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Anastacia - Paid My Dues

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Topic Starter
Voli

Fursum wrote:

hi

[Normal]

00:15:022 - you could have changed directions like 00:05:125 - this pattern probably doesnt really work with a more ''linear'' pattern like this because players will just accidentally click the sliderend unlike the snappy movement with the previous pattern

00:26:156 (3) - off blanket xdxd move this to the left fix

00:53:372 (3,1) - Visual spacing is kinda close for a different pattern adjusted a bit

[Unstoppable]

00:01:104 (4) - A lower spacing on this object in this pattern and others fits imo yes, done and adjusted the surrounding patterns to match

00:03:269 (3,4) - Could use a lower visual spacing like this pattern 00:00:486 (2,4) - same

00:16:877 (3) - Angled slider entry doesn't feel necessary.- i think its cool cuz of the sharp vocal (NOT!) in the background lo

00:48:424 (1) - You have lots of extended sliders already so you can extend this to cover the piano roll thing as well wat do u mean it does cover it? ;o

Also the extended slider jumps felt a bit excessive, but its okay for the top diff I guess
ty, updated!
randomknights
hi

and nice mapset didnt really see much wrong just a few things cought my eye


normal diff

00:26:156 (3) - blanket better

00:48:424 (2) - maybe drop down some to be in front of slider end?

00:49:661 (1) - maybe bring up some or blanket end of slider? for better flow

unstoppable diff

00:22:754 (1,1) - this kinda concerns me the flow seems weird for the transition to the next so maybe like this put it something like this? https://puu.sh/wS0DI.jpg


01:05:744 (1,2,3) - maybe make this a little better for flow/looks maybe make 1and2 slider semetry like this https://puu.sh/wS16Z.jpg or like this https://puu.sh/wS104.jpg

and thats all i really see hope it helps and gl with ranking it XD
Asaiga
Hi, Pachichi asked about my pain :')

Normal
00:29:867 (1,2) - blanket
Pachiru's
00:20:589 (2) - This shape is out of place, maybe normal curve

Realazy

Pachiru wrote:

a memory for my disqualification of the bn test

results when @Irreversible @Mao
Topic Starter
Voli
legends say if you mod this and it gets ranked you'll pass the bn test
squirrelpascals
holy shit can i please gd this
_DT3
On request of Pachiru \w/

Btw, this xd

[General]
  1. Is it just me or does the map sound early? Maybe +15 - 20 works for you, it does for me

[Normal]
  1. 00:15:022 (1,2,3) - Tbh, I don't really like how this is different from 00:05:125 (1,2,3) - , since the other timestamp uses symmetry while this one uses rotated sliders. Also, the angles between the sliders are wider here unlike the first one where the angles are sharper. I don't really have a solution for fixing this though :c
  2. 00:22:445 (1,3) - Just a suggestion but imo it would be cooler if the slidershapes were switched here because the vocals that stand out more are on 00:23:682 (3) - and a slider with more edges (and anchors) could emphasize that
  3. 00:49:661 - I know this was intentional but couldn't you tune down the SV a little bit? A SV change of 0.3 is pretty large for a Normal/1.65 so players might get confused. Maybe you could ask for testplays though from players at this level
  4. Also sth similar to the point above, the wonky sliders might be quite confusing for newer players. Again, maybe testplays could help here

[Pachiru's Hard]
  1. 00:30:486 (2) - Pretty confused as to why this suddenly uses slider leniency unlike 00:19:970 (1,2) - which has normal DS. It would be nice to explain your standpoint on this one c:
  2. 00:49:661 - Hmm, even if you're a GDer and the Kiai has a contrast to the parts before, this is the only diff in the set that doesn't have a SV change at the kiai. Imo it would be better too since the SV changes in the top diff are pretty frequent and adding at least one SV change could improve that spread (kind of)
  3. 00:54:609 - vs. 01:04:506 - Spacing is pretty different comparing those two timestamps, pitch may be different but you can clearly hear that the second part is just in a higher pitch. Yet, different things are emphasized, for example comparing 00:55:847 (3,4) - vs. 01:05:125 (3,4) - and 00:56:774 (5,1) - vs. 01:06:362 (6,1) - could you maybe elaborate? :o

[Unstoppable]
  1. Could you maybe silence the 1/8 sliderends? I can see that you stick with the soft hitnormal but other skins don't have such a soft sound for that sampleset, so they get unnecessary feedback for the sliderends. Could help players but up to you
  2. 00:22:445 (1,1,1) - I kinda dislike the fact that you're combining the SV change used for that background sound mixed with the rhythm used for the vocal. Focusing on the vocals would have been fine imo because that frequent NCing looks kinda unnecessary but it's up to you
    On a side note though: 00:23:063 (1) - Another suggestion but removing the reverse and replacing it with a hitcircle instead could emphasize this note 00:23:527 (3) -
  3. 00:31:723 (1) - Idk if you should really do this but since SV changes get NCs, maybe this one too?
  4. 00:55:847 (1,2,3) - Did you intentionally not make them all go counter-clockwise? Would make it consistent with 01:05:744 (1,2,3) - if you make them go all in the same direction like 01:05:744 (1,2,3) - (https://osu.ppy.sh/ss/8674223)
  5. 01:05:125 (3,3) - Why the whistles only on these though when 00:55:228 (3,3) - don't have them? Maybe you wanted to use it for contrast to the other part but it looks inconsistent if it's only on those last sliders
  6. Should be fine, but I'm kinda unsure about the spacing of those 1/4s, they're not really common in 3.24* diffs and they look so similar to the 1/2 jumps...

Looks liek a nice set, GL!
bibilicu

Voli wrote:

legends say if you mod this and it gets ranked you'll pass the bn test
really? let's do this!

pale - suggestion
bold - should be considered

[general]
*consider adding a soft-sliderslide? the sliderslide sounds pretty noisy...
*i don't think a bg with cars fit really well the song something like https://www.laprogressive.com/wp-content/uploads/2015/06/caped-man-700.jpg this would work because the song is about that you can do everything in your life, you're stronger than anybody else and as the singer said, "you paid your dues"
*disable widescreen support because there no SB nor a video
*add pachiru to tags since he gd'ed in this map
*the spread between Normal and Hard should be discussed because Hard contains too many 1/4s imo and Normal uses only regular 1/2s and 1/1s as i can see i think that you have to map a difficult between them in order to fix the spread gap between N and H

[normal]
*00:07:599 (3) - missing whistle on its tail? you did the same for 00:05:125 (1,2) - too so having the whistle on 00:07:599 (3) -'s tail you will keep the hitsounding consistency between these all three hitobjects // 00:17:496 (3) - same
*00:22:445 (1) - i totally agree with _DT3 here if you listen carefully the vocal you will see that from 00:22:754- is getting more intense, and the instruments too, but the slider's path goes down which means that it does not emphasize the vocal's intensity pretty well so tbh a curved slider would fit more with the song which is in increase
*00:48:424 (2) - is the whistle from sliderpath intentionally? o.o
*00:49:661 (1) - i don't think changing the SV into 1.20 is a good idea even if you put a NC here still the newbie players will be confused since it is the easiest difficulty of the set imo consider changing it back to 1.00 so there won't occur problems with SVs from newbie players
*01:02:032 (1,2) - you can do this blanket looking more better by moving 01:02:651 (2) - a bit to left
*01:08:218 (3) - tbh this 3/2 slider ignores the piano which is pretty noticeable as i can see i really liked how you did at 00:58:321 (3) - (i know that it's because of the stronger vocal) but would be better to do the same here too for emphasizing properly the piano so it would come like this https://puu.sh/wS7FO/bb8da9fb87.jpg

nice diff!

[pachiru's hard]
*00:02:341 - // 00:04:816 - i don't know why these green lines are still here you decreased the volume by 5% but i don't see any hitobject on these lines which is pretty awkward so consider removing them since they're likely useless
*00:24:609 (6) - remove the whistle since you didn't add anywhere similar with this one and keep only the drum sample
*00:27:393 (1,2) - since on 00:28:321 (3) - the vocal is clearly more stronger in comparison with 00:28:012 (2) - the jump from 00:27:393 (1) - to 00:28:012 (2) - may be sudden since the player didn't expect a jump just right here and not on 00:28:321 (3) - where it normally should be imo. consider decreasing the spacing at 00:27:393 (1,2) - and increasing the spacing between (2) - and (3) - since the vocal is more stronger there and needs more emphasis tbh
*00:31:414 (4,5) - same here but because since you didn't at 00:29:867 (1,2) - would be more better to keep the same spacing between these two hitobjects so there won't occur any problem from players // 00:38:836 (3,4) - same

nice one

[unstoppable]
*00:03:269 (3,4) - on 00:00:795 (3,4) - they're a bit further but here why they're so closer? the vocal becomes more intense and having them too close won't give any emphasis tbh so they would give more emphasis if you'll increase the distance between them, making them more further than more closer
*00:06:981 (3,1) - this 1/4 slider is in extension plus it had its SV changed but the players will struggle to aim properly the next note because of this. talking about hit momentum, the player won't have enough momentum to aim the next note properly so they may aim 50 or even choke here which would be pretty frustating for the player itself for giving enough momentum for the player you should decrease the spacing between (3)- and (1)- so there won't be problems in aiming 00:07:599 (1) - anymore // 00:08:604 (1,1) - same but here there's no enough recovery time after spinner so the player can easily miss the next note better move spinner's end to 00:09:764 - for more recovery time
*00:19:970 (2) - here seems like you've changed the SV from 0.80 to 1.25 and there's no any NC to indicate it which would make the players being confused imo place the NC here for indicate that there has been a SV change here
*00:23:527 (2) - pretty dissapointed that you slightly ignored the downbeat from 00:23:682 - which deserve some emphasis here imo you can do a rhythm like this one https://puu.sh/wS9nr/22d652b654.jpg in order to make the downbeat clickable and follow the vocal and intruments more properly than ignoring the downbeat which is pretty prominent
*00:34:506 (4) - if you listen more carefully the vocal you'll see that this is supposed to end on 1/4 and not on 1/6
*01:05:125 (3) - as i can remember you didn't that at 00:55:228 (3) - and 00:56:465 (3) - but here maybe you did for vocal who is more intense than before is i'm not wrong. if is not for this, then consider removing it from its sliderpath // 01:06:362 (3) - same

just confirming from Fursum's mod post that 00:54:609 (1,2,3) - // 00:55:847 (1,2,3) - // 00:57:084 (1,2,3) - and so on play really fine even if the spacing is a bit bigger

that's all for now! i really like how the higher diff plays <3
gl!
Topic Starter
Voli
randomknights

randomknights wrote:

hi

and nice mapset didnt really see much wrong just a few things cought my eye


normal diff

00:26:156 (3) - blanket better yes

00:48:424 (2) - maybe drop down some to be in front of slider end? the ends of the slider form a triangle with the other slider, i like that

00:49:661 (1) - maybe bring up some or blanket end of slider? for better flow prefer a slight direction change for stronger sound

unstoppable diff

00:22:754 (1,1) - this kinda concerns me the flow seems weird for the transition to the next so maybe like this put it something like this? https://puu.sh/wS0DI.jpg you're right, i fixed it in a different manner


01:05:744 (1,2,3) - maybe make this a little better for flow/looks maybe make 1and2 slider semetry like this https://puu.sh/wS16Z.jpg or like this https://puu.sh/wS104.jpg yes, agree. fixed it in a similar way

and thats all i really see hope it helps and gl with ranking it XD thanks! it did

asaiga
fixed

dt3

_DT3 wrote:

On request of Pachiru \w/

Btw, this xd

[General]
  1. Is it just me or does the map sound early? Maybe +15 - 20 works for you, it does for me ill check this out in a bit, will update thread if i change

[Normal]
  1. 00:15:022 (1,2,3) - Tbh, I don't really like how this is different from 00:05:125 (1,2,3) - , since the other timestamp uses symmetry while this one uses rotated sliders. Also, the angles between the sliders are wider here unlike the first one where the angles are sharper. I don't really have a solution for fixing this though :c hmm i don't see the problem, yeah they're a different movement, so? :p
  2. 00:22:445 (1,3) - Just a suggestion but imo it would be cooler if the slidershapes were switched here because the vocals that stand out more are on 00:23:682 (3) - and a slider with more edges (and anchors) could emphasize that i kinda see where you're going but on the other hand, the bass sound is on the first slider which i think stands out better with a rougher shape. The sound on 00:23:682 (3) - feels kinda more ''glidey'' to me, idk. also curved to straight works well with 00:24:919 (1) - imo, so i prefer keeping my pattern
  3. 00:49:661 - I know this was intentional but couldn't you tune down the SV a little bit? A SV change of 0.3 is pretty large for a Normal/1.65 so players might get confused. Maybe you could ask for testplays though from players at this level yeah but it's a very low bpm, and the change isn't really as significant as you may think from the multiplier number. Also, there's no monkeys playing normals man, a tiny bit of increased SV in the kiai won't instantly make the player lose their shit. I'll get some testplays regardless.
  4. Also sth similar to the point above, the wonky sliders might be quite confusing for newer players. Again, maybe testplays could help here above

[Pachiru's Hard]
  1. 00:30:486 (2) - Pretty confused as to why this suddenly uses slider leniency unlike 00:19:970 (1,2) - which has normal DS. It would be nice to explain your standpoint on this one c:
  2. 00:49:661 - Hmm, even if you're a GDer and the Kiai has a contrast to the parts before, this is the only diff in the set that doesn't have a SV change at the kiai. Imo it would be better too since the SV changes in the top diff are pretty frequent and adding at least one SV change could improve that spread (kind of)
  3. 00:54:609 - vs. 01:04:506 - Spacing is pretty different comparing those two timestamps, pitch may be different but you can clearly hear that the second part is just in a higher pitch. Yet, different things are emphasized, for example comparing 00:55:847 (3,4) - vs. 01:05:125 (3,4) - and 00:56:774 (5,1) - vs. 01:06:362 (6,1) - could you maybe elaborate? :o

[Unstoppable]
  1. Could you maybe silence the 1/8 sliderends? I can see that you stick with the soft hitnormal but other skins don't have such a soft sound for that sampleset, so they get unnecessary feedback for the sliderends. Could help players but up to you yes, good idea! fixed all
  2. 00:22:445 (1,1,1) - I kinda dislike the fact that you're combining the SV change used for that background sound mixed with the rhythm used for the vocal. Focusing on the vocals would have been fine imo because that frequent NCing looks kinda unnecessary but it's up to you
    On a side note though: 00:23:063 (1) - Another suggestion but removing the reverse and replacing it with a hitcircle instead could emphasize this note 00:23:527 (3) - idk what you mean here D:
  3. 00:31:723 (1) - Idk if you should really do this but since SV changes get NCs, maybe this one too? yesl
  4. 00:55:847 (1,2,3) - Did you intentionally not make them all go counter-clockwise? Would make it consistent with 01:05:744 (1,2,3) - if you make them go all in the same direction like 01:05:744 (1,2,3) - (https://osu.ppy.sh/ss/8674223) yeah, i don't want them to go all in one direction
  5. 01:05:125 (3,3) - Why the whistles only on these though when 00:55:228 (3,3) - don't have them? Maybe you wanted to use it for contrast to the other part but it looks inconsistent if it's only on those last sliders i'll think about this, i did it because it's the final kiai pattern and her vocals sound just a little bit more intense here imo, i might add them to the others later tho
  6. Should be fine, but I'm kinda unsure about the spacing of those 1/4s, they're not really common in 3.24* diffs and they look so similar to the 1/2 jumps... idk, imo the sr doesn't really mean anything, this is the insane of the set, because of the bpm and map being sliderbased, the sr is gonna be lower xD

Looks liek a nice set, GL!

ByBy

ByBy wrote:

Voli wrote:

legends say if you mod this and it gets ranked you'll pass the bn test
really? let's do this! good luck :D

pale - suggestion
bold - should be considered

[general]
*consider adding a soft-sliderslide? the sliderslide sounds pretty noisy... hm, i did, though? assuming you mean in the intro
*i don't think a bg with cars fit really well the song something like https://www.laprogressive.com/wp-content/uploads/2015/06/caped-man-700.jpg this would work because the song is about that you can do everything in your life, you're stronger than anybody else and as the singer said, "you paid your dues" i think my current bg fits the mood way better, also 'cause she talks about how she went through different towns, got punched in the face in LA etc
*disable widescreen support because there no SB nor a video yea
*add pachiru to tags since he gd'ed in this map yea
*the spread between Normal and Hard should be discussed because Hard contains too many 1/4s imo and Normal uses only regular 1/2s and 1/1s as i can see i think that you have to map a difficult between them in order to fix the spread gap between N and H i think this isn't an issue, the only 1/4s used in hard are sliderend objects, so the difficulties ramp up pretty linearly imo.

[normal]
*00:07:599 (3) - missing whistle on its tail? you did the same for 00:05:125 (1,2) - too so having the whistle on 00:07:599 (3) -'s tail you will keep the hitsounding consistency between these all three hitobjects // 00:17:496 (3) - same it's because the pitch here is lower than the other two sliders
*00:22:445 (1) - i totally agree with _DT3 here if you listen carefully the vocal you will see that from 00:22:754- is getting more intense, and the instruments too, but the slider's path goes down which means that it does not emphasize the vocal's intensity pretty well so tbh a curved slider would fit more with the song which is in increase explained in his mod
*00:48:424 (2) - is the whistle from sliderpath intentionally? o.o yea, its because the piano roll
*00:49:661 (1) - i don't think changing the SV into 1.20 is a good idea even if you put a NC here still the newbie players will be confused since it is the easiest difficulty of the set imo consider changing it back to 1.00 so there won't occur problems with SVs from newbie players explained,
also got test plays, was fine

*01:02:032 (1,2) - you can do this blanket looking more better by moving 01:02:651 (2) - a bit to left
*01:08:218 (3) - tbh this 3/2 slider ignores the piano which is pretty noticeable as i can see i really liked how you did at 00:58:321 (3) - (i know that it's because of the stronger vocal) but would be better to do the same here too for emphasizing properly the piano so it would come like this https://puu.sh/wS7FO/bb8da9fb87.jpg my problem with this is that there will be 2 clickable notes at the end and i really dont like that in the outro, so i prefer my finisher pattern

nice diff!

