forum

Roses Epicurian - Nightmare -Overture-

posted
Total Posts
16
Topic Starter
Intelli
This beatmap was submitted using in-game submission on Sunday, February 12, 2017 at 5:11:23 PM

Artist: Roses Epicurian
Title: Nightmare -Overture-
Tags: ArMin A_r_M_i_N spooky naitomea -jokyoku- yami no kodomo tachi 闇童話工房 キラ星ひかる kiraboshi hikaru 葉月ゆら hatsuki yura
BPM: 115
Filesize: 2546kb
Play Time: 00:55
Difficulties Available:
  1. A r M i N's Insane (2.99 stars, 113 notes)
  2. Easy (1.33 stars, 57 notes)
  3. Hard (2.47 stars, 100 notes)
  4. Normal (1.73 stars, 77 notes)
  5. Phantasm (3.44 stars, 148 notes)
Download: Roses Epicurian - Nightmare -Overture-
Information: Scores/Beatmap Listing
---------------
spooky time yay

will probably finish this set?

Easy: done
Normal: done
Hard: done
Insane: done by A r M i N
Extra: done

Wezeh
Hello, ill mod your map:

First of all:


Hard:

1)00:30:300 (3,4) - Try to put a slider it might looks nice
2) 00:34:474 (3,4) - "" "" the same distance like 00:33:952 (1,2) - or 00:34:213 (2,3) -
3) After this put this slider more higher 00:34:995 (1) -

Phantasm:

I like this diff: but It would have to put more sliders

1) 00:24:039 (3,4,2,3,2,3,8,9)

Check this ,it . ↑ Should have sliders here


Good luck! :)
Topic Starter
Intelli
Will respond to the mod ASAP, for now just fixed a thing or two
Topic Starter
Intelli

Wezeh wrote:

Hello, ill mod your map:

First of all:
Source not needed, and I'll add tags later

Hard:

1)00:30:300 (3,4) - Try to put a slider it might looks nice Done
2) 00:34:474 (3,4) - "" "" the same distance like 00:33:952 (1,2) - or 00:34:213 (2,3) - The cursor slows down as the music grows softer, it is an intentional effect
3) After this put this slider more higher 00:34:995 (1) -

Phantasm:

I like this diff: but It would have to put more sliders

1) 00:24:039 (3,4,2,3,2,3,8,9)

Check this ,it . ↑ Should have sliders here
The gimmick I was trying to go for was "lots of small circles," so I'd like to keep it that way. TY for the suggestion though

Good luck! :)
ty for mod <3
baysman
Hi NM from my queue!

General
  1. Add helloween into tags. And try to find more tags
  2. Disable Countdown
Easy
  1. 00:20:908 (2) - change this slider to circle
  2. 00:22:995 (2) - ^
Normal
  1. don't overlap notes
  2. 00:18:300 - 00:34:995 - don't change SV in these moments (same in Easy)
Hard
  1. 00:12:039 (3) - rework this slider to look like this 00:13:082 (1) -
  2. 00:51:691 (1) - dude.... rly? rework
Phantasm
  1. Change CS to 5, and OD to 7,5 or 7
  2. 00:14:126 (7,8,9,10) - make 2 sliders instead these circles
  3. 00:19:082 (2) - delete this circle
  4. 00:51:778 (1) - move this slider a bit righter on timeline cuz it have wrong place

No kds if isn't helpful

GL with your set ;)
Topic Starter
Intelli

baysman wrote:

Hi NM from my queue!

General
  1. Add helloween into tags. And try to find more tags I am gonna add tags later when I get the Insane
  2. Disable Countdown Fixed
Easy
  1. 00:20:908 (2) - change this slider to circle
  2. 00:22:995 (2) - ^ These would break the pattern from the kiai section (or, rather, they would not set it up properly), so I'd prefer to keep this
Normal
  1. don't overlap notes These small overlaps are intentional and are also found in Normal difficulties relatively often (including in a ranked version of this song
  2. 00:18:300 - 00:34:995 - don't change SV in these moments (same in Easy) I might change later?
Hard
  1. 00:12:039 (3) - rework this slider to look like this 00:13:082 (1) - Fixed
  2. 00:51:691 (1) - dude.... rly? rework changed
Phantasm
  1. Change CS to 5, and OD to 7,5 or 7 CS will stay the same, but I may lower OD if a couple more feel the same as you. I personally like 8 here
  2. 00:14:126 (7,8,9,10) - make 2 sliders instead these circles Fixed
  3. 00:19:082 (2) - delete this circle No it would break the pattern and hurt the musical-to-beatmap consistency
  4. 00:51:778 (1) - move this slider a bit righter on timeline cuz it have wrong place Fixed

