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Nardis - Cosmo Memory

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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

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

[Editor]
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DistanceSpacing: 1.29
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:0
BeatmapSetID:-1

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

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//Storyboard Layer 2 (Pass)
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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:
365,205,116072,1,2,0:0:0:0:
298,133,116243,2,0,L|279:55,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
191,24,116586,5,14,0:0:0:0:
182,121,116757,1,0,0:0:0:0:
103,62,116929,5,14,0:0:0:0:
94,159,117100,1,0,0:0:0:0:
15,99,117272,5,14,0:0:0:0:
6,196,117443,1,0,0:0:0:0:
55,281,117615,2,0,P|108:280|140:296,1,69.9999978637696
186,372,117957,6,0,P|265:386|344:369,1,150
394,294,118643,1,10,0:0:0:0:
394,294,118986,1,10,0:0:0:0:
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:
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
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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
BeatmapID:1099942
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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]
//Background and Video events
0,0,"hatson_moki_crop_2.png",0,0
//Break Periods
2,24900,26003
2,71529,72632
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 52,118,150
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89,193,97729,2,0,L|84:288,1,79.9999999999999,14|2,0:0|0:0,0:0:0:0:
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171,330,98757,5,2,0:0:0:0:
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337,230,101500,1,6,0:0:0:0:
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101,258,103900,1,14,0:0:0:0:
28,332,104243,1,2,0:0:0:0:
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255,271,105272,2,0,L|338:266,1,79.9999999999999,14|10,0:0|0:0,0:0:0:0:
404,343,105957,1,10,0:0:0:0:
508,340,106300,2,0,L|511:260,1,79.9999999999999,10|10,0:0|0:0,0:0:0:0:
445,179,106986,6,0,L|441:99,1,79.9999999999999,6|14,0:0|0:0,0:0:0:0:
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:
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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:
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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:
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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:
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161,369,129957,1,2,0:0:0:0:
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Topic Starter
Shiirn
updates out that means everyone's responded :U
Ongaku
Is it time to qualify yet? :V
Topic Starter
Shiirn
fucking stalking this thread you are jesus
Ongaku
Im at school, so yea. Im bored
MikasaSerket
-Nitrous
17:38 MikasaSerket: can I ask you to quickly take a look at something?
17:38 MikasaSerket: it's a single difficulty >w>
17:38 -Nitrous: sure thing
17:39 MikasaSerket: https://puu.sh/rUHcX/436f6f27e4.osz
17:39 MikasaSerket: here you go
17:39 MikasaSerket: I mean, there isn't really anything "big" that stands out that should be pointed out but pattern suggestions, flow other stuff like that would be nice >>
17:40 -Nitrous: let me see if I can point out something
17:40 MikasaSerket: That would be great really
17:47 -Nitrous: okay let me playtest
17:47 *-Nitrous is playing [https://osu.ppy.sh/b/1103162 Nardis - Cosmo Memory [Mika's Advanced]]
17:49 -Nitrous: overall the map was decent
17:51 MikasaSerket: there wasn't any blatant errors or stuff liket hat?
17:51 -Nitrous: as for blatant errors, there weren't any
17:51 -Nitrous: aside from 1 unsnapped kiai
17:51 -Nitrous: in AiMod
17:52 MikasaSerket: Oh, I'll fix that
17:52 MikasaSerket: whoops
17:53 -Nitrous: I could nazi-mod and point out a few blankets but I'll save it for myself.
17:54 MikasaSerket: if you could point out the blankets that would be nice actually
17:54 -Nitrous: its fun to play (set aside that fail play earlier)
17:55 -Nitrous: 00:13:729 (1,2) - you could curve (2) a bit more to cleanly blanket (1)
17:55 MikasaSerket: I'll curve the tail of two
17:55 MikasaSerket: so yeah
17:58 -Nitrous: wait
18:00 -Nitrous: probably just me, but 01:19:557 (1,1) - I hear a downbeat on the heads which is good. It just feels awkward that I don't hear any feedback on the slider tails.
18:00 -Nitrous: I mean hitsounds
18:00 -Nitrous: you emphazised the heads which is ok
18:01 -Nitrous: probably just me
18:01 MikasaSerket: Should I do something about it?
18:01 MikasaSerket: I can turn the volume up on the slider tails if that helps
18:02 -Nitrous: sure
18:02 -Nitrous: you could experiment and check out what solution goes best
18:03 MikasaSerket: I might do that because the hitsounds are very overpowering tbh
18:03 -Nitrous: well, slider tails don't need much emphasis on hitsounds
18:03 MikasaSerket: huh
18:03 MikasaSerket: true
18:03 -Nitrous: ok
18:03 -Nitrous: slider heads and circles are the ones that need emphasis on hitsounds since it provdes feedback to what you click
18:05 -Nitrous: 02:14:415 (1,2) - just being nitpicky but you could change up (1)'s slider body so you can neatly blanket (2) and provide good aesthetics
18:05 -Nitrous: given (1) is long, you can do much stuff with it
18:06 MikasaSerket: yeah, maybe make some slider art or something
18:06 MikasaSerket: I'll think about it
18:08 -Nitrous: well thats about it from me
18:08 -Nitrous: good luck!
18:08 MikasaSerket: Thanks -Nitrous >w>
18:08 MikasaSerket: I really appreciate your help
18:08 -Nitrous: np
18:09 -Nitrous: no big deal really. Just helping out

