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Celldweller - Weaponized [Osu|Taiko]

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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

[General]
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AudioLeadIn: 0
PreviewTime: 19507
Countdown: 0
SampleSet: None
StackLeniency: 0.7
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[Editor]
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BeatDivisor: 8
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[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
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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!
Crowie

Tesseract wrote:

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.while i introduced 1/4's they are only the slider itself and not the spacing. it would be too intense for the section anyway
  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. adding emphasis on 00:36:007 - is unnecessary because it's not any stronger than the sound on blue
no change
Arrival
mod
2017-11-12 21:29 Hiicantpk: Hey, are you busy?
2017-11-12 21:37 Arrival: right now no
2017-11-12 21:38 Hiicantpk: Are you able to take a quick look at my taiko diffs now or did you want to focus on that map you're making
2017-11-12 21:38 Arrival: its qualified now lol
2017-11-12 21:38 Arrival: yeah link your stuff
2017-11-12 21:38 Hiicantpk: Oh thats the set from the mapfeed i see
2017-11-12 21:38 Hiicantpk: ACTION is listening to [https://osu.ppy.sh/b/1300413 Celldweller - Weaponized]
2017-11-12 21:38 Arrival: you'd probably like the std diffs lul
2017-11-12 21:38 Arrival: oh yeah this map
2017-11-12 21:40 Arrival: 00:14:707 (39) - shorten the slider
2017-11-12 21:40 Arrival: to 1/4
2017-11-12 21:40 Arrival: oni
2017-11-12 21:40 Arrival: 00:18:007 (51) - kill this to emphasize the following kat
2017-11-12 21:41 Arrival: 00:19:507 (56) - kill this and make 00:19:307 (55) - kat
2017-11-12 21:41 Arrival: 00:21:757 (65,66) - ctrl+g these two so it makes it less boring
2017-11-12 21:42 Arrival: kdkdk is a bit meg
2017-11-12 21:42 Arrival: meh
2017-11-12 21:43 Hiicantpk: Isn't 00:19:507 (56) - important enough to map though
2017-11-12 21:44 Arrival: thing is its not as important as the rest
2017-11-12 21:44 Arrival: but you give him the same importance
2017-11-12 21:44 Arrival: via a note
2017-11-12 21:44 Arrival: so it sounds weird
2017-11-12 21:44 Arrival: you give it*
2017-11-12 21:44 Arrival: you can make this 00:23:707 (71) - a K
2017-11-12 21:44 Arrival: for a more contrasted pattern
2017-11-12 21:45 Arrival: rest of the diff is good
2017-11-12 21:45 Arrival: pretty straightforward
2017-11-12 21:45 Hiicantpk: I
2017-11-12 21:45 Hiicantpk: I'll have to fix those things on the other two diffs thne
2017-11-12 21:46 Arrival: ya
2017-11-12 21:46 Arrival: yeah for exemple in the muzkashii
2017-11-12 21:46 Arrival: 00:19:507 (54) -
2017-11-12 21:46 Arrival: this is on heavy emphasis
2017-11-12 21:46 Arrival: though its just a reload sound
2017-11-12 21:46 Arrival: way less intense than the 3 previous
2017-11-12 21:46 Arrival: uhh
2017-11-12 21:47 Arrival: *bangs*
2017-11-12 21:48 Hiicantpk: ok yeah that makes sense
2017-11-12 21:50 Hiicantpk: Now I feel kinda bad for telling modders I wasn't gonna shorten the slider on oni to the 1/4 tick
2017-11-12 21:51 Arrival: you have to here lol
2017-11-12 21:51 Hiicantpk: Due to the overlap?
2017-11-12 21:51 Arrival: doesnt makes sense to have it end on 1/6 either aesthetically wise (overlapping) and rhythmically wise
2017-11-12 21:51 Arrival: doesnt make*
2017-11-12 21:52 Arrival: let me check futsuu real quick
2017-11-12 21:52 Hiicantpk: I've deleted the note at 00:19:507
2017-11-12 21:52 Hiicantpk: also makes a decent break before the kiai
2017-11-12 21:52 Arrival: yeah ok
2017-11-12 21:53 Arrival: 00:33:907 (83,84) - kill these to make the part a bit less intense
2017-11-12 21:54 Arrival: okay good enough
2017-11-12 21:54 Arrival: make the changes to muzukashii
2017-11-12 21:55 Arrival: and i'll look at it too
2017-11-12 21:56 Hiicantpk: ok pushed the update
2017-11-12 21:59 Arrival: 00:29:107 - not a huge fan of the finisher here considering the dound itself doesnt stand out from the others
2017-11-12 21:59 Arrival: i guess it can work though
2017-11-12 21:59 Arrival: as you want
2017-11-12 22:01 Arrival: 00:53:707 - hm its a bit too much for a muzukashii
2017-11-12 22:02 Hiicantpk: maybe something like ddk ddk ddkkddkkD?
2017-11-12 22:03 Arrival: yeah
2017-11-12 22:03 Arrival: better
2017-11-12 22:04 Arrival: could even make ddk ddk ddk ddkkd
2017-11-12 22:04 Arrival: would be safer
2017-11-12 22:08 Arrival: yeah ok do this and i think i can icon or bubble if it has been iconed by a std bn
2017-11-12 22:08 Hiicantpk: just pushed the update with the ddk s at the end

okay after some fixes everything looks fine for me
Doormat
irc recheck
01:02 Doormat: ok i have time
01:02 Doormat: lemme update and then i'll check
01:02 Hiicantpk: alright
01:04 Hiicantpk: what are these aoba faces on Gaia's sh0ut
01:04 Doormat: it's a meme
01:04 Doormat: because my avatar is aoba
01:06 *Doormat is editing [https://osu.ppy.sh/b/1302324 Celldweller - Weaponized [Easy]]
01:06 Doormat: ar feels really low
01:07 Doormat: maybe try ar2.5 or 3
01:08 Hiicantpk: Yeah 3 does feel a little better
01:08 *Doormat is editing [https://osu.ppy.sh/b/1312363 Celldweller - Weaponized [Crowie's Normal]]
01:08 Doormat: 00:53:707 (1,2,3,4,1) - personally i feel this much 1/4 is a bit too much
01:10 Hiicantpk: I'll ask Crowie if shes willing to change that
01:10 Doormat: 1k
01:10 Doormat: hard is fine
01:11 *Doormat is editing [https://osu.ppy.sh/b/1305841 Celldweller - Weaponized [Insane]]
01:11 Doormat: 00:11:407 (1,2,3) - why is this higher spacing than 00:11:707 (3,4,5) -
01:12 Doormat: that's it for the insane
01:14 *Doormat is editing [https://osu.ppy.sh/b/1300413 Celldweller - Weaponized [AWM]]
01:14 Doormat: 00:50:107 (1,2,3,4,5) - breaks patterning idea with 00:48:907 (1,2,3,4,5) - 00:51:307 (1,2,3,4,5) - 00:52:507 (1,2,3,4,5) -
01:14 Doormat: you could change either 00:50:107 (1,2,3,4,5) - to be more like the others
01:14 Doormat: or you could change 00:52:507 (1,2,3,4,5) - to be more like the black combo
01:15 Doormat: also a minor nitpick but you could move 00:58:507 (1) - to x40 y320 to be centred around the crosshair more accurately
01:15 Doormat: trigger*
01:15 Doormat: not crosshair
01:16 Hiicantpk: Its right on the trigger in testplay, think it just looks off cause the editor doesn't have the positioning 100% correct in relation to bg
01:17 Doormat: ah probably yeah
01:17 Doormat: all right
01:17 Doormat: last minor thing is that you could probably up the black combo colour to 100 lum
01:17 Hiicantpk: changed the 4th pattern at the end to be similar to the 2nd
01:17 Doormat: cause it's kind of dark right now
01:17 Doormat: kk
01:18 Doormat: lemme know when crowie responds
01:18 Doormat: i'll post irc chat on thread
Topic Starter
Senko-san

Doormat wrote:

irc recheck
01:02 Doormat: ok i have time
01:02 Doormat: lemme update and then i'll check
01:02 Hiicantpk: alright
01:04 Hiicantpk: what are these aoba faces on Gaia's sh0ut
01:04 Doormat: it's a meme
01:04 Doormat: because my avatar is aoba
01:06 *Doormat is editing [https://osu.ppy.sh/b/1302324 Celldweller - Weaponized [Easy]]
01:06 Doormat: ar feels really low
01:07 Doormat: maybe try ar2.5 or 3
01:08 Hiicantpk: Yeah 3 does feel a little better
01:08 *Doormat is editing [https://osu.ppy.sh/b/1312363 Celldweller - Weaponized [Crowie's Normal]]
01:08 Doormat: 00:53:707 (1,2,3,4,1) - personally i feel this much 1/4 is a bit too much
01:10 Hiicantpk: I'll ask Crowie if shes willing to change that
01:10 Doormat: 1k
01:10 Doormat: hard is fine
01:11 *Doormat is editing [https://osu.ppy.sh/b/1305841 Celldweller - Weaponized [Insane]]
01:11 Doormat: 00:11:407 (1,2,3) - why is this higher spacing than 00:11:707 (3,4,5) -
01:12 Doormat: that's it for the insane
01:14 *Doormat is editing [https://osu.ppy.sh/b/1300413 Celldweller - Weaponized [AWM]]
01:14 Doormat: 00:50:107 (1,2,3,4,5) - breaks patterning idea with 00:48:907 (1,2,3,4,5) - 00:51:307 (1,2,3,4,5) - 00:52:507 (1,2,3,4,5) -
01:14 Doormat: you could change either 00:50:107 (1,2,3,4,5) - to be more like the others
01:14 Doormat: or you could change 00:52:507 (1,2,3,4,5) - to be more like the black combo
01:15 Doormat: also a minor nitpick but you could move 00:58:507 (1) - to x40 y320 to be centred around the crosshair more accurately
01:15 Doormat: trigger*
01:15 Doormat: not crosshair
01:16 Hiicantpk: Its right on the trigger in testplay, think it just looks off cause the editor doesn't have the positioning 100% correct in relation to bg
01:17 Doormat: ah probably yeah
01:17 Doormat: all right
01:17 Doormat: last minor thing is that you could probably up the black combo colour to 100 lum
01:17 Hiicantpk: changed the 4th pattern at the end to be similar to the 2nd
01:17 Doormat: cause it's kind of dark right now
01:17 Doormat: kk
01:18 Doormat: lemme know when crowie responds
01:18 Doormat: i'll post irc chat on thread
Increased Easy AR to 3

Fixed the spacing noted in Insane

Changed 00:52:507 (1,2,3,4,5) - to match 00:50:107 (1,2,3,4,5) - in terms of the slider in each combo in AWM

Increased the brightness of the blackish combo colour

Did not change the sliders at the end of Crowie's Normal. We feel the diff introduces 1/4 gaps and 1/4 repeat sliders enough early in the map that Normal level players should be able to manage this.

Thanks for recheck
Doormat
ok that's fair. standard diffs look more or less fine now, so here's your bubble-
Warpyc
was going to try and mod this before bubble but whatever before this gets pushed further I think some issues, more specifically spacing issues should be addressed

AWM:
00:09:307 (1) - this should definitely be spaced further away based on the sound
00:11:707 (3) - this should have higher or equal spacing to the notes before
00:12:307 (5) - ^
00:13:507 (3,1) - the jump between these notes are easy to confuse as a constant beat since the spacing is identical between 00:13:807 (1,2) - I would change it to something more similar to 00:11:107 (3,1) - where the smaller spacing makes it clearer
00:14:557 - you should probably silence this slider end
00:16:507 (3,5) - same issue as before
00:18:907 (1) - would be cool to see this as a not repeat slider but that's just a minor point
00:23:707 (1,2,3,4,5) - these are more spaced than 00:21:307 (1,2,3,4,5) - even though the sound is clearly not as intense
00:24:307 (5,6) - this should probably also be more spaced
00:28:507 (1,2,3) - feels underwhelming but not a big deal at least better than the repeat slider
00:31:357 (4,5) - feels really awkward with that spacing decrease
00:33:907 (2,3,4,5) - could do with more spacing

those are my main issues with the map but a few of them also apply to the light insane so it might be worth checking it out as well
Topic Starter
Senko-san

Warpyc wrote:

was going to try and mod this before bubble but whatever before this gets pushed further I think some issues, more specifically spacing issues should be addressed

AWM:
00:09:307 (1) - this should definitely be spaced further away based on the sound I think the long odd shaped slider makes it stand out enough even if its not spaced very largely.
00:11:707 (3) - this should have higher or equal spacing to the notes before I try to emphasize the large sounds on these notes with the straight back motion, and having them in the middle of the previous two notes kinda makes it stand out as well imo
00:12:307 (5) - ^
00:13:507 (3,1) - the jump between these notes are easy to confuse as a constant beat since the spacing is identical between 00:13:807 (1,2) - I would change it to something more similar to 00:11:107 (3,1) - where the smaller spacing makes it clearer Spaced smaller here and cleaned it up a bit (although I've lost the sort of jump-across thing I did with 00:11:707 (3,5) -
00:14:557 - you should probably silence this slider end Oops, fixed
00:16:507 (3,5) - same issue as before
00:18:907 (1) - would be cool to see this as a not repeat slider but that's just a minor point Yeah, mentioned in response to Tess, it'd be hard to fit a decent 1/3 pattern in the corner that doesn't play like arse
00:23:707 (1,2,3,4,5) - these are more spaced than 00:21:307 (1,2,3,4,5) - even though the sound is clearly not as intense
00:24:307 (5,6) - this should probably also be more spaced These two points kinda work against eachother. If I was to reduce spacing on the triangle here, I'd also end up reducing the spacing between these two sliders even further, but I don't want to space it any more due to the sounds not being as intense as the previous pattern. I feel what I have here is a good compromise.
00:28:507 (1,2,3) - feels underwhelming but not a big deal at least better than the repeat slider Yeah, again I mentioned in response to Tess, don't want them spaced too far or they may be misread as 1/2 or 1/4 jumps like before
00:31:357 (4,5) - feels really awkward with that spacing decrease Ctrl+Ging 00:31:057 (2,4) - seems to work better, fixed
00:33:907 (2,3,4,5) - could do with more spacing I feel these are fine as is tbh.

those are my main issues with the map but a few of them also apply to the light insane so it might be worth checking it out as well Looking through the insane and seeing if I can spot anything you mentioned as well. Thanks for the mod (although unfortunate that it comes right after a bubble ._.)
Warpyc
if you already didn't self pop iirc you could apply the changes as you get someone to qualify to skip the popped bubble, especially since it was only minor changes.

Don't quote me on that
Topic Starter
Senko-san

Warpyc wrote:

if you already didn't self pop iirc you could apply the changes as you get someone to qualify to skip the popped bubble, especially since it was only minor changes.

Don't quote me on that
I don't think thats the case for actually changing the map around. Think thats only for metadata/beatmap settings that don't influence gameplay tbh. Hate self-popping this but there are a few things in Insane as well that I brushed over

Insane Changes:
SPOILER
  1. 00:10:507 (1,2,3) - Increased spacing to be consistent with the next two sets of these
  2. 00:13:807 (1,2,3) - Re positioned these notes to follow the pattern from the previous combo and to fix distance between 00:13:507 (3,1) -
  3. 00:16:207 (1,2,3,4,5) - Moved this pattern and adjusted it to be more similar to 00:11:407 (1,2,3,4,5) -
  4. 00:25:807 (5,1) - Decreased the spacing between these two and as a result moved the pattern up to 00:29:107 (2) - further right
  5. 00:30:907 (1,2,3,4,5) - Rotated this pattern to be closer to 00:30:607 (5) -
  6. 00:35:407 (5) - Moved this slider up as it was spaced the same as the previous 1/4 jumps, adjusted the following patterns to fit

AWM Changes:
SPOILER
  1. 00:13:807 (1,2,3,4) - Moved 1 and 2 to be spaced smaller so that aren't misread. Also silenced the sliderend of 3
  2. 00:31:057 (2,4) - Ctrl G'd these two notes (so 4 is now lower than 2)
Doormat
honestly rebubbling this really depends on how much change was made to the overall map, i.e. if major sections were entirely remapped or something. based on the changes made i'd say that you don't really need a rebubble, but i can rebubble if it'll make you happy
Arrival
rechecked SVs are okay considering the difficulties' densities and the BPM

good luck
Topic Starter
Senko-san
Thanks
Ascendance
Congrats on your first ranked :D
Warpyc
o that was fast, gratz!
Topic Starter
Senko-san
In case theres any confusion over the name "Klayton" showing up on Bandcamp/Soundcloud, the song's artist is listed as Celldweller on Position Music's site (they are the current record label for Celldweller afaik). https://www.positionmusic.com/#/album/M ... LTQzZThiNw
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