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Street vs Sin:cK - Adamantite

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Lulu-
hoyl
Topic Starter
lcfc
hoyl hoyl
Izzywing
http://pastebin.com/29ZSrmJd

will hitsound and colorhax within a couple of days
Topic Starter
lcfc

Hobbes2 wrote:

http://pastebin.com/29ZSrmJd

will hitsound and colorhax within a couple of days
Awesome!

You don't need to hitsound and colorhax, I'll do it when I have time except if you want to do it too much lol
Izzywing
If you could do it that'd be great, thanks.
Topic Starter
lcfc
No problem! Will get on doing it soon.

edit: Finally pending!
Shortthu
: )
Topic Starter
lcfc
( :
Vivyanne
late m4m [insert reasoning regarding school for being late]

general


ez
>pls remove the green lines at the beginning, it looks kinda dumb to have unused green lines xd
00:43:280 (4) - for consistency sake, maybe make the curve different from 00:42:594 (3) - becus song is different too xd
00:54:422 - it feels weird to have this left out since the drum beats are kinda loud,,, maybe extend slider and make it curve on where it now begins so that you get different emphasis?
01:33:337 (1) - make it more like this becus making things hard is gya lol

cookiebite
00:00:080 (1) - 2007 slider lolz
00:16:194 - maybe start a slider here and remove 00:16:365 (5) - so u catch more of the rythm that u are following here
00:48:765 (5,6) - idk if this angle is good in this situation as it seems to be off compared to the rest of the section of the song, maybe change it more to something of this effect
01:21:680 (1,2) - why not make these straight with y axis as now the curve is rly a minor thing aa
01:43:794 (5,6) - maybe make a repeatslider here to again emphasise more

hobbes

00:17:394 (3,4,5) - maybe not have a full triple here as it is different from all other occations and also the tapping is more intense, which would kill consistency in the map
00:32:308 (3) - i dont think theres anything wrong with making this a kickslider, cuz rn the blue beat after this feels so empty while the music is still going uwu
01:16:365 (2,3,4) - why not stack these normally? the overlap that u currenlty have breaks the flow at this moment too :x
01:36:594 (3) - i dont like inconsistent triples tbh, imo having consistent triples is p important in a hard so maybe try to make it equal !
01:38:822 (1) - tfw useless curve xd

nokashi
00:11:565 (3,1) - pixel off stack lolz
00:16:537 (1) - can dis note have more emphasis? the spacing it currently has rly makes it not stand out above the rest
01:46:880 (5,1,2,1,2,3,1,2) - NCing on this part is rly odd and makes it hard to read,, try making it more consistent, so maybe a bit like this? eventho it might not be perfectly fitting to the song it will make the pattern easier
i like dis diff a lot hoyl

ex
00:21:851 (3) - becus of spacing dis reverse is almost invisible,,, can u pls fix dis by maybe rotating dis slider
00:29:822 (4,1) - tbh would even make this jump for emphasis since the instrument changes a lot
00:39:165 (1) - plS make this slider equal at both sides okthank
01:13:708 (4,1) - saem as be4
01:15:851 (3,4) - tbh this should be nerfed as this spacing since its rly inconsistent becus the rest is small and this is like rly big yaknow
01:38:822 (1) - rip emphasis lolz

ameth

00:07:622 (1,2) - feels a bit overdone when u compare it to the rest of the rythms and its rly inconsistent with the rest, so perhaps change into one slider?
00:25:965 (5) - why change SV here? it has no feedback from the song at this moment ya
>can i point out that i rly like ur design for the wubs
01:13:451 (1,2,3,4) - why the spacing decrease? i dont get it ;(
01:41:394 (5) - worth tapping imo :x

nice mapset with some cool creative diffs!
okbye
Topic Starter
lcfc

HighTec wrote:

late m4m [insert reasoning regarding school for being late]

general


ez lol it used to have an sb some weeks ago and i forgot to remove osb gg
>pls remove the green lines at the beginning, it looks kinda dumb to have unused green lines xd gotcha
00:43:280 (4) - for consistency sake, maybe make the curve different from 00:42:594 (3) - becus song is different too xd the curve changes were actually unintentional LOL i just wanted to have variety.. did slider 3 straight because i kinda like this aesthetic thing 00:43:280 (4,1) -
00:54:422 - it feels weird to have this left out since the drum beats are kinda loud,,, maybe extend slider and make it curve on where it now begins so that you get different emphasis? fixed with a special shape
01:33:337 (1) - make it more like this becus making things hard is gya lol im gya and suk at making waves

ex
00:21:851 (3) - becus of spacing dis reverse is almost invisible,,, can u pls fix dis by maybe rotating dis slider oh yeah think I fixed it now good catch
00:29:822 (4,1) - tbh would even make this jump for emphasis since the instrument changes a lot well if you mean spacing that stream out and stuff i used to have all streams pretty spaced but I got several comments saying they were cancur so ill just leave them like they are. the gradual spacing increase kinda gives the emphasis already imo.
00:39:165 (1) - plS make this slider equal at both sides okthank think i fixed it yea I suck at making symmetrical-ish shapes
01:13:708 (4,1) - saem as be4 saem as be4 x d
01:15:851 (3,4) - tbh this should be nerfed as this spacing since its rly inconsistent becus the rest is small and this is like rly big yaknow yeah i kinda expected someone to mention this sooner or later
01:38:822 (1) - rip emphasis lolz even if i mostly did this for aesthetic purposes i also did that to indicate that the calm section is coming. will change if mentioned again tho

nice mapset with some cool creative diffs! Thanks a lot for both this comment and the mod :)
okbye inb4 chrono diver gd in like 1 week
CookieBite

HighTec wrote:

late m4m [insert reasoning regarding school for being late]

general


cookiebite
00:00:080 (1) - 2007 slider lolz no one said 2007 sliders are not allow xd
00:16:194 - maybe start a slider here and remove 00:16:365 (5) - so u catch more of the rythm that u are following here fixed
00:48:765 (5,6) - idk if this angle is good in this situation as it seems to be off compared to the rest of the section of the song, maybe change it more to something of this effect fixed
01:21:680 (1,2) - why not make these straight with y axis as now the curve is rly a minor thing aa i rather keep my idea, it's probably my style to do this
01:43:794 (5,6) - maybe make a repeatslider here to again emphasise more fixed

nice mapset with some cool creative diffs!
okbye
thanks for modding!
2pp
osu file format v14

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AudioLeadIn: 0
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Countdown: 0
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Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:CookieBite's Normal
Source:
Tags:dubstep drumstep drum and bass dnb ameth rianno lcfc haroderm13 h13 cookiebite nokashi hobbes2
BeatmapID:1117646
BeatmapSetID:524538

[Difficulty]
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Ameth Rianno
wheeeeeeeeeee
whooooooooooo
awooooooooooooo

HighTec wrote:

ameth

lol
00:07:622 (1,2) - feels a bit overdone when u compare it to the rest of the rythms and its rly inconsistent with the rest, so perhaps change into one slider? in despite of how narrow it is, it has a big impact that this slider is actually minimizing the movement in this part so it wouldn't be that overdone. add: it's not actually inconsistent thou
00:25:965 (5) - why change SV here? it has no feedback from the song at this moment yafix
>can i point out that i rly like ur design for the wubs thanks c:
01:13:451 (1,2,3,4) - why the spacing decrease? i dont get it ;( because i like how it exploses to the 01:13:794 (1,2) - , like, KABOOOOOOOOOOMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
01:41:394 (5) - worth tapping imo :x i dont get it .-.

nice mapset with some cool creative diffs!
okbye
Thank

Polished my diff a bit, gotta change this on the future 00:27:508 (1,2,3,4,1,2,3,4) - , ugly isn't it?
http://puu.sh/sSlzn/61ce09e815.osu
Nokashi
wew mods !

HighTec wrote:

late m4m [insert reasoning regarding school for being late]

nokashi
00:11:565 (3,1) - pixel off stack lolz lul
00:16:537 (1) - can dis note have more emphasis? the spacing it currently has rly makes it not stand out above the rest Done!
01:46:880 (5,1,2,1,2,3,1,2) - NCing on this part is rly odd and makes it hard to read,, try making it more consistent, so maybe a bit like this? eventho it might not be perfectly fitting to the song it will make the pattern easier i originally had it like that, but then lcfc tweaked the NC, i too like it that way better!
i like dis diff a lot hoyl ThANK
diff
osu file format v14

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Tags:dubstep drumstep drum and bass dnb ameth rianno lcfc haroderm13 h13 cookiebite nokashi hobbes2
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Topic Starter
lcfc
ignore my bank taste at NCs Thank
Lulu-
le m4m eks dee

[Ameth's Extreme]
hoyl
00:09:337 (1) - Why this slider? I don't know why it's there, but if you wanna keep it I'd suggest you to shorten it to red tick and make the sliderend clickable with a kickslider, emphasis would be better like that
00:22:708 (2) - I feel like this part would be less confusing to read if this was spaced a bit further away like you did in other parts of the map
00:38:822 (2) - This SV change is pretty significant, I'd either NC or tone it down
01:19:622 (1) - ^
The last part has a lot of these so I didn't point most of these out. Also a lot of the blankets triggered me, so recheck xd

[Extra]
00:55:022 - are these even necessary anymore xd
01:08:651 (1,2) - Why do you only overlap this in the part? It breaks the consistency
01:12:765 (1,2,3,4) - Make stream start where 01:11:908 (1) was
01:19:965 (3,8) - Why are these drum beats suddenly mapped with a slider if these specific sounds haven't changed at all in this entire section?
01:43:794 (1,2,3) - I wouldn't use the same spacing/pattern as before, this is confusing to read

[Nokashi's Insane]
boi, y e s
00:02:651 (3,4,1) - imo this deserves more emphasis
00:44:994 (2) - Is it me or is this stack off?
01:14:137 (1) - Delete some sliderpoints and make it so you can blanket with 01:15:508 (1)

[Hobbes2's Hard]
why don't i have this diff i'll mod this tomorrow LO

[CookieBite's Normal]
00:52:194 - Break? Please remove it
01:12:080 (2) - Fix blanket
01:48:251 (3) - I don't like this slider, you should try removing the reverse arrows, putting another slider here 01:48:937 and follow it up with a circle (1/2)

[Easy]
Please try to keep the rhythms the same at the beginning of the diff, also make this sound 00:13:280 (4) clickable to make it more consistent
01:43:794 - Why is there no slider here? The circle seems out of place

Great mapset, rank this p l z
Topic Starter
lcfc

Lulu- wrote:

le m4m eks dee

[Extra]
00:55:022 - are these even necessary anymore xd memmes
01:08:651 (1,2) - Why do you only overlap this in the part? It breaks the consistency woop didn't think of that, nice catch!
01:12:765 (1,2,3,4) - Make stream start where 01:11:908 (1) was aesthetic
01:19:965 (3,8) - Why are these drum beats suddenly mapped with a slider if these specific sounds haven't changed at all in this entire section? sometimes in dnb maps variety is needed or the map becomes hell boring. I took some examples from the newest dnb maps (which most of them do use variety). i dont really have a better explanation than this besides my wanting to have variety in this pretty repetitive part.
01:43:794 (1,2,3) - I wouldn't use the same spacing/pattern as before, this is confusing to read made some lil' jumps instead, hope the certain problem was fixed lol

[Easy]
Please try to keep the rhythms the same at the beginning of the diff, also make this sound 00:13:280 (4) clickable to make it more consistent I'm focusing on the instrument or whatever the duck it is in this phase and I believe it's pretty much fine. also like said in extra mod I like having variety whilst not ruining playability or making something hard either
01:43:794 - Why is there no slider here? The circle seems out of place I've realized that beginner players tend to find patterns with more than three continuous sliders hard and tiring. circles are surprisingly more relaxing for them (speaking from experience when I first started to make maps and was like 6+ digits lol), plus varietyyy

Great mapset, rank this p l z Thanks a lot for your comment, modding, and stars (dayum) and I will indeed try my best to rank this set!
CookieBite

Lulu- wrote:

le m4m eks dee

[CookieBite's Normal]
00:52:194 - Break? Please remove it I don't see any reason why remove this, no fix
01:12:080 (2) - Fix blanket fixed
01:48:251 (3) - I don't like this slider, you should try removing the reverse arrows, putting another slider here 01:48:937 and follow it up with a circle (1/2) fixed

Great mapset, rank this p l z
thanks for modding!

2 pee pee
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
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DistanceSpacing: 1
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[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:CookieBite's Normal
Source:
Tags:dubstep drumstep drum and bass dnb ameth rianno lcfc haroderm13 h13 cookiebite nokashi hobbes2
BeatmapID:1117646
BeatmapSetID:524538

[Difficulty]
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CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:1

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419,77,44994,1,0,0:0:0:0:
356,167,45337,2,0,B|319:193|319:193|306:255,2,82.5,4|4|4,0:0|0:0|0:0,0:0:0:0:
409,177,46022,2,0,L|417:293,1,110,8|0,0:0|0:0,0:0:0:0:
332,358,46708,6,0,B|268:342|268:342|172:358|172:358|108:342,1,220,4|8,0:0|0:0,0:0:0:0:
21,289,47737,2,0,P|17:252|18:226,1,55
42,185,48080,2,0,P|93:208|151:197,1,110,4|0,0:0|0:0,0:0:0:0:
184,162,48594,1,4,0:0:0:0:
222,201,48765,2,0,L|226:264,1,55,8|4,0:0|0:0,0:0:0:0:
264,294,49108,2,0,L|318:298,1,55,8|4,0:0|0:0,0:0:0:0:
354,340,49451,102,0,B|364:225|364:225|408:197|408:197|404:254,1,220,4|8,0:0|0:0,0:0:0:0:
501,302,50480,2,0,L|507:244,1,55
487,195,50822,2,0,P|449:205|405:199,2,82.5,4|4|4,0:0|0:0|0:0,0:0:0:0:
498,141,51508,2,0,L|504:85,1,55,8|4,0:0|0:0,0:0:0:0:
470,42,51851,2,0,L|414:36,1,55,8|4,0:0|0:0,0:0:0:0:
361,30,52194,85,10,0:0:0:0:
131,239,54422,6,0,L|126:173,1,55,4|8,0:0|0:0,0:0:0:0:
122,73,54937,1,6,0:0:0:0:
122,73,65908,102,0,P|166:107|224:101,1,110,6|4,0:0|0:0,0:0:0:0:
313,48,66594,2,0,P|366:45|409:78,1,110,6|4,0:0|0:0,0:0:0:0:
432,186,67280,2,0,L|427:300,1,110,6|4,0:0|0:0,0:0:0:0:
389,336,67794,1,2,0:0:0:0:
342,365,67965,2,0,P|288:370|226:330,1,110,6|4,0:0|0:0,0:0:0:0:
211,238,68651,6,0,L|221:122,1,110,6|4,0:0|0:0,0:0:0:0:
254,85,69165,1,2,0:0:0:0:
302,57,69337,2,0,P|359:48|425:71,1,110,6|4,0:0|0:0,0:0:0:0:
459,159,70022,2,0,L|454:276,1,110,6|4,0:0|0:0,0:0:0:0:
355,317,70708,2,0,L|350:200,1,110,6|4,0:0|0:0,0:0:0:0:
265,136,71394,102,0,P|213:160|149:148,1,110,4|6,0:0|0:0,0:0:0:0:
227,65,72080,2,0,P|277:56|329:86,1,110,4|4,0:0|0:0,0:0:0:0:
378,179,72765,2,0,L|370:247,1,55,4|0,0:0|0:0,0:0:0:0:
327,266,73108,2,0,L|335:334,1,55,4|0,0:0|0:0,0:0:0:0:
370,361,73451,2,0,P|319:339|260:345,1,110,4|8,0:0|0:0,0:0:0:0:
159,371,74137,5,4,0:0:0:0:
159,371,75508,102,0,B|145:312|156:264|156:264|214:247|226:179,1,220
144,108,76537,1,8,0:0:0:0:
50,165,76880,54,0,P|28:217|21:288,2,110,6|8|0,0:0|0:0|0:0,0:0:0:0:
144,108,77908,1,10,0:0:0:0:
154,217,78251,2,0,P|208:233|261:225,1,110,6|8,0:0|0:0,0:0:0:0:
314,129,78937,2,0,P|368:121|420:137,1,110,2|8,0:0|0:0,0:0:0:0:
492,219,79622,6,0,L|486:328,1,110,6|8,0:0|0:0,0:0:0:0:
511,377,80137,2,0,P|456:328|369:341,1,165,2|10,0:0|0:0,0:0:0:0:
267,378,80994,1,4,0:0:0:0:
162,342,81337,1,8,0:0:0:0:
106,247,81680,102,0,L|104:180,1,55,2|6,0:0|0:0,0:0:0:0:
81,141,82022,2,0,L|82:86,1,55,10|2,0:0|0:0,0:0:0:0:
116,42,82365,2,0,P|162:78|216:88,1,110,6|8,0:0|0:0,0:0:0:0:
311,40,83051,2,0,P|364:51|406:86,1,110,0|10,0:0|0:0,0:0:0:0:
431,135,83565,1,2,0:0:0:0:
431,190,83737,6,0,L|421:303,1,110,6|8,0:0|0:0,0:0:0:0:
386,342,84251,2,0,P|318:358|237:309,1,165,2|10,0:0|0:0,0:0:0:0:
329,248,85108,1,6,0:0:0:0:
310,139,85451,1,8,0:0:0:0:
218,77,85794,102,0,P|157:70|109:96,1,110,0|10,0:0|0:0,0:0:0:0:
59,186,86480,2,0,L|64:309,1,110,4|8,0:0|0:0,0:0:0:0:
161,344,87165,2,0,P|193:351|221:350,1,55,2|6,0:0|0:0,0:0:0:0:
258,317,87508,2,0,P|285:317|312:323,1,55,10|2,0:0|0:0,0:0:0:0:
358,353,87851,6,0,L|356:236,1,110,6|8,0:0|0:0,0:0:0:0:
297,149,88537,2,0,P|250:133|191:150,1,110,0|8,0:0|0:0,0:0:0:0:
148,181,89051,1,2,0:0:0:0:
122,229,89222,2,0,L|120:356,1,110,6|8,0:0|0:0,0:0:0:0:
169,364,89737,2,0,P|234:315|321:326,1,165,2|10,0:0|0:0,0:0:0:0:
418,355,90594,102,0,L|421:242,1,110,6|8,0:0|0:0,0:0:0:0:
326,187,91280,2,0,L|323:74,1,110,0|8,0:0|0:0,0:0:0:0:
272,53,91794,1,2,0:0:0:0:
217,45,91965,2,0,P|159:53|110:97,1,110,6|8,0:0|0:0,0:0:0:0:
90,130,92480,2,0,B|108:163|90:187|60:219|56:261|98:273|122:250|109:213,1,165,2|10,0:0|0:0,0:0:0:0:
198,164,93337,6,0,P|251:141|311:152,1,110,6|8,0:0|0:0,0:0:0:0:
344,182,93851,2,0,B|367:241|351:286|351:286|326:274|330:233,1,165,2|10,0:0|0:0,0:0:0:0:
233,289,94708,1,4,0:0:0:0:
155,211,95051,1,8,0:0:0:0:
243,144,95394,2,0,L|249:79,2,55,0|4|8,0:0|0:0|0:0,0:0:0:0:
340,195,96080,102,0,L|343:305,1,110,4|8,0:0|0:0,0:0:0:0:
245,355,96765,2,0,P|217:361|189:360,1,55,0|4,0:0|0:0,0:0:0:0:
153,319,97108,2,0,P|125:313|97:314,1,55,10|6,0:0|0:0,0:0:0:0:
57,350,97451,6,0,L|61:241,1,110,14|8,0:0|0:0,0:0:0:0:
123,149,98137,2,0,P|154:138|192:135,1,55,0|4,0:0|0:0,0:0:0:0:
226,156,98480,2,0,P|253:151|278:141,1,55,8|2,0:0|0:0,0:0:0:0:
320,106,98822,6,0,L|316:225,1,110,6|2,0:0|0:0,0:0:0:0:
337,267,99337,2,0,P|272:252|213:280,1,110,2|2,0:0|0:0,0:0:0:0:
161,349,100022,1,2,0:0:0:0:
76,279,100365,1,2,0:0:0:0:
146,194,100708,2,0,P|161:146|143:80,1,110,2|2,0:0|0:0,0:0:0:0:
249,45,101394,5,2,0:0:0:0:
249,45,101565,2,0,L|260:168,1,110,2|2,0:0|0:0,0:0:0:0:
250,209,102080,2,0,P|300:185|356:188,1,110,2|2,0:0|0:0,0:0:0:0:
438,257,102765,2,0,L|442:368,2,110,2|2|2,0:0|0:0|0:0,0:0:0:0:
353,187,103794,2,0,L|360:125,2,55
310,222,104308,102,0,P|250:234|203:211,1,110,2|2,0:0|0:0,0:0:0:0:
164,179,104822,2,0,L|167:67,1,110,2|2,0:0|0:0,0:0:0:0:
269,28,105508,2,0,P|304:25|334:28,1,55,2|0,0:0|0:0,0:0:0:0:
354,72,105851,2,0,P|389:75|419:72,1,55,2|0,0:0|0:0,0:0:0:0:
455,44,106194,2,0,L|451:156,1,110,2|2,0:0|0:0,0:0:0:0:
361,217,106880,1,2,0:0:0:0:
361,217,107051,6,0,P|326:198|258:206,1,110,2|2,0:0|0:0,0:0:0:0:
218,244,107565,2,0,L|211:353,1,110,2|2,0:0|0:0,0:0:0:0:
106,317,108251,2,0,L|99:208,1,110,2|2,0:0|0:0,0:0:0:0:
144,106,108937,2,0,P|200:89|256:104,1,110
201,199,109622,5,2,0:0:0:0:
Ameth Rianno

Lulu- wrote:

[Ameth's Extreme]
hoyl xD
00:09:337 (1) - Why this slider? I don't know why it's there, but if you wanna keep it I'd suggest you to shorten it to red tick and make the sliderend clickable with a kickslider, emphasis would be better like that Artificial rhythms. You can still feel that there's some snarethingy
00:22:708 (2) - I feel like this part would be less confusing to read if this was spaced a bit further away like you did in other parts of the map Making this a bit near...
00:38:822 (2) - This SV change is pretty significant, I'd either NC or tone it down Well, i guess the entire diff is supposed to be pretty significant like this.
01:19:622 (1) - ^
The last part has a lot of these so I didn't point most of these out. Also a lot of the blankets triggered me, so recheck xd Im suck at blanketing sory
Thank2You

Alot of blanket has been fixed & polished, unless 00:20:137 (3) - (LOL)
http://puu.sh/sTyhU/9ff2f3e02c.osu
Arutsuki
hi m4m from q

Extra
•00:28:537 (1,2,1) - no real need to bump up the spacing here since the music is still the same and doesnt need more empathisis, make it consistent with the jumps before
•00:29:908 (1) - a sharper turn from here would empathize the the drums better imo
•00:32:480 (2,3,1) - maybe space these differently from the other two triples again to empahise a different sound
•01:05:908 - I think something like this would fit better in this section, since theres a pretty hearable sound on the white tick, maybe on the one after as well, 01:06:508 - here

Hard
•I dont think many players on hard levels can read kicksliders very well, consider removing some and replacing with triplets
•01:37:794 (3,4,1,2,3) - don't put 1/2 and 1/4 rhythm in one stack, gets confusing to plebs, also (3,4) are on the same sound as 01:37:451 (1,2) - so no real reason to stack them

ez and normal look pretty good as they are, gl with rank
Izzywing
hobbes
Image
00:17:394 (3,4,5) - maybe not have a full triple here as it is different from all other occations and also the tapping is more intense, which would kill consistency in the map Not really, there are triplets with rhythms like 00:14:308 (3,4,5) -
00:32:308 (3) - i dont think theres anything wrong with making this a kickslider, cuz rn the blue beat after this feels so empty while the music is still going uwu I'll consider changing this, just know that making this a kicksldier would make it notably harder than the other kickslider patterns in this map so im hesitant
01:16:365 (2,3,4) - why not stack these normally? the overlap that u currenlty have breaks the flow at this moment too :x Kept the custom stack but I fixed the flow
01:36:594 (3) - i dont like inconsistent triples tbh, imo having consistent triples is p important in a hard so maybe try to make it equal ! can't really tell the inconsistency here lol
01:38:822 (1) - tfw useless curve xd wut
thanks hightec!

