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Street vs Sin:cK - Adamantite

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Topic Starter
lcfc
ok i applied hobbes time to rank (applied all suggestions if not all)
LowAccuracySS
This is one of our favorite ‘Tex-Mex’ Casseroles! It is easy and a great one to prep ahead of time! I remember when my little ones were babies and having a list of recipes that I could prep during nap time then just pop in the oven at dinner time. This is one of THOSE recipes! It is fabulous right out of the oven, but oh man, the leftovers the next day are EVEN BETTER! For the salsa, we use a very mild salsa, to make it kid friendly but it is totally up to your heat preference! If you like Tex-Mex, give this one a try!

Ingredients

1/2 lb Ground Beef
1 (15 oz) can corn, drained
1 (12 oz) jar chunky salsa (Hot or Mild, whichever you prefer)
1 (2.25 oz) can Sliced Black Olives, drained (Save out a few of the black olives for the topping)
1 Cup Cottage Cheese
1 Cup Sour Cream
2 1/2 cups Tortilla Chip Crumbs (It takes about 5 cups of whole chips to make 2.5 cups of crumbs)
2 Cups of Sharp Cheddar Cheese, divided
Bell Pepper, diced
tomato, diced
Green Onions, chopped
A few WHOLE tortilla chips for garnish

Instructions

Brown ground beef in skillet. Drain. Add in the corn, chunky salsa and all but 2 TBSP of the black olives. Continue cooking for a couple of minutes until mixture is warmed through. Remove from heat and set aside. Combine cottage cheese and sour cream. In a 2 quart Pam sprayed casserole dish. Layer 1/2 the crushed chips, then 1/2 the meat mixture, then 3/4 cup cheddar cheese and finally, 1/2 the Cottage Cheese mixture. Repeat the layers again ending with the Cottage cheese mixture. Cover with foil and bake in preheated 350 degree oven for 30 minutes. Remove foil. Top with remaining cheddar cheese, tomatoes, black olives, bell pepper and line the outside with whole tortilla chips. Place back in the oven, uncovered, for 2 minutes or until cheese is melted. (Careful not to let chips burn) Remove from oven and allow to set for 10 minutes. Garnish with green onions and serve!
Izzywing
i accept my punishment for being the slowest slow ever
C00L
YEA OK, but cna you do this
IOException
dude jus rank this already

[Extreme]

00:27:508 (1,2,3,1,2,3,1,2) - 01:11:394 (1,2,3,1,2,3,1,2) - why is the nc pattern like this
00:36:422 (1) - middle segment would look better straight

[Irreversible's Extra]

00:10:880 (4) - this should be 1/6 instead of 1/12
00:48:937 (1,2) - these would be probably be better ctrl+g'd
00:51:680 (3,4) - it'd flow better with the 3 and 4 both ctrl g'd
01:26:137 (3) - incredibly unreadable, move it up a little and have it go the other way
01:30:594 (1,2,3,4,5) - why is this suddenly different, and then the next measure it goes back to 3/4 sliders
01:44:308 (1) - this seems more lazy than gimmicky

[Nokashi's Insane]

00:39:508 (2) - 00:50:480 (2) - two kick sliders here would be more appropriate than the repeat

[Hobbes2's Hard]

01:17:737 (5) - 01:28:537 (3) - missing kick
01:44:308 (5,6,7) - missing hitsounds and nc for the 5

other diffs look good to me
Topic Starter
lcfc

FFI wrote:

dude jus rank this already yup

[Extreme]
00:36:422 (1) - middle segment would look better straight prefer my current design
everything else on mine and hobbes diff changed, thanks!
C00L
[General]
  1. Your hitsound file "soft-hitfinish" is set to go off at this https://puu.sh/A2hCZ/8cc882327a.png , the problem with this is that people that disable the hitsounds will constantly hear nothing but constant cymbal spam which is really disorientating tbh, default skin being a strong example of this, but since noone plays with that skin it still matters since most skins dont use bass sounds etc on the finish part, that is for like cymbals or sounds that are supposed to underline a specific part of a section once or twice, not every couple of beats. I strongly recommend changing this file to a "soft-hitclap2" because you don't have any "soft-hitnormal" files, this won't affect your map in any way, apart from changing the way it sounds whilst playing it without any hitsounds.

