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Rokugen Alice - Kinema Lolita

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Total Posts
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Topic Starter
Kite
This beatmap was submitted using in-game submission on Montag, 13. August 2012 at 18:46:29

Artist: Rokugen Alice
Title: Kinema Lolita
Tags: Harajuku Roriwitakinema comiket 79 c79 original Kurai wmfchris
BPM: 172
Filesize: 5881kb
Play Time: 02:42
Difficulties Available:
  1. Hard (4,8 stars, 322 notes)
  2. Insane (5 stars, 571 notes)
  3. Kurai's Hard (4,97 stars, 507 notes)
  4. Normal (2,97 stars, 160 notes)
  5. Wmf's Taiko (4,94 stars, 1185 notes)
Download: Rokugen Alice - Kinema Lolita
Information: Scores/Beatmap Listing
---------------
Hope you enjoy!
First track from the album Harajuku Lolita Kinema (原宿ロリヰタキネマ) by Rokugen Alice (六弦アリス)

Feel free to remove the custom slidertick hitsounds if you dislike them.

Special thanks to Kurai and wmfchris for their guest diffs!

Last full-submit 13th August
Furawa
\>w</ erai~~
Topic Starter
Kite
dont die on me kinema lolita
wmfchris
Topic Starter
Kite
arigatou gozaimasu!
Kurai
Topic Starter
Kite
<3
pending now :D
Jenny
Ich bin ein Berliner and currently too lazy to filter the chatlog for what I all mentioned so... please don't demand me to do so, I'm not in mood o3o
Topic Starter
Kite
pointed out that a lot of the mp3 was unmapped (>20%) so i cut it now its 19,8% unmapped.
Jenny
I wonder where ya kudos went at~
Loneight
Request from M4M.

Here are just suggestion ~OAO
If you do not like , you can skip it .

[Normal]

  1. Useless blue line:(although no effect)
    01:15:391 -
    01:23:475 -

  2. Useless green line:
    01:04:324 -
    01:23:859

  3. 00:09:558 (5) - NC
  4. 00:15:140 (5) - ^
  5. 01:07:116 (1) - ^
  6. 01:39:209 (4) - ^

[Kurai's Hard]

  1. Useless blue line:(although no effect)
    01:15:391 -
    01:23:475 -

  2. 00:16:186 (6) - NC
  3. 00:57:173 (4) - 3 grid up
  4. 01:33:626 (4) - remove NC
  5. 02:13:917 (4) - 3 grid up
  6. 02:52:812 (6) - NC

[Insane]

  1. Useless green line:
    01:23:859 -

  2. Useless blue line:(although no effect)
    01:15:391 -
    01:23:475 -

  3. This is so perfect that I can't find any suggestion, lol ...
good song and good luck ~
star~
and sorry to my poor English
Topic Starter
Kite
Thank you, fixed NC in Normal :3
Kurai
All fixed except "01:33:626 (4) - remove NC"

Download: Rokugen Alice - Kinema Lolita (Kite) [Kurai's Hard].osu
those
From .:Let those mod those maps:.

[General]
PreviewTime is not consistent across all difficulties. I would go with 41650.
Letters get cut off during gameplay in taikobg.jpg. Fix picture and full upload.

[Normal]
-

[Kurai's Hard]
00:40:953 - Inherited point here isn't needed
01:08:859 (4,5,6,7) - Consider using 1.30x spacing like you have been in this section.
01:09:905 (8) - NC
01:11:301 (1) - RNC
01:27:522 (2) - I moved it around a little so that the sliders don't touch:
238,175,87522,2,0,B|244:255|171:301,1,139.200002323151,8|8

[Insane]
-

[Wmf's Taiko]
01:48:801 (797) - D here.

Good luck :3
Topic Starter
Kite
Fixed previewtimes, but the taikobg seems fine for me.. nothing seems to be cut.
Thanks for the mod!
those
Topic Starter
Kite
Alright, got rid of it and restored old bg for taiko with SB after speaking with wmfchris.
Also added the 01:48:801 (797) - D
Kurai
kriers
[General]:

I don't like the transition between Combo colour 2 and 3. Swap 3 with 4 and the colours won't clash.

