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3R2 - Melting Point

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Asserin
~Hi!
  • [Bunny Extinction]
  1. 00:07:936 (1) - This circle is slightly too close. You mostly used sth like 2.8x and there is 2.5x. +-0.1 dont ruin it that much but 0.3 is felt. Yea its insane and most people dont care about it but i think it is a bit important for good gameplay.
  2. 00:11:491 (1) - Its unstacked
  3. 01:19:603 (3) - ^
  4. 01:20:269 (7) - ^
  5. 01:23:713 (6) - It looks a bit too far imo
  • [Hard]
  1. 00:19:158 (4) - Its unstacked (I wont make nazi mod cus i mostly dont know if you did it specially so pls check it in every diff)
  • [Normal]
  1. Check AiMod http://puu.sh/xEy1H.png
  2. 00:57:269 (1,2,1) - I think 3 stacks can be too hard for normal diff
  3. 01:26:158 (1,1) - If my memory is not wrong you can make 3/4 spin after note. Best way is delete 01:26:158 (1) - and start spin there.
  • [Easy]
  1. Check AiMod http://puu.sh/xEygt.png
  2. 01:26:158 (1,1) - Same like in normal
Damn its so hard to find something noteworthy ;-;
Topic Starter
Nozhomi

Asserin wrote:

~Hi!
  • [Bunny Extinction]
  1. 00:07:936 (1) - This circle is slightly too close. You mostly used sth like 2.8x and there is 2.5x. +-0.1 dont ruin it that much but 0.3 is felt. Yea its insane and most people dont care about it but i think it is a bit important for good gameplay. - FiXed.
  2. 00:11:491 (1) - Its unstacked
  3. 01:19:603 (3) - ^
  4. 01:20:269 (7) - ^ - Yes for all, but if they're back after that's not my fault.
  5. 01:23:713 (6) - It looks a bit too far imo - Clap emphasis.
  • [Hard]
  1. 00:19:158 (4) - Its unstacked (I wont make nazi mod cus i mostly dont know if you did it specially so pls check it in every diff) - Yeeee
  • [Normal]
  1. Check AiMod http://puu.sh/xEy1H.png - Strange I don't have anything :/
  2. 00:57:269 (1,2,1) - I think 3 stacks can be too hard for normal diff - I will let it stacked, since I think that's probably k with NC, tho I know that's a big edgy so I'll see with future mods about it.
  3. 01:26:158 (1,1) - If my memory is not wrong you can make 3/4 spin after note. Best way is delete 01:26:158 (1) - and start spin there. -
    I can yes so I won't change it (yes I'm sure I can).
  • [Easy]
  1. Check AiMod http://puu.sh/xEygt.png - Yes
  2. 01:26:158 (1,1) - Same like in normal - Same.
Damn its so hard to find something noteworthy ;-;
Thx~
Xenok
Hey Noz owo

Voilà le mod que je te fais sur la map :D

[Bunny Extinction]
00:28:380 (1,2) - Tu devrais peut-être espacé ces notes comme ça: https://osu.ppy.sh/ss/9136168 pour bien montrer que le timing est un peu différent du reste
00:51:935 (7,8) - Ces deux sliders sont un poil trop collés, genre le spacing visuel entre les deux est vachement petit comparé au reste des éléments de la map
01:15:047 (9,10,1) - dommage que (1) soit si proche aussi, le bord de la map pose effectivement problème, je pense que tu peux facilement prendre tout le combo 01:13:713 (1,2,3,4,5,6,7,8,9,10) - et le déplacer vers le haut pour éviter cette distence extrêmement proche à cet endroit, donnant ce résultat: https://osu.ppy.sh/ss/9136264 (je propose volontairement de prendre tout le combo jaune pour que l'overlap des sliderends 01:13:713 (1,6) - soient respectés
Rien d'autre à dire pour cette diff, très clean :D

