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posted
nice map go for rank.
posted
Curiouse
00:04:084 (2,3,4) - rhythm is off by 1/6
also please enable the custom sounds
f6 > audio > Custom 1

please remap the rest
ty
posted
we talked irc

posted
curiouse

  1. 00:06:363 (1) - why is there nc here?
  2. 00:05:983 (3,1) - i believe distance between these two notes should be reduced because you have 2 rhythms in this map, the one with three notes on the bells, and then one with 2 notes on the bells and a "snare?". since the snare feels less emphasized than 3 notes in a row, it would make more sense imo to have less spacing on the snare than the 3rd bell note.
  3. 00:07:502 (4,5) - same here, i just dont think there's enough small spacing in this map, there are alot of big jumps
  4. 00:10:920 (5) - one, doesnt this end on the 1/6 after? though kinda ruins the hitsounding. also again i say to reduce spacing because there aren't many small jumps
  5. 00:12:439 (1) - personally think nc should start 00:12:818 (2) - here
  6. i think ive noticed that after each 3 note descending thing you nc 1 white tick early, though that really doesnt make sense to me. the beat doesnt change really, so why do you do that? like, its not like 00:24:591 (1) - this note is special from any other of these but its ncd and then the note denoting a new measure with all stop in sounds is just left normal like any other note
  7. yea i dont think i have to reiterate the spacing thing, you probably got it by this point so it just depends on whether you change it or not
  8. 00:15:856 (1,2) - why is there such a huge spacing here? lol
  9. 00:45:856 (1,2,3) - why is this one special out of all of these? should probably match the others or make the 3rd one change from the 2nd
  10. 01:16:236 (1,2,3) - yea same here


cool map dude

bob advanced

uhhh.. idk what to say other way too many overlaps for this kinda difficulty, not really suitable for ranking at all but idk what your going for on this map

also yea if your going for rank you need to find a normal difficulty because this advanced is like just a really easy hard

easy

  1. 00:05:603 (2) - i would probably map this as hit circle then slider so to have clickable objects on each bell and then a click on the reverberating woodblocks instead of on a slider end.
  2. rhythms are kinda all over the place you need to find the sounds you want to priortise and base the map around them, right now its just kinda all over the place, like sometimes you have the woodblocks on the 00:14:717 (7) - slider end and other times, 00:13:578 (5) - you click it.
  3. 00:25:350 (4,1) - also you shouldnt really use overlaps in easy diffs much at all
  4. 00:28:768 (4,1) - also you might want to increase spacing between these because at this ar you can already see the object coming, might confuse players
  5. just noticed you didnt actually finish mapping this difficulty lol...


good concept and visuals in the top diff though
posted

Aeril wrote:

curiouse

  1. 00:06:363 (1) - why is there nc here?
    the bells are color haxed so I had to use a NC on the non bell one an still wanted to keep up NCs on big white ticks. I'll change some NCs to start after the color hax I think
  2. 00:05:983 (3,1) - i believe distance between these two notes should be reduced because you have 2 rhythms in this map, the one with three notes on the bells, and then one with 2 notes on the bells and a "snare?". since the snare feels less emphasized than 3 notes in a row, it would make more sense imo to have less spacing on the snare than the 3rd bell note.
    I think the movement into 3 is so hard to hit and slider leniency abusive that 3 does stand out enough
  3. 00:07:502 (4,5) - same here, i just dont think there's enough small spacing in this map, there are alot of big jumps
    this one makes more sense so I'm gonna change all of these patterns reminder at myself to do that
  4. 00:10:920 (5) - one, doesnt this end on the 1/6 after? though kinda ruins the hitsounding. also again i say to reduce spacing because there aren't many small jumps
    not sure about this one since it has a more outstanding sound than usual on it
  5. 00:12:439 (1) - personally think nc should start 00:12:818 (2) - here
    This confuses me in comparison to your first point o.o... I'll think about the NCs and maybe ask someone
  6. i think ive noticed that after each 3 note descending thing you nc 1 white tick early, though that really doesnt make sense to me. the beat doesnt change really, so why do you do that? like, its not like 00:24:591 (1) - this note is special from any other of these but its ncd and then the note denoting a new measure with all stop in sounds is just left normal like any other note
    gain related to the color haxing. I thought that keeping the same color as before the color haxed red (00:23:072 (5) - ) would work. Again I'm not sure about this maybe I'll remove the color hax as a whole
  7. yea i dont think i have to reiterate the spacing thing, you probably got it by this point so it just depends on whether you change it or not
    yep thx
  8. 00:15:856 (1,2) - why is there such a huge spacing here? lol
    I only do that for 2 consecutive 1/1 gaps like here too 01:05:603 (4,1,2) - I'm not sure what my initial intent was so I'll just arrange them in a triangle
  9. 00:45:856 (1,2,3) - why is this one special out of all of these? should probably match the others or make the 3rd one change from the 2nd
    in my opinion the 3rd note stands out more than the others and since those are piano notes and not bells or other sounds as before I thought I'd arrange them in a way that was reminiscent of the pianos flow concept.
  10. 01:16:236 (1,2,3) - yea same here
    again piano not strings 00:29:907 (1,2,3,4,5) - 00:57:249 (1,2,3,4,5,6) - the reminds me tho this pattern isn't like the other pianos 01:34:464 (1,2,3,4,5,6,7,8,9) - I ctrl + G'd the 3rd not in each for now.


