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posted
hoki updated sb's for each diff and file settings fixed, mod responses soonTM
posted
If I say this thing was finished in 1 day (unpolished), no one would believe it LOL
posted
max requested.
holy moly sb is lit af great job finished in one day or not this is extraordinary
sliderslide is nasty get rid of it ples kill it with fire reduce it to ashes or rather oxidise it haha kill me

Easy
  1. 00:49:872 (2) - nice whistle
  2. 00:47:234 (3) - priority is a bit mixed up here imo. The sound on the red tick should be given the highest priority. I suggest a slider extending from the white line here all the way to the red line. abnormally long slider also emphasise this sudden rhythm change rly well
  3. 01:20:201 (1) - this part here is waaay too dense maxu there should be a nice gradient here orz. density should slowly rise starting from 01:09:982 (1) - and is maxed out at 01:30:751 (1) - not here
  4. 01:59:762 (1,2) - this is kinda problematic imo. firstly this is pretty much identical to 02:10:311 (1,2,3) - . The latter is a little bit more intense with more bass kickin. imo the former should have the same rhythm pattern as the latter has. rn this one is kinda more dense with less space (1/1 and another 1/1 compared to 3/2 n stuff) while the music is less intense here. nice abnormal 3/2 gap also emphasise rhythm change rly well
  5. 01:37:344 (1,2,3) - wth is going on with these ncs lol swap 1 with 3 I guess
Normal
  1. check your ncs lol imma post stuff I think is weird but I might miss stuff so check them yourself
  2. 00:31:410 (1) - remove this
  3. 00:34:048 (1,5) - swap
  4. nc in the first kiai has some weird shenanigans going on but there seems to be a pattern
  5. 01:22:839 (1) - sliderslide is louder that hitnormal lmfao what the hell
  6. 00:58:278 (2) - maybe they overlap too much but idk kinda okay I guess
  7. 00:20:201 (2,3) - connect them into a single slider and make 00:20:861 (1,2,3,4) - circles only for some nice contrast. know that it'll create a 1/2 triple but meh your diff is dense af definitely okay difficulty wise
  8. 01:15:586 (4) - the heck is up with your ncs
  9. 00:26:795 (4,5) - kinda feel like 2 circles here would be enough. extending 4 into a 1/2 slider makes this part loses its 1/1 - 1/2 contrast imo. circles are enough to give it some gradual intensity increase feeling
  10. 01:17:564 (1,2) - one slider with reverse? kinda weird cuz it's the only 1/2 to show up in this calm part
  11. 01:50:861 (5) - should nc. analogous to the first kiai I guess
  12. 02:10:311 (1,2) - same comment as in esy. intensity stuff
Hard
  1. gap between normal-hard is quite large but imo barely acceptable
  2. diff is much denser than normal so imo diff should be more forgiving in the accuracy part so uh OD 5.5 maybe? trust me those 1/4 sliders in succession mess with trash player like me real hard with high OD
  3. 00:31:081 (5) - 00:36:355 (5) - these jumps strike me as odd. like there is nothing worthy of jump so it's pretty random imo
  4. 00:39:322 (1) - 00:49:872 (1) - feel like there should be jumps on these two as well. for consistency and stuff
  5. 02:07:674 (1) - trap af is this intentional
  6. 01:58:113 (5) - 02:08:663 (5) - missing nc boi these are identical to 01:52:839 (1) - idk why you wouldnt
  7. 02:10:311 (1) - feel like nc in this part should be arranged into couples like 01:59:762 (1) -

I'll be waiting for the package
if you need metadata stuff
http://diverse.jp/dvsp-0131/
https://www.rayark.com/g/voez/
posted

Silomare wrote:

Hey there, just giving a quick mod on the top diff here, mostly some smaller suggestions.
I know you're not finished remapping it yet, but why not.
Also hit me up if you want the other diffs modded, I can do that, just right now I'm 2 lazy.