•I dont think many players on hard levels can read kicksliders very well, consider removing some and replacing with triplets I disagree, Hard players can read em just fine I think.
•01:37:794 (3,4,1,2,3) - don't put 1/2 and 1/4 rhythm in one stack, gets confusing to plebs, also (3,4) are on the same sound as 01:37:451 (1,2) - so no real reason to stack them I actually think this is readable for a hard player, I thought about this when making the pattern and my thought process basically came down to the fact that there should be enough time for them to have a chance to react to the triplet after the stack.
thanks for the check!

update - http://pastebin.com/2RmYHYmb
Topic Starter
lcfc

Arutsuki wrote:

hi m4m from q will mod tomorrow ;D

Extra
•00:28:537 (1,2,1) - no real need to bump up the spacing here since the music is still the same and doesnt need more empathisis, make it consistent with the jumps before having copied jumps with same spacing everywhere can be quite lame. imagine if all maps did that lol - one more explanation for this pattern is the fact that this is a potential warning for the incoming stream + following wub part. tl;dr no change
•00:29:908 (1) - a sharper turn from here would empathize the the drums better imo used to have a stream like that but it was kinda cancer regarding both spacing and movement. the spacing increase emphasized it enough imo but if this is mentioned again I will change it
•00:32:480 (2,3,1) - maybe space these differently from the other two triples again to empahise a different sound I used 0.5x sv to space the previous triples and 1x for this one. so they are spaced differently lol
•01:05:908 - I think something like this would fit better in this section, since theres a pretty hearable sound on the white tick, maybe on the one after as well, 01:06:508 - here pattern inspired from asphyxia's avalanche buildup and nevertheless the main sound going on is the instrument and not the 1/4 thingies

ez and normal look pretty good as they are, gl with rank Thanks a lot for your comment and mod!
Jennifer
I checked the easy normal diffs, all look good to me. +1 star c:

only two things that i suggest on hard:

01:24:765 (5) - slider less curvy
01:46:880 (5,1) - place one extra circle on next red tick, spinner feel one measure early
Topic Starter
lcfc
Thanks a lot for your check!
Chatree
From your req ( ^ = same as above, Imo = In my opinion)

Insane (Nokashi)

  1. 00:04:537 (3) - reverse selection (Ctrl+G) and move it to middle the grid would be nice Imo
  2. 01:23:051 (3,4) - Ctrl+G, cross jump would be nice Imo
  3. 01:27:680 (6) - Ctrl+G this sweetheart

Extra

  1. 00:04:880 (2) - move this circle to overlap head of the next slider
  2. 00:10:880 (4) - Ctrl+G this
  3. 00:19:108 (5) - move this circle to overlap head of the next slider
  4. 00:21:165 (1,2) - alternate it
  5. 00:34:622 (2,3) - too much overlap, arrange these sliders down would be nice Imo
  6. 00:36:080 (2,3) - make it closer little bit would be nice
  7. 00:37:965 (2,3) - ^
  8. 00:39:508 (2,3) - ^
  9. 00:40:108 (2,3) - overlap too, arrange these sliders to right a bit would be nice Imo

Extreme (Ameth Rianno)

  1. 00:12:251 (1) - move it like this (below)


  2. 00:14:137 (2) - move this circle to overlap head of the next slider
  3. 00:16:880 (1) - ^
  4. 00:28:880 (1,2,1,2,1,2,1,2) - really hardcore jump-stream, make it easier pls
  5. 01:41:737 (2,3) - Ctrl+G would be good jump Imo

P.S I Hope this ranked soon
WITH LOVE
Topic Starter
lcfc

KrastrovLap wrote:

Extra

  1. 00:04:880 (2) - move this circle to overlap head of the next slider kinda ruins spacing emphasis (the difference in spacing emphasizes the strong (piano??) sound)
  2. 00:10:880 (4) - Ctrl+G this good catch
  3. 00:19:108 (5) - move this circle to overlap head of the next slider likewise ruins spacing emphasis
  4. 00:21:165 (1,2) - alternate it that kinda ruins the pattern though D:
  5. 00:34:622 (2,3) - too much overlap, arrange these sliders down would be nice Imo hmm idk I kinda like this pattern but if it gets mentioned I will change
  6. 00:36:080 (2,3) - make it closer little bit would be nice honestly it plays fine, I mean it's an extra after all so large spacing isn't a problem
  7. 00:37:965 (2,3) - ^ ^
  8. 00:39:508 (2,3) - ^ ^
  9. 00:40:108 (2,3) - overlap too, arrange these sliders to right a bit would be nice Imo and same reason as before xd

P.S I Hope this ranked soon I'm with you xd
WITH LOVE
Thanks for modding!
Ameth Rianno

KrastrovLap wrote:

Extreme (Ameth Rianno)

  1. 00:12:251 (1) - move it like this (below) But i feel like the slider will overlap with 00:12:251 (1) - . Too much overlap in one moment


  2. 00:14:137 (2) - move this circle to overlap head of the next slider intentional xd
  3. 00:16:880 (1) - ^ same
  4. 00:28:880 (1,2,1,2,1,2,1,2) - really hardcore jump-stream, make it easier pls It's already easy. (If you don't believe me, try it by yourself.
  5. 01:41:737 (2,3) - Ctrl+G would be good jump Imo kinda dont wanna go complicated in a such calm moment
thank you ;-0
Topic Starter
lcfc
new diff added, modders please don't mention the uninherited timing point conflicts, they will be sorted out soon; this post will be edited once they are.

okay piano timings removed completely, set is back on track!
Nokashi

KrastrovLap wrote:

From your req ( ^ = same as above, Imo = In my opinion)

Insane (Nokashi)

  1. 00:04:537 (3) - reverse selection (Ctrl+G) and move it to middle the grid would be nice Imo. I Like the feeling that this slider gives ( like the music stops and the slider is in exactly the same place, so ill keep it that way
  2. 01:23:051 (3,4) - Ctrl+G, cross jump would be nice Imo Yeah, matches the intesity better if i switch them around, nice catch!
  3. 01:27:680 (6) - Ctrl+G this sweetheart Cool Suggestion, done!


P.S I Hope this ranked soon
WITH LOVE
Lumario
Hey I'm finally here from my modding queue :P
Easy Diff:

"Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/1 overlaps due to distance snapping should be avoided with higher spacing or slider velocity." (t/517731)
00:14:994 (2,3) - (^)
00:24:422 (2,1) - (^) There is more of this sort of stuff just recheck it
00:24:765 (1) - pls map the sound in the middle of the slider somehow (by reversing or replacing the slider with something else)
00:13:280 (4) - extend this one to the blue tick to map the sound that's on the blue tick
00:35:737 (1,1,1) - those three are for the same "stuff" in the music so why are these diffirent like you can have the same shape on all of them
Liked the rest just fix the overlap thingy :P

Normal Diff:
00:35:737 (1,1,1) - Would be nice if these would be a bit more "wobbly" like in the first one in the Easy Diff
00:35:737 (1,1,1) - make these not overlap
00:49:451 (1) - this slider looks ugly :S
01:32:480 (5) - copy this one here 01:33:851 (2) - (and mirror it)
Some sliders at the beginning are also a bit weird but you can keep them 8-)
I know I may focus to much on sliders but hey it's something \o/

Hobbes2's Hard:
Did not find anything :S

Nokashi's Insane:
00:11:051 (1,1,1,1,1,1,1) - I'd like if you put more emphasis on these by further jumps or harder movement
01:10:708 (1,2,3,4) - why is this part diffrent then the once before?
Well that's it :P

Im not good enough to map the last diffs hope I help you with these ones and GL with your map \(^.^)/
Topic Starter
lcfc

Lumario wrote:

Hey I'm finally here from my modding queue :P
Easy Diff:

"Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/1 overlaps due to distance snapping should be avoided with higher spacing or slider velocity." (t/517731)
00:14:994 (2,3) - (^) honestly i think the way they follow is pretty straightforward, I asked an irl friend of mine who recently started osu and didn't find any difficulty in playing those specific patterns. after all it's a guideline and it's not a must to follow. nevertheless I will change every single overlap if they're mentioned again.
00:24:422 (2,1) - (^) There is more of this sort of stuff just recheck it I changed this one though because circles overlapping in sliders may indeed be confusing
00:24:765 (1) - pls map the sound in the middle of the slider somehow (by reversing or replacing the slider with something else) I kinda like rhythm variety (as long as it doesn't become complex ofc) so imma keep it like it is
00:13:280 (4) - extend this one to the blue tick to map the sound that's on the blue tick there's no major sound in the blue tick?
00:35:737 (1,1,1) - those three are for the same "stuff" in the music so why are these diffirent like you can have the same shape on all of them
Liked the rest just fix the overlap thingy :P slider shape variety. if everything was the same this difficulty would be hell dull to play and the variable slider shapes don't ruin playability or something right?

Im not good enough to map the last diffs hope I help you with these ones and GL with your map \(^.^)/ Thanks a lot for modding!!
CookieBite

Lumario wrote:

Hey I'm finally here from my modding queue :P

Normal Diff:
00:35:737 (1,1,1) - Would be nice if these would be a bit more "wobbly" like in the first one in the Easy Diff sure
00:35:737 (1,1,1) - make these not overlap why? overlap helps here
00:49:451 (1) - this slider looks ugly :S i think it's fine tbh
01:32:480 (5) - copy this one here 01:33:851 (2) - (and mirror it) sure
Some sliders at the beginning are also a bit weird but you can keep them 8-)
I know I may focus to much on sliders but hey it's something \o/

Im not good enough to map the last diffs hope I help you with these ones and GL with your map \(^.^)/
thanks for modding!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.199999

[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:CookieBite's Normal
Source:
Tags:dubstep drumstep drum and bass dnb artcore ameth rianno lcfc haroderm13 h13 cookiebite nokashi hobbes2 irreversible
BeatmapID:1117646
BeatmapSetID:524538

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
2,52394,53222
2,55137,64194
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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[Colours]
Combo1 : 255,198,170
Combo2 : 148,148,148
Combo3 : 212,212,212
Combo4 : 170,213,213
Combo5 : 128,191,255
Combo6 : 255,0,0
Combo7 : 255,128,0
Combo8 : 170,255,170

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Nokashi

Lumario wrote:

Hey I'm finally here from my modding queue :P
Nokashi's Insane:
00:11:051 (1,1,1,1,1,1,1) - I'd like if you put more emphasis on these by further jumps or harder movement emphasis on the fast sliders is put already cause of the different sv spike, so no need to emphasize more imo, the other sliders have double the ds difference almost , i dont think i should overdo it
01:10:708 (1,2,3,4) - why is this part diffrent then the once before? To signal a difference in pace, and also would break consistency cause there would be three kicksliders, in contrast with the repeatable 1/4 -> 1/4 -> 3/4 im using
Well that's it :P
Topic Starter
lcfc
Did some self-modding and decided to remove all overlaps in the easy diff! Should be cleaner now~
Topic Starter
lcfc
Set temporairily being given up, but I swore to myself I will rank this someday, and I certainly will. Not soon, though.

ok reviving the set the moment I have a free slot, which is in three days from now

ok revived lol

edit: might remap my wub part cause it's horrible

edit: ok now we're ready
allein
here we go again
CucumberCuc
Hi

[Easy]
00:25:451 (2) The end of the object not on the tick

[Hard]
01:08:308 (4) The end of the object not on the tick
Topic Starter
lcfc

CucumberCuc wrote:

Hi

[Easy]
00:25:451 (2) The end of the object not on the tick

[Hard]
01:08:308 (4) The end of the object not on the tick
both fixed, thank you for checking!

also moved the map to pending because I had forgotten earlier lol

edit: fourth page hype
Kaifin
no 2kds? no mod

lol jk

Easy

  1. 00:23:394 (1) - based on your NC structure for the rest of the map, remove NC on this note
  2. 00:26:137 (1) - ^^
  3. 00:52:194 (1) - have you considering making this a long slider? like an Easy slider art since this space here is very very big and the building sound supports a slider

CookieBite's Normal

  1. 00:48:080 (3,4,5) - giving this pattern a bit more horizontal spacing like 00:42:594 (3,4,5) - would make it less cramped for both flow and aesthetic
  2. 00:49:451 (1,3) - i know this isn't technically a hidden repeat and i appreciate the pattern itself and think it's cool, i just think the repeat arrow being obscured is really unfair to the new player cause they definitely won't be able to read this repeat on sightread

Hobbes Hard

  1. i can't help but feel these 1/4 slider rhythms are a pretty big jump from the Normal, you use light insane rhythm choices coming out of a diff with 0 1/4 in it
  2. 01:10:022 (1,3) - unrankable slider overlap, you could move one of the sliders one pixel to make it rankable but i think that a hard is not the place for this kind of patterning, it's very confusing to read

    its nice though, despite the spread which i'm not 100% sure about maybe some more opinions about the spread would be nice

Nokashi's Insane

  1. 00:14:651 (4,2) - stack bug
  2. 00:39:851 (1,1) - unrankable, hidden repeat
  3. check your map for other bugged stacks such as 00:52:194 (1,2) -
  4. 00:35:394 (3,4) - why are you using this angle for 4? it seems kind of random, it isn't 00:35:394 (3) - rotated by 45 degrees or anything like that (i checked) and it looks + flows pretty ugly, here's a solution: this kind of flow is fine to use you don't need to use bad angles to path the players cursor movement into hitting 00:35:737 (1) - (hopefully that makes sense)
  5. 00:38:137 (3,4) - this flow would be a lot more comfortable if you gave 00:38:308 (4) - a bit more horizontal movement to the left, it would break the symmetry of the pattern but the symmetry into the linear flow of 00:38:308 (4,1) - is quite uncomfortable, here's a potential fix for more comfy flow (4 is ctrl J'd and has its slider end stacked on the end of 00:37:108 (1) - )
  6. 00:43:794 (4) - always buffer 1/8 in Insane diffs (you can almost say always buffer 1/8 but sometimes at this bpm it's okay not to, just not for Insane imo)
  7. 00:46:708 (1,2) - buffing this spacing and/or giving it some slightly different flow by ctrl ging 00:47:051 (2) - would be nice because its kind of overly linear with the slider movement and is spaced in a way that it looks like there is a 1/4 gap between 00:46:708 (1,2) - instead of a 1/2 one, here's an alternative pattern (make the distance between 00:46:708 (1,2) - straight unlike my screenshot, feel free to nerf the spacing if its too high for your taste but it didnt gain any sr with this pattern so)
  8. 01:05:908 - okay so i like the structure you're going for in this segment, but what relation do any of these notes have to each other in any consistent fashion? as an example of what i'm talking about, 01:06:251 (2,3,2,3) - these notes look like they're just placed, without regard for one another: each individual pattern in this segment (from 01:05:908 - to 01:10:622 - ) is fine, but you should try and give them some connection BETWEEN the patterns that is consistent rather than just randomly stacking some of the objects on each other: this is kind of general advice so hopefully you are able to do something with this feedback but i had to mention it
  9. 01:11:565 (2,2,2) - this is nice but its uneven >:(
  10. 01:19:965 (2,3) - lol i read this as 1/2 even in the editor, this change in spacing is so out of nowhere, this should be way closer: if you eventually want to do this kind of spacing for 1/4 repeats you need to introduce it better

    i appreciate your structure: you can be god standard mapper

    try to think more about when you're structuring what the notes look like BEFORE the structure becomes clear, stacks like 01:28:880 (6,2) - can end up looking quite weird when you consider the player only sees 01:29:222 (1) - and never sees the actual stack, stuff like this is most of the time better left just to stack on the slider end of 01:29:222 (1) - in this specific example

    also map with stack view if you dont cause then you'll find out how fucked stuff like 01:37:965 (2,1,2,3) - looks to the player

be sure to fix stack bug in your diff irre: nice one though

Extra

  • 01:16:537 (1,1) - hah i thought i'd have nothing to say but as soon as i saw this pattern i knew i was in
    really solid diff though, check around for stack bug it is rampant

Ameth's XxXxXTreme

  1. 00:47:737 - why is this sound 2 kicks here but at 00:42:251 (1,2,3) - its two circles and a slider: i think that changing 00:42:251 (1,2,3) - to 4 circles would be a better change than changing 00:47:737 - but it's your call
  2. 01:27:508 (6,7) - this could be a bit more straight, its slightly off

    interesting map, your structure seems kind of inconsistent because there are some times that you'll stack everything, and other times where you overlap everything with seemingly no pattern so it came off as a little messy and unpolished to me aesthetically, thats just the impression i got from it, interesting gimmicks though and definitely some cool parts

good luck!
Topic Starter
lcfc
fixed all except 00:52:194 (1) - cause I don't think it would match the intensity (in the beginning I would use a spinner but I wanted to emphasize the kicks following after so I just let it blank) as all the sliders I used were to emphasize the strongest of sounds across the song so I don't really think it would fit as suggested. more mentions of the part and I will not hesitate to change it anyway lol

thanks for modding!
CookieBite

Kaifin wrote:

no 2kds? no mod

lol jk

CookieBite's Normal

  1. 00:48:080 (3,4,5) - giving this pattern a bit more horizontal spacing like 00:42:594 (3,4,5) - would make it less cramped for both flow and aesthetic ok sure applied
  2. 00:49:451 (1,3) - i know this isn't technically a hidden repeat and i appreciate the pattern itself and think it's cool, i just think the repeat arrow being obscured is really unfair to the new player cause they definitely won't be able to read this repeat on sightread ok not hiding the reverse arrow

good luck!
thanks for modding!

gd
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.199999

[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:CookieBite's Normal
Source:
Tags:dubstep drumstep drum and bass dnb artcore ameth rianno lcfc cookiebite nokashi hobbes2 irreversible
BeatmapID:1117646
BeatmapSetID:524538

[Difficulty]
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CircleSize:3.5
OverallDifficulty:4
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[Events]
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//Storyboard Layer 1 (Fail)
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//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Ameth Rianno

Kaifin wrote:

Ameth's XxXxXTreme

  1. 00:47:737 - why is this sound 2 kicks here but at 00:42:251 (1,2,3) - its two circles and a slider: i think that changing 00:42:251 (1,2,3) - to 4 circles would be a better change than changing 00:47:737 - but it's your call Any kind of rhythm interpretation works fine actually, the high SV on the slider on this one 00:42:251 (1,2,3) - to avoid it less empashized. Like what i did on 00:46:365 (1,2,3) - , but more on a fast-to-slow.
  2. 01:27:508 (6,7) - this could be a bit more straight, its slightly off Fixed

    interesting map, your structure seems kind of inconsistent because there are some times that you'll stack everything, and other times where you overlap everything with seemingly no pattern so it came off as a little messy and unpolished to me aesthetically, thats just the impression i got from it, interesting gimmicks though and definitely some cool parts Maybe i couldn't control the portion of overlapping and stacking at that day, but i like the kiai more than the wub part more actually
Thanks {-3-}
Alchyr
From modding queue.

