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Yamanote Line - Yamanoted heaven [Yamanote Line x Second_hea

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Moeruattack
I should map CS7,

































jk probably ppl bomb it :)
Absolute Zero

Ascendance wrote:

fuck formatting cuz this is a meme map\ o boy
haitai i want to die yea me too

new bn slave: yea no

  1. 00:02:091 (2,3) - x:160? the backwards flow is a bit far rn ok, x=152.
  2. 00:03:702 (2,3,4) - x:272 cause distance :\\ Eh, I kinda want a HDash here to accent the movement.
  3. 00:09:341 (6) - maybe use a standard curve instead of a wiggle? Simplified the movement a bit to make kind of a L-shaped stream.
  4. 00:12:161 (3) - same as above ^
  5. 00:12:161 (3) - triple -> hyperdash last note? Changed, yea I agree it makes it more interesting.
  6. fix drain

Sinnoh wrote:

i take modding very serious
here's the m4m you never asked for or knew about until now
it appears my mod will trigger the summoning of the hoard, gl have fun with that.

BN I've never heard of's rain Let's keep it that way :^)
  1. 00:14:376 (6) - Too far imo I think it plays fine. It only requires holding dash, which is okay for a rain player. If it were a hyper, I might change it, but it's not.
    I like how you caught the feel of the song in this one That's a first PogChamp
somebody meme v2.0 new and improved from Absolute "Night of Desire" Zero
osu file format v14

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TitleUnicode:Yamanoted heaven 【山手線× Second_heaven】
Artist:Yamanote Line
ArtistUnicode:山手線
Creator:Ascendance
Version:Absolute Zero's Rain
Source:
Tags:sm14002704 nico douga ryu second trains thenutritiousguy tng beatmania iidx
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JBHyperion

RoseusJaeger wrote:

SOMEBODY MEME.
Added one meme.
M4M

Hyperion's Rain

00:05:313 (3) – The vocal is low here, so I don't see why this \would signal anti-flow when it feels the pattern should flow with the song here. I'd Ctrl+H this and put it back on X=88. Sure, flipped it around

Otherwise, this diff was lit af * gives my seal of approval * holla holla get dolla

Good luck to everyone on this map!

Ascendance wrote:

fuck formatting cuz this is a meme map\
haitai i want to die same tbh

fantastic dreamer dq: :salt:

  1. 00:05:313 (3) - point this slider the other way? odd flow :< fixed with t'above
  2. 00:08:133 (1) - x:180? distance + readability issue here it's already on x-180, did you change this yourself? lol
  3. 00:10:147 (2) - fuck this droplet (not a mod) get trolled tbh
  4. 00:11:758 (2) - The way this slider is generated is kinda weird and disrupts the flow imo. I'd make this horizontal or similar to the previous slider at 00:11:355 (1) - Made a more normal curve
  5. 00:22:231 (3) - x:384 and 00:22:433 (4) - x:472 for a cleaner pattern? Yeah again I think you must have fixed these yourself lol

Sinnoh wrote:

i take modding very serious
here's the m4m you never asked for or knew about until now
it appears my mod will trigger the summoning of the hoard, gl have fun with that.

Last person who hasn't abandoned the bean collab's rain hellyea
  1. 00:00:077 (1,2,3,4) - this is so stupid but i love it somebody meme
  2. 00:20:217 (1,2,3,4,1) - If you want a prettier/smoother stream, make one big slider, then align the small sliders on top of it. It's intended to have a non-perfect curve since the sound is harsh here, but I did move 00:20:318 (2,3) - left slightly so it looked a little less ugly
best map that i can play in the set boom
Thanks for the suggestions people!

