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LiSA - Catch the Moment -Radio Edit ver.-

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Topic Starter
Shad0w1and
This beatmap was submitted using in-game submission on 2017年3月29日 at 8:38:41

Artist: LiSA
Title: Catch the Moment -Radio Edit ver.-
Source: 劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags: SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BPM: 190
Filesize: 24467kb
Play Time: 02:04
Difficulties Available:
  1. Another (5.18 stars, 435 notes)
  2. Doormat's Hard (3.33 stars, 343 notes)
  3. Flask's Advanced (2.24 stars, 226 notes)
  4. Hyper (3.59 stars, 396 notes)
  5. Kisses' Novice (1.69 stars, 139 notes)
  6. Lami's Extra (6.03 stars, 497 notes)
  7. Moecho's Insane (4.6 stars, 443 notes)
  8. Ultra (6.29 stars, 563 notes)
Download: LiSA - Catch the Moment -Radio Edit ver.-
Download: LiSA - Catch the Moment -Radio Edit ver.- (no video)
Information: Scores/Beatmap Listing
---------------
#24 LiSA - Catch the Moment -Radio Edit ver.-
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劇場版 ソードアート・オンライン -オーディナル・スケール-
Anime Film Theme | 2017

アスナマジ女神! | Ultra - Catch the Beat -
NEW! Chinese Ver. -中文版- by LiSA MP3 DOWNLOAD
歌词
咽下 叹息还会尝到余味
是懊悔 依然残留苦涩 OH~太多
想要大声地追问 为什么
那句话 来不及对你说
晨辉中 利刃 正飞落
斩碎宿命 无可奈何 惊慌失措
就算这一切从头来过
我们能相遇么
心跳在回拨 尽头是 告别这世界时刻
你说 别回头 握紧我
还等什么 无论多少次
愿望成真过 坎坷仍那么多
时光在捕捉 狂奔中 的你我
呼啸而过 此刻 一停留 就坠落
一错再错 我只记得
你的笑容 如花闪烁
这试炼注定属于我
Catch the Moment
此刻我不会再错过
就和你紧握住此刻
Catch the Moment
Ultra: me | Extra: Lami | Another: me & Rizia
Insane: Moecho/Moeri | Hyper: me | Hard: Doormat
Advanced: Flask | Novice: Kisses
MAD Video: me

=======
中文译名:
紧握此刻
Ultra somehow turns to PP this time...
Pata-Mon
M4M
https://osu.ppy.sh/s/558287

[Kisses]
  1. 00:01:337 (3,1) - 00:03:863 (3,1) - 00:06:389 (3,1) - 00:22:810 (2,3) - 00:31:652 (1,2) - ……ds. In fact if you think 1 is too huge you can use 0.95 (or 0.8-0.85 sv) in the whole diff
  2. 00:17:442 (2,3,4,5) - 4 continuously notes/slider head are too many in this diff
  3. 00:24:074 (1) - out of the screen
  4. 00:35:442 (1) - touch the hp bar
  5. 01:12:074 (1,1) - overlap
  6. 01:56:102 (2,1) - this pattern is very likely to be read incorrect.
[F酱]
  1. 00:17:758 (3,4,5) - 感觉不是很好看 对新手也会别手
  2. 00:20:126 (4,1) - overlap感觉可以避免 1移到右上比较好
  3. 00:30:074 (1) - 低难度建议不要让滑条头尾贴上
  4. 00:32:758 (4) - 像这样跟红线vocal,给一点点音效会比较舒服.其他类似地方不说
  5. 00:41:126 (4,1) - 可以考虑换滑条 不然这节奏打起来还是有点难
  6. 00:47:442 (3,4,5,6) - 哈哈哈这节奏在高难度很常见,但是低难度我觉得很少玩家能读对,看你想不想良心点了,这前后本来就全是note.00:48:231 - 这里也有比较明显的鼓声,或许可以考虑这里多用几个滑条,跟到或者盖过这些鼓声
  7. 00:58:810 (4) - 往下点吧
  8. 01:17:126 (1,2) - 这节奏有点奇怪,01:17:758 - 和01:17:916 - 是一样的音,放在了这两个完全不同的东西上,然后01:18:074 - 这个音还是挺重要的 最好还是clickable 01:18:389 (3,4) - 同
  9. 01:28:179 (3,4) - 低难度看这应该还是挺懵逼的 hard里都不太建议
  10. 01:32:284 (1,2,3) - 这也是
  11. 01:52:495 (1,2,3,4,5,6) - 这新手没人能读的23333
[Doormat]
  1. 00:14:442 (2,1) - stack?
[Hyper]
  1. 00:01:258 (5) - 00:02:521 (5) - ……hyper就这样overmap真的好吗 前奏还那么轻
  2. 00:11:442 (1,2) - 这视觉ds有点近
  3. 00:31:652 (1,2) - 00:45:231 (2,3) - 这些也是.毕竟你有很多00:37:968 (1,2,3) - 这类的梗,再放那些视觉ds那么近的就比较容易读错,hyper尽量还是更清楚些
  4. 01:52:495 (1,1,1,1) - 调整一下位置和角度,快要擦边了不太好看
  5. 01:57:365 (1) - 可以跳
[萌球]
  1. 总得来说有些滥用短话条了,再怎么说这也是只个insane.如果说00:15:863 (1,2) - 00:18:389 (4,5) - 这类短滑条是为了强调重音还可以接受的话,那00:13:495 (4) - 01:13:810 (3) - 这种短话条就比较无理了,后者滑条头甚至都是一个很轻的音,而且跟之后还用了那么大的ds
  2. 00:01:021 (4,5) - 这类滑条后的1/4分开放,在insane里也并不是常规的pattern,虽然可以用,但我不认为这种在很轻的前奏的overmap上用是合适的,这个后面也有很多是不值得强调的地方使用的
[Another]
  1. 00:39:863 (1,2) - ctrl+G会比较有趣
  2. 00:41:126 (1,1) - 这里贴着放并不合适,后面锣一个重音这么放打着感觉很窝
  3. 01:07:652 (3,1) - 可以避免
  4. 01:13:021 (4,1) - 不适合叠
  5. 01:37:337 (1,3) - 稍微远一点
  6. 01:51:389 (1,2,3,4,5) - 这钢琴音放折返就算了 放连打不合适
[Lami]
  1. 01:21:231 (2,3,4,5,6,1) - flow can be improved imo
  2. 01:56:812 - 5% volume
[Ultra]
  1. 打不动不摸了
GL
Beafowl
in-game mod
20:36 Shad0w1and: hello beafowl, may i ask for testplay?
20:36 Beafowl: yea ofc
20:36 *Shad0w1and is editing [http://osu.ppy.sh/b/1210089 LiSA - Catch the Moment -Radio Edit ver.- [Ultra]]
20:37 Shad0w1and: i wonder if this is hr able
20:37 Beafowl: but im afk for a short moment
20:37 Shad0w1and: ok xc
20:52 Beafowl: ok back
20:53 Shad0w1and: ^^
20:58 Shad0w1and: i guess not really good for hr lol
20:58 Shad0w1and: possible xc
20:58 Beafowl: the map being hard with hr doesnt mean it is bad :D
20:59 Shad0w1and: yeah
20:59 Beafowl: 01:57:444 (1) -
20:59 Beafowl: could you split that spinner up
20:59 Shad0w1and: the flow gets awkward with hr
20:59 Beafowl: 01:57:444 (1) -
20:59 Shad0w1and: what do you mean?
21:00 Beafowl: a new spinner at this piano sound
21:01 Shad0w1and: uhm the time signature is the same?
21:01 Beafowl: oooh
21:01 Beafowl: 02:00:049 -
21:01 Beafowl: xd
21:02 Beafowl: im obviously not an experienced mapper like you but I will try my best xd
21:02 Beafowl: 00:22:652 (7,1) -
21:02 Beafowl: sure that you want to stack this
21:02 Beafowl: since you go to a bigger white tick
21:03 Beafowl: 00:28:968 (7,1) -
21:03 Beafowl: same for those
21:03 Shad0w1and: when stack, it means you highlight the vocal beat at 00:22:652 -
21:03 Beafowl: oh
21:03 Beafowl: so you want to emphasize the vocals here
21:03 Beafowl: that go with that note
21:03 Beafowl: ?
21:03 Shad0w1and: 00:28:968 - same for this, that is my understanding of mapping xc
21:03 Shad0w1and: yeah
21:03 Beafowl: as I said im not that experienced
21:04 Beafowl: but nice that you tell me that
21:04 Beafowl: could use it x)
21:04 Shad0w1and: yeah, but yeah that is how you make a map a bit more fun
21:04 Shad0w1and: 01:57:444 (1) -
21:04 Shad0w1and: this is snapped to the guitar
21:05 Shad0w1and: 01:57:365 -
21:05 Shad0w1and: procced as a continuation of 01:57:365 (1) -
21:05 Shad0w1and: like a slider
21:05 Shad0w1and: you hit then drag XD
21:05 Beafowl: i understand
21:05 Beafowl: xd
21:06 Beafowl: 00:43:652 (3,1) -
21:06 Beafowl: is it possible to make a proper stack here?
21:07 Beafowl: well nvm you blanketed it with 00:43:337 (2) -
21:07 Shad0w1and: uhm actually i thought about that, I guess will change it
21:07 Beafowl: hm ok
21:07 Shad0w1and: maybe i will try shape the sliders
21:09 Beafowl: 01:22:179 (1,2) -
21:09 Beafowl: could you blanket 01:22:495 (2) - with the corner of 01:22:179 (1) - ?
21:09 Beafowl: and maybe also blanket 01:21:863 (3) - with the sliderend of 01:22:179 (1) -
21:10 Shad0w1and: well I do not like blanket anymore so I try to make more diverse shapes, this is one of my theory
21:10 Beafowl: ok
21:10 Beafowl: 01:29:758 (1,2) -
21:10 Beafowl: maybe swap positions for better flow
21:12 Shad0w1and: here comes one thing i think that is important, you actively cut the flow on certain downbeats will make the flow more diverse and fun to play, as well as not affect playability
21:13 Beafowl: ohh
21:13 Shad0w1and: that only applies to the downbeats
21:13 Beafowl: alright nice to know :D
21:13 Shad0w1and: yeah
21:13 Beafowl: well thats it for me i tried xd
21:14 Beafowl: but nice map will you try to ranki t?
21:14 Shad0w1and: on climax, more flow cuts will make map harder but also more fun
21:14 Shad0w1and: yes, i 14 set atm
21:14 Shad0w1and: i might not be able to be the first
21:15 Shad0w1and: (but i am the highest SR)
21:15 Shad0w1and: XD
21:15 Beafowl: LOL
21:15 Shad0w1and: imean
21:15 Shad0w1and: i will, but since there is 14 sets atm
21:15 Shad0w1and: it is a ranking race XD
21:15 Beafowl: well
21:15 Beafowl: gl then XD
21:15 Shad0w1and: i might lose on speed
21:16 Shad0w1and: but will win on SR at least XD
21:17 Beafowl: xD
21:19 Shad0w1and: you can post log in forum since I am making changes on that point
21:19 Shad0w1and: i can give you kd XD, also help me rank this
21:19 Shad0w1and: and thanks a lot XD
21:19 Beafowl: XDDDDDD
21:19 Beafowl: okok np
21:19 Beafowl: xdddd

good luck :D
Ellyu
HabiHolic
Good Luck for your map :3

Star★*6
Topic Starter
Shad0w1and

HabiHolic wrote:

Good Luck for your map :3

Star★*6
lolololol thank you so much
chucentry
hi

Ultra
00:08:442 (6,7,8,9,1) - maybe u can try with this. looks like have better flow http://puu.sh/uDrK0/7a84c59f45.jpg

00:11:442 (1,2) - maybe is for the custom stack... fix stack ?

00:16:179 (1) - this slider is so weird to play and not looks good. Prefer to make it longer http://puu.sh/uDrYG/22791533b2.jpg

00:24:863 (5,6) - Swap it

00:32:916 (1) - etto ne.. http://puu.sh/uDsnQ/fec337cac9.jpg

00:51:231 (1,2,3,4) - i think here need to continue the flow that follow all 1:2 i mean http://puu.sh/uDsv5/9b4bc7ae8f.jpg

01:00:231 (2) - Ctrl + G

another
01:29:758 (1,3) - swap it

01:30:231 (4,5) - swap too

sory if is late and sory if is not extend but hope this be helpful!!

<3<3
Metaku
hi hi m4m

[General]

Ofc up to you but I find it weird that Lami's diff has higher OD than the top diff, maybe increase Moecho's OD to 7,5 as it now has same od as hyper?
Moecho's diff has different timing?
Inconsistent source on Lami's?
Drum-sliderslide99.wav unused
normal-hitfinish.wav and soft-hitnormal98.wav consider cutting these or using different ones since they have some quiet noise or something on the beginning of them which causes the actual peak of the sound to be delayed so it might sound delayed while playing
Inconsistent ending times so might want to adjust the spinner on Moecho's (Kisses' is understandable tho since you can't really have spinner that long on easy)
01:55:652 - I think the timing change here is kinda stupid since the difference isn't that big and changing it for a single note just halts playability instead of improving it which kind of ruins the purpose of proper timing in the first place

[Kisses]

00:02:284 - 00:07:337 - These feel kinda empty imo and could have a circle imo since there's no pause in the melody like in 00:04:810 -
00:15:863 (3) - Could make this have a small curve or something to emphasize the piano and make it different from 00:15:231 (2) - somehow
00:17:442 (2,3,4,5) - Longest consecutive clicking here so might want to cut down the amount of circles a bit
00:19:021 (1) - Maybe extend to 00:19:810 - since you were following the guitar?
01:47:442 (1,2,3,1,2,3,1,2,3,4,1,2,1) - The rhythms here feel really unintuitive to me... I get you are following the snares but rhythms like this are lot more complex than the ones you've used before and might confuse new players which is not nice considering this is the very end of the map

[Flask]

00:14:916 (4) - Feels kinda weird to leave the strong guitar on slider end here since you were following guitar earlier
00:26:600 (1) - Rotate this so it'd blanket 00:27:547 (2) - ?
00:40:179 - Feels kinda weird to leave this empty since there's both a kick and vocals
00:47:442 (3,4,5,6) - pretty complex rhythm compared to what you've used before so maybe replace with sliders?
00:54:389 (1) - Curve could be improved a bit
01:08:916 (5,6,7) - I think these 1/2 triples are too intense for this part since it's noticeably calmer than the part before or the part after. Maybe replace with repeats or 1/2 + circle?
01:17:126 (1,2,3,4,5,6) - I get that you want some rhythm variety but these are a lot less intense compared to the other parts of the kiai even tho the music isn't really different
01:29:126 (4) - Feels a bit weird since the last 2 sliders at least seemingly followed vocals so it would make sense for this to follow them too
01:33:231 (3) - I really think this would work better as 2 circles here, it ends on the downbeat and there's a loud piano sound too
01:43:021 (2) - This feels a bit weird since it's ignoring the strong vocals on both sides of the note... I think you could use another repeat slider here or something
01:46:495 (2) - Quite a long break so could nc this
01:52:968 (2) - I think this would work better as a circle + 1/2 slider since the guitar sound is quite noticeable at 01:53:126 -

[Hyper]

No idea what happened here but there's a shit ton of unsnapped notes
00:08:995 (1,1) - Pretty short break here after spinner for a 3,5*, might want to try a slider instead like in lower diffs
00:10:810 (1,2,3,4,5) - Broken stack, also would probably try a 1/4 + triple instead since 5 note burst might be a bit too hard for a diff of this level on 190bpm song
00:16:179 (1) - I'd not nc this since 3 ncs in a row is a bit much imo
00:17:126 (3,4) - I think you could increase the spacing slightly here since the guitars goes higher in pitch and gets more intense
00:18:389 (1,1,1,1,2,1) - Bit too many ncs imo
00:21:547 (1,2) - Kinda weird to see 1/2 here when you used 1/1 on 00:11:442 (1,1,2) - although this part is noticeably less intense
00:28:968 (4,1) - broken stack
00:35:442 (1,2) - Weird to stack these imo since there isn't a pause in the music or anything
00:37:968 (1,3) - Nice
00:40:337 (1) - Pretty strong note here so feels weird to stack it
00:41:442 (6) - clearly different from the other 2 so wouldn't stack it
00:44:284 (1,2,3) - Kinda weird rhythm here imo since the strong finishes are on the slider tails
00:48:231 (2) - Wouldn't stack this either since the snare is quite noticeable
00:53:126 (1,2,3,4) - Could use a bit more spacing comapred to 00:51:863 (1,2,3,4) - imo
00:56:600 (1,1) - broken stack
01:00:705 (1,2,3,4,5) - Maybe do something different here since the music is different too?
01:14:600 (1,2,3,4,5,6,1) - Quite big jumps here compared to the rest of the map, could probably have a little less spacing
01:20:915 (1,2,3,4,5) - Same as before, would be nice to see some kind of change since the vocals change
01:41:995 (3,4) - broken stack
01:46:810 (2) - maybe no repeats and add a circle where it ends stacked with 01:47:442 (1) - ? would fit better imo since the vocals are quite strong at 01:47:126 -
01:47:442 (1,2,3,4) - Kinda weird to have identical stacks here although the sounds are different unlike in 01:49:337 (1,2,3,4) -
01:51:389 (1) - Kinda unexpected since all your other repeats repeated 3 times. Also there's no sound 01:51:389 (1) - so maybe shorten to 3 repeats and add a circle to 01:51:389 (1) - ?
01:53:283 (2,1) - broken stack
01:53:758 (2,1) - ^
01:57:365 (1) - I think you could have a jump here instead since it's clearly different from the 3 stacked before

[Moecho]

00:01:258 (5,1) - broken stack
00:03:074 (1,2) - Why the sudden change in rhythm here?
00:03:705 (2,1) - another broken stack
00:05:047 (5) - can be kinda unexpected and since it's overmapped anyway I'd suggest you to remove it
00:05:442 (2,3) - again feels kinda weird to change rhythm here since the strong sounds are still on white ticks
00:10:179 (1,2,3,4) - cool pattern
00:18:389 (4,5,6) - maybe ctrl g 6 to keep consistent with 00:10:810 (2,3,4) -
00:20:126 (1,1) - Maybe blanket better?
00:23:284 (2,3) - Maybe adjust so you could keep the cool reverse flow going
00:29:758 (3) - maybe curve the other way instead? Both 00:29:126 (1,2) - were curving inwards
00:31:652 (1) - Maybe ctrl g? Would work well with all the reverse flow and would also have better emphasis for the cymbal hit
01:15:547 (1,2) - Kinda weird to lower the spacing when the song gets more intense...
01:18:389 (1,2,1,2,1,2) - This really stands out... Why is it mapped completely differently compared to rest of the part?
01:20:916 (1,2) - broken stack
01:21:863 (5,2) - I'd stack these for consistency
01:26:442 (3,5) - Broken stack
01:33:547 (1) - I think just a 1/2 would work better here
01:39:863 (1,2) - blanket could be better
01:41:126 (1,2) - ^
01:57:361 (4) - I think this deserves more spacing

wow this is a really cool diff





I'm not too comfortable with 6* so I'd rather skip these if it's fine with you ^^' I can try to mod them later tho if you absolutely want me to

Btw what happened to Moecho :?:
Crissa
Hey o/ from my queue

I think this should have a 5* diff

Ultra
Ultra

00:01:337 (1,2,3,4,5,6,7) - previous pattern was nice for this part of the song, emphasizing very well those high piano sounds, but here you put little jumps with almost the same distance, i recommend to increase distance on white ticks, this is for this section overall

00:10:021 (1,2,1) - i think these should have less distance, their sound doesn't deserve it, 00:10:810 (1,2,3,4) - these can have high spacing because of intensity

00:14:758 (2) - NC
00:15:231 (1) - don't NC

00:16:495 (1,2,3,4,1,2,3,4,1,2,3,4) - you could rethink distance between these notes, dont make all the same, follow the music intensity

00:30:074 (1) - this looks a bit messy, this is very personal but trying a smoother shape would represent better the music, there's no reason to put something like this here

00:31:179 (1,1,1) - these shouldn't be here, they represent nothing, maybe extend last slider and map what should be mapped

00:36:074 (3,4) - i think these should have the same shape

00:34:179 (1,2) - maybe move 2 a bit so it flows better
00:36:705 (1,2) - ^
i see you used patterns like that a lot, so i won't point them anymore

00:38:442 (3,4,5,6,1) - i recommend to map vocals in some parts like these wich vocals can be heard much more than other sounds

00:40:021 (2,3,1) - i would increase distance a bit, intensity

00:49:337 (1,2,3,1,2,3,1,2,1,2,1,2) - try to increase distance gradually here, next section is very jumpy so introducing it is always better

00:55:652 (1) - don't NC

00:58:179 (1,2) - these should have the same shape

00:58:495 (2) - also try to keep using circular flow, this part has pretty fast sliders so keeping them easier to hit is always good

01:00:074 (1,2) - maybe move them up and ctrl+h 2nd slider, just for flow
01:00:705 (1) - same here, flow
i'll stop pointing at these too, i think you got what i tried to say

01:04:179 (3,1,2) - 01:02:284 (2,1) - there's no reason for using these kind of shapes

01:06:231 (3) - increase distance

01:07:021 - cut kiai here
01:17:126 - start kiai again here
01:27:231 - cut kiai
01:37:337 - start kiai again (i think you know these because you added bookmarks but idk)

01:51:389 (1,2,3,4,5) - stack with 01:50:758 (3) - maybe

01:56:102 (4) - a slider fits better

01:55:652 - just delete this red line(as well as the next one)

Lami's Extra
Lami's Extra

00:15:863 (3) - maybe make it straight, i think it could flow better the jump to streams
also stack with 00:14:758 (5) - this?