[Easy]
  1. 00:37:794 (4) - What about sharpening the angle of this slider to something similar to https://puu.sh/A2hRP/9a69b28bdc.png, that way the effect that 00:37:108 (3) - creates with the music will be foreshadowed with 00:37:794 (4) - because of all the strong kicks.
  2. 00:42:594 (3,4) - Could use the same logic for the suggestion above https://puu.sh/A2hUj/917238ed08.png ^ and so on
[CookieBite's Normal]
  1. 00:01:794 (1) - I would recommend keeping the NC's here to the minimum, especially because 00:00:080 (1,1) - follow the same music synths. What i mean by that is that they sound really similar with the kicks and sound they provide, keeping the nc's the same will reflect much better on them both, keeping it different makes it look as if they are different from each other in some way or another.
  2. 00:04:537 (1) - same with this and etc.
  3. 00:13:622 (5) - Nc'ing this instead of 00:13:794 (1) - gives off a better effect since the the pitch rises on 00:13:622 (5) - which leads onto 00:13:794 (1) -
  4. 00:19:108 (5,1) - ^
  5. 01:04:194 - If you want to extend the break for a nicer effect, I would recommend extending it from here 01:04:280 - instead, since there is a much more noticable "bell/kick" sound on the blue tick, it's much more noticeable that the light theme switch sound on the white tick.
  6. 01:09:165 (2) - why place a note here? It's inconsistent with your rhythm choice on 01:07:280 (3,4,5) - and makes this part feel really random because of that, I recommend placing this note here 01:10:537 - instead, that way your rhythm will feel much more consistent.
  7. 01:22:365 (3) - How about NC'ing this so that there is a clear seperation between this note and 01:21:680 (1,2) - , will give off a much better effect. The reason why it will give off a better effect is since you do something similar in places like 00:31:622 (1,2,3) - for example, which is fine since the (1,2,3) follow the same music intensity whilst there there is a clear difference between (1,2) and (3), on top of that you do it here 01:27:165 (3,4,1) -
  8. 01:25:108 (3,4,1,2) - I would recommend you keep a steady NC'ing pattern that will be consistent with 01:19:622 (1,2,3,4) - mostly so that 01:27:165 (3,4) - can be clearly represented in a consistent fashion, not doing so makes 01:27:165 (3,4) - and 01:21:680 (1,2) - seem really different even though they follow the exact same sounds, same with the pattern I linked as well.
[Hobbes2's Hard]
  1. 00:20:480 (1) - What is this NC here for?
  2. 00:42:422 (4,5) - This rhythm here makes the entire section feel really odd in terms of your rhythm choice, this is mostly due to the fact that the exact same sounds were heard here 00:36:765 (4,5) - for the first time and since they are all really audible and the most intense sounds in the entire section, they felt good to play. But 00:41:908 (3) - once you get to the same pair of sounds a slider ends on it the blue tick beat is skipped and there is a stacked triple on top of 00:42:594 (1) - which appeared on top of another pair of sounds here 00:38:994 (2,3,4) - in the same manner. The biggest reason as to why it feels really odd is due to the fact that the rhythm choice in the previous pair of objects does a better job at emphasising a pair of sounds quieter than the pair after it 00:41:565 (2) - . Ok so what I would suggest to do is to do some rhythm switch ups so that the map feels like the most important rhythm is emphasised in such a manner that clicking/reading it isn't a challenge. What I strongly would suggest to do is something similar to this rhythm here https://puu.sh/A2j3j/5d81a4fa8f.png That way the 00:41:222 (1,2) - objects will play with a triple instead of a repeat slider allowing the 00:41:222 (1) - to end on a sound that starts of the repeat slider, It will miss out the blue tick sound by doing so but that is fine since the blue tick sound here is really muffled because of the white tick sound, that means that the slider ending there will match that effect pretty well, allowing for a triple to be placed on top of 00:41:908 (3) - . That way you will have a clear seperation between this pair of sounds and the next which is here 00:41:908 (3,4,5) - , Here the slider 00:41:908 (3) - will end on the blue tick allowing a repeat slider to start and end within their respectable sounds, the repeat slider will emphasise that rhythm since I believe you wanted some diversity in the rhythm hence why this was different from 00:47:737 (4,5) - and 00:36:765 (4,5) - .