Gammy Rain
osu file format v14

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TitleUnicode:Yamanoted heaven 【山手線× Second_heaven】
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ArtistUnicode:山手線
Creator:Ascendance
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Source:
Tags:sm14002704 nico douga ryu second trains thenutritiousguy tng beatmania iidx
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Topic Starter
Ascendance
fuck i accidentally forgot to reupdate to original version before adding and submitting tags on some diffs. Some diffs will already have applied changes from my mod on them. sorry :d...
Nakano Itsuki
fixed all
Sorceress

Sinnoh wrote:

Sorcererer's Platter
  1. You have a lot of pseudo edge-dashes, reduce the distance. I'm referring to every single fruit that looks like 00:02:393 (3) - ,00:03:198 (3) - , 00:05:615 (3) - etc. - Hmmm, I don't think these look the best but it's a tricky distance to get right, the intention is for a quick dash with these jumps. I really do feel the actual distance is for the most part alright though i've turned up the AR a tick to 7.8 to make it appear slightly less dense, might help just a little
  2. 00:20:217 (1) - why not replace your long slider a 1/8th pattern here? - Ayyyy. Though I should mention there's now a hyperdash to this to be consistent with what I've done previously in the map. I'd put some twitch emote here but my meme game is weak
Thanks for modding this travesty of a mapset. Remember folks, please meme responsibly.

Sorcerer's "If this is actually gets ranked i'll cry" Platter
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Lacrima
m4m
[Bodom's Salad]
  1. 00:07:327 (2,3,4,1) - aw pretty strong pattern, decrease the distance between 00:07:730 (4,1)
  2. 00:09:744 (1,2) - these flow stop sliders are too bad, like newbie players won't be able to read them right, maybe you should tilt the end of these sliders in the right flow direction instead of making them vertical?
  3. 00:12:865 (9,1) - Too flow breaking, I think you should CTRL H (1) and then place it to original place
  4. 00:20:821 (4,1) - again flow breaking pattern, pls remove ittt :(
  5. 00:25:857 (1,2,3,4) - Just the same as above. Flow breaking mixed with high distances is salad looks really innapropriate, I really think you should make it with right flow
[Sorcerer's Platter]
  1. 00:05:615 (3,1,2,3) - Really bad pattern, like it's really awkward to play. Here's mu suggestion: CTRL H 00:06:119 (2) then move 00:06:421 (3) => x160 and then make 00:06:522 (1) - with these coordinates of the beggining and the end of this slider: x28 y253, x68 y165. Here's what you should get:
  2. 00:13:772 (1) - make it more curved
  3. 00:24:950 (3,1) - this antiflow plays awkward, maybe you wanna change it into a simple flow?
[Wild's Platter]
  1. 00:03:098 (5,1) - Unexpectedly huge jump, decrease a distance a little bit
  2. 00:21:828 (4,5,1) - omg no too hard, I think you should reduce the dense of this pattern a lot
[Tenshichan's Rain]
  1. 00:10:147 (2) - Just make here a nice playing stream, like this:
[Hyperion's Rain]
  1. 00:16:693 (1,2,3) - Nice pattern, but decrease the distance between notes just a liiiitle bit, so it would be more enjoyable to play
  2. 00:24:950 (5,1) - Pls too dense, like after flow breaking such a strong jump? Reduce the distance
  3. 00:27:065 (3,4,5) - This one just a suggestion: What about moving (5) right for creating a hyper, like it's the end of vocal and the song overall, should fit fine
[Kyp's Overdose]
  1. 00:24:245 (1,2,3,4,1) - Isn't this a huuuge lack of movement? I really think you should re make this part for a better gameplay, rn it's really boring to play
[Overdose]
  1. 00:20:922 (4,1) - Wowie, don't you think this is too harsh? Please, don't make such a... 1/12 hyper (?) and then a flow breaking slider? :(
[The Next Sations is CS6]
  1. 00:09:442 (2,3,4) - This time this trick isn't working, like it's even harded to play such a triplet. I think you should make a simple straight triple instead
Almost all diffs are fine overall. Diffs I haven't noticed is pretty good or it's MBomb's Overdose, which I can't play because of cs.
Good luck with this, Ascendance!
Topic Starter
Ascendance

Sinnoh wrote:



  • Ascendance's HR farm
    nothing found not bad, maybe jack-up the AR like kumanoverdose and see how the bns react hope for more dq