SPOILER
Easy
Very solid difficulty. Main concern would be possibility that switching between clicking on 1/2 and 1 might confuse some new players, but it's as readable/playable as it will get while still maintaining some resemblance of matching the song.

01:08:651 (1) - Could be moved up slightly to curve into 01:07:965 (2) - and 01:10:708 (2) - better

01:23:737 (3) - I think this would look better moved up/to the right slightly, angle seems a bit sharp right now

01:29:222 (2) - This could curve at a lower angle - http://i.imgur.com/SAB4PZS.png
Similar to other suggestion, to curve more smoothly into slider before and after
01:27:851 (1) - and 01:30:594 (1) - are not stacked properly

CookieBite's Normal
Seems a bit tricky for a normal, but it should be fine.

00:39:508 (2,4) - Not quite stacked properly. Use ctrl+arrows
01:49:622 (1) - Considering that you mapped almost every sound, this ending actually feels a little undermapped. Possible you just wanted to have the click be on this point/have more spacing for the ending but didn't want to break distance/time equivalence, so it's up to you.

Very smooth map.


Hobbes2's Hard
00:27:851 (2,5) - Slightly off stack - use ctrl+arrows
01:44:308 (1) - While you do map these low piano sounds the same way at the beginning, there are no other sounds to map there, and doing that here feels like you're ignoring some of the other sounds which you've been mapping for the entire rest of the map. Just seems out of place.

Main comment would be that perhaps the map is a bit heavy on 1/4 rhythms for a hard. Should be fine though, as the gap between the normal and insane is quite large.

Nokashi's Insane
01:20:222 (3) - This repeat slider starting on 1/4 is very awkward, as it is the only slider in the entire map that starts on 1/4. I recommend extending the 1/2 slider before it by 1/4 and then making this repeat slider a non-repeat slider on the white tick. Or something, it's just rather awkward as it is now.
01:49:451 (5) - Recommend moving this up slightly, then breaking distance snap with very slightly increased gap for last note.

Solid difficulty.


Irreversible's Extra
This difficulty doesn't need my modding >.>

Extra
High SV!

00:05:565 (1,1,2) - Not stacked.
01:12:594 (2,1) - I know this is spaced the way it is to stack the start of the stream, but the spacing feels a bit low after the jumps before it in the middle of a buildup section.

Ameth's Extreme
High SV, now with more SV!

This is a bit too difficult for me to play/look at properly, so I'll just make some comments.

Personally, I feel like some of the sv changes in the intro are a bit random and feel weird to play. As the last person said, this map has some cool parts that I really like but it also seems a bit rough or messy sometimes, with some awkward flow and slightly random jumps. I'm not qualified to say if it actually DOES play well or not, though, so take my words with a grain of salt.

Good luck.
CookieBite

Alchyr wrote:

From modding queue.

SPOILER
CookieBite's Normal
Seems a bit tricky for a normal, but it should be fine.

00:39:508 (2,4) - Not quite stacked properly. Use ctrl+arrows fixed
01:49:622 (1) - Considering that you mapped almost every sound, this ending actually feels a little undermapped. Possible you just wanted to have the click be on this point/have more spacing for the ending but didn't want to break distance/time equivalence, so it's up to you. i wanna take less note here as it count as the calm part of the song.

Very smooth map.


Good luck.
thanks for modding!
gd
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.199999

[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:CookieBite's Normal
Source:
Tags:dubstep drumstep drum and bass dnb artcore ameth rianno lcfc cookiebite nokashi hobbes2 irreversible
BeatmapID:1117646
BeatmapSetID:524538

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
2,52394,53222
2,55137,64194
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Combo2 : 148,148,148
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Combo5 : 128,191,255
Combo6 : 255,0,0
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Topic Starter
lcfc

Alchyr wrote:

From modding queue.

Easy
Very solid difficulty. Main concern would be possibility that switching between clicking on 1/2 and 1 might confuse some new players, but it's as readable/playable as it will get while still maintaining some resemblance of matching the song. I doubt it will be confusing, as the rhythms repeat themselves really often so the player can get used to them quite easily.

01:08:651 (1) - Could be moved up slightly to curve into 01:07:965 (2) - and 01:10:708 (2) - better changed the whole pattern into something symmetrical-ish and cooler cause it looked ugly overall lol

01:23:737 (3) - I think this would look better moved up/to the right slightly, angle seems a bit sharp right now sure

01:29:222 (2) - This could curve at a lower angle - http://i.imgur.com/SAB4PZS.png
Similar to other suggestion, to curve more smoothly into slider before and after I honestly like how it looks

01:27:851 (1) - and 01:30:594 (1) - are not stacked properly stack bug aaa hope I fixed it

Extra
High SV!

00:05:565 (1,1,2) - Not stacked. fixed hopefully
01:12:594 (2,1) - I know this is spaced the way it is to stack the start of the stream, but the spacing feels a bit low after the jumps before it in the middle of a buildup section. meh I think it's a nice break from the intensity of the jumps, as I wanted to emphasize the gradual increase of the stream I had to make it like that

Good luck. Thank you!
Thank you for modding!
Nokashi

Kaifin wrote:

Nokashi's Insane

  1. 00:14:651 (4,2) - stack bug // Fixed? I guess, the stack looked fine
  2. 00:39:851 (1,1) - unrankable, hidden repeat // Done
  3. check your map for other bugged stacks such as 00:52:194 (1,2) - // Sure thing
  4. 00:35:394 (3,4) - why are you using this angle for 4? it seems kind of random, it isn't 00:35:394 (3) - rotated by 45 degrees or anything like that (i checked) and it looks + flows pretty ugly, here's a solution: this kind of flow is fine to use you don't need to use bad angles to path the players cursor movement into hitting 00:35:737 (1) - (hopefully that makes sense) // Its just me being inexperienced with slider leniency, i think the entirety of the map shows that. Since you think there is no problem with this ill change it as i think its ugly too
  5. 00:38:137 (3,4) - this flow would be a lot more comfortable if you gave 00:38:308 (4) - a bit more horizontal movement to the left, it would break the symmetry of the pattern but the symmetry into the linear flow of 00:38:308 (4,1) - is quite uncomfortable, here's a potential fix for more comfy flow (4 is ctrl J'd and has its slider end stacked on the end of 00:37:108 (1) - ) // Done, nice catch
  6. 00:43:794 (4) - always buffer 1/8 in Insane diffs (you can almost say always buffer 1/8 but sometimes at this bpm it's okay not to, just not for Insane imo) // Done in every 1/8 reverse
  7. 00:46:708 (1,2) - buffing this spacing and/or giving it some slightly different flow by ctrl ging 00:47:051 (2) - would be nice because its kind of overly linear with the slider movement and is spaced in a way that it looks like there is a 1/4 gap between 00:46:708 (1,2) - instead of a 1/2 one, here's an alternative pattern (make the distance between 00:46:708 (1,2) - straight unlike my screenshot, feel free to nerf the spacing if its too high for your taste but it didnt gain any sr with this pattern so) // Applied accordingly
  8. 01:05:908 - okay so i like the structure you're going for in this segment, but what relation do any of these notes have to each other in any consistent fashion? as an example of what i'm talking about, 01:06:251 (2,3,2,3) - these notes look like they're just placed, without regard for one another: each individual pattern in this segment (from 01:05:908 - to 01:10:622 - ) is fine, but you should try and give them some connection BETWEEN the patterns that is consistent rather than just randomly stacking some of the objects on each other: this is kind of general advice so hopefully you are able to do something with this feedback but i had to mention it // Back then i thought about rhythm being their connection and the different ways it can be expressed. But yeah ill take your advice to heart in future maps
  9. 01:11:565 (2,2,2) - this is nice but its uneven >:( // evened out
  10. 01:19:965 (2,3) - lol i read this as 1/2 even in the editor, this change in spacing is so out of nowhere, this should be way closer: if you eventually want to do this kind of spacing for 1/4 repeats you need to introduce it better // Yeah fixed, my bad on this one

    i appreciate your structure: you can be god standard mapper <3

    try to think more about when you're structuring what the notes look like BEFORE the structure becomes clear, stacks like 01:28:880 (6,2) - can end up looking quite weird when you consider the player only sees 01:29:222 (1) - and never sees the actual stack, stuff like this is most of the time better left just to stack on the slider end of 01:29:222 (1) - in this specific example // You are correct, will look into your notes when i map in the future

    also map with stack view if you dont cause then you'll find out how fucked stuff like 01:37:965 (2,1,2,3) - looks to the player // yikes wtf was that
Thank you so muchhh!

Alchyr wrote:

Nokashi's Insane
01:20:222 (3) - This repeat slider starting on 1/4 is very awkward, as it is the only slider in the entire map that starts on 1/4. I recommend extending the 1/2 slider before it by 1/4 and then making this repeat slider a non-repeat slider on the white tick. Or something, it's just rather awkward as it is now. // Fixed in previous mod
01:49:451 (5) - Recommend moving this up slightly, then breaking distance snap with very slightly increased gap for last note. // Done

Solid difficulty.

Good luck.
Thanks!

for sagi- ehh, lcfc
osu file format v14

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xChorse
Hello, NM from my queue.

Easy

00:26:137 (3) - this slider rotated by 30 would make this pattern look cleaner 00:25:451 (2,3,4) -

00:52:194 (1) - I don't think it should be stacked, try moving 00:52:194 (1,1) - to x:76 y:258

01:25:108 (1) - looks better if it's facing the other way imo since it would point towards 01:26:480 (2) - for more readability for newer players

01:27:851 (1,1) - fix stack

01:31:622 (2,1) - not a fan of the stack but it's ok I guess

01:49:280 - put a slider here instead of the sliderend, this pattern is way too confusing since you mapped this same sound differently before (01:43:108 (3,4) - )

CookieBite's Normal

00:08:308 (1) - make this more like 00:02:822 (2) - because it's a bit obscure for this kind of difficulty

00:26:994 (4) - should be mapped the same way as 00:15:680 (4,5) -

01:32:480 (5) - this one is fine because it's pointing at 01:33:337 (1) - but 01:33:851 (2) - feels a bit forced imo, consider changing the end of the slider

Hobbes2's Hard

00:17:051 (2) - extend to 00:17:394 - to keep them consistent with 00:14:308 (3,4,5) - and 00:11:565 (3,4,5) -

00:19:794 (2) - same as above, but also change 00:20:137 (3) - into 1/4s

01:10:708 (3) - this stack is a bit much, CTRL+J it and move it above 01:10:365 (2) - instead

01:23:565 - should be mapped with a hitcircle

Nokashi's Insane

00:30:937 (1) - Unnecessary NC I think

01:19:965 (2) - missing clap

Irreversible's Extra

00:12:765 (2,1) - fix stack or move it in front of the slider, same with the other repeats

00:43:965 (1) - the curve could be smoother out, it's a bit uneven atm

01:44:308 (1) - ok this is cool but I sliderbroke on it and I imagine a lot of other people will LOL

Extra

01:05:908 (1,2) - would be cool if this entire section had these kind of sliders that stack tails

01:45:508 (1,2) - these slightly curved sliders feel so out of place lol

Ameth's Extreme

00:36:422 (1) - I feel like this could be a bit more interesting, visually it stands out as a bit dull compared to the other sliders

00:39:165 (2) - this one is the same, but it's only the curve of it

00:54:594 (1,1) - could be parallel

01:11:222 - I think it would be cool if every jump rotated by like 15 degrees

01:29:051 (1,2,3) - fix stack

Hope this helps, good luck!
Topic Starter
lcfc

xChorse wrote:

Hello, NM from my queue.

Easy

00:26:137 (3) - this slider rotated by 30 would make this pattern look cleaner 00:25:451 (2,3,4) - fixed

00:52:194 (1) - I don't think it should be stacked, try moving 00:52:194 (1,1) - to x:76 y:258 good suggestion, changed!

01:25:108 (1) - looks better if it's facing the other way imo since it would point towards 01:26:480 (2) - for more readability for newer players true

01:27:851 (1,1) - fix stack STACK BUG ASHVGDYASGHFVASH FAS

01:31:622 (2,1) - not a fan of the stack but it's ok I guess meh it's not visible on gameplay anyways

01:49:280 - put a slider here instead of the sliderend, this pattern is way too confusing since you mapped this same sound differently before (01:43:108 (3,4) - ) put two circles instead cause I want to emphasize 01:49:622 -

Extra

01:05:908 (1,2) - would be cool if this entire section had these kind of sliders that stack tails partially changed. half patterns stack or overlap into a slider and the other half do not, idk if it's a cool idea but I like the visuals on some slider combinations here so I'm quite hesitant

01:45:508 (1,2) - these slightly curved sliders feel so out of place lol they're curved to anti-flow into the next objects

Hope this helps, good luck! Thank you!
Thanks for modding! :)

also fixed Nokashi's missing hitsound (blame him Xd)
CookieBite

xChorse wrote:

Hello, NM from my queue.

CookieBite's Normal

00:08:308 (1) - make this more like 00:02:822 (2) - because it's a bit obscure for this kind of difficulty applied

00:26:994 (4) - should be mapped the same way as 00:15:680 (4,5) - applied

01:32:480 (5) - this one is fine because it's pointing at 01:33:337 (1) - but 01:33:851 (2) - feels a bit forced imo, consider changing the end of the slider changed

Hope this helps, good luck!
thanks for modding!

gd
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.199999

[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:CookieBite's Normal
Source:
Tags:dubstep drumstep drum and bass dnb artcore ameth rianno lcfc cookiebite nokashi hobbes2 irreversible
BeatmapID:1117646
BeatmapSetID:524538

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
2,52394,53222
2,55137,64194
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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[Colours]
Combo1 : 255,198,170
Combo2 : 148,148,148
Combo3 : 212,212,212
Combo4 : 170,213,213
Combo5 : 128,191,255
Combo6 : 255,0,0
Combo7 : 255,128,0
Combo8 : 170,255,170

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277,168,29222,2,0,L|276:113,1,55,4|2,0:0|0:0,0:0:0:0:
306,66,29565,2,0,P|353:84|413:70,1,110,4|8,0:0|0:0,0:0:0:0:
510,26,30251,5,6,0:0:0:0:
117,329,31622,102,0,L|113:268,1,55
143,228,31965,2,0,L|146:173,1,55
111,130,32308,2,0,P|167:134|220:102,1,110,0|8,0:0|0:0,0:0:0:0:
308,53,32994,22,0,P|376:44|421:180,1,220,4|8,0:0|0:0,0:0:0:0:
347,234,34022,1,0,0:0:0:0:
245,192,34365,2,0,P|238:147|250:111,2,82.5,4|4|4,0:0|0:0|0:0,0:0:0:0:
263,244,35051,2,0,P|198:231|156:251,1,110,8|0,0:0|0:0,0:0:0:0:
74,317,35737,6,0,B|68:284|81:263|81:263|66:253|66:253|86:225|74:192|74:192|85:165|85:165|77:132|77:132|82:121|88:103,1,220,4|8,0:0|0:0,0:0:0:0:
172,49,36765,1,0,0:0:0:0:
254,122,37108,2,0,P|298:152|363:147,1,110,4|0,0:0|0:0,0:0:0:0:
453,104,37794,2,0,L|457:167,1,55,8|4,0:0|0:0,0:0:0:0:
497,196,38137,2,0,L|493:250,1,55,8|4,0:0|0:0,0:0:0:0:
492,306,38480,102,0,P|442:238|314:261,1,220,4|8,0:0|0:0,0:0:0:0:
218,291,39508,2,0,P|213:263|216:224,1,55
249,194,39851,2,0,P|259:153|257:106,2,82.5,4|4|4,0:0|0:0|0:0,0:0:0:0:
213,236,40537,2,0,L|97:229,1,110,8|0,0:0|0:0,0:0:0:0:
39,138,41222,6,0,L|263:112,1,220,4|8,0:0|0:0,0:0:0:0:
352,169,42251,2,0,P|355:200|351:232,1,55
332,275,42594,2,0,L|217:267,1,110,4|0,0:0|0:0,0:0:0:0:
167,262,43108,1,4,0:0:0:0:
122,229,43280,2,0,P|116:189|119:153,1,55,8|4,0:0|0:0,0:0:0:0:
156,136,43622,2,0,P|161:109|161:81,1,55,8|4,0:0|0:0,0:0:0:0:
119,45,43965,102,0,B|226:73|226:73|326:22,1,220,4|8,0:0|0:0,0:0:0:0:
419,77,44994,1,0,0:0:0:0:
356,167,45337,2,0,B|319:193|319:193|306:255,2,82.5,4|4|4,0:0|0:0|0:0,0:0:0:0:
409,177,46022,2,0,L|417:293,1,110,8|0,0:0|0:0,0:0:0:0:
332,358,46708,6,0,B|268:342|268:342|172:358|172:358|108:342,1,220,4|8,0:0|0:0,0:0:0:0:
21,289,47737,2,0,P|17:252|18:226,1,55
42,185,48080,2,0,P|92:216|151:204,1,110,4|0,0:0|0:0,0:0:0:0:
185,177,48594,1,4,0:0:0:0:
229,209,48765,2,0,L|233:272,1,55,8|4,0:0|0:0,0:0:0:0:
262,309,49108,2,0,L|316:313,1,55,8|4,0:0|0:0,0:0:0:0:
348,358,49451,102,0,B|358:243|358:243|402:215|402:215|398:272,1,220,4|8,0:0|0:0,0:0:0:0:
497,218,50480,2,0,L|503:160,1,55
461,126,50822,2,0,L|450:35,2,82.5,4|4|4,0:0|0:0|0:0,0:0:0:0:
413,153,51508,2,0,P|385:155|351:148,1,55,8|4,0:0|0:0,0:0:0:0:
310,124,51851,2,0,P|282:119|255:121,1,55,8|4,0:0|0:0,0:0:0:0:
211,154,52194,85,10,0:0:0:0:
131,239,54422,6,0,L|126:173,1,55,4|8,0:0|0:0,0:0:0:0:
122,73,54937,1,6,0:0:0:0:
122,73,65908,102,0,P|166:107|224:101,1,110,6|4,0:0|0:0,0:0:0:0:
313,48,66594,2,0,P|366:45|409:78,1,110,6|4,0:0|0:0,0:0:0:0:
432,186,67280,2,0,L|427:300,1,110,6|4,0:0|0:0,0:0:0:0:
389,336,67794,1,2,0:0:0:0:
342,365,67965,2,0,P|288:370|226:330,1,110,6|4,0:0|0:0,0:0:0:0:
211,238,68651,6,0,L|221:122,1,110,6|4,0:0|0:0,0:0:0:0:
254,85,69165,1,2,0:0:0:0:
302,57,69337,2,0,P|359:48|425:71,1,110,6|4,0:0|0:0,0:0:0:0:
459,159,70022,2,0,L|454:276,1,110,6|4,0:0|0:0,0:0:0:0:
355,317,70708,2,0,L|350:200,1,110,6|4,0:0|0:0,0:0:0:0:
265,136,71394,102,0,P|213:160|149:148,1,110,4|6,0:0|0:0,0:0:0:0:
227,65,72080,2,0,P|277:56|329:86,1,110,4|4,0:0|0:0,0:0:0:0:
378,179,72765,2,0,L|370:247,1,55,4|0,0:0|0:0,0:0:0:0:
327,266,73108,2,0,L|335:334,1,55,4|0,0:0|0:0,0:0:0:0:
370,361,73451,2,0,P|319:339|260:345,1,110,4|8,0:0|0:0,0:0:0:0:
159,371,74137,5,4,0:0:0:0:
159,371,75508,102,0,B|145:312|156:264|156:264|214:247|226:179,1,220
144,108,76537,1,8,0:0:0:0:
50,165,76880,54,0,P|28:217|21:288,2,110,6|8|0,0:0|0:0|0:0,0:0:0:0:
144,108,77908,1,10,0:0:0:0:
154,217,78251,2,0,P|208:233|261:225,1,110,6|8,0:0|0:0,0:0:0:0:
314,129,78937,2,0,P|368:121|420:137,1,110,2|8,0:0|0:0,0:0:0:0:
492,219,79622,6,0,L|486:328,1,110,6|8,0:0|0:0,0:0:0:0:
511,377,80137,2,0,P|456:328|369:341,1,165,2|10,0:0|0:0,0:0:0:0:
267,378,80994,1,4,0:0:0:0:
162,342,81337,1,8,0:0:0:0:
106,247,81680,102,0,L|104:180,1,55,2|6,0:0|0:0,0:0:0:0:
81,141,82022,2,0,L|82:86,1,55,10|2,0:0|0:0,0:0:0:0:
116,42,82365,2,0,P|162:78|216:88,1,110,6|8,0:0|0:0,0:0:0:0:
311,40,83051,2,0,P|364:51|406:86,1,110,0|10,0:0|0:0,0:0:0:0:
431,135,83565,1,2,0:0:0:0:
431,190,83737,6,0,L|421:303,1,110,6|8,0:0|0:0,0:0:0:0:
386,342,84251,2,0,P|318:358|237:309,1,165,2|10,0:0|0:0,0:0:0:0:
329,248,85108,1,6,0:0:0:0:
310,139,85451,1,8,0:0:0:0:
218,77,85794,102,0,P|157:70|109:96,1,110,0|10,0:0|0:0,0:0:0:0:
59,186,86480,2,0,L|64:309,1,110,4|8,0:0|0:0,0:0:0:0:
161,344,87165,2,0,P|193:351|221:350,1,55,2|6,0:0|0:0,0:0:0:0:
258,317,87508,2,0,P|285:317|312:323,1,55,10|2,0:0|0:0,0:0:0:0:
358,353,87851,6,0,L|356:236,1,110,6|8,0:0|0:0,0:0:0:0:
297,149,88537,2,0,P|250:133|191:150,1,110,0|8,0:0|0:0,0:0:0:0:
148,181,89051,1,2,0:0:0:0:
122,229,89222,2,0,L|120:356,1,110,6|8,0:0|0:0,0:0:0:0:
169,364,89737,2,0,P|234:315|321:326,1,165,2|10,0:0|0:0,0:0:0:0:
418,355,90594,102,0,L|421:242,1,110,6|8,0:0|0:0,0:0:0:0:
326,187,91280,2,0,L|323:74,1,110,0|8,0:0|0:0,0:0:0:0:
272,53,91794,1,2,0:0:0:0:
217,45,91965,2,0,P|159:53|110:97,1,110,6|8,0:0|0:0,0:0:0:0:
90,130,92480,2,0,B|108:163|90:187|60:219|56:261|98:273|122:250|109:213,1,165,2|10,0:0|0:0,0:0:0:0:
198,164,93337,6,0,P|251:141|311:152,1,110,6|8,0:0|0:0,0:0:0:0:
339,188,93851,2,0,B|329:220|332:245|332:245|358:263|358:263|361:308|333:345,1,165,2|10,0:0|0:0,0:0:0:0:
229,334,94708,1,4,0:0:0:0:
166,243,95051,1,8,0:0:0:0:
223,149,95394,2,0,L|229:84,2,55,0|4|8,0:0|0:0|0:0,0:0:0:0:
326,187,96080,102,0,L|329:297,1,110,4|8,0:0|0:0,0:0:0:0:
237,358,96765,2,0,P|209:364|181:363,1,55,0|4,0:0|0:0,0:0:0:0:
151,319,97108,2,0,P|123:313|95:314,1,55,10|6,0:0|0:0,0:0:0:0:
53,347,97451,6,0,L|57:238,1,110,14|8,0:0|0:0,0:0:0:0:
123,148,98137,2,0,P|154:137|192:134,1,55,0|4,0:0|0:0,0:0:0:0:
226,155,98480,2,0,P|253:150|278:140,1,55,8|2,0:0|0:0,0:0:0:0:
320,106,98822,6,0,L|316:225,1,110,6|2,0:0|0:0,0:0:0:0:
337,267,99337,2,0,P|272:252|213:280,1,110,2|2,0:0|0:0,0:0:0:0:
161,349,100022,1,2,0:0:0:0:
76,279,100365,1,2,0:0:0:0:
146,194,100708,2,0,P|161:146|143:80,1,110,2|2,0:0|0:0,0:0:0:0:
249,45,101394,5,2,0:0:0:0:
249,45,101565,2,0,L|260:168,1,110,2|2,0:0|0:0,0:0:0:0:
250,209,102080,2,0,P|300:185|356:188,1,110,2|2,0:0|0:0,0:0:0:0:
438,257,102765,2,0,L|442:368,2,110,2|2|2,0:0|0:0|0:0,0:0:0:0:
353,187,103794,2,0,L|360:125,2,55
310,222,104308,102,0,P|250:234|203:211,1,110,2|2,0:0|0:0,0:0:0:0:
164,179,104822,2,0,L|167:67,1,110,2|2,0:0|0:0,0:0:0:0:
269,28,105508,2,0,P|304:25|334:28,1,55,2|0,0:0|0:0,0:0:0:0:
354,72,105851,2,0,P|389:75|419:72,1,55,2|0,0:0|0:0,0:0:0:0:
455,44,106194,2,0,L|451:156,1,110,2|2,0:0|0:0,0:0:0:0:
361,217,106880,1,2,0:0:0:0:
361,217,107051,6,0,P|326:198|258:206,1,110,2|2,0:0|0:0,0:0:0:0:
218,244,107565,2,0,L|211:353,1,110,2|2,0:0|0:0,0:0:0:0:
106,317,108251,2,0,L|99:208,1,110,2|2,0:0|0:0,0:0:0:0:
144,106,108937,2,0,P|200:89|256:104,1,110
321,182,109622,5,2,0:0:0:0:
Lulu-
IT'S BACK POG CHAMPIONSHIP

