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Helblinde - Heaven's Fall [OsuMania]

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Total Posts
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Topic Starter
riunosk

Litharrale wrote:

be nice to me people from #tracker

Fixed unused hitsounds and made BG lith-approved

sneh2.wav is unused and appears for me but not for riun so not my fault if this gets popped cause of that
yes i'll take the blame if the spoopy file appears again
Rivals_7
I feel like "Alternative Hard" is rather ambiguous. My suggestion is to make Hard -> Advanced and Alternative Hard -> Hard

[Rav]

00:38:407 (38407|0) - double probably

[B4n Hard]
- 00:55:207

Probably switch that pattern on "Hard" to be in your "Alternative" and vice versa

else ok me lazy
Raveille
accepted uwu

dingdong
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 102000
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 28800,78000,97200,133200,138000,142800,162000,166800,205200
DistanceSpacing: 1.3
BeatDivisor: 2
GridSize: 8
TimelineZoom: 1.199999

[Metadata]
Title:Heaven's Fall
TitleUnicode:Heaven's Fall
Artist:Helblinde
ArtistUnicode:Helblinde
Creator:riunosk
Version:Rave's Normal
Source:アルドノア・ゼロ
Tags:raveille byefornow abraxos aldnoah.zero aldnoah zero opening kajiura yuki
BeatmapID:1172694
BeatmapSetID:507745

[Difficulty]
HPDrainRate:7.1
CircleSize:4
OverallDifficulty:7.2
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"goddammit 1080p issues.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]
7,300,4,2,1,50,1,0
38407,-100,4,2,1,50,0,1
57607,-100,4,2,1,50,0,0
102007,-100,4,2,1,50,0,1
123607,-100,4,2,1,50,0,0
171607,-100,4,2,1,50,0,1
186007,-100,4,2,1,50,0,0
195607,-100,4,2,1,50,0,1
205207,-100,4,2,1,50,0,0


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64,192,168607,1,0,0:0:0:0:
320,192,168907,1,0,0:0:0:100:kekk.wav
64,192,168907,1,0,0:0:0:0:
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320,192,171907,1,0,0:0:0:100:sneh.wav
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192,192,177907,1,0,0:0:0:100:sneh.wav
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192,192,178807,1,0,0:0:0:100:kekk.wav
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64,192,187057,128,0,187207:0:0:0:0:
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64,192,191257,128,0,191407:0:0:0:0:
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192,192,192457,128,0,192607:0:0:0:0:
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448,192,193057,128,0,193207:0:0:0:0:
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64,192,193657,128,0,193807:0:0:0:0:
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448,192,194257,128,0,194407:0:0:0:0:
192,192,194407,1,0,0:0:0:100:kekk.wav
64,192,194857,1,0,0:0:0:100:kekk.wav
448,192,195007,1,0,0:0:0:16:klep.wav
64,192,195157,1,0,0:0:0:100:kekk.wav
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320,192,207907,1,0,0:0:0:0:
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320,192,208957,1,0,0:0:0:0:
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192,192,209407,1,0,0:0:0:0:
320,192,209557,1,0,0:0:0:0:
448,192,209707,1,0,0:0:0:0:
192,192,209857,1,0,0:0:0:0:
448,192,210007,1,0,0:0:0:50:simbal.wav
64,192,210007,1,0,0:0:0:100:kekk.wav
ByeForNow

Rivals_7 wrote:

I feel like "Alternative Hard" is rather ambiguous. My suggestion is to make Hard -> Advanced and Alternative Hard -> Hard
I think I will still keep it because the name kinda complements the diff.
The reason why I made 'Alternative Hard' is because my LN version, 'Hard', kinda didn't suit the diff set.
It's kinda like two different versions of the same difficulty, one LN ver, one non-LN ver.
(There's actually even some parts in the diffs that looks similar just either reversed or without LN lol)
Which I think the name, 'Alternative Hard' is very suitable for this case.


[B4n Hard]
- 00:55:207
http://puu.sh/yJIbx/7761f04dbe.jpg
Probably switch that pattern on "Hard" to be in your "Alternative" and vice versa I buffed Alternative Hard to match Hard if that's ok.
Some last self-check to make sure it's in top-notch quality.

