Tags:
jpop anime opening op Mikiha 幹葉 Yuji Teraniji 寺西 裕二 Masuda ますだ The Hidden Dungeon Only I Can Enter Ore dake Haireru Kakushi Pyramid Great Reversal Dai Gyakuten japanese pop j-pop
Metadata Source:
https://spiraspica.com/disco.html
https://jpop.fandom.com/wiki/Pyramid_Daigyakuten
https://en.wikipedia.org/wiki/Spira_Spica
https://myanimelist.net/anime/41899/Ore_dake_Haireru_Kakushi_Dungeon
Could add to tags:
-> op
Also could remove from tags:
-> dungeon
(theres 2 of them in tags)
sure, "dungeon" and "pyramid" were repeated for readability but ig i dont really need them huh
tbh soft-hitfinish sounds identical with soft-hitnormal so I think you should delete it cause it feels useless
Remember to delete soft-hitfinish you placed anywhere and make drum additions -> soft additions (00:03:058 (1) - 00:03:725 (2) - 00:04:391 (3) - etc.)
In this way, you can delete drum-hitwhistle, drum-hitfinish and drum-hitclap
btw soft-hitwhistle is the same with default one too so you could delete it to decrease your file size
removed most of the hitsounds mentioned but soft-hitwhistle, since i do not want this hitsound to be overwritten by other skin hitsounds.
Current difficulty settings feel imbalanced and unfitting. Here are some of my suggestions
Easy:
OD 1 -> 3
HP 1.5 -> 3
AR 3 -> 4
Normal:
HP 3.6 -> 4
AR 4.4 -> 5
Hard:
HP 3.8 -> 5
also could you nerf Insane HP7.2 -> HP6? HP7.2 feels too much for this diff while you only used HP5 in Hard
Could you recopy your hitsounds to all diffs? There is a lot of inconsistent hitsounds between diffs like
00:00:725 - is whislted on all diffs except for insane
00:01:725 - is a clap on all diffs except for insane
00:05:391 - has a finish on normal/hard but not insane
and etc
I would suggest you revise your hitsounds again.
the spinnertail at the end of each diff is really loud compared to how quiet the music was after fading out, would suggest a gradual lowering like 40% -> 30% -> 10%-> 5%
00:09:727 (1) - remove this whistle, theres not much in the song here it just sounds really loud, if you wanna keep just lower the volume on this tick
Well, we saying of your HS
I don't understand what you were following, in so many parts all over the map they are out of sync with the song, like 00:19:893 (4) - 00:21:060 (1,3) - 00:31:227 (7) - 00:41:393 (3) - 00:41:893 (3) - 01:01:227 (11) - 01:06:227 (8) - 01:13:893 (4) - 01:13:893 (4) - 01:16:560 (1,2,3,4) -
I also miss the whistle a lot, Tiny parts of the map that aren't accurate, try to figure out how you want to hitsounding
I also noticed distractions with Finishes, recheck things like 00:05:393 (5,6,1) - 00:08:393 (1) - 00:21:393 (3) - 00:31:727 (8) - 01:08:227 (5) - 01:09:393 (9) - 01:10:893 (6) - 01:12:060 (10) - 01:14:727 (7,8) - 01:16:060 (6,7) - 01:17:060 (4) - 01:17:727 (1) - (here it goes) 01:20:393 (1) - (here it goes)
I also seen things like this 01:10:727 (5) - , for this map you don't need to do things like that.
