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Hanasaka Yui(CV: M.A.O) - Harumachi Clover

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Voli
tbh, milking this song isn't even remotely close to funny anymore at this point
Plaudible
its a few months too late tbh it's kinda just toxic now
Venix
m4ezek (yes, it means you owe me ezek)

wanted to check it in navosu but XD


[General]
  1. Kiais are inconsisent, what are you think about adding them for other diffs from ReFaller's one?
[Easy]
  1. 00:23:101 (2,3,4) - Just a clear proposition, but what are you think about making it like this? http://osu.ppy.sh/ss/8830555 I think this symmetry will looks better and you'll avoid 00:24:158 (3,5) - this overlap.
  2. 00:27:538 (2,3) - these circles aren't in perfect symmetry with Y axis. Do it like this? https://osu.ppy.sh/ss/8830561
[Normal]
  1. 00:02:186 (2,3,4,5) - What are you think about placing it like 00:03:031 (4) - this slider will be in X centre?
  2. 00:03:665 (5,1) - blanketezek
[Hard]
  1. 00:07:679 (4,5) - rip X symmetry
  2. 00:25:742 (4) - mby delete this note because you wasn't focused on this rythm on entire of map I think.
[ReFaller's Light Insane]
  1. Co sądzisz o zmniejszeniu AR do 8 tak jak na Insane?
  2. 00:14:017 (1,2,3,4) - Myślę, że gdybyś usunął tą część streama i dodał kolejną część do wcześniejszego patterna to byłoby fajniej, coś takiego: http://osu.ppy.sh/ss/8830596 Lepiej by chyba wyrażało dźwięk + 00:14:439 (3,4,5,6,1) - na tej częśći streama jest jakby taki pogłos, więc ładnie by to działało.
  3. 00:23:101 (1) - Mam wrażenie, że po tym sliderze widać, że użyłeś starszego typu, powinieneś to zmienić. Przy okazji możesz 00:23:101 (1,2) - tutaj zrobić takiego ładnego blanketa wraz z tą zmianą.
  4. 00:28:276 (9,1) - Czemu tu jest 0.69x jak na reszcie kółek streama było 0.72?
[Mk's Light Insane]
  1. I prefer change AR to 8 cuz insane have 8.
  2. 00:03:665 (3,4,5,1) - I think this antiflow is a bit harsh to play, what are you think about something like this instead? https://osu.ppy.sh/ss/8830629
  3. 00:14:017 (5,6,7,8,9,1) - What are you think about moving it to X centre for fine symmetry look?
  4. 00:20:566 (2) - I think 1/4 on 00:20:672 - this and 00:20:777 - this tick is too important to ignore it.
  5. 00:22:045 (2) - Similar here, but on end. What are you think about this instead? http://puu.sh/x8I2c/b96351b3ef.png
  6. 00:28:383 (1) - You should make it longer, to next 1/2 tick because now it's unrankable because drain is less than 30s.
[Insane]
  1. I think you should increase AR on this diff a bit, because previous ones have highest. Mby try 8.3? Would work better.
  2. 00:09:369 (5,6,1,2,3,4,5,6) - I think this flow is a bit harsh to play. To keep symmetry mby try out solution like this? http://osu.ppy.sh/ss/8830657 (lower ar for better visualisation ofc)
  3. 00:27:960 (7,8,9,10,1) - What are you think about making it symmetrical like entire of map? Like this http://osu.ppy.sh/ss/8830673 it will make fine blanked with 00:27:115 (2) - this circle too.
[Sharkie's Extra]
  1. 00:05:989 (6,7,8,1) - Since you was focused on claps I think you should use lower spacing here. (apply to similar places)
[Maximum Clover Power]
  1. 00:05:566 (1,2,3,4) - What are you think about rotating this square by 45° to obtain fine look with previous one? // Same 00:19:087 (1,2,3,4,5,1) - here.
Good luck Chalwa~

btw 11/10 bg
Sharkie

Venix wrote:

[Sharkie's Extra]
  1. 00:05:989 (6,7,8,1) - Since you was focused on claps I think you should use lower spacing here. (apply to similar places)
    agreed, changed
Sharkey's Extra
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Topic Starter
ZekeyHache

Mr. V wrote:

tbh, milking this song isn't even remotely close to funny anymore at this point

Plaudible wrote:

its a few months too late tbh it's kinda just toxic now
Please be more supportive instead :c

