mapped by Yukiyo
submitted
last updated
Hype Train101 / 5
Nomination Status1 / 2
Disqualified by Zelq with new problem #1527075 (
Disqualify on mapper's request to adjust some missing hitsounds but also to take a deeper look at st…
).
nominated by UberFazz
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this map cannot be qualified while the score limit goes past the main client's 32-bit integer limits - attempts to do so will result in an instant disqualification as the main client will force scorev2 to be toggled on and, therefore, make the score not submit. this makes ranking the map pointless unless either stable is hotfixed to submit v2 / expand the score limit or osu!lazer officially takes over as the main client

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last time scores did submit, the problem was with multi not forcing v2

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yea they do actually submit there's just a cheese for using sv1 which beats all the v2 scores... it's certainly not ideal but also not "pointless"

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Lazer has (kind of) tooken over now, whats the status of the map?

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doubt anyone will bother until majority migrate, likely when lazer is actually pushed as an update from inside stable

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someone hmu when that happens or when I can push this or something

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u

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100th hype

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+1

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niiiiiiiiiiiiiiiiiiiice

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LETS GO!!!

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FOR THE PEOPLE

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:3

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+1

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pyon

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yo holy shit

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how many times you gonna graveyard same song on diff map

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+1

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+1

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+1

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+1

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integer limit bro

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ranked when lazer 2 releases

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:aware:

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.

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banger map

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+1

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O TAK KOLEJNA TOUHOU PLAYLISTA

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let's gooo

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hopium (this map IS SO GOOD CANT WAIT)

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Very good map! That's pretty cool!

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LETS GOOO

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That's pretty cool! I love it!

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WE ARE SO BACK OMG

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hopium

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I'm for it

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I SUPPORT

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scoer

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ballz

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🥵🥵🥵🥵

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please

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since stable isn't ever getting fixed and lazer already has leaderboards, we may as well push this <3

will bubble now, can be qf'd whenever deemed ready

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ok but how do I make it have a lazer scorebaord toh

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if it's qf'd/ranked it will have one like any other qf/ranked map

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ok but how do I make it have a lazer scorebaord toh

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go argue with nat that it's worth qfing then get a 2nd bn and get it qfd

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it really will be one of these days i think

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hype

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mbnvgcn

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YESSSSSSSSSS

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👀

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one of these days

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one of these days

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one of these days

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one of these days

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one of these days.

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one of these days

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one of these days

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one of these days

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peppy please im begging u

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very good map

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Really like this map

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awoo

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This is must be ranked<3

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hype

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timing stuff:

00:00:187 (1) - -5
01:18:797 (1) - -15
02:19:547 (1) - -15
03:05:274 (1) - nailed it 👌
04:57:289 (1) - nailed
06:52:444 (1) - parsee is so cute
08:50:938 (1) - -10 this whole section (including the 5 red lines following this one)
10:52:717 (1) - i was stuck on yuugi for so long
11:06:679 (5) - -25 and resnap
11:07:047 (1) - delet
rest of yuugi theme is OK
12:41:396 (1) - -15 this whole section
14:59:891 (1) - -18 ALL OF SATORI (whole section)
17:28:512 (1) - -12 whole section
20:27:185 (1) - -15 ORINNNNNNNNNN
23:30:576 (1) - -16 whole section
25:33:523 (1) - -15 the bird (and yes the whole section)
28:31:122 (1) - MINUS TEN all of last remote
31:46:649 (1) - already modded this earlier #1517812 still applies

have fun having your editor freeze every time u save the timing >:)

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fx

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Marked as resolved by Yukiyo

lets go yukiyo

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01:18:782 (1) - this could use -10 still
01:54:782 (1) - -10 here as well

also u forgot to move a bunch of svs and resnap a bunch of stuff lol just check aimod

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Reopened by UberFazz

fix

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Marked as resolved by Yukiyo

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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hype

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woo

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:D

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yes

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damn we need this attention to detail for other touhou OSTs, especially newer ones that have next to no representation in osu.

