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supercell - The Bravery (TV Edit)

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on July 8, 2015 at 2:04:51 PM

Artist: supercell
Title: The Bravery (TV Edit)
Source: マギ
Tags: ryo the bravery magi the labyrinth of magic ending 2 aladdin koeda size alibaba morgiana
BPM: 189
Filesize: 3065kb
Play Time: 01:30
Difficulties Available:
  1. Easy (1.73 stars, 124 notes)
  2. Hard (3.14 stars, 239 notes)
  3. Insane (4.11 stars, 276 notes)
  4. Magi (5.14 stars, 362 notes)
  5. Normal (2.21 stars, 165 notes)
Download: supercell - The Bravery (TV Edit)
Information: Scores/Beatmap Listing
---------------


Check out my full version if you want a real challenge: Depravity

New Mp3 June 11, 2015. THANKS PISHI!!!
Ringating
from my queue:

I just resized the full-size (1920x1080) image from this page.no kds
Topic Starter
Monstrata
Thanks again Ringating <3
HabiHolic
Hey can i made Insane diff? >W<
Caam
Can I do hard?
ChubbySquishy
Any difficulties still available for GD?
Kroytz
hihi~
a mod thing

Easy


Only thing I saw were the few times throughout the map that the slider edges like this 00:11:181 (1,2) - felt a little too close. Not that it matters but it stands out compared to how the rest of the sliders work together.
Otherwise, super clean diff ;w;

Normal


00:49:435 (1) - Just an alternative timeline to bring more "density" before the chorus. http://puu.sh/hDgZ4/d2989f9661.jpg
00:44:356 (1,2,3,4,1,2,3) - That's some 2009 level stuff. Only thing off I feel from that is how you basically glide through the sliders but abruptly stop to hit the oncoming (1,2,3).
01:11:023 (1,2,3,4,5) - Two repeatings and a single note might fit better and play easier.

Hard


00:00:547 (1) - I hear you cant use 5% volume anymore? I think it's 20-25% minimum. Applies to rest of difficulties.
00:11:180 (5) - Why map this vocal but not the other similarly dominant ones in the short section? Mapping the red ticks makes the rhythm more interesting.
00:21:022 (3) - That lonely slider has no friends. The rhythm before that with (1,2) I think could be improved. This is what I came up with after some experimenting: http://puu.sh/hDhHB/d0eda6d198.jpg
00:44:673 (3,4) - Feels too close to each other. Maybe because slider leniency or because (4) is right at the slider edge.
00:53:245 (1) - Can be rotated 15 degrees around selection to get that bow n arrow slider shape thingy.
01:27:531 (4) - Should be NC'd like rest of set.

Insane


00:21:498 (1) - Feels awkward to play after just coming from a shorter repeat slider. Think mapping the two white ticks would be better.
00:27:054 (2) - I wanna say this should get the long slider treatment too like your previous rhythm.
01:26:896 (1) - Remove NC
01:27:531 (2) - NC

Magi


00:51:340 (4) - This could apply to the other diffs as well but I just thought how neat it'd be to increase SV for this slider right before the kiai. Sadly, the guitar plays too slow :[

All I know is DT farmers gonna cry at those single taps. You know what Im talkin bout
Topic Starter
Monstrata

Kroytz wrote:

hihi~
a mod thing

Easy


Only thing I saw were the few times throughout the map that the slider edges like this 00:11:181 (1,2) - felt a little too close. Not that it matters but it stands out compared to how the rest of the sliders work together. Should be fine, since they don't touch.
Otherwise, super clean diff ;w;

Normal


00:49:435 (1) - Just an alternative timeline to bring more "density" before the chorus. http://puu.sh/hDgZ4/d2989f9661.jpg I prefer mine better just because I want to distinguish between the vocals (long repeat slider) and the guitar for the second slider.
00:44:356 (1,2,3,4,1,2,3) - That's some 2009 level stuff. Only thing off I feel from that is how you basically glide through the sliders but abruptly stop to hit the oncoming (1,2,3). I think this is fine haha. And yea, 2009 i guess, but imo the buildup works. About the circles, i think they work to counteract the momentum from the sliderspam lol. Higher note density (using 1/2's) but less movement.
01:11:023 (1,2,3,4,5) - Two repeatings and a single note might fit better and play easier. Okay changed this~.

Hard


00:00:547 (1) - I hear you cant use 5% volume anymore? I think it's 20-25% minimum. Applies to rest of difficulties. Nah its fine, to silence the slider-end.
00:11:180 (5) - Why map this vocal but not the other similarly dominant ones in the short section? Mapping the red ticks makes the rhythm more interesting. The melody shifts to a calmer/slower section right after this so I decided to lower the note-density a bit here
00:21:022 (3) - That lonely slider has no friends. The rhythm before that with (1,2) I think could be improved. This is what I came up with after some experimenting: http://puu.sh/hDhHB/d0eda6d198.jpg Tried something different, I don't really like how this rhythm works though... Keeping for now but I'll change if someone else finds the rhythm awkward to play, since I think it's fine xD.
00:44:673 (3,4) - Feels too close to each other. Maybe because slider leniency or because (4) is right at the slider edge. Hmm that's true. I might have to increase CS to 3.8. Lowered it to 3.7 to offset some of the difficulty imbalance from CS 4. Will wait on more mods though since this is an easy change.
00:53:245 (1) - Can be rotated 15 degrees around selection to get that bow n arrow slider shape thingy. I'm going for 120 degree illuminati stuff here with the previous slider and the hexagon that follows xD.
01:27:531 (4) - Should be NC'd like rest of set. Fixed

Insane


00:21:498 (1) - Feels awkward to play after just coming from a shorter repeat slider. Think mapping the two white ticks would be better. This feels like a "hold" though for me. I mapped this to streams in Depravity actually, but i wanted to keep this a bit simpler. A few BN's recommended i use 1/4 repeat sliders here back when i was ranking the full version so I think using it here would work as an easier alternative to streams.
00:27:054 (2) - I wanna say this should get the long slider treatment too like your previous rhythm. Hmm... Yea this part is awkward, since i transition from the guitar to the vocals mid-combo. I have an alternative for this, but i'll keep for now since i like this rhythm better than my alternative.
01:26:896 (1) - Remove NC Changed the NC pattern here
01:27:531 (2) - NC Something similar

Magi


00:51:340 (4) - This could apply to the other diffs as well but I just thought how neat it'd be to increase SV for this slider right before the kiai. Sadly, the guitar plays too slow :[ Yea it's too bad ;c. I was thinking of decreasing the SV even lower for this slider, but meh~ no need to be excessive i guess haha.

All I know is DT farmers gonna cry at those single taps. You know what Im talkin bout PP heaven tho loool. But I really doubt anyone above top 30 can DT Magi because of the extended jump sequences + 189 bpm. hvick hype??
Thanks for the mod <3.
Narcissu
M4M : https://osu.ppy.sh/s/296952

Offest : -88 …… delete other red link

e …… why not use 192 kbps mp3 ?

AudioLeadIn: 0 → 1000 …… avoid the map starting too abruptly

F4 → design , delete all “√” , your map needn't these

[Easy]

00:01:816 (2) - mm .. add note or slider in downbeat same as 00:11:181 (1) - , slider tail & reverse arrow is bad

00:24:991 (2) - your DS 1.0 → 0.9 here …… maybe it's mistake

00:24:039 (1,2) - and , about these slider , DS is 0.9 but too closed because DS = slider tail - slider hand , but player see the whole slider
you can try → http://puu.sh/hDi34/0268fc65e1.jpg

01:14:832 (1) - your reverse slider too many(over 50% in last kiai ), try some different

[Normal]

00:23:403 (2,2) - avoid overlap , a …… and you use straight slider * 10 here , try some different ……

00:25:466 (4) - NC here , instead of 00:25:942 (1) -

the diff not good because you use too many 1/2 slider , star rating think 1/2 slider = 1/1 note , so the diff just 2.44 star . In fact it's very difficult to new player , you need avoid continuous 1/2 slider such as 01:22:451 (1,2,3,1,2,3,4) -

[Hard]

a …… it's hard diff …… you have a difficult normal yet , so you can try add more note - slider instead of reverse slider …… your reverse slider too many @%#*&

[Magi]

00:00:547 (1) - 00:30:387 (1) - about these 0.5*SV slider , you can add a new colour like gray , skip gray in other part and use gray in these slider

01:21:975 (4,5,6,1,2,3,4,5,6,7) - it's wonderful …… but with too many times , you can try 4 or 5 , 7 pointed instead of some triangle http://puu.sh/hDju5/536c2ecf10.jpg

good luck …… %……&
Topic Starter
Monstrata

Narcissu wrote:

M4M : https://osu.ppy.sh/s/296952

Offest : -88 …… delete other red link Idk, i don't think this is necessary.

e …… why not use 192 kbps mp3 ? If i can find one lol.

AudioLeadIn: 0 → 1000 …… avoid the map starting too abruptly Feels fine for me.

F4 → design , delete all “√” , your map needn't these Okay

[Easy]

00:01:816 (2) - mm .. add note or slider in downbeat same as 00:11:181 (1) - , slider tail & reverse arrow is bad This is fine imo..

00:24:991 (2) - your DS 1.0 → 0.9 here …… maybe it's mistake Fixed

00:24:039 (1,2) - and , about these slider , DS is 0.9 but too closed because DS = slider tail - slider hand , but player see the whole slider
you can try → http://puu.sh/hDi34/0268fc65e1.jpg Did something similar

01:14:832 (1) - your reverse slider too many(over 50% in last kiai ), try some different I like them :P.

[Normal]

00:23:403 (2,2) - avoid overlap , a …… and you use straight slider * 10 here , try some different …… Moved some stuff around, no more overlap.

00:25:466 (4) - NC here , instead of 00:25:942 (1) - No, its supposed to be like that, same with all other diffs.

the diff not good because you use too many 1/2 slider , star rating think 1/2 slider = 1/1 note , so the diff just 2.44 star . In fact it's very difficult to new player , you need avoid continuous 1/2 slider such as 01:22:451 (1,2,3,1,2,3,4) - I did some 1/2 slider nerfing for the section before Kiai, I like the 1/2 usage during the end of Kiai tho since it's the most intense. Also, Easy is basically Normal so Normal is like a Light Hard.

[Hard]

a …… it's hard diff …… you have a difficult normal yet , so you can try add more note - slider instead of reverse slider …… your reverse slider too many @%#*& This is fine~

[Magi]

00:00:547 (1) - 00:30:387 (1) - about these 0.5*SV slider , you can add a new colour like gray , skip gray in other part and use gray in these slider It's fine atm.

01:21:975 (4,5,6,1,2,3,4,5,6,7) - it's wonderful …… but with too many times , you can try 4 or 5 , 7 pointed instead of some triangle http://puu.sh/hDju5/536c2ecf10.jpg Yea, I'll try and use them next time ;o. I like my triangles though.

good luck …… %……&
Thanks for the mod.
Peachtrees
M4M?:c

Easy

00:09:912 (1,2,1) - why not use some symmetry liks this https://osu.ppy.sh/ss/3100751? requires very little re-arrangement and I think it looks a tad bit neater than your current arrangement

00:24:991 (2) - looks a bit sloppy with the blanket being off and the curve itself looking kinda jagged >< not sure if you REALLY want to keep this shape, because I don't think it really looks as visually appealing and clean

00:41:816 (1,2) - again, I feel like something like this https://osu.ppy.sh/ss/3100768 looks nicer since these sliders now feel like they're 'connected' in a way, not just two sliders randomly placed next to each other

00:52:610 (2) - it kinda feels like this downbeat should be clickable :c vocals feel very strong

00:55:150 (2) - ^ I mean, I guess this is your call, I just feel as though this desevers more emphasize

01:16:102 (3,4,1) - https://osu.ppy.sh/ss/3100782 something like this feels very nice :c

01:18:642 (3,4,1) - might want to tidy up the spacing a little

01:23:086 (2,3,1) - 1.06 DS here, not sure if this bothers you, just letting you know ;w;

Normal

00:02:292 (1) - isn't this missing a finish on the head?

