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GARNiDELiA - ambiguous (TV Size ver.)

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Topic Starter
anna apple
This beatmap was submitted using in-game submission on Sunday, September 17, 2017 at 9:25:00 PM

Artist: GARNiDELiA
Title: ambiguous (TV Size ver.)
Source: キルラキル
Tags: kill la kill Aeril bor opening Katou Yuu Trigger meg rock toku MARiA Matoi Ryuko Senketsu
BPM: 178
Filesize: 2581kb
Play Time: 01:28
Difficulties Available:
  1. Aeril's Easy (1.71 stars, 94 notes)
  2. Aeril's Normal (2.17 stars, 158 notes)
  3. Hard (3.27 stars, 235 notes)
  4. Insane (4.66 stars, 336 notes)
Download: GARNiDELiA - ambiguous (TV Size ver.)
Information: Scores/Beatmap Listing
---------------
air

hitsounded

meta data from https://osu.ppy.sh/b/399465
- raspy
Here's the mod:

Aeril's Easy
SPOILER
Starting off, the SV seems borderline high, but I still see some Easies around this one. I'll give it a pass.
00:01:639 (3,4) - Good structure, but Easy maps are usually intended to not have such drastic changes in direction, I would think
00:42:089 (3) - That red anchor messes with the blanketing a bit
00:48:830 (1) - That's one really curved slider.
01:01:808 (4) - I think that the downbeat should be emphasized by the start of a slider instead of the end of one
01:04:673 (4) - ^
01:07:370 (3) - Aeril likes doing this I guess.

That's all I have to say on this one.

Aeril's Normal
SPOILER
I actually don't have all that much to say for this one. Well done on Aeril's part.

Hard
SPOILER
The OD and HP both feel a little low, and the CS/AR feel just a tiny bit high. Fine otherwise on that part.
00:19:336 - The SV at this part feels a little high, being that it's a much calmer part than before
Try to blanket 00:34:167 (1) - with 00:33:830 (4) -
I feel like with some tweaking, 00:57:594 (2) - could be better blanketed by 00:57:089 (1) -
All I really have to say for this.

Insane
SPOILER
OD and HP once again low.
00:01:808 (2) - should start instead at the vocal where 00:00:460 (1) - ends
00:07:875 - Wow, this SV is ridiculous. Maybe something a little lower.
This gimmick seems to play in alot, and Idunno how I feel about it: 00:08:549 (1,2) -
Try to better blanket 00:15:459 (2) - with 00:15:122 (1) -
00:18:156 (2,3,4) - Try to make this a better triangle (hint - use Ctrl+Shift+R for 120 degrees!)
00:18:325 (3,4,5) - is a wide angle. These are uncomfortable to play most of the time.
00:19:336 (1) - Once again, quieter part, lower SV would be nice, as well as there seems to be a lot of these double reverse sliders in this part.
00:26:077 (1) - That's a lot of reverses.
00:49:336 (2,3) - is so close to being blanketed by 00:48:830 (1) - , just a little bit of fiddling should make it look nicer.
00:59:448 (3,4,1) - Another wide angle, but this seems to emphasize the downbeat vocal. Your choice if you wanna keep this one.
01:01:302 (2,3,4) - Another wide angle, except 01:01:471 (3,4) - is even closer together than 01:01:302 (2,3) - . This feels really wrong to play.
01:03:662 (1) - would like a nice blanket from 01:03:325 (4) - .
01:11:415 (5,6,1) - Another wide angle.
01:14:954 (2,3,4) - Try moving these closer together.
01:15:628 (6,1) - Blanket 6 on 1 if you want. Looks fine either way.
01:20:179 (2,3) - This blanketing is close, but not perfect. Fiddle around for a bit with it.
01:24:392 (3,4) - Wow, these are close compared to the rest of the jumps here, but you're emphasizing the low notes. Your choice if you wanna keep this one.

Rookie modder, but I hope this helps even just a little bit. Good luck on getting this ranked, I see a lot of potential in it! :)
Topic Starter
anna apple

- raspy wrote:

Hard
The OD and HP both feel a little low, and the CS/AR feel just a tiny bit high. Fine otherwise on that part. I messed with the diff settings since I didn't really set them yet
00:19:336 - The SV at this part feels a little high, being that it's a much calmer part than before the sv doesn't change but overall there are more 1/1 gaps which is a decrease in rhythm density.
Try to blanket 00:34:167 (1) - with 00:33:830 (4) - the movement I have with the current placement is what I'm looking for, if I blanketed then the movement would be much sharper of an angle (if 4 is played all the way) or the other thing that could happen is 4 wouldn't be played all the way because of slider leniency. both things I am trying to avoid.
I feel like with some tweaking, 00:57:594 (2) - could be better blanketed by 00:57:089 (1) - for the future, this is not close to a blanket.
blankets will be more obvious than this. I was not going for a blanket lol

All I really have to say for this.