i am so gay for this map shooting more stars
Topic Starter
lcfc

Lulu- wrote:

IT'S BACK POG CHAMPIONSHIP

i am so gay for this map shooting more stars
LOL ill make sure these stars are worth it
im gya too
Asfand
Hello from my queue t/461969. I liked the extra a lot so I chose that one!

This diff is very solid and I think its good enough as it is, I will come with some input that you can choose to add or just keep in mind
as a future thing for other maps where it might be more relevant.

[Extra]
  1. 00:10:365 (1,2,3,4) - Here you could nc (3), and maybe add a stronger colour to those combos to signilize the intensity.
  2. 00:16:537 (1,2,3) - parts like these you could keep the strong first sound (1) as a straight slider, and add a small softer curve on the softer sliders like so:
  3. 00:30:250 (1,1) - This movement is quite sharp the red upside down v (marked with yellow 1) is the sharp movement.
    There is very little sound between these two notes, so the cursor will stay around the end of the slider at 00:30:250 (1), the spacing is fine, as the movement to the next note is fine, however the stream direction is opposite and fast so you get the red sharp movement. Which is different from
    00:31:794 (3,1) - which is soft movement throughout due to the slider leniency. I dont know if this is intenional emphasis. I also cant find the logic behind it.
    and then there is a sharp movement from 00:32:137 (3,1) -
    and 00:32:308 (1,2) - This last movement makes sense though! very strong sounds!


    I mocked up something that is soft for the first two parts 00:30:250 (1,1) and 00:31:794 (3,1) and sharp for the rest
  4. 00:32:994 - 00:54:937 - out of all the diffs this was done the best here imo!
  5. 01:23:222 (7,8,9) - I feel like you've kept the movement quite consistent until here.
    Like you've done here you have a sharp movement and direction change on the strong sound 7 and 8

    01:20:480 (8,9) -

    so I think it would be nice to keep that consistent, I made a small adjustment to 01:23:222 (7,8,9) -
Id shoot a kdsu star if I had one! Good luck
Topic Starter
lcfc

regN wrote:

Hello from my queue t/461969. I liked the extra a lot so I chose that one! :0

This diff is very solid and I think its good enough as it is, I will come with some input that you can choose to add or just keep in mind
as a future thing for other maps where it might be more relevant.

[Extra]
  1. 00:10:365 (1,2,3,4) - Here you could nc (3), and maybe add a stronger colour to those combos to signilize the intensity. Clever suggestion, I changed the color pattern of both the 1-2s to emphasize the whole jump section.
  2. 00:16:537 (1,2,3) - parts like these you could keep the strong first sound (1) as a straight slider, and add a small softer curve on the softer sliders like so:
    I kinda find the current pattern of mine more visually appealing plus flow won't be an issue either because of the space from each other in the timeline.
  3. 00:30:250 (1,1) - This movement is quite sharp the red upside down v (marked with yellow 1) is the sharp movement.
    There is very little sound between these two notes, so the cursor will stay around the end of the slider at 00:30:250 (1), the spacing is fine, as the movement to the next note is fine, however the stream direction is opposite and fast so you get the red sharp movement. Which is different from
    00:31:794 (3,1) - which is soft movement throughout due to the slider leniency. I dont know if this is intenional emphasis. I also cant find the logic behind it.
    and then there is a sharp movement from 00:32:137 (3,1) -
    and 00:32:308 (1,2) - This last movement makes sense though! very strong sounds!
    All fixed except for the movement in the kicksliders, it's intentionally sharp/uncomfortable to emphasize the beat (y'know, the beat which emphasizes 00:31:622 (1,1,1) - these)

    I mocked up something that is soft for the first two parts 00:30:250 (1,1) and 00:31:794 (3,1) and sharp for the rest
    I'd rather the burst in the kickslider be straight, everything else is explained above ^^
  4. 00:32:994 - 00:54:937 - out of all the diffs this was done the best here imo! thank you! :D
  5. 01:23:222 (7,8,9) - I feel like you've kept the movement quite consistent until here.
    Like you've done here you have a sharp movement and direction change on the strong sound 7 and 8

    01:20:480 (8,9) -

    so I think it would be nice to keep that consistent, I made a small adjustment to 01:23:222 (7,8,9) -
    the pattern you made has a really wide angle in this movement 01:23:394 (8,9,1) - so even if the jump 7-8 stays sharp it will undoublty make this movement uncomfortable, if you have a suggestion that wouldn't make it uncomfortable feel free to do so!
Id shoot a kdsu star if I had one! Good luck thank you! this was probably the most helpful mod in my diff so far, very appreciated!
Mun
Time for a pretty short mod, set looks pretty good

a meth head
00:02:822 (3) - Despite the piano here, doubling the SV you normally use for this section just for that one slider creates a false precedent (this doesn't exist anywhere else in the section) and seems pretty overdone. Alongside this, you do the same sort of speedup-slowdown repeatedly through the section, but it's very inconsistent. Sometimes it's on kicks, sometimes it's on snares. I'd both nerf these to maybe 0.8 or 0.9x SV, and make its use a little bit more understandable.
00:09:337 (1) - Sliders should start on a strong beat and end on a beat of equal or lesser strength.
00:10:880 (1,1) - You are using greater spacing for 1/8 than you just used for 1/4. Though it's understandable that you want some strong emphasis on the big change in the song, that may be a bit much.
00:12:937 (1) - The way this sound is represented in the song does not change at all at this point, and thus it does not make sense to make this specific sound held longer than the others, especially when the same hihat that each prior slider has ended on continues consistently on and beyond this beat.
00:15:680 (1,2) - Even in the case that you do decide to keep those sliders, making a crossmap 1/4 jump is not supported by this section. The spacing simply does not follow the map or the song.
00:21:337 (2) - The fact that this slider starts and reverses on similar sounds, but ends on a completely different one is a misrepresentation of the music. Maybe use two 1/4 sliders or one 1/2 slider into a triple instead?
00:22:880 (1,2,3) - Especially considering how quiet the track this triple is mapped to is, as well as the fact that such spacing has not been introduced anywhere in the song, this is abrasive, a huge difficulty spike, and does not follow the song's intensity at all.
00:28:537 (1,2) - For a pattern that is NC'd to separate it from the previous 2-slider pattern, the spacing at 00:28:365 (2,1) - is extremely low, especially relative to the spacing of 00:28:022 (2,1) - that successfully entirely separates the relevant patterns.
00:28:880 (1,2,1,2,1,2,1,2) - You don't actually consider this readable, do you? Double+1/4 jump has not been introduced anywhere at all in the music, and here it is, 4 times, with extremely large spacing, with 00:28:880 (1,2,1,2) - and 00:28:880 (1,2,1,2) - sharing distances from each other. This is an extremely harsh difficulty spike that utilizes patterns and gimmicks you did not even try to establish earlier in the map. The pattern is unpredictable, uncalled for, and provides undue stress to the player to emphasize nothing. Enjoy Charles445's wisdom.
00:29:565 (1,2) - Then, all of a sudden, after this near-impossible unsightreadable pattern, you heavily lower the player's aiming, tapping, and reading stress while a new sound is introduced and adds intensity. Pardon the French, but this is ass-backwards.
00:29:908 (1,2) - And then, right after that, snare hits greatly intensify the sounds, and yet they're supposed to be tapped and aimed with almost no difference from the prior pattern. The least you could do here is a (normal, readable) stream.
00:31:965 (3,4) - The exact same slider is emphasizing a different rhythm here.
00:33:680 (3,1) - Just for the sake of neatness, stack these.
00:35:222 - A sound occurs here, totally different from the sliderhead and the same as the sliderend of the slider that ignores the relatively prominent sound.
00:35:394 (1,2,3) - And in this drop section, you have not used 1/4 jumps at all except from the ends of sliders, and yet you make one here with huge spacing. You should really introduce concepts before using them in a map, especially so heavy-handedly.
00:36:080 (1,1) - When the sound is almost exactly the same, why are you changing the SV so heavily?
00:36:422 (1) - This also applies to the inverse. This sound is way, way stronger than anything else anywhere near it, yet not only is it the exact same SV as 00:35:737 (1) - but it is also a less complex and much easier slider to hit, with lower spacing moving into it as well.
00:39:851 (1,2) - You haven't used perfect stacking on anything in this section prior to this, I do not recommend you start at such an arbitrary part of the music.
00:40:108 (2,1) - You use way, way higher-octane patterns consistently before and after this with 1/4 time gaps. People are bound to misread this repeatedly considering how inconsistent its spacing is relative to the rest of the map.
00:40:794 (1,2,3,4) - As cool as it is, as I stated before, this is not introduced previously in the section, and the same sound is often mapped in a much less difficult way to play. This is, once again, an inconsistency and an unmerited difficulty spike.
00:44:480 (1,1) - I like this cancellation of motion a lot. Nothing wrong here, just wanted to point out that it's a cool use of player movement.
00:45:165 (2) - This section is almost entirely curved sliders, switching to sharp anchors and straight sliders mid-pattern is suboptimal. I'd just make this straight and let the much more natural transition after 00:45:337 - occur.
00:54:937 (1) - Why only place this on 2 of the 3 ascending piano notes? Just make this a reverse to capture all 3 of them, or add a circle.
01:05:908 - This entire section feels really, really forced.

Everything I point out after this is just being redundant, but these same issues exist throughout the map in much the same form.

-In this map, Ameth shows technical mastery of the editor and his ability to make cool-looking patterns, while also failing to introduce complex, unusual, and difficult concepts to the player before going all-out with them. The map also makes extreme changes to its representation of sounds (see- huge changes in SV), even when these sounds are similar or the same. The map is fundamentally flawed in that it completely disregards representation of intensity in favor of utilizing the song as some sort of vehicle to convey cool ideas. I would readily compare it to byfar's mapping, in that it doesn't seem to follow the song, but rather manipulate the song to fit style, which in my eyes, like some things I pointed out in the map, is ass backwards. The buildup is full of forced SV changes and the buildup after the break all seems far, far more overdone than it needs to be. Overall, the map looks very cool, but does a criminally poor job of representing the music it's mapped to.

comb low
00:31:622 (1,2,3) - This triple is mapped to nothing, I'd replace it with a 1/2 slider starting on 1 and ending on 3.
00:32:480 (2,3,1) - In the same spirit as Ameth's diff, this sort of spacing exists nowhere in the map prior, and there is no indication of anything of its nature before it suddenly shows up with massive spacing after a crossmap jump. While spaced triples aren't a bad concept altogether, it'd be best to start it in a way that is playable despite being unexpected. Either lowering the jump distance to it, lowering its spacing, or both will make this much more playable as an introduction to an abnormal concept.
00:35:137 (2) - Even if there is a sound here, it's hardly noticeable at all. I'd replace that triple with a kickslider if you want to maintain the same rhythm.
00:44:480 (3,4,1) - Implying movement away from a slider and then requiring a decently wide 1/4 jump to it is pretty far from player-friendly. I'm all for challenging pattern, but this direct contradiction of implied movement is better saved for more easily playable patterns.
01:11:908 (1,2,3,1,2) - What intensity has changed to suddenly merit such huge jumps compared to what you had before?
01:16:537 (1,1) - dude nice.
Honestly way more generic than Ameth's, but also way better.

Irre's Extra
Really solid map, I expect no less.
00:51:337 (1,2,3,4,5) - While it is a cool pattern, the sounds represented on each slider are definitely different, so I don't think the exact same movement between objects and the exact same objects is a good way to represent the music.
01:26:051 (3) - This doesn't really exist in the song.
00:43:108 (1,2,3,1,2,3) - While you have introduced this spacing decently well in a widely spaced slider-circle-slider pattern earlier in the map, it has not been seen again since. Having it pop up again with 2 sequential extremely spaced triples separated by a crossmap jump that already seem fairly out-of-place in the map seems unadvisable both aesthetically and for the player.
This is a really solid map.

Nokashi's Insane
00:25:622 (4,5) - These reflect pretty quiet triples but end on extremely strong kicks, which is unadvisable emphasis.
00:28:537 (3,4,1) - Intensity doesn't seem to change here, what's with the sudden drop in spacing?
00:39:508 (2) - This is an insane, you can probably use kicksliders. The sound seems to merit that more anyway.
01:05:908 - Why is the intensity of the spacing here nearly the same as the spacing intensity in the wub section? It's pretty noticeably softer, so there's no reason for the map to keep the exact same intensity level (and in some places, a higher one).
01:46:880 (1,2,3,1,2,3,1,2,1) - When the rhythm/intensity of this sound changes at 01:47:908 (1,2,1) - the way you represent it remains exactly the same way.
Overall, the map is solid, but does a poor job of reflecting varying intensity. Different parts of the song with different levels of strength are mapped with almost the exact same level of stress, sometimes even going backwards and mapping calmer parts with harder patterns and higher spacing. The map seems to revolve around somewhat overmapped triples, but I don't really know if that's acceptable or not and saying it's not is basically telling you to remap.

Calvin
00:02:651 (3) - S L I G H T C U R V E
00:04:537 (2) - Totally an aesthetic thing, but why not balance out the middle of this so the curves are equal?
00:21:594 (4) - This doesn't exist in the music. Try especially hard not to overmap like this in Hard diffs.
00:50:822 (1) - At least make the sharp corners noticeable.
00:54:422 (1,2,3) - With such a long time between notes, a lower-level player is likely to rush this and get terrible accuracy on it. Just using a kickslider here would probably be a more beginner-friendly option.
01:11:394 - legit using higher spacing here than the entire wub part of the song. This is a buildup, it's nowhere near that intense yet.
01:17:651 (4) - The more prominent triple would be between 01:17:394 (2,3) - these notes. The one you have mapped isn't even in the song.
01:18:937 (3) - Sliders should start on strong beats and end on beats of equal or lesser strength.
01:31:108 (2,3,4,5) - See my triple point above.
01:37:794 (3,4) - Suddenly changing spacing like this in the same pattern of singletaps exactly on top of a triple one beat later is bound to lead to a ton of shitmisses and misreads.
01:44:308 (1) - The low piano note this follows continues much further than you map it, and the place where you cut away from it and back to the other line is entirely arbitrary. Either extend this to, say, before 01:45:508 - , or just map like you have before and emphasize that note differently.
Overall: Solid hard diff with some questionable aesthetic, rhythmic, and intensity choices throughout.

I'm not quite proficient at modding the lowest difficulties, so I'll leave it there. However, the spread may have some note density issues between Easy and Normal - may want to get that investigated, as I am not an entirely credible source for that.
Izzywing
lacehodler
Topic Starter
lcfc

Mun wrote:

Time for a pretty short mod, set looks pretty good

00:31:622 (1,2,3) - This triple is mapped to nothing, I'd replace it with a 1/2 slider starting on 1 and ending on 3. damn I never noticed this lol, fixed
00:32:480 (2,3,1) - In the same spirit as Ameth's diff, this sort of spacing exists nowhere in the map prior, and there is no indication of anything of its nature before it suddenly shows up with massive spacing after a crossmap jump. While spaced triples aren't a bad concept altogether, it'd be best to start it in a way that is playable despite being unexpected. Either lowering the jump distance to it, lowering its spacing, or both will make this much more playable as an introduction to an abnormal concept. as the jump from the slider before that burst has been lowered alot thanks to the suggestion above the pattern is more appropriate to play now so ya
00:35:137 (2) - Even if there is a sound here, it's hardly noticeable at all. I'd replace that triple with a kickslider if you want to maintain the same rhythm. pretty hearable to me tbh, didn't change
00:44:480 (3,4,1) - Implying movement away from a slider and then requiring a decently wide 1/4 jump to it is pretty far from player-friendly. I'm all for challenging pattern, but this direct contradiction of implied movement is better saved for more easily playable patterns. reversed and so did with the slider before, good suggestion
01:11:908 (1,2,3,1,2) - What intensity has changed to suddenly merit such huge jumps compared to what you had before? spacing lowered, I will keep this 01:11:737 (3,1) - jump bigger though because of the piano
01:16:537 (1,1) - dude nice. jasgdjasvda i cant blanket you can send the code of it if you want
Honestly way more generic than Ameth's, but also way better. :eyes:

I'm not quite proficient at modding the lowest difficulties, so I'll leave it there. However, the spread may have some note density issues between Easy and Normal - may want to get that investigated, as I am not an entirely credible source for that.
Thank you for modding!
Nokashi

xChorse wrote:

Hello, NM from my queue.

Nokashi's Insane

00:30:937 (1) - Unnecessary NC I think // Fixed

01:19:965 (2) - missing clap// Fixed
Thanks!!

