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posted
Ok I stopped being useless and updated Sanyi's diff
posted
Hewwo

posted
sure
posted

Sorcerer wrote:

Hewwo

One more for your wall, I presume? - _ -
posted
assuming mbomb will never come, call me if you need me
posted
this is a hostile takeover i repeat, i have hijacked this thread, no one move and no one gets hurt

Just small stuff no need for aesthetic mod

General
  1. if there's a way to fix up the bg please do, it's kinda low quality but you only notice if you try hard to


Cup
  1. 00:08:002 (3,1) - slightly increased distance would be kinda cool for the strong sound
  2. 00:16:431 (1,2) - not sure if i'm a fan of 1/4 structure in cups. it's kind of simple but the low ar makes it look really squished and unneeded. the sound isn't really pronounced either so yeeeeeaa
  3. 00:20:398 (1,2) - etc. same for all cases like this. As an alternative, you could move it to the 1/2 tick and it sounds pretty nice as well.
  4. 00:26:597 (2) - a ctrl+h and moving back to the original position feels better to me, the antiflow is kinda sudden and the sound doesnt reaaaaally call for it
  5. 00:30:316 (1) - less curve? more movement would b cool
  6. the 1/4 structures in the kiai could be chopped to 1/2 imo to reduce density!


Salad
  1. any reason for 00:19:654 (4,1,2) - to be a dash other than "it's a downbeat"? feels like all the other walked sounds so idk
  2. 00:22:382 (1,2) - check this antiflow my dude i'd ctrl h this pattern cuz the dash is pretty sharp
  3. 00:24:117 (4,1) - a tiny mbomb increase to this distance would be nice because it's almost walkable
  4. 00:29:696 (3,1) - walkable, increase if it's not meant to be this way
  5. kiai is a bit dense but its ok i guess


Platter
  1. 00:11:225 (3,4,5,6,7,8) - suddenly switching to 1/4 after you were using the slider patterns before is kinda weird, i'd change for consistency


Sanyi's Light Rain
  1. 00:06:514 (1,2,3,4,5,6,1,2,3,4,5,6) - these distances are pretty hard :( Try moving 00:06:886 (4,5,6,4,5,6) - to x:149 or so
  2. 00:48:415 (2,3) - seems like 2 should be a repeat slider and 3 should start on 00:48:787 - according to the music. you also do this later so it's inconsistent rn
  3. 00:54:365 (2,3) - as above (this happens frequently in the next part so please apply it there too!


Rain
  1. 00:48:787 (4) - try moving this to x:229 or so, it feels a bit squished against the previous circle and giving it more room makes it a lot more smooth to play
  2. 00:50:150 (1,2,3,1,2,3) - not sure why you changed the structure here. 00:48:167 (1,2,3,4,5,6) - felt so much nicer to play and the rhythm was more accurate to me


Lotus' Overdose
  1. 00:16:183 (2,1) - some distance here would be nice, strong finish sound
  2. ok nice


Armadillo
  1. 00:03:291 (7,8) - you have an hdash here but not in the next structure. personally, i'd remove this one since it doesn't make that much sense to me (altho i know why you did it).
  2. 00:11:225 (3,4) - haha Yes
  3. 01:00:687 (4,5) - holy fuck thats a bad boy lets make that an hdash yes


zirox diff was godlike

call me!
posted

Ascendance wrote:

this is a hostile takeover i repeat, i have hijacked this thread, no one move and no one gets hurt can I move if it's to reply to this mod or not ok doing it anyway cut me if you dare

Just small stuff no need for aesthetic mod

General
  1. if there's a way to fix up the bg please do, it's kinda low quality but you only notice if you try hard to As much as I would love to get a better quality BG, this is an old, relatively unknown PS2 game that has sweet fuck all in the way of decent BG art. I already had to filter and waifu2x magicate this one from like, 850x600 or something shoddy. Yeah it's not the greatest, but it's the best I can do ):