    Next Station CS Retarded
    imo the diff jump is too high from 4.6 -> 5.3, since we jump from CS2 and a normal CS4 to CS7. i'm hard

Myle wrote:

[Overdose]
  1. 00:20:922 (4,1) - Wowie, don't you think this is too harsh? Please, don't make such a... 1/12 hyper (?) and then a flow breaking slider? :( I thought it was okay, but I've fixed it anyways~
[The Next Sations is CS6]
  1. 00:09:442 (2,3,4) - This time this trick isn't working, like it's even harded to play such a triplet. I think you should make a simple straight triple instead not exactly straight, but it's much easier now!
Almost all diffs are fine overall. Diffs I haven't noticed is pretty good or it's MBomb's Overdose, which I can't play because of cs.
Good luck with this, Ascendance!
Thank you both!

@ GDers: Please remember to reinstall the set for the video and the hitsounds. I don't want to keep readding them!!
Kyptoric

Ascendance wrote:

#2 canada:

  1. 00:02:493 (5) - Should be NC Fixed
  2. 00:02:493 (5,6,7) - garbage flow here, try this instead Changed the pattern a bit, I moved the notes around for a better flow
  3. 00:03:299 (3,4) - doesn't sound good rhythmically :\ try to redo this pattern I think it sounds fine if you compare it to the song and not the vocals, which is what I was focusing my map around for the most part
  4. 00:04:105 (1,2,3) - bad flow try this Changed the pattern a bit, I kept the stairs but made it flow better in general
  5. 00:07:025 (5) - nice overmap I feel like it's an acceptable overmap since the pattern wouldn't feel right without it
  6. 00:16:390 (9) - x:400? I don't like stacks Fixed
  7. 00:22:836 (5,6,7,8,9) - um no try this https://osu.ppy.sh/ss/6440324 Fixed

Myle wrote:

[Kyp's Overdose]
  1. 00:24:245 (1,2,3,4,1) - Isn't this a huuuge lack of movement? I really think you should re make this part for a better gameplay, rn it's really boring to play Changed the pattern a bit, it has more movement now
Sorceress

Myle wrote:

[Sorcerer's Platter]
  1. 00:05:615 (3,1,2,3) - Really bad pattern, like it's really awkward to play. Here's mu suggestion: CTRL H 00:06:119 (2) then move 00:06:421 (3) => x160 and then make 00:06:522 (1) - with these coordinates of the beggining and the end of this slider: x28 y253, x68 y165. Here's what you should get:
  2. 00:13:772 (1) - make it more curved - Curved it properly
  3. 00:24:950 (3,1) - this antiflow plays awkward, maybe you wanna change it into a simple flow?
As for the other 2 points, I've gone through and mostly remapped so they don't really apply anymore, most 1/4s are gone as they seemed to be problematic (aka shit)
Thanks for modding, don't know how Ascendance keeps bullying people to mod this (:

@Ascendance, video and hitsounds should be fine but apologies if I broke them again

Sorcerer's "Commit Sudoku" Platter
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Tenshichan

RoseusJaeger wrote:

Tenshichan's Rain

00:16:693 (2,3,4,5) – It would make more sense to use the same distance snap you did for previous patterns and put (4) on X=248. woops

00:25:051 (6,7,8) – I think the distance to and from (7) should be reduced since the spacing from and previous pattern was pretty intense and that makes it hard for the player to recover quickly. Move (7) to X=336 to make it more balanced. x:352 for now

00:26:662 (3,4,5,6) – This needs a bit of balancing too. Move (4) to X=334 and (5) to X=80 so the distances are a bit more consistent. I want the distance to increase with each jump. However, I reduced the distance a bit because it was a bit too high.

Ascendance wrote:

superstar:

  1. 00:19:311 (7) - x:160 for a small curve? yep no idea why I didnt do so before
  2. 00:20:620 (2) - Standard C-Curve instead of a wiggle slider? Following the announcer here, but good that you mention this because I changed slider angles slightly.

