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Drop - Granat

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emilia

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
Topic Starter
Xinnoh

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
Akitoshi

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

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396,186,42058,5,4,0:0:0:0:
Nokashi
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
emilia
rejecting everything aesthetic based


Nokashi wrote:

[ 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 mainly its mapped this way so anti-flow will inhibit proper movement and introduce awkwardness but i'll consider
  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 the point was for them to overlap this much
  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. mainly for momentum retention but i'll consider
  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) - nah didnt notice the guitar at all when i was mapping. this whole section is just pattern based

[ 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 no it plays ok atm
  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 nah, i like the longer 2->3 better
  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 i would still consider 120 sharp enough
  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) u might b deaf.... .. theres something on one section and nothing on the other .....
  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 similarly to above, i think 120 is ok

[ Emillia's Pomegranate]
  1. 00:23:158 (1,2) - Definitelly will work better as a 1/2 slider instead i'll consider this
  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 for momentum retention but i'll consider too
  3. I Really like your jumps in 1/2 spam in the end i think its very boring but thanks!

I Have lost my sanity quite the long mod for such a short song ..
no change smh
Topic Starter
Xinnoh

Nokashi wrote:

Hello There!

Standard Difficulties




[ 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! it's more fluid, but 3 loses emphasis. it's harder to hit 3 like this, better emphasis
  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 because it's 1/3, different and looks better
  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 fixed
  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 i broke it because this part isn't the same, 1.2x isn't enough, 2x was too high
  5. 00:11:223 (1) - Should have had about 2.10x DS for consistency this breaks the blanket, spacing is minor enough that it doesn't matter
  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 I made another diff with this, I'll see if I should keep it/b]
  7. 00:16:196 (1) - Shouldnt this have been 2.00 - 2.10 x DS for consistency [b]moved entire previous pattern back xP
  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 i'd rather keep simple for simple part
  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 same above
  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) - it's just a hard diff, i'm following the piano because it's a simple rhythm. double circle for all low notes because they're a little louder + distinct.
  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 this is hard not insane, else spread from n/h is too large

[ 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

[ Expert]
  1. 00:12:880 (4,5) - Should be increased as spacing, feels lackluster in comparison with previous jumps buff
  2. 00:15:864 (3) - Stack with 00:14:869 (2) - for the more even distribution of spacing i've changed 2 so it's actually far more left before, it doesn't work now.
  3. 00:24:651 (4,5) - Going for a sharp vertical jump all of a sudden while having circlular flow isnt really consistent flow break on purpose
  4. 00:25:646 (2) - Feels like a filler note since its between 2 really strong clickable objects yup, consistent rhythm is good
  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 i've changed a lot of spacings in the last section, flow > consistent spacing imo. nerfed by 0.15 but it's a lot more playable


i'll leave ctb for after std is 110% done because std is hard

I Have lost my sanity
wip
miradzin
M4M
[Ascendance's Light Insane]
  1. 00:22:164 (5,1) - and 00:22:661 (2,3) - are same sounds, but spacing difference is so big, so I think 00:22:164 (5) - position should be changed as it has more intensity compared to the previous sounds.
  2. 00:40:731 (3) - Position of 3 seems kinda weird, maybe positioning it higher, ex: X:184 Y:176
  3. 00:01:938 (3,1) - and 00:05:917 (3,1) - why not the same? it has same sound at 00:02:104 - so I think you should make it a 1/2 slider
  4. 00:21:169 (1) - this slider is so simple compared to the other ones you made at 00:19:180 (3) - 00:17:190 (4) -
  5. 00:23:158 (6) - I would prefer making 00:23:324 - clickable, but I don't think is a real problem
  6. 00:34:763 (3,4,1,2) - Seems kinda weird it not being a perfect square
[Emilia's Pomegranate]
  1. 00:37:250 (2,3,4) - 00:39:074 (1,2,3) - Why do you go back to same pattern of jumps after changing it? Also you made them in different sounds from the beginning, I think you should change it a bit
  2. 00:16:859 (4,1) - 00:20:838 (4,1) - Same shapes but totally different sounds, better change them
  3. 00:23:158 (1,2) - Making it a 1/2 slider is much better
  4. 00:23:158 (1,2,3) - Also, making those 3 the same shape and sound, no clap
  5. 00:28:132 (1,2,3,4,5) - Star pattern can be improved, and position of 00:28:961 (6) - is a little strange, maybe making a zig zag with 00:28:464 (3,4,5,6) - is better, or positioning at something like X: 360 Y:384 (not a good example because it doesn't have much space)
gl with the map :)
emilia

miradzin wrote:

[Emilia's Pomegranate]
  1. 00:37:250 (2,3,4) - 00:39:074 (1,2,3) - Why do you go back to same pattern of jumps after changing it? Also you made them in different sounds from the beginning, I think you should change it a bit not changing because i sincerely believe that it does not affect playability much and it wouldn't matter for me to keep whatever i have right now uwu
  2. 00:16:859 (4,1) - 00:20:838 (4,1) - Same shapes but totally different sounds, better change them not changing because i sincerely believe that it also does not affect playability much and it wouldn't matter for me to keep whatever i have right now. perhaps you can refer to this? 00:20:838 (4,1) - i would personally think that a different sound might not necessarily require a different slider shape as long as it flows well owo
  3. 00:23:158 (1,2) - Making it a 1/2 slider is much better alright after multiple people have requested for this change i will do it! >W<
  4. 00:23:158 (1,2,3) - Also, making those 3 the same shape and sound, no clap not changing because i sincerely believe my pattern already has sufficient flow for the player to find comfortable >~<
  5. 00:28:132 (1,2,3,4,5) - Star pattern can be improved, and position of 00:28:961 (6) - is a little strange, maybe making a zig zag with 00:28:464 (3,4,5,6) - is better, or positioning at something like X: 360 Y:384 (not a good example because it doesn't have much space) not changing because i sincerely believe that the jumps i have right now are intuitive and flowy enough to be played successfully o-o
gl with the map :)
arigathanks gozaimuch!!! XD

