1. osu! forums
  2. Beatmaps
  3. Ranked/Approved Beatmaps
show more
posted
cup
01:04:906 (7,1) - reduce distance? a bit too much IMO. Same for 01:11:392 (4,1) -

salad
01:36:528 (6,1) - reduce distance to 2,5x as you were using that distance for 1/2 jumps before (it's also really harsh). same for 01:53:757 (4,1) - 01:57:001 (7,1) - and the like.
01:47:068 (5) - move one tick back? (to 01:46:967 - ) since you were following the vocal chants until now.

platter
01:47:068 (5) - move one tick back (to 01:46:967 - ) same as salad
02:02:068 (1,2) - reduce distance? pretty harsh and could lead to unfair misses right at the end.

rain
00:37:440 (6,7,8,1) - pretty weird movement here, since you've gotta stop to catch the first 3 notes and then hyperdash to the same direction you were moving before stopping. would suggest to rotate the whole 00:37:338 (5,6,7,8) - by -20° and replace on the same x coordinates on which it was before, but it's just a matter of choice mostly.
00:59:230 (2,1,2,3) - wowee, pretty weird antiflow right here. just a comment, not sure on how to fix it so that it flows better, but right now the direction change could be a bit too harsh, even for a rain.
01:08:555 (1,2,3,4,1,2) - please move 01:08:960 (1,2) - to the left side of the screen, since rain players still don't know how to play these patterns properly and will more than surely overshoot 01:08:757 (3,4) - because they'll try to keep on moving to the right instead of stopping to catch these two and then moving to the right again to catch 01:08:960 (1,2) - .
01:11:392 (5,6,7,8,1,2) - same as above.
01:15:041 (1,2,3,4,1,2) - again for these, gonna stop pointing them out.
01:10:987 (1,2,3,4) - I believe, having enough experience with these kinds of patterns myself already, that most players will try and stand in the middle of these in an attempt to catch everything properly instead of streaming with their fingers to move under every single object in time like it's supposed to be played. ctrl+g'ing 01:11:190 (3,4) - solves the issue easily but it's up to you.
01:17:474 (1,2,3,4) - same for these if you change the aforementioned quadruplet.

turii
01:32:575 (2,3,4) - perhaps you can make this stream 1/6 instead of 1/4? the piano sounds are clearly 1/6.


shouldn't all diffs' spinners finish 02:05:514 - here? that's a way better place to finish them at since the chants stop there and there is really nothing that stands out 02:06:933 - here tbh.

call me back, good song.
posted

Hareimu wrote:

cup
01:04:906 (7,1) - reduce distance? a bit too much IMO. Same for 01:11:392 (4,1) - Fixed differently.

salad
01:36:528 (6,1) - reduce distance to 2,5x as you were using that distance for 1/2 jumps before (it's also really harsh). same for 01:53:757 (4,1) - 01:57:001 (7,1) - and the like.Done
01:47:068 (5) - move one tick back? (to 01:46:967 - ) since you were following the vocal chants until now. No it's not the same, if you hear at 25% playback rate the voice is closer to 1/1 here. We discussed with Ascendance about it, and agreed that it should be 1/1.

platter
01:47:068 (5) - move one tick back (to 01:46:967 - ) same as salad same thing, since we agreed for the salad then it's the same for the platter
02:02:068 (1,2) - reduce distance? pretty harsh and could lead to unfair misses right at the end.Sure

rain
00:37:440 (6,7,8,1) - pretty weird movement here, since you've gotta stop to catch the first 3 notes and then hyperdash to the same direction you were moving before stopping. would suggest to rotate the whole 00:37:338 (5,6,7,8) - by -20° and replace on the same x coordinates on which it was before, but it's just a matter of choice mostly.It's what I wanted to do because the violon suggest it.
00:59:230 (2,1,2,3) - wowee, pretty weird antiflow right here. just a comment, not sure on how to fix it so that it flows better, but right now the direction change could be a bit too harsh, even for a rain.managed to flip the curve, it's way better now.
01:08:555 (1,2,3,4,1,2) - please move 01:08:960 (1,2) - to the left side of the screen, since rain players still don't know how to play these patterns properly and will more than surely overshoot 01:08:757 (3,4) - because they'll try to keep on moving to the right instead of stopping to catch these two and then moving to the right again to catch 01:08:960 (1,2) - .I asked a lot of testplay from typical Rain players and they managed to play it easily thanks to the low BPM. I wanted the rain to be more technical for a better Platter-Rain-Overdose spread: if i remove these pattern, the gap between Rain and Overdose will be too huge.
01:11:392 (5,6,7,8,1,2) - same as above. ^
01:15:041 (1,2,3,4,1,2) - again for these, gonna stop pointing them out. ^
01:10:987 (1,2,3,4) - I believe, having enough experience with these kinds of patterns myself already, that most players will try and stand in the middle of these in an attempt to catch everything properly instead of streaming with their fingers to move under every single object in time like it's supposed to be played. ctrl+g'ing 01:11:190 (3,4) - solves the issue easily but it's up to you. The music clearly suggest a left-right movement here so player will tend to at least move a bit which is enough to catch them.
01:17:474 (1,2,3,4) - same for these if you change the aforementioned quadruplet.I will aplly it for this one because it's different and way softer than the other one.

