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Kola Kid - press start [CatchTheBeat] 2l3i1w

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Total Posts
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q m4m

General
remove the bonsai proof from your description it looks kinda silly xP
Try using a hitsound copier program and copy from Bonsai's set to yours, it will pretty much fix all hitsound issues you have and wil sound much better. Don't copy it for Fii's or MBomb's since their hitsounds are fine

Mbomb's Overdose
Unplayable garbage

Fii's Overdose
00:11:100 (2) - 00:12:000 (1,2) - 00:14:400 (1,2) - Should these really be 1/4, no sound + 00:16:800 (1) - 00:19:200 (1) - are mapped without 1/4. + there's a lot of other 1/4 sounds that aren't mapped.
00:23:100 (2,3) - move 2 left a little or 3 right, looks bit weird, just aesthetic

Cera's Rain
Your NCs are way overdoing it, NCs hardly emphasise anything and should mainly be used to clean the platter. Just remove all NCs and add one on each large white tick to simplify.
00:01:650 (1,2,3) - 00:31:200 (1) - There are literally no 1/4s in the opening or ending section, remove all of the triples here because it is really overmapping
00:05:700 (2) - Slider shape is odd to use because the droplet is so far away, why not use the normal curve like 00:09:450 (3) - ?
00:10:650 (1) - There's a downbeat in the middle of the slider that is unmapped here, especially since that's the point where the song changes tone
00:12:300 (2,1) - bit of an edge dash here
00:16:500 (1,2,3) - Odd that you're introducing 1/4 patterns in the second half, since there are the same sounds at 00:11:400 (2,1) - 00:13:500 (1) -
Seems like downbeats are pretty much ignored in general, which doesn't really map the song well since those are the stronger points where chord progression changes, and those should really be emphasised. Examples:
00:21:600 (1) - has no hyper and is a stronger downbeat, but 00:21:900 (1) - does and isn't something to really emphasise on a rain
00:22:650 (1,2,3) - 3 has a downbeat, but there is no movement towards it since it's the end of a triple.
00:25:200 (1) - 00:27:600 (1) - This section has hypers on the downbeats, but thing is there's hyper dashes on everything now. Adding more dashes of the same kind decreases emphasis for each one. Remove some of the hypers so downbeats are stronger
00:22:950 (1,1,1) - Doesn't make sense to group these into 3s, the main melody goes up in 4s so change the rhythm for it.
same things above apply to the whole diff
Normally I'd say reference the GD for what to do, but Fii's mapping style is fairly unconventional for rhythm stuff and isn't exactly an easy example to follow

Platter
00:03:600 (6) - Simplify the NC patterns, same thing I mentioned on Zen zen zense. Here just NC every other large white tick to keep consistency. For example, the first pattern is 12 objects long, RC suggests keep to a maximum of 10 objects per combo. NCing on every other downbeat will fix pretty much all consistency issues for that.
00:03:900 (1,2,3) - Why is there a dash here, compare to 00:07:350 (1,2,3,4,5,6) - which is same but none. Just remove since it's a bit much for platter

Salad
The entire diff can be done without actually dashing. Increase the distances where you want to put a dash, and decrease distance where there should not be a dash. I can't really go further with Salad because this needs to be applied. I can't tell what is meant to be a dash and what is not.

Hex's Cup
00:20:400 (1,2) - Compare this to 00:25:200 (1,2,3,4,1) - . The two are exactly the same for the melody you follow, but are mapped completely different.
00:27:600 (1) - Why not use 2/1 sliders, apply this to 00:22:800 (1) - after the one above is applied

Sorry but something came up and need to stop early, so lower diffs are really short mods when should be main focus. Message me when you fix the salad issue and I'll finish off the lower three diffs.
MBomb

Sinnoh wrote: 6x1m68

Mbomb's Overdose
Unplayable garbage - Actually, you're right, Ctrl+Aed, Ctrl+Hed 2 times, and then right clicked, ctrl+Zed, and then pressed ctrl+c 106 times. Hopefully this fixes your concern!
i love you sinnoh honey
Topic Starter

Sinnoh wrote: 6x1m68

q m4m

[General]
remove the bonsai proof from your description it looks kinda silly xP XP
Try using a hitsound copier program and copy from Bonsai's set to yours, it will pretty much fix all hitsound issues you have and wil sound much better. Don't copy it for Fii's or MBomb's since their hitsounds are fine I copied the HS it already

[Mbomb's Overdose]
Unplayable garbage Lol. Wut xD

[Platter]
00:03:600 (6) - Simplify the NC patterns, same thing I mentioned on Zen zen zense. Here just NC every other large white tick to keep consistency. For example, the first pattern is 12 objects long, RC suggests keep to a maximum of 10 objects per combo. NCing on every other downbeat will fix pretty much all consistency issues for that.
00:03:900 (1,2,3) - Why is there a dash here, compare to 00:07:350 (1,2,3,4,5,6) - which is same but none. Just remove since it's a bit much for platter
Fixed
[Salad]
The entire diff can be done without actually dashing. Increase the distances where you want to put a dash, and decrease distance where there should not be a dash. I can't really go further with Salad because this needs to be applied. I can't tell what is meant to be a dash and what is not.
Increased some patterns spacing

Sorry but something came up and need to stop early, so lower diffs are really short mods when should be main focus. Message me when you fix the salad issue and I'll finish off the lower three diffs.
All Applied. Thanks ;)
Sinnoh:
i removed the last two 1/4 sliders you mentioned, kept the first because it works fine imo
i didnt accept last suggestion, since i think moving it makes it look far worse

updated diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:Fii's Overdose
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- Kith190 PoPoii -wwwww
BeatmapID:1376541
BeatmapSetID:626831

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CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.75
SliderTickRate:2

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//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
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//Storyboard Sound Samples

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MBomb
Fixed hitsounding issues.

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:MBomb's Game Over
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- Kith190 PoPoii -wwwww
BeatmapID:1373554
BeatmapSetID:626831

[Difficulty]
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CircleSize:4.5
OverallDifficulty:9.3
ApproachRate:9.3
SliderMultiplier:1.8
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[Events]
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Oni guest diff done. (from PoPoii's req)

_yu68's Oni
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: Normal
StackLeniency: 1
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.4

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:_yu68's Oni
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- Kith190 PoPoii -wwwww
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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10800,-100,4,1,0,80,0,0
20400,-100,4,1,0,80,0,1
30000,-100,4,1,0,80,0,0


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Topic Starter
Well, thank you for your GD. I can't believe you're willing to GD my map.

Dat osu!taiko Champion >w<.
hy yu-san
00:02:250 - 00:31:050 - :3 this is annoying, pls del
00:07:200 - drag to 00:07:350 -
00:07:200 - how about del this ?, cuz the main melody is end here 00:07:050 -
00:15:600 - ^ same reason
00:22:650 - and 00:22:725 - and 00:27:450 - and 00:27:525 - del, for lil break :3 for that double triplets xD, this kai part is too intense
00:25:050 - this one too, del pls xD
00:36:000 - drag this to 00:36:150 -

:3 nerf this xD

PoPoii wrote: 1mj5

hy yu-san
00:02:250 - 00:31:050 - :3 this is annoying, pls del
00:07:200 - drag to 00:07:350 - :arrow: it's following bass
00:07:200 - how about del this ?, cuz the main melody is end here 00:07:050 - :arrow: to me it looks like that the melody continues up to 00:07:050 -
00:15:600 - ^ same reason :arrow: keep in order to make rhythm easier to understand
00:22:650 - and 00:22:725 - and 00:27:450 - and 00:27:525 - del, for lil break :3 for that double triplets xD, this kai part is too intense
00:25:050 - this one too, del pls xD :arrow: it feels that will be boring if apply this
00:36:000 - drag this to 00:36:150 - :arrow: same

:3 nerf this xD
no allow means applied. thanks modding!

_yu68's Oni
osu file format v14

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Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:_yu68's Oni
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- Kith190 PoPoii -wwwww
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256,192,39600,1,0,0:0:0:0:
Topic Starter
Updated :)

How to speed rank plz
no kudosu
how is it possible to mess up hitsounds that much

Salad
00:04:800 (1,2,3,4) - nerf a bit so it's more walkable
00:33:000 (5,6,1,2,3) - ^
00:07:200 (3,4) - This is not clear if it's dash or walk, change distance
00:12:900 (5,6,7) - Decrease 5,6 and increase 6,7 for spacing contrast on different parts.
00:13:800 (7,1,2) - ^ but just decrease
00:22:800 (6,1) - Increase spacing here, 00:23:100 (1,2) - looks like it could be a walk, but it requires a dash. Increase so it's clear player has to dash
00:29:550 (5,6) - ^
00:24:000 (2) - This follows bass but nothing else follows bass, change so it's following other sounds

Platter
00:08:400 (7,1,2) - Doesn't really fit for first hyper
00:20:100 (4,1) - This needs a hyper on strong sound
00:24:600 (4,5) - ^ and remove hyper at 00:25:800 (2,3) -
00:33:600 (3,4) - The hyper here is emphasising the head of the slider, but the tail is on a downbeat that should have been the hyper imo
um not really sure what to say tbh, it's not that I cant find anything I'm just not sure what to say

Skycreeper- wrote: 1tyw

Updated :)

How to speed rank plz
no one can speedrank their first set

Sinnoh wrote: 6x1m68

no one can speedrank their first set
i can
Topic Starter

Sinnoh wrote: 6x1m68

no kudosu
how is it possible to mess up hitsounds that much

Salad
00:04:800 (1,2,3,4) - nerf a bit so it's more walkable
00:33:000 (5,6,1,2,3) - ^
00:07:200 (3,4) - This is not clear if it's dash or walk, change distance
00:12:900 (5,6,7) - Decrease 5,6 and increase 6,7 for spacing contrast on different parts.
00:13:800 (7,1,2) - ^ but just decrease
00:22:800 (6,1) - Increase spacing here, 00:23:100 (1,2) - looks like it could be a walk, but it requires a dash. Increase so it's clear player has to dash
00:29:550 (5,6) - ^
00:24:000 (2) - This follows bass but nothing else follows bass, change so it's following other sounds

Platter
00:08:400 (7,1,2) - Doesn't really fit for first hyper
00:20:100 (4,1) - This needs a hyper on strong sound
00:24:600 (4,5) - ^ and remove hyper at 00:25:800 (2,3) -
00:33:600 (3,4) - The hyper here is emphasising the head of the slider, but the tail is on a downbeat that should have been the hyper imo
um not really sure what to say tbh, it's not that I cant find anything I'm just not sure what to say

Skycreeper- wrote: 1tyw

Updated :)

How to speed rank plz
no one can speedrank their first set
Updated. Lol PoPoii xd
Damn. Sorry for late reply.

Sinnoh wrote: 6x1m68

q m4m

Hex's Cup
00:20:400 (1,2) - Compare this to 00:25:200 (1,2,3,4,1) - . The two are exactly the same for the melody you follow, but are mapped completely different. Yep. Changed
00:27:600 (1) - Why not use 2/1 sliders, apply this to 00:22:800 (1) - after the one above is applied That's fine I guess, If I did that probably I have to applied to next note as well.
Thanks for the mod !

Cup desu.
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Artist:Kola Kid
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Creator:Skycreeper-
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Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- Kith190 PoPoii -wwwww
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Topic Starter
Placed on "Pending Beatmaps". Good Luck all :D

From Poii,

[Kantan]
00:16:500 (18,19,20) - This breaks the structure of the map actually, consider placing these throughout the map, or just no.
00:36:600 (42,43,44) - move the whole thing to 00:36:000-
00:37:800 - then add a note here if you apply

[Poii’s Futsuu]
00:13:500 (5) - move to 00:13:350-
00:14:700 (9) - move to 00:14:550-
00:18:300 (18) - move to 00:18:150-
00:19:500 (22) - move to 00:19:350-

[Poii's Muzukashii]
Tag conflict.
00:11:250 (41,42,43) - kkd for better representation of the sound
00:16:050 (61,62,63) - kkd.

[_yu68's Oni]
00:39:600 (253) - Since the previous three diffs have a D here, you may need to negotiate on this section to make the taiko set in a better spread.


That’s all! I am trying hard to learn modding CTB, so maybe next time xD.
Good luck with the mapset!

jack1817 wrote: 5d3z3l


From Poii,


[Poii’s Futsuu]
00:13:500 (5) - move to 00:13:350-
00:14:700 (9) - move to 00:14:550-
00:18:300 (18) - move to 00:18:150-
00:19:500 (22) - move to 00:19:350- Ky ky xD

[Poii's Muzukashii]
Tag conflict. Sky pls fix this, the other diff still using "kith" and my diff is not, demn its look like i hate him xD
00:11:250 (41,42,43) - kkd for better representation of the sound
00:16:050 (61,62,63) - kkd.my pattern still good tho, nvm not change this part :3


That’s all! I am trying hard to learn modding CTB, so maybe next time xD.
Good luck with the mapset!
pusuh
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Topic Starter
Updated

jack1817 wrote: 5d3z3l

[_yu68's Oni]
00:39:600 (253) - Since the previous three diffs have a D here, you may need to negotiate on this section to make the taiko set in a better spread. :arrow: The sound isn't very strong so I think it doesn't need finisher. There is no need to use a finisher to make thorough the spread.
Thank you for modding!
hallo from Q

[Hex]
hexy map

[Salad]
00:05:400 (3) - better if not stacked imo looks more neat if you'll follow the spacing like 00:04:500 (7,2) - move to x336
00:06:300 (1) - move this 1 grid to the right it'd better if it has the same x as 3
00:33:000 (5,6,1,2,3) - increase the spacing of these notes a bit? i mean it kinna gives a good ending if slightly increased spacing ye xd
00:38:550 (3) - slightly move this a bit more to the right spacing is too short imo so that spacing would be consistent with 00:36:900 (5,1) -

[Platter]
00:10:200 (5,6) - adjust spacing mayb like the spacing of 00:11:250 (2,3,4) - for consistency perhaps
00:13:800 (2) - idk but i would make this hdash like what u did on 00:18:150 (7,8) - just a suggestion tho xd
00:19:800 (3) - i would just make this a repeat slider insted and move it to x112
00:22:350 (5) - why the flow break here? it's the kiai should not break flow D: i mean i would suggest to ctrl h this and slightly adjust space after like x320 so that it would look like what u did on 00:27:900 (1,2,3,4,5) - looks better for me xd
00:22:800 (6) - i would make this part here play like 00:27:000 (5,6) - i mean why not make this a hyper as well. plays better imo. ctrl h would do the help c:
00:24:600 (4) - make this hdash? x96
00:27:900 (1) - increase spacing a bit for this note it kinna feel awkward after just coming from a hyper with that spacing so mayb dont break the flow here yea x256 mayb
00:29:100 (3,4,5) - the spacing here is quite uncomfortable imo i would move 3 to x256 and 5 to x288 so that there will be a hyper for 4 much better imo dont move it it kinna suits as for the ending for the kiai as well imo
00:30:600 (1) - spacing is a bit too close with 2 would move to x320 for spacing balance
00:36:300 (4) - NC this perhaps since u did on 00:07:350 (1) - for consistency tho xd
00:35:100 (1) - remove NC for this no need imo so that it would be consistent with 00:37:200 (1) -

