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samfree - Chicken's Theme

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iYiyo
Hello~ I owed you a mod so here it comes :D


  • [General]
  1. set a Preview point on stwi's Advanced

    [Norma Check]
  2. idk if it's just me, but adding those drum-whistles at the very start and the pure whistle feels like a bit empty tbh... Why not adding some other hitsounds too?
  3. 00:02:439 (3) - Since the AR is 8,5 (quite low have to say), the DS is really confusing without letting the player realize there's a 1/1 gap. Highly suggest you to add a NC there + others parts with same issue. Another solution might be to ctrl+G 00:02:439 (3,4) - these.
  4. 00:05:330 (3) - stack it where 00:03:704 (3) - is?
  5. 00:05:511 (4,1,2) - idk if you like symmetry, but maybe you'd want to make a perfect triangle here.
  6. 00:06:596 (1,2,3,4,5) - This pattern could aesthetically look better if you make a start shape... idk but rn the placement of those notes look very random D: (specially 00:07:318 (5) - )
  7. 00:07:861 (1,2,3) - I see you're kinda mixing DS for different time gaps, but personally I think it doesn't fit really well since sometimes you use more DS on 1/2 than 1/1, but other times you do it the other way around. For example 00:17:439 (1,2) - here you add more DS than 00:18:162 (1,2,3,1) -, but other times you make things like what I mentioned first 00:07:680 (7,1,2) -. Personally I'd go for bigger DS for 1/1 and smaller DS for 1/2 jumps and stuff~
  8. 00:18:704 (1,2,3) - x.x maybe you can add a NC 00:19:427 (3) - 00:22:318 (3) - etc at least
  9. 00:26:475 (1,2,3,1) - I see you're trying to increase DS for every new sound here, however I think they're all big enough that it isn't very clear + the DS feels a bit random. I'd recommend to make the difference clearer. For example 0,8x -> 1,2x -> 1,6x etc. Or just make consistent DS

    [Fiery's Insane]
  10. 00:04:969 (3,4,5) - why not doing similar as 00:01:897 (2,3,4) - ? It's exactly the same piano sound 4 secs ago xD Tbh it's too notorious to make such different patterns.
  11. 00:15:632 - I highly suggest to make this beat clickable since it's very noticeable in the music. Similar from what you did 00:09:849 (2) - here
  12. 00:18:885 - Since you're following guitar and no piano in this section, I'd recommend you to delete that slider reverse. It really doesn't fit the guitar mapping you've been doing so far imo. Same for some next parts aswell.

    [Kisses x Suguri Insane]
  13. 00:01:897 (2) - I'd go for a NC here instead of 00:02:077 (1) -. Also since you're playing with NC's and having another different SV (1,0x) 00:01:897 - I'd suggest to go for a 3rd color too.
  14. 00:02:981 (1,1,1) - These overlaps doesn't really correlate from previous pattern where the NC and SV changes are the main mapping focus. Adding more stuff to that isn't really pleasent to play imo.
  15. 00:07:318 (1) - I'd move this to 299|346 so that DS is more consistent.
  16. 00:10:752 (3,4) - This big DS feels weird when playing, it's so notorious compared with next DS (00:11:114 (5,6,7) - ) that looks a bit random tbh D:
  17. 00:19:427 (3,4) - I'd suggest to increase the distance. From 00:18:704 (1,2,3,4,5) - all this pattern, these 2 are notoriosuly close to each other where the music has same intensity as others parts. At least try to make everything look aesthetically structured, like how you did 00:21:596 (1,2,3,4,5) - here
  18. 00:33:885 (3,4) - ^
  19. 00:39:849 (1) - I don't think the last sound last that long... I'd recommend to make this into a 1/2 slider

    [Mir's Light Insane]
  20. 00:15:090 (4,5) - Considering the perfect DS you were using in your whole map, why not make this one same as 00:14:909 (3,4) - ? It'd work similar as 00:13:463 (3,4) - so yeah
  21. 00:17:077 (5,1) - Maybe make them have same visual DS? You know... same as 00:16:174 (1,2,3) - this.
  22. 00:19:427 (3,4) - This flow here is so unique in terms of your mapping that doesn't really fit imo. For example 00:22:318 (3,4) - here you don't really emphasize it with some breaking flow but it's literally the same part. Highly suggest to map this differently since it shouldn't emphasize something new in terms of mapping. Maybe a suggestion, but you could move 00:19:427 (3) - so it's stacked with 00:18:162 (3) - and then start working into something else o:
  23. 00:23:222 (1,2,3) - This DS right here is quite high compared to 00:20:330 (1,2,3) - . Maybe stack 00:23:583 (2) - with 00:24:849 (2) -'s tail

    [Shu's Hard]
  24. 00:11:656 (1) - maybe move this circle so that it creates sort of a triangle with 00:10:391 (1,7,1) - o: It'd also show how the notes increase in tone aswell, might fit good.

    [bok bok's Really Light Insane]
  25. 00:39:668 (2,3) - maybe you'd want to unstack this from 00:39:306 (1) - ? They're the very last note and making it like that doesn't really emphasize them :d

sorry but I'm not that good modding lower diffs

Okay that's all from me. Hope it helps. GL!

edit: 555th post. I'm not gonna post anymore (?
TheMefisto
Hello
m4m

[General]
  1. stwi's Advanced has no preview point
  2. I don't think that using same cs, ar, od, hp in easy and light normal is a good idea. Also it make some disbalance between light normal and normal (AR3 -> AR6.5). How about increase some parameters in light normal?
  3. Hard diff is harder than light insane :thinking: (how about rename? "Really light insane" shouldn't be easier than hard imo)
  4. 00:01:897 - , 00:04:788 - There is actualy same sound, but different hitsounds (soft-hitnomal + drum-hitwhistle in first case and drum-hitnormal + drum-hitwhistle in second case). I think, you should choose one and use this in both cases. If you copied hitsounds, you should check this in all diffs
[UC's Light Normal]
  1. 00:10:571 (1) - This slider touches scorebar a bit if you play in 1024x768 or similar resolution (also it pretty close to offscreen). You can move everything before this slider (include slider ofc) lower to be sure that everything is fine
  2. 00:27:921 (5) - Just suggestion - rotate this slider on 90 degree (anti-clocware) to make flow to next object smoother
  3. 00:38:041 (1,2,3) - Why did you stack this? These pretty different sounds becoming stronger in progression, so you can use here 1.1x DS, as you did before, to make some emphasize
[My Angel Mir's Normal]
  1. 00:39:306 (1,2) - Why didn't you use 1.2x DS here? It's still normal, so spacing should be consistent
  2. I also found this in intro, but I guess you sacrificed DS to stack the sliders and won't change this
[stwi's Advanced]
  1. 00:26:114 (1) - Actually it's almost same sound which you ignored before, like this 00:10:210 - , so I suggest just delete this circle (and this circle plays pretty weird). Yes, it creates 3/2 gap, but you already have one (00:38:041 (2,1) - ), so it shouldn't be a problem
[bok bok's Really Light Insane]
  1. 00:35:692 (3,4) - Well, these circles definetly touches HP bar that really unwanted
[Shu's Hard]
  1. 00:18:704 (5) - This only place where you didn't make jump on this sound (but made here 00:21:415 (5,6) - , 00:30:089 (4,5) - e.t.c). It would be better if you make same jump here
  2. 00:39:849 (3) - Super minor: You can move this a bit left to make spacing between 00:39:306 (1,2,3) - equal
[Mir's Light Insane]
  1. 00:32:981 (5,1) - Missing jump? You did jumps on same slider before. You can try somethnig like this, for example
  2. 00:39:668 (2,3) - And I think jump here should be bigger, coz here is one of strongest sound in all song, but jump even smaller than jumps in the beginning (00:07:499 (2,3) - )
[Kisses x Suguri Insane]
  1. 00:39:849 (1) - How about make volume for this slider lower (or silence tail at least)? Now it ends on nothing. Or you can end slider earlier
[Fiery's Insane]
  1. 00:37:499 (6,1) - Sound on this circle 00:37:680 (1) - is really weak, but you forced huge jump. That not work at all
[Norma Check]
  1. 00:19:427 (3) - , 00:22:318 (3) - , 00:33:885 (3) - I guess you should use NC here for make this more readable, coz you using same spacing for 1/1 and 1/2
  2. 00:35:150 (1,2,3,4,1,2,3,4,5) - Spacing here feels strange. As I understood, you trying to use same spacing for 1/2 and 1/1 rhythms, but you broke this idea right here. I guess, you should make this section looks like previous
  3. 00:39:306 (1,2,3) - Using regular DS here is not really suit for music imo. Just suggest to increase spacing here

That's all
Hope it helps owo
Mir

iYiyo wrote:

Hello~ I owed you a mod so here it comes :D


  • [Mir's Light Insane]
  1. 00:15:090 (4,5) - Considering the perfect DS you were using in your whole map, why not make this one same as 00:14:909 (3,4) - ? It'd work similar as 00:13:463 (3,4) - so yeah - ok
  2. 00:17:077 (5,1) - Maybe make them have same visual DS? You know... same as 00:16:174 (1,2,3) - this. - it's supposed to be a different pattern so i spaced it more
  3. 00:19:427 (3,4) - This flow here is so unique in terms of your mapping that doesn't really fit imo. For example 00:22:318 (3,4) - here you don't really emphasize it with some breaking flow but it's literally the same part. Highly suggest to map this differently since it shouldn't emphasize something new in terms of mapping. Maybe a suggestion, but you could move 00:19:427 (3) - so it's stacked with 00:18:162 (3) - and then start working into something else o: - tried
  4. 00:23:222 (1,2,3) - This DS right here is quite high compared to 00:20:330 (1,2,3) - . Maybe stack 00:23:583 (2) - with 00:24:849 (2) -'s tail - ok
Thanks.~

https://puu.sh/vqOIm/779c281335.osu
anna apple
All denied
Shurelia

iYiyo wrote:

[Shu's Hard]
[*]00:11:656 (1) - maybe move this circle so that it creates sort of a triangle with 00:10:391 (1,7,1) - o: It'd also show how the notes increase in tone aswell, might fit good. It's actually a triangle already but fine
Thanks

TheMefisto wrote:

[Shu's Hard]
  1. 00:18:704 (5) - This only place where you didn't make jump on this sound (but made here 00:21:415 (5,6) - , 00:30:089 (4,5) - e.t.c). It would be better if you make same jump here right
  2. 00:39:849 (3) - Super minor: You can move this a bit left to make spacing between 00:39:306 (1,2,3) - equal dunno how, but here's this
thanks

up
osu file format v14

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

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:Akihito Matsuko
ArtistUnicode:Akihito Matsuko
Creator:Naotoshi
Version:Shu's Hard
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1269232
BeatmapSetID:599699

[Difficulty]
HPDrainRate:5.5
CircleSize:4.3
OverallDifficulty:7.1
ApproachRate:8.5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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@nao you might want to find the jap name of the artist , it looks like a japanese name to me.
Mir

TheMefisto wrote:

[Mir's Light Insane]
  1. 00:32:981 (5,1) - Missing jump? You did jumps on same slider before. You can try somethnig like this, for example - fixxx
  2. 00:39:668 (2,3) - And I think jump here should be bigger, coz here is one of strongest sound in all song, but jump even smaller than jumps in the beginning (00:07:499 (2,3) - ) - buffed
Thanks.

https://puu.sh/vqS6P/24462b2761.osu
fieryrage

TheMefisto wrote:

[Fiery's Insane]
  1. 00:37:499 (6,1) - Sound on this circle 00:37:680 (1) - is really weak, but you forced huge jump. That not work at all it is, reason i don't really want to change this is because it introduces the new pattern cleanly and having a stack or something here would ruin momentum

iYiyo wrote:

  • [Fiery's Insane]
  1. 00:04:969 (3,4,5) - why not doing similar as 00:01:897 (2,3,4) - ? It's exactly the same piano sound 4 secs ago xD Tbh it's too notorious to make such different patterns. it's to differ the rhythm so it's not boring, if need be i'll do the same thing to the section before but as it stands rn i feel like it's fine
  2. 00:15:632 - I highly suggest to make this beat clickable since it's very noticeable in the music. Similar from what you did 00:09:849 (2) - here might have to rethink this pattern cuz you have a good idea, just not sure how to really implement this without screwing over the pattern before it
  3. 00:18:885 - Since you're following guitar and no piano in this section, I'd recommend you to delete that slider reverse. It really doesn't fit the guitar mapping you've been doing so far imo. Same for some next parts aswell. still in favor of keeping these since it doesnt affect playability much and the constant 1/1 beat throughout the song makes this pretty easy to read/understand rhythm wise
ty for the mods!
Topic Starter
Nao Tomori
:)

Zallies wrote:

M4M
ill do my best to mod =w=

[general]
  1. you need the countdown? or no?
  2. disable widescreen support, it only uses when you have a sb
  3. have the color on it?
  4. add drum-normal, since you make in intro, so finish it at the very end =w=
norma check
  1. 00:00:451 (2,4,2,4,1) - you add drum-whistle... only there you added them... finish them at the end!! :o will work on hitsounding
  2. I simply don't know the song, so when i play norma check, the spacing can't read them. 1/1 are close, but 1/2 are far away :ddd lol
  3. 00:09:487 (1,2,3) - try putting 3 with the curve of 1, 3, 1
  4. 00:18:704 (1,2,3,4) - 1, 2 are 1/1, and so it goes 1/2. its so hard p=p its like you're confusedd thats the idea, look at approach circles plz
  5. 00:35:150 (1,2,3,4,1,2,3,4,5) - its like smh

TheMefisto wrote:

Hello
m4m

[General]
  1. stwi's Advanced has no preview point
  2. I don't think that using same cs, ar, od, hp in easy and light normal is a good idea. Also it make some disbalance between light normal and normal (AR3 -> AR6.5). How about increase some parameters in light normal?
  3. Hard diff is harder than light insane :thinking: (how about rename? "Really light insane" shouldn't be easier than hard imo)
  4. 00:01:897 - , 00:04:788 - There is actualy same sound, but different hitsounds (soft-hitnomal + drum-hitwhistle in first case and drum-hitnormal + drum-hitwhistle in second case). I think, you should choose one and use this in both cases. If you copied hitsounds, you should check this in all diffs

[Norma Check]
  1. 00:19:427 (3) - , 00:22:318 (3) - , 00:33:885 (3) - I guess you should use NC here for make this more readable, coz you using same spacing for 1/1 and 1/2 if i nc on all snap changes i will be NCing every 2 notes, which is not something i want to do. i nc'd on each new pattern, not on each new snapping.
  2. 00:35:150 (1,2,3,4,1,2,3,4,5) - Spacing here feels strange. As I understood, you trying to use same spacing for 1/2 and 1/1 rhythms, but you broke this idea right here. I guess, you should make this section looks like previous idea is just to make them look similar. this is pretty common jump pattern for if they were all 1/2 snap.
  3. 00:39:306 (1,2,3) - Using regular DS here is not really suit for music imo. Just suggest to increase spacing here i moved it a bit but,
    there is not a way to fit with the theme of using only sharp angled jumps and mixed 1/1 1/2 spacing with this suggestiosn

That's all

Hope it helps owo

iYiyo wrote:

Hello~ I owed you a mod so here it comes :D


  • [General]
  1. set a Preview point on stwi's Advanced

    [Norma Check]
  2. idk if it's just me, but adding those drum-whistles at the very start and the pure whistle feels like a bit empty tbh... Why not adding some other hitsounds too? will do
  3. 00:02:439 (3) - Since the AR is 8,5 (quite low have to say), the DS is really confusing without letting the player realize there's a 1/1 gap. Highly suggest you to add a NC there + others parts with same issue. Another solution might be to ctrl+G 00:02:439 (3,4) - these.
  4. 00:05:330 (3) - stack it where 00:03:704 (3) - is?
  5. 00:05:511 (4,1,2) - idk if you like symmetry, but maybe you'd want to make a perfect triangle here.
  6. 00:06:596 (1,2,3,4,5) - This pattern could aesthetically look better if you make a start shape... idk but rn the placement of those notes look very random D: (specially 00:07:318 (5) - )
  7. 00:07:861 (1,2,3) - I see you're kinda mixing DS for different time gaps, but personally I think it doesn't fit really well since sometimes you use more DS on 1/2 than 1/1, but other times you do it the other way around. For example 00:17:439 (1,2) - here you add more DS than 00:18:162 (1,2,3,1) -, but other times you make things like what I mentioned first 00:07:680 (7,1,2) -. Personally I'd go for bigger DS for 1/1 and smaller DS for 1/2 jumps and stuff~ well that would go against the entire concept, i did rework the intro to make the 1/1 and 1/2 more equal. idea is to use similar spacing for 1/1 and 1/2 so that the player has to focus on the approach circles and the song itself to know when to hit rather than everything being really basic 1/2 rhythm gaps like fiery or kisses's diffs.
  8. 00:18:704 (1,2,3) - x.x maybe you can add a NC 00:19:427 (3) - 00:22:318 (3) - etc at least
  9. 00:26:475 (1,2,3,1) - I see you're trying to increase DS for every new sound here, however I think they're all big enough that it isn't very clear + the DS feels a bit random. I'd recommend to make the difference clearer. For example 0,8x -> 1,2x -> 1,6x etc. Or just make consistent DS applied

sorry but I'm not that good modding lower diffs

Okay that's all from me. Hope it helps. GL!
dsco
norma check
00:08:764 (1,2,3,4,1) - dont like the half overlaps visually, the rest of the objects in the map are very carefully separated. stacks or wider separation would look much better i think.
00:15:632 (2,1) - ^ especially here, you stack these in similar situations. i feel like it clouds the maps otherwise very clean aesthetic
drum whistle is very ignored after intro, i think it would fit well here: 00:17:439 (1) - 00:19:969 (5) - (tail) and so on... feels like it was forgotten

fiery's insane
00:14:909 (3,5) - offset slider to match the outward spacing you use in map would be a lot more consistent i think (https://osu.ppy.sh/ss/7878521 if unclear what i mean)
00:36:053 (1,2) - ^
00:39:306 (1,2,3) - finish on one of these?

kisses x suguri insane
the intro up to first bookmark is very very out of place in the map as it stands. by itself its fine but you never use change SV again and only use blue tick in the outro and 00:27:921 (2,3,4) -. sets up the player poorly. its a cool bit, just not referenced / used in the map after the intro.
00:15:812 (1) - space from 00:15:089 (4) - to match 00:14:728 (2,4) -
same hitsounding suggestion as norma check as i think the hitsounds are copied between diffs (or at least nearly identically structured)

mir's light insane
00:02:981 (1,2) - feels random that you dont use 1.3x here, dont see why
00:26:475 (1,2,3,1,2,3,4,5,6,1) - could use at least some sort of hitsounding, feels very bare

shu's hard
overall the rhythm in this difficult is overly convoluted and inconsistent. same goes for the 1/1 spacing
00:07:861 (3,4) - don't like this being spaced, map is set up to have 1/1 overlaps from the intro both white tick to white tick and red to red, especially since its the same exact sound (also see: 00:13:644 (3,4) - )
00:10:029 (5,1) - ^ consider changing, though this one is probably fine since different sound
00:19:608 (3,4,1) - 00:30:993 (1,2) - - why are these two rhythms so vastly different? same exact sounds. very inconsistent [00:22:318 (1,2,3,1) - vs 00:33:885 (1,2) - ] [00:24:126 (4,5) - vs 00:36:053 (4) - ]
00:18:704 (5,1,2) - 00:21:596 (6,1) - randomly inconsistent rhythm (see also: 00:30:270 (5,1,2) - and 00:33:162 (6,1,2) - )
00:23:222 (1,2,3,4,5) - 00:34:788 (1,2,3,4) - ^
00:18:162 (2,3,4,5,1) - 00:29:728 (2,3,4,5) - ^

bok bok's Really Light Insane
diff is really cool but i dont know if the overlaps are suitable for rank at this low of a difficulty. tho i guess map has enough GDs that it's not necessary for the spread :D
00:25:391 (3,4,1) - http://i.imgur.com/iVaGgR8.png i think this rhythm works better, clickable 1 is important and 4 is clickable too. makes more sense imo
00:36:957 (3,4,1) - same suggestion
rest is pretty standard / simple, not much to say
toybot
m4m

