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96neko - Uso no Hibana [CatchTheBeat]

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Total Posts
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Topic Starter
-Sh1n1-
This beatmap was submitted using in-game submission on domingo, 20 de agosto de 2017 at 17:11:57

Artist: 96neko
Title: Uso no Hibana
Source: クズの本懐
Tags: Kuzu no honkai Scum's Wish Lying scums opening op tv size shini Fireworks jbhyperion jbh
BPM: 188
Filesize: 15734kb
Play Time: 01:27
Difficulties Available:
  1. Cup (1,39 stars, 125 notes)
  2. Hyperion's Rain (4,11 stars, 328 notes)
  3. Overdose (5,32 stars, 355 notes)
  4. Platter (2,92 stars, 276 notes)
  5. Salad (2,05 stars, 172 notes)
Download: 96neko - Uso no Hibana
Download: 96neko - Uso no Hibana (no video)
Information: Scores/Beatmap Listing
---------------
#17
Cup by me
Salad by me
Platter by me
Hyperion's Rain by JBHyperion
Overdose by me
Nelly
Mod request from Discord

  • Overdose
  1. 00:05:11 (1,2,3,4) - There's more you can emphasize these drum sounds. I'd myself made something like this as a short and simple stream. This one at least makes another pattern than repeated slider jumps.
  2. 00:11:394 (5) - This curved slider is preety sharp. I'd make it a bit curve something like this.
  3. 00:13:308 (1) - Straight slider looks better for me. I don't know it's up to you.
  4. 00:19:372 (4) - Move this slider to x:304 since players can mash the dash button.
  5. 00:21:925 (4) - x:288
  6. 00:24:160 (3,4,1,2) - This one gets preety interesting. Move the 3rd note to x:40 then Ctrl+H the 4th note and place to x:224. After than move the 1st and 2nd note a bit right so there will be a Hyperdash. It's preety accurate because the drums emphasize the music so there will be some variations to your diff.
  7. 00:34:372 (3,4,1) - Same thing. 3rd note to x:336, 4th note to x:144 and the 1st note to x:416.
  8. 00:45:941 (4,5,6) - Move them to x:354
  9. 00:54:798 (4) - Move this to x:128
  10. 00:55:755 (1,2,3,4,1,2,3,4) - Feels like a straight reversed arrow streams. Make some movement like this
Topic Starter
-Sh1n1-

Nelly wrote:

Mod request from Discord

  • Overdose
  1. 00:05:11 (1,2,3,4) - There's more you can emphasize these drum sounds. I'd myself made something like this as a short and simple stream. This one at least makes another pattern than repeated slider jumps. Nice catch, avout the first 3 notes, I'll leave as it is now cause when I change the slider into notes, they sound really weird tbh.
  2. 00:11:394 (5) - This curved slider is preety sharp. I'd make it a bit curve something like this. ok
  3. 00:13:308 (1) - Straight slider looks better for me. I don't know it's up to you. Straight do you mean vertical? I don't think vertical is a good idea and if you mean straight horizontally, I feel that the current one is the same, I just made as it is now to give more esthetics to my editor xD, I like it tbh >.<
  4. 00:19:372 (4) - Move this slider to x:304 since players can mash the dash button. there isn0t a sound that supports a jump tbh, I'm keeping consistency with previous parts
  5. 00:21:925 (4) - x:288 probably the calmest part of the song, that's why I'm not adding jumps
  6. 00:24:160 (3,4,1,2) - This one gets preety interesting. Move the 3rd note to x:40 then Ctrl+H the 4th note and place to x:224. After than move the 1st and 2nd note a bit right so there will be a Hyperdash. It's preety accurate because the drums emphasize the music so there will be some variations to your diff. as I said previously, I don't want to add more dashes here, it is a calm section and the current pattern shows it.
  7. 00:34:372 (3,4,1) - Same thing. 3rd note to x:336, 4th note to x:144 and the 1st note to x:416. same as above
  8. 00:45:941 (4,5,6) - Move them to x:354 Ohh, do you mean Hyperdash right? moved and 00:46:021 (6) - moved to the same position of 00:45:862 (4) - cause the jump between 00:46:021 (6,1) - will be too long
  9. 00:54:798 (4) - Move this to x:128 jump was too long so I did something similar but with less distance, anyways hyperdash is there, thanks
  10. 00:55:755 (1,2,3,4,1,2,3,4) - Feels like a straight reversed arrow streams. Make some movement like this I don't like tbh, I like this kind of streams cause they looks cute :3
Thanks for the mod bro
JBHyperion
Rain GD as requested~
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 36048
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 543,5649,15862,26074,36287,45223,46500,56713,66925,77138,86553,87191
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.2

[Metadata]
Title:Uso no Hibana
TitleUnicode:嘘の火花
Artist:96neko
ArtistUnicode:96猫
Creator:-Sh1n1-
Version:Hyperion's Rain
Source:クズの本懐
Tags:Kuzu no honkai Scum's Wish Lying scums opening op tv size shini Fireworks
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
Video,0,"Uso no hibana.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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[Colours]
Combo1 : 205,58,94
Combo2 : 21,234,128
Combo3 : 21,232,255

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440,216,67564,2,0,P|456:164|384:100,1,160,2|8,0:0|0:0,0:0:0:0:
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34,241,76898,1,8,0:0:0:0:
46,304,76978,1,8,0:0:0:0:
102,335,77058,1,8,0:0:0:0:
284,340,77138,6,0,L|376:340,1,80,4|0,0:0|0:0,0:0:0:0:
204,340,77457,2,0,L|188:260,1,80,2|0,0:0|0:0,0:0:0:0:
408,264,77777,2,0,P|436:236|368:160,1,160,2|8,0:0|0:3,0:0:0:0:
280,156,78255,1,0,0:0:0:0:
132,156,78415,6,0,L|56:92,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
228,156,78894,1,0,0:0:0:0:
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236,340,81447,1,0,0:0:0:0:
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Topic Starter
-Sh1n1-
Uploaded, Thank you very much.
wonjae
hi, mod requested from que

no kds if mod wasnt useful.


cup
00:24:798 (2) - Although this is a small point, i dont like it when a vertical slider flows in the opposite direction of the previous slider in a cup as it could cause a new player to feels disorientated with how much he should move and in what direction. I would ctrl+g the slider here and finetune some spacing with (3) and (1).

00:31:500 (1,2) - same thing here except i think you can also do this https://osu.ppy.sh/ss/8080214

00:41:394 (1,2,3,4) - To be honest, this is pretty repetitive because its a back and fourth pattern with pretty verticle sliders. i would move the sliders around like this ( https://osu.ppy.sh/ss/8080543 ) but honestly, changing how horizontal they are or doing something else would make me happy.

00:51:606 (1,2,3,4) - same reason as above but this one might be a bit harder to spice up.
salad
00:05:011 (2,1) - hard to tell if its a dash or walkable tbh, i think a small buff like making the DS 2.46x?

00:10:117 (3,4) - i think making these two into one slider i think would fit the rhythm better as there is a loud guitar noise or something. If not then i would atleast consider doing something for the guitar noise here.

00:10:755 (1) - this slider maps the same noise as 00:08:202 (1) yet has inconsistent distances from the previous note.

00:24:798 (1) - hard to tell if its walkable or a dash also. would buff more if you want it to be a dash or nerf if it was meant to be a walk.

01:17:138 (1) - i think this should have the same ds of 01:19:691 (1) - which is 1.70x. its weird imo when you have different distances mapping the same sound.

kiais seem fine.

thats it. sorry for the short mod and taking a while
Topic Starter
-Sh1n1-

Paranoid Grapes wrote:

hi, mod requested from que Hi

no kds if mod wasnt useful.


cup
00:24:798 (2) - Although this is a small point, i dont like it when a vertical slider flows in the opposite direction of the previous slider in a cup as it could cause a new player to feels disorientated with how much he should move and in what direction. I would ctrl+g the slider here and finetune some spacing with (3) and (1). I understand your point, but I'll make such sliders a bit more vertical

00:31:500 (1,2) - same thing here except i think you can also do this https://osu.ppy.sh/ss/8080214 no, this one is totally fine, I don't want fully horizontal cause it's an intense movement from right to left and viceversa, and I tried to make a little bit vertical to reduce the movement a bit.

00:41:394 (1,2,3,4) - To be honest, this is pretty repetitive because its a back and fourth pattern with pretty verticle sliders. i would move the sliders around like this ( https://osu.ppy.sh/ss/8080543 ) but honestly, changing how horizontal they are or doing something else would make me happy. Totally agree about the repetitive pattern and you gave me an idea with your example, fixed

00:51:606 (1,2,3,4) - same reason as above but this one might be a bit harder to spice up. since I chaged the previous one, I feel that it isn't repetitive anymore, so I'll leave as it is

salad
00:05:011 (2,1) - hard to tell if its a dash or walkable tbh, i think a small buff like making the DS 2.46x? nope, my purpose here is dash, no walkable, cause there is a strong cymbal sound at 00:05:649 -, also is the beginning of a nw section so yeah I think it's fine

00:10:117 (3,4) - i think making these two into one slider i think would fit the rhythm better as there is a loud guitar noise or something. If not then i would atleast consider doing something for the guitar noise here. The important thing is that there is a fruit on 00:10:117 - and 00:10:277 -, is like 1 slider, but I decided to reduce the distance between 00:09:479 (1,2) -, thanks

00:10:755 (1) - this slider maps the same noise as 00:08:202 (1) yet has inconsistent distances from the previous note. fixed

00:24:798 (1) - hard to tell if its walkable or a dash also. would buff more if you want it to be a dash or nerf if it was meant to be a walk. Buffed a bit

01:17:138 (1) - i think this should have the same ds of 01:19:691 (1) - which is 1.70x. its weird imo when you have different distances mapping the same sound. ohh I understand your point, but I can't ignore the beginning of the new section at 01:17:138 -, also there is a cymbal that deserve more emphasis than 01:19:691 (1) - tbh.

kiais seem fine. yaay

thats it. sorry for the short mod and taking a while
Thank you so much, really apreciated, I'll clean my pending list to mod one of your maps, but if you have something with bubble, just throw it to me and I'll help you. Thanks again :)
Dea ex machina
General


Tags
  1. Good!
Metadata
  1. Good!
Spread/Other
  1. ar9 Overdose?
Hitsounds

  • General Hitsounding
  1. Good!

Cup


General



  1. 00:23:521 (1,2) - The flow between these two notes is slightly questionable. It's alright but might feel confusing for new players
  2. 00:33:734 (5) - New combo here? It's rather long for a cup as it is
  3. The rest is perfect to me!

Salad


General



  1. Wow... this is really good. The distances are great, the patterns are fun and look awesome... couldn't find anything!

Platter


General



  1. AIMod says you have a few unsnapped notes, fix pls!
  2. 00:27:350 (1) - Could you increase the distance from the previous note to 1.77x? I think (1) is a strong enough note for a little jump. I guess you'd need to adjust the next pattern accordingly, but that wouldn't be difficult
  3. 01:05:649 (5) - NC here please. Combo is weirdly long compared to the rest of the combos in the diff
  4. 01:08:201 (7) - NC here as well, same issue as above
    01:26:553 (1) - Weird note to start a NC on, remove please

Hyperion's Rain


General



  1. 00:13:787 (2,3) - Why is the distance here so large? The sound isn't particularly loud compared to the rest of the pattern
  2. 00:44:585 (3,1) - No hyper please, (1) isn't even that strong of a sound
  3. 00:50:968 (3,1) - Why is there a hyper here but not at 00:40:755 (3,1) - ? IMO neither should have a hyper, but make it consistent regardless

Overdose


General



  1. 00:14:585 (6) - NC here please, it'll look slightly nicer
  2. 00:19:053 (3,4) - Distance here should be larger. The fact that their too tight together is a bit annoying to play. Maybe 1.71x?
  3. 00:21:606 (3,4) - Distance here as well. Maybe 1.70x again?
  4. 00:24:159 (3,4) - You might need to rearrange the patter, but the tightness is again tedious to play, making it not fun at all
  5. 01:18:735 (5,1) - Based on how you've mapped the rest of the difficulty, you should have a hyper between these notes to make it consistent
  6. 01:21:288 (5,1) - Same as above.
Sorry for the small mod, it's a really nice set! It's a good thing I'm not BN or I'd be pushing this to ranked right now :D
JBHyperion

-wwwww wrote:

Hyperion's Rain


General



  1. 00:13:787 (2,3) - Why is the distance here so large? The sound isn't particularly loud compared to the rest of the pattern Made it walkable instead
  2. 00:44:585 (3,1) - No hyper please, (1) isn't even that strong of a sound Alright, made it a mirror of 00:44:585 (3) - with normal dash
  3. 00:50:968 (3,1) - Why is there a hyper here but not at 00:40:755 (3,1) - ? IMO neither should have a hyper, but make it consistent regardless First kiai has less intense vocals so I used fewer hypers, whereas vocals are more stressed and higher pitch here so I used them a bit more liberally. 00:50:330 (1,3) - are similarly strong compared to 00:50:649 (2) - so I gave them both hypers