No kds if isn't helpful

GL with your set ;)
ty for mod ;3
Fuel
have stars cos good song
A r M i N
I would do OD 7 and HP 6 on phantasm
Kyouren
Placeholder! :3
fLaw
Hihi, mod from my queue =uwu=

A r M i N's Insane Mod:

---------------------------

00:26:648 (3,4) - Feel like these could be normal notes, as this section contains a lot of sliders, but the music really fits well with single notes here
Kind of like you had from here > 00:19:343 (1) to 00:25:082 (6) here
00:29:778 (1,2) - ^Same around here somewhere
00:33:952 (1,2,3,4) - The pitch on each of these notes goes up and down, a zigzag would be a good way to reflect that here
00:31:865 (1,2,3,4) - I would say make a more pleasing curve here,
00:36:039 (1) - This slider is straight, while this slider > 00:38:126 (1) is curved. I feel like these would compliment each other as reversed curves. Not exactly like what I have below, but something like it.
00:43:343 (3,4) - I think it would be good to keep following the pattern you had going before here. By making these two sliders reversed. Like you have here > 00:39:169 (3,4) and here > 00:41:256 (3,4)
00:45:430 (3,4) - Something similar with these 2



Phantasm Mod:

-------------------

00:19:082 (2) - I would space this note a little more away from the slider and the next note, to kinda of get ready to go into the following jumps. Maybe just up a little higher into the shape of a triangle or something
00:24:561 (5,6,7,8) - Since this streak has a similar flow and sound to > 00:23:517 (1,2,3,4) I would consider making it in a similar shape to reflect that
And also rounding out the curve on
00:33:952 (1,2,3,4,1) - Would also consider making these even spacing
00:41:256 (3) - Im not sure about the shape of this slider. I could see it going well being a reverse of > 00:40:213 (1)
00:48:561 (1,2,3,1,2,3) - This sounds like a good area there would be
BounceBabe

first of all i can say that those are nowhere near insane difficulties. armins insane is a hard with small CS. the only pattern thats more challenging is 00:25:604 (1,2,3,4,5,6,7,8) - in the highest difficulty. you need to rethink armins level name. the way its mapped is a hard but the CS makes it more like hard+ but nothing more. 5 CS would be more appropriate for how its mapped. the SVs are also very slow in all diffs which makes them even more easy. but yes, apart from a few jumps on the hardest diffs, they look like Hards to me. the hardest diff in a set can have individual naming but you need to think armins level through again so it fits the set and represents its actual mapping.

you also need to think of some tags to add in addition to armins missing tag that you need to add as well since he is part of the set.

phantasm

00:33:952 (1,2,3,4) - would be smoother with spacing like 00:23:517 (1,2,3,4,5,6,7,8) -

hard

00:33:952 (1,2,3,4) - same like phantasm

these parts are really repetitive 00:02:648 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - try to replace some of them with rhythms like http://puu.sh/sV4Oz/8faf01c013.jpg http://puu.sh/sV4Qd/e5c1195282.jpg 00:08:908 (1,2,3,1,2,3) - http://puu.sh/sV4Ty/f4f2d5a16a.jpg to give the gameplay more variety

normal

00:15:169 (1,2) - 00:48:561 (1,2) - i dont necessarily disagree with multiple reversed sliders in a normal but these are really short and hard to read for new players since the slider ball circle stays in the same spot which means the cursor doesnt move and thus makes this not readable. you either can remove a reverse on each http://puu.sh/sV4tT/cdadc3d704.jpg or find something different but i strongly recommend that you dont use such short multiple reverse sliders in easier diffs-

00:29:778 (1) - little hard to read and might get confusing for new players since the ending point is half covered. space the slider point out a bit more http://puu.sh/sV4z5/51551e3e2a.jpg

00:34:995 (1) - same as easy, dont use sv changes in lower diffs for short sliders or more any at all. easy - normal should really only teach basics. drastic sv changes, spacing changes are not suited for these levels.

easy

00:06:821 (1,2) - definitely could blanket these better

00:16:213 (2,3,1) - 00:48:561 (1,2,3,1) - you should never change the spacing in an easy. use 0,8 like the rest of it. you can change sv and ds slightly for sections of a song like the kiai which is more intense, but not for such short time.

