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Linked Horizon - Shinzou o Sasageyo! [TV Size] [OsuMania|Tai

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Chromoxx
TrolloCat:
denied all, the one d is to build flow, feel like the extra SV change would be unneccesary since it's already emphasized well enough via the volume change and the last finish isn't really an abrupt sound so the current SV is ok

ewfwefgwg:
denied kantan: would make the rythm repetitive and lose emphasis on the last note
denied futsuu: no reason given again, also the current pattern flows better and adds good emphasis
muzu: added a few triplets to buff it a bit for better spread with oni
oni: denied because i feel like the current patterns are good and there is no reason given

Voyage:
kantan: denied all, current patterns add better emphasis and i want to use finishers sparingly in the lower diffs, also no spinner because it wouldn't leave a break
futsuu: would make the pattern not very interesting
muzu: leaving a break there for better structure and emphasis on the next note
oni: denied, wanna keep the first 2 parts a bit less 1/4 focused and the last stream would give poor variety when changed

updated muzu
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 63185
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 6560,18560,30560,42560,51560
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.599999

[Metadata]
Title:Shinzou o Sasageyo! [TV Size]
TitleUnicode:心臓を捧げよ! [TV Size]
Artist:Linked Horizon
ArtistUnicode:Linked Horizon
Creator:puxtu
Version:Muzukashii
Source:進撃の巨人
Tags:Chromoxx Opfert eure Herzen! Attack on Titan shingeki no kyojin season aot snk 2 two dedicate all your hearts hiroyuki sawano revo Hajime Isayama
BeatmapID:1292935
BeatmapSetID:595844

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"35783775_p0.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]
560,375,4,1,0,50,1,0
3560,-100,4,1,0,90,0,0
6747,-100,4,1,0,60,0,0
18560,-100,4,1,0,80,0,0
30560,-100,4,1,0,70,0,0
42560,-100,4,1,0,80,0,0
45560,-100,4,1,0,60,0,0
48560,-100,4,1,0,80,0,0
51747,-100,4,1,0,70,0,0
60560,-100,4,1,0,80,0,0
63560,-100,4,1,0,90,0,1
72560,-100,4,1,0,90,0,0
72747,-100,4,1,0,80,0,0
74060,-100,4,1,0,90,0,0
80060,-100,4,1,0,90,0,1
86060,-100,4,1,0,90,0,0


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Eldergleam
kok jadi ngemap tekos ???
:thongkang:
Vulkin
SASAAAAGEYOOOO
SASAAAAGEYOOOO
SHIIIIIIIINZOOOOOOOO O SASAAAAGEYOOOOO

-Kantan-
00:18:560 (23) - Why not this finisher? follows bg drum
00:24:560 - Isnt this variation a bit too large?
01:12:185 (83) - I would move this note to 01:11:435 - and make it d for consistency with note placement, and d because d d kkk is a bit weird imo, and it allows to make 01:12:560 (84) - finisher to emphasize the end of kiai
01:12:560 (84) - to 01:12:560 (84) - feels a bit weird in how you change the point of focus from drum to the choir noise, might confuse new players imo

-Futsuu-
Seems good!

-Muzukashii-
00:16:122 - How you followed the voice here is a bit weird imo, feels a bit empty there
00:41:810 (147) - make this K for pitch raise
00:50:810 (171) - ^
I think you would need the buff this diff or nerf the Oni, its too close with the Futsuu diff

-Oni-
00:02:435 (8) - Delete, doesnt follow anything
00:45:091 (261) - Move to 00:44:997 - for consistency
01:03:560 (352) - Make this finisher, to emphasize the start of kiai

Good luck!!
strickluke
From my queue

:idea: General
  1. There is a noticeable difference between the difficulty of Muzukashii and Oni when you consider the kinds of patterns that show up in either difficulty. I would recommend adding more 1/4 triples to the Muzukashii difficulty in order to somewhat close this gap.


Kantan
  1. 00:18:560 (23) - Make this a finish to show the growing intensity from one part of the song to the next
  2. 01:14:060 (85) - I think the music really calls for a finish here
  3. 01:17:622 (91,92,93) - Changing to a red line rhythm here is very odd for a Kantan diff, and this map specifically. The rest of the map has been fairly simple
  4. 01:23:622 (100,101,102,103,104) - ^


Futsuu
  1. 00:55:310 (125,126) - Ctrl+G
  2. 01:20:060 (183) - A finish in the middle of a 1/2 triplet in Futsuu is kind of weird, i'd recommend removing it
  3. noice


Muzukashii
  1. 00:12:560 (42) - You could make a triplet ddd 1/4 before this note (Put a d 00:12:372 (42) - and 00:12:466 (43) - )


Oni
  1. 00:02:435 (8) - Delete this note for consistency
  2. 00:05:247 (25) - You miss a pretty strong sound here... consider changing this note to k to match the previous patterns and follow music more closely
  3. 00:30:560 (185) - I feel like you should put a bit more 1/4 in this section, because the rest of the patterns are too dense in them to ignore 1/4 patterns for this section, even if it is following a less intense part of the song
  4. 01:03:560 (353) - Hey, you could definitely get away with a D here
  5. 01:25:403 (524) - I think deleting this note would make sense because the drums and vocals stay about the same throughout the entire kiai time. I understand your reasoning behind the current pattern, though

Sorry for such a late mod :o But these diffs look ready for ranked either way!

Good luck :D
Arrival
Taiko set is very good overall

[Futsuu]

00:38:435 (90) - Even if there is a vocal, maybe delete this to be consistent with this part 00:30:560 (72,73,74,75,76,77) -
01:20:247 (184) - Consider deleting this one too to make a short break, also as you didnt put one here 01:14:247 -
Chromoxx

Vulkin wrote:

SASAAAAGEYOOOO
SASAAAAGEYOOOO
SHIIIIIIIINZOOOOOOOO O SASAAAAGEYOOOOO

-Kantan-
00:18:560 (23) - Why not this finisher? follows bg drum sure
00:24:560 - Isnt this variation a bit too large? changed it a bit
01:12:185 (83) - I would move this note to 01:11:435 - and make it d for consistency with note placement, and d because d d kkk is a bit weird imo, and it allows to make 01:12:560 (84) - finisher to emphasize the end of kiai current pattern has more interesting variation and puts good emphasis on 01:12:560 -
01:12:560 (84) - to 01:12:560 (84) - feels a bit weird in how you change the point of focus from drum to the choir noise, might confuse new players imo it's the most intense part of the song and therefore it's okay, since there are sufficient 4/1 breaks

-Futsuu-
Seems good!

-Muzukashii-
00:16:122 - How you followed the voice here is a bit weird imo, feels a bit empty there feels normal for me
00:41:810 (147) - make this K for pitch raise sure
00:50:810 (171) - ^
I think you would need the buff this diff or nerf the Oni, its too close with the Futsuu diff

-Oni-
00:02:435 (8) - Delete, doesnt follow anything there's faint cymbal type sounds in the background and this distances itsself from the muzu while flowing better
00:45:091 (261) - Move to 00:44:997 - for consistency with what?
01:03:560 (352) - Make this finisher, to emphasize the start of kiai would cause many unneccesary inconsistencies

Good luck!!
thx for modding :D

strickluke wrote:

From my queue

:idea: General
  1. There is a noticeable difference between the difficulty of Muzukashii and Oni when you consider the kinds of patterns that show up in either difficulty. I would recommend adding more 1/4 triples to the Muzukashii difficulty in order to somewhat close this gap. i can try buffing the muzu very slightly, but buffing or nerfing either diff too hard would hurt the integrity of the individual diff... the note density is a lot bigger in the oni but the patterns are pretty easy so that should be fine, current way covers the most possible ground while still maintaining a decent spread.


Kantan
  1. 00:18:560 (23) - Make this a finish to show the growing intensity from one part of the song to the next already did via vulkin's mod
  2. 01:14:060 (85) - I think the music really calls for a finish here added
  3. 01:17:622 (91,92,93) - Changing to a red line rhythm here is very odd for a Kantan diff, and this map specifically. The rest of the map has been fairly simple it's the most intense part of the song and mapping it any other way would be pretty stale here, it's a bit harder than the rest but it compensates for a good general spread
  4. 01:23:622 (100,101,102,103,104) - ^


Futsuu
  1. 00:55:310 (125,126) - Ctrl+G current pattern fits better
  2. 01:20:060 (183) - A finish in the middle of a 1/2 triplet in Futsuu is kind of weird, i'd recommend removing it lul was an accident xD
  3. noice


Muzukashii
  1. 00:12:560 (42) - You could make a triplet ddd 1/4 before this note (Put a d 00:12:372 (42) - and 00:12:466 (43) - ) would break the overall flow of this part


Oni
  1. 00:02:435 (8) - Delete this note for consistency as explained before
  2. 00:05:247 (25) - You miss a pretty strong sound here... consider changing this note to k to match the previous patterns and follow music more closely current pattern flows well with the drums
  3. 00:30:560 (185) - I feel like you should put a bit more 1/4 in this section, because the rest of the patterns are too dense in them to ignore 1/4 patterns for this section, even if it is following a less intense part of the song there are no sounds that prompt 1/4 here though and it makes for an interesting overall flow
  4. 01:03:560 (353) - Hey, you could definitely get away with a D here as explained in vulkin's mod
  5. 01:25:403 (524) - I think deleting this note would make sense because the drums and vocals stay about the same throughout the entire kiai time. I understand your reasoning behind the current pattern, though finale

Sorry for such a late mod :o But these diffs look ready for ranked either way!

Good luck :D
thx for modding :D

Arrival wrote:

Taiko set is very good overall

[Futsuu]

00:38:435 (90) - Even if there is a vocal, maybe delete this to be consistent with this part 00:30:560 (72,73,74,75,76,77) - vocal is directly on the white tick here
01:20:247 (184) - Consider deleting this one too to make a short break, also as you didnt put one here 01:14:247 - deleted :D
thx for checking! :D
(will send updated diffs to puxtu via discord)
Arrival
SeemsGood
Protastic101
no
[General]
  1. Empty silence at the end of normal-hitwhistle, here's the fix https://puu.sh/waZm1.wav
[MX]
00:00:560 (560|2,747|2) - These two notes aren't the same pitch as each other so I would recommend against stacking them like this
00:02:060 (2060|0,2247|0) - ^

00:09:466 - tbh, I kind of hear a sound here like those timpanis continue even to here. For that, I'd just add in a single note for it since it's not as loud as the previous three jumps. Would do this for the HD and NM too.
00:12:466 - ^

00:11:060 (11060|0,11060|3,11060|2) - Don't really think this sound is strong enough to be deserving of a triple since it's just kind of a marching snare of sorts, whereas all the other triples in the map have had loud bells or something on them
00:13:310 (13310|3,13310|0,13310|1) - ^

00:15:091 - could add a note here for the piano, like so https://osu.ppy.sh/ss/8266775

00:42:747 (42747|0) - I'd try to move this to another column since the stack here is already like 10 notes long. Maybe this would work https://osu.ppy.sh/ss/8266781

00:56:622 - tbh, I don't think this is 1/6. It really just sounds like there's no note on the upbeat at 00:56:622 - , and only a hooked note at 00:56:716 - . I'd change this in all diffs for consistent snaps.

00:58:872 (58872|3,59060|3) - Pitch is different so I would move this to a different column. Even the vocals are different pitches so there's really no reason for them to be stacked in the first place.

Hitsounds
00:42:185 (42185|1) - add finish to be consistent with the NM diff

[HD]
00:00:560 (560|1,747|1) - Same thing I mentioned about pitch in the MX diff
00:02:060 (2060|2,2247|2) - ^

00:21:560 - Think you're missing a triple here for the crash. See 00:32:810 - and the following beats as they're all triples too and essentially the same kind of crash, so leaving this note as a double is inconsistent.

00:58:872 (58872|0,59060|0) - differing pitches aaa

01:07:685 (67685|3,67778|2,67872|1) - I kind of read this as a full roll and missed a few times when test playing. For hand balance purposes, I'd just complete the roll and arrange kind of like so https://osu.ppy.sh/ss/8266873

01:13:497 (73497|3,73591|2,73685|1,73778|2,73872|3,73966|2) - This pattern isn't that bad to hit on 160 bpm I'll admit but I feel like you could make it a bit more even on the left hand since there's a slight right hand bias here. Maybe like this https://osu.ppy.sh/ss/8266892

Hitsounds
00:03:560 (3560|1,3747|0,4122|1,4497|0,4872|1,5247|0,5622|1,6372|0,6560|0) - Add w to be consistent with the MX diff's hitsounds
00:05:997 (5997|2) - Add w
00:17:060 (17060|3,17435|3,17810|3,18185|0) - ^
00:21:185 (21185|3,21560|3) - ^
00:24:185 (24185|1,24560|0,26060|1,30560|3) - ^
00:42:185 (42185|0) - add f
01:00:185 (60185|0) - w
01:00:935 (60935|0) - Might leave the whistle out here and instead focus on the kick using the normal-hitnormal like you did in the MX diff
01:03:560 (63560|1,64310|2,65060|1,65810|0,66185|1,66560|0,67310|1,68060|2,68810|1,69185|2,69560|0,70310|0,71060|3,71810|0,72185|2,72560|1) - add w
01:12:185 (72185|0,72278|1,72466|0) - Remove claps here to be consistent with the MX diff https://osu.ppy.sh/ss/8266152


[NM]
00:24:372 (24372|1) - I think it'd be ok to remove this note and instead let the player focus on the LN and the short woodwind run here.

00:51:185 - to 00:53:810 - rip column 4. I'd try to move some of the notes over in col 2 to 4 so that the weight is mostly even for this measure.

00:56:622 (56622|3,56685|2,56747|1) - Depending on if you accepted my suggestion in the MX diff about the 1/6, but honestly, 1/6 is way too fast at this BPM for a normal diff because players around this level are just beginning to get introduced to short 1/4 triplets and larger note densities. Instead, I would just use a 1/2 LN like this https://osu.ppy.sh/ss/8266916

Hitsounds
00:04:872 (4872|0,5247|0,5622|0,5997|1,6372|2,6560|1) - add w
00:15:185 (15185|3) - remove whistle so that the kick plays instead
00:17:060 (17060|0,17810|2) - add w
00:17:435 (17435|0,18185|3) - add f
00:18:560 (18560|3) - add w
00:21:185 (21185|2,21560|2,24185|3,24560|3,26060|2,27560|3,29435|1,29810|0,30185|2,30560|1) - ^
00:32:810 (32810|0) - add w
00:33:185 (33185|1) - add c
00:33:560 (33560|0,35810|3,36560|3) - add w
00:36:185 (36185|2) - add c
00:38:810 (38810|2) - add w
00:39:185 (39185|3) - add c
00:41:060 (41060|0,41435|3,41810|1) - add w
00:42:185 (42185|0) - add c


[EZ]
00:02:247 (2247|1,2622|1) - I wouldn't stack these notes in the same column since the first note is a noticeably lower pitch than the second highlighted note.

00:41:060 (41060|2,41435|3,41810|2) - Might be better to try and balance this across both hands since this current one handed minitrill pattern might be too unbalanced and hard for newer players. Maybe move 00:41:060 (41060|2) - to col 4 and 00:41:435 (41435|3) - to col 1 for symmetry?

00:52:310 - 00:53:810 - These should be doubles since you made the snare at 00:56:247 (56247|0,56247|1) - a double but nowhere else.

01:25:497 (85497|2,85872|2) - Similar to the first suggestion, these are different pitches (goes from low to high), so I wouldn't put them in the same column. Maybe do this instead https://osu.ppy.sh/ss/8266999

Hitsounds
00:03:560 (3560|0,3747|2,4122|0,4497|3,4872|1,5247|2,5622|0,5997|3,6372|1,6560|2) - add w
00:12:185 (12185|0) - replace whistle with drum-hitclap
00:15:185 (15185|2) - remove whistle for the kick
00:17:060 (17060|3,17435|1,18185|3,18560|1) - add w
00:17:435 (17435|1,17810|0) - add c
00:21:185 (21185|1,21560|2) - add w
00:24:185 (24185|1) - add f
00:24:560 (24560|0) - add w
00:27:185 (27185|3) - remove whistle so that the kick plays instead
00:29:060 (29060|3,29435|1,29810|2,30185|0) - add c and w
00:30:560 (30560|1) - add w
00:32:810 (32810|3) - add f and w
00:33:185 (33185|0) - add f
00:34:310 (34310|0,34685|1) - Control J the hitsounds here since the clap should be on the even downbeat and the kick on an even
00:35:810 (35810|0,36185|3) - add f (and w to the first one)
00:36:560 (36560|0) - add w
00:38:810 (38810|1,39185|2) - add f
00:39:560 (39560|0) - add w
00:41:060 (41060|2,41435|3,41810|2,42185|1) - remove all claps, they're not used in another of the other diffs. Instead, replace them with finishes and whistles
00:42:560 (42560|0) - add w
00:45:560 (45560|1) - add f and w
00:46:310 (46310|0) - add c
00:47:810 (47810|1) - add w
00:48:560 (48560|0) - add w
00:49:310 (49310|3) - add c
00:50:060 (50060|1,50810|2,51560|0) - add c
00:56:810 (56810|1,57185|0) - add f and w
00:57:560 (57560|3) - add soft-hitwhistle
01:00:560 (60560|3) - add w
01:01:310 (61310|2,62060|1,62435|3,62810|0,63185|3,63560|2) - ^
01:04:310 (64310|3,65060|2,65810|2,66560|1,67310|0,68060|1,68810|1,69185|0,69560|1,70310|2,71060|1,71810|3,72185|0) - add w
01:12:560 (72560|2) - add f
01:26:060 (86060|0) - add w
Topic Starter
puxtu
yes

Protastic101 wrote:

[General]
Empty silence at the end of normal-hitwhistle, here's the fix https://puu.sh/waZm1.wav
>hitwhistle has issue
> renamed to hitclap
:thonkang:

[MX]
00:09:466 - tbh, I kind of hear a sound here like those timpanis continue even to here. For that, I'd just add in a single note for it since it's not as loud as the previous three jumps. Would do this for the HD and NM too. yep that's the point, it's not that loud so it won't giving so much impact with the pattern and will be more like a ghost note. Just layering the obvious sound here would be a better idea.

00:11:060 (11060|0,11060|3,11060|2) - Don't really think this sound is strong enough to be deserving of a triple since it's just kind of a marching snare of sorts, whereas all the other triples in the map have had loud bells or something on them hm maybe yeah in HD diff but not in this diff. I always using triple for snare sound like in highest difficulty no matter which map it is, unless if it has 1/4 surrounding it (after and before the triplet) and if the map has fast bpm then maybe i'll consider to nerf it. But in this case, there's only one 1/4 before it and the bpm is rather slow, I don't think that will so much problem for advanced players.

00:56:622 - tbh, I don't think this is 1/6. It really just sounds like there's no note on the upbeat at 00:56:622 - , and only a hooked note at 00:56:716 - . I'd change this in all diffs for consistent snaps. pretty sure there's 3 beat happening in that short duration and it sounds nothing like this part 00:55:872 - which is only has 2 beats (1/4). I tried to listen to this part over and over again with normal and slow speed and I'm sure there's one extra beat involved.
[HD]
01:13:497 (73497|3,73591|2,73685|1,73778|2,73872|3,73966|2) - This pattern isn't that bad to hit on 160 bpm I'll admit but I feel like you could make it a bit more even on the left hand since there's a slight right hand bias here. Maybe like this https://osu.ppy.sh/ss/8266892 personally i really like that pattern, it flows just fine with the music x))

01:12:185 (72185|0,72278|1,72466|0) - Remove claps here to be consistent with the MX diff https://osu.ppy.sh/ss/8266152 uhh yeah I forgot to add claps in MX
Surono
:^V dem chrome.exe

Good Lucknut
Protastic101
ok then, mania is fine then.

bubble, arrival can handle qualify (please wait for the 24 hour rule first 15:45 UTC)
juankristal
00:59:997 (59997|1,60091|1,60185|0) - why

Like, that doesnt make much sense. Your map is aiming to be quite confortable and average/generic but you decide to use a random minijack over there without much reasoning. Like, I can see that being a minijack if the map was something else but given the overall structure it just doesnt feel right as it is spiky, unpredictable, just after a break and the sound isnt even as jack heavy as it could be to justify the usage.

My two cents before this gets pushed in.
Topic Starter
puxtu
Good point. Fixed.
Arrival
shingeki no discord
Eldergleam
Gratz Mastah

PCCA-04540 PCCA-04539 <-- ini kode apa??? :V
Surono
itu mah kode voucher Gemscool Cash buat PeBe dari Shurelia
Eldergleam

Surono wrote:

itu mah kode voucher Gemscool Cash buat PeBe dari Shurelia
GeCes PeBe udah ga jaman sur, itu Token Listrik :U :U
Topic Starter
puxtu

Eldergleam wrote:

itu Token Listrik :U :U




Arzenvald
what year is this
Surono
tai ko

Arzenvald wrote:

what year is this
u not w33bs, even imma not weebs me know dis u dem kweff.
KatakiriKen
SASAGEYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
SASAGEYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
SHINZHOU WO SASAGEYOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

SASANGELO
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