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Kalafina - Hikari no Senritsu

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Topic Starter
Vell
This beatmap was submitted using in-game submission on Donnerstag, 29. Juni 2017 at 21:27:33

Artist: Kalafina
Title: Hikari no Senritsu
Source: ソ・ラ・ノ・ヲ・ト
Tags: Yuki Kajiura red moon Wakana Ootaki Keiko Kubota Hikaru Masai soranowoto darky1
BPM: 96
Filesize: 22219kb
Play Time: 06:04
Difficulties Available:
  1. Sinfonia (4,65 stars, 1007 notes)
Download: Kalafina - Hikari no Senritsu
Information: Scores/Beatmap Listing
---------------
#1 #2 #3 #4

redl 6/29/

Storyboard by my Darky1 guy
Maardhen
I love it but maybe CS4.7 would be more apreciable. Do what you want it's just a suggestion.

Good luck to find someone for hitsounds.
Topic Starter
Vell
I find cs5 to be most fitting with this kind of style. Im not sure what you mean with find someone for hitsounds, I just managed to finish hitsounding this which was a crapton of work and Im just fckn glad Im done with it
Ametrin
from my q

mod
try CS4 or 4.3?

00:03:314 (2) - ctrl+g
00:18:611 (5) - why not two note here like 00:15:955 (4,5,6) -
00:26:111 (4) - ctrl+g
00:27:517 (3) - 129|239
00:42:205 (3) - ctrl+h?
00:57:517 (4) - ctrl+g
01:11:423 (7,1) - too far
01:22:830 (1,2) - bad flow
02:42:193 (4) - ctrl+g
05:06:099 (4) - two note here?
my poor computer
the hitsounds make my osu crashed twice
10/10
a star for those green line
Topic Starter
Vell

Ametrin wrote:

from my q

mod
try CS4 or 4.3? nah

00:03:314 (2) - ctrl+g did on both
00:18:611 (5) - why not two note here like 00:15:955 (4,5,6) - wanted to avoid repition a bit
00:26:111 (4) - ctrl+g k
00:27:517 (3) - 129|239 hm maybe, will change it and see if I change my mind about it later
00:42:205 (3) - ctrl+h? nah, would like to have it face with its back against 00:41:580 (1) -
00:57:517 (4) - ctrl+g would take away flow change emphasize from the stronger beat on 00:57:830 (5) -
01:11:423 (7,1) - too far true
01:22:830 (1,2) - bad flow made the angle a bit less sharp with ctrl+j but otherwise I think this is fine
02:42:193 (4) - ctrl+g nah I like the higher spacing for the drums from 02:42:349 - to 02:42:505 (5) -
05:06:099 (4) - two note here? didnt want to make these drums here a jump spam so I think a slider for these 2 more submerged sounding drums are nice
my poor computer
the hitsounds make my osu crashed twice
10/10
a star for those green line
Thanks alot!
Smokeman
this is what hitsounding does to you kids...

heaven's grace

the low cs with the non-curvy slider theme make some wide jumps wierd to play
00:13:455 (5,1) -
00:49:080 (1) -

^ i wanted to make something with this section but kinda forgot what it was going for...


00:02:064 (5) - would ctr+g this since the notes go down pitch aswell. I know you don't want to have too much repetition but i think it would be worth it to adjust it to fit liek this : )
00:11:267 (5,6) - imo this jump was a bit too sudden for the mood of the song. kinda decieving 00:10:330 (3,4) - since these have very similar visual spacing. 00:11:423 (6) - ctrl+g this would be enough
+00:11:736 (1,2) - coudla also ctrl+g these if you want. (although 00:12:048 (2,3) - would becom kinda awkward)
00:49:080 (1) - you could stack this over the tail of 00:48:142 (1) - to make it a bit easier to hit. That corner down there is really bleh to play in :<
00:58:455 (7) - you used reapeats really cool but i think you could've gone with having 00:59:080 - clickable instead. For the whole pattern a rythm following each syllable with a 1/1 would be cooler since vocals in a kalafina song lol https://puu.sh/vtwLG/719dcea417.png
(or closer to this 01:19:080 (1,2,3) - )
02:26:411 (3,6) - map is clean, keep it clean cuz it confused me a bit when playing : ) https://puu.sh/vtx1F/2d4c9e6cb6.png could go for a sqauer or smth
02:28:599 (3) - the fuck is this.. couldnt tell its a slider and got a 100 (advanced mapping so you dont get confused by 1/16 slider or unreadable mess :thinking: )
02:29:224 (5,6,7) - coudl give this the shape/direction of ctrl+g 02:28:911 (4) -
02:30:318 - 03:10:161 - You could make this part feel a lot uniquer by changing the visuals a bit more. You could curve the sliders slightly to represent the flute-y melody. The colours give of that natural feel this part of the song evoces but the sliders still look rigid and "urban" haha
02:48:443 (1) - are youa fan of sv increases for a single object? cuz you have a lot of opportunities in this part to do some cewl stuff :^)
03:28:443 (3) - ctrl+g this and
+03:28:755 (4) - this. I feel the way you have them at the moment make 03:28:755 (4,5) - feel a bit too sudden since thee transition 03:28:443 (3,4) - is so miniscule
03:38:755 (4) - ctrl+g for better emphasis of 03:38:755 (4,5) - through less uniform movement (3 downward sliders)
boi you could do the clockwise change emphasis on this on. ctrl+g this so that you get that short clounter-clockwise 03:47:818 (1) - to lardge 03:48:286 (2,3,4) - clockwise. Like this you would have similar rotation in 03:49:068 (1,2,3,4,5,6) - to 03:47:193 (6,7,8,9) - emphasised through rotation changhes.
03:50:005 (7) - ctrl+g since its weak as fuck m8. I thought i was playing a hard dif ugh... imo spacing them out a bit would work a bit better https://puu.sh/vtxFp/67a103b6cb.png To me it doesnt feel like it has to stay in the same spot : (
04:17:818 (3) - put it higher so it can reach the sky (metaphoricly through its position in the playfield and in the BG :>>>
05:02:193 (3) - would be cool if you could fit a ctrl+g in this pattern : (
05:52:505 (4,5) - not clumping stuff together gives me this sense of freedom https://puu.sh/vty1E/01ab10c0d5.png


watch the show
shittaste...

baaai :^)
Topic Starter
Vell

Smokeman wrote:

this is what hitsounding does to you kids...

heaven's grace

the low cs with the non-curvy slider theme make some wide jumps wierd to play
00:13:455 (5,1) -
00:49:080 (1) -

^ i wanted to make something with this section but kinda forgot what it was going for...
hm why do you think they play weird? those are 1/1 gaps so there is plenty of time and the slider point towards the next object you gotta go to. some things in this map do play weird due to the non curvy theme but these I think are surely not one of them