[unstoppable]
*00:03:269 (3,4) - on 00:00:795 (3,4) - they're a bit further but here why they're so closer? the vocal becomes more intense and having them too close won't give any emphasis tbh so they would give more emphasis if you'll increase the distance between them, making them more further than more closer what vocal do you mean? I just changed these to be closer thanks to another mod, and thats because the pitch only goes lower xD
*00:06:981 (3,1) - this 1/4 slider is in extension plus it had its SV changed but the players will struggle to aim properly the next note because of this. talking about hit momentum, the player won't have enough momentum to aim the next note properly so they may aim 50 or even choke here which would be pretty frustating for the player itself for giving enough momentum for the player you should decrease the spacing between (3)- and (1)- so there won't be problems in aiming 00:07:599 (1) - anymore // 00:08:604 (1,1) - same but here there's no enough recovery time after spinner so the player can easily miss the next note better move spinner's end to 00:09:764 - for more recovery time this pattern was introduced here 00:05:744 (3,1) - though with less spacing, so it should be obvious that the same will occur again, but this time with bigger spacing because of higher pitched sounds. I will think about this one though, might change if there are more complaints. changed the spinner to be shorter though, agree
*00:19:970 (2) - here seems like you've changed the SV from 0.80 to 1.25 and there's no any NC to indicate it which would make the players being confused imo place the NC here for indicate that there has been a SV change here agree
*00:23:527 (2) - pretty dissapointed that you slightly ignored the downbeat from 00:23:682 - which deserve some emphasis here imo you can do a rhythm like this one https://puu.sh/wS9nr/22d652b654.jpg in order to make the downbeat clickable and follow the vocal and intruments more properly than ignoring the downbeat which is pretty prominent agree, fixed and rearranged some things
*00:34:506 (4) - if you listen more carefully the vocal you'll see that this is supposed to end on 1/4 and not on 1/6 no its 1/8 xD
*01:05:125 (3) - as i can remember you didn't that at 00:55:228 (3) - and 00:56:465 (3) - but here maybe you did for vocal who is more intense than before is i'm not wrong. if is not for this, then consider removing it from its sliderpath // 01:06:362 (3) - same yea, its for the reason you mentioned

just confirming from Fursum's mod post that 00:54:609 (1,2,3) - // 00:55:847 (1,2,3) - // 00:57:084 (1,2,3) - and so on play really fine even if the spacing is a bit bigger thanks for the confirmation, i love those patterns \o/

that's all for now! i really like how the higher diff plays <3 thanks!! and thanks for the lengthy check
gl!

thanks everyone \o/

edit: just saw byby's mod after posting this, will apply that asap too (i need a break now lool) done

in addition to Dt3's request for testplayers: im here with a rank 1244k player with 400 plays and he fc'ed the normal within one try:
testplays




he then played hard too

Neto

Pachiru wrote:

a memory for my disqualification of the bn test

results when @Irreversible @Mao
Yamicchi

Asaiga wrote:

Ded inside
Pachiru
Updated diff: https://pachiru.s-ul.eu/MZMA5zx6


Fursum wrote:

[Pachiru's Hard]
01:05:125 (3,6) - They don't need spacing emphasis as they are already emphasized by their angle Fixed.
Thanks!

Asaiga wrote:

Hi, Pachichi asked about my pain :')
Pachiru's
00:20:589 (2) - This shape is out of place, maybe normal curve Fixed, woot

_DT3 wrote:

On request of Pachiru \w/

Btw, this xd

[General]
  1. Is it just me or does the map sound early? Maybe +15 - 20 works for you, it does for me If Voli fixed it, he can fix it on my diff, I don't want to broke something by doing a wrong move eh.

[Pachiru's Hard]
  1. 00:30:486 (2) - Pretty confused as to why this suddenly uses slider leniency unlike 00:19:970 (1,2) - which has normal DS. It would be nice to explain your standpoint on this one c: Fixed, but I dont remember what I did instead to fix it, since I have no explanations for my retardness.
  2. 00:49:661 - Hmm, even if you're a GDer and the Kiai has a contrast to the parts before, this is the only diff in the set that doesn't have a SV change at the kiai. Imo it would be better too since the SV changes in the top diff are pretty frequent and adding at least one SV change could improve that spread (kind of) In this case, I agree with your point, I thought about adding some SV, once my diff was finished. BUT, since I use harder patterns during the kiai, that I don't use a lot in the normal, I guess the difficulty gap between the normal part and the kiai is "well". And if I would add more SV, that would imply more spacing, and maybe something that the player couldn't handle already.
  3. 00:54:609 - vs. 01:04:506 - Spacing is pretty different comparing those two timestamps, pitch may be different but you can clearly hear that the second part is just in a higher pitch. Yet, different things are emphasized, for example comparing 00:55:847 (3,4) - vs. 01:05:125 (3,4) - and 00:56:774 (5,1) - vs. 01:06:362 (6,1) - could you maybe elaborate? :o I have nothing to say to be honest, fixed.
Thanks Turtle for your mod, it was pretty useful, I know that I fixed a lot of things due to your mod :)

ByBy wrote:

pale - suggestion
bold - should be considered

[general]
*add pachiru to tags since he gd'ed in this map Thanks for thinking about me ;w;
*the spread between Normal and Hard should be discussed because Hard contains too many 1/4s imo and Normal uses only regular 1/2s and 1/1s as i can see i think that you have to map a difficult between them in order to fix the spread gap between N and H I don't agree with that point, since I only use a lot of 1/4 in the kiai, compared to the last diff that use it a lot compared to mine. Also, I tried to make something to have a spread like: Normal 1/2 - Hard 1/4 - Unstoppable 1/4 with jumps. Also, I tried to add a few of 1/4 in the normal part to prepare the player to have this. So I don't think it's a problem. To finish my pov, this is a slow BPM and I used a slow SV, so I think the player will be able to handle it.

[pachiru's hard]
*00:02:341 - // 00:04:816 - i don't know why these green lines are still here you decreased the volume by 5% but i don't see any hitobject on these lines which is pretty awkward so consider removing them since they're likely useless Fixed
*00:24:609 (6) - remove the whistle since you didn't add anywhere similar with this one and keep only the drum sample Ooos, fixed.
*00:27:393 (1,2) - since on 00:28:321 (3) - the vocal is clearly more stronger in comparison with 00:28:012 (2) - the jump from 00:27:393 (1) - to 00:28:012 (2) - may be sudden since the player didn't expect a jump just right here and not on 00:28:321 (3) - where it normally should be imo. consider decreasing the spacing at 00:27:393 (1,2) - and increasing the spacing between (2) - and (3) - since the vocal is more stronger there and needs more emphasis tbh I wanted to make a jumps on each time where there was a clap, so that's why I didn't emphasize the vocals. I feel like it's better to make jumps on claps except on voice, cause voice can be sometime random, but the clap is something that is recurrent in a song, it's always at a constant beat and spacing in the music.
*00:31:414 (4,5) - same here but because since you didn't at 00:29:867 (1,2) - would be more better to keep the same spacing between these two hitobjects so there won't occur any problem from players // 00:38:836 (3,4) - same I think it's the same spacing here? They're both 1.49x so I didn't plan to change them.

nice one Thanks to you for the mod Byby :)

that's all for now! i really like how the higher diff plays <3
gl!
Shmiklak
Pachiru asked me for mod. @Voli call me if you will need modding for your diffs
19:34 Pachiru: hey shmik
19:35 M a r v o l l o: hello
19:37 Pachiru: can u m4m?
19:37 M a r v o l l o: I dont have a map
19:37 M a r v o l l o: though
19:37 M a r v o l l o: I lie
19:37 M a r v o l l o: I have
19:37 M a r v o l l o: https://osu.ppy.sh/s/484329
19:38 M a r v o l l o: but i suck in modding
19:39 Pachiru: its ok
19:39 M a r v o l l o: so i dont think my mod will be helpful :(
19:39 Pachiru: https://osu.ppy.sh/s/643999
19:39 M a r v o l l o: I couldn't even pass bng test ;w;
19:39 Pachiru: oh
19:39 Pachiru: up to you
19:39 M a r v o l l o: lol
19:39 M a r v o l l o: this map
19:39 M a r v o l l o: fuck you
19:39 M a r v o l l o: though voli already asked me for m4m
19:39 M a r v o l l o: :DDDDDDDDD
19:40 M a r v o l l o: well probably I asked
19:40 M a r v o l l o: xd
19:40 M a r v o l l o: do you really need mod?
19:40 M a r v o l l o: I see it's already ready for ranking
19:40 Pachiru: xd
19:40 M a r v o l l o: I actually hate this song
19:40 M a r v o l l o: you know why
19:40 Pachiru: oh ye indeed xd
19:40 Pachiru: idk
19:41 Pachiru: i feel like my diff need more mod
19:41 M a r v o l l o: okay lemme see
19:41 M a r v o l l o: 00:07:599 (1) - why 1.1 ds here?
19:46 M a r v o l l o: sorry
19:46 M a r v o l l o: my wi-fi was reloading
19:48 M a r v o l l o: wtf it reloaded again
19:48 M a r v o l l o: okay
19:48 M a r v o l l o: lemme continue
19:48 Pachiru: owo
19:48 M a r v o l l o: as I see
19:49 M a r v o l l o: DS in your diff is somewhere in butt
19:49 M a r v o l l o: because somewhere it's consistent
19:49 M a r v o l l o: but somewhere it's just random
19:49 M a r v o l l o: did you even follow ds?
19:49 Pachiru: ol y
19:49 M a r v o l l o: wat
19:49 Pachiru: just somewhere there is something called J U M P S
19:49 M a r v o l l o: Jumps in Hard diff?
19:50 M a r v o l l o: then why are they so random?
19:50 Pachiru: it's not random, just look closely
19:50 Pachiru: when there is a clap
19:51 M a r v o l l o: not jumped 00:29:249 (4) -
19:51 M a r v o l l o: but there's clap
19:51 Pachiru: https://pachiru.s-ul.eu/iw6x0vnR
19:51 Pachiru: its like that atm
19:52 Pachiru: but voli didn't make update
19:52 Pachiru: that could explain why there is some fucks in DS
19:52 Pachiru: because i fixed it this morning
19:52 Pachiru: i fixed all DS problem
19:52 M a r v o l l o: then why you ask me for a mod when the map isn't updated?
19:52 M a r v o l l o: you know it's hard to mod map
19:52 M a r v o l l o: when I don't know what is fixed
19:52 M a r v o l l o: and what is not
19:52 M a r v o l l o: -_
19:52 Pachiru: i thought he would make
19:52 Pachiru: sorry im not the host of the set
19:53 M a r v o l l o: zz
19:53 M a r v o l l o: okay
19:53 M a r v o l l o: 00:42:238 (1) - overlap with acc meter
19:54 M a r v o l l o: Avoid overlapping hit objects with other elements of the default and beatmap-specific skins. This refers to all elements that are part of the interface and can be skinned.
19:54 Pachiru: fixed
19:54 M a r v o l l o: hp bar 00:54:300 (6) -
19:54 M a r v o l l o: 00:57:084 (1,2) - acc meter
19:54 M a r v o l l o: 01:09:146 (6) - hp bar
19:55 M a r v o l l o: you say DS is fixed everywhere, right?
19:55 M a r v o l l o: okay used the .osu file from thread
19:56 Pachiru: except if i made a mistake somewhere
19:56 M a r v o l l o: 00:22:445 (1) -
19:56 M a r v o l l o: i don't see any jump for downbeats
19:56 M a r v o l l o: in this section
19:56 M a r v o l l o: so I don't think this should be like this
19:56 M a r v o l l o: I guess this is a mistake
19:56 M a r v o l l o: isn't it?
19:56 Pachiru: maybe
19:57 Pachiru: i don't see what u're talking about but prolly
19:57 M a r v o l l o: why you don't see?
19:57 M a r v o l l o: 00:22:445 (1) - is 1.6
19:57 M a r v o l l o: 00:24:919 (1) - 1
19:57 M a r v o l l o: 00:27:393 (1) - 1
19:57 M a r v o l l o: 00:29:867 (1) - 1
19:57 M a r v o l l o: 00:32:341 (1) - 1
19:58 M a r v o l l o: 00:34:816 (1) - 1
19:58 Pachiru: oh
19:58 M a r v o l l o: 00:37:290 (1) - 1
19:58 Pachiru: this
19:58 Pachiru: yes
19:58 Pachiru: i didn't understand the downbeat
19:58 Pachiru: sry
19:58 Pachiru: fixed y
19:58 M a r v o l l o: so as i understood you used jumps on upbeats?
19:59 Pachiru: i just used jumps when there is a clap thing
19:59 Pachiru: idk how its called
19:59 Pachiru: but probabl
19:59 M a r v o l l o: second one line of the tact
19:59 M a r v o l l o: is upbeat
19:59 M a r v o l l o: you should know it
19:59 M a r v o l l o: 00:30:486 (2) - visual ds is somewhere in butt
19:59 M a r v o l l o: they look close
20:00 M a r v o l l o: though ups to you
20:00 M a r v o l l o: if it's okay for you
20:00 M a r v o l l o: then keep it
20:00 M a r v o l l o: also as I see jumps on upbeats have 1.4 everywhere
20:00 M a r v o l l o: 00:31:723 (5) - then why this have 1.5?
20:00 Pachiru: yes i will fix those
20:01 M a r v o l l o: 00:37:908 (2) - 1.6
20:01 M a r v o l l o: lol
20:01 M a r v o l l o: 00:39:146 (4) - 1.5 again
20:01 Pachiru: i didn't meant to have constant ds jumps
20:01 Pachiru: so i'll not fix those
20:01 M a r v o l l o: okay
20:02 Pachiru: fix something for only x0.1 is not usefull imo
20:02 Pachiru: if there is 0.5x
20:02 Pachiru: yes surely i'll fix as you siad
20:02 M a r v o l l o: lol
20:02 M a r v o l l o: maybe you wanted say 0.01?
20:02 M a r v o l l o: and 0.05
20:02 M a r v o l l o: because it's actually different
20:02 M a r v o l l o: if we follow your logic
20:02 M a r v o l l o: then
20:02 M a r v o l l o: 1.4 is the same as 1.0
20:03 M a r v o l l o: :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
20:03 Pachiru: never said that
20:03 M a r v o l l o: wtf why am i so fargotty today
20:03 Pachiru: but anyway
20:03 M a r v o l l o: you said https://puu.sh/wSIj6/10c28cc626.jpg
20:04 M a r v o l l o: 00:45:331 (2) - you forgot jumo
20:04 M a r v o l l o: jump
20:04 M a r v o l l o: 00:46:568 (5) - same
20:05 Pachiru: fixed here
20:05 M a r v o l l o: 00:49:042 (4) - well here ds is bigger so should be fine
20:05 M a r v o l l o: though visual spacing doesn't look like jump
20:05 M a r v o l l o: so better to make smth bigger
20:05 M a r v o l l o: but ups to you
20:05 Pachiru: i reduced this one
20:05 Pachiru: and made it 1.1x
20:05 M a r v o l l o: why lol
20:05 M a r v o l l o: shouldn't here be a jump?
20:06 Pachiru: because didn't wanted to add one there
20:06 M a r v o l l o: 00:52:135 (1) - shouldn't here be 1.1 like was here 00:42:238 (1) - ?
20:06 M a r v o l l o: why you didn't
20:06 M a r v o l l o: ?
20:06 M a r v o l l o: You said that you used them on claps
20:06 M a r v o l l o: I can actually hear the clap there
20:06 Pachiru: fixed the 52 one
20:06 Pachiru: yes but lazy
20:07 M a r v o l l o: being lazy isn't a reason
20:07 M a r v o l l o: and you know it
20:07 M a r v o l l o: 00:54:300 (6) - next one should be more spaced because it's much stronger
20:07 M a r v o l l o: 00:54:609 (1) - i mean this
20:08 Pachiru: i don't want to add a jump here, cause it is a 1/4 slider after it, and player could maybe not handle it
20:08 M a r v o l l o: nothing else to say
20:08 M a r v o l l o: okay
20:08 Pachiru: i'll fix the last thing you said
20:08 M a r v o l l o: I don't give a fuck really
20:08 Pachiru: just have to think about a way
20:08 M a r v o l l o: it's your map
20:08 Pachiru: ty
20:08 M a r v o l l o: good luck
Pachiru
Topic Starter
Voli
alright, updated everything and did +13 offset (ty DT3)
Aurele
oh no..
Pachiru
soontm ranked i summon the bns
Arphimigon
irc
22:44 Arphimigon: wwhy 00:05:757 (3) - 00:06:994 (3) - are 3/4 but 00:15:653 (3) - 00:16:891 (3) - r not
22:44 Arphimigon: voli pls
22:45 Voli: idk
22:45 Voli: cuz with low sv it feels weird
22:45 Voli: to make them 3/4
22:45 Voli: i mean
22:46 Voli: with low sv it feels weird to not make them 3/4
22:46 Arphimigon: they feel fuckin awkward anyway on low sv
22:46 *Arphimigon roll
22:46 Voli: should i up the sv for just those
22:46 *Arphimigon shrug
22:46 Arphimigon: Your map I'm just statin my opinionz on what I see lul
22:46 Voli: and make them non 3/4
22:47 Voli: yea im askin]
22:47 Arphimigon: I'd either make em both 3/4 or both not 3/4
22:47 Arphimigon: simply puy
22:47 Arphimigon: put*
22:47 Arphimigon: Preferably both 3/4
22:47 Arphimigon: cuz like, lots of 1/4 jumpz in dis map and funky shit
22:48 Voli: fixing
22:48 Voli: im making them non 3/4
22:48 Voli: xd
22:48 Arphimigon: owoki

first half of IRC was lost in over-nightness
HappyRocket88

Arphimigon wrote:

second half of IRC was lost due to sleeping issues
cri
2017-07-25 23:03 Voli: ACTION is listening to [https://osu.ppy.sh/b/1365047 Anastacia - Paid My Dues]
2017-07-25 23:03 Voli: i mapped the BN test song
2017-07-25 23:03 Voli: and everyone is suddenly modding it in the thread when i never asked for it
2017-07-25 23:03 Voli: and treating it like the second bn test or smth
2017-07-25 23:04 HappyRocket88: WAAAAA
2017-07-25 23:04 HappyRocket88: D=
2017-07-25 23:04 HappyRocket88: why? omg
2017-07-25 23:04 Voli: XD
2017-07-25 23:04 Voli: i liked the song
2017-07-25 23:04 HappyRocket88: hahaha
2017-07-25 23:04 HappyRocket88: look a the sp
2017-07-25 23:04 HappyRocket88: XDDD
2017-07-25 23:04 HappyRocket88: and the stars
2017-07-25 23:04 Voli: that means it's ready
2017-07-25 23:04 Voli: for ranking
2017-07-25 23:04 Voli: XDDDD
2017-07-25 23:04 Voli: would you want to playtest it?
2017-07-25 23:04 Voli: before i go offline
2017-07-25 23:05 HappyRocket88: "legends say if you mod this and it gets ranked you'll pass the bn test"
2017-07-25 23:05 HappyRocket88: People took it
2017-07-25 23:05 HappyRocket88: so seriously
2017-07-25 23:05 HappyRocket88: XD
2017-07-25 23:05 Voli: way too seriously
2017-07-25 23:05 Voli: yes
2017-07-25 23:05 Voli: D:
2017-07-25 23:05 Voli: the wall mods
2017-07-25 23:07 HappyRocket88: ACTION is playing [https://osu.ppy.sh/b/1365223 Anastacia - Paid My Dues [Normal]] +DoubleTime +Flashlight
2017-07-25 23:08 Voli: XDDD
2017-07-25 23:08 Voli: flashlight
2017-07-25 23:08 HappyRocket88: DQ
2017-07-25 23:08 HappyRocket88: and no it's not ranked yet :>
2017-07-25 23:08 Voli: NO FLASHLIGHT :I
2017-07-25 23:09 Voli: XDDDD
2017-07-25 23:09 HappyRocket88: Hmmm
2017-07-25 23:10 HappyRocket88: I judge maps based if I passed them with FL?
2017-07-25 23:10 HappyRocket88: :V
2017-07-25 23:10 HappyRocket88: But it looks great
2017-07-25 23:10 Voli: if i'd judge them by that..
2017-07-25 23:10 Voli: then all maps would suck
2017-07-25 23:11 Voli: :o
2017-07-25 23:11 HappyRocket88: XD
2017-07-25 23:11 HappyRocket88: I can pass some maps with FL
2017-07-25 23:11 HappyRocket88: XDDDD
2017-07-25 23:11 HappyRocket88: 00:19:055 - slider end could be silenced?
2017-07-25 23:12 Voli: you're the FL god
2017-07-25 23:12 HappyRocket88: or is there something you're highlight in the red tick?
2017-07-25 23:12 Voli: yeah that should be silenced
2017-07-25 23:12 Voli: done \o/
2017-07-25 23:13 HappyRocket88: 00:27:406 (1,2) - just a prefrence
2017-07-25 23:14 HappyRocket88: but it would be cooler if you could make 1 to reverse
2017-07-25 23:14 HappyRocket88: so the vocals from 00:27:870 - would be more even to catch
2017-07-25 23:14 Voli: hm?
2017-07-25 23:14 Voli: 00:27:406 (1) -
2017-07-25 23:14 Voli: this one?
2017-07-25 23:14 HappyRocket88: yep!
2017-07-25 23:15 Voli: but i worked so hard on getting 00:27:870 (2,3) - to be a perfect blanket/stack ;-;
2017-07-25 23:15 Voli: XD
2017-07-25 23:15 HappyRocket88: i WAS
2017-07-25 23:15 HappyRocket88: going to praise that xd
2017-07-25 23:15 Voli: XDD
2017-07-25 23:15 HappyRocket88: Just felt a bit awkward to play that
2017-07-25 23:15 Voli: a repeat is lame now
2017-07-25 23:15 Voli: i could nc 2
2017-07-25 23:15 Voli: maybe
2017-07-25 23:16 HappyRocket88: since the rhythm change so suddenly to vocals
2017-07-25 23:16 HappyRocket88: no no, no need xD
2017-07-25 23:16 HappyRocket88: just a preference, they're fine
2017-07-25 23:16 Voli: yeah, its kind of meant to be weird
2017-07-25 23:16 Voli: since the vocals are weird too xD
2017-07-25 23:16 HappyRocket88: also this could be clickable also 00:28:025 - :>
2017-07-25 23:16 HappyRocket88: ACTION runs
2017-07-25 23:17 Voli: do you want to ruin the bset pattern in this map!?!
2017-07-25 23:17 Voli: XD
2017-07-25 23:17 HappyRocket88: Q__Q
2017-07-25 23:17 HappyRocket88: 00:32:973 (3,4) -
2017-07-25 23:18 HappyRocket88: a bit high distance
2017-07-25 23:18 HappyRocket88: could place (4) stacked under 00:32:664 (2) - head
2017-07-25 23:19 Voli: hmm :o
2017-07-25 23:19 Voli: done
2017-07-25 23:19 Voli: that's a nice suggestion
2017-07-25 23:19 HappyRocket88: 00:34:519 (4) - not sure if this is NECESSARY NEEDED
2017-07-25 23:19 HappyRocket88: to be extended
2017-07-25 23:19 Voli: yeah, i'll think about that
2017-07-25 23:19 Voli: the vocal is kinda weird there
2017-07-25 23:20 Voli: 1/4 feels too short D:
2017-07-25 23:20 HappyRocket88: Apart from it i'd reckon the spacing should be higher between these two 00:34:519 (4,1) -
2017-07-25 23:20 HappyRocket88: Yeah I agree XD
2017-07-25 23:20 HappyRocket88: increasing the sv could subtly cover that?
2017-07-25 23:21 Voli: i'll maybe change that pattern later when im not tired
2017-07-25 23:21 Voli: anyways
2017-07-25 23:21 HappyRocket88: Ah
2017-07-25 23:21 HappyRocket88: Right
2017-07-25 23:21 HappyRocket88: D:
2017-07-25 23:21 HappyRocket88: You just asked for a testplay
2017-07-25 23:22 Voli: i really have to go too because i'll get
2017-07-25 23:22 HappyRocket88: Sorrrrryyyy T__T
2017-07-25 23:22 Voli: 4 hours sleep
2017-07-25 23:22 Voli: before i have to wake up XDD
2017-07-25 23:22 Voli: no it's fine
2017-07-25 23:22 Voli: but i'm going to sleep now! XD good night \o/
2017-07-25 23:22 HappyRocket88: Sleep well! owo/
  1. 00:34:519 (4,1) - *friendly reminder to not forget to see if you'd like to adjust the distance or not :>* runs
  2. 00:49:674 (1,2) - Hmmmm this part felt like "I'm missing the voli's magic";w; due to the placement of both sliders, wouldn't it feel better if we could rotate this 00:50:138 (2) - 45 degrees and place them all together like this? or like this? o:
  3. 00:39:004 - Ayy this could be clickable. ;w; felt awkward to have this as an offbeat with the slider-end. I think it would hurt no one if you could place a circle there stacked under 00:38:540 (1) - so the motion and the idea would be kept. :3
  4. 00:54:622 (1,2) - UFFF! ♥
  5. 01:08:231 (1,2) - lovely slider-symmetry, but if this is still kiai time, wouldn't it better if the distance was higher? Ctrl + G'ing this 01:08:695 (2) - could help too o:
I liked it because of the AR (?
Topic Starter
Voli

HappyRocket88 wrote:

  1. 00:34:519 (4,1) - *friendly reminder to not forget to see if you'd like to adjust the distance or not :>* runs done!
  2. 00:49:674 (1,2) - Hmmmm this part felt like "I'm missing the voli's magic";w; due to the placement of both sliders, wouldn't it feel better if we could rotate this 00:50:138 (2) - 45 degrees and place them all together like this? or like this? o: i like the idea of a simple symmetrical pattern here more xD
  3. 00:39:004 - Ayy this could be clickable. ;w; felt awkward to have this as an offbeat with the slider-end. I think it would hurt no one if you could place a circle there stacked under 00:38:540 (1) - so the motion and the idea would be kept. :3 good idea
  4. 00:54:622 (1,2) - UFFF! ♥ i got knocked down in crazy town
  5. 01:08:231 (1,2) - lovely slider-symmetry, but if this is still kiai time, wouldn't it better if the distance was higher? Ctrl + G'ing this 01:08:695 (2) - could help too o: hmm, i see your point but i prefer to keep the distance smaller here because the sounds are less intense and to create a bigger contrast with 01:09:468 (1) -
I liked it because of the AR (? 8 8


Thanks!!
A r M i N
i feel like on top diff 00:28:179 (3) - i'd put a reverse on this one because while playing i thought like "wow this slider ended early wot" so i'd go emphasize the "Doooo"
00:29:107 (1) - remove this one then
Topic Starter
Voli

A r M i N wrote:

i feel like on top diff 00:28:179 (3) - i'd put a reverse on this one because while playing i thought like "wow this slider ended early wot" so i'd go emphasize the "Doooo"
00:29:107 (1) - remove this one then
Nice suggestion! I made a cool pattern out of that
squirrelpascals
irc
23:05 squirrelpascals: okay im fine with that
23:05 squirrelpascals: as long as its consistent
23:05 Voli: yea even in the kiais xD
23:05 Voli: 01:04:519 (1,2,3) -
23:05 squirrelpascals: 00:22:767 (1) - why the sv increase here? i cant see anything that stands out
23:06 Voli: oh it was for the high pitched sound
23:06 Voli: tho i can remove if its too far fetched
23:06 Voli: someone else said they didnt like the nc spam there
23:06 squirrelpascals: yeah thats very far fetched tbh
23:06 squirrelpascals: and the nc spam would be necessary if the sv changes were
23:06 squirrelpascals: yee i would remove that
23:06 Voli: yea
23:06 Voli: hmm alright
23:06 Voli: i'll just change it to a regular pattern then
23:07 squirrelpascals: kk
23:08 Voli: changed
23:08 squirrelpascals: 00:23:540 (2,3,4,5) -
23:09 squirrelpascals: i would either ctrl+g 00:23:540 (2,3) - to make this pattern follow vocals
23:09 squirrelpascals: or make 00:24:622 (5) - a slider to follow guitar
23:10 squirrelpascals: i can see your intention with the guitar at 00:23:695 (3) - but after that you dont follow it in depth
23:10 Voli: o ctrlg there seems cool
23:10 Voli: cuz then you have a direction chanhge here too 00:24:932 (1) -
23:10 Voli: for the bass pattern
23:11 squirrelpascals: what direction change
23:11 Voli: if you ctrlg this 00:24:004 (2) -
23:11 Voli: that's what you meant right
23:12 squirrelpascals: oh no sorry
23:12 squirrelpascals: but you can do that if you want lol
23:12 squirrelpascals: i meant on 00:23:540 (2,3) -
23:12 Voli: you mean note>slider instead of slider>note?
23:12 squirrelpascals: https://puu.sh/wYqnN/8da61da469.png
23:12 squirrelpascals: this
23:13 squirrelpascals: bu if 3 follows the guitar then i would make 00:24:622 (5) - a slider aslo
23:13 Voli: ooo yea
23:13 Voli: lemme see
23:14 Voli: alright, done
23:14 Voli: 00:24:622 (4) -tho i like this one more as a note
23:14 Voli: cuz its like a transition between vocal/bass
23:14 Voli: i dont want them to be all connected
23:15 squirrelpascals: wait did you just ctrl+g 00:23:540 (2,3) -
23:15 Voli: no xD
23:15 Voli: i did what you screenshotted
23:15 squirrelpascals: that is what i screenshotted
23:15 Voli: https://osu.ppy.sh/ss/8733282
23:15 squirrelpascals: yeah that works
23:16 Voli: yea that looks better
23:18 squirrelpascals: 00:27:870 (2,3) -
23:18 squirrelpascals: i still dont know about this x
23:18 squirrelpascals: x
23:18 squirrelpascals: xD
23:18 Voli: lool
23:18 Voli: well i mean
23:18 Voli: try to play it
23:18 Voli: can you read it? o.o
23:19 squirrelpascals: i use a skin with trandparent sliderheads
23:19 squirrelpascals: let me test with default
23:19 Voli: yknow what
23:20 Voli: https://osu.ppy.sh/ss/8733311
23:20 Voli: here
23:20 Voli: now you can sleep at night
23:20 Voli: XD
23:20 squirrelpascals: i dont think this is good for someone sightreading
23:20 squirrelpascals: i do like to sleep
23:20 squirrelpascals: thats good, you can ask the t2 you get to mod if that overlap is okay
23:21 Voli: yea i'll recnsider it later
23:21 squirrelpascals: 00:29:262 (1) - dont like how the notes on the slider head and tail have the same strength
23:21 Voli: for now i'm actually kinda ok with it
23:21 Voli: it doesnt look thaaaat messy
23:21 squirrelpascals: yeah you also used a blanket
23:22 Voli: hm? on the head there's also a loud ass clap
23:22 squirrelpascals: 00:28:025 -
23:22 squirrelpascals: its on a slidertail there
23:23 Voli: what would you do then?
23:23 Voli: i like the kick there tbh
23:23 Voli: it especially feels well cuz 00:28:179 (3) - is so long
23:24 squirrelpascals: you can try gtrl+g on 00:28:025 -
23:24 squirrelpascals: i think making the clap a circle would work just as well
23:25 Voli: wait wut
23:25 Voli: ctrl g on 00:27:870 (2) - ?
23:25 squirrelpascals: no on 00:29:262 (1,2) -
23:25 squirrelpascals: do you want to change 00:27:870 (2) -
23:25 Voli: not really
23:25 Voli: that was my lovely pattern
23:25 Voli: and mods RUINED it ;-;
23:25 Voli: LOL
23:25 squirrelpascals: xD
23:25 Voli: o yea
23:26 Voli: 00:29:262 (4,1) - switching thse around could work
23:26 squirrelpascals: what
23:26 Voli: thats what you meant right
23:26 squirrelpascals: im concerned about 00:29:262 (1,2) - lol
23:27 Voli: https://osu.ppy.sh/ss/8733345
23:27 Voli: yea i thought you meant this
23:27 Voli: instead of slider>note
23:27 squirrelpascals: thats good
23:27 Voli: yea, that could work
23:27 squirrelpascals: 00:31:427 (3,1) - same with the guitar thing
23:27 Voli: tho i really dont like the sliderend then
23:28 Voli: on 00:29:571 -
23:28 Voli: ah nvm
23:28 Voli: there was a weird hs on it
23:28 Voli: omit that
23:28 squirrelpascals: oh okay
23:28 squirrelpascals: 00:31:427 (3,1) -
23:29 squirrelpascals: if you changed the thing at 00:22:767 - you should change this one too
23:29 Voli: done
23:29 squirrelpascals: live by the code that you gotta move on
23:30 Voli: feeling sorry for yourself aint got nobody nowhere
23:30 Voli: 00:34:519 (4) - do you thin kthis is weird
23:30 squirrelpascals: i was about to point that out actually
23:30 Voli: yea everyone does
23:30 Voli: xD
23:30 Voli: ''WTF WHY IS THIS 1/8''
23:30 squirrelpascals: i think you should end that at the 1/4 because you consistently use the 1/8 at the start of each measure
23:30 Voli: cuz 1/4 feels too short ;-;
23:31 squirrelpascals: this is not that
23:31 squirrelpascals: listen to anastacia
23:31 squirrelpascals: you have to live by the code that you gotta move on
23:31 squirrelpascals: move on from that 1/8 slider,, man
23:32 Voli: i feel sorry for myself tbh
23:32 Voli: but ok il changei t
23:32 Voli: 1/4 does sound better listening to it again
23:32 squirrelpascals: okay xD
23:32 squirrelpascals: 00:38:540 (1) - same here because i dont hear a bass note here
23:32 Voli: 00:39:004 - this is no longer clickable btw
23:32 Voli: i extended it
23:32 squirrelpascals: it would be consistent with your last change
23:33 squirrelpascals: okay well that works too
23:33 Voli: yep i already changed this
23:33 Voli: i had it like thi sbefore but someone said i should make it clickable
23:33 Voli: but i dont like it after all
23:33 Voli: so i extended it again
23:33 squirrelpascals: okay cool
23:34 squirrelpascals: 00:41:169 (4,5) - 00:43:643 (4,5) - woah this spacing
23:34 squirrelpascals: this looks like the 1/2 spacing you used at 00:37:303 (1,2,1) -
23:34 Voli: yea but thats the kiai leadin
23:34 Voli: 00:37:303 (1,2,1) - is a slow part
23:36 Voli: its also a slider>note jump so idk in play it doesnt actually feel that big
23:36 Voli: unlike note>note jumps
23:36 squirrelpascals: yeah true
23:36 squirrelpascals: 00:37:303 (1,2,1) - this note note jump is pretty big
23:37 Voli: how would you change it?
23:38 Voli: https://osu.ppy.sh/ss/8733380 smth like this ok?
23:38 squirrelpascals: https://osu.ppy.sh/ss/8733382
23:38 squirrelpascals: wait
23:38 squirrelpascals: opps
23:38 squirrelpascals: i did not mean that one
23:38 Voli: wtf
23:39 Voli: LOOOOL
23:39 Voli: i was already confused
23:39 Voli: cuz its a slider>note
23:39 squirrelpascals: my copy paste is broken
23:39 squirrelpascals: yeah sorry
23:39 squirrelpascals: 00:49:519 (5,1) -
23:39 squirrelpascals: check the screenshot i sent for my suggestion
23:39 Voli: yea i saw now xD
23:39 Voli: ehh i prefer more emphasis on the finish tbh
23:40 Voli: so 00:49:055 (3,4,5) - paired together
23:40 Voli: and 00:49:674 (1) - jump
23:40 squirrelpascals: can you still nerf it a little bit
23:40 squirrelpascals: right now its kinda big
23:41 Voli: https://osu.ppy.sh/ss/8733396 i guess i could make the movement a bit easier
23:41 Voli: and less wide angle
23:42 squirrelpascals: okay
23:42 squirrelpascals: im comparing it to the jump at 00:48:901 (2,3) -
23:42 Voli: that way [https://osu.ppy.sh/ss/8733398 these] form a triangle now too \o/
23:42 squirrelpascals: that looks better
23:42 squirrelpascals: s t r u c t u r e
23:43 Voli: k n o c k e d d o w n i n c r a z y t o w n
23:43 Voli: alright, changed
23:44 squirrelpascals: xD
23:46 squirrelpascals: 00:45:035 (1,1) -
23:46 squirrelpascals: sorry for going back here i was thinking about this pattern
23:47 squirrelpascals: since these sv changes are so subtle i would just remove these ncs
23:47 Voli: ohh
23:47 Voli: those ncs are more for uhh
23:48 Voli: separating those patterns that follow the ''i made it'' ''dont hate it'' vocals
23:48 Voli: i felt it'd highlight those a bit better
23:49 squirrelpascals: uh
23:49 squirrelpascals: do you use nc anywhere else to seperate vocal phrases
23:50 Voli: no, but those kind of vocals dont occur anywhere else either
23:50 Voli: :think:
23:50 squirrelpascals: im more concerned since it seems really nc spammy at 00:44:726 (1,1,1,1) -
23:50 squirrelpascals: well you can say that for any sentence in the song thats only said once
23:50 Voli: its like
23:51 Voli: because that part has frequent instrument line switching
23:51 Voli: it makes it easier to read imo
23:51 Voli: and to understand
23:51 Voli: generally the vocal patterns are separated from the rest
23:51 Voli: by ncs
23:51 Voli: but here theyre intertwined
23:53 squirrelpascals: well fine
23:53 squirrelpascals: 00:51:066 (4,5) -
23:54 squirrelpascals: dont like how it flows from this slider direction
23:55 Voli: it's like a dropoff
23:55 Voli: from that slider
23:55 Voli: 00:53:540 (4,5) - like that
23:55 squirrelpascals: its dont better there because its exactly opposite from the slider direction of 4
23:56 squirrelpascals: from 00:51:066 (4,5) - its at a right angle and plays more uncomfortably
23:56 Voli: where could i move 5? o.o
23:56 Voli: imo it plays fine.. but well if you have a better place for it to be
23:56 Voli: maybe stacked on 00:50:138 (2) - ?
23:57 Voli: ( the head)
23:57 squirrelpascals: osu.ppy.sh/ss/8733445
23:57 squirrelpascals: or
23:57 squirrelpascals: wait wtf
23:57 squirrelpascals: https://osu.ppy.sh/ss/8733445
23:57 squirrelpascals: https://osu.ppy.sh/ss/8733451
23:57 Voli: its too close o.o
23:57 Voli: https://osu.ppy.sh/ss/8733452
23:58 Voli: i was thinking this?
23:58 Voli: and the first one idk, following the curve directly doesnt really convey the snappiness that i wanted to do
23:58 Voli: for the clap
23:59 Voli: and also makes it kinda cramped in a corner
23:59 squirrelpascals: the place you put it is better
23:59 Voli: yea i agree its better than what i had b4
23:59 Voli: i didnt think of it
23:59 squirrelpascals: yeah i waas kind of thinking by first suggestion was a bit crammed
00:00 Voli: aight
00:00 Voli: i'll do this then
00:01 squirrelpascals: 00:53:540 (4,5) -
00:01 squirrelpascals: space these farther?
00:01 squirrelpascals: like move 5 down a little
00:01 Voli: sure
00:01 Voli: ill make the visual distance the same
00:02 Voli: as 00:53:076 (3,4) -
00:02 squirrelpascals: ye because thats shorter than most of the times you use that jump
00:02 squirrelpascals: yes
00:02 Voli: ok
00:02 Voli: done
00:02 squirrelpascals: wait
00:02 squirrelpascals: actually
00:02 squirrelpascals: i think 00:51:530 (5,6) - would work better as a slider
00:02 squirrelpascals: and 00:54:004 (5) - as two circles
00:02 squirrelpascals: only because 00:51:839 - is barely audible
00:04 Voli: hmmm
00:04 Voli: i'll have to tinker with it a bit then
00:04 Voli: cuz the patterns are very uhh
00:04 Voli: structured in a way that everything sorta connects with each other
00:05 Voli: via stacks etc
00:05 Voli: give me a bit
00:05 squirrelpascals: alrighty
00:07 Voli: okay
00:07 Voli: i did smth
00:07 squirrelpascals: alrigh
00:07 squirrelpascals: r
00:07 Voli: i like that 00:54:313 - is clickable yea
00:08 Voli: idk if i like my structure more now, but at least its clickable ey
00:08 squirrelpascals: ill let you know ;o
00:08 squirrelpascals: 00:54:622 (1,2,3,1,2,3) -
00:09 squirrelpascals: for these it might be hard to tell if its snapped to 1/8 because you use bigger spacing at 00:54:932 (2,3) - and 00:55:860 (1,2,3) -
00:09 Voli: yea someone said it before
00:09 Voli: but nah, i think it's fine
00:10 squirrelpascals: 00:57:097 (1,2,3) - is easier to read because its straigthforward
00:10 Voli: i used a bit lower spacing on the first one intentionally to introduce the pattern
00:10 Voli: but it was already introduced way earlier in the map too
00:10 Voli: and that pattern is <3
00:10 Voli: so
00:10 Voli: i'd like to keep
00:10 Voli: xD
00:11 Voli: 00:57:097 (1,2,3) - yea this is more straightforward but its also a less intense part
00:12 squirrelpascals: i guess so
00:12 Voli: 01:06:994 (1,2,3,4) - like that one is too
00:12 Voli: the last vocal is way less intense
00:13 squirrelpascals: okay
00:14 squirrelpascals: 00:58:334 (1,2,3) -
00:14 squirrelpascals: why is the spacing so much bigger on 2,3
00:15 Voli: it's for the clap, but it might be a bit excessive
00:15 Voli: i can tone it down a bit
00:15 squirrelpascals: yeah you should
00:16 Voli: done
00:16 Voli: http://osu.ppy.sh/ss/8733516
00:16 squirrelpascals: looks a lot better
00:16 Voli: oki
00:17 squirrelpascals: 01:03:437 (4) - ctrl + g
00:17 squirrelpascals: the spacing at 3,4 is very small for such a strong note
00:17 Voli: you think?
00:17 squirrelpascals: 01:01:427 (5,6) - same rhythm thing for 01:03:901 (5) -
00:18 Voli: 01:02:973 (3,4) - i think it fits more like this
00:18 Voli: ctrl+g would make it a VERY big jump
00:18 squirrelpascals: can you still try to find a way to make these spaced more https://osu.ppy.sh/ss/8733526
00:19 squirrelpascals: i moved 01:02:509 (2,3) - ffor my suggestion and used a transformation for 01:03:437 (4) -
00:20 Voli: sec
00:21 Voli: im changing stuff
00:21 squirrelpascals: kk
00:22 Voli: changed the rhythm stuff
00:22 Voli: 01:02:973 (3,4) - i dont think these need bigger spacing :S
00:22 Voli: her tone lowers a lot there
00:22 Voli: from what i hear
00:23 squirrelpascals: the notes at 01:02:973 - and 01:03:437 - sound the same intensity
00:24 Voli: yea
00:24 Voli: thats why theyre not spaced much o.o
00:24 Voli: 01:02:045 (1,2) - these arent that different either
00:24 squirrelpascals: im comparing the spacing at 01:02:509 (2,3) - and 01:02:973 (3,4) -
00:24 Voli: theyre spaced a bit further because the pitch is a bit higher
00:24 squirrelpascals: its the jump TO the note in question
00:24 Voli: ohhhh
00:24 Voli: but that's
00:25 Voli: pattern separation xD
00:25 Voli: 01:00:035 (2,3) -
00:27 Voli: i mapped them in groups of two
00:27 Voli: mostly
00:27 Voli: not even mostly
00:27 Voli: all the time
00:27 squirrelpascals: what do you mean by pattern seperation
00:28 squirrelpascals: sorry i got distracted
00:28 Voli: 01:02:045 (1,2) - and 01:02:973 (3,4) -
00:28 Voli: nps
00:29 squirrelpascals: OOoHH
00:29 squirrelpascals: i see
00:29 squirrelpascals: okay
00:29 Voli: yea, so the spacing between those patterns might be a bit different but yea its cuz its pattern based
00:29 Voli: rather than purely emphasis based
00:29 squirrelpascals: 01:05:757 (1,2,3) -
00:30 squirrelpascals: doesnt fit in with how you use overlaps with 01:04:519 (1,2,3) - 00:54:622 (1,2,3) - 00:55:860 (1,2,3) -
00:31 Voli: how o.o
00:31 Voli: you mean the first two should overlap by that logic?
00:32 squirrelpascals: well i think it would be good if they could because you kind of introduced that pattern to the player at 00:54:622 (1,2,3,1,2,3) -
00:32 squirrelpascals: it probably doesnt matter but it smore a suggestiosn
00:35 Voli: hmm
00:35 Voli: https://osu.ppy.sh/ss/8733592
00:36 Voli: or
00:36 Voli: https://osu.ppy.sh/ss/8733598
00:36 squirrelpascals: ohhhh i like the second one
00:36 Voli: yea then 01:06:375 (3) - also stacks with 01:06:994 (1) -
00:36 Voli: so thats nice imo
00:37 Voli: keepin then!
00:37 squirrelpascals: okay done with that diff
00:37 squirrelpascals: afjdkxv
00:37 Voli: lool
00:37 Voli: whats the sr of the live version
00:37 Voli: cuz mine is 3,22 now
00:37 squirrelpascals: mine is 3.28
00:37 Voli: #nerfed
00:38 squirrelpascals: you nerfec some jumps though and its a short map
00:38 Voli: yea
00:38 squirrelpascals: oh yeah you have a gd
00:38 squirrelpascals: akadlk
00:38 squirrelpascals: we'll go over normal
00:38 Voli: yea lol
00:38 Voli: i can change small things but not major things
00:38 squirrelpascals: okay
00:39 Voli: for all my gds
00:39 squirrelpascals: ill still go over it anyways and let you know
00:39 squirrelpascals: it might be okay
00:39 Voli: yea sure
00:39 squirrelpascals: first of all cs4 fora normal
00:39 squirrelpascals: smh
00:41 Voli: :eyes:
00:41 Voli: i bet noobs are tired of seeing those big ass circles by now
00:41 Voli: LOL dat insane rhythm you tried to follow
00:41 squirrelpascals: haha
00:41 squirrelpascals: can you make this cs3
00:41 Voli: cs 3,5
00:41 Voli: a healthy compromise tbh
00:42 squirrelpascals: okay
00:42 Voli: xD
00:46 squirrelpascals: one sec
00:46 Voli: 1
00:46 Voli: loljk
00:48 squirrelpascals: isnt it a guideline to avoid long sliders in normal and easy diffs?
00:48 Voli: wat
00:49 Voli: i think that'd be a retarded guideline
00:49 squirrelpascals: wtf i swear
00:49 squirrelpascals: i had to remove slider art from my normal and turn them into spinners because of this
00:50 Voli: maybe it was cuz of this?
00:50 Voli: Use straightforward and easily understandable slider shapes. New players may not understand how to follow more complex shapes.
00:50 Voli: maybe you had some complicated sliderart
00:50 Voli: but long sliders are generally encouraged in lower diffs because they're easier to play
00:50 Voli: LOL
00:51 Voli: unless they ignore half of the song that is
00:51 squirrelpascals: well whatever i cant find the guideline
00:51 squirrelpascals: i know i read it somewhere
00:51 Voli: maybe you were dreaming
00:51 squirrelpascals: this is fine its lower sv anyways
00:51 Voli: :eyes:
00:51 squirrelpascals: eyes
00:51 squirrelpascals: damn i have to sleep o-o
00:51 Voli: haha
00:51 squirrelpascals: after i mod this do you mind i fi mod pachirus tomorrow
00:52 Voli: sure thing
00:52 Voli: i dont mind
00:52 squirrelpascals: thank you
00:52 squirrelpascals: 00:19:365 (1) -
00:52 squirrelpascals: or
00:52 squirrelpascals: 00:19:983 (1) -
00:52 squirrelpascals: remove one of these ncs to make it easier to read
00:52 squirrelpascals: preferably 00:19:365 (1) -
00:52 Voli: ok
00:53 squirrelpascals: 00:22:458 (1,2,3) -
00:54 squirrelpascals: dont like your rhythm here in general, i think you should use more red ticks
00:54 squirrelpascals: 00:22:767 - 00:24:004 - 00:24:622 - all skipped
00:54 Voli: well hey its the lowest diff haha
00:54 Voli: mappin lots of 1/2 is kinda discouraged
00:55 Voli: so are long object chains
00:55 squirrelpascals: even though its the lowest diff i think you can still improve the rhythm
00:55 squirrelpascals: its a normal diff so you can feel free to use 1/2
00:56 squirrelpascals: as long as it isnt too complicated and easy to follow
00:56 squirrelpascals: i would be happy if you just made 00:23:695 (3) - a repeat slider because that note it strongest at 00:24:004 -
00:57 squirrelpascals: ive been
00:58 squirrelpascals: knocked down
00:58 squirrelpascals: its a crazy town
00:58 squirrelpascals: even got
00:58 squirrelpascals: punched in the face
00:58 squirrelpascals: in L.A.
00:58 Voli: eh fine i guess
00:58 Voli: wat
00:58 Voli: lines
00:58 Voli: your line are in the wrong order lol
00:59 Voli: https://osu.ppy.sh/ss/8733688
00:59 Voli: its a crazy town in LA
00:59 squirrelpascals: https://puu.sh/wYtYl/9c3b0ddfd9.png
00:59 squirrelpascals: xD
00:59 Voli: LOL
00:59 squirrelpascals: LMAO
00:59 squirrelpascals: the one in the screenshot tho
01:00 Voli: what the fuck
01:00 Voli: its like
01:00 Voli: all fucked up
01:00 Voli: gj peppy
01:00 Voli: looooool
01:00 squirrelpascals: PLZ FIX LAZER WHEN REEE
01:00 squirrelpascals: anyways
01:01 squirrelpascals: 00:34:519 -
01:02 squirrelpascals: can you put a circle here
01:02 Voli: no D:
01:02 Voli: i put those breaks intentionally XD
01:02 Voli: Avoid long chains of hit objects with 1/2 gaps. Too many consecutive hit objects overlapping can be confusing for new players.
01:02 Voli: Note density should consist of mostly 1/1, occasional 1/2, or slower rhythms.
01:02 squirrelpascals: alright thats fair
01:03 Voli: yeah i mean i wouild like to
01:03 squirrelpascals: you dont want it to be too hard for the lowest diff yee
01:03 Voli: but i think its better for a normal diff to have occasional breaks
01:03 Voli: esp if its the lowest in set
01:04 Voli: i usually did 2 stanzas
01:04 Voli: and then a short break
01:04 Voli: and repeat
01:06 squirrelpascals: 00:24:622 -
01:06 squirrelpascals: opps
01:06 squirrelpascals: 01:08:231 (3) -
01:07 squirrelpascals: can you make this a 3/4 slider so you dont skip over so much
01:07 squirrelpascals: i understand the long hold at the end but still feel like you can do that
01:08 Voli: hmm
01:08 Voli: well its the fadeout pretty much
01:08 Voli: and i'd have to break the pattern then
01:08 Voli: 01:09:468 (1) -
01:08 Voli: would be too low distance
01:09 Voli: i don't think its a problem tbh
01:10 squirrelpascals: i jus t dont understand what its following
01:10 squirrelpascals: maybe
01:10 squirrelpascals: you can end it at 01:08:849 - and put a circle at 01:09:159 -
01:11 squirrelpascals: https://osu.ppy.sh/ss/8733719
01:11 Voli: and what at 01:09:468 - then o.o
01:11 Voli: 2 circles as outro
01:11 Voli: :(
01:11 squirrelpascals: oh
01:11 Voli: it feels lameee
01:11 squirrelpascals: its probably fine but i was suggesting
01:12 Voli: 01:08:231 (3) - p much covers that entire synth pattern
01:12 Voli: thats why it ends on red, cuz that thingy ends there
01:12 squirrelpascals: okay that makes sense
01:12 Voli: yea
01:12 squirrelpascals: okay ill mod patchiru tomorrow!

Pachiru wrote:

the squirrel on your profile picture is so cute
thnx bb ill mod ur diff tomorrow :)
Pachiru
the squirrel on your profile picture is so cute
squirrelpascals
Continuing check from last night

Pachiru
• 00:15:653 (2,3) - 00:16:891 (4,1) - use a consistent distance snap with 00:05:757 (2,1) - and 00:06:994 (2,1) - ?

• 00:17:509 (1,2) - I don't usually mod for blankets but I think this one can be improved by a lot. Same for 00:28:334 (3) -

• 00:24:004 (4,5,6) - Not a fan of how you suddenly decide to decrease spacing at 5,6. I think the jumps from 4,5 and 5,6 have the same intensity in the music and deserve similar spacing.

• 00:29:880 (1) - The note on the sliderhead has the same intensity as the note at 00:30:190 - , because both the piano and vocals play on both. I would suggest making this two circles

• 00:36:994 (4) - I don't really like where you decided to place this note because there are strong notes at 00:36:839 - and 00:37:148 - that surround the circle that remain unmapped. The red tick that the circle is on right now isn't really recognizable by the player. I would suggest doing something similar to this

• 00:41:633 (5,6,1) - Being picky here, but can you even out this spacing? It's barely different and it would just look more organized if you did this

• 00:55:241 (2) - 00:56:478 (4,5) - I think that since the music that plays under two patterns is the same, the rhythm that these patterns use should be the same also. Either two circles or a slider could work

• 00:58:798 (4) - Same situation as 00:36:994 (4) - here. The notes that surround where this slider is placed are strong but the blue tick it's placed on isn't strong itself. suggestion

• 01:01:427 (5,6) - 01:03:901 (5) - I would recommend that you use a slider for the first pattern and two circles for the second pattern instead of the other way around, since the note on 01:04:210 - is more noticeable than the one on 01:01:736 - , so it would be better to have a clickable rhythm there instead

• 01:06:994 (1,2,3,4) - Spacing between all these objects looks sporadic, I would recommend that you space 01:07:921 (3,4) - more so that it looks more similar to 01:05:138 (3,4,5,6) -

for the top diff at 00:47:200 (1,2) - I don't like your choice to use a 1/8 gap here after you used 1/8 stacks at 00:45:963 (1,1) - 00:44:726 (1,1) -. Players will most likely read this as a 1/4 gap because this isn't stacked [/box]

let me know when you've replied :) :)
Topic Starter
Voli

squirrelpascals wrote:

for the top diff at 00:47:200 (1,2) - I don't like your choice to use a 1/8 gap here after you used 1/8 stacks at 00:45:963 (1,1) - 00:44:726 (1,1) -. Players will most likely read this as a 1/4 gap because this isn't stacked i see your concern, but i don't think it causes problems. 1/8 sliderjumps have been used throughout the entire map, and while the previous pattern you mentioned uses stacked 1/8 notes, there were plenty of times i used unstacked 1/8 slider jumps too and this is just another one of them. Besides, the jump is very small and kinda abuses leniency too, so it's not a jarring movement and the testplays i've got so far didnt have problems with it, i'd like to keep for now!
Pachiru

squirrelpascals wrote:

Continuing check from last night

Pachiru
• 00:15:653 (2,3) - 00:16:891 (4,1) - use a consistent distance snap with 00:05:757 (2,1) - and 00:06:994 (2,1) - ? i totally fucked up the spacing, i think i did sth to change

• 00:17:509 (1,2) - I don't usually mod for blankets but I think this one can be improved by a lot. Same for 00:28:334 (3) - deleted that blanket and the second one got a bit changed to look more as a blanket

• 00:24:004 (4,5,6) - Not a fan of how you suddenly decide to decrease spacing at 5,6. I think the jumps from 4,5 and 5,6 have the same intensity in the music and deserve similar spacing. in the norm part, i tried to make jumps on claps, that's whyu there is not a full jump, to me it doesn't really look important, since it's easy to read, but if it's really needed, i can surely fix it

• 00:29:880 (1) - The note on the sliderhead has the same intensity as the note at 00:30:190 - , because both the piano and vocals play on both. I would suggest making this two circles fixed

• 00:36:994 (4) - I don't really like where you decided to place this note because there are strong notes at 00:36:839 - and 00:37:148 - that surround the circle that remain unmapped. The red tick that the circle is on right now isn't really recognizable by the player. I would suggest doing something similar to this fixed

• 00:41:633 (5,6,1) - Being picky here, but can you even out this spacing? It's barely different and it would just look more organized if you did this i don't really understand what you meant here, but i did sth to change here

• 00:55:241 (2) - 00:56:478 (4,5) - I think that since the music that plays under two patterns is the same, the rhythm that these patterns use should be the same also. Either two circles or a slider could work fixed

• 00:58:798 (4) - Same situation as 00:36:994 (4) - here. The notes that surround where this slider is placed are strong but the blue tick it's placed on isn't strong itself. suggestion I don't like the idea, but I fixed it, since i think you're more experienced than me

• 01:01:427 (5,6) - 01:03:901 (5) - I would recommend that you use a slider for the first pattern and two circles for the second pattern instead of the other way around, since the note on 01:04:210 - is more noticeable than the one on 01:01:736 - , so it would be better to have a clickable rhythm there instead fixed

• 01:06:994 (1,2,3,4) - Spacing between all these objects looks sporadic, I would recommend that you space 01:07:921 (3,4) - more so that it looks more similar to 01:05:138 (3,4,5,6) -
fixed
my diff was fucked up with spacing, but i hope it's still good meh
pls recheck in case i forgot sth

Fixed
osu file format v14

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Countdown: 0
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Title:Paid My Dues
TitleUnicode:Paid My Dues
Artist:Anastacia
ArtistUnicode:Anastacia
Creator:Voli
Version:Pachiru's Hard
Source:
Tags:Freak of Nature Lyn Newkirk pachiru
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BeatmapSetID:643999

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Topic Starter
Voli
all updated
squirrelpascals
EVEN GOT PUNCHED IN THE FACE IN L.A.

had an irc and discussed other more minor changes.
:) :) :)
Topic Starter
Voli
i got knocked down in bubble town
Vivyanne
The madman

I still have traumas btw
Aurele
let's nuke this
Pachiru
was my diff ok? guess it's nice then :)
thanks squirrel for bubble!
Mekki
cutie mappu cutie mapper >3<
Seni
dd nice
hent2222
nostalgia song <3
Irreversible
irre taking the bn test

[normal]
00:19:365 (5) - a stronger hitsound here would've been cool
00:47:200 (1) - add soft finish?

good slider art, why don't you do that on danger

[hard pachiru]

coucou :3
00:08:540 (2) - peutetre tu peux ajouter une ligne verte avec 15%, comme tu as fait ici: 00:03:592 (2) -
00:17:509 (1,2) - mh, je pense que un pattern avec une blanket aurait plus de structure.. http://puu.sh/x1GOy/8d791075fe.jpg
00:21:684 (4) - raye cette whistle? c'est trop bruyant
00:28:025 (2) - ^
00:28:334 (3) - mais tu peux bruiter un whistle ici
00:47:200 - je veux proposer cette rhyhtm, parce que a mon avis c'est plus interesante http://puu.sh/x1GWM/276b44161c.jpg
01:02:045 (1) - cette hitsound aussi semble plus débile D: ajouter-là avec normal-hitnormal?

la diff étais bon, mais je ne suis pas très heureux avec les hitsounds.. est-ce que tu peux les contrôler ?