Xendogenesis
17:47 Xendogenesis: SENPAIIIIIIIIIIp
17:47 Xendogenesis: want irc mod or ? ??
17:48 MikasaSerket: irc
17:48 Xendogenesis: okaowakawok
17:49 Xendogenesis: 00:12:357 (3) - i dont think this should be a reverse slider q.q
17:49 MikasaSerket: why
17:49 Xendogenesis: i dont hear a beat on the reverse slidererererer ething
17:49 Xendogenesis: plus if there is
17:50 Xendogenesis: its small enoough for a slider tick to cover for it
17:51 Xendogenesis: 00:16:472 (3) - maybe instead of a reverse slider do a slider and then a circle for dynamics kek
17:51 Xendogenesis: imo add more circles
17:53 Xendogenesis: i dont mod easy diffs
17:53 MikasaSerket: that breaks the previous patterns thou
17:53 MikasaSerket: THIS ISNT EAYS
17:53 MikasaSerket: YOU NITTWIT
17:54 Xendogenesis: lol
17:54 Xendogenesis: the pattern dont fit though
17:54 MikasaSerket: SH
17:54 MikasaSerket: HSUT
17:54 MikasaSerket: SHUT IT
17:54 Xendogenesis: wtf
17:54 Xendogenesis: u wanted a mod
17:54 MikasaSerket: I KNOW
17:55 MikasaSerket: SO MOD
17:55 MikasaSerket: >:c
17:55 Xendogenesis: 01:00:015 (7) - this slider ugly
17:55 MikasaSerket: what the fuck
17:55 MikasaSerket: thats really ugly
17:55 Xendogenesis: 01:57:958 (1) - pls snap kiai
17:56 Xendogenesis: 00:38:415 (1) - slightly too curvy? idk maybe im just being picky
17:56 Xendogenesis: maybe move by 1 pixel
17:57 MikasaSerket: moved half a pixel
17:57 MikasaSerket: if thats possible
17:57 MikasaSerket: LMAO
17:57 Xendogenesis: 00:40:643 (2) - same with this juan
17:58 Xendogenesis: 00:40:129 (1) - is t his an actual pattern
17:58 Xendogenesis: u can make it parallel with the slider before it
17:58 Xendogenesis: 00:46:986 (1) - i think this is 2 curvy or my eyes are deceiving me
17:59 Xendogenesis: 00:52:472 (1) - what the fuck is this
17:59 Xendogenesis: pls fix
18:00 Xendogenesis: 00:53:157 (3) - slider looks weird try fxing it by moving the point thingy
18:00 Xendogenesis: 01:02:757 (7) - slider looks a bit strange compared to the other edgy sliders
18:01 Xendogenesis: 01:05:500 (7) - parallel this slider with 5
18:02 MikasaSerket: ok ill make my sliders less edgy >;c
18:02 Xendogenesis: 01:14:072 (1) - too curvy, fix it, i dont wanna see that ugly bump on slider tail lolol
18:03 Xendogenesis: 01:25:729 (2) - idk if intentional pattern or wat, if u want u can make it parallel to the slider before it
18:03 MikasaSerket: intentional
18:04 Xendogenesis: 01:26:415 (1) - i think this is a fuck up
18:04 MikasaSerket: no it isnt
18:04 MikasaSerket: my face is fucked up but that isnt
18:04 Xendogenesis: oh
18:04 Xendogenesis: nvm
18:04 Xendogenesis: i fuked that up
18:04 Xendogenesis: while tampering with map
18:04 MikasaSerket: boi
18:04 MikasaSerket: BOI
18:05 Xendogenesis: but still
18:05 Xendogenesis: it works weird
18:05 Xendogenesis: maybe you could like
18:05 Xendogenesis: wa
18:05 Xendogenesis: https://imgur-archive.ppy.sh/oVB0oiz.jpg
18:06 Xendogenesis: omg
18:06 Xendogenesis: my grammar suck
18:06 MikasaSerket: `no
18:06 Xendogenesis: i said it works weird when i meant look
18:06 MikasaSerket: i like
18:06 MikasaSerket: this pattern :c
18:06 MikasaSerket: :CCCCCCCCCCCCCCCCCCCCC
18:06 Xendogenesis: i dont
18:06 Xendogenesis: it looks weird to me
18:06 Xendogenesis: probably
18:06 Xendogenesis: cuz it doesnt match me mapping style
18:07 Xendogenesis: 01:28:472 (2) - intentional again? imo this pattern looks ugly to me, better off paralleleieniegniegn (just a suggestion)
18:07 MikasaSerket: it does look werid
18:07 MikasaSerket: but i like it weird
18:07 MikasaSerket: :C
18:07 Xendogenesis: wwwwww
18:07 Xendogenesis: watever
18:07 MikasaSerket: wwwwwwwwwwwwwwwwwww
18:07 Xendogenesis: 01:29:157 (1) - if this slider is curved, might as well make 01:29:843 (2) - curved too
18:07 MikasaSerket: no
18:07 MikasaSerket: because like
18:08 MikasaSerket: 01:30:529 -
18:08 MikasaSerket: this has different spacing
18:08 MikasaSerket: from everything else
18:08 MikasaSerket: and
18:08 MikasaSerket: 01:29:157 -
18:08 MikasaSerket: this is an indication of the change in spacing
18:08 Xendogenesis: o
18:08 Xendogenesis: 01:42:529 (3) - u cant even see the edgyness of this slider l ol
18:09 MikasaSerket: ill make it edgy enough to cut myself
18:09 MikasaSerket: i cut myself everyday
18:09 Xendogenesis: 01:46:300 (5) - same here
18:09 MikasaSerket: you know that
18:09 Xendogenesis: wow
18:09 Xendogenesis: same
18:09 MikasaSerket: cutting is fun
18:09 Xendogenesis: jk i only did it once
18:09 Xendogenesis: except i didnt use nmo cutting utensils because im a hipster
18:09 Xendogenesis: instead i used my bare nails
18:10 Xendogenesis: 01:50:072 (1) - 2 curvy
18:10 MikasaSerket: ok
18:10 MikasaSerket: fixe
18:10 Xendogenesis: 01:52:129 (7) - ugly
18:11 MikasaSerket: ok
18:11 MikasaSerket: i made it edgier
18:11 Xendogenesis: 01:54:872 (7,8) - if this is an ez difficulty are you a sure a noob is gonna be able to play this
18:11 MikasaSerket: no its an advance
18:11 MikasaSerket: d
18:11 Xendogenesis: oh
18:11 Xendogenesis: 01:55:557 (1) - too kirby
18:11 MikasaSerket: i made it kirbier
18:12 MikasaSerket: your
18:12 MikasaSerket: welcome
18:12 Xendogenesis: 01:57:958 (1) - u can make this slider a bit more nice
18:12 Xendogenesis: just play with it
18:12 MikasaSerket: it looks
18:12 Xendogenesis: a lil bet
18:12 MikasaSerket: nice
18:12 MikasaSerket: though
18:12 Xendogenesis: tilli t gotot
18:12 MikasaSerket: :c
18:12 Xendogenesis: no it dondnodt
18:12 MikasaSerket: fdssssssssssssssssssssssssssssssssssssssssssssssssssssssssljjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjg

https://puu.sh/rUJ64/c1834c30b1.osu

minor changes
Lunicia

MikasaSerket wrote:

Xendogenesis
17:47 Xendogenesis: SENPAIIIIIIIIIIp
17:47 Xendogenesis: want irc mod or ? ??
17:48 MikasaSerket: irc
17:48 Xendogenesis: okaowakawok
17:49 Xendogenesis: 00:12:357 (3) - i dont think this should be a reverse slider q.q
17:49 MikasaSerket: why
17:49 Xendogenesis: i dont hear a beat on the reverse slidererererer ething
17:49 Xendogenesis: plus if there is
17:50 Xendogenesis: its small enoough for a slider tick to cover for it
17:51 Xendogenesis: 00:16:472 (3) - maybe instead of a reverse slider do a slider and then a circle for dynamics kek
17:51 Xendogenesis: imo add more circles
17:53 Xendogenesis: i dont mod easy diffs
17:53 MikasaSerket: that breaks the previous patterns thou
17:53 MikasaSerket: THIS ISNT EAYS
17:53 MikasaSerket: YOU NITTWIT
17:54 Xendogenesis: lol
17:54 Xendogenesis: the pattern dont fit though
17:54 MikasaSerket: SH
17:54 MikasaSerket: HSUT
17:54 MikasaSerket: SHUT IT
17:54 Xendogenesis: wtf
17:54 Xendogenesis: u wanted a mod
17:54 MikasaSerket: I KNOW
17:55 MikasaSerket: SO MOD
17:55 MikasaSerket: >:c
17:55 Xendogenesis: 01:00:015 (7) - this slider ugly
17:55 MikasaSerket: what the fuck
17:55 MikasaSerket: thats really ugly
17:55 Xendogenesis: 01:57:958 (1) - pls snap kiai
17:56 Xendogenesis: 00:38:415 (1) - slightly too curvy? idk maybe im just being picky
17:56 Xendogenesis: maybe move by 1 pixel
17:57 MikasaSerket: moved half a pixel
17:57 MikasaSerket: if thats possible
17:57 MikasaSerket: LMAO
17:57 Xendogenesis: 00:40:643 (2) - same with this juan
17:58 Xendogenesis: 00:40:129 (1) - is t his an actual pattern
17:58 Xendogenesis: u can make it parallel with the slider before it
17:58 Xendogenesis: 00:46:986 (1) - i think this is 2 curvy or my eyes are deceiving me
17:59 Xendogenesis: 00:52:472 (1) - what the fuck is this
17:59 Xendogenesis: pls fix
18:00 Xendogenesis: 00:53:157 (3) - slider looks weird try fxing it by moving the point thingy
18:00 Xendogenesis: 01:02:757 (7) - slider looks a bit strange compared to the other edgy sliders
18:01 Xendogenesis: 01:05:500 (7) - parallel this slider with 5
18:02 MikasaSerket: ok ill make my sliders less edgy >;c
18:02 Xendogenesis: 01:14:072 (1) - too curvy, fix it, i dont wanna see that ugly bump on slider tail lolol
18:03 Xendogenesis: 01:25:729 (2) - idk if intentional pattern or wat, if u want u can make it parallel to the slider before it
18:03 MikasaSerket: intentional
18:04 Xendogenesis: 01:26:415 (1) - i think this is a fuck up
18:04 MikasaSerket: no it isnt
18:04 MikasaSerket: my face is fucked up but that isnt
18:04 Xendogenesis: oh
18:04 Xendogenesis: nvm
18:04 Xendogenesis: i fuked that up
18:04 Xendogenesis: while tampering with map
18:04 MikasaSerket: boi
18:04 MikasaSerket: BOI
18:05 Xendogenesis: but still
18:05 Xendogenesis: it works weird
18:05 Xendogenesis: maybe you could like
18:05 Xendogenesis: wa
18:05 Xendogenesis: https://imgur-archive.ppy.sh/oVB0oiz.jpg
18:06 Xendogenesis: omg
18:06 Xendogenesis: my grammar suck
18:06 MikasaSerket: `no
18:06 Xendogenesis: i said it works weird when i meant look
18:06 MikasaSerket: i like
18:06 MikasaSerket: this pattern :c
18:06 MikasaSerket: :CCCCCCCCCCCCCCCCCCCCC
18:06 Xendogenesis: i dont
18:06 Xendogenesis: it looks weird to me
18:06 Xendogenesis: probably
18:06 Xendogenesis: cuz it doesnt match me mapping style
18:07 Xendogenesis: 01:28:472 (2) - intentional again? imo this pattern looks ugly to me, better off paralleleieniegniegn (just a suggestion)
18:07 MikasaSerket: it does look werid
18:07 MikasaSerket: but i like it weird
18:07 MikasaSerket: :C
18:07 Xendogenesis: wwwwww
18:07 Xendogenesis: watever
18:07 MikasaSerket: wwwwwwwwwwwwwwwwwww
18:07 Xendogenesis: 01:29:157 (1) - if this slider is curved, might as well make 01:29:843 (2) - curved too
18:07 MikasaSerket: no
18:07 MikasaSerket: because like
18:08 MikasaSerket: 01:30:529 -
18:08 MikasaSerket: this has different spacing
18:08 MikasaSerket: from everything else
18:08 MikasaSerket: and
18:08 MikasaSerket: 01:29:157 -
18:08 MikasaSerket: this is an indication of the change in spacing
18:08 Xendogenesis: o
18:08 Xendogenesis: 01:42:529 (3) - u cant even see the edgyness of this slider l ol
18:09 MikasaSerket: ill make it edgy enough to cut myself
18:09 MikasaSerket: i cut myself everyday
18:09 Xendogenesis: 01:46:300 (5) - same here
18:09 MikasaSerket: you know that
18:09 Xendogenesis: wow
18:09 Xendogenesis: same
18:09 MikasaSerket: cutting is fun
18:09 Xendogenesis: jk i only did it once
18:09 Xendogenesis: except i didnt use nmo cutting utensils because im a hipster
18:09 Xendogenesis: instead i used my bare nails
18:10 Xendogenesis: 01:50:072 (1) - 2 curvy
18:10 MikasaSerket: ok
18:10 MikasaSerket: fixe
18:10 Xendogenesis: 01:52:129 (7) - ugly
18:11 MikasaSerket: ok
18:11 MikasaSerket: i made it edgier
18:11 Xendogenesis: 01:54:872 (7,8) - if this is an ez difficulty are you a sure a noob is gonna be able to play this
18:11 MikasaSerket: no its an advance
18:11 MikasaSerket: d
18:11 Xendogenesis: oh
18:11 Xendogenesis: 01:55:557 (1) - too kirby
18:11 MikasaSerket: i made it kirbier
18:12 MikasaSerket: your
18:12 MikasaSerket: welcome
18:12 Xendogenesis: 01:57:958 (1) - u can make this slider a bit more nice
18:12 Xendogenesis: just play with it
18:12 MikasaSerket: it looks
18:12 Xendogenesis: a lil bet
18:12 MikasaSerket: nice
18:12 MikasaSerket: though
18:12 Xendogenesis: tilli t gotot
18:12 MikasaSerket: :c
18:12 Xendogenesis: no it dondnodt
18:12 MikasaSerket: fdssssssssssssssssssssssssssssssssssssssssssssssssssssssssljjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjg
hey just here for kds pls l ol
Okoratu
[la]
00:23:329 (1,2,3,4,5) - 00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2,1) - 01:34:643 (1,2,1,2,1,2,3) - diffspikes could be more balanced, at this point you may consider simply nerfing the longest one of them