00:20:126 (1) - there's no reason to put a shape like this here, a smoother one will fit better

00:40:337 (6) - a slider should be here, it represents better the music, next slider should be just a circle too

00:41:758 (1,2,3,4) - uhm this is so easy to missread, maybe make the jump from 6 to 1 higher so it could cause something like a "reset" for the players reading

00:48:231 (2,3) - switch them, slider first

01:16:495 (3) - this should have higher distance, white tick intensity
01:16:652 (4,5,6) - this should have higher distance too

01:33:547 (1,2) - these aren't consistent, try decreasing their distance

01:46:810 (2) - this should be 2 circles imo, they represent vocals better

Moecho's Insane
Moecho's Insane

00:01:258 (5) - this is a pretty big 1/4 jump, i highly recommend nerfing it

00:03:547 (1,2) - this kills consistency, just make 1st slider repeat

00:05:047 (5) - same as above, consider nerfing it

00:37:021 (2) - this should be just a circle, i know tail gets a little beat but this really breaks consistency of the map overall

00:40:021 (2) - here too, this should be changed because slider tail doesn't get any sound, if you want to map that cymbal sound just extend it to the next tick

00:47:600 - slider vel should be higher here

01:05:442 (5) - why this jump is so big?

01:13:810 (3) - this should be just a circle, there isn't any sound on slider head nor tail so just let it as a circle for emphasis

01:18:389 (1,2,1,2,1,2) - hm i think you could try a better pattern, it's too out of the map patterns overall

01:22:810 (3) - same thing with these sliders, just make it a circle
i'll stop pointing at those things i think you got what i'm trying to say

01:21:863 (5,2) - stack them properly
01:26:442 (3,5) - ^
01:35:758 (5,2) - ^

01:37:810 (3,1) - nerf this, too big distance

01:38:283 (2,3) - this could be missread as a 1/4 double, try to separate them

01:40:337 (2) - cut this to the red tick
01:41:600 (2) - ^

01:56:105 (1,1) - too much distance, also they are different combos so player couldn't see followpoint, try to fix this

Good Luck!
Ringer
hi, from my m4m queue

General


01:07:021(1) - End the kiai there
01:17:126(1) - Restart here
01:27:231(1) - End the kiai there

Ultra


00:00:389(3,4) - switch thoses 2 ? I know what you wanted to do but it seems a bit rude for the beginning of the map, I think you should let the player understand the pattern and then maybe do what you've done a bit after
00:00:705(5,6) - same as above
01:07:652(1,2) - The slider pattern may be a bit repetitive starting from there, maybe find another pattern to match this? + the intensity of the music isn't the same (AkA use the slider pattern only in kiai, so restart using it at 01:17:126?)
01:43:416 - Spinner? Until 01:46:179
01:49:495(2,3) - Stacked like 01:48:705(2,3) ?

Lami's Extra


00:15:863(3,4,5,6) - I would have seen the mini-stream between the end of (3) and (4), (5), (6) spaced a bit to emphasize the piano song?
00:42:863(1) - Remove NC
00:42:863(1,1) - Why a jump there?
01:19:652(1,2) - Slider instead of this circle like on the others vocals parts that are alike?

Overall a great diff, testplayed it and it was really cool !

Shad0wkyik's Another


WIP diff so I won't say too much

01:09:547->01:11:600 - Theses doubles seems really unconfortable to play even more for insane players
01:14:284(4,1) - Nerf this jump?

Moecho's Insane


00:47:442(2,3,4,1,2,3,4) - This pattern is maybe a bit hard to read for insane players, I know the aim of this difficulty is to challenge the reading of the player but it seems a bit too much for an insane
00:51:231(3) - 2 circles instead of this slider?
01:45:074 - This break shouldn't be here tho, it isn't on the hyper

Hyper


00:04:810(2) - I don't feel this circle fit the rythm you've done, remove it
00:28:968(4,1) - Maybe a bit hard to read for hyper ? try not moving the sliders etc to make the circle (4) be on the beginning of the slider (1) (as long as it's the only time you do this before the kiai, where it might be more appropriated
01:33:547(1) - Same slider than at 01:32:284(1)

Flask's Advanced


00:37:652(2) - Don't overlap this slider with the next one too much
01:14:600(1) - Same
01:29:126(4) - Same but with the slider before
01:56:102(1) - Don't overlap this slider with next one too much

Kisses' Novice

seems ok to me

you can mod the despair diff of this iin exchange
anna apple
this song is super cute \o/
Kibbleru
fix the timing for u 00:10:416 -

10179,352.941176470588,4,2,1,50,1,0
10443,279.06976744186,4,2,1,50,1,8
10652,315.789473684211,4,2,1,50,1,8
11442,315.789473684211,4,2,1,50,1,0
Topic Starter
Shad0w1and

Kibbleru wrote:

fix the timing for u 00:10:416 -

10179,352.941176470588,4,2,1,50,1,0
10443,279.06976744186,4,2,1,50,1,8
10652,315.789473684211,4,2,1,50,1,8
11442,315.789473684211,4,2,1,50,1,0
damn why redlines again xcccc


ok after discuss with kibb, let's keep current for now, because it could be mistake by drummer.
if more people got the same problem we can then change
Lami
"Pata-Mon"
[Lami]
  1. 01:21:231 (2,3,4,5,6,1) - flow can be improved imo hm, it's played as well for now.
  2. 01:56:812 - 5% volume ye
GL

"-Crissaegrim-"
Hey o/ from my queue

Lami's Extra

00:15:863 (3) - maybe make it straight, i think it could flow better the jump to streams
also stack with 00:14:758 (5) - this?
dat shape is considered with 00:16:179 (6) - . and this stacking really don't work anything at playing.

00:20:126 (1) - there's no reason to put a shape like this here, a smoother one will fit better
i think this shape is better than normal circle shape.

00:40:337 (6) - a slider should be here, it represents better the music, next slider should be just a circle too ye

00:41:758 (1,2,3,4) - uhm this is so easy to missread, maybe make the jump from 6 to 1 higher so it could cause something like a "reset" for the players reading im fine as NC

00:48:231 (2,3) - switch them, slider first
00:48:389 (3,4,5) - more fit vocal as well

01:16:495 (3) - this should have higher distance, white tick intensity
01:16:652 (4,5,6) - this should have higher distance too i don't think every note should be follow with white tick drum.
because this partten follow to song's mood


01:33:547 (1,2) - these aren't consistent, try decreasing their distance k

01:46:810 (2) - this should be 2 circles imo, they represent vocals better
relex part, relax partten tbh

Good Luck!

"Ringer"
Lami's Extra


00:15:863(3,4,5,6) - I would have seen the mini-stream between the end of (3) and (4), (5), (6) spaced a bit to emphasize the piano song?
i tried this, but looks not neat imo.
00:42:863(1) - Remove NC emphasis finish
00:42:863(1,1) - Why a jump there? convert partten
01:19:652(1,2) - Slider instead of this circle like on the others vocals parts that are alike? i'd like circle mapping as 01:19:652 (1) - special emphasis at kiai section, like 01:01:968 (1) - same mapping.

Overall a great diff, testplayed it and it was really cool !

z
osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 74,11442,21547,31652,41758,51863,56916,67021,67968,77126,87231,97337,107442
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.300005

[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Lami's Extra
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1232440
BeatmapSetID:570938

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9.5
SliderMultiplier:1.8
SliderTickRate:1

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Flask
Thanks!

:D
osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

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DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 2.500005

[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Flask's Advanced
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1224768
BeatmapSetID:570938

[Difficulty]
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CircleSize:3.6
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
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386,232,52179,5,8,0:0:0:0:
298,165,52495,1,8,0:0:0:0:
285,273,52810,1,8,0:0:0:0:
274,382,53126,2,0,L|167:375,1,100,10|8,0:0|0:0,0:0:0:0:
101,291,53758,2,0,P|90:235|105:188,1,100,8|8,0:0|0:0,0:0:0:0:
75,87,54389,6,0,B|123:64|169:104|169:104|198:111|229:90,2,150,14|8|8,0:0|0:1|0:1,0:0:0:0:
3,3,55652,1,10,0:0:0:0:
12,222,56284,6,0,L|37:321,1,100,8|12,0:3|0:0,0:0:0:0:
143,347,56916,6,0,P|188:356|236:328,1,100,6|8,0:0|0:0,0:0:0:0:
309,251,57547,2,0,L|367:257,2,50,8|8|8,0:1|0:1|0:0,0:0:0:0:
225,178,58179,2,0,L|210:69,1,100,10|8,0:1|0:0,0:0:0:0:
309,30,58810,2,0,L|316:-20,2,50,8|8|8,0:1|0:1|0:0,0:0:0:0:
411,71,59442,6,0,P|455:102|467:155,1,100,10|8,0:1|0:0,0:0:0:0:
415,241,60074,1,8,0:1:0:0:
364,262,60231,1,8,0:1:0:0:
311,245,60389,2,0,P|266:305|356:371,1,200,8|8,0:0|0:0,0:0:0:0:
450,342,61337,2,0,L|463:235,1,100,8|8,0:1|0:0,0:0:0:0:
438,135,61968,5,10,0:1:0:0:
335,176,62284,1,8,0:0:0:0:
254,100,62600,2,0,L|215:57,2,50,8|8|8,0:1|0:1|0:0,0:0:0:0:
359,69,63231,5,10,0:1:0:0:
335,176,63547,1,8,0:0:0:0:
231,214,63863,2,0,L|246:266,2,50,8|8|8,0:1|0:1|0:0,0:0:0:0:
151,137,64495,6,0,P|101:115|47:125,2,100,10|8|8,0:1|0:0|0:1,0:0:0:0:
130,245,65442,1,8,0:0:0:0:
85,345,65758,2,0,B|145:333|145:333|183:344|183:344|244:332,2,150,14|8|10,0:0|0:0|0:0,0:0:0:0:
19,256,67021,1,6,0:0:0:0:
68,157,67337,5,2,0:3:0:0:
177,155,67652,1,8,0:1:0:0:
240,245,67968,2,0,P|278:215|292:157,1,100,4|8,0:3|0:1,0:0:0:0:
268,117,68442,2,0,L|331:110,1,50,8|2,0:1|0:3,0:0:0:0:
411,53,68916,2,0,L|424:4,2,50,8|8|4,0:1|0:1|0:3,0:0:0:0:
492,126,69547,5,6,0:0:0:0:
432,218,69863,2,0,L|440:320,1,100,2|8,0:3|0:1,0:0:0:0:
346,377,70495,1,4,0:3:0:0:
275,293,70810,2,0,L|226:280,2,50,8|8|4,0:1|0:1|0:3,0:0:0:0:
322,195,71442,2,0,L|327:144,2,50,8|8|4,0:1|0:1|0:3,0:0:0:0:
232,130,72074,5,6,0:0:0:0:
143,194,72389,2,0,L|38:185,2,100,8|8|8,0:0|0:1|0:0,0:0:0:0:
148,81,73337,2,0,P|223:30|317:82,1,200,10|10,0:1|0:1,0:0:0:0:
408,128,74284,1,8,0:0:0:0:
337,212,74600,6,0,P|324:265|352:313,1,100,14|8,0:0|0:1,0:0:0:0:
381,344,75074,2,0,L|273:338,1,100,14|8,0:0|0:1,0:0:0:0:
228,353,75547,2,0,L|176:349,2,50,14|8|8,0:0|0:1|0:0,0:0:0:0:
216,243,76179,1,10,0:0:0:0:
115,288,76495,2,0,P|106:239|118:191,1,100,8|6,0:0|0:1,0:0:0:0:
210,132,77126,6,0,L|192:33,2,100,6|8|8,0:0|0:0|0:1,0:0:0:0:
245,89,77916,2,0,P|271:79|301:80,1,50,8|8,0:1|0:0,0:0:0:0:
380,145,78389,2,0,P|434:151|481:128,2,100,10|8|8,0:1|0:0|0:1,0:0:0:0:
349,191,79179,2,0,L|359:246,1,50,8|8,0:1|0:0,0:0:0:0:
320,343,79652,2,0,L|215:355,2,100,10|8|8,0:1|0:0|0:1,0:0:0:0:
368,369,80442,1,8,0:1:0:0:
407,330,80600,6,0,B|414:264|414:264|403:231|403:231|419:120,1,200,8|8,0:0|0:0,0:0:0:0:
466,35,81547,2,0,P|414:22|369:38,1,100,8|8,0:1|0:0,0:0:0:0:
293,114,82179,6,0,L|185:102,1,100,10|8,0:1|0:0,0:0:0:0:
84,85,82810,1,8,0:1:0:0:
84,85,82968,1,8,0:1:0:0:
84,85,83126,1,8,0:0:0:0:
41,186,83442,6,0,L|149:198,1,100,10|8,0:1|0:0,0:0:0:0:
250,215,84073,1,8,0:1:0:0:
250,215,84231,1,8,0:1:0:0:
250,215,84389,1,8,0:0:0:0:
265,323,84705,6,0,L|157:311,1,100,10|8,0:1|0:0,0:0:0:0:
58,294,85336,1,8,0:1:0:0:
58,294,85494,1,8,0:1:0:0:
58,294,85652,1,8,0:0:0:0:
144,226,85968,6,0,B|172:195|172:195|189:145|155:78,2,150,14|8|10,0:0|0:0|0:0,0:0:0:0:
68,305,87231,5,6,0:0:0:0:
161,362,87547,2,0,L|262:346,1,100,8|8,0:1|0:1,0:0:0:0:
366,374,88179,2,0,B|412:367|434:311|434:311|495:291|528:351,1,200,6|8,0:1|0:0,0:0:0:0:
430,282,89126,2,0,P|410:237|414:180,1,100,8|8,0:1|0:0,0:0:0:0:
405,76,89758,6,0,L|414:20,2,50,10|8|8,0:1|0:1|0:1,0:0:0:0:
310,132,90389,1,8,0:1:0:0:
220,67,90705,2,0,B|156:45|112:91|112:91|121:39|75:2,1,200,6|8,0:1|0:0,0:0:0:0:
0,82,91652,1,8,0:1:0:0:
33,186,91968,1,8,0:0:0:0:
142,190,92284,6,0,P|155:239|143:288,1,100,6|8,0:1|0:0,0:0:0:0:
128,339,92758,2,0,P|163:303|212:289,1,100,8|8,0:1|0:1,0:0:0:0:
264,282,93231,2,0,P|215:268|178:233,1,100,8|10,0:0|0:1,0:0:0:0:
268,170,93863,1,8,0:0:0:0:
271,59,94179,2,0,P|319:72|356:107,1,100,8|8,0:1|0:0,0:0:0:0:
451,51,94810,6,0,L|462:166,1,100,6|8,0:0|0:1,0:0:0:0:
459,205,95284,2,0,L|449:304,1,100,8|8,0:0|0:1,0:0:0:0:
445,359,95758,1,8,0:0:0:0:
359,289,96074,1,10,0:1:0:0:
258,331,96389,2,0,L|200:335,1,50,8|8,0:1|0:0,0:0:0:0:
157,312,96705,2,0,L|93:317,2,50,8|8|8,0:1|0:3|0:0,0:0:0:0:
201,210,97337,6,0,P|218:163|200:102,1,100,14|8,0:1|0:1,0:0:0:0:
164,81,97810,1,8,0:0:0:0:
164,81,97968,2,0,P|114:89|70:135,1,100,10|8,0:1|0:0,0:0:0:0:
99,230,98600,1,10,0:1:0:0:
166,316,98916,2,0,L|171:370,2,50,8|8|8,0:0|0:1|0:1,0:0:0:0:
251,246,99547,1,8,0:0:0:0:
331,321,99863,6,0,L|438:311,1,100,14|8,0:1|0:0,0:0:0:0:
464,267,100337,2,0,P|476:218|459:170,1,100,8|8,0:1|0:1,0:0:0:0:
425,130,100810,2,0,L|325:120,1,100,8|10,0:0|0:1,0:0:0:0:
238,188,101442,2,0,P|216:139|225:80,1,100,8|0,0:0|0:0,0:0:0:0:
292,11,102074,1,8,0:0:0:0:
394,50,102389,6,0,L|444:39,2,50,10|8|8,0:1|0:1|0:1,0:0:0:0:
330,140,103021,1,8,0:1:0:0:
418,223,103337,6,0,B|393:266|393:266|437:357|354:424|238:395|229:259|328:237,1,400,14|0,0:0|0:0,0:0:0:0:
418,223,106495,5,0,0:0:0:0:
397,115,106810,2,0,L|405:57,2,50,0|0|0,0:0|0:0|0:0,0:0:0:0:
291,147,107442,6,0,L|190:139,1,100,14|8,0:0|0:1,0:0:0:0:
139,157,107916,2,0,L|84:151,1,50,8|8,0:3|0:0,0:0:0:0:
27,242,108389,1,8,0:1:0:0:
27,242,108547,2,0,P|62:286|61:336,1,100,8|8,0:0|0:1,0:0:0:0:
39,378,109021,2,0,L|143:362,1,100,8|8,0:0|0:0,0:0:0:0:
213,282,109652,1,8,0:0:0:0:
295,354,109968,6,0,P|323:270|296:208,1,150,10|8,0:0|0:0,0:0:0:0:
273,168,110600,2,0,L|283:109,2,50,8|8|8,0:1|0:1|0:0,0:0:0:0:
221,189,111074,2,0,B|193:200|193:200|129:202|98:132,1,150,8|0,0:1|0:0,0:0:0:0:
36,46,111863,2,0,P|83:27|139:38,1,100,8|8,0:0|0:0,0:0:0:0:
239,54,112495,6,0,L|233:0,2,50,8|8|8,0:0|0:1|0:1,0:0:0:0:
276,94,112968,2,0,L|272:149,2,50,8|8|8,0:0|0:1|0:1,0:0:0:0:
322,64,113442,2,0,L|385:57,1,50,8|8,0:0|0:1,0:0:0:0:
416,91,113758,2,0,L|474:82,2,50,8|8|8,0:1|0:0|0:1,0:0:0:0:
404,144,114231,1,8,0:1:0:0:
404,144,114389,2,0,P|395:197|421:240,1,100,8|8,0:0|0:0,0:0:0:0:
455,339,115021,6,0,L|345:329,1,100,14|8,0:0|0:1,0:0:0:0:
305,353,115495,1,0,0:0:0:0:
250,254,115802,1,8,0:1:0:0:
168,338,116102,6,0,B|142:325|142:325|127:358|89:369|89:369|55:348|53:310|53:310|13:319,1,200,14|10,0:0|0:1,0:0:0:0:
11,368,117049,6,0,L|0:260,1,100,8|14,0:1|0:1,0:0:0:0:
256,192,117523,12,0,124944,0:0:0:0:
Hazu-
late nazi
General
  1. Dissable Widescreen Support in Kisses' Novice, Flask's Advanced, Doormat's Hard and Lami's Extra.
  2. Remove "-" from tags (repeated)
--- ⋆ ---

