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Hirokazu Koshio - Invader Disco

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Vespirit

Ataraxia wrote:

Hello Bubblun !

[HC's Insane]

  1. 00:32:990 (3) - these kinda of slider its so sudden, yeah, u follow the song correctly, but more than that, u do 2 of the same type in 00:34:768 (3,4) - , this kinda of sliders its hard to play and easy to miss, even the diff is 4.6... i recommend to do one long slider like u made here 00:32:990 (3) to all moments like 00:34:768 (3,4) - and 00:35:657 (8,9) - or do a stream like 00:07:212 (1,2,3,4) - . The same points here 01:03:212 (3,4) - 01:04:101 (8,9) - this should be fine, it flows well and to me, it is not very hard to play
Sorry if appears rude my mod, thats not my intention :| don't worry, it did not appear rude :D
Aistre

Ataraxia wrote:

[Alphabet's Hard]

  1. 00:08:545 (3) - i don't know the purpose of that slider, okay, follow the drum in the music, but this 00:07:657 (1,2) - follow the 'laser' sounds, this seems like u decide to ignore just to follow a drum thats don't ever evident in the music.

    If me, i would move one tick the 00:08:657 (3) - (to follow the 'laser' sounds) and let the 00:08:990 (4) - close to the 00:08:657 (3) - (example: https://osu.ppy.sh/ss/10146999)

    Or if you want to preserve that drum, i can do the same ^ but will add a note here 00:08:545 (3) - in the white tick(the drum tick xD) , theres no problem for a double to cuz i have made a lot before xD

    This happen in the rest of the map, so i don't want to timestamp all, so i will stop here, if you explain here all the purpose of these 'now i follow laser, now i follow drum' i will do a recheck for u diff. I get where you're coming at but for a hard, I think it's a little too complex. Constantly using off-beat rhythms to suit the synth also kinda ruins the spread between the normal since it's supposed to introduce 1/4 and other snapping when also using 1/2 to a more extent, also making it become too much like Chalwa's Light Insane. It can essentially be considered filler rhythm due to the snapping coming to a compromise between the drums and the synth, so it still makes sense whilst being more friendly towards newer players.
Mentai

Ataraxia wrote:

[Mentai's Normal]

  1. 00:24:323 - i don't like how u ignore that beat , he is so evident that the fact of being ignored makes the patten 00:24:545 (2,3) - weird. Since its a normal, u can just put a single circle 00:24:323 - in the way that not need a hotfix or anything, just a click xD. And also, don't have problem because u prepared the player with 00:16:323 (3,1) - and even 00:21:879 (1,2) - prepare to. This happen here to 00:52:768 - .remember that this is a lowest diff normal, i must include 1/1 breaks where i can to break up long 1/2 chains. thus i believe this is a better rhythm because i can emphasize the melody AND the drums here 00:24:545 (2,3) -

    This happen similar in 00:26:101 - to, but here its not soo evident the song so i belive u can let then like u made.
  2. 00:27:212 (1,2) - Here you follow good, i like xD
  3. 00:28:990 (1,2,3) - i don't feel if is good to do a differentiation here, for me, seems like u want to do different from 00:21:879 (1,2,3) - , u can do a slider but with a different shape, that serves as differentiation to(if you agree with that, i will let to you with the shapes xD) . The same point here 00:57:434 (1,2,3) - . in a normal diff, i think rhythm should be consitent but the way it is played is unique or interesting since everything is DSd and can become boring. thus higher level slider ideas, patterning, etc, is reserved for insane+ because you can really make a map revolve around those ideas, while i am just making a diff for beginners.

    however i did fix the slider a bit to make it play nicer


    Good easy, safe , my points are more aesthetic to, the rhythm its good xD
thank you ~

SPOILER
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 21867
Countdown: 0
SampleSet: Soft
StackLeniency: 0.8
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 534,7645,21867,32533,36089,50311
DistanceSpacing: 1.1
BeatDivisor: 2
GridSize: 32
TimelineZoom: 1.799999

[Metadata]
Title:Invader Disco
TitleUnicode:Invader Disco
Artist:Hirokazu Koshio
ArtistUnicode:小塩広和
Creator:Bubblun
Version:Mentai's Normal
Source:Space Invaders Extreme 2
Tags:mentai hydrocannon13 chalwa alphabet ds arcade nintendo stage background zuntata taito sound team boss stage one 1
BeatmapID:1348453
BeatmapSetID:628857

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:3
ApproachRate:4
SliderMultiplier:1.49999990463257
SliderTickRate:1

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Topic Starter
Hollow Delta

Ataraxia wrote:

Hello Bubblun !