00:02:064 (5) - would ctr+g this since the notes go down pitch aswell. I know you don't want to have too much repetition but i think it would be worth it to adjust it to fit liek this : ) lowered the spacing between 4 and 5 because of the pitch, lits more representive of the lower pitch than having the slider face down but still have the higher spacing
00:11:267 (5,6) - imo this jump was a bit too sudden for the mood of the song. kinda decieving 00:10:330 (3,4) - since these have very similar visual spacing. 00:11:423 (6) - ctrl+g this would be enough the drums the jump is mapped to appear just as sudden imo, I also want to have more spacing from 6 to 1 because of drum on the sliderend of 6 and the violin sound the next 2 1/4s are mapped to. as for the visual spacing I doubt this matters since there is the sliderend of 6 inbetween 5 and 6 so the visual spacing is hard to recognize to be as similar as the one you pointed out and reading is still a thing
+00:11:736 (1,2) - coudla also ctrl+g these if you want. (although 00:12:048 (2,3) - would becom kinda awkward) I like the flow to be like this https://puu.sh/vtzwM/122075a5ac.png
00:49:080 (1) - you could stack this over the tail of 00:48:142 (1) - to make it a bit easier to hit. That corner down there is really bleh to play in :< I like the idea of the first slider showing the player where to go with the next jump beforehand, moved both slider a bit closer to 00:48:767 (2) - though. I also dont want 00:49:080 (1) - to be that high icause the jump angle will be more horizontal which I kinda dislike both visually and flowwise
00:58:455 (7) - you used reapeats really cool but i think you could've gone with having 00:59:080 - clickable instead. For the whole pattern a rythm following each syllable with a 1/1 would be cooler since vocals in a kalafina song lol https://puu.sh/vtwLG/719dcea417.png
(or closer to this 01:19:080 (1,2,3) - ) following a more obscure rhythm in this song and letting slider end on stronger beats is something I wanted to go for, I have many similar slider like this ending on the same beat such as 01:07:830 - , 01:14:080 - , 01:17:830 - ,01:25:330 - etc etc. I like this particular repeat since it goes nice with both the vocals and helping my structure staying consistent
02:26:411 (3,6) - map is clean, keep it clean cuz it confused me a bit when playing : ) https://puu.sh/vtx1F/2d4c9e6cb6.png could go for a sqauer or smth overlaps like this has already been introduced to the player with these patterns 00:15:955 (4,5,6) - and a square wouldnt look good imo
02:28:599 (3) - the fuck is this.. couldnt tell its a slider and got a 100 (advanced mapping so you dont get confused by 1/16 slider or unreadable mess :thinking: ) my intention was for the player to read it as a circle cause I didnt think a 1/16 slider could cause a 100 that easily, if I place it somewhere less obscured people might misread it as a double instead which would be more problematic. yeah idk what to do with this rn cause I do want to keep the 1/16 I will think about what to do here
02:29:224 (5,6,7) - coudl give this the shape/direction of ctrl+g 02:28:911 (4) - Im not sure I understand this right but I just ctrl+g 02:28:911 (4) - cause that seems to flow better into the triple
02:30:318 - 03:10:161 - You could make this part feel a lot uniquer by changing the visuals a bit more. You could curve the sliders slightly to represent the flute-y melody. The colours give of that natural feel this part of the song evoces but the sliders still look rigid and "urban" haha said and done
02:48:443 (1) - are youa fan of sv increases for a single object? cuz you have a lot of opportunities in this part to do some cewl stuff :^) hm nah I think staying consistent with the sv for more classical oriented instruments is better after all
03:28:443 (3) - ctrl+g this and
+03:28:755 (4) - this. I feel the way you have them at the moment make 03:28:755 (4,5) - feel a bit too sudden since thee transition 03:28:443 (3,4) - is so miniscule I like the movement of pushing those two sliders away with your cursor more
03:38:755 (4) - ctrl+g for better emphasis of 03:38:755 (4,5) - through less uniform movement (3 downward sliders)
boi you could do the clockwise change emphasis on this on. ctrl+g this so that you get that short clounter-clockwise 03:47:818 (1) - to lardge 03:48:286 (2,3,4) - clockwise. Like this you would have similar rotation in 03:49:068 (1,2,3,4,5,6) - to 03:47:193 (6,7,8,9) - emphasised through rotation changhes. done all
03:50:005 (7) - ctrl+g since its weak as fuck m8. I thought i was playing a hard dif ugh... imo spacing them out a bit would work a bit better https://puu.sh/vtxFp/67a103b6cb.png To me it doesnt feel like it has to stay in the same spot : ( did something
04:17:818 (3) - put it higher so it can reach the sky (metaphoricly through its position in the playfield and in the BG :>>> kek
05:02:193 (3) - would be cool if you could fit a ctrl+g in this pattern : ( spacing would be too weak for this strong sound then
05:52:505 (4,5) - not clumping stuff together gives me this sense of freedom https://puu.sh/vty1E/01ab10c0d5.png up he goes


watch the show
shittaste...

baaai :^)
thanksumachu
Sakurauchi Riko
i love your map and i personally think it is perfect already but I might have some suggestions that improve your wonderful map

00:30:955 (5,6,7) - i'm a bit concerned about this because you have nothing that indicates the sudden rhythm change, it might be confusing for some players since you use 1/2 rhythm and 1/4 rhythm in the same pattern with equal visual spacing. nc'ing 00:30:955 (5) - would already be enough to indicate rhythm change imo but idk if you wanna break your nc consistency here, so... i'd just try to make sure that those are independent from each other pattern-wise
00:37:517 (4) - this is a bit weird since the strong sound and the beginning of the vocal at 00:37:830 - is getting covered by a slidertail. And you dont have anything in the music to emphasize with 00:37:986 (5) - (the first blue tick) which leads in the end to miss-emphasis imo. (and the next vocal starts at 00:38:142 - and not at blue tick before 00:37:986 - . this blue tick has basically nothing on it but you map it with sliderhead while 00:37:830 - is getting ignored)
02:11:580 (4,5) - this is somehwat similar, you dont have anything for 02:12:048 - and you ignore 02:11:892 - with strong sound. if you dont have anything for the following blue tick i'd not advise this rhythm
00:43:142 (4) - maybe split this to a 1/4 slider and circle so you emphasize 00:43:455 -
01:05:955 (4,1) - you rarely use overlaps in the kiai and if you use them they are really heavy overlaps like 01:15:173 (4,2) - 01:25:486 (5,2) - which are both consistent. but 01:05:955 (4,1) - looks pretty random and unnecessary imo
02:51:255 (5) - not a fan of making this being part of 02:51:568 (1,2,3) - as a pattern because 5 represents different sounds and 1 2 3 represent each a similar sound
02:56:568 (5) - how about making this shape a bit different from the previous reverse slider because you have to hold 5 longer than 02:56:047 (4) - which results in releasing the key for 5 too ealry (that actually happened in my first play through). in addition to that they have different rhythm so they shouldnt be visually the same, something like http://puu.sh/vKK9q/9903ff4cfb.jpg would already help imo
03:43:286 (2,5) - scary stack xD
03:19:068 (5,7) - again this light overlap out of nowhere >.> idk why it stands out so much for me
03:57:505 (6,1) - this plays really awkward, i tihnk its too far at bottom right. in addition to that this has a much larger visual spacing than 04:28:443 (3,1) - which leads into kiai, so 6 1 seems really inappropriate imo. i'd just reduce spacing a bit so its more in playfield area
04:05:005 - not sure why you ignore this vocal here, also this timing snap and visual placement (the stack) never appears in your map, it really stands out.
very personal: 05:55:318 (1,2) - fits not at all in this map... idk it feels so out of place ><... but just my opinion
last thing: 01:34:548 (2,3) - 01:35:798 (5,6) - 01:45:955 (3,4) - 04:00:943 (2,3) - these stacks in 1/2 rhythm rarely appear in your map (i think that are all) and you use circle under slidertail stack with 1/4 rhythm very often and consistently, which make these i pointed out really inappropriate and missleading since its different rhythm. really concerned about this and i hope you either fix it (which would be possible with not much effort) or if you dont fix that this wont be an issue.


hope you could find something useful in my mod!

