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posted
This beatmap was submitted using in-game submission on Friday, November 24, 2017 at 7:45:11

Artist: Celldweller
Title: Weaponized
Tags: Terraform Drums Vol. 01 Position Music Gun Symphony HPK Crowie
BPM: 100
Filesize: 3974kb
Play Time: 00:58
Difficulties Available:
  1. AWM (5.39 stars, 188 notes)
  2. Crowie's Normal (1.78 stars, 86 notes)
  3. Easy (1.16 stars, 70 notes)
  4. Futsuu (1.83 stars, 139 notes)
  5. Hard (2.82 stars, 128 notes)
  6. Insane (4.14 stars, 171 notes)
  7. Muzukashii (2.53 stars, 196 notes)
  8. Oni (2.89 stars, 220 notes)


Download: Celldweller - Weaponized
Information: Scores/Beatmap Listing
---------------
The Accuracy International AWM rifle is a variant of the British Accuracy International Arctic Warfare (AW) rifle that was the basis of a family of sniper rifles using the Arctic Warfare name. As such the design details of the AWM variant are similar to the ones found in the basic AW rifle system. Compared to the AW, the AWM has a longer bolt to accommodate dimensionally larger magnum-length cartridges such as the .300 Winchester Magnum and the .338 Lapua Magnum. The bolt head, locking ring, and extractor and magazines were also revised to work with the increased size and operating pressures of magnum rifle cartridges.


Is that a motherfucking PUBG reference?
posted
Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality.
Why is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp page
Your stack leniency is too low.
Your offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset.
Easy:
00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map.
Normal:
00:01:470 (2,3) - Consider placing the circle farther away from the slider since it may confuse the player at 00:20:070 (1,2) - because it is a similar pattern but the timing is drastically different. The pattern on its own would be okay, but since there can be confusion with later patterns it should probably be changed.
00:03:870 (2,3) - Same as above.
00:36:270 (5,1,2) - These overlapping slider heads are probably too confusing for a normal difficulty.
00:36:270 (5,1) - The body of slider 5 overlaps the body of slider 1 and it ends on the start of slider 1, this definitely can cause confusion.
Hard:
00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is.
00:58:170 - There might not be enough time for the player to recover at the end of the spinner here.
Insane:
00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.
posted

tatatat wrote:

Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality. Wew AiMod. Eventually
Why is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp page Position Music is the publisher for this song. Probably not needed but i don't see it doing any harm
Your stack leniency is too low. That AiMod message is outdated. We can use any stack Leniency as long as its achievable without editing the .osu
Your offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset. I'll get more opinions on this, but I think its fine as is.
Easy:
00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map. Its the most intense part in this section, and I still think Easy level players can manage this.
Hard:
00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is. Wasn't quite sure on the positioning, moved further away
00:58:170 - There might not be enough time for the player to recover at the end of the spinner here. From the ranking criteria:
"Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties".

Insane:
00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.This isn't a stream?
posted
i c wat u did there with the last circle
Easy
  1. 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this
  2. 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better
  3. 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc.


Crowie's Normal
  1. 00:11:370 (3,4,5) - can be very confusing for new players to play since objects 1/2 beat apart ae usually not overlapping. applies to upcoming ones too
  2. 00:18:870 (2) - unnecessary arrow placement change tbh, it would just generate more confusion
  3. 00:36:270 (5,1) - nice pattern, but I don't think
  4. 00:48:870 (1) - maybe use same rhythm pattern as 00:46:470 (1,2) - ? You kinda established in that section that a repeat slider would tend to repeat twice so it's best to follow that through imo


Hard
  1. 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern
  2. 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking
  3. I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different


Insane
  1. 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) -
  2. 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick.
  3. 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here?
  4. 00:42:270 (5,6) - only slider not blanketing the circle in this section?


