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osu file format v14

[General]
AudioFilename: gg no re.mp3
AudioLeadIn: 0
PreviewTime: 369
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 125534
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.9

[Metadata]
Title:Re:End of a Dream
TitleUnicode:Re:End of a Dream
Artist:uma vs. Morimori Atsushi
ArtistUnicode:uma vs. モリモリあつし
Creator:Battle
Version:Regraz's Advanced
Source:BMS
Tags:
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5.2
CircleSize:3.4
OverallDifficulty:6
ApproachRate:7.2
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"end.jpg",0,0
//Break Periods
2,27809,34634
2,82149,85577
2,91206,93502
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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[Colours]
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Combo2 : 226,186,146
Combo3 : 203,165,95
Combo4 : 150,173,216

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380,131,114496,2,0,P|339:138|294:125,1,70
223,154,114779,2,0,L|227:240,2,70
135,134,115203,2,0,L|143:306,1,140
193,349,115628,1,0,0:0:0:0:
24,277,115911,6,0,P|16:231|32:177,2,70
109,244,116335,2,0,L|266:231,1,140
327,281,116760,2,0,L|418:273,1,70
475,228,117043,2,0,P|486:275|475:307,2,70
396,185,117467,2,0,P|398:107|337:51,1,140
287,116,117892,2,0,L|202:113,1,70
206,205,118175,6,0,L|276:208,2,70
129,157,118600,2,0,P|60:180|51:262,1,140
110,302,119024,2,0,L|98:373,1,70
190,366,119307,2,0,L|202:297,2,70
278,340,119732,2,0,P|345:353|420:338,1,140
503,320,120156,1,0,0:0:0:0:
412,167,120439,6,0,L|498:159,2,70
340,223,120864,1,0,0:0:0:0:
259,184,121005,2,0,P|251:222|256:258,2,70
299,101,121430,1,0,0:0:0:0:
228,43,121572,6,0,L|106:51,2,93.3333333333333
348,22,122138,2,0,L|470:30,2,93.3333333333333
303,135,122704,1,0,0:0:0:0:
237,310,122987,6,0,L|142:300,1,70
118,372,123270,2,0,L|28:376,1,70
32,286,123553,2,0,P|35:243|58:198,1,70
99,145,123836,2,0,L|90:64,2,70
180,187,124260,1,0,0:0:0:0:
243,121,124402,2,0,P|318:103|385:139,1,140
419,207,124826,1,0,0:0:0:0:
348,265,124968,6,0,L|362:360,2,70
270,217,125392,1,0,0:0:0:0:
193,266,125534,1,0,0:0:0:0:
105,241,125675,2,0,P|73:176|105:86,1,140
154,52,126100,2,0,L|250:57,1,70
217,146,126383,2,0,L|313:151,1,70
284,240,126666,2,0,L|380:245,1,70
347,334,126949,2,0,L|443:339,1,70
488,280,127232,5,0,0:0:0:0:
92,54,128364,2,0,B|68:120|68:120|95:211,1,140
247,273,128930,2,0,B|271:207|271:207|244:116,1,140
418,68,129496,6,0,L|505:78,2,70
347,125,129921,2,0,P|333:192|362:264,1,140
445,278,130345,2,0,P|413:330|389:340,1,70
315,331,130628,2,0,P|257:314|221:318,1,70
159,335,130911,1,0,0:0:0:0:
159,335,131053,1,0,0:0:0:0:
71,311,131194,2,0,P|45:253|75:158,1,140
133,127,131619,1,0,0:0:0:0:
215,164,131760,5,0,0:0:0:0:
posted
ok I'll probably just map a diff inbetween
posted
ok since regraz' diff is basically a hard i made a basic insane with simpler rhythms and patterns than what vinxis' diff looks like its gonna have

https://pastebin.com/raw/RBukG2PN

copied hitsounds and stuff

idk what to call this (I wouldn't really say insane relative to the others, maybe light insane would work? or like "another" or something idk)
posted
aAAaAaaAAAAA@
posted
ok vin

gen

lit song

HOYL SITH STORYBOARD IS FKCUONG AMAZIGN nmv it was a video

maybe add an eazy? even tho normal is lesss than 2* and is technically rankable, i think it's a bit too hard for new players. can i make it

why no silly 7* dank jump map xdddddddddddddddddddddd

nomral

00:38:930 (1,2) - i feel like this could line up better

00:53:223 (2,3) - blanket better?