00:24:038 (1,2,3,4,1,2,1,2) - rythm feels very 1/2 heavy for such a slow paced part :c It's not overmapped or anything, I just feel as though this'll be kinda stressful to play when the song doesnt really call for it

00:47:531 (3) - curve looks kinda jagged :c

00:57:372 (2) - try making this a circle? feels a tad bit nicer

01:19:594 (3,1) - obligatory nazi blanket

Hard

00:30:387 (1) - very minor and probably very subjective too, but having the red anchor on a point during the slider that helps emphasizing the vocals feells nice because the slider would do a great job of emphasizing the vocals ;w;

00:36:737 (1,2,3,4,5,6,7) - eh this is my personal opinion, but the difference between this and 00:31:658 (1,2,3,4,5,6,7) - doesn't feel significant enough to justify a change in spacing and SV so it feels a tad bit overdone

00:35:943 (6) - I feel like extending this by 1/2 and then using a single jump works better :c

00:44:673 (3,4) - I don't really think having these as close really has any benefits, it really only looks eh to me ><

01:09:753 (1,2,3,4,1) - again very subjective opinion thingy, but placing them like this feels a little underwhelming for what could possibly be the strongest part of the song. I mean

Hard to mod for me because it is very different from how I map :c

Insane

00:03:561 (1,2,3) - going to be picky here: 2 isn't exactly between 1 and 3, which kinda ruins the symmetry

00:04:831 (1) - this feels nicer to me when extended by 1/2

00:38:642 (3,2) - nazi stack :c

00:41:340 (4,1,2,3) - I feel like this https://osu.ppy.sh/ss/3100922 flows a tad bit nicer :c

00:45:943 (3,4,5) - tidy up the spacing a bit? properly isn't much of an issue, I just thought that you might as well have this as neat as possible

00:56:419 (3,5) - obligatory nazi stack

01:06:261 (3,4) - just sayin that compared to all of your other sliderjumps, which used oval flow, this drop doesn't flow as nicely to me >< not worth changing of course, it just kinda stood out to me as the only thing that felt slightly uncomfortable to play (compared to the rest of the map anyways)

01:20:705 (2,2) - nazi stack /me runs (actually this is probably due to autostack or w.e. this is called)

I tried :c
Topic Starter
Monstrata

Peachtrees wrote:

M4M?:c

Easy

00:09:912 (1,2,1) - why not use some symmetry liks this https://osu.ppy.sh/ss/3100751? requires very little re-arrangement and I think it looks a tad bit neater than your current arrangement Nice.

00:24:991 (2) - looks a bit sloppy with the blanket being off and the curve itself looking kinda jagged >< not sure if you REALLY want to keep this shape, because I don't think it really looks as visually appealing and clean Made it better.

00:41:816 (1,2) - again, I feel like something like this https://osu.ppy.sh/ss/3100768 looks nicer since these sliders now feel like they're 'connected' in a way, not just two sliders randomly placed next to each other THeyre 120 degree rotations that i've sustained with the hexagon patterns that follow.

00:52:610 (2) - it kinda feels like this downbeat should be clickable :c vocals feel very strong It's fine, Easy.

00:55:150 (2) - ^ I mean, I guess this is your call, I just feel as though this desevers more emphasize

01:16:102 (3,4,1) - https://osu.ppy.sh/ss/3100782 something like this feels very nice :c Sure ;o.

01:18:642 (3,4,1) - might want to tidy up the spacing a little Moved a few pixels. Can't really notice it in game though

01:23:086 (2,3,1) - 1.06 DS here, not sure if this bothers you, just letting you know ;w; Fixed.

Normal

00:02:292 (1) - isn't this missing a finish on the head? Added

00:24:038 (1,2,3,4,1,2,1,2) - rythm feels very 1/2 heavy for such a slow paced part :c It's not overmapped or anything, I just feel as though this'll be kinda stressful to play when the song doesnt really call for it True, reduced density here.

00:47:531 (3) - curve looks kinda jagged :c Its fine~

00:57:372 (2) - try making this a circle? feels a tad bit nicer I prefer this, rhythmic consistency.

01:19:594 (3,1) - obligatory nazi blanket K

Hard

00:30:387 (1) - very minor and probably very subjective too, but having the red anchor on a point during the slider that helps emphasizing the vocals feells nice because the slider would do a great job of emphasizing the vocals ;w; This is fine

00:36:737 (1,2,3,4,5,6,7) - eh this is my personal opinion, but the difference between this and 00:31:658 (1,2,3,4,5,6,7) - doesn't feel significant enough to justify a change in spacing and SV so it feels a tad bit overdone It's a trend with the entire mapset lol. I think it works fine. Without this the next section looks completely overdone on later diffs too.

00:35:943 (6) - I feel like extending this by 1/2 and then using a single jump works better :c But 7 needs to be clicked.

00:44:673 (3,4) - I don't really think having these as close really has any benefits, it really only looks eh to me >< Improved them slightly

01:09:753 (1,2,3,4,1) - again very subjective opinion thingy, but placing them like this feels a little underwhelming for what could possibly be the strongest part of the song. I mean Theyre not the strongest part of the song for me, so something like this works. Also the next part right after is already stronger (still not strongest imo after mapping this + the full version)

Hard to mod for me because it is very different from how I map :c

Insane

00:03:561 (1,2,3) - going to be picky here: 2 isn't exactly between 1 and 3, which kinda ruins the symmetry It's one pixel, so it's not going to be nociteable at all. Definitely wont ruin symmetry in gameplay.

00:04:831 (1) - this feels nicer to me when extended by 1/2 Would be really awkward making this 1/1 but leaving all the other sliders 1/2.

00:38:642 (3,2) - nazi stack :c Not trying to stack them.

00:41:340 (4,1,2,3) - I feel like this https://osu.ppy.sh/ss/3100922 flows a tad bit nicer :c Slightly flow-break is to emphasize 1. I don't like poor flow myself, but this beat is strong enough to warrant it.

00:45:943 (3,4,5) - tidy up the spacing a bit? properly isn't much of an issue, I just thought that you might as well have this as neat as possible Alright fixed.

00:56:419 (3,5) - obligatory nazi stack Nothing seems wrong

01:06:261 (3,4) - just sayin that compared to all of your other sliderjumps, which used oval flow, this drop doesn't flow as nicely to me >< not worth changing of course, it just kinda stood out to me as the only thing that felt slightly uncomfortable to play (compared to the rest of the map anyways) I was trying to switch rotational flow here from clockwise to counter-clockwise since the flow for the last like 10 seconds was clockwise.

01:20:705 (2,2) - nazi stack /me runs (actually this is probably due to autostack or w.e. this is called) You can turn off auto stack. View > Stacking. But anyways, i'm not trying to stack them.

I tried :c
Thanks for the mod ;o.
Atsuro
Hi again!
M4M from your queue

[General stuff]
Timing sounds off at the beginning, a little bit.

[Magi]
  1. 00:10:228 (2) - Add a clap at the tail
  2. 00:11:180 (5) - Try adding a finish sound here, cymbal crash on the song
  3. 00:17:212 (4) - Clap missing from tail?
  4. 00:17:530 (1) - The clap at the return arrow sounds weird, aas it breaks the hitsounding pattern. I suggest you remove it. Another thing here is that it would sound better if you remove the repeat and add a 1/2 slider with a clap.
  5. 00:27:212 (3,1,2) - This rhythm could be better. Try something like this: http://puu.sh/hFvvQ/63d9814a7c.jpg , would follow vocals better imo.
  6. 01:05:150 (1,2,3) - Feels out of place, it's the only triple on the chorus so far so it's unexpected when you change the rhythm suddenly. Consider removing it or adding more throughout the chorus. (I always break there).
  7. 01:15:626 (2,3) - This transition feels unsmooth when playing (at least to me) since the slider isn't aligned well. Should be like this or something http://puu.sh/hFvSw/f4768e603b.jpg
  8. 01:15:784 (3,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5) - Try to not stay on one side of the screen only, move around the screen more :p.
  9. 01:22:451 (1) - Add a finish here.

    Nice!
[Insane]
  1. 00:17:688 (1) - Clapp at tail
  2. 00:41:816 (1) - Make it lead to the next note better, feels a bit misleading as it is. Try: http://puu.sh/hFwGT/7400152250.jpg
  3. 01:20:705 (2) - I know you like stacking stuff, but try to move it to somewhere like 184, 72 to have a better flow :p

    :D.
[Hard]
  1. 00:00:547 (1) - Make it a large slider like in insane and magi, being a repeat slider makes the fact that the end is silenced more noticeable lol.
  2. 00:10:228 (2) - Clap on tail.
  3. 00:11:339 (1,2,3,1,2,3) - This part is a bit too easy for hard and compared to the rest of the diff. I know it's a calm section but even for that :p. Adding some circles in between the sliders may be a good idea.
  4. 00:48:800 (3,4) - Make these a single 1/1 slider for consistency with the rest of that part.
  5. 01:27:213 (3) - Add drum clap.

    The rest is good.
[Normal]
  1. How about adding NC each two large white ticks? Each one seems like too much for normal imo.
  2. 00:25:466 (4) - Missing clap on tail.
  3. 01:16:896 (2,3) - This will catch many newbies off guard lol, i would change it but it's not really a problem.
  4. 01:22:451 (1,2,3,1,2,3,4) - A bit overkill on the 1/2 rhythm for a normal, considering hard was pretty easy :p.
  5. 01:26:896 (2) - Drum clap at slider end.

    asdf
[Easy]
  1. 00:04:356 (1,2,1,2) - Where r the claps??
  2. 00:12:609 (3) - Clap on slider end
  3. 00:17:848 (2,3) - Remove clap from 2 and add it at the end of 3 to follow clap pattern.
  4. 00:21:498 (1) - This should have normal sampleset on slider head and return i think. It's on drum currently.
  5. 00:22:769 (3) - Clap on return
  6. 00:26:578 (1,2,3) - This could be better, if you want to follow vocals. Suggestion: http://puu.sh/hFypa/7c41175372.jpg
  7. 00:28:959 (5) - End this on the next white tick to avoid 3/2 gap with 00:30:069 (1) - and just sounds better imo :)
  8. 00:51:340 (2) - I think it would be better to delete this to give a bigger rest to newbies, it would make more sense to them too because the map would continue on a strong beat.
  9. 00:51:975 (1,2,3) - Hmmm, i don't like the order you put these in. Try long slider, then circle and then short slider. Would go really well with the vocals :D
  10. 00:54:515 (1,2,3) - Same thing as above.
  11. 01:21:181 (3,4) - Delete 4 and extend 3 to make it a 3/2 slider, would follow vocals nicely.
  12. 01:22:451 (1) - Finish on head.

