Normal > Difficult > Hyper
:thonk:
:thonk:
Applied all, and will get another low diff. Thanks!Naxess wrote:
Greetings,
The spread between WAKU'S NORMAL and DIFFICULT is pretty questionable at the moment, and I'm sure adding another difficulty in between these would make the spread more acceptable. I've spoken to the rest of my division, among which are celerih, Halfslashed and Mir, and they agree that a difficulty would probably be necessary to bridge the gap. Hence the pop. I've been considering doing it solely with the already existing difficulties in spite of this, but I can't really find a way to bridge the gap without radical changes, and other problems stemming from doing that... I'm actually interested in nominating the mapset, though, so once a bridging difficulty is added (or is somehow otherwise magically solved) I can help you push it.
[DIFFICULT]
This difficulty in itself would work fine, we just need something to fill the spread gap for this basically.So in conclusion, situation looks like this:
- 00:24:658 (1,2) - 00:27:401 (1,2) - Comparing these in terms of distance is a bit confusing. I'd suggest stacking 00:25:344 (2) - under the head of 00:23:801 (5) - to solve that, potentially moving 00:25:858 (1,2) - closer to both 00:25:344 (2) - and 00:27:058 (1) - in the process to compensate.
- 00:27:058 (1) - Find it strange that this would have nc while the analogous part doesn't, 00:38:030 (3) - . Would remove for consistency with 00:29:801 (4) - 00:40:773 (4) - .
- 01:39:058 (1) - Would remove the repeat to make it clearer that it's switching to drums as the vocals are going idle by ignoring 01:39:401 - . Unlike the other parts, the vocals are not phasing in and out here, so switching instrumental layer would make more sense since this would allow contrast in this aspect to be clearer. This way you'd also have something to cover01:40:430 - , like you have in the next difficulty, and it wouldn't feel as empty near the end.
[ANOTHER]- 00:43:858 (1,2,1,2,1,2,1,2,3,4) - Comparing the comboing here to the previous 00:32:887 (1,2,3,4,5,6,1,2,1,2,3) - , seems like only the second has ncs on each of 00:32:887 (1,3,5) - even though they sound the same in both. Personally I'd probably nc 00:44:716 - or 00:45:230 - , and 00:46:087 - or 00:46:258 - , to get those arrows to appear around 00:44:887 (5,1,2,3) - while balancing it nicely together with an nc before the cymbal. Applying the same nc pattern to both.
- 00:58:516 (2,3) - Spacing all the stacks like was started from 01:00:573 (2,3) - , where things like 01:01:601 (1,4,6) - would be spaced and positioned the same as at 00:58:516 (2,1,4,6) - , would add somewhat of a concept and structure to their placement. Not that it's necessary, but it would look neater.
- 01:26:716 (1) - Would direct the slider further away from where the stream starts to make the visual distance between notes more clear. Also makes the hitbox of the circle more visible so people don't get confused by the border of the repeating slider.
- 01:27:058 (1,5) - Just wondering, where these meant to be stacked? A lot of other objects in the map are stacked like that and this would probably work as well.
Feel free to ask questions or whatnot, I'll be around.
- Lowest difficulty is almost too hard outside of kiai due to the commonly consecutive 1/2 sliders. Making it harder for the sake of bridging the gap without making another difficulty would likely just make the problem that Halfslashed mentioned even worse, so I would advice against that. I mean it being below 2* doesn't mean there aren't guidelines for easy/normals.
While I agree that it's not necessary to make this diff any harder than it is, I am still not under the impression that it's too hard for the lowest diff on the set.- Especially prevalent when comparing the kiais, 01:09:230 - , the Normal has a way lower note density and complexity than that of Difficult (not even referring to reading, that's fine imo, just straight up density and rhythmical complexity). This creates a rather large gap between the two difficulties in this regard, one which I would suggest solving through adding another difficulty. This is the reason for the pop. new diff on the way already
If Difficult had less triples, 1/4 gaps and sv changes it would probably work as a good followup to Normal, but in that case I'm worried Hyper would have too much of a gap instead. I mean you can play around with it if you'd like and I'd gladly accept not needing another difficulty as long as it actually works, although I'm still doubting it would.