Insane
OD and HP once again low. did stuff
00:01:808 (2) - should start instead at the vocal where 00:00:460 (1) - ends this is very similar to the hard diff rhythm wise, I'm focusing mainly on the piano hits
00:07:875 - Wow, this SV is ridiculous. Maybe something a little lower. I don't really see an issue having the sv this high.
This gimmick seems to play in alot, and Idunno how I feel about it: 00:08:549 (1,2) - how is this a gimmick?
Try to better blanket 00:15:459 (2) - with 00:15:122 (1) - This wasn't an attempt to blanket, I was trying to make a right angle with the slider movement and (2)
00:18:156 (2,3,4) - Try to make this a better triangle (hint - use Ctrl+Shift+R for 120 degrees!) this is supposed to be part of a parallelogram
00:18:325 (3,4,5) - is a wide angle. These are uncomfortable to play most of the time. I don't see a problem with having uncomfortable movement, also consider it is probably not uncomfortable for everyone.
00:19:336 (1) - Once again, quieter part, lower SV would be nice, as well as there seems to be a lot of these double reverse sliders in this part. I decreased the sv for this part, also I decreased the overall clicking density with repeat arrows.
00:26:077 (1) - That's a lot of reverses. if you notice, I try to prioritize the vocals in this section, so because there weren't a lot of vocals occuring, there are repeats. Also the reason behind there being a lot of repeats was because there is a lot of 1/2 rhythm happening that I wanted to cover,and because this is a calmer section I covered them with passive rhythm (the repeats)
00:49:336 (2,3) - is so close to being blanketed by 00:48:830 (1) - , just a little bit of fiddling should make it look nicer. because of the slider shape, this "blanket" would only work if the circle was nearly touching the slider body. lol
00:59:448 (3,4,1) - Another wide angle, but this seems to emphasize the downbeat vocal. Your choice if you wanna keep this one.
01:01:302 (2,3,4) - Another wide angle, except 01:01:471 (3,4) - is even closer together than 01:01:302 (2,3) - . This feels really wrong to play. yeah because 2,3 is a big drum/synth sound
01:03:662 (1) - would like a nice blanket from 01:03:325 (4) - . if I did that I wouldn't really have space for another slider like I barely do now, and the spacing between these sliders would be just a little too low for my taste lol
01:11:415 (5,6,1) - Another wide angle. read above.
01:14:954 (2,3,4) - Try moving these closer together. I don't see why you would suggest this, what is the problem with the current spacing?
01:15:628 (6,1) - Blanket 6 on 1 if you want. Looks fine either way. I don't have enough space, plus trying to keep up with the overlaps :p
01:20:179 (2,3) - This blanketing is close, but not perfect. Fiddle around for a bit with it.again, because of (3)s shape, this is nowhere near a blanket. Also I have enough reason to not want to blanket similar to reasons I stated before as to why I haven't blanketed other things.
01:24:392 (3,4) - Wow, these are close compared to the rest of the jumps here, but you're emphasizing the low notes. Your choice if you wanna keep this one. notice the drum hits on (2,3) and (5,6) and how they are equal spacing, I tried to bring that out with small spacing from (3,4)

Rookie modder, but I hope this helps even just a little bit. Good luck on getting this ranked, I see a lot of potential in it! :)
thanks for the mod dude :^)
Gokateigo
yo, from q
insane
  1. 00:08:212 (3,1,2) - the tails and the circle look horrible, overlaps like that are bad imo
  2. 00:11:836 (3,4,5) - ^
  3. 00:18:156 (2,3,4,5,6) - it's the same sounds, why the angles change ? the wide angle in the middle of the jump looks/plays bad
  4. 00:23:381 (5,1) - fix NCs here, it should be on 5
  5. 01:01:808 (1,2) - eeeeeeehhhh no, just no it's not playable
  6. 01:08:465 (3,4,5) - 5 should be spaced or it'll be ez to miss here
  7. 01:24:392 (3,4) - hm ? I don't like this kind of things, fix
Topic Starter
anna apple

Gokateigo wrote:

yo, from q
[insane]
  1. 00:08:212 (3,1,2) - the tails and the circle look horrible, overlaps like that are bad imo they look good to me
  2. 00:11:836 (3,4,5) - ^ ^
  3. 00:18:156 (2,3,4,5,6) - it's the same sounds, why the angles change ? the wide angle in the middle of the jump looks/plays bad its the same sounds why placement change? similar reason here, also plays good to me
  4. 00:23:381 (5,1) - fix NCs here, it should be on 5 u rite
  5. 01:01:808 (1,2) - eeeeeeehhhh no, just no it's not playable all plays I've seen this is not issue
  6. 01:08:465 (3,4,5) - 5 should be spaced or it'll be ez to miss here same as above, but how come player can't just stop moving and click lol
  7. 01:24:392 (3,4) - hm ? I don't like this kind of things, fix fix wot??
Aeril

