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Ben Prunty - Earth in a Jar [Osu|OsuMania]

posted
Total Posts
10
Topic Starter
maciek0421
This beatmap was submitted using in-game submission on środa, 28 listopada 2018 at 21:46:03

Artist: Ben Prunty
Title: Earth in a Jar
BPM: 130
Filesize: 2269kb
Play Time: 00:43
Difficulties Available:
  1. 4K Easy - 4Key (0,88 stars, 62 notes)
  2. 4K Hard - 4Key (1,6 stars, 156 notes)
  3. 4K Normal - 4Key (1,35 stars, 102 notes)
  4. Easy (1,58 stars, 39 notes)
  5. Normal (1,78 stars, 55 notes)
  6. Soft (3,11 stars, 102 notes)
Download: Ben Prunty - Earth in a Jar
Information: Scores/Beatmap Listing
---------------
Easy map for the beggining!
28.11.18r. - Coming back to the mapset!

Easy- Modding
Normal- Modding
Soft- Modding
4K Easy- Modding
4K Normal- Modding
4K Hard- Modding
[MTF] Wolfette
Soft:

00:23:336 (4) - move this down a bit to match note #2
00:04:874 (4,5) - Not spaced correctly
00:12:721 (6,7) - ^

NOthing much to say about the other diffs

GD
osu file format v14

[General]
AudioFilename: EarthinaJar.mp3
AudioLeadIn: 0
PreviewTime: 21951
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1.3

[Metadata]
Title:Earth in a Jar
TitleUnicode:Earth in a Jar
Artist:Ben Prunty
ArtistUnicode:Ben Prunty
Creator:maciek0421
Version:Asriel's Mania
Source:
Tags:
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:4
CircleSize:4
OverallDifficulty:3
ApproachRate:6
SliderMultiplier:1.20000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"earth.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Topic Starter
maciek0421

AsrielDr33murr wrote:

Soft:

00:23:336 (4) - move this down a bit to match note #2 I moved '2' a little bit.
00:04:874 (4,5) - Not spaced correctly OK!
00:12:721 (6,7) - ^ I don't want to change it.

NOthing much to say about the other diffs
Thank you! :D
Celektus

From Celektus' Hitsounding Queue


Here is the Code for the top diffs Hitsounds. In case you made some changes or want to add new diffs use this Tool to copy all the Hitsounds to other diffs. I'll also make a little beginner Mod so give kudos to that one and not to this if you want.


Notepad Code
osu file format v14

[General]
AudioFilename: EarthinaJar.mp3
AudioLeadIn: 0
PreviewTime: 21951
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.8

[Metadata]
Title:Earth in a Jar
TitleUnicode:Earth in a Jar
Artist:Ben Prunty
ArtistUnicode:Ben Prunty
Creator:maciek0421
Version:Soft
Source:
Tags:
BeatmapID:1281791
BeatmapSetID:606796

[Difficulty]
HPDrainRate:5
CircleSize:5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"earth.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Celektus
[Beginner Mod]

I'll mostly refer to the soft diff.

Rhyhtm

  1. rhythm in standard is most commonly handled by making the strongest sounds in the song actively clicked since that's mutually agreed on to emphasize sounds more than passiv elements like slider bodies or end.

    in your map you often seem to not follow this which can be done, but takes other more advanced ideas so I suggest doing that until you know what works too.

    a good example would be this in your soft diff 00:03:721 (1,2,3,4,5,6) - the first slider has the strong sound on it's head while the slider end is a weaker sound that gets less emphasis which is good.
    3 doesn't do that and has a weak sound on the head and the strong sound on the end. this would usually be considered worse and also is inconsistent with the usage of the first slider in that regard.

  2. another thing is that you can also have both the slider end and head be equally strong since that's what easy/normal maps pretty much need to function and it makes sense too... but when you do that it makes more sense to use only on of these methods for a certain sound.