[General]

  1. Background are ok, the only thing thats hurt me is the fact the BG is 1.1mb, this is a lot even for a jpg imagem. here the bg with the same quality and with 280kbps now Wow this looks good. Thanks.
  2. I think the gap of the normal to hard its GREAT, u should see the possibility of a advanced in the set, even that , there 2 hard, and the gap each others its 0.50..., its strange the spread. My recommend: Buff normal or add a advanced diff in something like 2.35~2.55
You're right. I'll decide how I'll go about fixing this later though. Good catch xp




[Ultimatum]

  1. 00:32:545 (1,2,1,2,3,4,1,2) - its like the one moment of your map that i dislike, u follow all '00:29:379 (2,1,2,3,4,1,2) - ' sound making the most different map of the set, and the best moment of this part (00:32:101 (1,2,1,2,1,2,3,4,1,2) - ) u decide to follow the 'laser' sounds ? there's a purpose greater than the '00:29:379 (2,1,2,3,4,1,2,1,2) - ' sound to follow the lasers back ? The same point here 01:00:545 (1,2,1,2,1,2,3,4,1,2) - You're not wrong, but how I map rhythm is I don't simply focus on 1 layer. I tend to map multiple layers at once as I feel you can make more interesting rhythm that way. 00:32:545 (1) - the NEEEOOOOWW sound goes away, so I stopped using the reverses to compliment that.


    Rest is good

    Good map, i like to much the ideia of follow the '00:25:768 (2,1,2,3,4,1,2,1,2,1) - ' sound. If you want , i can do a recheck before mod application.
Sorry if appears rude my mod, thats not my intention :|
Updated diff @Mentai
Neta
Hey M4M here

01:04:657 (1) - reduce spinner's volume here like chalwa's? it's song's end and sounds loud for me

[Alphabet's Hard]
  1. 00:28:990 (1,1) - these part sounds unnatural and empty for me, suggesting 00:29:434 - , 00:31:212 - add notes here and make 00:31:434 (2) - to slider ending on 00:31:657 (00:50:768 -, 00:54:323 -, 00:57:879 - same opinion)
[Chalwa's light insane]
  1. 00:03:879 (6) - idk if there's difference with former rhythm but i think delete this one sounds better
  2. 00:05:323 (3) - i suggest to make this slider end 00:05:323 (3) - and add note on 00:05:323 (3) - so rhythm goes perfect
[HC's Insane]
  1. 00:35:212 (5) - , 01:03:657 (5) - i think these two needs NC confusing to read when play
Normal looks great and idk about top diff looks like nothing wrong, i can't even play those repeat sliders properly lol
Net0
m4m
[Mentai's Normal]
  1. 00:07:212 (4,1,2) - I usually don't recommend this type of gap usage in lowest diff. You're going from 1/1 gap to 3/4 gap followed by a 1/2 gap here 00:08:657 (2,3) - . It follows the song perfectly but can be a bit too hard. Not sure since rules for the lower diff changed but yeah, just make sure to check with a higher up person that this is fine.
  2. 00:07:657 (1,2,3,1,2,3,1,2,3,1,2,3) - Imo you can actually simplify NC here and make this 4 parts into 2 parts like this; 00:07:657 (1,2,3,4,5,6,1,2,3,4,5,6) - . It will help build up intensity for this section; 00:21:879 - when the NC's on every big white tick makes more sense since the song is constantly changing.

[Alphabet's Hard]
  1. Your rhythm is currently undermapping the main melody here 00:08:545 (3) - on the blue tick 00:08:657 - . This simplification would work if the normal diff didn't actually mapped it, but since Mentai made a rhythm that made it clickable, it makes a lot of sense that hard would also do it. You can actually make a reverse here 00:08:545 (3) - so instead of https://puu.sh/zyxsX.png you can have this rhythm https://puu.sh/zyxuS.png that would still make the beat clickable but also map the melody or you can make it a denser rhythm like this https://puu.sh/zyxxj.png making both sounds clickable.
  2. Why are you using a 5% inherinted point here 00:10:045 - ? I'm really curious lol . Also some inherinted points are not on snap, stuff like 11731 is really off.
  3. Would probably be better to introduce 1/8 rhythm in the next diff, 00:35:657 (7) - the previous diff barelly had anything on 1/4 and your diff works as way to introduce this rhythn density, at least imo.
  4. So in general, just fix the green lines.