- raspy wrote:

Here's the mod:

Aeril's Easy
Starting off, the SV seems borderline high, but I still see some Easies around this one. I'll give it a pass.
00:01:639 (3,4) - Good structure, but Easy maps are usually intended to not have such drastic changes in direction, I would think ehh,
changed i guess

00:42:089 (3) - That red anchor messes with the blanketing a bit so
00:48:830 (1) - That's one really curved slider. its a circle
01:01:808 (4) - I think that the downbeat should be emphasized by the start of a slider instead of the end of one in all of these i want the hold but i also need to hit the beat so lo
01:04:673 (4) - ^
01:07:370 (3) - Aeril likes doing this I guess.

That's all I have to say on this one.
i changed one super small thing so ill wait for more mods before giving update
coco
From mod queue
Insane
00:08:212 (3,1,2) - This overlap is kinda awkward
01:01:808 (1,2) - Too much space for 1/4
A general complaint I have about this diff is that you're mapping the whole song with the same intensity (big jumps, high sv) even though there are a lot of different levels of intensity that I can hear in this song. The kiai feels drowned out because of the lack of intensity change.
Aeril's Easy
01:01:808 (4) - Too sharp of an angle for [Easy]
01:22:033 (2) - ^ (maybe)
I think for [Easy] this might be a bit difficult because of the sharp movement changes but idk I don't have much experience modding [Easy]

Didn't include Normal/Hard cuz I thought they were fine
Aeril

cococolaco wrote:

01:01:808 (4) - Too sharp of an angle for [Easy] easily readable slider bodies on both, no change
01:22:033 (2) - ^ (maybe)
I think for [Easy] this might be a bit difficult because of the sharp movement changes but idk I don't have much experience modding [Easy]
Juiceys
Hard:

00:20:684 (1) - Don't like the way this overlap looks, you could just blanket it with the slider on top of it's tail

00:25:721 - Missing an important drum sound here, since you've been mapping to the drums its weird to skip out a note like this

00:44:280 (3) - The reverse arrow is on a really important guitar sound i think should be clicked, a reverse doesn't do this note justice imo

00:57:763 (3) - Ayaaa what is thisssss, It's so concealed by the slider over it, it's really hard to see when playing

01:19:842 (1,3) - Don't like this overlap, but if you want it to make the sliders identical for aesthetic purposes

01:24:898 (4) - I think you could make this a 1/2 slider and have a jump to 01:25:235 (5) - but that's just what I would do

GL!
Topic Starter
anna apple

cococolaco wrote:

From mod queue
[Insane]
00:08:212 (3,1,2) - This overlap is kinda awkward what does awkward mean.
01:01:808 (1,2) - Too much space for 1/4 this is an insane diff, plus the distance is less of value due to slider leniency.
A general complaint I have about this diff is that you're mapping the whole song with the same intensity (big jumps, high sv) even though there are a lot of different levels of intensity that I can hear in this song. The kiai feels drowned out because of the lack of intensity change. these different sections have different themes to them and different intensities, I can't sympathize with your complaint

Juiceys wrote:

Hard:

00:20:684 (1) - Don't like the way this overlap looks, you could just blanket it with the slider on top of it's tail I like the way this overlap looks and I have no clue how you plan to make a blanket here without ruining the integrity of the movement I created.

00:25:721 - Missing an important drum sound here, since you've been mapping to the drums its weird to skip out a note like this sure but then I'm also missing one 00:25:403 - 00:25:740 - 00:26:246 - 00:26:583 - in these places and many more. I did this to lower note density and I'm using some drum rhythms as a filler for when the vocals aren't doing anything

00:44:280 (3) - The reverse arrow is on a really important guitar sound i think should be clicked, a reverse doesn't do this note justice imo so is the one right before it. the movement suffices for emphasis since players at this level are most likely to play the whole slider

00:57:763 (3) - Ayaaa what is thisssss, It's so concealed by the slider over it, it's really hard to see when playing I find this is untrue, players will read the approach circles and see this easily, plus there is decent time for the slider to disappear in order for the player to see more of the slider body

01:19:842 (1,3) - Don't like this overlap, but if you want it to make the sliders identical for aesthetic purposes They are different slider shapes for aesthetic purposes.

01:24:898 (4) - I think you could make this a 1/2 slider and have a jump to 01:25:235 (5) - but that's just what I would do I wanted the halted movement from the stack to help emphasize the following circle, a slider won't provide that.

GL!
Manu028
Modding from my queue!

