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posted
This beatmap was submitted using in-game submission on Saturday, December 23, 2017 at 8:57:22 PM

Artist: Drop
Title: Granat
Tags: Akitoshi Corinn Ascendance ktgster 竜と炎の物語 清風明月 c85 seifuu meigetsu ryuu to honou no monogatari Dragon and Flame
BPM: 180.96
Filesize: 3288kb
Play Time: 00:42
Difficulties Available:
  1. Advanced (1.92 stars, 73 notes)
  2. Akitoshi's Normal (1.91 stars, 67 notes)
  3. Ascendance's Easy (1.55 stars, 52 notes)
  4. Ascenster's Insane (4.38 stars, 149 notes)
  5. Hard (2.65 stars, 101 notes)
  6. Insane (3.91 stars, 148 notes)


Download: Drop - Granat
Information: Scores/Beatmap Listing
---------------
Number of granats ranked in 2017: 1
Number of harumachis in 2017: 12
Number of diffs deleted from this set: 16
posted
posted
this song is sooo cute \o/

General

  1. Should rename emilia's diffs to emilia's another, emilia's extra, emilia's ultra(or maybe make this one relevant to the song)
  2. some diffs either don't have any hitsounds, or sections where hitsounds are missing, if you used hitsound copier on the ones where hitsounds seem to be missing, this is because if there is something off by 1ms( due to rounding errors when copy and pasting sliders/patterns)

Emilia's "rextra"

  1. some spacing things don't make sense, for exmaple 00:10:559 (2,3,4,1) - 2, 3 is assumed strong beats in this jump centered map, though 1 has the loud sound.
  2. 00:17:522 (2,3) - 3 probably should be the largest of the jumps here.
  3. 00:25:148 (1,2) - this should just be a 1/1 slider to match the rhythm you did here 00:26:143 (1) - since these parts are so similar
  4. 00:27:469 (2) - also this is top diff, you can make this clickable. just when you do, don't worry about making them readable, a stack would probably work just fine.
  5. 00:35:095 (1,2,3,4,5,6) - this pattern should be similar to the others (4 and 6 should be the psuedo stack imo), and yeah you kind of drop the pattern after this anyways which is d.

extra

  1. 00:14:206 (1,2,3,4,5,6) - these should work in 3's esp because 00:15:201 (1,2,3,4,5,6) - these are much more working in 3's
  2. 00:31:448 (2) - ya I'm just gonna suggest making these clickable again because "why not lol"
  3. 00:32:111 - you should consider making some kind of equality between these groups of 6 other than just nc, right now they are just kind of random sharp angled jumps without meaning behind which one is where and angled which way. this is probably more of a personal preference.

another.

  1. 00:08:072 (4,1) - you should avoid making the slider move in the same direction that the cursor is coming from.
  2. 00:32:111 - this is much more purposeful (in the good way :P)

insane

  1. 00:15:367 - skipping this beat doesn't really fit.

hard

  1. more of a general thing since you throw it in there every now and then 00:09:233 - this kind of break doesn't fit if you don't do it every time like here as well 00:11:222 -, and I'm sure you can find a reason where in the spots where you don't have the breaks make sense, you could also argue against the breaks such that you shouldn't have them. basically just make it more consistent than it currently is.
  2. 00:15:201 (1,2,3) - the only reason I'm pointing this out is because it looks like you care about it, to fix this increase the Stack Leniency to 8 (or some other higher number so this can stack.
  3. 00:25:811 (3,1) - this kind of overlapping triggers people super hard so try to avoid it (it happens more
akitoshi, ur not a real toshi so u don't get the fancy formatting
00:28:132 (1) - increase your tickrate to 2 when you are making these sliders so they can be more accurate. also if you do this kind of thing do it more often.

GL
posted

bor wrote:

this song is sooo cute \o/

General

  1. Should rename emilia's diffs to emilia's another, emilia's extra, emilia's ultra(or maybe make this one relevant to the song) emilia do something
  2. some diffs either don't have any hitsounds, or sections where hitsounds are missing, if you used hitsound copier on the ones where hitsounds seem to be missing, this is because if there is something off by 1ms( due to rounding errors when copy and pasting sliders/patterns) didn't bother with hitsounds, added some temporary ones with the copier

insane

  1. 00:15:367 - skipping this beat doesn't really fit. this was mapped on older build, lower audio so I wasn't able to hear the second piano. consider for later

hard

  1. more of a general thing since you throw it in there every now and then 00:09:233 - this kind of break doesn't fit if you don't do it every time like here as well 00:11:222 -, and I'm sure you can find a reason where in the spots where you don't have the breaks make sense, you could also argue against the breaks such that you shouldn't have them. basically just make it more consistent than it currently is. Slider on strong violin, no slider on no violin
  2. 00:15:201 (1,2,3) - the only reason I'm pointing this out is because it looks like you care about it, to fix this increase the Stack Leniency to 8 (or some other higher number so this can stack. fixed
  3. 00:25:811 (3,1) - this kind of overlapping triggers people super hard so try to avoid it (it happens more) i'll get second opinion bc I don't think that's an issue, + required for reading 1/3
GL
posted

bor wrote:

General

  1. Should rename emilia's diffs to emilia's another, emilia's extra, emilia's ultra(or maybe make this one relevant to the song)

    perhaps Emilia's Another (5*), Emilia's Extra can stay, Emilia's Pomegranate (because its derived from pomum granatum LOL)
no reply = fix

Emilia's "rextra"

  1. some spacing things don't make sense, for exmaple 00:10:559 (2,3,4,1) - 2, 3 is assumed strong beats in this jump centered map, though 1 has the loud sound.
  2. 00:17:522 (2,3) - 3 probably should be the largest of the jumps here.
  3. 00:25:148 (1,2) - this should just be a 1/1 slider to match the rhythm you did here 00:26:143 (1) - since these parts are so similar
  4. 00:27:469 (2) - also this is top diff, you can make this clickable. just when you do, don't worry about making them readable, a stack would probably work just fine.
    i didnt like it that the rest of the ranked granats had clickable beats there, because its pretty bad to play at least imo. might consider it
  5. 00:35:095 (1,2,3,4,5,6) - this pattern should be similar to the others (4 and 6 should be the psuedo stack imo), and yeah you kind of drop the pattern after this anyways which is d. yea not fixing cuz i didnt actually intend the pattern xd

extra

  1. 00:14:206 (1,2,3,4,5,6) - these should work in 3's esp because 00:15:201 (1,2,3,4,5,6) - these are much more working in 3's perhaps? but i like it how it is
  2. 00:31:448 (2) - ya I'm just gonna suggest making these clickable again because "why not lol" same as above :(
  3. 00:32:111 - you should consider making some kind of equality between these groups of 6 other than just nc, right now they are just kind of random sharp angled jumps without meaning behind which one is where and angled which way. this is probably more of a personal preference.
    yea preference for me too to keep
reext
osu file format v14

