Nobuo Uematsu - Faerie Battle

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Battle
[General]
slight delay on soft finish hitsound so fix that

metadata?
your combo colors don't really match the bg lol

[Easy]
00:02:445 (2,4) - I wrote the suggestion below first but this has the same issue, ctrl + h doesn't work well if you're not really like, going for anything visually
00:07:778 (2,4,2) - tbh you could make this a lot better looking cuz rn it kinda just looks messy, they're just ctrl + h's of each other but you're not really paying attention to visual spacing for them lol
00:44:667 (1,2,3,1,2,3,4,1,2,3,1,2) - the main thing I have about these things is like, they make sense, but for 00:50:000 (1,2,3,1,2) - there's a lot more going on but it's more simplified than the previous two combos. You could have 00:44:667 (1,2) - and 00:47:334 (1,2) - be covered as a 1/1 repeat slider and then just have single taps for 00:46:000 (3) - and 00:48:667 (3,4) - so the ending still feels "sharp" while bumping up the density for 00:50:000 (1,2,3,1,2) - a little since the music picks up. Kinda applies to the stuff after this as well

r u sure the spinner is ok cuz like it's only a measure long and new players have to first react to the fact that the spinner is a thing then have to wildly fling around their map attempting to spin

[Normal]
00:04:667 (5) - u sure you don't want an nc here, it would be nice for the symmetry imo lol if u do then put an nc on 00:10:000 (5) - for consistency
00:18:000 (1,2) - kinda closer than should be but not really noticeable lol
00:20:667 (5) - nc for your every two combo nc consistency? or do you just not like the idea of it being 2 things in a combo
00:26:445 (2,3) - symmetry of this could be better
00:39:334 (1,2) - rhythm like below would be a lot less ambiguous in play, since lower diffs are pretty metronome like, having a longer than 1/1 pause can throw some people off potentially

01:00:667 (1) - why not have these clickable too, these are the highest pitched ones and the intensity has been leading up to these

[Hard]
00:10:000 (6) - i'm still confused why you don't like 2 combo things
00:12:667 - to 00:22:000 - it doesn't really feel right that literally every downbeat is covered when it's the start of like another pitch crescendo
00:44:223 (3,4,1,2,3) - tbh with the fact that 3 was stacked I wouldn't be surprised if people clicked 4's spot twice expecting for 1 to be stacked under it too, it's just a confusing pattern in general to read imo
00:50:889 (4) - don't really think you should have the downbeat on a slider end on this case since like, this is different from the previous two buildups cuz it just doesn't stop abruptly and keeps continuing

what's wrong with eiko's arm she's like 6 wtf
Bubblun
Requested I mod this

General

The quality of the background is shit. I used waifu2x to convert you a better one: https://puu.sh/x35vy/e1a50f2a96.png


Hard

00:44:223 (3,4,1,2,3) - Personally I think this stacking looks ugly as it's unexpected due to having linear flow up until now. I think it's better to replace 00:44:223 (3,4) - with a 1/2 slider and to dip down the sv every .15x starting from 00:43:334 (1) - https://puu.sh/x350Y/bf81946da3.png This is what I thought off. It's still playable too as the sv changes aren't too drastic.


Gabe's Easy

00:07:778 (2,3,4) - Adjust 4 to straighten out the triangle.

00:49:112 (4) - As an antijump that compliments the sound here along with the bell hitsound, you can further contrast your idea by applying an nc.


Normal

00:29:556 - Skipping the note here was askward to play because you mapped it back at 00:24:667 - A 1/2 slider should work.


Not much to say. You played it very safe with the set. Didn't bother to try anything new or to create anything difficult. The only purpose in this map I see is just to get something ranked. Nothing special about it.
Topic Starter
MoodyRPG

Battle wrote:

[General]
slight delay on soft finish hitsound so fix that added other hitsound

metadata? check Kurai's post
your combo colors don't really match the bg lol changed red

[Easy]
00:02:445 (2,4) - I wrote the suggestion below first but this has the same issue, ctrl + h doesn't work well if you're not really like, going for anything visually
00:07:778 (2,4,2) - tbh you could make this a lot better looking cuz rn it kinda just looks messy, they're just ctrl + h's of each other but you're not really paying attention to visual spacing for them lol
00:44:667 (1,2,3,1,2,3,4,1,2,3,1,2) - the main thing I have about these things is like, they make sense, but for 00:50:000 (1,2,3,1,2) - there's a lot more going on but it's more simplified than the previous two combos. You could have 00:44:667 (1,2) - and 00:47:334 (1,2) - be covered as a 1/1 repeat slider and then just have single taps for 00:46:000 (3) - and 00:48:667 (3,4) - so the ending still feels "sharp" while bumping up the density for 00:50:000 (1,2,3,1,2) - a little since the music picks up. Kinda applies to the stuff after this as well

r u sure the spinner is ok cuz like it's only a measure long and new players have to first react to the fact that the spinner is a thing then have to wildly fling around their map attempting to spin

[Normal]
00:04:667 (5) - u sure you don't want an nc here, it would be nice for the symmetry imo lol if u do then put an nc on 00:10:000 (5) - for consistency fixed
00:18:000 (1,2) - kinda closer than should be but not really noticeable lol lol
00:20:667 (5) - nc for your every two combo nc consistency? or do you just not like the idea of it being 2 things in a combo fixed
00:26:445 (2,3) - symmetry of this could be better fixed a bit
00:39:334 (1,2) - rhythm like below would be a lot less ambiguous in play, since lower diffs are pretty metronome like, having a longer than 1/1 pause can throw some people off potentially
fixed
01:00:667 (1) - why not have these clickable too, these are the highest pitched ones and the intensity has been leading up to these fixed

