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jioyi - cyanine [OsuMania]

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Topic Starter
Rivals_7

imtdb1 wrote:

NM req from imtdb1's modding queue
1|2|3|4
Hyper
00:34:469 - imo you should make that 1 note chord because there are no sounds that you followed that support it
00:34:799 - ^ ^ uh not rly. its my intention to make both piano and percussion to be doubled
00:44:194 - meybe add a little LN here? hmm its better like this imo
00:48:315 - make it 1 note chord because imo its better that you only use double not chords at the sounds like 00:48:480
00:48:645 - ^ ^ pretty much same reason
01:21:281 - make it double?
02:34:963 - add a note in 1st column intentional. as the note after this are stairs
Another
00:31:337 - why not use doubles?
00:31:997 - ^ ^ its snare tho
00:37:766 - make it 1 note same as hyper
00:49:909 - that pattern is really awkward to play (at least for me). Meybe make it like this hmm not really. it was intended to reflect the diff curve on Ultimate
01:10:567 - why not add a SV like you did at 01:07:931 ? i'll think about it later i guess
Good Luck!
Thx for mod!
Meiju
Hello~

As' Standard
00:03:296 (3296|2,3626|1) - i'm sure these sounds are different than 00:02:307 (2307|2,2637|1) . So, replace these notes

00:55:074 (55074|1,55183|2,55293|1,55403|2,55513|1,55623|2) - i don't think this trill is a really good idea, 00:55:403 (55403|2,55513|1,55623|2) - replace this i guess

00:55:733 - https://puu.sh/wlGCx/91fb1d53d4.png - i think it's better fits to music

01:51:776 - i'm sure new LN start here

02:06:858 - finish LN and put note?

02:08:177 - add note?

02:22:930 (142930|0,143012|2,143177|0,143260|2) - it play not so well, may be something like 02:22:930 - https://puu.sh/wlHdF/2e257d1efb.png
Hyper
00:11:208 - i hear two sounds, so double?

00:56:722 - i don't think it's a good idea to put 1/4 notes on 1/6 sounds. Is this rankable? xd

01:29:358 - i think better to put notes on main melody (01:29:853 - 01:30:183 - 01:32:490 - 01:32:820 - and etc.)

01:49:139 - shoundn't you put here 1/2 LN for 1/8 sounds like you did before (01:48:479 (108479|3))
Another
00:11:208 - same as in Hyper, double?

00:16:400 - https://puu.sh/wlHU1/8ca7def593.jpg - right is Hyper diff. How you can see Hyper is more difficult than Another xd

02:11:886 - add note

03:04:303 - https://puu.sh/wlIKY/6a5e0ca226.jpg - let's look on Hyper again, yep, it's harder. Maybe you will make 1/4 jump stream huh
Ultimate
00:11:208 - same as in Hyper, double?

00:16:400 - should i talk about hyper again? xd

01:39:249 - should be triple

03:04:303 - https://puu.sh/wlJbA/2cbdcdf09b.png - it plays pretty well, and better fits to music
Good luck!
Crumpey
As requested in Crumpey's Mod Queue!

1|2|3|4

Beginner, As' Standard
Beginner (Mod)

00:41:227 - Id contemplate moving this to col 2

01:16:007 - id consider putting a note here, but its very opinionated as this is the easiest diff

01:15:512 - put a note besides the ln in col 2


As' Standard (Mod)

00:02:637 (2637|1) - move to col 1

00:05:604 (5604|2) - move to col 4

00:18:151 (18151|0) - add another note in col 4? theres a cymbol crash so you might want to use a double

00:26:063 (26063|0) - put a note on col 2 for the cymbol crash

00:32:986 (32986|3,33151|3) - make these 2 doubles using keys 3 and 4

00:33:315 (33315|2) - after doing that ^ move this to col 2

00:42:216 - in this "segment" you have chosen not to map the major beats, i think the song would flow better if you were to map them, ill timestamp a few of the main beats but there are a bit so ill let you find the rest providing you choose to map these

00:43:535 - main beat

00:46:172 - main beat

00:46:502 - main beat

01:06:612 (66612|2) - consider making an ln

01:25:567 (85567|1) - move to col 1

01:34:633 (94633|1) - move to col 1

02:23:012 (143012|2) - move to col 4

02:29:606 (149606|0) - looks like you accidentally placed it on the blue tick instead of the white

02:34:303 - you have sometimes mapped this beat in and sometimes not, i think all of the prominant beats should be mapped, youve done so here 02:30:347 - 02:31:336 - 02:32:655 - 02:32:985 - to name a few, skipping any now makes the song play weird, i think all of those noticeable beats should be mapped

02:54:084 - youve forgotten a note here

03:04:303 - after this note theres nothing, theres room to put more notes in and to see it just left blank is very odd.

sorry for the long ass wait ive had things going on, hopefully next time ill notify you before making ya wait like a week XD
Good song choice this is what mania needs!
Topic Starter
Rivals_7

Mage wrote:

Hello~


Hyper
00:11:208 - i hear two sounds, so double? not really a piano chord there

00:56:722 - i don't think it's a good idea to put 1/4 notes on 1/6 sounds. Is this rankable? xd its a matter of simplification so its ok

01:29:358 - i think better to put notes on main melody (01:29:853 - 01:30:183 - 01:32:490 - 01:32:820 - and etc.)

01:49:139 - shoundn't you put here 1/2 LN for 1/8 sounds like you did before (01:48:479 (108479|3))
Another
00:11:208 - same as in Hyper, double? same

00:16:400 - https://puu.sh/wlHU1/8ca7def593.jpg - right is Hyper diff. How you can see Hyper is more difficult than Another xd

02:11:886 - add note

03:04:303 - https://puu.sh/wlIKY/6a5e0ca226.jpg - let's look on Hyper again, yep, it's harder. Maybe you will make 1/4 jump stream huh
Ultimate
00:11:208 - same as in Hyper, double? same

00:16:400 - should i talk about hyper again? xd

01:39:249 - should be triple exception for this. to give a proper follow with the buildup

03:04:303 - https://puu.sh/wlJbA/2cbdcdf09b.png - it plays pretty well, and better fits to music hmm idk, feels too exagerrated to place a quad inside a trill lol
Good luck!

CrumpetFiddler wrote:

As requested in Crumpey's Mod Queue!

1|2|3|4

Beginner, As' Standard
Beginner (Mod)

00:41:227 - Id contemplate moving this to col 2 em rather not. as for the percussion are on the same pitch

01:16:007 - id consider putting a note here, but its very opinionated as this is the easiest diff

01:15:512 - put a note besides the ln in col 2

sorry for the long ass wait ive had things going on, hopefully next time ill notify you before making ya wait like a week XD
Good song choice this is what mania needs!
Thx guys for the mod!
Aste-

Mage wrote:

Hello~

As' Standard
00:03:296 (3296|2,3626|1) - i'm sure these sounds are different than 00:02:307 (2307|2,2637|1) . So, replace these notes // re-arrange it then

00:55:074 (55074|1,55183|2,55293|1,55403|2,55513|1,55623|2) - i don't think this trill is a really good idea, // hmm... nope~ this is a good idea 00:55:403 (55403|2,55513|1,55623|2) - replace this i guess // uhh nope~

00:55:733 - https://puu.sh/wlGCx/91fb1d53d4.png - i think it's better fits to music // uhhmm.. i take that as consideration

01:51:776 - i'm sure new LN start here // uhh.. do we hear the same sound? because the actual snap for the next one are the curent one

02:06:858 - finish LN and put note? // uhh... no. i want to make it as simple as posible

02:08:177 - add note? // eyy there's already 1 note there... no need to add some more

02:22:930 (142930|0,143012|2,143177|0,143260|2) - it play not so well, may be something like 02:22:930 - https://puu.sh/wlHdF/2e257d1efb.png // uhh.. maybe no...


CrumpetFiddler wrote:

As requested in Crumpey's Mod Queue!

1|2|3|4

Beginner, As' Standard
As' Standard (Mod)

00:02:637 (2637|1) - move to col 1 // uhh already re-arrange it

00:05:604 (5604|2) - move to col 4 // this too

00:18:151 (18151|0) - add another note in col 4? theres a cymbol crash so you might want to use a double // take note that this diff are not using dual

00:26:063 (26063|0) - put a note on col 2 for the cymbol crash //^

00:32:986 (32986|3,33151|3) - make these 2 doubles using keys 3 and 4 //^

00:33:315 (33315|2) - after doing that ^ move this to col 2 // uhh no

00:42:216 - in this "segment" you have chosen not to map the major beats, i think the song would flow better if you were to map them, ill timestamp a few of the main beats but there are a bit so ill let you find the rest providing you choose to map these // uhh.. thanks but no thanks

00:43:535 - main beat

00:46:172 - main beat

00:46:502 - main beat

01:06:612 (66612|2) - consider making an ln

01:25:567 (85567|1) - move to col 1

01:34:633 (94633|1) - move to col 1

02:23:012 (143012|2) - move to col 4

02:29:606 (149606|0) - looks like you accidentally placed it on the blue tick instead of the white // not accidentaly.. if you hear it again.. there's a synth sound that i've follow

02:34:303 - you have sometimes mapped this beat in and sometimes not, i think all of the prominant beats should be mapped, youve done so here 02:30:347 - 02:31:336 - 02:32:655 - 02:32:985 - to name a few, skipping any now makes the song play weird, i think all of those noticeable beats should be mapped // i follow the synth

02:54:084 - youve forgotten a note here // no i dont

03:04:303 - after this note theres nothing, theres room to put more notes in and to see it just left blank is very odd. // intended

sorry for the long ass wait ive had things going on, hopefully next time ill notify you before making ya wait like a week XD
Good song choice this is what mania needs!

https://puu.sh/wu952/639ba5f4c8.rar
[Ping]
Hi, I will mod the lower diffs as requested in the mod queue

nice song XD

1|2|3|4

Beginner
00:24:909 try removing this LN, I don't think it's neccessary since this is the easiest diff

01:33:974 despite how loud this is, I don't think that it's appropiate for this diff, so I suggest you remove a note
02:16:831 ^

02:24:743 - 03:01:666 pls map according to the drum

As' Standard
pls do not strict to much on pitch relevancy

00:10:219 move note on 4 to 2
00:10:549 move note on 3 to 4

00:16:318 (16318|3,16400|2,16483|1) - move these up to 00:16:400 (16400|3,16483|2,16565|1) -

