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Utsu-P - Baby Deathmatch

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Seto Kousuke
Asuka

Asuka_- wrote:

Seto
00:02:341 (4) - 00:05:871 (4) - why you didnt put nc here. i think that this should be NC. - Mistake of mine haha, fixed c:

00:25:944 (5) - change to slider or sth
Since vocal starts here, I think break is not suitable. 00:54:179 (5) - ^ -I'm not focusing vocals, and the 1/1 break in ''theory'' is the same thing as a slider...since the player won't be doing anything ''clickable'' for a while, so since i'm not focusing vocals, this pause fits the logic of every other pause until now

00:28:371 (3,4) - change to circles or sth like 00:56:606 (3,4,5,6) - ?
There is a large drum sound at 00:28:481 - and 00:28:702 -, and after kiai it becomes a rather gentle part, and this is extra diff, so you should emphasize the next 00:28:812 (1) - after kiai by avoiding rhythm like 00:27:929 (1,2,3,4) - imo. - agreed, changed

00:54:400 (1,3) - not need overlap xd - Indeed, mistake of mine hehe
Senery

Senery wrote:

[Seto's Extra]
  1. 00:50:099 (2) - there is no sound on this note - [/color]

Catshy

Catshy wrote:

[Seto's Extra]
  1. Rise either CS or AR because sometimes half of the screen is covered with objects and it looks lise pure chaos (for me that is) - no,
    get better at reading density hehe~
  2. 00:49:988 (1,2,3,4,1,2,3,4) - I can barely read it through in editor let alone while playing XD;- you need more reading // 00:50:099 (2) - there's no beat here - idk why the drum sound didn't appear, but it's the same section as every other one, so it's implied to have a support sound there, it's intuitive anyway and follows the same logic of entire map so it's ok


thanksu thanksu

.osu
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 14915
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 8297,15411,29694,51257
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.999999

[Metadata]
Title:Baby Deathmatch
TitleUnicode:ベイビー・デスマッチ
Artist:Utsu-P feat. KagamineRin
ArtistUnicode:鬱P feat. 鏡音リン
Creator:Net0
Version:Seto's Extra
Source:
Tags:
BeatmapID:1415474
BeatmapSetID:646368

[Difficulty]
HPDrainRate:7
CircleSize:2
OverallDifficulty:8.7
ApproachRate:9.4
SliderMultiplier:2.10000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"re-size.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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15577,-86.9565217391304,4,1,2,80,0,1
29694,-133.333333333333,4,1,2,80,0,0
31900,-200,4,1,2,80,0,0
33224,-133.333333333333,4,1,2,80,0,0
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43371,-100,4,1,2,80,0,0
43812,-86.9565217391304,4,1,2,80,0,1
57929,-86.9565217391304,4,1,2,80,0,0


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Cherry Blossom
Hi, M4M from my modding queue.

Easy

  1. 00:48:224 (3,4,5) - something minnor but, you can make this motion smoother and neater, try to re-arrange objects like this


Collab Normal

  1. 00:02:341 (2,3,4) - i'm not that fan of close sliders like this, visually it's better when you have spaced and voluminous things, it may be also better concerning playability, so it would be better if you make the curve between 00:02:341 (2,3,4) - smoother and not that "close"


Advanced

  1. 00:17:121 (3) - It would be better to make this tick 00:17:341 - played with a circle in lower diffs because it is a strong sound that announces the beginning of the next pattern, and making it played with a sliderend doesn't really give a nice impression, and same for others like 00:18:885 (3) -
  2. 00:30:356 (3,4) - The same idea as ^ could go for these objects too, it's better to make the downbeat clicked so, you should swap 00:30:356 (3,4) - even if i know you want to follow the guitar, but it sounds more correct when you make this one clicked 00:30:577 - . Same goes for next cases like it


Hard

  1. 00:31:900 (1,2,3) - I listened to this again and again and it is not really intuitive to play because you skip the strongest beat here 00:32:121 - and and sound on the sliderstart 00:32:010 (2) - is nearly audible, and the current way ticks are followed make this pattern not really intuitive to play, it would be better if you follow only the guitar, so you start the slider here 00:31:900 - and end 00:32:231 -. Same for 00:38:959 (2,3,4) -


Trynna's Insane


  • Check the distance between each objects, sometimes it makes me think that you disabled DS and placed things like if you used DS. I would be better to tidy up a little the distance between each objects to make your map better visually. For example 00:17:893 (3,4,1,2) - the distance is different between each objects, and i doubt that it is intentional.


Tarrasky's Insane


  • nothing to say.


DJPop's Extra


  • nothing to say.
    SapphireGhost's brother spotted ? :o


Seto's Extra

  1. 00:04:768 (5,1) - the current polarity issue between these objects is difficult to notice and it might be surprising to the player that may get a 100 on 00:04:988 (1) - without knowing the reason while playing., it would be better if you extend this slider 00:04:768 (5) - to the next red tick so it fixes the polarity issue, and there is also an audible note on this red tick that could not be skipped for this kind of difficulty.


Kegare

  1. 00:16:459 (1,2,3,4,5,6,7) - i would look more comfortable to play if the angle on each triples 00:16:459 (1,2,3) - / 00:16:790 (4,5,6) - / 00:17:121 (7,8,1) - was reduced (like 120 degrees), playing multiple triangles with an angle near to 180°C requires a lot of aiming skills and it's sometimes a pain to play, and i looked at the other patterns on the map and they are still simple to play, but those triangles are just too challenging lol.

Good Luck ~
Trynna
@Enkrypton added another circle on 00:43:150 (2) - instead as i was trying to follow the instrumental and didn't notice that sound previously ty
@Waku yea it can be a bit confusing but all the map has 1/2 as basis and that didn't change, so i doubt a different pattern like this can be so complex to get. anyway you are right, the stream should start on 00:43:150 (2) -, i will keep that suggestion in mind as i don't know how i can cover this for now. (also the uncomfortable is cuz rock is lol :///)
@Catshy stacked instead of overlapping as the others 1/2s. Also did something cooler with 00:57:488 (2,3,4,5,1) -
@Cherry Blossom I was not using ds as i believe making things natural >>>> using robotic methods that limits you randomly, that's why i believe a small change on patterns spacing is not that important these days tho

rest fixed i guess??? i hope i didn't forget a thing
ty guys

a
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 14915
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 32
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[Metadata]
Title:Baby Deathmatch
TitleUnicode:ベイビー・デスマッチ
Artist:Utsu-P feat. KagamineRin
ArtistUnicode:鬱P feat. 鏡音リン
Creator:Net0
Version:Trynna's Insane
Source:
Tags:
BeatmapID:1385056
BeatmapSetID:646368