[Normal]
-

[Kurai's Hard]

00:05:367 (1,2,3) - weird spacing. Should keep either 0,6x or 0,7x
00:23:337 (3,1) - maintain 0,8x here?
02:56:301 (1) - place clap on beginning instead?
02:57:696 (5) - ^


[Insane]

00:23:512 (1) - that was kinda ugly. Make sure it curls nicely around (2)
00:27:000 (3) - same with this one
01:03:627 (9,10,1) - keep this 0,6x. Weird spacing change between 10,1
01:27:174 (5) - should curve it properly around (4)
Topic Starter
Kite
yay thank you kriers <3
Kurai
lolcubes
Taking on a really really really old request orz.

[General]
  1. Timing: It seems a little bit off to me, especially the red line at the first kiai, which when using the following offsets is not necessary at all:
    BPM 172 Offset 5372
    BPM 172 Offset 6776
    Finished kurai's diff with 2x100 and your diff with 4x100 with the above timings @OD9.
[Insane]
  1. Difficulty settings seem to be going haywire. While I don't agree with AR9 (I prefer AR8 for this, stuff isn't that fast and the song isn't aggressive enough), it's not bad and I guess people could prefer AR9 here, but OD6 is way too low. OD7 minimum please. Same with HPdrain, lots of stuff to hit and low spacing around so it's not that hard, so HP7 too please.
  2. Hitsounds: some custom soft finishes should probably get replaced by default soft finishes, it would sound much better. Here's a complete list:
    SPOILER
    00:23:512 (1) -
    01:23:860 (1) -
    01:29:441 (1) -
    I could list more but these are the main ones I was thinking about.
  3. 00:31:709 (1) - Try adding a finish at the start here, sounds really awesome, emphasizes the music better.
  4. 00:37:465 (3) - Try a soft default finish at the start here, adds more dynamics.
  5. 00:43:918 (4) - Try a whistle at the start, sounds nice (same goes for 00:55:081 (6) - and all similar parts). You actually did this at 02:11:825 (4) and it sounds quite nice.
  6. 01:11:302 (1,2) - Try using 90% volume for the first kickslider, the volume change is a bit too sudden.
  7. All difficulties: 01:14:353 - This seems a very strange spot to end the kiai, also a spinner end here doesn't make much sense to me. If you extend it by 1/4 it seems a bit better though.(kurai did this in his diff) As for the kiai, maybe end it at 01:12:696? It's already superawkward to have kiai going over spinners.
  8. 01:26:651 (3) - Use a default soft finish instead of a whistle here? Better impact and sounds better to me.
  9. 01:32:232 (1) - ^
  10. 01:43:744 (5,1) - I feel that this spacing is a little too big. Try reducing it a bit?
  11. 01:44:790 (1,2,3,4) - Maybe create a crescendo here so that each slider has 5% bigger volume than the previous one? It would fit nicely imo.
  12. 01:46:883 (3) - Add finish to the end? It sounds badass and fits nicely.
  13. 01:58:046 (1,2) - Okay, here I was "wtf?". I really don't like these hitsounds, they sound completely out of place to me. They don't fit the song if you ask me. Instead of such a beat, maybe try some other drum hitsound?Might need to rename the file.
  14. 02:20:982 (8) - Soft hitsound for this note? It actually sounds quite weird having it on normal.
  15. 02:42:000 (1,2,3,4,5,6,7,8,1) - Use whistles for the first note of the stream and the start of the slider? Sounds nice.
[Kurai's Hard]
  1. Some of the spacings are completely unreadable on the first go, unless you focus really hard. Moreover, this is a hard diff, you shouldn't really try to confuse people hehe. I'll give you a list as I go.
  2. 00:06:414 (4,5,6) - The kickslider 6 has unsnapped end because of a timing change which occurs right where it ends. It's only a few ms unsnapped but it still is and this can't be let go, I'm sorry ;x;. (timing needs fixing anyway)
    Anyway, I think that instead of all these you should map only 1 long slider, which starts at 4 and ends where 6 ends, with a small osuhax to prolong it a little so it's not unsnapped. If you decide to go for this, I can help you with the hax.
  3. 00:07:291 (2,3,4) - I don't think compressing streams like this is a good idea, can only add to the confusion when it comes to spacing. This affects all streams like this.
  4. 00:23:512 (1) - Add a finish here?
  5. 00:32:058 (1,2,3,1,2,3) - This seems confusing to me. Raise the spacing between the second 1 and 2 to what you use afterwards, it's a bit less confusing that way.
  6. 00:38:686 (5) - Soft default finish here? Sounds awesome.
  7. 01:09:905 (8) - This one should be a new combo, not the next one.
  8. 01:23:859 - This whole section is lacking some hitsounds imo, specifically finishes. You could add them at the end of 01:23:161 (5), start of 01:26:650 (1), 01:29:440 (4), and 01:32:231 (1). Without these it sounds a bit shallow.
  9. 01:41:999 (6) - I suggest to change this into 2 sliders instead, this repeater doesn't really seem intuitive to me. It didn't derp me while playing though, so it's up to you.
  10. 01:49:150 (1,2,3,1,2,3) - Same as 00:32:058 (1,2,3,1,2,3).
  11. 01:55:778 (5) - Finish?
  12. 03:05:719 - This pause seemed too weird. I strongly suggest to put rhythm notes atleast, so 03:06:068, 03:06:417, 03:06:766 and 03:07:115.
[Wmf's Taiko]
  1. Use default hitsounds, not custom.
  2. 01:46:194 (775,776,777,778,779,780,781,782,783) - I think you should change this part of the stream. The song changed it's atmosphere here, it's quite calmer and you still continue your stream from a really intense part. Just removing 776, 778, 780 and 782 this sounds less busy and better if you ask me.
[Normal]
  1. 01:46:883 (1) - The repeat arrow is hidden by a hitburst from the spinner. While you do see the arrow for a fraction of a second, that time is way too low for a normal diff. You will need to change this somehow.
  2. 01:55:779 (1) - Same thing about hitsounds, try using the one I provided I think it fits much better.
Guess that's it, I might have missed something but I'll do a recheck some other time anyway.
Topic Starter
Kite
pro mod, fixed all waiting on gdiffs
wmfchris
Use default hitsounds, not custom. Kite has removed for me...?
01:46:194 (775,776,777,778,779,780,781,782,783) - I think you should change this part of the stream. The song changed it's atmosphere here, it's quite calmer and you still continue your stream from a really intense part. Just removing 776, 778, 780 and 782 this sounds less busy and better if you ask meSounds reasonable, removed 776, 780 and 782
Download: Rokugen Alice - Kinema Lolita (Kite) [Wmf's Taiko].osu
Kurai
Okay, everything fixed, except for 00:06:414 (4,5,6), I want to keep a stream here. Thank you ~ !