cool map dude
thx Ni:b::b:a

easy

  1. 00:05:603 (2) - i would probably map this as hit circle then slider so to have clickable objects on each bell and then a click on the reverberating woodblocks instead of on a slider end.
    yea good idea
  2. rhythms are kinda all over the place you need to find the sounds you want to priortise and base the map around them, right now its just kinda all over the place, like sometimes you have the woodblocks on the 00:14:717 (7) - slider end and other times, 00:13:578 (5) - you click it.
    The woodblocks aren't really the focus I tried to focus on the distorted Kick and the Snare ish thing. When I use sliders in this diff is more about all the Kicks being sliders... or something like that this diff is trash anyway let me re do it
  3. 00:25:350 (4,1) - also you shouldnt really use overlaps in easy diffs much at all
    true
  4. 00:28:768 (4,1) - also you might want to increase spacing between these because at this ar you can already see the object coming, might confuse players
    good point I should pay attanetion to that. This was originally meant to be a normal so AR and stuff should be re-vamped
  5. just noticed you didnt actually finish mapping this difficulty lol...
    I'm gay


good concept and visuals in the top diff though
nice. thx for the mod~
*edit: I also activated all the customs on each diff, deleted the magenta color on bob's diff and made it more saturated on mine to make it clearer that it's supposed to be color haxed
posted
hi
for the mod back
hate modding tech

Are you going to use custom HS? I don't think the default set fits well.

[Easy]

Remap kds

also while at it, ill give a couple pointers

Try to make it less snappy, use more 2/1 rythm, because the advanced diff is 1/1 heavy, and less sv with ds.

[Advanced]

00:04:084 (1,2,1) - This pattern is too cramped. Looks sloppy.

00:05:223 - Here's my concern about this concept: The sounds are slightly different different each loop. It doesn't support a pattern like this also the pattern loops for too long, it is bad for gameplay.

00:19:654 - You randomly switch to stacks while there's not much difference in the melody.

00:35:223 (4,1) - I think you should use a different slider shape here as well.

00:41:299 - Stacking many different sounds is not a good idea.

00:52:312 (1,1) - Second slider is slightly longer, looks unpleasant.

01:07:122 (3) - Unnecessarily spaced imo, just a different location would do.

01:18:894 (5,1) - Pixel overlap.

01:24:591 (2,1) - ^

01:36:742 (4,1) - Overlapping with healthbar

01:20:413 (3,1,2) - You need to use this concept more frequently.

Quick advice, instead of using patterns once but repeating it many times, try alternating them. It would be more pleasant to play and would look better.
Most of the patterns represent similar sounds but they play very differently, so it looks like its mapped to a very different sound/part/section w/e.

[Curiouse]

00:05:603 (2) - The sliders flow is very random to me in the rest of the map. Can't really point out anything about it.

00:45:856 - I can't really understand the structure of this pattern. Sometimes theres no jump in the 1/1 gap and some times there is. So it fits with the maps context of being hard to read but I don't think the music fits with the movement change.

01:34:844 (3) - Oh god this is cancer, it was fine with the other patterns but please, either spread the pattern or don't do this.

01:45:856 - I think you forgot to reverse one slider in this pattern.

01:50:034 (1) - The end curve is supposed to help with the slider leniency, but it does the opposite here.

02:01:806 (5) - The clap on slider end sounds wrong to me.

02:02:945 (1) - You didn't map this part 02:06:869 - so you probably should leave here open as well.

02:04:844 - What's the reason for spreading these patterns apart?

Also a last note, the extended sliders are very, very unpleasant because you have to snap like a mad man to 300 those.
posted

Fursum wrote:

hi
for the mod back
hate modding tech

Are you going to use custom HS? I don't think the default set fits well.

[Curiouse]

00:05:603 (2) - The sliders flow is very random to me in the rest of the map. Can't really point out anything about it.
lol there is a explanation in the description, but yea sure

00:45:856 - I can't really understand the structure of this pattern. Sometimes theres no jump in the 1/1 gap and some times there is. So it fits with the maps context of being hard to read but I don't think the music fits with the movement change.
this got pointed out quiet often so far. It's because I want to emphasize the repetition of the piano melody in a way. there are 2 notes with the same upwards interval then the 3rd is different (most likely pitches down or up in bigger steps) and after every pair of 3 notes it repeats.

01:34:844 (3) - Oh god this is cancer, it was fine with the other patterns but please, either spread the pattern or don't do this.
I added that once some one told me the same thing you mentioned above... so I also made this follow the same caner idea, might have to change it, but It's fitting for now imo.

01:45:856 - I think you forgot to reverse one slider in this pattern.
sounds like that would be too weird for this pattern right now.

01:50:034 (1) - The end curve is supposed to help with the slider leniency, but it does the opposite here.
made it different to imply direction "more"

02:01:806 (5) - The clap on slider end sounds wrong to me.
clap? it's a Drum-whistle and it's supposed to represent the open hi-hat.

02:02:945 (1) - You didn't map this part 02:06:869 - so you probably should leave here open as well.
idk I want to have enough space for the last pattern to be the same as the fist. I think the slider in the fist part works while a 2nd time it wouldn't. I might remove the ugly slider art slider.

02:04:844 - What's the reason for spreading these patterns apart?
I wanted to imply a triangle in the end. Most of these fills are less repetitively structured so and they have 3/4 gaps so it should work

Also a last note, the extended sliders are very, very unpleasant because you have to snap like a mad man to 300 those.
well without them the spacing doesn't work since Snares would get not enough emphasis. I would need to re map the entire thing and for a top diff this should be fine. aka this is very hard, but I think each sounds has correct emphasis compared to each other.
posted

Celektus wrote:

00:05:603 (2) - The sliders flow is very random to me in the rest of the map. Can't really point out anything about it.
lol there is a explanation in the description, but yea sure
Can't see anything about the sliders entry though, my concern was mostly about the entry.

