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toby fox - Quiet Water

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Total Posts
112
Topic Starter
Intelli
This beatmap was submitted using in-game submission on Tuesday, March 29, 2016 at 8:11:06 PM

Artist: toby fox
Title: Quiet Water
Source: UNDERTALE
Tags: TheOnlyLeon TotallyTurtwig OST Original Soundtrack slow easy piano radiation 33 chiptune
BPM: 60
Filesize: 2439kb
Play Time: 00:32
Difficulties Available:
  1. Calm (1 stars, 21 notes)
  2. Still (0.65 stars, 17 notes)
  3. TheOnlyLeon's Flowing (1.72 stars, 25 notes)
  4. Turtwig's Placid (1.43 stars, 21 notes)
Download: toby fox - Quiet Water
Information: Scores/Beatmap Listing
---------------
Awesome slow song from the Undertale OST. The spread was originally supposed to be Easy-Normal, but ended up as Incredibly Easy-Easy-Normal-Hardish Normal. Oh well.

Also happens to be my first complete STD map, so be nice ;_;

Avishay
Avishay
Okoratu
Avishay Re-
HappyRocket88 Re-
HappyRocket88 Re-Re-
Me Re-Re-
Avishay

Still by Me
Calm by Me
Placid by TotallyTurtwig
Flowing By TheOnlyLeon

Special Thanks to AndreasHD for the improved mp3!!!
Also Thanks to TheOnlyLeon and JBHyperion some of the Custom Hitsounds and load of other help!


Full BN/QAT Log
  1. Okoratu (Some Mods)
  2. JBHyperion (Some More Mods)
  3. Avishay (Mod and Unofficial Star)
  4. Avishay (IRC and Bubble)
  5. Okoratu (Popped Bubble)
  6. Avishay (Rebubble)
  7. HappyRocket88 (Popped Bubble)
  8. HappyRocket88 (Rebubble)

My late night NSFW rant about mp3 files and why they suck major phallus

IntelliTroodon wrote:

what the fuck are these damn mp3 files doing

fuck mp3s

fuck osu

and fuck you
Each of these things was written an hour apart, 12 AM, 1 AM, 2 AM and 4 AM respectively XD

ye olde frozen diff
osu file format v14

[General]
AudioFilename: asdf.mp3
AudioLeadIn: 0
PreviewTime: 6168
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 0.5999999

[Metadata]
Title:Quiet Water
TitleUnicode:Quiet Water
Artist:toby fox
ArtistUnicode:toby fox
Creator:Intelli
Version:Frozen
Source:UNDERTALE
Tags:TheOnlyLeon TotallyTurtwig OST Original Soundtrack slow easy piano radiation 33 chiptune
BeatmapID:880316
BeatmapSetID:393995

[Difficulty]
HPDrainRate:0
CircleSize:2
OverallDifficulty:0
ApproachRate:0
SliderMultiplier:0.400000005960464
SliderTickRate:1

[Events]
//Background and Video events
0,0,"evening-lake-quiet-trees-water-reflection-sunset-wallpaper-1.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
168,1000,3,1,1,25,1,0


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

[HitObjects]
254,190,168,5,2,0:0:0:0:
254,190,3168,5,2,0:0:0:0:
258,194,6168,6,0,P|291:147|284:83,1,120.000001788139,2|2,0:0|0:0,0:0:0:0:
200,121,10168,2,0,L|123:93,1,80.0000011920929,0|2,0:0|0:0,0:0:0:0:
168,205,15168,6,0,P|137:259|131:281,1,80.0000011920928
216,330,18168,2,0,P|240:272|275:227,1,120.000001788139
294,202,22168,2,0,P|308:185|317:163,1,40.0000005960464
324,131,24168,5,2,0:0:0:0:
324,131,27168,5,2,0:0:0:0:
256,192,27668,12,0,32168,0:0:0:0:
Okoratu
lol
since you make those seal taiko maps i thought i'll take a look at it
from xmas queue
or something

[general]
can you like........ get a bg that doesn't stretch into complete Pixelhell? the current boat might be nice and stuff but if you're viewing it on widescreen it's literally stretched into blurriness
make your mp3 rankable pls
how the fuck is this a xmas song lol
can you mute your sliderslides (If you're not familiar with hitsounding standard, just make your timing window look like http://puu.sh/m1PRn/549689f172.png and put http://up.ppy.sh/files/blank.wav into your folder and call it soft-sliderslide.wav)
also can you map further standard maps without http://puu.sh/m1Qgy/732cada4fd.jpg enabled, it kind of limits the way you can space and shape objects on easy diffs like this

