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posted
if ill be honest, im a little worried that the spread goes from 4.87 -> 6.87

I get that sr shouldn't be taken into account too much as gameplay might be easier than listed or its the structure of the song, but idk if this has been addressed before or not
posted
This is really just an instance of failed SR due to a lot of the snaps used. It is significantly easier than Phantom diff and should maybe be around 5.6~6.0* in "true" star rating
posted
Hi Mike I checked the map for real!!!

Anyways I want to point out a few more concerns here before we push this set forward

Salad
00:04:811 (2,3) - Dont you think the walk here is a stretching it a bit I almost had to dash here and if you can reduce the ds here it should be more fine than it is (Fair enough, reduced the distance)
00:09:611 (2,3,4,5) - I get that this pattern is for emphasis but I think its a bit much but reducing them a little bit more would be much more tolerable for players to play at this level (Done)
00:09:911 (4,5) - Can you try to reduce the ds here so the walk is more clearer? (Fixed already)
00:40:211 (2,1) - Can you try to increase ds here a bit more so the dash more clear here? (Done)
01:00:761 (1,2) - Even tho this is the kiai the walk here is a bit too strong dont you think Id reduce a bit here for the sake of the player (Done)
01:02:861 (3,1) - Is this supposed to be a dash? If so increase if not reduce (Reduced instead)
01:09:761 (3,1) - Dont you think this is a bit underemphasized that this is not given a dash when its the first sound of the 2nd kiai? (The distance should be enough, since the transition sound to the 2nd kiai is rather soft compared to the sounds of the previous brigde between kiais)
01:15:161 (1,2) - Same as 01:00:761 (1,2) - about walks being too strong (Yeah)
01:17:261 (3,1) - Is this supposed to be a dash? If so increase if not reduce (2) (Dash-ified)
01:58:811 (2,3,4,5) - Same as 00:04:811 (2,3) - about the walk stretching it (Yeah)

Platter
00:30:611 (9,1) - Hdash here is bit too strong. Can you please reduce since this will easily overshoot other players (Reduced)
00:45:011 (7,1) - Here also but just a little bit if its ok with you (It wasn't stronger than any similar hdash)
01:10:361 (1,2,3,4) - I think the triple here is a bit too linear dont you think Id reduce the spacing a bit so its not too hard to dash on especially its the next pattern after a hdash here 01:10:211 (5,1) - (Done)
01:29:261 (5,1) - Distance here is a bit too far here imo wouldnt hurt to reduce it a bit (This one was higher than the previous similar one. It got reduced with a previous mod, but seems like I kept the old distance for this one :S)
00:14:861 (5,1) - also this one (Nah, those have been reduced at least twice. It's still manageable)
01:39:761 (2,3,4) - Gathered some opinion about this and majority said to nerf the ds here a bit so its more tolerable to play (Done)

Once applied Ill do one last recheck and rebub

Thanks for giving another check on this!

@cyanine: What Tenshichan said is correct. The Rain difficulty was tuned up in the past, so the spread doesn't feel so unbalanced. We're managing a quite tricky 200 BPM song with lots of streams and odd snaps, so expect the SR to rocket in the last difficulties (Phantom doesn't feel like a 7* difficulty either fwiw)
posted
Set is looking good now!
posted
Thanks for keeping me in the top 100 for a few more months, Deif
posted
Sorry for popping the party, but I think the Salad and Platter need some improvements with respect to ambiguity in distances.