[Cera]
00:24:300 (1,3) - i would ctrl g not a gud choice to break flow here
00:24:600 (1) - this too and id move it the same x as 00:24:300 (1) -
00:24:900 (1,3) - ctrl g this too pls
guud work here

[wwwww]
00:12:150 (2) - hmm idk but there's just something that doesnt fit here.. maybe try something like this? flow feels betterr here imo
00:12:750 - missing note? i would place it beside the opposite side of the 1/2 slider if u would ask me and then ctrl g 00:12:900 (5) - ye something like this maybe
00:13:200 (1) - x104 y 56 pls ;dd
00:14:250 - i would not stack this part it doesnt play gud for me ;c make it look like my aesthetic tnx didnt move 4 btw up to u if u want to make it a hyper as well xd
well mapped as always

[mBOMB]
explosiooon! bomb me pls

kool map kool mapper kood luck
hope it helps xd~
Topic Starter

AJamez wrote: 2r5eh

hallo from Q

[Hex]
hexy map OwO

[Salad]
00:05:400 (3) - better if not stacked imo looks more neat if you'll follow the spacing like 00:04:500 (7,2) - move to x336 Ye, ok :o
00:06:300 (1) - move this 1 grid to the right it'd better if it has the same x as 3 I guess I'll move it 1 grid. But I think it didn't change anything xd
00:33:000 (5,6,1,2,3) - increase the spacing of these notes a bit? i mean it kinna gives a good ending if slightly increased spacing ye xd Keep this one :/
00:38:550 (3) - slightly move this a bit more to the right spacing is too short imo so that spacing would be consistent with 00:36:900 (5,1) - Oh well, I'm not aware for this one xD

[Platter]
00:10:200 (5,6) - adjust spacing mayb like the spacing of 00:11:250 (2,3,4) - for consistency perhaps Ok. It's a high pitch sound. So it would be ok if I increase the distance
00:13:800 (2) - idk but i would make this hdash like what u did on 00:18:150 (7,8) - just a suggestion tho xd Not so high pitch one. So keep this :c
00:19:800 (3) - i would just make this a repeat slider insted and move it to x112 the (4) is not a hitsound. It's real from the song. And it seems suitable with that dash.
00:22:350 (5) - why the flow break here? it's the kiai should not break flow D: i mean i would suggest to ctrl h this and slightly adjust space after like x320 so that it would look like what u did on 00:27:900 (1,2,3,4,5) - looks better for me xd Ah, I didn't know if I'm not allowed to break the flow at the middle of kiai. Changed :D
00:22:800 (6) - i would make this part here play like 00:27:000 (5,6) - i mean why not make this a hyper as well. plays better imo. ctrl h would do the help c: Ok :D
00:24:600 (4) - make this hdash? x96 Good One :D
00:27:900 (1) - increase spacing a bit for this note it kinna feel awkward after just coming from a hyper with that spacing so mayb dont break the flow here yea x256 mayb Sure >.>
00:29:100 (3,4,5) - the spacing here is quite uncomfortable imo i would move 3 to x256 and 5 to x288 so that there will be a hyper for 4 much better imo dont move it it kinna suits as for the ending for the kiai as well imo As you wish
00:30:600 (1) - spacing is a bit too close with 2 would move to x320 for spacing balance Pushed out!
00:36:300 (4) - NC this perhaps since u did on 00:07:350 (1) - for consistency tho xd Ok owo
00:35:100 (1) - remove NC for this no need imo so that it would be consistent with 00:37:200 (1) - Ting nong. Yey

[mBOMB]
explosiooon! bomb me pls I'll send you a bunch of fireworks instead xD

kool map kool mapper kood luck
hope it helps xd~
Thanks for modding. Really helpful :D
Push For Rank. I'll try >:D
Did some improvements on my diff.

Cup
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Artist:Kola Kid
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Version:-Hex-'s Cup
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Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- PoPoii -wwwww _yu68
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Topic Starter
Ok. Updated
BN check when xD ctbnya

AJamez wrote: 2r5eh

[wwwww]
00:12:150 (2) - hmm idk but there's just something that doesnt fit here.. maybe try something like this? flow feels betterr here imo i don't like this suggestion at all, i like the flow as it is here
00:12:750 - missing note? i would place it beside the opposite side of the 1/2 slider if u would ask me and then ctrl g 00:12:900 (5) - ye something like this maybe i didn't place a note there on purpose, to give more emphasis on 00:12:900 (4) -
00:13:200 (1) - x104 y 56 pls ;dd sure i guess, it was too close to the wall
00:14:250 - i would not stack this part it doesnt play gud for me ;c make it look like my aesthetic tnx didnt move 4 btw up to u if u want to make it a hyper as well xd just moved (3) and(4)
well mapped as always ty!!!

Sinnoh wrote: 6x1m68

no one can speedrank their first set
i did lol

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@skycreeper: make sure you fix the tag conflict within the set
Topic Starter
Updated!

-wwwww wrote: 70326u

@skycreeper: make sure you fix the tag conflict within the set
I did. Lol


From my modding queue

Kudosu only when helpful!

General
  1. According to my modding assistant normal-hitfinish.wav is unused. Since the modding assistant detects sometimes wrongly hitsounds as unused I'd suggest you to check if that's true or not. When it's true please delete that file.
  2. The HP spread of the mapset is weird (look at Rain-Fii-MBomb: 6-7-6). What about 2/3/4/5/6/7 or something similar?
  3. Fii's and MBomb's diffs are playing better with higher AR imo (something like 9.2 for Fii and 9.4-9.5 for MBomb). It would be also better for the mapset spread.
  4. I think the difficulty spike between Platter and Rain is very high. I would buff the Platter or make a Light Rain to have a better spread.
-Hex-'s Cup
  1. 00:01:200 (1,2) - I can understand this mapping choice after listening to the music at 25% speed but when I play the map normally I expect a note at 00:01:800 - (I asked Sinnoh and Benny- about their opinion and they also said that 00:01:800 - should be mapped). I think making a slider from 00:01:800 - to 00:02:100 - is the best way to fulfill the expectations of the players while not abandoning your emphasizing decision. It is also odd rhythm-wise since you've got nowhere else a 3/1 break in the entire map. Same goes for 00:30:000 (1,2) - .
  2. 00:04:500 (2,3) - I think this gap should be a bit bigger since 00:04:800 (3) - is a pretty remarkable part of the music.
  3. 00:10:950 (1,2) - These are the only two objects in the entire map where no movement is in between them, but the music gives no reason for doing something special like that here. Therefore I would add some movement here.
  4. 00:22:800 (1) - Putting this on the right side instead of the left would be more interesting rhythm-wise but it is not necessary, just optional.
  5. 00:24:000 (3,4) - I think the spacing should be equal to 00:23:400 (2,3) - since it is the same pitch.
  6. 00:27:600 (1,2,3,4) - The spacing is questionable. I think a similar spacing as 00:22:800 (1,2,3,4) - is better because you followed the pitch better at this section.
  7. 00:33:600 (1,2,3,4) - It is inconsistent with 00:04:800 (3) - and as long as there is no change in the music I think you should make them even (00:04:800 (3) - was pretty nice since the slider made the four notes feel like a union which is representing the music very well). I don't think that wanting to create variety is reasonable because this part comes exactly twice in the song so it is definitively not too repetitive in my eyes.
Salad
  1. 00:05:700 (4) - Making this a slider is questionable in my eyes since it would emphasize the music better if you make it a single note and starting of with a slider at 00:06:000 - .
  2. 00:15:450 (4,1) - Maybe increasing the spacing to make it a jump is better?
  3. The whole kiai seems to be inconsistent for me. Example: Starting of with a 1/2 reverse slider (00:20:400 (1) - ) is fine, but you leave out the sound at 00:20:850 - with your reverse slider, then you put a single not on 00:21:000 (2) - which was the start for the reverse slider beforehand and then you start a new reverse slider at 00:21:300 (3) - which is rhythm-wise completely inconsistent with the first reverse slider. I would suggest more something like this: *click*. Hex did structure his kiai well so you can also look at his diff for a good example.
  4. 00:31:500 (3) - The jump this slider creates is pretty weird, I think making this slider going straight to the right flows better.
  5. 00:32:400 - is not emphasized well since it is the middle of the slider. I would split up 00:32:100 (4) - into a single not and a normal slider to emphasize 00:32:400 - better.
  6. Making 00:33:000 (5,6) - the same movement as 00:33:600 (1,2,3,4) - is odd emphasizing-wise. I would make 00:33:000 (5,6) - a slider instead.
  7. 00:34:500 (4) - Same as 00:05:700 (4) - .
Platter

Sorry I don't know what to say about this diff - the spacing and the hyperdash usage don't follow a concept in my eyes. Feel free to catch me ingame to explain me your main concept behind this diff so that I can make some useful suggestions.[/list]
Rain

Rain is a quite similar case to Platter - we can talk about it ingame if you want to. Let me give some examples this time:
  1. 00:10:200 (6,7) - Why is this a hyperdash when 00:10:650 (7) - is no strong sound at all?
  2. 00:19:800 (5,6) - Again: Why is this a hyperdash? And why didn't you put 00:20:100 (6) - at 00:20:250? This sound is way more noticeable imo.
  3. The hyperdash usage in the kiai is not consistent at all (don't get me wrong when I doubt some hyperdashes - I don't think that you used too many (the amount could be even a bit higher for my taste), but I question how you used them).
Fii's Overdose
  1. 00:32:100 (4,1) - that feels underemphasized and is inconsistent with 00:03:300 (4,1) - since you have no movement change like you have in the first part, so I think there should be some change of movement for emphasizing and consistency.
  2. 00:07:500 (3,4,5) - feels underemphasized because it follows the previous flow but these notes have pretty remarkable sounds, so I expected a change of the flow here (doesn't have to be super remarkable but atleast something would be nice). Same goes for 00:36:300 (3,4,5) - .
The kiai is really good imo but I don't really understand the concept of the part before the kiai (00:10:800 - to 00:20:250 - ).
MBomb's Platter MBomb's Game Over
  1. 00:07:350 (2,3) - why is here no hyperdash but at 00:36:150 (2,3) - ? I think they should be even.
  2. 00:16:800 (1,2,3) - I think it is ok to change it up here to have some variety but this pattern is way harder than 00:12:000 (1,2,3) - imo (maybe it's just me idk). I think the difficulty of the patterns should be more equal considering they represent the same sounds.
The best diff in my opinion, it is very well made.
I had a headache while modding so I wasn't 100% motivated, hopefully my mod is still helpful :(

Good Luck with ranking! :D
Topic Starter

Sanyi wrote: 4f4u23



From my modding queue

Kudosu only when helpful!

General
  1. According to my modding assistant normal-hitfinish.wav is unused. Since the modding assistant detects sometimes wrongly hitsounds as unused I'd suggest you to check if that's true or not. When it's true please delete that file. Ok. Just realized it
  2. The HP spread of the mapset is weird (look at Rain-Fii-MBomb: 6-7-6). What about 2/3/4/5/6/7 or something similar? Let me talk to Mbomb and Fii. But I think you're right about the spread
  3. Fii's and MBomb's diffs are playing better with higher AR imo (something like 9.2 for Fii and 9.4-9.5 for MBomb). It would be also better for the mapset spread. Same answer with previous answer
  4. I think the difficulty spike between Platter and Rain is very high. I would buff the Platter or make a Light Rain to have a better spread. Let me think about it
Salad
  1. 00:05:700 (4) - Making this a slider is questionable in my eyes since it would emphasize the music better if you make it a single note and starting of with a slider at 00:06:000 - .
  2. 00:15:450 (4,1) - Maybe increasing the spacing to make it a jump is better?
  3. The whole kiai seems to be inconsistent for me. Example: Starting of with a 1/2 reverse slider (00:20:400 (1) - ) is fine, but you leave out the sound at 00:20:850 - with your reverse slider, then you put a single not on 00:21:000 (2) - which was the start for the reverse slider beforehand and then you start a new reverse slider at 00:21:300 (3) - which is rhythm-wise completely inconsistent with the first reverse slider. I would suggest more something like this: *click*. Hex did structure his kiai well so you can also look at his diff for a good example.
  4. 00:31:500 (3) - The jump this slider creates is pretty weird, I think making this slider going straight to the right flows better.
  5. 00:32:400 - is not emphasized well since it is the middle of the slider. I would split up 00:32:100 (4) - into a single not and a normal slider to emphasize 00:32:400 - better.
  6. Making 00:33:000 (5,6) - the same movement as 00:33:600 (1,2,3,4) - is odd emphasizing-wise. I would make 00:33:000 (5,6) - a slider instead.
  7. 00:34:500 (4) - Same as 00:05:700 (4) - .
All applied
Platter

Sorry I don't know what to say about this diff - the spacing and the hyperdash usage don't follow a concept in my eyes. Feel free to catch me ingame to explain me your main concept behind this diff so that I can make some useful suggestions. :(
Rain

Rain is a quite similar case to Platter - we can talk about it ingame if you want to. Ok, let's do it later Let me give some examples this time:
  1. 00:10:200 (6,7) - Why is this a hyperdash when 00:10:650 (7) - is no strong sound at all?
  2. 00:19:800 (5,6) - Again: Why is this a hyperdash? And why didn't you put 00:20:100 (6) - at 00:20:250? This sound is way more noticeable imo.
  3. The hyperdash usage in the kiai is not consistent at all (don't get me wrong when I doubt some hyperdashes - I don't think that you used too many (the amount could be even a bit higher for my taste), but I question how you used them).

I had a headache while modding so I wasn't 100% motivated, hopefully my mod is still helpful :(

Good Luck with ranking! :D

Sanyi wrote: 4f4u23

Fii's Overdose
  1. 00:32:100 (4,1) - that feels underemphasized and is inconsistent with 00:03:300 (4,1) - since you have no movement change like you have in the first part, so I think there should be some change of movement for emphasizing and consistency. fixed!
  2. 00:07:500 (3,4,5) - feels underemphasized because it follows the previous flow but these notes have pretty remarkable sounds, so I expected a change of the flow here (doesn't have to be super remarkable but atleast something would be nice). Same goes for 00:36:300 (3,4,5) - . didn't wanna break the flow patterns i made but moved the notes you mentioned a bit further away
@skycreeper: i updated the ar to 9.2 and the hp to 6
updated
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:Fii's Overdose
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
BeatmapID:1376541
BeatmapSetID:626831

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.75
SliderTickRate:2

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,40,1,0
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20400,-100,4,1,1,50,0,1
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MBomb

Sanyi wrote: 4f4u23



From my modding queue

Kudosu only when helpful!

