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IA - Six Trillion Years and Overnight Story

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SapphireGhost

pieguy1372 wrote:

SG's Normal:

00:59:057 (2) - too far from (1) It's a minor difference, and I think it looks better here.
02:00:992 (2) - too far from (1) ^

cRyo[iceeicee] wrote:

[SG's Normal]
SPOILER
  1. 00:21:798 (5) - i think its better without this note.... I'd like to keep it.
  2. 00:38:411 (2,4) - missed claps ? This is intentional.
  3. 00:40:024 (1) - this sounds more like original soft finish then clap
  4. 00:40:024 (1) - clap on slider tail instead of finish
  5. 00:41:315 (2) - same
  6. 00:42:605 (1) - finish instead of clap
  7. 00:42:927 (2) - clap
  8. 00:43:250 (3) - whistle head, clap tail Should be better now...
  9. 00:57:766 - note o.o? ( same as here 01:59:702 (4) - ) I see what you mean, but it's hard to fit it in with the circle pattern.
  10. 01:00:669 (1) - finish
  11. 01:01:960 (3) - i think this finish dont fit ._.
  12. 01:04:540 (5) - sounds more like finish then whistle for me o.o
  13. 01:06:153 (2) - finish fit with BG music o.o!
  14. 01:07:121 (3) - and this dont xD ( u did same at this part btw 02:08:089 (2,3) - ) Okay.
  15. 01:10:669 (4) - i think its better to move this note to 01:10:347 or add some note here Moved the note.
  16. 01:36:798 (1) - mb original soft finish o.o? I'd like to keep to the custom hitsounds.
  17. 01:39:379 (1) - remove clap from tail and add it on next note
  18. 01:40:669 (3) - ^^^ same
  19. 02:02:605 (1) - mb finish instead of whistle o.o? Okay.
  20. 02:12:605 (4) - this part again, i think there should be some sound at 02:12:282 so either add note here or do smth sike this http://puu.sh/ABxK Done a bit differently.
  21. 02:25:831 (1) - sounds like original soft finish Same thing about custom.
  22. 02:37:766 (2) - add clap on tail and remove clap from next note Okay.
  23. 02:42:605 - + note o.o! I don't want a note here.
  24. 02:55:186 - note Hard to fit in again.
  25. 02:58:089 (1) - finish
  26. 03:00:669 (1,2,3,4,5) - this part hitsounds different from others (01:03:250 (1) - , 02:15:508 (1) - ), i think it should be same :3 I guess so.
    also spacing on the map a bit inconsistent .... orz stress

LunarSakuya wrote:

SG's Normal
01:06:153 (2) - Finish on beginning Done.
01:04:057 (4) - Delete note, makes it consistent with the previous stack and easier to read in the same combo This sort of pattern is used throughout the map, though. I think it works okay.
01:07:121 (3) - Delete Finish, sounds a little off putting it in the middle of the chorus Yep.
01:14:379 (4) - Delete note, same reason as before
02:05:992 (4) - ^
02:16:315 (4) - ^ Same stuff.
02:52:927 (1) - Finish at end instead of Clap
03:03:250 (1) - Finish at beginning Makes sense.
Beautiful use of sliders! I'm glad you thought so.

karenying wrote:

SG's Normal
00:23:895 (5) - the finish is noisy imo
00:52:927 (1) - delete clap..?I think it is useless Changed.
00:57:766 - Better to add a note here since it is odd now... As I told cRyo, it's hard to make the spacing work well with a note here.
01:00:669 (1,2,3) - I like this pattern I do too, thanks for your support.
01:04:057 (4) - delete this will be better imo.. I think that'd make it inconsistent with the others.
01:10:024 - 01:10:347 - orz better to add note here since the vocal is very strong here Changed.
01:42:282 (1) - add sc1 finish at reverse ?sounds very fit I'd like to stay with this set of hitsounds.
01:45:831 (2) - well I think the silence is useless
02:05:992 (4) - same Just matching Rin's hitsounds here.

