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Nardis - Cosmo Memory

posted
Total Posts
123
Topic Starter
Shiirn
This beatmap was submitted using in-game submission on Wednesday, November 16, 2016 at 6:18:23 PM

Artist: Nardis
Title: Cosmo Memory
Source: BMS
Tags: BMS of fighters ultimate bofu 2016 final fantasy alpha complex big crunch frenz2016 LogicAgent MikasaSerket Ongaku Anxient
BPM: 175
Filesize: 10020kb
Play Time: 02:19
Difficulties Available:
  1. Anxient's Normal (1.75 stars, 147 notes)
  2. Entelecheia (5.59 stars, 518 notes)
  3. Logic's Hard (3.76 stars, 376 notes)
  4. Mika's Advanced (2.23 stars, 201 notes)
  5. Ongaku's Another (4.84 stars, 491 notes)
Download: Nardis - Cosmo Memory
Information: Scores/Beatmap Listing
---------------



We struggle, we climb, we push, we cry,
scrambling to leave a mark for those after us.
"Remember my name, if nothing else", a cry for immortality,
meaningless noise, merely drifting amongst the stars.





Hitsounding by: Ongaku
MikasaSerket
ヽ(〃・ω・)ノ ヽ(〃・ω・)ノ ヽ(〃・ω・)ノ ヽ(〃・ω・)ノ ヽ(〃・ω・)ノ ヽ(〃・ω・)ノ
Cheesecake
Webercake's Easy
MikasaSerket
here is that late gd xd
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 95308
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 2757,3272,3786,4643,5158,5500,6015,6872,8758,10129,13729,15100,15443,16472,17843,18186,18529,18872,19215,20586,20929,21272,21615,21958,23329,24700,27443,27615,29843,30015,30186,32586,32758,32929,35672,36015,36358,36700,36872,37900,38243,38415,39872,40043,40215,40386,40643,41072,41243,41415,41586,41672,41843,42015,42186,42272,42443,42529,42615,42700,42872,43043,43215,43386,43558,43729,43900,44072,44243,44415,44586,44758,44929,45958,46129,46815,46986,47072,47672,48358,49043,49386,49729,50415,51100,51786,52129,52472,53158,53843,54186,54529,54872,55215,56586,56929,57272,57958,60358,60700,61215,63443,65843,66186,67215,67386,67558,67729,68072,68243,68415,68586,69958,70129,70300,70472,70643,70815,70986,71158,71329,72700,74072,74243,74415,74586,74758,74929,75100,75272,75443,75615,76815,76986,79558,79729,82300,82472,84358,84529,84700,84872,85043,85386,85729,86072,86415,86758,87100,87443,89158,89500,89843,91900,95672,95758,95843,95929,96015,96100,96186,96272,96358,117958
DistanceSpacing: 1.6
BeatDivisor: 4
GridSize: 4
TimelineZoom: 3.399999

[Metadata]
Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Mika's Normal
Source:
Tags:bofu2016 final fantasy alpha complex big crunch frenz2016
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:2.6
CircleSize:3.2
OverallDifficulty:3.5
ApproachRate:4.6
SliderMultiplier:0.900000005960464
SliderTickRate:1

[Events]
//Background and Video events
0,0,"hatson_moki_crop_2.png",0,0
//Break Periods
2,24900,26123
2,27814,28523
2,30385,31266
2,33128,34352
2,68785,72824
2,77186,78310
2,79929,81052
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2758,342.857142857143,4,2,1,35,1,0
2758,-125,4,2,1,35,0,0
46986,-111.111111111111,4,2,1,50,0,1
68586,-111.111111111111,4,2,1,35,0,0
85043,-125,4,2,1,35,0,0
96358,-111.111111111111,4,2,1,50,0,1
117958,-125,4,2,1,35,0,0


[Colours]
Combo1 : 135,119,121
Combo2 : 52,118,150
Combo3 : 103,109,169
Combo4 : 177,173,88

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mikas normal
Ongaku
I get to do the custom hitsounds! YAY
Chiraux
m4m's amirite?
Mikasa's Normal

- Maybe move this (00:43:386 (1) - closer to the previous slider.
Actually... that's it. I'm used to people messing up the Easy and Normal difficulties so this is a bit weird for me XD
MikasaSerket

Neglection wrote:

m4m's amirite?
Mikasa's Normal

- Maybe move this (00:43:386 (1) - closer to the previous slider.
Actually... that's it. I'm used to people messing up the Easy and Normal difficulties so this is a bit weird for me XD
:v
Topic Starter
Shiirn
yeah no
Chiraux
I'm continuing this because I just realized that one difficulty is a really short mod XD
Webercake's Easy

The rhythms are a bit harder than usual Easy diff stuff but you don't have to change that if you don't want to.
Also if you want watermarks for this I'd be happy XD
Logic's Hard

Holy shit that timeline zoom
The difficulty settings are alright. I was focusing on HP drain and that's good.
If this were slower how you mapped this at the start would be much more like an expected Hard difficulty, but hardly anyone really cares because hardly anyone can only play up to Hard maps, so might as well keep it.
00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - 01:34:643 (1,2,1,2,1,2) - Okay, probably a bit too much for a hard difficulty (pretty hard to read).
Ongaku's Another

Holy shit more timeline zoom
This mapping kinda reminds me of momoko's mapping.
There are parts that are a bit overmapped and only go with the song if you use your imagination, and some parts that are the opposite. I'm assuming the latter is on purpose but maybe cool it down on the imaginary rhythms?
Enter lecheEntelechia

I like the way you overlap at the very start, but I see a few imaginary rhythms going on here that are a bit too much to overlook.

That's it. Good luck!

Haha also yeah all of my ideas aren't extremely credible. I can take criticism XD
Ongaku

Neglection wrote:

Ongaku's Another

Holy shit more timeline zoom
This mapping kinda reminds me of momoko's mapping.
There are parts that are a bit overmapped and only go with the song if you use your imagination, and some parts that are the opposite. I'm assuming the latter is on purpose but maybe cool it down on the imaginary rhythms?
D

Define "Imaginary Rhythms" pls.
Weriko
[<3] <3 <3 <3




shiirn
Chiraux

Ongaku wrote:

Define "Imaginary Rhythms" pls.
Just rhythms that aren't actually in the song but are in the mapping. :/
Ongaku

Neglection wrote:

Ongaku wrote:

Define "Imaginary Rhythms" pls.
Just rhythms that aren't actually in the song but are in the mapping. :/
Can you name a few so I know which are "imaginary?"
Cheesecake

Neglection wrote:

Webercake's Easy

The rhythms are a bit harder than usual Easy diff stuff but you don't have to change that if you don't want to. I assume you're talking about Weber's 1/2 sliders, they're fine since there's a lot of time between each slider so it doesn't really matter
Also if you want watermarks for this I'd be happy XD W-watermarks? Do you mean like having our names in a sb showing who's mapping what? If that is what you mean it's not really needed since this collab is really simple lol - we switch after the first break
Shushan
hi there! from my reverse m4m queue t/304087/start=165
apparently one of your gd makers will return the mod 8-)
[WeberCake's Easy]
00:17:843 (7) - nc?
00:21:958 (3) - nc
00:30:186 (4) - nc
dude your kiai time is just reversed slider wtf. it's really boring and doesn't fit the kiai imo
01:08:586 (5) - nc
01:29:158 (6,7,8,9) - 4 circles in a row? in easy diff? this is pretty hard to hit for a beginner player
again this kiai time is only reversed sliders...
[Mika's Normal]
00:02:757 (1) - mb ctrl h this? hitting 00:03:272 (2) is pretty hard
00:04:129 (3) - ^^
00:08:758 (2) - i think this is pretty hard to hit for normal players
00:10:130 (4) - ^^
00:13:729 (1,2) - fix blanket
00:42:872 (4,1) - 1 is too hard to hit
01:27:615 (3,1) - too hard for normal players
02:12:186 (2) - ok this is really hard lol
02:14:415 (5) - nc
02:16:472 (6) - ^^
[Logic's Hard]
00:16:986 (4,5) - fix blanket
00:16:986 (4,1) - stack 00:23:672 (2,5) - pretty bad overlap
00:24:700 (1) - i feel like this needs to be more emphasized
00:35:672 (1) - mb increase the spacing with this one?
00:38:415 (1) - ^^
00:36:700 (1) - ^^
00:39:443 (1) - ^^
and more... not every single note should be the same spacing,you should emphasize the strong vocals more, diverse a little, this is hard diff :)
00:45:958 (1) - this slider will be hard to read cause of the previous jumps... make it a little higher, like this - http://prntscr.com/cshm29
01:00:700 (1) - weird flow, mb turn the red anchor to the other direction
01:04:815 (1,3) - overlap
01:35:672 (3) - again, make it lower...
01:47:329 (1) - remove nc?
[Ongaku's Another]
00:11:672 (1) - why such a big jump, i get that you want to emphasize this note but this is pretty hard.
00:15:615 (3,4) - bad overlap
00:34:300 (1,4) - putting a slider on the arrow of a reverse slider is unrankable!!!
00:55:215 (1,2) - bad overlap
01:03:957 (2,1) - stack properly
01:07:557 (3) - nc?
01:23:586 (6,1) - this is too hard to read and play for this diff imo, decrease the spacing
01:28:815 (5,2) - bad overlap
01:41:843 (1) - too weird and hard to play
01:57:957 (1) - this is a strong vocal, you should emphasize this more
i like this diff :D
[Entelecheia]
00:04:129 (1,3) - the blanket is kinda off, fix pls
00:14:758 (4) - this is a relatively strong beat but you decided to make the DS kinda small, you should increase the spacing here.
00:16:129 (5) - ^^
00:24:272 (4,1) - dont you think that this is very flow-stopping? you should try something like this - http://prntscr.com/cshsrq
00:29:500 (3) - nc?
00:41:500 (1,2) - a blanket would be nicer
01:44:243 (1,2,3,4) - make this stream spaced as the previous ones for consistency?
01:55:215 (1,2,3,4) - ^^
02:08:586 (2,1) - stack properly
02:14:415 (2) - nc?
ok nice map!
GL!
for MikasaSerket - i will send you my map in a message 8-)
Logic Agent

ohad1881 wrote:

hi there! from my reverse m4m queue t/304087/start=165
apparently one of your gd makers will return the mod 8-)

[Logic's Hard]
00:16:986 (4,5) - fix blanket ngl pointing out a blanket that's 2 pixels off as the first point in your mod tilted me, but i fixed it.
00:16:986 (4,1) - stack again, a pixel off. wew
00:23:672 (2,5) - pretty bad overlap did something different here.. it's kinda better I guess?
00:24:700 (1) - i feel like this needs to be more emphasized i guess this by default is changed as i changed the part before this. i don't think it's as big as you envisioned it, but i don't think any kind of jump is in order here. green text nonetheless
00:35:672 (1) - mb increase the spacing with this one?
00:38:415 (1) - ^^
00:36:700 (1) - ^^
00:39:443 (1) - ^^
and more... not every single note should be the same spacing,you should emphasize the strong vocals more, diverse a little, this is hard diff :) while the music is going up in intensity, the sound that these stacked single taps are following is remaining the same. maybe in another diff someone could have more fun with this kind of sound, but in a hard diff I think consistency is best. also to emphasize the music getting more and more intense, 00:41:158 (1,2) at around the halfway point here I slightly changed the stack so the player gets a feel for the change.
00:45:958 (1) - this slider will be hard to read cause of the previous jumps... make it a little higher, like this - http://prntscr.com/cshm29 changed this a lil differently
01:00:700 (1) - weird flow, mb turn the red anchor to the other direction flows fine, and imo for playing purposes the slider is straight, the red anchor is just an aesthetic choice did a lil something to clean up the movement though, probably not noticeably but it happened
01:04:815 (1,3) - overlap yes this is an overlap and i think it's fine
01:35:672 (3) - again, make it lower... .
01:47:329 (1) - remove nc?
changed a few other things too for consistency in the kiai, and made some sliders cuter

taliyah onetrick
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 95308
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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[Metadata]
Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Logic's Hard
Source:
Tags:bofu2016 final fantasy alpha complex big crunch frenz2016
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ApproachRate:8
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143,296,105100,1,2,0:0:0:0:
49,316,105272,2,0,P|57:356|73:383,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
143,296,105615,5,10,0:0:0:0:
161,200,105786,1,2,0:0:0:0:
247,246,105958,1,10,0:0:0:0:
288,157,106129,1,2,0:0:0:0:
369,211,106300,2,0,P|421:206|452:206,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
476,296,106643,1,10,0:0:0:0:
412,370,106815,1,2,0:0:0:0:
339,303,106986,5,6,0:0:0:0:
275,377,107158,1,0,0:0:0:0:
180,351,107329,6,0,P|117:327|100:255,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
145,175,107843,1,2,0:0:0:0:
238,206,108015,2,0,P|275:193|314:193,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
295,289,108358,5,0,0:0:0:0:
385,251,108529,1,2,0:0:0:0:
435,334,108700,2,0,P|485:323|512:295,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
508,214,109043,1,0,0:0:0:0:
428,155,109215,1,2,0:0:0:0:
493,82,109386,1,14,0:0:0:0:
428,155,109558,1,0,0:0:0:0:
330,144,109729,6,0,P|293:144|244:155,2,69.9999978637696,2|2|14,0:0|0:0|0:0,0:0:0:0:
326,242,110243,2,0,P|270:241|184:257,1,139.999995727539,0|2,0:0|0:0,0:0:0:0:
128,331,110758,2,0,P|103:298|93:258,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
133,181,111100,5,0,0:0:0:0:
35,171,111272,1,2,0:0:0:0:
82,85,111443,2,0,P|71:55|76:13,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
170,38,111786,1,0,0:0:0:0:
222,121,111958,1,2,0:0:0:0:
298,60,112129,2,0,P|334:61|375:50,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
467,119,112472,6,0,P|432:117|398:125,1,69.9999978637696,6|0,0:0|0:0,0:0:0:0:
328,194,112815,6,0,P|338:250|348:337,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
262,282,113329,1,2,0:0:0:0:
183,339,113500,2,0,L|105:342,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
32,284,113843,5,0,0:0:0:0:
85,201,114015,1,2,0:0:0:0:
182,206,114186,2,0,L|180:124,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
269,176,114529,1,0,0:0:0:0:
355,222,114700,1,2,0:0:0:0:
423,150,114872,2,0,P|474:145|502:154,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
457,242,115215,6,0,P|443:307|427:385,2,139.999995727539,2|14|0,0:0|0:0|0:0,0:0:0:0:
361,265,116072,1,2,0:0:0:0:
290,196,116243,2,0,L|271:118,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
175,132,116586,5,14,0:0:0:0:
138,40,116758,1,2,0:0:0:0:
138,137,116929,5,14,0:0:0:0:
101,45,117101,1,2,0:0:0:0:
101,142,117272,5,14,0:0:0:0:
64,50,117444,1,2,0:0:0:0:
23,138,117615,6,0,L|28:216,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
86,288,117958,6,0,P|145:272|249:278,1,150,14|10,0:0|0:0,0:0:0:0:
313,357,118643,1,10,0:0:0:0:
313,357,118986,1,10,0:0:0:0:
317,173,119329,6,0,L|313:275,1,100,2|0,0:0|0:0,0:0:0:0:
205,219,120015,2,0,L|209:321,1,100,2|10,0:0|0:0,0:0:0:0:
388,245,120700,6,0,P|412:207|394:101,2,150,10|12|0,0:0|0:0|0:0,0:0:0:0:
292,171,122072,2,0,L|184:178,1,100,2|0,0:0|0:0,0:0:0:0:
120,274,122758,2,0,L|228:281,1,100,0|2,0:0|0:0,0:0:0:0:
304,365,123443,6,0,P|377:322|452:352,2,150,14|8|0,0:0|0:0|0:0,0:0:0:0:
452,239,124815,2,0,L|434:345,1,100,2|0,0:0|0:0,0:0:0:0:
358,162,125500,2,0,L|342:261,1,100,2|0,0:0|0:0,0:0:0:0:
108,283,126186,6,0,P|156:229|242:233,1,150,14|0,0:0|0:0,0:0:0:0:
198,323,126872,1,14,0:0:0:0:
369,113,127386,6,0,L|353:181,1,50,8|2,0:0|0:0,0:0:0:0:
288,88,127729,1,8,0:0:0:0:
212,273,128072,2,0,P|160:268|103:288,1,100,8|8,0:0|0:0,0:0:0:0:
185,352,128586,2,0,L|250:346,1,50,10|0,0:0|0:0,0:0:0:0:
334,337,128929,6,0,P|398:302|481:334,2,150,6|2|2,0:0|0:0|0:0,0:0:0:0:
288,226,130300,1,2,0:0:0:0:
103,233,131329,2,0,L|118:293,1,50,0|0,0:0|0:0,0:0:0:0:
40,283,131672,6,0,L|27:234,2,50,8|0|0,0:0|0:0|0:0,0:0:0:0:
84,366,132186,2,0,P|127:353|186:358,1,100,8|2,0:0|0:0,0:0:0:0:
253,378,132700,2,0,P|289:381|325:371,1,50,0|0,0:0|0:0,0:0:0:0:
362,333,133043,5,2,0:0:0:0:
377,345,133729,1,0,0:0:0:0:
475,243,134415,6,0,B|440:244|411:235|411:235|370:267|370:267|345:255|318:263,1,164.9999949646,4|0,0:0|0:0,0:0:0:0:
244,250,136472,1,2,0:0:0:0:
479,242,137158,6,0,B|444:243|415:234|415:234|374:266|374:266|349:254|314:264,1,176.000005371094,2|4,0:0|0:0,0:0:0:0:
Luel Roseline
To. Logic
Can you nerf your hard diff?