Celektus wrote:

02:01:806 (5) - The clap on slider end sounds wrong to me.
clap? it's a Drum-whistle and it's supposed to represent the open hi-hat.
02:02:027 - Clap at here, slider end
posted

Fursum wrote:

[Advanced]

00:04:084 (1,2,1) - This pattern is too cramped. Looks sloppy. Adjusted.

00:05:223 - Here's my concern about this concept: The sounds are slightly different different each loop. It doesn't support a pattern like this also the pattern loops for too long, it is bad for gameplay. I changed the pattern a little bit, but don't know if it's a proper solution... I would like to keep it to just repetitive hit circles here. But now it's less repetitive.

00:19:654 - You randomly switch to stacks while there's not much difference in the melody. While this is true, I think I have the liberty to implement any new pattern I want at an appropriate time. I can choose to introduce a new pattern when I please, as long as it's not unfitting. Like, I don't think I should stick to square jumps for most of the entire song, you know. I think this is ok, so I left it as is.

00:35:223 (4,1) - I think you should use a different slider shape here as well. Good catch, fixed.

00:41:299 - Stacking many different sounds is not a good idea. Guess not, fixed.

00:52:312 (1,1) - Second slider is slightly longer, looks unpleasant.How do you catch these things... Fixed.

01:07:122 (3) - Unnecessarily spaced imo, just a different location would do.Sure, fixed.

01:18:894 (5,1) - Pixel overlap.Fixed.

01:24:591 (2,1) - ^ That's pretty hard to fix imo, I changed the cs to 3.3, hopefully that's ok.

01:36:742 (4,1) - Overlapping with healthbar Fixed

01:20:413 (3,1,2) - You need to use this concept more frequently. I implemented it, but you know when you structure your entire map,
making one change makes a chain reaction, so I fixed a few things after that implementation as well. Implemented it at 1:38...


Quick advice, instead of using patterns once but repeating it many times, try alternating them. It would be more pleasant to play and would look better.
Most of the patterns represent similar sounds but they play very differently, so it looks like its mapped to a very different sound/part/section w/e.Advice taken.
Edit: Forgot to attach code, here it is.
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 29907
Countdown: 1
SampleSet: Normal
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5983,26489,29527,31046,34084,45856,53831,76236,79654,102439,122185,128261
DistanceSpacing: 3.1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.050003

[Metadata]
Title:Haiiro katsu shouene
TitleUnicode:灰色かつ省エネ 氷菓
Artist:Kouhei Tanaka
ArtistUnicode:田中公平
Creator:Celektus
Version:bob80905's eassy
Source:Hyouka
Tags:Hyouka OST 2 Instrumental distortion noise experimental Piano Augmented Anime
BeatmapID:1358166
BeatmapSetID:599552

[Difficulty]
HPDrainRate:5
CircleSize:3.3
OverallDifficulty:5
ApproachRate:7
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"cluttered-room-27451-1920x1080.png",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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320,308,116489,1,2,3:2:0:0:
192,228,116869,1,10,0:2:0:0:
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320,308,118388,1,10,0:2:0:0:
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320,312,121426,1,10,0:2:0:0:
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104,224,124844,2,0,L|36:224,2,59.9999981689454,2|2|2,2:2|2:2|2:2,0:0:0:0:
256,224,125603,2,0,L|196:164,2,59.9999981689454,2|2|2,2:2|2:2|2:2,0:0:0:0:
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256,60,129020,5,2,2:1:0:0:
163,302,129481,2,0,L|163:252,1,50,2|2,2:1|2:1,0:0:0:0:
posted

Fursum wrote:

Celektus wrote:

.
Can't see anything about the sliders entry though, my concern was mostly about the entry.
Oh, my bad for misinterpreting that, I do agree that's something really weird about my map and if anything I wouldn't do it this way again...
yet I still like most of this how it is, it kinda has it's own very awkward yet consistent charm. If a BN kills me for it I'd be sad tho.


Celektus wrote:

.
02:02:027 - Clap at here, slider end
oh ok. Well there is this drum sounds on it so that's why.
posted
Hello, re:M4M from your modding Q~
Woah, you actually put concept to your map o-o that's kinda amazing :D

Red : unrankable (or might be unrankable) issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[General]
  1. Advanced is... harder than Normal but easier than Hard right? I don't know if the hardest diff was meant to be Hard or Insane. According to the SR, it might be classified as Hard, but when you see the tricky pattern and a lot 1/4 jumps, it's totally count as Insane (speaking from experience, a BN actually once told me this). So I think you might need a diff between Advanced and the hardest diff. A diff that introduce the players to 1/4 patterns.


