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Nekomata Master - Far east nightbird

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Mazziv

Weber wrote:

hah gay



MZV's Normal

Again, check AIMod for DS issues.

00:02:879 (2) - Would flow better under (1,3) instead of over it. (And also better parallel with 00:04:046 (1,2,3) - for dae aesthetics) its okay as it is rn

00:04:379 (3,1) - Not really a huge fan of the flow issues here because of the direction the cursor has to travel to hit this and then (2), Ctrl-J would be a good fix. not a huge fan of the suggestions,ill keep it

00:34:379 (4,1) - (1) slider appearing before the player can start the (4) slider may confuse them, separating them may be better for players around this level. if used stuff like this before and had no problems

00:55:546 (7) - 00:57:046 (3) - 00:59:713 (3) - 01:02:379 (3) - 01:05:046 (3) - Usage of multiple repeating 1/2 sliders is generally never acceptable for a normal difficulty due to players being unable to tell how many times the slider will repeat, please replace these. instead of telling me to ''remove'' them u could maybe offer me suggestion on how to change it so it doesnt sound shit

01:10:129 (3) - 01:15:463 (3) - These both snap to the blue tick just fine, having a 1/8th tick in itself is pretty bad for normal difficulty players anyway. there a blue tick left and right and i totally know which one u mean rn

01:47:713 (1) - Same as ^.

01:51:046 - You could probably map this section, especially since the Easy difficulty did.^i dont think it adds much value to the map tbh

Good luck!
Weber

Mazziv wrote:

00:55:546 (7) - 00:57:046 (3) - 00:59:713 (3) - 01:02:379 (3) - 01:05:046 (3) - Usage of multiple repeating 1/2 sliders is generally never acceptable for a normal difficulty due to players being unable to tell how many times the slider will repeat, please replace these. instead of telling me to ''remove'' them u could maybe offer me suggestion on how to change it so it doesnt sound shit 1/2 sliders would work. i.e. 00:44:879 (7,8) - This could be replaced with https://puu.sh/uHyrV/21e128ded3.png

01:10:129 (3) - 01:15:463 (3) - These both snap to the blue tick just fine, having a 1/8th tick in itself is pretty bad for normal difficulty players anyway. there a blue tick left and right and i totally know which one u mean rn Or you could just assume I meant the closest one, the one perfectly in between 01:09:879 (2,4) - which would've been correct i.e. 01:10:129 -
Mazziv

Weber wrote:

Mazziv wrote:

00:55:546 (7) - 00:57:046 (3) - 00:59:713 (3) - 01:02:379 (3) - 01:05:046 (3) - Usage of multiple repeating 1/2 sliders is generally never acceptable for a normal difficulty due to players being unable to tell how many times the slider will repeat, please replace these. instead of telling me to ''remove'' them u could maybe offer me suggestion on how to change it so it doesnt sound shit 1/2 sliders would work. i.e. 00:44:879 (7,8) - This could be replaced with https://puu.sh/uHyrV/21e128ded3.png i dont think it fits

01:10:129 (3) - 01:15:463 (3) - These both snap to the blue tick just fine, having a 1/8th tick in itself is pretty bad for normal difficulty players anyway. there a blue tick left and right and i totally know which one u mean rn Or you could just assume I meant the closest one, the one perfectly in between 01:09:879 (2,4) - which would've been correct i.e. 01:10:129 - ht will fix
Arphimigon

Weber wrote:

Arphi's Easy Peazy

Check AIMod's for DS issues. raw DS doesnt matter, only visual distance and intuitive rhythm perception

00:33:713 (4,5) - 00:34:713 (1,2) - Having these stacked with different timings is super bad for beginners, replace the (4,5) with a slider to make this less difficult. nah mang who needs sliders thats not how you teach new players to read wtf nah lets add a triangle ye boi

00:57:379 (2) - This would flow way better Ctrl-G'd (also 01:00:046 (5) -) no it wouldnt

01:32:379 (6) - NC here? ye boi done
https://puu.sh/uIZ7M/5e3a64dfc9.osu ye hightec boi
Kroytz
MZV
00:04:379 (3) - Make this the same slider shape as 00:05:713 (3) - so just that there's some complimentary-ness to the first two measure's sliders here 00:01:713 (3,3) -

00:15:046 (4) - Curious as to why this is a single circle on the downbeat (it should be NC'd) and then 00:16:379 (1) - is a slider on the downbeat with NC? they share same properties of the song since they're part of a new phrase. Changing the first into a 1/1 slider solves this. (of course it'd require repositioning of objects but it'd make more sense rhythmically)

00:25:046 (1) - Why is this NC'd? I dunno but this entire section kinda feels weird with how it's NC'd.
00:28:880 (1) - Like, if you're trying to NC every two downbeats then this should be NC'd and so should 00:29:713 (4) - which would in turn make 00:30:213 (1) - a delete NC.
00:32:379 (7) - Should be NC'd
00:33:046 (1) - Remove NC
00:33:713 (2) - and then NC this.

I'd rather not go over too much about the NCs here but I'd say try to follow every measure or every other measure and you'll be fine with it. Since currently it feels kind of confusing which objects get the NCs and don't.

00:40:379 (6) - Here's another NC (okay I'll stop with the NCs now).

00:55:546 (7) - I'd say to not repeat 3 times, it's kind of a lot especially when you have a repeat of 2 later on with 00:57:046 (3) - . It might be confusing to the player when they see the 2nd slider cuz of how the first is introduced.

01:04:379 (1) - I think the antijump was for visibility but maybe a full overlap would be better.

01:06:379 (3,4,5) - A neat rhythm here is to have a white tick circle, then a 1/1 red slider, and then a 1/2 circle on the last white tick. It captures the drrrr noise pretty well and if you have a wavy slider or edgy slider it'd stand out well too.

01:09:213 (1,2,3,4) - Spacing is too varied here for players. Also the rhythm has the player guessing too much about what is being followed. If you wanted to follow the dinging noise then this could be an alternative ( http://puu.sh/uJepo/a066ea623f.jpg )
If you wanna do something with the drums then you could split that slider in my image to two 1/2s and that would work.

01:14:546 (1,2,3,4) - Same here

01:17:379 (4) - Could blanket the slider-end of (2)

01:37:046 (1) - I don't like this because it's somewhat confusing relationship to the other repeat sliders. I see it's fitting to the music but Normals shouldn't have the player guessing or show something that isn't simple. better to make as two 1/2 slider imo.

01:47:713 (1) - Same goes here.

In summary: I like the diff, but there's a LOOOOOT of NC problems. I started only noticing them around 25% of the map through. If you NC every other measure you should be safe, the song isn't necessarily complicated to vary the NCs for other things. Some times the combos go to as much as 9 and others as short as 3 so it's really confusing why some things are NC'd over others when the music is fairly tame all throughout. That aside it's nicely mapped.

Kujinn
00:09:130 (1,2) - eh, this is not needed. adding a beat on white can help you though.

00:23:963 - This beat gets overlooked and there's that sound in the background that can also be captured. Not sure how to do it but something to consider maybe.

00:29:713 (1,2,3) - dunno how to feel about these since they're only used once. the density adds a lot of intensity on a part of the music that isn't more intense than what was previously mapped. I'd simplify these

00:45:046 (1) - Is really undermapped (and doesn't need the NC). You could do 1/2 slider and then a triple on the following white tick and that could work better.

00:46:713 (4,1,2) - blanket >>

01:26:546 (5,1) - overlap feels kinda sloppy here

Really nice diff wow. I think there might be some NC things to look out for but since you use your own internal rhythms and patterns they might be excusable.

LCFC
00:06:213 (1,1) - NC might not be necessary. I get theyre for an aesthetic thing with the slider and drums but might be simpler to not separate NCs

00:10:213 (1) - Here too.. but this looks more aesthetic than the previous so im okay with these NCs

00:49:046 (3,4) - A personal bias but overlapping so consecutive as this kinda feels bland. im sure there are other ways to pattern but it might take too much effort to fix whats ahead so ignore this maybe.

00:59:796 (4) - first blue tick sliders... maybe better as triple with slider, it plays a bit weird with the next slider and coming off as a double.

01:05:713 (1) - not keen on this overlap. you can move (4,1) off to the side around 214.;54 to give yourself some space.

01:32:879 (4) - Slider here is better

01:45:713 (1,2,3) - I expected a repeating pattern of the previous, yknow, like doing 3 sliders here too (it messes up the downbeat stuff but it might be excusable).

Couldn't really find much else to help, a lot of what I saw had to do with overlaps but I didn't want to point them all out since it seemed more like a stylistic choice on the mapper's part.


Mir
00:03:546 (2,3,4,5,6) - Not sure if using a 5 beat stream is the best way to go about this rhythm. Like, the song just started and you had it simple with the 1/2s and then this lonely stream comes along. It wouldve been nice to see this stream repeated nearby to make rhythmical structure but there isn't another one. So it's just kinda lonely.

00:08:879 (3) - Might sound better if it's the same as 00:07:546 (3) - from rhythm standpoint.

00:18:046 (3) - This misses a strong emphasis. If you stack the (2) over the (1) then it plays better but you'd probably wanna change how the slider functions in the previous measure so it doesn't become to stale with the movement.

00:20:546 (2,3) - See, this feels better. (3) could be more emphasized imo but not needed.

00:23:546 (5,6) - I get that youre following the extra beats here but it's not a very intuitive thing to play as since its directly in the middle of two 1/4 streams.

00:27:213 (2) - That noise in the back is so subtle lol, idk about making this SV change /that/ drastic, I wouldn't SV but eh up to you.

00:44:879 (4,5) - These should be snapped in 1/3s
00:45:296 (7) - and this too. It might be better to not make it overcomplicated with this rhythm choice but thats just me. Theyre not 1/4s tho thats for sure.

01:06:546 (5,6,7) - Interesting rhythm o,o I dont know about how well it plays but its something.

01:17:213 (4) - could remove NC

01:28:379 (1) - please, why so much central focus. it doesn't let you go venture off around the editor and the patterns in this section are so limiting. This just feels excessive..

01:41:046 (6,7) - spacing here felt bigger than the rest of these little kick to circle things

Ultra
00:01:379 (1) - Would be a cool idea for all the sliders in this section to lower their SV down by maybe .5 since you decrease the overall spacing too. Seems a bit odd to keep the same SV imo

00:24:296 (4,1) - preeeetty big jump there, I don't really like it. I get there's a tiny bit of leniency to hit the slider but the suddenness of trying to jump for that comes outta nowhere (and I dont think the overlap is a good thing either)

00:25:046 (2,3,4,1) - Spacing is too varied here. I see your ideas with following the instruments but it's hardly intuitive to play, consider the player having to adjust the speed 3 times when the music doesn't call for something so drastic. It becomes a bit strange for the player to adjust that way.

00:26:713 (5,1,2) - Flow is also too sudden here I feel... besides, this overlap 00:26:713 (5) - doesn't visually look all that great mostly cuz the previous objects shared no structure together.

00:34:963 (4,1) - Same thing with the spacing. At least there's no overlaps but it's very uncomfortable to still jump that far

00:35:713 (4,5,6,7) - could have been a perfect square :c

00:37:546 (6,1,2) - This flow isn't very optimal. Maybe try a design like this (http://puu.sh/uKfMH/59b0a1ca3a.jpg) helps the flow and aesthetically looks pleasing

00:56:296 (4,1) - these sections and onwards... im not sure how to comment on them. part of me say they can be okay but another part of me says that the design and pattern creation is lacking... partly because the rhythm and involvement of kick sliders throws things off a bit, and some of the overlaps are not the cleanest. all up until this part 01:07:046 (1) -

I dont know how to provide an alternative if I could even make one but I'm sure there's a more pleasant way to go about structuring your overlap ideas. since currently it feels kind of messy.

01:20:824 (1) - Same thing about design here, I'm sure there were more creative ways to express this than by strictly using linear streams. Then again, Im pretty biased so yeh xd

01:40:379 (1,2,3,4,5,6) - This rhythm doesn't sound very good to the ears ;_;

I can't really point out every little design thing but I think things couldve been a bit smoother since many things currently are quite rigid. This is just general talk and probably holds no weight anyways.

So many diffs... Couldnt even get to the other X's
Mir

Kroytz wrote:

00:03:546 (2,3,4,5,6) - Not sure if using a 5 beat stream is the best way to go about this rhythm. Like, the song just started and you had it simple with the 1/2s and then this lonely stream comes along. It wouldve been nice to see this stream repeated nearby to make rhythmical structure but there isn't another one. So it's just kinda lonely. - made kicksliders

00:08:879 (3) - Might sound better if it's the same as 00:07:546 (3) - from rhythm standpoint. - I think it's okay because I want to represent the unique rhythm. I noticed there's actually a beat skipped here, so I changed it in a different way

00:18:046 (3) - This misses a strong emphasis. If you stack the (2) over the (1) then it plays better but you'd probably wanna change how the slider functions in the previous measure so it doesn't become to stale with the movement. - yeah my bad, it should be stacked under (1)

00:20:546 (2,3) - See, this feels better. (3) could be more emphasized imo but not needed.

00:23:546 (5,6) - I get that youre following the extra beats here but it's not a very intuitive thing to play as since its directly in the middle of two 1/4 streams. - You just tap 1/4, they're short enough not to break on unless you fuck up really bad, and they're OD 0 because sliders, so yea

00:27:213 (2) - That noise in the back is so subtle lol, idk about making this SV change /that/ drastic, I wouldn't SV but eh up to you. - true, undid sv

00:45:296 (7) - and this too. It might be better to not make it overcomplicated with this rhythm choice but thats just me. Theyre not 1/4s tho thats for sure. - fixed

01:06:546 (5,6,7) - Interesting rhythm o,o I dont know about how well it plays but its something. - you just click 1/2 so it shouldn't be too bad, but yeah it's... it's something xD

01:17:213 (4) - could remove NC - hmm i think it's fine, follows the nc from the previous measures

01:28:379 (1) - please, why so much central focus. it doesn't let you go venture off around the editor and the patterns in this section are so limiting. This just feels excessive.. - i guess you could call it the concept? It's like.. I see the lead as quite repetitive in terms of pitch so I mapped it in a limiting way. I especially like 01:45:713 (1,2,3,4,5,6,1,2,1,2,3,4,1,2,3,4) - because it shows how I view this sound pretty much perfectly

01:41:046 (6,7) - spacing here felt bigger than the rest of these little kick to circle things - fixed
Thanks Kroytz. <3
Topic Starter
Vivyanne

Kroytz wrote:

[Ultra]00:01:379 (1) - Would be a cool idea for all the sliders in this section to lower their SV down by maybe .5 since you decrease the overall spacing too. Seems a bit odd to keep the same SV imo cool idea, doing that!

00:24:296 (4,1) - preeeetty big jump there, I don't really like it. I get there's a tiny bit of leniency to hit the slider but the suddenness of trying to jump for that comes outta nowhere (and I dont think the overlap is a good thing either) i think it's p fun to have jumps like these as they give me the emphasis that i wish for. might get some more opinions on it though

00:25:046 (2,3,4,1) - Spacing is too varied here. I see your ideas with following the instruments but it's hardly intuitive to play, consider the player having to adjust the speed 3 times when the music doesn't call for something so drastic. It becomes a bit strange for the player to adjust that way. increased (2,3) to make up for it?

00:26:713 (5,1,2) - Flow is also too sudden here I feel... besides, this overlap 00:26:713 (5) - doesn't visually look all that great mostly cuz the previous objects shared no structure together. keeping this as it is. the flow change being so drastic is what i implied on doing cuz weird sound so weird movement. also idk but the slider follows the same triangular formula of that before

00:34:963 (4,1) - Same thing with the spacing. At least there's no overlaps but it's very uncomfortable to still jump that far same as before

00:35:713 (4,5,6,7) - could have been a perfect square :c

00:37:546 (6,1,2) - This flow isn't very optimal. Maybe try a design like this (http://puu.sh/uKfMH/59b0a1ca3a.jpg) helps the flow and aesthetically looks pleasing sure!

00:56:296 (4,1) - these sections and onwards... im not sure how to comment on them. part of me say they can be okay but another part of me says that the design and pattern creation is lacking... partly because the rhythm and involvement of kick sliders throws things off a bit, and some of the overlaps are not the cleanest. all up until this part 01:07:046 (1) -

I dont know how to provide an alternative if I could even make one but I'm sure there's a more pleasant way to go about structuring your overlap ideas. since currently it feels kind of messy. the section was mainly focussed gameplay-wise which i hope is visible by the constant 10 degree turning. i know the shapes might not be optimal but in this way i wanted to have a little difference since i wanted to have the repeating element going on right now

01:20:824 (1) - Same thing about design here, I'm sure there were more creative ways to express this than by strictly using linear streams. Then again, Im pretty biased so yeh xd na dude my lines are my lines (^:

01:40:379 (1,2,3,4,5,6) - This rhythm doesn't sound very good to the ears ;_; it is in the song tho ):

I can't really point out every little design thing but I think things couldve been a bit smoother since many things currently are quite rigid. This is just general talk and probably holds no weight anyways.

