitioning from a slider to the next object. Moreover, it makes the map look like a giant chain of objects. The stacks don't help with that, either. If you already use such an incredibly low density (which doesn't work, for above mentioned reasons), then atleast spread the objects further out to create movement emphasis, more interesting patterns and use more of the playfield. can't really disagree much here, but i think its still kinda debatable, let's see what krfawy has to say about this. on the side note however, its possible to argue this map focuses on sliders and slider patterns instead of emphasis through movement between objects.



There is a reason why osu! starts with 'Easy' or 'Normal' difficulty levels that are pretty difficult to get into for some people compared to other games. This is a rhythm game and even the easiest maps should meet the required quality standards (following the song well, changing intensity based on the song etc). This one doesn't and should be removed entirely from the mapset, no offense to Krfawy. i thought quality was pretty ok, it just doesn't follow the song traditional ways and im not sure if it's necessarily a bad thing because almost every easy diffs on sets are same anyway, it wouldn't be much different than other easy/beginner diffs if he had done a traditional one, i think in this scenario where we already have lots of easy/beginner diffs that does the same thing, variety is a good thing.
thanks for your input but i'll kindly have to disagree with "should be removed from the mapset", will still wait the word from krfawy though before my final decision though.
Voli
wowww interesting stuff here

My opinion is that Krfawy's diff is fine, I do think the sliders might be a little fast for the spacing used throughout the map, but nothing too out of the ordinary. Removing the diff in it's entirety seems unnecessary, though I have some small recommendations to make the map fit the idea of a starter's difficulty a bit better:

  1. 00:08:238 (1) - Make the slider path clearer. As it is right now it's likely confusing for a new player because 1/4th of the slider covers itself in an up/down motion.
  2. Consider unstacking 00:25:148 (2) - and 00:29:127 (5) - , stacks usually aren't a good idea in easy diffs, new players usually have a very vague concept of rhythm and stacking 3 notes on top of each other usually will lead to the player getting confused and mashing the keys (ya i speak from experience)
I actually think the diff is cute and like how you executed the sliders even with the limits of distance snap. I understand the concerns raised but hope you don't end up removing it. À lot of easy/normal diffs I see nowadays are people bluntly throwing objects into the editor without much thought put behind it, and I can see you put a lot of effort in making this difficulty. Anyways GL!
Krfawy
As far as I fully understand the point of view that my Beginner difficulty is not that dense, the theory of it ignoring the rhythm is at least contrived and as abstract as an idea of "Krfawy" changing his nickname to "Krwawy".

Firstly, the map is rhythmical as it stresses all the kicks and sounds needed in a pretty obvious and noob-friendly way. Sure, I can agree on the fact it ommits some sounds but still it's done in a regular fashion to make a more fun gameplay just like here: 00:08:238 (1) - it ignores the drumy-clappy like sound on 00:09:233 - but the structure is still straightforward for the newest players and it keeps the rhythm going.

Secondly, the technicality of the song should not allow using the higher spacing with this pace of the song. The actual spacing creates chains, right, and what is wrong with them? They are perfectly visible and catchable and achievable for the audience targeted. Using anything above the digit 0.8 would result in making the spacing a regular jump training for the beginners and now pardon me but the jump trainings are avaiable in Advanced+ diffs and not in the easiest ones. As you said, there is a theory behind making easies and it surely exists but is not used anymore as people think that using relatively high spacing for 1/1 notes like *THIS* for this particular song in the easiest diff is easy enough for the easy playerbase. No, Despie, it is not. That will rather cause people come down with RSI or cancer due to the unrealistically dramatic distances and awful designs.

I am more than sure that I've worded myself in an approachable and so have I mapped my map in that fashion as well. However, if my rejection is going to only slow down the ranking process of the map as you, Desp, are going to veto the map, then I will be more than willing to get my difficulty removed from the set but only if you are going to renominate the map as I am sure that my difficulty being the easiest one is your only concer here and the rest of the set is brilliant in your opinion. If not, I won't agree on removing my difficulty.



EDIT: O Voli's mod here, let me see what you've just written here. XD

00:08:238 (1) - The slider's anchors may be misleading but that's all to be said. The Sliderpath is straighforward for the noobs as I've tested it a few times and I haven't heard any negative remarks about it. *THIS* particular person said the diff was finally the first one that was readable with all sliders and even with the stacks included and even with the actual AR settings, so I believe I don't have to change anything so far. ;3;
Irreversible
What's the problem with the beginner exactly? In my opinion, the rhythms used fit this song perfectly..