[Insane]
  1. 00:00:460 (1,2,1) - Slider overlaps look bad here, fix it one way or another, since this is a slow part you can focus on aesthetics
  2. 00:07:875 - Isn't this sv too much? We're not even in the most intense part of the song and we just finished the slow part
  3. 00:19:336 (1) - If you won't change the sv, change this to 2 separate sliders because it feels really awkward to play
  4. 00:22:201 (2) - Same ^
  5. 00:25:235 (2,1) - ^
  6. 00:27:763 (2) - ^
  7. 00:55:235 (4,1) - Bad overlap
  8. 00:56:499 (5,1) - stack these a little more, it's too hard to recognize this is 1/4
  9. 01:00:628 (4) - Insane sv, lower it a bit and new combo the slider to make it recognizable
  10. 01:01:808 (1) - make this sliderend near to the following stream 01:02:061 (2,3,4,5,6) -
  11. 01:06:021 (4) - same as before (lower sv + nc)
  12. 01:06:695 (2,2) - ^
  13. 01:08:465 (3,4) - stack these two, and separate them from 01:08:718 (5) -
Didn't mention all the new combos because there were other problems to focus on

not bad at all, i enjoy this map definetly, but it still need some work to be rankable. 8/10
Good luck! ^^
_handholding

Easy
  1. Preview point
  2. 00:00:460 (1,2,3,4) - this is my opinion: for an easy diff I would much prefer to have this section undermapped a lot more. Something like this for instance https://osu.ppy.sh/ss/8744910 It just feels easier to follow especially since a few of the vocals don't line up with the ticks such as 00:05:347 (4) , the vocals start at 00:05:431 . And the vocals at the reverse and tail of 00:04:336 (3) are a bit off so having a more simplistic rhythm and shying away from mapping every vocal sound would be ideal imho. A lower density would also reflect the lower intensity of the song better
  3. 01:11:752 (3,4) - I feel like this breaks the structure of the map and would be more ideal structured like this as it would fit in with the rest of the map https://osu.ppy.sh/ss/8744882

Normal
  1. Preview point
  2. 00:00:460 (1) - similar to what i said in easy
  3. 00:05:853 (1) - The vocals don't entirely line up with this object and also, from my experience, players tend to follow better when you don't have objects right before spinners so my suggestion would be to delete this object
  4. 00:20:010 (2,3,4,5,1,2) - ok so I don't really get this rhythm at all. for 00:20:516 (3,4) you make such an effort to not map 3, (the vocals), as a slider for the sake of mapping the drums at the downbeat but later on you 180 with 00:21:695 (5,1) where you don't bother the drums and have the vocals as your only layer.
  5. 00:28:606 (1) - NC isn't needed imo
  6. 00:39:392 (1) - ^
  7. 00:40:740 (1) - I can't really make out the NC pattern of this section. Is the NC at 00:44:785 (1) a mistake? if not then NC 00:42:089 (5) and 00:47:482 (5) ?
  8. 01:02:313 (4) - This is the only 1/2 beat circle that isn't stacked. Also because the beat here is so faint I can't see it fitting in with the rhythm here. Deleting this circle would also create a bit of a gap in the massive train of objects you have at 01:00:965 (1,2,3,4,1,2,3,1) -
  9. Your NC lengths for the kiai are kind of inconsistent, some combos are 1 measure long others are 2. I would stick to having it 2 measures long for the whole thing for 2 reasons.
    1) combos get really short, like 2 or 3.
    2) You end up getting slightly higher more hp here in the kiai than the rest of the song which doesn't seem logical to me as this is supposed to be the the climax (hardest part) so having it easier to pass doesn't feel right to have in a game. A bit like the final boss in a game having less hp than all the other bosses
[] From my modding queue

GL!
Topic Starter
anna apple

Manu028 wrote:

Modding from my queue!

[Insane]
  1. Useless timing points. Delete them since there is no objects and the real timing starts at 460 offset It's not unrankable so delete them yourself if you really care about it.
  2. 00:00:460 (1,2,1) - Slider overlaps look bad here, fix it one way or another, since this is a slow part you can focus on aesthetics look goo to me.
  3. 00:07:875 - Isn't this sv too much? We're not even in the most intense part of the song and we just finished the slow part sv is different section.
  4. 00:19:336 (1) - If you won't change the sv, change this to 2 separate sliders because it feels really awkward to play repeats are based on vocal line.
  5. 00:22:201 (2) - Same ^^
  6. 00:25:235 (2,1) - ^^
  7. 00:27:763 (2) - ^^
  8. Move sliderend more like this for a better view]00:45:628 (6) - it looks good enough for me.
  9. 00:55:235 (4,1) - Bad overlap good overlap in my eyes.
  10. 00:56:499 (5,1) - stack these a little more, it's too hard to recognize this is 1/4 purpose of the nc system was to make this more readable. also not sure your "solution" would work
  11. 01:00:628 (4) - Insane sv, lower it a bit and new combo the slider to make it recognizable sv didn't change here what is the problem it's just a 1/4 slider.
  12. 01:01:808 (1) - make this sliderend near to the following stream 01:02:061 (2,3,4,5,6) - slider leniency makes this easier to play
  13. 01:06:021 (4) - same as before (lower sv + nc) same as before
  14. 01:06:695 (2,2) - ^ ^
  15. 01:08:465 (3,4) - stack these two, and separate them from 01:08:718 (5) - what is the purpose. its good how it is
Didn't mention all the new combos because there were other problems to focus ona