General
  1. The HP spread of the mapset is weird (look at Rain-Fii-MBomb: 6-7-6). What about 2/3/4/5/6/7 or something similar? - Not really a fan of HP7 on this just because that leads to missing one reverse stair basically an instafail.
  2. Fii's and MBomb's diffs are playing better with higher AR imo (something like 9.2 for Fii and 9.4-9.5 for MBomb). It would be also better for the mapset spread. - Increased AR slightly.

MBomb's Platter MBomb's Game Over
  1. 00:07:350 (2,3) - why is here no hyperdash but at 00:36:150 (2,3) - ? I think they should be even. - Added.
  2. 00:16:800 (1,2,3) - I think it is ok to change it up here to have some variety but this pattern is way harder than 00:12:000 (1,2,3) - imo (maybe it's just me idk). I think the difficulty of the patterns should be more equal considering they represent the same sounds. - I think it's a nice way to buildup the intensity quickly.
The best diff in my opinion, it is very well made.
I had a headache while modding so I wasn't 100% motivated, hopefully my mod is still helpful :(

Good Luck with ranking! :D
Thanks for the mod!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:MBomb's Game Over
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
BeatmapID:1373554
BeatmapSetID:626831

[Difficulty]
HPDrainRate:6
CircleSize:4.5
OverallDifficulty:9.4
ApproachRate:9.4
SliderMultiplier:1.8
SliderTickRate:2

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,40,1,0
10800,-100,4,3,1,45,0,0
20400,-100,4,1,1,50,0,1
30000,-100,4,3,1,35,0,0


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Topic Starter
Updated :3
Will Sanyi Soon about my rain and platter.
[Cup]
  1. 00:04:500 (2,3) - I have made them different between them. As (2) are high pitched sound with (1) and also (3) are also slightly lower than (2). I'd like to keep as how it is.
  2. 00:10:950 (1,2) - Spaced them but not that much. That's really intentional because both of them are same and the gap between them is short.
Update
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Artist:Kola Kid
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Creator:Skycreeper-
Version:-Hex-'s Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
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aight boi guna pay ya bak and custom hs oWo

Platter
00:08:700 (1,2) - I think this is a bit too hard for a platter dont you think? maybe reduce the distance a little bit here for a more platter friendly diff here

cant really say anything that much in this diff gj
Rain
00:11:850 (4) - hmmm this kind of a bit too hard to catch tbh maybe move this to x:95 for better flow here
00:12:150 (5) - and move this to x:223 to adjust a little bit on what i said earlier (and if you took the route i suggested)
00:13:800 (2) - is it me or im just too noob to play the map but i kinda think this is a little bit to hard to catch as a h-dash also
suggesting to make this a side dash instead and move it to x:432
00:39:600 (7) - hmmm yea also having difficulties catching this maybe move it a little on x:272 aaaa


so far i dont really have that much to say on the map or im just not that used to 200 bpm taps or smth like that cos im a nub at ctb lol

I kinda think the diffs are polished enuf to push for ranking
gl bud
Topic Starter

JeirYagtama wrote: 2r2b6a

aight boi guna pay ya bak and custom hs oWo

Platter
00:08:700 (1,2) - I think this is a bit too hard for a platter dont you think? maybe reduce the distance a little bit here for a more platter friendly diff here

cant really say anything that much in this diff gj
Rain
00:11:850 (4) - hmmm this kind of a bit too hard to catch tbh maybe move this to x:95 for better flow here
00:12:150 (5) - and move this to x:223 to adjust a little bit on what i said earlier (and if you took the route i suggested)
00:13:800 (2) - is it me or im just too noob to play the map but i kinda think this is a little bit to hard to catch as a h-dash also
suggesting to make this a side dash instead and move it to x:432
00:39:600 (7) - hmmm yea also having difficulties catching this maybe move it a little on x:272 aaaa


so far i dont really have that much to say on the map or im just not that used to 200 bpm taps or smth like that cos im a nub at ctb lol

I kinda think the diffs are polished enuf to push for ranking
gl bud
Ok kind of . I'll apply at new platter and Rain :3
baaaaaaaa ex member modding q aja minta request ini wkwkkwkw

kalau aku jadi kau, aku akan / if you were me, i'd like to:


seCangkir bUah :)P
-00:07:500 (5) - ini geserin aja ke kanan sampai X:192 biar dekat sama 00:08:400 (1)

-00:10:950 (1,2) - sama kayak di atas, tapi ke X:272 biar dekat sama 00:10:500 (5) dan 00:12:000 (3)

-00:14:100 (3) - ini geser ke kiri hingga X:336

-00:23:400 (2,4) - geser ke kiri hingga X:256?

-00:28:200 (2) - ini geser ke kanan hingga X:144

makan SALAD buah biar sehat...
-00:10:200 (5) - ini deketin aja dengan geserin ke kanan hingga X:240

-00:13:050 (6) - buseeet kejauhan (buat aku wkwkkwk), geser ini ke kiri hingga X:336

-00:14:250 (3) - ini geser aja ke kanan hingga X:256

-00:16:950 (3) - hiiiiiiii antiflow wkkwkwkwk, balikin ini pilihan dengan ctrl + g

-00:17:850 (5) - ini sama kayak si 00:13:050 (6)

-00:18:600 (1) - sama juga kayak di atas wkkwkw

PLAT nomor TERbaik adalah.... B 171 OM, P 3 JU, BH 535 AK, dst...
-00:07:050 (3) - aaaaaaaahhhh jangan antiflow lagiiii wkwkkwkw, ctrl + g ini dah

-00:09:300 (3) - ini juga sama wkkwkw

-00:11:250 (2) - sama juga iniiiiiii

-00:13:050 (6) - ini mau dibikin hyper atau kagak ini? kalau kagak, ya geserin aja ini ke X:192 biar makin dekat sama akhir slider 00:12:600 (5) | kalau bikin, geser 00:13:050 (6,1) ke kiri hingga X:80

-00:14:250 (3,4) - sama kayak di atas, kalau bikin hyper, geser 00:14:250 (3,4) ke kanan hingga X:416, kalau tidak, ya geser 00:14:250 (3) ke X:288

-00:15:450 (6,1) - ini geser ke kanan hingga X:128 dong wkkwkw

-00:16:950 (4) - jangan antiflow lagiiiiii wkawkawkkaw, ctrl + g ini dah

-00:17:850 (6) - geser aja ini ke X:368?

brrrrrrR mAIN hujan hujanan, gak bagus coi...
-00:20:400 (1,2) - ini jarak antara dua slider ini dibikin jauh biar ada hyper dua duanya | sarannya itu geser 00:20:400 (1) ke X:128, dan 00:20:850 (2) ke X:384

-00:23:100 (1) - ini geser aja ke kiri (ke X:112) biar dibikin hyper

-00:25:500 (1) - ini geser ke kanan (ke X:352) biar dibikin hyper di situ sama di 00:25:350 (8)

-00:29:550 (5) - bikin combo baru disini wkwkkw

Hello overdose o.o
-00:02:100 (6) - reverse the selection by ctrl + g this :3

-00:02:850 (2) - make a hyper on this part by dragging it to X:376

-00:05:100 (2) - drag this to the left to make a hyper here...

-00:29:700 (1) - hmmm just drag this to the right to make it a hyper to jump

hmm there doesn't seem too much i can mod on this diff so i only can assure the rest is fine :D

His Magic Bomb had caused the "pp farmer" game over, so does their efforts over | Who's afraid of the BIG BLACK DIFF?!?!?!?!?
-00:06:600 (3) - let's make this hyper by dragging this far to the right

-00:16:950 (2) - aahh no, not this antiflow + hyper ;w; | just drag this to the right (to X:424), then reverse the selection by ctrl + g

-00:19:350 (2) - maybe you'd like to ctrl + g this, then drag this to the right (to X:432)

That's all i can mod :) :) :)

P.S.: all the box titles i wrote is just a joke, so don't take them seriously :D

P.P.S.: buat sky, sekarang giliran kau buat mod map aku wkwkkw (kau kemarin minta M4M apa NM? aku kurang tau karena post di mod q kemarin itu kurang jelas | kau cuma ketik "MM" doang wkkwkw)
  1. 00:07:500 (5) - Ane geser 1 grid ke kanan. (5) itu high pitched sound, kalau pake spacenya segitu gak emphasize itu note.
  2. 00:10:950 (1,2) - (1) ini high pitched sound juga, jadi kasih jarak.
  3. 00:14:100 (3) - Geser 1 grid ke kiri.
  4. 00:23:400 (2,4) - Gap note itu bener-bener jauh, kalau kasih spacing yang pendek jadi gak emphasize dan juga ini pitchnya tinggi. Jadi ane keep.
  5. 00:28:200 (2) - Sama kayak diatas.
Thanks for the suggestions !!

Update
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Artist:Kola Kid
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Creator:Skycreeper-
Version:-Hex-'s Cup
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Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
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Topic Starter

Professor Gila wrote: 4u5e1i

baaaaaaaa ex member modding q aja minta request ini wkwkkwkw

kalau aku jadi kau, aku akan / if you were me, i'd like to:

makan SALAD buah biar sehat...
-00:10:200 (5) - ini deketin aja dengan geserin ke kanan hingga X:240 Yooo

-00:13:050 (6) - buseeet kejauhan (buat aku wkwkkwk), geser ini ke kiri hingga X:336 Considering. Soalnya High pitch tone

-00:14:250 (3) - ini geser aja ke kanan hingga X:256 ^

-00:16:950 (3) - hiiiiiiii antiflow wkkwkwkwk, balikin ini pilihan dengan ctrl + g Ye

-00:17:850 (5) - ini sama kayak si 00:13:050 (6) Nada tinggi. Ane pertimbangkan nanti

-00:18:600 (1) - sama juga kayak di atas wkkwkw ^

PLAT nomor TERbaik adalah.... B 171 OM, P 3 JU, BH 535 AK, dst...
-00:07:050 (3) - aaaaaaaahhhh jangan antiflow lagiiii wkwkkwkw, ctrl + g ini dah Oyi

-00:09:300 (3) - ini juga sama wkkwkw Waduh

-00:11:250 (2) - sama juga iniiiiiii Wokee gann

-00:13:050 (6) - ini mau dibikin hyper atau kagak ini? kalau kagak, ya geserin aja ini ke X:192 biar makin dekat sama akhir slider 00:12:600 (5) | kalau bikin, geser 00:13:050 (6,1) ke kiri hingga X:80 Hyper

-00:14:250 (3,4) - sama kayak di atas, kalau bikin hyper, geser 00:14:250 (3,4) ke kanan hingga X:416, kalau tidak, ya geser 00:14:250 (3) ke X:288 ^

-00:15:450 (6,1) - ini geser ke kanan hingga X:128 dong wkkwkw Wkwkwk Ok

-00:16:950 (4) - jangan antiflow lagiiiiii wkawkawkkaw, ctrl + g ini dah Oyi oyi

-00:17:850 (6) - geser aja ini ke X:368? Digeser sedikit. Biar ena

brrrrrrR mAIN hujan hujanan, gak bagus coi...
-00:20:400 (1,2) - ini jarak antara dua slider ini dibikin jauh biar ada hyper dua duanya | sarannya itu geser 00:20:400 (1) ke X:128, dan 00:20:850 (2) ke X:384 Ok

-00:23:100 (1) - ini geser aja ke kiri (ke X:112) biar dibikin hyper Oyi

-00:25:500 (1) - ini geser ke kanan (ke X:352) biar dibikin hyper di situ sama di 00:25:350 (8) Tapi ini gak terlalu tinggi nadanya. Jadi nggak deh

-00:29:550 (5) - bikin combo baru disini wkwkkw Ok ok

That's all i can mod :) :) :)

P.S.: all the box titles i wrote is just a joke, so don't take them seriously :D We know :3

P.P.S.: buat sky, sekarang giliran kau buat mod map aku wkwkkw (kau kemarin minta M4M apa NM? aku kurang tau karena post di mod q kemarin itu kurang jelas | kau cuma ketik "MM" doang wkkwkw) Sebenernya ane minta NM sih. Cuman typo waktu itu. Tapi ntar ane mod deh "Anu" Hitam Rock vernya xd
Wadooooo tyop wakkwkakw

Btw jangan lupa baca box "I have a reason why i make hypers on sliders on overdose diff" di trit map itu
MBomb

Professor Gila wrote: 4u5e1i

baaaaaaaa ex member modding q aja minta request ini wkwkkwkw

His Magic Bomb had caused the "pp farmer" game over, so does their efforts over | Who's afraid of the BIG BLACK DIFF?!?!?!?!?
-00:06:600 (3) - let's make this hyper by dragging this far to the right - I think it's fine as a normal dash, the pitch isn't that strong here.

-00:16:950 (2) - aahh no, not this antiflow + hyper ;w; | just drag this to the right (to X:424), then reverse the selection by ctrl + g - Not really a fan of that, I like this reverse stair pattern as I feel it matches the "upbeat" nature of this section to have quick direction changes like that.

-00:19:350 (2) - maybe you'd like to ctrl + g this, then drag this to the right (to X:432) - Same as above.

That's all i can mod :) :) :)

P.S.: all the box titles i wrote is just a joke, so don't take them seriously :D
Thanks for the mod!
I can't mod ctb and taiko so i'll check for some hitsound issues

[Salad]
imo its kinda inconsistent, di awal clap ada di 2/1 sedangkan di 00:07:950 - ada hitsound di 1/2, suaranya jadi rada aneh imo, mending clapnya di 00:07:800 (5) - .
00:06:600 (1) - add clap di head
00:20:100 (5) - missing clap
00:32:100 (2) - remove clap
00:32:400 (3) - add clap di head
00:34:800 (6) - add clap di head
00:36:750 (6) - same as above.

[Platter and Rain]
same as above, its pretty inconsistent.
copy from Mbomb's or Fii's diff please (or copy from Salad diff after you fix stuffs.)

Overall its better to copy from MBomb's or Fii's diff imo.

no kds
requested by skycreeper and hex.

