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Celldweller - Weaponized [Osu|Taiko]

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

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


Is that a motherfucking PUBG reference?

Thanks for 400 600 700 Favourites (Sept 3. 2024)

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

tatatat wrote:

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

Insane:
00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.This isn't a stream?
Rizen
i c wat u did there with the last circle

Easy
  1. 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this
  2. 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better
  3. 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc.
Crowie's Normal
  1. 00:11:370 (3,4,5) - can be very confusing for new players to play since objects 1/2 beat apart ae usually not overlapping. applies to upcoming ones too
  2. 00:18:870 (2) - unnecessary arrow placement change tbh, it would just generate more confusion
  3. 00:36:270 (5,1) - nice pattern, but I don't think
  4. 00:48:870 (1) - maybe use same rhythm pattern as 00:46:470 (1,2) - ? You kinda established in that section that a repeat slider would tend to repeat twice so it's best to follow that through imo
Hard
  1. 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern
  2. 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking
  3. I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different
Insane
  1. 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) -
  2. 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick.
  3. 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here?
  4. 00:42:270 (5,6) - only slider not blanketing the circle in this section?
AWM
  1. 00:06:270 (3,4,5) - be careful with DS :(
  2. 00:14:070 (5) - same thing about the whistle mentioned in Insane diff
  3. 00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-.
glgl
Topic Starter
Senko-san

Rizen wrote:

i c wat u did there with the last circle

Easy
  1. 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this Did want 00:19:470 (3) - to be clickable so just put two 1/1 gap circles instead.
  2. 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better You're right. That works.
  3. 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc. Yep.
Hard
  1. 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern Fair, 1/3 might be hard to read for a Hard diff
  2. 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking Agree
  3. I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different I originally mapped this diff as a collab, but then did it all myself instead. The second section was more in line with what the collaber made, but I didn't change it after i mapped in his sections. Will fix the spacing on 1/2 gaps.
Insane
  1. 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) - Done here. Couldn't do it with the next one cause it'd look ugly with 1
  2. 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick. Eh. I guess. HS to the song is more important than keeping HS patterns
  3. 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here? Oops, fixed.
  4. 00:42:270 (5,6) - only slider not blanketing the circle in this section?I'd have to rework this individual one to blanket, too close to the edge of the screen.
AWM
  1. 00:06:270 (3,4,5) - be careful with DS :( Oops, fixed.
  2. 00:14:070 (5) - same thing about the whistle mentioned in Insane diff
  3. 00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-. It'd be awkward with positioning down in that corner. Also all the 5s in this section are in relatively the same spot and have overlap
glgl thank
Ioneth
This is ridiculously catchy

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

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

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

Ioneth-chan wrote:

This is ridiculously catchy

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

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

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

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

That's all my small mapping mind can help you. :(
Thank you and your welcome.
Topic Starter
Senko-san

CPUnit wrote:

AWM

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

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

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

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

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


AWM AND Insane:

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

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

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

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

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

AWM SPECIFIC:

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

Best of luck with the map. hope the mod was at least somewhat useful.
Topic Starter
Senko-san

Rhonen wrote:

AWM AND Insane:

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

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

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


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

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

AWM SPECIFIC:

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

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

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

[Futsuu]

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

like this

[Muzukashii]

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

to
Topic Starter
Senko-san

Nyan wrote:

[General]

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

[Futsuu]

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

like this

[Muzukashii]

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

to

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


crowie:

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

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

hard:

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

insane:

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


some type of gun:

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

bang
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]
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CircleSize:3
OverallDifficulty:3
ApproachRate:4
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SliderTickRate:1

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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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146,312,15307,6,0,L|157:374,1,40,0|0,0:0|0:0,0:0:0:0:
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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:
112,228,36307,2,0,B|99:365|99:365|151:310,1,191.999994140625,4|0,0:0|1:0,0:0:0:0:
181,307,37057,6,0,B|217:293|249:318|249:318|279:342|317:330,1,143.999995605469,0|0,0:0|1:0,0:0:0:0:
305,283,37657,2,0,B|283:175|283:175|285:124,1,143.999995605469,0|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:
134,250,42307,1,4,0:0:0:0:
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:
134,250,47107,1,4,0:0:0:0:
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:
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.
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