AWM
  1. 00:06:270 (3,4,5) - be careful with DS :(
  2. 00:14:070 (5) - same thing about the whistle mentioned in Insane diff
  3. 00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-.


glgl
posted

Rizen wrote:

i c wat u did there with the last circle
Easy
  1. 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this Did want 00:19:470 (3) - to be clickable so just put two 1/1 gap circles instead.
  2. 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better You're right. That works.
  3. 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc. Yep.


Hard
  1. 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern Fair, 1/3 might be hard to read for a Hard diff
  2. 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking Agree
  3. I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different I originally mapped this diff as a collab, but then did it all myself instead. The second section was more in line with what the collaber made, but I didn't change it after i mapped in his sections. Will fix the spacing on 1/2 gaps.


Insane
  1. 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) - Done here. Couldn't do it with the next one cause it'd look ugly with 1
  2. 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick. Eh. I guess. HS to the song is more important than keeping HS patterns
  3. 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here? Oops, fixed.
  4. 00:42:270 (5,6) - only slider not blanketing the circle in this section?I'd have to rework this individual one to blanket, too close to the edge of the screen.


AWM
  1. 00:06:270 (3,4,5) - be careful with DS :(Oops, fixed.
  2. 00:14:070 (5) - same thing about the whistle mentioned in Insane diff
  3. 00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-. It'd be awkward with positioning down in that corner. Also all the 5s in this section are in relatively the same spot and have overlap


glgl thank
posted
This is ridiculously catchy

  • AWM
  1. 00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider.

    Insane
  2. 00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though
  3. 00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me :oops:
  4. 00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho

    Crowie's Normal
    In general, the sliders in here just feel super crowded and overlapped, mostly just the repeating sliders and especially at 00:53:670 (1,2,3,4,1) - in that case you could rotate those so they go outwards from the center, like a flower? hopefully that made sense...
posted

Ioneth-chan wrote:

This is ridiculously catchy

[list]AWM
[*]00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider. That was the intention, yes.

Insane
[*]00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though Also intentional. Sorry if you don't enjoy it.
[*]00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me :oops:
[*]00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho NC'd it instead.
posted
AWM

00:08:070 (1,2) - If you're trying to emphasize the gun cocking, I suggest that you make it a 3/4 slider instead. It is spaced similarly to 00:05:670 (1,2), making it seem like another half beat jump.

00:23:670 (1,2,3,4) - These jumps are the same as 00:21:270 (1,2,3,4) but 00:23:670 (1,2,3,4) are landing on smaller sounds. The jumps should be different in some way. Same with 00:30:870 (1,2,3,4), but I think that's a different case since the small sounds came first.

That's all my small mapping mind can help you. :(
Thank you and your welcome.
posted

CPUnit wrote:

AWM

00:08:070 (1,2) - If you're trying to emphasize the gun cocking, I suggest that you make it a 3/4 slider instead. It is spaced similarly to 00:05:670 (1,2), making it seem like another half beat jump. The sounds aren't 3/4 beat though

00:23:670 (1,2,3,4) - These jumps are the same as 00:21:270 (1,2,3,4) but 00:23:670 (1,2,3,4) are landing on smaller sounds. The jumps should be different in some way. Same with 00:30:870 (1,2,3,4), but I think that's a different case since the small sounds came first. I think its fine to map these two the same way. Even if they're not the identical sounds, they are pretty similar. Also even if the 4 notes are the same, the sliders afterwards can designate it being different.

That's all my small mapping mind can help you. :(
Thank you and your welcome.
posted
As I am very inexperienced in anything below 4*'s, I will only be modding Insane and AWM difficulties.

The issues in both insane and AWM diffs were virtually exactly the same(aside from one varient.), so I compiled a general list for both diffs, as well as varient list(s) to keep things organized.

Levels of importance.
! = Important Issue. ! = Normal Issue ! = Minor issue. ! = Basically just nit-picking/idea, Relatively unimportant.


AWM AND Insane:

collapsed text
00:14:970 (6) - ! Circle has no sound to follow. Remove.