    That's all

You can try to make magi a bit more difficult, since habi is making another insane, just saying.
Nice mapset! GL
Milan-
[easy]
  1. 00:11:181 (1,2) - not really something so be worry about but, could you avoidthis little "overlap"? So it's easier to read, looks prettier, etc.
  2. 00:16:261 (1) - rhythm feels a bit weird cuz you ignore vocals at 00:16:736 - , altho you repeat on vocals too i think something different could fit better. http://puu.sh/hFzyz/7dcc52c72b.jpg so this way 00:17:848 (2,3) - would also follow vocals just fine
  3. 00:26:578 (1) - this feels a bit awkward cuz you ignore vocals at 00:27:054 - which you dont do at all on this diff. this may work, maybe http://puu.sh/hFzWp/6cf7806ebb.jpg
  4. 00:51:340 (2,1) - similar as before, but here you could add a curve to 2 for smoother transition and cool stuff. k. Similar here too 01:06:578 (5,1) -
  5. 00:57:689 (2,1) - maybe it's me being picky, but if you stack (1)'s tail on (2)'s tail, looks pretty cool:3
[normal]
  1. 00:25:942 (1) - this NC feels so lonely ): rather cancel it or swap it with 00:24:990 (3) -
  2. 00:27:054 (2,1) - the transition between the music and vocals isnt nice here. I'd shorten (1)in order to cover both, and make the transition smoother
  3. 00:30:387 (1) - shouldn't this end 1/2 earlier? at 00:31:180 - makes more sense imo
  4. 00:40:388 (1,2,3) - distance is bit uneven here /w\
  5. 00:45:626 (1,2) - This as a 1/2 repeat, may feel better cuz you use circles right after this pattern
  6. 01:16:102 (1,2) - could you avoid this ugly overlap? moving 2 a bit more away would do the work i think ez
  7. 01:24:991 (1) - where does it end? o.o
[hard]
  1. check aimod
  2. "00:00:547 (1) - Make it a large slider like in insane and magi, being a repeat slider makes the fact that the end is silenced more noticeable lol." YES
  3. 00:01:023 (1,2) - this kind of pattern are weird to play. They are fine, but weird. Moving it a bit more away wouldn't really hurt, so you could do that for better placement, asthetics, playability, etc. There are some others on the rest of the diff as well
  4. 00:09:911 (1,2) - you could try this rhythm isntead http://puu.sh/hFBMf/377f1f2541.jpg cuz there's no real sound at 00:10:069 - and makes the pattern play a bit awkward imo
  5. Also, 00:10:228 (2,3,4,5) - shouldnt these be spaced by 1.2x instead? Would look less clustered too
  6. 00:12:609 (3,1) - if you compare this with what you did on normal... uhm you miss some vocals, try using what you did on normal better. And basically the whole section has these long slider that lose vocals on the way. You may want to rethink about your rhythms here.
  7. 00:22:609 - 00:23:244 - 00:23:879 - add note for vocals? Feels really empty right now
  8. 00:30:387 (1) - this ends on nothing really worthy, better end it on vocals (00:31:180 - ) or instruments (00:31:498 - )
  9. 00:39:753 (2) - how do you even calculate to not go out of screen? teachmeplz
  10. 00:58:007 (3,1) - distance is a bit off here xD but you could add a curve to (3) as well for better asthetics and stuff. Same here 01:11:975 (5,1) -
  11. 01:00:864 (1) - you're mapping around vocals the whole kiai, missing 01:01:181 - is somewhat weird imo >< This may feels better http://puu.sh/hFCj1/245ad59463.jpg
  12. Taking in mind that you have a light insane, you may want to nerf some circles. For example here, 01:18:642 (1,2) - can be just 1/2 slider instead; 01:23:562 (1,2) - this kind be a long 1/1 so it gives more emphasis to the cymbal as well.
holy drums

ill finish the rest tomorrow x.xk

[insane]
  1. 00:00:547 (1) - i think you can extend it 1/4 and sounds better. Here and in magi. Cuz the sound doesnt end on the white tick and feels kind of empty leave it there, k.
  2. 00:10:863 (4,5) - these are like a bit too closed imo. And looks awkward on gameplay too. You may want to give these more space
  3. 00:11:180 (5) - finish is missing here
  4. 00:30:387 (1) - same to what i said in others diffs hai
  5. 00:41:023 (3,4) - something i'd do myself it feels somewhat cool cuz the cymbal at 00:41:340 - >w<
  6. 00:42:134 - hope you nerf this part just a bit, do it for the newbiess!!! (like me). Anyways this part 00:45:784 (2,3) - feels a bit awkward cuz you do only circular movememt the whole single tapping but here kinda breaks that flow. If you rotate 00:45:943 (3) - like -45° may play a bit neater.
  7. It's weird that 00:56:102 (2,3) - has more distance 00:56:737 (5,1) - however, the last pattern has a lot more impact. May worth a try to give more distant to (1) there.
  8. 01:24:673 (7,1) - similar here. (1) is screaming to be more away from (7)
[Magi]
  1. 00:49:118 (4,5,1) - this part doesn't feel really cool at all ): cuz the flow isn't too good towards (1) and it has a slow down. It's a bit weird to play. A more natural movement may be helpful or something, dunno
  2. 01:05:150 (1) - this is the only "triple" you map on the whole kiai. Feels so lonely, poor slider;w;. (even when there are more spots where you could add triples and stuff)
  3. 01:26:816 (7) - actually, there's no beat here, it just the drums being off like 30 ms
    hitsoundssuggestionstuffyolo
  4. 00:00:864 - swapping normal samp for soft sounds better than using 5% volumen normal samp >w<
  5. 00:10:228 (2) - cancel finish on head, doesn't really fit there and makes so much noise for nothing. There's no cymbal either just kick drum sound. Similar here 01:01:816 (5) -
  6. from 00:11:339 - to 00:41:816 - you may want to change the general sampleset to soft. Normal is too loud for just some guitar ><. You can change it for those big toms, cymbal, etc tho.
  7. 00:18:006 - you should check others diffs when you do this. I believe that on hard clap is missing. Maybe there are others spots too
  8. 00:31:658 (1) - normal finish fits the best here, There's a really heavy cymbal there that you shouldn't ignore. same here 00:36:261 (4) - 00:41:340 (4) - 01:11:023 (1,3,5) -
  9. 00:35:943 (3) - altho i like how you used drum whistle here, it's really random as you used just here but not on similar places, which is like everywhere. And actually you could use this hs instead of clap for some guitar section where claps just doesnt fit, but that's another story asdf. k.
  10. 00:36:737 (1) - add finish on head < 00:46:896 (1) - 00:47:371 (3) - 00:48:165 (1) - 00:49:118 (4) -
  11. 01:04:356 (5) - finish on reverse and remove the one on 01:05:943 (1) - to keep constancy i guess uh. same with these 01:14:832 (1,1) - heads
  12. 01:21:181 (1) - that random drum whistle?o.o
  13. 01:27:213 (3) - drum clap sounds cool here.
  14. whistles are placed randomly to me, for example on the kiai you used it every measure when there's no finish, but you missed 00:58:324 (1) - 01:04:356 (5) - (or in case you change the finishes, 01:05:943 (1) - ). But then the second half you added whistle every 3rd beat as well ><. Inconsistencies like this happens on the whole map so i dont really know when you use whistle or for what.
HOLY DRUMS
Iceskulls
[general]
  1. is it just me ? but it feel like some drum is weird somehow like some feel too early , some feel too late around here 00:02:450 -
    well if I listen only the the kick sound here I can say that offset 1,205 on 2nd red timing feel great imo
    then I continue to listen till 3rd red timing point and again I notice some snare sound feel too early and some feel too late xDDDDD around here 00:44:356 -
    for the 3rd red timing point 31,667 offset sound reasonable but I'm not sure cus I only focus on cymbal sound and some kick in kiai so I'm sure the guitar and some snare before the kiai still sound off a bit like only a little
[magi]
  1. 00:06:419 (2) - stack this with 00:07:054 (4) - would make the flow here 00:06:101 (1,2,3) - nice imo , a jumps from slider here would make sense since (2) get some impact things that idk how to explain that can be worth jumping well actually I just gonna say jumps from slider like what you did here 00:07:371 (1,2) - , 00:08:641 (1,2) - feel good so I guess it can be apply here too 00:06:101 (1,2) -
  2. 00:11:180 (5,1) - pretty sure stacking would do a thing like emphasis or something here nice and better than spacing like that imo
  3. 00:41:816 (1) - maybe you can improve transition thing from this slider to next circle by move tail of this slider down a bit current one feel pretty awkward imo since I think when I playing I was expect the circle to be at below the slider here to get the nice transition but then it not so I need to move turn the cursor around to another side to catch the next note which result in weird awkward feeling
  4. 01:22:927 (4,5,6,7,1) - is there any reason that the spacing is increase here since I find that the song doesn't feel more intense or something here lolso increase spacing here kinda feel a bit weird imo
[insane]
  1. 00:14:514 (3) - can move tail up a bit so you will get better transition here 00:14:514 (3,4) - imo
  2. 00:36:419 (5) - placing like this probably can make the flow here 00:36:419 (5,1) - better imo
  3. 00:41:340 (4) - uhh looks nearly offscreen here , can you move this up a bit ?
  4. 00:42:134 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - feel kinda like a bit diff spike here , ahh you can just change some circles here to sliders here I don't know why you still use circles only rhythm here just like magi diff well it not bad but I feel like this is the only difficult part of the map that like I mean really really difficult compare to others part so I aware about diff spike here a bit
[hard]
  1. 00:00:864 - if you want to silence thing here why not just use 1/2 slider for this 00:00:547 (1) - instead :C , it feel weird when playing with silence thing there
  2. 00:18:958 (1,2) - try this rhythm ? sound better imo
  3. 00:22:133 (3,4,5) - not quite sure , the pattern play fine for me but idk if hard player can reconize this for 1/1 spacing ? since pretty much the pattern itself looks complex that need to understand a bit , you can make the pattern itself a bit easier to read imo like something like this
  4. 00:33:404 (6,1) - not really sure if you want blanket here or not , if you really aim for blanket here try make blanket a bit better
  5. 00:34:990 (3) - object end not snapped
  6. 00:01:023 (1,2) - transition is not really good here try move (2) to x420 y128 , would make the transition here better imo like what you did here 00:02:292 (1,2) -
  7. 00:17:688 - feel empty here , map this beat ? would make rhythm here sound better imo
edited: continue the mods

[normal]
  1. 00:18:958 (1,2) - try this rhythm ? I think it cover the beat here better
  2. 00:24:038 (1,2,3,4) - hmm not really sure what you try to follow here kinda sound weird that skip some guitar sound like 00:24:831 - , 00:25:784 - well I will just suggest rhythm here
  3. 00:31:657 (1,2,3,4) - would be cool tho if you seperate them like what you did here 00:21:498 (1,2,3,4) - , it would make flow better too imo
  4. 00:34:515 - kinda feel weird that you skip this beat here , this would sound better imo
  5. 00:36:737 (1,2,3,4) - uhh similiar to what I said here 00:31:657 (1,2,3,4) -
  6. 00:39:277 (1) - and yea similiar to what I said here 00:34:515 -
  7. 00:48:642 (5) - you can move this note to around x288 y148 , would make flow here 00:48:165 (4,5,6) - better imo
  8. 00:57:054 (1,2,3) - I think rhythm doesn't need to be intense like this ,something like this should be enough now , mapping this beat 00:57:213 - just feel a bit redundant imo
  9. 01:05:943 (3,4) - I just feel like this 01:06:102 - beat doesn't really need to be mapped that much imo similiar to what I said here 00:57:054 (1,2,3) - well it's up to you tho if you fix this you might want to fix the others similiar rhythm too for consistency
  10. 01:22:451 (1,2,3,4,5,6,7) - rhythm here kinda feel a bit really intense than the others part here and it really create big gap between easy and normal here might as well nerf this a bit , that would fix the gap here imo , here my rhythm suggestion
  11. 01:24:991 (1,2) - WUT #spacing uhh are you sure this spacing is ok ? ( I mean it not 1/2 spacing look at the rhythm lololololol )
[easy]
  1. 00:11:975 (2) - might be good to move this a bit to the right around x468 y120 so that make pattern a bit more clean imo since current one got something not really good here
  2. 00:25:943 (3) - you can move this to the right a bit around x324 y256 so flow here 00:24:991 (2,3,1) - can be a bit more beginners friendly
  3. 01:07:213 (1) - move this a bit to around x112 y284 ? so it would make flow here 01:06:578 (5,1,2) - a bit better imo , it's minor yeh but it work nice for beginners tho

good luck :)
Topic Starter
Monstrata

Atsuro wrote:

Hi again!
M4M from your queue

[General stuff]
Timing sounds off at the beginning, a little bit.