01:29:157 (1,2,1,2,1,2,1,2) - why are all of these circles while the thing where more instruments kick in in 01:30:529 - gets sliders?
00:56:757 (3) - doesnt seem worth clicking, maybe a sliderend
01:03:100 (1,2) - last time this happened you had a slider
01:49:215 (5,7) - might be pretty difficult to comprehend for lower level players since you don't utilise the mechanic much in your map

there are a few more places like that i'll look at that again later lol
Logic Agent

Okorin wrote:

[la]
00:23:329 (1,2,3,4,5) - 00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2,1) - 01:34:643 (1,2,1,2,1,2,3) - diffspikes could be more balanced, at this point you may consider simply nerfing the longest one of them

alright, this has been changed a bit to be easier on the player but still make this part feel like the big ones coming

01:29:157 (1,2,1,2,1,2,1,2) - why are all of these circles while the thing where more instruments kick in in 01:30:529 - gets sliders? it makes more sense to me to make this circles as there's some drums that come in in the background only for a moment, however in the next section the new sound sorta fades which makes more sense with sliders
00:56:757 (3) - doesnt seem worth clicking, maybe a sliderend changing this to a slider end would change the pattern for the worse and would also throw off the emphasis, clicking here fits the pattern best in my opinion
01:03:100 (1,2) - last time this happened you had a slider my bad, fixed it
01:49:215 (5,7) - might be pretty difficult to comprehend for lower level players since you don't utilise the mechanic much in your map killed this one

there are a few more places like that i'll look at that again later lol
update
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
BeatmapID:1099942
BeatmapSetID:517598

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

[Events]
//Background and Video events
0,0,"hatson_moki_crop_2.png",0,0
//Break Periods
2,24900,29436
2,68786,73322
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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394,294,118986,1,10,0:0:0:0:
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:
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|0,0:0|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:
362,333,133043,5,0,0:0:0:0:
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:
Topic Starter
Shiirn
updated
Okoratu
your explanation for 01:29:157 (1,2,1,2,1,2,1,2) - doesn't cover 01:29:157 (1,2,1,2) - then i guess. the new drum sound you wish to have stand out starts in the middle of this measure

02:14:415 (1,2) - i think the effect is better if you don't forcibly have them click 02:16:472 (2) - and just end the slider there because contrary to that extra diff people aren't used to massive relative spacing changes here
00:41:158 (1,2) - 00:42:186 (1,2) - i still think this looks kinda meh and would suggest just spacing them out if you wish to represent a change in intensity upwards

are you intentionally using primarily the bottom half of the screen in the 2nd kiai, only like 2 patterns go in the top region of the screen, lol

[entelecheia]
i feel like a bunch of streams just got higher spacing or i remember this diff completely differently?
01:34:643 - still feel like this is eww even with your explanation for it

