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Feint - Outbreak (feat. MYLK)

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Topic Starter
Kujinn

DeRandom Otaku wrote:

Normal and ex : 01:06:478 - Isn't the volume decrease too drastic here, The kick at 01:06:478 - is still really loud and 20% HS volume makes the hitobjects sound almost inaudible.
Removed those points and have volume at 55%. It was initially for build up but now that I listen to the music, it isn't necessary.
beaw

Strategas wrote:

hard
00:18:478 (1,2,3,4,1,2,3,4) - first square with no emphasis on 4th note, the second is?
you explained in discord but I still don't understand

http://puu.sh/B9nhD/ae93935815.osu
Topic Starter
Kujinn
updated stingy's diff
Strategas
for stingy
00:18:478 (1,2,3,4) - is a perfect square while 00:19:850 (1,2,3,4) - is not a perfect square - it has 00:20:878 (4) - spaced more than the rest. is there a reason for that?
can't really put it any other way

also kudosu my bub pop post ty
beaw

Strategas wrote:

for stingy
00:18:478 (1,2,3,4) - is a perfect square while 00:19:850 (1,2,3,4) - is not a perfect square - it has 00:20:878 (4) - spaced more than the rest. is there a reason for that?
can't really put it any other way

also kudosu my bub pop post ty

I really have no idea what you want but I already updated it so I hope it’s fine ;w; they’re all stacked now
Strategas
hmm lets try like this

00:19:850 (1,2,3) - has 0.85x ds spacing and 00:20:535 (3,4) - has 1.00x ds spacing making the square inperfect

it's really not a big deal just a thing I noticed and seems like a mistake, so would rather see that adjusted before nominating
Mir
maybe use pictures to illustrate what you mean..? xD
Strategas
thought about pictures, but I don't think it's obvious enough when it comes to polishing shapes


beaw
Wtf how did I not notice that I’ll fix when I’m home
beaw
Topic Starter
Kujinn

Stingy wrote:

http://puu.sh/Bg0kZ/1942fe0fcf.osu
updated
Strategas
uprising
01:06:478 (1) - unsnapped...
Topic Starter
Kujinn

Strategas wrote:

uprising
01:06:478 (1) - unsnapped...
fixed ~
Strategas
stingy
from 00:12:992- 00:34:935- no hitsounding at all, atleast use whistles like the other diffs do for strong sounds like 00:15:392-
from 00:34:935- also could use more hs, by adding some claps
Topic Starter
Kujinn
updated stingy's diff ~
Yauxo
Modding v1 Pog

// Uprising
- Would be cool if either of 01:12:307 (4,5,6) - 01:23:278 (4,5,6) - and/or 01:17:792 (4,5,6) - would be the same spacing as the other (preferably be the later one for easier 1/4th stuff)

// Kergio
The following few dont really need a Nc as their follow up mostly plays the same thing, but without the Nc; So unless this is some sort of very special thing to you, please consider changing them
- 00:37:335 (1) -
- 00:40:078 (1) -

// Stingy
- I really dislike the stacking patterns around 00:26:535 (1). Thing is, as long as they sit on something special (odd vocals, stop-n-go like sounds, drop) then it'd be fine to do it once in a while, but with this section specifically, you have 10-12 objects being stacked in a 9sec timeframe. In my eyes, 00:27:392 (2,3) - 00:32:021 (1,2) - seem fine, but anything else should be mapped in a normal manner. It basically comes down to "if you do too many special things, then nothing is special anymore".
- 00:40:250 (1) - Should probably map this like 00:37:507 (7,1) - (with a stack). The vocal starts kinda late and missing the downbeat is a big meh.
- 00:44:278 (5) - Another big meh that the downbeat is kinda just in the middle of the combo, and then on a Sliderend as well for me. How about https://puu.sh/BNBAd/8f81a65af7.png ?
- 00:53:964 (1) - Should probably let this start on the downbeat after it, as it spins for the sound, not the vocals (As it also stops on a beat/sound, not vocal).
- I dont feel like Sliders like 01:08:878 (1) - (every of their kind, there are a few) work due to them starting on a different thing than they end on, as well as having the downbeat on their repeat. Patterns like 01:10:250 (4,1) - work much better, could combine them with Circles or whatever as well.
- 01:42:135 (3,4,5,6) - 01:47:621 (3,4,5,6) - Why not like 01:36:650 (3,4,5,6) - ? Kinda skipping the beat on (5)'s tail

