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Index » Beatmaps » Ranked/Approved Beatmaps » SHK - Flight of the Bumblebee (RST Classic)

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Cloudpaw
Star Shooter
230 posts
US Flag

2 days ago

SCAG wrote:


Master

only thing i wanna point out, and this is just a suggestion –
00:26:864 (1,2) - i think these should be linear, because 00:21:378 (1,2) - are linear and appear at a similar pattern in the song. i also just think it fits better with the more dissonant tone applied

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Cloudpaw
Star Shooter
230 posts
US Flag

1 day ago
full spread complete @SCAG @SCUG @NORTHERNLION
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vg185
Global Moderator
147 posts
UA Flag

Earned 1 kudosu.

1 day ago
yellow furry feet gaming 621; prepare for the biggest mod ever

General

01:14:178 - The usage of NC is inconsistent on the last 3 beats across all difficulties. On [Novice], [Apprentice] and [Expert] the 1st of last 3 beats is not NC'ed whereas on the other difficulties it is. I suggest to NC it on all difficulties since it obviously feels like its own section.

[Apprentice]

01:14:178 (5) - Wouldn't it make more sense to make this 3 circles instead a slider? Again, it's 3 circles in all difficulties (maybe besides [Novice]).

[Professional]

00:20:693 (1,2,3) - You can remove 1 repeat for each slider here to make them less annoying to hit. Yeah, technically previous slider's followcircle is big enough to touch the next sliderhead, but they still imply that you need to snap on them, especially for the newer players.
00:26:178 (1,2,3) - ^^^

[Expert]

00:49:493 (1,2,3,4,5,6,7,8.9) - The stream kinda looks unnerving lol, the curve (6,7,8,9) is too slight so it looks a bit weird. You could make it more curved or you can just modify the (1,2,3,4,5) part to make it look something like this 00:20:007 (7,8,9,10,11,12,13,14).
Last edited by vg185 1 day ago, edited 2 times in total.
Cloudpaw
Star Shooter
230 posts
US Flag

1 day ago

vg185 wrote:

yellow furry feet gaming 621; prepare for the biggest mod ever

General

01:14:178 - The usage of NC is inconsistent on the last 3 beats across all difficulties. On [Novice], [Apprentice] and [Expert] the 1st of last 3 beats is not NC'ed whereas on the other difficulties it is. I suggest to NC it on all difficulties since it obviously feels like its own section. fixed

[Apprentice]

01:14:178 (5) - Wouldn't it make more sense to make this 3 circles instead a slider? Again, it's 3 circles in all difficulties (maybe besides [Novice]). yea

[Professional]

00:20:693 (1,2,3) - You can remove 1 repeat for each slider here to make them less annoying to hit. Yeah, technically previous slider's followcircle is big enough to touch the next sliderhead, but they still imply that you need to snap on them, especially for the newer players.
00:26:178 (1,2,3) - ^^^
its ok now

[Expert]

00:49:493 (1,2,3,4,5,6,7,8.9) - The stream kinda looks unnerving lol, the curve (6,7,8,9) is too slight so it looks a bit weird. You could make it more curved or you can just modify the (1,2,3,4,5) part to make it look something like this 00:20:007 (7,8,9,10,11,12,13,14).applied

thanks for mod!
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scug
osu! BAT
573 posts
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Earned 1 kudosu.

1 day ago star
hi!!!

General

idk if "Titanic" is really a necessary thing to have in tags but ok

Novice

General:
Throughout the whole map there are a handful of patterns that i think could be misread by newer players, since there are instances where spacing is visually the same
here are some examples…
00:02:864 (2) - sliderend is actually closer than 00:01:493 (1)'s sliderend
00:06:293 (4) - sliderhead and sliderend have the exact same spacing
00:22:750 (3) - sliderend is right next to 00:21:378 (2)'s sliderend which definitely could trip some people up
00:26:178 (1) - yea i think you get the idea

Timeline:
00:15:207 (1,2) - swap these around to follow the melody better


Apprentice

Timeline:
00:13:835 (3,4,5,6,7,8) - i think this might be too dense for this part of the song, i'd save this for the kiai only and instead stick to something else
00:25:150 (1,2,3) - move this down so it doesn't have an ugly overlap with 00:24:464 (3) -
00:34:235 (7,8) - not centered properly with the 2 sliders (00:33:035 (5,6) - )

Professional

Timeline:
[❤] 00:43:150 (1,2,3,4,5,6) - honeycomb c:

don't have anything to say for this diff it already seems good as is =w=

Expert

Timeline:
00:10:750 (9) - would remove the last reverse
00:12:121 (9) - maybe this one too? you can do whatever with this one
00:16:235 (9) - ditto
00:17:607 (9) - ditto
00:38:521 (1,2,3) - this looks kinda eh, i'd recommend moving them around a little, maybe something like this?