Note
I need many breaktimes for mod...
Cheesecake

ohad1881 wrote:

[WeberCake's Easy]

01:29:158 (6,7,8,9) - 4 circles in a row? in easy diff? this is pretty hard to hit for a beginner player It should be hard! Those four circles represent the most important four notes in that section of repeated 1/1 beats, so it's good to make them harder so they stand out
again this kiai time is only reversed sliders... It's fine.
Topic Starter
Shiirn
Update my and logic's diffs.

I rejected most of the suggestions, but applied the blanket ones and one of the spaced quints.
hi-mei
Entelecheia
00:19:215 (1) - this slider shape triggers me, maybe it shud be like 00:18:529 (3) - ?
00:21:958 (1,4) - intended overlap?
00:23:843 (4,1) - make s-end stacked with 4?
00:21:615 (2,1) - same story?
00:30:186 (1) - I think this slider shud be a bit lower http://puu.sh/rH2Ac/ce6a40cc05.jpg
00:38:072 (2,3,4) - This tripplet shud be directed to the 00:38:415 (1) - maybe? like u did here 00:40:815 (2,3,4,1) -
00:40:472 (3,1) - make it linear?
00:48:358 (1,2) - ^
00:53:158 (1,2) - ^
i honestly dont think that u shud do that, but well.. u asked for nazi mod
00:55:900 (1,1) - mabe u can make a tripple looking shit, like, s-end of (1) and the entire slider 00:56:929 (1) - to make a tripplet together?
http://puu.sh/rH2OT/e0043a31b8.jpg like this?
00:57:786 (3) - move it on 1 pixel down
00:59:329 (1,2) - linear?
alright its pointless...
01:19:215 (2,3,4,5) - http://puu.sh/rH2Vh/a06e4dff47.jpg - inconsistent ds between 1 and 2, 3 and 4
01:23:672 (7,8,1) - cant you put a normal triplet there?
01:35:158 (5,6,1) - move either 6 to the bottom, or 1 to the top
01:45:786 (2,4,6) - make them linear like 01:45:615 (1,3,5) - u did with them? by linear i mean http://puu.sh/rH33L/9c10a1d3f6.jpg moving 6 a bit to the bot

alright thats it



Ongaku diff:
00:08:243 (1,3) - not stacked properly
00:16:300 (5,2,3) - ^
00:24:529 (4,5,6) - i think this shud be centered inbetween 00:24:015 (1,2,3) - them
01:56:243 (1,1,2,1) - this flow is super weird when you play it, i think (2) shudnt be stacked with sliderstart of (1)

Logic's diff:
00:10:472 - this sliderend is put on the beat...
01:46:729 - unmapped beat, please...
01:57:529 - ^

Idk how to mod normal and easy.
But for easy diff I would suggest to lower the CS and avoid overlaps.

gl~
Ongaku

ohad1881 wrote:

[Ongaku's Another]
00:11:672 (1) - why such a big jump, i get that you want to emphasize this note but this is pretty hard. I think its fine
00:15:615 (3,4) - bad overlap Intended
00:34:300 (1,4) - putting a slider on the arrow of a reverse slider is unrankable!!! unrankable? This is fine. 00:34:986 (4) - doesn't happen till after 00:34:643 (2,3) - , so 00:34:300 (1,4) - should be okay.
00:55:215 (1,2) - bad overlap Intended.
01:03:957 (2,1) - stack properly The stacking doesnt work properly.
01:07:557 (3) - nc? ok
01:23:586 (6,1) - this is too hard to read and play for this diff imo, decrease the spacing did something
01:28:815 (5,2) - bad overlap intended.
01:41:843 (1) - too weird and hard to play sorry its too hard for you
01:57:957 (1) - this is a strong vocal, you should emphasize this more its emphasized enough, no gonna make a "across the screen" jump.
i like this diff :D Thank you :D

-himei wrote:

Ongaku diff:
00:08:243 (1,3) - not stacked properly fucking editor
00:16:300 (5,2,3) - ^
00:24:529 (4,5,6) - i think this shud be centered inbetween 00:24:015 (1,2,3) - them it is?
01:56:243 (1,1,2,1) - this flow is super weird when you play it, i think (2) shudnt be stacked with sliderstart of (1) Really? It plays quite fine, if i must say so.
Thank you <3
hi-mei

Ongaku wrote:

ohad1881 wrote:

Thank you <3
http://puu.sh/rH2dO/cae0dddafa.jpg

Cant you see that the distance inbetween (4) and (1), (4) and (2), (4) and (3) is different all around?
Ongaku

-himei wrote:

Cant you see that the distance inbetween (4) and (1), (4) and (2), (4) and (3) is different all around?
You're looking at it in a unstacked perspective, I'm looking at it as a whole stacked triple.
hi-mei
ar5, same shit


btw i updated my mod with Entelecheia diff
Ongaku

-himei wrote:

ar5, same shit


btw i updated my mod with Entelecheia diff
Topic Starter
Shiirn
the start of the stack is centered, quit lowering the stack leniency.