// _orange
- 00:26:192 (5) - Is really weird, starting on a minor vocal redtick after the previous Slider kinda eh'd its way onto the other vocal redtick before that. How about simplifying it to something like this? https://puu.sh/BNBKW/673b3c3ae0.png
- 00:33:221 (2) - Could replace this with a Circle. Not a fan of placing Sliders on people breathing in in Normals :v
- 01:27:907 (3) - Might also want to place a Circle here to normalize the rhythm. 6/4 is eh and there are enough things to place something on

// Easy
- I'd almost suggest to remove the Spinners and replace with Sliders as they all turn out the be pretty short in length, especially as an Easy. It's in the ok-zone, but those lengths can feel very ninja to new players.

Also, just want to point out that for some reason _orange's diff gives me a ton of unsnapped false-positives, but like, an unusual amount of them. Dont think they'd matter but I'd like to have it at least written down somewhere https://puu.sh/BNBZt/4cce6a6d95.png
Topic Starter
Kujinn

Yauxo wrote:

Modding v1 Pog

// Uprising
- Would be cool if either of 01:12:307 (4,5,6) - 01:23:278 (4,5,6) - and/or 01:17:792 (4,5,6) - would be the same spacing as the other (preferably be the later one for easier 1/4th stuff)
yup


// Easy
- I'd almost suggest to remove the Spinners and replace with Sliders as they all turn out the be pretty short in length, especially as an Easy. It's in the ok-zone, but those lengths can feel very ninja to new players.
Replaced spinners with sliders ~
_orange

Yauxo wrote:

Modding v1 Pog same

// _orange
- 00:26:192 (5) - Is really weird, starting on a minor vocal redtick after the previous Slider kinda eh'd its way onto the other vocal redtick before that. How about simplifying it to something like this? https://puu.sh/BNBKW/673b3c3ae0.png changed rhythm
- 00:33:221 (2) - Could replace this with a Circle. Not a fan of placing Sliders on people breathing in in Normals :v it's a pretty loud breath though... also I really dont want to make a 3/2 gap between two objects here bc i think that would feel weird
- 01:27:907 (3) - Might also want to place a Circle here to normalize the rhythm. 6/4 is eh and there are enough things to place something onokay fixed


Also, just want to point out that for some reason _orange's diff gives me a ton of unsnapped false-positives, but like, an unusual amount of them. Dont think they'd matter but I'd like to have it at least written down somewhere https://puu.sh/BNBZt/4cce6a6d95.png uhhhhhhhhh
thanks for mod


edit: did they change how the code function works? rip use this https://puu.sh/BNMpU/547c6bd97c.txt
beaw
Yauxo's Revised Mod

Yauxo wrote:

// Stingy
- I really dislike the stacking patterns around 00:26:535 (1). Thing is, as long as they sit on something special (odd vocals, stop-n-go like sounds, drop) then it'd be fine to do it once in a while, but with this section specifically, you have 10-12 objects being stacked in a 9sec timeframe. In my eyes, 00:27:392 (2,3) - 00:32:021 (1,2) - seem fine, but anything else should be mapped in a normal manner. It basically comes down to "if you do too many special things, then nothing is special anymore". They're not supposed to be representing anything special...?
- 00:40:250 (1) - Should probably map this like 00:37:507 (7,1) - (with a stack). The vocal starts kinda late and missing the downbeat is a big meh. ok
- 00:44:278 (5) - Another big meh that the downbeat is kinda just in the middle of the combo, and then on a Sliderend as well for me. How about https://puu.sh/BNBAd/8f81a65af7.png ? Fixed, I guess
- 00:53:964 (1) - Should probably let this start on the downbeat after it, as it spins for the sound, not the vocals (As it also stops on a beat/sound, not vocal).
- I dont feel like Sliders like 01:08:878 (1) - (every of their kind, there are a few) work due to them starting on a different thing than they end on, as well as having the downbeat on their repeat. Patterns like 01:10:250 (4,1) - work much better, could combine them with Circles or whatever as well. Those examples are completely different rhythm-wise, so I'll keep it. Even if they were similar, I'd still say no due to the fact that they follow a held synth.
- 01:42:135 (3,4,5,6) - 01:47:621 (3,4,5,6) - Why not like 01:36:650 (3,4,5,6) - ? Kinda skipping the beat on (5)'s tail 1. variation 2. there is nothing on the downbeat besides a tiny hi-hat. I did follow the main beat lol
ty uwu
http://puu.sh/BNUcD/71a0d143b5.osu
Yauxo

