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Masayoshi Soken - Metal - Brute Justice Mode [T...

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Ascendance
Rank Brute Justice
newton-
from q

[warpy's insane]
  1. 00:28:579 (1,2,3) - uncomfy flow on these to make them stand out even more, right now theyre just there and thats it i feel. needs more emphasis since those are p powerful trumpet noises. also red anchors like on 01:09:142 (1,2) -
  2. i feel like the more robotic parts couldve been differentiated from the more jazzy parts by making more use of red anchor sliders
  3. 01:49:705 (1) - why isnt this fully vertical :angery:
  4. 01:55:409 (1,3) - 1 could blanket 3 or vice versa idk
  5. 02:09:987 - lower sv here might work? more smooth feel imo
[savage]
  1. 00:19:494 (5,6) - these strike me as more buzzy than round. i feel that red anchors would represent these better
  2. 00:28:579 (1,2,3) - nc spam across all 3 notes would do better to signify sv i feel - players will read the nc on 1 as just the start of a new measure so i think more are needed
  3. 00:30:480 - starting here you get this sorta robotic voice in the bg that isnt really found in the previous parts - i feel more robotic instead of organic slider shapes would make the difference in sections more noticeable
  4. 00:50:339 (4,5,6) - ctrlg to keep that movement symmetry thing from 00:49:072 (9,10) - ?
  5. 01:17:804 (1,2,3,4,5,6,7,8) - i feel this would fit better as sliders for consistency with the past 2 sets of combos
  6. 01:24:565 (1,2,3,4,5,6) - why not spaced :c. it's the kiai and the trumpet people associate in the map with spaced triples is there too, so i feel this should be spaced
  7. 01:58:367 (1,1) - force movement from 1st to 2nd like the others, dont see any reason for stack
  8. 02:09:987 (6) - nice
good luck!
Cheri
doubt i'll be helpful... you don't have to kd for this since it is very short

From queue


  • Savange
  1. 00:00:902 - (very minor) I think it may be better to start the spinner here
  2. 00:06:818 (1) - may be a bit more comfortable if you move it more to the right like maybe X:283 Y: 50
  • Warpy's Insane
  1. 00:07:663 (4) - this note is pretty strong imo - maybe give a bit more spacing than it does now
  2. 00:36:396 (1,2,3) - (Minor) I feel this will flow better if you rotate this about 5 degrees
this is probably my worst mod man :(

GL and have a star - map is really cool
Warpyc

newton- wrote:

from q

[warpy's insane]
  1. 00:28:579 (1,2,3) - uncomfy flow on these to make them stand out even more, right now theyre just there and thats it i feel. needs more emphasis since those are p powerful trumpet noises. also red anchors like on 01:09:142 (1,2) - Flow is fine especially since there are large breaks between the notes also I think the rhythm break does a good enough job of giving emphasis
  2. i feel like the more robotic parts couldve been differentiated from the more jazzy parts by making more use of red anchor sliders this could have been a good idea if I designed the map with that in mind but I didn't and tbh it's just too much effort to change it now. Also not a big fan of sliders with red anchors. However, I did remove a few imo inconsistent red anchor sliders
  3. 01:49:705 (1) - why isnt this fully vertical :angery: Fixed
  4. 01:55:409 (1,3) - 1 could blanket 3 or vice versa idk Good idea
  5. 02:09:987 - lower sv here might work? more smooth feel imo I think the 4x spacing jump to a 1x sv slider contrasts it enough already.
    More would just be asking for sliderbreaks


    Thx

Hailie wrote:

  • Warpy's Insane
  1. 00:07:663 (4) - this note is pretty strong imo - maybe give a bit more spacing than it does now This is a pretty good suggestion but I wont give up muh symmetry
  2. 00:36:396 (1,2,3) - (Minor) I feel this will flow better if you rotate this about 5 degrees Sure

    Thanks
https://puu.sh/y5ndP/eff31e05b0.osu
Topic Starter
Arf

newton- wrote:

from q Good day

[savage]
  1. 00:19:494 (5,6) - these strike me as more buzzy than round. i feel that red anchors would represent these better will consider, someone else mentioned consistency between red anchors and curves, so i might rework that whole idea
  2. 00:28:579 (1,2,3) - nc spam across all 3 notes would do better to signify sv i feel - players will read the nc on 1 as just the start of a new measure so i think more are needed I'll consider this too if it gets mentioned again, but due to the long gap between the sliders on the timeline, I think this should be fine
  3. 00:30:480 - starting here you get this sorta robotic voice in the bg that isnt really found in the previous parts - i feel more robotic instead of organic slider shapes would make the difference in sections more noticeable there is currently pretty much no distinction between the two kinds of sliders, each is just used for variety kinda whenever, I'll see about remedying that
  4. 00:50:339 (4,5,6) - ctrlg to keep that movement symmetry thing from 00:49:072 (9,10) - ? I think it flows very awkwardly if I do that,
    this way I keep the symmetric look while keeping it comfortable to play
  5. 01:17:804 (1,2,3,4,5,6,7,8) - i feel this would fit better as sliders for consistency with the past 2 sets of combos As the build up comes to a head, I wanted to keep maximum tension for movement into the kiai
  6. 01:24:565 (1,2,3,4,5,6) - why not spaced :c. it's the kiai and the trumpet people associate in the map with spaced triples is there too, so i feel this should be spaced You are bloody right how has no one else mentioned this yet, even I didn't notice
  7. 01:58:367 (1,1) - force movement from 1st to 2nd like the others, dont see any reason for stack Isn't enough space to make it look good..... but it's an inconsistency......aaaagh i'll have to think about how i'm going to deal with this one
  8. 02:09:987 (6) - nice heh appreciate it
good luck! Thanks, thought-provoking mod! Gives me a lot to digest

Hailie wrote:

doubt i'll be helpful... you don't have to kd for this since it is very short Hello hello, we'll see :D Anything helpful is a leaf in the hat

From queue


  • Savange
  1. 00:00:902 - (very minor) I think it may be better to start the spinner here I'll think about it, it kinda doesn't matter, but also kinda does,
    so i'm not sure
  2. 00:06:818 (1) - may be a bit more comfortable if you move it more to the right like maybe X:283 Y: 50 you are correct

this is probably my worst mod man :( in the words of Hannah Montana, "Everybody has those days" Don't sweat it :D

GL and have a star - map is really cool Appreciate the kind words
Doj
what up boi