not bad at all, i enjoy this map definetly, but it still need some work to be rankable. 8/10
Good luck! ^^
Aeril

Kisses wrote:

Easy
  1. Preview point
  2. 00:00:460 (1,2,3,4) - this is my opinion: for an easy diff I would much prefer to have this section undermapped a lot more. Something like this for instance https://osu.ppy.sh/ss/8744910 It just feels easier to follow especially since a few of the vocals don't line up with the ticks such as 00:05:347 (4) , the vocals start at 00:05:431 . And the vocals at the reverse and tail of 00:04:336 (3) are a bit off so having a more simplistic rhythm and shying away from mapping every vocal sound would be ideal imho. A lower density would also reflect the lower intensity of the song better sire
  3. 01:11:752 (3,4) - I feel like this breaks the structure of the map and would be more ideal structured like this as it would fit in with the rest of the map https://osu.ppy.sh/ss/8744882 kept it as is but made a bit neater, like it cuz it brings the part out more

Normal
  1. Preview point
  2. 00:00:460 (1) - similar to what i said in easy k
  3. 00:05:853 (1) - The vocals don't entirely line up with this object and also, from my experience, players tend to follow better when you don't have objects right before spinners so my suggestion would be to delete this object moved spinner out
  4. 00:20:010 (2,3,4,5,1,2) - ok so I don't really get this rhythm at all. for 00:20:516 (3,4) you make such an effort to not map 3, (the vocals), as a slider for the sake of mapping the drums at the downbeat but later on you 180 with 00:21:695 (5,1) where you don't bother the drums and have the vocals as your only layer. but the first one is following vocals just, rhythm is lighter here because not as intense,
  5. 00:28:606 (1) - NC isn't needed imo i like it because slight intensity increase so nc
  6. 00:39:392 (1) - ^ d
  7. 00:40:740 (1) - I can't really make out the NC pattern of this section. Is the NC at 00:44:785 (1) a mistake? if not then NC 00:42:089 (5) and 00:47:482 (5) ? that nc is there for increased emphasis
  8. 01:02:313 (4) - This is the only 1/2 beat circle that isn't stacked. Also because the beat here is so faint I can't see it fitting in with the rhythm here. Deleting this circle would also create a bit of a gap in the massive train of objects you have at 01:00:965 (1,2,3,4,1,2,3,1) - because its a drum roll?
    its not a faint beat at all what, because its the a drum roll/stream i made it not stacked
  9. Your NC lengths for the kiai are kind of inconsistent, some combos are 1 measure long others are 2. I would stick to having it 2 measures long for the whole thing for 2 reasons. ok changed nc pattern to 2 measures long because i agree that combos were kinda short but dont really agree with hp thing, that doesnt matter at all tbh. only changed nc on emphasis
    1) combos get really short, like 2 or 3.
    2) You end up getting slightly higher more hp here in the kiai than the rest of the song which doesn't seem logical to me as this is supposed to be the the climax (hardest part) so having it easier to pass doesn't feel right to have in a game. A bit like the final boss in a game having less hp than all the other bosses
[] From my modding queue

GL!
easy
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: -1
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 8549,19336,30122,40909,51695,62482,73268,84055
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:ambiguous (TV Size ver.)
TitleUnicode:ambiguous (TV Size ver.)
Artist:GARNiDELiA
ArtistUnicode:GARNiDELiA
Creator:_83
Version:Aeril's Easy
Source:
Tags:
BeatmapID:1369170
BeatmapSetID:645817

[Difficulty]
HPDrainRate:2.5
CircleSize:3
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"thumb-1920-532401.jpg",0,0
//Break Periods
2,8749,17896
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
460,337.078651685393,4,2,0,40,1,0
460,-100,4,2,0,40,0,0
7201,-100,4,2,0,40,0,0
7875,-100,4,2,0,40,0,0
19336,-100,4,2,0,40,0,0
29785,-100,4,2,0,40,0,0
40740,-100,4,2,0,40,0,0
50347,-100,4,2,0,40,0,0
51358,-100,4,2,0,40,0,0
51695,-100,4,2,0,60,0,1
73268,-100,4,2,0,60,0,0
88353,-100,4,2,0,5,0,0