Sorry for the small mod, it's a really nice set! It's a good thing I'm not BN or I'd be pushing this to ranked right now :D get BN :D
Thanks for the mod!
Rain
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
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Title:Uso no Hibana
TitleUnicode:嘘の火花
Artist:96neko
ArtistUnicode:96猫
Creator:-Sh1n1-
Version:Hyperion's Rain
Source:クズの本懐
Tags:Kuzu no honkai Scum's Wish Lying scums opening op tv size shini Fireworks jbhyperion
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284,272,55277,2,0,L|292:212,1,40,8|8,0:0|0:0,0:0:0:0:
108,232,55436,6,0,L|16:232,1,80,2|8,0:0|0:3,0:0:0:0:
248,192,55755,2,0,L|252:148,1,40,8|8,0:0|0:0,0:0:0:0:
180,152,55915,2,0,L|176:108,1,40,8|8,0:0|0:0,0:0:0:0:
264,52,56074,5,8,0:0:0:0:
300,90,56154,1,8,0:0:0:0:
314,141,56234,1,8,0:0:0:0:
301,192,56313,1,8,0:0:0:0:
120,192,56394,1,8,0:0:0:0:
68,231,56473,1,8,0:0:0:0:
63,296,56553,1,8,0:0:0:0:
107,343,56633,1,8,0:0:0:0:
288,344,56713,6,0,L|368:344,2,80,4|0|0,0:0|0:0|0:0,0:0:0:0:
192,344,57191,1,0,0:0:0:0:
340,272,57351,2,0,P|364:236|312:144,1,160,2|0,0:0|0:0,0:0:0:0:
216,144,57830,1,0,0:0:0:0:
56,144,57989,5,2,0:0:0:0:
136,92,58149,1,0,0:0:0:0:
216,40,58308,1,0,0:0:0:0:
56,144,58628,5,2,0:0:0:0:
136,92,58788,1,0,0:0:0:0:
216,40,58947,1,0,0:0:0:0:
136,92,59106,1,0,0:0:0:0:
296,92,59266,5,2,0:0:0:0:
377,129,59425,1,0,0:0:0:0:
397,217,59585,1,0,0:0:0:0:
339,286,59744,1,0,0:0:0:0:
180,288,59904,2,0,L|32:216,1,160,2|0,0:0|0:0,0:0:0:0:
132,220,60383,1,0,0:0:0:0:
292,220,60543,6,0,L|376:220,2,80,2|0|0,0:0|0:0|0:0,0:0:0:0:
196,220,61021,1,0,0:0:0:0:
416,148,61181,1,2,0:0:0:0:
268,148,61340,1,0,0:0:0:0:
485,108,61500,2,0,L|415:148,1,80,2|0,0:0|0:0,0:0:0:0:
196,76,61819,6,0,L|116:76,2,80,2|0|0,0:0|0:0|0:0,0:0:0:0:
292,76,62297,1,0,0:0:0:0:
144,148,62457,2,0,P|120:184|172:276,1,160,2|0,0:0|0:0,0:0:0:0:
268,276,62936,1,0,0:0:0:0:
428,276,63095,5,2,0:0:0:0:
348,328,63255,1,0,0:0:0:0:
268,380,63414,1,0,0:0:0:0:
428,276,63734,5,2,0:0:0:0:
348,328,63894,1,0,0:0:0:0:
268,380,64053,1,0,0:0:0:0:
348,328,64212,1,0,0:0:0:0:
128,328,64372,6,0,L|64:256,2,80,8|0|0,0:3|0:0|0:0,0:0:0:0:
288,272,64851,2,0,L|352:200,2,80,8|0|0,0:3|0:0|0:0,0:0:0:0:
128,212,65330,2,0,L|192:140,1,80,8|0,0:3|0:0,0:0:0:0:
344,152,65649,6,0,L|424:152,1,80,0|8,0:0|0:0,0:0:0:0:
261,152,65968,2,0,L|181:152,1,80,8|8,0:0|0:0,0:0:0:0:
328,152,66287,2,0,L|336:64,1,80,8|0,0:0|0:0,0:0:0:0:
112,72,66606,5,10,0:0:0:0:
94,108,66645,1,2,0:0:0:0:
89,147,66685,1,10,0:0:0:0:
99,186,66725,1,2,0:0:0:0:
124,216,66765,1,10,0:0:0:0:
176,216,66845,1,8,0:0:0:0:
360,216,66925,6,0,L|452:216,1,80,4|0,0:0|0:0,0:0:0:0:
276,300,67245,2,0,L|212:248,1,80,8|0,0:0|0:0,0:0:0:0:
440,216,67564,2,0,P|456:164|384:100,1,160,2|8,0:0|0:0,0:0:0:0:
288,100,68043,1,0,0:0:0:0:
72,104,68202,6,0,L|64:192,1,80,2|0,0:0|0:0,0:0:0:0:
216,192,68521,2,0,L|136:184,1,80,8|0,0:0|0:0,0:0:0:0:
360,104,68840,2,0,L|368:192,1,80,2|0,0:0|0:0,0:0:0:0:
216,192,69159,2,0,L|296:184,1,80,8|0,0:0|0:0,0:0:0:0:
76,192,69479,5,2,0:0:0:0:
172,252,69638,1,0,0:0:0:0:
268,308,69798,1,8,0:0:0:0:
172,252,69957,1,0,0:0:0:0:
392,252,70117,2,0,L|480:252,1,80,2|0,0:0|0:0,0:0:0:0:
324,252,70436,2,0,L|376:192,1,80,8|0,0:0|0:0,0:0:0:0:
156,192,70755,6,0,L|72:192,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
252,192,71234,1,0,0:0:0:0:
32,192,71394,2,0,L|24:112,1,80,2|0,0:0|0:0,0:0:0:0:
244,271,71713,2,0,L|252:191,1,80,8|0,0:0|0:0,0:0:0:0:
472,192,72032,6,0,L|392:192,1,80,2|0,0:0|0:0,0:0:0:0:
251,191,72352,2,0,L|313:140,1,80,8|0,0:0|0:0,0:0:0:0:
92,192,72671,2,0,P|32:152|40:72,1,160,2|8,0:0|0:0,0:0:0:0:
136,76,73150,1,0,0:0:0:0:
352,80,73309,6,0,L|360:168,1,80,2|0,0:0|0:0,0:0:0:0:
208,168,73628,2,0,L|128:175,1,80,8|0,0:0|0:0,0:0:0:0:
359,159,73947,2,0,L|279:166,1,80,2|0,0:0|0:0,0:0:0:0:
132,248,74266,2,0,L|212:240,1,80,8|0,0:0|0:0,0:0:0:0:
432,240,74585,6,0,P|480:188|412:100,1,200,2|8,0:0|0:0,0:0:0:0:
316,100,75064,1,0,0:0:0:0:
156,100,75223,2,0,L|244:100,1,80,2|0,0:0|0:0,0:0:0:0:
16,176,75543,2,0,L|4:96,1,80,8|0,0:0|0:0,0:0:0:0:
224,28,75862,6,0,L|308:28,1,80,2|0,0:0|0:0,0:0:0:0:
144,20,76181,2,0,L|156:100,1,80,8|0,0:0|0:0,0:0:0:0:
376,192,76500,2,0,L|288:192,1,80,2|0,0:0|0:0,0:0:0:0:
76,192,76819,1,8,0:0:0:0:
34,241,76898,1,8,0:0:0:0:
46,304,76978,1,8,0:0:0:0:
102,335,77058,1,8,0:0:0:0:
284,340,77138,6,0,L|376:340,1,80,4|0,0:0|0:0,0:0:0:0:
204,340,77457,2,0,L|188:260,1,80,2|0,0:0|0:0,0:0:0:0:
408,264,77777,2,0,P|436:236|368:160,1,160,2|8,0:0|0:3,0:0:0:0:
280,156,78255,1,0,0:0:0:0:
132,156,78415,6,0,L|56:92,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
228,156,78894,1,0,0:0:0:0:
376,156,79053,2,0,L|380:72,1,80,2|0,0:0|0:0,0:0:0:0:
232,76,79372,1,8,0:3:0:0:
328,76,79532,1,0,0:0:0:0:
168,156,79691,6,0,L|76:156,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
264,156,80170,1,0,0:0:0:0:
44,232,80330,2,0,P|16:260|84:336,1,160,2|8,0:0|0:3,0:0:0:0:
172,340,80808,1,0,0:0:0:0:
332,340,80968,6,0,L|388:268,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
236,340,81447,1,0,0:0:0:0:
348,276,81606,1,2,0:0:0:0:
188,276,81766,2,0,L|100:276,1,80,0|8,0:0|0:3,0:0:0:0:
268,276,82085,1,0,0:0:0:0:
48,276,82245,6,0,P|16:236|76:156,1,160,4|8,0:0|0:0,0:0:0:0:
164,156,82723,1,0,0:0:0:0:
324,156,82883,2,0,L|420:156,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
104,156,83362,6,0,P|48:132|24:36,1,160,2|0,0:0|0:0,0:0:0:0:
168,48,83840,2,0,L|248:48,1,80,8|0,0:0|0:0,0:0:0:0:
152,48,84160,1,2,0:0:0:0:
312,48,84319,2,0,L|400:48,1,80,0|8,0:0|0:0,0:0:0:0:
232,128,84638,1,0,0:0:0:0:
452,132,84798,6,0,P|484:172|424:252,1,160,2|8,0:0|0:0,0:0:0:0:
336,252,85276,1,0,0:0:0:0:
176,252,85436,2,0,L|80:252,2,80,10|8|2,0:0|0:0|0:0,0:0:0:0:
272,252,85915,1,8,0:0:0:0:
52,252,86074,6,0,L|40:348,1,80,8|8,0:3|0:0,0:0:0:0:
92,332,86314,1,8,0:0:0:0:
140,332,86394,1,8,0:0:0:0:
364,336,86553,2,0,L|448:336,1,80,4|0,0:0|0:0,0:0:0:0:
284,264,86872,1,0,0:0:0:0:
432,264,87032,1,8,0:0:0:0:
192,264,87191,5,4,0:0:0:0:
256,192,87351,12,0,89585,0:0:0:0:
Topic Starter
-Sh1n1-

-wwwww wrote:

General


Tags
  1. Good!
Metadata
  1. Good!
Spread/Other
  1. ar9 Overdose? Ohhh, my bad xdd
Hitsounds

  • General Hitsounding
  1. Good!

Cup


General



  1. 00:23:521 (1,2) - The flow between these two notes is slightly questionable. It's alright but might feel confusing for new players Paranoid Grapes said something similar so I decided to make a bit vertical but I'll change the whole pattern to avoid problems, fixed.
  2. 00:33:734 (5) - New combo here? It's rather long for a cup as it is ayy, I didn't notice :3, fixed
  3. The rest is perfect to me!

Salad


General



  1. Wow... this is really good. The distances are great, the patterns are fun and look awesome... couldn't find anything! yaay, I'm happy to read your comment, Thanks

Platter


General



  1. AIMod says you have a few unsnapped notes, fix pls! :O I totally missed it xd, fixed, thanks
  2. 00:27:350 (1) - Could you increase the distance from the previous note to 1.77x? I think (1) is a strong enough note for a little jump. I guess you'd need to adjust the next pattern accordingly, but that wouldn't be difficult mmm Okie increased into 1.99 for consistency with previous patterns :3 fixed
  3. 01:05:649 (5) - NC here please. Combo is weirdly long compared to the rest of the combos in the diff sure, fixed
  4. 01:08:201 (7) - NC here as well, same issue as above ohh nice catch, consistency with 01:13:308 -, fixed
  5. 01:26:553 (1) - Weird note to start a NC on, remove please yeah xd, I usually work with shortcuts, that's why I missed it uwu, fixed

Overdose


General



  1. 00:14:585 (6) - NC here please, it'll look slightly nicer yeah, you are right, fixed.
  2. 00:19:053 (3,4) - Distance here should be larger. The fact that their too tight together is a bit annoying to play. Maybe 1.71x? mm I understand your point, but I got some advices about intensity on the song, I mean from 00:15:862 - the intensity of the song is decreasing, I could say that is the second calmer section of the song, so I'm reflecting that with my pattern, making some sections walkable, is not annoying at all, I tested it more than 200 times to be sure what I'm doing, anyways if I get more discussion about it, I'll give you the credit.
  3. 00:21:606 (3,4) - Distance here as well. Maybe 1.70x again? same as above
  4. 00:24:159 (3,4) - You might need to rearrange the patter, but the tightness is again tedious to play, making it not fun at all same as above
  5. 01:18:735 (5,1) - Based on how you've mapped the rest of the difficulty, you should have a hyper between these notes to make it consistent I'm keeping consistency with 01:17:297 (2,3,4,5) - also I'll say that intensity decrease one more time here after chorus, that's why I'm avoiding double hypers or some similar patterns to show the change on intensity, sorry for my poor english, I did my best xd
  6. 01:21:288 (5,1) - Same as above. same as above too
Sorry for the small mod, it's a really nice set! It's a good thing I'm not BN or I'd be pushing this to ranked right now :D
Thank you very much, I really apreciate it, you should become BN, we need some help here.
JBHyperion
Might as well give some suggestions on the other diffs haha

Cup
  1. 00:51:606 (1,2,3,4) - Feels a bit repetitive, I'd try and get a direction or angle change in here for variety, especially since the vocal before (4) is so much stronger than the others
  2. 00:57:032 (1) - Makes more sense to end the spinner on the strong sound at 00:59:266 - imo, seems weird ending so soon
  3. 01:13:947 (4) - Missing clap on tail for snare
  4. 01:14:585 (1,2,3,4) - Same as 00:51:606 (1,2,3,4) - (3,4) could be angled more to reflect the increasing voice intensity

Salad
  1. 00:02:457 (2,1) - Ambiguous spacing, possible to walk and the player likely won't be expecting a dash here so soon. Consider reducing - This kind of ~ 2.0x DS spacing appears a LOT in this diff (e.g. 00:07:564 (2,1) - 00:10:436 (5,1) - 00:12:670 (2,1) - etc.) and it can become very confusing as to what you intended. The diff actually only requires 8 dashes, and 5 of those are 1/2 dashes - everything else is possible to do whilst walking. For reference, something like 00:05:011 (2,1) - or 01:26:553 (2,3) - are a much clearer spacing for jump readability
  2. 00:29:745 (1,2) - Plays better as two 1/1 sliders and a circle to cover the three vocal sounds more equally, currently (2)'s head is on a weaker sound whereas the tail of (2) is strong
  3. 00:34:851 (3,1) - Consider changing this to 1/1 repeat slider and circle to better follow the vocal
  4. 00:56:713 (6) - NC here as you did in Cup to clear the plate, making the spinner more readable.
  5. 00:57:032 (1) - Same suggestion regarding spinner as in Cup, ending at the downbeat sounds better to me
  6. 01:09:479 (1) - 01:12:032 (1) - 01:13:947 (2) - 01:23:522 (1) - Missing tail claps

Platter
  1. 00:12:350 (3) - Missing clap
  2. 00:28:628 (1) - Nice place to put a 1/2 repeat slider following the vocal
  3. 00:56:872 (1) - Same as in previous diffs r.e. spinner end
  4. 01:05:011 (3,4,1) - A pair of dashes here would be nice to aid the kiai buildup, this feels kinda plain atm
  5. 01:13:947 (2) - 01:22:884 (3) - Missing claps on slider ends
  6. 01:25:436 (3,4,1) - Rhythm ignores the strong vocal on 01:25:915 - which feels weird to play, something like 1/2 repeat slider > jump to 1/1 slider at 01:25:915 - followed by circle at 01:26:394 - for the weaker vocal plays much better

Overdose
  1. 00:28:628 (1) - Same as in Platter, a 1/2 repeat slider would be cool here for the vocal change
  2. 00:29:106 (2,3,4) - Emphasis should be on (4) instead for the strong vocal and drum sound, since (3) is quite weak in comparison
  3. 00:44:904 (4,1) - Circle + 1/1 slider would follow the vocal better and provide some needed variety imo
  4. 00:56:872 (1) - Same as in previous diffs r.e. spinner end
  5. 01:03:574 - This is the only diff where you used a custom break end marker, is this intentional?
  6. 01:25:436 (3,4,1) - Same rhythm change suggestion as in Platter
Hope these small suggestions help, good luck! (:
Topic Starter
-Sh1n1-

JBHyperion wrote:

Might as well give some suggestions on the other diffs haha

Cup
  1. 00:51:606 (1,2,3,4) - Feels a bit repetitive, I'd try and get a direction or angle change in here for variety, especially since the vocal before (4) is so much stronger than the others Okie, changed some directions, fixed
  2. 00:57:032 (1) - Makes more sense to end the spinner on the strong sound at 00:59:266 - imo, seems weird ending so soon I don't think so, if I put a spinner is cause I'm following vocal, if I put the end of the spinner where you said feels like I'm following instrumental, so instead of spinner, better map the whole song and avoid break, but after playing standards sets, there are some that avoided breaks, and some that did the same as me, I felt more confortable the break that's why I mapped like this..
  3. 01:13:947 (4) - Missing clap on tail for snare sure, my bad uwu, fixed
  4. 01:14:585 (1,2,3,4) - Same as 00:51:606 (1,2,3,4) - (3,4) could be angled more to reflect the increasing voice intensity Ok, angled sliders, fixed

Salad
  1. 00:02:457 (2,1) - Ambiguous spacing, possible to walk and the player likely won't be expecting a dash here so soon. Consider reducing - This kind of ~ 2.0x DS spacing appears a LOT in this diff (e.g. 00:07:564 (2,1) - 00:10:436 (5,1) - 00:12:670 (2,1) - etc.) and it can become very confusing as to what you intended. The diff actually only requires 8 dashes, and 5 of those are 1/2 dashes - everything else is possible to do whilst walking. For reference, something like 00:05:011 (2,1) - or 01:26:553 (2,3) - are a much clearer spacing for jump readability sure, no more 2.00x of DS, thank u and I'll take this to my next projects
  2. 00:29:745 (1,2) - Plays better as two 1/1 sliders and a circle to cover the three vocal sounds more equally, currently (2)'s head is on a weaker sound whereas the tail of (2) is strong agree, fixed
  3. 00:34:851 (3,1) - Consider changing this to 1/1 repeat slider and circle to better follow the vocal well the movement is is similar as a reverse tbh and this is keeping consistency on my structure with previous patterns
  4. 00:56:713 (6) - NC here as you did in Cup to clear the plate, making the spinner more readable. sure, fixed
  5. 00:57:032 (1) - Same suggestion regarding spinner as in Cup, ending at the downbeat sounds better to me same as Cup
  6. 01:09:479 (1) - 01:12:032 (1) - 01:13:947 (2) - 01:23:522 (1) - Missing tail claps shit, I suck at Hitsounds uwu, fixed