[General]
AudioFilename: granat.mp3
AudioLeadIn: 2000
PreviewTime: 281
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 281,6249,14206,16196,22164,24153,32111,40068
DistanceSpacing: 0.7
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.3

[Metadata]
Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:emilia's rextra
Source:
Tags:竜と炎の物語 清風明月 c85 seifuu meigetsu ryuu to honou no monogatari Dragon and Flame spboxer3
BeatmapID:1247103
BeatmapSetID:572387

[Difficulty]
HPDrainRate:6.9
CircleSize:4.6
OverallDifficulty:8.7
ApproachRate:9.1
SliderMultiplier:1.89999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"2hou works with anything.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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[Colours]
Combo1 : 0,183,91
Combo2 : 217,217,217
Combo3 : 248,58,58

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posted
The gap between normal and hard is quite high imo mostly in terms of rhythm and object density. Consider adding another diff inbetween

Normal
  1. 00:40:068 (1) - personally I think it would look better ot curve this a bit more
    great diff!

Hard
  1. 00:24:153 - For this section I think it would be better to use 1.1 DS for 1/2 beat spacing. To increase spacing between objects such as 00:25:811 (3,1) a tiny bit, atm the "every so slight overlap" isn't visually appealing

Insane
  1. 00:04:591 (2,2) - Is the non stack intentional?
  2. 00:39:074 (1) - move down a bit so the spacing between 00:38:908 (5,1) and 00:38:742 (4,1) is the same. https://osu.ppy.sh/ss/7683356 It looks better structurally
[]The structure of the diffs are very nice, GL!
posted

Kisses wrote:

The gap between normal and hard is quite high imo mostly in terms of rhythm and object density. Consider adding another diff inbetween ffs more diffs, i'll ask again

Hard
  1. 00:24:153 - For this section I think it would be better to use 1.1 DS for 1/2 beat spacing. To increase spacing between objects such as 00:25:811 (3,1) a tiny bit, atm the "every so slight overlap" isn't visually appealing done

Insane
  1. 00:04:591 (2,2) - Is the non stack unintentional? Yup, I stack 1/1s normally when needed, but I haven't had any need besides there.
  2. 00:39:074 (1) - move down a bit so the spacing between 00:38:908 (5,1) and 00:38:742 (4,1) is the same. https://osu.ppy.sh/ss/7683356 It looks better structurally done
[]The structure of the diffs are very nice, GL!
Thanks!
posted
im right on time

sorry for being late real life's a bitch

[Akitoshi]

00:17:190 (3,4) - seems better as 1/2 slider + circle instead, this way you give more contrast with 00:19:180 (3,4) - which has the more obvious 3/4 sound in it.

k this is like legit the 10th diff of yours ive modded in a short timespan what the fuck

[Hard]

00:00:612 (2,3,4) - could rotate this and make a diamond pattern and use that to place 1? like this - http://osu.ppy.sh/ss/7716162 (3 is where 1 would go)
00:03:596 (2,3) - you're following DS here but this particular spacing looks kinda ugly to me, try using 1.0 instead?
00:14:206 (1,2,1) - use 120 degree rotations instead of whatever you used for this, would look way better - https://osu.ppy.sh/ss/7716183
00:26:640 (2,1) - ctrl+down and ctrl+right this twice so that the distance isnt messed up by the stack

[Ascendance]

00:03:596 (2) - consider reverting to full speed on this slider instead, as the music picks back up in intensity pretty quickly
00:09:564 (2) - eh..would prefer the red tick in there to be clickable considering the drum
00:21:998 (4) - dont like the rhythm here, 00:22:164 - is certainly stronger than 00:21:998. Consider ctrl+ging the rhythm of 00:21:832 (3,4).
00:39:074 (4) - not consistent with the rest of your rhythm for this part (circle on the downbeat then 1/2 repeat slider on the red tick)

Consider silencing the tails of your 3/4 sliders

[Insane]

00:00:779 (3,1) - you dont have to change this, but a tip for the future is that if you ctrl+shift+s to convert 00:01:275 (1) - to a stream, you can overlap 00:00:779 (3) - with the circle that's in the center of the stream and you'll have a perfect overlap pattern.
^Although, you should fix this just by fixing the blanket of 00:01:275 (1) - with 00:00:613 (2) - thanks to the magic power of circles

00:04:592 (2,2) - stack? they're being blanketed by the same slider so they should be in the same position.

00:07:906 (4,1,3) - if you can get these 3 objects to have the same visual spacing, that would be awsome. this - https://osu.ppy.sh/ss/7716259
That's only the first step, it would be neat if 00:07:906 (4,5) - were stacking, no? do some more magic and blam, we get something like this - https://osu.ppy.sh/ss/7716271. (https://osu.ppy.sh/ss/7716280 is the original for reference)

you get a sense of neatness if objects have similar gaps between them. Of course, it's not required by any means, but I think it would help make some of your patterns look a lot neater if you try doing it. 00:16:196 (1,2,3,4,5) - for example looks nice and clean. Something like 00:12:217 (1,2,3,4,5) - does not.

00:15:201 (1) - I get what you're going for but this feels like forced undermapping to me. Not a fan. If you think 00:14:206 (1,2,3,1,2,3) - deserves the intensity of circles, then so does 00:15:201 (1). Both measures have the extended violin(?) sound on it. Maybe you could try using

00:25:811 (2,1) - missed blanket?

not bad, feel like if you clean up some patterns it would look a lot better visually.

[Emilia's Another]

hey Emilia whats up

just make it ar 8, i love ar 8

good diff, only thing i guess is that the players aren't babies so you can use circles for the 1/3 instead of reverse sliders. they should be able to hit it.