[Savage]
00:31:748 (1) - I noticed someone else mentioned the robot voice. I think you should at least change this slider to something robot-esque. You have changed the sv because of the robot voice :/
00:45:269 (1) - ^
00:33:015 (5,6) - why dont you make this play like these 00:33:860 (1,2) - 00:34:705 (4,5) - ?
00:36:396 (1,2,3,4,5,6) - these triples are clearly different in pitch. I think you should change them so they don't look the same. This applies 00:49:917 (1,2,3,4,5,6) - here too
01:21:184 (1,2) - starting 01:21:395 - there's a change in intensity in that snare, I think you should map it with something instead of having the player sit there on a reverse slider
01:21:924 (4) - You should delete the note here, because i don't think there's a sound, and put a note 01:22:135 - here to make a quintuplet.
01:23:403 (4,5,6) - no sound on any of this
01:27:205 (2) - no sound here
01:30:586 (2) - ^
01:33:965 (2) - ^
01:41:149 (10) - ^
01:44:529 (13) - ^

i guess that's it
all your other diffs look pretty solid, gl
Topic Starter
Arf

Doj wrote:

what up boi yo yo

[Savage]
00:31:748 (1) - I noticed someone else mentioned the robot voice. I think you should at least change this slider to something robot-esque. You have changed the sv because of the robot voice :/ The SV was actually made slower because the BGM quiets down in this section a lot more. The changing sliders for the robot voice thing would have been a good idea when this section was being mapped, but since all of it is currently based on blankets and symmetric circular patterns, turning them all into pointy sliders now would be quite disruptive and probably require a full overhaul. Will consider.
00:45:269 (1) - ^
00:33:015 (5,6) - why dont you make this play like these 00:33:860 (1,2) - 00:34:705 (4,5) - ? I didn't want to use the same pattern for the part with vocals and the part without when they're right after each other
00:36:396 (1,2,3,4,5,6) - these triples are clearly different in pitch. I think you should change them so they don't look the same. This applies 00:49:917 (1,2,3,4,5,6) - here too I hear what you mean. Hmm I hadn't noticed that at all actually. Because of how the triples are mapped in the kiai, I'm somewhat hesitant to change this, for the sake of spacing consistency, but if it's only in this section and with those two instances, I'll consider doing something a little different here
01:21:184 (1,2) - starting 01:21:395 - there's a change in intensity in that snare, I think you should map it with something instead of having the player sit there on a reverse slider You are quite correct, shortened the slider and mapped a triple here instead so hopefully it works better
01:21:924 (4) - You should delete the note here, because i don't think there's a sound, and put a note 01:22:135 - here to make a quintuplet. Correct again, did that, adjusted the spacings a but to make it more presentable
01:23:403 (4,5,6) - no sound on any of this I hear it, it's in the build up :c
01:27:205 (2) - no sound here
01:30:586 (2) - ^
01:33:965 (2) - ^
01:41:149 (10) - ^
01:44:529 (13) - ^ About the quintuplets in the first kiai, I represented what I heard. I know it kind of sort of sounds like two triples with a 1/2 gap in between instead of a 5 note stream but I feel this pattern has a good flow with regards to representing the rhythm as well. There are some quiet drum ticks in between all the near constant triple spam that I think can be joined together without being an inaccurate representation of what's actually in the music. However, I see your point and if it's noted to be a problem by other people then I'll change it and get an appointment with an ear doctor

i guess that's it
all your other diffs look pretty solid, gl
Useful mod, it may look like I denied just about everything but you made some pretty hard-hitting points that I need to reflect on. Will probably end up changing that triple thing, if nothing else. Good catch. Appreciate the effort :D
Nakano Itsuki
I'm fucking dead and tired but I promised I'd mod it so here

[Arf]
00:06:396 (5,6,7) - as much as I dont despise 45 degree angled pattern placements, this one tilts me to hell. Make it horizontal instead?
00:29:424 (3) - Im not a big fan of this aesthetic, better suggestion would be to make the straight slider a wave slider as well, but flipped.
00:46:536 (5,6) - Why not repeat the sv change pattern u did for 00:44:846 (5,1) - ? Considering u did it for 00:51:607 (1,1) - 00:53:297 (1,1) - , it looks nicer to have a matching pattern
00:54:142 (1,2,3,4,5) - I feel like you could have mapped this stream better for a more fun zigzag movement, but this works fine anyway
00:57:945 (4,5,6,7) - This movement is really weird, yet I'm not entirely sure what I can suggest to replace it
00:59:635 (3) - may I suggest to move up to 256|78 instead? looks nicer and wont create such a sharp angled flow imo
01:03:226 (4,1) - imo this is a bit too far and unneeded since the song's intensity doesn't really change much.
01:09:987 (3,1) - yes same as what I said
01:31:959 (5,6,7) - ctrl h for aesthetics?
01:49:283 (1,2,3) - nazi, make these align with the y axis? (2nd circle is x=255, 3rd is x=254)

tbh your diff isn't "fundamentally flawed" or "obviously bad" if I were to define such a phrase, but there's just this little feeling that this map just lacks something that prevents it from being good
also the kiai is better mapped than the rest of the map

[Simon]
00:36:396 (1,2,3,4,5,6) - make these triples more curved in terms of movement? current one looks weird
01:09:142 (1,2,3) - imo for a pattern like this, you could consider basing your sliders around 120 degree rotations for a triangle like pattern (same goes for 00:28:579 (1,2,3,1) - actually, but that looks better than this one lol)
01:13:156 (4,7) - ...as much as I dont oppose stacks like these when needed I feel like you can move these two apart lol
01:27:945 (1,2,3,4,5,6,7) - ...this rotation angle kinda tilts me
02:08:297 (8,9) - imo you could have used a slider for this instead, since 02:08:508 (9) - has such a weak beat a circle is not the most appropriate object for it lol

funnily enough, contrary to arf's diff, the kiai is not mapped as well as the rest of the diff; in fact, I quite liked your structure in the first half of the map, really really big improvement since resonant heart imo
Not meme, you might as well go remap genesis since this is pretty much good enough skill lmao

Not modding the others since they look fine in my eyes

Ascendance wrote:

Rank Brute Justice
Warpyc

StarrStyx wrote:

I'm fucking dead and tired but I promised I'd mod it so here o/

[Simon]
00:36:396 (1,2,3,4,5,6) - make these triples more curved in terms of movement? current one looks weird Sure, added a bit more curve
01:09:142 (1,2,3) - imo for a pattern like this, you could consider basing your sliders around 120 degree rotations for a triangle like pattern (same goes for 00:28:579 (1,2,3,1) - actually, but that looks better than this one lol) I tried to make it work at least
01:13:156 (4,7) - ...as much as I dont oppose stacks like these when needed I feel like you can move these two apart lol Fixed this and some other ugly parts in the section
01:27:945 (1,2,3,4,5,6,7) - ...this rotation angle kinda tilts me reduced tilt
02:08:297 (8,9) - imo you could have used a slider for this instead, since 02:08:508 (9) - has such a weak beat a circle is not the most appropriate object for it lol Dunno why I didnt think of this ages ago lol

funnily enough, contrary to arf's diff, the kiai is not mapped as well as the rest of the diff; in fact, I quite liked your structure in the first half of the map, really really big improvement since resonant heart imo
Not meme, you might as well go remap genesis since this is pretty much good enough skill lmao rank genesis Thanks for the mod and encouragement