So many diffs... Couldnt even get to the other X's Thanks~
Arphimigon
Nya!
lcfc
placeholder for kroytz mod both mods replied below
C00L
Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Red - Indicates that an DQ worthy/Unrankable issue has been found

General
  1. None of the diffs seem to really take good care of making sections stand out in volumes, some sections are around medium intensity and sound pretty loud so leaving them at 60% is totally fine, whilst some parts like this for example 00:09:713 (1) - is much quieter than the rest of the sections so it should be noticable by decreasing the volumes here, also the 2nd kiai is much more louder than the rest of the sections through out the music so increasing it would be a good idea.

Timing
  1. I'd add 3 onto the offset but w/e


Arphimigon's Easy
  1. 00:13:716 (1) - I don't get why here you use a constant spacing of 0.9x (with the exception of one emphasis spacing) and then after that you move onto 1.1x here 00:24:382 (1) - like the music hasn't really changed that much yet, a more logical thing to do here imo would be to start using 1.1x here 00:35:049 (2) - and until that point use only 0.9x . It would make much more sense.
  2. 00:24:382 (1) - i do understand it's a easy and i get your reasoning behind not making this a 1/3 note to make it not as hard to play, but to be perfectly honest with you you're leaving a player with 1/2 measure for them to react onto the next note, making this 1/3 isn't a huge difference in gameplay they'll still hit it more or less at the same time no matter it's snapping, and besides the difference between a 1/4 and 1/3 note is very small and barelly noticable if such distance is used anyway.
  3. 00:34:219 (5,1) - imo this could be done better, doing something like this, would emphasize the drum hits much more rather than spacing them out weirdly, but then yet again there's a very big overlap going on and small box for reaction for the player, so it's up to you. Also why not NC this 00:35:052 (2) - rather than (1) ?
  4. Off screen object - 00:48:379 (3) - although this seems really close to the edge on 1920x1080 it is noticably offscreen on a lower resolution most definetely. If i'm being stupid i'd still move it just a bit up to avoid any problems in the future
  5. 00:58:385 (3) - In the next few patterns i'd strongly recommend you not to go above 1.5x to emphasise the stronger beat afterwards, or at least keep a constant DS you want to use to emphasise that beat, right now it's rather scattered all over the place tbh.
  6. 01:15:052 (1) - the previous note with the stronger beat here 01:09:719 (1) - had much higher spacing than this for example 01:12:385 (1) - therefore do the same on that pattern to keep consistency and make it look less random
  7. 01:40:385 (5,6,7) - autostacking here messed this up, although you are trying to keep mirror like pattern here with 01:37:719 (1,2,3) - the stacks go to the left a little, so they seem much farther away in the first pattern than in the second one. You could change this for consistency and better emphasis, since the sounds there are almost identical to the first pattern

MZV's Normal
  1. That is pretty high CS for a normal tbh, keep in mind the Easy had the lowest CS possible, therefore to account for that I would strongly suggest you change it to something like 3-3.2 CS to make the player's change from a Easy onto a Normal not as hard, ofc this will require some re-placements but trust me that change is so much better than jumping straight onto 3.8 CS, it just doesn't fit
  2. Unsnapped timing line - 00:00:480 - What is the use of that green line? it changes nothing tbh. Feel free to delete it, also it's unsnapped ;o
  3. 00:40:379 (6) - you could place a NC here, the music changed somewhat and is leading to something more different, that could be emphasised with rthe use of a NC
  4. 00:49:380 (6) - same here ^
  5. 00:57:046 (3) - this is very hard to play and even to look at >_< sorry to say that, the main dominant sound ends at 00:57:379 - the white tick of the repeat slider, yet you decide to end it after it? Even whilst playing it it's easily guessable that "oh hey, this is a pretty much simple rhythm song so i'm gusesing that this repeat sldier will go with that main stream beat" ... yet it doesn't. It leads the player to easy misses and judging that people playing this map will be somewhat newer to the game so they won't even know how to check the beats here. If you really want to keep the current beat you have you can stacka circle on the next slider, woudn't be much effort but I personally woudn't suggest it, it would ruin your spacing and emphasis a bunch. What i can suggest is a closer look at this section and making those sliders actually end on something strong and noticable, and most important predictable, rather than a weird repeat slider. The sounds don't even repeat all the time there is a clear difference between the start of the slider and the end of it.
  6. 01:10:379 (4) - except of placing a circle here I would suggest just making this pattern 01:10:546 (1,2,3) - start here instead. Since currently the circle emphasises the start of the main beat that then continue to be misstimed using these patterns here 01:10:546 (1,2,3) - they are all 1/2 beat early. I see where you were coming from with that circle since you done it here too 01:07:046 (5) - but back there it was a totally different sequence of music and there it started slightly offbeat, whilst here it start dirrectly on the beat. What i mean with missing beats is this 01:10:963 - , 01:11:463 - easily avoidable if you move everything back.
  7. 01:15:879 (1) - same thing here ^
  8. 01:25:713 - I really don't think this break extension is necessary, you could just stretch it back to the original
  9. 01:36:379 (5) - I'd suggest you to make this a straight slider like all the rest, making it curvier is kinda meh, and if you do that this slider then 01:37:046 (1) - would stand out with it's longer pattern more and will be more readable during gameplay
  10. 01:41:380 (3) - either add NC here or remove it here 01:38:713 (1) - feels kinda odd atm

Kujinn's Hard
  1. 00:01:379 - what is this green line for ;o
  2. 00:45:046 (1) - this NC is kind useless it doesn't really give any feedback and nothing has changed that much, i'd say remove

LCFC's Insane
  1. 00:13:046 (5,6,7) - you use a stream here 00:13:379 (1,2,3,4) - so i would recommend turning that triple to a 1/4 reverse slider to give the player some rest before the 5 note stream, keep in mind this is only a 4* map so something like that could be a bit too hard for some players. Also doing that would prioritise the sounds here 00:13:046 (5,6,7) - much more since something else is representing them, rather than same usage of patterns (difference being one is stacked one is spaced) but different melodies
  2. 00:27:046 (1) - the sound here is really intense in comparising to 00:26:713 (6) - therefore it should be spaced out more to account for that, currently the sounds on the (1) are being missplayed and practically missed since it's not emphasised properly
  3. 00:36:379 (1) - that is pretty huge spacing to emphasise basically a smaller in intensity sound >_ , I'd strongly recommend you to fix this pattern up since (1) is much much less intense than 00:36:046 (4,5) - , either do that by increasing the spacing on (4) and (5) or re-arrange some patterns
  4. 00:41:546 (5,6) - you could space this stream a bit more, to account for the stronger sounds here
  5. 00:49:296 (5) - there isn't really a sound on this note, the whistly sound starts on the (6) rather than the (4) i would recommend removing it and just making a nice jump onto (6)
  6. 00:55:713 (4) - you could NC this to account for the change in music and a different section coming up, dus isolating the stream and making it easier to read
  7. 01:08:713 (6) - your NC's here and patterns similar to this are too long imo and could easily be fixed by NC'ing stuff like this here, other examples of possibel NC's according to the music would be 01:11:879 (7) -, 01:14:046 (5) - and 01:17:213 (7) -
  8. 01:26:713 (5) - again you could NC this for emphasis on the music

Mir's Light Extra
  1. 00:34:213 (5) - you could NC this for a smaller NC count and also to emphasise the increasing tone in the music
  2. 00:52:046 (4) - why is the spacing so low here, the sounds here are very strong, you only emphasised (5) properly whilst (4) gets the same emphasis as (3) which is meh
  3. 00:52:713 (3) - here it's even more unclear which sounds are being emphasised, the strong sounds happen at 00:52:713 (3,6,7) - yet you decided to make all of them the same spacing making it practically ignored. I strongly recommend chaning these jumps from scratch since right now i don't really see a way to change it without affecting the patterns really much.
    00:55:379 (3,10) - you could add NC's to these to keep the combo counter lower than it should be and to emphasise some parts in the music rather than keeping it the same
  4. 00:56:379 (1) - this entire section is odd, either keep spacing high through out all the strong sounds or keep it moderate, right now you went from 00:56:713 (2,3,4,5,6) - this, to this 01:00:046 (4) - the spacing similarities don't exist yet the sounds are very similar to this pattern 00:57:213 (5,6) - little sound intensity difference, yet there is a huge impact in the DS way and visual spacing. The first part of the section feels much more intense and you can actually feel the music standing out during gameplay than the rest of the section. 01:03:379 (3,4) - stuff like that too isn't emphasised and just doesn't stand out at all.
  5. 01:37:046 (7) - you could NC this note to account for the stronger rhythms

Loli's Another
  1. 00:04:379 (1) - This has almost double the spacing of 00:02:879 (6,1) - yet they share the exact same sound and intensity. Also giving 00:04:379 (1) - such a high jump isn't really necessary since the map just began so slowly increasing the intensity would be much better than once using strong high jumps and another moment using very small unjustable jumps. Keep in mind that this isn't just spacing I'm talking about it's also during gameplay a jump like that is highly noticable and instantly questionable.
  2. 00:19:546 (3) - you could make this slider shape a bit more sharper to keep in the theme of sounds with this slider 00:19:213 (2) - rather than this one 00:19:713 (1) - since it's still in the similar section like the (2) slider, so keeping slider shapes similar here may be of ease for the player knowing that the SV change is still going on.
  3. 00:23:712 (6) - this should be a circle, the stronger drumming sounds on 1/8 only happen on the first 2 sliders here 00:23:546 (4,5) - whilst (6) is a normal beat with a bit of a downbeat on it.
  4. 00:29:713 (1,2,3,4) - tbh a lot of interesting stuff happens here, so just decreasing the spacing doesn't account for the cool possible pattern here, there is a pitch change on the red tick of these 4 notes and emphasising that would be really cool. The pattern that could be used here to account for that pitch change is this one here, it also gives a bit more emphasis onto the slider. Also about the slider putting such a strong clash sound at the end of it is pretty meh imo, so let's say you changed the previous pattern to the one suggested and what i suggest now is to account for the strong sound i would do this rhythm wise and for patterns maybe if you want to take another suggestion i'd make this. That way the clash sound is being strongly emphasised and making it stand out
  5. 00:44:713 (3) - Tbh the spacing on this is very big even though not any strong sounds happen here, moving this to x:402 y:52 would make it far more recognisable as less strong
  6. 00:55:379 (3) - the stream section should start here rather than 00:55:546 (1) - , you are missing a sound on the blue tick here 00:55:463 - that you catch during the stream. I highly suggest you remap this a little to make it start there since now it sounds extremely off and it's pretty weird to hit atm
  7. 00:57:379 (5) - you could keep this slider shape similar to 00:56:379 (1) - since the sound intensity is very similar, that would make it more recognisable
  8. 01:12:379 (1) - even though the strong downbeat happens here I'd suggest you remove the NC anyway so that the sounds on the next set of stream 01:12:546 (2) - here, where the noticable whistly sounds start would make it much more better imo

yf's Expert
  1. 01:10:046 (3,4,5) - there is nothing going on here, why the triple spam the rhythm clearly shows a normal 1/2 beat
  2. 01:15:379 (3,4,5) - ^
  3. Notes placed at the same time - 01:32:379 (1,2,1,2,1,2) - you know this is unrakable right? I don't get what you're doing here


    Tbh this map is hard for me to judge, it consists of gimmicks that are really hard to execute, but I have to give it to you, you did execute them well. Although I'm not a big fan of the mapping style you used, I personally have nothing against the map, but a lot of people will... A lot. I just want to say that removing those overmapped things and those unrankable things would still bring it to a standard "technically" rankable. But that decision isn't to be made by me but by bn's

Ultra
  1. 00:39:713 (3,4) - I don't see why these strong sounds would have such low spacing and emphasis when 00:38:379 (3,4) - stuff like this has higher spacing than the stronger sounds. It doesn't really make any sense and it feels weird during gameplay too
  2. 00:40:713 (2,3) - also keeping these the same makes no sense since there is a different part of the music here already, yet same pattern is used - _
  3. 01:06:713 (1) - this jump is huge for such a small gap, I would even go far to say this is hella overmapped since the 1/4 gap is not only harder to hit but it's also hard to read if the next sldier here 01:06:713 (1) - is a repeat anyway because of the separation, also the second slider follows wrong rhythm, the correct rhythm should be something like this, the slider is in 1/6 repeats and the blue tick also has a sound that the current form ignores
  4. 01:17:713 (1) - this section is a transition from one section to 1/3 very quickly to show that more clearly i recommend you NC'ing the first 3 notes in the beat change i.e. these 01:17:713 (1,2,3) -, doing that will ensure that the player actually knows that something different is happening since you're current spacing is too similar to normal 1/4 patterns, making it practically improssible to tell the difference. NC'ing eases that and makes it much more standing out

Damnjelly's Soaring
  1. 00:06:213 (6,11) - NC each of these, the combo count is very high after the first pattern which is really unnecessary since the 1/4 slider jumps are stricly still going on a 1/4 beat anywya towards the next stream making a NC makes it stand out and eveyr slider jump you get more hp back so if you missed on one of them you woudn't be instantly dead, whilst if it was constant combo counter it's harder to survive on that combo counter
  2. 00:13:713 (1) - this slider shape might as well be a straight slider, since that sort of angle to end it is pretty ugly imo, also the overlap is very unnecessary it could be easily avoidable in the current state.
  3. 00:21:713 (10) - you could NC this except of this 00:22:046 (1) - since that's where the downbeat happens. Keep in mind that NC's are always good to put on big white ticks (start of a new measure) since that is usually where the song has a slight noticable change and the downbeat is present usually there as well. Keeping that a consistent thing across the whole map usually gets rid of all problems involving NC's.
  4. 00:23:379 (1) - the stream actually starts here on the beginning on the sldier, if you listen closely you can hear that during the first slider of yours you are missing the 1/4 beats that are actually part of the same section these are 00:23:629 (2) - , i strongly recommend you start the stream on (1) since that way you won't be missing any relavant sounds and therefore making it better whilst gameplay.
  5. 00:47:379 (4,5,6,7) - keeping such high spacing during music sections without any stronger sounds is really bad, for example comparing this 00:50:379 (4,5,6) - to the pattern i linked shows a huge difference in spacing and emphasis, yet the second pattern has much much more stronger sounds and the first just has faint background noises, Stuff like this is called overmapping without any reasoning behind it, you're just keeping the same spacing constant because you felt like it fits I'm guessing. Yet you should control your spacing and pattern usage more thought out, since stuff like that is very noticable and strongly picked on recently, more examples like 00:54:379 (3,4,5,6,7) - also use very high spacing mapped to ok strong sounds i guess, this would be ok if not 00:56:713 (1,2,3,4) - literally 3x stronger than the entire pentagon jump that you mapped yet spacing is noticably smaller, which makes it look very bad and under emphasised
  6. 00:58:713 (3,4) - between these 2 notes you're missing 2 strong drum hits on the blue ticks, juding you like mapping streams you can map some here too like a reverse slider or just adding circles to the current pattern
  7. During this entire section from 00:56:379 - to 01:07:046 - you are prioritisng a lot of 1/2 beats over the 1/4 beats pay close attention to that since that's extreme undermapping and just mapping jumps so that they're there.
  8. 01:28:379 (2,3,4) - stuff like this kills off any emphasis you were building up until this point zz

    Pay close attention to rhythm, overall placement and maps emphasis points. Current status of the map seems done quickly and without any deep thought gone into it, not trying to sound rude in any way here just firing my thoughts. The stuff I mentioned above applies to more or less not only on that one timestamp but could probably account for more than one spot in the music. For example the jumping emphasis or missing rhythm out in sections. The only thing i can suggest here is a strong remap with either one of your more experienced friends or with Hightec's inputs on the overall emphasis and map in general. Unless you can change a lot of stuff without touching the main beat... As it stands right now, i don't see this gettting close to being ranked.