01:18:007 - 01:37:207 - Some pattern checking done here, shifting notes to correct pitch as close to song as possible
03:25:507 - Added a note here to match 'Hard'
edit:
01:12:007 - Add note at 2 for cymbal,
01:07:207 (67207|2) - move to 4 to prevent anchor.
edit2:
https://i.gyazo.com/537614cd199167c8bfe ... f5067c.png -> https://i.gyazo.com/e38f4f1c17a04ea2c5c ... 847b9e.png
How the heck was this missed
(Hopefully Riu saw my panic pm lol)
Update! ← Click me!

Last time you've gotta re-hitsound this Riuno, go for it!

I'm very sure it's all good.
Thanks-
ByeForNow
LMAO, ALL MY PANIC CHECKS
Poor Riuno ;w;
Topic Starter
riunosk

ByeForNow wrote:

LMAO, ALL MY PANIC CHECKS
Poor Riuno ;w;
t-t
will update whenever i can

edit: updated
EDIT2 WAS USED WOW SPOOKY HITSOUNDS

ready for qualify
Arzenvald
when
also agree with rivals about BFN's diff name, current diff name rather ambiguous tbh
Topic Starter
riunosk

Arzenvald wrote:

when
soon ;;

Arzenvald wrote:

also agree with rivals about BFN's diff name, current diff name rather ambiguous tbh
think BFN gave a good enough reason for that
Rivals_7
Qualifying from phone lol

Already rechecked yesterday and few fixes already done.
Topic Starter
riunosk

Rivals_7 wrote:

Qualifying from phone lol

Already rechecked yesterday and few fixes already done.
thanks rivally <3
ByeForNow


gratz and all but
uhhhh Riuno? lmao
Topic Starter
riunosk

ByeForNow wrote:

insert image

gratz and all but
uhhhh Riuno? lmao
was told by bn it was fine and the LNs covered the sb hitsounds
Arzenvald
aw rip bg
Protastic101
Hi, congratz on qualify, but there are some issues that I believe need to be addressed.

The biggest problem right now that's been brought to my attention is the spread between normal, hard, and alternative hard, but there are a few other things as well that I'll get into later.


[General]
  1. Could you name both the Hard's something different? Alternative hard doesn't really give an indication of which one is harder or easier. It would be acceptable if they were around the same difficulty but used completely different or unique concepts. Instead though, Alternative Hard is just a continuation of the spread despite not using many of the same ideas presented in the Hard. I might consider naming Hard to Advanced as that's lower than Hard in terms of spread naming.
  2. 02:15:907 - Regarding the double hitsounds (in B4N's diff, I haven't looked at the others), there's nothing unrankable about them, but the problem lies in the fact that you're giving feedback to the player without any kind of player input. This confuses the player as they're used to only getting feedback upon hitting a note as that's the kind of hitsounding that's established in the chart. Additionally, the volumes are inconsistent and it wavers between 10% (on the note) and 20% (in the storyboard) due to there being single notes only and double SB hitsounds https://osu.ppy.sh/ss/9877487 . I would advise against adding SB hs in places where there are no notes and simply deleting them.
  3. I've mentioned this before in your first ranked map, but I think the majority of your samples are a bit redundant since you either already have one that sounds almost identical to it or they're identical, the only difference being volume which you can adjust when importing the samples (as you have to due to them using custom names). Klepp sounds pretty low quality imo, so I think this would work better https://puu.sh/yPVZ5.wav . I'm 90% sure that sneh.wav is the same sample as sneh2.wav but just quieter. What you can do to get a quieter volume is control + shift + I and sample import it at a lower volume using the volume control at the top right of the sample import menu.
  4. 00:37:994 (37994|0,38294|2) - For whichever diffs this applies to (I'm using Nightfall as reference tho), Im pretty sure these belong on the 1/6 rather than the 1/8 before the blue tick. So it should be snapped like this https://osu.ppy.sh/ss/9877574