ç¥–å …æ­£æ…¶
DeletedUser_423548
m4m

Easy
  1. 00:25:409 - Why auto whistle?
    Additions drum finish is better?
  2. 01:34:705 (1) - offscreen
  3. 01:44:846 (1,2,3,4,1,2,3,4) - Why not make the rhythm same?
    I think the same rhythm is better
  4. 01:49:494 (2,1) - stack miss
Normal
  1. 00:23:719 (1,2,3) - Beginners will be very confused if a certain rhythm is broken
    00:16:959 (1,2,3,1,2,3) - It would be better to do this the same way
  2. 00:54:987 (3) - I think that it will fit very well with songs by making two 1/2 sliders
Hard
  1. Wow nothing
Warpy's Insane
  1. I think that it is consistent and very good map!
Savage
  1. 00:00:058 (1,2,3,4,5) - Players feel that it is very difficult if the beginning of the song does not shrink a little more distance
  2. 00:24:776 (1,2,3,4,5,6) - 00:26:043 (3,4,5,6,7,8) - Why is this distance shrinking, unlike other streams?
  3. 00:31:748 (1,1,1) - I think this is really meaningless
    Even listening to songs is not so emphasized that it will be a very uncomfortable NC
Good luck!
Topic Starter
Arf

StarrStyx wrote:

I'm fucking dead and tired but I promised I'd mod it so here !simon

[Arf]
00:06:396 (5,6,7) - as much as I dont despise 45 degree angled pattern placements, this one tilts me to hell. Make it horizontal instead? it messes with the circular flow that I want to use though
00:29:424 (3) - Im not a big fan of this aesthetic, better suggestion would be to make the straight slider a wave slider as well, but flipped. because they're different speeds, I didn't want to do that
00:46:536 (5,6) - Why not repeat the sv change pattern u did for 00:44:846 (5,1) - ? Considering u did it for 00:51:607 (1,1) - 00:53:297 (1,1) - , it looks nicer to have a matching pattern those are mapped to vocals, and the vocal here is sort of....cut off. It isn't as prominent as the others imo. I'll consider though
00:54:142 (1,2,3,4,5) - I feel like you could have mapped this stream better for a more fun zigzag movement, but this works fine anyway You're probably right
00:57:945 (4,5,6,7) - This movement is really weird, yet I'm not entirely sure what I can suggest to replace it did something different here, moving the first triple away
00:59:635 (3) - may I suggest to move up to 256|78 instead? looks nicer and wont create such a sharp angled flow imo Did this, I'm not sure about making the jumps different lengths, but you're correct on the flow I suppose
01:03:226 (4,1) - imo this is a bit too far and unneeded since the song's intensity doesn't really change much. did something different here
01:09:987 (3,1) - yes same as what I said as above
01:31:959 (5,6,7) - ctrl h for aesthetics? I see your point but it kind of messes up the flow I have going. I'll see if I can work this in
01:49:283 (1,2,3) - nazi, make these align with the y axis? (2nd circle is x=255, 3rd is x=254) how the bollocks did that happen?

tbh your diff isn't "fundamentally flawed" or "obviously bad" if I were to define such a phrase, but there's just this little feeling that this map just lacks something that prevents it from being good to be honest I kind of feel the same? It's missing something and I can't put my finger on it
also the kiai is better mapped than the rest of the map whoo

Yasaija 714 wrote:

m4m Yellow

Easy
  1. 00:25:409 - Why auto whistle? mistake, fixed
    Additions drum finish is better?
  2. 01:34:705 (1) - offscreen Fixed and adjusted
  3. 01:44:846 (1,2,3,4,1,2,3,4) - Why not make the rhythm same?
    I think the same rhythm is better Yeah, tried something different here but it's just weird
  4. 01:49:494 (2,1) - stack miss adjusted
Normal
  1. 00:23:719 (1,2,3) - Beginners will be very confused if a certain rhythm is broken
    00:16:959 (1,2,3,1,2,3) - It would be better to do this the same way that's what the Easy is for! :D In all seriousness, it adjusts to a slightly more complex rhythm because the BGM is more intense, so it gets a little denser while still following the guitar
  2. 00:54:987 (3) - I think that it will fit very well with songs by making two 1/2 sliders I'll consider, if I can find a way to do this without having to rearrange 35/40 different things I'll do it
Hard
  1. Wow nothing woo

Savage
  1. 00:00:058 (1,2,3,4,5) - Players feel that it is very difficult if the beginning of the song does not shrink a little more distance considering what happens in the rest of the map, I think having this at the beginning is good, if a player can't pass this pattern the whole map is already too tough for that player I think
  2. 00:24:776 (1,2,3,4,5,6) - 00:26:043 (3,4,5,6,7,8) - Why is this distance shrinking, unlike other streams? because the first sets of triples were mapped to the trumpet which is rising, and the other two are guitar and drum respectively, which are not as intense
  3. 00:31:748 (1,1,1) - I think this is really meaningless
    Even listening to songs is not so emphasized that it will be a very uncomfortable NC not putting a new combo on slider velocity changes is worse though I think
Good luck! Appreciate the mod, good luck to you as well!
DeRandom Otaku
[Easy]
  1. 00:00:903 (1) - pretty sure this has been pointed out before but yeah 00:02:592 - The recovery time here is just not enough, Generally for easy difficulties you are supposed to have 4 beats gap for recovery. Also the spinner is pretty small for beginner players. Why don't you just try a long slider with some fancy shape which you could continue till 00:03:015 - and it would still be able to follow the drums that are currently ignored
  2. 00:23:719 (1) - The tail should have Drum as sample set not addition or is it on intentional
  3. 00:40:621 (1) - Leaving this without any hitsound is kinda meh, Theres clearly a cymbal in the song so you can use finish or atleast a whistle. Same goes for other difficulties
  4. 01:08:508 (3) - Kinda bad for emphasis to have 01:08:508 - this beat clickable but 01:09:142 - this not. The latter one is obviously much more stronger
  5. 01:36:395 - Even tho the sound faints here it again starts to build up at 01:37:240 - so it would be more natural to have 01:37:663 - this beat mapped
  6. 02:02:170 (2,3) - Instead of doing this rhythm do 01:58:790 (2) - this instead. It fits so much better
[Normal]
  1. 00:03:015 - for normals you actually need 2 beats gap as recovery so yea
  2. 00:40:621 (1) - Same thing is said for a pattern in easy. Try having 00:41:043 - this clickable instead of 00:40:621 - because the latter beat is much more intense
[Hard]
  1. 01:07:346 - the sound here is so much more noticeable yet you didn't map it while you mapped 01:07:135 - 01:06:712 - Even tho the sounds on those beats don't even stand out compared to 01:07:557 -
[Warpy]
  1. 00:45:691 (1,2) - 00:46:536 (3,4) - 00:47:381 (5,6) - Not personally a fan of how almost half of the body of second slider in each pattern overlaps with the previous notes. The aesthetics here themself feel out of this map because you didn't have anything like these anywhere else in the map
  2. 02:08:508 - The kick you mapped here is exactly the same as 02:06:818 - here so you could map this as well. All you need to do is simply replace 02:06:607 (7) - by a 1/2 slider
    Overall the triangular patterns like 01:04:283 (1,2,3) - are cool but sometimes the aesthetics felt rather random and messy
[Savage]
  1. 00:53:719 (1,1) - You can actually space the circle more. The beat on 00:54:142 - is really strong while your spacing is just too small
    Not really a fan of this diff ;/
Good luck
Warpyc