Stingy wrote:

- I really dislike the stacking patterns around 00:26:535 (1). Thing is, as long as they sit on something special (odd vocals, stop-n-go like sounds, drop) then it'd be fine to do it once in a while, but with this section specifically, you have 10-12 objects being stacked in a 9sec timeframe. In my eyes, 00:27:392 (2,3) - 00:32:021 (1,2) - seem fine, but anything else should be mapped in a normal manner. It basically comes down to "if you do too many special things, then nothing is special anymore". They're not supposed to be representing anything special...?
If they're not supposed to be special, then that's probably even more of a reason to unstack them. The movement you have is very stop-n-go, which is a "special" thing to do - especially 10-12 times after another without any greater reason
beaw

Yauxo wrote:

Stingy wrote:

- I really dislike the stacking patterns around 00:26:535 (1). Thing is, as long as they sit on something special (odd vocals, stop-n-go like sounds, drop) then it'd be fine to do it once in a while, but with this section specifically, you have 10-12 objects being stacked in a 9sec timeframe. In my eyes, 00:27:392 (2,3) - 00:32:021 (1,2) - seem fine, but anything else should be mapped in a normal manner. It basically comes down to "if you do too many special things, then nothing is special anymore". They're not supposed to be representing anything special...?


If they're not supposed to be special, then that's probably even more of a reason to unstack them. The movement you have is very stop-n-go, which is a "special" thing to do - especially 10-12 times after another without any greater reason

Stingy - Mod Response ft. Yauxo (Tv Size) “stop-and-go” movement isn’t important to me (I don’t believe in it, basically) and I don’t see why it needs to be changed.

Stingy - Mod Response ft. Yauxo (Extended Ver.) I don’t consider movement to be a make-or-break factor in every map and I seem to be doing just fine while believing so.
If you’re going to refuse moving the map forward because of this, then I will remap the whole section according to what you want. I don’t want to be the reason for a map being stuck in the ranking process (I know how that feels). If my mapping choice is not a hindrance, however, I will keep it.
I hope we can come to an agreement of some sort because ya boi Reform has waited long enough uwu;
Kergio

Yauxo wrote:

Modding v1 Pog

// Kergio
The following few dont really need a Nc as their follow up mostly plays the same thing, but without the Nc; So unless this is some sort of very special thing to you, please consider changing them
- 00:37:335 (1) -
- 00:40:078 (1) -


Don't see anything really wrong with it, so I think it's fine the way it is
Dafiely
01:00:650 (5,6) - rip stack i guess (Uprising)

Hitsounding at kiai parts is really not ok. The song at kiais is too loud and hence all objects which dont have kicks / drums /whatever similiar dont provide any feedback at all
Additionaly, your hitsounds sound pretty similiar to the song's samples but yours is like a way quieter (eg 01:14:192 (5) - 01:14:364 (1) - 2 different sounds in the song which sound stronger than yours hitsounds ) so they dont provide any feedback
01:27:050 (1,2,3,4,1,2,3,4) - Here is no difference in how this moment sounds with 100% effect volume and with 0% (talking about this https://i.imgur.com/TEhSMHf.png )
01:28:421 (1,2,3,4,5,6,7,8) - same here, this stream doesnt provide you any feedback (btw this one 01:05:792 (3,4,5,6,7,8,9,10) - is fine)
According to Ranking Criteria rules: "Hit sounds must be audible. Their purpose is to provide feedback, so hit sounds with extremely low volume or samples that blend with a song’s samples are unacceptable."

