Updated timing and kiai times on all diffs including GDs as listed in Lanturn's mod, updated Warpyc's diff as per his reply to Raphalge's mod.
Lanturn wrote:Heya from my queue. I'll be honest. I would never picture this as a battle theme imo. It's a bit too happy for my JRPG battle music tastes lol. Yeah I found it really interesting too but it does fit the tone of the fight, can't say fairer than that
01:51:607 - Kiai would be better cut off here. After this point, the song just doesn't have as much epic feel, and is mostly just carrying off of the earlier parts. Yeah I suppose so
00:03:438 - Your timing should start here. Add a uninherited (red) timing point to this spot. Note that you'll probably have unsnapped notes when you do this. For more information, I suggest reading this wiki: https://en.wikipedia.org/wiki/Anacrusis Oh I should have realized that was an anacrusis. Thanks
- 00:11:466 (2,3,4,1) - (2,3) is a perfect place for symmetry with (1). Please do so here. Start by placing (2) at x488, y192, and then put (3) as a vertical flip of (1). Make sure to adjust (4,1) as needed. I don't understand why I didn't do this. Maybe something to do with sliders pointing at notes
- 00:30:058 (5) - For better effect, why not remove this circle? It gets boring clicking the same old 1/1 gaps over, and over, so a few 2/1 gaps here and there adds some nice variety. Also this note here isn't very powerful at all and it gives more impact when you click the one after. Good idea
- 00:49:072 (3,4,5) - For more impact, why not swap these so the crazy trumpets or whatever they are get the circles to click instead of a slider. Yes.
- The whole kiai section. I'll be brutally honest here. It's rhythm is boring. There isn't a single 2/1, 3/2, or above, and there isn't any 2/1 gaps either. The whole thing is just 1/1s, over and over. Here is a few examples you can bring some variety into it.
- 01:25:198 - 01:27:945 (1) - 01:38:086 (1) - and such. At the beginning of most measures, you could easily adapt any of these into a 3/2 slider and it will flow perfectly into the strong vocal and instrumental point at places such as 01:25:198 - This applies to most of the kiai. If you do this every 2nd or 4th one maybe, it'll be enough variety to make the kiai more interesting to play. Interesting that you mention this, I DID have some here originally actually but I thought something like "longer sliders in a kiai is less intense and weird" and opted for the 1/1 spam that currently exists. If I'm brutally honest, I loathe Easy difficulties with a passion, never having played them when I started osu!since they didn't seem to follow the song in satisfactory ways, and I hate mapping Easies since more often than not they turn out to be spinhacker fodder :c Nevertheless since my Normal is a bit complex I'm obliged to make an Easy and might as well make it interesting to some degree.
- 01:37:663 - since you cut off the kiai here, I like to think of this as more of a rest or preparation point for the upcoming kiai. Consider deleting (4) and using a repeat on (3) . This will let the player rest a little before heading off to the last kiai. Sure why not
- 01:52:029 (2,3) - For these ones (01:55:410 (2,3) - etc), maybe convert one or two of them to a 2/1 slider starting at (2). The (3)'s head isn't a very powerful note, so it could easily be skipped over if wanted. Changed some of them
- 02:03:860 (5,6) - The (6) doesn't really hit anything. infact, one could argue it hits nothing at all making it borderline unrankable. How about using a 3/2 reverse here starting where the (5) is? You'll hit the key notes (the reverse part will be more important than 02:03:860 - as well btw) on the reverse and the end this way I hear a little stream here and there's definitely something on the end of 6, your suggestion leaves a 1/2 gap between 6 and 1 which is something I'd like to avoid at all costs. I do hear some drums in 6 so I'm not sure why you say it's not mapped to anything but maybe the start of 6 isn't emphasized very well..