[Spread from Rave's Normal to B4N's Hard]
00:33:607 - The only real way you'd be able to tell which diff is which is the fact that b4n makes heavy use of LNs whereas rav's diff is rather simple with an average amount of short notes and LNs. A possible solution here would be to add 1/2 notes to the hard, or reduce the normal to use only singles, but I feel that the latter is a bit lacking for a hard. I might do something like this though, not only for the 1/2 snare but the growing vocal too https://osu.ppy.sh/ss/9877086

02:22:807 - I guess you could also say that this is pushing the spread a bit since it's a 1/2 jumpstream compared the normal's 1/1 single stream. I think if there were jumps added every 2/1 in the normal, it'd be a bit easier to go between diffs. Or, it could add a 1/2 single stream with LNs on the upbeat to better lead into the 1/2 LN usage of the Hard.

02:44:407 - Sometimes you can chalk up differences in two separate diffs as being due to different mappers having different ideas, but the normal is clearly denser than the hard here which ignores many sounds. I think this is problematic because this difficulty has been focused a lot on 1/2 streams from the previous section, so the drop in density is much larger than the difference in music intensity.

03:06:007 - and 03:15:607 - A rather big problem though is the completely different ideas used in both difficulties. As I mentioned previously, small differences and inconsistencies across diffs can be justified due to different mapping styles, but the point of a spread is not only to make a map accessible to players of varying difficulty skills, but also to gradually introduce the player to new ideas and concepts that are used in the upper difficulties in order to facilitate moving from one diff to another. The first timestamp is, for the most part, fine as the normal does make some use of LNs, but the second is where the differences become too large that the player would be unable to jump across difficulties with a little bit of practice and time. I think the LNs are well executed, so maybe introducing some simpler ones in the normal would be the best course of action here.


[Spread between Hard and Harder]
00:00:007 - Yeah, the beginning's problematic due to the heavy usage of 1/4 short notes in the harder diff, but only 1/1 with occasional 1/2 LNs of the lower diff. What I feel like is you've built up this amazing idea of having some really cool overlapped LNs and releases, but then you sell yourself short in the next difficulty because of the more conventional LNs used in the upper diff which don't deviate much from the norm despite the easier hard. Regardless though, the rhythmic difference between the two is the main problem here. I think adding a bit more 1/2 in the easy Hard would be better for the spread since it's similar to the normal as it currently stands.

00:38:407 - In the easier Hard, it just uses simple 1/1 jumpstreams which I don't think would really constitute a hard. This jump to 1/2 jumpstreams is a bit large but still acceptable I guess. I would try to introduce the rhythm tho by making the Hard use 1/2 singles and the Harder stay the same.

These same two issues pervade both diffs, mainly the difference in pattern usage making the Hard stick out from the set as not really belonging due to introducing concepts and never using them again.


[Nightfall]
00:15:007 (15007|0,15082|2) - Should be at 100% vol for consistency with previous triplets such as 00:10:207 (10207|3,10282|2) -
00:23:407 (23407|1,23482|2) - ^

00:36:007 (36007|0,36082|2,36157|0,36232|2,36307|0,36382|2,36457|0,36532|2,36607|0,36682|2,36757|0,36832|2,36907|0,36982|2,37057|0,37132|2,37207|0) - Honestly, the build up is the same volume, difference being the speed at which the roll is played. I would leave them both at a consistent 40% (or 50% if you want to match with the jumptrill) since there's no audible change in the actual volume level of the snares in the song.

00:38:407 - The snares here are awfully quiet for a kiai. It's to the point that I can't really hear them. The only audible feedback in this case is from the hitnormals on the two other notes that don't contain the snare. My suggestion is similar to what I said in the general section, and that would be removing the sneh.wav and just using sneh2.wav instead as it's almost identical in sound but louder.

