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Kirsten Price - We Will Be Heroes [Osu|CatchTheBeat]

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Total Posts
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Topic Starter
allein
This beatmap was submitted using in-game submission on Friday, January 05, 2018 at 8:03:15 PM

Artist: Kirsten Price
Title: We Will Be Heroes
Source: Pokémon: DP Battle Dimension
Tags: John Loeffler David Wolfert pokemon diamond and pearl tv size opening underforest gero nelly lcfc lowcombofc
BPM: 145
Filesize: 1401kb
Play Time: 00:31
Difficulties Available:
  1. Forest's Easy (1.19 stars, 31 notes)
  2. Forest's Normal (1.97 stars, 55 notes)
  3. Gero's Insane (3.63 stars, 108 notes)
  4. Hard (2.92 stars, 83 notes)
  5. Heroes (4.45 stars, 124 notes)
  6. LCFC's Advanced (2.44 stars, 64 notes)
  7. Nelly's Platter (2.54 stars, 77 notes)
Download: Kirsten Price - We Will Be Heroes
Information: Scores/Beatmap Listing
---------------
Underforest
place
CookieBite
man i should expect for tv size if maps that are from int

[Forest's Easy]
  1. 00:00:073 (1) - hard to notice the note comes from red tick so probably just ignore it and replace a circle on 00:00:280 -
  2. 00:02:349 (4) - move a bit left
  3. 00:03:177 (1,2) - improve blanket
  4. 00:04:832 (2,3,1) - I would say that doing a triangle here is better, then 00:06:073 (3) - can linear flow with 00:04:832 (2) -
  5. 00:13:108 (1) - move upper to improve the linear flow
  6. 00:27:176 (2) - move a bit right to improve linear flow

[Forest's Normal]
  1. 00:03:798 (2,3) - starting on red tick seems more tricky then usual, it feels weird to play and uncomfortable. Try to start it on the white tick.
  2. 00:17:246 (3,1) - ^
  3. 00:25:107 (2,3) - not sure could a new player click that fast

[Hard]
  1. 00:13:522 (2,4) - overlap
  2. 00:21:591 (2,4) - ^
  3. 00:25:729 (5) - it plays better if you replace the pattern like 00:25:108 (3,4) -

[Heroes]
  1. 00:19:522 (1,3) - switch NC
  2. 00:22:832 (1,3) - ^
  3. 00:25:522 (5,6) - why the distance is shorter compare to the other jumps? should move it further

gl with your tv size map
Bursthammy
LOL

Forest's Easy

00:08:142 (2,1) - This could be spaced a little further apart to improve visual flow.

Forest's Normal

00:06:487 (1,2) - I might be wrong but i think these are just slightly misaligned, i'd correct it if it is.

Other diffs seem fine, FUG

Good luck!
Nokashi
Requested by int

[ General]
  1. Combo Colours are not set!

[ Forest's Easy]
  1. 00:00:073 (1) - As CookieBite pointed out, this is really sudden and not a nice start for the map, placing a circle here 00:00:280 - is so much better since the song is starting off with a white tick and a clean metronome reset
  2. 00:04:832 (2) - Lessen this curve so the sliderend directly point to the next circle
  3. 00:06:487 (1) - Would be so much better if it was a curve that blanketed 00:08:142 (2) - :D
  4. 00:17:246 (2) - Maybe a suggestion, but you could turn this into a 1/2 instead and add a circle to 00:18:073 - so improve the transition
  5. 00:21:384 (3) - blanket, will be fixed if 00:21:384 (3) - is less curvy
  6. 00:23:039 (1,2) - neater if parallel imo, also more consistent with your other straight sliders

[ Forest's Normal]
  1. 00:00:073 (1) - I Wouldnt start a slider here. Since the song is on 4/4 metronome starting on the white tick here 00:00:280 - is more musically predictable and actually plays better since the focus on the vocals is more apparent. So i would recommend using just a 1/2 slider here on that white tick
  2. 00:08:142 (4) - Shouldn't this be NCed?
  3. 00:16:418 (1) - Adjust DS Here. Can easily be fixed if you move it up a bit. Also you could try making it a curve as well like the following slider for a more consistent shape choice here
  4. 00:17:246 (3,1) - this sort of antiflow shouldn't be that welcome in a normal diff, pretty subjective tho
  5. 00:22:004 (4) - Curve as well like previous slider like this
  6. 00:25:315 (3,4) - I would make this a reverse actually. Not only will it reduce beatmap strain since this is the only time you used 2 consecutive 1/2 circles in the map. Also it will improve the focus on the vocals.
  7. 00:30:901 (3) - Suggestion but, this one would play better as a 1/2 slider followed by circle instead, to place more emphasis on the downbeat here 00:31:315 -

[ Hard]
  1. your hitnormal is a bit too loud
  2. I Really dont agree with the fact that you dont have consistent DS in a hard diff
  3. 00:00:073 (1) - Delete this circle, due to same reason i listed above
  4. 00:02:349 (5,6,1) - make these 1/4 snaps consistent in spacing
  5. 00:08:142 (1) - Reduce DS here with the next circle
  6. 00:16:004 (5,6,1) - This is more of a pattern i would find in an insane rather than a Hard, also in a matter of 30 seconds you have introduced so many rhythm varieties the song cant possibly support. As such, i would remove this pattern along with its brother pattern 00:22:625 (5,6,1) -

[ Heroes]
  1. Lower the volume of hitnormal here as well, too loud
  2. 00:03:073 (7,1) - with this spacing it can easily be misread as 1/2 while its 1/4, i would suggest stacking it under the 00:02:763 (6) - sliderend
  3. 00:06:073 (5) - you should move it so the transition to 00:06:487 (1) - is better, now its pretty sharp
  4. Feels pretty overdone, but objectively it isnt bad

Good Luck~
Agatsu
hello there

100% volume seems pretty loud :/

[Heroes]
  1. 00:06:487 (1) - move this closer to 00:06:073 (5) - so it can be easier to hit
  2. 00:09:177 (4,5,6,7,8) - maybe you could curve this stream more for aesthetics?
  3. 00:12:280 (4,5,6,7,8,9,10,11) - ^
  4. 00:25:729 (6) - i think the drum here should be more emphasized with larger spacing

[Hard]
  1. 00:01:108 (3) - missing whistle
  2. 00:17:660 (5,6) - make into 1/2 slider for better transition into drumfest (00:18:073 (1) - 00:19:729 (3) - )

other diffs are fine :)
gl
lcfc
[Easy]
  1. 00:01:522 (3,4) - not perfectly pararell
  2. 00:03:177 (1,2,3) - and 00:06:487 (1,2) - should be identical imo
  3. idk what else to point out
[Normal]
  1. 00:01:315 - there's a vocal here so it should have an object
  2. 00:04:625 - there's clearly a vocal that asks to be clickable here xd, I would recommend you to remove the reverse of 00:04:211 (3) - and moving 00:04:832 (1) - to 00:04:625 - , that will result on perfectly following the vocals :D
  3. 00:06:487 (1,2) - not perfectly pararell
  4. 00:07:935 - vocal here also so it should have an object
  5. cool diff, just some vocal emphasis issues and it's good to go!
[Hard]
  1. 00:00:073 - there's a really hearable sound here, add a cicle or smth
  2. 00:03:177 (1,2) - vocal emphasis seems kinda faulty to me. make 00:03:177 (1) - a circle and start a 1/2 slider from 00:03:384 -
  3. 00:05:039 (2,3) - same as above, but do the opposite lool
  4. 00:11:660 (2,3) - ^
  5. 00:14:763 (1,2) - ^
  6. 00:15:384 (3,4) - ^
[My heroes! Up to you!]
  1. nothing really wrong LOOOOL your rhythms are followed correctly and it plays pretty well
can u just break the chain and rank this already
Topic Starter
allein

LowComboFC wrote:

can u just break the chain and rank this already
no
Underforest

CookieBite wrote:

man i should expect for tv size if maps that are from int

all fixed in easy

[Forest's Normal]
  1. 00:03:798 (2,3) - starting on red tick seems more tricky then usual, it feels weird to play and uncomfortable. Try to start it on the white tick. I'll think about it
  2. 00:17:246 (3,1) - ^ Following vocal
  3. 00:25:107 (2,3) - not sure could a new player click that fast improved a bit

gl with your tv size map

Weber wrote:

LOL

Forest's Easy

00:08:142 (2,1) - This could be spaced a little further apart to improve visual flow. thinking because the ds

Forest's Normal

00:06:487 (1,2) - I might be wrong but i think these are just slightly misaligned, i'd correct it if it is. I see them fine

Other diffs seem fine, FUG

Good luck!

LowComboFC wrote:

[Easy]
  1. 00:01:522 (3,4) - not perfectly pararell no need
  2. 00:03:177 (1,2,3) - and 00:06:487 (1,2) - should be identical imo hmm
  3. idk what else to point out
[Normal]
  1. 00:01:315 - there's a vocal here so it should have an object following music here
  2. 00:04:625 - there's clearly a vocal that asks to be clickable here xd, I would recommend you to remove the reverse of 00:04:211 (3) - and moving 00:04:832 (1) - to 00:04:625 - , that will result on perfectly following the vocals :D ok
  3. 00:06:487 (1,2) - not perfectly pararell same as easy
  4. 00:07:935 - vocal here also so it should have an object following music
  5. cool diff, just some vocal emphasis issues and it's good to go!

Nokashi wrote:

[ Forest's Easy]
  1. 00:00:073 (1) - As CookieBite pointed out, this is really sudden and not a nice start for the map, placing a circle here 00:00:280 - is so much better since the song is starting off with a white tick and a clean metronome reset already fixed it
  2. 00:04:832 (2) - Lessen this curve so the sliderend directly point to the next circle ok
  3. 00:06:487 (1) - Would be so much better if it was a curve that blanketed 00:08:142 (2) - :D ok
  4. 00:17:246 (2) - Maybe a suggestion, but you could turn this into a 1/2 instead and add a circle to 00:18:073 - so improve the transition done
  5. 00:21:384 (3) - blanket, will be fixed if 00:21:384 (3) - is less curvy ok
  6. 00:23:039 (1,2) - neater if parallel imo, also more consistent with your other straight sliders done

[ Forest's Normal]
  1. 00:00:073 (1) - I Wouldnt start a slider here. Since the song is on 4/4 metronome starting on the white tick here 00:00:280 - is more musically predictable and actually plays better since the focus on the vocals is more apparent. So i would recommend using just a 1/2 slider here on that white tick there's a clap and that's why it's reverse
  2. 00:08:142 (4) - Shouldn't this be NCed? yup, whoops
  3. 00:16:418 (1) - Adjust DS Here. Can easily be fixed if you move it up a bit. Also you could try making it a curve as well like the following slider for a more consistent shape choice here fixed in cookiebite's mod
  4. 00:17:246 (3,1) - this sort of antiflow shouldn't be that welcome in a normal diff, pretty subjective tho yeah, right
  5. 00:22:004 (4) - Curve as well like previous slider like this :thinking:
  6. 00:25:315 (3,4) - I would make this a reverse actually. Not only will it reduce beatmap strain since this is the only time you used 2 consecutive 1/2 circles in the map. Also it will improve the focus on the vocals. I'm doing a music switch here
  7. 00:30:901 (3) - Suggestion but, this one would play better as a 1/2 slider followed by circle instead, to place more emphasis on the downbeat here 00:31:315 - I think it's fine, because it follows the drums and the final vocal

Good Luck~
nopp
osu file format v14

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AudioLeadIn: 0
PreviewTime: 13108
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[Metadata]
Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:Forest's Easy
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest
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mediumpp
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Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:Forest's Normal
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest
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disable countdown btw, it looks gay
davidminh0111
Mod:
GENERAL:
-00:13:108: I would rather you put kiai here till end(depend when would you like to put kiai mode)

Heroes:
-00:03:073 (7):Your distance snap is wrong

Asking: Is your distance snap or silder velocity correct?