with this i finish, i hope it helps you
00:19:893 (4) - i cannot really determine what to put here since i want the slider to follow the vocals
00:21:060 (1,3) - removed clap on 1, added clap on 3
00:31:227 (7) - added clap on 6, removed finish and clap and changed sampleset to drums for 7
00:41:393 (3) - removed clap
00:41:893 (3) - kept this one because pretty sure there is a clap but i added another drum sampleset at 2
01:01:227 (11) - removed clap, added finish for 11 and 12. did the same for 00:50:560 (10)
01:06:227 (8) - again not really sure what to put here
01:13:893 (4) - removed clap (not quite sure about this one)
01:16:560 (1,2,3,4) - removed finishes on 1 & 3, added whistles on all 4
not quite sure what exactly you mean with distractions
00:05:393 (5,6,1) - changed finish on 5 to softfinish instead of drumfinish
00:08:393 (1) - changed clap to finish
00:21:393 (3) - i do not really see the issue with this one
00:31:727 (8) - removed finish
01:08:227 (5) - 01:09:393 (9) - 01:10:893 (6) - 01:12:060 (10) - 01:14:727 (7,8) - changed all of them to softfinishes instead
01:16:060 (6,7) - removed finish on 7
01:17:060 (4) - i prefer keeping this one
01:17:727 (1) - if you mean the finish every full beat, i intend to keep it that way, same goes for 01:20:393 (1).
for now i will leave this as resolved, hopefully i did not misunderstand any parts. thx for mod :D
(Hitsound Modding)
tbh I dont want to touch the mapping itself but somewhere still need to point out
From my view, this is the map you try making hs. So I am giving suggestion base-on a new hs-er.
DONT USE THAT MUCH SAMPLESET. Keep it simple. Simple is the best, trust.
In this case(song), the snare dont actually change much. What I mean is from a drum-base to like Taiko, electric stuff. Using a single sampleset is already enough. It could definitely help your further hitsounding. Imo, soft-clap1 / soft-clap2 is both a suitable clap sound for this song (pick one).
---Explanation (aka. long and boring essay)---
The hitsound is the major feedback to player. So if you are not doing art stuff, clear and simple hitsound would be the best feedback to player. For example, normal-clap2 is very un-noticeable comparing to soft-clap1 so soft-clap1 can let player follow the beat better.
When you pick different sample, it is kind of telling player that "The instrument changed". In 90% of songs, the snare would not be changed: snares are snares. So unless the style change, just keep consistency.
--- Use of Element ---
Make every element a clear usage though the whole song.
Whistle usually represent shape sounds: high instrument/ vocals. Examples, 00:00:810 - the instrument stands. Instead of just putting on 00:03:476 (1,2,3), 00:00:810 (1,2,3,4,1,2,3) - these are also the same instrument. The in-consistency shows you dont have a clear reason on using it. // The session 00:32:809 - just dk what it is following // same for kiai // So I suggest you trying to put whistle on vocals. It is the easiest way to start hitsounding.
Finish is just the symbol sound. Usually happen on the main beat e.g. 00:00:810 - 00:06:143. Keep in mind that dont think snare can replace symbol like 00:22:143 (1). You may hear it similar but they are totally different. Triple check the symbol sound since it often get forgotten.
Clap is the snare sound. I see you understand what it is but it is the most difficult part to master. Like this sound is on snare 00:10:143 (8) and I am not checking it for now.
Drum is the vibration sound. It is as hard as snare to listen. Like 00:11:976 - 00:12:309 - 00:33:476. Tips is that snare usually on 2/4 and Drum on 1/3. But you still need to listen carefully.
--- Mixed with mapping ---
Snare sound are usually strong sound. So its like 90% you want to tap on it. Slider-end on it should be avoided.
Also, you can consider emphasize it by increase the space distance. In other words, snare is always an iconic thing to represent the intensity. The snare would be low or not even shown when the music is clam, so avoid making the map intense in that session. Yes I am telling 01:20:809 (1,2,1,2,1,2,1,2)
--- Summary ---
Re-decide sampleset(clap chosen). Consider what your whistle are using on (suggested vocals). Check finish, claps, drums. Good Luck!
removed most of the extra samples hitsounds, kept soft-clap1. whistles should follow the vocals better.
"Snare sound are usually strong sound. So its like 90% you want to tap on it. Slider-end on it should be avoided." in some cases i cannot do this especially in lower diff due to complex patterns, so for now i will leave it resolved. thx for mod