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posted
Greetings,

set full of gimmicks huh interesting
will just post for the lower difficulties for now, since I feel there's stuff to look into


  • [General]
  1. 00:35:786 - Hitsounds seem to get a bit intrusive here considering that things are all calm, something like 25% would probably be more fitting.
  2. Can turn both bgs into jpg files instead of png to save file size, since there's no transparency.
  3. Preview time is inconsistent apparently
  4. drum-hitwhistle2.wav has an awfully long buildup sequence. Even though it's not actually silence or inaudible, could probably just cut it here to avoid the delay.
  5. Nice double green line in Extra at 00:12:057 -
  6. Could probably fix the different timing settings on the red/green on 00:01:888 - in alter, lcfc and fser, as well as 00:00:533 - in fser's.

    [Normal]
  7. 00:18:837 (1,2,3) - Not using DS becomes pretty visible here, don't think you'd even want to do this even if you wouldn't need to follow it, since it looks odd regardless. 00:18:837 (1,2) - in itself is already different from everything that came before it, and it's not like such small divergences in spacing would emphasize things in the same way jumps would.
  8. 00:17:481 (3,1,2) - Also idk how much you care about your aesthetics and structure but pretty sure this part would look better with consistent visual spacing. Maybe 00:19:515 (2,3,1) - could be done in a way that centers (1) visually between (2, 3), for instance. Anyway there's other places as well where things could probably be more structured but ye up to you I guess. Just because it's a normal shouldn't mean it would solely follow DS and nothing else, right?
  9. 00:33:752 (4) - Would've made this a 3/4 repeat instead, feels like it's missing 00:34:260 - at the moment, as well as the drums being all differently snapped in the background. By having it 3/4 you'd both cover that as well as reflect the latter by being a comparatively unique snap.
  10. 00:37:142 (2) - Alright so since this part is relatively calm I have a number of suggestions that'd help emphasize this more. I'd propose changing this to more like 00:35:786 (1) - , basically a 2/1 slider. By doing this you differentiate it from 00:39:854 (2,1) - by not having anything in the middle, as the vocals suggest. If you'd like to keep it as is then do the same for 00:49:345 (1) - .
  11. Then, remove 00:39:515 - and extend 00:38:498 (1) - to end here instead, similarly to 00:43:921 (3) - . This way you reflect the vocals more closely while keeping the rhythm density low.
  12. 00:45:277 - Is this hitsound really necessary, feels like it'd build into something but the actual buildup happens after 00:45:955 - so it feels a bit out of place.
  13. 00:47:989 - After following vocals I don't think you should switch layer like this. I mean I feel like 00:47:989 - is stronger than 00:48:328 - in any layer, so sacrificing one for the other like this doesn't seem to make a lot of sense. Would've just moved 00:47:650 (2,3) - forwards and placed a circle on 00:47:650 - , alternatively making a 2/1 start on 00:47:989 - for a longer held vocal and pause at 00:49:006 - .
  14. Including 01:01:549 (3,4) - in the same pattern as 01:00:193 (1,2) - feels a bit misleading since they're clearly different from the others. Could just turn 01:00:871 (2) - into two circles to reflect it through rhythm, ideally also being in a different arrangement but not as necessary.
  15. 01:04:938 (1,1) - Following a very long slider into a spinner directly after is generally a bad idea, since it would encourage the player to keep their button held down from the start of the slider til the end of the spinner. Instead, I'd make 01:05:616 - a circle and have the slider end on 01:05:277 - . If you want to try something more crazy, I'd go for this, just be sure you indicate it properly, for example through an overlap like in the image.
  16. 01:05:955 (1) - I think starting the slider at 01:05:786 - would be better, as doing so would make it seem as if 01:05:616 - was resonating, and in terms of gameplay it's also more predictable since they'd see the spinner earlier. Spinner would also be longer and more likely to be passed like that, but not that it matters a lot.
  17. 01:08:328 (1,2,3,4,1,2) - I kinda see what you're going for but having this many sliders trained like this isn't very good execution due to them all playing the same. Basically there's no contrast between them and it's as if the song was playing the same sound over and over again, which, even if it is, gets pretty boring and monotonous. Would at least be nice to have something that emphasizes 01:11:040 - more, as it starts a new measure. An approach like 01:12:396 (3,4) - would work, for example. Applies especially to 01:16:464 - , since the song changes more noticeably there.
  18. 01:20:532 - Similarly to the above, and since it kinda applies here too, I'd suggest you change 01:20:532 - to this instead, with the last circle stacked on 01:21:888 (1) - for extra emphasis, for example.

