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Helblinde - When Time Sleeps [CatchTheBeat]

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Topic Starter
Xinnoh
This beatmap was submitted using in-game submission on Thursday, October 25, 2018 at 12:17:03 PM

Artist: Helblinde
Title: When Time Sleeps
Source: osu!
Tags: alienflybot ascendance Ephemerality Fractal Dreamers Progressive Featured Artist Drum and Bass DnB Piano
BPM: 85
Filesize: 6415kb
Play Time: 03:28
Difficulties Available:
  1. AFB's Platter (3.01 stars, 401 notes)
  2. Ascendance's Rain (4.3 stars, 496 notes)
  3. Cup (1.37 stars, 223 notes)
  4. Rain (3.54 stars, 427 notes)
  5. Salad (1.77 stars, 278 notes)
Download: Helblinde - When Time Sleeps
Information: Scores/Beatmap Listing
---------------
6/6
SYAHME
Nice full spread
Hunter Howl
Place holder. Will mod tomorrow

i think you should add an overdose. just suggestin'

i'll mod rain for now as the lower ones is clean enough for me
Rain
- 00:33:925 (1) - this is way too early to make HDash. even the beat says so i think reduce it to make it catchable with Dash is neccesary
- 00:37:100 - at least this should be mapped :/
- 00:39:042 (7,8,1) - moving (8) to middle seems good since the next one is quite far
- 00:40:101 (3,4,5,6,7) - i'm hoping that you could curve this like half of circle
- 00:47:159 (3,4,5,6,7) - quite a sideturn and harsh (imo) maybe you can smooth this one
- 00:50:513 (1,2) - flip them? seems to have good movement if you flip them
- 00:50:866 (3) - a slider up to 00:51:571 - is recommended
- 01:00:747 (1,2) - you might not going to change this lol. i suggest extend (1) to (2) position and delete (2)
- 01:02:777 (1) - reduce distance between (2)?
- 01:03:219 (3,4,5,6) - it's kinda overmapped. maybe remove (6)?
- 01:04:189 (1) - same case with 01:02:777 (1) -
- 01:06:042 (3,4,5,6) - same case with 01:03:219 (3,4,5,6) -
i think you get the idea of it

- 01:12:042 (1,2) - this one also has the same case as 01:00:747 (1,2) -
i think that's all

good luck with your map sorry for the picky mod lol
Topic Starter
Xinnoh

raianshimuzu wrote:

Place holder. Will mod tomorrow

i think you should add an overdose. just suggestin' I did, it was shit. Hence why you can download it in the description.

i'll mod rain for now as the lower ones is clean enough for me I thought the lower diffs had most issues compared to rain lol

Rain
- 00:33:925 (1) - this is way too early to make HDash. even the beat says so i think reduce it to make it catchable with Dash is neccesary Song doesn't change later, patterns shouldn't be different later
- 00:37:100 - at least this should be mapped :/ I generally don't like mapping piano on this diff since it's fairly inconsistent with other note patterns. 00:43:453 (3) - is an exception because the piano is high pitch
- 00:39:042 (7,8,1) - moving (8) to middle seems good since the next one is quite far 00:40:630 (8,1) - is already smaller than other dashes of the same pattern, 00:40:983 (1,2) - is already as small as a hyperdash can be.
- 00:40:101 (3,4,5,6,7) - i'm hoping that you could curve this like half of circle Significant lack of movement at 00:41:336 (2,3,4) - if I do that. There isn't any other pattern that flows left and follows aesthetic patterns of previous streams.
- 00:47:159 (3,4,5,6,7) - quite a sideturn and harsh (imo) maybe you can smooth this one Straight lines implied flow is in the direction they came from, curved lines imply flow to where they point. It's a walkable pattern so it's not really harsh.
- 00:50:513 (1,2) - flip them? seems to have good movement if you flip them Doesn't really improve anything, current flow is fine
- 00:50:866 (3) - a slider up to 00:51:571 - is recommended I used sliders at 01:00:747 (1) - & 01:12:042 (1) - because there was a clear background synth, here there isn't one.
- 01:00:747 (1,2) - you might not going to change this lol. i suggest extend (1) to (2) position and delete (2) The long slider to 1/4 hyper properly emphasises the snare because it breaks the silence quite loudly.
- 01:02:777 (1) - reduce distance between (2)? I've now applied a 2.0x distance snap to all similar parts in this section. Should also mention that stuff after 01:13:454 (1) - are unchanged because the patterns changed to hypers.
- 01:03:219 (3,4,5,6) - it's kinda overmapped. maybe remove (6)? All sounds are definetaly there. If an inconsistent rhythm was added, it would be under-mapped relative to the music.
- 01:04:189 (1) - same case with 01:02:777 (1) -
- 01:06:042 (3,4,5,6) - same case with 01:03:219 (3,4,5,6) -
i think you get the idea of it
Since you brought up overmapping, I'll just point out that things like 01:17:600 (8) - where i've mapped more than 20 1/4s in a row have no rhythm and are overmapped. I've done this because if I didn't add a circle there, it would not properly emphasise the piano sounds in the background. This kind of overmapping makes sense because it helps express the song better and the improvised rhythm makes sense within the context.