Download: Rokugen Alice - Kinema Lolita (Kite) [Kurai's Hard].osu
lolcubes
[General]
  1. Storyboard: Isn't exactly opimized, using 3.0 load at times where it's not necessary at all. I guess it's not unrankable or anything but you should optimize it (I can help you with that), also during the optimization (the method that's usually used) you can also create a small "intro" with a nice fade in. Contact me if you want me to talk to you about this in more detail.
    I guess we fixed that, took a couple of mins.
[Insane]
  1. 00:40:962 (9) - AIMod reports this as broken, to fix it you will have to make your red points less clumped up. Just drag them around a bit, but don't let any of those points be "behind" other red points, cause that will cause it to report that error as well.
    Honestly, I see no reason why that slider shouldn't be allowed and everything is perfectly obvious, even with mmsliders, so the current version has my seal of approval, play with it if you want to get rid of the message though.
[Kurai's Hard]
  1. 00:06:776 (8) - I think you forgot a finish here (was here when it was a slider before).
  2. 01:51:426 - Is here supposed to be normal hitsound set? In the same part earlier in the song it was soft hitsound set.
  3. 02:43:926 (3,4) - Maybe change these as well since you changed other stuff?
[Wmf's Taiko]
  1. Lots of unsnapped objects here that need fixing.
This should be all. The difficulty gap between each diff is a bit steep, but it's consistent and the normal diff should be easy enough as the lowest diff.
Call me again once you fix your stuff and I may bubble this finally, or if you prefer finding someone else to do it, then I can just rank it instead.
Topic Starter
Kite
Okay! fixed all and thanks for the help with storyboard.
Sync
[Insane]
-- I would be lying if I didn't say that the slidertick hitsounds didn't make me go "what the hell" at first. It sounds good but it doesn't play well. I thought I was hitting notes and it actually made me get a few 100s/50s/misses. I'd highly, highly advise against this and you should definitely try to find another way if you can.