    Basically it's not just about making sure there aren't more than x in a row, it's also making sure sounds that are noticeably different from others are also like that in the map. Usually it's the downbeats like 01:21:888 - 01:24:599 - that deserve more emphasis than others. You did it well at 01:23:921 (4,5,1) - , for example, since the type of note before and on the downbeat are clearly different.
  19. 01:29:345 (3) - Could do well in being two circles instead, both to differentiate it from 01:30:023 (1) - in more ways than just flow as well as reflecting that constant drumming the background.

    anyway that kiai could really use some differentiation so things don't get all repetitive in terms of 1/2 sliders all over

    [Hard]
  20. 00:14:769 (1) - Generally ~45 degree stuff looks pretty horrendous, often due to it not being consistent with other rotations. Humans basically perceive things as being "good looking" or "pretty" if it's familiar and recognizable, both to it's vicinity as well as pretty much everything else in the observer's memory. The more expectable and predictable something is, the better it's going to seem. Problem with 45 degree stuff is that it's barely ever used, neither in your map nor in other maps the player has probably played, so it's likely going to look out of place, unlike this for example.
  21. 00:29:684 (3,4,1) - These feel really inconsistent rhythmically due to 00:24:260 (4,5,1) - 00:26:294 (1,2,3,1,2) - all starting on snares while these end on those same snares. Plus the concept of your unique slider shapes could use more consistency in this regard as well, if you compare them to 00:24:091 (3,4,5) - , for instance, where 00:24:091 (3,4) - would be one of them if it were a 1/1. You know the easiest way to solve this is just making 00:29:515 (2,3,4) - and 00:23:921 (2,3,4,5) - the same rhythmically since they're analogous parts.
  22. 00:26:125 - Pausing here seems a bit contradictory since the song is building up sounds on the red ticks. You'll notice 00:25:786 - has nothing unlike 00:26:125 - . Perhaps a circle or slider end would fit here. Also would be nice to have some consistency between this and 00:31:040 (2,3) - .
  23. 00:31:379 (3) - This is different from 00:30:701 (1,2) - so idk maybe a ctrl g would work.
  24. 00:33:752 (3,4,5,6) - Seems like it's mapped to follow the drums due to what previous notes were following as well as the drums standing out here. So we're kinda stuck in a bad spot here where people could potentially misread it as 1/3. To solve this, I'd suggest you instead do this.
  25. 00:44:938 (3,1,2) - With the way you choose your rhythm here, this hitsounding will actually be detrimental to what you're doing. Basically remove hitsounds from 00:45:277 - and/or change the sampleset on 00:45:955 - to auto. Player receiving most feedback from the tails of sliders doesn't make much sense if it happens consecutively and without much warrant. Makes it seem like the feedback is contradicting the rhythm.
  26. 00:46:633 (1,2,1) - Alright so you're going with the red anchor thing approach here, but then it just stops at 00:48:667 (2) - and continues later at 00:54:769 (1) - . Seems quite weird. You could probably make that middle part include some red anchors and stuff as well to make the whole section more consistent in the visual theme.
  27. 00:59:769 - blue tick here so I'd suggest making 00:59:515 (3) - the same as 00:58:498 (4) - to cover that and emphasize 00:59:854 (4) - more.
  28. 01:11:718 (3,4,1,2,3,4) - 01:14:430 (3,4,1,2,3) - So uh this diff also suffers a bit from what your normal did in terms of having all the same note. Putting some weight on the downbeats rhythmically would improve this 01:12:396 - 01:15:108 - . I mean compare those two and notice how the song's overall structure is different yet rhythm and spacing being mostly the same, just with one going upwards and the other going to the left.
  29. 01:23:921 (3) - Seems strange to suddenly follow something you didn't previously, especially now that the density is increasing and this is a lower density rhythm than it would otherwise be. I do like that it's being elaborate and not contributing to the 1/2 snaps all over, but it's really faint and kinda breaks the pacing so it's probably a better idea to just map it with two 1/2 sliders in this case.
  30. 01:29:345 (4) - There's a pretty clear sound on 01:29:515 - unlike 01:29:599 - so ending it there would make more sense. Would allow you to make some tri-symmetrical pattern out of 01:29:006 (3,4,5) - , for example.

    but ye refer to the normal diff about the constant 1/2 slider thing if you haven't already

    [Light Insane]
    Refer to the 1/2 differentiation thing that normal and hard had, but this time mostly outside of kiai from 00:22:904 - to 00:34:260 - . Honestly I think following some of those snares would be a lot more interesting than just going 1/2 sliders to the beat with occasional 1/1 and circle. Don't get me wrong, your current method works, it just doesn't work as well as I feel it could.
  31. 00:42:057 (2) - White tick is stronger here so beginning it on a red tick unexpectedly like this is probably not preferable. I'd have just made them circles on the white ticks instead, stacking them both on 00:43:921 (1) - , for example, and then moving 00:41:210 (1) - accordingly to have consistent visual spacing with 00:42:565 (1,2) - .
  32. 00:49:345 (1,2) - This has it's strongest sound on 00:49:854 - unlike the previous two patterns 00:46:633 (1,2) - 00:47:989 (1,2) - , yet these patterns all have the same rhythm. It basically creates ambiguity and makes it seem as if the song is the same there even though it isn't. Using some different rhythm here like this would probably solve that.
  33. 00:53:413 (2) - Apparently there's whistles here, but not on any other in the vicinity to the same degree. Just seems strange, is this intentional? Don't really seem to be contributing to anything so I'd have removed them. If you'd like to keep them, at least make them appear elsewhere too.
  34. 01:08:328 - About your kiai, the rhythm feels really inconsistent.
    1. 01:08:837 (2,3) - 01:09:515 (5,1) - 01:10:193 (3,4) - Most strong vocals land on circles and then go into sliders after the strong vocal has landed. Problem is, you've got 01:11:379 (2,3,4,5) - which completely contradicts that. For example, 01:11:549 - and 01:12:226 - are both strong and would previously be covered with circles, but here they're instead on tails, with 01:11:718 (3,4) - following weaker impacts rather than building into a strong beat on the red tick like the others. 01:12:226 - is excusable because of 01:12:396 - , but 01:11:549 - could probably be solved by swapping 01:11:379 (2,3,4) - .
    2. 01:20:193 (4,5,1,2) - Using the circle on red-tick concept only to follow it up with another stack on the downbeat kinda defeats it's purpose, since it's meant to emphasize the next slider. Feels much more intuitive swapping 01:20:532 (1,2,3) - .
    3. 01:22:565 - So after this point there's barely any circles at all, which then becomes really noticeable since it's all slider spam. Would be nice to introduce some 1/1 + circle or circle stack on places like 01:22:904 (4) - 01:23:582 (2) - 01:24:938 (2) - , wouldn't recommend doing them all, but just some examples so it's not all sliders and stuff, as it stands out unnecessarily.