First of all I'd suggest to buff HS volume at kiais up to ~90% so players at least will hear objects which are not hitsounded
Secondly I highly HIGHLY recommend you to avoid keysounding and use different custom hitsounds (soft hit clap could be replaced with this one https://drive.google.com/file/d/1NTAd0xRaLKOFvkhNM4CIZ0BuDCMWirQO/view?usp=drivesdk
And drums hitnormal with this https://drive.google.com/file/d/1mEIGtPs4KfADuMnJqYAazyG8Movhn_XD/view?usp=drivesdk)
These customs provides feedback as they sound definitely differnt than song's samples
You can buff HS volume here as well 00:56:878 - up to ~70%
squirrelpascals
modding v1 😩💦
(bold mods = unrankable)

General
- "rocket league" shouldn't be in tags because it's already in the source field
- also why is kujinn in the tags? Unless they contributed in some way (which should prolly be in the description) they should be removed
- 02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so you should still cut it to trim the file size
- 00:23:964 - 00:34:935 - For all diffs except Stingys: I'd highly recommend adding more hitsounding for this section because the object density raises a lot, so using the same hitsounding as the intro is very minimal.
- soft-hitwhistle.wav has too long of a fade in which means it's delayed and unrankable. I cropped it for you to be rankable: https://puu.sh/C3cSJ/830154e593.wav

do you have a metadata source?

Uprising
- AR9 feels more reasonable for this
- 00:15:050 (4) - Looks like you should nc this instead of 00:15:392 (1) - , you usually group these two 00:16:421 (1,2) - into a combo but not here
- 00:35:450 (2,3,4) - Putting a triple sound like youre overmapping. Even if the drums start fading in here they're super quiet and the player wont be able to hear them yet
- 00:59:364 - Youre usually super good about mapping to these drums, so it feels unfitting to skip this strong one here. I see how you want to simplify the rhythm though. Try a 1/4 repeat?
- If you do the above change this one 01:04:764 (5) - as well
- 01:06:821 (1,2,1,2) - Feels very overmapped. There's mostly heavy exaggeration on the 1/1 rhythms of the song, so the 1/4 object density doesn't feel warranted. Not to mention the jumps overexaggerate the songs intensity. Definitely use a simpler rhythm choice.
- 01:10:935 (2) - Looks like it should stack on 01:12:307 (4) - ? Makes it better structured with 01:11:278 (4) -

Kerigo Insane
- 00:35:878 (4) - Sounds overmapped, there's no clear note here in the music, the triple is too intense for the quiet section imo
- 01:18:650 (2,2,4) - Use more visual spacing here? This pattern feels very condensed atm https://imgur-archive.ppy.sh/VfF2VAz.png
- 01:21:050 (4,2,4,6) - Same as above. I think these patterns can be more strongly structured by using overlaps and even visualing spacing through the pattern as well
- 01:40:592 (5,1) - 01:46:078 (5,1) - Spacing feels pretty big here, try reducing it?

Stingy hard!
- 00:23:278 (4,1) - spacing is like super super big here. definitely reduce it
- 00:32:021 (1,2) - This can be confusing for hard players because you overlap objects with different gaps in the timeline. Highly recommend spacing this: 00:32:021 (1,2) -
- 00:34:935 - The hitsounding from here to the break doesn't have much of a pattern. The pattern you tried to hitsound to doesn't allign with how you mapped in this section. Rehitsound this to be simpler imo
- 00:37:678 (1) - This reverse slider is pretty confusing in gameplay because the reverse arrow
doesn't land on a strong beat. the vocal happens before it and theres a drum that happens after it 00:38:278 - . Redo the rhythm he re?
- 00:41:792 - Vocal + cymbal makes this a pretty significant beat, but its on a slidertail. Highly -recommend making it clickable
- 01:28:421 (1,2) - You should overlap these or make them 1/4 of a beat smaller, so hard players don't have to jump to the next slider to quickly. Can cause some mean sliderbreaks
- 01:42:992 (6) - You used the wrong sliderslide lol

orange Normal
- 00:25:335 (4,5,1,2,3) - The 1/1 rhythm here doens't fit in with how map to the vocals at 00:23:964 (1,2,3) - and after 00:28:764 - . I see how it can be mapped to the guitar but it feels randomly done
- 00:53:450 (5,6,1) - The flow between these three is pretty jagged. Would be better to use smoother flow since beginners are still learning to aim. Consider rotating this clockwise to fix it. https://imgur-archive.ppy.sh/FXNT1Bj.jpg
- 01:11:278 (2,3,4,5,6,1) - 01:11:278 (2,3,4,5,6,1) -this is a pretty long chain of 1/2 beat seperated objects. Consider breaking it up a little?
- 01:23:621 - pretty strong melody + drum note you skip over, would be nice to recognize it somehow. Possible solution: https://imgur-archive.ppy.sh/oYByKxp.jpg
- 01:27:735 - There should definitely be something here. This note is just as strong as both notes on 01:27:735 - and is part of the same phrase of the music as all of 01:27:392 (2,3,4) -
-01:34:507 (5) - 01:39:992 (5) - 01:50:964 (5) - the song doesn't use 3/4 rhythm in these places, so this is inaccurate to the music. Using a rhythm choice with 1/1 or 1/2 emphasis would be more appropriate to properly follow melody / drums
-01:42:135 (3,5) - These shouldn't be spaced so visually close together, its really confusing to the player since this 01:42:478 (4) - is actually the next note. Maybe put 5 to the left of 4.
- Same thing for 01:44:878 (3,5) - as above. put 5 ot the right of 4?