00:30:671 (1) - This slider isn't really following anything. I'd replace it with a hit circle at it's start-point and a 1/2-beat slider at 00:30:845 (2).

00:44:450 (1,2) - It'd make more sense if the combo started on (2) instead because of the transition in the vocals.

00:51:950 (5) - If you want a 1-beat slider here to follow that guitar, it needs to start on the downbeat instead. In fact, it fits the music better altogether. Get rid of (4) and (5), add a hit circle where (4) originally started, add a 1-beat slider starting at 00:51:775 (5). After that, add a hit circle at 00:52:298 (6).

01:27:705 (7,8) - This was another part that didn't make much sense to me, in terms of beat placement. I even had to look back and actually try to understand what it was following which usually indicates something is off. Anyways, the real problem is (7) ending on that downbeat. You should really be stressing that guitar, like you did in the previous pattern at 01:25:264 (3). Since it'd be easier to explain in a screenshot, here's a timeline reference of how the beats should be placed starting at (7).

02:03:636 (1) - This combo doesn't make any sense. Remove it and add it at 02:04:333 (3) instead. It stretches it out quite a bit but if you wanted to you could also add a new combo at 02:02:241 (5).

02:05:031 (1) - Again, this combo doesn't represent what's happening in the music very well. Remove it and add it at 02:05:729 (7) instead.

02:25:962 (1) - Same as above. Remove it and add it at 02:26:659 (7).

02:27:357 (1) - lol, sorry for the nazi combos but it needs to be done. Remove this and add it at 02:28:055 (5).

02:29:450 (5,1) - Switch these combos to be consistent.

[Kurai's Hard]
00:14:101 (1) - Remove this combo for the sake of consistency.

00:26:136 (7) - Get rid of this repeat-slider. It's ending on a beat where you should be starting a slider. Make it a triplet and the last note be a 1/2-beat slider. While you're at it, remove the combo on the note after it and add it on the newly created slider.

00:33:113 (4,5) - Switch these notes around. The slider should be starting on that red-tick instead to follow the vocals accurately.

00:38:781 (1) -
SPOILER
This spinner is unsnapped because of the new timing section. If I were you, I'd totally want to snap it because I'm obsessive like that. If you want to bother, go into the .osu and change 256,192,38781,12,4,42016 to 256,192,38781,12,4,42008. This isn't necessary but it'd be nice.
On second thought, shorten that spinner to 00:40:962. It's really frustrating and anti-climatic ending a spinner on notes where you could be adding beats for the player to hit. I highly, highly recommend doing this.

00:42:531 (2,3) - Just like before, switch these notes around. The slider should be starting on that red-tick. After that, don't forget to add a hit circle at

00:43:403 (5) - Make this a half-beat slider instead to get rid of that unusual gap.

00:51:426 (3) - Add a hit circle here to keep the beat going or else it's an awkward transition from that slider to the triplet.

01:02:414 (1) - Remove this unnecessary combo.

01:09:914 (8,1) - The combo should be starting on (8) instead because of that heavy crash and ~*consistency*~.

01:11:310 (3,4,5,6,7,8) - Spread this pattern out. There's no reason for the notes to overlap each other.

01:55:874 (1) - Just like before, it's extremely anti-climatic ending a spinner right where the kiai starts. End it at 01:58:054 instead. Don't forget to map the parts where the spinner originally covered up too.

02:19:159 (1) - Remove this combo

02:40:612 (5) - I'd rather see the combo starting here instead of at 02:41:659 (1).

02:50:728 (5) - Just like before, remove this combo because of lolcombospam

[Normal]
-- fff, it's so high-end for the easiest difficulty. Oh well, it should suffice. Try making an easier map next time though ;_;
01:31:543 (3) - Shift this back two ticks to follow the gutar like you've done in the previous patterns.