Most of my concerns are on these difficulties mentioned above, which is why I'm taking these first. I would be interested to nominate this should the above be taken care of, but... might need some time. Probably the most notable issue I've seen is that rhythmical and structural differentiation is lacking in all of three of these, something which isn't the case for most other difficulties. Generally the easiest way to solve this is just maintaining consistency in concepts and making sure things are being varied, not just in frequent intervals, but in ways that reflect the differences in the song and doesn't leave things all ambiguous.

tl;dr: seems nice, but I feel like the lower diffs could use some work before I do anything
posted
time to get to work. gonna edit this post once i get morning drowsiness out of my system. lets do this.

Naxess wrote:

Greetings,

set full of gimmicks huh interesting
will just post for the lower difficulties for now, since I feel there's stuff to look into


  • [General]
  1. 00:35:786 - Hitsounds seem to get a bit intrusive here considering that things are all calm, something like 25% would probably be more fitting. - oko
  2. Can turn both bgs into jpg files instead of png to save file size, since there's no transparency. - okoo
  3. Preview time is inconsistent apparently - okooo
  4. drum-hitwhistle2.wav has an awfully long buildup sequence. Even though it's not actually silence or inaudible, could probably just cut it here to avoid the delay. - okoooo
  5. Nice double green line in Extra at 00:12:057 - - okooooo
  6. Could probably fix the different timing settings on the red/green on 00:01:888 - in alter, lcfc and fser, as well as 00:00:533 - in fser's. - okoooooo

    [Normal]
  7. 00:18:837 (1,2,3) - Not using DS becomes pretty visible here, don't think you'd even want to do this even if you wouldn't need to follow it, since it looks odd regardless. 00:18:837 (1,2) - in itself is already different from everything that came before it, and it's not like such small divergences in spacing would emphasize things in the same way jumps would. - ah right. okay, better fix that. im still going to keep the aesthetics i have for this set because: the song for me sounds really abstract. its a really "ugly" song, so i try to emphasize that "ugliness" with how i map this.
  8. 00:17:481 (3,1,2) - Also idk how much you care about your aesthetics and structure but pretty sure this part would look better with consistent visual spacing. Maybe 00:19:515 (2,3,1) - could be done in a way that centers (1) visually between (2, 3), for instance. Anyway there's other places as well where things could probably be more structured but ye up to you I guess. Just because it's a normal shouldn't mean it would solely follow DS and nothing else, right? - i tried to make it better looking. not much i could do tbh with the DS limitations.
  9. 00:33:752 (4) - Would've made this a 3/4 repeat instead, feels like it's missing 00:34:260 - at the moment, as well as the drums being all differently snapped in the background. By having it 3/4 you'd both cover that as well as reflect the latter by being a comparatively unique snap. - gotcha
  10. 00:37:142 (2) - Alright so since this part is relatively calm I have a number of suggestions that'd help emphasize this more. I'd propose changing this to more like 00:35:786 (1) - , basically a 2/1 slider. By doing this you differentiate it from 00:39:854 (2,1) - by not having anything in the middle, as the vocals suggest. If you'd like to keep it as is then do the same for 00:49:345 (1) - . - i changed it. nice suggestion.
  11. Then, remove 00:39:515 - and extend 00:38:498 (1) - to end here instead, similarly to 00:43:921 (3) - . This way you reflect the vocals more closely while keeping the rhythm density low. - gotcha.
  12. 00:45:277 - Is this hitsound really necessary, feels like it'd build into something but the actual buildup happens after 00:45:955 - so it feels a bit out of place. - its gone now. its dead, jim.
  13. 00:47:989 - After following vocals I don't think you should switch layer like this. I mean I feel like 00:47:989 - is stronger than 00:48:328 - in any layer, so sacrificing one for the other like this doesn't seem to make a lot of sense. Would've just moved 00:47:650 (2,3) - forwards and placed a circle on 00:47:650 - , alternatively making a 2/1 start on 00:47:989 - for a longer held vocal and pause at 00:49:006 - . - i get your angle. fixed.
  14. Including 01:01:549 (3,4) - in the same pattern as 01:00:193 (1,2) - feels a bit misleading since they're clearly different from the others. Could just turn 01:00:871 (2) - into two circles to reflect it through rhythm, ideally also being in a different arrangement but not as necessary. - well, changed it to 2 circles.
  15. 01:04:938 (1,1) - Following a very long slider into a spinner directly after is generally a bad idea, since it would encourage the player to keep their button held down from the start of the slider til the end of the spinner. Instead, I'd make 01:05:616 - a circle and have the slider end on 01:05:277 - . If you want to try something more crazy, I'd go for this, just be sure you indicate it properly, for example through an overlap like in the image. - i like crazy.
  16. 01:05:955 (1) - I think starting the slider at 01:05:786 - would be better, as doing so would make it seem as if 01:05:616 - was resonating, and in terms of gameplay it's also more predictable since they'd see the spinner earlier. Spinner would also be longer and more likely to be passed like that, but not that it matters a lot. - made the part a billion times more interesting. removed spinner added some sliders.
  17. 01:08:328 (1,2,3,4,1,2) - I kinda see what you're going for but having this many sliders trained like this isn't very good execution due to them all playing the same. Basically there's no contrast between them and it's as if the song was playing the same sound over and over again, which, even if it is, gets pretty boring and monotonous. Would at least be nice to have something that emphasizes 01:11:040 - more, as it starts a new measure. An approach like 01:12:396 (3,4) - would work, for example. Applies especially to 01:16:464 - , since the song changes more noticeably there. - big remap.
  18. 01:20:532 - Similarly to the above, and since it kinda applies here too, I'd suggest you change 01:20:532 - to this instead, with the last circle stacked on 01:21:888 (1) - for extra emphasis, for example.

