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LiSA - crossing field -TV ver.-

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Topic Starter
_Hou

100bit wrote:

o/, no kd
Change your source to ソードアート・オンライン and move "Sword Art Online" to Tags. Tag "asuna" looks unnecessary, remove it or add other character names. Also you have a mistake in "MashaSG" tagname.
I don't sure about right metadata source, you can ask other more skilled peoples about.
Okay~
Namki

m3gB3g wrote:

Namki another
00:38:907 (1,2,3,4) - может всё таки лучше х0.8, а не х0.6? ( и вообще не вижу явной причины делать эти стримы с разными спейсами)
Там с каждым новым битом идет увеличение интенсивности барабанов, поэтому и спейсинг повышается.
Fanteer
Fanteer normal
01:17:119 (1,1) - а не слишком жестко ? Ну да, короткий какой-то спиннер для нормала
diff
osu file format v14
[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 32204
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 3377,11422,16785,22148,27512
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:crossing field -TV ver.-
TitleUnicode:crossing field -TV ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Hou Rearu
Version:Fanteer's Normal
Source:ソードアート・オンライン
Tags:sword art online opening sao MashaSG TheMefisto Namki Fanteer
BeatmapID:1245902
BeatmapSetID:583368

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:4
ApproachRate:6
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"yDIrQJE6410.jpg",0,0
//Break Periods
2,33073,37186
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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24,-100,4,2,0,40,0,0
6057,-100,4,1,0,70,0,0
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Fu Xuan
Hello, from somwhere..

[Easy]
  1. 00:00:024 - The volume is low asf. Mind increasing it?
  2. 00:00:694 (1,2) - Would look cleaner if you blanket this.
  3. 00:03:375 (3,4) - Fix blanket. Also why the sudden change of rhythm? They were 1/1 rhythms and suddenly became 1/2
  4. I can say, the rhythm is so random. Even I got confused just by looking and listening at it. Also fix the blankets in some parts I didn't mention
[Normal]
  1. 00:52:147 (2) - These sliders doesn't sound good. Mind muting the sliderends? Or turning them into circles.
  2. 00:52:985 (4) - ^
  3. 00:53:655 (6) - ^^
  4. 01:02:873 (2) - 01:03:711 (4) - 01:04:382 (6) - ^^^
  5. 01:05:052 (1) - This sounds off beat? I would prefer this kind of rhythm
  6. 01:08:404 (2,4,5) - Stack?
2 diffs only because lazy lmao.

Goodluck!
Topic Starter
_Hou

m3gB3g wrote:

Duel

00:38:571 (3) - Но не х4.02 спейса же! Давай хотя бы х3.37 как спейс с предыдущими слайдерами.. ( а желательно в районе х1.5..) - это кикслайдеры, жмуться как простые ноты, однако редактор считает спейсинг на 1/4 ноты, если поставить тап вместо можно удидеть что спейсинг 2.5
00:39:074 (5) - если сделаешь стрим ближе к слайдеру, то вот тут можно угол направления стрима поменять ориентируясь на вокал - не думаю что это необходимо

Insane
01:08:739 (1,2,3) - Bad flow. Можно чтоб 01:08:739 (1) - этот слайдер смотрел концом примерно на 01:08:571 (5) - или на 01:09:074 (2) - (может где то между ними) - Да не, нормас всё.
A1caida
Привет! #modreqs
Duel
SPOILER
00:17:622 (4) - https://osu.ppy.sh/ss/7699796 ???
00:28:180 (3,4,5) - https://osu.ppy.sh/ss/7699800 ??
00:29:186 (7) - https://osu.ppy.sh/ss/7699842 ??
00:29:689 (9) - https://osu.ppy.sh/ss/7699846 ??
^ может я и придираюсь, но так будет K P A C U B O(наверное)
00:18:627 (3,4) - может сделать как один слайдер?? или такие моменты чередовать Один оставить как есть, в другом слайдер с реверсом (https://osu.ppy.sh/ss/7699799)

00:56:169 (1,2,3) - Почему спейсинг маленький?? Начинай с 00:56:672 (7) - там явно надо его менять
00:57:259 (2) - лишняя нота,нет?
Удачи!
Topic Starter
_Hou

-Alcaida wrote:

Duel
00:17:622 (4) - https://osu.ppy.sh/ss/7699796 ???
00:28:180 (3,4,5) - https://osu.ppy.sh/ss/7699800 ??
00:29:186 (7) - https://osu.ppy.sh/ss/7699842 ??
00:29:689 (9) - https://osu.ppy.sh/ss/7699846 ??
^ может я и придираюсь, но так будет K P A C U B O(наверное) - Очевидно что я сделал это специально, сохраняя закономерный алгоритм. Такая расстановка в аспекте движения курсором почти не отличается от твоего, но становится куда более читабельным, no change
00:18:627 (3,4) - может сделать как один слайдер?? или такие моменты чередовать Один оставить как есть, в другом слайдер с реверсом (https://osu.ppy.sh/ss/7699799) - Нет, оба вараинта мне не нравятся, я замаппал звонкие биты кикслайдерами и сильные ударные биты после них тапом, так как я хотел показать оба этих звука => ни 1 слайдер, ни реверс не даёт такого отклика, который я хотел создать.

00:56:169 (1,2,3) - Почему спейсинг маленький?? Начинай с 00:56:672 (7) - там явно надо его менять - Потому что интенсивность(громкость) ударных нарастает. Нет не думаю что его нужно менять с 00:56:672 (7)
00:57:259 (2) - лишняя нота,нет? - Точно такая же как 00:46:281 (1,2,3) -
Удачи!
No change
Спасибо за мод.
Maffe
Duel difficulty:

00:07:063 (4) - Place it on top of the sliderend of 00:07:398 (1) -

00:16:113 (1) - Feels awkward to play as an extended slider and i'd change it to a 1/2 slider

00:27:175 (1) - I wouldn't make this extended

00:29:689 (9) - This is in a really weird spot id have it more out of the sliderend or in the sliderend

00:52:314 (1,2,3,1,2,3,1,2,3) - Its just awkward to play as extended sliders and i feel like the song doesn't support them

01:03:041 (1,2,3,1,2,3,1,2,3) - Same here

01:05:555 (4,5,6,7,1) - Awkward flow

01:06:560 (2,3,4,5,1) - Same here

01:15:778 (1,2,3,1,2,3,1,2) - Blatantly overmapped
nextplay
@Hou Rearu
Can you please Replay to -Aquas Mod? Thanks.
Topic Starter
_Hou

Maffe wrote:

Duel difficulty:

00:07:063 (4) - Place it on top of the sliderend of 00:07:398 (1) - okay

00:16:113 (1) - Feels awkward to play as an extended slider and i'd change it to a 1/2 slider - dunno, I guess it's fine, keep it for now

00:27:175 (1) - I wouldn't make this extended - But I prefer to do

00:29:689 (9) - This is in a really weird spot id have it more out of the sliderend or in the sliderend - I' ve been setting circles like that for all the map, so as long it's consistently, it's fine

00:52:314 (1,2,3,1,2,3,1,2,3) - Its just awkward to play as extended sliders and i feel like the song doesn't support them - for sure they do support

01:03:041 (1,2,3,1,2,3,1,2,3) - Same here - ^

01:05:555 (4,5,6,7,1) - Awkward flow - Kinda reworked this part right before your mod

01:06:560 (2,3,4,5,1) - Same here - ^

01:15:778 (1,2,3,1,2,3,1,2) - Blatantly overmapped - ¯ \ _ (ツ) _ / ¯
Topic Starter
_Hou

-Aqua wrote:

Hello, from somwhere..

[Easy]
  1. - ¯ \ _ (ツ) _ / ¯
    (fixed)
  2. 00:00:024 - The volume is low asf. Mind increasing it? - sure
  3. 00:00:694 (1,2) - Would look cleaner if you blanket this. - just trying doing it yourself to realise how pointless is this, it wont be noticable blanket or w/e
  4. 00:03:375 (3,4) - Fix blanket. Also why the sudden change of rhythm? They were 1/1 rhythms and suddenly became 1/2 - I guess, blanket's fine, changed rhythm at this point.
  5. I can say, the rhythm is so random. Even I got confused just by looking and listening at it. Also fix the blankets in some parts I didn't mention - useful responce, thaanks

Goodluck!
Topic Starter
_Hou

nextplay wrote:

@Hou Rearu
Can you please Replay to -Aquas Mod? Thanks.
Okay
Update my diffs, waiting GD'ers responce

Thanks for you mods guys and for reminding me replying to somebody's mod, I can't notice them myself
Affirmation
Q

[General]
00:45:527 - this can be better preview point.