    For example in the 2nd repetition of that Lead 00:06:721 (1,2,3,4,5,6) - you made 6 have both slide end and head be equal in the first part you used only clicked objects (kinda) 00:03:721 (1,5) -

  3. when it comes to rhythm one last thing would be that in Most songs there is a certain priority for ticks that make certain rhythms feel easier and more intuitive to play. In most cases it will be something like: big white tick > white tick > red tick > blue tick

    So by thinking about which ticks are more intuitive to play you can create more intuitive rhythm by making the most comfortable tick that doesn't conflict with the song be not a slider end

    for example in the first part 00:03:721 (1,2,3,4,5,6) - you start off with something that somewhat works very comfortably by having 1 and 2 clicked on white ticks while 3 is then on a red tick instead of the next or previous white tick. since there is a strong sound on 00:04:644 - you can create your rhythm around that one being 100% clicked while all the weak ticks can be anything (in case you want to have variations which you don't always need)
here are some Videos on common ideas about rhythm

osu!mapping: basic rhythm

osu!mapping: 1 3 2 4

osu! Mapping Theory | To Click or Not To Click (Active and Passive Mapping)

Spacing

  1. The spacing in your Overall seems to be doing a variety of different thing which the song isn't thus a lot of it seems inconsistent. The most common thing in spacing is essentially to have 2 different distances one into weak sounds and one into strong sounds (note there are more ways to handle spacing, but this is the most commmon).

    you often seem to change spacing ideas at places that make not really sense.

    For example you start of them map with this spacing this usually means that you established your weak spacing to be this big while the strong spacing will usually be bigger.

    You don't do that into the next strong sound 00:04:874 (4,5) - since it's the same spacing as the one for the weak sounds. You can have only one type of spacing for everything or don't use it to emphasize strong sounds, but that's very uncommon and often doesn't reflect the song well.
  2. so until here 00:06:028 (1,2) - the player assumes that all the spacing is pretty much the same until you break that expectation here 00:06:721 (1,2,3) - by using a very different spacing you made this part of the sounds stand out A LOT... yet I personally don't see and idea behind why you did that.

    If it was because of the lack of strong sounds then doing that here already would make more sense 00:06:028 (1,2) -

    You later on then break this further by mapping the same musical pattern with 2 different spacing distances 00:09:721 (1,2,1,2) -

  3. one very common thing you kinda did was to have different spacing when a new section of the song gets introduced like here 00:11:105 -

    but you still seem to have to me inconsistencies in spacing that the song doesn't support.

    This pattern specifically has an idea that's in itself fine00:13:413 (1,2,1,2,3,4) - but the song just doesn't support something like this, there is no increasing intensity that justifies this and further more the spacing compared to the timeline This again in itself can be justified, but since it's know to be more uncommon it will be treated by modders as a gimmick that should be introduced as early as possible in a clearly recognizable way.

    My main point is that you should be more consistent with the ideas your spacing has and possibly try and emphasize strong sounds with it like most maps do.
Visual consistency and usage of tools

  1. this is a even more subjective summary of common idea than what I talked about before, but hear me out here. When it comes to visuals people will say that they don't necessarily matter for ranking as much as Gameplay, but people will still point things about them out and question them so having clear ideas about them and being as consistent as possible will always be better and make you map more understandable in most cases.

    the first really easy thing people say to improve visuals is to copy more sliders in case you're mapping the same or similar sounds/parts of the song. You do seem to use it, but there isn't really a reason most of the time why you don't do it even more.

    Pretty much all of these sliders are representing the same kind of idea, yet you decided to make them all slightly different 00:03:721 (1,3,5) - you could argue that this is fine yet there also isn't really a reason not to since just using them same slider won't do harm most of the time.

  2. another important thing that can improve your visuals is to arrange objects such as slider Heads, ends or circles in geometric patterns lines or similar curves. You somewhat have notes like that already yet they can still be arranged with little tricks more perfectly For example:

    You have this triangle in your map 00:04:182 (2,4,6) -



    you might notice that 6 and 2 seem closer to each other than to 4, you could make this a more Perfect triangle by selecting 2 objects like let's say 2 and 4, then coping them, tilting those copied notes by +/- 120° with Ctrl + Shift + R, overlapping those copies with 2 or 4 (depends you'll see), deleting the still overlapping note and moving the not overlapping one in the timeline to a spot were it's supposed to be. The result will look like this:



    If you know basic Geometrie you can use this method to make any kinda of shape if you want that said shape doesn't even have to be complete (like a hexagon with one corner missing). You have to be aware when using this of your spacing tho and staying consistent with what kind of shapes you'll use should be important too. making jumps like this can also make the angles of your jumps more consistent or specific,

    Like: "sound x has always 60° jumps into it while sound y has 75° into it to make it stand out more"