Platter
  1. 00:12:350 (3) - Missing clap fucking hitsound copier xd
  2. 00:28:628 (1) - Nice place to put a 1/2 repeat slider following the vocal mmm I don't think so, slider follows vocal better imo.
  3. 00:56:872 (1) - Same as in previous diffs r.e. spinner end nope, same as other diffs
  4. 01:05:011 (3,4,1) - A pair of dashes here would be nice to aid the kiai buildup, this feels kinda plain atm I tried to increase +0.25x
  5. 01:13:947 (2) - 01:22:884 (3) - Missing claps on slider ends wtf :'(
  6. 01:25:436 (3,4,1) - Rhythm ignores the strong vocal on 01:25:915 - which feels weird to play, something like 1/2 repeat slider > jump to 1/1 slider at 01:25:915 - followed by circle at 01:26:394 - for the weaker vocal plays much better the current movement feels more natural, changing between vocal and instrument could confuse the player, that's why I tried to make something simplier, because I'm following instruments the most part of the song I added more distance between 01:25:755 (4,1) -

Overdose
  1. 00:28:628 (1) - Same as in Platter, a 1/2 repeat slider would be cool here for the vocal change as I said, slider follows better vocal imo, also is the same movement.
  2. 00:29:106 (2,3,4) - Emphasis should be on (4) instead for the strong vocal and drum sound, since (3) is quite weak in comparison I feel that 00:29:266 (3,4,5) - should be one pattern without hyperdash, that's why I enphasized white tick as I normally do on the whole diff.
  3. 00:44:904 (4,1) - Circle + 1/1 slider would follow the vocal better and provide some needed variety imo the current pattern reflect the song better
  4. 00:56:872 (1) - Same as in previous diffs r.e. spinner end spin is nice to me, same as other diffs.
  5. 01:03:574 - This is the only diff where you used a custom break end marker, is this intentional? wtf? idk what happened there xd, fixed
  6. 01:25:436 (3,4,1) - Same rhythm change suggestion as in Platter I feel a natural transition here too, keep
Hope these small suggestions help, good luck! (:
Thank you very much, really apreciated
Spectator
  1. Difficulty Spread : ok
  2. Unsnapped objects : ok
  3. Audio bitrate over 192 kbps : ok
  4. Misc. Setting : ok
  5. Metadata Issues : ok
  6. Timeline Issues : ok
  7. Combo Colors : ok
Cup
  1. 01:13:947 (4) - missing clap on slider tail
Salad
  1. 00:15:543 (4,1) - Jump here feels a little harsh considering it's salad. Mind reducing it for a bit?
  2. 00:24:160 (2) - I'd add whistle on the slider head to keep the consistency with previous sliders
  3. 00:48:415 (2) - Ctrl+G? (minor suggestion here)
  4. 00:50:968 (3) - To improve the flow here I'd consider making the slider curved, like you did on 00:49:053 -
  5. 01:09:479 (1) - Add clap on slider tail
  6. 01:12:032 (1) - ^
  7. 01:13:947 (2) - ^
  8. 01:23:522 (1) - ^
Platter
  1. 00:10:596 (6) - How about moving this to a bit right? It'll make the movement a little better imo
  2. 00:12:350 (3) - Clap Clap Clap
  3. 00:21:446 (2,3,4) - Distances here feel a bit awkward to me. Maybe you can move 3 and 4 to the left slightly
  4. 01:22:884 (3) - add clap on slider's tail
Hyperion's Rain
  1. 01:04:372 (1,2,3) - Sliders here imo can be more horizontal considering drum sound here are very intensifying
Overdose
  1. 00:23:999 (2,3,4) - How about trying something like this?
  2. 01:26:553 (4) - I'd make this slider a bit more horizontal to make movement better
favorite song from favorite anime

mapset overall is really clean, would be fine to get this ranked
JBHyperion
@Spec: Rotated them each 20 degrees more horizontal, should build up a bit better now. Thanks for the suggestion!

Also tweaked a few hitsounds, code below.
Rain
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 36048
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 543,5649,15862,26074,36287,45223,46500,56713,66925,77138,86553,87191
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.2

[Metadata]
Title:Uso no Hibana
TitleUnicode:嘘の火花
Artist:96neko
ArtistUnicode:96猫
Creator:-Sh1n1-
Version:Hyperion's Rain
Source:クズの本懐
Tags:Kuzu no honkai Scum's Wish Lying scums opening op tv size shini Fireworks jbhyperion
BeatmapID:1286139
BeatmapSetID:606360

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
Video,0,"Uso no hibana.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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15862,-100,4,2,1,50,0,0
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26074,-100,4,2,1,60,0,0
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36287,-100,4,2,1,70,0,1
45223,-100,4,2,1,50,0,0
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56074,-100,4,2,1,40,0,1
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89266,-100,4,2,1,11,0,0
89425,-100,4,2,1,8,0,0
89585,-100,4,2,1,5,0,0


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Combo1 : 205,58,94
Combo2 : 21,234,128
Combo3 : 21,232,255

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420,192,54160,6,0,L|500:192,1,80,2|0,0:0|0:0,0:0:0:0:
460,192,54399,1,8,0:0:0:0:
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260,192,54638,1,8,0:3:0:0:
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188,272,55117,1,8,0:0:0:0:
284,272,55277,2,0,L|292:212,1,40,8|8,0:0|0:0,0:0:0:0:
108,232,55436,6,0,L|16:232,1,80,2|8,0:0|0:3,0:0:0:0:
248,192,55755,2,0,L|252:148,1,40,8|8,0:0|0:0,0:0:0:0:
180,152,55915,2,0,L|176:108,1,40,8|8,0:0|0:0,0:0:0:0:
264,52,56074,5,8,0:0:0:0:
300,90,56154,1,8,0:0:0:0:
314,141,56234,1,8,0:0:0:0:
301,192,56313,1,8,0:0:0:0:
120,192,56394,1,8,0:0:0:0:
68,231,56473,1,8,0:0:0:0:
63,296,56553,1,8,0:0:0:0:
107,343,56633,1,8,0:0:0:0:
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192,344,57191,1,0,0:0:0:0:
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216,144,57830,1,0,0:0:0:0:
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216,40,58308,1,0,0:0:0:0:
56,144,58628,5,2,0:0:0:0:
136,92,58788,1,0,0:0:0:0:
216,40,58947,1,0,0:0:0:0:
136,92,59106,1,8,0:3:0:0:
296,92,59266,5,10,0:3:0:0:
377,129,59425,1,0,0:0:0:0:
397,217,59585,1,0,0:0:0:0:
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112,212,65330,2,0,L|196:166,1,80,8|0,0:3|0:0,0:0:0:0:
344,152,65649,6,0,L|424:152,1,80,0|8,0:0|0:0,0:0:0:0:
261,152,65968,2,0,L|181:152,1,80,8|8,0:0|0:0,0:0:0:0:
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440,216,67564,2,0,P|456:164|384:100,1,160,2|8,0:0|0:0,0:0:0:0:
288,100,68043,1,0,0:0:0:0:
72,104,68202,6,0,L|64:192,1,80,2|0,0:0|0:0,0:0:0:0:
216,192,68521,2,0,L|136:184,1,80,8|0,0:0|0:0,0:0:0:0:
360,104,68840,2,0,L|368:192,1,80,2|0,0:0|0:0,0:0:0:0:
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76,192,69479,5,2,0:0:0:0:
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172,252,69957,1,0,0:0:0:0:
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324,252,70436,2,0,L|376:192,1,80,8|0,0:0|0:0,0:0:0:0:
156,192,70755,6,0,L|72:192,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
252,192,71234,1,0,0:0:0:0:
32,192,71394,2,0,L|24:112,1,80,2|0,0:0|0:0,0:0:0:0:
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92,192,72671,2,0,P|32:152|40:72,1,160,2|8,0:0|0:0,0:0:0:0:
136,76,73150,1,0,0:0:0:0:
352,80,73309,6,0,L|360:168,1,80,2|0,0:0|0:0,0:0:0:0:
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132,248,74266,2,0,L|212:240,1,80,8|0,0:0|0:0,0:0:0:0:
432,240,74585,6,0,P|480:188|412:100,1,200,2|8,0:0|0:0,0:0:0:0:
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232,76,79372,1,8,0:3:0:0:
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168,156,79691,6,0,L|76:156,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
264,156,80170,1,0,0:0:0:0:
44,232,80330,2,0,P|16:260|84:336,1,160,2|8,0:0|0:3,0:0:0:0:
172,340,80808,1,0,0:0:0:0:
332,340,80968,6,0,L|388:268,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
236,340,81447,1,0,0:0:0:0:
348,276,81606,1,2,0:0:0:0:
188,276,81766,2,0,L|100:276,1,80,0|8,0:0|0:3,0:0:0:0:
268,276,82085,1,0,0:0:0:0:
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164,156,82723,1,0,0:0:0:0:
324,156,82883,2,0,L|420:156,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
104,156,83362,6,0,P|48:132|24:36,1,160,2|0,0:0|0:0,0:0:0:0:
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140,332,86394,1,8,0:0:0:0:
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Aerene
Have 6 stars <3
Topic Starter
-Sh1n1-

-Nicotine wrote:

Have 6 stars <3
I love you!!
Topic Starter
-Sh1n1-

Spectator wrote:

  1. Difficulty Spread : ok
  2. Unsnapped objects : ok
  3. Audio bitrate over 192 kbps : ok
  4. Misc. Setting : ok
  5. Metadata Issues : ok
  6. Timeline Issues : ok
  7. Combo Colors : ok
Cup
  1. 01:13:947 (4) - missing clap on slider tail sure
Salad
  1. 00:15:543 (4,1) - Jump here feels a little harsh considering it's salad. Mind reducing it for a bit? I tested distance by distance to make this jump in 3.00x, the reason is cause if I decrease it a bit more, it won't be a jump, will be able to catch without pressing the dash button, also is the beginning of a new section that I emphasized with finish, so this time I'll keep.
  2. 00:24:160 (2) - I'd add whistle on the slider head to keep the consistency with previous sliders omg sure
  3. 00:48:415 (2) - Ctrl+G? (minor suggestion here) I decided to make it similar as 00:47:777 (1) - to add more variation cause I'm constantly putting notes with movements from right to left and viceversa, so this time an antiflow could be good imo, anyways if someone wanna discuss more about it, I'll take into consideration your suggestion and I'll Ctrl+G'ed this.
  4. 00:50:968 (3) - To improve the flow here I'd consider making the slider curved, like you did on 00:49:053 - Okie, fixed.
  5. 01:09:479 (1) - Add clap on slider tail sure
  6. 01:12:032 (1) - ^ I suck at hitsounds :'(, fixed
  7. 01:13:947 (2) - ^ fixed
  8. 01:23:522 (1) - ^ Okie
Platter
  1. 00:10:596 (6) - How about moving this to a bit right? It'll make the movement a little better imo uwu, I love to work with distances, the current is fine as it is sorry, also they are keeping consistency.
  2. 00:12:350 (3) - Clap Clap Clap fixed
  3. 00:21:446 (2,3,4) - Distances here feel a bit awkward to me. Maybe you can move 3 and 4 to the left slightly why?, is a normal chain of 4 fruits with 1.00x of distance, same as I did on 00:12:031 (1,2,3,4,5,6) -.
  4. 01:22:884 (3) - add clap on slider's tail uwu I hate hitsounds xdd, fixed
Overdose
  1. 00:23:999 (2,3,4) - How about trying something like this? mmm the main problem is because 00:24:160 - and 00:24:479 - sounds exactly the same, and in your example there is more distance between 00:24:159 (3,4) - that I don't want to change, also my current transition could be taked as a rest part after too much jumps, also as a prelude of kiai.
  2. 01:26:553 (4) - I'd make this slider a bit more horizontal to make movement better sure, fixed
favorite song from favorite anime

mapset overall is really clean, would be fine to get this ranked
Thank you very much, I hope it can be ranked too :'3 I want to map full vers. but if I can't rank a tv size, how to get motivation?
JBHyperion

-Sh1n1- wrote:

I want to map full vers. but if I can't rank a tv size, how to get motivation?
^ Says the person with 13 ranked TV size mapsets :thinking:

If you want to map the full version I will gladly extend my diff and/or collab with you on some of the others.
Topic Starter
-Sh1n1-

JBHyperion wrote:

^ Says the person with 13 ranked TV size mapsets :thinking: I was talking about ctb ._. I prefer to map tv sizes instead of cup-salad-platter sets, also I don't want to map full vers now, maybe the only way to rank ctb diffs is on hybrid sets... idk

If you want to map the full version I will gladly extend my diff and/or collab with you on some of the others.
if I extend the map... then ask for more mods? haha no thank you...
autofanboy


█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Add 'JBH'. Using this keyword to search doesn't give this map as the result.

[ Cup]

  • Gameplay
  1. 00:31:181 (4,1,2,3,4) - The whole rhythm here is changed, basically due to the usage of 00:31:181 (4) - here. It would be matching the song more if you start sliders/note patterns every 2 white ticks starting from 00:31:181 - . Also add NC at 00:31:181 (4) - and remove the one at (1) originally, which can cohere with the song rhythm.
  2. 00:36:287 (1) - Would it be better if you can start this slider a bit earlier? How about 00:36:128 - ? So you can do something like the timeline here: *Screenshot.
  3. 00:38:521 (4,1) - ^. It feels strange because the slider sounds 1/2 beat off.
  4. 00:41:074 (6,1,2,3,4) - ^ Same thing actually. For a good timeline that fits here: *Screenshot.
  5. 00:46:500 (1) - Same thing applies from 00:36:287 (1) - .
  6. 00:48:734 (6,1) - ^
  7. 00:51:287 (6,1,2,3,4) - ^, like 00:41:074 (6,1,2,3,4) -.

[ Salad]

  • Gameplay
  1. Throughout the testplay, I feel that the movements are quite large (mostly for the non-dash jumps). It will be confusing for new players to read, and they may not be able to judge whether they should dash or not. For example, 00:06:287 (3,1,2,1) - the distances between them are very similar and I have a feeling of dashing when I encounter these jumps. So I would recommend reducing the dash distance in overall.
  2. 00:01:021 (2,3,1) - This would be a difficult movement for new players because the movement at (2,3) will distract players most likely, causing them to miss (1) later on. How about replacing it with another easy pattern, so it can start off easily?
  3. 00:09:479 (1,2,3,4,5) - Reduce the distance between each circles (including the tail of (1) ) here. Played a few times and finding myself holding the right movement key for this part, which may be too hard for beginners.
  4. 00:11:394 (3,1,2,1) - Reduce the distance with the reason given from the start. There are also large movement patterns throughout the difficulty but I am not going to find every one for you. Please check them on your own.
  5. 00:25:755 (2,1) - Better if you can slant (2) like 00:15:543 (4) - .
  6. 00:35:968 (3,4,1) - Same for Cup, I think the prominent beat here is at (4), perhaps you can change the pattern here and fit it? Having the dash at (4,1) seems off in my opinion.

    The main problem is about the distances in overall. Not much about other stuff.

[ Platter]

  • Gameplay
  1. 00:36:127 (5,1) - Emphasize (5) instead of (1)? It is just like what you did at 00:38:521 (7,1) - to emphasize the vocal start.
  2. 00:51:128 (4,1) - Missing a HDash?
  3. 00:55:117 (1,2,3,1,2,3) - Maybe you can do something different here? Seeing 00:54:160 (1,2,3,1,2,3,1,2,3,1,2,3) - on the whole, they are the same but I think you can use other patterns to show some changes?
  4. 00:56:074 (4) - Add a NC.
  5. 01:24:479 (6,1) - Reduce the distance here, I think it will be really easy to miss after dashing at 01:24:320 (5,6) - .