[Easy]
  1. 00:01:426 (2,3) - Nazi mod : these are not blanketed properly, if it not meant to be blanketed, maybe you could just remove the second anchor. And I don't know if you want to make triangle flow here, but I think the flow would be better if you ctrl+g slider (3)
  2. 00:27:629 (5,6,7) - I think the position here is not too good because new player might hit (7) first after (5) because (5) is leading right to (7). You used kinda lot of these patterns like 00:11:299 (1,2) - 01:22:312 (4,6) - 01:37:882 (2,3,4) - and much more so I think you might not want to change and maybe it actually won't do any real harm, but I suggest for your future map to use simpler flow on Easy which make it clear which note come after the other note for reading purpose.
  3. 01:19:654 (1,2) - fix the spacing here
  4. 01:57:629 (2,4) - maybe make their shape identical
  5. 02:08:261 (1,2) - Fix the position so they are not touching
  6. Lol, not much to say really xD it's a simple boring map for a boring song, real fitting :D (<- totally a compliment). What I don't really understand is why you simplify your rhythm at the second half of the song, like using 1/1 slider here 01:19:654 (1) - instead of 1/2 reverse slider like you usually do. I think it's better to use the same rhythm so it seemed more consistent or I think you should've reversed the rhythm which make the simpler rhythm for the first half and the more complex rhythm for the second half with 1/2 reverse slider and stuff so it seemed like the map is advancing. But it's done now so you can let it as it is.


[Normal]
  1. .-. Is Easy's hitsound not done yet? why is it so different? If you're doing it on purpose (reducing hitsound on Easy), I think you better keep hitsounding whatever sound it is at 3rd beat like 00:05:983 (1,3,5) -
  2. The flow become linear here .-.
  3. I think the green lines form this point 00:05:888 until the end are all unnecessary (except the one you're using to change SV) since let me guess, you're using it to silent slider's tail in Insane. Delete those in Normal.
  4. 00:54:970 (3,1) - Do you really need to stack this? though it might be fine, I think you better avoid stacking on lower diffs if it's not really necessary. and (1) covering a pretty big sound so I think stacking it would ruin the emphasize.
  5. 01:43:578 (7,1) - ^
  6. 02:02:185 (1) - Why do you make this so long tho.... If it's to cover the long background music, it doesn't make sense since the long sound is always there the entire song. I think you better keep sticking to the main melody here.


[Curiouse]
  1. 00:45:477 (4,2) - are they supposed to be overlapped like this...
  2. 00:45:856 (1,2,3,4,5,6,7,8,9) - there's a little inconsistency here, it might be on purpose but I'm just pointing it out. From the way the pattern changes here 00:45:856 (1,2,3) - to here 00:46:616 (4,5,6) - I think the third pattern should start at (9) instead, so the third pattern should be something like this https://puu.sh/x2q6q/08198489cd.jpg (?) instead.
  3. 01:16:236 (1,2,3,4,5,6,7,8,9) - you actually keep consistency here so the above might really be a mistake...
  4. I honestly don't really get your 1/4 reverse slider since I don't really hear anything that uses 1/4 pattern in the music .-.
  5. Yep, still can't mod this kind of map too well xD


It's not much, but I hope it somehow helped :)
Good luck ^^

ediitt : some suggestion, if you use Normal sampleset for your default hitsound, you don't have to silent every slider tail with green lines and setting the volume to 5%. You could just easily set the sampleset of slider tail to soft and the soft sound would be hidden by the normal hitsound and somewhat "silenced". Of course it wouldn't be as silent as setting the volume to 5% but it would be much easier and wouldn't make your timeline looks like green line galore xD.

Good luck again :3
posted

hanyuu_nanodesu wrote:

Hello, re:M4M from your modding Q~
Woah, you actually put concept to your map o-o that's kinda amazing :D

Red : unrankable (or might be unrankable) issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[General]
  1. Advanced is... harder than Normal but easier than Hard right? I don't know if the hardest diff was meant to be Hard or Insane. According to the SR, it might be classified as Hard, but when you see the tricky pattern and a lot 1/4 jumps, it's totally count as Insane (speaking from experience, a BN actually once told me this). So I think you might need a diff between Advanced and the hardest diff. A diff that introduce the players to 1/4 patterns.
    I personally treat the top diff somewhat as a Separate thing from all the other diffs while they only sort of bridge the gap to it from Easy onwards to me the top diff seems like a light Insane sort of so not sure if I can put in another diff, but I'll highly consider it


[Easy]
  1. 00:01:426 (2,3) - Nazi mod : these are not blanketed properly, if it not meant to be blanketed, maybe you could just remove the second anchor. And I don't know if you want to make triangle flow here, but I think the flow would be better if you ctrl+g slider (3)
    yea good idea made a blanket, tho the movement doesn't need any change I think.
  2. 00:27:629 (5,6,7) - I think the position here is not too good because new player might hit (7) first after (5) because (5) is leading right to (7). You used kinda lot of these patterns like 00:11:299 (1,2) - 01:22:312 (4,6) - 01:37:882 (2,3,4) - and much more so I think you might not want to change and maybe it actually won't do any real harm, but I suggest for your future map to use simpler flow on Easy which make it clear which note come after the other note for reading purpose.
    Might just be my mindset, but I think flow mostly isn't a thing on diffs with this pace and most of the patterns are switching between implied and not so it should be accepted by players throughout the map. tho I did rotate (5) more into the direction of (6)
  3. 01:19:654 (1,2) - fix the spacing here
    oh lol thx
  4. 01:57:629 (2,4) - maybe make their shape identical
    yea both are now like (2)
  5. 02:08:261 (1,2) - Fix the position so they are not touching
    well it was that way cause 1 is touching no matter what but I'll change it anyway
  6. Lol, not much to say really xD it's a simple boring map for a boring song, real fitting : D (<- totally a compliment). What I don't really understand is why you simplify your rhythm at the second half of the song, like using 1/1 slider here 01:19:654 (1) - instead of 1/2 reverse slider like you usually do. I think it's better to use the same rhythm so it seemed more consistent or I think you should've reversed the rhythm which make the simpler rhythm for the first half and the more complex rhythm for the second half with 1/2 reverse slider and stuff so it seemed like the map is advancing. But it's done now so you can let it as it is.
    the main idea essentially is that the sound starting at 01:19:654 - always sort of changes everything for example in the other diffs by me it also mostly lowers rhythms density and overall moment dynamic... cause the sound sounds like "slow" to me or somethin ;_;