Shiirn wrote:

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
actually i changed my stance on these, i think these are pretty unnecessary

ehh idk if i want to do anything with this, can't you just give me sth different instead, i don't really feel like checking this over and over because the song annoys me after 10 mins of listening and i'm not 100% sure about anything past the 2nd kiai mark in your diff
Topic Starter
Shiirn
tl;dr i'm denying everything so if that pisses anyone off stop reading here, but I don't expect an icon from Okorin so if you want reasoning and explanations regardless of the fact that i'm not trying to justify my choices away in attempts to get an icon anyway (you fucking know who you are) you're in a good spot


Logic agent is not using sliders for the drum sound, but the background "waaaa"-ish sound that is most certainly audible from 01:31:215 - onwards,b ut since it starts at 01:30:529 - it's far more consistent to start there. The clicks after this point follow the standard patterning for a buildup section - a pair of clicks a measure before they're turned into only clicks for the final buildup measure. This is absolutely bog-standard and it blows my mind that this is an issue at all. These concepts - more independent rhythms based on measure patterns rather than repetitive ones based on entire sections - are concepts that are commonly introduced in Hard-level difficulties. Which this is.
And the favoring of the bottom seems irrelevant to me. The map flows where the map flows, consciously pushing the map upwards seems counter-productive. This is, of course, up to Logic in the end, and if he wants to remap the section to more favorably balance the quarters, sure thing.

i don't understand your claim about spacing changes on the final two sliders, they're perfectly readable and distance changes are always deceptively high-looking with really low slider velocity.



on Entelechia:
00:54:529 (1,1,2,3,4,1) - has always been spaced. As has 01:05:500 (1,1,2,3,4,1) - . The pattern appears in the second kiai with 01:43:900 (1,1,2,3,4,1) - and 01:54:872 (1,1,2,3,4,1) - , but is more muted on the first because it is much more in the background.

For the 01:34:643 (1,2,3,4,5,6,1,2,3,4,1) - buildup:

if you can't hear the triplets at 01:34:815 (2,3,4) - and 01:35:158 (5,6,1) - I can't help you here. If you can, read the following:
As a buildup section, it falls upon the mapper to properly bring a sense of rising intensity before a final pulse of release. Buildup sections are one of the few times I actually press for a map to have maximum playability, even if it's at the sacrifice of some map-wide consistency: The buildup is among the most memorable moments of the map. Pretty much every map's preview time has a clip of the buildup before the burst of the kiai, and this map is no exception.

That said, care that I literally said the words map-wide consistency. 01:34:643 (1,4,1,2,3,4,1) - are all sliders when previously they were just circles. Why did I do this? because triplets are much easier to play when they've got a slider on the end, and flow much better when doing so, due to the momentum flow sliders give players. It's way to make a set of triples actually curve rather than be rough, linear movements. And once I've made the choice to make 01:34:643 (1,2,3,4,5,6) - move in curved fashions rather than linear ones, I've locked in "Snares = 1/4 sliders" for the cusp of the buildup. 01:35:329 (1,2,3,4,1) - in this combo, 2 is the actual start of the final movement, but I stick with 4-pattern because it's far more playable. Ongaku does as well, but uses circles because he doesn't use the triplets, but he also mostly ignores melody emphasis in his second chorus so it's clear he's making entirely different choices from me.



For the usage of 1/4 sliders in the second chorus:
The melody is a much more vital part of this chorus, and the 1/4 sliders serve several purposes:
  1. They add another level of movement-suddenness on the player. Since they're sliders, the player will instinctively hover over the slider for longer than he will over a circle. It's ingrained and almost never goes away. This makes the second kiai feel jumpier even though the spacing is actually lower.
  2. It differentiates the drum/bass layer from the melody layer. By including click points such as 01:37:386 (2) - , 01:38:072 (2) - , 01:40:815 (2) - , etc, the layers are properly seperated for the player. It's very easy to tell which sliders and circles are following the overarching melody versus the constant drum/snare later, because they always swap slider -> circle and circle->slider when appropriate.
  3. Note that this means that sometimes, the drum layer uses 1/4 sliders and at other times uses circles, this can appear to be inconsistent if you're just looking at the different layers as data points. If the melody only ever used circles and the snares only ever had sliders, they'd be completely distinct and never overlap. So, the inclusion of the sliders allows me to actually have both layers actually appear to work in harmony instead of needing to constantly swing the player back and forth between the two. So the player just plays Cosmo Memory, not the individual drum/snare/melody layers.
This is the most conceptually weird point of the map, so I understand you being not willing to push the map forward over this. I just wish it was easier to just come out and say it so I wouldn't be forced to assume people had no problem with it.

I could very easily go back over the map and just change it all to the plain, standard means of mapping that section like Ongaku did (very damn well, mind you), but that isn't able to capture my vision of the song and thus I personally don't want to do it. If it's a big enough issue to stop the map from being ranked, so be it, but it's an extremely playable, fun map that takes a few small liberties that I hope to use to bring the players more fun and immersion.

There are no unfair gimmicks, there are no intentionally confusing or over or underwhelming sections, there are no completely arbitrary ppjump/sr-boosting sections, and there is no single reason I can see that this map is unrankable, except that it's pushing a few creative liberties that you might not be as used to as "pp jump sections", "sr-boosting back-and-forths", "sharp-angle jump patterns", etc. And that's fine. I'm only pushy for people to actually check things, whether they actually do anything to push my maps forward is of their own accord.

I suggested you checking this song because it is by far the most normal of my current maps, and the most likely to actually avoid literally any drama whatsoever because it's so bog-standard. Apparently I was wrong, and so I am sorry for wasting your time and my own. You don't have any obligation to check anything else and I appreciate you getting around to saying your piece on Cosmo Memory.