[Calm]
nerf HP lol just setting it to the AR would work in this calm song tbh
using finishes don't remotely fit the song, would start off replacing all of these with hitwhistles because that's like... the only hitsound that makes sense here
00:00:076 (1,1) - sound kind of mistimed? idk would get more opinions, the song is weird zz
00:09:076 - kind of requires a clickable object (right now you only have to release a key in order to play this) so i'd suggest the following rhythm for
00:06:076 (1,2,3) - : http://puu.sh/m1QmK/b09ceb1216.jpg
also your spacing in this difficulty fluctates a lot, to see what i mean, go just click at 00:16:076 (2) - for example: http://puu.sh/m1Qqy/59e7abfa10.jpg
that means relative to the slidervelocity the next object is twice as far away as the previous one, try to keep your whole really fucking easy diff to one spacing only to teach beginners that spacing and rhythm are related so that they can have a point to start out from in this game.
that isn't a technical requirement but your diff would make a lot more sense when spacing in this simple song would reflect the way the timeline looks better (and turning off that fucking gridsnap setting will allow you to place objects more accurately so that they don't look uneven like http://puu.sh/m1Qxw/03db3f581d.jpg in terms of spacing between objects)

since i already touched about every object in this and the general concept of this diff just a few additional things you should keep in mind when applying this:
00:10:076 (3) - can be really confusing (and will probably be declared unrankable) because short repeat sliders prove to be difficult to read for beginners and that you can't expect them to understand that this one repeats twice and not just once
00:16:076 (2) - short sliders (where end and beginning of it overlaps) in general should maybe be avoided in here since uhhh they don't look nice and stuff
00:32:076 - i can hear a whatever sound, maybe end your spinners in both diffs there?

basically the same stuff applies to quiet and you should decide whether or not you want to place a new combo every downbeat or not
if you don't understand something then just ask in your reply, i read those and answer additional questions if necessary

still, how is this a christmas song lol
Topic Starter
Intelli

Okoratu wrote:

lol
since you make those seal taiko maps i thought i'll take a look at it
from xmas queue
or something

[general]
can you like........ get a bg that doesn't stretch into complete Pixelhell? the current boat might be nice and stuff but if you're viewing it on widescreen it's literally stretched into blurriness
make your mp3 rankable pls
how the fuck is this a xmas song lol
can you mute your sliderslides (If you're not familiar with hitsounding standard, just make your timing window look like http://puu.sh/m1PRn/549689f172.png and put http://up.ppy.sh/files/blank.wav into your folder and call it soft-sliderslide.wav)
also can you map further standard maps without http://puu.sh/m1Qgy/732cada4fd.jpg enabled, it kind of limits the way you can space and shape objects on easy diffs like this

[Calm]
nerf HP lol just setting it to the AR would work in this calm song tbh
using finishes don't remotely fit the song, would start off replacing all of these with hitwhistles because that's like... the only hitsound that makes sense here
00:00:076 (1,1) - sound kind of mistimed? idk would get more opinions, the song is weird zz
00:09:076 - kind of requires a clickable object (right now you only have to release a key in order to play this) so i'd suggest the following rhythm for
00:06:076 (1,2,3) - : http://puu.sh/m1QmK/b09ceb1216.jpg
also your spacing in this difficulty fluctates a lot, to see what i mean, go just click at 00:16:076 (2) - for example: http://puu.sh/m1Qqy/59e7abfa10.jpg
that means relative to the slidervelocity the next object is twice as far away as the previous one, try to keep your whole really fucking easy diff to one spacing only to teach beginners that spacing and rhythm are related so that they can have a point to start out from in this game.
that isn't a technical requirement but your diff would make a lot more sense when spacing in this simple song would reflect the way the timeline looks better (and turning off that fucking gridsnap setting will allow you to place objects more accurately so that they don't look uneven like http://puu.sh/m1Qxw/03db3f581d.jpg in terms of spacing between objects)

since i already touched about every object in this and the general concept of this diff just a few additional things you should keep in mind when applying this:
00:10:076 (3) - can be really confusing (and will probably be declared unrankable) because short repeat sliders prove to be difficult to read for beginners and that you can't expect them to understand that this one repeats twice and not just once
00:16:076 (2) - short sliders (where end and beginning of it overlaps) in general should maybe be avoided in here since uhhh they don't look nice and stuff
00:32:076 - i can hear a whatever sound, maybe end your spinners in both diffs there?

basically the same stuff applies to quiet and you should decide whether or not you want to place a new combo every downbeat or not
if you don't understand something then just ask in your reply, i read those and answer additional questions if necessary

still, how is this a christmas song lol bc i fckin said so
What do you mean by rankalbe mp3?

Fixed all of it besides that(still workin on that bg tho), but about the short sliders, the way I changed the repeated and some uneven spacing stuff is like this, that cool?

Also remapped most of Quiet, but still unsure on where to place the last note?
Okoratu
bitrate was 244 kb/s iirc lel
Speed of Snail
OK, from my queue, this will be the shortest full mod of my life lol.