[Normal]
  1. .-. Is Easy's hitsound not done yet? why is it so different? If you're doing it on purpose (reducing hitsound on Easy), I think you better keep hitsounding whatever sound it is at 3rd beat like 00:05:983 (1,3,5) -
    I just forgot to use Hitsound copier thx tho
  2. The flow become linear here .-.
    again I don't think flow is really a thing on lower intensity stuff and linear overall plays better for low spacing slow stuff anyway
  3. I think the green lines form this point 00:05:888 until the end are all unnecessary (except the one you're using to change SV) since let me guess, you're using it to silent slider's tail in Insane. Delete those in Normal.
    Well yea tho I don't think it matters if I'm keeping them. Some will be always added with Hitsound copier and it doesn't really change anything game-play wise
  4. 00:54:970 (3,1) - Do you really need to stack this? though it might be fine, I think you better avoid stacking on lower diffs if it's not really necessary. and (1) covering a pretty big sound so I think stacking it would ruin the emphasize.
  5. 01:43:578 (7,1) - ^
    I just don't see a better method of differentiating the different rhythm gaps in those parts so I made all 1/1 gaps stacks since that's common
  6. 02:02:185 (1) - Why do you make this so long tho.... If it's to cover the long background music, it doesn't make sense since the long sound is always there the entire song. I think you better keep sticking to the main melody here.
    It just expresses the end of the song and an overall held, making it shorter until let's say 02:02:945 - doesn't seems very "nice to play"
    I guess like I rather it as filler before the spinner


[Curiouse]
  1. 00:45:477 (4,2) - are they supposed to be overlapped like this...
    yea why not it doesn't really take away from the overall aesthetic I think, there are many other overlaps and I don't think there's a better pattern without them
  2. 00:45:856 (1,2,3,4,5,6,7,8,9) - there's a little inconsistency here, it might be on purpose but I'm just pointing it out. From the way the pattern changes here 00:45:856 (1,2,3) - to here 00:46:616 (4,5,6) - I think the third pattern should start at (9) instead, so the third pattern should be something like this https://puu.sh/x2q6q/08198489cd.jpg (?) instead.
    oh wow good catch! I hope 9 into 1 still works seems like it does tho
  3. 01:16:236 (1,2,3,4,5,6,7,8,9) - you actually keep consistency here so the above might really be a mistake...
    no you right I think o.o
  4. I honestly don't really get your 1/4 reverse slider since I don't really hear anything that uses 1/4 pattern in the music .-.
    they're supposed to be like buzz-sliders
  5. Yep, still can't mod this kind of map too well xD
    was well enough thank you ^^


It's not much, but I hope it somehow helped :)
Good luck ^^
yes was somewhat very helpful with the top diff suggestions

ediitt : some suggestion, if you use Normal sampleset for your default hitsound, you don't have to silent every slider tail with green lines and setting the volume to 5%. You could just easily set the sampleset of slider tail to soft and the soft sound would be hidden by the normal hitsound and somewhat "silenced". Of course it wouldn't be as silent as setting the volume to 5% but it would be much easier and wouldn't make your timeline looks like green line galore xD.
they are only on blue ticks silenced that's why. I don't really hitsound with a "main" sample-set rather most things are just either soft or normal depending on the sound.

Good luck again :3
thx m8

edit*: why didn't you mod bob's diff? owo
posted
OMG SO GOOD BEATMAP (NEED RANKED) :shock:
posted
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 29907
Countdown: 1
SampleSet: Normal
StackLeniency: 0.5
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5983,26489,29527,31046,34084,45856,53831,76236,79654,102439,122185,128261
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.450003

[Metadata]
Title:Haiiro katsu shouene
TitleUnicode:灰色かつ省エネ 氷菓
Artist:Kouhei Tanaka
ArtistUnicode:田中公平
Creator:Celektus
Version:bob80905's advanced
Source:氷菓
Tags:Hyouka OST 2 bob80905 Instrumental distortion noise experimental Piano Augmented Anime
BeatmapID:1358166
BeatmapSetID:599552