[Colours]
Combo1 : 128,128,255
Combo2 : 255,128,192
Combo3 : 128,128,192
Combo4 : 128,255,128

[HitObjects]
431,124,460,6,0,B|358:115|358:178|280:155,2,150
422,223,1808,2,0,P|431:270|329:245,1,200
130,223,3156,6,0,B|122:294|160:297|135:374,2,150
73,140,4504,2,0,B|150:134|150:134|191:152|191:152|281:145,1,200
256,192,5853,12,0,8549,0:0:0:0:
470,2,19336,6,0,L|359:11,1,100
279,52,20010,2,0,L|129:39,2,150
349,123,21358,2,0,B|361:172|361:172|350:234,1,100
263,178,22033,6,0,B|225:212|169:195|169:195|118:167|61:189,1,200
13,265,23044,2,0,L|119:279,1,100
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Title:ambiguous (TV Size ver.)
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Artist:GARNiDELiA
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its ok ill keep ur secret bor
idke
insane

00:14:111 (2) - this is the only slider that isnt mapped to a strong beat
00:19:336 (1) - i hate this section with all the repeated sliders but whatever xd
also to note is how strange it is with the transition from only drums > only vocals, like it completely ignores what it built up in the first section (then again thats where vocals start but still), like all the repeat sliders are mapped to drums but the first section isnt so its really weird
00:30:122 (1) - yea even though this is mapped to mostly vocals now it still feels incredibly weird
00:51:358 (1) - this section now combines drums and vocals together which is very strange
00:56:246 (4,5,1) - awkward usage of a double when most of the map uses triples besides the beginning where its all drums
01:00:628 (4,5) - distinguish the kickslider better by making it shorter or something idk
01:06:021 (4,5) - mostly mapped to vocals and then back to drums
01:06:358 (1,2,3,1,2,3,4,5,1) - vocals are very similar but these are mapped differently
01:12:763 (1,2) - very inconsistent with previous sections when they are comprised of triples, not a kickslider to a slider, maybe a triple to a single note on the red tick would demonstrate the rhythm a lot better

personally, id say the song is strange to tell what its following, it goes from drums to vocals to drums and vocals and so on, being inconsistent with itself. i can understand the beginning where it is only drums, but not when it becomes vocals where the drums are almost completely ignored

also 00:19:336 (1) - this section uses a lot of repeat sliders to demonstrate the rhythm of the drums when 00:40:740 (1) - this section uses normal sliders to and notes to follow to drums and vocals, while using repeat sliders appropriately to follow the vocals a lot more

idk about insane since its kinda hard to explain but it just simply doesnt feel right compared to hard or normal



also hard diff 00:47:819 (5) - stack this and use distance snap since im 99% sure anything under insane needs to be mapped under distance snap
Topic Starter
anna apple

idke wrote:

insane

00:14:111 (2) - this is the only slider that isnt mapped to a strong beat listen to the guitar part
00:19:336 (1) - i hate this section with all the repeated sliders but whatever xd
also to note is how strange it is with the transition from only drums > only vocals, like it completely ignores what it built up in the first section (then again thats where vocals start but still), like all the repeat sliders are mapped to drums but the first section isnt so its really weird the section with the repeated sliders makes all the vocal sounds clickable while doing a filler to the guitar which was mapped prior (which is why there is constant 1/2 at least passively)
00:30:122 (1) - yea even though this is mapped to mostly vocals now it still feels incredibly weird this takes the vocal with guitar filler and turns it into vocal with drum filler since the guitar is much less prominent.
00:51:358 (1) - this section now combines drums and vocals together which is very strange read before
00:56:246 (4,5,1) - awkward usage of a double when most of the map uses triples besides the beginning where its all drums funny you mention how you think its awkward. I would agree with you that it is awkward but the reason you stated is incorrect. Also this is a semi passive triple not a double.
01:00:628 (4,5) - distinguish the kickslider better by making it shorter or something idk the reason this kick slider works is because in 00:51:695 - this section, the vocals are marked in pairs of 2 with "symmetry" and really open constant 1/2 rhythm. As soon as the sound from 01:00:291 - is heard while you play the 1/2 slider, you can also see the next object looks somewhat symmetrical to it, but its much smaller and has a circle after it. The player at that point realizes it's a 1/4 rhythm. So no there doesn't need to be a greater distinction.
01:06:021 (4,5) - mostly mapped to vocals and then back to drums to prepare for next part, (read below)
01:06:358 (1,2,3,1,2,3,4,5,1) - vocals are very similar but these are mapped differently the drums are complimenting the vocals, which is why the structure for the vocals still exists within something mapped to the drums
01:12:763 (1,2) - very inconsistent with previous sections when they are comprised of triples, not a kickslider to a slider, maybe a triple to a single note on the red tick would demonstrate the rhythm a lot better link the part you think it is inconsistent with and then I'll respond