Hard:
-00:13:108(6): need a bit closer to the slider.

All good
Doormat
some irc stuff regarding a few things in the top diff

SPOILER
08:32 InternalLight: hihi, im trying to get my first ranked map, and would like to get some pro's opinion D: are u busy now? >w<
08:46 Doormat: oh
08:46 Doormat: sure i can take a look
08:46 Doormat: aha i wish i was pro
08:47 InternalLight: but you already are :D
08:47 InternalLight: https://osu.ppy.sh/s/579551 this >w<
08:47 Doormat: oh wow, this is an old song
08:47 InternalLight: yeah
08:47 Doormat: okay, which diff am i looking at
08:48 InternalLight: last
08:48 InternalLight: (hard too, if ya can xd)
08:50 Doormat: it's not bad
08:50 InternalLight: o
08:51 Doormat: 00:09:694 - you missed a drum note here though
08:51 Doormat: i'd map it out for consistency with 00:05:660 (1,2,3,4,5) -
08:52 InternalLight: wait what drum note
08:52 Doormat: the ticking sound thing
08:52 Doormat: idk how to explain it
08:52 InternalLight: i dont hear anything on 00:09:694 - D:
08:52 Doormat: hmm
08:52 Doormat: i might be hearing things
08:53 Doormat: i pulled another all nighter lol
08:53 Doormat: so i'm pretty tired as it is
08:53 InternalLight: heh
08:53 Doormat: just my own opinion as well but i also think the jumps at 00:18:073 (1,2,3,4,5,6,7) - might be a little too big
08:53 Doormat: it's fine the way it is
08:53 Doormat: but you might get called out on it
08:53 InternalLight: hm
08:53 Doormat: 00:25:935 (7,8) - same with this jump
08:54 Doormat: just a few opinions
08:54 InternalLight: actually i had reverse slider there at first
08:54 Doormat: overall nothing wrong with the map
08:54 Doormat: the jumps fit
08:54 Doormat: i'd make it a bit smaller distance
08:54 InternalLight: yea ok
08:55 Doormat: 00:02:763 (6,7,1) - i'd also consider reducing distance here to give better indication that this is 1/4 snap
08:55 InternalLight: waitt eh
08:55 InternalLight: 00:13:108 (1,2,3,4) -
08:55 InternalLight: is this distance ok
08:55 Doormat: because it looks like 00:04:625 (1,2) -
08:56 Doormat: yeah looks fine
08:56 Doormat: sliders generally have more lenience with hit acc
08:58 InternalLight: 00:04:625 (1,2,3) - also im thinking about this moment
08:58 InternalLight: 00:04:625 (1,3) - this looks not really nice t bh
08:58 Doormat: yeah
08:58 Doormat: it could probably be better
08:58 InternalLight: i wanted to lower that slider abit
08:58 InternalLight: but then it overlaps that burst
08:58 InternalLight: so idk what can i do
08:58 InternalLight: D:
08:59 Doormat: hmmm
09:00 Doormat: you could try something like this https://puu.sh/uFspa/a04d85b12c.png
09:01 InternalLight: weelll i dont really want to break that rhythm
09:01 Doormat: makes sense
09:04 Doormat: hmm
09:04 Doormat: yeah
09:04 Doormat: overall it's not bad
09:05 Doormat: just a couple parts where the spacing is arguably too high
09:05 Doormat: and that one part where you mapped yourself into a corner
09:05 InternalLight: well there's one way
09:05 InternalLight: 00:04:625 (1) - just outspace this
09:05 Doormat: well yeah
09:05 InternalLight: but
09:05 InternalLight: no looool
09:06 Doormat: well whatever you come up hopefully it works
09:06 InternalLight: there's actually no reason to outspace this
09:06 Doormat: i'm gonna go to sleep now lol
09:06 Doormat: hope it helped regardless zzzzz
09:06 InternalLight: 09:06
09:06 Doormat: time to sleep
09:06 InternalLight: ????????????????????????????????????????????????????????????????????????????????????????????????
09:06 Doormat: i stayed up all night
09:06 InternalLight: wew
09:06 InternalLight: gn~
09:07 InternalLight: eh wait
09:07 InternalLight: aslo
09:07 InternalLight: also
09:07 InternalLight: http://osu.ppy.sh/ss/7547614
09:07 Doormat: ?
09:07 InternalLight: can i do it like this
09:08 Doormat: i'd argue that that makes it worse
09:08 Doormat: because you haven't overlapped like that throughout the map
09:08 Doormat: having that one overlap makes it stand out too uch
09:08 Doormat: much*
09:08 InternalLight: hm
09:09 InternalLight: then just leave it as it is now??? LO
09:09 Doormat: hmm
09:09 Doormat: it's hard to say
09:09 Doormat: i'd definitely change it
09:09 Doormat: but given the limited space it'd probably be faster to remap that small part
09:09 Doormat: but it's not bad the way it currently is either
09:09 Doormat: it could be better for sure
09:09 InternalLight: o wait
09:09 Doormat: but not wrong
09:09 InternalLight: i got an idea
09:10 InternalLight: oooooo
09:11 InternalLight: nvm, looks even worse
09:11 Doormat: lol
09:11 Doormat: if you can't think of anything don't rush it
09:11 Doormat: play around with it and if you like something then try it out and see if it works
09:12 Doormat: you could also come back to the map after a break or something
09:12 InternalLight: well
09:12 InternalLight: i changed smth
09:12 *InternalLight is editing [https://osu.ppy.sh/b/1227168 Kirsten Price - We Will Be Heroes [Heroes]]
09:12 InternalLight: updated
09:12 InternalLight: can u take a look on this moment again xd
09:13 Doormat: yeah that's slightly better
09:13 InternalLight: meeeeeeeeeeh 3 is outspaced
09:13 Doormat: 00:04:625 (1,2) - this is way too close to spacing in 00:02:763 (6,7,1) - though
09:13 Doormat: you could move out the 00:04:625 (1) - a bit
09:13 InternalLight: https://osu.ppy.sh/ss/7547681 like this?
09:14 Doormat: no i mean like
09:14 Doormat: move it out so that the slider end is farther away from the 2
09:15 Doormat: maybe like this? https://osu.ppy.sh/ss/7547690
09:15 InternalLight: but 3 is really far
09:15 Doormat: you could move the 3 a bit closer then
09:16 Doormat: https://osu.ppy.sh/ss/7547696
09:16 InternalLight: hmmm
09:16 InternalLight: nice
09:19 InternalLight: thank you <3
09:19 Doormat: np np
Asphyxia
tl;dr Insane's spacing feels too similar throughout song, patterns could be improved a little. Hard is fine, just random spacing inconsistencies that don't really make sense.

20:24 Asphyxia: The map is okay, I think it still could use improvements here and there but technically it's rankable, at least in my eyes
20:24 InternalLight: O_O
20:25 Asphyxia: The map plays fine, that is for sure, but I feel like you didn't put enough spacing emphasis on the map
20:26 InternalLight: what could i improve then?
20:26 Asphyxia: the beginning and the stronger parts on the map could be improved in a sense that
20:26 Asphyxia: 00:00:073 - this part to like 00:09:798 - is clearly calmer than the next ones
20:26 Asphyxia: yet the spacing is awfully similar throughout the map
20:26 Asphyxia: lowering the overall spacing would be nice in my opinion
20:27 Asphyxia: but that's your choice in the end
20:27 InternalLight: well i was increasing spacing in every part
20:27 Asphyxia: A lot of the patterns you used are fine for playing, but they don't really do anything else except that in my opinion
20:28 Asphyxia: like 00:17:660 (5,6,1,2,3,4,5,6,7) - for example
20:28 Asphyxia: it's visually really inconsistent spacing-wise and it looks like a bunch of random objects here and there placed without too much thought
20:29 Asphyxia: 00:24:901 (2,3,4,5,6,7) - this thing could be made into a correct star pattern thingy and then it could center 00:24:280 (8) - 's head but
20:29 Asphyxia: that's quite subjectiver
20:29 Asphyxia: -r
20:30 Asphyxia: also my suggestions are really subjective in general aside from the spacing thing, so if you think these wouldn't improve your map in any way, you're more than free to decline them
20:30 Asphyxia: just stating what I personally think
20:30 InternalLight: ye
20:32 Asphyxia: that's all I think though
20:32 Asphyxia: I think with few improvements the map can be a lot better
20:32 InternalLight: thanks~ c:
20:33 InternalLight: can u take a look on hard?
20:33 InternalLight: Dx
20:33 InternalLight: that's my first hard difficulty ever so it may suck really bad
20:34 Asphyxia: I think the Hard is fine, I could maybe nitpick about small things but
20:34 Asphyxia: aside from those, it's fine
20:35 InternalLight: really o _O
20:35 Asphyxia: ye
20:35 Asphyxia: thought if you use OD8 with AR8 in the Insane diff
20:35 Asphyxia: you could use OD6 in Hard
20:35 InternalLight: can u point out that things then D:
20:35 Asphyxia: would also make more sense with your spread
20:35 Asphyxia: 2 -> 4 -> 6 -> 8
20:36 Asphyxia: but right now it's 2 -> 4 -> 5 -> 8
20:36 InternalLight: yeah i gotta add one more diff
20:36 InternalLight: between hard and insane
20:36 InternalLight: oh
20:36 InternalLight: that
20:37 InternalLight: alright changed
20:41 Asphyxia: do you want me to post this thing in the thread or no need?
20:41 InternalLight: why not
20:41 InternalLight: free kds if you want lol
20:42 Asphyxia: oh right about the things in HArd
20:42 Asphyxia: the thing with Hard is that
20:42 Asphyxia: your spacing varies a lot and it seems inconsistent unless I'm missing your logic?
20:42 Asphyxia: 00:08:142 (1,2,3) - let's take these and 00:08:763 (3,4) - for example
20:42 Asphyxia: 123 is spaced with 1,0x spacing
20:42 Asphyxia: then for whatever reason 34 is spaced with 1,1
20:43 Asphyxia: 00:09:798 (1,2,3,4) - more inconsistencies
20:43 InternalLight: alright i'll try to make it more consistent now
20:44 Asphyxia: my advice is that
20:44 Asphyxia: try to stick to 1 or 2 spacings in a section
20:44 Asphyxia: like 1,0x for X section and you can go to like 1,4x spacing to emphasize certain sounds
_DT3
I'll just check the set quickly, nothing much

[General]
  1. Need an explanation as to why 'Gero' and 'pkhg' are in the tags :thinking:
  2. I recommend you look for a better BG, it's not exactly necessary but the quality of this one isn't exactly good and it's not completely sharp
[Hard]
  • Notable Nazi Stacks: 00:01:935 (3,5) -
  1. 00:00:073 (1,2) - Weird that this specifically doesn't follow DS, nothing to special in comparison to the rest. Reasons for using DS x1.23?
  2. 00:06:487 (1,2) - It seems like you're alternating between vocals and instruments at every down beat (00:00:073 (1,2,3,4,1,2,3,4,5) - ) but this one doesn't follow vocals as accurately like your pattern suggests, ctrl+g the rhythm?
  3. 00:12:280 (4,5) - While ofc this placement is fine, a player on this diff level might break combo easily here since they don't know 1/4 gaps too well. Try using DS x1.4 on these to be sure (https://osu.ppy.sh/ss/7564841)
  4. 00:13:935 (3) - 00:20:556 (5) - Looks like it has some logic behind this but I think ctrl+g-ing this would represent the music more and would create fitting circular flow. This is optional ofc if you want to keep it this way
  5. 00:16:315 (6) - 00:22:935 (6) - 00:29:556 (6) - Is it just me or are these overmapped? I think they should be removed
  6. 00:18:487 (3,4,5) - This 00:18:901 (4) - visually feels too close to 00:18:487 (3) - in comparison to 00:18:901 (4,5) - and that makes 00:19:315 (5) - stand out, although imo 00:18:901 (4) - should stand out more. Try visually spacing these out more like https://osu.ppy.sh/ss/7564919 and 00:26:763 (2,3,4) - possibly
  7. 00:26:349 (1,2) - Hmm, you used 1/4 and 1/2 in similar looking stacks, you could make the 1/1 stack more obvious by maybe using DS x0.1
  8. 00:29:867 (2,1,2) - This angle should be widened a bit imo, it looks a bit too wide and doesn't emphasize 00:30:487 (2) - enough
Topic Starter
allein