CALM

00:00:076 - (1) I feel like these starting notes should be sliders, since the note here actually carries forwards stronger than it is during the hit, makes little sense to me to have them as circles.

00:12:076 - (1) This slider just looks sloppy, definately reshape this. Something along these lines would look nice.

00:21:076 - (3) This blanket is off-center, needs to be corrected.

00:24:076 - (1) Don't like stacking period on diff's this easy, I'd move that note away.

QUIET

Same thing about the circles at the start, they feel weird, it makes the map feel off-time because of the way it's mapped here.

00:12:076 - (1) This slider looks sloppy as well, try to avoid using so many points when you're just using a basic curve. I'd say use two intermediates maximum, and one whenever possible.

00:18:076 - (1) Make this blanket around the next circle to make the design cleaner.

00:20:076 - (2,3,4,5) This pattern is not symmetrical, use the coordinates in the top-right to line them up, make sure 2 and 4 have the same Y coordinate, Right now they do not match.

00:24:076 - (1) This note just looks weird in relation to the previous pattern, maybe make it down and to the left, like as if it stuck out from 5 in a straight line. The square pattern is simply too slow and too small for this to make sense.

Alright that's it, not much else to say really, also don't bother figuring out Kiai time, my first ranked map was similar to this and it doesn't have any Kiai in it. Also I would recommend getting a custom hitsound for Silent sliderslide and not having it for a song like this is VERY bothersome, if you don't know how to do it PM me about it later.

Also, can I add in a Normal GD for this? Frankly the set feels super incomplete to me as is and I can throw a finished diff for this together in under and hour. Lemme know, and GL mapping.
Speed of Snail
Ok, here's the GD I added, as well as custom hitsounds I used, so add those in as well. (srry they're in seperate links, puush wasn't letting me upload zips rn so I got lazy

http://puu.sh/m4xBv/bb138cde58.wav

http://puu.sh/m4xBW/db8cab8e5d.wav

http://puu.sh/m4xCf/e86668d452.wav

http://puu.sh/m4xCN/b54494473e.wav

osu file format v14

[General]
AudioFilename: asdf.mp3
AudioLeadIn: 0
PreviewTime: 6076
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.1

[Metadata]
Title:Quiet Water
TitleUnicode:Quiet Water
Artist:toby fox
ArtistUnicode:toby fox
Creator:IntelliTroodon
Version:TheOnlyLeon's Serenity
Source:UNDERTALE
Tags:
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:10
CircleSize:7
OverallDifficulty:5
ApproachRate:6
SliderMultiplier:1.8
SliderTickRate:1

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

[TimingPoints]
138,1000,3,1,1,25,1,0


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

[HitObjects]
138,108,138,5,2,0:0:0:0:
138,108,201,1,2,0:0:0:0:
138,108,263,1,4,0:0:0:0:
169,112,3138,5,2,0:0:0:0:
169,112,3201,1,2,0:0:0:0:
169,112,3263,1,4,0:0:0:0:
103,145,6138,6,0,B|166:121|217:137|217:137|228:104|253:92,1,157.5,2|0,0:0|0:0,0:0:0:0:
280,147,7138,2,0,B|258:218|186:194|186:194|165:190|134:201,1,157.5,2|0,0:0|0:0,0:0:0:0:
152,260,8138,2,0,B|182:258|182:258|257:276|307:224,1,157.5,2|0,0:0|0:0,0:0:0:0:
333,173,9138,1,2,0:0:0:0:
396,108,10138,5,2,0:0:0:0:
326,66,10638,1,2,0:0:0:0:
255,26,11138,1,2,0:0:0:0:
185,67,11638,1,2,0:0:0:0:
115,108,12138,1,2,0:0:0:0:
357,328,15138,5,2,0:0:0:0:
357,328,15200,1,2,0:0:0:0:
357,328,15263,1,4,0:0:0:0:
345,192,16138,5,2,0:0:0:0:
256,116,16638,1,2,0:0:0:0:
256,268,17138,1,2,0:0:0:0:
167,192,17638,1,2,0:0:0:0:
78,115,18138,6,0,P|71:152|77:278,1,157.5,2|0,0:0|0:0,0:0:0:0:
45,326,19138,2,0,B|91:349|136:319|137:273|137:273|181:265,1,157.5,2|0,0:0|0:0,0:0:0:0:
157,205,20138,2,0,P|208:219|209:315,1,157.5,2|0,0:0|0:0,0:0:0:0:
168,362,21138,1,2,0:0:0:0:
500,224,22138,1,2,0:0:0:0:
146,162,23138,1,2,0:0:0:0:
478,25,24138,1,2,0:0:0:0:
254,190,27138,5,2,0:0:0:0:
254,190,27200,1,2,0:0:0:0:
254,190,27263,1,4,0:0:0:0:
256,192,27388,12,0,31138,0:0:0:0:

Have fun!
Topic Starter
Intelli

TheOnlyLeon wrote:

Ok, here's the GD I added, as well as custom hitsounds I used, so add those in as well. (srry they're in seperate links, puush wasn't letting me upload zips rn so I got lazy

http://puu.sh/m4xBv/bb138cde58.wav

http://puu.sh/m4xBW/db8cab8e5d.wav

http://puu.sh/m4xCf/e86668d452.wav

http://puu.sh/m4xCN/b54494473e.wav

osu file format v14

[General]
AudioFilename: asdf.mp3
AudioLeadIn: 0
PreviewTime: 6076
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.1

[Metadata]
Title:Quiet Water
TitleUnicode:Quiet Water
Artist:toby fox
ArtistUnicode:toby fox
Creator:IntelliTroodon
Version:TheOnlyLeon's Serenity
Source:UNDERTALE
Tags:
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:10
CircleSize:7
OverallDifficulty:5
ApproachRate:6
SliderMultiplier:1.8
SliderTickRate:1

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

[TimingPoints]
138,1000,3,1,1,25,1,0


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

[HitObjects]
138,108,138,5,2,0:0:0:0:
138,108,201,1,2,0:0:0:0:
138,108,263,1,4,0:0:0:0:
169,112,3138,5,2,0:0:0:0:
169,112,3201,1,2,0:0:0:0:
169,112,3263,1,4,0:0:0:0:
103,145,6138,6,0,B|166:121|217:137|217:137|228:104|253:92,1,157.5,2|0,0:0|0:0,0:0:0:0:
280,147,7138,2,0,B|258:218|186:194|186:194|165:190|134:201,1,157.5,2|0,0:0|0:0,0:0:0:0:
152,260,8138,2,0,B|182:258|182:258|257:276|307:224,1,157.5,2|0,0:0|0:0,0:0:0:0:
333,173,9138,1,2,0:0:0:0:
396,108,10138,5,2,0:0:0:0:
326,66,10638,1,2,0:0:0:0:
255,26,11138,1,2,0:0:0:0:
185,67,11638,1,2,0:0:0:0:
115,108,12138,1,2,0:0:0:0:
357,328,15138,5,2,0:0:0:0:
357,328,15200,1,2,0:0:0:0:
357,328,15263,1,4,0:0:0:0:
345,192,16138,5,2,0:0:0:0:
256,116,16638,1,2,0:0:0:0:
256,268,17138,1,2,0:0:0:0:
167,192,17638,1,2,0:0:0:0:
78,115,18138,6,0,P|71:152|77:278,1,157.5,2|0,0:0|0:0,0:0:0:0:
45,326,19138,2,0,B|91:349|136:319|137:273|137:273|181:265,1,157.5,2|0,0:0|0:0,0:0:0:0:
157,205,20138,2,0,P|208:219|209:315,1,157.5,2|0,0:0|0:0,0:0:0:0:
168,362,21138,1,2,0:0:0:0:
500,224,22138,1,2,0:0:0:0:
146,162,23138,1,2,0:0:0:0:
478,25,24138,1,2,0:0:0:0:
254,190,27138,5,2,0:0:0:0:
254,190,27200,1,2,0:0:0:0:
254,190,27263,1,4,0:0:0:0:
256,192,27388,12,0,31138,0:0:0:0:

Have fun!
Thanks dude, mind if I use some of the custom hitsounds for my diffs as well? I'll update and apply the mod in the morning seeing as it is 3:30 for me and sometime near that for you
Buretsu
Hi~
From my queue.

CALM

00:18:138 (1,3) - This sliders aren't symmetric. Fix this by CTRL+C CTRL+V, lol. Also, 00:21:138 (3) - isn't round around 00:20:138 (2) pls fix.

QUIET

Fix preview for this diff.

00:16:138 (1,2,3,4,1,2,3,4,5,1) - I think it will be good, if you're move first note of this note-pack (lolwat) in the center.

00:18:138 (1,2) - As in CALM, slider isn't round around note. Fix pls.
Topic Starter
Intelli

Buretsu wrote:

Hi~
From my queue.

CALM

00:18:138 (1,3) - This sliders aren't symmetric. Fix this by CTRL+C CTRL+V, lol. Also, 00:21:138 (3) - isn't round around 00:20:138 (2) pls fix.

QUIET

Fix preview for this diff.

00:16:138 (1,2,3,4,1,2,3,4,5,1) - I think it will be good, if you're move first note of this note-pack (lolwat) in the center.

00:18:138 (1,2) - As in CALM, slider isn't round around note. Fix pls.
Done all, ty for mod :)
N i M a Z i
A fairly nice map with the rhythm~

In fact I have nothing to say about the E diffs.

TheOnlyLeon's Serenity:
Using CS7 because of the peace feeling?
00:00:138 (1,2,3,1,2,3) - These 1/16 notes may be confusing.(A issue? I'm not sure
00:21:138 (4,5,6,7) - These notes can be moved left a little, and the pattern like "Z" seems to be a little monotonous.