[Chalwa's Light Insane]
  1. What's the point of the NC here 00:04:101 (1,2,1) - on 00:04:545 (1) - ? It seems like 00:04:101 (1,2,3,1,2,3) - would work better imo.
  2. All the strong melody sounds 00:07:990 - /00:08:323 - /00:08:657 - are being mapped with the sliderends while 00:07:768 (2,4) - follows a somewhat moderate sound and 00:08:101 (3) - a main beat. Are you sure about this rhythm choice? If you check how you mapped this similar section 00:11:212 (1,2,3,4,1,2,3,4) - you made all the sounds I mentioned clickable 00:11:545 (3) -/00:11:879 (1) - /00:12:212 (3) - and it follows the song way better. Instead of https://puu.sh/zyy7X.png try this; https://puu.sh/zyyaa.png
  3. Could be really risky to pick this rhythm for this difficulty 01:04:101 (1,2,3,4,1) - . Some people might question if a 1/8 sliderstream really fits this diff considering this isn't even Insane diff yet.

[HC's Insane]
  1. I don't think this is 1/8 at all 00:32:990 (3) - . Considering the song has actually 1/8 on it, mapping this with 1/8 without representing anything on the song while other stuff like 00:35:657 (8,9) - actually map 1/8 seems a bit off. You could map that sound on the back using another technique, such as a high sv slider, unusual shape, etc.

[Ultimatum]
  1. I think this will be really hard to read as an actually 1/8 stream 00:22:545 (1,2,3,4,1) - . My reason for saying it it's mostly because of how you handled 1/4 before on some parts of the diff like; 00:17:434 (5,6) - which is pretty similar distance wise to 00:16:879 (3,4) - that is actually on 1/8, there's also the stack here 00:20:101 (1,2) - .
Someting not as much as mod but mostly advice/mapping comment; you could use a better hitsound compared to the default ones. There are some important kicks on the song and listening drum tom in its place when the song is mostly oriented to eletronic is kinda weird to me. But yeah, you can use it no problem, it's just a matter of taste I'd say.
Very interesting song to map. There's a lot of dense snaps on it and the mapping used for the top diff really embraced the idea of being a different map. Good job on this set, I wish you best of luck ^^
Topic Starter
Hollow Delta
Just responding to the part of the mod affecting my diff xp

I feel the 1/8 distance is readable, as the distance is about halved if you were to line up the stream with the 1/4 stacks in the editor.

Default hitsounds I think are okay because they capture the feel of the song despite being from non-electronic instruments.


Thanks for checking xpp I'll get the guest mappers to look at the mod too
Aistre
@Neta I wanted for that section to feel that way to make it unique to the song (also doing this with slider shapes). Mapping it fully would make it more dense than I would like it to be too

@Net0 The melody isn't really undermapped, just more generalized. Mapping it fully would make it too complex and the difficulty is supposed to be an introduction to the harder rhythm like you said. My diff starts to get the player to learn the 1/4 rhythms and the Light Insane starts to add on to the way I chose to represent the melody.

Also I copied the hitsounds so I'll remove the unnecessary inheriting points, but the rest is fixed

https://alphabooty.s-ul.eu/3UUr6e6e
pls add Venax to tags btw
Mentai
@net0 i feel like there's a compliment hidden in the first point lol, i think my diff should be fine. it's a rhythm game, not a rhythm-simplifying game

made every NC every 2 white ticks because i like it better that way now

thx

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Net0

Mentai wrote:

i feel like there's a compliment hidden in the first point lol, i think my diff should be fine. it's a rhythm game, not a rhythm-simplifying game

Venax wrote:

The melody isn't really undermapped, just more generalized. Mapping it fully would make it too complex and the difficulty is supposed to be an introduction to the harder rhythm like you said.
So basically you guys want to keep Normal diff with a more complex rhythm compared to hard? lol
@Venax you're not wrong, but in my mod post I specifically explained why the simplification wouldn't work so well and that's because normal diff mapped the rhythm you're undermapping on the hard diff :/

@Mentai about that; I do believe there's a right way to transition between different rhythm emphasis (switch from white->red->blue) without hurting new players, but that's a subjective matter so you're free to disagree with my suggestion ^^.

Again best of luck with set guys and the re-map on top diff was really nice Bubblun, congratz on that.
Mentai
i think this is just simply me and alphabet having 2 different viewpoints on how this song's particular structure should be represented. if i'm not mistaken, my diff hard follows that rhythm nearly the entire time, whuich makes it intuitive quite quickly to play, while alphabet uses a lot more variation, which is a more dynamic experience, suited for a harder diff.

in the end, i think it's ok because of simply how the song itself is structured. if new players can't play my map, they still definitely can't play alphabet's map
Topic Starter
Hollow Delta
updated both diffs. Thanks Net0
Gaia
[general]
offset sounds really off to me, try +20?

[normal]
00:21:879 (1) - no idea why u suddenly starting following up/downbeats starting here, but it's quite unintuitive since the main melody is basically the same yet it plays differently. if you ask me i'd change all the 3/4s into these 1/2 patterns since it's a normal so it's easier for noobs to follow lol
00:57:434 (1) - why'd u stop hsing the claps?

