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toby fox - sans. [Osu|CatchTheBeat]

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Topic Starter
-Keitaro

Lone Pixel wrote:

I'm late with that mod, I know, but I don't play osu very often ....

Hard
This is a really good map, I don't have much to say.
00:19:687 (4,5) - Are you aware of that: The two notes that are played in quick succession come exactly here 00:20:156 and here 00:20:185, but you placed the end of the slider and the beginning of the new slider here 00:20:126 and here 00:20:156 so 1/16? If you are aware of it, you probably did it on purpose, so the second slider doesn't begin in the nowhere of 1/16 but on a white tick. You could also leave it like that, I just wanted you to know about it. just wanna say, use 25% speed
You could do something similar here 00:06:328 (3) and here 00:28:828 (4). Maybe with a circle just 1/16 before the slider but on the same position. I think that would fit very well. hmm, nah, no sound tho
Super small thing: 00:31:875 (1,2,3,4) - the spacing here between all the notes is perfect, but a bit smaller then before: 00:30:468 (1,2,3) - looked a bit strange when playing. nah

Sorry, after all this time you only get this small feedback, but I really can't find anything else.

MBomb's Platter
I have zero experience in modding CtB, so I'll just say that it's a nice feeling when playing this map. There are no such things as "mistakes" here.

Normal
00:13:125 (1,2) - Just recognized that you have very few reverse sliders in your maps, but despite that fact this doesn't feel right. I'd prefer something like that: https://osu.ppy.sh/ss/8173792 I prefer the original one
00:20:625 (1,2) - Same here, but I would use 3 circles for the 3 same notes in the music.
When the music repeats, these two things also repeat for sure.
If you want to use more reverse sliders, I'd put one here 00:41:250 (1,2,3) - from the end of (1) with the arrow at the (2) to the beginning of the (3). I prefer the original one

Easy
I can't find anything here. If you get in contact with a very new player let him play this map and find out where he/she struggles the most.

I hope this gets ranked, I like the original song and your map very much, don't you think you could think of some cool pun references from sans in the diff names? lol I'm not a PUNny guy xd Good luck!
Thanks for the mod
MBomb

Nokashi wrote:

Hello There!
Requested by MBomb

Platter
  1. 00:02:812 (4,5) - Normal dash here for consistency with 00:01:875 (1,2) - . The sounds are rather similar. - Mainly kept it that way because of the pitch being lower on that one.
  2. 00:10:078 (3) - A bit too vertical in my opinion. It could have offered some more movement if it was more horizontal. Will also make it more consistent movement wise with 00:05:625 (1,2,3,4) - which is more intense, yet the same rhythm as here - Changed a bit.
  3. 00:13:359 (2) - Ctrl-H here would work here since the entrance to this object feels rather forced based on the sudden movement to the other direction the moment this object is reached. Moreover its pretty close to the edge so moving it a bit to the left could work nicely. Similar point here 00:43:125 (1,2) - - Feels nicer as a HDash with the song to me.
  4. 00:21:562 (3,4,5,6) - You could try a 2 1/2 slider pattern here instead of 4 circles so as to place more emphasis on the stronger sounds on the white ticks - Disagree with this, because of this generally being pitch mapped, the 1/2 notes are actually where the dashes are to here, so having a 4 circle pattern makes more sense.
  5. 00:25:312 (4,5) - Normal Dash here, pretty inconsistent with 00:24:375 (1,2) - . Even though they are the same sound, the one implies a walk and the other a dash - Different pitches again.

Nothing much to say. This diff is pretty ready

-Hex- wrote:

Hello.
How to mod (My second mods).

[MBomb's Platter]
Consider to change AR/OD to 7.5 ? . It fits well IMO. - I agree it's a little low, 7.2 works fine for me though.
  1. 00:10:078 (3) - It feels weird to play with vertical pattern. Make it horizontal ? Agreed with Nokashi's mod . - Didn't go with horizontal but went with a bit of a different shape.
  2. 00:48:281 (4) - I think it's not a big issue but I would put this to x=152 for consistency with 00:47:343 (2) - and also gives little movement IMO. - Prefer having a decreased distance to 4 as 3 is stronger than 4 here.
It's clean diff so I don't have much to say. No kds if not helpful.
Thanks for the mods!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character magic bomb mbomb
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.2
ApproachRate:7.2
SliderMultiplier:2
SliderTickRate:2

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

[TimingPoints]
0,468.75,4,2,2,65,1,0


[Colours]
Combo1 : 18,124,255
Combo2 : 255,255,255

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Topic Starter
-Keitaro

- Magic Bomb - wrote:

Nokashi wrote:

Hello There!
Requested by MBomb

Platter
  1. 00:02:812 (4,5) - Normal dash here for consistency with 00:01:875 (1,2) - . The sounds are rather similar. - Mainly kept it that way because of the pitch being lower on that one.
  2. 00:10:078 (3) - A bit too vertical in my opinion. It could have offered some more movement if it was more horizontal. Will also make it more consistent movement wise with 00:05:625 (1,2,3,4) - which is more intense, yet the same rhythm as here - Changed a bit.
  3. 00:13:359 (2) - Ctrl-H here would work here since the entrance to this object feels rather forced based on the sudden movement to the other direction the moment this object is reached. Moreover its pretty close to the edge so moving it a bit to the left could work nicely. Similar point here 00:43:125 (1,2) - - Feels nicer as a HDash with the song to me.
  4. 00:21:562 (3,4,5,6) - You could try a 2 1/2 slider pattern here instead of 4 circles so as to place more emphasis on the stronger sounds on the white ticks - Disagree with this, because of this generally being pitch mapped, the 1/2 notes are actually where the dashes are to here, so having a 4 circle pattern makes more sense.
  5. 00:25:312 (4,5) - Normal Dash here, pretty inconsistent with 00:24:375 (1,2) - . Even though they are the same sound, the one implies a walk and the other a dash - Different pitches again.

Nothing much to say. This diff is pretty ready

-Hex- wrote:

Hello.
How to mod (My second mods).

[MBomb's Platter]
Consider to change AR/OD to 7.5 ? . It fits well IMO. - I agree it's a little low, 7.2 works fine for me though.
  1. 00:10:078 (3) - It feels weird to play with vertical pattern. Make it horizontal ? Agreed with Nokashi's mod . - Didn't go with horizontal but went with a bit of a different shape.
  2. 00:48:281 (4) - I think it's not a big issue but I would put this to x=152 for consistency with 00:47:343 (2) - and also gives little movement IMO. - Prefer having a decreased distance to 4 as 3 is stronger than 4 here.
It's clean diff so I don't have much to say. No kds if not helpful.
Thanks for the mods!
Applied.
Monstrata
Hard

00:16:640 (5,1,2,3,4) - Imo, this isn't a good structure. 2>3>4 gets way too big compared tot he rest of the map. Use a square structure like 00:08:906 (1,2,3,4,5,6) - instead. Don't use a parallelogram structure cuz it'll cause problems with spacing like what happened here.
00:15:937 (4,5,1,2) - Also when setting up the flow, something like this would work better. It's okay not to respect emphasis on the white tick sometimes if it contributes to better flow and structure. That's how I would have approached it anyways.
00:27:890 (5,1,2) - Integrate this into the structure too? 5>2 is a bit too close compared to 1>2
00:33:750 (1,2) - This spacing looks too much like your usual 1/2 jumps. Use a bigger spacing
00:37:265 (2,1) - Jump here for emphasis instead? linear flow is kinda meh too xP

Normal

00:03:281 (3,1) - Blanket.
00:07:500 (1,3) - etc..

Looks like you can improve your blankets still xP. Please go over the map again, or ask someone to mod for blankets cuz there are a bunch and it shouldn't be my job to point them out.

Easy

00:30:000 (5) - Missing NC.

[]

I think you need a difficulty between Easy and Normal... your Normal diff is almost fully 1/2 rhythm while your Easy is fully 1/1 rhythm. You should add a diff that uses a combination of 50% 1/1 and 1/2 for a better spread imo...

The set is good though, so you can call me back when the set is ready again!
Topic Starter
-Keitaro

Monstrata wrote:

Hard

00:16:640 (5,1,2,3,4) - Imo, this isn't a good structure. 2>3>4 gets way too big compared tot he rest of the map. Use a square structure like 00:08:906 (1,2,3,4,5,6) - instead. Don't use a parallelogram structure cuz it'll cause problems with spacing like what happened here.
00:15:937 (4,5,1,2) - Also when setting up the flow, something like this would work better. It's okay not to respect emphasis on the white tick sometimes if it contributes to better flow and structure. That's how I would have approached it anyways.
00:27:890 (5,1,2) - Integrate this into the structure too? 5>2 is a bit too close compared to 1>2 hmm I guess no, since 00:28:125 (1) - 's sound is higher than 00:27:890 (5) - so made the spacing way higher.
00:33:750 (1,2) - This spacing looks too much like your usual 1/2 jumps. Use a bigger spacing
00:37:265 (2,1) - Jump here for emphasis instead? linear flow is kinda meh too xP

Normal

00:03:281 (3,1) - Blanket.
00:07:500 (1,3) - etc..

Looks like you can improve your blankets still xP. Please go over the map again, or ask someone to mod for blankets cuz there are a bunch and it shouldn't be my job to point them out.

Easy

00:30:000 (5) - Missing NC.

[]

I think you need a difficulty between Easy and Normal... your Normal diff is almost fully 1/2 rhythm while your Easy is fully 1/1 rhythm. You should add a diff that uses a combination of 50% 1/1 and 1/2 for a better spread imo...

The set is good though, so you can call me back when the set is ready again!
Thanks for the mod!
oh also, well normal is a combination os 1/1 and 1/2, even mostly 1/2 so its okay imo

also

Error- wrote:

okaay so Ill explain things

1. even through it feels like 1/2 everywhere in normal, it does often have 1/1 thingy, since I really often use 1/1 here, thats why I dont really want a 1/1 gap, instead of it, I replace it with 1/1, So doesnt really quiet, and also not really hard.

2. Its mixed both from Easy and Hard, for example 00:01:640 (4,1,2) - , this is a mix from hard's 00:01:640 (5,1,2,3) - and Easy's 00:00:937 (2,3,4) - , since Hard is a 1/2 objects, instead of it, I replace it with 2 1/1 slider 00:01:875 (1,2) - here, and so on in the beatmap.

3. Even so I only use 1/1 gap twice in the diff, it doesn't really broke the spread, as i said before, so much 1/1 slider, so that'll be stable with the 1/2 and 1/2 sliders. Also I rarely do 1/2 sliders, only some of it.

4. Keeping it not really quiet, as I said in 1, since 1/1 is pretty much quiet in this 128BPM, I tried to not to use it, except with a 1/2 gap after it.

5. If im counting between 1/1 sliders and 1/2 circles + sliders, probaly it just only around 60-65% of it, but doesnt count the 1/2 gap, so I guess its ok for a Normal diff, also this still plays good on newer players, with some testplaying.

Not really that much, But I'll recall you when its ready.
Topic Starter
-Keitaro
-Kyu mod.
-Kyu doesnt want to post :p
so just post it here.
loggg
2017-05-26 20:49 Error-: ok im ready now
2017-05-26 20:49 -Kyu: alright
2017-05-26 20:50 -Kyu: remember,nazi mod
2017-05-26 20:50 -Kyu: 1st off
2017-05-26 20:50 -Kyu: gk ada custom hitsound di easy diff?
2017-05-26 20:50 -Kyu: yg suara click itu
2017-05-26 20:50 Error-: ada kok '-'
2017-05-26 20:50 Error-: look at the files
2017-05-26 20:50 -Kyu: yg di slidertick
2017-05-26 20:50 Error-: kan diganti pake whistle hehe
2017-05-26 20:50 Error-: jadi sama aja ^^
2017-05-26 20:51 Error-: since every 2/2 beat is clickable here
2017-05-26 20:52 -Kyu: 00:23:906 (2,4) - ada overlap kecil
2017-05-26 20:52 -Kyu: 00:25:312 (4) - dinaikin dikit
2017-05-26 20:52 Error-: ooo good eye xd
2017-05-26 20:53 -Kyu: terus 00:26:250 (1) - di gabung dgn peletakan 00:23:906 (2) -
2017-05-26 20:53 Error-: oh damn that ruins eveything
2017-05-26 20:53 Error-: plz wait
2017-05-26 20:53 -Kyu: dan,bisa juga 00:26:250 (1) - diblanket dgn 00:24:375 (3) -
2017-05-26 20:54 -Kyu: [https://osu.ppy.sh/ss/8183334 so it will be like this]
2017-05-26 20:54 Error-: oh damn very good idea
2017-05-26 20:54 Error-: wait k
2017-05-26 20:56 Error-: ok done
2017-05-26 20:56 -Kyu: 00:33:750 (1) - why the sudden big gap
2017-05-26 20:57 Error-: DS problem, fixed
2017-05-26 20:58 -Kyu: 00:35:625 (3,4) - blanket potential
2017-05-26 20:58 Error-: broke DS
2017-05-26 20:59 Error-: also the head will be outside of the playfield
2017-05-26 20:59 -Kyu: wait which one
2017-05-26 21:00 Error-: 00:36:562 (4) -
2017-05-26 21:01 Error-: anyway thats not a bit prob too
2017-05-26 21:01 -Kyu: wait uh
2017-05-26 21:02 -Kyu: [https://osu.ppy.sh/ss/8183416 try this]
2017-05-26 21:03 Error-: hmm probaly nah
2017-05-26 21:04 -Kyu: ok,now normal
2017-05-26 21:04 Error-: ok
2017-05-26 21:04 Error-: ACTION is editing [https://osu.ppy.sh/b/1242071 toby fox - sans. [Normal]]
2017-05-26 21:05 -Kyu: 00:01:875 (1) - agak triggerred jadi gimana kalau disamakan aja dgn slider 00:00:937 (3) -
2017-05-26 21:06 Error-: keeping it 1/1 biar lebih konsisten dengan diff lainnya
2017-05-26 21:06 -Kyu: 00:01:875 (1) - agak triggerred jadi gimana kalau disamakan aja dgn slider 00:00:937 (3) -
2017-05-26 21:06 -Kyu: copy-paste
2017-05-26 21:06 -Kyu: 00:02:578 (6) - same goes to this
2017-05-26 21:06 Error-: so nah
2017-05-26 21:07 Error-: also its being patterned tho
2017-05-26 21:07 Error-: so, changing that means.. remap
2017-05-26 21:07 Error-: xd
2017-05-26 21:09 -Kyu: cuma ganti bagian itu aja
2017-05-26 21:09 Error-: ya ganti bagian itu doang ttp aja sih, bakal ancurin konsistensi
2017-05-26 21:10 -Kyu: alrighty
2017-05-26 21:10 -Kyu: 00:03:281 (7,1) - small blanket fix
2017-05-26 21:11 Error-: wait
2017-05-26 21:11 Error-: combo 7?
2017-05-26 21:11 Error-: dafaq
2017-05-26 21:11 -Kyu: 00:07:500 (1,3) - ^
2017-05-26 21:11 -Kyu: oops
2017-05-26 21:11 00:03:281 (3,1) - *
2017-05-26 21:13 Error-: ok fixed
2017-05-26 21:13 -Kyu: 00:16:875 (1) - peletakannya disamakan dgn 00:14:531 (3) -
2017-05-26 21:14 Error-: sound beda, ane miripin dengan 00:39:375 (1) -
2017-05-26 21:16 -Kyu: wait whaddya mean
2017-05-26 21:16 Error-: oh wait
2017-05-26 21:16 Error-: peletakannya?
2017-05-26 21:17 Error-: hmm I think nah, meraka beatnya jauh kok, jadi ga ada masalah
2017-05-26 21:18 Error-: dan kalo dilihat hasilnya [https://osu.ppy.sh/ss/8183541 ini], still looks legit
2017-05-26 21:18 -Kyu: https://osu.ppy.sh/ss/8183545
2017-05-26 21:18 Error-: just still nah, they still looks legit even for a normal
2017-05-26 21:18 -Kyu: ok then
2017-05-26 21:19 -Kyu: 00:20:390 - no note?
2017-05-26 21:19 Error-: no
2017-05-26 21:19 Error-: for space
2017-05-26 21:19 -Kyu: part is still audible
2017-05-26 21:19 Error-: the sound is very minor, so its ok to not map it
2017-05-26 21:19 Error-: the sound is just smth like, a reflection of 00:20:156 -
2017-05-26 21:20 -Kyu: it's not an echo,it's still playing the instrument,but more lower tone
2017-05-26 21:21 Error-: yeah thats why I didnt map it ;)
2017-05-26 21:21 Error-: also it'll somehow might broke the systematics of the diff, its supposed to be stable between 1/1 and 1/2, even 60% of it its 1/2
2017-05-26 21:22 Error-: if I added those, it'll be 65-70% of it and I need to map a new diff, and somehow broke the spread
2017-05-26 21:25 -Kyu: hmm
2017-05-26 21:25 Error-: also its still acceptale xd
2017-05-26 21:26 Error-: acceptable*
2017-05-26 21:27 -Kyu: 00:40:781 (3) - this slider doesn't feels right
2017-05-26 21:27 -Kyu: beroverlapped dgn 00:38:437 (3) - dan 00:39:140 (4) -
2017-05-26 21:27 Error-: still feels like, it does zigzag on 00:40:078 (2,3,1) - so ok I guess
2017-05-26 21:27 Error-: same like the easy diff.
2017-05-26 21:28 -Kyu: well,onto hard
2017-05-26 21:29 -Kyu: ACTION is editing [https://osu.ppy.sh/b/1236756 toby fox - sans. [Hard]]
2017-05-26 21:29 -Kyu: 00:03:750 (1,2) - blanket issue
2017-05-26 21:29 Error-: ok, I hope you fine with triangles
2017-05-26 21:29 -Kyu: 00:06:328 (3,4) - could be blanketed
2017-05-26 21:29 Error-: but its already blanketed .-.
2017-05-26 21:29 Error-: oh, you mean, the head only?
2017-05-26 21:30 Error-: maybe nah, I prefer this one, not making any of jump here
2017-05-26 21:30 -Kyu: [https://osu.ppy.sh/ss/8183657 this is preferred]
2017-05-26 21:31 Error-: oh that, a no again, spacing tho
2017-05-26 21:33 Error-: omg damn it my father .-.
2017-05-26 21:34 Error-: tells me to sleep coz tomorrow.
2017-05-26 21:34 Error-: so, you wanna post it on thread, or, still want it here?
2017-05-26 21:34 -Kyu: right now?
2017-05-26 21:34 Error-: well I can play 10 min more
2017-05-26 21:35 -Kyu: no thanks
2017-05-26 21:35 -Kyu: anggap aja free mod XD
2017-05-26 21:35 -Kyu: bosen soalnya
2017-05-26 21:35 Error-: pfft gapapa kudos 1 xP
2017-05-26 21:36 -Kyu: oh 1 more thing
2017-05-26 21:36 -Kyu: 00:17:578 (4) - spacing error?
2017-05-26 21:36 -Kyu: 00:17:578 (4) - spacing error?
2017-05-26 21:36 -Kyu: triangle doesn't look that good
2017-05-26 21:36 Error-: sound is higher, more spacing.
2017-05-26 21:36 Error-: I dont even want to create a triangle lol
2017-05-26 21:36 -Kyu: 00:17:578 (4) - spacing error?
2017-05-26 21:36 -Kyu: triangle doesn't look that good
2017-05-26 21:37 Error-: whoa hang on there internet connection
2017-05-26 21:37 Error-: triple message lol
2017-05-26 21:37 Error-: ok, just that? no more thing?
2017-05-26 21:39 -Kyu: ya mungkin lanjut aja lain kali
2017-05-26 21:39 Error-: ok, just post in thread if you wanna kudos :p
2017-05-26 21:39 -Kyu: gl on the map
2017-05-26 21:39 Error-: thanks
2017-05-26 21:40 Error-: thanks for the mod btw
ZiRoX
MB requested a check on this.

  1. Personally I think AR7.2 makes things look a bit cramped, so I'd go for a slightly higher AR. I think AR7.4 is a good compromise between decomprising things a bit and keeping the AR low due to the BPM.
  2. 00:01:406 (4,1,2) - Personally I find it weird that (4,1) is considerably shorter than (1,2), but I know you'll say you're mapping to the pitch. That put aside, I think the pattern plays a bit uncomfortable due to the successive antiflow and that the dash felt a bit tight; to me the pattern plays much more comfortable if you put 00:01:875 (1) - on x:264.
  3. 00:03:750 (1,2) - This distance is rather ambiguous after the HDash, as it looks walkable due to the 1/1 spacing but that requires a fairly decent timing. Considering this is you, make it clearer by increasing the distance a bit.
  4. 00:05:859 (2,3,4) - Rather harsh considering the dash before the HDash is quite tight and antiflow. Since you can't really move (3) to the right because it will take out the HDash, I'd move (2) a bit to the left.
  5. 00:06:328 (4,5) - This dash also feels a bit tight to me. I'd move 00:07:031 (5,1) - to x:200 to decrease the dash a bit while keeping the next HDash.
  6. 00:08:906 (4,1,2) - This is inconsistent with your previous spacing, as you didn't have double dashes on similar sounds. I'd remove the (4,1) one if you want to stay loyal to your "pitch mapping" concept.
  7. 00:10:078 (3,4) - This is way too tight a dash. I'd move 00:10:546 (4,1) - to x:168.
  8. 00:11:250 (1,2) - Quite a tight distance to walk, I'd increase it a bit to make it clearer that a dash is more comfortable to reach it.
  9. 00:12:656 (4,1,2) - This pattern not only goes against your concept of pitch mapping, but has a tight dash going to an HDash that lands on an antiflow movement, the latest part being currently unrankable - whatever our thoughts on that rule. So one option would be to move (1) to the right to make (4,1) a fully walkable distance and have (1,2) being a dash instead, as I can't really find ways to keep the HDash without remapping previous parts.
  10. 00:13:359 (2,3) - Another dash that feels a bit too tight for me, I'd move (3) a couple gridspaces to the right.
  11. 00:15:000 (1,2) - Another 1/1 distance that looks walkable due to the spacing, but it's actually uncomfortable to play, so I'd increase the distance to make a clearer dash.
  12. 00:16:406 (4,1,2) - Again, the pattern feels a bit harsh due to a (a bit) tight dash landing into an HDash, all accompanied by direction changes. I found that moving 00:16:406 (4) -, in line with the previous suggestion, also solved this issue.
  13. 00:17:109 (2,3) - I'd just put these a bit closer (like x:200 for (3)) just to add some leniency to the dash in case players overshoot the HDash a bit.
  14. 00:20:156 (4,1,2) - Yet again, I think that the dash into HDash plays a bit harsh. Maybe you can move (4) to the right a bit, to make (1) into a walkable distance or, at least, a more lenient dash.
  15. 00:20:859 (2,3,4,5,6) - This pattern demands quite some dash control to it, so I'd reduce the distance of the normal dashes a bit to add some leniency. I'd also reduce 00:21:796 (4,5) - a bit, since players that overshoot the dash might not be able to walk it.
  16. 00:22:500 (1,2) - Again, this 1/1 distance is a bit ambiguous. I'd move 00:22:968 (2,3) - a couple gridspaces to the right.
  17. 00:24:375 (1,2) - I'd reduce the distance between these a bit, by moving (2) to x:176 or x:168.
  18. 00:26:250 (1,2) - I also found this distance to be rather ambiguous, so you know what to do.
  19. 00:28:593 (3,4) - I'd move this to x:24, to add some leniency to the dash before the HDash and also to avoid clashing into the wall, should players overshoot the dash.
  20. 00:30:000 (1,2) - Another distance that I consider ambiguous, so make it clearer by either reducing or increasing the distance.
  21. 00:31:406 (4,1,2) - Having the double dash kinda contradicts your "pitch mapping" concept, so I'd go for a walkable distance for the first pair.
  22. 00:32:578 (3,4) - I'd add some leniency to this dash by moving (4) to x:248.
  23. 00:33:750 (1,2) - Another 1/1 distance that can be considered ambiguous.
  24. 00:35:156 (4,1,2) - And another recurring issue, I'd reduce the distance of the dash a bit to add some leniency.
  25. 00:37:500 (1,2) - Another 1/1 distance that can be considered ambiguous.
  26. 00:38:906 (4,1,2) - And the same thing as mentioned for 00:35:156 (4,1,2) - and several others.
  27. 00:41:250 (1,2) - More of this ambiguous 1/1 distance.
  28. 00:42:656 (4,1,2) - And more of the demanding dash into HDash thing.
  29. 00:44:062 (3,4,5,6,1) - The same thing mentioned for 00:20:859 (2,3,4,5,6) - applies here.
Mfw most of these are recurring issues could have been mentioned in a single point but I noticed when it was too late to turn back ¯\_(ツ)_/¯
MBomb

ZiRoX wrote:

MB requested a check on this.

  1. Personally I think AR7.2 makes things look a bit cramped, so I'd go for a slightly higher AR. I think AR7.4 is a good compromise between decomprising things a bit and keeping the AR low due to the BPM. - Alright sure.
  2. 00:01:406 (4,1,2) - Personally I find it weird that (4,1) is considerably shorter than (1,2), but I know you'll say you're mapping to the pitch. That put aside, I think the pattern plays a bit uncomfortable due to the successive antiflow and that the dash felt a bit tight; to me the pattern plays much more comfortable if you put 00:01:875 (1) - on x:264. - x:272 instead.
  3. 00:03:750 (1,2) - This distance is rather ambiguous after the HDash, as it looks walkable due to the 1/1 spacing but that requires a fairly decent timing. Considering this is you, make it clearer by increasing the distance a bit. - I think I'd rather leave it how it is, it's intended to be a dash but to avoid being too difficult after the HDash, and I think at this level, dash control should be able to handle letting go early here.
  4. 00:05:859 (2,3,4) - Rather harsh considering the dash before the HDash is quite tight and antiflow. Since you can't really move (3) to the right because it will take out the HDash, I'd move (2) a bit to the left. - Done.
  5. 00:06:328 (4,5) - This dash also feels a bit tight to me. I'd move 00:07:031 (5,1) - to x:200 to decrease the dash a bit while keeping the next HDash. - Disagree here, just because this one is normal flow so the slightly higher distance is fine in my opinion.
  6. 00:08:906 (4,1,2) - This is inconsistent with your previous spacing, as you didn't have double dashes on similar sounds. I'd remove the (4,1) one if you want to stay loyal to your "pitch mapping" concept. - This is different to the previous part, as 1 has that trumpet on it, which makes it stick out as stronger.
  7. 00:10:078 (3,4) - This is way too tight a dash. I'd move 00:10:546 (4,1) - to x:168. - Not sure if I'd agree with "way too tight", but it was definitely tighter than other distances, so decreased to make it more consistent.
  8. 00:11:250 (1,2) - Quite a tight distance to walk, I'd increase it a bit to make it clearer that a dash is more comfortable to reach it. - Again, I think a platter player would know to dash here, and I don't want to make it harsher, because I want to avoid it being too strong after the HDash.
  9. 00:12:656 (4,1,2) - This pattern not only goes against your concept of pitch mapping, but has a tight dash going to an HDash that lands on an antiflow movement, the latest part being currently unrankable - whatever our thoughts on that rule. So one option would be to move (1) to the right to make (4,1) a fully walkable distance and have (1,2) being a dash instead, as I can't really find ways to keep the HDash without remapping previous parts. - Going for a dash to the trumpet here, and I would say the slider isn't antiflow after a HDash due to the starting vertical motion on the slider, so that doesn't break the RC.
  10. 00:13:359 (2,3) - Another dash that feels a bit too tight for me, I'd move (3) a couple gridspaces to the right. - Again, would agree if there was antiflow, but I think this is fine with the normal flow.
  11. 00:15:000 (1,2) - Another 1/1 distance that looks walkable due to the spacing, but it's actually uncomfortable to play, so I'd increase the distance to make a clearer dash. - Made this one slightly clearer.
  12. 00:16:406 (4,1,2) - Again, the pattern feels a bit harsh due to a (a bit) tight dash landing into an HDash, all accompanied by direction changes. I found that moving 00:16:406 (4) -, in line with the previous suggestion, also solved this issue. - Fixed a different way.
  13. 00:17:109 (2,3) - I'd just put these a bit closer (like x:200 for (3)) just to add some leniency to the dash in case players overshoot the HDash a bit. - Made them a bit closer.
  14. 00:20:156 (4,1,2) - Yet again, I think that the dash into HDash plays a bit harsh. Maybe you can move (4) to the right a bit, to make (1) into a walkable distance or, at least, a more lenient dash. - Made it more lenient.
  15. 00:20:859 (2,3,4,5,6) - This pattern demands quite some dash control to it, so I'd reduce the distance of the normal dashes a bit to add some leniency. I'd also reduce 00:21:796 (4,5) - a bit, since players that overshoot the dash might not be able to walk it. - Hmm, I think this level of dash control should be fine to a platter player. I did reduce 4,5 slightly though.
  16. 00:22:500 (1,2) - Again, this 1/1 distance is a bit ambiguous. I'd move 00:22:968 (2,3) - a couple gridspaces to the right. - Assuming you meant left, done.
  17. 00:24:375 (1,2) - I'd reduce the distance between these a bit, by moving (2) to x:176 or x:168. - x:160 feels fine to me, I don't think it needs to be reduced anymore.
  18. 00:26:250 (1,2) - I also found this distance to be rather ambiguous, so you know what to do. - This one seems fine to me, want to avoid antiflow after the HDash being too strong.
  19. 00:28:593 (3,4) - I'd move this to x:24, to add some leniency to the dash before the HDash and also to avoid clashing into the wall, should players overshoot the dash. - Did x:16, I think x:24 is too lenient.
  20. 00:30:000 (1,2) - Another distance that I consider ambiguous, so make it clearer by either reducing or increasing the distance. - Increased slightly.
  21. 00:31:406 (4,1,2) - Having the double dash kinda contradicts your "pitch mapping" concept, so I'd go for a walkable distance for the first pair. - I think the trumpet is strong enough to imply a dash here.
  22. 00:32:578 (3,4) - I'd add some leniency to this dash by moving (4) to x:248. - Didn't reduce that much but reduced slightly.
  23. 00:33:750 (1,2) - Another 1/1 distance that can be considered ambiguous. - Again, think this one's fine to give the player a bit of reaction time leniency.
  24. 00:35:156 (4,1,2) - And another recurring issue, I'd reduce the distance of the dash a bit to add some leniency. - Done.
  25. 00:37:500 (1,2) - Another 1/1 distance that can be considered ambiguous. - Increased this one slightly.
  26. 00:38:906 (4,1,2) - And the same thing as mentioned for 00:35:156 (4,1,2) - and several others. - Reduced slightly.
  27. 00:41:250 (1,2) - More of this ambiguous 1/1 distance. - I think this one's fine to give reaction time.
  28. 00:42:656 (4,1,2) - And more of the demanding dash into HDash thing. - Done.
  29. 00:44:062 (3,4,5,6,1) - The same thing mentioned for 00:20:859 (2,3,4,5,6) - applies here. - I still think this kind of dash control is fine to expect on the "most intense" part of a platter.
Mfw most of these are recurring issues could have been mentioned in a single point but I noticed when it was too late to turn back ¯\_(ツ)_/¯
Thanks for the mod!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character magic bomb mbomb
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2

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Topic Starter
-Keitaro
Applied.
Hikomori
why is there a watch doggus logo on the bg
LowAccuracySS
modreqs, quick mod on ez and hard since i feel like the a e s t h e t i c s could be improved
normal is actually very solid, and I really couldn't find any real issues

[ez]
  1. 00:06:562 (4) - move up a little so it doesn't feel as cramped?
  2. 00:11:250 (1) - maybe a slider shape like this? http://hnng.moe/f/Sbq
  3. 00:16:875 (3,4) - why are these angled like they are? to be honest there's nothing to emphasize there so i just wanna know the reasoning behind it
  4. 00:20:625 (3) - maybe move it to x360 y236 and then angle it down 5 degrees so it plays and looks better?
  5. 00:25:312 (4) - https://osu.ppy.sh/ss/8606050
  6. 00:36:562 (4) - why not blanket (3)? https://osu.ppy.sh/ss/8606050
  7. 00:37:500 (1) - mentioned at 00:25:312 (4), i think these slidershapes woulld look better
[hd]
  1. 00:06:093 (2) - for readibility, I think (2) should just be stacked on the slider (3)
  2. 00:07:968 (1,2,3) - why not make this a square-ish shape like you did at 00:08:906 (1,2,3,4) ?
  3. 00:13:593 (1) - why is this nc'ed
  4. 00:15:000 (1) - move to the sliderend of (4)?
  5. 00:18:281 (5,6,7) - i'm tilted that 00:18:750 (1,2,3) - is a different angle than this stream, so maybe try tilting the stream 23 degrees counterclockwise? ( i know, it's really specific but it looks better imo)
  6. 00:19:453 (3) - x130 y135
  7. 00:20:625 (1,2,3,4) - https://osu.ppy.sh/ss/8606172 so it matches the amount of distance between the objects in 00:21:562 (1,2,3,4) -
  8. 00:27:890 (5,1,2) - make into a triangle?
  9. 00:43:828 (4,5,1,2,3) - I'm not sure what the idea behind placement was here, but this is crazy spacing for sounds that have equal intensity.
Topic Starter
-Keitaro

[ Space ] wrote:

modreqs, quick mod on ez and hard since i feel like the a e s t h e t i c s could be improved
normal is actually very solid, and I really couldn't find any real issues

[ez]
  1. 00:06:562 (4) - move up a little so it doesn't feel as cramped? nu, anyway it doesnt look cramped imo
  2. 00:11:250 (1) - maybe a slider shape like this? http://hnng.moe/f/Sbq ERR_EMPTY_RESPONSE francesco plz fix
  3. 00:16:875 (3,4) - why are these angled like they are? to be honest there's nothing to emphasize there so i just wanna know the reasoning behind it placing 00:17:812 (4) - upper will result of every DS in every object after it will broke, also it will just broke the aesthetic, and putting it down breaks the flow
  4. 00:20:625 (3) - maybe move it to x360 y236 and then angle it down 5 degrees so it plays and looks better? this alreadsy plays good imo, also it already made a straight line with 00:22:500 (1) -
  5. 00:25:312 (4) - https://osu.ppy.sh/ss/8606050 00:05:625 (3,4) - pattern
  6. 00:36:562 (4) - why not blanket (3)? https://osu.ppy.sh/ss/8606050 its going too down the playfield (and doesn't look good)
  7. 00:37:500 (1) - mentioned at 00:25:312 (4), i think these slidershapes woulld look better looks fine
[hd]
  1. 00:06:093 (2) - for readibility, I think (2) should just be stacked on the slider (3) breaks spacing so no, also its still readable easily
  2. 00:07:968 (1,2,3) - why not make this a square-ish shape like you did at 00:08:906 (1,2,3,4) ? no main reason, but trying to keep spacing, and its only 3 notes, so that should fine.
  3. 00:13:593 (1) - why is this nc'ed oops
  4. 00:15:000 (1) - move to the sliderend of (4)? 00:12:890 (4,1,3,1) -
  5. 00:18:281 (5,6,7) - i'm tilted that 00:18:750 (1,2,3) - is a different angle than this stream, so maybe try tilting the stream 23 degrees counterclockwise? ( i know, it's really specific but it looks better imo) breaks spacing, and I dun wanna break other parts.
  6. 00:19:453 (3) - x130 y135 unnecesary also I dun want it
  7. 00:20:625 (1,2,3,4) - https://osu.ppy.sh/ss/8606172 so it matches the amount of distance between the objects in 00:21:562 (1,2,3,4) - pitch mapping
  8. 00:27:890 (5,1,2) - make into a triangle? breaks spacing
  9. 00:43:828 (4,5,1,2,3) - I'm not sure what the idea behind placement was here, but this is crazy spacing for sounds that have equal intensity. pitch mapping
thanks for the mod.

Edit:

[A L P H A] wrote:

why is there a watch doggus logo on the bg
http://lucifer012.deviantart.com/art/Sa ... -582042592

Edit 2: BNs PLZ NOTICE ME ;w;
ErunamoJAZZ

Error- wrote:

Edit 2: BNs PLZ NOTICE ME ;w;
lol, but it is not perfect in some stuffs... like blankets.
[Hard]
By example in 00:11:250 (1) - or 00:27:187 (4) - or 00:34:687 (4) -
Or how the shape in 00:21:562 (1,2,3,4) - feels a bit random, imho
Spacing between 00:27:890 (5,2) - is more close that others...

Normal feels good, but Easy have some little (veeery little) spacing issues. You could disable grid snap to fix those.

Not kudo.
Good luck!
Topic Starter
-Keitaro

ErunamoJAZZ wrote:

Error- wrote:

Edit 2: BNs PLZ NOTICE ME ;w;
lol, but it is not perfect in some stuffs... like blankets.
[Hard]
By example in 00:11:250 (1) - or 00:27:187 (4) - or 00:34:687 (4) -
Or how the shape in 00:21:562 (1,2,3,4) - feels a bit random, imho pitch mapping :3, its stronger than 00:20:859 (2,3,4) - and well,
the main reason behind the shape is im not going to overlap things like 00:20:156 (5,1) - also see 00:20:625 (1,1,2) -

Spacing between 00:27:890 (5,2) - is more close that others... since 00:28:125 (1) - is a NC, this makes player knows that they should press 00:28:125 (1) - instead of 00:28:359 (2) - so no more confusion about spacing, and missread chances.

Normal feels good, but Easy have some little (veeery little) spacing issues. You could disable grid snap to fix those. too nazi I'll probaly recheck for a serious spacing issues.

Not kudo.
Good luck!
thank you!
josh1024
From your queue lol:

Easy

Nothing in particular but no reverse sliders really?

Normal
Since it looks very neat not sure if you want random slider shapes.

00:00:937 (3) - for example for a clean sound like this use something like a straight line.
00:01:875 (1) - use a cornered slider on this.
00:02:578 (2) - keep the generic curve on this.
00:06:328 (2) - and draw something interesting to stress this.

Hard

00:02:578 (3) 00:06:328 (3) - different sound, same shape.
00:25:078 (4) 00:28:828 (4) - ^
Topic Starter
-Keitaro

josh1024 wrote:

From your queue lol:

Easy

Nothing in particular but no reverse sliders really?

Normal
Since it looks very neat not sure if you want random slider shapes.

00:00:937 (3) - for example for a clean sound like this use something like a straight line.
00:01:875 (1) - use a cornered slider on this.
00:02:578 (2) - keep the generic curve on this.
00:06:328 (2) - and draw something interesting to stress this.

Hard

00:02:578 (3) 00:06:328 (3) - different sound, same shape.
00:25:078 (4) 00:28:828 (4) - ^
all no becouse, same sound =/= same shape
also I disagree with "this is straight" and smth like that becouse it may broke the flow, or the spacing, which leads to a remap lol.
thanks for giving your time to check anyway.
Absolute Zero
[MBomb's Platter]
00:06:328 (4) - At 00:06:445, there's a pretty substantial note. You're following 00:18:281 (4), which is a weaker note on a 1/4 beat. Make this a repeat 1/8 slider on 00:06:328 and a 1/2 slider on 00:06:562.
00:21:562 (3,4,5,6,1) - I think it's a bit weird that 00:21:796 (4,5) is smaller than 00:22:031 (5,6), even though they're the same musical interval. This makes kind of a confusing pattern for a platter player, even if it is an easy back-forth-back-forth. I would standardize the spacing to that of 00:22:031 (5,6).
00:28:828 (4) - Same comment as 00:06:328 (4).
00:28:828 (4,5) - Antiflow here is a little challenging, since the musical phrase seems like it's going to end, and a player is probably going to walk that, because it also looks walkable (but most of the time it won't be exactly walkable for a platter player).
00:35:156 (4,1,2) - Think you could lower the distance more, since dashing to the hyper is quite harsh.
00:44:062 (3,4,5,6,1) - Same comment as 00:21:562 (3,4,5,6,1).
00:46:875 (1) - Maybe place at x=72 for symmetry.

Hitsounding
00:02:578 (3) - Add a whistle here.
00:18:515 - Add a whistle here.
00:25:078 (3) - Add a whistle here.
00:35:625 (1,2,3,4,5) - This combo whistle pattern is inconsistent with 00:13:125 (1,2,3,4), even though they're the same music.
MBomb

Absolute Zero wrote:

[MBomb's Platter]
00:06:328 (4) - At 00:06:445, there's a pretty substantial note. You're following 00:18:281 (4), which is a weaker note on a 1/4 beat. Make this a repeat 1/8 slider on 00:06:328 and a 1/2 slider on 00:06:562. - I can't hear a note on the 1/4 or 1/8?
00:21:562 (3,4,5,6,1) - I think it's a bit weird that 00:21:796 (4,5) is smaller than 00:22:031 (5,6), even though they're the same musical interval. This makes kind of a confusing pattern for a platter player, even if it is an easy back-forth-back-forth. I would standardize the spacing to that of 00:22:031 (5,6). - The stronger pitch on 4 and 6 is why they have higher distancing than 5 which is a significantly less strong pitch.
00:28:828 (4) - Same comment as 00:06:328 (4). - Same as then.
00:28:828 (4,5) - Antiflow here is a little challenging, since the musical phrase seems like it's going to end, and a player is probably going to walk that, because it also looks walkable (but most of the time it won't be exactly walkable for a platter player). - Increased it a bit to make it more obvious as a dash.
00:35:156 (4,1,2) - Think you could lower the distance more, since dashing to the hyper is quite harsh. - Done.
00:44:062 (3,4,5,6,1) - Same comment as 00:21:562 (3,4,5,6,1). - Same as then.
00:46:875 (1) - Maybe place at x=72 for symmetry. - Symmetry with what though.

Hitsounding
00:02:578 (3) - Add a whistle here. - Sure.
00:18:515 - Add a whistle here. - Alright.
00:25:078 (3) - Add a whistle here. - Done.
00:35:625 (1,2,3,4,5) - This combo whistle pattern is inconsistent with 00:13:125 (1,2,3,4), even though they're the same music. - Fixed.
Thanks for the mod!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character magic bomb mbomb
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2

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

[TimingPoints]
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Combo2 : 255,255,255

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ZekeyHache
Hello Error-kun 👀
I hope you know throwing a lot of kudos to your map doesn't help at all and you should save it for other people sets that you may love or to reach 12sp on other sets of yours 👀

[General]
  1. Your custom soft hitwhistle fits the song; however, it sounds very low, so low I had to reduce the music volume to actually notice it was there.
  2. You have an obvious spread issue here. There's a big gap between Easy and Normal. Easy is mostly 1/1 and larger sliders, while Normal has a lot of 1/2 usage and doesn't leave much time for players of the Normal level to rest. Normal is not a normal level diff, it's actually an advanced diff, so what you should do is rename "Normal" to "Advanced" and make a diff that fills the gap between your Easy and your Advanced difficulties.
[Easy]
  1. 00:02:812 (4,1) - This blanket can be improved.
I'm not very satisfied with this diff. The sv feels way too low, I would suggest using at least 0.80, and you should also use a higher spacing bc the one you have right now feels too low for the speed of the song. Then, you don't have any repeat sliders, which are a basic element used in low difficulties, so I gotta say your Easy is a bit boring; you really should find some good spots to add some repeats (and be sure to be consistent with their usage). Changing sv and spacing may require a lot of movements, so I understand you may not be willing to do such huge change; maybe a remap with the new settings and ideas on where to put some repeats is a better idea and could give better results.

["Normal"]
  1. 00:41:250 (1,2,3) - The flow you create here feels a bit awkward compared to the rest of the diff, idk how to explain it, but I suggest to change the pattern to something else that you commonly used in the diff.
[Hard]
  1. 00:02:578 (3) - Move the last point to the left until it reaches its limit before breaking the slider, then move both of the middle points that make the curvature by two grids to the right each one so the curvature is right in the middle. This is the result, a neat symmetrical slider.
  2. 00:05:390 (4,1) - 00:10:781 (7,1) - 00:27:187 (4,5) - 00:31:875 (1,4) - 00:34:687 (4,5) - Blankets that can be improved.
[MBomb's Platter]
  1. Nice overall, but I would suggest to... wait... idk anything about ctb :v
I may take another look at it if I see you keep working on it, and hopefully nominate it. My main concerns are the spread and the Easy diff. For now, good luck!
Topic Starter
-Keitaro

ezek wrote:

Hello Error-kun 👀
I hope you know throwing a lot of kudos to your map doesn't help at all and you should save it for other people sets that you may love or to reach 12sp on other sets of yours 👀 yes I was dumb :'3

[General]
  1. Your custom soft hitwhistle fits the song; however, it sounds very low, so low I had to reduce the music volume to actually notice it was there. should be fixed now.
  2. You have an obvious spread issue here. There's a big gap between Easy and Normal. Easy is mostly 1/1 and larger sliders, while Normal has a lot of 1/2 usage and doesn't leave much time for players of the Normal level to rest. Normal is not a normal level diff, it's actually an advanced diff, so what you should do is rename "Normal" to "Advanced" and make a diff that fills the gap between your Easy and your Advanced difficulties. I hope its fine now :3
[Easy]
  1. 00:02:812 (4,1) - This blanket can be improved.
I'm not very satisfied with this diff. The sv feels way too low, I would suggest using at least 0.80, and you should also use a higher spacing bc the one you have right now feels too low for the speed of the song. Then, you don't have any repeat sliders, which are a basic element used in low difficulties, so I gotta say your Easy is a bit boring; you really should find some good spots to add some repeats (and be sure to be consistent with their usage). Changing sv and spacing may require a lot of movements, so I understand you may not be willing to do such huge change; maybe a remap with the new settings and ideas on where to put some repeats is a better idea and could give better results. ok remap SV0.8

["Normal"]
renamed to Advanced :v
  1. 00:41:250 (1,2,3) - The flow you create here feels a bit awkward compared to the rest of the diff, idk how to explain it, but I suggest to change the pattern to something else that you commonly used in the diff. ok fixed
[Hard]
  1. 00:02:578 (3) - Move the last point to the left until it reaches its limit before breaking the slider, then move both of the middle points that make the curvature by two grids to the right each one so the curvature is right in the middle. This is the result, a neat symmetrical slider. nice tutorial, applied :3
  2. 00:05:390 (4,1) - 00:10:781 (7,1) - 00:27:187 (4,5) - 00:31:875 (1,4) - 00:34:687 (4,5) - Blankets that can be improved. I tried my best ;w; applied
[MBomb's Platter]
  1. Nice overall, but I would suggest to... wait... idk anything about ctb :v
I may take another look at it if I see you keep working on it, and hopefully nominate it. My main concerns are the spread and the Easy diff. For now, good luck!
Thanks fur the mod, ezek!
Hythes
Go Ranked OwO
ABD007
Hard
Ctrl+g this 00:05:625 (1) - would be nice imo
also make this 00:07:031 (4) - sliderend stacked on this circle 00:05:390 (4) - is good
make this 00:43:593 (3) - stacked on sliderend 00:42:656 (4) - is nice

Normal
00:17:812 (3) - U can make this slider become 1/1 gap of circle since it have a big loud sound at sliderend 00:17:812 (3) - than this 00:19:687 (3) - .
unsuitable rhythm i think 00:28:828 (2) - , got clap sound on body of it , here too 00:06:328 (2) -

advance & easy is fine i think xD
glgl
Topic Starter
-Keitaro

Kyousukee wrote:

Hard
Ctrl+g this 00:05:625 (1) - would be nice imo ok
also make this 00:07:031 (4) - sliderend stacked on this circle 00:05:390 (4) - is good nah, I dun want it, broke the blanket
make this 00:43:593 (3) - stacked on sliderend 00:42:656 (4) - is nice broke 00:42:187 (3,4) -

Normal
00:17:812 (3) - U can make this slider become 1/1 gap of circle since it have a big loud sound at sliderend 00:17:812 (3) - than this 00:19:687 (3) - . following previous and next pattern.
unsuitable rhythm i think 00:28:828 (2) - , got clap sound on body of it , here too 00:06:328 (2) - its fine.

advance & easy is fine i think xD
glgl
thanks for the mod.
Seijiro
Easy has a kinda high DS compared to the SV. Consider reducing DS overall (x1.50 is big no matter what SV you use anyway)

Rest looks fine..
Senery
NM from my queue

[Advanced]
  1. 00:39:140 (4) - blanket is off, move it down a bit
[Hard]
  1. 00:06:328 (3) - maybe use a half beat slider here and a circle on 00:06:796 - seems to fit a bit better because of the somewhat louder sound on the slider end(same with later ones)
  2. 00:19:687 (4) - reduce the gab here, its on a 1/16th tick
sorry for the short mod, everything looks fine
Topic Starter
-Keitaro

Senery wrote:

NM from my queue

[Advanced]
  1. 00:39:140 (4) - blanket is off, move it down a bit ok
[Hard]
  1. 00:06:328 (3) - maybe use a half beat slider here and a circle on 00:06:796 - seems to fit a bit better because of the somewhat louder sound on the slider end(same with later ones) following stronger sound
  2. 00:19:687 (4) - reduce the gab here, its on a 1/16th tick still readable as 1/16 tho
sorry for the short mod, everything looks fine
thanks for the mod

MrSergio wrote:

Easy has a kinda high DS compared to the SV. Consider reducing DS overall (x1.50 is big no matter what SV you use anyway)

Rest looks fine..
I'll probaly going to ask other people, as I think it's not really that high as it's a slow BPM song and it doesn't contain a huge space imo.
thanks for checking through.
JBHyperion
Random peek at catch diff because I'm bored I guess



MBomb's Platter
  1. Not sure if this diff is intended to have default hitsounds but the standard ones have customs so I guess maybe you want this diff to have them too
  2. 00:15:000 (1,2) - Kinda of a pain to walk this after the previous hyper + direction change, but nor really big enough to indicate a dash. I feel a slightly larger spacing would be helpful here, since I assume you wanted to emphasise the pitch difference with the antiflow already anyway. If not, maybe make it similar to 00:11:250 (1,2) - in size
  3. 00:03:750 (1,2) - 00:07:500 (1,2) - In the same vein, I'd maybe reduce these a tiny bit further still so the player can become accustomed to the spacing early on in the map, and there's a feeling of progression later on as the distances become slightly bigger. Might help alleviate some of the monotony slightly
  4. 00:37:500 (1,2) - if you increased 00:15:000 (1,2) - maybe do the same thing here since the pattern repeats with (1) - being high pitch. Also get (1) away from the left border to avoid a potential flowstop thanks. 00:36:562 (3,4) - could maybe be separated a bit more to make room
Good luck! (:
MBomb

JBHyperion wrote:

Random peek at catch diff because I'm bored I guess



MBomb's Platter
  1. Not sure if this diff is intended to have default hitsounds but the standard ones have customs so I guess maybe you want this diff to have them too - Sure, why not.
  2. 00:15:000 (1,2) - Kinda of a pain to walk this after the previous hyper + direction change, but nor really big enough to indicate a dash. I feel a slightly larger spacing would be helpful here, since I assume you wanted to emphasise the pitch difference with the antiflow already anyway. If not, maybe make it similar to 00:11:250 (1,2) - in size - Sure, increased slightly.
  3. 00:03:750 (1,2) - 00:07:500 (1,2) - In the same vein, I'd maybe reduce these a tiny bit further still so the player can become accustomed to the spacing early on in the map, and there's a feeling of progression later on as the distances become slightly bigger. Might help alleviate some of the monotony slightly - Sure, done.
  4. 00:37:500 (1,2) - if you increased 00:15:000 (1,2) - maybe do the same thing here since the pattern repeats with (1) - being high pitch. Also get (1) away from the left border to avoid a potential flowstop thanks. 00:36:562 (3,4) - could maybe be separated a bit more to make room - Alright, done.
Good luck! (:
Thanks for the mod!

osu file format v14

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TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character magic bomb mbomb
BeatmapID:1287353
BeatmapSetID:584575

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Shortthu

Weber wrote:

mod placeholder
404 mod not found
Topic Starter
-Keitaro

- Magic Bomb - wrote:

JBHyperion wrote:

Random peek at catch diff because I'm bored I guess



MBomb's Platter
  1. Not sure if this diff is intended to have default hitsounds but the standard ones have customs so I guess maybe you want this diff to have them too - Sure, why not.
  2. 00:15:000 (1,2) - Kinda of a pain to walk this after the previous hyper + direction change, but nor really big enough to indicate a dash. I feel a slightly larger spacing would be helpful here, since I assume you wanted to emphasise the pitch difference with the antiflow already anyway. If not, maybe make it similar to 00:11:250 (1,2) - in size - Sure, increased slightly.
  3. 00:03:750 (1,2) - 00:07:500 (1,2) - In the same vein, I'd maybe reduce these a tiny bit further still so the player can become accustomed to the spacing early on in the map, and there's a feeling of progression later on as the distances become slightly bigger. Might help alleviate some of the monotony slightly - Sure, done.
  4. 00:37:500 (1,2) - if you increased 00:15:000 (1,2) - maybe do the same thing here since the pattern repeats with (1) - being high pitch. Also get (1) away from the left border to avoid a potential flowstop thanks. 00:36:562 (3,4) - could maybe be separated a bit more to make room - Alright, done.
Good luck! (:
Thanks for the mod!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character magic bomb mbomb
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2

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

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Combo2 : 255,255,255

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Updated~
where's your old profile pic MBomb I like the Skycreeper- one

Shortthu wrote:

Weber wrote:

mod placeholder
404 mod not found
:c
Topic Starter
-Keitaro
had discuss with SawySavvy, thanks!

15:25 SawySavvy: All diffs or just a few ?
15:25 Error-: hm? mod?
15:26 SawySavvy: Aye
15:26 SawySavvy: For your Sans take :)
15:26 Error-: its up to you, but kinda need more mods for Easy and Normal, since it just remapped.
15:28 SawySavvy: I've never modded anything below 4 star before! I will give it a look though and share thoughts ^^ Not a real mod just me trying to practise
15:32 SawySavvy: Hmmmmmmm
15:32 SawySavvy: I suck at this xd
15:32 SawySavvy: But i guess the normal version is modded to the base yh ?
15:32 SawySavvy: Feels like it
15:32 SawySavvy: Since 90% of the map follows it with a few exceptions
15:32 SawySavvy: Or am i misstaken ?
15:33 Error-: I just use a pattern, which is repeating around the song plays.
15:33 SawySavvy: Not talking pattern here
15:33 SawySavvy: Talking rythm :)
15:34 Error-: ok then, define "yh" plz
15:34 SawySavvy: yh -> short version of yhea
15:34 SawySavvy: Sorry for my slacky english
15:35 SawySavvy: Lets start over
15:35 SawySavvy: What i noticed in the normal difficulty is that it seems. Looks like...That you mapped it following what the bass player is playing
15:35 Error-: lmao I thought yh is mapping-stuff
15:35 SawySavvy: But at a few instances you suddenly do not
15:35 SawySavvy: Sorry for that :)
15:35 Error-: yea I map the bass stuff
15:36 SawySavvy: Right
15:36 SawySavvy: Since that's your theme
15:36 SawySavvy: I think following it would be the way to go
15:36 SawySavvy: There are a few points where you ''skip'' what the bass player is doing
15:36 SawySavvy: I think he would get sad knowing that
15:36 SawySavvy: Or wait...Toby fox.
15:36 SawySavvy: Anyhow
15:36 Error-: that's intended
15:36 SawySavvy: 00:25:312 (3) -
15:36 SawySavvy: Rnadom example
15:36 Error-: to skip some part of the bass
15:36 SawySavvy: The way the bass is played here
15:37 SawySavvy: You have the second note on the end of the slider representing the second note of that part
15:37 SawySavvy: And you do it a lot
15:37 SawySavvy: Makes sense overall since you repeat the pattern (though it's kinda odd to use the end of a slider to represent a new note)
15:37 SawySavvy: 00:44:062 (3,4) -
15:37 SawySavvy: But then you have that
15:37 SawySavvy: Same sound
15:37 SawySavvy: In, imo, a much better way mapped
15:37 SawySavvy: But this happens what...Twice ?
15:37 SawySavvy: That you use 2x short sliders
15:37 SawySavvy: For that sound
15:37 SawySavvy: The rest is that long slider
15:37 Error-: well, as I said, its intended that I map things like that
15:38 SawySavvy: I would call it a conistency flaw, but you might have some idea behind it
15:38 SawySavvy: 00:06:328 (2) -
15:38 SawySavvy: What about those, they who peaked my interest the most
15:38 SawySavvy: Where you slider over bass events
15:38 SawySavvy: That white tick have a new note, mid slider
15:38 Error-: ok can I explain first?
15:39 SawySavvy: Ofc, just stop me at any time, i tend to write A LOT and fast othervise
15:39 Error-: so... here, what I'm mapping is through the bass and stronger sound.
15:39 Error-: lemme copy some examples
15:39 SawySavvy: Aye sir
15:39 Error-: 00:03:750 (1,2,3) -
15:40 SawySavvy: ^ Those 3 makes perfect sense imo
15:40 Error-: there, the stronger sounds are playing around with the notes, but before that I did 00:01:875 (1,2,3) -
15:40 Error-: and the 00:03:515 (4) - means that what the note plays will changes,
15:41 Error-: and it goes again, again, and again around the songs, that's the base idea.
15:41 SawySavvy: That 4 also makes sense
15:41 SawySavvy: So why did you want to explain these that i did not comment on and that are overall good atm ?
15:41 SawySavvy: :o
15:42 SawySavvy: 00:06:328 (2) -
15:42 SawySavvy: That's one of the major problems i saw
15:42 SawySavvy: Imo that 2 should be 2 single taps, the 3 behind it
15:42 Error-: well uhh, I gave ya the base idea, I thought it might change your mind XD
15:42 SawySavvy: 00:07:031 (3) -
15:42 SawySavvy: That
15:42 SawySavvy: Is a long note
15:42 SawySavvy: That imo should be a slider :D
15:42 SawySavvy: Listen to it
15:42 SawySavvy: It makes more sense
15:42 SawySavvy: Since it's 3 notes there
15:42 SawySavvy: You mapped two
15:42 SawySavvy: Having the only long note as a single tap .-.
15:42 SawySavvy: With a pause behind it to compensate
15:42 Error-: 00:05:625 (1,2,3) - still following the stronger sounds and matches it with 00:03:750 (1,2,3) -
15:43 Error-: 00:07:500 (1,2,3) - and here the stuff resets
15:43 Error-: I'm trying to create a 1/1 gap around the diff too so I don't have problems again with BNs XD
15:43 SawySavvy: Right
15:43 SawySavvy: At those notes i pointed out, you're swapping from the bass, and focus on the guitarr sounds instead
15:43 SawySavvy: Correct ?
15:44 Error-: yea
15:44 SawySavvy: In that case i would recomend a different ''style'' more visually and rythm based to compensate
15:44 SawySavvy: Cuz the 2 long sliders now look identical to how you map the normal bass
15:44 SawySavvy: For a normal player, they wont catch up on you swapping instrument for one combo
15:44 SawySavvy: I would rather play it safe and stick to the bass 100% instead of 95% :x
15:44 SawySavvy: But that's just my thoughts mind you
15:44 SawySavvy: I'm no BN
15:45 Error-: well, that's boring to map 100% bass xD
15:45 SawySavvy: Well yah
15:45 SawySavvy: But it's normal
15:45 SawySavvy: To be fair. normal IS booring
15:45 SawySavvy: It's ment for the player who just installed the game to understand the basics
15:45 SawySavvy: And to follow the same rythm for a 1 min
15:45 Error-: you might want to refer to ezek's mod in the thread
15:45 SawySavvy: Is prolly mind blowing enougha as it is
15:45 Error-: https://osu.ppy.sh/forum/p/6199925
15:45 SawySavvy: Did not read :o
15:45 SawySavvy: I shall
15:46 SawySavvy: All he wrote was that one chain was akward `?
15:46 Error-: It was before I remapped, and yea, that Easy diff is boring af.
15:46 Error-: and basically that's too boring, I have some trouble with it when asking BNs
15:46 SawySavvy: I'm talking about the normal diff .-.
15:46 Error-: I know
15:46 SawySavvy: mhm
15:46 Error-: and that linked with the boring stuff since you mention it
15:46 Error-: if I map 100% bass
15:47 SawySavvy: It would be booring
15:47 SawySavvy: But you would gain another achivement aswel
15:47 SawySavvy: ''Consistency''
15:47 SawySavvy: Either you go 100% or perhaps swap 80/20
15:47 SawySavvy: And make sure those 20 stands out and are consistent aswell
15:48 Error-: from what I learn when I was mapping Normal, focusing on one instrument will just makes another problem
15:48 SawySavvy: I'm not trying to tell you to focus on ONLY one instrument. I agree to it being booring. But since you kinda did it already
15:48 SawySavvy: I was surprised at the seemingly ''random event'' of a swap
15:49 SawySavvy: And then again
15:49 SawySavvy: 00:28:125 (1) -
15:49 Error-: ok, its kinda linked with almost everything with the swap stuff
15:49 SawySavvy: More sounds in that slider
15:49 SawySavvy: If you wanna map the guitarr there
15:49 SawySavvy: I noticed you loop it actually rather well
15:50 SawySavvy: Sooo
15:50 SawySavvy: If you wanna show that it's a new sound
15:50 SawySavvy: Brake the long slider pattern
15:50 SawySavvy: Reduce the 1 slider shown to the red tick
15:50 SawySavvy: Ad a single tap before the second slider
15:50 SawySavvy: And bam
15:50 SawySavvy: You have the guitarr more accurately mapped
15:50 Error-: for a better explaination..
15:50 SawySavvy: And an event that stands out a little bit more from the bass sections
15:50 Error-: would you map and screenshot the part?
15:50 SawySavvy: Np
15:51 Error-: its way more detail than this stuff xD
15:51 SawySavvy: https://puu.sh/xupEF/2a20a4f0ba.png
15:51 SawySavvy: Ingore the placement of the objects
15:51 SawySavvy: Ment to show what rythm i suggest
15:52 SawySavvy: You could even make the 4 there a red tick slider like...
15:52 SawySavvy: https://puu.sh/xupGs/fa5c415848.png
15:52 SawySavvy: If you wanted
15:52 SawySavvy: Since the last guitarr sound before said pause is a long note
15:52 Error-: I like the first one
15:52 SawySavvy: But as you wrote before, you might wanna keep the pause for a normal diff
15:52 SawySavvy: To let the player reset
15:52 Error-: will the the first one
15:52 Error-: sounds kinda good to me
15:53 Error-: do*
15:53 SawySavvy: Since you're mapping the guitarr there
15:53 SawySavvy: I think you have to make something similar to what i showed rythm wise
15:53 SawySavvy: Then compansate the visualls / distances aswell ofc
15:53 SawySavvy: My picture was just a random placed note :x
15:54 Error-: I will keep some like 00:14:062 (3) - to keep it simple
15:54 SawySavvy: Notice in my pictures, that all i did was to reduce the length of the first slider
15:54 SawySavvy: And added a single tap on the white tick instead
15:54 SawySavvy: Kept the second slider as was
15:54 Error-: I get it
15:54 SawySavvy: Anyhow
15:54 SawySavvy: This event happens twice
15:55 SawySavvy: Since this is 3 sections looped twice -> Songs end
15:55 SawySavvy: And it's at the end of the first/fourth section now
15:55 SawySavvy: 00:05:625 (1) -
15:55 Error-: I know I know
15:55 SawySavvy: So that's the other one, same treatment
15:55 SawySavvy: Other than that...This looks fancy
15:55 SawySavvy: 00:21:562 (3,4) -
15:55 SawySavvy: That event happens at the same time both times
15:55 SawySavvy: Overall you follow the base
15:55 SawySavvy: So yh
15:55 SawySavvy: Basic base line with 4 events over 1 min, sounds decent for a normal map :o
15:56 SawySavvy: I dont have much more to add, since i cant read structure nor flow on this star rate, i can only nitpick on things like this haha
15:56 SawySavvy: Best of luck to your map :)
15:56 Error-: ok lemme summarize this chat, https://puu.sh/xupGs/fa5c415848.png
15:57 Error-: feel free to drop this log so you get a kudos :d
15:57 SawySavvy: That nr4 slider there.
15:57 SawySavvy: Is not a must
15:57 SawySavvy: That 4 can be a single tap
15:57 SawySavvy: If you want to keep that pause
15:58 SawySavvy: I nitpicked one event mate, it's not kudos worthy :D
15:58 Error-: yea that nr4 slider will just broke some part of the spread too btw :p
15:58 SawySavvy: I just had fun trying to understand lower star stuff
15:58 Error-: basically that changes 2 events :p
15:58 SawySavvy: Mhm
15:58 SawySavvy: I like undertale and wanted to take a look on low star stuff. Win for me
15:58 SawySavvy: That's enough
15:58 SawySavvy: No kudos
15:59 SawySavvy: Have funz
15:59 Error-: I'll put the log to the thread bymyself then, so no kudos but I have a note for later mapping.
15:59 Error-: thanks for checking through :D
15:59 SawySavvy: Your thread, do as ye please
Nowaie
Heya, you can thank ezek since he showed this set to me

General

Having custom hitsounds for sliderticks is usually considered a bad thing but having a loud sound that emphasizes the middle of a slider is extremely irritating for anyone who is playing as there is something that you bring up as important enough to be hitsounded but not important enough to be mapped and after considerting that you are using the exactly same hitsound for beats that are mapped normally, i can not see anything about these hitsounds that would make the map better in any way. After inspecting the map for a while i can see that your map is mostly following the synthesizer through rhythm choice so i think it would be much, much better to emphasize that you are indeed focusing on those and just leave out the hitsounds completely (and possibly changing the slider tick rate to 1 to support this) as bringing up stuff you do not really follow when they are not supported by the basic rhythm in any of the difficulties above easy

Tags : sans the skeleton frisk character i really don't see a point in these tags. They do not really connect to the song itself and do not really help anyone to find this song (they'd basically search for sans or undertale which are already covered), sans_the_skeleton with the underscores would be sorta fine as it would be the name of the character but frisk or character don't really make sense. Though you might want to add some tags : radiation as that is one of the aliases toby uses (and most of the ranked undertale maps have it in the tags), chiptune the "real" genre of the song and soundtrack as some people search for that instead of "OST"


Easy

Having ~1.5x DS battles with the general idea that the speed the players move from object to another would match the speed of sliders to create mapping that is really easy and simple to follow which is kinda what easy difficulties should be about.

00:15:000 (1,2,3) - Aesthetically speaking it'd look nicer if the sliders would both be equally far from the hitcircle

00:37:500 (1,2,3) - This is quite a sharp angle which kinda makes the pattern look quite tightly placed. Imo a more "perfect triangle like" pattern would work better https://puu.sh/xuTuo/b69db9551f.png


Normal

I do not know have you noticed this but some of your stacks make the spacing really inconsistent. You can compare the highest spacing i found against the lowest 00:05:625 (1,2) - 00:20:625 (1,2) -. I would not be too concerned about the stacks that are increasing the spacing as they mostly feel exactly the same as any other stack but i would be concerned about the ones that notably decrease the spacing as they create overlaps 00:09:375 (1,2) - 00:11:250 (1,2) - that you are most likely trying to avoid with the high DS in general

00:18:750 (1,3) - 00:27:187 (3,5,6) - I don't really feel this kind of small and possibly unintentional overlapping is good for the structure either


Advanced

Since you are mapping an advanced (which is supposed to have aspects from normal and hard level difficulties) that has relatively similar rhythm when compared to the normal, you could spice up the rhythm by adding a bit more clickables here and there to match the synthesizer such as mapping this 00:07:968 - kind of beats or making a triple 00:18:281 (3,4) - here

00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me

00:20:390 - 00:42:890 - Add a hitcircle for the consistency with literally any other pattern in the difficulty 00:12:187 (3,4) - for ex.

00:43:125 (4) - NC?


Hard

OD 7 is pretty high generally for hard difficulties, would recommend 6 or 6.5 (preferably 6). AR feels a bit high aswell and i would use 7.5 or 7 for hard difficulties generally. Right now it looks more like a low end insane rather than a hard diff stat wise

The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"

Since this is a hard you could consider stuff like spacing emphasis or atleast spacing stuff so it'd follow the song. 00:08:906 (1,2,3,4,5,6) - I'd say this is the clearest pattern/melody that could use it. Simply the synthesizer changes on the 4 into much higher pitched notes when compared to the two first notes so you can basically divide that one pattern into two sections that are actually following different type of things 00:08:906 (1,2) - 00:09:375 (3,4,5,6) - (included 3 in the second synths as it's a strong beat). Considering that i do not thing it's a good idea to use similar spacing for those two nor is it a good idea that they are in the same pattern. For example i would use this https://puu.sh/xvqtU/35e417c898.png kind of patterning to show off the change of strength and beat pattern through spacing and patterning, Though i'd be more than happy if you would come up with your own pattern but that is there as an example

Continuing on ^ 00:12:890 (4,1,2,3,4,1,2,3,4,1) - for example here it makes more sense already but start the bigger spacing from this 00:13:359 (2) - as it is the first notably higher note. Also it would be consistent with other similar beats spacing wise (The 3 and 4 for example 00:13:359 (2,3,4) - )

00:19:687 (4,5) - Sorta appropriate 1/16 usage, good job fam. It doesn't feel painful to play even on DT

00:44:300 (1,2,3) - I just feel like the spacing gets too high here considering you most of the time use spacing that is barely above 2x but here it gets nearly up to 3x. Yeah it might be the final pattern but the melody does not change like that but rather stays relatively similar to any other part of the song

[]

I think this should be pretty much ready to go but i'd highly recommend considering making the rhythm bit harder on the advanced and on the hard as it would make the spread make more sense overall and make the difficulties actually stand a bit better for the difficulty level you are portraying through the name choice

Other than that, best of luck to you!
Topic Starter
-Keitaro

DTM9 Nowa wrote:

Heya, you can thank ezek since he showed this set to me thanks ezek

General

Having custom hitsounds for sliderticks is usually considered a bad thing but having a loud sound that emphasizes the middle of a slider is extremely irritating for anyone who is playing as there is something that you bring up as important enough to be hitsounded but not important enough to be mapped and after considerting that you are using the exactly same hitsound for beats that are mapped normally, i can not see anything about these hitsounds that would make the map better in any way. After inspecting the map for a while i can see that your map is mostly following the synthesizer through rhythm choice so i think it would be much, much better to emphasize that you are indeed focusing on those and just leave out the hitsounds completely (and possibly changing the slider tick rate to 1 to support this) as bringing up stuff you do not really follow when they are not supported by the basic rhythm in any of the difficulties above easy

I don't really sure to agree with this, since I'm (mostly) following the stronger sound here, so I create a slider instead of a 1/2 slider and a circle or a circle instead to use the basic rhythm. Also I've seen a map with a hitsound in the middle of the slider like this.

Tags : sans the skeleton frisk character i really don't see a point in these tags. They do not really connect to the song itself and do not really help anyone to find this song (they'd basically search for sans or undertale which are already covered), sans_the_skeleton with the underscores would be sorta fine as it would be the name of the character but frisk or character don't really make sense. Though you might want to add some tags : radiation as that is one of the aliases toby uses (and most of the ranked undertale maps have it in the tags), chiptune the "real" genre of the song and soundtrack as some people search for that instead of "OST"

It was taken from the taiko set but ok then removed and added.

Easy

Having ~1.5x DS battles with the general idea that the speed the players move from object to another would match the speed of sliders to create mapping that is really easy and simple to follow which is kinda what easy difficulties should be about. I'll change to 1.3x I guess

00:15:000 (1,2,3) - Aesthetically speaking it'd look nicer if the sliders would both be equally far from the hitcircle

00:37:500 (1,2,3) - This is quite a sharp angle which kinda makes the pattern look quite tightly placed. Imo a more "perfect triangle like" pattern would work better https://puu.sh/xuTuo/b69db9551f.png
fixed all.

Normal

I do not know have you noticed this but some of your stacks make the spacing really inconsistent. You can compare the highest spacing i found against the lowest 00:05:625 (1,2) - 00:20:625 (1,2) -. I would not be too concerned about the stacks that are increasing the spacing as they mostly feel exactly the same as any other stack but i would be concerned about the ones that notably decrease the spacing as they create overlaps 00:09:375 (1,2) - 00:11:250 (1,2) - that you are most likely trying to avoid with the high DS in general fixed the one with overlap

00:18:750 (1,3) - 00:27:187 (3,5,6) - I don't really feel this kind of small and possibly unintentional overlapping is good for the structure either oops, fixed.


Advanced

Since you are mapping an advanced (which is supposed to have aspects from normal and hard level difficulties) that has relatively similar rhythm when compared to the normal, you could spice up the rhythm by adding a bit more clickables here and there to match the synthesizer such as mapping this 00:07:968 - kind of beats or making a triple 00:18:281 (3,4) - here changed that part and some other part

00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me had no idea about it, any exmaple plz? tbh I was trying to make the beat simple there

00:20:390 - 00:42:890 - Add a hitcircle for the consistency with literally any other pattern in the difficulty 00:12:187 (3,4) - for ex. sure

00:43:125 (4) - NC? oops


Hard

OD 7 is pretty high generally for hard difficulties, would recommend 6 or 6.5 (preferably 6). AR feels a bit high aswell and i would use 7.5 or 7 for hard difficulties generally. Right now it looks more like a low end insane rather than a hard diff stat wise lmao ok fixed

The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"

Since this is a hard you could consider stuff like spacing emphasis or atleast spacing stuff so it'd follow the song. 00:08:906 (1,2,3,4,5,6) - I'd say this is the clearest pattern/melody that could use it. Simply the synthesizer changes on the 4 into much higher pitched notes when compared to the two first notes so you can basically divide that one pattern into two sections that are actually following different type of things 00:08:906 (1,2) - 00:09:375 (3,4,5,6) - (included 3 in the second synths as it's a strong beat). Considering that i do not thing it's a good idea to use similar spacing for those two nor is it a good idea that they are in the same pattern. For example i would use this https://puu.sh/xvqtU/35e417c898.png kind of patterning to show off the change of strength and beat pattern through spacing and patterning, Though i'd be more than happy if you would come up with your own pattern but that is there as an example

Continuing on ^ 00:12:890 (4,1,2,3,4,1,2,3,4,1) - for example here it makes more sense already but start the bigger spacing from this 00:13:359 (2) - as it is the first notably higher note. Also it would be consistent with other similar beats spacing wise (The 3 and 4 for example 00:13:359 (2,3,4) - )
Rearranged based on your explaination.

00:19:687 (4,5) - Sorta appropriate 1/16 usage, good job fam. It doesn't feel painful to play even on DT Thanks~

00:44:300 (1,2,3) - I just feel like the spacing gets too high here considering you most of the time use spacing that is barely above 2x but here it gets nearly up to 3x. Yeah it might be the final pattern but the melody does not change like that but rather stays relatively similar to any other part of the song
Fixed

[]

I think this should be pretty much ready to go but i'd highly recommend considering making the rhythm bit harder on the advanced and on the hard as it would make the spread make more sense overall and make the difficulties actually stand a bit better for the difficulty level you are portraying through the name choice

Other than that, best of luck to you!
Thanks for the mod~
Nowaie

Error- wrote:

DTM9 Nowa wrote:

00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me had no idea about it, any exmaple plz? tbh I was trying to make the beat simple there
Most of the time your mapping forms clear patterns 00:11:250 (1,2,3) - or have flow that is pretty much as good as it gets 00:28:828 (3,4) - (Visualized) but on those two patterns neither of the two points really happen. Them not exactly begin a pattern is much easier to understand but the flow may be a bit harder thing, on the first pattern i mentioned 00:00:937 (3,4,1,2) - i feel the objects are all trying to create their own flow, 00:01:875 (1) - begin most blatant in this, through the sliderbodies. After more closely inspecting this 00:00:937 (3,4,2) - these three feel like they are "connected" by the way they are placed and what kind of movement you are forming with the object placement but you have completely left 00:01:875 (1) - out from that idea as it's trying to be in that same curve as the other objects but the result is much closer to this https://puu.sh/xwaID/48bb3a608e.png, 00:05:625 (1,2) - has a somewhat similar issue but it's not as visible https://puu.sh/xwaRy/bfb6533154.png. It's most of the time better to make that kind of patterns really polished in that way or completely scrap the idea of the flow continuing like that.
Topic Starter
-Keitaro
Will work on it this friday, school's killing me ;w;
Topic Starter
-Keitaro

DTM9 Nowa wrote:

Most of the time your mapping forms clear patterns 00:11:250 (1,2,3) - or have flow that is pretty much as good as it gets 00:28:828 (3,4) - (Visualized) but on those two patterns neither of the two points really happen. Them not exactly begin a pattern is much easier to understand but the flow may be a bit harder thing, on the first pattern i mentioned 00:00:937 (3,4,1,2) - i feel the objects are all trying to create their own flow, 00:01:875 (1) - begin most blatant in this, through the sliderbodies. After more closely inspecting this 00:00:937 (3,4,2) - these three feel like they are "connected" by the way they are placed and what kind of movement you are forming with the object placement but you have completely left 00:01:875 (1) - out from that idea as it's trying to be in that same curve as the other objects but the result is much closer to this https://puu.sh/xwaID/48bb3a608e.png, 00:05:625 (1,2) - has a somewhat similar issue but it's not as visible https://puu.sh/xwaRy/bfb6533154.png. It's most of the time better to make that kind of patterns really polished in that way or completely scrap the idea of the flow continuing like that.
ok I get this stuff
edit up 00:05:625 (1) - so it looks better
change most of things in 00:00:937 (3,4,1) - so it flows better.

oh I haven't answer this
The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"
just to make sure I also map the background bass so it kinda match with something like 00:03:750 (1) - imo and I don't really sure to make 00:04:218 - clickable as it feels awkward when it comes to playing as it almost the same as others before like 00:00:937 (4) - 00:01:875 (1) - ...etc.
MBomb
some hitsound changes with az

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton magic bomb mbomb radiation chiptune
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2

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

[TimingPoints]
0,468.75,4,2,1,65,1,0
45000,-100,4,2,1,25,0,0


[Colours]
Combo1 : 18,124,255
Combo2 : 255,255,255

[HitObjects]
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ZekeyHache
hello again~ ezek rechecking~

[General]
  1. There's a higher quality image provided by the artist you linked in the description, here it is.
  2. You can use a custom diffname for your Hard if you want, as long as it is related to the song ofc~
[Easy]
  1. 00:20:156 (2,3) - 00:31:875 (3,4) - blankets that can be improved
[Normal]
  1. 00:20:625 (1,2) - Your spacing is 1.6x and here you're using 1.45x, which makes an overlap~ seems the stacking is causing it, so you should disable distance snap and use the correct spacing manually~ be sure to check
  2. 00:30:703 (2,3) - 00:35:625 (1,2) - 00:39:375 (1,2) - kinda the same, they're not overlapping but they just look too close
  3. 00:31:875 (1,2) - these ones are the opposite, you need to reduce that spacing a little~ don't forget to recheck distance everywhere after making this kind of movements~
  4. 00:05:625 (1,2) - whoa, this is already a small jump ._.
Well, have a second look by yourself, just look at the spacing object by object if you see a suspicious spacing at first glance~ It's okay if the spacing is a bit off in many notes as long as you can't actually notice~

[Advanced]
  1. 00:00:703 (2,3) - 00:27:187 (3,4) - blankets
  2. 00:05:625 (1) - check the normal diff, it's using a denser rhythm than this, you should either use a lighter rhythm on normal or at least make this one the same as in normal cuz this diff is supposed to be tougher
  3. 00:18:281 (3,4,5) - having this 1/4 triplet here would make this part of the mas just as dense as the hard diff, I believe it's okay to use that 1/4, but it would be better as a stack rather than a stream form to make more contrast with the Hard~
  4. 00:40:781 (3,4,5) - you know
[Hard]
  1. 00:10:781 (5,1) - 00:27:187 (4,5) - blankets
Nice overall, I'm just not a fan of the Hard diff's design somehow. I would like to hear Monstrata's opinion before I deem the map worthy of nomination, just to be sure that this is okay because even bns need second opinions sometimes, you know. He gave a star icon to this map after all~ We're close, boi!
Topic Starter
-Keitaro

ezek wrote:

hello again~ ezek rechecking~

[General]
  1. There's a higher quality image provided by the artist you linked in the description, here it is. skeleton boi.png
  2. You can use a custom diffname for your Hard if you want, as long as it is related to the song ofc~ have no idea about it rip
[Easy]
  1. 00:20:156 (2,3) - 00:31:875 (3,4) - blankets that can be improved
[Normal]
  1. 00:20:625 (1,2) - Your spacing is 1.6x and here you're using 1.45x, which makes an overlap~ seems the stacking is causing it, so you should disable distance snap and use the correct spacing manually~ be sure to check
  2. 00:30:703 (2,3) - 00:35:625 (1,2) - 00:39:375 (1,2) - kinda the same, they're not overlapping but they just look too close
  3. 00:31:875 (1,2) - these ones are the opposite, you need to reduce that spacing a little~ don't forget to recheck distance everywhere after making this kind of movements~
  4. 00:05:625 (1,2) - whoa, this is already a small jump ._.
Well, have a second look by yourself, just look at the spacing object by object if you see a suspicious spacing at first glance~ It's okay if the spacing is a bit off in many notes as long as you can't actually notice~ boop I just realize this lol. Fixed all, hopefully it doesn't really a big prob now

[Advanced]
  1. 00:00:703 (2,3) - 00:27:187 (3,4) - blankets
  2. 00:05:625 (1) - check the normal diff, it's using a denser rhythm than this, you should either use a lighter rhythm on normal or at least make this one the same as in normal cuz this diff is supposed to be tougher follow normal and 2nd part
  3. 00:18:281 (3,4,5) - having this 1/4 triplet here would make this part of the mas just as dense as the hard diff, I believe it's okay to use that 1/4, but it would be better as a stack rather than a stream form to make more contrast with the Hard~
  4. 00:40:781 (3,4,5) - you know i know
[Hard]
  1. 00:10:781 (5,1) - 00:27:187 (4,5) - blankets :eyes:
Nice overall, I'm just not a fan of the Hard diff's design somehow. I would like to hear Monstrata's opinion before I deem the map worthy of nomination, just to be sure that this is okay because even bns need second opinions sometimes, you know. He gave a star icon to this map after all~ We're close, boi! Is this about the first triangle pattern lol, but yea, I would like to hear Monstrata suggestion too.
applied all
im bad at blankets
WAIT I ACCIDENTALLY GIVE KUDOS
FML will ask a mod to deny
or I guess BN's can deny kudos, right?

- Magic Bomb - wrote:

some hitsound changes with az

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton magic bomb mbomb radiation chiptune
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2

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

[TimingPoints]
0,468.75,4,2,1,65,1,0
45000,-100,4,2,1,25,0,0


[Colours]
Combo1 : 18,124,255
Combo2 : 255,255,255

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updated. owo
ZekeyHache
well, the kudos is actually fine~ it's valid since there's a diff that wasn't here the first time I came lol (just be sure to not do it a third time 👀)
also, if you're just gonna apply everything in a mod and don't give any comments, I suggest to not quote the mod cuz you're just taking unnecessary space 👀
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