- 01:12:042 (1,2) - this one also has the same case as 01:00:747 (1,2) - same
i think that's all

good luck with your map sorry for the picky mod lol Thanks. Even if most of the stuff was rejected, it's still helpful because it makes it clear what I intended to do for other people who are reading.

Updated

I should also mention that I'm aware of some unused files:
Benny-.png
Sinnoh.png
normal-hitwhistle.wav
sb folder

I'll delete them once I've sorted out whether or not I'll use them.
Hunter Howl
my modding skill is rusty

you could use those .png as the storyboard name for the collab diff if you want
Yumeno Himiko
m4m as requested~~

[General]
seems fine

[Cup]
00:33:925 (1,2,3,4,5,1) - This is my suggestion for rhythm. 00:40:983 (4) - the curve feels a bit awkward, what about making it a straight slider?

[Salad]
00:45:218 (1,2) - Is it necessary to have a dash here? I think 00:46:277 (3,1) - needs a dash. so you can move 00:45:924 (2,3) to x:256.
01:07:807 (1) - I think 1/1 slider will be better.
01:10:630 (1,2) - I guess you can try to make these two sliders more horizontal to make more move here. 01:19:101 (1,2) - x:80 similar reason as above.
01:20:513 (1,2,1) - not feeling nice to catch this pattern, either cut down some ds or just make them 1/1 sliders.

[Bennoh's Platter]
00:50:513 (5) - A bit more horizontal, a nice choice is to copy&paste 00:50:160 (4).
01:00:217 (6,7) - a bit too far, cut down some distance.

[Amen]
00:58:630 (1) - not feeling well with this pattern, which is an anti-flow and cancels HDash here.
The streams are nice to me but seems overused in Rain diff. I mean they're more like Overdose patterns, you may replace some of the streams with sliders to make this diff easier.

Clean and nice set, hard to find problems.
Good luck with this map!
Topic Starter
Xinnoh

examination wrote:

m4m as requested~~ I'll get to yours tomorrow

[General]
seems fine i'm getting better at this

[Cup]
00:33:925 (1,2,3,4,5,1) - This is my suggestion for rhythm. I'm following just the piano on cup 00:40:983 (4) - the curve feels a bit awkward, what about making it a straight slider? how did that get there

[Salad]
00:45:218 (1,2) - Is it necessary to have a dash here? I think 00:46:277 (3,1) - needs a dash. so you can move 00:45:924 (2,3) to x:256. changed
01:07:807 (1) - I think 1/1 slider will be better. I forgot this wasn't standard, cause I was going for clickable rhythm lol
01:10:630 (1,2) - I guess you can try to make these two sliders more horizontal to make more move here. Did a slightly modified version of this 01:19:101 (1,2) - x:80 similar reason as above. yes
01:20:513 (1,2,1) - not feeling nice to catch this pattern, either cut down some ds or just make them 1/1 sliders. 1/1

[Bennoh's Platter]
00:50:513 (5) - A bit more horizontal, a nice choice is to copy&paste 00:50:160 (4) ok
01:00:217 (6,7) - a bit too far, cut down some distance. yes

[Amen]
00:58:630 (1) - not feeling well with this pattern, which is an anti-flow and cancels HDash here. I've used anti-flow at all places where the exact same piano key is played twice in a row, eg. 01:16:983 (1) - . I opted not to use a hyper because it would be too difficult at this section. It's really difficult to add a hyperdash here because it's in the middle of the map + 1/2 rhythm, so it would need a little bit of general remapping if I was to change it around.
The streams are nice to me but seems overused in Rain diff. I mean they're more like Overdose patterns, you may replace some of the streams with sliders to make this diff easier. Piku's Rain is starting to seem like a good idea now :thinking:

Clean and nice set, hard to find problems.
Good luck with this map!
Update stuff
to do: wait for jbh to confirm diff spread
JBHyperion
Little chat on Platter