[Hard]
00:15:046 (1,2) - peut-être que mettre un slider 1/2 aiderait à la jouabilité, surtout pour une hard
00:28:936 (3) - vu l'intensité de ce petit pattern, je pense que note+slider 1/4 fitterais mieux, surtout qu'à des passages moins intenses en hitsounds tu utilise ce pattern (comme ici: 00:25:270 (6,7) - )
00:35:047 (2) - proposition random, mais placer ce slider plutôt comme ceci: https://i.imgur.com/3eIZQaH.png pour faire un double blanket?
01:13:269 (6) - j'aurais plutôt fait ce slider sans white tick pour éviter ce "faux blanket", ça colle mieux à l'esthétique du pattern à mon avis

[Normal]
00:14:158 (3) - il manquerait pas un whistle ici?
00:36:380 (1) - 00:50:602 (1) - je mettrais les additions en soft sur ces deux objets tbh, les cymbals en drum ça à vraiment pas assez d'impacte imo
Rien à ajouter sur cette diff, extrêmement propre pour être honnête :)

[Easy]
00:22:158 (1,2) - malheureusement ces deux sliders ont pas l'air de tracer une belle courbe. Je pense qu'en orientant un peu (1) avec ctrl+r, et en adaptant (2) aussi, on peut donner un meilleur effet. Il faudra évidemment refaire la symmétrie sur 00:23:936 (1) - pour conserver ton idée de symmétrie sur ce slider
00:36:380 (1) - 00:50:603 (1) - pareil que sur la normal pour les hitsounds, d'ailleur j'imagine que ça s'applique à toutes les diffs :thinking:
Same, diff très clean :D

Gl pour la map, elle est très fun :)
Topic Starter
Nozhomi

Xenok wrote:

Hey Noz owo

Voilà le mod que je te fais sur la map :D

[Bunny Extinction]
00:28:380 (1,2) - Tu devrais peut-être espacé ces notes comme ça: https://osu.ppy.sh/ss/9136168 pour bien montrer que le timing est un peu différent du reste - Je sens qu'on va me dire de le refaire symétrique mais k.
00:51:935 (7,8) - Ces deux sliders sont un poil trop collés, genre le spacing visuel entre les deux est vachement petit comparé au reste des éléments de la map - K
01:15:047 (9,10,1) - dommage que (1) soit si proche aussi, le bord de la map pose effectivement problème, je pense que tu peux facilement prendre tout le combo 01:13:713 (1,2,3,4,5,6,7,8,9,10) - et le déplacer vers le haut pour éviter cette distence extrêmement proche à cet endroit, donnant ce résultat: https://osu.ppy.sh/ss/9136264 (je propose volontairement de prendre tout le combo jaune pour que l'overlap des sliderends 01:13:713 (1,6) - soient respectés - Là bizarrement j'aime moins, je préfère quand ils sont proches comme ça ^^
Rien d'autre à dire pour cette diff, très clean :D

[Hard]
00:15:046 (1,2) - peut-être que mettre un slider 1/2 aiderait à la jouabilité, surtout pour une hard - C'est possible mais je ne pense pas que ça aide tant que ça, surtout que c'est une transition donc j'aime bien le côté du triplet.
00:28:936 (3) - vu l'intensité de ce petit pattern, je pense que note+slider 1/4 fitterais mieux, surtout qu'à des passages moins intenses en hitsounds tu utilise ce pattern (comme ici: 00:25:270 (6,7) - ) - Ca ne collerait pas du tout au drums, et ce serait beaucoup plus dur à jouer.
00:35:047 (2) - proposition random, mais placer ce slider plutôt comme ceci: https://i.imgur.com/3eIZQaH.png pour faire un double blanket? - Uuuuuhhhhh non merce ^^'
01:13:269 (6) - j'aurais plutôt fait ce slider sans white tick pour éviter ce "faux blanket", ça colle mieux à l'esthétique du pattern à mon avis -
C'est un pattern que j'aime beaucoup faire, je le trouve bo et là il s’enchaîne très bien avec le slider suivant.