[hex's cup]
  1. 00:02:400 (3) - feels rather boring to have a long slider like that at the beginning of the diff, could be seperated into 2 sliders?
  2. 00:04:800 (3) - too difficult for a cup? just wondering really, feels like theres too much movement considering how long the slider is and how long it repeats for.
  3. 00:10:800 - feels very off to have a small break like that...you could definitely put a note on the big white tic just to make the rhythm consistent.
  4. 00:20:400 (1,2,3,4) - could have more varitey of sliders rather than just plain vertical ones.
  5. 00:22:800 (1,2,3,4) - why have so little note on the kiai? you could've mapped this is the beginning or something, i feel like it doesn't fit rhythmcly wise and it doesn't really emphasize the kiai part and it's way too overlly simple and easy, even for beginner players... same for 00:27:600 -
  6. 00:29:400 (4,1) - tail of 4 feels a little too stacked to 1, could increase distance a little bit.
[salad]
  1. 00:12:600 (5,6) - don't know if it's just me or the distances in paterns like these feel very far, could reduce distance a little bit in paterns like this to not make it look like it's a super far jump.
  2. 00:16:950 (3,4) - tail of 3 and start of 4 are too stacked, could increase distance.
  3. 00:21:600 (3) - well, this note hits the wall, could maybe move a little more away from it, just minor suggestion really.
  4. 00:38:550 (4,5,6,7) - feels like all these notes are too far from eachother, could reduce distance.
[platter]
  1. 00:07:500 (1,2,3,4,5,6,7) - this could have more movement, so maybe increase distance a little bit between each note but keep the nice arc.
  2. 00:15:000 (5,6,1) - feels a little too overmapped, could have a better rhythm choice here.
[Rain]
  1. 00:03:150 (3) - this doesn't call for a longer slider, you can hear a beat on 00:03:300 - but it's covered by the slider, could add circles instead of a long slider.
  2. 00:04:800 (4,5,6) - since it's a harder difficulty, you could replace these circles with sliders instead to increase difficulty just a little bit, for a rain these paterns feels very underwhelming.
  3. 00:05:700 (7,1) - end of 7 should be Hyper Dashed.
  4. 00:12:450 (4) - same as first point.
  5. 00:14:400 (5,6,7) - notes are a little too far from each other, could increase distance a little bit to have HDashes or reduce distance to be easier to hit.
  6. 00:17:250 (5) - same as first point.
  7. 00:29:550 (1,2,3,4,5,6) - there shouldn't be any reason why this stream is seperated into 2, it doesn't really rit with the rhythm.
  8. 00:30:600 (3) - same as first point.
  9. 00:31:650 (6,7) - too stacked, increase distance.
  10. 00:33:600 (4,5,6) - same thing as my second point, feels too underwhelming for a rain.
  11. 00:37:200 (7,8,9) - ^
[fii's overdose]
  1. 00:07:200 (1,2,3,4) - hmm (1,2) have a different sound than (3,4) so it doesn't really make sense rhythmcly wise to have this arc like that while you could emphasize (3,4) because they have the louder noise.
  2. 00:13:800 (3,4,5,6) - this arc could have way more movement considering the music is starting to build up, and all the notes start to have more density, so it doesn't feel right to have a sudden stop of movement. i know this is probably just a mapping style but i feel like having more movement would make everything more equal and still emphasize the music
[MBomb's overdose]
00:16:800 (1,2) - this really ruins the fun of everything. First of all it feels like there's such a difficulty gap between this diff and the last diff and when you go and play it, you just get this super fast reverse stair patern in your face. Should consider making more fluid movement here considering how hard this difficulty is, i really dont think the reverse stairs work. Also from what i'm seeing in the auto-play everything seems to be flowing really well, except the point that i mentioned. so yeah i can't really play this but this is the only major thing i noticed. also fuck mapping on x axis only xd

---------------------

Really nice set, seems like platter and rain could use some more work but i would love to see this ranked!
  1. 00:02:400 (3) - I need more opinions.
  2. 00:04:800 (3) - I think that's okay, it's just back and forth movement. It should be easy to catch and also to emphasize the repeat sound.
  3. 00:22:800 (1,2,3,4) - Need more opinions.
  4. 00:29:400 (4,1) - The gap isn't big and it plays nicely for me.
Updetto
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 2
GridSize: 16
TimelineZoom: 2.5

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:-Hex-'s Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
BeatmapID:1324963
BeatmapSetID:626831

[Difficulty]
HPDrainRate:3
CircleSize:2.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,35,1,0
10800,-100,4,3,1,45,0,0
20400,-100,4,3,1,50,0,1
30000,-100,4,3,1,35,0,0


[Colours]
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Combo2 : 0,145,0
Combo3 : 0,223,223

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Thank you !!


NO KUDOSU! Recheck on Skycreeper's new diffs

By the way: My modding assistant says that normal-hitfinish.wav is unused. Sometimes the modding assistant is wrong so, so please check if that hitsound is used on any diff or not and if not please delete it.

Salad
  1. I didn't noticed that while playing, but for the sake of consistency: Why aren't the shapes of 00:01:200 (1,2) - and 00:30:000 (1,2) - not exactly the same? I would just copy and paste one slider.
  2. 00:03:600 (3,1,2,3,4,5) - As it is right now it can be a bit confusing since when i play it my brain divides the patterns in two groups: 00:03:600 (3) - and 00:04:500 (1,2,3,4,5) - . That's confusing since song-wise it would make more sense if the second group of notes starts at 00:04:800 (2) - instead of 00:04:500 (1) - . The pattern you used is fine but i would work on the distances to make it better: I would move 00:04:500 (1) - , 00:05:100 (3) - and 00:05:700 (5) - to x:416, 00:04:800 (2) - and 00:05:400 (4) - to x:272 to make the emphasizing better (it gets also clearer when to dash and when not). Same goes for 00:32:400 (3,1,2,3,4,5) - .
  3. 00:17:400 (4,5,6) - and 00:18:600 (1,2,3) - are inconsistent because they don't provide the same flow. Please fix that.
  4. Even though you improved the rhythm compared to your old Salad it is still inconsistent. I would make 00:20:400 (1,2,3,4,1,2,3,4,5,6) - and 00:25:200 (1,2,3,4,5,6,1,2,3,4,5) - similar patterns.
  5. 00:29:850 (6) - I would remove that note because it is too dense otherwise.
  6. 00:32:100 (2) - This should be on the right side of 00:31:500 (1) - to keep consistency with 00:02:700 (1,2) - (I know that you are running out of space in the editor but you can maybe do it when you applied my previous point).
  7. 00:34:500 (5,6) - Is bad flow imo and inconsistent with 00:05:700 (5,6) - , so please make it similar to 00:05:700 (5,6) - .
  8. 00:39:600 (7) - I would extend this to a slider ending at 00:39:900 - to emphasize the music better.

As discussed I will do the rest after you fixed the hypers in Platter.
Topic Starter

Sanyi wrote: 4f4u23



NO KUDOSU! Recheck on Skycreeper's new diffs

By the way: My modding assistant says that normal-hitfinish.wav is unused. Sometimes the modding assistant is wrong so, so please check if that hitsound is used on any diff or not and if not please delete it.

Salad
  1. I didn't noticed that while playing, but for the sake of consistency: Why aren't the shapes of 00:01:200 (1,2) - and 00:30:000 (1,2) - not exactly the same? I would just copy and paste one slider. Ehh It's already same '-' ?. Ye maybe the curve is slightly different. But it's ok I think.
  2. 00:03:600 (3,1,2,3,4,5) - As it is right now it can be a bit confusing since when i play it my brain divides the patterns in two groups: 00:03:600 (3) - and 00:04:500 (1,2,3,4,5) - . That's confusing since song-wise it would make more sense if the second group of notes starts at 00:04:800 (2) - instead of 00:04:500 (1) - . The pattern you used is fine but i would work on the distances to make it better: I would move 00:04:500 (1) - , 00:05:100 (3) - and 00:05:700 (5) - to x:416, 00:04:800 (2) - and 00:05:400 (4) - to x:272 to make the emphasizing better (it gets also clearer when to dash and when not). Same goes for 00:32:400 (3,1,2,3,4,5) - . Fixed
  3. 00:17:400 (4,5,6) - and 00:18:600 (1,2,3) - are inconsistent because they don't provide the same flow. Please fix that. Ups, my bad
  4. Even though you improved the rhythm compared to your old Salad it is still inconsistent. I would make 00:20:400 (1,2,3,4,1,2,3,4,5,6) - and 00:25:200 (1,2,3,4,5,6,1,2,3,4,5) - similar patterns. Fine :3
  5. 00:29:850 (6) - I would remove that note because it is too dense otherwise.Ok because it's a lower diff. I'll do it
  6. 00:32:100 (2) - This should be on the right side of 00:31:500 (1) - to keep consistency with 00:02:700 (1,2) - (I know that you are running out of space in the editor but you can maybe do it when you applied my previous point). Sure
  7. 00:34:500 (5,6) - Is bad flow imo and inconsistent with 00:05:700 (5,6) - , so please make it similar to 00:05:700 (5,6) - . Ahh sorry ;w;
  8. 00:39:600 (7) - I would extend this to a slider ending at 00:39:900 - to emphasize the music better. No. According to other diff. It always ends in 00:39:600 - . But yet, it doesn't sound good imo if you extend it to 00:39:900 - (I tried this already so ye).

As discussed I will do the rest after you fixed the hypers in Platter. I'm on it. Thanks :D Love you
By the way. Sorry I didn't write a response on Lulu's mod. I was in bad condition so I forgot to do it. But, I already applied some from your mods. Thanks for mod <3
From my modding queue~
These are mostly suggestions, so feel free to ignore them.

[Kantan]
Is it just me, or does Kantan have 2.35 slider velocity? Maybe change it to 1.4, like the other taiko diffs.

00:09:600 (10) - Use k instead?
00:29:400 - Add a d to make the pattern length match 00:22:800?
00:38:400 (45) - Change to k?

[Poii's Futsuu]
00:13:050 (4) - Change to d, since the pitch is slightly different from the previous note?
00:14:250 (8) - ^
00:17:850 (17) - ^
00:19:050 (21) - ^
00:39:000 (2,3) - Switch to d k to emphasize last note?

[Poii's Muzukashii]
00:03:000 (10) - Change to k, to emphasize the dons at 00:02:850 and 00:03:300?
00:13:350 (50,51) - Reverse pattern? I think it sounds better.
00:14:550 (55,56) - ^
00:18:150 (70,71) - ^
00:19:350 (75,76) - ^
00:38:550 (36,37,38,39) - Reverse notes? (k=d, d=k). I think it sounds better + emphasizes last note.

[_yu68's Oni]
00:27:000 (173) - Use k instead?
00:39:150 (251) - Change to d? 00:39:000 and 00:39:300 have a higher pitch, so I think this works well.

Good luck with ranking this! :)
Topic Starter

Protonori wrote: 5i373w

From my modding queue~
These are mostly suggestions, so feel free to ignore them.

[Kantan]
Is it just me, or does Kantan have 2.35 slider velocity? Maybe change it to 1.4, like the other taiko diffs. Ups, I didn't know if it will affect the gameplay. Sorry :D

00:09:600 (10) - Use k instead? Sound Good
00:29:400 - Add a d to make the pattern length match 00:22:800? Aaa I forgot sorry ;w;
00:38:400 (45) - Change to k? Not very high pitch tone. So sorry :'(

Good luck with ranking this! :) Thanks <3

Protonori wrote: 5i373w

From my modding queue~
These are mostly suggestions, so feel free to ignore them.

[Poii's Futsuu]
00:13:050 (4) - Change to d, since the pitch is slightly different from the previous note? i use same color in muzu so i keep this, also the pitch isnt differ at all, and this is a low diff and i want to make it playable for new player, i try to avoid kd dk 1/4 doublet
00:14:250 (8) - ^
00:17:850 (17) - ^
00:19:050 (21) - ^
00:39:000 (2,3) - Switch to d k to emphasize last note? 3 to k

[Poii's Muzukashii]
00:03:000 (10) - Change to k, to emphasize the dons at 00:02:850 and 00:03:300? good, lets try
00:13:350 (50,51) - Reverse pattern? I think it sounds better. aah no, bcus the flow
00:14:550 (55,56) - ^
00:18:150 (70,71) - ^
00:19:350 (75,76) - ^
00:38:550 (36,37,38,39) - Reverse notes? (k=d, d=k). I think it sounds better + emphasizes last note.the last doublet is quite same , i keep that

Good luck with ranking this! :)

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256,192,39600,1,4,0:0:0:0:
when rank ?

Gordon123 wrote: 3w4d1r

when rank ?
MBomb

lulu lemon wrote: 6o263l

requested by skycreeper and hex.

[MBomb's overdose]
00:16:800 (1,2) - this really ruins the fun of everything. First of all it feels like there's such a difficulty gap between this diff and the last diff and when you go and play it, you just get this super fast reverse stair patern in your face. Should consider making more fluid movement here considering how hard this difficulty is, i really dont think the reverse stairs work. Also from what i'm seeing in the auto-play everything seems to be flowing really well, except the point that i mentioned. so yeah i can't really play this but this is the only major thing i noticed. also fuck mapping on x axis only xd - I feel like it's fine with the general progression of the difficulty, and it feels fun to play to me so I'm leaving it like this.

---------------------

Really nice set, seems like platter and rain could use some more work but i would love to see this ranked!

Protonori wrote: 5i373w

[_yu68's Oni]
00:27:000 (173) - Use k instead? :arrow: I thought that I don't have to change since there is no high drum sound like as other k in this part.
00:39:150 (251) - Change to d? 00:39:000 and 00:39:300 have a higher pitch, so I think this works well. :arrow: applied :3
Thank you for modding <3
I had been forgetting to post osu file

_yu68's Oni
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: Normal
StackLeniency: 1
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.4

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:_yu68's Oni
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
BeatmapID:1391076
BeatmapSetID:626831

[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,1,0,80,1,0
10800,-100,4,1,0,80,0,0
20400,-100,4,1,0,80,0,1
30000,-100,4,1,0,80,0,0


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Topic Starter
Ok all updated.

Sorry I didn't update it before. Because I had a problem when running osu in Ubuntu 16.04 :o


NO KUDOSU! Recheck on Platter and Rain.