idk how 2 mod normals

advanced

01:10:487 (6,1) - i think stack is better

idk how 2 mod advanced eithe

hard

imgonna suspect this isnt hitsouunded because it isnt finished but if it is plz hitsounds or somethig

00:17:421 (1,2,3) - im pretty sure people wont read the 1/3 gaps as is and will read it as 1/2, i think the best choice is to convert into reversing sliders like this rhythm https://puu.sh/wB70C/3754c5ef56.png

01:52:515 (3) - can line up with 01:51:383 (1,2) - better

02:11:760 (1) - gonna need to map end i guess lol

anothre

i think you should rename the diff to Hyper cuz Another (from my expirience) is a diff that is harder than an Insane but easier than an Expert (a light extra so to say) so remane to Hyper or Light Insane or something like that

00:01:289 (3,4,5) - the 1/2 stack is visually the same, but a 1/1 gap in the thythym is there, isnt this unrankable as the stacks look the same so they suggest that the rhythm is the same, but really it isnt? same for other patterns, even tho this is intended, i think you should consider changing it and/or getting more opinions on it (this couldve been said in 2 sentances lol)

nice diff

vinsane

00:16:289 (1,2,1,2) - these are the same sounds but are visually different from 00:16:855 (1,2,3,4) - wot

02:08:364 (1,2,3,4) - dont u have to signafy that they are chanign sv with ncs or else itlll be unranble?

vinxis is best mapper tbh

lassensane

00:17:987 (1) - remove nc?

01:02:326 (1,2,3,4) - how are people supposed to read the 1/3 lol same with 01:03:081 (1,2,3) - 01:12:043 (1,2,3,1) - and 01:38:930 (1,2,3) - if its the spaced streams then can you fix 01:10:062 (1,2,3,4) - cuz the spacing looks alot like the 1/3 streams you introduced

01:11:194 (1) - remove nc?

01:29:307 (1) - ^

02:08:930 (1,2,3,1,2,3) - ok why are these 1/3 not spaced like the others

liirayextra

00:26:902 (2,3,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3) - N I C E M O N S T R A T A

01:10:416 (7,8,9,1) - these are spaced 1/4 streams but you previously has spaced 1/3 streams at 01:01:949 (3,4,5,6,7,8,1,2,3,4,5,6,7) - so wouldnt players be accustomed to it and expect those 1/3 spaced instead of those 1/4 spaced streams

01:11:760 (1,2,3,4,5,6,7) - this is a really nice pattern

01:17:845 (3,4) - these visually look the same as 01:17:421 (1,2) - but are 1/1 instead of 1/2 so maybe fix so players wont be confused?

toybots xtra

holy sith this is amazing

i cant find any problems
amazing diff

r e vi v a l

i cant find any problems with it. nice diff

then afain, i cant mod 6*+ LOL


SUper nice mapset, cant wait to see ranks

gl
posted
For the easy thing, I think the normal suffices enough for new players, a lot of rhythms are very simple, with usage of >1/1 length sliders with a very easy introduction into 1/2s, if only slightly, justifies it as being the lowest diff without being overly complex

as for advanced, I didn't stack 01:10:062 (5,6,1) - because this is a sequence that goes from regular 1/2 snapping to 1/3, since this is the only instance where this occurs in the mapping I decided not to stack it to give a hint to players that something different was happening; rest fixed though
posted
00:16:289 (1,2,1,2) - ebin buildup
posted
wanted to wait for more mods but also wanted to fix timing so 👀
00:17:987 (1) - y tho

01:02:326 (1,2,3,4) - 1/3 are introduced by sliders usually and have distinct spacing and comboing and the kickslider 1/4 you linked is pretty different alreay lol

01:11:194 (1) - e
01:29:307 (1) - yea at that point you might have noticed how I nc these lol

02:08:930 (1,2,3,1,2,3) - different sounds and 7 note stream fits music better/better differentiation here but would be too hard with the other spacing

thank

fixed timing and some minor visual things
https://0paste.com/13773.txt
posted
upd
posted
heyo

no changes so far on my part, first point was alright, but the increased spacing is to emphasize the high pitch. I'll keep that in mind if people complain a lot when playing, but I had no issues with it.

