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Kevin Manthei - "Invader Zim" Theme Song

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Topic Starter
Hollow Delta

CanadianBaka wrote:

can you change "canadinaB's light insane" to "CanadianBaka's light insane" ? Thanks!
Why the change? Your name is already in the tags, so this wouldn't improve the search in any way.
Ashton
Because I want all of my GD's to be called "CanadainBaka's [enter diff name here]" Thanks!!! Just an OCD thing
Topic Starter
Hollow Delta

CanadianBaka wrote:

Because I want all of my GD's to be called "CanadainBaka's [enter diff name here]" Thanks!!! Just an OCD thing
Sure, I'll change it.
Ashton
thanks, and from now on just take replies in for me as I wont be returning for 6 months XD


Thanks! :D
Topic Starter
Hollow Delta

CanadianBaka wrote:

thanks, and from now on just take replies in for me as I wont be returning for 6 months XD


Thanks! :D
Sure.
Ashton
actually i'm back

lol/
Parachute
Hey, heres the mod from m4m!

SPOILER
Easy
00:30:104 (3) - 00:34:101 (1) - Why no finishes here? I think it would be better, and also 00:37:098 (2) - At the beginning at least, if you leave this slider
00:37:098 (2) - I dont really get why you made a repeat slider here o.o it really doesnt fit imo and i think putting this slider without repeat at
00:37:598 - and then a circle before this beat would be much better to follow the music since then you got this slider for this ending sound, which wouldnt be really played with this repeat slider

Normal
00:30:104 - From this section id recommend doing the finishes i said as in easy :/ you even did one here 00:34:101 (1) - and 00:37:098 (4) - this time.. idk this really seems weird.. just do it at 00:30:104 (1) - Too for consistency, and its sounds better imo.
00:34:850 (2) - This circle seems off, put it at x:368 y:160 and adjust 00:35:100 (3,4,5) - one grid to left, 5 will have normal spacing then again.
00:36:599 (2,3,4) - This also looks really bad. I think it would be better like this for example: https://osu.ppy.sh/ss/6959161


Irre's Hard
00:07:623 (5,6) - Ich find die solltest du stacken oder so machen wie 00:06:624 (2,3,4) - aber so sind sie iwie komisch geplaced ^^
00:09:122 (1) - Den vll so dass er nicht überlappt einfach weiter runter? Find dass das spacing so klein wird eh jetz nich die beste idee, weil die musik hier ja auch nich iwie leiser wird oder so..
00:09:122 (1,2) - Pls hitsounds... schau auf geros insane wie ich das mit den hitsounds da gesagt hab weil die whistles.. pls nein xD
00:36:599 (2) - Stack?
00:37:598 (4) - ^ ( Du hast 3 und 1 gestackt, also warum nich die 2 auch ^^)

CanadianBaka's Light Insane
00:01:878 (1) - x:176 y:248 would be better flow imo.
00:08:622 (2) - Dont really see a reason to extend this slider till the blue tick, it actually goes badly with the music imo and 2 1/2 sliders would be better with jumps, instead of 1 1/2 and one that ends on blue tick :x
00:23:610 (2) - Ctrl+h maybe, kinda weird when its just on the same place again o.o
The only thing id say about this diff is to add some more hitsounds, you got some nice examples in other diffs ^^


Gero's Insane
First of all: the biggest issue here imo is the hitsounding.
I think they could be improved by using the soft whistles at points like 00:02:627 (4) - and 00:03:626 (2) - instead of 00:02:128 (3) - for example
And honestly, i really think these are bad: 00:05:625 (1,2) - ... please remove these :c.. I would do the first one into a soft whistle, you can even keep the normal sampleset. Then i would do auto sampleset for the second slider and remove hitsounds. Sounds muuuch better imo
00:17:864 (1) - This one would be better if it was facing straight down and not diagonal
00:17:864 - From here also the hitsounds are good besides of:
00:29:105 (1) - , 00:33:601 (1,1) - These hitsounds... o.o' Remove whistle pls it just doesnt fit like this to the song and without the whistle it just sounds much better.
00:37:598 (1) - And this one.. change it, maybe do soft whistle at the beginning but otherwise id just leave hitsounds for this slider too.


Invader
00:01:878 (1,2,3,4) - Why wouldnt you just drag it down so 00:01:878 (1) - stacks with 00:03:002 (2) - ?
00:09:372 (1) - This could be ctrl+g, better flow imo.
00:15:616 (1) - seems a bit clumped with how it touches the next slider.. but just a random comment because it makes it look a bit weird
00:19:113 (1,2,3,4) - You did the stream round and then these 4 circles linear without the music changing in any way o.o idk this just looks very bad imo, but oh well..
00:21:861 - 100% Hitsounds here is a bit too much here imo, 80 would be enough already (00:25:858 - you didnt use 100 here either and i think its better like that, since its literally the same musical part)
00:23:110 (1,2,3,4) - Same here.. id do this one round which would look so much better..
00:26:108 (2) - NC
00:27:357 (3,4) - o.o sorry but this looks.. bad .. so i would do
00:26:108 (2,3,4,5,6,7,8,9,1,2,3,4) - like https://osu.ppy.sh/ss/6959766 .. just move the stream a bit to the left and make it more round
00:28:106 (5) - NC
00:30:604 (4,5,6,7) - Also would change this short stream, it looks weird and its playing is weird too.. maybe something like
http://osu.ppy.sh/ss/6956715
00:31:603 (4,5,6,7) - This could maybe be 2-3 grids left for better flow from the stream before

Oh well, overall this map is pretty already so gl with it :)
Topic Starter
Hollow Delta

Parachute wrote:

Hey, heres the mod from m4m!

SPOILER
Easy
00:30:104 (3) - 00:34:101 (1) - Why no finishes here? I think it would be better, and also 00:37:098 (2) - At the beginning at least, if you leave this slider I applied hitsounds all 3 notes.
00:37:098 (2) - I dont really get why you made a repeat slider here o.o it really doesnt fit imo and i think putting this slider without repeat at
It's a repeat slider because it felt awkward when it was just a 1/2 slider, without going along with the rest of the sound here.

00:37:598 - and then a circle before this beat would be much better to follow the music since then you got this slider for this ending sound, which wouldnt be really played with this repeat slider I don't agree. It's a held sound, so a circle here wouldn't compliment the song all the way. Every single diff, even the guest diffs, have a slider here, so I think this is fine.


Normal
00:30:104 - From this section id recommend doing the finishes i said as in easy :/ you even did one here 00:34:101 (1) - and 00:37:098 (4) - this time.. idk this really seems weird.. just do it at 00:30:104 (1) - Too for consistency, and its sounds better imo. Mistake on my part. Fixed.
00:34:850 (2) - This circle seems off, put it at x:368 y:160 and adjust 00:35:100 (3,4,5) - one grid to left, 5 will have normal spacing then again. Done.
00:36:599 (2,3,4) - This also looks really bad. I think it would be better like this for example: https://osu.ppy.sh/ss/6959161 I think that might be too sharp for this diff. :(

Invader
00:01:878 (1,2,3,4) - Why wouldnt you just drag it down so 00:01:878 (1) - stacks with 00:03:002 (2) - ? Good point.
00:09:372 (1) - This could be ctrl+g, better flow imo. If anything, doing that would make it play worse. Even if I do apply it, that doesn't change the fact the player is still moving in a counter-clockwise direction here. All that would do is make the clickable part of the first slider slightly farther.
00:15:616 (1) - seems a bit clumped with how it touches the next slider.. but just a random comment because it makes it look a bit weird I adjusted the pattern a bit so it didn't do that.
00:19:113 (1,2,3,4) - You did the stream round and then these 4 circles linear without the music changing in any way o.o idk this just looks very bad imo, but oh well..
There was a shift here, but it shouldn't be this sharp, I agree.

00:21:861 - 100% Hitsounds here is a bit too much here imo, 80 would be enough already (00:25:858 - you didnt use 100 here either and i think its better like that, since its literally the same musical part) An error on my part. Fixed.
00:23:110 (1,2,3,4) - Same here.. id do this one round which would look so much better.. Actually this time I'm keeping it straight, because I need to show that shift in the stream, but curving it would make it unjustifiably play bad.
00:26:108 (2) - NC Done.
00:27:357 (3,4) - o.o sorry but this looks.. bad .. so i would do
00:26:108 (2,3,4,5,6,7,8,9,1,2,3,4) - like https://osu.ppy.sh/ss/6959766 .. just move the stream a bit to the left and make it more round I didn't do exactly as you said, but I made it more round.
00:28:106 (5) - NC Done.
00:30:604 (4,5,6,7) - Also would change this short stream, it looks weird and its playing is weird too.. maybe something like
http://osu.ppy.sh/ss/6956715 I mean, it's the Kiai. It's supposed to play a little weird.
00:31:603 (4,5,6,7) - This could maybe be 2-3 grids left for better flow from the stream before Done.

Oh well, overall this map is pretty already so gl with it :) Thanks.
Thanks for the mod.
Ashton

Parachute wrote:

CanadianBaka's Light Insane
00:01:878 (1) - x:176 y:248 would be better flow imo. Sure
00:08:622 (2) - Dont really see a reason to extend this slider till the blue tick, it actually goes badly with the music imo and 2 1/2 sliders would be better with jumps, instead of 1 1/2 and one that ends on blue tick :x ok
00:23:610 (2) - Ctrl+h maybe, kinda weird when its just on the same place again o.o Alright!!!
The only thing id say about this diff is to add some more hitsounds, you got some nice examples in other diffs ^^


CanadianBaka's Light Insnae
osu file format v14

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TitleUnicode:Theme
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
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edit: just change it back to standard osu! lol
Rizia
[Invader]
  1. ar9 for better read
  2. 00:02:252 - my personal opinion this sound is unnecessary
  3. 00:10:246 - ^
[Gero's Insane]
  1. 00:34:975 (8,1) - its too far
  2. 00:35:600 (1,2,3,4) - it should be nc spam like you did before (00:31:603 (1,1,1,1) - )
[CanadianBaka's Light Insane]
  1. 00:23:610 (2) - maybe move to right side (ctrl+h)
  2. 00:37:598 (1) - soft sampleset at the tail like hardest diff?
[Easy]
  1. 00:15:616 (3,4) - spacing should be fix
.
Topic Starter
Hollow Delta

Rizia wrote:

[Invader]
  1. ar9 for better read AR9 just seems a bit high. I'll try 8.9 instead.
  2. 00:02:252 - my personal opinion this sound is unnecessary The sound here is held. Certain conditions I mapped a kick slider instead of a circle for variation.
  3. 00:10:246 - ^ ^
[Easy]
  1. 00:15:616 (3,4) - spacing should be fix Fixed.
Gero
Parachute
Gero's Insane
First of all: the biggest issue here imo is the hitsounding.
I think they could be improved by using the soft whistles at points like 00:02:627 (4) - and 00:03:626 (2) - instead of 00:02:128 (3) - for example
And honestly, i really think these are bad: 00:05:625 (1,2) - ... please remove these :c.. I would do the first one into a soft whistle, you can even keep the normal sampleset. Then i would do auto sampleset for the second slider and remove hitsounds. Sounds muuuch better imo
00:17:864 (1) - This one would be better if it was facing straight down and not diagonal
00:17:864 - From here also the hitsounds are good besides of:
00:29:105 (1) - , 00:33:601 (1,1) - These hitsounds... o.o' Remove whistle pls it just doesnt fit like this to the song and without the whistle it just sounds much better.
00:37:598 (1) - And this one.. change it, maybe do soft whistle at the beginning but otherwise id just leave hitsounds for this slider too. I've applied everything.

Rizia
[Gero's Insane]
  1. 00:34:975 (8,1) - its too far It's not, check this 00:32:103 (1,2,1,2) - pattern, and you'll notice that it has almost the same distance, which is consistent for me.
  2. 00:35:600 (1,2,3,4) - it should be nc spam like you did before (00:31:603 (1,1,1,1) - ) You're right, fixed.

Gero's Insane
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Title:Theme
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Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:Gero's Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
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Ashton

Rizia wrote:

[CanadianBaka's Light Insane]
  1. 00:23:610 (2) - maybe move to right side (ctrl+h) sure
  2. 00:37:598 (1) - soft sampleset at the tail like hardest diff? ok


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Title:Theme
TitleUnicode:Theme
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
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Irreversible

Parachute wrote:

Hey, heres the mod from m4m! omg para O_O meld dich doch abundzu mal! D:

Irre's Hard
00:07:623 (5,6) - Ich find die solltest du stacken oder so machen wie 00:06:624 (2,3,4) - aber so sind sie iwie komisch geplaced ^^
00:09:122 (1) - Den vll so dass er nicht überlappt einfach weiter runter? Find dass das spacing so klein wird eh jetz nich die beste idee, weil die musik hier ja auch nich iwie leiser wird oder so.. nee den findi ch passend wegen der musik
00:09:122 (1,2) - Pls hitsounds... schau auf geros insane wie ich das mit den hitsounds da gesagt hab weil die whistles.. pls nein xD
00:36:599 (2) - Stack?
00:37:598 (4) - ^ ( Du hast 3 und 1 gestackt, also warum nich die 2 auch ^^)

rest gefixt, thx!
osu file format v14

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AudioLeadIn: 0
PreviewTime: 1878
Countdown: 0
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[Metadata]
Title:Theme
TitleUnicode:Theme
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:Irre's Hard
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
BeatmapID:1123768
BeatmapSetID:530071

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Rizia
About the metadata

IamKwaN wrote:

hao

Title: "Invader Zim" Theme Song
Artist: Kevin Manthei
Source: Invader Zim

References:
http://www.kmmproductions.com/mu_zim.html (this is official)
https://www.youtube.com/watch?v=WgX2cu9N6_8
http://www.nick.com/videos/clip/zim-son ... -song.html
Topic Starter
Hollow Delta

Rizia wrote:

About the metadata

IamKwaN wrote:

hao

Title: "Invader Zim" Theme Song
Artist: Kevin Manthei
Source: Invader Zim

References:
http://www.kmmproductions.com/mu_zim.html (this is official)
https://www.youtube.com/watch?v=WgX2cu9N6_8
http://www.nick.com/videos/clip/zim-son ... -song.html
Kwan sent me this as well, thanks to both of you.
So, do I call the beatmap 'Invader Zim Theme Song' or 'Theme Song'? And if I call it 'Invader Zim Theme Song' do I still need Invader Zim in the source?
Ashton
Hi!


I re-did the hitsounds in my diff...

here you go
osu file format v14

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Title:Theme
TitleUnicode:Theme
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
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Irreversible
I'd just do as kwan said, seems legit
Rizia
[Gero's Insane]
i notice the 00:34:975 (8,1) - , it should be compare with 00:30:979 (8,1) - , the spacing is change too huge although its a strong beat , in case if you want some spacing change on a strong beat, you should do some consistent thing here

[CanadianBaka's Light Insane]
00:17:864 (4) - 1/8
Ashton

Rizia wrote:

[CanadianBaka's Light Insane]
00:17:864 (4) - 1/8

Fixed!
osu file format v14

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Thanks!
Gero
Rizia
[Gero's Insane]
i notice the 00:34:975 (8,1) - , it should be compare with 00:30:979 (8,1) - , the spacing is change too huge although its a strong beat , in case if you want some spacing change on a strong beat, you should do some consistent thing here I've decreased the spacing a bit, just like I did it 00:32:852 (2,1) - here, I see nothing wrong with the spacing to be honest, I won't change the pattern, it's playable and looks great.

Gero's Insane
osu file format v14

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Topic Starter
Hollow Delta
Whoops, forgot to reply. Diff already got updated. ;)
Xinely
sorry for late

General :
- http://puu.sh/troOC/20a930239e.png unused files

Easy :
- 00:14:118 (1,2) - nazi, make them straight?

Normal :
- 00:08:872 - you can add note here
- 00:33:851 (3) - remove pls, ur rhythm is too long

Irre :
- 00:18:134 - unsnapped greenline
- 00:05:125 - i think a jump would be nice here to emphasis the music? even (2) one is harder but having jump for both would be nice imo, if u agree then 00:13:118 (1) - same
- 00:08:622 (1) - maybe move to 480,192 to keep the spacing and make those sliders have overlap on tails together?
- 00:37:598 (4) - nc for sv change and for kiai's end?

Light Insane :
- 00:08:622 (2) - redtick has strong sound there, extended slider doesnt fit
- 00:16:615 (2,1) - swap nc for change to jump pattern?
- 00:19:613 (2) - ctrl+g for more fit 1/4 jump to next? 00:23:610 (2) - 00:27:606 (2) - same
- 00:32:103 (1) - keep use 1,2x spacing
- 00:33:726 (2) - ^

Gero :
- 00:05:874 - normal sampleset doesnt fit here
- 00:13:618 (1) - ^

Invader :
- 00:19:613 (5) - nc pls for consistency with 00:27:606 (1) -

good luck ~
Ashton
I'll reply when I get home from school :)

(i'll edit this post)
Topic Starter
Hollow Delta

Xinely wrote:

sorry for late You modded it earlier than I thought you would. lol

General :
- http://puu.sh/troOC/20a930239e.png unused files According to the wikia I had to skin all elements, even if it meant using the template. Also, it's not very clear what needs to be deleted. I'll ask you about this later.

Easy :
- 00:14:118 (1,2) - nazi, make them straight? They're not straight so they can form a diamond pattern with 00:12:119 (1,2,1,2) -

Normal :
- 00:08:872 - you can add note here There are other parts I could apply this too, but I think this part's too weak for that. I could maybe throw in some 1/2 circles in the Kiai.
- 00:33:851 (3) - remove pls, ur rhythm is too long
I changed them to hit circles so the player doesn't get tired out from playing too many sliders.


Invader :
- 00:19:613 (5) - nc pls for consistency with 00:27:606 (1) - Applied.

good luck ~
Thanks for the mod.
Ashton

Xinely wrote:

Light Insane :
- 00:08:622 (2) - redtick has strong sound there, extended slider doesnt fit Fixed the slider, but added a note 00:08:997 (3) - here because I constantly hear the 1/4.
- 00:16:615 (2,1) - swap nc for change to jump pattern? ok
- 00:19:613 (2) - ctrl+g for more fit 1/4 jump to next? 00:23:610 (2) - 00:27:606 (2) - same I did both of them exept the last one, I didn't do the last one because I feel the spacing between: 00:27:606 (2,1) - these two notes would be too high and wouldn't work with the build up i'm trying to do through 00:27:606 (2,1,2,3,4,1,2,3) - this whole pattern.
- 00:32:103 (1) - keep use 1,2x spacing Fixed
- 00:33:726 (2) - ^ ^

UPDATE!
osu file format v14

[General]
AudioFilename: ZIMMY.mp3
AudioLeadIn: 0
PreviewTime: 1878
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 2.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Invader Zim Theme Song
TitleUnicode:Invader Zim Theme Song
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
BeatmapID:1127206
BeatmapSetID:530071

[Difficulty]
HPDrainRate:5
CircleSize:4.8
OverallDifficulty:6
ApproachRate:7.5
SliderMultiplier:1.5
SliderTickRate:1

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

[TimingPoints]
129.709212858766,499.583680266445,4,3,1,40,1,0
30104,-100,4,3,1,30,0,1
37598,-300,4,3,1,30,0,0


[Colours]
Combo1 : 255,128,0
Combo2 : 217,64,255
Combo3 : 128,164,72
Combo4 : 193,129,98
Combo5 : 155,64,78
Combo6 : 255,4,4
SliderBorder : 255,255,255

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Topic Starter
Hollow Delta
Updated.