[Duel]
00:02:538 - add a beat here instead of 00:02:370 -
00:07:231 - Add a beat here
00:21:728 - add a beat here, too
00:37:901 (1) - doesn't need NC, and stack with 00:38:236 (1) - for better reading
00:45:610 (1,2,1) - ANtijump looks not so good for me, this part is going to stronger,
00:54:158 (3) - make into kickslider like other,
01:04:884 (3) - ^
01:09:912 (2) - Jump here. for consistency

GL
Topic Starter
_Hou

Neoskylove wrote:

Q

[General]
00:45:527 - this can be better preview point. - I prefer mine ¯ \ _ (ツ) _ / ¯

[Duel]
00:02:538 - add a beat here instead of 00:02:370 - I prefer making intro kinda calm, so I allow myself to skip some bits which are kinda weak compare to those, that I mapped
00:07:231 - Add a beat here - ^
00:21:728 - add a beat here, too - sure
00:37:901 (1) - doesn't need NC, and stack with 00:38:236 (1) - for better reading - removed NC, but I don't think stacking is any necessary, it's fine to read.
00:45:610 (1,2,1) - ANtijump looks not so good for me, this part is going to stronger - good point
00:54:158 (3) - make into kickslider like other, - considering that
01:04:884 (3) - ^
01:09:912 (2) - Jump here. for consistency - emphasised strong drum beast, no change

GL
Thanks for mod
_Meep_
:ok_hand: preview point
Topic Starter
_Hou

_Meep_ wrote:

:ok_hand: preview point
does it even matter???
Lama Poluna
[General]
  1. Теги: Watanabe Sho Toku
  2. Карты кончаются на разной секунде:
    01:25:833 - Easy
    01:27:845 - Fanteer's Normal
    01:27:845 - Hard
    01:27:845 - Insane
    01:27:844 - Masha's Extra
    01:26:504 - Namki's Another
    01:27:845 - TheMefisto's Extra
    01:27:844 - Duel
  3. И мне кажется нормальный хитнормал ужасный и вообще не подходит к песне, он нереальное говно и портит все.
[Duel]
  1. 00:05:387 (5,6,7,8,9,1) - Ты мапаешь тут синие тики. но ты игноришь самый сильный бит из всех этих 00:05:806 - .
  2. 00:08:739 (1) - Почему тут не сделать тоже самое что и 00:07:063 (4) - ?
  3. 00:12:594 (5) - Такая спокойная часть, можешь спейсинг поменьше?
  4. 00:18:627 (3) - Ты мапаешь тут такой слайдер, потому что там есть звук, да, но он есть и тут 00:18:627 (3) - , а 00:20:136 (1) - это вообще овермап. 00:20:806 (4) - овермап, а тут 00:20:722 - ноту.
  5. 00:26:169 (1) - Разве именно клепом тут нужно подчеркивать вокал?
  6. 00:40:918 (5) - НК, ибо ты всегда ставил НК на вокале, значит и тут надо.
  7. 00:42:091 (1,2,3,4,5,6,7) - Можно импрувнуть форму до нормального круга.
  8. 00:45:359 - Тут лучше мапнуть стак, ибо звук с (2) продолжается.
  9. 00:45:946 (1) - Можно добавить ХС какой нибудь, такой момент классный.
    00:46:532 (2,7) - Ты ставишь эти ноты когда захочишь? Если ты там слышишь милипиську звука, то нужно поставить и 00:46:532 (2,7) - 00:48:543 - и т.д . Ты тупо ставишь рандом?
    00:47:622 (6) - НК
    00:50:303 (6) - НК
    00:50:974 (1) - НК вообще не нужен, тут ничего не меняется вообще.
    00:51:644 (4) - А тут он обязательно нужен. Ты ставишь НК, как будто ты маппер из 2010.
    И в следующей части точно так же НК надо.
    01:12:259 (3) - НК
    01:17:789 (9) - Если ты хочешь подчеркнуть пианино, то лучше юзануть 1/12.
  10. Заключение: НК просто ужасны и хитнормал настолько говно, что модить невозможно.
    В диффе маши комбо колоры не из сета, это все.
Удачи~
Topic Starter
_Hou

Lama Poluna wrote:

[General]
  1. Теги: Watanabe Sho Toku - хз чё эт, но добавил
  2. Карты кончаются на разной секунде - fixwed
  3. И мне кажется нормальный хитнормал ужасный и вообще не подходит к песне, он нереальное говно и портит все. -Заебись
[Duel]
  1. 00:05:387 (5,6,7,8,9,1) - Ты мапаешь тут синие тики. но ты игноришь самый сильный бит из всех этих 00:05:806 - Сделал ревёрс тут 00:05:387 (5) - .
  2. 00:08:739 (1) - Почему тут не сделать тоже самое что и 00:07:063 (4) - ? - там нет такого звука?
  3. 00:12:594 (5) - Такая спокойная часть, можешь спейсинг поменьше? - хм, согласен
  4. 00:18:627 (3) - Ты мапаешь тут такой слайдер, потому что там есть звук, да, но он есть и тут 00:18:627 (3) - , а 00:20:136 (1) - это вообще овермап. 00:20:806 (4) - овермап, а тут 00:20:722 - ноту. - сюда ты запихнул два пункта, я полагаю. Первое: 00:18:627 (3) - здесь сделан кик слайдер дабы не съедать 1/2 слайдером вот этот бит 00:18:795 - , которого нет тут 00:19:298 - . Второе: не думаю что здесь есть овермап, просто вокал совпадает с битом который я выделял тут 00:18:627 -, однако играется это немного странно, поэтому я упростил этот фрагмент, заменив 00:20:136 - 00:20:806 - 1/2 слайдерами
  5. 00:26:169 (1) - Разве именно клепом тут нужно подчеркивать вокал? - упс, поправил
  6. 00:40:918 (5) - НК, ибо ты всегда ставил НК на вокале, значит и тут надо. - фикс
  7. 00:42:091 (1,2,3,4,5,6,7) - Можно импрувнуть форму до нормального круга. Фикс. Блять как я вообще лепил эту парашу
  8. 00:45:359 - Тут лучше мапнуть стак, ибо звук с (2) продолжается. - стак я уже делал, получалось так себе
  9. 00:45:946 (1) - Можно добавить ХС какой нибудь, такой момент классный. - Дай мне такой хитсаунд <3 (а с ним и хитнормал за который меня не будет хейтить каждый встречный)
    00:46:532 (2,7) - Ты ставишь эти ноты когда захочишь? Если ты там слышишь милипиську звука, то нужно поставить и 00:46:532 (2,7) - 00:48:543 - и т.д . Ты тупо ставишь рандом?
    00:47:622 (6) - НК
    00:50:303 (6) - НК
    00:50:974 (1) - НК вообще не нужен, тут ничего не меняется вообще.
    00:51:644 (4) - А тут он обязательно нужен. Ты ставишь НК, как будто ты маппер из 2010.
    И в следующей части точно так же НК надо.
    01:12:259 (3) - НК
    Вроде поставил все НК как ты посоветовал.
    01:17:789 (9) - Если ты хочешь подчеркнуть пианино, то лучше юзануть 1/12. - Да, звучит лучше, спасибо
  10. Заключение: НК просто ужасны и хитнормал настолько говно, что модить невозможно. - Досадно
    В диффе маши комбо колоры не из сета, это все. - Ок, поправлю
Удачи~
Спасибо за чудесный мод !!
saggi
Love the last diff :)
GL in mapping
Topic Starter
_Hou

DominiGG wrote:

Love the last diff :)
GL in mapping
Thanks dude
ncuh
чё по гд инсейна
Topic Starter
_Hou

ncuh wrote:

чё по гд инсейна
Не, мапсет закончен
TheMefisto

Trynna wrote:

TheMefisto


  1. 00:02:705 (1) - woudn't it be nice to make it 1/1 and make 00:03:208 - clickable? I really feel like missing something here, even if you just say things like "simplifying sounds is ok on calm parts" But I still wanna say that it's calm part .-.
  2. 00:06:057 (1,2,3,4) - any reason to make the spacing so high? I really feel like it's unnecessary and doesn't fit that much It's pretty "agressive/loud" part, so reduced spacing isn't fit better here :thinking:
  3. 00:10:415 (3,4) - the impact goes really low, maybe the spacing should support it I guess (I mean, go also lower than the previous jump) I kinda agree, changed
  4. 00:24:828 (1,2) - swapping them would create a very neat rhythm here, 00:24:996 - should be clickable for sure :/ I don't think so. This one 00:25:164 - sounds really stronger, so put slider-end on it isn't fit at all. Also slider + circle follow vocal better here
  5. 00:32:203 - the stream starts on 00:32:035 - ?? Hmm...I don't clearly hear sound here 00:32:119 - . Anyway, even if you heard something, it's pretty weak, so I won't emphasize it as circle
  6. 00:34:214 (1,2) - I really feel like this pattern should be consistent with 00:33:543 (3,4) - 00:36:225 (3,4) - 00:37:398 (2,3,4) - Vocal in these moments isn't the same, so I guess it's ok
  7. 00:43:599 (2) - NC would be nice lol but you might want to avoid it cuz 3 at once already, though it really marks a new section... Ye, why not
  8. 00:55:834 (2) - make it a kick slider would be great, there's a sound on 00:55:918 - that is weird to ignore imo And again, I hear nothing here. Anyway, it makes sense if I do this to emphasize "somethnig-like-violin" sound, but it's too excessive imo

    Your rhythm choice here is something really messy that i can't understand so well, like, let's use 00:11:421 (1,2,3,4,1) - as example: 00:11:421 (1,2) - is clearly following the instrumental actually, the vocal goes for something like circle on 00:11:421 - and slider on 00:11:588 -, cuz well, the instrumental is emphasizing the white ticks!! but then 00:11:923 (3,4,1) - ???? it makes the player gets confused, the player will at least expect a circle on 00:12:594 - and a slider on 00:12:761 -, but this is also easy to recognize that you are not following things well on 00:11:923 (3,4) - already. So let me explain this. First of all, I follow not only instruments here 00:11:421 (1,2) - , but also vocal, because this slider 00:11:421 (1) - covers first word of vocal, then next two sliders 00:11:923 (3,4) - cover next two words. 1/1 slider works in same way. In this case, I don't think this rhythm will confuse players

    There are more parts like this that i couldn't understand that much. The worst pattern here in terms of rhythm choice and stuff is the stream on 00:38:236 -, the NCs makes no sense at all, the transitional kicks are senseless too (you just tried to add it on the guitar sound, but didn't work so well I guess) and 00:40:247 (5,6,7,8,9) - I think both should be similar. And again. I use NC to let players recognize that sounds became more intense. It's not useless, because I increased spacing after every NCs actually. Also, 1/4 sliders should work well with guitar sound imo.

    We can discuss about it if you want tho, maybe i missed something

m3gB3g wrote:

TheMefisto extra
01:23:739 (1) - а почему бы тут тоже собственный красивый слайдер не сделать? Смотрелось бы гармонично с остальными экстрами :) Не хочу слайдер тут, спиннер больше нравится ¯\_(ツ)_/¯
Thanks for mods! \w/

Updatezzz
evth
Duel

00:00:024 (1,2,3) - начнем с того что это начало карт, и кривизна этого паттерна сильно бросается в глаза, сделай что ли эти ноты просто в ряд или друг под другом.
00:03:376 (4) - не очень хорошо начинать круговой слайдер с двойки, всегда старайся делать слайдеркак можно ровнее если сразу перед ним есть ноты или после него.
00:10:750 (2,3) - после предыдущих двоек этот момент читается очень очень сложно, и скорее всего люди будут брейкать не понимая что произошло.
00:17:454 (3,4) - ctl+g
00:32:203 (1) - судя по музыке стрим начинается только от сюда
00:32:873 (1) - сделай форму слайдер более красивее , что то типо того
00:52:985 (1,3) - я конечно понимаю что переделывать ты их уже не будешь, но на будущее такие повторяющиеся патерны очень не приятно играть.
01:09:745 (1,2) - очень не приятная и противная двойка, почему бы просто не увести джамп в низ? и старрейт бустит, и играется гораздо приятнее и не сбивает с ритма.




Masha's Extra

00:03:208 (2,3) - выровняй ноты относительно слайдера
00:32:203 (5) - нк?
00:52:817 (3,1) - очень сложный и спорный по игре момент то ли из за нумерации комбо, то ли из за анти флоу я не понял куда вести курсор после кик слайдера. Опять же повторяющиеся паттерны не приятны при игре.




TheMefisto's Extra

00:05:722 (3) - нк
00:32:203 (4) - нк



в общем не в обиду конечно, но ласт дифу лучше перемапать, будет намного лучше, а так же пофикси теги они разные
lit120
[general]
  1. 00:45:569 - i'd set a preview at here instead, since that timing looks really nice to have a preview set
  2. the hitsoudns, pls
[Duel]
  1. 00:11:445 - 00:16:784 - i wonder why u made a mistake on hitsounds, despite it's not a downbeat drum sound .-.
  2. 00:43:599 (1,2,3) - i'd make a perfect triangle sliders since it's just the same rhythm and beat there, rather than making a different spacing from those 3
  3. 01:07:733 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - that's not how the rhythm works based on the beat like this, cuz i don't feel any intense part there from this part
  4. 01:17:203 (4,5) - why's the blue tick here are mapped? it's rly overmapped tbh
[masha]
  1. 00:33:879 (3) - this is a weird way to start a slider. would set a 1/1 slider at 00:34:214 - instead for its perfect beat on the vocal's timing
  2. 00:33:879 (3) - u should map 4 1/2 notes here instead. if u don't want to change it, then a 1/1 slider + a note will do the trick
  3. 00:44:102 (2,3,4) - uh, some people might confused on this part, so i'd suggest sth like this for the beat http://puu.sh/vahYT/76cbe336fd.jpg . plus, NCs pls
  4. 00:48:795 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - why did u have to map like this? well, to start off, this isn't sth like how the rhythm works like setting a notes all over the place. i'd set a 1/2 sliders there instead for following a vocals or doing sth else different from it
  5. 00:59:354 (2,3,4,5,6,7,8,9,10) - ^
  6. 01:10:583 (2,3,5,6,8,9) - stacking seems like a bit boring to play though
  7. 01:10:918 (4,7) - i'd nc this instead
  8. 01:15:108 (4,5) - overmapped. i only heard this http://puu.sh/vaid1/06e73657df.jpg
  9. 01:16:113 - 01:16:616 - 01:17:119 - u sure u don't want to map this?
  10. 01:22:650 (2,3,4) - the flow here is kinda awkward like u have to hit (3), then going back to (4) behind (3), which is weird for the flow movement
  11. 01:23:655 (1) - pls do sth with the slider volume
[themefisto]
  1. 01:16:113 - 01:16:616 - 01:17:119 - u sure u don't want to map this?
[namki]
  1. 00:00:694 (4) - NC, 00:01:364 (1) - remove NC
  2. 01:23:655 (5) - why 1/4 slider? just a note here is enough, since that blue tick is absent for the note
[insane]
  1. 00:43:599 (1) - slow the slider speed down a bit
  2. 00:44:605 (1,2) - rip stack
  3. 01:21:476 (2,4) - nice overlap. needs to get away with it
that last diff needs a lot of work
Topic Starter
_Hou

lit120 wrote:

[general]
  1. 00:45:569 - i'd set a preview at here instead, since that timing looks really nice to have a preview set - okay
  2. the hitsoudns, pls - :(
[Duel]
  1. 00:11:445 - 00:16:784 - i wonder why u made a mistake on hitsounds, despite it's not a downbeat drum sound - hitsounds rework inc
  2. 00:43:599 (1,2,3) - i'd make a perfect triangle sliders since it's just the same rhythm and beat there, rather than making a different spacing from those 3 - Sure
  3. 01:07:733 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - that's not how the rhythm works based on the beat like this, cuz i don't feel any intense part there from this part - But I do feel intense
  4. 01:17:203 (4,5) - why's the blue tick here are mapped? it's rly overmapped tbh - fiex
[insane]
  1. 00:43:599 (1) - slow the slider speed down a bit - nah, okay
  2. 00:44:605 (1,2) - rip stack - purposly i guess
  3. 01:21:476 (2,4) - nice overlap. needs to get away with it - ?
that last diff needs a lot of work - ¯ \ _ (ツ) _ / ¯
Thaks for your mod

-ckopoctb- wrote:

Duel

00:00:024 (1,2,3) - начнем с того что это начало карт, и кривизна этого паттерна сильно бросается в глаза, сделай что ли эти ноты просто в ряд или друг под другом. - Уверен это нормально
00:03:376 (4) - не очень хорошо начинать круговой слайдер с двойки, всегда старайся делать слайдер как можно ровнее если сразу перед ним есть ноты или после него. - Нет не буду стараться делать слайдер ровнее, вообще не вижу никакого основания под этим пунктом, просто тебе не понравилось.
00:10:750 (2,3) - после предыдущих двоек этот момент читается очень очень сложно, и скорее всего люди будут брейкать не понимая что произошло. - Ну, здесь довольно сильное и резкое изменение мелодичной части, так что это ложится на музыку хорошо, если кто-то не может это прочесть, их проблемы.
00:17:454 (3,4) - ctl+g - нет
00:32:203 (1) - судя по музыке стрим начинается только от сюда - нет, он начинается тут. 00:32:035 -
00:32:873 (1) - сделай форму слайдер более красивее - Мой слайдер достаточно красив
00:52:985 (1,3) - я конечно понимаю что переделывать ты их уже не будешь, но на будущее такие повторяющиеся патерны очень не приятно играть. - ¯ \ _ (ツ) _ / ¯
01:09:745 (1,2) - очень не приятная и противная двойка, почему бы просто не увести джамп в низ? и старрейт бустит, и играется гораздо приятнее и не сбивает с ритма. Я хотел выделить ударные биты стаком, я выделил их стаком, не нахожу надобности что-то менять
- okay

в общем не в обиду конечно, но ласт дифу лучше перемапать, будет намного лучше, а так же пофикси теги они разные - Пофиксил теги.
Спасибо за мод
Topic Starter
_Hou

-ckopoctb- wrote:

Duel

00:17:454 (3,4) - ctl+g - стой, я тупой, ты сказал что сделать а я так и не заметил что что-то не так. fixed
Xinying
I'm a simple man, I see TV Size SAO I provide free mod services xd what the hell is this asuna fest?

General

  1. You might want to consider delaying preview point, the "te" vocal before "yume de" sounds very redundant and off
  2. Easy: OD2? It fits the spread better with Normal as OD4
  3. Normal: AR6 feels too fast for a normal with your style. I'll say AR5 at the most
  4. Both Hard and Insane are HP2... you might want to change that
  5. I'll ignore hitsounds for this mod because you did say it's being remade. I guess you can tell it's bad

Hard

  1. Seriously, your NCs are all over the place. I don't see a logical reasoning behind your usage. Perhaps just stick to the classic NC every downbeat (unless it's a slow section)
  2. 00:08:739 (6) - NC here to split the long combo into two and emphasis downbeat at the same time
  3. 00:37:398 (5,6,1) - The spacing. 00:37:901 (6,1) - Looks like a 1/2 jump. Maybe just stack 00:38:236 (1) - on 00:37:901 (6) -
  4. 00:55:834 (5) - & 00:56:002 (6) - place them around 135|156. Similar to above, they have the spacing of a 1/2
  5. 01:09:074 (5,6,7,8) - This is done nicely, and it's what I'm talking about above^

Insane

  1. 00:21:141 (1) - definitely an unnecessary NC
  2. 00:45:610 (1,2) - I would ctrl-g these notes. It creates a jump here 00:45:778 (2,3) - which emphasises the crash sound and it plays really well imo
This difficulty was pretty neat, cool!

Namki's Another

  1. 00:12:259 (3) - Trying using a rhythm and placement like this. Ignoring the drum beat 00:12:426 - here is absurd.
  2. Oh wells but you repeated the same rhythm, I guess change or not it's up to you, I just don't think using 00:14:605 (1,2) - these rhythm for vocals and suddenly transitioning to single notes play very well
  3. 00:36:895 (1,2) - blanket could be better (nazi)
  4. 00:45:946 (3) - Space this note out more to emphasize the crash sound?
  5. 01:07:733 (1,2,1,2,3,4,1,2,3,4) - The repeated clap (only clap) here was done really nicely, please keep it when thne hitsounds is remade haha

TheMefisto's Extra

  1. your style reminds me of gaia's maps a lot

    Don't see anything wrong with this diff. Great hitsounds you have, great style and structure!

Masha's Extra

  1. 00:05:219 (2,3) - Would prefer NC'ing both of these because 1. sv change and 2. emphasis on point (1), anyways you did it here 00:16:113 (1,1,1) - which is basically kind of the same
  2. Nothing much that I can criticize, but some parts don't really feel right but it's hard to explain. 00:51:644 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - Take this pattern for example, even though the concept it the same from other diffs, it feels weird to play it like this (maybe because of the sharp angle jumps?). And "1-2 1-2" jump patterns 00:59:689 (4,5,6,7,8,9,10) - placed here are not following anything at all. Imo these jumps only fit (A-whistle, B-clap) A-B-A-B red tick rhythms, but the song's rhythm is A-B-A-B on the 1/1 beat snap divisor

Duel

  1. woah AR2? or did my osu bugged itself again (I'll mod this assuming it's ar 9.4)
  2. 00:10:750 (2,3,4,5) - The stacks feels really awkward to play especially when the pitch are different for each note. Try something like this instead? Stack (5) on (2) after
  3. 01:09:745 (1,2) - because of the 1-2 1-2 jumps earlier, placing a flow break here plays really off. I would suggest a placement like this or whatever that encourages jump and emphasis on 01:10:080 (3,1) - .
Topic Starter
_Hou

Xinying wrote:

I'm a simple man, I see TV Size SAO I provide free mod services xd what the hell is this asuna fest? - exactly :)

General

  1. You might want to consider delaying preview point, the "te" vocal before "yume de" sounds very redundant and off - reasonable
  2. Easy: OD2? It fits the spread better with Normal as OD4 - okay sure
  3. Both Hard and Insane are HP2... you might want to change that - oops, fixed
  4. I'll ignore hitsounds for this mod because you did say it's being remade. I guess you can tell it's bad - ¯ \ _ (ツ) _ / ¯

Hard

  1. Seriously, your NCs are all over the place. I don't see a logical reasoning behind your usage. Perhaps just stick to the classic NC every downbeat (unless it's a slow section) - nah, worked with ncs somehow
  2. 00:08:739 (6) - NC here to split the long combo into two and emphasis downbeat at the same time - sure
  3. 00:37:398 (5,6,1) - The spacing. 00:37:901 (6,1) - Looks like a 1/2 jump. Maybe just stack 00:38:236 (1) - on 00:37:901 (6) -
  4. 00:55:834 (5) - & 00:56:002 (6) - place them around 135|156. Similar to above, they have the spacing of a 1/2
  5. 01:09:074 (5,6,7,8) - This is done nicely, and it's what I'm talking about above^ - good point, fixed all above

Insane

  1. 00:21:141 (1) - definitely an unnecessary NC - makes sense
  2. 00:45:610 (1,2) - I would ctrl-g these notes. It creates a jump here 00:45:778 (2,3) - which emphasises the crash sound and it plays really well imo -Good point of emphasising but did it my own way
This difficulty was pretty neat, cool! - Really glad to hear that


