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Nardis - Cosmo Memory

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Shiguma

Ongaku wrote:

Shiguma wrote:

It is unrankable to have different offsets throughout the diff I think. Especially because of things like rounding the game does, and there is a 1ms error between the two offsets

It should be fine since it was only a few measures back. Reason why is because it still lands on the same downbeats, so Shiirn's offset and my offset are technically the same.


Third one
Ongaku

Shiguma wrote:



Third one
Yea, its the same. If I put Shiirn's offset to where my offset it, his map would still work the same. There is no difference other than where the offset is.
Shiguma

Ongaku wrote:

Shiguma wrote:



Third one
Yea, its the same. If I put Shiirn's offset to where my offset it, his map would still work the same. There is no difference other than where the offset is.
Breaking news: 15 = 2758 new math discovery, answer to life is found

Didn't know 15 is the same number as 2758
Ongaku
You obviously didn't understand a single word I said.
Cheesecake
eh just bring the offset back for all diffs

Shiguma wrote:

WeberCake's Easy
Seems to be a lot of unneeded timing points (especially in parts where there aren't even any notes) I don't like those either

01:36:358 (1) - How about something like this: https://puu.sh/rFYE6/c1fabca4b6.png because most of your other sliders are symmetrical >most
01:52:815 (1) - Similar to above, the slider isn't symmetrical. Not a big deal so feel free to deny I actually think this slider looks like poop anyway so I changed it a little
02:17:158 (2) - Move the tail of the slider to the right a bit so it lines up with the red point? I didn't even realise those red nodes kinda lined up, but I'll keep it as it cos I like the blanket with the slider before
Thanks!
Shiguma

Ongaku wrote:

You obviously didn't understand a single word I said.
I did and I'm saying you're wrong because

a) It's against ranking criteria
b) Rounding could cause it to end up different by a millisecond or two
c) If they're the "same" Shiirn can just move back all the maps to 15 offset

If it was fine I wouldn't have mentioned it in the first place
Topic Starter
Shiirn
I'll bring all the offsets back to 15 and make sure any rounding errors are taken care of. Ongaku's difficulty "having the most drain time" is kind of a shitty thing to really point out; he started off his diff with a spinner and the rest of us didn't. I don't think it's really "more effort spent". But people like to spite me over technicalities so I'll wait for the inevitable twat to do so.

@Ongaku Just poke me about stuff like that

@Shiguma bring unrankable stuff to my attention directly if possible, soon enough I'm going to mod all of the diffs myself and go on the BN hunt (not likely to find any because #fuckshiirn)

Shiguma wrote:

enterchromosomes or someshit
Hi Shiirn o.o I hear ur a cute moe grill :3 :^)

00:19:900 (4,5,6,7) - idk... not really a fan of what you're going for here, or at least how it's being implemented. Try this and see if you like it: Take 00:19:558 (2,4,6) - and move from x:284 y:295 to x:276 y:297 and then spacing for 00:20:586 (1,2,3,4) - adjusted slightly to match they're off-kilter on purpose and they're actually structured evenly. It just looks weird at a glance and that's intended - it plays fine.

00:24:272 (4,1) - feel like the distance spacing should be more like 0.9x in between these two notes intead of 0.6x moved a bit
00:24:700 (1) - ctrl + h and then move it back to how it was stacked with 00:23:843 (4) - to make it flow better imo nah
00:31:129 (6,1) - why not just disconnect them because reasons
00:38:072 (2,3,4) - so this triple accelerates but not this one: 00:40:815 (2,3,4) - so idk if you did the first one intentionally how do people notice this shit its like 0.05 off ok made even
00:45:958 (1,2,1,2) - could be done better i think eh
00:57:786 (3) - 1 pixel down i swear to god i did this already
01:06:015 (3,4) - I think this should be more symmetrical with 01:05:843 (1,2) - so it looks like a nice curve yeah
01:23:672 (7,8,1) - too curved imo, other triples in the map dont really look like this ever if im not mistaken intentionally curved because it's one of the few places where the drums are rolling, and the only triple. It's unique on purpose.
01:43:900 (1,1) - more spacing the acceleration of the stream is more impactful from a more still start. Call it heavy-handed, but that's how I map.
02:00:015 (2) - omg shiirn you gotta move this 1 pixel up fam

Sorry it took so long :P I think it's a good map, the flow and rhythm seemed good to me I think. Good luck!
Thanks for the mod. 's a good one.
MikasaSerket

ohad1881 wrote:

hi there! from my reverse m4m queue t/304087/start=165
apparently one of your gd makers will return the mod 8-) I've been busy recently, I'll return the mod ;w;
[Mika's Normal]
00:02:757 (1) - mb ctrl h this? hitting 00:03:272 (2) is pretty hard sure
00:04:129 (3) - ^^ I like how it looks opposite of eachother
00:08:758 (2) - i think this is pretty hard to hit for normal players It's kind of the same thing like 00:02:757 (1,2) - but just a few sliders are reversed. It's fine
00:10:130 (4) - ^^
00:13:729 (1,2) - fix blanket :c
00:42:872 (4,1) - 1 is too hard to hit The distance between them seems to make up for it
01:27:615 (3,1) - too hard for normal players I wanted to map the sound that was there but it's pretty off putting
02:12:186 (2) - ok this is really hard lol it probably is, I like the way it looks though.
02:14:415 (5) - nc yeah
02:16:472 (6) - ^^
GL!
for MikasaSerket - i will send you my map in a message 8-)
https://puu.sh/rJmWD/f02df3117f.osu
MikasaSerket

Shiguma wrote:

From #modhelp (wtf i thought it was #memehelp)

Mika's Normal
dem bookmarks xd yeah

00:12:357 (3) - One more reverse? I wanted a pause for the next slider
00:41:843 (2,3) - I feel like (3) might be slightly too high up Seems fine to me honestly

Distance spacing in the kiai seems like a lot imo, I know you're trying to avoid 1/2 overlaps but idk... It kind of is, to me aswell. It was mostly there just for the star rating.

00:49:043 (3) - Reverse seems kinda unnecessary, might be better as a longer 1/1 slider Yeah, Fixed
00:51:786 (3) - ^ ;c
00:54:529 (3) - ^ ;C
01:07:387 (2) - No sound here imo Yeah, there isn't a sound there but it would feel weird just to have a random pause
01:08:243 (1) - Meanwhile I feel like a 1/2 reverse would have been better here but its a 1/1 lol true

01:27:100 (2,3,1) - What the hell lol why is the spacing even more than in the kiai for a non-kiai section I would say because it's 1/1 but that's not a really appropriate reason lmao.

01:41:158 (3) - Yea again, also I'm gonna mention I feel like there is a pretty good sound at 01:41:672 - and all the respective times from earlier that you ignore which I feel like would be nice to have some form of a note on What?

Also how are you deciding when to stack 1/2's and when to not cuz it seems to be kinda random to me? It's arbitrary

02:08:929 (1) - A little lower maybe ok
I fucked up and forgot to stick to one post :v

update again because I skimmed over a mod
Logic Agent
changes from our irc
osu file format v14

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Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Logic's Hard
Source:
Tags:bofu2016 final fantasy alpha complex big crunch frenz2016 LogicAgent MikasaSerket Weber Ongaku Cheesecake
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331,259,100986,5,2,0:0:0:0:
400,328,101158,1,14,0:0:0:0:
472,261,101329,1,0,0:0:0:0:
410,184,101500,6,0,P|379:168|360:139,1,69.9999978637696,6|0,0:0|0:0,0:0:0:0:
266,177,101843,6,0,P|202:171|113:186,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
46,255,102358,1,2,0:0:0:0:
103,334,102529,2,0,P|153:331|181:333,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
262,371,102872,5,0,0:0:0:0:
322,293,103043,1,2,0:0:0:0:
403,348,103215,2,0,P|451:335|483:337,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
464,237,103558,1,0,0:0:0:0:
383,181,103729,1,2,0:0:0:0:
292,217,103900,2,0,P|227:222|210:226,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
210,369,104243,6,0,B|176:382|176:382|59:381,2,139.999995727539,2|14|0,0:0|0:0|0:0,0:0:0:0:
143,296,105100,1,2,0:0:0:0:
49,316,105272,2,0,P|57:356|73:383,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
143,296,105615,5,10,0:0:0:0:
161,200,105786,1,2,0:0:0:0:
247,246,105958,1,10,0:0:0:0:
288,157,106129,1,2,0:0:0:0:
369,211,106300,2,0,P|421:206|452:206,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
476,296,106643,1,10,0:0:0:0:
412,370,106815,1,2,0:0:0:0:
339,303,106986,5,6,0:0:0:0:
275,377,107158,1,0,0:0:0:0:
180,351,107329,6,0,P|117:327|100:255,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
145,175,107843,1,2,0:0:0:0:
238,206,108015,2,0,P|275:193|314:193,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
295,289,108358,5,0,0:0:0:0:
385,251,108529,1,2,0:0:0:0:
435,334,108700,2,0,P|485:323|512:295,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
508,214,109043,1,0,0:0:0:0:
428,155,109215,1,2,0:0:0:0:
493,82,109386,1,14,0:0:0:0:
428,155,109558,1,0,0:0:0:0:
330,144,109729,6,0,P|293:144|244:155,2,69.9999978637696,2|2|14,0:0|0:0|0:0,0:0:0:0:
326,242,110243,2,0,P|270:241|184:257,1,139.999995727539,0|2,0:0|0:0,0:0:0:0:
128,331,110758,2,0,P|103:298|93:258,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
133,181,111100,5,0,0:0:0:0:
35,171,111272,1,2,0:0:0:0:
82,85,111443,2,0,P|71:55|76:13,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
170,38,111786,1,0,0:0:0:0:
222,121,111958,1,2,0:0:0:0:
298,60,112129,2,0,P|334:61|375:50,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
467,119,112472,6,0,P|432:117|398:125,1,69.9999978637696,6|0,0:0|0:0,0:0:0:0:
328,194,112815,6,0,P|338:250|348:337,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
262,282,113329,1,2,0:0:0:0:
183,339,113500,2,0,L|105:342,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
32,284,113843,5,0,0:0:0:0:
85,201,114015,1,2,0:0:0:0:
182,206,114186,2,0,L|180:124,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
269,176,114529,1,0,0:0:0:0:
355,222,114700,1,2,0:0:0:0:
423,150,114872,2,0,P|474:145|502:154,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
457,242,115215,6,0,P|443:307|427:385,2,139.999995727539,2|14|0,0:0|0:0|0:0,0:0:0:0:
357,242,116072,1,2,0:0:0:0:
286,173,116243,2,0,L|267:95,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
177,141,116586,5,14,0:0:0:0:
140,49,116758,1,2,0:0:0:0:
140,146,116929,5,14,0:0:0:0:
103,54,117101,1,2,0:0:0:0:
103,151,117272,5,14,0:0:0:0:
66,59,117444,1,2,0:0:0:0:
25,147,117615,6,0,L|30:225,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
86,288,117958,6,0,P|145:272|249:278,1,150,14|10,0:0|0:0,0:0:0:0:
313,357,118643,1,10,0:0:0:0:
313,357,118986,1,10,0:0:0:0:
317,173,119329,6,0,L|313:275,1,100,2|0,0:0|0:0,0:0:0:0:
205,219,120015,2,0,L|209:321,1,100,2|10,0:0|0:0,0:0:0:0:
388,245,120700,6,0,P|412:207|394:101,2,150,10|12|0,0:0|0:0|0:0,0:0:0:0:
292,171,122072,2,0,L|184:178,1,100,2|0,0:0|0:0,0:0:0:0:
120,274,122758,2,0,L|228:281,1,100,0|2,0:0|0:0,0:0:0:0:
304,365,123443,6,0,P|377:322|452:352,2,150,14|8|0,0:0|0:0|0:0,0:0:0:0:
452,239,124815,2,0,L|434:345,1,100,2|0,0:0|0:0,0:0:0:0:
358,162,125500,2,0,L|342:261,1,100,2|0,0:0|0:0,0:0:0:0:
108,283,126186,6,0,P|156:229|242:233,1,150,14|0,0:0|0:0,0:0:0:0:
198,323,126872,1,14,0:0:0:0:
369,113,127386,6,0,L|353:181,1,50,8|2,0:0|0:0,0:0:0:0:
288,88,127729,1,8,0:0:0:0:
212,273,128072,2,0,P|160:268|103:288,1,100,8|8,0:0|0:0,0:0:0:0:
185,352,128586,2,0,L|250:346,1,50,10|0,0:0|0:0,0:0:0:0:
334,337,128929,6,0,P|398:302|481:334,2,150,6|2|2,0:0|0:0|0:0,0:0:0:0:
288,226,130300,1,2,0:0:0:0:
103,233,131329,2,0,L|118:293,1,50,0|0,0:0|0:0,0:0:0:0:
40,283,131672,6,0,L|27:234,2,50,8|0|0,0:0|0:0|0:0,0:0:0:0:
84,366,132186,2,0,P|127:353|186:358,1,100,8|2,0:0|0:0,0:0:0:0:
253,378,132700,2,0,P|289:381|325:371,1,50,0|0,0:0|0:0,0:0:0:0:
362,333,133043,5,2,0:0:0:0:
377,345,133729,1,0,0:0:0:0:
475,243,134415,6,0,B|440:244|411:235|411:235|370:267|370:267|345:255|318:263,1,164.9999949646,4|0,0:0|0:0,0:0:0:0:
244,250,136472,1,2,0:0:0:0:
479,242,137158,6,0,B|444:243|415:234|415:234|374:266|374:266|349:254|314:264,1,176.000005371094,2|4,0:0|0:0,0:0:0:0:

guess i'll reply to the mods too

-himei wrote:

Logic's diff:
00:10:472 - this sliderend is put on the beat... yes, this was a conscious choice because the synth or whatever is making a long, drawn out noise which is best represented through a 1/1 slider in my opinion.
01:46:729 - unmapped beat, please...
01:57:529 - ^ not going to add triplets in a hard diff, and there's nothing wrong with keeping the rhythm simple

Shiguma wrote:

[Logic is Hard]00:06:529 (5,6,1,2,3,4,1,2,3,4) - tfw 10 singletaps hoyl seems fitting to the music to me, and it's not that difficult.
00:10:129 (3) - Higher up? ok
00:45:958 (1) - ctrl + g makes this a lot better in several ways imo eh
01:00:529 (2,1) - Why less spacing D: fixed
01:05:843 (1,2) - consider ctrl + g ctrl g ruins the spacing consistency i've used, but this suggestion reminded me to go back and fix another one so thank.
01:36:015 (1) - Feel like the NC isn't really needed here it's cute though
01:42:872 (1,2) - ctrl + g maybe eh, the spacing in this kiai is more consistent as the music is more "straightforward" or whatever, don't wanna mess with this too much
01:56:072 (2) - Move it so less of an angle from (1)? (Higher up) moved it up a tad
Topic Starter
Shiirn
updates out
Ongaku
Also, I apologize to Shiguma for my biased stupidity.

Sorry.
Osuology
Here's my mod that I said I would do like 1.5 weeks ago woops xd

Entelechia
00:11:500 (2,1,2,1) - So this is very stressful (which I'm sure you intended) but the sounds go downwards in intensity versus your pattern which doesn't change it's intensity at all. I think it could be more accurate if you made it slowly less stressful, but it's not super important.

00:24:700 (1) - I think it would fit better if it ended on the next upbeat personally, but again not too important.

00:55:129 (4,1) - Could put a jump between these considering you did it before, but since section changed it's probably fine.

01:25:043 (1,2) - What's up with the jump between these two? I can't seem to find a reason behind this...

01:57:872 (6,1) - This probably makes the transition between sections solid, but I just wanted to make sure this was your intention. The next section doesn't have stream jumps either, so I personally don't think it fits but that's opinion.
Ongaku's Another
00:24:529 (4,5,6) - would prefer if you moved it to x:271 and y:139, it seems to be more equal distant from all three sliders.
That's honestly all I would say wow really good job here!

Logic's Hard
00:59:843 (2,3) - Not sure why there is a jump here, but you do this a lot so I'm assuming you have some reason behind this?

MIKASA BOOKMARK'S NORMAL
OH MY GOSH WHY SO MANY BOOKMARKS WTF?!?!

Anyways,
Nothing else LOL

Weber Easy
Maybe use a little more 1/2? BPM isn't too high, and considering the amount of 1/2 in the normal it's probably better for sake of spread.

As I said when I playtested this for you, awesome map! I hope we see a lot more cool maps like these in the future! I think this is probably ready for BN, but that's me so lol
Topic Starter
Shiirn

Osuology wrote:

Here's my mod that I said I would do like 1.5 weeks ago woops xd

Entelechia
00:11:500 (2,1,2,1) - So this is very stressful (which I'm sure you intended) but the sounds go downwards in intensity versus your pattern which doesn't change it's intensity at all. I think it could be more accurate if you made it slowly less stressful, but it's not super important. This is far less stressful than you may think, and it's important to establish to the player early that large spacing on 1/2s with sliders is quite common in the map.

00:24:700 (1) - I think it would fit better if it ended on the next upbeat personally, but again not too important. agree it's not important, it just represents the firm bass and it warps around the red tick so that's where it ends

00:55:129 (4,1) - Could put a jump between these considering you did it before, but since section changed it's probably fine. Considering the nature of the spaced stream, it's just awkward to have a jump after it and doesn't really emphasize the seperation of the 1234 from the next note all that much anyway.

01:25:043 (1,2) - What's up with the jump between these two? I can't seem to find a reason behind this... uh does everything need to be perfectly distance snapped i didnt realize i was in perfection town, fine ill move 1 a bit closer

01:57:872 (6,1) - This probably makes the transition between sections solid, but I just wanted to make sure this was your intention. The next section doesn't have stream jumps either, so I personally don't think it fits but that's opinion. Unlike the previous mention of spaced streams, I feel that the small increase in spacing here has a much more visceral impact on the player as it officially ends the kiai.
Ongaku
Its fine as it is lol. I did move it a slight.
Cheesecake

Osuology wrote:

Weber Easy
>Weber Easy

Maybe use a little more 1/2? BPM isn't too high, and considering the amount of 1/2 in the normal it's probably better for sake of spread. Well for spread, there needs to be some easily definable difference between each diff. Typically between Easy and Normal, the difference is in rhythm usage as you say and with spacing. Spacing only increases a little bit in Normal, all the objects are quite tightly packed so it looks somewhat similar to Easy in that regard. For the rhythm usage, Normal is actually mapped closer to an Easy outside of the kiai times, where in the kiai times it gets pretty intense (as it should!). Because of this, I think Easy is fine as it is since tl;dr the only real difference in rhythm is between the kiai's yeah
Stjpa
ongaku has a sexy avatar

