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posted
This beatmap was submitted using in-game submission on Kamis, 23 November 2017 at 21.15.53

Artist: LhoU
Title: Taylor
Tags: orbis fusion phantasma lhoustudio the world of sound
BPM: 184
Filesize: 4522kb
Play Time: 03:31
Difficulties Available:
  1. Easy (1,02 stars, 173 notes)
  2. Hard (3,35 stars, 550 notes)
  3. Insane (4,37 stars, 697 notes)
  4. Normal (2,23 stars, 412 notes)


Download: LhoU - Taylor
Information: Scores/Beatmap Listing
---------------
"LhoU - Taylor" is available on LhoU's SoundCloud under Creative Commons license : http://leopard.hosting/download.php?f=niyne

The background art, "Lonely Tree" by cyrodan, is also available under Creative Commons license : http://cyrodan.deviantart.com/art/Lonely-Tree-199786131


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Umm... I don't know what to write here, really...
posted
oh niva !! :)
posted
Hello [ White Music ]!~ Thanks for stopping by ^_^

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I did a couple of changes on Insane based on Zetera's suggestions on IRC while playtesting this map btw - to Zetera : If you'd like to be given kudosu for this feel free to post in the thread/let me know xD

collapsed text
20.04 *Niva is listening to [https://osu.ppy.sh/b/1373115 LhoU - Taylor]
20.04 Niva: Here's the map btw xD
20.05 Zetera: oh great, it's LhoU
20.06 Zetera: love it already
20.06 Zetera: okay, let's see
20.06 Niva: Yep
20.07 Niva: Well, I last mapped in 2015-ish and to be honest I haven't looked at the newer maps that much so I'm thoroughly curious about how the current players would respond to this map xD
20.10 Zetera: This is fantastic
20.10 Zetera: Really like it
20.10 Zetera: great rhythm choice as well, I'd only change very few distances
20.10 Niva: Ah, thank you xD
20.11 Zetera: That was very enjoyable
20.11 Zetera: especially the slow parts were nice
20.12 Zetera: 01:15:665 (2,4,6) - I'd change these sliders to something that captivates the upwards movement a bit more
20.12 Niva: I see
20.12 Zetera: For example if you'd just rotate them by 90 degrees around the selection center
20.12 Zetera: that would work really well
20.13 Niva: Ah, that's actually really nice
20.13 Niva: I might have to work out the placement of the next (1) though
20.13 Zetera: yeah it's a bit easier on the hand ;)
20.14 Zetera: Yeah, you'd have to place that somewhere else
20.14 Zetera: Too bad that this isn't 5 minutes long
20.14 Zetera: I'd really like to see this ranked
20.16 Niva: Thank you Zetera~
20.16 Niva: Do you have other concerns btw?
20.17 Zetera: Only that I would've increased the spacing here: 00:15:502 (4,5,6,7,8,9,10) -
20.17 Zetera: Just a tad, nothing crazy
20.19 Niva: Okay~
20.19 Niva: Thank you very much once again btw ^^
20.19 Zetera: Not at all, was happy to help you out
posted
Welcome back, The Legendary Indonesian Mapper!
posted

KittyAdventure wrote:

Welcome back, The Legendary Indonesian Mapper!
posted
Thank you very much for your supports, I'll try to get this into Pending as soon and possible ^^

EDIT : It's finished now~
posted
Hallo
#modreqsM4M

02:24:796 - 02:41:426 add kiai?

[Easy]
00:14:687 (1,2) maybe do slightly are close for better distance?
00:32:948 (2,3) check distance
00:42:405 (2) end slider move slightly left for better flow?
01:13:057 (3,1,2,3) - 01:40:774 (1,2,3,4) - 02:46:970 (3,1,2,3) - 02:50:883 (3,1,2,3) - 03:18:600 (1,2,3,4) i think this circles can change on slider because I think that for beginners will be a difficult to press the 4 circles in a row
[Normal]
00:33:274 (3,4,1) check distance
00:36:209 (1,2) ^
00:49:252 (4,1) slightly far
01:07:350 (6,1) slightly far
and still there during kiai you have some objects a different distance, can make them the same?
02:34:905 (4,1,2) do the same distance?
02:39:144 (4,1,2) ^
[Hard]
as for me look clear
[Insane]
00:10:611 (7) move left?
00:13:709 strange moment when 00:13:709 (4,1) stack and 00:14:035 (5,2) overlap
00:31:644 (6,8) - 00:31:807 (7,9) make them similar in distance?
00:54:796 (4,6) before anything similar was not, you can certainly it leave, but it might still stack?
posted

CucumberCuc wrote:

Hallo
#modreqsM4M

02:24:796 - 02:41:426 add kiai? Hmm, I'll leave this as is as 00:32:296 (1) doesn't have a kiai~