I fell in love with this song and map, im so happy i see such a great map (regardign of what you usual see in ranked).. for me personally a new fav. map
this map is a pleasure for osu!
best of luck in further progress!
Topic Starter
Vell

Sakurauchi Riko wrote:

i love your map and i personally think it is perfect already but I might have some suggestions that improve your wonderful map

00:30:955 (5,6,7) - i'm a bit concerned about this because you have nothing that indicates the sudden rhythm change, it might be confusing for some players since you use 1/2 rhythm and 1/4 rhythm in the same pattern with equal visual spacing. nc'ing 00:30:955 (5) - would already be enough to indicate rhythm change imo but idk if you wanna break your nc consistency here, so... i'd just try to make sure that those are independent from each other pattern-wise I dont think something this simple needs proper indication, I can trust people to be able to read at least this much
00:37:517 (4) - this is a bit weird since the strong sound and the beginning of the vocal at 00:37:830 - is getting covered by a slidertail. And you dont have anything in the music to emphasize with 00:37:986 (5) - (the first blue tick) which leads in the end to miss-emphasis imo. (and the next vocal starts at 00:38:142 - and not at blue tick before 00:37:986 - . this blue tick has basically nothing on it but you map it with sliderhead while 00:37:830 - is getting ignored) I wanna have 00:37:517 (4) - be a 1/2 to let the player drag the vocal here and so I have the next slider on the blue tick to fill the rhythm for a proper transition to the acoustic guitar sounds following after and to stay consistent with my rhythm policy of going a bit antimeta by suggesting rhythms with 1/4 sliders on blue ticks following after strong beats on sliderends to serve as anti-emphasize which is something that works quite well with the freestyle-like nature of this songs composition with its instruments
02:11:580 (4,5) - this is somehwat similar, you dont have anything for 02:12:048 - and you ignore 02:11:892 - with strong sound. if you dont have anything for the following blue tick i'd not advise this rhythm wanna leave this for the same reason as above
00:43:142 (4) - maybe split this to a 1/4 slider and circle so you emphasize 00:43:455 - wanna stay simple here and would take away an indication of what kind of rhythm Im going for with this map
01:05:955 (4,1) - you rarely use overlaps in the kiai and if you use them they are really heavy overlaps like 01:15:173 (4,2) - 01:25:486 (5,2) - which are both consistent. but 01:05:955 (4,1) - looks pretty random and unnecessary imo I do have some more overlaps like these scattered in the map, not too many but enough so that they shouldnt stand out negatively, I also like overlaps like these with straight sliders
02:51:255 (5) - not a fan of making this being part of 02:51:568 (1,2,3) - as a pattern because 5 represents different sounds and 1 2 3 represent each a similar sound making 5 part of the pattern serves as a smooth transition into the back and forth sliders which I only have present here to emphasize the flute, while its visually part of the pattern, the flow from 4 to 5 is very different and transitioning from 5 to the 1 2 3 is feels different enough to give proper emphasize to the flute. I wanted to have the back and forth flow as emphasize for these I dont see how I can execute this visually while breaking this pattern
02:56:568 (5) - how about making this shape a bit different from the previous reverse slider because you have to hold 5 longer than 02:56:047 (4) - which results in releasing the key for 5 too ealry (that actually happened in my first play through). in addition to that they have different rhythm so they shouldnt be visually the same, something like http://puu.sh/vKK9q/9903ff4cfb.jpg would already help imo yes
03:43:286 (2,5) - scary stack xD spooky
03:19:068 (5,7) - again this light overlap out of nowhere >.> idk why it stands out so much for me
03:57:505 (6,1) - this plays really awkward, i tihnk its too far at bottom right. in addition to that this has a much larger visual spacing than 04:28:443 (3,1) - which leads into kiai, so 6 1 seems really inappropriate imo. i'd just reduce spacing a bit so its more in playfield area moved the whole thing up a bit
04:05:005 - not sure why you ignore this vocal here, also this timing snap and visual placement (the stack) never appears in your map, it really stands out. there is this long fart sound here which I think goes nice with the 3/4, as for stack yeah changed that
very personal: 05:55:318 (1,2) - fits not at all in this map... idk it feels so out of place ><... but just my opinion dunno what other shape to go for here,
since I mainly went with straight slidershapes I thought this is fine but maybe Ill come up with something else

last thing: 01:34:548 (2,3) - 01:35:798 (5,6) - 01:45:955 (3,4) - 04:00:943 (2,3) - these stacks in 1/2 rhythm rarely appear in your map (i think that are all) and you use circle under slidertail stack with 1/4 rhythm very often and consistently, which make these i pointed out really inappropriate and missleading since its different rhythm. really concerned about this and i hope you either fix it (which would be possible with not much effort) or if you dont fix that this wont be an issue. this is very first thing appearing in the map 00:00:346 (1,2,3,4,5,6) - and I use them like this consistently at the triangle instrument parts


hope you could find something useful in my mod!

I fell in love with this song and map, im so happy i see such a great map (regardign of what you usual see in ranked).. for me personally a new fav. map
this map is a pleasure for osu!
best of luck in further progress!
thanks alot and for the support!
Lasse
you asked me to mod this and while I like the overall design/visual concept and the hitsounding, I can't really agree with your usage of active and passive rhythms
mainly the usage of offbeat sliders like 03:14:849 (6) - they just give a really strange feeling during gameplay. it start on nothing and end on something much more important, or 03:21:411 (5) -
there isn't even any hitsoundinng on these that could make them feel fitting, so you also get more feedback from the tails of these sliders than from actually clicking them
things like 03:17:036 (6) - make sense cause before also follows vocals and this one starts on a vocal
and then they aren't even like consistently used or anything as most of your slider rhythm is how it would be expected to be, so whenever they happened in gameplay I was just wondering what is happening and what sounds I'm actually supposed to click
there seems to be some concept behind these since similar things happen over the whole map, but I don't think it's executed nicely and doesn't really work...
just felt extremely akward to me for no apparent reason, I often found myself guessing "is he following drums? vocals? melody?" but somehow these were following nothing?

some other things:
I think ar 8.5 could work well, it just seemed a bit "fast" with 8.7 overall in comparison to the song and how you mapped it
01:42:830 - green line should be 50% here
02:28:755 - gap in rhythm seemed weird here cause of snare and vocal, something like http://lasse.s-ul.eu/aZSjOk48.jpg would be neat I think
02:30:318 - red line should be 60%
04:29:068 - ^
02:55:943 (3,4) - only occurance of clickable 1/6 and it's pretty suprising, never really introduced. just having it as a repeat slider starting here already or maybe http://lasse.s-ul.eu/cQbsPLpI.jpg could fit
04:25:630 - would be nice to lower slidertick volume a bit here
05:52:818 (5) - movement lacks some emphasis here I think. could probably put on 05:51:568 (1) - head or angle it more
05:57:818 (1) - should probably go on until ~06:05:318 - cause flute is still pretty audible, could also use some green lines to fade out spinnerspin sound

yea overall it seemed pretty nice, but the rhythm things just didn't work at all for me..
Topic Starter
Vell