[ Hyperion's Rain]

  • Gameplay
  1. 00:05:090 (2,3) - I like the entire pattern at 00:04:372 (1,2,3,4,1,2,3,4,5,6,7,8) - . Hearing that there are numerous drumming at 00:05:170 (3,4,5,6,7,8) - , maybe adding a dash at 00:05:090 (2,3) - here would be a good choice, or you can also change the note placements at 00:05:011 (1,2,3,4,5,6,7,8) - to make that fit. For instance: *Screenshot.
  2. 00:12:031 (1,2,3,4) - The pattern is a bit weird, how about this: *Screenshot, the distance at 00:12:351 (2,3) - can be reduced if you move 00:12:670 (3,4,1,2,3,4) - altogether to the left a little too.

    Pretty solid difficulty, can't find some big issues.

[ Overdose]

  • Gameplay
  1. 00:58:628 - You may want to map this break as Hyperion's Rain has this part mapped. Would be weird if the highest difficulty has no notes at that part as well. I think ENH with break and IX with notes at the break would show a gradient in note density too.
  2. 00:05:011 (1,2) - Would be better if it is slightly different from 00:04:372 (1,2,3,4) - , maybe make (1) here into a horizontal slider, so it is becoming intense as a build-up?
  3. 00:23:521 (1,2,3,4) - This part is too easy probably, I can easily fetch them all by walking. I think you can change something for (3,4) to make it a bit harder while not losing the build-up feeling. For example, *Screenshot.
  4. 00:55:117 (1,2,3) - Same thing as 00:05:011 (1,2) - , I think changing the sliders into horizontal would be better.
  5. 01:19:691 (1,2,3,4,5,1,2,3,4,5) - The start of the patterns here is a bit strange, doesn't seem to cohere with the flow. Basically the crux is at 01:19:372 (3,1,2,3,4) - and 01:20:330 (5,1,2,3,4) - . I felt a bit perplexed about the flow during the testplay. Maybe you can change the curve pattern and replace with some sliders / other patterns? One of the pattern for instance: *Screenshot.

The mapset is quite solid in overall, keep it up. Good luck!
JBHyperion

alienflybot wrote:



█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Add 'JBH'. Using this keyword to search doesn't give this map as the result. I never actually added this tag in my own maps either, maybe I should start lol

[ Hyperion's Rain]

  • Gameplay
  1. 00:05:090 (2,3) - I like the entire pattern at 00:04:372 (1,2,3,4,1,2,3,4,5,6,7,8) - . Hearing that there are numerous drumming at 00:05:170 (3,4,5,6,7,8) - , maybe adding a dash at 00:05:090 (2,3) - here would be a good choice, or you can also change the note placements at 00:05:011 (1,2,3,4,5,6,7,8) - to make that fit. For instance: *Screenshot. Changed a bit differently since I decided that 00:05:090 (2) - was overmapped, but still more consistent with previous rhythms
  2. 00:12:031 (1,2,3,4) - The pattern is a bit weird, how about this: *Screenshot, the distance at 00:12:351 (2,3) - can be reduced if you move 00:12:670 (3,4,1,2,3,4) - altogether to the left a little too. Arranged (1,2) as you suggested, then made (3,4) a flip copy to preserve symmetry. This mostly avoids the huge distance you mentioned whilst avoiding the flowstops

    Pretty solid difficulty, can't find some big issues.

The mapset is quite solid in overall, keep it up. Good luck!
Thanks for the suggestions!

Rain
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 36048
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 543,5649,15862,26074,36287,45223,46500,56713,66925,77138,86553,87191
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.2

[Metadata]
Title:Uso no Hibana
TitleUnicode:嘘の火花
Artist:96neko
ArtistUnicode:96猫
Creator:-Sh1n1-
Version:Hyperion's Rain
Source:クズの本懐
Tags:Kuzu no honkai Scum's Wish Lying scums opening op tv size shini Fireworks jbhyperion
BeatmapID:1286139
BeatmapSetID:606360

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
Video,0,"Uso no hibana.avi"
//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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120,192,56394,1,8,0:0:0:0:
68,231,56473,1,8,0:0:0:0:
63,296,56553,1,8,0:0:0:0:
107,343,56633,1,8,0:0:0:0:
288,344,56713,6,0,L|368:344,2,80,4|0|0,0:0|0:0|0:0,0:0:0:0:
192,344,57191,1,0,0:0:0:0:
340,272,57351,2,0,P|364:236|312:144,1,160,2|0,0:0|0:0,0:0:0:0:
216,144,57830,1,0,0:0:0:0:
56,144,57989,5,2,0:0:0:0:
136,92,58149,1,0,0:0:0:0:
216,40,58308,1,0,0:0:0:0:
56,144,58628,5,2,0:0:0:0:
136,92,58788,1,0,0:0:0:0:
216,40,58947,1,0,0:0:0:0:
136,92,59106,1,8,0:3:0:0:
296,92,59266,5,10,0:3:0:0:
377,129,59425,1,0,0:0:0:0:
397,217,59585,1,0,0:0:0:0:
339,286,59744,1,0,0:0:0:0:
180,288,59904,2,0,L|32:216,1,160,2|0,0:0|0:0,0:0:0:0:
132,220,60383,1,0,0:0:0:0:
292,220,60543,6,0,L|376:220,2,80,2|0|0,0:0|0:0|0:0,0:0:0:0:
196,220,61021,1,0,0:0:0:0:
416,148,61181,1,2,0:0:0:0:
268,148,61340,1,0,0:0:0:0:
485,108,61500,2,0,L|415:148,1,80,2|8,0:0|0:3,0:0:0:0:
196,76,61819,6,0,L|116:76,2,80,10|0|0,0:3|0:0|0:0,0:0:0:0:
292,76,62297,1,0,0:0:0:0:
144,148,62457,2,0,P|112:184|156:276,1,160,2|0,0:0|0:0,0:0:0:0:
252,276,62936,1,0,0:0:0:0:
412,276,63095,5,2,0:0:0:0:
332,328,63255,1,0,0:0:0:0:
252,380,63414,1,0,0:0:0:0:
412,276,63734,5,2,0:0:0:0:
332,328,63894,1,0,0:0:0:0:
252,380,64053,1,0,0:0:0:0:
332,328,64212,1,8,0:3:0:0:
112,328,64372,6,0,L|27:282,2,80,8|0|0,0:3|0:0|0:0,0:0:0:0:
272,272,64851,2,0,L|356:226,2,80,8|0|0,0:3|0:0|0:0,0:0:0:0:
112,212,65330,2,0,L|196:166,1,80,8|0,0:3|0:0,0:0:0:0:
344,152,65649,6,0,L|424:152,1,80,0|8,0:0|0:0,0:0:0:0:
261,152,65968,2,0,L|181:152,1,80,8|8,0:0|0:0,0:0:0:0:
328,152,66287,2,0,L|336:64,1,80,8|8,0:0|0:0,0:0:0:0:
112,72,66606,5,10,0:0:0:0:
94,108,66645,1,2,0:0:0:0:
89,147,66685,1,10,0:0:0:0:
99,186,66725,1,2,0:0:0:0:
124,216,66765,1,10,0:0:0:0:
176,216,66845,1,8,0:0:0:0:
360,216,66925,6,0,L|452:216,1,80,4|0,0:0|0:0,0:0:0:0:
276,300,67245,2,0,L|212:248,1,80,8|0,0:0|0:0,0:0:0:0:
440,216,67564,2,0,P|456:164|384:100,1,160,2|8,0:0|0:0,0:0:0:0:
288,100,68043,1,0,0:0:0:0:
72,104,68202,6,0,L|64:192,1,80,2|0,0:0|0:0,0:0:0:0:
216,192,68521,2,0,L|136:184,1,80,8|0,0:0|0:0,0:0:0:0:
360,104,68840,2,0,L|368:192,1,80,2|0,0:0|0:0,0:0:0:0:
216,192,69159,2,0,L|296:184,1,80,8|0,0:0|0:0,0:0:0:0:
76,192,69479,5,2,0:0:0:0:
172,252,69638,1,0,0:0:0:0:
268,308,69798,1,8,0:0:0:0:
172,252,69957,1,0,0:0:0:0:
392,252,70117,2,0,L|480:252,1,80,2|0,0:0|0:0,0:0:0:0:
324,252,70436,2,0,L|376:192,1,80,8|0,0:0|0:0,0:0:0:0:
156,192,70755,6,0,L|72:192,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
252,192,71234,1,0,0:0:0:0:
32,192,71394,2,0,L|24:112,1,80,2|0,0:0|0:0,0:0:0:0:
244,271,71713,2,0,L|252:191,1,80,8|0,0:0|0:0,0:0:0:0:
472,192,72032,6,0,L|392:192,1,80,2|0,0:0|0:0,0:0:0:0:
251,191,72352,2,0,L|313:140,1,80,8|0,0:0|0:0,0:0:0:0:
92,192,72671,2,0,P|32:152|40:72,1,160,2|8,0:0|0:0,0:0:0:0:
136,76,73150,1,0,0:0:0:0:
352,80,73309,6,0,L|360:168,1,80,2|0,0:0|0:0,0:0:0:0:
208,168,73628,2,0,L|128:175,1,80,8|0,0:0|0:0,0:0:0:0:
359,159,73947,2,0,L|279:166,1,80,2|0,0:0|0:0,0:0:0:0:
132,248,74266,2,0,L|212:240,1,80,8|0,0:0|0:0,0:0:0:0:
432,240,74585,6,0,P|480:188|412:100,1,200,2|8,0:0|0:0,0:0:0:0:
316,100,75064,1,0,0:0:0:0:
156,100,75223,2,0,L|244:100,1,80,2|0,0:0|0:0,0:0:0:0:
16,176,75543,2,0,L|4:96,1,80,8|0,0:0|0:0,0:0:0:0:
224,28,75862,6,0,L|308:28,1,80,2|0,0:0|0:0,0:0:0:0:
144,20,76181,2,0,L|156:100,1,80,8|0,0:0|0:0,0:0:0:0:
376,192,76500,2,0,L|288:192,1,80,2|0,0:0|0:0,0:0:0:0:
76,192,76819,1,8,0:0:0:0:
34,241,76898,1,8,0:0:0:0:
46,304,76978,1,8,0:0:0:0:
102,335,77058,1,8,0:0:0:0:
284,340,77138,6,0,L|376:340,1,80,4|0,0:0|0:0,0:0:0:0:
204,340,77457,2,0,L|188:260,1,80,2|0,0:0|0:0,0:0:0:0:
408,264,77777,2,0,P|436:236|368:160,1,160,2|8,0:0|0:3,0:0:0:0:
280,156,78255,1,0,0:0:0:0:
132,156,78415,6,0,L|56:92,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
228,156,78894,1,0,0:0:0:0:
376,156,79053,2,0,L|380:72,1,80,2|0,0:0|0:0,0:0:0:0:
232,76,79372,1,8,0:3:0:0:
328,76,79532,1,0,0:0:0:0:
168,156,79691,6,0,L|76:156,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
264,156,80170,1,0,0:0:0:0:
44,232,80330,2,0,P|16:260|84:336,1,160,2|8,0:0|0:3,0:0:0:0:
172,340,80808,1,0,0:0:0:0:
332,340,80968,6,0,L|388:268,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
236,340,81447,1,0,0:0:0:0:
348,276,81606,1,2,0:0:0:0:
188,276,81766,2,0,L|100:276,1,80,0|8,0:0|0:3,0:0:0:0:
268,276,82085,1,0,0:0:0:0:
48,276,82245,6,0,P|16:236|76:156,1,160,4|8,0:0|0:0,0:0:0:0:
164,156,82723,1,0,0:0:0:0:
324,156,82883,2,0,L|420:156,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
104,156,83362,6,0,P|48:132|24:36,1,160,2|0,0:0|0:0,0:0:0:0:
168,48,83840,2,0,L|248:48,1,80,8|0,0:0|0:0,0:0:0:0:
152,48,84160,1,2,0:0:0:0:
312,48,84319,2,0,L|400:48,1,80,0|8,0:0|0:0,0:0:0:0:
232,128,84638,1,0,0:0:0:0:
452,132,84798,6,0,P|484:172|424:252,1,160,2|8,0:0|0:0,0:0:0:0:
336,252,85276,1,0,0:0:0:0:
176,252,85436,2,0,L|80:252,2,80,10|8|2,0:0|0:0|0:0,0:0:0:0:
272,252,85915,1,8,0:0:0:0:
52,252,86074,6,0,L|40:348,1,80,8|8,0:3|0:0,0:0:0:0:
92,332,86314,1,8,0:0:0:0:
140,332,86394,1,8,0:0:0:0:
364,336,86553,2,0,L|448:336,1,80,4|0,0:0|0:0,0:0:0:0:
284,264,86872,1,0,0:0:0:0:
432,264,87032,1,8,0:0:0:0:
192,264,87191,5,4,0:0:0:0:
256,192,87351,12,0,89585,0:0:0:0:
F D Flourite
Alright

NO KD ATM.

[General]
  1. Unused hitsounds:drum-hitnormal.wav & normal-hitclap.wav. You should remove them.
[Cup]
  1. 00:19:691 (3) - I hope this slider can flow left and then reverse to the right. Because from 00:15:862 - to 00:23:202 - all sliders are doing the same flow, which is kinda too repetitive and a bit boring. An example: https://puu.sh/wAxIa/c52ee0ee24.jpg. Ofc you need to change the following patterns by a bit in this way.
  2. 00:29:904 (3) - This slider has a weird rhythm choice for its fast switch between vocal and instrument track. I would suggest rhythm like this one: https://puu.sh/wAysL/a5dbc3ec4c.jpg to follow a single track instead of both.
  3. 00:40:755 (5) - This one is too close to the boundary.
I just found that mod from AFB was still not replied. So I'll leave my post until here and wait for your latest update.
Topic Starter
-Sh1n1-

alienflybot wrote:



█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Add 'JBH'. Using this keyword to search doesn't give this map as the result. yeah, JBH definitely should start to add this word on his maps too, added

[ Cup]

  • Gameplay
  1. 00:31:181 (4,1,2,3,4) - The whole rhythm here is changed, basically due to the usage of 00:31:181 (4) - here. It would be matching the song more if you start sliders/note patterns every 2 white ticks starting from 00:31:181 - . Also add NC at 00:31:181 (4) - and remove the one at (1) originally, which can cohere with the song rhythm. this part was kinda hard to map tbh cause voice is prominent, that's why I decided to mix some rhythms here, the current pattern support the vocal very well imo
  2. 00:36:287 (1) - Would it be better if you can start this slider a bit earlier? How about 00:36:128 - ? So you can do something like the timeline here: *Screenshot. absolutely no, kiai deserve the enphasis of a note (fruit at this case), also the strongest sound is on 00:36:287 -.
  3. 00:38:521 (4,1) - ^. It feels strange because the slider sounds 1/2 beat off. alternating between 1/1 and 1/2 at lower diffs could confuse the player,
    also there is a sound on 00:38:840 - that supports it.
  4. 00:41:074 (6,1,2,3,4) - ^ Same thing actually. For a good timeline that fits here: *Screenshot. same as above, the current simplification of the rhythm is good for a cup diff imo
  5. 00:46:500 (1) - Same thing applies from 00:36:287 (1) - . uwu sorry but I can't, same answer as 00:36:287 (1) -
  6. 00:48:734 (6,1) - ^ same as above
  7. 00:51:287 (6,1,2,3,4) - ^, like 00:41:074 (6,1,2,3,4) -. ^

[ Salad]

  • Gameplay
  1. Throughout the testplay, I feel that the movements are quite large (mostly for the non-dash jumps). It will be confusing for new players to read, and they may not be able to judge whether they should dash or not. For example, 00:06:287 (3,1,2,1) - the distances between them are very similar and I have a feeling of dashing when I encounter these jumps. So I would recommend reducing the dash distance in overall. That's true, reduced one more time orz, I know Salad is still a lower diff but is an introduction of dashes too, also my distances are catchable without pressing the dash button.
  2. 00:01:021 (2,3,1) - This would be a difficult movement for new players because the movement at (2,3) will distract players most likely, causing them to miss (1) later on. How about replacing it with another easy pattern, so it can start off easily? I reduced the distance by -10x but I won't change the movement cause fit the song very well.
  3. 00:09:479 (1,2,3,4,5) - Reduce the distance between each circles (including the tail of (1) ) here. Played a few times and finding myself holding the right movement key for this part, which may be too hard for beginners. Everything is walkable here, I tried to represent the intensity of the guitar.
  4. 00:11:394 (3,1,2,1) - Reduce the distance with the reason given from the start. There are also large movement patterns throughout the difficulty but I am not going to find every one for you. Please check them on your own. reduced with the first suggestion.
  5. 00:25:755 (2,1) - Better if you can slant (2) like 00:15:543 (4) - . slanted
  6. 00:35:968 (3,4,1) - Same for Cup, I think the prominent beat here is at (4), perhaps you can change the pattern here and fit it? Having the dash at (4,1) seems off in my opinion. nope, same answer as Cup, Kiai deserve enphasis.