[Easy]
00:14:687 (1,2) maybe do slightly are close for better distance? Hmm, they're equally spaced already though o.o
00:32:948 (2,3) check distance I've checked this without the Grid Snap on this one and the distance here is indeed wrong, thanks for mentioning~
00:42:405 (2) end slider move slightly left for better flow? Yes, that'll do
01:13:057 (3,1,2,3) - 01:40:774 (1,2,3,4) - 02:46:970 (3,1,2,3) - 02:50:883 (3,1,2,3) - 03:18:600 (1,2,3,4) i think this circles can change on slider because I think that for beginners will be a difficult to press the 4 circles in a row Yes, I'm aware of this, but this is meant for variation actually. I'll leave this as is for now (:

[Normal]
00:33:274 (3,4,1) check distance
00:36:209 (1,2) ^
00:49:252 (4,1) slightly far
01:07:350 (6,1) slightly far
and still there during kiai you have some objects a different distance, can make them the same?
02:34:905 (4,1,2) do the same distance?
02:39:144 (4,1,2) ^ Eh... I've checked them all (including the kiai) and they all are perfectly following the Distance Snap here hehe - the only part on this map that I made intentionally not to obey the Distance Snap here is 01:37:839 (3,4) to emphasize the stacking (the difference is barely noticeable anyway) but I tweaked some of them~

[Hard]
as for me look clear

[Insane]
00:10:611 (7) move left? Actually it was the (6) which should be slightly moved right hehe, thanks for mentioning though :3
00:13:709 strange moment when 00:13:709 (4,1) stack and 00:14:035 (5,2) overlap (5,2) is actually not noticeable at all during playthrough (due to (5) already fading out) hehe - I moved (4) slightly to the right though so that the stack would (hopefully) look more natural xD
00:31:644 (6,8) - 00:31:807 (7,9) make them similar in distance? Hmm, I get what you mean here but to get the pinpoint equal distance here would take a lot of effort orz D:
00:54:796 (4,6) before anything similar was not, you can certainly it leave, but it might still stack? This manual stacking here is very much intentional


Sorry for the late reply, I was busy with other things in the past days. Thanks for the mod~
posted
Modding Niva's map, **Achievement unlocked**
still awesome hitsounding and an unique style ;w;

Easy

  1. 00:12:731 (1,2) - i'm not that fan of this kind of flow in easy, because i consider that everything should be smooth and simple to play in easy diffs. This motion is not that smooth because 00:12:731 (1) - 's curve and direction is the opposite of 00:13:709 (2) - which makes the player plays a reversed "W" motion with a circle. Using that kind of motion with sliders is fine as long as everything is built around it as you did. It's better to keep doing this like this 00:04:905 (1,2,3) - . You're free to keep it because it is still playable by beginners, but i would not do that in my maps.
  2. 01:40:774 (1,2,3,4) - this motion might be a little difficult to handle for beginners especially with circles, the transition between 01:39:796 (3,1) - looks a little harsh, and it would be better if you move 01:40:774 (1,2,3,4) - a little on the right to make this motion smoother. i could say the same thing with 02:37:513 (1,2,3,4) -
  3. 01:51:861 (3) - it's just an impression, but this tick 01:52:513 - should be clicked because the note on it is really strong and introduces the most strong part of this section and it doesn't really give the best impression when it is just followed by a sliderend.
  4. 02:43:383 (1) - i'd reverse its curve for a smoother motion, but the current one is fine.
  5. 03:04:905 (1,2,3,4,1) - i don't really know what you wanted to do here, but visually this could be improved, i mean the curve can be better if you move 03:06:861 (1) - upward

Normal

  1. 00:58:709 (3,4,1) - for visual, it would be nice if they are aligned because there is currently and angle between them that make this pattern not that polished, compared to what you did earlier with straight objects like 00:53:818 (1,2,3) - or 00:48:600 (2,3,4) -
  2. 02:23:165 (3,1,2,3) - this is the kind of flow or pattern i haven't seen in the map and it looks a little weird because compared to structured patterns you did earlier, this current on looks a little ou of place. The player will be attracted by this circle 02:23:818 (1) - and he wont play the whole slider 02:23:165 (3) - , so it would be better if you move 02:23:818 (1,2,3) - a little on the left to make this flow smoother.

Hard

  1. 00:27:731 (4,5,1) - i see that you increase progressively the distance between each objects but when playing, it feel like 00:28:057 (5,1) - is an antijump because of the angle. You make the player plays the whole sliders here 00:27:405 (3,4,5) -, but the player doesn't have to play the whole slider (5) to hit 00:28:383 (1) -. And this appears like an antijump when the distance is supposed to be higher if you see what i mean. Consider making 00:28:057 (5,1) - played with a straight flow like you did for 00:27:405 (3,4) - , if you intention is to show that the distance between objects is increasing progressively.
  2. 01:39:144 (2) - it would be nice if you keep the same distance, so 2.5x (the distance after it is 2.27)
  3. 02:39:144 (5,1,2) - this current flow between these objects is a little unnaturally to play and much aiming skills is required to handle 02:39:470 (1,2) - . You play a shape with 02:38:491 (3,4,5) - and then 02:39:470 (1,2) - and the transition between them is a straight line but an irregular distance, which is in my opinion a little difficult to handle. A solution to make this pattern more comfortable to play is to make an angle between them like this : (it reduces the stress)
  4. 03:00:991 (1,2,3) - the difference concerning spacing is noticeable, it would be nice to fix it.