Lasse wrote:

you asked me to mod this and while I like the overall design/visual concept and the hitsounding, I can't really agree with your usage of active and passive rhythms
mainly the usage of offbeat sliders like 03:14:849 (6) - they just give a really strange feeling during gameplay. it start on nothing and end on something much more important, or 03:21:411 (5) -
there isn't even any hitsoundinng on these that could make them feel fitting, so you also get more feedback from the tails of these sliders than from actually clicking them
things like 03:17:036 (6) - make sense cause before also follows vocals and this one starts on a vocal
and then they aren't even like consistently used or anything as most of your slider rhythm is how it would be expected to be, so whenever they happened in gameplay I was just wondering what is happening and what sounds I'm actually supposed to click
there seems to be some concept behind these since similar things happen over the whole map, but I don't think it's executed nicely and doesn't really work...
just felt extremely akward to me for no apparent reason, I often found myself guessing "is he following drums? vocals? melody?" but somehow these were following nothing?

some other things:
I think ar 8.5 could work well, it just seemed a bit "fast" with 8.7 overall in comparison to the song and how you mapped it k
01:42:830 - green line should be 50% here ya
02:28:755 - gap in rhythm seemed weird here cause of snare and vocal, something like http://lasse.s-ul.eu/aZSjOk48.jpg would be neat I think changed it up
02:30:318 - red line should be 60% ya
04:29:068 - ^ ya
02:55:943 (3,4) - only occurance of clickable 1/6 and it's pretty suprising, never really introduced. just having it as a repeat slider starting here already or maybe http://lasse.s-ul.eu/cQbsPLpI.jpg could fit true
04:25:630 - would be nice to lower slidertick volume a bit here ops forgot about that one
05:52:818 (5) - movement lacks some emphasis here I think. could probably put on 05:51:568 (1) - head or angle it more did that
05:57:818 (1) - should probably go on until ~06:05:318 - cause flute is still pretty audible, could also use some green lines to fade out spinnerspin sound where I made it end is where the flute does end and the rest is just echoeing which I prefer, Id also like to keep the volume for the spinner the same because the flute doesnt change in volume either and thats what I wanna focus on with the spinner

yea overall it seemed pretty nice, but the rhythm things just didn't work at all for me..
Thank you for the mod

what I want to go for with the rhythm choices of the map is to experiment with a different kind of emphasize, or rather playing style, than just prominent beat = clickable

instead of consistently mapping sliderheads and circles to strong beats and sliderends to less prominent ones, I decided to map a style which would focus more on transmitting a sense of flow within the maps structure which emphasizes the songs nature on a different level than just making the map replay the song on a fundamental basis

what I mean by that is by making rhythm patterns like 00:58:455 (7,1) - , the prominent beat on the sliderend following up with another slider mapped seemingly to no particular sound, the emphasize here lies in the time and movement between the strong beat and the filler one which reflects, in my personal view at least, the more carefree nature of the songs composition. things like 01:07:986 (4) - as well where there is no prominent sound on both sliderhead and sliderend serve the purpose of keeping the flow of the map going.

This kind of rhythm style is very fun to play imo and reflects and emphasizes the song in a way people might not be used to, but is legitimate nonetheless from my point of view
Rohit6
Feb
hi there




to start this off I think about the same as lasse when it comes to the active and passive rhythm, but also the mapping of the flute which is one of the instruments that have no clear timing signature as far as I can remember.

The passive rhythm is only sometimes the a problem, but it really grasps when the chorus starts and her voice is the main source in the music (it gets very clear there) - Let me demonstrate in an actual example:
00:56:580 (1) - this case here is I think the clearest one to point that out. This entire combo you prioritize the vocal until the next combo, but the next combo follows 00:59:236 (1) - an very weak beat and ignoring the strong vocal on the downbeat 00:59:080 - here.
This is no problem if good hitsounding is provided, but its "correctly" hitsounded here making the tail of 00:58:455 (7) - stand out to much to not prioritize it.

These are quite easy to handle without Hidden, but there are also quite a few objects that can lead very much to misplays without the players fault:
03:02:818 (1) - picking this one to have a clear distinction between this one here and the other one as this one will confuse players a tremendous amount.
Anyway the passive rhythm on 03:03:443 - doesnt fit here even good hitsounding as you prioritze the flute here. A reason for this is the downbeat 03:02:818 - which favours the flute and ignore right after.

How this can work efficently is like 00:33:923 (6,1) - this with a short break afterwards. But yeah overusing this kind of thing is boring as hell.

I think this is quite clear to you now.

Well, let's get to the other thing I've mentioned - The flute.

As I said the flute doesn't have common snapping like a guitar or drums. I suppose you did those snappings out of simplification, but to me it seems counterproductive to do it that often as the flutesolo "lmao" is quite long in the song.
Why is that? Having unclear snapping raises suspicion in players hearing interpreting rhythms different than they could be. It becomes very clear when looking and listening to some of the reverse sliders.
Especially the scenario of 02:55:943 (3) - 02:56:568 (4) - of these come to my senses. When looking at the slider tail of 3 02:56:463 - clearly is offbeat, also 02:56:151 - is bit to early. On the other hand 02:56:047 - this is correctly or rather the closest snapped to the flute.
It's quite clear now that the flute isn't audiomanipulated to be at the exact snaps.

However this is just a worry of mine basically because this kind of snaps are a common thing and can be simplficated.
Despite that tho: How about you simplifiy some of the reverses? Like 02:56:568 (6) - to end it at a blue tick also 02:57:818 (9) - these?


Other points that aren't worrywart things:

02:30:318 (1) - and 04:29:068 (1) - shouldn't timing and inherited points on the same time signature have the same sampleset? Or how was it? Something like thiss uhhh
is soft-sliderslide55 used somewhere?




00:48:142 (1,1) - Quite hard to read with this AR. Also you never have such an overlap elsewhere in the map if I'm right. Move this a bit to the left?
00:53:559 (4) - Would be neat to have a clear distinction in spacing for the snapping here. The first time playing this doesn't look different from the usual 1/4. So this comes quite as a surprise.
01:32:986 (1) - I don't think the NC is needed here. It doesn't indicate any special rhythm or sliderchange.
01:42:205 (3) - hm.. wouldn't here fit a reverse slider better? This way you wouldn't ignore the drum beat on the blue tick even though you do passive mapping sometimes you would need that still be mapped in passive mapping :s
02:29:068 (4,5,8) - wait a minute aside the passive mapping which is totally okay with me, but it doesn't quite fit with emphasize you choose. These are emphasized with single circles, but 02:27:818 (1,2,3) - these right before have the passive mapping with slidertails being emphasized.
You did this 00:55:330 (3,4,5,6,7) - shortly before the first chorus, but at here the sounds are entirely different from each other which makes it actually work since they are distinguishable. The problem at 02:27:818 (1) - is them being the exact same sounds.
02:45:005 (3,4) - a bit inconsistency here, having different jump pattern from the rest of the map, also it might help to calculate the spacing between 02:45:161 (4,1) - these two better if 4 would be moved a bit more upwards since current mouse movement implies moving the hand to the upper right, but not to the bottom.
02:50:786 (3,4) - rhythm is a bit wrong here, implying you wanted to emphasize the flute? Flute does happen on blue tick here.
02:51:568 (1) - this is a bit boring, but this could be more exciting to play! This is only a suggestion, but you could ignore here the weaker blue ticks and extend the sliders to 1/8. This way the strong flute sounds are seperatable from the usual 1/4 sounds.
04:34:536 (2,3) - by the way these 2 note stacks happen just a few times in the map and come always as a surprise. Since you use them just a few times and they don't seem to play a major role in your design anyway, how about getting rid of them?
04:55:630 (6) - Vocal stands here quite out a bit, more emphasize for this would be quite neat and fits the gameplay well.
05:34:068 (1) - Bit confusing hitsounding here. Tail has no hihat sound or anything like that so delete? Also the finish on the downbeat shud be auto additions? Normal finish doesn't sound reasonable here.
05:55:318 (1) - minor suggestion at the end. I do think a more a shape of a wave or something roundish fits the tone of a flute better than an edgy slider. Maybe I'm associating things wrong here and you have just a different mind.