Kisses' Novice
  1. Too many green lines without any use, please remove it.
  2. 00:08:916 - This sound could be clickable, very prominent, you can replace 00:08:600 (2) - with 2 circles.
  3. 00:11:126 - Why avoid this sound? unlike 00:10:416 - this isn't in a blue tick, perfectly playable.
  4. 00:24:074 (1) - https://puu.sh/uDeht/3788f818c1.jpg
  5. 00:35:442 (1) - https://puu.sh/uDejc/e7bee7c6fb.jpg
  6. 00:50:284 (2) - https://puu.sh/uDe7e/77149b95e6.jpg
  7. 01:52:495 (1,2) - I don't like how it looks >.> nazi
--- ⋆ ---

Flask's Advanced
  1. 00:16:495 (1,2,3,4,5) - vs 01:52:495 (1,2,3,4,5,6) - same sounds, but... Really I prefer first combo, for better gap Novice-Advanced.
  2. 00:21:547 (1) - This overlap... >< nazi
  3. 00:22:653 - It's the only important vocal sound that you skip (from 00:21:547 (1) - to 00:30:074 (1) -), consider map it.
  4. 01:13:652 - Important drum sound... please map it xd
  5. 01:25:968 (1) - Short combo on Advanced looks weird, remove NC.
--- ⋆ ---

Doormat's Hard
  1. 00:29:758 (3,1) - Blanket? Would look better...
  2. 01:05:759 - This sound could be clickable, too prominent sound, same for 01:25:968 - .
  3. 01:55:652 - Remove this green line, currently doesn't perform any function.
--- ⋆ ---

Hyper
  1. AiMod
  2. 00:17:126 (3,1) - I'm not sure about this overlap, I think it can hinder the repeat of 00:17:758 (1) -
  3. 00:17:758 (1,2,1,1,1,1,2,1) - Why are there so many NC here? There aren't many important things, there aren't changes of SV...
  4. 00:39:863 (1) - Why NC here? I think the NC would be better in 00:40:021 (2) - Since there is nothing very important in 00:39:863 (1) - or just remove it
  5. 00:44:916 - 00:45:547 - 00:46:179 - Mmm ... I don't like much how these sounds are represented, very strong and not clickable.
--- ⋆ ---

Moecho's Insane
  1. 00:32:758 (5,1) - Swap NC? Feels much better in 00:32:758 (5) -
  2. 00:46:179 - Missing finish, I think
--- ⋆ ---

Another
  1. 00:04:810 - The other diffs mapped this sound, it looks weird with nothing here xD
  2. 00:40:337 (1,1,1,1,1) - Same as I said about NC in Hyper diff.
  3. 01:05:126 (3,4,5) - I would like to have a more consistent DS here, since they are very similar sounds, I could even say that it would be better to have more DS between 01:05:284 (4) - and 01:05:442 (5) - for the drum sound.
  4. 01:25:336 (3,4,5) - ^
--- ⋆ ---

Lami's Extra
  1. 00:24:704 - It's the only part where you avoid that sound hitsounded with normal-hitclap, I would prefer that you map this.
--- ⋆ ---

Ultra
  1. 00:10:652 (3) - In a part as intense as this I think that there will be many problems with the end 1/8 of this slider, I strongly recommend that the end of the slider be in 00:10:731 - to avoid future problems.
  2. 00:22:810 (1) - Missing additions normal and clap?
  3. 00:40:337 (1) - Throughout the diff there are many stack like these that I worry a lot, since with the intensity that is the diff and that there are so many NC with stack I think those sounds lose a lot of intensity.
  4. 01:38:600 (3) - Missing finish?
  5. 01:13:652 (1) - Remove NC? I don't think it's worth having this combo (01:13:337 (1) - ) so short.
  6. 01:54:626 - I think you forgot to map this sound (consistency with 00:18:626 (4) - ) I say it mainly because they are the same sounds.
  7. 01:54:705 (2) - Replace with a 3/4 slider for consistency with 00:18:705 (1) -
GL~
Doormat

Pata-Mon wrote:

[Doormat]
  1. 00:14:442 (2,1) - stack? ok

Hazu- wrote:

Doormat's Hard
  1. 00:29:758 (3,1) - Blanket? Would look better... i did a thing
  2. 01:05:759 - This sound could be clickable, too prominent sound, same for 01:25:968 - . i want to put more emphasis on the held vocals here, which is why this is a slider end
  3. 01:55:652 - Remove this green line, currently doesn't perform any function. ok
thanks for the mods-

https://drmt.s-ul.eu/Kouoqte0
Topic Starter
Shad0w1and
@patamon,都是无关痛痒的东西,微调了两个

chucentry wrote:

hi

Ultra
00:08:442 (6,7,8,9,1) - maybe u can try with this. looks like have better flow http://puu.sh/uDrK0/7a84c59f45.jpg :arrow: no because it breaks my pattern xc

00:11:442 (1,2) - maybe is for the custom stack... fix stack ? :arrow: I do not like wave slider in gernal, current looks better for me

00:16:179 (1) - this slider is so weird to play and not looks good. Prefer to make it longer http://puu.sh/uDrYG/22791533b2.jpg

00:24:863 (5,6) - Swap it :arrow: it is triangle thou

00:32:916 (1) - etto ne.. http://puu.sh/uDsnQ/fec337cac9.jpg :arrow: 00:32:916 - it is not a vocal beat so I give no space on this beat

00:51:231 (1,2,3,4) - i think here need to continue the flow that follow all 1:2 i mean http://puu.sh/uDsv5/9b4bc7ae8f.jpg :arrow: that will be a overkill

01:00:231 (2) - Ctrl + G

another
01:29:758 (1,3) - swap it

01:30:231 (4,5) - swap too
:arrow: well... I really think both worked, so I want to keep my original idea

sory if is late and sory if is not extend but hope this be helpful!!

<3<3

Metaku wrote:

hi hi m4m

[General]

Ofc up to you but I find it weird that Lami's diff has higher OD than the top diff, maybe increase Moecho's OD to 7,5 as it now has same od as hyper?
:arrow: It has to do with their styles, the kickslider usage need a lower od so players can follow and do not get too many 100s
Moecho's diff has different timing?
Inconsistent source on Lami's?

Drum-sliderslide99.wav unused
normal-hitfinish.wav and soft-hitnormal98.wav consider cutting these or using different ones since they have some quiet noise or something on the beginning of them which causes the actual peak of the sound to be delayed so it might sound delayed while playing :arrow: these hs should be fine because the hitfinish is the official file mixed hs, and its chracteristicts allow that.
Inconsistent ending times so might want to adjust the spinner on Moecho's (Kisses' is understandable tho since you can't really have spinner that long on easy)
01:55:652 - I think the timing change here is kinda stupid since the difference isn't that big and changing it for a single note just halts playability instead of improving it which kind of ruins the purpose of proper timing in the first place


[Hyper]

fixed all stacking and one slider repeat problem, other are definitely fine, you can test play it. it is a light insane and all technics are acceptable for this diff.
if you got more problems after the test play, contact me and I will explain.

Btw what happened to Moecho :?: :arrow: she rip

[-Crissaegrim-] wrote:

Hey o/ from my queue

I think this should have a 5* diff

Ultra
Ultra

00:01:337 (1,2,3,4,5,6,7) - previous pattern was nice for this part of the song, emphasizing very well those high piano sounds, but here you put little jumps with almost the same distance, i recommend to increase distance on white ticks, this is for this section overall :arrow: Pattern here works more than DS

00:10:021 (1,2,1) - i think these should have less distance, their sound doesn't deserve it, 00:10:810 (1,2,3,4) - these can have high spacing because of intensity :arrow: I do not agree with you

00:14:758 (2) - NC
00:15:231 (1) - don't NC
:arrow: current is fine imo

00:16:495 (1,2,3,4,1,2,3,4,1,2,3,4) - you could rethink distance between these notes, dont make all the same, follow the music intensity :arrow: jump difficulty will stack on the last note. currrent worked as well.

00:30:074 (1) - this looks a bit messy, this is very personal but trying a smoother shape would represent better the music, there's no reason to put something like this here :arrow: made a change

00:31:179 (1,1,1) - these shouldn't be here, they represent nothing, maybe extend last slider and map what should be mapped :arrow: nothing? you sure?

00:36:074 (3,4) - i think these should have the same shape

00:34:179 (1,2) - maybe move 2 a bit so it flows better
00:36:705 (1,2) - ^
i see you used patterns like that a lot, so i won't point them anymore
:arrow: yeah slider will reduce the difficulty for reading, so it does not matter at all even placed same distance as 1/2 for Extra and above, remember that.

00:38:442 (3,4,5,6,1) - i recommend to map vocals in some parts like these wich vocals can be heard much more than other sounds :arrow: not for this diff

00:40:021 (2,3,1) - i would increase distance a bit, intensity :arrow: 3 is not a heavy beat, and also remember that a stop will also be a strong emphasis sometime.

00:49:337 (1,2,3,1,2,3,1,2,1,2,1,2) - try to increase distance gradually here, next section is very jumpy so introducing it is always better :arrow: patterns more important than spacing here

00:55:652 (1) - don't NC :arrow: I have strong opinions about NC desicions, unless it was my mistake, I will always NC this type of notes.

00:58:179 (1,2) - these should have the same shape

00:58:495 (2) - also try to keep using circular flow, this part has pretty fast sliders so keeping them easier to hit is always good

01:00:074 (1,2) - maybe move them up and ctrl+h 2nd slider, just for flow
01:00:705 (1) - same here, flow
i'll stop pointing at these too, i think you got what i tried to say

01:04:179 (3,1,2) - 01:02:284 (2,1) - there's no reason for using these kind of shapes
:arrow: I have even stronger opinion about flow. I do not agree with other's flow opinions on my map, almost never. They are fine.

01:06:231 (3) - increase distance :arrow: not for this one

01:07:021 - cut kiai here
01:17:126 - start kiai again here
01:27:231 - cut kiai
01:37:337 - start kiai again (i think you know these because you added bookmarks but idk)
:arrow: no, I do not want do that in this map, just because I do not think it fits. I did that in like https://osu.ppy.sh/b/970331 maps because they are different than this one.

01:51:389 (1,2,3,4,5) - stack with 01:50:758 (3) - maybe

01:56:102 (4) - a slider fits better :arrow: does not matter

01:55:652 - just delete this red line(as well as the next one) :arrow: it is wrong timing because of this audio was trimmed by producer and they did not count the bpm section so we have to adjust their cut error by redline.

Ringer wrote:

hi, from my m4m queue

General


01:07:021(1) - End the kiai there
01:17:126(1) - Restart here
01:27:231(1) - End the kiai there

Ultra


00:00:389(3,4) - switch thoses 2 ? I know what you wanted to do but it seems a bit rude for the beginning of the map, I think you should let the player understand the pattern and then maybe do what you've done a bit after
00:00:705(5,6) - same as above

01:07:652(1,2) - The slider pattern may be a bit repetitive starting from there, maybe find another pattern to match this? + the intensity of the music isn't the same (AkA use the slider pattern only in kiai, so restart using it at 01:17:126?) :arrow: It will be harder to rank it so I want to just keep it safe for this diff.
01:43:416 - Spinner? Until 01:46:179
01:49:495(2,3) - Stacked like 01:48:705(2,3) ?

Shad0wkyik's Another


WIP diff so I won't say too much

01:09:547->01:11:600 - Theses doubles seems really unconfortable to play even more for insane players
01:14:284(4,1) - Nerf this jump?


Hyper


00:04:810(2) - I don't feel this circle fit the rythm you've done, remove it
00:28:968(4,1) - Maybe a bit hard to read for hyper ? try not moving the sliders etc to make the circle (4) be on the beginning of the slider (1) (as long as it's the only time you do this before the kiai, where it might be more appropriated
:arrow: it is fine because hyper is light insane...
01:33:547(1) - Same slider than at 01:32:284(1) :arrow: why?

you can mod the despair diff of this iin exchange

Hazu- wrote:

late nazi
General
  1. Dissable Widescreen Support in Kisses' Novice, Flask's Advanced, Doormat's Hard and Lami's Extra.
  2. Remove "-" from tags (repeated)keep for now
--- ⋆ ---

Hyper
  1. AiMod
  2. 00:17:126 (3,1) - I'm not sure about this overlap, I think it can hinder the repeat of 00:17:758 (1) - :arrow: not a problem
  3. 00:17:758 (1,2,1,1,1,1,2,1) - Why are there so many NC here? There aren't many important things, there aren't changes of SV... :arrow: drums - crash - guitar - drums - crash, every time a track switch I will do a NC for the hint.
  4. 00:39:863 (1) - Why NC here? I think the NC would be better in 00:40:021 (2) - Since there is nothing very important in 00:39:863 (1) - or just remove it :arrow: added another NC on 00:41:126 (1) - to make this consistant.
  5. 00:44:916 - 00:45:547 - 00:46:179 - Mmm ... I don't like much how these sounds are represented, very strong and not clickable. :arrow: highlighting the vocal
--- ⋆ ---

Another
  1. 00:04:810 - The other diffs mapped this sound, it looks weird with nothing here xD
  2. 00:40:337 (1,1,1,1,1) - Same as I said about NC in Hyper diff.
  3. 01:05:126 (3,4,5) - I would like to have a more consistent DS here, since they are very similar sounds, I could even say that it would be better to have more DS between 01:05:284 (4) - and 01:05:442 (5) - for the drum sound. :arrow: does not matter, it is not a DS directed game, flow cut works too
  4. 01:25:336 (3,4,5) - ^
--- ⋆ ---

Ultra
  1. 00:10:652 (3) - In a part as intense as this I think that there will be many problems with the end 1/8 of this slider, I strongly recommend that the end of the slider be in 00:10:731 - to avoid future problems. :arrow: as a intense part like this, players only rely on their reading on the clickables, the spacing and DS play minor role on these parts.
  2. 00:22:810 (1) - Missing additions normal and clap?
  3. 00:40:337 (1) - Throughout the diff there are many stack like these that I worry a lot, since with the intensity that is the diff and that there are so many NC with stack I think those sounds lose a lot of intensity. :arrow: stop is an emphasis to me
  4. 01:38:600 (3) - Missing finish?
  5. 01:13:652 (1) - Remove NC? I don't think it's worth having this combo (01:13:337 (1) - ) so short.
  6. 01:54:626 - I think you forgot to map this sound (consistency with 00:18:626 (4) - ) I say it mainly because they are the same sounds. :arrow: not the same, no sound here
  7. 01:54:705 (2) - Replace with a 3/4 slider for consistency with 00:18:705 (1) -
GL~
============================
=============Moecho========


Pata-Mon
总得来说有些滥用短话条了,再怎么说这也是只个insane.=答:Insane有不同的方式去Map.. 而且這也完全是看Mapper的Style啦=
如果说00:15:863 (1,2) - 00:18:389 (4,5) - 这类短滑条是为了强调重音还可以接受的话 =答:這類本來就很正常啊=,
那00:13:495 (4) - 01:13:810 (3) - 这种短话条就比较无理了,后者滑条头甚至都是一个很轻的音,而且跟之后还用了那么大的ds =答:我覺得挺合適的.. 聽起來舒服,而且也放了hitsound,DS也沒有非常大啊。01:13:810 (3) - 這裡DS大也是因為下一個音也會更激烈了=


Metaku
00:01:258 (5,1) - broken stack =RE: for all the broken stacks issues, please just use the Show Stacking function in the editor. Fix only for the crucial ones=
00:03:074 (1,2) - Why the sudden change in rhythm here? =RE:Ask why the song composer composed it that way=
00:03:705 (2,1) - another broken stack
00:05:047 (5) - can be kinda unexpected and since it's overmapped anyway I'd suggest you to remove it =RE: removed due to large distance with not enough emphasis=
00:05:442 (2,3) - again feels kinda weird to change rhythm here since the strong sounds are still on white ticks =RE: repect mapper's rhythm choice and try to understand it thanks. It isn't hard to hear that rhythm and according to your comment, a lot of maps would only contain a lot of 1/2s=
00:10:179 (1,2,3,4) - cool pattern =RE: Thanks :)=
00:18:389 (4,5,6) - maybe ctrl g 6 to keep consistent with 00:10:810 (2,3,4) - =RE: It is intentional, 00:18:705 (6) - has a finish, and that is more emphasized, as well as flow would be wierd here if it gone the other way=
00:20:126 (1,1) - Maybe blanket better? =RE: Fixed=
00:23:284 (2,3) - Maybe adjust so you could keep the cool reverse flow going =RE: I did intent to do that but not sure why it became that way. Fixed=
00:29:758 (3) - maybe curve the other way instead? Both 00:29:126 (1,2) - were curving inwards =RE: This was intentional, and looks better and flows better and match better with the song melody. No change=
00:31:652 (1) - Maybe ctrl g? Would work well with all the reverse flow and would also have better emphasis for the cymbal hit =RE: Way way way too big distance here, and it's enough DS as it is now due to slow speed into faster speed=
01:15:547 (1,2) - Kinda weird to lower the spacing when the song gets more intense... =RE: It was not that much of a deal but adjusted=
01:18:389 (1,2,1,2,1,2) - This really stands out... Why is it mapped completely differently compared to rest of the part? =RE: All I can say is listen to the music more closely=
01:20:916 (1,2) - broken stack
01:21:863 (5,2) - I'd stack these for consistency
01:26:442 (3,5) - Broken stack
01:33:547 (1) - I think just a 1/2 would work better here =RE: Intentional, the slider breaks at the red line into another direction=
01:39:863 (1,2) - blanket could be better =RE: both fixed=
01:41:126 (1,2) - ^
01:57:361 (4) - I think this deserves more spacing =RE: Not necessary, I think it fits good as it is now=

wow this is a really cool diff =RE: thanks a lot :)=


-Crissaegrim-

00:01:258 (5) - this is a pretty big 1/4 jump, i highly recommend nerfing it =RE: Potential jump isn't that big, insane players should be able to do this as we see this more often in Hards=
00:03:547 (1,2) - this kills consistency, just make 1st slider repeat =RE: That would break pattern consistency=
00:05:047 (5) - same as above, consider nerfing it
00:37:021 (2) - this should be just a circle, i know tail gets a little beat but this really breaks consistency of the map overall =RE: This is a small pattern and a transition into following another rhythm=
00:40:021 (2) - here too, this should be changed because slider tail doesn't get any sound, if you want to map that cymbal sound just extend it to the next tick =RE: I see absolutely nothing wrong with this=
00:47:600 - slider vel should be higher here =RE: Why? I don't see the point=
01:05:442 (5) - why this jump is so big? =RE: Adjusted now=
01:13:810 (3) - this should be just a circle, there isn't any sound on slider head nor tail so just let it as a circle for emphasis =RE: The slider head clearly has sound, for more reason, see the reply above about this=
01:18:389 (1,2,1,2,1,2) - hm i think you could try a better pattern, it's too out of the map patterns overall =RE: I think it fits well..=
01:22:810 (3) - same thing with these sliders, just make it a circle
i'll stop pointing at those things i think you got what i'm trying to say =RE: This is semi-consistent and leading into the highest difficulty in one aspect, as well as it is not breaking the song, no change=
01:21:863 (5,2) - stack them properly =RE: Please start using Show Stack in editor, thanks=
01:26:442 (3,5) - ^
01:35:758 (5,2) - ^
01:37:810 (3,1) - nerf this, too big distance =RE: Adjusted=
01:38:283 (2,3) - this could be missread as a 1/4 double, try to separate them =RE: I think it's fine as it is=
01:40:337 (2) - cut this to the red tick =RE: no=
01:41:600 (2) - ^ =RE: ^=
01:56:105 (1,1) - too much distance, also they are different combos so player couldn't see followpoint, try to fix this =RE: fixed=


