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Giga - -BWW SCREAM-

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Topic Starter
Arutsuki

Neoskylove wrote:

Q

[Extra]
00:14:607 (1,2) - hard to read 1/4 just a regular extended slider, nothing hard to read
00:28:607 - where is beat no beat mapped :v
01:13:232 - I think it is unnecessary beat not really, you can hear it if you listen to the song closely

GL

tyty
Owens
Hi, from my queue !

[Hard]
00:10:607 (1) - I think you should place it as an equilateral triangle with 00:09:941 (1) - and 00:10:274 (2) - , like this. It still gets the same DS, but looks better imo. (Btw i think this pattern is a bit too hard)
00:15:107 (2) - this blanket can be easily improved
00:30:607 (1,2,1) - isn't this too hard ?
00:31:941 (6) - I'll suggest you to map the other voice, with sliders. This one you mapped is a bit confusing imo, i had to listen like 3-4 times to understand why you did this xD
00:39:774 (4) - maybe you should stack this one with the end of 00:38:941 (2) - ?
00:49:274 (1) - i get you prefer place objects next to each other instead of stacking it, but here it feels very weird for me
01:17:274 - You should put something here imo xD

Damn, was hard to find theses... The diff looks really cool, good job !

[Kujinn's Insane]
00:02:607 (1) - I don't like that this beat isn't clickable, i think it should be. You made every similar song clickable, why not this one ?
00:06:941 (4,1) - This is exactly the same sounds as 00:06:274 (2,3) - , this shouldn't be more spaced
00:08:607 (1,2,3,4,1,2,3,4) - I don't understand this jump structure at all. Is there even a structure or it is just randomly placed ? Some structure has to get an inconsistant DS, but here, it just feels random to me
00:10:607 (3) - + 00:10:941 (7) - NC ?
00:19:941 (1) - Fix Blanket
00:20:774 (3,4,1) - That flows terrible imo :/
00:21:941 (1) - Why skip this triple ? Even in hard diff, this isn't skiped :p
00:23:274 (3,4,5) - Isnt it more rounded than 00:23:441 (5,6,7) - ?
00:32:941 (3,4,5,6) - I think it's way too hard for an insane diff, and it's a lot harder than everything you did before
00:38:607 (1) - I don't like how this shape flows with previous pattern, idk how to say, it looks "broken" (lol wtf im saying). I think you can improve it
00:56:607 (5) - Maybe blanket this with 00:56:440 (4) - ?
00:59:274 (4) - NC ?
01:02:441 (6) - try to place it to X=138 Y=312
01:03:524 (6) - This definitly should be clickable
01:03:524 (6) - X=336 Y=16
01:14:274 (5) - Ctrl+G, fit way better with the song and looks better imo
01:16:607 (3) - NC ?

Cool diff, was fun to play it :D (https://osu.ppy.sh/ss/8209332)

[Extra]
00:10:941 (5) - I think you should NC this
00:17:774 (3,4,5) - I suggest you to use the same DS you used here 00:17:107 (9,10,1) -
00:19:441 (1,2,4) - I know you usually don't stack but, here that feels weird (again xD)
00:26:774 (2,3,4,5) - Daaamn, this is painfull dude, i don't think it's a good idea D:
00:30:941 (5,6,7,8) - theses 4 notes should have the same spacing, and then getting more (or less) spaced here 00:31:274 (1,2,3,4) - . Thats what you almost did but 00:30:857 (4,5,6,7,8) - have not the same spacing tho
00:43:274 (1,2,3,4) - This is ok but you should have increase the spacing here 00:43:607 (5,6,7,8) - Something like this
00:47:941 (1) - I don't like how it's placed
01:01:941 (1) - ^
01:09:274 (5) - fix blanket

Hell yeaaah, i love this one, this is sick !

[General]
I didn't really find issues on Easy and Normal diffs, and since i'm bad at low SR mapping, i can't suggest anything. The whole map looks really good i love it. Good luck ranking this man !
Atsuro
Hello from Mexico


Extra
  1. 00:05:107 (6) - Don't see the reason for this being a 1/6 repeat, it doesn't represent a sound on the song so just adding a 1/4 slider would do the same. Also, these 00:04:774 (5,1) - are not stacked 8^)
  2. 00:11:107 - Pretty sure this is an unrankable issue (i'd need some confirmation), using volume low to the point of it not being audible gives no feedback to the player and is just annoying to play. Also, the song doesn't reduce it's volume or changes itself to warrant lowering the volume until this one 00:11:274 (1) -
  3. Actually, the inaudibility is a problem on the whole map, the hitsound samples you use in some notes blend in way too much with the song so the feedback given to the player on the clickable notes is null. Note that only the clickable notes need to be audible, slider ends are another thing.
  4. 00:19:107 (1) - Since you are following the piano on this pattern i'd suggest making this slider end clickable, make it shorter and add a circle.
  5. 00:26:774 (2,3,4) - I'm pretty sure there isn't a 1/6 sound here, if anything it sounds like 1/8 but it's just a buzzing sound tbh.
  6. 00:28:607 - You're skipping a rather important beat here, i see what you're going for here but you've been mapping that section up until this point following this kind of sounds and you suddenly decide to ignore this one. Pattern suggestion https://osu.ppy.sh/ss/8215258
  7. 00:54:274 (1,2,1,2,1) - The circular flow with the big jump in the middle seems a bit forced, especially the movement from the last circle to the slider since it's a pretty sharp turn. I found that something like this https://osu.ppy.sh/ss/8215183 flows more natural.
  8. 01:01:774 (4,1) - This plays kind of weird since you break the cool flow you had going on here while the song doesn't imply that (it keeps the rhythm consistent). The other instances where you use this pattern it works since the song either lowers the pitch of the sound (like here 00:47:774 (8,1) - ) or it changes itself.
Insane
  1. 00:54:274 (4,5) - It makes me sad that you ignore this really intense 1/4 rhythm and just map it with jumps D^8 https://osu.ppy.sh/ss/8215300 How about this to "kind of" map it?
  2. 00:46:107 (1,1,1) - Why do u people like to new combo spam when only one is enough lol it looks ugly, not really a suggestion but aaa
  3. 00:47:191 (4) - Not mapping a triple here does a better job of emphasizing both synth notes since normally the most emphasized note of a triple is the last one. So yeah, consider deleting this one.
  4. 00:48:107 (2) - You're skipping a drum beat on the white tick while the blue one is mute, make the slider end on the previous one plz
  5. 01:09:941 (1,2) - Use a 1/4 slider here since the 1/4 thingie doesnt start until circle 3?
    There are some weird overmapped triples (like 00:25:107 (1,2) - ) but they're at least consistent so yeah they'll get a pass
    Simple yet effective
Hard
  1. 00:19:274 - This skipped downbeat feels weird, i know that you want to emphasize the higher pitched piano on note 5 but this throws off-rhythm some players of these difficulties and imo it's better to keep this on beat here. I'd just make a 1/2 slider
The diff gap between normal hard feels a bit big tbh. The hard has a lot of elements that belongs to an insane which is fine, since the insane has some extra elements, but the normal also needs some bumping up on it's difficulty to match that difficulty increase from hard and insane.
Osuology
sorry I'm late, from my queue Huge Mod Incoming!!!