00:18:151 this obviously needs to be double
00:26:063 ^
00:33:975 ^
02:24:743 ^

00:26:887 move note on 1 to 3
00:27:876 move note on 4 to 2

00:42:381 move note on 3 to 1
00:44:524 move note on 4 to 2
01:22:600 move note on 3 to 2
01:24:578 move note on 3 to 2
01:29:853 move note on 3 to 2
01:32:820 move note on 3 to 2
01:35:128 move note on 3 to 4

03:04:468 add a note on 2
03:04:633 add a note on 3

01:38:095 move note on 3 to 4
01:38:260 move note on 1 to 2
01:40:402 move note on 3 to 2
01:43:369 move note on 3 to 2
02:01:501 move note on 3 to 2
02:01:996 move note on 4 to 3

GL
jyu
git gud
Songofevil
Beginner
• 00:24:579 There’s a sound at this time. Maybe you could add a LN on col. 4 or in col. 1.
• 00:48:810 (48810|2) - This note of piano should not be a LN because it’s not enough long. It has the same reverb as the others SNs before.
• Ending LNs with 2 simple notes are not a bit difficult for 1 star or less? Could ending LNs with one notes (it’s just my opinion, maybe is not that tough for a beginner).
• 01:48:479 (108479|0) - Should remove this note.
• 02:06:611 (126611|1) - ^
• 02:09:249 (129249|1) - Move it to 02:09:413.
• 02:11:227 (131227|0) - Move it to 02:11:062.
• 02:23:424 Ending LN with 2 simple notes followed by a stair could be tough for the first-time play. Ending LN with 1 simple note should be easier for a new player to do the followed stair. The best would be to remove the note in the col. 4 at this time. I know there is 2 single notes for the drum and for the synth who goes with the stairs, but if this is the reason why you put 2 simple notes, you should remove one of those in 02:22:765., because there, there is no synth sound.
• 02:25:402 (145402|3) - Should be at 02:25:567 to be on time.
• 02:26:721 (146721|3,148040|3,149358|3,150677|3,151996|0,153314|0,155952|3,157270|2,158589|2,159908|1,161227|1,162545|2,166501|0,167820|0,169139|0,170457|0,171776|0,173095|3,174413|3,177051|0,178369|1,179688|1,181007|2) - Same thing. Up them by an half of a time to be on the drum time.
• 02:55:567 Need a note at this time to follow the beat.
• 02:56:391 Could remove one of the simple notes at the end of the LN.
• 03:04:139 (184139|2) - I don’t think it fits there; the synth is always playing during the LN, so why put only one note for only one of these synth sounds? And I don’t think that adding notes for each EML sounds during the LN is a good idea for a beginner beat map. You should remove 03:04:139 (184139|2) - because it doesn’t fit with the ending pattern.

I really love this song! I hope it would be rank soon. If you have any questions, I’ll be happy to answer it! Progress, rank and prosperity.
Topic Starter
Rivals_7

TheNewBungping wrote:

Hi, I will mod the lower diffs as requested in the mod queue

nice song XD

1|2|3|4

Beginner
00:24:909 try removing this LN, I don't think it's neccessary since this is the easiest diff

01:33:974 despite how loud this is, I don't think that it's appropiate for this diff, so I suggest you remove a note
02:16:831 ^ mmh its pretty alright imo

02:24:743 - 03:01:666 pls map according to the drum well sadly the drum are not in consistent 1/4 rythm :/. mapping accurately to the drum may cause confusion to newer player

GL

Songofevil wrote:

Beginner
• 00:24:579 There’s a sound at this time. Maybe you could add a LN on col. 4 or in col. 1. there's already a 3-sequence SN to follow after it so adding another note is kinda too hard. i'm also highly focused on kick and snare
• 00:48:810 (48810|2) - This note of piano should not be a LN because it’s not enough long. It has the same reverb as the others SNs before.
• Ending LNs with 2 simple notes are not a bit difficult for 1 star or less? Could ending LNs with one notes (it’s just my opinion, maybe is not that tough for a beginner). Its pretty alright i believe
• 01:48:479 (108479|0) - Should remove this note. its to indicate another short roll. it was an LN back then but i simplified it
• 02:06:611 (126611|1) - ^ letting this empty is kinda eh. while there still a lot happening in the song
• 02:09:249 (129249|1) - Move it to 02:09:413.
• 02:11:227 (131227|0) - Move it to 02:11:062.
• 02:23:424 Ending LN with 2 simple notes followed by a stair could be tough for the first-time play. Ending LN with 1 simple note should be easier for a new player to do the followed stair. The best would be to remove the note in the col. 4 at this time. I know there is 2 single notes for the drum and for the synth who goes with the stairs, but if this is the reason why you put 2 simple notes, you should remove one of those in 02:22:765., because there, there is no synth sound.
• 02:25:402 (145402|3) - Should be at 02:25:567 to be on time.
• 02:26:721 (146721|3,148040|3,149358|3,150677|3,151996|0,153314|0,155952|3,157270|2,158589|2,159908|1,161227|1,162545|2,166501|0,167820|0,169139|0,170457|0,171776|0,173095|3,174413|3,177051|0,178369|1,179688|1,181007|2) - Same thing. Up them by an half of a time to be on the drum time. all of these are quite intended. because if i set them up in different spacing between, there will be quite major concern of readability for newbies. because ofc they can not yet synchronizing their fingers with their reading ability
• 02:55:567 Need a note at this time to follow the beat. still a thing ^
• 02:56:391 Could remove one of the simple notes at the end of the LN. start of other song pace. and its crash (quite a nonsense if a crash was mapped in a really small chord xd)
• 03:04:139 (184139|2) - I don’t think it fits there; the synth is always playing during the LN, so why put only one note for only one of these synth sounds? And I don’t think that adding notes for each EML sounds during the LN is a good idea for a beginner beat map. You should remove 03:04:139 (184139|2) - because it doesn’t fit with the ending pattern. this "EML" (though idk what that is lol) did not exist till the downbeat, thus the differentiation. and also i dont think beginner will have much problem on this one

I really love this song! I hope it would be rank soon. If you have any questions, I’ll be happy to answer it! Progress, rank and prosperity.
Thx for the mods guys!
No reply means fixed
also thx jyu for the stars lul i didnt notice it
Aste-

TheNewBungping wrote:

Hi, I will mod the lower diffs as requested in the mod queue

nice song XD

1|2|3|4


As' Standard
pls do not strict to much on pitch relevancy

00:10:219 move note on 4 to 2 // i think the curent one are already fit with the hitsound pitch so i dont see any reason for moving it, sorry but i must refuse
00:10:549 move note on 3 to 4 // ^

00:16:318 (16318|3,16400|2,16483|1) - move these up to 00:16:400 (16400|3,16483|2,16565|1) - // i dont quite get here, did you mean i must re-snap it to make it similar with hitsound base diff? if so i'll do as you say

00:18:151 this obviously needs to be double // uh no. as you can see in this diff, there's no dual used here so i'm sorry if i must refuse it
00:26:063 ^ // ^
00:33:975 ^
02:24:743 ^ // ^

00:26:887 move note on 1 to 3
00:27:876 move note on 4 to 2

00:42:381 move note on 3 to 1
00:44:524 move note on 4 to 2
01:22:600 move note on 3 to 2
01:24:578 move note on 3 to 2
01:29:853 move note on 3 to 2
01:32:820 move note on 3 to 2
01:35:128 move note on 3 to 4

03:04:468 add a note on 2
03:04:633 add a note on 3

01:38:095 move note on 3 to 4
01:38:260 move note on 1 to 2
01:40:402 move note on 3 to 2
01:43:369 move note on 3 to 2
02:01:501 move note on 3 to 2
02:01:996 move note on 4 to 3 // sorry but i dont quite understand about the last mod, and i dont see any reason why i must move it around since it's already well structured as i planned so i hardly must refuse the rest of the mod you give to me

GL
Done applying

oh.. no need to change the diff name. it's already suit for Standart diff

https://puu.sh/wHNIR/f1bddd75d4.rar
Topic Starter
Rivals_7
removing unecessary red line points. Resnapped all diffs
and updated

edit:
well after some discussion with a BN, I decided to reduce the gap between as' standard and beginnner also as' standard and hyper. Another 2 diffs has been mapped, totally mapped from the start with more proper balance
Oscyy
hi Rivals ( ͡° ͜ʖ ͡°)
free mod investing for future req of BN check

ugh, why there are 2 standard and 2 hyper? i assume you need more diff name
yeah let skip meta because im succ

Ultimate
00:21:447 - why is this triple? nvm anyway, i think these doubles like 00:18:480 - should be triple instead since 00:18:975 - is must have different emphasize with 00:19:140 , and by that i think you should change the other one
00:31:337 (31337|0,31420|2,31502|0,31585|2) - this is just intentional but i would not recommend that since you already have 00:31:008 (31008|0,31090|2,31172|0,31255|2) - right before it
00:32:326 - and this
00:34:964 - not sure why you put triples for some kick, and double for another kick. If its because of the piano, im sure this is should be triple, and some other too, i think you should recheck it
00:45:266 (45266|2) - ghost i guess
01:26:557 - maybe ln should change lane here because i dont think 01:26:392 (86392|2) - sound just "bend" in there
01:49:675 - oh god this reminds me of Algorithm p//s, is it really safe to put those jumpstream with chord in every 1/4 and 182 bpm to basically an I iconed diff? well i do get why you put that but i have a few suggestion. Since it 182 bpm, i think putting chord every 1/2 works better, and by that is suggest you the chord starts from blue line 01:49:716 - (or red line before it if you prefer)
02:03:810 - why no doubles like 01:58:535 -
well i dont like 02:23:343 (143343|0,143425|0) - and you put double for kicks in that roll but then there was triple so i suggest to delete the ln on the 1st lane
02:24:002 (144002|1,144167|3) - i think the synth didn't change pitch on 02:24:002 (144002|1,144167|3) - so it kinda ghosty
the sound in 02:28:782 - is stronger than 02:28:865 , you got what i mean
02:31:255 - strong sound here i think
02:32:409 - here as well
02:33:892 - here
02:34:057 - here, but i might just heard the echo so nvm
02:38:178 - here
02:39:332 - again, might be echo
02:40:486 - here
02:46:337 (166337|1) - ln?
02:49:881 - synth, i think
02:52:024 - ^
02:56:475 - ^
02:58:947 (178947|2) - but i think this is ghost
03:00:431 - synth
03:04:304 - i suggest you jumpstream since almost all of the snare are quite weak
03:06:530 - synth
anyway, about i told you about you missed a sound or a ghost im not 100% because, you are BN and i assume you only have less than 10% chance of missing sound and i'm half-deaf(?)
i think i'd better keep the other diff (blame this lazy dude), but you can use this mod to another diff(?)
Topic Starter
Rivals_7