[hard]

00:11:014 (4) - what is this plagiarism or what
00:21:684 (2) - i also find this hitsound a bit noisy like in hard
00:57:097 (1,3) - why that ugly overlap?? D: please get rid off that, it really doesn't compliment the style you've used
00:19:983 (1,1,1,1,1,1,1) - I've really got to ask, what did you follow with these patterns? It's not terribly off, but if you were to follow the vocals, then I think you could've done better

good design!!
Topic Starter
Voli

Irreversible wrote:

irre taking the bn test judge impression 10/10

[normal]
00:19:365 (5) - a stronger hitsound here would've been cool
00:47:200 (1) - add soft finish?

fixed all

good slider art, why don't you do that on danger meanwhile i spent like 10 times the time on that

[hard]

00:11:014 (4) - what is this plagiarism or what yea
00:21:684 (2) - i also find this hitsound a bit noisy like in hard fixed
00:57:097 (1,3) - why that ugly overlap?? D: please get rid off that, it really doesn't compliment the style you've used WHOOOOPS accident
00:19:983 (1,1,1,1,1,1,1) - I've really got to ask, what did you follow with these patterns? It's not terribly off, but if you were to follow the vocals, then I think you could've done better they follow those basslines with hold sliders, i liked the idea

good design!! <3
thanks!
Pachiru
@Irre: I apply changes tomorrow afternoon, I'll edit my message, thanks man (:

Sorry for the delay, I finally stayed 1 more day! But I have a great news, I fixed everything! I'm not sure if I did well for the last suggestion, but I hope it will be good for you Irre~
As always your french is :ok_hand: !!!

Code
osu file format v14

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Title:Paid My Dues
TitleUnicode:Paid My Dues
Artist:Anastacia
ArtistUnicode:Anastacia
Creator:Voli
Version:Pachiru's Hard
Source:
Tags:Freak of Nature Lyn Newkirk pachiru
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Topic Starter
Voli
up dated
Irreversible
I passed!!
Mekki
Awesome! :3
Topic Starter
Voli
grats irre!!! welcome to the BNG
Pachiru
easy gg voli
_DT3
The so-called "cheaters" got their revenge :P
Gratz Voli \w/

Srsly tho, nobody kill me because of this comment ;-;
Kurai
I'm having flashbacks, let this nightmare end
Shmiklak
Grats
-Sh1n1-

Voli wrote:

grats irre!!! welcome to the BNG
Myxo
Hello!

We would like to inform you about the outcome of the BN examination you took part on. Below you will find the score of each section you achieved and the sum. The threshold of passing the test was set to 80 points.

  1. Section A: 43/50
  2. Section B: 37.5/65
  3. Total: 80.5/115

According to your results, you PASSED the test and are therefore allowed to join the Beatmap Nomination Team. You can accept or decline this invitation. Accepting this invitation will promote you to a Beatmap Nominator, whereas declining this invitation will reject this opportunity and we will not add you to the team. However, rejection puts you on a 3 months cooldown, where you can not apply anymore for the Beatmap Nomination Group.

Let us know about your decision by replying to this message.

You will receive additional details about your test results. For that, you will receive feedback about Part B from us directly. For feedback regarding Part A, please approach Loctav so he sends you over your answer sheet! Keep in mind that with that many testees, it might take some time until we find an opportunity to talk to you about the your results in detail.

Regards,
Desperate-kun
Pachiru
^^ im still waiting for my results tho ^^
Kagetsu
isn't the intro off by like 20 ms?
Nao Tomori
Wasn't it set to 83 xD
Topic Starter
Voli

Kagetsu wrote:

isn't the intro off by like 20 ms?
to me this offset feels on point o_o

Desperate-kun wrote:

Hello!

We would like to inform you about the outcome of the BN examination you took part on. Below you will find the score of each section you achieved and the sum. The threshold of passing the test was set to 80 points.

  1. Section A: 43/50
  2. Section B: 37.5/65
  3. Total: 80.5/115

According to your results, you PASSED the test and are therefore allowed to join the Beatmap Nomination Team. You can accept or decline this invitation. Accepting this invitation will promote you to a Beatmap Nominator, whereas declining this invitation will reject this opportunity and we will not add you to the team. However, rejection puts you on a 3 months cooldown, where you can not apply anymore for the Beatmap Nomination Group.

Let us know about your decision by replying to this message.

You will receive additional details about your test results. For that, you will receive feedback about Part B from us directly. For feedback regarding Part A, please approach Loctav so he sends you over your answer sheet! Keep in mind that with that many testees, it might take some time until we find an opportunity to talk to you about the your results in detail.

Regards,
Desperate-kun
it's actually funny that this error made it through multiple iterations of this text because my invitation message has it as well XD
also oh no i barely passed then ;-;
pkhg
its 2k17
timing is subjetive
Raiden
Offset 200 (+10) sounds better to me for the part after the intro (starting at 00:19:993 - ), but the intro indeed sounds oddly slower lol.. maybe it's not even 97 bpm or simply needs an offset reset. Will try to toy with this a bit and see if I can find a solution

edit: starting 00:10:086 - the "melody" and the percussion start being offsync. That's why the intro seems so odd compared to the rest. Tbh it's up to you whether you prefer to stick to the percussion or to time that "melody" at the beginning.

In any case, poke me if you need any assistance with this
_DT3
The timing is weird alright, I possibly may have only checked the start when suggesting an offset change...
But idk
Mir
flashbacks

oh yea why are 00:24:932 (1,2) - not snapped to 1/3 cuz there's like only 1/3 in that moment unless you're following the bass but those only really have sounds on the start not really on the end so yea

also i agree timing is definitely weird in the intro
Pachiru
I think that's kinda same with both offset, but while putting 200 instead of 190 I noticed minor thing changed, and tbh it looks good with 200.
But when I played it I wasn't bother by the offset so...
Topic Starter
Voli
00:10:086 - According to the percussion sounds here, my understanding is the offset is correct as of now. Also when you listen to the start of every new measure of these synths here (00:00:190 - 00:02:664 - 00:05:138 - ) the downbeat is placed correctly too. Perhaps it sounds a bit weird because the percussion/drum doesn't kick in here yet? Thanks for lookin over it!

@Raiden if you still have doubts about it we can pm a bit to discuss

Mir wrote:

oh yea why are 00:24:932 (1,2) - not snapped to 1/3 cuz there's like only 1/3 in that moment unless you're following the bass but those only really have sounds on the start not really on the end so yea
If you look over the entire map you'll see that I mapped these bass sounds consistently with 1/8 hold sliders, that's kinda the central theme of the diff
Kagetsu

Voli wrote:

00:10:086 - According to the percussion sounds here, my understanding is the offset is correct as of now.
it doesn't make much sense to point the percussion when you're clearly following the "synth" and therefore ignoring most of the cymbals


Voli wrote:

Also when you listen to the start of every new measure of these synths here (00:00:190 - 00:02:664 - 00:05:138 - ) the downbeat is placed correctly too. Perhaps it sounds a bit weird because the percussion/drum doesn't kick in here yet? Thanks for lookin over it!
i disagree. most of those downbeats sound extremely off. for instance, here is a waveform that shows what's exactly on:



we all know waveforms are not perfect, but it definitely gives you an idea of what's going on in the song. even though 215 offset might feel exaggerated because the instruments go from low to high volume,the pictures certainly show that the offset should be a bit later than the current one
Topic Starter
Voli
What do you suggest? 200 for the intro and 190 for the rest of the song? Putting it later than 200 starts to feel really off tbh, 215 is clearly too late - when i'm playing with 215 I hit everything far too early as well D:
Kagetsu

Voli wrote:

What do you suggest? 200 for the intro and 190 for the rest of the song?
that sounds more acceptable. i would use 205 for the intro (as it sounds more accurate for me) though i don't think it makes much of a difference
Topic Starter
Voli
I'm fine with changing it to that then, I'll ask for a dq
Okoayu
actual bn test
Bonsai
quak
Topic Starter
Voli
confirmed some stuff with bonsai, we agreed that it's best to put offset 210 in the intro and reset it back at 00:10:086 -
updated all, should be ready to go again

irc with bonsai
21:50 Voli: are you available to doublecheck some timing with me :p
21:50 Voli: i just dq'd my map over it
21:51 Bonsai: I have an ear inflammation and wear my headphones over only one ear so I can't hear shit lol
21:51 Voli: well that's unfortunate D:
21:52 Voli: hope you get better soon
21:52 Bonsai: thenk
21:53 Bonsai: o it's just offset
21:53 Bonsai: I'll try
21:53 Voli: o
21:53 Voli: okay xD
21:53 Voli: well
21:53 Voli: apparently the offset should be like 200-205 in the intro
21:54 Voli: and then an offset reset at 00:19:983 -
21:54 Voli: to 190
22:01 Bonsai: I'd go with 210 but already reset back at 10:.. because almost every note there is coincidentally mapped to the percussion too, and the attack point of the percussion is much clearer than the one of the strings
22:04 Voli: checking it out
22:04 Voli: do you agree with resetting to 190?
22:04 Voli: or is that off too
22:04 Voli: 21o seems good
22:04 Voli: for the intro
22:05 Bonsai: yeah rest is good
22:05 Voli: alright
22:05 Voli: seems good to me aswell
22:05 Bonsai: \:D/
22:05 Voli: would you mind posting then for logging purposes? and so you can get some kds
22:06 Bonsai: sure, don't wanna get kudosu for just offset tho :P
22:06 Bonsai: actually
22:06 Voli: kagetsu got it so..
22:06 Bonsai: you can just quote my one line if you want
22:06 Bonsai: well he 'discovered' it
22:06 Bonsai: I just confirmed it
22:06 Bonsai: ^^
22:06 Bonsai: I get enough kds anyways
22:06 Voli: if you insist :p
22:06 Voli: well
22:06 Voli: i'd rather post the irc tbh
22:06 Voli: just so it's clear
22:06 Bonsai: sure
squirrelpascals
i failed the bn test =(
defiance
wow irre just failed the bn test
Topic Starter
Voli
everyone involved failed it tbh because the timing was off from the get go
Irreversible
Fixed the timing as well some lil' shizzles I found afterwards.
Topic Starter
Voli
thanks again irre and squirrel! and the people who helped with the timing \o/
Raiden
grats!
BOUYAAA
Hi. I just looked at this and i have trouble understanding like 50% of your rythm choices.

So first and most important point imo : why is the main layer completely ignored in parts of the map. It's pretty clear that vocals >>>> anything else in this song and BY FAR. Yet in some places they're completely undermined by how you map your clicking rythm.

00:51:065 (4) - like you're CLEARLY following vocals here since drum hits are ignored yet this slider ends on one of the most emphasized vocals in the chorus. All this to map the almost irrelevant snare. I mean you ignored it here 00:50:292 - so why not give it up completely and being consistent with what you're following. Ignoring this vocal makes no sense to when stuff like this happens in non climax parts of the song 00:19:982 (1,2,3) -.

01:00:498 (3) - This one more questionable as it's the climax of your chorus. Yet it's mapped on a PASSIVE sliderend.

00:57:714 (3) - why is this one all of a sudden mapping 2 bass sounds instead of only one? every single one of these sliders is mapping a single bass sound 00:55:859 (1,2,3,1,2) - and then you break your logic and the last bass sounds is mapped passive.

00:27:869 (2) - why this is mapped as a slider puzzles me
00:47:508 (2) - 2 vocals 2 drum kicks 2 everything and it's mapped like a slider. 00:47:199 (1) - 1 vocals 1 drum kick 1 everything and it's still mapped like a slider

00:29:415 (2) - the held note ends here 00:29:725 - so you might aswell extend that. putting the drum on a sliderend does nothing at all right now, except confuse the player, because your focus is currently on vocals only as indicated by these 3 objects 00:27:405 (1,2,3) - which miss everything else that is happening in the song

00:30:498 (3) - are you mapping vocals or bass? Because in the case of the vocals this should be extended here 00:30:962 - and in the case of the bass you're breaking your slider concept again by mapping the second bass passive. This one should be extended too 00:31:735 (4) - as there is only vocals to follow.

00:22:457 (1) - some of those extend over vocals even though it seems like you follow vocals not far after 00:23:075 (3,1,2) - :arrow: pretty much every other iteration does that in some way and it sounds gross.

00:36:683 (3) - singer is almost screaming and this covers a vocal note.



Normal :


00:22:457 (1) - 00:19:982 (1,2) - one of these two definately follows rythm better. 1/1 seems undemapped

00:26:168 (3) - 00:24:931 (1,2) - ^

00:36:065 (3) - anything but 1/1 fits here. Combination of 1/2 and circles or w/e would be a decent alternative

00:39:776 (1) - should be repeating on blue because vocal heavy part should be focusing on vocals. Rest should be adapted too ofc.

00:49:673 - You ignore vocals, which are low density and thus are adapoted to low difficulty mapping i feel . Also they're the main layer of the song so here is a small example on how you can improve that 1/2 spam http://puu.sh/x998e/3bcba82c58.jpg if you're affraid this will trigger osu babies by not giving any 1/1 rest replacing the last 1/2 sliders of the combos by circles works fine imo.

01:01:426 (4) - Circle is questionable, refer to what i said in insane

Pachiru :

C'est beaucoup mieux dans l'ensemble mais ça serait cool de pas ignorer les vocals en random dans le kiai : 00:53:539 (4) - notamment parce qu'ici les voix représentent le point le plus fort de la chanson. donc autant ignorer la batterie. cf ce que j'ai dis dans la top diff.

________

Also I want to add that he cut is lazy. You could have edited this in a 2min mp3 by removing the middle part of the song. If this is done because of some bn test meme then hehexd i guess

Don't kill mapper spirit
Okoayu
i'd appreciate if you were less passive aggressive about pretty much everything, thanks!
Pachiru

BOUYAAA wrote:

Pachiru :

C'est beaucoup mieux dans l'ensemble mais ça serait cool de pas ignorer les vocals en random dans le kiai : 00:53:539 (4) - notamment parce qu'ici les voix représentent le point le plus fort de la chanson. donc autant ignorer la batterie. cf ce que j'ai dis dans la top diff. Je vois pas ou est le soucis? Dès qu'il y avait un vocal, je l'ai mappé si ça semblait être jouable et que ça avait un bon flow, donc je pense que tout est bon.

________

Also I want to add that he cut is lazy. You could have edited this in a 2min mp3 by removing the middle part of the song. If this is done because of some bn test meme then hehexd i guess Then let's talk about TV size's cuts. 1m30 is also lazy mapping in that case.

Don't kill mapper spirit and have fun.
MaridiuS
will BOUYAAA pass the BN test :thinking:
Topic Starter
Voli

BOUYAAA wrote:

Hi. I just looked at this and i have trouble understanding like 50% of your rythm choices. Please enlighten me

So first and most important point imo : why is the main layer completely ignored in parts of the map. It's pretty clear that vocals >>>> anything else in this song and BY FAR. Yet in some places they're completely undermined by how you map your clicking rythm. I've explained this point thoroughly in my other mod responses. This diff's main concept is following the basslines with 1/8 holds. I followed through with this concept consistently.

These are extremely triggering : 00:51:065 (4) - like you're CLEARLY following vocals here since drum hits are ignored yet this slider ends on one of the most emphasized vocals in the chorus. All this to map the almost irrelevant snare. Hello? I mean you ignored it here 00:50:292 - so why not give it up completely and being consistent with what you're following. Ignoring this vocal makes legit no sense when stuff like this happens in non climax parts of the song 00:19:982 (1,2,3) -. So then I'd map the vocal on 00:51:374 - for it's entire length and completely ignore whats under there - I much prefer switching to drums whenever the vocal sequence ends, especially with much longer vocals like this. That is why I, intentionally, chose this rhythm. The thing you linked last is irrelevant, since it's mapped to the basslines, not the vocals.

01:00:498 (3) - This one is even more of a joke as it's the climax of your chorus. Yet it's mapped on a PASSIVE sliderend. I really don't understand what you're going for here. 01:00:962 (4) - is a strong vocal, and it's clickable.

00:57:714 (3) - why is this one all of a sudden mapping 2 bass sounds instead of only one? every single one of these sliders is mapping a single bass sound 00:55:859 (1,2,3,1,2) - and then you break your logic and the last bass sounds is mapped passive. This isn't mapped to the bass, it's mapped to the two melodic sounds that are here.

00:27:869 (2) - why this is mapped as a slider puzzles me why not? i feel a slider is more in place here for the sudden blue tick rhythm,
a circle would throw a lot of people off.