    The main problem is about the distances in overall. reduced, hope is fine now Not much about other stuff.

[ Platter]

  • Gameplay
  1. 00:36:127 (5,1) - Emphasize (5) instead of (1)? It is just like what you did at 00:38:521 (7,1) - to emphasize the vocal start. same as my previous points, kiai deserve enphasis, also cymbal at 00:36:287 - is prominent enough to deserve a jump.
  2. 00:51:128 (4,1) - Missing a HDash? no, consistency with 00:40:915 (4,1) -
  3. 00:55:117 (1,2,3,1,2,3) - Maybe you can do something different here? Seeing 00:54:160 (1,2,3,1,2,3,1,2,3,1,2,3) - on the whole, they are the same but I think you can use other patterns to show some changes? well I understand but there is nothing wrong with the current one, so I'll leave as it is now.
  4. 00:56:074 (4) - Add a NC. sure
  5. 01:24:479 (6,1) - Reduce the distance here, I think it will be really easy to miss after dashing at 01:24:320 (5,6) -. sure

[ Overdose]

  • Gameplay
  1. 00:58:628 - You may want to map this break as Hyperion's Rain has this part mapped. Would be weird if the highest difficulty has no notes at that part as well. I think ENH with break and IX with notes at the break would show a gradient in note density too. I understand, but my overdose was mapped first and after playing std vers, I felt that break is better at this part, jbh decided to map it but it doesn't mean that I should map it too imo.
  2. 00:05:011 (1,2) - Would be better if it is slightly different from 00:04:372 (1,2,3,4) - , maybe make (1) here into a horizontal slider, so it is becoming intense as a build-up? Increased distance to show the build-up
  3. 00:23:521 (1,2,3,4) - This part is too easy probably, I can easily fetch them all by walking. I think you can change something for (3,4) to make it a bit harder while not losing the build-up feeling. For example, *Screenshot. well, it was the purpose, I tried to reduce distances here to reflect the intensity of the song, this is probably one of the calmest part of the song, that's why I think that something walkable will follow the music propertly.
  4. 00:55:117 (1,2,3) - Same thing as 00:05:011 (1,2) - , I think changing the sliders into horizontal would be better. Okie increased distance
  5. 01:19:691 (1,2,3,4,5,1,2,3,4,5) - The start of the patterns here is a bit strange, doesn't seem to cohere with the flow. Basically the crux is at 01:19:372 (3,1,2,3,4) - and 01:20:330 (5,1,2,3,4) - . I felt a bit perplexed about the flow during the testplay. Maybe you can change the curve pattern and replace with some sliders / other patterns? One of the pattern for instance: *Screenshot. I decided to use this kind of pattern to add more variety and I tested it lot of times and wasn't unconfortable, nobody said something about it on previous mods so I'll ask for some opinions, because I think that is good as it is now.

The mapset is quite solid in overall, keep it up. Good luck!
Thanks for your mod.

F D Flourite wrote:

Alright

NO KD ATM.

[General]
  1. Unused hitsounds:drum-hitnormal.wav & normal-hitclap.wav. You should remove them. Removed.
[Cup]
  1. 00:19:691 (3) - I hope this slider can flow left and then reverse to the right. Because from 00:15:862 - to 00:23:202 - all sliders are doing the same flow, which is kinda too repetitive and a bit boring. An example: https://puu.sh/wAxIa/c52ee0ee24.jpg. Ofc you need to change the following patterns by a bit in this way. It could be repetitive only at visual cause it was on purpose, let me explain u, 00:15:862 (1,2,3) - and 00:20:968 (1,2,3) - have the same movement, from right to left, like a zigzag, but 00:18:415 (1,2,3) - is a linear movement and was added to add more variation between transitions, if I change into your example, it will be too repetitive, also I can't rotate 00:19:691 (3) - cause no more space on the left side
  2. 00:29:904 (3) - This slider has a weird rhythm choice for its fast switch between vocal and instrument track. I would suggest rhythm like this one: https://puu.sh/wAysL/a5dbc3ec4c.jpg to follow a single track instead of both. remapped this part keeping in mind your suggestion about rhythm.
  3. 00:40:755 (5) - This one is too close to the boundary. but still on the limit, not out uwu there isn't a lot of space :'( anyways reduce distances and it's not in the limit anymore.
I just found that mod from AFB was still not replied. So I'll leave my post until here and wait for your latest update.
Replied everything
F D Flourite
Sorry for a long delay. Quite busy these days

Give kd to this post pls if you want to.

[Salad]
  1. 00:28:308 - clap is missing
  2. 00:31:340 (1,2,1,2,3) - I think these patterns can have a smaller distance of 1/1 rhythm gap (Now you're using 1.60x) OR remake the 1/2 pattern. Because in the music, these repeats of vocals need some short period to stop to express itself imo. So I like 00:41:394 (1,2,1) - 00:51:606 (1,2,1) - a lot. But the pattern I quote at the beginning requires unstopped movement unless players jump thru this pattern. A shorter distance (no more than 1.30x) can build this feeling up, as well as the later patterns I quote.
  3. 00:43:308 (3,1) - This movement is harsher than I expected. The coming beat is relatively weak while that note is kinda hard to walk to. Mind nerfing distance to 1.6x or smaller?
  4. 00:53:521 (3,1) - ^
  5. 01:17:138 (1,2,3) - The whole 1.70x distance from here is a little bit anticlimatic. I don't know why you tend to use a large distance in a calm section. Consider nerfing the distance by a bit.
[Platter]
  1. 00:11:394 (5,6) - Nerf the distance by a bit to make the jump on 00:11:872 (6,1) - obvious.
  2. 00:15:862 (1,2,3,4) - This pattern is a little bit difficult to walk through because of the last HDash on 00:15:543 (4,1) - . A solution could be like this. In this way the movement on 00:15:862 (1,2,3) - is easier.
  3. 00:25:277 (1,2,1) - This is more like STD-style NC while I don't think NCs on 00:25:277 (1,1) - are needed.
  4. 00:54:639 (1,1) - remove NC as well. Others that are not quoted in this section can be remained to maintain the combo length.
[Hyperion's Rain]
  1. 00:06:925 (1,2) - 00:07:564 (3,4) - They are completely walkable lol. Mind changing the flow here? For example, slider 2 & 4 share the same slider direction with slider 1 & 3.
  2. 00:29:745 (1,2,3,4) - I like the decreasing distance idea, but 3->4 is then walkable by having a much shorter distance than previous ones. 1.60x distance on 00:30:383 (3,4) - is favored.
  3. 00:42:511 (1,2) - I don't think this pair is different from 00:41:234 (1,2) - or 00:41:872 (3,4) - , so I'm not sure about the jump/walk arrangement here. For me I believe a 1.20x~1.30x walk on 00:42:511 (1,2) - is still a nice option.
  4. 00:45:064 (1) - I don't see why you ignore such an important electro sound on 00:45:064 (1) - , as well as the vocal. Breaking this slider into circles would be an idea.
  5. 00:51:447 (1,2,3,4,1,2) - Then they're all jumps in next kiai ;w; Still fine because this kiai is more intense than the last one, but I'd like to see some design consistency if you ask me.
[Overdose]
  1. 00:28:628 (1) - I believe 3 circles will fit the song better than this slider in rhythm. The slider just covers an obvious vocal sound.
  2. same NC problem as I think in platter. Minor but still.
call me back
Topic Starter
-Sh1n1-

F D Flourite wrote:

Sorry for a long delay. Quite busy these days don't worry, me too tbh uwu.

Give kd to this post pls if you want to. okie

[Salad]
  1. 00:28:308 - clap is missing ok
  2. 00:31:340 (1,2,1,2,3) - I think these patterns can have a smaller distance of 1/1 rhythm gap (Now you're using 1.60x) OR remake the 1/2 pattern. Because in the music, these repeats of vocals need some short period to stop to express itself imo. So I like 00:41:394 (1,2,1) - 00:51:606 (1,2,1) - a lot. But the pattern I quote at the beginning requires unstopped movement unless players jump thru this pattern. A shorter distance (no more than 1.30x) can build this feeling up, as well as the later patterns I quote. reduced distances but keeping structure cause vocal is clearly different than your example.
  3. 00:43:308 (3,1) - This movement is harsher than I expected. The coming beat is relatively weak while that note is kinda hard to walk to. Mind nerfing distance to 1.6x or smaller? for me is fine but ok
  4. 00:53:521 (3,1) - ^ ok
  5. 01:17:138 (1,2,3) - The whole 1.70x distance from here is a little bit anticlimatic. I don't know why you tend to use a large distance in a calm section. Consider nerfing the distance by a bit. reduced
[Platter]
  1. 00:11:394 (5,6) - Nerf the distance by a bit to make the jump on 00:11:872 (6,1) - obvious. no, 00:11:872 (6,1) - is actually a jump and is keeping consistency with 00:06:766 (6,1) -
  2. 00:15:862 (1,2,3,4) - This pattern is a little bit difficult to walk through because of the last HDash on 00:15:543 (4,1) - . A solution could be like this. In this way the movement on 00:15:862 (1,2,3) - is easier. is not difficult, is a normal transition that I usually use on this kind of difficulties, I normally use curve after hdash to make a smoother movement, the rest is totally catchable without pressing the dash button.
  3. 00:25:277 (1,2,1) - This is more like STD-style NC while I don't think NCs on 00:25:277 (1,1) - are needed. when you NC, the fruit bounces of the plate, creating a fountain effect, which is a means of providing visual emphasis much like a dash, or a hyper, or a direction change, or a loud hitsound, so the reason I have so many NCs is for emphasis, the question here should be: "does having so many NCs make it hard to see the next fruits?" bouncing fruit off the plate all the time can be distracting at high BPM/density but if it doesn't make it harder to read, then it's not really negatively affecting gameplay (words from jbh)
  4. 00:54:639 (1,1) - remove NC as well. Others that are not quoted in this section can be remained to maintain the combo length. same as above, also I wanna say that is better to have more NCs than long combos for better visibility, I'm talking as a player, not as mapper
[Overdose]
  1. 00:28:628 (1) - I believe 3 circles will fit the song better than this slider in rhythm. The slider just covers an obvious vocal sound. slider is following vocal, also the second purpose is variation, circles are enough at this section imo ( 00:27:989 (3,4,5,6) - 00:29:106 (2,3,4,5) - if I change... won't it be too monotonous?
  2. same NC problem as I think in platter. Minor but still. same as platter
call me back
Thank you very much, I'll poke you after JBH's reply
JBHyperion

F D Flourite wrote:

Sorry for a long delay. Quite busy these days

Give kd to this post pls if you want to.

[Hyperion's Rain]
  1. 00:06:925 (1,2) - 00:07:564 (3,4) - They are completely walkable lol. Mind changing the flow here? For example, slider 2 & 4 share the same slider direction with slider 1 & 3. The walk is intentional, I am prioritising guitar emphasis. The symmetric arrangement reflects the repetition and is used consistently throughout the map
  2. 00:29:745 (1,2,3,4) - I like the decreasing distance idea, but 3->4 is then walkable by having a much shorter distance than previous ones. 1.60x distance on 00:30:383 (3,4) - is favored. This was an unintentional mistake, fixed
  3. 00:42:511 (1,2) - I don't think this pair is different from 00:41:234 (1,2) - or 00:41:872 (3,4) - , so I'm not sure about the jump/walk arrangement here. For me I believe a 1.20x~1.30x walk on 00:42:511 (1,2) - is still a nice option. Double dash further emphasises the increase in vocal intensity on 00:43:149 (3) -
  4. 00:45:064 (1) - I don't see why you ignore such an important electro sound on 00:45:064 (1) - , as well as the vocal. Breaking this slider into circles would be an idea. The entire previous section follows vocals but whatever, split it up I guess
  5. 00:51:447 (1,2,3,4,1,2) - Then they're all jumps in next kiai ;w; Still fine because this kiai is more intense than the last one, but I'd like to see some design consistency if you ask me. Vocals are clearly stronger in the second kiai and I added more dashes to aid the buildup. Design consistency doesn't have to mean making everything the exact same
call me back
Thanks for the mod. Also fixed some missing hitsounds.

Rain
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Title:Uso no Hibana
TitleUnicode:嘘の火花
Artist:96neko
ArtistUnicode:96猫
Creator:-Sh1n1-
Version:Hyperion's Rain
Source:クズの本懐
Tags:Kuzu no honkai Scum's Wish Lying scums opening op tv size shini Fireworks jbhyperion
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160,160,46340,2,0,L|208:160,1,40,8|8,0:3|0:3,0:0:0:0:
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300,90,56154,1,8,0:0:0:0:
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332,328,63894,1,0,0:0:0:0:
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332,328,64212,1,8,0:3:0:0:
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288,100,68043,1,0,0:0:0:0:
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76,192,76819,1,8,0:0:0:0:
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348,276,81606,1,2,0:0:0:0:
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268,276,82085,1,0,0:0:0:0:
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Topic Starter
-Sh1n1-
Everything updated.
F D Flourite
Changed AR in Overdose to 9.2, now it's DTable.

Dusk pls.
Topic Starter
-Sh1n1-
Thank you very much :3
Xinnoh
placeholder for an hour
Topic Starter
-Sh1n1-

Sinnoh wrote:

placeholder for an hour
owO? I didn't understand :3
Xinnoh
red = fix wtf

Overdose
00:00:543 (1,2,3,4) - The slider ends heavily overmap this, as there isn't really any difference between how slider head and tail is played. It'd be fine in Std, but not Ctb. Just use 1/1 sliders, nothing changes in terms of gameplay and the guitar becomes clearer and prominent to follow.
00:01:979 (1) - ^, 1/1 since there's really nothing on the middle part
00:02:457 (2) - Whistle hs if same as 00:01:021 (3) -
00:04:372 (1,2) - This 1/2 slider to 1/4 gets quite overused, it wouldn't be a bad idea to use this or that for variety
00:05:330 (3) - These should have distance reduced, it's the slow opening, but they play identical to 00:46:181 (1,2,3,4) - & 01:16:819 (1,2,3,4) - which is the climax. Also, using the same pattern every time gets a bit boring. Change spacing based on how strong the song is.
00:13:308 (5) - This feels really under-emphasised because hypers are used on a lot of sounds of same distance. Ctrl-h + move left adds anti-flow, which gives emphasis and stands out.
00:20:968 (1,2,3) - This part is too walkable compared to the previous patterns. Rotate 00:20:968 (1) - around it's centre by 30 degrees
00:26:074 (1,2,3) - Spacing is reverse, 1,2 is smaller than 2,3. Just reduce distance to 3
00:28:628 (1) - You're following vocal 100% during 00:29:745 (1,2,3,4,1) - where slider ends have strong instrument sounds but are undermapped for vocal
and yet vocal is undermapped to a 1/1 slder at 00:28:628 (1) - . Constrast that to the next section where 00:29:106 (2,3,4,5) - could even be a 1/1 based on the kiai patterns.
00:35:011 (1) - Reduce how much this slider curves, less movement = less emphasis for better contrast with next part
00:36:287 (1) - This could be a reverse slider for vocal
00:36:287 (1) - to 00:39:957 (6) - I don't know if you know this, but this entire section's pattern is literally identical to 00:46:500 (1) - ( just reverse 00:37:883 (3) - )
Same issue with 00:45:223 (1) - to 00:46:500 (1) - and 00:55:117 (1) - . It's pretty copy paste with ctrl-h, even if that wasn't your intention. While first playing the overdose, it honestly felt a little boring because most patterns were repetitive. That's partially because of song choice but can't do much about it ¯\_(ツ)_/¯.
Can you change some of these patterns so they are different enough from each other. They're large sections, so it shouldn't be difficult to redo while keeping the next section in mind.
00:44:904 (4) - Change this to two circles, is identical to last three sliders but has two syllables in music
00:56:872 (1) - Extend this slider by 2/1?
01:23:362 (3) - Use a 1/4 slider pointing to the right, this should really be mapped on overdose
01:24:160 (1) - This should also be a stream, it's awkward to change rhythm there. It's more natural to change at 01:24:798 (1) -

Rain
00:02:138 (3) - Same as Overdose, I really can't hear anything here.
00:17:617 (2,3) - Reduce spacing or angle. It's larger than 00:17:138 (1,2) - and that has a stronger piano on it. Applies to this section in general
nice blankets owo
00:46:500 (1) - the wall really messes with flow here, would be better if you moved the pattern before to the right somehow

Platter
00:01:979 (4) - try using same slider shape as 00:01:021 (2) -
out of time desu
Topic Starter
-Sh1n1-

Sinnoh wrote:

red = fix wtf god, patience pls... Oh wait, I'm an atheist.