Honestly it's a good map, but I can't find myself liking the passive rhythm. Your defence tho its quite hard to execute correctly, you did a good job.

Good Luck! Might turn out to something good!
Topic Starter
Vell

Feb wrote:

hi there




to start this off I think about the same as lasse when it comes to the active and passive rhythm, but also the mapping of the flute which is one of the instruments that have no clear timing signature as far as I can remember.

The passive rhythm is only sometimes the a problem, but it really grasps when the chorus starts and her voice is the main source in the music (it gets very clear there) - Let me demonstrate in an actual example:
00:56:580 (1) - this case here is I think the clearest one to point that out. This entire combo you prioritize the vocal until the next combo, but the next combo follows 00:59:236 (1) - an very weak beat and ignoring the strong vocal on the downbeat 00:59:080 - here.
This is no problem if good hitsounding is provided, but its "correctly" hitsounded here making the tail of 00:58:455 (7) - stand out to much to not prioritize it.

These are quite easy to handle without Hidden, but there are also quite a few objects that can lead very much to misplays without the players fault:
03:02:818 (1) - picking this one to have a clear distinction between this one here and the other one as this one will confuse players a tremendous amount.
Anyway the passive rhythm on 03:03:443 - doesnt fit here even good hitsounding as you prioritze the flute here. A reason for this is the downbeat 03:02:818 - which favours the flute and ignore right after.

How this can work efficently is like 00:33:923 (6,1) - this with a short break afterwards. But yeah overusing this kind of thing is boring as hell.

I think this is quite clear to you now.

Well, let's get to the other thing I've mentioned - The flute.

As I said the flute doesn't have common snapping like a guitar or drums. I suppose you did those snappings out of simplification, but to me it seems counterproductive to do it that often as the flutesolo "lmao" is quite long in the song.
Why is that? Having unclear snapping raises suspicion in players hearing interpreting rhythms different than they could be. It becomes very clear when looking and listening to some of the reverse sliders.
Especially the scenario of 02:55:943 (3) - 02:56:568 (4) - of these come to my senses. When looking at the slider tail of 3 02:56:463 - clearly is offbeat, also 02:56:151 - is bit to early. On the other hand 02:56:047 - this is correctly or rather the closest snapped to the flute.
It's quite clear now that the flute isn't audiomanipulated to be at the exact snaps.

However this is just a worry of mine basically because this kind of snaps are a common thing and can be simplficated.
Despite that tho: How about you simplifiy some of the reverses? Like 02:56:568 (6) - to end it at a blue tick also 02:57:818 (9) - these?


Other points that aren't worrywart things:

02:30:318 (1) - and 04:29:068 (1) - shouldn't timing and inherited points on the same time signature have the same sampleset? Or how was it? Something like thiss uhhh dunno maybe guess I can change it since it doesnt matter
is soft-sliderslide55 used somewhere? on the sliderend of 01:37:517 - , yes it matters. if I dont have it here there will be a very short but still audible sliderslide sound which triggers me



00:48:142 (1,1) - Quite hard to read with this AR. Also you never have such an overlap elsewhere in the map if I'm right. Move this a bit to the left? made it more readable
00:53:559 (4) - Would be neat to have a clear distinction in spacing for the snapping here. The first time playing this doesn't look different from the usual 1/4. So this comes quite as a surprise. yea the snapping in the song is just bs but I think the distance should be good as is because this slider is the same as 00:52:517 (2) - and looks visually much closer to 00:53:142 (3) - which should be enough indication (along with the approuch circle) that this is some weird shit
01:32:986 (1) - I don't think the NC is needed here. It doesn't indicate any special rhythm or sliderchange. tru
01:42:205 (3) - hm.. wouldn't here fit a reverse slider better? This way you wouldn't ignore the drum beat on the blue tick even though you do passive mapping sometimes you would need that still be mapped in passive mapping :s wanna give the flute more priority here as I did with with the entire part from 01:39:080 -
02:29:068 (4,5,8) - wait a minute aside the passive mapping which is totally okay with me, but it doesn't quite fit with emphasize you choose. These are emphasized with single circles, but 02:27:818 (1,2,3) - these right before have the passive mapping with slidertails being emphasized.
You did this 00:55:330 (3,4,5,6,7) - shortly before the first chorus, but at here the sounds are entirely different from each other which makes it actually work since they are distinguishable. The problem at 02:27:818 (1) - is them being the exact same sounds. removed 02:29:068 - and made a reverse slider out of 02:28:755 (3) -
02:45:005 (3,4) - a bit inconsistency here, having different jump pattern from the rest of the map, also it might help to calculate the spacing between 02:45:161 (4,1) - these two better if 4 would be moved a bit more upwards since current mouse movement implies moving the hand to the upper right, but not to the bottom.tried around but couldnt really figure out a different pattern that would 'fit' with the other ones and I dont think tis is a major issue, regarding 02:45:318 (1) - I want this to stand out by going a bit antiflow for the strong beat
02:50:786 (3,4) - rhythm is a bit wrong here, implying you wanted to emphasize the flute? Flute does happen on blue tick here. ya changed it up
02:51:568 (1) - this is a bit boring, but this could be more exciting to play! This is only a suggestion, but you could ignore here the weaker blue ticks and extend the sliders to 1/8. This way the strong flute sounds are seperatable from the usual 1/4 sounds. this would seem too out of place since I never do something similar anywhere but I rearranged them I hope it feels more fresh now
04:34:536 (2,3) - by the way these 2 note stacks happen just a few times in the map and come always as a surprise. Since you use them just a few times and they don't seem to play a major role in your design anyway, how about getting rid of them? spaced them away from underneath the sliderend
04:55:630 (6) - Vocal stands here quite out a bit, more emphasize for this would be quite neat and fits the gameplay well. ya
05:34:068 (1) - Bit confusing hitsounding here. Tail has no hihat sound or anything like that so delete? Also the finish on the downbeat shud be auto additions? Normal finish doesn't sound reasonable here. ? the tail has a pretty strong cymbal sound in the song just like at 05:34:693 - ,replaced the finish on the downbeat with a clap
05:55:318 (1) - minor suggestion at the end. I do think a more a shape of a wave or something roundish fits the tone of a flute better than an edgy slider. Maybe I'm associating things wrong here and you have just a different mind. if I make it roundish it will kinda stand out in a weird way,
made it edgy so it fits with the rest of the map ( except for the flutesolo where I made the sliders curvy to make it stand out more and curvy slider should be only there)


Honestly it's a good map, but I can't find myself liking the passive rhythm. Your defence tho its quite hard to execute correctly, you did a good job.