(then adjust the slider after accordingly :P)

Master

Timeline:
01:06:635 (1,2,3,4,5,6,7,8) - i feel that this sharp curve is misrepresenting the song a little bit, it'd be better to just stick with a more curved stream instead

ok i sleep now
furry
Cloudpaw
Star Shooter
230 posts
US Flag

1 day ago

scug wrote:

hi!!!

General

idk if "Titanic" is really a necessary thing to have in tags but ok no change (this is titanic ver)

Novice

General:
Throughout the whole map there are a handful of patterns that i think could be misread by newer players, since there are instances where spacing is visually the same
here are some examples…
00:02:864 (2) - sliderend is actually closer than 00:01:493 (1)'s sliderend .
00:06:293 (4) - sliderhead and sliderend have the exact same spacing .
00:22:750 (3) - sliderend is right next to 00:21:378 (2)'s sliderend which definitely could trip some people up .
00:26:178 (1) - yea i think you get the idea .
tried some stuff without compromising my vision

Timeline:
00:15:207 (1,2) - swap these around to follow the melody better no change, it's intentional (listen to piano)

Apprentice

Timeline:
00:13:835 (3,4,5,6,7,8) - i think this might be too dense for this part of the song, i'd save this for the kiai only and instead stick to something else changed, i said before that i wasn't but i came up with something
00:25:150 (1,2,3) - move this down so it doesn't have an ugly overlap with 00:24:464 (3) - ?
00:34:235 (7,8) - not centered properly with the 2 sliders (00:33:035 (5,6) - ) made changes

Professional

Timeline:
[❤] 00:43:150 (1,2,3,4,5,6) - honeycomb c:

don't have anything to say for this diff it already seems good as is =w=

Expert

Timeline:
00:10:750 (9) - would remove the last reverse .
00:12:121 (9) - maybe this one too? you can do whatever with this one .
00:16:235 (9) - ditto .
00:17:607 (9) - ditto .
these are all intentional for the map and repeated throughout. no change
00:38:521 (1,2,3) - this looks kinda eh, i'd recommend moving them around a little, maybe something like this? did something

Master

Timeline:
01:06:635 (1,2,3,4,5,6,7,8) - i feel that this sharp curve is misrepresenting the song a little bit, it'd be better to just stick with a more curved stream instead ok

ok i sleep now

thanks for mod!!
Last edited by Cloudpaw 1 day ago, edited 1 time in total.
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SCAG
osu! BAT
142 posts
US Flag

1 day ago bubble
rechecked. i have zero issue with anything i had yet to see until now

bubbled!!

CERTIFIED WORST MODDER
scug
osu! BAT
573 posts
US Flag

furry
Cloudpaw
Star Shooter
230 posts
US Flag

1 day ago
Its coming together babey
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Digitalfear117
BAT Manager / Global Moderator / Mr. Ladybug
3,439 posts
US Flag

Earned 1 kudosu.

23 hours ago
Novice:

00:22:750 (3) - this object collides with the old hp bar, I would prefer if this were moved down slightly
00:37:493 (4,5) - ^

00:19:321 (3,4,1,2) - Patterns like this are hard for new players to read, I think one should avoid using patterns like this for easy/normal difficulties. Remember most new players will use the default skin, up until this point they have not encountered any rhythm gaps like this, so what are they not going to intuitively sense that there is a gap. New players also struggle to determine sliderends vs sliderheads they pretty much just follow the flow of the map, and they are likely to go from 00:20:693 (1) - to the tail of 00:21:378 (2) -