[Norma Check]
  1. i don't really like how the patterns shift from geometric to basically freehand jumps.. it's not inherently bad, but it gives off this illusion of "huh this map seems to use a lot of neat and orderly patterning" for a few seconds. idk if that's what you were going for
  2. 00:05:873 - maybe continue with the drum whistle patterning, so the hitsounds dont feel so empty
  3. 00:05:330 (3) - prob should stack on 00:03:704 (3) - to help continue building on the hexagon pattern
  4. 00:20:692 (6) - makes more sense to NC here due to it being a start of a new melodic line. you do this at 00:29:367 (1) - , it would be nice to stick to it
  5. 00:23:583 (6) - ^
[Fiery's Insane]
  1. 00:18:523 (4) - 00:21:415 (4) - personal but i rather dislike it when the map ignores important beats in such a simple rhythm. the offbeat is what helps make the song catchy and ignoring it just leaves a pretty bad taste imo
  2. 00:37:499 (6,1) - 1 doesn't need such a strong spacing emphasis in comparison with 5 moving to 6, its not part of the melody
[Kisses x Sugiri Insane]
  1. 00:00:451 (1) - 00:01:174 (1) - i actually dont think these need to be NC'd, really. its such a simple 1/1 rhythm that its easy to grasp, even with the SV changes
  2. 00:02:981 (1,1) - not a big fan of this slider overlap. you avoid these kinds of overlaps for the rest of the map, so it wouldnt hurt to change it here
  3. 00:40:210 - silencing this would have a cool effect
[Mir's Light Insane]
  1. 00:02:981 (1,2) - these 2 feel too close together relative to the rest of the spacing
  2. 00:13:282 (2,3) - maybe try ctrl+g these two? the change in rotation and giving more emphasis to 00:13:644 (4) - feels a lot nicer imo
  3. 00:18:162 (3,4,5,1,2,3) - this triangle pattern could be polished a lot, considering you use perfect shapes a lot
  4. 00:24:126 (4) - could ctrl+g to make the pattern not feel so linear
[Shu's Hard]
  1. 00:31:897 (1,2) - when you use 1/1 sliders consistently throughout the map, this feels a bit offputting in comparison
[bok bok]
  1. uuuh using insane in the diff name, even if you're trying to accurately measure the difficulty level, is kinda weird when its before the hard
  2. rly good otherwise
[UC's Light Normal]
  1. 00:06:596 (2) - i dont really see the point in undermapping these with long sliders tbh, it starts the diff out looking like an easy with a sudden transition into more complex patterning and rhythms
  2. 00:08:583 (4) - 00:14:367 (4) - it also gets pretty awkward when you decide not to emphasize the downbeats here, although you acknowledge every beat of the melody later on
gl man
_orange
M4M from your queue

[General]
  1. Widescreen support could be disabled on all diffs, there's no storyboard
[Talmobbes' Dark Easy]
  1. Didn't find anything, great job
[UC's Light Normal]
  1. 00:12:017 (1,2,3,4) - I don't see you use these overlaps anywhere else in the map so imo they don't fit well with the style
  2. 00:16:355 (1,1) - I know there's a long gap in timing but this still may be confusing to hit for new players
[My Angel Mir's Normal]
  1. 00:07:318 (5,1) - Fix stack
  2. 00:16:174 (1,2) - Put larger spacing between these to emphasize it like you did here 00:10:571 (2,3) -
  3. 00:27:559 (4) - It would play better if you stacked 4 on 5. Also this stack 00:26:836 (2,4) - is used for 1/1 gaps in the whole map except for this 2/1 gap, which doesn't fit well
[stwi's Advanced]
  1. 00:26:114 (1) - Theres no sound here, so this note isn't necessary
    That's all I found here, but I don't like the copy and paste for half the map :/
[bok bok's Really Light Insane]
  1. 00:10:933 (1,2,3,4,1) - It'd be nice if you could make this curvee more even
  2. 00:10:752 (3,1) - Make the spacing bigger here to match here 00:16:535 (7,1) -
  3. 00:16:174 (5) - NC this like you did here 00:10:391 (1) -
  4. 00:23:222 (1) - Don't know if this is a big problem, but this slider is touching the accuracy bar thing
  5. 00:35:692 (3,4,1,2) - Imo it's kinda bland to just put all these in one stack, I know you put it like this everywhere else in the map, but this is 4 1/1 circles in a row :/
  6. 00:39:668 (2,3) - You usually use these stacks for 1/1 but used it for 1/2 here, it would definitely be confusing for players on this difficulty
[Shu's Hard]
  1. 00:11:294 (6,7) - I would definitely make 6 into a 1/2 slider instead because it's mapped as if there's a strong sound on 7
  2. 00:24:126 (4) - Your usual angle for sliders is 0 degrees but this one is tilted slightly, it would be better to stick with the 0 degrees since you do that the most
  3. 00:33:162 (6) - ^ Same here
  4. 00:38:041 (1,3) - It doesn't fit to stack these because, firstly, it implies a 1/1 gap between these 3 and 1, and it doesn't match the raising pitch of the three notes
[Mir's Light Insane]
  1. 00:06:957 (5,6) - I think 5 should be getting the emphasis here, not 6
  2. 00:30:089 (5,1) - 00:32:981 (5,1) - Emphasize these the same, currently only the first part has the emphasis on 1
  3. 00:07:861 (4) - 00:09:487 (5) - Make these two's angles the same, looks weird because there such similar sliders
[Kisses x Suguri Insane]
  1. 00:00:090 (1,1) - 00:00:812 (1,1) - Maybe you could make these more similar in terms of spacing between the purple and blue sliders
  2. 00:06:596 (2,3,4,5) - I think it might be better if you put these in increasing distance spacing because you have decreasing distance spacing here 00:07:318 (1,2,3,4) - when the pitch goes down
  3. 00:11:475 (7) - Spacing between this and both objects before and after this circle, could be lowered a bit more imo. Not an important note
  4. 00:19:427 (3,4) - The spacing between these is relatively small compared to other 1/2 gaps
[Fiery's Insane]
  1. The AR could definitely be upped to match the other Insanes imo
  2. 00:23:583 (2) - Maybe make this in the same 5 degree angle as your other sliders? Like this 00:22:499 (3,4) - is right before it
  3. 00:26:114 (1) - Yeah this doesn't need the small jump emphasis, there's no melodic note on it
  4. 00:32:620 (3,4,5) - Hmm, idk this doesn't really fit with the rest of your jumps, you don't usually go completely back and forth in a straight line. I suggest you just make this into a triangle and put the tail of this 00:33:162 (1) - or something like that
  5. 00:39:849 (3) - Just slightly touches the HP bar on 4:3 xd
[Norma Check]
  1. 00:06:596 (1,2,3,4,5,6,7,1) - Not a fan of the repetitive movement and following the star/pentagon pattern 1.5x. I would make this 00:06:596 (1,2,3,4) - and this 00:07:318 (5,6,7,1) - into visually separate patterns
  2. 00:34:427 (5) - Of the few sliders you have in this diff, this one is different because all of the other 1/1 sliders are not at an angle and this one is like 17 degrees
  3. 00:16:716 (4) - I get that this is supposed to be emphasized the most, because of the high note and the trumpet coming in, but it's kinda overkill. Maybe move it slightly closer because it's really big compared to everything else. It fits here 00:10:391 (1,2,3,4,5,6,7) - much better by making the jumps around it slightly less and this 00:10:933 (4) - high note doesn't have 4x spacing.
That's all I found, GL!
Ashton
I prefer lemonade over orange juice.
Noffy
Do you ever sit down and wonder why OJ100% doesn't have a really OP character that's literally a cup of orange juice.
Missed opportunity, I think.

m4m yeh

[General]
  1. It's a bit confusing that really light insane is rated easier than the hard..
  2. Praise be all the diffs have cc now
  3. Hitsound Suggestion: How come there aren't whistles used on the high notes at 00:26:475 - to 00:28:644 - and 00:38:041 - to 00:38:764 - ? I think it would fit really well to add them, and it sounds almost like you forgot to hitsound these when the whistles were used on the high notes throughout.
    Especially when even the parts at 00:10:391 and 00:16:174 had whissssttleees
[Talmobbes' Dark Easy]
  1. It's odd that this is named Dark Easy when it's the only easy.
  2. 00:05:873 Starting here, it may make more sense to generally have the NCs the on the second white tick of a bar rather than the first, since those are the points where many of the guitar patterns would start, and the guitar is largely what is followed.
  3. 00:26:475 (2,3) - It was a bit lacking that (3) has a lot more going on during its hold but is the exact same shape as (2). I think adding a red point to the middle of or angling (3) could help emphasize the sounds it is played to. Heck, even moving it down to x112 y373 or whereabouts can help to distinguish the two sliders.
  4. 00:33:885 (4) - This slider looks odd since the red point is neither exactly in the middle or very obviously before it like previous sliders in your section were.
Though I personally think having the two sections be so drastically different kind of makes the difficulty feel a bit weird and the parts disconnected overall, the individual parts seem a-ok to me.