stuff
Sinnoh - Last Thursday at 11:00 PM
Is the platter to rain spread rankable on this set https://osu.ppy.sh/s/554256
osu! » Detailed difficulty and ranking information for Helblinde - When Time Sleeps (mapped by Sinnoh).
JBHyperion - Last Thursday at 11:01 PM
difficult to say just from looking at the SR
if I remember I'll check it out tomorrow
January 21, 2017
Sinnoh - Today at 12:13 PM
remember
JBHyperion - Today at 12:41 PM
shit
Sinnoh - Today at 12:41 PM
lo
ignore that edge dash at the end k
JBHyperion - Today at 12:45 PM
not really a spread issue imo, the Rain is overweighted with those little 1/4 hyper streams
I'd be more worried about the # of hypers in Platter
in the kiai there are quite a lot of back to back hypers
Sinnoh - Today at 12:46 PM
inconsistent cause it's collab probably
JBHyperion - Today at 12:47 PM
¯\_(ツ)_/¯
my 2c
Sinnoh - Today at 12:47 PM
just reduce hypers in general k
1 every measure would be fine?
like, 4 beats(edited)
JBHyperion - Today at 12:48 PM
e.g. I would make stuff like 00:58:805 (6,7) - regular dashes like you have for 00:57:393 (6,7) -
or vice versa
depending on what you're following
Sinnoh - Today at 12:49 PM
my mapping is too focused on snares cause they're loud usually
JBHyperion - Today at 12:49 PM
maybe you want hyper on snare instead of downbeat
Sinnoh - Today at 12:49 PM
downbeat is stronger there though
JBHyperion - Today at 12:49 PM
in which case you probably want to make 00:58:983 (7,1) - a reg dash
e.g. 01:03:218 (7,1) -
Sinnoh - Today at 12:50 PM
01:00:747 (1,2,1) - is that fine though
JBHyperion - Today at 12:51 PM
yeah that kiai start should be fine
it's not like back to back hypers are b&
just that they are used a little excessively here imo
though if you keep that you probs want one at 01:13:277 (3,1) - also since it's similar
so maybe Ctrl+H that slider or something
Sinnoh - Today at 12:53 PM
entire remaining part ctrl-h too lazy to remap
JBHyperion - Today at 12:53 PM
lolk
Sinnoh - Today at 1:11 PM
updated
JBHyperion - Today at 1:26 PM
want me to post logs or are you fine without
Sinnoh - Today at 1:44 PM
sure
and gib star icon whil doin so pls
JBHyperion - Today at 1:45 PM
I only give nuke icons sry
(:
Topic Starter
Xinnoh
Thanks
tl;dr Spread is fine because rain is very overweighted. On platter, hypersdashes were changed from half beats to the piano downbeats. This reduces the amount of hypers and is easier for the low rank players.

Also changed all patterns of rain 01:02:777 (1,2) - from 2.0x snap to 1.8x, more playable now.
Sc4v4ng3r
Posting this in advance so that I don't forget
Sorry for being late though, moving house was way more difficult than I thought ;-;


M4M as requested.