Venix wrote:

m4ezek (yes, it means you owe me ezek)

wanted to check it in navosu but XD


[General]
  1. Kiais are inconsisent, what are you think about adding them for other diffs from ReFaller's one? There's no problem with this since it's a GD and every mapper has their own interpretation of the song, so kiais can be inconsitent with GDs. I don't wanna add kiai on my diffs, but I may do if other people insist on that~
[Easy]
  1. 00:23:101 (2,3,4) - Just a clear proposition, but what are you think about making it like this? http://osu.ppy.sh/ss/8830555 I think this symmetry will looks better and you'll avoid 00:24:158 (3,5) - this overlap. I don't think the overlap is bad since the previous note fades out on time before the other one appears; also, there's a change in snapping, so your example is showing a wrong way of mapping since it can cause confusion
  2. 00:27:538 (2,3) - these circles aren't in perfect symmetry with Y axis. Do it like this? https://osu.ppy.sh/ss/8830561 fixed, you didn't have to give me an example, it was a bad mistake of mine xD
[Normal]
  1. 00:02:186 (2,3,4,5) - What are you think about placing it like 00:03:031 (4) - this slider will be in X centre? I'm not using any kind of symmetry here, so it doesn't make sense to just put that there :v
  2. 00:03:665 (5,1) - blanketezek this is clearly intentional, boi
[Hard]
  1. 00:07:679 (4,5) - rip X symmetry you know I paused the symmetry on purpose .w.
  2. 00:25:742 (4) - mby delete this note because you wasn't focused on this rythm on entire of map I think. Even though that's kinda true, feels stronger in this part since vocals are not present, so I'm keeping it
[Insane]
  1. I think you should increase AR on this diff a bit, because previous ones have highest. Mby try 8.3? Would work better. Applied
  2. 00:09:369 (5,6,1,2,3,4,5,6) - I think this flow is a bit harsh to play. To keep symmetry mby try out solution like this? http://osu.ppy.sh/ss/8830657 (lower ar for better visualisation ofc) hmm maybe if it gets mentioned again by someone else
  3. 00:27:960 (7,8,9,10,1) - What are you think about making it symmetrical like entire of map? Like this http://osu.ppy.sh/ss/8830673 it will make fine blanked with 00:27:115 (2) - this circle too. applied
[Maximum Clover Power]
  1. 00:05:566 (1,2,3,4) - What are you think about rotating this square by 45° to obtain fine look with previous one? // Same 00:19:087 (1,2,3,4,5,1) - here. I prefer my current pattern, the same square is repeating, just with increased spacing
Good luck Chalwa~ !

btw 11/10 bg
thanks owo
ReFaller

Venix wrote:

[ReFaller's Light Insane]
  1. Co sądzisz o zmniejszeniu AR do 8 tak jak na Insane? aaa w sumie zróbmy z tego diffa pełną LC XD
  2. 00:14:017 (1,2,3,4) - Myślę, że gdybyś usunął tą część streama i dodał kolejną część do wcześniejszego patterna to byłoby fajniej, coś takiego: http://osu.ppy.sh/ss/8830596 Lepiej by chyba wyrażało dźwięk + 00:14:439 (3,4,5,6,1) - na tej częśći streama jest jakby taki pogłos, więc ładnie by to działało. tylko że mój stream nie followuje tych pogłosów tylko zaczynające sie już wtedy notki na 1/4 bitach
  3. 00:23:101 (1) - Mam wrażenie, że po tym sliderze widać, że użyłeś starszego typu, powinieneś to zmienić. Przy okazji możesz 00:23:101 (1,2) - tutaj zrobić takiego ładnego blanketa wraz z tą zmianą. uważaj bo zrobie blanketa. Wszystkie slidery są starego typu i takie będą
  4. 00:28:276 (9,1) - Czemu tu jest 0.69x jak na reszcie kółek streama było 0.72? w tym ministreamie jest naprzemian 0,69 z 0,72 - konwertowałem slider na stream, ale wiesz przesune go tutaj bo to dla mnie zaczęgło źle wyglądać
te cha iks za moda

1 sheep, 2 sheep, 3 sheep, 4 sh...
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TitleUnicode:春待ちクローバー
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ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
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Source:OneRoom
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Venix
@ReFaller chodziło mi o to, że twoim celem było chyba zrobienie tych sliderów, żeby nie było widać, że są starszego typu. Nawet nie wiedziałem, że takich użyłeś do czasu kiedy zobaczyłem slidera więc to o czymś świadczy raczej
BoatKrab
Nope

[General]
  1. In Source, I think anime's name should be "One Room" not "OneRoom" See this
[ez gg wp]
  1. 00:21:622 (1,2,3) - If I were newbie, I could miss because of their rhythm. How about this?
[Normal]
  1. 00:07:890 (1) - Why circle here? since you didn't make it at 00:04:510 - even the vocals still there (same as 00:21:411 (6) - )
[Hard]
  1. 00:08:524 (2,3) - Fix a Blanket
  2. 00:09:158 (4) - This slider isn't follow the vocals at all, but others do
  3. 00:13:172 (1,2,1,2,1,2) - DS of "1" are really too far away from "2" (around 2.0x) DT players can miss with this suddenly jumps
[ReFaller's Light Insane]
  1. Give a check at triangle patterns and make sure that you rotate them at 120 or 60 angle
  2. 00:02:186 (3,4,5,7) - Square is off :} (00:08:946 (3,4,5,6) - this is better :v)
[Mk's Light Insane]
  1. Fine for me :v
[Insane]
  1. 00:05:989 (4) - Ctrl+G could be better :}
[Sharkie's Extra]
  1. Yeah, fine again xD
[Maximum Brain Power]
  1. Slider tick rate should be at 2 for more readable about 00:23:101 (1,1,1) -
  2. 00:05:566 (1,2,3,4) - Rotate for 45 angle for more flow?
[]
Great mapset with good GDs again
luv this <3
ReFaller