General: Rework your NCs please, they should be on every downbeat (= on every big white tick)

Platter
  1. 00:04:050 (2,3,4) - There is no strict definition of what antiflow is, but for me that's antiflow. I also talked with Benny- about it and he agreed that the distance between 00:04:500 (3) - and 00:04:800 (4) - is too far. Therefore I recommend you to move 00:04:800 (4) - more to the right, I think x:288 should be enough. Make sure to move 00:05:400 (6) - to x:288 as well so that the distances in 00:04:500 (3,4,5,6,7) - are consistent. The same suggestion goes for 00:32:850 (2,3,4,5,6,7) - .
  2. 00:07:200 (4) - This slider covers really minor sounds in comparison to the previous two sliders but provides the exact same gameplay which feels weird. Moving 00:07:200 (4) - to x:64 and flipping the whole map that comes after that slider emphasizes the music much better and provides nice gameplay as well. The same suggestion goes for 00:36:000 (4) - .
  3. 00:08:250 (6,1,2) - That is hyperdash into antiflow for me as well, moving 00:08:700 (2) - to x:224 should seal the deal here.
  4. 00:15:150 (7,8,1) - I don't like the emphasizing choice here, making a big gap from 00:15:150 (7) - to 00:15:450 (8) - and no gap at all from 00:15:450 (8) - to 00:15:600 (1) - even though 00:15:600 (1) - is a downbeat. I think it would make rhythm-wise much more sense to make the first gap small and the second one big so that you have the dash to the downbeat instead to the note before the downbeat.
  5. 00:20:100 (8) - Should be snapped to 00:20:250 - to land on the important sound. You did the same at 00:15:450 (8) - . You can make then a hyperdash to 00:20:400 (1) - , fits the start of the kiai well.
  6. 00:20:400 (1) - Is inconsistent with the rest of the kiai, there should be a gap at 00:20:550 - like you did everywhere else afterwards, so make 00:20:400 (1) - a single note and start the next object at 00:20:700 - to fix that. In general I think it would be better to be more consistent in the kiai with your usage of 1/2 sliders and repeat sliders, it is not 100% consistent with that.
  7. 00:21:300 (3,4,1) - Plays weird imo, because you need to slow down after the hyperdash because otherwise you move to far right to catch the next fruit.
    It is also inconsistent with the rest of the kiai since in the whole kiai you've made a direction of movement change right after a hyper but not here. Therefore I recommend you to flip 00:21:900 (1) - and move it to x:176 to create a better flow and to keep consistency with the rest of the kiai.
  8. 00:22:500 (3,4,1) - Hyperdash into antiflow again, you need to move 00:23:100 (1) - to x:288 to fix that.
  9. 00:25:200 (4,1,2,3) - You move the whole time from left to right, which is boring and inconsistent with previous parts at the same time. Please make some movement changes in this section like you did every time beforehand.
  10. 00:26:700 (1) - Please move it to x:336 to avoid antiflow after a hyperdash again.
  11. 00:27:900 (1) - Same here, move it to x:176.
  12. 00:28:800 (4,5) - Distance is way to big this time, you need to move 00:29:100 (5) - to x:320 to avoid antiflow.
Rain

General: The Rain itself has huge problems with emphasis in my opinion. I personally think that reworking it again (or searching for a guest diff) is the way to go. Since it would take forever to point out everything, I will just point out some major stuff with one example each. The things that I will point out has to be fixed in the whole diff though (and not only at the spot I used as an example), so it is your job to go through the whole song/diff and search for similar problems. If you need any help or have any questions don't hesitate to ask me!
  1. 00:02:400 - Is a strong sound which is a downbeat as well and you put it on a sliderend which is a clear emphasis and rhythm problem at the same time. This sound needs to be a single note or the start of a slider, it would even make sense to make a hyperdash to that sound.
  2. Let's take look at the very first sounds (from 00:01:200 - to 00:02:250 - ): When you listen closely to this section (with 50% or 25% speed), you can hear pretty well that the sounds in this section are divided in two groups: From 00:01:200 - to 00:01:650 - and from 00:01:800 - to 00:02:250 - with 00:01:650 -
    being a minor sound compared to all other sounds in this section. With this knowledge, a new object needs to start at 00:01:800 - to divide the two groups of sounds and the sound on 00:01:650 - don't necessarily needs to be mapped because it is so minor (still can be mapped though, mappers preference here). As it is right now you start a new object on the most unimportant sound (00:01:650 - ) and you put 00:01:800 - as a sliderend which is a complete fail with our knowledge now.
  3. 00:04:650 (1,2,3,4,5) - Listen to them, they need to be all 1/2 later as well (and 4 instead of 5 sliders)
  4. 00:09:600 (4,5) - 1/2 off as well and the hyper is questionable anyways because the sound isn't that important.
  5. 00:12:600 (6,7) - Listen again. The sliderend is a way more important sound than the single note, but you made the slider 1/1 and a hyper to the less important sound instead of 1/2 and a hyper to the important sound.
These are just examples as I said, the whole diff is off imo.
Hope that I could help again!
Topic Starter

Sanyi wrote: 4f4u23



NO KUDOSU! Recheck on Platter and Rain.

General: Rework your NCs please, they should be on every downbeat (= on every big white tick)

Platter
  1. 00:04:050 (2,3,4) - There is no strict definition of what antiflow is, but for me that's antiflow. I also talked with Benny- about it and he agreed that the distance between 00:04:500 (3) - and 00:04:800 (4) - is too far. Therefore I recommend you to move 00:04:800 (4) - more to the right, I think x:288 should be enough. Make sure to move 00:05:400 (6) - to x:288 as well so that the distances in 00:04:500 (3,4,5,6,7) - are consistent. The same suggestion goes for 00:32:850 (2,3,4,5,6,7) - . Ok
  2. 00:07:200 (4) - This slider covers really minor sounds in comparison to the previous two sliders but provides the exact same gameplay which feels weird. Moving 00:07:200 (4) - to x:64 and flipping the whole map that comes after that slider emphasizes the music much better and provides nice gameplay as well. The same suggestion goes for 00:36:000 (4) - . Looks good
  3. 00:08:250 (6,1,2) - That is hyperdash into antiflow for me as well, moving 00:08:700 (2) - to x:224 should seal the deal here. I'd rather put it at 256. Because putting it in x:224 isn't look good for me
  4. 00:15:150 (7,8,1) - I don't like the emphasizing choice here, making a big gap from 00:15:150 (7) - to 00:15:450 (8) - and no gap at all from 00:15:450 (8) - to 00:15:600 (1) - even though 00:15:600 (1) - is a downbeat. I think it would make rhythm-wise much more sense to make the first gap small and the second one big so that you have the dash to the downbeat instead to the note before the downbeat. Sure
  5. 00:20:100 (8) - Should be snapped to 00:20:250 - to land on the important sound. You did the same at 00:15:450 (8) - . You can make then a hyperdash to 00:20:400 (1) - , fits the start of the kiai well. Looks Good
  6. 00:20:400 (1) - Is inconsistent with the rest of the kiai, there should be a gap at 00:20:550 - like you did everywhere else afterwards, so make 00:20:400 (1) - a single note and start the next object at 00:20:700 - to fix that. In general I think it would be better to be more consistent in the kiai with your usage of 1/2 sliders and repeat sliders, it is not 100% consistent with that. Ik it's not consistent with other pattern. But at least it sounds better rather than you put a circle and make a gap between it. Tho it's the beginnin' of the kiai. It should be fine.
  7. 00:21:300 (3,4,1) - Plays weird imo, because you need to slow down after the hyperdash because otherwise you move to far right to catch the next fruit.
    It is also inconsistent with the rest of the kiai since in the whole kiai you've made a direction of movement change right after a hyper but not here. Therefore I recommend you to flip 00:21:900 (1) - and move it to x:176 to create a better flow and to keep consistency with the rest of the kiai. Ayy,
    It's good
  8. 00:22:500 (3,4,1) - Hyperdash into antiflow again, you need to move 00:23:100 (1) - to x:288 to fix that. Ok
  9. 00:25:200 (4,1,2,3) - You move the whole time from left to right, which is boring and inconsistent with previous parts at the same time. Please make some movement changes in this section like you did every time beforehand. Fixed the issue
  10. 00:26:700 (1) - Please move it to x:336 to avoid antiflow after a hyperdash again. Ok
  11. 00:27:900 (1) - Same here, move it to x:176. Green light
  12. 00:28:800 (4,5) - Distance is way to big this time, you need to move 00:29:100 (5) - to x:320 to avoid antiflow. x:272 would be fine. tho
Rain

General: The Rain itself has huge problems with emphasis in my opinion. I personally think that reworking it again (or searching for a guest diff) is the way to go. Since it would take forever to point out everything, I will just point out some major stuff with one example each. The things that I will point out has to be fixed in the whole diff though (and not only at the spot I used as an example), so it is your job to go through the whole song/diff and search for similar problems. If you need any help or have any questions don't hesitate to ask me!
  1. 00:02:400 - Is a strong sound which is a downbeat as well and you put it on a sliderend which is a clear emphasis and rhythm problem at the same time. This sound needs to be a single note or the start of a slider, it would even make sense to make a hyperdash to that sound.
  2. Let's take look at the very first sounds (from 00:01:200 - to 00:02:250 - ): When you listen closely to this section (with 50% or 25% speed), you can hear pretty well that the sounds in this section are divided in two groups: From 00:01:200 - to 00:01:650 - and from 00:01:800 - to 00:02:250 - with 00:01:650 -
    being a minor sound compared to all other sounds in this section. With this knowledge, a new object needs to start at 00:01:800 - to divide the two groups of sounds and the sound on 00:01:650 - don't necessarily needs to be mapped because it is so minor (still can be mapped though, mappers preference here). As it is right now you start a new object on the most unimportant sound (00:01:650 - ) and you put 00:01:800 - as a sliderend which is a complete fail with our knowledge now.
  3. 00:04:650 (1,2,3,4,5) - Listen to them, they need to be all 1/2 later as well (and 4 instead of 5 sliders)
  4. 00:09:600 (4,5) - 1/2 off as well and the hyper is questionable anyways because the sound isn't that important.
  5. 00:12:600 (6,7) - Listen again. The sliderend is a way more important sound than the single note, but you made the slider 1/1 and a hyper to the less important sound instead of 1/2 and a hyper to the important sound.
These are just examples as I said, the whole diff is off imo. Fine :(
Hope that I could help again!
Thanks for re-check. I think I just need to put effort on the Rain diff

-Hex-'s Cup 3h1n


00:03:900 - a violent sound here so i will add a cb
00:07:350 - add a cb to keep consistent with 00:06:600 (2,3) -
00:36:150 - as above
00:38:850 (1) - move to start on 00:38:700 -

Salad 402r46


00:15:450 (6) - i feel add a circle on 00:15:450 - and add a slider on 00:15:750 - to 00:15:900 -
00:15:900 - can't ignore
00:36:000 (2,3,4,5,6,7,1,2) - ctrl+h ?
buz 00:07:500 (3,4,5,6,7) - so i will make 00:36:300 (3,4,5,6,7) - on the left

Platter 6m2k41


00:05:550 - miss cb
00:13:050 - 00:15:450 (8) - 00:17:850 - no sound effects ?
00:34:350 - miss cb

Sanyi's Rain e1p43


00:07:350 - i feel make a cb will better
00:13:050 - 00:15:450 (3) - 00:15:450 (3) - no sound effects ?
00:36:150 - like 00:07:350 -

Fii's Overdose 62qo


00:13:050 - 00:15:450 (5) - 00:17:850 - 00:21:525 (7) - 00:25:125 - 00:27:525 (7) - 00:27:525 (7) - 00:29:925 - no sound effects ?
00:30:300 (2,3,4,5,6) - increase a little bit distance to left
i feel more fun when i play this diff

Can use no sound effects in some cb if permutation is too tight
but i think they need sound effects to value
c'mon guys ,rank it pls!!!!
Topic Starter

[-naniwa-] wrote: 5ojo

Salad 402r46


00:15:450 (6) - i feel add a circle on 00:15:450 - and add a slider on 00:15:750 - to 00:15:900 -
00:15:900 - can't ignore Fixed
00:36:000 (2,3,4,5,6,7,1,2) - ctrl+h ? Flipped
buz 00:07:500 (3,4,5,6,7) - so i will make 00:36:300 (3,4,5,6,7) - on the left

Platter 6m2k41


00:05:550 - miss cb I prefer no NC here
00:13:050 - 00:15:450 (8) - 00:17:850 - no sound effects ? Added
00:34:350 - miss cb Same as before

Can use no sound effects in some cb if permutation is too tight
but i think they need sound effects to value
Topic Starter

Gordon123 wrote: 3w4d1r

c'mon guys ,rank it pls!!!!
I'm still searching for modders ;w; . But only few of them respond to my req
About naniwa's mod:

My NCs are following the simple but effective rule of every downbeat a NC, therefore I want to keep my NCs as they are right now.

About the hitsound thingy: Since I haven't hitsounded the diff myself it is up to the hitsounder to decide that.
HI!
from queue

[Katana]

00:09:600 - why is this k? the pitch isn't high for k, change to d.
00:16:500 (18,19,20,21,22) - i think this is a bit hard to read
(my suggestion is:
00:16:500 - move to 00:16:800 -
00:17:100 - move to 00:17:700 -
00:18:900 - move to 00:18:600 -
00:19:500 - move to 00:19:200 - )
if you have an idea of something simpler,then fine c:
00:36:600 - delete? consistence with 00:31:800 -

[Poii's Footshoe]

00:10:950 (22,23,24) - really weird
00:15:750 (11,12,13) - ^ pls try something else, think on baby footshoe players :C

[Poii's Kanashiiureshii]

00:01:650 - delete(?

diff is good, but it's really demanding comparing to futsuu, pls nerf a little

[_yu69's Poni]

this doesn't need mods tho.

Ulqui wrote: 2y4v64

HI! maa Ulquboii wadaapp man !
from queue

[Poii's Footshoe]

00:10:950 (22,23,24) - really weird
00:15:750 (11,12,13) - ^ pls try something else, think on baby footshoe players :C i do somethin somethin,for baby tacos

[Poii's Kanashiiureshii]

00:01:650 - delete(?

diff is good, but it's really demanding comparing to futsuu, pls nerf a little

[_yu69's Poni]

this doesn't need mods tho. i knew it xD
futsuu
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fack the SR xD, rip my futsuu, i place so much note in red tick
  1. 00:03:900 - I would like to make it consistent with other simple movement I have.
  2. 00:07:350 - Nope, I would like to make small break in there.
  3. 00:36:150 - Same as above.
  4. 00:38:850 (1) - The sound starts on that timestamp, I will leave it.
Updetto
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Version:-Hex-'s Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68 Sanyi
BeatmapID:1324963
BeatmapSetID:626831

[Difficulty]
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CircleSize:2.5
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ApproachRate:6
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
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Thanks for your suggestions! :)
Shit. Double post.
Mod for Taiko~
_yu68's Oni -
00:04:500 I hear a pitched sound here. I suggest you make this a k
00:33:300 ^
00:36:450 kkd sounds better imo
00:39:600 add a finisher?

Overall, good map :)
Topic Starter
Updated.

Should I search for a BN xd ?
Topic Starter

Ulqui wrote: 2y4v64

HI!
from queue

[Katana]

00:09:600 - why is this k? the pitch isn't high for k, change to d. Ok
00:16:500 (18,19,20,21,22) - i think this is a bit hard to read Applied
(my suggestion is:
00:16:500 - move to 00:16:800 -
00:17:100 - move to 00:17:700 -
00:18:900 - move to 00:18:600 -
00:19:500 - move to 00:19:200 - )
if you have an idea of something simpler,then fine c:
00:36:600 - delete? consistence with 00:31:800 - They're not same :(
you should, we're waiting for it

gws btw

_DUSK_ wrote: 502i4i

Mod for Taiko~
_yu68's Oni -
00:04:500 I hear a pitched sound here. I suggest you make this a k
00:33:300 ^
00:36:450 kkd sounds better imo
00:39:600 add a finisher?

Overall, good map :)
all fixed~ thanks mod o/

.osu
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: Normal
StackLeniency: 1
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.4

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:_yu68's Oni
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68 Sanyi
BeatmapID:1391076
BeatmapSetID:626831

[Difficulty]
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CircleSize:5
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
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//Storyboard Sound Samples

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256,192,38700,1,8,0:0:0:0:
256,192,38850,1,0,0:0:0:0:
256,192,39000,1,8,0:0:0:0:
256,192,39150,1,0,0:0:0:0:
256,192,39300,1,8,0:0:0:0:
256,192,39600,1,4,0:0:0:0:

@Skycreeper- plz kds him
Sanyi told me to mod lower diffs. Blame him

[
-Hex-'s Cup
]

  1. 00:07:500 (5) - Instead of a 2/2 slider here, a 1/1 slider + circle on 00:08:100 - works better rhythm wise
  2. 00:12:600 (4) - Here again, rhythm could be improved. Try something like what I did in the box below see if you like it (I have my cursor on 00:12:600 - in the screenshot if it helps you situate this i the map)
  3. 00:14:100 (3,1) - 00:17:400 (3,4) - Same as above for rhythm, it just follows the main melody much better
  4. 00:24:600 (4) - The clap on the slider end here is kinda out of place, remove it. They work on the section after because all the sounds here are all the same.