I'm modding the extra because I feel like it so ye

[Extra]
00:04:107 (3,4) - Why do these two not overlap? The previous pattern involving these kind of sliders did have one, and I can see no reason behind bringing some chaos and tension into your map by not following patterns.

00:06:607 (3,4) - Switching circular flow direction? The situation in the song here might be involving tension as we slowly go towards the release of energy but there's two problems that would become obvious because of this decision: 1. The pairs of sliders have comfortable circular flow, even though tension is changing throughout every beat. 2. Some of this buildup section doesn't show any flow changes and as a result, the flow changes slowly become something that doesn't matter and doesn't change the tension of your map at all because it seems random. If you want to fix this, read on further before you fix it because it might be a waste of your time to fix this.

00:07:607 (2,3,5,6) - Could make these back and forths so that the later pattern that is back and forths fits in, but then again, we're trying to involve tension during this section, so honestly it's best the way it is.

00:11:941 (1) - You should honestly put a timing section here to reset where the measures are and stuff, it makes more sense according to how the song goes as well.

00:14:107 (6,7,8) - Here is yet another contradiction in flow, yet it works because it leads up to the start of a new measure, which is structural.

00:14:607 (1,2) - This flow pattern is nothing like the first one you did involving this slider.

I'm going to assume from this point that you intended to focus the map on aesthetics rather than flow from this point onwards. Though you could've involved both together, it's not necessarily wrong to prioritize certain mapping concepts over others. I don't think you could fix the entire problem anyway without redesigning the map as a whole, which would be a waste of a good map that I believe is rankable.

00:17:941 (5,6,7,8,1) - This pattern is not really seen in the map, and there's no reason to involve any tension at this moment in the song. Try using a pattern you use in this section right here.

00:30:607 (1,2,3,5,6,7) - Here at the 5-6-7 the same sound can be heard so why not use the 1/8 sliders?

00:33:274 (1) - You kinda make the section here active by putting a lot of hitcircles and big distances which is not really accurate to the song considering the energy really drops here in the song. Filling some of them in with sliders and reducing some of the distances would help a lot.

00:47:607 (7,8,1,2) - The expectation here would be that this is a back and forth pattern since that is something you've used a ton in this map, however it's not exactly that. It's confusing to read and stands out as a strange pattern.

01:06:607 (1,1,1) - Kinda difficult to read as 1/3 when the only thing that's different is the NCs and those haven't been associated with 1/3. There's really only one way that you could make this easier to read and that would be by changing the spacing between them. Tbh you could proly leave it as is as well.

Also, stack leniency is unrankable if below 3, so put it up to 3 if you intend to rank this.

Don't worry about the wall of text, the map is still pretty good, and a lot better than a lot of maps.

[Kuujinn Insane]
00:46:107 (1,1,1) - Is this merely for the transition into the drop or do you have some other reason?

Unfortunately there's a little bit of a big problem regarding structure in this diff. The drop is not much more difficult than a section in the beginning and as a result, the structure is comprimised. The drop is nothing special compared to that one section (00:22:607 (1) - )

Also stack leniency has to be at least 3 to be able to rank this.

[Hard]
Nothing much to see here.

Below here we start to have some miniscule spread problems, considering how much 1/4 is used in the hard, normal should have some 1/2 and it does. But the easy contains no 1/2 as far as I saw, which is the problem. There's a harsh difference between the easy and normal in this case, and even at this BPM of 180, it would not be crazy to put some occasional 1/2 in the easy.

Good luck with this map!
Topic Starter
Arutsuki

Owens wrote:

Hi, from my queue !

[Hard]
00:10:607 (1) - I think you should place it as an equilateral triangle with 00:09:941 (1) - and 00:10:274 (2) - , like this. It still gets the same DS, but looks better imo. (Btw i think this pattern is a bit too hard) fixed
00:15:107 (2) - this blanket can be easily improved fixed
00:30:607 (1,2,1) - isn't this too hard ? everyone keeps saying this :< I dont think so since all you gotta do is hold the sliderhead, no movement needed within each slider so it kinda works like 1/2 sliders
00:31:941 (6) - I'll suggest you to map the other voice, with sliders. This one you mapped is a bit confusing imo, i had to listen like 3-4 times to understand why you did this xD I mapped it cuz it stood out, the other voice is almost unnoticable right there imo
00:39:774 (4) - maybe you should stack this one with the end of 00:38:941 (2) - ? that actually does look better o:
00:49:274 (1) - i get you prefer place objects next to each other instead of stacking it, but here it feels very weird for me I like that overlap :<
01:17:274 - You should put something here imo xD some ppl metioned before, fixed now

Damn, was hard to find theses... The diff looks really cool, good job ! thanks!

[Extra]
00:10:941 (5) - I think you should NC this the 2 before were NCd cuz they were seperated streams, this is still a part of the same stream so I kept it without nc
00:17:774 (3,4,5) - I suggest you to use the same DS you used here 00:17:107 (9,10,1) - hmm it felt like the 2nd one is less pitched but might just be me
00:19:441 (1,2,4) - I know you usually don't stack but, here that feels weird (again xD) :< I like how it looks
00:26:774 (2,3,4,5) - Daaamn, this is painfull dude, i don't think it's a good idea D: I'm just following the music tho D:
00:30:941 (5,6,7,8) - theses 4 notes should have the same spacing, and then getting more (or less) spaced here 00:31:274 (1,2,3,4) - . Thats what you almost did but 00:30:857 (4,5,6,7,8) - have not the same spacing tho made them gradually lower the spacing since that's what the music does kinda
00:43:274 (1,2,3,4) - This is ok but you should have increase the spacing here 00:43:607 (5,6,7,8) - Something like this same as above, it gets gradually lower to match the sound it follows
00:47:941 (1) - I don't like how it's placed it's to represent the same sound just pitched a bit lower
01:01:941 (1) - ^
01:09:274 (5) - fix blanket done

Hell yeaaah, i love this one, this is sick !