Insane

  1. 00:24:144 (7,8,1) - this staight flow which is not straight triggers me a little, the gameplay is not really affected but it would be nice to make things perfectly straight for visuals :3
  2. 01:24:959 (7,2) - Avoiding this overlap would make the pattern better for visuals.
  3. 01:43:709 (6,7,8,9,1) - I'd rather see 3 1/2 sliders here because there are 3 same notes (which would be on each sliderstart) in a row with the same intensity. 3 sliders would give a better contrast according to what you put before (a jump pattern with circles). The current pattern works well because the circle 01:44:198 (7) - makes this 01:44:361 (8,9,1) - played strongly, but imo the song suggests more 3 sliders than the current pattern. You did the same thing with sliders here 01:50:557 (1,2,3,4) - for example.
I spent more time than expected when modding, maybe because i like this map ;w;
Good luck ~

P.S : You should map Käfig /me runs
posted
Ayy from my q.

Easy:
00:56:752 (3) - Don't let this touch the hit meter. Happens again at 02:39:470 (1)
01:37:187 (1,2,3) - Make these straight. (3) looks a little off.
01:58:383 (1) - I'm not a big fan of such a sharp angle right before a reverse arrow in this slider. Straighten it out a little.
03:31:644 (1) - Make this slider end to the last white tick just like your other difficulties.

Normal:
01:05:557 (1,2,3,4,5) - I think it's better if you make it a perfect pentagon.

Hard:
01:34:905 (1,2,3,4,5) - Move (5) just a little bit to the left so that the slider heads form a perfect pentagon.
02:08:328 (1,2,3,4) - The slider head of (4) could be made closer to (3) so a better diamond shape could form.

Insane:
Looks clear

I enjoyed this map. All I can suggest is small aesthetic changes. GL
posted

Josh123uaJ wrote:

Ayy from my q.

Easy:
00:56:752 (3) - Don't let this touch the hit meter. Happens again at 02:39:470 (1) Actually there's nothing in the Ranking Criteria that forbids it hehe, it should be very much fine as long as the object doesn't get off-screen~

01:37:187 (1,2,3) - Make these straight. (3) looks a little off. Fixed
01:58:383 (1) - I'm not a big fan of such a sharp angle right before a reverse arrow in this slider. Straighten it out a little. Yeah, after some consideration I do think that this slider's shape would be familiar for beginners so I made this into a simpler shape instead :3
03:31:644 (1) - Make this slider end to the last white tick just like your other difficulties. Nice catch, fixed!

Normal:
01:05:557 (1,2,3,4,5) - I think it's better if you make it a perfect pentagon. Not quite sure but I hope the pentagon's better now~

Hard:
01:34:905 (1,2,3,4,5) - Move (5) just a little bit to the left so that the slider heads form a perfect pentagon. Okay
02:08:328 (1,2,3,4) - The slider head of (4) could be made closer to (3) so a better diamond shape could form. Yep, fixed

Insane:
Looks clear

I enjoyed this map. All I can suggest is small aesthetic changes. GL

Cherry Blossom wrote:

Modding Niva's map, **Achievement unlocked**
still awesome hitsounding and an unique style ;w; Thank you!

Easy

  1. 00:12:731 (1,2) - i'm not that fan of this kind of flow in easy, because i consider that everything should be smooth and simple to play in easy diffs. This motion is not that smooth because 00:12:731 (1) - 's curve and direction is the opposite of 00:13:709 (2) - which makes the player plays a reversed "W" motion with a circle. Using that kind of motion with sliders is fine as long as everything is built around it as you did. It's better to keep doing this like this 00:04:905 (1,2,3) - . You're free to keep it because it is still playable by beginners, but i would not do that in my maps. Mirrored this slider's direction, should be fine now
  2. 01:40:774 (1,2,3,4) - this motion might be a little difficult to handle for beginners especially with circles, the transition between 01:39:796 (3,1) - looks a little harsh, and it would be better if you move 01:40:774 (1,2,3,4) - a little on the right to make this motion smoother. i could say the same thing with 02:37:513 (1,2,3,4) - Both are intentional, actually (I'm aiming more for the aesthetics here). I tweaked the first one's path a bit, though~
  3. 01:51:861 (3) - it's just an impression, but this tick 01:52:513 - should be clicked because the note on it is really strong and introduces the most strong part of this section and it doesn't really give the best impression when it is just followed by a sliderend. Ah, yes, I've given a lot of thought about this while mapping this actually. I want to put an object there but to do this means that I have to end this slider 1/2 earlier, which doesn't fit the rest of the map at all (since the rest of the map doesn't even have a 1/2 anywhere) and above that there are no other feasible rhythm that I can snap this slider's end into so I thought snapping the slider end there would be the best option here o.o
  4. 02:43:383 (1) - i'd reverse its curve for a smoother motion, but the current one is fine. Decided to lessen the curve's intensity instead (:
  5. 03:04:905 (1,2,3,4,1) - i don't really know what you wanted to do here, but visually this could be improved, i mean the curve can be better if you move 03:06:861 (1) - upward It's intentional, it's not meant to be a curve but rather a linear v-shape :3