Good Luck! Might turn out to something good!
Thanks for the mod

give me some time to think about some of the passive rhythms and the snapping in the flute, gonna edit my post then
Im gonna stay committed to my concept with the passive rhythms and believe it compliments the song in a different than usual but beautiful way.
as you said if I overuse the 1/1 gap technique it will get boring and I believe it will break the general flow of the map meant to establish with the passive rhythms in the first place.
Regarding the flute snaps: as you said the reverseslider are mainly just simplifying the flute rolls though imo the one at 02:55:943 (3) - does end properly snapped.
Making a 1/4 gap between those 02:56:568 (4,5) - instead of 1/8 would feel less satisfying cause its kinda gonna loose impact since ds would need to be alot higher due to the stronger beats on 02:57:193 - and especially 02:58:130 -
William K
Hello~

[General]

  1. Please check whether soft-sliderslide55 is used.
  2. MA detected some unused files in the sb file:
    Here it is, so it doesn't look cluttered in the forum
    1. sb\8YouSaw.png
    2. sb\8zNothing.png
    3. sb\bgSky.png
    4. sb\highlight.png
    5. sb\KiaiWarning.png
    6. sb\f\002d.png
    7. sb\f\002e.png
    8. sb\f\0032.png
    9. sb\f\0036.png
    10. sb\f\003c.png
    11. sb\f\0051.png
    12. sb\f\0057.png
    13. sb\f\0061.png
    14. sb\f\0062.png
    15. sb\f\0063.png
    16. sb\f\0064.png
    17. sb\f\0068.png
    18. sb\f\0069.png
    19. sb\f\006b.png
    20. sb\f\0072.png
    21. sb\f\0075.png
    22. sb\f\0077.png
    23. sb\f\007b.png
    24. sb\f\007c.png
    25. sb\f\007d.png
    26. sb\f\ff5c.png
  3. And for the storyboard, I found some lyrics covered with the elements of the storyboard itself, for example 00:18:455 - , 00:31:580 - , or 01:05:017 -
    and many others. Consider fixing these,
[Sinfonia]

  1. 00:10:330 (3,4) - I find these better CTRL+G-ed as a rhythm, as making 00:10:955 - unclickable doesn't really emphasize the instrument like you did to 00:09:705 - or 00:09:079 - .
  2. 00:30:330 (3,4) - I didn't see any other 1/2 rhythm spaced like this anywhere else. This would be a little bit tricky. Please space them out.
  3. 01:07:986 (4) - Can't really agree with where the slider start here, the way you mapped the vocals at 01:06:580 - and 01:07:205 - made 01:07:986 (4) - out of the pattern as it doesn't really focus on vocals anymore like the two others i mentioned, but a weak beat. How about trying this?The rhythm I gave suits more as a pattern because they're consistent each other on how they follow the vocals. Or for another solution, in case if you want to keep the rhythm, you should break the pattern down. Same applies to what you did at 04:39:068 (1,2,3,4) - .
  4. 00:58:455 (7) - and 01:00:955 (6,7) - In my opinion, the variation's not considered "fair". At 01:00:955 (6,7) - you mapped those drums with 2 1/4 sliders and the downbeat at 01:01:580 - turned out to be clickable. But seeing how you mapped 00:58:455 (7,1) - , passing the drums at 00:58:923 - to make 00:59:236 - clickable is just a bit inconsistent to what you map at 01:00:955 (6,7,1) - . Consider mapping the drum at 00:58:923 - . Same reasoning applies to 04:30:943 (8,1) - .
  5. 02:54:068 (4,5,6,7,8) - The flute's so clear here, similar to 02:51:568 (1,2,3,4) - . But they're inconsistent each other, one's following the flute as a priority and one's following the drums fully. How about making them consistent each other by making 02:54:068 (4,5,6,7,8) - follow the flute too? How about trying this?

That's probably all. While I like the aesthetics, I can't really agree with much of the rhythm choices though. What's tilting me so much is not about the passive or active rhythm choices you made, but the 1/2 or 1/4 rhythm choices like 04:55:630 (6) - . 04:55:630 (6) - , in my opinion is out of place. Just the sound's just stopping while there's more space to be mapped. Or the stop at 05:40:005 (4,5) - too. Can't express this nicely because this's more to a feeling. Good luck~
Topic Starter
Vell

William K wrote:

Hello~

[General]

  1. Please check whether soft-sliderslide55 is used. gave a statement to that in febs mod
  2. MA detected some unused files in the sb file: gonna delet those after I confirmed it with my sb guy
    Here it is, so it doesn't look cluttered in the forum
    1. sb\8YouSaw.png
    2. sb\8zNothing.png
    3. sb\bgSky.png
    4. sb\highlight.png
    5. sb\KiaiWarning.png
    6. sb\f\002d.png
    7. sb\f\002e.png
    8. sb\f\0032.png
    9. sb\f\0036.png
    10. sb\f\003c.png
    11. sb\f\0051.png
    12. sb\f\0057.png
    13. sb\f\0061.png
    14. sb\f\0062.png
    15. sb\f\0063.png
    16. sb\f\0064.png
    17. sb\f\0068.png
    18. sb\f\0069.png
    19. sb\f\006b.png
    20. sb\f\0072.png
    21. sb\f\0075.png
    22. sb\f\0077.png
    23. sb\f\007b.png
    24. sb\f\007c.png
    25. sb\f\007d.png
    26. sb\f\ff5c.png
  3. And for the storyboard, I found some lyrics covered with the elements of the storyboard itself, for example 00:18:455 - , 00:31:580 - , or 01:05:017 -
    and many others. Consider fixing these, I believe these are very much intended for a sense of depth and perspective
[Sinfonia]

  1. 00:10:330 (3,4) - I find these better CTRL+G-ed as a rhythm, as making 00:10:955 - unclickable doesn't really emphasize the instrument like you did to 00:09:705 - or 00:09:079 - . I prefer to alternate the rhythm by emphasizing the soft symbal at 00:10:642 -
  2. 00:30:330 (3,4) - I didn't see any other 1/2 rhythm spaced like this anywhere else. This would be a little bit tricky. Please space them out. people point this out but I have yet to see anyone actually having trouble at this pattern in practice, I love it personally as well so Im stubborn to not change it
  3. 01:07:986 (4) - Can't really agree with where the slider start here, the way you mapped the vocals at 01:06:580 - and 01:07:205 - made 01:07:986 (4) - out of the pattern as it doesn't really focus on vocals anymore like the two others i mentioned, but a weak beat. How about trying this?The rhythm I gave suits more as a pattern because they're consistent each other on how they follow the vocals. Or for another solution, in case if you want to keep the rhythm, you should break the pattern down. Same applies to what you did at 04:39:068 (1,2,3,4) - . Having a 1/2 gap there will break the flow of the map, the reverse complements my rhythmstructure and naturally what follows after those are a slider on the next blue tick which results in 01:07:986 (4) - , to make it go well with the pattern I made it 1/2 instead of 1/4
  4. 00:58:455 (7) - and 01:00:955 (6,7) - In my opinion, the variation's not considered "fair". At 01:00:955 (6,7) - you mapped those drums with 2 1/4 sliders and the downbeat at 01:01:580 - turned out to be clickable. But seeing how you mapped 00:58:455 (7,1) - , passing the drums at 00:58:923 - to make 00:59:236 - clickable is just a bit inconsistent to what you map at 01:00:955 (6,7,1) - . Consider mapping the drum at 00:58:923 - . Same reasoning applies to 04:30:943 (8,1) - . I didnt map the first pair of drums to establish my rhythmstructure with a bluestick slider after strongbeat on a 1/2 sliderend, I focused on the drums here 01:00:955 - instead because the vocal part is considerably different as there is a long break between 01:01:892 - and 01:02:517 - which is best emphasized with the rhythm I chose here
  5. 02:54:068 (4,5,6,7,8) - The flute's so clear here, similar to 02:51:568 (1,2,3,4) - . But they're inconsistent each other, one's following the flute as a priority and one's following the drums fully. How about making them consistent each other by making 02:54:068 (4,5,6,7,8) - follow the flute too? How about trying this? agree with this, changed it