Final Words

My overall issue is with the last diff and with yf's Expert with some unrankable issues applied to it, fixing unrankable issues in yf's diff may not be enough but hey, important part is opinion. Apart from those things i adressed myself more in depth where necessary. Good Luck!
Topic Starter
Vivyanne

C00L wrote:

Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Red - Indicates that an DQ worthy/Unrankable issue has been found

General
  1. None of the diffs seem to really take good care of making sections stand out in volumes, some sections are around medium intensity and sound pretty loud so leaving them at 60% is totally fine, whilst some parts like this for example 00:09:713 (1) - is much quieter than the rest of the sections so it should be noticable by decreasing the volumes here, also the 2nd kiai is much more louder than the rest of the sections through out the music so increasing it would be a good idea. will do it sometime later when im not a lazy cunt

Timing
  1. I'd add 3 onto the offset but w/e nah feels off to me d

Ultra
  1. 00:39:713 (3,4) - I don't see why these strong sounds would have such low spacing and emphasis when 00:38:379 (3,4) - stuff like this has higher spacing than the stronger sounds. It doesn't really make any sense and it feels weird during gameplay too main gimmick: follow the actual sliders but now in hitcircles! the lower spacing is also a form of emphasis and the notes right now really stand out so i archieved something good
  2. 00:40:713 (2,3) - also keeping these the same makes no sense since there is a different part of the music here already, yet same pattern is used - _ symmetry
  3. 01:06:713 (1) - this jump is huge for such a small gap, I would even go far to say this is hella overmapped since the 1/4 gap is not only harder to hit but it's also hard to read if the next sldier here 01:06:713 (1) - is a repeat anyway because of the separation, also the second slider follows wrong rhythm, the correct rhythm should be something like this, the slider is in 1/6 repeats and the blue tick also has a sound that the current form ignores tuned it down a very very little cuz i still wanna keep the jump cuz e m p h a s i s
  4. 01:17:713 (1) - this section is a transition from one section to 1/3 very quickly to show that more clearly i recommend you NC'ing the first 3 notes in the beat change i.e. these 01:17:713 (1,2,3) -, doing that will ensure that the player actually knows that something different is happening since you're current spacing is too similar to normal 1/4 patterns, making it practically improssible to tell the difference. NC'ing eases that and makes it much more standing out i see ur point but i wanna keep a sorta reading challenge and i dont wanna overpressure with NCs. also i feel like if i only NC the first 3 then i have to NC the others too for patterning consistency. ill get some more opinions for this

Final Words

My overall issue is with the last diff and with yf's Expert with some unrankable issues applied to it, fixing unrankable issues in yf's diff may not be enough but hey, important part is opinion. Apart from those things i adressed myself more in depth where necessary. Good Luck!
thanks qt
Arphimigon

C00L wrote:

Arphimigon's Easy
  1. 00:13:716 (1) - I don't get why here you use a constant spacing of 0.9x (with the exception of one emphasis spacing) and then after that you move onto 1.1x here 00:24:382 (1) - like the music hasn't really changed that much yet, a more logical thing to do here imo would be to start using 1.1x here 00:35:049 (2) - and until that point use only 0.9x . It would make much more sense. As previously stated, only visible and intuitive spacing is taken into account. 1.1 and 0.9 look fairly the same here and work well to make them seem the same rhythms with the current patterns.
  2. 00:24:382 (1) - i do understand it's a easy and i get your reasoning behind not making this a 1/3 note to make it not as hard to play, but to be perfectly honest with you you're leaving a player with 1/2 measure for them to react onto the next note, making this 1/3 isn't a huge difference in gameplay they'll still hit it more or less at the same time no matter it's snapping, and besides the difference between a 1/4 and 1/3 note is very small and barelly noticable if such distance is used anyway. Actually, I didnt know it was 1/3, when did I ssay that!? xD k fixed
  3. 00:34:219 (5,1) - imo this could be done better, doing something like this, would emphasize the drum hits much more rather than spacing them out weirdly, but then yet again there's a very big overlap going on and small box for reaction for the player, so it's up to you. Also why not NC this 00:35:052 (2) - rather than (1) ? didnt change pattern [/color]
  4. Off screen object - 00:48:379 (3) - although this seems really close to the edge on 1920x1080 it is noticably offscreen on a lower resolution most definetely. If i'm being stupid i'd still move it just a bit up to avoid any problems in the future wat I use lowest res normally (because 7 year old laptop) and its fine and I cant do anything about it
  5. 00:58:385 (3) - In the next few patterns i'd strongly recommend you not to go above 1.5x to emphasise the stronger beat afterwards, or at least keep a constant DS you want to use to emphasise that beat, right now it's rather scattered all over the place tbh. You know that I'm going to say no to this unless you give any sort of reasonable explanation
  6. 01:15:052 (1) - the previous note with the stronger beat here 01:09:719 (1) - had much higher spacing than this for example 01:12:385 (1) - therefore do the same on that pattern to keep consistency and make it look less random "I would if I could but I can't so I wont"
  7. 01:40:385 (5,6,7) - autostacking here messed this up, although you are trying to keep mirror like pattern here with 01:37:719 (1,2,3) - the stacks go to the left a little, so they seem much farther away in the first pattern than in the second one. You could change this for consistency and better emphasis, since the sounds there are almost identical to the first pattern I just moved the middle note
https://puu.sh/uKBXA/ff17eb0d21.osu
lcfc

Kroytz wrote:

00:06:213 (1,1) - NC might not be necessary. I get theyre for an aesthetic thing with the slider and drums but might be simpler to not separate NCs I think it's a cool way to indicate the three different rhythms, actually I did this more for playability reasons (to "warn" the player or w/e) than aesthetic reasons lol - tldr i will leave it as it is

00:10:213 (1) - Here too.. but this looks more aesthetic than the previous so im okay with these NCs then we're both okay with it xd

00:59:796 (4) - first blue tick sliders... maybe better as triple with slider, it plays a bit weird with the next slider and coming off as a double. I'm mostly focusing on the slider pattern here 00:59:046 (1,2,4) - so i did that pattern to fit lol, but if someone believes it should still be a triple + slider and have a practical suggestion on how to execute it then I'm eager to change it

01:32:879 (4) - Slider here is better good catch, represents the instrument or whatever that is better as well

01:45:713 (1,2,3) - I expected a repeating pattern of the previous, yknow, like doing 3 sliders here too (it messes up the downbeat stuff but it might be excusable). i guess my english skill and mindset are too low to understand what you mean lmao, I need clarification :?

Couldn't really find much else to help, a lot of what I saw had to do with overlaps but I didn't want to point them all out since it seemed more like a stylistic choice on the mapper's part. the whole difficulty is based on one slider shape for 1/2 sliders (for most parts atleast) and 0.3x DS overlapped bursts (stacks are sometimes used for playability reasons or a circle + slider with 1/2 distance) so I would have to change 80% of the map if I were to apply your overlap suggestions. just wanted the map to have a cool gimmick y'know (even if repetitive I still think it's pretty cool), so I didn't include your suggestions about those.

C00L wrote:

LCFC's Insane
  1. 00:13:046 (5,6,7) - you use a stream here 00:13:379 (1,2,3,4) - so i would recommend turning that triple to a 1/4 reverse slider to give the player some rest before the 5 note stream, keep in mind this is only a 4* map so something like that could be a bit too hard for some players. Also doing that would prioritise the sounds here 00:13:046 (5,6,7) - much more since something else is representing them, rather than same usage of patterns (difference being one is stacked one is spaced) but different melodies changed
  2. 00:27:046 (1) - the sound here is really intense in comparising to 00:26:713 (6) - therefore it should be spaced out more to account for that, currently the sounds on the (1) are being missplayed and practically missed since it's not emphasised properly no one noticed the symmetrical pattern 00:26:046 (2,5,6,1,2,3) - :d I'm kinda hesitant to change it but if it gets brought up again I will
  3. 00:36:379 (1) - that is pretty huge spacing to emphasise basically a smaller in intensity sound >_ , I'd strongly recommend you to fix this pattern up since (1) is much much less intense than 00:36:046 (4,5) - , either do that by increasing the spacing on (4) and (5) or re-arrange some patterns I made the spacing the same as the circles before as I couldn't work out a better pattern
  4. 00:41:546 (5,6) - you could space this stream a bit more, to account for the stronger sounds here even bigger spacing could cause abit weird playability for an insane, and potential misses (as DS overlaps are not as lenient as accuracy if they're not aimed perfectly).. yes it's happened to me sadface
  5. 00:49:296 (5) - there isn't really a sound on this note, the whistly sound starts on the (6) rather than the (4) i would recommend removing it and just making a nice jump onto (6) sure
  6. 00:55:713 (4) - you could NC this to account for the change in music and a different section coming up, dus isolating the stream and making it easier to read I actually had this NCed when I first mapped it, bugs lol
  7. 01:08:713 (6) - your NC's here and patterns similar to this are too long imo and could easily be fixed by NC'ing stuff like this here, other examples of possibel NC's according to the music would be 01:11:879 (7) -, 01:14:046 (5) - and 01:17:213 (7) - d
  8. 01:26:713 (5) - again you could NC this for emphasis on the music ok
Thank you both for modding!

diff
osu file format v14

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AudioLeadIn: 0
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Countdown: 0
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WidescreenStoryboard: 1

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[Metadata]
Title:Far east nightbird
TitleUnicode:Far east nightbird
Artist:Nekomata Master
ArtistUnicode:猫叉Master
Creator:HighTec
Version:LCFC's Insane
Source:jubeat knit
Tags:damnjelly yf_bmp mazziv mir lowcombofc arphimigon xlolicore- kujinn
BeatmapID:1226443
BeatmapSetID:576795

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CircleSize:4
OverallDifficulty:7.5
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

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361,175,66963,1,0,0:0:0:0:
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141,213,68713,1,8,0:0:0:0:
131,214,68796,1,0,0:0:0:0:
121,215,68879,1,2,2:0:0:0:
110,216,68963,1,0,2:0:0:0:
100,217,69046,1,0,1:0:0:0:
21,374,69213,6,0,P|26:323|28:273,1,101.250003862381,10|0,0:2|0:0,0:0:0:0:
25,263,69546,1,0,0:0:0:0:
159,328,69713,5,0,1:0:0:0:
158,328,69879,2,0,P|212:317|252:352,2,101.250003862381,2|0|0,0:2|0:0|1:0,0:0:0:0:
152,335,70463,1,8,1:2:0:0:
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327,100,72546,2,0,L|293:104,4,33.7500012874604,0|2|10|0|0,0:0|0:2|0:0|2:0|2:0,0:0:0:0:
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264,192,74046,1,8,0:0:0:0:
258,183,74129,1,0,0:0:0:0:
249,186,74212,1,2,2:0:0:0:
249,197,74296,1,0,2:0:0:0:
258,200,74379,1,0,1:0:0:0:
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186,74,74879,1,0,0:0:0:0:
37,133,75046,5,0,1:0:0:0:
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236,21,77379,1,2,0:0:0:0:
119,133,77546,1,0,0:0:0:0:
119,133,77629,1,0,0:0:0:0:
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312,80,79713,1,0,0:0:0:0:
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444,139,83491,1,8,1:1:0:0:
444,139,83602,1,0,0:0:0:0:
444,139,83713,6,0,B|423:159|423:159|362:149,1,90.0000034332277,0|0,3:0|0:0,0:0:0:0:
125,225,84157,1,0,3:1:0:0:
125,225,84268,1,0,0:0:0:0:
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511,308,84935,1,0,3:0:0:0:
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343,336,85713,5,0,3:0:0:0:
110,281,85963,1,0,0:0:0:0:
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17,110,86796,1,0,1:0:0:0:
21,129,86879,1,2,1:2:0:0:
25,148,86963,1,2,1:2:0:0:
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85,324,87713,1,0,2:0:0:0:
112,200,87879,1,4,0:3:0:0:
304,250,88046,2,0,B|317:291|317:291|297:339,1,90,8|0,0:0|0:0,0:0:0:0:
291,345,88296,1,0,0:0:0:0:
282,355,88379,5,4,0:3:0:0:
175,293,88546,1,4,0:3:0:0:
278,150,88713,2,0,P|322:155|364:170,1,90,8|2,0:0|0:0,0:0:0:0:
486,280,89046,2,0,P|443:294|399:300,1,90,2|4,0:2|0:3,0:0:0:0:
186,188,89379,1,8,0:2:0:0:
223,347,89546,1,2,0:2:0:0:
217,359,89629,1,0,0:0:0:0:
211,371,89713,6,0,L|121:358,1,90,4|0,0:3|0:0,0:0:0:0:
102,183,90046,2,0,B|142:170|142:170|186:188,1,90,10|0,0:0|2:0,0:0:0:0:
48,282,90379,1,0,0:0:0:0:
19,118,90546,1,0,0:0:0:0:
53,298,90713,2,0,P|47:342|33:384,1,90,0|0,0:0|0:0,0:0:0:0:
206,274,91046,6,0,P|201:230|186:188,1,90,4|4,0:3|0:3,0:0:0:0:
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174,51,91629,1,0,0:0:0:0:
187,53,91713,1,2,0:0:0:0:
110,151,91879,1,4,0:3:0:0:
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379,176,92296,1,0,0:0:0:0:
392,174,92380,5,4,1:2:0:0:
458,48,92546,1,0,0:0:0:0:
316,54,92713,1,0,0:0:0:0:
466,65,92879,2,0,P|460:109|445:151,1,90,2|0,0:0|0:0,0:0:0:0:
351,208,93213,1,0,0:0:0:0:
262,372,93379,2,0,P|256:327|241:285,1,90,2|0,1:2|0:0,0:0:0:0:
232,275,93629,1,0,0:0:0:0:
222,264,93713,5,0,0:0:0:0:
129,341,93879,1,0,0:0:0:0:
8,231,94046,2,0,B|-5:190|-5:190|13:146,1,90,8|2,0:0|2:0,0:0:0:0:
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89,104,94713,2,0,L|92:11,1,90,8|2,0:0|2:2,0:0:0:0:
331,97,95046,6,0,P|286:102|244:117,1,90,4|2,2:3|0:0,0:0:0:0:
235,278,95379,1,8,0:0:0:0:
235,278,95463,1,0,0:0:0:0:
235,278,95546,1,0,0:0:0:0:
316,215,95713,2,0,P|360:219|402:234,1,90,2|4,0:0|2:3,0:0:0:0:
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451,150,96296,1,0,0:0:0:0:
447,162,96379,5,4,0:3:0:0:
229,139,96546,1,4,0:3:0:0:
229,139,96713,2,0,L|218:229,1,90,8|2,0:0|0:3,0:0:0:0:
290,355,97046,1,4,0:3:0:0:
121,273,97213,1,4,0:3:0:0:
302,264,97379,1,8,0:0:0:0:
136,364,97546,1,4,0:3:0:0:
123,367,97629,1,0,0:0:0:0:
109,370,97713,6,0,B|67:379|67:379|24:357,1,90,4|0,1:2|0:0,0:0:0:0:
20,172,98046,2,0,B|61:162|61:162|104:184,1,90,10|0,0:2|0:0,0:0:0:0:
198,304,98379,1,0,2:0:0:0:
283,180,98546,1,4,0:3:0:0:
152,122,98713,2,0,P|137:79|132:35,1,90,10|0,0:0|0:0,0:0:0:0:
143,27,98963,1,0,0:0:0:0:
154,19,99046,5,4,0:3:0:0:
277,89,99213,1,4,0:3:0:0:
142,219,99379,2,0,L|52:208,1,90,8|2,0:0|0:0,0:0:0:0:
241,340,99713,2,0,L|331:329,1,90,2|4,0:2|0:3,0:0:0:0:
439,212,100046,1,8,0:2:0:0:
274,164,100213,1,2,0:2:0:0:
261,168,100296,1,0,0:0:0:0:
248,172,100379,6,0,P|253:216|268:258,1,90,0|2,0:0|3:2,0:0:0:0:
451,200,100713,2,0,P|465:157|471:113,1,90,0|2,1:0|3:0,0:0:0:0:
348,136,101046,1,2,2:0:0:0:
336,142,101129,1,0,0:0:0:0:
329,154,101213,1,4,0:3:0:0:
194,162,101379,2,0,P|149:167|107:182,1,90,8|0,0:0|0:0,0:0:0:0:
59,322,101713,6,0,L|148:331,1,90,4|4,0:3|0:3,0:0:0:0:
195,234,102046,1,2,3:0:0:0:
198,221,102129,1,0,0:0:0:0:
201,207,102213,2,0,L|194:160,2,45,2|0|4,3:0|0:0|0:3,0:0:0:0:
302,51,102546,1,4,0:3:0:0:
273,139,102713,2,0,B|314:149|314:149|357:127,1,90,8|4,0:2|0:3,0:0:0:0:
368,120,102963,1,0,0:0:0:0:
379,113,103046,6,0,L|386:65,5,45,4|0|0|0|0|0,0:0|3:0|3:0|3:0|3:0|0:0,0:0:0:0:
442,201,103546,2,0,L|449:249,5,45,4|0|0|0|0|0,0:0|3:0|3:0|3:0|3:0|0:0,0:0:0:0:
334,211,104046,2,0,P|289:216|247:231,1,90,4|0,0:0|0:0,0:0:0:0:
239,242,104296,1,0,0:0:0:0:
231,253,104379,5,0,0:0:0:0:
313,334,104546,1,4,0:3:0:0:
173,375,104713,2,0,L|83:362,1,90,8|2,0:0|2:0,0:0:0:0:
197,169,105046,2,0,L|230:252,1,90,0|4,2:0|0:3,0:0:0:0:
7,252,105379,2,0,L|62:181,1,90,8|2,0:0|2:2,0:0:0:0:
195,23,105713,6,0,L|139:93,1,90,4|2,2:3|0:0,0:0:0:0:
268,86,106046,2,0,L|239:171,1,90,8|0,0:0|0:0,0:0:0:0:
358,120,106379,2,0,L|360:209,1,90,2|4,0:0|2:3,0:0:0:0:
363,342,106713,1,8,0:0:0:0:
454,223,106879,1,2,0:0:0:0:
348,351,107046,6,0,P|303:346|261:331,1,90,4|4,0:3|0:3,0:0:0:0:
77,234,107379,2,0,P|119:218|163:214,1,90,8|4,0:0|0:3,0:0:0:0:
360,209,107713,2,0,P|315:204|273:189,1,90,2|4,0:0|0:3,0:0:0:0:
89,92,108046,2,0,P|131:76|175:72,1,90,8|8,0:0|0:0,0:0:0:0:
393,133,108379,6,0,P|399:177|404:222,2,90.0000034332277,4|0|0,1:2|3:0|3:0,0:0:0:0:
265,111,109046,2,0,P|269:66|276:21,2,90.0000034332277,0|0|0,3:2|3:0|3:0,0:0:0:0:
482,121,109713,2,0,P|437:128|393:133,2,90.0000034332277,0|0|0,3:2|3:0|3:0,0:0:0:0:
200,80,110379,1,0,0:0:0:0:
200,80,110546,2,0,P|202:113|206:147,1,67.5000025749208,8|0,0:0|1:0,0:0:0:0:
212,155,110796,2,0,L|256:152,2,33.7500012874604,0|0|0,1:0|1:0|1:0,0:0:0:0:
136,207,111046,6,0,B|187:222|232:182|232:182|277:205|277:205|320:162|384:178,2,270,12|12|12,1:0|1:0|1:0,0:0:0:0:
C00L

