Holy
Metronome wrote:
Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!
same ~~borborygmos wrote:
Metronome wrote:
Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!
remove my diff for fix, ~~ sorry guys
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.
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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 nowMonstrata 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
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.
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Title:Chicken's Theme
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Artist:samfree
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Creator:Naotoshi
Version:Shu's Hard
Source:100% Orange Juice!
Tags:bor borborygmos pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
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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.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)
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.fieryrage wrote:
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 nowMonstrata 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
http://puu.sh/wr1Vr/ffd083c8fd.osu
I never saw a legitamate issue, it just looks like "i don't like this visually" to which - I disagree.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
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 lolMonstrata 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.
I don't really care what the name needs to be for ranking lol, was just having some fun :pMonstrata 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.
weird, cause you said you were going to add themNaotoshi wrote:
Noffy wrote:
- 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