[General]
I didn't really find issues on Easy and Normal diffs, and since i'm bad at low SR mapping, i can't suggest anything. The whole map looks really good i love it. Good luck ranking this man ! thanks a lot!

Atsuro wrote:

Hello from Mexico


Extra
  1. 00:05:107 (6) - Don't see the reason for this being a 1/6 repeat, it doesn't represent a sound on the song so just adding a 1/4 slider would do the same. Also, these 00:04:774 (5,1) - are not stacked 8^) I think a kickslider wouldnt represent the sound too well, sounds like a short buzz fits better, and fixed the stack
  2. 00:11:107 - Pretty sure this is an unrankable issue (i'd need some confirmation), using volume low to the point of it not being audible gives no feedback to the player and is just annoying to play. Also, the song doesn't reduce it's volume or changes itself to warrant lowering the volume until this one 00:11:274 (1) - the music kinda seems to slowly disappear (?) I thought the volume would make a cool effect to complement that but I upped the overal volume of that decrease
  3. Actually, the inaudibility is a problem on the whole map, the hitsound samples you use in some notes blend in way too much with the song so the feedback given to the player on the clickable notes is null. Note that only the clickable notes need to be audible, slider ends are another thing. still trying to work out good hitsounds to use it's a pain in the a
  4. 00:19:107 (1) - Since you are following the piano on this pattern i'd suggest making this slider end clickable, make it shorter and add a circle. but I dont hear any piano on the sliderend as much as I try
  5. 00:26:774 (2,3,4) - I'm pretty sure there isn't a 1/6 sound here, if anything it sounds like 1/8 but it's just a buzzing sound tbh. it's the same sound as 00:26:107 (5) - , just higher pitched
  6. 00:28:607 - You're skipping a rather important beat here, i see what you're going for here but you've been mapping that section up until this point following this kind of sounds and you suddenly decide to ignore this one. Pattern suggestion https://osu.ppy.sh/ss/8215258 the whole rest of the section there was more than one sound playing, plus the main focus was on the vocals. when they stopped here so suddenly, only the bg beat followed and it kinda felt as the music stopping for that one moment, so I did the same on the playfield. (I should just keep this as a copy paste reply)
  7. 00:54:274 (1,2,1,2,1) - The circular flow with the big jump in the middle seems a bit forced, especially the movement from the last circle to the slider since it's a pretty sharp turn. I found that something like this https://osu.ppy.sh/ss/8215183 flows more natural. in relation with 00:53:941 (6,7,8) - , that would flow pretty bad imo, wide angles + streamjumps doesnt sound too good :<
  8. 01:01:774 (4,1) - This plays kind of weird since you break the cool flow you had going on here while the song doesn't imply that (it keeps the rhythm consistent). The other instances where you use this pattern it works since the song either lowers the pitch of the sound (like here 00:47:774 (8,1) - ) or it changes itself. this is the same as the other instance you linked tho, same sound with lower pitch + it works as a nice transsition to the next set of sounds
Hard
  1. 00:19:274 - This skipped downbeat feels weird, i know that you want to emphasize the higher pitched piano on note 5 but this throws off-rhythm some players of these difficulties and imo it's better to keep this on beat here. I'd just make a 1/2 slider I'll see if more people mention it but I'd really like to keep it cuz of the said emphasis, I saw some 3* players sightread this with no problem
The diff gap between normal hard feels a bit big tbh. The hard has a lot of elements that belongs to an insane which is fine, since the insane has some extra elements, but the normal also needs some bumping up on it's difficulty to match that difficulty increase from hard and insane.

Osuology wrote:

sorry I'm late, from my queue Huge Mod Incoming!!! woah nelly

I'm modding the extra because I feel like it so ye

[Extra]
00:04:107 (3,4) - Why do these two not overlap? The previous pattern involving these kind of sliders did have one, and I can see no reason behind bringing some chaos and tension into your map by not following patterns. I think it works since the sound is going higher pitched so spacing is going higher too, plus the slider shape is the exact same so it shouldnt be chaotic

00:06:607 (3,4) - Switching circular flow direction? The situation in the song here might be involving tension as we slowly go towards the release of energy but there's two problems that would become obvious because of this decision: 1. The pairs of sliders have comfortable circular flow, even though tension is changing throughout every beat. 2. Some of this buildup section doesn't show any flow changes and as a result, the flow changes slowly become something that doesn't matter and doesn't change the tension of your map at all because it seems random. If you want to fix this, read on further before you fix it because it might be a waste of your time to fix this. I'd say the tension is still the same, it only starts getting more intense where the jumps start imo. For flow, I dont think it really matters here in particular, I just changed it cuz that felt more comfortable than doing the same movement over and over to me. Also object placement wouldn't really be ideal if the sliders kept the same flow forever

00:07:607 (2,3,5,6) - Could make these back and forths so that the later pattern that is back and forths fits in, but then again, we're trying to involve tension during this section, so honestly it's best the way it is. also keeping it cuz they're the same exact sounds, doesnt really feel like too much movement should be involved

00:11:941 (1) - You should honestly put a timing section here to reset where the measures are and stuff, it makes more sense according to how the song goes as well. done!

00:14:107 (6,7,8) - Here is yet another contradiction in flow, yet it works because it leads up to the start of a new measure, which is structural. as mentioned above, flow doesnt always have to be circular to play good

00:14:607 (1,2) - This flow pattern is nothing like the first one you did involving this slider. the sliderend is put in a place where the player can just ignore it and move from the slider at the red anchor, and in that area of the playfield I dont think it would work well to put the circle like I did previousy

I'm going to assume from this point that you intended to focus the map on aesthetics rather than flow from this point onwards. Though you could've involved both together, it's not necessarily wrong to prioritize certain mapping concepts over others. I don't think you could fix the entire problem anyway without redesigning the map as a whole, which would be a waste of a good map that I believe is rankable. Flow is actually always my main intention,
seems I've been doing it wrong by what you're saying :< I think it flows good for the reasons I stated above


00:17:941 (5,6,7,8,1) - This pattern is not really seen in the map, and there's no reason to involve any tension at this moment in the song. Try using a pattern you use in this section right here. it's mapped according to the song, the piano stands out there and so do the objects accordingly,
it would feel dumb to me to ignore such a sound and only map the background beat


00:30:607 (1,2,3,5,6,7) - Here at the 5-6-7 the same sound can be heard so why not use the 1/8 sliders? Try slowing the song down and listen carefully, the first 3 sliders are where the sound actually does cover the 1/8 rhythm. Past that point despite it being the same sound, it covers only the 1/4 ticks

00:33:274 (1) - You kinda make the section here active by putting a lot of hitcircles and big distances which is not really accurate to the song considering the energy really drops here in the song. Filling some of them in with sliders and reducing some of the distances would help a lot. I'll keep this in mind, though I really don't think the spacing is too big relative to the other parts of the song. Also this section differs a lot in terms of rhythm density, it's pretty much just simple 1/2s with 1/4 bursts all the way through.