[UC's Light Normal]
  1. 00:06:234 (1,2) - The stacking here isn't exact, which does effect the auto-stacking's positionings. It may be a small thing but I think it's worth fixing.
  2. 00:12:017 (1,2,3,4) - It was weird that both of the two occassions of a circle overlapping a slider's slider body are in the same combo, and not anywhere else. I'd say try to either intergrate this idea elsewhere or change it here.
  3. 00:19:065 (4,5) - Throughout this map you have these patterns where the first slider is really-nearly flat and the second is totally straight. It could be beneficial in these cases to curve the first slider a bit more, to help make the difference between the two more obvious.
  4. 00:26:475 (1,2,3) - Consider making these 3 a stack and 4 off on its own, to help emphasize the sound at 00:27:559 - and to be consistent with how at 00:38:041 (1,2,3) - those three are all stacked together.
[My Angel Mir's Normal]
  1. 00:00:090 (1,2,3) - The position of 1's tail is visibly off from 2's and 3's >:
  2. 00:10:571 (2,3) - While you were having slight spacing variations for your patterns up until now, having a jump in an otherwise distance snapped normal like this is.. really weird. The slider leniency helps make it less noticable, but not much...
  3. 00:11:294 (4) - Consider removing the reverse here, unlike the other reverse sliders it doesn't end on a really clear sound so it seems a bit out of place.
  4. 00:23:945 (2,3) - Why is this manually stacked when 00:23:583 (1,2) - was autostacked, what. well it doesn't make a difference i'm just curious
  5. 00:39:306 (1,2,3) - The drop in spacing between 1 and 2 could be potentially confusing, since all 3 notes are spaced and aren't part of a larger more obvious pattern, and this rhythm doesn't happen elsewhere for the player to get used to it first. This could be misread as 00:39:306 (1,2) - being closer in time than the parallel 00:38:403 (2,3) - when they're not.
[stwi's Advanced]
  1. Who the heck is stwi how does frostwich even turn into this name wha
  2. There's no preview point on this difficulty?
  3. 00:10:391 (5,1) - Switch the NC between these notes since 5 is where you switch to following the other sound? (same at 00:16:174 (5,1) - )
  4. 00:27:559 (3) - Consider shortening this to a 1/2 slider instead, since there are no other 1/4 gaps in this difficulty, and there isn't an ultra-specific sound for it to have to end on the blue tick..
[bok bok's Really Light Insane]
  1. Who the heck is bok bok
  2. 00:16:535 (7,1) - I think the spacing is a little bit over-exaggerated here, and that a smaller jump similar to 00:32:981 (4,5) - could potentially work better.
  3. 00:27:921 (2,3,4) - This going under the health bar a bit.. any chance you could move it down?
[Shu's Hard]
  1. Was it truly necessary to set the stack leniency to 2?
  2. 00:22:499 (2,3) - Why is the spacing here greater than at 00:19:608 (3,4) - ? I think having it smaller was more fitting to how the sounds continue directly into each other.
  3. 00:33:162 (6) - This slider felt really out of place when the entire section was just straight after straight after straight slider. Consider integrating other similar slightly angled sliders in the time from 00:21:596 to 00:39:849 or straightening this one out.
[Mir's Light Insane]
  1. 00:23:945 (3,4,1) - How about you do this like 00:35:511 (3,4,1) - ? I felt the latter better fit the brief pause in guitar that happened at both time.
  2. 00:38:403 (2,3,1,2,3) - While they're all meant to form a straight line wait nevermind it's not even perfectly horizontal, it's rather uncomfortable how close this pattern is to the top of the screen and the health bar. maybe?
[Kisses x Suguri Insane]
  1. While the diffname sounds like a beautiful crack ship it could be potentially confusing to those that haven't played Suguri or OJ100%, especially since there's a player by the name of Suguri o:
  2. The intro was really cool and interesting, I was a bit dissappointed that the rest of the difficulty didn't have similar slider velocity changes up until right at the very end :(
  3. 00:04:427 (1,2,1) - The spacing here is quite notably larger than at the similar point 00:01:535 (1,2,1) - , I think that among the rapidly changing svs that the increased spacing felt rather uncomfortable to play, and was easier to sliderbreak than the first occurrence.
[Fiery's Insane]
  1. 00:16:716 (3,4,5,6) - This felt rather odd to play to, as the instrument I think ... ? it's mapping is really realllllly quiet.
  2. 00:22:861 (4,1) - It seems wrong to place so much emphasis here when (1) isn't really that impactful of a note in the song.
  3. 00:37:499 (6,1) - Same as the above.
  4. 00:09:307 (4,1) - I would remove the nc here... it's not present at 00:15:090 (4,5) - either.
[Norma Check]
  1. I can't bring myself to say much for this difficulty as my heart as a soft-spot for primarily circle maps like this, and a lot of it just.. feels right. mm.
  2. 00:10:571 (2,3,4,5,6,7,1) - Except this. it felt unnatural and like you were trying to force the triangular shape compared to a lot of patterns that weren't too apparently focused on looking like something specific :(
  3. 00:39:306 (1,2,3) - I do think however it would be worth your while to increase the spacing here, since 2 and 3 are such strong sounds.
I'm finally done revising it to try to make sure it didn't overlap with the other 5 mods that appeared while I was in class, but if there still are any points where it does then just orz

it's kind of funny the titular chicken isn't even in the bg

edit:
look at the url


nice
anna apple

dsco wrote:

bok bok's Really Light Insane
diff is really cool but i dont know if the overlaps are suitable for rank at this low of a difficulty. tho i guess map has enough GDs that it's not necessary for the spread :D
00:25:391 (3,4,1) - http://i.imgur.com/iVaGgR8.png i think this rhythm works better, clickable 1 is important and 4 is clickable too. makes more sense imo problem with this kind of rhythm is there is no sound to the red tick, and you skip sound on the white tick, there are lots of slider ends to "strong" sounds" so this kind of change would ???
00:36:957 (3,4,1) - same suggestion
rest is pretty standard / simple, not much to say

toybot wrote:

m4m

[bok bok]
  1. uuuh using insane in the diff name, even if you're trying to accurately measure the difficulty level, is kinda weird when its before the hard SR is cute
  2. rly good otherwise
gl man

_orange wrote:

[General]
  1. Widescreen support could be disabled on all diffs, there's no storyboard fuk u it doesn't actually do anything because no story board.
    pointing this out is waste of every time !!!
[bok bok's Really Light Insane]
  1. 00:10:933 (1,2,3,4,1) - It'd be nice if you could make this curvee more even its even to me.
  2. 00:10:752 (3,1) - Make the spacing bigger here to match here 00:16:535 (7,1) - difference is one pattern stops, so it makes sense to increase the spacing at that point.
  3. 00:16:174 (5) - NC this like you did here 00:10:391 (1) - d
  4. 00:23:222 (1) - Don't know if this is a big problem, but this slider is touching the accuracy bar thingdoesn't exist. ??
  5. 00:35:692 (3,4,1,2) - Imo it's kinda bland to just put all these in one stack, I know you put it like this everywhere else in the map, but this is 4 1/1 circles in a row :/ its not to me
  6. 00:39:668 (2,3) - You usually use these stacks for 1/1 but used it for 1/2 here, it would definitely be confusing for players on this difficultyread the approach circles.
That's all I found, GL!

Noffy wrote:

[General]
  1. It's a bit confusing that really light insane is rated easier than the hard.. blame the SR creator
[bok bok's Really Light Insane]
  1. Who the heck is bok bok BOK BOK CHICKEN BOIII
  2. 00:16:535 (7,1) - I think the spacing is a little bit over-exaggerated here, and that a smaller jump similar to 00:32:981 (4,5) - could potentially work better.I disagree, responded somewhat above this.
  3. 00:27:921 (2,3,4) - This going under the health bar a bit.. any chance you could move it down? its not unrankable but i guess i have to change it because NAO is a mother fucker!!!
nice
uuuuuuuuuuuuuuu
osu file format v14

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

[Editor]
Bookmarks: 10210,17439,29005
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:Akihito Matsuko
ArtistUnicode:Akihito Matsuko
Creator:Naotoshi
Version:bok bok's Really Light Insane
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1267489
BeatmapSetID:599699

[Difficulty]
HPDrainRate:5.5
CircleSize:4.2
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bmLM0pW.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]
90,361.44578313253,4,2,0,55,1,0


[Colours]
Combo1 : 254,226,143
Combo2 : 98,151,157
Combo3 : 255,72,72
Combo4 : 159,197,219

[HitObjects]
0,124,90,6,0,B|70:117|70:117|147:133,1,140,2|2,0:0|3:0,0:0:0:0:
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Mir

dsco wrote:

mir's light insane
00:02:981 (1,2) - feels random that you dont use 1.3x here, dont see why - ??? i don't get it this looks fine to me
00:26:475 (1,2,3,1,2,3,4,5,6,1) - could use at least some sort of hitsounding, feels very bare - nao's fault probably, but added more stuff

toybot wrote:

[Mir's Light Insane]
  1. 00:02:981 (1,2) - these 2 feel too close together relative to the rest of the spacing - okay now i get it, changed
  2. 00:13:282 (2,3) - maybe try ctrl+g these two? the change in rotation and giving more emphasis to 00:13:644 (4) - feels a lot nicer imo - i think it's fine imo since the sound is going down so spacing decreases too
  3. 00:18:162 (3,4,5,1,2,3) - this triangle pattern could be polished a lot, considering you use perfect shapes a lot - tried
  4. 00:24:126 (4) - could ctrl+g to make the pattern not feel so linear - intended to be linear

orange_ wrote:

[Mir's Light Insane]
  1. 00:06:957 (5,6) - I think 5 should be getting the emphasis here, not 6 - i don't think so, but fixed another emphasis issue
  2. 00:30:089 (5,1) - 00:32:981 (5,1) - Emphasize these the same, currently only the first part has the emphasis on 1 - ok
  3. 00:07:861 (4) - 00:09:487 (5) - Make these two's angles the same, looks weird because there such similar sliders - ok

Noffy wrote:

[Mir's Light Insane]
  1. 00:23:945 (3,4,1) - How about you do this like 00:35:511 (3,4,1) - ? I felt the latter better fit the brief pause in guitar that happened at both time.
  2. 00:38:403 (2,3,1,2,3) - While they're all meant to form a straight line wait nevermind it's not even perfectly horizontal, it's rather uncomfortable how close this pattern is to the top of the screen and the health bar. maybe?
Applied both. But I don't care about how high/close to the HP bar it is.
Fuck.

