#4883532 ok but in all seriousness i do think there's still a few timing issues that can probably be sorted out prior to this getting ranked
the song drifts a bit more than the current timing gives credit for, i'm mostly looking at 00:22:053 (1) - this which is pretty obviously off by a lot (i'm aware riot pointed this out already in his timing and yeah, the drum is fucked up, but simplifying it sounds so much worse when every other instrument is also delayed here i'm not gonna lie lol)
i can get something done within the week just in case other things arise during the qualified period
considering that
https://osu.ppy.sh/beatmapsets/986865#osu/2064453
https://osu.ppy.sh/beatmapsets/979087#osu/2052148
exist for years with extremely simplified timing ignoring absolutely all of the drifts, i'd say it's whatever, but up to you guys, it still plays well
also uhhh didn't you say that you want to help mrekk with adjusting some stuff on sd mango admin channel? is there any reason why you didn't do that? :D
yea im not gonna act like im not responsible for this so i apologize for that
also uhhh didn't you say that you want to help mrekk with adjusting some stuff on sd mango admin channel? is there any reason why you didn't do that? :D
iirc you didn't ping me and mrekk didn't approach me for anything regarding this, so i didn't follow through on it
as for the prior ranked sets not having timing, i mean. that's not really an excuse to have bad timing on this though
i think it plays well regardless, depends if this is necessary. i can see how 00:22:053 (1) could arise concern though
ok so
the timing you currently have actually is more complex than it should be in the middle due to there being conflicting offsets for different parts, which is what gave me the impression of this needing more timing -- if anything it actually needs a bit less lol
755,267.857142857143,4,2,1,60,1,0
17897,269.058295964126,4,2,2,50,1,0
19511,265.486725663717,4,2,2,50,1,8
20041,267.857142857143,4,2,2,50,1,0
22183,267.857142857143,4,2,1,70,1,0
26200,263.157894736842,4,2,2,50,1,8
26463,263.157894736842,4,2,2,50,1,0
26726,280.373831775701,4,2,2,50,1,8
27006,267.857142857143,4,2,2,50,1,8
27541,267.857142857143,4,2,2,50,1,0
30755,267.857142857143,4,2,1,70,1,0
75487,250,4,2,1,60,1,8
75737,286.054827175209,4,2,2,70,1,0
76023,267.857142857143,4,2,2,70,1,8
76826,267.857142857143,4,2,2,70,1,0
77897,267.857142857143,4,2,1,80,1,1
this is what i got, basically just accounts for 3 notable drifts but the rest of the song is more or less okay
for every diff besides nanoya+sytho+sstari, finishes on the similar intro/outro parts (00:04:910 - and 01:17:766 -) are inconsistent, as well as the logic for them in the chorus being lowkey random
the finish placement on rita summers' diff fits well enough for every other diff, so would replace all finishes in these sections of these diffs with what rita summers' does
ctrl-a all lines on nanoya+sytho diffs and put them on default soft sampleset, theyre intended to be entirely default samples but by copying red lines from new timing the samplesets used around them are unintendedly custom ones
also as a sidenote, are these diffs actually intended to be entirely 60% volume? the only non 60% sections are those which have been changed accidentally with the mentioned copied timing, if they are, then the red lines should be put at 60% vol too
Maybe you could add tag ストライク・ザ・ブラッドⅡ
for people who search this source with connected one.
Ref = https://www.youtube.com/watch?v=ioQl5e4-7rk
Ref2 = https://www.youtube.com/watch?v=4nMulhhD6OI
Some official YouTube use connected source.
did some volume progression for the ending section, so spinner could decrease in volume to emphasize guitar here
86609,-100,4,2,63,45,0,0
87546,-100,4,2,63,37,0,0
88618,-100,4,2,63,30,0,0
89689,-100,4,2,63,22,0,0
90761,-100,4,2,63,15,0,0
91296,-100,4,2,63,5,0,0
just ctrl+c what's in the box and paste it in the timing panel in hitsound difficulty
Can you clarify what you mean by unfitting? Maybe I'm misunderstanding you, but samples "fitting" the music in my interpretation is completely irrelevant to hitsounding. It's been common practice for a long time for people to use the exact same snare sample no matter which song they're mapping, which I think is also antithetical to the idea of matching the song with hitsound samples, yet I've never seen such a comment on those maps. I also don't understand how it's possible to confuse the sample for a tom not only by its sound but also by where in the song it's used.
timing delivery
759,267.857142857143,4,2,1,60,1,0 24866,269.058295964126,4,2,1,60,1,8 25404,270.27027027027,4,2,1,60,1,8 26079,263.157894736842,4,2,1,60,1,8 26473,263.157894736842,4,2,1,60,1,0 26999,271.493212669683,4,2,1,60,1,8 27541,267.857142857143,4,2,1,60,1,8 30755,267.857142857143,4,2,1,60,1,0 31826,269.058295964126,4,2,1,60,1,8 32902,267.857142857143,4,2,1,60,1,8 35044,269.058295964126,4,2,1,60,1,0 36658,265.486725663717,4,2,1,60,1,8 37188,269.058295964126,4,2,1,60,1,8 37726,267.857142857143,4,2,1,60,1,8 38261,266.666666666667,4,2,1,60,1,8 39327,267.857142857143,4,2,1,60,1,0 48969,269.058295964126,4,2,1,60,1,8 50045,267.857142857143,4,2,1,60,1,8 52187,267.857142857143,4,2,1,60,1,0 74687,262.008733624455,4,2,1,60,1,8 75735,277.777777777778,4,2,1,60,1,8 76290,267.857142857143,4,2,1,60,1,8 76825,269.058295964126,4,2,1,60,1,8 77901,267.857142857143,4,2,1,60,1,0
i did them in a way not to interfere with the gameplay but still have everything as accurate as possible
Metadata Source: https://whv-amusic.com/kisidakyoudan/discography/single/index00080000.html
http://www.strike-the-blood.com/second/cd.html
Artist: 岸田教団&THE明星ロケッツ
Some sources like the music video at https://www.youtube.com/watch?v=vzDNAQESe4g have the source as "ストライク・ザ・ブラッド Ⅱ OVA" but the official website seems to be inconsistent with its usage, so it should be fine to just keep it as is with "ova" in tags.
In Neon City, mrekk, once the unrivaled champion of virtual battles, sought a new challenge: to become the top osu! mapper. He immersed himself in mapping, creating the masterpiece "Eclipse," which captivated players worldwide with its perfect blend of difficulty and elegance. His maps became legendary, inspiring the osu! community and filling the void left by his battlefield victories. mrekk's legacy transformed from a conqueror to a creator, celebrated for his mastery of rhythm and artistry. In the neon nights, players danced to his maps, honoring a legend who had embraced the art of creation.