Duel

  1. woah AR2? or did my osu bugged itself again (I'll mod this assuming it's ar 9.4) - ¯ \ _ (ツ) _ / ¯
  2. 00:10:750 (2,3,4,5) - The stacks feels really awkward to play especially when the pitch are different for each note. Try something like this instead? Stack (5) on (2) after - dunno on my point it exactly fits this sudden melody change, yeah it might be hard a bit to read, but sure it's reasonable
  3. 01:09:745 (1,2) - because of the 1-2 1-2 jumps earlier, placing a flow break here plays really off. I would suggest a placement like this or whatever that encourages jump and emphasis on 01:10:080 (3,1) - all 3 beats have drum bit but only 1,2 has vocals aswel so I emphasis them and not 3,1. And I want make them different from previous jumps, and if I make a triangle how you suggest it's hardly noticeable during gameplay.
Thanks, good mod
Really that's cool to see such efforts you put in mod
Namki

Xinying wrote:

Namki's Another

  1. 00:12:259 (3) - Trying using a rhythm and placement like this. Ignoring the drum beat 00:12:426 - here is absurd. it's not an absurd it's an exact idea, I am following vocals here as they're more prominent.
  2. Oh wells but you repeated the same rhythm, I guess change or not it's up to you, I just don't think using 00:14:605 (1,2) - these rhythm for vocals and suddenly transitioning to single notes play very well
  3. 00:36:895 (1,2) - blanket could be better (nazi)
  4. 00:45:946 (3) - Space this note out more to emphasize the crash sound? great catch
  5. 01:07:733 (1,2,1,2,3,4,1,2,3,4) - The repeated clap (only clap) here was done really nicely, please keep it when thne hitsounds is remade haha I'm not who doing with this, tho
thanks

DIFF
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 45108
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 3377,11422,16785,22148,27512
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.5

[Metadata]
Title:crossing field -TV ver.-
TitleUnicode:crossing field -TV ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:Hou Rearu
Version:Namki's Another
Source:ソードアート・オンライン
Tags:sword art online opening sao MashaSG TheMefisto Namki Fanteer Watanabe Sho Toku
BeatmapID:1245694
BeatmapSetID:583368

[Difficulty]
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CircleSize:4
OverallDifficulty:7
ApproachRate:9
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Kilabarus
[quote="m3gB3g"]~Прив
OOOO ДАА СНГ МАПЕНГ С КОЛЕН!

[quote]Masha extra :
00:58:683 (6,7) - ctrl+G ? (не вижу смысла тут ломать флоу, после идущий слайдер и так задаёт новый флоу с вокалом) Да
00:47:957 (6,7) - ^ я хоть и вижу по какой логике ломается, но сломай хотя бы ту чуть помягче чтоли.. Да
01:00:527 (9) - чуть пониже, пожалуйста Не
00:31:532 (3) - выпрями его хоть чуточку (вот он же палкой стоит.. 00:30:862 (1) - (можно или его согнуть)) Не
00:38:236 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - Ухх как охуенно! Отличный стрим! Сарказм?

Спасибо

Masha's Extra

00:03:208 (2,3) - выровняй ноты относительно слайдера Зачем?
00:32:203 (5) - нк? Да
00:52:817 (3,1) - очень сложный и спорный по игре момент то ли из за нумерации комбо, то ли из за анти флоу я не понял куда вести курсор после кик слайдера. Опять же повторяющиеся паттерны не приятны при игре. Я так чувствую музыку и эти похожие части
У меня ничего нет об этом в аимоде

Спасибо

[masha]
  1. 00:33:879 (3) - this is a weird way to start a slider. would set a 1/1 slider at 00:34:214 - instead for its perfect beat on the vocal's timing Fixed
  2. 00:33:879 (3) - u should map 4 1/2 notes here instead. if u don't want to change it, then a 1/1 slider + a note will do the trick Mapped in my way
  3. 00:44:102 (2,3,4) - uh, some people might confused on this part, so i'd suggest sth like this for the beat http://puu.sh/vahYT/76cbe336fd.jpg . plus, NCs pls Not remapped, but NCed
  4. 00:48:795 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - why did u have to map like this? well, to start off, this isn't sth like how the rhythm works like setting a notes all over the place. i'd set a 1/2 sliders there instead for following a vocals or doing sth else different from it Watch Monstrata's maps
  5. 00:59:354 (2,3,4,5,6,7,8,9,10) - ^ ^
  6. 01:10:583 (2,3,5,6,8,9) - stacking seems like a bit boring to play though its
  7. 01:10:918 (4,7) - i'd nc this instead yea lul
  8. 01:15:108 (4,5) - overmapped. i only heard this http://puu.sh/vaid1/06e73657df.jpg You kinda right but I dont want to change it, it seems to me pretty fine even if its overmapped
  9. 01:16:113 - 01:16:616 - 01:17:119 - u sure u don't want to map this? Sure lol, vocal emphasizing
  10. 01:22:650 (2,3,4) - the flow here is kinda awkward like u have to hit (3), then going back to (4) behind (3), which is weird for the flow movement flow in 2017 lul
  11. 01:23:655 (1) - pls do sth with the slider volume Sure
Thanks

Masha's Extra

  1. 00:05:219 (2,3) - Would prefer NC'ing both of these because 1. sv change and 2. emphasis on point (1), anyways you did it here 00:16:113 (1,1,1) - which is basically kind of the same
  2. Nothing much that I can criticize, but some parts don't really feel right but it's hard to explain. 00:51:644 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - Take this pattern for example, even though the concept it the same from other diffs, it feels weird to play it like this (maybe because of the sharp angle jumps?). And "1-2 1-2" jump patterns 00:59:689 (4,5,6,7,8,9,10) - placed here are not following anything at all. Imo these jumps only fit (A-whistle, B-clap) A-B-A-B red tick rhythms, but the song's rhythm is A-B-A-B on the 1/1 beat snap divisor 1st) I feel music like it 2nd) You are right

Thanks

Diff: https://puu.sh/vdPmU/6952fee06c.osu
m3gB3g
@MashaSG
ТЫ РЕАЛЬНО ДУМАЕШЬ,ЧТО Я БУДУ ТОКСИКОВАТЬ НА СНГ МАПЕРОВ?!
серьёзно. Стрим реально хорош.
riffy
Hey, I was talking to a good friend of mine about this difficulty, so I decided I would give it a look, While we were at it, I though I'd clariy a few things I disagree with you on.

MashSG wrote:

Watch Monstrata's maps
Sorry, I don't think this is the way it is meant to work. Let's try to go through the difficulty andtry to come up with a reasonable discussion, rather than vague references to some other sets. I'll do it in English, as I feel like this is the language that we both are more comfortable with, hope it's not gonna add any inconvenience.