! This song has many different sounds in it, which opens up a lot of opportunity for creativity, but the jumps as they are now feel very rigid and uninteresting, as most of the sounds are mapped almost exactly the same as one another. This makes the mapping feel rather boring. I would suggest creating more unique patterns for each unique sound, as to make the map(s) feel more interesting and follow the rhythm better.
(Theres about 3 different sounds in the kiai that make jump patterns).
(I.E, AWM Diff: - 00:21:270 (1,2,3,4) - 00:23:670 (1,2,3,4) - 00:26:070 (1,2,3,4) - All these sounds are different, but mapped identical apart from angle differences and slight spacing increase)
(I.E, Insane diff: - 00:21:270 (1,2,3,4) - 00:26:070 (1,2,3,4) - Although not as much on the insane diff as AWM, it still occurs.)

! The NC's between AWM and Insane vary, even when the basic rhythm does not. this should not occur except in special cases. So I would recommend looking through them and fixing the inconsistencies.
(I won't list them all here, but i'll give a couple examples; - 00:19:470 (2) - No NC on AWM, but NC on Insane. - 00:09:270 (1) - NC on AWM, but no NC on Insane.)
Fixing this will improve consistency between difficulties.

- 00:19:470 (2) - ! This slider does not represent the sound very well. Consider 1/6 or 1/8 buzz slider, whichever one works better. (Especially considering how noticeably unique the sound is.)

- 00:58:470 (1) - ! This is more personal opinion than anything, so feel free to disregard it, but I find the spacing and placement of these circles rather annoying and unnecessary.
it would feel better to play if it were placed in the center of the screen.
HOWEVER: I'm not sure if this was intentional or not, but if the placement of the circle is meant to imply pulling the trigger of the rifle on the background, it's an interesting little touch, but I still think it's weird to play.

AWM SPECIFIC:

collapsed text
00:08:070 (1,2) - ! These sounds are distinctly different to the following sounds, but are mapped in a virtually identical way, making it feel somewhat awkward to play, even with the NC there to show the change. (some players don't have NC's on their skins, remember.)
Consider varying them in some way. IE: make it a slider like in insane, or just change the pattern to make it obviously different. The reason I make a big deal out of it is because it also clashes a bit with the rest of the mapping.


Best of luck with the map. hope the mod was at least somewhat useful.
posted

Rhonen wrote:

AWM AND Insane:

collapsed text
00:14:970 (6) - ! Circle has no sound to follow. Remove. Was filler rhythm, but suppose its fine without.

! This song has many different sounds in it, which opens up a lot of opportunity for creativity, but the jumps as they are now feel very rigid and uninteresting, as most of the sounds are mapped almost exactly the same as one another. This makes the mapping feel rather boring. I would suggest creating more unique patterns for each unique sound, as to make the map(s) feel more interesting and follow the rhythm better.
(Theres about 3 different sounds in the kiai that make jump patterns).
(I.E, AWM Diff: - 00:21:270 (1,2,3,4) - 00:23:670 (1,2,3,4) - 00:26:070 (1,2,3,4) - All these sounds are different, but mapped identical apart from angle differences and slight spacing increase) Changed up the second pattern as its pretty clearly different, but the first and third are close enough to map them similar.
(I.E, Insane diff: - 00:21:270 (1,2,3,4) - 00:26:070 (1,2,3,4) - Although not as much on the insane diff as AWM, it still occurs.) The only thing that seperates these two is a slight pitch change, I think its fine to map these two with the same sort of pattern

! The NC's between AWM and Insane vary, even when the basic rhythm does not. this should not occur except in special cases. So I would recommend looking through them and fixing the inconsistencies. Went through and normalized the NCs between these two diffs.


- 00:19:470 (2) - ! This slider does not represent the sound very well. Consider 1/6 or 1/8 buzz slider, whichever one works better. (Especially considering how noticeably unique the sound is.) The 1/6th buzz could work, but Imo the slider thats here is fine as is.