Yasora wrote:

Normal
  1. Difficulty Setting: Decrease OD -1? I guess that for balance with HP drain Well, I usually have HP Drain set lower than usual, my maps aren't designed to kill people. So I think the OD is fine here.
  2. 00:16:798 (1) - add finish in here, the guitar sound still similar with 00:14:218 (1,2) - 's beginning Alright.
  3. 00:18:734 (5) - in here too, similar think with above. but change the finish with soft I don't want to have two finishes in a row.
  4. 00:20:669 (3) - I guess the finish sound in wrong place, not in beginning, but should in the end. that's more following the music effect '~' Sure.
  5. 00:21:960 (1,2,3,4,5) - also, these circle in timeline, from white tick to red tick was a bit hard for newbie imo, altough that following the music. try to change the rhythm like this?. the slider can be helped the player to read the rhythm 'w' Alright, I see what you mean. Changed the pattern.
  6. 00:34:218 (3) - error spacing...? It has to accelerate here so... it's just a bit odd.
  7. 00:39:701 (4) - the clap sound should sounded in here for following the drum sound
  8. 00:40:024 (1) - from suggestion above, change the clap sound (in beginning) with finish sound.
  9. 00:41:315 (2) - still similar with above, remove clap in beginning, then add clap in the end. clap sound seems better if put-in on drum sound
  10. 00:42:605 (1,2,3) - remove clap in (1) -> add clap in (2) -> then, remove clap again in (3)'s beginning. the sound better now imo
  11. 01:00:669 (1) - add finish sound in slider's beginning too for cymbal sounder
  12. 01:01:960 (3) - I guess, the finish sound in beginning should be changed into whistle. because the finish sound was so loud in there.. also you add whistle in every beginning like in 01:00:669 (1,2) - Changed earlier with cRyo's mod.
  13. 01:10:024 (x) - add slider in here (end at 01:10:347)? seems a bit weird without that orz.. lower the volume too Somewhat changed.
  14. 01:14:863 (5) - why suddenly finish sound in beginning?? Okay, I removed it.
  15. 01:41:960 (1) - add finish in slider's reverse? I'm staying with this set of hitsounds.
  16. 01:49:702 (1) - the clap in the reverse should be in the end.. that's still similar sound with 01:47:121 (1,2) - Sure.
  17. 01:55:508 (4) - nazi :p move this note 4 grid down? that's make this slider linear with (3) They're currently symmetrical about the y-axis.
  18. 02:00:024 (1) - again, why suddenly finish sound in beginning ;_; Removed that one too.
  19. 02:02:605 (1,3) - remove finish sound in (3)'s begin -> add finish in (1)'s begin. that's more better to hear Just removed (3)'s.
  20. 02:11:960 (x) - same think as 01:10:024 Changed from cRyo's mod.
  21. 02:32:927 (5) - add finish sound in here? Since there's a finish on the next (1), I don't want one on this note.
  22. 02:52:927 (1) - add finish sound in slider's end? Hmm... I think it's okay.

Download link is here ^
Thanks for all the modding, everyone.
Topic Starter
NatsumeRin

Yasora wrote:

try to mod this...awesome map ;_;

