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samfree - Chicken's Theme

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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
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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
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Shurelia
@Monstrata : ya sure , but I added a bit jump to emphasize thing on 00:19:427 (2,3) - to balancing things up.

date
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Tags:bor borborygmos pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
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Mir
https://puu.sh/wr5sz/6dc11b9665.osu

did the thing @Nao can you check hs thanks :?

i hate how : x because an angry face fuck these emotes
Monstrata
@bor you dont have to be a fan of my solution. thats just a possible idea of many. the issue I brought up is what you should be replying to lol
Monstrata

UndeadCapulet wrote:

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)
the undermapping doesn't "fit for an easy diff" reason... that shouldn't be an excuse to undermap xP. especially since you map other sections with more density and expression of music. undermapping fits for an easy diff, generically speaking, but undermapping in this situation does not fit your map, please reconsider. the travelling effect doesn't work because there are different gaps and rhythms that are covered. it's like you're travelling across different rhythms and sounds,and lumping them all together into one slider and calling it a day.

00:08:583 - You make this guitar sound clickable but it's clearly not the strong note in the sequence anyways, since the guitar on the downbeat is the accented one. This is already the wrong polarity since you're getting players to continue on red tick polarity when the song clearly shifts to white ticks, also, it's really jarring that you ignore so many guitar sounds, and then suddenly map two guitar notes 1/2 a beat apart with 00:09:849 (5) - .

fieryrage wrote:

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
00:08:583 (5,1,2,3) - 5>1 is still really big too. Also even tho they are "just sliders" you arrange them in a way where theres no way to abuse slider leniency to get an easier jump angle anyways. nor is there any way to abuse slider leniency since the direction of the slider is also the direction you have to travel, so you can't cut corners, it's why I think these jumps also need to be reduced.
Pachiru
OMG CANT WAIT TO SEE THAT RANKED 8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-) :oops: :oops: :oops: :oops: :oops: :oops: :P :P :P
anna apple

Monstrata wrote:

@bor you dont have to be a fan of my solution. thats just a possible idea of many. the issue I brought up is what you should be replying to lol
I never saw a legitamate issue, it just looks like "i don't like this visually" to which - I disagree.
fieryrage

Monstrata wrote:

00:08:583 (5,1,2,3) - 5>1 is still really big too. Also even tho they are "just sliders" you arrange them in a way where theres no way to abuse slider leniency to get an easier jump angle anyways. nor is there any way to abuse slider leniency since the direction of the slider is also the direction you have to travel, so you can't cut corners, it's why I think these jumps also need to be reduced.
alright, fair, reduced spacing on that one and the other pattern like it, however I'm not entirely sure how I can readjust 00:14:547 (1,2,3) - this one without screwing over overlaps lol

http://puu.sh/wrsva/306ba9fd5b.osu
Topic Starter
Nao Tomori
updated others;
regarding uc's diff:
00:06:596 (2) - i think this slider works well, because for some random noob this will be a pretty intense struggle to follow the the thing the entire way, the challenge won't be in the clicking but rather in the cursor movement. i also don't agree with your assessment that its a bunch of jumbled rhythms cuz they're all 1/2 rhythms for this slider.
00:08:583 (4) - this one i agree with monstrata about the intensity of the guitar - with 00:06:234 (1,2) - 1 is functioning as a "preparation" for the intense 1/2 section. likewise, at 00:08:583 (4) - the place where the head is placed is a less intense note that serves a similar purpose. you could do a rhythm like http://puu.sh/wrtS9/80d3058546.jpg (which kinda messes with how you're using sliders in the intro) or skip the note on the red tick, but starting the slider there is not really representing the song that well. yes the sounds are "grouped together" but the place you started the slider isnt where the intense part of the strumming is; you should start the slider where that intense part is, which is on the downbeat.
UndeadCapulet
p much what nao said regarding the intention behind the long sliders

@nao dont rly like that rhythm suggestion, it would take away from the staccato feel of 00:08:222 (3) -
pretty sure you only think 00:08:764 - is the more intense beat bc it lines up w/ the pianobeats, that guitar beat isn't any stronger than the surrounding ones imo. and starting at 00:08:583 - works better as a whole bc both 00:06:596 (2) - and 00:08:583 (4) - have an even number of 1/2 beats so it makes for a more complete feeling, and it emphasizes the offbeat nature of the guitar
_handholding
Deep discussion for Dark Easy :eyes:

What do you think about changing the start position of 00:08:583 (4) to 00:08:764 and then add a whistle on the head? end time 00:09:487 remaining unchanged ofc.

I think this creates a very good rhythm that especially fits in with your hitsound pattern 00:06:596 (2,1)
UndeadCapulet


talked w/ nao and kisses in discord, they both said they were ok with it
Monstrata
Golden Egg Insane

I hope you're not keeping this diff name xP. It's the only diff name that uses some unconventional description for the difficulty, so I can't accept it. You can take my Inferno map for example, all difficulties are described

bok bok's Really Light Insane

I hope you're also not keeping this diff name... Also call this a Hard. or give me a good reason why Hard wouldn't reflect the techniques used in this map and reflect the spread better.

