mapped by ArThasCD
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This beatmap wasn't updated since 24 July 2021 so it was graveyarded...
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Did some testplays, and seems that I cannot understand some of the rhythm: https://osu.ppy.sh/ss/15964488/7ade , especially in the part of 01:45:672 - 02:00:672. This part has been consistently creating [difficulty spikes] for all difficulties mainly due to 3 reasons:

  1. Rhythm design. The snapping of objects have issues. One example is that in the lowest diff you used combinations of 2/3, 1/2 and 1/3 sliders while I think maybe some can be snapped to 1/2. This caused that the rhythm design is a bit confusing. In hyper you are already using a mixed 1/12, 1/3, 1/4, 1/6 beats which confuses typical Hard-Insane players.
  2. The hitsound is too soft for this part, and even sometimes are silenced while it should not be. You are mainly following the drum and synthetic sound, so should assign something heavier to address the beat you are following, given that the music itself has varied beats.
  3. In your higher diffs, the placement also got confusing parts, mainly because you use a lot of SV changes in Hyper. The rhythm itself is already difficult to identify, if you change the SV frequently then I think the players are actually guessing what the next rhythm would be. (That is what I am currently doing.) Examples include 01:47:078 in your Trackmaker diff and a lot more. Using SV change also resulted unnecessary NCs that even worsen the reading of the distance.

Other than that, quite a large part of the music are well expressed by the mapset. I will elaborate in more detailed modding as well. Putting this as "Suggestion" but I do highly suggest.

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  1. The lowest diff you mentioned was Standard = Normal+ and the rhythm should be done by correct way from the special music. And about Hyper, I removed the 1/12 beats for reasonable difficulty.
  2. I checked all silenced things but they were all right. I guess it's because the volume of soft-hitnormal cause to it. I raise the volume for it so it should be good for now.
  3. so yea I changed the combo usage to avoid the problem.
    Thank you for the suggestions :D
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resolved

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Marked as resolved by ArThasCD

Another general suggestion for your hitsound. This may require extra effort but currently, a large part of the map only has drum/clap hitsound. A large part of vocal does not have a strong hitsound with it (mostly soft-hitnormal).

You did a good job in providing some feedback to vocal on the part beginning at 00:30:672, but other than that, including your first part starting from 00:15:672 does not have feedback for vocal if it does not have a drum or clap sound with it, even if your major covered track is vocal. Try compare 00:16:140 (2,3) in Another diff for example would give you a better idea I guess.

The solution would be to apply soft-hitwhistle to that, but you already have the hitsound whistle, so I think this would require some work if you decide to do so.

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My whistle usage was for sounds, not for vocals. The reason why he hitsound sounds empty should be because we couldn't hear the soft-hitnormal. What I did was raise the volume of it and it should be much better now !

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From PM request.
You got a too high video resolution. Need to downsize it to 1280 x 720. (You are currently at 1920 x 1080)

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did the thing

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Additional metadata source: https://www.youtube.com/watch?v=GddM3FCkmkg

Tag: ロライブ should be ホロライブ

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resolved

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hitsounding's a bit iffy, you have a whistle, two snares, and a clap with no kick, which sounds quite jarring/empty (esp in places like 02:30:699 - 00:45:672 - 01:00:672 - where there is a definite kick but hs doesn't provide one)

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but the timing point you pointed out were actually hitsounds there lol. I think the hitsounds are fine to express the whole song tho

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you ignore some sounds in all diffs, like 00:46:062 - 00:47:937 - 00:49:812 - . suggest to follow them in the top 3 diffs.

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I think current rhythm choice is much more clear to see and follow. more important is that I don't wanna add 1/8 triplet since the rhythm of kiai time which is used for 1/4 1/6 1/8(expressed by reserved short slider) 1/12 snap is complex enough to play. If I do 1/8 triplet, there would too many kinds of overlaps to read. That would be very hard to read imo. btw you mentioned a nice point to let me explain. Thank you to it !

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00:59:851 (2) - remove clap sound from here. maybe top 2 diff

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ok

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I think it's ok to use the standard difficulty name
standard→normal
advanced→hard

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I Agree

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I wanna keep the name usage since I used "Hyper" and "Another". And the kind of diff name has the judgement as well.

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Marked as resolved by ArThasCD
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