[General]
  1. Maybe 2-4-6-7.5-9 OD spread? I don't really see a reason to only use 3.5 on Normal and 5 on Hard when they rhythms that have been used there are as simple as they are right now.
  2. In some diffs the kiais are not snapped properly.
[Easy]
  1. A major issue in this difficulty is the low DS. The circle + slider patterns at the beginning example really look like 1/2 patterns as the SV is much higher than the movement from one object to another. 1.0x DS doesn't cause it anymore, so please really consider changing it (and I also like 1.1x DS more btw).
  2. 00:05:500 (6,7) - Just a suggestion, to bring more variation in the repetetive part you could make the last pattern of a section a repeat-slider so it has the "finisher" feeling.
  3. 00:41:158 (1,2,3,4) - The whole pattern looks unorganized imo as (2,4) have a completely different angle than (1,3). For such pattern it's always recommended to use the simple CTRL + H technique.
  4. The whole first Kiai literally consists of only one slider being repeated the whole time. That's even boring for a really new player as sliders, especially longer ones, are way easier to handle than multiple circles in a row. And in this case you are repeating it for 20 seconds. I really doubt that a beginner can enjoy the song like that. So maybe bring in some variation by altering between two different patterns?
  5. 01:03:443 (3) - NC for consistency throughout the whole kiai. 01:08:586 (5) - Can get fc'd as well if you wish so (if not please change it for the second kiai).
  6. 01:18:872 (4) - I think having a 1/1 slider starting on 01:18:700 - would support the music way better because the way you mapped the whole section here makes the player feel like you always mapped to the background melody rather than that other instrument whatever it's called. And since it's only a slider the 3/2 gap is also quite easy to handle as well.
  7. 01:25:043 (1,2) - Might be just a personal thing, but imo these sliders are way too short for multiple repeats. There's definitely not much time for the beginner player to react to it. And it's also not in the meta anymore which makes it even worse in case the player plays newer maps.
  8. 01:27:786 (3,4) - How about using a slider here to make it a good build-up for the upcoming 4 circles? Else the whole part is quite harsh as it should be avoided to use more than two 1/1 circles in a row. So please have mercy. :<
[Normal]
  1. Please never map with grid snap enabled. Sometimes there are some little gaps. Please disable it and go through the whole diff. :<
  2. 00:02:415 - 00:07:900 - are fundemental sounds that should be mapped as they introduce the upcoming sounds imo (no I didn't read other mods)
  3. 00:12:357 (3) - Considering that the previous two sliders were mapped on really strong sounds and you changed the density here people would expect another strong beat on the repeat which isn't the case. To avoid confusion you should change it.
  4. 00:23:329 (2) - What exactly is it mapped to? Two 1/1 sliders like you did before would be way better as you ignore a sound 00:24:015 - here, that makes the part inconsistent in terms of patterning.
  5. 00:41:157 - Whole combo here has different patterning, maybe switch it completely with the previous one so you have an A-B-A scheme?
  6. As for the kiai, I extremely dislike the NC spam as it's not necessary at all. It brings more confusion that anything because of new colours appearing almost (or even) every second. Another tip I have for you is to enable stacks in the editor as you had unintended overlaps that were caused by stacks (Shiirn fixed them for you yesterday) because you use a low DS (however, you can use a different DS for these patterns then as long as they have the same distance as other patterns visually)
  7. 00:48:357 (1,2) - Not sure if Shiirn fucked up, but the gap here is bigger than everywhere else.
  8. 01:00:015 (3,1) - Spacing error.
  9. 01:02:758 (1,1) - Nice jump!
  10. 01:31:900 - Why did you decide to suddenly lower the spacing here again when the whole section is a build-up?
  11. 01:34:643 (1,2) - Circles beneath a slidertail aren't a thing in Normal diffs as the player just got introduced to stacks so using one that is harder to see than the other kind of stacks is overwhelming for them.
  12. 01:46:986 - Uh, did something go wrong with the hitsounding or the patterning? You always had the kick on sliderheads and not tails.
  13. 01:54:015 (2,1) - Pls fixerino le blanketo.
  14. 02:01:729 (2) - I don't really hear anything that justifies this circle. Would be fine if there was a sound like on 01:58:986 - but that's not the case. Same goes for 02:04:472 (2) and all the other similar ones. :v
  15. 02:12:186 (2) - This circle doesn't seems unneeded to me. Maybe delete it and move (3) on that tick? Right now (3)'s sliderhead isn't mapped to any sound.
[Hard]
  1. 00:06:015 (4,5) - I'm not a guy who points out every blanket, but this is ugly as hell. :(
  2. 00:06:700 (6,1) - You might wanna not have a linear flow here if you didn't use a slider on (5,6) because that's really weird to play.
  3. 00:07:558 (1,2,3,4) - I disagree with the copy paste pattern because on the previous pattern you used it to have an emphasis on (4) but it isn't the case here, so maybe use a different pattern that gives an emphasis on (3) because of the strong sound there?
  4. 00:13:043 (3,4) - What exactly are those for? There isn't really anything different than on 00:12:358 (1,2) - for example.
  5. 00:16:129 (4,5) - Visually they are kinda bad as 00:16:472 (1,2,3) - are more linear, making it equal looks a lot better. Also, consider having a sharp flow between (5,1) here too.
  6. 00:17:843 (1) - The sound on this slider belongs to the other two sliders, why does it have a completely different direction? :v
  7. 00:21:272 (3) - I like the whole concept of this section but I feel like this slider could also have a little jump for consistency.
  8. 00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - I'm sorry to disappoint you, but I'm pretty such patterns don't work on a Hard diff as the AR is way too low to make it comfortable to read. If they would overlap it would be completely fine, so you have quite some other patterns you can use (would also be fine if there weren't so many like later on though).
  9. 00:49:558 (2,1) - triggered -_ -
  10. 00:52:129 (1,2) - I'm not sure if a slider might be better here as there aren't any really strong sounds in the background that still justify two circles. The breath here is really soft imo.
  11. 01:06:872 (3,1) - There's no build-up between here in the music that would allow you to use a pattern like this. :<
  12. 01:29:158 (1,2,1,2,1,2,1,2) - Kinda the similar issue with AR. If those were less angled it would be a lot easier too read. I used a pattern like this in my Attakain Dakara too and people were against it. :(
  13. 01:33:272 (1,1) - Should those have increased spacing to be consistent in the whole section?
  14. 01:40:815 (4,1) - Compared to all the other jumps you used in the diff this one is pretty huge and also hard to hit because of the angle.
  15. 01:46:643 (6,7) - You covered fast drums with a normal 1/2 a few times, I think it would be a better choice here as well.
  16. 01:41:500 (1) - Why the SV change? The higher pitched sounds appear more often, and doing it only for the breath that is soft and not that audible is not a good idea if you ask me.
[Another]
  1. 00:20:414 (2,3,1) - What's your idea behind the triplet? Feels really disrupting.
  2. 02:00:786 (2,3,4) - I'm fine with everything before but it's extremely noticable that these three circles are overmapped.
  3. 02:07:900 (2) - This slider bothers me a little because this one causes the other sliders having the stronger sound on the slidertail instead of head like (1) has.
Really cool concept otherwise.

[Entelecheia]
  1. 00:09:272 (4,1) - Uh shouldn't there be a jump for consistency?
  2. 01:47:157 (2,3) - Why do you still have two 1/8 sliders here when there isn't a shitty fast instrument in the music anymore?
Ongaku

Stjpa wrote:

ongaku has a sexy avatar Its the eyes, trust me.

[Another]
  1. 00:20:414 (2,3,1) - What's your idea behind the triplet? Feels really disrupting. You can hear the background taps.
  2. 02:00:786 (2,3,4) - I'm fine with everything before but it's extremely noticable that these three circles are overmapped. Like before, it follows the tap, hence the hitsound.
  3. 02:07:900 (2) - This slider bothers me a little because this one causes the other sliders having the stronger sound on the slidertail instead of head like (1) has. changed it.
Really cool concept otherwise. <3 thank you
Thanks for the mod!

@Shiirn http://pastebin.com/BkAM1AQ1
Topic Starter
Shiirn
I have to say I personally don't see the issue with the overlapping in the Easy. You claim that they "look like 1/2s" but that's from the perspective of a skilled player who is used to overlapping meaning shorter rhythms. The entire map is consistently distance snapped, and because of that every single time there's an overlap it's still going to be a 1/1 pause. I agree that the kiais are boring with the extended sliders but the choices become very limited in that respect: Either you have 2-repeat sliders, for four total beats a slider, or you have no-repeat sliders, as a single-repeat slider would cause each one to take 3 beats and not fit accurately into the 4-beat measure pattern. Putting in circles just makes the patterning even more weird. A slider into two circles overemphasizes the circle beats when they're all actually pretty much the same, while four circles is just weird. Again; it's an easy. A one point three star one; no less. It needs to be simple and it needs to be "boring".

Regarding the Normal, see my later rant below regarding slight changes in distance snap: They literally don't matter to anyone actually playing the map, and most of the time are largely invisible to all but the most anal of editor-browsers. Far more important is simple aesthetic consistency, which the difficulty contains.


One of the major points of contention for the map as a whole is that the kiais are comparatively less rhythmically dense whilst being more intense than the rest of the track. This is very hard to really give impact to the player for; especially on lower difficulties where you are basically forced into using normalized, consistent mapping that is designed to hand-hold players.

The techniques that can accurately give impact and emphasis to the beats in the choruses are very well shown in my and Ongaku's diffs, but when you reach Hard and below, you're basically forced to not use them as they're distance-related and people freak the fuck out over the smallest errors in distance snap in Normals and Easys, even though in my experience most of the time players are comfortably able to feel out rhythms and play around differently-spaced beats within a few days of first ever opening the game. Much less when the slightly larger spacing (Seriously, the difference between 1.9x and 2.4x is literally 20%, in Insanes and above that's literally unnoticeable) is after a slider. If you've ever actually seen newer players play the game, you'll recognize that they do the same kinds of movements more experienced players do in regards to movements during sliders and after them: Namely, that even for Normal-level players, the player's cursor will almost never perfectly follow the slider ball, but already start abusing the massive slider circle leniency to move towards the next note.



nah you know what fuck it i had more to say but i'm just tired now lol

im tired of "well things are 0.0?x off and it looks weird when i scour note by note in the editor and see the changes not being within 0.01, nevermind that anything below around 10% distance variance is completely fucking unnoticeable in play"

I know exactly the kind of people I'll piss off by saying this; but that kind of stylized aesthetic enforcement does nothing but alienate potentially gifted mappers and simply adds a completely arduous level of inane bullshit to the ranking process the only the absolute utmost of details-obssessed mongers can legitimately enjoy. In the near-year I've been back I've personally seen over a dozen mappers completely give up on the mapping process specifically because of the amount of inane bullshit that is required to rank a map or get recognition for their efforts.

Note I'm not actually calling out Stjpa over this, I've had this kind of thought for quite a while and it's just boiling over right now, so let me again say I'm not actually trying to belittle or insult stjpa here i'm just bitching and whining in my own thread about how some people have what I feel are completely alien concepts towards beatmapping that somehow became more vested in satisfying other mappers rather than players. This is starting to get to be quite a familiar rant, lol. The whole transition of mapping from being "Giving players a specific experience" to "Jerking off about how good you are at mapping a specific style to other mappers and modders" with the players being a completely secondary concern...

because a friend said i wasn't clear enough, stjpa a cool guy im just triggered

on that note

Stjpa wrote:

[Entelecheia]
  1. 00:09:272 (4,1) - Uh shouldn't there be a jump for consistency? ideally yes but moving the entire combo over to the right just feels weird and squishes into the next few patterns and honestly the whole measure change thing is so variable anyway nobody cares
  2. 01:47:157 (2,3) - Why do you still have two 1/8 sliders here when there isn't a shitty fast instrument in the music anymore? Like, originally these weren't 1/8 at all, they were just notes, but musically the noise belongs here and someone complained about it during the playtest and i was like "whatever fuck it fine" but fuck that so they're a triple again
MikasaSerket

Stjpa wrote:

[Normal]
  1. Please never map with grid snap enabled. Sometimes there are some little gaps. Please disable it and go through the whole diff. :< I'm going to assume what you meant by the little gaps are like small spacing errors. If the small spacing errors are off by a couple of pixels it really shouldn't be a big deal
  2. 00:02:415 - 00:07:900 - are fundemental sounds that should be mapped as they introduce the upcoming sounds imo (no I didn't read other mods) Talked to Shiirn about it, fixed :3
  3. 00:12:357 (3) - Considering that the previous two sliders were mapped on really strong sounds and you changed the density here people would expect another strong beat on the repeat which isn't the case. To avoid confusion you should change it. I liked the way the reverse slider looks but yah sure c:
  4. 00:23:329 (2) - What exactly is it mapped to? Two 1/1 sliders like you did before would be way better as you ignore a sound 00:24:015 - here, that makes the part inconsistent in terms of patterning. naaah, I like it the way it is
  5. 00:41:157 - Whole combo here has different patterning, maybe switch it completely with the previous one so you have an A-B-A scheme? :3
  6. As for the kiai, I extremely dislike the NC spam as it's not necessary at all. It brings more confusion that anything because of new colours appearing almost (or even) every second. Another tip I have for you is to enable stacks in the editor as you had unintended overlaps that were caused by stacks (Shiirn fixed them for you yesterday) because you use a low DS (however, you can use a different DS for these patterns then as long as they have the same distance as other patterns visually) yah sure
  7. 00:48:357 (1,2) - Not sure if Shiirn fucked up, but the gap here is bigger than everywhere else. that's probably not shiirns fault but okies
  8. 01:00:015 (3,1) - Spacing error. ? it's 1.90 apart
  9. 01:02:758 (1,1) - Nice jump! >w< firetruck nevermind
  10. 01:31:900 - Why did you decide to suddenly lower the spacing here again when the whole section is a build-up? because its a build up
  11. 01:34:643 (1,2) - Circles beneath a slidertail aren't a thing in Normal diffs as the player just got introduced to stacks so using one that is harder to see than the other kind of stacks is overwhelming for them. I guess...? :o
  12. 01:46:986 - Uh, did something go wrong with the hitsounding or the patterning? You always had the kick on sliderheads and not tails. *shrugs*
  13. 01:54:015 (2,1) - Pls fixerino le blanketo. whoopsies lol
  14. 02:01:729 (2) - I don't really hear anything that justifies this circle. Would be fine if there was a sound like on 01:58:986 - but that's not the case. Same goes for 02:04:472 (2) and all the other similar ones. :v I mean it's pretty easy to get rid of now but I wanted a "steady" rhythm I guess, idk ill fix maybe sometime never/later
  15. 02:12:186 (2) - This circle doesn't seems unneeded to me. Maybe delete it and move (3) on that tick? Right now (3)'s sliderhead isn't mapped to any sound
    nah
ere yo go
Topic Starter
Shiirn
the whole concept of "it's a buildup so i use lower spacing" is really completely alien to the current meta, though, t b h



...


also, random note: you know what was one of the very first mapping concepts that really gained traction in general? bit of mapping history here: the whole concept of exponential note spacing. For bloody years the standard way to space notes was to pick a distance snap for 1/2, say, 1.3x. And then 1/1s would have like 1.8x spacing, while 1/4s would have 0.5x. That's how people used distance snap back then. It was so prevalent, even some Normals utilized it. Of course, we've moved on past that.... except now Normals are even more stupid simplified than they were 6+ years ago. Because most mappers sit at at least the skill level of Hard to Insane level play, and have completely forgotten what it actually means to be a newer player.
Lunicia
whats with these big vocabulary paragraphs in the description of every beatmap shiirn makes
they burn my eyes i cant read the grammar is 2 stronk for mehhhhhhhhhh hhhhhhh
Stjpa
It's not like I want everything changed I mentioned, I'm just pointing out things to listen the mappers opinions and so on, especially because you have some GDs from unexperienced mappers here. I'm not forcing anyone to do something, if they have a different style they simply not change it. It's just that beginner mappers do a ton of mistakes unintended or don't know many things. :p

Also @Mikasa, can you please give reasonings when you deny suggestions? That helps modders a lot. :p
Topic Starter
Shiirn
yeah i just got triggered, easys are boring news flash etc etc
Anxient
my mods arent shitty?! :O

Legends:
bold italic: you dun goofed. pls remap :c
bold: a highly recommended fix
italic: personal opinion
normal: guess.

Mika's Normal

AiMod
01:03:442 (1) - unsnapped

Mod
00:11:672 (2) - i think its better if you had [2] be more centered. like an imaginary blanket? looks better imo. http://puu.sh/rRi2o/7a8088889c.jpg
00:23:329 (2) - i dont get why the slider is facing the other way. i think its better if it was facing the next object. like this: http://puu.sh/rRi7C/23d7a00347.jpg
00:24:700 (3) - methinks its better if you just stacked this with [1] sliderend lol
00:27:443 (1,1,1) - wow those are FAAAAAAAR. i think its better if you just made them close together. i mean, you got the breaktime right? that wont confuse normal players. consider doign something like this. http://puu.sh/rRif4/b9a7bfed7e.jpg the distance between objects for this is 0.3x. pls consider.
00:37:729 - theres a pretty strong beat here, and i dont think you should ignore it. map it with a hitcircle http://puu.sh/rRiiN/64a1c00ad9.jpg or slider http://puu.sh/rRikE/27d70eb0f1.jpg. the slider method needs a bit of changes to the effected areas but its nothing too hard.
00:40:472 - here too, but i recommend the slider method. http://puu.sh/rRinU/299a8c0b38.jpg
00:48:358 (1,3) - dad, better blanket pls :c
00:56:415 (2) - i think you can ignore this. theres a small sound here that doesnt need to be given a object, actually i think keeping it there is makign it feel weird. thats the feeling i got anyway. what do you think?
01:03:442 (1,2) - ive pointed it on AiMod but ill say it again. nice ds c:
01:05:500 (3) - for aesthetics sake, i think its better if you just mirrored 01:04:815 (1) - . looks better and probably coz idk why you used a different slider anyway. http://puu.sh/rRiya/c9207171f2.jpg
01:06:872 (1) - continue combo. idk why you NC'd this.
01:07:386 - see? this is good.
01:31:900 (1) - why NC? continue combo.
01:33:958 (2,2) - nazi overlap :DDD
01:36:015 - not mapping this is crime and betrayal. >:[
nice diff. i like it.

Logic Agent's Hard

AiMod
01:36:358 - 01:57:958 - kiai aint snapped.

Mod
00:03:272 (4,6,1) - not even centered. just move the entire section before it. too much of a pain to alter the after part coz theres so much shit you need to fix if you do that http://puu.sh/rRiNd/7865b3390b.jpg
00:06:015 (4,5) - is this a blanket? if it is, make it more blanketish. if it isnt, make it less blanketish, and by that i mean use a different slider lol. you gon' trigger alot of people with this.
00:24:358 (5) - place this in x108 y30 for perfect alignment.
00:31:386 (1) - i think its better if you put this as a antijump instead. i mean, the sound here isnt very noticeable. much lower than usual.
00:35:672 (1,2) - i think it looks better if you form a triangle. its neater and plays the emphasis role better. http://puu.sh/rRj0T/ebe86adfcd.jpg
00:47:500 (2) - DS is off. and make it centered with the next slider pls http://puu.sh/rRj4X/166a1868e6.jpg
00:50:415 (3) - center it as well http://puu.sh/rRj7A/8382277206.jpg
00:54:529 (3) - wow thats a sudden jump. well if youre gonna keep the DS, at least make the slider entry point look better. as of rn, it looks randomly placed.
--00:54:529 (3,1,2,1) - ive adjusted this part to make it look better. your thoughts? http://puu.sh/rRjef/1b534f1afd.jpg ive used 1.6x DS, not that it matters coz all i did was turn it to its side and stacked it.

01:00:358 (1,2,1) - fix DS. [second 1] should be at least more spacing or equal spacing.
01:16:815 - move this slider here 01:16:986 - and add a hitcircle over here. 01:16:815 - . it emphasizes the song much better.
01:19:558 (1) - actually think that its better to put a long single slider instead, this looks forced.
01:38:758 (1,2) - not blanket + not centered = very triggered anxient :'D pls fix
01:40:472 (3,4) - ive remade this part to look better. your thoughts? http://puu.sh/rRjuf/881e40741b.jpg, coz 01:40:815 (4,1) - this jump has little emphasis but it happened anyway and its super wide compared to the other jumps. plus, 01:40:472 (3,1) - blanket opportunity.
01:49:729 (1,2) - sliderblanket it better pls
02:07:729 (2) - center pls :C http://puu.sh/rRjB6/285afbb55b.jpg
02:08:072 (3,4) - double blanket is entirely possible yo.
02:17:158 (1) - placing it here gives misread possibility. why not place it like this? http://puu.sh/rRjE6/6bc5056599.jpg

Ongaku's Insane

Mod
00:20:500 (3) - is this overmap?! :O
00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - woah. nice
01:11:843 (3) - how about giving this a jump hmm? i mean you got the kick. http://puu.sh/rRjS5/4f23eea689.jpg
01:17:500 (3,4) - i think its better if you ctrl g this to reflect on the lowering pitch of the piano.
01:18:700 (5) - and this as an antijump because the pitch is the same. well you kinda did an antijump on the before i mentioned this, so why not right? its symboooolic

theres nothing wrong with the second kiai, but it just feels lacking; not enough hype, you get me? like we got the same treatment for the chill part which is fine, but the same DS for the second kiai is just a buildup killer. thats what i think. other than that, gureto map.

Entelecheia

AiMod
01:36:358 - 01:57:957 - kiai's arent snapped dear.

Mod
00:05:843 (3,4) - nice overlap dear.
00:14:586 (3) - i think this should be close to [2] to give [4] the emphasis, coz [4] clearly has much more of it. http://puu.sh/rRkgW/ac6e57d13d.jpg
00:24:358 (1,2,3,4) - i think you could detatch the stream or have it change direction coz it looks really weird rn. its very shiirn-ish but its messy :C consider this? http://puu.sh/rRkny/0596c8c251.jpg
00:28:815 (1,2,3) - why different DS?
00:59:329 (1) - i think this is overemphasis. just ctrl g this and we good?
01:22:900 - this might be overmap. try making an antijump to emphasize it instead, http://puu.sh/rRkx0/1344df2c83.jpg
01:47:157 (2,3,1) - nice DS. just keep it constant ;c

same as ongaku. second kiai is a hype killer but its just my opinion.

nice set~
Topic Starter
Shiirn

Anxient wrote:

Entelecheia

AiMod
01:36:358 - 01:57:957 - kiai's arent snapped dear. ew 1ms

Mod
00:05:843 (3,4) - nice overlap dear. ugh fine
00:14:586 (3) - i think this should be close to [2] to give [4] the emphasis, coz [4] clearly has much more of it. http://puu.sh/rRkgW/ac6e57d13d.jpg the emphasis is fine, slider to circle has like no emphasis anyway
00:24:358 (1,2,3,4) - i think you could detatch the stream or have it change direction coz it looks really weird rn. its very shiirn-ish but its messy :C consider this? http://puu.sh/rRkny/0596c8c251.jpg good idea
00:28:815 (1,2,3) - why different DS?hoyl because i didnt fukin nOTIE OMG
00:59:329 (1) - i think this is overemphasis. just ctrl g this and we good? u keep using this emphasis word its not even sounding like a word anymore, also it's fine, the entire kiais are based around these jumps
01:22:900 - this might be overmap. try making an antijump to emphasize it instead, http://puu.sh/rRkx0/1344df2c83.jpg It's technically speaking an overmap, but given that it's a short drum cascade, the triple-with-the-last-click-being-a-slider is an extremely fitting and satisfying pattern to use in this spot.
01:47:157 (2,3,1) - nice DS. just keep it constant ;c assasadfasgfasafdsafasdf yeah fixed

same as ongaku. second kiai is a hype killer but its just my opinion.

