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A Boogie Wit Da Hoodie - Ransom

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Total Posts
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Topic Starter
Clappy
This beatmap was submitted using in-game submission on Saturday, January 20, 2024 at 6:53:42 AM

Artist: A Boogie Wit Da Hoodie
Title: Ransom
Tags: Rap & Hip Hop A Boogie Down Bronx TBA TheOnlyLeon
BPM: 176
Filesize: 3385kb
Play Time: 01:38
Difficulties Available:
  1. Hard (3.33 stars, 216 notes)
  2. Insane (4.19 stars, 318 notes)
  3. Kidnapped v2 (4.19 stars, 162 notes)
  4. Kidnapped (5.47 stars, 376 notes)
  5. Normal (2.08 stars, 145 notes)
  6. TheOnlyLeon's Easy (1.62 stars, 93 notes)
Download: A Boogie Wit Da Hoodie - Ransom
Information: Scores/Beatmap Listing
---------------
~ My map's up for a ransom ~

~ Big ups to TheOnlyLeon for his Easy Diff! ~

PS: For optimal litness (I made that word up), be sure to leave my custom hitsounds enabled
PSS: Quads in 1/6 - fun for the entire osu! family! :D
Lyrics are explicit as fuck (oxymoronic)
schoolboy
heyo, my part of m4m

spacing in the beginning feels a bit random -> messy - consider using distance snap or smth to make it ~equal.
00:19:466 (2,3) - hm, i think it stands too close with the 00:19:125 (1) -, what about moving it to x=204 y=142? feels better
00:23:898 (5) - this needs some more spacing because sound on the 00:23:898 - is really strong.
00:27:307 (1) - id just ctrl+g this for a better flow (and decrease the spacing here 00:27:137 (7) - so the emphasis wont be lost)
00:28:330 (7) - this slider looks weird tbh.. blanket is a cool thing, but you shouldnt use it everywhere. also 00:27:648 (2,3) - this spacing is kinda low in comparison with the others in this section
00:32:591 - this feels kinda empty
00:41:285 (2,3,4,5,6,7) - seems like you somewhy ignore those 1/6 (or 1/8?) sounds for no reasons, which looks a bit weird tbh
00:43:671 - why do you use x1 sv here? song havent really changed at all, but you somewhy decided to make this part less dense.. but anyway, seems like you decided to make a slowpart here so w/e
00:51:171 (6) - this is the only time in this part where you decided to make the spacing before the strong sound this low.. consider making it bigger so it will be consistent with the other moments
00:53:472 (3) - this feels a bit overmapped, consider removing
00:53:898 (1,1) - at least do smth like this, this blanket looks really weird https://puu.sh/vrPoF/6a24e0ea8b.png
00:57:989 (3) - blanket will be better
01:01:398 (1,2,3) - why spacing is so low here? it looks really inconsistent with the others in this part
01:04:125 - this should be clickable cuz vocals start there
01:12:307 - same ^
01:18:444 (7) - ctrl+g maybe?
01:27:137 - this feels empty aswell..
01:38:216 - map it aswell because your cut logically end here
Sakurauchi Riko
from m4m