-himei wrote:

Entelecheia
00:19:215 (1) - this slider shape triggers me, maybe it shud be like 00:18:529 (3) - ? it's fine
00:21:958 (1,4) - intended overlap? more like coincidental, moved a tad.
00:23:843 (4,1) - make s-end stacked with 4? it was before, forgot to move it
00:21:615 (2,1) - same story? ^
00:30:186 (1) - I think this slider shud be a bit lower http://puu.sh/rH2Ac/ce6a40cc05.jpg k
00:38:072 (2,3,4) - This tripplet shud be directed to the 00:38:415 (1) - maybe? like u did here 00:40:815 (2,3,4,1) - Part of the intent of this section is that the triples are independent flow-wise from the cross-center jumps. Them being inconsistent is intended.
00:40:472 (3,1) - make it linear? sure
00:48:358 (1,2) - ^ no, part of the intent is that they're slightly askew.
00:53:158 (1,2) - ^ ^
i honestly dont think that u shud do that, but well.. u asked for nazi mod
00:55:900 (1,1) - mabe u can make a tripple looking shit, like, s-end of (1) and the entire slider 00:56:929 (1) - to make a tripplet together?
http://puu.sh/rH2OT/e0043a31b8.jpg like this? thist would be terribly confusing on a map that is already fairly weird to read due to the inconsistent spacing and slow sliders and variable flow.
00:57:786 (3) - move it on 1 pixel down ya fixd
00:59:329 (1,2) - linear? see prev
alright its pointless...
01:19:215 (2,3,4,5) - http://puu.sh/rH2Vh/a06e4dff47.jpg - inconsistent ds ya
01:23:672 (7,8,1) - cant you put a normal triplet there? as this is one of the few outright "drummy" triples I want it to be a bit different. Curving it against the curve downwards fits the best, i feel.
01:35:158 (5,6,1) - move either 6 to the bottom, or 1 to the top wat
01:45:786 (2,4,6) - make them linear like 01:45:615 (1,3,5) - u did with them? by linear i mean http://puu.sh/rH33L/9c10a1d3f6.jpg moving 6 a bit to the bot i uh like the way they are now
hi-mei
01:35:158 (5,6,1) - i mean http://puu.sh/rH58c/9748c26252.jpg move (1) slider to 194/210
Shiguma
From #modhelp (wtf i thought it was #memehelp)

General
Timing should be the same for all diffs, Ongaku's offset is 15 while all the other diffs have 2758. It also is being weird in my timeline and seems to want to be 2757. Basically, all diffs should have offset of 15 or 2757.

I think Ongaku has the most drain time right now??? If so, then I think that's a problem

Tags are not consistent either.

WeberCake's Easy
Seems to be a lot of unneeded timing points (especially in parts where there aren't even any notes)

00:07:903 (1,2,3) - Unsnapped, (by 1ms or something) just drag the notes on the timeline and they'll snap to tick.
01:08:586 (5) - Move this note higher
01:36:358 (1) - How about something like this: https://puu.sh/rFYE6/c1fabca4b6.png because most of your other sliders are symmetrical
01:52:815 (1) - Similar to above, the slider isn't symmetrical. Not a big deal so feel free to deny
02:17:158 (2) - Move the tail of the slider to the right a bit so it lines up with the red point?

Mika's Normal
dem bookmarks xd

00:12:357 (3) - One more reverse?
00:41:843 (2,3) - I feel like (3) might be slightly too high up

Distance spacing in the kiai seems like a lot imo, I know you're trying to avoid 1/2 overlaps but idk...

00:49:043 (3) - Reverse seems kinda unnecessary, might be better as a longer 1/1 slider
00:51:786 (3) - ^
00:54:529 (3) - ^
01:07:387 (2) - No sound here imo
01:08:243 (1) - Meanwhile I feel like a 1/2 reverse would have been better here but its a 1/1 lol

01:27:100 (2,3,1) - What the hell lol why is the spacing even more than in the kiai for a non-kiai section

01:41:158 (3) - Yea again, also I'm gonna mention I feel like there is a pretty good sound at 01:41:672 - and all the respective times from earlier that you ignore which I feel like would be nice to have some form of a note on

Also how are you deciding when to stack 1/2's and when to not cuz it seems to be kinda random to me?

02:08:929 (1) - A little lower maybe

Logic is Hard
00:06:529 (5,6,1,2,3,4,1,2,3,4) - tfw 10 singletaps hoyl
00:10:129 (3) - Higher up?
00:45:958 (1) - ctrl + g makes this a lot better in several ways imo
01:00:529 (2,1) - Why less spacing D:
01:05:843 (1,2) - consider ctrl + g
01:36:015 (1) - Feel like the NC isn't really needed here
01:42:872 (1,2) - ctrl + g maybe
01:56:072 (2) - Move it so less of an angle from (1)? (Higher up)

Ongaku's Another
00:00:015 - Mismatched red and green line volume levels, and if you read the general, your offset is not matched with the others.

Get ready for retardation from me

00:03:100 (3,4) - idk why osu! fucking does this but move 00:03:272 (4) - 1 pixel to the right and 1 pixel down to make it actually overlap the slider perfectly
00:05:157 (4) - 1 pixel up
00:05:500 (1) - 1 pixel down
00:06:529 (4,5) - 2 pixels down
00:09:272 (4) - 1 pixel right
00:16:986 (3) - 1px right 1 px down
I'm gonna stop now cuz I think you get the idea and if you don't care enough then there would be no point in me writing all of them
tl;dr pixel movements, if you're like me and want to see perfect overlaps, if not then whatever

00:16:129 (4,5) - ctrl + g these, so far you've been going with the flow of the slider and then suddenly you go the other way
00:30:186 (1,1) - not enough spacing between these imo
01:03:100 (1) - i feel like you can make the SV modifier more because now players will have seen this before
01:36:357 (1,2,3,1,2,3,1,2,3) - more spacing from the (1) to the 1/2 stack
01:46:986 (1) - same as before, if you want to ofc

Nice diff tbh, feel like you could emphasize those fast sliders more but that's purely up to you

enterchromosomes or someshit
Hi Shiirn o.o I hear ur a cute moe grill :3 :^)

00:19:900 (4,5,6,7) - idk... not really a fan of what you're going for here, or at least how it's being implemented. Try this and see if you like it: Take 00:19:558 (2,4,6) - and move from x:284 y:295 to x:276 y:297 and then spacing for 00:20:586 (1,2,3,4) - adjusted slightly to match

00:24:272 (4,1) - feel like the distance spacing should be more like 0.9x in between these two notes intead of 0.6x
00:24:700 (1) - ctrl + h and then move it back to how it was stacked with 00:23:843 (4) - to make it flow better imo
00:31:129 (6,1) - why not just disconnect them
00:38:072 (2,3,4) - so this triple accelerates but not this one: 00:40:815 (2,3,4) - so idk if you did the first one intentionally
00:45:958 (1,2,1,2) - could be done better i think
00:57:786 (3) - 1 pixel down
01:06:015 (3,4) - I think this should be more symmetrical with 01:05:843 (1,2) - so it looks like a nice curve
01:23:672 (7,8,1) - too curved imo, other triples in the map dont really look like this ever if im not mistaken
01:43:900 (1,1) - more spacing
02:00:015 (2) - omg shiirn you gotta move this 1 pixel up fam

Sorry it took so long :P I think it's a good map, the flow and rhythm seemed good to me I think. Good luck!
Ongaku

Shiguma wrote:

From #modhelp (wtf i thought it was #memehelp)

General
Timing should be the same for all diffs, Ongaku's offset is 15 while all the other diffs have 2758. It also is being weird in my timeline and seems to want to be 2757. Basically, all diffs should have offset of 15 or 2757. I moved my offset so I could add a spinner at the beginning. This should cause no ranking issue.

I think Ongaku has the most drain time right now??? If so, then I think that's a problem so does mika's :V

Ongaku's Another
00:00:015 - Mismatched red and green line volume levels, and if you read the general, your offset is not matched with the others.You shouldn't need to have where the offset is affect your map. This is fine.

Get ready for retardation from me

00:03:100 (3,4) - idk why osu! fucking does this but move 00:03:272 (4) - 1 pixel to the right and 1 pixel down to make it actually overlap the slider perfectly
00:05:157 (4) - 1 pixel up
00:05:500 (1) - 1 pixel down
00:06:529 (4,5) - 2 pixels down
00:09:272 (4) - 1 pixel right
00:16:986 (3) - 1px right 1 px down
I'm gonna stop now cuz I think you get the idea and if you don't care enough then there would be no point in me writing all of them
tl;dr pixel movements, if you're like me and want to see perfect overlaps, if not then whatever not gonna do all those because they're just redundant.