BoatKrab wrote:

[ReFaller's Light Insane]
  1. Give a check at triangle patterns and make sure that you rotate them at 120 or 60 angle i made them manually on grid snappind level 3, so i don't care for their angle
  2. 00:02:186 (3,4,5,7) - Square is off :} (00:08:946 (3,4,5,6) - this is better :v) ok now it should look better got a snickers
Update
osu file format v14

[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 284,1341,14862,28383,30284,37033,47139,57244,67507,74928,77454,97665,102718,107770,118033,125454,140297,158454
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:ReFaller's Light Insane
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
BeatmapID:1384827
BeatmapSetID:652412

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Obligatory Furry BG.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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26059,-100,4,2,1,80,0,0
28383,-100,4,2,1,80,0,1
28489,-100,4,2,1,5,0,0


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Combo2 : 255,203,96
Combo3 : 71,143,209
Combo4 : 100,193,72

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Topic Starter
ZekeyHache

BoatKrab wrote:

Nope Yup

[General]
  1. In Source, I think anime's name should be "One Room" not "OneRoom" See this Every single harumachi clover ranked mapset has it as OneRoom, so that one should be the right one, one room is on tags anyway
[ez gg wp]
  1. 00:21:622 (1,2,3) - If I were newbie, I could miss because of their rhythm. How about this?The difference in spacing + the strength in those beats should be enough to not cause confusion
[Normal]
  1. 00:07:890 (1) - Why circle here? since you didn't make it at 00:04:510 - even the vocals still there (same as 00:21:411 (6) - ) The parts where they have or do not have a circle are being consistent with their similar parts though. It's to make variation and to not make the diff too dense or too easy 00:07:890 (1) - = 00:21:411 (6) - / 00:04:510 - = 00:18:031 -
[Hard]
  1. 00:08:524 (2,3) - Fix a Blanket fixed
  2. 00:09:158 (4) - This slider isn't follow the vocals at all, but others do uh? It does o.o it's not like in the same way the others do because the others tend to follow a long vocal, but this one follows two, which are at the beginning and and of it, but I don't see why that should be bad
  3. 00:13:172 (1,2,1,2,1,2) - DS of "1" are really too far away from "2" (around 2.0x) DT players can miss with this suddenly jumps it's for high emphasis in the song, besides, the unmodified diff is what matters, not the game mods~ Mods are to give more challenge, and if this makes it a lot harder, is at the DT players own risk~
[Insane]
  1. 00:05:989 (4) - Ctrl+G could be better :} I like your way tbh, applied
[Maximum Brain Power]
  1. Slider tick rate should be at 2 for more readable about 00:23:101 (1,1,1) - there's nothing in the music important enough to use a higher tick rate imo
  2. 00:05:566 (1,2,3,4) - Rotate for 45 angle for more flow? You're the second person that tells me and you play better than me, so applied~
[]
Great mapset with good GDs again
luv this <3
Thanks BootyKrabby!
Mekki
thanks venix fixed
osu file format v14

[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

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

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Mk's Light Insane
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
BeatmapID:1383988
BeatmapSetID:652412

[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:8
ApproachRate:8.3
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Obligatory Furry BG.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]
-349,422.535211267606,4,2,1,100,1,0
28383,-200,4,2,1,10,0,0


[Colours]
Combo1 : 234,77,179
Combo2 : 255,203,96
Combo3 : 71,143,209
Combo4 : 100,193,72

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CrystilonZ
I wonder if the bns that nominate the map will get bullshit strikes :eyes: *COUGH*

ezek requested

[Easy]
  1. 00:08:101 (1,2,3,4) - aesthetics can be improved by making this a pseudo-square
[Normal]
  1. 00:03:665 (5,1) - Can you at least blanket
  2. 00:08:946 (3,4) - 00:10:636 (2,3) - consistency pls. Personally i will go with 1/1slider - circle tbh so that you don't miss the last stressed vocals
[Hard]
  1. 00:05:143 (2,3,4,5) - Aesthetics orz square?
  2. 00:01:763 (2,3,4,5,6) - 00:05:143 (2,3,4,5) - Ezek can't keep a single thing consistent huh
  3. 00:11:376 (5) - remove and jump on 00:11:481 (1) - tbh. making the 1/4s exclusive to 00:24:791 (1,2,3,4,5,6,1,2,3,4,5,1,1) - is a pretty good idea to create contrast
  4. 00:15:284 (2,3,4,5,6) - 00:18:665 (2,3,4,5,6) - oH LoOk iTS ConSIStEnT hERe!
[Insane]
  1. k I'm too lazy to mention consistency stoof
  2. 00:22:467 (6) - 2 circles pls?
  3. 00:09:369 (5,6,1) - the heck is this flow lmao
  4. 00:17:397 (6) - hi gero. only knot slider tbh. straight will work just fine AND it's not a queer map shreesh
CS6.5ohwow