[Normal]
00:14:158 (3) - il manquerait pas un whistle ici? - Thx hitsound copier ^^'
00:36:380 (1) - 00:50:602 (1) - je mettrais les additions en soft sur ces deux objets tbh, les cymbals en drum ça à vraiment pas assez d'impacte imo - Changé partout, étonnant que t'ai attendu la Normal pour le dire XD
Rien à ajouter sur cette diff, extrêmement propre pour être honnête :)

[Easy]
00:22:158 (1,2) - malheureusement ces deux sliders ont pas l'air de tracer une belle courbe. Je pense qu'en orientant un peu (1) avec ctrl+r, et en adaptant (2) aussi, on peut donner un meilleur effet. Il faudra évidemment refaire la symmétrie sur 00:23:936 (1) - pour conserver ton idée de symmétrie sur ce slider - Ça doit être mieux j'espère ^^'
00:36:380 (1) - 00:50:603 (1) - pareil que sur la normal pour les hitsounds, d'ailleur j'imagine que ça s'applique à toutes les diffs :thinking: -
Déjà fait kappa.

Same, diff très clean :D

Gl pour la map, elle est très fun :)
Honk merci~
im cute
Quick Mod lol

Bunny Extinction
00:49:268 (2,3) - Could interfere with some HP bars on skins
01:14:380 (5,6,7,8,9,10) - Combo's are also used to show rhythm split this to either make it a triangle or two connected jumps
01:16:935 (8,9) - These being in that position make no sense to me try putting them close together at the end of the slider
01:22:380 (10) - Jud this one up a bit
01:24:602 (2) - Could make this slider a bit more unique since the sound it lands on
01:25:713 (7) - move this forward so the head is in 01:24:936 (3) -

Hard
00:14:269 (3,4) - could put these sticking out the end of 00:13:491 (2) -
00:27:491 (1,2,3,4) - this combo doesn't follow any rules or pattern
00:35:047 (2) - could put this more in the middle of 00:34:602 (1) - and 00:35:380 (3) -
00:35:713 (4,5) - could make these flow from 00:35:380 (3) - into 00:35:936 (6) -
01:08:824 (2,3,4) - Aline these so that 01:09:158 (3) - is in the center point

In my opinion your map is amazing definitely ready for the rankings!
I doubt this is worth any kudosu since it barely has any tips/mods lol
Topic Starter
Nozhomi

_-Super-_ wrote:

Quick Mod lol

Bunny Extinction
00:49:268 (2,3) - Could interfere with some HP bars on skins - Sad because when you map, you have to fit only the basic skin and not custom.
01:14:380 (5,6,7,8,9,10) - Combo's are also used to show rhythm split this to either make it a triangle or two connected jumps - This means nothing sorry, changing NC would be inconsistent, and 01:14:602 (6,9,10) - are doing a 120° pattern so it's k.
01:16:935 (8,9) - These being in that position make no sense to me try putting them close together at the end of the slider - Not because they're stacking with 01:16:047 (3) - and also keep the spacing consistent with rest of pattern.
01:22:380 (10) - Jud this one up a bit - The point of this placement is to not put in on the same lvl than previous one.
01:24:602 (2) - Could make this slider a bit more unique since the sound it lands on - I don't make the woosh so I don't need to.
01:25:713 (7) - move this forward so the head is in 01:24:936 (3) - - I want to have the tail stacked to have spacing reflecting intensity of that beat.

Hard
00:14:269 (3,4) - could put these sticking out the end of 00:13:491 (2) - - I prefer make them visually more evident to play.
00:27:491 (1,2,3,4) - this combo doesn't follow any rules or pattern - That's a symmetry pattern.
00:35:047 (2) - could put this more in the middle of 00:34:602 (1) - and 00:35:380 (3) - - Did only for 2nd slider (was like 1 or 2 pixels).
00:35:713 (4,5) - could make these flow from 00:35:380 (3) - into 00:35:936 (6) - - That's already the case.
01:08:824 (2,3,4) - Aline these so that 01:09:158 (3) - is in the center point - Yeah true.