GD for rank~
Speed of Snail
Hey, thx for the mod.

Ni-ma wrote:

A fairly nice map with the rhythm~

In fact I have nothing to say about the E diffs.

TheOnlyLeon's Serenity:
Using CS7 because of the peace feeling?

Using CS 7 cause otherwise even Normal diff is impossible to make without overmap.

00:00:138 (1,2,3,1,2,3) - These 1/16 notes may be confusing.(A issue? I'm not sure

Uhh, arguably these are fast for a Normal diff, but it does fit the song. Not really sure, not gonna make a change now but will wait on a second opinion for that one.

00:21:138 (4,5,6,7) - These notes can be moved left a little, and the pattern like "Z" seems to be a little monotonous.

Ehh, if I moved the left the gap between 3 and 4 would be huge, and just break the map, additionally, sure Z is monotonous, but I mean, I have 4 circles that're really far apart from each other timing wise, what else would I do? a square? a square isn't much better.

GD for rank~
No change, but thanks for looking it over, it's a pretty short and easy map so I don't see many troubles arising. Actually, Intelli, whenever you feel like the map is finished, lemme know, and if there aren't enough SP I can shoot a bunch in to make it hit limit, I've got like 30 some odd sitting in my account unused.
JBHyperion
Mod by PM request

General Comments:
  1. Song Folder: mp3 stats are weird, spectrum indicates it's like, 32kbps but I downloaded a lossless flac file and it looks exactly the same, so maybe it's okay. Will ask for some confirmation on this
    1. Song Setup: The usage of "Calm" and "Quiet" leaves the order of these difficulties feeling somewhat ambiguous, is there a clearer way you can think of to represent the difficulty spread?
    2. Metadata: No issues
    3. Timing: Offset seems pretty early which is a real punisher for acc in a slow song. Suggest offset +30
    4. Hitsounds: hitnormal is... blank? That's unrankable lol, in Std every object must provide adequate feedback to the player on clicking. Try this. sliderslide being silenced is fine, but the hitsound must be a 44-byte 0ms wav file, which the current file is not. Use this instead. Lastly, hitwhistle and hitfinish have a large amount of null audio in the waveform / is almost 2 seconds long respectively, these can be cleaned up to save some space if you wanted - whistle, finish
    5. AImod: One unsnap issue in Calm
    Difficulty-Specific Comments:
    all times stated relative to current timing/offset

    Calm
    1. 00:09:138 (3) - NC here please, since this combo is considerably longer than all your others and the note density is at it's highest here.
    2. 00:12:138 (1) - For an even change in positioning (i.e. all slider heads are aligned), move this to [330,264].
    3. 00:12:138 (1) - Slider end is unsnapped, please snap to 00:15:138 - (before offset adjust)
    4. 00:15:138 - This sound is a slider end, whilst other instances of this sound are clickable circles, e.g. 00:00:138 (1,1) - 00:24:138 (1,1) - Consistency dictates that you should split this slider into two circles
    5. 00:18:138 (1) - Similar to 00:12:138 (1) - move this to [301,65]. Move 00:20:138 (2,3) with this to maintain blankets, etc.
    Quiet
    1. 00:09:138 (3) - Same as in the Calm diff, consider NC here
    2. 00:12:138 (1) - Same comment as in the Calm diff. Also, blanket with 00:12:138 (1,1) could be improved slightly, tail should be brought up a little
    3. 00:18:138 (1,2) - This can be easily misread as a 1/2 spacing since the distance is similar to 00:17:638 (4,1) - I'd space these out a bit more to make it clearer to read
    TheOnlyLeon's Serenity
    Ok before I say anything specific about this diff, I will say this: This is not a Normal diff. Combining low CS, high HP drain, short-snapped triples, major spacing changes... None of these things are suitable for a Normal diff imo, and are far more fitting for a Hard. I get that it's really slow, but the difficulty is still seriously excessive. I've made some suggestions with the idea that this diff be nerfed to better fit the indicated difficulty, however, the diff itself is actually quite nice and interesting, so it might be better to rebrand this diff a Hard and add an easier "true" Normal in between. Discuss with Intelli how you wish to proceed here.