personally, id say the song is strange to tell what its following, it goes from drums to vocals to drums and vocals and so on, being inconsistent with itself. i can understand the beginning where it is only drums, but not when it becomes vocals where the drums are almost completely ignored

also 00:19:336 (1) - this section uses a lot of repeat sliders to demonstrate the rhythm of the drums when 00:40:740 (1) - this section uses normal sliders to and notes to follow to drums and vocals, while using repeat sliders appropriately to follow the vocals a lot more

idk about insane since its kinda hard to explain but it just simply doesnt feel right compared to hard or normal read the stuff I said above then see if any confusion still exists.



also hard diff 00:47:819 (5) - stack this and use distance snap since im 99% sure anything under insane needs to be mapped under distance snap distance snap is not strictly required on any diffs, as long as it looks close enough its close enough (also I manually stacked for readability)
Myxo
Random mod, because I really like this mapset.

[Insane]

  1. 00:00:460 (1) - Ending this at the red tick makes it feel like an extended slider, due to the low density in this part, which doesn't fit with the feeling of the music because both strings and vocals drop down before the new measure begins. I suggest ending this slider at 00:01:471 - instead.
  2. 00:29:448 (3) - Since halfbeat sliders have been used throughout this section to represent the base line in a very significant, recognizable way even ingame, using another halfbeat slider here after that base line stops feels odd. There are various options how to fix this, for example by using a 3/4-slider, circles, or an improvised rhythm, just as long as it's something different from the section before.
  3. 00:37:032 (2,3) - I don't really understand the usage of a halfbeat stack here, especially since it's the only break from the constant movement in this section apart from the triples. What about something like http://puu.sh/xltz7/b17b8bdf56.jpg here? The movement would put emphasis on 00:37:201 - for the missing guitar sound, too, which is probably what you intended with the stack originally.
  4. 00:40:740 - From this point onwards, the hitsound volumes feel too low. The section starting from here isn't nearly as calm as the beginning, so it should have atleast a 10% increase of volume. The chorus also is atleast as intense as 00:08:549 - so 70-80% feels more appropriate. This also applies to all other difficulties.
  5. 00:56:246 (4,5,1,2) - The NCing made me misread the triple as a halfbeat rhythm. Putting the NC at 00:56:752 - instead would work better imo, but it might be a personal preference.
  6. 01:00:628 (4,5) - Those fourthbeat slider jumps (including those later in the chorus) feel very out of place to play, which is the only real concern I have with this map. Your movement concept throughout the whole map includes using fast sliders and not a lot of contrast in spacing to create a constant movement that doesn't feel too snappy. The movement is broken by a lot of stacks, but those feel natural as the average osu player is used to transitioning to stacks after almost every movement. However, those fourthbeat slider jumps feel very snappy and harsh to play due to the really high slider velocity. Slider leniency doesn't really work here anymore, so they can't be played like halfbeat jumps either.
    Now, lowering the SV for those wouldn't really work. While it would make them easier to play like halfbeat jumps, it would still contradict the movements this map uses, which call for following the fast sliders from start to end. What I would suggest instead is lowering the spacing after those fourthbeat sliders to something like this http://puu.sh/xlueS/291cda0e81.jpg - The slight decrease in speed it requires is the most similar you can get to the rest of the map's movements without changing the rhythm here.
I love this difficulty, it's the best you've done so far imo. I hope my explanation on the fourthbeat slider issue was clear enough to comprehend easily, but I really didn't want to make it even longer.

[Hard]

Solid difficulty, I don't have anything to say besides that I'm a little disappointed to not see the concepts from the highest difficulty in light form here.

[Normal]

  1. 00:48:830 - The NC should be here for consistency with previous measures.
  2. 01:15:965 - Skipping this strong sound makes the rhythm really irritating. I understand you're trying to follow the melody, but the melody only leaves out this beat because of basically all other instruments being emphasized here. I'd recommend a rhythm like this http://puu.sh/xluEB/d259d17483.jpg
  3. 01:18:662 - Same as above.
Overall, really good Normal.

[Easy]

  1. 00:23:044 (2,3,4) - The almost linear movement in this pattern doesn't really express the dense progression of the vocals here, which you already tried to express through the rhythm. A more varied movement like http://puu.sh/xluQu/e153efd337.jpg would help here.
  2. 00:31:134 (3,4) - A 3/2-rhythm is intuitive here, but since 00:31:808 - has both vocals and drums, while 00:32:145 - has none of that, it would feel better to have the slider cover the first part of the 3/2-rhythm, just like you did basically anywhere else in this section. I suggest adjusting the rhythm of this measure to something like this http://puu.sh/xluW6/05c62911bd.jpg
  3. 00:56:920 - Try adding a finish hitsound here. Even though the cymbal sounds in the music are on the white ticks around this beat, putting it here will sound more natural.
  4. 01:21:190 - Same here, especially for consistency with 01:22:538 -. Don't forget to set the additions to 'soft' for this beat, in case you add the finish.
Neat difficulty, just like the Normal.