hahlmao
osu file format v14

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Title:Granat
TitleUnicode:Granat
Artist:Drop
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Creator:Sinnoh
Version:Emilia's Pomegranate
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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249,81,15201,5,8,0:0:0:0:
181,336,15367,1,0,0:0:0:0:
354,90,15532,1,2,0:0:0:0:
125,33,15698,1,2,0:0:0:0:
378,79,15864,1,2,0:0:0:0:
204,171,16030,1,0,0:0:0:0:
292,368,16196,6,0,P|302:303|281:251,1,94.9999952316285,2|0,0:0|0:0,0:0:0:0:
117,311,16527,1,0,0:0:0:0:
333,191,16693,1,2,0:0:0:0:
57,221,16859,2,0,L|173:227,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
443,186,17190,6,0,L|327:192,1,94.9999952316285,8|0,0:0|0:0,0:0:0:0:
234,241,17522,1,0,0:0:0:0:
409,275,17688,1,0,0:0:0:0:
333,99,17853,2,0,P|321:51|334:7,1,94.9999952316285,2|0,0:0|0:0,0:0:0:0:
418,262,18185,6,0,L|413:384,1,94.9999952316285,2|0,0:0|0:0,0:0:0:0:
329,235,18517,1,0,0:0:0:0:
485,352,18682,1,2,0:0:0:0:
252,355,18848,2,0,P|190:361|151:388,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
0,266,19180,6,0,B|68:264|68:264|124:285|124:285|209:281,1,189.999990463257,8|0,0:0|0:0,0:0:0:0:
140,132,19677,1,0,0:0:0:0:
49,90,19843,2,0,P|42:151|69:205,1,94.9999952316285,2|0,0:0|0:0,0:0:0:0:
241,228,20174,6,0,L|341:221,1,94.9999952316285,2|0,0:0|0:0,0:0:0:0:
473,209,20506,1,0,0:0:0:0:
309,312,20672,1,2,0:0:0:0:
379,73,20838,2,0,P|401:127|393:172,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
163,260,21169,6,0,P|160:213|180:170,1,94.9999952316285,8|0,0:0|0:0,0:0:0:0:
297,82,21501,1,0,0:0:0:0:
77,181,21666,1,0,0:0:0:0:
277,87,21832,1,2,0:0:0:0:
31,64,21998,1,0,0:0:0:0:
241,228,22164,5,2,0:0:0:0:
401,29,22330,2,0,B|265:13|265:13|210:39,1,189.999990463257,8|2,0:0|0:0,0:0:0:0:
295,299,22827,2,0,P|330:232|297:162,1,142.499992847443,8|0,0:0|0:0,0:0:0:0:
276,148,23158,6,0,P|240:192|235:239,1,94.9999952316285,10|0,0:0|0:0,0:0:0:0:
360,345,23490,2,0,L|465:356,1,94.9999952316285,2|0,0:0|0:0,0:0:0:0:
512,184,23822,2,0,P|461:183|416:221,1,94.9999952316285,2|0,0:0|0:0,0:0:0:0:
338,342,24153,5,0,0:0:0:0:
378,106,24319,1,0,0:0:0:0:
453,284,24485,1,0,0:0:0:0:
220,302,24651,1,0,0:0:0:0:
338,179,24816,2,0,P|399:187|438:222,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
210,201,25148,6,0,B|224:62|224:62|194:5,1,189.999990463257
57,148,25645,1,0,0:0:0:0:
33,67,25811,2,0,P|99:75|131:101,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
156,285,26143,6,0,P|105:335|-9:295,1,189.999990463257,0|0,0:0|0:0,0:0:0:0:
57,148,26640,1,0,0:0:0:0:
227,226,26806,2,0,P|245:283|235:328,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
140,111,27137,6,0,L|244:124,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
367,66,27469,2,0,P|406:53|439:53,2,63.333330154419,0|0|0,0:0|0:0|0:0,0:0:0:0:
320,133,27800,2,0,P|306:182|321:232,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
433,372,28132,5,0,0:0:0:0:
423,171,28298,1,0,0:0:0:0:
287,365,28464,1,0,0:0:0:0:
485,304,28629,1,0,0:0:0:0:
322,208,28795,1,0,0:0:0:0:
420,23,28961,1,0,0:0:0:0:
512,184,29127,5,0,0:0:0:0:
501,199,29790,2,0,P|446:220|396:198,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
221,161,30121,6,0,B|74:151|74:151|16:170,1,189.999990463257,0|0,0:0|0:0,0:0:0:0:
121,231,30619,1,0,0:0:0:0:
168,60,30784,1,0,0:0:0:0:
113,253,30950,1,0,0:0:0:0:
224,333,31116,6,0,P|239:277|219:228,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
231,128,31448,2,0,L|298:135,2,63.333330154419,0|0|0,0:0|0:0|0:0,0:0:0:0:
154,90,31779,2,0,P|101:85|52:114,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
108,272,32111,5,4,0:0:0:0:
214,32,32277,1,0,0:0:0:0:
245,248,32442,1,0,0:0:0:0:
13,215,32608,1,0,0:0:0:0:
301,184,32774,1,0,0:0:0:0:
31,217,32940,1,0,0:0:0:0:
182,373,33105,5,0,0:0:0:0:
224,136,33271,1,0,0:0:0:0:
359,274,33437,1,0,0:0:0:0:
133,162,33603,1,0,0:0:0:0:
346,97,33769,1,0,0:0:0:0:
109,172,33934,1,0,0:0:0:0:
255,35,34100,5,4,0:0:0:0:
214,299,34266,1,0,0:0:0:0:
318,125,34432,1,0,0:0:0:0:
92,71,34597,1,0,0:0:0:0:
362,47,34763,1,0,0:0:0:0:
113,75,34929,1,0,0:0:0:0:
331,261,35095,5,0,0:0:0:0:
451,96,35261,1,0,0:0:0:0:
195,123,35426,1,0,0:0:0:0:
322,281,35592,1,0,0:0:0:0:
375,24,35758,1,0,0:0:0:0:
435,220,35924,1,0,0:0:0:0:
202,199,36090,5,4,0:0:0:0:
459,307,36255,1,0,0:0:0:0:
255,134,36421,1,0,0:0:0:0:
217,384,36587,1,0,0:0:0:0:
168,97,36753,1,0,0:0:0:0:
320,349,36918,1,0,0:0:0:0:
46,360,37084,5,0,0:0:0:0:
300,222,37250,1,0,0:0:0:0:
59,104,37416,1,0,0:0:0:0:
323,227,37582,1,0,0:0:0:0:
153,341,37747,1,0,0:0:0:0:
127,28,37913,1,0,0:0:0:0:
44,294,38079,5,4,0:0:0:0:
363,73,38245,1,0,0:0:0:0:
81,217,38410,1,0,0:0:0:0:
457,306,38576,1,0,0:0:0:0:
200,52,38742,1,0,0:0:0:0:
115,367,38908,1,0,0:0:0:0:
121,29,39074,5,0,0:0:0:0:
397,205,39239,1,0,0:0:0:0:
129,51,39405,1,0,0:0:0:0:
211,384,39571,1,0,0:0:0:0:
294,0,39737,1,0,0:0:0:0:
265,10,40068,5,0,0:0:0:0:
182,89,40400,5,0,0:0:0:0:
177,193,40731,5,0,0:0:0:0:
230,266,41063,5,0,0:0:0:0:
301,293,41395,5,0,0:0:0:0:
353,289,41726,5,0,0:0:0:0:
384,277,42058,5,2,0:0:0:0:
Topic Starter
Xinnoh
(Emilia diffs have been removed at the request of the mapper)
not an easy decision but it's probably for the best
MrDorian
hi
random mod
Expert
00:24:816 (5,6) - I hear the pitch change, but you didn't make bigger jump here. Why? I would make the snap bigger here, like you did 00:28:629 (4,5,6) - here.
00:39:239 (2,3,4,5) - it would be nice, if you ctrl+g these notes. The music changes a bit, so the flow of the star could too, it gives nice effect (and still plays good) (and I would lower the spacing, but I like low spacing)
plays nicely with EZ, good job (owo)b
Ascendance's Light Insane
00:09:067 (3,1) - 00:11:056 (3,1) - 00:22:661 (2,3) - why did you use so big jumps here? I know that there are intensive sounds, blah blah blah, but it looks out of place. Higher diff didn't use that big spacing. Did you make them to raise SR or for other reason? Even if so, you should make them smaller, for the balance and spread sake.
I really enjoyed your map, it's sooo well mapped, good job owo
Topic Starter
Xinnoh

MrDorian wrote:

hi
random mod
Expert
00:24:816 (5,6) - I hear the pitch change, but you didn't make bigger jump here. Why? I would make the snap bigger here, like you did 00:28:629 (4,5,6) - here. first one i consider 5/6 more of a pair, the gap between 4/5 isn't as big as 5/6. On the second time it occurs the pitch on 6 is noticeably higher
00:39:239 (2,3,4,5) - it would be nice, if you ctrl+g these notes. The music changes a bit, so the flow of the star could too, it gives nice effect (and still plays good) (and I would lower the spacing, but I like low spacing) hey that works
plays nicely with EZ, good job (owo)b why are you playing with ez, and wow it does o.o
Doormat
m4m

[General]
  1. personally i'm worried about the Normal -> Hard spread. note density increases significantly between the difficulties since the Normal doesn't make much use of 1/2 rhythms aside from the first 20 seconds, and even then it's really scarce. i think having an Advanced diff might be beneficial
  2. 00:08:238 (1) - 00:16:196 (1) - 00:18:185 (1) - 00:20:174 (1) - 00:22:164 (1) - cymbal crash here would go break with a finish hitsound imo. not soft-hitfinish2 though that feels out of place
[Aki]
  1. 00:15:035 - if you're following drums you shouldn't ignore this drum note on the red tick here
  2. 00:16:030 - i'd consider putting a circle here to help with polarity
  3. 00:22:164 (1) - honestly i don't think a 2/1 slider is the best choice for rhythm here seeing as how you skipped over the drum at 00:22:330 - . i'd try a circle + 3/2 slider
  4. 00:23:158 (7,8) - this would be more effective if it were three circles. the musical sounds aren't being held so a slider doesn't feel appropriate
  5. 00:40:068 (1,2) - both sliders should have the same design, like 00:32:111 (1,2) - 00:34:100 (1,2) - or 00:38:079 (1,3) - . i recommend giving 00:41:063 (2) - the same curve as 00:40:068 (1) -
[Hard]
  1. 00:23:490 (3) - i think this would be better at emphasis if it was two circles instead of a slider, since the musical sounds aren't being held
  2. 00:24:153 (1,2) - doesn't feel appropriate compared to the rest of the diff; feels too undermapped, especially when compared to the same section, with patterns like 00:25:811 (3,1,2,1,2,3) - being more dense. also applies to 00:28:132 (1,2) -
[Ascendance]
  1. 00:01:938 (3,1) - i'd either space this out a teeny bit more so they aren't touching, or move them closer so the overlap is more obvious; right now it looks sloppy, like you're not sure if you want them to be overlapping or not
  2. 00:03:928 (2,1) - i'd be careful with a pattern like this; it's hard to make out where the slider end for 00:04:259 (1) - is and it might cause reading issues. honestly i recommend just stacking the slider end with (2)'s slider head to avoid confusion
  3. 00:11:554 (2,3) - the rhythm you have set up here doesn't really suit the music. there are music stresses on 00:11:554 - and 00:11:885 - so these should be clickable. maybe try two 1/2 sliders
  4. 00:17:190 (4) - 00:19:180 (3) - shouldn't these have an NC on them?
  5. 00:20:174 (1,2) - rhythm should be ctrl + g'd here. stresses in the music place emphasis on 00:20:174 - and 00:20:672 - so these should be clickable
  6. 00:22:164 (5,1) - NC should be on the (5) and there should be a jump in between these notes to better emphasize the stresses in the music. right now there's no difference in spacing here to emphasize the loud clap sound on 00:22:330 (1) - so it feels the same as 00:21:666 (2,3,4,5) - when it shouldn't be
  7. 00:23:158 (6) - why not try placing a NC here?
  8. 00:31:448 (3,4,5) - why is this the only 1/3 stream? it feels so inconsistent introducing it out of nowhere like this
  9. 00:34:100 (1) - 00:36:090 (1) - 00:38:079 (1) - you can do a better job at emphasizing the notes that have a ding sound. maybe try spacing these specific notes out a bit more instead of sticking to the same snap distance
  10. 00:39:239 (5,7) - why the sudden large spacing for these notes? i don't really here any emphasis on them that warrants such a big change in spacing
  11. 00:40:068 (1,2,3,4,5,6,1) - i get the idea of decreasing the spacing as the scale goes up, but the current pattern looks pretty weird. i think it'd look more nicer if you moved in the same clockwise direction
    SPOILER
    a very rough idea that doesn't look the greatest, but you can probably polish up the pattern here
[Insane]
  1. 00:31:448 (2) - shouldn't this have a NC on it like all the other 1/3 streams?
  2. 00:39:074 (1,2,3,4) - i'm not a big fan of how cramped this pattern looks in comparison to 00:38:079 (1,2,3,4,5) -
[Expert]
  1. 00:19:180 (1,2) - not gonna blanket this like the previous patterns?
  2. 00:23:158 (3,4,5) - wouldn't it be more aesthetic if the sliders formed a triangular pattern like 00:06:249 (1,2,3) - ?
  3. 00:24:651 (4,5,6) - even with the pitch increase i don't think the stress in the music warrants such a big jump from 4->5, seeing as how 00:25:811 (3,4) - aren't spaced that far out despite having the same pitch increase. also applies to 00:28:629 (4,5,6) -
  4. 00:35:095 (1,2,3,1,2,3) - shouldn't this also be a 1-2-1-2-1-2 pattern like 00:33:105 (1,2,1,2,1,2) - ? the piano places stresses on 00:35:095 - 00:35:426 - 00:35:758 - which have a lower piano sound
  5. 00:36:090 (1,2,1,2,1,2) - coincidentally, this should be the 1-2-3-1-2-3 pattern based on the music. the piano places the stresses on 00:36:090 - 00:36:587 - since there's no lower piano sound here
idk how to mod ctb lol. good luck with the set-
Topic Starter
Xinnoh
blue = wip, black = fixed and not fixed