00:00:281 (1,2,3,4) - I think we can agree on that this part suits the music good for this level.
00:08:238 (1,2,3) - This follows the long instrument sound
00:16:196 (1,2,3) - So does this
00:22:164 (4) - and this
00:24:153 (1,2,3,4,5,6) - I also think the rhythm change here fits perfectly because the song changes
00:32:111 (1) - And this is a really creative attempt.

so, what again makes this beginner so bad it needs to be deleted? the distance snap can't really be a problem either, of course you need to follow the slider a bit faster, but i still think that doesn't make the map needing to be deleted..
Myxo

Krfawy wrote:

As far as I fully understand the point of view that my Beginner difficulty is not that dense, the theory of it ignoring the rhythm is at least contrived and as abstract as an idea of "Krfawy" changing his nickname to "Krwawy".
How is your username related to this topic?

Krfawy wrote:

Firstly, the map is rhythmical as it stresses all the kicks and sounds needed in a pretty obvious and noob-friendly way. Sure, I can agree on the fact it ommits some sounds but still it's done in a regular fashion to make a more fun gameplay just like here: 00:08:238 (1) - it ignores the drumy-clappy like sound on 00:09:233 - but the structure is still straightforward for the newest players and it keeps the rhythm going.
It is 'rhythmical' as in, it follows the song in a so extremely simplified form that it's hard to see what is being followed. Also, our defintions of 'fun' seem to differ here, not sure what's fun about rhythms that sacrifice any rhythm emphasis for having only 3/1-based rhythms everywhere.

Krfawy wrote:

Secondly, the technicality of the song should not allow using the higher spacing with this pace of the song. The actual spacing creates chains, right, and what is wrong with them? They are perfectly visible and catchable and achievable for the audience targeted.
The problem is that, as I already said clearly in my previous post, the time distance equality gets lost in terms of movement speed and the players have to slow down significantly between sliders to a speed that is almost null. The map is most likely playable for newbies but not because the concept is good but because it's so easy that my grandmother could play this. That doesn't make it a good map, though.

Krfawy wrote:

Using anything above the digit 0.8 would result in making the spacing a regular jump training for the beginners and now pardon me but the jump trainings are avaiable in Advanced+ diffs and not in the easiest ones. As you said, there is a theory behind making easies and it surely exists but is not used anymore as people think that using relatively high spacing for 1/1 notes like *THIS* for this particular song in the easiest diff is easy enough for the easy playerbase. No, Despie, it is not. That will rather cause people come down with RSI or cancer due to the unrealistically dramatic distances and awful designs.
I will just ignore what you said here, because it seems like you are not taking yourself serious at all and honestly I don't know what to reply to this. If you seriously think people get RSI from playing Easies then idk. A high visual gap is only a "jump" when the players need to significantly speed up to hit the next note. Having a high visual spacing between notes that are extremely far away is NOT a jump.

Krfawy wrote:

I am more than sure that I've worded myself in an approachable and so have I mapped my map in that fashion as well. However, if my rejection is going to only slow down the ranking process of the map as you, Desp, are going to veto the map, then I will be more than willing to get my difficulty removed from the set but only if you are going to renominate the map as I am sure that my difficulty being the easiest one is your only concer here and the rest of the set is brilliant in your opinion. If not, I won't agree on removing my difficulty.
I am not going to renominate this regardless of what your decisions will be and you won't force me to.



Your attitude is pretty bad, because you are arguing against my concerns with unreasonable and laughable statements (like the RSI), not giving actual reasons why mapped the difficulty like this. I agree there could be some easier Easy difficulties ranked to help beginners get into the game, but reducing a song so extremely is not a way to go, because it makes the relation to the song less and less obvious. Even in the context of having such a difficulty level, your difficulty is badly executed like I explained above and I won't let this get ranked, there is not a single reasonable aspect about it besides the slider art.
Arphimigon
Sorry Desperate, but I have to make a case in favour of Krfawy's.
First of all, I don't think you understand that games like this with simplified rhythms can actually be quite fun. I myself found this difficulty extremely fun whilst reverting back to my original trackpad settings, I even have a replay here of which I used my default pad settings to play it, and was quite fun.

If you watched (but you don't need to since the point will still stand), then you'll realise that having the small spacing between notes but the slider speed at a faster value like this is actually quite helpful. When you need to do a full swipe movement to move between any note or slider tick, having notes with extra time between them gives a lot of breathing space between the more hectic sliders, and on the sliders themselves, the slider ticks and length are reasonable so that any swipe movements can go from one tick to the next, with the current 3/1 sliders being a reasonable challenge to aim on. This is why I believe the simplified rhythms are quite good, since they actually do contribute to a fairness for a small minority of players who don't actually get to enjoy many maps due to their own hardware limitations.

I don't see what else to say except this kinda difficulty is just what exactly I would've *wanted* to play more of when I began, seeing as I couldn't pass 1 star maps for about three to four days, and every time difficulties like these get removed for being too slow or easy, it just ruins the entire game for the *actual* newbies or just disadvantaged players.
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