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OverallDifficulty:3
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[Metadata]
Title:Haiiro katsu shouene
TitleUnicode:灰色かつ省エネ 氷菓
Artist:Kouhei Tanaka
ArtistUnicode:田中公平
Creator:Celektus
Version:bob80905's advanced
Source:氷菓
Tags:Hyouka OST 2 bob80905 Instrumental distortion noise experimental Piano Augmented Anime
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176,97,104337,1,0,0:0:0:0:
305,173,104717,1,0,0:0:0:0:
100,156,105097,1,0,0:0:0:0:
280,262,105477,1,0,0:0:0:0:
72,262,105856,6,0,L|16:262,2,50
180,320,106616,2,0,L|180:384,2,50
184,152,107375,1,0,0:0:0:0:
248,276,107755,2,0,P|300:288|364:248,1,100
344,112,108515,1,0,0:0:0:0:
292,200,108894,1,0,0:0:0:0:
464,140,109274,2,0,P|438:125|450:139,1,100
479,288,110034,5,0,0:0:0:0:
374,227,110414,1,0,0:0:0:0:
344,112,110794,1,0,0:0:0:0:
344,308,111173,2,0,L|229:242,1,100,0|0,2:0|2:0,2:0:0:0:
168,208,111932,1,0,0:0:0:0:
84,160,112312,1,0,0:0:0:0:
84,336,112692,6,0,L|177:281,1,100
276,224,113451,2,0,L|369:169,1,100
468,112,114211,1,0,0:0:0:0:
370,273,114591,5,0,0:0:0:0:
275,112,114970,1,0,0:0:0:0:
276,274,115350,1,0,0:0:0:0:
364,112,115730,1,0,0:0:0:0:
452,274,116110,5,0,0:0:0:0:
306,190,116489,1,0,2:0:0:0:
400,354,116869,1,0,2:0:0:0:
494,190,117249,1,0,0:0:0:0:
328,282,117629,5,0,0:0:0:0:
428,255,118008,1,0,0:0:0:0:
296,364,118388,6,0,P|248:320|240:264,1,100
248,128,119148,2,0,P|310:108|362:129,1,100
232,204,119907,6,0,P|169:223|117:202,1,100
60,120,120667,1,0,0:0:0:0:
136,24,121046,1,0,0:0:0:0:
196,128,121426,2,0,P|175:107|192:115,1,100
300,256,122185,5,0,0:0:0:0:
388,84,122565,1,0,0:0:0:0:
388,196,122945,1,0,0:0:0:0:
300,256,124844,6,0,L|300:336,2,50
388,196,125603,2,0,L|444:252,2,50
388,84,126363,2,0,L|468:84,2,50
176,188,128261,6,0,L|176:300,1,100
256,344,129020,1,0,0:0:0:0:
256,140,129481,2,0,L|256:220,1,50
posted
Hi, from my q

Please check ai-mod, you have two spots with conflicting settings on green lines (unrankable)

[Easy]

A few DS errors that don't look intentional, also check ai-mod for those. Example is something like 00:51:553 (3,4) -

01:37:882 (2,3) - might be confusing in terms of movement and readability (putting the end of 3 so close to 2)
01:46:996 (5,6) - Now this entire map you're following these exact three sounds in the music with 1/1 slider + circle or something similar, why break it here?

This is actually a really good Easy, well done. I like it a lot.

[Normal]

00:04:084 (4) - This doesn't work because there are distinct sounds and none of them land on the red teck. I understand that you're using this slider to map the collection of sounds and not any individual one, but I don't think that works here with a 1/2 gap at the end. Perhaps extend this slider to 00:05:223 - instead?
00:17:375 (1,2,3,4,5) - Just a suggestion, but consider changing the rhythm so that 00:18:515 is a 1/1 slider? Let's the melody's notes fall on slider heads, like you do for 00:12:059 (3). Just a thought.
00:53:831 (1,2,3,1) - This I don't think is fine in terms of readability. The 3/2 gap itself is fine, but since players are relying on time distance equality for the most part for being rhythm changes like this, using a stack 00:54:970 (3,1) - to switch to a 1/1 gap without using 1/1 stacks anywhere else creates a reading issue. Less of an issue for 01:42:439 (6,7,1) - bit still kind of a problem.
02:02:185 (1) - Cool effect with the slider bounces but this shape is kinda ugly to me lol. It fits with the maps aesthetic so it's probably fine, subjective anyway lol

also good

Skipping bob's diff, I guess.

[Hard]

00:04:084 (1,2,3,1) - Snapped incorrectly. I'm not sure what it is (might be a diff offset) but this isn't correct for sure.

We discussed stuff in irc about the visual spacing

01:00:667 (7,8,1) - ew overlap

As a general point be weary of a huge polarity in spacing. Some parts have 1/1 spacing at like .9, 1.1 (especially near the end) and then suddenly there's 3/4 spacing at like 2.5 (01:42:439 (1,2,3) - is the specific example), these extreme changes are a bit rough for hards.

01:47:375 (1,2) - blanket

Basically all of my issues with this diff are aesthetics lol. Since you know them it's just up to you if you want to fix them at this point. I'd implore you to, personally.

[top diff]

00:04:084 (2,3,4) - snap

Interesting map.

I think you should silence the tails of the various 3/4 sliders. Would make the map a lot less noisy in the hitsounds.

Another case where I think you should clean up visual spacing. Minor things like 00:08:261 (1,2,3,4) - would look a lot better if you cleaned them up (unless this was on purpose?)

01:34:464 (1,2,3,1,2,3) - This pattern can certainly be improved. Just from how the overlaps aren't the same on all 3 sliders I think you can construct it better.

[closing points]

Okay, I'm going to come back to this mapset later, I need to think about some of the diffs. In the meantime, I think you'll need to make a diff between the hard and the top diff. The spike in difficulty is quite high.

Also in the meantime, get some more mods.
posted
Hi random NM have fun

[Easy]
Check your ai-mod for overlapping timing points
I won't mention again about what Hobbes said

[Normal]
Again overlapping timing points (pretty sure they're the same you can delete them)
00:15:097 (7)- slider isn't parallel with the previous 2
00:04:084 (4)- this slider doesn't really fit with what's going on here. I can see that you're mapping to the falling pitches of the synth, but nothing lands on the red tick, making the slider feel disconnected from what it's trying to map. Try Hobbes' idea, and maybe also lower the hitsound volume for the slider end.
00:53:831 (1,2,3,1,2)- a couple of things here. The stack for the 1/1 time difference isn't clear, since players will use time-distance equality here. Also, considering how you have mapped the melody notes prior, you skip this one note at 00:55:730. It may help to map this note and have a couple of 1/1 time gaps, so you can establish a DS for that.
01:16:236 (1,2,3)- just a random suggestion, but maybe you could map these with reverse sliders instead of just undermapping
01:43:578 (7,1)- again with the stack usage for 1/1. It would be ok if you introduced this early on and used it consistently, but as of now readability is an issue
02:01:426 (7,1)- overlap bugs me but I know with DS you can't really do anything for that. Maybe CTRL+J and rotate as needed?