Doormat wrote:

m4m

[General]
  1. personally i'm worried about the Normal -> Hard spread. note density increases significantly between the difficulties since the Normal doesn't make much use of 1/2 rhythms aside from the first 20 seconds, and even then it's really scarce. i think having an Advanced diff might be beneficial I'll make something or ask then
  2. 00:08:238 (1) - 00:16:196 (1) - 00:18:185 (1) - 00:20:174 (1) - 00:22:164 (1) - cymbal crash here would go break with a finish hitsound imo. not soft-hitfinish2 though that feels out of place good idea, i'll find something
[Hard]
  1. 00:23:490 (3) - i think this would be better at emphasis if it was two circles instead of a slider, since the musical sounds aren't being held tried it
  2. 00:24:153 (1,2) - doesn't feel appropriate compared to the rest of the diff; feels too undermapped, especially when compared to the same section, with patterns like 00:25:811 (3,1,2,1,2,3) - being more dense. also applies to 00:28:132 (1,2) - wip
[Insane]
  1. 00:31:448 (2) - shouldn't this have a NC on it like all the other 1/3 streams? fixed
  2. 00:39:074 (1,2,3,4) - i'm not a big fan of how cramped this pattern looks in comparison to 00:38:079 (1,2,3,4,5) - increased spacing a little, but still need to use sharper angles in this section to show that the music is decreasing.
[Expert]
  1. 00:19:180 (1,2) - not gonna blanket this like the previous patterns? made consistent
  2. 00:23:158 (3,4,5) - wouldn't it be more aesthetic if the sliders formed a triangular pattern like 00:06:249 (1,2,3) - ? is already https://puu.sh/voVqe/3fc73928a4.png
  3. 00:24:651 (4,5,6) - even with the pitch increase i don't think the stress in the music warrants such a big jump from 4->5, seeing as how 00:25:811 (3,4) - aren't spaced that far out despite having the same pitch increase. also applies to 00:28:629 (4,5,6) - somehow fixed with a couple remaps
  4. 00:35:095 (1,2,3,1,2,3) - shouldn't this also be a 1-2-1-2-1-2 pattern like 00:33:105 (1,2,1,2,1,2) - ? the piano places stresses on 00:35:095 - 00:35:426 - 00:35:758 - which have a lower piano sound piano doesn't change, if it was following piano 100% it's just be either 1-2-3 or 1-2 for everything up to the end. They're used as a structure to keep variety where both versions work.
  5. 00:36:090 (1,2,1,2,1,2) - coincidentally, this should be the 1-2-3-1-2-3 pattern based on the music. the piano places the stresses on 00:36:090 - 00:36:587 - since there's no lower piano sound here kyshiro's extra uses 1-2-1-2, it can be interpreted either way.
idk how to mod ctb lol. good luck with the set- helpful mod ty
time to summon the others
Ascendance

Nokashi wrote:

Hello There!

[ 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 ya
  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 noooooooooooooooooooooooooooooooo my aesthetic I really like it this way I explained a bit elsewhere but its naisu
  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 okay~
  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 no, I just have autism
  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 I had to rearrange the whole section lmao
  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 I get what you're saying here, but because I want to keep 00:22:993 (4,5) - and it's a light insane, I think making it 2 circles would be a bit too dense and difficult here. I'll keep it this way.
  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. I think I'll keep it this way for now. This triplet is louder than all the others and it leads into a high intensity point. The player knows these sounds are 1/3 as they're introduced by sliders, now they can apply it on the 1/3 triplet here.
  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 Uhh mostly everything has even spacing (with slight alterations) because it's high intensity here and I don't want it to be too overbearing. I made adjustments tho.
  9. 00:38:742 (3,4,5) - The downbeat is overshadowed by the next jump since it has drastically more spacing. Fix
  10. Nice platter tbh w

I Have lost my sanity

miradzin wrote:

M4M
[Ascendance's Light Insane]
  1. 00:22:164 (5,1) - and 00:22:661 (2,3) - are same sounds, but spacing difference is so big, so I think 00:22:164 (5) - position should be changed as it has more intensity compared to the previous sounds. fixed it
  2. 00:40:731 (3) - Position of 3 seems kinda weird, maybe positioning it higher, ex: X:184 Y:176 reworked this section
  3. 00:01:938 (3,1) - and 00:05:917 (3,1) - why not the same? it has same sound at 00:02:104 - so I think you should make it a 1/2 slider did this above
  4. 00:21:169 (1) - this slider is so simple compared to the other ones you made at 00:19:180 (3) - 00:17:190 (4) - edgy
  5. 00:23:158 (6) - I would prefer making 00:23:324 - clickable, but I don't think is a real problem Yeah, as I stated above, it's mostly for simplicity.
  6. 00:34:763 (3,4,1,2) - Seems kinda weird it not being a perfect square agreed
gl with the map :)

Doormat wrote:

m4m

[Ascendance]
  1. 00:01:938 (3,1) - i'd either space this out a teeny bit more so they aren't touching, or move them closer so the overlap is more obvious; right now it looks sloppy, like you're not sure if you want them to be overlapping or not Fixed above, just made them 1/2 lol
  2. 00:03:928 (2,1) - i'd be careful with a pattern like this; it's hard to make out where the slider end for 00:04:259 (1) - is and it might cause reading issues. honestly i recommend just stacking the slider end with (2)'s slider head to avoid confusion I made it a bit more clean (hopefully easier to read) but if people keep pointing it out then I'll just change it to that yeah
  3. 00:11:554 (2,3) - the rhythm you have set up here doesn't really suit the music. there are music stresses on 00:11:554 - and 00:11:885 - so these should be clickable. maybe try two 1/2 sliders I'm focusing mostly on drums here, and in that case the stronger note lands on 00:12:051 - . I think I'll keep this
  4. 00:17:190 (4) - 00:19:180 (3) - shouldn't these have an NC on them? Not sure, but I did it anyways.
  5. 00:20:174 (1,2) - rhythm should be ctrl + g'd here. stresses in the music place emphasis on 00:20:174 - and 00:20:672 - so these should be clickable remapped
  6. 00:22:164 (5,1) - NC should be on the (5) and there should be a jump in between these notes to better emphasize the stresses in the music. right now there's no difference in spacing here to emphasize the loud clap sound on 00:22:330 (1) - so it feels the same as 00:21:666 (2,3,4,5) - when it shouldn't be Fixed
  7. 00:23:158 (6) - why not try placing a NC here? yea
  8. 00:31:448 (3,4,5) - why is this the only 1/3 stream? it feels so inconsistent introducing it out of nowhere like this Above
  9. 00:34:100 (1) - 00:36:090 (1) - 00:38:079 (1) - you can do a better job at emphasizing the notes that have a ding sound. maybe try spacing these specific notes out a bit more instead of sticking to the same snap distance Uhh I'm gonna work on this
  10. 00:39:239 (5,7) - why the sudden large spacing for these notes? i don't really here any emphasis on them that warrants such a big change in spacing Fixed above
  11. 00:40:068 (1,2,3,4,5,6,1) - i get the idea of decreasing the spacing as the scale goes up, but the current pattern looks pretty weird. i think it'd look more nicer if you moved in the same clockwise direction Yea
    SPOILER
    a very rough idea that doesn't look the greatest, but you can probably polish up the pattern here
idk how to mod ctb lol. good luck with the set-
Thanks guys
DeletedUser_2179411
Hi .. Mod from Queue ..

General :

* You should put the artist name on Insane diff .. http://i.imgur.com/4QLakOp.png ..