    Basically it's not just about making sure there aren't more than x in a row, it's also making sure sounds that are noticeably different from others are also like that in the map. Usually it's the downbeats like 01:21:888 - 01:24:599 - that deserve more emphasis than others. You did it well at 01:23:921 (4,5,1) - , for example, since the type of note before and on the downbeat are clearly different. - even bigger remap
  19. 01:29:345 (3) - Could do well in being two circles instead, both to differentiate it from 01:30:023 (1) - in more ways than just flow as well as reflecting that constant drumming the background. - ok

    anyway that kiai could really use some differentiation so things don't get all repetitive in terms of 1/2 sliders all over - whew. remapped everything

    [Hard]
  20. 00:14:769 (1) - Generally ~45 degree stuff looks pretty horrendous, often due to it not being consistent with other rotations. Humans basically perceive things as being "good looking" or "pretty" if it's familiar and recognizable, both to it's vicinity as well as pretty much everything else in the observer's memory. The more expectable and predictable something is, the better it's going to seem. Problem with 45 degree stuff is that it's barely ever used, neither in your map nor in other maps the player has probably played, so it's likely going to look out of place, unlike this for example. - gotcha. im gonna use the DS leneicny to my advantage.
  21. 00:29:684 (3,4,1) - These feel really inconsistent rhythmically due to 00:24:260 (4,5,1) - 00:26:294 (1,2,3,1,2) - all starting on snares while these end on those same snares. Plus the concept of your unique slider shapes could use more consistency in this regard as well, if you compare them to 00:24:091 (3,4,5) - , for instance, where 00:24:091 (3,4) - would be one of them if it were a 1/1. You know the easiest way to solve this is just making 00:29:515 (2,3,4) - and 00:23:921 (2,3,4,5) - the same rhythmically since they're analogous parts. - mhm. was figuring out how to fix that part for quite awhile now.
  22. 00:26:125 - Pausing here seems a bit contradictory since the song is building up sounds on the red ticks. You'll notice 00:25:786 - has nothing unlike 00:26:125 - . Perhaps a circle or slider end would fit here. Also would be nice to have some consistency between this and 00:31:040 (2,3) - . - youre right.
    changing.

  23. 00:31:379 (3) - This is different from 00:30:701 (1,2) - so idk maybe a ctrl g would work. - it does. kinda?
  24. 00:33:752 (3,4,5,6) - Seems like it's mapped to follow the drums due to what previous notes were following as well as the drums standing out here. So we're kinda stuck in a bad spot here where people could potentially misread it as 1/3. To solve this, I'd suggest you instead do this. - i tried.
  25. 00:44:938 (3,1,2) - With the way you choose your rhythm here, this hitsounding will actually be detrimental to what you're doing. Basically remove hitsounds from 00:45:277 - and/or change the sampleset on 00:45:955 - to auto. Player receiving most feedback from the tails of sliders doesn't make much sense if it happens consecutively and without much warrant. Makes it seem like the feedback is contradicting the rhythm. - i see... ok done.
  26. 00:46:633 (1,2,1) - Alright so you're going with the red anchor thing approach here, but then it just stops at 00:48:667 (2) - and continues later at 00:54:769 (1) - . Seems quite weird. You could probably make that middle part include some red anchors and stuff as well to make the whole section more consistent in the visual theme.- mhm. fixed.
  27. 00:59:769 - blue tick here so I'd suggest making 00:59:515 (3) - the same as 00:58:498 (4) - to cover that and emphasize 00:59:854 (4) - more. - gotcha
  28. 01:11:718 (3,4,1,2,3,4) - 01:14:430 (3,4,1,2,3) - So uh this diff also suffers a bit from what your normal did in terms of having all the same note. Putting some weight on the downbeats rhythmically would improve this 01:12:396 - 01:15:108 - . I mean compare those two and notice how the song's overall structure is different yet rhythm and spacing being mostly the same, just with one going upwards and the other going to the left. - gonna have to remap this then.
  29. 01:23:921 (3) - Seems strange to suddenly follow something you didn't previously, especially now that the density is increasing and this is a lower density rhythm than it would otherwise be. I do like that it's being elaborate and not contributing to the 1/2 snaps all over, but it's really faint and kinda breaks the pacing so it's probably a better idea to just map it with two 1/2 sliders in this case. - very well.
  30. 01:29:345 (4) - There's a pretty clear sound on 01:29:515 - unlike 01:29:599 - so ending it there would make more sense. Would allow you to make some tri-symmetrical pattern out of 01:29:006 (3,4,5) - , for example. - i made a square.