[Nokashi's Insane]
  1. 00:16:022 (4,5,6) - Maybe try and gradually increase the spacing between (4) and (5) that way it will follow the music a bit better https://puu.sh/A2jrp/45ba7a81f4.png that pattern i linked will also keep A pattern present just like you did with https://puu.sh/A2jsk/aab3656f2f.png but it will represent the music in a better fashion.
  2. 00:39:508 (2) - I don't see any reason as to why you want to keep this a 2 bit repeat slider, there is nothing on the blue tick and the music only offers a 1 bit repeat sound, on top of that this feels really out of place placement wise compared to sliders like 00:34:880 (3) - which have really similar visual spacing. Both 00:34:880 (3) - and 00:34:022 (2) - have really similar visual spacing and slider shapes making them impossible to distinguish snapping wise, especially because this is an insane diff. I would suggest looking over the past 2 sliders to make them quite distinguishable (this could be shape or direction or placement) so that its more clearer on what you're trying to map, for example this repeat slider 00:39:508 (2) - could be curved and face away from the next object angle wise and direction wise like so https://puu.sh/A2jC3/526f5c9482.png this would in return create a structured reading pattern which will enhance the gameplay readability.
  3. 00:40:880 (2) - I would strongly suggest to Ctrl+g this for a better effect both with the music and gameplay. The music increases in intensity on those objects with those "sharp sounding sounds, so keeping the flow pointing upwards will corelate really well with that part of the song. Not to mention that it'll flow much better because of the spacing and angles towards the next objects.
  4. 00:50:480 (2) - same with the suggestion made earlier, although I'd suggest placing it like this https://puu.sh/A2jMP/3e4356a5af.png for a quite nicer effect
  5. 01:05:908 (1) - This section onwards feels really like the strong section at 00:32:994 (1) - mostly because of it's 1/4 sllider spam especially with spacing like here 01:08:308 (2,3) - . I would strongly recommend you look over some spacing and rhythm choices in this section like https://puu.sh/A2jUT/cb62d193df.png for example, that way there will be a clear seperation between both sections and both will feel different in some way or another.
  6. 01:06:251 (2) - Fix up the green line here
  7. 01:14:137 (1) - You could fix up the ending of this slider here https://puu.sh/A2jYi/16df039ba3.png since it already lookes quite unpolished on nomod but on hardrock its even worse :eyes: https://puu.sh/A2jZd/f992ed18fa.png
  8. 01:38:822 (1) - Because this slider looks really similar to 01:38:480 (3) - visually length wise, it is really hard to distinguish between them. I would suggest adding a slight curve onto them https://puu.sh/A2Bjl/bd05b3ff8d.png so that there is a better message of "hey this is different". It will also add shape variety in the last section since its only straight sliders right now. Also if you decide to do this make
[Irreversible's Extra]
  1. 00:12:765 (2,1) - Fix up this stack
  2. 00:32:480 (6,1) - Since this slider is much more faster and the same in terms of snapping as the rest of the notes, I would strongly recommend to NC it as well, that way there will be more emphasis created on the (6) towards the (1)
  3. 01:06:508 (4,5) - could fix up the stack here again, etc.
  4. 01:14:137 (1,1) - this again is slightly off in terms of stacking
  5. 01:44:308 (1) - I would suggest ending this slider on the ticky sound at 01:48:422 - that way better feedback will be achieved and the slider won't end on nothing, not mentioning the fact that the slider isn't even muted on the nothing sound that it ends on.
[Extreme]
  1. 00:07:280 (1,1) - Fix up the stack here
  2. 00:39:680 (3) - could ctrl+g this, doing that would give a nicer effect with the sounds and in return to make 00:39:851 (1,2) - unique in terms of flow, you could ctrl+g 00:40:108 (2) - . This would mostly fit better imo since the sounds at 00:39:508 (2,3) - have a noticable "wiggle" effect hence why back and forth would fit and the other pair of sounds have this "stand by" effect which is why a steady flow would be better. If you do decide to change this then change the similar sounding patterns too, i.e. 00:34:365 (1,2) - and 00:45:337 (1,2) - etc.
  3. 00:50:480 (2,3,1,2) - same for these ^
Topic Starter
lcfc