[
Platter
]

  1. 00:06:600 (2,3,4) - make the walks here easier to hit. They are pretty big right now and make it easy to miss on 00:07:200 (4,1) -
  2. 00:14:550 (4,5,6,7) - Change these to be more vertical and easier to hit. All the anti-flow dashes on different snaps is too hard to read for a platter player, something more simple would work better
  3. 00:19:350 (4,5,6,7,8) - same thing as above applies here
  4. 00:15:450 (8,1) - A 1/1 slider follow the song better here
  5. 00:16:650 (3,4) - Distance here is a bit too low
  6. 00:21:900 (1,2,3) - 00:27:900 (1,2,3) - 3 antiflow dashes in a row is too hard for a platter, plus these are way harder than the other patterns in this section, so it ends up not fitting with the rest at all

Just dropping in a few suggestions, hopefully it was helpful in any way. Good luck!
Topic Starter
Gonna apply this when I got a laptop on my own. Thanks for modding!

Will resurrect this ASAP!
Topic Starter

celerih wrote: 6b2k5

Sanyi told me to mod lower diffs. Blame him

  • Platter


      1. 00:06:600 (2,3,4) - make the walks here easier to hit. They are pretty big right now and make it easy to miss on 00:07:200 (4,1) - Okay
      2. 00:14:550 (4,5,6,7) - Change these to be more vertical and easier to hit. All the anti-flow dashes on different snaps is too hard to read for a platter player, something more simple would work better Sure. but I changed this with slider instead
      3. 00:19:350 (4,5,6,7,8) - same thing as above applies here Ok
      4. 00:15:450 (8,1) - A 1/1 slider follow the song better here Yeah will make this 1/1 since the simillar rythm near kiai use 1/1 too
      5. 00:16:650 (3,4) - Distance here is a bit too low Changed
      6. 00:21:900 (1,2,3) - 00:27:900 (1,2,3) - 3 antiflow dashes in a row is too hard for a platter, plus these are way harder than the other patterns in this section, so it ends up not fitting with the rest at all Pattern changed. Might need someone to re-check it since I'm not too confident about the pattern

    Just dropping in a few suggestions, hopefully it was helpful in any way. Good luck!
Thanks for mods! Now resurrecting and good bye to taiko diff :'(

The Taiko GDers can ask for their .osz file to me if they want. Somehow I it to drive.
Accepted all and remapped my diff. Thanks!

Cup
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
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DistanceSpacing: 0.6
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[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Hex's Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb -wwwww Sanyi
BeatmapID:0
BeatmapSetID:-1

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OverallDifficulty:6
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//Break Periods
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//Storyboard Sound Samples

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Combo color kalau mau:
[Colours]
Combo1 : 255,255,0
Combo2 : 0,145,0
Combo3 : 0,223,223
Topic Starter
Ok added combo colors owo
Responding to M4M (thank Sanyi)

[General]
  1. there is a pretty big diff spike between fii's overdose and MBombs game over. consider adding a bridging diff or buffing fii's overdose a bit and nerfing Game over a bit.


[Cup]
  1. 00:06:600 (2,3) - would preffer a bit lower spacing between these two. maybe 0.64x
  2. 00:08:400 (3) - could consider tilting this a bit vertical. 00:07:050 (4,1,2,3) - can get a bit tight to catch with all the movement.
  3. 00:10:800 (1) - feels a lot stronger than 00:11:100 (2) - but got same spacing. would reduce distance between these two a bit.
  4. 00:13:200 (1) - would preffer to have this over towards 4. music pitch starts low on 00:12:600 (4) - goes up to 00:12:900 (5) - and down to 00:13:200 (1) - again.
[Salad]
Using around 1.6x for your dash spacing is not that good. on this high bpm song it can make dashes unclear to read. I would use somewhere between 1.7x and 1.8x as dash distance to have a clear dash spacing and would keep walk spacing under 1.4x to make walks clear too.
i assumed places like 00:01:800 (2,3) - 00:03:300 (5,1) - 00:03:900 (2,3) - 00:06:000 (1,2) - was ment as dashes
  1. 00:06:600 (2) - would tilt this a bit more vertical. Having this rapid direction change after the dash seems a bit harsh.
Not that much else to say tbh. The biggest issue is unclear spacing. would try to make those dashes and walks a bit more distinguishable from eachother.

[Platter]
  1. 00:02:700 (4,5,6) - not that clear to me why you increase spacing so drastically for 5 and 6 compared to the repeat. would use 1x spacing between these notes instead.
  2. 00:03:600 (1,2,3) - would reduce spacing between 1 and 2 so you can make 3 stand more out as a dash.
  3. 00:21:900 (2,3,4) - would use same spacing for all three sliders.
  4. 00:23:100 (2,3,4,5,6,7,1,2,3) - spacing implies 00:23:550 (5) - is more significant than 00:24:000 (1) - would reduce 00:23:400 (4,5) - a bit.
  5. 00:26:700 (2,3,4) - same spacing for all three again.
  6. 00:27:900 (2,3,4,5,6,7,1,2,3) - same spacing inconsistency as 00:23:100 (2,3,4,5,6,7,1,2,3) -
    okay sidenote about kiai. i find your rapid transition between following a 1/2 rhythm (00:21:600 (1,2,3,4) - ) and a 3/4 rhythm (00:23:100 (2,3,4,5,6,7,1,2,3) - ) a bit confusing. cant you use a mostly 1/2 for first half and mostly 3/4 for 2nd half of the kiai?
  7. 00:31:500 (4,5,6) - nice callback to 00:02:700 (4,5,6) - but also too high spacing for 5 and 6 here too imo.
  8. 00:32:400 (1,2,3) - same with this and 00:03:600 (1,2,3) - again

[Rain]
  1. 00:01:950 (3,4) - creates and almost but not quite hold dash pattern. can you either buff spacing between head and tail of 4 or move 4 a bit closer to 3 so its a bit more forgiving.
  2. 00:25:200 - copypasta of the first half of kiai is a bit too booring isnt it? why not focus on curve movement for one half and line movement for the second? did that make sense? >.<

[Overdose]
Not much to say tbh.

[Game Over]
Good top diff but too far out from diff spread imo.
  1. 00:06:600 (2,3) - 0.96x instead
  2. 00:08:400 (3) - I think that's okay, still easy to catch.
  3. 00:13:200 (1) - I'd prefer celerih's rhythm suggestion. Sorry :c
Thanks!

k
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

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DistanceSpacing: 0.6
BeatDivisor: 2
GridSize: 16
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[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Hex's Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb -wwwww Sanyi Magic Bomb Fii Kaitlin
BeatmapID:1324963
BeatmapSetID:626831

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CircleSize:2.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"78.jpg",0,0
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Topic Starter

Divine Cake wrote: 65615t

Responding to M4M (thank Sanyi)
[General]
  1. there is a pretty big diff spike between fii's overdose and MBombs game over. consider adding a bridging diff or buffing fii's overdose a bit and nerfing Game over a bit. Let me discuss it first

[Salad]
Using around 1.6x for your dash spacing is not that good. on this high bpm song it can make dashes unclear to read. I would use somewhere between 1.7x and 1.8x as dash distance to have a clear dash spacing and would keep walk spacing under 1.4x to make walks clear too.
i assumed places like 00:01:800 (2,3) - 00:03:300 (5,1) - 00:03:900 (2,3) - 00:06:000 (1,2) - was ment as dashes Applied
  1. 00:06:600 (2) - would tilt this a bit more vertical. Having this rapid direction change after the dash seems a bit harsh. Ok
Not that much else to say tbh. The biggest issue is unclear spacing. would try to make those dashes and walks a bit more distinguishable from eachother.
Fixed
[Platter]
  1. 00:02:700 (4,5,6) - not that clear to me why you increase spacing so drastically for 5 and 6 compared to the repeat. would use 1x spacing between these notes instead. Ye sure
  2. 00:03:600 (1,2,3) - would reduce spacing between 1 and 2 so you can make 3 stand more out as a dash. Ok
  3. 00:21:900 (2,3,4) - would use same spacing for all three sliders. Sip
  4. 00:23:100 (2,3,4,5,6,7,1,2,3) - spacing implies 00:23:550 (5) - is more significant than 00:24:000 (1) - would reduce 00:23:400 (4,5) - a bit. Yeah sure
  5. 00:26:700 (2,3,4) - same spacing for all three again. ;w;
  6. 00:27:900 (2,3,4,5,6,7,1,2,3) - same spacing inconsistency as 00:23:100 (2,3,4,5,6,7,1,2,3) - Fixed
    okay sidenote about kiai. i find your rapid transition between following a 1/2 rhythm (00:21:600 (1,2,3,4) - ) and a 3/4 rhythm (00:23:100 (2,3,4,5,6,7,1,2,3) - ) a bit confusing. cant you use a mostly 1/2 for first half and mostly 3/4 for 2nd half of the kiai? I think 1/2 is already good enough imo. They had same rythm. So that's why I made a copy from the first half for the second half one.
  7. 00:31:500 (4,5,6) - nice callback to 00:02:700 (4,5,6) - but also too high spacing for 5 and 6 here too imo. Fixed.
  8. 00:32:400 (1,2,3) - same with this and 00:03:600 (1,2,3) - again Noticed that.


Thanks for modding!

Divine Cake wrote: 65615t

Responding to M4M (thank Sanyi) yw

[Rain]
  1. 00:01:950 (3,4) - creates and almost but not quite hold dash pattern. can you either buff spacing between head and tail of 4 or move 4 a bit closer to 3 so its a bit more forgiving. Asked other people for their opinion and they think it is fine, may change it if anyone else thinks the distance is meh
  2. 00:25:200 - copypasta of the first half of kiai is a bit too booring isnt it? why not focus on curve movement for one half and line movement for the second? did that make sense? >.< RRREEEEEEEEEEEEE (not exactly doing what you suggested since a style change is too much in my opinion but will still work on it)
Will send the updated diff to Dapu as soon as I reworked the last part!

Thanks for modding!

EDIT: Sent the updated diff to Dapu, I made some small adjustments on my own as well.

Professor Gila wrote: 4u5e1i

Hello overdose o.o
-00:02:100 (6) - reverse the selection by ctrl + g this :3 I intended for this to be a regular dash

-00:02:850 (2) - make a hyper on this part by dragging it to X:376 see above

-00:05:100 (2) - drag this to the left to make a hyper here... see above

-00:29:700 (1) - hmmm just drag this to the right to make it a hyper to jump intended to play as a regular stream

hmm there doesn't seem too much i can mod on this diff so i only can assure the rest is fine :D

lulu lemon wrote: 6o263l

[fii's overdose]
  1. 00:07:200 (1,2,3,4) - hmm (1,2) have a different sound than (3,4) so it doesn't really make sense rhythmcly wise to have this arc like that while you could emphasize (3,4) because they have the louder noise. you're right, fixed this
  2. 00:13:800 (3,4,5,6) - this arc could have way more movement considering the music is starting to build up, and all the notes start to have more density, so it doesn't feel right to have a sudden stop of movement. i know this is probably just a mapping style but i feel like having more movement would make everything more equal and still emphasize the music fixed

[-naniwa-] wrote: 5ojo

Fii's Overdose 62qo


00:13:050 - 00:15:450 (5) - 00:17:850 - 00:21:525 (7) - 00:25:125 - 00:27:525 (7) - 00:27:525 (7) - 00:29:925 - no sound effects ?
00:30:300 (2,3,4,5,6) - increase a little bit distance to left
i feel more fun when i play this diff

fixed all!
thanks for the mods :)

@Dapuluous, make sure to remove mbomb from tags

updated diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Fii's Overdose
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb -wwwww Sanyi Magic Bomb Fii Kaitlin
BeatmapID:1376541
BeatmapSetID:626831

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.75
SliderTickRate:2

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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20400,-100,4,1,1,50,0,1
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Topic Starter
Ok updated.
Topic Starter
Ok updated. Double posted because of lagging.
Hellooooooooooo~

Here from sd_orchard! Thanks again for submitting your map to our queue :)

[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Source please!
  6. Timeline Issues : Okay
  7. Combo Colors : You could add a 4th red color, that would be nice <:
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : soft-hitnormal should definitely be removed, it's making things like 00:13:050 - completely inaudible, which is unrankable.
  10. Unused Files / Other : Okay

[
Hex's Cup
]

General 6t6a34



  1. 00:08:400 (3,1,2,3,4,1,2) - This is a lot of left rights for a new player, try to change up the pattern here to make it something a bit easier!
  2. really nice difficulty!

[
Salad
]

General 6t6a34



  1. 00:01:800 (2,3) - Not sure there's need for a dash here, try reducing this!
  2. 00:03:900 (2,3) - I'd remove the dash here and maybe add a dash between 00:04:500 (3,1) - instead.
  3. 00:04:800 (1,2,3,4) - Maybe reducing the distance of these to walks would be nicer, this pattern is pretty challenging
  4. 00:06:000 (1,2) - remove dash! the pitch is pretty low so i don't think it needs one.
  5. 00:12:900 (6,1) - I'd reduce the distance here, the movement is pretty big coming out of the dash between 00:12:600 (5,6) - .
  6. 00:20:400 (4) - Needs an NC
  7. Imo you should go through the kiai and maybe reduce some density here. For example, you could turn things like 00:20:400 (4,5) - into a 1/1 slider etc etc. The gap between cup and salad is a bit big so try to compare to his rhythms!
  8. 00:32:700 (2,3) - Odd flow, slider is point right but flow goes left here

[
Platter
]

General 6t6a34



  1. 00:10:500 (7,1) - was this meant to be a hyperdash? if so, please increase the distance, if not, then this is way too big and needs a reduction
  2. 00:18:450 (2,3) - Antiflow in platters is unrankable, please fix this by making 3 face to the left! to fix the patterns afterwards to accommodate for this.
  3. 00:22:500 (4,1) - No HDash here? You did it for previous beat like this
  4. 00:27:300 (4,1) - Same
  5. 00:39:300 (7,8) - Could use a slight reduction

[
Sanyi's Rain
]

General 6t6a34



  1. 00:07:350 - Missing a pretty important beat here imo, add a circle for it!
  2. 00:20:550 (2,6) - could both be moved to x:192 and x:328 respectively, the current pattern is really shallow
  3. 00:25:200 (1,2,3,4,5,6,7,8) - copypaste makes me angry :\
  4. 00:36:150 - add a circle!
  5. pretty good overall but i'll punch you if you copypaste again

[
Fii's Overdose
]

General 6t6a34



  1. 00:03:300 (4) - Sliderend on an important sound makes me sad here :< You could definitely make this a 1/2 slider and have an HDash to 00:03:600 - .
  2. 00:05:700 (4) - Yeah same
  3. The above applies to every similar thing in the whole map pleeeeease fix it!
  4. 00:11:250 (3) - This could be a 1/4 slider considering you made it one for the sound at 00:11:100 (2) - (this happens again somewhere that i forgot so do it there too please uwu)
  5. 00:12:300 (3) - Missing a sound at 00:12:450 -, I'd make this whole thing 2 1/2 sliders since skipping 00:12:750 - feels kinda odd to me
  6. 00:13:950 (4,5) - 5 is a pretty impactful sound, how about an hdash?
  7. 00:15:300 - meme skip imo, low sound + wewwwwwww there could use a circle!
  8. pretty nitpicky but hopefully you can apply the stuff I bolded

Nice set, you can call me back!
Fixed. Thanks Ascendance!