UC's Easy

Easy. not Dark Easy, please...xP

00:06:234 (1,2,3,4,5) - Your decision to map a single slider to all those 1/2 notes isn't good. It's really undermapping what's being played. The fact that you acknowledge all those 1/2's should indicate that you're aware the song's rhythm is dense there, probably denser than other sections. So mapping it to a simple slider is already counterintuitive. You could have also made the same argument for 00:10:391 - to 00:11:475 - because that section also contains full 1/2, yet you make the rhythm denser through introducing the repeat element.
00:08:583 (4) - And yea, this just doesn't make sense at all. You don't follow 00:08:764 - like I said, even though the previous measure you mapped it to a clickable circle. This is an Easy, stop changing polarity and following different layers. Beginners can easily tell what 00:06:234 - is following and have an idea of what rhythm to follow, and clicking on 00:08:583 - completely throws them off

This is an Easy difficulty. Please stop trying to inject random mapping philosophies, trying to convey conventions like staccato etc... Easy players are not going to care about them. Just map the song, and save your ideas for maps that people will actually play. You're completely overthinking it, and you are gaining nothing out of it.

[]

Should be all.
Izzywing
re: the thing in my / my roommates diff, yea i can see how it might be hard to read but i think it should be okay like you said. thanks for the check monstrata!
anna apple

Monstrata wrote:

bok bok's Really Light Insane

I hope you're also not keeping this diff name... Also call this a Hard. or give me a good reason why Hard wouldn't reflect the techniques used in this map and reflect the spread better.
I don't really care what the name needs to be for ranking lol, was just having some fun :p
UndeadCapulet
http://puu.sh/ws0eh/932d16f2af.osu hope you're happy with this compromise..

and yes im going to overthink an easy diff, when we hear constant horror stories of how new players think easies don't fit the song, i'd like to not contribute to that

if this is still unsatisfactory, nao can just pull my diff, not like the set needs it anyway

edit: @nao that .osu is still a dark easy, didn't see you'd changed it already sry
Monstrata
Okay, bubbled.
UndeadCapulet
yay ;;
Yuii-
00:26:475 - 00:38:764 - hitsounds?

Naotoshi wrote:

Noffy wrote:

  1. 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
weird, cause you said you were going to add them :(
fieryrage
wait b4 u rank can u change my cs to 4.6 so it can have insane next to its icon its triggering the fuck out of me xd
Topic Starter
Nao Tomori
it is 4.6 ?_?

@yuii i redid my hitsounds. regarding the whistles: they would fit, i suppose, but i don't want to have like 10 whistled objects in a row.
in addition, it isn't necessarily fitting anyway since it isn't the same instrument; this is a harp, but the other things are like a banjo guitar type thing. you'll see how at 00:10:391 (1,2,3,4,5,6,7,1) - and 00:16:174 (1,2,3,4,5) - which also follow the harp, there aren't whistles placed either.
fieryrage
holy fuick 3.75 doesnt make it have insane icon im so tilted
Topic Starter
Nao Tomori
upon further discussion, added whistles to accent the harp sections and adjusted a pattern in fiery diff for his precious Insane icon.

Edit: ok nvm just doing hitsounds over with advice from monstrata
Monstrata
whistle mod

00:18:162 (2) - Whistle here, and
00:19:065 (2) - Whistle here. THey give better support to the rhythm you're using imo.

00:21:053 (2) - 00:21:957 (2) - Same idea, and repeat for other stanzas.

---

00:23:945 (2) - Add whistle here too, and whistles on both 00:24:487 (4,5) - . That way you get whistle rhythm that clearly demonstrates it's red-tick rhythm. It also makes more sense with your rhythm on 00:25:210 (6,7,8,9) - since you shift back to white tick emphasis for 7, and then again to red for 9 so whistling the second note is good. It just could use a better set up, thats basically why.

00:26:475 (1,3) - You could add whistles here too. Consistency with 00:38:041 (1,2,3) - too.

---

The rest is just copy pasting from earlier.

---

Call me back when you've applied and copied hitsounds etc...
Topic Starter
Nao Tomori
added large amounts of whistles
Pachiru
woooooooooo !
Monstrata
Added small amounts of bubbles.
fieryrage
jheff
I Must Decrease
for top diff change widescreen storyboard to 1 (i like consistent numbers)
00:23:583 (1,2,3,4,5,6,7,8,9) - you should probably make this pattern more consistent to the other one in this difficulty, aka make it hexgrid as well

rest of the diffs look fine
Topic Starter
Nao Tomori
okay, fixed and updated.
I Must Decrease


dumbest song i've ranked yet :^) (*edited for heart lol)
Mir


where's the heart D:
Surono
pok pokk ptokkk

ngek ngek (``)>

/me doing fasto turn head for 0.69 secs
_Meep_
meep
UndeadCapulet
yuss
Shurelia
glory to the chicken
Seijiro
heh...
_handholding
Look at all these red green names coming to arrest nao
CosmicCrasher
dsdsdsdsds
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