https://puu.sh/vriGR/058dae4670.osu
Topic Starter
Nao Tomori

dsco wrote:

norma check
00:08:764 (1,2,3,4,1) - dont like the half overlaps visually, the rest of the objects in the map are very carefully separated. stacks or wider separation would look much better i think. it is done twice with those 2 instruments to distinguish them from the other jump patterns
00:15:632 (2,1) - ^ especially here, you stack these in similar situations. i feel like it clouds the maps otherwise very clean aesthetic
drum whistle is very ignored after intro, i think it would fit well here: 00:17:439 (1) - 00:19:969 (5) - (tail) and so on... feels like it was forgotten
intentional cuz only the intro follow the piano...
rest is pretty standard / simple, not much to say

toybot wrote:

m4m

[Norma Check]
  1. i don't really like how the patterns shift from geometric to basically freehand jumps.. it's not inherently bad, but it gives off this illusion of "huh this map seems to use a lot of neat and orderly patterning" for a few seconds. idk if that's what you were going for geometric patterns for the piano part.
  2. 00:05:873 - maybe continue with the drum whistle patterning, so the hitsounds dont feel so empty ok i'll do stuff i guess
  3. 00:05:330 (3) - prob should stack on 00:03:704 (3) - to help continue building on the hexagon pattern
  4. 00:20:692 (6) - makes more sense to NC here due to it being a start of a new melodic line. you do this at 00:29:367 (1) - , it would be nice to stick to it
  5. 00:23:583 (6) - ^
That's all I found, GL!

_orange wrote:

M4M from your queue

[General]
  1. Widescreen support could be disabled on all diffs, there's no storyboard waste of time. if there's no SB why are you even pointing this out?
[Norma Check]
  1. 00:06:596 (1,2,3,4,5,6,7,1) - Not a fan of the repetitive movement and following the star/pentagon pattern 1.5x. I would make this 00:06:596 (1,2,3,4) - and this 00:07:318 (5,6,7,1) - into visually separate patterns they're all the same instrument though. why make them different patterns?
  2. 00:34:427 (5) - Of the few sliders you have in this diff, this one is different because all of the other 1/1 sliders are not at an angle and this one is like 17 degrees
  3. 00:16:716 (4) - I get that this is supposed to be emphasized the most, because of the high note and the trumpet coming in, but it's kinda overkill. Maybe move it slightly closer because it's really big compared to everything else. It fits here 00:10:391 (1,2,3,4,5,6,7) - much better by making the jumps around it slightly less and this 00:10:933 (4) - high note doesn't have 4x spacing.
gl man

Noffy wrote:

Do you ever sit down and wonder why OJ100% doesn't have a really OP character that's literally a cup of orange juice.
Missed opportunity, I think.

m4m yeh

[General]
  1. It's a bit confusing that really light insane is rated easier than the hard..
  2. Praise be all the diffs have cc now
  3. Hitsound Suggestion: How come there aren't whistles used on the high notes at 00:26:475 - to 00:28:644 - and 00:38:041 - to 00:38:764 - ? I think it would fit really well to add them, and it sounds almost like you forgot to hitsound these when the whistles were used on the high notes throughout.
    Especially when even the parts at 00:10:391 and 00:16:174 had whissssttleees ok
[Norma Check]
  1. I can't bring myself to say much for this difficulty as my heart as a soft-spot for primarily circle maps like this, and a lot of it just.. feels right. mm.
  2. 00:10:571 (2,3,4,5,6,7,1) - Except this. it felt unnatural and like you were trying to force the triangular shape compared to a lot of patterns that weren't too apparently focused on looking like something specific :(
  3. 00:39:306 (1,2,3) - I do think however it would be worth your while to increase the spacing here, since 2 and 3 are such strong sounds. doesn't fit with theme of making similar 1/1 and 1/2 spacing.
I'm finally done revising it to try to make sure it didn't overlap with the other 5 mods that appeared while I was in class, but if there still are any points where it does then just orz

it's kind of funny the titular chicken isn't even in the bg true. added.

edit:
look at the url


nice
thanks for modding guys.
fieryrage

Noffy wrote:

[Fiery's Insane]
  1. 00:16:716 (3,4,5,6) - This felt rather odd to play to, as the instrument I think ... ? it's mapping is really realllllly quiet. it's noticeable enough, it's a bg instrument but its definitely hearable
  2. 00:22:861 (4,1) - It seems wrong to place so much emphasis here when (1) isn't really that impactful of a note in the song.
  3. 00:37:499 (6,1) - Same as the above. the general thing i'm trying to do with stuff like this is place emphasis on the downbeat and the fact that there's a new pattern, since it's an insane diff i feel like start of new patterns should have this sort of emphasis on them. the first one you pointed out also isn't really that spaced when you actually play it so ya no change there
  4. 00:09:307 (4,1) - I would remove the nc here... it's not present at 00:15:090 (4,5) - either. added nc to other pattern since the other one is for readability purposes

dsco wrote:

fiery's insane
00:14:909 (3,5) - offset slider to match the outward spacing you use in map would be a lot more consistent i think (https://osu.ppy.sh/ss/7878521 if unclear what i mean) wen u fuck around with ur aesthetics
00:36:053 (1,2) - ^ keeping this one though cuz else it kinda looks ugly
00:39:306 (1,2,3) - finish on one of these? hitsounding is up to nao for the most part i just added whistles xd

toybot wrote:

[Fiery's Insane]
  1. 00:18:523 (4) - 00:21:415 (4) - personal but i rather dislike it when the map ignores important beats in such a simple rhythm. the offbeat is what helps make the song catchy and ignoring it just leaves a pretty bad taste imo ye fair enough i was kinda on the edge about these repeats anyway, made them separate notes
  2. 00:37:499 (6,1) - 1 doesn't need such a strong spacing emphasis in comparison with 5 moving to 6, its not part of the melody see response to first mod

_orange wrote:

[Fiery's Insane]
  1. The AR could definitely be upped to match the other Insanes imo its fine where its at rn
  2. 00:23:583 (2) - Maybe make this in the same 5 degree angle as your other sliders? Like this 00:22:499 (3,4) - is right before it eh it's a minor change and i don't think it's really warranted considering i did sliders like this before into red anchored ones
  3. 00:26:114 (1) - Yeah this doesn't need the small jump emphasis, there's no melodic note on it see responses to stuff above like this
  4. 00:32:620 (3,4,5) - Hmm, idk this doesn't really fit with the rest of your jumps, you don't usually go completely back and forth in a straight line. I suggest you just make this into a triangle and put the tail of this 00:33:162 (1) - or something like that difference in patterning tho else its stale
  5. 00:39:849 (3) - Just slightly touches the HP bar on 4:3 xd eeeeeeeeeeeeeeeeeee
http://puu.sh/vs1k3/845880e1c7.osu
Shurelia

dsco wrote:

shu's hard
overall the rhythm in this difficult is overly convoluted and inconsistent. same goes for the 1/1 spacing
00:07:861 (3,4) - don't like this being spaced, map is set up to have 1/1 overlaps from the intro both white tick to white tick and red to red, especially since its the same exact sound (also see: 00:13:644 (3,4) - ) This spacing are used to giving a bit of emhpasis to the sound that appears at here,
it plays fine currently

00:10:029 (5,1) - ^ consider changing, though this one is probably fine since different sound yeah
00:19:608 (3,4,1) - 00:30:993 (1,2) - - why are these two rhythms so vastly different? same exact sounds. very inconsistent [00:22:318 (1,2,3,1) - vs 00:33:885 (1,2) - ] [00:24:126 (4,5) - vs 00:36:053 (4) - ] yes, I just giving some customization at here. Its inconsistent have their own consistency
00:18:704 (5,1,2) - 00:21:596 (6,1) - randomly inconsistent rhythm (see also: 00:30:270 (5,1,2) - and 00:33:162 (6,1,2) - ) it have pretty different sounds you know
00:23:222 (1,2,3,4,5) - 00:34:788 (1,2,3,4) - ^
00:18:162 (2,3,4,5,1) - 00:29:728 (2,3,4,5) - ^
thanks!

toybot wrote:

[Shu's Hard]
  1. 00:31:897 (1,2) - when you use 1/1 sliders consistently throughout the map, this feels a bit offputting in comparison
would be a good idea yeh, if I put 1/1 slider on it but , I want to click something on 00:32:620 - and 00:32:258 -
thanks

_orange wrote:

[Shu's Hard]
  1. 00:11:294 (6,7) - I would definitely make 6 into a 1/2 slider instead because it's mapped as if there's a strong sound on 7 good idea,
    but still i want to click something on 00:11:475 -
  2. 00:24:126 (4) - Your usual angle for sliders is 0 degrees but this one is tilted slightly, it would be better to stick with the 0 degrees since you do that the most fair point
  3. 00:33:162 (6) - ^ Same here yes
  4. 00:38:041 (1,3) - It doesn't fit to stack these because, firstly, it implies a 1/1 gap between these 3 and 1, and it doesn't match the raising pitch of the three notes right
thanks

Noffy wrote:

[Shu's Hard]
  1. Was it truly necessary to set the stack leniency to 2?
  2. 00:22:499 (2,3) - Why is the spacing here greater than at 00:19:608 (3,4) - ? I think having it smaller was more fitting to how the sounds continue directly into each other. yeah, my bad
  3. 00:33:162 (6) - This slider felt really out of place when the entire section was just straight after straight after straight slider. Consider integrating other similar slightly angled sliders in the time from 00:21:596 to 00:39:849 or straightening this one out.right
thanks

up
osu file format v14

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AudioLeadIn: 0
PreviewTime: 0
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 2.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:Akihito Matsuko
ArtistUnicode:Akihito Matsuko
Creator:Naotoshi
Version:Shu's Hard
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1269232
BeatmapSetID:599699