Special
00:05:037 - There is a silent but impactful sound here, maybe put a circle and have the spinner 1/2 later its mostly a fade in, dont feel its necessary
This is very nitpicky, but maybe move 00:07:344 (1,2,1) - a little to the right. Visual Spacing between 00:07:097 (4,1) - is a bit higher than 00:06:850 (3,1) - , so moving it to the right will fix that. sure
00:37:344 (1,2,3,4) - Maybe give this stream a small curve, like you did on the previous two, so that it fits better. Like this https://osu.ppy.sh/ss/9939517 i want this lead in to be really sharp
00:56:465 (1,2,3,4,1,2,3,4) - Spacing between those two streams is larger compared to the following 1/4 jumps. got remapped
01:10:971 (1,2) - Flow? Idk if it's intended but yea musical notes are higher than 01:13:608 (1) -
01:22:839 (1,1,1,1,2,1,1,1,1,2) - Just wanted to say I find this pattern cool as hell aye thx :D
01:33:223 (3,4,1,2) - Since 1 is a blanket for 4, and 2 a blanket for 3, maybe reduce the spacing between 2 and 3 (moving 2 to the left) so that both blankets have the same spacing here sure
01:49:212 (1,2,3,4,1,2,3,4,1,2,3,4) - The shape is very cool, but this will be extremely hard to follow. 01:49:790 (4,1,2) - You have to switch directions twice during these three circles. remapped


I really like this map, good Luck with it! danx bb
Idk if you reply to this mod, if not I'd be happy if you could tell me ingame or something if it was helpful/which things you applied. Still trying to learn how to mod. Cya o/ will try to remember if online, but if not it was solid enough ^^

Yamicchi wrote:

[Easy]
00:14:267 (1,2,3,4) - (1,2) and (3,4) have different intensity. Representing them with repeat-circle, circle-repeat pattern is not a good idea. How about making (1,2) a pair of 1/2 slider? adjusted rhrythms
00:20:861 (3) - It's fine to me but some might say this is easily misclick because it's too close to (1) sure why not
00:38:004 (1) - blanket could seriously be better tbh xd ye
00:44:597 (3,4) - 3/4 repeat slider here works waaaaayyy better as the rhythm is hitting so hard on those beat tho wanna focus on drum rhythms here
01:21:190 (2,3) - would love to see this rhythm tho https://puu.sh/AdDmJ/af045c62fa.png adjusted some but its too dense for this part
01:26:465 (2,3) -
[Normal]
00:32:070 (2) - I'd make this 2 circles to represent the drum tho i would but its too dense for this section, gonna keep it as 1/2 slider cause 3 consecutive clickables is too intense
00:38:004 (1,2,3,4,5,6) - I suggest following this rhythm, as the circle at 00:38:498 - is a bit unexpected and not much a strong beat, same goes for 00:40:476, while there's a huge beat you missed at 00:39:817 - so yeah, that explained everything. wat rhythm :0
00:44:432 (3) - 00:49:707 (2) -
00:55:146 (4,5,6,1,2,3,4,1,2,3,4) - 1/2 train is too long here, better find a way to reduce it. I did something to 00:57:784 (1,2,3,4) - https://puu.sh/AdDHi/9403100373.png and it looks quite nice tho kk
01:17:564 (1,2) - (2) doesn't deserve to be clickable imo, therefore having 1/2 reverse slider is enough. Also to make some difference between them and the upcoming pattern with different sound at 01:20:201 (1,2) - agree
01:55:641 (3) - remove to reduce 1/2 train? this ones fine imo
01:55:806 (4,5) - the 1/1 gap here felt really weird tbh xd not su re ewhat else to do :T
[Hard]
00:12:949 (1) - NC here is quite unnecessary is every measure
00:17:894 (5) - 2 circles work better I think slider is fine tbh
01:37:839 (4,5) - I believe they should be something like https://puu.sh/AdE3b/e6c2dc48a1.png this tho kk

Zer0- wrote:

Hard
01:54:982 (3,4,5) - make this similar to 01:56:300 (3) - ? it's the same as far as I can see
same here 02:05:531 (3,4,5) - i wanted less intense melody to be easier to play