00:01:739 (3,1) - should be more DS in between than 00:01:398 (2,3) -
00:02:080 (1,2) - i'd add special DS emphasis here to emphasize the vocal at 00:02:421 (2) - . or make it somewhat different in patterning, currently it just looks too similar to things before but its very different because of the vocal
00:02:762 - in that section id suggest you to make the vocals because its really boring to keep the same rhythm like before although something changes in the music, so i'd map those missing vocals at the red ticks
then you can come back with the rhythm at 00:04:807 (1,2,1,2,3) - you had in the beginning so thats fine, but you should represent the vocals afterwards again
00:19:125 (1) - ctrl + g on this would flow better, im not exactly sure why you did it that way (since this appears at similar spots e.g. at 00:19:807 (3) - 00:20:489 (1) - aswell) because its really confusing since it doesnt flow at all.
00:27:819 (3,4,5,6,7) - this back and forth pattern doesnt work here very well because of how 00:28:330 (7) - is shaped. ctrl + j would already work better but yea.. doesnt play really nice with the shape that goes in the opposite direction of where you flow
00:28:671 (1,2,3,4) - you dont use such wide jump angles anywhere else, they seem pretty random to me because you mostly use sharp angles (wide angle jumps are also urghhhhh to play thats why u basically never see them)
00:40:944 - id map the sound that comes up here with reverse sliders, they are pretty noticeable tho so it's be a shame not to map em i think. 00:41:057 - on the 1/3 tick'd be the first sound so you know which one i mean xD
00:52:535 (3,1) - i dont think this overlap looks really great since you have no concept behind any overlapping patterns
01:03:785 (5) - reversing this shape on vertical axis would flow better to next slider, but then the flow into the slider is awkward so yea.. doesnt seem really cool ><
01:13:671 - yeah here you map those sounds i mentioned earlier :D
01:17:080 - not a fan of this being not clickable. i understand your intention but i just think its not appropriate
01:16:398 (1,2) - also this is really bad because like 90% of 01:17:421 (2) - this object is overlapped, if you use standard skin you see the reading issue that comes up (and yes osu standard skin is the skin we judge with in mapping)
01:17:762 (3,4,5,6) - i dont think the music is MUCH more intense than before so i tihnk a huge DS increase in your jumps is not justified, you can increase it slightly but that currently copmes pretty much out of nowhere and is really sudden imo
same with the rest pretty much :/ i just dont think it gets so much more intense than you represent it with your map, but maybe thats just 2 opinions there.

one thing: i tihnk you can represent the sound at 00:22:875 - and all the similar continous sounds with a much higher spacing than you jumps. the emphasis would be so much better that way imo


hope i could help you! best of luck :)
Topic Starter
Clappy
I did my best to implement most of the mods now that school's over, except for the ending being extremely jumpy. I would just like some other opinions because I want this to be an extra difficulty, if the overwhelming consensus is that it's too much I have no choice but to dial it back, thanks for the mods!
Aqo
man those songs scare me

the patterns mostly look good, you should finish this. imo most long bendy sliders felt out of place, they'd be better with a smooth curve imo. but the short bendy ones with the stream parts looked great as is

can't say much more since I'm not really an osu!standard player anymore good luck :b
Kujinn
m4m ~

[Kidnapped]
  1. 00:03:103 (2,3,4,5) - Lower space between these notes, its pretty much the same as 00:01:398 (2,3) - which has a 1/1 rhythm gap.
  2. 00:23:557 (3,4) - It wouldn't be bad to map to the vocals sometimes, for example, 00:23:557 (3,4) - rather than two circles, you could have a 3/4 slider, and instead have two circles here 00:24:239 (6) - it would help emphasize 00:24:580 (1) - more.
  3. 00:42:819 (1,2,3,4) - I hear 1/6 sounds here 00:41:285 - here 00:41:625 - and here 00:41:966 - but you decide to map one here 00:42:819 (1,2,3,4) - where there is no sound in the music.Why?
  4. 00:50:148 (4) - I don't think it's bad the way you NC, its actually normal to do it this way, but I feel like some emphasized notes like this needs a new combo rather than 00:50:489 (1) - where there's no emphasis what so ever.
  5. 00:53:387 (2,3,4,5,6) - might just be me, but I think this stream should be 1/6, or a 1/6 repeat.
  6. 01:10:262 (4,5,6,7) - emphasized vocal jumps have lower spacing than 01:09:580 (1,2) - , just doesn't really make sense.
  7. 01:17:421 (2) - nc
  8. 01:37:364 (1,2,3,4) - same here, this is unnecessary.
  9. Would make for a better ending to remove these 01:38:046 (1,1,1) -

[Insane]
  1. 00:05:489 (1) - Kind of weird to place this so differently to the rest.
  2. 00:23:898 (4,5) - These are way too linear, ctrl g 00:23:898 (4) - might be a solution.
  3. 00:30:035 (1,2,3) - Unless you ctrl g 00:30:035 (1) - Movement just seems really off.
  4. 00:31:739 (8,1,2) - why such a large ds?
  5. 00:31:910 (1,2) - I would suggest keep this as a full repeat and remove the circle at the end. It can be unpredictable to players at this level.
  6. 01:07:535 (3,4,5) - Kind of awkward movement used here, I'd suggest stacking 01:07:535 (3,4) -
  7. If 01:16:228 (4) - ended where 3 is, it would emphasize 01:16:398 (1) - a whole lot more.