_DT3 wrote:

I'll just check the set quickly, nothing much

[General]
  1. Need an explanation as to why 'Gero' and 'pkhg' are in the tags :thinking: waiting for gd's
  2. I recommend you look for a better BG, it's not exactly necessary but the quality of this one isn't exactly good and it's not completely sharp cant find one
[Hard]
  • Notable Nazi Stacks: 00:01:935 (3,5) -
  1. 00:00:073 (1,2) - Weird that this specifically doesn't follow DS, nothing to special in comparison to the rest. Reasons for using DS x1.23? fixed
  2. 00:06:487 (1,2) - It seems like you're alternating between vocals and instruments at every down beat (00:00:073 (1,2,3,4,1,2,3,4,5) - ) but this one doesn't follow vocals as accurately like your pattern suggests, ctrl+g the rhythm? seems fine to me tbh
  3. 00:12:280 (4,5) - While ofc this placement is fine, a player on this diff level might break combo easily here since they don't know 1/4 gaps too well. Try using DS x1.4 on these to be sure (https://osu.ppy.sh/ss/7564841) ok
  4. 00:13:935 (3) - 00:20:556 (5) - Looks like it has some logic behind this but I think ctrl+g-ing this would represent the music more and would create fitting circular flow. This is optional ofc if you want to keep it this way na
  5. 00:16:315 (6) - 00:22:935 (6) - 00:29:556 (6) - Is it just me or are these overmapped? I think they should be removed dont think so
  6. 00:18:487 (3,4,5) - This 00:18:901 (4) - visually feels too close to 00:18:487 (3) - in comparison to 00:18:901 (4,5) - and that makes 00:19:315 (5) - stand out, although imo 00:18:901 (4) - should stand out more. Try visually spacing these out more like https://osu.ppy.sh/ss/7564919 and 00:26:763 (2,3,4) - ok
  7. 00:26:349 (1,2) - Hmm, you used 1/4 and 1/2 in similar looking stacks, you could make the 1/1 stack more obvious by maybe using DS x0.1 yea
  8. 00:29:867 (2,1,2) - This angle should be widened a bit imo, it looks a bit too wide and doesn't emphasize 00:30:487 (2) - enough ye
thank 4 mod
tatemae
м4м

  • [PP]
  1. 00:06:073 (5) - лучше сделать 2 кика, чтобы сохранить интенсивность и движение при игре,а то курсор будет стоять на месте несколько миллисекунд)
  2. 00:09:694 (9) - тут есть звук, но слабый, можно стрим вывести на слайдер, так будет проще играться
  3. 00:18:901 (1) - нк на вокал, да и паттерн красивее будет выглядить
  4. 00:25:522 (1) - тоже нк, и спейсинг не консистентен с 00:18:694 (4,1) -
  5. 00:31:315 (3) - http://puu.sh/uLV0Z/ddd5d0d223.png чтобы выделить ласт звук получше, да и этот флоу удобнее
  6. 00:03:073 (7,1) - не очень эстетично, а также не очень удобно, лучше переместить их под слайдер
    [Hard]
  7. 00:17:867 (6,1,2) - ужаснейший флоу, этот тупой угол просто выкручивает руку, так как ты сначала используешь круговой флоу 00:17:660 (5,6) - а потом резко увеличиваешь угол, что интуитивно читается плохо, не говоря уже о неудобстве.
  8. 00:25:108 (3,4,5) - неконситентный спейс, как-то мало выделяешь или слишком много расстояния до ноты.
Topic Starter
allein

Loreley wrote:

м4м

  • [PP]
  1. 00:06:073 (5) - лучше сделать 2 кика, чтобы сохранить интенсивность и движение при игре,а то курсор будет стоять на месте несколько миллисекунд) да
  2. 00:09:694 (9) - тут есть звук, но слабый, можно стрим вывести на слайдер, так будет проще играться не хочу смешивать это все, еще и звук очень слабый
  3. 00:18:901 (1) - нк на вокал, да и паттерн красивее будет выглядить да
  4. 00:25:522 (1) - тоже нк, и спейсинг не консистентен с 00:18:694 (4,1) - да
  5. 00:31:315 (3) - http://puu.sh/uLV0Z/ddd5d0d223.png чтобы выделить ласт звук получше, да и этот флоу удобнее да
  6. 00:03:073 (7,1) - не очень эстетично, а также не очень удобно, лучше переместить их под слайдер под слайдером теряется вся идея паттерна, да и смотрится не очень тбх
    [Hard]
  7. 00:17:867 (6,1,2) - ужаснейший флоу, этот тупой угол просто выкручивает руку, так как ты сначала используешь круговой флоу 00:17:660 (5,6) - а потом резко увеличиваешь угол, что интуитивно читается плохо, не говоря уже о неудобстве. вроде бы пофиксил
  8. 00:25:108 (3,4,5) - неконситентный спейс, как-то мало выделяешь или слишком много расстояния до ноты. пофиксил
walaowey
hi mod as u requested :3 and sorry for the delay

General
Why are gero and pkhg in tags?, are they gd-ing?

Heroes
00:19:625 (2) - , 00:22:935 (2) - , 00:29:556 (2) - i dont hear anything here :P why did u place notes here too? xD
00:30:073 (5,1,2) - (5) -> (1) should have bigger jump imo, since (1) sounds alot stronger. while (1) -> (2) should have smaller jump.
00:18:901 (1) - this spacing is a bit big imo, the beats was not that strong unless you're going for the vocal instead? ><
00:26:349 (1) - bigger jump for this? need more emphasization for that cymbal sound imo
00:25:729 (2,3) - the clap works better on 00:25:935 (3) - imo

Hard
00:16:315 (6) - ,00:19:625 (2) - , 00:22:935 (6) - , 00:29:556 (6) - i dont hear any beats here too :o

Forest's Normal
00:22:624 (5) - a little ds problem here :D
00:30:901 (3) - a combination of 1/2 slider + circle here works better imo, to emphasize the last notes like u did in easy diff :D


That's all from me, Good Luck :D
Topic Starter
allein

walaowey wrote:

hi mod as u requested :3 and sorry for the delay

Why are gero and pkhg in tags?, are they gd-ing? yh

00:19:625 (2) - , 00:22:935 (2) - , 00:29:556 (2) - i dont hear anything here :P why did u place notes here too? xD i'll think on this, really why i did this LOL
00:30:073 (5,1,2) - (5) -> (1) should have bigger jump imo, since (1) sounds alot stronger. while (1) -> (2) should have smaller jump. y
00:18:901 (1) - this spacing is a bit big imo, the beats was not that strong unless you're going for the vocal instead? >< vocal
00:26:349 (1) - bigger jump for this? need more emphasization for that cymbal sound imo Ye
00:25:729 (2,3) - the clap works better on 00:25:935 (3) - imo no, i clearly hear a kick there

That's all from me, Good Luck :D
Nokashi
Was requested to check the platter, will do so on saturday, placeholder
Benita
Platter chatlog
16.38 Nelly: Benny
16.38 Nelly: quick
16.38 Nelly: I need your help
17.01 Benny-: what
17.01 Benny-: am i too late? xd
17.01 Nelly: could you mod my map really quick?
17.01 Nelly: nah :^)
17.02 Benny-: what map
17.02 Nelly: Pokemon shit xd
17.02 *Nelly is listening to [https://osu.ppy.sh/b/1252437 Kirsten Price - We Will Be Heroes]
17.03 Benny-: and wtf when did you become higher rank than me :thinking:
17.03 Nelly: Dunning Krugger effect son
17.03 Benny-: what does that mean even
17.03 Benny-: :(
17.03 Nelly: karma
17.03 Nelly: if in short
17.04 Benny-: what
17.04 Benny-: I've only been good towards you
17.04 Benny-: so that doesn't make sense
17.04 Nelly: well, okay
17.05 Benny-: your diff has a few unrankable hyperdashes
17.05 Nelly: where?
17.06 Benny-: well do you want me to mod it through chat or forum?
17.06 Nelly: chat
17.06 Benny-: ok
17.07 Nelly: if you have some time
17.07 Benny-: 00:02:763 (3,1,2) - hyperdashes straight into antiflow is unrankable
17.07 Nelly: hmmm
17.07 Benny-: you see the movement of 00:03:177 (1,2) - goes to straight to the left so you need to turn right after landing the hyperjump
17.08 Nelly: i just love modding xd https://osu.ppy.sh/ss/7678418
17.09 Benny-: that slider will just play as a straigth down vertical slider btw
17.09 Benny-: The curve doesn't have any affect on gameplay when placed outside the playfield xd
17.10 Nelly: straight slider then?
17.10 Benny-: na it doesn't matter really
17.10 Benny-: just saying
17.10 Benny-: I wouldn't really place objects that far out anyway
17.10 Nelly: oh
17.11 Nelly: and great i already made a straight slider oh my god
17.11 Benny-: It says in the guideline the direction of a hyperjump shouldn't be placed on the very edges of the playfield but idk
17.11 Nelly: is this okay? https://osu.ppy.sh/ss/7678432
17.12 Benny-: looks okay
17.13 Benny-: okay onto next unrankable hyperdash
17.13 Benny-: 00:12:693 (4,1) - 1/4 hyperdashes are unrankable on BPM higher than 120
17.13 Benny-: it's also extremely long
17.13 Benny-: like, hypers in general shouldn't be much longer than hyper trigger distance
17.13 Nelly: i can agree
17.14 Benny-: you can try like
17.14 Benny-: it doesn't sound very good but
17.14 Benny-: you can try having these 00:12:280 (3,4) - as triplets instead
17.14 Benny-: then you get to keep the hyper between 00:12:693 (4,1) -
17.15 Benny-: or, it sounds okay but not as well as a full stream
17.15 Nelly: well the music is using 1/4 rhythm but idk
17.15 Benny-: yes, but 1/4 hypers are unrankable either way
17.15 Benny-: so you either have to do that
17.15 Benny-: or remove the hyper
17.15 Benny-: it's up to you
17.16 Nelly: rip dt pp farming xd
17.16 Benny-: lol
17.16 Nelly: removed the hyper
17.17 Nelly: dont take it seriously though ;D
17.17 Benny-: yeye xd
17.17 Benny-: 00:15:384 (2,3) - I don
17.17 Benny-: oops
17.17 Benny-: I don't feel like 3 is that strong of a beat
17.18 Benny-: doesn't really support hyperdash imo but it's not unrankable
17.18 Benny-: 00:17:867 (1,2,3) - like here I understand the hyper usage because of the vocal
17.18 Nelly: removed
17.19 Benny-: okok
17.19 Benny-: 00:19:522 (4,1) - this also is very antiflow hyperdash
17.19 Benny-: try tilting 1 so it looks like 00:20:556 (3) - maybe
17.20 Benny-: should fix it
17.20 Benny-: but rearrange the notes afterwards ofc
17.20 Benny-: also maybe add a finisher on 00:19:729 (1) - ?
17.20 Benny-: I can hear a finisheralike sound in the music
17.21 Nelly: okay
17.22 Benny-: 00:24:487 (5,1) - and here also antiflow :s
17.23 Benny-: and here 00:25:315 (2,3) -
17.23 Benny-: and here 00:29:246 (3,1) - and 00:30:280 (2,3) -
17.23 Benny-: xd
17.25 Benny-: oh and finisher here too maybe 00:26:349 (1) -
17.26 Benny-: all makes sense?
17.26 Nelly: wait
17.26 Nelly: im still fixing stuff D:
17.26 Benny-: yesyes
17.26 Benny-: I'm just asking if you understood it
17.26 Benny-: haha<3
17.26 Benny-: if you got any questions n stuff
17.27 Nelly: trying to make a perfect flow here https://osu.ppy.sh/ss/7678537
17.27 Nelly: but I cant place a HD reverse slider
17.27 Nelly: thats what im doing currently
17.28 Benny-: yaok >< maybe you need to adjust some patterns before to make room for other patterns :s
17.29 Nelly: oh nvm i got it
17.29 Nelly: thanks distance snapping
17.29 Benny-: o
17.31 Nelly: wait
17.31 *Benny- is waiting
17.31 Nelly: what about 00:22:004 (2,3) - theyre also should be fixed right?
17.31 Benny-: nah they are fine
17.32 Benny-: follows flow
17.32 Nelly: ok
17.32 Nelly: ill check until ill say something
17.33 Nelly: is this fine? https://osu.ppy.sh/ss/7678580
17.34 Benny-: I think so
17.34 Benny-: It's a bit hard to see how it will play though
17.35 Nelly: well okay
17.35 Nelly: i guess its done :o
17.35 Benny-: did you fix the other hyperdashes as well?
17.35 Nelly: at the end?
17.36 Benny-: yes
17.36 Benny-: 00:24:487 (5,1) - 00:25:315 (2,3) - 00:29:246 (3,1) - 00:30:280 (2,3) -
17.36 Nelly: removed anti-flows
17.36 Nelly: yes
17.36 Benny-: okok
17.36 Benny-: good
17.36 Benny-: then it should be fine :3
17.37 Nelly: :ok_hand:
Nelly