Special
00:57:784 (1) - why not make this a 1/1 slider, there's nothing on the repeat from what I hear C: izza cute 1/2 hihat :(
update the storyboard effects? they don't match. hokichiii <o< HOKIII

cool set and nice song! thx for mod <3

DTM9 Nowa wrote:

Finally you are ranking this :D

[]

General

Pls update SB yeye
Apparently there isn't a file sb\particle.png even though something is storyboarded in with that file. Ya should either add the proper file or remove the code
Shiirn's diff is easier now than the special, making the special difficulty name (of shiirn's difficulty) unrankable was a placeholder will get to it w/ shiirn


Easy

01:15:586 (1,1) - This overlap doesn't look good. I'd recommend flipping the latter slider just for the sake of that kk
01:37:344 (1,3) - Switch NCs? They kinda break the 2 measure new combos plus melodically it would be more correct if they were switched. shore


Normal

I'd recommend rechecking the NCing since you kinda switch between 2 measure combos and 1 measure combos time to time even though there isn't really melodically anything that would require that kind of changing like in this section 00:27:454 - . Plus there seems to be few other kind of mistakes such as not NCing this 01:15:586 (4) - fixed all
01:22:839 (1,2) - Mind explaining why these are mapped so broadly to the rhythm while the mapping right before and right after tries to replicate the song much much closer than a long slider. I'd just recommend mapping them normally unless there is a good reason to not it's a spam of 1/4 rhythms. the alternative is repeating repeats on a 3/4 slider which i don't want


Hard

00:31:410 (1,3,4) - The way the stacked objects look with the slidertail is kinda awkward as the 3 is just sticking out there behind the slider. I'd recommend placing the stack so the 3 is near-perfectly under the tailpoint of 1 kk
00:31:740 (2) - Shouldn't this be emphasized through spacing since it's head is placed on a snare and a ton of snares in this section get a notable amount of emphasis through spacing 00:31:081 (5) - 00:33:718 (4) - ect. Maybe like this https://puu.sh/AfmwB/c70c536e92.png ? yeye
00:37:674 (1) - I personally find this kind of an asymmetric slider kinda not that pleasing visually. Maybe something like https://puu.sh/Afmz4/4cf95a4e49.png (or something symmetric in general) would work better shore
01:18:883 (1) - You could end this spinner on the white tick prior to the red tick as it would increase the recovery time to a beat (which is the least amount that spinners should have in hard diffs according to guidelines) plus it would land on an actually notable beat spinner's way too short then


Special

00:30:091 (1,1) - Why are these sounds sometimes mapped with 3/4 sliders and sometimes with a bunch of 1/4 sliders 00:32:729 (1,2,3,4) - ? The sounds are basically the same but having two different kind of click patterns does not seem optimal to me there's a more constant wub vs a sweeping 3/4 wub on these, the sweeping long ones that repeat have repeating motions and long rhythms for this reason
01:46:575 (1,2,1,2,1,2,1) - It would be a lot nicer for the player if you could build-up the spacing a bit more since having spacing as big as 01:46:905 (1,2) - right after this 01:41:300 (1,2,3,4,5,1,2,3,4,1,2,1,2,3,4,1,2,3,4,1,2,1) - is quite a big change for the players even if the bigger spacing has been a normal thing before in the same difficulty. It would still be a lot nicer if there would be proper progression of the spacing throughout the pattern scaled it down a bit

[]

That's about it I guess thx for mod<3

CrystilonZ wrote:

max requested.
holy moly sb is lit af great job finished in one day or not this is extraordinary
sliderslide is nasty get rid of it ples kill it with fire reduce it to ashes or rather oxidise it haha kill me added