00:18:300 (1) -00:34:995 (1) - nor should you ever use such shorthanded sv decreases in easies, remove this as well. its very confusin for beginners. even more since visually 00:17:256 (3,1) - those have the same length. not even the NC indicator will help noticing the change. these should be introduced in hard+ but never below.

easy also ends half a beat too early. all the other diffs end at the same spot except easy so extend the slider for consistency.

overall smooth except what i pointed out. other than really nice mapset
Topic Starter
Intelli
I was gonna wait for the placeholder but its been a week so I'll just respond in the morning lol

BounceBabe wrote:


first of all i can say that those are nowhere near insane difficulties. armins insane is a hard with small CS. the only pattern thats more challenging is 00:25:604 (1,2,3,4,5,6,7,8) - in the highest difficulty. you need to rethink armins level name. the way its mapped is a hard but the CS makes it more like hard+ but nothing more. 5 CS would be more appropriate for how its mapped. the SVs are also very slow in all diffs which makes them even more easy. but yes, apart from a few jumps on the hardest diffs, they look like Hards to me. the hardest diff in a set can have individual naming but you need to think armins level through again so it fits the set and represents its actual mapping. I'll talk to A r M i N about it

you also need to think of some tags to add in addition to armins missing tag that you need to add as well since he is part of the set. ik ik ik

phantasm

00:33:952 (1,2,3,4) - would be smoother with spacing like 00:23:517 (1,2,3,4,5,6,7,8) - It's a slowing down effect because the music calms down into the next section here, so I'd rather keep it

hard

00:33:952 (1,2,3,4) - same like phantasm ^^

these parts are really repetitive 00:02:648 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - try to replace some of them with rhythms like http://puu.sh/sV4Oz/8faf01c013.jpg http://puu.sh/sV4Qd/e5c1195282.jpg 00:08:908 (1,2,3,1,2,3) - http://puu.sh/sV4Ty/f4f2d5a16a.jpg to give the gameplay more variety Done

normal

00:15:169 (1,2) - 00:48:561 (1,2) - i dont necessarily disagree with multiple reversed sliders in a normal but these are really short and hard to read for new players since the slider ball circle stays in the same spot which means the cursor doesnt move and thus makes this not readable. you either can remove a reverse on each http://puu.sh/sV4tT/cdadc3d704.jpg or find something different but i strongly recommend that you dont use such short multiple reverse sliders in easier diffs- did the first thing

00:29:778 (1) - little hard to read and might get confusing for new players since the ending point is half covered. space the slider point out a bit more http://puu.sh/sV4z5/51551e3e2a.jpg Fixed (and also maybe shifted the whole entire last half of the map to fix spacing because im lazy LOL)

00:34:995 (1) - same as easy, dont use sv changes in lower diffs for short sliders or more any at all. easy - normal should really only teach basics. drastic sv changes, spacing changes are not suited for these levels. Fixed

easy

00:06:821 (1,2) - definitely could blanket these better Should be a little better now

00:16:213 (2,3,1) - 00:48:561 (1,2,3,1) - you should never change the spacing in an easy. use 0,8 like the rest of it. you can change sv and ds slightly for sections of a song like the kiai which is more intense, but not for such short time. fixed

00:18:300 (1) -00:34:995 (1) - nor should you ever use such shorthanded sv decreases in easies, remove this as well. its very confusin for beginners. even more since visually 00:17:256 (3,1) - those have the same length. not even the NC indicator will help noticing the change. these should be introduced in hard+ but never below. Fixed

easy also ends half a beat too early. all the other diffs end at the same spot except easy so extend the slider for consistency. Fixed

overall smooth except what i pointed out. other than really nice mapset

fLaw wrote:

Hihi, mod from my queue =uwu=
Phantasm Mod:

-------------------

00:19:082 (2) - I would space this note a little more away from the slider and the next note, to kinda of get ready to go into the following jumps. Maybe just up a little higher into the shape of a triangle or something I feel like the prev. four combos does this quite well, and the red combos are kinda meant to give the player a break in this diff, but I like the idea so I'll keep it in mind
00:24:561 (5,6,7,8) - Since this streak has a similar flow and sound to > 00:23:517 (1,2,3,4) I would consider making it in a similar shape to reflect that fixed
And also rounding out the curve on
00:33:952 (1,2,3,4,1) - Would also consider making these even spacing See prev. mod
00:41:256 (3) - Im not sure about the shape of this slider. I could see it going well being a reverse of > 00:40:213 (1) I actually had intended this at first, but the slider was always so high up that it was offscreen or the jump would be too awkward
00:48:561 (1,2,3,1,2,3) - This sounds like a good area there would be ?
ty for the mods, still waiting for Kitty's placeholdered mod though lol
Naxess
Greetings


  • [General]
  1. You cannot use blank files for both sliderslide as well as slidertick according to the current Ranking Criteria. Refer to normal-sliderslide.wav and normal-slidertick.wav. If you really want both to be quiet, then ranking it will have to wait until the new RC is published (hopefully shouldn't be too long).

    Ranking Criteria - Audio wrote:

    Hitsounds from notes and sliders must be audible. /../ Finally, you cannot silence both slider ticks and slider slides together.
  2. 00:19:082 - I don't see the point in starting kiai before the downbeat, consider moving it to 00:19:343 -
  3. It looks like the red combo is used for colorhaxing, but it's not very clear what it's reflecting. The sounds it's placed on are very similar to other sounds in the song, so I don't see the point in highlighting them. Personally I'd have simply kept to 4 combo colors instead.
  4. I'd have also disabled countdown, since it's sort of obscuring the playfield in the beginning. The tick-tock sounds work as a metronome so I don't think a countdown would be necessary either way.

  • [Easy]
  1. 00:18:300 (1) - This shape doesn't seem appropriate here, since this wasn't used previously for these sounds. It also looks cramped because of the slider length. Even if this is a colorhaxed red combo, there's nothing significant about it from what I can hear, so having it different solely for that reason wouldn't really make sense. This also seems to apply for the other difficulties as well.
  2. 00:10:995 - Just a suggestion, but perhaps this would work better as something like 00:27:691 (1) - to reflect the church bells further.
  3. 00:18:300 (1) - The song may sound a bit different here, but it's still the same musical group as 00:15:169 (1,2,3) - , and as such I'd suggest you remove the NC. At 00:51:691 - , however, you can clearly tell that it's different from the others. Same idea applies at 00:34:995 (1) -.
  4. 00:29:778 (1,1) - Try making their shapes more consistent. Could always place the anchor (red point) in a way that the sliderball would change direction on the beat in between where it starts and ends. At the moment I don't see why 00:31:865 (1) - would need to change direction so heavily in comparison to 00:29:778 (1) - either. Refer to the way 00:23:517 (1) - is less curved even though the pitch is lower, just like 00:31:865 (1) - , for example.
  5. 00:34:995 (1) - I don't see in which way this reflects the music. If it were to continue, 00:35:517 - would be covered, because it's stronger than 00:35:256 - . Could just make 00:34:995 - a circle to reflect that the main bells stop here otherwise.
  6. 00:51:691 - Slider velocity changes in Easy difficulties could easily lead to confusion for new players, and is as such discouraged. I'd recommend you either replace the slider with a spinner instead, or simply remove the slider entirely and replace it by a circle. At the very least, have the sliderball change direction on the sounds like in the other difficulties (but I still wouldn't recommend having a slider here due to the SV change that comes with it).