00:16:129 (4,5) - ctrl + g these, so far you've been going with the flow of the slider and then suddenly you go the other way sure
00:30:186 (1,1) - not enough spacing between these imo they're fine.
01:03:100 (1) - i feel like you can make the SV modifier more because now players will have seen this before uhhh, what?
01:36:357 (1,2,3,1,2,3,1,2,3) - more spacing from the (1) to the 1/2 stack no idea what you mean
01:46:986 (1) - same as before, if you want to ofc oh, you mean the speed? Its fine. I dont want it ridiculously fast.

Nice diff tbh, feel like you could emphasize those fast sliders more but that's purely up to you thank you <3. The fast sliders are fine, they're exactly what i wanted.
Thank you!

@Shiirn http://pastebin.com/xubC86hK
Shiguma
It is unrankable to have different offsets throughout the diff I think. Especially because of things like rounding the game does, and there is a 1ms error between the two offsets
Ongaku

Shiguma wrote:

It is unrankable to have different offsets throughout the diff I think. Especially because of things like rounding the game does, and there is a 1ms error between the two offsets

It should be fine since it was only a few measures back. Reason why is because it still lands on the same downbeats, so Shiirn's offset and my offset are technically the same.
Shiguma

Ongaku wrote:

Shiguma wrote:

It is unrankable to have different offsets throughout the diff I think. Especially because of things like rounding the game does, and there is a 1ms error between the two offsets

It should be fine since it was only a few measures back. Reason why is because it still lands on the same downbeats, so Shiirn's offset and my offset are technically the same.


Third one
Ongaku

Shiguma wrote:



Third one
Yea, its the same. If I put Shiirn's offset to where my offset it, his map would still work the same. There is no difference other than where the offset is.
Shiguma

Ongaku wrote:

Shiguma wrote:



Third one
Yea, its the same. If I put Shiirn's offset to where my offset it, his map would still work the same. There is no difference other than where the offset is.
Breaking news: 15 = 2758 new math discovery, answer to life is found

Didn't know 15 is the same number as 2758
Ongaku
You obviously didn't understand a single word I said.
Cheesecake
eh just bring the offset back for all diffs

Shiguma wrote:

WeberCake's Easy
Seems to be a lot of unneeded timing points (especially in parts where there aren't even any notes) I don't like those either

01:36:358 (1) - How about something like this: https://puu.sh/rFYE6/c1fabca4b6.png because most of your other sliders are symmetrical >most
01:52:815 (1) - Similar to above, the slider isn't symmetrical. Not a big deal so feel free to deny I actually think this slider looks like poop anyway so I changed it a little
02:17:158 (2) - Move the tail of the slider to the right a bit so it lines up with the red point? I didn't even realise those red nodes kinda lined up, but I'll keep it as it cos I like the blanket with the slider before
Thanks!
Shiguma

Ongaku wrote:

You obviously didn't understand a single word I said.
I did and I'm saying you're wrong because

a) It's against ranking criteria
b) Rounding could cause it to end up different by a millisecond or two
c) If they're the "same" Shiirn can just move back all the maps to 15 offset

If it was fine I wouldn't have mentioned it in the first place
Topic Starter
Shiirn
I'll bring all the offsets back to 15 and make sure any rounding errors are taken care of. Ongaku's difficulty "having the most drain time" is kind of a shitty thing to really point out; he started off his diff with a spinner and the rest of us didn't. I don't think it's really "more effort spent". But people like to spite me over technicalities so I'll wait for the inevitable twat to do so.

@Ongaku Just poke me about stuff like that

@Shiguma bring unrankable stuff to my attention directly if possible, soon enough I'm going to mod all of the diffs myself and go on the BN hunt (not likely to find any because #fuckshiirn)

Shiguma wrote:

enterchromosomes or someshit
Hi Shiirn o.o I hear ur a cute moe grill :3 :^)

00:19:900 (4,5,6,7) - idk... not really a fan of what you're going for here, or at least how it's being implemented. Try this and see if you like it: Take 00:19:558 (2,4,6) - and move from x:284 y:295 to x:276 y:297 and then spacing for 00:20:586 (1,2,3,4) - adjusted slightly to match they're off-kilter on purpose and they're actually structured evenly. It just looks weird at a glance and that's intended - it plays fine.

00:24:272 (4,1) - feel like the distance spacing should be more like 0.9x in between these two notes intead of 0.6x moved a bit
00:24:700 (1) - ctrl + h and then move it back to how it was stacked with 00:23:843 (4) - to make it flow better imo nah
00:31:129 (6,1) - why not just disconnect them because reasons
00:38:072 (2,3,4) - so this triple accelerates but not this one: 00:40:815 (2,3,4) - so idk if you did the first one intentionally how do people notice this shit its like 0.05 off ok made even
00:45:958 (1,2,1,2) - could be done better i think eh
00:57:786 (3) - 1 pixel down i swear to god i did this already
01:06:015 (3,4) - I think this should be more symmetrical with 01:05:843 (1,2) - so it looks like a nice curve yeah
01:23:672 (7,8,1) - too curved imo, other triples in the map dont really look like this ever if im not mistaken intentionally curved because it's one of the few places where the drums are rolling, and the only triple. It's unique on purpose.
01:43:900 (1,1) - more spacing the acceleration of the stream is more impactful from a more still start. Call it heavy-handed, but that's how I map.
02:00:015 (2) - omg shiirn you gotta move this 1 pixel up fam

Sorry it took so long :P I think it's a good map, the flow and rhythm seemed good to me I think. Good luck!
Thanks for the mod. 's a good one.
MikasaSerket

ohad1881 wrote:

hi there! from my reverse m4m queue t/304087/start=165
apparently one of your gd makers will return the mod 8-) I've been busy recently, I'll return the mod ;w;
[Mika's Normal]
00:02:757 (1) - mb ctrl h this? hitting 00:03:272 (2) is pretty hard sure
00:04:129 (3) - ^^ I like how it looks opposite of eachother
00:08:758 (2) - i think this is pretty hard to hit for normal players It's kind of the same thing like 00:02:757 (1,2) - but just a few sliders are reversed. It's fine
00:10:130 (4) - ^^
00:13:729 (1,2) - fix blanket :c
00:42:872 (4,1) - 1 is too hard to hit The distance between them seems to make up for it
01:27:615 (3,1) - too hard for normal players I wanted to map the sound that was there but it's pretty off putting
02:12:186 (2) - ok this is really hard lol it probably is, I like the way it looks though.
02:14:415 (5) - nc yeah
02:16:472 (6) - ^^
GL!
for MikasaSerket - i will send you my map in a message 8-)
https://puu.sh/rJmWD/f02df3117f.osu
MikasaSerket

Shiguma wrote:

From #modhelp (wtf i thought it was #memehelp)

Mika's Normal
dem bookmarks xd yeah

00:12:357 (3) - One more reverse? I wanted a pause for the next slider
00:41:843 (2,3) - I feel like (3) might be slightly too high up Seems fine to me honestly

Distance spacing in the kiai seems like a lot imo, I know you're trying to avoid 1/2 overlaps but idk... It kind of is, to me aswell. It was mostly there just for the star rating.

00:49:043 (3) - Reverse seems kinda unnecessary, might be better as a longer 1/1 slider Yeah, Fixed
00:51:786 (3) - ^ ;c
00:54:529 (3) - ^ ;C
01:07:387 (2) - No sound here imo Yeah, there isn't a sound there but it would feel weird just to have a random pause
01:08:243 (1) - Meanwhile I feel like a 1/2 reverse would have been better here but its a 1/1 lol true

01:27:100 (2,3,1) - What the hell lol why is the spacing even more than in the kiai for a non-kiai section I would say because it's 1/1 but that's not a really appropriate reason lmao.

01:41:158 (3) - Yea again, also I'm gonna mention I feel like there is a pretty good sound at 01:41:672 - and all the respective times from earlier that you ignore which I feel like would be nice to have some form of a note on What?