00:39:207 (7,1) - this one is even more egregious, most new players miss reverse arrows completely. I imagine many new players would ignore the reverse and go straight into 00:40:578 (1). if you designed this in a way where the reverse arrows points towards the next object (7 to 1) this would remove the potential reading problems
Cloudpaw
Star Shooter
230 posts
US Flag

22 hours ago

Digitalfear117 wrote:

Novice:

00:22:750 (3) - this object collides with the old hp bar, I would prefer if this were moved down slightly .
00:37:493 (4,5) - ^ fixed

00:19:321 (3,4,1,2) - Patterns like this are hard for new players to read, I think one should avoid using patterns like this for easy/normal difficulties. Remember most new players will use the default skin, up until this point they have not encountered any rhythm gaps like this, so what are they not going to intuitively sense that there is a gap. New players also struggle to determine sliderends vs sliderheads they pretty much just follow the flow of the map, and they are likely to go from 00:20:693 (1) - to the tail of 00:21:378 (2) - see below

00:39:207 (7,1) - this one is even more egregious, most new players miss reverse arrows completely. I imagine many new players would ignore the reverse and go straight into 00:40:578 (1). if you designed this in a way where the reverse arrows points towards the next object (7 to 1) this would remove the potential reading problems changed, i thought it looked ugly too

I will be quoting RC for context:

Ranking Criteria wrote:

Every slider must have a clear and visible path of movement to follow from start to end. Sliders that overlap themselves without straightforward slider borders and sliders whose individual sections are unreadable cannot be used. A slider's end position must be clear under the assumption that a player has a skin which makes slider end circles fully transparent.

Ranking Criteria wrote:

Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise.


to respond to your points:

Digitalfear117 wrote:

up until this point they have not encountered any rhythm gaps like this, so what are they not going to intuitively sense that there is a gap


I don't understand how this is true for a 2.2* difficulty. The distance spacing is noticeably larger from the rest, followpoints point directly at the slider head, and approach circles exist. If a new player is keeping up with the rest of the difficulty, it's likely they already have the skill to see the difference between the 1/1 spacing and the 2/1 spacing.

Digitalfear117 wrote:

New players also struggle to determine sliderends vs sliderheads they pretty much just follow the flow of the map


they will have to learn how to differentiate them then. This seems like a very basic mistake that a player on a relatively challenging normal would make if they did not have the experience to play the rest of the map with the higher general demand on aim and reading
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Cloudpaw
Star Shooter
230 posts
US Flag

22 hours ago
DQ for fixes please
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laurafied
osu! BAT
120 posts
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No kudosu yet.

22 hours ago heartpop
fear mah powah!
˚ RAVE!!!!! ˚
Digitalfear117
BAT Manager / Global Moderator / Mr. Ladybug
3,439 posts
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No kudosu yet.

21 hours ago
Easy/Normal difficulties are not the place to test reading. This is something that I believe shouldn’t be tested till advanced difficulties at the lowest. I disagree with your take that they just “have to learn eventually”. Yes, if they move up to higher difficulties I agree, but this difficulty range is not the place for it.

You mentioned the ranking criteria, and I agree, however you are missing my point.

“Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise.”

This is the problem, the slider tail is at the same distance time equality as if there were no one beat gap. That’s why this is bad. If there were more distance from the tail (such as the slider being rotated left) there would be no ambiguity.

For example, let me place a circle at 00:21:035 (2) - right on the slider tail.


This imaginary circle is 0.91x away from 00:20:693 (1), the distance spacing of this map is ~1.00, this is close enough that with time-distance equality it is reasonable to think one should tap on the slidertail. If this distance were like 1.5x or something, then I would agree, not a big deal, however this is close enough to be reasonably misunderstood. I mean take a look at 00:26:178 (1) - is 0.95x, so a 0.91x distance isn't that different from what already exists. We want to keep low difficulties easy to read, and not frustrating to new players, which is our target audience.

Were the next slider on the left for example, there would be no ambiguity.


Also 00:22:750 (3) - is 0.77x away from the previous note, and is not distance snapped, so you already should make some adjustments to this pattern anyways, so why not make it easier to read?
Cloudpaw
Star Shooter
230 posts
US Flag

21 hours ago
I already changed it slightly. No more changes

currently away from computer, pushing updates later
Last edited by Cloudpaw 21 hours ago, edited 1 time in total.
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