  • [Normal]
  1. I feel like the approach rate is a bit slow, try something higher like 4.5 or 5.0 for Normal difficulties. You'd often want objects to appear at similar densities throughout the mapset.
  2. 00:03:691 - Usually you'd want to keep white ticks clickable over red ticks, since most songs emphasize sounds in this order. Similarly in this song, you'll notice that the background bells change pitch at 00:03:691 - , for instance. This also applies to 00:05:778 - 00:07:865 - 00:09:952 - etc, you get the idea.
  3. 00:02:648 (1,2) - Generally you'd want to stay clear of having diagonally pointed shapes like these, since many people don't find them very aesthetically pleasing. When rotating shapes, many mappers often keep within a 5 to 15 degree rotation from completely horizontal or vertical for aesthetic consistency. Whether you want to do the same is obviously up to you, but at least try keeping rotations relatively visually consistent as to avoid making the map look random and unintentional.
  4. Overall I feel like patterning needs a lot of work in this difficulty. At the moment there seem to be a lot of slider trains where the above point also applies, refer to 00:04:734 (1,2,3,4,1,2) - and 00:08:908 (1,2,3,4,1,2) - , for example. In my opinion it would look a lot better if objects were a bit more structured, for example by disconnecting some parts from this train through a change in rhythm, which in turn allows for a new pattern and flow to be initiated.
  5. Up until 00:19:865 - , the flow basically goes clockwise all the way through as well. It just feels rather monotonous and repetitive, especially with the current patterns. Switching up the flow at regular intervals in accordance to the music would probably provide for a more intuitive playing experience, right?
  6. The slider shapes don't seem to hold the same concept all the way through their relative sections. Things like 00:29:778 (1) - feels almost as if it were another part of the song or some unique instrument, when in reality it's very similar to 00:31:865 (1) - . Had you switched the shapes of 00:27:691 (1,1) - , it would be fine, since there's a noticeable church bell at 00:27:691 - which doesn't appear on the others. Similarly this also applies to 00:08:908 (1,1) - and so on.

    Try reflecting unique sounds through shapes that, in comparison, are not like the others. This way they will be emphasized visually. If you were to use unique shapes for common sounds in the song, then the unique shapes for special sounds in the song wouldn't be so special in comparison. This idea applies to all aspects of mapping; flow, rhythm, aesthetics, spacing, etc. and is very important to learn as a mapper in order to reflect the songs appropriately in their maps; if something is intense in the song then the map would be mapped intense there accordingly, if some sound is emphasized in the song then it would be emphasized in the map as well, and so on. Everything in comparison to what the rest of the map is like. This is why mapping similar sounds using the same principle, in other words consistency, is important. Basically I think you can work on this a bit more.

    This also applies to Hard and later difficulties, btw, so don't forget to check those.
Good luck!
Topic Starter
Intelli

Naxess wrote:

Greetings


  • [General]
  1. You cannot use blank files for both sliderslide as well as slidertick according to the current Ranking Criteria. Refer to normal-sliderslide.wav and normal-slidertick.wav. If you really want both to be quiet, then ranking it will have to wait until the new RC is published (hopefully shouldn't be too long).

    Ranking Criteria - Audio wrote:

    Hitsounds from notes and sliders must be audible. /../ Finally, you cannot silence both slider ticks and slider slides together.
    will fix this soon
  2. 00:19:082 - I don't see the point in starting kiai before the downbeat, consider moving it to 00:19:343 - fixed
  3. It looks like the red combo is used for colorhaxing, but it's not very clear what it's reflecting. The sounds it's placed on are very similar to other sounds in the song, so I don't see the point in highlighting them. Personally I'd have simply kept to 4 combo colors instead. It makes sense to me, as all the red sections mark transitions
  4. I'd have also disabled countdown, since it's sort of obscuring the playfield in the beginning. The tick-tock sounds work as a metronome so I don't think a countdown would be necessary either way. fixed