01:39:607 (99607|3,99757|3,99907|3,100057|3,100207|3,100357|3,100507|3,100657|3) - I dunno why but this kind of hurts my ears a bit. Probs cause it heavily pans right (due to the placement of the hs which isnt your fault), but also because the lower frequencies of the sample are supposed to be sustained but instead are cut off short leading to an incomplete sound. It just rings odd for me I guess though.
Topic Starter
riunosk

Protastic101 wrote:

very important stuff
seems like valid points for improvement, will dq it then fully review and reply to the mod(?) when i have free time
actually not sure if i should be replying to the spread issues part :/
Irreversible
Hi there,

I'm aware that I ain't a mania QAT but as per the mappers request, I'll dq this map

GL~

Topic Starter
riunosk

Irreversible wrote:

Hi there,

I'm aware that I ain't a mania QAT but as per the mappers request, I'll dq this map

GL~

thank much very
now i can start work on mods again yay
Wadu
I love this map, gj
Topic Starter
riunosk
now i got time to review

Protastic101 wrote:

Hi, congratz on qualify, but there are some issues that I believe need to be addressed.

The biggest problem right now that's been brought to my attention is the spread between normal, hard, and alternative hard, but there are a few other things as well that I'll get into later.


[General]
  1. Could you name both the Hard's something different? Alternative hard doesn't really give an indication of which one is harder or easier. It would be acceptable if they were around the same difficulty but used completely different or unique concepts. Instead though, Alternative Hard is just a continuation of the spread despite not using many of the same ideas presented in the Hard. I might consider naming Hard to Advanced as that's lower than Hard in terms of spread naming. seems okay, will talk to bfn about this before doing anything
  2. 02:15:907 - Regarding the double hitsounds (in B4N's diff, I haven't looked at the others), there's nothing unrankable about them, but the problem lies in the fact that you're giving feedback to the player without any kind of player input. This confuses the player as they're used to only getting feedback upon hitting a note as that's the kind of hitsounding that's established in the chart. Additionally, the volumes are inconsistent and it wavers between 10% (on the note) and 20% (in the storyboard) due to there being single notes only and double SB hitsounds https://osu.ppy.sh/ss/9877487 . I would advise against adding SB hs in places where there are no notes and simply deleting them. will fix hitsound issues on nightfall first as reference for other diffs before fixing the rest
  3. I've mentioned this before in your first ranked map, but I think the majority of your samples are a bit redundant since you either already have one that sounds almost identical to it or they're identical, the only difference being volume which you can adjust when importing the samples (as you have to due to them using custom names). Klepp sounds pretty low quality imo, so I think this would work better https://puu.sh/yPVZ5.wav . it sounds pretty weird for a clap hitsound to me, going to keep mine but increase the volume slightly so its more audible
    I'm 90% sure that sneh.wav is the same sample as sneh2.wav but just quieter. What you can do to get a quieter volume is control + shift + I and sample import it at a lower volume using the volume control at the top right of the sample import menu. okay i guess
  4. 00:37:994 (37994|0,38294|2) - For whichever diffs this applies to (I'm using Nightfall as reference tho), Im pretty sure these belong on the 1/6 rather than the 1/8 before the blue tick. So it should be snapped like this https://osu.ppy.sh/ss/9877574 // applied
[Nightfall]
00:15:007 (15007|0,15082|2) - Should be at 100% vol for consistency with previous triplets such as 00:10:207 (10207|3,10282|2) - okay
00:23:407 (23407|1,23482|2) - ^ ^

00:36:007 (36007|0,36082|2,36157|0,36232|2,36307|0,36382|2,36457|0,36532|2,36607|0,36682|2,36757|0,36832|2,36907|0,36982|2,37057|0,37132|2,37207|0) - Honestly, the build up is the same volume, difference being the speed at which the roll is played. I would leave them both at a consistent 40% (or 50% if you want to match with the jumptrill) since there's no audible change in the actual volume level of the snares in the song. okay left it all at 50%

00:38:407 - The snares here are awfully quiet for a kiai. It's to the point that I can't really hear them. The only audible feedback in this case is from the hitnormals on the two other notes that don't contain the snare. My suggestion is similar to what I said in the general section, and that would be removing the sneh.wav and just using sneh2.wav instead as it's almost identical in sound but louder. aight will do