00:47:508 (2) - 2 vocals 2 drum kicks 2 everything and it's mapped like a slider. 00:47:199 (1) - 1 vocals 1 drum kick 1 everything and it's still mapped like a slider it's entirely following the vocal pattern? what's the problem

00:29:415 (2) - the held note ends here 00:29:725 - so you might aswell extend that. putting the drum on a sliderend does nothing at all right now, except confuse the player, because your focus is currently on vocals only as indicated by these 3 objects 00:27:405 (1,2,3) - which miss everything else that is happening in the song I don't think it confuses the player, if anything the short break helps the player regain focus on the main beat after the weird snaps here 00:28:178 (3) -

00:30:498 (3) - are you mapping vocals or bass? Because in the case of the vocals this should be extended here 00:30:962 - and in the case of the bass you're breaking your slider concept again by mapping the second bass passive. This one should be extended too 00:31:735 (4) - as there is only vocals to follow. The patterns follows exactly the same as all other bassline patterns here.

00:22:457 (1) - some of those extend over vocals even though it seems like you follow vocals not far after 00:23:075 (3,1,2) - :arrow: pretty much every other iteration does that in some way and it sounds gross. explained before.

00:36:683 (3) - singer is almost screaming and this covers a vocal note yes. explained before.

Normal :


00:22:457 (1) - 00:19:982 (1,2) - one of these two definately follows rythm better I chose to alternate between 1/2 and 1/1 for the sake of,
yes, rhythm simplification. Since this difficulty is the lowest in the set, I do not want to fill it with constant 1/2 chains. According to the ranking criteria, if the normal is the lowest difficulty in the set, it should mostly follow Easy guidelines rhythm wise.


00:26:168 (3) - 00:24:931 (1,2) - ^ ^

00:36:065 (3) - anything but 1/1 fits here. Combination of 1/2 and circles or w/e would be a decent alternative Actually, I think the two sliders portray that vocal sequence quite well. As I said before already, I don't want to overcomplicate the rhythm since it is the lowest difficulty.

00:39:776 (1) - should be repeating on blue because vocal heavy part should be focusing on vocals. Rest should be adapted too ofc. I like to keep my normals simple and straight forward, which is what the lowest difficulty is supposed to be: an introduction to rhythms

00:49:673 - You ignore vocals. Which are low density. Which are the main layer of the song. Here is a small example on how you can improve that to not be senseless 1/2 spam http://puu.sh/x998e/3bcba82c58.jpg if you're affraid this will trigger osu babies by not giving any 1/1 rest (oh noooo :( ) replacing the last 1/2 sliders of the combos by circles works. Or you can be creative!!!!! I don't want to keep repeating myself

01:01:426 (4) - Circle. Right. Breaks in the rhythms are necessary in this difficulty to prevent excessive object chains.


Don't kill mapper spirit
Whoops I replied to your pre-rework post because i started replying before you edited. Thanks for editing the post to sound less aggressive though, I appreciate that.
Seems our interpretation of this song differs quite a bit haha (referring to the top difficulty)
Thanks for the concerns!
Krfawy
Please, do not kill me Voli but for me 00:27:869 (2,3) - this pattern in the highest difficulty is severely unreadable. If I recall correctly the arrows are supposed to be incredibly visible but now the reversing arrow is incredibly hidden and I keep on misclicking it real hard, like, can you see it? *CLICKIE* .w.

Otherwise it's a very interesting beatmappu and I'm glad to see Anastacia getting ranked or at least qualified for now. o3o/
Topic Starter
Voli

Krfawy wrote:

Please, do not kill me Voli but for me 00:27:869 (2,3) - this pattern in the highest difficulty is severely unreadable. If I recall correctly the arrows are supposed to be incredibly visible but now the reversing arrow is incredibly hidden and I keep on misclicking it real hard, like, can you see it? *CLICKIE* .w.

Otherwise it's a very interesting beatmappu and I'm glad to see Anastacia getting ranked or at least qualified for now. o3o/
I already unstacked this pattern for that reason (the tail was stacked before so it'd be way harder to read) so i think it's okay now tbh
BOUYAAA
Hi, I wanted to respond to this as it seems like my points were not explained properly
Sorry for the late response , i couldn't find time to get to it in the past 2 days

Voli wrote:

BOUYAAA wrote:

Hi. I just looked at this and i have trouble understanding like 50% of your rythm choices. Please enlighten me

So first and most important point imo : why is the main layer completely ignored in parts of the map. It's pretty clear that vocals >>>> anything else in this song and BY FAR. Yet in some places they're completely undermined by how you map your clicking rythm. I've explained this point thoroughly in my other mod responses. This diff's main concept is following the basslines with 1/8 holds. I followed through with this concept consistently.
alright i get some of your choices now, I don't quite get why, this concept in mind, you follow these 00:24:931 (1,2,3) - 00:26:168 (1,2,3) - (etc) in the same way that you follow these though 00:29:879 (1,2,3) - 00:32:354 (1,2,3) - (etc) since the first ones are 3 notes and the last ones are 4 notes.

Also there is this 00:37:302 (1,2) - which kind of doesn't follow it the same way


These are extremely triggering : 00:51:065 (4) - like you're CLEARLY following vocals here since drum hits are ignored yet this slider ends on one of the most emphasized vocals in the chorus. All this to map the almost irrelevant snare. Hello? I mean you ignored it here 00:50:292 - so why not give it up completely and being consistent with what you're following. Ignoring this vocal makes legit no sense when stuff like this happens in non climax parts of the song 00:19:982 (1,2,3) -. So then I'd map the vocal on 00:51:374 - for it's entire length and completely ignore whats under there - I much prefer switching to drums whenever the vocal sequence ends, especially with much longer vocals like this. That is why I, intentionally, chose this rhythm. The thing you linked last is irrelevant, since it's mapped to the basslines, not the vocals.
But you already start the section by ignoring drums completely : you miss a snare here 00:50:292 - and 2 of the kicks in this measure are not part of your Active rythm (aka the notes that the player clicks- i'm assuming you know what i mean when i refer to active/passive hitobjects). The rythm you use to represent the song with your first 3 objects 00:49:673 (1,2,3) - is mapped in a way that represents the vocals :arrow: All of them are interpreted with Active hitobjects. My point is that you break this logic with you next hitobject by placing a vocal on a sliderend to suddently represent a layer you precedently ignored : The drums. In this case it's especially noticeable as the vocal you mapped on a passive sliderend is one of the choruse's strong points and should be emphasized (so clickable at the very least).
The thing I linked last was there to show that you already overmapped sliderends to represent all of the main beats of a section with active hitobjects (which is good in that case) so i cannot help but wonder why similar concepts are not used in the chorus to keep consistency.


01:00:498 (3) - This one is even more of a joke as it's the climax of your chorus. Yet it's mapped on a PASSIVE sliderend. I really don't understand what you're going for here. 01:00:962 (4) - is a strong vocal, and it's clickable.
My bad, i actually wanted to link this slider 01:00:962 (4) - and i was refering to the vocal on the sliderend. My point is about the same as above but this time that vocal is arguably the strongest note in the entire chorus (and probably in the whole mp3 right now).

00:57:714 (3) - why is this one all of a sudden mapping 2 bass sounds instead of only one? every single one of these sliders is mapping a single bass sound 00:55:859 (1,2,3,1,2) - and then you break your logic and the last bass sounds is mapped passive. This isn't mapped to the bass, it's mapped to the two melodic sounds that are here.
Please point ouyt what two melodic sounds you're refering to because whatever layer i try to listen to i cannot hear anything that invalidates my point. If you're refering to the piano thingy my point still stands : why do you map one of the piano notes on a passive sliderend when every othe iteration of anything in this section (including that piano) is mapped on active hitobjects with overmapped sliderends : 00:54:622 (1,2,3) - 00:57:096 (1,2,3) - 00:57:096 (1,2) - . This should be 2 active objects 00:57:714 (3) -


00:47:508 (2) - 2 vocals 2 drum kicks 2 everything and it's mapped like a slider. 00:47:199 (1) - 1 vocals 1 drum kick 1 everything and it's still mapped like a slider it's entirely following the vocal pattern? what's the problem
The problem here is that 2 circles are representig that much better since you map prominent beats on active hitobjects in that section

Normal :


00:22:457 (1) - 00:19:982 (1,2) - one of these two definately follows rythm better I chose to alternate between 1/2 and 1/1 for the sake of,
yes, rhythm simplification. Since this difficulty is the lowest in the set, I do not want to fill it with constant 1/2 chains. According to the ranking criteria, if the normal is the lowest difficulty in the set, it should mostly follow Easy guidelines rhythm wise.

This is kind of where i don't get you anymore. You mention simplification when both the patterns i pointed out have the same density :

Same number of objects except that on the second image the 1/2 gap is shifted between 2 active hitobjects (which probably means n°2 is harder to play). Point is that n°2's first slider is covering too much stuff to be accurately representing the music in any way 00:22:457 (1) -. First image does it better.


00:26:168 (3) - 00:24:931 (1,2) - ^ ^ ^

00:36:065 (3) - anything but 1/1 fits here. Combination of 1/2 and circles or w/e would be a decent alternative Actually, I think the two sliders portray that vocal sequence quite well. As I said before already, I don't want to overcomplicate the rhythm since it is the lowest difficulty.
I did not mention the second slider, only the first one. If you're affraid of density, let me give you 2 examples that represent vocals in a decent way while not messing with desity :




00:39:776 (1) - should be repeating on blue because vocal heavy part should be focusing on vocals. Rest should be adapted too ofc. I like to keep my normals simple and straight forward, which is what the lowest difficulty is supposed to be: an introduction to rhythms
The equivalent of what i'm suggesting is a 3/2 repeat slider in a 194 bpm song. These sliders were used in easy diffs for ages and as far as i know they never caused any issues. However what is causing issues is lower diffs so simplified they do now follow the song anymore.
When doing what you did right there you shift the player's focus on drums, because all the sliders circles (or whatever you wanna call them) are hitsounded to drums. The problem with that is that 00:41:477 - is ignored thus you stop following drums. Which is a bit weird.


00:49:673 - You ignore vocals. Which are low density. Which are the main layer of the song. Here is a small example on how you can improve that to not be senseless 1/2 spam http://puu.sh/x998e/3bcba82c58.jpg if you're affraid this will trigger osu babies by not giving any 1/1 rest (oh noooo :( ) replacing the last 1/2 sliders of the combos by circles works. Or you can be creative!!!!! I don't want to keep repeating myself
Can't blame you because I was a dick but a proper response would still make things easier. I'm assuming you were refering to density again.
Point here was that you ingore the main layer of the song (vocals) when it's way too prominent to be ignored like that.
I gave you an example of rythm you could use, same density ofc, that would at least aknowledge them :


01:01:426 (4) - Circle. Right. Breaks in the rhythms are necessary in this difficulty to prevent excessive object chains.
The break should not be made at the song's strongest beat lol
Whoops I replied to your pre-rework post because i started replying before you edited. Thanks for editing the post to sound less aggressive though, I appreciate that.
Seems our interpretation of this song differs quite a bit haha (referring to the top difficulty)
Thanks for the concerns!
I hope things make a bit more sense.
Bonsai
Heiho, I kinda wanna chime in here since I agree with a lot of Bouya's criticism you didn't respond again, I wanna expand on a few points raised in the highest diff and suggest alternatives (and point out some other stuff too):
  1. 00:27:406 (1,2) - I already find this to be a very bad way of 'transitioning' from bass to vocals since there isn't really any transition at all, just a 100%-change, and still it's not even nicely mapped to the vocals either since 00:27:638 isn't played differently to any of the previous overmapped slidetails at all, so it's not emphasizing the vocals either, just, nothing. My suggestion would be this rhythm, it makes the transition more smoothly as the new vocal-rhythm is actually emphasized differently (and reverses are much stronger than just a regular tail) + since the slider continues to slide it doesn't feel as 'empty' either, so at least I myself would still feel that as mapped to the bass a bit, and it avoids this very weird 3/8-gap that isn't used anywhere else either in the whole map. Also it's similar to 00:37:303 (1) which I then wouldn't find unfitting either anymore
  2. Additionally, to make it even more coherent and smooth, how about not compltetely ignoring the vocals at 00:24:932 (1,2) and then suddenly using them as filler-rhythm and then ignoring them again, but instead trying this rhythm?
  3. 00:37:303 (1,2,1) - This seems a bit messy too to me, I assume you're following the piano with the reverse-slider but then you're immediately switching back to bass by emphasizing 00:38:540 which imo feels very filler-esque, because one of the key aspects of the piano-layer is the accentuation on 00:38:231 (2) - (syncopated downbeat) instead of at the actual downbeat, emphasizing that downbeat destroys any piano-focus and only following it for three notes and ignoring everything else just to ignure the piano again is.. not smooth at all. My suggestion is this rhythm, ideally with the circle being stacked on the previous tail because that way the tail is not completely irrelevant (since you actually have to stop there) while the focus is still on the piano, making everything much smoother and feel more natural instead of messy. And it highlights the rhythmic gap very well too imo, something I kinda miss in most of the map but oh well
  4. Now to the Kiai: Again I miss any sort of consideration for the rhythm-layer-switches you do, they feel very forced and unintuitive since there's no smooth transition and whatnot. Instead of switching from your bass-focused mapping to vocals-only-zone and then going "oh hi here's drums", how about one of these rhythms or even this one?
  5. 00:57:715 (3) - If you really wanna follow the piano here, don't just make it play like everything else again. This isn't emphasizing 00:58:025 at all, instead I'd suggest either replacing this slider with two circles, or using this rhythm which actually is very nice imo, it makes the piano stand out by using a reverse again, and it also emphasizes the vocals at 00:58:643 by making them clickable, instead of them being ignored and then suddenly being the only focus in the next measure again.
To end this mod before it's too late and summarize my issue, I see a huge problem in the sudden switches between layers because 1) they happen without and transition at all, making them feel very unintuitive, forced or chaotic, and 2) many times you switch to a new layer but it's not recognizable what you're following now because there is no differentiation happening so the switch isn't really recognizable, while it is recognizable that something else is suddenly not followed anymore.
I hope I made my concerns understandable and offered solutions that are acceptable for you, of course I'd be glad to go into more detail / complete this, but there's no time for that anymore rn, so I'm just gonna request a DQ and we can talk about it afterwards in case you have questions. Sorry for being so late, I thought there'd be a discussion happening with Bouya anyways.


BOUYAAA wrote:

Hello?
this sounds so german tbh lol
Okoayu
Taking this down to discuss this properly to reach a solution
Bursthammy
dues =/= paid

is having 00:48:436 (1) - as 1/16th on [Unstoppable] really appropriate? Sounds WAY too fast, 1/8th works better imo.
Topic Starter
Voli

Bonsai wrote:

Heiho, I kinda wanna chime in here since I agree with a lot of Bouya's criticism you didn't respond again, I wanna expand on a few points raised in the highest diff and suggest alternatives (and point out some other stuff too):
  1. 00:27:406 (1,2) - I already find this to be a very bad way of 'transitioning' from bass to vocals since there isn't really any transition at all, just a 100%-change, and still it's not even nicely mapped to the vocals either since 00:27:638 isn't played differently to any of the previous overmapped slidetails at all, so it's not emphasizing the vocals either, just, nothing. My suggestion would be this rhythm, it makes the transition more smoothly as the new vocal-rhythm is actually emphasized differently (and reverses are much stronger than just a regular tail) + since the slider continues to slide it doesn't feel as 'empty' either, so at least I myself would still feel that as mapped to the bass a bit, and it avoids this very weird 3/8-gap that isn't used anywhere else either in the whole map. Also it's similar to 00:37:303 (1) which I then wouldn't find unfitting either anymore seems fair, added a reverse+note
  2. Additionally, to make it even more coherent and smooth, how about not compltetely ignoring the vocals at 00:24:932 (1,2) and then suddenly using them as filler-rhythm and then ignoring them again, but instead trying this rhythm? I've already explained this dozens of times, the concept of this diff is based around representing those low bass/piano sounds with 1/8 holds, you can see that I did that everywhere for every instance of these basslines, so suddenly following something else here would really be conflicting.
  3. 00:37:303 (1,2,1) - This seems a bit messy too to me, I assume you're following the piano with the reverse-slider but then you're immediately switching back to bass by emphasizing 00:38:540 which imo feels very filler-esque, because one of the key aspects of the piano-layer is the accentuation on 00:38:231 (2) - (syncopated downbeat) instead of at the actual downbeat, emphasizing that downbeat destroys any piano-focus and only following it for three notes and ignoring everything else just to ignure the piano again is.. not smooth at all. My suggestion is this rhythm, ideally with the circle being stacked on the previous tail because that way the tail is not completely irrelevant (since you actually have to stop there) while the focus is still on the piano, making everything much smoother and feel more natural instead of messy. And it highlights the rhythmic gap very well too imo, something I kinda miss in most of the map but oh well I really don't understand the issue you're having? 00:37:302 (1,2) - follows the entire bassline through and 00:38:539 (1) - switches to a drum line because i don't just want to map to one very long hold sound? I actually think 00:38:539 (1,1) - works quite well as a rhythm break and a transition into the new part where I follow vocals again 00:39:776 (1,2) -. Alternatively, this slider 00:37:302 (1) - also functions as a leadin towards the slow part, that is why this one is a reverse instead of making all three bass sounds clickable. Whereas the other basslines go up-down-up (in pitch), this one only goes down.
  4. Now to the Kiai: Again I miss any sort of consideration for the rhythm-layer-switches you do, they feel very forced and unintuitive since there's no smooth transition and whatnot. Instead of switching from your bass-focused mapping to vocals-only-zone and then going "oh hi here's drums", how about one of these rhythms or even this one? Already talked to bouyaa too about this - I structured these rhythms by following 00:59:570 (1,2,3,4) - (these vocals all follow the same rhythm in the song) and switching to the drum line when the last vocal on the odd beat occurs (it skips a beat). I do this to break these vocal rhythms up in a tangible way, and I don't think it is random or unintuitive at all. I actually think it's a very fair concept to switch instrument lines on an odd beat/held vocal.
  5. 00:57:715 (3) - If you really wanna follow the piano here, don't just make it play like everything else again. This isn't emphasizing 00:58:025 at all, instead I'd suggest either replacing this slider with two circles, or using this rhythm which actually is very nice imo, it makes the piano stand out by using a reverse again, and it also emphasizes the vocals at 00:58:643 by making them clickable, instead of them being ignored and then suddenly being the only focus in the next measure again. I still don't really see the problem with my current rhythm, but fine,
    changed them to 2 circles to make this dq at least somewhat worthwhile. It kind of puzzles me that you sort of disregard the existence of the drum sound on 00:58:333 (1) - though, as your reverse suggestion would mean this doesn't have to be a clickable thing when it correlates exactly to how i switched instruments throughout the rest of the map.