OscarRickyH02 wrote:

hi Rivals ( ͡° ͜ʖ ͡°)
free mod investing for future req of BN check

ugh, why there are 2 standard and 2 hyper? i assume you need more diff name soon (TM)
yeah let skip meta because im succ

Ultimate
00:21:447 - why is this triple? nvm anyway, i think these doubles like 00:18:480 - should be triple instead since 00:18:975 - is must have different emphasize with 00:19:140 , and by that i think you should change the other one
00:31:337 (31337|0,31420|2,31502|0,31585|2) - this is just intentional but i would not recommend that since you already have 00:31:008 (31008|0,31090|2,31172|0,31255|2) - right before it
00:32:326 - and this both are intentional due to song nature
00:34:964 - not sure why you put triples for some kick, and double for another kick. If its because of the piano, im sure this is should be triple, and some other too, i think you should recheck it all triple are snares (Clap HS). heard it again
00:45:266 (45266|2) - ghost i guess
01:26:557 - maybe ln should change lane here because i dont think 01:26:392 (86392|2) - sound just "bend" in there adding another LN would quite jumbled the movement with the other SNs and pattern afterwards so i would like to keep it
01:49:675 - oh god this reminds me of Algorithm p//s, is it really safe to put those jumpstream with chord in every 1/4 and 182 bpm to basically an I iconed diff? well i do get why you put that but i have a few suggestion. Since it 182 bpm, i think putting chord every 1/2 works better, and by that is suggest you the chord starts from blue line 01:49:716 - (or red line before it if you prefer) the burst getting deepen right where I put the chords so yea..... putting it on blue would be a little bit misleading with the noise actual purposes
02:03:810 - why no doubles like 01:58:535 - its not really worth it than a second highlight you've listed there. which there's 3 deep bass distort whilst the first highlight only got one
well i dont like 02:23:343 (143343|0,143425|0) - and you put double for kicks in that roll but then there was triple so i suggest to delete the ln on the 1st lane uhh cymbals
02:24:002 (144002|1,144167|3) - i think the synth didn't change pitch on 02:24:002 (144002|1,144167|3) - so it kinda ghosty hmm it did change on my side. and imo its fit with the buildup
the sound in 02:28:782 - is stronger than 02:28:865 , you got what i mean
02:31:255 - strong sound here i think
02:32:409 - here as well
02:33:892 - here
02:34:057 - here, but i might just heard the echo so nvm
02:38:178 - here
02:39:332 - again, might be echo
02:40:486 - here ^ this and the other above. nope. some of the synts were indeed ignored for the sake of clean movement and aesthetic
02:46:337 (166337|1) - ln? emm no i guess
02:49:881 - synth, i think
02:52:024 - ^ doesnt seem to be worth it
02:56:475 - ^ ^
02:58:947 (178947|2) - but i think this is ghost a clear synth on my heard tho
03:00:431 - synth
03:04:304 - i suggest you jumpstream since almost all of the snare are quite weak jumpstream because >snare are weak<? should that thing is the opposite? anyways dont think jumpstreaming this is a good idea either since there's no synth between all the chords
03:06:530 - synth intended to be ignored for lenient movement against 1/12
anyway, about i told you about you missed a sound or a ghost im not 100% because, you are BN and i assume you only have less than 10% chance of missing sound and i'm half-deaf(?)
i think i'd better keep the other diff (blame this lazy dude), but you can use this mod to another diff(?)
e thanks anyway tho. no reply means fixed xd
Murumoo


perfect song [10/10]
Litharrale
hiiiiiiiiiiiiii
only mentioning each issue once
1|2|3|4

fix diff names already>:0

I remade your bg to be better, use this one https://i.imgur.com/f2T1PRX.jpg (or the one altered from discord)

First red line is 3/4, not 4/4 and the offset should be 1668. This is most likely correct because it lines up with the second red line perfectly. Confirmed this with prot

The SR jump between Hyper and Another is significantly bigger than the rest of the SR gaps

Get rid of all storyboard hitsounds and all double hitsounds

Hitsound base
02:46:172 (166172|4) - These tick sounds are a nice addition but they should be used one 4 beats apart rather than 3 beats. 3 beats sounds really weird and doesnt really fit imo. On the second beat of every bar would be good.

Ultimate
00:22:766 (22766|0,22766|1) - A tonne of double hitsounds which theres probably a lot of in the diffs. Remove them all pls

00:01:648 (1648|2) - is a chord in the song so add another note here

00:19:469 (19469|1,19469|3,19469|0) - Having this as a triple detracts from the power of this 00:19:799 (19799|2,19799|0,19799|3) - which should be a triple. remove the note in col 2

00:39:579 (39579|1) - https://osu.ppy.sh/ss/9079331 proposed pattern for better PR mapping

00:43:205 (43205|0) - https://i.imgur.com/FlOkYz7.png A lot of emphasis on col 1, maybe break it up a bit in the middle

01:01:337 (61337|0) - add another note on col 4 for the chord

01:03:975 (63975|0) - same, you get the point

01:16:008 (76008|3,76049|2,76090|1,76131|0) - You should redesign this stream to map this "gulp" sound more. Perhaps a 1/2 LN and a 1/4 LN to capture it

01:21:777 (81777|1) - Add something for the snare sound to stay consistent

01:30:843 (90843|1) - add a note on 2 and 01:31:172 (91172|2,91337|1,91337|0,91337|3) - add a note between these to capture the full percussion pattern

01:40:238 (100238|0,100238|1,100568|0,100568|1,100898|0,100898|1,101227|0,101227|1,101557|0,101557|1) - This pattern is weird when you dont continue it on the other side. Either swap it out for something else or change the pattern after it to be similar in theme

02:06:859 (126859|0,126859|1,126942|0,126942|2,126942|3) - This jack feels really weird. It kind of just pops up 2 minutes into the map without any other jacks before it. I'd remove it.

02:08:590 (128590|3) - Shorten this LN to reflect the sound that starts halfway through. I was gonna start start the LN halfway through when the sound starts but the SV makes it feel weird

02:44:524 (164524|2,164524|3,164524|1,164524|0) - Doesn't sound strong enough to be a quad here imo. remove the note on 3

Another
00:27:711 (27711|0,27711|3) Making these triples is completely a-ok for a 4.4*

00:41:722 (41722|2) - Could change this isnt an LN that leads to the triples, would play awesomely

00:47:738 (47738|2) - note here thats not in ultimate?

00:49:799 (49799|2) - the 3-4 here plays kinda weird, maybe just remove the 3

00:56:990 (56990|1,57113|3,57278|1,57443|0) - Why are these 1/16? Should be 1/6

00:57:711 (57711|1) - no where near strong enough for a double

01:22:107 (82107|1) - https://osu.ppy.sh/ss/9079859 literally copy pasted from the ultimate, try make the patterns a little harder/easier in one of them

01:35:623 (95623|0) - section feels boring and uninspired tbh. Try adding in a cool theme like have the two beats before the snare be the same and then the snare be different or something like that e.g https://i.imgur.com/qd6S0ER.png

01:42:216 (102216|3) - why does the stack theme start here and not earlier/later?

01:59:359 (119359|3,119359|2,119524|1,119524|3,119524|0) - This is harder than the ultimate equivalent

02:08:178 (128178|2,128260|2) - jacks again. if you kept them in the ultimate, definitely get rid of them here.

Hyper
00:16:400 (16400|1,16441|2,16483|3,16483|0) - This pattern feels like it belongs in the higher diffs. I think a simple 4-3-21 stair would work better

00:24:579 (24579|1) - seems like an odd choice to shorten this by 1/4 just to keep the next LN in the same column

00:29:194 (29194|3) - https://i.imgur.com/jUFuntR.png the pattern here is significantly harder than the one in the another, id suggest changing to a stair

00:35:623 (35623|0) - only 1/1 doubles after trusting the player to do jumpstreams?

00:42:381 (42381|1,42381|3,42711|2,42711|1) - these should be singles to be consistent

01:21:777 (81777|2) - single for the snare? >:00000000

01:23:755 (83755|2) - srsly though, you have random bass doubled even though they're weaker, it's an odd choice

01:26:722 (86722|0) - should really be 1/4 of a tick back to match up with the strong sound. Otherwise the bass is uneven and it doesnt match with the identical sound here 01:26:392 (86392|0,86392|3) -

01:39:909 (99909|2) - add singles on the red ticks in this section to match with the increase in intensity

01:49:140 (109140|0,109387|0) - This reverse shield plays weird as hell, maybe something like https://i.imgur.com/10GeqSF.png

Hyper2
01:19:799 (79799|3) - You mapped the sound here but not the one here 01:20:788 - make it all consistent

Same section 01:25:074 (85074|2) - mapping the snares sometims and other times not is super weird

01:46:832 (106832|3) - This section is the same density as the beginner and half as dense as the standards

01:50:458 (110458|0) - This LN should stop around here 01:51:777 and transfer into a different LN, can apply this to other diffs as well

02:01:008 (121008|0,121008|2,121337|0,121337|2,121832|2,121832|0,122244|0,122244|2) - I really like the theme you had before this pattern here 01:59:030 (119030|2) - with all the doubles in the same columns but at 02:01:008 it doesnt really fit and detracts from the pattern

A's standard
(note some of these timestamps might be off because this is when i realised the timing was wrong)

00:16:359 (16359|3,16400|2,16483|1) - This is timed different to all of the other difficulties, talk to rivals and figure out what it should be at

00:18:315 (18315|2) - This sections patterning feels unnatural, lots of repeated patterns and patterns not really suited for a standard like 00:26:227 (26227|3,26310|2,26392|3,26557|0,26640|1,26722|0) -

00:33:975 (33975|1) - Add a note since it's a super strong sound

00:34:469 (34469|3) - I understand what you're trying to do in this section but it's really slow and boring due to how sparse it is. Even the beginner is more dense

01:11:887 (71887|1) - Col 3 for pitch relevancy

01:13:453 (73453|0) - Remove, neither of the hypers have this note, 01:13:205 (73205|3) - extend this to the white tick. If you dont want to do this (i'd rather you not) just make it a lot more clear in the patterning. What you did on the LN right before it here https://i.imgur.com/V0fIWdP.png is a good example

01:32:821 (92821|2) - same comment as before. boring because super sparse like you have gaps of >1 measure 01:35:623 (95623|1,97766|2) . add something else in

01:40:898 (100898|1) - add something even more in for this section to reflect the increase in intensity

01:46:008 (106008|2) - https://i.imgur.com/tFjm2CL.png (right is hyper2) the spread between this and the hyper2 is wew

02:20:458 (140458|0,140541|1,140623|2,140705|1,140788|3,140953|1) - This pattern feels very weird to play, smooth it out a bit (or get rid of it because the hyper has no 1/4 rhythms here)

02:46:585 (166585|3) - big gap in col 4 after this note

02:53:178 (173178|3) - same here (dont do this)

02:57:711 (177711|3) - again, theres no reason for these large gaps


Standard2
00:32:986 (32986|1,32986|3,33151|1,33151|3) - Put these on the same hand for difficulty, I feel like a jack like this in a diff this low is a little too hard

00:49:799 (49799|0) - This section is 1/4 not 1/3 (it is 1/3 but the LNs start every beat)

01:10:898 (70898|2,70898|3,71392|1,71392|2,71887|0,71887|1) - PR!