    but ye refer to the normal diff about the constant 1/2 slider thing if you haven't already - i remapped it.

    [Light Insane]
    Refer to the 1/2 differentiation thing that normal and hard had, but this time mostly outside of kiai from 00:22:904 - to 00:34:260 - . Honestly I think following some of those snares would be a lot more interesting than just going 1/2 sliders to the beat with occasional 1/1 and circle. Don't get me wrong, your current method works, it just doesn't work as well as I feel it could. - made it much less boring.
  31. 00:42:057 (2) - White tick is stronger here so beginning it on a red tick unexpectedly like this is probably not preferable. I'd have just made them circles on the white ticks instead, stacking them both on 00:43:921 (1) - , for example, and then moving 00:41:210 (1) - accordingly to have consistent visual spacing with 00:42:565 (1,2) - . - i think its about the same though? the music box seems to be the same volume anyway.
  32. 00:49:345 (1,2) - This has it's strongest sound on 00:49:854 - unlike the previous two patterns 00:46:633 (1,2) - 00:47:989 (1,2) - , yet these patterns all have the same rhythm. It basically creates ambiguity and makes it seem as if the song is the same there even though it isn't. Using some different rhythm here like this would probably solve that. - gotcha
  33. 00:53:413 (2) - Apparently there's whistles here, but not on any other in the vicinity to the same degree. Just seems strange, is this intentional? Don't really seem to be contributing to anything so I'd have removed them. If you'd like to keep them, at least make them appear elsewhere too. - whistles got blown out of the atomosphere.
  34. 01:08:328 - About your kiai, the rhythm feels really inconsistent.
    1. 01:08:837 (2,3) - 01:09:515 (5,1) - 01:10:193 (3,4) - Most strong vocals land on circles and then go into sliders after the strong vocal has landed. Problem is, you've got 01:11:379 (2,3,4,5) - which completely contradicts that. For example, 01:11:549 - and 01:12:226 - are both strong and would previously be covered with circles, but here they're instead on tails, with 01:11:718 (3,4) - following weaker impacts rather than building into a strong beat on the red tick like the others. 01:12:226 - is excusable because of 01:12:396 - , but 01:11:549 - could probably be solved by swapping 01:11:379 (2,3,4) - . -
    2. 01:20:193 (4,5,1,2) - Using the circle on red-tick concept only to follow it up with another stack on the downbeat kinda defeats it's purpose, since it's meant to emphasize the next slider. Feels much more intuitive swapping 01:20:532 (1,2,3) - . - ok
    3. 01:22:565 - So after this point there's barely any circles at all, which then becomes really noticeable since it's all slider spam. Would be nice to introduce some 1/1 + circle or circle stack on places like 01:22:904 (4) - 01:23:582 (2) - 01:24:938 (2) - , wouldn't recommend doing them all, but just some examples so it's not all sliders and stuff, as it stands out unnecessarily. - yeah i noticed. fixed.


Most of my concerns are on these difficulties mentioned above, which is why I'm taking these first. I would be interested to nominate this should the above be taken care of, but... might need some time. Probably the most notable issue I've seen is that rhythmical and structural differentiation is lacking in all of three of these, something which isn't the case for most other difficulties. Generally the easiest way to solve this is just maintaining consistency in concepts and making sure things are being varied, not just in frequent intervals, but in ways that reflect the differences in the song and doesn't leave things all ambiguous.

tl;dr: seems nice, but I feel like the lower diffs could use some work before I do anything
HUGE MOD APPLIED.
posted
okkkkk

normal:

  1. 00:15:786 (4,1) - linear doesnt rly give much emphasis a movement like this would be cool
  2. 00:33:752 (4) - I wonder if a 1/1 slider + 1/2 circle would sound better here
  3. 00:43:921 (3) - nc to follow 1-2-1-2-1-2 pattern
  4. 00:54:769 (3) - same
  5. ok


hard:

  1. 00:00:533 (1) - u had a cancer slidershape in normal now this one looks simple
  2. 00:13:921 (2,3) - only place in intro where these are stacked
  3. 00:20:871 (1) - dont rly like how the curve is at the end, kind of ugly
  4. 00:26:803 (2) - i like 1/2 here better tbh
  5. 00:29:345 (2,3) - also only place where you stack these
  6. 00:33:074 (1,2) - 3/4 slider where similar sounds are represented in 1/2
  7. 01:35:108 (4,1) - why not small jump here for emphasis on the last note desu


light ins:

  1. 00:31:379 (5,6,1) - feels a bit unnatural to me for some reason
  2. 00:56:803 (2,3,4) - i wonder if doing 2 1/4 repeat sliders here would be nice for buildup into the drop
  3. 01:07:989 - you hate notes here in the lower diff so you should probably add them here for vocal
  4. 01:34:769 (3,1) - you had singletaps here in earlier diff as well, they would be welcomed here


ok naisu
posted
whew im late
oops
shoot
sorry
hello!! mod as requested 43920432903594050439 days ago in irc!!