- 00:58:470 (1) - ! This is more personal opinion than anything, so feel free to disregard it, but I find the spacing and placement of these circles rather annoying and unnecessary.
it would feel better to play if it were placed in the center of the screen.
HOWEVER: I'm not sure if this was intentional or not, but if the placement of the circle is meant to imply pulling the trigger of the rifle on the background, it's an interesting little touch, but I still think it's weird to play. Yeah this is intentionally on the trigger of the rifle in the background. In the AWM difficulty, the 1-2 jump notes at the end are also circling around the end of the scope in the background, sort of a "zeroing in" sort of implication.

AWM SPECIFIC:

collapsed text
00:08:070 (1,2) - ! These sounds are distinctly different to the following sounds, but are mapped in a virtually identical way, making it feel somewhat awkward to play, even with the NC there to show the change. (some players don't have NC's on their skins, remember.)
Consider varying them in some way. IE: make it a slider like in insane, or just change the pattern to make it obviously different. The reason I make a big deal out of it is because it also clashes a bit with the rest of the mapping. Figured out a way that works with the map and looks good.


Best of luck with the map. hope the mod was at least somewhat useful.
posted
[General]

Audio bitrate need to lower to 192kbps
BG "Sinon.jpg" needed to resized from 1365x768 to 1366x768(lol)

[Futsuu]

00:38:145 (1) - Those
00:56:145 (1) - Spinners need to snap at 1/4 to clearly seen on play screen

like this

[Muzukashii]

00:38:145 (1) - Same as Futsuu
00:56:070 (69,1,1) -

to
posted

Nyan wrote:

[General]

Audio bitrate need to lower to 192kbps Still Todo. Finding new offset gonna suck
BG "Sinon.jpg" needed to resized from 1365x768 to 1366x768(lol) zzzzzzzzz

[Futsuu]

00:38:145 (1) - Those
00:56:145 (1) - Spinners need to snap at 1/4 to clearly seen on play screen O. Habit from Standard mapping

like this

[Muzukashii]

00:38:145 (1) - Same as Futsuu
00:56:070 (69,1,1) -

to

Yeah that works. Silenced the spinner end cause its not on anything really
posted


crowie:

you seem to use a lot of multi-reverse sliders (if thats what they're called lol), which is discouraged according to the ranking criteria. i would suggest you make them sliders with circles here and there.

00:00:870 (1) - touching hp bar, should move down a bit
00:24:270 (5) - tbh i think two 1/4 sliders instead of a repeat sound better rhythmically. it covers the important sound as well so g
00:28:470 (2,3) - ds
00:36:270 (5) - overlap here isn't really the best choice, since a new player can misread it easily. same goes for the next 3 sliders

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this?
00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) -
00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap


some type of gun:

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change
00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle
00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail

bang
posted

Dashyy- wrote:

I know ._. , I'll get around to fixing it eventually

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this? Either way could work, think I'll stick with what I have currently.
00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) - I like how the different shapes seperate the half measure. Plus the straight sliders have the strong sound on 00:23:670 as opposed to 3 and 4 that don't
00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds There isnt really any sound on the red tic though.

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap Thought the NC would be enough. Increased the SV and length instead, still stacked end on 2


some type of gun: (Its a sniper rifle. Thats what the map description is about ._.)

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change Its a stylistic thing.
Is fine.