02:07:436 (127436|3,127931|3,128260|3) - Fairly sure these are meant to be doubles

02:09:579 (129579|2) - Move to 3 to avoid the reverse shield

02:10:486 (130486|0) - Double? most of these are doubles but some arent which is odd

03:05:788 (185788|3) - move to 3 to disconnect it with the previous pattern as its not part of it in the music

Beginner
Not much to say other than a bunch of missed PR opportunities in sections like 00:34:304 (34304|0) -

01:16:008 (76008|1) - This part is significantly harder than standard(2) https://i.imgur.com/B4F5pgO.png
Topic Starter
Rivals_7

Litharrale wrote:

hiiiiiiiiiiiiii haaaaaaa
only mentioning each issue once
1|2|3|4

fix diff names already>:0 ay

I remade your bg to be better, use this one https://i.imgur.com/f2T1PRX.jpg (or the one altered from discord) I prefer my fog-ish :c

I am 99% sure the timing resnap at 00:18:151 is mistimed and not needed. The map sounds perfect without it and with it, everything is slightly late. (note: the whole mod is done without this changed but you should 100% change it or ask someone super experienced with timing to check it) i'll try to ask around

The SR jump between Hyper and Another is significantly bigger than the rest of the SR gaps

The gap between the two is actually only weighted at - 01:47:821 - and - 02:22:107 - whilst the rest is a pretty fair diff gap inbetween

Get rid of all storyboard hitsounds and all double hitsounds

First off, double hitsound is pretty fair if the volume is well distributed (and its not earrape lol). I use all of these techniques in all of my latest maps and there doesnt seem to be much of a problem

the second, about the SB hs. I think this is pretty fair since all the bassline have at least one note to cover. take example on the beginner
00:18:151 - these part afterwards is filled with 2 synths and 1 kick. the synths is on SB to accompany and emphasize the songs. since beginner would naturally hit 1/1 focus kick so they wouldnt be confused with the 2 synths being played as SB. rather, some of the newbie players i asked to test didnt realize that there was an additional synths on SB. they thought it was original song fx

things may got complicated after - 02:01:008 - and - 02:14:194 - in which drumline didnt match my notes which could be confusing, but the song drumline itself is confusing already to follow by newbies so removing the SB hs here wouldnt do much either

tl;dr i dont want to remove the SB because
1) it would remove some special emphasisi which was intended
2) removing the SB hs wouldnt do much either. if you play the song with fx or without the fx, they wouldnt be much different. the only thing different with fx enabled is that you will hear a higher volume version of the original fx from the song


Hitsound base
02:46:172 (166172|4) - These tick sounds are a nice addition but they should be used one 4 beats apart rather than 3 beats. 3 beats sounds really weird and doesnt really fit imo. On the second beat of every bar would be good. the tick is slightly 1 seconds apart. thus the clock - like - fx being used is properly make sense

Ultimate
00:22:766 (22766|0,22766|1) - A tonne of double hitsounds which theres probably a lot of in the diffs. Remove them all pls explained above

00:01:648 (1648|2) - is a chord in the song so add another note here

00:19:469 (19469|1,19469|3,19469|0) - Having this as a triple detracts from the power of this 00:19:799 (19799|2,19799|0,19799|3) - which should be a triple. remove the note in col 2 both is a snare, though its different in volume power but having it to be a double would be kinda misleading as the doubles are for kicks

00:39:579 (39579|1) - https://osu.ppy.sh/ss/9079331 proposed pattern for better PR mapping not so sure with the balance there. especially that 4|3|4|3 at the beginning

00:43:205 (43205|0) - https://i.imgur.com/FlOkYz7.png A lot of emphasis on col 1, maybe break it up a bit in the middle

01:01:337 (61337|0) - add another note on col 4 for the chord i think its not worthy of a chord since its pretty softy

01:03:975 (63975|0) - same, you get the point ^

01:16:008 (76008|3,76049|2,76090|1,76131|0) - You should redesign this stream to map this "gulp" sound more. Perhaps a 1/2 LN and a 1/4 LN to capture it

01:21:777 (81777|1) - Add something for the snare sound to stay consistent

01:30:843 (90843|1) - add a note on 2 and 01:31:172 (91172|2,91337|1,91337|0,91337|3) - add a note between these to capture the full percussion pattern i'm not really following the percussion here. my main follow is a piano

01:40:238 (100238|0,100238|1,100568|0,100568|1,100898|0,100898|1,101227|0,101227|1,101557|0,101557|1) - This pattern is weird when you dont continue it on the other side. Either swap it out for something else or change the pattern after it to be similar in theme

02:06:859 (126859|0,126859|1,126942|0,126942|2,126942|3) - This jack feels really weird. It kind of just pops up 2 minutes into the map without any other jacks before it. I'd remove it. well its because there is no fx that could accompanied to make a minijack like this, wouldnt it? :d so its totally relevant

02:08:590 (128590|3) - Shorten this LN to reflect the sound that starts halfway through. I was gonna start start the LN halfway through when the sound starts but the SV makes it feel weird i'm pretty sure the bass noise is started where i placed. the halfway you mentioned is where the bass got stronger

02:44:524 (164524|2,164524|3,164524|1,164524|0) - Doesn't sound strong enough to be a quad here imo. remove the note on 3 i think i'm keeping this. idk its personally fits towards where everything will got harder

Another
00:27:711 (27711|0,27711|3) Making these triples is completely a-ok for a 4.4* particularly i want to keep the layering consistency with the other. the triples only used where there's no LN

00:41:722 (41722|2) - Could change this isnt an LN that leads to the triples, would play awesomely

00:47:738 (47738|2) - note here thats not in ultimate?

00:49:799 (49799|2) - the 3-4 here plays kinda weird, maybe just remove the 3 not rly sure i would do that since that will kinda distinguish the cymbal emphasis

00:56:990 (56990|1,57113|3,57278|1,57443|0) - Why are these 1/16? Should be 1/6 dafuq i'm screwed

00:57:711 (57711|1) - no where near strong enough for a double its kinda for the following 1/6 you've pointed before

01:22:107 (82107|1) - https://osu.ppy.sh/ss/9079859 literally copy pasted from the ultimate, try make the patterns a little harder/easier in one of them wait i dont remember i copasta aaaaaa. made ultimate different

01:35:623 (95623|0) - section feels boring and uninspired tbh. Try adding in a cool theme like have the two beats before the snare be the same and then the snare be different or something like that e.g https://i.imgur.com/qd6S0ER.png i did something with some light jacking piano

01:42:216 (102216|3) - why does the stack theme start here and not earlier/later? this to keep everything various, the earlier has different theme which tend to be simple, then it goes harder with introducing the stacks towards the jtrill and streams later

01:59:359 (119359|3,119359|2,119524|1,119524|3,119524|0) - This is harder than the ultimate equivalent

02:08:178 (128178|2,128260|2) - jacks again. if you kept them in the ultimate, definitely get rid of them here.

Hyper
00:16:400 (16400|1,16441|2,16483|3,16483|0) - This pattern feels like it belongs in the higher diffs. I think a simple 4-3-21 stair would work better i think its still pretty fair since hyper still on its 3 highest diff which is still pretty simple to handle by intermediate players

00:24:579 (24579|1) - seems like an odd choice to shorten this by 1/4 just to keep the next LN in the same column but it seems pretty ok to me :c see higher diffs

00:29:194 (29194|3) - https://i.imgur.com/jUFuntR.png the pattern here is significantly harder than the one in the another, id suggest changing to a stair

00:35:623 (35623|0) - only 1/1 doubles after trusting the player to do jumpstreams? yeah people need to relax xd

00:42:381 (42381|1,42381|3,42711|2,42711|1) - these should be singles to be consistent consistent with... what? if you refering hyper2 its totally different diff so there's that

01:21:777 (81777|2) - single for the snare? >:00000000 its still a pretty low snare imo so single fit pretty well

01:23:755 (83755|2) - srsly though, you have random bass doubled even though they're weaker, it's an odd choice

01:26:722 (86722|0) - should really be 1/4 of a tick back to match up with the strong sound. Otherwise the bass is uneven and it doesnt match with the identical sound here 01:26:392 (86392|0,86392|3) - for both ^ i kinda didnt intend to doubled the snare since its a pretty weak snare in general and intended to keep the diff curve with hyper2. the doubled bass is because there's a deep bass in it. which where the snare doesnt have it.
thus the idea. exception to - 01:27:711 (87711|2,87711|3) - where the snare is matched with piano


01:39:909 (99909|2) - add singles on the red ticks in this section to match with the increase in intensity but i was follows piano :cc

01:49:140 (109140|0,109387|0) - This reverse shield plays weird as hell, maybe something like https://i.imgur.com/10GeqSF.png it doesnt on my side lol stop using imgur rip my data :c

Hyper2
01:19:799 (79799|3) - You mapped the sound here but not the one here 01:20:788 - make it all consistent its actually piano but i did forget to place it anywhere else so fixed that

Same section 01:25:074 (85074|2) - mapping the snares sometims and other times not is super weird ^

01:46:832 (106832|3) - This section is the same density as the beginner and half as dense as the standards oh ups

01:50:458 (110458|0) - This LN should stop around here 01:51:777 and transfer into a different LN, can apply this to other diffs as well

02:01:008 (121008|0,121008|2,121337|0,121337|2,121832|2,121832|0,122244|0,122244|2) - I really like the theme you had before this pattern here 01:59:030 (119030|2) - with all the doubles in the same columns but at 02:01:008 it doesnt really fit and detracts from the pattern



Standard2
00:32:986 (32986|1,32986|3,33151|1,33151|3) - Put these on the same hand for difficulty, I feel like a jack like this in a diff this low is a little too hard

00:49:799 (49799|0) - This section is 1/4 not 1/3 (it is 1/3 but the LNs start every beat)

01:10:898 (70898|2,70898|3,71392|1,71392|2,71887|0,71887|1) - PR!

02:07:436 (127436|3,127931|3,128260|3) - Fairly sure these are meant to be doubles looking at the distance inbetween the note which is pretty odd to be predicted by newer players, i made this a little bit simplier

02:09:579 (129579|2) - Move to 3 to avoid the reverse shield its already on 3 :thonk:

02:10:486 (130486|0) - Double? most of these are doubles but some arent which is odd

03:05:788 (185788|3) - move to 3 to disconnect it with the previous pattern as its not part of it in the music

Beginner
Not much to say other than a bunch of missed PR opportunities in sections like 00:34:304 (34304|0) -

01:16:008 (76008|1) - This part is significantly harder than standard(2) https://i.imgur.com/B4F5pgO.png
The rest is fixed. I'm pretty much screwed up lol thx for mention it xD
@Aste pls update before you applying mod. I've made some HS fix
will rename the diff as soon as everything settled
Aste-

Litharrale wrote:

hiiiiiiiiiiiiii
only mentioning each issue once
1|2|3|4


A's standard
(note some of these timestamps might be off because this is when i realised the timing was wrong)

00:16:359 (16359|3,16400|2,16483|1) - This is timed different to all of the other difficulties, talk to rivals and figure out what it should be at // ok i fixed it

00:18:315 (18315|2) - This sections patterning feels unnatural, lots of repeated patterns and patterns not really suited for a standard like 00:26:227 (26227|3,26310|2,26392|3,26557|0,26640|1,26722|0) - // uhh... from where do you see it not suited if i may ask? i think that pattern are pretty much suited for novice player to learn something new

00:33:975 (33975|1) - Add a note since it's a super strong sound // as you can see here. i dont use any dual at all.. so any suggestion about adding more note to make dual are rejected, sorry

00:34:469 (34469|3) - I understand what you're trying to do in this section but it's really slow and boring due to how sparse it is. Even the beginner is more dense // FYI, 00:49:799 - this is the reason why i left it like that. i want to make a rest point before i give them the stream

01:11:887 (71887|1) - Col 3 for pitch relevancy // uhh.. no.. the key are (from what i heard here) like this

01:13:453 (73453|0) - Remove, neither of the hypers have this note, 01:13:205 (73205|3) - extend this to the white tick. If you dont want to do this (i'd rather you not) just make it a lot more clear in the patterning. What you did on the LN right before it here https://i.imgur.com/V0fIWdP.png is a good example //uhh... no thankyou

01:32:821 (92821|2) - same comment as before. boring because super sparse like you have gaps of >1 measure 01:35:623 (95623|1,97766|2) . add something else in // same reason as before

01:40:898 (100898|1) - add something even more in for this section to reflect the increase in intensity // no

01:46:008 (106008|2) - https://i.imgur.com/tFjm2CL.png (right is hyper2) the spread between this and the hyper2 is wew // cant open imgur, sorry (blocked here)

02:20:458 (140458|0,140541|1,140623|2,140705|1,140788|3,140953|1) - This pattern feels very weird to play, smooth it out a bit (or get rid of it because the hyper has no 1/4 rhythms here) // no

02:46:585 (166585|3) - big gap in col 4 after this note // keep it

02:53:178 (173178|3) - same here (dont do this) // ^

02:57:711 (177711|3) - again, theres no reason for these large gaps // yes there's a reason for that i cant explain it
Update Thanks for the mod

https://puu.sh/xAnWY/8349fc8e24.rar
Topic Starter
Rivals_7
Updated until this point

Standard(2) -> Standard
As' Standard -> As' Intermediate
Hyper(2) -> Light Hyper Advanced

Also changing the timing
Protastic101
mods are a social construct
[General]
  1. Might wanna increase HP of As' Intermediate to 7.5 or something cause there's a bunch of little 1/4 rolls that the player won't really be punished for if they miss a lot in.
  2. Spent about 20 minutes checking that every sample in the folder was used and it is T_T)b
[Ultimate]
00:17:162 - This SV is a 0.4x average cause math but the normalizing of this section is 0.8x. You'll want to average the SV sequence to 0.8x as a result to avoid changing up the reading on the player at last second and forcing them to adjust to a new scroll for only three beats. What you can do is something like this (adds up to 9.6/12 to get 0.8x average)
  1. 00:17:162 - 0.3x
  2. 00:17:821 - 0.5x
  3. 00:17:904 - 1.2x
  4. 00:17:986 - 2.0x
  5. 00:18:069 - 3.5x
00:31:090 (31090|2,31255|2,31420|2,31585|2,31749|2,31914|2,32079|2,32244|2) - The stack here gets pretty long and repetitive while everything else has been a fairly short trill so far. I'd try to break it at 00:31:502 - ish like this https://osu.ppy.sh/ss/9419284

00:32:986 - Imo, a bump using four units (1/8 snap) would have been better for emphasis as it sends the next note flying towards the player which represents the sudden stop in the music or smth i dunno.
00:33:151 - I'd apply the same thing here.

00:35:458 (35458|1,35788|1,36118|1,36447|1,36777|1,37107|1,37436|1,37766|1) - Long stack and also a lot of back and forth on the left hand. Not sure if it's intentional, but I dont think it is cause the following measure at 00:37:931 - only has a measure long stack before changing columns

00:40:898 - 00:41:227 - 4 - 1.8 = 2.2 / 3 = 0.733x as your final SV for these two timestamps listed. The current average is 1.125x which is inconsistent with the current normalizing SV of 1x. As a side note though, I think the placement of the SV is a bit odd. It would make more sense to put them on the downbeat rather than the 1/4 line before as the downbeat is where the sound comes in full force, though I think it's fine. You do need a normalizing SV at 00:41:475 - or you'll have to make the SV average with 5 units instead of 4.

00:49:634 - I'd consider adding a note here to represent the height of the sound after which it kind of just tapers off into silence.

01:07:436 - to 01:07:931 - 1.15x average, although since you're kind of getting at a speed up for 01:07:931 - , I'd keep the average to 1x instead so the player will be accustomed to a 1x average at 01:07:931 - . Something like this would work (each value only lasts one unit)

01:10:568 - Think it'd be nice here to have a similar but probably weaker SV like the one at 01:07:931 - as the cut off is very sudden but the sound is rather weak with it only being a kick.

01:49:675 - Concerning this burst, I disagree with upping the note density rather than the rhythm here. Essentially, col 2 and 3 have all the minijacks with the outer columns in 1 and 4 only having 3/8 rhythms which are still pretty harder to predict. What I think would have worked better here is a single note roll of 1/12 going into 1/16 at 01:50:129 - , like so https://osu.ppy.sh/ss/9419329 . Or, you could add jumps to the 1/12 rather than using 1/16 which gets really dense really fast https://osu.ppy.sh/ss/9419337

01:53:755 - Edgy SVs, I couldn't be any prouder tbh

01:55:115 - 01:55:280 - tfw not 1x average reeee. Make 0.4x to 0.5x or make the 2.5x to 2.8x and leave the 0.4x.
01:59:359 - ^ Also, is there any reason for this one to start with the slow value first and fast value second when the first time it occured was a simple fast -> slow bump? Makes the reading a bit awkward too as it connects a slow-fast to fast-slow sequence which I think is better suited for sounds that crescendo/decrescendo rather than sudden stops.
02:00:390 - 02:00:554 - s m h. So on and so forth, not gonna mention the rest of these

01:58:041 - In my opinion, for SV sequences that span over LNs, I tend to favor having them be reversed and start slow value -> fast value as it drags the LN out at the very start, making it seem like it's never going to be released as opposed to jumping forward first before dragging in a really short time frame.

02:12:711 - 02:13:041 - half half method on 3/4 LNs *sad life* Would honestly have benefitted from a simple bump like 02:12:711 - 2x and 02:12:793 - 0.5x, cap at 02:12:958 - with 1x.

03:02:903 (182903|0,182986|0) - t r i g g e r e d. Honestly, the minijack this creates is a really hard transition as the patterns immediately after this are all focused on the left hand in order to contrast the right hand heavy patterns used in the previous measure, so I'd just delete the first note in 1 and avoid the minijack altogether.

03:06:612 - For this, I think the ending burst is a bit unfair to players who have made it this far as the sound is a bit smoother than the rest of the sounds that are represented with bursts. Also, there's the fact that there's a 1/4 pause at the very end which can be a bit misleading when reading as a lot of people will simply assume it is a consistent roll going all the way to the last chord at 03:06:942 - . What I think should be used instead is a simple LN with a gradually increasing SV to show how the sound kind of lurches forward a bit. Wont list all the SVs here but poke me in discord if you need an idea of what kind of sv Im talking about.


[Another]
00:49:469 - Tfw edgy SV here but no edgy SV in Ultimate smh. Anyways, they aren't averaged though cause you need 16 units to properly utilize a 10x SV (could do 12 but that's not enough edge). Either way, these only use 8 units, so the max rankable value you could do is 7.3x to 0.1x. Or you can set BPM to 2912 and set snap to 1/16 and set 10x to 0.4x SVs that way if you really wanted, but the space between 1/16 snaps is only 2 ms so it's not worth it as it's too unnoticeable.

01:07:436 - Same thing as mentioned in ultimate

01:37:931 (97931|0,98096|3) - Might control H this or something cause none of the ministacks have ever been in col 1 so far and they have a bit of a bias towards the right hand in col 3 and 4.

03:00:183 (180183|0,180266|2,180348|1,180348|3,180431|2,180513|0) - Nice symmetry but at the same time I hate the movement restriction :ccc

03:01:255 (181255|0) - Think it would be better to either move this to col 2 or move 03:01:172 (181172|0) - to 2 to avoid the sudden minijack which may be justified due to the synth being the same pitch here, but it feels out of place as the section so far has been pretty rolly and smooth to play.


[Hyper]
00:30:019 - Not too sure how I feel about this as it is a Hyper diff and longer jumpstreams like this tend to be focused more on the difficulty just above this level. I might reduce the amount of jumps to be only every 2/1 instead of 1/1 as the player is still just mastering 1/4 bursts and singles I think.

01:28:865 (88865|0) - Rather than use an LN here, I think you're fine mapping the 3/2 long 1/4 burst here as you have already introduced denser 1/4 patterning to the player before, so it seems kind of anticlimactic to only extend an LN over the entire series of sound.

01:49:799 (109799|2,109881|1,109964|2,110046|0,110129|1,110211|2,110293|0,110376|2) - I think it'd be better to control H here to avoid having a 1/2 ministack on the same hand as the LN or something, cause I keep missing here and it's making me sad https://osu.ppy.sh/ss/9420533

02:44:689 - I'd try to differentiate the roll direction or something a bit because it's identical to Another atm and does feel slightly repetitive the way it is now https://osu.ppy.sh/ss/9420547


[Advanced]
00:44:689 - I think you're missing a note for the piano here because every where else in this section has at least a single note for it :thinking:

01:00:348 (60348|0,60843|3,61337|1) - I'd change the arrangement of these LNs as they're the same as 00:57:711 - despite being different pitches.


[As' Intermediate]
00:55:953 (55953|2,56063|3,56282|1,56392|3,56612|1,56722|0) - I think it'd be nice to put these solely on one hand to better emphasize the kicks here, and leave the rest of the synths on the other hand, like this https://osu.ppy.sh/ss/9420599

03:06:942 (186942|1,188260|3) - Tbh, I think it's a bit odd to split the LNs here as they're basically part of the same sound with no distinct separation or cut between them to show that they're different sounds. Instead, the volume just grows a little bit faster at 03:08:260 - so I think overlapping the LNs similar to what the other diffs have done would be a more accurate representation of the crescendo.


[Standard]
02:00:019 (120019|3,120348|0,120348|3) - Shouldn't this still be [3]/[2][23] as you mapped all the snares in the same column, changing only at the end of the measure but this little miniphrase hasnt been completed yet but the chord changes from [23] to [14].


[Basic]
01:31:667 (91667|3,91997|0) - Think it would have been nice to stack these two notes to represent the staccato kick.
01:34:304 (94304|2,94634|0) - ^ just to add a little variation to the map.

02:23:425 (143425|3) - I'd consider moving this to col 2 and then turning 02:22:766 (142766|3) - into a 2/1 LN to represent the constantly increasing speed of the rhythm.
Topic Starter
Rivals_7

Protastic101 wrote:

replying mods are a social construct
[General]
  1. Might wanna increase HP of As' Intermediate to 7.5 or something cause there's a bunch of little 1/4 rolls that the player won't really be punished for if they miss a lot in.
  2. Spent about 20 minutes checking that every sample in the folder was used and it is T_T)b tfw cant keysound
[Ultimate]
00:17:162 - This SV is a 0.4x average cause math but the normalizing of this section is 0.8x. You'll want to average the SV sequence to 0.8x as a result to avoid changing up the reading on the player at last second and forcing them to adjust to a new scroll for only three beats. What you can do is something like this (adds up to 9.6/12 to get 0.8x average)
  1. 00:17:162 - 0.3x
  2. 00:17:821 - 0.5x
  3. 00:17:904 - 1.2x
  4. 00:17:986 - 2.0x
  5. 00:18:069 - 3.5x
edit: i change my mind to keep it. the reason is the scrool going in a really fast pace that the player wont even see they coming so they dont have the reflex to the upcoming pattern. so far my SVs the prolly best choice for being readable

00:31:090 (31090|2,31255|2,31420|2,31585|2,31749|2,31914|2,32079|2,32244|2) - The stack here gets pretty long and repetitive while everything else has been a fairly short trill so far. I'd try to break it at 00:31:502 - ish like this https://osu.ppy.sh/ss/9419284

00:32:986 - Imo, a bump using four units (1/8 snap) would have been better for emphasis as it sends the next note flying towards the player which represents the sudden stop in the music or smth i dunno.
00:33:151 - I'd apply the same thing here. if i'm not misunderstanding this, you wish me to go by 1,5 -> 0,83 on 1/8 interval from 4/8 snaps? its kinda didnt suit the bump you've been said. i honestly rather go like my current one as the bump are more noticeable to read

00:35:458 (35458|1,35788|1,36118|1,36447|1,36777|1,37107|1,37436|1,37766|1) - Long stack and also a lot of back and forth on the left hand. Not sure if it's intentional, but I dont think it is cause the following measure at 00:37:931 - only has a measure long stack before changing columns

00:40:898 - 00:41:227 - 4 - 1.8 = 2.2 / 3 = 0.733x as your final SV for these two timestamps listed. The current average is 1.125x which is inconsistent with the current normalizing SV of 1x. As a side note though, I think the placement of the SV is a bit odd. It would make more sense to put them on the downbeat rather than the 1/4 line before as the downbeat is where the sound comes in full force, though I think it's fine. You do need a normalizing SV at 00:41:475 - or you'll have to make the SV average with 5 units instead of 4. this is kinda intended to make the SVs more bumpy friendly towards mini LN.
if i put the starting value at the downbeat, the LN will become visually longer than what the noise should represnt so it'll kind of misleading that way


00:49:634 - I'd consider adding a note here to represent the height of the sound after which it kind of just tapers off into silence.

01:07:436 - to 01:07:931 - 1.15x average, although since you're kind of getting at a speed up for 01:07:931 - , I'd keep the average to 1x instead so the player will be accustomed to a 1x average at 01:07:931 - . Something like this would work (each value only lasts one unit)

01:10:568 - Think it'd be nice here to have a similar but probably weaker SV like the one at 01:07:931 - as the cut off is very sudden but the sound is rather weak with it only being a kick.

01:49:675 - Concerning this burst, I disagree with upping the note density rather than the rhythm here. Essentially, col 2 and 3 have all the minijacks with the outer columns in 1 and 4 only having 3/8 rhythms which are still pretty harder to predict. What I think would have worked better here is a single note roll of 1/12 going into 1/16 at 01:50:129 - , like so https://osu.ppy.sh/ss/9419329 . Or, you could add jumps to the 1/12 rather than using 1/16 which gets really dense really fast https://osu.ppy.sh/ss/9419337 changed for now, might change back to 1/8js if people getting to disagree with this. (though i know the burst is 1/12 justified lul but meh maniaq)

01:53:755 - Edgy SVs, I couldn't be any prouder tbh yos

01:55:115 - 01:55:280 - tfw not 1x average reeee. Make 0.4x to 0.5x or make the 2.5x to 2.8x and leave the 0.4x.
01:59:359 - ^ Also, is there any reason for this one to start with the slow value first and fast value second when the first time it occured was a simple fast -> slow bump? Makes the reading a bit awkward too as it connects a slow-fast to fast-slow sequence which I think is better suited for sounds that crescendo/decrescendo rather than sudden stops. you might notice on how the song suddenly afloat with the stops. imo its better to slow -> fast rather than vice versa
02:00:390 - 02:00:554 - s m h. So on and so forth, not gonna mention the rest of these

01:58:041 - In my opinion, for SV sequences that span over LNs, I tend to favor having them be reversed and start slow value -> fast value as it drags the LN out at the very start, making it seem like it's never going to be released as opposed to jumping forward first before dragging in a really short time frame.pretty much my preference on how the song acts like "holding" its "beat". based on my experience also, people tend to control fast ->
slow more perfectly rather than slow -> fast because of the nature sense of "we dont know when the notes will speeding up"


02:12:711 - 02:13:041 - half half method on 3/4 LNs *sad life* Would honestly have benefitted from a simple bump like 02:12:711 - 2x and 02:12:793 - 0.5x, cap at 02:12:958 - with 1x.

03:02:903 (182903|0,182986|0) - t r i g g e r e d. Honestly, the minijack this creates is a really hard transition as the patterns immediately after this are all focused on the left hand in order to contrast the right hand heavy patterns used in the previous measure, so I'd just delete the first note in 1 and avoid the minijack altogether.

03:06:612 - For this, I think the ending burst is a bit unfair to players who have made it this far as the sound is a bit smoother than the rest of the sounds that are represented with bursts. Also, there's the fact that there's a 1/4 pause at the very end which can be a bit misleading when reading as a lot of people will simply assume it is a consistent roll going all the way to the last chord at 03:06:942 - . What I think should be used instead is a simple LN with a gradually increasing SV to show how the sound kind of lurches forward a bit. Wont list all the SVs here but poke me in discord if you need an idea of what kind of sv Im talking about.


[Another]
00:49:469 - Tfw edgy SV here but no edgy SV in Ultimate smh. Anyways, they aren't averaged though cause you need 16 units to properly utilize a 10x SV (could do 12 but that's not enough edge). Either way, these only use 8 units, so the max rankable value you could do is 7.3x to 0.1x. Or you can set BPM to 2912 and set snap to 1/16 and set 10x to 0.4x SVs that way if you really wanted, but the space between 1/16 snaps is only 2 ms so it's not worth it as it's too unnoticeable. deleted entirely. i forgot to remove this since i was too focused around ultimate lol

01:07:436 - Same thing as mentioned in ultimate

01:37:931 (97931|0,98096|3) - Might control H this or something cause none of the ministacks have ever been in col 1 so far and they have a bit of a bias towards the right hand in col 3 and 4.

03:00:183 (180183|0,180266|2,180348|1,180348|3,180431|2,180513|0) - Nice symmetry but at the same time I hate the movement restriction :ccc but its a gem (geddit :DDD)

03:01:255 (181255|0) - Think it would be better to either move this to col 2 or move 03:01:172 (181172|0) - to 2 to avoid the sudden minijack which may be justified due to the synth being the same pitch here, but it feels out of place as the section so far has been pretty rolly and smooth to play.


[Hyper]
00:30:019 - Not too sure how I feel about this as it is a Hyper diff and longer jumpstreams like this tend to be focused more on the difficulty just above this level. I might reduce the amount of jumps to be only every 2/1 instead of 1/1 as the player is still just mastering 1/4 bursts and singles I think. but then it'll lost its contrasts to Another. we have Advanced as an alternative. putting chord every 2/1 isnt musically fit either since its literally become layering inconsistency

01:28:865 (88865|0) - Rather than use an LN here, I think you're fine mapping the 3/2 long 1/4 burst here as you have already introduced denser 1/4 patterning to the player before, so it seems kind of anticlimactic to only extend an LN over the entire series of sound.