DeRandom Otaku wrote:

[Warpy]
  1. 00:45:691 (1,2) - 00:46:536 (3,4) - 00:47:381 (5,6) - Not personally a fan of how almost half of the body of second slider in each pattern overlaps with the previous notes. The aesthetics here themself feel out of this map because you didn't have anything like these anywhere else in the map Alright enough people has complained about this by now. Added a curve to the 2nd sliders to make it less overlapped
  2. 02:08:508 - The kick you mapped here is exactly the same as 02:06:818 - here so you could map this as well. All you need to do is simply replace 02:06:607 (7) - by a 1/2 slider Fair point
    Overall the triangular patterns like 01:04:283 (1,2,3) - are cool but sometimes the aesthetics felt rather random and messy I can't say I agree but I did change this particular one since its the only one in the map with red anchors that I must have missed earlier
Thanks for the mod
Suguri's hyper is broken
Mentai
you really think a8s was the hardest? i still think a3s or t7s pre-nerf was the hardest (mostly because gear-gating tho). brute justice is indeed the most fun i think

also pls let me know if you're gonna map anymore ffxiv stuff because id love to gd
Topic Starter
Arf

DeRandom Otaku wrote:

[Easy]
  1. 00:00:903 (1) - pretty sure this has been pointed out before but yeah 00:02:592 - The recovery time here is just not enough, Generally for easy difficulties you are supposed to have 4 beats gap for recovery. Also the spinner is pretty small for beginner players. Why don't you just try a long slider with some fancy shape which you could continue till 00:03:015 - and it would still be able to follow the drums that are currently ignored All right
  2. 00:23:719 (1) - The tail should have Drum as sample set not addition or is it on intentional Yes
  3. 00:40:621 (1) - Leaving this without any hitsound is kinda meh, Theres clearly a cymbal in the song so you can use finish or atleast a whistle. Same goes for other difficulties Okay
  4. 01:08:508 (3) - Kinda bad for emphasis to have 01:08:508 - this beat clickable but 01:09:142 - this not. The latter one is obviously much more stronger 1/2 is a bad idea imo
  5. 01:36:395 - Even tho the sound faints here it again starts to build up at 01:37:240 - so it would be more natural to have 01:37:663 - this beat mapped Yes, i agree
  6. 02:02:170 (2,3) - Instead of doing this rhythm do 01:58:790 (2) - this instead. It fits so much better Okay
[Normal]
  1. 00:03:015 - for normals you actually need 2 beats gap as recovery so yea Tried making the spinner a bit shorter
  2. 00:40:621 (1) - Same thing is said for a pattern in easy. Try having 00:41:043 - this clickable instead of 00:40:621 - because the latter beat is much more intense I do see your point but because of how the rhythm in this section has worked so far, with the vocal in focus, I can't find a pattern that is difficulty appropriate and leaves the last note clickable without sacrificing that long slider that the rhythm is based on.
[Hard]
  1. 01:07:346 - the sound here is so much more noticeable yet you didn't map it while you mapped 01:07:135 - 01:06:712 - Even tho the sounds on those beats don't even stand out compared to 01:07:557 - I didn't map the background trumpet stream in any of the difficulties since it broke rhythm consistency
[Savage]
  1. 00:53:719 (1,1) - You can actually space the circle more. The beat on 00:54:142 - is really strong while your spacing is just too small Kinda moved it a little, not too much really
    Not really a fan of this diff ;/ You're not the only one, evidently :c
Good luck Thanks for the mod

Mentai wrote:

you really think a8s was the hardest? i still think a3s or t7s pre-nerf was the hardest (mostly because gear-gating tho). brute justice is indeed the most fun i think

also pls let me know if you're gonna map anymore ffxiv stuff because id love to gd
I dunno about hardest, especially since I wasn't around during coil release or gordias savage, but I always thought it was one of the harder FFXIV raids, hence the description haha.

Also, I'm always mapping at least one FFXIV song, if not multiple ones at the same time! Got Zurvan theme in pending at the moment too. If you ever want to GD for anything you're more than welcome :D
Thanks for the star!
squirrelpascals
Hi, sorry this is later than i thought it would be

savage
• 00:05:868 (3,4,5,6,7,1,2,3,4,6,7,1,2,3,4,5,6,7) - not a fan of how you keep using this same space in the playfeild, it makes the map feel constricted

• 00:13:579 (1,2,3) - this rhythm feels strange to the music because 1,2 is mapped to trumpet while 3 is mapped to the more subtle bass note, inconsistency in the instruments you map to makes rhythm choices feel less applicable to the song. similar concept in 00:14:212 (5,6,7) -

• 00:17:276 (2) - feels overmapped, also for 00:20:656 (2) - which isnt as bad but the sound here is quiet. same thing at 01:06:607 (3,4,5,6,7,8) -

• 00:26:466 (6,7,8) - would be better if you mapped this to 00:26:783 - instead imo, sound is more noticable there

• 00:28:579 (1,2,3) - pretty unexpected sv change, can you make something stand out about this so that this is easier to read

• 00:30:163 (2,3,4) - sounds more like one continuous sound rather than a stream. the way you mapped it at 01:10:674 (2) - is better

• 01:10:674 (2) - should make this clickable on the white tick instead, more noticable beat there to click to

• 01:23:191 (2,3,4,5,6) - also feels kind of overmapped, stream sounds like it truly starts at 01:23:719 (7,8,9,10) -

• 01:24:881 (2) - 01:27:205 (2) - 01:30:586 (2) - A lot of the sounds you choose to map streams/triples to are super subtle/nonexistent and wont be noticable in the music to a player without really sharp headphones or with hitsounds enabled. Also regarding the kiai in general, these spaced movements like as 01:33:227 (5,6,7) - feel too intense over the quiet sounds you are mapping to (even though its a theme you use in the map). Reduced movement here (01:35:762 (1,2,3) - ) feels less overdone on quiet beats