[Difficulty]
HPDrainRate:5.5
CircleSize:4.3
OverallDifficulty:6.7
ApproachRate:7.8
SliderMultiplier:1.3
SliderTickRate:1

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Yahuri
from meme
im allergic to oranges
chickens are cute tho

Talmobbes' Dark Easy
00:28:644 (4,1) - move 1 up by 1 pixel for same y-coordinate as 4 :^)

My Angel Mir's Normal
00:00:090 (1,2,3) - fix stacking pixel by pixel
00:02:077 (4,1) - fix blanket

Naotoshi wrote:

toybot wrote:

[Norma Check]
i don't really like how the patterns shift from geometric to basically freehand jumps.. it's not inherently bad, but it gives off this illusion of "huh this map seems to use a lot of neat and orderly patterning" for a few seconds. idk if that's what you were going for geometric patterns for the piano part.
i agree with toybot, the pattern shifts are weird. you say "geometric patterns for the piano part" but like there's still geometric stuff even after that such as here 00:18:162 (1,2,3,1) parallelogram, 00:21:053 (2,3,4,1,2) this looks very very close to a star (but not??), 00:25:210 (1,2,3,4) - trapezoid
pls reconsider, without geometric stuff many patterns look broken

note: modded before i read that ^ :P

Norma Check
00:06:596 (1,2,3,4,5,6,7,1) - could just make a regular star instead, this might be good for emphasis but it still looks weird
00:10:391 (1,2,3,4,5,6) - make these pairs slant at the same angle? https://puu.sh/vsn1Z/9ca3207ec2.jpeg

Golden Egg Insane
00:01:173 (4,1,2,3,4,5) - possible hexgrid pattern here https://osu.ppy.sh/ss/7890680
00:04:064 (4,1,2,3,4,5,1) - ^
00:07:680 (9) - this circle has a really weak visual connection to the rest of the pattern. you could make it equidistant from 00:06:776 (4) and 00:07:318 (7) to help it fit in better
00:09:126 (6,1,2) - minor triangle polishing, move 2 up/right
00:08:945 (5,7,3) - ^ move 3
00:10:391 (1,3,4,6) - make these all the same distances from each other (3-1, 1-6, 6-4) https://osu.ppy.sh/ss/7890718
00:12:921 (6,7,8,9) - make these pairs at the same angle https://puu.sh/vsnyz/321328220e.jpeg
00:16:355 (2,1) - stack??
00:39:306 (1,2,3) - you can try adjusting previous patterns so that this can be a straight line without 3 being stuck at the bottom of the screen lol

good luck
Topic Starter
Nao Tomori

Yahuri wrote:

from meme
im allergic to oranges
chickens are cute tho


toybot wrote:

[Norma Check]
i don't really like how the patterns shift from geometric to basically freehand jumps.. it's not inherently bad, but it gives off this illusion of "huh this map seems to use a lot of neat and orderly patterning" for a few seconds. idk if that's what you were going for geometric patterns for the piano part.
i agree with toybot, the pattern shifts are weird. you say "geometric patterns for the piano part" but like there's still geometric stuff even after that such as here 00:18:162 (1,2,3,1) parallelogram, 00:21:053 (2,3,4,1,2) this looks very very close to a star (but not??), 00:25:210 (1,2,3,4) - trapezoid
pls reconsider, without geometric stuff many patterns look broken

note: modded before i read that ^ :P

Norma Check
00:06:596 (1,2,3,4,5,6,7,1) - could just make a regular star instead, this might be good for emphasis but it still looks weird
00:10:391 (1,2,3,4,5,6) - make these pairs slant at the same angle? https://puu.sh/vsn1Z/9ca3207ec2.jpeg

Golden Egg Insane
00:01:173 (4,1,2,3,4,5) - possible hexgrid pattern here https://osu.ppy.sh/ss/7890680
00:04:064 (4,1,2,3,4,5,1) - ^
00:07:680 (9) - this circle has a really weak visual connection to the rest of the pattern. you could make it equidistant from 00:06:776 (4) and 00:07:318 (7) to help it fit in better
00:09:126 (6,1,2) - minor triangle polishing, move 2 up/right
00:08:945 (5,7,3) - ^ move 3
00:10:391 (1,3,4,6) - make these all the same distances from each other (3-1, 1-6, 6-4) https://osu.ppy.sh/ss/7890718
00:12:921 (6,7,8,9) - make these pairs at the same angle https://puu.sh/vsnyz/321328220e.jpeg
00:16:355 (2,1) - stack??
00:39:306 (1,2,3) - you can try adjusting previous patterns so that this can be a straight line without 3 being stuck at the bottom of the screen lol

good luck
applied everything lol
Karen
Norma Check
00:04:427 (5,1) - 00:01:535 (5,1) - inconsistent
00:16:716 (4,5) - remove the slider body sound
i don't understand this

Golden Egg Insane
00:15:812 (3,3) - why

???????????
it looks fun personally i don't like the idea :(
Silverdesu
not sure if anyone has told you otherwise:

for metadata I'm reasonably sure that the creator of the song is Takayuki Sano (alias "samfree") since afaik he was in charge of all the music in 100% OJ up until he dropped dead in 2015

also have a star
Metaku

TheMefisto wrote:

[General]

[My Angel Mir's Normal]
  1. 00:39:306 (1,2) - Why didn't you use 1.2x DS here? It's still normal, so spacing should be consistent Probably messed up something, was 1.2 originally
  2. I also found this in intro, but I guess you sacrificed DS to stack the sliders and won't change this Yeh, won't change, should be okay to read anyway

_orange wrote:

[My Angel Mir's Normal]
  1. 00:07:318 (5,1) - Fix stack y
  2. 00:16:174 (1,2) - Put larger spacing between these to emphasize it like you did here 00:10:571 (2,3) - Nah, it plays differently there since the clickable parts are pretty close anyway so I don't want any extra spacing here
  3. 00:27:559 (4) - It would play better if you stacked 4 on 5. Also this stack 00:26:836 (2,4) - is used for 1/1 gaps in the whole map except for this 2/1 gap, which doesn't fit well Idk why'd you want to stack it tbh, also I think that is fine since they aren't 2 notes right after anyway and this part is all 1/1 unlike most parts that are 1/2 heavy so it fits fine imo and that should not be a problem to read either


Noffy wrote:

[My Angel Mir's Normal]
  1. 00:00:090 (1,2,3) - The position of 1's tail is visibly off from 2's and 3's >: ye fixed, for some reason osu hates slider end stacking...
  2. 00:10:571 (2,3) - While you were having slight spacing variations for your patterns up until now, having a jump in an otherwise distance snapped normal like this is.. really weird. The slider leniency helps make it less noticable, but not much... Hmm I guess I could change it
  3. 00:11:294 (4) - Consider removing the reverse here, unlike the other reverse sliders it doesn't end on a really clear sound so it seems a bit out of place.
    I guess I could... It leaves a bit weird gap between it and the next object tho so idk... Removed for now might change something else too later
  4. 00:23:945 (2,3) - Why is this manually stacked when 00:23:583 (1,2) - was autostacked, what. well it doesn't make a difference i'm just curious Uhh just because of the way osu handles stacking, I could've had the same result with autostacking if I just moved 1 and 2 a bit and then autostacked 3... But tbh it doesn't make a difference
  5. 00:39:306 (1,2,3) - The drop in spacing between 1 and 2 could be potentially confusing, since all 3 notes are spaced and aren't part of a larger more obvious pattern, and this rhythm doesn't happen elsewhere for the player to get used to it first. This could be misread as 00:39:306 (1,2) - being closer in time than the parallel 00:38:403 (2,3) - when they're not. Yeh fixed already, something went wrong there was supposed to be ds xd
Uhh that's it I guess, took me a while lol, thanks for mods!

stuff
osu file format v14

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

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:samfree
ArtistUnicode:samfree
Creator:Naotoshi
Version:My Angel Mir's Normal
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1267490
BeatmapSetID:599699

[Difficulty]
HPDrainRate:4
CircleSize:3.6
OverallDifficulty:5
ApproachRate:6.5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bmLM0pW.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]
90,361.44578313253,4,2,0,55,1,0


[Colours]
Combo1 : 226,112,112
Combo2 : 190,190,190
Combo3 : 180,207,220

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zev
osu is not a rhythm game stop this madness
anna apple
i have few issue with fiery diff