  • [Easy]
  1. 00:18:300 (1) - This shape doesn't seem appropriate here, since this wasn't used previously for these sounds. It also looks cramped because of the slider length. Even if this is a colorhaxed red combo, there's nothing significant about it from what I can hear, so having it different solely for that reason wouldn't really make sense. This also seems to apply for the other difficulties as well. It's a transition in both the song and the map, but I agree, the shape can be improved
  2. 00:10:995 - Just a suggestion, but perhaps this would work better as something like 00:27:691 (1) - to reflect the church bells further. Fixed (note to self: blanket could be improved a bit)
  3. 00:18:300 (1) - The song may sound a bit different here, but it's still the same musical group as 00:15:169 (1,2,3) - , and as such I'd suggest you remove the NC. At 00:51:691 - , however, you can clearly tell that it's different from the others. Same idea applies at 00:34:995 (1) -.
  4. 00:29:778 (1,1) - Try making their shapes more consistent. Could always place the anchor (red point) in a way that the sliderball would change direction on the beat in between where it starts and ends. At the moment I don't see why 00:31:865 (1) - would need to change direction so heavily in comparison to 00:29:778 (1) - either. Refer to the way 00:23:517 (1) - is less curved even though the pitch is lower, just like 00:31:865 (1) - , for example. I did the red tick thing
  5. 00:34:995 (1) - I don't see in which way this reflects the music. If it were to continue, 00:35:517 - would be covered, because it's stronger than 00:35:256 - . Could just make 00:34:995 - a circle to reflect that the main bells stop here otherwise. This was an editor error
  6. 00:51:691 - Slider velocity changes in Easy difficulties could easily lead to confusion for new players, and is as such discouraged. I'd recommend you either replace the slider with a spinner instead, or simply remove the slider entirely and replace it by a circle. At the very least, have the sliderball change direction on the sounds like in the other difficulties (but I still wouldn't recommend having a slider here due to the SV change that comes with it). It is the last slider and actually makes the slider much more intuitive to play, because at the regular 1.1 sv it would be kinda abnormal and difficult, especially at the end of the map on a super calm resolution to the song

  • [Normal]
  1. I feel like the approach rate is a bit slow, try something higher like 4.5 or 5.0 for Normal difficulties. You'd often want objects to appear at similar densities throughout the mapset. Changed to 4.5
  2. 00:03:691 - Usually you'd want to keep white ticks clickable over red ticks, since most songs emphasize sounds in this order. Similarly in this song, you'll notice that the background bells change pitch at 00:03:691 - , for instance. This also applies to 00:05:778 - 00:07:865 - 00:09:952 - etc, you get the idea. Fixed the 2nd/4th combo, but I haven't been able to find a pattern that plays better than the current one for the 1st/3rd
  3. 00:02:648 (1,2) - Generally you'd want to stay clear of having diagonally pointed shapes like these, since many people don't find them very aesthetically pleasing. When rotating shapes, many mappers often keep within a 5 to 15 degree rotation from completely horizontal or vertical for aesthetic consistency. Whether you want to do the same is obviously up to you, but at least try keeping rotations relatively visually consistent as to avoid making the map look random and unintentional. Changed some, but I think that, aesthetically, it looks fine
  4. Overall I feel like patterning needs a lot of work in this difficulty. At the moment there seem to be a lot of slider trains where the above point also applies, refer to 00:04:734 (1,2,3,4,1,2) - and 00:08:908 (1,2,3,4,1,2) - , for example. In my opinion it would look a lot better if objects were a bit more structured, for example by disconnecting some parts from this train through a change in rhythm, which in turn allows for a new pattern and flow to be initiated.
  5. Up until 00:19:865 - , the flow basically goes clockwise all the way through as well. It just feels rather monotonous and repetitive, especially with the current patterns. Switching up the flow at regular intervals in accordance to the music would probably provide for a more intuitive playing experience, right?
  6. The slider shapes don't seem to hold the same concept all the way through their relative sections. Things like 00:29:778 (1) - feels almost as if it were another part of the song or some unique instrument, when in reality it's very similar to 00:31:865 (1) - . Had you switched the shapes of 00:27:691 (1,1) - , it would be fine, since there's a noticeable church bell at 00:27:691 - which doesn't appear on the others. Similarly this also applies to 00:08:908 (1,1) - and so on. Fixed

    Try reflecting unique sounds through shapes that, in comparison, are not like the others. This way they will be emphasized visually. If you were to use unique shapes for common sounds in the song, then the unique shapes for special sounds in the song wouldn't be so special in comparison. This idea applies to all aspects of mapping; flow, rhythm, aesthetics, spacing, etc. and is very important to learn as a mapper in order to reflect the songs appropriately in their maps; if something is intense in the song then the map would be mapped intense there accordingly, if some sound is emphasized in the song then it would be emphasized in the map as well, and so on. Everything in comparison to what the rest of the map is like. This is why mapping similar sounds using the same principle, in other words consistency, is important. Basically I think you can work on this a bit more.

    This also applies to Hard and later difficulties, btw, so don't forget to check those.
Good luck!
ty for mod, waiting for 1/2 more and A r M i N's response
Speed of Snail
Ok buddy, let's pop off a quick one here.