[General]
  1. If you are not planning on making a storyboard for the map remove the sb folder from the song folder. Or maybe you deleted it already
  2. Although the map currently is technically rankable, I feel that leaving out a 33 seconds worth of mappable pianos in the beginning doesn't feel right.(By mappable I mean the pianos are landing on the ticks properly and thus are able to be mapped out) I highly suggest you to map out the beginning(discussed with some other BNs and QATs on this matter), although the lesser favourable option would be to cut the mp3 off. If you want to do the latter, I suggest you to cut the mp3 from the beginning until the part where the man starts talking, at around 00:22:630 - .
  3. Care to explain why the preview point starts at 01:01:100 - ? The first chorus verse starts on 00:56:512 - so I would set the preview time 1/4 ticks before that.
[Amen]
  1. 00:33:924 (1,2) - Although not excessive, the first hyper being quite far like this could throw players off. I would reduce this down to the triggering distance.
  2. 00:56:866 (5,6,7,8,1,2,3) - The special sound that you are emphasizing starts on (7), so making a separate movement at (1) doesn't really make sense to me. Clearly the sound does start at (7) and it is prominent, so you should be making the separate movement at (7). This applies to all other similar movements like 00:58:277 (5,6,7,8,1) - , so check over all of them.
  3. 00:58:630 (1,2) - You've been having hypers for every snare so you should follow the consistency and add it here.
  4. 01:06:748 (5,6,7,8,1,2,3,4,5,6,7,8) - And why does this whole pattern ignore the special sound? That special sound is louder than the piano, so you should be emphasizing that constantly, not having inconsistencies like this in between. Please make a rhythm like 01:05:601 (1,2,3,4,5,6) - or alike, for consistency. This applies to all other rhythms that ignore that special sound, i.e. 01:16:630 (5,6,7,8,1,2,3,4,5,6,7,8) - , etc., so again please check over them.
  5. 01:14:072 (1,2,3) - Differently snapped hypers between consecutive objects are unrankable in Rain. As such, you should make a movement like 01:08:425 (1,2) - . This also applies to others such as 01:15:483 (1,2,3) - and alike, so again, please check over them.
  6. But other than those stuff that goes against consistencies and RC, the overall difficulty is cool.
[Bennoh's Platter]
  1. On normal basis you have hyper every measure - if you do the math and count the total number of hypers, you get ~2 hypers per second on average. That is still quite high even after your reduction of hypers. Platter is only to introduce hypers to the players - you should instead use more dashes to emphasize stuff. You should reduce the amount of hypers - you can definitely have hypers on 2 measures instead of 1, and the measures which you won't be having hypers can be filled with normal dashes. Stuff like 01:00:747 (1,2,1) - could be reduced down to 2 hypers instead of hyper on every one of them. I highly suggest this.
  2. Overall movement of the difficulty also feels clunky as some triplets/5-plets(in kiai) has distances which are very ambiguous, so it makes the movement during/after them quite uncomfortable to play with. If you tried to walk the whole map(only dashing on hypers), you will find that quite a number of them are impossible to dash while some of them are. Try to clear up those ambiguous distances on these. I'll list some down there.
  3. 00:36:042 (4,5) - Due to the standstill the players are inclined to dash towards (5), which isn't done at 00:34:630 (4,5) - . Make their movement consistent.
  4. 00:38:689 (4,5) - Again, the standstill makes the players dash. This time however, there are only faint instruments which doesn't even support this dash. I highly recommend you to reduce the distance here.
  5. 00:39:572 (1,2,3,4) - With the current placement this pattern really requires a dash unless you kept perfect timing throughout the whole difficulty until now. I suggest you to reduce this distance as well.
  6. 00:43:807 (1,2) - These too, also has a similar effect like above. Not to mention this rhythm(including (3)) is somewhat inconsistent with 00:38:159 (1,2,3,4,5,6) - as you just loosely emphasize on the 1/4 drums here. I suggest you to change the rhythm like the previous one so that it looks somewhat like this, and reduce the distance between the notes.
  7. 00:48:042 (1,2,3,4) - You get my point, ambiguous distance so reduce distance. These kinds of pattern all have different distances on them, which also abides players from expecting the normal distance you use on this kinds of rhythm, so it could get confusing as well. I won't list down this anymore, just look for notes that have distances around 2.0x and check them.
  8. 01:20:336 - Since you have been emphasizing this hi-hat sound for the whole chorus, you shouldn't leave one out here. It sounds really weird and it is inconsistent.
[Salad]
  1. Whoa vertical mapping, haven't seen that in quite a while already
  2. 00:33:924 (1,2,1) - Instead of 3 notes facing the same direction, you could ctrl+h one of them and make them face the other way. You will have to re-adjust your distances though.
  3. 00:38:865 (2) - This kind of snare after the pause was only emphasized as a dash here, so for consistency I recommend you to remove it.
  4. 00:39:218 - It's not too hard to emphasize this kick here, it's quite prominent in the song so I don't really see a reason why not to emphasize it. Maybe try to add another circle or make (2) a slider?
  5. 00:39:571 (1,2,3,1,2) - Similar type of movement repeats over these 2 combos - maybe for 00:40:983 (1,2) - you could place (2) on the right side by moving 00:40:806 (3) - up a little bit so that it has a distance of ~1.0x, then placing 00:40:983 (1,2) - like this could give some variation.
  6. 00:43:453 (3,1) - Why the low distance here? All the kicks until now wasn't underemphasized like this, so it feels kinda clunky to not have too much movement. Space this out more.
  7. 00:44:512 (2,3) - Although it should be fine, salad players are just getting introduced to 1/4s so this could be an element of surprise for them. I would reduce the distance a little bit more to avoid that.
  8. 00:45:218 (1,2,3,1,2,1,2,3,1,2,3) - Similar to platter, salad is just an introductory level for dashes. That means dashes every measure could get overwhelming for them. Again, I would place dashes only on every 2 measures, so at 00:45:218 (1) - , 00:48:041 (1) - and 00:50:865 (1) - . The rest can be normal distance increment that you use on cups.
  9. 00:55:100 (3) - You gotta be consistent with your NCs - add one here.
  10. 00:58:630 (2,3,1) - The RC dictates that you can use up to two consecutive dashes, sure, but that alone could still be overwhelming for salad players. Due to the amount of precision required to catch all these 3 fruits, 'beginners' who still can't really time things properly yet can have quite a hard time, resulting in a unintuitive play. Besides, the piano here isn't that high of a pitch to really support a dash
  11. 01:02:160 (3) - Here too, add a NC.
  12. 01:13:454 (1,2,1) - The whole movement feels quite intimidating due to the unusually high distance. I would reduce them.
  13. 01:17:689 (1) - By removing a dash here you can create a consistent dash pattern for the whole kiai - which is quite a nice thing for beginners as they tend to expect more consistency in movement.
  14. 01:19:101 (1,2,3,4) - I know you want to make a dash to (4) but you could've made the movement in (1,2,3) a little bit more interesting. Try to fiddle around with those 3 notes and make more movement, the standstill to a dash could be challenging for beginners as well.
[Cup]
  1. 00:34:630 (3) - 2.17x feels like an intimidating distance for me; it might not be for all beginners but as they are newly introduced to the game mode it could be seen as hard. I would reduce it down to around 1.95x.
  2. 00:42:042 (1,2) - Swap NC?
  3. 00:43:454 (1) - As you've been placing your NC every 2 big white ticks you should remove the NC here.
  4. 00:45:925 (2) - The piano pitch is high, but this also feels somewhat intimidating as it is not on the downbeat. I would reduce it down to 1.8x to avoid any intimidation.
  5. 00:49:807 (4) - You've been following the pitch for distance increment so such a low distance here makes no sense. Please space it out more so that it has a similar distances like the other high-pitched piano sounds.
  6. 00:50:866 (6) - NC here, and remove NC at 00:52:277 (1) - for consistency.
  7. 01:04:277 (2) - The piano here isn't a special one by any means so I would reduce the distance down to 1.4x instead of 1.7x, which is quite close to those notes that land on high-pitched piano sounds.
  8. 01:10:630 (1,2) - Another note which has quite the high-pitched piano yet having low distance. Space them out, so that it gets the emphasis it deserves.
  9. 01:12:041 (3) - That SV setting made me confused about the distance lmao
  10. 01:19:101 (1,2) - Again, I know you are building up for the high pitched pianos later, but stacking doesn't seem right; a stack where the instrument paused and then resumed(I mean 01:10:277 (4,1) - here) felt appropriate but since there's no absolute pause I wouldn't go for a full stop here. Space them out, but not too far; maybe 0.8x would work.
  11. 01:20:513 (1) - Remove NC here for consistency.
And that's it. GL!
Topic Starter
Xinnoh
Many thanks, will work through it bit by bit,

Sc4v4ng3r wrote:

Posting this in advance so that I don't forget
Sorry for being late though, moving house was way more difficult than I thought ;-;


M4M as requested.