That's probably all. While I like the aesthetics, I can't really agree with much of the rhythm choices though. What's tilting me so much is not about the passive or active rhythm choices you made, but the 1/2 or 1/4 rhythm choices like 04:55:630 (6) - . 04:55:630 (6) - , in my opinion is out of place. agree with this, changed it up Just the sound's just stopping while there's more space to be mapped. Or the stop at 05:40:005 (4,5) - too. I like this one though, a gap shortly before the stronger drumbeats and the breakdown gives a nice feel imo Can't express this nicely because this's more to a feeling. Good luck~
Thank you
I know my philosophy regarding the rhythmchoices in this map seem pretty obscure and controversial, but Im still confident in my execution and just how it playes in practice(which is the most important part). Its a different experience from the usual meta and Im committed to stick with it. If I cant find enough people to agree with me for this to get into ranked then so be it, but I wont change my concepts for the sake of making it rankable in the eyes of the masses.
Naxess
Greetings


  • [General]
  1. What could possibly Jakomo's subaru car be doing here... I don't even know who made the storyboard wait sec... DARKY LOL I knew it was someone from osb xd. Oh god it's even in the map 04:43:286 - lmao perfect
  2. Conflicting timing line settings happen at 02:30:318 - and 04:29:068 - . Basically in order to avoid technical issues you need to turn on the kiai setting for the red lines as well.

    [Sinfonia]
    You've definitely got an interesting rhythm choice going on here. Slider ends seem to mostly land on prominent sounds, which I'm sure will likely be found counter-intuitive at first, but as long as it's done frequently and consistently it shouldn't feel too out of place. If anything, the most important thing is that it's recognizable and predictable in accordance with the song, as to reflect it in some way.

  3. 00:22:830 (2,3,4) - Since these are grouped, it would be nice if visual spacing could be kept consistent as well.
  4. 00:25:330 - 00:25:955 - Try refraining from ending sliders on vocals this early, you'd want to save the contrast for the ones in kiai 00:59:080 - 01:07:830 - 01:14:080 - . This also seemingly uses the same idea as 00:00:346 (1,2,3,4,5,6) - , which no other vocals are doing as of yet until 01:49:705 - . Better to just stay consistent for now for better contrast later. Instead do something similar to how it was done at 00:14:080 - .
  5. 00:30:330 (3,4,1,2,3) - Saw this mentioned in the other mod, could potentially try something like this to maintain the pattern.
  6. 00:39:705 - 00:40:955 - Sounds the same yet emphasis is different. Feels a bit odd especially since they're consecutive. Could otherwise try something along these lines for 00:39:080 - .

  7. 01:16:580 - So comparing this whole second part of kiai with the first, vocals are expressed completely differently. At 00:56:580 - , 00:57:205 - is a slider head, but in the latter part it's a slider tail 01:17:205 - , same goes for 01:17:830 - and 00:57:830 - , 01:20:330 - and 01:00:330 - , etc. It's almost like the first part is trying to keep vocals clickable for the most part with occasional slider tails, while the second is trying to keep vocals on tails. Additionally, strong vocals are now landing on repeats rather than on the tails of the repeating sliders 01:20:330 - 01:23:455 - .

    Would be nice to see some more consistency between the two halves in terms of what's clickable and what's on tails and so on, you get the idea. It also partly applies to the other large kiai, but it's most noticeable here with how the first half is done. tbh you could probably solve a lot of these by just replacing stuff like 01:17:048 (2) - with rhythms like 00:57:048 (2,3) - instead. Ties into the last point made at the bottom of the mod.

  8. 01:17:986 (4,5) - Swap their places rhythmically in order to make the transition more recognizable, strong vocal into 1/4 slider on blue tick. Important as there's not actually an impact here in the song so would be difficult to predict otherwise. Same goes for 03:11:724 (5,6) - .
  9. 01:37:830 (4) - Might be a good idea to Ctrl+G this one to prevent 01:37:830 (4,5,6) - all being completely linear. This would also be the opposite of 01:36:580 (1,2) - to reflect that they're different sounds.
  10. 02:05:330 - Could potentially have a slider tail here instead to improve the transition from the vocals. Ending sliders on strong beats is generally a technique used to switch instrumental layer, and it would fit especially well in this map's context.
  11. 02:07:830 (1,2) - This one probably won't work as well as the others due to that it's the beginning of the stanza. You'd probably want vocals to take priority before you diverge from them, so try something along these lines. Additionally, the repeating 1/1 into a blue tick was used in kiai so having it here as well would kind of ruin the contrast. There's also no other similar one in this section, so better to not use the overmapping technique here, as it would be lacking frequency.
  12. 03:10:318 (1,2) - Difference in spacing between these and 03:11:099 (3,4) - seems a bit too much. Would probably be more beneficial to the transition if the first notes were spaced a bit more, for example like this.
  13. 03:11:568 - This should probably be clickable to properly express that the gaps between 03:10:318 (1,2) - and 03:11:255 (4,5) - are not the same in the song. Song is suggesting a 3 times repeating 3/4 and then an accentuated 1/2 afterwards at 03:11:568 - , but the map's current rhythm seems to be pretending that the 3/4 continues, which is a bit misleading. A rhythm like 03:15:318 (1,2,3,4,5) - is much better in this regard.
  14. 03:21:411 (5,6,7) - This is really linear and will probably be awkward to play either way, but preferably motion or flow would in some way change along these notes because of the sound at 03:21:568 - . They're also not completely straight but that's besides the point. Might be able to do it like this.
  15. 03:38:755 - 03:39:380 - Would be cool if these were emphasized more in comparison to the other things in the vicinity like 03:39:068 - . Perhaps in some way like this.
  16. 03:58:755 (2,3) - Could keep (2)'s path parallel with bottom of (3)'s to make it look more linear.

  17. 04:42:193 - 04:42:818 - As you can see what I mentioned earlier with kiais reflecting vocals a bit differently is also apparent here when you compare it to something like 05:01:255 - 05:02:193 - or any other part around this section. Again, seeing some more consistency in the kiais' reflection of vocals would probably improve the coherence of your structure quite a bit. Most of it is fine tbh, but there are some parts that have a a lot really tight. Just try avoid having them happen consecutively like 05:27:193 (3,4,5,6,7,1,2,3,4) - and you should be fine for the most part.
02:30:318 - Contrast is 👌

Anyway so consistency is extremely important here so take your time in making sure things are done well. Poke me when ready and we can irc the remaining things I guess.
Topic Starter
Vell

Naxess wrote:

Greetings


  • [General]
  1. What could possibly Jakomo's subaru car be doing here... I don't even know who made the storyboard wait sec... DARKY LOL I knew it was someone from osb xd. Oh god it's even in the map 04:43:286 - lmao perfect
  2. Conflicting timing line settings happen at 02:30:318 - and 04:29:068 - . Basically in order to avoid technical issues you need to turn on the kiai setting for the red lines as well.