[Hard]
fix those blankets and overlaps son


[Curiouse]
00:15:477 (4)- put an NC to indicate a SV change, pretty drastic here
00:16:616 (2)- less necessary here since we understand the concept but couldn't hurt to move an NC here
00:41:299 (5)- NC again, the length of that slider is super deceptive
00:45:856 (1,2,3)- just on first glance the way the slider heads are orientated can be confusing. Personally I would CTRL+G 2.
00:57:249 (2,3,4)- again, anti-flow elements might be what you're going for but confusing
01:26:110 (2)- not sure if you used the wrong hitsound here
Continue these throughout the map since you repeat concepts

Very cool concept that you have going here. I like it.
posted

Hobbes2 wrote:

Hi, from my q

Please check ai-mod, you have two spots with conflicting settings on green lines (unrankable)
thx

[Easy]

A few DS errors that don't look intentional, also check ai-mod for those. Example is something like 00:51:553 (3,4) -
most of them are ignoring DS slightly for visuals cause players can't tell the difference, not sure if that's like a good response if you really care about this let me know

01:37:882 (2,3) - might be confusing in terms of movement and readability (putting the end of 3 so close to 2)
I rotated it a bit
01:46:996 (5,6) - Now this entire map you're following these exact three sounds in the music with 1/1 slider + circle or something similar, why break it here?
fixed

This is actually a really good Easy, well done. I like it a lot.

[Normal]

00:04:084 (4) - This doesn't work because there are distinct sounds and none of them land on the red teck. I understand that you're using this slider to map the collection of sounds and not any individual one, but I don't think that works here with a 1/2 gap at the end. Perhaps extend this slider to 00:05:223 - instead?
made it shorter and thus land on 00:04:844 -
00:17:375 (1,2,3,4,5) - Just a suggestion, but consider changing the rhythm so that 00:18:515 is a 1/1 slider? Let's the melody's notes fall on slider heads, like you do for 00:12:059 (3). Just a thought.
good idea, implemented
00:53:831 (1,2,3,1) - This I don't think is fine in terms of readability. The 3/2 gap itself is fine, but since players are relying on time distance equality for the most part for being rhythm changes like this, using a stack 00:54:970 (3,1) - to switch to a 1/1 gap without using 1/1 stacks anywhere else creates a reading issue. Less of an issue for 01:42:439 (6,7,1) - bit still kind of a problem.
I removed the stack, but I have no complete solution for the thing right now
02:02:185 (1) - Cool effect with the slider bounces but this shape is kinda ugly to me lol. It fits with the maps aesthetic so it's probably fine, subjective anyway lol
thx I made the gap in the middle a bit bigger so it looks nicer but still has the same corners and overall aesthetic

also good

Skipping bob's diff, I guess.

[Hard]

00:04:084 (1,2,3,1) - Snapped incorrectly. I'm not sure what it is (might be a diff offset) but this isn't correct for sure.
it's like offbeat 1/6... which I think deserves to be overmapped for the sake of players not hating this even more

We discussed stuff in irc about the visual spacing

01:00:667 (7,8,1) - ew overlap
lol wut fixed

As a general point be weary of a huge polarity in spacing. Some parts have 1/1 spacing at like .9, 1.1 (especially near the end) and then suddenly there's 3/4 spacing at like 2.5 (01:42:439 (1,2,3) - is the specific example), these extreme changes are a bit rough for hards.
I might simplify it with sliders if I find a good solution for it on Normal since that way it's at least consistent across the board

01:47:375 (1,2) - blanket
thx fixed

Basically all of my issues with this diff are aesthetics lol. Since you know them it's just up to you if you want to fix them at this point. I'd implore you to, personally.

[top diff]

00:04:084 (2,3,4) - snap

Interesting map.

I think you should silence the tails of the various 3/4 sliders. Would make the map a lot less noisy in the hitsounds.
oh yea nearly forgot

Another case where I think you should clean up visual spacing. Minor things like 00:08:261 (1,2,3,4) - would look a lot better if you cleaned them up (unless this was on purpose?)
not sure what you mean, but I made some of the fully overlapping sliders not fully overlap I guess

01:34:464 (1,2,3,1,2,3) - This pattern can certainly be improved. Just from how the overlaps aren't the same on all 3 sliders I think you can construct it better.
but how it's the same pattern copy pasted and rotated by the same degree?

[closing points]

Okay, I'm going to come back to this mapset later, I need to think about some of the diffs. In the meantime, I think you'll need to make a diff between the hard and the top diff. The spike in difficulty is quite high.

Also in the meantime, get some more mods.

NeonLights wrote:

Hi random NM have fun

[Easy]
Check your ai-mod for overlapping timing points
I won't mention again about what Hobbes said
but you did...