01:49:799 (109799|2,109881|1,109964|2,110046|0,110129|1,110211|2,110293|0,110376|2) - I think it'd be better to control H here to avoid having a 1/2 ministack on the same hand as the LN or something, cause I keep missing here and it's making me sad https://osu.ppy.sh/ss/9420533 i thinki keep this. it feels like doesnt seem to flow for me because of the one handed minitrill before the LN (look at the first 2 notes of your screenshot and the LN after it)

02:44:689 - I'd try to differentiate the roll direction or something a bit because it's identical to Another atm and does feel slightly repetitive the way it is now https://osu.ppy.sh/ss/9420547


[Advanced]
00:44:689 - I think you're missing a note for the piano here because every where else in this section has at least a single note for it :thinking:

01:00:348 (60348|0,60843|3,61337|1) - I'd change the arrangement of these LNs as they're the same as 00:57:711 - despite being different pitches.


[Standard]
02:00:019 (120019|3,120348|0,120348|3) - Shouldn't this still be [3]/[2][23] as you mapped all the snares in the same column, changing only at the end of the measure but this little miniphrase hasnt been completed yet but the chord changes from [23] to [14].


[Basic]
01:31:667 (91667|3,91997|0) - Think it would have been nice to stack these two notes to represent the staccato kick.
01:34:304 (94304|2,94634|0) - ^ just to add a little variation to the map.

02:23:425 (143425|3) - I'd consider moving this to col 2 and then turning 02:22:766 (142766|3) - into a 2/1 LN to represent the constantly increasing speed of the rhythm.
*processing SVs intensifies*
Aste-

Protastic101 wrote:

mods are a social construct
[General]
  1. Might wanna increase HP of As' Intermediate to 7.5 or something cause there's a bunch of little 1/4 rolls that the player won't really be punished for if they miss a lot in.// how about 8?
  2. Spent about 20 minutes checking that every sample in the folder was used and it is T_T)b
[As' Intermediate]
00:55:953 (55953|2,56063|3,56282|1,56392|3,56612|1,56722|0) - I think it'd be nice to put these solely on one hand to better emphasize the kicks here, and leave the rest of the synths on the other hand, like this https://osu.ppy.sh/ss/9420599 // change to that, thankyou

03:06:942 (186942|1,188260|3) - Tbh, I think it's a bit odd to split the LNs here as they're basically part of the same sound with no distinct separation or cut between them to show that they're different sounds. Instead, the volume just grows a little bit faster at 03:08:260 - so I think overlapping the LNs similar to what the other diffs have done would be a more accurate representation of the crescendo.// fine i'll do that
https://puu.sh/yfcCv/3c19d3b434.rar
Topic Starter
Rivals_7
why the HP on aste become 8,5 instead?
changing those back to 8 as he says anyways

and yey finally updated :dd
Aste-
just

use 8,5 please
Guilhermeziat
Hi, I came across the map and I really liked it :D but I found a couple inconsistencies on your last difficulty so I'll try to convey my points about them as well as possible while trying not to hurt your mapping structure.

Ultimate
00:45:348 - Maybe repattern this section to this instead ( http://puu.sh/yfue9/c131d47ca9.jpg )? I think it represents the pitch going up better without making it too dense, unless you really want to follow the triple layering.

00:49:799 - 00:55:733 - This could use more variety, it goes on for really long and it feels like you just copy pasted and mirrored the patterns a few times. Maybe you could layer a triple every third beat (like on 00:50:458 - and 00:51:447 - and so on) where there's a stronger kick (just like you were doing before) and then vary the pattern right after it (Example: http://puu.sh/yfuL7/d8cac22e3c.jpg though it doesn't need to be exactly like that, it's just to add a bit more variety). I don't think this will make it much harder either, so that'd be solved for you aswell.

00:55:733 (55733|3,55733|2) - 00:56:063 (56063|3,56063|2) - 00:56:392 (56392|3,56392|2) - These could also be triples, since the kick gets really hard on them, but it's up to you. I didn't highlight 00:56:722 (56722|2,56722|3) - for this matter because it's the start of a burst and it would make the transition a bit rough, however changing it from a [34] chord to a [14] chord I think would represent the crash better. Applying all the mods, it'd probably look something like this I guess ( http://puu.sh/yfuXG/71cbff24e0.jpg ), however applying the double change would require you to change up the patterning of the roll burst afterwards, so that's up to you.

01:47:161 (107161|0,107161|1) - I also hear a crash in this double right here, so maybe consider changin it to a [14] aswell, but without inverting the hand that does the jumps again. I think it'd look pretty neat.

01:49:140 - - to 01:50:458 - This goes way overboard compared to the rest of the map. Highly suggest you either start this as a 1/6 roll and then speed it up to 1/8 on the second part or just keep it at a 1/8 roll all along. Having a spike like this hurts the structure of the map in general due to the difference in difficulty, and it surely isn't very fun for players who are either trying to pass the song or FC it. Hah, just imagine, getting a really good acc FC up to that point and then getting absolutely trolled.


SV section: This looks awesome
01:53:178 (113178|2,113260|3,113343|1,113425|0,113508|2,113590|3,113672|1) - I'd check this patterning again if I were you, because I think 01:53:508 (113508|2,113672|1) - are ghost notes.
02:03:727 (123727|1,123810|0,123892|3,123975|2,124057|0,124140|1,124222|3) - ^
01:55:568 (115568|3,115651|0) - Pretty sure this is a 1/6 burst (something like this http://puu.sh/yfw8v/20e00dfeb5.jpg )
02:10:568 - Missing note? Not that this one matters too much because you put an SV here to another sound anyway.


02:22:766 (142766|2,142766|1) - and 02:23:425 (143425|2,143425|0,143425|3) - These chords... I don't really know what to say to fix the first one, but i'm guessing you don't really want to take it away if it's there in the first place, do you. As to the second one, I'd just reduce it to a double on [34] to prevent this minijack (02:23:425 (143425|2,143425|0,143425|3) - )

02:23:920 (143920|0,144002|1,144085|2,144167|3,144167|0,144249|1,144332|2,144414|0,144414|1,144414|3) - I don't know about you, but I don't hear the sound you're mapping LNs to on these notes 02:24:002 (144002|1,144167|3) - and i do hear it here 02:24:249 (144249|1) - . Might wanna get that part checked aswell (though the pattern is really cool and I'd leave it just for the aesthetics hue but this is the ranking criteria :|).

First main kiai: I'm not exactly sure if you're trying to map the synth or the hihats or both here, so take these mods with a grain of salt. Layering looks fine and the kiai is really fun to play too :).
02:25:651 (145651|2) - Ghost note?
02:27:629 - Missing note?
02:28:453 - ^
02:28:782 (148782|1) - Ghost note?
02:30:925 (150925|0) - ^
02:33:892 - Missing note?
02:36:200 (156200|1) - Ghost note?
02:38:178 - Missing note?
02:39:332 (159332|0) - Ghost note?
02:41:475 (161475|2) - ^

LN section between both kiais
02:44:689 (164689|2,164771|3,164854|0,164936|1,165019|2,165101|3,165183|1,165266|0,165348|2,165431|3) - I think this is supposed to be snapped to 1/3, unless you're not mapping the wubs. If you're mapping the synths here, then 02:44:689 (164689|2) - 02:44:936 (164936|1) - 02:45:183 (165183|1) - 02:45:266 (165266|0) - 02:45:431 (165431|3) - are the ones that should have LNs mapped to them, pretty sure the rest of them would be ghost notes.

Second main kiai: I really liked how you spiced things up with the LNs here :D super cool
02:48:068 - Missing note?
02:58:618 - ^
03:06:118 (186118|1) - Ghost note?
03:06:530 - Missing note?


Good luck with your map! Hope I helped! I really liked it :)
I can also mod the other diffs if there's any need by the way
Topic Starter
Rivals_7
eh @Aste i though you were saying HP 8 in prot's reply. are you sure with that? (Changing to 8.5 again for now)

Guilhermeziat wrote:

Hi, I came across the map and I really liked it :D but I found a couple inconsistencies on your last difficulty so I'll try to convey my points about them as well as possible while trying not to hurt your mapping structure.

Ultimate
00:45:348 - Maybe repattern this section to this instead ( http://puu.sh/yfue9/c131d47ca9.jpg )? I think it represents the pitch going up better without making it too dense, unless you really want to follow the triple layering. wasnt it already and yeah i still want to keep the triple, alas it'll become inconsistent with the rest of this section

00:49:799 - 00:55:733 - This could use more variety, it goes on for really long and it feels like you just copy pasted and mirrored the patterns a few times. Maybe you could layer a triple every third beat (like on 00:50:458 - and 00:51:447 - and so on) where there's a stronger kick (just like you were doing before) and then vary the pattern right after it (Example: http://puu.sh/yfuL7/d8cac22e3c.jpg though it doesn't need to be exactly like that, it's just to add a bit more variety). I don't think this will make it much harder either, so that'd be solved for you aswell. i'm actually in the brink of "yes" or "no"
on this. mainly the concern its about triple stacks. which seem to be quite harsh execution since there's SVs. secondly, it'll lose contrast between this diff and Another which contains pretty light hammerjack while this diff emphasized it more


00:55:733 (55733|3,55733|2) - 00:56:063 (56063|3,56063|2) - 00:56:392 (56392|3,56392|2) - These could also be triples, since the kick gets really hard on them, but it's up to you. I didn't highlight 00:56:722 (56722|2,56722|3) - for this matter because it's the start of a burst and it would make the transition a bit rough, however changing it from a [34] chord to a [14] chord I think would represent the crash better. Applying all the mods, it'd probably look something like this I guess ( http://puu.sh/yfuXG/71cbff24e0.jpg ), however applying the double change would require you to change up the patterning of the roll burst afterwards, so that's up to you. i guess i agree with the 2 and 3 but not the first one, however. since the first are not the part of the climax part

01:47:161 (107161|0,107161|1) - I also hear a crash in this double right here, so maybe consider changin it to a [14] aswell, but without inverting the hand that does the jumps again. I think it'd look pretty neat. it doesnt seem to be aesthetical-ish so i think i'll pass this one :c

01:49:140 - - to 01:50:458 - This goes way overboard compared to the rest of the map. Highly suggest you either start this as a 1/6 roll and then speed it up to 1/8 on the second part or just keep it at a 1/8 roll all along. Having a spike like this hurts the structure of the map in general due to the difference in difficulty, and it surely isn't very fun for players who are either trying to pass the song or FC it. Hah, just imagine, getting a really good acc FC up to that point and then getting absolutely trolled. kind of.... no. first off that we heard those burst are really really dense in which they definitely above the usual 1/8 setting. so using either 1/6 or 1/8 in a dense part are quite misleading. its also making it a little to no difference with "Another" in which in another way, pretty misleading since its displayed "Harder" than Another.