[Wmf's Taiko]
00:59:450 (391,392,393,394,395,396) - This part is pretty awkward -- especially on the first play. I don't think the music really calls for a double -- besides, it's pretty inconsistent and comes out of nowhere for the most part.
Topic Starter
Kite

Sync wrote:

[Insane]
-- I would be lying if I didn't say that the slidertick hitsounds didn't make me go "what the hell" at first. It sounds good but it doesn't play well. I thought I was hitting notes and it actually made me get a few 100s/50s/misses. I'd highly, highly advise against this and you should definitely try to find another way if you can. Hm, I don't find this that confusing at all, at first it might seem weird but I would like to keep it this way

00:30:671 (1) - This slider isn't really following anything. I'd replace it with a hit circle at it's start-point and a 1/2-beat slider at 00:30:845 (2).
It's following the guitar in the background, and fits just fine imo!

00:44:450 (1,2) - It'd make more sense if the combo started on (2) instead because of the transition in the vocals. Fixed

00:51:950 (5) - If you want a 1-beat slider here to follow that guitar, it needs to start on the downbeat instead. In fact, it fits the music better altogether. Get rid of (4) and (5), add a hit circle where (4) originally started, add a 1-beat slider starting at 00:51:775 (5). After that, add a hit circle at 00:52:298 (6).
Fixed this, but in a bit other way

01:27:705 (7,8) - This was another part that didn't make much sense to me, in terms of beat placement. I even had to look back and actually try to understand what it was following which usually indicates something is off. Anyways, the real problem is (7) ending on that downbeat. You should really be stressing that guitar, like you did in the previous pattern at 01:25:264 (3). Since it'd be easier to explain in a screenshot, here's a timeline reference of how the beats should be placed starting at (7).
Fixed this, but in a bit other way, kept the slider at 01:28:228 -

02:03:636 (1) - This combo doesn't make any sense. Remove it and add it at 02:04:333 (3) instead. It stretches it out quite a bit but if you wanted to you could also add a new combo at 02:02:241 (5). Fixed

02:05:031 (1) - Again, this combo doesn't represent what's happening in the music very well. Remove it and add it at 02:05:729 (7) instead.

02:25:962 (1) - Same as above. Remove it and add it at 02:26:659 (7). Fixed

02:27:357 (1) - lol, sorry for the nazi combos but it needs to be done. Remove this and add it at 02:28:055 (5). Fixed

02:29:450 (5,1) - Switch these combos to be consistent. Fixed

[Normal]
-- fff, it's so high-end for the easiest difficulty. Oh well, it should suffice. Try making an easier map next time though ;_;
01:31:543 (3) - Shift this back two ticks to follow the gutar like you've done in the previous patterns. Fixed
Xakyrie
Just a small mod here ~

All of the following suggestions are made based on the most recent update for each colour-coded section. If a section is excluded from one diff but included in another, this is because there are no problems or suggestions to be made and therefore is removed.

[General]
  1. you should try adding a light and dark pink combo colours (I see that you kept the hues the same), it would look amazing with the storyboard D:
  2. maybe distinguish between the colours a bit more. I barely even noticed the change. If not, just make sure the similar colours don't come one after the other because it'll just be conufusing xD