Sinnoh wrote:

Angelism's Rain
[*]00:12:967 (1,2,3,4) - too repetitive, you can't tell the sliders are getting smaller in game. Agreed, repositioned sliders
[*]00:20:217 (1,2) - Have both sliders on the same x coordinate, not very readable that I need to move the catcher. Adjusted it in a mod above
[*]00:23:238 (3) - I think this should be able to walk from 2,3, since you have to walk on similar patterns in the next part. As this is kiai thus main part of the song I want to keep it like this. The part is movement heavy in general so it would look more weird to make it walkable.
[*]00:26:259 (2) - Doesn't fit the flow, you have super jumping all the way at the end, but slows down drastically on this slider. Could be fixed with ^ as it establishes a pattern that you walk on those. Understood, but I found it a good solution to just make the SV higher for the 2 sliders so they are longer, now it should play way better
00:26:662 (3,4,5,6) - Is this what happens when your map doesn't fit the spread Well thats high quality bullshit regarding that my Rain was first in the mapset and I didn't make changes since then

Myle wrote:

[Tenshichan's Rain]
  1. 00:10:147 (2) - Just make here a nice playing stream, like this:
Alright
SPOILER
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TitleUnicode:Yamanoted heaven縲縲仙アア謇狗キ堙・Second_heaven縲・
Artist:Yamanote Line
ArtistUnicode:螻ア謇狗キ・
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Version:Tenshichan's Rain
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Tags:sm14002704 nico douga ryu second trains thenutritiousguy tng beatmania iidx starrstyx sahuang arusamour fii kaitlin -wwwww boberofdarkness sorcerer tom the wizard wildone94 absolute zero afk98 tenshichan [Superstar] tenshichan jbhyperion len fast kyptoric mbomb -_magic_bomb_-
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Topic Starter
Ascendance
Updated them all
JBHyperion
@Myle Fixed all, thanks!

diff
osu file format v14

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TitleUnicode:Yamanoted heaven 【山手線× Second_heaven】
Artist:Yamanote Line
ArtistUnicode:山手線
Creator:Ascendance
Version:Hyperion's Rain
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Tags:sm14002704 nico douga ryu second trains thenutritiousguy tng beatmania iidx
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BoberOfDarkness


@RoseusJaeger all done
@Ascendance fixed stuff
@Myle done but not here 00:20:821 (4,1) - and 00:25:857 (1,2,3,4) - because a bit anti-flow works well to me.

Ascendance wrote:

fuck formatting cuz this is a meme map\
haitai i want to die
fuck proper reply cuz this is a meme map

Update: http://puu.sh/sdWlq/d9b5b8112d.osu
Len

Sinnoh wrote:

Len's shit overdose
> The spacing between the end of a spinner and the next object must be at least 1/2 a bar regardless of BPM.
go read the ranking criteria u stupid i didnt know that so am i stupid? pls be nice before u throw shit or sth smh w
00:21:627 (4) - Might be too far by a couple pixels, just by the left right pattern of previous i dislike lazy things since its already fine to play and catch those notes tho
Just remove the "high quality" part before it's bubbled.
god map why can't everyone be you
thanks anyways w
Topic Starter
Ascendance
Your beatmap is shorter than 45 seconds. Consider making it longer.

Choo choo boys lets get this show on the road
-rage
free mod

[Star's Spoon]
  1. 00:07:327 (2,1) - these 2 notes feel kinda far, reduce distance a little bit.
  2. 00:16:189 (2,3,1) - i would honestly put those notes more far from eachother because they feel way too easy to hit and are way too close.
  3. 00:19:411 (2,3,1) - ^
  4. 00:24:245 (1,2) - a tiny bit too far
[sahuang's light cup]
  1. 00:17:800 (1,2) - could increase distance a little bit between these 2 notes
  2. 00:21:828 (2,3) - avoid stacking notes, keep the movement going!
  3. 00:25:857 (3) - just a suggestion, but you could probably map something else rather than a long slider like that?
[Aru's cup]

