modder info

Krfawy's Modding History

IG having a very good weekend and finding that you remapped the old nostalgic remix of an old song made me feel old and nostalgic, then I played the set and randomly felt and recalled Caren. As I said, I can't put my finger on it, it's just vibing in my mind RN and I can't explain it. Weird, isn't it?
Alas, it is not. Should we ask Caren if they have one though?
I meant a new CRN difficulty you sussy Doktoratuspiele baka NAT member.
**Deafening → Loud → Audible → Quiet → Silent** or the other way around should work just fine.
Sure, AR2.5 that is!
Well, that was my choice and intention to use the overlaps as they are not hard to read and they do not interfere with the readability of the map. Also, that would be weird to have no overlaps whatsoever and then have the medium difficulty which has overlaps. I am more than sure my overlaps are structured very well and do not cause any harm at all.
That creates a great dramatic pause + it stresses the most important sounds perfectly and it's very musical/rhythmical to the cause (imo)/shrexy so I don't find it offensive at all. Sure, it gives quite a lot of time to breathe but I don't find it offensive either + it matches the vibe. I don't find this 'the more notes, the better' idea appropriate in this case, at all.
TBH all values from 0 to 2.5 match very well and I like how it works now. The map is peaceful enough for AR0 so I am keeping it as it is.
Haven't noticed your post and you were first. XD Names are being changed as stated in my response to this post: https://osu.ppy.sh/beatmapsets/2264289/discussion/-/generalAll#/4703046
IK it's a thing, that's why I used CS1. I am keeping it as CS0 is visually worse with my patterning. Sorry!
Naming witchcraft in progress: I'll ask Arthur to change names to **Weightless** and **Light** instead. Applied status: Soon™.
Removing all ticks would *technically* work but I refuse to do it just on my own difficulties. The fading ticks match the vibe/tune very well and it's cute as it is. Currently, setting the tick value to 0.5 sounds wrong to me. I've tried to see how it would work right now. The only way I would agree on that would be if we had the bpm halved and then changed the ticks to 0.5 but I don't think that's wise having 4 different modes in the mapset, especially with 1/16 notes being present in the mania mode.
I find them strong enough to be made with circles but sure, I put a slider in what I find a good place so it's easier. I am not deleting notes though or changing more since it's a good progression between Easy and Normal difficulties. This should work just fine for today's mapping standards.
Okay.
K, deleted the 4th circle.
It's fine, there is plenty of time to see the directions of notes + the chains aren't too long.
I still don't know the original cause of the ban XD
Okay, I played around with that red tick in a simple way. Changed!
Rotated a bit so there is a less demanding overlap now. Should be shrexy to go!
UOY ROF M'I ATTEB HCUM OS ,OS ,UOY ROF M'I ATTEB HCUM OS SO MUCH BETTA I'M FOR YOU, SO, SO MUCH BETTA I'M FOR YOU
Quite a nice idea that would be nice to be added throughout the set. However, this idea would require quite a lot work equal to remapping whole sections which I am not keen to do. Firstly, I've already used quite good patterns that represent the music well. Secondly, doing that in two lowest difficulties would be quite impossible with the current rhythms (which are the best in my humble opinion) and not so rankable in a few instances. The idea is good, it's just that it wouldn't work that well with the current composition. I am keen on using it in future once I map another song from Discipline!
I have a question: Do you mean by that that you want the song to fade out for about 5-10 seconds after the end of the map, or do you want to make the song seem to end less abruptly than the current mix does? If it's the latter option, then I am quite surprised since both this mix and the original version of the song end very suddenly - the feeling is basically the same. I don't think the version needs to be altered whatsoever but we can listen to your alteration of the file if you have any!
I have changed it my way.
In regards to: https://osu.ppy.sh/beatmapsets/2160279/discussion/4582641/timeline#/4368509/11625714
I don't see a problem here. If more people dislike this moment so much, I can do some trickery. Closed for now.
I've already used higher SV + which part of the unknown (to me) language-cluster would I be trying to stress anyway? I am stressing more distinguishable sounds on 00:43:019 (1,2,3,4,5,6) - with circles and before that I am doing a good job stressing the most distinguishable parts of the music, so I don't see a point in adding circles for the sake of adding circles.