• 01:56:677 (1,2) - sounds like circle 2 shouldnt be there, i only hear 01:56:677 - in the music

warpy
• 00:23:085 - sounds like the stream should start here instead

• 00:34:283 (3,4,5) - would feel nicer to play if you put more of an angle here

• 00:44:001 (1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Your combo lengths are kinda random here. Make them more consistent in someway, consider downbeats such as 00:47:381 (5) -

• 01:03:438 (3,4,5) - same as 00:23:085 -

• 01:11:043 (1,2,3) - a triple feels overmapped here, don't hear anything on 01:11:149 -

• 01:18:227 (4,5,6,7) - i see the structure your using here, but the slider direction really throws off the symmetry aesthetic

• 01:55:409 (1) - the wave look suneven here xp

• 01:56:783 - also sounds overmapped,

• 01:58:367 (11) - nc here instead, downbeat xd

i feel like the larger jumps like 02:09:776 (6,7) - and 01:54:565 (7,8,9) - cause a large diff spike in general, even if they dont affect the sr much

hard
• 00:48:438 (5) - feels pointed in a random direction, adding some sort of structure with 00:47:593 (2) - or pointed more toward 00:48:860 (6) - would make this look nice

• 00:55:621 (8,1) - the largest jump in the map by a lot, you normally like half this distance. pls nerf xpp

• 01:03:860 (5,6) - i think a triple would work well here, because the note at 01:04:071 - doesnt stand out much from the notes at 01:03:966 - 01:04:177 -

• 01:36:818 (2,4) - space these, looks like an unintentional overlap

• 01:39:142 (4,5,6) - triple sounds overmapped

• 01:53:931 (3,4,5,6,7) - surprised you didn't use bigger spacing here to exaggerate this buildup

normal
• 01:39:142 (3,4) - slider would feel better for this because it would feel consistently mapped to vocals with 01:38:719 (2) -

• 02:02:381 (2,3) - a ctrl+g for rhythm to go with the vocals would feel better here, because this part before also goes to vocals 01:59:001 (2,3,1,2,3,4) - key concept for normal players so that the rhythm is more straightforward and less complex

ez
• 00:00:902 (2) - can you add more points to this slider to make it more evenly curved, the sharpness is more noticable cuz the slider is huge

• 01:24:565 (1) - move a tiny bit to right to fix blanket

• 01:31:325 (1,4) - the way these overlap doesn't feel structured because of how differently these sliders are angled, even if the first slider is already fading out

I like how different the top diff is from traditional maps you usually see nowadays. I feel like the rhythm is a but overdone though, so I'm going to have to pass on a bubble for now. Good luck though! :)
Warpyc

squirrelpascals wrote:

warpy
• 00:23:085 - sounds like the stream should start here instead It's fine like this

• 00:34:283 (3,4,5) - would feel nicer to play if you put more of an angle here Changed it so there's a sharper angle

• 00:44:001 (1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Your combo lengths are kinda random here. Make them more consistent in someway, consider downbeats such as 00:47:381 (5) - While it wasn't random but rather based on the patterns I guess I'll change it to keep it consistent with the rest of the map even though I wouldn't consider it a big deal

• 01:03:438 (3,4,5) - same as 00:23:085 - Sounds good to me

• 01:11:043 (1,2,3) - a triple feels overmapped here, don't hear anything on 01:11:149 - If you listen closely enough there's a trumpet sound there, while it may be low I think it works

• 01:18:227 (4,5,6,7) - i see the structure your using here, but the slider direction really throws off the symmetry aesthetic While I agree that it doesn't look as good as it could I'd rather not make any radical changes at this point, if it becomes an issue I'll have a go at changing it

• 01:55:409 (1) - the wave look suneven here xp Yeah it was also real ugly

• 01:56:783 - also sounds overmapped, I see what you mean here but I think it works well with the song, I'll change it if needed though

• 01:58:367 (11) - nc here instead, downbeat xd Feels stupid to NC before the 'pause' but to be honest I'm not that experienced with NCing so I might change it after I ask some people

i feel like the larger jumps like 02:09:776 (6,7) - and 01:54:565 (7,8,9) - cause a large diff spike in general, even if they dont affect the sr much
It's the climax of the song and tbh with the low bpm they aren't even very hard. I'd say for a player that's skilled enough to fc the rest of the diff (constant triples etc) should be able to hit the jumps without a problem

Thanks for the mod
:thinking:
Topic Starter
Arf

squirrelpascals wrote:

Hi, sorry this is later than i thought it would be Hello

savage
• 00:05:868 (3,4,5,6,7,1,2,3,4,6,7,1,2,3,4,5,6,7) - not a fan of how you keep using this same space in the playfeild, it makes the map feel constricted That's only about 4 seconds of mapping though :c it isn't that clustered I don't think

• 00:13:579 (1,2,3) - this rhythm feels strange to the music because 1,2 is mapped to trumpet while 3 is mapped to the more subtle bass note, inconsistency in the instruments you map to makes rhythm choices feel less applicable to the song. similar concept in 00:14:212 (5,6,7) - No...? The trumpet is a triple in the song I'm pretty sure

• 00:17:276 (2) - feels overmapped, also for 00:20:656 (2) - which isnt as bad but the sound here is quiet. same thing at 01:06:607 (3,4,5,6,7,8) - The last example I can see the point a little as the guitar is quiet but in the other two there's a pretty obvious triple sound in the guitar isn't there?

• 00:26:466 (6,7,8) - would be better if you mapped this to 00:26:783 - instead imo, sound is more noticable there Don't really want to follow an extraneous background trumpet instead of the main established rhythm here but I'll consider it

• 00:28:579 (1,2,3) - pretty unexpected sv change, can you make something stand out about this so that this is easier to read the NC, different slider shape, and spacing should be enough for a 5*, even if it's somewhat difficult to sightread you wouldn't mess it up a second time.

• 00:30:163 (2,3,4) - sounds more like one continuous sound rather than a stream. the way you mapped it at 01:10:674 (2) - is better Yes all right, I agree

• 01:10:674 (2) - should make this clickable on the white tick instead, more noticable beat there to click to I don't really hear a sound there....