Arphimigon wrote:

You know that I'm going to say no to this unless you give any sort of reasonable explanation

Oh sorry my bad, by keeping the spacing constant will account for the music intensity, what i meam by that is currently you have spacing scattered going from 1.5 to 1.7x you could say that oh but its visually similar, its still a difference for players just starting off. Also besides keeping the spacing constant across the same sound intensity would fit more that once increasing it, once decreasing it.
Roger06150
Hey ! M4M :3 (Warning, my english is... HORRIBLE XD)

MZV's Normal
  1. 00:44:879 (7) - This kind of slider may be hard enough to read for a beginner.
  2. 00:55:546 (7) - Same here. (I stop talking about sliders now).
  3. 01:10:129 (3) - Set this circle on the blue tick.
  4. 01:26:879 - Set a circle here.
LCFC's Insane
  1. 00:34:379 (1,2,3,4) - Improve that.
MIR's Light Extra
  1. 01:08:629 (4) - Remove this circle.
  2. 01:08:796 - Set a circle here.
Yf's Expert
  1. 01:32:379 (1,2) - Fix it.
  2. 01:32:879 (1,2) - Fix it.
  3. 01:33:379 (1,2) - Fix it.
Damnjelly's Soaring
  1. 00:13:713 - Why a kiai time here ?
  2. 00:21:046 - NC
  3. 00:24:379 - Why a kiai time here ?
Sorry that this mod is so small and so incomplete but I'm still pretty bad, I hope he has helped you, good luck for ranking. ^^ Ah, and by the way, the song is beautiful. ;D
lcfc

Roger06150 wrote:

LCFC's Insane
  1. 00:34:379 (1,2,3,4) - Improve that. Was done like that for emphasis reasons, you see, the instrument goes from a higher pitch to a lower pitch, and so does the spacing of the burst.
Sorry that this mod is so small and so incomplete but I'm still pretty bad, I hope he has helped you, good luck for ranking. ^^ Ah, and by the way, the song is beautiful. ;D
Definitely not a worry! Every suggestion helps! The only advice I can give you is that you should explain why you think something should be improved / fixed and suggest ways to do so. Good luck on your future modding (:
@HighTec don't forget my .osu is still above zz
Mir

C00L wrote:

Mir's Light Extra
  1. 00:34:213 (5) - you could NC this for a smaller NC count and also to emphasise the increasing tone in the music - nah I think it's fine, I don't nc for emphasis for the moooost part
  2. 00:52:046 (4) - why is the spacing so low here, the sounds here are very strong, you only emphasised (5) properly whilst (4) gets the same emphasis as (3) which is meh
  3. 00:52:713 (3) - here it's even more unclear which sounds are being emphasised, the strong sounds happen at 00:52:713 (3,6,7) - yet you decided to make all of them the same spacing making it practically ignored. I strongly recommend chaning these jumps from scratch since right now i don't really see a way to change it without affecting the patterns really much.
    00:55:379 (3,10) - you could add NC's to these to keep the combo counter lower than it should be and to emphasise some parts in the music rather than keeping it the same - did things to the before stuff
  4. 00:56:379 (1) - this entire section is odd, either keep spacing high through out all the strong sounds or keep it moderate, right now you went from 00:56:713 (2,3,4,5,6) - this, to this 01:00:046 (4) - the spacing similarities don't exist yet the sounds are very similar to this pattern 00:57:213 (5,6) - little sound intensity difference, yet there is a huge impact in the DS way and visual spacing. The first part of the section feels much more intense and you can actually feel the music standing out during gameplay than the rest of the section. 01:03:379 (3,4) - stuff like that too isn't emphasised and just doesn't stand out at all. - I think I fixed it, increased spacing on the notes you pointed out along with some other changes in placement
  5. 01:37:046 (7) - you could NC this note to account for the stronger rhythms - not really consistent and I don't think it's a big deal, I'm not using nc emphasis for this map

Roger06150 wrote:

MIR's Light Extra
  1. 01:08:629 (4) - Remove this circle.
  2. 01:08:796 - Set a circle here.
^ Denied because it would be too awkward to play in a section that already demands a lot of tapping

Thanks you both for the mods! <3

HighToc: https://puu.sh/uLH4v/b1a36e32f9.osu
Topic Starter
Vivyanne
thanks for the mod~ updated everything up until now

waiting for
damnjelly
yf
loli
kujinn
mazziv

fixed mazziv's stuff with permission
Damnjelly

C00L wrote:

Damnjelly's Soaring
  1. 00:06:213 (6,11) - NC each of these, the combo count is very high after the first pattern which is really unnecessary since the 1/4 slider jumps are stricly still going on a 1/4 beat anywya towards the next stream making a NC makes it stand out and eveyr slider jump you get more hp back so if you missed on one of them you woudn't be instantly dead, whilst if it was constant combo counter it's harder to survive on that combo counter Agreed, changed it.
  2. 00:13:713 (1) - this slider shape might as well be a straight slider, since that sort of angle to end it is pretty ugly imo, also the overlap is very unnecessary it could be easily avoidable in the current state. Yeah it looks kinda awkward, changed it.
  3. 00:21:713 (10) - you could NC this except of this 00:22:046 (1) - since that's where the downbeat happens. Keep in mind that NC's are always good to put on big white ticks (start of a new measure) since that is usually where the song has a slight noticable change and the downbeat is present usually there as well. Keeping that a consistent thing across the whole map usually gets rid of all problems involving NC's. Agreed, changed it.
  4. 00:23:379 (1) - the stream actually starts here on the beginning on the sldier, if you listen closely you can hear that during the first slider of yours you are missing the 1/4 beats that are actually part of the same section these are 00:23:629 (2) - , i strongly recommend you start the stream on (1) since that way you won't be missing any relavant sounds and therefore making it better whilst gameplay. What a silly mistake, i fixed it.
  5. 00:47:379 (4,5,6,7) - keeping such high spacing during music sections without any stronger sounds is really bad, for example comparing this 00:50:379 (4,5,6) - to the pattern i linked shows a huge difference in spacing and emphasis, yet the second pattern has much much more stronger sounds and the first just has faint background noises, Stuff like this is called overmapping without any reasoning behind it, you're just keeping the same spacing constant because you felt like it fits I'm guessing. Yet you should control your spacing and pattern usage more thought out, since stuff like that is very noticable and strongly picked on recently, more examples like 00:54:379 (3,4,5,6,7) - also use very high spacing mapped to ok strong sounds i guess, this would be ok if not 00:56:713 (1,2,3,4) - literally 3x stronger than the entire pentagon jump that you mapped yet spacing is noticably smaller, which makes it look very bad and under emphasised I personally feel that the spacing is in line with the difficulty of the map and the intensity of the song. the section after 00:35:046 is harder than the sections before it, just like the song is more intens in that section compared to the last sections. However, i do think that there were some outliers of this rule that were clearly over or underemphasised, like the ones you have pointed out (00:50:379 (4,5,6) - 00:39:713 (4,5,6) - and the pentagon). I changed those accordingly
  6. 00:58:713 (3,4) - between these 2 notes you're missing 2 strong drum hits on the blue ticks, juding you like mapping streams you can map some here too like a reverse slider or just adding circles to the current pattern
  7. During this entire section from 00:56:379 - to 01:07:046 - you are prioritisng a lot of 1/2 beats over the 1/4 beats pay close attention to that since that's extreme undermapping and just mapping jumps so that they're there. I feel like adressing these two bulletpoints in one since i can't hear any difference between the strong blue ticks from 00:58:713 - compared to the ones from 01:01:379 - and some other ones later on in the kiai, and i don't know what other 1/4 beats i could be ignoring.
    I agree with your statement that i ignored a little too many 1/4 beats. I wanted to keep this section clear to read since it's already difficult to aim and tap, adding also a reading challenge with sliders in there seemed a bit too much for me. But this ignored too much of the song so i will change the parts that have 1/4 beats to sliderjumps.
  8. 01:28:379 (2,3,4) - stuff like this kills off any emphasis you were building up until this point zz
    I wanted it to be an anticipation of the jumps coming after. I talked with hightec about it, and he suggested to make them smaller jumps, it's a bit of a meeting in the middle on this suggestion.

    Pay close attention to rhythm, overall placement and maps emphasis points. Current status of the map seems done quickly and without any deep thought gone into it, not trying to sound rude in any way here just firing my thoughts. The stuff I mentioned above applies to more or less not only on that one timestamp but could probably account for more than one spot in the music. For example the jumping emphasis or missing rhythm out in sections. The only thing i can suggest here is a strong remap with either one of your more experienced friends or with Hightec's inputs on the overall emphasis and map in general. Unless you can change a lot of stuff without touching the main beat... As it stands right now, i don't see this gettting close to being ranked. d
Thanks for the mod!

Roger06150 wrote:

Damnjelly's Soaring
  1. 00:13:713 - Why a kiai time here ? Removed the kiai so the map is more consistent with the mapset.
  2. 00:21:046 - NC No, that wouldn't be consistent with 00:15:713 (5) - and 00:18:379 (5) -
  3. 00:24:379 - Why a kiai time here ? Removed the kiai so the map is more consistent with the mapset.
Thanks for the mod!
Doormat
irc over #modhelp, took out a lot of the irrelevant chat that wasn't related to the mod

SPOILER
17:08 HighTec: doormat could u rate a map for me and maybe give some critiques?
17:08 Doormat: umm sure i gues
17:08 Doormat: map?
17:09 *HighTec is listening to [https://osu.ppy.sh/b/1240301 Nekomata Master - Far east nightbird]
17:09 HighTec: ultra diff
17:10 Doormat: 00:09:713 (1,2,1,2) - i'd argue that each of these 1/4 repeats should just stop on the white tick
17:10 HighTec: hmm
17:10 HighTec: lemme look into that
17:10 Doormat: nothing really wrong with what's currently there
17:11 Doormat: it's just that the extra repeat feels out of place
17:11 Doormat: slightly
17:11 Doormat: if that makes sense
17:11 Doormat: cause the sound on it isn't as distinct as the other
17:11 Doormat: s
17:11 HighTec: yea its unnatrual
17:11 HighTec: but it is in the song tho, those blue ticks
17:11 Doormat: i'm aware, that's why i said you could argue it
17:12 HighTec: guess ill leave it in
17:12 HighTec: cuz inb4 "UR IGNORING SONG"
17:12 Doormat: 00:12:379 (1,2) - snap here sounds a bit off
17:12 HighTec: yea theres a beat on the blue tick
17:12 Doormat: like tbh it sounds like something like https://puu.sh/uS3Qm/9ce6cfeae6.png would be a better fit
17:12 Doormat: yeah
17:12 HighTec: but i left it out for simplicity but idk
17:13 HighTec: could just make a triple out of it if needed
17:13 Doormat: nah
17:13 Doormat: the sound on 00:12:713 - isn't that strong
17:13 HighTec: kinda wanna keep it simple tho
17:13 HighTec: ill try ur suggestion first then
17:14 Doormat: the dominant sounds are on 00:12:379 - 00:12:629 - and 00:12:879 -
17:14 Doormat: you could try a 3/4 repeat for most simple i guess
17:14 Doormat: idk how it'll affect the pattern though
17:14 HighTec: yea ur right
17:14 HighTec: na ill do the double slider thing
17:14 Doormat: yeah
17:14 HighTec: sounds better
17:14 Doormat: it also has the least effect to the pattern
17:15 Doormat: 00:14:379 (4) - what sound is this mapped to lmao
17:15 HighTec: main rythm thing
17:15 Doormat: the main rhythm lands on the red tick though
17:16 HighTec: na drum does
17:16 Doormat: mm
17:16 Doormat: it's hard to tell
17:16 Doormat: i mean i guess it's okay?
17:17 HighTec: idk blue tick sounds better to me tbh
17:17 Doormat: up to you
17:17 Doormat: i wouldn't ignore those drum beats
17:17 Doormat: but what you have also works i guess
17:18 HighTec: i dont care much about the drums w
17:18 Doormat: w
17:19 Doormat: 00:23:379 (2,3,4,5,1,2,3,4,1,2,3,4) - i'm not sure how i feel about those 1/8s
17:19 Doormat: cause the 1/8s are mapped to the drums but the 1/4s are mapped to the synths
17:19 HighTec: idk didnt wanna skip out on these since they are louder than the sound i follow
17:20 Doormat: yeah i get what you mean
17:20 Doormat: i'd leave it for now
17:20 Doormat: tricky to come up with a better idea
17:20 Doormat: 00:24:379 (1) - i swear the snap on this is so troll
17:20 HighTec: wait
17:20 HighTec: how is that 1/3
17:21 HighTec: wait the beats are on the 1/3 im sure
17:21 Doormat: 1/3 sounds right yeah
17:21 Doormat: i'm just saying
17:21 Doormat: it's so troll cause you'd never expect it
17:22 HighTec: thats why i put a slider after it instead of a triple
17:22 Doormat: also if you start changing the rhythm for 00:25:046 (2,3,4) - i expect 00:27:713 (4) - to start using a similar rhythm
17:22 HighTec: to have the slider leniency compensate for the timing
17:22 HighTec: 00:25:546 (4) - tho
17:23 HighTec: and idk having it being a repeat felt rly bad when playing
17:23 HighTec: cuz 2 different timings
17:23 Doormat: if you say so
17:24 Doormat: 00:29:713 (1,2,3,4,5) - snap after the 1,2,3 feels off
17:25 HighTec: im p sure sound starts on the white tick
17:25 Doormat: hmm
17:25 Doormat: yeah i'm playing it on slower playback
17:25 Doormat: 00:29:879 (3) - i'd argue that this shouldn't be a 1/4 slider then
17:26 Doormat: cause it sounds different from 00:30:046 (4) -
17:26 Doormat: if anything i'd say it sounds like more00:29:713 (1,2) -
17:26 HighTec: agreed
17:26 HighTec: changed
17:27 Doormat: 00:34:379 (1,2,3,4,1,2,3,4,1) - 00:13:046 (1,2,3,4,1,2,3,4,1) - i'd try to keep these stream distances similar to each other
17:27 HighTec: first was to have it consistent with all the other streams in the map
17:28 HighTec: first one has clear differences in instruments playing
17:28 Doormat: well it's because these two streams sound really similar to each other
17:28 Doormat: idk if it's just me
17:28 Doormat: wait no
17:28 Doormat: there's a slight variation
17:28 Doormat: good point
17:29 Doormat: 00:34:963 (4,1,2) - i'd argue that this flow is a bit awkward though
17:29 HighTec: yea on purpose for emphasis reasons
17:30 Doormat: is it possible to make it less awkward though
17:30 HighTec: could make 2 sharper angle
17:30 HighTec: if that helps
17:30 Doormat: it might, yeah
17:31 Doormat: hard to say until it's updated
17:31 HighTec: ok made it a sharper angle now w
17:31 Doormat: i kind of expected 00:39:713 (3,4) - to have larger spacing too
17:31 Doormat: since every piano note seems to be emphasized with large spacing
17:32 HighTec: yea thats kinda on purpose
17:32 HighTec: to emphasise the 1/2 gaps of the notes
17:32 Doormat: like at 00:36:046 (6,7) - or 00:37:379 (5,6) -
17:32 Doormat: idk it just seems kind of inconsistent with the rest of the pattern to me
17:32 HighTec: i did that for all the 1/2 gaps tho
17:32 Doormat: i can see the idea behind it, just i don't think it's the best solution
17:32 Doormat: there's no piano at 00:40:713 (2,3) - though
17:32 HighTec: wanted a gimmicky something ww
17:32 HighTec: o yea thats me being dumb
17:32 HighTec: fixing that
17:33 HighTec: eventho it seems like i attempted symmetry but its wrong
17:33 Doormat: am i going deaf or do i hear something like a stream in between 00:45:213 (4,5,1) -
17:34 HighTec: there are some beats on the
17:34 HighTec: blue ticks yea
17:34 Doormat: ok so i'm not going deaf
17:34 HighTec: perhaps sometime later beleth
17:34 Doormat: 00:56:379 (1,2,3,4,1,2,3,4,1,2,3,4) - what's with the copy/paste movement
17:35 HighTec: song is repetitive
17:35 HighTec: so i wanna show that
17:35 HighTec: in the patterning too
17:35 Doormat: music's pretty variable here though, so i'd argue using same movement pattern at the start of kiai doesnt work
17:35 HighTec: drums are all over the place yea
17:35 HighTec: but main rythm is a constant repeat of itself
17:36 HighTec: idk
17:36 Doormat: it sounds like 00:57:713 (1,2,3,4,1,2,3,4,5,6,1) - are the only parts where the main rhythm repeats itself
17:36 Doormat: 00:56:379 (1,2,3,4,1,2,3,4) - there's a slight pitch shift in between the combos here so repeating the pattern for this part doesn't work as effectively
17:36 Doormat: just my opinion
17:37 HighTec: idk it feels good to me
17:37 HighTec: might experiment more tho
17:37 HighTec: also to clean it up a bit
17:38 Doormat: 01:09:713 (2,3,4,5) - snaps here sound off a bit too
17:38 Doormat: yeah it definitely needs cleaning up
17:38 Doormat: i could barely make sense of it in editor lol
17:38 HighTec: it makes more sense in gameplay tho cuz of the ar
17:38 HighTec: you can only see 4 notes so that makes it perfect
17:38 Doormat: you're probably right lol
17:38 HighTec: o ye those are blue tick stuff
17:38 HighTec: fixing
17:38 Doormat: but yeah 01:09:713 (2,3,4,5) - snaps here sounds off
17:40 Doormat: 01:15:046 (2,3,4,5) - snaps here are also off
17:40 HighTec: yea those are blue tick stuff
17:40 Doormat: yea
17:40 HighTec: ok did some slider stuff
17:42 Doormat: 01:17:713 (1,2,3,1,2,3,1,2,3,1,2) - i'm not sure about the comboing here
17:43 Doormat: but 01:18:823 (3,1) - t01:18:823 (3) - has more emphasis than 01:19:046 (1) -
17:43 HighTec: didnt make a difference in emphasis in the rest of the 1/3 too
17:43 HighTec: would be inconsistent
17:43 Doormat: hmm fair enough
17:44 Doormat: 01:20:046 (1,2,3) - the drum roll sounds faster than three 1/3 notes though
17:45 HighTec: kinda went for a slow approach instead of a heavy preasure instantly
17:45 HighTec: pressure *
17:45 Doormat: makes sense
17:45 Doormat: this 1/3 section i can't make any sense of
17:46 HighTec: the circles follow a certian rolling background noise
17:46 HighTec: and the sliders substitute it for when its not playing
17:48 HighTec: w
17:49 Doormat: HighTec 01:26:713 (1,2,3,4) - the 1/8s are only on (1,2)
17:49 HighTec: oops fixed
17:49 Doormat: also are you sure about 1/6 stack at 01:30:379 (3,4,5,6) - ?
17:49 HighTec: hell yea
17:50 HighTec: extra diff spike
17:50 HighTec: wanted ending to be farby the most intense part so i think the 1/6 help out rly well
17:50 Doormat: i'd call it an unjustified spike
17:50 Doormat: but yeah
17:50 Doormat: extra diff spike it is
17:50 Doormat: it might be a good idea to try and differentiate between the 1/6 stacks and the 1/4 stacks
17:50 HighTec: i wanted to try colourhaxing perhaps
17:51 Doormat: lmao holy 01:40:379 (1,2,3,4,5,6) -
17:51 HighTec: ppl forced me to
17:51 HighTec: ye
17:52 HighTec: dense rythm but small movement so should be fine d
17:52 Doormat: 01:47:713 (1,2) - nerf this
17:52 HighTec: rip quaver ending ):
17:52 Doormat: 01:47:379 (7,8,1,2) - there's not enough momentum to go from 7->8->1->2
17:53 Doormat: k that's about it
17:55 HighTec: anything more tho doormat?
17:55 Doormat: in terms of trying to not fuck up the integrity of your map, not really
17:55 HighTec: thanks for the help doormat~
17:55 Doormat: np np
yf_bmp
fixed unrankable points
fixed triples
fixed some parts