Second point well, there is a spacing difference so I don't see the need ^^ thanks for the mod
posted

CraEZy wrote:

hard
imgonna suspect this isnt hitsouunded because it isnt finished but if it is plz hitsounds or somethig Copied HS

00:17:421 (1,2,3) - im pretty sure people wont read the 1/3 gaps as is and will read it as 1/2, i think the best choice is to convert into reversing sliders like this rhythm https://puu.sh/wB70C/3754c5ef56.png tbf the hit window is pretty generous, the spacing may not look like 1/3 (even though it's noticeably larger to me) but the game will more often than not register it as a good hit instead of a 100

01:52:515 (3) - can line up with 01:51:383 (1,2) - better Sure

02:11:760 (1) - gonna need to map end i guess loll Since he didn't seem to wish to map the end I'll choose to respect that choice, since it's a GD it makes as much sense to end here as it is to end at the very end of the song, it's very much up to interpretation


Fixed your offset Liiraye, hopefully it didn't mess up anywhere, went over to make sure everything was as it was but I'm not too sure, feel free to recheck though
posted
00:01:289 (3,4,5) - the 1/2 stack is visually the same, but a 1/1 gap in the thythym is there, isnt this unrankable as the stacks look the same so they suggest that the rhythm is the same, but really it isnt? same for other patterns, even tho this is intended, i think you should consider changing it and/or getting more opinions on it (this couldve been said in 2 sentances lol)
i see ur point but it shouldnt actually be unreadable, id expect the player to land this. its at the super start anyway so they can just restart if its actually that big of a deal
posted
Fixed offset for your diff
posted

Normal
  1. 00:17:415 (1) - Imo it would be better to end this at 00:18:358 for the sake of landing it on where the sound actually cuts out. Doing this shouldn't make the next object be misread with it being such a predominant sound
  2. 00:59:301 (1,2,3,4,1) - So many objects at 1/2 a beat apart is really ideal for the lowest diff. How about this? http://puu.sh/wFCJD/7d32e6180a.jpg
  3. 01:01:566 (1) - and this just glosses over so many sounds it just feels unfitting. Try this http://puu.sh/wFCLo/3b45d9d65c.jpg
  4. 02:01:566 (1) - Not sure if you will like this suggestion but if you map this slider as a circle it would create a nice break in between the kiai which would be nice for the lowest diff with the amount of clicking at this bpm. If you choose to do so then adding an additional circle at 02:02:698 would be a good idea too to map the strong beat
  5. OD 4? lol. Yeah it's high bpm and that but this is suppose to be the lowest diff in the set (if I were a BN I wouldn't even allow this and make you map an easier diff on top) OD 3 would be nice

Advanced
  1. 00:18:169 (2,3) - I can't see many ppl getting 300s on these objects. 00:17:415 (1) - glosses over so many of thse 1/3 sounds that it doesn't make the 2 circles intuitive. Basically I just dont see this rhythm feasible
  2. 00:26:754 (5,1) - imo it doesnt look so nice with 1 being so close to 5. Maybe have 1 for as part of the square pattern with 00:26:471 (4,5,6) ?
  3. 02:01:566 (1,2,3,4,5) - I just feel it would be more appropriate to map this as 2 reverse sliders and a circle; like the hard diff. because reasons
  4. 00:04:254 (6,7) - deleting this would be good undermapping imho. The lower object density would make it a good reflection of the calmer part of the song and these sounds aren't a part of the main melody. Would make be smack bang in the middle of normal and hard too in terms of difficulty.
  5. 02:15:575 (6,7) - ^

Hard
  1. 01:02:698 (3) - having this as a straight slider then making 01:01:566 (1,2,3) into a triangle would be cool. They are all mapping the same sounds in the same melody
  2. 01:11:188 (2) - similar to above. It's the same sound as 01:10:622 (1) so it feels fitting to have them as the same slider shape imo. A bit like this https://osu.ppy.sh/ss/8551174
  3. 02:11:754 (1) - Feels slightly bizzare for this to be unmapped when it's mapped in normal and advanced. even more so that you mapped this melody in the beginning of the song