[Masha's Extra]
  1. 00:08:069 (3,4,5,1) - I am fairly sure that the pattern here does not match the idea you wanted to represent. Let me explain that: assuming that you intended to repreent the keys/synth sounds, just like you did with 00:06:057 (1,2,3) - it is pretty obvious that 00:08:069 (3) - is much stronger as it has a very powerful note yet it is not stressed in any way in terms of spacing. I would recommend different patterning here, as to match the intensity of the beats.
    This would do just fine, as 00:07:398 (1,4) - each sound of that kind is stressed with a slider and a jump, and the rest of the stuff that follows the drums is mapped with more or less low-spaced circles.
  2. 00:09:409 (3) - subjectively, I precieve (3) as a stronger beat, therefore, I would expect a more spaced jump to it. Consider giving more stress on 00:09:409 (3) - and then reducing spacing, so that the next jump on 00:09:912 (1) - gives it enough emphasis. This, I believe, would correlate with the song in a better way.
    If you want an example, here's what I've got
  3. 00:16:113 (1,1) - I understand that the hitsounding in general has been criticized in quite a harsh way recently, but this is something that is more or less specific to your difficulty, since you are using veryy loud Normal sampleset hitsounding here. Try muting (5% volume, which is the closest we can get) the slidertails just like it has been done in the Duel difficulty, or take Namki's approach, when they just lower the overall volume and keep hitnormals unmuted.
  4. 00:17:119 (2,3,4,5) - essentially, you label all four of the circles as something monotonous, yet, this isn't really the case. According to both the music and your own hitsounding, 00:17:119 (2) - is stronger and has more to it, yet, it uses lower spacing. Can you please explain why?
    Note: 00:19:130 (3,4) - sort of similar concept here. Strong hitsound support and a very clear and loud beat, yet smaller spacing.
    Note2: as a matter of fact, there is a good number of patterns following the same idea, and I fail to understand what is the point of that and in what way they represent the actual music. I'll link a few more examples, so that you can get the idea 00:26:002 (4,5,6) - 00:27:510 (1,2,3) - 00:30:191 (6,7,1) -
  5. 00:39:912 (7) - would you mind explaining the rhythm here? It feels like you intended to switch to the synth/bass sound, which has a pretty clear end on 00:40:080 - so, it'd make more sense to finish the slider there. If, however, you intended to follow the stream sound, a 1/4 slider with two reverses would make a lot more sense, I believe.
  6. 00:41:421 (1,2,3,4,5,6) - again, I don't really see what you intend to show. there are no considerable changes to the drum sound, so that a switch from a rather compressed stream to spaced kick sliders doesn't feel justified. Naturally, I assumed that you were following vocals, yet this was not the case as they are based on 1/1 stuff, as far as I can tell 00:41:421 - 00:41:756 - listen to these, these are the beats where vocals have a certain degree of strength Now let's listen to 00:41:588 - 00:41:923 - which appear to be more drum-based.
  7. 00:43:432 (3,1,2) - the sliderpath is covered in a way that can cause reading difficulties. Why not just work something that would be a bit more readable, let's say something like this? Let me explain why:I see it as something that is not just gimmicky with no correlation to the music, but it is also inconsistent with your mapping style. Most of the tymes similar patterns used exactly the kind of visuals, I suggested, take 00:04:884 (1,2,3) - 00:16:113 (1,1) - 00:20:136 (1,2) - 00:20:806 (3,4) - as examples!
  8. 00:48:292 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1) - I am also not very content with the response you've given to the point concerning these jumps. Let's try it again. Let's subdivide it and see what you have to back up your mapping decisions, so we can understand it better!
    1. 00:48:292 (1) - intense vocals ignoring the vocals pitch on 00:48:627 - and leaving a strong beat unclickable.
    2. 00:48:795 (2,3,4,5,6,7,8) - marking every beat as exactly the same (in terms of spacing and patterning) yet they are quite different. (2) follows vocals, (3) is supported with strong jumps, yet (4) is just a regular drum beat with nothing to justify the jump pattern.
      Note: same applies to 00:49:465 (6,8) -
    3. 00:50:136 (1,2) - 00:50:471 (3,4) - 00:50:806 (5,6) - when compared to the previous pattern, there is no considerable change on spacingm yet this part has more vocals and generally feels more tense. The only pattern in this combo that does introduce more intense spacing values is 00:51:141 (7,8,9) - but then it sort of breaks the tension, as it immediately gets stopped/broken with a stack 00:50:303 (2,9,1) .
      I believe that reworking this patterning could benefit it a lot. Here's how I would do it, 00:48:292 (1,2,3,4,5,6,7,8,9) - there'd be an even ratio of sliders to jumps here, making this part easier, 00:50:136 (1,2,3,4,5,6,7,8,9) - this part would use lower spacing and circles only as to show the tension increase and than the final jump on 00:51:476 (9,1) - that'd be some kind of a climax as well as a nice way to finish the pattern.
  9. 01:00:862 (1,2,3,4) - would you mind commenting on the curve you are using here? As fas as I can tell the sound is no different from the rest of the kiai, yet this is the only pattern of this kind ever used in this difficulty. This sort of gives an impression of inconsistency and contraddicting with your style.
    Note: oh, and since 01:00:694 (10,1) - are stacked it considerably lowers the readability of the pattern. Here is an example of what you could do that follows the general flow/patterning concept you've used.
  10. 01:15:108 (4,5) - the readability of these sliders quite alarms me. Considering that you've used streams more often, it would probably be a good idea to use streams here as well, as to prevent the reading difficulty that the second reverse arrows cause.

    I guess this will do for the time being, summarizing the majority of my concerns. I hope this explains my point of view and I'll be happy to hear your commentaries and explanations.
Feel free to ask me if you find something difficult to understand. I'll be glad to discuss or explain my concerns in detail!
Topic Starter
_Hou
Nice avatar Bakari :oops:
Mirash
[Duel]
  1. 00:30:862 (3) - нк на вокал раньше ставил, может и тут? свапни с 00:30:191 (1) -
  2. 00:36:895 (5) - нк, как 00:35:555 (1) - тут
  3. 00:49:968 (4,1) - можно свапнуть нк под вокал
  4. 00:52:147 (4,1) - эти и дальше такие же, а можешь оставить, но тогда в начале поставь все также под больше белые
    короче, дифа крутая, но нк и хсы мне не очень нравятся, 01:21:812 (1) - это например вообще ни к чему, лучше на большой белый. наведи порядок в нк или не наводи может я не понял тогда забей
[Masha's Extra]
я пропущу ее, пока ты не принял мод длинною в стену, если надо позовешь потом

[TheMefisto's Extra]
  1. 00:28:683 (6,1) - свапни местами, на поле сам место найдешь
  2. 00:56:337 (1,2,3,4,1,2,3,4) - можно громкость по нарастающей сделать, в соответствии с треком
  3. 00:57:342 (2,3) - 00:57:678 (4,5) - я скорее всего одинаково спейснутыми их сделал бы
  4. 01:17:622 (3,1,2,3,4,5,6,7,8) - хс не очень, там драмы не на всех битах, оставь софт там, где их нет, будет лучше звучать
[Namkis's Another]
  1. 00:10:750 (1,2,3,4) - хсни софтом или драмом лучше
  2. 00:25:163 (9,1) - под войс http://i.imgur.com/eQpNBgk.png
  3. 00:40:918 (3) - по мне так кикслайдеры лучше тут начать, когда войс меняется
  4. 01:19:465 (3,4) - голос http://i.imgur.com/qeIuY25.png
[Insane]
  1. 00:15:443 (8,1) - 00:16:113 (1,2) - я бы все-таки пытался держать дистансы одинаковыми между ними, визуально
[Hard]
  1. 00:02:203 (3,4,6,7,1) - с включенными стаками они немного оверлапаются не очень http://i.imgur.com/lH5VTJw.png
[Fanteer's Normal]
  1. 00:40:247 (1) - очень не понравилось, что жопа на начале нового вокала и сильном ударе. можно просто укоротить его до 1/1 и подвинуть следующий репит левее
  2. 01:02:873 (2) - на хп баре
[Easy]
  1. 00:09:409 (5,1) - учитывая, что их видно в одно время, их состыковку лучше убрать, подвинь красную штуку ниже у большого слайдера
TheMefisto

-ckopoctb- wrote:

TheMefisto's Extra

00:05:722 (3) - нк По-моему, они тут не нужны
00:32:203 (4) - нк

lit120 wrote:

[themefisto]
  1. 01:16:113 - 01:16:616 - 01:17:119 - u sure u don't want to map this? Yep, I wanna emphasize vocal here, coz it much stronger than other sounds

Mirash wrote:

[Duel]
[TheMefisto's Extra]
  1. 00:28:683 (6,1) - свапни местами, на поле сам место найдешь Мне не очень нравится тбх. Сейчас у меня 2 одинаковых движения идет (тут и на следующих объектах, вверх-вниз), что должно идти на пользу флоу
  2. 00:56:337 (1,2,3,4,1,2,3,4) - можно громкость по нарастающей сделать, в соответствии с треком Сделал бюджетную версию нарастания звука
  3. 00:57:342 (2,3) - 00:57:678 (4,5) - я скорее всего одинаково спейснутыми их сделал бы Не, там звуки разные вроде
  4. 01:17:622 (3,1,2,3,4,5,6,7,8) - хс не очень, там драмы не на всех битах, оставь софт там, где их нет, будет лучше звучать Вроде что-то сделал, но в ХСах я не шарю, копировал с ласт диффы ¯\_(ツ)_/¯
Thanks for mods! \w/
upd
osu file format v14

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Fanteer
[Fanteer's Normal]
00:40:247 (1) - очень не понравилось, что жопа на начале нового вокала и сильном ударе. можно просто укоротить его до 1/1 и подвинуть следующий репит левее просто там на фоне идет стрим, и я хотел чтобы все было плотно на тайм лайне, а с твоей точки зрения, там будут гапы
01:02:873 (2) - на хп баре фиксанул
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Namki
Интересные мысли, Мираш. Хочу получить еще фидбека по такому ритму. Но пока только хсы сделал.