[heaidng]firey' siane [/hading]
  1. 00:02:981 (1,2,3,4) - these should not be different from 00:00:090 (1,2,3,4) - , you should psuedo stack the 2/1 gaps like you did
  2. 00:04:427 (1,2) - why is this stack, be like 00:01:535 (1,2) -
  3. 00:04:788 (2,3) - why jump, before it was stack.
  4. 00:05:330 (4,5) - why suddenly change spacing, its same rhythm
  5. 00:07:318 (1,2,3,4) - why increasing spacing gradually, doesn't make sense when 00:06:776 (3,4,5) - is increaseing spacing with pitch
  6. 00:07:861 (4,5) - this looks like 1/2 gap because of all the big jumps before.
  7. 00:08:222 (5,6) - why did you stack this when it was just a cross screen jump, its same rhythm
  8. 00:06:596 - why is this only part mapped to slider end
  9. 00:08:764 (1,2,3,4) - why square pattern when before its star, its same music.
  10. 00:09:668 - now you have first time when slider end is not to sound, this not fit.
  11. 00:09:849 (2,3,1) - this should not be same distance.
  12. 00:10:752 - see you go back to slider end sound, but why ? is this not supposed to be jump?
  13. 00:10:933 (3,4,5,6) - why are these stack, where is jumps like before?
  14. 00:11:656 (1) - should skip this note, its filler rhythm, and not fit to everything you map before this
  15. 00:12:017 (2) - isn't end strong? why also how to tell when slider end should be mapped to sound or not,
  16. 00:13:102 (1,2,3,4) - like said before, this should decrease spacing
  17. 00:13:644 (4,5,6) - why such MASSIVE change for such small change in music
  18. 00:15:270 (1) - before this was a 1/2 slider why now 1/1 and with sound to end?
  19. 00:15:812 (2,1) - why is this visual spacing same as 1/2 you just did
  20. 00:16:897 (4,5,6) - this is filler rhythm not fitting when you don't do filler rhythm before (at any 1/1 gap u make)
  21. 00:18:885 (5) - 00:21:776 (5) - if you do filler rhythm here why not even NC this, its downbeat.
  22. 00:19:788 - back to back you make slider end sound and slider end not sound. (00:19:427 - )
  23. 00:20:330 (1) - filler rhythm again, you not mapping to this sound, you mapping to bells though, not piano
  24. 00:22:499 (3,4) - again you do slider end no sound here, but before (00:20:692 (2,4) - ) you do slider end with sound
  25. 00:23:222 (1,2) - you set up visual spacing for a 1/2 gap like this, but its 1/1
  26. 00:23:222 (1) - also now you nc filler rhythm and before you not do.
  27. 00:23:583 (2) - back to slider end no sound and then 00:24:126 (4) - slider end to sounds, pick one.
  28. 00:25:210 (1,2,3,4) - where is the jumps like before, with the stacks for 1/1 gaps?
  29. 00:26:114 (1,2,3,4) - at least make spacing go up with pitch
  30. 00:25:933 (4,1,2) - these are pretty similar gap in time and distance.
  31. 00:29:005 - this point is another filler rhythm, though onto slider end,
  32. 00:29:367 (1,2) - like this you have 1/1 gap stack and not jump, then 1/2 jumps not stack, which is different from 00:25:210 (1,2,3,4) - why
  33. 00:30:993 (2,3) - where is the jump here, you just jump for these sounds now a stack
  34. 00:31:897 (1) - again filler rhythm but not on any other point not downbeat.
  35. 00:34:065 (3,4) - again to slider end no sounds right after slider end with sounds, how distinguish?
  36. 00:34:788 (1) - this has 1/2 gap and 1/1 gap same visual spacing.
  37. 00:35:511 (3,4) - why no jumps like before 00:32:620 (3,4,5) -
  38. 00:35:150 (2) - 00:36:053 (1,2,4) - then at end they are to no sound.
  39. 00:36:053 (1,2,3,4,5,6) - why back to jump after stacks?
fieryrage

borborygmos wrote:

i have few issue with fiery diff

[heaidng]firey' siane [/hading]
  1. 00:02:981 (1,2,3,4) - these should not be different from 00:00:090 (1,2,3,4) - , you should psuedo stack the 2/1 gaps like you did ok
  2. 00:04:427 (1,2) - why is this stack, be like 00:01:535 (1,2) - made this the same rhythm
  3. 00:04:788 (2,3) - why jump, before it was stack. fixed above
  4. 00:05:330 (4,5) - why suddenly change spacing, its same rhythm fixed above
  5. 00:07:318 (1,2,3,4) - why increasing spacing gradually, doesn't make sense when 00:06:776 (3,4,5) - is increaseing spacing with pitch to keep the pattern flow going mainly, most i'd change is 00:07:680 (3,4) - this jump here since i feel like everything else represents it fine
  6. 00:07:861 (4,5) - this looks like 1/2 gap because of all the big jumps before. should be readable at this ar tbh, testplays didn't break here ever
  7. 00:08:222 (5,6) - why did you stack this when it was just a cross screen jump, its same rhythm these are stacked since it's less emphasized than the continuous 1/2 notes
  8. 00:06:596 - why is this only part mapped to slider end fixed this which apparently increased difficulty somehow
  9. 00:08:764 (1,2,3,4) - why square pattern when before its star, its same music. if i used star patterns throughout the entire map it'd be boring as hell lol
  10. 00:09:668 - now you have first time when slider end is not to sound, this not fit. fixed above
  11. 00:09:849 (2,3,1) - this should not be same distance.
  12. 00:10:752 - see you go back to slider end sound, but why ? is this not supposed to be jump? this is less intense than the notes before it
  13. 00:10:933 (3,4,5,6) - why are these stack, where is jumps like before? same as above, it's less intense, no reason for jumps
  14. 00:11:656 (1) - should skip this note, its filler rhythm, and not fit to everything you map before this but 00:05:873 (1) - and like everywhere else in the map i do this stuff lol
  15. 00:12:017 (2) - isn't end strong? why also how to tell when slider end should be mapped to sound or not, fixed
  16. 00:13:102 (1,2,3,4) - like said before, this should decrease spacing revamped pattern but i don't feel like it should decrease in spacing,
    it reaches a climax at the end
  17. 00:13:644 (4,5,6) - why such MASSIVE change for such small change in music fixed indirectly
  18. 00:15:270 (1) - before this was a 1/2 slider why now 1/1 and with sound to end? rhythm differentiation
  19. 00:15:812 (2,1) - why is this visual spacing same as 1/2 you just did fixed
  20. 00:16:897 (4,5,6) - this is filler rhythm not fitting when you don't do filler rhythm before (at any 1/1 gap u make) but it's not? there's very noticeable synth here lol
  21. 00:18:885 (5) - 00:21:776 (5) - if you do filler rhythm here why not even NC this, its downbeat. that's not where the new rhythm starts
  22. 00:19:788 - back to back you make slider end sound and slider end not sound. (00:19:427 - ) i don't really quite understand what the problem with having this is
  23. 00:20:330 (1) - filler rhythm again, you not mapping to this sound, you mapping to bells though, not piano see above
  24. 00:22:499 (3,4) - again you do slider end no sound here, but before (00:20:692 (2,4) - ) you do slider end with sound see above
  25. 00:23:222 (1,2) - you set up visual spacing for a 1/2 gap like this, but its 1/1 below nc should help clarify spacing a bit
  26. 00:23:222 (1) - also now you nc filler rhythm and before you not do. right, fixed
  27. 00:23:583 (2) - back to slider end no sound and then 00:24:126 (4) - slider end to sounds, pick one.
  28. 00:25:210 (1,2,3,4) - where is the jumps like before, with the stacks for 1/1 gaps? ok, made jump
  29. 00:26:114 (1,2,3,4) - at least make spacing go up with pitch o woops
  30. 00:25:933 (4,1,2) - these are pretty similar gap in time and distance. not really sure how to fix this without screwing over the entire pattern
  31. 00:29:005 - this point is another filler rhythm, though onto slider end, rhythm differentiation
  32. 00:29:367 (1,2) - like this you have 1/1 gap stack and not jump, then 1/2 jumps not stack, which is different from 00:25:210 (1,2,3,4) - why
  33. 00:30:993 (2,3) - where is the jump here, you just jump for these sounds now a stack cuz i did it with rhythms like 00:18:885 (5,1) - this before
  34. 00:31:897 (1) - again filler rhythm but not on any other point not downbeat.
  35. 00:34:065 (3,4) - again to slider end no sounds right after slider end with sounds, how distinguish?
  36. 00:34:788 (1) - this has 1/2 gap and 1/1 gap same visual spacing.
  37. 00:35:511 (3,4) - why no jumps like before 00:32:620 (3,4,5) -
  38. 00:35:150 (2) - 00:36:053 (1,2,4) - then at end they are to no sound.
  39. 00:36:053 (1,2,3,4,5,6) - why back to jump after stacks? less intense
i kinda stopped replying since it started to be me just repeating myself over and over again, ty for mod but i'm not entirely sure what some of your points mean, if you could explain those that'd be nice

http://puu.sh/vPeyz/3c89d69974.osu
anna apple

fieryrage wrote:

borborygmos wrote:

i have few issue with fiery diff

[heaidng]firey' siane [/hading]
  1. 00:11:656 (1) - should skip this note, its filler rhythm, and not fit to everything you map before this but 00:05:873 (1) - and like everywhere else in the map i do this stuff lol
  2. 00:15:270 (1) - before this was a 1/2 slider why now 1/1 and with sound to end? rhythm differentiation
  3. 00:16:897 (4,5,6) - this is filler rhythm not fitting when you don't do filler rhythm before (at any 1/1 gap u make) but it's not? there's very noticeable synth here lol
  4. 00:18:885 (5) - 00:21:776 (5) - if you do filler rhythm here why not even NC this, its downbeat. that's not where the new rhythm starts
  5. 00:19:788 - back to back you make slider end sound and slider end not sound. (00:19:427 - ) i don't really quite understand what the problem with having this is
  6. 00:20:330 (1) - filler rhythm again, you not mapping to this sound, you mapping to bells though, not piano see above
  7. 00:22:499 (3,4) - again you do slider end no sound here, but before (00:20:692 (2,4) - ) you do slider end with sound see above
  8. 00:23:222 (1,2) - you set up visual spacing for a 1/2 gap like this, but its 1/1 below nc should help clarify spacing a bit
  9. 00:23:583 (2) - back to slider end no sound and then 00:24:126 (4) - slider end to sounds, pick one.
  10. 00:25:933 (4,1,2) - these are pretty similar gap in time and distance. not really sure how to fix this without screwing over the entire pattern
  11. 00:29:005 - this point is another filler rhythm, though onto slider end, rhythm differentiation
  12. 00:29:367 (1,2) - like this you have 1/1 gap stack and not jump, then 1/2 jumps not stack, which is different from 00:25:210 (1,2,3,4) - why
  13. 00:30:993 (2,3) - where is the jump here, you just jump for these sounds now a stack cuz i did it with rhythms like 00:18:885 (5,1) - this before
  14. 00:31:897 (1) - again filler rhythm but not on any other point not downbeat.
  15. 00:34:065 (3,4) - again to slider end no sounds right after slider end with sounds, how distinguish?
  16. 00:34:788 (1) - this has 1/2 gap and 1/1 gap same visual spacing.
  17. 00:35:511 (3,4) - why no jumps like before 00:32:620 (3,4,5) -
  18. 00:35:150 (2) - 00:36:053 (1,2,4) - then at end they are to no sound.
  19. 00:36:053 (1,2,3,4,5,6) - why back to jump after stacks? less intense
i kinda stopped replying since it started to be me just repeating myself over and over again, ty for mod but i'm not entirely sure what some of your points mean, if you could explain those that'd be nice

you say you do the filler rhythm everywhere else in the map, which is false. Here are spots you did not use filler rhythm 00:08:041 - 00:10:210 - 00:13:824 - 00:15:993 - 00:22:138 - 00:24:306 - 00:24:668 - 00:25:029 - 00:30:451 - 00:30:812 - 00:33:343 - 00:33:704 - 00:35:873 - I already linked the points in which you did do filler rhythm in the mod above (idk if I filtered all of them correctly d) point is, you have points with filler rhythm and points without it. The points without the filler rhythm are arguably better since this song has a consistent filler white tick sound, if you don't have these fillers it much better highlights the points in which the song varies. This is why "consistency" is important in regards to choosing to map filler rhythm or not, and how you chose to do this, in order to represent the song for what it provides.