About the unused skin files: I deleted the 2x files because for some odd reason I thought I needed them. Removed some skins, and made sure only the required ones are in, so the skin's good now.
Irreversible
Fixed all except second last, because i feel like mine fits better

http://puu.sh/tv1v7/9c12ff3e75.txt
thanks!
Topic Starter
Hollow Delta
Updated
Mismagius
[General]
  • spread does seem fine, but the diff jump between normal and irre's hard kinda bothers me a bit, since normal doesn't even have 1/4s and hard has 1/4s and jumps
[Easy]
  1. 00:14:118 (1,2,3) - i would probably make this pattern look a bit nicer by making it more straight, like this
  2. 00:16:615 (4) - following your NCing pattern, this should have a NC
  3. 00:37:098 (2) - would be cool if you silenced the sliderend like in Hard
[Normal]
  1. 00:07:123 (2) - move to 105;230 to make it straight with (1)?
  2. 00:13:618 (3) - doesnt feel straight with next note, i think the right position would be 100;240
  3. 00:16:116 (1) - 368;216 to make it straight? (dont forget to fix the blanket)
  4. 00:24:109 (1) - may be just me but this sliderstart sounds much quieter than the one in 00:20:113 (1) -
  5. 00:37:598 (1) - would be cool if you silenced the sliderend like in Hard²
[Irre's Hard]
  1. 00:08:123 (1,1,1) - i think it would make more sense if the spacing for these 3 was the same (like this or something idk
[CB's Light Insane]
  1. 00:09:372 (5,6,7) - i feel like the normal spacing between 6,7 makes the player lose a lot of momentum. I'd space these three equally or at least make the spacing between 6 and 7 slightly larger
  2. 00:12:619 (2,3,4) - any reason why you used 0,9x here instead of 1,2x like the rest of the 1/4s? o:
  3. 00:13:368 (5,6,7,8,1) - same as before
  4. 00:16:116 (1,1,2,1) - the NC usage here feels slightly confusing to me lol, but I know it's intentional
  5. 00:27:606 (2) - *oh my ocd* slider here isn't straight
  6. 00:37:598 (1) - silence sliderend?
[Gero's Insane]
  • AR feels WAY too high for me, ar8 should be enough, really, but if you don't want 8 then at least 8.5 please D:
  1. 00:19:613 (1,1,1,1) - this is just my opinion as a player (because as a mapper it does look nice), but zig-zagging through this as a player is gonna be a pain, you should maybe map this in a way that makes it easier for a player to do without zig-zagging (kinda like this but consistent, you get the idea
  2. 00:23:610 (1,1,1,1) - this one seems a bit easier but if you wanna apply here too
  3. 00:27:606 (1,1,1,1) - oh dear lol
[Invader]
  1. 00:23:610 (1,2,3,4) - not gonna use 1/8s here? o:
  2. 00:29:105 (1,2,1,2,3,1,2,1,1) - this does look a bit confusing with the spacing, i'd probably make the spacing consistent around here (also the NCs are a bit weird)
  3. 00:37:598 (1) - maybe silence sliderend?
Ashton

Blue Dragon wrote:

[CB's Light Insane]
  1. 00:09:372 (5,6,7) - i feel like the normal spacing between 6,7 makes the player lose a lot of momentum. I'd space these three equally or at least make the spacing between 6 and 7 slightly larger
  2. 00:12:619 (2,3,4) - any reason why you used 0,9x here instead of 1,2x like the rest of the 1/4s? o:
  3. 00:13:368 (5,6,7,8,1) - same as before
  4. 00:16:116 (1,1,2,1) - the NC usage here feels slightly confusing to me lol, but I know it's intentional [color=#FF0000]WELL LEARN TO PLAY OSS (it's fine to me/color]
  5. 00:27:606 (2) - *oh my ocd* slider here isn't straight
  6. 00:37:598 (1) - silence sliderend?

no reply = fix

updaterino
osu file format v14

[General]
AudioFilename: ZIMMY.mp3
AudioLeadIn: 0
PreviewTime: 1878
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Invader Zim Theme Song
TitleUnicode:Invader Zim Theme Song
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
BeatmapID:1127206
BeatmapSetID:530071

[Difficulty]
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CircleSize:4.8
OverallDifficulty:6
ApproachRate:7.5
SliderMultiplier:1.5
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[Events]
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//Break Periods
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Kibbleru
m4m

invade
00:08:622 (1,2) - i think the spacing is a little big, can be easily misread as 1/2 also the angle is a little sharp for it to play well
00:11:120 (3,1) - i would move it a part a bit for cleanliness
00:29:105 (1,2,1,2,3,1,2) - maybe i would face the sliders inwards instead? it would be cleaner and a bit more readable
00:32:602 (4,5,6,7) - https://www.youtube.com/watch?v=yRW8EGbdfLA
00:35:600 (4,5,6,7) - ^
00:37:098 (1,2,3,4) -
00:14:867 (2,3,4) - i think it would be interesting to ctrl G this
i think alot of the streams can be made cleaner using the convert slider to stream tool, seriously polish it up a bit xD

gero
00:08:997 (1) - i dont think u need this nc

whirl
00:17:115 (1,2) - swap nc, strong sound is on 00:17:365 -
00:16:116 (1) - remove nc tbh

irre
00:23:610 (2,3,4,5,1,1,1,1,1) - could at least make the effort to ctrl h loll

easy
00:37:098 (2) - why not just remove the repeat
Topic Starter
Hollow Delta

Blue Dragon wrote:

[General]
  • spread does seem fine, but the diff jump between normal and irre's hard kinda bothers me a bit, since normal doesn't even have 1/4s and hard has 1/4s and jumpsYou do prove a valid point. It's a guest diff so I didn't even bother to think about that. Worst case scenario this is no where close to ready and I'll fill in the spread.
[Easy]
  1. 00:14:118 (1,2,3) - i would probably make this pattern look a bit nicer by making it more straight, like this
    These 2 notes along with the 2 sliders create a diamond pattern, so whether I keep this straight our not is subjective.
  2. 00:16:615 (4) - following your NCing pattern, this should have a NC Done.
  3. 00:37:098 (2) - would be cool if you silenced the sliderend like in Hard Done.


[Normal]
  1. 00:07:123 (2) - move to 105;230 to make it straight with (1)? Done.
  2. 00:13:618 (3) - doesnt feel straight with next note, i think the right position would be 100;240 Done.
  3. 00:16:116 (1) - 368;216 to make it straight? (dont forget to fix the blanket) Done.
  4. 00:24:109 (1) - may be just me but this sliderstart sounds much quieter than the one in 00:20:113 (1) - Didn't notice that. Fixed.
  5. 00:37:598 (1) - would be cool if you silenced the sliderend like in Hard² I'll just apply that to all the diffs.
[Invader]
  1. 00:23:610 (1,2,3,4) - not gonna use 1/8s here? o: Good catch. Idk why I thought differently.
  2. 00:29:105 (1,2,1,2,3,1,2,1,1) - this does look a bit confusing with the spacing, i'd probably make the spacing consistent around here (also the NCs are a bit weird) Yea the spacing is a bit weird. Kibbleru had a good suggestion in their mod which I think I'll use.
  3. 00:37:598 (1) - maybe silence sliderend?
    Done.
Topic Starter
Hollow Delta

Kibbleru wrote:

m4m

invade
00:08:622 (1,2) - i think the spacing is a little big, can be easily misread as 1/2 also the angle is a little sharp for it to play wellThere's enough exaggeration here to justify that spacing.
00:11:120 (3,1) - i would move it a part a bit for cleanliness
I don't understand how it isn't clean as is.

00:29:105 (1,2,1,2,3,1,2) - maybe i would face the sliders inwards instead? it would be cleaner and a bit more readable I think it looks really cool. I'll try that.
00:32:602 (4,5,6,7) - https://www.youtube.com/watch?v=yRW8EGbdfLA
00:35:600 (4,5,6,7) - ^
00:37:098 (1,2,3,4) - There's a shift every 2 circles which justifies that jump. According to this vid, 'a map is built around this' I believe that, which this map is. There are very few streams in the beginning, which is why I couldn't introduce this concept. Only during the Kiai was I able to introduce it.
You've proven I was consistent with it as well by pointing out 00:35:600 (4,5,6,7) - and 00:37:098 (1,2,3,4) - Same parts, same concept. Yea, it plays like shit, but that's the intent. No changes to any of these as I just explained why these are as is.

00:14:867 (2,3,4) - i think it would be interesting to ctrl G this It's the same instrument, so it has a similar pattern.
i think alot of the streams can be made cleaner using the convert slider to stream tool, seriously polish it up a bit xD

easy
00:37:098 (2) - why not just remove the repeat It's because this is where the song ends.
Ashton
Gero
Xinely
Gero :
- 00:05:874 - normal sampleset doesnt fit here
- 00:13:618 (1) - ^ I like them, no changes.

Kibbleru
gero
00:08:997 (1) - i dont think u need this nc You're right, removed.

Gero's Insane
osu file format v14

[General]
AudioFilename: ZIMMY.mp3
AudioLeadIn: 0
PreviewTime: 1878
Countdown: 0
SampleSet: None
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 1878,38098
DistanceSpacing: 0.9
BeatDivisor: 8
GridSize: 4
TimelineZoom: 2.1

[Metadata]
Title:Invader Zim Theme Song
TitleUnicode:Invader Zim Theme Song
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:Gero's Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
BeatmapID:1168340
BeatmapSetID:530071

[Difficulty]
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CircleSize:4.5
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SliderMultiplier:1.7
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[Events]
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Irreversible
fixed
Topic Starter
Hollow Delta
All updated.
Ashton
your avatar scares me
Topic Starter
Hollow Delta

CanadianBaka wrote:

your avatar scares me
OBEY WEEGEEE DESTROY MARIO
Ashton
I think i sent the wrong link after kibbleru's mod


UPDATE!
osu file format v14

[General]
AudioFilename: ZIMMY.mp3
AudioLeadIn: 0
PreviewTime: 1878
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Invader Zim Theme Song
TitleUnicode:Invader Zim Theme Song
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
BeatmapID:1127206
BeatmapSetID:530071

[Difficulty]
HPDrainRate:5
CircleSize:4.8
OverallDifficulty:6
ApproachRate:7.5
SliderMultiplier:1.5
SliderTickRate:1

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

[TimingPoints]
129.709212858766,499.583680266445,4,3,1,40,1,0
30104,-100,4,3,1,30,0,1
37598,-300,4,3,1,30,0,0


[Colours]
Combo1 : 255,128,0
Combo2 : 217,64,255
Combo3 : 128,164,72
Combo4 : 193,129,98
Combo5 : 155,64,78
Combo6 : 255,4,4
SliderBorder : 255,255,255

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140,316,37598,70,0,L|111:356,1,50

thanks
Topic Starter
Hollow Delta
Updated
Seijiro
long ass irc mod
00:29 Bubblun: Hi.
01:53 Bubblun: Hey, are you there>
01:53 MrSergio: oh, hi
01:53 MrSergio: sorry xD
01:53 Bubblun: lol
01:54 Bubblun: Long time no see
01:54 MrSergio: not that long I guess
01:54 Bubblun: idk I think 2 months-ish is a long time
01:54 MrSergio: I think 2 years is a long time :p
01:55 Bubblun: When it comes to osu 2 years isn't enough
01:57 Bubblun: I have a really short map that I've been trying to push before even Sexy and I know it. Could you possibly help me out?
01:57 MrSergio: nope
01:57 Bubblun: Okay
01:59 Bubblun: Would you ever be free to look at it?
01:59 MrSergio: >before Sexy and I know it >short map
02:00 MrSergio: that goes against my quality standards
02:00 Bubblun: So, it doesn't matter the quality / how good the song is, if it's short it's out of question?
02:00 MrSergio: well, that's in general. I do make exceptions
02:01 Bubblun: Sexy wasn't my best map, I learned that after it got popped and I had a qat and a bn show me what was wrong.
02:01 Bubblun: This one has had 3 bns look at it, and none of them gave me an explanation to what is wrong with it.
02:01 Bubblun: Except Kibb, but it wasn't a good reason
02:03 MrSergio: wait... that doesn't sound like a good thing =w=
02:03 Bubblun: Yea, 3 bns looked at it.
02:03 Bubblun: None of them iconed it, but explained why they wouldn't.
02:04 MrSergio: "and none of them gave me an explanation to what is wrong with it" ????
02:04 Bubblun: Like, they all gave me a short mod.
02:04 Bubblun: Small stuff, like blankets, etc.
02:04 MrSergio: isn't that contradicting? .-.
02:04 Bubblun: But didn't icon
02:05 MrSergio: ah,. probably the idea behind the map is not appealing or it didn't get through
02:05 MrSergio: aka, structure is not good
02:05 Bubblun: That's a possibility.
02:05 Bubblun: But none of the bns brought up structure.
02:05 MrSergio: by structure I simply mean "planning"
02:05 Bubblun: hmm, might be right
02:05 MrSergio: plannign a map is important
02:06 Bubblun: But another bn, gero, says he thinks the map is ready
02:06 Bubblun: Only problem is he's guesting, so he can't icon it
02:06 MrSergio: gero... gero... tbh I don't know his mapping on a personal level, but I can tell it is old style, which means there's a high chance that a lot of stuff is fine for me
02:07 Bubblun: He's very clean
02:07 MrSergio: being clean is not enough for a map =w=
02:07 Bubblun: So what's holding my map back then?
02:08 MrSergio: https://osu.ppy.sh/s/530071 ?
02:08 Bubblun: Yea that one lol
02:08 MrSergio: I answered myself, nvm'
02:08 MrSergio: 00:08:622 (1,2,3) - yeah, perfectly readable, lol
02:09 MrSergio: check spacing for 00:11:120 (3,4,1) - and tell me how I can read that those are different snaps
02:09 Bubblun: I mean, nobody else said anything about it.
02:09 Bubblun: ?
02:09 MrSergio: so?
02:09 MrSergio: I'm saying something about it, lmao
02:10 Bubblun: I know, but how could I fix it?
02:10 Bubblun: I don't see anything wrong with it, but there needs to be an alternative
02:10 MrSergio: 00:07:998 (2,3) -
02:10 MrSergio: that's your answer
02:10 MrSergio: and what is wrong about that is the comparison in spacing
02:10 MrSergio: in general, spacing = snap
02:10 Bubblun: Hmm, I can explain this
02:10 MrSergio: but if you play around with the visual spacing like that is not good
02:11 Bubblun: 00:07:623 (1,2,3) - There's more emphasis in this compared to 1/4 like 00:06:874 (2,3,4,5,6) -
02:11 MrSergio: 00:18:114 - from here the map sort of dies out imo, and that's probably why others didn't icon this
02:11 MrSergio: what
02:12 MrSergio: that wasn't my point
02:12 Bubblun: So, what is it?
02:12 MrSergio: use 00:07:623 (1,2,3) - this spacing for 00:08:622 (1,2,3) - too, since they are the same: slider - circle - slider (all of the m on 1/4 snap)
02:12 Bubblun: Oh, okay. I get you
02:13 MrSergio: 00:08:997 (2) - this note doesn't even seem to hold such a big emphasis in the song anyway, so why
02:13 Bubblun: Yea that makes sense.
02:13 Bubblun: Fixed
02:13 MrSergio: 00:20:113 (1,1,1,1,1,1,1,1) - you don't need these many NCs
02:14 Bubblun: sv changes, plus it looks flashy
02:14 MrSergio: the fact it looks flashy is what triggers me tho, since NCs shouldn't be used like that
02:14 MrSergio: SV changes of that sort are so small no one will notice or misread them anyway
02:15 Bubblun: What if I do what Gero did and use the Orange / red colors for that part?
02:15 MrSergio: 00:27:606 (1,2,3,4) - how is this similar to 00:29:105 (1,2,1,2,3,1,2,1) - , since you use the same type of objects with the same snap?
02:15 MrSergio: heh... that might work
02:16 Bubblun: lol
02:16 MrSergio: but he didn't have SV changes, which makes sense
02:16 MrSergio: while you have them on each object, at a constant rate
02:16 Bubblun: I was like 'Uhhh' lol
02:16 MrSergio: so it makes sense to group them together
02:16 Bubblun: You're right.
02:18 MrSergio: 00:30:104 - for the red/orange part: you keep using jumps and anti-jumps a bit too quickly
02:18 MrSergio: 00:32:103 (1,2,3,4,5) - example
02:18 Bubblun: Hmm, idk what to say to that.
02:19 MrSergio: this is a bit too hard to read imo and there are no other places where such thing gets introduced in a more firendly manner, so it comes out of nowhere
02:19 Bubblun: I know what you're talking about, but that's been the intent of the kiai
02:19 Bubblun: Hmm, true
02:19 MrSergio: 00:32:602 (4,5) - why not same spacing as 00:32:352 (2,3) - then?
02:19 MrSergio: the jump itself is a concept you used before, so it's fine
02:19 MrSergio: but that anti-jump after the jump is confusing
02:19 MrSergio: 00:32:602 (4,5) - anti-jump
02:20 Bubblun: 00:32:602 (4,5,6,7) - These are slightly harder to play, so the spacing's closer so the player snaps instead of drawing the pattern
02:21 Bubblun: Before it was all the same distance, but that's what made it insanely hard to play
02:21 MrSergio: the problem here is the length of the song tho: it doesn't allow you to build new patterns easily
02:22 MrSergio: and that anti-jump is the proof here imo
02:22 Bubblun: Hmm
02:22 MrSergio: you should have used a pattern with a single (or even two) anti-jump alone, without any jump, to make it understandable
02:22 MrSergio: once you do that, the player keeps it in his memory the pattern and reocgnize it afterwards
02:23 Bubblun: I mean, the streams in general are confusing.
02:23 MrSergio: the way you presented this, it feels like the whole "jump on a 1/4 snap" concept is evolving with the anti-jump
02:23 Bubblun: doubles and quads
02:23 MrSergio: which is clearly contradicting
02:23 MrSergio: btw, little side note: 00:07:623 (1,2,3) - aestehtics are not that good
02:23 Bubblun: idk I think it looks good
02:24 Bubblun: But back to the main picture
02:24 Bubblun: 00:32:602 (4,5,6,7) - So how about I just make this a stream then?
02:25 MrSergio: http://osu.ppy.sh/ss/7363621
02:25 MrSergio: I told you earlier =w=
02:25 Bubblun: 00:08:123 (3,1) - 00:07:623 (1,3) - 3 is a different instrument from 1, which is why I didn't do a pattern like that.
02:26 MrSergio: you didn't introduce the anti-jump before, so adding it out of nowhere makes it harder to read
02:26 Bubblun: So is it an anti-jump because of the spacing or just the angle I mapped it at?
02:26 MrSergio: combos are meant to identify a single rhythm or a defined stanza of the song tho. Using 2 objects of two different combos on the same instrument like that makes both combos lose meaning
02:27 MrSergio: spacing...
02:27 MrSergio: zzz
02:27 Bubblun: Yea mistake on my part. I applied an nc at that little bit you showed me
02:28 Bubblun: 00:32:602 (4,5,6,7) - The doubles are interesting though, so how could I fix this
02:28 MrSergio: 00:29:105 (1,2,1,2,3,1,2,1) - ah, NCs are messed up
02:29 Bubblun: lol I'll fix that
02:30 MrSergio: https://osu.ppy.sh/ss/7363653 ?
02:30 MrSergio: idk, it's an option
02:30 Bubblun: I like it.
02:30 MrSergio: as long as there is a decisive direction change and it gives the punch on each red/white tick, it should be fnie
02:30 Bubblun: Yea, I see your point. I like that change so I'll keep that screenshot
02:31 MrSergio: you might need to change things afterwards in that case
02:31 MrSergio: since you know... http://osu.ppy.sh/ss/7363664
02:31 Bubblun: That's fine
02:31 Bubblun: lol nah that jump's justified
02:31 Bubblun: jk
02:31 MrSergio: 00:35:600 (4,5,6,7) - consistency and blah blah blah
02:32 Bubblun: Alright, I got you.
02:32 MrSergio: 00:34:975 (7,1) - this jump might be a bit bigger considering the strong sound on it
02:32 Bubblun: Hmm, idk.
02:33 MrSergio: actually, each new combo would deserve that probably, but since you did it consistently it might be fine
02:33 Bubblun: I'll keep it the same for now as it's hard to compare 00:34:101 (1,1) - the 2
02:33 MrSergio: I just think it could be bigger
02:33 MrSergio: yeah ^
02:33 Bubblun: It's already hard to play as is, so to make it bigger would be a bit overkill
02:33 MrSergio: it's a pretty slow BPM, dunno how such a spacing would make a difference tho
02:34 MrSergio: anyway, it's fine
02:34 Bubblun: 120 is akward to stream.
02:34 Bubblun: So I just tap it xD
02:35 MrSergio: 00:06:374 (4,1,2) - little notice, you probably don't need to change this (although it would increase quality imo): wide angle jumps like this one have a weak emphasis on beats like 1. The reason is that you need to stop and then continue in the same direction you were going
02:36 Bubblun: hmm, I don't think so
02:36 MrSergio: http://osu.ppy.sh/ss/7363690 stuff like this works better for good emphasis on 1
02:36 MrSergio: just due to flow
02:37 Bubblun: wait nvm wrong part
02:37 Bubblun: let me recheck
02:37 Bubblun: Hmm, I don't think it's an issue.
02:37 MrSergio: it's not an issue
02:37 Bubblun: Although that's an upcoming stream, it doesn't have as much exaggeration.
02:37 MrSergio: but BNs aren't meant to check issues only
02:38 Bubblun: lol I know that
02:38 MrSergio: and I'm talking about small, subjective details that make a change in the whole map's mood
02:38 MrSergio: yeah, mood, not mod :P
02:38 Bubblun: I wanna make this a good map.
02:40 Bubblun: But thanks for the mod, you've helped out a lot.
02:45 Bubblun: Updated
02:46 MrSergio: that thing about the 1/8 sliders in the stream seemed a bit strange tho, not sure why
02:46 MrSergio: 00:07:623 (1,2,1,1) - yeah, great, you messed it up even more lol
02:46 Bubblun: The 00:29:105 (1) - These?
02:46 MrSergio: 00:19:613 -
02:47 Bubblun: lol
02:47 MrSergio: 00:27:606 -
02:47 MrSergio: I mean, 00:29:105 (1,2,3,4,1,2,3,4) - these are fine as they are
02:47 MrSergio: the other spots should be somehow different than 00:29:105 (1,2,3,4,1,2,3,4) -
02:48 Bubblun: Both spots use kick sliders, but different concepts for each instrument.
02:48 MrSergio: 00:27:606 (1,1,1,1) - 00:29:105 (1) - pn Gero's
02:48 MrSergio: on*
02:48 Bubblun: Hold on.
02:48 MrSergio: the spacing and the overlap quantity tells me otherwise tho
02:48 Bubblun: Gero's offline rn
02:48 MrSergio: no
02:48 MrSergio: it was for you, to take as example
02:48 Bubblun: Oh, okay
02:49 MrSergio: your objects have: similar spacing, similar way to overlap and same type of object
02:49 MrSergio: yet they are different in the song
02:49 MrSergio: that's what doesn't feel right to me
02:49 Bubblun: Hmm.
02:50 Bubblun: They're not different enough?
02:50 Bubblun: Yea it's mapped the same with, but with different intentions.
02:50 MrSergio: well, I can't tell your intentions from those patterns tho
02:50 MrSergio: they just look the same for me
02:50 MrSergio: but the song doesn't seem the same in those spots
02:50 Bubblun: Yea you're right
02:51 Bubblun: So what do you suppose I do instead?
02:51 MrSergio: having some intentions is good, but the result is what matters
02:51 Bubblun: I think it works, but so far you've proven me wrong
02:51 MrSergio: idk... Gero used a repeat slider instead, which is really cool for that part
02:51 MrSergio: in your case you should use a bit more of spacing in the other spots probably
02:51 MrSergio: to create the same effect he did on his map, although it is done a bit differently
02:52 Bubblun: I don't wanna use the reverse slider cause I feel that sudden stop would ruin the consistency
02:52 Bubblun: 00:29:105 (1,2,3,4,1,2,3,4) - What if I use a different shape, like a curved slider?
02:54 MrSergio: [http://mrsergio.s-ul.eu/Up2q6YM1.png uhh]
02:54 Bubblun: Oh, okay.
02:55 MrSergio: the amount of movement is probably the main thing there
02:55 MrSergio: and overall, you have the same amount in all spots
02:55 MrSergio: change spacing and it should be fine
02:55 MrSergio: otherwise change objects like Gero did
02:55 Bubblun: Reverse slider seems like the best option right now
02:56 MrSergio: (aka, add a repeat slider in that last spot and leave the others as they are)
02:56 MrSergio: well, your choice
02:56 MrSergio: I'm trying to fix stuff based on what you have right now
02:56 MrSergio: if you prefer that one, sure
02:56 Bubblun: Okay
02:56 MrSergio: I usually try keeping the original intent of the mapper... somehow
02:57 Bubblun: Okay I did something lol
02:59 Bubblun: Updated
03:00 Bubblun: Actually wait ncs screwed up
03:03 MrSergio: umh... now that Ncs changed like that... I was thinking that you may even remove 00:07:623 (1) -
03:04 MrSergio: it doesn't really make sense to have a 2 object combo like that in the whole map
03:04 Bubblun: Yea, probably should lol
03:04 MrSergio: 00:13:368 (1,2) - well, this is fine as a 2 objects combo since the rhythm supports that
03:04 MrSergio: but you get me
03:05 MrSergio: 00:29:105 (1,2,3,4,1) - ok, a lot better now
03:05 Bubblun: oml the colors screw up as soon as I change an nc lol
03:05 MrSergio: 00:35:100 (1,2,3,4,5,6) - direction change is a bit bland tho
03:05 MrSergio: maybe make it a bit more edgy
03:05 MrSergio: because you missed just one NC somewhere
03:05 Bubblun: I'll just bring it up
03:05 MrSergio: you usually need to adjust just one NC and all the others will be the same
03:06 Bubblun: Yea but I wasn't thinking
03:06 MrSergio: the question is "where"
03:06 Bubblun: lol
03:06 MrSergio: and tbh I have no idea myself now
03:06 MrSergio: you might as well select everything and remove all the Combos with Q
03:06 MrSergio: and remake them from scratch if you are lost
03:07 Bubblun: No I have the pattern memorized.
03:07 MrSergio: but usually, the change is right after the pattern you changed
03:07 MrSergio: so you have to look around those patterns
03:07 Bubblun: Yea but the problem is it'll try to apply the red and orange colors
03:08 Bubblun: I think I fixed the colors
03:09 Bubblun: There
03:10 MrSergio: 00:35:725 (5,6) - I was referring to this angle change too, lol
03:10 Bubblun: lol
03:10 MrSergio: 00:35:475 (3,4) - this is more or less fine, but that other is too wide imo
03:10 MrSergio: I have a fix
03:11 MrSergio: http://osu.ppy.sh/ss/7363907
03:11 Bubblun: Yea I was trying to replicate the first pattern
03:11 Bubblun: k
03:11 MrSergio: idk, see how it goes yourself
03:11 MrSergio: but in any case, make sure that angle is not too wide
03:11 MrSergio: the snap has to be there to help the player
03:12 Bubblun: I'm gonna do what you showed me
03:12 MrSergio: side notes: 00:37:098 (1,2,3,4,1) - overlapping like that is not so cool and 00:36:474 (3,1) - this sort of going back and forth is a concept you never used before (and it feels a bit awkward too tbh)
03:13 Bubblun: Yea you're right about the back and forth pattern, I'll fix that.
03:13 MrSergio: 00:37:473 (4,1) - same here, for the back and forth
03:13 Bubblun: 00:37:098 (1,2,3,4,1) - About this, the circular motion and the end of the slider is enough for the player to see it coming.
03:13 MrSergio: ah wait, I saw 3 and 4 being the other way around
03:14 MrSergio: umh...
03:14 Bubblun: lol
03:14 MrSergio: I mean, the circular flow for 00:37:098 (1,2,3,4) - is good, but if you see the jump 00:37:473 (4,1) - and where the slider body goes you notice another back and forth movement
03:15 MrSergio: although... nah, nvm, it's fine like that I suppose
03:15 Bubblun: Not really.
03:15 Bubblun: 00:36:099 (1,2,3,1,2,3) - I will fix this however
03:15 MrSergio: just not as clean as I imagined
03:15 MrSergio: since 00:37:348 (3,4,1) - this overlap is not so defined
03:15 MrSergio: 00:37:223 (2,1) - not even this is so defined either
03:16 MrSergio: I mean, nothing else like that was there in the map
03:16 Bubblun: I didn't think it was an issue cause the player should see the Z unwarp out of that spot.
03:16 Bubblun: unwrap*
03:16 MrSergio: yeah, that's true, but that overlap is just... ugh
03:16 MrSergio: personal preference I suppose
03:17 Bubblun: lol
03:17 Bubblun: If you have a better idea let me know
03:18 MrSergio: I was thinking at something like [http://osu.ppy.sh/ss/7363957 this], just rotated to make the Z shape be noticeable
03:18 Bubblun: If I do that it's not a Z anymore.
03:18 Bubblun: That's an N lol
03:18 MrSergio: that way even if 1,2,1 overlap, they do it in a clean manner
03:18 MrSergio: i said... rotated...
03:18 MrSergio: you gotta change 00:36:099 (1,2,3,1,2,3) - anyway, so...
03:18 Bubblun: Xd Sorry
03:18 MrSergio: you can roatate that somehow maybe
03:18 Bubblun: I kept it the same, but I fixed that little bit
03:19 MrSergio: it's just... that random overlaps feel ugly to me.
03:19 MrSergio: I don't hate overlaps in general tho
03:19 MrSergio: it just depends on how they are done
03:19 Bubblun: True
03:19 MrSergio: is the Z referred to "Zim"?
03:19 MrSergio: (just curious)
03:19 Bubblun: Yea lol
03:21 Bubblun: If it's about the fact it's backwards, you can still identify it's a z because of it's horizontal orientation lol
03:21 MrSergio: yeah
03:21 Bubblun: tbh I feel like non-english players are gonna tease me about that
03:21 MrSergio: 00:31:603 (1,1,1,1,1) - wtf on Gero's =w=
03:21 Bubblun: 'Dumb American can't even write' lol
03:22 Bubblun: I thought it looked cool, so I didn't question
03:22 MrSergio: that NC abuse...
03:22 MrSergio: well, alright... but why
03:22 MrSergio: if I were to play that I would just wonder "if a NC means someting will change, what should I expect to change so drastically and so frequently to warrant so many NCs?"
03:22 Bubblun: You're right.
03:22 Bubblun: Or for this particular one, it could be for exaggeration
03:23 MrSergio: 00:24:109 (1,1,1,1,1,1) - this stuff may be fine, I can agree
03:23 MrSergio: but that stream... uhhh
03:23 MrSergio: that one ^ is supported by the increasing volume of the song, if you notice
03:23 Bubblun: Yea you're right.
03:23 MrSergio: while 00:31:603 (1,1,1,1) - this is pretty... constat in the music
03:24 MrSergio: if we assume players usually listen to the song while playing, it would make sense to follow the song, t hat's all
03:24 MrSergio: 00:33:601 (1,1) - <.<
03:24 MrSergio: and so on
03:24 Bubblun: lol
03:24 Bubblun: I thought it looked cool regardless, so I thought it worked
03:24 MrSergio: it's more or less the same concept you had for your sliders before, the ones with the increasing SV
03:24 MrSergio: the increase is constant, so there isn't really a need to emphasize that on each single beat
03:24 MrSergio: I mean... it works
03:24 Bubblun: Gero and I had conflicting concepts if anything lol
03:25 MrSergio: it just doesn't feel right with his clean style tbh
03:25 MrSergio: actually, in general that wouldn't feel clean anyway
03:25 Bubblun: I'm not clean?! >:(
03:25 Bubblun: jk
03:25 MrSergio: (purely personal preference here)
03:25 MrSergio: it is clean, but your overlaps make it a bit less clean than Gero's
03:25 Bubblun: xD
03:26 MrSergio: and he uses even simpler concepts
03:26 Bubblun: Yea, which I think is good as well.
03:26 MrSergio: and that's fine, I mean, it's not like you need to do it
03:26 MrSergio: it's fine like that
03:26 Bubblun: Sometimes simple's a good option
03:26 MrSergio: the songi s repetitive after all, so it makes sense, yeah
03:26 MrSergio: I wouldn't like to see this on a camellia song tho =w=
03:26 Bubblun: Oh hell no xD
03:27 MrSergio: (just to make a really exaggerated example)
03:27 MrSergio: 00:02:877 (2,3,4,5,6,7,1) - and I get triggered right away on Canadian'
03:27 MrSergio: s
03:27 Bubblun: xDDD
03:27 MrSergio: I wonder why those shapes
03:28 MrSergio: 00:19:613 (2,1) - ugh
03:28 Bubblun: idk he's weird
03:28 MrSergio: 00:16:116 (5,1) - it wasn't like that here
03:28 MrSergio: or 00:17:864 (3,1) - here
03:28 Bubblun: Yea I get you.
03:28 Bubblun: Should I get him?
03:29 MrSergio: 00:28:106 (1,2,3,4,1,2,3,4) - all hail animu style
03:29 MrSergio: ugh... idk
03:29 MrSergio: 00:34:600 (2,3) - not even parallel
03:30 Bubblun: Hand placed objects lol
03:30 MrSergio: because ctrl d is not an option apparently
03:30 MrSergio: zzz
03:30 Bubblun: xDDD
03:30 MrSergio: 00:37:598 (1) - slider end might need silencing considering the strong hitsound and the weak song
03:30 Bubblun: It's supposed to be silenced.
03:30 MrSergio: this map feels so unstructured =w=
03:31 MrSergio: but it is not .-.
03:31 Bubblun: I guess copier didn't pick it up
03:31 MrSergio: ah, you menat that
03:31 MrSergio: sometimes it derps, yeah
03:31 Bubblun: He shouldn't mind me silencing it, so I'll just do that now
03:31 Bubblun: I questioned CanadianB's structure when he first mapped it.
03:31 Bubblun: His reason was because he wanted it to flow well.
03:32 MrSergio: 00:08:123 (1,1,1) - what Irre did here is when you actually need to place those many NCs: the diff is a lower one and moreover the SV change is really noticeable
03:32 Bubblun: So he's aware it's structured like that.
03:32 MrSergio: well, duh
03:32 MrSergio: flow can be achieved anyway
03:32 MrSergio: but structure needs reasoning
03:32 Bubblun: I know.
03:32 Bubblun: But idk about him
03:32 MrSergio: first comes rhythm, then comes structure and then comes flow
03:32 MrSergio: (put aesthetics in there too, if you want)
03:33 Bubblun: I know.
03:33 MrSergio: but flow is the last thing you consider to adjust imo
03:33 MrSergio: since it is easy to achieve
03:33 Bubblun: This is a pretty old map of mine anyway, just happens to be a gem
03:34 Bubblun: I'll talk with him about it.
03:34 Bubblun: If he wants to look at it soon
03:34 MrSergio: Irre managed to not make those NCs piss me off, gg
03:34 Bubblun: He's a very good mapper.
03:35 MrSergio: are there any diamonds-like icons in this game btw?
03:35 MrSergio: inb4 it is not a game
03:35 Bubblun: Oh damn
03:35 Bubblun: Put that on osu suggestions lol
03:36 MrSergio: Nickelodeon... I assume it is a cartoon then
03:36 Bubblun: Yep
03:36 MrSergio: still, are there any diamonds at all?
03:36 MrSergio: idk, I'm just trying to make sense out of something
03:36 Bubblun: idk xD
03:36 Bubblun: What do you mean?
03:36 MrSergio: since this 00:24:109 (1,2,3,4,5) - on Normal looked like a diamond, although it is a bit cramped
03:37 MrSergio: so... normally I would ask if there is a more... "open" version
03:37 MrSergio: but if it was related to the cartoon it would have made sense
03:37 Bubblun: That's not really supposed to be anything, it's just something I thought of
03:37 MrSergio: I tried going too deep then
03:37 Bubblun: But it does look like a diamond lol
03:37 Bubblun: xDD
03:38 Bubblun: At the time I made this map I wouldn't have been smart enough to do that
03:38 Bubblun: But this is the intro to a show that aired in 2004-ish
03:38 MrSergio: 00:02:128 (1,2,1) - maybe aesthetics may be improved, since those shapes altogether feels a bit... random
03:39 MrSergio: as long as spacing is kept intuitive, you can break DS
03:39 Bubblun: I know.
03:39 Bubblun: For this specific map I chose not to
03:40 Bubblun: About that, I didn't think it looked bad so I didn't change it
03:41 MrSergio: 00:36:099 (1,2,3,4) - just personal I suppose, but all this stuff (+ 00:37:598 (1) - ) feels like the same rhythm... like... 00:37:598 (1) - 00:37:598 (1) - 00:37:598 (1) - the same sequence of notes is repeated into the song
03:41 MrSergio: so I was expecting 00:36:099 (1,2,3,4) - 3 sliders instead
03:42 Bubblun: I see what you mean.
03:42 Bubblun: I did that for variation, but that's not the most important part of the map so I can fix that no problem.
03:42 MrSergio: wait, I linked the same one 3 times...
03:42 MrSergio: =w=
03:42 Bubblun: xDD
03:42 MrSergio: well, you got it anyway apparently
03:43 Bubblun: Cause I'm a special little snowflake
03:43 Bubblun: jk don't quote me on that
03:43 Bubblun: Shit
03:44 Bubblun: Anyways, I fixed that bit
03:45 MrSergio: on the Easy you could cut your NC-ing in half, since it feels a bit too flashy :thinking:
03:46 MrSergio: 00:04:126 (1) - like this
03:46 MrSergio: and so on
03:46 Bubblun: Is that really necessary?
03:46 MrSergio: preference once again
03:46 Bubblun: Okay.
03:46 MrSergio: but you use a NC every 2 objects and NCs sort of increase the drain
03:47 Bubblun: Interesting.
03:47 MrSergio: so on lower diffs I just tend to use less
03:47 Bubblun: If it increases that drain, I can lower the hp a bit.
03:47 MrSergio: well, I don't think it makes a big difference anyway
03:47 MrSergio: I just don't like seeing too many NCs after each other lol
03:47 MrSergio: it gives me off a feeling of unstructure
03:48 MrSergio: kiai time works fine with that many NCs btw
03:48 Bubblun: I knew that
03:48 MrSergio: 00:34:101 (1,2,1) - maybe try to improve aesthetics a bit xD
03:48 Bubblun: I just tested it with a mouse (Not a mouse player btw) and the drain seemed okay
03:48 MrSergio: 00:34:101 (1,2,1,2) - wasn't this supposed to be a sort of square? x)
03:49 MrSergio: as I said, drain on lower diffs is not perceivable, I just said it as a general thing
03:49 Bubblun: No, because that last slider is a different bit
03:49 Bubblun: Okay
03:49 MrSergio: no, I mean, the shape is fine
03:49 MrSergio: it's the placement and the littel direction change lol
03:50 Bubblun: The whole kiai goes counter-clockwise
03:50 MrSergio: http://osu.ppy.sh/ss/7364173
03:50 MrSergio: >aesthetics, lmao
03:51 Bubblun: I didn't think to do that cause that shape would've been long gone, but why not
03:51 Bubblun: Done
03:51 MrSergio: http://mrsergio.s-ul.eu/T1Y1Hmmv.png
03:51 MrSergio: basically, that's the reason
03:51 Bubblun: I know, I saw it.
03:52 Bubblun: I applied that.
03:52 MrSergio: on lower diffs we can't build much in general, so the few occasions to build something shouldn't get wasted
03:52 MrSergio: at least imo
03:52 Bubblun: I agree.
03:52 Bubblun: Always go for quality
03:52 MrSergio: (that is part of structure, since it is a reason to keep objects like that due to the meaning they gain, but yeah,..._
03:53 Bubblun: IF that's all there is to easy, I can upload it now
03:53 MrSergio: I guess yeah...
03:53 MrSergio: actually, was this supposed to be straight 00:30:104 (1,2,3) - ?
03:54 Bubblun: Yea it was lol
03:54 Bubblun: I'll fix that
03:54 MrSergio: something's telling me you didn't have space for 00:32:103 (1) - and raised the whole 00:30:104 (1,2,3) - or idk
03:54 MrSergio: oh, nvm
03:54 Bubblun: Nah it fits
03:54 Bubblun: 'Nah it fits' don't take that out of context pls
03:55 MrSergio: I'm not that lewd yet, but you gave me good material :^)
03:55 Bubblun: Oh boy xD
03:57 MrSergio: make Canadian take a look again at his diff please
03:57 Bubblun: Sure
03:58 Bubblun: We both mapped this a long time ago anyway.
04:01 Bubblun: Thanks for all the help, the map looks a lot better now.
04:03 Bubblun: Could I come back to you once me and Canadian fix things?
04:04 MrSergio: why not...

Canadian, take a look at it too, there's something for you too
Topic Starter
Hollow Delta
:?

MrSergio wrote:

long ass irc mod
00:29 Bubblun: Hi.
01:53 Bubblun: Hey, are you there>
01:53 MrSergio: oh, hi
01:53 MrSergio: sorry xD
01:53 Bubblun: lol
01:54 Bubblun: Long time no see
01:54 MrSergio: not that long I guess
01:54 Bubblun: idk I think 2 months-ish is a long time
01:54 MrSergio: I think 2 years is a long time :p
01:55 Bubblun: When it comes to osu 2 years isn't enough
01:57 Bubblun: I have a really short map that I've been trying to push before even Sexy and I know it. Could you possibly help me out?
01:57 MrSergio: nope
01:57 Bubblun: Okay
01:59 Bubblun: Would you ever be free to look at it?
01:59 MrSergio: >before Sexy and I know it >short map
02:00 MrSergio: that goes against my quality standards
02:00 Bubblun: So, it doesn't matter the quality / how good the song is, if it's short it's out of question?
02:00 MrSergio: well, that's in general. I do make exceptions
02:01 Bubblun: Sexy wasn't my best map, I learned that after it got popped and I had a qat and a bn show me what was wrong.
02:01 Bubblun: This one has had 3 bns look at it, and none of them gave me an explanation to what is wrong with it.
02:01 Bubblun: Except Kibb, but it wasn't a good reason
02:03 MrSergio: wait... that doesn't sound like a good thing =w=
02:03 Bubblun: Yea, 3 bns looked at it.
02:03 Bubblun: None of them iconed it, but explained why they wouldn't.
02:04 MrSergio: "and none of them gave me an explanation to what is wrong with it" ????
02:04 Bubblun: Like, they all gave me a short mod.
02:04 Bubblun: Small stuff, like blankets, etc.
02:04 MrSergio: isn't that contradicting? .-.
02:04 Bubblun: But didn't icon
02:05 MrSergio: ah,. probably the idea behind the map is not appealing or it didn't get through
02:05 MrSergio: aka, structure is not good
02:05 Bubblun: That's a possibility.
02:05 Bubblun: But none of the bns brought up structure.
02:05 MrSergio: by structure I simply mean "planning"
02:05 Bubblun: hmm, might be right
02:05 MrSergio: plannign a map is important
02:06 Bubblun: But another bn, gero, says he thinks the map is ready
02:06 Bubblun: Only problem is he's guesting, so he can't icon it
02:06 MrSergio: gero... gero... tbh I don't know his mapping on a personal level, but I can tell it is old style, which means there's a high chance that a lot of stuff is fine for me
02:07 Bubblun: He's very clean
02:07 MrSergio: being clean is not enough for a map =w=
02:07 Bubblun: So what's holding my map back then?
02:08 MrSergio: https://osu.ppy.sh/s/530071 ?
02:08 Bubblun: Yea that one lol
02:08 MrSergio: I answered myself, nvm'
02:08 MrSergio: 00:08:622 (1,2,3) - yeah, perfectly readable, lol
02:09 MrSergio: check spacing for 00:11:120 (3,4,1) - and tell me how I can read that those are different snaps
02:09 Bubblun: I mean, nobody else said anything about it.
02:09 Bubblun: ?
02:09 MrSergio: so?
02:09 MrSergio: I'm saying something about it, lmao
02:10 Bubblun: I know, but how could I fix it?
02:10 Bubblun: I don't see anything wrong with it, but there needs to be an alternative
02:10 MrSergio: 00:07:998 (2,3) -
02:10 MrSergio: that's your answer
02:10 MrSergio: and what is wrong about that is the comparison in spacing
02:10 MrSergio: in general, spacing = snap
02:10 Bubblun: Hmm, I can explain this
02:10 MrSergio: but if you play around with the visual spacing like that is not good
02:11 Bubblun: 00:07:623 (1,2,3) - There's more emphasis in this compared to 1/4 like 00:06:874 (2,3,4,5,6) -
02:11 MrSergio: 00:18:114 - from here the map sort of dies out imo, and that's probably why others didn't icon this
02:11 MrSergio: what
02:12 MrSergio: that wasn't my point
02:12 Bubblun: So, what is it?
02:12 MrSergio: use 00:07:623 (1,2,3) - this spacing for 00:08:622 (1,2,3) - too, since they are the same: slider - circle - slider (all of the m on 1/4 snap)
02:12 Bubblun: Oh, okay. I get you
02:13 MrSergio: 00:08:997 (2) - this note doesn't even seem to hold such a big emphasis in the song anyway, so why
02:13 Bubblun: Yea that makes sense.
02:13 Bubblun: Fixed
02:13 MrSergio: 00:20:113 (1,1,1,1,1,1,1,1) - you don't need these many NCs
02:14 Bubblun: sv changes, plus it looks flashy
02:14 MrSergio: the fact it looks flashy is what triggers me tho, since NCs shouldn't be used like that
02:14 MrSergio: SV changes of that sort are so small no one will notice or misread them anyway
02:15 Bubblun: What if I do what Gero did and use the Orange / red colors for that part?
02:15 MrSergio: 00:27:606 (1,2,3,4) - how is this similar to 00:29:105 (1,2,1,2,3,1,2,1) - , since you use the same type of objects with the same snap?
02:15 MrSergio: heh... that might work
02:16 Bubblun: lol
02:16 MrSergio: but he didn't have SV changes, which makes sense
02:16 MrSergio: while you have them on each object, at a constant rate
02:16 Bubblun: I was like 'Uhhh' lol
02:16 MrSergio: so it makes sense to group them together
02:16 Bubblun: You're right.
02:18 MrSergio: 00:30:104 - for the red/orange part: you keep using jumps and anti-jumps a bit too quickly
02:18 MrSergio: 00:32:103 (1,2,3,4,5) - example
02:18 Bubblun: Hmm, idk what to say to that.
02:19 MrSergio: this is a bit too hard to read imo and there are no other places where such thing gets introduced in a more firendly manner, so it comes out of nowhere
02:19 Bubblun: I know what you're talking about, but that's been the intent of the kiai
02:19 Bubblun: Hmm, true
02:19 MrSergio: 00:32:602 (4,5) - why not same spacing as 00:32:352 (2,3) - then?
02:19 MrSergio: the jump itself is a concept you used before, so it's fine
02:19 MrSergio: but that anti-jump after the jump is confusing
02:19 MrSergio: 00:32:602 (4,5) - anti-jump
02:20 Bubblun: 00:32:602 (4,5,6,7) - These are slightly harder to play, so the spacing's closer so the player snaps instead of drawing the pattern
02:21 Bubblun: Before it was all the same distance, but that's what made it insanely hard to play
02:21 MrSergio: the problem here is the length of the song tho: it doesn't allow you to build new patterns easily
02:22 MrSergio: and that anti-jump is the proof here imo
02:22 Bubblun: Hmm
02:22 MrSergio: you should have used a pattern with a single (or even two) anti-jump alone, without any jump, to make it understandable
02:22 MrSergio: once you do that, the player keeps it in his memory the pattern and reocgnize it afterwards
02:23 Bubblun: I mean, the streams in general are confusing.
02:23 MrSergio: the way you presented this, it feels like the whole "jump on a 1/4 snap" concept is evolving with the anti-jump
02:23 Bubblun: doubles and quads
02:23 MrSergio: which is clearly contradicting
02:23 MrSergio: btw, little side note: 00:07:623 (1,2,3) - aestehtics are not that good
02:23 Bubblun: idk I think it looks good
02:24 Bubblun: But back to the main picture
02:24 Bubblun: 00:32:602 (4,5,6,7) - So how about I just make this a stream then?
02:25 MrSergio: http://osu.ppy.sh/ss/7363621
02:25 MrSergio: I told you earlier =w=
02:25 Bubblun: 00:08:123 (3,1) - 00:07:623 (1,3) - 3 is a different instrument from 1, which is why I didn't do a pattern like that.
02:26 MrSergio: you didn't introduce the anti-jump before, so adding it out of nowhere makes it harder to read
02:26 Bubblun: So is it an anti-jump because of the spacing or just the angle I mapped it at?
02:26 MrSergio: combos are meant to identify a single rhythm or a defined stanza of the song tho. Using 2 objects of two different combos on the same instrument like that makes both combos lose meaning
02:27 MrSergio: spacing...
02:27 MrSergio: zzz
02:27 Bubblun: Yea mistake on my part. I applied an nc at that little bit you showed me
02:28 Bubblun: 00:32:602 (4,5,6,7) - The doubles are interesting though, so how could I fix this
02:28 MrSergio: 00:29:105 (1,2,1,2,3,1,2,1) - ah, NCs are messed up
02:29 Bubblun: lol I'll fix that
02:30 MrSergio: https://osu.ppy.sh/ss/7363653 ?
02:30 MrSergio: idk, it's an option
02:30 Bubblun: I like it.
02:30 MrSergio: as long as there is a decisive direction change and it gives the punch on each red/white tick, it should be fnie
02:30 Bubblun: Yea, I see your point. I like that change so I'll keep that screenshot
02:31 MrSergio: you might need to change things afterwards in that case
02:31 MrSergio: since you know... http://osu.ppy.sh/ss/7363664
02:31 Bubblun: That's fine
02:31 Bubblun: lol nah that jump's justified
02:31 Bubblun: jk
02:31 MrSergio: 00:35:600 (4,5,6,7) - consistency and blah blah blah
02:32 Bubblun: Alright, I got you.
02:32 MrSergio: 00:34:975 (7,1) - this jump might be a bit bigger considering the strong sound on it
02:32 Bubblun: Hmm, idk.
02:33 MrSergio: actually, each new combo would deserve that probably, but since you did it consistently it might be fine
02:33 Bubblun: I'll keep it the same for now as it's hard to compare 00:34:101 (1,1) - the 2
02:33 MrSergio: I just think it could be bigger
02:33 MrSergio: yeah ^
02:33 Bubblun: It's already hard to play as is, so to make it bigger would be a bit overkill
02:33 MrSergio: it's a pretty slow BPM, dunno how such a spacing would make a difference tho
02:34 MrSergio: anyway, it's fine
02:34 Bubblun: 120 is akward to stream.
02:34 Bubblun: So I just tap it xD
02:35 MrSergio: 00:06:374 (4,1,2) - little notice, you probably don't need to change this (although it would increase quality imo): wide angle jumps like this one have a weak emphasis on beats like 1. The reason is that you need to stop and then continue in the same direction you were going
02:36 Bubblun: hmm, I don't think so
02:36 MrSergio: http://osu.ppy.sh/ss/7363690 stuff like this works better for good emphasis on 1
02:36 MrSergio: just due to flow
02:37 Bubblun: wait nvm wrong part
02:37 Bubblun: let me recheck
02:37 Bubblun: Hmm, I don't think it's an issue.
02:37 MrSergio: it's not an issue
02:37 Bubblun: Although that's an upcoming stream, it doesn't have as much exaggeration.
02:37 MrSergio: but BNs aren't meant to check issues only
02:38 Bubblun: lol I know that
02:38 MrSergio: and I'm talking about small, subjective details that make a change in the whole map's mood
02:38 MrSergio: yeah, mood, not mod :P
02:38 Bubblun: I wanna make this a good map.
02:40 Bubblun: But thanks for the mod, you've helped out a lot.
02:45 Bubblun: Updated
02:46 MrSergio: that thing about the 1/8 sliders in the stream seemed a bit strange tho, not sure why
02:46 MrSergio: 00:07:623 (1,2,1,1) - yeah, great, you messed it up even more lol
02:46 Bubblun: The 00:29:105 (1) - These?
02:46 MrSergio: 00:19:613 -
02:47 Bubblun: lol
02:47 MrSergio: 00:27:606 -
02:47 MrSergio: I mean, 00:29:105 (1,2,3,4,1,2,3,4) - these are fine as they are
02:47 MrSergio: the other spots should be somehow different than 00:29:105 (1,2,3,4,1,2,3,4) -
02:48 Bubblun: Both spots use kick sliders, but different concepts for each instrument.
02:48 MrSergio: 00:27:606 (1,1,1,1) - 00:29:105 (1) - pn Gero's
02:48 MrSergio: on*
02:48 Bubblun: Hold on.
02:48 MrSergio: the spacing and the overlap quantity tells me otherwise tho
02:48 Bubblun: Gero's offline rn
02:48 MrSergio: no
02:48 MrSergio: it was for you, to take as example
02:48 Bubblun: Oh, okay
02:49 MrSergio: your objects have: similar spacing, similar way to overlap and same type of object
02:49 MrSergio: yet they are different in the song
02:49 MrSergio: that's what doesn't feel right to me
02:49 Bubblun: Hmm.
02:50 Bubblun: They're not different enough?
02:50 Bubblun: Yea it's mapped the same with, but with different intentions.
02:50 MrSergio: well, I can't tell your intentions from those patterns tho
02:50 MrSergio: they just look the same for me
02:50 MrSergio: but the song doesn't seem the same in those spots
02:50 Bubblun: Yea you're right
02:51 Bubblun: So what do you suppose I do instead?
02:51 MrSergio: having some intentions is good, but the result is what matters
02:51 Bubblun: I think it works, but so far you've proven me wrong
02:51 MrSergio: idk... Gero used a repeat slider instead, which is really cool for that part
02:51 MrSergio: in your case you should use a bit more of spacing in the other spots probably
02:51 MrSergio: to create the same effect he did on his map, although it is done a bit differently
02:52 Bubblun: I don't wanna use the reverse slider cause I feel that sudden stop would ruin the consistency
02:52 Bubblun: 00:29:105 (1,2,3,4,1,2,3,4) - What if I use a different shape, like a curved slider?
02:54 MrSergio: [http://mrsergio.s-ul.eu/Up2q6YM1.png uhh]
02:54 Bubblun: Oh, okay.
02:55 MrSergio: the amount of movement is probably the main thing there
02:55 MrSergio: and overall, you have the same amount in all spots
02:55 MrSergio: change spacing and it should be fine
02:55 MrSergio: otherwise change objects like Gero did
02:55 Bubblun: Reverse slider seems like the best option right now
02:56 MrSergio: (aka, add a repeat slider in that last spot and leave the others as they are)
02:56 MrSergio: well, your choice
02:56 MrSergio: I'm trying to fix stuff based on what you have right now
02:56 MrSergio: if you prefer that one, sure
02:56 Bubblun: Okay
02:56 MrSergio: I usually try keeping the original intent of the mapper... somehow
02:57 Bubblun: Okay I did something lol
02:59 Bubblun: Updated
03:00 Bubblun: Actually wait ncs screwed up
03:03 MrSergio: umh... now that Ncs changed like that... I was thinking that you may even remove 00:07:623 (1) -
03:04 MrSergio: it doesn't really make sense to have a 2 object combo like that in the whole map
03:04 Bubblun: Yea, probably should lol
03:04 MrSergio: 00:13:368 (1,2) - well, this is fine as a 2 objects combo since the rhythm supports that
03:04 MrSergio: but you get me
03:05 MrSergio: 00:29:105 (1,2,3,4,1) - ok, a lot better now
03:05 Bubblun: oml the colors screw up as soon as I change an nc lol
03:05 MrSergio: 00:35:100 (1,2,3,4,5,6) - direction change is a bit bland tho
03:05 MrSergio: maybe make it a bit more edgy
03:05 MrSergio: because you missed just one NC somewhere
03:05 Bubblun: I'll just bring it up
03:05 MrSergio: you usually need to adjust just one NC and all the others will be the same
03:06 Bubblun: Yea but I wasn't thinking
03:06 MrSergio: the question is "where"
03:06 Bubblun: lol
03:06 MrSergio: and tbh I have no idea myself now
03:06 MrSergio: you might as well select everything and remove all the Combos with Q
03:06 MrSergio: and remake them from scratch if you are lost
03:07 Bubblun: No I have the pattern memorized.
03:07 MrSergio: but usually, the change is right after the pattern you changed
03:07 MrSergio: so you have to look around those patterns
03:07 Bubblun: Yea but the problem is it'll try to apply the red and orange colors
03:08 Bubblun: I think I fixed the colors
03:09 Bubblun: There
03:10 MrSergio: 00:35:725 (5,6) - I was referring to this angle change too, lol
03:10 Bubblun: lol
03:10 MrSergio: 00:35:475 (3,4) - this is more or less fine, but that other is too wide imo
03:10 MrSergio: I have a fix
03:11 MrSergio: http://osu.ppy.sh/ss/7363907
03:11 Bubblun: Yea I was trying to replicate the first pattern
03:11 Bubblun: k
03:11 MrSergio: idk, see how it goes yourself
03:11 MrSergio: but in any case, make sure that angle is not too wide
03:11 MrSergio: the snap has to be there to help the player
03:12 Bubblun: I'm gonna do what you showed me
03:12 MrSergio: side notes: 00:37:098 (1,2,3,4,1) - overlapping like that is not so cool and 00:36:474 (3,1) - this sort of going back and forth is a concept you never used before (and it feels a bit awkward too tbh)
03:13 Bubblun: Yea you're right about the back and forth pattern, I'll fix that.
03:13 MrSergio: 00:37:473 (4,1) - same here, for the back and forth
03:13 Bubblun: 00:37:098 (1,2,3,4,1) - About this, the circular motion and the end of the slider is enough for the player to see it coming.
03:13 MrSergio: ah wait, I saw 3 and 4 being the other way around
03:14 MrSergio: umh...
03:14 Bubblun: lol
03:14 MrSergio: I mean, the circular flow for 00:37:098 (1,2,3,4) - is good, but if you see the jump 00:37:473 (4,1) - and where the slider body goes you notice another back and forth movement
03:15 MrSergio: although... nah, nvm, it's fine like that I suppose
03:15 Bubblun: Not really.
03:15 Bubblun: 00:36:099 (1,2,3,1,2,3) - I will fix this however
03:15 MrSergio: just not as clean as I imagined
03:15 MrSergio: since 00:37:348 (3,4,1) - this overlap is not so defined
03:15 MrSergio: 00:37:223 (2,1) - not even this is so defined either
03:16 MrSergio: I mean, nothing else like that was there in the map
03:16 Bubblun: I didn't think it was an issue cause the player should see the Z unwarp out of that spot.
03:16 Bubblun: unwrap*
03:16 MrSergio: yeah, that's true, but that overlap is just... ugh
03:16 MrSergio: personal preference I suppose
03:17 Bubblun: lol
03:17 Bubblun: If you have a better idea let me know
03:18 MrSergio: I was thinking at something like [http://osu.ppy.sh/ss/7363957 this], just rotated to make the Z shape be noticeable
03:18 Bubblun: If I do that it's not a Z anymore.
03:18 Bubblun: That's an N lol
03:18 MrSergio: that way even if 1,2,1 overlap, they do it in a clean manner
03:18 MrSergio: i said... rotated...
03:18 MrSergio: you gotta change 00:36:099 (1,2,3,1,2,3) - anyway, so...
03:18 Bubblun: Xd Sorry
03:18 MrSergio: you can roatate that somehow maybe
03:18 Bubblun: I kept it the same, but I fixed that little bit
03:19 MrSergio: it's just... that random overlaps feel ugly to me.
03:19 MrSergio: I don't hate overlaps in general tho
03:19 MrSergio: it just depends on how they are done
03:19 Bubblun: True
03:19 MrSergio: is the Z referred to "Zim"?
03:19 MrSergio: (just curious)
03:19 Bubblun: Yea lol
03:21 Bubblun: If it's about the fact it's backwards, you can still identify it's a z because of it's horizontal orientation lol
03:21 MrSergio: yeah
03:21 Bubblun: tbh I feel like non-english players are gonna tease me about that
03:21 MrSergio: 00:31:603 (1,1,1,1,1) - wtf on Gero's =w=
03:21 Bubblun: 'Dumb American can't even write' lol
03:22 Bubblun: I thought it looked cool, so I didn't question
03:22 MrSergio: that NC abuse...
03:22 MrSergio: well, alright... but why
03:22 MrSergio: if I were to play that I would just wonder "if a NC means someting will change, what should I expect to change so drastically and so frequently to warrant so many NCs?"
03:22 Bubblun: You're right.
03:22 Bubblun: Or for this particular one, it could be for exaggeration
03:23 MrSergio: 00:24:109 (1,1,1,1,1,1) - this stuff may be fine, I can agree
03:23 MrSergio: but that stream... uhhh
03:23 MrSergio: that one ^ is supported by the increasing volume of the song, if you notice
03:23 Bubblun: Yea you're right.
03:23 MrSergio: while 00:31:603 (1,1,1,1) - this is pretty... constat in the music
03:24 MrSergio: if we assume players usually listen to the song while playing, it would make sense to follow the song, t hat's all
03:24 MrSergio: 00:33:601 (1,1) - <.<
03:24 MrSergio: and so on
03:24 Bubblun: lol
03:24 Bubblun: I thought it looked cool regardless, so I thought it worked
03:24 MrSergio: it's more or less the same concept you had for your sliders before, the ones with the increasing SV
03:24 MrSergio: the increase is constant, so there isn't really a need to emphasize that on each single beat
03:24 MrSergio: I mean... it works
03:24 Bubblun: Gero and I had conflicting concepts if anything lol
03:25 MrSergio: it just doesn't feel right with his clean style tbh
03:25 MrSergio: actually, in general that wouldn't feel clean anyway
03:25 Bubblun: I'm not clean?! >:(
03:25 Bubblun: jk
03:25 MrSergio: (purely personal preference here)
03:25 MrSergio: it is clean, but your overlaps make it a bit less clean than Gero's
03:25 Bubblun: xD
03:26 MrSergio: and he uses even simpler concepts
03:26 Bubblun: Yea, which I think is good as well.
03:26 MrSergio: and that's fine, I mean, it's not like you need to do it
03:26 MrSergio: it's fine like that
03:26 Bubblun: Sometimes simple's a good option
03:26 MrSergio: the songi s repetitive after all, so it makes sense, yeah
03:26 MrSergio: I wouldn't like to see this on a camellia song tho =w=
03:26 Bubblun: Oh hell no xD
03:27 MrSergio: (just to make a really exaggerated example)
03:27 MrSergio: 00:02:877 (2,3,4,5,6,7,1) - and I get triggered right away on Canadian'
03:27 MrSergio: s
03:27 Bubblun: xDDD
03:27 MrSergio: I wonder why those shapes
03:28 MrSergio: 00:19:613 (2,1) - ugh
03:28 Bubblun: idk he's weird
03:28 MrSergio: 00:16:116 (5,1) - it wasn't like that here
03:28 MrSergio: or 00:17:864 (3,1) - here
03:28 Bubblun: Yea I get you.
03:28 Bubblun: Should I get him?
03:29 MrSergio: 00:28:106 (1,2,3,4,1,2,3,4) - all hail animu style
03:29 MrSergio: ugh... idk
03:29 MrSergio: 00:34:600 (2,3) - not even parallel
03:30 Bubblun: Hand placed objects lol
03:30 MrSergio: because ctrl d is not an option apparently
03:30 MrSergio: zzz
03:30 Bubblun: xDDD
03:30 MrSergio: 00:37:598 (1) - slider end might need silencing considering the strong hitsound and the weak song
03:30 Bubblun: It's supposed to be silenced.
03:30 MrSergio: this map feels so unstructured =w=
03:31 MrSergio: but it is not .-.
03:31 Bubblun: I guess copier didn't pick it up
03:31 MrSergio: ah, you menat that
03:31 MrSergio: sometimes it derps, yeah
03:31 Bubblun: He shouldn't mind me silencing it, so I'll just do that now
03:31 Bubblun: I questioned CanadianB's structure when he first mapped it.
03:31 Bubblun: His reason was because he wanted it to flow well.
03:32 MrSergio: 00:08:123 (1,1,1) - what Irre did here is when you actually need to place those many NCs: the diff is a lower one and moreover the SV change is really noticeable
03:32 Bubblun: So he's aware it's structured like that.
03:32 MrSergio: well, duh
03:32 MrSergio: flow can be achieved anyway
03:32 MrSergio: but structure needs reasoning
03:32 Bubblun: I know.
03:32 Bubblun: But idk about him
03:32 MrSergio: first comes rhythm, then comes structure and then comes flow
03:32 MrSergio: (put aesthetics in there too, if you want)
03:33 Bubblun: I know.
03:33 MrSergio: but flow is the last thing you consider to adjust imo
03:33 MrSergio: since it is easy to achieve
03:33 Bubblun: This is a pretty old map of mine anyway, just happens to be a gem
03:34 Bubblun: I'll talk with him about it.
03:34 Bubblun: If he wants to look at it soon
03:34 MrSergio: Irre managed to not make those NCs piss me off, gg
03:34 Bubblun: He's a very good mapper.
03:35 MrSergio: are there any diamonds-like icons in this game btw?
03:35 MrSergio: inb4 it is not a game
03:35 Bubblun: Oh damn
03:35 Bubblun: Put that on osu suggestions lol
03:36 MrSergio: Nickelodeon... I assume it is a cartoon then
03:36 Bubblun: Yep
03:36 MrSergio: still, are there any diamonds at all?
03:36 MrSergio: idk, I'm just trying to make sense out of something
03:36 Bubblun: idk xD
03:36 Bubblun: What do you mean?
03:36 MrSergio: since this 00:24:109 (1,2,3,4,5) - on Normal looked like a diamond, although it is a bit cramped
03:37 MrSergio: so... normally I would ask if there is a more... "open" version
03:37 MrSergio: but if it was related to the cartoon it would have made sense
03:37 Bubblun: That's not really supposed to be anything, it's just something I thought of
03:37 MrSergio: I tried going too deep then
03:37 Bubblun: But it does look like a diamond lol
03:37 Bubblun: xDD
03:38 Bubblun: At the time I made this map I wouldn't have been smart enough to do that
03:38 Bubblun: But this is the intro to a show that aired in 2004-ish
03:38 MrSergio: 00:02:128 (1,2,1) - maybe aesthetics may be improved, since those shapes altogether feels a bit... random
03:39 MrSergio: as long as spacing is kept intuitive, you can break DS
03:39 Bubblun: I know.
03:39 Bubblun: For this specific map I chose not to
03:40 Bubblun: About that, I didn't think it looked bad so I didn't change it
03:41 MrSergio: 00:36:099 (1,2,3,4) - just personal I suppose, but all this stuff (+ 00:37:598 (1) - ) feels like the same rhythm... like... 00:37:598 (1) - 00:37:598 (1) - 00:37:598 (1) - the same sequence of notes is repeated into the song
03:41 MrSergio: so I was expecting 00:36:099 (1,2,3,4) - 3 sliders instead
03:42 Bubblun: I see what you mean.
03:42 Bubblun: I did that for variation, but that's not the most important part of the map so I can fix that no problem.
03:42 MrSergio: wait, I linked the same one 3 times...
03:42 MrSergio: =w=
03:42 Bubblun: xDD
03:42 MrSergio: well, you got it anyway apparently
03:43 Bubblun: Cause I'm a special little snowflake
03:43 Bubblun: jk don't quote me on that
03:43 Bubblun: Shit
03:44 Bubblun: Anyways, I fixed that bit
03:45 MrSergio: on the Easy you could cut your NC-ing in half, since it feels a bit too flashy :thinking:
03:46 MrSergio: 00:04:126 (1) - like this
03:46 MrSergio: and so on
03:46 Bubblun: Is that really necessary?
03:46 MrSergio: preference once again
03:46 Bubblun: Okay.
03:46 MrSergio: but you use a NC every 2 objects and NCs sort of increase the drain
03:47 Bubblun: Interesting.
03:47 MrSergio: so on lower diffs I just tend to use less
03:47 Bubblun: If it increases that drain, I can lower the hp a bit.
03:47 MrSergio: well, I don't think it makes a big difference anyway
03:47 MrSergio: I just don't like seeing too many NCs after each other lol
03:47 MrSergio: it gives me off a feeling of unstructure
03:48 MrSergio: kiai time works fine with that many NCs btw
03:48 Bubblun: I knew that
03:48 MrSergio: 00:34:101 (1,2,1) - maybe try to improve aesthetics a bit xD
03:48 Bubblun: I just tested it with a mouse (Not a mouse player btw) and the drain seemed okay
03:48 MrSergio: 00:34:101 (1,2,1,2) - wasn't this supposed to be a sort of square? x)
03:49 MrSergio: as I said, drain on lower diffs is not perceivable, I just said it as a general thing
03:49 Bubblun: No, because that last slider is a different bit
03:49 Bubblun: Okay
03:49 MrSergio: no, I mean, the shape is fine
03:49 MrSergio: it's the placement and the littel direction change lol
03:50 Bubblun: The whole kiai goes counter-clockwise
03:50 MrSergio: http://osu.ppy.sh/ss/7364173
03:50 MrSergio: >aesthetics, lmao
03:51 Bubblun: I didn't think to do that cause that shape would've been long gone, but why not
03:51 Bubblun: Done
03:51 MrSergio: http://mrsergio.s-ul.eu/T1Y1Hmmv.png
03:51 MrSergio: basically, that's the reason
03:51 Bubblun: I know, I saw it.
03:52 Bubblun: I applied that.
03:52 MrSergio: on lower diffs we can't build much in general, so the few occasions to build something shouldn't get wasted
03:52 MrSergio: at least imo
03:52 Bubblun: I agree.
03:52 Bubblun: Always go for quality
03:52 MrSergio: (that is part of structure, since it is a reason to keep objects like that due to the meaning they gain, but yeah,..._
03:53 Bubblun: IF that's all there is to easy, I can upload it now
03:53 MrSergio: I guess yeah...
03:53 MrSergio: actually, was this supposed to be straight 00:30:104 (1,2,3) - ?
03:54 Bubblun: Yea it was lol
03:54 Bubblun: I'll fix that
03:54 MrSergio: something's telling me you didn't have space for 00:32:103 (1) - and raised the whole 00:30:104 (1,2,3) - or idk
03:54 MrSergio: oh, nvm
03:54 Bubblun: Nah it fits
03:54 Bubblun: 'Nah it fits' don't take that out of context pls
03:55 MrSergio: I'm not that lewd yet, but you gave me good material :^)
03:55 Bubblun: Oh boy xD
03:57 MrSergio: make Canadian take a look again at his diff please
03:57 Bubblun: Sure
03:58 Bubblun: We both mapped this a long time ago anyway.
04:01 Bubblun: Thanks for all the help, the map looks a lot better now.
04:03 Bubblun: Could I come back to you once me and Canadian fix things?
04:04 MrSergio: why not...