nice set~
Ongaku

Anxient wrote:

Ongaku's Insane

Mod
00:20:500 (3) - is this overmap?! :O if you listen closely, you can hear the triple :(
00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - woah. nice ty
01:11:843 (3) - how about giving this a jump hmm? i mean you got the kick. http://puu.sh/rRjS5/4f23eea689.jpg sure
01:17:500 (3,4) - i think its better if you ctrl g this to reflect on the lowering pitch of the piano. it has a weird aesthetics and plays weird. I'll keep the current one.
01:18:700 (5) - and this as an antijump because the pitch is the same. well you kinda did an antijump on the before i mentioned this, so why not right? its symboooolic
symboliiiiiic

theres nothing wrong with the second kiai, but it just feels lacking; not enough hype, you get me? like we got the same treatment for the chill part which is fine, but the same DS for the second kiai is just a buildup killer. thats what i think. other than that, gureto map. The first kiai is more a "solid" feel, so the second kiai would be the "soft" feel, more smooth, yknow. The kiai parts are probably the easiest part in the map, which is intedned.
thank you <3

@Shiirn http://pastebin.com/JaBsNEsD
MikasaSerket

Anxient wrote:

my mods arent shitty?! :O


Mika's Normal

AiMod
01:03:442 (1) - unsnapped oh, didn't notice

Mod
00:11:672 (2) - i think its better if you had [2] be more centered. like an imaginary blanket? looks better imo. http://puu.sh/rRi2o/7a8088889c.jpg moved up to be more centered o:
00:23:329 (2) - i dont get why the slider is facing the other way. i think its better if it was facing the next object. like this: http://puu.sh/rRi7C/23d7a00347.jpg Yeah, I like the way that looks
00:24:700 (3) - methinks its better if you just stacked this with [1] sliderend lolme thinks so too
00:27:443 (1,1,1) - wow those are FAAAAAAAR. i think its better if you just made them close together. i mean, you got the breaktime right? that wont confuse normal players. consider doign something like this. http://puu.sh/rRif4/b9a7bfed7e.jpg the distance between objects for this is 0.3x. pls consider. I like it, will do
00:37:729 - theres a pretty strong beat here, and i dont think you should ignore it. map it with a hitcircle http://puu.sh/rRiiN/64a1c00ad9.jpg or slider http://puu.sh/rRikE/27d70eb0f1.jpg. the slider method needs a bit of changes to the effected areas but its nothing too hard. I did a slider like you said
00:40:472 - here too, but i recommend the slider method. http://puu.sh/rRinU/299a8c0b38.jpg ditto ^
00:48:358 (1,3) - dad, better blanket pls :c Fine! >W> *moves it a couple of pixels*
00:56:415 (2) - i think you can ignore this. theres a small sound here that doesnt need to be given a object, actually i think keeping it there is makign it feel weird. thats the feeling i got anyway. what do you think? it makes sense what you're saying but it will feel kind of incongruous since every placement similar to that actually has an object on 1/2.
01:03:442 (1,2) - ive pointed it on AiMod but ill say it again. nice ds c:fineeee :c I flipped #1 so #2 directly leads to #3
01:05:500 (3) - for aesthetics sake, i think its better if you just mirrored 01:04:815 (1) - . looks better and probably coz idk why you used a different slider anyway. http://puu.sh/rRiya/c9207171f2.jpg fixed
01:06:872 (1) - continue combo. idk why you NC'd this. yes to all ncs
01:07:386 - see? this is good.
01:31:900 (1) - why NC? continue combo.
01:33:958 (2,2) - nazi overlap :DDD >:d
01:36:015 - not mapping this is crime and betrayal. >:[ gomen gomen gomen (*´-`*)
nice diff. i like it. <3 <3 <3
https://puu.sh/rSjpq/3b3d1374da.osu

I realized I said yes to everything except for one thing and could've saved 10 minutes of my time :c
Logic Agent
Stjpa

Stjpa wrote:

[Hard]
  1. 00:06:015 (4,5) - I'm not a guy who points out every blanket, but this is ugly as hell. :(
  2. 00:06:700 (6,1) - You might wanna not have a linear flow here if you didn't use a slider on (5,6) because that's really weird to play. changed the slider and made 5,6 into a slider
  3. 00:07:558 (1,2,3,4) - I disagree with the copy paste pattern because on the previous pattern you used it to have an emphasis on (4) but it isn't the case here, so maybe use a different pattern that gives an emphasis on (3) because of the strong sound there? the copypaste pattern is playing exclusively with the piano, and I think it fits pretty well. the piano kinda goes down and then up, with the first 3 notes in each combo being roughly the same, and the 4 being the factor making the two different from each other.
  4. 00:13:043 (3,4) - What exactly are those for? There isn't really anything different than on 00:12:358 (1,2) - for example. i just didn't wanna use 4 sliders here, and having more objects to click as the song gets louder seems like a fine idea to me
  5. 00:16:129 (4,5) - Visually they are kinda bad as 00:16:472 (1,2,3) - are more linear, making it equal looks a lot better. Also, consider having a sharp flow between (5,1) here too. did something a little different to get my point across, but i want this flow to be soft and very circular as it's still playing heavily with the piano and i want it to feel very smooth
  6. 00:17:843 (1) - The sound on this slider belongs to the other two sliders, why does it have a completely different direction? :v finally thought of a way to fix this
  7. 00:21:272 (3) - I like the whole concept of this section but I feel like this slider could also have a little jump for consistency. made it a tiny, tiny bit bigger but i don't think there's much of a difference. 00:19:558 (2,3) - there's not a jump here either this just looks like it because of the way the sliders are facing
  8. 00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - I'm sorry to disappoint you, but I'm pretty such patterns don't work on a Hard diff as the AR is way too low to make it comfortable to read. If they would overlap it would be completely fine, so you have quite some other patterns you can use (would also be fine if there weren't so many like later on though) ok this literally took me an hour for some reason, but I think it's better now
  9. 00:49:558 (2,1) - triggered -_ - this was just supposed to be a diagonal 123 with no blanket intended, but I changed it to make that more obvious
  10. 00:52:129 (1,2) - I'm not sure if a slider might be better here as there aren't any really strong sounds in the background that still justify two circles. The breath here is really soft imo. ok
  11. 01:06:872 (3,1) - There's no build-up between here in the music that would allow you to use a pattern like this. :< i think that what i was going for was lost when i used 3 of the same slider, so i changed this for the better
  12. 01:29:158 (1,2,1,2,1,2,1,2) - Kinda the similar issue with AR. If those were less angled it would be a lot easier too read. I used a pattern like this in my Attakain Dakara too and people were against it. :( gonna leave this as it is for now, but i'm down to change it if a better option comes along. no ideas for it atm
  13. 01:33:272 (1,1) - Should those have increased spacing to be consistent in the whole section? ya
  14. 01:40:815 (4,1) - Compared to all the other jumps you used in the diff this one is pretty huge and also hard to hit because of the angle. changed this a bit because the jump was rather big so it's a tiny bit smaller now, but i think it's not that bad now.
  15. 01:46:643 (6,7) - You covered fast drums with a normal 1/2 a few times, I think it would be a better choice here as well. sure
  16. 01:41:500 (1) - Why the SV change? The higher pitched sounds appear more often, and doing it only for the breath that is soft and not that audible is not a good idea if you ask me. i think you've got the wrong guy as there's no sv change here
[/list]

Anxient

Anxient wrote:

Logic Agent's Hard

AiMod
01:36:358 - 01:57:958 - kiai aint snapped. i dunno how that happened but i fixed all aimod issues

Mod
00:03:272 (4,6,1) - not even centered. just move the entire section before it. too much of a pain to alter the after part coz theres so much shit you need to fix if you do that http://puu.sh/rRiNd/7865b3390b.jpg mk
00:06:015 (4,5) - is this a blanket? if it is, make it more blanketish. if it isnt, make it less blanketish, and by that i mean use a different slider lol. you gon' trigger alot of people with this. changed in another mod
00:24:358 (5) - place this in x108 y30 for perfect alignment. why not
00:31:386 (1) - i think its better if you put this as a antijump instead. i mean, the sound here isnt very noticeable. much lower than usual. eh, the only place i use antijumps in this map is the drum stuff in the next section, and I'd like to keep it that way
00:35:672 (1,2) - i think it looks better if you form a triangle. its neater and plays the emphasis role better. http://puu.sh/rRj0T/ebe86adfcd.jpg ok
00:47:500 (2) - DS is off. and make it centered with the next slider pls http://puu.sh/rRj4X/166a1868e6.jpg uhh i moved it over to the left some cause i thought it looked a bit nicer i guess?
00:50:415 (3) - center it as well http://puu.sh/rRj7A/8382277206.jpg ok
00:54:529 (3) - wow thats a sudden jump. well if youre gonna keep the DS, at least make the slider entry point look better. as of rn, it looks randomly placed. changed in another mod
--00:54:529 (3,1,2,1) - ive adjusted this part to make it look better. your thoughts? http://puu.sh/rRjef/1b534f1afd.jpg ive used 1.6x DS, not that it matters coz all i did was turn it to its side and stacked it. eh, like mine more