[Hard]
  1. 00:02:421 (2) - I think it would perfectly fine to use slider end instead.
  2. 00:42:819 (1,2,3) - same as before, would advice to remove.
  3. 01:37:364 (1,2,3) - ^

[Basic]

  1. Is AR0 even rankable????

All diffs looks good, with just a bit of work it should be ready for rank :D

Edit: There's a huge gap between Basic and Hard, I would suggest mapping an advanced or normal diff inbetween.
Topic Starter
Clappy

Kujinn wrote:

m4m ~

[Kidnapped]
  1. 00:03:103 (2,3,4,5) - Lower space between these notes, its pretty much the same as 00:01:398 (2,3) - which has a 1/1 rhythm gap.
    I'm following the vocals here and I wanted a bit of spacing emphasis since I'm no longer following the melody of the music, but his voice, and I dubbed it a kiai section.
  2. 00:23:557 (3,4) - It wouldn't be bad to map to the vocals sometimes, for example, 00:23:557 (3,4) - rather than two circles, you could have a 3/4 slider, and instead have two circles here 00:24:239 (6) - it would help emphasize 00:24:580 (1) - more.
    Wouldn't be bad, but I wanted a circle heavy diff and rather than following the cadence of his voice with 3/4 sliders, I opted for a simple 1/2 note melody; with sliders on the bass hits, the theme I decided, idk why.
  3. 00:42:819 (1,2,3,4) - I hear 1/6 sounds here 00:41:285 - here 00:41:625 - and here 00:41:966 - but you decide to map one here 00:42:819 (1,2,3,4) - where there is no sound in the music.Why?
    I wanted to keep the melody the same throughout the hook, while only mapping the 1/3 and 1/6 streams as sort of a prelude to the hook.
    I ended with it too, but I also mapped it differently.

  4. 00:50:148 (4) - I don't think it's bad the way you NC, its actually normal to do it this way, but I feel like some emphasized notes like this needs a new combo rather than 00:50:489 (1) - where there's no emphasis what so ever.
    Note well taken, I'll deviate from the standard NC every hypermeasure where I see fit from now on.
  5. 00:53:387 (2,3,4,5,6) - might just be me, but I think this stream should be 1/6, or a 1/6 repeat.
    It might just be, but just for play-ability sake i'll leave it as 1/4.
  6. 01:10:262 (4,5,6,7) - emphasized vocal jumps have lower spacing than 01:09:580 (1,2) - , just doesn't really make sense.
    fixed
  7. 01:17:421 (2) - nc
    Note well taken
  8. 01:37:364 (1,2,3,4) - same here, this is unnecessary.
    I like the melody however, I'll opt to keep it
  9. Would make for a better ending to remove these 01:38:046 (1,1,1)
    Did think about that, but I wanted a more stylized ending, only diff it would appropriate on would be the hardest. So, I'll opt to keep it unless there's an overwhelming consensus to change.
[Insane]
  1. 00:05:489 (1) - Kind of weird to place this so differently to the rest.
    Fixed
  2. 00:23:898 (4,5) - These are way too linear, ctrl g 00:23:898 (4) - might be a solution.
    Fixed
  3. 00:30:035 (1,2,3) - Unless you ctrl g 00:30:035 (1) - Movement just seems really off.
    Wouldn't really agree, but since this an easier diff, and there's no real flow to the sliders, I'll change 'em.
  4. 00:31:739 (8,1,2) - why such a large ds?
    Wanted emphasis on the kiai section, I'll decrease it some
  5. 00:31:910 (1,2) - I would suggest keep this as a full repeat and remove the circle at the end. It can be unpredictable to players at this level.
    The gaps between the players needing to click is 1/2 beat. It can be unpredictable, but its a strong beat. If needed I'll remove.
  6. 01:07:535 (3,4,5) - Kind of awkward movement used here, I'd suggest stacking 01:07:535 (3,4)
    It's a straight-lined curve with emphasis on 3 (a bass hit) I'll opt to keep
  7. If 01:16:228 (4) - ended where 3 is, it would emphasize 01:16:398 (1) - a whole lot more.
    fixed
[Hard]
  1. 00:02:421 (2) - I think it would perfectly fine to use slider end instead.
    fixed
  2. 00:42:819 (1,2,3) - same as before, would advice to remove.
    There's the same piano synth as before, but since this is a hard I opted to undermap it as 1/4 beats
  3. 01:37:364 (1,2,3) - ^
    There's the same piano synth as before, but since this is a hard I opted to undermap it as 1/4 beats
[Basic]
  1. Is AR0 even rankable????
Will consult Leon about changes