Canadian, take a look at it too, there's something for you too
Thanks
Ashton
here's what i have so far feel free to do w/e you want with it
osu file format v14

[General]
AudioFilename: ZIMMY.mp3
AudioLeadIn: 0
PreviewTime: 1878
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Invader Zim Theme Song
TitleUnicode:Invader Zim Theme Song
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
BeatmapID:1127206
BeatmapSetID:530071

[Difficulty]
HPDrainRate:5
CircleSize:2
OverallDifficulty:6
ApproachRate:7.5
SliderMultiplier:1.5
SliderTickRate:1

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

[TimingPoints]
129.709212858766,499.583680266445,4,3,1,40,1,0
30104,-100,4,3,1,30,0,1
37598,-300,4,3,1,30,0,0
38098,-300,4,3,1,5,0,0


[Colours]
Combo1 : 255,128,0
Combo2 : 217,64,255
Combo3 : 128,164,72
Combo4 : 193,129,98
Combo5 : 155,64,78
Combo6 : 255,4,4
SliderBorder : 255,255,255

[HitObjects]
76,92,1878,5,0,0:0:0:0:
76,92,2003,1,0,0:0:0:0:
76,92,2128,2,0,L|240:104,1,150
304,204,2877,1,0,0:0:0:0:
304,204,3002,1,0,0:0:0:0:
304,204,3127,2,0,L|148:212,1,150
96,320,3876,1,0,0:0:0:0:
96,320,4001,1,0,0:0:0:0:
96,320,4126,2,0,L|260:328,1,150
360,312,4875,5,0,0:0:0:0:
360,312,5000,1,0,0:0:0:0:
360,312,5125,1,0,0:0:0:0:
340,156,5375,1,0,0:0:0:0:
360,332,5625,5,0,0:0:0:0:
336,128,5874,1,0,0:0:0:0:
336,128,5999,1,0,0:0:0:0:
336,128,6124,6,0,L|172:144,1,150
104,216,6874,1,0,0:0:0:0:
112,224,6998,1,0,0:0:0:0:
112,224,7123,2,0,P|64:224|68:224,2,37.5
216,256,7623,2,0,L|312:256,1,75
396,260,7998,1,0,0:0:0:0:
396,260,8123,6,0,L|396:172,1,75
316,116,8622,2,0,P|276:124|232:116,1,75
164,64,8997,1,0,0:0:0:0:
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172,48,9621,1,0,0:0:0:0:
80,184,9871,1,0,0:0:0:0:
80,184,9996,1,0,0:0:0:0:
80,184,10121,6,0,L|260:164,1,150
336,172,10870,1,0,0:0:0:0:
336,172,10995,1,0,0:0:0:0:
336,172,11120,2,0,P|336:232|392:320,1,150
476,324,11869,1,0,0:0:0:0:
476,324,11994,1,0,0:0:0:0:
476,324,12119,6,0,B|424:316|424:316|308:344,1,150
232,352,12869,1,0,0:0:0:0:
232,352,12993,1,0,0:0:0:0:
232,352,13118,2,0,L|172:364,2,37.5
328,340,13618,1,0,0:0:0:0:
316,200,13868,1,0,0:0:0:0:
316,200,13993,1,0,0:0:0:0:
316,200,14118,6,0,B|288:148|288:148|288:32,1,150
212,208,14867,1,0,0:0:0:0:
212,208,14992,1,0,0:0:0:0:
212,208,15117,6,0,B|248:264|248:264|252:351,1,150
116,196,15866,1,0,0:0:0:0:
116,196,15991,1,0,0:0:0:0:
116,196,16116,6,0,P|144:132|156:124,1,75
212,208,16615,2,0,P|192:252|168:272,1,75
232,64,17115,1,0,0:0:0:0:
232,48,17365,5,0,0:0:0:0:
256,328,17615,1,0,0:0:0:0:
324,184,17864,1,0,0:0:0:0:
324,184,17989,1,0,0:0:0:0:
324,184,18114,5,0,0:0:0:0:


i'm quitting so i won't finish it... you can use it as part of a collab diff or just dispose of it completely
Topic Starter
Hollow Delta

CanadianBaka wrote:

here's what i have so far feel free to do w/e you want with it
osu file format v14

[General]
AudioFilename: ZIMMY.mp3
AudioLeadIn: 0
PreviewTime: 1878
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Invader Zim Theme Song
TitleUnicode:Invader Zim Theme Song
Artist:Kevin Manthei
ArtistUnicode:Kevin Manthei
Creator:Bubblun
Version:CanadianBaka's Light Insane
Source:Invader Zim
Tags:Nickelodeon Irreversible CanadianBaka Jhonen Vasquez GIR Dib Irk cartoon Gero
BeatmapID:1127206
BeatmapSetID:530071

[Difficulty]
HPDrainRate:5
CircleSize:2
OverallDifficulty:6
ApproachRate:7.5
SliderMultiplier:1.5
SliderTickRate:1

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

[TimingPoints]
129.709212858766,499.583680266445,4,3,1,40,1,0
30104,-100,4,3,1,30,0,1
37598,-300,4,3,1,30,0,0
38098,-300,4,3,1,5,0,0


[Colours]
Combo1 : 255,128,0
Combo2 : 217,64,255
Combo3 : 128,164,72
Combo4 : 193,129,98
Combo5 : 155,64,78
Combo6 : 255,4,4
SliderBorder : 255,255,255

[HitObjects]
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76,92,2003,1,0,0:0:0:0:
76,92,2128,2,0,L|240:104,1,150
304,204,2877,1,0,0:0:0:0:
304,204,3002,1,0,0:0:0:0:
304,204,3127,2,0,L|148:212,1,150
96,320,3876,1,0,0:0:0:0:
96,320,4001,1,0,0:0:0:0:
96,320,4126,2,0,L|260:328,1,150
360,312,4875,5,0,0:0:0:0:
360,312,5000,1,0,0:0:0:0:
360,312,5125,1,0,0:0:0:0:
340,156,5375,1,0,0:0:0:0:
360,332,5625,5,0,0:0:0:0:
336,128,5874,1,0,0:0:0:0:
336,128,5999,1,0,0:0:0:0:
336,128,6124,6,0,L|172:144,1,150
104,216,6874,1,0,0:0:0:0:
112,224,6998,1,0,0:0:0:0:
112,224,7123,2,0,P|64:224|68:224,2,37.5
216,256,7623,2,0,L|312:256,1,75
396,260,7998,1,0,0:0:0:0:
396,260,8123,6,0,L|396:172,1,75
316,116,8622,2,0,P|276:124|232:116,1,75
164,64,8997,1,0,0:0:0:0:
164,64,9122,1,0,0:0:0:0:
140,280,9372,5,0,0:0:0:0:
172,48,9621,1,0,0:0:0:0:
80,184,9871,1,0,0:0:0:0:
80,184,9996,1,0,0:0:0:0:
80,184,10121,6,0,L|260:164,1,150
336,172,10870,1,0,0:0:0:0:
336,172,10995,1,0,0:0:0:0:
336,172,11120,2,0,P|336:232|392:320,1,150
476,324,11869,1,0,0:0:0:0:
476,324,11994,1,0,0:0:0:0:
476,324,12119,6,0,B|424:316|424:316|308:344,1,150
232,352,12869,1,0,0:0:0:0:
232,352,12993,1,0,0:0:0:0:
232,352,13118,2,0,L|172:364,2,37.5
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316,200,14118,6,0,B|288:148|288:148|288:32,1,150
212,208,14867,1,0,0:0:0:0:
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256,328,17615,1,0,0:0:0:0:
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324,184,17989,1,0,0:0:0:0:
324,184,18114,5,0,0:0:0:0:


i'm quitting so i won't finish it... you can use it as part of a collab diff or just dispose of it completely
I'll keep an external link for your diff.
Ashton
remove me from tags
Topic Starter
Hollow Delta

CanadianBaka wrote:

remove me from tags
Your external diff is still there.
_handholding
top diff
00:36:099 (1,2) - The DS between the slider and circle is 1.4x here but it's 00:36:599 (1,2) 1.3x here. I don't know about anyone else but I actually found it quite noticeable that the spacing was different. Even it up to so it looks cleaner

Gero
00:29:105 (1) - You can end the slider at 00:30:011 or somewhere similar. It would decrease the chances of getting annoying slider breaks

I get that the 1,1,1,1 combo pattern are for aesthetics but I still don't think it's really necessary, well guess it doesn't matter either way
[]GL!
Topic Starter
Hollow Delta

Kisses wrote:

top diff
00:36:099 (1,2) - The DS between the slider and circle is 1.4x here but it's 00:36:599 (1,2) 1.3x here. I don't know about anyone else but I actually found it quite noticeable that the spacing was different. Even it up to so it looks cleaner
[]GL!
Applied. Thanks
timemon
M4M
[Doom]
00:06:874 (6) - this slider is held for too long and can be a bit boring, why not make them 2 kick sliders and a circle
00:12:869 (6,7,8,9,10) - more intense spacing? because the first burst in the map is arranged in a pretty brutal way and this one is very similar but arranged in a much tamer way.

00:14:118 (2,1) - a bit of overlap

00:17:615 (2) - I only hear the 1/4 sounds at 00:17:864 - not at the start of the slider. Break it into a normal slider and then a repeat 1/4 at 00:17:864 - ?
the final tick at 00:18:114 - should also be clickable as it's the final note before the short break

00:29:105 (1) - held for too long, should break up into multiple sliders as you have the green lines set up for this, you can get away with 1/8 gap if the spacing is not too large

[Easy]
the intro does not have hitsounds, you should add some whistle or clap.
00:09:122 (2) - change to 1/2 slider with a reverse arrow?
00:33:102 (2,3) - should be a slider but I guess it's for variety

[Normal]
the intro does not have hitsounds, you should add some whistle or clap.
00:05:125 (2,3) - their order should be switched, the slider ends on a strong sound. Also from looking at the diff mostly of this sound ends on the sliderend but this is one of the few that is actually clickable
00:13:118 (2,3) - ^

00:08:123 (1) - slider shape is a bit too weird
00:09:122 (2) - change to 1/2 slider with a reverse

[Irre's Hard]
00:02:877 (5,6) - both slider ends should be clickable
00:10:870 (5,6) - ^

00:27:606 (2,3,4,5,6) - this shape might confuse newbie players as the diff is only 2.7* but that pattern is quite complex
00:34:600 (1,2,1,2) - both get the same spacing emphasis when 00:35:101 (1) - is quite the stronger sound

[Gero's Insane]
00:11:120 (1,2,3,4,5,1) - visual spacing, the (3) circle looks off
00:15:117 (1,2,3,4,5,1) - ^ the same copy pasted pattern from before, your call.
00:12:869 (1,2,3,4,5) - should be a spaced burst they sound intense.

00:19:613 (1,1,1,1) - technically speaking, these are actually 1/2 but they're arranged with spacing like as if they are streams. Could space out more they look to clumped up together
00:23:610 (1,1,1,1) - ^

00:33:851 (1) - why NC on this repeat slider? I don't see the need to.

Good luck!
Topic Starter
Hollow Delta

timemon wrote:

M4M
[Doom]
00:06:874 (6) - this slider is held for too long and can be a bit boring, why not make them 2 kick sliders and a circle I think it fits the intensity of the song. It's a variant so it still fits.
00:12:869 (6,7,8,9,10) - more intense spacing? because the first burst in the map is arranged in a pretty brutal way and this one is very similar but arranged in a much tamer way. The first pattern you simply aim at the center and hit them all, so intensity wise I think the spacing is okay.

00:14:118 (2,1) - a bit of overlap Fixed

00:17:615 (2) - I only hear the 1/4 sounds at 00:17:864 - not at the start of the slider. Break it into a normal slider and then a repeat 1/4 at 00:17:864 - ?
the final tick at 00:18:114 - should also be clickable as it's the final note before the short break It's faint, but it's supported. I clarify this by dampening the hitsounding as well.

00:29:105 (1) - held for too long, should break up into multiple sliders as you have the green lines set up for this, you can get away with 1/8 gap if the spacing is not too large Not really, because it fits the feel of the song better this way.

[Easy]
the intro does not have hitsounds, you should add some whistle or clap. Forgot to copy the hitsounds. whoops
00:09:122 (2) - change to 1/2 slider with a reverse arrow? Fixed
00:33:102 (2,3) - should be a slider but I guess it's for variety It's for variety, but it especially fits here because 2 circles is more intense than a slider.

[Normal]
the intro does not have hitsounds, you should add some whistle or clap. whoops
00:05:125 (2,3) - their order should be switched, the slider ends on a strong sound. Also from looking at the diff mostly of this sound ends on the sliderend but this is one of the few that is actually clickable It's hard to tell because they're similar in strength. Even then, this rhythm still fits.
00:13:118 (2,3) - ^

00:08:123 (1) - slider shape is a bit toIt's just for a slight variation. I don't see anything wrong with it though.g wrong with it though.[/color]
00:09:122 (2) - change to 1/2 slider with a reverse Fixed

Good luck!
Thanks for the mod!
Einja
m4m
my map: https://osu.ppy.sh/s/629277

[general]
why is canadianbaka in the tags?

[easy]
00:09:122 (2) - with the overlap this has with 00:10:121 (1) - it can be confusing for new players. also it's not good to overlap in easy :c

00:28:106 (1) - touches hp bar xd (i wouldn't want to see that in an easy diff)


[normal]
during kiai, ds becomes really inconsistent. in the first half, these notes 00:30:104 (1,2,1,2,3,4,1,2,3,1,2,3,4,5) - all have about 1.0 ds, but then 00:36:099 (1,2,3,1) - starts to have less than .9

[dooooooooom]
00:02:127 (1) - this object is unsnapped, but for some reason it doesn't state in aimod.

00:06:873 (6) - slider is held too long imo, i'd rather have this slider go like http://prntscr.com/fqi7xz since the last 2 beats of the reverse arrow are more intense and should be clicked.

00:12:869 (6,7,8,9,10) - burst right here is a lot less intense than 00:04:875 (6,7,1,2,1) - i think you should make both the same intensity,

00:33:601 (1,1,1,1) - uhh, what's the point of ncing the notes other than aesthetics? it looks cool, but i don't see a purpose in it.


ok 30 second map = 30 second mod, gl!
Topic Starter
Hollow Delta

Einja wrote:

m4m
my map: https://osu.ppy.sh/s/629277

[general]
why is canadianbaka in the tags? CanadianBaka was one of the gders before I had to remove his diff. He's still there because his diff's external now.

[easy]
00:09:122 (2) - with the overlap this has with 00:10:121 (1) - it can be confusing for new players. also it's not good to overlap in easy :c Fixed

00:28:106 (1) - touches hp bar xd (i wouldn't want to see that in an easy diff) I don't think it's an issue as the player can clearly see the slider body roll out and it's antipated due to the previous groups.


[normal]
during kiai, ds becomes really inconsistent. in the first half, these notes 00:30:104 (1,2,1,2,3,4,1,2,3,1,2,3,4,5) - all have about 1.0 ds, but then 00:36:099 (1,2,3,1) - starts to have less than .9 I can't find the issue. They look fine.

[dooooooooom]
00:02:127 (1) - this object is unsnapped, but for some reason it doesn't state in aimod. Resnapped all notes to stay safe

00:06:873 (6) - slider is held too long imo, i'd rather have this slider go like http://prntscr.com/fqi7xz since the last 2 beats of the reverse arrow are more intense and should be clicked. For this case your method is unintuitive because while yes it's correct, the player won't be prepared to hit this as it'd be a one time occurence.

00:12:869 (6,7,8,9,10) - burst right here is a lot less intense than 00:04:875 (6,7,1,2,1) - i think you should make both the same intensity, You can aim at the center of the harder pattern, so it balances out.

00:33:601 (1,1,1,1) - uhh, what's the point of ncing the notes other than aesthetics? it looks cool, but i don't see a purpose in it. Aesthetics? lol. For real though, multiple parts used 1/8 and so does this part. Only this is the rare case where there are actual beats on the 1/8 ticks, so I get my idea across as clear as possible with the unique pattern and coloring.


ok 30 second map = 30 second mod, gl!
Thanks
MrMan
Hey, I was playing through your map and noticed one small thing in your [Doom] Difficulty.

00:17:614 - This slider here seems to be 1/2 beat overmapped while missing another beat.


Maybe consider changing it to something like this.


I think it follows the beat of the song as it should, But I do see what you're trying to do, I just can't really put it into words right now. But in my personal opinion I think the two circles and then a slider would follow the song much nicer.

Anyways, fun map.
Topic Starter
Hollow Delta

-CerealBox- wrote:

Hey, I was playing through your map and noticed one small thing in your [Doom] Difficulty.

00:17:614 - This slider here seems to be 1/2 beat overmapped while missing another beat.


Maybe consider changing it to something like this.


I think it follows the beat of the song as it should, But I do see what you're trying to do, I just can't really put it into words right now. But in my personal opinion I think the two circles and then a slider would follow the song much nicer.

Anyways, fun map.
Either way works because it still fits the vibe of the song. There are audible sounds in the first half of the hold slider, they're just not as up front as the ones at the second half. Even the hitsounds compliment that.

Thanks for checking.
Fursum
hi

[Hitsounds]

00:29:104 - Should probably increase the hitsound volume more, currently its not really noticeable.

[Easy]

00:14:117 (2,3) - These long sliders could be mapped more, also it looks like a penis.

[Normal]

00:30:104 - The patterns linearity feels off in this section, why not make it angled like the straight sliders on previous sections?
If thats what you are going for;
00:33:601 (2,3) - These aren't leveled with the previous two objects, move them up 4 pixels.

00:32:852 (4) - and 00:34:850 (2) - The linear patterns are inconsistent with the NC's. (4) is in line with the next combo but (2) isn't.
or
00:34:100 - This pattern should be rounder as this 00:31:103 -

[Hard]

00:27:606 (2,3,4,5,6) - This could be a bit hard to read, maybe open up the pattern more?

[Light Insane]

00:08:372 (2,4,5) - This looks off because of the stack but don't have any suggestion for that :d

00:26:107 (1) - If you put this closer to middle it feels more anti-climactic to me.

00:37:597 (1) - This movement is kind of unexpected because you don't have anything like this with 3 reverse sliders, closest one is 00:31:602 (5,1) - this.
Something like this would fit better imo.

[Insane]

00:19:613 (1,1,1,1,1) - I think this stream pattern needs more overlap, the spike is kinda big and doesn't fit at this part of the song.
same for other ones

00:15:117 - This pattern should be more different from 00:11:120 - this because of the pitch change.

[Doom]

00:31:602 - Hitsounds are different from here 00:35:599 -
checked the other diffs for this, they were fine.

00:06:373 (4) - Why not make this a slider as well?

00:18:114 - Considering this is the last diff, making this clickable wouldn't hurt.

00:21:611 - The hitsounds on slider ends are very offputting. 00:23:609 (1,2,3,4) - They are clickable on this part however they have something to get mapped, though my point still stands.

00:33:601 - Clickable parts could be on the other ends of the sliders, that way theres less chance of notelocks and movement fits better imo, also you did a similar thing here 00:37:098 (1,1,1,1) -

My map if you feel like modding xd
Topic Starter
Hollow Delta

Fursum wrote:

hi

[Hitsounds]

00:29:104 - Should probably increase the hitsound volume more, currently its not really noticeable.
I've checked every diff, and it seems fine to me. Note I have all my audio settings at 100%


[Easy]

00:14:117 (2,3) - These long sliders could be mapped more, also it looks like a penis. I don't understand what you mean. Also I just realized the penis thing LOL

[Normal]

00:30:104 - The patterns linearity feels off in this section, why not make it angled like the straight sliders on previous sections?
If thats what you are going for;
00:33:601 (2,3) - These aren't leveled with the previous two objects, move them up 4 pixels. I think you meant down 4 pixels, but fixed

00:32:852 (4) - and 00:34:850 (2) - The linear patterns are inconsistent with the NC's. (4) is in line with the next combo but (2) isn't. 00:33:102 (1,2,3) - The dip you hear here makes this a unique part of the song, which is why I had the nc on the different note.
or
00:34:100 - This pattern should be rounder as this 00:31:103 - I think it's okay. It doesn't need to be exactly the same as it keeps the player interested.

[Light Insane]

00:08:372 (2,4,5) - This looks off because of the stack but don't have any suggestion for that :d

00:26:107 (1) - If you put this closer to middle it feels more anti-climactic to me. I don't think how close it is to the middle matters as I only placed the upcoming notes there because I needed room.

00:37:597 (1) - This movement is kind of unexpected because you don't have anything like this with 3 reverse sliders, closest one is 00:31:602 (5,1) - this.
Something like this would fit better imo. The reason I didn't do your suggestion is it's because it's meant to be unexpected. I used the slower sv and different color to contrast that this note signifies the end, so to bring it out like in your suggestion removes it's purpose.