[General]
  1. If you are not planning on making a storyboard for the map remove the sb folder from the song folder. Or maybe you deleted it already too lazy to sb, gone now
  2. Although the map currently is technically rankable, I feel that leaving out a 33 seconds worth of mappable pianos in the beginning doesn't feel right.(By mappable I mean the pianos are landing on the ticks properly and thus are able to be mapped out) I highly suggest you to map out the beginning(discussed with some other BNs and QATs on this matter), although the lesser favourable option would be to cut the mp3 off. If you want to do the latter, I suggest you to cut the mp3 from the beginning until the part where the man starts talking, at around 00:22:630 - .
  3. Care to explain why the preview point starts at 01:01:100 - ? The first chorus verse starts on 00:56:512 - so I would set the preview time 1/4 ticks before that. eh, preferred it the other way but this also works
[Amen]
  1. 00:33:924 (1,2) - Although not excessive, the first hyper being quite far like this could throw players off. I would reduce this down to the triggering distance. done
  2. 00:56:866 (5,6,7,8,1,2,3) - The special sound that you are emphasizing starts on (7), so making a separate movement at (1) doesn't really make sense to me. Clearly the sound does start at (7) and it is prominent, so you should be making the separate movement at (7). This applies to all other similar movements like 00:58:277 (5,6,7,8,1) - , so check over all of them. That 'special sound' is not something I'd like to follow. It's too repetitive and imo the piano is more interesting to follow and has more ways to be mapped uniquely. I've reduced the volume of the hitsound that maps this drum to fix this issue. This diff's patterns are streams of 4-7-4 with hyperdashes between each stream. So long as this note/hyper pattern is done, the special sound, kicks and snares will always be mapped with the rhythm and hyper frequency. This lets me map the piano using slider shapes and distances, and allows usage of a larger variety of more interesting patterns, as using the same object placement in order to map the sound every time is boring.
  3. 00:58:630 (1,2) - You've been having hypers for every snare so you should follow the consistency and add it here. changed
  4. 01:06:748 (5,6,7,8,1,2,3,4,5,6,7,8) - And why does this whole pattern ignore the special sound? That special sound is louder than the piano, so you should be emphasizing that constantly, not having inconsistencies like this in between. Please make a rhythm like 01:05:601 (1,2,3,4,5,6) - or alike, for consistency. This applies to all other rhythms that ignore that special sound, i.e. 01:16:630 (5,6,7,8,1,2,3,4,5,6,7,8) - , etc., so again please check over them. I've reduced the volume of that hitsound so it's quieter than the piano. Sounds much better :o
  5. 01:14:072 (1,2,3) - Differently snapped hypers between consecutive objects are unrankable in Rain. As such, you should make a movement like 01:08:425 (1,2) - . This also applies to others such as 01:15:483 (1,2,3) - and alike, so again, please check over them. Discussed this with you, it's rankable.
  6. But other than those stuff that goes against consistencies and RC, the overall difficulty is cool.
[Bennoh's Platter] - Applied all the stuff in my parts, Benny did for most of it
Generally the same thing repeated, fixed all for my parts and waiting to see if benny will let me do her parts.
  1. On normal basis you have hyper every measure - if you do the math and count the total number of hypers, you get ~2 hypers per second on average. That is still quite high even after your reduction of hypers. Platter is only to introduce hypers to the players - you should instead use more dashes to emphasize stuff. You should reduce the amount of hypers - you can definitely have hypers on 2 measures instead of 1, and the measures which you won't be having hypers can be filled with normal dashes. Stuff like 01:00:747 (1,2,1) - could be reduced down to 2 hypers instead of hyper on every one of them. I highly suggest this. Done
  2. Overall movement of the difficulty also feels clunky as some triplets/5-plets(in kiai) has distances which are very ambiguous, so it makes the movement during/after them quite uncomfortable to play with. If you tried to walk the whole map(only dashing on hypers), you will find that quite a number of them are impossible to dash while some of them are. Try to clear up those ambiguous distances on these. I'll list some down there.
  3. 00:36:042 (4,5) - Due to the standstill the players are inclined to dash towards (5), which isn't done at 00:34:630 (4,5) - . Make their movement consistent.
  4. 00:38:689 (4,5) - Again, the standstill makes the players dash. This time however, there are only faint instruments which doesn't even support this dash. I highly recommend you to reduce the distance here.
  5. 00:39:572 (1,2,3,4) - With the current placement this pattern really requires a dash unless you kept perfect timing throughout the whole difficulty until now. I suggest you to reduce this distance as well.
  6. 00:43:807 (1,2) - These too, also has a similar effect like above. Not to mention this rhythm(including (3)) is somewhat inconsistent with 00:38:159 (1,2,3,4,5,6) - as you just loosely emphasize on the 1/4 drums here. I suggest you to change the rhythm like the previous one so that it looks somewhat like this, and reduce the distance between the notes.
  7. 00:48:042 (1,2,3,4) - You get my point, ambiguous distance so reduce distance. These kinds of pattern all have different distances on them, which also abides players from expecting the normal distance you use on this kinds of rhythm, so it could get confusing as well. I won't list down this anymore, just look for notes that have distances around 2.0x and check them.
  8. 01:20:336 - Since you have been emphasizing this hi-hat sound for the whole chorus, you shouldn't leave one out here. It sounds really weird and it is inconsistent. done
[Salad]
  1. Whoa vertical mapping, haven't seen that in quite a while already is that a good or bad thing
  2. 00:33:924 (1,2,1) - Instead of 3 notes facing the same direction, you could ctrl+h one of them and make them face the other way. You will have to re-adjust your distances though. 3 Sliders facing the same way is normal for my mapping
  3. 00:38:865 (2) - This kind of snare after the pause was only emphasized as a dash here, so for consistency I recommend you to remove it. Done
  4. 00:39:218 - It's not too hard to emphasize this kick here, it's quite prominent in the song so I don't really see a reason why not to emphasize it. Maybe try to add another circle or make (2) a slider? Snare is far too frequent for me to emphasise, would have too many dashes. Emphasising the piano is better because there's less
  5. 00:39:571 (1,2,3,1,2) - Similar type of movement repeats over these 2 combos - maybe for 00:40:983 (1,2) - you could place (2) on the right side by moving 00:40:806 (3) - up a little bit so that it has a distance of ~1.0x, then placing 00:40:983 (1,2) - like this could give some variation. fix
  6. 00:43:453 (3,1) - Why the low distance here? All the kicks until now wasn't underemphasized like this, so it feels kinda clunky to not have too much movement. Space this out more. fixed with previous
  7. 00:44:512 (2,3) - Although it should be fine, salad players are just getting introduced to 1/4s so this could be an element of surprise for them. I would reduce the distance a little bit more to avoid that. done
  8. 00:45:218 (1,2,3,1,2,1,2,3,1,2,3) - Similar to platter, salad is just an introductory level for dashes. That means dashes every measure could get overwhelming for them. Again, I would place dashes only on every 2 measures, so at 00:45:218 (1) - , 00:48:041 (1) - and 00:50:865 (1) - . The rest can be normal distance increment that you use on cups. This was not meant to be dashy, fixed
  9. 00:55:100 (3) - You gotta be consistent with your NCs - add one here. k
  10. 00:58:630 (2,3,1) - The RC dictates that you can use up to two consecutive dashes, sure, but that alone could still be overwhelming for salad players. Due to the amount of precision required to catch all these 3 fruits, 'beginners' who still can't really time things properly yet can have quite a hard time, resulting in a unintuitive play. Besides, the piano here isn't that high of a pitch to really support a dash kk just a walk got it
  11. 01:02:160 (3) - Here too, add a NC. Done
  12. 01:13:454 (1,2,1) - The whole movement feels quite intimidating due to the unusually high distance. I would reduce them. nerf
  13. 01:17:689 (1) - By removing a dash here you can create a consistent dash pattern for the whole kiai - which is quite a nice thing for beginners as they tend to expect more consistency in movement. k
  14. 01:19:101 (1,2,3,4) - I know you want to make a dash to (4) but you could've made the movement in (1,2,3) a little bit more interesting. Try to fiddle around with those 3 notes and make more movement, the standstill to a dash could be challenging for beginners as well. Changed with remap
[Cup]
  1. 00:34:630 (3) - 2.17x feels like an intimidating distance for me; it might not be for all beginners but as they are newly introduced to the game mode it could be seen as hard. I would reduce it down to around 1.95x. idk what these numbers are because I never use distance snap, but nerfed
  2. 00:42:042 (1,2) - Swap NC? yes
  3. 00:43:454 (1) - As you've been placing your NC every 2 big white ticks you should remove the NC here. ok, sorted rest of NCs too
  4. 00:45:925 (2) - The piano pitch is high, but this also feels somewhat intimidating as it is not on the downbeat. I would reduce it down to 1.8x to avoid any intimidation. made consistent
  5. 00:49:807 (4) - You've been following the pitch for distance increment so such a low distance here makes no sense. Please space it out more so that it has a similar distances like the other high-pitched piano sounds. remapped
  6. 00:50:866 (6) - NC here, and remove NC at 00:52:277 (1) - for consistency. ye xd
  7. 01:04:277 (2) - The piano here isn't a special one by any means so I would reduce the distance down to 1.4x instead of 1.7x, which is quite close to those notes that land on high-pitched piano sounds. k
  8. 01:10:630 (1,2) - Another note which has quite the high-pitched piano yet having low distance. Space them out, so that it gets the emphasis it deserves. Did
  9. 01:12:041 (3) - That SV setting made me confused about the distance lmao ?
  10. 01:19:101 (1,2) - Again, I know you are building up for the high pitched pianos later, but stacking doesn't seem right; a stack where the instrument paused and then resumed(I mean 01:10:277 (4,1) - here) felt appropriate but since there's no absolute pause I wouldn't go for a full stop here. Space them out, but not too far; maybe 0.8x would work. remap
  11. 01:20:513 (1) - Remove NC here for consistency. ya
And that's it. GL!
Topic Starter
Xinnoh
woops i figured out why i'm double posting, i press back to edit instead of hitting the edit button in the bottom right
Ascendance
osu file format v14