[Hard]
00:02:323 (1,2) - y no copy pasta
00:05:434 (4,1) - this looks like a 1/2 jump tbh (i.e. 00:04:101 (1,2) - ) keep ur spacing consistent plz
00:21:879 (1,2) - theres no need for u to break polarity here, just add a circle so u can map that snare too
00:55:212 (4,5,1) - spacing a bit high
00:56:545 (3,4,5,6,7,1) - 01:01:879 (2,3,4,5,6,1) - ^ this is a bit of a diffspike too cuz triple
01:02:768 (1,2,3,4) - spacing consistency :S

[light insane]
00:20:212 (2) - not stacked if thats what u wanted lol
00:44:545 (1,1) - doesn't represent the music as well as 00:12:545 (5,6) - imo

[insane]
00:11:545 (2,3) - make these closer for better visual spacing
00:34:768 (3,4,5,6,7,8,9) - 01:03:212 (3,4,5,6,7,8,9,1) - a lot of sharp angles here it's quite a diff spike i think

[v2]
00:19:324 (1) - forgot to silence tail?
00:28:212 (3) - nc here or something? otherwise it looks like they're all consecutive jumps
00:42:211 (2) - silenced circle is unrankable
00:49:324 (2) - ^

gl hf
Cheri
k after looking at it some more I may not feel okay with this but i'll just point 1 thing out in the lowest difficulty

Mentai's -

Hitsounds volume shouldn't be a constant 50% and should be more similar to the top difficulty because imo the song doesn't call for that - you should use higher hitsounds volumes in the more intenses and lower in more calm sections.



sorry :(
Topic Starter
Hollow Delta

Gaia wrote:

[general]
offset sounds really off to me, try +20? It seems okay on my side, though I can ask around for test plays and timing checks to be safe.

[v2]
00:19:324 (1) - forgot to silence tail?
00:28:212 (3) - nc here or something? otherwise it looks like they're all consecutive jumps They're meant to be misguiding to force a snappier movement, but the nc pattern is still fair as it groups together the two pairs based on how they play, so it's not completely ambiguous to how they play.
00:42:211 (2) - silenced circle is unrankable
00:49:324 (2) - ^

gl hf
no reply is fixed.
Namki
hello!!!!!!!!!!!!

offset is something about +10 from current

top diff
  1. 00:22:768 (1,2,1,2) - you may want to move them a bit apart from each other so they will not overlap, it will not affect gameplay that much and will fit overall visuals much better imo
  2. 00:18:323 - seems like you forgot a hitsound. The same here 00:18:323 (1) - .
  3. 00:59:657 - it is really a good place for a circle. Otherwise it looks kinda empty.
  4. 01:02:323 (1,2) - I do think that stacking these two under a sliderend is a good idea bc music changes and sound is on 1/2 so it would mislead player. I recommend you to emphasis it by placing somewhere further.
hc
  1. 00:23:657 (1,2) - this flow looks out of the context bc music isn't outstanding there but you change the way you arrange pattern kinda suddenly. Placing by more comfortable flow would be more pleasing.
  2. 00:35:212 (5,6) - kinda lack of spacing emphasis. Like, beat here 00:35:323 (6) - is hardly audible, so it would be logical to make something like that.
  3. 01:03:657 (5,6) - the same as above
the rest is cool, call me back!
Topic Starter
Hollow Delta

Namki wrote:

hello!!!!!!!!!!!!

offset is something about +10 from current Fixed

top diff
  1. 00:22:768 (1,2,1,2) - you may want to move them a bit apart from each other so they will not overlap, it will not affect gameplay that much and will fit overall visuals much better imo The idea is they 'branch out' so to have the first one not-overlap might be come as a shock while playing. I spaced out the other pair tho so it's a more consistent rise to the 3rd one as it was slightly off and prob why it looked bad xp
  2. 00:18:323 - seems like you forgot a hitsound. The same here 00:18:323 (1) - . Fixed
  3. 00:59:657 - it is really a good place for a circle. Otherwise it looks kinda empty. If the emptiness is just a lack of density, I think the rhythm density is okay as it's an alternative to 00:30:768 (1,2,3,4) - where the emphasis matches up with the heads of the sliders.
  4. 01:02:323 (1,2) - I do think that stacking these two under a sliderend is a good idea bc music changes and sound is on 1/2 so it would mislead player. I recommend you to emphasis it by placing somewhere further. I'm not sure what you mean in this point. I'll ask about it when you get on.

the rest is cool, call me back!
Mentai

Gaia wrote:

[general]
offset sounds really off to me, try +20?