    [Sinfonia]
    You've definitely got an interesting rhythm choice going on here. Slider ends seem to mostly land on prominent sounds, which I'm sure will likely be found counter-intuitive at first, but as long as it's done frequently and consistently it shouldn't feel too out of place. If anything, the most important thing is that it's recognizable and predictable in accordance with the song, as to reflect it in some way.

  3. 00:22:830 (2,3,4) - Since these are grouped, it would be nice if visual spacing could be kept consistent as well. tru
  4. 00:25:330 - 00:25:955 - Try refraining from ending sliders on vocals this early, you'd want to save the contrast for the ones in kiai 00:59:080 - 01:07:830 - 01:14:080 - . This also seemingly uses the same idea as 00:00:346 (1,2,3,4,5,6) - , which no other vocals are doing as of yet until 01:49:705 - . Better to just stay consistent for now for better contrast later. Instead do something similar to how it was done at 00:14:080 - . did
  5. 00:30:330 (3,4,1,2,3) - Saw this mentioned in the other mod, could potentially try something like this to maintain the pattern. nice
  6. 00:39:705 - 00:40:955 - Sounds the same yet emphasis is different. Feels a bit odd especially since they're consecutive. Could otherwise try something along these lines for 00:39:080 - . did

  7. 01:16:580 - So comparing this whole second part of kiai with the first, vocals are expressed completely differently. At 00:56:580 - , 00:57:205 - is a slider head, but in the latter part it's a slider tail 01:17:205 - , same goes for 01:17:830 - and 00:57:830 - , 01:20:330 - and 01:00:330 - , etc. It's almost like the first part is trying to keep vocals clickable for the most part with occasional slider tails, while the second is trying to keep vocals on tails. Additionally, strong vocals are now landing on repeats rather than on the tails of the repeating sliders 01:20:330 - 01:23:455 - .

    Would be nice to see some more consistency between the two halves in terms of what's clickable and what's on tails and so on, you get the idea. It also partly applies to the other large kiai, but it's most noticeable here with how the first half is done. tbh you could probably solve a lot of these by just replacing stuff like 01:17:048 (2) - with rhythms like 00:57:048 (2,3) - instead. Ties into the last point made at the bottom of the mod.

  8. 01:17:986 (4,5) - Swap their places rhythmically in order to make the transition more recognizable, strong vocal into 1/4 slider on blue tick. Important as there's not actually an impact here in the song so would be difficult to predict otherwise. Same goes for 03:11:724 (5,6) - . did
  9. 01:37:830 (4) - Might be a good idea to Ctrl+G this one to prevent 01:37:830 (4,5,6) - all being completely linear. This would also be the opposite of 01:36:580 (1,2) - to reflect that they're different sounds. nah I like it being linear, also if I ctrl+g it the spacing between 01:37:830 (4,5) - will be larger during play while the spacing between 01:38:142 (5,6) - remains relatively smaller despite being a stronger beat
  10. 02:05:330 - Could potentially have a slider tail here instead to improve the transition from the vocals. Ending sliders on strong beats is generally a technique used to switch instrumental layer, and it would fit especially well in this map's context. did
  11. 02:07:830 (1,2) - This one probably won't work as well as the others due to that it's the beginning of the stanza. You'd probably want vocals to take priority before you diverge from them, so try something along these lines. Additionally, the repeating 1/1 into a blue tick was used in kiai so having it here as well would kind of ruin the contrast. There's also no other similar one in this section, so better to not use the overmapping technique here, as it would be lacking frequency. did
  12. 03:10:318 (1,2) - Difference in spacing between these and 03:11:099 (3,4) - seems a bit too much. Would probably be more beneficial to the transition if the first notes were spaced a bit more, for example like this. v
  13. 03:11:568 - This should probably be clickable to properly express that the gaps between 03:10:318 (1,2) - and 03:11:255 (4,5) - are not the same in the song. Song is suggesting a 3 times repeating 3/4 and then an accentuated 1/2 afterwards at 03:11:568 - , but the map's current rhythm seems to be pretending that the 3/4 continues, which is a bit misleading. A rhythm like 03:15:318 (1,2,3,4,5) - is much better in this regard. uh yea lemme think of something
  14. 03:21:411 (5,6,7) - This is really linear and will probably be awkward to play either way, but preferably motion or flow would in some way change along these notes because of the sound at 03:21:568 - . They're also not completely straight but that's besides the point. Might be able to do it like this. changed
  15. 03:38:755 - 03:39:380 - Would be cool if these were emphasized more in comparison to the other things in the vicinity like 03:39:068 - . Perhaps in some way like this. uh did something
  16. 03:58:755 (2,3) - Could keep (2)'s path parallel with bottom of (3)'s to make it look more linear. oh ya

  17. 04:42:193 - 04:42:818 - As you can see what I mentioned earlier with kiais reflecting vocals a bit differently is also apparent here when you compare it to something like 05:01:255 - 05:02:193 - or any other part around this section. Again, seeing some more consistency in the kiais' reflection of vocals would probably improve the coherence of your structure quite a bit. Most of it is fine tbh, but there are some parts that have a a lot really tight. Just try avoid having them happen consecutively like 05:27:193 (3,4,5,6,7,1,2,3,4) - and you should be fine for the most part.
02:30:318 - Contrast is 👌

Anyway so consistency is extremely important here so take your time in making sure things are done well. Poke me when ready and we can irc the remaining things I guess.
thanks alot

gonna spend some time working out the consistency issues in the kiais now
Naxess


Did some minor stuff with hs and rhythm, and with that I'd say it's ready.
Pentori
[Sinfonia]
  1. 00:07:830 (1) - slider end sounds off by about 20ms, you have offset adjustments for stuff like 00:04:861 (6) - so it'd be worthwhile to do it here as well for better feedback
  2. 00:14:080 (1) - can't have both slider slide and slider tick muted together, applies elsewhere too so make sure you check those out
  3. 00:37:986 (5) - i don't think this works as intended here, many of your slider ends were accompanied by 1/2 gaps to emphasise the bell 00:35:642 (4) - 00:39:548 (2,5) - but 00:37:986 (5) - just feels inconsistent
  4. 01:59:392 (3,4,5) - 02:04:080 (3,4,5) - you used these a lot more consistently beforehand at 00:14:080 . in this instance the usage feels mostly random as you switch to stuff like 02:01:892 (4,5) - as well as 02:04:080 (3,4,5) - beginning on a different tick
  5. 03:03:130 (2) - you map the woodwind trills with 03:02:818 (1,3,4) - but then 03:03:130 (2) - seems to ignore the melody at 03:03:208 . also with the rhythm in general here, having 03:03:443 - passively mapped doesnt work too well as you let things like 03:02:818 (1,5) - be clickable which follows the changes in melody. the slider end stuff can work well if done consistently, but switching between clickable and non clickable in a short timeframe is nonsense
  6. 04:04:693 (6,1) - would be nicer if you differentiated these according to vocals
poke me when you get ur bubble back
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