Ringer

00:47:442(2,3,4,1,2,3,4) - This pattern is maybe a bit hard to read for insane players, I know the aim of this difficulty is to challenge the reading of the player but it seems a bit too much for an insane =RE: I think this is fine=
00:51:231(3) - 2 circles instead of this slider? =RE: no, that would just feel wierd to play and also breaking the blanket pattern=
01:45:074 - This break shouldn't be here tho, it isn't on the hyper =RE: I don't remember there was rule about that=


Hazu-

00:32:758 (5,1) - Swap NC? Feels much better in 00:32:758 (5) - =RE: For me it looks way much cleaner as it is=
00:46:179 - Missing finish, I think =RE: Thanks for pointing out, added=


=Thanks for modding=
Moeri out.
Ascendance
catch the beat
Topic Starter
Shad0w1and
@all GDers, if you were copying my HS, you might want to double check if these HS are set correctly!!!!
[*] 00:22:810 (1) - sliderhead - additions: normal = whistle & clap (this one must fix, the rest are optional. I fixed this for Flask, Lami and Doormat, plz update before doing further edit)
[*] 01:38:600 (3) - sliderhead - additions: normal = whistle & finish & clap
[*] 01:41:126 (2) - sliderhead - additions: normal = whistle & finish & clap
Lami
im okay about dat hitsound point.

At Hazu-'s modding, im okay dat point, since i just copied hitsound. i'd like to follow vocal at here.
disable widescreen plzzz
Monstrata
Ultra

00:12:547 (1,3) - These shapes could be more relatable for better visual consistency.
00:32:758 (6,1) - Stacking isn't a good idea cuz of the downbeat losing emphasis xP.
00:47:126 (2,3,1,2,3) - These aren't following a layer in particular. You can click on each circle and its following something, but theyre all following some different instrument. Pick a rhythm and stick with it here, this is too ambiguous and its also rather dense for the section.
00:49:337 (1,2,3,1,2,3,1,2,1,2,1,2,1) - Also sounds overmapped to me... why all the clicks? You could have integrated more 1/2 slider rhythms here.
00:51:863 - Makes a lot more sense to transition to 1/2 clicking rhythm after this point,.
00:56:916 (1,2) - This is overmapped. Refer to how you do 00:58:179 (1) - 00:59:442 (1) - etc...
01:06:389 (1,2,3,4,1) - Can be better expressed through 1/2 sliders really. The 1/2 clicks on red ticks aren't necessary imo.
01:18:074 (3,2) - Visually, this pattern just looks really poor imo...
01:27:231 - Musical shift here. Instruments become softer and less frequent. You could reduce SV here or maybe remove kiai or something.
01:46:810 (2) - Such a fast slider. You could have reduced SV here xP

[]

Well, like I mentioned in chat. I think the kiai is just not a good design choice. The messy slider patterns and lack of consistent structure really cause the map to look kind of broken. I mean, compare the kiai to the intro where you use very solid structure too. This is too out there imo. The song doesn't require design elements like this. It's probably rankable, but it's not something I personally can support since the song itself is quite consistent and doesn't need chaotic slider patterns.

Good luck with this set anyways. I guess you can treat this as a free mod.
Topic Starter
Shad0w1and

Monstrata wrote:

Ultra

00:12:547 (1,3) - These shapes could be more relatable for better visual consistency. :arrow: not for visual consistency anyways...
00:32:758 (6,1) - Stacking isn't a good idea cuz of the downbeat losing emphasis xP. :arrow: stop on the vocal beat for the emphasis
00:47:126 (2,3,1,2,3) - These aren't following a layer in particular. You can click on each circle and its following something, but theyre all following some different instrument. Pick a rhythm and stick with it here, this is too ambiguous and its also rather dense for the section. :arrow: it is not too dense though....
00:49:337 (1,2,3,1,2,3,1,2,1,2,1,2,1) - Also sounds overmapped to me... why all the clicks? You could have integrated more 1/2 slider rhythms here. :arrow: the spacing and stacking make them not that hard, and i really think clicks are not really harder than sliders at this speed for this diff. Will change if more people have the same problem.
00:51:863 - Makes a lot more sense to transition to 1/2 clicking rhythm after this point,.
00:56:916 (1,2) - This is overmapped. Refer to how you do 00:58:179 (1) - 00:59:442 (1) - etc...
01:06:389 (1,2,3,4,1) - Can be better expressed through 1/2 sliders really. The 1/2 clicks on red ticks aren't necessary imo.
01:18:074 (3,2) - Visually, this pattern just looks really poor imo...
:arrow: well this has to do with my overall design, as I explained in irc, I will leave it for now because that is how i present the flow change.
01:27:231 - Musical shift here. Instruments become softer and less frequent. You could reduce SV here or maybe remove kiai or something. :arrow: if another person got the same problem, I will fix this
01:46:810 (2) - Such a fast slider. You could have reduced SV here xP

[]

Well, like I mentioned in chat. I think the kiai is just not a good design choice. The messy slider patterns and lack of consistent structure really cause the map to look kind of broken. I mean, compare the kiai to the intro where you use very solid structure too. This is too out there imo. The song doesn't require design elements like this. It's probably rankable, but it's not something I personally can support since the song itself is quite consistent and doesn't need chaotic slider patterns.

Good luck with this set anyways. I guess you can treat this as a free mod.
all sliders are designed well to my standard though... i guess i will remember that you do not like this type of diff...

ok we are going for plan B..... hope we could get this ranked soon....
Garden
为啥我感觉自己经常摊上很多很多diff的图 :(

General
  1. Wave hitsounds with possible delay > 5ms: normal-hitfinish.wav soft-hitnormal98.wav
    那个finish貌似蛮明显的和whistle一起加的时候(?
Kisses
  1. 00:50:284 (2) - a bit too much overlap with hp bar
  2. 01:47:442 (1,2) - etc. i feel rhythm here unintuitive for beginners to read, i suggest following the main melody like you did to 00:11:442 - section
F
  1. 00:15:863 (2) - 这个finish在尾巴上听上去有点怪,考虑换成1/2滑条+圈
  2. 00:58:810 (4) - 碰血条有点多可以放下来点
  3. 01:17:126 (1,2) - 这里节奏比较密,把2放1下面感觉读起来比较清楚
  4. 01:52:495 (1,2,3,4,5,6) - https://puu.sh/uPLXm/c067623f1f.png 有点难.. 主要跟重音简化一下吧?
Doormat
  1. od6 is fairly enough imo and hyper can then use sth between hard & insane
  2. 00:54:389 (1,5,6) - with current stack leniency the stack here looks bad visually https://osu.ppy.sh/ss/7602997, maybe convert 56 into a slider so the pattern would look clean and the rhythm isnt simplified too much either
Hyper
  1. od6.5 for neat diffspread
  2. 00:41:442 (3) - 音效不同,把这个unstack了好像比较有感觉
  3. 01:13:810 (2,3) - 01:13:968 - 这里也不是很强,原地stack接这样的flow感觉不合适,我建议这部分大概这样整体调一下 -> https://osu.ppy.sh/ss/7603051
  4. 01:22:495 (2) - https://osu.ppy.sh/ss/7603066 比较合你这段整体用于1,2的flow
  5. 01:27:863 (4,5) - 我觉得削一点间距比较好,圈圈跳其他地方也没放这么大的
Moecho
  1. 00:08:916 (1) - 这里感觉用个默认的softwhistle点一下效果会不错
  2. 00:16:179 (3) - burai目前还是unrankable的来着
  3. 00:18:705 (6,7,1) - 微调一下7,1位置让这边包得和 00:18:389 (4,5,6) - 视觉距离差不多? 个人认为这样这个梗看上去更有整体感(欸就是和 01:54:705 (2,3,1) - 一样,为什么复制段落这里是不一样的.. NC也不一样)
  4. 00:19:652 (4,5) - 我觉得可以调整下节奏突出这个音 -> 00:19:810 - 毕竟前面整体上都在跟主旋律,最后一段同
  5. 00:20:126 - 这里出kiai比较好? 和你最后一段一样
  6. 00:44:284 (1,2,1) - 滑条尾巴drum sample?
  7. 01:18:389 (1,2,1,2,1,2) - 为什么这里节奏处理得和kiai其他部分很不一样啊.. 忽然一堆圈儿
Another
  1. 01:08:284 (1) - 用01:07:021 (1) - ctrl-h的形状? 这里overlap我看着感觉不太舒服
  2. 01:52:021 (2) - 我觉得这个换圈比较好因为音效和 01:51:863 - 不一样,虽然打起来是基本没差
Lami
  1. 01:30:389 (5,6) - maybe decrease the spacing between them so 01:29:758 (1,2) - 01:30:074 (3,4) - 01:30:389 (5,6) - can have gradually decreasing spacing which fits the lowering vocal pitch
  2. 01:52:495 (1,2,3,4,1,2,3,4,1,2,3,4) - imo it should be 3 circles for each new combo setting according to hitsounding and music
Ultra
  1. 为啥od比extra低,难道已经给score v2滑条图做好准备了
  2. 00:15:547 (2) - 除非有摆梗这种连续两个1/2滑条表示一样的节奏希望弧度上有点consistency
  3. 00:18:389 (1,2,3,4,1) - 这五连好像有点缺少弧度,和前面那组比起来
  4. 00:24:389 (2,3,4,5,6,7) - 不 这不几何 可以调下前后stack的物件弄成比较整的三角,应该不是很麻烦
  5. 00:31:337 - softclap或者normal sample那种音效更合曲点
  6. 00:34:652 (3) - 虽然横过来最顺手但没地方放了.. 我觉得用前面3/4一样的弧度平行放比较美观
  7. 00:42:074 (3) - 这个也是,和 00:41:600 (1,4) - 一起看起来很不协调
  8. 00:49:021 (3) - ^
  9. 00:56:284 (1) - 这个用drum whistle好像效果更好,和后面几个不太一样
  10. 01:15:863 (3,4) - 这里节奏下的没有区分度,我觉得可以主要跟主旋律的这三个音 01:15:547 - 01:15:705 - 01:15:863 - ,用这个节奏-> https://osu.ppy.sh/ss/7605291,就是要调整一下梗
  11. 01:22:179 (1,2) - 这种将就着要overlap的就摆摆清楚到底碰不碰.. 强迫症
  12. 01:27:705 - drumwhistle? 后面好像也有一些适合这个音效, clap有点显得太轻的地方
  13. 01:36:863 (1,2,3) - https://osu.ppy.sh/ss/7605325 从3直的下来还是直的感觉别手
  14. 01:43:179 (1,2) - nc倒过来? 我感觉不管跟vocal还是跳梗本身感觉都应该那样加啊
  15. 01:51:389 (1,2,3,4,5) - 这个弧度接前面的flow想打人.. 而且音乐本身这样导致这个五连出现得很突兀,如果能改得顺点就好啦
I personally can agree with the chaotic slider usage for kiai section in Ultra diff. It's consistent there, plays fine from my perspective and kinda give me a feeling of adventuring, somehow fits the theme imo. hey tho the background image doesnt seem to suggest so lo l
Flask
全fix啦

osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 74,11442,21547,31652,41758,51863,56916,67021,77126,87231,97337,107442
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 2.500005

[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Flask's Advanced
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1224768
BeatmapSetID:570938

[Difficulty]
HPDrainRate:4
CircleSize:3.6
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG2.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Topic Starter
Shad0w1and

Garden wrote:

为啥我感觉自己经常摊上很多很多diff的图 :(

General
  1. Wave hitsounds with possible delay > 5ms: normal-hitfinish.wav soft-hitnormal98.wav
    那个finish貌似蛮明显的和whistle一起加的时候(?
    :arrow: the finish should be fine, it is osu default finish mixed with other, consider its usage i think osu has this delay with intenton
Hyper
  1. od6.5 for neat diffspread
  2. 00:41:442 (3) - 音效不同,把这个unstack了好像比较有感觉 :arrow: 感觉那样反而难打了,要不然全部拆开要不全部叠上我觉得才比较好打
  3. 01:13:810 (2,3) - 01:13:968 - 这里也不是很强,原地stack接这样的flow感觉不合适,我建议这部分大概这样整体调一下 -> https://osu.ppy.sh/ss/7603051 :arrow: 这里主要是后面是一个全场高潮跳,要是没有一个build up的难度我感觉到时候太突兀,目前这样我觉得比较适合我作图的理念
  4. 01:22:495 (2) - https://osu.ppy.sh/ss/7603066 比较合你这段整体用于1,2的flow
  5. 01:27:863 (4,5) - 我觉得削一点间距比较好,圈圈跳其他地方也没放这么大的 :arrow: 1.6x降到1.4x感觉应该好多了
Another
  1. 01:08:284 (1) - 用01:07:021 (1) - ctrl-h的形状? 这里overlap我看着感觉不太舒服
  2. 01:52:021 (2) - 我觉得这个换圈比较好因为音效和 01:51:863 - 不一样,虽然打起来是基本没差 :arrow: 为了排版好看就保持了xc
Ultra
  1. 为啥od比extra低,难道已经给score v2滑条图做好准备了 :arrow: ultra我其实并不是为了PP做的...只是我自己喜欢搞高星自我满足,od这里主要是考虑到相比Extra,kiai高速滑条多了太多,加上spaced stream怀疑很多人会路人断,本来我想弄到8.5,考虑了test player的意见才改成了8.8,我觉得高od并不能带来打图体验的提升,od适合图风最好。之前od8.5 Beafowl都路人断在了滑条上,所以我怀疑这图难点就是要保证滑条不断给低od
  2. 00:15:547 (2) - 除非有摆梗这种连续两个1/2滑条表示一样的节奏希望弧度上有点consistency :arrow: 我感觉不知道是我审美畸形还是什么,我觉得consistency的滑条丑爆。。。所以你基本看不到我两个滑条一样的形状走向,除非刻意摆图形的时候。要是你一定要我改我可以改,但是我觉得那样真的更难看。。。
  3. 00:18:389 (1,2,3,4,1) - 这五连好像有点缺少弧度,和前面那组比起来 :arrow: 前面那一组的音是钢琴,后面是鼓点,而且也不用刻意追求一样吧xc,我的审美比较倾向于uneven的不规则流,不论是作图还是艺术
  4. 00:24:389 (2,3,4,5,6,7) - 不 这不几何 可以调下前后stack的物件弄成比较整的三角,应该不是很麻烦
  5. 00:31:337 - softclap或者normal sample那种音效更合曲点 :arrow: 这里怕音效给重了,所以目前这个不会很重的我挺喜欢
  6. 00:34:652 (3) - 虽然横过来最顺手但没地方放了.. 我觉得用前面3/4一样的弧度平行放比较美观 :arrow: 所以还是审美问题xc我觉得现在这样挺好,后面几个审美问题我也不太想改
  7. 00:42:074 (3) - 这个也是,和 00:41:600 (1,4) - 一起看起来很不协调
  8. 00:49:021 (3) - ^
  9. 00:56:284 (1) - 这个用drum whistle好像效果更好,和后面几个不太一样
  10. 01:15:863 (3,4) - 这里节奏下的没有区分度,我觉得可以主要跟主旋律的这三个音 01:15:547 - 01:15:705 - 01:15:863 - ,用这个节奏-> https://osu.ppy.sh/ss/7605291,就是要调整一下梗 :arrow: 你觉得一定要改我觉得可以改,但是目前的梗我挺喜欢的,可以的话最好保留
  11. 01:22:179 (1,2) - 这种将就着要overlap的就摆摆清楚到底碰不碰.. 强迫症
  12. 01:27:705 - drumwhistle? 后面好像也有一些适合这个音效, clap有点显得太轻的地方 :arrow: 我仔细听了我所有音效,没有能适合这个音的。。因为仔细听这一段每个音都不一样,为了不犯错还是用安全一点的n clap算了
  13. 01:36:863 (1,2,3) - https://osu.ppy.sh/ss/7605325 从3直的下来还是直的感觉别手
  14. 01:43:179 (1,2) - nc倒过来? 我感觉不管跟vocal还是跳梗本身感觉都应该那样加啊
  15. 01:51:389 (1,2,3,4,5) - 这个弧度接前面的flow想打人.. 而且音乐本身这样导致这个五连出现得很突兀,如果能改得顺点就好啦 :arrow: 之前你irc说的时候我已经改了平了,那我再多改平一点
I personally can agree with the chaotic slider usage for kiai section in Ultra diff. It's consistent there, plays fine from my perspective and kinda give me a feeling of adventuring, somehow fits the theme imo. hey tho the background image doesnt seem to suggest so lo l
关于BG,因为现在有yuna的BG只有比基尼这一张,所以我觉得挺有必要的 8-)
Doormat
@Garden, i lowered OD to 6 and changed the (5,6) to a slider. thanks for the mod :3

https://drmt.s-ul.eu/hnwmkwQa
Lami
1 point : reduced
2 point : i think it followed other sound which i think more important, same with 00:16:495 (1,2,3,4,1,2,3,4,1,2,3,4) - .
and i copied hitsound from highest diff >_>

z
osu file format v14

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Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Lami's Extra
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
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_handholding
update
osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 0.9
BeatDivisor: 2
GridSize: 32
TimelineZoom: 1.900006

[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Kisses' Novice
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1227487
BeatmapSetID:570938

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.9
SliderTickRate:1

[Events]
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//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Fixed a couple of things from other ppl's mods

@garden overlap is ok imo, fixed rhythm
Topic Starter
Shad0w1and
Moecho
==============

Garden wrote:

为啥我感觉自己经常摊上很多很多diff的图 :(

General
  1. Wave hitsounds with possible delay > 5ms: normal-hitfinish.wav soft-hitnormal98.wav
    那个finish貌似蛮明显的和whistle一起加的时候(?
Moecho
  1. 00:08:916 (1) - 这里感觉用个默认的softwhistle点一下效果会不错 行的
  2. 00:16:179 (3) - burai目前还是unrankable的来着 你摸圖之前忘記更新了,這個已經改好,我忘記之前那個什麼樣子了... 感覺應該沒有做burai吧 總之不是故意的
  3. 00:18:705 (6,7,1) - 微调一下7,1位置让这边包得和 00:18:389 (4,5,6) - 视觉距离差不多? 个人认为这样这个梗看上去更有整体感(欸就是和 01:54:705 (2,3,1) - 一样,为什么复制段落这里是不一样的.. NC也不一样)後面的NC可能不小心點到了 謝謝,然後Blanket我實在不覺得有什麼問題,主要是你開了Stack之後就根本是動1px的節奏... 我調整了一下4的位置,包了5的尾巴
  4. 00:19:652 (4,5) - 我觉得可以调整下节奏突出这个音 -> 00:19:810 - 毕竟前面整体上都在跟主旋律,最后一段同 有點難修改,這裡不好分了 之前想好的現在修改很難,interesting不過目前應該不會改了
  5. 00:20:126 - 这里出kiai比较好? 和你最后一段一样 我後面這段也之前改了一下 沒更新,不是很懂你現在說的,不過修改了一下,現在應該效果蠻好的了
  6. 00:44:284 (1,2,1) - 滑条尾巴drum sample? 好的
  7. 01:18:389 (1,2,1,2,1,2) - 为什么这里节奏处理得和kiai其他部分很不一样啊.. 忽然一堆圈儿 歌裡面就是這樣子compose的節奏,仔細聽bass
HS是从Caramel Heaven拿的,根据测试,你砍掉波峰后面那一块对音效没影响,但是砍掉前面那一块反而音效没对了,应该是波峰没有反应实际听觉。。。这个音效没有delay,1ms也没有
jonathanlfj
[Kisses' Novice]
00:08:916 (1) - whistle?
00:50:284 (2) - this significantly overlaps the hp bar, you should lower it
01:52:495 (1) - this should end at 01:52:968 based on where the drums land

[Flask's Advanced]
00:24:074 (1) - the end of this slider overlaps the progress bar and score display, consider lowering it a bit
00:30:074 (1) - a bit Nazi but this is not symmetrical; you can build it on the y-axis then just rotate it slightly clockwise
00:56:284 (1) - feels more impactful as a 1/2 repeat slider imo
01:07:021 (4) - NC here instead of 01:07:337 (1); refer to 01:09:547 (1)
01:29:126 (4) - generally overlaps that cover more than half of the hitcircle is discouraged in a lower difficulty like this, you should adjust it so it overlaps similar to 00:21:547 (1)
01:42:389 (1,2) - should try to follow vocals here which is a much more dominant layer: https://puu.sh/uSs7a.jpg
01:53:442 (3) - the sequence of 1/2 is quite long here so you can separate it by making this a circle

[Doormat's Hard]
00:40:337 (1) - a more natural flow for this is to stack it on top of 00:39:863 (3), but the patterns after are gonna have to be adjusted to up to you
otherwise a very consistent map, nothing much to say

[Hyper]
00:18:389 (1) - remove NC, don't see why its needed here
00:19:495 (1) - ^
01:14:600 (1,2,3,1,2,3) - what a difficulty spike for a Hyper, consider toning down the jumps a bit
01:17:758 (3,4,5) - not stacked properly
01:51:389 (1) - instead of multiple repeats, having a triplet + single repeat slider works better here to complement the piano layer at the beginning

[Moecho's Insane]
hitsound in the beginning is too loud, something under 50% would be nicer
00:50:284 (1) - I understand you want to keep the visual symmetry here, but having a strong beat land on a slider end is really affecting the quality of gameplay here. You can consider a 3/4 slider followed by a circle at 00:50:916
01:27:705 (3) - again, a better approach here is to remove the repeat and have a circle for 01:27:863 since a strong vocal sound lands there
01:38:442 (3) - based on how you mapped out this section this should be a 1/4 slider as well
01:43:416 (1) - soft sample
01:55:652 (4) - should be two separate 1/4 sliders so the guitar at 01:55:802 is covered by a click action

[Another]
00:18:231 (4) - if you curve this a bit to the left it will flow more naturally on the stacked stream
00:41:126 (1,1,1) - quite difficult to read given the overall difficulty of this map, you should follow distance snap more proportionally here as I got confused the first time trying this. Also silencing the slider ends (including 00:42:863 (1)) would help a lot
01:31:337 (3,4,5,6) - this part flowed a bit weird, a more natural movement would have 01:31:652 (4) somewhere like the start of 01:32:284 (1)

[Lami's Extra]
00:16:021 (4,5,6) - I expect some sort of movement here due to the way the piano just goes phewwww, perhaps you can unstack it and create some form of linear flow
00:56:600 (5) - tbh a faster SV here will work wonders as it contrasts nicely with the compressed stream before
01:49:021 (3,5) - a blanket here would be nice

[Ultra]
how did I pass this on a sight read lmao
00:19:337 (3,4,5) - angle is a bit weird to play, having the circles a bit to the right feels better
00:31:179 (1,1,1) - I don't see the need for NC spam here, there are no SV changes and no other patterns are like this
00:40:179 (3) - this is a very minor beat, so based on the way spacing works to convey intensity, should be stacked under 00:40:179 (3)
00:56:916 (1) - now the kiai is fine with the 1/4 sliders on my end, but they only work well if you silence the slider ends (e.g. 20% volume) so the audio feedback is accurate to the music. May take some work but I can guarantee it will make the map much more fitting to the song
01:56:891 (1,2,3,1) - the straight line is nice, but I expected a larger spacing here considering it being the finale of the map

ok pm me after you fix stuff I guess
Topic Starter
Shad0w1and

jonathanlfj wrote:

[Hyper]
00:18:389 (1) - remove NC, don't see why its needed here :arrow: 00:18:705 - deleted the NC on 00:18:705 - instead
00:19:495 (1) - ^
01:14:600 (1,2,3,1,2,3) - what a difficulty spike for a Hyper, consider toning down the jumps a bit :arrow: Hyper to me is light insane, Another is light extra xc... I think it should be acceptable xc, I got Hard anyways xc
01:17:758 (3,4,5) - not stacked properly
01:51:389 (1) - instead of multiple repeats, having a triplet + single repeat slider works better here to complement the piano layer at the beginning :arrow: I feel it is a over kill for this diff(or maybe just I am too weak tho xc)

[Another]
00:18:231 (4) - if you curve this a bit to the left it will flow more naturally on the stacked stream :arrow: I actually think curve to the left will break the flow from previous pattern, so I instead changed the angle of 00:18:389 (1,2,3,4,5,1,2,3) - to make them catch the flow better
00:41:126 (1,1,1) - quite difficult to read given the overall difficulty of this map, you should follow distance snap more proportionally here as I got confused the first time trying this. Also silencing the slider ends (including 00:42:863 (1)) would help a lot :arrow: did not change the slider ends tho, because I think the crash is strong enough to overwrite the feedback from the slider tail(I do not like to silent slider end anyways unless I have to)
01:31:337 (3,4,5,6) - this part flowed a bit weird, a more natural movement would have 01:31:652 (4) somewhere like the start of 01:32:284 (1)

[Ultra]
how did I pass this on a sight read lmao
00:19:337 (3,4,5) - angle is a bit weird to play, having the circles a bit to the right feels better :arrow: due to the track switch (guitar-drum), I would like to keep the current flow cut idea, I think this should give a flow hint to the player
00:31:179 (1,1,1) - I don't see the need for NC spam here, there are no SV changes and no other patterns are like this
00:40:179 (3) - this is a very minor beat, so based on the way spacing works to convey intensity, should be stacked under 00:40:179 (3) :arrow: I would like to be consistent because in my previous patterns, I highlighted vocal beat, regardless of the drum intensity(stop is another type of emphasis as well), 00:38:442 (3) - 00:39:074 (6) -
00:56:916 (1) - now the kiai is fine with the 1/4 sliders on my end, but they only work well if you silence the slider ends (e.g. 20% volume) so the audio feedback is accurate to the music. May take some work but I can guarantee it will make the map much more fitting to the song :arrow: I am unsure about this, because I placed additions on every slider head for additional feedback, the default soft-hitnormal should not be much distracting at this volume. I played this diff with HT and the default volume does not distract me :? I think it should be fine tho xc
01:56:891 (1,2,3,1) - the straight line is nice, but I expected a larger spacing here considering it being the finale of the map

ok pm me after you fix stuff I guess
Topic Starter
Shad0w1and

jonathanlfj wrote:

[Flask's Advanced]
00:24:074 (1) - the end of this slider overlaps the progress bar and score display, consider lowering it a bit
00:30:074 (1) - a bit Nazi but this is not symmetrical; you can build it on the y-axis then just rotate it slightly clockwise
00:56:284 (1) - feels more impactful as a 1/2 repeat slider imo :arrow: I personally prefer the current so it treat the red beat and blue beats the same
01:07:021 (4) - NC here instead of 01:07:337 (1); refer to 01:09:547 (1)
01:29:126 (4) - generally overlaps that cover more than half of the hitcircle is discouraged in a lower difficulty like this, you should adjust it so it overlaps similar to 00:21:547 (1)
01:42:389 (1,2) - should try to follow vocals here which is a much more dominant layer: https://puu.sh/uSs7a.jpg
01:53:442 (3) - the sequence of 1/2 is quite long here so you can separate it by making this a circle :arrow: current is ok I think, leave that beat empty makes me sick xccccc
fixed flask's diff for him as he requested.
Doormat
@lfj i stacked 00:40:337 (1) - on top of 00:39:863 (3) - like you suggested, and adjusted the following patterns. thanks for the mod!

https://drmt.s-ul.eu/pM1uWjnB
Lami
fixed all, ty mod
z
osu file format v14

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AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

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DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 8
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[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Lami's Extra
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1232440
BeatmapSetID:570938

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9.5
SliderMultiplier:1.8
SliderTickRate:1

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Kyouren
Metadata? Because i can't found a correct site :c
and maybe you can remove "-" from tags :>
Doormat

KittyAdventure wrote:

Metadata? Because i can't found a correct site :c
and maybe you can remove "-" from tags :>
you gotta learn to search more indepth :p

劇場版 ソードアート・オンライン -オーディナル・スケール- from http://sao-movie.net/sp/music/
_handholding

jonathanlfj wrote:

[Kisses' Novice]
00:08:916 (1) - whistle?
00:50:284 (2) - this significantly overlaps the hp bar, you should lower it
01:52:495 (1) - this should end at 01:52:968 based on where the drums land At first I was following the drum beat for the whole section but Garden told me to change it since a lot of 3/2 gaps are intuitive so he told me to change it to the same rhythm as the first part of the song. I think it'd be a bit stupid to follow this specific drum beat when i've omitted a lot already from the section and it wil break away from the current rhythm used
fixed other 2!
update
osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 55889
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 74,11442,21547,31652,41600,51863,56916,77126,87231,97337,107442
DistanceSpacing: 1
BeatDivisor: 1
GridSize: 32
TimelineZoom: 1.900006

[Metadata]
Title:Catch the Moment -Radio Edit ver.-
TitleUnicode:Catch the Moment -Radio Edit ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Shad0w1and
Version:Kisses' Novice
Source:劇場版 ソードアート・オンライン -オーディナル・スケール-
Tags:SWORD ART ONLINE The Movie - Ordinal Scale - SAO Lami intoon Kawaiwkyik Rizia Moecho Moeri Doormat Flask Kisses
BeatmapID:1227487
BeatmapSetID:570938

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG2.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Shad0w1and
Moecho

jonathanlfj wrote:

[Moecho's Insane]
hitsound in the beginning is too loud, something under 50% would be nicer Alright, 60%->50%
00:50:284 (1) - I understand you want to keep the visual symmetry here, but having a strong beat land on a slider end is really affecting the quality of gameplay here. You can consider a 3/4 slider followed by a circle at 00:50:916 I don't feel like it is affecting much, no change
01:27:705 (3) - again, a better approach here is to remove the repeat and have a circle for 01:27:863 since a strong vocal sound lands there Also I think it's fine here too, changing would be hard to adjust placement
01:38:442 (3) - based on how you mapped out this section this should be a 1/4 slider as well Nope, listen carefully to when it's slider and when it's not slider, it's a huge difference
01:43:416 (1) - soft sample OK ouo
01:55:652 (4) - should be two separate 1/4 sliders so the guitar at 01:55:802 is covered by a click action Did a major change to that, replaced with circles, since adding kickslider to make it both clickable AND for the aesthetics would be hard without a proper space, which in this case is very crowded. As well as I want to keep the SR at 4.60
Topic Starter
Shad0w1and
[Some Discussion about the set]
  1. In Novice, spinner end at 02:00:049 - to make it easier for new player, although it is not 100% accurately snapped,
    we believe it is good enough for this diff.
  2. The two HS normal-hitfinish.wav soft-hitnormal98.wav does not really have a delay, its sound peak does not matter. Because if we cut their peak it is still audible.
  3. This mp3 is the official radio cut ver, so the file was cut officially without the concern of bpm section and got a error at the end,
    I have to add two red lines to fix the timing.
  4. For Another diff I did 80% of the work, so I would not call this diff as a collab or smt similar.
  5. For metadata, this is the offical radio edit ver. metadata:
jonathanlfj
The 1/4s sounded messy mostly because I was modding with speakers (forgot my headphones at home and I'm out traveling for work), perhaps they are more acceptable with headphones...

I will take your word for the hitsounds as I've seen similar things in the past (refer to Charles445's discussion about where the attack of a hitsound is introduced)
Topic Starter
Shad0w1and
thanks for helping me even when you so busy on your work xc.
Garden
qualified
Karen
https://osu.ppy.sh/s/576112 ??? 什么时候不同mode可以同时q了,话说居然两种metadata
sahuang
悲剧了,好奇一下假如那张图meta不对的话优先度是什么,先dq这个再dq那个还是只dq那张啊
Topic Starter
Shad0w1and
那張是自行cut的,我這個是官方的cut。他們少了10秒。我問過兩個mode可以同時qua。
Battle
None of the albums on LiSA's site have -Radio Edit ver.- on any of the Catch the Moment songs so I'm curious where you found the radio edit ver. part of the song
Topic Starter
Shad0w1and
official digital file distributor recochoku, the meta copied from the file.
refer to p/5891962
btw I bought the file before the full ver release, so it is clearly official source, kwan proved that.
Maxus
weee another one xd
Congrats for the qualify! dat bg.. wanna big fav huh? :p
Topic Starter
Shad0w1and

Maxus wrote:

weee another one xd
Congrats for the qualify! dat bg.. wanna big fav huh? :p
;^) Thank you and why not.
Also thanks to everyone who helped <3
Pho
Hi there Shad0w1and o/ Before seeing this map being pushed through the ranked section, I have some quality concerns about the highest difficulty of this set:

[Ultra]
  1. The map seems like it tries to be special in certain ways, but many parts ended up being either overdone or not well-thought out for the song:
  2. 00:00:074 - to 00:08:916 - Starting right at the beginning, the 1/2 singletaps are too much compared to what is actually offered in the song at this point, about 50% of the taps land on weak, barely-emphasized snare sounds (red ticks).
    Keep in mind that the tempo of the song is already pretty high, 1/2 sliders would be more fitting to the intensity of the song for the intro. What really annoys me however are the triples (00:01:179 (8,9,1) - , 00:02:442 (8,9,1) - etc.) at the beginning that are way too overspaced. It'd be less forced to play if you just stack them instead.
  3. Extended sliders (3/4 sliders) are overused / inproperly used in this map. It is fine to a certain extent to give notion to strong or special notes in the track, using too many of them usually results in maps with wonky rhythms that are most of the time unnatural and forced to play:
    1. 00:11:126 (1) - Doesn't emphasize anything specific in the song and thus should be cropped to 1/2. Similar occasions where this happens:
      00:18:705 (1) - 00:21:547 (1) - 00:22:810 (1) - 00:23:442 (4) - 00:24:074 (1) - 00:38:600 (4) - 01:37:968 (1) - etc.
      00:26:600 (1) - The whole slider pattern here at 00:25:968 (1,2,1) - feels weird as well since you weren't focussing on vocals after 00:21:547 - . Make clear what exactly you follow with your rhythm here.
      00:46:179 (1,2,1) - It seemingly follows the vocals, but 00:44:284 (1,1,1) - previous sliders clearly follow the e-guitar, which makes rhythm pretty confusing here. Ending 00:46:179 (1) - on 00:46:652 - instead would make it clearer.
    2. 00:12:547 (1,2) - Feels too forced and would be better if you swap these with only a slider instead. Same goes to:
      00:34:179 (1,2) - 00:46:810 (1,2) -
  4. 00:31:179 (1,2,3) - This feels pretty forced if it's just for the sake of the vocals since those aren't that strong to warrant buzz sliderjumps.
  5. 00:41:600 - There's a lack of differentiation towards the previous section of the music. Song gets less intense, but you're still spacing /positioning objects high, the same way as before.
  6. 00:51:863 - Pretty sad about this since a build-up would've been nice here. Jumping right into a vertical jumps section isn't the greatest idea, ramping up spacing slowly would've been more fitting to the song. In general, try to balance out the difficulty according to different sections of a song.
  7. 00:56:916 (1,2) - Two major problems I see with the kiai time here:
    1. 1. Overdoing sliders. Now I get that sliders are funnier and entertaining to play, but if it doesn't correlate with the song there's no sense in doing so. The 1/4 sliders in particular for the kiai, with 01:15:547 (1,2,3,4,1,2,3) - being a prime example of overdoing patterns. There are others following like 01:27:547 (1,2,1,2) -
    2. 2. Repetition. There's no place for rhythm variation here since you decided to make a big slidertrain here, which doesn't reflect the song well at all. It's seven times the same rhythm in a row starting from 00:58:179 - (8 times actually, 00:56:916 (1,2) - should be a single slider only if i were to follow your current logic), which is pretty bland, don't you think?
  8. 01:51:389 (1,2,3,4,5) - Doesn't follow anything properly and the spacing on the ministream feels really huge.
Sorry if I sound blunt, but this map doesn't look well executed to me at all. Many concepts you used in this map lack proper application which I explained above, and this seems to need more work before being ranked imo. Other peoples opinion's matter ofc, so it might be good to ask around. Anyways, good luck with the set o/
Topic Starter
Shad0w1and

Pho wrote:

Hi there Shad0w1and o/ Before seeing this map being pushed through the ranked section, I have some quality concerns about the highest difficulty of this set:

[Ultra]
  1. The map seems like it tries to be special in certain ways, but many parts ended up being either overdone or not well-thought out for the song: :arrow: I do not think so, and I am not trying to be special on mapping, in this map I was trying to present the strong vocal and instruments with various slider shapes. I was also using these sliders to control the flow of the diff, so most point on your mod are already invalid.
  2. 00:00:074 - to 00:08:916 - Starting right at the beginning, the 1/2 singletaps are too much compared to what is actually offered in the song at this point, about 50% of the taps land on weak, barely-emphasized snare sounds (red ticks).
    Keep in mind that the tempo of the song is already pretty high, 1/2 sliders would be more fitting to the intensity of the song for the intro. What really annoys me however are the triples (00:01:179 (8,9,1) - , 00:02:442 (8,9,1) - etc.) at the beginning that are way too overspaced. It'd be less forced to play if you just stack them instead.
    :arrow: It is not over spaced compare to the latter section. In fact, with out HT, this part is the only part I could play and FC. This diff was designed as an Ultra since beginnning, it is expected to be much harder compare to Lami's Extra
  3. Extended sliders (3/4 sliders) are overused / inproperly used in this map. It is fine to a certain extent to give notion to strong or special notes in the track, using too many of them usually results in maps with wonky rhythms that are most of the time unnatural and forced to play:
    1. 00:11:126 (1) - Doesn't emphasize anything specific in the song and thus should be cropped to 1/2. Similar occasions where this happens:
      00:18:705 (1) - 00:21:547 (1) - 00:22:810 (1) - 00:23:442 (4) - 00:24:074 (1) - 00:38:600 (4) - 01:37:968 (1) - etc.
      00:26:600 (1) - The whole slider pattern here at 00:25:968 (1,2,1) - feels weird as well since you weren't focussing on vocals after 00:21:547 - . Make clear what exactly you follow with your rhythm here.
      00:46:179 (1,2,1) - It seemingly follows the vocals, but 00:44:284 (1,1,1) - previous sliders clearly follow the e-guitar, which makes rhythm pretty confusing here. Ending 00:46:179 (1) - on 00:46:652 - instead would make it clearer.
    2. 00:12:547 (1,2) - Feels too forced and would be better if you swap these with only a slider instead. Same goes to:
      00:34:179 (1,2) - 00:46:810 (1,2) -
    :arrow: This point is not valid as I explained at the beginning, you fail to understand my idea for this diff, it is not for people to single tap on these drum beats at the kiai, although I know that will be easier, however, when I design this diff I was trying to keep the constant flow and motion pressure on the player, because the song has a very strong background music, and vocal, by only give 1/2 single tap I think it will be way too mindless to follow the drum beats, which I did in my lower diffs. Yes, when I map a song for 3 times, I will not try to use exactly the same rhythm choice for Hyper/Another/Ultra. Also, because I added strong HS additions on the slider heads, the HS in the tail is not a problem according to the test plays and my self tests with HT
  4. 00:31:179 (1,2,3) - This feels pretty forced if it's just for the sake of the vocals since those aren't that strong to warrant buzz sliderjumps. :arrow: Either way worked, I do not think current got any problems
  5. 00:41:600 - There's a lack of differentiation towards the previous section of the music. Song gets less intense, but you're still spacing /positioning objects high, the same way as before. :arrow: uhmmmm... I can't agree to you.... as I placed the green lines before I started mapping.... Ipersonally feel these two sections got the same intensity....
  6. 00:51:863 - Pretty sad about this since a build-up would've been nice here. Jumping right into a vertical jumps section isn't the greatest idea, ramping up spacing slowly would've been more fitting to the song. In general, try to balance out the difficulty according to different sections of a song. :arrow: again I think either way worked tho xc.... the build up was like since the beginning tho... this whole diff was kinda jumpy, so I think current patterns fit the theme tho .....
  7. 00:56:916 (1,2) - Two major problems I see with the kiai time here:
    1. 1. Overdoing sliders. Now I get that sliders are funnier and entertaining to play, but if it doesn't correlate with the song there's no sense in doing so. The 1/4 sliders in particular for the kiai, with 01:15:547 (1,2,3,4,1,2,3) - being a prime example of overdoing patterns. There are others following like 01:27:547 (1,2,1,2) -
    2. 2. Repetition. There's no place for rhythm variation here since you decided to make a big slidertrain here, which doesn't reflect the song well at all. It's seven times the same rhythm in a row starting from 00:58:179 - (8 times actually, 00:56:916 (1,2) - should be a single slider only if i were to follow your current logic), which is pretty bland, don't you think?
    :arrow: to me for this song, sadly there is no clear way I could make a diverse rhythm choice. I was very sad about it when I mapped to this part, because the main rhythm itself was not the diverse, as you can see in all of my diffs the kiai was using the repetitive rhythm, I tested very hard and the slider shape thing come to my mind, I spend more than 10 hours to just shape these sliders to make them look good to my aesthetics, also I try to shaped sliders to control the flow so targeted players will be able to catch my"train" as you said.
  8. 01:51:389 (1,2,3,4,5) - Doesn't follow anything properly and the spacing on the ministream feels really huge. :arrow: this one is a commonly used technic to use the stream to overwrite the piano sweeps, because make it a hold for buzz slider will be too easy for this diff and for its strong sound, but do smt like ctb snap it to 1/12 will also be a over kill, therefore current solution is the best for me.
Sorry if I sound blunt, but this map doesn't look well executed to me at all. Many concepts you used in this map lack proper application which I explained above, and this seems to need more work before being ranked imo. Other peoples opinion's matter ofc, so it might be good to ask around. Anyways, good luck with the set o/
I know it is not a creative map to many people's standard, however, my idea was very clear, also I did many test plays and according to the test player they could catch my flow with these "werid" sliders, and that is why I believe this map should be able to get ranked. aesthetics is a very weird term, because I truly believe I made a great flow with sliders, many player agree to me. however, some mappers disagree to my because in the editor it does not look that pretty. My response is: the map is for play, for me it is pretty.
Pho

Shad0w1and wrote:

Pho wrote:

Hi there Shad0w1and o/ Before seeing this map being pushed through the ranked section, I have some quality concerns about the highest difficulty of this set:

[Ultra]
  1. The map seems like it tries to be special in certain ways, but many parts ended up being either overdone or not well-thought out for the song: :arrow: I do not think so, and I am not trying to be special on mapping, in this map I was trying to present the strong vocal and instruments with various slider shapes. I was also using these sliders to control the flow of the diff, so most point on your mod are already invalid.

    Just saying it now since you always raise that point again in your reply: I have no complaints about your aesthetics and slidershapes at all, this one's somewhat subjective anyway. The actual issue is in how you use extended sliders in this map in general. A map flowing and playing well doesn't mean a thing if your rhythm placement doesn't work out with the song. I explained it further below.

  2. 00:00:074 - to 00:08:916 - Starting right at the beginning, the 1/2 singletaps are too much compared to what is actually offered in the song at this point, about 50% of the taps land on weak, barely-emphasized snare sounds (red ticks).
    Keep in mind that the tempo of the song is already pretty high, 1/2 sliders would be more fitting to the intensity of the song for the intro. What really annoys me however are the triples (00:01:179 (8,9,1) - , 00:02:442 (8,9,1) - etc.) at the beginning that are way too overspaced. It'd be less forced to play if you just stack them instead.
    :arrow: It is not over spaced compare to the latter section. In fact, with out HT, this part is the only part I could play and FC. This diff was designed as an Ultra since beginnning, it is expected to be much harder compare to Lami's Extra

    The issue here is that this part is too motion-intense compared to how quiet this part of the song is. While the singletaps are acceptable for an Extra since you also spaced them fairly low and with DS, the spaced triples are questionable since they add too much tempo in this section and should be stacked or at least lower-spaced to fit the quietness in the intro. Also try not to use Ultra as a high-end difficulty as an excuse to make harder patterns, it's not a valid one and I am more concerned about how your patterns reflect the song than how difficult it is actually to play.
  3. Extended sliders (3/4 sliders) are overused / inproperly used in this map. It is fine to a certain extent to give notion to strong or special notes in the track, using too many of them usually results in maps with wonky rhythms that are most of the time unnatural and forced to play:
    1. 00:11:126 (1) - Doesn't emphasize anything specific in the song and thus should be cropped to 1/2. Similar occasions where this happens:
      00:18:705 (1) - 00:21:547 (1) - 00:22:810 (1) - 00:23:442 (4) - 00:24:074 (1) - 00:38:600 (4) - 01:37:968 (1) - etc.
      00:26:600 (1) - The whole slider pattern here at 00:25:968 (1,2,1) - feels weird as well since you weren't focussing on vocals after 00:21:547 - . Make clear what exactly you follow with your rhythm here.
      00:46:179 (1,2,1) - It seemingly follows the vocals, but 00:44:284 (1,1,1) - previous sliders clearly follow the e-guitar, which makes rhythm pretty confusing here. Ending 00:46:179 (1) - on 00:46:652 - instead would make it clearer.
    2. 00:12:547 (1,2) - Feels too forced and would be better if you swap these with only a slider instead. Same goes to:
      00:34:179 (1,2) - 00:46:810 (1,2) -
    :arrow: This point is not valid as I explained at the beginning, you fail to understand my idea for this diff, it is not for people to single tap on these drum beats at the kiai, although I know that will be easier, however, when I design this diff I was trying to keep the constant flow and motion pressure on the player, because the song has a very strong background music, and vocal, by only give 1/2 single tap I think it will be way too mindless to follow the drum beats, which I did in my lower diffs. Yes, when I map a song for 3 times, I will not try to use exactly the same rhythm choice for Hyper/Another/Ultra. Also, because I added strong HS additions on the slider heads, the HS in the tail is not a problem according to the test plays and my self tests with HT

    Constant flow and motion pressure only makes sense if the song had about the same intensity throughout it's whole length. And this song certainly is not constant, it has ups and downs. The problem lies in how you utilize extended and buzzsliders for Ultra.

    Maybe I was too inprecise, so here's a concrete example:
    00:56:916 (1,2,3,4,1,2,3,4) - If I were to compare the kiais of Ultra to the ones in your Insane difficulty, the latter are actually fine because it is clear what exactly you want to focus on with the extended sliders - the vocals, since that is also what is the most noticeable layer in this section. Then in Ultra, you decided to make motion-heavy extended slider/ 1/4 sliderjumps with focus on the instruments/e-guitar in the background - which are considerably weaker than the vocal. And you did this for around 50% of the map. This is what I mean when I said some of those patterns are overdone, the background music isn't that intense to make such motion-heavy patterns.

    And I already mentioned one of these above at 01:15:547 (1,2,3,4,1,2,3) - , which should be revised again, because focus lies on drums from 01:14:600 - to 01:17:126 - and should be emphasized with circleclicks, so I'm irritated why you suddenly decided to put in 1/4 sliders after 01:15:547 - (starting those at 01:15:863 - makes more sense tbh). Singletapping to drums here might sound like it's a generic thing to do here mapping-wise, and yea it actually is. But it makes more sense in relation to the music instead of putting 1/4 sliders in places where they don't fit.

  4. 00:31:179 (1,2,3) - This feels pretty forced if it's just for the sake of the vocals since those aren't that strong to warrant buzz sliderjumps. :arrow: Either way worked, I do not think current got any problems
  5. 00:41:600 - There's a lack of differentiation towards the previous section of the music. Song gets less intense, but you're still spacing /positioning objects high, the same way as before. :arrow: uhmmmm... I can't agree to you.... as I placed the green lines before I started mapping.... Ipersonally feel these two sections got the same intensity....

    It's pretty noticeable if you compare the note density of the background instruments of this part to the previous part.
  6. 00:51:863 - Pretty sad about this since a build-up would've been nice here. Jumping right into a vertical jumps section isn't the greatest idea, ramping up spacing slowly would've been more fitting to the song. In general, try to balance out the difficulty according to different sections of a song. :arrow: again I think either way worked tho xc.... the build up was like since the beginning tho... this whole diff was kinda jumpy, so I think current patterns fit the theme tho .....

    I mean for 00:51:863 - to 00:55:652 - specifically, since vocals raise up 00:51:863 (1,2,1,2,1,2,1,2) - here so you could ramp up the spacing for this pattern.
  7. 00:56:916 (1,2) - Two major problems I see with the kiai time here:
    1. 1. Overdoing sliders. Now I get that sliders are funnier and entertaining to play, but if it doesn't correlate with the song there's no sense in doing so. The 1/4 sliders in particular for the kiai, with 01:15:547 (1,2,3,4,1,2,3) - being a prime example of overdoing patterns. There are others following like 01:27:547 (1,2,1,2) -
    2. 2. Repetition. There's no place for rhythm variation here since you decided to make a big slidertrain here, which doesn't reflect the song well at all. It's seven times the same rhythm in a row starting from 00:58:179 - (8 times actually, 00:56:916 (1,2) - should be a single slider only if i were to follow your current logic), which is pretty bland, don't you think?
    :arrow: to me for this song, sadly there is no clear way I could make a diverse rhythm choice. I was very sad about it when I mapped to this part, because the main rhythm itself was not the diverse, as you can see in all of my diffs the kiai was using the repetitive rhythm, I tested very hard and the slider shape thing come to my mind, I spend more than 10 hours to just shape these sliders to make them look good to my aesthetics, also I try to shaped sliders to control the flow so targeted players will be able to catch my"train" as you said.

    I suppose the point about repetition isn't that much of an issue, and yes you did the same in the lower difficulties where it actually worked out fine because the rhythms were fine. In Ultra it doesn't work out well as I've already explained above. Again, playability is not the issue here, your rhythm placement is.
  8. 01:51:389 (1,2,3,4,5) - Doesn't follow anything properly and the spacing on the ministream feels really huge. :arrow: this one is a commonly used technic to use the stream to overwrite the piano sweeps, because make it a hold for buzz slider will be too easy for this diff and for its strong sound, but do smt like ctb snap it to 1/12 will also be a over kill, therefore current solution is the best for me.
It is fine if the snapping overwrite isn't too noticeable or the ideal snapping would make it hard to play, but here it certainly is not because the stream doesn't follow a thing in the song. You can go with 1/2 ticks for the drums here, or 3/4 to give notion to the piano sweeps (see Delis' set), but the current rhythm is no great solution.

Sorry if I sound blunt, but this map doesn't look well executed to me at all. Many concepts you used in this map lack proper application which I explained above, and this seems to need more work before being ranked imo. Other peoples opinion's matter ofc, so it might be good to ask around. Anyways, good luck with the set o/
I know it is not a creative map to many people's standard, however, my idea was very clear, also I did many test plays and according to the test player they could catch my flow with these "werid" sliders, and that is why I believe this map should be able to get ranked. aesthetics is a very weird term, because I truly believe I made a great flow with sliders, many player agree to me. however, some mappers disagree to my because in the editor it does not look that pretty. My response is: the map is for play, for me it is pretty.
I care for the quality of this map more than its rankability, and I still believe you should put a bit more work into this map, but well it's your set in the end. I never raised aesthetics or playability as an issue though, so not sure why you always bring these points up in your arguments. Rhythm placement is the critical issue here, which I still believe makes this set unfitting for rank as of now.
nextplay
Lol why is Kisses Diff Novice instead of Normal because Maps like this https://osu.ppy.sh/s/156235 are useing Novice>Advanced>Exhaust but here it is Novice>Advanced>Hard>Insane
_handholding

nextplay wrote:

Lol why is Kisses Diff Novice instead of Normal because Maps like this https://osu.ppy.sh/s/156235 are useing Novice>Advanced>Exhaust but here it is Novice>Advanced>Hard>Insane
it lacks 1/2 beats so I don't think it's appropriate to call it a normal and novice does fit it with the spread.. kinda
Topic Starter
Shad0w1and
Hard for you does not mean it is hard for everyone. Your most points are about my motion intense designing in general. However, a player cannot play the first part he is already out from the Ultra diff. This diff requires strong aiming and movement ability.
I could not understand your point of up and downs. this song to me only has minor intensity change and I would not agree to your point of change the spacing and sv too much for presenting the "rhythm intensity change". There are songs I would like to do that, but not for this one.
Ok, lastly, your point of my rhythm choice, I think current rhythm is correct, because the usage of the kick sliders is quite consistent throughout the whole diff, I could not see any problem with rhythm placement as you mentioned. I want to explain my idea there: represent all drum beats as a click>then I found the vocal, strings, and everything else is continuing, notes are not good compared to my previous sections. finally, use kick sliders throughout the whole section come to my mind, because I do not want to make the rhythm placement too complex since it actually was not that diverse, mixed rhythm placement is not good to me for this song. so I added additions on every slider head and make the whole section kick sliders. I asked for some player's feedback, my current kiai has a great difficulty and fit my overall motion intense theme. the other mapping like moecho's insane, starr's aguma will break the whole diff's feeling. and that is why there is only kick sliders in the kiai: because: 1, the rhythm is not diverse, 2, other parts of the map are motion intense, there is no way I should make this part too easy, 3, test plays showed its difficulty is actually very good, if a person passed the previous section, he will feel this part has a right difficulty.
Pho
I'm aware of the difficulty of the map, and my points still stand.
There are clear differences in intensity in the track which you can highlight in terms of spacing and rhythm density. And you did care of that in your Another difficulty, just look at 00:41:758 - this section compared to the previous one (you even set bookmarks that logically separates sections from each other), so why you chose to make it all constant on the ultra difficulty is a big question mark for me.
Also, the way you described your kickslider usage is questionable, it sounds like you arbitrarily used kicksliders whenever you see fit. While your rhythms are consistent, the one your measurements in the kiai are based on (00:56:916 (1,2,3,1,2,3,1,2,1,2,3) - ) doesn't work out well in the Ultra, in contrast to Another and Hyper, due to what I already wrote above. (Speaking of, you seem to dodge giving answer to the specific timestamps I pointed out, oh well)
Topic Starter
Shad0w1and

Pho wrote:

I'm aware of the difficulty of the map, and my points still stand.
There are clear differences in intensity in the track which you can highlight in terms of spacing and rhythm density. And you did care of that in your Another difficulty, just look at 00:41:758 - this section compared to the previous one (you even set bookmarks that logically separates sections from each other), so why you chose to make it all constant on the ultra difficulty is a big question mark for me.
Also, the way you described your kickslider usage is questionable, it sounds like you arbitrarily used kicksliders whenever you see fit. While your rhythms are consistent, the one your measurements in the kiai are based on (00:56:916 (1,2,3,1,2,3,1,2,1,2,3) - ) doesn't work out well in the Ultra, in contrast to Another and Hyper, due to what I already wrote above. (Speaking of, you seem to dodge giving answer to the specific timestamps I pointed out, oh well)
I do not give specific timecode because all your point are arguing my mapping idea in general, how does that not fit in the rhythm, so I explain my mapping idea in general.
ok about this one 00:41:758 - , tbh in Another it's Rizia's idea. at least its his rhythm choice (I arranged the placement). I think it is a fun pattern because it switched to another track which is different from my mapping theory. I respected his rhythm choice. To me it should have the same spacing on patterning according to my theory (as you can see in hyper).
Pho
I will leave the decision to the QAT whether the map should be open for discussion or not. I'll just add one final point for now that I didn't bring up in my previous posts:
01:47:442 - 01:54:705 - The final kiai is is pure 1/2 singletapping jumps with high spacing throughout all objects, with clear lack of differentiation
Topic Starter
Shad0w1and
put all your thoughts in one sentence: overall spacing too huge, too many notes, and too hard...
uhm, I think that is all modern mapping are focusing at on their PP jumpy sections. It is just, my map does not offer pp because of the continuous pressure throughout the whole diff. It will be hard for most players to follow the intense mapping.
However, we already see many FCs and even with HR.
and is this song much less intense than those 7* or 8* jumpy maps? I don't think so.
the only parts you did not mention to my diff was the biggest cross-screen jumps. These days I only map these in ultra diff, partially because I believe if a player can fc those jumps, they must have the skill for the rest of the diff, those who play the TV size for trying their luck for the cross-screen jumps should not be allowed to take these PP.
Battle
I'll add a bit of my opinion on the ultra since Pho already added his

[Ultra]
00:10:652 (3,1) - I don't really see a reason to have this snapped 1/8 here, it heavily increases the precision it takes to hit 1 properly while also making it easier for people to get 100 on the slider because more often than not a player will expect a 1/4 slider not a really awkwardly snapped to a yellow slider
00:13:337 (4,5) - I don't exactly see why you've made this jump abnormally big, all those guitar beats are far stronger than this, this jump seems to exist just to exist
00:14:442 (3,1) - Would have been better if you had used a 1/2 slider instead, having both really isn't practical since 3 is obviously more important (and you've been following the guitar), making a 1/2 slider make much more sense imo
00:16:495 (1,2,3,4,1,2,3,4,1,2,3,4) - This feels more like it breaks up into a 123456 123456 pattern rather than a 1234 1234 1234 pattern, the pitch changes at 00:17:126 (1) - but a much larger pitch change occurs at 00:17:442 (3) - . In addition to this there's not really an increase in intensity happening here, the jumps are consistently around the same spacing while the music is increasing in intensity here
00:21:547 - For this section I feel as if the 3/4 usage is fairly poor, many of the 3/4 go over beats on the red tick, and though it is arguable that these beats are ignorable, this section is filled with consistent 1/2 beats that feel fairly calm compared to the adjacent sections. I feel it's inappropriate to have such a calm section still have a high SV of 1.4x, but I suppose that's subjective as to how fast it feels
00:31:179 (1,2,3) - While I am all for using 1/4 sliders to create fast feeling gameplay to support a "mood" of things being more fast-paced, I don't really see the point in using 1/4 sliders here, the music definitely picks up in intensity here, but not to the point where overmapping 1/4 sliders is appropriate
00:38:600 (4,5) - An extended slider doesn't really make sense here, you're skipping over a vocal beat which you've been following, you may want to stick to your theme of 3/4 sliders but you can't exactly just break away from what you're following, it feels awkwardly inconsistent both to hear and to play
00:50:600 (1,2,1,2,1,2,3,4) - This is another section where the section is definitely increasing in intensity, most notably at 00:51:231 (1,2,3,4) - yet maintains consistent spacing with the rest of this section of small spaced 1/2 stuff

Like Pho, I feel like the 1/4 sliders are overused in the kiai, the song just really doesn't call for something that creates pseudo-intensity as much as these 1/4 sliders do. The part where I felt fit the 1/4 sliders during the kiai was the calmer sections from 01:07:337 - to 01:12:074 - simply because it worked well with the drum hitsounding and keeping the relative intensity of the other parts of the kiai. Other than that there's very little drums to support the 1/4 sliders in the kiai as there's no drums to support them, only vocals, which makes it very awkward to hear and play in my opinion.