[emilia's eXtrA]

how are you gonna go harder than this lol

00:03:596 (2) - smh make circles
00:06:746 (2,3) - rotate like -15 for improved visual flow?
00:09:896 (3,1) - try doing an angle blanket here - https://osu.ppy.sh/ss/7716327

in my personal opinion this is a bit excessive but this is 2017 so who cares l U l

[pomergraneteate]

oh come on still no 1/3 circles instead of reverse sliders o _o
this diff is literally the previous diff except the jumps are like slightly bigger so the SR is slightly higher. doesnt really need to exist, but again its 2017 so w/e lul

good luck Sinnoh, solid set you've got here.
posted

Hobbes2 wrote:

im right on time

sorry for being late real life's a bitch

[Ascendance]

00:03:596 (2) - consider reverting to full speed on this slider instead, as the music picks back up in intensity pretty quickly Sure thing. I NC'd it as well to signify the shift in SV
00:09:564 (2) - eh..would prefer the red tick in there to be clickable considering the drum Adjusted!
00:21:998 (4) - dont like the rhythm here, 00:22:164 - is certainly stronger than 00:21:998. Consider ctrl+ging the rhythm of 00:21:832 (3,4). Made things circles.
00:39:074 (4) - not consistent with the rest of your rhythm for this part (circle on the downbeat then 1/2 repeat slider on the red tick) Stuff

Consider silencing the tails of your 3/4 sliders sinnoh help

good luck Sinnoh, solid set you've got here.
Thank you!

osu file format v14

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Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:Ascendance's Light Insane
Source:
Tags:Akitoshi Corinn Ascendance Emilia Estellia 竜と炎の物語 清風明月 c85 seifuu meigetsu ryuu to honou no monogatari Dragon and Flame
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posted
[General]
  1. Kinda sad that the last half of the map has 0 hitsounds to follow the piano correctly, feels really empty.


[Emilia's Pomegranate]
00:06:083 (5) - please reduce the spacing of this note, it doesn't need such emphasis.
00:18:682 (3,4) - kinda unconfortable to play, maybe you can replace the 1/2 slider by 2 circles instead like you usually do previously?
00:19:677 (2,3) - is that low spacing is here for some reasons?
00:39:737 (5) - reduce spacing of this note please a bit.

[Emilia's Extra]
00:04:922 (3,1) - flow problem here, the transition you make with 00:04:922 (3) - is going down, but you actually going upwards, which feels unconfortable to play since you won't follow the whole slider here.

[Expert]
00:10:891 (4,2) - try to avoid this overlap please?
wow that diff is really cool!

[Emilia's Another]
00:17:025 (4,1) - spacing is really low, consider reducing 00:17:025 (4) - this cause it needs less emphasis, so 00:17:190 (1) - 's clap can have his proper clap emphasis correctly.
00:20:174 (1) - can you make this shape more even please ?
00:35:592 (1,1,1,1,1) - why the comboing here is unconsistent with your other diffs ?

[Insane]
00:25:148 (1) - there's no sound on slider end
00:29:127 (1) - ^
00:33:105 (1) - move it slightly on the left to avoid small overlap with 00:32:442 (2) - approch's xd
nice diff too!

[Ascendance's Light Insane]
Ascendance big fan!!1
00:01:938 (3) - this shouldn't end on blue tic dude, there's litterally no sound, or just mute slidr end idk. i'd consider removing the slider and only placing one circle.
00:03:596 (2) - x96 y60
00:04:259 (1) - stack the end on 00:03:928 (3) - 's head pls
00:09:564 (2) - dafuq is that rythmn, you skip clap 00:09:730 - here..
00:30:784 (1,3) - stack
00:40:068 (1,2,3) - make those reverse maybe
[]
GL~
posted
til i make good expert

Hobbes2 wrote:

im right on time

sorry for being late real life's a bitch

[Hard]

00:00:612 (2,3,4) - could rotate this and make a diamond pattern and use that to place 1? like this - http://osu.ppy.sh/ss/7716162 (3 is where 1 would go) I only want that loud xylophone clickable for when it's available
00:03:596 (2,3) - you're following DS here but this particular spacing looks kinda ugly to me, try using 1.0 instead? reduced
00:14:206 (1,2,1) - use 120 degree rotations instead of whatever you used for this, would look way better - https://osu.ppy.sh/ss/7716183 not sure what you're asking because I am using 120 degree rotations already, but polished up spacing anyway
00:26:640 (2,1) - ctrl+down and ctrl+right this twice so that the distance isnt messed up by the stack my right key is broken ;-;

[Insane]

00:00:779 (3,1) - you dont have to change this, but a tip for the future is that if you ctrl+shift+s to convert 00:01:275 (1) - to a stream, you can overlap 00:00:779 (3) - with the circle that's in the center of the stream and you'll have a perfect overlap pattern. til, I would have applied this, but that'd ruin the straight line from 00:00:281 (1) -. Doesn't make too much of a difference so I'll leave it
^Although, you should fix this just by fixing the blanket of 00:01:275 (1) - with 00:00:613 (2) - thanks to the magic power of circles i don't see how this blanket can be improved further besides 1x ctrl-down

00:04:592 (2,2) - stack? they're being blanketed by the same slider so they should be in the same position. yup

00:07:906 (4,1,3) - if you can get these 3 objects to have the same visual spacing, that would be awsome. this - https://osu.ppy.sh/ss/7716259
That's only the first step, it would be neat if 00:07:906 (4,5) - were stacking, no? do some more magic and blam, we get something like this - https://osu.ppy.sh/ss/7716271. (https://osu.ppy.sh/ss/7716280 is the original for reference) did the straight line thing

you get a sense of neatness if objects have similar gaps between them. Of course, it's not required by any means, but I think it would help make some of your patterns look a lot neater if you try doing it. 00:16:196 (1,2,3,4,5) - for example looks nice and clean. Something like 00:12:217 (1,2,3,4,5) - does not. all of these were placed randomly, polishing time

00:15:201 (1) - I get what you're going for but this feels like forced undermapping to me. Not a fan. If you think 00:14:206 (1,2,3,1,2,3) - deserves the intensity of circles, then so does 00:15:201 (1). Both measures have the extended violin(?) sound on it. Maybe you could try using i think you didn't finish your
But as for why I did this, I literally cannot hear the second measure of high pitched sounds, hence why I didn't map them on any of my diffs. I'll assume that they are less intense if there are any, so they aren't mapped.