  • Add spinner at beginning since most of the diffs have them?
  1. 00:14:578 (1,2) - avoid stacking notes, try to keep the movement going even though it's only a cup
  2. 00:16:189 (1,2) - ^
  3. 00:17:800 (1,2) - ^
  4. 00:20:217 (2) - ^
  5. 00:24:245 (1,2) - ^
[Fii's Light Salad]
  1. 00:09:744 (1,2) - make those sliders more horizontal maybe, i found them to be a little too straight.
  2. 00:14:175 (4,1) - HOYL this jump is pretty far, maybe reduce distance a little bit
[Bodom's Salad]
  1. 00:09:341 (4,5,6,1) - maybe move those a little further apart from eachother? it feels really like there is no movement
  2. 00:14:578 (1) - maybe make this slider more horizontal?
  3. 00:24:245 (1) - ^
[Sorcerer's Platter]
  1. 00:03:702 (2,3,4,5) - could probably pollish this slider and make a better curve to it
  2. 00:26:662 (1) - slider feels too vertical, could have a little bit more movement.
[Wild's Platter]
  1. 00:03:098 (5,1) - 00:03:098 (5,1) - either make this a hyper, or put the notes closer together. jump seems pretty far
  2. 00:20:217 - 1/8th streams even allowed in platters? maybe i'd just put it as 1/4th stream, 1/8th seems a little too much for no reason
[Absolute Zero's Rain]
  1. 00:03:299 (1,2) - could maybe put those further apart so the (1) creates a hyper
  2. 00:26:259 (2) - this slider could be put further to the right because i feel like it's a little too close to the (1) and (3) from that same combo.
good luck with this set :)
wonjae
yamanoted station bound for a dq :^)
sahuang
fixed..but idk if it's fine
add video for me thx

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WildOne94
Fixed all apart from this one from Myle

◾00:21:828 (4,5,1) - omg no too hard, I think you should reduce the dense of this pattern a lot

Sorry late to reply and sorry for modders to need to repeat suggestions.