Advanced :

  1. 00:03:596 (2) - I think you should make this slider 1/2 .. cause i think it suit the map .. and should not ignore ..
  2. 00:06:249 (1) - Fix blanket with slider 00:07:243 (1) - Just move the tail a bit up word ..
  3. 00:14:538 (2,3,4,5) - Here what if you make it 2 sliders 1/2 .. i think that the chances to get 100 would be high .. so make it 2 sliders ..
  4. 00:34:100 (1,2) - How about if you make them like this http://i.imgur.com/Dfu0rMP.png .. would be nice pattern ..
Ascendance's Light Insane :

  1. 00:03:928 (2,1) - How about if you stack slider 2 with the next slider 1 ?
  2. 00:09:233 (1,2) - Stack them on the tail of 00:10:227 (1) - slider ?
  3. 00:10:227 (1) - Fix blanket with slider 00:09:730 (3) -
  4. 00:17:190 (4) - Make it more curvy http://i.imgur.com/QwtZtGK.png .. To make it more readable ..
  5. 00:21:666 (2,3,4,5) - Make them like this http://i.imgur.com/WnmgP3Q.png .. to avoid overlapping ..
  6. 00:32:111 (1) - Move it to x:268 , y: 224 .. to be like this http://i.imgur.com/po4lkJc.png ..
  7. 00:39:737 (7) - Make this slider circle .. i don't see any need to make it a slider ..

That's it ..

Really good map .. Goodluck Ranking it ..
Topic Starter
Xinnoh
a

i meant mod not map .-.

[quote="Rose Melody"]Hi .. Mod from Queue ..

General :

* You should put the artist name on Insane diff .. http://i.imgur.com/4QLakOp.png .. oops


Advanced :

  1. 00:03:596 (2) - I think you should make this slider 1/2 .. cause i think it suit the map .. and should not ignore .. The violin is 1/3 snap, so can't map
  2. 00:06:249 (1) - Fix blanket with slider 00:07:243 (1) - Just move the tail a bit up word .. fixed
  3. 00:14:538 (2,3,4,5) - Here what if you make it 2 sliders 1/2 .. i think that the chances to get 100 would be high .. so make it 2 sliders .. frequently used pattern, probably clear what to do, i'll see if others agree
  4. 00:34:100 (1,2) - How about if you make them like this http://i.imgur.com/Dfu0rMP.png .. would be nice pattern .. ok, also at 00:38:080 (1) - for consistency
Ascendance
Don't forget to add ktgster to tags
I mapped first half he mapped second half

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: 24153
DistanceSpacing: 1.7
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.3

[Metadata]
Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:Ascenster'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:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:7.5
ApproachRate:8.6
SliderMultiplier:1.79999990463257
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,-125,3,2,3,40,0,0
32111,-100,3,2,3,15,0,0
32152,-100,3,2,3,25,0,0
36090,-100,3,2,3,15,0,0
36131,-100,3,2,3,25,0,0
38079,-100,3,2,3,30,0,0
38576,-100,3,2,3,25,0,0
39074,-100,3,2,3,20,0,0
40068,-100,3,2,3,15,0,0


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

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Topic Starter
Xinnoh
damm that's way better
-Keitaro
when is dis going to stop

[Akitoshi]
00:15:201 (3,4) - they seems not a straight line, not like you do before and after

[Advanced]
AR 5.5?


00:04:093 (1) - are you trying to stack them?

00:12:880 (2,3,4) - seems new, not stack, stack them so consistent with the others? nvm

00:18:848 (2,3,4) - why stack, you didnt do this before
00:27:966 - since you're following the sound, map this.
00:31:945 - saem

[Hard]
AR7.5 or 8 plz

00:14:704 (2) - this one seems different with 00:14:207 (1,1) -
00:15:698 (2) - what is this ghosty circle dont do this, this is a hard :< , if you want to keep it, move 00:15:698 (2,3) - these
00:15:201 (1,3) - also make them parallel
00:41:063 (2,3) - A reverse instead imo, to follow 00:40:068 (1) -

[Ascenter]
00:08:901 (4,5,1) - well this is different from the other part, maybe 00:08:901 (4) - x:360 y:88 or something around it?
00:19:180 (1,2,3) - same spacing or do what you did before, but better, like 00:19:677 (2) - x:296 y:200
00:29:956 (3) - blanket with 00:29:127 (1) - ?

[Insane]
00:32:111 (1,2,3,4,5) - not really perfect imo, comparing to other star shape
00:34:100 (1,2,3,4,5) - ^
00:37:084 (1,2,3,4,5) - ^

[Expert]
00:25:646 (2,2) - stack

anything else is good~
anyway gl!
Topic Starter
Xinnoh

Error- wrote:

when is dis going to stop

[Advanced]
AR 5.5?

why don't you have a look at what the ai mod is telling you to do, then check whether or not it will help

00:04:093 (1) - are you trying to stack them? this spread makes no sense sure

00:12:880 (2,3,4) - seems new, not stack, stack them so consistent with the others? nvm

00:18:848 (2,3,4) - why stack, you didnt do this before it doesn't change anything
00:27:966 - since you're following the sound, map this. would be too dense if i did
00:31:945 - saem

[Hard]
AR7.5 or 8 plz

00:14:704 (2) - this one seems different with 00:14:207 (1,1) - moved two pixels left
00:15:698 (2) - what is this ghosty circle dont do this, this is a hard :< , if you want to keep it, move 00:15:698 (2,3) - these seems fine, similar density everywhere
00:15:201 (1,3) - also make them parallel rotated 1 degree clockwise
00:41:063 (2,3) - A reverse instead imo, to follow 00:40:068 (1) - either works


[Insane]
00:32:111 (1,2,3,4,5) - not really perfect imo, comparing to other star shape all of these patterns are free hand, literally none of them are perfect, fixed all
00:34:100 (1,2,3,4,5) - ^
00:37:084 (1,2,3,4,5) - ^ ew how did that happen

[Expert]
00:25:646 (2,2) - stack yeet

anything else is good~
anyway gl!
MasterHerobrine
M4M

[General]
Is there storyboard? Nope. Disable Widescreen Support, please. In every diff.

[Akitoshi's Normal]
00:05:254 (3) - move the end shape from X258 Y333 to X256 Y336 and then move a circle to make a "line" from X217 Y322 to X216 Y328
00:06:249 (1,2,3) - maybe better to make a round. 1
00:15:201 (3,4) - maybe move it down?
00:17:853 (4) - move to X390 Y195 to X392 Y196
00:42:141 (1) - maybe do here a spinner to 00:44:379 ?

[Advanced]
Maybe change SV from 1.30 to 1.20?
00:14:538 (2,3,4,5) - I think, thats too hard for Advanced diff. Maybe make it like small sliders?
00:22:164 (1,2,3,4) - ^?

[Hard]
00:14:207 (1,2,1) - maybe do from square sliders - like this?
00:24:153 (1,2,3) - make more spacing to make sliders more better sliders imo.
00:25:811 (5) - ^
00:26:640 (2,3) - ^
00:27:800 (6,1,2,3,4,5,1,2,3,1) - in my opinion, this part really needed to have more spacing, because it will looks better and it's will be a harder than in Normal or Advanced.
00:40:068 (1,2,3,1) - maybe better looks this? 1

[Ascenster's Light Insane]
00:02:601 (2,4) - maybe stack it? You can easily and beatifully do this by clicking Distance Snap and slighty moving a slider (or just clicking).

[Insane]
00:02:601 (2,3) - maybe make slider as here?
00:40:068 (1,2,3,1) - I'd prefer to make this moment like this. 1

[Expert]
00:00:281 (1,3) - stack it and make a blanket of (3) with 00:01:275 (1) - , it will be better
00:04:259 (1,3) - stack it.
00:17:190 (1,2) - stack?
00:39:737 (5,1) - make a stack, because to not prepare the player to low spacing like in Normal and be prepared to small jumps.


GL with the map!
Sidetail
m4m queue thing p/6013697

[general]
check if soft-sliderslide.wav is being used.
here is soft-hitwhistle2.wav without delay.: https://puu.sh/vQ5Iz/5c96bdbc26.wav

[expert]
Check unneeded greenlines (remove second one):


00:06:083 (4) - might as well do a half stack with tail of 00:06:912 (3) - since you did with 00:05:752 (2,1) - . Looks nicer and a bit more consistent distance (giving larger distance emphasis doesnt seem all necessary here)
00:15:864 (3) - Prefer clickable with two circles.
00:31:448 (1,2) - Closer would be better since you used smaller distance here 00:27:469 (2,3) -

[insane]
00:01:939 (3) - probably looks nicer with curve, current looks out of place. parts like 00:04:259 (1) - fits better cuz 00:04:922 (4) - is there for shape polarity
00:03:596 (1,2,3,4) - why does insane have clickables while expert version is easier? should switched in terms of implementation
00:27:469 (1,2,3,4) - ^
00:31:448 (1,2,3,4) - ^
00:40:068 (1) - Feels better with seperate clickable circle at 00:40:731 . Also the fact that you did like this 00:41:063 (2,3) - for that

[light insane]
00:00:944 (3,1) - not really a good flow when next similar part 00:03:928 (3,1) - uses much easier flow
00:26:143 (1) - I would curve it the other way since it gives better flow to previous object and next object
00:38:079 (1,2,3) - Thats a really bit distance suddenly in parts that song gets less intense as well

[hard]
00:15:698 (2,3) - would not have this under 00:15:201 (1) - .
Starting from 00:24:153 you should have calculated the ds so that it doesnt touch tiny bit like that. (doesnt look very nice)
00:30:619 (2,3,1) - What happened to that small overlap thing. I dont see DS change so ???
00:40:068 (1) - would delete reverse and add circle

[advance]
check for unneeded green lines (leave first of each and delete rest):




00:08:902 (2,3) - and 00:10:891 (2) - strongly advise you to stay consistent on lower diffs. You used triples more from later parts, so have that has triple.
00:33:769 (3) - be circle
00:35:758 (3) - ^
00:37:747 (3) - ^ also because 00:37:084 (1,2,3,1,2,3,1,2) - is pretty long train

[normal]
nice
Topic Starter
Xinnoh

MasterHerobrine wrote:

M4M

[General]
Is there storyboard? Nope. Disable Widescreen Support, please. In every diff. this literally does not matter

[Advanced]
Maybe change SV from 1.30 to 1.20? it's providing spread to hard diff
00:14:538 (2,3,4,5) - I think, thats too hard for Advanced diff. Maybe make it like small sliders? wip
00:22:164 (1,2,3,4) - ^?