Benny- wrote:

Platter chatlog
16.38 Nelly: Benny
16.38 Nelly: quick
16.38 Nelly: I need your help
17.01 Benny-: what
17.01 Benny-: am i too late? xd
17.01 Nelly: could you mod my map really quick?
17.01 Nelly: nah :^)
17.02 Benny-: what map
17.02 Nelly: Pokemon shit xd
17.02 *Nelly is listening to [https://osu.ppy.sh/b/1252437 Kirsten Price - We Will Be Heroes]
17.03 Benny-: and wtf when did you become higher rank than me :thinking:
17.03 Nelly: Dunning Krugger effect son
17.03 Benny-: what does that mean even
17.03 Benny-: :(
17.03 Nelly: karma
17.03 Nelly: if in short
17.04 Benny-: what
17.04 Benny-: I've only been good towards you
17.04 Benny-: so that doesn't make sense
17.04 Nelly: well, okay
17.05 Benny-: your diff has a few unrankable hyperdashes
17.05 Nelly: where?
17.06 Benny-: well do you want me to mod it through chat or forum?
17.06 Nelly: chat
17.06 Benny-: ok
17.07 Nelly: if you have some time
17.07 Benny-: 00:02:763 (3,1,2) - hyperdashes straight into antiflow is unrankable
17.07 Nelly: hmmm
17.07 Benny-: you see the movement of 00:03:177 (1,2) - goes to straight to the left so you need to turn right after landing the hyperjump
17.08 Nelly: i just love modding xd https://osu.ppy.sh/ss/7678418
17.09 Benny-: that slider will just play as a straigth down vertical slider btw
17.09 Benny-: The curve doesn't have any affect on gameplay when placed outside the playfield xd
17.10 Nelly: straight slider then?
17.10 Benny-: na it doesn't matter really
17.10 Benny-: just saying
17.10 Benny-: I wouldn't really place objects that far out anyway
17.10 Nelly: oh
17.11 Nelly: and great i already made a straight slider oh my god
17.11 Benny-: It says in the guideline the direction of a hyperjump shouldn't be placed on the very edges of the playfield but idk
17.11 Nelly: is this okay? https://osu.ppy.sh/ss/7678432
17.12 Benny-: looks okay
17.13 Benny-: okay onto next unrankable hyperdash
17.13 Benny-: 00:12:693 (4,1) - 1/4 hyperdashes are unrankable on BPM higher than 120
17.13 Benny-: it's also extremely long
17.13 Benny-: like, hypers in general shouldn't be much longer than hyper trigger distance
17.13 Nelly: i can agree
17.14 Benny-: you can try like
17.14 Benny-: it doesn't sound very good but
17.14 Benny-: you can try having these 00:12:280 (3,4) - as triplets instead
17.14 Benny-: then you get to keep the hyper between 00:12:693 (4,1) -
17.15 Benny-: or, it sounds okay but not as well as a full stream
17.15 Nelly: well the music is using 1/4 rhythm but idk
17.15 Benny-: yes, but 1/4 hypers are unrankable either way
17.15 Benny-: so you either have to do that
17.15 Benny-: or remove the hyper
17.15 Benny-: it's up to you
17.16 Nelly: rip dt pp farming xd
17.16 Benny-: lol
17.16 Nelly: removed the hyper
17.17 Nelly: dont take it seriously though ;D
17.17 Benny-: yeye xd
17.17 Benny-: 00:15:384 (2,3) - I don
17.17 Benny-: oops
17.17 Benny-: I don't feel like 3 is that strong of a beat
17.18 Benny-: doesn't really support hyperdash imo but it's not unrankable
17.18 Benny-: 00:17:867 (1,2,3) - like here I understand the hyper usage because of the vocal
17.18 Nelly: removed
17.19 Benny-: okok
17.19 Benny-: 00:19:522 (4,1) - this also is very antiflow hyperdash
17.19 Benny-: try tilting 1 so it looks like 00:20:556 (3) - maybe
17.20 Benny-: should fix it
17.20 Benny-: but rearrange the notes afterwards ofc
17.20 Benny-: also maybe add a finisher on 00:19:729 (1) - ?
17.20 Benny-: I can hear a finisheralike sound in the music
17.21 Nelly: okay
17.22 Benny-: 00:24:487 (5,1) - and here also antiflow :s
17.23 Benny-: and here 00:25:315 (2,3) -
17.23 Benny-: and here 00:29:246 (3,1) - and 00:30:280 (2,3) -
17.23 Benny-: xd
17.25 Benny-: oh and finisher here too maybe 00:26:349 (1) -
17.26 Benny-: all makes sense?
17.26 Nelly: wait
17.26 Nelly: im still fixing stuff D:
17.26 Benny-: yesyes
17.26 Benny-: I'm just asking if you understood it
17.26 Benny-: haha<3
17.26 Benny-: if you got any questions n stuff
17.27 Nelly: trying to make a perfect flow here https://osu.ppy.sh/ss/7678537
17.27 Nelly: but I cant place a HD reverse slider
17.27 Nelly: thats what im doing currently
17.28 Benny-: yaok >< maybe you need to adjust some patterns before to make room for other patterns :s
17.29 Nelly: oh nvm i got it
17.29 Nelly: thanks distance snapping
17.29 Benny-: o
17.31 Nelly: wait
17.31 *Benny- is waiting
17.31 Nelly: what about 00:22:004 (2,3) - theyre also should be fixed right?
17.31 Benny-: nah they are fine
17.32 Benny-: follows flow
17.32 Nelly: ok
17.32 Nelly: ill check until ill say something
17.33 Nelly: is this fine? https://osu.ppy.sh/ss/7678580
17.34 Benny-: I think so
17.34 Benny-: It's a bit hard to see how it will play though
17.35 Nelly: well okay
17.35 Nelly: i guess its done :o
17.35 Benny-: did you fix the other hyperdashes as well?
17.35 Nelly: at the end?
17.36 Benny-: yes
17.36 Benny-: 00:24:487 (5,1) - 00:25:315 (2,3) - 00:29:246 (3,1) - 00:30:280 (2,3) -
17.36 Nelly: removed anti-flows
17.36 Nelly: yes
17.36 Benny-: okok
17.36 Benny-: good
17.36 Benny-: then it should be fine :3
17.37 Nelly: :ok_hand:
Updated
schoolboy
easy
00:20:556 (2,3) - this blanket can be improved
00:23:039 (1,2) - why do u totally ignore the vocals here, while this 00:17:246 (2,3) - is clearly mapped on them?
00:28:004 (3) - just a personal preference, but this slider looks better if ctrl+j'd

normal
00:02:142 (2) - not rly a good idea to map this on vocals because 00:01:522 (1) - this is mapped on the instruments, which ignores the vocals here 00:01:315 -, so it creates a kind of inconsistency, which is kinda weird
00:04:418 (3,1) - this is fine btw, but still a bit uncool
00:13:935 (2) - maybe ctrl+g + ctrl+j?
00:17:867 (1) - delete the nc
00:19:728 (1,2) - kinda the same thing as 00:13:935 (2)
00:24:694 (1) - delete the nc
00:27:591 (2,3) - this flow feels a little bit harsh, try to do smth like https://puu.sh/v3lLH/30940c1cdf.png instead?
00:31:315 - maybe you will make it clickable? sound's kinda strong and deserves some emphasis, especially in a such low diff

hard
00:07:522 (4,5) - suggestion, because the current flow looks damaged :? :? https://puu.sh/v3lYI/da5186b0dd.png
00:18:073 (1,2) - not really pleasant to play tbh, try smth like https://puu.sh/v3m3x/169778e55f.png
00:20:970 (6) - id just ctrl+g this
00:22:211 (4,5) - nicely curved

insane
00:05:039 (2,3) - this spacing is kinda low for this section, in comparison with 00:01:729 (2,3,4,5) -. consider making it bigger
00:05:660 (1) - this nc is unnecessary, the follow point will look rly cool here (like here 00:12:280 (4) - though)
00:21:591 (2,3) - kinda low spacing, try smth like https://puu.sh/v3meQ/c294799aff.png ?
00:31:315 (3) - id give this moaar spacing, x=120 y=278 maybe owo
oh, and 00:19:625 (2) - , 00:22:935 (2) - etc are indeed overmapped, 00:29:556 (2) - especially here
Topic Starter
allein

Komore wrote:

hard
00:07:522 (4,5) - suggestion, because the current flow looks damaged :? :? https://puu.sh/v3lYI/da5186b0dd.png ye
00:18:073 (1,2) - not really pleasant to play tbh, try smth like https://puu.sh/v3m3x/169778e55f.png ye
00:20:970 (6) - id just ctrl+g this dont see any reason
00:22:211 (4,5) - nicely curved xd

insane
00:05:039 (2,3) - this spacing is kinda low for this section, in comparison with 00:01:729 (2,3,4,5) -. consider making it bigger
00:05:660 (1) - this nc is unnecessary, the follow point will look rly cool here (like here 00:12:280 (4) - though) i made it to point out the background sounds
00:21:591 (2,3) - kinda low spacing, try smth like https://puu.sh/v3meQ/c294799aff.png ? changed spacing, your one is nice but 00:20:970 (6) -
00:31:315 (3) - id give this moaar spacing, x=120 y=278 maybe owo too far pls, but moved it abit
oh, and 00:19:625 (2) - , 00:22:935 (2) - etc are indeed overmapped, 00:29:556 (2) - especially here yeee
Nelly
Log with Gordon123