turii
01:32:575 (2,3,4) - perhaps you can make this stream 1/6 instead of 1/4? the piano sounds are clearly 1/6.sure


shouldn't all diffs' spinners finish 02:05:514 - here? that's a way better place to finish them at since the chants stop there and there is really nothing that stands out 02:06:933 - here tbh. fixed

call me back, good song.
Thank you very much ! :D
posted
17:09 Kyuare: :okhand:
17:09 Kyuare: irc is easier for both of us so yea
17:09 Hareimu: sure
17:09 Hareimu: lemme test all diffs
17:13 Hareimu: 01:04:906 (7,1) - these are still kinda harsh
17:13 Hareimu: (cup)
17:13 Hareimu: 01:11:392 (4,1) - same
17:14 Kyuare: oh still harsh ? i tryed to reduce the triplet size but lemme nerf the jump aswell
17:14 Hareimu: the triplet size wasn't the issue
17:14 Hareimu: the jump was
17:15 Kyuare: yep kk nerfed the jump from 1.70x to 1.60x
17:16 Hareimu: I guess I can skip salad and platter since the suggestions weren't really that much of an issue
17:16 Kyuare: sure
17:21 Hareimu: 02:02:879 (5,6) - x:390?
17:21 Hareimu: same reasoning as in platter, could lead to unfair shitmisses
17:23 Kyuare: sure
17:23 Hareimu: 01:02:068 (1,2,3) - perhaps make the sliders from this pattern completely vertical?
17:24 Hareimu: 01:01:257 (1,2,3,4,5,6,7,8) - coming from these patterns that require precise movement, the direction 01:02:068 (1) - is tilted at is pretty overkill
17:24 Kyuare: will ruin the design :( I want the map to be really technical
17:24 Hareimu: (as in, the slider's droplet placement is nigh guaranteed to be missed)
17:25 Kyuare: i can tilt it on the other side
17:25 Hareimu: that could work
17:26 Hareimu: 01:18:690 (5,6,7,8) - not sure what to think of these
17:26 Hareimu: but I'll leave them slider
17:26 Hareimu: slide*
17:31 Kyuare: i can nerf it a bit
17:31 Hareimu: not necessary
17:31 Hareimu: but your choice
17:32 Hareimu: if you decide to leave it like that I can simply go and qualify it
17:32 Kyuare: alright, i'll recheck every diffs to be sure i didn't forget something
17:33 Hareimu: okiedokie
17:33 Hareimu: tell me when you're done
17:45 Kyuare: alright i just added 2 notes that missed on the turii diff
17:45 Kyuare: 00:27:913 (3) - and 01:34:298 (3) -
17:46 Hareimu: ok
17:46 Hareimu: everything ready?
17:46 Kyuare: yep !
17:47 Hareimu: qualifying


qualified!
posted
I don't think using tick rate 2 is a good idea for this set, lots of 1/3 at the start isn't the appropriate snap for that + the majority of sliders are 3/4, which would be better to not have an extra slider tick on
posted

Sinnoh wrote:

I don't think using tick rate 2 is a good idea for this set, lots of 1/3 at the start isn't the appropriate snap for that + the majority of sliders are 3/4, which would be better to not have an extra slider tick on
But on the contrary we also have a lot of really long sliders which sounds better with tick rate 2. 3/4 sliders definitely have something on the red tick highlightable by a juice drop: 00:55:582 (1,2) - etc, that's why I prefer to use tick rate 2
posted
anyways

Platter
It seems there's quite a few hyperdash into antiflows, these need to be changed
01:06:731 (11,1) -
01:11:798 (1,2) -
01:13:419 (1,2) -

01:21:020 (4,5,1) - The high snap dash into antiflow is really challenging to play, it would make more sense to either use lower note density or change how flow works here to change direction
01:47:271 (6,1) - This dash is pretty large, a small nerf would be appreciated
posted
Tick Rate 1 works fine for both 1/2 and 1/3 rhythms, so it'd usually be the best option in such cases. If there are any especial sounds on either that you want to emphasise (which imo, there really aren't in places such as 00:19:906 (1,3,1) - 00:28:014 (1,2,3) - etc.), you could easily do so (on later difficulties at least) by adding a circle/slider/tail instead.