[Normal]
Again overlapping timing points (pretty sure they're the same you can delete them)
... see you did
00:15:097 (7)- slider isn't parallel with the previous 2
ehmm... it is?!?
00:04:084 (4)- this slider doesn't really fit with what's going on here. I can see that you're mapping to the falling pitches of the synth, but nothing lands on the red tick, making the slider feel disconnected from what it's trying to map. Try Hobbes' idea, and maybe also lower the hitsound volume for the slider end.
"I won't mention again about what Hobbes said"
00:53:831 (1,2,3,1,2)- a couple of things here. The stack for the 1/1 time difference isn't clear, since players will use time-distance equality here. Also, considering how you have mapped the melody notes prior, you skip this one note at 00:55:730. It may help to map this note and have a couple of 1/1 time gaps, so you can establish a DS for that.
"I won't mention again about what Hobbes said" ok but for real I added a slider on 00:55:350 - thx for that suggestion
01:16:236 (1,2,3)- just a random suggestion, but maybe you could map these with reverse sliders instead of just undermapping
no that would be inconsistent with my usage of non-filler rhythm in my opinion, but wasn't a bad idea
01:43:578 (7,1)- again with the stack usage for 1/1. It would be ok if you introduced this early on and used it consistently, but as of now readability is an issue
I fixed that stack even if it slightly breaks the established aesthetic
02:01:426 (7,1)- overlap bugs me but I know with DS you can't really do anything for that. Maybe CTRL+J and rotate as needed?
I think I'm a bit downwards motion biased so I liked it more going down, but CTRL + J seems ok


[Hard]
fix those blankets and overlaps son
overlaps are bad even if the have logic behind them aesthetically stop using them... you're my friend I mock that statement this way ok, hope you don't mind xD? ... but yea ehmm all the blankets seem ok to me and the overlaps have intentional logic mostly



[Curiouse]
00:15:477 (4)- put an NC to indicate a SV change, pretty drastic here
00:16:616 (2)- less necessary here since we understand the concept but couldn't hurt to move an NC here
00:41:299 (5)- NC again, the length of that slider is super deceptive
I'll be honest I think NCs for SV signaling is silly unless it's really drastic like 2x to 0,1x. It's on this diff specifically unnecessary since the SV changes are there almost all the time from the beginning on and adding a single NC wouldn't help at all
00:45:856 (1,2,3)- just on first glance the way the slider heads are orientated can be confusing. Personally I would CTRL+G 2.
it's intentionally really complex movement to make that stand out more
00:57:249 (2,3,4)- again, anti-flow elements might be what you're going for but confusing
confusing is't particularly relevant to me, it's relevant if you compare patterns to each other tho and I would've appreciated suggestions on when to CTRL + G stuff in cases where it could add or remove contrast
01:26:110 (2)- not sure if you used the wrong hitsound here
I think I did lol
Continue these throughout the map since you repeat concepts
what? did I read something out of order?

Very cool concept that you have going here. I like it.
thx to both of you~
I got a few really helpful things out of it

I also removed bob's diff for now and might add it later on again or not depending on the improvement
posted
hi!

from my modding queue

are you sure this is anime music >_>

and for the title, i'm not sure, but is the capitalization supposed to be like that

didn't use these hitsounds
drum-sliderslide.wav
normal-sliderslide.wav

wave hitsounds with possible delay > 5ms:
soft-hitclap.wav
tbh it's pretty boring. you could add different sliders

offscreen
00:26:868 (2) - only a tiny bit tho

00:07:502 (5) - nc

00:13:578 (5) - ^ and so on

00:16:521 - maybe i'm just stupid, but what's the point of this line

02:02:185 (1) - i'd end this on the white tick
01:19:654 (1) - offscreen (a bit)

00:48:135 (1) - stack on slider end

01:04:844 (2) - looks kinda weird

01:10:920 (2) - ^

01:34:464 (1,2,3) - it'd be nice if you could mute the slider ends (wait it IS muted)


sorry i couldn't find anything :C

gl! :D
posted

Crypthesis wrote:

hi! hi don't use boxes for mods they're really useless since people have to open them anyway... sorry for lecturing ,
but yea most people dislike them


from my modding queue

[Global]
are you sure this is anime music >_>
it actually is a Anime OST lol

and for the title, i'm not sure, but is the capitalization supposed to be like that
yea changed to Haiiro Katsu Shou-Ene

didn't use these hitsounds
drum-sliderslide.wav
normal-sliderslide.wav
I'll keep them for now in case I mess up my hitsounding

wave hitsounds with possible delay > 5ms:
soft-hitclap.wav
removed delay
[Normal]
tbh it's pretty boring. you could add different sliders
No. The whole point of this diff was to stand out from most other normal diffs by having a distinct visual concept and I think adding any varriation would make the idea itself pointless and less unique... I'm explaining that since it's important to me and so that I can use it as reference if the subject comes up later on again

offscreen
00:26:868 (2) - only a tiny bit tho
I moved it up by like 3px

00:07:502 (5) - nc

00:13:578 (5) - ^ and so on
changed my whole NC structure

00:16:521 - maybe i'm just stupid, but what's the point of this line
what line?

02:02:185 (1) - i'd end this on the white tick
did it
[curious with a e]
*removed the e : ok_hand :

01:19:654 (1) - offscreen (a bit)
yee

00:48:135 (1) - stack on slider end
no why would I do that?

01:04:844 (2) - looks kinda weird

01:10:920 (2) - ^
better than fully overlapped since that's like really hard to read

01:34:464 (1,2,3) - it'd be nice if you could mute the slider ends (wait it IS muted)
why didn't you then delete the message?

sorry i couldn't find anything :C
but you did?!? well thx

gl! : D yay
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