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chano & 40mP - Natsukoi Hanabi

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Doormat
thanks for the detailed replies and sorry for having to put up with me being anal about a few things lol.

i'm happy enough with the mapset as it currently is, so i don't see any reason to not push it forward.
pishifat
tilted me too
Chewin
it's so tilting
Bonsai
these shitposts not being nominations
Battle
Karen
vinxis
00:04:335 (3,4) - no idea why you don't space them it's the same with 00:05:474 (6,7) -
00:09:461 (1) - delete this it doesn't follow sounds you're supposed to follow, probably
00:19:145 (2) - should skip this like the other parts
00:23:702 (3) - 1/1 slider works better with your rhythm logic
00:25:411 - ^ same since there's nothing on the red tick, like 00:30:348 - this one, i like tilting
00:25:221 - this could be clickable imo
00:27:689 (1,2) - if i'm not wrong you should swap nc here, the vocal is a new part
00:39:841 (1,2) - ^
00:44:778 (2,3) - 00:38:892 (2,3) - why are they inconsistent, personally i prefer the second one
00:51:993 - why not keep your concept in this part, it's too normal rn
01:08:512 (1,2,3) - 01:11:550 (1,2,3) - and 01:20:664 (1,2,3) - 01:23:702 (1,2) - this is the only thing i really don't like, don't go too far when you map gimmick stuff, consistency is still a basic mapping concept, you can tilt people with your rhythm or spacing but i just don't accept this. if you do this in different kiais it's acceptable tho but it's a short map
VINXIS
00:04:335 (3,4) - the direction chang4e is supposed to emphasize that, the spacing in that whole aprt isnt to emphasize single accented notes anyway it plays moreso into pitch
00:19:145 - whereeelse do i skip this
00:25:601 - theres a note righte there
00:25:221 - if u meant that this is where i skip as well, let me tell u that this place is completely different because look at how the patterning is spaced out here compared to th epart at 00:19:145 -, the 1 at 19 seconds plays a huge role in pattern playability and making the section more coherent for the player, also y should that b clickable >: /
00:44:778 (2,3) - 00:38:892 (2,3) - i real;ly wouldnt cosndier those 2 parts similar at all considering the first timestamp is much more similar to 00:32:816 - and that part (referring to 00:38:892 (2,3) -) only has similarity in terms of ending a minisection and having 2 piano notes, but it shuts off much more energy than the other 2 timestamps do
00:51:993 - the whole idea is to not map drums so i think it is keeping the concept, i shortened 2 sldiers in this section tho
01:08:512 (1,2,3) - 01:11:550 (1,2,3) - and 01:20:664 (1,2,3) - 01:23:702 (1,2) - its really not gimmicky i mean its ltiaerlly just 3/4 sliders, also there are vocals at each part and they really feel like 3/4 moreso than 1/1 or 1/2 aside for 01:21:044 (2) - where there is a vocal note there

SPOILER
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Title:Natsukoi Hanabi
TitleUnicode:夏恋花火
Artist:chano & 40mP
ArtistUnicode:シャノ & 40mP
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Tags:Shano 40meterP Panorama Note VINXIS Bonsai deetz
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287,98,89778,6,0,P|342:84|474:119,1,170,6|0,0:0|0:0,0:0:0:0:
462,251,90537,2,0,P|407:265|275:230,1,170,2|0,0:0|0:0,0:0:0:0:
211,273,91107,1,0,0:0:0:0:
279,333,91297,1,0,0:0:0:0:
287,98,91487,5,6,0:0:0:0:
256,192,91582,12,6,94525,0:0:0:0:
Karen
woah
bite you death
i havent seen an insane with lower sr than hard qualified in a while
Aireu
[Expert]



