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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:

SPOILER
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:

SPOILER
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:

SPOILER
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:

SPOILER
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!
posted

yaspo wrote:

Hi, from my queue!
Looking like a really clean set in my eyes, so will mostly be making suggestions

[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 - Suppose this gets mentioned enough to change it. Thought it was fine but eh..
  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 Second one works.


[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 Yeah that works
  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) - Good eye, didnt notice they weren't even


[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 Yeah that does make sense
  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 Eh. I'll try it with the buzz and see if people complain.
  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 Sliiiightly rotated 6 instead.
  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 sure why not
  5. 00:20:670 (4,5) - I personally would angle this pattern just like 00:21:270 (1,2) - Yay consistency
  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 Made similar in angle to 5,6 in the next pattern instead.
  7. 00:25:770 (5,4) - another overlap that doesn't really need to be there in my opinion Fixed
    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. Not really sure what you mean about this but the way im picturing doesn't play well.
  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 Tried to map it a little more uniquely
    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 That works, Think I just put in a stream jump because I felt like it, not for any good reason.
  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 Actually now that I have the note at 00:14:670 (6) - I can get away with having the 3/4 slider into a hitcircle on the white since it was introduced earlier in the map. Did that.
  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 I did something like this in the Muzu, but you're right it would kinda kill the emphasis on the final note so I'm gonna keep as is.


Interesting song and pretty fun to play, good luck!
posted

tatatat wrote:

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.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 .i'll consider it
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. fixed

Rizen wrote:

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 i'll consider
  2. 00:18:870 (2) - unnecessary arrow placement change tbh, it would just generate more confusion fixed
  3. 00:36:270 (5,1) - nice pattern, but I don't think think what
  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 this part doesn't have the 1/1s and i think adding circles on the end here would make it a lot harder

Ioneth-chan wrote:

  • 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... personally don't think that would look nice ._.

Dashyy- wrote:



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. it's a guideline, the bpm is slow, and reverses are much easier than a ton of 1/4 sliders

00:00:870 (1) - touching hp bar, should move down a bit fixed
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 i think this is fine because it precedes a finish and i want there to be a jump; also the end of a mini section or what u call it
00:28:470 (2,3) - ds changed
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 changed?

toybot wrote:

[crowie]
i guess reverses are fine since the bpm is slow
neat <3

gl its p easy to rank as is imo

yaspo wrote:

[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) i think they are different enough, the second sliders are curved
  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) - eee might try to change 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) - they're kinda different in the rhythm of the whole section i guess
  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 :/// i doubt there's a better way to do it?
;w;
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 19470
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 6
GridSize: 16
TimelineZoom: 1.5

[Metadata]
Title:Weaponized
TitleUnicode:Weaponized
Artist:Celldweller
ArtistUnicode:Celldweller
Creator:Hiicantpk
Version:Crowie's Normal
Source:
Tags:Terraform Drums Vol. 01 Position Music Gun Symphony HPK Crowie
BeatmapID:1312363
BeatmapSetID:616637

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CircleSize:3
OverallDifficulty:3
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posted

Easy
  1. 00:09:307 (2) - for sliders like these I recommend making the slider body itself use a soft sampleset to get rid of the distracting slidertick hitsound on the white tick. same goes for 00:27:307 (1) - 00:38:107 (3) -
  2. 00:12:907 (1) - Would look better aesthetically if you placed the red anchor in the middle of the slider imo
  3. 00:19:507 (3) - This is just how I would map it, I think deleting this object would help it distinguish the it from all the other sections of the map that use a slider + 2 circles rhythm. Omitting an object here can also highlight the silence in a way. If you choose to keep the object here then you should at least delete the finish addition as there is very little in the song to support it
  4. 00:53:707 (1,2,3,1,2,3,1) - I actually think this is way too dense for a player to interpret as the lowest diff. I think having these 00:48:907 (1,2) as reverse sliders and then deleting 00:54:607 (3,3) - would be much more well received to the player. If skipping sounds tilt you can also consider turning the circles 00:54:307 (2,3,2,3) - into sliders.
  5. I would prefer AR 2 ~

Crowie
  1. 00:11:407 (3,4,5) - I really don't like how you've structured these single reverse sliders tbh. Because you have a plethora of double reverse sliders it's very easy to mix up the 2 and misread several of these patterns. I would suggest structuring these patterns so that the next object doesn't go behind the reverse arrow of the previous slider
  2. 00:19:507 (3) - same as Easy
  3. 00:36:307 (5,1,2) - I would recommend sticking to normal DS. Structuring patterns this way for only 3 objects in a normal comes off a slightly random and can throw a player to misinterpret the snapping since it doesn't happen elsewhere in the map.
  4. 00:37:657 (2) - end this on the right tick ~ I actually noticed this from sound alone ;)
  5. OD 3.5? what do you think