C00L wrote:

[General]
  1. Your hitsound file "soft-hitfinish" is set to go off at this https://puu.sh/A2hCZ/8cc882327a.png , the problem with this is that people that disable the hitsounds will constantly hear nothing but constant cymbal spam which is really disorientating tbh, default skin being a strong example of this, but since noone plays with that skin it still matters since most skins dont use bass sounds etc on the finish part, that is for like cymbals or sounds that are supposed to underline a specific part of a section once or twice, not every couple of beats. I strongly recommend changing this file to a "soft-hitclap2" because you don't have any "soft-hitnormal" files, this won't affect your map in any way, apart from changing the way it sounds whilst playing it without any hitsounds. Fuckk u
[Easy]
  1. 00:37:794 (4) - What about sharpening the angle of this slider to something similar to https://puu.sh/A2hRP/9a69b28bdc.png, that way the effect that 00:37:108 (3) - creates with the music will be foreshadowed with 00:37:794 (4) - because of all the strong kicks. Your point definitely makes sense but will it really have an effect on a diff such as Easy? It's based mostly around simple shapes and all 1/1 sliders don't have any anchors in order to not be confusing to the newbies. My shape usage isn't following any specific sound and is instead going for the "big picture" (ex. wub section in general has red-anchored shapes, kiai doesn't etc.)
  2. 00:42:594 (3,4) - Could use the same logic for the suggestion above https://puu.sh/A2hUj/917238ed08.png ^ and so on ^
[Hobbes2's Hard]
  1. 00:20:480 (1) - What is this NC here for?
    00:11:051 (1,2,3,1) -
    00:13:794 (1,2,3,1) -
    00:16:537 (1,2,3,4,1) -
    gl
  2. 00:42:422 (4,5) - This rhythm here makes the entire section feel really odd in terms of your rhythm choice, this is mostly due to the fact that the exact same sounds were heard here 00:36:765 (4,5) - for the first time and since they are all really audible and the most intense sounds in the entire section, they felt good to play. But 00:41:908 (3) - once you get to the same pair of sounds a slider ends on it the blue tick beat is skipped and there is a stacked triple on top of 00:42:594 (1) - which appeared on top of another pair of sounds here 00:38:994 (2,3,4) - in the same manner. The biggest reason as to why it feels really odd is due to the fact that the rhythm choice in the previous pair of objects does a better job at emphasising a pair of sounds quieter than the pair after it 00:41:565 (2) - . Ok so what I would suggest to do is to do some rhythm switch ups so that the map feels like the most important rhythm is emphasised in such a manner that clicking/reading it isn't a challenge. What I strongly would suggest to do is something similar to this rhythm here https://puu.sh/A2j3j/5d81a4fa8f.png That way the 00:41:222 (1,2) - objects will play with a triple instead of a repeat slider allowing the 00:41:222 (1) - to end on a sound that starts of the repeat slider, It will miss out the blue tick sound by doing so but that is fine since the blue tick sound here is really muffled because of the white tick sound, that means that the slider ending there will match that effect pretty well, allowing for a triple to be placed on top of 00:41:908 (3) - . That way you will have a clear seperation between this pair of sounds and the next which is here 00:41:908 (3,4,5) - , Here the slider 00:41:908 (3) - will end on the blue tick allowing a repeat slider to start and end within their respectable sounds, the repeat slider will emphasise that rhythm since I believe you wanted some diversity in the rhythm hence why this was different from 00:47:737 (4,5) - and 00:36:765 (4,5) - . nope nope nope nope i took less time to just make the rhythm consistent throughout the whole section than reading this post gl
this diff has now officially been lcfced

[Extreme]
  1. 00:07:280 (1,1) - Fix up the stack here ye
  2. 00:39:680 (3) - could ctrl+g this, doing that would give a nicer effect with the sounds and in return to make 00:39:851 (1,2) - unique in terms of flow, you could ctrl+g 00:40:108 (2) - . This would mostly fit better imo since the sounds at 00:39:508 (2,3) - have a noticable "wiggle" effect hence why back and forth would fit and the other pair of sounds have this "stand by" effect which is why a steady flow would be better. If you do decide to change this then change the similar sounding patterns too, i.e. 00:34:365 (1,2) - and 00:45:337 (1,2) - etc. crtl+g'ed stuff like 00:39:680 (3) - but I'll keep stuff like 00:40:108 (2) - as they are because I really like their flow atm
  3. 00:50:480 (2,3,1,2) - same for these ^ ^
OK i survived a c00l mod, thanks a lot my boye
CookieBite

C00L wrote:

[CookieBite's Normal]
  1. 00:01:794 (1) - I would recommend keeping the NC's here to the minimum, especially because 00:00:080 (1,1) - follow the same music synths. What i mean by that is that they sound really similar with the kicks and sound they provide, keeping the nc's the same will reflect much better on them both, keeping it different makes it look as if they are different from each other in some way or another. // un-nced
  2. 00:04:537 (1) - same with this and etc. // done
  3. 00:13:622 (5) - Nc'ing this instead of 00:13:794 (1) - gives off a better effect since the the pitch rises on 00:13:622 (5) - which leads onto 00:13:794 (1) - // done
  4. 00:19:108 (5,1) - ^ // done
  5. 01:04:194 - If you want to extend the break for a nicer effect, I would recommend extending it from here 01:04:280 - instead, since there is a much more noticable "bell/kick" sound on the blue tick, it's much more noticeable that the light theme switch sound on the white tick. // done
  6. 01:09:165 (2) - why place a note here? It's inconsistent with your rhythm choice on 01:07:280 (3,4,5) - and makes this part feel really random because of that, I recommend placing this note here 01:10:537 - instead, that way your rhythm will feel much more consistent. // done
  7. 01:22:365 (3) - How about NC'ing this so that there is a clear seperation between this note and 01:21:680 (1,2) - , will give off a much better effect. The reason why it will give off a better effect is since you do something similar in places like 00:31:622 (1,2,3) - for example, which is fine since the (1,2,3) follow the same music intensity whilst there there is a clear difference between (1,2) and (3), on top of that you do it here 01:27:165 (3,4,1) - // done
  8. 01:25:108 (3,4,1,2) - I would recommend you keep a steady NC'ing pattern that will be consistent with 01:19:622 (1,2,3,4) - mostly so that 01:27:165 (3,4) - can be clearly represented in a consistent fashion, not doing so makes 01:27:165 (3,4) - and 01:21:680 (1,2) - seem really different even though they follow the exact same sounds, same with the pattern I linked as well. // redid nc i guess
thanks for modding!
Irreversible