Wild's Platter Code
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480,280,6924,2,0,L|376:280,1,85,2|2,1:2|1:2,0:0:0:0:
248,288,7327,2,0,L|163:288,1,85,6|2,1:3|0:0,0:0:0:0:
40,288,7730,2,0,L|125:288,1,85,2|2,0:0|0:0,0:0:0:0:
392,288,8133,6,0,L|480:288,2,85,4|0|0,0:0|0:0|0:0,0:0:0:0:
304,288,8737,1,0,0:0:0:0:
104,296,8938,2,0,P|32:272|96:224,1,170,4|0,0:0|1:0,0:0:0:0:
160,216,9543,1,2,1:3:0:0:
248,216,9744,6,0,L|136:216,1,85,6|2,0:0|0:2,0:0:0:0:
24,216,10147,2,0,L|144:216,1,85,2|2,0:2|0:0,0:0:0:0:
256,208,10550,2,0,L|368:208,2,85,2|0|0,1:2|0:0|0:0,0:0:0:0:
168,208,11154,1,2,0:2:0:0:
456,248,11355,6,0,P|480:176|400:152,1,170,4|2,0:0|0:2,0:0:0:0:
320,144,11960,1,2,0:2:0:0:
160,152,12161,2,0,L|56:152,1,85,6|2,1:3|0:0,0:0:0:0:
256,152,12564,2,0,L|368:152,1,85,2|0,1:2|0:0,0:0:0:0:
32,152,12967,5,6,1:3:0:0:
120,152,13168,1,2,0:0:0:0:
208,152,13369,2,0,L|328:152,2,85,2|2|0,1:2|0:0|1:0,0:0:0:0:
120,152,13974,1,0,0:0:0:0:
296,152,14175,2,0,L|408:152,1,85,0|2,1:0|1:2,0:0:0:0:
32,152,14578,5,2,0:0:0:0:
120,152,14779,1,2,0:0:0:0:
208,152,14981,1,2,0:0:0:0:
120,152,15182,1,0,0:0:0:0:
304,152,15383,2,0,L|424:152,1,85,2|0,0:0|0:0,0:0:0:0:
208,152,15786,2,0,L|120:152,1,85,2|0,0:0|0:0,0:0:0:0:
304,152,16189,6,0,L|400:152,1,85,2|2,0:0|0:0,0:0:0:0:
211,152,16693,1,0,0:0:0:0:
163,152,16793,1,2,0:0:0:0:
211,152,16894,1,0,0:0:0:0:
251,152,16995,2,0,L|336:152,1,85,0|2,0:0|0:0,0:0:0:0:
480,152,17398,2,0,L|395:152,1,85,2|2,0:0|0:0,0:0:0:0:
112,160,17800,6,0,L|16:160,2,85,0|0|2,0:0|0:0|0:0,0:0:0:0:
392,160,18606,2,0,L|488:160,2,85,2|0|0,0:0|0:0|0:0,0:0:0:0:
304,160,19210,1,0,0:0:0:0:
264,160,19311,1,0,0:0:0:0:
168,160,19412,6,0,P|104:168|160:232,1,170
224,232,20016,1,0,0:0:0:0:
424,232,20217,1,4,0:3:0:0:
464,216,20318,1,0,0:0:0:0:
480,176,20419,1,0,0:0:0:0:
448,144,20519,1,0,0:0:0:0:
408,144,20620,2,0,L|320:144,1,85
48,128,21023,5,0,0:0:0:0:
136,128,21224,1,0,0:0:0:0:
312,128,21426,2,0,L|424:128,1,85,2|0,0:2|0:0,0:0:0:0:
200,128,21828,2,0,L|88:128,2,85,0|0|0,0:0|0:0|0:0,0:0:0:0:
64,128,22433,1,2,0:2:0:0:
368,136,22634,6,0,L|480:136,1,85,2|0,0:2|0:0,0:0:0:0:
344,136,23037,1,2,0:2:0:0:
304,136,23138,1,0,0:0:0:0:
264,136,23238,1,0,0:0:0:0:
224,136,23339,1,0,0:0:0:0:
179,136,23440,2,0,L|264:136,1,85,2|2,0:2|0:2,0:0:0:0:
472,136,23843,2,0,L|384:136,1,85,2|2,0:2|0:2,0:0:0:0:
112,144,24245,6,0,L|16:144,2,85,2|2|0,0:2|0:2|0:0,0:0:0:0:
224,144,24850,1,0,0:0:0:0:
432,144,25051,2,0,L|328:144,1,85,2|2,0:2|0:2,0:0:0:0:
224,144,25454,2,0,L|336:144,1,85,0|0,0:0|0:0,0:0:0:0:
40,152,25857,5,2,0:2:0:0:
128,152,26058,1,2,0:2:0:0:
40,152,26259,2,0,L|144:152,1,85,2|2,0:2|0:2,0:0:0:0:
416,144,26662,2,0,P|464:152|400:224,1,170,0|0,0:0|0:0,0:0:0:0:
136,248,27266,1,2,0:2:0:0:
256,192,27468,12,0,30690,0:0:0:0:

404th post not found kek
Sc4v4ng3r
ascendance literally was begging for this lmfao
I really can't get this done soon enough so I'll divide the mod into 3 parts.