All diffs looks good, with just a bit of work it should be ready for rank :D

Edit: There's a huge gap between Basic and Hard, I would suggest mapping an advanced or normal diff inbetween.
Thanks for mod, will consult Leon and making another difficulty.
Reazen
Quick mod about general stuff
General: Check Aimod.
easy
I think you should try to map beginning as well.. it's not like there is particular reason to skip it.
00:42:819 (3) - if you want to make pause like it, this note should be kinda different. It just looks like rest of slider yet you ephasize different sound, also you should consider making it new combo.
01:37:364 (3) - same here

normal
I think sliders that's not on strong beat like 00:46:569 (2) - are not good.
Actually map as a whole look kinda messy (aesthetics) A lot of slider are just random, you don't have any particular way of making them.
You should make some "inside rules" for e.g. using sharp shaped slider in more intense parts of song. I think you know what i mean
oh and combos.. omg they are way too short man.
Topic Starter
Clappy

Reazen wrote:

Quick mod about general stuff
General: Check Aimod.
easy
I think you should try to map beginning as well.. it's not like there is particular reason to skip it.
00:42:819 (3) - if you want to make pause like it, this note should be kinda different. It just looks like rest of slider yet you ephasize different sound, also you should consider making it new combo.
01:37:364 (3) - same here

Note well taken, will consult Leon about this, thank you.

normal
I think sliders that's not on strong beat like 00:46:569 (2) - are not good.
Actually map as a whole look kinda messy (aesthetics) A lot of slider are just random, you don't have any particular way of making them.
You should make some "inside rules" for e.g. using sharp shaped slider in more intense parts of song. I think you know what i mean
oh and combos.. omg they are way too short man.

I see what you mean about the off beat sliders, will remap all of those.
And short combos are appropriate for a normal, I believe.
PS: Also did some side work on cleaning up higher diffs.
Speed of Snail
[quote="Reazen"]
I think you should try to map beginning as well.. it's not like there is particular reason to skip it.

Ehh, it's a lot more of the same as the song is quite repetitive. I decided to cut the part since it's softer and takes place before the song kicks up, so it's quite functional as an intro.

00:42:819 (3) - if you want to make pause like it, this note should be kinda different. It just looks like rest of slider yet you ephasize different sound, also you should consider making it new combo.

ehh, slider leniency should prevent this as being counted as a 100 even if someone misreads the distance, also emphasis seems a bit silly considering it's mapping just about the softest sound in the entire song

01:37:364 (3) - same here

^^^^^^



No changes, but thanks for modding :)
Topic Starter
Clappy
I have a few questions I would like to be addressed of my own. I did some reading and reflecting; and seeing as how effective mods are extremely rare to come by. I'll point out a few questions I believe to be prevalent aside from stuff that has been addressed in previous mods.