Pretty sure these are readable for noobs, these are aesthetically fitting + it's not as if they had unclear pathing. It's simplistic enough.
Dust yourself off and try again.
There is no reason to make it your way, so I am going to keep it my way. Sorry!
Not really.
![](https://vgboxart.com/boxes/PC/26603-sims-2-police.png)
As discussed via Discord: I've been having this issue since forever, especially for the last 3 months where I've always felt those four notes were not snapped properly and thus I had weird feeling about hitting them. Thank you for confirming my anxiety about this moment. As long as I am aware of the ranked beatmapset, I do not intend on using it as a metric for my mapset since superstore's rendition doesn't support the rhythmicality, while mine does. Thank you very much for your effort procq!
Now it should be fine.
Changed!
My answer would be: Why not use it that way, since there is nothing against that use. But I was just asking for future reference. This is a difficulty for Venix's set so I am not going to contest that 5% value. Thanks for your fast answer Sparthen!
Why would I change the volume to 5% if the RC do not state it's unrankable?
Removing the overlap courtesy of fieryrage's mod, so let me bump it up for a second so I can grant kudosu: https://osu.ppy.sh/beatmapsets/1991635/discussion/4138817/general#/4193819
I don't see those problems you're talking about since I utilise the easiest rhythms of the song where they appear: either I emphasize the most prominent rhythms of the vocals, guitar or the percussion. The difficulty gap is visible but it's not much more drastic than the rhythm gap between normal and hard difficulties and I am sure regardless of the simplification the difficulty still has an acceptable gap. I use simple circles, slider heads, ticks and tails to follow the rhythms. I don't see how the moments you call jarring are actually this since I make them follow the percussion while still complementing the vocals. I always prioritise what follows the rhythm the most and it shows. Nevertheless, sure, I can buff up a bit some moments in terms of density to make them more 'acceptable' while still remaining the rhythmicality. I am not, however, going to spam notes for the sake of spamming them since it's already a 180BPM song and I substitute them with passive notes. Now I will take some time to make some tweaks.
Taken from https://osu.ppy.sh/wiki/en/Beatmapping/Hitsound#active-hitsound: https://i.imgur.com/NkHjCT9.png Slider ticks (and even slider bodies) are passive objects, thus I can use storyboard hitsounds on them and still obey the ranking criteria.
Iksde, jak to napisałem to akurat zmieniono.
That's a very good catch. Changed!
Why yes, the spread goes in a style of E→N→H, or, imo, E/N→N/A→A/H, but with how it works by current meta it definitely works as you described. Back to your concern: I don't think the actual pattern is that hard to clear, given the fact notes 2 and 3 already make a proper stack and the 4th object's number is already visible while still sliding on this slider 00:18:866 (1) - I think this is appropriate with how the difficulty is made, given the fact I use quite a few constructions similar to this one or that have a similar effect, at least imo: 00:12:462 (4,5,6,1) - 00:16:170 (1,2,3) - 00:30:664 (4,5,6,1) - 00:33:361 (2,3,4,5,6,1) - etc. But sure, if I get more people riled up for this pattern, I've got an idea for this one.
Perhaps "Wojtusiowe Eksperckie Objawienie", "Eksperckie Wojtkowe Zagrywki", "Prawdziwie Wojteczkowy Ekspert". IDK, anything would go, just don't use that nazi stuff. KC Krfawy
The naming's perfect now, thank you! eiri- please, your concern was the order of words, that has nothing to do with the already resolved problem being inappropriate/racially motivated.