Cangkir
osu file format v14

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AudioLeadIn: 0
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SampleSet: None
StackLeniency: 1
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Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Hex's Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- -wwwww Sanyi Fii Kaitlin
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BeatmapSetID:626831

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Topic Starter

Ascendance wrote: y5k5s

Hellooooooooooo~

Here from sd_orchard! Thanks again for submitting your map to our queue :) Your welcome, and thank you too <3

[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Source please! https://kolakid.bandcamp.com/album/cash-machine-go
  6. Timeline Issues : Okay
  7. Combo Colors : You could add a 4th red color, that would be nice <: Added
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : soft-hitnormal should definitely be removed, it's making things like 00:13:050 - completely inaudible, which is unrankable. Deleted
  10. Unused Files / Other : Okay

[
Salad
]

General 6t6a34



  1. 00:01:800 (2,3) - Not sure there's need for a dash here, try reducing this! Well since it's not a high one. Then ok
  2. 00:03:900 (2,3) - I'd remove the dash here and maybe add a dash between 00:04:500 (3,1) - instead. I'm not sure about adding dash between 00:04:500 (3,1) - . The rythm isn't that high so dash wouldn't fit the rythm. Maybe you mentioned the 00:03:900 (2,3) - ?
  3. 00:04:800 (1,2,3,4) - Maybe reducing the distance of these to walks would be nicer, this pattern is pretty challenging But 00:07:500 (1) - rythm is rather high that's why I put dash ;w;
  4. 00:06:000 (1,2) - remove dash! the pitch is pretty low so i don't think it needs one. Sure
  5. 00:12:900 (6,1) - I'd reduce the distance here, the movement is pretty big coming out of the dash between 00:12:600 (5,6) - . But it's walkable :o. And I put 1.20x spacing which I applied to most of pattern that are walkable.
  6. 00:20:400 (4) - Needs an NC Ups I forgot ;w;
  7. Imo you should go through the kiai and maybe reduce some density here. For example, you could turn things like 00:20:400 (4,5) - into a 1/1 slider etc etc. The gap between cup and salad is a bit big so try to compare to his rhythms! Made some changes to the kiai according to the mods.
  8. 00:32:700 (2,3) - Odd flow, slider is point right but flow goes left here Fixed

[
Platter
]

General 6t6a34



  1. 00:10:500 (7,1) - was this meant to be a hyperdash? if so, please increase the distance, if not, then this is way too big and needs a reduction Reduced.
  2. 00:18:450 (2,3) - Antiflow in platters is unrankable, please fix this by making 3 face to the left! to fix the patterns afterwards to accommodate for this. Ok
  3. 00:22:500 (4,1) - No HDash here? You did it for previous beat like this Oh sorry.
  4. 00:27:300 (4,1) - Same Did the same for consistency
  5. 00:39:300 (7,8) - Could use a slight reduction Sure

Nice set, you can call me back! Sure, I'll call you back when it's done <3
[quote="Ascendance"]

[
Sanyi's Rain
]

General 6t6a34



  1. 00:07:350 - Missing a pretty important beat here imo, add a circle for it! I only wanted to put notes on the main melody, so I'd rather not break consistency here. If you really want it to be added I won't hold the set back though.
  2. 00:20:550 (2,6) - could both be moved to x:192 and x:328 respectively, the current pattern is really shallow The whole kiai is meant to have no normal dash due to it's special sound, if I would apply your suggestion that would be ruined. I moved them a tiny bit though.
  3. 00:25:200 (1,2,3,4,5,6,7,8) - copypaste makes me angry :\ Okay sir!
  4. 00:36:150 - add a circle! Same answer obviously
  5. pretty good overall but i'll punch you if you copypaste again dude don't wait just do it

Sanyi's Rain
osu file format v14

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Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Sanyi's Rain
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- -wwwww Sanyi Fii Kaitlin
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BeatmapSetID:626831

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Hello! From my queue some years ago Sorry
I think the set is okay by now and ready for rank, so just a little things here
Platter
  1. 00:15:300 - no note can be heard except for background fx. if you still follow the melody, (6) should be on 00:15:450
  2. 00:20:100 - no note can be heard here, instead I think (6) should be on 00:20:250 -
  3. 00:39:600 (8) - NC here like the other diffs (Same for your Salad)
Fii's Overdose
  1. 00:01:500 (2,3,4,5) - crop them all, ctrl+h and move to x:264 would reflect the note change a little?
  2. 00:03:300 (4) - I think this should be more movement here, make it more horizontal and move the patterns after along
  3. 00:07:350 (2) - no important note can be heard here, remove? I suggest this
  4. 00:24:300 (2,3) - I think this plays better tho
  5. 00:28:800 (1) - NC here and remove NC on 00:29:700 (5) -
  6. 00:34:500 (4) - same as 00:03:300 (4)

Cup, Salad and Rain seems fine
Hope this helps :)
GL!

Ascendance wrote: y5k5s

Fii's Overdose


General 6t6a34



  1. 00:03:300 (4) - Sliderend on an important sound makes me sad here :< You could definitely make this a 1/2 slider and have an HDash to 00:03:600 - .
  2. 00:05:700 (4) - Yeah same
  3. The above applies to every similar thing in the whole map pleeeeease fix it! done
  4. 00:11:250 (3) - This could be a 1/4 slider considering you made it one for the sound at 00:11:100 (2) - (this happens again somewhere that i forgot so do it there too please uwu) cant agree here, if i do this the entire section will need a rework and i think the buffered noise here is fine for this diff :(
  5. 00:12:300 (3) - Missing a sound at 00:12:450 -, I'd make this whole thing 2 1/2 sliders since skipping 00:12:750 - feels kinda odd to me okie dokie
  6. 00:13:950 (4,5) - 5 is a pretty impactful sound, how about an hdash? doesnt really fit with the rest of the patterns imo
  7. 00:15:300 - meme skip imo, low sound + wewwwwwww there could use a circle! its my style and i really like it :(
  8. pretty nitpicky but hopefully you can apply the stuff I bolded

Nice set, you can call me back!
thx desu

-Luminate wrote: 5p165

Fii's Overdose
  1. 00:01:500 (2,3,4,5) - crop them all, ctrl+h and move to x:264 would reflect the note change a little? there was a specific movement i had in mind here and id like to keep it this way
  2. 00:03:300 (4) - I think this should be more movement here, make it more horizontal and move the patterns after along diagonal sliders work better imo
  3. 00:07:350 (2) - no important note can be heard here, remove? I suggest this (2) sounds pretty important to me lol
  4. 00:24:300 (2,3) - I think this plays better tho ok~
  5. 00:28:800 (1) - NC here and remove NC on 00:29:700 (5) - oops, yep fixed!
  6. 00:34:500 (4) - same as 00:03:300 (4)
thanks!

updated
osu file format v14

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AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
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[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Fii's Overdose
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- -wwwww Sanyi Fii Kaitlin
BeatmapID:1376541
BeatmapSetID:626831

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Topic Starter

-Luminate wrote: 5p165

Hello! From my queue some years ago Sorry Lol. It's ok
I think the set is okay by now and ready for rank, so just a little things here
Platter
  1. 00:15:300 - no note can be heard except for background fx. if you still follow the melody, (6) should be on 00:15:450 Oh ok. It sounds good.
  2. 00:20:100 - no note can be heard here, instead I think (6) should be on 00:20:250 - You can hear "dor" sound at 00:20:100 - . And the reason why I don't put any circle or slider at 00:20:250 - to give player a breathe room before they're going through the kiai part.
  3. 00:39:600 (8) - NC here like the other diffs (Same for your Salad) Ok. Hehe~

Cup, Salad and Rain seems fine
Hope this helps :)
GL!
Thanks for modding.

-wwwww wrote: 70326u

Ascendance wrote: y5k5s

Fii's Overdose


General 6t6a34



  1. 00:11:250 (3) - This could be a 1/4 slider considering you made it one for the sound at 00:11:100 (2) - (this happens again somewhere that i forgot so do it there too please uwu) cant agree here, if i do this the entire section will need a rework and i think the buffered noise here is fine for this diff :(
  2. 00:15:300 - meme skip imo, low sound + wewwwwwww there could use a circle! its my style and i really like it :(

Nice set, you can call me back!
have to disagree with the reasoning here for these two points, the bolded point breaks consistency with the same exact sound, so if you wanted to make it 1/4 + circle then you should change it in the other places instead of changing these to double 1/4

the second point is like... it's a really strong sound so please add it, you've been using circles for the stuff around it but not the most impactful sound of that section. :P

After these are either accepted or more appropriate replies are made, call me back
applied i guess

osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: Normal
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Fii's Overdose
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- -wwwww Sanyi Fii Kaitlin
BeatmapID:1376541
BeatmapSetID:626831

[Difficulty]
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CircleSize:4
OverallDifficulty:9.2
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SliderMultiplier:1.75
SliderTickRate:2

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After accidentally destroying mapper spirit, the set looks fine.
Here we go bois.
Hello Hello! I'm finally here from the sd_orchard queue. Sorry for that but Holidays happened!

Ran through metadata with people ( it was a spooky ride ) but now its confirmed on my end too! Can never be too sure

General
  • Theres a pretty uneven way HS are used from cup/salad and then platter and up. Not gonna pop yet cause I'd like to see your own opinion, and also clear away some wonky stuff i have in mind that would be better talked about in IRC

Hex's Cup
  1. 00:07:200 - Consider adding a circle here, since theres similar synth here that was mapped in this pattern
  2. 00:10:050 (3) - Kinda underwhelming to have this be fully vertical, offering no horizontal movement. Executing a similar movement with 00:06:600 (2,3,4) - would play nice to be honest
  3. 00:24:900 - I'd reckon theres a clap missing here
  4. 00:29:400 (4) - Might be personal taste but I Believe having this as a fully horizontal slider could add some intensity to finish off the kiai

Salad
  1. 00:02:400 (3,4) - I dont think rhythm presented here really corresponds with the prominent synth. Consider trying this out instead. This places more emphasis on the stronger synth rather than ovelapping it with weaker beats getting mapped. Ticker starts on 00:02:400 -
  2. 00:23:550 (6,1,2,1) - I find this a bit too tame to be in the middle of the kiai, even if you wanted to go for the waker movements, theres no reason to reduce density as well
  3. 00:21:000 (3,1,2) - 00:25:800 (3,1,2) - Comparing these two I find the contrast in spacing too noticable even though the sound is consistent

Platter
  1. 00:05:700 (4,1) - This is pretty weak of a transition imo, having it be linear doesnt help either, Having 00:05:700 (4,1) - this be a direction change would emphasize it quite well
  2. 00:10:500 (7) - Consider having this be a 1/2 slider instead, since its pretty similar of a sound like 00:10:800 (1) - and connect them with a HDash to signal the stanza change, would work expeptionally well, pattern right now feels really underwhelming
  3. 00:22:950 - Drum sampleset outta nowhere here, is this intentional? I doubt it is. Please investigate
  4. 00:34:500 (4,1) - Similar point as 00:05:700 (4,1) - Since this part is copied and the issue is retained

Sanyi's Rain
  1. 00:07:350 - 00:36:150 - These bad boys could be mapped for the extra density here, would also make rhythm more interesting
  2. 00:22:950 (2) - Again kinda random drum sampleset
Pretty cute diff

Fii's Overdose
  1. 00:28:650 - Kinda random soft sampleset here, Shouldnt be intentional
  2. 00:03:000 (3,4) - Isnt this a bit too much? Comparing it to 00:31:650 (2,3,4) - its little bro here, even if the former wanted to be a stronger counterpart, the difference is too noticable imo
That's it! Cute diff as well!

And that's a wrap, apply these and call me back over the HS issue I wanted to discuss!
  1. 00:07:200 - No it's not. If you meant this one : 00:06:750 (3) - yea I mapped that sound cuz it has high pitch sounds. While this one : 00:07:200 - its lower than this one : 00:07:050 (4) - that's why I don't map it. Also, it adds a small break. I want to keep like that.
  2. 00:29:400 (4) - Curved a bit.
Thanks!

Cup
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Nokashi wrote: p5z2c

Sanyi's Rain
  1. 00:07:350 - 00:36:150 - These bad boys could be mapped for the extra density here, would also make rhythm more interesting I already told Ascendance that I don't wanna map them because I only mapped the main melody sounds, if I would add these notes it would be inconsistent emphasis. If you guys really wanna see it changed I will do it but I prefer to not add these notes
  2. 00:22:950 (2) - Again kinda random drum sampleset Will talk to Dapu since he hitsounded the set
Pretty cute diff Thanks!
Thanks for modding!
Topic Starter
  • Nokashi wrote: p5z2c

    Hello Hello! I'm finally here from the sd_orchard queue. Sorry for that but Holidays happened!

    Ran through metadata with people ( it was a spooky ride ) but now its confirmed on my end too! Can never be too sure

    General
    [list:1337]Theres a pretty uneven way HS are used from cup/salad and then platter and up. Not gonna pop yet cause I'd like to see your own opinion, and also clear away some wonky stuff i have in mind that would be better talked about in IRC

    Salad
    1. 00:02:400 (3,4) - I dont think rhythm presented here really corresponds with the prominent synth. Consider trying this out instead. This places more emphasis on the stronger synth rather than ovelapping it with weaker beats getting mapped. Ticker starts on 00:02:400 - Don't really want to put 1/2 in the beginning of song to be honest. At first, I was gonna put a pattern like given example. But seems it's a bit harsh for some players so I think it's better to not put 1/2 at the beginning. Tho it's salad diff.
    2. 00:23:550 (6,1,2,1) - I find this a bit too tame to be in the middle of the kiai, even if you wanted to go for the waker movements, theres no reason to reduce density as well Changed the pattern.
    3. 00:21:000 (3,1,2) - 00:25:800 (3,1,2) - Comparing these two I find the contrast in spacing too noticable even though the sound is consistent Ok re-check it back and make sure the spacings are consistent. Should be fine now.