Also how are you deciding when to stack 1/2's and when to not cuz it seems to be kinda random to me? It's arbitrary

02:08:929 (1) - A little lower maybe ok
I fucked up and forgot to stick to one post :v

update again because I skimmed over a mod
Logic Agent
changes from our irc
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 95308
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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[Editor]
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[Metadata]
Title:Cosmo Memory
TitleUnicode:Cosmo Memory
Artist:Nardis
ArtistUnicode:Nardis
Creator:Shiirn
Version:Logic's Hard
Source:
Tags:bofu2016 final fantasy alpha complex big crunch frenz2016 LogicAgent MikasaSerket Weber Ongaku Cheesecake
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464,237,103558,1,0,0:0:0:0:
383,181,103729,1,2,0:0:0:0:
292,217,103900,2,0,P|227:222|210:226,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
210,369,104243,6,0,B|176:382|176:382|59:381,2,139.999995727539,2|14|0,0:0|0:0|0:0,0:0:0:0:
143,296,105100,1,2,0:0:0:0:
49,316,105272,2,0,P|57:356|73:383,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
143,296,105615,5,10,0:0:0:0:
161,200,105786,1,2,0:0:0:0:
247,246,105958,1,10,0:0:0:0:
288,157,106129,1,2,0:0:0:0:
369,211,106300,2,0,P|421:206|452:206,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
476,296,106643,1,10,0:0:0:0:
412,370,106815,1,2,0:0:0:0:
339,303,106986,5,6,0:0:0:0:
275,377,107158,1,0,0:0:0:0:
180,351,107329,6,0,P|117:327|100:255,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
145,175,107843,1,2,0:0:0:0:
238,206,108015,2,0,P|275:193|314:193,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
295,289,108358,5,0,0:0:0:0:
385,251,108529,1,2,0:0:0:0:
435,334,108700,2,0,P|485:323|512:295,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
508,214,109043,1,0,0:0:0:0:
428,155,109215,1,2,0:0:0:0:
493,82,109386,1,14,0:0:0:0:
428,155,109558,1,0,0:0:0:0:
330,144,109729,6,0,P|293:144|244:155,2,69.9999978637696,2|2|14,0:0|0:0|0:0,0:0:0:0:
326,242,110243,2,0,P|270:241|184:257,1,139.999995727539,0|2,0:0|0:0,0:0:0:0:
128,331,110758,2,0,P|103:298|93:258,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
133,181,111100,5,0,0:0:0:0:
35,171,111272,1,2,0:0:0:0:
82,85,111443,2,0,P|71:55|76:13,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
170,38,111786,1,0,0:0:0:0:
222,121,111958,1,2,0:0:0:0:
298,60,112129,2,0,P|334:61|375:50,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
467,119,112472,6,0,P|432:117|398:125,1,69.9999978637696,6|0,0:0|0:0,0:0:0:0:
328,194,112815,6,0,P|338:250|348:337,1,139.999995727539,14|0,0:0|0:0,0:0:0:0:
262,282,113329,1,2,0:0:0:0:
183,339,113500,2,0,L|105:342,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
32,284,113843,5,0,0:0:0:0:
85,201,114015,1,2,0:0:0:0:
182,206,114186,2,0,L|180:124,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
269,176,114529,1,0,0:0:0:0:
355,222,114700,1,2,0:0:0:0:
423,150,114872,2,0,P|474:145|502:154,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
457,242,115215,6,0,P|443:307|427:385,2,139.999995727539,2|14|0,0:0|0:0|0:0,0:0:0:0:
357,242,116072,1,2,0:0:0:0:
286,173,116243,2,0,L|267:95,1,69.9999978637696,14|0,0:0|0:0,0:0:0:0:
177,141,116586,5,14,0:0:0:0:
140,49,116758,1,2,0:0:0:0:
140,146,116929,5,14,0:0:0:0:
103,54,117101,1,2,0:0:0:0:
103,151,117272,5,14,0:0:0:0:
66,59,117444,1,2,0:0:0:0:
25,147,117615,6,0,L|30:225,1,69.9999978637696,10|2,0:0|0:0,0:0:0:0:
86,288,117958,6,0,P|145:272|249:278,1,150,14|10,0:0|0:0,0:0:0:0:
313,357,118643,1,10,0:0:0:0:
313,357,118986,1,10,0:0:0:0:
317,173,119329,6,0,L|313:275,1,100,2|0,0:0|0:0,0:0:0:0:
205,219,120015,2,0,L|209:321,1,100,2|10,0:0|0:0,0:0:0:0:
388,245,120700,6,0,P|412:207|394:101,2,150,10|12|0,0:0|0:0|0:0,0:0:0:0:
292,171,122072,2,0,L|184:178,1,100,2|0,0:0|0:0,0:0:0:0:
120,274,122758,2,0,L|228:281,1,100,0|2,0:0|0:0,0:0:0:0:
304,365,123443,6,0,P|377:322|452:352,2,150,14|8|0,0:0|0:0|0:0,0:0:0:0:
452,239,124815,2,0,L|434:345,1,100,2|0,0:0|0:0,0:0:0:0:
358,162,125500,2,0,L|342:261,1,100,2|0,0:0|0:0,0:0:0:0:
108,283,126186,6,0,P|156:229|242:233,1,150,14|0,0:0|0:0,0:0:0:0:
198,323,126872,1,14,0:0:0:0:
369,113,127386,6,0,L|353:181,1,50,8|2,0:0|0:0,0:0:0:0:
288,88,127729,1,8,0:0:0:0:
212,273,128072,2,0,P|160:268|103:288,1,100,8|8,0:0|0:0,0:0:0:0:
185,352,128586,2,0,L|250:346,1,50,10|0,0:0|0:0,0:0:0:0:
334,337,128929,6,0,P|398:302|481:334,2,150,6|2|2,0:0|0:0|0:0,0:0:0:0:
288,226,130300,1,2,0:0:0:0:
103,233,131329,2,0,L|118:293,1,50,0|0,0:0|0:0,0:0:0:0:
40,283,131672,6,0,L|27:234,2,50,8|0|0,0:0|0:0|0:0,0:0:0:0:
84,366,132186,2,0,P|127:353|186:358,1,100,8|2,0:0|0:0,0:0:0:0:
253,378,132700,2,0,P|289:381|325:371,1,50,0|0,0:0|0:0,0:0:0:0:
362,333,133043,5,2,0:0:0:0:
377,345,133729,1,0,0:0:0:0:
475,243,134415,6,0,B|440:244|411:235|411:235|370:267|370:267|345:255|318:263,1,164.9999949646,4|0,0:0|0:0,0:0:0:0:
244,250,136472,1,2,0:0:0:0:
479,242,137158,6,0,B|444:243|415:234|415:234|374:266|374:266|349:254|314:264,1,176.000005371094,2|4,0:0|0:0,0:0:0:0:

guess i'll reply to the mods too

-himei wrote:

Logic's diff:
00:10:472 - this sliderend is put on the beat... yes, this was a conscious choice because the synth or whatever is making a long, drawn out noise which is best represented through a 1/1 slider in my opinion.
01:46:729 - unmapped beat, please...
01:57:529 - ^ not going to add triplets in a hard diff, and there's nothing wrong with keeping the rhythm simple

Shiguma wrote:

[Logic is Hard]00:06:529 (5,6,1,2,3,4,1,2,3,4) - tfw 10 singletaps hoyl seems fitting to the music to me, and it's not that difficult.
00:10:129 (3) - Higher up? ok
00:45:958 (1) - ctrl + g makes this a lot better in several ways imo eh
01:00:529 (2,1) - Why less spacing D: fixed
01:05:843 (1,2) - consider ctrl + g ctrl g ruins the spacing consistency i've used, but this suggestion reminded me to go back and fix another one so thank.
01:36:015 (1) - Feel like the NC isn't really needed here it's cute though
01:42:872 (1,2) - ctrl + g maybe eh, the spacing in this kiai is more consistent as the music is more "straightforward" or whatever, don't wanna mess with this too much
01:56:072 (2) - Move it so less of an angle from (1)? (Higher up) moved it up a tad
Topic Starter
Shiirn
updates out
Ongaku
Also, I apologize to Shiguma for my biased stupidity.