Normal
00:21:171 (1,2,1) - Even though there's a 1 beat gap between the end of the slider and the next notes, is that an appropriate spinner recovery time? Seeing as these 3 notes are visible during the spinner?
01:15:716 (1,2,1) - Same as before, even though there's a 1 beat gap between the end of the slider and the next notes, is that an appropriate spinner recovery time? Seeing as these 3 notes are visible during the spinner?

00:42:819 (1,1) - Even though these are 1/4 reverses in a normal, I did so because I believe music and how I under-mapped this section justified the choice of the sliders. I'm aware that 1/4 beats in a normal should rarely (if at all ever) be used, but does it fit? If not, would 1/2 sliders be more appropriate?

Hard
01:16:398 (1) - I know SV changes are a little more lenient in hard diffs, but is this acceptable?

Kidnapped
00:21:171 (1,2,3,4) - there some were questions about the readability of this stack, but at this star level, is that a drastic issue?

00:55:603 (4) - I did this slider cause it looks nice, but is it too jarring?



General Questions: I had the kiai sections pointed out by someone when discussing things. The most intense sections of the song are the hooks, but since most of the song is "intense", is not alright to dub certain parts of the song as kiai sections since the intense music has stopped playing? 00:53:898 (1) - like this, this breaks the cycle of the synth playing every beat. Or, following the piano in 1/6 quads instead of the 1/2 melody 01:26:455 (4,5,6,7) - like here. I'm not opposed to changing the kiai sections, but the only other option instead of making the hooks the kiai section, there are no feasible options. So, that would mean there would be no kiai sections. Please discuss, thank you.
Topic Starter
Clappy
Edit: Found some info about spinner recovery time, and general things about each diff just by reading the difficulty curve criteria. #Who'dAThunkit?
Ringer
hi, quick M4M as promised

General : All the timings points aren't the same on all diffs (Like thoses on Kidnapped diff at 01:16:398 and more not present on normal diff)
Also, theses timings point on Kidnapped diff seem useless as you don't use it


Kidnapped


General : Flash kiais seems strange to me when used that much... Can't you emphasize this by any other way ? For me kiai is used for strong parts only, just an opinion tho

00:20:489 (5) - NC?
01:15:035 (5) - NC?
01:16:398 (1) - Make it faster and end it at 01:16:995 and put some slider from 01:17:880 to 01:17:336

Insane


01:16:398 (1) - Same than Kidnapped
01:13:671 (1,2,1,2,1,2,1) - may be a bit hard for an insane nuh?
01:35:489 (1,2,1,2) - ^

Hard

00:40:944 (1) - end on white tick
01:15:716 (1,2,3) - 4 circles instead of slider+2 circles?
01:35:489 (1) - end on white tick

Normal

00:40:944 (1) - end on white tick
01:35:489 (1) - end on white tick

Theonlyleon's Easy

I don't know if it's an issue as I don't know well GD but is it normal that kiai aren't the same ?

00:53:898 (1) - This should be avoided on easy diffs
01:38:387 (1) - Remove this slider to be consistent with others diffs?

Really clean map tho, haven't seen much to say about it, hope it helps tho
Topic Starter
Clappy

Ringer wrote:

hi, quick M4M as promised

General : All the timings points aren't the same on all diffs (Like thoses on Kidnapped diff at 01:16:398 and more not present on normal diff)
Also, theses timings point on Kidnapped diff seem useless as you don't use it

Because there isn't a slow slider in easier difficulties. And as far as "more" please point them out, otherwise I have no idea how to fix them.
PS: Many of them are specifically for hit sound changes.



Kidnapped


General : Flash kiais seems strange to me when used that much... Can't you emphasize this by any other way ? For me kiai is used for strong parts only, just an opinion tho.

I'll remove and adjust some of them (the intro and length of ending kiai section). Also, I like the term flash kiai's.