• 01:23:191 (2,3,4,5,6) - also feels kind of overmapped, stream sounds like it truly starts at 01:23:719 (7,8,9,10) - I can understand why it kinda sounds that way but there's drums in those first five notes. The last 4 were originally spaced out more (think Priti style) to differentiate the different sounds they follow, aka the trumpet, but that just created a massive massive spike that had no business being there

• 01:24:881 (2) - 01:27:205 (2) - 01:30:586 (2) - A lot of the sounds you choose to map streams/triples to are super subtle/nonexistent and wont be noticable in the music to a player without really sharp headphones or with hitsounds enabled. Also regarding the kiai in general, these spaced movements like as 01:33:227 (5,6,7) - feel too intense over the quiet sounds you are mapping to (even though its a theme you use in the map). Reduced movement here (01:35:762 (1,2,3) - ) feels less overdone on quiet beats I guess I'll take this point by point. The overmapping, as you call it, in those three examples the first one is I think out of place, there's clear trumpet noises there (admittedly they're somewhat quieter than the other instances of the same sound but they're still pretty obvious I think). As for the other two, the general idea of quints in the kiai follows sounds that are emphasized by the hitsounds,
as you noticed. If someone has hitsounds turned off and is using speakers to play the game or something I guess they might find it strange that they're not triples, but the drum pattern which the quints follow should not pose as difficult to understand for anyone capable of playing a 5* map. I don't think the drums are subtle enough to pose a problem, maybe it's because I have heard it a million times. As for spaced movements, it's the kiai, the song is in full crescendo mode, instruments are going bananas in the background, so the spaced movements should be perfectly fine, the build up to this point should be enough preparation for the madness of the song's final section. Also, each spaced pattern (from the examples given) is followed up by a stack or a pattern requiring less movement for a combination of emphasis and rest, at least up until the final kiai, where the song just explodes even more.


• 01:56:677 (1,2) - sounds like circle 2 shouldnt be there, i only hear 01:56:677 - in the music The drums here are doubles from what I hear


hard
• 00:48:438 (5) - feels pointed in a random direction, adding some sort of structure with 00:47:593 (2) - or pointed more toward 00:48:860 (6) - would make this look nice Adjusted slightly to point more at 6

• 00:55:621 (8,1) - the largest jump in the map by a lot, you normally like half this distance. pls nerf xpp Yeah I didn't like this jump either, adjusted.

• 01:03:860 (5,6) - i think a triple would work well here, because the note at 01:04:071 - doesnt stand out much from the notes at 01:03:966 - 01:04:177 - Agreed

• 01:36:818 (2,4) - space these, looks like an unintentional overlap Yes

• 01:39:142 (4,5,6) - triple sounds overmapped follows the drum like all the others, it's even hitsounded as such :c

• 01:53:931 (3,4,5,6,7) - surprised you didn't use bigger spacing here to exaggerate this buildup Tried something, will probably adjust later

normal
• 01:39:142 (3,4) - slider would feel better for this because it would feel consistently mapped to vocals with 01:38:719 (2) - Okay, done

• 02:02:381 (2,3) - a ctrl+g for rhythm to go with the vocals would feel better here, because this part before also goes to vocals 01:59:001 (2,3,1,2,3,4) - key concept for normal players so that the rhythm is more straightforward and less complex Sure, done

ez
• 00:00:902 (2) - can you add more points to this slider to make it more evenly curved, the sharpness is more noticable cuz the slider is huge I think it's fine? Not sure what you meant to be honest, I was going for a sickle slider

• 01:24:565 (1) - move a tiny bit to right to fix blanket Adjusted

• 01:31:325 (1,4) - the way these overlap doesn't feel structured because of how differently these sliders are angled, even if the first slider is already fading out might consider changing but I'm not too bothered about this I'll be honest

I like how different the top diff is from traditional maps you usually see nowadays. I feel like the rhythm is a but overdone though, so I'm going to have to pass on a bubble for now. Good luck though! :)
Thanks for the mod
map isn't really anything out of the ordinary though, at least I don't think so
-Mo-
I don't care what you say, I am abbreviating this map to BJ.

Easy
- Main thing I don't like is how some parts feel repetitive and mundane from the constant 1/1 rhythm.
- 00:00:902 (2) - The shape could do with smoothing out a bit I think, specifically the top part
- 00:04:705 (2) - I think removing this would be kinda cool, so there's a distinguishable difference between this combo and the next one where drums are more active.
- 00:40:621 (1,2,3,4,5) - This is one combo I would try to change to be different, since it's kind of like a 'finale' to the section. It feels too similar to the previous combos so far in my opinion. First suggestion would be changing 00:41:043 (2) to a reverse to match the trumpets playing the same notes. Could also change 00:42:311 (3) to circles to make the section slightly more click intensive.
- 01:19:494 (4,5,6) - Would've liked to see some sort of symmetry pattern continuing, since you did it for the previous two combos.
- 01:24:565 (1) - Using reverses here makes this section feel too similar to the section from 00:44:001. Suggestion would be to change one of the sections to use 2/1 sliders instead so there's more variety to distinguish the sections.
- These two kiai sections is basically repeating the same rhythm again and again until the end, which I guess is what the song does, but I still feel like some sort of variety could be added so it doesn't get too mundane.
- 01:55:410 (2,3) - Rhythm seems inconsistent with how you mapped these sounds elsewhere. Would make more sense if you at least repeated this later.
- 01:55:832 (3,4) - Would be nice to see these sliders be the same shape.
- 02:01:748 (1,2) - Flow is kinda inconsistent with how you mapped these rhythms previously, since you used smoother flow before whereas here it's sharp.

Normal
- This diff feels a lot better to play to me comparatively.
- 00:14:846 (3) - Regular curve will bit better here to transition into the blanket thing to me.
- 00:21:818 (4) - Personal choice would've been to place this at (221, 230). Overlap thing isn't really noticable to me, and current position has issues with visual flow between 00:21:818 (4,1) and that I don't think the wide circular flow really fits.
- 00:25:198 - I would aim to make this beat clickable, since it's clickable everywhere else and it's a distinct enough sound that it feels weird when you suddenly made it passive.
- 00:33:860 (1,3) - Coupling thing could be applied here too.
- 00:37:240 (1) - I guess here too if you wanted.
- 00:39:564 (2) - It didn't seem clear to me at first that you were following the vocals, since you had to simplify the rhythm so much it felt like you were following guitar. I'd say you should stick to guitar rhythms, since the vocals aren't too prominent and it feels weird to play this rhythm when it feels like you're not playing vocals.
- 00:40:621 (1,2,3,4,1,2,3) - I would've tried to make a pattern out of sharper angles rather than a smooth flow so it reflects the stronger impacts on each sound.
- 01:02:381 - rip hitsound
- 01:46:114 (3) - Random linear bend slider in the middle of a bunch of curved sliders seems weird.
- 01:59:846 (1,2,3) - Pattern symmetry could be improved, start by moving 2 up a bit.
- 02:04:071 (4) - Nazi blanket thing, just doesn't look right at the moment. Might be worth using two anchors for the curve.
- 02:08:931 (1,2,3,4,5) - Would be better if the finale wasn't confined to a corner I think. Easy fix is moving the entire combo so that 1 starts at (143, 42).