00:25:811 (2,1) - missed blanket? fixerood

[expert]
literally perfect

not bad, feel like if you clean up some patterns it would look a lot better visually. ffs i hate polishing patterns lol

good luck Sinnoh, solid set you've got here. thanks!

Sotarks wrote:

[General]
  1. Kinda sad that the last half of the map has 0 hitsounds to follow the piano correctly, feels really empty. WIP, aka too lazy rn


[Expert]
00:10:891 (4,2) - try to avoid this overlap please? fix
wow that diff is really cool! i can't tell if this is sarcasm because of how it's written

[Insane]
00:25:148 (1) - there's no sound on slider end will add green point to reduce volume, but there's enough sound on the first one.
00:29:127 (1) - ^
00:33:105 (1) - move it slightly on the left to avoid small overlap with 00:32:442 (2) - approch's xd fixed
nice diff too!

GL~ thanks!
posted
M4M. :)

This is my first time really modding, so...expect what you expect.

Akitoshi's Normal
00:24:153 - Because of the sudden dynamic dip in the music, I would suggest accommodating for that with quieter hitsounds -- maybe bring it from 50% to 40%, like in Hard.
Hard
00:00:281 (1,2,3) - This phrase is identical to the one that succeeds it, yet the object placement is different. I think changing it so that it's the same rhythm as 00:01:275 (1,2,3) would flow better.
00:24:153 - I think the distance snap that you default to here can afford to be a bit larger. Some of the objects feel a bit too close together.
00:32:111 - You decrease the hitsound volume yet increase the default distance snap. Any particular reason why these elements go in opposite directions? If not, I think it would make more sense to either decrease the default snap or inherit what you had from the last section.
Ascendance's Light Insane
00:00:778 (2,3) - The white tick on (2)'s slider-end feels to me like a more important beat than the red tick that immediately succeeds it. The way it's mapped emphasizes the less important beat. I think a rhythm like this would make more sense:
00:01:938 (3,1) - I don't see why you have (3) as an extended slider. I don't see it emphasizing any particular note or rhythm. If you keep it as an extended slider, though, you should bring (1) closer to the slider end so that there's some more overlap. (You could also make it further away, but since this is light insane, I would favor making it closer: it's easier to read.)
00:03:928 (2) - Maybe pull this down so that the head directly meets the tail of the next slider? This would be at x=159 y=170.
00:03:928 (2,2) - Objects are a bit too close...although I have the same rhythmic qualms with this as I did in the beginning. I would suggest a circle followed by a half slider (that's what they're called right? I'm bad at remembering lingo) rather than a half slider followed by a circle.
00:14:206 (1,2,3,4) - I just wanted to give you kudos for this pattern: it's very symmetric and sexy.

Everything else looks good.
Insane
00:22:330 (2,1) - Placing these two circles closer together would emphasize the subsequent strong beat more.
Emilia's Another
00:24:153 - The hitsound volume goes from 50% to 15% and immediately back to 50%. Is there a reason for this? I think the volume where I highlighted should be at around 40%, since the music's softer here. Also, don't forget to add hitsounds to this section.
00:34:100 - Before here, the beat movements and NC's asserted a 3-2 subdivision. The beats went (1, 2, 3), (1, 2, 3), (1, 2), (1, 2), (1, 2). But after this point, it switches rhythm even though the musicality stays largely the same. Why did you switch like that? I was expecting (1, 2), (1, 2), (1, 2) at 00:35:095, and I think with the way you established the rhythmic idea, that would be universally more intuitive and more reflective of the song.
Expert
00:38:079 (1,2,3,4,5,6) - This is the only combo that doesn't have locally consistent rotational flow. If this is intentional, you may want to emphasize the differentiation with new combos on (3) and (5).
Emilia's Extra
00:33:105 (1,2,3) - The combos before and after this point exhibited an interesting pattern -- that is, (1) and (3) came back to close to the same spot. What I highlighted here deviates from that pattern. Any particular reason why? I think that would be an interesting motif to extend throughout the entire phrase.
Emilia's Pomegranate
00:35:095 (1,2,3,4,5,6) - Like in extra, you had an interesting motif going on up to this point. This time, (4) and (6) would bounce back to the same spot. This pattern changes that, though, and I don't really see why. The patterns after that don't appear to be related to one another anymore either. I think maintaining that idea throughout would be a nice touch.


Good luck!
posted
dafuq just use normal english it's not the first language for everyone here
posted

Sinnoh wrote:

dafuq just use normal english it's not the first language for everyone here
I was like, "get a translator then," but then I read the mod

now I'm like "lol"
posted

Sinnoh wrote:

dafuq just use normal english it's not the first language for everyone here
I'm sorry. I didn't know your English was limited. It wasn't my intention to be overly verbose; that's just how I normally write.

If you want, I can revisit the points I made and try and generalize my suggestions and simplify the wording. If you can't understand what I'm saying, then I'm not doing you any good.
posted

Sotarks wrote:

[General]
  1. Kinda sad that the last half of the map has 0 hitsounds to follow the piano correctly, feels really empty.


[Ascendance's Light Insane]
Ascendance big fan!!1 Dad <3
00:01:938 (3) - this shouldn't end on blue tic dude, there's litterally no sound, or just mute slidr end idk. i'd consider removing the slider and only placing one circle. Muted the slider end. I really like the extended slider for the held sound, so I think the 3/4 is okay.
00:03:596 (2) - x96 y60 Okay
00:04:259 (1) - stack the end on 00:03:928 (3) - 's head pls This is intended, I really like the way the slidershape of 00:03:928 (2) - follows that of 00:04:259 (1) - . It's aesthetic or something like that
00:09:564 (2) - dafuq is that rythmn, you skip clap 00:09:730 - here.. Not sure I understand what you mean here. The clap sound is on the head of 00:09:730 (3) - :o
00:30:784 (1,3) - stack Whoops
00:40:068 (1,2,3) - make those reverse maybe Distance gradually decreases with circles through this last part here, I think it's ok!
[]
GL~

ARenaissance wrote:

M4M. :)

This is my first time really modding, so...expect what you expect.

[Ascendance's Light Insane]
00:00:778 (2,3) - The white tick on (2)'s slider-end feels to me like a more important beat than the red tick that immediately succeeds it. The way it's mapped emphasizes the less important beat. I think a rhythm like this would make more sense: I see what you're getting at here, but this first segment of 4 notes at 00:00:281 (1,2,3,1) - is opting to follow the guitar sounds in the background with 00:01:275 (1) - as the highest emphasis point.
00:01:938 (3,1) - I don't see why you have (3) as an extended slider. I don't see it emphasizing any particular note or rhythm. If you keep it as an extended slider, though, you should bring (1) closer to the slider end so that there's some more overlap. (You could also make it further away, but since this is light insane, I would favor making it closer: it's easier to read.) Yeah, I overlapped it a bit to make it easier to read. Kept the extended slider as explained above in Sotarks' mod.
00:03:928 (2) - Maybe pull this down so that the head directly meets the tail of the next slider? This would be at x=159 y=170. I adjusted it above in Sotarks' mod, but basically the two overlapping sliderpaths was the aim of this structure here.
00:03:928 (2,2) - Objects are a bit too close...although I have the same rhythmic qualms with this as I did in the beginning. I would suggest a circle followed by a half slider (that's what they're called right? I'm bad at remembering lingo) rather than a half slider followed by a circle. Adjusted the spacing by blanketing a previous object.
00:14:206 (1,2,3,4) - I just wanted to give you kudos for this pattern: it's very symmetric and sexy. Thanks a bunch <:

Everything else looks good.[/box]

Good luck!
Thank you guys for modding! Also @Sinnoh and F1r3tar, please don't be rude :( It's not hard to figure out what he's saying. English isn't my first language either. If you can't understand it, you can always follow up with him in a PM instead. Personal attacks aren't necessary!

osu file format v14

[General]
AudioFilename: granat.mp3
AudioLeadIn: 2000
PreviewTime: 281
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 281,6249,14206,16196,22164,32111,40068
DistanceSpacing: 1.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.3

[Metadata]
Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:Ascendance's Light Insane
Source:
Tags:Akitoshi Corinn Ascendance Emilia Estellia 竜と炎の物語 清風明月 c85 seifuu meigetsu ryuu to honou no monogatari Dragon and Flame
BeatmapID:1255280
BeatmapSetID:572387

[Difficulty]
HPDrainRate:4.5
CircleSize:3.8
OverallDifficulty:7.5
ApproachRate:8.6
SliderMultiplier:1.69999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"2hou works with anything.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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24070,-100,3,2,2,20,0,0
24152,-133.333333333333,3,2,3,40,0,0
29127,-200,3,2,3,40,0,0
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30619,-200,3,2,3,40,0,0
30784,-133.333333333333,3,2,3,40,0,0
32111,-100,3,2,2,20,0,0
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36255,-100,3,2,2,30,0,0
39985,-100,3,2,2,5,0,0
40068,-166.666666666667,3,2,2,20,0,0
42058,-166.666666666667,3,2,3,20,0,0


[Colours]
Combo1 : 0,183,91
Combo2 : 217,217,217
Combo3 : 248,58,58

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posted

Hobbes2 wrote:

[Emilia's Another]

hey Emilia whats up hi w0ts good

just make it ar 8, i love ar 8 will consider(?) but its 5* waht the heck

good diff, only thing i guess is that the players aren't babies so you can use circles for the 1/3 instead of reverse sliders. they should be able to hit it. i actually prefer reverse slider cuz tapping all the notes is very very weird for me

[emilia's eXtrA]

how are you gonna go harder than this lol

00:03:596 (2) - smh make circles ^ - _
00:06:746 (2,3) - rotate like -15 for improved visual flow? i think it realy doesnt matter
00:09:896 (3,1) - try doing an angle blanket here - https://osu.ppy.sh/ss/7716327 ^

in my personal opinion this is a bit excessive but this is 2017 so who cares l U l yea dude

[pomergraneteate]

oh come on still no 1/3 circles instead of reverse sliders o _o
this diff is literally the previous diff except the jumps are like slightly bigger so the SR is slightly higher. doesnt really need to exist, but again its 2017 so w/e lul
i actually just accidentally mapped 2 extras and sinnoh took both . . .

Sotarks wrote:

[Emilia's Pomegranate]
00:06:083 (5) - please reduce the spacing of this note, it doesn't need such emphasis. its already a reduction of distance from 3->4, and i want to retain momentum
00:18:682 (3,4) - kinda unconfortable to play, maybe you can replace the 1/2 slider by 2 circles instead like you usually do previously? uhh if you actually saw the map you'd see that there are other 1/2 sliders in the same rhythm?
00:19:677 (2,3) - is that low spacing is here for some reasons? no, just blanket. might consider changing
00:39:737 (5) - reduce spacing of this note please a bit. retaining momentum

[Emilia's Extra]
00:04:922 (3,1) - flow problem here, the transition you make with 00:04:922 (3) - is going down, but you actually going upwards, which feels unconfortable to play since you won't follow the whole slider here. players dont track the entire slider lmao

[Emilia's Another]
00:17:025 (4,1) - spacing is really low, consider reducing 00:17:025 (4) - this cause it needs less emphasis, so 00:17:190 (1) - 's clap can have his proper clap emphasis correctly. i made it antiflow so it felt weirder to play
00:20:174 (1) - can you make this shape more even please ? whats the point
00:35:592 (1,1,1,1,1) - why the comboing here is unconsistent with your other diffs ? patterns??

ARenaissance wrote:

[Emilia's Another]
00:24:153 - The hitsound volume goes from 50% to 15% and immediately back to 50%. Is there a reason for this? I think the volume where I highlighted should be at around 40%, since the music's softer here. Also, don't forget to add hitsounds to this section. sinnoh can u check this
00:34:100 - Before here, the beat movements and NC's asserted a 3-2 subdivision. The beats went (1, 2, 3), (1, 2, 3), (1, 2), (1, 2), (1, 2). But after this point, it switches rhythm even though the musicality stays largely the same. Why did you switch like that? I was expecting (1, 2), (1, 2), (1, 2) at 00:35:095, and I think with the way you established the rhythmic idea, that would be universally more intuitive and more reflective of the song. was for the patterns but i might consider making all my patterns just 6-combo'd

[Emilia's Extra]
00:33:105 (1,2,3) - The combos before and after this point exhibited an interesting pattern -- that is, (1) and (3) came back to close to the same spot. What I highlighted here deviates from that pattern. Any particular reason why? I think that would be an interesting motif to extend throughout the entire phrase. doubt players will catch it anyways, and it'd be boring

[Emilia's Pomegranate]
00:35:095 (1,2,3,4,5,6) - Like in extra, you had an interesting motif going on up to this point. This time, (4) and (6) would bounce back to the same spot. This pattern changes that, though, and I don't really see why. The patterns after that don't appear to be related to one another anymore either. I think maintaining that idea throughout would be a nice touch. similarly to above
omg no change
posted

Emilia wrote:

omg no change say wat

ARenaissance wrote:

[Emilia's Another]
00:24:153 - The hitsound volume goes from 50% to 15% and immediately back to 50%. Is there a reason for this? I think the volume where I highlighted should be at around 40%, since the music's softer here. Also, don't forget to add hitsounds to this section. sinnoh can u check this still removing the extra stuff spboxer3 put in his timeline lol

Ascendance wrote:

Thank you guys for modding! Also @Sinnoh and F1r3tar, please don't be rude :( It's not hard to figure out what he's saying. English isn't my first language either. If you can't understand it, you can always follow up with him in a PM instead. Personal attacks aren't necessary! pls it's only a meme my english is A+ from watching all them americanese cartoons

ARenaissance wrote:

M4M. :)

This is my first time really modding, so...expect what you expect. this was not what i expected

[Hard]
00:00:281 (1,2,3) - This phrase is identical to the one that succeeds it, yet the object placement is different. I think changing it so that it's the same rhythm as 00:01:275 (1,2,3) would flow better. the guitar reaches the highest point at 00:01:275 (1) - , so I'm using a 1/1 to emphasise it
00:24:153 - I think the distance snap that you default to here can afford to be a bit larger. Some of the objects feel a bit too close together. quieter part in the song = lower spacing
00:32:111 - You decrease the hitsound volume yet increase the default distance snap. Any particular reason why these elements go in opposite directions? If not, I think it would make more sense to either decrease the default snap or inherit what you had from the last section. sounds better because they having similar tone, but second has higher density. Although I changed it to be a little more normal.

[Insane]
00:22:330 (2,1) - Placing these two circles closer together would emphasize the subsequent strong beat more. if it was closer it would be read as a 1/2 rhythm, since all the other parts all use that distance.

[Expert]
00:38:079 (1,2,3,4,5,6) - This is the only combo that doesn't have locally consistent rotational flow. If this is intentional, you may want to emphasize the differentiation with new combos on (3) and (5). flow is changed to emphasise the high piano, and I don't do the 1,2,1,2 NC pattern because i hate it lol

Good luck! thank
it appears the only changes being made to the set are hitsounds
posted

bor wrote:

akitoshi, ur not a real toshi so u don't get the fancy formatting ? what do you mean "real" toshi?
00:28:132 (1) - increase your tickrate to 2 when you are making these sliders so they can be more accurate. also if you do this kind of thing do it more often. tick rate 2 isn't nice for this song, well k i did some other shapes for you

Kisses wrote:

Normal
  1. 00:40:068 (1) - personally I think it would look better ot curve this a bit more sure
    great diff! thanks!

Hobbes2 wrote:

[Akitoshi]

00:17:190 (3,4) - seems better as 1/2 slider + circle instead, this way you give more contrast with 00:19:180 (3,4) - which has the more obvious 3/4 sound in it. ok

k this is like legit the 10th diff of yours ive modded in a short timespan what the fuck I have no life

ARenaissance wrote:

Akitoshi's Normal
00:24:153 - Because of the sudden dynamic dip in the music, I would suggest accommodating for that with quieter hitsounds -- maybe bring it from 50% to 40%, like in Hard. ok
thanks boiz

code
osu file format v14

[General]
AudioFilename: granat.mp3
AudioLeadIn: 2000
PreviewTime: 281
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.3

[Metadata]
Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:Akitoshi's Normal
Source:
Tags:Akitoshi Corinn Ascendance Emilia Estellia 竜と炎の物語 清風明月 c85 seifuu meigetsu ryuu to honou no monogatari Dragon and Flame
BeatmapID:1246373
BeatmapSetID:572387

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:4
ApproachRate:4.5
SliderMultiplier:1.09999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"2hou works with anything.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]
281,331.5649867374,3,2,2,50,1,0
24152,-100,3,2,0,40,0,0
32111,-100,3,2,2,15,0,0
32152,-100,3,2,2,25,0,0
36090,-100,3,2,2,15,0,0
36131,-100,3,2,2,25,0,0
38079,-100,3,2,2,30,0,0
38576,-100,3,2,2,25,0,0
39074,-100,3,2,2,20,0,0
39571,-100,3,2,2,15,0,0
40068,-100,3,2,2,15,0,0
42058,-100,3,2,3,15,0,0


[Colours]
Combo1 : 0,183,91
Combo2 : 217,217,217
Combo3 : 248,58,58

[HitObjects]
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46,140,2933,1,2,0:0:0:0:
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217,322,5917,1,2,0:0:0:0:
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396,186,42058,5,4,0:0:0:0:
posted
Hello There!