00:20:489 (5) - NC? - Wanted to make the combo longer on the hardest diff, and a previous modder suggested I NC according to the music. Rather than mindlessly NC every hypermeasure (where appropiate).
01:15:035 (5) - NC? - Wanted to make the combo longer on the hardest diff, and a previous modder suggested I NC according to the music. Rather than mindlessly NC every hypermeasure (where appropiate).
01:16:398 (1) - Make it faster and end it at 01:16:995 and put some slider from 01:17:880 to 01:17:336 - I wanted to accent the entire air horn with a slow slider. I do not believe having pass through a single whistle is too jarring.
Insane


01:16:398 (1) - Same than Kidnapped - I wanted to accent most of the air horn with a slow slider. I do not believe having it pass through a single whistle is too jarring.
01:13:671 (1,2,1,2,1,2,1) - may be a bit hard for an insane nuh? - They're just hold sliders, at insane difficulty this is acceptable.
01:35:489 (1,2,1,2) ^ - They're just hold sliders, at insane difficulty this is acceptable.

Hard

00:40:944 (1) - end on white tick - The sound actually ends on a 1/6 beat, however since the spinner recovery time for a hard is 1 beat, I'll change it.
01:15:716 (1,2,3) - 4 circles instead of slider+2 circles? - Fixed to mimic the first kiai section.
01:35:489 (1) - end on white tick - The sound actually ends on a 1/6 beat, however since the spinner recovery time for a hard is 1 beat, I'll change it.

Normal

00:40:944 (1) - end on white tick - The sound actually ends on a 1/6 beat, however I have to make the spinner shorter since the suggested spinner recovery time is 2+ beats for a normal difficulty.
01:35:489 (1) - end on white tick - The sound actually ends on a 1/6 beat, however I have to make the spinner shorter since the suggested spinner recovery time is 2+ beats for a normal difficulty.

Theonlyleon's Easy

I don't know if it's an issue as I don't know well GD but is it normal that kiai aren't the same? - As far as I know, GD's can be mapped to different portions of the song and have their own timing points.

00:53:898 (1) - This should be avoided on easy diffs - Will consult Leon.
01:38:387 (1) - Remove this slider to be consistent with others diffs? - Will consult Leon.

Really clean map tho, haven't seen much to say about it, hope it helps tho
Thanks for the mod! o/
Speed of Snail

Ringer wrote:

Theonlyleon's Easy

I don't know if it's an issue as I don't know well GD but is it normal that kiai aren't the same ?

I've run into this before and it generally isn't, although I don't like the Kiai times that Clappy has set, yet it seems like a few of them coppied over anyways, if it gets brought up when trying to rank I'll just remove Kiai times altogether since the song is mostly the same intensity all the way through

00:53:898 (1) - This should be avoided on easy diffs

Yea This makes sense, changed to a circle

01:38:387 (1) - Remove this slider to be consistent with others diffs?

I prefer this way of mapping it, and since it's a GD I don't think slight variance in where the diff starts/ends is important
Thanks for the mod, only the one change, but it should help out, code below
Code
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 19125
Countdown: 2
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 2
GridSize: 16
TimelineZoom: 0.9999998

[Metadata]
Title:Ransom
TitleUnicode:Ransom
Artist:A Boogie Wit Da Hoodie
ArtistUnicode:A Boogie Wit Da Hoodie
Creator:Clappy
Version:TheOnlyLeon's Easy
Source:
Tags:Rap & Hip Hop A Boogie Down Bronx TBA TheOnlyLeon
BeatmapID:1321149
BeatmapSetID:598251

[Difficulty]
HPDrainRate:1
CircleSize:3.5
OverallDifficulty:1
ApproachRate:0
SliderMultiplier:0.899999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bgosu.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]
35,340.909090909091,4,1,1,75,1,0
21853,-100,4,1,1,75,0,1
22535,-100,4,1,1,75,0,0
42819,-100,4,1,1,75,0,1
43330,-100,4,1,1,75,0,0
53898,-100,4,1,1,75,0,1
54239,-100,4,1,1,75,0,0
97364,-100,4,1,1,75,0,1
97875,-100,4,1,1,75,0,0
104949,-100,4,1,1,5,0,0