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One of the most fun and creative marathon maps I have played.

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hehe

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good

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hype

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wyld

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very nice

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brings back memories

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hype

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wild

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Cool map

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Madamadamada

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Owo

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lets goooo

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worth the 36min

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i want to fc this

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I'm sorry to be this guy but the way the Fonts are handled in the storyboard is very problematic.
Based on what I take away from the .osb ALL fonts run through the transformation of ALL the other fonts as well, resulting in a total of ~2400 sprites being active through pretty much the entirety of 30min while only visible for a very small fraction of that time.
This leads to not only an unnecessary filesize increase of an estimated 3+MB but could very well also induce performance issues on weaker machines. This should definitely get fixed.

I'm just throwing one random sample here, it looks like this everywhere from line ~40000 to ~170000:

Sprite,Background,Centre,"sb\f\glow\0031.png",0,0
M,8,144,534,130,215,99,143
M,8,534,924,99,143,-106,-23
M,8,924,1354,-106,-23,556,443.5
M,0,1303,,556,443.5
M,8,76160,76354,-254,293.5,346,293.5
M,0,76354,78497,346,293.5,371,293.5
M,8,78707,79880,371,293.5,556,443.5
M,8,182629,182817,-254,293.5,346,293.5
M,0,182817,184879,346,293.5,371,293.5
M,8,185020,185254,371,293.5,556,443.5
M,8,292888,293070,-254,293.5,346,293.5
M,0,293070,295433,346,293.5,371,293.5
M,8,295750,297277,371,293.5,556,443.5
M,8,409521,409725,-254,293.5,346,293.5
M,0,409725,411766,346,293.5,371,293.5
M,8,411923,412431,371,293.5,556,443.5
M,8,527959,528146,-254,293.5,346,293.5
M,0,528146,530754,346,293.5,371,293.5
M,8,530780,534063,371,293.5,556,443.5
M,8,649876,650072,-254,293.5,346,293.5
M,0,650072,652131,346,293.5,371,293.5
M,8,652280,652704,371,293.5,556,443.5
M,8,758871,759070,-254,293.5,346,293.5
M,0,759070,761156,346,293.5,371,293.5
M,8,761336,764383,371,293.5,556,443.5
M,8,897882,898070,-254,293.5,346,293.5
M,0,898070,899195,346,293.5,371,293.5
M,8,899335,899879,371,293.5,556,443.5
M,8,1030230,1030435,-254,293.5,346,293.5
M,0,1030435,1048209,346,293.5,371,293.5
M,8,1048453,1050807,371,293.5,556,443.5
P,0,1200220,1201980,A
S,0,1200420,,0.5
F,0,1200420,1200470,0,1 <--- sprite is actually visible for 1.5 seconds here
F,0,1201880,1201980,1,0 <--- aaaand it's gone
M,8,1223517,1223715,-254,293.5,346,293.5
M,0,1223715,1226576,346,293.5,371,293.5
M,8,1226628,1227169,371,293.5,556,443.5
M,8,1407545,1407732,-254,293.5,346,293.5
M,0,1407732,1410340,346,293.5,371,293.5
M,8,1410516,1412168,371,293.5,556,443.5
M,8,1530688,1530849,-254,293.5,346,293.5
M,0,1530849,1533015,346,293.5,371,293.5
M,8,1533128,1533510,371,293.5,556,443.5
M,8,1708203,1708374,-254,293.5,346,293.5
M,0,1708374,1710860,346,293.5,371,293.5
M,8,1711062,1713132,371,293.5,556,443.5
M,8,1903589,1903758,-254,293.5,346,293.5
M,0,1903758,1906117,346,293.5,371,293.5
M,8,1906239,1906636,371,293.5,556,443.5
M,8,2032112,2032293,-254,293.5,346,293.5
M,0,2032293,2034639,346,293.5,371,293.5
M,8,2034862,2037021,371,293.5,556,443.5

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after fixing this the osb file got reduced by almost 4mb, damn

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d

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Marked as resolved by Yukiyo

Already much much better than before but it still persists for the fonts of the character names in the top left corner from what I can tell.