[Magi]
  1. 00:10:228 (2) - Add a clap at the tail k
  2. 00:11:180 (5) - Try adding a finish sound here, cymbal crash on the song sure
  3. 00:17:212 (4) - Clap missing from tail? added
  4. 00:17:530 (1) - The clap at the return arrow sounds weird, aas it breaks the hitsounding pattern. I suggest you remove it. Another thing here is that it would sound better if you remove the repeat and add a 1/2 slider with a clap. Used a soft whistle instead
  5. 00:27:212 (3,1,2) - This rhythm could be better. Try something like this: http://puu.sh/hFvvQ/63d9814a7c.jpg , would follow vocals better imo. I prefer my rhythm a bit better, i'm not realy mapping to vocals here, more the guitar like the previous combo
  6. 01:05:150 (1,2,3) - Feels out of place, it's the only triple on the chorus so far so it's unexpected when you change the rhythm suddenly. Consider removing it or adding more throughout the chorus. (I always break there). Made it a 1/4 repeat slider instead.
  7. 01:15:626 (2,3) - This transition feels unsmooth when playing (at least to me) since the slider isn't aligned well. Should be like this or something http://puu.sh/hFvSw/f4768e603b.jpg Ehh, i prefer this, Players aren't going to enter the slider in smoothly anyways, since im expecting them to cut the corner into the next slider too
  8. 01:15:784 (3,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5) - Try to not stay on one side of the screen only, move around the screen more :p. Alright i moved the last jump sequence onto the other side of the screen for more balance
  9. 01:22:451 (1) - Add a finish here.

    Nice!
[Insane]
  1. 00:17:688 (1) - Clapp at tail
  2. 00:41:816 (1) - Make it lead to the next note better, feels a bit misleading as it is. Try: http://puu.sh/hFwGT/7400152250.jpg I prefer straight, i dont like curving it because then ht doesn't look as nice coming off the previous slider.
  3. 01:20:705 (2) - I know you like stacking stuff, but try to move it to somewhere like 184, 72 to have a better flow :p Okay sure, moved elsewhere tho, but changed

    :D.
[Hard]
  1. 00:00:547 (1) - Make it a large slider like in insane and magi, being a repeat slider makes the fact that the end is silenced more noticeable lol. Sure
  2. 00:10:228 (2) - Clap on tail. Blame hitsound copier lol
  3. 00:11:339 (1,2,3,1,2,3) - This part is a bit too easy for hard and compared to the rest of the diff. I know it's a calm section but even for that :p. Adding some circles in between the sliders may be a good idea. Good point. Added a circle to both combo's to increase density
  4. 00:48:800 (3,4) - Make these a single 1/1 slider for consistency with the rest of that part. Okay
  5. 01:27:213 (3) - Add drum clap. k

    The rest is good.
[Normal]
  1. How about adding NC each two large white ticks? Each one seems like too much for normal imo. Thats true, why not.
  2. 00:25:466 (4) - Missing clap on tail.
  3. 01:16:896 (2,3) - This will catch many newbies off guard lol, i would change it but it's not really a problem. It's fine for me, this diff is pretty difficult for a Normal anyways xD
  4. 01:22:451 (1,2,3,1,2,3,4) - A bit overkill on the 1/2 rhythm for a normal, considering hard was pretty easy :p. I thought Hard was pretty difficult too, since there was a large circle density during this section (imo it's the strongest part of the song). I don't think this is overkill honestly, gotta train those newbies lol.
  5. 01:26:896 (2) - Drum clap at slider end. Yep

    asdf
[Easy]
  1. 00:04:356 (1,2,1,2) - Where r the claps??Fixed
  2. 00:12:609 (3) - Clap on slider endk
  3. 00:17:848 (2,3) - Remove clap from 2 and add it at the end of 3 to follow clap pattern.k
  4. 00:21:498 (1) - This should have normal sampleset on slider head and return i think. It's on drum currently.k
  5. 00:22:769 (3) - Clap on returnk
  6. 00:26:578 (1,2,3) - This could be better, if you want to follow vocals. Suggestion: http://puu.sh/hFypa/7c41175372.jpg Mmmm, honestly i think this is fine~
  7. 00:28:959 (5) - End this on the next white tick to avoid 3/2 gap with 00:30:069 (1) - and just sounds better imo :) Hmm, idk... i really want to map that beat on the red tick though x____x I'll keep for now and see if someone else also brings this up. It's an easy fix anyways
  8. 00:51:340 (2) - I think it would be better to delete this to give a bigger rest to newbies, it would make more sense to them too because the map would continue on a strong beat. Idk... I kinda like mapping the guitar there, but i'll keep this in mind and see if someone else mentions something similar.
  9. 00:51:975 (1,2,3) - Hmmm, i don't like the order you put these in. Try long slider, then circle and then short slider. Would go really well with the vocals :D Damn. okay fixed both
  10. 00:54:515 (1,2,3) - Same thing as above.
  11. 01:21:181 (3,4) - Delete 4 and extend 3 to make it a 3/2 slider, would follow vocals nicely. Sure ;o
  12. 01:22:451 (1) - Finish on head. k

    That's all

You can try to make magi a bit more difficult, since habi is making another insane, just saying. Buffed it slightly, 5.16 stars now, I have room to adjust the Insane too depending on how Habi's Insane turns out.
Nice mapset! GL
Thanks again for the mod <3
Topic Starter
Monstrata

CelsiusLK wrote:

[general]
  1. is it just me ? but it feel like some drum is weird somehow like some feel too early , some feel too late around here 00:02:450 -
    well if I listen only the the kick sound here I can say that offset 1,205 on 2nd red timing feel great imo
    then I continue to listen till 3rd red timing point and again I notice some snare sound feel too early and some feel too late xDDDDD around here 00:44:356 -
    for the 3rd red timing point 31,667 offset sound reasonable but I'm not sure cus I only focus on cymbal sound and some kick in kiai so I'm sure the guitar and some snare before the kiai still sound off a bit like only a little I doubt it's just you. I'll have to get a timing check later.
[magi]
  1. 00:06:419 (2) - stack this with 00:07:054 (4) - would make the flow here 00:06:101 (1,2,3) - nice imo , a jumps from slider here would make sense since (2) get some impact things that idk how to explain that can be worth jumping well actually I just gonna say jumps from slider like what you did here 00:07:371 (1,2) - , 00:08:641 (1,2) - feel good so I guess it can be apply here too 00:06:101 (1,2) - I agree, changed.
  2. 00:11:180 (5,1) - pretty sure stacking would do a thing like emphasis or something here nice and better than spacing like that imo I don't really like the way this would play though. I prefer where it currently is, so the spacing decreases going into the verse.
  3. 00:41:816 (1) - maybe you can improve transition thing from this slider to next circle by move tail of this slider down a bit current one feel pretty awkward imo since I think when I playing I was expect the circle to be at below the slider here to get the nice transition but then it not so I need to move turn the cursor around to another side to catch the next note which result in weird awkward feeling I like this upward angle a bit better though, because it leads into the jump sequence better both visually and with flow (if one chooses to play the slider out).
  4. 01:22:927 (4,5,6,7,1) - is there any reason that the spacing is increase here since I find that the song doesn't feel more intense or something here lolso increase spacing here kinda feel a bit weird imo Feels more intense for me, also this part sounds more like a set of 3 beats than normal 1/2 rhythm so I put a triangle instead.

[insane]
  1. 00:14:514 (3) - can move tail up a bit so you will get better transition here 00:14:514 (3,4) - imo Sure, fixed.
  2. 00:36:419 (5) - placing like this probably can make the flow here 00:36:419 (5,1) - better imo I like the flow as it currently is, the motion is upward since the objects are placed so that they slowly go up the screen, so I think most players won't play out slider 5 and simply drop-off the end. Also is that an image for ants? lol.
  3. 00:41:340 (4) - uhh looks nearly offscreen here , can you move this up a bit ? Ehh, it's not off screen, i made sure after a lot of testing on the smallest resolution, so this should be fine.
  4. 00:42:134 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - feel kinda like a bit diff spike here , ahh you can just change some circles here to sliders here I don't know why you still use circles only rhythm here just like magi diff well it not bad but I feel like this is the only difficult part of the map that like I mean really really difficult compare to others part so I aware about diff spike here a bit Yea I agree. I definitely plan on nerfing this based on how Habi's Insane turns out.
[hard]
  1. 00:00:864 - if you want to silence thing here why not just use 1/2 slider for this 00:00:547 (1) - instead :C , it feel weird when playing with silence thing there Fixed from previous mod~
  2. 00:18:958 (1,2) - try this rhythm ? sound better imo Okay
  3. 00:22:133 (3,4,5) - not quite sure , the pattern play fine for me but idk if hard player can reconize this for 1/1 spacing ? since pretty much the pattern itself looks complex that need to understand a bit , you can make the pattern itself a bit easier to read imo like something like this I think this plays out fine, but i'll get some testplays.
  4. 00:33:404 (6,1) - not really sure if you want blanket here or not , if you really aim for blanket here try make blanket a bit better Not trying to blanket, so i changed the slider shape to make it more obvious
  5. 00:34:990 (3) - object end not snapped Fixed
  6. 00:01:023 (1,2) - transition is not really good here try move (2) to x420 y128 , would make the transition here better imo like what you did here 00:02:292 (1,2) - This plays out fine for me
  7. 00:17:688 - feel empty here , map this beat ? would make rhythm here sound better imo Leaving empty to be consistent with my rhythm choice here, and I think it's fine honestly
edited: continue the mods

[normal]
  1. 00:18:958 (1,2) - try this rhythm ? I think it cover the beat here better I prefer my current one, theyre about the same so i'll keep.
  2. 00:24:038 (1,2,3,4) - hmm not really sure what you try to follow here kinda sound weird that skip some guitar sound like 00:24:831 - , 00:25:784 - well I will just suggest rhythm here I prefer my current one. Mapping all the guitar sounds would create too much density here, so i skipped the weakest note :P.
  3. 00:31:657 (1,2,3,4) - would be cool tho if you seperate them like what you did here 00:21:498 (1,2,3,4) - , it would make flow better too imo I made them closer together to make them more difficult lol. Since the intensity is building up here.
  4. 00:34:515 - kinda feel weird that you skip this beat here , this would sound better imo I honestly feel this is fine on Normal. This is the same rhythm you suggested on Hard, so since i used it on Hard i want to stay with this one for Normal to make it easier.
  5. 00:36:737 (1,2,3,4) - uhh similiar to what I said here 00:31:657 (1,2,3,4) -
  6. 00:39:277 (1) - and yea similiar to what I said here 00:34:515 -
  7. 00:48:642 (5) - you can move this note to around x288 y148 , would make flow here 00:48:165 (4,5,6) - better imo I like having a bit of a bump, Making the players move even slightly while playing this pattern would emphasize those notes better than if they were completely smooth. It already flows well here anyways.
  8. 00:57:054 (1,2,3) - I think rhythm doesn't need to be intense like this ,something like this should be enough now I agree, changed. Applied to the same pattern that came up later too., mapping this beat 00:57:213 - just feel a bit redundant imo
  9. 01:05:943 (3,4) - I just feel like this 01:06:102 - beat doesn't really need to be mapped that much imo similiar to what I said here 00:57:054 (1,2,3) - well it's up to you tho if you fix this you might want to fix the others similiar rhythm too for consistency Keeping it here, but fixed the other two. This one plays a bit differently though, and it's not the beginning of the NC so i think a change in rhythm is fine.
  10. 01:22:451 (1,2,3,4,5,6,7) - rhythm here kinda feel a bit really intense than the others part here and it really create big gap between easy and normal here might as well nerf this a bit , that would fix the gap here imo , here my rhythm suggestion Maybe i'll nerf, idk. this is the most intense part of the song for me, so I would prefer to keep.
  11. 01:24:991 (1,2) - WUT #spacing uhh are you sure this spacing is ok ? ( I mean it not 1/2 spacing look at the rhythm lololololol ) My bad lol Fixed.
[easy]
  1. 00:11:975 (2) - might be good to move this a bit to the right around x468 y120 so that make pattern a bit more clean imo since current one got something not really good here Okay, blanketted instead.
  2. 00:25:943 (3) - you can move this to the right a bit around x324 y256 so flow here 00:24:991 (2,3,1) - can be a bit more beginners friendly Already looks pretty friendly to me :P.
  3. 01:07:213 (1) - move this a bit to around x112 y284 ? so it would make flow here 01:06:578 (5,1,2) - a bit better imo , it's minor yeh but it work nice for beginners tho I prefer the current placement because it makes a lot more sense with the rest of the pattern.