01:39:607 (99607|3,99757|3,99907|3,100057|3,100207|3,100357|3,100507|3,100657|3) - I dunno why but this kind of hurts my ears a bit. Probs cause it heavily pans right (due to the placement of the hs which isnt your fault), but also because the lower frequencies of the sample are supposed to be sustained but instead are cut off short leading to an incomplete sound. It just rings odd for me I guess though. well it doesn't really hurt my ears but it might be different for everyone but generally i find the hitsounds ok
thank for suggests, not updated yet since still working on it

edit: wow can't believe i forgot the cymbal at 03:10:807 - (still unfinished)

edit2: ok updated, not sure if i used "sneh.wav" anywhere in the mapset since i don't recall encountering it and i couldn't find it while i re-did the hitsounds but wasn't given the notification that it wasn't used when updating so would be helpful if this could be resolved somehow

yay old bg is back
ByeForNow
I'm probably challenging the ranking system as someone would say and suggest me to avoid.
However I'd like to try, to offer some uniqueness while still making the map enjoyable.
So here we go

1. Difficulty Naming

Protastic101 wrote:

Could you name both the Hard's something different? Alternative hard doesn't really give an indication of which one is harder or easier. It would be acceptable if they were around the same difficulty but used completely different or unique concepts. Instead though, Alternative Hard is just a continuation of the spread despite not using many of the same ideas presented in the Hard. I might consider naming Hard to Advanced as that's lower than Hard in terms of spread naming.
Maybe the diff name is acceptable after my explaination below.
I would've named the LN diff 'Alternative Hard' but it just feels odd when it has the lower SR.

Otherwise, I'll agree to change the diff name as suggested.
(Which Riuno has already did lol)
2. Important

Protastic101 wrote:

[Spread from Rave's Normal to B4N's Hard]
[Spread between Hard and Harder]
Clarification of Hard and Alternative Hard:




Sorry if I didn't make this clear:
B4N's Hard is meant to be an extra diff in the sense where it's just a challenge that's unrelated to the set.
Like having a side dish to your main course if that makes sense.
Therefore, comparing spread using B4N's Hard won't be helpful to help with spread issues imo.

I read your suggestions thoroughly with great attention but I just couldn't find a use for it.
Probably caused by a misunderstanding though as of what I've just said.

Otherwise, I'll ask Riuno to remove the LN diff and place it in the description if it really is that much of a problem.

So what I've decided to do now is polish my difficulty once again as a friend of mine, Evening, wanted to help and kindly gave me some suggestion to decrease the gap and improve things I could've probably done better in my chart.

Which I'll be typing the changes in a separate post as this post was meant for explanation/clarification of things.
eyes
bg is nice and dont delete ln diff pls

Also shouldn't you add "heavenly blue" tag since that is the original song's title
Topic Starter
riunosk

eyes wrote:

bg is nice and dont delete ln diff pls

Also shouldn't you add "heavenly blue" tag since that is the original song's title
it's kinda remixed so not sure if i should add that and it's not exactly the same song either so :\

edit: added to tags after prot suggested, was similar to song anyways
Raveille
doing ez owo

|1|2|3|4|

00:04:807 (4807|0,4807|1) - don't see a reason to make this a double, remove col 2 note
00:06:007 (6007|2,6307|3) - I feel like swapping columns for these 2 notes will be better (easier to handle)
00:12:607 (12607|2) - move this to col 4 cause of the same sound
00:15:607 (15607|0,15607|1) - also don't see a reason to make this a double, remove col 2 note
I realized there's some pretty inconsistent usage of doubles between 00:00:007 - and 00:28:807 - . I won't point out the doubles anymore here but can you check the doubles to make sure they are somewhat consistent?
01:37:507 (97507|1,98257|2) - move these to col 4 and col 1 respectively to represent the cymbals better
01:52:657 - LN should start here since you are vocal mapping
01:54:907 - why isn't this an LN, it is a relatively long vocal part, end the LN at 01:55:207 - since you did the same at 02:59:707 (179707|1) -
02:03:007 (123007|1) - make this an LN?
02:57:307 (177307|1) - same thing here, LN should start 02:57:457 -
03:08:257 (188257|3) - make this an LN to 03:08:707 -
03:12:457 (192457|1) - ^ to 03:12:907 -
03:16:507 (196507|2) - same thing, should start at 03:16:657 -
03:25:807 - there should be a note here even if you're vocal mapping or not
03:29:107 (209107|1,209707|2,210007|1) - ctrl+h to make it easier for the player