00:47:607 (7,8,1,2) - The expectation here would be that this is a back and forth pattern since that is something you've used a ton in this map, however it's not exactly that. It's confusing to read and stands out as a strange pattern. It's easily readable imo, and it's there to reflect what the music is doing, 00:47:774 (8,1) - these are the same sounds with (1) being pitched a bit lower, plus it emphasizes 00:48:107 (2) - via movement

01:06:607 (1,1,1) - Kinda difficult to read as 1/3 when the only thing that's different is the NCs and those haven't been associated with 1/3. There's really only one way that you could make this easier to read and that would be by changing the spacing between them. Tbh you could proly leave it as is as well. lowering the spacing wouldnt represent the sound too well, and it would make it look even messier than it is rn

Also, stack leniency is unrankable if below 3, so put it up to 3 if you intend to rank this. 0.2 is rankable tho

Don't worry about the wall of text, the map is still pretty good, and a lot better than a lot of maps. :> thanks!

[Hard]
Nothing much to see here.

Below here we start to have some miniscule spread problems, considering how much 1/4 is used in the hard, normal should have some 1/2 and it does. But the easy contains no 1/2 as far as I saw, which is the problem. There's a harsh difference between the easy and normal in this case, and even at this BPM of 180, it would not be crazy to put some occasional 1/2 in the easy. I'll leave it be for now since nobody else mentioned this, if more people agree on it i'll change it

Good luck with this map!
thanks for modding!
7ambda
[Easy]
  1. 00:05:274 (3) - 00:05:107 sounds like it should be prioritized over 00:05:274, since 00:05:274 only sounds like a continuation of 00:05:107.



  2. 01:17:274 (3) - sounds more unique than the rest of the combo, so NC. it would also keep your combos more consistent with the section after the kiai
[Normal]
  1. 00:32:441 (5) - Ending on the highest pitch sounds weird since it's passive. It'd be more preferable if you added a repeat so that the slidertail lands on the same sound that you started the slider with. also, equal rhythm gaps
[Hard]
  1. 00:56:440 (4) - why do you have this pointing away from (5)? i know it's only slight, but it would look better if it overlapped the same way as 00:55:941 (1,2)
[Insane]
  1. 01:05:274 (1) - would better follow the music if you extended to red or blue tick
Darkaster

F1r3tar wrote:

[Normal]
  1. 00:32:441 (5) - Ending on the highest pitch sounds weird since it's passive. It'd be more preferable if you added a repeat so that the slidertail lands on the same sound that you started the slider with. also, equal rhythm gaps ? Link doesn't seem to work for me!
Topic Starter
Arutsuki

F1r3tar wrote:

[Easy]
  1. 00:05:274 (3) - 00:05:107 sounds like it should be prioritized over 00:05:274, since 00:05:274 only sounds like a continuation of 00:05:107.


    you're right, that actually fits pretty well, but then I have no idea how to arrange that rhythm on the playfield without remapping the whole thing
  2. 01:17:274 (3) - sounds more unique than the rest of the combo, so NC. it would also keep your combos more consistent with the section after the kiai
done!

[Hard]
  1. 00:56:440 (4) - why do you have this pointing away from (5)? i know it's only slight, but it would look better if it overlapped the same way as 00:55:941 (1,2) it's the same with 00:56:107 (2) - pointing away from (3), and it's done to keep the direction of where the player moves,
    which is done consistently in the map:00:31:941 (6,7) - 01:01:274 (1,2,3,4,5) -
thanks for modding!
7ambda

BlanKo wrote:

Link doesn't seem to work for me!


if that doesn't display, use this Imgur link
Kujinn
Sorry took so long. I accidentally closed tab on chrome and didn't know how to bring it back lol. Apparently all I needed to do was Ctrl-Shift-T -__-

No reply means applied :3

Kyuukai wrote:

All applied ~
Insane
00:11:191 (10,1) - Distance is too high I guess, if you want to make a jump into the slider, replace thoses 00:11:108 (9,10) - by a 1/4 slider
00:38:441 (4,1) - increase the spacing to emphasize the nc
00:46:107 (1,2,3) - NCs are not needed here
01:01:274 (1,2,3,4,5,6) - why are you not doing the same as you did there 00:55:941 (1,2,3,4) -

Owens wrote:

[Kujinn's Insane]
00:02:607 (1) - I don't like that this beat isn't clickable, i think it should be. You made every similar song clickable, why not this one ? I don't think it needs to be.
00:06:941 (4,1) - This is exactly the same sounds as 00:06:274 (2,3) - , this shouldn't be more spaced
00:08:607 (1,2,3,4,1,2,3,4) - I don't understand this jump structure at all. Is there even a structure or it is just randomly placed ? Some structure has to get an inconsistant DS, but here, it just feels random to me well, its supposed to be a rotating star like pattern with increase size after new combo, but some things just aren't that obvious. I'll consider fixing it.
00:10:607 (3) - + 00:10:941 (7) - NC ? why?
00:19:941 (1) - Fix Blanket
00:20:774 (3,4,1) - That flows terrible imo :/ fixed slightly
00:21:941 (1) - Why skip this triple ? Even in hard diff, this isn't skiped :p
00:23:274 (3,4,5) - Isnt it more rounded than 00:23:441 (5,6,7) - ?
00:32:941 (3,4,5,6) - I think it's way too hard for an insane diff, and it's a lot harder than everything you did before
00:38:607 (1) - I don't like how this shape flows with previous pattern, idk how to say, it looks "broken" (lol wtf im saying). I think you can improve it
00:56:607 (5) - Maybe blanket this with 00:56:440 (4) - ? think it plays better if I don't
00:59:274 (4) - NC ?
01:02:441 (6) - try to place it to X=138 Y=312
01:03:524 (6) - This definitly should be clickable i dunno, I find its best represented the way it is.
01:03:524 (6) - X=336 Y=16
01:14:274 (5) - Ctrl+G, fit way better with the song and looks better imo
01:16:607 (3) - NC ?