[Salad]
  1. 00:02:411 (2,3,1) - If you want this as a dash, I think the distance should be a bit larger. If you intended it as a walk, I suggest making the distances slightly shorter. Same thing applies for all similar parts (00:07:211 (2,3,1) -, 01:56:411 (2,3,1) -)
  2. 00:10:061 (5,1) - 00:12:461 (4,1) - If you want these two to be dashes, I'd increase the distance a bit to make it clearer. Similar stuff for 01:24:161 (2,1) -, 01:26:861 (4,1) - and 01:29:261 (4,1) -.
  3. 00:14:861 (4,1) - Here (1) is quite strong, similar to those mentioned in the previous point, so I think a larger, clear dash would be fitting.
  4. 00:22:961 (3,1) - If you intend this a walk, reduce the distance a bit, otherwise make it a bit larger to make the dash clearer.
  5. 00:28:511 (2,3) - This would also benefit from some more clarity as to whether you're required to dash or you can walk.
  6. 00:45:161 (1,2) - I would reduce the distance between these two to make it more lenient after the dash. For that you can move 00:45:761 (2,1,2,3) - as a whole to the left a bit.
  7. 00:58:361 (1,2) - This distance is really tight as a walk. I'd decrease it a bit to make it more easily walkable.
  8. 01:02:861 (3,1) - These two could have more distance as the sound on (1) is strong. You can just make (1) less curved and start the sliderhead more to the right. Similar stuff on 01:12:461 (3,1) -.
  9. 01:07:961 (1,2) - Really tight as a walk! This one needs its distance reduced to make it more easily catchable, especially since it comes after a dash.
  10. 01:09:761 (3,1) - Could have a larger distance to better emphasize the beginning of the other Kiai and also to make it clearer as a dash. The distance you used on 00:40:211 (2,1) - for the 1/2 dash is perfect.
  11. 01:17:561 (1,2,1,2,1,2,1,2,1,2,1) - These are a bit tight as walks. I'd reduce the distance a bit between objects.
  12. 01:37:362 (3,1) - A bit tight if considered a walk, if you want this to be dashed a larger distance would make the dash clearer.
  13. 01:45:011 (8,1) - Maybe a larger distance (dash) could be added here for more emphasis, since the sound at (1) is quite strong.


[Platter]
  1. 00:00:761 (1,2,3,4,1) - While walkable, the distances are really tight as walks, which is pretty notorious on 00:01:961 (1) -, as I've sometimes caught it with the border of the plate, so I'd reduce the distance a bit. This is even more critical, and therefore also applies to, on 00:03:161 (1,2,3,4) -, where overshooting the previous hyperdash a tiny bit requires you to correct your catcher with a tap dash. Also applies for 00:05:561 (1,2,3,4,1,2,3,1,2,3,4) - and the patterns near the end at 01:54:761 -.
  2. 00:04:886 (4,5) - 00:05:186 (7,8) - These two 1/4 spacings are really tricky to catch. I'd reduce them a bit.
  3. 00:15:161 (1,2) - 00:15:761 (5,6) - The double dashes here don't really fit, as the second sound is noticeably weaker than the first one. Same thing applies for 01:29:561 (1,2) - and 01:30:161 (5,6) -.
  4. 00:25:211 (2,3,4,5,6,7) - The large 1/4 spacings here make this really tricky to catch, particularly the rightmost object. On top of that, the dash at 00:25:811 (7,1) - is not really clear, making the whole thing even harder. So I'd reduce the distances on the first pattern, and also increase the distance to the following slider.
  5. 00:31:361 (3,4,1) - For a bit more clarity on walks/dashes, I'd move (4) a bit to the left (x:160 already does the trick). Also applies for similar patterns like 00:33:761 (3,4,1) -, 00:36:161 (3,4,1) -, 00:40:961 (3,4,1) -, 00:43:361 (3,4,1) -, 00:53:561 (1,2,3) -.
  6. 00:37:361 (3,4,5) - Catching the fruit on the right feels a bit tight if you walk. I'd either move (4) closer to the other fruits or move these 3 a bit to the right to force the dash to and from this pattern.
  7. 00:44:411 (3,4) - I'd increase the distance a bit to make the dash clearer on this one.
  8. 00:45:761 (2,3,1,2,3) - I'd increase the distances that you want to make a dash and reduce those that you want the player to walk. They are all the same and are a bit tight to catch.
  9. 00:54:761 (1,2,3,4,5,6) - It's really hard to tell what's walkable here and what requires a dash, even more considering the 1/2 gap in the middle. I'd do something like this, mimicking what you'd get if you used repeat sliders:
  10. For the patterns starting at 01:17:561 - and until 01:23:561 -, since the distances are equally increasing in distance, it's hard to tell the cutoff as to when you can walk and when you need to dash. I suggest making those that require dashing larger, so the difference in distance is more noticeable and the player is induced to dash.
  11. 01:37:061 (2,3,4) - These distances are a bit tight to catch as walks, particularly that second one. I'd reduce them to make them more easily walkable. Similar stuff applies for 01:40:661 (2,3,4,5) - and 01:41:861 (2,3,4) -
  12. 01:43:811 (1,2,3,4,5,6,7) - Ambiguous distances make this a bit hard. I'd increase those that you want players to dash, and reduce those that you intend players to walk a bit.
  13. 01:46:211 (5,1) - If you want this to be dashed I'd increase the distance a bit.
posted
Since this is so close to Ranked and I don't know if/when Deif will be able to respond, there's not really much choice but to hold this up for a bit longer. Apologies in advance if there don't end up being any changes - feel free to requalify if that happens to be the case.
posted
fwiw I discussed stuff with ZiRoX and agree with most of it. Some stuff I was letting slide because fast map / density / style, but if you could address the stuff he brings up that’d greatly help. Feel free to call me back after that.
posted
waiting again u.u good luck
posted
Just replying what I didn't fix:

ZiRoX wrote:

[Salad]
  1. 00:58:361 (1,2) - This distance is really tight as a walk. I'd decrease it a bit to make it more easily walkable. (It's still rather easy to walk. I wanted to boost a bit the distances in the kiai so this should be okay)
  2. 01:02:861 (3,1) - These two could have more distance as the sound on (1) is strong. You can just make (1) less curved and start the sliderhead more to the right. Similar stuff on 01:12:461 (3,1) -. (Additionally clustered the previous notes a bit more to create a real dash)
  3. 01:07:961 (1,2) - Really tight as a walk! This one needs its distance reduced to make it more easily catchable, especially since it comes after a dash. (Reduced the distance with the previous note instead of the slider. I want to keep the momentum of the bridge to the 2nd half of the kiai)


[Platter]
  1. 00:45:761 (2,3,1,2,3) - I'd increase the distances that you want to make a dash and reduce those that you want the player to walk. They are all the same and are a bit tight to catch. (It's time to overrule the guideline in this case. I'd like to keep those distances as they are, not only because they're a little challenge for this difficulty, but also because all beats have the same intensity. I wouldn't know what to dash and what not to dash)
  2. 00:54:761 (1,2,3,4,5,6) - It's really hard to tell what's walkable here and what requires a dash, even more considering the 1/2 gap in the middle. I'd do something like this, mimicking what you'd get if you used repeat sliders: (Did something different: increased the distance of the middle 1/2 dash and decreased a bit the 3/4s instead since that 1/2 jump carries a more important beat than the other ones, covered already by some antiflow)
I hope most of the distances are more clear to read. Some of them have been reduced in the past because they seemed to be too much and now increased again because they don't meet nowadays' standards *sigh*
posted
Recheck!

[Salad]
  1. 00:07:361 (3) - I'd move this one a bit more to the left, to make the walk a little easier, but also to make it more consistent with 00:02:561 (3) -.
  2. 00:28:511 (2,3) - I'd reduce this distance a bit to add some leniency.
  3. 00:45:161 (1,2) - I'd reduce this distance a bit more. The movement back is already tight to walk, especially if players overshoot the dash.
  4. 00:58:361 (1,2) - 00:59:711 (1,2) - All these types of distances are really tight to walk (some of them are really close to the edge of the plate). I think a distance of around x1.3 between each of these would make them a bit more comfortable to play. As an example, you can move 00:58:361 (1) - to x:128, 01:00:161 (2) - to x:352, 01:00:761 (1,2,3,4,1,2,3,1) - to x:240, and so on. Same thing applies for the second Kiai.
  5. 01:07:961 (1,2) - This one is also really tight to walk, so I'd try reducing the distance between them.