[General]
I love your slidershapes ❤️

the end is so awkwardly cut is it meant to be like this what the hecki is this how it is in the show (i still haven't watched it yet oops)

While I think your choice for the soft-hitnormal was interesting, and really epic during the slow parts, like it's ticking down to the BIG boom kiai, it got a bit irritating in the top difficulties to listen to during the kiai.
Took away from its impact I think, maybe mix it more with the other hitnormals, at least during the harder difficulties where the sound ends up being quite dense.


[Normal]
00:23:582 - in my opinion, these breaks during normal are pretty meh, especially when 00:29:006 - is pretty cooly mapped. If you want it to be less dense, I think a simplified version of the rhythms used at 00:29:006 - would work swell as well.
00:33:752 (4) - reverse on 1/4 of all things doesn't sound right since the song largely switches to 1/3 here. I suggest making it a 1/1 reverse instead so that it reverses at the 00:34:091 - strong string sound here.
01:15:447 (4,5) - ctrl+g this rhythm? It'd be more like 01:10:023 (4,5) - which I think fits better as it places emphasis on the 01:16:125 - strong vocal here.
01:26:633 (4) - consider removing the reverse and adding a circle at 01:27:311 - instead. I think that'd feel more epic to click before the brief pause in the song/map :)
01:34:769 (2,3) - mainly I think this is off-putting because of how the song cuts off. I suggest considering a slider from 01:34:769 - to 01:35:447 - so it can at least follow the AAAAA and feel a bit more final as the ending pattern.

[Hard]
00:24:599 (5) - all the other similarly hooked sliders had them at the end instead of the start, as a result I think it's a bit less noticable and looks odd compared to if it was at the end like the others or just a regular curve.
00:45:616 (1) - this doesn't play very well because what it's following is sooo quiet, epsecially to be emphasized by a jump? well.. I suggest this, still follows that soft bit, while moving the second slider to start at the slightly louder instrument (+vocal) that was mapped as the end of a reverse slider before.
01:15:108 (1) - normally i'd think slight overlaps with the hp bar like this are ok, but in this case it ends up hiding specifically the bent part, which I think takes away from the cool impact of having the slider bent in the first place. Move down?

[Light Insane]
00:33:752 (5,6) - Pretty strange you did this as 1/2 when even the hard mapped 1/3 at this point.
00:50:701 (3) - consider making this a bit more dense for the slightly speedier vocals, similar to hard. a single 1/1 reverse slider feels lacking.
01:01:549 (1,2,3,4,1,2,1,2,3) - There's a lot of parts of this set that i really like but especially this!! this is fantastic!!



I checked up through extra but .. i liked the diffs so much I didn't have the will to critique anything




except uhh

[LCFC's Insane]
00:01:888 - yo the two timing lines here have different volumes

[Fser's Extra]
00:00:533 - conflicting volume level settings between the uninherited and inherited timing points.
00:01:888 - ^

good luck!!
posted

Noffy wrote:

[Fser's Extra]
00:00:533 - conflicting volume level settings between the uninherited and inherited timing points.
00:01:888 - ^

good luck!!
thx

updated .osu
posted

Ascendance wrote:

okkkkk

normal:

  1. 00:15:786 (4,1) - linear doesnt rly give much emphasis a movement like this would be cool - did something similar
  2. 00:33:752 (4) - I wonder if a 1/1 slider + 1/2 circle would sound better here - wanna avoid using 1/2s
  3. 00:43:921 (3) - nc to follow 1-2-1-2-1-2 pattern - o
  4. 00:54:769 (3) - same - k
  5. ok


hard:

  1. 00:00:533 (1) - u had a cancer slidershape in normal now this one looks simple - now its cancer
  2. 00:13:921 (2,3) - only place in intro where these are stacked - removed
  3. 00:20:871 (1) - dont rly like how the curve is at the end, kind of ugly - made it worse better
  4. 00:26:803 (2) - i like 1/2 here better tbh - same
  5. 00:29:345 (2,3) - also only place where you stack these - 00:23:921 (2,3) - ?
  6. 00:33:074 (1,2) - 3/4 slider where similar sounds are represented in 1/2 - was thinking of making it an indicator but nvm
  7. 01:35:108 (4,1) - why not small jump here for emphasis on the last note desu - and thus, the map became 70x harder


light ins:

  1. 00:31:379 (5,6,1) - feels a bit unnatural to me for some reason - ill get more opinions.
  2. 00:56:803 (2,3,4) - i wonder if doing 2 1/4 repeat sliders here would be nice for buildup into the drop - lets try it
  3. 01:07:989 - you hate notes here in the lower diff so you should probably add them here for vocal - probably
  4. 01:34:769 (3,1) - you had singletaps here in earlier diff as well, they would be welcomed here - ok


ok naisu
posted
21:17 Anxient: probably the latter sorry
21:17 Anxient: LO
21:17 Einja: ok can i mod your eiyuu now
21:17 Einja: i don't wanna forget
21:17 Anxient: please do
21:17 Anxient: only the normal/hard/l.insane diff
21:17 Einja: why no bns yet
21:17 Anxient: coz BN scared of xexxar
21:17 Anxient: jk
21:18 Anxient: my map is pretty unconventional so i need to make sure the map is 10/10 before ranking
21:18 Einja: xexxar's and lcfc's diffs are fire
21:18 Anxient: fam have you seen my extra diffs
21:18 Einja: yeah
21:18 Einja: why is there an alter
21:18 Anxient: map is literally a disaster waiting to happen
21:18 Anxient: diff jump from extra to xexxar's is megalul
21:18 Anxient: its like
21:18 Anxient: ok hard to read but managable
21:18 Einja: it's easy to read xd
21:18 Anxient: and then jump to xexxar and
21:18 Anxient: HOLY TRIPLES
21:19 Einja: dude you should've seen regou's diff on handsome's
21:19 Anxient: ive seen all the diffs on handsome's set
21:19 Einja: ok let's begin
21:19 Anxient: guess what motivated me to make this set in the first place
21:19 Einja: whgat did
21:20 Anxient: i was looking for the people who have mapped this song
21:20 Anxient: i saw handsome
21:20 Anxient: got really hyped
21:20 Anxient: coz handsome is 10/10 mapper
21:20 Anxient: >looks at map
21:20 Anxient: >holy disaster
21:20 Einja: the map is nice
21:20 Anxient: some needs to la pucelle this out of eternity
21:20 Einja: you should see my wip of eiyuu
21:20 Einja: it's even worse
21:20 Einja: ok let's mod
21:20 Einja: normal:
21:20 Anxient: oko
21:20 Einja: 00:07:311 (1) - why did you not map the BRSEAKS
21:20 Einja: that bothers me
21:20 Anxient: SUS PEN SE
21:20 Einja: k
21:20 Anxient: plus
21:21 Anxient: id be mapping too much
21:21 Anxient: so NG
21:21 Anxient: like
21:21 Einja: isn't that a good thing
21:21 Anxient: ill be really pushing it
21:21 Einja: besides that part isn't anticlimatic
21:21 Anxient: nah
21:21 Anxient: theres a fine line between doing too much
21:21 Einja: alright
21:21 Anxient: and good mapping
21:21 Einja: i don't really care about that so
21:21 Einja: it's fine
21:21 Anxient: executive decision form the higher ups
21:21 Anxient: aka my brain
21:21 Einja: 00:13:413 (1) - i think ctrl j would play better
21:22 Einja: because of the lead in on the previous slider
21:23 Einja: 00:36:800 - where is note
21:27 Einja: are you here
21:28 Einja: ok anyways
21:28 Einja: 00:52:057 (1) - 180 flip and ctrl g for better lead in
21:29 Einja: 01:24:599 (1,2,3,4) - 01:13:752 (1,2,3,4,5) - parts should be alike
21:37 Anxient: sorry
21:37 Anxient: was taking care of my nation exam certificates
21:37 Anxient: *nal
21:37 Einja: oh its fine
21:38 Anxient: as for your ctrl j suggestion
21:38 Anxient: id apply it but idk how to make it more presentable
21:38 Einja: it's just flipping it
21:38 Anxient: since DS is something i have to strictly abide by for the lowest diff
21:39 Einja: also your sliders aren't that curved
21:39 Anxient: huh?
21:39 Anxient: gimme screenshot
21:39 Einja: 00:13:413 (1) - put slider at 434 65
21:39 Einja: https://osu.ppy.sh/ss/9152597
21:40 Anxient: huh
21:40 Anxient: ok
21:40 Anxient: applied
21:40 Anxient: 00:36:800 - added note
21:40 Einja: yeet
21:41 Anxient: yeet
21:45 Anxient: anything else?
21:45 Einja: that's all for normal
21:45 Anxient: how about the others?
21:45 Anxient: or youre not gonna touch em
21:45 Einja: looking at them rn
21:46 Anxient: oh
21:46 Anxient: lol sorry
21:46 Einja: hard:
21:46 Einja: 00:17:481 (1,2) - no 1/4 EEEEEEEEEEE
21:46 Anxient: avoiding 1/4s like the plague
21:46 Einja: but but
21:46 Anxient: ;w;w ;w
21:46 Einja: that sound is very audbile
21:47 Einja: ok next
21:47 Anxient: yeah i know
21:47 Anxient: but its not suitable for the diff
21:47 Einja: 00:22:226 (1) - shouldn't this be a 1/1 slider to emphasize the AH
21:47 Anxient: 00:22:396 - kick drum over here
21:47 Anxient: the hitcircle is enough to accomodate for the AAAAAA
21:47 Einja: oh wait
21:47 Einja: you can use a reverse
21:47 Anxient: and the slider for the rest of the lingering sound
21:48 Anxient: no i cant
21:48 Anxient: 00:22:396 - thatd put this kick on a slidertrack
21:48 Anxient: thats ng
21:48 Einja: huh
21:48 Einja: it's a reverse arrow it's hitting
21:48 Einja: not a slider end
21:48 Einja: stack make player confuse 00:30:023 (5,6) -
21:49 Einja: 00:41:040 (1,2) - hey no 1/4
21:49 Einja: espeically kicksliders on calm parts
21:49 Anxient: stacks arent that bad
21:50 Einja: not when it's stacked like that
21:50 Einja: espeically on 3 stars
21:50 Anxient: fixed
21:50 Einja: 001:08:159 (2) - dis is fine tho
21:50 Anxient: well its not like you can misread it as anything else
21:50 Einja: well
21:50 Einja: 6 digits probably can
21:50 Einja: but idk
21:51 Anxient: then itll be a learning experience for them
21:51 Einja: "get better:
21:51 Einja: "get better"
21:51 Anxient: coz my first hard diff has SV that went to blazing fast speeds for my perception
21:51 Einja: ah
21:51 Anxient: and i was like
21:51 Anxient: fuck me this isnt good
21:51 Einja: 01:27:311 (5,1) - can you
21:51 Einja: not
21:52 Anxient: ok
21:52 Anxient: putting a reverse slider
21:52 Einja: wait where
21:53 Anxient: i just put it in
21:54 Einja: oh
22:01 Anxient: o3o
22:03 Einja: ok i'm done
22:03 Anxient: whot
22:03 Einja: i don't have much for light insane
22:03 Einja: (plus i suck at modding insanes)
22:03 Anxient: oko
posted
GUESS WHO IS ALSO LATE