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223,300,57677,6,0,B|193:163|193:163|208:101,1,191.999994140625,2|8,0:0|0:0,0:0:0:0:
139,263,58180,1,0,0:0:0:0:
312,266,58348,1,2,0:0:0:0:
139,276,58515,1,0,0:0:0:0:
334,354,58683,2,0,B|401:340|401:340|433:342,1,95.9999970703126,8|0,0:0|0:0,0:0:0:0:
252,313,59018,5,2,0:0:0:0:
351,248,59186,1,0,0:0:0:0:
351,248,59269,1,0,0:0:0:0:
351,248,59353,1,10,0:0:0:0:
431,173,59521,1,0,0:0:0:0:
223,217,59688,2,0,B|145:211|145:211|108:200,1,95.9999970703126,2|0,0:0|0:0,0:0:0:0:
387,87,60024,2,0,B|465:81|465:81|502:70,1,95.9999970703126,10|0,0:0|0:0,0:0:0:0:
310,243,60359,6,0,L|304:40,1,191.999994140625,2|10,0:0|0:0,0:0:0:0:
391,201,60861,1,0,0:0:0:0:
391,201,61029,1,2,0:0:0:0:
198,193,61197,1,0,0:0:0:0:
198,193,61364,1,10,0:0:0:0:
247,298,61532,1,0,0:0:0:0:
50,308,61699,5,2,0:0:0:0:
49,259,61783,1,0,0:0:0:0:
47,210,61867,1,0,0:0:0:0:
45,161,61951,1,0,0:0:0:0:
42,112,62035,6,0,L|12:71,1,47.9999985351563,8|0,0:0|0:0,0:0:0:0:
150,83,62202,2,0,L|120:42,1,47.9999985351563,8|0,0:0|0:0,0:0:0:0:
248,49,62370,1,10,0:0:0:0:
351,80,62537,1,0,0:0:0:0:
222,230,62705,2,0,B|225:155|225:155|213:125,1,95.9999970703126,2|0,0:0|0:0,0:0:0:0:
145,301,63040,5,2,0:0:0:0:
241,319,63208,2,0,L|347:314,1,95.9999970703126,0|8,0:0|0:0,0:0:0:0:
497,194,63543,5,0,0:0:0:0:
401,176,63711,2,0,L|295:181,1,95.9999970703126,2|0,0:0|0:0,0:0:0:0:
126,282,64046,5,8,0:0:0:0:
222,300,64214,2,0,L|328:295,1,95.9999970703126,0|2,0:0|0:0,0:0:0:0:
96,200,64549,2,0,L|-10:195,1,95.9999970703126,0|8,0:0|0:0,0:0:0:0:
126,282,64884,1,0,0:0:0:0:
173,104,65051,1,12,0:0:0:0:
186,111,65387,5,8,0:0:0:0:
331,212,65554,1,0,0:0:0:0:
195,242,65890,6,0,L|206:293,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
247,56,66225,2,0,L|257:9,1,47.9999985351563,12|0,0:0|0:0,0:0:0:0:
375,238,66727,5,6,0:0:0:0:
343,147,66895,1,0,0:0:0:0:
470,227,67063,2,0,L|456:321,1,95.9999970703126,12|2,0:0|0:0,0:0:0:0:
323,297,67398,5,2,0:0:0:0:
275,296,67481,1,0,0:0:0:0:
227,295,67565,1,6,0:0:0:0:
179,295,67649,1,0,0:0:0:0:
130,295,67733,6,0,P|92:261|60:211,1,88.000002685547,10|2,0:0|0:0,0:0:0:0:
192,152,68068,2,0,P|176:103|173:44,1,88.000002685547,8|2,0:0|0:0,0:0:0:0:
339,200,68403,6,0,B|359:63|359:63|350:12,1,176.000005371094,8|8,0:0|0:0,0:0:0:0:
423,180,68906,1,2,0:0:0:0:
296,282,69074,2,0,B|233:277|233:277|207:265,1,88.000002685547,10|2,0:0|0:0,0:0:0:0:
44,174,69409,2,0,B|107:169|107:169|129:158,1,88.000002685547,8|2,0:0|0:0,0:0:0:0:
235,69,69744,5,8,0:0:0:0:
62,66,69912,1,8,0:0:0:0:
160,22,70079,1,2,0:0:0:0:
116,276,70247,1,10,0:0:0:0:
126,285,70582,5,0,0:0:0:0:
310,214,70750,1,0,0:0:0:0:
83,196,70917,1,10,0:0:0:0:
93,205,71253,5,0,0:0:0:0:
186,40,71420,1,0,0:0:0:0:
182,276,71588,1,10,0:0:0:0:
175,285,71923,5,8,0:0:0:0:
345,249,72091,1,8,0:0:0:0:
243,131,72259,1,8,0:0:0:0:
243,131,72426,6,0,B|239:186|239:186|247:229,1,88.000002685547,0|8,0:0|0:0,0:0:0:0:
342,336,72761,2,0,B|348:303|348:303|344:248,1,88.000002685547,12|0,0:0|0:0,0:0:0:0:
142,234,73097,2,0,B|139:84|139:84|152:28,1,191.999994140625,0|0,0:0|0:0,0:0:0:0:
67,195,73599,1,0,0:0:0:0:
250,249,73767,5,0,0:0:0:0:
199,334,73934,1,0,0:0:0:0:
154,251,74102,1,0,0:0:0:0:
376,287,74437,2,0,L|367:172,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
314,351,74772,1,0,0:0:0:0:
180,309,74940,1,0,0:0:0:0:
253,134,75107,5,0,0:0:0:0:
253,172,75190,1,0,0:0:0:0:
254,210,75274,1,0,0:0:0:0:
255,249,75358,1,0,0:0:0:0:
256,287,75442,1,0,0:0:0:0:
125,264,75778,5,8,0:0:0:0:
108,47,75945,1,8,0:0:0:0:
108,47,76113,1,2,0:0:0:0:
39,231,76280,5,8,0:0:0:0:
228,107,76448,1,8,0:0:0:0:
228,107,76616,1,2,0:0:0:0:
20,121,76783,5,8,0:0:0:0:
228,237,76951,1,8,0:0:0:0:
156,285,77118,1,2,0:0:0:0:
153,198,77286,1,0,0:0:0:0:
260,328,77454,1,0,0:0:0:0:
380,235,77622,5,0,0:0:0:0:
380,235,77705,1,0,0:0:0:0:
380,235,77789,1,0,0:0:0:0:
420,135,77957,2,0,L|475:130,2,47.9999985351563,0|0|0,0:0|0:0|0:0,0:0:0:0:
333,82,78292,1,0,0:0:0:0:
333,82,78376,1,0,0:0:0:0:
333,82,78460,1,2,0:0:0:0:
136,226,78794,6,0,B|71:216|71:216|43:220,1,80,8|0,0:0|0:0,0:0:0:0:
289,282,79130,2,0,B|354:272|354:272|382:276,1,80,0|0,0:0|0:0,0:0:0:0:
212,347,79465,2,0,L|209:173,1,160,8|2,0:0|0:0,0:0:0:0:
218,34,79968,1,0,0:0:0:0:
288,74,80135,2,0,P|259:104|211:116,1,80,8|0,0:0|0:0,0:0:0:0:
391,20,80470,6,0,B|399:65|399:65|382:215,1,160,2|8,0:0|0:0,0:0:0:0:
329,273,80973,1,0,0:0:0:0:
329,273,81057,1,0,0:0:0:0:
329,273,81141,1,2,0:0:0:0:
410,333,81308,1,0,0:0:0:0:
254,185,81476,2,0,P|205:193|152:195,1,80,8|0,0:0|0:0,0:0:0:0:
91,106,81811,5,2,0:0:0:0:
91,106,81979,1,2,0:0:0:0:
114,297,82146,2,0,B|155:285|155:285|291:294,1,160,0|8,0:0|0:0,0:0:0:0:
378,324,82649,1,0,0:0:0:0:
378,324,82733,1,0,0:0:0:0:
378,324,82817,1,8,0:0:0:0:
480,357,82984,2,0,B|482:300|482:300|466:267,1,80,0|10,0:0|0:0,0:0:0:0:
392,157,83320,5,8,0:0:0:0:
352,155,83403,1,0,0:0:0:0:
312,154,83487,1,8,0:0:0:0:
272,153,83571,1,0,0:0:0:0:
232,151,83655,2,0,L|190:154,1,40,8|0,0:0|0:0,0:0:0:0:
256,192,83822,12,0,87845,0:0:0:0:

Спасибо!
Kilabarus

Bakari wrote:

Hey, I was talking to a good friend of mine about this difficulty, so I decided I would give it a look, While we were at it, I though I'd clariy a few things I disagree with you on.