Head
  1. to me it comes across slightly weird that you would use a higher object density at 00:39:307 (1,2,3,4) - compared to 00:48:907 (1,2) - when the latter builds up intensity.
  2. 00:58:507 (1) - the position of this seems a bit too overwhelming to me when existing the spinner (given that there is no circle here in normal as well). Placing this closer to the centre would making it slightly easier and create a nicer spread
  3. 00:19:507 (2) - recommend to delete finish addition as stated in easy

Insane
  1. 00:00:907 (1,2,3) - Just throwing in a suggestion based on how I would map it https://osu.ppy.sh/ss/8773075 (1 and 3 are stacked). I feel this has nice flow and emphasis. Apply to other appropriate places if you decide to adopt this. Tbh in general I feel like 1 and 2 could do with more spacing given the difficulty of this diff in general.
  2. 00:11:407 (4,5,6,7,8) - I find this pattern really weird. It uses different flow and intensity despite being the sounds being so so similar. 00:11:407 (4,5,6) - are spaced moderately but 00:12:157 (7,8) is so tightly packed and there's nothing in the music that would make you interpret the latter as being overly different, imo at least.
  3. 00:19:507 (1) - same about finish as Easy

futsuu
  1. 00:09:007 (19) - deleting this flow nice rhymically
  2. 00:18:907 (44,45,46,47) - Having 1/3s in your lowest diff can be.. slightly tricky, you could consider deleting 00:19:107 (45,46) to simplify it and fit the spread better. Same as 00:28:507 (75,76,77,78) . Alternatively a slider would do
  3. 00:22:207 (56) - This feels like it should be a don. Though I think deleting it would be nicer since it would give players a slight break between the long train of objects you've mapped in the kiai
  4. 00:24:607 (64) - deleting this would give 00:24:907 (65) more emphasis if that's something you want
  5. 00:38:107 (109) - I would recommend deleting this and starting the spinner here. It's like... just how things are done with lower diffs in taiko
  6. 00:49:807 (24,28,32,36) - I highly recommend deleting these. Not only is the object density insanely high but it is overmapped here, which would be fine in it self but you've used the same density here 00:48:907 (21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36) - as 00:53:707 (37,38,39,40,41,42,43,44,45) - when the song in the latter has a lot more density in the rhythm. How about something like this? https://osu.ppy.sh/ss/8773270
  7. OD 4 would fit more nicely with this diff and also create a nicer balance spread wise

Muzu
  1. 00:12:607 (32) - having these as a kat would give more emphasis to 00:12:907 (33,34) as it would break the monotone beat of 00:12:307 (31,32,33,34)
  2. 00:17:407 (48) - same as above.
  3. 00:22:207 (65) - ^ same for other places like this too
  4. 00:28:507 (91,92,93) - finishes feel overdone to me, could be just me though
  5. 00:28:507 (91,92,93,94) - https://osu.ppy.sh/ss/8773301 ? I think this follows the sounds better, what do you think?
[]
I feel like you can rename the futsuu and muzu to muzu and oni respectively. I say this because patterns like 00:08:707 (18,19,20,21,22) - wouldn't really pass in a futsuu and you also have very little breaks in between a lot of patterns which is more expected. Of course this would be seen as ok if they were seen as different diffs

I hope this mod was useful. GL!
posted

Kisses wrote:

Easy
  1. 00:09:307 (2) - for sliders like these I recommend making the slider body itself use a soft sampleset to get rid of the distracting slidertick hitsound on the white tick. same goes for 00:27:307 (1) - 00:38:107 (3) - Silenced the slider tics with timing points instead. I feel the soft slider tick is still noticable enough.
  2. 00:12:907 (1) - Would look better aesthetically if you placed the red anchor in the middle of the slider imo Made slider same as previous 3
  3. 00:19:507 (3) - This is just how I would map it, I think deleting this object would help it distinguish the it from all the other sections of the map that use a slider + 2 circles rhythm. Omitting an object here can also highlight the silence in a way. If you choose to keep the object here then you should at least delete the finish addition as there is very little in the song to support it I think the gun cocking here is significant enough to keep mapped, but did remove the finish
  4. 00:53:707 (1,2,3,1,2,3,1) - I actually think this is way too dense for a player to interpret as the lowest diff. I think having these 00:48:907 (1,2) as reverse sliders and then deleting 00:54:607 (3,3) - would be much more well received to the player. If skipping sounds tilt you can also consider turning the circles 00:54:307 (2,3,2,3) - into sliders. Kinda changed, although a bit worried how much of the play objects are on the left side of the screen now.
  5. I would prefer AR 2 ~k