Hobbes2
  1. 00:00:434 (1,2,3) - Bad flow lol
  2. 00:01:283 (3,4,5) - same spacing? No emphasis?
  3. 00:02:556 (6,7) - please hitsound these with whistles for feedback otherwise it feels like im playing ghost notes
    Rinse and repeat the above points. Goes for the ending too
  4. 00:12:603 (4,1,2,3,4,1) - Maybe I have shit reading but the way all these are stacked is really annoying to read
  5. 00:18:830 (1) - This is the only slider in the map that uses 2 red anchor points iirc . To keep in line with the aesthetics of teh rest of the map I would cut out one and perhaps shape it like 00:21:235 (4) -
  6. 01:01:566 (1,2,3,4,5) - This doesn't feel intuitive at all. You map 01:01:754 as a slider end then go on to map all the other 1/3 beats as sliderheads, it's like you were going for one rhythm then switched to another out of nowhere. I would either map the whole thing as 1/3 sliders are make the transition for intuitive. Eg http://puu.sh/wFFdS/7e3ab0ddc0.jpg
  7. 01:01:849 (2,3,4,5) - If you don't change the above then delete the whistles on the end. They are really jarring and the aren't needed as the hitnormals on the sliderheads give more than enough feedback
  8. 01:02:698 (1,2,3) - ^ same but with hitnormals
  9. 01:53:358 (1,1,1) - This is like really hard to acc
  10. 02:08:924 (1,1,1,1,1,1) - You don't need to NC spam this as you've made the rhythm clear with the first 2 reverse sliders 02:08:358 (1,2)
  11. 02:09:396 (1,1) - This is a bit messy and unpolished tbh. How about restructuring things?

VINXIS
  1. 00:21:943 (1,2,3,4) - The flow here is completely different to 00:19:679 (1,2,3,4) and 00:24:207 (1,2,3,4) . And tbh doesn't seem fitting for this section of the map
  2. 00:40:622 (3,4) - I kind of dont see the point in mapping these as 1/4s if youre going to map 00:40:693 (4) - as a slider and skip out all the sounds underneath
  3. 01:28:735 (1,2) - These objects dont feel like they need a difference in SV listening to how the song is. On top of that you didn't NC (2) like you NC spammed the rest of your map
  4. 01:29:867 (1,1) - for the sake of readability it would be ideal if you didn't perfectly stack these 2 objects. It's actually against the RC but i cba to get the exact quote

Lasse
  1. 00:17:981 (1) - NC is unnecessary imo
  2. 01:11:188 (1) - ^same. goes for others like this too
  3. 00:02:556 (1,2) - would be nice if you could add whistles to give the same feedback 00:02:698 (3) has. Atm they do feel a bit like ghosts notes. goes for 00:07:084 (1,2) - too. Also the end section

Liiraye
  1. 00:02:556 (1,2) - would be nice if you could add whistles to give the same feedback 00:02:698 (3) has. Atm they do feel a bit like ghosts notes. This goes for 00:07:084 (1,2) and the end section too
  2. 00:31:495 (7) - I dont hear a sound here in the song. I also dont see what the overmap does in terms of playing
  3. 01:03:405 (1) - feels like it would make sense to NC the start of a new stream of different snapping.
  4. 01:26:330 (4) - add normal whistle

Toybot
  1. 00:02:556 (1,2) - same as liiraye
  2. 00:47:273 (3) - This object feels like it really does need a hitsound addition for feedback so it doesnt feel so empty
  3. 00:51:801 (3) - ^
  4. 01:02:132 (1,2,3,4,1,2) - I can't really figure out why you chose to split up the stream in this way, 4 2. Was it for aesthetics or something else?
  5. 01:43:169 (1,2) - really minor aesthetics, but it might be nice to structure this so 2 doesn't overlap with 1 ever so slightly. Or just overlap it more
  6. 02:18:547 (3,4,5,1,2,3,1,2) - The spacing here is quite different from all the other patterns like it. I feel like the stronger beats are 02:19:113 (2,2) and small jumps dont really reflect that. Imo it just feels like a forced pattern

Battle
  1. 00:02:556 (1,2) - same as liiraye
[]...
posted
Hi, m4m from your q! Sorry for 1 day delay plz

General:

  1. Try moving your offset by +6, ( 440 ) seems a little bit better
  2. Maybe try to lower video "weight"? 20 Mb is too heavy imo
  3. Check Widescreen Support through all diffs


Normal:

  1. SliderMultiplier:0.999999999999999 in .osu is kinda strange, fix it? Though I think you choosed too fast slider velocity for lowest diff in mapset, but this is only my feeling
  2. 00:01:283 (2,2,2,2) - Maybe make them identical or like use 2 forms? As these sliders represent similar sounds
  3. 00:09:490 (1,2) - uhh blanket can be better :D ( Also 00:05:811 (2,1,2) - 00:08:500 (3,4) - 00:20:103 (4,1) - 00:27:603 (1,2) - 00:34:396 (3,4) - 00:37:084 (2,3) - ( <-- This especially ) 00:54:773 (1,2) - 01:06:094 (1,3) - 01:12:886 (1,2) - ( <-- This too ) 01:29:867 (2,3) - 02:02:981 (1,2) - )
  4. 00:26:471 (3,4) - These are too different sounds, maybe show it by using 2 different sliders? ( Same here 01:10:622 (1,2) - and here 01:28:735 (1,2) - 01:37:792 (1,2) -
  5. 00:27:037 (4,2) - Make a stack maybe? Alsom you could try to stack 00:25:339 (1,1) - these too
  6. 00:33:264 (2,3) - Maybe try to blanket them? As you used many blankets before it wouldn't hurt map's structure
  7. 00:49:113 (3,3) - You can represent this break in music by using some sliders with non standart form like https://puu.sh/wFznF/017321e1fb.png
  8. 01:01:000 (4) - Spacing error
  9. 01:11:754 (2,3) - Try to stack?
  10. 01:17:132 (4,3) - Try to avoid this overlap ( though it's easy )
  11. 02:01:566 (1) - Cool!
  12. 02:12:603 (2,2,2,2) - Oh you did what I wrote in about these sliders here lol why not making the same in the beginning?

Nice diff, no rhythm errors in my eyes!

Advanced:

  1. 00:02:556 - Maybe place circle here? Same goes for 00:07:084 - 02:13:877 - 02:18:405 -
  2. Blankets that can be improved (or objects that can be mapped as blankets): 00:03:264 (3,5) - 00:04:679 (7,1) - 00:55:198 (2,4) - 00:56:471 (6,1) - 01:06:660 (3,4) - 01:16:849 (6,1) - 01:35:528 (1,4) - 01:37:792 (1,2) - 01:56:754 (3,4) - 02:15:292 (5,6) -
  3. 00:11:047 (5,6) - Spacong error
  4. 00:14:584 (2,5) - Stack them?
  5. 00:17:415 (1,2,3) - 1/3 in Advanced is kinda uhh but difference in spacing bothering me more
  6. 00:24:207 (4) - I would put here same 1/2 slider as you did 00:23:075 (1,1) - here, because sound is very strong
  7. 00:40:622 (5) - Highly recommend to make 2 1/2 sliders here, otherwise you miss strong sound on 00:40:905 -
  8. 00:52:509 (1,2,3) - Maybe try this thythm instead? https://puu.sh/wFBWQ/811dc8d147.png Circle with your rhythm supports pretty weak sound imo
  9. 01:04:254 - I would make here a circle, though you did it 01:06:094 (1,2,3) - here
  10. 01:46:424 - Make a circle?
  11. 02:02:981 (1,2,3,4,5,6) - I can't really catch what you are following here.. Try my rhythm, it seems much better with that https://puu.sh/wFCfE/b6769cf9d6.png


Regraz's Hard:

  1. 00:01:000 (3,5) - Why no blanket(
  2. 00:03:264 (4,5) - They aren't fully parallel, fix it
  3. 00:08:924 (7) - NC?
  4. 00:48:405 (2,3) - Maybe space 00:48:688 (3) - this circle out? Because you did stack in previous pattern with 1/2 gap in between, this could prevent reading difficulties
  5. 00:51:801 (3,4) - Why no stack like 00:47:273 (3,4) - here?
  6. 01:02:698 (3,2) - Try to stack?
  7. 01:53:641 (1) - Inconsistency in NC placement with 00:18:547 (4) -
  8. 02:06:943 (8) - Give this slider some new shape as it represents different sound
  9. 02:08:924 (3,2) - Try to avoid this overlap
  10. You mapped 00:00:434 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6) - this section in the beginning, maybe map same in the end for consistency?


Nice, like your structure

Hobbes2's Another:

  1. Check blankets: 00:11:047 (2,3) - 01:15:433 (3,5) -
  2. 00:00:434 (1,2,3,4,5) - The rhythm you are trying to follow isn't right. Music pattern here is like https://puu.sh/wFLjG/bd17c05ddf.png
  3. 00:16:849 (1,1) - Kinda strange that you make here bigger spacing than 00:08:924 (1,1) - here, though sounds in 2nd situation is louder than in 1st
  4. 00:26:471 (1) - Too passive slider imo, you could try something like 2 1/2 sliders and circle here
  5. 01:01:566 (1,2,3,4,5) - Try my rhythm instead, it follows main sounds imo https://puu.sh/wFLAE/b77501fc37.png
  6. 01:17:839 (1,1,1,1,1) - Better show some difference between 1/1 and 1/2 rhythms here
  7. 01:46:000 (1) - Stack is broken, though same suggestion here ^


VINXIS' Insane:

  1. set kiais pls
  2. 01:27:886 (2) - Stack is broken


Vinxis gooooooooooooooooooood ( it's like good xd )

Liiraye's Extra

  1. 00:17:415 (1,1) - Why they aren't stacked like all next sliders? This may cause reading difficulties




I really can't find anything in highest difficulties, sorry plzzz :(:?

my map: https://osu.ppy.sh/s/625702

This mapset is awesome, GL!
posted
Hi M4M from your queue

OMG this map lets hope il be able to find smth ...
Hmmm what I'm confused is does it has to have this BG i mean this map doesn't have any relations with anime xd

Re: Vival

Widescreen suport isn't turned on
  • 00:11:047 (4,5) - Polish blanket
    00:18:358 (2) - This is the only slider that has a red anker point in this pattern this slider could be straight like all the others cause you don t have anything to emphasis with this slider so it should be the same as ones before it
    01:33:830 (4,2) - Stack them
    01:46:990 (2,3) - Also fix blanket xd
    01:31:212 (2,2,3) - Why are these different they are the same sound. Consistency! 01:33:476 (2) - This too I think the problem is this one 01:32:344 (2,3) - cause only this part is not consistent


toybot's Extra

  • You are missing Kiai parts in the map!
    00:09:915 (4,4) - These are the same which i understand but why are these 00:12:179 (3,4) - not the same. My preference is to keep consistency and make the forth straight or third what ever shape that is xd
    00:48:830 - Im actually missing circle here you can hear that the sound is exactly the same as your hit hitsound so circle would be awesome here
    00:51:094 - ^ Also you can blanket it with 00:51:943 (1) - and delete this inherited points no need to have them :D
    02:05:528 (1,2,3,4) - Why is your DS so small here its such an intense part


Liiraye's Extra

  • 00:32:556 (3,2) - Why you didn t stack them
    00:37:792 (4) - NC
    00:51:094 - Put a circle here
    01:11:754 (1,2,3,4,5,6,7) - Nice fidget spinner you got there
    01:16:283 (1,2,3,4,5) - Since you are putting NC here you can map it differently, maybe make this stream like this
    01:49:113 (9) - NC


Lasse's Insane

  • 00:15:575 (4) - I think this is poor emphasis for Clap and white tick try to make 2 circles or smth else cause slider end is really bad emphasis
    01:00:433 (3,3) - The SV would need to get increased on these 2 since the music is getting intense on those parts
    01:39:490 (1) - This one is really hard to read in gameplay. Maybe blanket it with 01:38:924 (1,2,3,1) - I looks nice tho
    I'm happy I found this much tho


Lexis will mod Vinxis' Insane cause he is a nice guy :D

Hobbes2's Another

  • 00:23:500 (4) - I think this one is too close to his previous note cause this one has really low DS which is the only place in this part where you put such low DS on this sound cause every time you mapped this part you made some kind of sharp jump change slider shape and this one is kind hmm lame xd
    00:26:188 (4,5,6,7,1) - This part would look so much better like this
    I really cant find anything here ...