[normal]
00:21:879 (1) - no idea why u suddenly starting following up/downbeats starting here, but it's quite unintuitive since the main melody is basically the same yet it plays differently. if you ask me i'd change all the 3/4s into these 1/2 patterns since it's a normal so it's easier for noobs to follow lol idk,
i think because of how prevalent the backbeat becomes here, i want to cover the snare beats but also cover the macro idea of the melody (a 3-2 clave at double the speed, for this bpm) so i think it works simply because of this. since spacing decreases, i think noobs will be able to understand its a bit different xd

00:57:434 (1) - why'd u stop hsing the claps? aaaaaaaaaaaaaaaaaaaaaa
@hailie yeah, fixed. i normally don't hs my gds normally so i forgot zz

thanks~

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ArtistUnicode:小塩広和
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Topic Starter
Hollow Delta
Updated

Waiting on Chalwa, Alphabet and HC
Vespirit

Neta wrote:

Hey M4M here

[HC's Insane]
  1. 00:35:212 (5) - , 01:03:657 (5) - i think these two needs NC confusing to read when play ok
Normal looks great and idk about top diff looks like nothing wrong, i can't even play those repeat sliders properly lol

Net0 wrote:

m4m
[HC's Insane]
  1. I don't think this is 1/8 at all 00:32:990 (3) - . Considering the song has actually 1/8 on it, mapping this with 1/8 without representing anything on the song while other stuff like 00:35:657 (8,9) - actually map 1/8 seems a bit off. You could map that sound on the back using another technique, such as a high sv slider, unusual shape, etc. i think that a reverse slider like this works a lot better than a high sv slider, since that wouldnt really fit the style of the map as well as this... also, the sound is also played in the second half of the chorus as well so it makes sense that i use reverse sliders to map both. i do understand where ur coming from tho, and so i increased sv and changed slider shapes a little bit to make it stand out from the others a little more.
Good job on this set, I wish you best of luck ^^

Gaia wrote:

[insane]
00:11:545 (2,3) - make these closer for better visual spacing ok
00:34:768 (3,4,5,6,7,8,9) - 01:03:212 (3,4,5,6,7,8,9,1) - a lot of sharp angles here it's quite a diff spike i think its not too bad imo, its not like these parts are completely new, they still fit the same style of the rest of map just with some increased jumps/sv since its more intense in the music

gl hf

Namki wrote:

hello!!!!!!!!!!!!

hc
  1. 00:23:657 (1,2) - this flow looks out of the context bc music isn't outstanding there but you change the way you arrange pattern kinda suddenly. Placing by more comfortable flow would be more pleasing. alright i made it fit in more
  2. 00:35:212 (5,6) - kinda lack of spacing emphasis. Like, beat here 00:35:323 (6) - is hardly audible, so it would be logical to make something like that.
  3. 01:03:657 (5,6) - the same as above ok did both


the rest is cool, call me back!
many mods owo
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 21867
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 21867,36089
DistanceSpacing: 0.8
BeatDivisor: 8
GridSize: 32
TimelineZoom: 2.599999

[Metadata]
Title:Invader Disco
TitleUnicode:Invader Disco
Artist:Hirokazu Koshio
ArtistUnicode:小塩広和
Creator:Bubblun
Version:HC's Insane
Source:Space Invaders Extreme 2
Tags:mentai hydrocannon13 chalwa alphabet ds arcade nintendo stage background zuntata taito sound team boss stage one 1 cut short version ver. venax
BeatmapID:1336612
BeatmapSetID:628857

[Difficulty]
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CircleSize:4
OverallDifficulty:7.5
ApproachRate:9
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SliderTickRate:2

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Chalwa

Neta wrote:

[Chalwa's light insane]
  1. 00:03:879 (6) - idk if there's difference with former rhythm but i think delete this one sounds better Previous I skipped this beat, 'cause there was just no sound, here you can hear a tick...
  2. 00:05:323 (3) - i suggest to make this slider end 00:05:323 (3) - and add note on 00:05:323 (3) - so rhythm goes perfect

Net0 wrote:

m4m
[Chalwa's Light Insane]
  1. What's the point of the NC here 00:04:101 (1,2,1) - on 00:04:545 (1) - ? It seems like 00:04:101 (1,2,3,1,2,3) - would work better imo.
  2. All the strong melody sounds 00:07:990 - /00:08:323 - /00:08:657 - are being mapped with the sliderends while 00:07:768 (2,4) - follows a somewhat moderate sound and 00:08:101 (3) - a main beat. Are you sure about this rhythm choice? If you check how you mapped this similar section 00:11:212 (1,2,3,4,1,2,3,4) - you made all the sounds I mentioned clickable 00:11:545 (3) -/00:11:879 (1) - /00:12:212 (3) - and it follows the song way better. Instead of https://puu.sh/zyy7X.png try this; https://puu.sh/zyyaa.png I think my proposition is fine when it's repetitive... Of course i could make the doubles for whole map, but there will be nonsense then... So I'm keeping my rhythm, 'cause it's funnier to play...
  3. Could be really risky to pick this rhythm for this difficulty 01:04:101 (1,2,3,4,1) - . Some people might question if a 1/8 sliderstream really fits this diff considering this isn't even Insane diff yet.I'm not in this some people group ;)