00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle I purposely broke flow here to show its a 1/2 beat gap instead of the 1/4 beat gaps previously. Thats also why its a new combo.
00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail Since there isn't a sound on the 1/2 I'd either have to have 1 beat gaps like the start of the map or I could use these sliders. I like the sliders so its different from the start of the map.

bang ded
posted
hi
i had a p ok mod going on but then it deleted itself :oops:

[awm]
00:11:370 (4,5,6,7) - 00:16:170 (4,5,6,7) - feels weird for these to be so comapct when drum is still strong + everything else is so spaced out
00:14:070 (5) - maybe make this circle + 3/4 slider to emphasize that winding sound at 00:14:670 -
00:21:270 (1,2,3,4,5) - p dumb that every jump pattern is the same, theres more room for creativity but since u dont take advantage of that it makes the map feel pretty bland, which i think u were kinda going for
00:28:470 (1) - 00:33:870 (2,3) - also room for cool patterns considering the general spacing; the triplet rhythm would be distinguishable even if u were to map it w/ circles
00:53:670 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - maybe try something other than rotating jumps lol, maybe something that builds on the zig zag back and forth jumps u do a lot
stuff here kinda applies to other diffs

[insane]
00:11:370 (4,5,6) - weird for these to be spaced whereas in awm its not
better in presentation than awm

[hard]
00:12:120 - 00:16:920 - could use some loving on the drums
00:35:520 - same
00:34:920 (2,3) - stack

[crowie]
i guess reverses are fine since the bpm is slow
neat

gl its p easy to rank as is imo
posted
I lied, im responding now when i should be sleeping

toybot wrote:

hi
i had a p ok mod going on but then it deleted itself :oops:

[awm]
00:11:370 (4,5,6,7) - 00:16:170 (4,5,6,7) - feels weird for these to be so comapct when drum is still strong + everything else is so spaced out Suppose if I map it spaced in Insane, theres no reason not to here
00:14:070 (5) - maybe make this circle + 3/4 slider to emphasize that winding sound at 00:14:670 - yeah that works
00:21:270 (1,2,3,4,5) - p dumb that every jump pattern is the same, theres more room for creativity but since u dont take advantage of that it makes the map feel pretty bland, which i think u were kinda going for Changed up the second one in the first half of the kiai. Other ones aren't exactly the same but i kinda get your point
00:28:470 (1) - 00:33:870 (2,3) - also room for cool patterns considering the general spacing; the triplet rhythm would be distinguishable even if u were to map it w/ circles fuck it why not
00:53:670 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - maybe try something other than rotating jumps lol, maybe something that builds on the zig zag back and forth jumps u do a lot I kinda want to change this pattern but I don't really have a solid idea on what to make, and I don't want to go too crazy with the jumps so there isn't too much of a star rating jump between Insane and here.
stuff here kinda applies to other diffs

[insane]
00:11:370 (4,5,6) - weird for these to be spaced whereas in awm its not Spaced in AWM instead.
better in presentation than awm

[hard]
00:12:120 - 00:16:920 - could use some loving on the drums Probably. Also fine as is imo.
00:35:520 - same Makes sense here since I did in rest of kiai
00:34:920 (2,3) - stack oops


gl its p easy to rank as is imo
posted
taiko mod from #modreqs

futsuu
  1. 00:23:970 (63) - This note does not seem to be needed. I'd suggest to delete it. It'll make a little break at the same time.

m'yeah, pretty much nothing to see here.

muzukashii
  1. 00:08:070 (16,17) - since the previous two notes were kats, these two notes should not have kats also since it doesn't cover the same sounds. I'd suggest you to change them for dons instead.
  2. 00:08:670 (18,19,20,21) - if you followed the previous suggestion, this one follows it. these notes basically have all the same intonation with the gun's sound. you should try to put all of these in kats in this case. It will also make a nice transition to the next big don, which has a louder sound.
  3. 00:21:120 (60) - this note right here does not seem to be needed as the sound at this place is too soft to be emphasized. By deleting the note, the section will be even because you'll separate both parts you were emphasizing (00:20:070 (55,56,57,58,59) - and 00:21:270 (60,61,62,63,64,65) - )
  4. 00:23:520 (71) - Same thing will apply to this note. Delete it.
  5. 00:24:120 (74) - Since you're going all in and the spread between Futsuu/Muzukashii will be an issue with this pattern, I'd suggest you to delete this note. It does not seem to be needed.
  6. 00:25:920 (84) - Same thing as mentioned on 00:21:120 (60) -
  7. 00:30:720 (102) - Delete this note.
  8. 00:31:320 (105) - This note should have a kat to follow the sound made with the next object.
  9. 00:33:870 (115,116,117,118,119,120,121,122) - This is not a thing I am suggesting at all for this kind of difficulty. Try to do something else, because it is an issue with the spread of both of your difficulties.