Easy
- 00:12:992 - Up until the next bookmark there's no hitsounding at all. Hitsound it for it to be rankable
- 00:28:078 (2,3,1) - starting here, this rhythm choice gets super repetitive. To make things more interesting maybe use an alternative rhythm like 00:23:964 (1,2) - every once in a while
- During the first kiai section you recycle this same rhythm choice 01:07:850 (1,2,3,4) - a lot of the time. You should find another rhythm that goes well with the music and use it as rhythm variety. Similar to above gameplay just gets super repetitive
- 01:51:392 (5) - Remove the 1/2 slider. Even tho its the end of the map you haven't used one before so it'll throw the player off


k call me back! c:
_orange

squirrelpascals wrote:

orange Normal
- 00:25:335 (4,5,1,2,3) - The 1/1 rhythm here doens't fit in with how map to the vocals at 00:23:964 (1,2,3) - and after 00:28:764 - . I see how it can be mapped to the guitar but it feels randomly done okay fixed
- 00:53:450 (5,6,1) - The flow between these three is pretty jagged. Would be better to use smoother flow since beginners are still learning to aim. Consider rotating this clockwise to fix it. https://imgur-archive.ppy.sh/FXNT1Bj.jpg changed it a bit, should be better nowr
- 01:11:278 (2,3,4,5,6,1) - 01:11:278 (2,3,4,5,6,1) -this is a pretty long chain of 1/2 beat seperated objects. Consider breaking it up a little? don't really agree, it's the kiai so i think the rhythm more dense then before
- 01:23:621 - pretty strong melody + drum note you skip over, would be nice to recognize it somehow. Possible solution: https://imgur-archive.ppy.sh/oYByKxp.jpg fixed
- 01:27:735 - There should definitely be something here. This note is just as strong as both notes on 01:27:735 - and is part of the same phrase of the music as all of 01:27:392 (2,3,4) - the reason i didnt map that was because there's a synth on 01:27:907 (3) - which makes it more important
-01:34:507 (5) - 01:39:992 (5) - 01:50:964 (5) - the song doesn't use 3/4 rhythm in these places, so this is inaccurate to the music. Using a rhythm choice with 1/1 or 1/2 emphasis would be more appropriate to properly follow melody / drums changed the rhythm
-01:42:135 (3,5) - These shouldn't be spaced so visually close together, its really confusing to the player since this 01:42:478 (4) - is actually the next note. Maybe put 5 to the left of 4. done
- Same thing for 01:44:878 (3,5) - as above. put 5 ot the right of 4? ^
thank you very much

UPDATE
beaw

squirrelpascals wrote:

modding v1 😩💦
Stingy hard!
- 00:23:278 (4,1) - spacing is like super super big here. definitely reduce it literally flipped that entire section up to the break ,w,
- 00:32:021 (1,2) - This can be confusing for hard players because you overlap objects with different gaps in the timeline. Highly recommend spacing this: 00:32:021 (1,2) - moved 00:31:850 (8,1) - to the left slide of the slider to create a somewhat accidentally phallic pattern ;w;
- 00:34:935 - The hitsounding from here to the break doesn't have much of a pattern. The pattern you tried to hitsound to doesn't allign with how you mapped in this section. Rehitsound this to be simpler imo talked ingame! Thanks!
- 00:37:678 (1) - This reverse slider is pretty confusing in gameplay because the reverse arrowdoesn't land on a strong beat. the vocal happens before it and theres a drum that happens after it 00:38:278 - . Redo the rhythm he re? discussed ingame too >.>
- 00:41:792 - Vocal + cymbal makes this a pretty significant beat, but its on a slidertail. Highly -recommend making it clickable fixed!
- 01:28:421 (1,2) - You should overlap these or make them 1/4 of a beat smaller, so hard players don't have to jump to the next slider to quickly. Can cause some mean sliderbreaks made them 1/4 smaller!
- 01:42:992 (6) - You used the wrong sliderslide lol oh crap xD
k call me back! c:
http://puu.sh/C46er/ee8c880e49.osu
Topic Starter
Kujinn
@dafiely, made suggested hitsound changes

squirrelpascals wrote:

modding v1 😩💦
(bold mods = unrankable)