To end this mod before it's too late and summarize my issue, I see a huge problem in the sudden switches between layers because 1) they happen without and transition at all, making them feel very unintuitive, forced or chaotic, and 2) many times you switch to a new layer but it's not recognizable what you're following now because there is no differentiation happening so the switch isn't really recognizable, while it is recognizable that something else is suddenly not followed anymore. Where you may see an issue with the switches, in my mind they are actually very logical and follow an idea I tried to apply throughout the entire difficulty (which i explained in response to your suggestions and to BOUYAAA in irc yesterday).
I hope I made my concerns understandable and offered solutions that are acceptable for you, of course I'd be glad to go into more detail / complete this, but there's no time for that anymore rn, so I'm just gonna request a DQ and we can talk about it afterwards in case you have questions. Sorry for being so late, I thought there'd be a discussion happening with Bouya anyways.free mod if you spot this before tomorrow (outside of the reply code) -voli
Thanks for the concerns. I actually did discuss with bouyaaa in irc about his post yesterday, I should've posted the log. My bad there. If BOUYAAA still has the savelog (because I don't have automatic saving enabled), feel free to post it.

@Weber that sound definitely sounds like 1/16 to me
BOUYAAA
logs
2017-08-19 00:20 BOUYAAA: yo
2017-08-19 00:20 BOUYAAA: are you gonna respond to my post
2017-08-19 00:39 Voli: I don't get whats there to reply about? I read your post but I still don't see a reason to change the map, your interest seems more in arguing/taking the map down than helping me with it either way, your entire mod revolves around forcing some kind of 100% consistency concept onto a map that wasn't even made with that in its design in the first place
2017-08-19 00:40 Voli: and seeing your initial approach too, it's kinda =.= you know
2017-08-19 00:41 BOUYAAA: My entire mod is about rythm
2017-08-19 00:41 BOUYAAA: 100%
2017-08-19 00:41 BOUYAAA: idk man
2017-08-19 00:42 Voli: like from my mod response it seems pretty obvious i don't want to apply those ideas because they don't correlate with what i wanted the map tobe
2017-08-19 00:42 BOUYAAA: if you're confident about what you did i'd assue you would have no isse proving me wrong
2017-08-19 00:42 Voli: and then you write another reply replying to each of my mod reply points
2017-08-19 00:42 Voli: i could write another essay but what's the point besides just arguing
2017-08-19 00:42 Voli: at this point
2017-08-19 00:42 BOUYAAA: Well I can't figure that out if the only response i get is unrelated to what i said in the first place
2017-08-19 00:43 BOUYAAA: idk
2017-08-19 00:43 BOUYAAA: i though modding was about giving opinions with the idea of improving it
2017-08-19 00:43 Voli: yes, it is
2017-08-19 00:43 BOUYAAA: maybe i'm wrong
2017-08-19 00:43 Voli: no it definitely is lol
2017-08-19 00:44 Voli: but well
2017-08-19 00:44 Voli: there are a lot of things to be said from different perspectives on every map
2017-08-19 00:44 BOUYAAA: if you can explaion me why you did things a certain way i'd be totally fine with it
2017-08-19 00:44 BOUYAAA: when you justify every point on normal
2017-08-19 00:44 BOUYAAA: with simplification
2017-08-19 00:45 BOUYAAA: when nothing i said implied any kind of density change
2017-08-19 00:45 Voli: so thats why, when i give you a reply to your mod saying that i dont want to apply those ideas why do you keep trying to force it lol
2017-08-19 00:45 Voli: it just makes me think you're more interested in just taking it down
2017-08-19 00:45 BOUYAAA: Why would you think that
2017-08-19 00:45 BOUYAAA: i have NOTHING against you
2017-08-19 00:45 Voli: because you initially approached me very aggressively
2017-08-19 00:46 Voli: lol
2017-08-19 00:46 BOUYAAA: I was pissed
2017-08-19 00:46 BOUYAAA: for several other reasons
2017-08-19 00:46 BOUYAAA: i thought i already apologised
2017-08-19 00:46 Voli: yea you were pissed and from that state of emotion you decided to mod my map in qualified
2017-08-19 00:46 Voli: can't you see the relation lol
2017-08-19 00:46 BOUYAAA: This just feels like that "all no change" meme
2017-08-19 00:46 Voli: its not that weird that i didnt really get your message
2017-08-19 00:46 BOUYAAA: i was gonna mod it anyways
2017-08-19 00:46 BOUYAAA: pissed or not
2017-08-19 00:47 BOUYAAA: i taked with several people about your map
2017-08-19 00:47 BOUYAAA: we kinda agreed it had issues
2017-08-19 00:47 Voli: who
2017-08-19 00:47 BOUYAAA: bonsai
2017-08-19 00:47 BOUYAAA: exote
2017-08-19 00:47 BOUYAAA: rohit
2017-08-19 00:47 BOUYAAA: w/e
2017-08-19 00:47 BOUYAAA: why does it matter
2017-08-19 00:48 BOUYAAA: I know i should have handled it better
2017-08-19 00:48 BOUYAAA: and that's 100% my bad
2017-08-19 00:48 Voli: its just a persuasion thing you know
2017-08-19 00:48 Voli: if you approach me like
2017-08-19 00:48 BOUYAAA: but the fact that you decide to completely ignore what i said is bleh
2017-08-19 00:48 Voli: ''HELLO WTF IS THIS JOKE WTF IS THIS SHIT''
2017-08-19 00:49 Voli: instead of ''yo i think this could potentially be better''
2017-08-19 00:49 BOUYAAA: I know
2017-08-19 00:49 Voli: well i didn't ignore what you said? lol
2017-08-19 00:49 Voli: i replied to all of your points
2017-08-19 00:49 BOUYAAA: i'm sorry about that
2017-08-19 00:49 BOUYAAA: I'm usually pretty calm and this time you got my bad mood
2017-08-19 00:50 BOUYAAA: I was not gonna ask for a DQ or anything
2017-08-19 00:50 Voli: well it's the first time i interacted with you
2017-08-19 00:50 Voli: XD
2017-08-19 00:50 Voli: but
2017-08-19 00:50 Voli: im looking through your post again now
2017-08-19 00:50 Voli: and well
2017-08-19 00:51 BOUYAAA: If you had responded with a red wall explaining your ideas i'd be happy
2017-08-19 00:51 Voli: i still don't see how applying these would better my map
2017-08-19 00:52 BOUYAAA: :/
2017-08-19 00:52 Voli: in your first point you nitpick a few patterns across the entire map and you say
2017-08-19 00:52 Voli: ''well why arent they EXACTLY the same''
2017-08-19 00:52 BOUYAAA: ignore first point
2017-08-19 00:52 BOUYAAA: it's unimportant
2017-08-19 00:56 Voli: your second point focuses on something that i already explained
2017-08-19 00:56 Voli: i already said that i'm switching between lines rather than just
2017-08-19 00:56 Voli: mapping to ONLY vocals
2017-08-19 00:57 Voli: when theres a long vocal i switch to drums because otherwise i'd just have to use super extended sliders all the time which would make the rhythm bland
2017-08-19 00:57 Voli: i dont know what else you want XD
2017-08-19 00:57 BOUYAAA: but i mean
2017-08-19 00:57 BOUYAAA: whi not at least make it clickable
2017-08-19 00:57 Voli: just because we have different concepts in mind it doesn't mean either one of them is 100% right or the true way to mapping
2017-08-19 00:57 BOUYAAA: i'm not saying that
2017-08-19 00:58 BOUYAAA: i'm saying things could be better
2017-08-19 00:58 Voli: because making the blue tick vocal clickable there would conflict with the drum line afterwards
2017-08-19 00:58 Voli: it would worsen the playability
2017-08-19 00:58 Voli: yeah but im saying i did those things with an intent
2017-08-19 00:58 Voli: that i already explained
2017-08-19 00:59 Voli: if they were mistakes then sure thing
2017-08-19 00:59 Voli: i'll give you that
2017-08-19 00:59 BOUYAAA: http://puu.sh/xdDRu/972062eaa4.jpg
2017-08-19 00:59 BOUYAAA: idk man
2017-08-19 01:00 Voli: whats that
2017-08-19 01:00 Voli: the screenshot
2017-08-19 01:00 BOUYAAA: nothing
2017-08-19 01:00 BOUYAAA: ignore
2017-08-19 01:00 Voli: o
2017-08-19 01:02 Voli: i just don't see how making the odd blue vocal clickable is ''better'' than how i mapped it currently
2017-08-19 01:02 BOUYAAA: Because you continue aknowledging the layer you focused on previously
2017-08-19 01:02 Voli: because from my pov this rhythm is way better to the player
2017-08-19 01:02 BOUYAAA: it makes things less wat to play
2017-08-19 01:03 BOUYAAA: the way you put objects down changes how a player listens to the song
2017-08-19 01:03 BOUYAAA: take it that way
2017-08-19 01:03 BOUYAAA: if you map 100% vocals the player will forget underlying drum patterns or at least not focus on them
2017-08-19 01:03 BOUYAAA: the other way around
2017-08-19 01:03 BOUYAAA: if you map 100% drums
2017-08-19 01:03 Voli: but the entire map hasnt been 100% vocals
2017-08-19 01:03 BOUYAAA: the player will focus on drum patterns
2017-08-19 01:04 Voli: i never map 100% to one instrument
2017-08-19 01:04 BOUYAAA: your shorus starts by ignoring stuff to map vocals
2017-08-19 01:04 Voli: man this reminds me of doyak modding my map to say
2017-08-19 01:04 Voli: ''you should follow the same instrumental line over the ENTIRE map''
2017-08-19 01:04 Voli: i really cant agree with that philosophy
2017-08-19 01:04 BOUYAAA: I never said that
2017-08-19 01:04 Voli: its not a random change in instrument lines
2017-08-19 01:04 BOUYAAA: i said please aknowledge the strongest vocal in the whole song
2017-08-19 01:04 Voli: its consistently everytime on that blue tick vocal
2017-08-19 01:05 Voli: which is pretty logical
2017-08-19 01:05 BOUYAAA: if i consistently map offbeat if doesn't make my map good
2017-08-19 01:05 Voli: well that entirely depends on context XD
2017-08-19 01:06 BOUYAAA: Do you agree that this vocal is strong tho
2017-08-19 01:06 Voli: 01:03:745 - this?
2017-08-19 01:06 BOUYAAA: 00:51:374 -
2017-08-19 01:07 BOUYAAA: and yea the other one too
2017-08-19 01:08 Voli: https://voli.s-ul.eu/k3MYgPkk.png
2017-08-19 01:08 Voli: you'd want me to follow something like this
2017-08-19 01:08 Voli: right
2017-08-19 01:08 BOUYAAA: http://puu.sh/xdEeG/afa32c4651.jpg
2017-08-19 01:08 Voli: and well the vocal is as strong as the rest of those vocals
2017-08-19 01:09 BOUYAAA: or this if you really want to emphasize drums
2017-08-19 01:09 Voli: but since it starts on an odd beat (blue) i really dont see why it HAS to be clickable
2017-08-19 01:09 Voli: it is not consistent with the rest of those vocal rhythms
2017-08-19 01:10 BOUYAAA: but why make it consistent if the song isn't
2017-08-19 01:10 Voli: and it's not like the vocal is completely ignored
2017-08-19 01:10 Voli: since there's still an object on it
2017-08-19 01:10 Voli: just not a clickable one
2017-08-19 01:10 BOUYAAA: i mean that's the whole point
2017-08-19 01:10 BOUYAAA: if every other vocal is mapped with active hitobjects
2017-08-19 01:10 BOUYAAA: why map this one passive
2017-08-19 01:11 BOUYAAA: passive objects don't do anything for the player
2017-08-19 01:11 BOUYAAA: all a slider body and slider and do is direct the player's cursor
2017-08-19 01:11 BOUYAAA: it adds nothing to rythm
2017-08-19 01:12 Voli: wut
2017-08-19 01:12 Voli: they don't do anything for the player lol?
2017-08-19 01:12 Voli: why do sliderends exist then even
2017-08-19 01:12 Voli: and why can you hitsound them
2017-08-19 01:12 BOUYAAA: well explain me
2017-08-19 01:12 BOUYAAA: what does it do
2017-08-19 01:12 Voli: it's a gameplay object
2017-08-19 01:13 BOUYAAA: do you do anything with it tho
2017-08-19 01:13 Voli: well you follow the slider through
2017-08-19 01:13 BOUYAAA: because when i see players play they don't even follow the slider to the end
2017-08-19 01:13 BOUYAAA: they exit it midway because of slider liniency and put their cursor on the next object
2017-08-19 01:14 Voli: 00:23:075 (3) -
2017-08-19 01:14 Voli: so by your logic this is wrong as well
2017-08-19 01:14 Voli: because
2017-08-19 01:15 Voli: the repeat isn't clickablke
2017-08-19 01:15 BOUYAAA: i'm ok with that because
2017-08-19 01:15 Voli: while the other vocals are clickable there
2017-08-19 01:15 BOUYAAA: you focus on bass sounds mainly
2017-08-19 01:15 Voli: 00:24:003 (3) - and the end of this isnt either
2017-08-19 01:15 Voli: 00:26:787 (3) -
2017-08-19 01:15 BOUYAAA: so the bass sound is clickable
2017-08-19 01:15 Voli: and this isnt eitrher
2017-08-19 01:15 Voli: i follow both bass and vocals
2017-08-19 01:16 BOUYAAA: whatever follow your bass concept is fine
2017-08-19 01:16 Voli: besides
2017-08-19 01:16 Voli: 00:51:529 (5) -
2017-08-19 01:16 Voli: these sliders do follow the hold sound on the vocal
2017-08-19 01:16 Voli: just the initial vocal isnt clickable and its rather muffled under the other vocal either way
2017-08-19 01:16 BOUYAAA: yea they do indeed
2017-08-19 01:17 BOUYAAA: to me this is the most important vocal if the song
2017-08-19 01:17 BOUYAAA: this is what makes paid my dues
2017-08-19 01:17 Voli: what
2017-08-19 01:17 Voli: to me it's ''i paid my dues''
2017-08-19 01:17 Voli: lol
2017-08-19 01:18 BOUYAAA: i ment the song title xd
2017-08-19 01:18 Voli: omg
2017-08-19 01:18 Voli: do you have the bn test map
2017-08-19 01:18 BOUYAAA: i don't
2017-08-19 01:18 Voli: i didnt even notice it tbh but even in that map they follow the same rhythm as i do
2017-08-19 01:18 Voli: not that it validates my rhythm
2017-08-19 01:18 Voli: but
2017-08-19 01:18 Voli: it's still a mapper choice lol
2017-08-19 01:19 Voli: are you seriously not familiar with instrument line changes on odd beats?
2017-08-19 01:19 BOUYAAA: maybe it is
2017-08-19 01:19 Voli: i really think it's a perfectly fine concept
2017-08-19 01:19 Voli: and its not some mistake that i accidentally made
2017-08-19 01:20 BOUYAAA: i mean if mods were only about mistakes every map following rc would be ranked
2017-08-19 01:20 BOUYAAA: but doesn't matter
2017-08-19 01:20 Voli: yeah obviously
2017-08-19 01:20 BOUYAAA: maybe it's just different opinions after all
2017-08-19 01:21 Voli: but well these are just two different concept
2017-08-19 01:21 Voli: concepts
2017-08-19 01:21 Voli: that we're comparing to each other
2017-08-19 01:21 Voli: i see both of them frequently
2017-08-19 01:21 BOUYAAA: to me a concept is something you build your map around
2017-08-19 01:22 Voli: yea, a main concept
2017-08-19 01:22 Voli: like the 1/8 holds in my map
2017-08-19 01:23 Voli: i mean concept as in a mapper's choice in how to map a rhythm
2017-08-19 01:23 Voli: in this sentence
2017-08-19 01:24 BOUYAAA: ye
2017-08-19 01:24 Voli: can i ask btw
2017-08-19 01:24 Voli: like
2017-08-19 01:24 Voli: whats your deal with this map anyways? im just curious
2017-08-19 01:24 Voli: but why are you hyperfocusing on it so much
2017-08-19 01:24 Voli: do you hate it that much or
2017-08-19 01:24 BOUYAAA: I only looked at it because i liked the song
2017-08-19 01:25 Voli: ah i see
2017-08-19 01:25 BOUYAAA: stop thinking i have something against you
2017-08-19 01:25 BOUYAAA: it's not the case
2017-08-19 01:26 Voli: no, i was just curious lol
2017-08-19 01:26 Voli: since usually these kinda n-h sets just get ignored by everyone
2017-08-19 01:26 Voli: which i think is dumb
2017-08-19 01:26 BOUYAAA: i know it probably felt weird
2017-08-19 01:27 Voli: well i dont think its bad to give sets like this attention too
2017-08-19 01:27 Voli: but i was just curious what motivated you
2017-08-19 01:27 Voli: but yea you liked the song
2017-08-19 01:28 BOUYAAA: i usually like old song like this one
2017-08-19 01:28 BOUYAAA: I blame my parents
2017-08-19 01:28 Voli: ACTION is listening to [https://osu.ppy.sh/b/1211561 Boney M - Daddy Cool]
2017-08-19 01:28 Voli: lol
2017-08-19 01:28 Voli: way older tbh
2017-08-19 01:28 BOUYAAA: yea I know about that map lol
2017-08-19 01:29 Voli: if you dont mind
2017-08-19 01:29 Voli: do you wanna look at something in this map?
2017-08-19 01:29 Voli: just because i wanna see if you think the same about how i mapped vocal rhythms here
2017-08-19 01:30 Voli: 00:46:300 (1,2,3,4,5,6,7,1) -
2017-08-19 01:30 Voli: i did the same thing here (mixing up vocals and drums in a (imo) comprehensible pattern)
2017-08-19 01:31 BOUYAAA: well
2017-08-19 01:31 Voli: so i wonder if its just my mapping style that conflicts with your views
2017-08-19 01:31 BOUYAAA: maybe it is lol
2017-08-19 01:31 BOUYAAA: 00:46:300 (1) - should definately be clickable imo
2017-08-19 01:31 BOUYAAA: the end i mean
2017-08-19 01:31 Voli: yea i thought you'd say that
2017-08-19 01:31 BOUYAAA: the rest is ok for me
2017-08-19 01:32 Voli: 00:50:610 (3) -
2017-08-19 01:32 Voli: basically i treat slider ends on vocals that are of similar/lower strength than the previous vocal the same as slider starts
2017-08-19 01:32 Voli: if there is another instrument line involved
2017-08-19 01:33 BOUYAAA: 00:50:610 (3) - this one is fine with me seeing they're kinda connected
2017-08-19 01:34 Voli: mhm
2017-08-19 01:34 BOUYAAA: btw why did you separate those 00:59:035 (4,5) -
2017-08-19 01:34 BOUYAAA: oh right bg synth
2017-08-19 01:34 BOUYAAA: nvm
2017-08-19 01:35 Voli: im thinking about it
2017-08-19 01:35 Voli: 01:02:875 (5,6) - since these are separated too
2017-08-19 01:36 Voli: but this was mapped kinda long ago so i'm thinking about why i chose those rhythms
2017-08-19 01:36 BOUYAAA: well you do those 1/4 sliders when there is that background synth
2017-08-19 01:36 Voli: yea seems like synth+direction change
2017-08-19 01:36 Voli: on the ''cool'' vocal
2017-08-19 01:37 Voli: that both should be clickable
2017-08-19 01:37 Voli: 00:57:835 (1) - but where i would def agree with you is this one
2017-08-19 01:37 BOUYAAA: yea
2017-08-19 01:37 Voli: since the entire pattern is focused on vocals and yet the second one is just ignored
2017-08-19 01:37 Voli: idk why i did that
2017-08-19 01:38 BOUYAAA: (i mean you kinda do that on paid my dues too xd)
2017-08-19 01:38 Voli: well but there the vocal was consistently on another beat than all the previous vocals, and there was a drum line involved
2017-08-19 01:39 BOUYAAA: i guess yea