Mun wrote:

00:25:622 (4,5) - These reflect pretty quiet triples but end on extremely strong kicks, which is unadvisable emphasis.// Changed the second one that ended on a downbeat. ill keep the second for simplicity as i dont want to strain the player too much in the intro of the map
00:28:537 (3,4,1) - Intensity doesn't seem to change here, what's with the sudden drop in spacing? // Fixed
00:39:508 (2) - This is an insane, you can probably use kicksliders. The sound seems to merit that more anyway.// I use these fast reverses on these specific wubs that differ from the wubs that i use 1/4 sliders on and i like the effect it gives
01:05:908 - Why is the intensity of the spacing here nearly the same as the spacing intensity in the wub section? It's pretty noticeably softer, so there's no reason for the map to keep the exact same intensity level (and in some places, a higher one). // Lowered spacing a bit, but i want to keep the stack effects i had going on
01:46:880 (1,2,3,1,2,3,1,2,1) - When the rhythm/intensity of this sound changes at 01:47:908 (1,2,1) - the way you represent it remains exactly the same way. // Remapped this
Really helpful mod, thanks!

code
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 4.699998

[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:Nokashi's Insane
Source:
Tags:dubstep drumstep drum and bass dnb artcore ameth rianno lcfc haroderm13 h13 cookiebite nokashi hobbes2 irreversible
BeatmapID:1123246
BeatmapSetID:524538

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.5
SliderTickRate:1

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256,316,89222,6,0,B|313:285|313:285|399:293,1,134.999995880127,6|0,0:0|0:0,0:0:0:0:
400,300,89565,1,8,0:0:0:0:
479,351,89737,2,0,P|494:306|482:255,1,89.9999972534181,2|0,0:0|0:0,0:0:0:0:
404,96,90080,1,4,0:0:0:0:
404,96,90165,1,0,0:0:0:0:
404,96,90251,2,0,L|413:203,1,89.9999972534181,10|0,0:0|0:0,0:0:0:0:
459,27,90594,102,0,P|397:11|335:41,1,134.999995880127,6|0,0:0|0:0,0:0:0:0:
320,52,90937,1,8,0:0:0:0:
184,8,91108,2,0,L|228:0,2,44.999998626709
96,88,91451,1,4,0:0:0:0:
0,20,91622,1,8,0:0:0:0:
32,192,91794,1,2,0:0:0:0:
32,192,91880,1,2,0:0:0:0:
32,192,91965,6,0,L|20:327,1,134.999995880127,6|0,0:0|0:0,0:0:0:0:
36,344,92308,1,8,0:0:0:0:
216,348,92480,2,0,P|172:340|128:348,1,89.9999972534181,2|0,0:0|0:0,0:0:0:0:
240,260,92822,1,4,0:0:0:0:
240,260,92908,1,0,0:0:0:0:
240,260,92994,2,0,L|355:270,1,89.9999972534181,10|0,0:0|0:0,0:0:0:0:
468,332,93337,102,0,P|484:268|472:200,1,134.999995880127,6|0,0:0|0:0,0:0:0:0:
456,184,93680,1,8,0:0:0:0:
360,80,93851,1,2,0:0:0:0:
360,80,93937,1,0,0:0:0:0:
360,80,94022,1,0,0:0:0:0:
456,184,94194,1,4,0:0:0:0:
484,28,94365,2,0,P|496:92|480:164,1,134.999995880127,10|0,0:0|0:0,0:0:0:0:
456,184,94708,6,0,L|344:174,1,89.9999972534181,4|0,0:0|0:0,0:0:0:0:
240,64,95051,1,8,0:0:0:0:
360,80,95222,2,0,L|415:75,2,44.999998626709
144,128,95565,1,4,0:0:0:0:
240,64,95737,1,8,0:0:0:0:
224,224,95908,1,0,0:0:0:0:
224,224,95994,1,0,0:0:0:0:
224,224,96080,102,0,L|215:323,1,89.9999972534181,4|0,0:0|0:0,0:0:0:0:
128,372,96422,1,8,0:0:0:0:
40,232,96594,1,0,0:0:0:0:
40,232,96680,1,0,0:0:0:0:
40,232,96765,2,0,L|34:291,1,44.999998626709
136,200,96937,2,0,L|128:148,1,44.999998626709,4|0,0:0|0:0,0:0:0:0:
84,12,97108,1,10,0:0:0:0:
292,64,97280,1,6,0:0:0:0:
46,70,97451,5,10,0:0:0:0:
256,40,97622,1,4,0:0:0:0:
8,128,97794,101,8,0:0:0:0:
208,16,97965,1,4,0:0:0:0:
216,24,98308,5,4,0:0:0:0:
216,24,98394,1,0,0:0:0:0:
216,24,98480,2,0,L|209:95,1,44.999998626709,8|0,0:0|0:0,0:0:0:0:
304,128,98651,2,0,L|308:183,1,44.999998626709,2|2,0:0|0:0,0:0:0:0:
212,264,98822,6,0,L|208:320,2,52.4999983978272,6|0|2,0:0|0:0|0:0,0:0:0:0:
296,316,99337,2,0,L|304:368,2,52.4999983978272,2|0|2,0:0|0:0|0:0,0:0:0:0:
296,224,99851,1,0,0:0:0:0:
208,316,100022,6,0,L|152:320,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
88,364,100365,2,0,L|20:358,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
165,268,100708,2,0,L|154:327,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
72,240,101051,2,0,L|61:180,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
172,40,101394,1,2,0:0:0:0:
172,40,101480,1,2,0:0:0:0:
172,40,101565,102,0,L|167:95,2,52.4999983978272,2|0|2,0:0|0:0|0:0,0:0:0:0:
261,167,102080,2,0,L|256:111,2,52.4999983978272,2|0|2,0:0|0:0|0:0,0:0:0:0:
160,192,102594,1,0,0:0:0:0:
256,114,102765,6,0,L|331:120,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
364,36,103108,2,0,L|423:30,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
512,112,103451,2,0,L|463:129,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
384,200,103794,1,2,0:0:0:0:
384,304,103965,1,2,0:0:0:0:
476,356,104137,1,2,0:0:0:0:
468,264,104308,102,0,L|473:204,2,52.4999983978272,2|0|2,0:0|0:0|0:0,0:0:0:0:
331,309,104822,2,0,L|390:303,2,52.4999983978272,2|0|2,0:0|0:0|0:0,0:0:0:0:
248,224,105337,1,0,0:0:0:0:
188,312,105508,6,0,L|247:317,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
248,224,105851,2,0,L|197:215,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
232,120,106194,2,0,L|301:138,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
327,50,106537,2,0,L|280:28,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
180,8,106880,1,0,0:0:0:0:
127,110,107051,6,0,L|250:120,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
360,208,107565,2,0,L|240:218,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
172,184,108080,1,0,0:0:0:0:
24,203,108251,6,0,L|28:254,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
141,315,108594,2,0,L|132:264,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
232,352,108937,2,0,L|307:358,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
384,308,109280,1,2,0:0:0:0:
448,232,109451,1,0,0:0:0:0:
508,360,109622,5,2,0:0:0:0:
Haruto
I wanna see this set in the ranked section.

General
  1. Looks fine
Ameth's Extreme
Modding this in indonesian so i can explain things fluently.
  1. 00:02:822 (3) - SV change disini kayaknya ga diperlukan deh kak. Well, bukannya ga diperlukan sih, mungkin bisa di decrease lagi velocitynya cuz, kecepatan slidernya saat ini aneh banget imo, ga sesuai sama bagian musiknya. Coba set SV greenline di 00:02:822 - jadi 0.70, kecepatan slidernya bakal kerasa lebih natural imo. // Note : Beberapa bagian ada yang sama kek gini SV multipliernya, mungkin selanjutnya kaka bisa cari sendiri bagian2 itu~.
  2. 00:04:880 (1) - The same thing as how i explained above. Mungkin boleh juga nyoba sesuatu yang bervariasi disini. Dengan maksud SVnya yang bervariasi lol.
  3. 00:05:394 (1) - Unnecessary New Combo here. Gimana kalo NCnya dipindah ke 00:05:565 - bagian ini aja? ditambah, bagian itu downbeat jadi kerasa lebih natural gitu wkwk.
  4. 00:16:022 (2) - Pindah ke 247|62 mungkin? jadi supaya line atau follow point dari 00:15:680 (1) - ke 00:16:022 (2) - keliatan straight gitu dan ga bengkok wkwk.
  5. 00:22:022 (1) - Bakal lebih baik kalau ini diextend jadi 1/2. Oiya, mungkin kaka mau ubah juga kecepatan SV di 00:22:022 - jadi 1.00 (Normal) jadi lebih enak gitu dan ga kerasa kecepatan atau kelambatan. Well, your choice though. Dan tentu saja, kalo slider (1) diextend jadi 1/2. Otomatis kaka harus remove 00:22:194 (2) - lol.
  6. 00:22:708 (2,1,2) - The spacing could be a bit more evens or various. Menurut aku ini sedikit membingungkan. Lebih baik kaka coba sesuatu kek ini. Current spacing antara 1/4 di 00:22:537 (1,2) - sama 00:22:880 (1,2,3) - ga noticable tbh. Jadi yaa, lebih baik dibesarkan/lebarkan lagi spacingnya lol
  7. 00:30:251 (1,1) - Almost unrankable karena slider 00:30:251 (1) - nutupin reverse di slider 00:30:937 (1) - . Coba ubah penempatan slider 00:30:251 (1) - ke tempat yang jauh lebih noticable.
  8. 00:35:051 (1) - Literally offscreen (bagian slider yg paling atas)
  9. 00:45:851 (1) - Potentionally offscreen. Would be better if this is moved a lil a bit.
  10. 01:08:480 (1,1) - Emphasis. 01:08:480 (1) - Imo ini bisa diplace lebih jauh dari 01:08:651 (1) - Supaya penekannya kerasa. Also, 01:08:480 (3) - this seems to be an unnecessary new combo.
  11. 01:14:137 (1) - Bagian wavenya seems a lil bit fuked lo.
  12. Speaking of 01:14:137 (1) - , menurut aku slider ini lebih baik jadi 1/1 slider (di decrease ke 01:15:165 - ) Karena kalau jadi 1/4. Spacing dari slider ini ke slider berikutnya itu ga banget imo. Gimana ya.. imo berlebihan sih tapi itu pendapat aku aja. Ya doublecheck lagi aja, coba ask testplay orang2. Kalau mau tetap 1/4. Jarak dari slider ini ke slider berikutnya agak didekatkan aja.
  13. 01:15:851 (3,4,1,2) - Feels better if these were mapped with circles instead of a slider tbh. But that shouldnt be a problem as this is just my suggestion.
    but you could always change if you want~
  14. 01:29:051 (1,2,3) - Nazi, stacks are off.
  15. 01:44:308 (1,2) - Kak, ini spacingnya terlalu berlebihan imo. Karena apa? bagian ini sedikit kalem dan pelan menurut aku. Semestinya spacing gak harus lebar2/atau besar2 kek gini :sob:
  16. 01:49:280 (2) - Unnecessary NC.
  17. 01:49:280 (2,1) - Spacing is too wide, doesnt fit with the music at all imo :?
Okay. To be honest, im not quite sure about Ameth's diff. Its Cool, its a very nice technical map. But, like what have Mun said. Ameth fails to introduce complex, unusual and difficult concepts to the player before going all-out with them. Aside from that, emphasizing is quite a bit, various i guess? Well various as in term of, doesnt run as consistent as how others would expect. You could always try replacing emphasize with flowbreak instead if you ran out of idea. But still, this is my most favorited diff on this set. 8-)
Extra
  1. 00:40:108 (2) - This is almost offscreen. You might want to move this object a lil bit upper or so.
  2. 00:41:908 (1) - Same, basically the down part of the slider
// Note : I havent fully mod this diff but i will do it on the later time.

[]

Will mod the other difficulties as soon as possible. Good luck ranking this map LCFC! (we are on the same age, so i guess we are, bros? xD)
Topic Starter
lcfc
Oooo that was a pleasant surprise, thank you for modding! (this post will also be used to reply on the points for my diff(s) when they're finished xd)
2002 masterrace :D
Ameth Rianno

Mun wrote:

a meth head
00:02:822 (3) - Despite the piano here, doubling the SV you normally use for this section just for that one slider creates a false precedent (this doesn't exist anywhere else in the section) and seems pretty overdone. Alongside this, you do the same sort of speedup-slowdown repeatedly through the section, but it's very inconsistent. Sometimes it's on kicks, sometimes it's on snares. I'd both nerf these to maybe 0.8 or 0.9x SV, and make its use a little bit more understandable. I did incorporate and clarified the SV changing system that i already had in this whole part, so not entirely that overdone. Using only 0,50x and 1,00x, the concept was to fasten the strong parts rather than focusing into kick snares, but in some cases there are sort of people using 10/20 faster or slower SV in the end they did not do any emphasize or difference (if they are about less 2,50 universal SV) and resulting in an useless usage of the SV change.
00:09:337 (1) - Sliders should start on a strong beat and end on a beat of equal or lesser strength. The slow speed justifies the beat itself,no need for another complication. That kind of rule is kind-of-non-existent.
00:10:880 (1,1) - You are using greater spacing for 1/8 than you just used for 1/4. Though it's understandable that you want some strong emphasis on the big change in the song, that may be a bit much. Yeah maybe i wanna try downing this a bit.
00:12:937 (1) - The way this sound is represented in the song does not change at all at this point, and thus it does not make sense to make this specific sound held longer than the others, especially when the same hihat that each prior slider has ended on continues consistently on and beyond this beat. Yes it doesn't change but whenever 00:12:594 (2) - OR 00:12:937 (1) - it's pretty much sounds the same on the end itself, every beat starts on the red snap so considering the different types of rhythm interpretation works fine and makes the player worths more fun and less stress. Does not clarify as "specific" though.
00:15:680 (1,2) - Even in the case that you do decide to keep those sliders, making a crossmap 1/4 jump is not supported by this section. The spacing simply does not follow the map or the song. I might be trying to change this, thinking of by reducing it around 1/2 of the distance and reducing the stress on the previous gaps.
00:21:337 (2) - The fact that this slider starts and reverses on similar sounds, but ends on a completely different one is a misrepresentation of the music. Maybe use two 1/4 sliders or one 1/2 slider into a triple instead? Got it changed into 1/2 slider instead.
00:22:880 (1,2,3) - Especially considering how quiet the track this triple is mapped to is, as well as the fact that such spacing has not been introduced anywhere in the song, this is abrasive, a huge difficulty spike, and does not follow the song's intensity at all. Aside from that, the slow slider there doesn't equal as a knife-edged spike that makes this so hard either. The spacing of its stream, as the overall it's playable so this is not a big issue either.
00:28:537 (1,2) - For a pattern that is NC'd to separate it from the previous 2-slider pattern, the spacing at 00:28:365 (2,1) - is extremely low, especially relative to the spacing of 00:28:022 (2,1) - that successfully entirely separates the relevant patterns. meirl
00:28:880 (1,2,1,2,1,2,1,2) - You don't actually consider this readable, do you? Double+1/4 jump has not been introduced anywhere at all in the music, and here it is, 4 times, with extremely large spacing, with 00:28:880 (1,2,1,2) - and 00:28:880 (1,2,1,2) - sharing distances from each other. This is an extremely harsh difficulty spike that utilizes patterns and gimmicks you did not even try to establish earlier in the map. The pattern is unpredictable, uncalled for, and provides undue stress to the player to emphasize nothing. Enjoy Charles445's wisdom.
LOOOOO A lots of people complained it. I changed it anyway, should be okay with basic streams.
00:29:565 (1,2) - Then, all of a sudden, after this near-impossible unsightreadable pattern, you heavily lower the player's aiming, tapping, and reading stress while a new sound is introduced and adds intensity. Pardon the French, but this is ass-backwards. Should be fine with the current change on above, a lot more easier to aim at 00:29:908 (1) - .
00:29:908 (1,2) - And then, right after that, snare hits greatly intensify the sounds, and yet they're supposed to be tapped and aimed with almost no difference from the prior pattern. The least you could do here is a (normal, readable) stream. Then a stream would be even more frustating than ever what i did previously (streams with some huge spacing). Thus having a stream would be only creating a plain emphasize based on how strong it is, but being tapped was in another way of its topic. I would prefer escalate the pattern/structure intensity for its looking.
00:31:965 (3,4) - The exact same slider is emphasizing a different rhythm here. This slider only groups with 00:32:137 (4,5,1) - . And another group 00:31:622 (1,2,3) - . 00:31:965 (3,4) - These folks were copypasted to applicate the structure even more. Emphasize was on this exact static position of this 00:31:880 (2,3) - where you gonna hit these doublets. 00:32:137 (4) - This guy continues the continuous streaming beat. 00:32:308 (5) - Slow downs to prepare for its explose and so goes on.
00:33:680 (3,1) - Just for the sake of neatness, stack these. i dID
00:35:222 - A sound occurs here, totally different from the sliderhead and the same as the sliderend of the slider that ignores the relatively prominent sound. That was like a micro-sound of a wub that you can only hear from 75% playback rate and less. The dominant ones are after that.
00:35:394 (1,2,3) - And in this drop section, you have not used 1/4 jumps at all except from the ends of sliders, and yet you make one here with huge spacing. You should really introduce concepts before using them in a map, especially so heavy-handedly. Not sure but i think by adjusting and changing 00:35:565 (3) - would be good for me. It's a kind of disagree though but not entirely.
00:36:080 (1,1) - When the sound is almost exactly the same, why are you changing the SV so heavily? Just for the sake of SV change explosion on 00:36:422 (1) - but thinking of the benefits, it's pretty well done but mediocre-ish.
00:36:422 (1) - This also applies to the inverse. This sound is way, way stronger than anything else anywhere near it, yet not only is it the exact same SV as 00:35:737 (1) - but it is also a less complex and much easier slider to hit, with lower spacing moving into it as well. I'm not sure about what did you just say, but long parts of beats like long sliders such as these 00:35:737 (1,1) - needs the balanced length of its sliders for the exceptional wub.
(idk what)

00:39:851 (1,2) - You haven't used perfect stacking on anything in this section prior to this, I do not recommend you start at such an arbitrary part of the music. Not sure although the stacking is quite fine. In my laptop it's unallowed and kinda hard to put a perfect stacking leaving it a single bits of uneven pixels on the stacking. (hm)
00:40:108 (2,1) - You use way, way higher-octane patterns consistently before and after this with 1/4 time gaps. People are bound to misread this repeatedly considering how inconsistent its spacing is relative to the rest of the map. I disagree as people quickly often react to music and visual (the approach circle) but plainfully reading the objects without looking at the approach circle would been pretty sleepy.
00:40:794 (1,2,3,4) - As cool as it is, as I stated before, this is not introduced previously in the section, and the same sound is often mapped in a much less difficult way to play. This is, once again, an inconsistency and an unmerited difficulty spike. Disagree since based on 00:22:880 (1,2,3) - but at this case it's hard because on the tendency of playing the wavy stream, i decided to make it smoother.
00:44:480 (1,1) - I like this cancellation of motion a lot. Nothing wrong here, just wanted to point out that it's a cool use of player movement. :DdDDdD everyone likes thi s
00:45:165 (2) - This section is almost entirely curved sliders, switching to sharp anchors and straight sliders mid-pattern is suboptimal. I'd just make this straight and let the much more natural transition after 00:45:337 - occur. I would just think by adding the sharp-anchor-slider it'll be great (it's a new type for curve sliders too) and also the player would be easier to aim after that.
00:54:937 (1) - Why only place this on 2 of the 3 ascending piano notes? Just make this a reverse to capture all 3 of them, or add a circle. Actually, i didn't listen on that.
01:05:908 - This entire section feels really, really forced. ye i'm just showing my love into the song but i'm not ruining it so yea

Everything I point out after this is just being redundant, but these same issues exist throughout the map in much the same form.