Thanks for your time, and sorry for wasting it.
Stjpa
tbh I have no idea what I mentioned in my previous mod so I'm sorry if something appears again

[Normal]
  1. Fixerino preview time pleaserino.
  2. 00:13:729 (1,2) - Shouldn't the second slider be placed on the red tick the first slider currently ends on? That way the second slider would have the same sound its tail has on the sliderhead.
  3. 00:49:386 (1) - Delete NC and add it on 00:49:729 (2) - for consistency.
  4. 01:38:757 (1) - Same as above I suppose? I'm unsure with this one.
[Advanced]
  1. 00:48:872 (6,7) - You should move it slightly away because of the stack. Looks really ugly atm and it can cause a DQ I guess.
  2. 00:51:100 (5,6,7) - DS error?
  3. 00:53:157 (3,4,5) - lul ^
  4. 01:29:157 (1,2) - Nice jump.
  5. 01:52:815 (1,2) - ^
  6. 01:57:615 (6,1) - ^ I never thought I'd ever use a lot of ^'s again
  7. 02:12:186 (2,3) - I'm sure I mentioned my problem with this pattern already in my previous mod, and I still can't hear something on the white tick that would justify this pattern.
  8. 02:12:358 (3,4,1,2) - Hello spacing???

[Hard]
  1. Can you please distance snap every object properly because I see dozens of +-0.05's that trigger me. -_ -
  2. 00:13:043 (3) - Pretty sure this one should have an emphasis because you gave every 1/1 with that sound a jump except here, feels really counter-intuitive.
  3. 00:41:158 (1,2,1,2) - Do you really need to space them a little? Believe me or not, but something like this is extremely hard for someone who can't play anything above Hard. If I'm not mistaken 00:39:443 (1,2) - should already have be overlapping because of that background sound in case you did it because of that. However, I really want to see these two patterns changed because it's inacceptable in a Hard imo. :(
  4. 01:07:557 (2,3,4,5,6) - Looks quite uncreative if you ask me, I'm sure you can make a cooler pattern considering that you have a lot of free space there?
  5. 01:16:986 (2,3) - The problem I have with this one is that the player would definitely expect the sound the sliderhead of (3) has to be on the tail of (2). That can cause the player to panic around because of a sudden unexpectable change, might wanna use a different pattern? :v
  6. 01:29:157 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I really dislike to say that, but this pattern is completely counter-intuitive to the music. You completely ignore the drums on the red ticks in the second half of the pattern but map non-existent ones in the first half. Honestly I don't understand your explanation for this in your reply to Oko, but I can't see any reason to let the pattern be how it is now. First half has only drums on white ticks, second half has drums on white and red ticks. That's all I hear there. However, if you are gonna change it you might wanna completely remap this little section to make it balanced because for me it doesn't look that balanced tbh.
  7. 01:40:472 (3,4,1) - At least use a proper flow here because (1) isn't really a strong sound so catching it right now is even more weird than it's supposed to be.
  8. 01:46:643 (5,6) - Why are you not using a 1/2 slider to cover the 1/4's better like you used to in the first kiai?
  9. 01:46:986 (1,1) - Spacing here is quite huge compared to other jumps in this diff.
  10. 01:48:358 (1) - It really confuses me that you use 1.4x DS here on a strong beat but use 01:38:758 (1) - 1.5x (?) here when it's by far less strong.

For Shiirn's diff, there are obviously 1/4's but the problem is that the hitsounding doesn't really fit. I can clearly hear them when deleting the objects.
Ongaku
If hitsoundig is the issue, ill make shiirn's diff a bit more unique by looking at it again.
MikasaSerket
breathes in
I like spacing
breathes out
Topic Starter
Shiirn
Disclaimer: This response is meant to be a humorous over-reaction and I am just entertaining myself and hopefully others by being as hammy as possible about things that annoy me to a moderate extent, but are obsessed over really weirdly religiously by a decent chunk of people. I have nothing but respect for Stjpa and his persistence as a BN, and this is not meant to be taken as belittling his opinions or functions as a modder, simply to poke fun at what I find to be a silly obsession over inane details that is for some fucking weird reason an actual legitimate concern amongst the modding community.

That said, enjoy Shiirn.







I'd probably be able to shank a guy in Time's Square, tell everyone he DQ'd a map over a 0.5pixel object overlap, and receive applause for it rather than outcries. Fuck that. Combined with that, I literally don't give a shit about any sort of distance snap error that's not going to fuck over a player. At that point the only purpose to fixing it is to satisfy some cunt's self-diagnosed OCD that is actually going to be diagnosed as being a chronic control freak
ok im done

anxient's diff: NC's fixed, the other one not, because focusing on the white tick beats is far more natural for a beginner-level player.




shit fixed on mikasa's normal except for

  1. 01:52:815 (1,2) - Tiny spacing discrepancy to avoid 0.5 pixel overlap on the slidertrack. The police can fucking deal with it.
  2. 01:57:615 (6,1) - i gotta cry about this because honestly what the fuck it doesnt change anything to rotate 6 by 15 degrees so the ending is a bit closer, sliders are fucking lenient as hell and i could probably make a case for the fact that this is the very end of the chorus, it's actuall an oppotune place for a tiny spacing change for subtle emphasis that won't confuse any player who isn't actively having a god damn stroke but I know the self-diagnosed-OCD-cunts-that-is-actually-going-to-be-diagnosed-as-being-a-chronic-control-freaks will bitch about it anyway
  3. 02:13:729 (3) - literally fuck the police they can deal with it. there isn't any good place to put it where both DS's are 1.6 except for above the damn slider and that ruins the entire point of it.