daz all WO oOWOo oW O
Topic Starter
riunosk

Raveille wrote:

doing ez owo

|1|2|3|4|

00:04:807 (4807|0,4807|1) - don't see a reason to make this a double, remove col 2 note okays
00:06:007 (6007|2,6307|3) - I feel like swapping columns for these 2 notes will be better (easier to handle) yeppers
00:12:607 (12607|2) - move this to col 4 cause of the same sound i chose a 4 3 4 pattern since it still emphasizes the triple sound but it isn't stacked so it's easier to play it out
00:15:607 (15607|0,15607|1) - also don't see a reason to make this a double, remove col 2 note okayser
I realized there's some pretty inconsistent usage of doubles between 00:00:007 - and 00:28:807 - . I won't point out the doubles anymore here but can you check the doubles to make sure they are somewhat consistent? yesyesyesyesyesyesyesseyseyseyseyseyseyseyseysey
01:37:507 (97507|1,98257|2) - move these to col 4 and col 1 respectively to represent the cymbals better applied with modification
01:52:657 - LN should start here since you are vocal mapping imo i feel like it's fine
01:54:907 - why isn't this an LN, it is a relatively long vocal part, end the LN at 01:55:207 - since you did the same at 02:59:707 (179707|1) - oOkKaAyY
02:03:007 (123007|1) - make this an LN? yyyyeeeesssss ssssiiirrreeee
02:57:307 (177307|1) - same thing here, LN should start 02:57:457 - same as before
03:08:257 (188257|3) - make this an LN to 03:08:707 - okayezerzer
03:12:457 (192457|1) - ^ to 03:12:907 - ^
03:16:507 (196507|2) - same thing, should start at 03:16:657 - ^
03:25:807 - there should be a note here even if you're vocal mapping or not yep, too loud to ignore
03:29:107 (209107|1,209707|2,210007|1) - ctrl+h to make it easier for the player DIE ok!

daz all WO oOWOo oW O WOWOWO? OWOWOWOW !
thank raveypoo
Abraxos

easy


00:16:807 (16807|0,17107|0,18007|0,18307|0) - why same columns? makes it pretty unbalanced

00:26:257 (26257|1,26407|0,26707|0,27007|1) - 00:28:507 (28507|2,28807|3) - transitions might be weird for easy players

00:39:607 - you ignored 1 for like 9 measures

00:51:907 (51907|0,52207|1,52507|2) - not sure if you want notes here since you have things like 01:59:257 (119257|0) -

00:55:207 (55207|2,55357|1,56407|3,56557|2) - i know this is easy but you could make these at least somewhat contiguous with each other like because they're still the same sounds

01:07:207 (67207|2,67807|2,68407|2,69007|2) - (somewhat) unreasonably long anchor given the longest one was just 3 notes and caused by the 01:12:007 (72007|1,72007|2) - crash

01:42:457 (102457|2) - make these red ticks LNs so that it's more obvious this beat lands on the vocals and not the percussion
01:49:657 (109657|2) - don't need to make these LNs because by now only brain-damaged people won't realize you're following the vocals

01:55:207 - ignored 1 for 10-11 measures

02:06:007 (126007|3,126007|2) - no crash so why double

03:06:307 - vocal line

03:25:207 - crash

would've prefered if there were more structure to it outside of "crash=double etc.", but this is fine
Topic Starter
riunosk

Abraxos wrote:

easy


00:16:807 (16807|0,17107|0,18007|0,18307|0) - why same columns? makes it pretty unbalanced for kick effect

00:26:257 (26257|1,26407|0,26707|0,27007|1) - 00:28:507 (28507|2,28807|3) - transitions might be weird for easy players tried to make it a little easier

00:39:607 - you ignored 1 for like 9 measures ohshit

00:51:907 (51907|0,52207|1,52507|2) - not sure if you want notes here since you have things like 01:59:257 (119257|0) - removed

00:55:207 (55207|2,55357|1,56407|3,56557|2) - i know this is easy but you could make these at least somewhat contiguous with each other like because they're still the same sounds hmm sure