Easy
  1. 00:49:872 (2) - nice whistle is correct tho
  2. 00:47:234 (3) - priority is a bit mixed up here imo. The sound on the red tick should be given the highest priority. I suggest a slider extending from the white line here all the way to the red line. abnormally long slider also emphasise this sudden rhythm change rly well i agree that it's important but it's an easy, im limited it how i can express 1/2 rhythms in detail and this is the best i can do to cover all the important notes for this bit
  3. 01:20:201 (1) - this part here is waaay too dense maxu there should be a nice gradient here orz. density should slowly rise starting from 01:09:982 (1) - and is maxed out at 01:30:751 (1) - not here agree go rid of two circles
  4. 01:59:762 (1,2) - this is kinda problematic imo. firstly this is pretty much identical to 02:10:311 (1,2,3) - . The latter is a little bit more intense with more bass kickin. imo the former should have the same rhythm pattern as the latter has. rn this one is kinda more dense with less space (1/1 and another 1/1 compared to 3/2 n stuff) while the music is less intense here. nice abnormal 3/2 gap also emphasise rhythm change rly well similar issue with how limited i am with rhythm representation in an easy. the first one is easier since i can use the 1/1 gap reset on the end of the measure to reset and use another repeat, but in the second instance it's 5 repetitions of 3/4 rhythms. this is the best i can do imo to be accurate to the rhythm while being playable for an easy
  5. 01:37:344 (1,2,3) - wth is going on with these ncs lol swap 1 with 3 I guess oops
Normal
  1. check your ncs lol imma post stuff I think is weird but I might miss stuff so check them yourself yeh nowa said to as well i fixed em all
  2. 00:31:410 (1) - remove this
  3. 00:34:048 (1,5) - swap
  4. nc in the first kiai has some weird shenanigans going on but there seems to be a pattern
  5. 01:22:839 (1) - sliderslide is louder that hitnormal lmfao what the hell
  6. 00:58:278 (2) - maybe they overlap too much but idk kinda okay I guess changed
  7. 00:20:201 (2,3) - connect them into a single slider and make 00:20:861 (1,2,3,4) - circles only for some nice contrast. know that it'll create a 1/2 triple but meh your diff is dense af definitely okay difficulty wise naww its a bit much
  8. 01:15:586 (4) - the heck is up with your ncs
  9. 00:26:795 (4,5) - kinda feel like 2 circles here would be enough. extending 4 into a 1/2 slider makes this part loses its 1/1 - 1/2 contrast imo. circles are enough to give it some gradual intensity increase feeling wanted to give the 1/4 stream some umph by making it more dense here
  10. 01:17:564 (1,2) - one slider with reverse? kinda weird cuz it's the only 1/2 to show up in this calm part ye
  11. 01:50:861 (5) - should nc. analogous to the first kiai I guess
  12. 02:10:311 (1,2) - same comment as in esy. intensity stuff same answer, im limited :(
Hard
  1. gap between normal-hard is quite large but imo barely acceptable
  2. diff is much denser than normal so imo diff should be more forgiving in the accuracy part so uh OD 5.5 maybe? trust me those 1/4 sliders in succession mess with trash player like me real hard with high OD sure
  3. 00:31:081 (5) - 00:36:355 (5) - these jumps strike me as odd. like there is nothing worthy of jump so it's pretty random imo kicks
  4. 00:39:322 (1) - 00:49:872 (1) - feel like there should be jumps on these two as well. for consistency and stuff with how intense these movements get i didnt want the lead in to be too strong :<
  5. 02:07:674 (1) - trap af is this intentional is just a back n forth
  6. 01:58:113 (5) - 02:08:663 (5) - missing nc boi these are identical to 01:52:839 (1) - idk why you wouldnt
  7. 02:10:311 (1) - feel like nc in this part should be arranged into couples like 01:59:762 (1) oops-

I'll be waiting for the package ;)
if you need metadata stuff thanks a ton :D i stole it from ranked mania set but i'll use dis
http://diverse.jp/dvsp-0131/
https://www.rayark.com/g/voez/

thx for mods!
posted

Zer0- wrote:

Mir's Extra
00:37:015 (1,2,3,4,5,6,7,8) - maybe make this continously increase in spacing instead of the janky change in spacing at 00:37:344 (5) - the sound kinda fades in so i'd rather it increase in spacing
00:50:861 (8) - this feels like it could be a 1/2 slider imo. - idk i hear two melody notes here and a 1/2 slider would kill the pacing of the whole kiai to me
01:38:333 (4,5,6,7,1) - the stack of 4-5 feels out of place - unstacked it kinda
01:51:520 (1,1) - wouldn't this be cooler as a low sv slider? :D - yes, it would be :D

DTM9 Nowa wrote:

Mir
QAT :joy: joy: joy: joy: joy: :joy: joy: joy: joy: :joy: joy: joy: joy: joy: :joy: joy: joy: joy: :joy: joy: joy: joy: joy: :joy: joy: joy: joy: :joy: joy: joy: joy: joy: :joy: joy: joy: joy: :joy: joy: joy: joy: joy: :joy: joy: joy: joy: :joy: joy: joy: joy: joy: :joy: joy: joy: joy: :joy: joy: joy: joy: joy: :joy: joy: joy: joy:
01:26:630 (1,2) - You could space these out a bit more considering you use a lot more spacing for that sound here 01:21:355 (1,2) - . Alternatively lower the spacing on the first jump - redid this stuff cuz it felt too intense to me
01:48:553 (1,2,3,4) - These could be spaced quite a lot more as the spacing since the kicksliders prior to these have similar spacing (playing wise, since people most likely only click the heads). It kinda does not follow the song that accurately as the kicks are much more intense and frequent on the latter kicksliders while they feel relatively similar while playing - yeah changed up this jump part a bit
02:00:091 (2,2,2,2) - I'd strongly urge you to NC these or clearly differentiate the sliders from one another. They are barely sightreadable as there is basically nothing that would inform the player about the huge SV change - you would think that but because 1 appears very quickly after each 2 it indicates that 2 is a shorter slider without requiring an nc. I think this should be fine as is imo
Update: https://pastebin.com/raw/zBk1gDpq

Thanks guys.~
posted

Zer0- wrote:

winber1's Extra
01:40:476 (2,3) - shouldnt this be like a 5-note stream, sounds like it would be :eyes: no? idk seems fine to me
01:49:048 (2,3,1,2,3,4,5,6,7) - this overlap is so unfair tbh, I would remove it or make it not as punishing imo. don't see anything wrong with this. the map is already geared towards "higher" end players and this pattern is not particular what makes the map unfair or hard
posted

Yamicchi wrote:

[C00l]
00:02:729 (2,3,4,5) - Why is the spacing so narrow here xd music gradually decrease in pitch because of bg noise
01:32:729 (2) - NC for players to know the different reverse time? those 3 follow the same type of rhythm, nc'ing would make them look different which isn't what i went for

Zer0- wrote:

Cool's Insane
00:03:059 (3,4,5) - maybe have the same spacing as these 00:01:740 (3,4,5) - it's pretty minor though. nope same reply as to yami
00:03:718 (1,2,1,2,1,2,1,2,1) - why not just keep to the same rhythm as before it? nothing really requires this nc spam and 1/2's imo. music comes to it's maximum peak point alonside the bg noises, hence why rhythm is more dense
01:22:344 (1,2,3) - personally this barely overlapping is ugly, maybe make them overlap a bit more? :p wouldn't make a difference both in gameplay and editor visuals, so it really is minor :/
01:33:059 (3) - perhaps ctrl+g this? no since it shows a clear sepeation in rhythm choice, 01:32:234 (1) - points downwads because its longer than 01:32:729 (2,3) - in terms of snapping

DTM9 Nowa wrote:

C00L

00:07:591 (2) - 00:08:663 (5) - ect. It would make more sense imo to have a similar jump for these 1/4 gapped hitcircles as the sliders have for the sake of consistency + it would feel better while playing what do you mean, they share the same visuals and rhythm choice and by the time you get to 00:11:630 (1) - the player is already really familiar with the rhythm so i dont see how this affects any parts of the gameplay
00:40:311 (3) - 00:45:586 (3,5) - ect. It would be better to not leave this kind of 1/1 gaps at this level as they just feel so empty even though the song feels really intense D: throwing in a reverse 1/4 slider or a 1/2 slider there would feel much much better im following the piano sounds, so making it follow a rhythm you're suggesting would affect not only this part but the rest, since not making it less dense here will affect the density of the entire section making it seem as difficult as the previous section
Thanks for mods!
posted
shiirn told me to fix for him