FFI wrote:

nc pattern like this
00:36:422 (1) - middle segment would look better straight[/notice]

[Irreversible's Extra]

00:10:880 (4) - this should be 1/6 instead of 1/12 yea
00:48:937 (1,2) - these would be probably be better ctrl+g'd mhh i tried but no
00:51:680 (3,4) - it'd flow better with the 3 and 4 both ctrl g'd yea
01:26:137 (3) - incredibly unreadable, move it up a little and have it go the other way why unreadable?
01:30:594 (1,2,3,4,5) - why is this suddenly different, and then the next measure it goes back to 3/4 sliders to emphasize the song here, variation
01:44:308 (1) - this seems more lazy than gimmicky O_O..
c00l: fixed all stacks the nc and the end

http://puu.sh/A6xLJ/3d662f2317.txt
Topic Starter
lcfc
fuckit im bored Lol

FFI wrote:

[Nokashi's Insane]

00:39:508 (2) - 00:50:480 (2) - two kick sliders here would be more appropriate than the repeat yea

C00L wrote:

[Nokashi's Insane]
  1. 00:16:022 (4,5,6) - Maybe try and gradually increase the spacing between (4) and (5) that way it will follow the music a bit better https://puu.sh/A2jrp/45ba7a81f4.png that pattern i linked will also keep A pattern present just like you did with https://puu.sh/A2jsk/aab3656f2f.png but it will represent the music in a better fashion. did something else
  2. 00:39:508 (2) - I don't see any reason as to why you want to keep this a 2 bit repeat slider, there is nothing on the blue tick and the music only offers a 1 bit repeat sound, on top of that this feels really out of place placement wise compared to sliders like 00:34:880 (3) - which have really similar visual spacing. Both 00:34:880 (3) - and 00:34:022 (2) - have really similar visual spacing and slider shapes making them impossible to distinguish snapping wise, especially because this is an insane diff. I would suggest looking over the past 2 sliders to make them quite distinguishable (this could be shape or direction or placement) so that its more clearer on what you're trying to map, for example this repeat slider 00:39:508 (2) - could be curved and face away from the next object angle wise and direction wise like so https://puu.sh/A2jC3/526f5c9482.png this would in return create a structured reading pattern which will enhance the gameplay readability. yea
  3. 00:40:880 (2) - I would strongly suggest to Ctrl+g this for a better effect both with the music and gameplay. The music increases in intensity on those objects with those "sharp sounding sounds, so keeping the flow pointing upwards will corelate really well with that part of the song. Not to mention that it'll flow much better because of the spacing and angles towards the next objects. yea
  4. 00:50:480 (2) - same with the suggestion made earlier, although I'd suggest placing it like this https://puu.sh/A2jMP/3e4356a5af.png for a quite nicer effect did something else
  5. 01:05:908 (1) - This section onwards feels really like the strong section at 00:32:994 (1) - mostly because of it's 1/4 sllider spam especially with spacing like here 01:08:308 (2,3) - . I would strongly recommend you look over some spacing and rhythm choices in this section like https://puu.sh/A2jUT/cb62d193df.png for example, that way there will be a clear seperation between both sections and both will feel different in some way or another. yea
  6. 01:06:251 (2) - Fix up the green line here yea
  7. 01:14:137 (1) - You could fix up the ending of this slider here https://puu.sh/A2jYi/16df039ba3.png since it already lookes quite unpolished on nomod but on hardrock its even worse :eyes: https://puu.sh/A2jZd/f992ed18fa.png yea
  8. 01:38:822 (1) - Because this slider looks really similar to 01:38:480 (3) - visually length wise, it is really hard to distinguish between them. I would suggest adding a slight curve onto them https://puu.sh/A2Bjl/bd05b3ff8d.png so that there is a better message of "hey this is different". It will also add shape variety in the last section since its only straight sliders right now. Also if you decide to do this make Lol rip message I added a slight curve to these 01:38:480 (3,4) - instead
Realazy
u should force me to farm pp more often