SPOILER
osu file format v14

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Title:Far east nightbird
TitleUnicode:Far east nightbird
Artist:Nekomata Master
ArtistUnicode:猫叉Master
Creator:HighTec
Version:yf's Expert
Source:jubeat knit
Tags:damnjelly yf_bmp mazziv mir lowcombofc arphimigon xlolicore- kujinn c00l
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320,192,10879,1,0,3:0:0:0:
320,160,10963,1,0,3:0:0:0:
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256,192,11213,5,0,3:0:0:0:
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256,256,11379,1,0,3:0:0:0:
288,256,11463,1,0,3:0:0:0:
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192,128,11879,2,0,L|192:160,1,26.9999991760254,0|0,3:0|0:0,0:0:0:0:
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256,192,12379,22,0,B|160:192|160:192|128:224,1,135.000005149842,4|0,0:3|0:0,0:0:0:0:
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320,332,13463,1,2,0:0:0:0:
384,332,13546,1,2,0:0:0:0:
448,332,13629,1,2,0:0:0:0:
512,332,13713,6,0,P|501:280|508:216,1,101.250003862381,4|0,1:2|0:0,0:0:0:0:
512,212,14046,1,8,0:0:0:0:
480,140,14213,1,0,3:0:0:0:
300,60,14379,5,0,0:0:0:0:
368,104,14546,1,4,0:3:0:0:
440,68,14713,2,0,B|452:40|452:40|448:0,1,67.5000025749208,8|0,0:0|0:0,0:0:0:0:
372,24,14963,1,0,0:0:0:0:
372,24,15046,37,4,0:3:0:0:
372,24,15379,1,8,0:0:0:0:
292,140,15546,1,0,3:0:0:0:
156,104,15713,5,0,0:0:0:0:
100,44,15879,1,4,0:3:0:0:
180,24,16046,1,8,0:0:0:0:
0,332,16379,38,0,P|10:280|4:216,1,101.250003862381,4|0,0:3|0:0,0:0:0:0:
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32,140,16879,1,0,3:0:0:0:
212,60,17045,5,0,0:0:0:0:
144,104,17212,1,4,0:3:0:0:
72,68,17379,2,0,B|60:40|60:40|64:0,1,67.5000025749208,8|0,0:0|0:0,0:0:0:0:
140,24,17629,1,0,0:0:0:0:
140,24,17713,6,0,L|252:16,1,90,2|0,1:3|0:0,0:0:0:0:
140,24,18045,21,8,0:0:0:0:
220,140,18212,1,0,3:0:0:0:
356,104,18379,5,0,0:0:0:0:
412,44,18545,1,4,0:3:0:0:
332,24,18712,1,8,0:0:0:0:
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260,140,18962,1,8,0:0:0:0:
292,164,19046,1,4,0:3:0:0:
376,288,19213,6,2,P|431:301|476:208,1,161.999995056153,0|8,0:0|0:0,0:1:0:0:
265,231,19546,6,2,P|299:298|374:289,1,161.999995056153,0|4,0:0|2:3,0:1:0:0:
416,236,19796,1,0,0:3:0:0:
416,236,19879,5,4,0:3:0:0:
380,364,20046,1,8,0:0:0:0:
380,364,20213,1,0,3:0:0:0:
332,236,20379,5,4,0:3:0:0:
380,364,20546,2,4,P|373:334|378:290,1,45,4|0,0:3|0:0,0:3:0:0:
265,231,20713,2,2,P|259:252|258:275,1,45,8|0,0:0|0:0,0:1:0:0:
292,348,20880,1,0,3:0:0:0:
452,328,21046,1,4,0:3:0:0:
452,328,21129,1,8,0:0:0:0:
60,328,21379,1,8,0:0:0:0:
452,328,21713,38,0,B|492:344|492:344|464:240,1,135,4|0,0:3|2:0,0:0:0:0:
463,238,22046,2,2,L|472:192,1,45,8|0,0:0|0:0,0:1:0:0:
456,44,22213,1,0,3:0:0:0:
488,116,22379,1,0,0:0:0:0:
488,116,22546,1,4,0:3:0:0:
488,116,22713,1,8,0:0:0:0:
340,200,22879,1,0,0:0:0:0:
176,144,23046,5,4,0:3:0:0:
336,192,23213,1,8,0:0:0:0:
168,224,23379,1,0,1:0:0:0:
204,220,23463,1,2,0:0:0:0:
232,200,23546,2,0,L|244:240,1,22.5,0|0,1:0|1:0,0:0:0:0:
248,168,23629,2,0,L|268:188,1,22.5,0|0,1:0|1:0,0:0:0:0:
252,132,23713,37,0,1:0:0:0:
240,100,23796,1,2,0:2:0:0:
208,76,23879,1,2,0:2:0:0:
164,68,23963,1,8,0:2:0:0:
120,88,24046,1,4,0:3:0:0:
100,136,24129,1,2,0:2:0:0:
116,192,24213,1,8,0:2:0:0:
168,224,24296,1,2,0:2:0:0:
232,200,24379,22,0,B|264:192|264:192|312:220|312:220|339:213,1,116.999994644165,12|0,0:2|2:0,0:0:0:0:
405,126,24602,2,0,B|395:157|395:157|347:185|347:185|339:212,1,116.999994644165,8|0,0:2|2:0,0:0:0:0:
380,313,24824,2,0,B|358:288|358:288|357:233|357:233|338:212,1,116.999994644165,8|0,0:2|2:0,0:0:0:0:
336,108,25046,2,0,L|352:64,1,45
376,0,25213,1,4,0:3:0:0:
405,126,25379,1,4,0:3:0:0:
272,72,25546,6,0,B|223:59|223:59|151:102|151:102|111:91,1,175.499991966248,4|0,1:2|2:0,0:0:0:0:
110,91,26046,21,8,0:0:0:0:
54,214,26213,1,0,3:0:0:0:
136,320,26379,37,0,0:0:0:0:
212,308,26546,1,4,0:3:0:0:
164,248,26713,1,8,0:0:0:0:
164,248,27046,5,4,0:3:0:0:
284,336,27213,2,2,B|292:333|300:338|300:338|306:327|317:336|317:336|326:327|339:328,1,58.4999973220826,8|0,0:0|2:3,1:1:0:0:
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412,316,27713,1,2,0:0:0:0:
396,284,27796,1,2,0:0:0:0:
400,248,27879,1,0,0:0:0:0:
420,220,27963,6,0,P|380:264|312:248,1,116.999994644165,4|0,0:3|0:0,0:0:0:0:
264,240,28213,2,0,P|304:196|372:212,1,116.999994644165,2|4,1:3|0:3,0:0:0:0:
380,384,28546,21,0,3:0:0:0:
212,308,28713,1,8,0:0:0:0:
284,348,28879,1,4,0:3:0:0:
284,348,28963,1,2,0:2:0:0:
284,348,29046,5,0,0:0:0:0:
212,308,29213,1,4,0:3:0:0:
132,312,29379,1,8,0:0:0:0:
68,360,29546,1,4,0:3:0:0:
52,328,29629,1,8,0:0:0:0:
52,292,29713,1,4,0:3:0:0:
68,260,29796,6,0,B|72:224|72:224|72:184,1,67.5000025749208,2|0,0:0|0:0,0:0:0:0:
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140,148,30213,6,0,P|215:57|109:4,1,270.000010299683,4|4,1:2|0:3,0:0:0:0:
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140,72,30879,1,0,3:0:0:0:
140,72,31046,1,4,0:3:0:0:
140,72,31379,5,8,0:0:0:0:
184,144,31546,1,0,3:0:0:0:
256,108,31713,2,0,L|256:60,1,33.7500012874604
328,144,31879,1,4,0:3:0:0:
372,72,32046,1,8,0:0:0:0:
100,144,32379,37,4,0:3:0:0:
412,144,32713,1,8,0:0:0:0:
328,144,32879,1,0,3:0:0:0:
208,256,33046,2,0,B|164:256|164:256|128:284|128:284|82:284,2,135,4|4|8,0:3|0:3|0:2,0:0:0:0:
184,144,33713,6,0,L|161:144,2,22.5,4|0|0,0:3|0:0|0:0,0:0:0:0:
304,256,33879,1,8,0:0:0:0:
208,256,34046,1,4,0:3:0:0:
328,144,34213,1,8,1:0:0:0:
328,152,34296,1,8,1:0:0:0:
328,160,34379,5,0,1:0:0:0:
360,164,34463,1,10,0:2:0:0:
392,168,34546,1,4,0:3:0:0:
424,172,34629,1,0,0:2:0:0:
448,240,34713,5,8,0:2:0:0:
464,248,34796,1,2,0:0:0:0:
480,240,34879,1,2,0:0:0:0:
464,232,34963,1,2,0:2:0:0:
448,240,35046,6,0,L|464:376,1,135.000005149842,4|8,1:2|0:0,0:0:0:0:
463,374,35546,1,0,3:0:0:0:
336,284,35713,1,0,0:0:0:0:
200,360,35879,1,4,0:3:0:0:
140,336,36046,1,8,0:0:0:0:
192,292,36213,1,2,0:0:0:0:
132,268,36379,6,0,L|148:132,1,135.000005149842,4|8,0:3|0:0,0:0:0:0:
147,133,36879,1,0,3:0:0:0:
332,216,37046,1,0,0:0:0:0:
436,40,37213,1,4,0:3:0:0:
496,64,37380,1,8,0:0:0:0:
444,108,37547,1,2,0:0:0:0:
504,132,37713,38,0,L|488:268,1,135.000005149842,4|8,0:3|0:0,0:0:0:0:
488,266,38213,1,0,3:0:0:0:
380,80,38379,1,0,0:0:0:0:
180,160,38546,1,4,0:3:0:0:
232,208,38713,2,0,P|247:178|248:145,1,67.5000025749208,10|0,0:2|0:0,0:0:0:0:
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92,32,39213,1,4,0:3:0:0:
136,84,39379,2,0,L|208:92,1,67.5000025749208,10|0,0:2|0:0,0:0:0:0:
312,172,39713,37,2,0:0:0:0:
248,145,39880,1,4,0:3:0:0:
203,91,40046,2,0,L|131:83,1,67.5000025749208,10|4,0:2|0:3,0:0:0:0:
72,96,40296,1,2,0:0:0:0:
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248,145,40546,22,2,P|292:144|328:120,1,90,0|8,0:0|0:0,0:1:0:0:
400,12,40879,38,0,L|392:168,1,135,0|4,0:0|0:3,0:0:0:0:
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444,340,41629,1,2,0:0:0:0:
444,340,41713,37,4,0:3:0:0:
292,312,41879,1,4,0:3:0:0:
428,272,42046,2,0,L|436:192,1,67.5000025749208,10|0,0:2|0:0,0:0:0:0:
492,288,42379,5,2,0:0:0:0:
292,244,42546,1,4,0:3:0:0:
434,204,42713,2,0,L|430:80,1,101.250003862381,10|0,0:2|0:0,0:0:0:0:
430,80,43046,37,4,0:3:0:0:
430,80,43379,1,8,0:0:0:0:
256,132,43546,1,0,3:0:0:0:
112,24,43713,5,0,0:0:0:0:
188,0,43879,1,4,0:3:0:0:
172,80,44046,1,8,0:0:0:0:
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340,80,44713,1,8,0:0:0:0:
180,196,44879,21,2,0:0:0:0:
176,212,44935,1,2,0:0:0:0:
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180,244,45046,1,0,0:0:0:0:
332,244,45213,5,4,0:3:0:0:
336,228,45268,1,2,0:0:0:0:
336,212,45324,1,0,0:0:0:0:
332,196,45380,1,8,0:0:0:0:
256,220,45546,1,8,0:0:0:0:
256,220,45629,1,8,0:0:0:0:
256,220,45713,6,0,L|240:356,1,135.000005149842,4|8,1:2|0:0,0:0:0:0:
240,354,46213,1,0,3:0:0:0:
72,332,46380,5,0,0:0:0:0:
136,308,46546,1,4,0:3:0:0:
256,220,46713,37,8,0:0:0:0:
100,148,46880,1,2,0:0:0:0:
260,88,47046,5,4,0:3:0:0:
260,88,47213,1,4,0:3:0:0:
260,88,47379,2,0,L|272:172,1,67.5000025749208,8|0,0:2|3:0,0:0:0:0:
256,220,47629,1,0,3:0:0:0:
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320,200,47880,1,4,0:3:0:0:
460,120,48047,5,8,0:0:0:0:
260,88,48214,1,2,0:0:0:0:
408,0,48380,38,0,L|392:136,1,135.000005149842,4|8,0:3|0:0,0:0:0:0:
392,134,48880,1,0,3:0:0:0:
372,284,49046,5,4,0:3:0:0:
308,264,49213,1,4,0:3:0:0:
160,356,49380,2,0,P|193:355|222:339,1,67.5000025749208,10|0,0:2|0:0,0:0:0:0:
372,284,49713,37,2,1:3:0:0:
240,272,49880,1,4,0:3:0:0:
112,308,50046,2,0,P|78:307|49:291,1,67.5000025749208,10|0,0:2|0:0,0:0:0:0:
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152,151,50547,1,4,0:3:0:0:
197,205,50713,2,0,L|269:213,1,67.5000025749208,10|4,0:2|0:3,0:0:0:0:
308,264,50963,1,0,3:0:0:0:
308,264,51046,1,4,0:3:0:0:
112,308,51213,6,2,P|68:309|32:333,1,90,0|8,0:0|0:0,0:1:0:0:
172,337,51546,22,0,L|196:205,1,135.000005149842,0|4,0:0|0:3,0:0:0:0:
265,86,52046,2,0,P|265:53|241:14,1,67.5000025749208,8|2,0:0|0:0,0:0:0:0:
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333,30,52546,1,4,0:3:0:0:
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133,54,53046,37,0,0:0:0:0:
333,98,53213,1,4,0:3:0:0:
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384,300,54213,1,0,3:0:0:0:
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429,158,54546,1,4,0:3:0:0:
459,234,54713,1,8,1:0:0:0:
464,240,55046,6,0,P|436:240|412:228,1,45,4|0,0:3|0:0,0:0:0:0:
260,164,55213,2,0,P|237:162|216:170,1,45,4|0,0:3|0:0,0:0:0:0:
115,356,55379,37,0,1:0:0:0:
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243,269,55963,1,8,0:2:0:0:
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224,360,56129,1,2,0:2:0:0:
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224,288,57379,5,2,0:0:0:0:
224,196,57546,2,0,L|224:160,1,33.7500012874604,0|0,1:0|1:0,0:0:0:0:
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Kujinn

Kroytz wrote:

Kujinn
00:09:130 (1,2) - eh, this is not needed. adding a beat on white can help you though.