    I get that the song is slow, short and simple, but HP10 on a Normal is serious overkill imo. Miss one of those triples (which tbh are actually really hard to read for a Normal) and bam!, half your health is gone. Suggest HP6/7 for a more sensible and even spread between diffs
    1. 00:00:138 (1,2,3) - As I said above, these are really difficult to read, right at the start of the song with no guidance or indication as to what the actual rhythm is at first glance. A repeat slider would be more appropriate for a Normal difficulty. Can be applied throughout, as even later on when the rhythm is known, this is effectively a 1/4 triplet at 240BPM, which no sane person would (I hope) put in a Normal ever xD
    2. 00:03:138 (1,2,3) - If you do decide to make these repeat sliders, some movement would be appropriate to maintain some small level of difficulty
    3. 00:08:138 (3,4,1) - So here you have three almost identical spacings, but snapped to 1/4, then 1/1, then 1/2. This is really confusing for a new player to read, even at low BPM. I suggest you separate 00:09:138 (4,1) more, as the 1/1 gap should be more than enpough time to adjust to the new 1/2 spaced pattern for 00:10:138 (1,2,3,4,5)
    4. 00:16:138 (1,2,3,4,1) - Again, pretty large variation in spacing considering this pattern is all mapped in 1/2. If you're going to change DS in a Normal that's fine, but it shouldn't be this extreme imo
    5. 00:17:638 (4,1) - Personal preference, and may not matter if you change this section above, but I'd curve more for a better blanket
    6. 00:18:138 (1,2) - Is this supposed to be an off-blanket? Looks a bit random to me, would be neater if (2) was curved less and the kink/tail moved to the right. Same applies to 00:19:138 (2,3) - example (brought them closer together on timeline to show the whole pattern)
    7. 00:21:138 (1) - Consider NC here, this combo is pretty long and you're introducing some large spacing which can be difficult to read for new players
    With the "Normal" the way it currently I don't feel comfortable pushing this forward - like I said, there's not much objectively wrong with the map itself, it just doesn't fit with the intended difficulty at all. Let me know how you decide to proceed here and once the new/remapped "Normal" has had a couple of mods, feel free to call me back for a recheck.

    Good luck! (:
Topic Starter
Intelli

JBHyperion wrote:

Mod by PM request

General Comments:
  1. Song Folder: mp3 stats are weird, spectrum indicates it's like, 32kbps but I downloaded a lossless flac file and it looks exactly the same, so maybe it's okay. Will ask for some confirmation on this
    1. Song Setup: The usage of "Calm" and "Quiet" leaves the order of these difficulties feeling somewhat ambiguous, is there a clearer way you can think of to represent the difficulty spread?
    2. Metadata: No issues
    3. Timing: Offset seems pretty early which is a real punisher for acc in a slow song. Suggest offset +30
    4. Hitsounds: hitnormal is... blank? That's unrankable lol, in Std every object must provide adequate feedback to the player on clicking. Try this. sliderslide being silenced is fine, but the hitsound must be a 44-byte 0ms wav file, which the current file is not. Use this instead. Lastly, hitwhistle and hitfinish have a large amount of null audio in the waveform / is almost 2 seconds long respectively, these can be cleaned up to save some space if you wanted - whistle, finish
    5. AImod: One unsnap issue in Calm
    Difficulty-Specific Comments:
    all times stated relative to current timing/offset

    Calm
    1. 00:09:138 (3) - NC here please, since this combo is considerably longer than all your others and the note density is at it's highest here.
    2. 00:12:138 (1) - For an even change in positioning (i.e. all slider heads are aligned), move this to [330,264].
    3. 00:12:138 (1) - Slider end is unsnapped, please snap to 00:15:138 - (before offset adjust)
    4. 00:15:138 - This sound is a slider end, whilst other instances of this sound are clickable circles, e.g. 00:00:138 (1,1) - 00:24:138 (1,1) - Consistency dictates that you should split this slider into two circles
    5. 00:18:138 (1) - Similar to 00:12:138 (1) - move this to [301,65]. Move 00:20:138 (2,3) with this to maintain blankets, etc.
    Quiet
    1. 00:09:138 (3) - Same as in the Calm diff, consider NC here
    2. 00:12:138 (1) - Same comment as in the Calm diff. Also, blanket with 00:12:138 (1,1) could be improved slightly, tail should be brought up a little
    3. 00:18:138 (1,2) - This can be easily misread as a 1/2 spacing since the distance is similar to 00:17:638 (4,1) - I'd space these out a bit more to make it clearer to read
    TheOnlyLeon's Serenity
    Ok before I say anything specific about this diff, I will say this: This is not a Normal diff. Combining low CS, high HP drain, short-snapped triples, major spacing changes... None of these things are suitable for a Normal diff imo, and are far more fitting for a Hard. I get that it's really slow, but the difficulty is still seriously excessive. I've made some suggestions with the idea that this diff be nerfed to better fit the indicated difficulty, however, the diff itself is actually quite nice and interesting, so it might be better to rebrand this diff a Hard and add an easier "true" Normal in between. Discuss with Intelli how you wish to proceed here.