[CookieBite's Normal]

01:21:680 (1) - not sure why this is NC'd but not 01:27:165 (5) - imo it'd be better to remove the NC on the former one so you can keep NCs every 2 measures which is simpler to follow at this level, same could be said for 01:23:737 (1) - and 01:37:451 (1) -
01:32:480 (5) - you might want a simpler shape here because beginners have a tendency to try and follow slidershapes 1/1 and this is kinda complex
01:38:822 (1) - colorhax broke @lcfc

[Hobbes2 billion years to finish this Hard]

00:37:108 (1) - 00:42:594 (1) - 00:48:080 (1) - might be nice to have 1/1 sliders here instead so you have little breaks between all the 1/4 gaps

[Nokashi's Insane]

00:03:851 (2) - 00:06:594 (2) - these notes feel very weird here, they're not following any notable sound like everything else in the intro but rather the faint drums that you've been ignoring instead
01:17:908 (5) - disagree with this being 3/4 rhythm, there's a clear violin note on the red tick which has been your focus in the kiai
01:30:080 (4,5,6) - move these 8 pixels right and down so your blanket doesn't get fucked by auto stacking

[Irreversible's Extra]

00:12:937 (1,2) - 00:18:422 (1,2) - i don't rly get the rhythm choice here, these sliders would fit the melody much better if they were ctrl+g'd imo.. i don't hear anything notable starting on the white tick considering you've been following the melody the entire time

00:32:994 - i have concerns regarding that section:
rhythm -
a lot of it just seems very confused and looks like visuals were prioritized over following the song here, it often gets confused whether you follow individual sounds with sliderends or have them on nothing in the song, like 00:33:337 (1,2) - where the first slider follows a single sound, yet the 2nd follows 2 1/4 notes both on its head and tail, which is already inconsistent in itself. then you also have consistent patterns like 00:34:022 (1,2) - where both sliders follow 2 notes each, and right after you have 00:34:365 (1,2,1) - where each slider follows a single sound each which makes it hard to follow what your intent was in that section
using more circles (like 00:38:822 (2,3,4,5) -) to clearly differentiate 1/2 to 1/4 sounds would feel much better than using 1/4 sliders for both, which is very confusing atm

there are also a few inconsistencies, like 00:37:622 (1,2,1,2,3) - vs 00:43:108 (1,2,3,1,2,3,4) -

patterning -
some patterns like 00:35:051 (1,2,3,4) - 00:40:537 (1,2,3,4) - don't seem to reflect the song in any way in my opinion, you're following a lot of different sounds together and patterns like these look like you're following the same (or similar) sounds, disregarding the rhythm issue i mentioned earlier which also applies here

00:43:794 (4) - maybe use a 1/6 repeat here to follow the kicks?
00:38:308 (3) - 00:49:280 (3) - should be 1/6
01:05:908 (1,4,5) - meant to be unstacked?
01:26:137 (3) - not necessarily unreadable like FFI mentioned, but low spacing here bothers me a bit when you could've stacked it on 01:24:765 (3) - for example and kept your symmetric pattern while having a little more spacing for emphasis on snares
01:36:422 (1) - don't think you rly need the NC here, the 1212 comboing since better fit for the melody only
01:38:480 (2,3) - circles here could've been nice to have a little more intense end to the kiai

[Extreme]

00:35:051 (1,2,3) - ctrl+g'd rhythm fits better here imo, you don't really hear the 1/4 wubs until 00:35:222 - so starting with a triple just feels overmapped here, maybe something like this could fit nicely with your patterning
00:37:622 (2,3,1) - vs 00:37:965 (2,3) - why the difference in rhythm when both patterns follow the exact same sounds?
these two repeat quite a few times in the first drop so ya

01:29:051 (9,1) - 01:31:880 - why skip the melody triples here when you followed every other note?
Topic Starter
lcfc

Realazy wrote:

u should force me to farm pp more often gz

[CookieBite's Normal]

01:38:822 (1) - colorhax broke @lcfc tru

[Hobbes2 billion years to finish this Hard]

00:37:108 (1) - 00:42:594 (1) - 00:48:080 (1) - might be nice to have 1/1 sliders here instead so you have little breaks between all the 1/4 gaps ya

[Nokashi's Insane]

00:03:851 (2) - 00:06:594 (2) - these notes feel very weird here, they're not following any notable sound like everything else in the intro but rather the faint drums that you've been ignoring instead ya
01:17:908 (5) - disagree with this being 3/4 rhythm, there's a clear violin note on the red tick which has been your focus in the kiai ya
01:30:080 (4,5,6) - move these 8 pixels right and down so your blanket doesn't get fucked by auto stacking You are violating the code of conduct, I'm telling matthew right at this moment

[Extreme]

00:35:051 (1,2,3) - ctrl+g'd rhythm fits better here imo, you don't really hear the 1/4 wubs until 00:35:222 - so starting with a triple just feels overmapped here, maybe something like this could fit nicely with your patterning this was easier to fix than i expected hurray
00:37:622 (2,3,1) - vs 00:37:965 (2,3) - why the difference in rhythm when both patterns follow the exact same sounds? probably debatable but it's because 00:37:965 (2,3,4) - have harsher wub sounds so I want the player to keep moving unlike 00:37:622 (2,3,1) - where there's not even a wub sound so I use the static effect
these two repeat quite a few times in the first drop so ya mad

01:29:051 (9,1) - 01:31:880 - why skip the melody triples here when you followed every other note? 2016 lcfc lol';l
Thank my boye
CookieBite

Realazy wrote:

u should force me to farm pp more often

[CookieBite's Normal]

01:21:680 (1) - not sure why this is NC'd but not 01:27:165 (5) - imo it'd be better to remove the NC on the former one so you can keep NCs every 2 measures which is simpler to follow at this level, same could be said for 01:23:737 (1) - and 01:37:451 (1) - // i hate colorhaxing i hate colorhaxing i hate colorhaxing i hate colorhaxing i hate colorhaxing
01:32:480 (5) - you might want a simpler shape here because beginners have a tendency to try and follow slidershapes 1/1 and this is kinda complex // done
thank you!

c
osu file format v14

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Tags:dubstep drumstep drum and bass dnb artcore lcfc cookiebite nokashi hobbes2 irreversible
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250,209,102080,2,0,P|300:185|356:188,1,110,2|2,0:0|0:0,0:0:0:0:
438,257,102765,2,0,L|442:368,2,110,2|2|2,0:0|0:0|0:0,0:0:0:0:
353,187,103794,2,0,L|360:125,2,55,2|2|2,0:0|0:0|0:0,0:0:0:0:
310,222,104308,102,0,P|250:234|203:211,1,110,2|2,0:0|0:0,0:0:0:0:
164,179,104822,2,0,L|167:67,1,110,2|2,0:0|0:0,0:0:0:0:
269,28,105508,2,0,P|304:25|334:28,1,55,2|0,0:0|0:0,0:0:0:0:
354,72,105851,2,0,P|389:75|419:72,1,55,2|0,0:0|0:0,0:0:0:0:
455,44,106194,2,0,L|451:156,1,110,2|2,0:0|0:0,0:0:0:0:
361,217,106880,1,2,0:0:0:0:
361,217,107051,6,0,P|326:198|258:206,1,110,2|2,0:0|0:0,0:0:0:0:
218,244,107565,2,0,L|211:353,1,110,2|2,0:0|0:0,0:0:0:0:
106,317,108251,2,0,L|99:208,1,110,2|2,0:0|0:0,0:0:0:0:
144,106,108937,2,0,P|200:89|256:104,1,110,2|2,0:0|0:0,0:0:0:0:
321,182,109622,5,2,0:0:0:0:
Irreversible

Realazy wrote:

[Irreversible's Extra]

00:12:937 (1,2) - 00:18:422 (1,2) - i don't rly get the rhythm choice here, these sliders would fit the melody much better if they were ctrl+g'd imo.. i don't hear anything notable starting on the white tick considering you've been following the melody the entire time fix

00:32:994 - i have concerns regarding that section:
rhythm -
a lot of it just seems very confused and looks like visuals were prioritized over following the song here, it often gets confused whether you follow individual sounds with sliderends or have them on nothing in the song, like 00:33:337 (1,2) - where the first slider follows a single sound, yet the 2nd follows 2 1/4 notes both on its head and tail, which is already inconsistent in itself. then you also have consistent patterns like 00:34:022 (1,2) - where both sliders follow 2 notes each, and right after you have 00:34:365 (1,2,1) - where each slider follows a single sound each which makes it hard to follow what your intent was in that section
using more circles (like 00:38:822 (2,3,4,5) -) to clearly differentiate 1/2 to 1/4 sounds would feel much better than using 1/4 sliders for both, which is very confusing atm

there are also a few inconsistencies, like 00:37:622 (1,2,1,2,3) - vs 00:43:108 (1,2,3,1,2,3,4) -

patterning -
some patterns like 00:35:051 (1,2,3,4) - 00:40:537 (1,2,3,4) - don't seem to reflect the song in any way in my opinion, you're following a lot of different sounds together and patterns like these look like you're following the same (or similar) sounds, disregarding the rhythm issue i mentioned earlier which also applies here Well.. thanks for your concerns, but sometimes I can't really understand where you're coming from - you mention a lot of consistency issues, but I'm asking myself, do I need to map every rhythm the same way? Things would become really boring then, and since this is a rather "confused" dubstep part from my point of view, there definitely is logic going on - I can assure you though that this is not only visual based, but follows the rhythm in a proper manner.

