fllecc rechecked, i made these changes:
insane diff 02:27:448 (1) - removed nc
removed instrumental
from tags
[taiko]
where are the finishers in the lower diffs? why are they so sparse
i can understand not finishing the kiai stuff but like. you have One finisher in kantan so like??
just make all these in diffs they're not finishers:
00:22:133 -
00:33:105 -
00:44:076 & 00:45:448
02:00:876 -
#4752962/12770143 (apply on lower diffs)
02:22:819 - 02:33:791 -
02:43:391 - the 3 notes here
00:22:133 - kantan d
-> K
; futsuu k
-> K
00:33:105 - kantan, futsuu, muzukashii, oni k
-> K
00:44:076 - kantan, futsuu, muzukashii d
-> D
; oni, inner oni k
-> D
00:45:448 - kantan, futsuu, muzukashii k
-> K
02:00:876 - futsuu k
-> K
(kantan already finisher)
02:22:819 - kantan & futsuu k
-> K
02:33:791 - kantan, futsuu, muzukashii k
-> K
02:43:391 - kantan kkk
-> KKK
; futsuu kdk
-> KDK
#4752962/12770143 - (addressing issue here)
(resolve)
[taiko, wherever applicable]
02:11:848 - this buildup can support a lot more finishers and is especially awkward in higher diffs when you finisher 02:11:848 and nothing else in the section. finishering the cymbals up to 02:17:333 then going on with regular high density mapping when the crash spam and buildup starts is the way to go imo
Okay, I've basically copied the finishers to the lower diffs.
For Kantan, should I extend the finishers all the way through the buildup since the rhythm is already 1/1? or would that be silly?
02:17:333 (60,61,62,64,66) -> K
[taiko, muzu~top]
00:44:076 ~ 01:06:019 - you have a very confusing and arbitrary finishering scheme here, especially when comparing across all these difficulties
i can understand omitting finishers for playability reasons or making the map less finisher spammy by inserting finishers at regular intervals, but this just feels extremely random
inner: 00:55:048? and 00:56:419 is a finisher? 00:59:162 too?? what are you even mapping this to lol 01:00:533 - not finisher? 01:01:905 - why finisher? 01:03:276 - ?
oni doesn't even have finishers in the second half which is even more ??
muzu why is your only finishers 00:45:448 00:59:162 might as well just not have finishers here
i think you need to completely relook at how you finisher stuff in here and do it with more of a sense of consistency than it currently has
I'm using the finishers for the high pitch synths (which why is 00:55:048 not a finisher and 00:56:419 is). The finishers in the Inner Oni difficulty are where I intended them to be.
The finishers in the Oni difficulty were basically the Inner Oni finishers but omitted if it's in a 1/2 pattern. I don't know if I thought they'd be too difficult or if I was just trying to make them easier than the ones in the Inner Oni difficulty, but that's why they were the way they were. Personally, I don't find them to be difficult, and the way I'd used them here was just nonsense, so I've just made the finishers the same now.
It was a similar thing with the finishers in the Muzukashii difficulty; I basically had just kept the finishers right before a break (finisher was at 00:48:191, not 00:45:448). I don't want to add any finishers in the middle of 1/2 patterns, so I've just decided to remove all of these finishers (and also the single finisher in the last kiai at 02:26:933).
relooking at the finisher usage in the top 2 diffs i still dont think i can agree with "finishers for the high pitch synths" - especially when the kiai is full of ACTUAL crashes. while it might make sense in your opinion from a mapping perspective, putting emphasis on those synths feels quite jarring to a player as the stuff that should have been represented with a finisher wasn't especially in favor of a comparatively unimportant sound like that.
00:56:419 - this one especially - the music is INTENTIONALLY skipping this spot in the crashes/drums, yet it is the spot you chose to emphasise which really doesn't make sense imo
how is this?
also, is the finisher usage fine in the last kiai across all difficulties? i feel like i could almost copy the finishers to all of the lower difficulties, although i'm a little worried about the difficulty (mainly futsuu). kinda thinking of #4819765
00:44:076 - this can be finisher also, and for higher diffs sv it in the same manner you did as 00:45:448. it's basically an identical sound
for kantan, i think you could still add the finishers - you could probably vary the patterning a bit so it feels less repetitive because i do see it's two same chains repeated
for futsuu, i think it's more than fine, the finishers seem to be all on end of chains (with at least a 1/1 break after) and not at the start/middle of 1/2s. (which is fine, but there isn't anyway)
other than that, for most purposes what you mentioned seems fine i think, remember to re-sv especially since the higher diffs sv concept seemed to be mostly based on the finishers, i'll have to check this again another time after you do
oops. Yeah, 00:44:076 and 00:45:448 are finishers too.
kdk
is kinda perfect, and I don't think the repetition is that bad after looking at it again.Regarding the SVs, my intent was to highlight the high-pitch synths like I (improperly) did with the finishers, which is why they seemed to be based on the finishers before. With the finishers redone, I feel that these SVs still work for the effect I was going for.