[Hard]
00:14:207 (1,2,1) - maybe do from square sliders - like this? or i could do square like i intended to
00:24:153 (1,2,3) - make more spacing to make sliders more better sliders imo. using smaller spacing makes better sliders imo
00:25:811 (5) - ^
00:26:640 (2,3) - ^
00:27:800 (6,1,2,3,4,5,1,2,3,1) - in my opinion, this part really needed to have more spacing, because it will looks better and it's will be a harder than in Normal or Advanced. did you look at the note density in normal and advanced, this is double/triple the amount of notes
00:40:068 (1,2,3,1) - maybe better looks this? 1 no reason to

[Insane]
00:02:601 (2,3) - maybe make slider as here? i can't understand what you're trying to say
00:40:068 (1,2,3,1) - I'd prefer to make this moment like this. 1

[Expert]
00:00:281 (1,3) - stack it and make a blanket of (3) with 00:01:275 (1) - , it will be better the idea on this diff is to avoid using stacks, not much else to say
00:04:259 (1,3) - stack it.
00:17:190 (1,2) - stack?
00:39:737 (5,1) - make a stack, because to not prepare the player to low spacing like in Normal and be prepared to small jumps.

GL with the map!

BetaStar wrote:

m4m queue thing p/6013697 10/10 would recommend

[general]
check if soft-sliderslide.wav is being used. nice catch
here is soft-hitwhistle2.wav without delay.: https://puu.sh/vQ5Iz/5c96bdbc26.wav thanks

[expert]
Check unneeded greenlines (remove second one): ok


00:06:083 (4) - might as well do a half stack with tail of 00:06:912 (3) - since you did with 00:05:752 (2,1) - . Looks nicer and a bit more consistent distance (giving larger distance emphasis doesnt seem all necessary here) not possible without breaking pattern, i'd want to do it though :(
00:15:864 (3) - Prefer clickable with two circles. tried something different
00:31:448 (1,2) - Closer would be better since you used smaller distance here 00:27:469 (2,3) - moved a couple pxiels

[insane]
00:01:939 (3) - probably looks nicer with curve, current looks out of place. parts like 00:04:259 (1) - fits better cuz 00:04:922 (4) - is there for shape polarity sounds lame, but style. Curves for violins, straight for other stuff.
00:03:596 (1,2,3,4) - why does insane have clickables while expert version is easier? should switched in terms of implementation insane was my first std diff,
different mapping style compared to expert which is my most recent. if it was a gd it would be acceptable, it's essentially a gd from my old self.

00:27:469 (1,2,3,4) - ^
00:31:448 (1,2,3,4) - ^
00:40:068 (1) - Feels better with seperate clickable circle at 00:40:731 . Also the fact that you did like this 00:41:063 (2,3) - for that fixed

[hard]
00:15:698 (2,3) - would not have this under 00:15:201 (1) - . tfw have to map for the modder
Starting from 00:24:153 you should have calculated the ds so that it doesnt touch tiny bit like that. (doesnt look very nice) holy shit what is the problem with overlaps
00:30:619 (2,3,1) - What happened to that small overlap thing. I dont see DS change so ??? yeah fixed that before
00:40:068 (1) - would delete reverse and add circle second has higher pitch compared to reverse

[advance]
check for unneeded green lines (leave first of each and delete rest):
fix



00:08:902 (2,3) - and 00:10:891 (2) - strongly advise you to stay consistent on lower diffs. You used triples more from later parts, so have that has triple. i consistently use both sliders and circles in those parts
00:33:769 (3) - be circle but why
00:35:758 (3) - ^
00:37:747 (3) - ^ also because 00:37:084 (1,2,3,1,2,3,1,2) - is pretty long train reverse slider gives enough leniency

[normal]
nice bless akitoshi
Sanyi
m4m from your queue

kudosu only when the mod is helpful!

General: The difficulty spread is pretty inbalanced, because there is such a high difficulty spike between Salad and Platter. Maybe a Light Platter is a good idea.

Cup

  1. 00:01:274 (1) - remove NC
  2. 00:03:928 (3,1) - you made the distance quiet big in comparison to the previous distances but the song doesn't really justify this imo (I don't hear any new sound here). Consider reducing the distance here.
  3. 00:07:906 (4) - I would move this note to x:224 to have more consistency between 00:07:243 (3,4,1) - and 00:11:222 (2,3,1) -
  4. 00:15:201 (3) - I would make this slider to a shape like the one before, because then it flows better into the next slider.
  5. 00:22:661 (2,3) - since you have to change the direction of movement here, the distance is a bit to large I think. Maybe x:172 or something similar is better
  6. 00:27:137 (3) - feels a bit far left since you have to change the direction of movement here afterwards. Maybe x:52?
  7. 00:29:790 (2,1,2,3) - only a hint - it is by far the hardest pattern in the map imo, but since it is emphasizing the music well, I wouldn't change it. But if someone says something similar, consider changing it anyways

Salad

  1. 00:06:249 (1,2) - quiet low distance for pretty loud sound. Increasing the distance? You even used dash beforehand for the same sound
  2. 00:07:906 (3,1) - the other way round this time. Soft sound but dash? Maybe making a walkable distance here is representing the music better
  3. 00:12:217 (1,2) - same as 00:06:249 (1,2) -
  4. 00:14:704 (2,3) - maybe increasing the distance a bit? The music would support this

    I am not sure about the distances afterwards so I won't say anything about them
  5. 00:24:982 - Adding a note here?
  6. 00:28:961 - Adding a note here?

Platter

  1. Inconsistency in terms of NC between 00:00:281 (1,2,3,4) - and 00:04:259 (1,2,3,1,2) - please fix that (I would remove NC from the second one)
  2. 00:03:264 (1) - Every other time this you mapped this sound you used a hyperdash, but this time not. i would make a hyperdash pattern here as well
  3. 00:04:757 (2,3) - too big distance because you need to hyperdash afterwards in the other direction. I think putting 00:05:088 (3) - to x:80 is better
  4. 00:14:206 (1,2) - pretty hard and somehow weird for Platter. My idea would be to delete the second one, copy the first one for the second one and moving it to x:328: https://osu.ppy.sh/ss/8123314
  5. 00:17:024 (4) - same as 00:04:757 (2,3) - (this time to x:420). You need to move the following slider a bit to the left to keep the hyperdash though
  6. 00:38:410 (2) - x:300 feels better

Rain

  1. 00:08:238 (1,2,3,4,5,6) - I would increase the distance between these notes a bit, plays better imo and fits better for a Rain
  2. 00:10:227 (1,2,3,4,5,6) - ^^
  3. 00:12:548 (2,3,4,5) - ^^
  4. 00:16:527 (2,3,4,5) - ^^
  5. 00:24:485 (2,3,4,5) - ^^
  6. 00:25:811 (2) - I would move this to x:280, emphasizes the music better imo
  7. 00:28:464 (2,3,4,5) - ^^
  8. 00:29:790 (2) - same as 00:25:811 (2) - (x:208)
  9. 00:39:571 (3) - move to x:384
  10. 00:39:737 (4) - move to x:292

good luck with the mapset ;)
Topic Starter
Xinnoh
A lot has changed since the last update
  1. All diffs have been remapped (except normal). My style completely changed after I saw Ascenster's remap, and it's helped me take a large step forward in making my maps unique/enjoyable.
  2. CtB diffs are gone, really sorry to the CtB modders above. I tried ranking a hybrid before, I ended having to ask a QAT to qualify because there are no BNs that will rank hybrids or my song choices. I won't be doing another hybrid until changes are made to the tier system.
  3. All 4 expert diffs are gone, I've tried many times but I really can't map this level without jump spam, and that's not something I enjoy as a player or mapper. It will mean less pp/playcount if it gets ranked, but I think it will be the better option in my opinion.
Finally ready for mods
Ascendance
My first time having top diff on a std set woah

Maybe consider mapping an easy? I can do it if you don't wanna
Topic Starter
Xinnoh
oh ya the set could use an easy since I need 6 icons for Expert clickbait, go ahead since you're better at those than me

@modders feel free to mod anyway since 99% of things to point out will be on the other diffs anyway
Chewin

General Stuff
  1. This is very nazi but set the BG at 1366x768, it's 1365x768 now XD
  2. Easy diff is not submitted I guess? LOL

Akitoshi's Normal
  1. 00:14:206 (1,2,3,4) - This rhythm comes in so suddenly (first time you use the 1/2 with a short 1/1 slider). Well, it's nice anyways, but removing the circles and extending the sliders by 1/2 can be an option too. Not a big issue, tho. Just a valid option to consider.
  2. Very good map, nothing to say

Advanced
  1. 00:12:217 (1,2,3,4) - Can you try to move the whole pattern, or just last two elements, a bit down? Not a big issue, but the circle is actually covered by HP bar's shadow
  2. 00:25:148 (2) - Add Clap like you did for 00:29:126 (2) and to emphasize the sound in the music
  3. Good

Hard
  1. 00:10:891 (3) - This slider is unrankable: The tail is actually going out of the screen
  2. 00:19:842 (5,1) - I do not understand this spacing reduce tbh, this should be emphasize a bit instead
  3. 00:42:058 (3) - Why did you place this circle there? XD It's not consistent with the previous sliders placements. I would just move it on the right part of the editor's grid.