good luck :)
Thanks for the mod Celsius :D.
Iceskulls

monstrata wrote:

CelsiusLK wrote:

[*]00:36:419 (5) - placing like this probably can make the flow here 00:36:419 (5,1) - better imo I like the flow as it currently is, the motion is upward since the objects are placed so that they slowly go up the screen, so I think most players won't play out slider 5 and simply drop-off the end. Also is that an image for ants? lol.
dam y u do dis puush , actually the picture suppose to be (5)'s tail facing right instead of left but I see what you mean there so I think it not really necessary now lol
Topic Starter
Monstrata

Milan- wrote:

[easy]
  1. 00:11:181 (1,2) - not really something so be worry about but, could you avoidthis little "overlap"? So it's easier to read, looks prettier, etc. Fixed from previous mod
  2. 00:16:261 (1) - rhythm feels a bit weird cuz you ignore vocals at 00:16:736 - , altho you repeat on vocals too i think something different could fit better. Nicehttp://puu.sh/hFzyz/7dcc52c72b.jpg so this way 00:17:848 (2,3) - would also follow vocals just fine
  3. 00:26:578 (1) - this feels a bit awkward cuz you ignore vocals at 00:27:054 - which you dont do at all on this diff. this may work, maybe Okay, got it to work :Dhttp://puu.sh/hFzWp/6cf7806ebb.jpg
  4. 00:51:340 (2,1) - similar as before, but here you could add a curve to 2 for smoother transition and cool stuff. k. Similar here too 01:06:578 (5,1) - Added to second one, I think first one is fine
  5. 00:57:689 (2,1) - maybe it's me being picky, but if you stack (1)'s tail on (2)'s tail, looks pretty cool:3 Ehh, its cool i guess, but too much work lol
[normal]
  1. 00:25:942 (1) - this NC feels so lonely ): rather cancel it or swap it with 00:24:990 (3) - Fixed from earlier mod
  2. 00:27:054 (2,1) - the transition between the music and vocals isnt nice here. I'd shorten (1)in order to cover both, and make the transition smoother ^
  3. 00:30:387 (1) - shouldn't this end 1/2 earlier? at 00:31:180 - makes more sense imo White tick is better imo.
  4. 00:40:388 (1,2,3) - distance is bit uneven here /w\ Fixed from previous mod
  5. 00:45:626 (1,2) - This as a 1/2 repeat, may feel better cuz you use circles right after this pattern I changed to 1/2 slider and circle instead of 3 circles
  6. 01:16:102 (1,2) - could you avoid this ugly overlap? moving 2 a bit more away would do the work i think ez Changed the repeat slider shape instead cuz moving 2 is like moving the entire rest of the map lol
  7. 01:24:991 (1) - where does it end? o.o lol fixed
[hard]
  1. check aimod
  2. "00:00:547 (1) - Make it a large slider like in insane and magi, being a repeat slider makes the fact that the end is silenced more noticeable lol." YES Yep fixed
  3. 00:01:023 (1,2) - this kind of pattern are weird to play. They are fine, but weird. Moving it a bit more away wouldn't really hurt, so you could do that for better placement, asthetics, playability, etc. There are some others on the rest of the diff as well I like the 60 degree angle though ;c.
  4. 00:09:911 (1,2) - you could try this rhythm isntead http://puu.sh/hFBMf/377f1f2541.jpg cuz there's no real sound at 00:10:069 - and makes the pattern play a bit awkward imo I like your rhythm, but imo this rhythm plays fine too, + i like the pattern. I won't be able to keep this arrangement if i use that rhythm so im gonna keep.
  5. Also, 00:10:228 (2,3,4,5) - shouldnt these be spaced by 1.2x instead? Would look less clustered too Fixed
  6. 00:12:609 (3,1) - if you compare this with what you did on normal... uhm you miss some vocals, try using what you did on normal better. And basically the whole section has these long slider that lose vocals on the way. You may want to rethink about your rhythms here. Yea redid the rhythms here
  7. 00:22:609 - 00:23:244 - 00:23:879 - add note for vocals? Feels really empty right now Prefer to leave them out
  8. 00:30:387 (1) - this ends on nothing really worthy, better end it on vocals (00:31:180 - ) or instruments (00:31:498 - ) I'll silence the end. Zzzz gonna rethink this hmm.
  9. 00:39:753 (2) - how do you even calculate to not go out of screen? teachmeplz Lol
  10. 00:58:007 (3,1) - distance is a bit off here xD but you could add a curve to (3) as well for better asthetics and stuff. Same here 01:11:975 (5,1) - Sure, but keeping for second one cuz its another pattern.
  11. 01:00:864 (1) - you're mapping around vocals the whole kiai, missing 01:01:181 - is somewhat weird imo >< This may feels better http://puu.sh/hFCj1/245ad59463.jpg I actually kind of like this for some variety lol.
  12. Taking in mind that you have a light insane, you may want to nerf some circles. For example here, 01:18:642 (1,2) - can be just 1/2 slider instead; 01:23:562 (1,2) - this kind be a long 1/1 so it gives more emphasis to the cymbal as well. Yep yep, considering it. I already nerfed other sections of Hard from previous mods, and depending on Habi's Insane, i might be nerfing my Light Insane too, so I probably won't have to nerf these. We'll see
holy drums

ill finish the rest tomorrow x.xk

[insane]
  1. 00:00:547 (1) - i think you can extend it 1/4 and sounds better. Here and in magi. Cuz the sound doesnt end on the white tick and feels kind of empty leave it there, k. I prefer mapping a jump here for emphasis.
  2. 00:10:863 (4,5) - these are like a bit too closed imo. And looks awkward on gameplay too. You may want to give these more space Okay
  3. 00:11:180 (5) - finish is missing here Added
  4. 00:30:387 (1) - same to what i said in others diffs hai zzzz *thinking*
  5. 00:41:023 (3,4) - something i'd do myself it feels somewhat cool cuz the cymbal at 00:41:340 - >w< Idk D: I think the jump suffices. And im blanketting 2 atm.
  6. 00:42:134 - hope you nerf this part just a bit, do it for the newbiess!!! (like me). Anyways this part 00:45:784 (2,3) - feels a bit awkward cuz you do only circular movememt the whole single tapping but here kinda breaks that flow. If you rotate 00:45:943 (3) - like -45° may play a bit neater. Nerfed the first part, waiting on Habi's Insane to decide how much to nerf the rest of the jumps xD. About the sliders, I rotated them slightly for better visual cue, Though i was banking on players just using slider-leniency to play them.
  7. It's weird that 00:56:102 (2,3) - has more distance 00:56:737 (5,1) - however, the last pattern has a lot more impact. May worth a try to give more distant to (1) there. I think this one's fine since its clear these are jumps unlike your next point.
  8. 01:24:673 (7,1) - similar here. (1) is screaming to be more away from (7) Yea I can hear the screams too. Fixed :D
[Magi]
  1. 00:49:118 (4,5,1) - this part doesn't feel really cool at all ): cuz the flow isn't too good towards (1) and it has a slow down. It's a bit weird to play. A more natural movement may be helpful or something, dunno You're right. Completely remapped this pattern using what i did on Hard.
  2. 01:05:150 (1) - this is the only "triple" you map on the whole kiai. Feels so lonely, poor slider;w;. (even when there are more spots where you could add triples and stuff) Yea, i know. I don't really like triplets zzz cuz that means you cant map the jumps, you feel me? :c
  3. 01:26:816 (7) - actually, there's no beat here, it just the drums being off like 30 ms Damn. Okay gotta wait for pishi
    hitsoundssuggestionstuffyolo
  4. 00:00:864 - swapping normal samp for soft sounds better than using 5% volumen normal samp >w< Sure why not
  5. 00:10:228 (2) - cancel finish on head, doesn't really fit there and makes so much noise for nothing. There's no cymbal either just kick drum sound. Similar here 01:01:816 (5) - Removed on first, second kind fits tho imo.
  6. from 00:11:339 - to 00:41:816 - you may want to change the general sampleset to soft. Normal is too loud for just some guitar ><. You can change it for those big toms, cymbal, etc tho. Hmm okay yea, soft sampleset works nicely,
  7. 00:18:006 - you should check others diffs when you do this. I believe that on hard clap is missing. Maybe there are others spots too Ahh Okay.
  8. 00:31:658 (1) - normal finish fits the best here, There's a really heavy cymbal there that you shouldn't ignore. Okay same here 00:36:261 (4) - 00:41:340 (4) - 01:11:023 (1,3,5) - Idk about these ones. the drum samplesets really fit imo...
  9. 00:35:943 (3) - altho i like how you used drum whistle here, it's really random as you used just here but not on similar places, which is like everywhere. And actually you could use this hs instead of clap for some guitar section where claps just doesnt fit, but that's another story asdf. k. Lol id ;c.
  10. 00:36:737 (1) - add finish on head < 00:46:896 (1) - 00:47:371 (3) - 00:48:165 (1) - 00:49:118 (4) - Okay
  11. 01:04:356 (5) - finish on reverse and remove the one on 01:05:943 (1) - to keep constancy i guess uh. same with these 01:14:832 (1,1) - heads kk
  12. 01:21:181 (1) - that random drum whistle?o.o Whops
  13. 01:27:213 (3) - drum clap sounds cool here. Oh, yea that was my intention
  14. whistles are placed randomly to me, for example on the kiai you used it every measure when there's no finish, but you missed 00:58:324 (1) - 01:04:356 (5) - (or in case you change the finishes, 01:05:943 (1) - ). But then the second half you added whistle every 3rd beat as well ><. Inconsistencies like this happens on the whole map so i dont really know when you use whistle or for what. zzz I just whistle every 1st 3rd tick that doesn't have a finish like the scrub hitsounded i am ;c fixed all that you said above^
HOLY DRUMS
Thanks again Milan >///< Fixed and remapped a lot, so late reply lol
Asfand
Hello!
From #modreqs
[General]
  1. I would totally bubble this soon tm
[Easy]
  1. 00:56:419 (4,1) - spacing inconsistency
  2. 00:14:515 (2,3) - blanket fix
  3. 00:24:039 (1) - spice up slider? suggestion http://puu.sh/hLu2H/3b036296c6.jpg
  4. 00:25:943 (3) - move x=176 y=276 for blanket on 00:24:991 (2) -
  5. 01:04:038 (1) - flip this this way http://puu.sh/hLufu/c90bb070d8.jpg
  6. 01:05:308 (3) - flip this this way http://puu.sh/hLugt/7f9b1a611a.jpg
[Normal]
  1. 00:04:831 (3) - spacing
  2. 00:16:260 (5,1) - ^ 0.95 hmm
  3. 00:40:388 (3,4) - spacing
[Hard]
  1. 00:31:658 (1,2,3) - not a huge fan of straight patterns, but it kinda works here so I will let it pass
  2. 00:49:435 (1,2,3) - having each slider increase a bit in SV could be cool
  3. 01:21:181 (1) - spice this slider http://puu.sh/hLuMt/1e7dcca598.jpg I like how spice just means two red ticks in there, do something more creative than me
[Insane]
  1. 00:49:435 (1,2,3) - same suggestion as in Hard
[Magi]
  1. 00:31:975 (2) - ctrl+g
  2. 00:32:610 (4) - ^
  3. 00:33:880 (4) - ^
  4. 00:34:197 (1) - ^
  5. After watching the part after I'm not sure about the ctrl+g where suggested it I see how you change it after which is pretty cool. up to you
  6. 00:49:435 (1,2,3) - same as in hard and insane increasing SV
Shadw
i'm a bad modder, so i'll apologize in advanced for crappy mod

[Easy]

- 01:12:213 - you had a timing section here which turned off kiai for a moment. I was thinking that maybe you can move that timing section a little bit back to 01:11:975 - . I feel like it would fit the music.