00:00:348 (1,2,3,1,2,3,4,5,1,1,2,3,1,2,3,4,5,1,1,2,3,1,2,3,4,5,6,1,1,1,1,2,3,1,2,1,1,2,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,1,2,1,2,1,2,1,1,2,3,4,5,6,1,2,3,1,2,1,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,1,2,3,1,2,3,1,2,1,2,1,2,1,1,2,3,4,5,6,1,2,3,1,2,1,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,1,2,3,1,2,3,1,2,3,1,1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,4,1,2,3,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,4,5,1,2,3,4,5,1) - remap :) :) :) 8-) :!:
Len
ignor ds gimmicks r rly hard to read n play but concepts k nic work
ac8129464363
oh
Xinnoh
is it just me or is the timing early, adding 5+ ms would fit better
@bonsai

also vinxis 01:21:044 (2) -
Bonsai
don't think so, it might work better with the snares but most of the bass-beats would sound late then, so it seems alright to me as is
Leiwa
I hope you'll answer this

00:09:272 (1,1,1,1) - why they all have NC? It makes them hard to read and don't do any sense.
00:10:791 (3,1,2,1) - what are these notes? why 3,1,2 have same distance and 1,2,1 have different distance? moreever, 00:11:550 (1) - has more quiet sound than 2, but you put in bigger space, what did you tried to express?
00:17:436 (3,4,1,2) - similar with above one. you put 1/4 and 1/2 with same distance. BUT they don't have same sound.
00:19:145 (2,1,2,1,2) - you broke your patterns. If you wanted to express piano sounds, delete NCs and put 00:20:854 (1,2,1) - in same way, didn't you?
00:23:322 (1) - 00:51:613 (6) - This part looks crude, or put without no thinking. You just followed rhythm, not music. If you did, you can explain the reason why you put each part in this way.
01:05:474 (3) - why this has such a big distance than 01:03:955 (3,3) - ?
01:25:411 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - you followed drum sounds, at least we look so. but they don't have same distance although have same sounds.

Thanks anyway.
Topic Starter
Lasse

Urushi38 wrote:

I hope you'll answer this sure

00:09:272 (1,1,1,1) - why they all have NC? It makes them hard to read and don't do any sense. nc in that part is structured around snapping changes
00:10:791 (3,1,2,1) - what are these notes? why 3,1,2 have same distance and 1,2,1 have different distance? moreever, 00:11:550 (1) - has more quiet sound than 2, but you put in bigger space, what did you tried to express? are both snare + melody, then00:11:550 (1) - follows the increase in melody + change in drum with a drastic spacing increase
00:17:436 (3,4,1,2) - similar with above one. you put 1/4 and 1/2 with same distance. BUT they don't have same sound. idk how this is a problem, the 1/4 spacing is just part of the map design. also 00:17:721 (4,1,2) - are all snares so idk why they "don't have the same sound"???, then 3 is changing drum again
00:19:145 (2,1,2,1,2) - you broke your patterns. If you wanted to express piano sounds, delete NCs and put 00:20:854 (1,2,1) - in same way, didn't you? nc is following the kick-sanre drums, while piano notes starting from 00:19:335 (1) - (cause they don't stand out much for the 2 combos before that) get high spacing, no idea what your problem with this is
00:23:322 (1) - 00:51:613 (6) - This part looks crude, or put without no thinking. You just followed rhythm, not music. If you did, you can explain the reason why you put each part in this way. are you going to question the placement of each individual object? that's pretty pointless. the part focuses on mapping drums/melody/vocals without any filler rhyth, highlighting changes in the song through spacing changes while keeping the maps partially ambiguous 1/1 - 1/2 spacing concept and the aim+uncomfortable movement concept by using corners and high spacing 1/1 a lot. all this while utilizing some basic symmetry and visual spacing to keep objects organized.
also putting low ds on snares whenever possible (no vocal, not after slider) to highlight them with a spacing change that's not a jump, but not when it's the second snare after the low spacing one since low spacing again would lose its effect => high spacing in that case, see 00:31:487 (3,4,5,6) -

