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Celldweller - Weaponized [Osu|Taiko]

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Topic Starter
Senko-san

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
toybot
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
Topic Starter
Senko-san
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
Aurele
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!
Topic Starter
Senko-san

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
yaspo
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!
Topic Starter
Senko-san

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!
Crowie

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

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:3
ApproachRate:4
SliderMultiplier:1.6
SliderTickRate:1

[Events]
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260,292,11407,2,0,P|239:302|191:308,2,40,0|0|2,0:0|0:0|0:1,0:0:0:0:
201,346,12007,2,0,P|180:336|132:330,2,40,0|0|2,0:0|0:0|0:1,0:0:0:0:
120,343,12607,1,0,0:0:0:0:
48,306,12907,6,0,L|57:239,1,40,0|0,0:0|0:0,0:0:0:0:
29,148,13507,1,0,0:0:0:0:
108,156,13807,2,0,L|166:162,1,40,0|0,0:0|0:0,0:0:0:0:
177,187,14107,2,0,B|244:127|244:127|215:294,1,240,2|0,0:1|0:0,0:0:0:0:
146,312,15307,6,0,L|157:374,1,40,0|0,0:0|0:0,0:0:0:0:
272,335,15907,1,0,0:0:0:0:
345,366,16207,2,0,P|366:356|414:350,2,40,0|0|2,0:0|0:0|0:1,0:0:0:0:
404,312,16807,2,0,P|425:322|473:328,2,40,0|0|2,0:0|0:0|0:1,0:0:0:0:
483,319,17407,1,0,0:0:0:0:
457,243,17707,6,0,B|441:91|441:91|449:56,1,160,4|2,0:0|0:0,0:0:0:0:
326,194,18907,2,0,B|331:138,2,53.3333333333333,2|0|2,0:0|0:0|0:0,0:0:0:0:
340,245,19507,2,0,B|319:243|319:243|286:261|286:261|265:259,1,80,6|0,0:2|0:0,0:0:0:0:
172,231,20107,5,0,1:0:0:0:
172,231,20257,2,0,P|170:282|139:312,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
97,286,20707,2,0,L|-13:273,1,95.9999970703126,0|0,1:0|0:0,0:0:0:0:
60,198,21307,2,0,L|53:137,3,47.9999985351563,0|0|0|0,1:0|0:0|1:0|0:0,0:0:0:0:
27,110,21907,2,0,B|54:74|54:74|60:22,1,95.9999970703126,2|0,0:2|0:0,0:0:0:0:
150,55,22507,5,0,1:0:0:0:
150,55,22657,2,0,L|283:38,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
289,61,23107,2,0,P|319:99|290:166,1,95.9999970703126,0|0,1:0|0:0,0:0:0:0:
233,198,23707,2,0,B|270:185|301:210|301:210|332:234|369:222,1,143.999995605469,0|0,1:0|0:0,0:0:0:0:
410,199,24307,2,0,L|417:135,2,47.9999985351563,2|0|2,0:2|0:0|0:2,0:0:0:0:
471,273,24907,5,0,1:0:0:0:
471,273,25057,2,0,P|432:312|435:373,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
380,341,25507,2,0,L|257:326,1,95.9999970703126,0|0,1:0|0:0,0:0:0:0:
191,352,26107,2,0,L|185:275,3,47.9999985351563,0|0|0|0,1:0|0:0|1:0|0:0,0:0:0:0:
198,257,26707,2,0,L|75:272,1,95.9999970703126,2|0,0:2|0:0,0:0:0:0:
69,178,27307,6,0,B|102:164|102:164|216:170|216:170|260:180|296:222|284:278,1,287.999991210938,4|0,0:0|0:0,0:0:0:0:
335,355,28507,6,0,P|363:331|381:282,1,63.9999980468751
376,243,28907,2,0,P|391:270|396:302,1,63.9999980468751
335,123,29707,5,0,1:0:0:0:
335,123,29857,2,0,P|340:65|303:25,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
272,25,30307,2,0,L|149:43,1,95.9999970703126,0|0,1:0|0:0,0:0:0:0:
82,23,30907,2,0,P|80:53|94:85,1,47.9999985351563,0|0,1:0|0:0,0:0:0:0:
63,112,31207,2,0,P|87:128|122:132,1,47.9999985351563,0|0,1:0|0:0,0:0:0:0:
130,173,31507,2,0,B|200:156|200:156|256:171,1,95.9999970703126,2|0,0:2|0:0,0:0:0:0:
196,254,32107,5,0,1:0:0:0:
196,254,32257,2,0,P|215:299|191:354,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
249,341,32707,2,0,L|349:354,1,95.9999970703126,0|0,1:0|0:0,0:0:0:0:
437,330,33307,2,0,B|447:293|447:293|425:152,1,143.999995605469,2|0,0:0|0:0,0:0:0:0:
450,144,33907,2,0,B|422:138|422:138|386:155|386:155|359:149,1,95.9999970703126,2|2,0:2|0:2,0:0:0:0:
263,133,34507,5,0,1:0:0:0:
263,133,34657,2,0,P|271:183|228:233,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
207,244,35107,2,0,L|76:223,1,95.9999970703126,0|0,1:0|0:0,0:0:0:0:
94,134,35707,2,0,L|81:60,2,47.9999985351563,0|0|0,1:0|0:0|1:0,0:0:0:0:
120,236,36307,2,0,B|107:373|107:373|159:318,1,191.999994140625,4|0,0:0|1:0,0:0:0:0:
145,335,37057,6,0,B|175:310|213:322|213:322|250:335|281:310,1,143.999995605469,0|0,0:0|1:0,0:0:0:0:
280,310,37657,2,0,B|285:278|285:278|259:158,1,127.99999609375,0|4,0:0|0:0,0:0:0:0:
492,237,39307,6,0,L|416:250,3,40
413,250,39907,1,4,0:0:0:0:
293,143,40507,2,0,L|123:124,1,160,2|2,0:1|0:1,0:0:0:0:
56,264,41707,6,0,L|132:251,3,40,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
135,251,42307,1,4,0:0:0:0:
255,358,42907,2,0,L|425:377,1,160,2|2,0:1|0:1,0:0:0:0:
492,237,44107,6,0,L|416:250,3,40,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
413,250,44707,1,4,0:0:0:0:
293,143,45307,2,0,B|236:140|236:140|184:126|184:126|123:123,1,160,2|2,0:1|0:1,0:0:0:0:
56,264,46507,6,0,L|132:251,3,40,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
135,251,47107,1,4,0:0:0:0:
255,358,47707,2,0,B|312:361|312:361|364:375|364:375|425:378,1,160,2|2,0:1|0:1,0:0:0:0:
341,234,48907,6,0,L|348:163,4,40,0|0|0|0|4,0:0|0:0|0:0|0:0|0:0,0:0:0:0:
182,210,50107,2,0,L|175:139,4,40,0|0|0|0|4,0:0|0:0|0:0|0:0|0:0,0:0:0:0:
344,152,51307,2,0,L|351:81,4,40,0|0|0|0|4,0:0|0:0|0:0|0:0|0:0,0:0:0:0:
185,128,52507,2,0,L|178:57,4,40,0|0|0|0|4,0:0|0:0|0:0|0:0|0:0,0:0:0:0:
347,70,53707,6,0,P|370:61|396:62,3,40,2|0|0|0,0:1|0:0|0:0|0:0,0:0:0:0:
420,40,54307,2,0,P|435:59|442:84,3,40,2|0|0|0,0:1|0:0|0:0|0:0,0:0:0:0:
471,100,54907,2,0,P|457:120|436:135,3,40,2|0|0|0,0:1|0:0|0:0|0:0,0:0:0:0:
429,167,55507,2,0,P|405:160|384:144,3,40,2|0|0|0,0:1|0:0|0:0|0:0,0:0:0:0:
352,147,56107,5,12,0:0:0:0:
256,192,56257,12,2,58507,0:1:0:0:
_handholding

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!
Topic Starter
Senko-san

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!
_handholding
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 ~
Topic Starter
Senko-san

Kisses wrote:

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 ~
3 seems a little too fast imo, how does 2.2 for Futsuu and 2.6 for Muzu look on your end?
Arphimigon
Lab Aesthetics Mod!
Results given in [x, y] formats

[AWM]
Object at 00:20:707 - should be placed at: [68, 315] currently at: [67, 316] to move in line with slider at time 00:21:007 -
Object at 00:26:107 - should be placed at: [344, 136] currently at: [345, 137] to move in line with slider at time 00:25:807 -

[Crowie's Normal]
Object at 00:42:307 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:41:707 -
Object at 00:47:107 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:46:507 -

[Easy]
Object at 00:21:007 - should be placed at: [164, 303] currently at: [165, 304] to move in line with slider at time 00:20:107 -
Object at 00:23:407 - should be placed at: [197, 98] currently at: [198, 99] to move in line with slider at time 00:22:507 -
Object at 00:25:807 - should be placed at: [491, 125] currently at: [492, 124] to move in line with slider at time 00:24:907 -
Object at 00:56:107 - should be placed at: [108, 280] currently at: [107, 281] to move in line with slider at time 00:55:507 -

[Hard]
Object at 00:06:307 - should be placed at: [223, 95] currently at: [222, 96] to move in line with slider at time 00:05:707 -
Object at 00:19:507 - should be placed at: [179, 95] currently at: [178, 96] to move in line with slider at time 00:18:907 -
Object at 00:21:307 - should be placed at: [270, 126] currently at: [267, 128] to blanket slider body at time 00:20:707 -
Object at 00:49:207 - should be placed at: [289, 251] currently at: [290, 254] to blanket slider body at time 00:49:507 -
Object at 00:50:407 - should be placed at: [395, 124] currently at: [398, 122] to blanket slider body at time 00:50:707 -
Object at 00:50:707 - should be placed at: [483, 128] currently at: [484, 129] to move in line with slider at time 00:50:107 -
Object at 00:51:607 - should be placed at: [213, 145] currently at: [216, 147] to blanket slider body at time 00:51:907 -
Object at 00:51:907 - should be placed at: [159, 80] currently at: [160, 81] to move in line with slider at time 00:51:307 -
Object at 00:52:807 - should be placed at: [306, 280] currently at: [310, 283] to blanket slider body at time 00:53:107 -
Object at 00:53:707 - should be placed at: [442, 184] currently at: [443, 185] to move in line with slider at time 00:54:007 -
Object at 00:53:857 - should be placed at: [442, 184] currently at: [443, 185] to move in line with slider at time 00:54:007 -

[Insane]
Object at 00:24:157 - should be placed at: [287, 37] currently at: [288, 38] to move in line with slider at time 00:24:307 -
Object at 00:32:707 - should be placed at: [95, 243] currently at: [96, 244] to move in line with slider at time 00:33:007 -

Results for STACKED OBJECTS may be wrong, ya can ignore those
I hope I didn't malfunction!

pew pew
Topic Starter
Senko-san
Thank you.
Crowie

Kisses wrote:

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 they don't require more movement than 2 reverses so i think it can be pulled off
  2. 00:19:507 (3) - same as Easy nah
  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. done
  4. 00:37:657 (2) - end this on the right tick ~ I actually noticed this from sound alone ;) o
  5. OD 3.5? what do you think 3.3 >:v

Arphimigon wrote:

Lab Aesthetics Mod!
Results given in [x, y] formats
[Crowie's Normal]
Object at 00:42:307 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:41:707 - o-ok;;
Object at 00:47:107 - should be placed at: [134, 250] currently at: [135, 251] to move in line with slider at time 00:46:507 - ^
pew pew
~
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 19507
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
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

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:3.3
ApproachRate:4
SliderMultiplier:1.6
SliderTickRate:1

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

[TimingPoints]
907,600,4,3,0,80,1,0
15007,-100,4,3,0,80,0,0
15307,-100,4,3,0,80,0,0
18907,-100,4,3,1,80,0,0
19807,-100,4,3,0,35,0,0
20107,-83.3333333333333,4,3,0,100,0,1
27307,-83.3333333333333,4,3,0,100,0,0
29707,-83.3333333333333,4,3,0,100,0,1
39307,-100,4,3,0,80,0,0


[Colours]
Combo1 : 150,169,150
Combo2 : 200,200,200
Combo3 : 77,82,94

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xtrem3x
mods


General:

Don = d
Kat = k
Big Don = D
Big Kat = K


> in taiko diffs, change SV to 1.40 and use inherited points with 1.50x (futsuu) and 1.70 (Muzukashii) velocity.


Futsuu

  • 00:38:107 - Finish spinner in 00:39:007- --> is a rule about leave 1 beat spacing between finish spinner and next note.


Muzukashii


  • 00:00:907 (1,2) - remove finish ... is rare a diff with 1/4 doubles (applies in next similar pairs)

    00:09:157 - Delete this note ... 5-stream notes with finish in (idem) last note is hard (and broke RULE)

    00:20:107 (54,55,56,57) - remove finish --> same situation with 00:00:907- and similar doubles.
    00:22:507 (65,66,67,68) - same
    00:24:907 (77,78,79,80) - same
    00:29:707 (93,94,95,96) - same
    00:32:107 (104,105,106,107) - same

    00:33:307 - remove finish, is more RULE don´t finish that triple with big note.

    00:34:907 - Finish slider in 00:43:357-

    00:34:507 (112,113,114,115) - same as 00:20:107-

    00:38:257 - Finish spinner in 00:39:007- --> is a rule about leave 1 beat spacing between finish spinner and next note.

    00:49:507 (33,39,45,51) - remove finish --> is progressive and with this is harder.

    00:54:907 (61,65,69) - Remove finish --> no please, this sequense is too long and hardest (same RULE broken)

    00:53:707 (53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69) - completing above point, change this part for ddddk k ddddk k ddddk k d

    00:56:257 - Finish spinner in 00:57:907-
Topic Starter
Senko-san

xtrem3x wrote:

mods


General:

Don = d
Kat = k
Big Don = D
Big Kat = K


> in taiko diffs, change SV to 1.40 and use inherited points with 1.50x (futsuu) and 1.70 (Muzukashii) velocity. This would mess up the other SVs changes in the map, but I'll change it if its not rankable.


Futsuu

  • 00:38:107 - Finish spinner in 00:39:007- --> is a rule about leave 1 beat spacing between finish spinner and next note. Yeah thats fair


Muzukashii


  • 00:00:907 (1,2) - remove finish ... is rare a diff with 1/4 doubles (applies in next similar pairs) The BPM is low enough that I feel this is fine.
    This is basically the same as a 200bpm 1/2 double finish. Also in the early parts here there is plenty of room around the two notes for recovery


    00:09:157 - Delete this note ... 5-stream notes with finish in (idem) last note is hard (and broke RULE) Again, this is low enough bpm for this to not be considered a stream (unless you stream 100bpm?). Also I see nothing in the difficulty specific guidelines for taiko about this sort of thing.

    00:20:107 (54,55,56,57) - remove finish --> same situation with 00:00:907- and similar doubles. Why? They fit well and I personally don't see a problem with them. You gotta explain yourself on these sort of things.
    00:22:507 (65,66,67,68) - same
    00:24:907 (77,78,79,80) - same
    00:29:707 (93,94,95,96) - same
    00:32:107 (104,105,106,107) - same

    00:33:307 - remove finish, is more RULE don´t finish that triple with big note.Again, I don't think you're taking into account the bpm here.
    This is single tappable.


    00:34:907 - Finish slider in 00:43:357- Im assuming you're talking about 00:33:907 (112) - , which is a 1/3 drum roll. If you actually playtested this you'd see that ending this on the 1/4 tick would a) be wrong and b) make no sense since the drum roll is hitting on the 1/6.

    00:34:507 (112,113,114,115) - same as 00:20:107-

    00:38:257 - Finish spinner in 00:39:007- --> is a rule about leave 1 beat spacing between finish spinner and next note. Thats reasonable,
    although I don't know if there actually is a rule you're talking about. Maybe it applies to standard but not as much here.


    00:49:507 (33,39,45,51) - remove finish --> is progressive and with this is harder.Its supposed to be getting harder? The build up in the song is increasing...

    00:54:907 (61,65,69) - Remove finish --> no please, this sequense is too long and hardest (same RULE broken) What rule broken?

    00:53:707 (53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69) - completing above point, change this part for ddddk k ddddk k ddddk k d Its the end of the map, it gets the most intense and has all this buildup, why would I kill the emphasis of the song by mapping a lame all small note pattern.

    00:56:257 - Finish spinner in 00:57:907- k
xtrem3x
Topic Starter
Senko-san

xtrem3x wrote:

Read this article
A lot of this doesnt seem to take into account mapping a song double bpm, but thank you for at least finding this, couldnt find it myself.
Ill talk with a Taiko BN or two about this and if there isnt a way to fix it Ill probably just drop the taiko diffs

I've been informed that the ranking criteria rules here apply to approx 180bpm songs. Since this is considerably lower (albiet mapped like a 200bpm song), I should be good to go. Thanks for giving me a link to the criteria though, good for future reference.
Ulqui
hi, random mod cuz the map is gud ;_;

Muzukashii

00:21:307 - I think you should change that pattern, because in my opinion the shooting sound is best represented by patterns with repetitive colors, just like 00:08:707 - then when playing it feels pretty good to repeatedly press the keyboard trying to follow shooting sounds :^) just my opinion. (if u apply pls do the same with similars).

00:19:507 - I think that sound is not so impressive in music as to put a big note.

00:49:807 - that notes are not necessary imo. Looks great when you follow the sounds without placing notes where there are not
00:51:007 -
00:52:207 -
00:53:407 -

Futsuu

00:11:407 - delete, for a simpler pattern.
00:16:207 - ^

00:19:507 - same than muzu.

00:23:707 - that sound is really intense ;-; big K(?
Topic Starter
Senko-san

Ulqui wrote:

hi, random mod cuz the map is gud ;_;

Muzukashii

00:21:307 - I think you should change that pattern, because in my opinion the shooting sound is best represented by patterns with repetitive colors, just like 00:08:707 - then when playing it feels pretty good to repeatedly press the keyboard trying to follow shooting sounds :^) just my opinion. (if u apply pls do the same with similars). Made the first one kkdkd and the seconds kkdkk, having four ks in a row here doesn't sound good in my opinion.

00:19:507 - I think that sound is not so impressive in music as to put a big note. Doesn't feel right to me with just a k, will leave as is.

00:49:807 - that notes are not necessary imo. Looks great when you follow the sounds without placing notes where there are not Yeah guess I don't need em.
00:51:007 -
00:52:207 -
00:53:407 -

Futsuu

00:11:407 - delete, for a simpler pattern. SeemsGood
00:16:207 - ^

00:19:507 - same than muzu.

00:23:707 - that sound is really intense ;-; big K(? Made D instead, added k k before next downbeat
Thanks for the mod
(Also Muzu has exactly 200 max combo now, neat)
rikia
hi am new modder i dont expect to get kds from this mod but ill try anyway
[AWM]
00:11:407 (4,5) - why is this circles but 00:13:807 (4) - a slider?
[Insane]
didnt find anything
[Hard]
00:28:507 (1) - feels like this could be 2 sliders instead of 1 rev and a circle
[Crowie's Normal]
00:11:407 (3,4,5) - because u used overlaps for 1/4 gaps people could misread these as 1/4 gaps, consider changing?
00:16:207 (3,4,5) - ^
00:17:707 (1) - why cant this just be straight
00:27:307 (1,1,2) - the other diffs dont have this kiai off, why does this one do D:
[Easy]
didnt find anything
Topic Starter
Senko-san

Viperial wrote:

hi am new modder i dont expect to get kds from this mod but ill try anyway
[AWM]
00:11:407 (4,5) - why is this circles but 00:13:807 (4) - a slider? For a little variance in rhythm.
[Insane]
didnt find anything
[Hard]
00:28:507 (1) - feels like this could be 2 sliders instead of 1 rev and a circle That could work too but I'm gonna leave it as is.
[Crowie's Normal]
00:27:307 (1,1,2) - the other diffs dont have this kiai off, why does this one do D: Kiai doesn't have to be consistent through GDs. If Crowie thinks there should be a break between the kiai sections, she is welcome to have it there.
[Easy]
didnt find anything
Thanks anyways.
JarvisGaming
From queue
I can't mod anything about this...
[Futsuu]
00:39:907 (3) - either apply finish to all of the d's or don't apply them at all... it sounds weird(at least with my skin)
[Muzu]
Maybe turn OD to 4 or 5
00:33:907 (112,113) - maybe add 2 k's and snap them onto 1/4

Gl :3
Topic Starter
Senko-san

JarvisGaming YT wrote:

From queue
I can't mod anything about this...
[Futsuu]
00:39:907 (3) - either apply finish to all of the d's or don't apply them at all... it sounds weird(at least with my skin) Seems fine on default skin.
Also I feel the finishes here give emphasis to the stop in the 1/4 gun noises each of these times.

[Muzu]
Maybe turn OD to 4 or 5 Yeah looking at other maps 6 is too high. Lowered
00:33:907 (112,113) - maybe add 2 k's and snap them onto 1/4 Its a 1/6 pattern so putting 1/4 snap here is a very bad idea

Gl :3
Thanks. (JSYK, I don't give Kudosu if I don't change anything from a mod, but at least I took the suggestion for the OD change. There are other people that kudosu regardless, but thankfully it didn't matter here.)
Faputa
From my Queue,

Hybrid NM


[Futsuu]
⏩00:08:107 (16,17,18) - May want to change to ddk. Muzu has ddk here so it would make the spread neater.
⏩00:26:107 (64,65,66) - Change to kkk? Sound here very different from 00:21:307 (48,49,50) - which I think using ks represent better.
⏩00:56:257 (1) - End the spinner at 00:57:097 - just like muzu does would be better.


[Muzukashii]
⏩Well crafted.

⏩00:11:407 (26,27,28,29,30,31) - ddk ddk? More intense overtone percussion sounds at 00:11:707 (28) - 00:12:307 (31) - than the others.


[Crowie's Normal]
⏩A creative attempt :D

⏩00:08:407 (1) - May add a whisle sound at the tail for that high pitched percussion sound.
⏩00:23:707 (4) - Don’t see the reason of overlapping them. The gimmick of this diff I think is mainly on the overlapping of ¼ gaps but not this one.
⏩00:28:507 (1,2) - I think this pattern is not tidy at all. It closes to overlap completely but its not. Besides it is a normal difficulty so I can’t give a pass on this one.
⏩00:31:357 (5) - May add a whisle sound at the tail as well.
⏩00:39:307 (1,2,3,1,2,3) - The flow is sort of weird here, you may want to move up 00:42:907 (3) - up above.
⏩00:44:107 (1,2,3,1,2,3) - Same.


[Hard]
⏩Good hard diff again! I can’t point out many points cause the diff is already good enough.

⏩00:26:407 (2) - I think this one does not represent the intense percussion at this section. May apply a 180° turn from (1).

[Easy]
⏩Feel like this DS is too low and there are many overlaps on the diff.
⏩00:39:307 (1,2,3) - 00:41:707 (1,2,3) - Make a proper straight line just like 00:00:907 (1,2,3) -
⏩00:54:907 (1) - May remove new combo because you NC every two base lines on the diff.


[Insane]
⏩00:09:307 (1) - Feel like the sharp angle turn in this funny-shape slider should be earlier because there’s a glass breaking sound earlier than the place now where the slider turns sharply.
⏩00:58:507 (1) - Why this one goes to the corner? I think there’s not a strong reason supporting it from going to the corner. Maybe stack with 00:56:107 (1) - ?


[AWM]
⏩00:16:357 (5,6) - Maybe make 00:16:507 (6) - blanket with (5) as in 00:16:957 (7,8) - .
⏩00:58:507 (1) - Same as in insane.


That’s all. Thanks for requesting.
Good luck with the set!
Topic Starter
Senko-san

Faputa wrote:

From my Queue,

Hybrid NM


[Futsuu]
⏩00:08:107 (16,17,18) - May want to change to ddk. Muzu has ddk here so it would make the spread neater. Oops, must have changed in Muzu and not here. fixed
⏩00:26:107 (64,65,66) - Change to kkk? Sound here very different from 00:21:307 (48,49,50) - which I think using ks represent better. Kinda iffy about three k here, kkd could work too but I'll put three k for now
⏩00:56:257 (1) - End the spinner at 00:57:097 - just like muzu does would be better. Misses out on the reload sound, gonna keep as is.


[Muzukashii]
⏩Well crafted.

⏩00:11:407 (26,27,28,29,30,31) - ddk ddk? More intense overtone percussion sounds at 00:11:707 (28) - 00:12:307 (31) - than the others. Yep. Did that both instances here

[Hard]
⏩Good hard diff again! I can’t point out many points cause the diff is already good enough.

⏩00:26:407 (2) - I think this one does not represent the intense percussion at this section. May apply a 180° turn from (1). I think its fine as is. I don't really use this 120deg sort of pattern anywhere else so it should kinda stand out.

[Easy]
⏩Feel like this DS is too low and there are many overlaps on the diff. I had others telling me i made Easy too easy. Oh well.
⏩00:39:307 (1,2,3) - 00:41:707 (1,2,3) - Make a proper straight line just like 00:00:907 (1,2,3) - I think its fine to be different from the start parts here
⏩00:54:907 (1) - May remove new combo because you NC every two base lines on the diff. Increasing music intensity, so I increase the amount of new combos.


[Insane]
⏩00:09:307 (1) - Feel like the sharp angle turn in this funny-shape slider should be earlier because there’s a glass breaking sound earlier than the place now where the slider turns sharply. Barely noticeable when playing, but changed regardless
⏩00:58:507 (1) - Why this one goes to the corner? I think there’s not a strong reason supporting it from going to the corner. Maybe stack with 00:56:107 (1) - ? Hint: Check the location of this note in playtesting in relation to the BG ;)


[AWM]
⏩00:16:357 (5,6) - Maybe make 00:16:507 (6) - blanket with (5) as in 00:16:957 (7,8) - . Wouldn't really work with the pattern I have where it jumps over the slider head then moves directly back into the slider
⏩00:58:507 (1) - Same as in insane. ;)


That’s all. Thanks for requesting.
Good luck with the set!
Faputa

Hiicantpk wrote:

Hint: Check the location of this note in playtesting in relation to the BG ;)
I use wide screen monitor to play :3 but oh well, I get that ;)
Nice song btw.
salchow
Short taiko mod from /modreq :)

Futsuu
00:13:507 (29,30,31) - you could probably reverse this pattern from dkd to kdk

00:25:807 (63) - change it to d becouse the kk emphasizes the bullets at 00:26:107 (64,65)


Muzukashii
00:21:307 (60,61,62,63,64) - just use kkkkd pattern insted, becouse its way simpler and repeats it self at 00:08:707 (18,19,20,21,22)

00:26:107 (83,84,85,86,87) - ^the same sound^

00:24:907 (78,79) - kk could fit here.
Topic Starter
Senko-san

salchow wrote:

Short taiko mod from /modreq :)

Futsuu
00:13:507 (29,30,31) - you could probably reverse this pattern from dkd to kdk Works for me

00:25:807 (63) - change it to d becouse the kk emphasizes the bullets at 00:26:107 (64,65) works for me



Muzukashii
00:21:307 (60,61,62,63,64) - just use kkkkd pattern instead, because its way simpler and repeats it self at 00:08:707 (18,19,20,21,22) Is fine as is. Its the Kiai here so the patterns should be a little more difficult than the normal.

00:26:107 (83,84,85,86,87) - ^the same sound^ Its slightly different here, the firing sounds are louder and of a different pitch

00:24:907 (78,79) - kk could fit here. Gonna keep DD.
Crowie

Loki wrote:

[Crowie's Normal]
00:11:407 (3,4,5) - because u used overlaps for 1/4 gaps people could misread these as 1/4 gaps, consider changing? ye finally fixed x_x
00:16:207 (3,4,5) - ^ ^
00:17:707 (1) - why cant this just be straight no >:3c
00:27:307 (1,1,2) - the other diffs dont have this kiai off, why does this one do D: doesn't affect gameplay

Faputa wrote:

[Crowie's Normal]
⏩A creative attempt :D

⏩00:08:407 (1) - May add a whisle sound at the tail for that high pitched percussion sound. i didn't do hitsounds owo @hiicantpk
⏩00:23:707 (4) - Don’t see the reason of overlapping them. The gimmick of this diff I think is mainly on the overlapping of ¼ gaps but not this one. what gimmick, looks fine
⏩00:28:507 (1,2) - I think this pattern is not tidy at all. It closes to overlap completely but its not. Besides it is a normal difficulty so I can’t give a pass on this one. is this the right timestamp bc there's no overlap
⏩00:31:357 (5) - May add a whisle sound at the tail as well. @hiicantpk
⏩00:39:307 (1,2,3,1,2,3) - The flow is sort of weird here, you may want to move up 00:42:907 (3) - up above. it's fine
⏩00:44:107 (1,2,3,1,2,3) - Same. ^
copied hitsounds

:3c
osu file format v14

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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
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Doormat
irc log
23:00 Doormat: send whenever you're ready
23:00 Doormat: although my replies might be a little late because rechecking map for monstrata
23:01 Hiicantpk: alright
23:01 *Hiicantpk is listening to [https://osu.ppy.sh/b/1305841 Celldweller - Weaponized]
23:04 Doormat: AWM right?
23:04 Doormat: or all diffs
23:05 Hiicantpk: Im actually most concerned with Hard/Insane
23:05 Hiicantpk: I think the other diffs are pretty solid
23:08 Doormat: mmm
23:08 Doormat: mostly solid
23:08 Doormat: a couple things with top three diffs i want to clarify with you
23:09 Doormat: go over*
23:09 Hiicantpk: sounds good
23:10 *Doormat is editing [https://osu.ppy.sh/b/1332246 Celldweller - Weaponized [Hard]]
23:10 Doormat: 00:11:107 (2,5) - this overlap isn't very pretty :s
23:10 Doormat: and general thing to note is
23:11 Hiicantpk: think it'd be better if i stacked 6/7 on 2?
23:11 Doormat: yeah that might be better
23:11 Doormat: anyways
23:11 Doormat: 00:20:707 (3,4,1) - i get you want to emphasize the (1) by having more spacing
23:12 Doormat: between 4->1
23:12 Doormat: but 3->4 shouldn't be so tiny either
23:12 Doormat: need to strike a balance between the two
23:12 Hiicantpk: hm
23:12 Doormat: right now you have it as 0.6x versus 1.8x
23:13 Doormat: maybe something like 1.2x versus 1.8x would be more appropriate
23:13 Doormat: or 1.2x versus 1.6x
23:13 Doormat: https://i.imgur.com/FJgG8N3.png
23:14 Hiicantpk: My only worry with that is players may misread and try to hit 3 of the next combo instead of going to the proper next note
23:15 Hiicantpk: and if I fix this spacing here, I'll have to do it all the other times in the kiai as well
23:20 Doormat: well yeah that's generally how it goes, lol
23:21 Doormat: and there's no way they'll misread the (3)
23:21 Doormat: cause of the AR
23:26 Hiicantpk: ok, anything else in the hard?
23:27 Doormat: nope that was it
23:27 *Doormat is editing [https://osu.ppy.sh/b/1305841 Celldweller - Weaponized [Insane]]
23:28 Doormat: 00:20:707 (4,5) - kind of breaks the jump pattern you established with 00:20:107 (1,2,3,4) -
23:29 Hiicantpk: If i was following the pattern, I'd have 5 stacked under 4. hmmm
23:30 Doormat: another option is to space it out more
23:30 Doormat: just an idea: https://i.imgur.com/2txZDke.png
23:34 Hiicantpk: Whats your opinion on if I was to leave it where it is but ctrl+g it
23:35 Doormat: mmm
23:35 Doormat: that weakens the emphasis from 5->1
23:35 Hiicantpk: Hm
23:35 Doormat: maybe if you rotated it by another 80 degrees after CtrlG
23:35 Doormat: 80 degrees CCW*
23:37 Hiicantpk: interesting
23:37 Hiicantpk: that works
23:37 Doormat: likewise for every other pattern that you CtrlG you'll have to rotate it
23:38 Doormat: not sure what variables will work for each case
23:42 Hiicantpk: Ok, anything else?
23:42 Doormat: hang on
23:48 Doormat: 00:56:107 (1) - maybe move this to stack with 00:55:357 (4) -
23:48 Doormat: since 00:54:907 (1,2,3,4,1,2,3,4) - is all diagonal jumps from right->left
23:49 Doormat: in a downwards motion
23:49 Doormat: having the last jump 00:55:957 (4,1) - move in an upwards direction
23:49 Doormat: would be neat
23:50 Hiicantpk: That does make sense yeah, probably a little more comfortable of a movement compared to where it is currently
23:50 Doormat: yeah
23:51 Doormat: k
23:51 *Doormat is editing [https://osu.ppy.sh/b/1300413 Celldweller - Weaponized [AWM]]
23:53 Doormat: 00:13:807 (4) - slider? versus 00:11:407 (4,5) - 00:16:207 (4,5) -
23:56 Hiicantpk: suppose if I moved 5,6 around I could do the same pattern, hmm
00:01 Hiicantpk: Alright
00:02 Doormat: 00:28:507 (1,2,3) - should have equal spacing to represent equal emphasis on notes
00:02 Doormat: alternative you could make 00:28:507 (1,2) - into like a triangle pattern
00:02 Doormat: then the jump for 00:29:107 (3) - won't seem as too out of place
00:03 Doormat: by triangle pattern i mean three circles*
00:04 Hiicantpk: Like https://osu.ppy.sh/ss/9296878 ?
00:07 Doormat: yeah
*REDACTED PART OF THE CONVERSATION SINCE IT WAS IRRELEVANT*
00:18 Doormat: 00:53:707 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) -
00:19 Doormat: music structure supports a 1-2-3-4 combo structure more nicely
00:19 Doormat: 00:55:207 (1,2) - and you can nerf this jump a bit
00:19 Doormat: that's it

Easy and Normal are fine for the most part, get taiko checked out and maybe one more mod, then call me back
Protonori
From my modding queue~

[Oni]
00:14:707 (39) - This slider partially overlaps the note at 00:15:307. I would suggest snapping the slider end to 00:14:707 instead. There's no change to gameplay (it still counts as 5 slider ticks) and it's a visual improvement.
00:22:057 (68) - Delete. There's no sound here, and it'll match the pattern length at 00:25:807.
00:23:857 (76) - Delete(?) You mapped triples in the Muzu, and this seems extreme. It's up to you, though.
00:24:457 (81) - Delete. It's only 1/2 snapped, but the pattern is much longer than your Muzukashii.
00:24:757 (83) - Delete to keep pattern length consistent.

The other taiko diffs seem fine, honestly.
Good luck with ranking this! :)
Topic Starter
Senko-san

Protonori wrote:

From my modding queue~

[Oni]
00:14:707 (39) - This slider partially overlaps the note at 00:15:307. I would suggest snapping the slider end to 00:14:707 instead. There's no change to gameplay (it still counts as 5 slider ticks) and it's a visual improvement. This is due to a bug in the editor documented here where slider ticks are missing the last tick. Increased the length to the next 1/16 tick to fix as described in the thread.
00:22:057 (68) - Delete. There's no sound here, and it'll match the pattern length at 00:25:807. Ok
00:23:857 (76) - Delete(?) You mapped triples in the Muzu, and this seems extreme. It's up to you, though. I think this is fine.
00:24:457 (81) - Delete. It's only 1/2 snapped, but the pattern is much longer than your Muzukashii.
00:24:757 (83) - Delete to keep pattern length consistent. Didn't delete these two but reworked this section to be Ddkkddkk, as it plays better

The other taiko diffs seem fine, honestly.
Good luck with ranking this! :) Thanks
Nifty
From that nifty queue~

Oni

◾ 00:14:707 (39) - Shorten to 3/4, remove the sv because it overlaps the next note.
◽ 00:31:357 (110) - This should be k since it's the same noise as the next note.
◾ 00:38:257 (1) - The sound that is here doesn't really call for a spinner at all imo.
◽ 00:40:507 (6,7) - These sounds do not deserve finishers, they aren't huge gunshots.

Nice representing that non meta song choice, but not nice that's it's <1 min :/
Topic Starter
Senko-san

Nifty wrote:

From that nifty queue~

Oni

◾ 00:14:707 (39) - Shorten to 3/4, remove the sv because it overlaps the next note. I'd really prefer to have the full 1/6 drumroll here,
but there isn't a way to do it without overlapping unless I increase the SV of the entire map. Kinda awkward, but if its not rankable I'll see what i can do here.

◽ 00:31:357 (110) - This should be k since it's the same noise as the next note. Yep
◾ 00:38:257 (1) - The sound that is here doesn't really call for a spinner at all imo. Was kinda iffy on this, took it out of all diffs
◽ 00:40:507 (6,7) - These sounds do not deserve finishers, they aren't huge gunshots. Have them as finishers to match the start of the map like
00:02:107 (4,5) -

Nice representing that non meta song choice, but not nice that's it's <1 min :/ After I heard it in a PUBG fan trailer I knew I had to map it.
Also its short so im not gonna burn myself out working on it.
Diva Days


Hiicantpk wrote:

(I don't really mind if you don't mod the Muzu, mostly want mods on the oni at this point)
[ Oni]

00:02:107 (4),(5),(9),(10),(14),(15) - i think this finisher not need here, the sound is not for finisher.
00:29:107 (100) - (97),(98) not have finisher but why here have? it's same sound all.
00:40:507 (6),(7),(13),(14),(20),(21),(27),(28) - same as 00:02:107 (4),(5),(9),(10),(14),(15)
00:49:957 (35),(42),(49),(56) - no sound, delete.

+ 00:14:707 (39) - if next note is overlaped by SV change, that's unrankable. refer Taiko Ranking Criteria
Topic Starter
Senko-san

Diva Days wrote:



Hiicantpk wrote:

(I don't really mind if you don't mod the Muzu, mostly want mods on the oni at this point)
[ Oni]

00:02:107 (4),(5),(9),(10),(14),(15) - i think this finisher not need here, the sound is not for finisher. If I don't do this I feel this diff will be too similar to Muzu. Plus I have a finisher on this sort of sound constantly through the map.
00:29:107 (100) - (97),(98) not have finisher but why here have? it's same sound all. It doesn't play or sound well with 97 and 98 being finishers as well
00:40:507 (6),(7),(13),(14),(20),(21),(27),(28) - same as 00:02:107 (4),(5),(9),(10),(14),(15) Same answer as above
00:49:957 (35),(42),(49),(56) - no sound, delete. This is improvising, again I don't want the map to be the exact same as Muzu

+ 00:14:707 (39) - if next note is overlaped by SV change, that's unrankable. refer Taiko Ranking CriteriaDeleted the SV here because the slider is going to overlap regardless, but since you linked the ranking criteria, I gave it a second look and now notice the "You must not wrongly snap sliderends to correct missing slider ticks", which I've also fixed. Annoying but oh well.
Note: Tick rate 3 sliders are bugged in Score V2 (t/655283), but playing in Score V1 results in the missing drumroll tick. Atm there is no solution but I am still aiming for ranked with this.
Nyxa
owo what's this

owo what's this
Note: If I tell you to place a note at x123 y123, it doesn't mean you have to place it EXACTLY there, just in that general direction (unless otherwise specified)
  1. owo whats this
  2. why not add pew pew shootyshoot hitsounds?

Easy
  1. 00:34:507 (1,2,3) - these aesthetics kinda make my butt sad (everywhere else where they happen too)
  2. rest is just fine, i mean, it's an easy

Crowie's Normal
  1. 00:08:707 (2) - would accentuate the drums better if you made this into two sliders instead. you already introduced 1/4 sliders earlier anyway. this is fine for normal since it's still 1/2 gaps.
  2. 00:21:307 (4) - ^if you applied the above, apply it here too
  3. 00:26:107 (4) - ^especially here wtf
  4. 00:39:307 (1) - ^
  5. 00:41:707 (1) - ^
  6. 00:44:107 (1) - (you should get the idea by now)
  7. 00:53:707 (1,2,3,4) - i think it's ok to keep these as they are though
  8. 00:35:707 (4) - i would remove return and add a circle at 00:36:007 - instead. set already has an easy so you don't have to hold back so much.

Hard
  1. 00:13:807 (3) - earlier you do these sounds as circles, and now you do them with a slider. the sound didn't change, so why did your map?
  2. 00:21:307 (1,2,3,4) - i think the aesthetics could be improved a little here. i don't wanna tell you how since i don't want to kill your mapper spirit, but try and thinking of maybe a way to make this pattern smoother
  3. 00:24:307 (3,4) - whoa there's a movement and slidershape change here while the music barely changes all that much. I can understand doing either of the two, but doing both seems pretty sloppy to me

Insane
  1. 00:00:907 (1,2,3,4,1,2,3,4,1,2,3,4) - this intro's idea is neat but it's spaced unevenly and looks wonky. there's no real reason to vertical flip 00:04:507 (4) - , instead i think it'd work better to only do horizontal flips and maintain the slow downwards movement but with some form of cohesion between all three patterns, right now they appear to be placed semi-randomly.
  2. 00:11:407 (4) - nc, the music and pattern clearly changes here
  3. 00:13:807 (4) - ^and every other situation like this, i won't post them all
  4. 00:17:707 (1,1,1,1) - i guess all the ncs here are due to the sv changes but it just looks messy imo. makes the entire pattern look disconnected. it's an insane, people can read. you can have this be one combo only

AWM
  1. 00:11:407 (4) - same combo issues as insane, this pattern and all like it should be nc'd
  2. 00:17:707 (1,1,1,1) - gotta say that i am happy to see you are consistent throughout diffs though
  3. 00:18:907 (1) - this can be three jumps, it is an extra after all
  4. 00:28:507 (1,2,3) - this is inconsitent with the return slider from before, also these jumps are huge in the music but you make them tiny in the playfield. mucho nacho disagree pls fix thank

Summary
short map so not much to say, i think overall you can work a bit more on your aesthetics and some odd rhythm/spacing choices but it's pretty acceptable right now imo
Good luck!
Topic Starter
Senko-san

Tesseract wrote:

owo what's this

owo what's this
Note: If I tell you to place a note at x123 y123, it doesn't mean you have to place it EXACTLY there, just in that general direction (unless otherwise specified)
  1. owo whats this guns
  2. why not add pew pew shootyshoot hitsounds? i still need to learn2hitsound with non-defaults.

Easy
  1. 00:34:507 (1,2,3) - these aesthetics kinda make my butt sad (everywhere else where they happen too) With low SV on the sliders and low DS I don't have much room here to make something pretty also using almost entirely straight sliders
  2. rest is just fine, i mean, it's an easy

Hard
  1. 00:13:807 (3) - earlier you do these sounds as circles, and now you do them with a slider. the sound didn't change, so why did your map? Fixed that in awm/insane before but not here. fixed.
  2. 00:21:307 (1,2,3,4) - i think the aesthetics could be improved a little here. i don't wanna tell you how since i don't want to kill your mapper spirit, but try and thinking of maybe a way to make this pattern smoother Rotated around a bit and made it smoother imo
  3. 00:24:307 (3,4) - whoa there's a movement and slidershape change here while the music barely changes all that much. I can understand doing either of the two, but doing both seems pretty sloppy to me I feel this seperates the two sets of four noises nicely here (even if they are very similar)

Insane
  1. 00:00:907 (1,2,3,4,1,2,3,4,1,2,3,4) - this intro's idea is neat but it's spaced unevenly and looks wonky. there's no real reason to vertical flip 00:04:507 (4) - , instead i think it'd work better to only do horizontal flips and maintain the slow downwards movement but with some form of cohesion between all three patterns, right now they appear to be placed semi-randomly. Good point. Made consistent and i think what i have now looks better and more cohesive
  2. 00:11:407 (4) - nc, the music and pattern clearly changes here Might be a bit overkill on NCs but alright
  3. 00:13:807 (4) - ^and every other situation like this, i won't post them all
  4. 00:17:707 (1,1,1,1) - i guess all the ncs here are due to the sv changes but it just looks messy imo. makes the entire pattern look disconnected. it's an insane, people can read. you can have this be one combo only Not really for reading purposes, I just like the NCs here.

AWM
  1. 00:11:407 (4) - same combo issues as insane, this pattern and all like it should be nc'd k
  2. 00:17:707 (1,1,1,1) - gotta say that i am happy to see you are consistent throughout diffs though
  3. 00:18:907 (1) - this can be three jumps, it is an extra after all Feel it'd be kinda awkward trying to fit 1/3 jumps here.
  4. 00:28:507 (1,2,3) - this is inconsitent with the return slider from before, also these jumps are huge in the music but you make them tiny in the playfield. mucho nacho disagree pls fix thankIncreased spacing, but I don't want players to misread these gaps as 1/2 like the previously spaced jumps.

Summary
short map so not much to say, i think overall you can work a bit more on your aesthetics and some odd rhythm/spacing choices but it's pretty acceptable right now imo
Good luck!
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