IRC Mod
2017-03-30 21:12 Gordon123: 00:05:660 (2,3) - ну я не знаю как по мне,тут можно что нибудь придумать
2017-03-30 21:12 Gordon123: по лучше чем просто 2 слайдера
2017-03-30 21:12 Nelly: 1/1 слайдер не?
2017-03-30 21:13 Gordon123: видскрин суппорт выруби
2017-03-30 21:13 Gordon123: о
2017-03-30 21:13 Gordon123: ты могёшь их параллельно поставить
2017-03-30 21:13 Nelly: как мне его включить
2017-03-30 21:13 Nelly: лол
2017-03-30 21:13 Nelly: первый раз слышу
2017-03-30 21:13 Gordon123: сонг сетап
2017-03-30 21:13 Gordon123: десигн
2017-03-30 21:13 Gordon123: галку убери
2017-03-30 21:14 Nelly: ??? https://osu.ppy.sh/ss/7695354
2017-03-30 21:15 Gordon123: всмысли?
2017-03-30 21:15 Gordon123: https://puu.sh/v3AoH/cf39ed9075.png
2017-03-30 21:16 Nelly: ой
2017-03-30 21:17 Gordon123: 00:05:660 (2,3,1) - https://osu.ppy.sh/ss/7695370 раздельно сделай
2017-03-30 21:17 Gordon123: играется лучше имо
2017-03-30 21:18 Gordon123: 00:27:591 (4) - мб трип лучше?
2017-03-30 21:18 Gordon123: трипл
2017-03-30 21:19 Nelly: не недумаю
2017-03-30 21:19 Gordon123: 00:30:280 (3) - ну и вот подогни его https://osu.ppy.sh/ss/7695388 думаю так лучше
2017-03-30 21:19 Gordon123: платтер как платтер
2017-03-30 21:19 Gordon123: всё и так норм
2017-03-30 21:21 Nelly: кривой слайдер подойдет? https://osu.ppy.sh/ss/7695410
2017-03-30 21:22 Gordon123: ну я там предполагал что бы ещё один джамп на последний слайдер был
2017-03-30 21:22 Gordon123: ну как хочешь
2017-03-30 21:23 Nelly: спасибо!
2017-03-30 21:23 Gordon123: я думаю не стоит вылаживать мне самому! сам напиши и скинь лог

http://puu.sh/v3AVO/f65779cd6a.osu
-Sh1n1-
mod requested by Nelly via PM



General

  1. why "lcfc" in tags if it's already in advance diff, "lowcombofc" is enough.
  2. No custom combo colours? default are ok but just a suggestion if you wanna add more or change some like purple into light purple.
  3. Circle Size should be 4 to increase stars, the map is too short and BPM is low, as you don't have Rain diff, CS4 could be more apropiate to this diff imo, just a suggestion, it's up to you.

Nelly's Platter

First of all I wanna tell you that the following suggestions will be based on this diff as a platter, some hypers are consecutive or in conjunction with other hyperdashes, remenber that Platters should serve as an introduction to hyperdashing, think on it if you wanna make this diff as a platter should be.

  1. 00:07:729 (3,1) - unnecessary hyperdash, 2.30x of distance is better to enphasize voice pitch.
  2. 00:12:073 (2,3) - nope, hyperdash will be too hard at this part cause you have a hyperdash on 00:11:246 -.
  3. 00:13:108 - this part is the kiai time (you didn't add one cause the song is too short and kiai will be larger than normal part so it's understandable, but this is the most intense part of the song), also finish hitsound cause there is a strong sound here. In the other hand I'm happy cause you know that 1/4 hyperdashes in platter are unrankable (unless your BPM is lower than 120), I feel that you skip this hyperdash only for that rule, so after my explanation here is my advice: 00:12:694 (4) - finish this on 00:12:901 - and make a 1/2 hyperdash with 00:13:108 (1) -. I know that drums sounds at 00:13:004 - too but is not necessary to follow (I don't know if you play BEAUTIFUL WORLD, I had the same trouble as you and lot of people suggested me the same thing, Platter: 00:38:847 (5,6) - and 00:40:347 (4,1) -) and it will be more reasonable thinking as a platter diff.
  4. 00:17:867 (1,2) - unnecessary hyperdash. 00:17:867 (1,2,3,4,1) - 3 hyperdashes in a row? it feels overdone for a platter diff tbh.
  5. 00:22:005 (2,3) - nope, following your previous patterns, this sound isn't strong enough to add a hyperdash, if you wanna keep this, you should add some hypers on previous parts like 00:15:384 (2,3) - and there will be a lot of hypers in the diff, too much for a platter diff imo.
  6. 00:23:660 (3,4) - keeping consistency with your previous patterns, these shouldn't be hyperdash.
  7. 00:28:004 (1,2) - unnecessary hyperdash too, you didn't enphasize this kind of vocal pitches with hyperdash, example: 00:14:763 (1,2) - and 00:21:384 (1,2) -
  8. 00:30:280 (3,4) - another hyperdash that feels overdone for a platter diff.
Remenber that my suggestions are based on how a platter diff should be, If it's not your intention and you want to keep your current hyperdashes and make a harder diff, ignore my suggestions and keep reading...

This part of the mod is if you wanna change your platter into Rain, after testing your diff, I feel that is closer to Rain than platter, stars doesn't show the difficulty but you shouldn't care of it, quite the opposite to the previous suggestions, I wanna give you some advices to add more hyperdashes, this is more for consistency tbh.

  1. 00:06:073 (3,1) - add a hyperdash for consistency with 00:07:729 (3,1) -, vocal pitch is very similar.
  2. 00:12:693 (4,1) - missing hyperdash, as I said previously, this is like a Kiai Time cause is the most intense part of the song, also you enphasize the strong cymbal sound with finish hitsound. Furthermore consistency with 00:19:522 (4,1) -
  3. 00:16:004 (3,1) - one more time, it feels like if you skip a hyperdash here, consistency with 00:22:625 (3,1) -, a suggestion could be making 00:15:384 (2) - same as 00:16:418 (1) -, move 00:16:004 (3) - to the left keeping the current distance with 00:15:384 (2) -.

This part of the mod is in general, it doesn't care if you want to make this diff as a rain or as a platter, is just consistency and some general stuff. My intention is try to keep a better order (consistency), it doesn't mean that your diff is bad, quite the opposite, I really like your patterns, I feel that with a little bit of consistency throughout the whole diff will be ready and I'll be agree on giving you the apple Icon.

  1. 00:03:384 (2) - straight sliders are unsightly, and is easy to miss a droplet, I recommend you to add a curve or something related.
  2. 00:11:246 (1) - I suggest you to keep consistency with 00:09:798 (1,2) - cause instrumental is basically the same, so finish 00:11:246 (1) - at 00:11:453 - and add a new slider at 00:11:660 -.
  3. 00:12:280 - NC, there are 11 fruits already and I'm not sure if you will follow my suggestions on the previous mod, if you decided to follow there will be more fruits at this part, so NC will be a great option imo.
  4. 00:22:005 (2,3) - remove the current hyperdash to keep consistency with 00:15:384 (2,3) -, is not the same as 00:17:867 (1,2) - cause this part is the prelude of the second half of the intense part, a suggestion could be add a curve on 00:22:005 (2) - like 00:18:901 (3) - to remove the hyperdash between 00:22:005 (2,3) -
  5. 00:23:453 - this drum is totally audible and deserve a little jump or at least a movement. 00:23:039 (1,2,3) - could be changed into two 1/2 sliders or 1 slider of 1/2 with reverse and 1 note?
  6. 00:23:660 (3,4) - only for consistency but this shouldn't be hyperdash.
Feel free to call me back, it will be better if we talk in game or discord, depends of what do you think about my mod, great work here, take my star.
Nelly

-Sh1n1- wrote:

mod requested by Nelly via PM



General

  1. why "lcfc" in tags if it's already in advance diff, "lowcombofc" is enough.
  2. No custom combo colours? default are ok but just a suggestion if you wanna add more or change some like purple into light purple.
  3. Circle Size should be 4 to increase stars, the map is too short and BPM is low, as you don't have Rain diff, CS4 could be more apropiate to this diff imo, just a suggestion, it's up to you.

Nelly's Platter

First of all I wanna tell you that the following suggestions will be based on this diff as a platter, some hypers are consecutive or in conjunction with other hyperdashes, remenber that Platters should serve as an introduction to hyperdashing, think on it if you wanna make this diff as a platter should be.

  1. 00:07:729 (3,1) - unnecessary hyperdash, 2.30x of distance is better to enphasize voice pitch.
  2. 00:12:073 (2,3) - nope, hyperdash will be too hard at this part cause you have a hyperdash on 00:11:246 -.
  3. 00:13:108 - this part is the kiai time (you didn't add one cause the song is too short and kiai will be larger than normal part so it's understandable, but this is the most intense part of the song), also finish hitsound cause there is a strong sound here. In the other hand I'm happy cause you know that 1/4 hyperdashes in platter are unrankable (unless your BPM is lower than 120), I feel that you skip this hyperdash only for that rule, so after my explanation here is my advice: 00:12:694 (4) - finish this on 00:12:901 - and make a 1/2 hyperdash with 00:13:108 (1) -. I know that drums sounds at 00:13:004 - too but is not necessary to follow (I don't know if you play BEAUTIFUL WORLD, I had the same trouble as you and lot of people suggested me the same thing, Platter: 00:38:847 (5,6) - and 00:40:347 (4,1) -) and it will be more reasonable thinking as a platter diff.
  4. 00:17:867 (1,2) - unnecessary hyperdash. 00:17:867 (1,2,3,4,1) - 3 hyperdashes in a row? it feels overdone for a platter diff tbh.
  5. 00:22:005 (2,3) - nope, following your previous patterns, this sound isn't strong enough to add a hyperdash, if you wanna keep this, you should add some hypers on previous parts like 00:15:384 (2,3) - and there will be a lot of hypers in the diff, too much for a platter diff imo.
  6. 00:23:660 (3,4) - keeping consistency with your previous patterns, these shouldn't be hyperdash.
  7. 00:28:004 (1,2) - unnecessary hyperdash too, you didn't enphasize this kind of vocal pitches with hyperdash, example: 00:14:763 (1,2) - and 00:21:384 (1,2) -
  8. 00:30:280 (3,4) - another hyperdash that feels overdone for a platter diff.
Remenber that my suggestions are based on how a platter diff should be, If it's not your intention and you want to keep your current hyperdashes and make a harder diff, ignore my suggestions and keep reading...

This part of the mod is if you wanna change your platter into Rain, after testing your diff, I feel that is closer to Rain than platter, stars doesn't show the difficulty but you shouldn't care of it, quite the opposite to the previous suggestions, I wanna give you some advices to add more hyperdashes, this is more for consistency tbh.

  1. 00:06:073 (3,1) - add a hyperdash for consistency with 00:07:729 (3,1) -, vocal pitch is very similar.
  2. 00:12:693 (4,1) - missing hyperdash, as I said previously, this is like a Kiai Time cause is the most intense part of the song, also you enphasize the strong cymbal sound with finish hitsound. Furthermore consistency with 00:19:522 (4,1) -
  3. 00:16:004 (3,1) - one more time, it feels like if you skip a hyperdash here, consistency with 00:22:625 (3,1) -, a suggestion could be making 00:15:384 (2) - same as 00:16:418 (1) -, move 00:16:004 (3) - to the left keeping the current distance with 00:15:384 (2) -.

This part of the mod is in general, it doesn't care if you want to make this diff as a rain or as a platter, is just consistency and some general stuff. My intention is try to keep a better order (consistency), it doesn't mean that your diff is bad, quite the opposite, I really like your patterns, I feel that with a little bit of consistency throughout the whole diff will be ready and I'll be agree on giving you the apple Icon.