UPDATENaxess wrote:
Greetings,
[SDAFSF'S INSANE]
[*]00:23:630 - Might be able to use this sound in some way. Possibly a circle in the same arrangement as 00:22:430 (3,4) - , but a different distance in time. Would make it feel like it's still going but made a pause, and reflect the song that way, rather than just ignoring it despite being used for 00:22:258 (2,4,2) - . added note in the same fashion as the other ones for the same sound
[*]00:43:173 (1,1) - Probably the only stack noticeably off, others are mostly fine. fixed
[*]01:40:773 (1,2,3) - Considering that these are much weaker in the song than the previous combo, I'd reduce both SV as well as spacing to reflect that. Other than the combo color it almost seems like 01:41:116 (2,3) - might as well be snares like 01:39:572 (4) - or 01:40:430 (7) - . By doing this you'd also build contrast for the spacing at 01:41:287 (3,4) - , making this last sound seem much stronger compared to the ones around it. Could do a pattern like this with 1.0x SV, for instance. lowered sv and rearranged the pattern for more contrast
thanks I fixed all of them, thanks for the mod!Naxess wrote:
Greetings,
[WAKU'S NORMAL]
The kiai is way easier than the rest of the map and currently 00:34:601 - is probably the densest part. So the idea here is: Let's make this harder in kiai, and a bit less 1/2-gap-heavy outside of kiai. This way we'll balance the intensity in accordance with the song, just like the other difficulties are done.
- 00:35:630 (1) - Ending this on 00:35:973 - would likely be more ideal here since it would both make it end on audible sounds and build contrast for parts of the map where a 1/2 gap would fit more, like 01:09:230 (2,3) - or even 00:36:830 (3,4) - . Additionally, there would also be less consecutive 1/2 gaps, especially relevant here with 00:34:601 (1,2,3) - preceding it, since this kind of thing is apparently exhausting for newer players. This would also apply to 00:38:373 (1) - and 00:41:116 (1) - .
- 00:58:944 (1,2) - Considering that this part sounds different in the song, but is represented in the same way as 00:57:573 (1,2) - and 01:00:316 (1,2) - in practice, it basically ignores that difference in the song and instead becomes a monotonous 1/1 rhythm. To make this more reflective, I'd suggest making 00:58:944 (1,2) - a 1/1 repeat into a circle instead. This way you place emphasis on 00:59:630 - and 00:59:973 - , through both of them being different from surrounding patterns.
- 01:08:544 - So for your kiai, this is way less intense than anything else in the map, while being the most intense part both in the song as well as for other difficulties in the set. So basically to partly solve that, cover sounds like 01:08:887 - , either through a circle or through a sliderend, like you did at 01:14:030 (1) - . This gives the section more of a constant rhythm and less of 1/1 gaps throughout; making it more of a Normal than an Easy. Could place circles at 01:11:630 - 01:17:116 - 01:22:601 - etc, you get the idea. By ignoring 01:10:258 - , we're still giving it that element of pause, so it's theme would still be similar.
- 01:21:573 (3) - Having a curve in this shape makes it more similar to 01:19:516 (1) - and 01:25:001 (1) - than any of the other sliders reflecting it's sound, 01:14:716 (2) - 01:16:087 (4) - 01:20:201 (1) - etc. I don't think this makes a lot of sense since the sound is the same as the others, yet stands out through this.
- 01:32:544 (4) - I'm pretty sure ending this on 01:32:887 - would make more sense since it's rather audible, not anything like 01:30:487 (1) - , which is currently done in the same way despite the two of them being clearly different in the song.
- 01:37:344 - Skipping this beat feels a bit unnecessary, and might cause confusion for newer players when followed by a unique rhythm like 01:39:058 (2,3) - shortly afterwards. Would probably be neater and more recognizable if it were similar to 01:31:173 (2) - , rearranged like this, and followed by flipping the next pattern like this.
osu file format v14
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Title:LGND
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Artist:Tha Trickaz
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Creator:Mun
Version:WAKU'S NORMAL
Source:
Tags:waku sdafsf dubstep drumstep trap otodayo supa cloud city lp legend
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thank you! no reply = appliedSinnoh wrote:
you were requesting for help
Intermediate
00:57:573 (1,1,1) - Have equal distances between slider bodies or it looks like weird rhythm, and should those all bn nc? no idea what i am responding to here but moved a slider a little bit and got rid of an nc i guess?
01:13:687 (7,1) - This should not overlap, compare to 01:24:658 (5,1) -
01:40:087 (1,2) - Should avoid distance snap change since there's un-required emphasis, compare to 01:38:030 (2,3) - the difference in spacing at this full-beat gap is negligible, and pattern as it is is cute
01:41:458 (1) - players will click this early, putting it in the corner would be fine to me. applies to other low diffs. they may be new players but they aren't monkeys, pretty sure they know how to use approach circles well enough
otherwise looks fine
other diffs
01:09:230 (1) - silence your slider ends on this sound, they hurt to listen to
Combo colour 1 is only at 55 luminosity, it's kinda borderline to the limit. Increasing luminosity would match the reds in your bg and other combo colours better