00:23:963 - This beat gets overlooked and there's that sound in the background that can also be captured. Not sure how to do it but something to consider maybe. understandable, but its pretty obvious what sound I'm mapping to, which makes the way it currently is ok.

00:29:713 (1,2,3) - dunno how to feel about these since they're only used once. the density adds a lot of intensity on a part of the music that isn't more intense than what was previously mapped. I'd simplify these

00:45:046 (1) - Is really undermapped (and doesn't need the NC). You could do 1/2 slider and then a triple on the following white tick and that could work better.

00:46:713 (4,1,2) - blanket >>

01:26:546 (5,1) - overlap feels kinda sloppy here

Really nice diff wow. I think there might be some NC things to look out for but since you use your own internal rhythms and patterns they might be excusable.

C00L wrote:

Kujinn's Hard
  1. 00:01:379 - what is this green line for ;o
  2. 00:45:046 (1) - this NC is kind useless it doesn't really give any feedback and nothing has changed that much, i'd say remove
thx 4 mods innit
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 86713
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1379,13713,35046,56379,67046,77713,86713,108379,111046,112046
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.4

[Metadata]
Title:Far east nightbird
TitleUnicode:Far east nightbird
Artist:Nekomata Master
ArtistUnicode:猫叉Master
Creator:HighTec
Version:Kujinn's Hard
Source:jubeat knit
Tags:damnjelly yf_bmp mazziv mir lowcombofc arphimigon xlolicore- kujinn c00l
BeatmapID:1236220
BeatmapSetID:576795

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:6.5
ApproachRate:8
SliderMultiplier:1.3
SliderTickRate:1

[Events]
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//Break Periods
2,77913,79296
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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416,44,62379,1,0,1:0:0:0:
416,44,62546,1,10,2:0:0:0:
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280,339,65213,1,10,2:0:0:0:
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80,312,108213,1,8,0:0:0:0:
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xLolicore-
oh boy i forgot about this
imma keep this space for metaku and c00l's mod
Celektus
[Arphimigon's Easy]

nice easy totally rankable, but I still would like to point out some things on how it could be even better

  1. the map has no hitsounds, but I told HighTec already so he might've fixed it already

  2. one minor thing made me curious why is this pattern not tilted slightly 00:19:046 (1,2,3,4) - but the rest of the map is including those ones 00:13:713 (1,2,3,4) -

  3. the first slider of these always has a not as high pitched lead sound to me 01:07:046 (1,2,3) - so I think the pattern could focus more on that lead.


    I don't know your intentions behind what's being followed here so I think that section could have clearer rhythm emphasis on that Lead sound since the drums are doing more wacky stuff

  4. I think it would be better to move all these in the timeline to start on the to me stronger Snare sounds 01:20:379 (1,2,3,4,5,6) -
    you might think that would be a weird idea since they would mostly start on weird ticks, but I think the gaps matter in that case matter more after the break ends then the ticks itself.
    really subjective ofc


    in case you don't like the upper suggestion maybe make this a repeat 01:24:824 (6) - since it would then end on the last Snare and indicate the fill slightly.


    As far as I understand repeat sliders it should be ok to have only the arrow and end be Snares since they are as suggested by the sliders before not clicked sounds

  5. I think it's a bit of a difficulty spike to have 2 stacked circles here 01:37:713 (1,2) - since you only had stacks with 2 objects so far in the song example: 00:02:713 (2,3) -
    so it would break the expectations of easy players you've established so far. there should be fairly easy solutions to this like making triangles out of the stacks

  6. I really like your totally horizontal fillers 01:43:046 (1,2) - :3

  7. I think this pattern could have more diverse rhythm that could fit the repetition of the Lead better 01:45:713 (3,4,5,6) -
    the head of 3, end of 4 and head of 6 all have slightly stronger sounds 01:45:713 (3,4,6) -
    the pattern overall seems not very complicated, but still very nice so I suggest to at least try making a different one.
    So if you don't find a better one just stick to this since it clearly follows the Snares


[C00L's Normal]


  1. there is a very prominent Crash sound in this gap 00:24:379 (3,1) - it's on the red tick behind this slider 00:25:713 (1) -
    I though about moving that one just back in the timeline and changing it's length, but splitting it up into other object would probably work the best.
    In case you find it landing on a red tick unintuitive I'd say that the break gives enough space to think about when to click for players
    and it wouldn't break their expectations too much I think. You could then also make more clear through a change in the slider shape if you like

  2. I also think this could be changed to emphasize the offbeat Snare a bit more 00:28:046 (4,5) -
    I personally would change the repeat slider to a normal slider and move both objects in the timeline with that creating a big enough gap to not have to complex rhythm.
    I'd say the section itself has a lot of red tick emphasis and it would resemble the song more closely, but I can understand if that change is very unintuitiv

  3. I think the angle of this slider is to special 00:48:379 (1) - I know it might be there to compliment this one 00:44:379 (1) -
    but that one is representing a more special change in the song and also these aren't complementing that slider 00:45:713 (1) - 00:47:046 (3) -
    I think it shouldn't be a big deal to maybe rotate the slider or change it's curve. It's mostly just the 90° ish looking angle

  4. the head of this has a weaker sound then the slider end in my opinion 00:51:046 (1) - same goes for these 00:52:379 (2,3) -
    you had them emphasized on slider heads before so it I think both breaks expectations (not in a obvious way)
    and is more unintuitiv since clicking a stronger sound is more intuitive then releasing it.


    an easy solution would be to ctrl + S this slider 00:51:046 (1) - and disable the X-axis, then more these to have their heads on the lead sounds and finally change the hitsounds accordingly


    if you do that there will be a left out gap between these 2 00:52:713 (3,4) -


[MZV's Advanced]

your diff is visually very inconsistent. you have a lot of different slider angles, shapes and curves.

let me explain it by saying these 2 are essentially the same shape overall 00:03:046 (3,3) - but both have different curvatures (I know they are red but I'll still say curvature)
you should essentially make these both a copy of each other.

another thing are the angles, you pretty much go from 90° vertical 00:07:046 (3,3) - to 20° ish 00:09:713 (3,4,5,6) - to 90° horizontal 00:11:713 (1) - within the same section
what ends up happening is that you have so many different concepts that represent essentially similar things in the song that nothing becomes recognizable as a pattern
which then also affects reading by making the patterns less intuitive

the last thing about this is that too many different "basic" shapes take away contrast. Essentially when every slider is new and special no slider really sticks out
if every slider is a tilted copy of each other patterns become recognizable
and when then after let's say 8 normal copied sliders a special one appears it will stick out a lot and possibly make a hard to read change in the song clearly recognizable.

In case all that lecturing was annoying
tl;dr copy more sliders, keep angles similar... and also maybe ask about slider art advice or try out more

there are also problems with rhythm emphasis by having strong sounds on slider ends while the head has a weaker sound in comparison
which makes rhythm unintuitiv to play.

if that was all annoying and mean pls don't hate me I'm just trying to halp yoo. ;__;
you will probably need to remap this, if you'd like some help ask me maybe and don't take it to harsh


[Kujinn's Hard]


  1. this is the only jump so far 00:52:713 (2,1) - I assume it's unintentional

  2. I see that you're trying to emphasize the Snares with doubles here 00:56:713 (2,3,4) - but I think it's slightly confusing to have them be right after a similar thing that the lead does.
    1 has only a strong sound on it's head here while 2 has 2 strong strong sounds on both head and end 00:56:379 (1,2) -
    so to me it would make more sense to have the lead be represented by a double. just using ctrl + G would probably be not as optimal as it could be,
    but in case my next suggestion is too different form your vision I still think that ctrl + G would be better which is really subjective.


    The suggestion I was referring to would be to change the whole sections rhythm overall here is how I would do the rhythm.

    Disclaimer it's only one section
    osu file format v14

    [General]
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    AudioLeadIn: 0
    PreviewTime: 86713
    Countdown: 0
    SampleSet: Soft
    StackLeniency: 0.7
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    WidescreenStoryboard: 1

    [Editor]
    Bookmarks: 1379,13713,35046,56379,67046,77713,86713,108379,111046,112046
    DistanceSpacing: 1.5
    BeatDivisor: 4
    GridSize: 8
    TimelineZoom: 2.4

    [Metadata]
    Title:Far east nightbird
    TitleUnicode:Far east nightbird
    Artist:Nekomata Master
    ArtistUnicode:??Master
    Creator:HighTec
    Version:change #1
    Source:jubeat knit
    Tags:damnjelly yf_bmp mazziv mir lowcombofc arphimigon xlolicore- kujinn c00l
    BeatmapID:0
    BeatmapSetID:576795

    [Difficulty]
    HPDrainRate:5
    CircleSize:4
    OverallDifficulty:6.5
    ApproachRate:8
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    I'm sure you could remove some notes or add sliders here without disregarding any changes, but decide for yourself I'll explain a few decisions to give more single suggestions to take

    - the major Repetition of the lead every 2 big white ticks always has a slider at the start since there is a really strong sound

    - on ride cymbals is also always a slider

    - there is no kick on any slider end (except for 1/4 triple thing parts)

    - every 2nd bar (big white tick) has 2 sliders indicating a lead repetition followed by a slider into the first slider of the major lead Repetition

    ok back to the mod now lol

  3. I would remove this one 01:09:713 (1) - for better emphasis of this 01:09:879 (2) -

  4. I personally find it weird to have a 1/4 gap here 01:30:713 (5,1) - you introduced it before so it's probably justified enough, but I'm wondering why only here and nowhere else?

  5. I think this might need more justification 01:37:046 (1,2,3,4) - at least I think that a square is very different from most angles of circles you had before.
    a good example would be the pattern right next to it 01:37:379 (3,4,1) - those are all in 60° angles and most other patterns you made usually don't go below 90°
    or go at least consistently above it. If you can point out some 90° angles I'd be perfectly fine, but otherwise I think that Square is unjustified.
    not sure about rankability I assume it's fine in that regard

[LCFC's Insane]


  1. I think you could change the rhythm in a way that would emphasize the Bass on the slider end of 2 00:18:046 (2,3) -

    same here 00:26:046 (2,4) -

  2. I would reduce the spacing of this pattern here since it's a very calm moment 00:06:213 (1,2,3) -
    to make clearer which jumps 00:06:046 (2,1) - and 00:06:546 (3,1) - a bit subjective tho

  3. this jump should be smaller I'd say 00:19:546 (4,5) - since it doesn't have a strong sound being jumped into


    maybe this one too 00:19:213 (2,3) - since so far the Snare hasn't been a strong sound being jumped too in this section.
    that is more subjective maybe since there is like a weird held sound inbetween or something and it also just plays better like this.
    It might fit visually to have both moved if you agree with the first point

    I also would make the jumps a bit bigger to enhance contrast between spacing



  4. why is this 00:19:713 (5,6) - smaller than this? 00:20:046 (6,7) -

  5. this is not very sharp 00:36:046 (4,5,1) - but this is 00:37:046 (4,5,6,1) - and also this 00:35:546 (2,3,4,5) -


    I would suggest to ctrl + H this 00:36:379 (1) - and adjusting it's position or of the following objects.
    unless you have a reason for them being wide and not sharp


    you have a similar thing here 00:41:046 (3,4,5) -

  6. I would reduce the spacing of this 00:40:879 (2,3) - since it's not a really strong sound being jumped into.
    That would also give better contrast for this 00:41:379 (4,5) - since that one goes into a lead


    on that note I noticed that you seem to have bigger spacing out of anti jumps ( those 00:13:713 (1,2) - ) often,
    even though the sound that has slightly bigger spacing into often isn't a strong sound.


    this for example is fine 00:14:213 (2,3) - but then at places like this 00:27:963 (5,6,1,2) - it gets kinda noticeable.
    In that case is a kick drum being jumped to which makes it slightly more justified,
    but I still think the kick should have bigger spacing since there wasn't an spacing emphasis on it so far.


    this is just wrong 00:35:046 (1,2,3,4) - 2 into 3 is noticeably bigger than 3 into 4,
    while 4 is a Lead sound and 3 a slider into the direction of 4 with nothing really special on it. look out for spacing like that and adjust it

  7. this jump should be smaller 00:46:879 (5,1) - than this one 00:46:713 (4,5) - because 4 and 5 are lead sounds

  8. that's a pretty big jumps that has no Lead on it 00:48:213 (7,1) - you should reduce spacing here probably

  9. why do you expand spacing here? 01:23:046 (1,2,3,1,2,3,1,2,3,1,2) -

  10. this jump 01:27:879 (4,5) - shouldn't be bigger than this one 01:27:713 (3,4) -
    at least when keeping in mind that the Snare so far wasn't emphasized as much. So either emphasize the Snare always more or just don't.
    since this is a not as high SR Insane it would make more sense not to especially since that in my opinion only makes sense with overall bigger spacing and thus higher SR.

  11. this triple looks different from most triples in the whole song 01:41:046 (3,4,5) - I think that's a bit inconsistent
    and not special enough as a pattern to indicated the change in the song correctly I's say, but not map breaking. You could just copy a old one


    also the jump out of it has a kinda uncomfortable looking angle 01:41:213 (5,6) - I would either make it sharper or follow the direction of the triple better

  12. I think that jump is a bit too big 01:45:379 (5,1) -

[Mir's Light Extra]


The way stacks work on your map I think is either too confusing for me or really inconsistent.
I don't understand when sounds are being stacked and when not it doesn't seem to be related to spacing too much and neither rhythm or specific ticks.
For example there is this one part in the song where you have the same Bass sound 4 times but 2 are stacked while the other 2 aren't 00:14:213 (3,4,5,6) -


it's also not for the Bass exclusively on sliders. This is pretty much the same pattern, but what is stacked is swapped 00:22:213 (2,3,4,5) -


here it's on 2 percussion sounds 00:15:046 (1,2) - 00:17:713 (1,2) - those indicate fills which would kind of make sense, but the ones on the basses puzzle me


you also then represent the same pattern of the Bass in multiple ways of handling rhythm 00:16:879 (2,3,4,5) -
the stacks on the bass sound makes the spacing emphasis of this so weird in conjunction with the changes in rhythm choice


  1. these Snares have no Hitsounds 00:14:713 (5) - 00:17:213 (4) - 00:20:046 (6) -
    I think 3 are enough to think this might be happening more often so look through the map for more missing Hitsounds (not just Snares maybe)

  2. why? are these jumps bigger than the others in that pattern 00:35:546 (3,4,5) - in my opinion these are the only strong sounds that should be jumped into 00:36:046 (6,7) -
    besides maybe these 2 Snares 00:35:379 (2,6) - I imaging that you can problably just ctrl + G some of these and get spacing that emphasizes the strong sounds the way you want.
    and If you have a specific idea behinde those please explain why and why it can disregard my suggestion.

    you have a similar thing with Snares here 00:40:713 (3,6) - what concerns me is more why some jumps are bigger rather than why certain sounds aren't as big

    you have lot of spacing errors as far as I can tell and the design concept of the map in my opinion doesn't justifie that enough.
    I would concider remapping to fix all errors from the ground up or even if you have a concept make it clearer.
    This is just my persective and maybe I'm just dumb and don't see what you actully follow with spacing, but if you think I'm wrong please explain o.o

    ... also after the first and especially the 2nd kiai spacing seems to be mostly correct?!?
  3. also it seems like you could be using the playfields space better click this especially the bottom corners don't have much
    and the intro has a few places in the middile where patterns overlapp a lot. the reason you should do that is to not emphasize anything unecessarly

[Loli's Another]


  1. why isn't this a jump? 00:19:046 (1,2) -
    to emphasize the change in music maybe? if yes then I still think that could be solved throught movment rather than spacing, but it would make sense pls explain.


    then this should also be small 00:20:379 (1,2) - I think

  2. this jump 00:22:046 (2,3) - shouldn't be bigger than this one 00:20:379 (1,2) -
    since that one has higher pitch. you can also make both more similar spacing. Right now it's just visible so I pointed it out

  3. why is this a big jump? 00:22:713 (5,6) - 5 has a Snare sound on it which you could jump into, but jumping out of it is unintuitive.
    Especially since you had jumps into Snares before like here 00:14:379 (4,5) -

[yf's Expert]

I only encountered a few very consistent triples that I think have strong sounds in them that could be emphasized through spacing without hurting the maps structure too much,
but I have this thought in the back of my head that those are very intentional. So it would be nice if you could explain if these get emphasis throught something else
or what the intend is. If it's "just" for the visuals maybe explain how that makes the map better in your opinion.