Insane
  1. 00:03:596 (2,3) - Reduce the spacing, it looks a 1/2 with this one. I got confused here
  2. 00:22:661 (1) - Since this is the second one with the same rhythm, why don't you increase the spacing here moving this circle stacked with 00:23:490 (4)'s tail instead ? It is pretty nice IMO: http:// osu.ppy.sh/ss/8840827


Ascenster's Insane
  1. 00:01:938 (3) - This straight slider placed there and with tail on the left just breaks the flow you created. I would just make something like: https://osu.ppy.sh/ss/8840837 it works better imo
  2. 00:23:490 (3,4) - I would increase the spacing here, instead of decreasing it: https://osu.ppy.sh/ss/8840844 More fun to play
  3. 00:39:074 (5) - New combo for consistency?

I didn't find that much, mapset is good.

Call me back for recheck! Jk I am not BN anymore.

Good luck!
Topic Starter
Xinnoh
boxed bc it's kinda big with format
b

Chewin wrote:

General Stuff
  1. This is very nazi but set the BG at 1366x768, it's 1365x768 now XD I'll reupload with a 1080p version since it was uploaded before rule change (aaa so many rule changes for you to follow xD)
  2. Easy diff is not submitted I guess? LOL unrankable pls fix

Advanced
  1. 00:12:217 (1,2,3,4) - Can you try to move the whole pattern, or just last two elements, a bit down? Not a big issue, but the circle is actually covered by HP bar's shadow why not i guess
  2. 00:25:148 (2) - Add Clap like you did for 00:29:126 (2) and to emphasize the sound in the music woops forgot hs
  3. Good remapping better > improving an ok diff

Hard
  1. 00:10:891 (3) - This slider is unrankable: The tail is actually going out of the screen how did i do that lol
  2. 00:19:842 (5,1) - I do not understand this spacing reduce tbh, this should be emphasize a bit instead
  3. 00:42:058 (3) - Why did you place this circle there? XD It's not consistent with the previous sliders placements. I would just move it on the right part of the editor's grid. kk lol


Insane
  1. 00:03:596 (2,3) - Reduce the spacing, it looks a 1/2 with this one. I got confused here I put it here because testplaying I often hit it too early because i guessed it would be 1/4 gap, moved closer anyway
  2. 00:22:661 (1) - Since this is the second one with the same rhythm, why don't you increase the spacing here moving this circle stacked with 00:23:490 (4)'s tail instead ? It is pretty nice IMO: http:// osu.ppy.sh/ss/8840827 Too much of a diff spike + no reason to change spacing because the sound is the same as the one before

I didn't find that much, mapset is good.

Call me back for recheck! Jk I am not BN anymore. :'(

Good luck! many thanks :)
Jonis221
Hello, just mod.

  • [Normal]
  1. 00:29:127 (2,1) - Sliderbow isn't symmetrical. Sliderbows should look something like this imo http://i.imgur.com/bWSfUfz.png
  2. 00:15:201 (3,4) - objects not even in a single line. Pretty sure you can move circle on x:432 y:110
  3. 00:16:196 (1,3) - If you move sliders closer you can see that slidertail doesn't even reaching the slider http://i.imgur.com/OkfW4uk.png I can suggest to rotate curved slider -4 degrees.


    [Advanced]
  4. 00:18:848 (2,3) - It looks a bit odd to see that sliderbody is overlaping next slider a bit.
  5. 00:40:068 (1,2) - Parallel isn't pixel perfect.

    [Hard]
  6. 00:08:901 (3) - I'm pretty sure you can rotate this -2 degrees to create more perfect blanket with this slider 00:08:238 (1) -
  7. 00:24:153 (1) - 00:28:132 (1) - Sounds like you can do some 1/2 rhythm here.
  8. 00:42:058 (3) - I can suggest to move this circle on x:346 Y:171 to create more perfect triangle pattern with sliders.

    [Insane]
  9. 00:04:259 (1) - You can press 2 times ctrl+g to make slider points rearranged and then make blanket more pixel perfect.
Some minor things.
Electoz
[General]

  1. Unused hitsounds:
    1. soft-sliderslide.wav
  2. Hitsounds with possible delay >5 ms:
    1. soft-hitwhistle2.wav << don't have audacity atm but I just copy pasted it from MA anyways
[Akitoshi's Normal]

  1. 00:06:249 (1,2,3,4) - Rhythm here is accidentally the same as other measures 00:08:238 - 00:10:227 - 00:12:217 - but the song doesn't do the same, so maybe should differentiate the rhythm here from those other measures a little, either Ctrl+G 00:06:249 (1,2) or make them a repeat slider could work.
  2. 00:21:169 (3) - Any reason for not ending this at 00:21:666 like what you did previously?
  3. 00:37:084 (2,1,2,3) - aa why are you forcing yourself back to where you came from, now it looks messier than everything else cuz now 00:37:084 (2,3) look almost like an unintentional overlap.
[Advanced]

  1. 00:14:704 (2,3) - 00:18:848 (2,3) - 00:25:148 (2,3) - 00:30:784 (2,3,1) - 00:41:063 (2,3) - Can you like be more detailed with your DS
  2. 00:22:660 (2) - Unsnapped according to mr aimod
[Hard]

  1. 00:10:891 (3) - Slightly off-screen hello
  2. 00:32:111 (1,2,3) - Any reason for making these different from 00:34:100 (1,2,3) - 00:36:090 (1,2,3) - 00:38:079 (1,2,3) ?
[Insane]

  1. 00:05:254 (1,2,3) - Your aesthetics here gave me an impression like you didn't make this consistent with other interlocking ideas like 00:00:281 (1,2,3) - 00:01:275 (1,2,3) - 00:05:254 (1,2,3) because you're going off-screen or something zz
  2. 00:37:084 (1,2,3) - Is this intentional for having different direction changes from 00:33:105 (1,2,3) - 00:35:095 (1,2,3) ?
  3. 00:40:067 (1,1,1,1,1,1,1) - The decrease in spacings are ok but aesthetics can be polished by not making them overlapped or something
[Ascenster's Insane]

  1. 00:08:901 (4,5,1) - Is too inconsistent/stand out compared to other places with the same/similar rhythm like 00:10:891 (4,1) - 00:12:880 (3,1) - etc cuz you suddenly pulled out a back-and-forth jump which you didn't do that in most of other places zz
  2. 00:13:212 (1,2) - Any reason for this being a 1/1 pause? You just did 1/1 sliders on other places most of the time like 00:11:222 (1) - 00:17:190 (1) - etc and 00:13:543 (2) isn't worth making it clickable anyways.
gl gl
Topic Starter
Xinnoh
summoning time owo

EggsGone wrote:

Hello, just mod.

  • [Advanced]
  1. 00:18:848 (2,3) - It looks a bit odd to see that sliderbody is overlaping next slider a bit. modified a little
  2. 00:40:068 (1,2) - Parallel isn't pixel perfect. kk bb

    [Hard]
  3. 00:08:901 (3) - I'm pretty sure you can rotate this -2 degrees to create more perfect blanket with this slider 00:08:238 (1) - I think you meant +2, did that
  4. 00:24:153 (1) - 00:28:132 (1) - Sounds like you can do some 1/2 rhythm here. I want to keep the rhythm less dense than the stronger parts of the music
  5. 00:42:058 (3) - I can suggest to move this circle on x:346 Y:171 to create more perfect triangle pattern with sliders. k

    [Insane]
  6. 00:04:259 (1) - You can press 2 times ctrl+g to make slider points rearranged and then make blanket more pixel perfect. thanks, also did ctrl-h four times, pressed q 64 times and mashed ctrl-s for twenty minutes (ok but it doesn't actually change anything)
Some minor things.