Overdose
00:00:543 (1,2,3,4) - The slider ends heavily overmap this, as there isn't really any difference between how slider head and tail is played. It'd be fine in Std, but not Ctb. Just use 1/1 sliders, nothing changes in terms of gameplay and the guitar becomes clearer and prominent to follow. Are you serious? where did you get "It'd be fine in Std, but not Ctb." Ok, I wanted to enphasize the sound of 00:00:862 - that is more prominent than previous sounds (00:00:702 - 00:00:543 -), second, it works fine as spread, To be honest I never think someone will have doubts about this part.
00:01:979 (1) - ^, 1/1 since there's really nothing on the middle part Can you re-hear in 25%of velocity and compare how 00:01:979 (1) - sounds and how 00:01:500 (5) - sounds too? the difference is more than obvious.
00:02:457 (2) - Whistle hs if same as 00:01:021 (3) - Ahhh? Is currently whistle, what are you talking about?
00:04:372 (1,2) - This 1/2 slider to 1/4 gets quite overused, it wouldn't be a bad idea to use this or that for variety but everything is keeping consistency, also your suggestions looks horrible at gameplay, are you taking in consideration my mapping style? I'm not saying that I won't change only for the sake of "it's my style", it's just, it looks horrible tbh.
00:05:330 (3) - These should have distance reduced, it's the slow opening, but they play identical to 00:46:181 (1,2,3,4) - & 01:16:819 (1,2,3,4) - which is the climax. Also, using the same pattern every time gets a bit boring. Change spacing based on how strong the song is. sadly this kind of pattern fits the song propertly, maybe you are right about "it's boring" cause I'm using this kind of 1/4 hdashes all the time, but it doesn't mean, it's unrankable, I only like how does it looks, also about the distances, you should keep in mind: "ohh 1/4, this is working as a prelude of the next section, let's take a look" (wich section is calmest? 00:05:649 - or 01:17:138 -? "keeping in mind your suggestion", also considering that 01:16:819 (1,2,3,4) - is still a part of Kiai, shouldn't they have a similar distance? I usually keep a base of distances when I make hdashes, so in this diff, this kind of patterns should be around 5.00x-5.50x
00:13:308 (5) - This feels really under-emphasised because hypers are used on a lot of sounds of same distance. Ctrl-h + move left adds anti-flow, which gives emphasis and stands out. same distance? don't you want to take a second view? cause taking 00:12:032 (1,2,3,4,1) - as a reference, the higuest distance is between 00:12:989 (4,1) - so again... I don't know what are you talking about tbh.
00:20:968 (1,2,3) - This part is too walkable compared to the previous patterns. Rotate 00:20:968 (1) - around it's centre by 30 degrees but previous and this part have the same distance, consistency pls.
00:26:074 (1,2,3) - Spacing is reverse, 1,2 is smaller than 2,3. Just reduce distance to 3 obviously they are different, I always use this kind of patterns, it shows a build-up effect at playing.
00:28:628 (1) - You're following vocal 100% during 00:29:745 (1,2,3,4,1) - where slider ends have strong instrument sounds but are undermapped for vocal the first slider you pointed out is following vocal too, also the second purpose is variation, circles are enough at this section imo ( 00:27:989 (3,4,5,6) - 00:29:106 (2,3,4,5) - if I change... won't it be too monotonous? also every movement is following the melody propertly.
and yet vocal is undermapped to a 1/1 slder at 00:28:628 (1) - . Constrast that to the next section where 00:29:106 (2,3,4,5) - could even be a 1/1 based on the kiai patterns. Are you trying to help me or you are trying to point whatever you want only for pop?
first you say: the beginning is overmapped and then this is undermapped, I just don't understand you, I hope my answer above was clear.

00:35:011 (1) - Reduce how much this slider curves, less movement = less emphasis for better contrast with next part it isn't a loong slider and curve is perfectly fine, specially cause the previous jump was a hdash.
00:36:287 (1) - This could be a reverse slider for vocal keep in mind my consistency on structure pls, take a look to 00:46:500 (1) - as a reference.
00:36:287 (1) - to 00:39:957 (6) - I don't know if you know this, but this entire section's pattern is literally identical to 00:46:500 (1) - ( just reverse 00:37:883 (3) - ) are you sure? Idk how 00:37:564 (1,2,3) - and 00:47:777 (1,2,3,4,5) - are identical tbh, also slider are diffent, please pay attention if you wanna help me.
Same issue with 00:45:223 (1) - to 00:46:500 (1) - and 00:55:117 (1) - . It's pretty copy paste with ctrl-h, even if that wasn't your intention. While first playing the overdose, it honestly felt a little boring because most patterns were repetitive. That's partially because of song choice but can't do much about it ¯\_(ツ)_/¯. lol you are taking only 3 notes and saying that is copy paste, cause the second section is totally different (there are more notes) movements could be repetitive but don't say I copy-paste an entire section pls, just choose your 3 notes and paste in thread, don't put from x to x cause it looks like if I paste the entire section.
Can you change some of these patterns so they are different enough from each other. They're large sections, so it shouldn't be difficult to redo while keeping the next section in mind. nope cause there isn't mistakes, is you find a "problem" that affects playability I'll understand you but if it's only because you don't like... I can't do something for you dude.
00:44:904 (4) - Change this to two circles, is identical to last three sliders but has two syllables in music and what will change? aren't two circles 2 fruits? aren't a 1/2 slider 2 fruits? your suggestion doesn't have a lot of sense tbh.
00:56:872 (1) - Extend this slider by 2/1? are you sure what are you suggesting? so I'll break my consistency with other diffs with a suggestion that was made in question? it shows that you are not sure about your advice. also spinner works better before a break.
01:23:362 (3) - Use a 1/4 slider pointing to the right, this should really be mapped on overdose it wasn't mapped on Rain, that's why I didn't use 1/4 jumps here, 1/2 works better for spread.
01:24:160 (1) - This should also be a stream, it's awkward to change rhythm there. It's more natural to change at 01:24:798 (1) - naah it's better to change at 01:24:160 - cause vocal become prominent

Platter
00:01:979 (4) - try using same slider shape as 00:01:021 (2) - naa, it will be too repetitive, didn't you say that most of my patterns are boring and repetitive on the highest diff? this part is adding variation so it works fine.
out of time desu
Thanks for your mod, all kind of help is welcome, I just felt you tried to throw lot of randoms suggestions without analize my patterns or my distances, sadly for you, I'm not a guy that puts notes or sliders as a crazy, I spend a lot of time on my maps cause every distance, every pattern in structure and every hdash should have consistency, I like to make puzzles maps :3 anyways thanks for your effort again and hope everything is clear now.
Have a nice day.


No kds cause I didn't apply anything, I'll wait for jbh's reply, if he accepts something I'll reconsider.
JBHyperion

Sinnoh wrote:

red = fix wtf

Rain
00:02:138 (3) - Same as Overdose, I really can't hear anything here. 00:01:819 (1,2,3,4,5) - is mapping a continuous 1/2 beat guitar rhythm. (3) just happens to be the lowest pitch and weakest, but it is definitely present and feels very strange to skip
00:17:617 (2,3) - Reduce spacing or angle. It's larger than 00:17:138 (1,2) - and that has a stronger piano on it. Applies to this section in general Strong dashes are following the vocal rather than the piano, which is why I have them on 00:17:617 (2,3) - 00:20:170 (2,3) - etc.
nice blankets owo
00:46:500 (1) - the wall really messes with flow here, would be better if you moved the pattern before to the right somehow Made slightly stronger for the vocal and moved all of 00:43:149 (3,4,1,2,3,4,1,2,3,4,1,2,1,2,3) - right a bit to accommodate. Should be less flowbreaky now
Thanks for the suggestions!

Rain
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Title:Uso no Hibana
TitleUnicode:嘘の火花
Artist:96neko
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Creator:-Sh1n1-
Version:Hyperion's Rain
Source:クズの本懐
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180,120,45702,1,8,0:0:0:0:
340,120,45862,2,0,L|380:120,2,40,2|8|8,3:2|0:0|0:0,0:0:0:0:
120,120,46181,6,0,L|112:160,1,40,8|8,0:0|0:0,0:0:0:0:
176,160,46340,2,0,L|224:160,1,40,8|8,0:3|0:3,0:0:0:0:
32,160,46500,6,0,L|24:244,1,80,4|0,0:0|0:0,0:0:0:0:
244,236,46819,2,0,L|324:236,1,80,8|0,0:0|0:0,0:0:0:0:
176,236,47138,2,0,L|124:312,1,80,2|0,0:0|0:0,0:0:0:0:
352,312,47458,2,0,L|272:312,1,80,8|0,0:0|0:0,0:0:0:0:
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20,223,48096,2,0,L|124:223,1,80,8|0,0:0|0:0,0:0:0:0:
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252,24,50011,2,0,L|168:24,1,80,8|0,0:0|0:0,0:0:0:0:
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468,192,50968,2,0,L|384:192,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
248,192,51447,6,0,L|236:288,1,80,0|2,0:0|0:0,0:0:0:0:
388,272,51766,2,0,L|468:272,1,80,0|8,0:0|0:0,0:0:0:0:
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314,247,52404,2,0,L|238:271,1,80,0|8,0:0|0:0,0:0:0:0:
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260,192,54638,1,8,0:3:0:0:
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188,272,55117,1,8,0:0:0:0:
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300,90,56154,1,8,0:0:0:0:
314,141,56234,1,8,0:0:0:0:
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216,40,58308,1,0,0:0:0:0:
56,144,58628,5,2,0:0:0:0:
136,92,58788,1,0,0:0:0:0:
216,40,58947,1,0,0:0:0:0:
136,92,59106,1,8,0:3:0:0:
296,92,59266,5,10,0:3:0:0:
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397,217,59585,1,0,0:0:0:0:
339,286,59744,1,0,0:0:0:0:
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144,148,62457,2,0,P|112:184|156:276,1,160,2|0,0:0|0:0,0:0:0:0:
252,276,62936,1,0,0:0:0:0:
412,276,63095,5,2,0:0:0:0:
332,328,63255,1,0,0:0:0:0:
252,380,63414,1,0,0:0:0:0:
412,276,63734,5,2,0:0:0:0:
332,328,63894,1,0,0:0:0:0:
252,380,64053,1,0,0:0:0:0:
332,328,64212,1,8,0:3:0:0:
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112,72,66606,5,10,0:0:0:0:
94,108,66645,1,2,0:0:0:0:
89,147,66685,1,10,0:0:0:0:
99,186,66725,1,2,0:0:0:0:
124,216,66765,1,10,0:0:0:0:
176,216,66845,1,8,0:0:0:0:
360,216,66925,6,0,L|452:216,1,80,4|0,0:0|0:0,0:0:0:0:
276,300,67245,2,0,L|212:248,1,80,8|0,0:0|0:0,0:0:0:0:
440,216,67564,2,0,P|456:164|384:100,1,160,2|8,0:0|0:0,0:0:0:0:
288,100,68043,1,0,0:0:0:0:
72,104,68202,6,0,L|64:192,1,80,2|0,0:0|0:0,0:0:0:0:
216,192,68521,2,0,L|136:184,1,80,8|0,0:0|0:0,0:0:0:0:
360,104,68840,2,0,L|368:192,1,80,2|0,0:0|0:0,0:0:0:0:
216,192,69159,2,0,L|296:184,1,80,8|0,0:0|0:0,0:0:0:0:
76,192,69479,5,2,0:0:0:0:
172,252,69638,1,0,0:0:0:0:
268,308,69798,1,8,0:0:0:0:
172,252,69957,1,0,0:0:0:0:
392,252,70117,2,0,L|480:252,1,80,2|0,0:0|0:0,0:0:0:0:
324,252,70436,2,0,L|376:192,1,80,8|0,0:0|0:0,0:0:0:0:
156,192,70755,6,0,L|72:192,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
252,192,71234,1,0,0:0:0:0:
32,192,71394,2,0,L|24:112,1,80,2|0,0:0|0:0,0:0:0:0:
244,271,71713,2,0,L|252:191,1,80,8|0,0:0|0:0,0:0:0:0:
472,192,72032,6,0,L|392:192,1,80,2|0,0:0|0:0,0:0:0:0:
251,191,72352,2,0,L|313:140,1,80,8|0,0:0|0:0,0:0:0:0:
92,192,72671,2,0,P|32:152|40:72,1,160,2|8,0:0|0:0,0:0:0:0:
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432,240,74585,6,0,P|480:188|412:100,1,200,2|8,0:0|0:0,0:0:0:0:
316,100,75064,1,0,0:0:0:0:
156,100,75223,2,0,L|244:100,1,80,2|0,0:0|0:0,0:0:0:0:
16,176,75543,2,0,L|4:96,1,80,8|0,0:0|0:0,0:0:0:0:
224,28,75862,6,0,L|308:28,1,80,2|0,0:0|0:0,0:0:0:0:
144,20,76181,2,0,L|156:100,1,80,8|0,0:0|0:0,0:0:0:0:
376,192,76500,2,0,L|288:192,1,80,2|0,0:0|0:0,0:0:0:0:
76,192,76819,1,8,0:0:0:0:
34,241,76898,1,8,0:0:0:0:
46,304,76978,1,8,0:0:0:0:
102,335,77058,1,8,0:0:0:0:
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408,264,77777,2,0,P|436:236|368:160,1,160,2|8,0:0|0:3,0:0:0:0:
280,156,78255,1,0,0:0:0:0:
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228,156,78894,1,0,0:0:0:0:
376,156,79053,2,0,L|380:72,1,80,2|0,0:0|0:0,0:0:0:0:
232,76,79372,1,8,0:3:0:0:
328,76,79532,1,0,0:0:0:0:
168,156,79691,6,0,L|76:156,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
264,156,80170,1,0,0:0:0:0:
44,232,80330,2,0,P|16:260|84:336,1,160,2|8,0:0|0:3,0:0:0:0:
172,340,80808,1,0,0:0:0:0:
332,340,80968,6,0,L|388:268,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
236,340,81447,1,0,0:0:0:0:
348,276,81606,1,2,0:0:0:0:
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268,276,82085,1,0,0:0:0:0:
48,276,82245,6,0,P|16:236|76:156,1,160,4|8,0:0|0:0,0:0:0:0:
164,156,82723,1,0,0:0:0:0:
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104,156,83362,6,0,P|48:132|24:36,1,160,2|0,0:0|0:0,0:0:0:0:
168,48,83840,2,0,L|248:48,1,80,8|0,0:0|0:0,0:0:0:0:
152,48,84160,1,2,0:0:0:0:
312,48,84319,2,0,L|400:48,1,80,0|8,0:0|0:0,0:0:0:0:
232,128,84638,1,0,0:0:0:0:
452,132,84798,6,0,P|484:172|424:252,1,160,2|8,0:0|0:0,0:0:0:0:
336,252,85276,1,0,0:0:0:0:
176,252,85436,2,0,L|80:252,2,80,10|8|2,0:0|0:0|0:0,0:0:0:0:
272,252,85915,1,8,0:0:0:0:
52,252,86074,6,0,L|40:348,1,80,8|8,0:3|0:0,0:0:0:0:
92,332,86314,1,8,0:0:0:0:
140,332,86394,1,8,0:0:0:0:
364,336,86553,2,0,L|448:336,1,80,4|0,0:0|0:0,0:0:0:0:
284,264,86872,1,0,0:0:0:0:
432,264,87032,1,8,0:0:0:0:
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Ascendance
Sinnoh, I've seriously never met someone more prone to textwalling nearly-useless things than you