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OverallDifficulty:7
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[Events]
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28,120,24400,6,0,L|104:124,1,74.2500025937556,4|0,1:0|0:0,0:0:0:0:
200,48,24621,2,0,B|180:100|180:100|188:192,1,148.500005187511,10|2,0:0|3:0,0:0:0:0:
256,244,24952,1,0,0:0:0:0:
316,168,25062,2,0,L|392:164,1,74.2500025937556,8|0,0:0|0:0,0:0:0:0:
424,256,25282,6,0,L|272:260,1,148.500005187511,14|8,0:0|0:0,0:0:0:0:
336,352,25613,2,0,L|184:348,1,148.500005187511,2|0,0:0|0:0,0:0:0:0:
96,372,25944,2,0,P|96:332|108:300,1,74.2500025937556,10|0,0:0|0:0,0:0:0:0:
72,220,26165,6,0,L|72:64,1,148.500005187511,4|10,1:0|0:0,0:0:0:0:
152,108,26496,1,0,0:0:0:0:
220,12,26716,1,0,0:0:0:0:
244,20,26827,1,10,0:0:0:0:
368,32,27047,6,0,P|328:92|352:168,1,148.500005187511,2|10,3:0|0:0,0:0:0:0:
416,108,27378,1,0,0:0:0:0:
452,232,27599,1,0,0:0:0:0:
428,236,27709,1,10,0:0:0:0:
328,292,27929,6,0,L|164:288,1,148.500005187511,6|10,1:0|0:0,0:0:0:0:
84,312,28260,1,2,0:0:0:0:
53,278,28371,1,2,3:0:0:0:
47,241,28481,1,8,0:0:0:0:
53,210,28591,1,10,3:1:0:0:
66,190,28702,1,8,3:0:0:0:
78,179,28812,5,14,3:0:0:0:
204,184,29253,1,0,0:0:0:0:
140,72,29694,2,0,L|284:60,1,135.000000596046,4|0,1:0|0:0,0:0:0:0:
352,0,30135,2,0,P|324:56|340:124,1,135.000000596046,4|2,2:0|0:0,0:0:0:0:
388,188,30466,1,2,0:0:0:0:
408,192,30577,5,8,0:0:0:0:
512,156,30797,1,2,0:0:0:0:
448,280,31018,2,0,L|376:284,1,67.500000298023,2|2,0:0|0:0,0:0:0:0:
316,336,31238,2,0,L|244:332,1,67.500000298023,2|2,0:0|0:0,0:0:0:0:
64,288,31900,6,0,P|80:236|16:268,2,135.000000596046,2|0|12,2:0|0:0|0:0,0:0:0:0:
208,192,32782,2,0,P|184:132|204:64,1,135.000000596046,2|0,2:0|0:0,0:0:0:0:
304,120,33224,6,0,L|448:112,1,135.000000596046,4|0,1:0|0:0,0:0:0:0:
484,192,33665,2,0,B|460:256|460:256|480:324,1,135.000000596046,4|2,2:0|0:0,0:0:0:0:
416,368,33996,1,2,0:0:0:0:
396,360,34106,5,8,0:0:0:0:
328,256,34327,1,2,0:0:0:0:
256,348,34547,2,0,L|184:344,1,67.500000298023,2|2,0:0|0:0,0:0:0:0:
148,268,34768,2,0,L|220:264,1,67.500000298023,2|2,0:0|0:0,0:0:0:0:
60,120,35650,5,0,0:0:0:0:
60,120,35871,2,0,B|132:88|132:88|252:120,1,202.500000894069,10|0,0:0|0:0,0:0:0:0:
332,96,36312,2,0,L|320:240,1,135.000000596046,4|0,2:0|0:0,0:0:0:0:
400,288,36753,6,0,P|344:264|280:292,1,135.000000596046,4|0,1:0|0:0,0:0:0:0:
344,368,37194,1,4,2:0:0:0:
204,344,37415,1,2,0:0:0:0:
196,320,37525,1,2,0:0:0:0:
124,284,37635,6,0,L|136:144,1,135.000000596046,8|2,0:0|0:0,0:0:0:0:
96,48,38077,2,0,P|128:64|168:68,1,67.500000298023,2|2,0:0|0:0,0:0:0:0:
224,116,38297,2,0,P|256:100|296:96,1,67.500000298023,2|2,0:0|0:0,0:0:0:0:
464,40,38959,6,0,P|440:76|512:88,2,135.000000596046,2|0|12,2:0|0:0|2:0,0:0:0:0:
340,168,39841,2,0,P|352:224|344:308,1,135.000000596046,2|0,2:0|0:0,0:0:0:0:
252,348,40282,6,0,B|219:337|185:334|184:360|146:355|104:336,1,135.000000596046,4|0,1:0|0:0,0:0:0:0:
64,236,40724,1,4,2:0:0:0:
200,168,40944,1,2,0:0:0:0:
192,192,41054,1,2,0:0:0:0:
228,244,41165,6,0,L|224:108,1,135.000000596046,8|2,0:0|0:0,0:0:0:0:
320,40,41606,2,0,L|392:48,1,67.500000298023,2|2,0:0|0:0,0:0:0:0:
408,132,41827,2,0,L|336:124,1,67.500000298023,2|0,0:0|0:0,0:0:0:0:
248,112,42047,5,4,2:0:0:0:
68,84,42929,5,2,3:1:0:0:
72,104,43150,1,0,0:0:0:0:
40,176,43371,2,0,L|44:212,3,33.7500001490115,8|0|0|0,3:0|0:0|0:0|0:0,0:0:0:0:
120,208,43591,2,0,L|116:244,3,33.7500001490115,4|0|0|0,3:0|0:0|0:0|0:0,0:0:0:0:
196,240,43812,6,0,L|272:240,1,74.2500025937556,0|0,0:0|0:0,0:0:0:0:
336,304,44032,2,0,P|308:236|336:164,1,148.500005187511,10|2,0:0|3:0,0:0:0:0:
392,104,44363,1,0,0:0:0:0:
312,40,44474,2,0,L|236:40,1,74.2500025937556,10|0,0:0|0:0,0:0:0:0:
144,8,44694,6,0,B|130:48|136:80|156:80|160:112|144:152,1,148.500005187511,14|8,0:0|0:0,0:0:0:0:
72,224,45025,2,0,P|28:172|72:116,1,148.500005187511,2|8,0:0|3:0,0:0:0:0:
156,176,45356,2,0,L|240:172,1,74.2500025937556,10|8,0:0|3:0,0:0:0:0:
324,128,45577,6,0,L|316:204,1,74.2500025937556,4|0,1:0|0:0,0:0:0:0:
388,260,45797,2,0,B|316:236|316:236|248:260,1,148.500005187511,10|2,0:0|3:0,0:0:0:0:
176,308,46128,1,0,0:0:0:0:
96,260,46238,2,0,P|92:224|100:176,1,74.2500025937556,8|0,0:0|0:0,0:0:0:0:
48,104,46459,6,0,L|196:92,1,148.500005187511,14|8,0:0|0:0,0:0:0:0:
160,4,46790,2,0,L|308:16,1,148.500005187511,2|0,0:0|0:0,0:0:0:0:
364,88,47121,6,0,P|356:180|468:216,1,222.750007781267,10|0,0:0|0:0,0:0:0:0:
432,140,47562,2,0,P|316:172|252:248,1,222.750007781267,10|0,0:0|0:0,0:0:0:0:
284,332,48003,2,0,L|200:328,1,74.2500025937556,10|0,0:0|0:0,0:0:0:0:
112,356,48224,6,0,L|124:204,1,148.500005187511,2|10,3:0|0:0,0:0:0:0:
64,144,48554,2,0,P|104:176|192:152,1,148.500005187511,0|0,0:0|0:0,0:0:0:0:
132,96,48885,1,10,0:0:0:0:
224,28,49106,6,0,L|376:44,1,148.500005187511,6|8,1:0|0:0,0:0:0:0:
444,0,49437,2,0,B|412:52|412:52|420:148,1,148.500005187511,2|0,0:0|0:0,0:0:0:0:
452,216,49768,2,0,P|414:221|376:212,1,74.2500025937556,10|0,0:0|0:0,0:0:0:0:
308,264,49988,5,14,3:0:0:0:
208,192,50209,1,8,0:0:0:0:
188,208,50319,1,4,3:0:0:0:
100,208,50429,1,4,3:0:0:0:
80,192,50539,1,8,0:0:0:0:
144,140,50650,2,0,L|144:60,1,74.2500025937556,8|8,0:0|0:0,0:0:0:0:
220,16,50871,6,0,L|304:28,1,74.2500025937556,4|0,1:0|0:0,0:0:0:0:
380,8,51091,2,0,P|336:56|368:132,1,148.500005187511,10|2,0:0|3:0,0:0:0:0:
436,176,51422,1,0,0:0:0:0:
488,260,51532,2,0,L|408:272,1,74.2500025937556,10|0,0:0|0:0,0:0:0:0:
356,336,51753,6,0,P|288:300|228:332,1,148.500005187511,14|8,0:0|0:0,0:0:0:0:
144,364,52084,2,0,L|152:208,1,148.500005187511,2|8,0:0|3:0,0:0:0:0:
112,136,52415,2,0,P|74:125|32:128,1,74.2500025937556,10|8,0:0|3:0,0:0:0:0:
0,44,52635,6,0,L|80:40,1,74.2500025937556,4|0,1:0|0:0,0:0:0:0:
168,4,52856,2,0,L|316:12,1,148.500005187511,10|2,0:0|3:0,0:0:0:0:
348,96,53187,1,0,0:0:0:0:
252,124,53297,2,0,P|244:88|252:52,1,74.2500025937556,8|0,0:0|0:0,0:0:0:0:
360,116,53518,6,0,L|360:268,1,148.500005187511,14|8,0:0|0:0,0:0:0:0:
404,348,53849,2,0,L|252:340,1,148.500005187511,2|0,0:0|0:0,0:0:0:0:
168,376,54179,2,0,P|172:340|168:300,1,74.2500025937556,10|0,0:0|0:0,0:0:0:0:
104,228,54400,6,0,B|84:176|84:176|100:80,1,148.500005187511,4|10,1:0|0:0,0:0:0:0:
164,36,54731,1,0,0:0:0:0:
232,128,54952,1,0,0:0:0:0:
208,132,55063,1,10,0:0:0:0:
304,64,55282,6,0,P|372:92|436:60,1,148.500005187511,2|10,3:0|0:0,0:0:0:0:
368,4,55613,1,0,0:0:0:0:
372,116,55834,1,0,0:0:0:0:
368,140,55944,1,10,0:0:0:0:
440,224,56165,6,0,P|368:216|288:224,1,148.500005187511,6|10,1:0|0:0,0:0:0:0:
212,264,56496,1,2,0:0:0:0:
112,200,56606,1,8,3:0:0:0:
128,180,56716,1,8,0:0:0:0:
60,148,56827,1,8,3:0:0:0:
52,132,56937,1,8,3:0:0:0:
124,100,57047,6,0,P|196:80|268:108,1,135.000000596046,14|2,3:0|3:0,0:0:0:0:
376,48,57488,1,10,0:0:0:0:
376,65,57599,1,8,0:0:0:0:
376,96,57709,1,8,0:0:0:0:
376,112,57819,1,8,0:0:0:0:
376,143,57929,5,6,3:1:0:0:
pimp
General

  1. Devido ao arquivo mp3 da musica estar com um volume muito alto, alguns dos hitsounds acabaram não ficando perceptíveis o suficiente. isso é mais facil de perceber na easy pois usou poucos hitsounds na intro onde realmente não consigo ouvir o seu normal-hitnormal2.
  2. Seria muito mais interessante se todos os mappers concordassem em usar o esquema de pares de new combo. ou pelo menos fizessem igual o Tarrasky e criassem os próprios conjuntos de nc
Easy

  1. Para uma musica de 272 bpm, o ideal para um easy seria não utilizar 1/2 de distancia entre notas, ou usar bem raramente e da forma mais simplificada o possivel, como fez em 00:27:709 (4,5) - usando dois sliders para a transição. tendo isso em mente, sou totalmente contra o uso de patterns assim 00:15:577 (1,2) - pois apesar de não ser impossível de um iniciante conseguir se adaptar, o constante uso da pattern tornaria essa dificuldade uma normal/normal+ ou até mesmo advanced sem duvidas. Você nem mesmo usou esse técnica para o verso seguinte (00:17:341 - e 00:17:562 (4) - ) que é basicamente um loop dessa. No momento a melhor forma de tornar essa parte fácil seria simplesmente não ter uma nota em 00:15:577 -. Você não precisa ter uma nota nesse tick simplesmente por ser o local onde o kiai começa, não consegui achar um exemplo disso acontecendo, mas no ranking criteria não diz nada a respeito, e achei beatmaps rankeados com kiai começando no meio do spinner, final do spinner, terminando em um local sem nota, então não vejo problemas. Opcionalmente você pode mapear diferente, eu apenas sugeri o que considerei a forma mais fácil de resolver o problema.
  2. 00:19:327 (1,2,3,4) - Achei partes assim estranhas de jogar pois acho que devia ter continuado priorizando o vocal até o final do kiai.
  3. 00:28:812 (5) - New combo vermelho igual fez no final
  4. 00:57:929 - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.

Normal

  1. Já consideraram dividir os combos com partes "repetidas" do primeiro kiai e do final da musica pela metade? eu acho que faria bastante sentido, considerando que os combos grandes do jeito que estão são basicamente loops dos mesmos versos em um único combo.
    Eu usaria new combo em 00:17:341 (4) - por ser igual a 00:15:577 (1) -
    E new combo em 00:24:400 (4) - por ser igual a 00:22:635 (1) - etc.
  2. 00:20:871 (5) - Por favor use claps igual tem usado até agora, os claps devem seguir as batidas da musica não a intensidade do vocal. é claro que tem casos onde os claps realmente seguem o vocal mas não parece que foi sua intenção, minha sugestão está de acordo com a forma que tem feito hitsounds até agora. isso deve ser aplicado nas partes similares também.
  3. 00:27:709 (5,6) - ^
  4. 00:28:591 (7) - New combo vermelho
  5. 00:28:591 (7,8) - O volume está muito mais alto do que qualquer outra parte na dificuldade inteira, não me parece certo tentar realçar tanto assim o vocal que não realmente está mais alto ou pelo menos usando um pitch mais elevado, sem contar que essa é a parte que os instrumentos não estão presentes, do meu ponto de vista o volume devia ser igual ou menor.
  6. 00:56:165 (1) - e 00:27:709 (5,6,7,8,9) - Mapeie os finais de kiai da mesma forma
  7. 00:57:929 - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.
Advanced

  1. 00:20:650 (5,1) - New combo deveria ser usado no 5 pois é onde começa o novo verso. aparentemente seus new combos e as notas em si seguem o vocal no kiai.
  2. 00:48:885 (5,1) - ^
  3. 00:33:665 (2) - Erro no spacing, ja que não tem feito isso em partes similares.
  4. 00:39:400 (2) - Não considero uma diferença relevante de spacing, preferia que continuasse com 1.1 até o fim.
  5. 00:50:650 (5) - ^
  6. 00:57:929 (1) - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.

Hard

  1. 00:18:224 (3,4,5) - Desenhe os sliders de uma forma que não pareça uma forma geométrica quebrada (isso fica bem aparente por causa do verso "par" possuir forma geométrica 00:16:459 (4,5,6) - ), faça uma forma geométrica perfeita (algo parecido com 00:16:459 (4,5,6 - porém usando sliders retos?) ou crie alguma coisa nova não geométrica.
  2. 00:20:319 - Não vejo porque não mapear esse tick, você não ignorou esses ticks até agora, nem depois, até mesmo a dificuldade abaixo desta não tem esse gap.
  3. 00:21:202 (2) - O tick mais relevante para se terminar o slider definitivamente é o vermelho, onde termina o vocal e temos também o som da bateria.
  4. 00:25:283 (3,4,5) - O mesmo que eu disse sobre 00:18:224 (3,4,5) -
  5. 00:31:900 (1,2,3) - O som da guitarra é constante, começando em (1) até (3), tem apenas 2 sons da bateria nesse combo, e estão nos ticks brancos. A pattern usada atualmente não faz o menor sentido.
  6. 00:38:959 (2,3,4) - ^
  7. 00:44:694 (4,5,6) - Use uma variação de spacing mais significativa ou não use.
  8. 00:46:459 (3,4,5) - ^
    00:47:562 (1,2,3,4,5) - Não entendi o uso dos drum sampleset, não notei nada nessa parte e nas proximas que justifiquem isso.
  9. 00:51:753 (3,4,5) - o mesmo que 00:44:694 (4,5,6) -
  10. 00:57:047 (1,2) - IMO acho que faz mais sentido/é menos estranho de jogar essas notas como um único slider de 1/1.
  11. 00:57:929 - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.

Trynna's

  1. 00:04:547 (3,1) - devido ao gap de 1/1, essas notas definitivamente deveriam estar com uma distancia maior entre si.
  2. 00:06:643 -não deixe esse tick sem uma nota, tem som de guitarra nesse tick. você mapeou esse som em uma parte equivalente: 00:03:113 (6) -
  3. 00:08:518 (1,2,1,2) - o vocal claramente termina depois desses ticks brancos usados como slider ends. não vejo porque não mapear essa parte usando slider ends nos ticks vermelhos, onde normalmente são utilizados para esse tipo de vocal. considero undermapped do jeito que está, para uma insane.
  4. 00:12:047 (1,2,3) - undermapped para essa insane, a intensidade da musica é a mesma e essa não é a primeira vez que o vocal fica apenas em 1/1. em outras partes similares você não teve problemas em mapear os ticks vermelhos: 00:01:459 (1,2,3,4,1,2,3,4,5) - ou 00:04:988 (1,2,3,4,1,2,3,4,5) -
  5. 00:18:885 (1,2) - remova o new combo e adicione em (2) pois é onde começa o novo verso. por fazerem parte de versos diferentes, não faz sentido estarem no mesmo combo. mesmo se fizessem parte do mesmo verso, você ainda teria que deixar separado por causa da logica que tem dividido os combos na dificuldade inteira. esses por exemplo são o mesmo verso e você não deixou junto: 00:20:650 (3,1) - 00:21:532 (3,1) -. basicamente você usa new combo em toda main beat, a parte em questão não permite isso por causa do jeito que mapeou, mas o mais próximo que se pode chegar da logica utilizada é realmente o que sugeri, pois 00:18:885 (1) - está 1/1 antes da main beat e termina em 00:19:216 - então a maior parte do slider ainda "faz parte" do combo anterior.
  6. 00:29:694 (3) - new combo. por mais que o vocal continua aqui por mais um tempo, temos uma mudança de intensidade visivel aqui, e claramente está mapeando os intrumentos novamente, diferente das notas anteriores. também deixa essa parte com new combos consistentes ao da dificuldade inteira.
  7. 00:47:121 (1,2) - o mesmo que 00:18:885 (1,2) -
  8. 00:57:929 - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.

Tarrasky's

  1. não quero fazer um mod detalhado de hitsounds pra sua diff pois acho que você será capaz de arrumar por conta própria se concordar comigo.
    Eu não aprovo o seu uso de normal whistle em algumas partes da musica, como em 00:00:577 (1,2,3,4) - onde usou para seguir, o que acredito ser sons de triangulo, similares aos som do soft hitwhistle padrão do editor. na maioria dos casos, normal whistle é utilizado para vocal, guitarra e instrumentos similares.
    Durante o kiai seu uso de whistle parece meio aleatório, não vejo porque não usar whistle com mais frequência já que o vocal quase sempre mantém o nível de intensidade e volume.
  2. 00:57:929 (1) - o combo amarelo só foi usado para 00:14:694 (1,2,3,4) - e 00:43:371 (1,2) -. não vejo como esse vocal do final teria alguma relação com essas notas, então acredito que escolheu uma cor qualquer? eu acho que o ideal seria usar verde, pois é a cor usada no começo da musica, que é uma das partes bem calmas da musica. verde também foi utilizado para o final do kiai anterior, no mesmo vocal 00:29:694 (1) -
DJPop's

  1. 00:02:782 (7) - As you are mostly using "simple" slider shapes in the whole diff, i think you should try to create a better shape for this. you didn't really used large grid for all of your sliders anyway. this one for exemple, and it's really nice 00:19:768 (3) -
  2. 00:35:884 (1) - Kinda weird suggestion, i know. with 25% playback rate it's clear to me that the vocal ends on the 1/8 tick after the red tick so how about using the spinner end there since you are the only one mapping this part as spinner?
  3. 00:49:106 (1,2,3) - The flow itself actually makes some sense to the song but the design is totally off to the general mapping style. all of your sliders works in pairs, always having the same shape as the other, or at least a shape that complements the other. the only exceptions to this are parts like 00:22:856 (2,3,4,5,6) - where the sliders are mostly pairing the circles, so you didn't worried about relating the sliders with symmetry or to at least make them to create a specific shape.
    my suggestion

    the slider dots in the midle can be random so i'll just mention the 1st and last.
    1 start x64 y224 end x192 y128
    2 start x224 y64 end x384 y32
    3 x417 y95
  4. 00:53:848 (3,4) - i don't like how 4 is placed bellow 3's tail, looks kinda rushed design imo. then how about this (the spacing to the next note is fine btw):
    my suggestion

    the slider dots in the midle can be random so i'll just mention the 1st and last.
    (3) x288 y96 x128 y94
    (4) x64 y 96 x96 y256
  5. good to see the DJPop's original style again. 8-)

Seto's

  1. a diff está WIP? caso não esteja, os hitsounds estão mais simples do que os da dificuldade Easy, não notei o uso de um único whistle, e nem mesmo os claps e finishes foram usados em todas as partes relevantes. não vou fazer um full mod de hitsound pois o mapper tem que tomar a iniciativa.
  2. 00:32:782 (1,1) - entre as quatro partes similares (00:31:900 (1) - 00:32:782 (1) - 00:38:959 (1) - 00:39:841 (4) - ), esta é a unica com um jump 1/4 absurdo. por favor gire esse slider verticalmente para que fique igual as partes mencionadas.
  3. 00:39:841 (4) - não devia usar uma slider shape "comum" aqui, pois não usou em 00:31:900 (1) - 00:32:782 (1) - 00:38:959 (1) -

Net0's


  1. não gostei dos custom hitsounds, eles não são compativeis com a musica. a forma aparentemente aleatoria que usou esses customs também não ajuda.
  2. eu esperava que fosse fazer os combos vermelhos exclusivos para os vocais logo após os kiais. imagino que fez isso por não gostar de como os kiais ficam com apenas duas cores? sua ideia foi interessante nas dificuldades menores mas não conseguiu executar com perfeição aqui.
  3. 00:00:577 (1,2,3,4) - está mapeando os mesmos sons nos ticks brancos mas porque só o primeiro tem um clap? e porque cada um deles está com um sample diferente? eu não notei diferença nenhuma entre 234 e com certeza nenhuma nota desse combo deveria mesmo ser diferente.
  4. 00:22:635 (1) - estes soft-hitfinish4 passam a impressão de serem hitsounds com delay, o motivo é terem o volume aumentando desde o começo do arquivo até o fim, diferente dos hitsounds convencionais, que basicamente começam com volume máximo e vão reduzindo até o final do arquivo. realmente uma péssima escolha de hitsound, tenho certeza que não vai ser aceito para ranking.
  5. 00:57:929 (1) - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.
have some stars because reasons 8-)
Topic Starter
Net0

pimpG wrote:

General

  1. Devido ao arquivo mp3 da musica estar com um volume muito alto, alguns dos hitsounds acabaram não ficando perceptíveis o suficiente. isso é mais facil de perceber na easy pois usou poucos hitsounds na intro onde realmente não consigo ouvir o seu normal-hitnormal2. Eu mudei o hitnormal
  2. Seria muito mais interessante se todos os mappers concordassem em usar o esquema de pares de new combo. ou pelo menos fizessem igual o Tarrasky e criassem os próprios conjuntos de nc.As combo colors nas minhas diffs foram usadas de forma consistente pra representar diferentes sections e diferentes partes da música, caso não tenha percebido eu posso esclarecer
Reply to mods
Easy

TheOnlyLeon wrote:

Easy
Honestly the easy is fine, it my be possible to make it more interesting but it's not an important issue.Some different gaps are interesting enough imo, thx a lot

Enkrypton wrote:

Easy

suggestion here: i think making the angling of 00:03:224 (3,4,5) and 00:06:753 (3,4,5) the same will add more consistency to the map (which is good for easy) see here: https://puu.sh/xNwvy/2abd29ee5b.png and https://puu.sh/xNwwn/fe93d42792.pngDone
00:48:885 (4) - x:404 y:316 ? looks kinda better to the eyeslooks fine to me
try to make 00:15:577 (1,2) , 00:43:812 (1,2) and 00:50:871 (1,2) look more visually similar. 00:21:532 (5,6) has similar design but mapped to different sound, for here i just suggest to make the circle aligned to the slider instead of having the offsetA bit different now, thx

Nyantiaz wrote:

Easy:
00:15:577 (1,2,3) - this maybe be confusing for beginnersIt’s not imo
00:19:327 (1,2,3) - these notes maybe should have new combos so beginners can understand to hit them on timeBut they’re on the regular rhythm of the map, 2/1 gaps? Why would I NC all of them?
00:26:385 (1,2,3) - ^
00:29:694 (1) - try this: Current blanket is fine

00:43:812 (1,2,3) - same as first thing i said, may be confusing ;w;
00:48:003 (2,3,4,5) - ^
00:50:871 (1,2,3) - ^

CucumberCuc wrote:

[Easy]
00:09:400 (2) maybe move a bit up+left for better distance? Done
00:11:165 (4,5) can make them on as you did the previous 2,3,4 when there was a sound like "Aaah"? ( or what is more like this sound, I am weak in listening to English speech :( ) I’m mapping as circles because of the guitar there
00:26:827 (2,4) slightly fix stack? Done
00:49:988 (6,1) check distance pls, it's SO FARDone

Senery wrote:

[*] 00:22:635 (7) - removing this circle sounds better, because of the vocal stop and start on 00:22:856 (1) – Done

Catshy wrote:

[Easy]
  1. 00:01:459 - no point in having a green line here; delete it and simply change volume to 50% on redline here 00:00:577 - I want audio to be consistent with all diffs.
  2. 00:26:826 (2,3,4,5) - move all of that to x:254 y:116 so 00:26:385 (1,2,3) - makes a straight line; looks better imoDone
  3. 00:28:922 -, 00:29:308 - delete those greenlinesDone

Cherry Blossom wrote:

Easy

  1. 00:48:224 (3,4,5) - something minnor but, you can make this motion smoother and neater, try to re-arrange objects like thisDone

pimpG wrote:

Easy

  1. Para uma musica de 272 bpm, o ideal para um easy seria não utilizar 1/2 de distancia entre notas, ou usar bem raramente e da forma mais simplificada o possivel, como fez em 00:27:709 (4,5) - usando dois sliders para a transição. tendo isso em mente, sou totalmente contra o uso de patterns assim 00:15:577 (1,2) - pois apesar de não ser impossível de um iniciante conseguir se adaptar, o constante uso da pattern tornaria essa dificuldade uma normal/normal+ ou até mesmo advanced sem duvidas. Você nem mesmo usou esse técnica para o verso seguinte (00:17:341 - e 00:17:562 (4) - ) que é basicamente um loop dessa. No momento a melhor forma de tornar essa parte fácil seria simplesmente não ter uma nota em 00:15:577 -. Você não precisa ter uma nota nesse tick simplesmente por ser o local onde o kiai começa, não consegui achar um exemplo disso acontecendo, mas no ranking criteria não diz nada a respeito, e achei beatmaps rankeados com kiai começando no meio do spinner, final do spinner, terminando em um local sem nota, então não vejo problemas. Opcionalmente você pode mapear diferente, eu apenas sugeri o que considerei a forma mais fácil de resolver o problema.Essas partes não são 1/2, no caso são 1/1 que raramente são usados pra representar os cymbals em alguns momentos do mapa. Eu acredito que mapear o cymbal inicial do refrão é importante e por isso coloquei circles nesses pontos; 00:15:577 (1) - /00:22:635 (7) - /00:43:812 (1) -/00:50:871 (1) -
  2. 00:19:327 (1,2,3,4) - Achei partes assim estranhas de jogar pois acho que devia ter continuado priorizando o vocal até o final do kiai.[b] 00:19:327 (1,2) – ambos tem vocal que não continua regularmente então só mantive o ritmo mesmo
  3. 00:57:929 (2) - finish não faz sentido se não tem cymbal na musica, no máximo poderia usar o whistle aqui. isso serve pra todas as dificuldades ofcEu acrescentei a música nesse caso, o uso de finish nesse caso foi uma adição a música e não necessariamente uma representação de algo que existe nela. Nesse caso por ser o ultimo som da música acredito que cabe sim um finish forte pra finaliza-la.
  4. 00:28:812 (5) - New combo vermelho igual fez no finalCorrigido
Normal

TheOnlyLeon wrote:

Collab Normal
00:48:444 (4) - I'd recommend adding a strong hitsound here, the song ends up having very little sound on this hit than almost any other hit in the chorus, I found it off putting while playtesting. Done

Enkrypton wrote:

Collab Normal

00:09:400 (2) - rotate CCW a bit so the curve looks more smooth https://puu.sh/xNx5z/8026210b64.pngDone
00:22:194 (8,1,2) - align these more straight http://puu.sh/xNx95/689714dc6c.jpgDone

Nyantiaz wrote:

Collab Normal: Try an OD of 3 and an HP rate of 2.5/3
00:07:635 (5) - try a reverse slider here? Not a good idea imo
00:11:165 (4,5,6) - something about this doesn't look pretty to the eye, try thisMade it less clusttered

00:27:709 (5) - maybe a NC (New Combo) here? Done

CucumberCuc wrote:

[Normal]
00:18:224 (6) move to x:260 y:275 for the same distance? Done
00:27:268 (4) move to x:457 y:178 for ^Done

Senery wrote:

[*] 00:11:827 (6,1) - same reason as easy, the vocal starts on 00:12:268 - so starting a slider there would fit better
[*] 00:31:900 (1,3) - maybe use a different slider here so it sticks out? Sadly the SV doesn’t allow major changes, so I think straight ones are better
[*] 00:38:959 (1,3) - ^
[*] 00:56:165 (1) - you should start this slider on 00:55:944 (5) - because that is where the vocal startsDone

Catshy wrote:

[Collab Normal]
  1. 00:01:459 - no need for this green line here eitherDone
  2. 00:15:356 - I'd add a note hereToo intense and doesn’t work well as transition
  3. 00:34:106 (3,4,1) - here you use 2/1 slider and two circles but for 00:41:165 (3,4,1) - you use two 1/1 sliders and circle; sticking to one rhythm would probably a right choice (personally I like the 2nd rhythm more) Done

Cherry Blossom wrote:

Collab Normal

  1. 00:02:341 (2,3,4) - i'm not that fan of close sliders like this, visually it's better when you have spaced and voluminous things, it may be also better concerning playability, so it would be better if you make the curve between 00:02:341 (2,3,4) - smoother and not that "close"Done

pimpG wrote:

Normal

  1. Já consideraram dividir os combos com partes "repetidas" do primeiro kiai e do final da musica pela metade? eu acho que faria bastante sentido, considerando que os combos grandes do jeito que estão são basicamente loops dos mesmos versos em um único combo.
    Eu usaria new combo em 00:17:341 (4) - por ser igual a 00:15:577 (1) -
    E new combo em 00:24:400 (4) - por ser igual a 00:22:635 (1) - etc. Eu prefiro manter combos maiores no caso dessa música
  2. 00:20:871 (5) - Por favor use claps igual tem usado até agora, os claps devem seguir as batidas da musica não a intensidade do vocal. é claro que tem casos onde os claps realmente seguem o vocal mas não parece que foi sua intenção, minha sugestão está de acordo com a forma que tem feito hitsounds até agora. isso deve ser aplicado nas partes similares também. Done
  3. 00:27:709 (5,6) - ^Done
  4. 00:28:591 (7) - New combo vermelhoEu modifiquei os combos em outra sugestão por isso não sei direito onde caberia isso
  5. 00:28:591 (7,8) - O volume está muito mais alto do que qualquer outra parte na dificuldade inteira, não me parece certo tentar realçar tanto assim o vocal que não realmente está mais alto ou pelo menos usando um pitch mais elevado, sem contar que essa é a parte que os instrumentos não estão presentes, do meu ponto de vista o volume devia ser igual ou menor.Modifiquei já
  6. 00:56:165 (1) - Mapeie os finais de kiai da mesma forma?
Advanced

TheOnlyLeon wrote:

Advanced

00:14:915 (5) - I feel like this is a pretty harsh transition, granted I'm not exactly going tryhard while playtesting but I slipped over this note sightreading. I see what you're going for with the guitar ramping, your choice but I think there's value in the consistency of waiting for the chorus. If more ppl consider it an issue I’ll change

Enkrypton wrote:

Advanced
00:41:605 (5,6,7) - maybe stick to same design as what you did beforeI think the current one is good enough
besides that this difficulty is mapped really well

Nyantiaz wrote:

General: AR's pretty high for advanced, maybe AR5? Considering the spread I think it’s fine

CucumberCuc wrote:

[Advanced]
00:12:488 (2,3,4) different rangeDone
00:15:797 (2,3) - 00:17:562 (1,2) - 00:19:327 (1,2) different overlap distanceDone
00:21:532 (2,3) do slightly far for the same distance? Done
00:33:665 (2,3) strange for slider place when you do so close but on the same moment 00:30:135 (2,3) you do far (as and next's 2,3 the same moments) Done
00:56:606 (1,2,3) little differnt overlap distanceDone

Senery wrote:

[*] 00:31:900 (1,3) - same as normal, use some different sliders here so this sticks outThe stack is what it makes stand out more visually in this patterns
[*] 00:38:959 (1,3) - ^
[/quote
[quote="Catshy"][Advanced]
  1. 00:01:459 -, 00:28:922 - , 00:29:308 - just stop it alreadyDone

Cherry Blossom wrote:

Advanced

  1. 00:17:121 (3) - It would be better to make this tick 00:17:341 - played with a circle in lower diffs because it is a strong sound that announces the beginning of the next pattern, and making it played with a sliderend doesn't really give a nice impression, and same for others like 00:18:885 (3) - Going for the vocal active rhythm here, they’re getting clickable sounds later on spread.
  2. 00:30:356 (3,4) - The same idea as ^ could go for these objects too, it's better to make the downbeat clicked so, you should swap 00:30:356 (3,4) - even if i know you want to follow the guitar, but it sounds more correct when you make this one clicked 00:30:577 - . Same goes for next cases like itIn this section I didn’t want to buff rhythm, but I might change that

pimpG wrote:

Advanced

  1. 00:20:650 (5,1) - New combo deveria ser usado no 5 pois é onde começa o novo verso. aparentemente seus new combos e as notas em si seguem o vocal no kiai.Sim, eu to seguindo o vocal, fixed
  2. 00:48:885 (5,1) - ^Done
  3. 00:33:665 (2) - Erro no spacing, ja que não tem feito isso em partes similares. Done
  4. 00:39:400 (2) - Não considero uma diferença relevante de spacing, preferia que continuasse com 1.1 até o fim. Done
  5. 00:50:650 (5) - ^Done
Hard

TheOnlyLeon wrote:

Hard
00:08:959 (3) - Not a fan of how the hitsounding is handled here, make these triples symmetrical, right now you have whistle on the head, clap on the repeat, and nothing on the tail. If the tail had whistle again it would be better, this applies to the other repeat slider in this combo as well. The current hitsound is fine since the whistle on the end would give a false feedback

00:20:209 (4,5) - This is kinda strange rhythm, first you've got just a circle when it's followed by a weaker sound, which would be fine, but when it mirrors, (weak, strong) you have a slider which has a clickable note on the weak hit and a non-clickable on the strong. This would be better represented if 4 was a 1/2 slider and 5 a circle at - 00:20:650 -. However there are other ways you could improve this if you don't like my suggestion. Done

00:22:194 (6) - The hitsounding here makes it sound like 6 is an extension of 5 rather than part of the subsequent stack, it feels alright to play but the hitsounding here is pretty misleading, I'd recommend changing it to make the stack consistent if nothing else.Changed the sliderend

00:37:966 (2) - This circle is mapped to literally nothing as far as I can tell. It would be passable if there was a hitsound on it so it at least sounds alright while playing, but I'd argue it's better off not there. Removed circle

00:50:429 (6) - Same hitsounding issue as in last chorus, however even if you don't want to make the change I suggested, the hitsounding isn't consistent between the two instances, so at least fix that up. Done

Enkrypton wrote:

Hard

00:21:202 (2) - angle this lower so the slider tail is in the middle of 00:21:753 (4,5) - its a neater design. basically a smaller version of what you did here: 00:27:378 (6,7,1) - That will mess up visuals in a way I don’t like, sry
00:38:077 (3,4) - don't curve these, every other part with similar sound isnt curved. Done
00:41:606 (3,4) - stick to similar design as u did before (overlapping sliders and circle), i think the big DS increase here is a little too much for a Hard, and having consistent design is always good. I’ll consider if more ppl think the build up here is an issue.

CucumberCuc wrote:

[Hard]
00:01:459 (1,3,4,6,1,3) different overlap distance
00:04:988 (1,3,4,6) slightly too ^
00:06:753 (1,2,6,7) ^
00:10:282 (1,3,4,5) ^
00:12:047 (1,3,4,6,1,3) ^
00:31:238 (3,4) - 00:34:768 (3,1) ^
00:22:856 (2,6) slightly fix stack? Most of this are fine imo

Senery wrote:

[*] 00:11:606 (6) - maybe use a reverse here aswell like you did with 00:08:959 (3,6,3) -There’s a different guitar I’m following there
[/quote
[quote="Catshy"][Hard]
  1. 00:10:282 (1,2,3) - consider moving it down or at least rotating the slider with reverse arrow; some people use fancy HP bars and that arrow might end up being covered by it Done
  2. 00:31:900 (1,2) - I don't get it why you use circle and sldier for that even tho there's no beat on 00:32:010 - ; on top of that you miss one on 00:32:121 - ; you don't use circle + slider here too 00:32:782 (4) –Yeah I’ll change that
  3. 00:38:959 (2,3) - same here

Cherry Blossom wrote:

Hard

  1. 00:31:900 (1,2,3) - I listened to this again and again and it is not really intuitive to play because you skip the strongest beat here 00:32:121 - and and sound on the sliderstart 00:32:010 (2) - is nearly audible, and the current way ticks are followed make this pattern not really intuitive to play, it would be better if you follow only the guitar, so you start the slider here 00:31:900 - and end 00:32:231 -. Same for 00:38:959 (2,3,4) – Done

pimpG wrote:

Hard

  1. 00:18:224 (3,4,5) - Desenhe os sliders de uma forma que não pareça uma forma geométrica quebrada (isso fica bem aparente por causa do verso "par" possuir forma geométrica 00:16:459 (4,5,6) - ), faça uma forma geométrica perfeita (algo parecido com 00:16:459 (4,5,6 - porém usando sliders retos?) ou crie alguma coisa nova não geométrica. Eu fiz bastante uso de forma geométrica quebrada no slider do meio em outras partes do kiai, eu também reaproveitei o formato anterior pra fazer com que tudo coubesse e desse stack.
  2. 00:20:319 - Não vejo porque não mapear esse tick, você não ignorou esses ticks até agora, nem depois, até mesmo a dificuldade abaixo desta não tem esse gap. Done
  3. 00:21:202 (2) - O tick mais relevante para se terminar o slider definitivamente é o vermelho, onde termina o vocal e temos também o som da bateria. Done
  4. 00:25:283 (3,4,5) - O mesmo que eu disse sobre 00:18:224 (3,4,5) -
  5. 00:31:900 (1,2,3) - O som da guitarra é constante, começando em (1) até (3), tem apenas 2 sons da bateria nesse combo, e estão nos ticks brancos. A pattern usada atualmente não faz o menor sentido.Modificada em outros mods
  6. 00:38:959 (2,3,4) - ^
  7. 00:44:694 (4,5,6) - Use uma variação de spacing mais significativa ou não use.Meio nazi esse ponto de vista seu. Eu aumentei de 1,2x pra 1,3x pra 1,4x inclusive pra melhorar o visual, não acho que seja um problema
  8. 00:46:459 (3,4,5) - ^
    00:47:562 (1,2,3,4,5) - Não entendi o uso dos drum sampleset, não notei nada nessa parte e nas proximas que justifiquem isso. Foi copiado da top diff, no caso aqui realmente não faz sentido, removido.
  9. 00:51:753 (3,4,5) - o mesmo que 00:44:694 (4,5,6) -
  10. 00:57:047 (1,2) - IMO acho que faz mais sentido/é menos estranho de jogar essas notas como um único slider de 1/1.Parcialmente simplificado
Kegare

Asuka_- wrote:

Kegare
00:13:591 (4) - There was a slight sense of incongruity. change to circle?
Compared to 00:06:532 (4,5) - and 00:03:003 (4,5) - , the sounds of the guitar are similar to me.It is consistent with 00:04:106 (1,2,3,4) –

00:31:018 (2,3,4,5) -
hm... I think that this flow is difficult to play.It is
I think that if you ctrl+g like 00:41:606 (2,3,4,5) - at 00:31:018 (2,3) - and 00:31:238 (4,5) - , it will be a placement that is easy for players to play. 00:34:548 (2,3,4,5) - 00:38:077 (2,3,4,5) - ^ I don’t the result of your suggestion, is really underwhelming

00:53:849 (3,4) - I think that it is better to narrow the distance a little more. It’s consistent with 00:25:282 (1,2,3,4,5) -
For now, the distance between (4) and (5) is too wide, so players think it is difficult to hit imo.

00:57:378 (2) - cuz you put a circle here, I think that you couldnt emphasize the next 00:57:488 (3) - .
00:57:378 - There is no conspicuous sound, so if you change here to not clickable, and change 00:57:047 (1) - to 3/2,you can emphasize the next (5) imo. There’s a sound here 00:57:268 – that I can’t ignore while landing the slider end, but I’ll remove the circle there.

00:57:929 (1) - Since the song ends here, I think that the long special hitsound does not suit lolok
nice mapping!!
good luck~

CucumberCuc wrote:

Kegare - wow, so a lot use green TPs, it's a ok when other peoples in his use little TPs?!?

SnowNiNo_ wrote:

let me try to mod this lol
  • [K]
  1. 00:04:106 - lower the spacing here can give a good express so the music since it the pitch is going down hereI prefer to keep the visual of it
  2. 00:07:856 (2) - curve slider here is kinda out of placed since it doesnt fit ur patterns, ur using straight slider but only curve here, imo a straight slider is better since the sound here isnt that specific to used a different shape of slider so just stick with straight is better, and u skip a drum sound 00:07:966 - The sound is specific enough to use a different shape, also is because I’m following the specific guitar melody sound here that I undermapped the drum. This is the minor detail that makes it less boring and plain mapped
  3. 00:08:738 (2,3) - the spacing here is kinda overdone, just compare with 00:08:518 (1,2) - and 00:08:738 (2,3) - , the sound is much the same but obviously ur trying to emphasizing 00:08:959 (3) - for nothing lol, and u used a complete different structure at 00:12:047 - , idk if the vocal is the reason but imo these two part should be consistentVocal is the reason, she’s literally screaming when the space got bigger, no reason to treat this as if it was a normal/hard diff
  4. 00:22:635 (1) - isnt this suppose to be at somewhere like 279 262 to follow the flow? like u follow the flow at similar part 00:50:871 – tho Done
  5. 00:27:488 (7,2) - triggeredDifferent patterns and different geometric shapes and that’s not visible either so for now I’ll keep it like that.
  6. 00:30:135 (2,3,4,5) - why dont consist the spacing, looks cleaner tho, same applied to 00:33:665 (2,3,4,5) - etcBecause intensity is growing?
  7. 00:31:459 (6) - 00:34:989 (6) - NC, sane applied to all similar partNo reason to NC a part that belongs together lol
  8. 00:43:371 (2) - i think u need a nc here to separate the vocal sound at the drum soundNot needed imo since I’m using the entire light blue to show transition
  9. 00:57:929 (1) - i dont think this need to be out of the shape, since theres only vocal here with no instrument, which mean this sound is actually weak to me, so i would prefer just stack with 00:57:047 (1) - is enough, doesnt need that large spacingChanged in another mod
sorry maybe i cant get ur concept of this map lol so i just mod what i can xd

Senery wrote:

[*] This diff looks good but the only problem i have is with the clapping hitsound on the kiai's (00:15:797 (1) - this one for reference) It just doesnt fit the style of music, same for this bell sound 00:15:577 (1) - it isnt as bad as the clapping one but also just doesnt fit. Hitsounds should compliment the music and these are the type of hitsounds you shouldnt use for this genre because they dont fitBoth fit, and the bell sound fits greatly if you actually think about the song title ^^

Catshy wrote:

[Kegare]
  1. 00:16:459 (1,2,3,4,5,6,7,8) - I'm not really a fan of this patternI like it
  2. 00:43:517 (4,5) - I don't understand why would you space those twoThey sound a bit different
Sidenote: Sweet Mother of timing points. Are you hurt, child?

FoxFiire wrote:

[Kegare]
  1. 00:01:459 (1) - up to 00:07:856 - Feels underwhelming. It's a pretty intense part of the song and you're just spamming some 1/2 sliders. Since this is your hardest difficulty I would add some circles. It’s nice to use only 1/2 because I can later on contrast when Rin starts screaming
  2. How about something like this https://puu.sh/xTRS5/c349193ddb.jpg @00:07:856 -
  3. 00:49:988 (1,3,4) - odd looking overlap. I would suggest a star shape for 00:50:319 (2,3,4,5,6) - around the start of 00:49:988 (1) - I’m using start for a different parts, and the overlap is not that huge either
  4. 00:56:385 (2,3,4,5,6,7) - Feels pretty weird compared to the rest of your map. DS is here a lot lower compared to other parts. How about something like e this 00:15:135 (3,4,5,6,7,8) - BSD doesn't fit but you could still use the shape / pattern Lower DS for lower intensity in the song, also that allows me to contrast it with 00:57:488 (2,3,4,5,1) -
  5. If you don't change ^ then stack 00:56:827 (6,6) -

Cherry Blossom wrote:

Kegare

  1. 00:16:459 (1,2,3,4,5,6,7) - i would look more comfortable to play if the angle on each triples 00:16:459 (1,2,3) - / 00:16:790 (4,5,6) - / 00:17:121 (7,8,1) - was reduced (like 120 degrees), playing multiple triangles with an angle near to 180°C requires a lot of aiming skills and it's sometimes a pain to play, and i looked at the other patterns on the map and they are still simple to play, but those triangles are just too challenging lol. I disagree, even if their angle is really hard, the spacing is lowered to allow such pattern. Difficulty wise, it is balanced with 00:44:694 (1,2,3,4,5,6,7,8,1) - since the angle there is a bit easier but the spacing was increased instead. This kiai patterns requires at first a lot of flow control and secondly a lot of spacing aim while being consistent rhythm/movement wise.

pimpG wrote:

Net0's
  1. não gostei dos custom hitsounds, eles não são compativeis com a musica. a forma aparentemente aleatoria que usou esses customs também não ajuda.Não foi aleatória e pra mim funcionam
  2. eu esperava que fosse fazer os combos vermelhos exclusivos para os vocais logo após os kiais. imagino que fez isso por não gostar de como os kiais ficam com apenas duas cores? sua ideia foi interessante nas dificuldades menores mas não conseguiu executar com perfeição aqui.Ou você simplesmente não entendeu o que eu fiz. Assim como nas outras estou usando as cores quentes nos kiais, o padrão é relativamente simples, amarelo e laranja, deixando o uso do vermelho para as partes em que a Rin canta a frase principal do refrão que também estão mapeados com o uso de combo vermelho; 00:16:459 (1,2,3,4,5,6,7,8) -/00:18:224 (1,2,3,4,5) -/00:21:754 (1,2,3,4,5,6) -/00:23:518 (1,2,3,4,5,6,7,8) -/00:25:282 (1,2,3,4,5) – e o mesmo se repete no segundo kiai
  3. 00:00:577 (1,2,3,4) - está mapeando os mesmos sons nos ticks brancos mas porque só o primeiro tem um clap? e porque cada um deles está com um sample diferente? eu não notei diferença nenhuma entre 234 e com certeza nenhuma nota desse combo deveria mesmo ser diferente.Eu padronizei pra evitar problemas
  4. 00:22:635 (1) - estes soft-hitfinish4 passam a impressão de serem hitsounds com delay, o motivo é terem o volume aumentando desde o começo do arquivo até o fim, diferente dos hitsounds convencionais, que basicamente começam com volume máximo e vão reduzindo até o final do arquivo. realmente uma péssima escolha de hitsound, tenho certeza que não vai ser aceito para ranking.Tirei o delay desse hitsound
  5. 00:57:929 (1) - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.
Sorry for the delay on the replies I wanted to update the map when all diffs were finished but I guess that’s not happening soon x.x
Trynna
@pimpg

00:12:047 (1,2,3) - não concordo porque 00:12:047 (1) - tem um finish que eu queria enfatizar, então dar cover em 00:12:157 - é meio nonsense, 00:12:268 (2) - é foco no vocal, tipo partes como 00:03:775 (4) - ou etc e 00:12:819 - é uma pausa pós vocal que eu sempre gosto de dar em partes como essa, nada demais

o resto eu dei um jeito

g
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Tarrasky

TheKingHenry wrote:

Tarrasky's Insane
  1. 00:13:371 (3,4,5,6,1) - looks kinda randomly patterned, to have first bout straight line and then curve it towards the end, but not even continuing to the curves direction after all (compared to other ones with changing directions and so on, this doesn't seem to have a logic that clear behind it) for me looks logic, in 00:13:371 (3,4) - is linear because the song doesn't change so much, but in 00:13:591 (5,6,1) - there's a different song, more intense, and because that the curve.
  2. - these are 1/3 not 1/4 (tho the first one sounds as if it would be 1/4 because there is still the 1/2 beat alongside the 1/3) fixed
  3. 00:31:349 (9,1) - 00:31:459 (1) - - is still pretty strong sounds, should be spaced out too. Same for 00:34:878 (9,1) and 00:38:407 (9,1) -
  4. 00:43:371 (1,2) - 1/3 not 1/4. Clearer than last time done
  5. 00:57:819 (5,1) - looks kinda hella huge, maybe tune it down a little? triple 00:57:599 (3,5,1) -

TheOnlyLeon wrote:

Tarrasky's Insane

Honestly no issues with this one, GJ

Asuka_- wrote:

Tarrasky
00:34:878 (9,1) - stackmiss fixed
00:38:518 (1) - ^ fixed
If intentional, please also unstack 00:31:459 (1).

Enkrypton wrote:

Tarrasky's Insane

00:22:966 (2,2) - stack slider tail and head. pretty much everything else is stacked fix

can't find much more here.

Waku wrote:

Tarrasky's Insane


  • 00:13:371 (3,4,5,6,1) - This shape is seriously weird lol, weird to play and look at, maybe make it smoother? There's any problem imo, already explained in first mod

Catshy wrote:

[Tarrasky's Insane]
  1. 00:31:900 (2,4) - it might be good idea to make those sliders stand out a bit (maybe a wave shape of something); same thing here 00:38:959 (2,4) - nah i like the current way
  2. 00:52:415 (3) - stack it with 00:53:517 (1) - fixed

Cherry Blossom wrote:

Tarrasky's Insane


  • nothing to say.

pimpG wrote:

Tarrasky's

  1. não quero fazer um mod detalhado de hitsounds pra sua diff pois acho que você será capaz de arrumar por conta própria se concordar comigo.
    Eu não aprovo o seu uso de normal whistle em algumas partes da musica, como em 00:00:577 (1,2,3,4) - onde usou para seguir, o que acredito ser sons de triangulo, similares aos som do soft hitwhistle padrão do editor. na maioria dos casos, normal whistle é utilizado para vocal, guitarra e instrumentos similares.
    Durante o kiai seu uso de whistle parece meio aleatório, não vejo porque não usar whistle com mais frequência já que o vocal quase sempre mantém o nível de intensidade e volume. Esse som tem o mesmo som do instrumento de fundo lol, n vejo nenhum problema em manter, se vc ouvir o som de fundo tem os pratos como o som da skin
  2. 00:57:929 (1) - o combo amarelo só foi usado para 00:14:694 (1,2,3,4) - e 00:43:371 (1,2) -. não vejo como esse vocal do final teria alguma relação com essas notas, então acredito que escolheu uma cor qualquer? eu acho que o ideal seria usar verde, pois é a cor usada no começo da musica, que é uma das partes bem calmas da musica. verde também foi utilizado para o final do kiai anterior, no mesmo vocal 00:29:694 (1) - O combo amarelo é pra simbolizar momentos "quentes" na música, como vc pode ver aquele círculo do final tem um espaçamento bem intenso, então pra mim seria lógico colocar ele amarelo tbm, e sobre o verde, é pra um momento mais morno da musica, mais calmo, dai resolvi colocar cores frias como azul e verde
Everyone thanks for the mod <3

map
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 14915
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.799999

[Metadata]
Title:Baby Deathmatch
TitleUnicode:ベイビー・デスマッチ
Artist:Utsu-P feat. KagamineRin
ArtistUnicode:鬱P feat. 鏡音リン
Creator:Net0
Version:Tarrasky's Insane
Source:
Tags:
BeatmapID:1385957
BeatmapSetID:646368

[Difficulty]
HPDrainRate:6.5
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.65000000596046
SliderTickRate:2

[Events]
//Background and Video events
0,0,"re-size.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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1459,-100,4,1,2,50,0,0
15577,-100,4,1,2,60,0,1
28812,-100,4,1,4,80,0,0
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43812,-100,4,1,2,60,0,1
57047,-100,4,1,2,80,0,0
57929,-100,4,1,2,20,0,0


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Combo1 : 255,0,128
Combo2 : 0,204,0
Combo3 : 48,186,252
Combo4 : 65,56,226
Combo5 : 179,0,179
Combo6 : 254,131,7
Combo7 : 254,218,14
Combo8 : 255,0,37

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Bariton
a batalha mortal do nene
Seto Kousuke
Kegare
  1. 00:11:606 (3) - Make it 2 stacked circles to emphasize the low pitch screams like you did in all the others, additionaly, I don't really understand why you didn't put it here, but placed them on 00:12:709 (4,5) - when the screams stopped already. It would feel a lot better in the music if you made 00:11:606 (3) - 2 circles stacked and 00:12:709 (4,5) - a slider
  2. 00:17:121 (1,2,3) - this isn't technically an issue, but I do have to say the flow is really awkward compared to all the other patterns you use, so I would like to ask you to re-consider this angle, by either stacking on 00:17:010 (3) - to make this back-n-forth movement or idk...if you don't find anything better then this is fine, it's pretty doable
  3. 00:50:319 (2,3,4,5,6,1) - this flow in for gameplay is really bad, i know you have other complicated patterns to follow smoothly like 00:52:193 (2,3,1,2) - but that one in gameplay is really ''urgh'', specially because you start it at a low DS after a reverse slider 00:49:988 (1) - which already removes the constant clicking feedback from the player, the start of it is really clunky, I highly suggest you do something like 00:22:084 (2,3,4,5,6) - for the same musical segment, or arrange a better angle that isn't a square >w<

testplayed it for quite a while, I really enjoyed your remapping, it's way way waaaaaaaaayyyyyyy BETTER now, good flow and intersting rythm, really liked it, I pointed out the stuff that although in editor was completly fine and consistent, in gameplay it wasn't that good~ é nois
Topic Starter
Net0

Seto Kousuke wrote:

Kegare
  1. 00:11:606 (3) - Make it 2 stacked circles to emphasize the low pitch screams like you did in all the others, additionaly, I don't really understand why you didn't put it here, but placed them on 00:12:709 (4,5) - when the screams stopped already. It would feel a lot better in the music if you made 00:11:606 (3) - 2 circles stacked and 00:12:709 (4,5) - a slider I'm following here 00:11:385 (2,3,4) - the guitar in the back similar to this 00:04:327 (2,3,4) - if you still don't agree I can change it
  2. 00:17:121 (1,2,3) - this isn't technically an issue, but I do have to say the flow is really awkward compared to all the other patterns you use, so I would like to ask you to re-consider this angle, by either stacking on 00:17:010 (3) - to make this back-n-forth movement or idk...if you don't find anything better then this is fine, it's pretty doableNeeds to stand out but I do believe it's not so unconfortable
  3. 00:50:319 (2,3,4,5,6,1) - this flow in for gameplay is really bad, i know you have other complicated patterns to follow smoothly like 00:52:193 (2,3,1,2) - but that one in gameplay is really ''urgh'', specially because you start it at a low DS after a reverse slider 00:49:988 (1) - which already removes the constant clicking feedback from the player, the start of it is really clunky, I highly suggest you do something like 00:22:084 (2,3,4,5,6) - for the same musical segment, or arrange a better angle that isn't a square >w< I like squares ;w; but I did a modification on the last 00:50:650 (5,6,1) - that now are less spaced and probably flow better (hopefully)

testplayed it for quite a while, I really enjoyed your remapping, it's way way waaaaaaaaayyyyyyy BETTER now, good flow and intersting rythm, really liked it, I pointed out the stuff that although in editor was completly fine and consistent, in gameplay it wasn't that good~ é nois
Thanks for testplaying and modding o/
DeletedUser_6181859
my first mod thankz
[General]
  1. What the hell is "Nova pasta" folder and why hitsound inside isn't used lol.
  2. Hitsounds with delay:
    normal-hitfinish3.wav
    soft-hitfinish3.wav
    soft-hitfinish4.wav
    ok ok i use mod assistant
  3. Tags please! At least gd-makers. Pleeease.
[Easy]
  1. 00:15:135 (5) - not so good when circle is overlap with in-game buttons like "show chat". https://osu.ppy.sh/ss/10832107
  2. 00:26:826 (2,4) - fix stack :V
  3. 00:42:488 (4) - this slider actually on rhythm very similar with 00:28:812 (1) , but here is no NC.
  4. 00:22:635 - 00:50:871 - just a question why you have no circles here since you already have it in 00:15:577 (1) - 00:43:812 (1) - they're high beats too.
[Collab Normal]
  1. 00:29:253 (5,1) - some nazi blankets
  2. 00:55:944 (1) - strange that you have slider like this because you, at-first, have another pattern from 00:27:709 (1) , and at-second, skip really high beats in 00:56:385 - 00:56:606 - 00:56:827 that you already highlight in previous pattern.
  3. 00:57:488 (2) - it's better to highlight 00:57:929 sound as clickable https://i.imgur.com/IEmKeTJ.png
[Advanced]
  1. 00:19:768 (3) - hmmm. hmm. hm. I really not like this slider because it breaks flow (for me) and looks strange in conjunction with 00:19:327 (1,2) . Consider to make https://i.imgur.com/55USMJK.png or even https://i.imgur.com/HUntTCF.png if you don't want to break another flow... uh, here is so many.
  2. 00:20:209 (4) - one pixel stack (nazi again lo)
  3. 00:41:496 (2) - tbh i don't hear any sound here, so this circle highlight nothing. Also you break map concept here lol.
  4. 00:41:606 (3,4) - actually music didn't become harder or higher, music is very similar with previous pattern, so i don't see any reason for jump here. https://i.imgur.com/52PQ27R.png
  5. 00:45:025 (5) - 00:46:790 (4) - 00:52:084 (4) - can't get this idea with diversity of jumps because other patterns like this don't have any jumps, also unsymmetry rip D:
  6. 00:57:709 (4) - same about clickable of 00:57:929 as in nomral.
[Trynna]
  1. 00:20:650 (3) - the only one slider that directed not for flow, other sliders like this directed at next slider. Consider to just ctrl+g it. (also easy way for +0.01*)
  2. 00:32:782 (2,1) - 00:47:121 (3,1) - blanket lo
  3. 00:57:488 (2,3,4,5,1) - since you already have very (not) jump at 00:56:496 (2,3) , i think you can move this pattern a bit further because pause in music.
[Tarrasky]
  1. 00:46:238 (4,1) - 00:51:532 (3,1) - blanket lo
    it's really fast and good diff so i can't say anything else lol
[DJPop]

  • OMG 2009 IN 2018
  1. 00:08:077 (7) - why not single circle, actually in 00:08:104 i don't hear any sound and, if we consider music further, guitar riff ends in 00:08:297 , but since this sound is start of fade-down then sliderend highlight nothing.
  2. *praise* 00:02:782 (7) - 00:19:768 (3) - ahh those 2009 sliders thanks
  3. 00:57:929 (1) - to avoid inconsistent time of map end consider to change slider for circle, but move it a little furhter from previous cirlces (like 88:356).
[Kegare]
  1. 00:13:592 (4) - i hear guitar that higher in other places, also you break map concept here, so consider to divide slider into two circles as you did before.
  2. 00:29:253 (1) - idk, maybe editor is buggy, but your greenline in 00:29:308 do nothing and sliderslide is still loud.
  3. 00:43:371 (2) - here starts instrumental, so another NC would be nice too.
  4. 00:57:929 (1) - sooo high sound, and in all "streams" you have fixed ds, also stream at end have really low spacing, so i think you can move circle a bit further (for example, 387:224, it's only 1.5x ds).
Sorry for small mod, but track and map are so good enough.
Good luck!