-In this map, Ameth shows technical mastery of the editor and his ability to make cool-looking patterns, while also failing to introduce complex, unusual, and difficult concepts to the player before going all-out with them. The map also makes extreme changes to its representation of sounds (see- huge changes in SV), even when these sounds are similar or the same. The map is fundamentally flawed in that it completely disregards representation of intensity in favor of utilizing the song as some sort of vehicle to convey cool ideas. I would readily compare it to byfar's mapping, in that it doesn't seem to follow the song, but rather manipulate the song to fit style, which in my eyes, like some things I pointed out in the map, is ass backwards. The buildup is full of forced SV changes and the buildup after the break all seems far, far more overdone than it needs to be. Overall, the map looks very cool, but does a criminally poor job of representing the music it's mapped to.Thanks for the mod though, it's kind of helpful to point me out the bad things. I did introduce these complex & unusual-things to the map but hoping that they can understand them, and converting such as a heavy wubs into sv changes ideas was quite a hardwork. Quite surprised though what i wanted is not as what i hope, coming into byfar-side of mapping as i didn't very grab the attention to every aspects of mapping. (this diff was kinda outdated for my mapping ye ;) )

Haruto wrote:

Ameth's Extreme
Modding this in indonesian so i can explain things fluently.
  1. 00:02:822 (3) - SV change disini kayaknya ga diperlukan deh kak. Well, bukannya ga diperlukan sih, mungkin bisa di decrease lagi velocitynya cuz, kecepatan slidernya saat ini aneh banget imo, ga sesuai sama bagian musiknya. Coba set SV greenline di 00:02:822 - jadi 0.70, kecepatan slidernya bakal kerasa lebih natural imo. // Note : Beberapa bagian ada yang sama kek gini SV multipliernya, mungkin selanjutnya kaka bisa cari sendiri bagian2 itu~. Explained above of this mod.
  2. 00:04:880 (1) - The same thing as how i explained above. Mungkin boleh juga nyoba sesuatu yang bervariasi disini. Dengan maksud SVnya yang bervariasi lol.^
  3. 00:05:394 (1) - Unnecessary New Combo here. Gimana kalo NCnya dipindah ke 00:05:565 - bagian ini aja? ditambah, bagian itu downbeat jadi kerasa lebih natural gitu wkwk. Not really, i would start a NC on a single pattern so it doesn't overwhelming the overall looks.
  4. 00:16:022 (2) - Pindah ke 247|62 mungkin? jadi supaya line atau follow point dari 00:15:680 (1) - ke 00:16:022 (2) - keliatan straight gitu dan ga bengkok wkwk. Fixed through
  5. 00:22:022 (1) - Bakal lebih baik kalau ini diextend jadi 1/2. Oiya, mungkin kaka mau ubah juga kecepatan SV di 00:22:022 - jadi 1.00 (Normal) jadi lebih enak gitu dan ga kerasa kecepatan atau kelambatan. Well, your choice though. Dan tentu saja, kalo slider (1) diextend jadi 1/2. Otomatis kaka harus remove 00:22:194 (2) - lol. I want to try raising the intensity on this part and also doing something new on a startup.
  6. 00:22:708 (2,1,2) - The spacing could be a bit more evens or various. Menurut aku ini sedikit membingungkan. Lebih baik kaka coba sesuatu kek ini. Current spacing antara 1/4 di 00:22:537 (1,2) - sama 00:22:880 (1,2,3) - ga noticable tbh. Jadi yaa, lebih baik dibesarkan/lebarkan lagi spacingnya lol Did some change since i just changed my mind so why not
  7. 00:30:251 (1,1) - Almost unrankable karena slider 00:30:251 (1) - nutupin reverse di slider 00:30:937 (1) - . Coba ubah penempatan slider 00:30:251 (1) - ke tempat yang jauh lebih noticable. walah sliderend sama sliderheadnya udah tindih-tindihan gitu masa unrankable, bahkan circle yang ngestack pun bisa dirank :c
  8. 00:35:051 (1) - Literally offscreen (bagian slider yg paling atas) Should be not offscreen according to the visual panel of the editor. http://puu.sh/vLI2c/90e0d34f50.jpg
  9. 00:45:851 (1) - Potentionally offscreen. Would be better if this is moved a lil a bit. ^ http://puu.sh/vLI40/6272ede13c.jpg
  10. 01:08:480 (1,1) - Emphasis. 01:08:480 (1) - Imo ini bisa diplace lebih jauh dari 01:08:651 (1) - Supaya penekannya kerasa. Also, 01:08:480 (3) - this seems to be an unnecessary new combo. On the more side of my vision it's more likely underemphasized, so i make it closer a bit. Doesn't need an addition of emphasize though. The new combo for sv change ;o
  11. 01:14:137 (1) - Bagian wavenya seems a lil bit fuked lo. :tHINK :THokn :tHENK:
  12. Speaking of 01:14:137 (1) - , menurut aku slider ini lebih baik jadi 1/1 slider (di decrease ke 01:15:165 - ) Karena kalau jadi 1/4. Spacing dari slider ini ke slider berikutnya itu ga banget imo. Gimana ya.. imo berlebihan sih tapi itu pendapat aku aja. Ya doublecheck lagi aja, coba ask testplay orang2. Kalau mau tetap 1/4. Jarak dari slider ini ke slider berikutnya agak didekatkan aja. On a playability wise, it should be fine if it's not a transitioning jumping circles on a 1/4 snapping, a player should be fine reaching this size of 1/4 jump. (lowcombo used to play this alot lmao and he did it)
  13. 01:15:851 (3,4,1,2) - Feels better if these were mapped with circles instead of a slider tbh. But that shouldnt be a problem as this is just my suggestion.
    but you could always change if you want~ If we're talking about startups it's more cooler on changing SV sliders in a structure :^)
  14. 01:29:051 (1,2,3) - Nazi, stacks are off. agfadgfdgdafhafgfaasfafs what
  15. 01:44:308 (1,2) - Kak, ini spacingnya terlalu berlebihan imo. Karena apa? bagian ini sedikit kalem dan pelan menurut aku. Semestinya spacing gak harus lebar2/atau besar2 kek gini :sob: Xd
  16. 01:49:280 (2) - Unnecessary NC. i want it :C
  17. 01:49:280 (2,1) - Spacing is too wide, doesnt fit with the music at all imo :? Indeed it doesn't fit with the music but i'm trying to make the climax itself, although 1/2 snapping gap was quite enough for a player given a time to move.
Okay. To be honest, im not quite sure about Ameth's diff. Its Cool, its a very nice technical map. But, like what have Mun said. Ameth fails to introduce complex, unusual and difficult concepts to the player before going all-out with them. Aside from that, emphasizing is quite a bit, various i guess? Well various as in term of, doesnt run as consistent as how others would expect. You could always try replacing emphasize with flowbreak instead if you ran out of idea. But still, this is my most favorited diff on this set. 8-) Thanks for modding and thanks for the end words too c:
Thank you guys :)
Izzywing
coulda sworn i had applied changes, and surprise I did, but then I accidentally updated and reverted my changes, so xD

I'm too tilted so I'll just like do em again tomorrow lol
Monstrata
I'm here!

Ameth's Extreme

Your intro... Can you give me some more logic as to where you use speed ups and SV increases?
00:02:822 (3) - Not really getting why this needs an SV change.
00:06:594 (1) - And this isn't actually mapping to anything,,, you should extend 00:06:251 (1) - to a longer slider..
00:10:880 (1) - Repeat arrow is really hard to see. stack with the head instead of the repeat.
00:11:908 (3,1,2) - This is the intro. Don't use jumps like this...
00:17:051 (2,3) - ^
00:18:422 (3,1) - ^ etc... you aren't reflecting the calmness of the intro with your spacing and thats a problem.
00:19:794 (2,3) - ^ etc...
00:30:937 (1) - Repeat is completely obstructed and unrankable.
00:31:622 (1,2,3) - Flows really poorly. Ctrl+G 3, and restack 2 on the new hear.
00:32:480 (1) - The length of the slider makes you want to do a downward movement, but thats counterintuitive to the flow. Assuming you apply my previous suggestion (you should!!) do this and it'll play really nicely.
00:34:365 (1,2) - You're really overestimating slider leniency. Catching this is really hard. Make it closer, don't do such a large jump
00:44:994 (1,2) - Use the same slider design?
00:54:422 (1,2) - Ctrl+G makes a world of difference in flow imo. Ctrl+g'ing will create a rotational flow. Instead what you have right now is a zigzagging flow that causes the player to have to move downward after clicking 2. They have to do this movement really quickly since the slider is below 2. But then they have to move upward really quickly. Ctrl+G allows you to play the pattern in one clockwise motion, and you don't break flow from 2>1.

Okay, I think this diff needs some more work. Go throgh what I mentioned and try and apply it to the rest of the diff. The map is pretty well desined, but it has its flaws, and abuses 1/4 jumps and slider leniency too much.

Extra

00:38:822 (2,3,4) - Not really liking how you treat these so differently. THey sound very similar. Use a stream, or two kicksliders.
00:40:108 (2) - offscreen
00:44:308 (2,3,4) - etc... yea I think stuff like this needs to be changed. I recommend using circles since you use so many kicksliders already
00:52:194 (1) - Positioning to the left of 4 fits your V movement a bit better.
01:21:680 (6,7,8,9) - I wish you could have organized these a bit more cohesively. Maybe bring slider 7 a bit closer and try for an off/axis symmetrical pattern with 9. Like this:
01:32:994 (6,7,1) - The 1/4 jump here is realy sudden and I don't think its fell supported in the music You could just delet 7.

Nokashi's Insane

00:36:765 (2) - Ctr;+G plays really well imo. And makes it easier to read
00:39:508 (2) - Use two 1/4 sliders instead. This doesn't really call for a repeat, especially since 00:39:508 (2) - becomes empty.
00:44:994 (2) - ^etc...
01:24:080 (2,6) - Try using the same slider shape for both. Creates a more consistent design
01:27:680 (6) - kickslider felt unnecessary here

[]

Other diffs I think I can just mod them with the recheck cuz they seem more or less ready. Highest diff could use some more work though I think. Let me know how this goes. I guess you can poke me for a recheck after like maybe 2-3 more mods? Or when the issues I brought up on the highest diff have been properly explained and/or the mapper thinks theyve been adequately resolved.
Topic Starter
lcfc

Monstrata wrote:

I'm here!

Extra

00:40:108 (2) - offscreen whoops
00:52:194 (1) - Positioning to the left of 4 fits your V movement a bit better. true, changed
01:21:680 (6,7,8,9) - I wish you could have organized these a bit more cohesively. Maybe bring slider 7 a bit closer and try for an off/axis symmetrical pattern with 9. Like this:
alright now slider 7 has exactly 60 degrees difference (and got crtl+g too) than 9 so it's not as random now
01:32:994 (6,7,1) - The 1/4 jump here is realy sudden and I don't think its fell supported in the music You could just delet 7. deleted 7

Okay, so regarding the patterns namely 00:33:337 (2,3,4) - 00:38:822 (2,3,4) - 00:44:308 (2,3,4) - 00:49:794 (2,3,4) - the sound on the first blue tick is weaker than the other ones. At least from what I hear, the wub sound on the white tick lasts for 1/2 and the two 1/4s that follow are more hearable. I will ask some more people too in case I fail to hear it correctly, if more people say that all those sound the same then I will change them.

[]

Other diffs I think I can just mod them with the recheck cuz they seem more or less ready. Highest diff could use some more work though I think. Let me know how this goes. I guess you can poke me for a recheck after like maybe 2-3 more mods? Or when the issues I brought up on the highest diff have been properly explained and/or the mapper thinks theyve been adequately resolved.
Thanks a ton! I will consider getting a couple more mods especially for Ameth's difficulty and I will hit you up after some changes have been made. Also waiting for Hobbes' reply on previous mods.

edit: also fixed Haruto's two offscreen points lol
Nokashi

Monstrata wrote:

I'm here! Yee!

Nokashi's Insane

00:36:765 (2) - Ctr;+G plays really well imo. And makes it easier to read // Nice catch! Fixed!
00:39:508 (2) - Use two 1/4 sliders instead. This doesn't really call for a repeat, especially since 00:39:508 (2) - becomes empty. // I find it nice to differentiate this sound sample with other samples i use plain 1/4 sliders on cause its musically different. The higher SV is enough to accentuate the sound here imo
00:44:994 (2) - ^etc... // However here you are right ! Will also recheck if this sound is expressed with a reverse again
01:24:080 (2,6) - Try using the same slider shape for both. Creates a more consistent design // Done
01:27:680 (6) - kickslider felt unnecessary here // Yup i agree, sticked to just one circle instead

Thanks for the mod!
Lulu-
I T ' S H A P P E N I N G
xLolicore-
yeeeee
Mir
Hello, I'm here to give some input/my opinion on Ameth's difficulty.

First off, I agree with pretty much everything Monstratos and Mun have already pointed out, the intro is way too high spacing and uses too many sv changes for sounds that are the same/nearly the same, the intro is also too intense to be an intro especially with how calm the song actually is. Well, let's start with the intro first I suppose.

[Intro]
  1. 00:02:822 (3) - This SV change is quite unexpected, especially for a sharp sound that doesn't seem to be held at the same intensity (or anywhere near it) past the tick it lands on. If anything, SV akin to 00:00:080 (1) - would be more appropriate, if not very slightly faster.
  2. 00:03:508 (1,1) - Should the latter 1 should be stacked under the head of the former like 00:00:765 (2,1) - is?
  3. 00:02:137 (2,1) - Two of the same sound at a relatively similar intensity (the difference of which is nearly negligible) but the SV has increased drastically in the later version. They should be the same SV to keep in accordance with what the song is doing.
  4. 00:07:622 (1,2) - Not really understanding what these are mapped to? Seems like they should be following the background 1/4 but if that's the case then there should be notes at 00:07:537 - and 00:07:880 - as well.
  5. 00:08:822 (3,4) - Probably an NC should fit somewhere here. Maybe on 00:08:994 (4) - since you seem to be NCing the snares (well, everything is NC'd one way or another so having that not happen here looks inconsistent.)
  6. 00:10:537 (2,3) - If anything the 2 should have the different shape, not the 3, because the 1 and 3 both are snares so it doesn't make much sense to me to differentiate the 3 when it's the same as the 1 when the 2 is clearly the different sound.
  7. 00:12:251 (1,2) - Extremely high spacing for not very strong notes in the intro, looks especially inconsistent with 00:14:994 (1,2) - 00:17:737 (1,2,3) - and similar which are reasonably spaced.
  8. 00:18:765 - SV change should occur on 00:19:280 - like 00:13:794 - and 00:16:537 - right? It makes this 00:18:765 (1) - stand out too much and it's not much different than 00:13:280 (2) - or similar notes.
  9. 00:21:165 (1) - This could definitely be a triple since all of the notes are distinct, having a kickslider here doesn't really work imo because throughout the beginning you used an abundance of sliders, having circles here now would contrast that better and show the change of the music.
  10. 00:21:851 (4,1) - Flow is kind of awkward, would recommend ctrl+g on 4?
  11. 00:22:365 (4,1) - Is there something... different about these notes? I don't really hear them being any different than 00:24:765 (2,1,2,1). So maybe place them the same way or use similar rhythm?
  12. 00:23:394 (2) - SV change doesn't really fit here since the song is still the same intensity as it was/is with these two 00:23:051 (3,2) - so they should all be the same SV. 00:24:422 (1) - Same goes for this one.
  13. 00:24:765 (2) - Suddenly this one is slow but all throughout the beginning your sliders were fast like 00:19:280 (1) - 00:22:022 (1) - and it kind of looks inconsistent.
  14. 00:25:108 - From here to about 00:27:508 - I think you raised intensity a bit early. The song is still in the suspense stage before the build-up, so having a similar intensity as the buildup itself ruins the contrast here. Would recommend calming this down.
  15. 00:28:880 (3) - NC would be nice?
  16. 00:32:308 (5) - SV change here is also not really called for in the song to me, it has the same intensity as 00:31:880 (2,4). 00:32:480 (1) - Could also be a triple or something similar due to the distinct audible 1/4 here.
  17. 00:32:480 (1,2) - Swapping NC here would work nicely, since 00:32:651 (2) - is a major note and transition into the first wubwub part.
So in summary, SV changes make very little apparent sense or if any don't seem to fit very well and the intensity prematurely increases at about 00:25:108.

As for the first wubwub part, believe it or not I think you undermapped it really hardly just to put in more sliders, and that's kind of saddening me because I like clickable objects and I'm sure most players like them too.

[First Wubwub Part]
  1. 00:34:022 (1,2) - Actually imo this calls for some streamjumps.
  2. 00:35:565 (3) - This being a slider while identical to 00:35:394 (1,2) - pretty much is somewhat confusing. Would suggest to convert this to circles.
  3. 00:36:080 (1,1) - Same goes for these, undermapped for the sake of putting in sliders with SV changes. Would be more faithful if you made a stream and emphasize with spacing change/jumps.
These are just a few examples of the various cases of undermapping in this section. If I were to point out all of them, this would turn into a wallmod and I don't really feel like posting one and I don't think you feel like replying to one either lol.

  1. 00:39:508 (1,2) - Worth differentiating somehow since these wubs are noticeably lower pitch but are mapped the same as 00:36:765 (1,2) - 00:34:022 (1,2) - and similar.
  2. 00:40:794 (1,2,3,4) - Inconsistent rhythm and placement with 00:35:394 (1,2,3) - but sound nearly identical.
  3. 00:41:908 (4) - Shouldn't this be NC'd?
  4. 00:44:994 (1,2) - Different shapes but the sounds are the same? Inconsistent with the somewhat identical shapes used elsewhere like 00:36:765 (1,2) - 00:34:022 (1,2).
  5. 00:46:365 (1,2,3) - Spacing is again inconsistent with previous iterations of these sounds.
  6. 00:47:737 (1,2) - And this is completely different from 00:36:765 (1,2) - for some reason...
  7. 00:48:080 (1) - Also not consistent with what you did at 00:37:108 (1). x.x
  8. 00:50:480 (1,1) - Again problems with consistency and SV being different for two of the same sounds.
  9. 00:51:680 (1) - Just my opinion but this NC seems kinda arbitrary. It's not a huge deal tho.
  10. 00:54:594 (1) - Kind of unreasonable change imo since the song is kinda the same intensity as 00:52:194 (1). The only difference is a snare, but that snare is a point sound and doesn't last for longer than the white tick it lands on, so emphasizing an entire 3/4 slider with that seems misplaced.
So in here we can see lots of consistency issues and SV changes that again link back into the main "these sliders are different velocity but the sounds are the same" issue. The song doesn't change after the second repetition of the wub part so changing the patterns so drastically doesn't really make much sense to me.

Let's go into the pre-kiai then.

[Pre-Kiai]
  1. 01:06:251 (2,3) - Another SV issue, but I won't point these out here anymore since I think I got the point across by now.
I feel like the piano is largely ignored here but it's quite a unique presence in the song, especially combined with the drums and the strings in the back. 01:06:165 (1,2) - Focus is largely on drums due to the slider having more natural emphasis with its hold. 01:06:851 (2,3) - same, 01:07:708 - piano on the end of the slider etc. Since the drums aren't anything special (they're everywhere) it makes more sense to me at least if you put focus on piano and the drums on secondary.

  1. 01:16:194 (1,2) - Same with SV issues but even moreso that 01:16:365 (2) - is a different sound but isn't differentiated as such, and so loses visual representation.
  2. 01:16:537 (3) - NC fits here I think.
  3. 01:16:708 - At least having the slider end on this violin would be nicer
I think the points explain themselves so I won't really go into much more depth here.

[Kiai]
  1. 01:20:222 (3,4) - If you're trying to follow the violin (which is what it seems like) removing the 3 and starting the slider on blue would do that better considering there's no notable sound on 01:20:308.
  2. 01:24:251 (3,4,5) - Rhythm and placement feels kind of weird and possibly inconsistent with 01:18:594 (2,3,4,5) - and similar.
  3. 01:31:108 (3,4,5) - Flow into this is very harsh, harsher than anything used so far that I can see, so maybe consider flipping this around with ctrl+h or something?
  4. 01:31:622 (7,1,2) - Also questionable flow seeing how harsh it is from the head of 7, to its tail, to 1.
  5. 01:31:965 (2,3) - This flow even more so, it's a half-screen 1/4 jump from the slider end yes, but the direction that 2 is going in makes hitting 3 very hard without leaving too early.
  6. 01:35:051 (2) - Would be nicer if symmetrical imo. xd
  7. 01:37:108 (6) - Could either be two circles or two sliders but having one dims out the second drum and violin sounds on its tail.
Some undermapping going on here too but that's consistent with the undermapping before.

[Ending]
  1. 01:43:965 (5,6) - Has more emphasis than 01:44:308 (1) - but 1 is clearly stronger.
  2. 01:44:651 (3) - Is even more out of place emphasis-wise, it warrants similar spacing to 01:44:308 (1,2) - imo.
  3. 01:44:651 (3,4,5,1,2) - Is all well and good following the xylophone thing but having 01:46:194 (3) - end on it too is kind of weird, especially when after it there's a lot more emphasis placed on 01:46:708 (4,5) - which aren't very special in the song nor do they deserve such high spacing relative to the song's intensity here imo.
As much as I think this map has some really cool ideas, I think there are just too many thrown together here, and it turns into a map riddled with inconsistency, vaguely cohesive SV changes, and a lot of undermapping. I don't personally think this is quite ready yet either in all honesty for these reasons. I hope I don't come across as trying to bash down the map, but I really do want this set to get ranked and I think the top diff has some things that need explaining, so yeah. :?

Good luck Ameth!

Ended up being a wallmod anyways im so sorry
Fookiz
Just wanted to come by and say that in Ameth's difficulty, the playability and flow have little to no problem at all while playing. The main problem that most people see here is just that the slider SV changes and the spacing often don't quite fit with the song. Although, just actually playing it is fine. I won't go into too much detail on it since i don't want things getting into Ameth's mouth, but just know that this doesn't just play well(very well imo) for no reason, even with all the problems that you see regarding the map not following the song well.
Wikozo
Nm from my queue ;)

[Easy]
  1. 00:14:308 (1) - why you don't start this slider on 00:14:137 and end on 00:14:651 // like this slider 00:15:680 (3)
  2. on 01:04:194 you can add circle on clear sound
[CookieBite's Normal]
  1. changed bpm on sliders in normal is not really good
  2. 00:00:080 (1) - shape of this slider is not really good
[Hobbes2's Hard]
  1. the best hard i ever see
[Nokashi's Insane]
  1. 00:10:880 (4) - to make this slider you must have 1/8 but you have 1/4 why?
  2. 00:21:851 (2) - ^
  3. 01:32:308 (2) - why this circle is on the left side?
[Irreversible's Extra]
  1. 01:05:908 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1) - this repeat and repeat , why?
[Extra]
  1. the best extra i ever see
[Ameth's Extreme]
  1. good extreme bro
Very good map! Good luck :)
CookieBite

Wikozo wrote:

Nm from my queue ;)

[CookieBite's Normal]
  1. changed bpm on sliders in normal is not really good // don't have any bpm changes on my diff
  2. 00:00:080 (1) - shape of this slider is not really good // i don't understand your standard of "good" sorry
Very good map! Good luck :)
thanks for modding!
Topic Starter
lcfc
Whoa I don't ever remember requesting, must've been a while, but definitely appreciated! :)

Wikozo wrote:

Nm from my queue ;)

[Easy]
  1. 00:14:308 (1) - why you don't start this slider on 00:14:137 and end on 00:14:651 // like this slider 00:15:680 (3) to be consistent with the other rhythms of the same sections, I don't think it's really needed anyway is it xd
  2. on 01:04:194 you can add circle on clear sound no other difficulties do it, the whole piano section is supposed to be a break
Very good map! Good luck :)
Thank you for modding :D
7ambda
You should move the kiai into the wub section since that has the most dense rhythms and the hardest patterns.