Standard Difficulties




[ Akitoshi's Normal]
  1. 00:03:265 (3,4) - Not having the downbeat on the held note makes it feel underwhelming while giving a less prominent beat clickability in the form of this slider 00:03:596 (4) - Hinders the structure here. I Suggest making a 1/2 slider starting on the downbeat and then a circle here 00:03:928 - instead
  2. 00:21:169 (3,4) - You should have gone for a 3/2 slider here instead like all previous measures that followed a similar rhythm, like here 00:19:180 (3,4) - or 00:17:190 (3,4) - . Nothing in the music indicates that this certain measure should be any different
  3. 00:27:137 (2,3) - Similar to my first point, i believe the downbeat should have had the held slider object instead of the less prominent beat that follows
  4. 00:31:116 (2,3) - This is a recurring pattern. I Feel like im intruding in your mapping style. However i will stay adamant on the fact that having the 1/2 slider on the downbeat instead with surely make it more noticable
  5. 00:37:084 (2) - The beat 00:37:416 - here is really prominent so i encourage having a reverse like these 00:35:094 (2) - here as well
  6. clean map w
[ Hard]
  1. 00:00:612 (2,3) - , 00:04:591 (2,3) - Fiddling around with these placements, i realized that ctrlg'ing the circles resulted in a more fluid transition through these objects. Doesnt hurt to try!
  2. 00:03:596 (2,3) - I Dont see any particular reason you dropped the DS for this object alone. Feels like an inconsistency that is just asking to be fixed
  3. 00:07:906 (3,1) - Here you break the "2.00x DS jump every 2 downbeats" principle you had going on in previous measure so this sudden expected jump can throw off players. I'd suggest that you stay consistent to what you introduce in the map
  4. 00:09:897 (3,1) - 1.60x DS out of nowhere when the DS of previous measures fluctuated around 1.20x and 2.00x, each to their respective beats. Should be adjusted to be honest. Edit : 00:10:227 (1,1) - this is a repeated occurence. However the fact that you choose to break the principle you introduced in the start hinders the map's structure. I'd say either rework the 1.20 DS downbeats in the beginning, or the ones herem, should you agree with my reasoning
  5. 00:11:223 (1) - Should have had about 2.10x DS for consistency
  6. 00:14:207 (1,2,1) - I avoid pointing out aesthetics, however i feel like this pattern could have been so much more than what was executed. Firstly i believe curved sliders instead of red anchored ones would have worked wonders, since they definitely compliment the melody of the song better. As such, playing around with curved sliders and blankets will give this really nice idea for a pattern a nice touch
  7. 00:16:196 (1) - Shouldnt this have been 2.00 - 2.10 x DS for consistency
  8. 00:25:811 (3,1) - Downbeat in this section could have been emphasised way more than a 0.10x DS increase. This applies to all downbeats with this minimal DS increase
  9. 00:27:468 (2,3) - Another random inconsistency with the 1/3, due to slider leniency i doubt the 0.20x DS increase would have much impact on actual playability
  10. 00:32:111 - From this part and on the rhythm could really use some polishing, mainly cause of the beats that are actually being made clickable and the overall DS Structure. Namely, I Will give examples in the following points
  11. 00:32:111 (1,2,3,4) - Even though i completely agree with this rhythms integrity, the following one here 00:33:106 (1,2,3,4) - fails to compliment the song in my opinion. To be specific, the distinct guitar string thats apparent in this pattern, in contrast with the previous makes it so having 3 1/2 altogether will work better with the music itself, as the guitar string is more prominent than the constant 1/2 beat going on. In short, 00:33:769 (3,4) - this could have been a 1/2 slider as well. Same applies for 00:35:095 (1,2,3,4) - and 00:37:084 (1,2,3,4) -
  12. Also, the DS in this section could have been so much more in terms of intesity. This is, in my opinion, the most prominent section of the map and as such it should have noticable spacing. The spacing on the downbeats feels lackluster compared to the rest of the map while the music is only getting stronger. It wont really change anything if i link timestamps as this is an issue that regards this whole section
[ Ascendance's Light Insane]
  1. 00:01:938 (3,1) - In my opinion there is nothing that the music provides that directly correlates with the use of the 1/4 snap here. It feels unnatural to click and has only been chosen as a rhythm choice 3 times in the whole map, the other being in the exact following measure. I Feel like scrapping the whole 1/4 snap in general will improve map structure in terms of rhythm
  2. 00:03:928 (2,1) - You could directly stack the (1) sliderend with (2) slider head. Since this classifies as a "Light insane" I Reckon the DS shouldnt be so rigid. Either way the downbeat is on a new stanza so this extra bump in the spacing doesnt do much harm to overall beatmap strain
  3. 00:10:725 (2) - Moving to somewhere along the lines of x:232|y:240 would improve the transition between the objects, flow-wise
  4. 00:11:554 (2) - I Dont really understand the sudden SV drop here, was this intentional? If it was, nothing in the music correlates to it being so slow compared to the normal SV you use throughout the map
  5. 00:16:859 (3,4) - Would have worked better if you incorporated circlular flow here since the previous objects did use that. flow as it is feels really sharp
  6. 00:22:993 (4,5,6) - The sliderend has a beat of equal strength as the sliderhead.As such, I Feel like this should play better if it was 2 seperate circles
  7. 00:31:448 (3,4,5,6) - Introducing a 1/3 stream so late into the map can throw people off in an instant, since all past occurences of a 1/3 beat were expressed as a 1/3 reverse.
  8. 00:33:105 (1) - This downbeat isnt differentiated in spacing intensity than previous red/white ticks. You should readjust. Similar point applies for....every downbeat in this section. Im skeptical about how you handled downbeats here
  9. 00:38:742 (3,4,5) - The downbeat is overshadowed by the next jump since it has drastically more spacing.
  10. Nice platter tbh w
[ Insane]
  1. 00:01:939 (3,1) - Really sharp of a jump between sliders so im unsure of this flow created here
  2. 00:03:928 (4,1) - More spacing should have been justified here
  3. 00:07:824 (3) - I really dont hear anything on this blue tick :(
  4. 00:08:570 (2,3,4,5) - These sets of jumps, albeit having nice flow and positioning, they overshadow the following downbeat since 00:09:122 (5,1) - this jumps inherently has less spacing than previous jumps but its the downbeat jump, so it throws me off. Try to rearrange these jumps so as 00:09:122 (5,1) - this jump is emphasized
  5. 00:10:559 (2,3,4,5,1) - Similar point, the downbeat is underemphasized
  6. 00:11:719 (2) - Move to x:452|Y:36 for a better transition
  7. 00:15:201 (1) - Having a slow sv slider when the rhythm you followed with previous objects still goes on kills all the momentum built up and doesnt compliment the song that well
  8. 00:21:003 (5) - Something like x:324|Y:204 so as to make this jump sharper, as it was it hindered emphasis since the jump was fully vertical
  9. 00:21:169 (1) - Also this is kind offscreen
  10. 00:28:961 (4,1) - Deserves way more emphasis than the one Provided
  11. Judging by the style of them, I have no problem with the following jumps
[ Emillia's Another]
  1. 00:02:270 (1) - Perhaps a 120 degree rotation would have done the trick nicely
  2. 00:03:099 (5,1) - Why is it that the jump that should have had the most spacing in the pattern has the least spacing. You should investigate
  3. 00:09:730 (2,1) - maybe something like this for the added aesthetic touch
  4. 00:11:885 (3) - Perhaps a -120 rotation for a more circlular flow. As it is, it doesnt really bode well with the whole style of the map
  5. 00:23:158 (1) - Move it up a bit so there isnt so much of an overlap between the objects
  6. 00:24:153 (1) - After this point, the music is considerably calmer, with the noticable removal of the drum. However the jumps still have the same intensity as the previous section. I Feel like the overall strain here should be reduced.
  7. 00:35:095 (1,2,3,1,2,3) - Shouldnt this have been emphasized with the guitar string in mind? Kinda like 00:33:105 (1,2,1,2,1,2) - or 00:37:084 (1,2,1,2,1,2) -
[ Expert]
  1. 00:12:880 (4,5) - Should be increased as spacing, feels lackluster in comparison with previous jumps
  2. 00:15:864 (3) - Stack with 00:14:869 (2) - for the more even distribution of spacing
  3. 00:24:651 (4,5) - Going for a sharp vertical jump all of a sudden while having circlular flow isnt really consistent
  4. 00:25:646 (2) - Feels like a filler note since its between 2 really strong clickable objects
  5. The jumps at the end play fine most of the time how ever at times the spacing fluctuates so rapidly there isnt any consistent pattern of jump increase and decrease. Although thats pretty subjective, you could still fine tune some placements
[ Emillia's Extra]
  1. 00:03:596 (2,3) - Should be closer, due to the nature of the first slider slider leniency doesnt really help here cause of the pure distance between objects. You should reduce a bit
  2. 00:08:735 (2) - Just a suggestion, but maybe something like moving this circle to x:405|y:338 this can improve flow as well as make the following jump here 00:09:233 (3,1) - more noticable. Should you switch this placement, adjust this blanket 00:08:901 (3) - for an aesthetic touch
  3. 00:15:532 (3,4,5,6) - Your jumps angles became less sharp here in a rather unexpected moment. Id recommend you stick with sharper jumps. For example placing 00:15:698 (4) - on x:224|y:48
  4. 00:29:127 (1,2) - Here you decided not to map this part, which was the right call IMO, however here 00:25:148 (1,2,3,4) - its mapped, making it feel inconsistent and overdone. Find a way to balance the object placements in these measures, as they provide similar music samples to map ( or in this case, not to map ;p)
  5. Only noticable objection i have with the jumps is that this 00:35:095 (1,2,3) - set of jumps doesnt directly follow the concept of all the other jumps, make them sharper to better correlate with the previous and following patters
[ Emillia's Pomegranate]
  1. 00:23:158 (1,2) - Definitelly will work better as a 1/2 slider instead
  2. 00:28:132 (1,2,3,4,5,6,1) - Sections like this should definitely be nerfed to compliment this calmer section of the song better
  3. I Really like your jumps in 1/2 spam in the end