[Normal]

- 01:10:229 - and 01:10:864 - rhythm doesn't feel right with me, feel like beats might be needed here. I'm not an expert with mapping normal maps (or with mapping in general) but if it doesn't work to place any beats here then don't worry about it.
- 01:12:213 - same thing with the kiai timing section as easy

[Hard]

- 00:12:609 (5) - it could be ctrl+g'ed. if it doesn't work then derp
- 00:45:784 (2) - moving this circle to coordinates 222|248 makes the pattern more comfortable to play imo
- if you choose to follow the suggestion above, i know how ocd you are with your patterns, so you wanna make the triangle (00:45:943 (4,5,6) - ) look perfect to the pixel ;3
- same thing with the kiai timing section

[Insane]

- the drain is damn low for insane, maybe raise it a little, perhaps hp 6.5 or somethin, up to you
- 01:23:245 (5,6) - ctrl+g'ing this works with me however if you do this you'll need to restructure quite a little bit so up to you if you want this ctrl+g'ed
- 01:23:880 (2,3,4,5,6) - i sort of feel like there's spacing inconsistency here but it might not matter
- same thing with the kiai section

[Magi]

- hahahahahahaha screw you
- i would recommend od 8.5 since your insane diff is od 7.5 and habi's insane will likely be od 8. it probably doesn't matter ;_; but if you don't want that by all means keep the od 9 and i'll hunt you down for it.
- maybe hp 7?
- same thing with kiai timing section
- no complaints with the mapping itself

man one helluva good mapset, looking forward seeing it ranked
Zetera
Damn, I actually forgot to mod this. Take these 2 Kds for the delay.

[General]

Have an optional suggestion: What about limiting the combo colours on 3, only using the characters' hair colour? So that would be 1 pinkish, one blonde and one blue. Values for those colours would be 255,255,119 for blonde, 214,10,61 for pink and 0,64,128 for blue.

[Easy]

|I can only hear a different drum at 00:46:578 (4) - , meaning that they wouldn't fit at 00:45:308 (2,3) - . This probably effects other diffs as well.
|01:22:451 (1,2) - Tiny cosmetical issue, I think 2 is too close to the edge of 1's sliderborder. You can give 1 a rounder shape to form a blanket, that will already solve the problem.

[Normal]

|00:24:514 (2,4) - I think the guitar strings are dominant here, suggesting to extend those sliders.

[Hard]

|00:16:260 - Having nothing on this beat is kind of awkward. The previous slider tries to follow the vocals I guess, but that wasn't well-realized. If ypu wanted to pronounce the guitar, then 00:15:784 - lacks of emphasis. I suggest having a circle at 00:15:625 - and having a slider follow that circle. The new slider would end where the original one ends, but like this the silence on the red tick seems more reasonable.
|01:19:277 (4,1) - 1 could be a bit more curvatious to avoid this overlap.

What I saw here is that you used a lot of polygon patterns, probably to provide some structure. Unfortunately, that was done on flow's costs. It's not much of a problem, since the diff also works out with the current flow, but it could be more clean (Example). By altering slider shapes or directions, this can be improved a bit.

[Insane]

|00:21:498 - What does this slider follow? Can't hear anything special here.. Also found in Magi.
|00:06:895 (4) - Flow suggests a horizontal slider, just like 00:05:625 (5) - . This current one isn't as good I fear.

[Magi]

Nice.

Wow, this was tiny. Since I didn't really have anything to say, have another star. I hope I still was helpful and I wish the best of luck.
Topic Starter
Monstrata

Asfano wrote:

Hello!
From #modreqs
[General]
  1. I would totally bubble this soon tm
[Easy]
  1. 00:56:419 (4,1) - spacing inconsistency Fixed
  2. 00:14:515 (2,3) - blanket fix Fixed
  3. 00:24:039 (1) - spice up slider? suggestion http://puu.sh/hLu2H/3b036296c6.jpg Nice. That shape actually follows the melody really wellt oo.
  4. 00:25:943 (3) - move x=176 y=276 for blanket on 00:24:991 (2) - This is fine
  5. 01:04:038 (1) - flip this this way http://puu.sh/hLufu/c90bb070d8.jpg Poor flow going into it tho :P
  6. 01:05:308 (3) - flip this this way http://puu.sh/hLugt/7f9b1a611a.jpg Same.^
[Normal]
  1. 00:04:831 (3) - spacing K
  2. 00:16:260 (5,1) - ^ 0.95 hmm Unnoticeable but sure
  3. 00:40:388 (3,4) - spacing Fixed
[Hard]
  1. 00:31:658 (1,2,3) - not a huge fan of straight patterns, but it kinda works here so I will let it pass Ya
  2. 00:49:435 (1,2,3) - having each slider increase a bit in SV could be cool Wouldn't fit tho D:.
  3. 01:21:181 (1) - spice this slider http://puu.sh/hLuMt/1e7dcca598.jpg I like how spice just means two red ticks in there, do something more creative than me Stressing this note with a linear motion since i'm not using jumps on Hard
[Insane]
  1. 00:49:435 (1,2,3) - same suggestion as in Hard Will pass
[Magi]
  1. 00:31:975 (2) - ctrl+g This is better
  2. 00:32:610 (4) - ^ ^
  3. 00:33:880 (4) - ^Nah, the linear flow here would be really weird plus players are going to use slider-leniency to play these anyways
  4. 00:34:197 (1) - ^ Unnecessary, and poor flow :P.
  5. After watching the part after I'm not sure about the ctrl+g where suggested it I see how you change it after which is pretty cool. up to you Yea. I'm abusing drop-off flow here xDD.
  6. 00:49:435 (1,2,3) - same as in hard and insane increasing SV I really have to disagree with SV changes because they don't fit here :P. The vocals don't increase in volume or anything :P.
Thanks for the mod Asfano :D Sry i took so long to respond lol.
Topic Starter
Monstrata

Shadw wrote:

i'm a bad modder, so i'll apologize in advanced for crappy mod

[Easy]

- 01:12:213 - you had a timing section here which turned off kiai for a moment. I was thinking that maybe you can move that timing section a little bit back to 01:11:975 - . I feel like it would fit the music. I'm only using this to create another Kiai fountain on the second half of the Kiai so i this is fine. That way all notes in the Kiai sections are actually part of Kiai, and that last note right before the Kiai reset will also be Kiai'ed instead of normal. (Not so much applicable for Easy, but this is more for Insane+ where the last note would not be part of Kiai)

[Normal]

- 01:10:229 - and 01:10:864 - rhythm doesn't feel right with me, feel like beats might be needed here. I'm not an expert with mapping normal maps (or with mapping in general) but if it doesn't work to place any beats here then don't worry about it. They're quite feint so they can be skipped on lower diffs.
- 01:12:213 - same thing with the kiai timing section as easy rip ;c

[Hard]

- 00:12:609 (5) - it could be ctrl+g'ed. if it doesn't work then derp OMG yes. This is so much better lol
- 00:45:784 (2) - moving this circle to coordinates 222|248 makes the pattern more comfortable to play imo I agree, its more playable. I'll have to test this a bit though. I'm just a bit worried about overlapping on Hard since it might make slider 5 a bit more difficult to read. It should be fine though probably.
- if you choose to follow the suggestion above, i know how ocd you are with your patterns, so you wanna make the triangle (00:45:943 (4,5,6) - ) look perfect to the pixel ;3
- same thing with the kiai timing section

[Insane]

- the drain is damn low for insane, maybe raise it a little, perhaps hp 6.5 or somethin, up to you Raised to 6
- 01:23:245 (5,6) - ctrl+g'ing this works with me however if you do this you'll need to restructure quite a little bit so up to you if you want this ctrl+g'ed Prefer what it currently is... i don't see any problem... but i think maybe i fixed this pattern some time ago. (forgot lol).
- 01:23:880 (2,3,4,5,6) - i sort of feel like there's spacing inconsistency here but it might not matter Did some buffing.
- same thing with the kiai section

[Magi]

- hahahahahahaha screw you
- i would recommend od 8.5 since your insane diff is od 7.5 and habi's insane will likely be od 8. it probably doesn't matter ;_; but if you don't want that by all means keep the od 9 and i'll hunt you down for it. Okay yea ill change it to 8.7 :D
- maybe hp 7? 6.5
- same thing with kiai timing section
- no complaints with the mapping itself

man one helluva good mapset, looking forward seeing it ranked
Thanks for the mod Shadw-chan :D :D :D :D :D :D
Topic Starter
Monstrata

Sala- wrote:

Damn, I actually forgot to mod this. Take these 2 Kds for the delay.

[General]

Have an optional suggestion: What about limiting the combo colours on 3, only using the characters' hair colour? So that would be 1 pinkish, one blonde and one blue. Values for those colours would be 255,255,119 for blonde, 214,10,61 for pink and 0,64,128 for blue. After some thought, i felt taking from both the character's hair colors (blue/pink) and bg colors (orange/dark blue) would fit better.

[Easy]

|I can only hear a different drum at 00:46:578 (4) - , meaning that they wouldn't fit at 00:45:308 (2,3) - . This probably effects other diffs as well. You're right, changed the other claps back to normal instead of drumclap. I also applied this to Normal and Hard. I decided to keep them for Insane and Magi because the increase in note density allows for these drum claps to be better appreciated.
|01:22:451 (1,2) - Tiny cosmetical issue, I think 2 is too close to the edge of 1's sliderborder. You can give 1 a rounder shape to form a blanket, that will already solve the problem. Sure! Fixed.

[Normal]

|00:24:514 (2,4) - I think the guitar strings are dominant here, suggesting to extend those sliders. Funny enough I mapped them at one point and decided to nerf them. Mapping them kind of makes this section too cluttered and dense compared to more intense sections like the Kiai and buildup right before Kiai.

[Hard]

|00:16:260 - Having nothing on this beat is kind of awkward. The previous slider tries to follow the vocals I guess, but that wasn't well-realized. If ypu wanted to pronounce the guitar, then 00:15:784 - lacks of emphasis. I suggest having a circle at 00:15:625 - and having a slider follow that circle. The new slider would end where the original one ends, but like this the silence on the red tick seems more reasonable. I did something similar but used a different rhythm since i wanted to keep rhythm consistent here.
|01:19:277 (4,1) - 1 could be a bit more curvatious to avoid this overlap. Okay fixed.

What I saw here is that you used a lot of polygon patterns, probably to provide some structure. Unfortunately, that was done on flow's costs. It's not much of a problem, since the diff also works out with the current flow, but it could be more clean (Example). By altering slider shapes or directions, this can be improved a bit. I actually felt this pattern flowed well. I put equal emphasis into flow and patterning, but I understand (especially with the pattern you brought up) that some people consider perfectly linear flow to be awkward/uncomfortable to play.

[Insane]

|00:21:498 - What does this slider follow? Can't hear anything special here.. Also found in Magi. Following the guitar trill sound lol.
|00:06:895 (4) - Flow suggests a horizontal slider, just like 00:05:625 (5) - . This current one isn't as good I fear. I think this is fine. Yea flow suggests a more horizontal slider to mirror the motion of 4, but i believe this formation is fine too since the flow is still good. I wanted to transition into a more vertical motion here.