  1. 00:03:384 (2) - straight sliders are unsightly, and is easy to miss a droplet, I recommend you to add a curve or something related.
  2. 00:11:246 (1) - I suggest you to keep consistency with 00:09:798 (1,2) - cause instrumental is basically the same, so finish 00:11:246 (1) - at 00:11:453 - and add a new slider at 00:11:660 -.
  3. 00:12:280 - NC, there are 11 fruits already and I'm not sure if you will follow my suggestions on the previous mod, if you decided to follow there will be more fruits at this part, so NC will be a great option imo.
  4. 00:22:005 (2,3) - remove the current hyperdash to keep consistency with 00:15:384 (2,3) -, is not the same as 00:17:867 (1,2) - cause this part is the prelude of the second half of the intense part, a suggestion could be add a curve on 00:22:005 (2) - like 00:18:901 (3) - to remove the hyperdash between 00:22:005 (2,3) -
  5. 00:23:453 - this drum is totally audible and deserve a little jump or at least a movement. 00:23:039 (1,2,3) - could be changed into two 1/2 sliders or 1 slider of 1/2 with reverse and 1 note?
  6. 00:23:660 (3,4) - only for consistency but this shouldn't be hyperdash.
Feel free to call me back, it will be better if we talk in game or discord, depends of what do you think about my mod, great work here, take my star.
Some stuff we fixed on Discord, thanks for the mod https://puu.sh/v4nh0/6aed1ce84e.osu
lcfc

-Sh1n1- wrote:

why "lcfc" in tags if it's already in advance diff, "lowcombofc" is enough.
because diff names do not appear on search if they're not in the tags also.

I normally have a ranked GD, but because lcfc was not included in tags it doesn't show.
-Sh1n1-
try searching in pending section? orz

lcfc
that is because lcfc is in tags for those specific maps lol, I have way more maps than those if you search lowcombofc
-Sh1n1-
xdd ok ok keep

LowComboFC wins
/me runs...

InternalLight call me when you update the map
lcfc
this misunderstanding happens alot of times xD seems like ctb is already set while std is not even finished :eyes:
@InternalLight reminder to hitsound my diff and find a couple of mods
-Sh1n1-
CtB difficulty looks fine to me now and I think that is ready to go, good luck guys.
Topic Starter
allein

-Sh1n1- wrote:

CtB difficulty looks fine to me now and I think that is ready to go, good luck guys.
thank you~ ❤
Nelly
HELL YEAH
Underforest
just checked the mods a while ago. didn't find nothing to fix lol
@internallight fix 00:22:624 (5) - ds to 1.40x for me, pls
wajinshu
омг епт РАНКНЕШЬ
Topic Starter
allein

wajinshu wrote:

омг епт РАНКНЕШЬ
O_O
Xinnoh
ok but why this song
hi-mei
я чето не глянул что тут 30 секунд всего
и модить нечего особо

ласт дифа:
пара советов
насчет эмфасиса:
00:01:522 - вот такие звуки не должны быть на концах слайдера, это белый тик и ознаменование нового такта
+ могу добавить что дистанция перед этим звуком должна быть большей чем к следующему звуку
00:00:280 (2,3,4) - например как тут, 4 является самым громким звуком, он должен быть выделен большей дистанцией, 0.15х прирост ДС-а это не особо чувствуется


по структуре:
00:06:280 (6,4) - вот такие оверлапы в таких нетехнических картах я бы избегал
00:06:487 (1,2,3,4,5) - сделай нормальную звезду с помощью ctrl+shift+d
там еще есть куча похожих моментов, которые можно было паттернизировать


по ритму:
00:10:832 (4,5) - вот эти сделай как слайдер, так же как ты сделал 00:10:418 (3) - тут, это один и тот же звуковой оборот
я бы вообще все голосовые звуки по 2 ноты сделал бы слайдерами

кстати 00:12:073 - вот это должна быть нота, это конец фразы на сильном выражении
00:21:591 (2) - ctrl g
00:22:004 (3) - ^
джмпы к слайдерам тут выглядят более солидно... блять я не могу писать на русском
короче мне рили тяжело обьяснять базовый уровень


как я и сказал, тут модить нечего, постарайся продумать нормально дистанции между сильными нотами
сделай норрмальные пятиугольники по 72 градуса
попроси пару тестплеев с дт, тебе скажут в чем проблема если такая имеется

гл
Topic Starter
allein

hi-mei wrote:

00:01:522 - вот такие звуки не должны быть на концах слайдера, это белый тик и ознаменование нового такта ну хз, на этом моменте я более ориентировался на вокал, на этой точке конец вокала который начинается на 00:01:315 - , по этому я решил объеденить их в один слайдер чтобы не получилась каша
все остальное пофиксил, ага
Gero
Finished.

Gero's Insane
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Topic Starter
allein
ayyyyyyy yesss!
riffy
Since Gero requested a check, I thought I might as well just mod it right away

[General]
  1. Что-то мне подсказывает, что мп3 на самом деле не 128, а ниже был по битрейту. Качество оставляет желать лучшего, плюс звук сам по себе тихий у мп3 файла. Давай попробуем поискать звук получше?
  2. Я понимаю, что стандартные цвета вполне неплохо смотрятся (на стандартном скине, во всяком случае). Но скины у каждого игрока разные, поэтому все-равно стоит включить какие-то конкретные комбо цвета на всех сложностях. Например, можно взять их у Геро.
  3. Давай переконвертируем фон в JPEG? Сохраним практически мегабайт места на диске, да и фон будет весить меньше, чем твой текщий мп3 файл. Попробуй вот этот фон
[Forest's Easy]
  1. 00:18:280 (3,4) - here the sliders are not parallel whereas 00:16:418 (1) - 00:08:142 (2,1) - pretty much every other rpattern consisting of two straight sliders used parallel flow.
  2. 00:26:349 (1,2) - pretty sure that aiming for a more linear transition could have worked slightly better. Ttry a more circlular pattern?

    I feel a bit uneasy about visuals/patterning, but it's a nice difficulty otherwise!
[Forest's Normal]
  1. 00:04:625 - the actual vocals are snapped here, and mapping them with a slidertail sort of weakens the feedpack a player would get. So, how about something more vocals-centered? example

    My main concern is the visual structure, as I feel like this difficulty lacks some. for instance, the tranistions 00:12:073 (5,1,2,3) - here are very different in terms of angles and flow, then 00:16:418 (1,2,3) - it continues with a different kind of transition that does not match the logic of the previous patterns. Can you explain the way 00:12:073 (5,1,2,3,4) - this part would flow? Or if it's not flow based, what kind of structure do you follow?
[LCFC's Advanced]
  1. I feel like the spacing values are too high. You see, the higher spacing goes, the more sliders contrast with the spacing. Essentially, it means that after each slider players have to go x1.8 times faster, which results in a choppy feel and sort of aggressive flow. The idea on its own is not wrong, as the contrast between spacing and sliders can be used to get the most out of the song, yet in this case it feels sort of artificial as the nature of the song does not justify this usage of spacing.

    The best way to sort this out is to increase the slider velocity and lower spacing, so, something like 1.3 for slider velocity and x1.3 for Distance Spacing would work great while matching the nature of the song better. Giv it a try and see if you can agree with that!
[Hard]
  1. 00:18:073 (1,2,3,4) - вот тут у тебя джампы стоят по хлопкам в музыке, но в паттернах до/после этого нет. Может быть стоит и тут эти джампы убрать?
  2. 00:30:487 (2,1) - вот тут встати зря джамп не поставил, попробуй, там по вокалам вписывается. Там же идет увеличение интенсивности, если сравнивать с двумя предыдущими комбо. Попробуй что-то такое\

    Я бы попробовал сделать более четкую структуру джампов или оставил их только под конец трека. По ритму и визуалке все очень неплохо, хорошая работа!
[Gero's Insane]
  1. 00:02:349 - wouldn't hitsounding the slidertick be a more reasonable thing in this case? The whole point of hitsounding is to give feedback. The storyboarded hitsound doesn't do that, as you get to hear the beat even if you don't hold the actual slider, which sort of feels illogical to me.
  2. 00:07:729 (3,1) - 00:09:384 (3,1) - compare these two, the second one clearly deserves more emphasis and in order to give it, you might want to weaken the jump between 00:07:729 (3,1) -
  3. 00:11:246 (1,2,3) - (3) is actually the strongest beat here as both hitsounding and the song itself suggest. So, consider giving (3) a jump stronger than the one between 1-2?
  4. 00:13:522 (3,4,5) - can you justify the spacing here, I fail to understand the structure. Essentuially, 00:13:522 (3,7,1) - these are the stronger beats, and 00:13:729 (4,5,8) - these are the beats that you highlight with the jumps. Shouldn't the jumps be used to highlight the stronger beats supported by drums and vocals instead?
    Note: 00:18:694 (3,4,5,6,7) - same would happen here, and while I agree with 5-6-7 I still feel like (4) deserves some emphasis as well. Probably we could try to use different spacing values here to represent various intesity of the beats and keep the emphasis? Probably something like gradually increasing spacing?
    Note2: the example only suggests the way I believe the spacing should be done, your patterning may (and probably should) be completely different!
  5. 00:23:039 (1,2,3) - again, I am sorry, but I can't agree with the spacing you do. I believe that (2) has a jump for the vocals, but somehow you don't pace a jump to (5) which has a lot stronger vocals on it.
  6. 00:13:315 (2,3,4,5,6,7,8) - 00:26:349 (1,2,3,4,1) - identically sounding parts, yet one has the spacing changes and the other one doesn't. Since the song is short I would insist on being more consistent. So, consider finding a way to match the spacing changes with the music you enjoy and stick to it for both of these parts?

    I can't quite get the idea of certain spacing decisions, though I practically adore the symmetrical style. Perhaps you could clarify the logic of these changes, so we could both be confidint that it is all mapped properly?
Я потом допишу, или в игре поговорим про [Heroes], это точно будет сегодня.
Underforest

Bakari wrote:

Since Gero requested a check, I thought I might as well just mod it right away

[Forest's Easy]
  1. 00:18:280 (3,4) - here the sliders are not parallel whereas 00:16:418 (1) - 00:08:142 (2,1) - pretty much every other pattern consisting of two straight sliders used parallel flow. fixed I guess
  2. 00:26:349 (1,2) - pretty sure that aiming for a more linear transition could have worked slightly better. Try a more circlular pattern? ok

    I feel a bit uneasy about visuals/patterning, but it's a nice difficulty otherwise!
[Forest's Normal]
  1. 00:04:625 - the actual vocals are snapped here, and mapping them with a slidertail sort of weakens the feedpack a player would get. So, how about something more vocals-centered? example fixed

    My main concern is the visual structure, as I feel like this difficulty lacks some. for instance, the tranistions 00:12:073 (5,1,2,3) - here are very different in terms of angles and flow, then 00:16:418 (1,2,3) - it continues with a different kind of transition that does not match the logic of the previous patterns. Can you explain the way 00:12:073 (5,1,2,3,4) - this part would flow? Or if it's not flow based, what kind of structure do you follow? about second 12 part, it was a shape mistake which has been curved until 00:12:487 - which follows the background wave music (behind drums) that changes from tone in that part. I tried to fix second 16. Some parts of the visual structure represents the vocal tone, for example 00:15:384 (4) - or 00:22:004 (4) - parts where the vocal gets lows when the letter "o" is pronounced. altho i'm not good explaining that's how i based in my style and point of hearing.
Thanks for the mod, Bakari!
E
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TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:Forest's Normal
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
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Topic Starter
allein

Bakari wrote:

Since Gero requested a check, I thought I might as well just mod it right away

[General]
  1. Что-то мне подсказывает, что мп3 на самом деле не 128, а ниже был по битрейту. Качество оставляет желать лучшего, плюс звук сам по себе тихий у мп3 файла. Давай попробуем поискать звук получше?имг, мп3 вроде не такой уж и плохой, но постараюсь найти что-то
  2. Я понимаю, что стандартные цвета вполне неплохо смотрятся (на стандартном скине, во всяком случае). Но скины у каждого игрока разные, поэтому все-равно стоит включить какие-то конкретные комбо цвета на всех сложностях. Например, можно взять их у Геро. я играю на одноцветном скине, по этому обычно забываю про них :D скопировал
  3. Давай переконвертируем фон в JPEG? Сохраним практически мегабайт места на диске, да и фон будет весить меньше, чем твой текщий мп3 файл. Попробуй вот этот фон к
Я потом допишу, или в игре поговорим про [Heroes], это точно будет сегодня. напишу в игре как зайдешь
По харду все пофиксил
lcfc
Regarding to Bakari's mod, this diff was mainly made to assist the spread, lowering the spacing / ds will bring it close to normal, something that will make the spread pretty inconsistent. However, to have more equality between distance and sv, I raised the sv to 1.3 and lowered the ds to 1.5x (which is basically the same distance as before suprisingly lol). Thank you for your suggestion and I hope you approve of the change!
Gero
Bakari
[Gero's Insane]
  1. 00:02:349 - wouldn't hitsounding the slidertick be a more reasonable thing in this case? The whole point of hitsounding is to give feedback. The storyboarded hitsound doesn't do that, as you get to hear the beat even if you don't hold the actual slider, which sort of feels illogical to me. I think you're exagerating a bit about hitsounding, the slider itself is following the vocal in a proper way, so to be consistent with the whistles each beat, I've decided to use storyboarded hitsounds.
  2. 00:07:729 (3,1) - 00:09:384 (3,1) - compare these two, the second one clearly deserves more emphasis and in order to give it, you might want to weaken the jump between 00:07:729 (3,1) - Agreed with this.
  3. 00:11:246 (1,2,3) - (3) is actually the strongest beat here as both hitsounding and the song itself suggest. So, consider giving (3) a jump stronger than the one between 1-2? Yeah, moved.
  4. 00:13:522 (3,4,5) - can you justify the spacing here, I fail to understand the structure. Essentuially, 00:13:522 (3,7,1) - these are the stronger beats, and 00:13:729 (4,5,8) - these are the beats that you highlight with the jumps. Shouldn't the jumps be used to highlight the stronger beats supported by drums and vocals instead? The reason is basically the same as the one that is down below, anyways I'd like to say that the spacing is not that big to consider it as inconsistent or neither bad, as I've explained that, (Btw this 00:18:280 (2,3,4,5,6,7,8) - new pattern is somehow consistent with this one).
    Note: 00:18:694 (3,4,5,6,7) - same would happen here, and while I agree with 5-6-7 I still feel like (4) deserves some emphasis as well. Probably we could try to use different spacing values here to represent various intesity of the beats and keep the emphasis? Probably something like gradually increasing spacing? That's not my kind of style to be honest, I've fixed it in another way.
    Note2: the example only suggests the way I believe the spacing should be done, your patterning may (and probably should) be completely different!
  5. 00:23:039 (1,2,3) - again, I am sorry, but I can't agree with the spacing you do. I believe that (2) has a jump for the vocals, but somehow you don't pace a jump to (5) which has a lot stronger vocals on it. I'm not against about matching/highlighting every strong beat with a jump, but my style sometimes focus on bring variations through the whole difficulty, (Also if you check it carefully you'll notice that it makes sense due that the whole 1/2 part vocals are basically the same, so making a some kind of variation regarding the spacing won't kill anyone).
  6. 00:13:315 (2,3,4,5,6,7,8) - 00:26:349 (1,2,3,4,1) - identically sounding parts, yet one has the spacing changes and the other one doesn't. Since the song is short I would insist on being more consistent. So, consider finding a way to match the spacing changes with the music you enjoy and stick to it for both of these parts? My intention was to map each Kiai Time in a different way, that's why these aren't mapped the same, so being consistent in a really short song is a bit boring and monotonous, don't you think?

    I can't quite get the idea of certain spacing decisions, though I practically adore the symmetrical style. Perhaps you could clarify the logic of these changes, so we could both be confidint that it is all mapped properly?

Gero's Insane
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Artist:Kirsten Price
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Source:Pokemon Diamond & Pearl: Battle Dimension
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I though we'd clarify a few things on the Insane while we are at it.

Gero wrote:

  1. 00:02:349 - I think you're exagerating a bit about hitsounding, the slider itself is following the vocal in a proper way, so to be consistent with the whistles each beat, I've decided to use storyboarded hitsounds. I still don't understand why not use a slidertick hitsound. this would perform the same function, except it'd be a bit more accurate in a few rare cases.
  2. 00:09:384 (3) - I think we've missed the point of this change, man. The idea I insist on is to give 00:09:798 (1) - some extra spacing emphasis. Let's try to do it by adding some extra ditance between 00:09:384 (3,1) - these two. For instance, you coulld Ctrl+G 00:09:384 (3).
  3. 00:11:246 (1,2,3) - sorry, I don't really see any difference, even though you marked this one as changed. I was expecting (3) to get some sort of a jump to match the spacing between (1) and (2). So, it would be something more like this.
    Note: again, this is a very rough example, you are surely able to get something way prettier than the picture I've just shown!
  4. 00:13:522 (3,4,5) - The reason is basically the same as the one that is down below, anyways We'll get to it a bit later! I'd like to say that the spacing is not that big to consider it as inconsistent (as long as it is visually noticeable, I'd count it as inconsistent, especially when we take into account the nature of the previous difficulty, that has distance spacing applied to practically every pattern) or neither bad (I am fairly sure I never meant to call any of your patterning or any other ideas bad. Yet, just because something isn't bad, it doesn't mean that we can't improve it, right?) , as I've explained that, (Btw this 00:18:280 (2,3,4,5,6,7,8) - new pattern is somehow consistent with this one).
  5. 00:23:039 (1,2,3) - I'm not against about matching/highlighting every strong beat with a jump, but my style sometimes focus on bring variations through the whole difficulty, That does not really answer my question, though. Spacing should be justified by the song itself and then you can add some variety by following the song. For example, you can base variations on following certain instruments and switching to vocals, though? The point I'm trying to make is that you still can have clearly understandable jumps matching the music and bring a good deal of variety. (Also if you check it carefully you'll notice that it makes sense due that the whole 1/2 part vocals are basically the same, so making a some kind of variation regarding the spacing won't kill anyone). Wait a second, how do you correlate the same vocals with different spacing values. Shouldn't it be the other way round?
    As in "same vocals" = "same spacing"? It's not about killing anyone, it's about more accurate representation of the song, though.


    so being consistent in a really short song is a bit boring and monotonous, don't you think? Yeah, I can agree with this point, yet I believe we could combine variable rhythm and add more precise spacing emphasis to that, as to improve the difficulty even further!
Hope this explains my points better!

Meanwhile, here's a quick log of our (InternalLight's and my) conversation. Basically, I suggested improving spacing and adding some more variety to the rhythm.

IRC log (no ingles behind this spoilerbox, sorry!)
14:49 Bakari: Хей!
14:49 InternalLight: привет, ты написал в своем посте что хочешь поговорить о ласт диффе в игре
14:49 InternalLight: о
14:49 InternalLight: ;DDDDD
14:49 Bakari: Тебе как удобнее будет, на форуме дописать или прямо в игре?
14:50 InternalLight: думаю можно в игре
14:50 Bakari: А время-то есть? А то я вкатился, даже подумал, что могу отвлекать от чего-нибудь :D
14:51 InternalLight: да есть есть
14:51 InternalLight: я же сам написать хотел ;D
14:51 Bakari: Замечателньо
14:52 Bakari: Моя основная проблема в том, что у тебя нет как таковых джампов
14:52 InternalLight: нуууу, как
14:52 Bakari: Т.е. по сути практически все объекты по спейсингу где-то в районе ~х2.0 стоят
14:53 InternalLight: я использовал их в самых интенсивных моментах сонга
14:53 InternalLight: аа
14:53 Bakari: И когда что-то действительно нужно выделить
14:53 Bakari: тебе приходится уходить в какие-то очень уж высокие значения
14:54 Bakari: И это не очень хорошо работает со скоростью слайдеров
14:54 Bakari: Т.е. по сути на каждом слайдере игрок замедляется в 2, а то и в три раза
14:54 Bakari: А потом опять ускоряется до следующего слайдера
14:55 InternalLight: ох
14:55 Bakari: Сравни, например 00:07:522 (5,6,7) - 00:06:487 (1,2,3,4) -
14:55 Bakari: Вот тут примерно одинаковый высокий спейсинг везде
14:56 Bakari: А ведь часть использует вокалы, а часть нет
14:56 Bakari: + сам слайдер как-то очень уж все замедляет
14:56 Bakari: А что если нам попробовать больше поиграть с контрастом, например там, где вокалов нет, использвать не очень большой спейсинг
14:56 Bakari: Там где вокалы есть - спейсинг повыше
14:57 InternalLight: нууу окей
14:57 Bakari: Т.е. по сути я предлагаю понизить спейсинг, и поднимать его только там, где это обосновывается вокалами (или ударными, если они тебе больше нравятся)
14:58 InternalLight: тогда из этих трех 00:07:522 (5,6,7) - можно отдалить семерку?
14:58 InternalLight: немного
14:58 InternalLight: там слышен вокал
14:59 Bakari: Попробуй, почему бы и нет
14:59 Bakari: Тут самое интересное начнется тогда, когда ты будешь выделять вокалы
14:59 Bakari: Т.к. часть явно будет сильнее, часть слабее
14:59 Bakari: И спейсинг еще из-за этого будет меняться
15:00 InternalLight: тогда для начала нужно найти части с таким же спейсингом без вокала
15:00 InternalLight: а, тут вообще еще такие есть?
15:01 Bakari: не знаю даже
15:01 InternalLight: похоже, это был единичный случай
15:01 Bakari: И еще по ритму что-то было
15:01 Bakari: Сейчас найду, спрошу
15:02 Bakari: 00:21:384 (1,2,3) - а, вот тут ты под вокалы мапал?
15:03 InternalLight: смешал
15:03 InternalLight: пришлось сделать 00:22:004 (3) - 1/2 чтобы остался кик
15:04 Bakari: я просто тоже сейчас посмешивал все это
15:05 Bakari: Как тебе [https://osu.ppy.sh/ss/7821444 такой] вариант?
15:06 InternalLight: ну как сказать
15:06 InternalLight: какие-то длинные слайдеры для такой сложности
15:06 InternalLight: 00:14:763 (1) - и такой же случай
15:06 InternalLight: просто я в основном использую 1/2 слайдеры
15:07 InternalLight: а тут вылазят лонги
15:07 Bakari: Ну да, длинные, просто когдв у тебя одни 1/2 и серклы
15:07 Bakari: То звучит немного заспамленно
15:08 InternalLight: просто это ласт диффа, и я хочу реализовать все звуки
15:09 Bakari: Но зачем реализовывать абсолютно все звуки?
15:09 Bakari: У тебя это просто не получится сделать. Начнут возникать фоновые 1/4, например
15:09 Bakari: 00:02:246 -
15:10 Bakari: и там до 00:03:177 - на каждом тике какой-то звук
15:10 Bakari: Я подвожу к тому, что логичнее сакцентировать внимание на чем-то одном
15:10 Bakari: В таком случае игроку будет проще уловить ритм и играться будет естественнее
15:11 InternalLight: а что если я
15:12 InternalLight: расширю 00:22:004 (3) - д о00:22:315 -
15:12 InternalLight: и оставлю 00:21:384 (1,2) - как есть?
15:13 Bakari: А зачем там 3/4 cлайдер?
15:13 InternalLight: вокал держится
15:13 Bakari: Ими обычно выделяют клавишные или переходы между вокалами
15:13 Bakari: Если бы у тебя на 00:22:418 - были вокалы, тогда да
15:14 Bakari: Ну, ты попробуй, я только за буду, если тебе понравится
15:14 InternalLight: ой точно, не заметил
15:14 Bakari: Но я к тому, что все равно стомт приоретизировать что-то конкретное
15:14 InternalLight: но тут вроде бы есть что-то 00:22:418 -
15:14 InternalLight: он как раз к тому моменту затухает
15:14 Bakari: Что-то там есть, но если ты слайдер жо этого по вокалам ставишь
15:15 Bakari: То бросать его ради чего-то другого смысла нет
15:15 Bakari: Опять же, мы приходим к тому, что т гонишься за всем, что есть в песне
15:16 Bakari: И получается очень много 1/2 ритма, который мне кажется заспамленным
15:17 InternalLight: мда уж
15:17 Bakari: Если тебе нравится вот такой ритм и тебя полностью устраивает ровный 1/2 - оставляй
15:18 Bakari: Я бы все равно настаивал на большей выразительности в сторону или ударных, или вокала
15:18 Bakari: Т.к. мне кажется, что это бы игралось интереснее
15:19 InternalLight: ну, мне такой спам привычнее
15:19 InternalLight: более по душе
15:20 InternalLight: кстати, что насчет 00:29:660 (1,2,3,1,2,3,1,2,3) - ?
15:20 InternalLight: с ними все нормально?
15:20 Bakari: Это логичный выход из того типа маппинга, что ты выбрал
15:21 Bakari: У тебя весь спейсинг высокий, и чтоб как-то выделить конец, ты выбираешь ну очень уж сильные джампы
15:21 Bakari: Я понимаю, почему ты так спейсанул их, но не могу сказать, что мне нравится такое решение
15:23 InternalLight: обновил геро, кстати
15:23 InternalLight: или ты уже сам?
15:23 Bakari: Я уже утащил его код, еще с ним немного пообщаюсь, если ты не против
15:24 Bakari: В принципе у меня все с твоим инсейном. Спейиснг и ритм. Ритм я оставляю на твое усмотрение, но со спейсингом я бы все-таки поработал еще
15:26 InternalLight: окей, спасибо большое за помощь
15:27 InternalLight: у меня кошмар с бнами вчера был, все тыкали на дрейн тайм
15:27 Bakari: 30 cекунд же есть, чего это они
15:28 InternalLight: дак все равно им не нравятся такие короткие мапы
15:28 InternalLight: человек 8 вчера отказало
15:29 InternalLight: с одинаковой причиной
15:30 Bakari: Странные люди
15:30 Bakari: Это же вроде как официальный кат
15:31 Bakari: Ну, в смысле сам опенинг такой по длине
15:31 InternalLight: ага
15:32 Bakari: Тогда странно даже. У тебя в конце спиннера не было до этого?
15:33 Bakari: Может на сайте почему-то меньше показывало?
15:33 InternalLight: да я не про это
15:33 InternalLight: просто они считают что 30 секунд это слишком мало
15:33 InternalLight: и им не нравится такое
15:33 InternalLight: : /
15:34 Bakari: Как бн говорю, 30 секунд для меня это просто супер
15:34 Bakari: А вот людей с трехминутными треками и пятью+ дифами я избегаю :D
15:34 InternalLight: для меня это самый оптимальный вариант для первого сета на ранкед
15:35 Bakari: Вот ия про то же, и не запутаешься особо
15:35 Bakari: И проверять не очень долго
15:36 Bakari: Я Геро отпишу и заодно лог закину в тред, чтоб не потерялся
15:36 InternalLight: окей
Gero