GENERAL

OK, The Easy and Normal have countdown disabled, while it's enabled on Hard and above, you need to choose one or the other.

I get the feeling the spread might be incomplete and could use another GD :P

EASY

Mostly good, but I'd consider using a spinner instead of a long slider at the end, just so that the whole top 50 won't be identical scores.

NORMAL

00:15:169 (1,2) - Honestly, even though a general rule is to avoid double repeats in Normals, I think a double repeat is actually what would be expected here and would work fine with the arrangement, so you should probably take creative lenience and make these double repeats (Applies to the second occurrence of this pattern later in the map)

00:32:908 (2,3,4,5) - These three sliders are pretty ugly with how compressed they are, I'd recommend shifting this around so that you can expand them a tiny bit.

I'll say the same thing with the slider here, as it's still easy enough I think most people could full mod this, however anything higher than this should be free from 50+ 4 mod SS scores so this is the last one I'll ask for.

HARD

00:37:082 (3) - Well the Hard is almost perfect, but please shift this slider right, as it is the aesthetic flow of this slider is very jagged and it stands out from everything else in the entire map.

Also, you don't need to remove the long slider, but I'd recommend re-shaping it, if you want to stick with a similar shape try something like this, otherwise just completely remake it without any nicks.


A R M I N 'S INSANE

00:51:952 - Armin pls, that is a triple, this is an Insane diff, just because it's fast doesn't mean undermapping and having an awkward double is the solution. frankly no one able to play your diff should struggle to hit one single 230 triple.

Otherwise this diff really loves straight lines, can't say too much since it's not technically wrong, but having a curve of some kind or any circular motion wouldn't kill you :P.

PHANTASM

00:23:517 (1-8) - Randomly low spacing, you should probably just make this consistent.

Again, please make it a triple at the end.

OK, easy enough set, not many issues, and only one Unrankable one this time :P.

and I mean, if you want to continue the legacy I'd be happy to make another Flowing diff, but I'm not convinced that's what your set needs right now. Either way let me know if you make another Std set, I'd be happy to contribute.
Topic Starter
Intelli

TheOnlyLeon wrote:

Ok buddy, let's pop off a quick one here.

GENERAL

OK, The Easy and Normal have countdown disabled, while it's enabled on Hard and above, you need to choose one or the other. Disabled all

I get the feeling the spread might be incomplete and could use another GD :P

EASY

Mostly good, but I'd consider using a spinner instead of a long slider at the end, just so that the whole top 50 won't be identical scores. Keeping it as-is for set consistency and such

NORMAL

00:15:169 (1,2) - Honestly, even though a general rule is to avoid double repeats in Normals, I think a double repeat is actually what would be expected here and would work fine with the arrangement, so you should probably take creative lenience and make these double repeats (Applies to the second occurrence of this pattern later in the map) Changed back but if a BN or someone wants them back to single-repeats I'll probably change again tbh, I feel like both work (although I prefer the x2 repeat)

00:32:908 (2,3,4,5) - These three sliders are pretty ugly with how compressed they are, I'd recommend shifting this around so that you can expand them a tiny bit. Fixed

I'll say the same thing with the slider here, as it's still easy enough I think most people could full mod this, however anything higher than this should be free from 50+ 4 mod SS scores so this is the last one I'll ask for.

HARD

00:37:082 (3) - Well the Hard is almost perfect, but please shift this slider right, as it is the aesthetic flow of this slider is very jagged and it stands out from everything else in the entire map. Fixed

Also, you don't need to remove the long slider, but I'd recommend re-shaping it, if you want to stick with a similar shape try something like this, otherwise just completely remake it without any nicks. Fixed (although it does use a weird white tick pattern, I like how it looks now)


PHANTASM

00:23:517 (1-8) - Randomly low spacing, you should probably just make this consistent. Fixed (inspired by blue dragon lmao)

Again, please make it a triple at the end. Fixed

OK, easy enough set, not many issues, and only one Unrankable one this time :P.

and I mean, if you want to continue the legacy I'd be happy to make another Flowing diff, but I'm not convinced that's what your set needs right now. Either way let me know if you make another Std set, I'd be happy to contribute.
Sorry it took so long to respond, but I took an osu break for irl stuff
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply