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posted
This beatmap was submitted using in-game submission on Samstag, 8. April 2017 at 18:11:17

Artist: SYNC.ART'S
Title: MIND READER
Source: 東方地霊殿 ~ Subterranean Animism.
Tags: touhou 仲村 芽衣子 meiko nakamura 美里 misato シークレットリンケージ -Secret Linkage- c91 少女さとり ~ 3rd eye Satori Komeiji ZUN
BPM: 164
Filesize: 6916kb
Play Time: 03:20
Difficulties Available:
  1. Easy (1,75 stars, 212 notes)
  2. Hard (3,3 stars, 541 notes)
  3. Lunatic (4,65 stars, 773 notes)
  4. Normal (2,06 stars, 329 notes)


Download: SYNC.ART'S - MIND READER
Information: Scores/Beatmap Listing
---------------




2012 inspired bezier only spread 👀
posted
Not so different song from SATORARE
posted
hi m4m

lunatic
  1. 00:00:312 (1) - normal-hitclap doesn't really fit, it sounds out of place imo
  2. 00:05:800 (1) - same as above, but finish, try at least with a drum-hitclap i think it'll be better
  3. 00:18:330 (6) - 00:21:257 (6) - i think that circle is not necessary here. cause there's no really sound above, but i think you voluntary mapped it to make the flow more readable so i don't know if it's an issue or not
  4. 00:26:288 (1) - what about, from this part, trying with a drum-hitclap instead of soft?
  5. 00:27:385 (6,7) - 01:47:324 (4,5,6) - spacing?
  6. 00:31:227 (2,3,4,5) - mmh, maybe try to have a similar spacing than 00:28:300 (4,5,6,7) -? cause it's sound totally the same to me
  7. 02:31:044 - maybe end your spinner here, cause it's there where the vocal end
  8. 02:39:367 (2) - normal-hitwhislte on its head?
  9. 03:16:044 (1) - maybe move this slider a bit on the right?


hard
  1. AR7.5-8? huge to read these triplets with this low AR imo
  2. 00:04:885 (2,3) - spacing is a bit off
  3. 00:53:361 (3,4,5) - I think it would be better if you ctrl+g those, cause drums are on 00:53:361 - and 00:53:544 -. circles should surely fit better to emphasize them
  4. 01:05:068 (3,4,5) - same as above
  5. 01:14:397 (5,1) - spacing should be 1.40x cause you didn't emphasize these loud finish in the whole kiai imo and inconsistency with 02:29:031 (5,1) -
  6. 02:17:507 (1,2,1) - these sliders doesn't look nice visually D: it looks like you removed the red anchor lol
  7. 02:29:306 (1) - same as lunatic for the spinner


normal
  1. 00:16:592 (6) - mmh i think this circle could be removed imo, since you didn't map this kind of sound at 00:22:446 - or 00:28:300 -
  2. 00:26:653 (2,3,4,5) - what about making as you did at 00:14:946 (2,3,4,5) - it sounds totally the same imo
  3. 02:29:214 (1) - same as lunatic


easy
  1. 00:07:263 (3,4) - the break between feels a bit hard to read for beginners, what about this rhythm?
  2. 02:02:141 (1) - maybe move this slider a bit down to avoid the hpbar?
  3. 02:49:336 - it needs a beat here imo
  4. rip hitsounds

[]
that's all for me, gl dude!
posted
hello, M4M

[Easy]
  1. 00:07:263 (3,4) - it would be better to respect the polarity here, this 3/4 gap is going to throw off a lot of players, and i personaly don't really understand this choice since you have a stronger beat on 00:07:995 -
  2. 00:13:117 (4,1) - cmon where's the blanket
  3. 00:58:300 (3,1) - those sliders are dangerously close to each other and would look better with more space between them


[Normal]
  1. 00:11:653 (4) - 00:13:117 (7) - NCs? it calls for it, or swap 00:10:190 (1,4) -


[Hard]
  1. 00:22:080 (2) - alright, i'm hearing the faint hi hat on the blue tick but rhythmically it's weird to play because you're ignoring that strong downbeat on 00:22:263 -
  2. 00:36:531 (1,2,3,4) - same kinda, i think this rhythm would play better:
  3. 01:36:714 (2) - same
  4. 01:51:166 (1,2,3,4) - same
  5. 02:53:544 (1,2,3) - moving this outside of the slider would be better aesthetically, there's no reason to put it on top of the body like that
  6. 00:43:483 (7,1) - this overlap doesn't look that great because it's not consistent with how you usually do them


[Lunatic]
  1. The play field gets dense quickly, it'd probably be a good idea to raise the AR to 8.5
  2. 00:42:385 (1) - you may wanna remove this NC for consistency or add one on 00:39:458 (4) -
  3. 01:54:093 (5,1) - ^
  4. 01:04:703 (2) - how about centering this in the middle of the two sliders?
  5. 02:55:373 (1,1) - you sure you want those NCs here? they're not present in hard and i don't see why you'd add some now


im not sure i agree with most of the rhythm choices in ENH but that's just my opinion

anyway good set, the doubles in Lunatic are fun and a great example of slight overmapping for playability

good luck
posted
welcome to 2012 mapping
posted
Irohas

Irohas wrote:

hi m4m

lunatic
  1. 00:00:312 (1) - normal-hitclap doesn't really fit, it sounds out of place imo actually sounds quite fitting to me o: at least better than other defaults
  2. 00:05:800 (1) - same as above, but finish, try at least with a drum-hitclap i think it'll be better but why? the bass in the normal finish fits so nicely here
  3. 00:18:330 (6) - 00:21:257 (6) - i think that circle is not necessary here. cause there's no really sound above, but i think you voluntary mapped it to make the flow more readable so i don't know if it's an issue or not ya a single circle of these 4note patterns is overmapped to "simplify" rhythm and polarity
  4. 00:26:288 (1) - what about, from this part, trying with a drum-hitclap instead of soft? I tried to use drum sampleset as rarely as possible cause that didn't exist in 2012
  5. 00:27:385 (6,7) - lol this is gross, fixed 01:47:324 (4,5,6) - spacing? fixed
  6. 00:31:227 (2,3,4,5) - mmh, maybe try to have a similar spacing than 00:28:300 (4,5,6,7) -? cause it's sound totally the same to me difference is pretty minor and mainly for visuals
  7. 02:31:044 - maybe end your spinner here, cause it's there where the vocal end i'll consider this, but I also kinda like ending it on the strong guitar sound...
  8. 02:39:367 (2) - normal-hitwhislte on its head? this is mapped to drum and there is also on 1/4 earlier on 02:39:275 (1) - already
  9. 03:16:044 (1) - maybe move this slider a bit on the right? already checked on 800x600, it's fine


hard
  1. AR7.5-8? huge to read these triplets with this low AR imo not 2012 enough and fits ar8 insane better. not going to use decimals for this set either
  2. 00:04:885 (2,3) - spacing is a bit off made perfect triangle with rotate, idk why it still shows slightly off
  3. 00:53:361 (3,4,5) - I think it would be better if you ctrl+g those, cause drums are on 00:53:361 - and 00:53:544 -. circles should surely fit better to emphasize them
  4. 01:05:068 (3,4,5) - same as above
    whole map is prioritizing vocals, so rhythm here does too
  5. 01:14:397 (5,1) - spacing should be 1.40x cause you didn't emphasize these loud finish in the whole kiai imo and inconsistency with 02:29:031 (5,1) - it's actually same spacing, only different ds values cause sv change
  6. 02:17:507 (1,2,1) - these sliders doesn't look nice visually D: it looks like you removed the red anchor lol but they fit the concept
  7. 02:29:306 (1) - same as lunatic for the spinner


normal
  1. 00:16:592 (6) - mmh i think this circle could be removed imo, since you didn't map this kind of sound at 00:22:446 - or 00:28:300 - I just didn't map all of them to not make it overly dense and it keeps the rhythm less stale
  2. 00:26:653 (2,3,4,5) - what about making as you did at 00:14:946 (2,3,4,5) - it sounds totally the same imo both work and the music in both parts is a bit different so some variety doesn't hurt
  3. 02:29:214 (1) - same as lunatic


easy
  1. 00:07:263 (3,4) - the break between feels a bit hard to read for beginners, what about this rhythm? yeah it's actually the only gap like this in the whole map. I just made the slider shorter and moved it 1/2 ahead to map the bass instead like I did for 00:05:800 (1,2,3) - which also makes it a simple 2/1
  2. 02:02:141 (1) - maybe move this slider a bit down to avoid the hpbar? doesn't even touch it on 4:3 ?
  3. 02:49:336 - it needs a beat here imo might consider, but current emphasizes next finish better and there already is a long chain of 1/1 rhythms
  4. rip hitsounds fuk

[]
that's all for me, gl dude!
Alheak

Alheak wrote:

hello, M4M

[Easy]
  1. 00:07:263 (3,4) - it would be better to respect the polarity here, this 3/4 gap is going to throw off a lot of players, and i personaly don't really understand this choice since you have a stronger beat on 00:07:995 - ya, did exactly that with last mod
  2. 00:13:117 (4,1) - cmon where's the blanket added more anchors
  3. 00:58:300 (3,1) - those sliders are dangerously close to each other and would look better with more space between them yeah, changed shape a bit


[Normal]
  1. 00:11:653 (4) - 00:13:117 (7) - NCs? it calls for it, or swap 00:10:190 (1,4) - was supposed to be like that cause current doesn't fit my nc pattern, idk what happened


[Hard]
  1. 00:22:080 (2) - alright, i'm hearing the faint hi hat on the blue tick but rhythmically it's weird to play because you're ignoring that strong downbeat on 00:22:263 - might consider something if it bothers more people, but I think it works alright with drum and vocals while keeping clicking rhythm less dense
  2. 00:36:531 (1,2,3,4) - same kinda, i think this rhythm would play better:
    don't think that works better :c
  3. 01:36:714 (2) - same
  4. 01:51:166 (1,2,3,4) - same
  5. 02:53:544 (1,2,3) - moving this outside of the slider would be better aesthetically, there's no reason to put it on top of the body like that I actually think it's pretty cute
  6. 00:43:483 (7,1) - this overlap doesn't look that great because it's not consistent with how you usually do themtrue, now respects visual spacing more


[Lunatic]
  1. The play field gets dense quickly, it'd probably be a good idea to raise the AR to 8.5 it was mapped for 8 and there is no way this will ever change
  2. 00:42:385 (1) - you may wanna remove this NC for consistency or add one on 00:39:458 (4) - did first thing here
  3. 01:54:093 (5,1) - ^ and here too
  4. 01:04:703 (2) - how about centering this in the middle of the two sliders? would kinda kill the ds mapping
  5. 02:55:373 (1,1) - you sure you want those NCs here? they're not present in hard and i don't see why you'd add some now yeah, think it looks cuter here and the diff uses more nc overall anyways


im not sure i agree with most of the rhythm choices in ENH but that's just my opinion

anyway good set, the doubles in Lunatic are fun and a great example of slight overmapping for playability

good luck


[]

thanks for the mods!
also added some more tags

aimod shows 03:16:409 - as offscreen on lunatic, but it's still fine: http://i.imgur.com/aT84XMy.jpg

[]

Sonnyc wrote:

welcome to 2012 mapping
👀
posted
godsong
posted
i was going to map some pp for this song :w:
posted
M4M

Lunatic

  1. 00:19:702 (3) - Add a whistle to the head of the slider to emphasize the vocals like you did previously at 00:18:970 (1)
  2. 00:56:653 (7) - Maybe add a clap here, sounds incomplete without it, like you did at 01:08:361 (6)
  3. 01:05:435 (5,6) - Could go about CTRL + G'ing these two for better flow, since it'd be better off going in the opposite direction of 01:04:153 (1)
  4. 02:11:287 (7) - Similar to before, should add a clap.
  5. 02:35:617 (2) - Is this stack on purpose?
  6. 02:52:080 (5,6) - Could probably make this a triple, might be a little overmapped though.

Hard

  1. 00:55:922 (2,3) - Might just be me but i think the spacing is a tiny bit off.
  2. 01:32:873 (4,1) - Blanket is a little off. soz being really picky.
  3. 02:10:007 (1) - I don't really see the point in using a different slider here, may as well have them be all the same as the sliders that follows, like 02:11:653 (1) 02:14:580 (1) 02:15:861 (1)
  4. 02:40:099 - This tick is to great to miss, since of the drums, perhaps make 02:39:824 (2) - a repeater? like so. Also acts a good build up to the kiai.
  5. 03:14:214 (4,5,1) - Could make that look better.


Copy over hitsound changes as well if you agree'd to them, can't find anything worth mentioning on Easy & Normal. :|

Felt like I took a trip to 2012> ;) Awesome map dude, GL! :)
posted
m4m ;)
my map

Lunatic
00:04:884 (4,5) - blanket
00:05:068 (5) - btw why not using 3 control points?
00:08:727 (1) - make straight placement - move to x230 y89 https://osu.ppy.sh/ss/7337811
00:09:092 (2,5) - blanket
00:09:733 - missing note here? i guess you were mapping main lead here? so why not using something like this rhythm wise:

or

if you choose second option, then maybe stack 6 and 7
00:12:568 (2,3) - same here, you could add one more circle or just replace 00:12:568 (2) - with a slider because melody line starts 00:12:568 (2) - and ends 00:13:117 (1) -
00:14:580 - then 00:17:507 (1) - , 00:20:434 (1) - what's the idea of using different ds here? music doesn't change here, i would keep ds the same. on the other hand 00:26:288 (1) - this section brings more intensive pulse so making ds bigger is fine tho
00:07:263 (1) - and 00:22:629 (7) - overall usage of different shapes is fine, but i personally prefer second slider shape to be used previously (just looks better imo)
00:25:556 (4) - you should change ds here, maybe reduce 00:25:373 (2,3,4) - and from 00:25:556 (4) - keep the same? because you can clearly hear that percussion sixteenth notes start 00:25:556 (4) - also nc then
00:33:970 (3,4,5,6,7,8) - sorry but this visually looks bad, make it straight please https://osu.ppy.sh/ss/7337884
00:39:092 (3) - i suggest replacing with slider even tho she sings the same syllable, melody rises

00:48:605 (2) - could be better spaced according to 00:47:507 (2) - tail and 00:47:873 (3) -
00:49:336 (6) - this could be stacked with 00:47:873 (3) - then also you'll have to tweak other objects (but this is less important, you maybe ignore this)
00:53:727 (5,6,1) - spacing could be equal because she stars singing at 00:53:727 (5) -
00:54:092 (1,2,3,4,5,6) - could be better spaced according to 00:53:909 (6) -
00:58:300 (1,2) - blanket? i would move 00:58:849 (2) - to x487 y8
01:33:422 (9,1) - blanket
01:34:336 (3) - i would add a circle on sliders end, just like 00:14:580 (1,2) - because 01:34:702 - strong sound
01:39:092 (4,1) - blanket
01:40:007 (2,3,4,5,6,7,8,9,10,11) - same ^ already mentioned
02:04:337 (1,2,3) - why not perfect triangle here?▲ https://osu.ppy.sh/ss/7337977
02:42:019 (8) - moving down a little would help i think (visually)

02:43:849 (1,2,3) - following 02:44:123 (2,3) - could be better placed to kind of continue the slider

02:50:434 (1) - not sure but maybe try replacing with linear slider? because guitar doesn't stop playing here
03:16:044 (1) - slider's end is offscreen
Hard
General: cs:3.8 imo fits better

00:10:922 (3,4) - blanket better
00:23:361 (1,2,3,4) - ^
00:57:019 (1,2) - ^

01:38:727 (3,4) - move 01:39:092 (4) - just a pixel so ds is 1,50x
02:15:495 (3,1) - blanket
02:39:275 (1) - there are some percussion sounds in background, are you sure you won't map those?
03:05:800 (1,2) - blanket better
03:12:568 (3,1) - could look better; maybe 03:12:934 (1) - ctlr+j?


that's all, good luck :)
posted
Ambient

Ambient wrote:

M4M

Lunatic

  1. 00:19:702 (3) - Add a whistle to the head of the slider to emphasize the vocals like you did previously at 00:18:970 (1) whistles in this part are only for piano and the "odd" vocal rhythm
  2. 00:56:653 (7) - Maybe add a clap here, sounds incomplete without it, like you did at 01:08:361 (6) true
  3. 01:05:435 (5,6) - Could go about CTRL + G'ing these two for better flow, since it'd be better off going in the opposite direction of 01:04:153 (1) think current plays well o: also movement onto 1 is nicer/better emphasis
  4. 02:11:287 (7) - Similar to before, should add a clap. yes
  5. 02:35:617 (2) - Is this stack on purpose? [color=#00BF00}no, fixed[/color]
  6. 02:52:080 (5,6) - Could probably make this a triple, might be a little overmapped though. barely noticeable at 100% at 1/2 emphasis is more important here anyways

Hard

  1. 00:55:922 (2,3) - Might just be me but i think the spacing is a tiny bit off. fixed
  2. 01:32:873 (4,1) - Blanket is a little off. soz being really picky.d
  3. 02:10:007 (1) - I don't really see the point in using a different slider here, may as well have them be all the same as the sliders that follows, like 02:11:653 (1) 02:14:580 (1) 02:15:861 (1) does that really matter
  4. 02:40:099 - This tick is to great to miss, since of the drums, perhaps make 02:39:824 (2) - a repeater? like so. Also acts a good build up to the kiai. it's alright for a hard diff and guitars > drums here anyways
  5. 03:14:214 (4,5,1) - Could make that look better yes.


Copy over hitsound changes as well if you agree'd to them, can't find anything worth mentioning on Easy & Normal. :|

Felt like I took a trip to 2012> ;) Awesome map dude, GL! :)
_Kise

_Kise wrote:

m4m ;)
my map

Lunatic 00:04:884 (4,5) - blanket
00:05:068 (5) - btw why not using 3 control points? I sure wonder
00:08:727 (1) - make straight placement - move to x230 y89 https://osu.ppy.sh/ss/7337811
00:09:092 (2,5) - blanket
00:09:733 - missing note here? i guess you were mapping main lead here? so why not using something like this rhythm wise:

or

if you choose second option, then maybe stack 6 and 7
not even really audible at 100% and not part of the melody
00:12:568 (2,3) - same here, you could add one more circle or just replace 00:12:568 (2) - with a slider because melody line starts 00:12:568 (2) - and ends 00:13:117 (1) - melody gets way stronger on 00:12:751 (3) -
00:14:580 - then 00:17:507 (1) - , 00:20:434 (1) - what's the idea of using different ds here? music doesn't change here, i would keep ds the same. on the other hand 00:26:288 (1) - this section brings more intensive pulse so making ds bigger is fine tho
adjusted that one pattern to also use 1.4x
00:07:263 (1) - and 00:22:629 (7) - overall usage of different shapes is fine, but i personally prefer second slider shape to be used previously (just looks better imo) don't see any issue
00:25:556 (4) - you should change ds here, maybe reduce 00:25:373 (2,3,4) - and from 00:25:556 (4) - keep the same? because you can clearly hear that percussion sixteenth notes start 00:25:556 (4) - also nc then the whole map doesn't use any spacing changin streams and they don't fit the whole concept
00:33:970 (3,4,5,6,7,8) - sorry but this visually looks bad, make it straight please https://osu.ppy.sh/ss/7337884 tried
00:39:092 (3) - i suggest replacing with slider even tho she sings the same syllable, melody rises
too dense and not needed
00:48:605 (2) - could be better spaced according to 00:47:507 (2) - tail and 00:47:873 (3) -
00:49:336 (6) - this could be stacked with 00:47:873 (3) - then also you'll have to tweak other objects (but this is less important, you maybe ignore this) does that matter in any way lol
00:53:727 (5,6,1) - spacing could be equal because she stars singing at 00:53:727 (5) - spacing is to emphasize cymbal/downbeats like all the time?
00:54:092 (1,2,3,4,5,6) - could be better spaced according to 00:53:909 (6) - same. it's basically vocal ~1.6, drum stack, cymbal 2 for spacing in the chorus
00:58:300 (1,2) - blanket? i would move 00:58:849 (2) - to x487 y8
01:33:422 (9,1) - blanket
01:34:336 (3) - i would add a circle on sliders end, just like 00:14:580 (1,2) - because 01:34:702 - strong sound sliderend emphasis followed by a long gap works really well here, vocal is the most important thing here anyways
01:39:092 (4,1) - blanket
01:40:007 (2,3,4,5,6,7,8,9,10,11) - same ^ already mentioned
02:04:337 (1,2,3) - why not perfect triangle here?▲ https://osu.ppy.sh/ss/7337977 ds buildup
02:42:019 (8) - moving down a little would help i think (visually) rip spacing concept and perfect partial star

02:43:849 (1,2,3) - following 02:44:123 (2,3) - could be better placed to kind of continue the slider dont think so

02:50:434 (1) - not sure but maybe try replacing with linear slider? because guitar doesn't stop playing here no kickslider jumps in my 2012 map thanks
03:16:044 (1) - slider's end is offscreen aimod is dumb

Hard
General: cs:3.8 imo fits better

00:10:922 (3,4) - blanket better
00:23:361 (1,2,3,4) - ^
00:57:019 (1,2) - ^

01:38:727 (3,4) - move 01:39:092 (4) - just a pixel so ds is 1,50x
02:15:495 (3,1) - blanket
02:39:275 (1) - there are some percussion sounds in background, are you sure you won't map those? yes, guitar
03:05:800 (1,2) - blanket better
03:12:568 (3,1) - could look better; maybe 03:12:934 (1) - ctlr+j?

that's all, good luck :)
most things you pointed out where intended to be like that or like 2 px off blankets that are lol

[]

thanks!
posted
[easy]
  1. not sure if ar4 is really necessary, its only 163bpm after all and u have a lot of 2/1 gaps and 1/1 patterns that are pretty easy to follow as a beginner
  2. 00:49:702 (4) - using 1/2 repeats are completely fine if theres a little break afterwards which is the case here, not really needed but i dont see a reason to not do it :p
  3. 01:39:458 (3) - personally i dislike all of these 3/2 repeat sliders because they dont really cover anything. sure there are vocals in the background, but theres also a drum on the white tick before repeat and a drumroll after repeat so it might be really confusing as a beginner since a lot of ur objects landed on white ticks anyway
  4. 02:52:629 (1) - nc necessary? its p much the same as the ones from pre-kiai imo


[normal]
  1. 00:20:434 (1) - is it supposed to look so edgy lol
  2. 00:36:531 (4,5,6,7) - rhythm doesnt really fit the drums and is more confusing than anything, try out this rhythm, feels a bit better if u ask me


[hard]
  1. 00:40:922 (1,2) - do u mind custom stacking it to make the circle more visible? just kinda like 00:37:995 (1,2) . rn the circle is completely hidden by the slidertail, not the coolest thing for a player of this level (same goes every similar pattern that goes from the right to the left, obviously)


[lunatic]
  1. 00:25:464 (3) - whats the reasoning of "overmapping" this circle? yeah theres a little background noise, but because of the stream feels pretty unsatisfying to play and its confusing for a second as the noice is barely audible and suddenly u have all the strong drums appearing in the same stream


call me back w
posted
Stjpa

Stjpa wrote:

[easy]
  1. not sure if ar4 is really necessary, its only 163bpm after all and u have a lot of 2/1 gaps and 1/1 patterns that are pretty easy to follow as a beginner ar3 now, should still be readable just fine and decimals dont fit the set
  2. 00:49:702 (4) - using 1/2 repeats are completely fine if theres a little break afterwards which is the case here, not really needed but i dont see a reason to not do it :p I really dislike them on lowest diffs personally and only having like two or three of them would be kinda lol I think
  3. 01:39:458 (3) - personally i dislike all of these 3/2 repeat sliders because they dont really cover anything. sure there are vocals in the background, but theres also a drum on the white tick before repeat and a drumroll after repeat so it might be really confusing as a beginner since a lot of ur objects landed on white ticks anyway I think they work well cause they follow the held vocal and allow me to map that rather unique high pitched sound on spots like 00:25:373 - 01:40:007 - while transitioning to the drum roll
  4. 02:52:629 (1) - nc necessary? its p much the same as the ones from pre-kiai imo right, removed for now but it's also kinda inconsistent with the overall 2 measure comboing so I'm not 100% sure


[normal]
  1. 00:20:434 (1) - is it supposed to look so edgy lol not sure why I made it like that, but it looks a bit unfitting, fixed
  2. 00:36:531 (4,5,6,7) - rhythm doesnt really fit the drums and is more confusing than anything, try out this rhythm, feels a bit better if u ask me alright, changed this and 01:51:714 -


[hard]
  1. 00:40:922 (1,2) - do u mind custom stacking it to make the circle more visible? just kinda like 00:37:995 (1,2) . rn the circle is completely hidden by the slidertail, not the coolest thing for a player of this level (same goes every similar pattern that goes from the right to the left, obviously) k, changed this and 01:56:105 (2) - though I think people that can play hards should be able to read the through approach circles too


[lunatic]
  1. 00:25:464 (3) - whats the reasoning of "overmapping" this circle? yeah theres a little background noise, but because of the stream feels pretty unsatisfying to play and its confusing for a second as the noice is barely audible and suddenly u have all the strong drums appearing in the same stream it still follow the high pitched background sounds, just no drums. having it empty would feel more strange to me o:


call me back w

thanks!
posted
b
posted
üüüüüü whz is mz kezboard set to german

ok fixed

that you don't hitsound the cool guitar in 01:40:922 - is a bit sad
02:54:092 (1) - if i ever wanted to copyright a slidershape ala finebros i'd go for this one


[lunatic]
01:04:153 (1) - somehow spacing ended up being confusing 02:18:239 (3,1) - have way less physical movement so moving it down and to the right or doing sometyhing different with it that makes it not as easily misreadable as 1/1 break between objects would cool

all of the following is general stuff so treat it as such
00:49:702 (1,2,3) - (and the repetition of it) i think the 1/8 slider's length isnt easily predictable along with the prefect stacking in this pattern looking kinda ehhhhh, i don't think there's anything that needs an 1/8 or 1/4 slider on it anyways so http://i.imgur.com/063tMZ2.png would be preferred rhythm