SV section: This looks awesome
01:53:178 (113178|2,113260|3,113343|1,113425|0,113508|2,113590|3,113672|1) - I'd check this patterning again if I were you, because I think 01:53:508 (113508|2,113672|1) - are ghost notes.
02:03:727 (123727|1,123810|0,123892|3,123975|2,124057|0,124140|1,124222|3) - ^ wha? i believe they're the part of the wub noises
01:55:568 (115568|3,115651|0) - Pretty sure this is a 1/6 burst (something like this http://puu.sh/yfw8v/20e00dfeb5.jpg ) woop
02:10:568 - Missing note? Not that this one matters too much because you put an SV here to another sound anyway. already represented by LN there so i guess its fine


02:22:766 (142766|2,142766|1) - and 02:23:425 (143425|2,143425|0,143425|3) - These chords... I don't really know what to say to fix the first one, but i'm guessing you don't really want to take it away if it's there in the first place, do you. As to the second one, I'd just reduce it to a double on [34] to prevent this minijack (02:23:425 (143425|2,143425|0,143425|3) - ) idk. its actually pretty fit for emphasis towards dense LN. well i think 1/4 minijack is kinda doable since ite present in the othe parts in the map as well

02:23:920 (143920|0,144002|1,144085|2,144167|3,144167|0,144249|1,144332|2,144414|0,144414|1,144414|3) - I don't know about you, but I don't hear the sound you're mapping LNs to on these notes 02:24:002 (144002|1,144167|3) - and i do hear it here 02:24:249 (144249|1) - . Might wanna get that part checked aswell (though the pattern is really cool and I'd leave it just for the aesthetics hue but this is the ranking criteria :|). its a pitch (?) if i'm not mistaken. .. they simply represent the Gradual pitch raise :ddd

First main kiai: I'm not exactly sure if you're trying to map the synth or the hihats or both here, so take these mods with a grain of salt. Layering looks fine and the kiai is really fun to play too :).
02:25:651 (145651|2) - Ghost note?
02:27:629 - Missing note?
02:28:453 - ^
02:28:782 (148782|1) - Ghost note?
02:30:925 (150925|0) - ^
02:33:892 - Missing note?
02:36:200 (156200|1) - Ghost note?
02:38:178 - Missing note?
02:39:332 (159332|0) - Ghost note?
02:41:475 (161475|2) - ^ I'll keep the "Ghost notes" as they are actually have noises tho :u some kind of synth and some are pitch changes else is yep

LN section between both kiais
02:44:689 (164689|2,164771|3,164854|0,164936|1,165019|2,165101|3,165183|1,165266|0,165348|2,165431|3) - I think this is supposed to be snapped to 1/3, unless you're not mapping the wubs. If you're mapping the synths here, then 02:44:689 (164689|2) - 02:44:936 (164936|1) - 02:45:183 (165183|1) - 02:45:266 (165266|0) - 02:45:431 (165431|3) - are the ones that should have LNs mapped to them, pretty sure the rest of them would be ghost notes. not really ghost notes if i must say, they are correctly represent the pitch raise every 1/4.

Second main kiai: I really liked how you spiced things up with the LNs here :D super cool
02:48:068 - Missing note?
02:58:618 - ^
03:06:118 (186118|1) - Ghost note? its still have noises, though not the one in particular follows but in order to not break aesthethics i decided to make it flows towards col 1 since the pitch are descended
03:06:530 - Missing note?


Good luck with your map! Hope I helped! I really liked it :)
I can also mod the other diffs if there's any need by the way
no reply = fixed or applied in other way. Thx a bunch guil :)
and maybe i laid the rest to BNs now so you can rest easy :D
not sure if my english even understandable lol
Aste-
ehehe

sorry, after thinking and considering of my chart density, HP8 feels a bit low for that so i decide to use 8.5 instead
(or should i use 9?)
Topic Starter
Rivals_7
density is a social construct

no dont lol 9 is too overbroad for something that tier xd
i'm prolly raise my Ultimate's HP to 8,5 too
Protastic101
tfw no density is a social construct for me smh

Fixed the snap at 00:16:393 - to be 1/6, have funnnnn
Topic Starter
Rivals_7
DDMythical
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Arzenvald
just testplayed this, i think its a great map
kinda expect something more from the 1st kiai, the 2nd kiai layering is just briliant i'd say
(waiting for PP & overrated SR blame :^)) )
DDMythical
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Topic Starter
Rivals_7

DDMythical wrote:



that burst ruins an otherwise good chart

The rest of this chart is fine so i'm just going to focus in on this burst and why it has massive playability issues in relation to the rest of this chart.

01:48:521 (108521|3,108563|2,108604|1,108645|3,108645|0) - rolls into splitjumptrills are extremely well used -- this is how you create a buildup without an nps increase.

01:49:661 (109661|1) - this isnt.

The way this is done is kind of silly; The pattern is meant to be jumptrilled I get this -- but you're cutting off a massive audience of players who want to play this for acc or w/e. This entire spike is a luckshot whether you hit it or not because its meant to be manipulated and its already a huge spike -- as seen on the NPS graph.

Suggesting that this burst instead starts with 01:49:140 (109140|0) - a 1/4th splitroll to emphasise the sound which is splitting up and lead in to a pattern at (01:49:634 (109634|0) -) which could be a 1/6th roll (consistently rolling in one direction) and then flipping the direction that it rolls at 01:50:129 (110129|3) - (removing the jump aswell) and emphasising the increase by switching the snapping to 1/8th.


Reasoning:

This pattern is much more playable and doesn't make the chart a luckshot.
This pattern is much more enjoyable for people who are just able to do the rest of it -- at the moment this is a spike so as if you can (almost) hit this you can smash the rest of the file and generally be bored; unless you're going for acc -- which isn't worth it because this section is a luckshot. It's a catch 22.

bleh

Slightly more objective wording
you created a great chart and ruined it with a single luckshot burst which pretty much ruins the entire chart as a knock on effect.
now this chart isn't playable for acc and isn't playable for people who would struggle with the HS/JS sections because this burst would just dropkick them

pp has nothing to do with any point of my argument don't bring it up
i'm actually not agree with using 1/4 and 1/6 roll in which where the song indicates a really dense kick roll. the reason why is it 1/8 is because the kick roll is obviously denser than that so i think it kinda kill the concept. also it would be lost contrast with "Another"
although yes i'm agree this being a "luckshot" because these 1/12 is quite long to handle properly and require speed that is most people might not have. so i got thing to kinda solved it in mind.

a 1/8 Js with 1/12 roll/splitroll starting from - 01:50:129


----------------------------------------

----------------------------------------

(starting point at - 01:49:140 - )
probably the most playable thing people could do and require less speed. and its still indicates the dense change as well. might be a "luckshot" for some people in a midtier who trying to pass but not really for hightier acc player
1/12 roll might be quite questionable so the alternative is making them to 1/8js as well
here's a change http://puu.sh/ykN5l/fe01725297.zip not updating it because i still need to fix some stuff in lower diff

what do you think?
DDMythical
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DDMythical
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Topic Starter
Rivals_7

DDMythical wrote:

double posting

aight looked over your edit:

It doesn't fix the problem.

To be absolutely honest any use of 1/12th in this diff (unless its for grace or flams w/e) is too hard.

I think the only way to do this without it being luck based is to have the burst -- at its absolute ending peak -- be 1/8th.

01:49:140 (109140|3,109181|1,109222|3) - also there's a really dumb minitrill here

backed up points edition
1/12 streams in this are 546bpm 1/4ths. Since they are entirely jumptrillable we can take the benefit of halfing this to 273bpm jumptrill burst. Now the reason this stands out so much in comparison to the rest of the file -- as clearly indicated on the NPS graph -- is that the rest of the file is 182bpm trilly handstream. This is a massive skill gap.

I understand your reasoning of wanting this diff to be explicitly harder than another but the thing is -- not every single segment has to be harder and in this case you can actually express the difficulty increase in the other parts of the chart with harder handstream and different patterning (which you already have done) so actually, even if this burst is the same density as another the difficulty is still harder throughout the rest of it.


To fully show this i've created a slightly edited version where the burst is 1/6-1/8 just to show how the NPS graph changes and overall looks more fluid.



You can see that the spikes in intensity are still clearly represented but the chart no longer looks (or plays) like a luckshot file. Overall with these changes I think the file would be much more playable and enjoyable -- not only for high level players -- but for everyone looking to play at it as; as it stands this chart is really ruined by this burst (and from what I've gathered from other modders and players -- they think the same.)

EDIT:
MY BURST.OSU DOWNLOAD BLEH
https://pastebin.com/RpwAPmzY
>> not every single segment has to be harder

This.... is somehow sounds subjective for me. Being harder in every single segment might not be a must, but the song offer us a freedom to spice things up. so why limiting it? but ofc also taking playability into consideration.

i simply want it to be representative of what the song has provide. so it says, using constant 1/8 roll (which is shown on your edit) for a section that has its kick roll changing its intensity on certain interval time is not really relevant. it just feels..... hollow. its just there's so much happening but representated in a bland 1/8 rolls

and so to cover both of your playability concern and my concern about musical interpretation, i come up with the closest one

this should clear enough, i guess

1/8 js should be playable since its been fairly used on some infamous ranked map already.
The peak might be around 28 nps? idk just my guesses but it should be acceptable since the js its only last for literally less than 1 secs. both another and ultimate use approximate 1/8 snaps in these burst (as you wish) so there will be not so much struggle transitioning between diffs for both midtier and hightier players.

and... since i removed 1/12 so we can mark this resolve?

the changes is updated btw

(any bad english isn't intended. my wording choice is kinda smh)
DDMythical
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DDMythical
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Protastic101
bursts were changed to not be so :thinnking: plus a couple added SVs at 01:52:766 -
DDMythical
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