[Magi]

Nice.

Wow, this was tiny. Since I didn't really have anything to say, have another star. I hope I still was helpful and I wish the best of luck.
Thank you again for the mod, Sala! Seriously, a good mod doesn't have to be long one!
captin1
  1. i'd recommend a custom clap sound as a snare, just to fit a bit better with the song
[Easy]
  1. 00:04:831 - places like this you can add finishes as well, you started with it on 00:03:561 - but kinda stopped
  2. 00:11:180 - imo claps in a soft section like this don't fit, i'd just go with whistles until 00:21:498 - . could also work a bit more with hitsound volumes, like dropping it a bit more here and then raising it later
  3. 00:24:038 - the effect of the claps kinda diminishes when you have a section like this without them though, so keep that in mind
  4. 00:47:531 (2) - is this supposed to be drum sample? kinda sounds weird surrounded by normal sample
  5. 01:05:308 (3) - ^
  6. 01:27:531 (1) - i'd move this over to the left of 4 instead, so that the map ends out in a slightly more interesting way than just following the same curve
[Normal]
  1. 00:02:292 (3) - clap on end
  2. 00:11:180 (1) - finish
  3. 00:11:180 - same about the claps/volume, and so on etc
[Hard]
  1. 00:25:466 (4) - i'd adjust this rhythm so you can catch the clap, really sticks out i think
[Insane]
  1. 01:04:673 (1) - intentional drum sample on the end? doesn't seem to fit and I think it takes some away from this note when there's a bass drum note here
  2. 01:16:102 (1) - dunno about this finish, seems out of place
yeah nothin much to say this is nice and clean, mostly just the hitsound stuff

call me back
pishifat
00:00:000 - clap

00:00:001 - also clap

clap finish finsihs whistle clap clap

thank you for kudosu
Topic Starter
Monstrata

captin1 wrote:

  1. i'd recommend a custom clap sound as a snare, just to fit a bit better with the song I tried. I'm not very familiar with custom hitsounds to begin with. Used one of the custon hitclaps i used for a previous map, sounds like it works but there are probably better ones out there that I don't know about ;c.
[Easy]
  1. 00:04:831 - places like this you can add finishes as well, you started with it on 00:03:561 - but kinda stopped Ahh, added some more finishes
  2. 00:11:180 - imo claps in a soft section like this don't fit, i'd just go with whistles until 00:21:498 - . could also work a bit more with hitsound volumes, like dropping it a bit more here and then raising it later I agree. Removed the claps from Easy/Normal/Hard since there's low note density anyways. I think i'll keep them on Insane/Magi though, it just seems a bit empty without them on the higher diffs due to increased note density.
  3. 00:24:038 - the effect of the claps kinda diminishes when you have a section like this without them though, so keep that in mind Yea
  4. 00:47:531 (2) - is this supposed to be drum sample? kinda sounds weird surrounded by normal sample Fixed
  5. 01:05:308 (3) - ^ Fixed.
  6. 01:27:531 (1) - i'd move this over to the left of 4 instead, so that the map ends out in a slightly more interesting way than just following the same curve ooo sure ;o
[Normal]
  1. 00:02:292 (3) - clap on end K
  2. 00:11:180 (1) - finishK
  3. 00:11:180 - same about the claps/volume, and so on etc
[Hard]
  1. 00:25:466 (4) - i'd adjust this rhythm so you can catch the clap, really sticks out i thinkI agree. Adjusted
[Insane]
  1. 01:04:673 (1) - intentional drum sample on the end? doesn't seem to fit and I think it takes some away from this note when there's a bass drum note here Fixed.
  2. 01:16:102 (1) - dunno about this finish, seems out of place Used a drum-whistle instead. Works better now i think
yeah nothin much to say this is nice and clean, mostly just the hitsound stuff

call me back
:D :D Thanks for the mod :D.
Topic Starter
Monstrata

pishifat wrote:

00:00:000 - clap

00:00:001 - also clap

clap finish finsihs whistle clap clap

thank you for kudosu
<3

Now i can use OD 8.5 and not feel bad :D.
captin1
boop
pishifat
rw9egat9g 247pw 3wb=4gtu7ws?

at08 awg08iah.

04jhm4h!!!!
Pereira006

pishifat wrote:

rw9egat9g 247pw 3wb=4gtu7ws?

at08 awg08iah.

04jhm4h!!!!
l m a o

congtraz monstrata !
pkk
congrats!
Topic Starter
Monstrata
thanks all :D :D
Zetera
Well done!
walaowey
gratz >w</
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Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

  1. Mapping Quality
    - The dark blue combo colour blends with the BG, which makes the hitobjects in that part unreadable.
    - AR9 in Insane does not fit in the spread and feels forced. . High AR breaks the spread and makes hitobjects hard and unpleasant to read.
    - The soft hitclaps you used in Insane and Magi from 00:11:497 to 00:30:545 - do not suit this song in an appropriate way as these hittsound have no support in the song. The same happens in Normal and Hard from 00:21:656 to 00:30:545 We'd like you to find another solution, by adjusting the hitsounds.

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

We sincerely apologize for the inconvenience and hope your map will be requalified soon! The Beatmap Nominators will handle this mapset after the issues have been addressed.

Good luck and thank you for contributing to the osu! community with your efforts!

###M
Sieg
jesus christ
Shoko84
Well.. the Magi diff was awesome and dq'ed only for hitsounds too soft, blue too darker..
Wishkey
Damn what a reason to last second dq
Topic Starter
Monstrata
I can already hear the cries of a thousand pp farmers :c

At school atm so I can't check editor but seriously, none of those reasons seem problematic in the least. Did anyone actually have problems with the combo color?

AR 9 fits well on 189 bpm with the 1/2 circle spam. Any lower will create too much note density on the screen...

Will check hit sounding when I get home...



Should I contest? Reasons don't seem well tested.
Hadis
You should definitely contest that dq!
I completely disagree with the QAT.
Shoko84
Combo colors are not problematic for me since i'm playing with a single color on black bg.. (awesome background btw :) )
But well.. +1 to hadis1000
captin1
combo color is extremely minor and mostly irrelevant
ar point is dumb, as monstrata said 9 is best considering the bpm and density
the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it

absolutely contest, i don't see a single thing that would warrant this.
Shadw
Combo colour is so minor and irrelevant so I find that this is a pretty unreasonable dq and believe you should contest this. Keep up the good work with your mapping!
ChubbySquishy
combo color fits very well with the background...
Topic Starter
Monstrata
Alright I will contest. If you have any complaints/points you think could help me, please feel free to post here or pm me, they would be a tremendous help!

I will post the official reply here for clarity, unless there is some rule that prevents me from sharing the contest publicly (I don't see it in the rules though).
Lolparty
Hide your maps
Hide your PP
The QATs are coming

Also such a small issue being the cause for disqualification when it's so close to rank is like a shot at the players imo
Topic Starter
Monstrata
[Contesting this Disqualification]

monstrata wrote:

Addressing the first point: "- The dark blue combo colour blends with the BG, which makes the hitobjects in that part unreadable. "

First of all, calling the combo color "unreadable" is a complete overstatement. The combo color complements the background very well, And does not blend with the background. The main concern here is the area on the top/left of the screen where the dark-blue is most prominent. Here are some pictures. These were all taken with background dim set to 0%.
http://puu.sh/itSm7.jpg This first image shows a circle which is very much readable.
http://puu.sh/itSpU.jpg This one shows a slider, also very much readable.
http://puu.sh/itSCu.jpg Lastly, here is the approach circle for 00:08:323 (4) - on the Normal difficulty, which is right in the middle of all the dark-blue color. The approach circle is clear and visible.

Additionally, the dark blue in the background is gradient towards the top and also contains yellow and white colors around it for contrast. The background is not a single color but a mixture of many, so I find it very difficult to believe that this combo color is "unreadable".

Regarding: "- AR9 in Insane does not fit in the spread and feels forced. . High AR breaks the spread and makes hitobjects hard and unpleasant to read."

AR9 definitely fits the spread. Please consider that Hard is AR 8 and Magi (Extra) is AR 9.2. The AR fits the spread very well. Magi uses a slightly higher AR because I used an extensive amount of 1/2 circle jump patterns within the difficulty. Having less objects on the screen makes it cleaner and also fits the difficulty of an Extra. Hard uses AR 8 because while there is 1/2 rhythm, jumps are very minimal. AR 8 complements the BPM of the map.

Additionally, AR9 does not feel forced at all. Actually, it is very much necessary. The Disqualification post seems to imply that AR9 is too high, which I have to disagree with. The BPM is 189 which is on the high end of most anime tv-size maps. Furthermore, I employ a lot of 1/2 jump rhythm in Insane so reducing the AR would create more note density on the screen for players. On Insane places like 00:44:514 (1,2,3,4,5,6,7,8,1,2,3,4,5) - and 01:22:609 (1,2,3,4,5,6,1,2,3,4,5,6,7) -
really need AR9 to be played well. Because of my extensive use of not just 1/2 rhythm, but 1/2 jump patterns, the AR complements the difficulty and does not feel forced.

Regarding "- The soft hitclaps you used in Insane and Magi from 00:11:497 to 00:30:545 - do not suit this song in an appropriate way as these hittsound have no support in the song. The same happens in Normal and Hard from 00:21:656 to 00:30:545 We'd like you to find another solution, by adjusting the hitsounds."

The soft-hitclaps provide consistent feedback for players during this calmer section of the song. I decided it was fine not to use soft-hitclaps on Easy because the note density was low enough that players could still receive adequate hit-sound feedback from playing the objects. On Normal I decided to have the first part of the intro omit the hit-claps and instead begin placing them after: 00:21:656 - to create a build up effect. Much of this song is about build up, especially after 00:31:815 - and onward until the Kiai at 00:52:132 - .

The use of soft-hitclaps work well with the music in creating a consistent rhythm for players. Without them, Insane and Magi definitely would not have enough hit-sound feedback for players to maintain rhythm. As captin1 mentioned. : "the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it." This is especially noticeable in Magi because even though SV is lowered, object density only drops slightly.

On Magi, 00:25:942 (1,2,3,4,5,1) - and 00:23:243 (2,3,4,5,6,1) - and 00:12:767 (1,2,3,4,5,6) - Are just examples of places where 1/2 rhythm and consecutive 1/2 circle jumps are still very much apparent even though the section is slower due to the 0.75x SV.

On Insane, places like 00:18:323 (2,3,4,1,2,3,1,2,3,4,1) - also contain a lot of 1/2 rhythm. Because of areas like this, the claps are necessary to support the rhythm and give adequate feedback. Hitsounding only these areas would also create inconsistencies that contribute to a sense of disjointedness.

Regarding "other solutions", I strongly believe this is the best solution. Simply omitting as I mentioned earlier, would contribute to a severe loss in player feedback. Other solutions, as I have been suggested, included using soft-whistles in place of the claps. However, I am already using soft-whistles so a different hitsound would be conducive to better feedback variety throughout this section. Additionally, I don't see how the claps reduce the quality of the hitsounding in this section. Soft-claps fit well with a calm section of the song, and their recurrence every 2nd/4th tick (except in specific rhythms like 00:24:196 (1,2,3,4,5,6,7) - on Magi) fit my rhythm choice.