[General]
  1. Bodom's Salad and MBomb's Overdose has no video on them, please add the video.
  2. The set right now is not even rankable thanks to the drain time. Some of the difficulties end .2 secs before 30 seconds. Now you might think that extending those spinners would do, but you can clearly hear that the song stops at 00:29:784 - , so all of the diffs which has their spinners extended to 00:30:690 - is objectively wrong as well. If you really want to get this set ranked, you somehow have to make changes to the mp3.
[StarR's Spoon]
  1. 00:01:688 (1) - Why did you use normal finish for the tail of this slider? It's sound doesn't really fit in here so I don't see a reason for it.
  2. 00:12:967 (4) - Maybe ctrl+g this and make it have the same distance from the previous note so that it gives a different movement? It feels repetitive to use the same movement for 4 measures straight lol
  3. 00:20:217 (3) - You could try to give more distance to this note as the song's quite loud here.
  4. 00:21:023 (1) - Here as well, to emphasize on the part transition.
[sahuang's Light Cup]
  1. 00:06:522 (3,4,1) - Movement here can be tough for newer players, especially when this is labelled as an easier version of Cup. Back and forth movement for 7 beats can be challenging, and even more so due to the smaller snaps on these sliders. I suggest you to have one of these face the other way(i.e. ctrl+h one of the slider) so that the movement isn't too overbearing. Plus right now the same type of movement repeats for 00:06:522 (3,4,1,2) - these 4 notes, then it again repeats at 00:11:355 (1,2) - , which doesn't give too much variety to the movement.
  2. 00:17:800 (1) - That wubwub whatever sound is having a similar pitch like 00:14:578 (1) - , so why not reduce the distance?
  3. 00:20:217 (3) - For a special sound like this, I feel the distance it has right now is way too low. I suggest you to increase it, maybe around 1.1x.
  4. 00:25:454 (2) - Any reason for such a high distance here? It's having the same distance like 00:24:245 (1) - so emphasis wise this doesn't really make sense as no instruments stand out here.
  5. 00:25:857 (3) - With this slider you are not emphasizing the vocals at 00:26:662 - , which especially feels weird cause you've been emphasizing on those downbeat vocals the whole time until now. Try to shorten this slider to 00:26:662 - , then add a circle at 00:27:065 - .
[Aru's Cup]
  1. 00:00:077 - Care to add a spinner here? This is the only difficulty which doesn't have a spinner, and the lack of spinner actually affects the drain time which makes the difficulty unrankable. Besides, there's also that 'somebody meme' sound so you should add a spinner to emphasize that.
  2. This difficulty is too dense. The note density of this difficulty is almost the same with light salad currently, which can cause some spread issues. And the amount of 1/2 rhythm used in this difficulty can be problematic for players integrating into cup from light cup, as light cup uses no 1/2 at all. I really can't mod a difficulty which is way too dense in rhythm, so try to have 1/2s only occasionally - so stuff like 00:07:327 (3) - , or even stuff like 00:11:355 (1,2) - could stay, but 1/2 chains like 00:01:688 (1,2,3,4) - should be simplified to 1/1 rhythm instead.
[Fii's Light Salad]
  1. 00:02:896 (3) - Distance to this note is really ambiguous as most beginners will find this to be the dashing distance, but it still can be caught without it. Being the light salad of the set, I believe you should remove the dash here, so that beginners aren't overwhelmed, especially at the beginning. Same goes for 00:04:507 (3) - .
  2. 00:06:320 (1) - I feel that this note really undermines the downbeat sound here, and it also feels weird due to the head of the slider emphasizing the lesser prominent sound in this measure. Why not try this rhythm so that beginners can follow the beats better? This also applies to 00:11:960 (2,1) - if you apply this here.
  3. 00:08:133 (1) - And also because this is a light salad, you could add dashes to downbeats like this. But this is optional.
  4. 00:14:578 (1,2,1,2) - You should really think of using more variation in the movement here. Really, it feels way too plain with the same movement repeating over and over for the entire calm section of the song. And these are all long sliders which you can use to give different movements, so try to at least use different slider shapes to give different movements. I highly recommend you to do this.
  5. 00:22:634 (1) - Another ambiguous distance which needs reducing - even if the dash is intended, placing so many dashes at the end(i.e. every measure) can be a harsh difficulty spike for beginners.