slider ends and not slider ends: you don't click slider ends, you lift on them (unless you train yourself to be a nut-sack to disprove my point). because you lift on slider ends, they have a type of value you may chose to recognize or not. Some people decide they don't want to recognize this value by having slider ends snapped to familiar snaps instead of to "strong" beats. Other people snap slider ends to strong beats because they want to give the value of lifting a chance to represent the song. In terms of consistency, picking on of these is essential because it roots to what you believe to represent sounds in terms of player interaction. Having these mixed together says "slider ends are on strong sounds" in which case you disprove yourself in this case by putting slider ends to no sound in the music, Or saying "slider ends do not require any support" devalues the slider ends as weak, though then any sound you snap a slider end to is expected to be a noticeable weaker sound. In this map you put strong sounds on some slider ends and then immediately put slider ends to friendly snaps without the sound in the music to support it. This causes inconsistencies in which sounds you have noticed to be strong by giving click-ability are now much weaker because you assign them to slider ends which you have define as unimportant. Or slider ends are worth something in which the song cannot provide support for, which can be confusing for players because they will be receiving feedback from the objects without support from the music.

spacing change recommendations I have made, I notice sometimes you use spacing to represent something, which is a cool idea, I would just like to see it if you used that idea more.

this is a 40 second "song" you don't need to has so much variation to prevent loss of interest because the song is so short.
Neptunee
Holy
strickluke
GOD WHY? OH GOD PLEASE END THE PAIN
fieryrage
remapped insane per bor's mod and naotoshi's request, follows a consistent rhythm now
wilup
Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!
anna apple

Metronome wrote:

Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!

remove my diff for fix, ~~ sorry guys
_handholding

borborygmos wrote:

Metronome wrote:

Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!

remove my diff for fix, ~~ sorry guys
same ~~
Monstrata
Norma Check

hitsounds xd but doormat already told you xD.

00:08:583 (3,1,2,3,4,1) - 00:14:367 (3,1,2,3,4,1) - Tbh, this arrangement is really different from the rest of your map. You usually use geometric and structured jumps. It's just these back and forth overlaps that really stand out.
00:08:764 (1,2,3,4) - Also imo this gives too much of a leftward angle to the jumps and it's kinda a bad position to aim imo. Basically what I mean is that the jumps keep going left/downward and having the angle shift back rightward would help reset the angle a bit. Basically consider something like this: Hard to explain without visuals really. Basically 2>3>4>1 helps reset the constant left/downward movement with some rightward movement instead.
Well, in any case, I think you should reconsider using these jumps because they feel out of place in such a short map. Also its probably better that you keep with open patterns since the map is about reading and rhythm memorization too.

00:22:861 (5) - Move this more to the right? create some X axis movement too, it feels a bit better going into the slider since it's so horizontal.
00:34:427 (5) - ^Maybe Ctrl+G?

Golden Egg Insane

00:23:583 (6) - Missing NC
00:30:270 (5) - NC etc.. compare to 00:21:596 (1) - . Actually you should recheck your NC patterning on this diff cuz something seems off...
00:36:776 (6,7,8,9) - Keep them structurally similar. 7/8 is a bit m ore spaced than 6/9 structurally.
00:38:041 (1,2,3) - ^

Kisses' Insane

00:13:644 (4,1) - This overlap felt out of place. I think you can just do something equidistant like
Intro was odd... Like it's fine, but i thought you were going with a gimmick, but then the whole sv concept just disappeared after 5 seconds so it felt kinda unnecessary in retrospect. But whatever.

fiery's Insane

00:07:318 (1,2,3,4) - Your concept of jumps increases way too quickly here. Look at how small ur spacing is just the pattern before: 00:05:873 (1,2,3,4) - . You're making the jumps way too big without there being a noticeable shift in the music that would support this.
00:08:764 (1,2,3) - ^
00:15:993 - Basically everything up to here is way over spaced compared to the rest of the map.
00:32:800 (4,5) - The only time you use a jump like this in the section. So don't do this cuz it messes up your spacing concept. Use normal spacing like 3>4

Mir's Light Insane

00:19:065 (2,3,4) - This is just a really poor structural transition.

Shu's Hard

00:18:523 (4,5) - The jumps isn't expected since you didnt use any spacing concepts to indicate to players that such a rhythm is a jump. Just create a diamond pattern with 2>3>4>5 and itll be fine. (Also the jump is really huge for Hard)

bok bok's Really Light Insane

00:11:656 (1) -The way you overlapped the slider really messes up your design imo... i'd just go with a simple blanket and stacking the slider-end

stwi's Advanced

00:27:559 (3,4) - I don't think its necessary to extend slider 3 to a 3/4 slider. It's just unnecessarily tricky i think.

My Angel Mir's Normal

00:35:511 (2,3) - Don't do sliderend / sliderhead stacks on Normal pls. it's just confusing to read rhythms like this and really baits normal players to clicking early expecting it to be a 1/2 beat.

Hmm... I think if this were in another set, i'd have issues with its reading difficulty since you reuse circle locations in very short timeframes. But this set is entirely a rhythm and reading challenge so it fits the set's parameters pretty well. Don't do stuff like 00:12:740 (3,4,5,1) - on normal maps though, use more of the screen and use more variable locations so players don't have to pay so much attention to locations.

UC's Light Normal

00:06:596 (2,3,4) - Totally undermapped imo. Also misses the note on 00:08:764 - that you mapped to a circle on 00:06:234 (1) - .
00:12:379 (2,3,4) - ^etc..

Tambobbes' Dark Easy

Seems alright. I want to say 00:26:475 (2,3,4) - is hard to read, but for this set its probably fine.
anna apple

Monstrata wrote:

Norma Check

bok bok's Really Light Insane

00:11:656 (1) -The way you overlapped the slider really messes up your design imo... i'd just go with a simple blanket and stacking the slider-end
not really a fan of the aesthetic design a blanket poses especially when I handle colliding curves like 00:10:391 (1,2,3) - and 00:10:933 (1,2,3,4) -. The more curved slider would also not go well with 00:12:379 (2) - 's design since most of the map is slight curves and slightly curved movement.
_handholding
kisses
osu file format v14

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AudioLeadIn: 0
PreviewTime: 0
Countdown: 0
SampleSet: Soft
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WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.5

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:samfree
ArtistUnicode:samfree
Creator:Naotoshi
Version:Kisses' Insane
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1270103
BeatmapSetID:599699

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CircleSize:4.6
OverallDifficulty:8
ApproachRate:8.5
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fieryrage

Monstrata wrote:

fiery's Insane

00:07:318 (1,2,3,4) - Your concept of jumps increases way too quickly here. Look at how small ur spacing is just the pattern before: 00:05:873 (1,2,3,4) - . You're making the jumps way too big without there being a noticeable shift in the music that would support this. nerfed
00:08:764 (1,2,3) - ^ this one I don't feel as terribly important considering it's sliders, there's a lot more emphasis on 00:09:487 (3) - as well hence the increased spacing here
00:15:993 - Basically everything up to here is way over spaced compared to the rest of the map. nerfed similar pattern to 00:07:318 (1,2,3,4) -
as well

00:32:800 (4,5) - The only time you use a jump like this in the section. So don't do this cuz it messes up your spacing concept. Use normal spacing like 3>4 adjusted, should be fine now I think
also added hitsounds cuz nao is bad, willing to nerf other parts of that section if needed but i feel like they're fine for now
http://puu.sh/wr1Vr/ffd083c8fd.osu
Topic Starter
Nao Tomori
all fixed. i fixed for frost cuz he is inactive atm. also redid hitsounding to be less full retard.

also added silenced slider slide.
UndeadCapulet
nao renamed my diff to an easy diff, since it was originally intended to be an easy diff anyway until the set got hella big and "light normal" made sense for spread at the time

so in regards to the undermapping, i think it's fitting for an easy diff to have linking all those 1/2 beats together in one long slider, makes for a nice traveling effect w/ the song there
that's also why i skip the downbeat, to me it feels still linked with the surrounding beats (and its not like i really ever care about the downbeat except for the intro where nothing else is happening in the song)
Metaku

Monstrata wrote:

My Angel Mir's Normal

00:35:511 (2,3) - Don't do sliderend / sliderhead stacks on Normal pls. it's just confusing to read rhythms like this and really baits normal players to clicking early expecting it to be a 1/2 beat. Alright, changed these

Hmm... I think if this were in another set, i'd have issues with its reading difficulty since you reuse circle locations in very short timeframes. But this set is entirely a rhythm and reading challenge so it fits the set's parameters pretty well. Don't do stuff like 00:12:740 (3,4,5,1) - on normal maps though, use more of the screen and use more variable locations so players don't have to pay so much attention to locations. Not exactly what I'd do usually anyway but I'll keep this in mind.
update
osu file format v14

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

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:samfree
ArtistUnicode:samfree
Creator:Naotoshi
Version:My Angel Mir's Normal
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1267490
BeatmapSetID:599699

[Difficulty]
HPDrainRate:4
CircleSize:3.6
OverallDifficulty:5
ApproachRate:6.5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
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//Storyboard Sound Samples

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