[Colours]
Combo1 : 128,128,192
Combo2 : 64,0,128
Combo3 : 255,128,255
Combo4 : 255,255,0
Combo5 : 0,255,0
Combo6 : 255,0,0

[HitObjects]
107,73,21171,5,4,0:0:0:0:
158,147,21512,1,4,0:0:0:0:
214,218,21853,2,0,P|249:211|356:103,1,180,8|2,0:0|0:0,0:0:0:0:
384,32,22875,1,8,0:0:0:0:
446,295,23898,5,8,0:0:0:0:
371,169,24580,6,0,P|316:212|304:323,1,180,8|2,0:0|0:0,0:0:0:0:
221,358,25603,1,8,0:0:0:0:
138,323,25944,2,0,L|114:232,1,89.9999999999999,4|0,0:0|0:0,0:0:0:0:
183,177,26625,2,0,L|207:86,1,89.9999999999999,8|0,0:0|0:0,0:0:0:0:
281,39,27307,6,0,B|317:119|261:119|296:214,1,180,8|2,0:0|0:0,0:0:0:0:
372,167,28330,1,8,0:0:0:0:
115,83,29353,5,8,0:0:0:0:
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276,194,31057,1,8,0:0:0:0:
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riffy
Yo

[General]
  1. Can somebody explain why Easy has the Countdown value set to 2? It is meant to be either 0 or 1. Either way, I would disable it for all difficulties.
  2. It also helps to keep the intro mapped for every diff inculding the Easy.
  3. According to AiMod the following hitsounds are unused, probably should check them
    1. normal-hitfinish2.wav
    2. normal-slidertick2.wav
    3. soft-hitnormal2.wav
[TheOnlyLeon's Easy]
  1. Approach Rate 2 or 3 would match the velocity and make reading things a lot easier for beginners.
  2. 00:23:216 - this and similar beats later in the difficulty - I would add circle here to match the rapping and keep the rhythm more intuitively playable.
  3. 00:42:819 (3) - I would trather place it earlier to follow vocals. Since the rest of the patterns is vocal based it would make sense to stick to the vocals.
    Note: 01:37:194 (3) - same here
  4. 00:59:353 (3) - minor -placing the whole thing higher to avoid overlaps with score-metre would help a little.
  5. 01:14:694 (2,1) - minor - these are not actually parallel though it looks like you intended them to be.

    I have a pretty strange feeling about this much copypasted patterns. I see why you would do this, but I still feel like this is too repetitive.
[Normal]
  1. Too many new combos are used in the intro, it feels spammed. Try to use new combos less often in that part, perhaps?
  2. 00:22:875 (3) - the slider ignores voices and instrument peaks, 00:23:216 - here. Two circles (00:22:875 and 00:23:216) instead of the slider would work better, I believe,
    It continues through the difficulty, as there are a lot more similar patterns, 00:25:603 (3) - 00:32:762 (1) - and so on.
  3. Also, sometimes ou connect two different lines with sliders. 00:29:353 (5) - it begins on one line and ends on a different one. Use two circles, so each of the beats would get a separate object?
    Note: also, two circles would work better for sliders like 00:44:694 (3) - so that players would be able to click on stronger beats like 00:45:035.

    Rhythm in general does not have a clear and easy to follow line, rhythm emphasis could be improved.
[Hard]
  1. Same thing as pointed out for Normal. Try to use new combos less often in that part, perhaps?
  2. And one more tihng I have already mentioned in Normal, sliders like 00:22:875 (3) - connect two lines/words, and this feels sort of artificial. two circles would work better here. Similar thing happens to 00:50:148 (4) -
    Additionally, 00:23:216 - is stronger than 00:22:875 - and stronger beats require clickable objectcs (or that's how the guideline goes, at least).
  3. 00:53:898 (1) - for the same reason 00:54:580 - probably should be mapped with an individual object.