logic is a big boy and can respond t-


no.
Logic Agent
i was gonna write a whiny response but then i realized like.. let's just fix the fucking problem

so here's my irc with stjpa to clear up most of if not (hopefully) all issues he had with my diff

irc w/ stjpa
2016-11-05 23:32 Logic Agent: you busy
2016-11-05 23:32 Logic Agent: ?
2016-11-05 23:32 Stjpa: no
2016-11-05 23:32 Logic Agent: can you take a look at my diff on cosmo memory then cause i wanted to ask you
2016-11-05 23:32 Logic Agent: a few things
2016-11-05 23:33 Stjpa: sure
2016-11-05 23:33 Logic Agent: ACTION is editing [https://osu.ppy.sh/b/1099942 Nardis - Cosmo Memory [Logic's Hard]]
2016-11-05 23:33 Logic Agent: i'm basically just changing a bunch of things because i'm tired of dancing around this set
2016-11-05 23:33 Logic Agent: no offense to you
2016-11-05 23:33 Logic Agent: so this is just so that next time we just
2016-11-05 23:33 Logic Agent: cut the bs yknow
2016-11-05 23:34 Logic Agent: 00:41:158 (1,2) - killed the altered stack here
2016-11-05 23:34 Logic Agent: 00:12:357 (1) - remapped this combo for emphasis
2016-11-05 23:34 Logic Agent: cause you were right
2016-11-05 23:34 Logic Agent: 01:07:215 (1) - you have any ideas for here?
2016-11-05 23:34 Logic Agent: cause you're right it's sorta bland but i don't really know what i can do
2016-11-05 23:34 Logic Agent: without being weird with spacing
2016-11-05 23:34 Logic Agent: dont wanna add any "big" jumps for no reason
2016-11-05 23:35 Stjpa: http://hanatan.s-ul.eu/yp4sW0aL
2016-11-05 23:35 Stjpa: 2 is on the same position as before
2016-11-05 23:35 Stjpa: fyi
2016-11-05 23:36 Logic Agent: sur
2016-11-05 23:36 Logic Agent: can you give me x y of 2
2016-11-05 23:36 Logic Agent: cause i deleted
2016-11-05 23:36 Stjpa: im also killing the flow on purpose with the slider because of 1/4's
2016-11-05 23:36 Stjpa: x:52 y:92
2016-11-05 23:36 Logic Agent: well i changed
2016-11-05 23:36 Logic Agent: https://imgur-archive.ppy.sh/UiM01Wi.png
2016-11-05 23:36 Logic Agent: 01:06:872 (3,1) -
2016-11-05 23:36 Logic Agent: you still think that's ok?
2016-11-05 23:36 Stjpa: yes
2016-11-05 23:36 Logic Agent: alright
2016-11-05 23:36 Logic Agent: sec
2016-11-05 23:37 Stjpa: u could even do [http://hanatan.s-ul.eu/GthXJyfh this]
2016-11-05 23:37 Logic Agent: https://imgur-archive.ppy.sh/7CGDHl4.png uh thats kinda big
2016-11-05 23:37 Stjpa: less ridiculous spacing and looks cool
2016-11-05 23:37 Logic Agent: ya ill do that one
2016-11-05 23:39 Logic Agent: 01:16:986 (2,3) - ok so
2016-11-05 23:39 Logic Agent: you said here it seems like the head of 3
2016-11-05 23:39 Logic Agent: should instead be tail of 2 right?
2016-11-05 23:39 Logic Agent: just so we're clear
2016-11-05 23:39 Logic Agent: or am i mis understanding
2016-11-05 23:40 Stjpa: yes
2016-11-05 23:41 Logic Agent: my problem with that
2016-11-05 23:41 Logic Agent: is that if i try to make a repeater that covers the end
2016-11-05 23:41 Logic Agent: the middle tick of the repeater is off
2016-11-05 23:41 Logic Agent: so the only fix i can think of is to remove repeat and just let it pause
2016-11-05 23:41 Logic Agent: unless you have another idea/
2016-11-05 23:41 Stjpa: if u really wanna keep it at least nerf the spacing
2016-11-05 23:42 Stjpa: because its too big considering the tail of 3 doesnt have a strong beat
2016-11-05 23:49 Logic Agent: ok
2016-11-05 23:49 Logic Agent: that took forever but
2016-11-05 23:49 Logic Agent: i changed it around to make the spacing way smaller
2016-11-05 23:49 Logic Agent: ok
2016-11-05 23:49 Logic Agent: 01:29:157 (1,2,1,2,1,2,1,2) -
2016-11-05 23:49 Logic Agent: the elephant in the room
2016-11-05 23:49 Logic Agent: is there a way in your mind
2016-11-05 23:49 Logic Agent: that i can change just this
2016-11-05 23:50 Logic Agent: and the other part is ok
2016-11-05 23:50 Logic Agent: like do i need to just make this all sliders or what
2016-11-05 23:50 Logic Agent: cause we're clearly on two different pages here so i just wanna make sure this gets cleared up
2016-11-05 23:51 Stjpa: the problem i have with that section is that the difficulty spike there isnt increasing linearly
2016-11-05 23:51 Stjpa: and thus doesnt even suit the music imo
2016-11-05 23:51 Stjpa: it would be cool if u could do something similar there as 00:35:672 - here
2016-11-05 23:51 Stjpa: because that worked out really well
2016-11-05 23:52 Stjpa: or 00:13:729 -
2016-11-05 23:52 Stjpa: wait wrong stamp
2016-11-05 23:52 Stjpa: but u get it i suppose
2016-11-05 23:52 Logic Agent: sorta
2016-11-05 23:52 Logic Agent: are you saying that
2016-11-05 23:52 Logic Agent: it doesn't increase linearly relative to only that section
2016-11-05 23:52 Logic Agent: so like disregarding the next part with the sliders
2016-11-05 23:52 Logic Agent: or that it should scale into the next section
2016-11-05 23:52 Logic Agent: cause if it's the first one
2016-11-05 23:52 Logic Agent: i'll just make some pattern with sliders increasing in spacing
2016-11-05 23:53 Logic Agent: if you think that fits