GL GL
Topic Starter
ZekeyHache

CrystilonZ wrote:

I wonder if the bns that nominate the map will get bullshit strikes :eyes: *COUGH*

ezek requested

[Easy]
  1. 00:08:101 (1,2,3,4) - aesthetics can be improved by making this a pseudo-square true true, applied
[Normal]
  1. 00:03:665 (5,1) - Can you at least blanket it wasn't my intention to blanket, but since you're like the third person telling me, applied~
  2. 00:08:946 (3,4) - 00:10:636 (2,3) - consistency pls. Personally i will go with 1/1slider - circle tbh so that you don't miss the last stressed vocals despite the last vocal being stronger than the others, I prefer to keep my current pattern because all the vocals there are being screamed,
    so I wanna have them mapped
[Hard]
  1. 00:05:143 (2,3,4,5) - Aesthetics orz square? oh true, applied
  2. 00:01:763 (2,3,4,5,6) - 00:05:143 (2,3,4,5) - Ezek can't keep a single thing consistent huh still it fits
  3. 00:11:376 (5) - remove and jump on 00:11:481 (1) - tbh. making the 1/4s exclusive to 00:24:791 (1,2,3,4,5,6,1,2,3,4,5,1,1) - is a pretty good idea to create contrast I don't wanna make a jump here because there are big ones ahead and I don't wanna throw players off that much
  4. 00:15:284 (2,3,4,5,6) - 00:18:665 (2,3,4,5,6) - oH LoOk iTS ConSIStEnT hERe! NeAt RiGhT?
[Insane]
  1. k I'm too lazy to mention consistency stoof lazilonz
  2. 00:22:467 (6) - 2 circles pls? nah cuz I wanna have 00:24:158 (5) - harder for more contrast between stonger and weaker vocals
  3. 00:09:369 (5,6,1) - the heck is this flow lmao ok, since you're not the first one, fixed
  4. 00:17:397 (6) - hi gero. only knot slider tbh. straight will work just fine AND it's not a queer map shreesh nuu i like it uwu
CS6.5ohwow meow meow

GL GL
Thanks for the moddu! :D

So I guess we're ready for BN check 👀
-Keitaro
another one but its ok since last diff is an X

no OneRoom BG? :d that's new

all diffs except ReFaller
00:00:284 - please lower the volume?

[Easy]
00:21:622 (1) - make the red tick somewhere around x:394 maybe? seems to look better imo

[Normal]
00:07:890 (1) - un NC this
00:08:101 (2) - NC this
(for consistency with 00:20:566 (5,6,1) - )
00:09:791 (1) - I think you want the red tick to be right in the center of the slider.

[Hard]
00:08:524 (2,3,4) - blanked

[ReFaller]
00:14:017 (1) - Finish + clap here?
00:14:439 (5) - clap?
00:21:622 (1) - Finish here I guess

[Mk]
00:24:791 (1,2) - blanket

[Power Maximum Clover]
nice anti-pp CS6.5 are you irreversible v2
00:15:496 (4) - move it somewhere so it doesn't looks kinda odd with 00:14:650 (5,6) -
ReFaller

Error- wrote:

[ReFaller]
00:14:017 (1) - Finish + clap here? i tested when putting first time hitsounds but does not sound well on stream
00:14:439 (5) - clap? not for stream
00:21:622 (1) - Finish here I guess yes, forgot
Update
osu file format v14

[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 284,1341,14862,28383,30284,37033,47139,57244,67507,74928,77454,97665,102718,107770,118033,125454,140297,158454
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:ReFaller's Light Insane
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
BeatmapID:1384827
BeatmapSetID:652412

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Obligatory Furry BG.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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1446,-100,4,2,1,80,0,0
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26059,-100,4,2,1,80,0,0
28383,-100,4,2,1,80,0,1
28489,-100,4,2,1,5,0,0


[Colours]
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Combo2 : 255,203,96
Combo3 : 71,143,209
Combo4 : 100,193,72

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Topic Starter
ZekeyHache

Error- wrote:

another one but its ok since last diff is an X

no OneRoom BG? :d that's new finally someone who understands the difference between my set and all the others! :D

all diffs except ReFaller
00:00:284 - please lower the volume? I think is fine

[Easy]
00:21:622 (1) - make the red tick somewhere around x:394 maybe? seems to look better imo You got the coordinate of the whole slider, but I moved the point to make it look better

[Normal]
00:07:890 (1) - un NC this
00:08:101 (2) - NC this nice catch! fixed
(for consistency with 00:20:566 (5,6,1) - )
00:09:791 (1) - I think you want the red tick to be right in the center of the slider. You're a picky one, huh? :3 applied

[Hard]
00:08:524 (2,3,4) - blanked I did the best I could. Here you shouldn't judge based on the approach circle (if that's the case) since it's a stack and it won't be precise unlike the approach circle in non-stacked objects

[Power Maximum Clover]
nice anti-pp CS6.5 are you irreversible v2 want pp? take the whole challenge! mwahahaha
00:15:496 (4) - move it somewhere so it doesn't looks kinda odd with 00:14:650 (5,6) - I think is fine enoguh as it is
Thanks again Error-kun! >w<
Nao Tomori
as discussed
[maximum clover power]
00:03:876 (4,5,6) - since this is following quiet strings in the background that are echoing 00:03:031 (1,2,3) - this part you could make it a similar pattern but lower spacing

00:06:411 (1,2) - ctrl g on 1 to make a flow direction change would be nice for a bit of differentiation on the new part

00:07:890 (8,9,1) - using same pattern for 00:07:045 (3,4,5) - and 00:07:890 (8,9) - seems a bit weird cuz of how different the parts are, how about http://osu.ppy.sh/ss/8918947 or something so that there's a clear separation?

00:12:221 - u could totally do one of those random super spaced nc'd triples that irre likes here
but actually a triple would be nice

00:13:383 (2) - persnally the claps here sound kinda weird too, like overmapped? or too intense or something... but might be cuz they arent in mine lol

00:18:242 (1) - also would b nice to make these patterns rotate the other way cuz the previous jumps 00:15:707 (5,6,7) - etc are clockwise already

00:23:101 (1,2) - ok these were my only real issue with the map, they feel super sudden and unintuitive cuz the sv suddenly gets super fast and there's a 1/4 jump. it looks like a 1/1 slider so i missed here repeatedly cuz 3/4 sliders are never introuced before. i suggest just doing a 1/1 slider for all of these the slowdown in tapping fits the song anyway.

also side note the things with finishes like 00:08:101 (1) - are missing whistles / you should add them if its intentional to keep the whistle thing going

[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad

00:07:467 (7,8) - pretty much same

00:17:925 (8) - delet plz sounds a lot better without it imo
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -

00:28:383 (1) - the fuck is this supposed to be

00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead

also lower the od to 8

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!

[insane]
lowkey it bugs me that there isnt a symmetrical slider to 00:23:101 (1) - lol

fine
[mk light insane]
00:02:925 - triple here is pretty clear imo, nice emphasis for 00:03:031 - the downbeat here

00:06:622 - not a fan of this extended slider, kinda skips over a strong vocal. imo ctrl g on 00:06:411 (1,2,3) - or just 1/2 slider > circle > 1/1 slider works better here

00:11:376 - very clear triple here too, also helps to emphasize the finish

00:21:200 (1,2) - uhh 1 and 2 clearly have different sounds, 2 starts a new phrase. definitely shouldnt be in the same pattern as 1 here.

[refaller]
00:00:918 (1) - nc here doesnt make too much sense considering the first vocals are all the same sequence / grouping i guess

00:09:686 - i think a triple here to switch over to the drums nicely from the vocal focus would be cool

fine diff
[normal]
00:02:820 (3,4) - this pixel overlap created by auto stacking looks kinda bad, could you adjust it a bit >.>

00:22:467 (2) - tbh i think you should start going clockwise from here cuz youve been going counterclockwise for quite a while now and it would be nice to show the different section with different flow direction

also im gonna make a judgement call here and say that the bg is too unrelated to this song / anime / whatever, it fits haitai a lot better. if you really want to keep furries try and find one that is related to clovers or something? i guess? i just don't think this'll work at all, i mean people will already be bitching about it and a completely unrelated bg will just attract more negative attention.

[]

anyway lmk when y'all respond, sharkie feel free to pm me if you have questions about what i wrote
Sharkie

Naotoshi wrote:

[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad
I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.

00:07:467 (7,8) - pretty much same

00:17:925 (8) - delet plz sounds a lot better without it imo
I disagree, there is a very strong bass guitar note on that offbeat. Similarly, there are other parts where the bass guitar is emphasized. 00:20:566 (4,5,6) - 00:07:045 (4,5,6) -
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -
I have no idea what this means
00:28:383 (1) - the fuck is this supposed to be
At first it was supposed to be a clover LOL (I'm bad at slider art) but then it looked more like a butt and with the furry haitai bg it seemed fitting. I'll change it.
00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead
I disagree, there is (very) similar spacing here (00:13:805 (2,3) -) for the same concept and instrumental part. Furthermore, if I used a slider instead of a stream for that (with the exact same shape) it still plays just fine in my opinion. I would argue it plays very similar to 00:09:791 (1,2,3) - and that plays fine as well.
also lower the od to 8
But the pp :'( okay fine I'll change it

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
adsf
osu file format v14

[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Sharkie's Extra
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
BeatmapID:1383498
BeatmapSetID:652412

[Difficulty]
HPDrainRate:5.3
CircleSize:4.2
OverallDifficulty:9
ApproachRate:8.5
SliderMultiplier:2
SliderTickRate:1

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//Background and Video events
0,0,"Obligatory Furry BG.jpg",0,0
//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
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Nao Tomori

Sharkie wrote:

Naotoshi wrote:

[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad
I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.
changing your spacing while maintaining a similar rhythm is not switching instruments randomly / confusing / whatever, it's necessary since the song itself is changing. yes you can argue "oh but there's a constant 1/2 drum sound so i should just map the entire thing the same" but that kind of stuff is really not interesting mapping at all. since the layers are changing in the song at this part, the map should also be changing. you can still emphasize stuff, you'd just need to scale it down to a level that isn't the same with parts with both vocals and the instrument layer.

00:07:467 (7,8) - pretty much same

00:17:925 (8) - delet plz sounds a lot better without it imo
I disagree, there is a very strong bass guitar note on that offbeat. Similarly, there are other parts where the bass guitar is emphasized. 00:20:566 (4,5,6) - 00:07:045 (4,5,6) -
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -
I have no idea what this means
00:28:383 (1) - the fuck is this supposed to be
At first it was supposed to be a clover LOL (I'm bad at slider art) but then it looked more like a butt and with the furry haitai bg it seemed fitting. I'll change it.
00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead
I disagree, there is (very) similar spacing here (00:13:805 (2,3) -) for the same concept and instrumental part. Furthermore, if I used a slider instead of a stream for that (with the exact same shape) it still plays just fine in my opinion. I would argue it plays very similar to 00:09:791 (1,2,3) - and that plays fine as well.
also lower the od to 8
But the pp :'( okay fine I'll change it

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
following exclusively a constant 1/2 rhythm in the instruments is not a good representation of the song. there are several songs that have constant 1/4 tracks, or constant 1/2 tracks. that does not mean to map that background track exclusively. by doing so, you ignore all the variation in the song (as slight as it may be.) i cannot support completely ignoring song composition changes and mapping the exact same patterns in parts that have different layers and melodies going on, it doesn't make sense. all i'm asking is for you to nerf the parts without vocals a bit, so that they are differentiated from the parts with vocals.
Djulus
omg another one
Sharkie

Naotoshi wrote:

[sharkie]

I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.
changing your spacing while maintaining a similar rhythm is not switching instruments randomly / confusing / whatever, it's necessary since the song itself is changing. yes you can argue "oh but there's a constant 1/2 drum sound so i should just map the entire thing the same" but that kind of stuff is really not interesting mapping at all. since the layers are changing in the song at this part, the map should also be changing. you can still emphasize stuff, you'd just need to scale it down to a level that isn't the same with parts with both vocals and the instrument layer.

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
following exclusively a constant 1/2 rhythm in the instruments is not a good representation of the song. there are several songs that have constant 1/4 tracks, or constant 1/2 tracks. that does not mean to map that background track exclusively. by doing so, you ignore all the variation in the song (as slight as it may be.) i cannot support completely ignoring song composition changes and mapping the exact same patterns in parts that have different layers and melodies going on, it doesn't make sense. all i'm asking is for you to nerf the parts without vocals a bit, so that they are differentiated from the parts with vocals.
Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.
Mekki
need to be hitsounded
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Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
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Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
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Nao Tomori

Sharkie wrote:

Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.

Some examples of what I mean:
00:03:031 (1,2,3,4) - pattern, based on drum rhythm, with vocal layer on top
00:03:876 (5,6,7,8) - exact same pattern, based on drum rhythm, without vocal layer support

00:16:341 (7,8,1,2,3,4) - pattern, based on drum rhythm, with vocal layer
00:17:397 (5,6,7,8,9) - pattern, based on instrumental / drum layer (and a random bass on the blue tick that you don't follow anywhere else..?) - exact same

00:19:932 (1,2,3,4) - pattern with vocals
00:20:777 (6,7,8,9) - pattern without vocals

etc

i'm not trying to force any style onto your map. i'm saying, if one part has 3 layers and one part has two layers, and the layer being removed is the most clear vocal layer, the spacing should not be the same. you did fine differentiating stuff in other places, like 00:13:172 (1,2,1,2) - to depict the climax, or 00:23:101 (1) - this part with the extended vocals. completely refusing to consider one layer at all when constructing the patterns in the map is not a good representation of the song. even if you interpreted the song as a purely drum based one, it is not.
Topic Starter
ZekeyHache

Naotoshi wrote:

as discussed
[maximum clover power]
00:03:876 (4,5,6) - since this is following quiet strings in the background that are echoing 00:03:031 (1,2,3) - this part you could make it a similar pattern but lower spacing I prefer my current pattern over that, I like the way it plays now :c

00:06:411 (1,2) - ctrl g on 1 to make a flow direction change would be nice for a bit of differentiation on the new part hmm ok

00:07:890 (8,9,1) - using same pattern for 00:07:045 (3,4,5) - and 00:07:890 (8,9) - seems a bit weird cuz of how different the parts are, how about http://osu.ppy.sh/ss/8918947 or something so that there's a clear separation? They're not the same, one has bigger spacing than the other (separated from the previous note) and the other ends with a slider instead of a circle

00:12:221 - u could totally do one of those random super spaced nc'd triples that irre likes here
but actually a triple would be nice but I don't hear anything :c

00:13:383 (2) - persnally the claps here sound kinda weird too, like overmapped? or too intense or something... but might be cuz they arent in mine lol well, they're intense in the song, so for me it's good to hitsound them as well