01:29:758 (1,2,3,1,2,3) - I would expect this to fit in more of the lines of something like 01:06:231 (3,1,2,3,4,1) - since the vocals are fairly calm here, if not that kind of spacing probably more along the lines of 01:26:600 (1,2,1,2) - but a bit more spaced out of course
01:47:442 (1,2,3,4,1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,1,2,3,1,2,3) - I also agree that the spacing for here doesn't really follow what the music provides. It does not really follow the stronger beats, making weaker beats (e.g. 01:49:495 (2,3) - ) the same spacing as the stronger beats.

From what I understand, you've mapped purposely with larger spacing to make it more "difficult". While I do not really have a problem with the concept of that itself, it becomes an issue for me when it's mapped solely for the difficulty aspect of it instead of what the song offers. You clearly acknowledge pp mapping and it's existence, yet I don't really see why you purposely follow that trend when you know that it's fairly unreasonable. In an ideal world a map would have great aesthetics and flow and not be generic but it seems like great aesthetics and flow just falls under generic pp mapping majority of the time. While I do appreciate the effort on focusing on flow, I feel like you shouldn't completely ignore aesthetics by using differing slider shapes all the time to break visual consistency just cuz
pishifat
the "continuous pressure" idea isn't a problem. like, there's a lot of maps which use that idea -- some of pho's even do. what pho is concerned with here is that sliderend usage isn't at all supported by the song.

as pho said, using extended sliders is okay when done to show important parts of the music, but overdoing it leads to rhythm which doesn't suit the song to which it's mapped. unless the song calls for this type of continuous pressure concept through constant 1/4 rhythms or something, i don't imagine it'll work out :(

the low contrast spacing stuff at the end is worth talking about too, but the sliderends are a bit more concerning right now



oh and there's battle's post to check too
Topic Starter
Shad0w1and
I cannot agree with these subjective points since none of them actually make Pho's point valid. As I explained none of these points tried to understand my mapping idea. if you would say the major problem is the slider ends, I will argue why you think it is not accepted?
oh, for other people, do not copy the same thing into a mod, I do not care your mapping theory, unless you try to understand mine first and help me to find my mistakes.
Pho
The people here already tried to explain to you what the flaws of your mapping philosophy are, and also why the sliderends are a major problem here; see pishi's answer/battle's final paragraph/my posts regarding that. Mapping to a song means that you work with the song, and not utilize it as a mere tool to put your mapping ideas into a map.

I'm willing to help out with the map if you need it, so feel free to ask me when you find me online.
LMT
Since this is dq'd, consider some of these points for moecho's diff:

  1. There are some overmaps that I don't quite understand:
    01:32:205 (5) -
    01:38:837 (2) -
    01:39:468 (2) -
    00:18:942 (7) - especially this one since it gives the impression that this and 00:19:258 (2) - this are the same pattern but the sounds in the song suggest otherwise.
  2. 01:37:810 (3) - not sure what you're emphasising with this 1/4. This would be a 1/4 slider too? 01:38:283 (2) -
  3. 01:38:600 (1,2,3,4,1,2,3,4) - compared to 01:41:126 (1,2) - is quite a huge disparity in intensity even tho the sounds are same-ish.
  4. 00:13:495 (4) - probably reconsider 1/4 slider concepts because this kinda undermines places where actual 1/4 exists like 00:15:863 (1,2) -
  5. 01:16:495 (4,5) - also this. Rhythm is like, 1/2 into triple but you make it sound like it's just 1/4 anyway (or 1/2)
  6. 01:18:389 (1,2,1,2,1,2) - same differentiation issue, actually this note 01:18:547 (2) - is overmapped. I can't figure out what you're trying to emphasise with this fancy pattern that happens only once in the map.
  7. 01:22:810 (3) - you overmap here but not 01:24:074 (3) - 01:21:547 (3) -
Also I agree with other ppl on the final diff on the extended sliders in general, felt like it was too overdone and the lack of sliderends to provide feedback kinda messes up with the rhythm overall.
Gl on reranking this btw.
pls no hate just passing by ; ;
Topic Starter
Shad0w1and

Pho wrote:

The people here already tried to explain to you what the flaws of your mapping philosophy are, and also why the sliderends are a major problem here; see pishi's answer/battle's final paragraph/my posts regarding that. Mapping to a song means that you work with the song, and not utilize it as a mere tool to put your mapping ideas into a map.

I'm willing to help out with the map if you need it, so feel free to ask me when you find me online.
as I replied b4, I will just copy it. I believe I have explained my rhythm choice very clearly.

I think current rhythm is correct, because the usage of the kick sliders is quite consistent throughout the whole diff, I could not see any problem with rhythm placement as you mentioned. I want to explain my idea there: represent all drum beats as a click>then I found the vocal, strings, and everything else is continuing, notes are not good compared to my previous sections. finally, use kick sliders throughout the whole section come to my mind, because I do not want to make the rhythm placement too complex since it actually was not that diverse, mixed rhythm placement is not good to me for this song. so I added additions on every slider head and make the whole section kick sliders. I asked for some player's feedback, my current kiai has a great difficulty and fit my overall motion intense theme. the other mapping like moecho's insane, starr's aguma will break the whole diff's feeling. and that is why there is only kick sliders in the kiai: because: 1, the rhythm is not diverse, 2, other parts of the map are motion intense, there is no way I should make this part too easy, 3, test plays showed its difficulty is actually very good, if a person passed the previous section, he will feel this part has a right difficulty.
Topic Starter
Shad0w1and

LMT wrote:

Since this is dq'd, consider some of these points for moecho's diff:

  1. There are some overmaps that I don't quite understand:
    01:32:205 (5) -
    01:38:837 (2) -
    01:39:468 (2) -
    00:18:942 (7) - especially this one since it gives the impression that this and 00:19:258 (2) - this are the same pattern but the sounds in the song suggest otherwise.
  2. 01:37:810 (3) - not sure what you're emphasising with this 1/4. This would be a 1/4 slider too? 01:38:283 (2) -
  3. 01:38:600 (1,2,3,4,1,2,3,4) - compared to 01:41:126 (1,2) - is quite a huge disparity in intensity even tho the sounds are same-ish.
  4. 00:13:495 (4) - probably reconsider 1/4 slider concepts because this kinda undermines places where actual 1/4 exists like 00:15:863 (1,2) -
  5. 01:16:495 (4,5) - also this. Rhythm is like, 1/2 into triple but you make it sound like it's just 1/4 anyway (or 1/2)
  6. 01:18:389 (1,2,1,2,1,2) - same differentiation issue, actually this note 01:18:547 (2) - is overmapped. I can't figure out what you're trying to emphasise with this fancy pattern that happens only once in the map.
  7. 01:22:810 (3) - you overmap here but not 01:24:074 (3) - 01:21:547 (3) -
Gl on reranking this.
I just want to say that players have brains, they should be able to understand the map, not just use their conditional reflex, I will ask Moecho for the reply, but these overlaps were made with great design, if you could try to understand them a bit more that will be awesome.
Kamio Misuzu
good mapu why gaoshi i budong
LMT
I meant overmaps not overlaps ; ;
Topic Starter
Shad0w1and

LMT wrote:

I meant overmaps not overlaps ; ;
uhm... overmapping to the background strings when the music is strong is a technic used by many mappers.
^actaully when I wrote this I feel someone will ask me for their names, and when I reply they will say they are all Asian mappers xxxxxx.
Anyways overmap is allowed, ever and forever.
LMT
yeah but my concern is it's not done consistently or it undermines the effect of actual sounds when you overmap. I'm fine with some overmap, but not when it makes the rhythm of the song misleading.
Topic Starter
Shad0w1and

LMT wrote:

yeah but my concern is it's not done consistently or it undermines the effect of actual sounds when you overmap. I'm fine with some overmap, but not when it makes the rhythm of the song misleading.
I personally think current it fine, I will get to you when Moecho reply


===============




uhm...to my diff again, I still cannot find any valid reason for me to change it to not go with kick sliders:
literally most of catch the moment maps used extended sliders. what is their excuse? for emphasis the vocal? uhm, nope, to my standard, if that is the point, then I will argue why 00:59:126 - 00:59:442 - 00:59:758 - this three vocal beat should not get the same emphasis? why did other mappers use the extended sliders anyways on certain point? The best explain of my rhythm choice was, I just follow the drum, use kick sliders to highlight the background strings.
like seriously, you guys should try to map it your own and let me oppose to your rhythm choices. this song does not have a diverse kiai rhythm and if you were tring to use 3/4 to highlight certain parts of the vocal will be really hard to keep a consistent idea.
I tried to not use many kick sliders before, but I cannot develop a undefeatable mapping idea, that is why I go with my final kick slider usage.
Topic Starter
Shad0w1and
Moecho
==============

LMT wrote:

Since this is dq'd, consider some of these points for moecho's diff:

  1. There are some overmaps that I don't quite understand:
    01:32:205 (5) - It is intentional to express/prepare for a more intense phase in the song
    01:38:837 (2) - If you listen closely, the "n-" sound actually starts at the blue line, also as I find it fitting more
    01:39:468 (2) - The "s-" sound starts there, and I find it fitting as well
    00:18:942 (7) - especially this one since it gives the impression that this and 00:19:258 (2) - this are the same pattern but the sounds in the song suggest otherwise. Being one of the most intense parts of the song, I find it more fitting than placing a big jump to emphasize, and also what's wrong with 00:19:258 (2) - ?
  2. 01:37:810 (3) - not sure what you're emphasising with this 1/4. This would be a 1/4 slider too? 01:38:283 (2) - They are clearly not exactly the same, as 01:37:810 (3) - being a loud snare, and 01:38:442 (3) - being basically a small guitar note sound
  3. 01:38:600 (1,2,3,4,1,2,3,4) - compared to 01:41:126 (1,2) - is quite a huge disparity in intensity even tho the sounds are same-ish. They are clearly not the "same-ish", it's a build up to 01:42:389 (1,2,3,4,5,6,7) - , also it's a preference of what you want to follow in the song
  4. 00:13:495 (4) - probably reconsider 1/4 slider concepts because this kinda undermines places where actual 1/4 exists like 00:15:863 (1,2) - It's all about what you want to emphasize, I would feel rather empty to have a single note there, and musically speaking it does fit for me
  5. 01:16:495 (4,5) - also this. Rhythm is like, 1/2 into triple but you make it sound like it's just 1/4 anyway (or 1/2) So I guess in this manner I should map out every single beat and sound only in this map, and no more no less? Sorry that my mapping preference isn't same as yours. Music is a feeling, mapping is expressing your feeling for the song, respect that, as well as it's not a major issue here at all, it's just a preference
  6. 01:18:389 (1,2,1,2,1,2) - same differentiation issue, actually this note 01:18:547 (2) - is overmapped. I can't figure out what you're trying to emphasise with this fancy pattern that happens only once in the map. First, according to your logic, 01:18:863 (2) - this would also be a "overmap". Second, I don't know if you enjoy listening songs at 25% and don't hear the music as a whole or not, but every 01:18:389 (1,2) - , 01:18:705 (1,2) - , 01:19:021 (1,2) - here represent a bass pick of 1/2s, and there's really nothing to complain about mapping to the music, it would feel wierd if I skipped one of the notes just to be "not overmapping because it's not quite audible". last, it's not about "figuring" out what a mapper want to do, you simply just feel it or not feel it
  7. 01:22:810 (3) - you overmap here but not 01:24:074 (3) - 01:21:547 (3) - They are in fact not the same, 01:21:705 (4,4) - do you hear any guitar sound on these? And then check the 01:22:968 (4) - , understand now? The kick slider is a way to emphasize an instrument quick switch as well as the required movement distance IS in fact increased even if you just click the heads of kick slider. Kick sliders DOES make the player feel different about how the objects are composed comparing to how it would feel with regular 1/2 circles
pls no hate just passing by ; ;
your passing-by mod here does feel a bit offending, but maybe I interpreted it incorrectly
iYiyo
Okay so I want to give some opinions about the "drama" here.

The map is overall cool to play. The playstyle it gives it's quite unique imo, really challenging tbh.

Idk why people say it "doesn't" follow the music... like... that's why all maps are very similar to each other nowadays xd Every map uses 1/2 all the time cause that's some generic/safe stuff xd Have to say that, however, the map follows good the music in some ways
Imo it could've follow the music a bit better, but still it's good right now. 1/4 sliders are following drum quite well and the 3/4 creates enough variaton + following vocals good so not big worries about that imo.

So... since it's already DQ, I also wanted to give some thoughts about the gameplay itself. Not gonna argue about the style overall cause that's just some subjective sh*t.

ultra (why no custom diffname for such unique playstile¿?)
01:42:389 (1,2,3,1,2,3,1) - Since the map focus on reading and not shitmissing with the sliders, those jumps felt waaaay too high. I'd suggest to do some jumps with similar DS as 00:54:705 (1,2,3,1,2,3,1) -.
01:47:442 - I'm very dissapointed with these jumps tbh.. Like they're pure jump ¿? I was playing the map and then these jumps appeared and I was like.. wut? xD I know you didn't want to do similar pattern like 00:11:442 - cause of the drums... but it'd be nice if you add some slider aswell, cause right now they feel like jumps with no real purpose on the map itself.

Okay so those points were my major problems while playing the map... Hope you can get a look to them!
Imo this is just a different map, but it plays nice and well so all this drama won't really help.

Anyway. GL on re-ranking this! o/
Topic Starter
Shad0w1and

iYiyo wrote:

Okay so I want to give some opinions about the "drama" here.

The map is overall cool to play. The playstyle it gives it's quite unique imo, really challenging tbh.

Idk why people say it "doesn't" follow the music... like... that's why all maps are very similar to each other nowadays xd Every map uses 1/2 all the time cause that's some generic/safe stuff xd Have to say that, however, the map follows good the music in some ways
Imo it could've follow the music a bit better, but still it's good right now. 1/4 sliders are following drum quite well and the 3/4 creates enough variaton + following vocals good so not big worries about that imo.

So... since it's already DQ, I also wanted to give some thoughts about the gameplay itself. Not gonna argue about the style overall cause that's just some subjective sh*t.

ultra (why no custom diffname for such unique playstile¿?)
01:42:389 (1,2,3,1,2,3,1) - Since the map focus on reading and not shitmissing with the sliders, those jumps felt waaaay too high. I'd suggest to do some jumps with similar DS as 00:54:705 (1,2,3,1,2,3,1) -.
01:47:442 - I'm very dissapointed with these jumps tbh.. Like they're pure jump ¿? I was playing the map and then these jumps appeared and I was like.. wut? xD I know you didn't want to do similar pattern like 00:11:442 - cause of the drums... but it'd be nice if you add some slider aswell, cause right now they feel like jumps with no real purpose on the map itself.

Okay so those points were my major problems while playing the map... Hope you can get a look to them!
Imo this is just a different map, but it plays nice and well so all this drama won't really help.

Anyway. GL on re-ranking this! o/
Your last two points looks ok for me, but since I have not yet got a clear explanation of why my kick slider usage is not acceptable, I will not change my map until I find a valid DQ reasoning. I might take another look at your point and adjust them slightly if I got a good reason to update my map.

And thank you for your support.
Okoayu
Hey, I think you should take a step back and read what people are actually saying, they are understanding your concept and your ideas, they are pointing out taht in a lot of cases these things go against the song.

The explanations on this thread are pretty detailed as to why this is the case and you are refuting the arguments with something pretty vague among the lines of "you guys don't understand my idea".

I think they do understand the idea you had, but think this could be improved upon because as it stands now you are partly ignoring the song for your idea instead of following it. Something being intentional does not mean automatically it being a good idea.

I think you should take some time and read over the stuff that was said again and attempt to understand what they are actually trying to do: helping you to make your map make more sense to everybody
Monstrata
It's a common misconception that kicksliders (1/4 sliders) = circles in terms of how they play. You click on them, then move onto the next object. However, kicksliders have that extra tail at the end (that you aren't required to play to get a 300 in most cases). Because they have that tail, they create a sort of rushed feeling because of the additional movement you see after you click the head. When you utilize this additional movement on a note that doesn't require that movement, you are in fact accentuating that note already, through visual distinction. Basically you are are demonstrating that even though this particular note "could" have been mapped to a circle, you decided to use a 1/4 slider instead, which makes the note feel more special than a regular circle.

Additionally, because kicksliders operate with that additional slider-track and tail, they are prone to creating flows and movements that otherwise wouldn't be there. Take 00:56:916 (1,2,3) - for example.
However, because of how they are shaped, they create a rotational flow. It's largely visual in terms of the flow, as in you ca probably still play them similar to how they are as circles, and still get 300's, but unlike circles, you can no longer assume everyone will play these patterns exactly how you would have wanted. Flow analysis is easy on circle patterns, but when you introduce sliders, it becomes more complicated due to slider leniency, and people's ability to release early / play the slider to different lengths. Anyways the main point I'm saying is that kickslider usage can actually create a feeling that would otherwise be nonexistent if they were just circles.