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203,209,76895,1,0,0:0:0:0:
196,162,76983,1,0,0:0:0:0:
212,118,77071,1,0,0:0:0:0:
256,88,77160,1,0,0:0:0:0:
72,48,77336,2,0,L|80:152,1,96
128,168,77601,1,0,0:0:0:0:
360,280,77689,6,0,L|456:272,2,96
224,232,78219,1,0,0:0:0:0:
182,209,78307,1,0,0:0:0:0:
165,165,78395,1,0,0:0:0:0:
179,120,78483,1,0,0:0:0:0:
219,94,78571,1,0,0:0:0:0:
392,40,78748,2,0,L|272:40,1,96
248,64,79013,1,0,0:0:0:0:
448,320,79101,5,0,0:0:0:0:
479,284,79189,1,0,0:0:0:0:
489,238,79277,1,0,0:0:0:0:
475,192,79365,1,0,0:0:0:0:
440,160,79453,1,0,0:0:0:0:
272,112,79630,2,0,L|200:120,1,48
24,264,79807,2,0,L|104:256,1,48
320,312,79983,2,0,L|432:320,2,96
272,312,80424,1,0,0:0:0:0:
72,304,80513,6,0,P|32:240|64:144,1,168
400,32,81219,2,0,P|440:96|416:184,1,168
104,272,81924,5,0,0:0:0:0:
256,192,82101,12,0,85807,0:0:0:0:
JBHyperion
Mod requested in Featured Artist Queue