  1. these are I think 2 strong sounds 00:15:713 (1,3) - but only 1 is being jumped into.
    2 into 3 could be a jump too I think. 3 also has a Snare sound on it and my suggestion migth conflict with your intended visuals, but it would be fitting as a jump I think.


    I would suggest moving it between these 2 in a line 00:15:379 (2,2) - or these 2 00:15:546 (3,2) -
    the 2nd option would have shorter spacing into the next slider,
    but I'm not sure how relevant that might be since it being a 1/1 to me seems like a good justification either way


    same here ofc 00:18:712 (3) - but my solution might not apply again with the current position of that triple


    and here moving it in a line would give the following slider more spacing emphasis 00:26:713 (3,1) - I think that kinda fits in that part, but maybe you'd disagree

  2. I think the red tick in this gap could be mapped with a stack or a triangle 00:27:379 (3,4) - but I also think the emphasis the triple gets is nice too so decide for yourself.
    also I mean a triangle between these 00:27:379 (3,4,1) -

  3. these 2 circles in those triples always seem to have a Lead on them that could be emphasized throught spacing 00:36:046 (5,6) -

  4. why are these jumps? 00:37:046 (3) - 00:38:379 (3) -

  5. in case having these sounds always be represented by small triples or in lines is a concept why are these in a big triangle then? 00:46:713 (1,2) -


    and why has this the same spacing as the Lead sounds? 00:46:879 (2,1) -
    or why is this small now? 00:46:380 (1,2) - so many questions I know

  6. if you listen closely this has a weird Snare sound on it 00:55:546 (3) - like this one 00:54:046 (2) - or this one 00:54:713 (3) - .
    Not sure how weird it would be to have one hitsound in the stream be a soft clap, but it would be mapped to a sound in the song

  7. this is mapped to nothing 01:23:824 (3) - 01:24:935 (2) -

  8. these blips could have a dedicated hitsound 01:21:268 (1,1,1) -

[Ultra]

the spacing in this has not enough contrast I think overall. you have a lot of jumps that look pretty much like the same spacing per section.
that isn't necessarly bad, but I think you did actually try to incorporate spacing emphasis
and thus having not enough contrast between jump and not jump spacing is creating inconsistencies

so try and increase contrast in your spacing a bit and make clear what sounds are being jumped to

also I think you could use the playfiled better.
Having too much overlapping on the playfiled can cause unwanted emphasis and it's overall considered better looking to fully use it.
like you can se here: click this... especially your left and right side could have more objects placed there.

one thing that you should keep in mind is that you do have wanted emphasis by overlapping patterns,
so it would problemlos be good to have those overlapp with nothing else unwanted


  1. that's a bit overdone I think 00:35:713 (4,5,6,7) - the follwoing jumps might also be that big,
    but I think 90° angles combined with it being 4 notes after eachother could be nerfed

  2. the diff mostly has no sound specific spacing so far so having spacing this small is really unintuitive 00:42:379 (3,4) -

[Damnjelly's Soaring]


  1. this jump is bigger 00:36:046 (1,2) - than this one 00:37:379 (1,2) -
    So the 2nd should be bigger since it still should consistently be bigger than these 00:36:546 (3,4,5,6,7) -


    same 00:48:046 (1,2) - and here too 00:52:046 (1,2) -

  2. these are very unrelated throught movment I feel like 00:41:379 (8,1,2) - not sure how to approach fixing that, but to me that's a important thing that should be fixed

  3. this combo is kinda unnecessarily big 00:52:046 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) -
Mir

Celektus wrote:

[Mir's Light Extra]


The way stacks work on your map I think is either too confusing for me or really inconsistent.
I don't understand when sounds are being stacked and when not it doesn't seem to be related to spacing too much and neither rhythm or specific ticks.
For example there is this one part in the song where you have the same Bass sound 4 time but 2 are stacked while the other 2 aren't 00:14:213 (3,4,5,6) -

it's also not for the Bass exclusively on sliders this is pretty much the same pattern but what is stacked is swapped 00:22:213 (2,3,4,5) -
here it's on 2 percussion sounds 00:15:046 (1,2) - 00:17:713 (1,2) - those indicate fills which would kind of make sense, but the ones on the basses puzzles me

you also then represent the same pattern of the Bass in multiple ways of handling rhythm 00:16:879 (2,3,4,5) -
the stacks on bass sound make the spacing emphasis of this so weird in conjunction with the changes in rhythm choice


  1. this Snares have no Hitsounds 00:14:713 (5) - 00:17:213 (4) - 00:20:046 (6) -
    I think 3 are enough to think this might be happening more often so look through the map for more missing Hitsounds (not just Snares maybe)

  2. why? are these jumps bigger than the others in that pattern 00:35:546 (3,4,5) - in my opinion these are the only strong sounds that should be jumped into 00:36:046 (6,7) -
    besides maybe these 2 Snares 00:35:379 (2,6) - I imaging that you can problably juts ctrl + G some of these and get spacing that emphasizes the strong sounds the way you want.
    and If you have a specific idea behinde why those please explain why and why it can disregard my suggestion.

    you have a similar thing with Snares here 00:40:713 (3,6) - what concerns me is more why some jumps are bigger rather than why certain sounds aren't big

    you have lot of spacing errors as far as I can tell and the design concept of them map in my opinion doesn't justifie that enough.
    I would concider remapping to fix all errors from the ground up or even if you have a concept make it clearer.
    This is just my persective and maybe I'm just dumb and don't see what you actully follow with spacing, but if you think I'm wrong please explain o.o

    ... also the after the first and especially the 2nd kiai spacing seems to be mostly correct?!?
  3. also it seems like you could be using the playfields space better click this especially the bottom corners don't have much
    and the intro has a few places in the middile where patterns overlapp a lot. the reason you should do that is to not emphasize anything unecessarly
Fixed everything and redid some spacing. Most of the stacks are for movement emphasis but you're right, the beginning is very inconsistent - so I went and fixed that.

https://puu.sh/v2KIo/26436f351f.osu
lcfc

Celektus wrote:

[LCFC's Insane]


  1. I think you could change the rhythm in a way that would emphasize the Bass on the slider end of 2 00:18:046 (2,3) - no need because I wanted to emphasize the drums here, i think emphasizing more would just end in a jump spam and I do not want to use an object density of an extra here.

    same here 00:26:046 (2,4) - ^^

  2. I would reduce the spacing of this pattern here since it's a very calm moment 00:06:213 (1,2,3) -
    to make clearer which jumps 00:06:046 (2,1) - and 00:06:546 (3,1) - a bit subjective tho it's gradually decreased between the three sliders

  3. this jump should be smaller I'd say 00:19:546 (4,5) - since it doesn't have a strong sound being jumped into fixed


    maybe this one too 00:19:213 (2,3) - since so far the Snare hasn't been a strong sound being jumped too in this section.
    that is more subjective maybe since there is like a weird held sound inbetween or something and it also just plays better like this.
    It might fit visually to have both moved if you agree with the first point kept it the same because of the distinct sound

    I also would make the jumps a bit bigger to enhance contrast between spacing i think the spacing is fine as it is



  4. why is this 00:19:713 (5,6) - smaller than this? 00:20:046 (6,7) - pattern is changed because of your above suggestion so

  5. this is not very sharp 00:36:046 (4,5,1) - but this is 00:37:046 (4,5,6,1) - and also this 00:35:546 (2,3,4,5) -


    I would suggest to ctrl + H this 00:36:379 (1) - and adjusting it's position or of the following objects.
    unless you have a reason for them being wide and not sharp


    you have a similar thing here 00:41:046 (3,4,5) - there's no any certain reason for the jumps to be wide or sharp, only did it for more cleaniness or when I was out of ideas for jumps or because I wanted variety

  6. I would reduce the spacing of this 00:40:879 (2,3) - since it's not a really strong sound being jumped into.
    That would also give better contrast for this 00:41:379 (4,5) - since that one goes into a lead honestly tbh this was done for aesthetic purposes lol - fixed in other way.


    on that note I noticed that you seem to have bigger spacing out of anti jumps ( those 00:13:713 (1,2) - ) often,
    even though the sound that has slightly bigger spacing into often isn't a strong sound. i failed to understand


    this for example is fine 00:14:213 (2,3) - but then at places like this 00:27:963 (5,6,1,2) - it gets kinda noticeable.
    In that case is a kick drum being jumped to which makes it slightly more justified,
    but I still think the kick should have bigger spacing since there wasn't an spacing emphasis on it so far. but it's a kick??


    this is just wrong 00:35:046 (1,2,3,4) - 2 into 3 is noticeably bigger than 3 into 4,
    while 4 is a Lead sound and 3 a slider into the direction of 4 with nothing really special on it. look out for spacing like that and adjust it ok

  7. this jump should be smaller 00:46:879 (5,1) - than this one 00:46:713 (4,5) - because 4 and 5 are lead sounds changed

  8. that's a pretty big jumps that has no Lead on it 00:48:213 (7,1) - you should reduce spacing here probably changing to a nc so that can be excused, also done for cleaniness reasons

  9. why do you expand spacing here? 01:23:046 (1,2,3,1,2,3,1,2,3,1,2) - i want the pattern to get gradually "harder" on purpose as this section in the song is pretty unique and giving the player the feel of a gradual intensity increase feels good

  10. this jump 01:27:879 (4,5) - shouldn't be bigger than this one 01:27:713 (3,4) -
    at least when keeping in mind that the Snare so far wasn't emphasized as much. So either emphasize the Snare always more or just don't.
    since this is a not as high SR Insane it would make more sense not to especially since that in my opinion only makes sense with overall bigger spacing and thus higher SR. the snare wasn't emphasized so far because in the previous sections it usually overlapped on sliderends so how where I supposed to emphasize it? as now I can follow both the melody of the song and the drums simultaneously, why shouldn't I do it?

  11. this triple looks different from most triples in the whole song 01:41:046 (3,4,5) - I think that's a bit inconsistent
    and not special enough as a pattern to indicated the change in the song correctly I's say, but not map breaking. You could just copy a old one made into a reverse


    also the jump out of it has a kinda uncomfortable looking angle 01:41:213 (5,6) - I would either make it sharper or follow the direction of the triple better changed the above so

  12. I think that jump is a bit too big 01:45:379 (5,1) - I don't.

thanks for modding!
diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 86713
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1379,13713,35046,56379,67046,77713,86713,108379,111046,112046
DistanceSpacing: 0.3
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.4

[Metadata]
Title:Far east nightbird
TitleUnicode:Far east nightbird
Artist:Nekomata Master
ArtistUnicode:猫叉Master
Creator:HighTec
Version:LCFC's Insane
Source:jubeat knit
Tags:damnjelly yf_bmp mazziv mir lowcombofc arphimigon xlolicore- kujinn c00l
BeatmapID:1226443
BeatmapSetID:576795

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7.5
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bird_bird_in_the_moonlight_forest_art_night_tree_moon_digital-17802.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]
380,333.333333333333,4,2,0,60,1,0
1379,-200,4,2,0,60,0,0
1713,-133.333333333333,4,2,0,60,0,0
56379,-133.333333333333,4,2,0,60,0,1
77713,-133.333333333333,4,2,0,60,0,0
87046,-100,4,2,0,60,0,1
108379,-133.333333333333,4,2,0,60,0,0
111046,-100,4,2,0,60,0,0


[Colours]
Combo1 : 117,186,255
Combo2 : 206,206,206
Combo3 : 230,253,255
Combo4 : 170,255,255

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Celektus
I just wanted to explain some suggestions further because I thought there might be some misconceptions. Every point I didn't quote is totally fine with me

LowComboFC wrote:

Celektus wrote:

[LCFC's Insane]


  1. I think you could change the rhythm in a way that would emphasize the Bass on the slider end of 2 00:18:046 (2,3) - no need because I wanted to emphasize the drums here, i think emphasizing more would just end in a jump spam and I do not want to use an object density of an extra here.

    same here 00:26:046 (2,4) - ^^


    My suggestion was more about emphasis through slider heads than spacing. like the Head of 1 has that special Snare on it's head while 2 only has a normal one 00:17:713 (1,2) - and so far the Bass was (or should) rather on the slider heads than the normal Snare.
    You could solve this without having too high rhythm density by making sure what should be on slider ends or not. if you still disagree please try and explain why my suggestion is either worse or not implement able specifically.


  2. this is not very sharp 00:36:046 (4,5,1) - but this is 00:37:046 (4,5,6,1) - and also this 00:35:546 (2,3,4,5) -


    I would suggest to ctrl + H this 00:36:379 (1) - and adjusting it's position or of the following objects.
    unless you have a reason for them being wide and not sharp


    you have a similar thing here 00:41:046 (3,4,5) - there's no any certain reason for the jumps to be wide or sharp, only did it for more cleaniness or when I was out of ideas for jumps or because I wanted variety


    I think it does have different flow and could be changed without disregarding your visuals.

  3. I would reduce the spacing of this 00:40:879 (2,3) - since it's not a really strong sound being jumped into.
    That would also give better contrast for this 00:41:379 (4,5) - since that one goes into a lead honestly tbh this was done for aesthetic purposes lol - fixed in other way.


    on that note I noticed that you seem to have bigger spacing out of anti jumps ( those 00:13:713 (1,2) - ) often,
    even though the sound that has slightly bigger spacing into often isn't a strong sound. i failed to understand


    I pointed out what an anti jump in my opinion is here, that pattern is totally fine and was just a demonstration


    this for example is fine 00:14:213 (2,3) - but then at places like this 00:27:963 (5,6,1,2) - it gets kinda noticeable.
    In that case is a kick drum being jumped to which makes it slightly more justified,
    but I still think the kick should have bigger spacing since there wasn't an spacing emphasis on it so far. but it's a kick??


    those 2 were examples of good and questionable execution.
    the questionable thing with the kick is that this 00:28:379 (1) - is not a strong sound but it has kinda bigger than normal spacing aka it could be smaller.

    you could also ctrl + G 6 and 1 and then make a triangle, but 6 being an anti jump is fine too I just thought that might be a good suggestion
    and since the anti jumps aren't to any specific sound always it wouldn't be inconsistent...
    then again that's juts an idea making the jump smaller was my actual point


  4. this jump 01:27:879 (4,5) - shouldn't be bigger than this one 01:27:713 (3,4) -
    at least when keeping in mind that the Snare so far wasn't emphasized as much. So either emphasize the Snare always more or just don't.
    since this is a not as high SR Insane it would make more sense not to especially since that in my opinion only makes sense with overall bigger spacing and thus higher SR. the snare wasn't emphasized so far because in the previous sections it usually overlapped on sliderends so how where I supposed to emphasize it? as now I can follow both the melody of the song and the drums simultaneously, why shouldn't I do it?


    yeah but it's slightly inconsistent and would be better if the Snare always had emphasis or added up with the other strong sounds before. you don't need to reply to this actually since I think it's ok, but maybe stay more consistent with Drum emphasis in future maps
    and in case the rhythm of your patterns doesn't allow that here have it in mind on other maps maybe...
    I just think do it mostly like that or don't


    also I like the 2nd kiai more if because of the drum and lead emphasis combined ^^

thanks for modding!
thanks for replying LUL
lcfc

Celektus wrote:

I just wanted to explain some suggestions further because I thought there might be some misconceptions. Every point I didn't quote is totally fine with me

LowComboFC wrote:

[LCFC's Insane]


  1. I think you could change the rhythm in a way that would emphasize the Bass on the slider end of 2 00:18:046 (2,3) - no need because I wanted to emphasize the drums here, i think emphasizing more would just end in a jump spam and I do not want to use an object density of an extra here.

    same here 00:26:046 (2,4) - ^^


    My suggestion was more about emphasis through slider heads than spacing. like the Head of 1 has that special Snare on it's head while 2 only has a normal one 00:17:713 (1,2) - and so far the Bass was (or should) rather on the slider heads than the normal Snare.
    You could solve this without having too high rhythm density by making sure what should be on slider ends or not. if you still disagree please try and explain why my suggestion is either worse or not implement able specifically.
    if you would provide a way that doesn't make it a jump spam I'd gladly change it

  2. this is not very sharp 00:36:046 (4,5,1) - but this is 00:37:046 (4,5,6,1) - and also this 00:35:546 (2,3,4,5) -


    I would suggest to ctrl + H this 00:36:379 (1) - and adjusting it's position or of the following objects.
    unless you have a reason for them being wide and not sharp


    you have a similar thing here 00:41:046 (3,4,5) - there's no any certain reason for the jumps to be wide or sharp, only did it for more cleaniness or when I was out of ideas for jumps or because I wanted variety


    I think it does have different flow and could be changed without disregarding your visuals. yeah it does. you may also suggest ways to make them the same then, without having to remap a shit ton of stuff otherwise I will leave it as it is because not all jumps need to follow the exact same movement, variety is nice in a repetitive song such as this.