[Wmf's Taiko]
  • Taikomap Design
    (The basis of the map, such as flow, consistency, and structure are found here.)
  1. 00:08:432 - I'm thinking there should be a o here, it's in the music too, and it also keeps a good consistency.
  2. 00:08:432 - as well here, but of course a o
  3. 00:09:392 (31) - why not remove this to emphasize the hold in the guitar since it seems like that's what you're following here?
  4. 00:10:264 (38,39,40,41,42) - if you like this pattern, I feel that ooooo plays better and sounds better here. just a suggestion. or you could try ooo
  5. 00:11:136 (44,45,46) - you have used kats in every triple, having just ooo sounds so off. to be more consistent, I suggest using a multitude of different ideas. it's your map and you've made plenty taikos to make this sound a lot better.
    00:12:008 (50) - for the sake of consistency (even better if you follow that slight hold in the guitar), make this ooo
  6. 00:12:182 (52) - the hold in the guitar again, maybe remove?
  7. 00:13:055 (57,58,59,60,61,62) - very inconsistent with what's of the map up to here. I suggest a ooooo o pattern. I really think that the ooooo o sounds strange here...
  8. 00:14:973 (71) - I think you get it
  9. 00:22:299 (122,123,124) - ooo or ooo,
  10. 00:22:909 (129) - no sound here, remove.
  11. 00:23:171 (131) - o?
  12. 00:24:217 (139,140,141,142,143) - ooooo?
  13. 00:25:089 (146) - o?
  14. 00:27:793 - a note perhaps? there's a sound xD
  15. 00:30:148 (190) - if you don't use a finish on 00:29:799 (188), maybe you should remove the finish here, since both need the finish.
  16. 00:31:107 - maybe add a oo since you're following the drums?
  17. 00:32:589 (204,205,206,207,208) - compared to the last little section in front of this, the note density is off. in accords to the drums, here should be a stream, and the triple before should be removed (just the note in-between should suffice anyways).
  18. 00:33:462 - again if you're following the drums... o or something here please.
  19. 00:33:898 - ^
  20. 00:34:682 (219) - evident finish
  21. 00:53:171 (344) - ^
  22. 00:58:752 (385) - ^
  23. 00:59:450 (390,391,392,393,394,395) - inconsistent with the rest of the map. up to you if you want to fix it, like this whole mod, it's all suggestions (you obviously know what you're doing and don't need a minor to tell you anything).
  24. 01:04:334 (432) - finish again
  25. 01:09:915 (455) - questionable finish
  26. 01:10:962 (461) - finish :v
  27. 01:11:136 (462) - remove.
  28. 01:11:484 - add any note you want, just put something here please so it follows the drums continuously.
  29. 01:13:229 (479,480,481,482,483,484,485) - fix this pattern so that it ends with a o. this is far more consistent with what you have.
  30. 01:13:927 (486) - o?
  31. 01:15:322 (499) - again for the sake of consistency and sound, make this any pattern that ends with a o
  32. 01:18:112 (525) - ^
  33. SPOILER
    01:18:287 (526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564) - subsequently, go through this pattern and make sure the ends are consistent in reflection with the previous section bookmarked here: end with o
  34. 01:26:659 (595) - finish?
  35. 01:29:450 (610) - ^
  36. 01:32:241 (632) - ^
  37. 01:34:944 - you sure it's good to put a small break here? there's still a sound which you can map. if you don't want to so it leads into the guitar solo stream, you could just add the note but make the first 6 quite simple a pattern, the best solution being a o because it completes the pattern perfectly.
  38. 01:36:601 (670,671,672,673,674,675) - again with the pauses in here, it's quite inconsistent with this whole kiai section. maybe fill it in?
  39. 01:45:409 (765,766,767,768,769,770,771,772,773,774) - if you're going to follow the guitar melody, please keep it consistent and replace this with a spinner or drumroll to fit the drums but definitely do not map it if you haven't for that whole sector.
  40. 01:46:369 (775,776,777) - not sure about ooo
  41. 01:50:380 (803) - evident finish.
  42. 01:51:775 (816) - ^
  43. some of the note density in the first half of the last kiai is strange, and that speedup--absolutely not--unless it is totally the same patterns and sounds as the first kiai (which it isn't), otherwise trash it. it might not be a huge slider velocity increase , but in can be a pain to full combo with mods and it's not even technically signifying anything (explained again in the latter section).
Organization
(Based on the mapper's setup of notes and patterns.)
  1. I'm sure this is always the way you place your notes on the grid but from a modding perspective, it's hard to distinguish... and why is it so far away from the center? I'm just curious, is all.
Inherited Timing Points/Volume
(Overall volume of the beatmap to induce a certain style and effect on the player.)
  1. 01:14:362 - is there really a need for this 20% decrease in volume? you can't even tell the difference when playing. A decrease in volume doesn't even suit this part anyways.
  2. 02:21:164 - why the speedup... it's really unnecessary, there's no change or transition in the music that indicates that there should be one. If the kiai/choruses were all consistent with each other, then maybe it would be okay because it's not anything new but because they are all mapped differently... I think you should remove it.

hold off on the kudosu (if you were going to give it anyways, not sure if this is helpful to wmf u~u), I want to finish modding the rest tomorrow...if you don't mind (I'm in the middle of modding Kite's diffs at this point).
wmfchris
480,80,58927,1,0
480,80,59014,1,0
480,80,59101,1,0
480,80,59275,1,0
480,80,59450,1,0
480,80,59624,1,0
480,80,59712,1,0
480,80,59799,1,2
480,80,59885,1,0
480,80,59973,1,2
480,80,60148,1,2
480,80,60321,1,2
480,80,60409,1,2
480,80,60496,1,2
480,80,60584,1,2
480,80,60671,1,0

x_x I want to upload diffs conviniently again

Changed some as Sync pointed out, but I don't find unsnapped notes...
wmfchris
SPOILER

Xakyrie wrote:

Just a small mod here ~

All of the following suggestions are made based on the most recent update for each colour-coded section. If a section is excluded from one diff but included in another, this is because there are no problems or suggestions to be made and therefore is removed.