General
  1. Decimal HP doesn't do anything so you probably want to roll with 3/4/5/6 or something to avoid misrepresentation

Cup
  1. 00:12:747 (2) - You're ending this slider on the same sound that was a head in the previous parts, you could try making this 1/2 shorter and adding a circle or 1/1 slider on the downbeat for consistency
  2. 00:16:277 (2) - Downbeat sound is very strong, really expect this to have more spacing e.g. new object
  3. 00:19:806 (1) - Two 1/1 sliders would sound better, 00:21:218 - is quite noticeable as a strong sound
  4. 00:23:689 (1) - 00:26:512 (1) - You can map these as vertical 1/4 sliders for better accompaniment of the music. It increases the density a bit, but hitting only one of those sounds when they'#re equal strength is quite odd to me
  5. 00:31:100 (3) - Not sure what this is following, the next piano sound is 00:31:277 (3) - so I'd remove this and start the spinner there instead
  6. 00:34:277 (2,3) - Quite an unexpectedly high spacing so close to the start of the section, I'd reduce this a bit
  7. 00:40:277 (3,4) - 1/2 spacing at this BPM will come as a surprise to most Cup players, if you want to keep it, please reduce the tail to head spacing a bit
  8. 00:58:454 (4,5,1) - Nearly a full screen walk, very difficult for new players. Please provide a bit more leniency here. Whilst you're at it, 00:57:219 (2,3) - is also rather large for a less crucial sound, so that might want to be reduced a bit too
  9. 01:10:277 (4,1) - Feels weird that this is the only place in the difficulty where you used an antijump. A couple more of these elsewhere would offset your above-average spacing throughout the diff

Salad
  1. 00:40:807 (3,1) - Seems a bit of a weird place to introduce 1/2 dashes, this sound isn't particularly strong
  2. 00:44:866 (3,1) - Could be increased slightly for a clearer dash
  3. 00:57:219 (3,1) - Quite large for a walkable spacing, consider reducing slightly
  4. 01:01:807 (2,1) - Dash would be nice here to emphasise the kiai start
  5. 01:09:924 (2,1) - Same comment as in Cup about antijump usage
  6. 01:13:101 (1,1) - This could definitely do with a jump for the same reason as 01:01:807 (2,1) - though this is even stronger
  7. 01:19:807 (3,4,1) - Strange jump parity imo, larger spacing should be on (4,1) for downbeat emphasis. Additionally, (3,4) is a borderline walk, so can be confusing to read. Make a bigger spacing for a clearer dash
  8. 01:22:013 (1) - Misplaced, should be on the downbeat at 01:21:924 -

Bennoh's Platter
  1. 00:18:041 - Any reason for skipping this piano sound? Similar strength to others you mapped
  2. 00:20:512 (2) - As above, could try 1/1 slider and circle, or a repeat slider
My main issue with this diff is that it's honestly really boring. With this being a collab I expected some more variety, but instead it's a very monotonous precession (that doesn't use any antiflow at all), resulting in a simple left/right pattern repeating for pretty much the entire second half. You can make this much more interesting by incorporating more direction changes and the like