.eof
Trynna

100bit wrote:

[Trynna]
  1. 00:20:650 (3) - the only one slider that directed not for flow, other sliders like this directed at next slider. Consider to just ctrl+g it. (also easy way for +0.01*) ya
  2. 00:32:782 (2,1) - 00:47:121 (3,1) - blanket lo uh lol
  3. 00:57:488 (2,3,4,5,1) - since you already have very (not) jump at 00:56:496 (2,3) , i think you can move this pattern a bit further because pause in music. those are different gaps
thank

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 14915
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1459,8518,8959,9400,9841,10282,14694,15135,15577,17341,18885,19327,19768,19988,22635,24400,25944,27929,28812,29253,29694,35871,36753,42929,43371,43812,45577,47121,47562,48003,48224,48885,49106,49437,49768,49988,50209,50429,50871,52635,54400,55282,56165,57047,57488,57929
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.799999

[Metadata]
Title:Baby Deathmatch
TitleUnicode:ベイビー・デスマッチ
Artist:Utsu-P feat. KagamineRin
ArtistUnicode:鬱P feat. 鏡音リン
Creator:Net0
Version:Trynna's Insane
Source:
Tags:
BeatmapID:1385056
BeatmapSetID:646368

[Difficulty]
HPDrainRate:5.5
CircleSize:3.7
OverallDifficulty:7
ApproachRate:8.6
SliderMultiplier:1.35000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"re-size.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]
577,220.588235294118,4,1,2,60,1,0
1459,-100,4,1,2,50,0,0
15577,-90.9090909090909,4,1,2,60,0,1
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29253,-100,4,1,2,80,0,0
29694,-100,4,1,2,45,0,0
43812,-90.9090909090909,4,1,2,60,0,1
57047,-100,4,1,2,80,0,0


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Combo1 : 255,0,128
Combo2 : 0,204,0
Combo3 : 48,186,252
Combo4 : 65,56,226
Combo5 : 179,0,179
Combo6 : 254,131,7
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Combo8 : 255,0,37

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376,143,57929,5,2,3:1:0:0:
Topic Starter
Net0

100bit wrote:

my first mod thankz
[General]
  1. What the hell is "Nova pasta" folder and why hitsound inside isn't used lol.fix
  2. Hitsounds with delay:
    normal-hitfinish3.wav
    soft-hitfinish3.wav
    soft-hitfinish4.wav
    ok ok i use mod assistantNone of them has delay
  3. Tags please! At least gd-makers. Pleeease. Will fix that later
[Kegare]
  1. 00:13:592 (4) - i hear guitar that higher in other places, also you break map concept here, so consider to divide slider into two circles as you did before.ok
  2. 00:29:253 (1) - idk, maybe editor is buggy, but your greenline in 00:29:308 do nothing and sliderslide is still loud.fixed channel but I'm pretty sure there's a SV change there :3
  3. 00:43:371 (2) - here starts instrumental, so another NC would be nice too.I'm being consistent with 00:14:694 (1,2,3,4,5,6,7,8) -
  4. 00:57:929 (1) - sooo high sound, and in all "streams" you have fixed ds, also stream at end have really low spacing, so i think you can move circle a bit further (for example, 387:224, it's only 1.5x ds).Someone requested in a mod for me to make it not high spaced because there's no particular strong sound there, for now I'll keep it
Sorry for small mod, but track and map are so good enough.Don't worry, I'll finish the mod reply later on
Good luck!

.eof
Topic Starter
Net0

100bit wrote:

[Easy]
  1. 00:15:135 (5) - not so good when circle is overlap with in-game buttons like "show chat". https://osu.ppy.sh/ss/10832107 Nah it's fine
  2. 00:26:826 (2,4) - fix stack :V ok
  3. 00:42:488 (4) - this slider actually on rhythm very similar with 00:28:812 (1) , but here is no NC. True, NCed
  4. 00:22:635 - 00:50:871 - just a question why you have no circles here since you already have it in 00:15:577 (1) - 00:43:812 (1) - they're high beats too.Fixed
[Collab Normal]
  1. 00:29:253 (5,1) - some nazi blankets :3
  2. 00:55:944 (1) - strange that you have slider like this because you, at-first, have another pattern from 00:27:709 (1) , and at-second, skip really high beats in 00:56:385 - 00:56:606 - 00:56:827 that you already highlight in previous pattern.Fixed
  3. 00:57:488 (2) - it's better to highlight 00:57:929 sound as clickable https://i.imgur.com/IEmKeTJ.png Ok
[Advanced]

  • I think you modded hard diff but used the name Advanced lol
  1. 00:19:768 (3) - hmmm. hmm. hm. I really not like this slider because it breaks flow (for me) and looks strange in conjunction with 00:19:327 (1,2) . Consider to make https://i.imgur.com/55USMJK.png or even https://i.imgur.com/HUntTCF.png if you don't want to break another flow... uh, here is so many.I changed that
  2. 00:20:209 (4) - one pixel stack (nazi again lo)Okay
  3. 00:41:496 (2) - tbh i don't hear any sound here, so this circle highlight nothing. Also you break map concept here lol.I removed circle but the spacing is bigger intentionally
  4. 00:41:606 (3,4) - actually music didn't become harder or higher, music is very similar with previous pattern, so i don't see any reason for jump here. https://i.imgur.com/52PQ27R.png
  5. 00:45:025 (5) - 00:46:790 (4) - 00:52:084 (4) - can't get this idea with diversity of jumps because other patterns like this don't have any jumps, also unsymmetry rip D: It's just a variation of the 00:16:459 (4,5,6) - , but yeah, doesn't look the best, but I prefer that it stays on DS
  6. 00:57:709 (4) - same about clickable of 00:57:929 as in nomral.Applied
TheKingHenry
Hello modding again from my queue? ¯\_(ツ)_/¯
General
  1. Hitsounds sound really weak in Tarrasky's and DJPop's diffs (some of this occasionally elsewhere too, but here pretty much throughout); could buff little so you actually feel like you're getting some feedback. Might also be due hitsounds fitting too well in the song? Dunno
Normal
  1. Add couple larger gaps in kiais? Considering the high bpm, the kiais would currently be like full 1/2 chains on 136 bpm so you could cut that on couple places each (especially as it's pretty easy to do too)
  2. 00:43:371 (3) - considering you prioritize the big white tick enough to make it clickable at every other instance you could do it here too (and NC like the rest); so maybe make head and end of 00:43:371 (3) - circles
Hard
  1. why the clear difference 00:48:224 (3,4,5) - 00:19:657 (2,3,4) -
Trynna's Insane
  1. 00:04:988 (1,2) - give little spacing, it'll play better (so 00:05:319 (2) - doesn't force you to slow down/stop only to face the jump to 00:05:429 (3) - ); same with 00:05:429 (3,4) -
  2. 00:56:496 (2,3) - this doesn't work; not only with related stuff like 00:49:988 (1,2) - but also with the double patterns like 00:26:496 (2,3,4) - and so on; you need to be more clear on what rhythms the pattern contains, this way they all get pretty much jumbled together
  3. 00:57:488 (2,3,4,5,1) - very lacking for the finisher of the song compared to stuff like 00:56:606 (3,4,5,6) - you've been doin
Tarrasky's Insane
  1. 00:14:694 (1,2,3) - should be 1/3 not 1/4
  2. 00:41:937 (9,1) - why the spacing here compared to last ones, when the music is still the same (with the 5th one not having the same strong stuff on it); well, the following pattern does look cool though
  3. 00:43:371 (1,2) - should be 1/3 not 1/4
  4. 00:57:819 (5,1) - overly high spacing, it's fine to have finisher, but the last object doesn't have particularly strong sounds on it so making the spacing like double-triple compared to the strong snares in 00:57:488 (2,3,4,5) - and add strong angle to boot, eeehhh
DJPop's Extra
  1. 00:35:871 (4,1) - lol
Kegare
  1. 00:15:429 (7,8) - I don't think there's any 1/3 here? Atleast it's inaudibly quiet (similarly to how the 2nd beat of the measure get's pretty quiet too)
  2. 00:30:577 (5,1,2) - this to all of these; NCing doesn't really make sense; if you want to do it according to the musical structure it'd be either one of 00:30:577 (5,2) - ; if according to the patterns, same, but likely 00:31:018 (2) - ; this is pretty much 3 groups 00:29:694 (1,2,3,4) - 00:30:577 (5,1) - and 00:31:018 (2,3,4,5,6) - so NCing in the middle of the middle one is pretty much the only option here that doesn't provide anything outta these ¯\_(ツ)_/¯
  3. 00:43:371 (2) - NC? Would make more sense to separate from the slider considering you were NCing all of 00:42:488 (1,1,1,1) -
  4. 00:43:371 (2,3,4,5,6,7) - if you're going to use additional emphasis for the second white tick here, do it more "obviously"; currently it looks more like you just screwed the smooth stream shape up
Hm I'd like to see how it looks afterwards
Topic Starter
Net0

TheKingHenry wrote:

Hello modding again from my queue? ¯\_(ツ)_/¯
¯\_(ツ)_/¯
Normal
  1. Add couple larger gaps in kiais? Considering the high bpm, the kiais would currently be like full 1/2 chains on 136 bpm so you could cut that on couple places each (especially as it's pretty easy to do too)Added a few gaps
  2. 00:43:371 (3) - considering you prioritize the big white tick enough to make it clickable at every other instance you could do it here too (and NC like the rest); so maybe make head and end of 00:43:371 (3) - circlesit's now clickable
Hard
  1. why the clear difference 00:48:224 (3,4,5) - 00:19:657 (2,3,4) - Rhythm is now consistent
Kegare
  1. 00:15:429 (7,8) - I don't think there's any 1/3 here? Atleast it's inaudibly quiet (similarly to how the 2nd beat of the measure get's pretty quiet too)It works better with 2 groups of 3 1/3 beats compared to mapping only 4 sounds there playing wise.
  2. 00:30:577 (5,1,2) - this to all of these; NCing doesn't really make sense; if you want to do it according to the musical structure it'd be either one of 00:30:577 (5,2) - ; if according to the patterns, same, but likely 00:31:018 (2) - ; this is pretty much 3 groups 00:29:694 (1,2,3,4) - 00:30:577 (5,1) - and 00:31:018 (2,3,4,5,6) - so NCing in the middle of the middle one is pretty much the only option here that doesn't provide anything outta these ¯\_(ツ)_/¯ I'll NC 00:31:018 (1) - but the point was the 1/1 gap, to improve the readability of it
  3. 00:43:371 (2) - NC? Would make more sense to separate from the slider considering you were NCing all of 00:42:488 (1,1,1,1) - I'm being consistent with 00:14:694 (1,2,3,4,5,6,7,8) -
  4. 00:43:371 (2,3,4,5,6,7) - if you're going to use additional emphasis for the second white tick here, do it more "obviously"; currently it looks more like you just screwed the smooth stream shape upLooks mostly fine to me and I'd rather just leave a subtle emphasis, nothing that would break the playability of the pattern
[/list]
Hm I'd like to see how it looks afterwards
DJPop

100bit wrote:

my first mod thankz
[General]
[DJPop]