That being said, the hyperdashes mentioned by Sinnoh in Platter do need to be fixed. The latter two points are not as crucial, but I would still be in favour of changing them at this time.

Some additional things to consider:

Salad:
  1. 00:50:514 (6,1) - 01:09:974 (8,1) - This dash distance is confusing since it's considerably smaller than your normal 1/2 spacing (~2.5x DS) and might appear walkable
  2. 01:08:555 (1,2,3,4) - 01:15:040 (1,2,3,4) - These are clear triples so not sure why you mapped them as doubles leaving the equally important third sound unmapped


Platter:
  1. 01:51:325 (4,5) - 01:57:811 (4,5) - Not sure why you mapped these as 3/4 sliders but not 01:53:960 (1,2) - 02:00:446 (1,2) - given they have similarly stressed vocal sounds on the tails


Rain:
  1. 01:08:656 (2,3,4,1) - 01:15:142 (2,3,4,1) - Hugely unexpected and quite uncomfortable to throw tap hyperdash patterns in here with no prior warning. Making (3,4) a more flowing horizontal doublet, or moving 01:08:960 (1,2) - to the left/right side respectively for an alternating pattern would play much better
  2. 01:11:595 (7,8) - Same applies here kinda, though I don't know why (7) even has a hyper since it's rather weak. A flowing regular dash would be more fitting, e.g. (7) at x:184 or so
  3. 01:18:081 (7,1) - Hyper here would really help to emphasise the kiai end


Turii:
  1. 01:52:339 (1,2,3) - 01:58:825 (1,2,3) - Nothing significant supports the 1/4 hyper to (2) here, and personally I wouldn't even have mapped it at all. At any rate, (3) is very close to the screen border in each case at only 9px distance, which is not recommended. If you can reduce the chance of border collisions in this otherwise calm section, players don't run the risk of an annoying flowbreak so close to the end of the map
posted
Please keep tick rate 2
posted
I also agree with Kyuare that there're lots of long sliders which feels much better with tick rate 2, and 1/3 still works with one extra slider-ticks that's very close to the upcoming slider-ends at play-wise or whatever.

btw 01:24:365 (5) - clap should be on slider-head not tail so please fix it :D
posted

Sinnoh wrote:

anyways

Platter
It seems there's quite a few hyperdash into antiflows, these need to be changed fixed
01:06:731 (11,1) -
01:11:798 (1,2) -
01:13:419 (1,2) -

01:21:020 (4,5,1) - The high snap dash into antiflow is really challenging to play, it would make more sense to either use lower note density or change how flow works here to change direction nerfed from 2.70 to 2.50
01:47:271 (6,1) - This dash is pretty large, a small nerf would be appreciated alright reduced by ~0.10

JBHyperion wrote:

Tick Rate 1 works fine for both 1/2 and 1/3 rhythms, so it'd usually be the best option in such cases. If there are any especial sounds on either that you want to emphasise (which imo, there really aren't in places such as 00:19:906 (1,3,1) - 00:28:014 (1,2,3) - etc.), you could easily do so (on later difficulties at least) by adding a circle/slider/tail instead. Well I still prefer Tick Rate 2 because of long sliders, sorry.

That being said, the hyperdashes mentioned by Sinnoh in Platter do need to be fixed. The latter two points are not as crucial, but I would still be in favour of changing them at this time.

Some additional things to consider:

Salad:
  1. 00:50:514 (6,1) - 01:09:974 (8,1) - This dash distance is confusing since it's considerably smaller than your normal 1/2 spacing (~2.5x DS) and might appear walkable fixed
  2. 01:08:555 (1,2,3,4) - 01:15:040 (1,2,3,4) - These are clear triples so not sure why you mapped them as doubles leaving the equally important third sound unmapped added 1 more fruit


Platter:
  1. 01:51:325 (4,5) - 01:57:811 (4,5) - Not sure why you mapped these as 3/4 sliders but not 01:53:960 (1,2) - 02:00:446 (1,2) - given they have similarly stressed vocal sounds on the tails they are different, 01:51:325 (4,5) - are more in serious tones and fast while 01:53:960 (1,2) - are slower and more acute. I think it's a good opportunity to mark a difference here between salad and rain.