MashSG wrote:

Watch Monstrata's maps
Sorry, I don't think this is the way it is meant to work. Let's try to go through the difficulty andtry to come up with a reasonable discussion, rather than vague references to some other sets. I'll do it in English, as I feel like this is the language that we both are more comfortable with, hope it's not gonna add any inconvenience.

[Masha's Extra]
  1. 00:08:069 (3,4,5,1) - I am fairly sure that the pattern here does not match the idea you wanted to represent. Let me explain that: assuming that you intended to repreent the keys/synth sounds, just like you did with 00:06:057 (1,2,3) - it is pretty obvious that 00:08:069 (3) - is much stronger as it has a very powerful note yet it is not stressed in any way in terms of spacing. I would recommend different patterning here, as to match the intensity of the beats.
    This would do just fine, as 00:07:398 (1,4) - each sound of that kind is stressed with a slider and a jump, and the rest of the stuff that follows the drums is mapped with more or less low-spaced circles. Yea, you are right
  2. 00:09:409 (3) - subjectively, I precieve (3) as a stronger beat, therefore, I would expect a more spaced jump to it. Consider giving more stress on 00:09:409 (3) - and then reducing spacing, so that the next jump on 00:09:912 (1) - gives it enough emphasis. This, I believe, would correlate with the song in a better way. Fixed in my way ( without antiflow jump )
    If you want an example, here's what I've got
  3. 00:16:113 (1,1) - I understand that the hitsounding in general has been criticized in quite a harsh way recently, but this is something that is more or less specific to your difficulty, since you are using veryy loud Normal sampleset hitsounding here. Try muting (5% volume, which is the closest we can get) the slidertails just like it has been done in the Duel difficulty, or take Namki's approach, when they just lower the overall volume and keep hitnormals unmuted. I didn't do any of Hitsounding for this map, so, I guess, this is not my problem
  4. 00:17:119 (2,3,4,5) - essentially, you label all four of the circles as something monotonous, yet, this isn't really the case. According to both the music and your own hitsounding, 00:17:119 (2) - is stronger and has more to it, yet, it uses lower spacing. Can you please explain why?
    Note: 00:19:130 (3,4) - sort of similar concept here. Strong hitsound support and a very clear and loud beat, yet smaller spacing.
    Note2: as a matter of fact, there is a good number of patterns following the same idea, and I fail to understand what is the point of that and in what way they represent the actual music. I'll link a few more examples, so that you can get the idea 00:26:002 (4,5,6) - 00:27:510 (1,2,3) - 00:30:191 (6,7,1) - Fixed all
  5. 00:39:912 (7) - would you mind explaining the rhythm here? It feels like you intended to switch to the synth/bass sound, which has a pretty clear end on 00:40:080 - so, it'd make more sense to finish the slider there. If, however, you intended to follow the stream sound, a 1/4 slider with two reverses would make a lot more sense, I believe. Fixed by cutting the slider and putting note on 00:40:164 (8) -
  6. 00:41:421 (1,2,3,4,5,6) - again, I don't really see what you intend to show. there are no considerable changes to the drum sound, so that a switch from a rather compressed stream to spaced kick sliders doesn't feel justified. Naturally, I assumed that you were following vocals, yet this was not the case as they are based on 1/1 stuff, as far as I can tell 00:41:421 - 00:41:756 - listen to these, these are the beats where vocals have a certain degree of strength Now let's listen to 00:41:588 - 00:41:923 - which appear to be more drum-based. I'm following vocals, that's all I can say, though, I fixed last seconds of a stream
  7. 00:43:432 (3,1,2) - the sliderpath is covered in a way that can cause reading difficulties. Why not just work something that would be a bit more readable, let's say something like this? Let me explain why:I see it as something that is not just gimmicky with no correlation to the music, but it is also inconsistent with your mapping style. Most of the tymes similar patterns used exactly the kind of visuals, I suggested, take 00:04:884 (1,2,3) - 00:16:113 (1,1) - 00:20:136 (1,2) - 00:20:806 (3,4) - as examples! Yea
  8. 00:48:292 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1) - I am also not very content with the response you've given to the point concerning these jumps. Let's try it again. Let's subdivide it and see what you have to back up your mapping decisions, so we can understand it better!
    1. 00:48:292 (1) - intense vocals ignoring the vocals pitch on 00:48:627 - and leaving a strong beat unclickable.
    2. 00:48:795 (2,3,4,5,6,7,8) - marking every beat as exactly the same (in terms of spacing and patterning) yet they are quite different. (2) follows vocals, (3) is supported with strong jumps, yet (4) is just a regular drum beat with nothing to justify the jump pattern.
      Note: same applies to 00:49:465 (6,8) -
    3. 00:50:136 (1,2) - 00:50:471 (3,4) - 00:50:806 (5,6) - when compared to the previous pattern, there is no considerable change on spacingm yet this part has more vocals and generally feels more tense. The only pattern in this combo that does introduce more intense spacing values is 00:51:141 (7,8,9) - but then it sort of breaks the tension, as it immediately gets stopped/broken with a stack 00:50:303 (2,9,1) .
      I believe that reworking this patterning could benefit it a lot. Here's how I would do it, 00:48:292 (1,2,3,4,5,6,7,8,9) - there'd be an even ratio of sliders to jumps here, making this part easier, 00:50:136 (1,2,3,4,5,6,7,8,9) - this part would use lower spacing and circles only as to show the tension increase and than the final jump on 00:51:476 (9,1) - that'd be some kind of a climax as well as a nice way to finish the pattern.
  9. 01:00:862 (1,2,3,4) - would you mind commenting on the curve you are using here? As fas as I can tell the sound is no different from the rest of the kiai, yet this is the only pattern of this kind ever used in this difficulty. This sort of gives an impression of inconsistency and contraddicting with your style.
    Note: oh, and since 01:00:694 (10,1) - are stacked it considerably lowers the readability of the pattern. Here is an example of what you could do that follows the general flow/patterning concept you've used.
  10. 01:15:108 (4,5) - the readability of these sliders quite alarms me. Considering that you've used streams more often, it would probably be a good idea to use streams here as well, as to prevent the reading difficulty that the second reverse arrows cause. Remapped using your suggestions somewhere, probably need to recheck now, if you have time ofc

    I guess this will do for the time being, summarizing the majority of my concerns. I hope this explains my point of view and I'll be happy to hear your commentaries and explanations. Yea, everything was pretty clear
Feel free to ask me if you find something difficult to understand. I'll be glad to discuss or explain my concerns in detail!
Thanks for mod, Bakari!

Diff: https://puu.sh/vkmnI/586222ea45.osu

e: also sorry for late response, busy school
Topic Starter
_Hou

Bakari wrote:

00:16:113 (1,1) - I understand that the hitsounding in general has been criticized in quite a harsh way recently, but this is something that is more or less specific to your difficulty, since you are using veryy loud Normal sampleset hitsounding here. Try muting (5% volume, which is the closest we can get) the slidertails just like it has been done in the Duel difficulty, or take Namki's approach, when they just lower the overall volume and keep hitnormals unmuted.
Hitsound rework for this diff aswel soon
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