Hard
- 00:13:579 (1,2,3,4) - Simialr to Easy, would've liked the see the symmetry theme continue, more specifically havin the pattern be in the centre of the field rather than off to the side.
- 01:21:395 (2,4) - Using 5-note sliders here seems too unexpected for the player since you've used only 3-note sliders until now (expect that first slider but that doesn't count). I think it's better to keep these as 3-note sliders and base your rhythm around that. Applies to future ones too.
- 01:29:635 to 01:41:254 - lol https://puu.sh/yxThK.jpg
- 02:08:931 (1,2,3,4,5) - Finale thing like in Normal.

Warpy's Insane
Copying .osu files is hard huh.
- 00:06:712 (8) - Extending this to a stream does seem unnecessary, since it would make more sense to follow the trumpet beats with just a triple, and the sounds are getting quieter so there isn't any tension build up to justify a stream.
- 00:07:663 (4,5) - Larger spacing here isn't needed since there isn't a trumpet sound to support it.
- 00:09:142 (1) - Might as well Ctrl+G so it faces the previous/next object.
- 00:29:635 (1) - Flipping this so the bend goes in the other direction would be cooler to me I think.
- 00:35:339 (1,2) - Tail overlaps like this are kind of meh I think. I would try to avoid it.
- 00:44:001 to 00:53:930 - Repeating the same 3/4-1/2 slider rhythm gets old very quickly. This definitely needs changing to something more interesting.
- 01:23:719 (5,6,7,8) - Vertical flipping this would match the rest of the combo better, where you have to change direction after you reach the object.
- 02:00:058 (1,2,3,4,5,6,7,8,9) - Would've prefered to see the circular flow move in the opposite direction since it was like this before.

Kind
So the style is fine, but I do have suggestions on how to improve it. I think since those spaced stream things are pretty unforgiving to hit already, I would aim to make them as smooth for the player as possible while keeping them spaced. Stuff like keeping their shapes simple and their entry paths sharp to favour sharp movements.
- 00:14:001 (4,5,6,7) - Stuff like this is trickier to play since the player has to slow down their cursor speed but still move in roughly the same direction as they reach 5, which is harder to control (https://puu.sh/yxWl0.jpg).
- 00:49:494 (10,1,2,3) - This is more giving to play since the player is able to snap to 1 and move in roughly the opposite direction, which is easier to handle (https://puu.sh/yxWpM.jpg), though note that 00:50:128 (3,4,5,6) is awkward again.
- 00:54:142 (1,2,3,4,5) - I think these S-bend kind of things should be replaced with just a single curve or a straight line, so that the player only has to control one movement through the stream, which is easier.

- 00:31:747 (1) - Nice snapping.
- 00:42:945 (10,1,2,3,4) - So I have two suggestions you could do here. First one would be moving 00:43:156 (1,2,3,4) to (465, 305) so that it makes part of the linear patter at the end of the previous combo. Second suggestion would be moving 00:42:945 (10) upward so that there's an upward zig-zag motion between 00:42:734 (9,10,1) to emphasise the end of this section better.
- 01:21:184 (1) - Might be better to put this on the other side of the triple, since the slider ends on the opposite side of the head.
- 01:23:191 (2) - Could be removed to nerf the stream to be easier slightly.
- 01:23:297 (3,4,5,6,7,8,9,10) - Also as a nazi, this stream shape isn't really as circular as it could be.
- 01:24:565 (1,2,3) - Usually you have your spaced triple thing on starting on the downbeat rather than after a slider.
- 01:47:381 (5,6,7) - Would be smoother like this I think:
- 02:09:776 (5,6) - Could avoid the overlap.

Rhythm seems mostly fine to me, and outside of the spaced stream stuff I can only spot minor issues.

I still do think the mapset can be improved a fair bit before considering it for qualify, mostly for the upper diff to be less unforgiving, and the lower diffs to be less mundane and repetitive.

Oh and I still think the red line is shit.
Topic Starter
Arf

-Mo- wrote:

I don't care what you say, I am abbreviating this map to BJ. Can you not!

Easy
- Main thing I don't like is how some parts feel repetitive and mundane from the constant 1/1 rhythm. Easy diffs need to burn.
- 00:00:902 (2) - The shape could do with smoothing out a bit I think, specifically the top part Okay since everyone thinks my sickle is ugly
- 00:04:705 (2) - I think removing this would be kinda cool, so there's a distinguishable difference between this combo and the next one where drums are more active. I personally don't think anyone playing this as an Easy would be able to distinguish the cadence of the percussion here versus simply listening to the main melody of the trumpets.
- 00:40:621 (1,2,3,4,5) - This is one combo I would try to change to be different, since it's kind of like a 'finale' to the section. It feels too similar to the previous combos so far in my opinion. First suggestion would be changing 00:41:043 (2) to a reverse to match the trumpets playing the same notes. Could also change 00:42:311 (3) to circles to make the section slightly more click intensive. Yes I like this idea
- 01:19:494 (4,5,6) - Would've liked to see some sort of symmetry pattern continuing, since you did it for the previous two combos. I caaaan't ;_;
- 01:24:565 (1) - Using reverses here makes this section feel too similar to the section from 00:44:001. Suggestion would be to change one of the sections to use 2/1 sliders instead so there's more variety to distinguish the sections. But the previous section only had 2 reverse sliders :c
- These two kiai sections is basically repeating the same rhythm again and again until the end, which I guess is what the song does, but I still feel like some sort of variety could be added so it doesn't get too mundane. I have zero clue how to differentiate these while using only 1/1s. I tried, believe it or not, but to follow the song in the best way that I could while using only 1/1s, it ended up, well. This is why Easy diffs need to die
- 01:55:410 (2,3) - Rhythm seems inconsistent with how you mapped these sounds elsewhere. Would make more sense if you at least repeated this later. Good point, why did I do that here anyway
- 01:55:832 (3,4) - Would be nice to see these sliders be the same shape. Did something different here
- 02:01:748 (1,2) - Flow is kinda inconsistent with how you mapped these rhythms previously, since you used smoother flow before whereas here it's sharp.Changed to be more ugly