Cool diff, was fun to play it :D (https://osu.ppy.sh/ss/8209332) Thanks!

Atsuro wrote:

All Applied

Insane
  1. 00:54:274 (4,5) - It makes me sad that you ignore this really intense 1/4 rhythm and just map it with jumps D^8 https://osu.ppy.sh/ss/8215300 How about this to "kind of" map it?
  2. 00:46:107 (1,1,1) - Why do u people like to new combo spam when only one is enough lol it looks ugly, not really a suggestion but aaa
  3. 00:47:191 (4) - Not mapping a triple here does a better job of emphasizing both synth notes since normally the most emphasized note of a triple is the last one. So yeah, consider deleting this one.
  4. 00:48:107 (2) - You're skipping a drum beat on the white tick while the blue one is mute, make the slider end on the previous one plz
  5. 01:09:941 (1,2) - Use a 1/4 slider here since the 1/4 thingie doesnt start until circle 3?
    There are some weird overmapped triples (like 00:25:107 (1,2) - ) but they're at least consistent so yeah they'll get a pass
    Simple yet effective

Osuology wrote:

[Kuujinn Insane]
00:46:107 (1,1,1) - Is this merely for the transition into the drop or do you have some other reason?

Unfortunately there's a little bit of a big problem regarding structure in this diff. The drop is not much more difficult than a section in the beginning and as a result, the structure is comprimised. The drop is nothing special compared to that one section (00:22:607 (1) - )

Also stack leniency has to be at least 3 to be able to rank this.

Made a few adjustments to intensity to try and improve this.

F1r3tar wrote:

[Insane]
  1. 01:05:274 (1) - would better follow the music if you extended to red or blue tick
box
osu file format v14

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ArtistUnicode:れをる
Creator:Arutsuki
Version:Kujinn's Insane
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Tags:BlanKo Kujinn
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Darkaster

F1r3tar wrote:

BlanKo wrote:

Link doesn't seem to work for me!


if that doesn't display, use this Imgur link
Thanks for modding and replying back. I don't think it sounds weird in my opinion and I actually like how it sounds. I'll wait for some feedback about it.

Aru, no change!
Akitoshi
from q

Easy
  1. 00:30:607 (3) - NC here for measure consistency with 00:22:607 (1,2) -
  2. 00:27:274 (3,1,2,3) - would you mind to move these to the right for avoiding almost-touching sliders on 00:26:607 (2,1) - ?
  3. 00:39:274 (2,4) - ok i get it how you removed DS for the instrument's pitch but hey why not creating squares instead for not breaking DS as it's still low diff? Try moving 00:39:941 (3) - to 87|218 and 00:40:607 (4) - to 207|367 for ez square structure
  4. 00:47:607 (2,1) - uhh since you did back-and forth for several times already (i.e 00:43:941 (1,1) - 00:27:941 (1,3) - etc) why not stack them as well?
BlanKo's Normal
  1. 00:00:608 (1,2) - between 00:03:274 (1,2) - this should be same object pattern for consistency uwu
  2. 00:09:274 (2) - try 2 circles since there's a looong slider incoming on 00:09:941 (3) -
  3. 00:51:941 (1,2,3) - this overlaps for normal is kinda meh, this will be kinda personal but I'll put upward 00:51:607 (6) - then I'll put this 00:51:941 (1,2,3) - like this
  4. 01:01:274 (4,5,6) - isn't should be same rhythm with 00:59:941 (1,2,3) - ? The instruments here sounds almost same tbh
  5. 01:09:274 (7) - NC here already cuz it's 2 measures alreadyyyyy
  6. 01:11:941 (3) - unsnapped by 1 or 2ms lmao, just drag a bit with ur mouse then it's gonna b ok
Hard
  1. 00:10:940 (2,3,4,5,6,1) - this is really questionable for hard tbh...as it's huge spike from normal diff in terms of density. Recommended to be nerfed on those 1/4 spams or I would at least unstack the 00:11:607 (1) - for less confusing
  2. 00:45:274 (1,2) - people would think it's 1/2 rhythm, would u mind to move 00:45:774 (2) - further away from 00:45:274 (1) - ?
  3. 00:47:941 (1,2) - would manual stack like 00:31:941 (6,7) - for some higher pitch stuffs on 00:48:107 (2) -
Kujinn's Insane
  1. 00:10:607 (3) - NC for indicating circles?
  2. 00:37:607 (1) - why not 1/6 for brr sound? or 1/8 idk, as 00:42:607 (1) - is 1/8
  3. 00:48:607 (4) - uhh triples instead? u just skipped strong sound on 00:48:691 -
  4. 01:02:107 (6) - circles + 1/2 slider works better to make the clap on 01:02:274 - clickableeeee
im lazy for extra (told you on queue for dont expect to mod all diffs) xddd sorry
goodluck!

edit : also look AiMod for Kujinn's diff
Darkaster

Akitoshi wrote:

from q

BlanKo's Normal
  1. 00:00:608 (1,2) - between 00:03:274 (1,2) - this should be same object pattern for consistency uwu Fixed
  2. 00:09:274 (2) - try 2 circles since there's a looong slider incoming on 00:09:941 (3) - But why 2 circles?
  3. 00:51:941 (1,2,3) - this overlaps for normal is kinda meh, this will be kinda personal but I'll put upward 00:51:607 (6) - then I'll put this 00:51:941 (1,2,3) - like this Fixed
  4. 01:01:274 (4,5,6) - isn't should be same rhythm with 00:59:941 (1,2,3) - ? The instruments here sounds almost same tbh Fixed
  5. 01:09:274 (7) - NC here already cuz it's 2 measures alreadyyyyy Fixed
  6. 01:11:941 (3) - unsnapped by 1 or 2ms lmao, just drag a bit with ur mouse then it's gonna b ok Fixed
Thanks for modding! :)

13/06/2017
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:BlanKo's Normal
Source:
Tags:BlanKo Kujinn
BeatmapID:1265151
BeatmapSetID:573263

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"51103549_p0.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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42607,-100,4,1,1,70,0,0
46607,-100,4,1,1,70,0,1
65274,-100,4,1,1,70,0,0


[Colours]
Combo1 : 197,124,124
Combo2 : 139,124,154
Combo3 : 192,192,192
Combo4 : 157,68,238
Combo5 : 194,90,187
Combo6 : 64,55,217

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290,226,77107,2,0,L|222:231,1,50,8|4,0:0|0:0,0:0:0:0:
-Kazuto
Placeholder mod w
-Mo-
A bit late but here you go

General
- 00:11:941 - Kujinn's Insane is missing a red timing point here.
- Also any particular reason why Kujinn's has different combo colours to all of the other difficulties?
- Kiais are inconsistent between Arutsuki's diffs, Easy doesn't have the extra kiai bursts at the end.
Unused Hitsounds
normal-hitclap2.wav
normal-hitclap3.wav
normal-hitfinish2.wav
normal-hitnormal2.wav
normal-hitwhistle2.wav
normal-hitwhistle3.wav

Easy looks clean.