Gaia wrote:

[light insane]
00:20:212 (2) - not stacked if thats what u wanted lol
00:44:545 (1,1) - doesn't represent the music as well as 00:12:545 (5,6) - imo
gl hf
- add venex to tags
tyty
SPOILER
osu file format v14

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AudioLeadIn: 0
PreviewTime: 21867
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 32
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[Metadata]
Title:Invader Disco
TitleUnicode:Invader Disco
Artist:Hirokazu Koshio
ArtistUnicode:小塩広和
Creator:Bubblun
Version:Chalwa's Light Insane
Source:Space Invaders Extreme 2
Tags:mentai hydrocannon13 chalwa alphabet ds arcade nintendo stage background zuntata taito sound team boss stage one 1 cut short version ver. venax
BeatmapID:1351696
BeatmapSetID:628857

[Difficulty]
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CircleSize:3.4
OverallDifficulty:7
ApproachRate:8.2
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181,57,39444,2,0,B|201:53|201:53|229:57,1,47.4999976158143,2|0,0:0|0:0,0:0:0:0:
116,108,39667,5,0,0:0:0:0:
128,136,39778,1,0,0:0:0:0:
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288,228,54222,1,0,0:0:0:0:
288,228,54333,2,0,P|241:230|201:256,1,94.9999952316285,0|0,0:0|0:0,0:0:0:0:
176,280,54667,1,0,0:0:0:0:
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Topic Starter
Hollow Delta
updated
Namki
I meant that music kinda changes and keeping stacking would mislead player a bit, they just will not expect two circles there imo.
Topic Starter
Hollow Delta

Namki wrote:

I meant that music kinda changes and keeping stacking would mislead player a bit, they just will not expect two circles there imo.
No, because the way the pattern is designed funnels attention to the stack of circles, so the likelihood of the player not noticing the 2 circles there is minimal. Placing the circle anywhere else would feel overwhelming because the idea behind the pattern was to shrink the spacing down so as to put emphasis on the 2 circles. You can see the 'overwhelming' side of the concept being applied with 01:02:778 (1) - which is farther outside of the point of focus the player was drawn to, giving it more impact. I hope that makes sense
Namki
okay, fair enough
pishifat
00:49:334 (2) - hmm
Topic Starter
Hollow Delta
uh oh

thx pishi. Fixed
squirrelpascals
modding v1 what is this

top diff
• 00:02:333 (3) - nc for downbeat? 00:04:111 (3) - same here

• 00:14:779 (1,1,1,1) - space these more from 00:15:111 (1,1,1,1) - so that they dont feel crammed

• 00:22:778 (1,2,1,2,2) - more consistent visual spacing between these would be nice

• 00:28:222 (3) - nc here also because of how you pair your jumps into combos? like 00:27:222 (1,2,1,2) - 00:28:555 (1,2) -

• 00:39:667 (1,2,1,2,1,2,1,2) - can you space these 1-2s away from eachother a little more? so the movement feels less awkward. 00:41:444 (1,2,1,2,1,2,1,2) - same

• 00:44:555 (1,2,3,4) - dont know how i feel about you ignoring this stream eariler and then adding one in now. I think these would fit better as sliders tbh. same for the ones after. since youre more consistent with this later on though i would recommend changing these 00:41:000 (1,2) - to kicksliders or something using the 1/4 rhythm

• 00:54:223 (3,1) - space these farther, because this 00:54:223 (3,1,2) - spacing is pretty similar for 1/4 vs 1/8. same for 00:57:666 (2,3) -

• 00:56:667 (3) - same with the nc here

• 00:58:333 (1,2,3,4,1,2,3,4) - okay this is really really hard to hit, i think its too much of a jump from the spacing of the previous streams. scaling the pattern down to around this spacing (ctrl+shift+s x.7) feels more reasonable: https://i.imgur.com/xzJxZK3.png


hc
• 00:27:778 (3) - this slidertail is just as strong as the head, as opposed to 00:27:555 (2) - . would recommend 2 circles there instead. same for this last part 00:56:222 (3) -

• 00:35:667 (4,5,1) - can you adjust this part of the pattern so it doesn toverlap 00:34:667 (2,3,4,1) - ? you're kind of forcing objects into the middle of the playfeild here for some reason


chawla

hi chawla

• 00:00:556 (1,2,3,4,5,1,2,3,4,5,6) - this intro needs hitsounds. also why the volume decrease at 00:05:000 - :(