[General]
  1. you should try adding a light and dark pink combo colours (I see that you kept the hues the same), it would look amazing with the storyboard D:
  2. maybe distinguish between the colours a bit more. I barely even noticed the change. If not, just make sure the similar colours don't come one after the other because it'll just be conufusing xD

[Wmf's Taiko]
  • Taikomap Design
    (The basis of the map, such as flow, consistency, and structure are found here.)
  1. 00:08:432 - I'm thinking there should be a o here, it's in the music too, and it also keeps a good consistency.
  2. 00:08:432 - as well here, but of course a o
    Tried to make a progression in density throughout the section; and that part refers to a relatively-stable gituar.
  3. 00:09:392 (31) - why not remove this to emphasize the hold in the guitar since it seems like that's what you're following here?
    Comparing with previous gituar sound it's shorter and it's mini transition here.
  4. 00:10:264 (38,39,40,41,42) - if you like this pattern, I feel that ooooo plays better and sounds better here. just a suggestion. or you could try ooo
    Used kkdkd
  5. 00:11:136 (44,45,46) - you have used kats in every triple, having just ooo sounds so off. to be more consistent, I suggest using a multitude of different ideas. it's your map and you've made plenty taikos to make this sound a lot better.
    Consistent with music. d ddd d k kkk k full shows the pitch of music.
    00:12:008 (50) - for the sake of consistency (even better if you follow that slight hold in the guitar), make this ooo
    Can't put a finish at the end and the stream shouldn't break here either but this is legit. Used kkkkk
  6. 00:12:182 (52) - the hold in the guitar again, maybe remove? The holding still exist here.
  7. 00:13:055 (57,58,59,60,61,62) - very inconsistent with what's of the map up to here. I suggest a ooooo o pattern. I really think that the ooooo o sounds strange here...
    Used the k at the last to minimize the crash between k and the gituar sound; and plain d is too boring.
  8. 00:14:973 (71) - I think you get it ^
  9. 00:22:299 (122,123,124) - ooo or ooo, k
  10. 00:22:909 (129) - no sound here, remove.there is, and dd before the strong gituar sound produces a constrast there.
  11. 00:23:171 (131) - o? kkkkkk simply represents a heavy and dense stream
  12. 00:24:217 (139,140,141,142,143) - ooooo? strange to change from d to k at 2nd tick since there's nothing in the music; the vocal at 3rd tick is still relatively low so ddddk sounds fine
  13. 00:25:089 (146) - o? sounds lower than the previous note so d
  14. 00:27:793 - a note perhaps? there's a sound xD followed the drums
  15. 00:30:148 (190) - if you don't use a finish on 00:29:799 (188), maybe you should remove the finish here, since both need the finish. A simple reaction that to finish a sentence full of steam with an artificial accent
  16. 00:31:107 - maybe add a oo since you're following the drums? more like a "solo" here, you can see similar pattern occuring many times in the diff
  17. 00:32:589 (204,205,206,207,208) - compared to the last little section in front of this, the note density is off. in accords to the drums, here should be a stream, and the triple before should be removed (just the note in-between should suffice anyways).Again it follows the "solo".
  18. 00:33:462 - again if you're following the drums... o or something here please.
  19. 00:33:898 - ^ observe that I'm 1/2 eariler for streams in the song
  20. 00:34:682 (219) - evident finish not really an accent, and I don't prefer finishing at the end. (Not really make sense in reality and not strong enough for a 1/4 accent here)
  21. 00:53:171 (344) - ^ ^
  22. 00:58:752 (385) - ^ ^
  23. 00:59:450 (390,391,392,393,394,395) - inconsistent with the rest of the map. up to you if you want to fix it, like this whole mod, it's all suggestions (you obviously know what you're doing and don't need a minor to tell you anything). If you think it's inconsistant I would like to know more (where and how), it's quintuplet to the next vocal and is done throughout the map.
  24. 01:04:334 (432) - finish again no as explained
  25. 01:09:915 (455) - questionable finish ^
  26. 01:10:962 (461) - finish :v follows the rest of chamber; maybe I'll explain more at the last
  27. 01:11:136 (462) - remove. there's vocal.