we only talked about insane
Naxess
logs
2017-08-20 04:01 Naxess: o sup
2017-08-20 04:01 Naxess: uh so bouyaaa just sort of threw me into the whole thing lol
2017-08-20 04:01 Naxess: Wasn't planning to do any wallmod or anything
2017-08-20 04:02 Voli: LOL
2017-08-20 04:02 Naxess: Basically just thought that since the vocals happen on 00:51:374 - , which is different from how 00:49:673 (1,2,3) - were done
2017-08-20 04:02 Voli: yeah well any opinion is valued atm since my map was kinda rush-dq'd even though i stated already that i disagree with the concerns
2017-08-20 04:02 Naxess: You could make that part clickable, to show that it's different
2017-08-20 04:03 Naxess: anyway I suggested this thing to bouyaaa https://imgur-archive.ppy.sh/jr0CkTK.jpg
2017-08-20 04:03 Naxess: which he said he had already suggested to you xd
2017-08-20 04:03 Voli: yeah he did
2017-08-20 04:03 Naxess: basically logic I was using here is that
2017-08-20 04:03 Naxess: 00:50:756 - has nothing
2017-08-20 04:04 Naxess: 00:51:220 - has something
2017-08-20 04:04 Naxess: and since the gap between 00:50:601 - and 00:51:065 - is longer than 00:51:065 - to 00:51:374 - , you could reflect that through the slider length
2017-08-20 04:04 Voli: i just think that rhythm feels overloaded
2017-08-20 04:04 Naxess: This way you still switch instrumental layer, and allow that difference to be highlighted more
2017-08-20 04:04 Voli: 00:51:065 (4) - will have a sliderend and a slider jump and THEN switch instrumental lines
2017-08-20 04:05 Naxess: hm I see
2017-08-20 04:05 Naxess: What if
2017-08-20 04:05 Naxess: You stacked the circle under the tail of the 1/4 slider
2017-08-20 04:05 Voli: while my rhythm allows for way more time and clarity to see when i switch instrument lines
2017-08-20 04:05 Voli: and plays less jarring imo
2017-08-20 04:05 Naxess: Yeah that's true
2017-08-20 04:05 Naxess: I wonder how the hard looks like
2017-08-20 04:05 Voli: and thats basically how i always divide my rhythms
2017-08-20 04:05 Voli: the hard is a gd
2017-08-20 04:06 Voli: but you can still compare it yea
2017-08-20 04:06 Naxess: ye since it sort of goes into your diff spread-wise
2017-08-20 04:06 Naxess: hm seems like it's all the same almost
2017-08-20 04:06 Voli: that last vocal in the hard also goes on a sliderend
2017-08-20 04:06 Voli: and then a circle for the drum
2017-08-20 04:07 Naxess: Mhm, you have the ability to make it more elaborate actually
2017-08-20 04:07 Naxess: Considering that hard already uses this kind of rhythm
2017-08-20 04:07 Voli: i basically always switch instrument lines when theres an unexpected change in the rhythm that'd negatively impact how the map plays
2017-08-20 04:07 Voli: i don't think its an odd or wrong thing to do tbh
2017-08-20 04:07 Voli: but well opinions differ
2017-08-20 04:07 Naxess: Well, it might make it slightly less comfortable to play, but is it worth sacrificing the song's representation for?
2017-08-20 04:07 Voli: evidently
2017-08-20 04:07 Voli: XD
2017-08-20 04:08 Naxess: I mean this is a really weird thing to dq for imo
2017-08-20 04:08 Naxess: but uh
2017-08-20 04:08 Naxess: /shrug
2017-08-20 04:08 Voli: but the thing is i dont really see how it impacts the representation of the song so much
2017-08-20 04:08 Voli: i mean, the vocal is still under on object
2017-08-20 04:08 Voli: even if its not a clickable one
2017-08-20 04:08 Voli: it isn't as if its completely ignored
2017-08-20 04:08 Naxess: Well, it's not much different from any other slider there
2017-08-20 04:08 Voli: i still took it into account while designing the pattern
2017-08-20 04:08 Naxess: what makes 00:53:539 (4) -
2017-08-20 04:09 Naxess: any different from 00:53:075 (3) -
2017-08-20 04:09 Naxess: It breaks flow I guess but...
2017-08-20 04:09 Voli: 00:54:003 (5) - also it might sound weird
2017-08-20 04:09 Voli: but i think that note actually does express that vocal in some way
2017-08-20 04:09 Voli: combined with the sliderend
2017-08-20 04:09 Voli: 00:54:003 (5,6) -
2017-08-20 04:10 Naxess: It's true that a circle into a circle would be a bit strange
2017-08-20 04:10 Naxess: I mean if one were to be placed at 00:53:848 -
2017-08-20 04:10 Naxess: you'd need to make the spacing between it and (5) noticeably different from (5) and (6)
2017-08-20 04:10 Voli: 00:53:539 (4) - i also value mapping this vocal the same way as 00:53:075 (3) -
2017-08-20 04:11 Naxess: Hm maybe
2017-08-20 04:11 Naxess: if you listen to 00:53:694 -
2017-08-20 04:11 Naxess: The vocal sort of continues
2017-08-20 04:11 Naxess: while it stops at 00:51:220 -
2017-08-20 04:11 Naxess: same sort of thing can be observed between 01:01:116 - and 01:03:591 -
2017-08-20 04:12 Voli: yea
2017-08-20 04:12 Naxess: So if you were to change things
2017-08-20 04:12 Naxess: I'd suggest doing the ones where the vocals stop
2017-08-20 04:12 Voli: right now
2017-08-20 04:12 Voli: the only one i'd consider changing is
2017-08-20 04:12 Voli: 01:00:962 (4) -
2017-08-20 04:12 Voli: because the vocal gets noticably more intense
2017-08-20 04:12 Voli: at the end
2017-08-20 04:13 Voli: while the rest of those cases seem perfectly fine if theyre connected to each other in the form of a slider
2017-08-20 04:13 Voli: to me
2017-08-20 04:13 Naxess: Hm well
2017-08-20 04:13 Naxess: That last one can be reflected through spacing if you do make it a circle
2017-08-20 04:13 Naxess: to make it different from 00:51:065 (4) -
2017-08-20 04:13 Naxess: if it were to use the same rhythm
2017-08-20 04:13 Voli: what i'd maybe do is
2017-08-20 04:13 Voli: https://voli.s-ul.eu/u6vgw3td.png
2017-08-20 04:13 Naxess: Problem with only changing that last one is that 00:51:065 (4) - would seem like it's the same as 00:53:539 (4) - and 01:03:436 (4) -
2017-08-20 04:14 Voli: yeah
2017-08-20 04:14 Voli: thats why i didnt change it so far
2017-08-20 04:14 Voli: exactly
2017-08-20 04:14 Naxess: wait SV change?
2017-08-20 04:14 Naxess: oh wait
2017-08-20 04:14 Voli: hm?
2017-08-20 04:14 Voli: no
2017-08-20 04:14 Voli: i shortened the straight one
2017-08-20 04:14 Voli: and moved the wave back one tick
2017-08-20 04:14 Voli: from white to blue
2017-08-20 04:14 Naxess: But then you completely ignore the drums
2017-08-20 04:14 Naxess: which you use for the others lol
2017-08-20 04:14 Voli: yeah
2017-08-20 04:14 Voli: :/
2017-08-20 04:14 Naxess: That'd make it even more inconsistent xd
2017-08-20 04:15 Naxess: just do this
2017-08-20 04:15 Voli: ideally i'd rather just
2017-08-20 04:15 Naxess: 01:01:271 - place a circle here
2017-08-20 04:15 Voli: make another difficulty
2017-08-20 04:15 Voli: with this vocal concept
2017-08-20 04:15 Voli: and keep this the way i intended it to be
2017-08-20 04:15 Naxess: So two insane diffs in the same set?
2017-08-20 04:15 Voli: yeah
2017-08-20 04:15 Voli: because well it's not for nothing that people complain
2017-08-20 04:15 Voli: they want to see a difficulty following the vocals i guess(?)
2017-08-20 04:16 Naxess: I mean imo the only thing you need to do
2017-08-20 04:16 Naxess: 01:00:962 (4) -
2017-08-20 04:16 Voli: but i've heard feedback from others that they really liked this idea too
2017-08-20 04:16 Voli: and i do myself too
2017-08-20 04:16 Naxess: https://imgur-archive.ppy.sh/vn5qOrB.png
2017-08-20 04:16 Naxess: same with 00:51:065 (4) -
2017-08-20 04:16 Voli: and stack the circle underneath the sliderend?
2017-08-20 04:17 Naxess: I wouldn't, since it would stop motion and place emphasis through that
2017-08-20 04:17 Naxess: Just using regular spacing would maintain the motion
2017-08-20 04:17 Naxess: or well
2017-08-20 04:17 Naxess: both works
2017-08-20 04:17 Naxess: It just empahsizes different things
2017-08-20 04:17 Naxess: If you want to emphasize that the vocals stop
2017-08-20 04:17 Naxess: then stack
2017-08-20 04:17 Voli: i think stacking it underneath actually would work
2017-08-20 04:17 Voli: but i'll have to give it some thought
2017-08-20 04:18 Voli: when im not tired af
2017-08-20 04:18 Naxess: But ye just make sure that
2017-08-20 04:18 Naxess: 00:51:065 (4) - 00:53:539 (4) - don't become ambigous
2017-08-20 04:18 Naxess: same for the other two
2017-08-20 04:18 Naxess: If you do decide to differentiate one, that is
2017-08-20 04:19 Voli: 00:53:539 (4,5,6) -
2017-08-20 04:19 Voli: eh
2017-08-20 04:20 Naxess: hm
2017-08-20 04:20 Voli: i really like how this works with the direction change and all that
2017-08-20 04:20 Naxess: Well yeah
2017-08-20 04:20 Voli: and the jump to the drum line
2017-08-20 04:20 Voli: towards
2017-08-20 04:20 Naxess: You can keep that one
2017-08-20 04:20 Voli: but if i dont change it
2017-08-20 04:20 Voli: and i would change the others
2017-08-20 04:20 Voli: it would be weirdly inconsistent
2017-08-20 04:20 Naxess: Well no because they work in a 12 12 pattern
2017-08-20 04:20 Naxess: where both 1s are the same
2017-08-20 04:20 Naxess: both 2s are the same
2017-08-20 04:21 Voli: but still the vocal would technically go ignored
2017-08-20 04:21 Naxess: I mean you even did this in your rhythm
2017-08-20 04:21 Voli: (sliderend)
2017-08-20 04:21 Voli: yeah i do it everywhere
2017-08-20 04:21 Naxess: well yeah but these don't actually stop
2017-08-20 04:21 Naxess: 00:53:694 -
2017-08-20 04:21 Naxess: unlike 00:51:220 -
2017-08-20 04:21 Voli: hmm
2017-08-20 04:21 Voli: i guess yea
2017-08-20 04:22 Naxess: Changing 00:51:065 (4) - would mean you need to change 01:00:962 (4) - , but it doesn't mean you need to change 00:53:539 (4) - or 01:03:436 (4) -
2017-08-20 04:22 Naxess: as those last two are their own pattern
2017-08-20 04:22 Naxess: visa versa

unbiased person at your service (was randomly asked about the rhythm in the chorus)

tl;dr: Changing the first of each two to 1/4s with stacked circles could work pretty well as it'd reflect the vocals more accurately while maintaining the concept of extended sliders. Either way would work, though.
Venix
Just a small polishing mod since it got DQ :/

[Unstoppable]
00:28:178 (3) - Don't you think this sider is a bit unreasonable in comparsion to the rest of map? 00:28:333 - This sound is strongly important I think. What are you think about rythm like this instead of 00:28:024 (2,3) - this one?

00:54:622 (1,2) - I think this spacing is too small in comparsion to 00:55:859 (1,2) - 01:04:518 (1,2,3) - 01:05:756 (1,2,3) - these ones with the same rythm. I think composition like this would looks nice and works better for spacing. (You know just copy paste 00:54:622 (1) - this and rotate by 90)

01:02:044 (1,2,3,4) - What are you think about increasing SV here to emphasise stronger pitch in comparsion to the rest of kiai part?

01:08:694 - This beat needs higher spacing I think. What are you think about ctrl+g on 01:08:230 (1) - this slider. It'll fix this issue and won't destroy symmetry.
[]
Map and song is fine, good luck~
Topic Starter
Voli

Venix wrote:

Just a small polishing mod since it got DQ :/

[Unstoppable]
00:28:178 (3) - Don't you think this sider is a bit unreasonable in comparsion to the rest of map? 00:28:333 - This sound is strongly important I think. What are you think about rythm like this instead of 00:28:024 (2,3) - this one? nahh, it visualizes this vocal well i think.


00:54:622 (1,2) - I think this spacing is too small in comparsion to 00:55:859 (1,2) - 01:04:518 (1,2,3) - 01:05:756 (1,2,3) - these ones with the same rythm. I think composition like this would looks nice and works better for spacing. (You know just copy paste 00:54:622 (1) - this and rotate by 90) yknow theres not even that much difference when you take leniency into account for those patterns - also the thing you proposed doesnt really match the way i made these patterns

01:02:044 (1,2,3,4) - What are you think about increasing SV here to emphasise stronger pitch in comparsion to the rest of kiai part? see where you're coming from but since no sv gimmicks are used throughout this entire section, it would just stand out as rather random

01:08:694 - This beat needs higher spacing I think. What are you think about ctrl+g on 01:08:230 (1) - this slider. It'll fix this issue and won't destroy symmetry. why do you think it needs higher spacing?
[]
Map and song is fine, good luck~
ty for checkin!
Krfawy
TBH I am not sure why people keep complaining on the notes being clickable, not clickable or not following some particular sounds since the map is mainly focused on the vocals in a way that still highlights particular instruments going along with them. Now the maps follow the vocals' rhythms, mostly, that's true, but the way it's executed is quite fun and enjoyable for sure. Undeniably, the map could've been mapped differently just as Voli could have ignored the vocals and mapped the beats only or instruments only or he could've ignored ever aspect of the song and mapped it with full-screen jumps but the point of mapping is to focus on something and show how the rhythm of the instruments work and I am sure that Voli's done it in a very good way. Simply I am having a feeling that people are trying to change the mapping style of the mapper's and not trying to just improve it nor what he's mapped so far which is, ughm, let's say not the most pleasing feeling to be experienced? :V
Seijiro
Remind me what didn't work here?
I find this sort of mapping choice similar to what I do: switching instruments to catch interesting rhythms or in general picking up some rather obscure rhythms , like the bass, just because they can be more unique considering the huge mass of anime maps out there.

Not sure how much the version I'm seeing has been changed from the DQ, but it doesn't look like something bad nor objectively wrong.
Unless you don't like the overall choice to ignore the vocals (that's just a personal issue if you ask me tho).


If you need an icon just let me know
Topic Starter
Voli
thanks for the support guys, yeah I also think the DQ was rather rushed/forced without good reason but what can you do I guess. Thanks MrSergio, will keep in mind!
squirrelpascals
bn test song was doomed for dq all along

This set was brought to my attention again, i think voli explained his rhythm choices and their reasoning pretty well + i heard the okay from bonsai to bring the map back up. try number THREE :o
Pachiru
Indeed, as Voli said, having a DQ on the map without waiting for his answer was bit unfair, but anyway it's better to have a discussion during qualified period, so everyone can share their opinion, instead of having complains from everyone once the set is ranked :)

If you want to suggest some stuffs on my diff, even if it's minor, feel free~
I'm glad to see this mapset back on the track!
Seijiro
Pachiru, what about using a slightly higher SV in the kiai time? Your diff is the only one not doing it and the difference in the song is quite clear there
Monstrata
Nice heart
Topic Starter
Voli
I'm not sure if the SV change is needed on Pachiru's diff since he didn't really build his diff around sliders as much as mine are. Ofc if Pachiru feels like he wants to change it, he can go ahead and do that.
Seijiro
I find even just a x1.10 SV enough to accentuate an increase in intensity tho, which surely doesn't hurt in a map ¯\_(ツ)_/¯
Pachiru

MrSergio wrote:

Pachiru, what about using a slightly higher SV in the kiai time? Your diff is the only one not doing it and the difference in the song is quite clear there
say no more master



If you feel like it's better to change something else, tell me, I'm open to other's opinion. I added 1.15x, cause at 1.10x, I didn't really noticed any difference in SV.

At first I didn't wanted to add SV, cause when I made the map, I was thinking about adding difficulty in the kiai by making some tricky patterns. But now that you told me that, I looked at it again the begining, and then at the kiai, and I told myself... "It's not spicy enough."

EXTENDEEEEEED REAAAAAALITTYYYYYYYYY (saints row 3 reference, i know you got it)
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128,336,62972,2,0,L|20:344,1,100.62500191927,2|0,0:0|3:0,0:0:0:0:
0,320,63436,2,0,P|12:280|0:216,1,100.62500191927,2|0,0:0|3:0,0:0:0:0:
24,196,63900,1,0,1:0:0:0:
72,92,64209,1,0,3:0:0:0:
152,180,64518,5,4,1:0:0:0:
240,180,64828,1,4,3:0:0:0:
376,136,65137,2,0,P|364:184|380:240,1,100.62500191927,0|0,1:0|0:0,0:0:0:0:
288,312,65756,1,4,1:0:0:0:
200,312,66065,1,4,3:0:0:0:
64,348,66374,2,0,P|76:304|64:252,1,100.62500191927,0|0,1:0|0:0,0:0:0:0:
120,148,66993,6,0,P|108:104|124:48,1,100.62500191927,4|0,3:0|3:0,0:0:0:0:
240,108,67611,1,0,1:0:0:0:
312,60,67921,1,0,3:0:0:0:
420,128,68230,2,0,L|444:228,1,100.62500191927,4|0,3:0|3:0,0:0:0:0:
404,240,68694,2,0,L|424:344,1,100.62500191927,4|0,3:0|3:0,0:0:0:0:
456,348,69158,1,4,3:0:0:0:
256,300,69467,5,4,3:1:0:0:
Topic Starter
Voli
alright, updated
Seijiro
ayo


kd plz
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