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Reopened by Endaris

fixed

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fx

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Marked as resolved by Yukiyo

I'm in touch with robicoco rn to smooth out the fonts even more as there is still a good amount of fonts that is initialised 1-3min too early, mostly those in the transition phases between songs. Which is a massive improvement compared to before but still has to be considered a problem that we should fix before requalification.

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Reopened by Endaris

this is good to go now, please keep making storyboards, robicoco <3

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Marked as resolved by Endaris

Disqualify on mapper's request to adjust some missing hitsounds but also to take a deeper look at storyboard's concerns

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fixed all gonna wait until scorev2 is fixed

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there was an update that supposedly fixed it

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It's been fixed to force scorev2 on all mods now for maps like this on cutting edge, so hopefully the fix should be out on stable within a week or so. Keep an eye on changelog :o

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blobwob!

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ppy fixed it

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Marked as resolved by Yukiyo

Amazing!

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noice

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lol

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I'd play that

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00:23:173 (6) - missing whistle

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05:03:195 (4,5) - remove clap

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09:34:778 - missing kick

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10:14:647 (3) - missing whistle

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12:05:479 - messed up the kick rhythm in this measure

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16:53:351 - missing kick

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22:42:825 - this entire section is missing whistles lol until here 23:06:676 -

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23:17:669 (6) - whislte + clap

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23:54:628 - missing whistle

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actually missing a note here 24:55:297 -

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26:15:517 (3) - missing kick

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27:23:060 (5) - remove kick

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27:46:717 - section is missing finishes every measure

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27:53:403 - remove whistle

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26:39:603 - could mitigate the sliderslide sound even more by using 1/16 for the green line or implement another silent sliderslide

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29:16:277 - missing whislte

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remove kicks from the start of the triples each 32:13:130 (1) -

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32:26:295 (1) - remove clap

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33:12:737 (2) - missing kick

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33:44:875 (5,6,7,8,15,16) - missing whistles

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34:05:154 - missing kick

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tfw noone ever checked the hitsounds.

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fixed all

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Marked as resolved by Yukiyo

Why does the source have the wave with an extra space before it but the title doesnt?

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that kind of inconsistency seems very unwarranted as the name is literally stating the games title which is the source hence the two should be identical in that regard

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fx

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Marked as resolved by Yukiyo

There is some optimisation you could do for the firework-ish effect around 12min:

Sprite,Background,Centre,"sb\p3.png",0,0
R,0,727397,,-1.570796
C,0,727397,,254,46,46
V,0,727397,,0.2,0.3
F,2,727397,727697,0,0.8
M,6,727397,727897,136,0,136,480
P,0,727397,752863,A
F,0,727897,,0
R,0,752363,,-1.570796
C,0,752363,,254,46,46
V,0,752363,,0.2,0.3
F,2,752363,752663,0,0.8
M,6,752363,752863,568,0,568,480
F,0,752863,,0

Right now you reuse the sprite quite a while later again while going through all the transformations again.
In terms of performance it would be best to divide this into 2 sprites that are active for half a second instead of having 1 sprite that is active for 25s but only visible for 1s. In that case you'd need to make sure that both parts have additive coloring enabled as that is currently in one command only.

In case you used storybrew and OsbSpritePools to achieve this (wild guess), you can set the MaxPoolDuration property of the pool to a lower value (e.g. 10000 instead of its default 60000).

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fixed

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d

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Marked as resolved by Yukiyo

hype

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why isnt the artist "Team Shanghai Alice"? as far as i remember, ZUN published the game under that label. I want to know, because that could apply too to his og name (Jun'ya Ota).