Head
  1. to me it comes across slightly weird that you would use a higher object density at 00:39:307 (1,2,3,4) - compared to 00:48:907 (1,2) - when the latter builds up intensity.Made the first section sliders as well.
  2. 00:58:507 (1) - the position of this seems a bit too overwhelming to me when existing the spinner (given that there is no circle here in normal as well). Placing this closer to the centre would making it slightly easier and create a nicer spread Idea was to put it in the trigger like in insane/awm,
    but I guess I can move it closer to the center for this diff only
  3. 00:19:507 (2) - recommend to delete finish addition as stated in easy k

Insane
  1. 00:00:907 (1,2,3) - Just throwing in a suggestion based on how I would map it https://osu.ppy.sh/ss/8773075 (1 and 3 are stacked). I feel this has nice flow and emphasis. Apply to other appropriate places if you decide to adopt this. Tbh in general I feel like 1 and 2 could do with more spacing given the difficulty of this diff in general.
  2. 00:11:407 (4,5,6,7,8) - I find this pattern really weird. It uses different flow and intensity despite being the sounds being so so similar. 00:11:407 (4,5,6) - are spaced moderately but 00:12:157 (7,8) is so tightly packed and there's nothing in the music that would make you interpret the latter as being overly different, imo at least.
    Gonna do a little bit of remapping at the start here, theres some inconsistencies that I need to fix in the opening 15 seconds that I need to sort out.
  3. 00:19:507 (1) - same about finish as Easy k

futsuu
  1. 00:09:007 (19) - deleting this flow nice rhymically eh ok
  2. 00:18:907 (44,45,46,47) - Having 1/3s in your lowest diff can be.. slightly tricky, you could consider deleting 00:19:107 (45,46) to simplify it and fit the spread better. Same as 00:28:507 (75,76,77,78) . Alternatively a slider would do Suppose thats true.
  3. 00:22:207 (56) - This feels like it should be a don. Though I think deleting it would be nicer since it would give players a slight break between the long train of objects you've mapped in the kiai Can live with deleting this.
  4. 00:24:607 (64) - deleting this would give 00:24:907 (65) more emphasis if that's something you want Yep that works
  5. 00:38:107 (109) - I would recommend deleting this and starting the spinner here. It's like... just how things are done with lower diffs in taiko k.. but that means i gotta unmute the entire spinner.
  6. 00:49:807 (24,28,32,36) - I highly recommend deleting these. Not only is the object density insanely high but it is overmapped here, which would be fine in it self but you've used the same density here 00:48:907 (21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36) - as 00:53:707 (37,38,39,40,41,42,43,44,45) - when the song in the latter has a lot more density in the rhythm. How about something like this? https://osu.ppy.sh/ss/8773270 That actually works really well, good suggestion
  7. OD 4 would fit more nicely with this diff and also create a nicer balance spread wise k

Muzu
  1. 00:12:607 (32) - having these as a kat would give more emphasis to 00:12:907 (33,34) as it would break the monotone beat of 00:12:307 (31,32,33,34) k
  2. 00:17:407 (48) - same as above. k
  3. 00:22:207 (65) - ^ same for other places like this too k
  4. 00:28:507 (91,92,93) - finishes feel overdone to me, could be just me though why did i make those finishers in the first place
  5. 00:28:507 (91,92,93,94) - https://osu.ppy.sh/ss/8773301 ? I think this follows the sounds better, what do you think? I agree
[]
I feel like you can rename the futsuu and muzu to muzu and oni respectively. I say this because patterns like 00:08:707 (18,19,20,21,22) - wouldn't really pass in a futsuu and you also have very little breaks in between a lot of patterns which is more expected. Of course this would be seen as ok if they were seen as different diffs Might ask for more opinions on this.

I hope this mod was useful. GL!
posted
oh one last thing, up the SV on the taiko diffs. You've essentially mapped it as double it's bpm so yh. The SV is really slow when playing. somewhere between 2.6-3 would be fine ~
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