In my opinion your map is amazing definitely ready for the rankings!
I doubt this is worth any kudosu since it barely has any tips/mods lol
Well there's green on my answer so ye.
Thx
Nao Tomori
loli bg


[bunny extinction]
00:03:491 (5) - would b nice to make these things doubles as well, since the blue tick has a more prominent sound than the slider end but leaving it as a repeat puts equal strength on all sounds. plus you already introduced doubles.
and u do it later like 2 times so yea

00:14:602 (8) - nc cuz switched instruments?

00:17:713 (5,6,7) - meh uve been doing doubles all along, why switch to triple based clicks here? doubles still sound better

00:19:047 (3) - omg plz mapping doubles as kicksliders is my trigger

00:29:269 (1,5) - shouldn't you make them going outward? lol

00:38:158 (1,5) - looks kinda cramped compared to other patterns

00:43:158 (9,10) - differentiating 10 and 11 somehow cuz different instrument would be nice. maybe angle change?

01:00:713 (7,8) - think putting the kickslider where 7 is and then a 1/2 gap works better.

01:15:269 (10,1) - visual spacing plz

can u cut the mp3 lol
last 7-8 seconds can be removed with a faster fade out

[hard]
00:03:491 (3) - double here is too bvious to skip imo.
00:07:047 (3) - etc

00:17:936 (5,6) - ctrl g rhythm makes more sense

00:42:935 (5) - imo delete this and then make 00:43:269 (7) - actually clickable triple, then the density is the same but the drums get clicked nicely

00:58:824 (4,5,6) - can u make this look better plz

01:07:936 (6,1) - same, give more spacing between them plz..

01:15:046 (6,7) - same
[normal]
00:17:269 (2,3,1) - make them equal spacing -_-

fine
[easy]
00:00:825 (1) - think using lower spacing is better for 2/1 gaps cuz players will not react immediately to he circle, something like .85 makes it clear there is a big gap while also not being surprising for noobs when there is a large spacing popping up.

think u need a bit of 1/2 use in the kiai, considering that the section before it has 1/2 gaps and the normal has constant 1/2. like 01:02:824 - could be a good spot to add a circle, or 01:06:380 - , etc.

01:22:602 (1,2) - plz more visual spacing
Topic Starter
Nozhomi

Naotoshi wrote:

loli bg

- Well she's small so that makes sense no ? :D

[bunny extinction]
00:03:491 (5) - would b nice to make these things doubles as well, since the blue tick has a more prominent sound than the slider end but leaving it as a repeat puts equal strength on all sounds. plus you already introduced doubles.
and u do it later like 2 times so yea - Ok

00:14:602 (8) - nc cuz switched instruments? - Ok

00:17:713 (5,6,7) - meh uve been doing doubles all along, why switch to triple based clicks here? doubles still sound better - I did it differently simply because the music is different, there's 3 instrument beats, so I do a triplet. And even if I do a doublet here, it would end with a weird rhythm who don't fit the song on 00:18:158 - .

00:19:047 (3) - omg plz mapping doubles as kicksliders is my trigger - Did from 00:15:491 (3) - and I don't plan to change it for a double,
I prefer it so much as a kickslider.


00:29:269 (1,5) - shouldn't you make them going outward? lol - These sliders are bunny ears :3

00:38:158 (1,5) - looks kinda cramped compared to other patterns - Spaced them a bit more.

00:43:158 (9,10) - differentiating 10 and 11 somehow cuz different instrument would be nice. maybe angle change? - Ok

01:00:713 (7,8) - think putting the kickslider where 7 is and then a 1/2 gap works better. - No for two reasons, first make not 01:00:824 - clickable would make the drum + strong instrument beat play passively and that's not smth I want, and second making a triplet is a part of the concept of doing more streamy this part of the kiai.

01:15:269 (10,1) - visual spacing plz

can u cut the mp3 lol
last 7-8 seconds can be removed with a faster fade out - Nah it's nice for the scoreboard. Also
You must cut your .mp3 if you're using less than 80% of it.
so we're k.

[hard]
00:03:491 (3) - double here is too bvious to skip imo. - So I prefer not put double on the intro since it's the calm part of the song. Also it's consistent with sliders like 00:01:047 (2) - .
00:07:047 (3) - etc - You get it.