01:07:207 (67207|2,67807|2,68407|2,69007|2) - (somewhat) unreasonably long anchor given the longest one was just 3 notes and caused by the 01:12:007 (72007|1,72007|2) - crash tried to reduce it

01:42:457 (102457|2) - make these red ticks LNs so that it's more obvious this beat lands on the vocals and not the percussion wokay
01:49:657 (109657|2) - don't need to make these LNs because by now only brain-damaged people won't realize you're following the vocals dddddd

01:55:207 - ignored 1 for 10-11 measures dang i keep making them lonely

02:06:007 (126007|3,126007|2) - no crash so why double forgot to fix this in a prior self-mod

03:06:307 - vocal line will ask in discord since idk what this is supposed to mean

03:25:207 - crash yesyesyes

would've prefered if there were more structure to it outside of "crash=double etc.", but this is fine not too familiar with charting easy but :shrug:
thank for mod
Arzenvald
when :eyes:
Topic Starter
riunosk

Arzenvald wrote:

when :eyes:
bub/qual whenever you want
Arzenvald
i got assistance from DoNotMess to mod this, basically i won't mod the handstream part, only some other stuff

[General]
Difficulty Setup
diff naming issues are resolved

Rave's Normal : HP 7,1 OD 7,1
Bye4Now's Advanced : HP 7,4 OD 7,4
Bye4Now's Hard : HP 7,8 OD 7,8
Abrax's Insane : HP 8,2 OD 8,2
Metadata
i think this already fine

Folder Usage
all files used, good

Hitsound / Keysound files
good too

Timing
ok

Chart + Hitsound
alright so, we see some difficulty gap issue, gotta confirm this

[Nightfall]
02:22:807 (142807|1) - as the highest difficulty, both Nightfall & Extra are easier than Abrax's Insane, its a great resting spot i see, but the last handstream part is too short compared with 1st handstream (also has resting spot too)

[Easy]
02:46:507 (166507|3) - remove this, the note overshadow 02:46:207 (166207|1,166807|1) - these 2 imo

[Normal]
00:02:257 (2257|1) - what this LN stand for? 1/4 hihat? remove, so 00:01:507 (1507|1,1807|3,1957|2,2107|3) - can stand out more

03:15:607 (195607|0) - imo in this part, you should map every 1/2 to get the climax over this song till the end.
it will still easier than Advanced due the nature of note easier than LN

ok headache coming, will take a look again later
Raveille
all accepted from usagi sama
Topic Starter
riunosk

Arzenvald wrote:

i got assistance from DoNotMess to mod this, basically i won't mod the handstream part, only some other stuff

[General]
Difficulty Setup
diff naming issues are resolved

Rave's Normal : HP 7,1 OD 7,1
Bye4Now's Advanced : HP 7,4 OD 7,4
Bye4Now's Hard : HP 7,8 OD 7,8
Abrax's Insane : HP 8,2 OD 8,2
Metadata
i think this already fine

Folder Usage
all files used, good

Hitsound / Keysound files
good too

Timing
ok

Chart + Hitsound
alright so, we see some difficulty gap issue, gotta confirm this

[Nightfall]
02:22:807 (142807|1) - as the highest difficulty, both Nightfall & Extra are easier than Abrax's Insane, its a great resting spot i see, but the last handstream part is too short compared with 1st handstream (also has resting spot too) not really much i can do about it, don't intend to change the patterns as it is

[Easy]
02:46:507 (166507|3) - remove this, the note overshadow 02:46:207 (166207|1,166807|1) - these 2 imo i think the sound that the note at 4 represents is a bit too loud to ignore so i'll leave it as it is