    I still don't really get why you sometimes use 01:34:466 (2,3) - 3/4 slider and sometimes you leave things unclickable like it is with 01:33:444 (3) -
I guess I'll just leave it unfinished for now and get back to check the other difficulties tomorrow. Don't kudosu yet.
Speed of Snail

Bakari wrote:

I have no idea how the countdown value got to 2, as I haven't done any notepad editing with this difficulty, changing to 0

[TheOnlyLeon's Easy]
  1. Approach Rate 2 or 3 would match the velocity and make reading things a lot easier for beginners.

    Yea the low AR is a bit gimmicky, changed to 2.
  2. 00:23:216 - this and similar beats later in the difficulty - I would add circle here to match the rapping and keep the rhythm more intuitively playable.

    Fair, although it's still very light, changed prior circle to a slider as to have a sliderend land here
  3. 00:42:819 (3) - I would trather place it earlier to follow vocals. Since the rest of the patterns is vocal based it would make sense to stick to the vocals.
    Note: 01:37:194 (3) - same here

    This is an easy diff, so fair point, extended the sliders as to not effect velocity
  4. 00:59:353 (3) - minor -placing the whole thing higher to avoid overlaps with score-metre would help a little.

    Moved slightly
  5. 01:14:694 (2,1) - minor - these are not actually parallel though it looks like you intended them to be.

    As far as I could tell they were, but I remade the second slider anyways just to be safe

    I have a pretty strange feeling about this much copypasted patterns. I see why you would do this, but I still feel like this is too repetitive.
I would tend to agree with you, but the entire song is a lot of the same outside of the more subtle parts, and in an easy diff I don't think changing the patterns so much would be very beneficial, ideally the song would be a bit shorter, but it's not.

Thanks for the mod.
Code
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 19125
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 2
GridSize: 16
TimelineZoom: 0.9999998

[Metadata]
Title:Ransom
TitleUnicode:Ransom
Artist:A Boogie Wit Da Hoodie
ArtistUnicode:A Boogie Wit Da Hoodie
Creator:Clappy
Version:TheOnlyLeon's Easy
Source:
Tags:Rap & Hip Hop A Boogie Down Bronx TBA TheOnlyLeon
BeatmapID:1321149
BeatmapSetID:598251

[Difficulty]
HPDrainRate:1
CircleSize:3.5
OverallDifficulty:1
ApproachRate:2
SliderMultiplier:0.899999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bgosu.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]
35,340.909090909091,4,1,1,75,1,0
104949,-100,4,1,1,5,0,0


[Colours]
Combo1 : 128,128,192
Combo2 : 64,0,128
Combo3 : 255,128,255
Combo4 : 255,255,0
Combo5 : 0,255,0
Combo6 : 255,0,0

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220,224,91057,2,0,P|226:179|298:56,1,180,8|0,0:0|0:0,0:0:0:0:
374,27,92080,1,8,0:0:0:0:
466,181,92762,6,0,P|433:199|449:118,1,180,8|2,0:0|0:0,0:0:0:0:
462,28,93784,2,0,P|362:49|312:113,1,180,8|0,0:0|0:0,0:0:0:0:
309,196,94807,1,8,0:0:0:0:
199,338,95489,6,0,L|4:367,1,180,8|2,0:0|0:0,0:0:0:0:
44,277,96512,1,8,0:0:0:0:
186,102,97194,2,4,P|263:144|266:231,1,180
185,192,98216,5,8,0:0:0:0:
256,192,98387,12,0,105014,0:0:0:0:
Topic Starter
Clappy
I'm just gonna delete the kidnapped and kidnapped EE diff's, there's major spacing emphasis issues, but thank your for your mod, will reply soon, and I already kudos you by mistake tho.
riffy
Oh well, most of the stuff I wanted to write was for the Kidnapped diffis, so I guess I'm finished with the mod, if you plan to remove those.
Topic Starter
Clappy

Bakari wrote:

Oh well, most of the stuff I wanted to write was for the Kidnapped diffis, so I guess I'm finished with the mod, if you plan to remove those.
Whaaaaa??? Insane is ok?
riffy
Sort of, since the overall rhythm density is higher, the rhythm feels better.
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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