I've said some pretty rude things in my time, but seriously, some of that mod was flat out worded poorly, really disrespectful towards the mapper. Don't underappreciate others' hard work :(

some small stuff before it's qualified:

maybe you could add the spinner at the end like JBH's diff so you can have scoreboard diversity

Overdose:

  1. 00:24:159 (3,4) - was really uncomfortable to me, I'd like to see something that looks maybe like this
  2. 00:28:628 (1) - I didn't like how this 1/1 slider skipped the "anata" 1/2, I think a repeat slider would fit better!
  3. 00:36:287 (1) - Same as above, some sort of 1/2 emphasis would be naisu
  4. 00:46:500 (1) - also same, I think if you wanted the 1/1 you could start it at 00:46:340 - since in your previous mod reply you said you did it for diversity
  5. 00:55:834 (2,3,2,3) - Moving both of these outwards 1 or 2 grids would be nicer to catch the curve better
  6. 01:21:606 (1,2) - x:164? 01:21:288 (5,1) - is a bit cramped right now
  7. 01:23:521 (1,2,3,4,1,2,3,4,1) - rip the aesthetic on this stream /runs
Really great set, hopefully some of this small stuff helps, but it was nitpicky :D
Topic Starter
-Sh1n1-

Ascendance wrote:

Sinnoh, I've seriously never met someone more prone to textwalling nearly-useless things than you

I've said some pretty rude things in my time, but seriously, some of that mod was flat out worded poorly, really disrespectful towards the mapper. Don't underappreciate others' hard work :(

some small stuff before it's qualified:

maybe you could add the spinner at the end like JBH's diff so you can have scoreboard diversity. jbh and me have different tastes, in this opportunity I added a spinner at 00:56:872 - at platter and overdose and 00:57:032 - at lower diffs while he didn't

Overdose:

  1. 00:24:159 (3,4) - was really uncomfortable to me, I'd like to see something that looks maybe like this I know what do you mean, but as sinnoh said, my mapping style is boring as hell and I tried to add variation, specially at this part. hope you understand me, additional, distancees are keeping consistency so I hope It won't be a problem, if someone else thinks the same, I'll change.
  2. 00:28:628 (1) - I didn't like how this 1/1 slider skipped the "anata" 1/2, I think a repeat slider would fit better! purpose is variation, circles are enough at this section imo ( 00:27:989 (3,4,5,6) - 00:29:106 (2,3,4,5) - if I change... won't it be too monotonous? trust me, my first try was slider with reverse to follow the "anata" you mentioned and was weird, that's why I'm trying to keep, I usually do this kind of structure when I map std too.
  3. 00:36:287 (1) - Same as above, some sort of 1/2 emphasis would be naisu no uwu, I'm keeping consistency with 00:46:500 (1) -
  4. 00:46:500 (1) - also same, I think if you wanted the 1/1 you could start it at 00:46:340 - since in your previous mod reply you said you did it for diversity. I'll be happy if you show me a screenshot when I said "I did it for diversity " at this part, is just my base in structure.
  5. 00:55:834 (2,3,2,3) - Moving both of these outwards 1 or 2 grids would be nicer to catch the curve better I tested it lot of times and I can't find something unnatural or unconfortable, the current distance between each note looks fine imo.
  6. 01:21:606 (1,2) - x:164? 01:21:288 (5,1) - is a bit cramped right now. 01:21:288 (5,1) - it's a natural transition, that's why I'm using 1.20x as consistency
  7. 01:23:521 (1,2,3,4,1,2,3,4,1) - rip the aesthetic on this stream /runs
uwu i was blinded cause at editor looks pretty nice,
but pls it doesn't looks soooo terrible :3


Really great set, hopefully some of this small stuff helps, but it was nitpicky :D
Thank you very much ascendance, guys please, stop with this attitude, I was needing mods when I didn't get Nominators and I asked you for mod (ascendance), then when I get bubble you wanna "help me" that is really apreciated, I wanted to grave this map but I didn't do cause JBH put his effort on doing his Rain, that's why I put a lot of effort on getting mods, we can't grow as a community as Taiko is doing if we continue modding ranked maps, pointing out random stuff or little things that won't change anything relevant (sinnoh), please, don't do it anymore, now I understand why all my request are for cup-salad-platter sets, anyways I don't care anymore cause I'll leave BN soon, but reconsider what are you doing, you are not helping this community right now, you just wanna rank your own maps and it's good, but let us rank our maps too, in my side, I'll try to rank my pending maps but I don't have motivation to map more ctb after this.
Have a nice day.


Let's end the drama here please, I wanna rank this set and forget it, if you wanna talk with me, do it on discord or pm me.
Ascendance
wha I'm not trying to stop your efforts or anything lol I said it was a great set and it was purely nitpicky stuff (also you never asked me for a mod on this, you asked for a mod on something else and it never got replied to cough).

Don't attack me please :( I want to see more ranked sets, but I don't wanna be yelled at for giving something small beforehand. Better pre-qualify than post-qualify, right?
Topic Starter
-Sh1n1-
Talked with ascendance on discord, no more missunderstanding now :3
Updated Jbh's diff.
Xinnoh
I will not push my opinion any further. I tried to be more detailed on why I was suggesting something so that you can understand my viewpoint here.
Box

-Sh1n1- wrote:

Sinnoh wrote:

red = fix wtf god, patience pls... Oh wait, I'm an atheist. totally irrelevant but ok

Overdose
00:00:543 (1,2,3,4) - The slider ends heavily overmap this, as there isn't really any difference between how slider head and tail is played. It'd be fine in Std, but not Ctb. Just use 1/1 sliders, nothing changes in terms of gameplay and the guitar becomes clearer and prominent to follow. Are you serious? where did you get "It'd be fine in Std, but not Ctb." Ok, I wanted to enphasize the sound of 00:00:862 - that is more prominent than previous sounds (00:00:702 - 00:00:543 -), second, it works fine as spread, To be honest I never think someone will have doubts about this part.
In order to emphasise something to a better extent, it's better to lower density and only map the sounds that you want emphasised. Mapping more sounds that are not part of the main melody draws focus away from it. Example of this is Handsome's diff here. By disregarding snares/kicks, it is clear that every object emphasises the main melody. This is why it would be better to lower density here.

00:01:979 (1) - ^, 1/1 since there's really nothing on the middle part Can you re-hear in 25%of velocity and compare how 00:01:979 (1) - sounds and how 00:01:500 (5) - sounds too? the difference is more than obvious.
Same thing above

00:04:372 (1,2) - This 1/2 slider to 1/4 gets quite overused, it wouldn't be a bad idea to use this or that for variety but everything is keeping consistency, also your suggestions looks horrible at gameplay, are you taking in consideration my mapping style? I'm not saying that I won't change only for the sake of "it's my style", it's just, it looks horrible tbh.
You said that you don't like the sliders I suggested, because you think it doesn't look good. Despite that, this pattern is commonly used for many mappers, you say that it doesn't fit with your map or style.
this is literally "it's my style"
It's not a bad reason to deny something if you can justify it lol


00:05:330 (3) - These should have distance reduced, it's the slow opening, but they play identical to 00:46:181 (1,2,3,4) - & 01:16:819 (1,2,3,4) - which is the climax. Also, using the same pattern every time gets a bit boring. Change spacing based on how strong the song is. sadly this kind of pattern fits the song propertly, maybe you are right about "it's boring" cause I'm using this kind of 1/4 hdashes all the time, but it doesn't mean, it's unrankable, I only like how does it looks, also about the distances, you should keep in mind: "ohh 1/4, this is working as a prelude of the next section, let's take a look" (wich section is calmest? 00:05:649 - or 01:17:138 -? "keeping in mind your suggestion", also considering that 01:16:819 (1,2,3,4) - is still a part of Kiai, shouldn't they have a similar distance? I usually keep a base of distances when I make hdashes, so in this diff, this kind of patterns should be around 5.00x-5.50x
Even if you are keeping between 5-5.5x, 00:05:330 (3,4,5,6) - is 5.5x and yet 00:46:181 (1,2,3,4) - is 5x.
Regardless of whether you must keep all hypers within this size, they can still have distances relative to each other that represent the song. It's possible to change 00:05:330 (3) - 5x and 00:46:181 (1) - to 5.5x, this keeps to your hyper size and at the same time represents the song properly.


00:13:308 (5) - This feels really under-emphasised because hypers are used on a lot of sounds of same distance. Ctrl-h + move left adds anti-flow, which gives emphasis and stands out. same distance? don't you want to take a second view? cause taking 00:12:032 (1,2,3,4,1) - as a reference, the higuest distance is between 00:12:989 (4,1) - so again... I don't know what are you talking about tbh.
What I suggested was to keep the same distance. Even if it's the same distance, the slider will have stronger emphasis if you have to move to the right and change direction. By changing direction, it requires additional actions/technical need. Doing this will have better emphasis
That said, this is a subtle thing which isn't as commonly done. It will make the guitar sound stronger, but it's your choice here.


00:20:968 (1,2,3) - This part is too walkable compared to the previous patterns. Rotate 00:20:968 (1) - around it's centre by 30 degrees but previous and this part have the same distance, consistency pls.
Using the same distance snap =/= having identical playability. Using a horizontal, curved, vertical, or antiflow slider all have different distances for what is considered a natural walking distance after you play them. Checking the distance by playing it rather than having osu tell you how far it is, is usually better. The player is playing the map, not the computer.

00:28:628 (1) - You're following vocal 100% during 00:29:745 (1,2,3,4,1) - where slider ends have strong instrument sounds but are undermapped for vocal the first slider you pointed out is following vocal too, also the second purpose is variation, circles are enough at this section imo ( 00:27:989 (3,4,5,6) - 00:29:106 (2,3,4,5) - if I change... won't it be too monotonous? also every movement is following the melody propertly.
and yet vocal is undermapped to a 1/1 slder at 00:28:628 (1) - . Constrast that to the next section where 00:29:106 (2,3,4,5) - could even be a 1/1 based on the kiai patterns. Are you trying to help me or you are trying to point whatever you want only for pop?
first you say: the beginning is overmapped and then this is undermapped, I just don't understand you, I hope my answer above was clear.

I find it quite rude that you just assumed the whole mod was just to pop the set. The second line was only a justification of the previous one, and was not meant to be its own separate point. The intention was not to pop, but to improve the set before it was ranked. Even if I was a BN, I would not have applied the pop icon because there was nothing severe enough to justify it.
That aside, I could have just avoided that and said make 00:28:628 (1) - a repeat slider to map the vocal tbh. If you can provide an example of where vocal was not mapped like this, then it would be fine. 00:36:287 (1) - Isn't exactly fitting because it's at the start of a kiai, which is one of the few times the music is stronger than the vocal.


00:36:287 (1) - to 00:39:957 (6) - I don't know if you know this, but this entire section's pattern is literally identical to 00:46:500 (1) - ( just reverse 00:37:883 (3) - ) are you sure? Idk how 00:37:564 (1,2,3) - and 00:47:777 (1,2,3,4,5) - are identical tbh, also slider are diffent, please pay attention if you wanna help me.
Please pay attention to your own map if you want help. https://www.youtube.com/watch?v=0nhNL-9kZBw

Same issue with 00:45:223 (1) - to 00:46:500 (1) - and 00:55:117 (1) - . It's pretty copy paste with ctrl-h, even if that wasn't your intention. While first playing the overdose, it honestly felt a little boring because most patterns were repetitive. That's partially because of song choice but can't do much about it ¯\_(ツ)_/¯. lol you are taking only 3 notes and saying that is copy paste, cause the second section is totally different (there are more notes) movements could be repetitive but don't say I copy-paste an entire section pls, just choose your 3 notes and paste in thread, don't put from x to x cause it looks like if I paste the entire section.
I'm not saying you did, I'm saying it is pretty much the case. I'm saying that the parts are similar enough that you could copy paste and not tell the difference. I'm not going to bother with making another video comparison since it's just the same thing.

Can you change some of these patterns so they are different enough from each other. They're large sections, so it shouldn't be difficult to redo while keeping the next section in mind. nope cause there isn't mistakes, is you find a "problem" that affects playability I'll understand you but if it's only because you don't like... I can't do something for you dude.
And there's the issue with the mod responses, you're rejecting everything that isn't related to playability. If all that mattered was playability, dozens of maps would be ranked each month. Representing the music is just as important as playability.

00:56:872 (1) - Extend this slider by 2/1? are you sure what are you suggesting? so I'll break my consistency with other diffs with a suggestion that was made in question? it shows that you are not sure about your advice. also spinner works better before a break.
I messed up and meant to say spinner. Extend to the next large white tick maps the drum better. Subjective and optional

Rest is subjective/stuff I'm fine with the reasoning
Thanks for your mod, all kind of help is welcome, I just felt you tried to throw lot of randoms suggestions without analize my patterns or my distances, sadly for you, I'm not a guy that puts notes or sliders as a crazy, I spend a lot of time on my maps cause every distance, every pattern in structure and every hdash should have consistency, I like to make puzzles maps :3 anyways thanks for your effort again and hope everything is clear now.
Have a nice day.
i can't since i need to respond to this because rejecting literally everything raises a red flag that something went wrong

Ascendance wrote:

but seriously, some of that mod was flat out worded poorly, really disrespectful towards the mapper.
yup, sorry about that. How my words come across is generally at the bottom of my priority list, and that should not be the case
Ascendance
Don't end up like me :x
Topic Starter
-Sh1n1-

Sinnoh wrote:

I will not push my opinion any further. I tried to be more detailed on why I was suggesting something so that you can understand my viewpoint here. I know that this is more for aclaration but I'll reply cause there are some questions you asked me, so let's start.
Box

-Sh1n1- wrote:

Overdose
00:00:543 (1,2,3,4) - The slider ends heavily overmap this, as there isn't really any difference between how slider head and tail is played. It'd be fine in Std, but not Ctb. Just use 1/1 sliders, nothing changes in terms of gameplay and the guitar becomes clearer and prominent to follow. Are you serious? where did you get "It'd be fine in Std, but not Ctb." Ok, I wanted to enphasize the sound of 00:00:862 - that is more prominent than previous sounds (00:00:702 - 00:00:543 -), second, it works fine as spread, To be honest I never think someone will have doubts about this part.
In order to emphasise something to a better extent, it's better to lower density and only map the sounds that you want emphasised. Mapping more sounds that are not part of the main melody draws focus away from it. Example of this is Handsome's diff here. By disregarding snares/kicks, it is clear that every object emphasises the main melody. This is why it would be better to lower density here.

there are different ways to interpretate a song imo, if you wanna give me examples of std maps, I'm fine, then take a look to https://osu.ppy.sh/b/1210089 too, but returning to the main point, as I said previously I wanted to enphasize the sound of 00:00:862 - that is more prominent than previous sounds (00:00:702 - 00:00:543 -), furthermore as JBH said, the current object is mapping a continuous 1/2 beat guitar rhythm. (2) just happens to be the lowest pitch and weakest, but it is definitely present and feels very strange to skip

00:01:979 (1) - ^, 1/1 since there's really nothing on the middle part Can you re-hear in 25%of velocity and compare how 00:01:979 (1) - sounds and how 00:01:500 (5) - sounds too? the difference is more than obvious.
Same thing above
same as above

00:04:372 (1,2) - This 1/2 slider to 1/4 gets quite overused, it wouldn't be a bad idea to use this or that for variety but everything is keeping consistency, also your suggestions looks horrible at gameplay, are you taking in consideration my mapping style? I'm not saying that I won't change only for the sake of "it's my style", it's just, it looks horrible tbh.
You said that you don't like the sliders I suggested, because you think it doesn't look good. Despite that, this pattern is commonly used for many mappers, you say that it doesn't fit with your map or style.
this is literally "it's my style"
It's not a bad reason to deny something if you can justify it lol

but it doesn't affect the map itself, I mean nothing is wrong, you are just suggesting another possible way of mapping but I prefer mine, about "this pattern is commonly used for many mappers" doesn't mean that I should implement on my maps.