I added the first note at 00:14:933 and all other identical places.
I'm hesitant to add the note at 00:18:019 and other places because these sections would end up very similar to the one in the Oni difficulty; Muzu and Oni would be identical apart from the coloring of the triplet at the end. (I'm not sure if this is a bad thing or not.)
i dont think this matters in this fairly calm and less dense section, mods about difficulties being similar usually pertain to higher diffs usually apply to denser/harder parts to ensure a proper progression in difficulty but in this kind of section its really just whatever
not gonna reopen but feel free to apply if you wannt to
00:11:162 - 00:11:505 - 00:12:362 - 00:12:705 - etc etc, all of these sounds need a normal-hitnormal. Basically when you hear a tom add one. Same applies for 01:16:991 - this section
00:21:448 - would use a soft whistle to accentuate the piano in a better way
00:22:133 - finish?
00:32:762 - add more whistles to the repeats, otherwise it doesn't provide enough feedback
00:54:447 (1,1,1,1,1,1,1) - the whole stream needs the drum whistle sample youre using for these
It'd be nice to use finishers for cymbals like 00:44:076 - 00:45:448 - 00:46:819 - 01:38:933 - 01:39:962 - 02:22:819 - 02:24:191 - etc etc etc, basically add a finish where you hear a long crash sound
Can't really hear much of the soft-hitnormal2 for triples like 00:34:305 (1,2) -, might increase its volume on audacity tbh
(dont close yet)
00:09:276 - 00:09:362 - added drum-hitwhistle
added the existing normal-hitnormal kick samples to the toms at 00:11:162 etc.
added a soft-hitwhistle to 00:21:448 (1) (not the entire stream, idk what u meant so but if its better to add to the entire stream i can)
added a drum-hitwhistle to every repeat of 00:32:762 (1) etc.
put drum-hitwhistle on all of 00:54:362 (1,1,1,1,1,1,1,1) etc.
added soft-hitfinish (default sample) everywhere (not 02:22:819 - end tho since i dont hear any crashes)
boosted soft-hitnormal2 by 1db and added 1db overdrive, idk if its loud enough still
[taiko]
volumes in majority of the map is too low for the loudness of the song and really affects gameplay because you cant hear the hitsounds at all
(taking topdiff as reference)
up to 00:22:133: increase by at least 10%
00:22:133 up to 00:46:819: increase by at least 20%
all the kiais: 100%
01:16:991 to 01:36:191: +10%, nearing the end increase more cuz why did you even decrease
02:06:362 to 02:11:505: some sort of gradual volume increase or more frequent volume increases, not just 2 lines at 02:09:105 because the song has already become louder before that
the volume increase after that ^ just make everything 10% louder
[taiko - oni/inner]
01:25:219 - going to be real i'm not a fan of the aesthetics of this part's sv, especially with how forced starting the slowdowns on the barlines are and how it feels too active for this part's generally calming atmosphere.
what i recommend doing is possibly a single gradual increase from 01:27:962 (similar to the gradual slowdown after the first kiai) up until 01:33:448 instead, looks much cleaner and fitting
(taiko)
I really do appreciate the effort made on the svs on all difficulties. However, the sv'ing on the low difficulties is too much for their respective levels. They use sv in a very fashion-ish way that does not represent at all the song's intensities.
I will point the sv issues on kantan, futsuu and muzukashii. Oni and top diff will have their own sv posts for different concerns.
--------------------
[Kantan & Futsuu]:
These are clearly the main culpits of the issue described above. To resolve it, you need to completely wipe any traces of fancy sv or even just straight remove them. If you decide to keep some of them, you should only use to emphasis sections of the song (example: keeping 1.0x everywhere except kiais with 1,05x)
[Muzukashii]:
Most of the sv'ing is acceptable, but I believe that most of them in the non-kiai parts are unnecessary because of what I described above:
• 00:00:191 -> 00:09:791 - Slow sv is ok, but the slowdown is really not necessary, consider removing the slowdown
• 00:10:133 -> 00:11:162 - Speedup is acceptable for transition, you only have to ensure that it does not speedup drastically
• 00:11:162 -> 00:20:762 - Unncessary speedup, consider removing it
• 00:20:762 - Slowdown is acceptable
• 00:22:133 -> 00:38:591 - Slowdown & speedup are really unnecessary
• 00:38:591 -> 00:44:076 - Speedup is fine for the buildup
• 00:52:648 -> 00:55:048 - The song pace does not change at all, remove it
• 01:03:276 -> 01:05:676 - Slowdown is fine, however, it is still a bit drastic, consider nerfing it to 0,9x. Recommended values for slowdown/speedup between sections of the map should be at most 0,1x in muzukashiis.