[Doom]

00:31:602 - Hitsounds are different from here 00:35:599 -
checked the other diffs for this, they were fine. That whistle was a result of a copier. My ideas weren't exactly the same as Gero's so it didn't perfectly apply the hitsounds. Removed it.

00:06:373 (4) - Why not make this a slider as well? Because it's variation. It doesn't have to be the same because it keeps the player engaged.

00:18:114 - Considering this is the last diff, making this clickable wouldn't hurt. What good would that do though? I feel it fits the vibe of the song better this way.


00:21:611 - The hitsounds on slider ends are very offputting. 00:23:609 (1,2,3,4) - They are clickable on this part however they have something to get mapped, though my point still stands. Result of the copier. Removed.

00:33:601 - Clickable parts could be on the other ends of the sliders, that way theres less chance of notelocks and movement fits better imo, also you did a similar thing here 00:37:098 (1,1,1,1) - Well, I didn't want to randomly throw in 1/8 streams as they were very subtle anyway. Also this and 00:37:098 (1,1,1,1) - are variations of the same idea. They share the same rhythm because they're part of the same chorus. Instead you map a variation of the pattern to keep the player interested while still being accurate.

My map if you feel like modding xd
I'll check it out later. thx for the mod
Fursum

Bubblun wrote:

00:14:117 (2,3) - These long sliders could be mapped more, also it looks like a penis. I don't understand what you mean. Also I just realized the penis thing LOL
I mean you skipped a lot of notes with the long sliders, could be mapped with a similar rythm as before
Topic Starter
Hollow Delta

Fursum wrote:

Bubblun wrote:

00:14:117 (2,3) - These long sliders could be mapped more, also it looks like a penis. I don't understand what you mean. Also I just realized the penis thing LOL
I mean you skipped a lot of notes with the long sliders, could be mapped with a similar rythm as before
Yea, but I don't know if that'll improve the map as a whole.
Weedy
m4m heydad
Easy

00:05:125 (2) - this would be better as 1/2 to cover the synth
00:13:118 (1) - this might be a little hard to read (plus it doesn't look too good) i suggest straightening it or making the curve less pronounced https://osu.ppy.sh/ss/8911948
00:33:102 (2,3) - imo this should be a 1/2 reverse slider to cover the sound in between
00:37:098 (4) - why is this a reverse slider when there isn't any sound at the end, should be just a normal slider or two circles

Normal

00:02:128 (1,2) - what is so different about the sounds that these two sliders represent that warrants different styles of sliders? make them both straight sliders thanks
00:08:123 (1) - make the stub more pronounced because it looks really ugly rn https://osu.ppy.sh/ss/8911973
00:10:121 (3) - u forgot to nc here nerd
00:17:115 (2,3) - all of your other instances have slider - circle :/ consistency
00:30:104 - did you forget to turn on kiai or something (wait you also fucked up your slider velocity too hmm)

Irre's Hard

00:06:998 - add note for background noise
00:17:614 (2,3,1) - (3) should be stacked on (1) because the railroad clanking sound is only on (2)
00:27:606 (2,3,4,5,6) - is this even legal
the kiai feels bland because you barely emphasize the synth sounds :<

Gerblun's Light Insane

00:06:623 (2) - is this slider rankable
00:17:864 (1,1,2,3,4,1,2,3,4,1,2,3,4,1) - 13 note streams in a light insane with a confusing buzz slider at the start :HMMMM:
00:23:609 (1,2,3,4,1) - is this rankable
kiai is also bland like Hard as the synths aren't emphasized at all

Gero's Insane

00:13:618 (1,2,3,1) - there isn't anything in the song to support this kind of jump tbh, just move the stack to the right (a lot) to like 132|342
00:16:116 (1,2,1,2) - the kickslider worthy sounds are only present in the first combo, make the second combo circles
00:19:613 (1,1,1,1,1) - jumpstreams in an insane, great. the kickslider stream is also pretty unintuitive as the clickable notes aren't in a clear path. i'd just reduce the spacing on the kickslider stream and connect it to the next slider (somehow)
00:20:113 (1,1,1,1,1,1) - this is bland and doesn't mechanically represent the rising pitch of the song
00:23:610 (1,1,1,1,1) - see kickslider stream
00:24:109 (1,1,1,1,1,1) - see mechanical representation
00:33:601 (1,1) - map to the song and not to the imaginary drum in your head, these sounds are 1/4 not 1/8
00:35:600 (1,1,1,1) - why are these lower spaced than the stream following it when there's no noticeable sound change

Doom

this diff has problems and like
a lot of fucking problems
you have absurd jumpstreams and happy-go-lucky new combo usage that basically makes this map a complete nightmare to read for players that this map is supposedly suited towards (based of SR)

00:01:877 (1,2,3,1) - (1) and (2) are off-center, select both and move to 209|114
00:02:626 (1,1) - this isn't even a jumpstream anymore
00:03:376 (1,1) - this is incredibly misleading because the slow slider blocks off most of the faster slider
00:05:124 (1) - completely ignores synth, nice. could just do 1/4 slider into circle zz
00:08:122 (1,2) - this isn't overmapped enough, make into 4 separate high sv 1/4 sliders
00:09:371 (1,2) - why are these different sliders on the same sound, just use some sv magic
00:10:870 (1,2,3,4) - this rhythm doesn't even match the song in any way
00:12:119 (1,2,3,4) - lame when compared to your previous stuff
00:16:615 (1,2) - flip the places of (2) and (1) because that's what your jumpstream tower says
00:17:864 (1) - finish spam and a weird buzzslider ok_hand
00:21:611 (3,4) - why not copy 00:25:607 (1,2) - and raise SV to cover the sounds that you're skipping
00:23:609 (1,2,3,4) - (3) and (4) should be the same distance as (1) and (2) for consistency and because there's really no reason for them to be higher spaced
00:30:478 (2) - why to this and all of the other random little kicksliders
00:32:352 (1,2,1,2,1,2) - overmapped to hell
00:33:601 (1,1,2,1) - 00:33:975 (1) - this should be the third note not 00:33:850 (2) - this for flow and because it's misleading (this is also overmapped to hell)
00:36:099 (1,2,3,4,5,6,7,8) - shouldn't this be a lot higher spaced or just be jumps instead of a slow stream
00:37:098 (1,1,1,1,1) - might wanna just nc the first and last note for readability
00:37:597 (1) - this slider isn't even the same length as the others :/ rip aesthetic

jesus christ this diff
Topic Starter
Hollow Delta
;)

[[Pika]] wrote:

m4m heydad
Easy

00:05:125 (2) - this would be better as 1/2 to cover the synth
I don't see how what I have now is an issue.

00:13:118 (1) - this might be a little hard to read (plus it doesn't look too good) i suggest straightening it or making the curve less pronounced https://osu.ppy.sh/ss/8911948 Fixed
00:33:102 (2,3) - imo this should be a 1/2 reverse slider to cover the sound in between
Again, I don't think that's enough justification for me to apply your suggestion. It seems like an alternative, but atm I'm keeping my idea.

00:37:098 (4) - why is this a reverse slider when there isn't any sound at the end, should be just a normal slider or two circles Because the song ends at 00:38:097 - so to not have a beat there would cut to the scoreboard early.

Normal

00:02:128 (1,2) - what is so different about the sounds that these two sliders represent that warrants different styles of sliders? make them both straight sliders thanks I think you're over analyzing it. There is no 'interesting' idea behind this besides the fact it's two 1/2 sliders. I just used 2 different shapes because I felt it looked good.
00:08:123 (1) - make the stub more pronounced because it looks really ugly rn https://osu.ppy.sh/ss/8911973 Fixed
00:10:121 (3) - u forgot to nc here nerd Right. Thanks
00:17:115 (2,3) - all of your other instances have slider - circle :/ consistency 00:17:364 - Hear those 2 sounds? Highlighting these makes the map more interesting, so keeping the same rhythm would be boring.
00:30:104 - did you forget to turn on kiai or something (wait you also fucked up your slider velocity too hmm)Whoops. I think I deleted the line by accident. Fixed

Irre's Hard

00:06:998 - add note for background noise
00:17:614 (2,3,1) - (3) should be stacked on (1) because the railroad clanking sound is only on (2)
00:27:606 (2,3,4,5,6) - is this even legal
the kiai feels bland because you barely emphasize the synth sounds :<

Gerblun's Light Insane

00:06:623 (2) - is this slider rankable
00:17:864 (1,1,2,3,4,1,2,3,4,1,2,3,4,1) - 13 note streams in a light insane with a confusing buzz slider at the start :HMMMM:
00:23:609 (1,2,3,4,1) - is this rankable I don't see how it would be. Even if the player can't see it, the player can 'feel' for it because of repetition.
kiai is also bland like Hard as the synths aren't emphasized at allYea you're helpful. Maybe point out specific points I could make more interesting.

Gero's Insane

00:13:618 (1,2,3,1) - there isn't anything in the song to support this kind of jump tbh, just move the stack to the right (a lot) to like 132|342
00:16:116 (1,2,1,2) - the kickslider worthy sounds are only present in the first combo, make the second combo circles
00:19:613 (1,1,1,1,1) - jumpstreams in an insane, great. the kickslider stream is also pretty unintuitive as the clickable notes aren't in a clear path. i'd just reduce the spacing on the kickslider stream and connect it to the next slider (somehow)
00:20:113 (1,1,1,1,1,1) - this is bland and doesn't mechanically represent the rising pitch of the song
00:23:610 (1,1,1,1,1) - see kickslider stream
00:24:109 (1,1,1,1,1,1) - see mechanical representation
00:33:601 (1,1) - map to the song and not to the imaginary drum in your head, these sounds are 1/4 not 1/8
00:35:600 (1,1,1,1) - why are these lower spaced than the stream following it when there's no noticeable sound change

Doom

this diff has problems and like
a lot of fucking problems
you have absurd jumpstreams and happy-go-lucky new combo usage that basically makes this map a complete nightmare to read for players that this map is supposedly suited towards (based of SR) Before I get into responding to the mods, let me remind you SR isn't accurate.
While the sr isn't high, I used mapping concepts of an Extra. (Spaced streams, 1/4 jumps, sv manipulation)
SR isn't good at calculating gimmicks or anything technical, which is why the map ends up like this.


00:01:877 (1,2,3,1) - (1) and (2) are off-center, select both and move to 209|114 Fixed. Tho applied differently.
00:02:626 (1,1) - this isn't even a jumpstream anymore Okay, point being?
00:03:376 (1,1) - this is incredibly misleading because the slow slider blocks off most of the faster slider You don't need to see the rest of the fast slider because it's quick enough to act as a kick slider.
00:05:124 (1) - completely ignores synth, nice. could just do 1/4 slider into circle zz If you could point out where the 'synth' is, that'd be great. I feel this rhythm works because there are 3 distinct sounds on each end of the slider.
00:08:122 (1,2) - this isn't overmapped enough, make into 4 separate high sv 1/4 sliders This doesn't seem like a serious point so no response.
00:09:371 (1,2) - why are these different sliders on the same sound, just use some sv magic They don't have to be exactly the same to represent the same sound. Mapping it this way is no different than if it was two straight sliders in the same motion.
00:10:870 (1,2,3,4) - this rhythm doesn't even match the song in any way It's variation I decided to add in. I feel it still fits because even though I'm ignoring the sounds at 00:11:494 - 00:11:119 - I cover them up with hitsounds.
It's more new, interesting patterns to keep the player on edge.

00:12:119 (1,2,3,4) - lame when compared to your previous stuff idc how lame you think it is. It's a new pattern that sticks out, and that's what will keep the player engaged.
00:16:615 (1,2) - flip the places of (2) and (1) because that's what your jumpstream tower says There's extra emphasis on 00:16:615 (1) - which is why I didn't place it where the player expected it to be.
00:17:864 (1) - finish spam and a weird buzzslider ok_hand Okay. Tell me how to fix it.

00:21:611 (3,4) - why not copy 00:25:607 (1,2) - and raise SV to cover the sounds that you're skipping It only seems like there are sounds there because of the hitsounds. Let me remove the hitsounds from the first pair, but keeping them on the second.
00:23:609 (1,2,3,4) - (3) and (4) should be the same distance as (1) and (2) for consistency and because there's really no reason for them to be higher spaced It's just a visual effect. 3-4 are not far enough to have more emphasis than 1-2.
00:30:478 (2) - why to this and all of the other random little kicksliders Because it makes the jump to 00:30:603 (3) - easier to hit. Slider leniency.
00:32:352 (1,2,1,2,1,2) - overmapped to hell I don't get what you mean, there are sounds on there, and I caught the emotion of the song by having the spacing decrease. What's wrong with this section?
00:33:601 (1,1,2,1) - 00:33:975 (1) - this should be the third note not 00:33:850 (2) - this for flow and because it's misleading (this is also overmapped to hell) I don't agree. Although subtle, there are 1/8 sounds on the ends of those sliders. Also I think the coloring (while misleading) is still interesting because it creates a neat visual.
00:36:099 (1,2,3,4,5,6,7,8) - shouldn't this be a lot higher spaced or just be jumps instead of a slow stream Not really, because the motion of playing streams is different then stream jumps, so I justify them based on variety. It's a new pattern to keep the player interested.
00:37:098 (1,1,1,1,1) - might wanna just nc the first and last note for readability The sliders gradually get faster, which is why they go through the colors.
00:37:597 (1) - this slider isn't even the same length as the others :/ rip aesthetic It's not meant to be like the others. It's offset because it's a strange place for the sound. The awkward positioning makes it stand out, which is why I say it's supported.



jesus christ this diff
Thanks for modding
Sotarks
Sorry for late!

[Doom]
00:03:126 (1) - why you ended the slider here, there's like no sound ? finish it on the 1/8 tic 00:03:313 -

00:08:122 (1,2,1) - oh please clean this up, the overlap here looks messy

00:11:119 - here you skip a beat, 00:10:994 (2) - just end this slider there, makes more sense.

00:17:864 (1) - equalize that triangle xd

00:36:598 (5) - nc here

00:36:973 (8,1,1,1,1,1) - make this flow like a star jump pattern pls, reading will be easier and smoother to play.

[Another]
00:05:374 (1) - this is barely not readable imo

00:06:623 (5) - x200 y53

00:06:873 (6) - can you maybe do an alternative than a long reverse, it's zzz
00:08:871 (2) - ^

good diff

[Gero's Insane]
00:35:600 (1,1,1,1) - spam nc is useless tbh

other than that, nothing to say

[Gerblun's Light Insane]
00:09:870 (1) - remove nc

00:20:112 (1) - maybe unstackl slightly for better readability

00:27:106 (1,2,1,2,1,1,1,1) - keep consistency with nc pls 00:23:109 (1,2,1,2,3,4,1) -

good

[]

rest is ok nthing to say
gl
Topic Starter
Hollow Delta

Sotarks wrote:

Sorry for late!

[Doom]
00:03:126 (1) - why you ended the slider here, there's like no sound ? finish it on the 1/8 tic 00:03:313 -

I ended it here because 2-3 are not in the same group. Easiest way to explain it is I could replace 1 with a circle and it'd still fit.


00:08:122 (1,2,1) - oh please clean this up, the overlap here looks messy I don't agree. I didn't perfectly overlap them because it wouldn't be a new pattern. I'm not afraid to get a bit messy for the sake of sticking out.

00:11:119 - here you skip a beat, 00:10:994 (2) - just end this slider there, makes more sense. I think the rhythm still fits. It's extended because it forces the player to freeze longer, putting more emphasis on 1. I tried covering the beat on the white tick with the hitsounding tho.

00:17:864 (1) - equalize that triangle xd lol. fixed

00:36:598 (5) - nc here I don't think I need an nc here, because unlike the doubles, the jumps are close enough for the player to know it's 1/4, but spaced enough to show the beat there.

00:36:973 (8,1,1,1,1,1) - make this flow like a star jump pattern pls, reading will be easier and smoother to play. I'm not doing that, because it's completely different than my intended pattern. To make them jumps would take away the vibe it gives off, which is this 'final build-up' only for the anti-clamatic ending with 1.


[Another]
00:05:374 (1) - this is barely not readable imo Even if the player can't see it completely, they can 'feel' for it because of the rhythm. Also they can see the approach circle, so they're not completely blind.

00:06:623 (5) - x200 y53 Done

00:06:873 (6) - can you maybe do an alternative than a long reverse, it's zzz
00:08:871 (2) - ^ Fixed first one. The second one is essential for the buildup I was suggesting with 00:08:122 (3,4,1,2) -

good diff

gl
Thanks for the mod
Hollow Wings
m4m

General

  1. i don't really know how nominators nowadays deal with skins, shouldn't be the skin in a full set in it's class?

Doom

  1. generally i wanna say something about the sv setting: it usually seems like we cant directly judge a sliders sv when we play a map full of sv changes in sliders, so like i did in my map TSUBAKI, i give special combo color for proper sv setting to notice players its sv and make it be more sense to others, which you tired to do to this map as well i guess. BUT you didn't do it very consistent to every pattern, like i still see sliders other than red color be really fast and confused me very much when i play it. i suggest you check the whole map in detail again and give regular setting to all of your sliders once more.
  2. 00:33:601 (1,1,2,1) - still suggest you use common setting to nc instead of reading trick here, not that necessary.
  3. 00:20:112 (1,2,3,4) - about green lines setting here: seems like you wanna mute or somehow low down volume of sliders' ends here and some familiar patterns' as well, but this kind of doing is not that convenient, even a really tough way. the better way of doing is give another hitsound which is a nearly mute sound in the same set (yours is like as soft-hitnormal) and replace the current sampleset (yours is drum-hitnormal), completing it directly instead of adding too much green lines. i recommend you shall learn and practice how to do that if you still do this kind of sliders often.
  4. the map itself is already good enough to me to get ranked, a star is deserved imo.

Another

  1. 00:06:124 (3) - i still think if you give 1/8 sliders here at 00:03:126 (3,4) - , you need to arrange those violin's beats' slider in same version. this is kind of general mod to the whole map in this diff, check it all if you want to.

Gero's Insane

  1. 00:13:618 (1,2) - this jump is a bit large to me... shorter distance?
  2. 00:19:613 (1,1,1,1) - not very necessary to use nc spam here... sudden spaced kick slider stream is tricky enough to break combo, nc make it more difficult by dropping hp easily. 00:23:610 (1,1,1,1) - as well. some kind of same to 00:31:603 (1,1,1,1) - , too.
  3. 00:34:975 (8,1) - i don't see any differences between this and 00:30:979 (8,1) - part in song track, so that 1/4 jump should be reconsidered imo...

Gerblun's Light Insane

  1. 00:27:106 (1,2,1,2,1,1,1,1) - not necessary to nc spam.
  2. fine symm.

Irre's Hard

  1. 00:21:611 (1,1) - anti-flow+big jump, maybe too difficult for hard level?
  2. irre 0.0
nothing need to be mentioned in normal and easy diff.

short song, and sounds fine.

good luck!
Topic Starter
Hollow Delta

Hollow Wings wrote:

m4m

General

  1. i don't really know how nominators nowadays deal with skins, shouldn't be the skin in a full set in it's class?
    Yes you're correct. If you customize any of the parts of the circle, you need to either customize the rest of the parts used to make that circle or use the template.
    For this case I skinned the hitcircle.png, so I added the template hitcircleoverlay.png and approachcircle.png, and adjusted the sliderborders to 255,255,255 (white) so there would be no weird over-rides with the player's skin.

Doom

  1. generally i wanna say something about the sv setting: it usually seems like we cant directly judge a sliders sv when we play a map full of sv changes in sliders, so like i did in my map TSUBAKI, i give special combo color for proper sv setting to notice players its sv and make it be more sense to others, which you tired to do to this map as well i guess. BUT you didn't do it very consistent to every pattern, like i still see sliders other than red color be really fast and confused me very much when i play it. i suggest you check the whole map in detail again and give regular setting to all of your sliders once more.
    Went through the map and applied the new knowledge to some places.
  2. 00:33:601 (1,1,2,1) - still suggest you use common setting to nc instead of reading trick here, not that necessary.
    I think the reading trick is an interesting idea, so I'm gonna keep it.
  3. 00:20:112 (1,2,3,4) - about green lines setting here: seems like you wanna mute or somehow low down volume of sliders' ends here and some familiar patterns' as well, but this kind of doing is not that convenient, even a really tough way. the better way of doing is give another hitsound which is a nearly mute sound in the same set (yours is like as soft-hitnormal) and replace the current sampleset (yours is drum-hitnormal), completing it directly instead of adding too much green lines. i recommend you shall learn and practice how to do that if you still do this kind of sliders often. Your suggestion is definitely easier, but since this map is complete really no point in going back and redoing it. I'll remember to do it this way from now on.
  4. the map itself is already good enough to me to get ranked, a star is deserved imo.aw thx <3

Another

  1. 00:06:124 (3) - i still think if you give 1/8 sliders here at 00:03:126 (3,4) - , you need to arrange those violin's beats' slider in same version. this is kind of general mod to the whole map in this diff, check it all if you want to. Fixed

Gerblun's Light Insane

  1. 00:27:106 (1,2,1,2,1,1,1,1) - not necessary to nc spam. Redid it, but kept the nc spam at 00:27:606 - because it feels necessary here however lol
  2. fine symm.

short song, and sounds fine.

good luck! thx
Alexsander
M4M

Easy
  1. 00:36:099(3) - you could put the slider reverse here, instead of putting it on the next note and you could put a circle at that point 00: 37: 597 - to end the song.
Normal

  1. 00:34:101(1,2,3,4,5) - this part bears some resemblance to this 00: 31: 103 (1,2,3,4) - you could keep those same notes since the tension for the final begins at 00:36:099 -
    (this aki is very personal want you to follow or it is not of your choice)



The rest of the map is very good
Good luck :D
Topic Starter
Hollow Delta

TheBenderGamer wrote:

M4M

Easy
  1. 00:36:099(3) - you could put the slider reverse here, instead of putting it on the next note and you could put a circle at that point 00: 37: 597 - to end the song.fixed
Normal

  1. 00:34:101(1,2,3,4,5) - this part bears some resemblance to this 00: 31: 103 (1,2,3,4) - you could keep those same notes since the tension for the final begins at 00:36:099 -
    (this aki is very personal want you to follow or it is not of your choice)00:36:099 (1,2,3) - There's fluctuation in the intensity of this part, so having a consistent rhythm wouldn't best fit the vibe.