Regraz's Hard

  • 01:11:754 (3) - This slider is not that nice and also in my opinion slider here is so undermapped so im suggesting you to make smth with 1/2 beat 5 circles would be awesome cause every sound is intense and circle is perfect for that
    01:44:584 (1) - Also this can be 1/2 slider idk why u ignored that sound on red tick its pretty loud
    Ok its really hard for me to mod hard diffs specially when Regraz made it so i hope that at least one of these 2 things i said will make you think about changing smth :D


Advanced

.......Im too bad to find anything

Normal

.......^

Hope you won t be mad cause i CAN'T mod these 2 cause I really such at low diffs ....
I hope that this mod was somewhat helpful and GL with the map!
This is the map from me to you https://osu.ppy.sh/s/606021 but don t mod it yet lets say its a ticket :DIl PM you in 2 weeks probably when i get all the mods people owe me on this map
Byee
posted
Don't kudo

I just help Invertable by modding this diff

[VINXIS' Insane]

  1. 00:10:622 (1,2) - They aren't symmetrical, stack them and see c:
  2. 00:11:754 (1,2) - You can also improve this blanket, check here : 00:11:896 - the sliderfollowcircle of your skin might help
  3. You can add something here 00:39:844 - and here 00:39:985 - or replace 00:39:773 (5,6) - by sliders like you did here : 00:38:641 (5,6) - It will more follow the song
  4. 01:04:396 (3) - I don't recommend the double reverse here, I'll explain it : The BPM is really fast (>200), and so the sliders are fast too, the reverse will be really hard to see so, it will not be intuitive at all, maybe delete 1 reverse and add one to (4) ?
  5. 01:04:820 (1,2) - Not symmetrical : stack them & see
  6. 01:57:886 (5) - Maybe turn it into a 1/2 slider and add circle ? The 1/2 beat feels empty in my opinion.
  7. You didn't mapped the end ?! (02:11:754 - to 02:19:820 - ) That's a shame :/ You could do really good things on it D:
posted
Kisses: I like my current nc, I think they look cute there
did the whistle thing for all triples in intro/outro and adjusted overall hitsounding in that part a bit (was copied from highest diff a while ago lol)

Invertable: first thing follow melody fine though, which is what I prioritize
idk how you perceive sv/intensity relation but second point makes no sense to me
last thing isn't hard to read at all?

thanks!


https://0paste.com/13845.txt
posted
hi hi, sorry a bit late mod xD had some stuff to do this weekend c: my part of the m4m from your queue o/

[Lasse's Extra]
  1. 00:12:886 (1) - Why reverse arrow here? o: everytime this rythm showed up you somehow made a good clickable feedback, reverse arrow feels empty and off
  2. 00:18:547 (1) - this has a bad feedback for the starting section...these kind of sliders don't usually work when they end on a strong and important sound followed by a 1/1 slider...I highly suggest you remove a few reverses to make it end on 00:18:759 - and place a single note at the white tick to make a good feedback for 00:18:971 (2) -
  3. 00:21:943 (1) - I would point this out too, but here it kinda feels like a reverse slider because the triplet for some odd reason is lower here...but just poiting anyway~


[Liiraye's Extra]
  1. 00:00:575 (2,4) - hiding the reverse arrow is not a good idea, I suggest you place it anywhere else
  2. 00:31:424 (6,7,8) - something similar to what I pointed in the last diff although here isn't so big the issue...some overmaps are ok when they actually are felt in the song, there is no sound to be represented as a triplet...for the pattern and ''logic'' on your case it ''makes sense'', but again: there's no triplet in the music...so I highly consider you remove this triplet and make something simple that fits this calm part
  3. 01:58:169 (1,2,3,4,5,6,7) - - this feels off in the entire section...by all your previous logics and previous pattern, it was supposed to the rythm be something like 01:54:066 (2,3,4) - or even 01:55:905 (1,2,3,4,5,6) - ...the pattern you made here is something that will only be ''heard'' and felt at near 02:00:433 (1) - . So I suggest you change this rythm to something like the examples I pointed out
  4. 02:02:981 (1,2,3) - this starting 1/2 with the 1/4 feels kinda weak for what you've done after (...maybe start with a 1/4 kick slider and a triplet stacked on 02:03:193 (3,4) - . The next 02:03:264 (3) - also feels weak as a 1/2 and together with the first 1/2 the rythm gets really confusing because it don't ''match'' with what you've done after 02:03:830 (1) - ...so I suggest you apply the triplet idea I said about the first 1/2 and also make 02:03:264 (3) - a 1/4 kick slider with another triplet at 02:03:476 (4) - . This will make this entire burst feel and play better