Eh I actually like what you did with most of this diff. I liked how for the most part, you followed the song itself here instead of using a boring rhythm. Sadly for a few parts, you kinda overmap and it felt like a chore to play instead of having said fun when I knew there was going to be an exciting note to hit. When I mapped Hard the first thing I thought was "the Normal will need to not be a metronome clicker" so I did my best to follow the song as I heard it without 1/4 or any of that. Pleased to hear that it kind of worked
- 00:13:156 (3) - one of the interesting parts here is how you hold the sliders to the piano's held notes. When you get to this note however, the piano doesn't use a held note here (it drowns out a lot faster than the other ones). Because of this, I highly recommend just using a single circle here. Fair enough
- 00:23:508 (3) - So when I get to this part, the only thing I care about is the main melody which you've been following perfectly at this point. Then this circle shows up. I understand its to build up with the background instrumentals, but for anyone who is playing this, they'll probably have the same mindset as me and only care about following the main instruments. I recommend deleting this circle for this reason. Okay, if you say so
- 00:32:170 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - This chain of 1/2 is quite a bit for a normal. 00:30:480 (1,2,3,1,2,3,4) - Maybe swap these like you did with 00:44:001 (1,2,3,4,1,2,3) - This will give a gap at 00:33:649 - at least. Sure, makes sense
- 01:04:072 (3) - This is pretty much the same thing as 23 seconds here, and for the very same reasons. I basically want to play notes I want to hit, not forced to hit. Yes, changed
- 01:21:184 (1) - how to win at symmetry: Spam control H on it and line up all the nodes but the middle red one. After that, move the red one to the middle with grid snap, and find the spot between where it shrinks down 1/4 and it's original 2/1. Next hold shift, and make it even more precise by moving it ever so slightly up/down until you find that sweet point where it shrinks down 1/4. You should have a perfectly symmetrical slider now! for now, try placing the first node on x136, y356 and the second node at x196, y384. Move the last two as needed (control+h helps here) and then find the sweet spot for the middle node. It's located at x256, y334 if you can't find it. Make sure to copy paste this to 01:22:874 (3) - as well. I tried my level best to get this to work but the slider would not work with the mid point where you suggested would be perfect, it made the right side too long and left me frankly a bit bewildered. I tried to keep it as symmetrical as possible. Thanks for the tip though, I'll practice and see if I can't get it right
- Note that your whole kiai is at a difficult point known as advanced. It's too hard for Normal and the whole reason for this is simply because you only have 1/2 gaps here. This whole section needs some 1/1 breaks. 01:27:734 (3) - 01:31:114 (5) - 01:34:494 (5) - are some prime examples of candidates that could be removed and not have any impact on the rhythm in whole. Notice how you don't hitsound these either. It just means they aren't important at all. Removed some of these
- 01:52:241 (2) - 01:55:621 (2) - 01:59:001 (2) - and so on. Try throwing a drum normal hitsound here. It at least gives it some meaningful impact with the vocals and doesn't really stick out. Added some claps here
- 01:58:367 (1) - I think you're missing a drum finish here. Indeed I am
- 02:04:283 (4) - Should honestly start 1/2 later at 02:04:494 - for the instruments. Maybe make it a 1/2 reverse or a circle plus 1/2 slider? Sure why not
- 02:08:297 (3) - Break these up? (convert the head and tail to a circle) I'd rather click both of them instead of holding here since none of the instruments playing hold to this point. Was thinking about this when I made the pattern to be honest
This map feels a bit too dense imo. It could stand to lose some triplets here and there, and maybe not so many 3/4 sliders. I mention some of these below. This is exactly what I was worried about when I mapped this diff and I didn't see how I could remove some triples without creating inconsistencies but I think like you said I see some opportunity for removing 3/4 sliders to make it hopefully less dense
- 00:03:438 (1,1,2,3,4,5,6,7,1,2,3,4) - I think you should build up to this better from the start. You go from two calm notes into a crazy cluster of notes in no time at all. I really think you should map the start of this like you do Easy/Normal (maybe swap Easy/Normal with Hard/Savage for this reason?) so it feels a bit more natural when the dense part jumps in. Sure why not
- 00:47:593 (2) - unrankable. it goes off the screen. It has to be lowered. Ugh.
- 01:21:184 (1,2,3,4,5,6,7,8) - This rhythm doesn't make any sense. The triples occur at 01:21:501 - and not 01:21:290 - and such. Did something else here
- 01:24:565 (1,2) - So the (2) doesn't really hit anything strong at this point, if anything at all tbh. 01:24:987 - is a lot stronger, and should be prioritized here. Check the GDs, they do this correctly.
- 01:36:396 (1) - what is this 3/4 following? The stronger note appears back at 01:36:607 - in every way possible. Same thing with 01:49:917 (1) -
- 01:38:403 (2) - Same as 1:24:565 - with this 1/4 note.
- 02:04:283 (5) - There isn't much point to this note. The 1/1 spacing makes it play a lot better.
Changed everything above as well as a bunch of other things in the Hard to have some more gaps between notes which should hopefully tone down the density a bit
I spent a bit too much time on these diffs so I'll cut it here. Hope this helps the lower half of your diffs at least. Thanks very much for the mod it was incredibly helpful! The Hard is perhaps still a bit too dense for most people's liking but I think it should follow a similar rhythm to the Insanes while still being playable for the intended audience. Maybe it's still a bit much but all the horrible 1/2 into 1/4 sliders are gone so that should help finger control. Hopefully the lower diffs are a bit cleaner now, thanks once again for the in depth explanations and little tips