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none of the songs are ever undea tsa if u look at his cds or ing, just bc that was the publisher for the game that wouldn't make sense if all these tracks are all by zun individually and not released under tsa (ie u dont see tsa - hartmann's youkai girl)

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o ok, thanks eiri :3

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Marked as resolved by kanocchi

13k combo it's cool

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pretty cool, 36 min map

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You forgot to delete your old .osb file :nyangery:

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fx

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Marked as resolved by Yukiyo

Since now that's an option for everyone you should set Video Game as a genre and Instrumental as language (smh) in online mapset settings!

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could also add instrumental to tags cuz blablabla tags blablabla u get the idea

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fx

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Marked as resolved by Yukiyo

orin is generally pretty cheerful, matching her song title, and the way she's portrayed in the storyboard doesn't really reflect that too well (plus, where are the spirits??)

here's a better background with an art style that fits the previous two https://puu.sh/FxCpU/79827f3e4c.jpg

here's a scaled down ver that fits the current sb https://puu.sh/FxCsE/e6801c783a.jpg

and here's the twitter source https://twitter.com/kamindani/status/801781508943949824

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22:18:974 - spirits start appearing here.
I like your thoughts but sadly I dont like the bg as much that you recommended. I'd also argue that while fighting its not their usual personality that gets displayed. And the bg you posted makes her look more derpy than anything else xd im sorry

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Marked as resolved by Yukiyo

rip ;; i think it's cute so ill just use it myself

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hitsounds like the ones at 09:05:856 (2,3) - give little to no feedback and should at the very least be louder

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ffeedback is certainly there with the kick and it doesnt need to be outstanding as the whistle and snare are for example as it really is nothing more than kick drum doubles

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Marked as resolved by Yukiyo

add "11 orin okuu" to the tags

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fix

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Marked as resolved by Yukiyo

love all the themes a lot

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amazing

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nice

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u should really map to 36:20:683 - cuz rn it just ends mid section and it's pretty awkward

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fx

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Marked as resolved by Yukiyo

Dark Blowhole needs +20 offset

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when u do this it's p clear stuff like 01:28:819 (3) - should be removed cuz it's just 1 sound

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  • 10 on sealed away youkai
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fix

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Marked as resolved by Yukiyo

u should consider nerfing the HP to 4 i know it's low but it sucks so fucking much and is super frustrating to fail at the end of a 30 minute map so more leniency is nice

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reasonable

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Marked as resolved by Yukiyo

Reduce the volume on the soft-hitclap hs u often use on on slider ends and it ends up being louder than whatevr is on the slider head, really apparent on green eyed jealousy

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did

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Marked as resolved by Yukiyo

東方地霊殿 romanized is Touhou Chireiden u need that touhou in the romanized title

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fix

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Marked as resolved by Yukiyo

pog?

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nice

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Yes.

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nice

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💖💖💖

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I love marathons <3

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bless you Yukiyo

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great Marathon map!

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sb\f\0058.png is absolutely unused, there's no "X" in the title of every themes

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this is true

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Marked as resolved by Yukiyo

bless you Yukiyo

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Epic

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Pretty nice chief

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Satori!!

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cool map

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songs are sooo gud

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Lul

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hype

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bro hype bro hype

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okuu

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Bruh

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satori girl

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good stuff

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omega pog

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very fun to play, doesn't get boring over the whole 35 mins. Good job dude

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premiere gang

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Awoooo

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yukiyoComfy

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add "toho 2hu video marathon compilation" to tags, and use this as a reminder to add storyboarder's name to tags when/if it gets finished

(video is there because video game and you already have game)

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uwu

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Marked as resolved by Yukiyo

extra whitespace in romanised title after chireiden
don't forget about unicode too

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yye

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Marked as resolved by Yukiyo

yukiyoBigBrain

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!

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Yes

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26:03:869 (1) - I notice the timing when I watching yor stream so
this part should be -10 ms

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fx

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Marked as resolved by Yukiyo

amazing work

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the same as a comment that is two below

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toho :eyes:

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The mustard knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the mustard from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't.
In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the mustard must also know where it was.

The mustard guidance computer scenario works as follows. Because a variation has modified some of the information the mustard has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.

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normal

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