General
  1. Kiai time was not consistent...? it's fine...
  2. Combo colour too? well, only Easy/Normal used a small trick. Because of different placement, i don't have it in other diffs.
  3. also, since I can't mod taiko, just want saying at 00:19:213 (24) - unsnapped circle o.o kpy warning.
Easy
  1. 00:21:315 (4) - add finish in here? seems fit with music effect true!
  2. 00:21:960 (1) - ^ but in beginning ^ done.
  3. 00:39:379 (4) - add whistle in slider's end? seems you always adding whistle in every drum sound like before.. just for consistent hitsounding emm no. i'd prefer a small change here to start the next part.
  4. 00:49:702 (1) - add whistle in here too? the sound similar with 00:47:121 (1) - imo because there's a whistle on 00:50:025 (2), this group generally goes "up" so i don't want to add this one.
  5. 01:04:540 (5,1) - eh.. I think more be better if remove circle (1), then add a reverse in slider (5). I felt weird in here since at 01:05:831 the vocal still running, and that like stopped suddenly.. that make a bit uncomfortable during gameplay imo. also, if you do this, add new combo in (5) '~' I know what you mean, but here's a quite obvious finish drum and the lyric is just the same on the two notes, so no change.
  6. 01:44:540 (4) - a bit.. nazi.. but, I guess this slider's curve can be improved again for blanketing (3). try this code maybe? should be better now anyway.
    176,88,144540,2,0,B|232:96|272:168|232:224,1,160,2|0
  7. 01:56:798 (1) - not really empty music sound in here, add clap more be better imo emm but no other sounds around, and it seems not good to me...
  8. 02:06:476 (3,1) - same think as 01:04:540 same reason to reject = =|||
  9. 02:23:250 (1) - add finish sound in slider's beginning too? because when piano sound was sounded, the another music effect was sounded together with it too yeah, it should be there, don't know why missed.
  10. 02:32:927 (4) - add finish sound in slider's beginning? added
  11. 02:40:024 (3) - ^ added
  12. 03:01:960 (3) - ^ but in the end k
  13. 03:09:998 (5) - also this one too, add finish~ that more would be fit with music effect 'w' don't agree here, i want a more "sudden" stop, and a finish seems... too regular?
Rin
  1. 00:18:089 (6) - add finish sound too in here? giving more effect 'w' = =already enough...
  2. 01:56:798 (1) - add a clap? the sound fit with drum sound imo no.
  3. 01:59:621 (5,6) - na..nazi ;_; stack this more better? more look clear if stack them properly didn't notice, my bad.
  4. 02:32:927 (4) - add finish sound in slider's beginning? I can heard a bit cymbal sounder in there true!
  5. 02:37:766 (x) - add a note? felt too empty in here.. also if you heard in 50%, the vocal like "no" was heard in there ehh fine to me....it's a drum based pattern anyway
  6. 02:55:831 (2,6) - hee, add finish sound in here too, altough just a bit cymbal sounder, that's more give effect imo = =sounds too strong for me... sorry.
  7. 03:02:605 (5) - ^ added
@SG: pro.
Niva
Hi NatsumeRin~
Sorry for being so late, REALLY busy nowadays >_<

[General]

-> Current offset feels early for me... Perhaps move all timing/inherit sections by +5ms? (not really sure though)

[dksslqj Style]

-> This is the first time I see dksslqj mapping with low stack leniency, really... Is this intentional? Your other maps doesn't really use it >_<

  1. 00:16:153 (4) - (optional) I heard the guitar starting to sound from here actually, perhaps try to add whistle? Not a must but it fits imo :3
  2. 00:19:379 (1) - Why no finish on slider's start here? The song really lost its atmosphere here without that finish~
  3. 00:21:234 (4) - (optional) Move to x:392 y:196? Because your next (6,7,8,9,10) is arranged in an arc, it's not bad to use an arc on (3,4,5) as well :3
  4. 00:32:282 (1) - I personally disliked how it contacts with your previous (3) partially, imo it's best to emphasize the cutting slider pattern here rather than be ambiguous with your pattern:
  5. 00:40:024 (3) - I'm not sure about this clap on the blue line... The map feels quite empty without it, but it just sounded quite off in the blue line - I suggest to add clap on (4)'s start and end as well, if you want to keep this blue line clap (at least the clap won't be sudden anymore~ )
  6. 00:43:734 (4) - One grid left? Might sound minor, but it will create a perfect symmetry between (4), (3)'s start, and (2)'s end xD
  7. 00:49:540 (x) - (optional) Add circle with soft hitsample here? Yes, the song's synth starts from here actually~
  8. 00:51:637 (5) - I really recommend to move this 1/2 earlier, due to the piano's sound (you previously followed the piano's sound on (3) and (4), it's best to follow the piano also here rather than following the silence imo - you can just simply arrange like this:
  9. 01:00:992 (2,3) - Please manual-stack these two by moving these two one grid right and down, currently (1) to (2) looks REALLY weird in play mode >_<
  10. 01:05:669 (5) - Not sure if you really need to use 5% here, perhaps use 30% instead to create a dimmed effect? :3
  11. 01:10:589 (2,3,4,5,6) - Gradual volume increase here? I like your idea to lessen the volume here, but I think it will be more dramatic if the map has a gradual volume increase here~
  12. 01:15:025 (2,3,4,5) - The back-and-forth here (especially from (3) to (4)) doesn't flow really good imo... Perhaps try another square here? xD
  13. 01:32:766 (1,2,3) - CTRL + R (3) so it starts from downward, and adjust (1,2) to (3)'s start? The circular movement from (3) to (4) plays much better, really >_<
  14. 01:35:508 (1) - Add circle here without any hitsound and start the spinner 1/2 after - yes, the synth actually starts from 01:35:637~
  15. 01:53:411 (5) - Why repeating 3/4 slider here? It sounds forced, really >_< - I'd rather keep following the vocals here, about the arrangement something like this will do imo:
  16. 02:07:444 (1) - (optional) Not really sure about the manual-stack here... I'd rather manual stack this one grid down and right instead, but of course that's personal preference ~
  17. 02:12:927 (1) - Try to add a slight curve here (bezier or linear is okay) upward to get more variation here?
  18. 02:17:605 (1,2,3,4,5,6,7) - Move to x:384 y:292? This is to make (1) starts directly on the star's center - Don't worry though, (7) won't overlap (4) in play mode if arranged like this~
  19. 02:30:186 (4) - (optional) Arrange like this instead? I personally liked the way (4,5,6) flows if arranged like this:
  20. 02:43:895 (1) - Use volume dynamics here as well, by adding a gradual volume increase? (yes - it really fits the song here. 5 -> 25 -> 45 -> 65 -> 80 should be enough imo)
  21. 02:51:960 (7,4) - (optional) This is really personal, but I prefer to curve (7) rightward slightly instead and curve (4) upward a bit as well to continue the flow~
[Rin]