00:18:242 (1) - also would b nice to make these patterns rotate the other way cuz the previous jumps 00:15:707 (5,6,7) - etc are clockwise already I don't see why that's an issue

00:23:101 (1,2) - ok these were my only real issue with the map, they feel super sudden and unintuitive cuz the sv suddenly gets super fast and there's a 1/4 jump. it looks like a 1/1 slider so i missed here repeatedly cuz 3/4 sliders are never introuced before. i suggest just doing a 1/1 slider for all of these the slowdown in tapping fits the song anyway. The high sv increase is my way of interpreting the song here because of the strength in the long vocals; however, I agree that the spacing may be confusing, so I've reduced the 1/4 spacing in the sv increased areas to the regular 1/4 spacing so that shouldn't be an issue anymore~

also side note the things with finishes like 00:08:101 (1) - are missing whistles / you should add them if its intentional to keep the whistle thing going when I add a finish I don't mind about the whistle cuz it doesn't make much of a difference for me, so yeah, if there's finish I just don't add whistle



[insane]
lowkey it bugs me that there isnt a symmetrical slider to 00:23:101 (1) - lol well the best I could do was making a note symmetrical to the tail 00:24:369 (6) - xpxpxpx

fine

[normal]
00:02:820 (3,4) - this pixel overlap created by auto stacking looks kinda bad, could you adjust it a bit >.> umm fixed I think o.o

00:22:467 (2) - tbh i think you should start going clockwise from here cuz youve been going counterclockwise for quite a while now and it would be nice to show the different section with different flow direction ok applied

also im gonna make a judgement call here and say that the bg is too unrelated to this song / anime / whatever, it fits haitai a lot better. if you really want to keep furries try and find one that is related to clovers or something? i guess? i just don't think this'll work at all, i mean people will already be bitching about it and a completely unrelated bg will just attract more negative attention. Well, I think the bg actually fits somehow since the music has a cute voices and you could even imagine those cute furries singing it; however, I gotta agree with you on the fact that people with be bitching about it and won't let me rest in peace, so I've put an anime bg. BUT, I preserved my original bg for the highest diff only. It should be acceptable I guess~

[]

anyway lmk when y'all respond, sharkie feel free to pm me if you have questions about what i wrote
Thanks Nao! \:3/
Sharkie

Naotoshi wrote:

Sharkie wrote:

Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.

Some examples of what I mean:
00:03:031 (1,2,3,4) - pattern, based on drum rhythm, with vocal layer on top
00:03:876 (5,6,7,8) - exact same pattern, based on drum rhythm, without vocal layer support

00:16:341 (7,8,1,2,3,4) - pattern, based on drum rhythm, with vocal layer
00:17:397 (5,6,7,8,9) - pattern, based on instrumental / drum layer (and a random bass on the blue tick that you don't follow anywhere else..?) - exact same

00:19:932 (1,2,3,4) - pattern with vocals
00:20:777 (6,7,8,9) - pattern without vocals

etc

i'm not trying to force any style onto your map. i'm saying, if one part has 3 layers and one part has two layers, and the layer being removed is the most clear vocal layer, the spacing should not be the same. you did fine differentiating stuff in other places, like 00:13:172 (1,2,1,2) - to depict the climax, or 00:23:101 (1) - this part with the extended vocals. completely refusing to consider one layer at all when constructing the patterns in the map is not a good representation of the song. even if you interpreted the song as a purely drum based one, it is not.
okay I changed all those patterns.
Thanks!

diff
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ArtistUnicode:花坂結衣(CV:M・A・O)
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Topic Starter
ZekeyHache
I'll update soon
Ultima Fox
irc with my man fiery