[Hard]
00:10:000 (6) - i'm still confused why you don't like 2 combo things fixed
00:12:667 - to 00:22:000 - it doesn't really feel right that literally every downbeat is covered when it's the start of like another pitch crescendo meh, it sounds good with the rhythm, so it should be ok
00:44:223 (3,4,1,2,3) - tbh with the fact that 3 was stacked I wouldn't be surprised if people clicked 4's spot twice expecting for 1 to be stacked under it too, it's just a confusing pattern in general to read imo fixed
00:50:889 (4) - don't really think you should have the downbeat on a slider end on this case since like, this is different from the previous two buildups cuz it just doesn't stop abruptly and keeps continuing fixed

what's wrong with eiko's arm she's like 6 wtf hehe
Thanks for the unexpected mod Battle, I'd really appreciated :)

@Bubblun: All fixed, thanks man :)

Waiting for Gabe's changes
Gabe
Mostly everything was covered with both mods. Thank you! :)

osu file format v14

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TitleUnicode:フェアリーバトル
Artist:Nobuo Uematsu
ArtistUnicode:植松伸夫
Creator:MoodyRPG
Version:Gabe's Easy
Source:ファイナルファンタジーIX
Tags:Gabe Veus ffix ff9 FINAL FANTASY squaresoft square enix ps1 playstation
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Topic Starter
MoodyRPG

Gabe wrote:

Mostly everything was covered with both mods. Thank you! :)

osu file format v14

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Title:Faerie Battle
TitleUnicode:フェアリーバトル
Artist:Nobuo Uematsu
ArtistUnicode:植松伸夫
Creator:MoodyRPG
Version:Gabe's Easy
Source:ファイナルファンタジーIX
Tags:Gabe Veus ffix ff9 FINAL FANTASY squaresoft square enix ps1 playstation
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Updated, thanks Gabe :)
Battle
general:
  1. blue should be darker cuz that blue is BRIGHT
  2. also are you sure you want this bg her arm is disturbingly muscular

easy:
00:07:778 (2,4,2) - still looks kinda ugly, like just the way that things just feel so close to each doesn't look nice
hard:
00:44:667 (1) - why not three circles?
Topic Starter
MoodyRPG

Battle wrote:

general:
  1. blue should be darker cuz that blue is BRIGHT fixed
  2. also are you sure you want this bg her arm is disturbingly muscular changed the BG

easy:
00:07:778 (2,4,2) - still looks kinda ugly, like just the way that things just feel so close to each doesn't look nice
hard:
00:44:667 (1) - why not three circles? done
Thanks Battle for the recheck

Waiting for Gabe's changes

EDIT: sry for kds, I forgot that :(
Gabe
osu file format v14

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AudioLeadIn: 1000
PreviewTime: 2001
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StackLeniency: 0.7
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[Editor]
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BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faerie Battle
TitleUnicode:フェアリーバトル
Artist:Nobuo Uematsu
ArtistUnicode:植松伸夫
Creator:MoodyRPG
Version:Gabe's Easy
Source:ファイナルファンタジーIX
Tags:Gabe Veus ffix ff9 FINAL FANTASY squaresoft square enix ps1 playstation
BeatmapID:1356704
BeatmapSetID:639562

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:2
SliderMultiplier:0.8
SliderTickRate:2

[Events]
//Background and Video events
0,0,"ZidaneGarnet.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Combo4 : 0,0,160

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Keeping the main idea, spaced it out even more. there should not be any issues with the flow tho
Topic Starter
MoodyRPG

Gabe wrote:

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 1000
PreviewTime: 2001
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faerie Battle
TitleUnicode:フェアリーバトル
Artist:Nobuo Uematsu
ArtistUnicode:植松伸夫
Creator:MoodyRPG
Version:Gabe's Easy
Source:ファイナルファンタジーIX
Tags:Gabe Veus ffix ff9 FINAL FANTASY squaresoft square enix ps1 playstation
BeatmapID:1356704
BeatmapSetID:639562

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:2
SliderMultiplier:0.8
SliderTickRate:2

[Events]
//Background and Video events
0,0,"ZidaneGarnet.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2001,444.444444444444,3,2,1,50,1,0
49112,-100,3,2,2,50,0,0
50000,-100,3,2,1,40,0,0


[Colours]
Combo1 : 128,128,255
Combo2 : 255,128,64
Combo3 : 0,255,255
Combo4 : 0,0,160

[HitObjects]
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Keeping the main idea, spaced it out even more. there should not be any issues with the flow tho
Updated, thanks Gabe :)
Battle


rip arm, anyways the easy doesn't look as ugly at that part anymore so it's ok to go
Topic Starter
MoodyRPG

Battle wrote:



rip arm, anyways the easy doesn't look as ugly at that part anymore so it's ok to go
LOOOL XD

Thanks Battle :)
Gabe
thank you so much Battle!
pishifat
do u need someone to qualify
Topic Starter
MoodyRPG

pishifat wrote:

do u need someone to qualify
yes
pishifat
map will be qualified when i've got a free slot then!
Gero
I was about to Qualify it. May I?
pishifat
welp
go ahead
Gero
Alright.

~ Qualified ~
Okoratu
gero why how hard is it to wait 3 more hours
Gabe
deadddd ahaha
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