01:00:358 (1,2,1) - fix DS. [second 1] should be at least more spacing or equal spacing. ok ima just stop replying with "ok" now
01:16:815 - move this slider here 01:16:986 - and add a hitcircle over here. 01:16:815 - . it emphasizes the song much better.
01:19:558 (1) - actually think that its better to put a long single slider instead, this looks forced. don't really wanna start adding slider art, and I think this repeater is fine for consistency, it makes sure the player knows that this section is calm and is staying calm
01:38:758 (1,2) - not blanket + not centered = very triggered anxient :'D pls fix
01:40:472 (3,4) - ive remade this part to look better. your thoughts? http://puu.sh/rRjuf/881e40741b.jpg, coz 01:40:815 (4,1) - this jump has little emphasis but it happened anyway and its super wide compared to the other jumps. plus, 01:40:472 (3,1) - blanket opportunity. changed in another mod
01:49:729 (1,2) - sliderblanket it better pls
02:07:729 (2) - center pls :C http://puu.sh/rRjB6/285afbb55b.jpg
02:08:072 (3,4) - double blanket is entirely possible yo.
02:17:158 (1) - placing it here gives misread possibility. why not place it like this? http://puu.sh/rRjE6/6bc5056599.jpg don't think this is goign to be misread, and the sound is a longer more drawn out version of the sound before it so it makes sense to me

like i said i fixed aimod stuff so tags and kiais should be good now. this is gonna need to be run through the hitsound copier again so ya

sorry im lazy
osu file format v14

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[Metadata]
Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Logic's Hard
Source:
Tags:BMS of fighters ultimate bofu 2016 final fantasy alpha complex big crunch frenz2016 LogicAgent MikasaSerket Ongaku Anxient
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317,173,119329,6,0,L|313:275,1,100,2|0,0:0|0:0,0:0:0:0:
205,219,120015,2,0,L|209:321,1,100,2|10,0:0|0:0,0:0:0:0:
388,245,120700,6,0,P|412:207|394:101,2,150,10|12|0,0:0|0:0|0:0,0:0:0:0:
292,171,122072,2,0,L|184:178,1,100,2|0,0:0|0:0,0:0:0:0:
120,274,122758,2,0,L|228:281,1,100,0|2,0:0|0:0,0:0:0:0:
304,365,123443,6,0,P|377:322|452:352,2,150,14|8|0,0:0|0:0|0:0,0:0:0:0:
452,239,124815,2,0,L|434:345,1,100,2|0,0:0|0:0,0:0:0:0:
358,162,125500,2,0,L|342:261,1,100,2|0,0:0|0:0,0:0:0:0:
108,283,126186,6,0,P|156:229|242:233,1,150,14|0,0:0|0:0,0:0:0:0:
198,323,126872,1,14,0:0:0:0:
369,113,127386,6,0,L|353:181,1,50,8|2,0:0|0:0,0:0:0:0:
278,112,127729,1,8,0:0:0:0:
212,273,128072,2,0,P|160:268|103:288,1,100,8|8,0:0|0:0,0:0:0:0:
185,352,128586,2,0,L|250:346,1,50,10|0,0:0|0:0,0:0:0:0:
334,337,128929,6,0,P|398:302|481:334,2,150,6|2|2,0:0|0:0|0:0,0:0:0:0:
288,226,130300,1,2,0:0:0:0:
103,233,131329,2,0,L|118:293,1,50,0|0,0:0|0:0,0:0:0:0:
40,283,131672,6,0,L|27:234,2,50,8|0|0,0:0|0:0|0:0,0:0:0:0:
84,366,132186,2,0,P|127:353|186:358,1,100,8|2,0:0|0:0,0:0:0:0:
253,378,132700,2,0,P|289:381|325:371,1,50,0|0,0:0|0:0,0:0:0:0:
362,333,133043,5,2,0:0:0:0:
377,345,133729,1,0,0:0:0:0:
475,243,134415,6,0,B|440:244|411:235|411:235|370:267|370:267|345:255|318:263,1,164.9999949646,4|0,0:0|0:0,0:0:0:0:
244,250,136472,1,2,0:0:0:0:
479,242,137158,6,0,B|444:243|415:234|415:234|374:266|374:266|349:254|314:264,1,176.000005371094,2|4,0:0|0:0,0:0:0:0:
Mir
Shitmod.
mod
2016-10-23 17:08 Miryle: 00:12:015 (2) - could probably remove this tbh
2016-10-23 17:08 Miryle: up to you
2016-10-23 17:08 Anxient: ..
2016-10-23 17:08 Anxient: good idea
2016-10-23 17:08 Miryle: 00:19:557 (1) - this spinner end
2016-10-23 17:08 Miryle: is on a really strong sound
2016-10-23 17:08 Miryle: maybe active note would work nicer
2016-10-23 17:08 Anxient: cant be helped
2016-10-23 17:09 Anxient: its an easy diff and im trying to nerf as much as i can
2016-10-23 17:09 Anxient: D:
2016-10-23 17:09 Miryle: 00:21:615 - end it here
2016-10-23 17:09 Anxient: at least the note isnt ignored
2016-10-23 17:09 Miryle: 00:21:957 - one circle
2016-10-23 17:09 Miryle: shouldn't be too hard o.o
2016-10-23 17:09 Miryle: ah wait
2016-10-23 17:09 Miryle: ar
2016-10-23 17:09 Miryle: ._.
2016-10-23 17:09 Anxient: 1/1 spinner gap isnt allowed on easy
2016-10-23 17:09 Miryle: nevermind
2016-10-23 17:09 Anxient: .-.
2016-10-23 17:09 Anxient: ya
2016-10-23 17:09 Anxient: lol
2016-10-23 17:09 Miryle: yeah just remembered
2016-10-23 17:09 Miryle: easy sucks cuz no freedom rip
2016-10-23 17:10 Miryle: aaaa
2016-10-23 17:10 Anxient: super ez to make tho
2016-10-23 17:10 Anxient: w
2016-10-23 17:10 Miryle: 00:35:672 -
2016-10-23 17:10 Miryle: this sooound
2016-10-23 17:10 Miryle: why is it on a slider endddd
2016-10-23 17:10 Miryle: Not a fan of this tbh ;-
2016-10-23 17:10 Miryle: If I were playing I'd probably wanna hit that note
2016-10-23 17:11 Miryle: 00:36:700 - same with this and it kinda continues throughout this section
2016-10-23 17:11 Anxient: coz then
2016-10-23 17:11 Anxient: id have to do this
2016-10-23 17:11 Anxient: which is equally horrible
2016-10-23 17:11 Anxient: http://puu.sh/rSQzu/485aee1781.jpg
2016-10-23 17:11 Miryle: Hmm
2016-10-23 17:11 Miryle: You can't use 1/2 hitcircles right?
2016-10-23 17:12 Miryle: considering it's an easy
2016-10-23 17:12 Anxient: no
2016-10-23 17:12 Miryle: desu yo ne..
2016-10-23 17:12 Miryle: okay
2016-10-23 17:12 Anxient: but i think i like this better
2016-10-23 17:12 Miryle: leave it then
2016-10-23 17:12 Anxient: fukl
2016-10-23 17:12 Miryle: 00:42:186 (2) - also
2016-10-23 17:12 Miryle: where is the drums here
2016-10-23 17:12 Miryle: you followed it consistently before and now it's being ignored
2016-10-23 17:13 Miryle: I guess the woosh sound
2016-10-23 17:13 Miryle: idk
2016-10-23 17:14 Anxient: vrw
2016-10-23 17:14 Anxient: 00:35:672 (3) -
2016-10-23 17:14 Anxient: i changed this
2016-10-23 17:14 Anxient: 00:34:986 (2) -
2016-10-23 17:14 Anxient: this i mean
2016-10-23 17:14 Miryle: Ah okay
2016-10-23 17:14 Miryle: 00:39:443 (1) -
2016-10-23 17:14 Miryle: you did it
2016-10-23 17:14 Miryle: anyways
2016-10-23 17:14 Miryle: ._.
2016-10-23 17:14 Anxient: changed the ((wheres the drum)) part into this http://puu.sh/rSQKQ/3324f867e2.jpg
2016-10-23 17:15 Miryle: You said you wouldn't do the 1/2 slider thingy
2016-10-23 17:15 Miryle: o.O
2016-10-23 17:15 Anxient: you pointed out inconsistency
2016-10-23 17:15 Anxient: cant say no to that
2016-10-23 17:15 Miryle: True but
2016-10-23 17:15 Miryle: 1/2 sliders xD
2016-10-23 17:15 Miryle: if you wanna keep them go ahead
2016-10-23 17:16 Miryle: just curious as to why you added them despite refusing to do so before
2016-10-23 17:16 Anxient: its 10pm
2016-10-23 17:16 Anxient: and im dumb
2016-10-23 17:16 Anxient: :DD
2016-10-23 17:16 Miryle: fair enough
2016-10-23 17:16 Miryle: 01:19:557 (1,2) -
2016-10-23 17:16 Miryle: Idk
2016-10-23 17:17 Miryle: "piano" starts on downbeat
2016-10-23 17:17 Miryle: which is on slider end
2016-10-23 17:17 Anxient: 01:22:300 - drums
2016-10-23 17:17 Miryle: Aaah
2016-10-23 17:17 Miryle: 01:19:557 (1) - but
2016-10-23 17:17 Miryle: here there are no drums
2016-10-23 17:18 Miryle: 01:21:615 (2) - here okay I can understand but xD
2016-10-23 17:18 Anxient: actually
2016-10-23 17:18 Anxient: nvm
2016-10-23 17:18 Anxient: i found a much better alternative
2016-10-23 17:18 Miryle: o:
2016-10-23 17:18 Miryle: okiedokes
2016-10-23 17:18 Anxient: 01:23:329 (2) - change to 1/2
2016-10-23 17:18 Anxient: 1/1
2016-10-23 17:18 Anxient: http://puu.sh/rSQWG/3cf91f3065.jpg
2016-10-23 17:19 Miryle: Can I get the timeline in the pic too
2016-10-23 17:19 Miryle: that's kinda hard for me to see ._.
2016-10-23 17:19 Miryle: <- is blind
2016-10-23 17:19 Anxient: ok
2016-10-23 17:19 Anxient: http://puu.sh/rSQZl/a3b2c00370.jpg
2016-10-23 17:20 Miryle: Looks fine
2016-10-23 17:20 Miryle: Moving on~
2016-10-23 17:20 Miryle: 01:26:415 (2,3) -
2016-10-23 17:20 Anxient: k
2016-10-23 17:20 Anxient: whaddaboutit
2016-10-23 17:20 Miryle: it's kind of a rhythm change so feel free to ignore but
2016-10-23 17:21 Miryle: maybe
2016-10-23 17:21 Anxient: need buildup
2016-10-23 17:21 Miryle: reverse -> circle -> reverse
2016-10-23 17:21 Anxient: even on easy
2016-10-23 17:21 Anxient: staying
2016-10-23 17:21 Miryle: Okay
2016-10-23 17:22 Miryle: 01:46:986 (1) - like you did at the drop
2016-10-23 17:22 Miryle: maybe circle into slider instead
2016-10-23 17:22 Anxient: 01:46:986 - i got the main drop
2016-10-23 17:22 Anxient: should be enough
2016-10-23 17:22 Anxient: i dont have to emphasize every single super strong beat on easy diffs
2016-10-23 17:23 Miryle: If you say so xD
2016-10-23 17:23 Anxient: believe me; i want to
2016-10-23 17:23 Anxient: but diff calls
2016-10-23 17:23 Miryle: Aye
2016-10-23 17:23 Miryle: Easy diffs are hard to mod for me anyways but
2016-10-23 17:23 Miryle: experience neede so
2016-10-23 17:23 Miryle: needed*
2016-10-23 17:23 Anxient: w
2016-10-23 17:23 Miryle: 02:03:786 (2,3) -
2016-10-23 17:23 Anxient: for easies
2016-10-23 17:23 Miryle: is this allowed on easy?
2016-10-23 17:23 Anxient: make everything literally un misreadable
2016-10-23 17:24 Anxient: 00:37:729 (3,1) - well you didnt complain about this
2016-10-23 17:24 Anxient: but if it isnt il make it simpler
2016-10-23 17:24 Miryle: Thing is
2016-10-23 17:24 Miryle: for my easy
2016-10-23 17:24 Miryle: I did the same
2016-10-23 17:24 Miryle: and you only pointed it out after I suggested something else later
2016-10-23 17:24 Miryle: so now I'm aware
2016-10-23 17:24 Miryle: so now I notice it
2016-10-23 17:24 Miryle: ._.
2016-10-23 17:24 Anxient: huh
2016-10-23 17:24 Anxient: well
2016-10-23 17:24 Anxient: umm
2016-10-23 17:24 Anxient: ill see what others have to say
2016-10-23 17:25 Miryle: Alright
2016-10-23 17:25 Anxient: coz its a kinda important beat
2016-10-23 17:25 Miryle: yeah
2016-10-23 17:25 Miryle: 02:11:672 (1,2) - nazi blanet
2016-10-23 17:25 Miryle: blanket* woops
2016-10-23 17:25 Anxient: i tried http://puu.sh/rSRig/ec77e477c0.jpg
2016-10-23 17:25 Miryle: still slightly off at the end
2016-10-23 17:26 Miryle: move it like 1 pixel
2016-10-23 17:26 Anxient: DAD
2016-10-23 17:26 Miryle: SON
2016-10-23 17:26 Anxient: HOW AM I SUPPOSED TO
2016-10-23 17:26 Miryle: JUST
2016-10-23 17:26 Miryle: IM OBSERVANT OKAY
2016-10-23 17:26 Miryle: QUALITY MATTERS
2016-10-23 17:26 Anxient: OK http://puu.sh/rSRkm/9afdcb5950.jpg
2016-10-23 17:26 Anxient: NOW WHAT
2016-10-23 17:26 Miryle: wow okay i'm not posting that part of the log
2016-10-23 17:26 Miryle: THE CENTER IS STILL OFF
2016-10-23 17:26 Miryle: ANXIENT PLS
2016-10-23 17:27 Anxient: HOLY FUCK
2016-10-23 17:28 Miryle: LIKE THIS PLS TY https://puu.sh/rSRpp/a52a7bde0b.png
2016-10-23 17:29 Anxient: OK FUCK http://puu.sh/rSRuS/fcd32aa175.jpg
2016-10-23 17:29 Miryle: ARE YOU
2016-10-23 17:29 Miryle: JOKING
2016-10-23 17:29 Miryle: https://puu.sh/rSRvN/b8fbf16a99.png
2016-10-23 17:30 Miryle: DO YOU NOT SEE THIS
2016-10-23 17:30 Miryle: AM I THE ONLY ONE SEEING THIS
2016-10-23 17:30 Anxient: F
2016-10-23 17:30 Anxient: http://puu.sh/rSRyH/44b4ff2ee4.jpg
2016-10-23 17:30 Anxient: HOW ABOUT NOW
2016-10-23 17:31 Miryle: https://puu.sh/rSRzK/3f5f2495da.png
2016-10-23 17:31 Miryle: BUT
2016-10-23 17:31 Miryle: it's close enough
2016-10-23 17:31 Miryle: tbh
2016-10-23 17:32 Anxient: **screaming**
2016-10-23 17:33 Miryle: xD
2016-10-23 17:33 Miryle: check aimod
2016-10-23 17:33 Miryle: your preview time conflicts with other diffs
2016-10-23 17:34 Anxient: more like every single diff's kiai time is unsnapped
2016-10-23 17:34 Anxient: take a look
2016-10-23 17:34 Miryle: well tell every gder to fix it
2016-10-23 17:35 Anxient: ok
2016-10-23 17:35 Anxient: you do that
2016-10-23 17:35 Anxient: get free kds
2016-10-23 17:36 Miryle: nah
2016-10-23 17:36 Miryle: i'm only modding easy
2016-10-23 17:36 Miryle: i get kds anyways
2016-10-23 17:36 Anxient: LMAo
2016-10-23 17:36 Anxient: well
2016-10-23 17:36 Anxient: anything else
2016-10-23 17:36 Miryle: nope
2016-10-23 17:36 Miryle: that seems to be it
2016-10-23 17:36 Anxient: ok
2016-10-23 17:37 Anxient: post it
2016-10-23 17:37 Miryle: yep
2016-10-23 17:37 Miryle: filtering my german comment
Anxient
here comes the world's most intense blanket mod