Normal

  1. 00:58:709 (3,4,1) - for visual, it would be nice if they are aligned because there is currently and angle between them that make this pattern not that polished, compared to what you did earlier with straight objects like 00:53:818 (1,2,3) - or 00:48:600 (2,3,4) - I want to make them arranged in a straight line but I'm running out of playspace here unfortunately ._.
  2. 02:23:165 (3,1,2,3) - this is the kind of flow or pattern i haven't seen in the map and it looks a little weird because compared to structured patterns you did earlier, this current on looks a little ou of place. The player will be attracted by this circle 02:23:818 (1) - and he wont play the whole slider 02:23:165 (3) - , so it would be better if you move 02:23:818 (1,2,3) - a little on the left to make this flow smoother. Fixed

Hard

  1. 00:27:731 (4,5,1) - i see that you increase progressively the distance between each objects but when playing, it feel like 00:28:057 (5,1) - is an antijump because of the angle. You make the player plays the whole sliders here 00:27:405 (3,4,5) -, but the player doesn't have to play the whole slider (5) to hit 00:28:383 (1) -. And this appears like an antijump when the distance is supposed to be higher if you see what i mean. Consider making 00:28:057 (5,1) - played with a straight flow like you did for 00:27:405 (3,4) - , if you intention is to show that the distance between objects is increasing progressively. That's not the intention, but I see your point here - I've put (1) a bit further though so that the anti-jump would be less obvious~
  2. 01:39:144 (2) - it would be nice if you keep the same distance, so 2.5x (the distance after it is 2.27) Ah, I've never thought of it while mapping it (I simply went for the aesthetics here) but I've moved (2) more to the left here, hopefully the distance here would be more even
  3. 02:39:144 (5,1,2) - this current flow between these objects is a little unnaturally to play and much aiming skills is required to handle 02:39:470 (1,2) - . You play a shape with 02:38:491 (3,4,5) - and then 02:39:470 (1,2) - and the transition between them is a straight line but an irregular distance, which is in my opinion a little difficult to handle. A solution to make this pattern more comfortable to play is to make an angle between them like this : (it reduces the stress) I decided to CTRL + G (2) instead (which has the same effect to build the angle, more or less) and tweaked something around here
  4. 03:00:991 (1,2,3) - the difference concerning spacing is noticeable, it would be nice to fix it. Eh, the spacing's correct already actually :

Insane

  1. 00:24:144 (7,8,1) - this staight flow which is not straight triggers me a little, the gameplay is not really affected but it would be nice to make things perfectly straight for visuals :3 Hmm, although I see your point the idea here from the very beginning is very much to let (1) be in contact with (4,5,6) o.o
  2. 01:24:959 (7,2) - Avoiding this overlap would make the pattern better for visuals. Changed the direction of the stream here, I hope it works well with the next accelerated spacing pattern as well (:
  3. 01:43:709 (6,7,8,9,1) - I'd rather see 3 1/2 sliders here because there are 3 same notes (which would be on each sliderstart) in a row with the same intensity. 3 sliders would give a better contrast according to what you put before (a jump pattern with circles). The current pattern works well because the circle 01:44:198 (7) - makes this 01:44:361 (8,9,1) - played strongly, but imo the song suggests more 3 sliders than the current pattern. You did the same thing with sliders here 01:50:557 (1,2,3,4) - for example. Indeed, changed these into 3 1/2 sliders
I spent more time than expected when modding, maybe because i like this map ;w;
Good luck ~

P.S : You should map Käfig /me runs Interesting song, although I personally still liked Atropos more :3


Thank you very much for your mods, and thank you as well to Net0 for the star (*^-^)
posted
So much for doing it in the morning >.> - M4M from #modreq (i'll post link to shinitai-chan if the mod isn't too short)

i'lll edit this post later so...

Placeholder

EDIT: K most of this is really minor
Here the link to the map (you don't have to mod much since my mod is probably useless): https://osu.ppy.sh/s/519318

  • General

  1. Insane od seems a bit low (maybe just me) I suggest at least 8
  2. I don't believe Widescreen support should be on all difficulties
  • Insane

  1. 00:15:013 (2) - imo this would flow a bit better if it was rotate -11 (selection centre) and move it back (some slight adjustments if you do this)
  2. 00:31:318 (3) - for this note - being that it is a bit stronger and have a larger impact with the finish - I felt that it should had more spacing (oh course it would need adjustment to notes after this if you move it)\
  3. 01:31:318 (2,3,4,5) - can't speak much of this - not affecting much gameplay wise but this did felt a bit cramp compare to everything else in this kiai (probably just me but I figure it was worth mentioning at least)
  4. 01:45:339 - don't see the why you ignore this note - thought it was a bit strange when you could do something like this which still fits with the kiai imo
    I understand if you don't do it though
  • Hard