General
- "rocket league" shouldn't be in tags because it's already in the source field removed
- also why is kujinn in the tags? Unless they contributed in some way (which should prolly be in the description) they should be removed Kujinn is my old username and cause I have maps in ranked section with that name I put it in tags
- 02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so you should still cut it to trim the file size
- 00:23:964 - 00:34:935 - For all diffs except Stingys: I'd highly recommend adding more hitsounding for this section because the object density raises a lot, so using the same hitsounding as the intro is very minimal. done
- soft-hitwhistle.wav has too long of a fade in which means it's delayed and unrankable. I cropped it for you to be rankable: https://puu.sh/C3cSJ/830154e593.wav added

do you have a metadata source? Here

Uprising
- AR9 feels more reasonable for this ok
- 00:15:050 (4) - Looks like you should nc this instead of 00:15:392 (1) - , you usually group these two 00:16:421 (1,2) - into a combo but not here sure
- 00:35:450 (2,3,4) - Putting a triple sound like youre overmapping. Even if the drums start fading in here they're super quiet and the player wont be able to hear them yet removed
- 00:59:364 - Youre usually super good about mapping to these drums, so it feels unfitting to skip this strong one here. I see how you want to simplify the rhythm though. Try a 1/4 repeat? added and hs'ed
- If you do the above change this one 01:04:764 (5) - as well ^
- 01:06:821 (1,2,1,2) - Feels very overmapped. There's mostly heavy exaggeration on the 1/1 rhythms of the song, so the 1/4 object density doesn't feel warranted. Not to mention the jumps overexaggerate the songs intensity. Definitely use a simpler rhythm choice. simplified
- 01:10:935 (2) - Looks like it should stack on 01:12:307 (4) - ? Makes it better structured with 01:11:278 (4) - yup


Easy
- 00:12:992 - Up until the next bookmark there's no hitsounding at all. Hitsound it for it to be rankable hitsounded
- 00:28:078 (2,3,1) - starting here, this rhythm choice gets super repetitive. To make things more interesting maybe use an alternative rhythm like 00:23:964 (1,2) - every once in a while changed
- During the first kiai section you recycle this same rhythm choice 01:07:850 (1,2,3,4) - a lot of the time. You should find another rhythm that goes well with the music and use it as rhythm variety. Similar to above gameplay just gets super repetitive changed
- 01:51:392 (5) - Remove the 1/2 slider. Even tho its the end of the map you haven't used one before so it'll throw the player off yup


k call me back! c:
Thanks!
Kergio

squirrelpascals wrote:

modding v1 😩💦

Kerigo Insane
- 00:35:878 (4) - Sounds overmapped, there's no clear note here in the music, the triple is too intense for the quiet section imo. There is a clear sound there, and I think the intensity is fine for the build up section
- 01:18:650 (2,2,4) - Use more visual spacing here? This pattern feels very condensed atm https://imgur-archive.ppy.sh/VfF2VAz.png Ok
- 01:21:050 (4,2,4,6) - Same as above. I think these patterns can be more strongly structured by using overlaps and even visualing spacing through the pattern as well Alright
- 01:40:592 (5,1) - 01:46:078 (5,1) - Spacing feels pretty big here, try reducing it? Reduced spacing
thanks

Update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 67764
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 34935,56878,89792,111735
DistanceSpacing: 1.5
BeatDivisor: 8
GridSize: 4
TimelineZoom: 2.2

[Metadata]
Title:Outbreak (feat. MYLK)
TitleUnicode:Outbreak (feat. MYLK)
Artist:Feint
ArtistUnicode:Feint
Creator:Reform
Version:Kergio's Insane
Source:Rocket League
Tags:kujinn kergio _orange stingy monstercat monster cat drum and n bass dnb electro dubstep rocket league
BeatmapID:1434114
BeatmapSetID:672530