  3. one more thing I want to mention are so called "blankets". Blankets are the idea to have sliders be symmetrically related to other circles or slider shapes the most common example would be something like this. As you can most people usually use this to change the curve of a slider to fit around a circle with the help of it's approach circle. using this method is considered to be one of the easiest and most appealing way to make you map look nicer




Closing thoughts


there's still more things to know, but I think this might already be annoying and Overwhelming to read so maybe watch some of the videos from the channels I've linked. In case you do already know most of this, don't really get my specific or just want more advice honestly feel free to pm me. I'll happily talk about this and give more feedback on the map over time for now
Umo-
NM req from imtdb1's modding queue
1|2|3|4
General
Remove countdown since its not allowed in mania mode. Also uncheck widescreen support in all difficulties because you dont have a storyboard.
You should aslo think about hitsounding your map if you want to make it ranked
4K Easy
didn't found anything lol. I would just recommend that you remove SV's from the difficulty beacuse new players cant that kind of speed changes
4K Normal
imo it's a bit undermapped. Since this is a Normal difficulty you can make the pattern at 00:18:490 look something like this https://osu.ppy.sh/ss/8170207 Apply that kind of pattern trough the map
00:24:028 - meybe spread that pattern a bit more?
00:37:067 (37067|3) - remove, it does not follow the piano
4K Hard
I mean since you alredy followed the sound with the LN's here 00:07:413 then why dont you follow it at the start of the music too?
00:36:721 - It does not follow the piano
00:38:797 - why not add a note here?
Good Luck! :)
timemon
Hello, from my mod queue. I suck at Easy and Normal, I won't be able to help much lol.

First, turn off the Countdown.

[Normal]
Normal difficulty usually requires you to be on the distance snap all the time. You shouldn't suddenly change your spacing either.
Open the AiMod to check all the inconsistent spacing.
00:30:951 (3,4,5) - this can be a bit tough for new player. Maybe make this one slider and one circle instead of 3 circles?

00:36:836 (5) - this slider is simply too fast for the new players to even recognize them with a reverse arrow. Avoid using 1/4 rhythms on Normal and avoid using reverse arrow on a fast slider.

[Easy]
Check the AiMod for spacing inconsistency. You must use same value for the distance snap throughout the map.

00:25:413 (1,2,3) - avoid stacking and overlap completely. New players cannot read them.

Good luck with your mapset
Fursum
Hello from my queue.

[Easy]

00:16:182 (2) - You forgot to set the addition hitsound to Normal.

00:33:259 (1) - This long slider doesn't make sense in Kiai, the note density should be higher in this part.

00:40:759 (1) - Start the spinner atleast 1/4 later, the texture could startle some players.

[Normal]

00:36:836 (5) - Slider end is not on any sound.

[Soft]

Here's my first try.

Spacing is a bit overdone, and kinda used wrongly, because of that its pretty hard to read.

00:40:644 (1) - Should be a circle then a spinner.
Topic Starter
maciek0421

imtdb1 wrote:

4K Easy
didn't found anything lol. I would just recommend that you remove SV's from the difficulty beacuse new players cant that kind of speed changesOk.
4K Normal
imo it's a bit undermapped. Since this is a Normal difficulty you can make the pattern at 00:18:490 look something like this https://osu.ppy.sh/ss/8170207 Apply that kind of pattern trough the map I changed it.
00:24:028 - meybe spread that pattern a bit more? Ok.
00:37:067 (37067|3) - remove, it does not follow the piano Ok.
4K Hard
I mean since you alredy followed the sound with the LN's here 00:07:413 then why dont you follow it at the start of the music too? OK!
00:36:721 - It does not follow the piano Ok.
00:38:797 - why not add a note here? Ok.
Good Luck! :) Thank you!
Ochasan
yo

incoming
click
General Mania Meta

4K Easy : HP rate for Easy/Normal is suggested to be at least 4
OD rate for maps with few sliders is suggested to be at least 7

4K Normal : HP rate for Easy/Normal is suggested to be at least 4
OD rate for maps with few sliders is suggested to be at least 7 or higher

4K Hard : HP rate for Easy/Normal is suggested to be at least 4
OD rate is suggested to be at least 5 or higher

General Mania Countdown

Countdown conflicts with Easy diff, Normal diff, and SOft diff

General Song Setup

no source and tags? if there is no source then only tags are required, this should be
on design, checklist widescreen

In the end, for all the diff in mania i've checked all, no problem what's in there just for the General's problem only i found
goodluck with your map
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