01:05:474 (3) - why this has such a big distance than 01:03:955 (3,3) - ? song builds up a lot + cymbal/ending note of the whole buildup?
01:25:411 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - you followed drum sounds, at least we look so. but they don't have same distance although have same sounds. "vocal" = big spacing, drum = "normal" spacing (except the start at 01:25:411 (1,2,1,2) - focuses on melody here to transition/work with the more held vocal), comboing is used to make the repeating kick-snare drum pattern stand out like 00:18:575 -

Thanks anyway same.
Leiwa
Sadly I'm too noob to get your idea, only got you thought something.
Btw, thanks for sincere answer. Hope your map get right rate.
_handholding
Not even caring about the SR but the spread seems a bit messed up with the way it's all composed; talking about normal, hard, Bonsai's Insane. Individually you would refer to Bonsai's diff as an insane and the hard as a hard from the composition of difficulty elements and what not. But together on the same set they don't collabrate well to make a spread fitting to those looking to progress in terms of difficulty. The hard is only labelled as a hard because it doesn't use many increased spacings, it's complexity, object density, and the skill required to read would make it an light insane/insane. Bonsai's diff itself is easier but only to those that are used to playing a plethora of patterns without DS, heck it even has a higher AR.

So my point is that where the 2 diffs may be acceptable as stand alone diffs they do not server well to make a well progressive spread spread. Neither of the two serve as an appropriate step up from a normal and even go on to confuse players as with the difficulty naming tied with the SRs (Most of the players of this skill level are pretty much babies). I would think it would be better for the player base if a new diff was added after normal and having a much more dense rhythm to Bonsai's insane.
Natsu
TBH bonsai's diff is easier to play than the hard and if you label it as Insane then the hard should be labed like that too.
Topic Starter
Lasse
@Kisses: The gap between normal - hard is fine though and Bonsai's diff is just an additional difficulty for people to pick from. The low spacing high sv concept is something you wouldn't expect from a hard, whereas the hard doesn't use any "complex" ideas, which is why the difficulties are named like that.

My difficulties were designed to make a proper spread with normal progression on their own, while the GD Insanes provide some different interpretation of the song/concepts for people to pick from, which I think is really cute.

@Natsu: Please consider that even if you might not actively play anymore, you have played this game a lot, so you have way more experience and a different skillset from people actually expected to play the hard.
If you can deal with higher ar and movement on sliders often being much faster than between objects the diff might be easier to you simply for density+ar reasons, doesn't mean it will be easier for the target audience of hards.


tl;dr: Difficulties are named according to concepts they use. Spread is unusual but fine, still offers the expected progression within non-gd diffs anyways.
Monstrata
Agree with Natsu. Bonsai's Insane is easier than the Hard lmao. Higher AR is not an indicator of a map's inherent difficulty. Slapping AR 10 on a Normal doesn't make the map more difficult if one can already read the patterns, it's just a poor choice of AR. Your argument has to assume that the current AR fits the difficulty of the map. That's debatable. Anyways, the difference between AR 7 and AR 8 is only 150 ms which is a very small difference.

The difficulty of Bonsai's Insane comes from the slider speed, and to some degree, the jumps/flowbreaks. But most patterns are easy to read. Maybe not 01:33:955 (4,1,2) - but meh.

I really think the problem is the Hard difficulty. You use a lot of patterns that are difficult to read, and the AR only serves to complicate it.

Stuff like: 00:14:968 (8,1) - Is hard to predict due to the similarity in pattern. But the rhythm clearly shifts.
01:15:727 (4,5,6,1,2,3,4,5,6,1) - This is even worse, because it's basically Kuroko mapping now. The pattern is basically forcing players to play stacks using both 1/2 and 1/1 rhythms in very short succession. The pattern makes sense on an Insane of course, but this is not a skillset you should expect from players for a Hard difficulty. This is introducing visual patterns that "suggest" a certain rhythm. The partial overlap stacks indicating 1/2, and the perfect stacks indicating 1/1. Actually, you should check some of the replays, you'll notice people who are between 500-900pp mess up a lot on these places.