Rain:
  1. 01:08:656 (2,3,4,1) - 01:15:142 (2,3,4,1) - Hugely unexpected and quite uncomfortable to throw tap hyperdash patterns in here with no prior warning. Making (3,4) a more flowing horizontal doublet, or moving 01:08:960 (1,2) - to the left/right side respectively for an alternating pattern would play much better I can nerf it by bending the middle doublet a bit more but i really want to keep this pattern for a better Platter-Overdose spread, I also asked a lot of testplay from Rain players and they had no trouble with them. I also wanted it to be different than 01:06:122 (1,2,3,4,5,6,7,8) -
  2. 01:11:595 (7,8) - Same applies here kinda, though I don't know why (7) even has a hyper since it's rather weak. A flowing regular dash would be more fitting, e.g. (7) at x:184 or so removed the HDash
  3. 01:18:081 (7,1) - Hyper here would really help to emphasise the kiai end sure


Turii:
  1. 01:52:339 (1,2,3) - 01:58:825 (1,2,3) - Nothing significant supports the 1/4 hyper to (2) here, and personally I wouldn't even have mapped it at all. At any rate, (3) is very close to the screen border in each case at only 9px distance, which is not recommended. If you can reduce the chance of border collisions in this otherwise calm section, players don't run the risk of an annoying flowbreak so close to the end of the map I want to keep the pattern, but I fixed the screen border problem for both of them.

Spectator wrote:

I also agree with Kyuare that there're lots of long sliders which feels much better with tick rate 2, and 1/3 still works with one extra slider-ticks that's very close to the upcoming slider-ends at play-wise or whatever.

btw 01:24:365 (5) - clap should be on slider-head not tail so please fix it :Dsure, fixed for every diff
Thank you very much ! :D
posted
hi
posted
this is legit my favorite ctb map because i can play it
posted
The unrankable issues have been taken care of and the set went through some minor improvements. Rebubbled~
posted
back to qual'd you go
posted
This'll need to be taken down as it doesn't pass the 24h mark between Bubble / Heart
posted
boop

remember to wait 24 hours between nominations. you can requalify again in 5h30.
posted
back from ethyl coma, qualifying this once and for all
posted
Gratz on qualification!

The map is pretty great and creative. But I think the part starting at 00:06:933 - to 00:19:906 - is running in 1/3 rhythms. STR 2 just produces senseless sliderticks at red ticks like 00:18:487 - 00:18:892 - 00:19:298 - etc. The actual tick should be on 1/3 ticks. While the other part of the song runs in 1/2 rhythm, you need to set STR to 1 to prevent such issue.

EDIT: alright seems like it's already pointed out and not fixed anyways. Even though I still cannot agree with that, let's see how it goes. In fact I've already seen 3 maps in the same case of being mixed with 1/3 and 1/2 rhythms. Simply skippng over it by saying "case by case" is not the best solution imo. We have to discuss it someday.

EDIT 2: A possible solution is to half the BPM of 1/3 parts so that ticks won't get showed but I'm not sure if it is rankable. Let me ask someone first.

EDIT 3: Yeah another solution is making all sliderticks in 1/3 parts silence. You need to add many green lines to achieve that tho. But in this way, STR2 is protected and gameplay experience is not affected to the most extent, which I can accept.
posted

F D Flourite wrote:

EDIT 3: Yeah another solution is making all sliderticks in 1/3 parts silence. You need to add many green lines to achieve that tho. But in this way, STR2 is protected and gameplay experience is not affected to the most extent, which I can accept.
Since default hitsounds are used it's easier to just use a custom sampleset with muted slider ticks for that section
posted

Sinnoh wrote:

F D Flourite wrote:

EDIT 3: Yeah another solution is making all sliderticks in 1/3 parts silence. You need to add many green lines to achieve that tho. But in this way, STR2 is protected and gameplay experience is not affected to the most extent, which I can accept.
Since default hitsounds are used it's easier to just use a custom sampleset with muted slider ticks for that section
To be honest, even with the current hitsound sample the slider ticks in this section are barely hearable, so that's not necessary to do at all.

Both STR1 and STR2 could work to be honest. I didn't notice any difference on the slider shapes as others pointed out, and the sliderticks on the 1/3 section have almost no influence in the gameplay as they're quite close to the sliderends. It's up to Kyuare to lower the STR for the last difficulty.

@FDF: Halving the BPM only in that section is not a solution. The song has clearly a plain 148 BPM and we cannot just change the BPM to fix the STR.
show more
Please sign in to reply.