[Difficulty]
HPDrainRate:6
CircleSize:4.2
OverallDifficulty:7.8
ApproachRate:9
SliderMultiplier:1.7
SliderTickRate:1

[Events]
//Background and Video events
0,0,"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]
650,342.857142857143,4,2,1,50,1,0
12992,-200,4,2,1,20,0,0
23964,-133.333333333333,4,2,1,30,0,0
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87050,-90.9090909090909,4,2,1,35,0,0
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90135,-83.3333333333333,4,2,1,50,0,1
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Combo2 : 132,217,191
Combo3 : 36,169,213
Combo4 : 205,54,54

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squirrelpascals
Bold = unrankable again

- Tags conflict with Easy diff, Stingy diff, and _orange diff. Make sure they're consistent across every diff.

- Something that you might have forgotten to respond to:
02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so it'd be nice to cut it to trim the file size

- There's still no hitsounding at the beginning of the Easy diff.[/b] If you copied hitsounds over to this diff after making adjustments you might have overwritten it my accident.

- Also there's unused hitsounds now: drum-hitnormal2.wav soft-hitclap2.wav I'm pretty sure these were from Stingy's old hitsounding that you may have overwritten as well.

- Also, sorry for not mentioning this earlier but with both music and effect volume at 100% the soft-hitwhistle is pretty hard to hear in the song. I amplified it a bit for you so it's easier to hear and I recommend you use it, it's the same thing but louder :p https://puu.sh/C4Is9/1d5f453f7e.wav


Let me know when you make all these changes :3c


(Also is it just me but did you change the drum-hitnormal from a kick to a snare? It's okay but it threw me off at first lol)
Topic Starter
Kujinn

squirrelpascals wrote:

Bold = unrankable again

- Tags conflict with Easy diff, Stingy diff, and _orange diff. Make sure they're consistent across every diff. fixed

- Something that you might have forgotten to respond to:
02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so it'd be nice to cut it to trim the file size done

- There's still no hitsounding at the beginning of the Easy diff.[/b] If you copied hitsounds over to this diff after making adjustments you might have overwritten it my accident. yeah, thats exactly what happened lol

- Also there's unused hitsounds now: drum-hitnormal2.wav soft-hitclap2.wav I'm pretty sure these were from Stingy's old hitsounding that you may have overwritten as well. got rid of em

- Also, sorry for not mentioning this earlier but with both music and effect volume at 100% the soft-hitwhistle is pretty hard to hear in the song. I amplified it a bit for you so it's easier to hear and I recommend you use it, it's the same thing but louder :p https://puu.sh/C4Is9/1d5f453f7e.wav thanks!


Let me know when you make all these changes :3c


(Also is it just me but did you change the drum-hitnormal from a kick to a snare? It's okay but it threw me off at first lol)
yeah, from previous mod, suggested to make changes to hitsounds cause old ones were quite inaudible when playing when with high volume