Another thing that you wouldn't expect on Hard is anti-jumps like: 01:25:411 (1,2,1,2,3,1) - These force players to suddenly slow down their movement immensely, which really doesn't fit especially since you've set up these patterns to encourage players to take advantage of slider-head leniency. 01:28:829 (2,3,4) - Is what you should have expected on a Hard.

01:29:778 (1,2,3,4,5,6,1,2,3,4,5) - Variable spacing is also really confusing, especially since the movement is on red ticks. Not to mention they cause players to have to make really small movements in between 2>3 and 4>5 which makes aiming even worse. You can't expect Hard players to aim in the middle of the pattern, They will try and click the middle of each circle. If you look at some replays you'll see this really slight movement.

Not to mention, 01:30:158 (2,3,4,5,6,1,2,3,4,5) - is really dense for a Hard too... I mean, 6 1/2 circles in a row followed by a 5-note stream. This is not something you'd expect on a Hard either...

I don't think Bonsai's Insane is the issue, I think it's the Hard.




Also what is with this background... Like, it's literally a portrait image that's sideways and it doesn't even look like the girl is lying or something cuz of the way gravity works...
Topic Starter
Lasse
bg is cute

it's true that the hard utilizes some less usual movement stuff, but it's still within limits of a hard diff, even if current hards are really dumbed down in most cases. it lets people experience some movement ideas that are similar to the top difficulty, but much easier to play, which fits the set well.

for the "antijumps": no idea what your problem with these is, they are easy to play and used throughout the whole map so people will get used to them.

the last pattern uses really low spacing which together with the bpm not being very high makes it perfectly. fine
Natsu
I have to disagree, Bonsai's diff has simple rhythm, simple patterns and little spacing, while the hard diff has complex patterns, complex rhythm and more spacing variations, I don't think it's appropiate to label it as hard, tbh it's more appropiate to call bonsai's diff hard and your current one to hyper or light insane.
Monstrata

Lasse wrote:

bg is cute Doesn't really excuse the fact it's not the right orientation... There are so many other backgrounds that could have worked...

it's true that the hard utilizes some less usual movement stuff, but it's still within limits of a hard diff, even if current hards are really dumbed down in most cases. it lets people experience some movement ideas that are similar to the top difficulty, but much easier to play, which fits the set well. But I wasn't talking about movements. I was talking about associating different rhythm choices with the same visual patterning. The way the map is designed isn't reflective of what a Hard map should entail.

for the "antijumps": no idea what your problem with these is, they are easy to play and used throughout the whole map so people will get used to them. It's the way you set them up. You should have used a different style of patterning and different approach to sliders. Right now you're encouraging players to utilize slider-leniency to play them, which causes the anti-jumps to feel more out of place. I only pointed out the ones at the end because only those ones were the issue, not the rest of the map, or I would have said that as a general issue xP.

the last pattern uses really low spacing which together with the bpm not being very high makes it perfectly. fine I wasn't talking about low spacing... I was talking about the note density. The low spacing also isn't the issue, it's the fact that it creates varied small spacing that is difficult to track because players at this level are not accustomed to making very small stop/go type movements. The issue is movement in this case because it is demanding something that requires precision. The spike in density is another issue in itself.
SnowNiNo_
well im here just to say that hard diff is indeed harder then Bonsai's insane
insane testplay, hard testplay (both are sightread)

btw

Lasse wrote:

for the "antijumps": no idea what your problem with these is, they are easy to play and used throughout the whole map so people will get used to them.
these structure is the main reason why i think hard diff is harder lol
Topic Starter
Lasse

Monstrata wrote:

Stuff like: 00:14:968 (8,1) - Is hard to predict due to the similarity in pattern. But the rhythm clearly shifts.the way it is set up makes it pretty simple to understand
01:15:727 (4,5,6,1,2,3,4,5,6,1) - This is even worse, because it's basically [...] ??? it uses the same concept as all other intense parts, 1/1
are stacks and 1/2 are spaced or overlapped


Another thing that you wouldn't expect on Hard is anti-jumps like: 01:25:411 (1,2,1,2,3,1) - These force players to suddenly slow down their movement immensely what is the problem with that though. It's easier to play than using high spacing since at this point players will be really used to them and still makes the vocals there stand out due to the change in movement from before. 00:19:335 (1,2,3) - basically introduces the same thing early into the map , which really doesn't fit especially since you've set up these patterns to encourage players to take advantage of slider-head leniency. 01:28:829 (2,3,4) - Is what you should have expected on a Hard.

01:29:778 (1,2,3,4,5,6,1,2,3,4,5) - Variable spacing is also really confusing, especially since the movement is on red ticks how do ticks matter lol. the whole pattern starts on a red tick and follows the red tick vocals which makes it very easy to comprehend . Not to mention they cause players to have to make really small movements in between 2>3 and 4>5 which makes aiming even worse. You can't expect Hard players to aim in the middle of the pattern, They will try and click the middle of each circle. If you look at some replays you'll see this really slight movement.

Not to mention, 01:30:158 (2,3,4,5,6,1,2,3,4,5) - is really dense for a Hard too... I mean, 6 1/2 circles in a row followed by a 5-note stream. This is not something you'd expect on a Hard either... explained before
But I wasn't talking about movements. I was talking about associating different rhythm choices with the same visual patterning.
The 1/2 and 1/1 use different patterning though, as mentioned above

The low spacing also isn't the issue, it's the fact that it creates varied small spacing that is difficult to track because players at this level are not accustomed to making very small stop/go type movements.
If they manage to fc this far into the map they should be accustomed enough to this type of movement tbh


@nino: you're way above the target audience of these difficulties and played them with hddt so lol
would be the same as me posting these (1, 2) to state the opposite, when it doesn't really have any relevance
naming has been explained in depth above
_handholding

Lasse wrote:

for the "antijumps": no idea what your problem with these is, they are easy to play and used throughout the whole map so people will get used to them.

the last pattern uses really low spacing which together with the bpm not being very high makes it perfectly. fine
It's not really fine though. You're expecting people who have just come from playing perfectly DS'd maps to play a plethora of patterns that use varying DS and an extremely high density. I was going to write another post but Monstrata pretty much summed it all up whilst I was a sleep, nice dude. You have really forced patterning which can make a map interesting but not easy to learn from those transitioning from normals. You kinda have to ask the question, would a player really benefit from such extreme differences in the 2 diffs.

Adding another diff between normal and hard would go a long way for the huge population of players in that skill range. generic maps generally tend to be well received by players because of how intuitive they are; adding one would be nice C:
Pachiru
just rename bonsai's insane by hard and problem solved
_handholding

Pachiru wrote:

just rename bonsai's insane by hard and problem solved
Seeing as that diff is composed as an Insane I don't see it was appropriate for players to have that as the next stepping stone from the normal diff
Pachiru

Kisses wrote:

Pachiru wrote:

just rename bonsai's insane by hard and problem solved
Seeing as that diff is composed as an Insane I don't see it was appropriate for players to have that as the next stepping stone from the normal diff
Don't take my argument into consideration, cause it was just a dumb thing I suggested, forget it, sorry for this :(

In my opinion, there is a style of pattern that could fool the player, like this one 00:31:866 (3,4,5,6,7,8,9) - (on Hard diff) - I'm not sure, but I think it's called "anti-jumps" (sorry if I'm wrong).
Just want to point this part 01:30:158 (2,3,4,5,6) - cause it looks quite weird to me, I think doesn't represent well the song.