ok headache coming, will take a look again later
y u no mod diffs in ascending order tergerrdddd !!! (insertragehere)
thank for moddo
ByeForNow
quick check on Easy
1/2/3/4
Ez
  1. 00:00:007 (7|3) - move to 3, same sound as 00:00:607 (607|2) -
  2. 00:10:207 (10207|2,10507|1) - 1,4? same sound as 00:09:607 (9607|0,9907|3) -
  3. 00:16:807 (16807|0,17107|0) - move to 4? balance
  4. 00:26:257 (26257|1) - why the sudden 1/2? 00:23:857, 00:25:057 - - is empty
  5. 00:27:607 (27607|1,27907|0) - ctrl+G suits the sound better
  6. 00:34:207 (34207|1,34507|1,34807|3,35107|3) - 4,4,2,2? pitch
  7. 00:41:107 (41107|3,41407|2,41707|1,42007|2) - 2,3,4,2? sort of try to replicate 00:38:707 (38707|3,39007|2,39307|1,39607|0,39907|1,40207|2,40507|3) -
  8. 01:59:257 - check your pattern again, should look like 01:56:857 (116857|2,117007|1) -
  9. 02:51:607 (171607|1) - same here
  10. 02:46:807 (166807|1) - 3? too much notes on 2
  11. 02:51:607 (171607|1) - 1? column 1 empty
  12. 02:06:607 (126607|0) - 3? pretty cramp at 1,2 column
  13. 02:51:607 (171607|1) - 1? more balanced notes
Topic Starter
riunosk

ByeForNow wrote:

quick check on Easy
1/2/3/4
Ez
  1. 00:00:007 (7|3) - move to 3, same sound as 00:00:607 (607|2) - not really any specific pattern made here, so no change
  2. 00:10:207 (10207|2,10507|1) - 1,4? same sound as 00:09:607 (9607|0,9907|3) - ^
  3. 00:16:807 (16807|0,17107|0) - move to 4? balance don't think it's necessary considering the patterns after this
  4. 00:26:257 (26257|1) - why the sudden 1/2? 00:23:857, 00:25:057 - - is empty oops
  5. 00:27:607 (27607|1,27907|0) - ctrl+G suits the sound better yep it does
  6. 00:34:207 (34207|1,34507|1,34807|3,35107|3) - 4,4,2,2? pitch sure
  7. 00:41:107 (41107|3,41407|2,41707|1,42007|2) - 2,3,4,2? sort of try to replicate 00:38:707 (38707|3,39007|2,39307|1,39607|0,39907|1,40207|2,40507|3) - not really any specific pattern here as well
  8. 01:59:257 - check your pattern again, should look like 01:56:857 (116857|2,117007|1) - sounds like one vocal actually
  9. 02:51:607 (171607|1) - same here seems fine as it is, emphasizes cymbal, but added a note for vocal
  10. 02:46:807 (166807|1) - 3? too much notes on 2 okay
  11. 02:51:607 (171607|1) - 1? column 1 empty moved some stuff
  12. 02:06:607 (126607|0) - 3? pretty cramp at 1,2 column uhh check timestamp? nevermind fixed
  13. 02:51:607 (171607|1) - 1? more balanced notes check this one too ^
thank mod for
Arzenvald
too many separated & lost chat logs smh
but basically we've polished the map by a little, ghost note and what not, fixed general stuff, KUDOSU GIVEN 3 TIMES FOR 1 PERSON AAAA (kudosu moderation in 2k18 smh), checked this map thoroughly and this should be good to go again!

nominated! good luck <3
Topic Starter
riunosk

Arzenvald wrote:

too many separated & lost chat logs smh
but basically we've polished the map by a little, ghost note and what not, fixed general stuff, KUDOSU GIVEN 3 TIMES FOR 1 PERSON AAAA (kudosu moderation in 2k18 smh), checked this map thoroughly and this should be good to go again!

nominated! good luck <3
yyyyyyeeeeeeeeessssssssss
Rivals_7
oof


(E, B4N Adv) 01:52:507 - vocal? should be on 1/2. conflicted with rave's

(E) 02:57:307 (177307|1) - ^

else ok
Arzenvald
kindly reminds me to use manual checking over modding tools for hitsound dependency
Topic Starter
riunosk
nani random pop that i wasn't aware of?!
Topic Starter
riunosk

Rivals_7 wrote:

oof


(E, B4N Adv) 01:52:507 - vocal? should be on 1/2. conflicted with rave's

(E) 02:57:307 (177307|1) - ^

else ok
all fixed
Rivals_7
ye

@next bn might want to recheck back about the use of LNs in 4 lowest diff. just in case i missed some
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