Well, anyways, that was basically a summary of my reasoning when I used extended sliders / 1/4 sliders on my Aomine diff of Can Do: https://osu.ppy.sh/s/493273. Imo kicksliders can be mapped in a way to behave very differently from just normal circles, and your map ends up doing so, though I don't believe that was intentional, and even if it was, I don't believe there is good justification for it.
Topic Starter
Shad0w1and
@Pho You cannot convince me any of your points made there. and for the kick slider, I have explained why I use that: drum beats are treated all as a click, then use the slider body to present the string. However, stings are continuing which means it is a nonestop "train" as you said.
however, it is not really nonestop, since the players got brains and they could read the object as 1/2 triplet clicks (also with HS hints). And my design of my map was using the sliders to hint players for the flow change. change the kick sliders to notes will destroy my entire kiai design. from what i heard from players, they got no problems with th kiai, because a good player interprets mappers idea and flow it. once players understand the idea, they will be able to play your map. kick slider as clicks is a rather simple idea so I see no problem with that.
Topic Starter
Shad0w1and

Monstrata wrote:

However, because of how they are shaped, they create a rotational flow. It's largely visual in terms of the flow, as in you ca probably still play them similar to how they are as circles, and still get 300's, but unlike circles, you can no longer assume everyone will play these patterns exactly how you would have wanted. Flow analysis is easy on circle patterns, but when you introduce sliders, it becomes more complicated due to slider leniency, and people's ability to release early / play the slider to different lengths. Anyways the main point I'm saying is that kickslider usage can actually create a feeling that would otherwise be nonexistent if they were just circles.
However, the truth is, anyone can play that diff should be able to play that kick slider. the reason I do not want to use notes is because, the notes does not give any pressure on the player, and it break the flow (in my theory, jumps always cut the flow), if I were using the note instead of the kick slider, I will design this completely different style. however, without any reading issue, playability issue, I do not see a point where a neat idea should be considered unrankable.
Topic Starter
Shad0w1and
make objective sense, and not make your sense.
If the idea the clear enough, you should not force me to change because it is more "intuitive to play".
It is making sense already, taking your sunglasses off and play it (before that you have to be able to play it, this diff targeted 6000pp above or even more advanced players). although I could not play it no mod, but test players and HT play tests tell me that it is good to go.
Topic Starter
Shad0w1and

Battle wrote:

I'll add a bit of my opinion on the ultra since Pho already added his

[Ultra]
00:10:652 (3,1) - I don't really see a reason to have this snapped 1/8 here, it heavily increases the precision it takes to hit 1 properly while also making it easier for people to get 100 on the slider because more often than not a player will expect a 1/4 slider not a really awkwardly snapped to a yellow slider :arrow: it is not a problem because the NC hint and the pattern
00:13:337 (4,5) - I don't exactly see why you've made this jump abnormally big, all those guitar beats are far stronger than this, this jump seems to exist just to exist :arrow: I wish people can stop talking about minor spacing issues, they does not affect the playing experience and also for my style it has nothing to do with my designing.
00:14:442 (3,1) - Would have been better if you had used a 1/2 slider instead, having both really isn't practical since 3 is obviously more important (and you've been following the guitar), making a 1/2 slider make much more sense imo :arrow: actually, to me this only have two solution for ultra: 00:14:600 (1,2,3,4) - all 1/4 kick sliders or 4 notes, and that is it. I think kick sliders will be NG so i go with current.
00:16:495 (1,2,3,4,1,2,3,4,1,2,3,4) - This feels more like it breaks up into a 123456 123456 pattern rather than a 1234 1234 1234 pattern, the pitch changes at 00:17:126 (1) - but a much larger pitch change occurs at 00:17:442 (3) - . In addition to this there's not really an increase in intensity happening here, the jumps are consistently around the same spacing while the music is increasing in intensity here :arrow: uhm... i disagree about this...
00:21:547 - For this section I feel as if the 3/4 usage is fairly poor, many of the 3/4 go over beats on the red tick, and though it is arguable that these beats are ignorable, this section is filled with consistent 1/2 beats that feel fairly calm compared to the adjacent sections. I feel it's inappropriate to have such a calm section still have a high SV of 1.4x, but I suppose that's subjective as to how fast it feels :arrow: if you were mention the beat on 00:21:705 - it is presented as an angle. spacing is fine to the theme.
00:31:179 (1,2,3) - While I am all for using 1/4 sliders to create fast feeling gameplay to support a "mood" of things being more fast-paced, I don't really see the point in using 1/4 sliders here, the music definitely picks up in intensity here, but not to the point where overmapping 1/4 sliders is appropriate :arrow: this has been discussed before and either way worked, I choose to build to the intensity
00:38:600 (4,5) - An extended slider doesn't really make sense here, you're skipping over a vocal beat which you've been following, you may want to stick to your theme of 3/4 sliders but you can't exactly just break away from what you're following, it feels awkwardly inconsistent both to hear and to play :arrow: slider angle can present vocal beat, that is my theory and it make more sense to the music
00:50:600 (1,2,1,2,1,2,3,4) - This is another section where the section is definitely increasing in intensity, most notably at 00:51:231 (1,2,3,4) - yet maintains consistent spacing with the rest of this section of small spaced 1/2 stuff :arrow: it is not like you have to place every note according to its intensity. the space does not work, but not always the best way to present the music.

Like Pho, I feel like the 1/4 sliders are overused in the kiai, the song just really doesn't call for something that creates pseudo-intensity as much as these 1/4 sliders do. The part where I felt fit the 1/4 sliders during the kiai was the calmer sections from 01:07:337 - to 01:12:074 - simply because it worked well with the drum hitsounding and keeping the relative intensity of the other parts of the kiai. Other than that there's very little drums to support the 1/4 sliders in the kiai as there's no drums to support them, only vocals, which makes it very awkward to hear and play in my opinion. :arrow: explained enough in other posts

01:29:758 (1,2,3,1,2,3) - I would expect this to fit in more of the lines of something like 01:06:231 (3,1,2,3,4,1) - since the vocals are fairly calm here, if not that kind of spacing probably more along the lines of 01:26:600 (1,2,1,2) - but a bit more spaced out of course :arrow: drums are stronger here
01:47:442 (1,2,3,4,1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,1,2,3,1,2,3) - I also agree that the spacing for here doesn't really follow what the music provides. It does not really follow the stronger beats, making weaker beats (e.g. 01:49:495 (2,3) - ) the same spacing as the stronger beats. :arrow: again, spacing is not everything, and over all spacing fits the intensity

From what I understand, you've mapped purposely with larger spacing to make it more "difficult". While I do not really have a problem with the concept of that itself, it becomes an issue for me when it's mapped solely for the difficulty aspect of it instead of what the song offers. You clearly acknowledge pp mapping and it's existence, yet I don't really see why you purposely follow that trend when you know that it's fairly unreasonable. In an ideal world a map would have great aesthetics and flow and not be generic but it seems like great aesthetics and flow just falls under generic pp mapping majority of the time. While I do appreciate the effort on focusing on flow, I feel like you shouldn't completely ignore aesthetics by using differing slider shapes all the time to break visual consistency just cuz
anna apple
to kind of elaborate on what monstrata said about 1/4 sliders giving a rushed feeling:

in terms of how 1/4 sliders play, it does require some amount of holding which 1/2 circles very much do not require. this holding gives tails of the sliders some sense of value and within this map, you use both rhythmic representations of the 1/4 sliders and the 1/2 circles to represent roughly the same sounds in the music. the changes you have between these circles and sliders are curious, because from looking at this maps its as if you felt they have the same value. because this seems to be your approach its almost as if there is really no definition you have created, and thus a lot of people find this map inconsistent, and in terms of using object mechanics correctly, low quality.
Battle
it seems as though we probably won't be reaching an agreement

Reply

Shad0w1and wrote:

Battle wrote:

I'll add a bit of my opinion on the ultra since Pho already added his

[Ultra]
00:10:652 (3,1) - I don't really see a reason to have this snapped 1/8 here, it heavily increases the precision it takes to hit 1 properly while also making it easier for people to get 100 on the slider because more often than not a player will expect a 1/4 slider not a really awkwardly snapped to a yellow slider :arrow: it is not a problem because the NC hint and the pattern It still presents a problem though, you're justifying a snapping to a non-existant beat as being okay due to there being an NC to make reading easier, the problem is not the readability, it's problem is that it is snapped to nothing right now
00:13:337 (4,5) - I don't exactly see why you've made this jump abnormally big, all those guitar beats are far stronger than this, this jump seems to exist just to exist :arrow: I wish people can stop talking about minor spacing issues, they does not affect the playing experience and also for my style it has nothing to do with my designing.However jump inconsistencies lead to other stronger beats feeling weaker and overall not as impactful due to inferior beats having similar spacing, I don't know if you can completely notice it in HT, but it's fairly noticeable playing at normal speed
00:14:442 (3,1) - Would have been better if you had used a 1/2 slider instead, having both really isn't practical since 3 is obviously more important (and you've been following the guitar), making a 1/2 slider make much more sense imo :arrow: actually, to me this only have two solution for ultra: 00:14:600 (1,2,3,4) - all 1/4 kick sliders or 4 notes, and that is it. I think kick sliders will be NG so i go with current.
00:16:495 (1,2,3,4,1,2,3,4,1,2,3,4) - This feels more like it breaks up into a 123456 123456 pattern rather than a 1234 1234 1234 pattern, the pitch changes at 00:17:126 (1) - but a much larger pitch change occurs at 00:17:442 (3) - . In addition to this there's not really an increase in intensity happening here, the jumps are consistently around the same spacing while the music is increasing in intensity here :arrow: uhm... i disagree about this...How so? The guitar is broken up into that so I don't see why it would be broken up into 1234 blocks
00:21:547 - For this section I feel as if the 3/4 usage is fairly poor, many of the 3/4 go over beats on the red tick, and though it is arguable that these beats are ignorable, this section is filled with consistent 1/2 beats that feel fairly calm compared to the adjacent sections. I feel it's inappropriate to have such a calm section still have a high SV of 1.4x, but I suppose that's subjective as to how fast it feels :arrow: if you were mention the beat on 00:21:705 - it is presented as an angle. spacing is fine to the theme.
00:31:179 (1,2,3) - While I am all for using 1/4 sliders to create fast feeling gameplay to support a "mood" of things being more fast-paced, I don't really see the point in using 1/4 sliders here, the music definitely picks up in intensity here, but not to the point where overmapping 1/4 sliders is appropriate :arrow: this has been discussed before and either way worked, I choose to build to the intensity
00:38:600 (4,5) - An extended slider doesn't really make sense here, you're skipping over a vocal beat which you've been following, you may want to stick to your theme of 3/4 sliders but you can't exactly just break away from what you're following, it feels awkwardly inconsistent both to hear and to play :arrow: slider angle can present vocal beat, that is my theory and it make more sense to the music I'm not exactly all for this but I suppose that works enough, considering how you're still skipping over beats I still don't necessarily agree with it. An angle is much more different than an actual circle or slider end or start, the latter actually produces a sound that gives proper feedback to the player while the earlier option does not
00:50:600 (1,2,1,2,1,2,3,4) - This is another section where the section is definitely increasing in intensity, most notably at 00:51:231 (1,2,3,4) - yet maintains consistent spacing with the rest of this section of small spaced 1/2 stuff :arrow: it is not like you have to place every note according to its intensity. the space does not work, but not always the best way to present the music. You do not have to make every note according to its intensity. That much is clear, however you shouldn't compromise intensity to spacing consistency too often for the sake of overriding them with patterns, as a player it makes much more sense to have appropriate jumps mapped to the stronger sounds while the weaker sounds are mapped to smaller jumps. It's the sort of small details that go into mapping that need to be accounted for

Like Pho, I feel like the 1/4 sliders are overused in the kiai, the song just really doesn't call for something that creates pseudo-intensity as much as these 1/4 sliders do. The part where I felt fit the 1/4 sliders during the kiai was the calmer sections from 01:07:337 - to 01:12:074 - simply because it worked well with the drum hitsounding and keeping the relative intensity of the other parts of the kiai. Other than that there's very little drums to support the 1/4 sliders in the kiai as there's no drums to support them, only vocals, which makes it very awkward to hear and play in my opinion. :arrow: explained enough in other posts I still disagree with these. The matter of why it was DQ'd in the first place is that vocals simply cannot support the rhythm that you're doing. Overmapping has proven to be effective in the past yes, but the types of songs that it HAS worked in is heavily differ from this song. This song is, like many anime songs, fairly simple in it's rhythm structure. While it's okay to add a few overmaps every now and then accompanied by proper hitsounds to add a bit more to the music to make sure it's fairly monotonous. However, the way this is overmapped, stressing consistency over relevance makes the overmapping oppressive and unfitting

01:29:758 (1,2,3,1,2,3) - I would expect this to fit in more of the lines of something like 01:06:231 (3,1,2,3,4,1) - since the vocals are fairly calm here, if not that kind of spacing probably more along the lines of 01:26:600 (1,2,1,2) - but a bit more spaced out of course :arrow: drums are stronger here
01:47:442 (1,2,3,4,1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,1,2,3,1,2,3) - I also agree that the spacing for here doesn't really follow what the music provides. It does not really follow the stronger beats, making weaker beats (e.g. 01:49:495 (2,3) - ) the same spacing as the stronger beats. :arrow: again, spacing is not everything, and over all spacing fits the intensity And again, spacing should be attempting to fit the intensity of the song, the overall spacing fits the intensity because it's all strong, yet it does not take into account the gradual increase of intensity here, making all the jumps feel like you're just repeating the same motion over and over until the map eventually ends

Green meant I felt decently fine with the explanations, therefore there is no reason to continue the discussion for those points
Xinnoh

Shad0w1and wrote:

Battle wrote:

I'll add a bit of my opinion on the ultra since Pho already added his

[Ultra]
00:10:652 (3,1) - I don't really see a reason to have this snapped 1/8 here, it heavily increases the precision it takes to hit 1 properly while also making it easier for people to get 100 on the slider because more often than not a player will expect a 1/4 slider not a really awkwardly snapped to a yellow slider :arrow: it is not a problem because the NC hint and the pattern
The NC thing might be a reason to justify, except you're NCing anywhere and everywhere possible to emphasise anything. There's no reason why it should be read as a 1/8 'because NC' when the whole diff NCs in uncommon parts to emphasise stuff without 1/8s.
Topic Starter
Shad0w1and

bor wrote:

to kind of elaborate on what monstrata said about 1/4 sliders giving a rushed feeling:

in terms of how 1/4 sliders play, it does require some amount of holding which 1/2 circles very much do not require. this holding gives tails of the sliders some sense of value and within this map, you use both rhythmic representations of the 1/4 sliders and the 1/2 circles to represent roughly the same sounds in the music. the changes you have between these circles and sliders are curious, because from looking at this maps its as if you felt they have the same value. because this seems to be your approach its almost as if there is really no definition you have created, and thus a lot of people find this map inconsistent, and in terms of using object mechanics correctly, low quality.
the questions is, it is not that a problem for anyone who can play this diff well. and I am saying the change from the kick sliders to notes will destroy my entire kiai design. however, there are also many people see no problem with my rhythm choice. If you got your theory, I got my theory and people who support me, I hope you can at least stay away from the set instead of forcing me to change smt that is not a real problem.
it is like: oh why can this guy rank a map that sets to CS7? oh why can this guy rank a map that has only horizontal sliders? oh why can this guy rank a map that only has circles? oh why can this guy rank a 8* map that many people can't FC?
please, when the objective idea was clear, it is player's job to deal with it. if it has a neat design, clear objective, and rankable, why would you even come to bother it?
you are asking me to remap the entire kiai section which plays very well. many test players see no problems about the kiai kick sliders. I could not even imagine why would people doubt about this. the rhythm decision was so simple and clear.
Topic Starter
Shad0w1and

Sinnoh wrote:

The NC thing might be a reason to justify, except you're NCing anywhere and everywhere possible to emphasize anything. There's no reason why it should be read as a 1/8 'because NC' when the whole diff NCs in uncommon parts to emphasize stuff without 1/8s.
??? why? it does not make any difference to snap it to 1/4 or 1/8. because players at this speed can only read the slider head, the spacing is also good for the pattern to be understood. always remember that other than the spacing, the clickable distance is even more important for the top players.
reply the rest later some day
and again and again, slider end does not need to be snapped to a beat every time
Battle
Well yes, objectively your map is fine because it fills out the requirement of being mapped to beats and being timed well. The other parts of it such as mapping to beats that are not present with overmapping not entirely supported by the song as well as spacing emphasis are somewhat subjective but it seems to be entering more of the realm of intersubjectivity. If it has an objective, a design and is rankable, then in some sense in a world that isn't regulated by anyone yes no one would touch it. However this game is run by a system of people who approve of beatmaps before sending them off to be ranked. Because of that fact, yes people come to bother because yes people are considered about the quality of it.

I, and as I suppose other mappers and modders, try to stay within the realm they are comfortable modding or mapping, maps such as CS7 or other unconventional concepts are more likely for extremely experience individuals to give their input on the matter. There's a difference between a player stating that it is good and a modder stating that it is good. For one, the player is much more lenient in what they consider as acceptable, being accustomed to any type of movement at any given moment in any given instance. A modder however, will look more at the micro level things such as proper rhythm accentuation and whether or not the map is relevant to the song. You should strive to achieve the approval of both modders and players ideally, however that is not always attainable 100%, thus you should strive to gain a middle ground between the two, not just dismiss modders of because a player states that it players fine because anything can play fine to an experienced player
Xinnoh
nothing i said up there was addressed : ok_hand :

Shad0w1and wrote:

??? why? it does not make any difference to snap it to 1/4 or 1/8.
if it doesn't make any difference why not snap it to 1/4 in the first place?

Shad0w1and wrote:

because players at this speed can only read the slider head,
if a player can only read the slider head, then they shouldn't be able to read the slider body and figure out it's a 3/8 slider?
anna apple

Shad0w1and wrote:

bor wrote:

to kind of elaborate on what monstrata said about 1/4 sliders giving a rushed feeling:

in terms of how 1/4 sliders play, it does require some amount of holding which 1/2 circles very much do not require. this holding gives tails of the sliders some sense of value and within this map, you use both rhythmic representations of the 1/4 sliders and the 1/2 circles to represent roughly the same sounds in the music. the changes you have between these circles and sliders are curious, because from looking at this maps its as if you felt they have the same value. because this seems to be your approach its almost as if there is really no definition you have created, and thus a lot of people find this map inconsistent, and in terms of using object mechanics correctly, low quality.
the questions is, it is not that a problem for anyone who can play this diff well. and I am saying the change from the kick sliders to notes will destroy my entire kiai design. however, there are also many people see no problem with my rhythm choice. If you got your theory, I got my theory and people who support me, I hope you can at least stay away from the set instead of forcing me to change smt that is not a real problem.
it is like: oh why can this guy rank a map that sets to CS7? oh why can this guy rank a map that has only horizontal sliders? oh why can this guy rank a map that only has circles? oh why can this guy rank a 8* map that many people can't FC?
please, when the objective idea was clear, it is player's job to deal with it. if it has a neat design, clear objective, and rankable, why would you even come to bother it?
you are asking me to remap the entire kiai section which plays very well. many test players see no problems about the kiai kick sliders. I could not even imagine why would people doubt about this. the rhythm decision was so simple and clear.
You never addressed anything I said, it has nothing to do with difficulty, its to do with you failing to create a distinction between your object choices. the map is easy enough who cares. cookiezi can hdhr maps much harder than this. this post has nothing to do with how the map plays, I don't care if it plays like crap or not, if you do than who cares. its just about consistency of your representation of the song.

other people here say "wah i don't like how this plays" you just say no thanks because they clearly don't know what they are talking about since everyone plays differently.

as for remapping your kiai, if my description of this makes you feel as if that is necessary to fix my issue with the map there is no issue with that. don't be lazy if you feel there are things you can improve LOL.
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