  • OMG 2009 IN 2018
  1. 00:08:077 (7) - why not single circle, actually in 00:08:104 i don't hear any sound and, if we consider music further, guitar riff ends in 00:08:297 , but since this sound is start of fade-down then sliderend highlight nothing.
    • It's like some kind of burst when the music ends abruptly (and I forgot to silence the sliderend)
  2. *praise* 00:02:782 (7) - 00:19:768 (3) - ahh those 2009 sliders thanks
  3. 00:57:929 (1) - to avoid inconsistent time of map end consider to change slider for circle, but move it a little furhter from previous cirlces (like 88:356).
    • Fixed



pimpG wrote:

DJPop's

  1. 00:02:782 (7) - As you are mostly using "simple" slider shapes in the whole diff, i think you should try to create a better shape for this. you didn't really used large grid for all of your sliders anyway. this one for exemple, and it's really nice 00:19:768 (3) -
    • Made it point toward next slider instead.
  2. 00:35:884 (1) - Kinda weird suggestion, i know. with 25% playback rate it's clear to me that the vocal ends on the 1/8 tick after the red tick so how about using the spinner end there since you are the only one mapping this part as spinner?
    • ok, blue tick should be closed enough.
  3. 00:49:106 (1,2,3) - The flow itself actually makes some sense to the song but the design is totally off to the general mapping style. all of your sliders works in pairs, always having the same shape as the other, or at least a shape that complements the other. the only exceptions to this are parts like 00:22:856 (2,3,4,5,6) - where the sliders are mostly pairing the circles, so you didn't worried about relating the sliders with symmetry or to at least make them to create a specific shape.
    • Rearranged into shapes similar to what you suggested.
  4. 00:53:848 (3,4) - i don't like how 4 is placed bellow 3's tail, looks kinda rushed design imo. then how about this (the spacing to the next note is fine btw):
    • Fixed til the end.



osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 14915
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.799999

[Metadata]
Title:Baby Deathmatch
TitleUnicode:ベイビー・デスマッチ
Artist:Utsu-P feat. KagamineRin
ArtistUnicode:鬱P feat. 鏡音リン
Creator:Net0
Version:DJPop's Extra
Source:
Tags:Vocaloid Metal ALGORITHM Trynna Tarrasky DJPop Ataraxia Kalindraz
BeatmapID:1387651
BeatmapSetID:646368

[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.92
SliderTickRate:1

[Events]
//Background and Video events
0,0,"re-size.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]
577,220.588235294118,4,1,2,60,1,0
8104,-100,4,2,0,5,0,0
8518,-100,4,1,2,60,0,0
14694,-100,4,1,11,60,0,0
15577,-100,4,1,2,60,0,1
28757,-200,4,1,2,60,0,1
29363,-200,4,1,2,60,0,0
36477,-200,4,2,0,5,0,0
36753,-200,4,1,2,60,0,0
42433,-149.253731343284,4,1,2,60,0,0
43315,-100,4,1,11,60,0,0
43812,-100,4,1,2,60,0,1
54124,-102.040816326531,4,1,2,60,0,1
54565,-100,4,1,2,60,0,1
57819,-100,4,1,2,60,0,1
57874,-200,4,2,0,5,0,0


[Colours]
Combo1 : 255,0,128
Combo2 : 0,204,0
Combo3 : 48,186,252
Combo4 : 65,56,226
Combo5 : 179,0,179
Combo6 : 254,131,7
Combo7 : 254,218,14
Combo8 : 255,0,37

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Trynna
tried to apply everything

mod
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 14915
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1459,8518,8959,9400,9841,10282,14694,15135,15577,17341,18885,19327,19768,19988,22635,24400,25944,27929,28812,29253,29694,35871,36753,42929,43371,43812,45577,47121,47562,48003,48224,48885,49106,49437,49768,49988,50209,50429,50871,52635,54400,55282,56165,57047,57488,57929
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.799999

[Metadata]
Title:Baby Deathmatch
TitleUnicode:ベイビー・デスマッチ
Artist:Utsu-P feat. KagamineRin
ArtistUnicode:鬱P feat. 鏡音リン
Creator:Net0
Version:Trynna's Insane
Source:
Tags:
BeatmapID:1385056
BeatmapSetID:646368

[Difficulty]
HPDrainRate:5.5
CircleSize:3.7
OverallDifficulty:7
ApproachRate:8.6
SliderMultiplier:1.35000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"re-size.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]
577,220.588235294118,4,1,2,60,1,0
1459,-100,4,1,2,50,0,0
15577,-90.9090909090909,4,1,2,60,0,1
28812,-100,4,1,4,80,0,0
29253,-100,4,1,2,80,0,0
29694,-100,4,1,2,45,0,0
43812,-90.9090909090909,4,1,2,60,0,1
57047,-100,4,1,2,80,0,0


[Colours]
Combo1 : 255,0,128
Combo2 : 0,204,0
Combo3 : 48,186,252
Combo4 : 65,56,226
Combo5 : 179,0,179
Combo6 : 254,131,7
Combo7 : 254,218,14
Combo8 : 255,0,37

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84,312,28260,1,2,0:0:0:0:
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78,179,28812,5,14,3:0:0:0:
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96,260,46238,2,0,P|92:224|100:176,1,74.2500025937556,8|0,0:0|0:0,0:0:0:0:
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93,196,50429,1,4,3:0:0:0:
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Topic Starter
Net0
Tarrasky allowed me to respond in his place so;

TheKingHenry wrote:

Tarrasky's Insane
  1. 00:14:694 (1,2,3) - should be 1/3 not 1/4 Sure
  2. 00:41:937 (9,1) - why the spacing here compared to last ones, when the music is still the same (with the 5th one not having the same strong stuff on it); well, the following pattern does look cool thoughI'm not sure if I get your point but the point here is that actually the new sound there is distinct from all other different repetitions that's why it is not stacked, about the next pattern I could change that but I'm not sure what you don't think that looks nice.
  3. 00:43:371 (1,2) - should be 1/3 not 1/4 Sure
  4. 00:57:819 (5,1) - overly high spacing, it's fine to have finisher, but the last object doesn't have particularly strong sounds on it so making the spacing like double-triple compared to the strong snares in 00:57:488 (2,3,4,5) - and add strong angle to boot, eeehhhI agree, stacked the last object to make sure it contrast but at the same time it is not so buffed
Thanks mod :D
TheKingHenry
jeanbernard8865
ubble

i think u dropped this
TheKingHenry
ubbleb

Thanks!
DeletedUser_6181859
elbbub
Nao Tomori
oh i didnt realize djpop actually mapped that diff
Tarrasky
good map, approved!
Yuii-
modding v1 😩😩 ITS BEEN AN HOUR

normal

00:24:400 (4,1) - would get rid of these two otherwise it's a really long combo and that's kind of unwanted considering how short everything else is. same would apply to 00:47:341 (1) - and 00:52:635 (4,1) -
00:34:106 (2) - 00:37:635 (2) - could be turned into 2 circles for the sake of emphasizing the heavy drums

advanced
00:02:782 (4,2) - might be worth avoiding for the sake of readability and also for consistency as you are not doing really that anywhere else, so it'd look more polished

hard

00:21:202 - 100% sure you forgot a circle
00:32:782 (3,1,2,3,1) - extremely easy to misread as time/spacing is the same across the whole pattern - would copy what you did on 00:36:312 (4,1,2,3,1) -

tarrasky

loved your difficulty! wish you would space 00:03:665 (3,4,5) - either further or 3,4 stacked and 00:03:885 (5) - separated for the sake of emphasis

djpop
00:57:929 (1) - muted object

top
00:11:385 (2,3,4) - might be worth considering nerfing the spacing here as it's one of the longest jumps in the map
00:43:737 (7,1) - would like to see a bit more of spacing like you did on 00:15:503 (8,1) -

call me back
Noffy
wait this was sitting in mv1??
wo

please add a space between kagamine and rin so that it'd work for website search :3c
Trynna
fixed 00:43:371 (3,4) - cause those are supposed to be 1/3

net0, i'll send you my diff on discord cause they totally killed the [code] thing
Topic Starter
Net0

Yuii- wrote:

modding v1 😩😩 ITS BEEN AN HOURAre you actually feeling nostalgic or just depressed after getting used to modv2?

normal

00:24:400 (4,1) - would get rid of these two otherwise it's a really long combo and that's kind of unwanted considering how short everything else is. same would apply to 00:47:341 (1) - and 00:52:635 (4,1) - The only problem of doing that is how much a slideronly section it gets to me. I really think the chorus intensity justifies a bit more of a rhythm chain of 1/1 gaps. Also, I already tried your idea at firsts but ignoring those main downbeats is super not intuitive rhythm wise, even tho it feels that following the vocals with the sliders only would work
00:34:106 (2) - 00:37:635 (2) - could be turned into 2 circles for the sake of emphasizing the heavy drumsI didn't made two circles 1/1 rhythm clickable in this diff and I probably want to avoid doing that in the bridge section

advanced
00:02:782 (4,2) - might be worth avoiding for the sake of readability and also for consistency as you are not doing really that anywhere else, so it'd look more polishedFixed

hard

00:21:202 - 100% sure you forgot a circle I added a 1/2 slider to make sure the gaps are all similar 1/1
00:32:782 (3,1,2,3,1) - extremely easy to misread as time/spacing is the same across the whole pattern - would copy what you did on 00:36:312 (4,1,2,3,1) - There was a bit of a DS inconsistency in this part since Kalindraz didn't really use DS to map this, it was going back and forth from 0,9 1,0 and 1,1. I made everything around 0,95 to make sure it's readable enough except 00:41:606 (2,3,1) - that works as a build up thing

tarrasky

loved your difficulty! wish you would space 00:03:665 (3,4,5) - either further or 3,4 stacked and 00:03:885 (5) - separated for the sake of emphasis Changed to make moviment is kept and not stopped

djpop
00:57:929 (1) - muted objectFixed

top
00:11:385 (2,3,4) - might be worth considering nerfing the spacing here as it's one of the longest jumps in the mapIt follows the guitar thing, just like 00:04:106 (1,2,3,4) - did. I'll nerf the spacing however, but the increase from one object to the next I'll keep
00:43:737 (7,1) - would like to see a bit more of spacing like you did on 00:15:503 (8,1) - Sure

call me back
Sure ^^
Bastionior
yuii- QAT tfw

how long i slept lols?
Yuii-
last thing i would like to discuss is if it would be possible to buff 00:35:884 (1) - on djpop's as it's extremely hard (or rather, almost impossible) to achieve 300 - extending the slider would be more benefitial in my opinion
Topic Starter
Net0

Yuii- wrote:

last thing i would like to discuss is if it would be possible to buff 00:35:884 (1) - on djpop's as it's extremely hard (or rather, almost impossible) to achieve 300 - extending the slider would be more benefitial in my opinion
I disagree, it's hard to get 1000, but 300 is pretty easy as you only need to reach 300 spm. https://streamable.com/7b7zt

Yuii- wrote:

do you think we should buff the volume at the beginning? i cannot hear the hitsounds, especially at low diffs.
I'll change the hitnormal sample so it's louder without the need to change the volume settings in any diffs. It should be better now
Yuii-
modding v1
TheKingHenry
TheKingHenry
moddingv1
pw384
DJPop's 00:21:974 (5,6,7,8,9,10,1) - is EXTREMELY great aaaaa
Topic Starter
Net0

pw384 wrote:

DJPop's 00:21:974 (5,6,7,8,9,10,1) - is EXTREMELY great aaaaa

Agree
pimp
technically we have a djpop map ranked for Christmas as it used to be!
Kuron-kun
parabéns.
Topic Starter
Net0

Kuron-kun wrote:

parabéns.

Obrigado ^^
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