  1. 01:26:752 (6) - This is offscreen by Aimod
    Didn't actually find anything else
  • Normal
  1. 00:17:296 (2) - move this a little like maybe X:441 Y:321 to flow just a bit better
  2. 01:06:535 (4,5,6) - imo this is a little complex for an Normal - a new player could easily end up pressing (6) instead of (5) which will trip them up and miss a combo the way it is arrange and this is more of something I would see in an advanced difficulty - ya did it differently here 02:44:361 (4,5,6,1) - which is much easier to read for an new player imo


This was all I found and I hope it was useful in some form (Forgive poor grammar - I type really quick)

GL - Cool map :)
posted

Hailie wrote:

So much for doing it in the morning >.> - M4M from #modreq (i'll post link to shinitai-chan if the mod isn't too short)

i'lll edit this post later so...

Placeholder

EDIT: K most of this is really minor
Here the link to the map (you don't have to mod much since my mod is probably useless): https://osu.ppy.sh/s/519318 Eh, it's fine :3

  • General

  1. Insane od seems a bit low (maybe just me) I suggest at least 8 Hmm, I cranked the OD and HP up to 7.5 instead as I didn't want it to be -that- challenging here hehe xD
  2. I don't believe Widescreen support should be on all difficulties Disabled widescreen support
  • Insane

  1. 00:15:013 (2) - imo this would flow a bit better if it was rotate -11 (selection centre) and move it back (some slight adjustments if you do this) Hmm, the (6,1,2) altogether are already perfectly separated away by 120° actually...
  2. 00:31:318 (3) - for this note - being that it is a bit stronger and have a larger impact with the finish - I felt that it should had more spacing (oh course it would need adjustment to notes after this if you move it)\ Moved this note one grid to the bottom left, not much that I can do here unfortunately D:
  3. 01:31:318 (2,3,4,5) - can't speak much of this - not affecting much gameplay wise but this did felt a bit cramp compare to everything else in this kiai (probably just me but I figure it was worth mentioning at least) Made the (3) and (5) a bit more spacious here
  4. 01:45:339 - don't see the why you ignore this note - thought it was a bit strange when you could do something like this which still fits with the kiai imo
    I understand if you don't do it though It's very much intentional (I'm following the drums here), as I already did elsewhere (01:29:198 (2), 03:22:676 (2), etc)~
  • Hard

  1. 01:26:752 (6) - This is offscreen by Aimod ...oh, didn't notice this really, thank you very much for pointing this out
    Didn't actually find anything else
  • Normal
  1. 00:17:296 (2) - move this a little like maybe X:441 Y:321 to flow just a bit better Moved
  2. 01:06:535 (4,5,6) - imo this is a little complex for an Normal - a new player could easily end up pressing (6) instead of (5) which will trip them up and miss a combo the way it is arrange and this is more of something I would see in an advanced difficulty - ya did it differently here 02:44:361 (4,5,6,1) - which is much easier to read for an new player imo Leaving this as is for now - I personally don't really think that this is something that is overly complex though, plus because of the AR 5.5 here (not AR 4/5) the (4) has already fully disappeared when the (1) appears actually :3


This was all I found and I hope it was useful in some form (Forgive poor grammar - I type really quick) It's fine (:

GL - Cool map :)


Thank you very much Hailie for the mods and the star~
Also thank you very much to Error- for all the stars! I really wasn't expecting that, but I'm really thankful for your kindness (*^-^)
posted
i suggest od 8 for the insane, it's not very challenging to get decent levels of accuracy on maps this straightforward for modern players as you may think

maybe flip the bg so that the main painting piece - that tree - isnt hidden beneath the song selection menu as much as it is currently?

preview of the song sounds better if you dont have the heavy drum section included and just the harmonic melody if you set it to something like 01:23:145 -

[insane]
01:02:948 (6,7) - stack are broken
00:15:991 (9,10) - 01:29:850 (3,4,5,6) - 01:45:502 (3,4,5,6,7) - 02:00:339 (1,2,3,4,5,6,7,8) - 02:08:818 (6) - 02:59:035 (1,2,3,4) - 03:15:665 (1,2,3,4) - 03:30:991 (4) - hitsounding and rhythm that you have the player click is so conflicting in these places. Hitsounding and the way the music contrasts everything else in the song would suggest that your mapping should reflect that with more circles to click but instead you opt to just have the hitsounds represent those
03:30:176 (6) - probably just circles works better than introducing something new just in the last pattern because you dont do this anywhere
02:29:361 (6,7,1) - the way autostacking works kind of breakes the aesthetic of this pattern