2016-11-05 23:53 Stjpa: im confused but let me explain what i had in mind
2016-11-05 23:53 Logic Agent: sure
2016-11-05 23:53 Stjpa: 01:25:043 - this whole section with normal sliders like u already have
2016-11-05 23:54 Stjpa: 01:29:157 - same but with increasing spacing because of background
2016-11-05 23:54 Stjpa: like 00:20:586 -
2016-11-05 23:54 Stjpa: 01:30:529 - and here u start using more dense patterns
2016-11-05 23:55 Stjpa: or like
2016-11-05 23:55 Stjpa: keep some jumps here and then start using circlespam 01:33:272 - here
2016-11-05 23:56 Stjpa: that way you have normal sliders - sliders with increased spacing to each other - sliders with jumps - circlespam
2016-11-05 23:56 Stjpa: so its definitely a linear diffspike
2016-11-06 00:00 Logic Agent: 01:30:529 -
2016-11-06 00:00 Logic Agent: so around here you mean just like
2016-11-06 00:00 Logic Agent: add circles instead of just all sliders
2016-11-06 00:00 Logic Agent: right?
2016-11-06 00:00 Logic Agent: then lead into circle spam
2016-11-06 00:01 Stjpa: sliderjumps maybe
2016-11-06 00:01 Stjpa: if u can mix sliders with circles pretty well then go for it
2016-11-06 00:07 Logic Agent: 01:33:272 -
2016-11-06 00:07 Logic Agent: starting here
2016-11-06 00:07 Logic Agent: do you think it's okay if i switch to
2016-11-06 00:07 Logic Agent: circle circle slider rhythm
2016-11-06 00:08 Stjpa: should be fine
2016-11-06 00:08 Logic Agent: alright
2016-11-06 00:11 Logic Agent: mk uh
2016-11-06 00:11 Logic Agent: https://imgur-archive.ppy.sh/mh0sUg9.png
2016-11-06 00:11 Logic Agent: what do you think of this
2016-11-06 00:12 Logic Agent: cause i like the up and down motion in the final part of the jump spam but i wann aget it right the first time
2016-11-06 00:12 Logic Agent: and then obviously that would repeat https://imgur-archive.ppy.sh/zZRXCY0.png
2016-11-06 00:13 Stjpa: looks fine imo
2016-11-06 00:13 Logic Agent: aight cool
2016-11-06 00:15 Logic Agent: does this look better to you
2016-11-06 00:15 Logic Agent: https://imgur-archive.ppy.sh/RHi3Skr.jpg
2016-11-06 00:15 Logic Agent: 01:40:472 (3) -
2016-11-06 00:15 Logic Agent: if not tell me what you dont like
2016-11-06 00:16 Stjpa: cant judge it with a single picture now
2016-11-06 00:16 Logic Agent: ok well
2016-11-06 00:16 Logic Agent: i think it's a bit better but you'll se
2016-11-06 00:16 Logic Agent: see*
2016-11-06 00:16 Logic Agent: in any case the flow is less harsh
2016-11-06 00:16 Logic Agent: and the jump is smaller
2016-11-06 00:16 Logic Agent: so it's a step in the right direction
2016-11-06 00:17 Logic Agent: https://imgur-archive.ppy.sh/AnPBD3x.jpg
2016-11-06 00:17 Logic Agent: 01:46:643 (5) -
2016-11-06 00:18 Logic Agent: this is smaller and i changed it to a 1/2 cause that was a mistake
2016-11-06 00:19 Stjpa: good thing i usually re-check
2016-11-06 00:19 Stjpa: kek
2016-11-06 00:19 Logic Agent: usually >>
2016-11-06 00:20 Logic Agent: also in your last point i went back and fixed all ds (i think) in kiais
2016-11-06 00:20 Logic Agent: usually i would fist fight you for nitpicking decimals of ds but i realized there was a lot of decimal variation on like.. two opposite numbers
2016-11-06 00:20 Stjpa: did u deactivate grid snap and then fixed everything
2016-11-06 00:20 Logic Agent: so it made it very unclear
2016-11-06 00:20 Logic Agent: in the first kiai
2016-11-06 00:20 Logic Agent: i did
2016-11-06 00:20 Logic Agent: also i dont map w/ gridsnap
2016-11-06 00:20 Logic Agent: ew
2016-11-06 00:20 Logic Agent: and in second kiai everything should be good now too
2016-11-06 00:20 Stjpa: and u still managed to have such inconsistent spacing? xD
2016-11-06 00:21 Logic Agent: lmao pls
2016-11-06 00:21 Logic Agent: i freehand everything and hold down alt if i want near ds
2016-11-06 00:21 Logic Agent: which means its always a tiny bit off
2016-11-06 00:21 Logic Agent: usually no more than .05
2016-11-06 00:21 Logic Agent: OK
2016-11-06 00:21 Logic Agent: so this map
2016-11-06 00:21 Logic Agent: shoudl be better now
2016-11-06 00:21 Logic Agent: let's hope
2016-11-06 00:21 Stjpa: :D
2016-11-06 00:21 Logic Agent: im gonna just put this irc as my reply

diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 95308
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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[Editor]
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DistanceSpacing: 1.4
BeatDivisor: 8
GridSize: 32
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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
BeatmapID:1099942
BeatmapSetID:517598

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

[Events]
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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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|0,0:0|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:
362,333,133043,5,0,0:0:0:0:
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:
Stjpa
Everything seems to be fine now
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