Good luck! :3
Topic Starter
anna apple

Desperate-kun wrote:

Random mod, because I really like this mapset.

[Insane]

  1. 00:00:460 (1) - Ending this at the red tick makes it feel like an extended slider, due to the low density in this part, which doesn't fit with the feeling of the music because both strings and vocals drop down before the new measure begins. I suggest ending this slider at 00:01:471 - instead. it extends to the vocal
  2. 00:29:448 (3) - Since halfbeat sliders have been used throughout this section to represent the base line in a very significant, recognizable way even ingame, using another halfbeat slider here after that base line stops feels odd. There are various options how to fix this, for example by using a 3/4-slider, circles, or an improvised rhythm, just as long as it's something different from the section before. there is still the rhythm it follows there,
    plus that's why its out of the symmetry from 00:28:774 (1,2) -
  3. 00:37:032 (2,3) - I don't really understand the usage of a halfbeat stack here, especially since it's the only break from the constant movement in this section apart from the triples. What about something like http://puu.sh/xltz7/b17b8bdf56.jpg here? The movement would put emphasis on 00:37:201 - for the missing guitar sound, too, which is probably what you intended with the stack originally. the stack was to break from the guitar, I can't create a movement here like you suggested otherwise it would compromise the structure of the whole map (which is rectangles)
  4. 00:40:740 - From this point onwards, the hitsound volumes feel too low. The section starting from here isn't nearly as calm as the beginning, so it should have atleast a 10% increase of volume. The chorus also is atleast as intense as 00:08:549 - so 70-80% feels more appropriate. This also applies to all other difficulties. i can do this
  5. 00:56:246 (4,5,1,2) - The NCing made me misread the triple as a halfbeat rhythm. Putting the NC at 00:56:752 - instead would work better imo, but it might be a personal preference.if this is true then you are one of very extreme few because the reason people misread this is because (5)
    is on the opposite direction that the following slider (2) is pointing and breaks the idea of symmetrical movement. The reason I NC'd this way in the kiai was for this specific moment, it was to make (5) a different color than the following objects so its more noticeable.
  6. 01:00:628 (4,5) - Those fourthbeat slider jumps (including those later in the chorus) feel very out of place to play, which is the only real concern I have with this map. Your movement concept throughout the whole map includes using fast sliders and not a lot of contrast in spacing to create a constant movement that doesn't feel too snappy. The movement is broken by a lot of stacks, but those feel natural as the average osu player is used to transitioning to stacks after almost every movement. However, those fourthbeat slider jumps feel very snappy and harsh to play due to the really high slider velocity. Slider leniency doesn't really work here anymore, so they can't be played like halfbeat jumps either.
    Now, lowering the SV for those wouldn't really work. While it would make them easier to play like halfbeat jumps, it would still contradict the movements this map uses, which call for following the fast sliders from start to end. What I would suggest instead is lowering the spacing after those fourthbeat sliders to something like this http://puu.sh/xlueS/291cda0e81.jpg - The slight decrease in speed it requires is the most similar you can get to the rest of the map's movements without changing the rhythm here. the whole base of this map was feeling more snappy and tons of rectangles, just because you think it wasn't snappy doesn't mean it wasn't designed to feel snappy based on the angles.
Good luck! :3
Myxo
If 00:00:460 (1) - extends to follow the vocal why doesn't 00:03:156 (1) - do the same? Also it's not obvious that this part is supposed to follow the vocals since the rhythm is white tick based, while the vocals mostly land on red ticks.

And yeah, since the spacing is relatively low the rectangles don't feel snappy at all, and the high velocity sliders in conjunction even less. Kind of surprising to see this explanation.
Topic Starter
anna apple

Desperate-kun wrote:

If 00:00:460 (1) - extends to follow the vocal why doesn't 00:03:156 (1) - do the same? Also it's not obvious that this part is supposed to follow the vocals since the rhythm is white tick based, while the vocals mostly land on red ticks. good point, i can fix this.

And yeah, since the spacing is relatively low the rectangles don't feel snappy at all, and the high velocity sliders in conjunction even less. Kind of surprising to see this explanation. maybe a better way to describe it was disconnecting the notes because of the high movement requirement from the SV and the low spacing they all get a kind of disconnected feel. that's more what the map has as a whole (at least when i play it)
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