Normal
- This diff feels a lot better to play to me comparatively. Yes
- 00:14:846 (3) - Regular curve will bit better here to transition into the blanket thing to me. Yes it will
- 00:21:818 (4) - Personal choice would've been to place this at (221, 230). Overlap thing isn't really noticable to me, and current position has issues with visual flow between 00:21:818 (4,1) and that I don't think the wide circular flow really fits. Sure, all right
- 00:25:198 - I would aim to make this beat clickable, since it's clickable everywhere else and it's a distinct enough sound that it feels weird when you suddenly made it passive. Okay, done
- 00:33:860 (1,3) - Coupling thing could be applied here too. Did this
- 00:37:240 (1) - I guess here too if you wanted. Yeah all right did that too
- 00:39:564 (2) - It didn't seem clear to me at first that you were following the vocals, since you had to simplify the rhythm so much it felt like you were following guitar. I'd say you should stick to guitar rhythms, since the vocals aren't too prominent and it feels weird to play this rhythm when it feels like you're not playing vocals. It acts a bit like a finale before the trumpets so I tried to differentiate it, especially since there's stronger drums here
- 00:40:621 (1,2,3,4,1,2,3) - I would've tried to make a pattern out of sharper angles rather than a smooth flow so it reflects the stronger impacts on each sound. Aaaaah you have a point, but making the sharp flow noticeable without redoing the whole section is killer
- 01:02:381 - rip hitsound Stupid hitsounds
- 01:46:114 (3) - Random linear bend slider in the middle of a bunch of curved sliders seems weird. Why is this here?
- 01:59:846 (1,2,3) - Pattern symmetry could be improved, start by moving 2 up a bit. Okie dokes
- 02:04:071 (4) - Nazi blanket thing, just doesn't look right at the moment. Might be worth using two anchors for the curve. Tried my best
- 02:08:931 (1,2,3,4,5) - Would be better if the finale wasn't confined to a corner I think. Easy fix is moving the entire combo so that 1 starts at (143, 42). All righty then

Hard
- 00:13:579 (1,2,3,4) - Simialr to Easy, would've liked the see the symmetry theme continue, more specifically havin the pattern be in the centre of the field rather than off to the side. I get what you're saying, I do, but I can't make this work at the moment I'll try to find some way to shuffle things around but for now I'm leaving it be
- 01:21:395 (2,4) - Using 5-note sliders here seems too unexpected for the player since you've used only 3-note sliders until now (expect that first slider but that doesn't count). I think it's better to keep these as 3-note sliders and base your rhythm around that. Applies to future ones too. Okay,
did something different with all of these

- 01:29:635 to 01:41:254 - lol https://puu.sh/yxThK.jpg How does one notice these things >:(
- 02:08:931 (1,2,3,4,5) - Finale thing like in Normal. Adjusted

Kind
So the style is fine, but I do have suggestions on how to improve it. I think since those spaced stream things are pretty unforgiving to hit already, I would aim to make them as smooth for the player as possible while keeping them spaced. Stuff like keeping their shapes simple and their entry paths sharp to favour sharp movements.
- 00:14:001 (4,5,6,7) - Stuff like this is trickier to play since the player has to slow down their cursor speed but still move in roughly the same direction as they reach 5, which is harder to control (https://puu.sh/yxWl0.jpg).
- 00:49:494 (10,1,2,3) - This is more giving to play since the player is able to snap to 1 and move in roughly the opposite direction, which is easier to handle (https://puu.sh/yxWpM.jpg), though note that 00:50:128 (3,4,5,6) is awkward again.

Well, we've discussed this since you wrote this, and I changed that one vertical triple we talked about which was on the same line as the previous note, and based on what we discussed for each of the other triples, well, I'm not sure. I feel like the linear aspect of the pattern makes the momentum seem more unbalanced than it is, particularly if the player isn't used to playing linear patterns, since maps don't really utilize that anymore. At a 5* level though, I think making everything comfortable isn't really what you want, if you're trying to make something interesting. My belief is that the motion between the triples helps to emphasize the trumpets even more, while making it so the player has to actually be precise to hit the notes, which shouldn't be too bad considering the spaced streams later on.
- 00:54:142 (1,2,3,4,5) - I think these S-bend kind of things should be replaced with just a single curve or a straight line, so that the player only has to control one movement through the stream, which is easier. I think it fits the noises of the trumpets better to have it be a toilet

- 00:31:747 (1) - Nice snapping. Fixed
- 00:42:945 (10,1,2,3,4) - So I have two suggestions you could do here. First one would be moving 00:43:156 (1,2,3,4) to (465, 305) so that it makes part of the linear patter at the end of the previous combo. Second suggestion would be moving 00:42:945 (10) upward so that there's an upward zig-zag motion between 00:42:734 (9,10,1) to emphasise the end of this section better. Moved 10 up
- 01:21:184 (1) - Might be better to put this on the other side of the triple, since the slider ends on the opposite side of the head. Ehhh I think this should be fine since it's just a bzzt slider
- 01:23:191 (2) - Could be removed to nerf the stream to be easier slightly. but the drums >.<
- 01:23:297 (3,4,5,6,7,8,9,10) - Also as a nazi, this stream shape isn't really as circular as it could be. Indeed it is not
- 01:24:565 (1,2,3) - Usually you have your spaced triple thing on starting on the downbeat rather than after a slider. You are correct
- 01:47:381 (5,6,7) - Would be smoother like this I think: Indeed it would
- 02:09:776 (5,6) - Could avoid the overlap. Okay

Rhythm seems mostly fine to me, and outside of the spaced stream stuff I can only spot minor issues.

I still do think the mapset can be improved a fair bit before considering it for qualify, mostly for the upper diff to be less unforgiving, and the lower diffs to be less mundane and repetitive. Easy diffs still need to burn >:( . There's only so much you can do with 1/1.... As for the other diffs, well we've done what we can based on how we want the map to look and play. If it's not good enough then well.....I don't want to remap this anymore, and if it's not enough I suppose it's not enough. I'd like to think it's as ready as it'll ever be in its current state. Could it be better if remapped, maybe. But I can't see myself making something more interesting than this even with whatever skills I may or may not have picked up since last year. Hopefully I made sense on some level instead of looking like a stubborn idiot, but that's for you to decide.

Oh and I still think the red line is shit. I can change this if you really really want.......
Warpyc

-Mo- wrote:

Warpy's Insane
Copying .osu files is hard huh.
- 00:06:712 (8) - Extending this to a stream does seem unnecessary, since it would make more sense to follow the trumpet beats with just a triple, and the sounds are getting quieter so there isn't any tension build up to justify a stream. k
- 00:07:663 (4,5) - Larger spacing here isn't needed since there isn't a trumpet sound to support it. yeh
- 00:09:142 (1) - Might as well Ctrl+G so it faces the previous/next object. sure
- 00:29:635 (1) - Flipping this so the bend goes in the other direction would be cooler to me I think. I prefer it like this
- 00:35:339 (1,2) - Tail overlaps like this are kind of meh I think. I would try to avoid it. Tried to fix it at least
- 00:44:001 to 00:53:930 - Repeating the same 3/4-1/2 slider rhythm gets old very quickly. This definitely needs changing to something more interesting. changed to make it a bit less stale
- 01:23:719 (5,6,7,8) - Vertical flipping this would match the rest of the combo better, where you have to change direction after you reach the object. sure

- 02:00:058 (1,2,3,4,5,6,7,8,9) - Would've prefered to see the circular flow move in the opposite direction since it was like this before. why not
Phoenix
Ascendance
brute justice
Topic Starter
Arf
Maybe things will be different this time, let's have a go.

The number of people who modded this map and became a BN (or even a QAT) after the fact is ridiculously high wtf
BanchoBot
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