The rest of the map is very good
Good luck :D
_handholding
Doom
00:30:603 (1,2,3,4) - This is by far the hardest pattern in the latter part of the map.

00:36:973 (8) - I don't really know why this is a kickslider, could you enlighten me? same with 00:35:974 (4) -

00:37:098 (1,1,1,1,1) - circular flow on the heads makes it quite tricky to play (it plays like a pentagon)

00:36:598 (5) - spacing this away from 4 would give better emphasis and make the quadruplets more distinctive, 00:36:099 (1,2,3,4) - and 00:36:598 (5,6,7,8) - . Same applies with 00:36:099 (1) - and 00:35:974 (4) -

Overall I don't really get the ending, you have spaced patterns like 00:30:603 (1,2,3,4) - and 00:32:352 (1,2,1,2) - then the rest are pretty linear. There's a massive difficulty that these 2 patterns create

OD 8 feels more than enough

Another
00:01:877 (1) - based on the sounds you're following at 00:02:876 (1,2) - and 00:03:875 (1,2) - etc shouldn't this be 2 circles

00:06:124 (3,4) - mute slider ends

00:04:875 (6,7,1,2,1) - I really struggle to read this pattern

00:05:374 (1) - soft whislte, normal sampleset

00:04:875 (6,7,1,2,1) - why is this one so edgy whilst 00:12:868 (6,7,8,9,10) - isnt?

00:21:611 (1,2) - You should really do something different here to show some contrast. Having the same exact pattern map 2 different things cames off as very bland
[]Sorry I dont think I'm interested in nominating the set as of now

w ~
Topic Starter
Hollow Delta
messed up dont read this
Topic Starter
Hollow Delta

Kisses wrote:

Doom
00:30:603 (1,2,3,4) - This is by far the hardest pattern in the latter part of the map. I think it has some thought put into the playability into it. While I generally care less about gameplay, my original pattern didn't fit well, so I changed it to a circular-pattern like this one.

00:36:973 (8) - I don't really know why this is a kickslider, could you enlighten me? same with 00:35:974 (4) - I did this because it creates a contrast between the spaced streams and the stream jumps. It lightens up the hitbox because of the leniency.

00:37:098 (1,1,1,1,1) - circular flow on the heads makes it quite tricky to play (it plays like a pentagon) I changed it up a bit so it incorporated a jump-like pattern. The spacing was increased slightly to fit in the pattern, but I feel it still fits.

00:36:598 (5) - spacing this away from 4 would give better emphasis and make the quadruplets more distinctive, 00:36:099 (1,2,3,4) - and 00:36:598 (5,6,7,8) - . Same applies with 00:36:099 (1) - and 00:35:974 (4) - I think the angled I placed the notes and the NC on 1 already makes it distinct enough. 00:36:473 (4,5) - I think the straight line created by 4-5 creates the distinction okay.
Reason I wouldn't space it out more is because it's a weaker shift than the beat at 1. Connecting these notes visually I thought looked better.


Overall I don't really get the ending, you have spaced patterns like 00:30:603 (1,2,3,4) - and 00:32:352 (1,2,1,2) - then the rest are pretty linear. There's a massive difficulty that these 2 patterns create When it comes to most of my maps, very rarely do I create something to be flowwy or playable.
My goal when it comes to mapping is to create something interesting, along with challenging. The only playability aspects I consider is within the guidelines created by my own map.

If I could give an example, you're main issues tend to focus more on the 1/4 jumps and streams during the kiai. For the rest of the map, I've prepared the player for these choppy movements by sprinkling in these concepts at the start.
Ex. 00:01:877 (1,2,3) - 1/4 jump
00:02:876 (1,2,1) - spaced streams
00:06:873 (1,2,1,2,3) - Tight, but fast jump patterns
00:07:872 (1,2) - Overuse of doubles, to guarantee familiarity of the player with the map.


All these concepts come together at once during the kiai, giving the player more of a challenge. If I didn't map these concepts before the kiai, the player would become overwhelmed, and wouldn't create an engaging experience.
I feel like my execution of these gimmicks was okay. While they are difficult to most, my intention has never been to map something simple.


OD 8 feels more than enough done

Another
00:01:877 (1) - based on the sounds you're following at 00:02:876 (1,2) - and 00:03:875 (1,2) - etc shouldn't this be 2 circles I think it's okay, because while it's not 2 circles, it's still covering those 2 sounds, and since it's only the start, the player isn't going to be fixed on this rhythm immediately.

00:06:124 (3,4) - mute slider ends The soft-hit mutes them. Hollow Wings fixed this in her mod, so that's why the other half of the map uses green lines to mute them.

00:04:875 (6,7,1,2,1) - I really struggle to read this pattern I think it's okay, as the player can see the approach circle, so they can at least feel for the note.

00:05:374 (1) - soft whislte, normal sampleset done

00:04:875 (6,7,1,2,1) - why is this one so edgy whilst 00:12:868 (6,7,8,9,10) - isnt? For the diamond stream, you don't have to move along with it, you hold your cursor down in one place. You could say this serves as an antijump to keep the map engaging along with some regular streams.

00:21:611 (1,2) - You should really do something different here to show some contrast. Having the same exact pattern map 2 different things cames off as very bland I think I created enough variation for that section. It's the easier diff to the last, so I wouldn't do anything too extreme as I'd like the spread to be linear.
[]Sorry I dont think I'm interested in nominating the set as of now

w ~
Thanks for the mod
Irreversible
w
Mao
Hey there, you asked me to mod this in-game.

[General]
  1. You are violating the rule that:

    Ranking Criteria wrote:

    Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user's custom skin choices.
[Doom]
  1. 00:02:626 - Even though you announce slider velocity changes like these with the red color, having them at twice the speed plays quite forced especially with such low spacing right before it. This also makes the ones in the much more intense section later feel not different enough from these.
  2. 00:06:873 (1,2,1,2) - This pattern seems very out of context to me due to the high spacings.
  3. 00:08:122 (1,2,1) - I don't even get the concept behind this pattern. Why is it so cramped and why do all the tails suddenly overlap? It's very out of place and not very pleasant to look at if you ask me.
  4. 00:10:870 (1,2,3,4) - Why are you suddenly changing the concept completely? And what are you emphasizing with 00:10:994 (2) - ? The drum on the blue tick is pretty weak but the white tick has the main melody. Same with 00:12:868 (1,2,3,4) - . Also the hitsounding is very weird due to the normal sampleset on blue.
  5. 00:16:615 (1,2,3) - I get why you use 3/8 here but using 0.5x SV just makes it seem like all the other sliders in size which makes it pretty hard to read.
Now let's talk about the section starting at 00:30:104 - . It plays incredibly unnatural, is full of difficulty spikes and has some odd design choices.
  1. 00:32:102 (1,2,1,2,3,4) - Let's take this as an example. Why is suddenly the spacing between 00:32:601 (1,2) - and 00:32:851 (3,4) - so incredibly huge when it was small like 00:30:603 (1,2,3,4) - all the time. Also having so small 1/4 spacing there is pretty inconsistent too.
  2. 00:33:601 (1,1,1,1) - This is an extreme case of difficulty spike. You haven't used anything similar before and just throw it at the player within the last ten seconds without any indication or introduction to the pattern at all. If you want to use 1/8 here, you'd better go for something way simpler to understand, you just don't have the chance to introduce it properly here. Same for 00:37:098 (1,1,1,1) -
  3. 00:35:349 (1,2,3,4,5,6,1,1,2,3,1,1,2,3) - Similar situation with this, you never had such long streams before with consecutive high spacing like this. Also, if you really desire to keep it, please keep the streamjumps out of there or make them consistent.
So yeah, I have huge concerns playability and consistency wise. The difficulty needs much more work.

[Gero's Insane]
  1. AR9 is way too high for the way you have mapped this. Try AR8.
  2. 00:08:622 (2,3,4,5,1) - I'm not sure if it's just me but this is an odd way to introduce largely spaced streams. Before at patterns like 00:05:874 (2,1) - you tap more like it's 1/2 and later at 00:17:864 (1,1) - you use regular spacing. For an introduction, I'd reduce it.
  3. 00:19:613 (1,1,1,1) - Same issue as in the highest difficulty, this is not introduced well at all. The movement is way too complex for something you have not seen yet at all. Same goes for the other ones like that.
  4. 00:31:603 (1,1,1,1,1) - Not a big fan of this NC spam here, it's pretty unnecessary.
  5. 00:34:975 (8,1) - What is this sudden streamjump? You have not done this anywhere else and it plays like it was placed by accident.
[Gerblun's Light Insane]
  1. Is there a specific reason for using OD6.8 instead of OD7 here?
  2. 00:18:114 (1,2,3,4) - Not really something huge there but to me it seems like this belongs to the same sounds you followed with 00:18:613 (1,2,3,4,1,2,3,4) - so it would make more sense to use smaller spacing here.
  3. 00:23:609 (1,2,3,4,1) - This is very out of place. The whole map has a pretty clear straight-forward structure and then you suddenly do such a complex pattern? I'd just space out the stream regularely.
The difficulty itself is fine but it could take some general polish. Also about 00:30:104 - I don't really see a reasoning for the different stream spacings as you use them interchangibly, so I assume they are just there for the sake of it.

[Irre's Hard]

Best difficulty in this set, good job! My only nitpick would be not to start the map off with a triple because it might be hard to hit correctly.

[Normal]
  1. 00:08:123 (1) - Quite picky, but I think you should get rid of this slidershape as you only used curved and linear ones in this section and there's nothing special here.
The biggest issue I have with this difficulty is the section starting at 00:30:104 - . From 00:31:103 - on it's just a chain of consecutive objects each 1/2 apart which is not advised to do. Also I'd recommend you to use bigger spacing here because barely touching objects look pretty weird because it feels like they should be spaced out.

[Easy]
  1. 00:30:104 (1,2,3,1,2,3,1,2,1,1) - has a similar issue as the Normal difficulty with it being just a continuous chain of 1/1 objects. I'd say it's even worse here because you just simply follow all the 1/1 ticks which makes it very boring. You even used 1/2 repeats before (e.g. 00:09:122 (2) - ) even though the section is less intense.
________________________

So as a conclusion, I want you to find more mods and rework the highest diff alot. Also the lower difficulties feel like they were mapped really fast and could improve greatly by adding more variety to make them stand out more.

Good luck o/
Topic Starter
Hollow Delta

Mao wrote:

Hey there, you asked me to mod this in-game.

[General]
  1. You are violating the rule that:

    Ranking Criteria wrote:

    Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user's custom skin choices.
    Fixed.
[Doom]
  1. 00:02:626 - Even though you announce slider velocity changes like these with the red color, having them at twice the speed plays quite forced especially with such low spacing right before it. This also makes the ones in the much more intense section later feel not different enough from these. They're at this level mainly for multiple reasons actually.
    I figured a direct contrast along with complimentary visuals fit, which is why I chose 2x.
  2. 00:06:873 (1,2,1,2) - This pattern seems very out of context to me due to the high spacings. I spaced the sliders out more.
  3. 00:08:122 (1,2,1) - I don't even get the concept behind this pattern. Why is it so cramped and why do all the tails suddenly overlap? It's very out of place and not very pleasant to look at if you ask me. I haven't given it a name, but it's purpose was to compliment the 3 sounds I mapped with a triangular shape. About having them overlap, I thought it would be interesting to 'connect' the pattern via overlaps.
  4. 00:10:870 (1,2,3,4) - Why are you suddenly changing the concept completely? And what are you emphasizing with 00:10:994 (2) - ? The drum on the blue tick is pretty weak but the white tick has the main melody. Same with 00:12:868 (1,2,3,4) - . Also the hitsounding is very weird due to the normal sampleset on blue. Fixed.
  5. 00:16:615 (1,2,3) - I get why you use 3/8 here but using 0.5x SV just makes it seem like all the other sliders in size which makes it pretty hard to read.
    It was done because I wanted to put emphasis on these notes in a unique way to compliment this part. They intentionally look like the other sliders as an aesthetic. I want them to compliment this part specially, but not look too obnoxious.
Now let's talk about the section starting at 00:30:104 - . It plays incredibly unnatural, is full of difficulty spikes and has some odd design choices.
  1. 00:32:102 (1,2,1,2,3,4) - Let's take this as an example. Why is suddenly the spacing between 00:32:601 (1,2) - and 00:32:851 (3,4) - so incredibly huge when it was small like 00:30:603 (1,2,3,4) - all the time. Also having so small 1/4 spacing there is pretty inconsistent too. Fixed. One double barely goes offscreen, so that particular one is staying the same, but the rest are fixed.
  2. 00:33:601 (1,1,1,1) - This is an extreme case of difficulty spike. You haven't used anything similar before and just throw it at the player within the last ten seconds without any indication or introduction to the pattern at all. If you want to use 1/8 here, you'd better go for something way simpler to understand, you just don't have the chance to introduce it properly here. Same for 00:37:098 (1,1,1,1) - Fixed the first point mentioned. Still not too sure about 00:37:098 (1,1,1,1) - as it serves as a finisher.
  3. 00:35:349 (1,2,3,4,5,6,1,1,2,3,1,1,2,3) - Similar situation with this, you never had such long streams before with consecutive high spacing like this. Also, if you really desire to keep it, please keep the streamjumps out of there or make them consistent. I adjusted the stream to be more compact to compensate for the length. The stream jumps are now bumps instead of jumps xppp
So yeah, I have huge concerns playability and consistency wise. The difficulty needs much more work.

[Gero's Insane]
  1. AR9 is way too high for the way you have mapped this. Try AR8.
  2. 00:08:622 (2,3,4,5,1) - I'm not sure if it's just me but this is an odd way to introduce largely spaced streams. Before at patterns like 00:05:874 (2,1) - you tap more like it's 1/2 and later at 00:17:864 (1,1) - you use regular spacing. For an introduction, I'd reduce it.
  3. 00:19:613 (1,1,1,1) - Same issue as in the highest difficulty, this is not introduced well at all. The movement is way too complex for something you have not seen yet at all. Same goes for the other ones like that.
  4. 00:31:603 (1,1,1,1,1) - Not a big fan of this NC spam here, it's pretty unnecessary.
  5. 00:34:975 (8,1) - What is this sudden streamjump? You have not done this anywhere else and it plays like it was placed by accident.
[Gerblun's Light Insane]
  1. Is there a specific reason for using OD6.8 instead of OD7 here? These are the stats one of the old gders had, I didn't bother changing it lol. It would be better off as 6 though.
  2. 00:18:114 (1,2,3,4) - Not really something huge there but to me it seems like this belongs to the same sounds you followed with 00:18:613 (1,2,3,4,1,2,3,4) - so it would make more sense to use smaller spacing here.
  3. 00:23:609 (1,2,3,4,1) - This is very out of place. The whole map has a pretty clear straight-forward structure and then you suddenly do such a complex pattern? I'd just space out the stream regularely.
The difficulty itself is fine but it could take some general polish. Also about 00:30:104 - I don't really see a reasoning for the different stream spacings as you use them interchangibly, so I assume they are just there for the sake of it. Fixed except for the one at 00:35:099 (1,2,3,4) - as I can't fit the kick sliders with the proper length.

[Irre's Hard]

Best difficulty in this set, good job! My only nitpick would be not to start the map off with a triple because it might be hard to hit correctly.

[Normal]
  1. 00:08:123 (1) - Quite picky, but I think you should get rid of this slidershape as you only used curved and linear ones in this section and there's nothing special here. Fixed
The biggest issue I have with this difficulty is the section starting at 00:30:104 - . From 00:31:103 - on it's just a chain of consecutive objects each 1/2 apart which is not advised to do. Also I'd recommend you to use bigger spacing here because barely touching objects look pretty weird because it feels like they should be spaced out. Fixed

[Easy]
  1. 00:30:104 (1,2,3,1,2,3,1,2,1,1) - has a similar issue as the Normal difficulty with it being just a continuous chain of 1/1 objects. I'd say it's even worse here because you just simply follow all the 1/1 ticks which makes it very boring. You even used 1/2 repeats before (e.g. 00:09:122 (2) - ) even though the section is less intense. Removed the easy as the normal was already below 2*
________________________

So as a conclusion, I want you to find more mods and rework the highest diff alot. Also the lower difficulties feel like they were mapped really fast and could improve greatly by adding more variety to make them stand out more.

Good luck o/
Thanks a lot. Appreciate the professional outlook.
_Meep_
doom
00:03:126 (1) - why nc lo, 00:02:127 (3) - this wasnt nced
00:06:124 (1) - same as above
00:07:123 (1) - same as above
u get the gist, now fix the others.
00:08:497 - add a note maybe
00:08:122 (1,2,1) - da hell are these aesthetics boi
00:05:374 (3,1) - 00:13:367 (1,2) - why are the NCs different?
just saying, this diff is so edgy my friends are dying of edge when testplaying
00:13:992 (2,1) - and 00:14:991 (2,1) - can u keep the distances between the sliders consistent at least?
00:28:230 (1) - Spinner feels very unnatural here because the previous few parts were mapepd out, yet this one is replaced by a spinner, i understand you're trying to point out that another part is coming, but i rather you use a more notable pattern using the gimmick presented in 00:20:112 - and 00:24:109 - in contrast to a spinner that feels out of place.
00:36:099 (1) - what is this random NC? I don't see a point of it being here. If it is for the drums, then why is 00:36:723 (1) - nc'd? doesn't make sense honestly
this diff is really messy in the way it handles gimmicks, try to be more consistent if you want to do something and dont make any rash changes to the rhythm or flow if its too unexpected

gero
00:36:099 (1,2,3,4,1,2,3,4) - wish you would copy the same pattern as you did 00:35:600 (1,1,1,1) - ,where the note spacings increase with the song, maybe make it vary, this is just my opinion though
00:21:861 (2) - this is loud af too
gjob boi i luv the diff

gerblun
00:03:875 (8,1) - I prefer you swap NCs, because at 8, the next 'tune' is being played, so it compliments the music more, this appears all over in the beginning of the song and its up to you to change it. 00:09:870 (1) - u even NC'd this one, why not the others?
00:16:115 (1) - ^^ this is why your NCs kind of get awkward
00:17:864 (1) - Lessen one repeat so you can give newbies more leeway?
00:21:860 (3,4) - this is way too fucking loud holy shit, at least change the volumes if you're emphasising different instruments on different diffs
00:28:105 (1,1) - the NCs are out of place because you didn't NC 00:20:112 (1,2,3,4,5,6) -





will sotp modding
m4m link posted in q
thanx
Topic Starter
Hollow Delta

_Meep_ wrote:

00:03:126 (1) - why nc lo, 00:02:127 (3) - this wasnt nced
00:06:124 (1) - same as above
00:07:123 (1) - same as above
u get the gist, now fix the others.
00:08:497 - add a note maybe
00:08:122 (1,2,1) - da hell are these aesthetics boi
00:05:374 (3,1) - 00:13:367 (1,2) - why are the NCs different?
just saying, this diff is so edgy my friends are dying of edge when testplaying
00:13:992 (2,1) - and 00:14:991 (2,1) - can u keep the distances between the sliders consistent at least?
00:28:230 (1) - Spinner feels very unnatural here because the previous few parts were mapepd out, yet this one is replaced by a spinner, i understand you're trying to point out that another part is coming, but i rather you use a more notable pattern using the gimmick presented in 00:20:112 - and 00:24:109 - in contrast to a spinner that feels out of place.
00:36:099 (1) - what is this random NC? I don't see a point of it being here. If it is for the drums, then why is 00:36:723 (1) - nc'd? doesn't make sense honestly
this diff is really messy in the way it handles gimmicks, try to be more consistent if you want to do something and dont make any rash changes to the rhythm or flow if its too unexpected

will sotp modding
m4m link posted in q
thanx

Applied all except last point. I'm limited with only 2 combo colors, so I was trying to find a way to contrast the drums while at least keeping both colors on screen. Usually this nc pattern would look ugly but for only 2 colors I think it fits.
Aistre
Hey, late mod I'm sorry ;;
[Doom]
  1. 00:08:621 (1) - Maybe a soft hitwhistle here? Not sure what you're emphasizing with the whitstle at 00:08:122 (1) - if you're not priotizing the foreground instrument changing in pitch.
  2. 00:09:371 (1,2) - Not a big fan of how this plays. The flow from 00:09:121 (1) - makes it awkward and unexpected since the linear flow isn't used any where else. It's also jaunting considering the player will get used to the sharper flow used before hand.
  3. 00:25:108 (1,2,3,4) - You could increase spacing / rotation here to represent the intensity change like 00:21:111 (1,2,3,4) -
  4. 00:33:601 (1,2,3,4) - This is a pretty mean pattern to represent with sliders when it's not expected, I slipped up here when playing.
  5. 00:35:474 (3,1) - Spacing could be increased since this is a more intense rhythm than 00:34:599 (1,2,3,4) - etc.
  6. 00:37:098 (1,2,1,2) - I'm not even sure if you're able to SS this
[Gero's Insane]
My main problem with this diff is that the pitch and intensity changes aren't properly represented in the map. The prominent use of stacking is okay but I think the execution of them could be more intuitive. For example, 00:05:375 (5) - can be easily differentiated as being different in intensity in the song, so it could be nice to properly represent it in the map.
  1. 00:09:372 (1,2,3) - Spacing vs. 00:13:368 (5,1,2) -
  2. 00:16:615 (1,2) - Maybe this should be decreasing in spacing because the rhythm is getting less intense
  3. 00:19:613 (1,1,1,1) - This sounds a lot like 1/4 rhythm in the song, maybe the sliderends should be silenced? This also applies to 00:23:610 (1,1,1,1) - and 00:27:606 (1,1,1,1,) - if you agree
[Gerblun's Light Insane]
  1. 00:24:233 (1) - Imo this spinner should be mapped but idk
[Irre's Hard]
Diff is fine

[Normal]
  1. 00:05:125 (2) - Missing normal sampleset hitwhistle
  2. 00:29:104 (3,4) - Hitsound volume here is really quiet for some reason
  3. 00:30:104 (1,2,1) - Not sure if it's just me or I didn't know this was 1/1 the first few times I played this.

gl
Topic Starter
Hollow Delta

Alphabet wrote:

Hey, late mod I'm sorry ;;
[Doom]
  1. 00:08:621 (1) - Maybe a soft hitwhistle here? Not sure what you're emphasizing with the whitstle at 00:08:122 (1) - if you're not priotizing the foreground instrument changing in pitch.
  2. 00:09:371 (1,2) - Not a big fan of how this plays. The flow from 00:09:121 (1) - makes it awkward and unexpected since the linear flow isn't used any where else. It's also jaunting considering the player will get used to the sharper flow used before hand.
    I.think.it's.okay.because.the.shortened.slider.before.the.red.notes.serves.as.an.antijump.This.pattern.would.be.a.lot.harder.if.the.slider.had.a.matching.length.because.there.were.no.breaks.
  3. 00:25:108 (1,2,3,4) - You could increase spacing / rotation here to represent the intensity change like 00:21:111 (1,2,3,4) -
  4. 00:33:601 (1,2,3,4) - This is a pretty mean pattern to represent with sliders when it's not expected, I slipped up here when playing.
  5. 00:35:474 (3,1) - Spacing could be increased since this is a more intense rhythm than 00:34:599 (1,2,3,4) - etc. 00:34:100 - here.is.where.the.beginning.of.the.kiai.loops.which.is.why.i.mapped.it.as.a.stream.instead.of.double-jumps
  6. 00:37:098 (1,2,1,2) - I'm not even sure if you're able to SS this Scaled.it.down.a.bit.but.kept.the.pattern.as.it.serves.as.an."epic.finisher"
[Normal]
  1. 00:05:125 (2) - Missing normal sampleset hitwhistle I.changed.the.hitsounds.a.bit.here.because.the.hitsounds.for.doom.don't.fit.together.with.normal.exactly
  2. 00:29:104 (3,4) - Hitsound volume here is really quiet for some reason
  3. 00:30:104 (1,2,1) - Not sure if it's just me or I didn't know this was 1/1 the first few times I played this. I.thought.the.amount.of.sliders.would.be.too.boring.so.I.went.for.a.contrast.from.the.start

gl

thanks.for.the.mod

no.reply.is.fix
yShadowXOP_
Ohaii :3

M4M ><
Doom:



  1. 00:02:626 (1,1,2) - i found it a bit uncomfortable to go from the slider (1) to the circle (1)
  2. 00:16:115 (1,2,1,2) - could it be sliders maybe? combines better with music than circles
  3. 00:28:355 (2) - additions soft?
  4. 00:37:347 (1,2) - in my opinion the flow looks better so https://puu.sh/yJQuD/d1243ea9bd.png



Gero's Insane:


  1. 00:34:975 (8,1) - lol the move is not a little overdone?