00:05:330 (3) - These should have distance reduced, it's the slow opening, but they play identical to 00:46:181 (1,2,3,4) - & 01:16:819 (1,2,3,4) - which is the climax. Also, using the same pattern every time gets a bit boring. Change spacing based on how strong the song is. sadly this kind of pattern fits the song propertly, maybe you are right about "it's boring" cause I'm using this kind of 1/4 hdashes all the time, but it doesn't mean, it's unrankable, I only like how does it looks, also about the distances, you should keep in mind: "ohh 1/4, this is working as a prelude of the next section, let's take a look" (wich section is calmest? 00:05:649 - or 01:17:138 -? "keeping in mind your suggestion", also considering that 01:16:819 (1,2,3,4) - is still a part of Kiai, shouldn't they have a similar distance? I usually keep a base of distances when I make hdashes, so in this diff, this kind of patterns should be around 5.00x-5.50x
Even if you are keeping between 5-5.5x, 00:05:330 (3,4,5,6) - is 5.5x and yet 00:46:181 (1,2,3,4) - is 5x.
Regardless of whether you must keep all hypers within this size, they can still have distances relative to each other that represent the song. It's possible to change 00:05:330 (3) - 5x and 00:46:181 (1) - to 5.5x, this keeps to your hyper size and at the same time represents the song properly.

ohh you are taking another hdash instead your first example, well the reason here is abvious, 00:05:011 (1,2,3,4,5,6,1) - is pure 1/4 that gives more intensity, while 00:45:862 (4,5,6,1,2,3,4,1) - have a break at 00:46:101 -, I won't put a long jump here cause it will be annoying at gameplay.

00:13:308 (5) - This feels really under-emphasised because hypers are used on a lot of sounds of same distance. Ctrl-h + move left adds anti-flow, which gives emphasis and stands out. same distance? don't you want to take a second view? cause taking 00:12:032 (1,2,3,4,1) - as a reference, the higuest distance is between 00:12:989 (4,1) - so again... I don't know what are you talking about tbh.
What I suggested was to keep the same distance. Even if it's the same distance, the slider will have stronger emphasis if you have to move to the right and change direction. By changing direction, it requires additional actions/technical need. Doing this will have better emphasis
That said, this is a subtle thing which isn't as commonly done. It will make the guitar sound stronger, but it's your choice here.

"is a subtle thing which isn't as commonly done." agreed, it's more like another possible way of mapping and my choice is mine.

00:20:968 (1,2,3) - This part is too walkable compared to the previous patterns. Rotate 00:20:968 (1) - around it's centre by 30 degrees but previous and this part have the same distance, consistency pls.
Using the same distance snap =/= having identical playability. Using a horizontal, curved, vertical, or antiflow slider all have different distances for what is considered a natural walking distance after you play them. Checking the distance by playing it rather than having osu tell you how far it is, is usually better. The player is playing the map, not the computer.
Isn't 00:23:521 (1,2,3) - the same? I mean if something have the same distance, same angle, etc, why it will be different at testplaying? plus I'm always testing my maps, I can't determinate a base of distance without testing my own map.

00:28:628 (1) - You're following vocal 100% during 00:29:745 (1,2,3,4,1) - where slider ends have strong instrument sounds but are undermapped for vocal the first slider you pointed out is following vocal too, also the second purpose is variation, circles are enough at this section imo ( 00:27:989 (3,4,5,6) - 00:29:106 (2,3,4,5) - if I change... won't it be too monotonous? also every movement is following the melody propertly.
and yet vocal is undermapped to a 1/1 slder at 00:28:628 (1) - . Constrast that to the next section where 00:29:106 (2,3,4,5) - could even be a 1/1 based on the kiai patterns. Are you trying to help me or you are trying to point whatever you want only for pop?
first you say: the beginning is overmapped and then this is undermapped, I just don't understand you, I hope my answer above was clear.

I find it quite rude that you just assumed the whole mod was just to pop the set. The second line was only a justification of the previous one, and was not meant to be its own separate point. The intention was not to pop, but to improve the set before it was ranked. Even if I was a BN, I would not have applied the pop icon because there was nothing severe enough to justify it.
That aside, I could have just avoided that and said make 00:28:628 (1) - a repeat slider to map the vocal tbh. If you can provide an example of where vocal was not mapped like this, then it would be fine. 00:36:287 (1) - Isn't exactly fitting because it's at the start of a kiai, which is one of the few times the music is stronger than the vocal.

sure: 00:23:521 (1) -, about my words yeah, I'm really sorry for my attitude, this will definitely help to the next BN, cause I mostly explain what I did on this diff, so thank you very much.

00:36:287 (1) - to 00:39:957 (6) - I don't know if you know this, but this entire section's pattern is literally identical to 00:46:500 (1) - ( just reverse 00:37:883 (3) - ) are you sure? Idk how 00:37:564 (1,2,3) - and 00:47:777 (1,2,3,4,5) - are identical tbh, also slider are diffent, please pay attention if you wanna help me.
Please pay attention to your own map if you want help. https://www.youtube.com/watch?v=0nhNL-9kZBw
you said that from 00:36:287 (1) - to 00:39:957 (6) - this entire section's pattern is literally identical to 00:46:500 (1) - but I'll ask you again, Idk how 00:37:564 (1,2,3) - and 00:47:777 (1,2,3,4,5) - are identical, first section has not fully horizontal sliders while the second one has and this is to mark the difference between both parts, first section less intense about movements and second section is more intense.

Same issue with 00:45:223 (1) - to 00:46:500 (1) - and 00:55:117 (1) - . It's pretty copy paste with ctrl-h, even if that wasn't your intention. While first playing the overdose, it honestly felt a little boring because most patterns were repetitive. That's partially because of song choice but can't do much about it ¯\_(ツ)_/¯. lol you are taking only 3 notes and saying that is copy paste, cause the second section is totally different (there are more notes) movements could be repetitive but don't say I copy-paste an entire section pls, just choose your 3 notes and paste in thread, don't put from x to x cause it looks like if I paste the entire section.
I'm not saying you did, I'm saying it is pretty much the case. I'm saying that the parts are similar enough that you could copy paste and not tell the difference. I'm not going to bother with making another video comparison since it's just the same thing.
I don't feel I need to reply again cause I'm still thinking the same so I'll "copy" what I said previously: second section is totally different (there are more notes)

Can you change some of these patterns so they are different enough from each other. They're large sections, so it shouldn't be difficult to redo while keeping the next section in mind. nope cause there isn't mistakes, is you find a "problem" that affects playability I'll understand you but if it's only because you don't like... I can't do something for you dude.
And there's the issue with the mod responses, you're rejecting everything that isn't related to playability. If all that mattered was playability, dozens of maps would be ranked each month. Representing the music is just as important as playability.
I'm not sure If all that mattered was playability, dozens of maps would be ranked each month tbh, and Idk what is not following the song propertly cause if my patterns are repetitive is because I don't know how to represent the same sound with another movement, ctb is very limited, I talked about playability cause you are giving me another possible movements that could fit (for you) but if my current one isn't wrong, why should I change?

00:56:872 (1) - Extend this slider by 2/1? are you sure what are you suggesting? so I'll break my consistency with other diffs with a suggestion that was made in question? it shows that you are not sure about your advice. also spinner works better before a break.
I messed up and meant to say spinner. Extend to the next large white tick maps the drum better. Subjective and optional
vocal is more prominent and finish at 00:58:628 -, it's better to follow vocal imo, also and minor cause it's irrelevant, some std diffs did and I thought that it was cool.

Rest is subjective/stuff I'm fine with the reasoning

Thanks for your mod, all kind of help is welcome, I just felt you tried to throw lot of randoms suggestions without analize my patterns or my distances, sadly for you, I'm not a guy that puts notes or sliders as a crazy, I spend a lot of time on my maps cause every distance, every pattern in structure and every hdash should have consistency, I like to make puzzles maps :3 anyways thanks for your effort again and hope everything is clear now.
Have a nice day.
i can't since i need to respond to this because rejecting literally everything raises a red flag that something went wrong
I hope flag is white now, I don't want to fight with you bro, sorry if I was rude in the previous post, I won't do it again, my attitude was like a kid and I need to grow up too haha.

Thanks for your time.
Xinnoh
ok, valuable learning experience here for me. Lets not do something like that again over minor details because it's pretty much a waste of everyone's time.
i've been doing too much standard modding/mapping recently, so I think that different ideas from that mode came off too much here.
JBHyperion

Sinnoh wrote:

i've been doing too much standard modding/mapping recently, so I think that different ideas from that mode came off too much here.
#BlameStandard2017
F D Flourite
Looks like everything's properly addressed.
And Sh1n1 wants this to be rebubbled.

So hey~
Topic Starter
-Sh1n1-
thank you very much flourite
Absolute Zero
[Cup]
00:32:777 (3) - Might be nicer to have this slider start at x=128 instead.
00:50:330 (3,4,5,6) - Key change! Key change! This pattern has really low distancing, smaller than the kiai before it.

[Salad]
00:15:543 (4) - I would tilt this the opposite direction for an easier movement. It's relatively walkable as of now, so you might as well increase the distance while you're at it.
00:35:170 - You've been following vocals a lot, but then suddenly on this key moment in the song, you follow instruments and it sounds kind of weird. I would start a 3/2 slider here, while keeping a hitcircle on 00:35:011.

[Platter]
00:16:819 (4,1) - Player has never been given a hold-dash yet, and this is a particularly strong one that I almost missed. Consider lowering the distancing here.
00:29:745 (1,2,3,4) - Personally not too much of a fan of this pattern on here, especially for a platter player. I would rethink this pattern as it's kind of jolting and bland, to an extent.
01:09:479 (1,2,3) - The pattern here plays a little strangely--I would

[Rain]
Really, really strong rain. Can't find anything that's exactly going to improve the quality of the map.

[Highest Difficulty Name That I Don't Remember Off The Top Of My Head Whether It Was Custom Or Not edit: No it wasn't it's just overdose]
00:00:543 (1,2,3,4,5) - I'd rather these be three 1/1 sliders, starting on 00:00:543, 00:01:021, and 00:01:500.
00:43:149 (3,4,1) - I understand you're making antiflow here, but it's a bit too difficult for what it leads into--it doesn't make sense musically in this context. At least flip (1) around its head.
00:52:085 (3) - Straight slider here feels a little weird after sliders with gentler turnbacks like 00:51:447 (1).
01:06:287 (5) - Same type of sound as 01:05:649 (1,2,3,4), but this is a slider. You sure you want to make it this way? (At the same time, 6 back-forths is not ideal, but at least you could increase the distance).
Topic Starter
-Sh1n1-

Absolute Zero wrote:

[Cup]
00:32:777 (3) - Might be nicer to have this slider start at x=128 instead. I really like this pattern cause is different from the rest, I mean I usually put slider with the purpose of create a zigzag movement, but this time I tried something new that is easy to catch and add variation with some parts where I used more than 3 sliders, like 00:41:394 (1,2,3,4) - or 00:51:606 (1,2,3,4) -
00:50:330 (3,4,5,6) - Key change! Key change! This pattern has really low distancing, smaller than the kiai before it. well it's a pattern variation, I'm keeping consistence on important distances like 00:50:330 - or 00:51:606 -.

[Salad]
00:15:543 (4) - I would tilt this the opposite direction for an easier movement. It's relatively walkable as of now, so you might as well increase the distance while you're at it. okay, flipped.
00:35:170 - You've been following vocals a lot, but then suddenly on this key moment in the song, you follow instruments and it sounds kind of weird. I would start a 3/2 slider here, while keeping a hitcircle on 00:35:011. I mostly follow the most prominent sound, at this case, intrument is the most prominent sound of the section, I think that I should follow it since the beginning.

[Platter]
00:16:819 (4,1) - Player has never been given a hold-dash yet, and this is a particularly strong one that I almost missed. Consider lowering the distancing here. ohh sure, reduced
00:29:745 (1,2,3,4) - Personally not too much of a fan of this pattern on here, especially for a platter player. I would rethink this pattern as it's kind of jolting and bland, to an extent. it fits the song and it easy to catch cause everything is walkable imo, I don't see a problem around it.
01:09:479 (1,2,3) - The pattern here plays a little strangely--I would it's fine uwu, there are some similar movements throughout the whole diff, 01:15:223 (3,4,1) - as an example.

[Highest Difficulty Name That I Don't Remember Off The Top Of My Head Whether It Was Custom Or Not edit: No it wasn't it's just overdose] I wanna use this difficulty name, can I? :3
00:00:543 (1,2,3,4,5) - I'd rather these be three 1/1 sliders, starting on 00:00:543, 00:01:021, and 00:01:500. changed 00:01:021 (3) - into 1/1 but I'll keep 00:00:543 (1,2) - cause first of all, there is a different sound on 00:00:862 - if you listen carefully, the second reason is for consistency with 00:03:096 (1,2) -
00:43:149 (3,4,1) - I understand you're making antiflow here, but it's a bit too difficult for what it leads into--it doesn't make sense musically in this context. At least flip (1) around its head. was added to add variation cause if I flip my slider this part will be too monotonous, wasn't weird at game play too, also there are more similar patterns on the map like 00:06:925 (1,2) -, let me keep it uwu.
00:52:085 (3) - Straight slider here feels a little weird after sliders with gentler turnbacks like 00:51:447 (1). mmm but don't you think is too much curve at this part? I mean, 00:51:447 (1) - 00:52:723 (1) - and 00:53:362 (3) - are curved so my purpose here was adding variation.
01:06:287 (5) - Same type of sound as 01:05:649 (1,2,3,4), but this is a slider. You sure you want to make it this way? (At the same time, 6 back-forths is not ideal, but at least you could increase the distance). Okie, increased distance +10, about 01:06:287 (5) - it works fine as a prelude of the next pattern on 01:06:606 (1,2,3,4,1) -, I feel that it will be overdone if I put only jumps on this section.
Thank you very much, you are my hero!!
Absolute Zero
Review:
[Overdose]
00:00:543 (1,2) - Did you want to change this first group to a slider or not? I suppose either is fine, but I wasn't sure if you forgot this one or just chose not to.

Metadata: "Shini" is probably not a necessary tag.

Folder: Looks good.

Video: Looks good.

Hitsounds (in-game): Looks good.
Topic Starter
-Sh1n1-

Absolute Zero wrote:

Review:
[Overdose]
00:00:543 (1,2) - Did you want to change this first group to a slider or not? I suppose either is fine, but I wasn't sure if you forgot this one or just chose not to. as I said on my previous post: I'll keep 00:00:543 (1,2) - cause first of all, there is a different sound on 00:00:862 - if you listen carefully, the second reason is for consistency with 00:03:096 (1,2) - uwu

Metadata: "Shini" is probably not a necessary tag. is like a trend in my maps cause some people search my maps with "shini" was a koliron's idea long time ago and I usually put it on my maps, I never had problems so I think it's fine.

Folder: Looks good.

Video: Looks good.

Hitsounds (in-game): Looks good.
Thanks for re-check <3
Absolute Zero
kek

Qualified!
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