Good luck!
posted

Gabe wrote:

taiko mod from #modreqs

futsuu
  1. 00:23:970 (63) - This note does not seem to be needed. I'd suggest to delete it. It'll make a little break at the same time. Yeah that makes sense.

m'yeah, pretty much nothing to see here.

muzukashii
  1. 00:08:070 (16,17) - since the previous two notes were kats, these two notes should not have kats also since it doesn't cover the same sounds. I'd suggest you to change them for dons instead. That is true, changed
  2. 00:08:670 (18,19,20,21) - if you followed the previous suggestion, this one follows it. these notes basically have all the same intonation with the gun's sound. you should try to put all of these in kats in this case. It will also make a nice transition to the next big don, which has a louder sound. For some reason I thought the sounds on the white/red were different from blue. Guess not, changed.
  3. 00:21:120 (60) - this note right here does not seem to be needed as the sound at this place is too soft to be emphasized. By deleting the note, the section will be even because you'll separate both parts you were emphasizing (00:20:070 (55,56,57,58,59) - and 00:21:270 (60,61,62,63,64,65) - ) Agree,
    changed
  4. 00:23:520 (71) - Same thing will apply to this note. Delete it. Ditto
  5. 00:24:120 (74) - Since you're going all in and the spread between Futsuu/Muzukashii will be an issue with this pattern, I'd suggest you to delete this note. It does not seem to be needed.Tbh after hearing and playing without it seems good with this removed yeah/
  6. 00:25:920 (84) - Same thing as mentioned on 00:21:120 (60) - k
  7. 00:30:720 (102) - Delete this note. k
  8. 00:31:320 (105) - This note should have a kat to follow the sound made with the next object. Didnt notice they were the same sound, changed.
  9. 00:33:870 (115,116,117,118,119,120,121,122) - This is not a thing I am suggesting at all for this kind of difficulty. Try to do something else, because it is an issue with the spread of both of your difficulties. Is this in terms of the DD after the 1/6 k pattern or the 1/6 pattern itself? If this is a problem with the DD after 1/6 I can just make them dd instead (if you think that'll fix it). Please PM me when you're next online so I can figure this out.


Good luck! Thanks


Edit: Confirmation from Raiden about using 3 slider tic rate for a 1/6 drum roll in the muzu
posted
Hi, from my queue!
Looking like a really clean set in my eyes, so will mostly be making suggestions

[Crowie's Normal]
I'm not an expert on normals, and this difficulty does seem pretty nice.
But, I am concerned about your usage of different repeating sliders and their visual representation
  1. 00:08:670 (2,3) - here, there are 2 repeats, followed by a circle aligned with the slider
  2. 00:11:370 (3,4) - right after, there are is a single repeat twice. While they aren't as perfectly aligned as the previous pattern, I feel like it -might- be too similar (again, no expert)
  3. 00:21:270 (4,5) - then this pattern has 2 repeats again, and looks extremely similar to stuff like 00:16:170 (3,4) -
  4. 00:48:870 (1) - these shouldn't be a problem since the player doesn't have to click something right after, but I just found it odd that these aren't more like this 00:46:470 (1,2) -
  5. 00:53:670 (1,2,3,4) - with the previous pattern having 3 repeats, this also might be interpreted incorrectly by the player. Maybe. No idea, honestly