[hard]
00:00:992 - to 00:15:665 - should have waaaay less space in comparison to the rest of the map currently it feels out of pace to frist play calm as hell section to then change into playing the section that actually does stuff with barely changing spacing or percieved gameplay
intro could be less dense and less spaced
01:30:502 (6,1) - overlap is barely visible together and makes the pattern look a tad clunky i guess lol

[normal]
set tickrate to 1? you dont have enough rhythm density here to make the constant ticking sound not-distracting
ar could as well be 6

02:44:687 (5,6,1) - 01:05:557 (1,2,3,4,5,6,1,2,3) - these are more intense to play than most of the stuff that you do in the chorus of the map, contrasts heavily with how calm the song is in this place and i dont think that fits too well, would suggest simplifying rhythm more for these

[easy]
set tickrate to 1? you dont have enough rhythm density here to make the constant ticking sound not-distracting
that everything ovleraps will probably make the diff a ton of times harder to actually read properly for someone just starting out with the game. it also makes everything feel unnecessarily cluttered. i think going with higher spacing in general as well as a bit higher slidervelocity to avoid this would help a lot
right now this diff is probably harder to interpret than the normal and i think that's not at all what you're aiming for owhat you want to aim for with this difficulty

if you do this you will notice that the rhythm and the diff will start to feel like a normal, because that's what this diff pretty much is - a simplistic normal that was squashed together a bit

would consider nominating if the easy becomes an actual easy i think currently it's harder to play and read than the normal which is probably not what you want to have lol
posted
Oooh thank you very much Okorin for the mod! I really wasn't expecting it at all (*^-^)

I'll reply to it later if you don't mind, I have something else that I have to finish for now~
posted
I modded the top 2 diffs this morning, wafu seems to be gonna check and might qualify it too so I would stay for a backup I guess
[General]
what I would like to mention apart from oko is the orgel parts can have lower volumes at all the sliderslide sound and whistles are kinda loud which doesn't feel great when you just wanna play the beautiful orgel :(
[Insane]
00:38:328 (2) - perhaps give this a different spacing from 00:37:839 (7,8,9,1) - since you usually do a spacing magic to emphasize the snare sound such as 00:44:361 (2,3) -. there's one more section that I could find out that it's using a equivalent spacing 00:46:481 (3,4,5,6,7) - though this seems pretty fine as is because the finish is on 00:46:970 (4) - but on 00:38:002 (8,9,1) - just only 1/4 hi hats which don't really impact a lot, https://delisha.s-ul.eu/I7x0hQrY anti-jump like this one would be enough to represent the music properly, yet fitting to your style I think.
02:06:046 (6,7) - might wanna have normal sample on these for the drums. 02:02:214 (11) - is also something that I would like to place a normal sample even if the music doesn't really support for the single sound, it helps players playing triplets more consistently.
02:17:296 (5) - would go with simpler shape this feels so out of place lol
01:56:100 (5) - missing whistle maybe, apply in all diffs btw

[Hard]
set the stack leniency to 7? complete stack might be not the best for some newer dudes and also could help 02:00:013 (5,1) - etc since you had no space to manual stack it but having stack leniency at 7 does auto stack it so you can still keep the logic with those manual stacks.
posted
@_@

this reply's unfinished as is, it's already past 2am here and I'd like to get some rest for now >_<

Okorin wrote:

i suggest od 8 for the insane, it's not very challenging to get decent levels of accuracy on maps this straightforward for modern players as you may think I know, I got several pro players to playtest the Insane back then (such as Zetera and smh). Changed the OD to 8 though as this isn't the first time this issue is mentioned (Hailie previously has mentioned the same issue as well hehe)

maybe flip the bg so that the main painting piece - that tree - isnt hidden beneath the song selection menu as much as it is currently? Eh... I've tried this and it feels weird in the eye imo (perhaps it's because from left to right it goes from darker -> lighter instead of the opposite, I don't really know)

preview of the song sounds better if you dont have the heavy drum section included and just the harmonic melody if you set it to something like 01:23:145 - Ah, but it sounds cooler this way personally imo o.o

[insane]
01:02:948 (6,7) - stack are broken Yep, fixed
00:15:991 (9,10) - 01:29:850 (3,4,5,6) - 01:45:502 (3,4,5,6,7) - 02:00:339 (1,2,3,4,5,6,7,8) - 02:08:818 (6) - 02:59:035 (1,2,3,4) - 03:15:665 (1,2,3,4) - 03:30:991 (4) - hitsounding and rhythm that you have the player click is so conflicting in these places. Hitsounding and the way the music contrasts everything else in the song would suggest that your mapping should reflect that with more circles to click but instead you opt to just have the hitsounds represent those Hmm, I always intended to follow what would be the most prominent instrument over the song - most of the time it goes with the melodies, but when the percussion goes more prominent I went out with it with continuing whistles on every distinguishable melodic instrument actually...
03:30:176 (6) - probably just circles works better than introducing something new just in the last pattern because you dont do this anywhere Fixed
02:29:361 (6,7,1) - the way autostacking works kind of breakes the aesthetic of this pattern Hmm, I can't really think of any good pattern to fix this issue though... nvm, fixed with your suggestion below (:

[hard]
00:00:992 - to 00:15:665 - should have waaaay less space in comparison to the rest of the map currently it feels out of pace to frist play calm as hell section to then change into playing the section that actually does stuff with barely changing spacing or percieved gameplay
intro could be less dense and less spaced Altered the opening sequence's DS to 1.4, although this took quite some time it should be fine now~
01:30:502 (6,1) - overlap is barely visible together and makes the pattern look a tad clunky i guess lol Changed the order of (1) and (2), there won't be any more obvious visible overlap during gameplay I hope xD

[normal]
set tickrate to 1? you dont have enough rhythm density here to make the constant ticking sound not-distracting Alright
ar could as well be 6 As it'll help the players to read some stacks such as 01:06:861 (4,5,1) I don't see why not~

02:44:687 (5,6,1) - 01:05:557 (1,2,3,4,5,6,1,2,3) - these are more intense to play than most of the stuff that you do in the chorus of the map, contrasts heavily with how calm the song is in this place and i dont think that fits too well, would suggest simplifying rhythm more for these Umm, the three 1/2s are very much intentional actually as the song very much calls for it there. As for the rhythm I tried to simplify 01:05:883 (2,3) into a slider (to reduce the amount of circles there) but I can't really say I'm very pleased with the new pattern - I hope it works fine for others, though :3

[easy]
set tickrate to 1? you dont have enough rhythm density here to make the constant ticking sound not-distracting Yep~
that everything ovleraps will probably make the diff a ton of times harder to actually read properly for someone just starting out with the game. it also makes everything feel unnecessarily cluttered. i think going with higher spacing in general as well as a bit higher slidervelocity to avoid this would help a lot
right now this diff is probably harder to interpret than the normal and i think that's not at all what you're aiming for owhat you want to aim for with this difficulty I'll give my thoughs on this on a separate post

if you do this you will notice that the rhythm and the diff will start to feel like a normal, because that's what this diff pretty much is - a simplistic normal that was squashed together a bit

would consider nominating if the easy becomes an actual easy i think currently it's harder to play and read than the normal which is probably not what you want to have lol

Delis wrote:

I modded the top 2 diffs this morning, wafu seems to be gonna check and might qualify it too so I would stay for a backup I guess o.o... Thank you very much!!
[General]
what I would like to mention apart from oko is the orgel parts can have lower volumes at all the sliderslide sound and whistles are kinda loud which doesn't feel great when you just wanna play the beautiful orgel :(Lowered the volume on the calm parts (parts without drums) from 60% to 50% - the idea's great but I don't really think I can do quieter than this because the contrast's not that big imo hehe~
[Insane]
00:38:328 (2) - perhaps give this a different spacing from 00:37:839 (7,8,9,1) - since you usually do a spacing magic to emphasize the snare sound such as 00:44:361 (2,3) -. there's one more section that I could find out that it's using a equivalent spacing 00:46:481 (3,4,5,6,7) - though this seems pretty fine as is because the finish is on 00:46:970 (4) - but on 00:38:002 (8,9,1) - just only 1/4 hi hats which don't really impact a lot, https://delisha.s-ul.eu/I7x0hQrY anti-jump like this one would be enough to represent the music properly, yet fitting to your style I think. The original idea here is to put (8) in the middle of the (6,7,2) triangle obviously, but I'm changing it anyway as I'm fine with this as well (:
02:06:046 (6,7) - might wanna have normal sample on these for the drums. 02:02:214 (11) - is also something that I would like to place a normal sample even if the music doesn't really support for the single sound, it helps players playing triplets more consistently. Added Normal sampleset to (6) and (11) here (my bad, I missed this one out >_<) - I decided to keep (7) as is though if you don't mind as (if applied) it will be inconsistent with what I've done previously in 00:20:394 (6,7,1), 00:28:220 (6,7,1), and other similar parts...
02:17:296 (5) - would go with simpler shape this feels so out of place lol Deleted the 1st slider node here, should be better now. I'd personally like to keep the second half as is though as it fits with the song's sounds and (1)'s shape if you don't mind by the way hehe (:
01:56:100 (5) - missing whistle maybe, apply in all diffs btw Ah, this one's intentional actually, I'm following the pipe (?) sound on that part and as you can hear the pipe doesn't present at that note