Thanks!
squirrelpascals
Hello world!
NeilPerry
We did IRC
zz
23:10 NeilPerry: bro
23:10 NeilPerry: 00:45:972 -
23:11 NeilPerry: guess this section should be louder than 45% volume
23:11 NeilPerry: 00:45:972 -
23:11 *NeilPerry is editing [https://osu.ppy.sh/b/1469645 Feint - Outbreak (feat. MYLK) [Uprising]]
23:11 NeilPerry: too high sontrast with 00:56:943 -
23:13 NeilPerry: 60 fits pretty well
23:14 Reform: yep, thats what I changed it to :D
23:14 NeilPerry: 01:06:543 (1) -
23:14 *NeilPerry is editing [https://osu.ppy.sh/b/1434114 Feint - Outbreak (feat. MYLK) [Kergio's Insane]]
23:14 NeilPerry: reverse out of proper feedback
23:15 NeilPerry: should be followed with hitsounds
23:16 Reform: yep
23:19 *NeilPerry is editing [https://osu.ppy.sh/b/1469644 Feint - Outbreak (feat. MYLK) [Stingy's Hard]]
23:19 NeilPerry: 01:28:743 -
23:19 NeilPerry: 01:29:086 -
23:20 NeilPerry: is it really should be undermapped in that case?
23:20 NeilPerry: sounds really awkward
23:21 Reform: I agree, maybe he thought about playability, but I think it should still be playable
23:22 NeilPerry: ye close placed 1\4 should fit to his overall concept
23:22 NeilPerry: not so stressfull tbh
23:22 *NeilPerry is editing [https://osu.ppy.sh/b/1433790 Feint - Outbreak (feat. MYLK) [_orange's Normal]]
23:23 NeilPerry: 00:44:257 (3) - skipping this note will create more sense on vocal tbh
23:24 Reform: isn't there a vocal on that note though
23:25 NeilPerry: uh problem cuz of next blue tick has same vocal value
23:25 NeilPerry: as what i mentioned
23:26 Reform: makes sense, removed
23:26 *NeilPerry is editing [https://osu.ppy.sh/b/1423971 Feint - Outbreak (feat. MYLK) [Easy]]
23:26 NeilPerry: 00:22:657 (1) - nc seems inconsistence
23:26 NeilPerry: 00:18:543 (1,2) - in case of
23:27 Reform: removed nc
23:28 NeilPerry: add volume control for easy diff?
23:29 Reform: I just did xD I forgot to copy paste it back when fixing timing
23:31 NeilPerry: other stuff seems fine to me
23:31 NeilPerry: i can rebub
23:31 NeilPerry: poke when i can recheck
23:31 Reform: aight, I'll upload then
23:32 Reform: ok uploaded ~
23:33 NeilPerry: top diff 60 instead of 65 volume stuff which i mentioned
23:34 NeilPerry: seems not consistence to other diffs lol
23:34 NeilPerry: same for hard
23:34 NeilPerry: guess you can follow same volume concept on it
23:37 Reform: shouldn't hard be 40%? it has a break on where other diffs used 60
23:37 Reform: and would keep conistency if 40% on where it uses 60
23:37 NeilPerry: i meant use same volumes on hard
23:38 NeilPerry: for example rising for this part 00:24:029 -
23:38 NeilPerry: etc
23:43 NeilPerry: oh i meanty
23:44 NeilPerry: 00:34:829 -
23:44 NeilPerry: for this part
23:44 Reform: done and uploaded ~
23:45 NeilPerry: ya seems fine
NeilPerry
Look it's Kujinn's reform lmao
Trynna
i love v1 nominations
NeilPerry
haha some meme stuff
Mordred
#bringbackiconposts
hypercyte

Mordred wrote:

#bringbackiconposts
Kuron-kun
Hello.
stq
Hello.
Topic Starter
Kujinn
Hello.
Sotarks
Hello.
Yuii-
I would strongly suggest you delete the Easy difficulty as it ignores the song really hard. Maybe you can buff it with a couple of 1/2s somehow and rename it to Normal why renaming the current 'Normal' to Advanced.

Most noticeable rhythm problem begins on 00:56:943 - where the rhythm should start progressively increasing with a couple of 1/2 rhythms here and there and then implement more creative variations towards the end on the song 01:29:857 - . In my opinion _orange does this very good, and the Easy pretty much ignores the song after the timestamp I mentioned.
Izzywing
I particularly don't like how the easy completely ignores the song's melody in the second kiai and just continues mapping 1/1 spam. I think you can use 3/4 gaps at least and still follow the song, while it may be an easy new players still listen to the music and should easily grasp the song's rhythm
Kuron-kun
Following Yuii's and Hobbes' suggestions, basically Normal is being way too complex compared to Easy, as it's following the melody with 1/4 and 1/2s but easiest difficulty is basically a lot of 1/1s that don't really sound or play as interesting as if they were a bit more complex.

Stuff like 01:29:857 (1,2) - could easily be improved to https://ninkeron.s-ul.eu/PWlaKxj8.png or things similar! This should work for almost everything in Kiai 2. For Kiai 1 you can easily focus more on red beats instead of basic 1/1s.

i'll miss v1 discussions
Yuii-
Disqualified on request to address pending issues
Annabel
yuii is cute
Topic Starter
Kujinn
Thanks for suggestions, I tried to improve rhythm in Easy but find that none of them work well enough for an easy diff. I think it's just better to just remove the diff altogether. I think _orange's normal does well when portraying the music and is fine as lowest diff.

Thanks again!
shardex
never seen as many bns in 1 place
pregnant woman
Im gay
Topic Starter
Kujinn
same dude
Shunao
same
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