Cup
  1. 00:08:002 (3,1) - slightly increased distance would be kinda cool for the strong sound Did it on all the similar sounds here as well
  2. 00:16:431 (1,2) - not sure if i'm a fan of 1/4 structure in cups. it's kind of simple but the low ar makes it look really squished and unneeded. the sound isn't really pronounced either so yeeeeeaa Sorry gonna have to stick to my guns here, the two drum sounds mapped are equally strong and it felt really weird to ignore one for me. This is even more pronounced in the kiai e.g. 00:48:663 (2,3) - so I need some example early on as an introduction for the player to get familiar with it.
  3. 00:20:398 (1,2) - etc. same for all cases like this. As an alternative, you could move it to the 1/2 tick and it sounds pretty nice as well. As above, there's no distinct sound on the 1/2 that would warrant this rhythm and I'm not really a fan of improvising artificial ones
  4. 00:26:597 (2) - a ctrl+h and moving back to the original position feels better to me, the antiflow is kinda sudden and the sound doesnt reaaaaally call for it I feel the antiflow fits nicely for the alternating guitar pitches, and creates some development in difficulty after the previous 00:18:663 (2) - which used an easier flow. Gotta introduce antiflow somewhere and after a small walk seems fair to me
  5. 00:30:316 (1) - less curve? more movement would b cool Wouldn't less curve give less movement though? Unless you mean more horizontal... Ended up beefing SV a little since I still want a curved slider for the held sound
  6. the 1/4 structures in the kiai could be chopped to 1/2 imo to reduce density! 1/4 is used sparingly and is always followed by a larger 3/4 break so I don't think density is a problem overall


Salad
  1. any reason for 00:19:654 (4,1,2) - to be a dash other than "it's a downbeat"? feels like all the other walked sounds so idk Partially but also for the stronger cymbal sound there e.g. 00:22:134 (4,1) -
  2. 00:22:382 (1,2) - check this antiflow my dude i'd ctrl h this pattern cuz the dash is pretty sharp Meh, the spacing is low, the bpm is low and I did this in other places too so the player can expect it. I think it's fine
  3. 00:24:117 (4,1) - a tiny mbomb increase to this distance would be nice because it's almost walkable Gave it an extra grid space
  4. 00:29:696 (3,1) - walkable, increase if it's not meant to be this way Buffed it a bit
  5. kiai is a bit dense but its ok i guess Yeah it's kinda chunky but with so many strong 1/4 rhythms there's not a lot to be done about it.Tried to use simpler flow and pauses after 1/4 patterns as in Cup, hopefully it's acceptable


Platter
  1. 00:11:225 (3,4,5,6,7,8) - suddenly switching to 1/4 after you were using the slider patterns before is kinda weird, i'd change for consistency Added density aids the building up feeling I want to go for in this intense intro, I think this accomplishes it quite well.


Rain
  1. 00:48:787 (4) - try moving this to x:229 or so, it feels a bit squished against the previous circle and giving it more room makes it a lot more smooth to play Oh yeah this is unintentionally ugly, fixed (:
  2. 00:50:150 (1,2,3,1,2,3) - not sure why you changed the structure here. 00:48:167 (1,2,3,4,5,6) - felt so much nicer to play and the rhythm was more accurate to me I could have sworn I fixed this in a previous mod... Fixed again I guess? And also at 00:58:084 (1,2,3) -


Armadillo
  1. 00:03:291 (7,8) - you have an hdash here but not in the next structure. personally, i'd remove this one since it doesn't make that much sense to me (altho i know why you did it). Fucked around with some stuff and removed the hyper
  2. 00:11:225 (3,4) - haha Yes haha Nope
  3. 01:00:687 (4,5) - holy fuck thats a bad boy lets make that an hdash yes I should stop mapping tbh


zirox diff was godlike ye

call me!
Waiting for Sanyi and Withered diffs (which I will remember to update this time yes ok thanks
posted

Ascendance wrote:

Sanyi's Light Rain
  1. 00:06:514 (1,2,3,4,5,6,1,2,3,4,5,6) - these distances are pretty hard :( Try moving 00:06:886 (4,5,6,4,5,6) - to x:149 or so done, also tilted them all a bit more so that the jump towards 00:08:002 (7) - doesn't get too hard
  2. 00:48:415 (2,3) - seems like 2 should be a repeat slider and 3 should start on 00:48:787 - according to the music. you also do this later so it's inconsistent rn
  3. 00:54:365 (2,3) - as above (this happens frequently in the next part so please apply it there too! Applied for the whole kiai
Will send the diff to JBH via discord
posted

Ascendance wrote:

Lotus' Overdose
  1. 00:16:183 (2,1) - some distance here would be nice, strong finish sound roger roger.
  2. ok nice meh
osu file format v14

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AudioLeadIn: 0
PreviewTime: 440
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 564,16431,32299,48167,63787
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
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[Metadata]
Title:Secret energy
TitleUnicode:Secret energy
Artist:Tomohito Nishiura
ArtistUnicode:西浦智仁
Creator:JBHyperion
Version:Lotus' Overdose
Source:Dark Cloud 2
Tags:ダーククラウド Chronicle ost original sound tracks playstation rpg level-5 inc. instrumental Possibly an unused theme for Emperor Griffon JBH ZiRoX Withered Lotus Sanyi
BeatmapID:1415664
BeatmapSetID:627545

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posted
Updated all diffs.

Also since I almost forgot these from the previous page I should respond to them I guess

Hareimu wrote:

placeholder check

[atlamilia]
00:07:382 (8,9) - why no hdash between these? you used one between 00:03:291 (7,8) - these and 00:11:225 (3,4) - these, and I don't hear any musical difference anywhere Changed to all regular dashes with Ascendance's mod
01:00:687 (4,5) - edgedash, increase distancing to turn it into a hyperdash, since you seem to do so 00:48:787 (4,5) - here :thinking: Also fixed with above
woo
posted
fixed something that sanyi broke. qualified!
posted
Ok that's all my Nishiura maps done I can map other artists again \o/

Thanks for the help everyone!
posted
Found some minor issues worth mentioning before it gets ranked:

[Cup]
  1. Note density is a tad high for a Cup difficulty. Where I can understand that having a low BPM would tend to include 1/4 patterns like you did in your kiais (even if it's discouraged in the RC), the following ones are avoidable because you're following a rather low instrument: 00:17:051 (2) - 00:21:018 (2) - 00:23:002 (2) - 00:28:952 (2) - .

[Atlamillia]
  1. 00:18:415 (1,2) - Quite a sharp direction change after the hyperdash, it can be reduced to avoid surprises.
posted

Deif wrote:

Found some minor issues worth mentioning before it gets ranked:

[Cup]
  1. Note density is a tad high for a Cup difficulty. Where I can understand that having a low BPM would tend to include 1/4 patterns like you did in your kiais (even if it's discouraged in the RC), the following ones are avoidable because you're following a rather low instrument: 00:17:051 (2) - 00:21:018 (2) - 00:23:002 (2) - 00:28:952 (2) - . I'm aware that 1/4 patterns are not exactly common in Cup diffs but for me the rhythm really falls flat without them, especially in the kiai. Since the BPM was quite low, I decided to map some 1/4 sparingly prior to this so it wasn't such a shock later in the difficulty. If you don't feel this is necessary, I guess I'm not averse to removing them, since the song is rather short.

[Atlamillia]
  1. 00:18:415 (1,2) - Quite a sharp direction change after the hyperdash, it can be reduced to avoid surprises. Damn, this is a few .1x's bigger than other similar ones so I should really fix this.
Alright, feel free to take the map down and I'll address these.
posted
Here we go...
posted
Alright, removed the Cup 1/4s, fixed the edgy dash after hyper in top diff and also removed an unneeded Clap at 00:30:563 - on all diffs
posted
...now!
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