http://puu.sh/rSRRh/13d7f2db6a.osu
Ongaku

Anxient wrote:

here comes the world's most intense blanket mod

http://puu.sh/rSRRh/13d7f2db6a.osu
cant be more intense than fixing shiirn's blankets :^)
Anxient

Ongaku wrote:

Anxient wrote:

here comes the world's most intense blanket mod

http://puu.sh/rSRRh/13d7f2db6a.osu
cant be more intense than fixing shiirn's blankets :^)
Topic Starter
Shiirn

Ongaku wrote:

Anxient wrote:

here comes the world's most intense blanket mod

http://puu.sh/rSRRh/13d7f2db6a.osu
cant be more intense than fixing shiirn's blankets :^)
WHO ARE YOU

TO JUST WALK IN HERE

AND TALK TO ME LIKE THAT
Okoratu
[diffname]
00:13:043 (1) - would move to the left, to keep the idea that everything concerning 00:10:986 (1,2,1,2,1,2) - goes to the left again? http://puu.sh/rTaRN/55d2296c71.jpg or something could work
00:14:243 (2,3) - 00:15:615 (3,4) - i think grouping wise, this would be more sense if 2,3 (and 3,4 for the otherl ink) would be in the same group, as it would highlight 4 more, 00:15:100 (1,2) - do this already
00:19:558 (2,3,4,5,6,7,1,2,3,4) - 00:21:958 (1,2,3,4,1,2,3,4) - why do you represent one with small back-forth things and the other one with increasing jumps, i think only 00:23:329 (1,2,3,4) - would require distinctly more spacing compared to all the others so either sticking to the increasing space or back forth thing + crescendo would be better
00:24:700 (1) - idk the impact seems way clearer to me if you had this as 1/4
i usually dont give coordinates but i feel like for this kind of thing as a player the follwoing would be way neater to play:
00:48:358 (1) - 450/320 (nerf to 8.1x)
00:51:100 (1) - 80/325 (nerf to 10.3x)
00:51:443 (2) - i think youcan map the 1/2 slound easily by just making this shorter?
00:59:329 (1) - 400/15 (a nerf to 10x or something) (could just move 00:59:843 (2) - along with it i think)
01:03:100 (1,2,1) - compared to 00:51:786 (3,1,2) - this is ... very close, is that intended?
01:04:643 (2,1) - would nerf this to around 10x too
01:34:643 (1,2,3,4,5,6,1,2,3,4,1) - am i deaf for not hearing a lot of these 1/4
01:49:900 (4) - damn not mapping the 1/8
01:40:815 (2) - :( i assume 01:41:158 (3,4) - map the instrument and this one ignores it?

no idea, the 2nd kiai combines 2 layers into 1/4 sliders so it doesn't seem abuse-y to me, just not very obvious when playing it

[another]
sick diff yo
00:14:757 (3,4) - i think this would fit better if it just represented the main melody aka being a slider
00:51:443 (2) - the poor 1/2

ehm wtf thats it

[hard]
00:02:415 (1,1,2,3,4,5,6,1,2,3,4) - 00:06:872 (1,2,3,4,1,2,3,4,1) - dude this is pretty intense, in fact 00:19:215 (1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,5,1) - this buildup is WAY less intense than your calm piano intro. I think that should be the other way around since that's what music suggests, which would give you... systematically more sliders in the first and systematically more circles in the 2nd part, 00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - represents nicely in comparison
00:41:158 (1,2) - 00:42:186 (1,2) - would not use different stacking for the same thing
01:02:072 (1,2) - shouldnt this... be 1/1? the 2nd part doesn';t have special sounds like 01:00:358 (1,2) - does
01:07:557 (2) - should be circles due to intensity imo
01:18:700 (4) - maybe 1/2 and circle on 5 would represent whats happening better
01:19:558 (1) - 01:22:300 (1) - what is this, like i get why 01:14:072 (1) - 01:16:986 (2) - are the way they are but the song doesn't suggest these 2 ... like at all lol
01:40:129 (1) - contrary to 01:37:386 (1) - or 01:38:072 (4) - this is not mapping background instrumental or drums, so i think a sliderend would represent this better
01:45:615 (1,2,3,4,5,6) - i thinkl a buildup would be better, as in first sliders, then circles

i think that's it for major stuff, otherwise structure of the diff seems fine to me

[intermediate (mika)]
^ pls call this normal that so ppl know what it.. most likely is
higher diffstats, such as AR 5.5 could fit density better than 4.6 as it results in less clutter
00:41:158 (1) - reversing this and deleting the following thing would fit better with what you had for this
in the first kiai you have very even groupings separated by 1/1 breaks, how about you combo like that? the way you currently combo makes everything... way spammy, you can basically see the next 3 combos at all times http://puu.sh/rTgaS/a9711d4dce.jpg
00:51:786 (3,1) - would have the tail of this face away from the head of 1 more: that way people can reas the timing between these easier and not overlook the repeat arrow on that thing
01:25:043 (1,2,1,2,1,2,1,2,3,1,2,3,1,2,1) - the song is growing more intense throughout this, as in it starts calm and then gets intense, but spacing starts at 1.9x for the calm bit of it and increases to 1.4 wait what that seems out of place... decreases to 1.4 as the song gets more intense.
02:14:415 (1,2) - would avoid stacking undersliderends, can end up being confusing, especially since you like... dont do that anywhere.