[Hard]
  1. 00:12:120 - it feels pretty weird to skip over this sound, while you represent pretty much every other sound in the song
    there's plenty of options for rhythm as well, like http://i.imgur.com/mbSUDai.png , http://i.imgur.com/Nj6fd8D.png , http://i.imgur.com/S7QvLZv.png , etc
    same here 00:16:920 -
  2. 00:26:070 (1,2,3) - in my opinion, this pattern looks like a bit of a mess, especially since the head of 3 feels like it should be on a straight line with 2
    few suggestions http://i.imgur.com/UaVrBYg.png , http://i.imgur.com/gsDSTZY.png


[Insane]
  1. 00:36:870 (1,2,3) - I personally would scale these up just a little to give 00:36:270 (1) - a bit more breathing room
  2. 00:39:270 (1,2,3,4) - I would move 2 and 4 down a little so the pattern looks a bit more organised, like this http://i.imgur.com/x9dkFJw.png
    same here 00:41:670 (1,2,3,4,1) - 00:46:470 (1,2,3,4,1) - 00:48:870 (1,2,3,4,5) - 00:50:070 (1,2,3,4,5) -


[AWM]
I really like this difficulty because a most of the patterns give a lot of anticipation for movement (player has to wait for larger gaps and will try to plan ahead during that time = anticipation), which makes it really feel intense even though the rhythm sometimes isn't very dense
As such, I'll try to make a few suggestions that could improve that experience
  1. 00:11:070 (3,4,5) - it could be neat to have less of an angle on 4, resulting in a movement more like this pattern 00:15:870 (3,4,5) -
    extreme example http://i.imgur.com/Q1FD1i5.png
  2. 00:14:670 (6) - I feel like a buzz slider would be more fitting here, it would represent the held sound better and I think it would still add anticipation to the next movement
  3. 00:16:170 (4,6) - this overlap is a bit triggering, since you have plenty of room to move the 4 or 6 (or both)
    my suggestion is moving 6 to get a pattern like this http://i.imgur.com/ATktYiu.png
  4. 00:19:470 (1) - just preference, but I feel like a slider with 2 red nodes (or more) would be more fitting to represent the reloading sound
    would also make it stand out more from 00:21:870 (5) - 00:26:670 (5) - etc
  5. 00:20:670 (4,5) - I personally would angle this pattern just like 00:21:270 (1,2) -
  6. 00:23:370 (5,1,3) - you could give 5 the same angle as 1-3, this would make 5 fit better with the patterns around it
  7. 00:25:770 (5,4) - another overlap that doesn't really need to be there in my opinion
    I think it could be interesting if you aligned 5 with 00:25:470 (4,1) - and ctrl + g'd it. I think this would give 00:26:070 (1,2,3,4) - some anticipation since the player has to slow down and move in the opposite direction of the slider to hit the pattern.
  8. 00:28:470 (1,2,3) - I'm not sure if this 1/3 is at all readable, it surely doesn't stand out a lot, especially when taking this later pattern 00:35:670 (1,2,3) - into account
    It might be better to make a more unique pattern, you could try something like this http://i.imgur.com/6mwbdw7.png for example
  9. 00:33:870 (2,3,4,5,6,7) - I'm not sure if I like this streamjump, it puts a lot of emphasis on 00:34:170 (5) - while there isn't anything significant there.
    The streamjump also diminishes emphasis on this note 00:34:470 (1) - , you could try arranging it more like this http://i.imgur.com/eAFrcqr.png instead
  10. 00:40:470 - I'm kinda sad that there is no click on this and every other next marching sound. Call me weird, but sounds like that are honestly more fun to click on
  11. 00:58:470 (1) - didn't realise this was placed on Sinon's hand holding the trigger until I opened the editor. It's pretty cute
    maybe you could try putting a 1/4 slider here 00:58:170 - and place it over the uh "reloading thingy" like this http://i.imgur.com/hhcA3pk.png
    though I figure that destroys emphasis on 00:58:470 (1) - , so you could also try something like this http://i.imgur.com/TcbYtVU.png , just silly ideas here


Interesting song and pretty fun to play, good luck!
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