00:17:936 (5,6) - ctrl g rhythm makes more sense - I definitly prefer having the circle on the drum beat, also that's the same on last diff so I prefer.

00:42:935 (5) - imo delete this and then make 00:43:269 (7) - actually clickable triple, then the density is the same but the drums get clicked nicely - Sounds like smth okay to do.

00:58:824 (4,5,6) - can u make this look better plz - Ewwww yes pls.

01:07:936 (6,1) - same, give more spacing between them plz. - Ok

01:15:046 (6,7) - same - Ok a bit.
[normal]
00:17:269 (2,3,1) - make them equal spacing -_- - Should be a bit better.

fine
[easy]
00:00:825 (1) - think using lower spacing is better for 2/1 gaps cuz players will not react immediately to he circle, something like .85 makes it clear there is a big gap while also not being surprising for noobs when there is a large spacing popping up. - Ok why not.

think u need a bit of 1/2 use in the kiai, considering that the section before it has 1/2 gaps and the normal has constant 1/2. like 01:02:824 - could be a good spot to add a circle, or 01:06:380 - , etc. - Did your suggestion, hope it is okay.

01:22:602 (1,2) - plz more visual spacing - Done in same time than previous point.
Bunny thx~
riktoi
The song isn't really connected to the DLC in any way but was rather changed earlier (1.8, patch before 1.85, the DLC patch) to get rid of any royalty free music within the game. Nightwalker, Plan B and Azure are the other 3 songs that we're added because of this. The songs that these replaced were:
Starting Forest Night -> Nightstalker
Prepare Event -> Plan B
Midstream Jam -> Melting Point
Waste -> Azure (rip)

tag nazi on duty
Topic Starter
Nozhomi

riktoi wrote:

The song isn't really connected to the DLC in any way but was rather changed earlier (1.8, patch before 1.85, the DLC patch) to get rid of any royalty free music within the game. Nightwalker, Plan B and Azure are the other 3 songs that we're added because of this. The songs that these replaced were:
Starting Forest Night -> Nightstalker
Prepare Event -> Plan B
Midstream Jam -> Melting Point
Waste -> Azure (rip)

tag nazi on duty
I still think it's a good thing to keep it on the tags, since this patch prepared the dlc (it showed it when you loaded the game before it was even out) so I'll keep it in. Thx~
riktoi
Understandable.
Nao Tomori
add rabi and ribi to tags separately? lol

00:29:269 (1,5) - ya i mean to make the motion going outwards so its mre clear that theyre ears cuz atm it just looks kinda weird imo

00:19:047 (3) - these thingss - u put clickable doubles on the melody in most other places so having them as kicksliders randomly for a section just feels rly out of place lol

00:43:268 (10,11) - not enough imo, try smh like http://osu.ppy.sh/ss/9189889 but looking nice so that the change is REALLY OBVIOUS

als for the mp3 i mean cut it at like 01:31:491 - cuz everything after there is mre or less inaudible


hard
00:42:158 (2,3) - isual spacing plz

just look through and make more spacing between the things like this, they look so cramped zz


everything else looks ok

mukyu~
Topic Starter
Nozhomi

Naotoshi wrote:

add rabi and ribi to tags separately? lol - Added as space between rabi and ribi so now should be better :>

00:29:269 (1,5) - ya i mean to make the motion going outwards so its mre clear that theyre ears cuz atm it just looks kinda weird imo -
I don't think there's anything weird here, tho I tried to curve a bit the end of slider if that what you mean. If not well poke me with example or more deep simple explanations.


00:19:047 (3) - these thingss - u put clickable doubles on the melody in most other places so having them as kicksliders randomly for a section just feels rly out of place lol - I had a different view in mind, but I think that make sense and wasn't so hard to fix. Tho I keep 00:16:158 (6,7,8) - as they are to have 00:16:380 - drum clickable.