    I get that the song is slow, short and simple, but HP10 on a Normal is serious overkill imo. Miss one of those triples (which tbh are actually really hard to read for a Normal) and bam!, half your health is gone. Suggest HP6/7 for a more sensible and even spread between diffs
    1. 00:00:138 (1,2,3) - As I said above, these are really difficult to read, right at the start of the song with no guidance or indication as to what the actual rhythm is at first glance. A repeat slider would be more appropriate for a Normal difficulty. Can be applied throughout, as even later on when the rhythm is known, this is effectively a 1/4 triplet at 240BPM, which no sane person would (I hope) put in a Normal ever xD
    2. 00:03:138 (1,2,3) - If you do decide to make these repeat sliders, some movement would be appropriate to maintain some small level of difficulty
    3. 00:08:138 (3,4,1) - So here you have three almost identical spacings, but snapped to 1/4, then 1/1, then 1/2. This is really confusing for a new player to read, even at low BPM. I suggest you separate 00:09:138 (4,1) more, as the 1/1 gap should be more than enpough time to adjust to the new 1/2 spaced pattern for 00:10:138 (1,2,3,4,5)
    4. 00:16:138 (1,2,3,4,1) - Again, pretty large variation in spacing considering this pattern is all mapped in 1/2. If you're going to change DS in a Normal that's fine, but it shouldn't be this extreme imo
    5. 00:17:638 (4,1) - Personal preference, and may not matter if you change this section above, but I'd curve more for a better blanket
    6. 00:18:138 (1,2) - Is this supposed to be an off-blanket? Looks a bit random to me, would be neater if (2) was curved less and the kink/tail moved to the right. Same applies to 00:19:138 (2,3) - example (brought them closer together on timeline to show the whole pattern)
    7. 00:21:138 (1) - Consider NC here, this combo is pretty long and you're introducing some large spacing which can be difficult to read for new players
    With the "Normal" the way it currently I don't feel comfortable pushing this forward - like I said, there's not much objectively wrong with the map itself, it just doesn't fit with the intended difficulty at all. Let me know how you decide to proceed here and once the new/remapped "Normal" has had a couple of mods, feel free to call me back for a recheck.

    Good luck! (:
Fixed everything in Calm/Quiet (including the offset) except for the thing with the slider end with the hitsound, because I feel like there's nowhere to end that long note and not make it super weird for a beginner map to then fit in the circle. I'll change mp3s soon.
Topic Starter
Intelli
well that's fun. The quote is all jacked up and I can't edit the post for some reason

hooray

EDIT: I can edit this one though
JBHyperion
Yeah I couldn't edit my post earlier, just assumed it was some random one-off bug but obviously your map is cursed something weird is going on here.

/me shrugs
Speed of Snail
Hey, this is a reply to the last mod, although the post is broken and I can't quote it, so I'm just going to assume you know the order you put your points in.

In terms of hitsound normal being blank, that was to properly mute the snapped slider ends in my difficulty, which to my understanding, is rankable, so long as a clickable hit isn't muted. However if it's absolutely necessary I can go through hitsounding and use 5% to partially mute the ends.

As for the difficulty, I do agree, this doesn't play like a normal. It was more-so intended to be my attempt at making a slow map interesting, and playable for some higher level players without being completely boring, Naming it a Normal is more-so and issue of SR and Spread than anything else. The jump is fairly large so adding a real normal in between would be nice for the spread, however. I think it'd be a bad idea for me to make it, as then I would have the same difficulties made as the creator of the map has, and I don't especially think Intelli is interested in making another difficulty either.

As for HP, yea I see where you're coming from as this was a concern of mine earlier as well, I initially had no idea what to set it to, and just kept increasing it since the lower values made it virtually impossible to fail, so when I saw that HP10 didn't drastically affect playability I just went with it, however considering the SR this Is pretty overkill, Reduced to 7.

Concerning the readability of the triples, I personally think the triples work really well with the map, and would like to keep them, Not sure if readability changes need to be made, but if it's necessary I'd be likely to just increase AR to 7 to make the speed more visible. I personally think this would be a wasted change, however I'm totally open to it. If you come back for re-check we can discuss this.

For the snapping issue at 00:08:138
I see what you mean, this isn't something I even really noticed myself as I've gotten so used to spacing like this in maps I play and maps I've made. However I do see what you mean, so I'll shift the following 1/2 pattern a little further away for distinction here.

Regarding 00:16:138
imo, since this is a max difficulty, I value the symmetry of the square pattern over having perfectly locked DS here, sure numerically it's a fair increase, however considering both the maps BPM and the players who would actually be playing this difficulty, it should play fine.

Did the curvature for blanketing.

Also, for the off-blanket comment, that was not intentional, I was just very tired when I mapped this and it honestly went over my head :P

As for NC at the end, I feel like since the distance is so large, that not changing that combo should make reading easier, first off, the timing difference is large enough that players could likely read each number and count out the notes to hit individually, secondly, since the combo DOESN'T break, there are guidance lines that the game starts drawing towards the next note before it even appears, making the large motion easier on newer players and it gives them more time to react.