Sorry.
Osuology
Here's my mod that I said I would do like 1.5 weeks ago woops xd

Entelechia
00:11:500 (2,1,2,1) - So this is very stressful (which I'm sure you intended) but the sounds go downwards in intensity versus your pattern which doesn't change it's intensity at all. I think it could be more accurate if you made it slowly less stressful, but it's not super important.

00:24:700 (1) - I think it would fit better if it ended on the next upbeat personally, but again not too important.

00:55:129 (4,1) - Could put a jump between these considering you did it before, but since section changed it's probably fine.

01:25:043 (1,2) - What's up with the jump between these two? I can't seem to find a reason behind this...

01:57:872 (6,1) - This probably makes the transition between sections solid, but I just wanted to make sure this was your intention. The next section doesn't have stream jumps either, so I personally don't think it fits but that's opinion.
Ongaku's Another
00:24:529 (4,5,6) - would prefer if you moved it to x:271 and y:139, it seems to be more equal distant from all three sliders.
That's honestly all I would say wow really good job here!

Logic's Hard
00:59:843 (2,3) - Not sure why there is a jump here, but you do this a lot so I'm assuming you have some reason behind this?

MIKASA BOOKMARK'S NORMAL
OH MY GOSH WHY SO MANY BOOKMARKS WTF?!?!

Anyways,
Nothing else LOL

Weber Easy
Maybe use a little more 1/2? BPM isn't too high, and considering the amount of 1/2 in the normal it's probably better for sake of spread.

As I said when I playtested this for you, awesome map! I hope we see a lot more cool maps like these in the future! I think this is probably ready for BN, but that's me so lol
Topic Starter
Shiirn

Osuology wrote:

Here's my mod that I said I would do like 1.5 weeks ago woops xd

Entelechia
00:11:500 (2,1,2,1) - So this is very stressful (which I'm sure you intended) but the sounds go downwards in intensity versus your pattern which doesn't change it's intensity at all. I think it could be more accurate if you made it slowly less stressful, but it's not super important. This is far less stressful than you may think, and it's important to establish to the player early that large spacing on 1/2s with sliders is quite common in the map.

00:24:700 (1) - I think it would fit better if it ended on the next upbeat personally, but again not too important. agree it's not important, it just represents the firm bass and it warps around the red tick so that's where it ends

00:55:129 (4,1) - Could put a jump between these considering you did it before, but since section changed it's probably fine. Considering the nature of the spaced stream, it's just awkward to have a jump after it and doesn't really emphasize the seperation of the 1234 from the next note all that much anyway.

01:25:043 (1,2) - What's up with the jump between these two? I can't seem to find a reason behind this... uh does everything need to be perfectly distance snapped i didnt realize i was in perfection town, fine ill move 1 a bit closer

01:57:872 (6,1) - This probably makes the transition between sections solid, but I just wanted to make sure this was your intention. The next section doesn't have stream jumps either, so I personally don't think it fits but that's opinion. Unlike the previous mention of spaced streams, I feel that the small increase in spacing here has a much more visceral impact on the player as it officially ends the kiai.
Ongaku
Its fine as it is lol. I did move it a slight.
Cheesecake

Osuology wrote:

Weber Easy
>Weber Easy

Maybe use a little more 1/2? BPM isn't too high, and considering the amount of 1/2 in the normal it's probably better for sake of spread. Well for spread, there needs to be some easily definable difference between each diff. Typically between Easy and Normal, the difference is in rhythm usage as you say and with spacing. Spacing only increases a little bit in Normal, all the objects are quite tightly packed so it looks somewhat similar to Easy in that regard. For the rhythm usage, Normal is actually mapped closer to an Easy outside of the kiai times, where in the kiai times it gets pretty intense (as it should!). Because of this, I think Easy is fine as it is since tl;dr the only real difference in rhythm is between the kiai's yeah
Stjpa
ongaku has a sexy avatar

[General]
  1. Maybe 2-4-6-7.5-9 OD spread? I don't really see a reason to only use 3.5 on Normal and 5 on Hard when they rhythms that have been used there are as simple as they are right now.
  2. In some diffs the kiais are not snapped properly.
[Easy]
  1. A major issue in this difficulty is the low DS. The circle + slider patterns at the beginning example really look like 1/2 patterns as the SV is much higher than the movement from one object to another. 1.0x DS doesn't cause it anymore, so please really consider changing it (and I also like 1.1x DS more btw).
  2. 00:05:500 (6,7) - Just a suggestion, to bring more variation in the repetetive part you could make the last pattern of a section a repeat-slider so it has the "finisher" feeling.
  3. 00:41:158 (1,2,3,4) - The whole pattern looks unorganized imo as (2,4) have a completely different angle than (1,3). For such pattern it's always recommended to use the simple CTRL + H technique.
  4. The whole first Kiai literally consists of only one slider being repeated the whole time. That's even boring for a really new player as sliders, especially longer ones, are way easier to handle than multiple circles in a row. And in this case you are repeating it for 20 seconds. I really doubt that a beginner can enjoy the song like that. So maybe bring in some variation by altering between two different patterns?
  5. 01:03:443 (3) - NC for consistency throughout the whole kiai. 01:08:586 (5) - Can get fc'd as well if you wish so (if not please change it for the second kiai).
  6. 01:18:872 (4) - I think having a 1/1 slider starting on 01:18:700 - would support the music way better because the way you mapped the whole section here makes the player feel like you always mapped to the background melody rather than that other instrument whatever it's called. And since it's only a slider the 3/2 gap is also quite easy to handle as well.
  7. 01:25:043 (1,2) - Might be just a personal thing, but imo these sliders are way too short for multiple repeats. There's definitely not much time for the beginner player to react to it. And it's also not in the meta anymore which makes it even worse in case the player plays newer maps.
  8. 01:27:786 (3,4) - How about using a slider here to make it a good build-up for the upcoming 4 circles? Else the whole part is quite harsh as it should be avoided to use more than two 1/1 circles in a row. So please have mercy. :<
[Normal]
  1. Please never map with grid snap enabled. Sometimes there are some little gaps. Please disable it and go through the whole diff. :<
  2. 00:02:415 - 00:07:900 - are fundemental sounds that should be mapped as they introduce the upcoming sounds imo (no I didn't read other mods)
  3. 00:12:357 (3) - Considering that the previous two sliders were mapped on really strong sounds and you changed the density here people would expect another strong beat on the repeat which isn't the case. To avoid confusion you should change it.
  4. 00:23:329 (2) - What exactly is it mapped to? Two 1/1 sliders like you did before would be way better as you ignore a sound 00:24:015 - here, that makes the part inconsistent in terms of patterning.
  5. 00:41:157 - Whole combo here has different patterning, maybe switch it completely with the previous one so you have an A-B-A scheme?
  6. As for the kiai, I extremely dislike the NC spam as it's not necessary at all. It brings more confusion that anything because of new colours appearing almost (or even) every second. Another tip I have for you is to enable stacks in the editor as you had unintended overlaps that were caused by stacks (Shiirn fixed them for you yesterday) because you use a low DS (however, you can use a different DS for these patterns then as long as they have the same distance as other patterns visually)
  7. 00:48:357 (1,2) - Not sure if Shiirn fucked up, but the gap here is bigger than everywhere else.
  8. 01:00:015 (3,1) - Spacing error.
  9. 01:02:758 (1,1) - Nice jump!
  10. 01:31:900 - Why did you decide to suddenly lower the spacing here again when the whole section is a build-up?
  11. 01:34:643 (1,2) - Circles beneath a slidertail aren't a thing in Normal diffs as the player just got introduced to stacks so using one that is harder to see than the other kind of stacks is overwhelming for them.
  12. 01:46:986 - Uh, did something go wrong with the hitsounding or the patterning? You always had the kick on sliderheads and not tails.
  13. 01:54:015 (2,1) - Pls fixerino le blanketo.
  14. 02:01:729 (2) - I don't really hear anything that justifies this circle. Would be fine if there was a sound like on 01:58:986 - but that's not the case. Same goes for 02:04:472 (2) and all the other similar ones. :v
  15. 02:12:186 (2) - This circle doesn't seems unneeded to me. Maybe delete it and move (3) on that tick? Right now (3)'s sliderhead isn't mapped to any sound.
[Hard]
  1. 00:06:015 (4,5) - I'm not a guy who points out every blanket, but this is ugly as hell. :(
  2. 00:06:700 (6,1) - You might wanna not have a linear flow here if you didn't use a slider on (5,6) because that's really weird to play.
  3. 00:07:558 (1,2,3,4) - I disagree with the copy paste pattern because on the previous pattern you used it to have an emphasis on (4) but it isn't the case here, so maybe use a different pattern that gives an emphasis on (3) because of the strong sound there?
  4. 00:13:043 (3,4) - What exactly are those for? There isn't really anything different than on 00:12:358 (1,2) - for example.
  5. 00:16:129 (4,5) - Visually they are kinda bad as 00:16:472 (1,2,3) - are more linear, making it equal looks a lot better. Also, consider having a sharp flow between (5,1) here too.
  6. 00:17:843 (1) - The sound on this slider belongs to the other two sliders, why does it have a completely different direction? :v
  7. 00:21:272 (3) - I like the whole concept of this section but I feel like this slider could also have a little jump for consistency.
  8. 00:43:900 (1,2,1,2,1,2,1,2,1,2,1,2) - I'm sorry to disappoint you, but I'm pretty such patterns don't work on a Hard diff as the AR is way too low to make it comfortable to read. If they would overlap it would be completely fine, so you have quite some other patterns you can use (would also be fine if there weren't so many like later on though).
  9. 00:49:558 (2,1) - triggered -_ -
  10. 00:52:129 (1,2) - I'm not sure if a slider might be better here as there aren't any really strong sounds in the background that still justify two circles. The breath here is really soft imo.
  11. 01:06:872 (3,1) - There's no build-up between here in the music that would allow you to use a pattern like this. :<
  12. 01:29:158 (1,2,1,2,1,2,1,2) - Kinda the similar issue with AR. If those were less angled it would be a lot easier too read. I used a pattern like this in my Attakain Dakara too and people were against it. :(
  13. 01:33:272 (1,1) - Should those have increased spacing to be consistent in the whole section?
  14. 01:40:815 (4,1) - Compared to all the other jumps you used in the diff this one is pretty huge and also hard to hit because of the angle.
  15. 01:46:643 (6,7) - You covered fast drums with a normal 1/2 a few times, I think it would be a better choice here as well.
  16. 01:41:500 (1) - Why the SV change? The higher pitched sounds appear more often, and doing it only for the breath that is soft and not that audible is not a good idea if you ask me.
[Another]
  1. 00:20:414 (2,3,1) - What's your idea behind the triplet? Feels really disrupting.
  2. 02:00:786 (2,3,4) - I'm fine with everything before but it's extremely noticable that these three circles are overmapped.
  3. 02:07:900 (2) - This slider bothers me a little because this one causes the other sliders having the stronger sound on the slidertail instead of head like (1) has.
Really cool concept otherwise.