BlanKo's Normal
- Watch that the Unicode artist is fixed when you go to update this diff.
- 00:26:607 (5) - I don't know what happened here but for some reason the hitsounds on this note are completely silent. I guess just delete it and replace it.
- 00:53:771 - It feels suitable to place a circle here in my opinion to match the 1/2 rhythm in the song and since this part feels relatively too calm in terms of rhythm density.
- 00:54:607 - I think the NC was supposed to be here, which would mean
- 00:51:940 - 00:55:940 - Removing the NC from these notes.

Hard
- I'm not too sure about the use of 5-note steams in this diff, since it kind of increases the difficulty jump between Normal and Hard by quite a bit, and 5-note streams are very high level in themselves in terms of a Hard difficulty.
- 00:15:107 (2,3) - I don't really think overlapping the slider tail by this much is a good idea, since it looks a bit weird and can affect reading. If you want to keep the flow then increasing the spacing a little bit for these beats will probably work. This applies to quite a few other places in this difficulty too. - 00:58:774 (4) - 01:04:107 (4) - I think puting an NC on these would be a good idea so it's easier to recognise the gap in the rhythm.

Kujinn's Insane looks clean, just check the stuff I mentioned in general.

Extra
- 00:05:274 (1,1,1) - 00:18:607 (1,1,1) - This current spacing doesn't really show that these are 1/4 apart very well when placed in the middle of a 1/2 section, since this sort of pattern is most commonly used for 1/2 timing. I would suggest using a different pattern with smaller spacing between the heads and tails.
- 00:26:774 (2,3,4) - This is the only 1/6 stream in the map, so I don't think it's worth using it since it just feel like a really random difficulty spike that most players will miss on. I would stick to mapping the 1/6 to a reverse slider.
- 00:39:941 (1,2) - I don't think this jump between the 1/3 sliders is necessary since it adds too much pressure without there being a need according to the music.
- 00:53:941 (6,7,8) - I would probably place this triple around (330, 180) so that the jump from this into the jump stream 00:54:274 (1,2,1,2) is less harsh and gives some more control back to the player.
- 01:09:274 (5) - This should probably be NC'd for the downbeat and the slight change in the music.
Gloria Guard
Hello From my queue.

[General]

The check timing point :P

You must be the change Artist name to キガ not れおる


[Easy]

■ 00:05:274 (3) - I don't understand this slider rhythm. because you already to made the same rhythms 00:02:607 (3) before. I think you have to consistecy the rhythms.
■ 00:53:274 (3,4,1) - The patterns is make sense really bad. I think you try to make some symmetry and more improve clean shape is better.
■ 01:05:274 (1) - This is note don't need to normal custom sound here. I recommend to put the soft custom sound here.


[Blanko's Normal]

Good, i guess zz


[Hard]

■ 00:24:440 (6,7) - Why did you choose this rhythm? these notes do not have a clear rhythm also Suddenly reduced rhythms have a negative effect on the player. and You've already created a smooth 1/2 rhythms before. Then I think it is right to create a consistent rhythm.
■ 00:30:940 (2) - The slider head missing clap and 00:31:607 (5) this slider too.
■ 00:50:274 (4,5) - Why you make the low spacing this part. You should be consistent to note spacing.
■ 01:05:940 (1,2) - Why you used the other spacing? You already to make the other spacing 01:05:274 (1,1) here. also i think don't need NCs this slider. because it's really small speed SV and I don't thinking this slider reading is so hard. and The player can fully understand this slider speed difference.
■ 01:09:274 (7) - Add NC this slider.


[Kujinn's Insane]

■ 00:05:107 (2,3) - There is a normal 2/1 rhythm here. 00:05:107 - 00:05:274 and 00:05:441 - 00:05:607 here. I think it is better to make the rhythm accurate for the player. because In order not to confuse the player
■ 00:10:941 (7) - You have to put NC this note. The player can recognize stream distance changes then


[Extra]

■ 00:10:941 (5) - I recomeend this note put NC. because The distance of the stream has increased. If you put NC here, The players read this stream distance change

Good Luck.
Topic Starter
Arutsuki

Akitoshi wrote:

from q

Easy
  1. 00:30:607 (3) - NC here for measure consistency with 00:22:607 (1,2) - done
  2. 00:27:274 (3,1,2,3) - would you mind to move these to the right for avoiding almost-touching sliders on 00:26:607 (2,1) - ? I'll keep them unless someone else points them out, but it's either this or bad blankets so it's gonna get shit at anyway :<
  3. 00:39:274 (2,4) - ok i get it how you removed DS for the instrument's pitch but hey why not creating squares instead for not breaking DS as it's still low diff? Try moving 00:39:941 (3) - to 87|218 and 00:40:607 (4) - to 207|367 for ez square structure I get why ds would be a problem but nobody is gonna misread an overlap like that, plus the square would ruin the symmetry this section has :v
  4. 00:47:607 (2,1) - uhh since you did back-and forth for several times already (i.e 00:43:941 (1,1) - 00:27:941 (1,3) - etc) why not stack them as well? fixed
Hard
  1. 00:10:940 (2,3,4,5,6,1) - this is really questionable for hard tbh...as it's huge spike from normal diff in terms of density. Recommended to be nerfed on those 1/4 spams or I would at least unstack the 00:11:607 (1) - for less confusing the song doesn't really support a higher density normal, and here it fits really well I think. I'd change the last 3 notes into a return slider or something if necessary, but I can't arrange it to fit good visually
  2. 00:45:274 (1,2) - people would think it's 1/2 rhythm, would u mind to move 00:45:774 (2) - further away from 00:45:274 (1) - ? the rhythm is already introduced with 00:43:940 (1,2) - , plus it's a slider so no 100s from misreading it
  3. 00:47:941 (1,2) - would manual stack like 00:31:941 (6,7) - for some higher pitch stuffs on 00:48:107 (2) - hmm the movement kinda already emphasizes that pitch, the lower sound has no movement but when you click the higher sound, you gotta move again
im lazy for extra (told you on queue for dont expect to mod all diffs) xddd sorry
goodluck! thankyoiou!