Electoz wrote:

[General]

oops fixed
  1. Unused hitsounds:
    1. soft-sliderslide.wav
  2. Hitsounds with possible delay >5 ms:
    1. soft-hitwhistle2.wav << don't have audacity atm but I just copy pasted it from MA anyways

[Advanced]

  1. 00:14:704 (2,3) - 00:18:848 (2,3) - 00:25:148 (2,3) - 00:30:784 (2,3,1) - 00:41:063 (2,3) - Can you like be more detailed with your DS fix all
  2. 00:22:660 (2) - Unsnapped according to mr aimod the head was unsnapped so mr aimod can go suck a banana
[Hard]

  1. 00:10:891 (3) - Slightly off-screen hello I THOUGHT I FIXED THAT FROM THE LAST MOD
  2. 00:32:111 (1,2,3) - Any reason for making these different from 00:34:100 (1,2,3) - 00:36:090 (1,2,3) - 00:38:079 (1,2,3) ? cuz i didn't know what pattern i was going to use yet xP
    I did a temporary fix but i might need to change that
[Insane]

  1. 00:05:254 (1,2,3) - Your aesthetics here gave me an impression like you didn't make this consistent with other interlocking ideas like 00:00:281 (1,2,3) - 00:01:275 (1,2,3) - 00:05:254 (1,2,3) because you're going off-screen or something zz Made pattern 00:00:281 (1,2,3) - identical to 00:04:259 (1,2,3) -. Should be fine to remove just the obvious outlier
    Side note, to explain why I take flow offscreen, it makes the player know "the next object is 100% not going to be where it would be". It makes unorthodox flow easier to manage. I usually do this in ctb too
  2. 00:37:084 (1,2,3) - Is this intentional for having different direction changes from 00:33:105 (1,2,3) - 00:35:095 (1,2,3) ? Yup, the 3x 1/2 sliders map guitar sounds, guitar descended pitch last two times but goes up here.
  3. 00:40:067 (1,1,1,1,1,1,1) - The decrease in spacings are ok but aesthetics can be polished by not making them overlapped or something spaced and polished
gl gl ty ty
Akitoshi
Reply boxxx

Doormat wrote:

[Aki]
  1. 00:15:035 - if you're following drums you shouldn't ignore this drum note on the red tick here picking this rhythm ruins my general placement (which is i don't use circle > slider pattern at all) and also 3/2 rhythm gaps were for piano w
  2. 00:16:030 - i'd consider putting a circle here to help with polarity ^
  3. 00:22:164 (1) - honestly i don't think a 2/1 slider is the best choice for rhythm here seeing as how you skipped over the drum at 00:22:330 - . i'd try a circle + 3/2 slider violin's held sound
  4. 00:23:158 (7,8) - this would be more effective if it were three circles. the musical sounds aren't being held so a slider doesn't feel appropriate yes
  5. 00:40:068 (1,2) - both sliders should have the same design, like 00:32:111 (1,2) - 00:34:100 (1,2) - or 00:38:079 (1,3) - . i recommend giving 00:41:063 (2) - the same curve as 00:40:068 (1) - yes

Error- wrote:

[Akitoshi]
00:15:201 (3,4) - they seems not a straight line, not like you do before and after tried

MasterHerobrine wrote:

[Akitoshi's Normal]
00:05:254 (3) - move the end shape from X258 Y333 to X256 Y336 and then move a circle to make a "line" from X217 Y322 to X216 Y328 not that exact but i tried
00:06:249 (1,2,3) - maybe better to make a round. 1 k
00:15:201 (3,4) - maybe move it down? nah
00:17:853 (4) - move to X390 Y195 to X392 Y196 ruins ds but fixed in other placement
00:42:141 (1) - maybe do here a spinner to 00:44:379 ? no

Chewin wrote:

Akitoshi's Normal
  1. 00:14:206 (1,2,3,4) - This rhythm comes in so suddenly (first time you use the 1/2 with a short 1/1 slider). Well, it's nice anyways, but removing the circles and extending the sliders by 1/2 can be an option too. Not a big issue, tho. Just a valid option to consider. oh yeah, fixed
  2. Very good map, nothing to say

EggsGone wrote:

  • [Normal]
  1. 00:29:127 (2,1) - Sliderbow isn't symmetrical. Sliderbows should look something like this imo http://i.imgur.com/bWSfUfz.png its symmetrical already tho, who notices on 1px off in play anyway lu
  2. 00:15:201 (3,4) - 00:15:201 (3,4) - objects not even in a single line. Pretty sure you can move circle on x:432 y:110 no more prob here cuz i extended
  3. 00:16:196 (1,3) - If you move sliders closer you can see that slidertail doesn't even reaching the slider http://i.imgur.com/OkfW4uk.png I can suggest to rotate curved slider -4 degrees. it flows fineeeeeee

Electoz wrote:

[Akitoshi's Normal]

  1. 00:06:249 (1,2,3,4) - Rhythm here is accidentally the same as other measures 00:08:238 - 00:10:227 - 00:12:217 - but the song doesn't do the same, so maybe should differentiate the rhythm here from those other measures a little, either Ctrl+G 00:06:249 (1,2) or make them a repeat slider could work. did reverse
  2. 00:21:169 (3) - Any reason for not ending this at 00:21:666 like what you did previously? violin's rhythm
  3. 00:37:084 (2,1,2,3) - aa why are you forcing yourself back to where you came from, now it looks messier than everything else cuz now 00:37:084 (2,3) look almost like an unintentional overlap. remap w

thank you bois

c
osu file format v14

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

[Editor]
DistanceSpacing: 1
BeatDivisor: 2
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 ktgster 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,-100,3,2,3,40,0,0
32111,-100,3,2,3,15,0,0
32152,-100,3,2,3,25,0,0
36090,-100,3,2,3,15,0,0
36131,-100,3,2,3,25,0,0
38079,-100,3,2,3,30,0,0
38576,-100,3,2,3,25,0,0
39074,-100,3,2,3,20,0,0
40068,-100,3,2,3,15,0,0


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

[HitObjects]
26,284,281,6,0,P|73:257|178:302,1,164.999985694885,6|0,0:0|0:0,0:0:0:0:
204,335,944,1,2,0:0:0:0:
309,305,1275,2,0,B|337:251|337:251|322:134,1,164.999985694885,8|0,0:0|0:0,0:0:0:0:
312,93,1938,1,2,0:0:0:0:
228,21,2270,6,0,P|169:12|113:36,1,109.999990463257,2|0,0:0|0:0,0:0:0:0:
30,88,2933,1,2,0:0:0:0:
49,196,3265,1,8,0:0:0:0:
139,257,3596,2,0,P|198:266|254:242,1,109.999990463257,0|2,0:0|0:0,0:0:0:0:
333,185,4259,6,0,P|420:165|490:224,1,164.999985694885,2|0,0:0|0:0,0:0:0:0:
502,254,4922,1,2,0:0:0:0:
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Ascendance

Chewin wrote:

Ascenster's Insane
  1. 00:01:938 (3) - This straight slider placed there and with tail on the left just breaks the flow you created. I would just make something like: https://osu.ppy.sh/ss/8840837 it works better imo Agreed
  2. 00:23:490 (3,4) - I would increase the spacing here, instead of decreasing it: https://osu.ppy.sh/ss/8840844 More fun to play Sure thing!
  3. 00:39:074 (5) - New combo for consistency? Did it!

Good luck!

Electoz wrote:

[Ascenster's Insane]

  1. 00:08:901 (4,5,1) - Is too inconsistent/stand out compared to other places with the same/similar rhythm like 00:10:891 (4,1) - 00:12:880 (3,1) - etc cuz you suddenly pulled out a back-and-forth jump which you didn't do that in most of other places zz decreased the spacing of the jump but kept it overall
  2. 00:13:212 (1,2) - Any reason for this being a 1/1 pause? You just did 1/1 sliders on other places most of the time like 00:11:222 (1) - 00:17:190 (1) - etc and 00:13:543 (2) isn't worth making it clickable anyways. There's other places where it's done (i.e. 00:17:853 (3,1) - ) but it's mostly because variety in such a repetitive song lol
gl gl
Thanks for modding!

Easy
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Ascenster's Insane
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491,171,21666,1,2,0:0:0:0:
445,328,21832,1,0,0:0:0:0:
314,63,21998,1,2,0:0:0:0:
246,143,22164,5,6,0:0:0:0:
486,55,22330,1,8,0:0:0:0:
234,178,22661,5,2,0:0:0:0:
474,90,22827,1,8,0:0:0:0:
224,213,23158,5,2,0:0:0:0:
373,153,23324,1,2,0:0:0:0:
244,27,23490,1,2,0:0:0:0:
244,27,23822,1,0,0:0:0:0:
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362,256,24319,1,0,0:0:0:0:
270,298,24485,1,0,0:0:0:0:
176,260,24651,1,0,0:0:0:0:
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133,63,25811,1,0,0:0:0:0:
133,63,25977,1,0,0:0:0:0:
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214,22,27800,2,0,P|191:58|197:118,1,71.9999961853028
56,294,28132,5,2,0:0:0:0:
150,256,28298,1,0,0:0:0:0:
242,298,28464,1,0,0:0:0:0:
336,260,28630,1,0,0:0:0:0:
463,351,28795,2,0,P|429:365|374:361,1,71.9999961853028
274,184,29127,6,0,B|350:140|378:172|418:216|498:152,1,215.999988555908,8|0,0:0|0:0,0:0:0:0:
499,65,29790,1,0,0:0:0:0:
398,78,29956,1,0,0:0:0:0:
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185,206,30784,2,0,P|188:240|169:289,1,71.9999961853028
327,157,31116,1,8,0:0:0:0:
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250,329,32442,1,0,0:0:0:0:
368,137,32608,2,0,P|376:184|357:249,2,89.9999952316285
119,282,33106,5,8,0:0:0:0:
193,230,33272,1,0,0:0:0:0:
282,244,33437,1,0,0:0:0:0:
164,52,33603,2,0,P|156:99|175:164,2,89.9999952316285
19,336,34100,6,0,P|27:289|8:224,1,89.9999952316285,4|0,0:0|0:0,0:0:0:0:
0,159,34432,1,0,0:0:0:0:
0,159,34597,1,0,0:0:0:0:
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339,0,35095,6,0,P|347:47|328:112,1,89.9999952316285,8|0,0:0|0:0,0:0:0:0:
320,177,35427,1,0,0:0:0:0:
320,177,35592,1,0,0:0:0:0:
486,153,35758,2,0,P|478:198|486:242,1,89.9999952316285
301,365,36090,5,4,0:0:0:0:
218,331,36255,1,0,0:0:0:0:
288,276,36421,1,0,0:0:0:0:
205,242,36587,1,0,0:0:0:0:
301,365,36753,2,0,P|349:367|398:351,1,89.9999952316285
384,153,37084,5,8,0:0:0:0:
301,187,37249,1,0,0:0:0:0:
371,242,37415,1,0,0:0:0:0:
288,276,37581,1,0,0:0:0:0:
384,153,37747,2,0,P|432:151|481:167,1,89.9999952316285
507,336,38079,5,4,0:0:0:0:
288,276,38245,1,0,0:0:0:0:
143,381,38410,2,0,L|246:371,1,89.9999952316285
87,192,38742,2,0,P|66:236|77:297,1,89.9999952316285
307,188,39074,5,8,0:0:0:0:
307,188,39239,1,0,0:0:0:0:
241,128,39405,1,0,0:0:0:0:
288,276,39571,1,0,0:0:0:0:
393,161,39737,1,0,0:0:0:0:
36,251,40068,5,8,0:0:0:0:
212,214,40400,1,0,0:0:0:0:
4,119,40731,5,0,0:0:0:0:
185,129,41063,1,0,0:0:0:0:
26,349,41395,5,0,0:0:0:0:
201,299,41727,1,0,0:0:0:0:
324,59,42058,5,2,0:0:0:0:
Topic Starter
Xinnoh
quickmod