But yeah, disgustingly good map. Have the bn boys look at it.
Topic Starter
lcfc

F1r3tar wrote:

You should move the kiai into the wub section since that has the most dense rhythms and the hardest patterns.

But yeah, disgustingly good map. Have the bn boys look at it.
The current kiai is where the melody distinguishes the song, plus it's where the preview point is so.. yet I could add mini kiai effects in the wub part to intensify it more as well!

I am glad you like the map, it is a certainty that it will be pushed further! :)
Ameth Rianno

Monstrata wrote:

Ameth's Extreme

Your intro... Can you give me some more logic as to where you use speed ups and SV increases? Yes, the entire SV increases thingy in this part points out the song notes where they increases after the low notes on before. This effect itself was pretty effective that it suggests the player to be more energetic even at an intro, where it could made from SV increases. As example, 00:02:822 (3) - . This object increases SV pertaining the new piano sound that notes very high that even it needs to be SV-increased. 00:04:880 (1) - , snare like this on object like these have to be SV-increased again since the drum escalates very high. And another case that somehow some groups couldn't understand like the connection between 00:06:594 (1,1) - , 00:06:594 (1) - this was sounded like it's blank but after that it goes into drum which is pretty suggestive to be SV-increased. Then another similar case like 00:07:622 (1,2) - , they were made to raise the tensity on 00:08:308 (2) - so that the SV-increase could be even clearer. So that's it, made this pretty long since people were couldn't understand what i'm trying to propose in this entire part.
00:02:822 (3) - Not really getting why this needs an SV change. It's the piano itself.
00:06:594 (1) - And this isn't actually mapping to anything,,, you should extend 00:06:251 (1) - to a longer slider.. This is a really similar matter for 00:09:337 (1) - , drum on this one explains everything on this.
00:10:880 (1) - Repeat arrow is really hard to see. stack with the head instead of the repeat. That's very weird if people can't notice the repeat arrow if the object that stacked before is disappeared so quickly. It's readable just from 00:10:537 (2) - you can already see the arrow.
00:11:908 (3,1,2) - This is the intro. Don't use jumps like this... The intensity itself is kinda messed up on the part so why not.
00:17:051 (2,3) - ^ Tried to stack this on 00:17:051 (2) - , it works.
00:18:422 (3,1) - ^ etc... you aren't reflecting the calmness of the intro with your spacing and thats a problem. Not a very big problem since given the very slow velocity on this one where people could land properly into the following object so people don't miss on this one. Edit: Perhaps I was just following the long slider here rather than focusing into spacing, somehow this long slider is really getting strength on emphasize to transit them into the "whom" sound (the large tick on 2/1) so that's where
00:19:794 (2,3) - ^ etc... Changed.
00:30:937 (1) - Repeat is completely obstructed and unrankable. I get that from now, changed.
00:31:622 (1,2,3) - Flows really poorly. Ctrl+G 3, and restack 2 on the new hear. Did the applies and reversed 00:31:622 (1) - to improve the playability a little bit more.
00:32:480 (1) - The length of the slider makes you want to do a downward movement, but thats counterintuitive to the flow. Assuming you apply my previous suggestion (you should!!) do this and it'll play really nicely. I just found out that this kind of slider was incompatible for the structure so i did a curve slider that aims to the following object.
00:34:365 (1,2) - You're really overestimating slider leniency. Catching this is really hard. Make it closer, don't do such a large jump Did some change.
00:44:994 (1,2) - Use the same slider design? Nah, precisely that they do the same "raw movement" like these patterns that looked like a curve move. I would be need for a variety to increase the overall looking itself so i made a different one but the same.
00:54:422 (1,2) - Ctrl+G makes a world of difference in flow imo. Ctrl+g'ing will create a rotational flow. Instead what you have right now is a zigzagging flow that causes the player to have to move downward after clicking 2. They have to do this movement really quickly since the slider is below 2. But then they have to move upward really quickly. Ctrl+G allows you to play the pattern in one clockwise motion, and you don't break flow from 2>1. I would say that the problem isn't a very problematic problem, 00:54:594 (1) - is very accessible on some cases that people won't like to move alot since it will tire them alot, so there isn't any proof that people will go confused and go to another direction instead. On a discussion flow of this, this pattern would reminds you to the symbol on this slider shape 00:54:594 (1) - so i think it would be good.

Okay, I think this diff needs some more work. Go throgh what I mentioned and try and apply it to the rest of the diff. The map is pretty well desined, but it has its flaws, and abuses 1/4 jumps and slider leniency too much. The map playability peak intensity turns toward the abuses (i wouldn't call it an abuse since it's the actual use for it) but player can did them like 1/2 high BPM jumps, but yet there's some 1/2 break like everywhere in the kiai. I will eventually apply another problem that people confuses about, especially in some very hard jump.
Thank you so much! Actually it is helpful.

I will apply Mir's mod tomorrow since that's a really big wall of mod... somehow.
7ambda
[Normal]
  1. 01:11:394 (1) - this would look better if you had it blanketed with (2)
[Hard]
  1. 00:48:080 (1) - yo, the first curve doesn't even look good
  2. 01:37:965 (4) - For readability, i think you should stack under 01:36:765 (4) tail. Mixing 1/2 and 1/4 stacking might cause reading issues for intermediate players.
    Avoid mixing 1/2 and 1/4 rhythms in the same stack. Different rhythms of this density without spacing indication can cause reading issues.
[Insane]
  1. 01:10:965 (3) - Considering you ignored 01:10:794, shouldn't you also ignore this since blue ticks are on the same sounds, or map 01:10:708 (1,2,3,4) as a quintuple?
  2. 01:19:622 (1,2) - you could move this so that (1) stacks under 01:19:280 (6) head, which would make (2) easier to see, cus it looks like a perfect stack
[Extra]
  1. 00:39:508 (2,3,1,2) - would be nice if you could arrange the patterns like this instead
CookieBite

F1r3tar wrote:

[Normal]
  1. 01:11:394 (1) - this would look better if you had it blanketed with (2) // fixed
🅱
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.199999

[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:CookieBite's Normal
Source:
Tags:dubstep drumstep drum and bass dnb artcore ameth rianno lcfc cookiebite nokashi hobbes2 irreversible
BeatmapID:1117646
BeatmapSetID:524538

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
2,52394,53222
2,55137,64194
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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[Colours]
Combo1 : 255,198,170
Combo2 : 148,148,148
Combo3 : 212,212,212
Combo4 : 170,213,213
Combo5 : 128,191,255
Combo6 : 255,0,0
Combo7 : 255,128,0
Combo8 : 170,255,170

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Topic Starter
lcfc

F1r3tar wrote:

[Extra]
  1. 00:39:508 (2,3,1,2) - would be nice if you could arrange the patterns like this instead did something else that benefits both of our movement ideas and (I think represents and distinguishes the sound better)
Thank you for modding!
LowAccuracySS
a
xLolicore-
rip amet rano
Topic Starter
lcfc
ok I feel like ranking this, imma try once again! (R.I.P. ameth :()
Irreversible
the hypocricy is strong with this one..
7ambda

LowComboFC wrote:

ok I feel like ranking this, imma try once again! (R.I.P. ameth :()
Did he not want to continue it?
Topic Starter
lcfc

F1r3tar wrote:

LowComboFC wrote:

ok I feel like ranking this, imma try once again! (R.I.P. ameth :()
Did he not want to continue it?
that's right unfortunately
Kujinn
oh man, I really liked ameth's diff :(
den0saur

Kujinn wrote:

oh man, I really liked ameth's diff :(
Same :o
Irreversible
xChorse: No fixes, because I feel adressed issues don't even exist.. but thanks for the check nevertheless.
Wikozo: Because the song has a repeating manner here. Thanks for the check!
Mun: 00:51:337 (1,2,3,4,5) - Fixed, while keeping my idea, is that alright?
01:26:051 (3) - Fixed
00:43:108 (1,2,3,1,2,3) - mhm, can see what you mean. Fixed
Well, thanks for the kind words, but I still got 17th XD

http://puu.sh/y97j2/bea29ca076.txt
Nokashi

Wikozo wrote:

[Nokashi's Insane]
  1. 00:10:880 (4) - to make this slider you must have 1/8 but you have 1/4 why? // Uhh this is already 1/8
  2. 00:21:851 (2) - ^ // Same here
  3. 01:32:308 (2) - why this circle is on the left side? // In order to subtly imply the direction the pattern is heading
Thanks!

J_8579 wrote:

[Insane]
  1. 01:10:965 (3) - Considering you ignored 01:10:794, shouldn't you also ignore this since blue ticks are on the same sounds, or map 01:10:708 (1,2,3,4) as a quintuple? // Havent really gone for a quintuple anywhere on this map and would be awkward to present one in a considerably weaker section. Also I feel there is enough density provided as it is
  2. 01:19:622 (1,2) - you could move this so that (1) stacks under 01:19:280 (6) head, which would make (2) easier to see, cus it looks like a perfect stack // Good point!
Thanks for the mod!

code
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75508
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 32
TimelineZoom: 4.699998

[Metadata]
Title:Adamantite
TitleUnicode:Adamantite
Artist:Street vs Sin:cK
ArtistUnicode:Street vs Sin:cK
Creator:LowComboFC
Version:Nokashi's Insane
Source:
Tags:dubstep drumstep drum and bass dnb artcore lcfc cookiebite nokashi hobbes2 irreversible
BeatmapID:1123246
BeatmapSetID:524538

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
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//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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256,114,102765,6,0,L|331:120,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
364,36,103108,2,0,L|423:30,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
512,112,103451,2,0,L|463:129,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
384,200,103794,1,2,0:0:0:0:
384,304,103965,1,2,0:0:0:0:
476,356,104137,1,2,0:0:0:0:
468,264,104308,102,0,L|473:204,2,52.4999983978272,2|0|2,0:0|0:0|0:0,0:0:0:0:
331,309,104822,2,0,L|390:303,2,52.4999983978272,2|0|2,0:0|0:0|0:0,0:0:0:0:
248,224,105337,1,0,0:0:0:0:
188,312,105508,6,0,L|247:317,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
248,224,105851,2,0,L|197:215,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
232,120,106194,2,0,L|301:138,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
327,50,106537,2,0,L|280:28,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
180,8,106880,1,0,0:0:0:0:
127,110,107051,102,0,L|250:120,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
360,208,107565,2,0,L|240:218,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
172,184,108080,1,0,0:0:0:0:
24,203,108251,6,0,L|28:254,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
141,315,108594,2,0,L|132:264,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
232,352,108937,2,0,L|307:358,1,52.4999983978272,2|0,0:0|0:0,0:0:0:0:
384,308,109280,1,2,0:0:0:0:
448,232,109451,1,0,0:0:0:0:
508,360,109622,5,2,0:0:0:0:
Topic Starter
lcfc
ok i applied hobbes time to rank (applied all suggestions if not all)
LowAccuracySS
This is one of our favorite ‘Tex-Mex’ Casseroles! It is easy and a great one to prep ahead of time! I remember when my little ones were babies and having a list of recipes that I could prep during nap time then just pop in the oven at dinner time. This is one of THOSE recipes! It is fabulous right out of the oven, but oh man, the leftovers the next day are EVEN BETTER! For the salsa, we use a very mild salsa, to make it kid friendly but it is totally up to your heat preference! If you like Tex-Mex, give this one a try!

Ingredients

1/2 lb Ground Beef
1 (15 oz) can corn, drained
1 (12 oz) jar chunky salsa (Hot or Mild, whichever you prefer)
1 (2.25 oz) can Sliced Black Olives, drained (Save out a few of the black olives for the topping)
1 Cup Cottage Cheese
1 Cup Sour Cream
2 1/2 cups Tortilla Chip Crumbs (It takes about 5 cups of whole chips to make 2.5 cups of crumbs)
2 Cups of Sharp Cheddar Cheese, divided
Bell Pepper, diced
tomato, diced
Green Onions, chopped
A few WHOLE tortilla chips for garnish

Instructions

Brown ground beef in skillet. Drain. Add in the corn, chunky salsa and all but 2 TBSP of the black olives. Continue cooking for a couple of minutes until mixture is warmed through. Remove from heat and set aside. Combine cottage cheese and sour cream. In a 2 quart Pam sprayed casserole dish. Layer 1/2 the crushed chips, then 1/2 the meat mixture, then 3/4 cup cheddar cheese and finally, 1/2 the Cottage Cheese mixture. Repeat the layers again ending with the Cottage cheese mixture. Cover with foil and bake in preheated 350 degree oven for 30 minutes. Remove foil. Top with remaining cheddar cheese, tomatoes, black olives, bell pepper and line the outside with whole tortilla chips. Place back in the oven, uncovered, for 2 minutes or until cheese is melted. (Careful not to let chips burn) Remove from oven and allow to set for 10 minutes. Garnish with green onions and serve!
Izzywing
i accept my punishment for being the slowest slow ever
C00L
YEA OK, but cna you do this
IOException
dude jus rank this already

[Extreme]

00:27:508 (1,2,3,1,2,3,1,2) - 01:11:394 (1,2,3,1,2,3,1,2) - why is the nc pattern like this
00:36:422 (1) - middle segment would look better straight

[Irreversible's Extra]

00:10:880 (4) - this should be 1/6 instead of 1/12
00:48:937 (1,2) - these would be probably be better ctrl+g'd
00:51:680 (3,4) - it'd flow better with the 3 and 4 both ctrl g'd
01:26:137 (3) - incredibly unreadable, move it up a little and have it go the other way
01:30:594 (1,2,3,4,5) - why is this suddenly different, and then the next measure it goes back to 3/4 sliders
01:44:308 (1) - this seems more lazy than gimmicky

[Nokashi's Insane]

00:39:508 (2) - 00:50:480 (2) - two kick sliders here would be more appropriate than the repeat

[Hobbes2's Hard]

01:17:737 (5) - 01:28:537 (3) - missing kick
01:44:308 (5,6,7) - missing hitsounds and nc for the 5

other diffs look good to me
Topic Starter
lcfc

FFI wrote:

dude jus rank this already yup

[Extreme]
00:36:422 (1) - middle segment would look better straight prefer my current design
everything else on mine and hobbes diff changed, thanks!
C00L
[General]
  1. Your hitsound file "soft-hitfinish" is set to go off at this https://puu.sh/A2hCZ/8cc882327a.png , the problem with this is that people that disable the hitsounds will constantly hear nothing but constant cymbal spam which is really disorientating tbh, default skin being a strong example of this, but since noone plays with that skin it still matters since most skins dont use bass sounds etc on the finish part, that is for like cymbals or sounds that are supposed to underline a specific part of a section once or twice, not every couple of beats. I strongly recommend changing this file to a "soft-hitclap2" because you don't have any "soft-hitnormal" files, this won't affect your map in any way, apart from changing the way it sounds whilst playing it without any hitsounds.

[Easy]
  1. 00:37:794 (4) - What about sharpening the angle of this slider to something similar to https://puu.sh/A2hRP/9a69b28bdc.png, that way the effect that 00:37:108 (3) - creates with the music will be foreshadowed with 00:37:794 (4) - because of all the strong kicks.
  2. 00:42:594 (3,4) - Could use the same logic for the suggestion above https://puu.sh/A2hUj/917238ed08.png ^ and so on
[CookieBite's Normal]
  1. 00:01:794 (1) - I would recommend keeping the NC's here to the minimum, especially because 00:00:080 (1,1) - follow the same music synths. What i mean by that is that they sound really similar with the kicks and sound they provide, keeping the nc's the same will reflect much better on them both, keeping it different makes it look as if they are different from each other in some way or another.
  2. 00:04:537 (1) - same with this and etc.
  3. 00:13:622 (5) - Nc'ing this instead of 00:13:794 (1) - gives off a better effect since the the pitch rises on 00:13:622 (5) - which leads onto 00:13:794 (1) -
  4. 00:19:108 (5,1) - ^
  5. 01:04:194 - If you want to extend the break for a nicer effect, I would recommend extending it from here 01:04:280 - instead, since there is a much more noticable "bell/kick" sound on the blue tick, it's much more noticeable that the light theme switch sound on the white tick.
  6. 01:09:165 (2) - why place a note here? It's inconsistent with your rhythm choice on 01:07:280 (3,4,5) - and makes this part feel really random because of that, I recommend placing this note here 01:10:537 - instead, that way your rhythm will feel much more consistent.
  7. 01:22:365 (3) - How about NC'ing this so that there is a clear seperation between this note and 01:21:680 (1,2) - , will give off a much better effect. The reason why it will give off a better effect is since you do something similar in places like 00:31:622 (1,2,3) - for example, which is fine since the (1,2,3) follow the same music intensity whilst there there is a clear difference between (1,2) and (3), on top of that you do it here 01:27:165 (3,4,1) -
  8. 01:25:108 (3,4,1,2) - I would recommend you keep a steady NC'ing pattern that will be consistent with 01:19:622 (1,2,3,4) - mostly so that 01:27:165 (3,4) - can be clearly represented in a consistent fashion, not doing so makes 01:27:165 (3,4) - and 01:21:680 (1,2) - seem really different even though they follow the exact same sounds, same with the pattern I linked as well.
[Hobbes2's Hard]
  1. 00:20:480 (1) - What is this NC here for?
  2. 00:42:422 (4,5) - This rhythm here makes the entire section feel really odd in terms of your rhythm choice, this is mostly due to the fact that the exact same sounds were heard here 00:36:765 (4,5) - for the first time and since they are all really audible and the most intense sounds in the entire section, they felt good to play. But 00:41:908 (3) - once you get to the same pair of sounds a slider ends on it the blue tick beat is skipped and there is a stacked triple on top of 00:42:594 (1) - which appeared on top of another pair of sounds here 00:38:994 (2,3,4) - in the same manner. The biggest reason as to why it feels really odd is due to the fact that the rhythm choice in the previous pair of objects does a better job at emphasising a pair of sounds quieter than the pair after it 00:41:565 (2) - . Ok so what I would suggest to do is to do some rhythm switch ups so that the map feels like the most important rhythm is emphasised in such a manner that clicking/reading it isn't a challenge. What I strongly would suggest to do is something similar to this rhythm here https://puu.sh/A2j3j/5d81a4fa8f.png That way the 00:41:222 (1,2) - objects will play with a triple instead of a repeat slider allowing the 00:41:222 (1) - to end on a sound that starts of the repeat slider, It will miss out the blue tick sound by doing so but that is fine since the blue tick sound here is really muffled because of the white tick sound, that means that the slider ending there will match that effect pretty well, allowing for a triple to be placed on top of 00:41:908 (3) - . That way you will have a clear seperation between this pair of sounds and the next which is here 00:41:908 (3,4,5) - , Here the slider 00:41:908 (3) - will end on the blue tick allowing a repeat slider to start and end within their respectable sounds, the repeat slider will emphasise that rhythm since I believe you wanted some diversity in the rhythm hence why this was different from 00:47:737 (4,5) - and 00:36:765 (4,5) - .
[Nokashi's Insane]
  1. 00:16:022 (4,5,6) - Maybe try and gradually increase the spacing between (4) and (5) that way it will follow the music a bit better https://puu.sh/A2jrp/45ba7a81f4.png that pattern i linked will also keep A pattern present just like you did with https://puu.sh/A2jsk/aab3656f2f.png but it will represent the music in a better fashion.
  2. 00:39:508 (2) - I don't see any reason as to why you want to keep this a 2 bit repeat slider, there is nothing on the blue tick and the music only offers a 1 bit repeat sound, on top of that this feels really out of place placement wise compared to sliders like 00:34:880 (3) - which have really similar visual spacing. Both 00:34:880 (3) - and 00:34:022 (2) - have really similar visual spacing and slider shapes making them impossible to distinguish snapping wise, especially because this is an insane diff. I would suggest looking over the past 2 sliders to make them quite distinguishable (this could be shape or direction or placement) so that its more clearer on what you're trying to map, for example this repeat slider 00:39:508 (2) - could be curved and face away from the next object angle wise and direction wise like so https://puu.sh/A2jC3/526f5c9482.png this would in return create a structured reading pattern which will enhance the gameplay readability.
  3. 00:40:880 (2) - I would strongly suggest to Ctrl+g this for a better effect both with the music and gameplay. The music increases in intensity on those objects with those "sharp sounding sounds, so keeping the flow pointing upwards will corelate really well with that part of the song. Not to mention that it'll flow much better because of the spacing and angles towards the next objects.
  4. 00:50:480 (2) - same with the suggestion made earlier, although I'd suggest placing it like this https://puu.sh/A2jMP/3e4356a5af.png for a quite nicer effect
  5. 01:05:908 (1) - This section onwards feels really like the strong section at 00:32:994 (1) - mostly because of it's 1/4 sllider spam especially with spacing like here 01:08:308 (2,3) - . I would strongly recommend you look over some spacing and rhythm choices in this section like https://puu.sh/A2jUT/cb62d193df.png for example, that way there will be a clear seperation between both sections and both will feel different in some way or another.
  6. 01:06:251 (2) - Fix up the green line here
  7. 01:14:137 (1) - You could fix up the ending of this slider here https://puu.sh/A2jYi/16df039ba3.png since it already lookes quite unpolished on nomod but on hardrock its even worse :eyes: https://puu.sh/A2jZd/f992ed18fa.png
  8. 01:38:822 (1) - Because this slider looks really similar to 01:38:480 (3) - visually length wise, it is really hard to distinguish between them. I would suggest adding a slight curve onto them https://puu.sh/A2Bjl/bd05b3ff8d.png so that there is a better message of "hey this is different". It will also add shape variety in the last section since its only straight sliders right now. Also if you decide to do this make
[Irreversible's Extra]
  1. 00:12:765 (2,1) - Fix up this stack
  2. 00:32:480 (6,1) - Since this slider is much more faster and the same in terms of snapping as the rest of the notes, I would strongly recommend to NC it as well, that way there will be more emphasis created on the (6) towards the (1)
  3. 01:06:508 (4,5) - could fix up the stack here again, etc.
  4. 01:14:137 (1,1) - this again is slightly off in terms of stacking
  5. 01:44:308 (1) - I would suggest ending this slider on the ticky sound at 01:48:422 - that way better feedback will be achieved and the slider won't end on nothing, not mentioning the fact that the slider isn't even muted on the nothing sound that it ends on.
[Extreme]
  1. 00:07:280 (1,1) - Fix up the stack here
  2. 00:39:680 (3) - could ctrl+g this, doing that would give a nicer effect with the sounds and in return to make 00:39:851 (1,2) - unique in terms of flow, you could ctrl+g 00:40:108 (2) - . This would mostly fit better imo since the sounds at 00:39:508 (2,3) - have a noticable "wiggle" effect hence why back and forth would fit and the other pair of sounds have this "stand by" effect which is why a steady flow would be better. If you do decide to change this then change the similar sounding patterns too, i.e. 00:34:365 (1,2) - and 00:45:337 (1,2) - etc.
  3. 00:50:480 (2,3,1,2) - same for these ^
Topic Starter
lcfc