@Zer0- no kiais was intentional
@DTM9 Nowa

Shiirn

00:16:575 (1,1) - The overlap would look nicer if you'd try to replicate the round slider with the latter slider a bit closer small aesthetic fix shore
00:34:542 (2,1) - This feels really out of place since basically everything else in this section is based around back and forth movement while this pattern breaks that concept as much as it can which doesn't really feel correct for me. If you want to contrast between the sounds (or something) you could try something like https://puu.sh/AfuIr/9912bb74f0.png sound is quite jarring to begin with in this section so i think the movement being jarring too fits
00:39:817 (1,2,3,4,5) - This could be visually nicer if the visual spacing between the sliders was equal kk
01:43:608 (1) - I'd recommend modifying the slidershape here by a tiny bit so the SV change would be much more readable. Maybe throw in some red anchors? i think given that the motion's repeating breaking is unlikely, and players that play at this level will see the upcoming triple and will naturally pull through it faster so it shouldn't be an issue, its a nice precursor to the upcoming sv increase in general anyways
posted
doing response for theaceae as well, cant get to a solid compooper rn

Zer0- wrote:

Theaceae's Another
Storyboard seems to be for cool's diff instead will be fixed in final
01:23:333 (2,1) - because you place (1) beneath (2) perhaps do something similar with this 01:24:651 (2,1,2,3) - by starting the next combo beneath the sliderend he said it's start of a new section so he'd rather avoid under-emphasizing it by stacking it like that
!

DTM9 Nowa wrote:

Theaceae

00:03:388 (1) - The sound on the tailpoint is a lot more prominent than the one on the headpoint so mapping it with a slider is quite questionable. Would strongly recommend mapping them as two hitcircles so the latter hitcircle has notably more spacing emphasis given that the intro's pretty 1/2 spam he said he wanted to find a place for a break and this one seemed most suitable for it
00:19:048 (1,1) - This pattern doesn't really feel to represent the sound on 00:19:212 - properly. Something closer to https://puu.sh/AfoCC/8970d838ce.png would feel much more accurate changed
00:40:064 (4) - Slider is offscreen fix
00:49:624 (5,2) - This overlap is kinda notable and seems kinda easily avoidable without affecting the playability by moving the reverse slider a bit downwards done
01:32:399 (3,4) - .. Most of these 1/4 sliders are really curved to a point it simply does not look good anymore at least considering the patterning they are used in. Like for example compare these 01:35:037 (3,4) - sliders which don't really lead to one another to this https://puu.sh/AfpH5/51693f27d2.png kind of simple structure did it to match the jarring drum section since it's a little more intense rhythmically and making fitting slider shapes felt right
all diffs updated and setty
posted
ah wtf mv1, uh how do i format in mv1 again...

[Special]

  1. 00:41:960 (1,2,3,4,1,2,3,4,1,2,3,4) - I think that you should make the movement 00:42:536 (4,1,2,3,4) - here a bit more lenient, currently it forces the awkward snap from the streamjump when it could just go together with the momentum of streamjump like this: https://i.imgur.com/6fKCDBk.jpg . I guess it's not hard to do but this will still seem like a more enjoyable pattern. This goes for 00:46:492 (4,1,2) - and 00:53:086 (4,1,2,3,4) - .
  2. 01:30:751 (1,2,3,4) - A bit nitpicky but this pattern should look better if rotated by 40 degrees like this because of you know the classic "dont rotate shit by 30-60 degrees pls" https://i.imgur.com/rA5r1Xk.png .
  3. 02:02:399 - This part in the song introduces new 1/4 in the background, if you can find a way it may be sweet to use more circles like doubles and triple to emphasize that change in the song.