edit : also look AiMod for Kujinn's diff

-Mo- wrote:

A bit late but here you go

General
- 00:11:941 - Kujinn's Insane is missing a red timing point here. fixed
- Also any particular reason why Kujinn's has different combo colours to all of the other difficulties? o snap I forgot
- Kiais are inconsistent between Arutsuki's diffs, Easy doesn't have the extra kiai bursts at the end. Is it necessary on the easy? it doesn't have nearly as many notes there so it seems kinda pointless to put kiai for those bursts.
Unused Hitsounds
normal-hitclap2.wav
normal-hitclap3.wav
normal-hitfinish2.wav
normal-hitnormal2.wav
normal-hitwhistle2.wav
normal-hitwhistle3.wav will remove

Easy looks clean. looks slik8

Hard
- I'm not too sure about the use of 5-note steams in this diff, since it kind of increases the difficulty jump between Normal and Hard by quite a bit, and 5-note streams are very high level in themselves in terms of a Hard difficulty. I've seen a few people on that level play it and they handled it just fine :< I'd change it just for the difficulty jump, but I don't really know how to change/arrange everything without making it look ugly and messy.
- 00:15:107 (2,3) - I don't really think overlapping the slider tail by this much is a good idea, since it looks a bit weird and can affect reading. If you want to keep the flow then increasing the spacing a little bit for these beats will probably work. This applies to quite a few other places in this difficulty too. Same as above, seen people handle it without a problem so reading shouldn't be a concern there, plus it's consistent across the diff
- 00:58:774 (4) - 01:04:107 (4) - I think puting an NC on these would be a good idea so it's easier to recognise the gap in the rhythm. good idea, done

Extra
- 00:05:274 (1,1,1) - 00:18:607 (1,1,1) - This current spacing doesn't really show that these are 1/4 apart very well when placed in the middle of a 1/2 section, since this sort of pattern is most commonly used for 1/2 timing. I would suggest using a different pattern with smaller spacing between the heads and tails. I'll change it if more people mention the spacing, but I think the NCs should be enough to indicate a rhythm change
- 00:26:774 (2,3,4) - This is the only 1/6 stream in the map, so I don't think it's worth using it since it just feel like a really random difficulty spike that most players will miss on. I would stick to mapping the 1/6 to a reverse slider. I thought the "spike" would fit since it's the same sound as 00:26:107 (5) - but with a lot higher pitch which stands out
- 00:39:941 (1,2) - I don't think this jump between the 1/3 sliders is necessary since it adds too much pressure without there being a need according to the music. there's no real change in music but I think it flows more naturally like this than having to stop for a whole beat, I decreased the spacing a bit tho
- 00:53:941 (6,7,8) - I would probably place this triple around (330, 180) so that the jump from this into the jump stream 00:54:274 (1,2,1,2) is less harsh and gives some more control back to the player. done!
- 01:09:274 (5) - This should probably be NC'd for the downbeat and the slight change in the music. done as well!

Gloria Guard wrote:

Hello From my queue.

[General]

The check timing point :P

You must be the change Artist name to キガ not れおる I'll change it, but not sure since the ranked set on this has れおる


[Easy]

■ 00:05:274 (3) - I don't understand this slider rhythm. because you already to made the same rhythms 00:02:607 (3) before. I think you have to consistecy the rhythms. I wanna cover the more important sounds, and making it a reverse to cover all of them would mess up the arrangement
■ 00:53:274 (3,4,1) - The patterns is make sense really bad. I think you try to make some symmetry and more improve clean shape is better. I like it visually better than making them symmetric :< they work the same way
■ 01:05:274 (1) - This is note don't need to normal custom sound here. I recommend to put the soft custom sound here.


[Hard]

■ 00:24:440 (6,7) - Why did you choose this rhythm? these notes do not have a clear rhythm also Suddenly reduced rhythms have a negative effect on the player. and You've already created a smooth 1/2 rhythms before. Then I think it is right to create a consistent rhythm. these are consistent through the diff tho, same vocals get those same circles, plus it's better than endlessly spamming 1/2 sliders
■ 00:30:940 (2) - The slider head missing clap and 00:31:607 (5) this slider too. didn't put bg beat hitsounds on those cuz I wanna emphasize the vocal stream
■ 00:50:274 (4,5) - Why you make the low spacing this part. You should be consistent to note spacing. the sound goes to a lower pitch than the rest, also it's not really all that different
■ 01:05:940 (1,2) - Why you used the other spacing? You already to make the other spacing 01:05:274 (1,1) here. also i think don't need NCs this slider. because it's really small speed SV and I don't thinking this slider reading is so hard. and The player can fully understand this slider speed difference. I don't really understand what you mean with the spacing sorry
■ 01:09:274 (7) - Add NC this slider. done


[Extra]

■ 00:10:941 (5) - I recomeend this note put NC. because The distance of the stream has increased. If you put NC here, The players read this stream distance change it's easy enough to read as it is now I think

Good Luck.
thanks for modding!
Darkaster

-Mo- wrote:

BlanKo's Normal
- Watch that the Unicode artist is fixed when you go to update this diff.
- 00:26:607 (5) - I don't know what happened here but for some reason the hitsounds on this note are completely silent. I guess just delete it and replace it.
- 00:53:771 - It feels suitable to place a circle here in my opinion to match the 1/2 rhythm in the song and since this part feels relatively too calm in terms of rhythm density.
- 00:54:607 - I think the NC was supposed to be here, which would mean
- 00:51:940 - 00:55:940 - Removing the NC from these notes.
Fixed everything, thanks for modding! :)

16/06/2017
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:BlanKo's Normal
Source:
Tags:BlanKo Kujinn
BeatmapID:1265151
BeatmapSetID:573263

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"51103549_p0.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
608,333.333333333333,4,2,0,70,1,0
5941,-100,4,1,1,70,0,0
10941,-100,4,1,1,65,0,0
11024,-100,4,1,1,60,0,0
11107,-100,4,1,1,55,0,0
11191,-100,4,1,1,50,0,0
11274,-100,4,1,1,100,0,0
11607,-100,4,1,1,70,0,0
11941,333.333333333333,4,1,1,70,1,0
33274,-100,4,2,1,90,0,0
42607,-100,4,1,1,70,0,0
46607,-100,4,1,1,70,0,1
65274,-100,4,1,1,70,0,0


[Colours]
Combo1 : 197,124,124
Combo2 : 139,124,154
Combo3 : 192,192,192
Combo4 : 157,68,238
Combo5 : 194,90,187
Combo6 : 64,55,217

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Kujinn

Gloria Guard wrote:

[Kujinn's Insane]

■ 00:05:107 (2,3) - There is a normal 2/1 rhythm here. 00:05:107 - 00:05:274 and 00:05:441 - 00:05:607 here. I think it is better to make the rhythm accurate for the player. because In order not to confuse the player I wouldn't say this rhythm is inaccurate, but more simplified I guess.
The main sounds are on 00:05:274 - 00:05:524 - 00:05:774 - , so representing it with a repeat slider would be more effective at least in my opinion.