I don't believe this disqualification was justified, and I hope my arguments were logical and reasonable. Thanks for your time!
Yea :P. Sorry to everyone who lost their pp playing this map xPP. I know my Magi diff was a pp goldmine. Sucks to have a 7th day dq... Lets hope this contest is successful because man, these reasons were honestly not well thought out... I'm not a great hit-sounder, but even I can't agree with the hit-sound dq, let alone the other ones :P.
_dog

Quality Assurance Team wrote:

...
  1. Mapping Quality
    - The dark blue combo colour blends with the BG, which makes the hitobjects in that part unreadable.
    - AR9 in Insane does not fit in the spread and feels forced. . High AR breaks the spread and makes hitobjects hard and unpleasant to read.
    - The soft hitclaps you used in Insane and Magi from 00:11:497 to 00:30:545 - do not suit this song in an appropriate way as these hittsound have no support in the song. The same happens in Normal and Hard from 00:21:656 to 00:30:545 We'd like you to find another solution, by adjusting the hitsounds.
...
###M
1. I study colour theory and know for a fact that if any colour were hard to see on this bg it would not be the dark blue but actually the orange.
Its common for people to hate on dark blue when they play full dim but that doesn't apply to ranking. Please test on default skin if your skin can't handle dark colours well.
2. If anything AR9 fits perfectly. 8 is too slow and with all the hate about decimal ARs I'm surprised you want to lower it. Anyways the pacing of the song really fits AR9. I'm not even going to talk about density or stacking.
3. This means your DQ must really be pointing at just the hitsounds. I also disagree with this. The song is softer and the pace has changed. It fits just fine. Sure there could be better solutions like doing crazy extravagant hitsounding but are we really going to make mappers do that just to get their map ranked?
Yunomi
Great map!
xxdeathx
I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.

Your contest is well written. Although you probably won't succeed on all points, hopefully you will be able to invalidate some of the reasons for disqualification.

Skystar wrote:

Great map!
Oh god somebody actually stole the name
Topic Starter
Monstrata
Omg i thought that was skystar
Kibbleru
soo... lets see here.

hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ

HAH
Yauxo
First off, I didnt check the map or read the thread beforehand, so Im just purely answering to the text below. Im also assuming that it's a "standard" kind of map.

xxdeathx wrote:

I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.
I honestly dont think that things under 4.5ish* can be "surely/100%" AR9. It always depends on the density and overlaps and stuff, but really, the patterns cant be so difficult that you'd need AR9 on 4.11*. Even if it is 189 BPM, give it a try on 8.5 or 8.8 if neccessary. More people will be able to play it and it'll also be much more enjoyable on DT.
Though, I'd agree that that's a bit over the top to DQ over the AR.

As I said, I didnt check the map, but I wanted to answer to that. Give AR8.5-8.8 a try and be a bit more open to that.
KaedekaShizuru

Kibbleru wrote:

soo... lets see here.

hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ

HAH
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.
lol
细思恐极
MirinH

KaedekaShizuru wrote:

Kibbleru wrote:

soo... lets see here.

hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ

HAH
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.
lol
细思恐极
细思恐极
这是逼我们用osu内置hitsound
Kinshara
This definitely belongs in the Hall of Infamy for one of the worst disqualifications ever.

Good luck, monstrata.
Natsu
just sharing my opinion, but that combo color its really hard to notice, idk I think you really should change it >:

ac8129464363

Yauxo wrote:

First off, I didnt check the map or read the thread beforehand, so Im just purely answering to the text below. Im also assuming that it's a "standard" kind of map.

xxdeathx wrote:

I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.
I honestly dont think that things under 4.5ish* can be "surely/100%" AR9. It always depends on the density and overlaps and stuff, but really, the patterns cant be so difficult that you'd need AR9 on 4.11*. Even if it is 189 BPM, give it a try on 8.5 or 8.8 if neccessary. More people will be able to play it and it'll also be much more enjoyable on DT.
Though, I'd agree that that's a bit over the top to DQ over the AR.

As I said, I didnt check the map, but I wanted to answer to that. Give AR8.5-8.8 a try and be a bit more open to that.
you are correct, but the point being made here is that at a certain point the AR of the map should be up to mapper's interpretation and honestly shouldn't be a DQ reason at all lol

the map plays fine and not forced for what it is at AR9, if monstrata wants to keep it like that he shouldn't be forced to change it.
Yales

Kinshara wrote:

This definitely belongs in the Hall of Infamy for one of the worst disqualifications ever.

Good luck, monstrata.
^ this
We should make a golden book.

Good luck!
Yunomi

captin1 wrote:

combo color is extremely minor and mostly irrelevant
ar point is dumb, as monstrata said 9 is best considering the bpm and density
the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it

absolutely contest, i don't see a single thing that would warrant this.
^
Sohma99

Skystar wrote:

captin1 wrote:

combo color is extremely minor and mostly irrelevant
ar point is dumb, as monstrata said 9 is best considering the bpm and density
the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it

absolutely contest, i don't see a single thing that would warrant this.
^
I couldn't agree more on this one...
Combo color being a reason to disqualify a map oO.
Wasn't even an issue on this map compared to some others....
Alarido
Solution for such imbroglio:

@monstrata:

* Please call Dexfrild or someone very very experienced on hitsounds to redesign/make up them.

* After this, call me back for checking everything.
ziin
Combo colors must not blend in with the map's background/storyboard/video. This is so the approach circles are always visible to the player.
Stop using shitty combo colors that you get from the background. Use something bright and/or edit the combo color a higher saturation/luminosity than the base color.

Pretty much any color darker than #80 when converted to grayscale is going to run into issues. Not to mention, kiai and other additive effects are significantly less vibrant at lower RGB values since additive blending adds the RGB value to the color underneath. If you use a black combo color for example, kiai will not work at all because you use 0 for the RGB values, adding 0 to everything. Not to mention, anyone using background dim without a skin force will hate you.

Just delete the color and move on with your life. Nobody is defending how this combo color adds to the song. Everyone is just complaining about the disqualification for something that doesn't seem like a big deal. Drop the AR9 to AR8.9. Change the claps to whistles. Done. I sincerely doubt that there would have been a disqualification if the blue were a better color.

TheGrimOfCrazy wrote:

1. I study colour theory and know for a fact that if any colour were hard to see on this bg it would not be the dark blue but actually the orange.
Its common for people to hate on dark blue when they play full dim but that doesn't apply to ranking. Please test on default skin if your skin can't handle dark colours well.
Clearly you don't know about how osu! colorization works. Even if the entire background were the exact orange color chosen, the simple fact that the orange is 255,149,43 means that the background when dimmed to the default of 30%, 178,104,30. That's a difference of 77,45,13, which is pretty substantial. The dark blue is just 23,46,83. The difference from a pure blue background would be 7,14,25.

I always test on default skin, and the default skin is very hard to see the dark blue, mainly for the reasons I outlined above. Mappers need to get over themselves and follow the rules. Please note that there is no rule about soft hitclaps or AR9, so those are purely opinionated reasons outlined by the QAT, which are debatable. The dark blue combo color clearly violates the rules.
Topic Starter
Monstrata
But my bg isn't anywhere near a solid blue color lol. Tbh, now that i think about it, its better to consider the readability of the approach circle based on its entire play time, not just screen shots. It plays just fine for me. Calling it unreadable is completely inaccurate but semantics aside, waiting for Loctav/ztrot.
Yales

ziin wrote:

The dark blue combo color clearly violates the rules.
No.
There was a topic about combo colors saying that rules should be added in ranking criteria for black and white combo being hard to read (I disagree with white lol) but anyway, it got denied. So even there your dark blue color is out of subject. I agree it can look a bit odd at first sight on 100% dim but it's totally readable and if I personally disagree with it I can just put my own skin combo.

Anyway, what we're saying is that it's a minor thing and doesn't warrant a (last minute) DQ. I mean, the topic cleary shows that nobody cares of it.
ziin

monstrata wrote:

But my bg isn't anywhere near a solid blue color lol. Tbh, now that i think about it, its better to consider the readability of the approach circle based on its entire play time, not just screen shots. It plays just fine for me. Calling it unreadable is completely inaccurate but semantics aside, waiting for Loctav/ztrot.
I call it blending in with the background, not unreadable. The only unreadable color is black on black.

That being said, the dark blue color is significantly less readable than the other colors in the top left corner of the playfield. The QATs and myself agree that this is too much.

Yales wrote:

I mean, the topic cleary shows that nobody cares of it.
There are times when black and white can be appropriate, thus it shouldn't be a rule.

Yales wrote:

Anyway, what we're saying is that it's a minor thing and doesn't warrant a (last minute) DQ.
Breaking any rule warrants a DQ.
Yales

ziin wrote:

Breaking any rule warrants a DQ.
Since the map stays readable there's nothing wrong. And you said yourself that combo colors doesn't need any rule.

Breaking any rule warrants a DQ. However combo color isn't a rule. So there's no broken rule here. -> Abusive disqualification.
ziin

Yales wrote:

ziin wrote:

Breaking any rule warrants a DQ.
Since the map stays readable there's nothing wrong. And you said yourself that combo colors doesn't need any rule.

Breaking any rule warrants a DQ. However combo color isn't a rule. So there's no broken rule here. -> Abusive disqualification.
White combo color on black background is fine. Black combo color on white background (while silly and I'd advise against it) is also fine. Black on red is fine. Combo color is a rule, you can't have it blending into the background.
byfar
combo color is fine/readable for me
Topic Starter
Monstrata
Where does it say the specific color I chose is unrankable? Only pure black and white are objectively dq'able. I'm referring to qat when saying the color is apparently unreadable.

Ziin- blending is subjective, your color number jargon assumes a bg that is a solid color, which is not the case.
ziin

monstrata wrote:

Ziin- blending is subjective, your color number jargon assumes a bg that is a solid color, which is not the case.
Yes, the rule is subjective. My jargon assumes a solid color because that section of the map is a mostly solid color, which is the only trouble area.


Can you really say that this does not blend at all?
Kibbleru
played absolutely fine to me. imo orange is worse lol
Topic Starter
Monstrata

Can you really say that this does not blend at all?

Point is, circles and sliders don't move, therefore they can be considered based on screenshots alone, but the approach circle moves. Saying it's "unreadable" based on strategically cropped screen-shots is poor judgement.
Yales
I actually tested it 0% dim (which didn't happen in 2 years lol) with my own skin, which gives a way more darker blue than it is with default skin http://puu.sh/iFh8c/de7867af31.jpg and I had no problem at all fcing (and so read) it first try. There's really no problem with this color. lol
Topic Starter
Monstrata
Talked with ztrot, and it looks like it's going to take a long time before the contest even gets looked at. This sucks, because the changes (very minimal) are easily applied. I'm considering just making the adequate changes pointed out in the disqualification post and moving on with things. pishi, captin, what do you two think?

Insane> Lower AR to 8.8
Combo Color > delete the dark blue color
Hitsounds > Replace the claps with soft-whistles (or nothing).
LeeoS
I love this map, the song is awesome too :)
awesome work in this beatmap.
Lolparty
So the QATs fight contests by waiting them out. nice
pishifat

monstrata wrote:

pishi, captin, what do you two think?
do it
Topic Starter
Monstrata
Problem with contesting a dq is that its only run by two people, and neither of which are the qat responsible for dq'ing the map. There is no longer a system in place to discuss points with the QATs and/or to see and better understand the QAT's perspective on subjective DQ's. Everyone makes mistakes, QATs included. Posting under the name "Quality Assurance Team" means you are speaking on the team's behalf. It doesn't mean the entire team has gone through the map and came to the same conclusion.

If you guys want to post as a "team" it would be nice if your posts were more thorough too, because the DQ's back when dq's were handled by individual members were often far more helpful and didn't (intention or not) offend the mapper as much. Anonymity allows one to be harsher with words without as many drawbacks. Calling that blue combo color "unreadable" by any standard was exaggerating lol.

Anyways, lets get this rolling again
captin1
00:17:370 (4) - a (in magi)
Topic Starter
Monstrata
oops. removed clap.
captin1
boop
Topic Starter
Monstrata
talked with pishi. we decided to remove the claps from the later section 00:21:656 - 00:30:545 - as well because the QAT bot's dq was aimed at there being too many hitsounds in a relatively quiet section. i'm fine with this.


sry about my internet lol i literally didnt get any replies on irc.
pishifat
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