[Shiirn's Reflection]

  1. Yea no, its not allowed to have 2 custom diffnames per set, please decide between yourselves who wants to keep the cool name. Though what does reflection even stand for here.
  2. 00:25:806 (5,6,6) - Can u just stack it zz, i know its not visible in gameplay but it feels a bit off.


[Winber's Extra]

  1. 01:37:344 (1,2,3,4,1,2) - Isn't this a bit too easy? Some more intense spacing should fit much better here, I don't think its that much less intense in the song compared to 01:34:872 (1,2,1,2,3,4,1,2,1,2,1) - tbh.
  2. 01:51:190 (1,2,3,4,1) - Ya this is overspaced a bit the sounds are not distinct and i dont think such spaced stream is alright for this bpm. I'd bargain with 0.9x scaling.
  3. 02:09:899 (1) - UNcing this should make the pattern much more readable and understandable. I don't even see the reason this is nced though when it's not emphasized and sounds grouped with 02:09:817 (1) - .



01:51:850 - Yo I don't think that rhythm is fine here in this section.

  1. 01:51:850 (1) - Comparing this slider to 01:52:179 (2,3) - it ends on a really distinct note and I strongly advise you to follow it with a clickable note. The suggestion goes to all parts it repeats like 01:57:124 (1) - .
  2. 01:53:004 (2,1,2) - You are ignoring a really loud synth here on the red tick. They are much more distinct than the generic white tick drums seen in every song tbh. Why don't you just do this kind of rhythm https://i.imgur.com/s2VOAH2.jpg ? It also goes to all parts in which the music repeats itself in the same fashion.
  3. 02:03:388 (1,2,3,4) - You do in on point here.


[Mir's Extra]

  1. 00:18:223 (1,2,3,4,1) - As an individual pattern this seems to be distinctly harder than any other individual pattern in the map. I think that scaling the quad by 0.9x should make it just right because the player won't be forced to make large snaps in 1/4 for this bpm.


[Th another]

  1. 00:40:064 (4) - Stacking is broken here compared to the other diamond-esque patterns.
  2. 00:31:410 (1,2) - Wouldn't a long slider suit the 00:31:410 (1) - wub on this better? The red tick kinda doesn't have anything strong in particular for a relative spaced triple 1/2. You also tend to follow the grows with long sliders a lot.


[C I]

  1. 00:03:718 (1,2,1,2,1,2,1,2,1) - For a light insane this is too intense for a low intensity section, doing 1/2 sliders should much better represent the overall intensity.


doing the rest a bit later z
posted
i had this whole talk planned out about how difficulty names were originally intended simply to give the player an idea of how difficult the map was, not that it was stuck adhering to the retarded nomenclature that floats around. I saw a bit of this with whats-his-faces pitch fucker map, where he was forced to arbitrarily rename all of his difficulties to include the retarded nomenclature despite the difficulty ratings themselves functioning perfectly fine as an indicator as to which difficulty was *most difficult*.

Reflection simply because it's my take on plaudible's map. It's my reflection of it, nothing super deep or complicated.

But "Reflection" is not "Extra", I guess. The fact that the star rating is nearly identical to the main top diff (which for some reason is the only exception to the "diff name" rule, maybe because it's the only difficulty mappers are really allowed to do anything) should say that it's an extra. It doesn't need "-Extra" tagged to it. Changing it to "Shiirn's Extra" does literally nothing; as any player good enough to open it (that's right, open, not play it), would be able to recognize that it's an extra-level song right next to another extra-level song.



instead because rules are rules i'd rather not deal with all that shit


either change the name to shiirn's extra and know i hate you both for it, or remove my diff before ranking
posted
Sorry i'm not ranking criteria expert, I just follow it. Refer this to more qualified people that change the ranking criteria ;p
posted
quick upd: as of 5/25/2018 RC was updated so Shiirn's difficulty name is acceptable


we all set with the diffnames :thumbsup:

MaridiuS wrote:

[Special]