[Toybot's Extra]
  1. 00:02:698 (3) - NC ? I know it was on purpose and that you've also done that on the ending part...my suggestion is not about ''hurrr is hard to read'', but because on every single other moment of the song you've used NCs to represent change of rythm and here is a really good moment to also use it :P consider it. 00:07:084 (1,2,3,4,5,6) - here is fine because the DS already says everything...way different from the one I pointed out
  2. 00:40:481 (6,7,1,2) - the NCs and angle(to the 2) makes it really confusing, at first i thought they were some kind of 1/6 or idk...I suggest placing the NC on 00:40:693 (2) - and making the visual something like This you can still have the DS on the 4th note, but this makes it way more readable and less harsh
  3. 01:03:405 (2,3,4,5,6,7,1) - palce the stream just a bit to the right to make the jumpstream feel better on the flow...something like This, the jump will already give you the effect you want, placing it on this flow feels better and also looks better :P


[Re:Vival]
  1. 00:02:981 (2,3,4,5) - That 3->4->5 plays in a hurtfull way...I highly suggest you do something like you did for 00:07:650 (2,1,2) - where is the same segment and you did the ''same thing'', but the last 2 notes feels way better when you don't place the last note of the intensity pattern on a full linear motion :P
  2. 00:21:660 (6,7,1,2) - this pattern breaks the flow and logic you were using previously of making a good angle for the starting of 00:21:801 (7,1) - compared to the 3rd note 00:22:084 (2) - . I would suggest that you place the single note 7 at the same place of the Kick slider 1 and place that kickslider somewhere else, for example stacking in the head of 00:21:235 (4) - or any other good alternative you find ^^
  3. 00:31:000 (1,2) - in all honesty and respect of the world, this is a really bad overmap even for this star difficulty...some overmaps are fine when they do actually ''feel'' something, but here it's literally a punch in the stomach because of the current music >3< I suggest you just keep the single tap rythm here...the double on 00:31:778 (8,9) - is actually ''ok'' because of the change in the piano, but this other one needs fixing >3< the same applies to 00:32:910 (3,4) - and 00:34:042 (3,4) - it's simply too much for this calm section
  4. 01:00:292 (2,1) - why not adapt this and 01:00:858 (2,1) - for something like you did on 00:59:301 (1,2,1) - ...it plays and feels so much better, these other 2 plays a bit too much forced :c
  5. 01:19:679 (1,2) - nothing important...but a nice ''plus'' you could add for just a bit of visuals, is to adjust the position of 2 so the tail of the slider can be perfectly in the center of the head and tails of 1, like this for example. it won't actually change nothing, but it's just some visual polishing :P the same can be applie to the other on at 01:20:245 (1,2) -
  6. 01:22:509 (3,4) - another useless nitpicky thing...maybe stack it's tail to the tail from 01:21:660 (5) - ?
  7. 01:32:344 (2,3) - same thing as before, feels to much forced...it just makes the tapping harder for no apparent reason...specially because players will foresee a rythm like 01:31:000 (1,2) - and 01:33:264 (1,2) - ...if you really want to keep this double, i highly suggest that you make the same for 01:31:000 (1,2) - and the other one to teach the player the proper rythm
  8. 01:56:117 (2,3,4) - way too much overkill compare to all the other moments you had this same thing like 01:53:924 (2,3) - ,01:54:985 (2,3,4) - , 01:57:320 (3,4) - , 01:58:452 (4,5) - 01:59:514 (2,3,4) - ...the motion that the player will have to do is also overdone...I suggest you adjust both DS and angle
  9. 02:05:386 (3) - this 1/4 is so fast that the only big important part of is his Head, not his tail...so your intention of giving flow to 02:05:386 (3,1) - is kinda useless because the harsh motion from 02:05:174 (2,3) - kills it...a simple and perfect solution for it is a simple Ctrl + G on 02:05:386 (3) - to not make harsh movements and still have a good transition to 02:05:528 (1,2,3) -


can't wait for this mapset to be ranked <3
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