[Platter]
  1. 00:02:561 (2,3) - Quite tricky and tight to catch, considering the previous HDash to standstill and the following HDash. I think moving 00:00:761 (1,2,3,4,1,2) - to x:128 to make the dash a bit more lenient (about x1.7 distance snap). This also applies for the other similar patterns.
  2. 00:34:811 (2,3) - This distance is a bit ambiguous. If you intend it to be a walk, reduce it a bit. If you intend it to be a dash, increase it.
  3. 00:45:761 (2,3,1,2,3,4) - I have to say that the distances are still too ambiguous. You can take advantage of 00:46:361 (1,3) - being slightly weaker to create those walkable patterns. I tried moving some stuff around to both increase the dashes to the stronger sounds and making the two notes I mentioned walkable. In case you want to try it: moved 00:45:011 (6) - to x:352, moved 00:45:161 (1,2) - to x:88, 00:46:061 (3) - to x:104, 00:46:361 (1) - to x:268, 00:46:511 (2) - to x:116 and made it more vertical (around 60°)
  4. 00:49:361 (2,3,4) - 00:51:761 (3,4,5) - I'd mode the middle note in each "triplet" a bit closer to the other 2, in order to make the walk a bit more comfortable after the dashes. A ~x1.35 distance already felt more comfortable.
  5. 00:53:561 (1,2,3) - Personally I think the dash makes more sense between (2,3), so it's consistent with previous patterns (e.g. 00:51:461 (2,3,4,5) -). To do this, I'd move (2) to x:216.
  6. 00:54:761 (1,2,3,4,5,6) - The change here already makes it better, but I would push it a bit more by putting 00:54:986 (2,5) - closer to the surrounding objects, so they play a bit more like a repeat slider would, and also create even more contrast with the dash in the middle. x:52 and x:460 felt nice.
  7. 01:44:411 (4) - I'd move this a bit to the right to make the distances a bit more comfortable to walk. x:72 felt nice enough already.
  8. 01:51:386 (1,2) - 01:52:586 (1,2,3) - I found this weird to play previously, but couldn't realize that I found weird. But comparing them to 01:49:961 (1,2) - makes it obvious that the emphasis is shifted. For example, 01:51:386 (1,2) - should be 3/4 earlier (so the first one starts on the white tick). It's your own decision to remove 01:51:086 (4) - in favor of keeping them in their current positions in the grid, turning what would become a 1/4 HDash into a 1/2 dash, or additionally start moving stuff around the grid. 01:52:361 (1,2,3) - should also be shifted 3/4 earlier.


Call me back~
posted

ZiRoX wrote:

Recheck!

[Salad]
  1. 00:45:161 (1,2) - I'd reduce this distance a bit more. The movement back is already tight to walk, especially if players overshoot the dash. (The distance used is below the default one. I doubt players would overshoot the previous jump, though if they do they can dash a bit to catch this one)


Call me back~
Others should be fixed. Let's do it again!
posted
Let's go!

Bubbled
posted
Qualifying this in 14 hours, if you have issues, speak now or forever hold your peace
posted
Please end my suffering ):
posted
FOR THE ALLIANCE DON’T @ ME HORDE SCUM
posted
@ascendance#7599
posted
@ascendance#7599 this is a WoW-free thread :angery:

(thanks for the recheck!)
posted
Phantom - 00:42:386 (6) - please make this slider just vertical, it feels really awkward to hit especially for SS. I don't see a reason for such a small movement correction on this note
posted
nice beatmap
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