Noffy wrote:

whew im late
oops
shoot
sorry
hello!! mod as requested 43920432903594050439 days ago in irc!!

[General]
I love your slidershapes ❤️ - thanks fam<3

the end is so awkwardly cut is it meant to be like this what the hecki is this how it is in the show (i still haven't watched it yet oops) - i could always edit it with the full version...

While I think your choice for the soft-hitnormal was interesting, and really epic during the slow parts, like it's ticking down to the BIG boom kiai, it got a bit irritating in the top difficulties to listen to during the kiai.
Took away from its impact I think, maybe mix it more with the other hitnormals, at least during the harder difficulties where the sound ends up being quite dense.


[Normal]
00:23:582 - in my opinion, these breaks during normal are pretty meh, especially when 00:29:006 - is pretty cooly mapped. If you want it to be less dense, I think a simplified version of the rhythms used at 00:29:006 - would work swell as well. - the reason why i left that break in there was because if i had it keep going, it would kinda destroy the feeling of emphasis of this 00:22:226 (3,4,5) -
00:33:752 (4) - reverse on 1/4 of all things doesn't sound right since the song largely switches to 1/3 here. I suggest making it a 1/1 reverse instead so that it reverses at the 00:34:091 - strong string sound here. - lets try it.
01:15:447 (4,5) - ctrl+g this rhythm? It'd be more like 01:10:023 (4,5) - which I think fits better as it places emphasis on the 01:16:125 - strong vocal here. - nice idea.
01:26:633 (4) - consider removing the reverse and adding a circle at 01:27:311 - instead. I think that'd feel more epic to click before the brief pause in the song/map :) - it probably would be cooler, but without the hitsound, that part is actually pretty empty, so i dont think itll be right to fake it. at least, for this diff anyway.
01:34:769 (2,3) - mainly I think this is off-putting because of how the song cuts off. I suggest considering a slider from 01:34:769 - to 01:35:447 - so it can at least follow the AAAAA and feel a bit more final as the ending pattern. - gotcha

[Hard]
00:24:599 (5) - all the other similarly hooked sliders had them at the end instead of the start, as a result I think it's a bit less noticable and looks odd compared to if it was at the end like the others or just a regular curve. - wew nice catch.
00:45:616 (1) - this doesn't play very well because what it's following is sooo quiet, epsecially to be emphasized by a jump? well.. I suggest this, still follows that soft bit, while moving the second slider to start at the slightly louder instrument (+vocal) that was mapped as the end of a reverse slider before. - i guessss?
01:15:108 (1) - normally i'd think slight overlaps with the hp bar like this are ok, but in this case it ends up hiding specifically the bent part, which I think takes away from the cool impact of having the slider bent in the first place. Move down? - ok

[Light Insane]
00:33:752 (5,6) - Pretty strange you did this as 1/2 when even the hard mapped 1/3 at this point. - huh.
00:50:701 (3) - consider making this a bit more dense for the slightly speedier vocals, similar to hard. a single 1/1 reverse slider feels lacking. - youre right.
made dense

01:01:549 (1,2,3,4,1,2,1,2,3) - There's a lot of parts of this set that i really like but especially this!! this is fantastic!! - BIG THANK!!!



I checked up through extra but .. i liked the diffs so much I didn't have the will to critique anything




except uhh

[LCFC's Insane]
00:01:888 - yo the two timing lines here have different volumes - fixed it.


good luck!!
FULLY UPDATED AFTER A THOUSAND YEARS
posted
remapped coz extra diff is an actual shitfest
posted
21:17 Einja: why no bns yet
21:17 Anxient: coz BN scared of xexxar
21:17 Anxient: jk

hehe ok
posted
can i just rank this lol
posted
posted
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