I am sorry, I should've been more clear with my last opening of the problem stamp. Since I believed all Poles involved with the set would've explained to you the proper meaning of the word "kolaboracja", I made a mistake and I am really sorry about it. Let me explain to you why the recently used word "kolaboracja" must not be used in here. This is the Polish article for the word "kolaboracja" on wikipedia: https://pl.wikipedia.org/wiki/Kolaboracja You can check the English version of the article by changing the language, or by clicking this link: https://en.wikipedia.org/wiki/Wartime_collaboration Now, the word for the English word "collaboration" in Polish is "współpraca". This one also happens to have articles in both languages on the same site! Polish article: https://pl.wikipedia.org/wiki/Współpraca English article: https://en.wikipedia.org/wiki/Collaboration After you read the English articles, and after glancing over the Polish article for "kolaboracja", I want you to fully understand that word only has had extremely negative connotations since the year of 1939 when The Second World War started, since its meaning is about confirming to the invaders of one's country by deliberately betraying such country and fellow citizens by treason, spying, extortions, killings, mass murders and other acts of war crimes. That has not changed in the modern Polish language and any attempt to mistake "kolaboracja" with "collaboration" is basically what we call a cardinal "false friend", since visually the words seem to be the same but the meanings are vastly different. I just want to know who gave that brilliant idea to use "Expert Wartime Collaboration" as the name of the difficulty when the whole world is having multiple wars right now. If it's supposed to be humorous, I am not amused, especially given the fact I live **very** close to both Belarus and Ukraine, and guess which one of those countries is being ravaged by Russia right now. It's easy to say it's just at least tasteless, not to mention the community rule #3 is being violated with this naming: https://osu.ppy.sh/wiki/en/Rules#community-rules I am really sorry the naming is being such an issue in the set. Believe me, if I knew there would be so many problems, I would've told you all to rename difficulties to English instantly. I am at loss of words that something like this is happening when you have worked and contacted with multiple Poles on this set. I know this problem here was not caused by you but is either an act of negligence or ignorance from my fellow Poles. But trust me, this is the very last problem with naming right here.
It has been proven what?
I have just read the replies above, as well as moonpoint's reply to the other issue where he mentioned that "new players can handle AR7 just fine." I will leave the conversation at this point since I can see nothing is going to change and this is going to be simply even bigger of everyone's waste of time. Thank you for giving me that piece of knowledge so I know what I should actually expect from this community. However, I have no idea what kind of new players, aside from the ones listed above, all of you have been testing since all of the data, points and arguments since my experience are basically a 180° with noobs and new players I gather from the outside of rhythm games communities. I am speechless.
Now, before I go to sleep, I just want to add something from my osu! gaming point of view that shouldn't be ignored. Even though I have some good acc Insane scores in my top 100 plays, that doesn't mean I only play those. That should be visible and understandable since I am no regular pp chaser - just look up my scores. Moreover, I am getting old. In many cases I want to play stuff that is not as demanding, something on an easier side, something that doesn't kill my eyes since my eyesight has never been good. Even though I can play AR8 with DT, that doesn't mean I want nor like to play it. I want some slower maps, and guess what - normals are supposed to be easier and slower than hards. So why on earth is that map so God damn fast to follow, click and read? A normal is supposed to be normal and not demanding. After all I am also a damn demographic target and it gets really tiring that I've been learning to play extras and insanes to make it dumb easy to play easies and normals. But guess what: instead of that, the bar is constantly being raised to the point where it has no purpose - which makes no damn sense, including that fact that those maps are not hecking easy to play anymore. TL;DR: Have some respect and common sense to the player base your maps are being catered to, since I am a part of it too - is what I am saying.