• 01:06:019 -> 01:16:991 - Unnecessary slowdown
• 01:25:219 -> 01:27:962 - The speedup & slowdown for some very specific sound is not fitting, only use those techniques for oni+
• etc...
With a broad range of examples, I showed you of what can be redeemed as not acceptable. I believe you can apply it for the rest of the difficulty.
--------------------
Related guidelines:
• Kantan: Slider velocity changes may be used cautiously. Changes should only happen for sections of different pacings and slider velocity should not be drastically variable.
• Futsuu: Simple Slider velocity changes may be used.
• Muzukashii: Manipulating slider velocity is allowed, but slider velocity should only be changed for sections of music with different pacings and should not be drastically variable.
[Kantan & Futsuu]:
I've switched to using 1.0x in the first and last kiai sections, and 0.9x elsewhere.
[Muzukashii]:
I basically applied all of these suggestions and applied them to the rest of the difficulty too. I removed many of the SV differences between sections, so some slowdowns/speedups are removed too.
I believe some tags are incorrect, has missing gder tag + inconsistent across taiko difficulties, try using those :
j-core j core happy hardcore techcore future bass fairy tale fairytale ep vtuber virtual youtuber female vocals electronic english instrumental featured artist fa mappers' guild mg fowwo
Some tags are ommited due to irrelevant song genres like drumstep dubstep
and unrelated osu names? amaryllis hyperlock
I have various concerns with the hitsounds in this map
You're mapping lots of layers like synths, vocals, drums, etc. However, at times it feels like the map only had drums because the whistle and the hitnormal have way lower volumes, to the point they blend with the music and provide no feedback at all (take for example the choruses or stream sections like 00:42:695 -)
I'd strongly suggest you to get louder samples for: soft-hitnormal and soft-hitwhistle (all custom samplesets)
If you need more help with this or have no idea about how to fix just ask me
I fully agree with Cris- about this
the lack of feedback in some sections like
and as cris- already said, parts such as
all these parts would benefit from a more complex hitsounding that gives more feedback when playing it
As for other sections, there are lots of improvements that you can do:
really nice map, the spread is really well done too and I couldnt even find any issues to mod
maybe add tags : vtuber, virtual youtuber (since Syhthion is also a vtuber -> check the featured artist page).
since you already add j-core and j core in the tags, maybe add Japanese in tags as well
additional; vocal, female, Amaryllis (illustrator of bg), HYPERLOCK (Designer), EP (in background) -> https://synthion.space/#portfolio / https://www.youtube.com/watch?v=R2rjsTQEXWg&list=PLfhXxN0xXN4JRe4Qe2tGDh_BkY-TBvVH6&index=3
01:58:123 - 01:58:809 - ; 80% to 40%,
01:16:981 - 01:37:552 - 80% to 50%,
02:11:838 - 02:22:466 - 02:22:809 - 80% to 50% back to 80%
Hitsounds throughout the song are a bit too sudden and relatively high, and some of them have the same volume as the chorus making it not stand up more. A sudden spike above, from 50% to 80% shouldn't happen (in my opinion). consider raising/reducing the hit sound slightly graduate from 5%-15% instead of 30%-40%.
Some could be said for 02:11:838 - making it slightly graduate is much better than keeping on 80%, just feel like the volume could be more coherent with the song.
I'd consider the following changes;
00:33:095 - 00:38:581 - 60%
00:38:581 - 00:42:695 - 65%-70% Since the instrument is gradually louder, should be fine to slightly increase the volume here
00:42:695 - 00:44:066 - 60%
00:44:066 - 00:46:809 - 70%-80%
00:46:809 - "the chorus" 85%, make it more impactful for the song
01:16:981 - 01:33:438 - 55%-60% to make a difference between verse 1
01:33:438 - 01:34:466 - 50%-45%
01:36:181 - 01:37:552 - 65%
01:37:552 - 01:38:923 - 70%
02:11:838 - 02:17:323 - 65%
02:17:323 - 02:20:066 - 70%
02:20:066 - 02:22:466 - 75%-80% Since the instrument is gradually louder
02:22:809 - "the chorus" 85%, make it more impactful for the song
For the chorus, you can probably keep as 80% as you intended if you think the sound is relatively the same.