easy
rc suggested spacing to be between 0.8 and 1.2x and you have 1.5x. But your sv is really low and would look ugly if they were that close, so seems to be the better choice to use here.
00:19:180 (5,1) - these slider bodies are kinda close, either move 00:17:854 (3,4,5) - upwards or 00:20:174 (1) - and stuff after downwards
00:20:174 (1,4,5) - these overlaps are really ugly. Can avoid with something like this? https://puu.sh/xbgdp/2a218f192f.png
00:40:068 (1,2) - wat is this rhythm the slider end is on downbeat and doesn't really work. use this idea since you're cramped in the corner https://puu.sh/xbgh1/5b05d924d4.png
Ascendance
fixed all except the last one, i think it's fine. also yea fuck the rc, 1.5x seems okay to me to use tbhhh

thank

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: 24153
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.3

[Metadata]
Title:Granat
TitleUnicode:Granat
Artist:Drop
ArtistUnicode:Drop
Creator:Sinnoh
Version:Ascendance's Easy
Source:
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
BeatmapID:0
BeatmapSetID:572387

[Difficulty]
HPDrainRate:3
CircleSize:2.7
OverallDifficulty:3.5
ApproachRate:3
SliderMultiplier:0.69999990463257
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]
281,331.5649867374,3,2,2,50,1,0
3513,-100,3,2,2,15,0,0
3596,-100,3,2,2,50,0,0
24152,-100,3,2,3,40,0,0
29624,-100,3,2,3,15,0,0
29790,-100,3,2,3,40,0,0
32111,-100,3,2,3,15,0,0
32152,-100,3,2,3,25,0,0
36090,-100,3,2,3,15,0,0
36131,-100,3,2,3,25,0,0
38079,-100,3,2,3,30,0,0
38576,-100,3,2,3,25,0,0
39074,-100,3,2,3,20,0,0
40068,-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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280,270,13212,1,0,0:0:0:0:
84,345,13875,1,0,0:0:0:0:
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298,88,15201,2,0,B|279:138|279:138|297:202,1,104.999985694885
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86,189,29127,1,0,0:0:0:0:
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Underforest
m4m return, delay cause school return sucks

[general]
some diff has no hitsounds at all lol
combo colors are really similar to ones on my country flag, such a coincidence

[ez]
ok

[n]
ok

[a]
00:15:698 (4) - this causes inconsistency with rhythm from 00:14:206 (1,2,3) - you can copy rhythm from there instead of a 1/3 slider

[h]
00:15:201 (3,4) - blanket if intended can be improved
00:36:420 (2) - end is unsnapped by 2ms
00:37:746 (6) - ^

[i]
00:02:601 (2) - ctrl+j?
00:11:884 (3) - end is unsnapped by 2ms
00:13:542 (2) - ^
00:38:246 (2,3) - this kind of flow is a bad idea because the confusion can be done with HD mod

[ascenter's i]
00:15:699 (2) - converting this into circles would give emphasis imo
00:38:079 (1,2,3) - any reason for this jump?

sorry for short mod, map looks well polished in my point of view
gl
Topic Starter
Xinnoh
i fixed the bg finally

Underforest wrote:

m4m return, delay cause school return sucks me soon D:

[general]
some diff has no hitsounds at all lol ffs ascendance did not update

[a]
00:15:698 (4) - this causes inconsistency with rhythm from 00:14:206 (1,2,3) - you can copy rhythm from there instead of a 1/3 slider following percussion change, i'll assume typo as 1/2 slider but same thing

[h]
00:15:201 (3,4) - blanket if intended can be improved i was just randomly placing objects here so ya
00:36:420 (2) - end is unsnapped by 2ms how does this shit even appear
00:37:746 (6) - ^ where is triangle man

[i]
00:02:601 (2) - ctrl+j? Fine as is
00:11:884 (3) - end is unsnapped by 2ms phuk this gay earth
00:13:542 (2) - ^
00:38:246 (2,3) - this kind of flow is a bad idea because the confusion can be done with HD mod it's not meant to be easy flow + mods don't matter

[ascenter's i]
hey look i'm doing an ascendance
00:15:699 (2) - converting this into circles would give emphasis imo kinda breaks the pattern so no need to change
00:38:079 (1,2,3) - any reason for this jump? piano changes pitch by large amount so this pattern needs to be different

sorry for short mod, map looks well polished in my point of view many thanks, you pointed out quite a few unrankable issues so ty for that
gl
-Mo-
General
- Widescreen storyboard is inconsistent, turn them either all on or all off.
- soft-hitwhistle2.wav has a ~4.5ms delay at the start. While barely acceptable, you might as well remove it. I fixed it here, or you could do it yourself.
- Advanced and Insane have different ending times because the final note is unsnapped by 1ms /shrug

Akitoshi's Normal
- 00:21:169 (3) - Would you consider making this 2/1? I feel like there's not really a need to keep 00:21:832 (4) as an active beat given the music.

Hard
- 00:24:153 (1,2,3,4) - This combo doesn't have consistent spacing, so it could be neater if you fixed that (or make 3-4 larger).
- 00:27:137 (4) - Placing this at around (385, 282) would make this pattern neater so that 3-2-4 are evenly spaced.
- 00:28:132 (1,2,3,4) - Similar to the first point.
- 00:29:790 (5,1) - 00:30:619 (2,3) - The circles are two similar sounds using different spacings, which I would rather keep consistent.

Insane
- 00:03:928 (3,4) - I think reducing this spacing so that there's more contrast between this and 4-1 would be better.
- 00:38:742 (4) - Still not really happy about how this combo looks. My quick fix would be to put this slider at (69, 147) so that visually, 4-2-3 have the same gap between them, andideally the spacing between each note should be reducing to match with the scale in the music.
- 00:40:067 (1,1,1,1,1,1,1) - I don't really see the NC spam being necessary in my opinion.

Ascenster's Insane
- 00:09:730 (2,3) - This jump isn't really supported by anything apart from a hitsound, so I would find some way to reduce it.
- 00:12:714 (2,3,1) - 00:16:693 (2,3,1) - 00:18:682 (2,3,1) etc - So I feel like there's too much emphasis being placed on these slider 3s where you have larger spacing and sharper angles, where in the music there isn't much to support them. Comparatively, the start of the next combo has a stronger beat, but uses equal or smaller emphasis to these sliders. I didn't list all of them, but personally I'd like to see something changed with most of these.
- 00:21:832 (3,4,1) - This is a more extreme case of what I just said.

I'll can recheck this.
Topic Starter
Xinnoh

-Mo- wrote:

General
- Widescreen storyboard is inconsistent, turn them either all on or all off. no it's my style
- soft-hitwhistle2.wav has a ~4.5ms delay at the start. While barely acceptable, you might as well remove it. I fixed it here, or you could do it yourself. added
- Advanced and Insane have different ending times because the final note is unsnapped by 1ms /shrug why not

Hard
- 00:24:153 (1,2,3,4) - This combo doesn't have consistent spacing, so it could be neater if you fixed that (or make 3-4 larger). spacing emphasis but it looks stupid so applied
- 00:27:137 (4) - Placing this at around (385, 282) would make this pattern neater so that 3-2-4 are evenly spaced. yes this good
- 00:28:132 (1,2,3,4) - Similar to the first point.
- 00:29:790 (5,1) - 00:30:619 (2,3) - The circles are two similar sounds using different spacings, which I would rather keep consistent. ok

Insane
- 00:03:928 (3,4) - I think reducing this spacing so that there's more contrast between this and 4-1 would be better. moved left, should also be arranged a bit neater
- 00:38:742 (4) - Still not really happy about how this combo looks. My quick fix would be to put this slider at (69, 147) so that visually, 4-2-3 have the same gap between them, and ideally the spacing between each note should be reducing to match with the scale in the music. fixed with a blanket
- 00:40:067 (1,1,1,1,1,1,1) - I don't really see the NC spam being necessary in my opinion. ok

I'll can recheck this. I'll will can call you back
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