I think the difficulty spike between Normal and Hard is quite big, cause in the Hard diff, you're using some complicate patterns (e.g. anti-jumps), that could be introduced in a Insane difficulty, instead of an Hard, or if you have a diff between Normal and Hard, I think that would be okay to use this, since the player can be prepared for this due to the diff between Normal & Hard.

Again, sorry for the meme thing.
I like the map construction, it's fun to play tho~
Monstrata

Lasse wrote:

Monstrata wrote:

Stuff like: 00:14:968 (8,1) - Is hard to predict due to the similarity in pattern. But the rhythm clearly shifts.the way it is set up makes it pretty simple to understand Again, not a concept thats appropriate on a Hard difficulty. Your argument makes sense for an Insane.
You can't expect Hard-level players to be able to follow this concept. Again, look at some of the replays, Many people who are getting B ranks mess up here and other parts I mention.

01:15:727 (4,5,6,1,2,3,4,5,6,1) - This is even worse, because it's basically [...] ??? it uses the same concept as all other intense parts, 1/1
are stacks and 1/2 are spaced or overlapped
Again, not a concept that's appropriate on a Hard. These ones are especially poor because of how close the different rhythms are to each other. You have 1/2 stacks and 1/1 stacks within one beat of each other which is what causes the confusion. You're associating two different rhythms with a very similar gameplay element.

Another thing that you wouldn't expect on Hard is anti-jumps like: 01:25:411 (1,2,1,2,3,1) - These force players to suddenly slow down their movement immensely what is the problem with that though. It's easier to play than using high spacing since at this point players will be really used to them and still makes the vocals there stand out due to the change in movement from before. 00:19:335 (1,2,3) - basically introduces the same thing early into the map , What is the problem with that? The fact that they are anti-jumps that go against the intended movement you've set up for players. It's very uncomfortable due to the sudden dip in movement. I didn't say you needed to use "high spacing" you can just use regular DS too... which really doesn't fit especially since you've set up these patterns to encourage players to take advantage of slider-head leniency. 01:28:829 (2,3,4) - Is what you should have expected on a Hard.

01:29:778 (1,2,3,4,5,6,1,2,3,4,5) - Variable spacing is also really confusing, especially since the movement is on red ticks how do ticks matter lol. the whole pattern starts on a red tick and follows the red tick vocals which makes it very easy to comprehend . The ticks matter because your pattern introduces a shift in polarity from white tick emphasis, which is what you would expect on a Hard, to red tick emphasis,
which is very unusual. However, that was just a small issue. The much bigger issues are the low, and variable spacing jumps, and the wide angles you've set up here. You are forcing Hard-level players to make very small movements and increase their movements on red ticks which is not a usual mode of emphasis. Additionally you're introducing wide angles, and wide angles + extremely small spacings is already too difficult imo. And even then you haven't addressed the note density issue of having a 6-circle clicking pattern into another 5-note stream. This is overkill.
Not to mention they cause players to have to make really small movements in between 2>3 and 4>5 which makes aiming even worse. You can't expect Hard players to aim in the middle of the pattern, They will try and click the middle of each circle. If you look at some replays you'll see this really slight movement.

Not to mention, 01:30:158 (2,3,4,5,6,1,2,3,4,5) - is really dense for a Hard too... I mean, 6 1/2 circles in a row followed by a 5-note stream. This is not something you'd expect on a Hard either... explained beforeYou didn't "explain before"... But just in case you did,
I clarified my view a bit better above ^.
But I wasn't talking about movements. I was talking about associating different rhythm choices with the same visual patterning.
The 1/2 and 1/1 use different patterning though, as mentioned above They may seem different if you are accustomed to patterns like these,
but they are sill very similar to Hard-level players.