  28. 01:11:484 - add any note you want, just put something here please so it follows the drums continuously. stops with vocal.
  29. 01:13:229 (479,480,481,482,483,484,485) - fix this pattern so that it ends with a o. this is far more consistent with what you have.as long as the vocal ends with a d (1/2 later) the variation in the middle would be fine for me. If d is placed too early it gives others the feeling the the vocal stops there right after the stream and the coming d is just a flow add-on which is wrong.
  30. 01:13:927 (486) - o? as explained
  31. 01:15:322 (499) - again for the sake of consistency and sound, make this any pattern that ends with a o contrasting with the coming lower note this time you're right and I changed some notes around the section
  32. 01:18:112 (525) - ^ ^
  33. 01:18:287 (526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564) - subsequently, go through this pattern and make sure the ends are consistent in reflection with the previous section bookmarked here: end with o depends on the tone..
  34. 01:26:659 (595) - finish? No as explained.
  35. 01:29:450 (610) - ^ ^ ^
  36. 01:32:241 (632) - ^ ^ ^
  37. 01:34:944 - you sure it's good to put a small break here? there's still a sound which you can map. if you don't want to so it leads into the guitar solo stream, you could just add the note but make the first 6 quite simple a pattern, the best solution being a o because it completes the pattern perfectly. well ok
  38. 01:36:601 (670,671,672,673,674,675) - again with the pauses in here, it's quite inconsistent with this whole kiai section. maybe fill it in? followed the stronger notes of the gituar
  39. 01:45:409 (765,766,767,768,769,770,771,772,773,774) - if you're going to follow the guitar melody, please keep it consistent and replace this with a spinner or drumroll to fit the drums but definitely do not map it if you haven't for that whole sector. A transition from gituar to drum and as gituar holds the drum should be highlighted
  40. 01:46:369 (775,776,777) - not sure about ooofollowed pitcal of vocal
  41. 01:50:380 (803) - evident finish. no as explained
  42. 01:51:775 (816) - ^ ^
  43. some of the note density in the first half of the last kiai is strange, and that speedup--absolutely not--unless it is totally the same patterns and sounds as the first kiai (which it isn't), otherwise trash it. it might not be a huge slider velocity increase , but in can be a pain to full combo with mods and it's not even technically signifying anything (explained again in the latter section).
Organization
(Based on the mapper's setup of notes and patterns.)
  1. I'm sure this is always the way you place your notes on the grid but from a modding perspective, it's hard to distinguish... and why is it so far away from the center? I'm just curious, is all.
Placement is not a must and this is convinent for me to map. I agree that it's harder to mod. yes.
Inherited Timing Points/Volume
(Overall volume of the beatmap to induce a certain style and effect on the player.)
  1. 01:14:362 - is there really a need for this 20% decrease in volume? you can't even tell the difference when playing. A decrease in volume doesn't even suit this part anyways. For taiko diffs significant sound variation should be avoided and that reminded to be set 70 % at the beginning of 5-plet no at the end of kiai.
  2. 02:21:164 - why the speedup... it's really unnecessary, there's no change or transition in the music that indicates that there should be one. If the kiai/choruses were all consistent with each other, then maybe it would be okay because it's not anything new but because they are all mapped differently... I think you should remove it.BLAME KITE GIVE ME THE RED MOON SB BACK yes without that SB it's odd with the acceleration.

hold off on the kudosu (if you were going to give it anyways, not sure if this is helpful to wmf u~u), I want to finish modding the rest tomorrow...if you don't mind (I'm in the middle of modding Kite's diffs at this point).
quite a long one and some are useful. About the finishes I don't really follow strictly the chamber in the music but in the position that truely need accents and solo part. Also in different part the taiko follows melody, vocal, drums and solo respectively and this is a chnage of importance of drum throughtout the song.
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