[Hard]
set the stack leniency to 7? complete stack might be not the best for some newer dudes and also could help 02:00:013 (5,1) - etc since you had no space to manual stack it but having stack leniency at 7 does auto stack it so you can still keep the logic with those manual stacks. Done
posted
even just looks several times less derp
posted
https://youtu.be/rq7DIvYPTdQ?t=30s the ambient tho :thinking:

anyway

normal hitnormal for triplet such as 00:40:040 (8) - can have a lower volume (30/40% should do the trick) to give more of a smooth kick plets rather than linear strong one right now

hard
---
00:54:796 (4) - to prevent higher stacking, put this to 58,170 and the next one around 62,175
01:24:144 (4) - fix curve w
01:33:926 (4) - Just to keep that back and forth-like movement, ctrl+h and reposition
01:53:491 (4) - is placed almost directly below the end, resulting in an unpredictable note.
03:30:502 (2) - clap

normal
---
01:39:796 (3) - curve point is a bit too far from the center, 281,111 would fix
01:42:731 (1,2,3,4,5) - https://osu.ppy.sh/ss/9452304 yo meet fixed neat star shape https://osu.ppy.sh/ss/9452312 (curve rotated by 7deg, star is using straight 1 end and 2, rotate 72 all the way I suppose you know this trick already)

easy
---
I agree with some people who said that this diff is too dense. Just by looking at it makes me feel veeeeeeeeeery crowded.
00:16:644 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - Even in easy diff there should be a spreading movement. Just by selecting these notes, you can see that it's staying on one side of the monitor.
01:51:861 (3) - curve point 278,345 to make the curve more balanced and complement the next notes with arc-y movement
01:54:470 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - again, spread more broad movement rather than stuck in one side of the monitor

mostly minor stuffs since I'm used with your mapping ideology so ¯\_(ツ)_/¯
posted

Saturnalize wrote:

https://youtu.be/rq7DIvYPTdQ?t=30s the ambient tho :thinking:

anyway

normal hitnormal for triplet such as 00:40:040 (8) - can have a lower volume (30/40% should do the trick) to give more of a smooth kick plets rather than linear strong one right now Actually from the song itself the volume is somewhat level as well on every kick, so I think the 50% as it stands now already represents this effect quite well without sounding too contrasting compared to other drum sounds~

hard
---
00:54:796 (4) - to prevent higher stacking, put this to 58,170 and the next one around 62,175 Oh this is actually a nice one, did what you suggested here
01:24:144 (4) - fix curve w Done w
01:33:926 (4) - Just to keep that back and forth-like movement, ctrl+h and reposition ...did you mean CTRL + G? I liked the idea though, changed this part
01:53:491 (4) - is placed almost directly below the end, resulting in an unpredictable note. I think it's perfectly readable as is, besides the Stack Leniency of 7 that Delis suggested earlier already increases the readability of this stack here
03:30:502 (2) - clap Whoops, fixed (:

normal
---
01:39:796 (3) - curve point is a bit too far from the center, 281,111 would fix Done
01:42:731 (1,2,3,4,5) - https://osu.ppy.sh/ss/9452304 yo meet fixed neat star shape https://osu.ppy.sh/ss/9452312 (curve rotated by 7deg, star is using straight 1 end and 2, rotate 72 all the way I suppose you know this trick already) Decided to fix them manually instead... Hopefully it's better now :3

easy
---
I agree with some people who said that this diff is too dense. Just by looking at it makes me feel veeeeeeeeeery crowded. Yes, I'll be embedding my thoughts below
00:16:644 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - Even in easy diff there should be a spreading movement. Just by selecting these notes, you can see that it's staying on one side of the monitor.
01:51:861 (3) - curve point 278,345 to make the curve more balanced and complement the next notes with arc-y movement Done
01:54:470 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - again, spread more broad movement rather than stuck in one side of the monitor Regarding this (and 00:16:644 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - as well), I'm very much aware of it but I don't think I can really do anything over there considering that's the most plausible rhythm of choice (repeating 3/2 slider -> circle -> repeating 3/2 slider -> circle -> etc) and that rhythm doesn't really allow spatial flexibility in all fairness :3

mostly minor stuffs since I'm used with your mapping ideology so ¯\_(ツ)_/¯


Thanks for the mod! Well, I'm already used to your mapping ideology as well so when I modded your map earlier I find it's very much a comfortable map to mod as well (*^-^)

---

Regarding the Easy :

First of all, I'm feeling really grateful (although I'm really confused at the same time as well) that you guys suddenly came up to check my map without any prior notice (*^-^) As I said to Okorin yesterday in Discord, I mapped the Normal with the intention for it to be the lowest difficulty in the set - I was very sure back then that the highest allowed SR for the lowest diff is still 2.5* as it was in the past (if my memory serves me right) until I read the most recent RC which requires a mapset to have a difficulty easier than 2* o.o

Back then I've actually tried to map the Easy with a simpler rhythm but I don't really think the map would be interesting enough if it's made that way really considering that the song itself is 3/4 and doesn't really have a typical 1/2 or 1/1 rhythm I can really follow (if I had to make the rhythm be feasibly any simpler the map will end in an monotonous and seemingly never-ending barrage of 1/1 sliders over another really) hence I made it like that~

Having mapped this myself I can see you guys' points though (especially that the Easy feels very much like a Normal) - As the current Normal is AR6 already (thanks to Okorin's mod) I'm considering to rename the Easy into Normal (with AR5 instead of 4 to increase the readability) and the Normal into Advanced or something similar, I think it should serve the purpose but I'll be gathering some opinions on this first (:

Thank you very much once again, I'll catch up again to you guys later on~
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