Bakari wrote:

I though we'd clarify a few things on the Insane while we are at it.

  1. 00:02:349 -I still don't understand why not use a slidertick hitsound. this would perform the same function, except it'd be a bit more accurate in a few rare cases. The storyboard hitsounding exists for a specific reason, which is avoiding to add a "Sample-Slidertick" with the same hitsound, so what's the point to add more weight into the folder file? (Even if this is gonna be minor, it's still unnecesary in my opinon).
  2. 00:09:384 (3) - I think we've missed the point of this change, man. The idea I insist on is to give 00:09:798 (1) - some extra spacing emphasis. Let's try to do it by adding some extra ditance between 00:09:384 (3,1) - these two. For instance, you coulld Ctrl+G 00:09:384 (3). I don't think that CTRL+G will work well with this pattern. As you mentioned before, 2 was the one that needed to be emphasized even more than the 1/2 one, so forcing a jump here wouldn't be good at the least in my opinion. (Vocals and the Instrumental itselfs are really weak here).
  3. 00:11:246 (1,2,3) - sorry, I don't really see any difference, even though you marked this one as changed. I was expecting (3) to get some sort of a jump to match the spacing between (1) and (2). So, it would be something more like this. It was like this before, I think it moved back while I was making changes.
    Note: again, this is a very rough example, you are surely able to get something way prettier than the picture I've just shown!
  4. 00:13:522 (3,4,5) - (as long as it is visually noticeable, I'd count it as inconsistent, especially when we take into account the nature of the previous difficulty, that has distance spacing applied to practically every pattern), (I am fairly sure I never meant to call any of your patterning or any other ideas bad. Yet, just because something isn't bad, it doesn't mean that we can't improve it, right?) It's such a shame that you're considering it as inconsistent; honestly, I'm very satisfied with the spacing and how the patterns work here. (I think you should take in mind that your logic about rhythm or emphasis is very different than mine or either other mappers). I still insist that this is not even that huge for an Insane difficulty, they also help to the players to notice that they're gonna be spacing changes through the whole Kiai time, so that's basically what I wanted to express with it. (This difficulty also has jumps because it'll fix the gap between Hard, and Heroes due the last difficulty basically used a lot of jumps everywhere while in Hard barely has jumps on it).
  5. 00:23:039 (1,2,3) - That does not really answer my question, though. Spacing should be justified by the song itself and then you can add some variety by following the song. For example, you can base variations on following certain instruments and switching to vocals, though? The point I'm trying to make is that you still can have clearly understandable jumps matching the music and bring a good deal of variety. Wait a second, how do you correlate the same vocals with different spacing values. Shouldn't it be the other way round? I guess there's no way to convince you even if I try hard to do that. I still not agree with changing the whole thing to being consistent all the time with the spacing, remember that mapping can be expressed in so many ways to just being stacked in one way as much as possible, for you; it could be inconsistent or anything like that, but not for my view of it, fixed.
    As in "same vocals" = "same spacing"? It's not about killing anyone, it's about more accurate representation of the song, though.
    Yeah, I can agree with this point, yet I believe we could combine variable rhythm and add more precise spacing emphasis to that, as to improve the difficulty even further! Quality is good enough for me; I've also asked for some opinions about it and they were agreed with me that there's nothing wrong with being inconsistent with the spacing sometimes.
Hope this explains my points better!

Gero's Insane
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256,32,12693,1,8,0:0:0:0:
220,43,12798,1,8,0:0:0:0:
198,72,12902,1,8,0:0:0:0:
196,108,13005,1,8,0:0:0:0:
216,140,13108,5,4,0:0:0:0:
256,231,13315,1,0,0:0:0:0:
296,140,13522,1,8,0:0:0:0:
176,231,13729,1,0,0:0:0:0:
296,322,13935,1,2,0:0:0:0:
256,231,14142,1,0,0:0:0:0:
216,322,14349,1,8,0:0:0:0:
336,231,14556,1,0,0:0:0:0:
296,140,14763,6,0,B|272:128|256:96|256:69|256:69|256:96|240:128|216:140,1,170,4|8,0:0|0:0,0:0:0:0:
256,231,15384,2,0,B|280:243|296:275|296:302|296:302|296:275|312:243|336:231,1,170,2|2,0:0|0:0,0:0:0:0:
296,140,16004,1,8,0:0:0:0:
336,49,16211,1,0,0:0:0:0:
376,140,16418,5,2,0:0:0:0:
336,231,16625,1,0,0:0:0:0:
376,322,16832,2,0,B|392:322|408:330|412:340|412:340|416:330|432:322|448:322,1,85,8|0,0:0|0:0,0:0:0:0:
496,231,17246,2,0,L|416:380,1,170,2|8,0:0|0:0,0:0:0:0:
336,231,17867,6,0,L|376:156,1,85,2|0,0:0|0:0,0:0:0:0:
496,231,18280,1,8,0:0:0:0:
376,156,18487,1,0,0:0:0:0:
416,303,18694,1,2,0:0:0:0:
456,156,18901,1,8,0:0:0:0:
336,231,19108,1,0,0:0:0:0:
416,81,19315,1,2,0:0:0:0:
496,231,19522,1,8,0:0:0:0:
336,81,19729,6,0,B|256:52|256:52|176:81,1,170,4|8,0:0|0:0,0:0:0:0:
256,144,20349,1,0,0:0:0:0:
176,207,20556,2,0,P|164:247|176:287,1,85,2|0,0:0|0:0,0:0:0:0:
336,288,20970,2,0,P|348:248|336:208,1,85,8|0,0:0|0:0,0:0:0:0:
256,351,21384,6,0,P|336:326|416:351,1,170,4|8,0:0|0:0,0:0:0:0:
256,247,22004,2,0,P|216:259|176:247,1,85,0|2,0:0|0:0,0:0:0:0:
256,144,22418,1,0,0:0:0:0:
284,157,22521,1,0,0:0:0:0:
316,162,22625,1,8,0:0:0:0:
347,157,22729,1,0,0:0:0:0:
376,144,22832,1,0,0:0:0:0:
316,60,23039,5,2,0:0:0:0:
376,144,23246,1,0,0:0:0:0:
316,228,23453,1,8,0:0:0:0:
376,312,23660,1,0,0:0:0:0:
316,228,23867,2,0,B|300:188|256:172|256:172|212:188|196:228,1,170,2|8,0:0|0:0,0:0:0:0:
136,312,24487,1,0,0:0:0:0:
76,228,24694,6,0,B|54:206|54:206|51:198|51:198|46:203|46:203|43:195|43:195|22:174,1,85,2|0,0:0|0:0,0:0:0:0:
95,102,25108,2,0,B|73:80|73:80|70:72|70:72|65:77|65:77|62:69|62:69|41:48,1,85,8|0,0:0|0:0,0:0:0:0:
168,175,25522,1,8,0:0:0:0:
256,264,25729,1,8,0:0:0:0:
344,175,25935,1,8,0:0:0:0:
256,312,26142,1,2,0:0:0:0:
167,175,26349,6,0,P|249:174|296:107,1,170,4|8,0:0|0:0,0:0:0:0:
256,12,26970,1,0,0:0:0:0:
215,107,27177,2,0,P|262:174|344:175,1,170,2|8,0:0|0:0,0:0:0:0:
416,247,27798,1,0,0:0:0:0:
344,319,28004,6,0,L|404:379,1,85,4|0,0:0|0:0,0:0:0:0:
168,319,28418,2,0,L|107:379,1,85,8|0,0:0|0:0,0:0:0:0:
331,279,28832,2,0,P|343:319|331:359,1,85,2|0,0:0|0:0,0:0:0:0:
181,279,29246,2,0,P|169:319|181:359,1,85,8|0,0:0|0:0,0:0:0:0:
256,216,29660,6,0,L|256:131,1,85,12|0,0:0|0:0,0:0:0:0:
256,28,30073,1,2,0:0:0:0:
174,132,30280,2,0,B|215:112|256:131|256:131|297:112|338:132,1,170,12|2,0:0|0:0,0:0:0:0:
410,59,30901,1,12,0:0:0:0:
256,216,31108,1,2,0:0:0:0:
102,59,31315,5,4,0:0:0:0:
riffy

Gero wrote:

Quality is good enough for me
There's no limit to perfection, I was mostly aiming to polish something that is already good enough, rather than imply that it is a low quality map. Though it was also a good way to get better understanding of your ideas as well.

So, intentionally variable spacing based on difficulty progression and readable due to the style/difficulty context? Yeah, I can get behind that idea, I guess I was just a bit confused with the wording at first. (which is my fault, sorry about that!)
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