  1. 00:41:960 (1,2,3,4,1,2,3,4,1,2,3,4) - I think that you should make the movement 00:42:536 (4,1,2,3,4) - here a bit more lenient, currently it forces the awkward snap from the streamjump when it could just go together with the momentum of streamjump like this: https://i.imgur.com/6fKCDBk.jpg . I guess it's not hard to do but this will still seem like a more enjoyable pattern. This goes for 00:46:492 (4,1,2) - and 00:53:086 (4,1,2,3,4) - . sure fixed both but not the one in the middle of this kiai, feel like that one's fine for some emphasis
  2. 01:30:751 (1,2,3,4) - A bit nitpicky but this pattern should look better if rotated by 40 degrees like this because of you know the classic "dont rotate shit by 30-60 degrees pls" https://i.imgur.com/rA5r1Xk.png . okey fixed
  3. 02:02:399 - This part in the song introduces new 1/4 in the background, if you can find a way it may be sweet to use more circles like doubles and triple to emphasize that change in the song. change in the music doesnt feel enough to warrant rhythm overhauls though, i think keeping it similar works fine enough
will edit in rest as it comes
posted
the quad is fine mainly because the sounds are not like.. grouped together to make one phrase to me but rather each individual 1/4 sound has its own emphasis, hence the snapping motion i ask from the player
posted

MaridiuS wrote:

[Winber's Extra]

  1. 01:37:344 (1,2,3,4,1,2) - Isn't this a bit too easy? Some more intense spacing should fit much better here, I don't think its that much less intense in the song compared to 01:34:872 (1,2,1,2,3,4,1,2,1,2,1) - tbh. i think the music is winding down more than it is climaxing. The main melody synth isn't even playing, and it's some background synth playing at a much more mellow tone.
  2. 01:51:190 (1,2,3,4,1) - Ya this is overspaced a bit the sounds are not distinct and i dont think such spaced stream is alright for this bpm. I'd bargain with 0.9x scaling. don't particularly agree, spacing is bigger but it plays very smoothly and i would argue it is actually easier to play than the previous stream that just happened. i'd like to think of the pattern not so much the spacing matching the music, but the feel and distinctness of the pattern matching the distinctness and uniqueness of the drumfill right before the kiai
  3. 02:09:899 (1) - UNcing this should make the pattern much more readable and understandable. I don't even see the reason this is nced though when it's not emphasized and sounds grouped with 02:09:817 (1) - . okay un-NCing



01:51:850 - Yo I don't think that rhythm is fine here in this section.

i wanted to redo this part anyway. it was done purposely with the intent of having the second kiai not only being harder, but also rhythm more in-line with the music and more rhythmically challenging as well, but it obviously didn't turn out the way i expected because i probably lost motivation mapping it a second time and the two kiai aren't different enough to even make that difference meaningful in anyway. in fact, it looks like a mistake. anyways, remapped back to be in-line with the synth melody

  1. 01:51:850 (1) - Comparing this slider to 01:52:179 (2,3) - it ends on a really distinct note and I strongly advise you to follow it with a clickable note. The suggestion goes to all parts it repeats like 01:57:124 (1) - .
  2. 01:53:004 (2,1,2) - You are ignoring a really loud synth here on the red tick. They are much more distinct than the generic white tick drums seen in every song tbh. Why don't you just do this kind of rhythm https://i.imgur.com/s2VOAH2.jpg ? It also goes to all parts in which the music repeats itself in the same fashion.
  3. 02:03:388 (1,2,3,4) - You do in on point here.
https://puu.sh/AwljZ/c1269c8013.osu
posted
both told me to respond for them:

for cool:


for theaceae: fixed stack, but the red tick note is just as justifiable as 00:30:586 (4) - and such, has a synth note change and a pretty strong hihat so it should be fine imo

note the storyboard will be desynced a bit until hobbes mods it, on the last update hokichi will resync it all
posted
Wub
posted
from hobbes mod:

rhythm changes on easy
visual changes + ncs on hard
some sliderends silenced on winber's diff and special
special spacing change
posted
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