The low spacing also isn't the issue, it's the fact that it creates varied small spacing that is difficult to track because players at this level are not accustomed to making very small stop/go type movements.
If they manage to fc this far into the map they should be accustomed enough to this type of movement tbh If they manage to fc this far into the map, their skill level is above a Hard. The entire argument here is that this difficulty is not appropriate to be called "Hard". In any case, explained why these patterns are not good in more detail since you don't seem to want to discuss the individual points I made...


@nino: you're way above the target audience of these difficulties and played them with hddt so lol
would be the same as me posting these (1, 2) to state the opposite, when it doesn't really have any relevance
naming has been explained in depth above
Topic Starter
Lasse
you're basically saying "these things are not appropriate for a hard diff" which I simply disagree with so I doubt this discussion is going anywhere :/
Monstrata
Yes. So let's see if other modders agree or disagree.
Ohwow
It's really a debate to decide whether which diff is harder. From the looks of it (both through the editor and through mod assist) Bonsai's Insane is harder because of bigger jumps, while Lasse's Hard is hard because of higher object intensity. Trying to decide which one is harder is a bad approach imo cause we're comparing apples to oranges.

Knowing that they both diff is hard in their own way, I feel like it's not good to say one diff is "Insane" while the other one is "Hard" because that implies that one difficulty is clearly harder than the other. Naming Bonsai a Hyper diff would be the best approach to reaching a compromise imo because it wouldn't clearly suggest that Bonsai's diff is harder than Lasse's hard.

TBH if you're bringing a GD to introduce new concepts/ideas, you shouldn't name it a traditional diff name. Instead use a different one instead.
With that said, I'd suggest to change VINXIS a Hyper too because of similar reasons.

Just my thoughts. :)
Topic Starter
Lasse
^no, both were designed as Insanes by their mappers so they are named like that

well I actually found a really cute bg while browsing pixiv and even if I don't agree with the points about it being not suitable as a hard diff I'm just going to ask for a dq and add a simple hard so people stop bothering me since it's barely any work anyways...
current Hard will be renamed to Harder cause that sounds cute and I already have my own Insane on the set and it's not mapped like a real Insane
pishifat
Very Hard
Topic Starter
Lasse
thanks, updated

changes:
new bg and combo colors for all diffs besides deetz' since he used a different one
hard renamed to harder, od6=>7, ar7=>7.2

added a simple hard

changed od on bonsai's diff from 8 to 7.5 on request

also messaged monstrata in discord, should be fine now I guess
Bonsai

Natsu wrote:

Bonsai's diff has little spacing
ex
cuse
me

while you're at it you can also change my diff's BG to something more appropriate
on a more serious note, I noticed that my OD might actually be a bit too much, can you change it to 7.5 or smth
Doormat
the new Hard diff looks fine, and the Harder diff name feels more appropriate now since it basically is just a harder version of the Hard.

other maps were unchanged, so rebubbling-
Xinnoh
vinxis' insane
01:21:044 (2) - this normal-hitnormal is still lol
Topic Starter
Lasse
talked to vinxis and it's indeed not intended, will fix before requalify
7ambda
tbf, you could've just renamed Harder to Light Insane

sounds kind of weird (name-wise) going from Bonsai's Insane -> Harder
sahuang
hard insane harder insane is so weird lol
i wonder why bonsai didnt wish to change his diffname to harder or light insane
7ambda

sahuang wrote:

hard insane harder insane is so weird lol
i wonder why bonsai didnt wish to change his diffname to harder or light insane
Hard -> Bonsai's Harder -> VINXIS' Insane

Yeah, makes the most sense.
Topic Starter
Lasse
naming makes more sense with the design of these difficulties and harder basically equals light insane but fits better in this context
just read the thread

fixed the hitsound thing for vinxis
sahuang
Its fine, but it feels bad for someone like me with OCD :<
_handholding
Bonsai's Very Hard
Karen
almost forgot this

old bg was better
Nikakis

Karen wrote:

old bg was better
hell no, lol
Yohanes
love the new bg
_handholding
go DQ it again for a new BG
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