• 00:07:222 (7) - you should end this ont he blue tick to prevent unnecessary slidrbreaks

• 00:27:222 - random change in volume here is confusing

• 00:28:555 - think it would be good to make this clickable, since you do so here 00:27:667 (2) - and the snare is quite strong. same for 00:56:778 (3) -

• 00:35:333 (4) - think it would be better to ignore this, since this note isnt very strong relative to the rest of the stream

• 00:37:667 (2,1) - you should space these, so spacing in between kicksliders is consistnet

• 00:41:778 (1,2) - it feels like this is meant to be stacked on this 00:41:000 (1) - but if not this would still be good so it doesnt touch 00:41:222 (2) -

• 01:03:444 (1,2,3) - i think this rhythm choice would feel less awkward if 01:03:667 (2,3) - were a triple instead


alphabet
• 00:00:556 (1,2,3,4,1,2,3,4,1,2) - this needs hitsounds
other than that lookin good


mentai
• 00:30:333 (3) - would be good to make a slider, so you can cover this note as well 00:30:555 -

• 00:35:667 (4) - same here as above, would just fit the chaotic drumroll better than a circle. and same for 01:04:111 (4) -


cool, you can call me back for this
Topic Starter
Hollow Delta

squirrelpascals wrote:

modding v1 what is this



top diff
• 00:02:333 (3) - nc for downbeat? 00:04:111 (3) - same here Done



• 00:14:779 (1,1,1,1) - space these more from 00:15:111 (1,1,1,1) - so that they dont feel crammed Done



• 00:22:778 (1,2,1,2,2) - more consistent visual spacing between these would be nice It's designed to gradually space out as more of a gameplay mechanic to encourage focus. Aesthetically I think it looks okay either way too.



• 00:28:222 (3) - nc here also because of how you pair your jumps into combos? like 00:27:222 (1,2,1,2) - 00:28:555 (1,2) - The NC pattern is inverted to make it more challenging to read. It's slow enough for the player to catch onto the idea, so I think it's okay.



• 00:39:667 (1,2,1,2,1,2,1,2) - can you space these 1-2s away from eachother a little more? so the movement feels less awkward. 00:41:444 (1,2,1,2,1,2,1,2) - same They're close together deliberately to make the jumps more snappy. This change in movement is part of what makes this pattern fun.



• 00:44:555 (1,2,3,4) - dont know how i feel about you ignoring this stream eariler and then adding one in now. I think these would fit better as sliders tbh. same for the ones after. since youre more consistent with this later on though i would recommend changing these 00:41:000 (1,2) - to kicksliders or something using the 1/4 rhythm The rhythm concept for this map was to keep the points of emphasis the same, but change the way I interpret that emphasis. While 00:44:555 (1,2,3,4) - plays differently to 00:41:000 (1,2) - the emphasis on the white and red ticks is still consistent, so it's not as shocking to play as it might seem.



• 00:54:223 (3,1) - space these farther, because this 00:54:223 (3,1,2) - spacing is pretty similar for 1/4 vs 1/8. same for 00:57:666 (2,3) - The shorter distance actually helps with readability here, because it's directly in the line of focus. What helps make this snapping readable is the coloring. Because the player is idle while holding 3, they have time to see 00:54:555 (1) - is a 1/8 stream.



• 00:56:667 (3) - same with the nc here I gave my opinion for the first point this happened, which applies here too.



• 00:58:333 (1,2,3,4,1,2,3,4) - okay this is really really hard to hit, i think its too much of a jump from the spacing of the previous streams. scaling the pattern down to around this spacing (ctrl+shift+s x.7) feels more reasonable: https://i.imgur.com/xzJxZK3.png I shortened it by .75x >.7 because my structure is build around angles / spacing differences of .25. Done.

cool, you can call me back for this
Thanks a lot, dude.
Vespirit

squirrelpascals wrote:

modding v1 what is this

hc
• 00:27:778 (3) - this slidertail is just as strong as the head, as opposed to 00:27:555 (2) - . would recommend 2 circles there instead. same for this last part 00:56:222 (3) - fixed it

• 00:35:667 (4,5,1) - can you adjust this part of the pattern so it doesn toverlap 00:34:667 (2,3,4,1) - ? you're kind of forcing objects into the middle of the playfeild here for some reason should be ok now, although i do still want this to look visually more cluttered for added intensity

cool, you can call me back for this
yeeahh
osu file format v14

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Mentai

squirrelpascals wrote:

mentai
• 00:30:333 (3) - would be good to make a slider, so you can cover this note as well 00:30:555 - you're right, it actually was at one point, but Lafayla made a good point that the string of 1/2 was a bit too much with that slider there, so i sacrificed a bit of rhythmic accuracy for a newer player's sake. let me know if this is a problem, i thought it was the best place to remove the 1/2 in this section

• 00:35:667 (4) - same here as above, would just fit the chaotic drumroll better than a circle. and same for 01:04:111 (4) - same as above

cool, you can call me back for this
thanks!
Topic Starter
Hollow Delta
For alphabet's diff, what do you mean by 'needs hitsounds'? It has hitsounds, and the hitnormals are audible so I'm not sure what we need to do here.
squirrelpascals
Going to ask a little more about hitsounding.