Catch The Beat Difficulties




[ Cup]
  1. 00:01:274 (1) - Unnecesary NC here? I Dont think it was intended
  2. 00:02:270 (1) - shouldnt it be 1.20x DS like previous downbeats
  3. 00:06:912 (2,3) - This jump isnt really contrasted with previous jump, even though this is the downbeat
  4. 00:27:469 (4) - As long as you make the movement simple, there isnt any reason not to map this as 1/3 . Undermapping it in this way doesnt give the best feedback
  5. 00:31:116 (3) - Similar point as above
  6. 00:33:105 (2,2,2) - These 3 sliders have a really prominent beat in the middle white tick here 00:33:437 - ( same for the other sliders respectively) , in contrast to the other sliders which lack that. As such i feel like these slides should have been a 1/1 reverse instead, placing emphasis on 00:33:437 - 00:35:426 - 00:37:416 - these beats
[ Salad]
  1. 00:00:779 (2) - Having equalized DS with previous and following object will do wonder for not only aesthetics, but readability as well
  2. 00:01:773 (5) - Similar point to above. I Mean, you did it there 00:04:259 (1,2,3,4,5,6) - anyway, so do it here as well, to be consistent
  3. 00:12:217 (1,2) - Spacing feels lackluster since all previous downbeats were dashes, this should be one as well
  4. 00:17:190 (2,1) - This should have been a dash as well, to be consistent with 00:15:201 (3,1) -
  5. 00:24:153 (1) - 00:38:079 (1) - all the patterns in this part are either walkable or ambiguous to their movement, making the dash distribution really inconsistent I Would suggest incorporating some dashes to downbeats like 00:26:143 (1) - or 00:29:127 (2) - for example
  6. 00:27:469 (4) - this is 1/3 not 1/4, snap it correctly
[ Platter]
  1. 00:03:596 (2) - Again, this is 1/3 not 1/4 :D Snap it correctly
  2. 00:15:201 (1) - Why not go for another similar reverse, the sound you followed earlier is still going
  3. 00:38:079 (1,2,3,1,2) - Definitely tone down the spacing on this one so they are more forgiving as dashes, they are catchable but they feel like borderline edge dashes. So do go for that decrease
  4. Clean platter tbh
[ Rain]
  1. 00:02:270 (1) - Could have been more horizontal, like 00:06:249 (1) - this one for example
  2. 00:14:206 (1,2,3,1,2,3,1) - Im rather skeptical of the instrument switch here. The patterning goes from normal to the most intense in the whole diff to normal again, while the beat you based your intense pattern is still going, As such this 00:13:212 (1) - slider feels like a massive flowbreak coming after the intense dash hold section
  3. 00:31:116 (1,2) - Really unfit hyper dash here, nothing in the music justifies this jump which is even larger in spacing with the previous HDash, which was justified and on the downbeat
  4. 00:38:079 (1,2,3,4,5,1,2,3) - This pattern doesnt really express the gradual decrease in intensity the song provides. Its like a section is skipped since it goes from hdash to almost walkable distance. You should fine tune this
I Have lost my sanity
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