That's all, thanks for the mod and positive feedback, I do agree with most of your points and made a few changes accordingly, I will discuss the existence of a proper Normal with Intelli so that the set can be finished in the near future. Code for changes is below.

Code
osu file format v14

[General]
AudioFilename: asdf.mp3
AudioLeadIn: 0
PreviewTime: 6138
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Quiet Water
TitleUnicode:Quiet Water
Artist:toby fox
ArtistUnicode:toby fox
Creator:IntelliTroodon
Version:TheOnlyLeon's Serenity
Source:UNDERTALE
Tags:
BeatmapID:860486
BeatmapSetID:393995

[Difficulty]
HPDrainRate:7
CircleSize:7
OverallDifficulty:5
ApproachRate:6
SliderMultiplier:1.8
SliderTickRate:1

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

[TimingPoints]
168,1000,3,1,1,25,1,0


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

[HitObjects]
138,108,168,5,2,0:0:0:0:
138,108,230,1,2,0:0:0:0:
138,108,293,1,4,0:0:0:0:
169,112,3168,5,2,0:0:0:0:
169,112,3230,1,2,0:0:0:0:
169,112,3293,1,4,0:0:0:0:
103,145,6168,6,0,B|166:121|217:137|217:137|228:104|253:92,1,135,2|0,0:0|0:0,0:0:0:0:
280,147,7168,2,0,B|258:218|186:194|186:194|165:190|134:201,1,135,2|0,0:0|0:0,0:0:0:0:
152,260,8168,2,0,B|182:258|182:258|257:276|307:224,1,135,2|0,0:0|0:0,0:0:0:0:
333,173,9168,1,2,0:0:0:0:
288,82,10168,5,2,0:0:0:0:
218,40,10668,1,2,0:0:0:0:
147,0,11168,1,2,0:0:0:0:
77,41,11668,1,2,0:0:0:0:
7,82,12168,1,2,0:0:0:0:
357,328,15168,5,2,0:0:0:0:
357,328,15230,1,2,0:0:0:0:
357,328,15293,1,4,0:0:0:0:
345,192,16168,5,2,0:0:0:0:
256,116,16668,1,2,0:0:0:0:
256,268,17168,1,2,0:0:0:0:
167,192,17668,1,2,0:0:0:0:
92,117,18168,6,0,P|71:152|92:275,1,135,2|0,0:0|0:0,0:0:0:0:
53,318,19168,2,0,B|102:332|141:302|148:259|148:259|172:259,1,135,2|0,0:0|0:0,0:0:0:0:
157,205,20168,2,0,P|208:219|209:315,1,135,2|0,0:0|0:0,0:0:0:0:
168,362,21168,1,2,0:0:0:0:
500,224,22168,1,2,0:0:0:0:
146,162,23168,1,2,0:0:0:0:
478,25,24168,1,2,0:0:0:0:
254,190,27168,5,2,0:0:0:0:
254,190,27230,1,2,0:0:0:0:
254,190,27293,1,4,0:0:0:0:
256,192,27418,12,0,32168,0:0:0:0:
Topic Starter
Intelli
Ok so I've changed the diff names like JB said to match the speed at which water flows

Stagnant - Quiet - Tranquil - Flowing

This work for you guys?
JBHyperion

IntelliTroodon wrote:

Ok so I've changed the diff names like JB said to match the speed at which water flows

Stagnant - Quiet - Tranquil - Flowing

This work for you guys?
Personally, I think "Still" would be preferable to "Stagnant"; something about that word just really suggests negativity and decline to me o_O

Other than that, looks reasonable, but it would be worthwhile to get some opinions from non-native English speakers if possible, since custom naming spreads can sometimes get "lost in translation" or otherwise cause confusion.
Topic Starter
Intelli

JBHyperion wrote:

IntelliTroodon wrote:

Ok so I've changed the diff names like JB said to match the speed at which water flows

Stagnant - Quiet - Tranquil - Flowing

This work for you guys?
Personally, I think "Still" would be preferable to "Stagnant"; something about that word just really suggests negativity and decline to me o_O

Other than that, looks reasonable, but it would be worthwhile to get some opinions from non-native English speakers if possible, since custom naming spreads can sometimes get "lost in translation" or otherwise cause confusion.
holy shit that was fast (7 minutes o.o)

But yeah I think that's probably a good idea. I'll ask like 4-5 different languages
JBHyperion

IntelliTroodon wrote:

holy shit that was fast (7 minutes o.o)

But yeah I think that's probably a good idea. I'll ask like 4-5 different languages
Lol, I was hanging around another thread and this popped up whilst I was waiting for a response on that so thought I may as well give my two cents.

On a different note, I'll be away for a week (leaving tomorrow, back on the 17th). If this progresses considerably before I can recheck it and you want to ask other BNs to take a look, that's totally fine - I wouldn't want to hold you up in any way (:
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