- You have a lot of random drops to 40% like here 00:27:222 - (70 -> 40 -> 60) here 01:00:222 - and the fluctuation that happens here 00:45:000 (1,2,1,2) -. I think you need to vary the hitsound volume a lot less because this can get confusing at times. Most of the time it doesn't align with the song very well. I would recommend dropping the minimum volume to like 60%

- Also what I mentioned for alphabets diff goes for all diffs (thats on me, sorry). Objects from 00:01:000 - to 00:05:000 - aren't hitsounded at all and it feels odd starting the map with a lack of feedback from hitsounds. I think you should also hitsound this section of all diffs

also some things for top diff

Bubblun wrote:

squirrelpascals wrote:

top diff
• 00:22:778 (1,2,1,2,2) - more consistent visual spacing between these would be nice It's designed to gradually space out as more of a gameplay mechanic to encourage focus. Aesthetically I think it looks okay either way too. Alright i'm cool with that. You still have some objects here that are barely touching though 00:23:222 (1,2) - 00:22:778 (1,2) - so i think you should make these not touch / overlap further to make this part look a little more clean. https://imgur-archive.ppy.sh/OVU4FRU.png https://imgur-archive.ppy.sh/l8vV9w0.png


• 00:44:555 (1,2,3,4) - dont know how i feel about you ignoring this stream eariler and then adding one in now. I think these would fit better as sliders tbh. same for the ones after. since youre more consistent with this later on though i would recommend changing these 00:41:000 (1,2) - to kicksliders or something using the 1/4 rhythm The rhythm concept for this map was to keep the points of emphasis the same, but change the way I interpret that emphasis. While 00:44:555 (1,2,3,4) - plays differently to 00:41:000 (1,2) - the emphasis on the white and red ticks is still consistent, so it's not as shocking to play as it might seem. Im also okay with this idea because of how it builds intensity, but I think it's interfereing with the rhythm choice too much still. Im more concerned with how you're representing these blue ticks 00:37:555 - 00:37:778 - and a very similar rhythm differently in similar sections of the song (00:37:444 (1,2) - vs 00:44:555 (1,2,3,4) - .) That's why I think using a passive rhythm (sliders) would work well to introduce the player to the fact that those blue ticks have some significance in the song. While what you have right now kinda works, i just think it would be more cohesive to use kicksliders somewhere in between the 2 circles and stream sections
okay thats all! rest im okay with, pm if you have questions :)

ALSO we have to wait until im off probation to qualify because Namki is also on probation
Topic Starter
Hollow Delta
hi chawla Chalwa is letting me reply for him.

• 00:00:556 (1,2,3,4,5,1,2,3,4,5,6) - this intro needs hitsounds. also why the volume decrease at 00:05:000 - :( Personal preference. So the hitsounds don't drown each other out too much.

• 00:07:222 (7) - you should end this ont he blue tick to prevent unnecessary slidrbreaks Done.

• 00:27:222 - random change in volume here is confusing I bumped it to 90%


• 00:28:555 - think it would be good to make this clickable, since you do so here 00:27:667 (2) - and the snare is quite strong. same for 00:56:778 (3) - I feel chalwa simplified this rhythm for the sake of spread.
What I mean is, after a technical stream pattern, it might feel awkward playing a conventional pattern afterwards because they're expecting a double / quadruple.
Simplifying the 2 beats to a slider leaves little room for error.


• 00:35:333 (4) - think it would be better to ignore this, since this note isnt very strong relative to the rest of the stream Because this is before the next downbeat the player can expect a longer stream, so the rhythm feels okay.

• 00:37:667 (2,1) - you should space these, so spacing in between kicksliders is consistnet Was done more for aesthetics I feel. I could space it out a little bit, but the pattern itself I don't think would play much differently.


• 00:41:778 (1,2) - it feels like this is meant to be stacked on this 00:41:000 (1) - but if not this would still be good so it doesnt touch 00:41:222 (2) - u right xp

• 01:03:444 (1,2,3) - i think this rhythm choice would feel less awkward if 01:03:667 (2,3) - were a triple instead While I agree with you, Chalwa was going for a 'double' concept with this map. Because of that, changing it to a triple while more playable might be out of place.
He uses this rhythm consistently so the player can get a feel for it.
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