[Entelecheia]
  1. 00:09:272 (4,1) - Uh shouldn't there be a jump for consistency?
  2. 01:47:157 (2,3) - Why do you still have two 1/8 sliders here when there isn't a shitty fast instrument in the music anymore?
Ongaku

Stjpa wrote:

ongaku has a sexy avatar Its the eyes, trust me.

[Another]
  1. 00:20:414 (2,3,1) - What's your idea behind the triplet? Feels really disrupting. You can hear the background taps.
  2. 02:00:786 (2,3,4) - I'm fine with everything before but it's extremely noticable that these three circles are overmapped. Like before, it follows the tap, hence the hitsound.
  3. 02:07:900 (2) - This slider bothers me a little because this one causes the other sliders having the stronger sound on the slidertail instead of head like (1) has. changed it.
Really cool concept otherwise. <3 thank you
Thanks for the mod!

@Shiirn http://pastebin.com/BkAM1AQ1
Topic Starter
Shiirn
I have to say I personally don't see the issue with the overlapping in the Easy. You claim that they "look like 1/2s" but that's from the perspective of a skilled player who is used to overlapping meaning shorter rhythms. The entire map is consistently distance snapped, and because of that every single time there's an overlap it's still going to be a 1/1 pause. I agree that the kiais are boring with the extended sliders but the choices become very limited in that respect: Either you have 2-repeat sliders, for four total beats a slider, or you have no-repeat sliders, as a single-repeat slider would cause each one to take 3 beats and not fit accurately into the 4-beat measure pattern. Putting in circles just makes the patterning even more weird. A slider into two circles overemphasizes the circle beats when they're all actually pretty much the same, while four circles is just weird. Again; it's an easy. A one point three star one; no less. It needs to be simple and it needs to be "boring".

Regarding the Normal, see my later rant below regarding slight changes in distance snap: They literally don't matter to anyone actually playing the map, and most of the time are largely invisible to all but the most anal of editor-browsers. Far more important is simple aesthetic consistency, which the difficulty contains.


One of the major points of contention for the map as a whole is that the kiais are comparatively less rhythmically dense whilst being more intense than the rest of the track. This is very hard to really give impact to the player for; especially on lower difficulties where you are basically forced into using normalized, consistent mapping that is designed to hand-hold players.

The techniques that can accurately give impact and emphasis to the beats in the choruses are very well shown in my and Ongaku's diffs, but when you reach Hard and below, you're basically forced to not use them as they're distance-related and people freak the fuck out over the smallest errors in distance snap in Normals and Easys, even though in my experience most of the time players are comfortably able to feel out rhythms and play around differently-spaced beats within a few days of first ever opening the game. Much less when the slightly larger spacing (Seriously, the difference between 1.9x and 2.4x is literally 20%, in Insanes and above that's literally unnoticeable) is after a slider. If you've ever actually seen newer players play the game, you'll recognize that they do the same kinds of movements more experienced players do in regards to movements during sliders and after them: Namely, that even for Normal-level players, the player's cursor will almost never perfectly follow the slider ball, but already start abusing the massive slider circle leniency to move towards the next note.



nah you know what fuck it i had more to say but i'm just tired now lol

im tired of "well things are 0.0?x off and it looks weird when i scour note by note in the editor and see the changes not being within 0.01, nevermind that anything below around 10% distance variance is completely fucking unnoticeable in play"

I know exactly the kind of people I'll piss off by saying this; but that kind of stylized aesthetic enforcement does nothing but alienate potentially gifted mappers and simply adds a completely arduous level of inane bullshit to the ranking process the only the absolute utmost of details-obssessed mongers can legitimately enjoy. In the near-year I've been back I've personally seen over a dozen mappers completely give up on the mapping process specifically because of the amount of inane bullshit that is required to rank a map or get recognition for their efforts.

Note I'm not actually calling out Stjpa over this, I've had this kind of thought for quite a while and it's just boiling over right now, so let me again say I'm not actually trying to belittle or insult stjpa here i'm just bitching and whining in my own thread about how some people have what I feel are completely alien concepts towards beatmapping that somehow became more vested in satisfying other mappers rather than players. This is starting to get to be quite a familiar rant, lol. The whole transition of mapping from being "Giving players a specific experience" to "Jerking off about how good you are at mapping a specific style to other mappers and modders" with the players being a completely secondary concern...

because a friend said i wasn't clear enough, stjpa a cool guy im just triggered

on that note

Stjpa wrote:

[Entelecheia]
  1. 00:09:272 (4,1) - Uh shouldn't there be a jump for consistency? ideally yes but moving the entire combo over to the right just feels weird and squishes into the next few patterns and honestly the whole measure change thing is so variable anyway nobody cares
  2. 01:47:157 (2,3) - Why do you still have two 1/8 sliders here when there isn't a shitty fast instrument in the music anymore? Like, originally these weren't 1/8 at all, they were just notes, but musically the noise belongs here and someone complained about it during the playtest and i was like "whatever fuck it fine" but fuck that so they're a triple again
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