Amen
  1. 00:18:041 - Same as in Platter, why is this piano sound left unmapped considering its strength?
  2. 00:18:394 (2,1) - Expected more spacing here considering the strength of the sound
  3. 01:13:807 (1,2) - Can be a little uncomfortable after the strong hyper from 01:13:719 (4,1) -, consider reducing one or both of these
Not really a fan of the 1/4 spam in the kiai, yes there are sounds on most of them but it leaves the diff feeling very bland as you're unable to emphasise the 1/4 patterns that are actually strong e.g. 00:57:042 (6,7,1,2,3) - when you map almost inaudible sounds e.g. 00:57:924 (1,2,3,4) - exactly the same. Some 1/4 sounds are unsupported, such as 00:56:601 (2) - 00:57:660 (5) - so I would consider removing those entirely
Hope this helps, good luck! (:
Topic Starter
Xinnoh
OH SHIT I FORGOT THERE WAS A MOD HERE
WIP
AND 600TH POST TOO THAT'S PRETTY COOL

JBHyperion wrote:

Mod requested in Featured Artist Queue

General
  1. Decimal HP doesn't do anything so you probably want to roll with 3/4/5/6 or something to avoid misrepresentation

Cup
  1. 00:12:747 (2) - You're ending this slider on the same sound that was a head in the previous parts, you could try making this 1/2 shorter and adding a circle or 1/1 slider on the downbeat for consistency
  2. 00:16:277 (2) - Downbeat sound is very strong, really expect this to have more spacing e.g. new object
  3. 00:19:806 (1) - Two 1/1 sliders would sound better, 00:21:218 - is quite noticeable as a strong sound
  4. 00:23:689 (1) - 00:26:512 (1) - You can map these as vertical 1/4 sliders for better accompaniment of the music. It increases the density a bit, but hitting only one of those sounds when they'#re equal strength is quite odd to me
  5. 00:31:100 (3) - Not sure what this is following, the next piano sound is 00:31:277 (3) - so I'd remove this and start the spinner there instead
  6. 00:34:277 (2,3) - Quite an unexpectedly high spacing so close to the start of the section, I'd reduce this a bit
  7. 00:40:277 (3,4) - 1/2 spacing at this BPM will come as a surprise to most Cup players, if you want to keep it, please reduce the tail to head spacing a bit
  8. 00:58:454 (4,5,1) - Nearly a full screen walk, very difficult for new players. Please provide a bit more leniency here. Whilst you're at it, 00:57:219 (2,3) - is also rather large for a less crucial sound, so that might want to be reduced a bit too
  9. 01:10:277 (4,1) - Feels weird that this is the only place in the difficulty where you used an antijump. A couple more of these elsewhere would offset your above-average spacing throughout the diff

Salad
  1. 00:40:807 (3,1) - Seems a bit of a weird place to introduce 1/2 dashes, this sound isn't particularly strong
  2. 00:44:866 (3,1) - Could be increased slightly for a clearer dash
  3. 00:57:219 (3,1) - Quite large for a walkable spacing, consider reducing slightly
  4. 01:01:807 (2,1) - Dash would be nice here to emphasise the kiai start
  5. 01:09:924 (2,1) - Same comment as in Cup about antijump usage
  6. 01:13:101 (1,1) - This could definitely do with a jump for the same reason as 01:01:807 (2,1) - though this is even stronger
  7. 01:19:807 (3,4,1) - Strange jump parity imo, larger spacing should be on (4,1) for downbeat emphasis. Additionally, (3,4) is a borderline walk, so can be confusing to read. Make a bigger spacing for a clearer dash
  8. 01:22:013 (1) - Misplaced, should be on the downbeat at 01:21:924 -

Bennoh's Platter
  1. 00:18:041 - Any reason for skipping this piano sound? Similar strength to others you mapped
  2. 00:20:512 (2) - As above, could try 1/1 slider and circle, or a repeat slider
My main issue with this diff is that it's honestly really boring. With this being a collab I expected some more variety, but instead it's a very monotonous precession (that doesn't use any antiflow at all), resulting in a simple left/right pattern repeating for pretty much the entire second half. You can make this much more interesting by incorporating more direction changes and the like

Amen - fixed all + remapped kiai
  1. 00:18:041 - Same as in Platter, why is this piano sound left unmapped considering its strength?
  2. 00:18:394 (2,1) - Expected more spacing here considering the strength of the sound
  3. 01:13:807 (1,2) - Can be a little uncomfortable after the strong hyper from 01:13:719 (4,1) -, consider reducing one or both of these
Not really a fan of the 1/4 spam in the kiai, yes there are sounds on most of them but it leaves the diff feeling very bland as you're unable to emphasise the 1/4 patterns that are actually strong e.g. 00:57:042 (6,7,1,2,3) - when you map almost inaudible sounds e.g. 00:57:924 (1,2,3,4) - exactly the same. Some 1/4 sounds are unsupported, such as 00:56:601 (2) - 00:57:660 (5) - so I would consider removing those entirely
Hope this helps, good luck! (:
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