[normal (Easy)]
if you call this diff normal, it works. It functions fine as the lowest diff of the set, it's just... kind of not an easy. also 01:33:357 (1,1) - recovery time becomes way less dodgy if you consider this a diff for normal players
01:08:672 (1) - 01:33:357 (1) - 01:58:129 (1) - 02:17:243 (1) - make spinner gaps to 1/2 or 1/1 (would prefer 1/1) so that they load a bit later and dont take the entirety of the screen to pressure people into spinning too early
00:23:329 (1) - would just use 1/1 tbh, the 3/2 seems forced af here
00:39:443 (1,2,3,4) - seems like a really high density pattern, cant you like think of some rhythm that is still representative and less dense, you managed to do that for everything else
02:16:472 (2) - you edgy shit are going to overlap hp bars on lower resolutions or 4:3 for sure lol

ok thatsitithink
Ongaku

Okorin wrote:

[another]
sick diff yo thx m8
00:14:757 (3,4) - i think this would fit better if it just represented the main melody aka being a slider applied
00:51:443 (2) - the poor 1/2 rip

ehm wtf thats it surprised? :^)
Thank you <3

@Shiirn http://pastebin.com/QBdK5eFr
MikasaSerket

Okorin wrote:

[intermediate (mika)]
^ pls call this normal that so ppl know what it.. most likely is
higher diffstats, such as AR 5.5 could fit density better than 4.6 as it results in less clutter
00:41:158 (1) - reversing this and deleting the following thing would fit better with what you had for this
in the first kiai you have very even groupings separated by 1/1 breaks, how about you combo like that? the way you currently combo makes everything... way spammy, you can basically see the next 3 combos at all times http://puu.sh/rTgaS/a9711d4dce.jpg
00:51:786 (3,1) - would have the tail of this face away from the head of 1 more: that way people can reas the timing between these easier and not overlook the repeat arrow on that thing
01:25:043 (1,2,1,2,1,2,1,2,3,1,2,3,1,2,1) - the song is growing more intense throughout this, as in it starts calm and then gets intense, but spacing starts at 1.9x for the calm bit of it and increases to 1.4 wait what that seems out of place... decreases to 1.4 as the song gets more intense.
02:14:415 (1,2) - would avoid stacking undersliderends, can end up being confusing, especially since you like... dont do that anywhere.

yes to everything ^^





ok thatsitithink
https://puu.sh/rTsDy/648f50b70e.osu
Topic Starter
Shiirn

Okorin wrote:

[diffname]
00:13:043 (1) - would move to the left, to keep the idea that everything concerning 00:10:986 (1,2,1,2,1,2) - goes to the left again? http://puu.sh/rTaRN/55d2296c71.jpg or something could work sure
00:14:243 (2,3) - 00:15:615 (3,4) - i think grouping wise, this would be more sense if 2,3 (and 3,4 for the otherl ink) would be in the same group, as it would highlight 4 more, 00:15:100 (1,2) - do this already i mean part of the intent is that they're not necessarily linked together, unlike most of the time where u see slider-circle-slider patterns this isn't actually an offbeat swap pattern, so i didn't want to pattern them together into sets of "3 1/2 beats" but rather "a 1/2 slider and a note between the next one"... but i moved them around a bit
00:19:558 (2,3,4,5,6,7,1,2,3,4) - 00:21:958 (1,2,3,4,1,2,3,4) - why do you represent one with small back-forth things and the other one with increasing jumps, i think only 00:23:329 (1,2,3,4) - would require distinctly more spacing compared to all the others so either sticking to the increasing space or back forth thing + crescendo would be better namely because the first section has a single background bassline noise that is staying at the same volume and intensity for the entire time, while the second the background noise gets progressively louder
00:24:700 (1) - idk the impact seems way clearer to me if you had this as 1/4 yeah
i usually dont give coordinates but i feel like for this kind of thing as a player the follwoing would be way neater to play:
00:48:358 (1) - 450/320 (nerf to 8.1x) yehaj
00:51:100 (1) - 80/325 (nerf to 10.3x) yaeh
00:51:443 (2) - i think youcan map the 1/2 slound easily by just making this shorter? screw the 1/2 noise that is barely audible and isn't what the combo is following =(
00:59:329 (1) - 400/15 (a nerf to 10x or something) (could just move 00:59:843 (2) - along with it i think) yeh
01:03:100 (1,2,1) - compared to 00:51:786 (3,1,2) - this is ... very close, is that intended? flipped and made better
01:04:643 (2,1) - would nerf this to around 10x too uah
01:34:643 (1,2,3,4,5,6,1,2,3,4,1) - am i deaf for not hearing a lot of these 1/4 the only actual 1/4 noises are on the circle triples; the others are extended snares that just play far better mechanically and thematically as 1/4 sliders. It's one of the few spots where this song can actually climax within the context of osu! (due to the weird bass stuff in the choruses) so i want it to be impactful
01:49:900 (4) - damn not mapping the 1/8 I want the bell melody more than the 1/8 and unlike those assholes who put random 1/8 one-repeat sliders in their 1/4 sections IM NOT GONNA DO DAT
01:40:815 (2) - :( i assume 01:41:158 (3,4) - map the instrument and this one ignores it? changed up a bit, this also gives the 123456 section later on more context and makes it play better. This was always a point of contention for me and i made my choice to change it.

no idea, the 2nd kiai combines 2 layers into 1/4 sliders so it doesn't seem abuse-y to me, just not very obvious when playing it
Logic Agent

Okorin wrote:

[diffname]
[hard]
00:02:415 (1,1,2,3,4,5,6,1,2,3,4) - 00:06:872 (1,2,3,4,1,2,3,4,1) - dude this is pretty intense, in fact 00:19:215 (1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,5,1) - this buildup is WAY less intense than your calm piano intro. I think that should be the other way around since that's what music suggests, which would give you... systematically more sliders in the first and systematically more circles in the 2nd part, 00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - represents nicely in comparison i got rid of everything except the 8 singletaps, as I truly like that part musically and I explainde it in another mod, however I guess you could say this has been "remapped" to make it easier even though all I did was put in sliders where the circles where, exactly.
00:41:158 (1,2) - 00:42:186 (1,2) - would not use different stacking for the same thing change in stacking comes with the intensity of the song increasing, as well as change in spacing in upcoming objects (however i kinda forgot to space the upcoming objects so i fixed that)
01:02:072 (1,2) - shouldnt this... be 1/1? the 2nd part doesn';t have special sounds like 01:00:358 (1,2) - does fixed lol
01:07:557 (2) - should be circles due to intensity imo fixed
01:18:700 (4) - maybe 1/2 and circle on 5 would represent whats happening better changed this
01:19:558 (1) - 01:22:300 (1) - what is this, like i get why 01:14:072 (1) - 01:16:986 (2) - are the way they are but the song doesn't suggest these 2 ... like at all lol changed this one 01:19:557 (1) but imo 01:22:300 (1) this one is justified
01:40:129 (1) - contrary to 01:37:386 (1) - or 01:38:072 (4) - this is not mapping background instrumental or drums, so i think a sliderend would represent this better idk i see what you're saying but in my opinion this should stay a circle for consistency i guess
01:45:615 (1,2,3,4,5,6) - i thinkl a buildup would be better, as in first sliders, then circles hope i didn't fuck up the spacing too much here, but changed

i think that's it for major stuff, otherwise structure of the diff seems fine to me
cool thanks for the mod okie dokorin

does anyone wanna order me a pizza
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 95308
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 13685,19171,24656,30186,35628,46599,68542,68586,74028,83672,85043,85729,96015,96358,117958,133729,134415,136472,137158,139900
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.499998

[Metadata]
Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Logic's Hard
Source:
Tags:BMS of fighters ultimate bofu 2016 final fantasy alpha complex big crunch frenz2016 LogicAgent MikasaSerket Ongaku Anxient
BeatmapID:1099942
BeatmapSetID:517598

[Difficulty]
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CircleSize:4
OverallDifficulty:5
ApproachRate:8
SliderMultiplier:2
SliderTickRate:1

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Anxient
shiirn you didnt update my diff didnt you?

took the .osu from my udpate with miryle and put okorin's mod over it.

@Okorin: All applied.

update dad
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 95329
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2

[Metadata]
Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Anxient's Easy
Source:
Tags:BMS of fighters ultimate bofu 2016 final fantasy alpha complex big crunch frenz2016 LogicAgent MikasaSerket Ongaku Anxient
BeatmapID:1112150
BeatmapSetID:517598

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.799999999999999
SliderTickRate:1

[Events]
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//Break Periods
2,24900,26003
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//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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363,29,107672,1,0,0:0:0:0:
267,70,108015,2,0,P|232:77|181:64,1,79.9999999999999,14|2,0:0|0:0,0:0:0:0:
98,15,108700,2,0,P|63:8|12:21,2,79.9999999999999,14|0|14,0:0|0:0|0:0,0:0:0:0:
62,113,109729,6,0,L|66:201,1,79.9999999999999,2|14,0:0|0:0,0:0:0:0:
129,275,110415,2,0,L|125:363,2,79.9999999999999,0|14|0,0:0|0:0|0:0,0:0:0:0:
224,234,111443,1,14,0:0:0:0:
297,307,111786,2,0,P|336:315|375:308,1,79.9999999999999,2|14,0:0|0:0,0:0:0:0:
453,238,112472,6,0,P|461:199|454:160,2,79.9999999999999,6|14|0,0:0|0:0|0:0,0:0:0:0:
375,307,113500,1,14,0:0:0:0:
334,211,113843,1,2,0:0:0:0:
283,119,114186,2,0,P|321:107|361:110,2,79.9999999999999,14|0|14,0:0|0:0|0:0,0:0:0:0:
230,208,115215,6,0,P|190:210|152:198,2,79.9999999999999,2|14|0,0:0|0:0|0:0,0:0:0:0:
283,119,116243,1,14,0:0:0:0:
204,51,116586,2,0,P|116:44|45:88,2,160,14|14|14,0:0|0:0|0:0,0:0:0:0:
256,192,118300,12,0,120700,0:0:0:0:
425,32,122072,6,0,P|460:102|451:180,2,160,2|0|14,0:0|0:0|0:0,0:0:0:0:
323,8,123786,1,8,0:0:0:0:
302,54,123957,2,0,L|181:60,1,120,8|0,0:0|0:0,0:0:0:0:
77,65,124815,2,0,P|41:135|50:213,1,160,2|2,0:0|0:0,0:0:0:0:
258,204,126186,6,0,L|265:363,2,160,14|14|2,0:0|0:0|0:0,0:0:0:0:
350,155,127900,1,0,0:0:0:0:
451,175,128243,2,0,L|454:254,1,79.9999999999999,2|10,0:0|0:0,0:0:0:0:
425,355,128929,6,0,L|265:362,1,160,6|0,0:0|0:0,0:0:0:0:
161,369,129957,1,2,0:0:0:0:
57,374,130300,2,0,L|49:214,1,160,2|0,0:0|0:0,0:0:0:0:
43,110,131329,1,0,0:0:0:0:
140,147,131672,6,0,P|199:147|247:114,2,120,8|8|0,0:0|0:0|0:0,0:0:0:0:
168,46,133043,2,0,P|236:10|318:37,1,160,8|0,0:0|0:0,0:0:0:0:
327,239,134415,6,0,P|429:273|478:246,2,160,4|0|0,0:0|0:0|0:0,0:0:0:0:
140,147,136472,2,0,L|148:307,1,160,2|2,0:0|0:0,0:0:0:0:
256,192,137500,12,0,139900,0:0:0:0:
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