d
17:03 Ultima Fox: irc
17:03 Ultima Fox: wait what mode is this suppose to be
17:03 fieryrage: std
17:03 fieryrage: y
17:03 Ultima Fox: o
17:03 Ultima Fox: i meant diff
17:04 Ultima Fox: w/e
17:04 fieryrage: O
17:04 fieryrage: fiery
17:04 Ultima Fox: i meant is it hard, insane, extra
17:05 Ultima Fox: hntgurijafsdftbhnuiojardshog
17:05 fieryrage: its
17:05 fieryrage: EXT
17:05 Ultima Fox: oK
17:05 fieryrage: ex
17:05 fieryrage: EX
17:05 fieryrage: cuz i want
17:05 fieryrage: pp
17:05 fieryrage: and u want pp
17:05 fieryrage: Everyone Wants PP
17:06 Ultima Fox: 00:00:284 (1,2,3,4,5) -
17:06 Ultima Fox: u could make this a star that ends in 5
17:06 Ultima Fox: so it also wont have a 180 degree turn back to 4
17:06 Ultima Fox: idk thats just imo
17:07 fieryrage: Holy shit u right
17:08 Ultima Fox: 00:15:284 (2,3,4) -
17:08 Ultima Fox: 2 and 4 are the only ones it seems that are completely overlapped
17:08 Ultima Fox: all the other ones were like slightly off
17:09 fieryrage: o
17:10 fieryrage: i mean idk
17:10 fieryrage: theres really no other way to overlap that w/o it looking ugly
17:10 Ultima Fox: mm
17:10 Ultima Fox: i guess
17:11 Ultima Fox: 00:26:481 (1) - lo this shape is kinda random considering all the other ones were super basic
17:13 fieryrage: ye
17:13 fieryrage: change
17:13 Ultima Fox: 00:27:115 (2,3,4,5) - another thing about that part is this jump seems kinda small, especially since this is kind of the climactic part per say and there were jumps in the normal parts that were bigger than this
17:13 fieryrage: O
17:13 fieryrage: woops
17:13 fieryrage: i meant to
17:13 fieryrage: make that biger
17:13 fieryrage: big brain fiery
17:13 Ultima Fox: :thinking:
17:15 Ultima Fox: the last thing id really say is 00:28:383 (1) - this nc seems kind of off, maybe i just dont like finishing ncs but i feel like it would do better on the (5) or (6) cause it would split the part it two
17:15 fieryrage: i only did that cuz like
17:15 fieryrage: literally every diff has it
17:15 fieryrage: so
17:15 Ultima Fox: ooo
17:15 Ultima Fox: you should probably keep it then LOL
17:16 Ultima Fox: i think thats it..
17:17 fieryrage: ok
17:17 fieryrage: post on forum fo r kdusou
17:17 fieryrage: i wil tell zeke
17:17 Ultima Fox: okk
fieryrage
sorry for late addition because im actually autistic weeeeeeeeeeeee

update from hobbes mod and irc with jace about minor things gonna see if anyone else is even online atm lo l

ok i self modded a bunch too

y
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Topic Starter
ZekeyHache
Everything updated :D

We need a bit more feedback in fiery's diff and waiting for ReFaller to reply
meii18
aaaa ezek mapped harumachi clover aaaa
[LastOrder]
if this gets ranked :thinking:
ReFaller

Naotoshi wrote:

as discussed
[notice]
[refaller]
00:00:918 (1) - nc here doesnt make too much sense considering the first vocals are all the same sequence / grouping i guess NC helps me with reading low spacing used here. Less important reason for NC is difference in spacing between 00:00:284 (1,2,3) and 00:00:918 (1,2,1) .

00:09:686 - i think a triple here to switch over to the drums nicely from the vocal focus would be cool My brain somehow is saying "no" because sound on blue tick is not enough loud to place a beat. I compare with 00:07:996 (7) and 00:11:376 (7)

fine diff i'm always going to doing maps which will be like this
seems no changes
Nao Tomori
[sharkie]
00:13:172 (1,2,3,4,5) - dude what the fuck
no

[fiery]
ok first off
00:00:284 (1,2,3,4,5) - starting the calm vocal intro with almost fullscreen jumps is a no-no..

this diff basically has similar issues as sharkie had. very poor differentiation between parts. your base spacing is more or less just a half screen jump and the entire map is mapped at that spacing, so there's no contrast between things...

while it's technically rankable... idk. feels like blatant pp mapping. getting this kind of a song to 4.7 stars without really small just feels extremely overdone to me. not the kind of thing i want to support.

about the map itself, not much to say. would be cool to have a flow direction change at 00:26:481 (1) - to fit with what you've been doing.

00:13:172 (1,2,3,4,5,6) - making a star pattern for something that's basically 3 pairs of sounds doesn't really make sense either

yea.. good luck.
fieryrage
tl;dr fixed emphasis issues that i could find and reduced spacing by a bit in some areas to accommodate that, fixed repeating star pattern in favor of a more dynamic jump pattern that intensifies (albeit generic) and start is now not cancer

also adjusted OD to fit

SR didn't change much due the change in the star pattern but basically everything was tweaked to emphasize the drums properly and the intensity of them

honestly I wasn't expecting the map to get close to 4.7 stars at all especially at cs 3.5, I'm open to nerfing basically everything and the nerfs I did apparently did nothing to SR so ???????

e
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guess i'm gonna need more opinions on it as it stands right now

this is what i get for mapping in less than 30 minutes zzz
Topic Starter
ZekeyHache
Updated~
Thanks for rechecking, Nao :D
Sharkie

Naotoshi wrote:

[sharkie]
00:13:172 (1,2,3,4,5) - dude what the fuck
okay I nerfed it
no
asdf
osu file format v14

[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
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DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 4
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[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Sharkie's Extra
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie fieryrage
BeatmapID:1383498
BeatmapSetID:652412

[Difficulty]
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CircleSize:4.2
OverallDifficulty:9
ApproachRate:8.5
SliderMultiplier:2
SliderTickRate:1

[Events]
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//Break Periods
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//Storyboard Layer 2 (Pass)
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//Storyboard Sound Samples

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Topic Starter
ZekeyHache
Updated~
Some BN should come and bubble 👀
Seolv
WHY
Topic Starter
ZekeyHache

[ L u k a s ] wrote:

WHY
just because
cosmic
i am
show more
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