  6. 00:21:023 - I should also mention how repetitive this section is. It's basically the same movement copy pasted and flipped over horizontally. While on paper this is giving variety, to players this can be seen as another boring pattern as it is just pasted over, especially over the majority of the kiai. Try to mix up vertical sliders with some horizontal sliders for this section, to give more variation in movement. I kinda recommend this highly because of my next suggestion.
  7. 00:23:238 (2,3,4,1) - This whole flow-stoppy movement created by these vertical sliders can be somewhat of a challenge, especially for beginners, where stopping their movement entirely for the sake of the following movement is tough. It becomes especially tough at 00:23:641 (3,4,1) - , because while (3) to (4) may give a momentum towards (1), the distance itself is ambiguous at best(flow stopping at (4) though, will require a dash) - and you will theoretically need to stop completely at (1) again, which can be again hard if the player used a dash. So like what I've said on the previous point, you should really think of having some horizontal sliders to ease out the movements like this. Yea and also try to clear the ambiguous distance.
  8. 00:25:857 (1,2) - Both of these aren't strong enough to warrant dashes like the others - and it feels really awkward dashing to this due to that. I believe that both of these dashes should be removed.
[Bodom's Salad]
  1. This difficulty is having too much ambiguous distance, no matter how much I play it. The only real dashes I saw was 00:08:133 (1) - this note, and all the others were either ambiguous or hard to be read by players at this skill level. I'll list a few of them here, but you still got to check over the whole difficulty for those.
  2. 00:04:105 (4) - Right off the bat we have one - since players at this level can still exact timings for their movement and such, so this can be tough for them to walk exactly on the tick they need to. I suggest you to reduce the distance on this as no sound warrants a dash here.
  3. 00:08:938 (3,4) - The visual distance between these notes are quite close together, so players are likely to think that these 2 aren't dashes. But the distance on paper is a dashing distance, so a miss is likely to occur. What's more is that following this dash is two 1/4 doubles which can be devastating to the HP drain if the player misses the first fruit. As 1/4 wasn't used by the difficulty before this, I suggest you to keep this simple, and reduce the distance.
  4. 00:11:960 (2,3,4,5,6,7,8,9,1) - This is way too dense for a difficulty like this, and some of the notes don't even emphasize the sound properly. Circles like 00:12:060 (3) - shouldn't be there as your main focus is on the vocals, and 00:12:866 (9) - this note is emphasizing nothing. I highly suggest you to remove those notes, and space them out so that they play like normal 1/2s. And also, don't try to add another note at 00:12:262 - , it makes things too dense again.
  5. 00:14:578 - This section is just, way too dense with 1/4s. Being the most calm section of the song, having such a high note density doesn't feel right. Stuff like 00:15:283 (3) - this can be removed for a simpler 1/2 rhythm, and stuff like 00:16:390 (2,3,4,5) - this can be changed entirely to a rhythm simple as this. Long story short, just try to simplify those 1/4s into 1/2s at least.
  6. 00:21:627 (2,3,4) - The last note can be missed if you didn't dash through these notes. I highly suggest you to reduce down the overall distances between each of the notes,
  7. 00:23:037 (2) - 00:25:454 (5) - 1/4 5-plets are used so scarcely in the next difficulty, yet using it so freely here kinda breaks the spread. Heck, for players at this level, these notes can look damn cluttered because of their small snap. There are a lot more ways that you can use 1/2 to emphasize beats on salad, an example would be changing 00:23:037 (2) - this into a simple 1/2 slider like this. Try to change the other one up as well.
  8. 00:21:023 - The kiai lacks of dashes. Aside from that one movement which is hard to read for players at this level of play at 00:21:627 (2,3,4) - , there are no essential dashing in this kiai, which makes it boring. Try to add dashes to every measure(so you will need to simplify 00:25:454 (5) - this into a 1/2 slider or something) so that the kiai is more accentuated.
Ahh that's part 1 done, I'll be back for more.
BoberOfDarkness
reduced object count and added more jumps while keeping those 00:20:217 (3) - 00:23:037 (2) - unchanged

http://puu.sh/thVMV/c4a8956913.osu
Topic Starter
Ascendance
When will the train leave the station
Nakano Itsuki
Asrasz
lol xD ascendance you looking for diff?
tatatat
hi
Exclusives
huh why did u stop this project
BanchoBot
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