C00L wrote:

[General]
  1. Your hitsound file "soft-hitfinish" is set to go off at this https://puu.sh/A2hCZ/8cc882327a.png , the problem with this is that people that disable the hitsounds will constantly hear nothing but constant cymbal spam which is really disorientating tbh, default skin being a strong example of this, but since noone plays with that skin it still matters since most skins dont use bass sounds etc on the finish part, that is for like cymbals or sounds that are supposed to underline a specific part of a section once or twice, not every couple of beats. I strongly recommend changing this file to a "soft-hitclap2" because you don't have any "soft-hitnormal" files, this won't affect your map in any way, apart from changing the way it sounds whilst playing it without any hitsounds. Fuckk u
[Easy]
  1. 00:37:794 (4) - What about sharpening the angle of this slider to something similar to https://puu.sh/A2hRP/9a69b28bdc.png, that way the effect that 00:37:108 (3) - creates with the music will be foreshadowed with 00:37:794 (4) - because of all the strong kicks. Your point definitely makes sense but will it really have an effect on a diff such as Easy? It's based mostly around simple shapes and all 1/1 sliders don't have any anchors in order to not be confusing to the newbies. My shape usage isn't following any specific sound and is instead going for the "big picture" (ex. wub section in general has red-anchored shapes, kiai doesn't etc.)
  2. 00:42:594 (3,4) - Could use the same logic for the suggestion above https://puu.sh/A2hUj/917238ed08.png ^ and so on ^
[Hobbes2's Hard]
  1. 00:20:480 (1) - What is this NC here for?
    00:11:051 (1,2,3,1) -
    00:13:794 (1,2,3,1) -
    00:16:537 (1,2,3,4,1) -
    gl
  2. 00:42:422 (4,5) - This rhythm here makes the entire section feel really odd in terms of your rhythm choice, this is mostly due to the fact that the exact same sounds were heard here 00:36:765 (4,5) - for the first time and since they are all really audible and the most intense sounds in the entire section, they felt good to play. But 00:41:908 (3) - once you get to the same pair of sounds a slider ends on it the blue tick beat is skipped and there is a stacked triple on top of 00:42:594 (1) - which appeared on top of another pair of sounds here 00:38:994 (2,3,4) - in the same manner. The biggest reason as to why it feels really odd is due to the fact that the rhythm choice in the previous pair of objects does a better job at emphasising a pair of sounds quieter than the pair after it 00:41:565 (2) - . Ok so what I would suggest to do is to do some rhythm switch ups so that the map feels like the most important rhythm is emphasised in such a manner that clicking/reading it isn't a challenge. What I strongly would suggest to do is something similar to this rhythm here https://puu.sh/A2j3j/5d81a4fa8f.png That way the 00:41:222 (1,2) - objects will play with a triple instead of a repeat slider allowing the 00:41:222 (1) - to end on a sound that starts of the repeat slider, It will miss out the blue tick sound by doing so but that is fine since the blue tick sound here is really muffled because of the white tick sound, that means that the slider ending there will match that effect pretty well, allowing for a triple to be placed on top of 00:41:908 (3) - . That way you will have a clear seperation between this pair of sounds and the next which is here 00:41:908 (3,4,5) - , Here the slider 00:41:908 (3) - will end on the blue tick allowing a repeat slider to start and end within their respectable sounds, the repeat slider will emphasise that rhythm since I believe you wanted some diversity in the rhythm hence why this was different from 00:47:737 (4,5) - and 00:36:765 (4,5) - . nope nope nope nope i took less time to just make the rhythm consistent throughout the whole section than reading this post gl
this diff has now officially been lcfced

[Extreme]
  1. 00:07:280 (1,1) - Fix up the stack here ye
  2. 00:39:680 (3) - could ctrl+g this, doing that would give a nicer effect with the sounds and in return to make 00:39:851 (1,2) - unique in terms of flow, you could ctrl+g 00:40:108 (2) - . This would mostly fit better imo since the sounds at 00:39:508 (2,3) - have a noticable "wiggle" effect hence why back and forth would fit and the other pair of sounds have this "stand by" effect which is why a steady flow would be better. If you do decide to change this then change the similar sounding patterns too, i.e. 00:34:365 (1,2) - and 00:45:337 (1,2) - etc. crtl+g'ed stuff like 00:39:680 (3) - but I'll keep stuff like 00:40:108 (2) - as they are because I really like their flow atm
  3. 00:50:480 (2,3,1,2) - same for these ^ ^
OK i survived a c00l mod, thanks a lot my boye
CookieBite

C00L wrote:

[CookieBite's Normal]
  1. 00:01:794 (1) - I would recommend keeping the NC's here to the minimum, especially because 00:00:080 (1,1) - follow the same music synths. What i mean by that is that they sound really similar with the kicks and sound they provide, keeping the nc's the same will reflect much better on them both, keeping it different makes it look as if they are different from each other in some way or another. // un-nced
  2. 00:04:537 (1) - same with this and etc. // done
  3. 00:13:622 (5) - Nc'ing this instead of 00:13:794 (1) - gives off a better effect since the the pitch rises on 00:13:622 (5) - which leads onto 00:13:794 (1) - // done
  4. 00:19:108 (5,1) - ^ // done
  5. 01:04:194 - If you want to extend the break for a nicer effect, I would recommend extending it from here 01:04:280 - instead, since there is a much more noticable "bell/kick" sound on the blue tick, it's much more noticeable that the light theme switch sound on the white tick. // done
  6. 01:09:165 (2) - why place a note here? It's inconsistent with your rhythm choice on 01:07:280 (3,4,5) - and makes this part feel really random because of that, I recommend placing this note here 01:10:537 - instead, that way your rhythm will feel much more consistent. // done
  7. 01:22:365 (3) - How about NC'ing this so that there is a clear seperation between this note and 01:21:680 (1,2) - , will give off a much better effect. The reason why it will give off a better effect is since you do something similar in places like 00:31:622 (1,2,3) - for example, which is fine since the (1,2,3) follow the same music intensity whilst there there is a clear difference between (1,2) and (3), on top of that you do it here 01:27:165 (3,4,1) - // done
  8. 01:25:108 (3,4,1,2) - I would recommend you keep a steady NC'ing pattern that will be consistent with 01:19:622 (1,2,3,4) - mostly so that 01:27:165 (3,4) - can be clearly represented in a consistent fashion, not doing so makes 01:27:165 (3,4) - and 01:21:680 (1,2) - seem really different even though they follow the exact same sounds, same with the pattern I linked as well. // redid nc i guess
thanks for modding!
Irreversible

FFI wrote:

nc pattern like this
00:36:422 (1) - middle segment would look better straight[/notice]

[Irreversible's Extra]

00:10:880 (4) - this should be 1/6 instead of 1/12 yea
00:48:937 (1,2) - these would be probably be better ctrl+g'd mhh i tried but no
00:51:680 (3,4) - it'd flow better with the 3 and 4 both ctrl g'd yea
01:26:137 (3) - incredibly unreadable, move it up a little and have it go the other way why unreadable?
01:30:594 (1,2,3,4,5) - why is this suddenly different, and then the next measure it goes back to 3/4 sliders to emphasize the song here, variation
01:44:308 (1) - this seems more lazy than gimmicky O_O..
c00l: fixed all stacks the nc and the end

http://puu.sh/A6xLJ/3d662f2317.txt
Topic Starter
lcfc
fuckit im bored Lol

FFI wrote:

[Nokashi's Insane]

00:39:508 (2) - 00:50:480 (2) - two kick sliders here would be more appropriate than the repeat yea

C00L wrote:

[Nokashi's Insane]
  1. 00:16:022 (4,5,6) - Maybe try and gradually increase the spacing between (4) and (5) that way it will follow the music a bit better https://puu.sh/A2jrp/45ba7a81f4.png that pattern i linked will also keep A pattern present just like you did with https://puu.sh/A2jsk/aab3656f2f.png but it will represent the music in a better fashion. did something else
  2. 00:39:508 (2) - I don't see any reason as to why you want to keep this a 2 bit repeat slider, there is nothing on the blue tick and the music only offers a 1 bit repeat sound, on top of that this feels really out of place placement wise compared to sliders like 00:34:880 (3) - which have really similar visual spacing. Both 00:34:880 (3) - and 00:34:022 (2) - have really similar visual spacing and slider shapes making them impossible to distinguish snapping wise, especially because this is an insane diff. I would suggest looking over the past 2 sliders to make them quite distinguishable (this could be shape or direction or placement) so that its more clearer on what you're trying to map, for example this repeat slider 00:39:508 (2) - could be curved and face away from the next object angle wise and direction wise like so https://puu.sh/A2jC3/526f5c9482.png this would in return create a structured reading pattern which will enhance the gameplay readability. yea
  3. 00:40:880 (2) - I would strongly suggest to Ctrl+g this for a better effect both with the music and gameplay. The music increases in intensity on those objects with those "sharp sounding sounds, so keeping the flow pointing upwards will corelate really well with that part of the song. Not to mention that it'll flow much better because of the spacing and angles towards the next objects. yea
  4. 00:50:480 (2) - same with the suggestion made earlier, although I'd suggest placing it like this https://puu.sh/A2jMP/3e4356a5af.png for a quite nicer effect did something else
  5. 01:05:908 (1) - This section onwards feels really like the strong section at 00:32:994 (1) - mostly because of it's 1/4 sllider spam especially with spacing like here 01:08:308 (2,3) - . I would strongly recommend you look over some spacing and rhythm choices in this section like https://puu.sh/A2jUT/cb62d193df.png for example, that way there will be a clear seperation between both sections and both will feel different in some way or another. yea
  6. 01:06:251 (2) - Fix up the green line here yea
  7. 01:14:137 (1) - You could fix up the ending of this slider here https://puu.sh/A2jYi/16df039ba3.png since it already lookes quite unpolished on nomod but on hardrock its even worse :eyes: https://puu.sh/A2jZd/f992ed18fa.png yea
  8. 01:38:822 (1) - Because this slider looks really similar to 01:38:480 (3) - visually length wise, it is really hard to distinguish between them. I would suggest adding a slight curve onto them https://puu.sh/A2Bjl/bd05b3ff8d.png so that there is a better message of "hey this is different". It will also add shape variety in the last section since its only straight sliders right now. Also if you decide to do this make Lol rip message I added a slight curve to these 01:38:480 (3,4) - instead
Realazy
u should force me to farm pp more often

[CookieBite's Normal]

01:21:680 (1) - not sure why this is NC'd but not 01:27:165 (5) - imo it'd be better to remove the NC on the former one so you can keep NCs every 2 measures which is simpler to follow at this level, same could be said for 01:23:737 (1) - and 01:37:451 (1) -
01:32:480 (5) - you might want a simpler shape here because beginners have a tendency to try and follow slidershapes 1/1 and this is kinda complex
01:38:822 (1) - colorhax broke @lcfc

[Hobbes2 billion years to finish this Hard]

00:37:108 (1) - 00:42:594 (1) - 00:48:080 (1) - might be nice to have 1/1 sliders here instead so you have little breaks between all the 1/4 gaps

[Nokashi's Insane]

00:03:851 (2) - 00:06:594 (2) - these notes feel very weird here, they're not following any notable sound like everything else in the intro but rather the faint drums that you've been ignoring instead
01:17:908 (5) - disagree with this being 3/4 rhythm, there's a clear violin note on the red tick which has been your focus in the kiai
01:30:080 (4,5,6) - move these 8 pixels right and down so your blanket doesn't get fucked by auto stacking

[Irreversible's Extra]

00:12:937 (1,2) - 00:18:422 (1,2) - i don't rly get the rhythm choice here, these sliders would fit the melody much better if they were ctrl+g'd imo.. i don't hear anything notable starting on the white tick considering you've been following the melody the entire time

00:32:994 - i have concerns regarding that section:
rhythm -
a lot of it just seems very confused and looks like visuals were prioritized over following the song here, it often gets confused whether you follow individual sounds with sliderends or have them on nothing in the song, like 00:33:337 (1,2) - where the first slider follows a single sound, yet the 2nd follows 2 1/4 notes both on its head and tail, which is already inconsistent in itself. then you also have consistent patterns like 00:34:022 (1,2) - where both sliders follow 2 notes each, and right after you have 00:34:365 (1,2,1) - where each slider follows a single sound each which makes it hard to follow what your intent was in that section
using more circles (like 00:38:822 (2,3,4,5) -) to clearly differentiate 1/2 to 1/4 sounds would feel much better than using 1/4 sliders for both, which is very confusing atm

there are also a few inconsistencies, like 00:37:622 (1,2,1,2,3) - vs 00:43:108 (1,2,3,1,2,3,4) -

patterning -
some patterns like 00:35:051 (1,2,3,4) - 00:40:537 (1,2,3,4) - don't seem to reflect the song in any way in my opinion, you're following a lot of different sounds together and patterns like these look like you're following the same (or similar) sounds, disregarding the rhythm issue i mentioned earlier which also applies here

00:43:794 (4) - maybe use a 1/6 repeat here to follow the kicks?
00:38:308 (3) - 00:49:280 (3) - should be 1/6
01:05:908 (1,4,5) - meant to be unstacked?
01:26:137 (3) - not necessarily unreadable like FFI mentioned, but low spacing here bothers me a bit when you could've stacked it on 01:24:765 (3) - for example and kept your symmetric pattern while having a little more spacing for emphasis on snares
01:36:422 (1) - don't think you rly need the NC here, the 1212 comboing since better fit for the melody only
01:38:480 (2,3) - circles here could've been nice to have a little more intense end to the kiai

[Extreme]

00:35:051 (1,2,3) - ctrl+g'd rhythm fits better here imo, you don't really hear the 1/4 wubs until 00:35:222 - so starting with a triple just feels overmapped here, maybe something like this could fit nicely with your patterning
00:37:622 (2,3,1) - vs 00:37:965 (2,3) - why the difference in rhythm when both patterns follow the exact same sounds?
these two repeat quite a few times in the first drop so ya

01:29:051 (9,1) - 01:31:880 - why skip the melody triples here when you followed every other note?
Topic Starter
lcfc

Realazy wrote:

u should force me to farm pp more often gz

[CookieBite's Normal]

01:38:822 (1) - colorhax broke @lcfc tru

[Hobbes2 billion years to finish this Hard]

00:37:108 (1) - 00:42:594 (1) - 00:48:080 (1) - might be nice to have 1/1 sliders here instead so you have little breaks between all the 1/4 gaps ya

[Nokashi's Insane]

00:03:851 (2) - 00:06:594 (2) - these notes feel very weird here, they're not following any notable sound like everything else in the intro but rather the faint drums that you've been ignoring instead ya
01:17:908 (5) - disagree with this being 3/4 rhythm, there's a clear violin note on the red tick which has been your focus in the kiai ya
01:30:080 (4,5,6) - move these 8 pixels right and down so your blanket doesn't get fucked by auto stacking You are violating the code of conduct, I'm telling matthew right at this moment

[Extreme]

00:35:051 (1,2,3) - ctrl+g'd rhythm fits better here imo, you don't really hear the 1/4 wubs until 00:35:222 - so starting with a triple just feels overmapped here, maybe something like this could fit nicely with your patterning this was easier to fix than i expected hurray
00:37:622 (2,3,1) - vs 00:37:965 (2,3) - why the difference in rhythm when both patterns follow the exact same sounds? probably debatable but it's because 00:37:965 (2,3,4) - have harsher wub sounds so I want the player to keep moving unlike 00:37:622 (2,3,1) - where there's not even a wub sound so I use the static effect
these two repeat quite a few times in the first drop so ya mad

01:29:051 (9,1) - 01:31:880 - why skip the melody triples here when you followed every other note? 2016 lcfc lol';l
Thank my boye
CookieBite

Realazy wrote:

u should force me to farm pp more often

[CookieBite's Normal]

01:21:680 (1) - not sure why this is NC'd but not 01:27:165 (5) - imo it'd be better to remove the NC on the former one so you can keep NCs every 2 measures which is simpler to follow at this level, same could be said for 01:23:737 (1) - and 01:37:451 (1) - // i hate colorhaxing i hate colorhaxing i hate colorhaxing i hate colorhaxing i hate colorhaxing
01:32:480 (5) - you might want a simpler shape here because beginners have a tendency to try and follow slidershapes 1/1 and this is kinda complex // done
thank you!

c
osu file format v14

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326,187,91280,2,0,L|323:74,1,110,0|8,0:0|0:0,0:0:0:0:
272,53,91794,1,2,0:0:0:0:
217,45,91965,2,0,P|159:53|110:97,1,110,2|8,1:0|0:0,0:0:0:0:
90,130,92480,2,0,L|94:299,1,165,2|10,0:0|0:0,0:0:0:0:
182,228,93337,102,0,P|235:205|295:216,1,110,2|8,1:0|0:0,0:0:0:0:
334,236,93851,2,0,B|324:268|327:293|327:293|353:311|353:311|356:356|328:393,1,165,2|10,0:0|0:0,0:0:0:0:
224,381,94708,1,0,1:0:0:0:
129,325,95051,1,8,0:0:0:0:
182,228,95394,2,0,L|188:163,2,55,0|0|8,0:0|1:0|0:0,0:0:0:0:
288,198,96080,6,0,L|291:308,1,110,0|8,1:0|0:0,0:0:0:0:
198,367,96765,2,0,P|170:373|142:372,1,55,0|0,0:0|1:0,0:0:0:0:
112,328,97108,2,0,P|84:322|56:323,1,55,10|2,0:0|1:0,0:0:0:0:
14,356,97451,2,0,L|18:247,1,110,10|8,0:0|0:0,0:0:0:0:
86,159,98137,2,0,P|117:148|155:145,1,55,0|0,0:0|1:0,0:0:0:0:
190,164,98480,2,0,P|217:159|242:149,1,55,8|10,0:0|0:0,0:0:0:0:
290,121,98822,6,0,L|286:240,1,110,0|2,0:0|0:0,0:0:0:0:
309,281,99337,2,0,P|244:266|185:294,1,110,2|2,0:0|0:0,0:0:0:0:
127,357,100022,1,2,0:0:0:0:
63,267,100365,1,2,0:0:0:0:
146,194,100708,2,0,P|161:146|143:80,1,110,2|2,0:0|0:0,0:0:0:0:
249,45,101394,5,2,0:0:0:0:
249,45,101565,2,0,L|260:168,1,110,2|2,0:0|0:0,0:0:0:0:
250,209,102080,2,0,P|300:185|356:188,1,110,2|2,0:0|0:0,0:0:0:0:
438,257,102765,2,0,L|442:368,2,110,2|2|2,0:0|0:0|0:0,0:0:0:0:
353,187,103794,2,0,L|360:125,2,55,2|2|2,0:0|0:0|0:0,0:0:0:0:
310,222,104308,102,0,P|250:234|203:211,1,110,2|2,0:0|0:0,0:0:0:0:
164,179,104822,2,0,L|167:67,1,110,2|2,0:0|0:0,0:0:0:0:
269,28,105508,2,0,P|304:25|334:28,1,55,2|0,0:0|0:0,0:0:0:0:
354,72,105851,2,0,P|389:75|419:72,1,55,2|0,0:0|0:0,0:0:0:0:
455,44,106194,2,0,L|451:156,1,110,2|2,0:0|0:0,0:0:0:0:
361,217,106880,1,2,0:0:0:0:
361,217,107051,6,0,P|326:198|258:206,1,110,2|2,0:0|0:0,0:0:0:0:
218,244,107565,2,0,L|211:353,1,110,2|2,0:0|0:0,0:0:0:0:
106,317,108251,2,0,L|99:208,1,110,2|2,0:0|0:0,0:0:0:0:
144,106,108937,2,0,P|200:89|256:104,1,110,2|2,0:0|0:0,0:0:0:0:
321,182,109622,5,2,0:0:0:0:
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