00:43:794 (4) - maybe use a 1/6 repeat here to follow the kicks? yeah. adjusted spacing too so the timeline's correct
00:38:308 (3) - 00:49:280 (3) - should be 1/6 yea
01:05:908 (1,4,5) - meant to be unstacked? well no but now it's stacked
01:26:137 (3) - not necessarily unreadable like FFI mentioned, but low spacing here bothers me a bit when you could've stacked it on 01:24:765 (3) - for example and kept your symmetric pattern while having a little more spacing for emphasis on snares yea
01:36:422 (1) - don't think you rly need the NC here, the 1212 comboing since better fit for the melody only yea
01:38:480 (2,3) - circles here could've been nice to have a little more intense end to the kiai increased spacing instead.
Thanks for the mod, it was a good one. Hope the dubstep part explanation is good enough for oyu, otherwise we'll find a solution.

http://puu.sh/A8XJE/6ad18a008e.txt
Realazy

Irreversible wrote:

Well.. thanks for your concerns, but sometimes I can't really understand where you're coming from - you mention a lot of consistency issues, but I'm asking myself, do I need to map every rhythm the same way? Things would become really boring then, and since this is a rather "confused" dubstep part from my point of view, there definitely is logic going on - I can assure you though that this is not only visual based, but follows the rhythm in a proper manner.
might've worded things improperly at times, my concern was moreso how different rhythms are mapped the same way, not the other way around.

00:33:337 (1) - there's only one sound here, but two on 00:33:508 (2) - , and same could be said for 00:35:051 (1) - compared to 00:35:222 (2,3,4) -. these just feel and sound weird to me both in gameplay and in the editor, rest is absolutely fine i would say.

personally i'd replace 00:33:508 (2) - with 2 circles, and 00:35:051 (1) - with a single circle, but this is only my point of view so it's fine if you don't interpret the song that way
Irreversible
Alright

http://puu.sh/A8YWQ/ac7f0a503e.txt

Added some hitsounds,
redid
00:33:337 (1,2,3,1,1,2) -
00:35:051 (1,2,3,4,5,6) -
00:40:537 (1,2,3,4,5,6) -
00:46:022 (1,2,3,4,5,6) -
00:48:080 (1) -
00:52:194 (1) -
01:38:822 (1,2,3,4) -
Topic Starter
lcfc
hs updated, thanks!
Realazy


when u break mapper spirit
Lulu-
MY FUCKING DICK LET'S GOOOOOOOOOOOOOOOOOOOO
Topic Starter
lcfc
BUBBLE POOPED!
fixed a sliderbody whistle
00:35:051 (2,3) - reverses on hobbes diff
01:47:051 (1,2) - reverses on nokashi diff
01:15:680 (2,3,4) - triple to follow the drums better on my diff

e: o yea and nitpicked a shape on my easy -_
Trynna
lcfc is my saviour
Topic Starter
lcfc
love u guys
Monstrata
Wow, i remember starring this like a year ago. Glad to see it in qualified~
Mir
woot grats

kinda think that wallmod on ameth's diff is pretty shit now, seems really verbose and didnt really get to the point that well lmfao. i guess you learn over time
Nokashi
OH WAIT WHAT
LCFC IM SORRY I MADE YOU APPLY FOR ME
NeilPerry
Graaaaatz


no ameth :C
Chaoslitz
Irre's Extra: 00:52:022 (5) - should be 1/6 instead :/
Topic Starter
lcfc
ye fgfdhfg
Trynna
asdasdas how did i miss that
-Mo-
Disqualified so that the mis-snap can be fixed.
Topic Starter
lcfc
snap fixed, also added the missing red tick whistles in all diffs in 00:22:022 - this section, should be good now
Realazy
Uberzolik#5241 on discord for free anime
Uberzolik

Realazy wrote:

Uberzolik#5241 on discord for free anime
im goin 2 kill u
Topic Starter
lcfc
popped for a hs fix in the wub section
Trynna
Ascendance
Ascendance

Trynna wrote:

Ascendance
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