■ 00:10:941 (7) - You have to put NC this note. The player can recognize stream distance changes then yep
Thanks!

Also, @Arutsuki, I would also suggest to change Artist name to キガ since its the Japanese spelling for Giga.

pandas
osu file format v14

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[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:Kujinn's Insane
Source:
Tags:BlanKo Kujinn
BeatmapID:1289725
BeatmapSetID:573263

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32,46,77274,5,6,0:0:0:0:
Shunao
ok let's go

nm from Queue

[Easy]
  1. 00:02:607 (3) - lower it for that the player have a fluid movement and more readable to follow
  2. 00:15:440 - 00:15:774 - 00:16:107 - why don't you map these strong sounds? I suggest this to more represent the music http://i.imgur.com/ECSpDxS.jpg?1
  3. 00:39:274 (2,4) - can you stack them, the overlap is not beautiful..
  4. 00:47:940 (3,1) - I would have make the opposite if you want to follow music even better. try this http://i.imgur.com/1sPBDn6.jpg?1
  5. 00:58:274 (2,1) - bad overlap
  6. 01:10:607 (3) - a slider renverse should be better http://i.imgur.com/2cpd8yY.jpg?1
[BlanKo's Normal]
  1. 00:05:107 (5,3) - stack them
  2. 00:15:940 (4) - it should be here 00:15:774 - to emphasis the continuity of strong sounds here 00:15:107 - and 00:15:440
  3. 00:17:107 - add a note like i said ^
  4. 00:21:274 (4) - it should be sliders 1/2 for emphasis the piano
  5. 00:41:774 - a 1/2 slider should be better
[Hard]
  1. 00:05:274 (2,1) - you can high the DS a little more, there is a other rythm
  2. 00:17:441 (1,2) - there is no reason to change ds
  3. 00:31:607 (5) - the red anchor should be better in the middle imo
  4. 01:01:941 (5,6) - stack them
  5. 01:09:940 (2,3,4,5) - it's not necessary to change ds
  6. 01:10:607 (1,2,3,4,5) - you can make some jumps more intense, don't you think?
sorry it's a little mod because it's the night so i'm going to bed lul (i wanted to finish the mod :p)

good luck!
Darkaster

ShogunMoon wrote:

[BlanKo's Normal]
  1. 00:05:107 (5,3) - stack them Fixed
  2. 00:15:940 (4) - it should be here 00:15:774 - to emphasis the continuity of strong sounds here 00:15:107 - and 00:15:440 I'm repeating the same pattern throughout this section of the song. Changing it would confuse new players.
  3. 00:17:107 - add a note like i said ^
  4. 00:21:274 (4) - it should be sliders 1/2 for emphasis the piano I think this 1/1 reverse slider works tho.
  5. 00:41:774 - a 1/2 slider should be better Maybe, I'll wait for some more feedback!
Thanks for modding!

19/06/2017
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:BlanKo's Normal
Source:
Tags:BlanKo Kujinn
BeatmapID:1265151
BeatmapSetID:573263

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"51103549_p0.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
608,333.333333333333,4,2,0,70,1,0
5941,-100,4,1,1,70,0,0
10941,-100,4,1,1,65,0,0
11024,-100,4,1,1,60,0,0
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42607,-100,4,1,1,70,0,0
46607,-100,4,1,1,70,0,1
65274,-100,4,1,1,70,0,0


[Colours]
Combo1 : 197,124,124
Combo2 : 139,124,154
Combo3 : 192,192,192
Combo4 : 157,68,238
Combo5 : 194,90,187
Combo6 : 64,55,217

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Topic Starter
Arutsuki

ShogunMoon wrote:

ok let's go

nm from Queue

[Easy]
  1. 00:02:607 (3) - lower it for that the player have a fluid movement and more readable to follow done!
  2. 00:15:440 - 00:15:774 - 00:16:107 - why don't you map these strong sounds? I suggest this to more represent the music http://i.imgur.com/ECSpDxS.jpg?1 wouldnt that make the rhythm too dense tho? the piano does stand out but I chose the background beat here for the sake of making it easier
  3. 00:39:274 (2,4) - can you stack them, the overlap is not beautiful.. I think it is beautiful :<
  4. 00:47:940 (3,1) - I would have make the opposite if you want to follow music even better. try this http://i.imgur.com/1sPBDn6.jpg?1 same as before, I dont want the rhythm to be that dense everywhere, only some parts that feel like they need more movement
  5. 00:58:274 (2,1) - bad overlap I dont really know how to arrange it to keep the playability and stack at the same time, and I preferred how it plays against just a tiny overlap
  6. 01:10:607 (3) - a slider renverse should be better http://i.imgur.com/2cpd8yY.jpg?1 now its the opposite, a lot of clearly hearable sounds means I made the rhythm more dense, to follow the sounds better
[Hard]
  1. 00:05:274 (2,1) - you can high the DS a little more, there is a other rythm not sure what you mean
  2. 00:17:441 (1,2) - there is no reason to change ds fixed
  3. 00:31:607 (5) - the red anchor should be better in the middle imo I like that place for it tho, its consistent with these sliders throughout the map
  4. 01:01:941 (5,6) - stack them I like those overlaps tho :<
  5. 01:09:940 (2,3,4,5) - it's not necessary to change ds actually is here cuz higher pitched sound
  6. 01:10:607 (1,2,3,4,5) - you can make some jumps more intense, don't you think? they already are more spaced than the rest tho
sorry it's a little mod because it's the night so i'm going to bed lul (i wanted to finish the mod :p)

good luck!
thanks for modding!
BanchoBot
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