00:56:379 (5,6) - (and similar) i just think that moving outside the sliderbody to hit something is meh in an otherwise really simplistic difficulty

01:01:958 (3) - i just think that perf stacking on visible objects should be avoided on a diff with ar8 zz

01:12:934 (7,8,1) - patterns like these make sense but just look meh aesthetically because last object of the back and forth goes through the two other objects, generally i think you should either avoid this situation or

[hard]
since you don't use actual 3/4 sliders into other sliders in most of the parts that have 1/4 reversing sliders, the only 3/4 sliders in the diff are things like 00:12:751 (6) - and since these are of differing lengths (see 00:13:849 (4) - just after) reading these can become quite confusing for the actual target audience (aka people that actually can't play insanes)
i'd advise to stick to one time repeat sliders only and rearrange patterning around that, usually proves to be much more straightforward for players
00:24:458 (4) - aesthetically eh
00:40:922 (1,2) - uh is this costm stack necessary
01:00:861 (3) - somehow clicking this sliderhead feels off even tho it isnt and idk how to explain this but maybe try 2 circles in some of these i have no idea

[normal]
could use more balance between circles and sliders, stuff like 00:10:190 (4) - or stuff in slower sections could simplify things such as 00:16:044 (5,6,7,1,2,3) - to just use more 1/1 circles, kinda like 00:19:702 (5,6) - (slap me somewhere when this doesn't explain what i take issue with clearly enough)
00:12:751 (3) - hitsound missing?
00:56:105 (5) - this sounds and feels so odd, the 3/4 rhythm almost seems invented

[]

yeah
posted
Okorin

Okorin wrote:

üüüüüü whz is mz kezboard set to german

ok fixed

that you don't hitsound the cool guitar in 01:40:922 - is a bit sad I tried hitsounding the guitar in this part with normal whistles before (cause soft are already for some vocal stuff), but combined with the other hitsounding it felt a bit too spammy cause overall hitsounding is very simplistic + it's mainly mapping vocals/drums anyways
02:54:092 (1) - if i ever wanted to copyright a slidershape ala finebros i'd go for this one d


[lunatic]
01:04:153 (1) - somehow spacing ended up being confusing 02:18:239 (3,1) - have way less physical movement so moving it down and to the right or doing sometyhing different with it that makes it not as easily misreadable as 1/1 break between objects would cool adjusted 01:03:239 (2,3) - a bit to make it go from 2.25x to 1.95x at 01:03:605 (3,1) -

all of the following is general stuff so treat it as such
00:49:702 (1,2,3) - (and the repetition of it) i think the 1/8 slider's length isnt easily predictable along with the prefect stacking in this pattern looking kinda ehhhhh, i don't think there's anything that needs an 1/8 or 1/4 slider on it anyways so http://i.imgur.com/063tMZ2.png would be preferred rhythm alright, I got some complaints about these already

00:56:379 (5,6) - (and similar) i just think that moving outside the sliderbody to hit something is meh in an otherwise really simplistic difficulty
yea, changed these to overlap+even spacing (cause overlap+stack looks weird)

01:01:958 (3) - i just think that perf stacking on visible objects should be avoided on a diff with ar8 zz

01:12:934 (7,8,1) - patterns like these make sense but just look meh aesthetically because last object of the back and forth goes through the two other objects, generally i think you should either avoid this situation or
don't really agree for both of these, things like the first one still seem pretty readable and all to me and I think the second one looks cute lol


[hard]
since you don't use actual 3/4 sliders into other sliders in most of the parts that have 1/4 reversing sliders, the only 3/4 sliders in the diff are things like 00:12:751 (6) - and since these are of differing lengths (see 00:13:849 (4) - just after) reading these can become quite confusing for the actual target audience (aka people that actually can't play insanes)
disagree in general for this diff. they are usually okay readability wise with the distinct spacing and all and I think they are kinda necessary to fit with how hard these spots are on the highest diff + it feels a bit too undermapped like that in many spots. But I changed 00:37:629 (7) - and 01:52:263 (7) - (=only spots where 2x repeat happened right after 1x) since I can see them being a bit more problematic. 2x => 1x patterns like 02:44:946 (5,1,2) - seem less problematic and are kinda necessary where they are used.
i'd advise to stick to one time repeat sliders only and rearrange patterning around that, usually proves to be much more straightforward for players
00:24:458 (4) - aesthetically eh increased spacing to 00:24:824 (1) - body a bit, looks fine besides that I think
00:40:922 (1,2) - uh is this costm stack necessary idk anymore lol. reverted back to what it was initially, same for 01:56:105 (2) -
01:00:861 (3) - somehow clicking this sliderhead feels off even tho it isnt and idk how to explain this but maybe try 2 circles in some of these i have no idea hm it feels perfectly fine to me considering the overall vocal focus of the whole map o:

[normal]
could use more balance between circles and sliders, stuff like 00:10:190 (4) - or stuff in slower sections could simplify things such as 00:16:044 (5,6,7,1,2,3) - to just use more 1/1 circles, kinda like 00:19:702 (5,6) - (slap me somewhere when this doesn't explain what i take issue with clearly enough)
changed 00:10:190 (4) - cause it also makes rhythm a bit more varied
don't really want to change things like 00:16:044 (5,6,7) - cause that would make me either use like 3x 1/2 clicks or add a 1/2 slider somewhere to still follow the vocals and piano like I want to[. also most sliders in that part are mapped to piano on head so changing some would feel a bit odd I think. tried to find other spots where that could work, but all I tried seemed weird. yeah it's a bit slider heavy, but it's not like there are slider only parts or something like that.

00:12:751 (3) - hitsound missing? it has whistles on both like all other diffs, so I don't think so lol
00:56:105 (5) - this sounds and feels so odd, the 3/4 rhythm almost seems invented I think it works really well with the snare on this?

[]

yeah


thanks!

[]

edit: also changed sampleset of a few 3/4 sliderends to S:C2 cause they should all use that
posted
00:12:751 (3) - doesnt this need clap or am i going insane???

hard
02:44:946 (5,2) - ehhhh ((repeats))

what i meant for normal:
00:14:580 - to 00:26:288 - and 01:29:214 - 01:40:922 - contain too many patterns that are really similar or identical to what kiai does, you can make the diff more interesting by using more simplistic 1/1 circles for a lot of these 1/2 patterns which would make the sections feel distinctly different, add a bit more contrast and a bit more balance to the diff overall

btw easy is rhythm-wise more of a normal
looks very similar to the easy i renamed to normal on deus ex machina before ranking upon krfawy complaining that it's too rhythmically complex in the choruses to be an easy

it's fine as the lowest diff tho so
posted
added the clap on all diffs

I think that repeat on hard is fine as it has the longer one first and the transition to 1x shouldn't be too harsh since by this point players encountered both version a few times already and the patterning should make it clear

for normal:
I can't come up with much that I see as fitting, but I did something at least:
00:14:580 (1,2,3) - has no 1/2 sliders anymore, which also makes the drum roll on 00:25:556 (6,7) - stand out more due to now being more dense
also the 0.9 => 1x sv difference also makes for noticeable difference in intensity compared to the chorus
I tried things like replacing 00:21:897 (4) - with 1/1 circles, but I feel like that takes a way too much from the piano here :c

as for the naming of lowest diffs: I think it's okay since "easy" doesn't use any active 1/2 rhythms on low-ish bpm and also utilizes lots of 2/1 breaks, calling this a normal might be "okay", but the current normal is definitely not something I would call "advanced" and I think it can still pass as an easy (naming wise)

also made 00:22:263 - 00:22:629 - 01:36:897 - soft sampleset on e/n since the normal samples are only really there to fit the 1/4 the higher diffs have here better
posted
there's a sv change in the normal?

nice, didn't notice

00:24:824 (4,5,6,7,1,2,3,4,5) - long complex chains of objects like these still are kinda tilt especially since they end up way more cluttered than everything in the kiais
and i'd assume beginners struggle more with interpreting clutter like this (actually when i asked some actual beginners during diffspecific testing were tilted that mappers force so many slideres in their diffs most just wanted to click more stuff lol)
posted
hm alright, made 00:25:556 (5,6,1,2) - 01:39:458 (4,5,6,1,2) - way less cluttered. there are still some things like 00:29:946 (2,3,4,5) - but they are less cluttered due to slider lengths anyways and the part is a bit more intense musically too
should be fine now I think + if I simplify this difficulty even more I think it'd become too close to the easy and make the gap to hard too big.
the only other "fitting" solution would involve things like suddenly placing three 1/2 circles which doesn't even happen in the more intense parts

also shouldn't beginners be playing the easy diff anyways? like if normal was the lowest diff I wouldn't have done most of these lol. but since there is a diff lower than it, it should be alright cause people that can't handle this stuff still have a diff they should be able to properly play
^being able to map normals a bit more "complex" is also the main reason I tend to include easy diffs in my maps instead of forcing these 1.9* normals
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