    Platter
    1. 00:05:700 (4,1) - This is pretty weak of a transition imo, having it be linear doesnt help either, Having 00:05:700 (4,1) - this be a direction change would emphasize it quite well Okay
    2. 00:10:500 (7) - Consider having this be a 1/2 slider instead, since its pretty similar of a sound like 00:10:800 (1) - and connect them with a HDash to signal the stanza change, would work expeptionally well, pattern right now feels really underwhelming Changed to 1/2 slider
    3. 00:22:950 - Drum sampleset outta nowhere here, is this intentional? I doubt it is. Please investigate Oh, my bad. Sorry ;w;
    4. 00:34:500 (4,1) - Similar point as 00:05:700 (4,1) - Since this part is copied and the issue is retained Ok

    And that's a wrap, apply these and call me back over the HS issue I wanted to discuss!
    For Sanyi's HS. I think I fixed it. Yes It's random caused by missclick or something we don't expect to happen :shrug:
all applied. thanks for the check : )
fin~
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444,159,20700,1,8,0:3:0:0:
369,199,20850,2,2,L|296:216,1,43.75,0|0,0:3|0:0,0:0:0:0:
128,352,21000,2,2,L|15:337,1,87.5,0|2,0:3|0:2,0:0:0:0:
152,104,21300,2,2,L|265:89,1,87.5,8|0,0:3|0:2,0:0:0:0:
288,192,21525,1,0,0:3:0:0:
56,24,21600,6,2,L|32:120,1,87.5,0|0,0:3|0:0,0:0:0:0:
176,240,21900,1,8,0:3:0:0:
72,312,22050,2,2,L|-10:301,1,43.75,0|0,0:3|0:0,0:0:0:0:
232,368,22200,1,2,0:2:0:0:
333,358,22350,1,2,0:2:0:0:
436,349,22500,1,8,0:3:0:0:
320,64,22650,2,2,L|238:53,1,43.75,2|2,0:3|0:3,0:0:0:0:
448,0,22800,6,2,L|472:96,1,87.5,2|0,0:3|3:3,0:0:0:0:
336,184,23100,2,2,L|449:169,1,87.5,8|0,0:3|0:0,0:0:0:0:
480,224,23325,1,0,2:0:0:0:
264,256,23400,2,2,L|151:241,1,87.5,0|0,0:3|0:3,0:0:0:0:
304,168,23700,1,8,0:3:0:0:
260,162,23775,1,0,0:3:0:0:
217,156,23850,1,0,0:3:0:0:
173,150,23925,1,0,0:0:0:0:
352,320,24000,6,2,L|465:305,1,87.5,2|2,0:3|0:3,0:0:0:0:
320,208,24300,2,2,L|433:193,1,87.5,8|0,0:3|0:0,0:0:0:0:
352,184,24525,1,0,0:0:0:0:
103,364,24600,1,0,0:3:0:0:
70,286,24750,1,2,0:2:0:0:
99,205,24900,1,8,0:3:0:0:
174,165,25050,2,2,L|247:148,1,43.75,0|0,0:3|0:3,0:0:0:0:
408,40,25200,6,2,L|521:25,2,87.5,0|2|8,0:3|0:2|0:3,0:0:0:0:
320,192,25650,2,2,L|384:184,1,43.75,0|0,0:3|0:3,0:0:0:0:
192,360,25800,2,2,L|79:345,1,87.5,0|0,0:3|0:0,0:0:0:0:
248,280,26100,2,2,L|361:265,1,87.5,8|0,0:3|0:3,0:0:0:0:
288,176,26325,1,0,0:0:0:0:
104,64,26400,5,0,0:3:0:0:
71,142,26550,1,2,0:2:0:0:
100,223,26700,1,8,0:3:0:0:
175,263,26850,2,2,L|248:280,1,43.75,0|0,0:3|0:0,0:0:0:0:
416,120,27000,2,2,L|529:105,1,87.5,0|0,0:3|0:3,0:0:0:0:
368,40,27300,2,2,L|481:25,1,87.5,8|2,0:3|0:2,0:0:0:0:
502,108,27525,1,0,0:0:0:0:
256,352,27600,6,2,L|143:337,2,87.5,0|0|8,0:3|0:3|0:3,0:0:0:0:
352,336,28050,2,2,L|425:319,1,43.75,0|0,0:3|0:0,0:0:0:0:
208,256,28200,2,2,L|95:241,2,87.5,0|0|8,0:3|0:3|0:3,0:0:0:0:
304,240,28650,2,2,L|377:223,1,43.75,0|0,0:3|0:3,0:0:0:0:
168,160,28800,6,2,L|152:48,1,87.5,2|2,0:3|0:3,0:0:0:0:
296,104,29100,2,2,L|312:-8,1,87.5,8|0,0:3|0:3,0:0:0:0:
232,0,29325,1,0,0:0:0:0:
96,288,29400,2,2,P|40:296|-8:280,1,87.5,0|2,0:3|0:3,0:0:0:0:
284,200,29700,2,2,L|308:248,1,43.75,10|0,0:3|0:0,0:0:0:0:
212,312,29850,2,2,L|188:360,1,43.75,10|0,0:3|0:3,0:0:0:0:
440,48,30000,6,2,L|456:160,1,87.5,2|0,0:2|0:3,0:0:0:0:
352,168,30300,1,2,0:0:0:0:
321,247,30450,1,0,0:0:0:0:
354,326,30600,1,10,0:0:0:0:
433,359,30750,1,0,0:0:0:0:
322,23,30900,2,2,L|418:15,1,87.5,2|0,0:0|0:0,0:0:0:0:
168,104,31200,6,2,L|72:96,2,87.5,2|0|0,0:0|0:0|0:0,0:0:0:0:
264,80,31650,1,2,0:0:0:0:
160,208,31800,2,2,L|256:200,1,87.5,8|0,0:0|0:0,0:0:0:0:
128,376,32100,2,2,L|16:366,1,87.5
302,360,32400,5,0,0:0:0:0:
224,312,32550,1,0,0:0:0:0:
196,231,32700,1,0,0:0:0:0:
217,147,32850,1,2,0:0:0:0:
278,86,33000,1,8,0:0:0:0:
363,68,33150,1,2,0:0:0:0:
88,0,33300,2,2,L|72:112,1,87.5,2|0,0:0|0:0,0:0:0:0:
368,272,33600,6,2,L|384:384,1,87.5,2|0,0:0|0:0,0:0:0:0:
240,184,33900,2,2,L|224:296,1,87.5,2|0,0:0|0:0,0:0:0:0:
368,96,34200,2,2,L|384:208,1,87.5,10|0,0:0|0:0,0:0:0:0:
96,64,34500,2,2,L|0:48,1,87.5
256,256,34800,5,0,0:0:0:0:
360,272,34950,2,2,L|464:288,2,87.5,0|2|0,0:0|0:0|0:0,0:0:0:0:
232,336,35400,2,2,L|128:352,1,87.5,10|2,0:0|0:0,0:0:0:0:
288,240,35700,2,2,L|392:256,1,87.5,0|2,0:0|0:0,0:0:0:0:
104,336,36000,5,0,0:0:0:0:
34,288,36150,1,2,0:0:0:0:
15,205,36300,1,2,0:0:0:0:
55,130,36450,1,2,0:0:0:0:
176,96,36600,2,2,L|272:112,2,87.5,10|2|2,0:0|0:0|0:0,0:0:0:0:
400,24,37200,6,2,L|304:40,1,87.5,2|0,0:0|0:0,0:0:0:0:
56,176,37500,2,2,L|161:193,1,87.5
424,232,37800,1,8,0:0:0:0:
320,248,37950,2,2,L|416:264,1,87.5,0|0,0:0|0:0,0:0:0:0:
144,352,38250,5,2,0:0:0:0:
357,373,38550,2,2,L|381:269,1,87.5,2|0,0:0|0:0,0:0:0:0:
256,328,38850,1,2,0:0:0:0:
480,168,39000,2,2,L|504:64,1,87.5,10|0,0:0|0:0,0:0:0:0:
192,48,39300,2,2,L|168:152,1,87.5,2|0,0:0|0:0,0:0:0:0:
463,302,39600,5,0,0:0:0:0:
After a thourough hitsound recheck and some tweaks regarding volume and sampleset edits, we are ready to go!

Rebubbled!

IRC Log
2018-04-23 18:20 Nokashi: yes hello
2018-04-23 18:20 Nokashi: we can finally do this!
2018-04-23 18:50 Dapuluous: Oof. Sorry. I didn't realize you PM'ed me :3
2018-04-23 18:50 Nokashi: \o /
2018-04-23 18:51 Dapuluous: Give me a min to restart
2018-04-23 18:51 Nokashi: aight
2018-04-23 18:54 Dapuluous: Ok done
2018-04-23 18:54 Dapuluous: Tell me if you want to start owo
2018-04-23 18:54 Nokashi: ALRIGHT
2018-04-23 18:54 Nokashi: caps
2018-04-23 18:55 Nokashi: lets start
2018-04-23 18:55 Nokashi: my main issue with this is the hitsounding
2018-04-23 18:55 Nokashi: compare the hitsounding on platter cup and salad
2018-04-23 18:55 Nokashi: with rain overdose
2018-04-23 18:55 Nokashi: the hitsounding on kiai is sooo different
2018-04-23 18:55 Nokashi: some additions are missing
2018-04-23 18:55 Dapuluous: I see
2018-04-23 18:55 Nokashi: on lower diffs
2018-04-23 18:56 Nokashi: can you confirm this being an inconsistency
2018-04-23 18:56 Nokashi: or is there reasoning behind this
2018-04-23 18:56 Dapuluous: I'm bad at HS ing :/
2018-04-23 18:57 Dapuluous: Err, I guess yes. But I have no idea what should I do with lower diff HS
2018-04-23 18:57 Nokashi: keep it the same as higher ones
2018-04-23 18:57 Nokashi: the same notes dont have the addition on lower diffs
2018-04-23 18:58 Dapuluous: Err sorry. What?
2018-04-23 18:58 Nokashi: let me explain
2018-04-23 18:59 Nokashi: i have a feeling
2018-04-23 18:59 Nokashi: you misplaced sampleset
2018-04-23 19:00 Nokashi: cup platter and salad have Drum C1
2018-04-23 19:00 Nokashi: rain overdose have Normal C1
2018-04-23 19:01 Nokashi: kiai should have
2018-04-23 19:01 Nokashi: Normal C1 sampleset
2018-04-23 19:01 Nokashi: on all diffs
2018-04-23 19:01 Nokashi: 00:20:400 - this green line
2018-04-23 19:01 Dapuluous: Ok got it
2018-04-23 19:02 Nokashi: 00:23:250 - Fix this hs as well
2018-04-23 19:02 Nokashi: on overdose
2018-04-23 19:02 Nokashi: should be drum addition
2018-04-23 19:02 Nokashi: not normal addition
2018-04-23 19:03 Nokashi: when you update tell me so i can check
2018-04-23 19:07 Dapuluous: Wait, I don't understand what you did tell me on overdose :/
2018-04-23 19:08 Nokashi: 00:23:100 (2) -
2018-04-23 19:08 Nokashi: click on sliderend
2018-04-23 19:08 Nokashi: and change additions
2018-04-23 19:08 Nokashi: to drum
2018-04-23 19:08 Nokashi: http://puu.sh/A91RU/3d70d0f4eb.jpg
2018-04-23 19:09 Nokashi: Additions : Drum
2018-04-23 19:09 Dapuluous: Ohh
2018-04-23 19:13 Dapuluous: I only need to fix these point or I need to re-check this diff?
2018-04-23 19:13 Nokashi: fix those to begin with
2018-04-23 19:13 Nokashi: and update
2018-04-23 19:13 Nokashi: and ill see
2018-04-23 19:15 Dapuluous: Ok updated
2018-04-23 19:16 Nokashi: i also dont really like the volumes
2018-04-23 19:16 Nokashi: there isnt much contrast
2018-04-23 19:17 Nokashi: between kiai and non kiai
2018-04-23 19:17 Nokashi: 45 -> 50
2018-04-23 19:17 Nokashi: then 35
2018-04-23 19:17 Nokashi: which is uneven
2018-04-23 19:17 Nokashi: try uhh 35 -> 55 -> 35
2018-04-23 19:18 Dapuluous: On it
2018-04-23 19:19 Dapuluous: Ok done
2018-04-23 19:20 Nokashi: update
2018-04-23 19:21 Dapuluous: Done
2018-04-23 19:22 Nokashi: hmm
2018-04-23 19:23 Nokashi: do u think 35 is too silent
2018-04-23 19:23 Nokashi: maybe we can bump both
2018-04-23 19:23 Dapuluous: Err, no?
2018-04-23 19:24 Dapuluous: what you mean with bump both O.o?
2018-04-23 19:24 Nokashi: increase volume of both
2018-04-23 19:24 Nokashi: do like
2018-04-23 19:24 Nokashi: 45 -> 65 -> 45
2018-04-23 19:24 Nokashi: but im not sure
2018-04-23 19:28 Dapuluous: Well ok. It's loud & clear
2018-04-23 19:28 Dapuluous: Update again?
2018-04-23 19:28 Nokashi: update
2018-04-23 19:28 Nokashi: yeah
2018-04-23 19:28 Nokashi: lets see how this is
2018-04-23 19:28 Nokashi: sorry for this but its best that we settle these now
2018-04-23 19:29 Dapuluous: Ok updated
2018-04-23 19:30 Nokashi: Alright i think this is fine
2018-04-23 19:30 Nokashi: ill do a quick recheck then rebubble
2018-04-23 19:30 Nokashi: youll have to ping ascendance
2018-04-23 19:31 Dapuluous: For?
2018-04-23 19:31 Nokashi: there have been a lot of changes for me
2018-04-23 19:31 Nokashi: in of hitsounding the volume changes
2018-04-23 19:32 Nokashi: so im gonna rebubble just to be sure
2018-04-23 19:32 Nokashi: and then ascendance can qual
2018-04-23 19:32 Nokashi: after 24 hours
2018-04-23 19:32 Dapuluous: Ohh
2018-04-23 19:32 Nokashi: he can also share his opinion on the changes
2018-04-23 19:32 Dapuluous: Ok
2018-04-23 19:33 Nokashi: so its the safest way
2018-04-23 19:35 Nokashi: 00:22:950 - OOO
2018-04-23 19:35 Nokashi: found another addition error
2018-04-23 19:35 Nokashi: on platter
2018-04-23 19:35 Nokashi: those hitsounds!
2018-04-23 19:36 Dapuluous: We
2018-04-23 19:36 Dapuluous: Ok done
2018-04-23 19:36 Dapuluous: Anything else?
2018-04-23 19:36 Nokashi: lemme see
2018-04-23 19:42 Nokashi: everything else is fine
2018-04-23 19:42 Nokashi: update
2018-04-23 19:43 Dapuluous: Done
2018-04-23 19:43 Nokashi: awesome
Topic Starter
kait:

00:15:600 (1) - can you split this into circle + 1/2 slider to represent 00:15:750 - better







after this, call me back
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