00:43:268 (10,11) - not enough imo, try smh like http://osu.ppy.sh/ss/9189889 but looking nice so that the change is REALLY OBVIOUS -
Tbh, I don't really like that example, and I think it's enough obvious to see the change sorry ><


als for the mp3 i mean cut it at like 01:31:491 - cuz everything after there is mre or less inaudible - I did the same on all other Rabi-Ribi songs and never had problems, this is not smth worth a cut or anything. It's just the fade out from the original OST ;w;


hard
00:42:158 (2,3) - isual spacing plz

just look through and make more spacing between the things like this, they look so cramped zz - Did it for your example and some others.


everything else looks ok

mukyu~
Don't steal my mukyu >:c
Nao Tomori
i love little loli fairy girls they are so cute omg <3 <3 i want to adopt one and do stuff to her
Mafumafu
[General]
Any metadata source?

[Easy]
I wonder why the combo length during the Kiai is the half of the rest. Imo it should be kept consistent with the rest and such a short combo is quite confusing on telling the sequences of the notes. Same for Normal

[Normal]
Considering it is only 1.89*, applying AR5 and OD4 for a Normal is a bit extortionate, tbh OD4 for Normal is scary. Try lower it by 0.5 or 1.

00:43:935 (2,3) - This flow is a bit annoying.

[Hard]
00:13:491 (2,3,4) - This rhythm is a bit weird imo for 00:14:158 which is the same intensity as 00:14:269 (3,4) - is assigned onto a slider-tail. Maybe you could try this: https://puu.sh/xN5wQ/02b73e7493.png

[Bunny Extinction]
00:28:380 (1,2,3) - This is too hard to read. Due to current relatively low AR, the visual spacing between 00:28:380 (1,3) - is really confusing players from normally read the jump between 1 and 2 and its subsequent 1/2 gap between 2 and 3. I prefer to stack 00:28:491 (2,3) - together.

01:22:602 (1) - Noting that the drum layer of the music changes here, it is better to apply some change on patterns too. For example 01:23:269 should not be mapped with slider-tail but circles.

Call me back!
:)
Topic Starter
Nozhomi

Regraz wrote:

[General]
Any metadata source?

[Easy]
I wonder why the combo length during the Kiai is the half of the rest. Imo it should be kept consistent with the rest and such a short combo is quite confusing on telling the sequences of the notes. Same for Normal - Was Nao idea but that's fine too.

[Normal]
Considering it is only 1.89*, applying AR5 and OD4 for a Normal is a bit extortionate, tbh OD4 for Normal is scary. Try lower it by 0.5 or 1. -
Tbh the star rating don't mean everything here. The diff benetifs from these settings with the use of many 1/2 rhythm. Also reducing them would break the gap with Hard, so I really don't want to lower them.


00:43:935 (2,3) - This flow is a bit annoying. - Tried smth a bit different, hope it's k for you.

[Hard]
00:13:491 (2,3,4) - This rhythm is a bit weird imo for 00:14:158 which is the same intensity as 00:14:269 (3,4) - is assigned onto a slider-tail. Maybe you could try this: https://puu.sh/xN5wQ/02b73e7493.png - Oki

[Bunny Extinction]
00:28:380 (1,2,3) - This is too hard to read. Due to current relatively low AR, the visual spacing between 00:28:380 (1,3) - is really confusing players from normally read the jump between 1 and 2 and its subsequent 1/2 gap between 2 and 3. I prefer to stack 00:28:491 (2,3) - together. - Stacked.

01:22:602 (1) - Noting that the drum layer of the music changes here, it is better to apply some change on patterns too. For example 01:23:269 should not be mapped with slider-tail but circles. - Swaped 01:23:047 (2,3) - , tell me if that's k for you.

Call me back!
:)
Regarding metadata, since there's absolutly no website where you can found it, we have (sadly) to trust the OST game files and ingame name (like all other rabi-ribi songs ranked).

Updated, thx a lot~
Chewin
YAY Good luck Nozhomi!
Mafumafu
I love this BG! (I assume they are all traps though)
Topic Starter
Nozhomi

Regraz wrote:

I love this BG! (I assume they are all traps though)
They're not tho XD

Thx a lot pyon~
MilkyIQ
wtf why is this hard?
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