1. Yes, I was referring to halved BPM and using constant 1/2's on a lower BPM would be equally as dumb since people would assume "it's slow enough", even though it still provides no actual break from clicking. Do you want to tell me constant 1/2's on a BPM close enough to BPM90 are easy enough to click 13 times in a row in a normal that is the easiest difficulty? If yes, then you happen to be a problem since you're using basic mathematics instead of an instinct on how a real noob operates in a rhythm game. I am tired of high-ranked players saying that technically low BPM gives more freedom to use more demanding rhythms "because it's simple" when, in fact, the maps are being cluttered with ridiculous amounts of objects, highly spaced objects and slider velocities higher than 200BPM. This map gives exactly that and nothing else. 2. OD argument is not irrelevant since it shortends the bridges of acceptable error margin on both sliders and circles. The circles require instant attention and using such a high digit on circles demands a lot of instant "perfect" clicking to make sure it is within the margin error - does it sound ideal in the lowest difficulty? Sounds more like aiming simulator than a rhythm game at this point. If your point of view is about ignoring this factor - don't be surprised I am going to ignore your point of view either. It's only fair. But instead of ignoring that, I will remind you that the whole difficulty is top-tier hard to play and instead of using anything to lower the difficulty of this level, even the damn settings are used at its highest, including the OD and AR, where AR exceeds the regulated norm. Lowering HP just for the sake of lowering it is not working very well if the high OD still causes the player to bleed on missed or nearly missed notes, you know? With higher OD, the higher the chance to miss the notes, which you obviously ignore since your skillset allows you to play maps harde than twice the star rating, which you clearly give no time to think about. 3. Your argument about sliders is cute. A simple look at those plays you gave should give you the basic understanding that all of the players whose plays you've listed missed the most on **circles** instead of breaking mostly on sliders - yet circles are easier to play. All of the players you've listed above simultaneously broke on 00:26:144 (1) - as they also couldn't differentiate the distance gap, and circles are supposed to be easier to play - also because they use less gameplayfield, yet the design with circles is not easier at all. 4. The same thing would be said about all players with their accuracy, with the only exceptions being a few SS scores on **old easy maps, mostly ranked before the year of 2020**, which should give you some idea which maps were more fitting into being more desirable to play for newer players. The only surprising player, kyouuxaa that is, did extremely well on the last circles having only two 100's in the beginning of the pattern. Still, the diff-spike seems to be **way** too much for the players since, again, they miss the most on circles, including the ones in the diff-spike pattern. But, if you think that shaky and visibly scared clicking on ZhongLi_007's play is not "losing a grip", then I don't know what to tell you since you're going to not take my argument seriously when it's visible the clicking was very tiring and troublesome, as well as done in sheer panic. I will also say it's really interesting that all of those players play on the same level, no matter if their playcount is below 200 plays or nearing 3000. With peace and love, if this kind of difficulty level, to you, is what noobs actually need to get a grip on how to click easier rhythms - no surprise the new players are doomed if they are supposed to learn how to play from newer maps, yet the newer maps clearly give no opportunity to grow from bad to decent, unless you've already learnt basics from maps ranked before 2018. The only delusion is that you are one of the people trying to rise the difficulty bar for everyone, even the people who are learning how to navigate between the aiming aspect of the game, which usually compromises the rhythm aspect of the rhythm game - while camouflaging it with stats that can be easily disproved with your own arguments and logical thinking. I would be upset if I thought that all players in this game are as competetive to gain 4-digit ranks or above, but that is simply not the case. However, you are one of the people catering to that idea of the game being harder just to be harder without giving any material for noob players. But that's okay, I can live with that. Instead of trying to be smart as a 4-rank player, perhaps try to use your feet instead of hands to see how easy it will be on an almost true beginner-level to play the map. That should shut your "easy enough" logic quite well, since that would require you to learn to play from scratch, but you still would have the AR reading buff, so it about resets the disadvantages. I am really tired of higher-ranked players and mappers trying to push harder and harder maps on newer players since "newer and low ranked players are doing better than 10 years ago" argument. The truth is that playing well today is about digesting patterns with editor opened, memorising them and then playing instead of being able to simply do them without ever checking the editor only to memorise things in order to play it. The truth is that people have been doing that for quite some time and it's sad that they cannot just follow their ears and the rhythm because they have to follow their memory also. But you do you, Basenorex.
Barely, where the strike of 300's came after a 50, two 100's, a player had to concentrate a lot to keep going but was losing the stamina with every circle, which is visible at the end with the last two 300's and the forthcoming 100's. This is definitely impressive for a new player but one could argue it came at a fortunate event when you compare the previous parts of the map where the player missed at circles. I understand a normal is not an easy but why make a normal that is so beginner-hostile? EDIT: Since I am going to get a counter argument to my post right here, how about you also try to look at this play where a person who has been having over 1K plays for the last 2 months on hards and insanes, loses his grip at the very last section: https://osu.ppy.sh/scores/osu/4564880512 A truly impressive normal that is, where a person has to try-hard a low difficulty just to be able to full combo the whole 38-second map after playing hards and insanes.
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