  3. I would reduce the spacing of this 00:40:879 (2,3) - since it's not a really strong sound being jumped into.
    That would also give better contrast for this 00:41:379 (4,5) - since that one goes into a lead honestly tbh this was done for aesthetic purposes lol - fixed in other way.


    on that note I noticed that you seem to have bigger spacing out of anti jumps ( those 00:13:713 (1,2) - ) often,
    even though the sound that has slightly bigger spacing into often isn't a strong sound. i failed to understand


    I pointed out what an anti jump in my opinion is here, that pattern is totally fine and was just a demonstration i cant england


    this for example is fine 00:14:213 (2,3) - but then at places like this 00:27:963 (5,6,1,2) - it gets kinda noticeable.
    In that case is a kick drum being jumped to which makes it slightly more justified,
    but I still think the kick should have bigger spacing since there wasn't an spacing emphasis on it so far. but it's a kick??


    those 2 were examples of good and questionable execution.
    the questionable thing with the kick is that this 00:28:379 (1) - is not a strong sound but it has kinda bigger than normal spacing aka it could be smaller.

    you could also ctrl + G 6 and 1 and then make a triangle, but 6 being an anti jump is fine too I just thought that might be a good suggestion
    and since the anti jumps aren't to any specific sound always it wouldn't be inconsistent...
    then again that's juts an idea making the jump smaller was my actual point
    honestly I think it's fine as it is

  4. this jump 01:27:879 (4,5) - shouldn't be bigger than this one 01:27:713 (3,4) -
    at least when keeping in mind that the Snare so far wasn't emphasized as much. So either emphasize the Snare always more or just don't.
    since this is a not as high SR Insane it would make more sense not to especially since that in my opinion only makes sense with overall bigger spacing and thus higher SR. the snare wasn't emphasized so far because in the previous sections it usually overlapped on sliderends so how where I supposed to emphasize it? as now I can follow both the melody of the song and the drums simultaneously, why shouldn't I do it?


    yeah but it's slightly inconsistent and would be better if the Snare always had emphasis or added up with the other strong sounds before. you don't need to reply to this actually since I think it's ok, but maybe stay more consistent with Drum emphasis in future maps
    and in case the rhythm of your patterns doesn't allow that here have it in mind on other maps maybe...
    I just think do it mostly like that or don't


    also I like the 2nd kiai more if because of the drum and lead emphasis combined ^^


    I chose these rhythms because I felt like using these rhythms, it is definitely not my fault if they hide the drums, this is a complex song to map an insane from, whereas the spacing emphasis may be lenient if you want it to actually not be too bland while not making it too hard either. I might be saying gibberish right now but the map itself is old so I guess I'm quite better in handling rhythms now. nevertheless I will not be remapping this because like I said spacing emphasis is usually lenient on insanes

thanks for modding!
thanks for replying LUL thanks for replying to the reply (:
tl;dr I will avoid making changes in the cost of redoing and reorganizing patterns in this map. Spacing emphasis in an insane difficulty should be lenient as one can't play too much with it anyway.
Arphimigon

Celektus wrote:

  1. the map has no hitsounds, but I told HighTec already so he might've fixed it already
    Added my own in. However my particular style of hitsounding seems to not really be "fit for ranking" so lets see how that goes
  2. the first slider of these always has a not as high pitched lead sound to me 01:07:046 (1,2,3) - so I think the pattern could focus more on that lead. No reasonable way to practically do that
    in case you don't like the upper suggestion maybe make this a repeat 01:24:824 (6) - since it would then end on the last Snare and indicate the fill slightly.
    I like the no-tapping transition from one rhythmic section to the next with a slight show of it happening beforehand, the extra repeat/note ruins it for me
  3. I think it's a bit of a difficulty spike to have 2 stacked circles here 01:37:713 (1,2) - since you only had stacks with 2 objects so far in the song example: 00:02:713 (2,3) -
    so it would break the expectations of easy players you've established so far. there should be fairly easy solutions to this like making triangles out of the stacks This... is not tricky even for an easy player. What WOULD be tricky is the suggestion you gave me
  4. I think this pattern could have more diverse rhythm that could fit the repetition of the Lead better 01:45:713 (3,4,5,6) -
    the head of 3, end of 4 and head of 6 all have slightly stronger sounds 01:45:713 (3,4,6) - Sorry, too much complication for me, it's super dense enough here as it is
[/notice]
Anything that I didnt reply to I changed (except the hitsoundy thingy up top)
https://puu.sh/v3LVZ/883d6acd98.osu
Topic Starter
Vivyanne

Celektus wrote:

[Ultra]

the spacing in this has not enough contrast I think overall. you have a lot of jumps that look pretty much like the same spacing per section.
that isn't necessarly bad, but I think you did actually try to incorporate spacing emphasis
and thus having not enough contrast between jump and not jump spacing is creating inconsistencies

so try and increase contrast in your spacing a bit and make clear what sounds are being jumped to

also I think you could use the playfiled better.
Having too much overlapping on the playfiled can cause unwanted emphasis and it's overall considered better looking to fully use it.
like you can se here: click this... especially your left and right side could have more objects placed there.

one thing that you should keep in mind is that you do have wanted emphasis by overlapping patterns,
so it would problemlos be good to have those overlapp with nothing else unwanted

i dont rly think that emphasising every individual sound with spacing would work well on this song. given the heavy amount of sounds that the song provides, giving every sound an individual jump/emphasise sounds differently it'd make up for a complete mess of the map and unreasonable patterning and it'd make the map unplayable. none of the sections also line up regarding spacing cause i want each section in the music to be different from the rest.

for your wondering, 00:56:379 - has the same patterning all the time again cuz the main melody keeps repeating itself. giving every note emphasis here would create for the same problem as with the rest of the map

  1. that's a bit overdone I think 00:35:713 (4,5,6,7) - the follwoing jumps might also be that big,
    but I think 90° angles combined with it being 4 notes after eachother could be nerfed i think its a good lead into what i want of the player

  2. the diff mostly has no sound specific spacing so far so having spacing this small is really unintuitive 00:42:379 (3,4) - small spacing is also a form of emphasis and given that the player now has to stop so the emphasis rly works nicely
feedback
NEVER JUDGE A MAP BASED ON WHAT THEY USE IN THE PLAYING FIELD. i get that it's a good indicator but dont assume things just off of you pressing ctrl+a :x
try to see more what the mapper tried to do in the song other than just your opinion. i know being subjective is important, however it should be done to an extend. if a mapper tries to do something try to come up with the reason why first before asking it. 90% of the times you can predict their answer that way and so you know what's important to mention and what not.

fixed some spacing inconsistencies that i scouted out myself
thanks ~~
Celektus
@LowComboFC

I made some more suggestions for solutions. I think this should be my last reply since most of what I wanted to say I think is clear by now.
would be nice If you could make one last reply then. thx again^^

Celektus wrote:

[LCFC's Insane]


  1. I think you could change the rhythm in a way that would emphasize the Bass on the slider end of 2 00:18:046 (2,3) -
    Ctrl + G 00:18:046 (2,3) - then overlap 3 over 2 and overlap with one of these 00:17:046 (3,4,5) - preferably the slider end
    the only thing I'm not sure myself is where to move 2 honestly since the the Overlap might be shit


    same here 00:26:046 (2,4) - Ctrl + G the whole pattern, then Ctrl + H (maybe J) and move it in place. that way both the Sliderend and head are the same equally strong sounds

  2. this is not very sharp 00:36:046 (4,5,1) - but this is 00:37:046 (4,5,6,1) - and also this 00:35:546 (2,3,4,5) -


    I would suggest to ctrl + H this 00:36:379 (1) - and adjusting it's position or of the following objects.
    unless you have a reason for them being wide and not sharp

    like this? I used Ctrl + G on the slider and overlapped it in a way you often do in the map.
    You can also try to overlap it slightly different to have correct spacing. 5 - 1 being short and maybe 1 blanketing 4 (no slider shape changed needed)



    you have a similar thing here 00:41:046 (3,4,5) - I think I'm retarded because I don't get that suggestion from myself anymore tbh xD
    but I assume I could suggest something that might be better
    thissss <---- Disclaimer lower AR
@HighTec

HighTec wrote:

Celektus wrote:

[Ultra]

the spacing in this has not enough contrast I think overall. you have a lot of jumps that look pretty much like the same spacing per section.
that isn't necessarly bad, but I think you did actually try to incorporate spacing emphasis
and thus having not enough contrast between jump and not jump spacing is creating inconsistencies

so try and increase contrast in your spacing a bit and make clear what sounds are being jumped to

also I think you could use the playfiled better.
Having too much overlapping on the playfiled can cause unwanted emphasis and it's overall considered better looking to fully use it.
like you can se here: click this... especially your left and right side could have more objects placed there.

one thing that you should keep in mind is that you do have wanted emphasis by overlapping patterns,
so it would problemlos be good to have those overlapp with nothing else unwanted

i dont rly think that emphasising every individual sound with spacing would work well on this song. given the heavy amount of sounds that the song provides, giving every sound an individual jump/emphasise sounds differently it'd make up for a complete mess of the map and unreasonable patterning and it'd make the map unplayable. none of the sections also line up regarding spacing cause i want each section in the music to be different from the rest.

like I said about the spacing being mostly the same "isn't necessary bad", but I think a lot of spacing looked like it had inconsistent differences in size. If that's not supposed to be the case at all then I guess it's ok, but I still think the spacing seemed a bit inconsistent to me.

for your wondering, 00:56:379 - has the same patterning all the time again cuz the main melody keeps repeating itself. giving every note emphasis here would create for the same problem as with the rest of the map

  1. the diff mostly has no sound specific spacing so far so having spacing this small is really unintuitive 00:42:379 (3,4) - small spacing is also a form of emphasis and given that the player now has to stop so the emphasis rly works nicely
    but it's the only time you use it In nearly the entire map

    You only introduce it here first and don't use it that much more. 00:52:046 (4,5,1,2,3,4,5,6) -
    Didn't you just make point that you wanted to have not as much object based spacing? what I essentially mean is that this pretty much should be a concept you either use more in a map and introduce it early on in a good way or don't use at all. like I said it's only there in a few places
feedback
NEVER JUDGE A MAP BASED ON WHAT THEY USE IN THE PLAYING FIELD. i get that it's a good indicator but dont assume things just off of you pressing ctrl+a :x
try to see more what the mapper tried to do in the song other than just your opinion. i know being subjective is important, however it should be done to an extend. if a mapper tries to do something try to come up with the reason why first before asking it. 90% of the times you can predict their answer that way and so you know what's important to mention and what not.
thx for the Feedback, but I will still use that method from time to time especially if I see emphasis through repeated placements
like you did.

It's good to hear that tho since most people around me tell me that and I didn't know it might give a bad impression. :thinking:

fixed some spacing inconsistencies that i scouted out myself
thanks ~~
All of Arphimigon's stuff seems kinda fine so I won't reply to him
Topic Starter
Vivyanne
o but i said that every section is different as well so mixing up the small spacing gimmick in there should be no problem
also i did fix a few stuff here and there so ~
Celektus
the small spacing gimmick is a lot different form any other change tho. Saying your concepts change all the time isn't everything that's going on there still is and should be some consistencies since the song isn't going form 20 BPM Chill to 470 BPM Splittercore every section...

what I'm saying is that small jump doesn't really work I think, but maybe unintentionally all the other jump concepts do.
If you still disagree then I'll just drop the conversation before we get into a big discussion.

maybe I just don't see the point you're trying to make.

Edit: using it more often and earlier would fix it for me and shouldn't be too hard I think
Topic Starter
Vivyanne
youre saying what i wanted
its really notable and different from the rest
thats why i had it and will be keeping them :3/
lcfc
fixed all suggestions from last Celektus' post except this bit 00:26:046 (2,3,4) - because I wanna keep this symmetrical pattern that still goes unnoticed xd 00:26:046 (2,5,6,1,2,3) -

diff
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302,51,102546,1,4,0:3:0:0:
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454,223,106879,1,2,0:0:0:0:
348,351,107046,6,0,P|303:346|261:331,1,90,4|4,0:3|0:3,0:0:0:0:
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360,209,107713,2,0,P|315:204|273:189,1,90,2|4,0:0|0:3,0:0:0:0:
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393,133,108379,6,0,P|399:177|404:222,2,90.0000034332277,4|0|0,1:2|3:0|3:0,0:0:0:0:
265,111,109046,2,0,P|269:66|276:21,2,90.0000034332277,0|0|0,3:2|3:0|3:0,0:0:0:0:
482,121,109713,2,0,P|437:128|393:133,2,90.0000034332277,0|0|0,3:2|3:0|3:0,0:0:0:0:
200,80,110379,1,0,0:0:0:0:
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136,207,111046,6,0,B|187:222|232:182|232:182|277:205|277:205|320:162|384:178,2,270,12|12|12,1:0|1:0|1:0,0:0:0:0:
Mazziv

Celektus wrote:

[MZV's Advanced]

your diff is visually very inconsistent. you have a lot of different slider angles, shapes and curves.

let me explain it by saying these 2 are essentially the same shape overall 00:03:046 (3,3) - but both have different curvatures (I know they are red but I'll still say curvature)
you should essentially make these both a copy of each other. i can copy paste everything but i dont think it would change anything

another thing are the angles, you pretty much go from 90° vertical 00:07:046 (3,3) - to 20° ish 00:09:713 (3,4,5,6) - to 90° horizontal 00:11:713 (1) - within the same section
what ends up happening is that you have so many different concepts that represent essentially similar things in the song that nothing becomes recognizable as a pattern
which then also affects reading by making the patterns less intuitive i lowkey agree on this but: 90 degree is my mapping style so you see this shit in most of my maps and the 20 degree change was obviously because the music changed

the last thing about this is that too many different "basic" shapes take away contrast. Essentially when every slider is new and special no slider really sticks out
if every slider is a tilted copy of each other patterns become recognizable
and when then after let's say 8 normal copied sliders a special one appears it will stick out a lot and possibly make a hard to read change in the song clearly recognizable. i dont like copy/paste so i do everything different and since its not a major thing i cant really see a problem here other than subjective aesthetics

In case all that lecturing was annoying
tl;dr copy more sliders, keep angles similar... and also maybe ask about slider art advice or try out more

there are also problems with rhythm emphasis by having strong sounds on slider ends while the head has a weaker sound in comparison
which makes rhythm unintuitiv to play. oh okay well if you just tell me its bad i can surely fix it,thanks

if that was all annoying and mean pls don't hate me I'm just trying to halp yoo. ;__;
you will probably need to remap this, if you'd like some help ask me maybe and don't take it to harsh
thanks for the mod :)
Celektus
I thought there might be some misconceptions so I decided to repeat my main arguments in response in a more broad way. I'm sure there are still compromises that can be made to improve the map without disregarding you're vision, but if most of what I said is still too subjective to consider remapping please at least keep the main point about consistency with visuals as free to interpret advise.

I don't expect another response, but feel free to detest my ideas or ask for a better explanation of my arguments

Mazziv wrote:

Celektus wrote:

[MZV's Advanced]

your diff is visually very inconsistent. you have a lot of different slider angles, shapes and curves.

another thing are the angles, you pretty much go from 90° vertical 00:07:046 (3,3) - to 20° ish 00:09:713 (3,4,5,6) - to 90° horizontal 00:11:713 (1) - within the same section
what ends up happening is that you have so many different concepts that represent essentially similar things in the song that nothing becomes recognizable as a pattern
which then also affects reading by making the patterns less intuitive i lowkey agree on this but: 90 degree is my mapping style so you see this shit in most of my maps and the 20 degree change was obviously because the music changed
just to be clear no angle is "bad". My point was that you don't use angles consistently enough and thus make more special changes in the song like fills stand out less. There are special sliders on fills and stuff like that, but also in a lot of other places.

the last thing about this is that too many different "basic" shapes take away contrast. Essentially when every slider is new and special no slider really sticks out
if every slider is a tilted copy of each other patterns become recognizable
and when then after let's say 8 normal copied sliders a special one appears it will stick out a lot and possibly make a hard to read change in the song clearly recognizable. i dont like copy/paste so i do everything different and since its not a major thing i cant really see a problem here other than subjective aesthetics
well you can map without copy past probably same goes for the rotation tool, but you still can be more consistent about angles and shapes

In case all that lecturing was annoying
tl;dr copy more sliders, keep angles similar... and also maybe ask about slider art advice or try out more

there are also problems with rhythm emphasis by having strong sounds on slider ends while the head has a weaker sound in comparison
which makes rhythm unintuitiv to play. oh okay well if you just tell me its bad i can surely fix it,thanks
I gave reasoning for most of my suggestions on the overall inconsistency of your visuals in my opinion. Since I suggested remapping I thought pointing out anything about the rhythm would just take away focus. Also other than the visuals I didn't had many gripes with the map.

if that was all annoying and mean pls don't hate me I'm just trying to halp yoo. ;__;
you will probably need to remap this, if you'd like some help ask me maybe and don't take it to harsh
thanks for the mod :)
C00L
mazziv could u reply to my mod too thanks ;w;
Mazziv

C00L wrote:

mazziv could u reply to my mod too thanks ;w;
hightec fixd some stuff for me because i wasnt able to do that



as reference

HighTec wrote:

thanks for the mod~ updated everything up until now

waiting for
damnjelly
yf
loli
kujinn
mazziv

fixed mazziv's stuff with permission
C00L
o ugh i guess, mb
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