Gerblun's Light Insane


  1. 00:24:233 (1) - why not finish the spinner here? 00:25:857 -

for me the rest of the maps are great :P

Sorry for short mod :<
mindmaster107
Sorry im dumb and lost track of u.

[Doom]
00:24:109 (1,2,3,4,1,2,3,4) - This pattern I think is not enough to show off the build up. Maybe try a linear arrangement, or scale from very small to very large instead of large to slightly larger.

00:29:604 (1) - This doesn't feel like enough. I dunno how to fix it, but maybe spacing it more, or using a more crazy silder shape could work rrtyui style?

00:07:372 (4,1) - You never really spaced the fast sliders, so spacing them here feels out of place.
00:11:119 (3,1) - You never really had really small spacing on this pattern, so it feels too different.
Im not saying use the same pattern exactly, but not using the same spacing feels way too much difference between them.

00:31:602 (1,2,3,4) - 3 should still be spaced a bit, considering the spacing for 00:30:603 (1,2,3,4) is so bloody massive.

00:33:975 (4,1) - I seriously thing you should space this.

00:36:099 (1,1,2,3,1,1,2,3) - I am seriously confused why you would use a continuous accelerating stream, when you were perfectly happy with using normal spacing everywhere else.

00:37:098 (1,2,1,2,1) - This is too difficult to read. The 1/4 sliders could have been readable if you put them in this pattern ( 00:33:601 (1,2,3,4) - ) as you have done them before, but the unique pattern and the stream overlapping everything killed my reading.

00:37:347 (1,2) - The song begins to calm down on these two notes, which confuses me on why they are higher SV.

[Gero's Insane]
00:10:121 (1,2,3,4,5,1,2) - spacing confuses me. What instrument is the spacing following, cus for every large spacing it was used on both low and intense notes. 00:10:620 (3) - was on the peak of the instruments, and small spaced, and 00:11:620 (3) - sounds exactly the same but has large spacing. There could be something but Im not seeing it. The spacing has little contrast either, but that isn't as big of a problem.

00:12:869 (1,2,3,4,5) - Is it possible to have 3 be a 1/4 slder to space 5? The song really peaks here.

00:15:117 (1,2,3,4,5) - The song is clearly getting less intense, but you use the same spacing as before. I would space it less.
Topic Starter
Hollow Delta
will.respond.when.I.get.a.keyboard.later.today

placeholder

rip placeholder
Izzywing
dd hlacheold
Topic Starter
Hollow Delta

yShadowXOP_ wrote:

Ohaii :3

[box=M4M ><]
Doom:



  1. 00:02:626 (1,1,2) - i found it a bit uncomfortable to go from the slider (1) to the circle (1) I think it's fair as the speedup in the slider and the counter-clockwise circular motion encourages the speed and angle required to play it.
  2. 00:16:115 (1,2,1,2) - could it be sliders maybe? combines better with music than circles
    I feel Having regular sliders before the .5x sliders would influence how the player reads the pattern in a negative way, which is not my intent.
  3. 00:28:355 (2) - additions soft? It has sampleset soft which is the same thing xpp
  4. 00:37:347 (1,2) - in my opinion the flow looks better so https://puu.sh/yJQuD/d1243ea9bd.png No, because you flip the direction of the circular motion on an unexpected beat.
    I tend to bookmark where I flip directions, and flipping it here would be surprising. While it would fit because it's the 'epic finisher' for the purpose of making it play better the switch wouldn't improve it.

mindmaster107 wrote:

Sorry im dumb and lost track of u.

[Doom]
00:24:109 (1,2,3,4,1,2,3,4) - This pattern I think is not enough to show off the build up. Maybe try a linear arrangement, or scale from very small to very large instead of large to slightly larger. I feel the spacing and repetition gives off the build-up vibe as is. Increasing the spacing just for the sake of increasing spacing would tilt the star rating xp


00:29:604 (1) - This doesn't feel like enough. I dunno how to fix it, but maybe spacing it more, or using a more crazy silder shape could work rrtyui style? Not sure what you mean by tyui style xp. I think the pattern is okay though as the increase in sv gives off the rising tension alone.

00:07:372 (4,1) - You never really spaced the fast sliders, so spacing them here feels out of place. 00:02:127 (3,1) - 00:03:126 (3,1) - 00:04:125 (3,1) - 00:06:124 (3,1) - I spaced them all out what do you mean xp
00:11:119 (3,1) - You never really had really small spacing on this pattern, so it feels too different. It's slightly smaller for visuals, but it still plays similarily in the sense that it's circular.
Slight offsets in spacing typically look okay as long as they're similar to what has been established in previous repeated sections.

Im not saying use the same pattern exactly, but not using the same spacing feels way too much difference between them.

00:31:602 (1,2,3,4) - 3 should still be spaced a bit, considering the spacing for 00:30:603 (1,2,3,4) is so bloody massive. Not really, because if you listen to the consistent 1/4 you'll notice how the places where it 'shifts are different.
That's why I alternated between 1/4 jumps and streams because I wanted to add variety while keeping a consistent rhythm.


00:33:975 (4,1) - I seriously thing you should space this. Don't know why I should. It shares the same 1/4 spacing as 1-4 and has an NC to set it apart from that while stil remaining readable.

00:36:099 (1,1,2,3,1,1,2,3) - I am seriously confused why you would use a continuous accelerating stream, when you were perfectly happy with using normal spacing everywhere else. I mean, this part isn't really like any other. The contrast with the stream leading into the finish fits this part well because it's the most intense.

00:37:098 (1,2,1,2,1) - This is too difficult to read. The 1/4 sliders could have been readable if you put them in this pattern ( 00:33:601 (1,2,3,4) - ) as you have done them before, but the unique pattern and the stream overlapping everything killed my reading. With the predictable circular motion and limited color choices it should be clear how this pattern is played. I still think it's okay.

00:37:347 (1,2) - The song begins to calm down on these two notes, which confuses me on why they are higher SV. It sounds like the opposite to me. Having it increase in intensity makes sense as it serves as a finisher.
thx for mods guys
squirrelpascals
im still alive!!

placeholder
Topic Starter
Hollow Delta
2 bn placeholds

what is this
squirrelpascals

Bubblun wrote:

2 bn placeholds

what is this
I feel really bad for you so I'm here to save the day :D

Doom
00:29:104 - silencing a hitcircle / sliderhead is unrankable

• 00:10:870 (1,2,3) - 00:11:869 (1,2,3) - These 2 are a bit harder to play because of the increased spacing + how the doubles flow away from the jumps. Idk if this is intentional because some people like to make the map more difficult as it progresses. I would suggest at least using ctrl+g on the doubles

• 00:17:114 - maybe higher sv on this one to continue your concept, + exaggeration

• 00:30:853 (3,4,1) - 00:32:976 (4,1) - These ones look way overspaced, and these one 00:31:977 (4,1) - 00:33:975 (4,1) 00:35:973 (4,1) - look way underspaced because I know you really want to exaggerate that note. Can you find some sort of happy medium here or explain your concept? because i see a pattern ov overspaced, then underspaced, then over, under, etc

dGero
00:29:104 - silencing a hitcircle / sliderhead is unrankable

00:21:861 (2,1) - 00:25:858 (2,1) - These seem like strong notes, they feel underspaced when you look at the jumps before the timestamps + the incresing strength of the drums here

00:29:105 (1) - End this buzz slider on the blue tick before this to avoid unnecessary slider breaks

• 00:32:602 (1,2,1) - Flow here is kind of strange because its a linear jump after a bunch of angular jumps

• 00:34:975 (8,1) - This is the only time in the map you use a stream jump like this. Consistency error?

why tickrate 2 here? better off 1 imo, nothing technical about this map that calls for more intricate slider-following skills

collab light insane?
00:29:104 - silencing a hitcircle / sliderhead is unrankable

• 00:05:874 (6,7,1) - im sorry for my overly-pickiness, but move this down a little so the stack is an even distance from 00:05:374 (4,5) -

• 00:09:870 (1,2,1) - 2 nc's here is a bit unnecessary, remove one of them

• 00:12:119 (1,2,3,4) - pretty large spacing all the sudden for this difficulty

• 00:18:114 (1,2,3,4,1,2,3,4,1,2,3,4) - I can imagine this stream section being difficult for a player of this level, i highly suggest using a repeat slider somewhere here, or some sort of break. Also this note 00:24:109 (1) - is pretty difficult to read for someone that level too

irre
• 00:21:611 (1,1) - looks like a difficult combination of flow and spacing for a hard diff, same with 00:25:608 (1,1) - for spacing

nromal
• 00:29:104 - dropping the hitvolume to 3 here might be confusing for a normal. i only say this because ive seen beginners "mess up" from it xp

• ]00:29:104 - silencing a hitcircle / sliderhead is unrankableThis is the only time you use this 2 circle rhythm and it's the least dense pattern too. Can you change this into something like 00:33:102 (1,2) -

call me back :o
Topic Starter
Hollow Delta

squirrelpascals wrote:

Bubblun wrote:

2 bn placeholds

what is this
I feel really bad for you so I'm here to save the day :D

Doom
00:29:104 - silencing a hitcircle / sliderhead is unrankable fixed

• 00:10:870 (1,2,3) - 00:11:869 (1,2,3) - These 2 are a bit harder to play because of the increased spacing + how the doubles flow away from the jumps. Idk if this is intentional because some people like to make the map more difficult as it progresses. I would suggest at least using ctrl+g on the doubles That's actually something I didn't consider while mapping these. I simply saw the center point the circles created and that's what I built the patterns around, this helps with playability.
Applied for the first point, but kept the second point because having it reversed here actually makes it more circular and flowwy to play.


• 00:17:114 - maybe higher sv on this one to continue your concept, + exaggeration I don't think the concept fits here as that fast slider would fuck up the feel as the intensity dies down.

• 00:30:853 (3,4,1) - 00:32:976 (4,1) - These ones look way overspaced, and these one 00:31:977 (4,1) - 00:33:975 (4,1) 00:35:973 (4,1) - look way underspaced because I know you really want to exaggerate that note. Can you find some sort of happy medium here or explain your concept? because i see a pattern ov overspaced, then underspaced, then over, under, etc You are correct, and there is a pattern. I wanted to make each stream unique to play while still remaining consistent and accurate to the music.
For example, try listening to 00:30:603 (1,2,3,4) - and comparing to 00:31:602 (1,2,3,4) - they both have that shift on the 3rd note, but the difference is the high pitched noise dies down with each note, unlike the first point where the noise peaks at the 1 and 3 and lowers at 2 and 4.

dGero
00:29:104 - silencing a hitcircle / sliderhead is unrankable I'm just gonna fix this one for gero xp

00:21:861 (2,1) - 00:25:858 (2,1) - These seem like strong notes, they feel underspaced when you look at the jumps before the timestamps + the incresing strength of the drums here

00:29:105 (1) - End this buzz slider on the blue tick before this to avoid unnecessary slider breaks

• 00:32:602 (1,2,1) - Flow here is kind of strange because its a linear jump after a bunch of angular jumps

• 00:34:975 (8,1) - This is the only time in the map you use a stream jump like this. Consistency error?

why tickrate 2 here? better off 1 imo, nothing technical about this map that calls for more intricate slider-following skills

collab light insane?
00:29:104 - silencing a hitcircle / sliderhead is unrankable

• 00:05:874 (6,7,1) - im sorry for my overly-pickiness, but move this down a little so the stack is an even distance from 00:05:374 (4,5) -

• 00:09:870 (1,2,1) - 2 nc's here is a bit unnecessary, remove one of them

• 00:12:119 (1,2,3,4) - pretty large spacing all the sudden for this difficulty

• 00:18:114 (1,2,3,4,1,2,3,4,1,2,3,4) - I can imagine this stream section being difficult for a player of this level, i highly suggest using a repeat slider somewhere here, or some sort of break. Also this note 00:24:109 (1) - is pretty difficult to read for someone that level too

irre
• 00:21:611 (1,1) - looks like a difficult combination of flow and spacing for a hard diff, same with 00:25:608 (1,1) - for spacing

nromal
• 00:29:104 - dropping the hitvolume to 3 here might be confusing for a normal. i only say this because ive seen beginners "mess up" from it xp Bumped up volume a bit.

• ]00:29:104 - silencing a hitcircle / sliderhead is unrankableThis is the only time you use this 2 circle rhythm and it's the least dense pattern too. Can you change this into something like 00:33:102 (1,2) - Fixed

call me back :o
Thanks a lot squirrel-boy
Irreversible

timemon wrote:

[Irre's Hard]
00:02:877 (5,6) - both slider ends should be clickable i believe that this kind of rhthm is more appropriate for a hard diff. feels fitting to the song too :p
00:10:870 (5,6) - ^ same

00:27:606 (2,3,4,5,6) - this shape might confuse newbie players as the diff is only 2.7* but that pattern is quite complex opened it a bit more
00:34:600 (1,2,1,2) - both get the same spacing emphasis when 00:35:101 (1) - is quite the stronger sound i do see your concern, but the thing really is im not thinking in one part here, i'm taking the whole section into consideration, and this is why my pattern makes more sense to have it consistently like this.
thanks! :3

Fursum: fixed

Pika: 1) Not fixed, seems too dense for a hard diff. 2) Fixed. 3) Adjusted slightly already.

HW 0.0 fixed!

Mao: i kept the triplet, thanks for the praise tho

squirrel: fixed

Thanks to everyone!

http://puu.sh/yRynO/62365bdc90.txt
Topic Starter
Hollow Delta
updated
squirrelpascals
waiting on Gero then
Topic Starter
Hollow Delta
xpp sorry should've let you know

Applying Gero's mods.

I backed up Gero's diff if we ever have to revert the changes.

V Look in here if you've modded Gero's diff before V
SPOILER
Kisses: I shortened it to the 1/8 tick, but anywhere shorter I feel would end too abruptly.

It looks nice xpp. I shortened the HP to compensate


timemon: I'm not sure what I'm looking for. Relative to what exactly makes the circle look 'off'?

^

For the mapping style chosen, no focus is put on that first beat, so this pattern still works.

It's 1/4 weirdo xp. The clumped style fits for stream-based concepts.

^

Removed


Fursum: I feel the spacing still fits. It's slightly larger to compliment the stronger beats. Consdiering the fact this is the diff before the final diff which features 1/4 jumps, this pattern fits relative to the spread.

Not exactly. No important sounds are being skipped, so there's no issue consistency wise. Having a completely different pattern would be more surprising to play.



[[Pika]]: fixed

I'm not sure what you mean here. If it's about the rhythm it's simplified, but it still works. To keep the spread even you can't throw streams in every spot there's 1/4.

1/4 jumps fit for this particular insane because that's what the spread is built around. It better builds up to the final diff, which is also built around 1/4 jumps.

You can't just increase sv in every spot you can, especially in an Insane who's purpose is to fill in a spread. It's limited to what can be done xp

^

^

There is 1/8, it's just very subtle. Gero's 'imagination' has nothing to do with your hearing.

It's because the 1/4 covers multiple layers. Using NCs, Gero's contrasted these differences so as to bring out all the layers when they're most prominent. Here there's a layer that's rising, so the nc pattern and increased spacing fits.


Sotarks: Contrasts the slightly-rising layer from the basic 1/4 rhythm. Justifies the spacing.


Hollow Wings: Fixed in one of the other mods xpp

I feel the Nc spam actually better fits the intensity of the hits. It contrasts these from the basic stream.

Fixed


Mao: Decided to keep it at 9, as I feel with the simplified rhythm and the increased density in the 2nd half of the song is 'cushioned' by the higher ar.

I'm not sure what I'm looking for here. The last 2 points mentioned seem to be different parts of the song (As in, different snappings) the second points uses smaller spacing because it's 1/8, and larger for 1/4 in the first point, so I'm not sure what the problem is.

Since everyone is pointing this out, check out the very bottom of the mod for a general response.

Not exactly, I feel it contrasts the 'rising intensity 1/4' over the basic 1/4 rhythm.

Fixed in HW's mod.


_Meep_: They're different sounding 1/4, so I don't think using the same concept would be any better.

but it fits xpp


Alphabet: I went over this in a few other mods, so I think the goal Gero was aiming for was to simplify the diff to better fit the spread. Increasing the difficulty where the pitch changes would've probably made the diff too hard for the spread.

already fixed in a previous mod.

I'm not sure the visual effect would work in reverse like that. They're close enough to not play like they're increasing, so I feel it's okay.

Fixed


yShadowXOP_: Already fixed in previous mod


mindmaster107: fixed in previous mod

I think Gero was going for a more simplified approach to better fit the spread, so for now I'm keeping this.

Fixed this in previous mod as well


squirrelpascals: I feel Gero kept the spacing low to better transition from the diff spike. Because of that I feel this spacing works.

I ended it on the 1/8 only because anything below that I felt ended too abruptly.

I feel it still fits the idea because the linear jump is only on 00:32:852 (2) - and it serves as an antijump to better contrast the new measure.

Fixed in earlier mod.

Good point xpp. Fixed.


V Also Collab Diff response V
SPOILER
Fursum: Fixed


[[Pika]]: For teh way Gero placed the Anchors, it's still straight-forward. In other words; it's okay.

I think it's okay. I can't think of any simpler way to map it without making it more confusing. Because of slider leniency it plays like 1/2 rhythm so it'd be hard to mess up.

It's intuitive to play streams in 5s as established by the fact that the emphasis is always on the 5th note when it comes to the streams in this diff, so even if it's not clear, it's still implied it's there because of repetition.


Sotarks: I removed the NC at 00:10:120 - we need the NC on the note you pointed out because the red is used to represent diff spikes, which that note is not.

I feel the overlap isn't that unfair because it's a strong beat, so it's not unorganized that it's not as clear to see.

Changed up slightly where it's consistent, but kep the NC on the circular stream as that's where contrast belongs.


Mao: I noticed this too, but I think it's so the stream can actually fit on screen xp

Done


_Meep_: Keeping as is because the NC fits on the stronger beat. Like you said, it still works.

No I still feel it's okay. It compliments the different measures while complimenting the extra emphasis on the first note.

done

I think it's okay xpp. It doesn't sound that loud to me

It's a different pattern, so the NC pattern doesn't have to be exactly the same. For the case of the slightly increasing SV the NCs are necessary.


Alphabet: xp


squirrelpascals: fixed

fixed in earlier mod

I feel the visual distance and the intensity justifies the spacing. Because of the angle and the structure it doesn't play as hard as the red notes.

For 120bpm I feel the maximum length of the stream can be debated to be larger, so I feel it's okay here because of that. Also fixed weird stream in Mao's mod.
squirrelpascals
i agree with that concept for the spacing on the doubles in the top diff.

we also got all the new required files for the skin. lets give it a try :)
Topic Starter
Hollow Delta
Izzywing
doom -
00:37:098 (1,2,1,2) - not really a fan of this, it's a finisher yeah, but it's also a sliderstream essentially, and with that slider velocity it is quite difficult to land without dropping slidertails. lower the SV a bit imo

rest seems fine, worth giving it a shot
Topic Starter
Hollow Delta
applied
Izzywing
p/5726768 metadata
Gero
Congratulations, and thanks for the fixes on my collab's part/difficulty. But as I told you in game, ask a GMT or a QAT to remove that "CanadianBaka" from tags. In any case it must be "Canadian_Baka" cause that's his current username.
Izzywing
i had a full brain fart when checking tags because I remember canadianbaka being in the set a few months ago so I didn't think of it when I saw it in the tags. Sorry about that...

Bubblun ask a QAT if you can fix it with their DQ. Even if canadianbaka is in the descrition he needs to be in the actual ranked set to make it to the tags
Gero
It's not necessary to Disqualify the set as far as I know, because they can just delete that tag via online as they did it in this case. But up to them to be honest. I mean it would still appear in game, but not longer online.
Topic Starter
Hollow Delta
I'll ask around tomorrow, but atm I'm calling it a night. Thanks for letting me know
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