  1. 00:18:089 (6) - Add finish as well here? It fits the hectic part's start, and your finish is still consistent with your next finishes on (1) and (1) this way, though~
  2. 00:20:266 (5,6,7,1,2) - (optional) Not really sure about this one, but I prefer to put (5,6) like this to avoid clustering (optionally you can also curve your previous (4) to support this pattern) :
  3. 00:22:444 (1), 00:23:573 (3) - Stack these two for tidiness? (yes, because of your low stack leniency, there should be no stacking problem if this is implemented)
    152,200,23411,5,2
    196,189,23492,1,0
    234,159,23573,1,2
    240,111,23653,1,2
    232,64,23734,1,2
  4. 00:26:153 (6) - Add whistle here as well? The vocals hits the high note here, fits with whistle imo :3
  5. 00:34:057 (7) - Also with whistle here, add whistle here as well? I don't think the whistling should be stopped here... (it fits the synth anyway)
  6. 00:36:476 (2) - Is it intentional to put the midpoint way far to the right like this? imo it's best to make this slider symmetrical by moving the midpoint more to the left >_<
  7. 00:40:024 (1) - Also with whistling here, add whistle on slider's start together with finish? Your finish will echo through the whistle, which will give a dramatic effect imo~
  8. 00:58:411 (2,3,4,5,6,7) - (optional) Just wondering, perhaps it will be tidier if there's more triangle here :
  9. 00:59:702 (2) - Perhaps curve this rightward instead, to continue (1)'s curve (instead of starting a new flow)? xD
  10. 01:05:186 (5) - Manual-stack this to x:405 y:75 to let it be perfect in play mode (uhm, currently there's a stacking problem in play mode if you just put this above (1) without any manual-stack)
  11. 01:06:798 (3) - Why the claps discontinued here? For comparison, 02:08:734 (3) and around have claps >_<
  12. 01:25:831 (1,2,3) - (optional) Your circular pattern flows good with sliders, but not with circles imo... Perhaps try to put (1) somewhere in the top left corner (~ x: 17 y: 59)?
  13. 01:31:798 (2) - Hmm, isn't the clap should be on (1) instead? I can really hear it from the song >_<
  14. 01:37:927 (3,4) - (optional) To make it tidier, arrange these two like this? ((4) is stacked to your (2))
  15. 01:45:669 (5) - Unstack (I placed this on x:126 y:22), so in play mode (4) and your purple (1) managed to stack without any problem?
  16. 01:53:250 (4) - Place it more upward to emphasize (1,2,3,4)'s diamond pattern?
  17. 01:54:863 (1,1,1,1,1) - Well, I think it would be more intuitive if you followed your previous 00:52:927 (1,1,1,1,1)'s combo colors (in short : use a combo color hax here to make it same as your previous one, start the first (1) in light pink color)
  18. 02:01:637 (2) - Same as what I've previously suggested here, I'd rather curve this upward to continue (1)'s flow but of course it's not a must :3
  19. 02:11:315 (6,7) - (optional) Swap these two's position to make a double triangle here? imo players will find this plays more natural (:
  20. 02:18:089 (1) - Whistle on start as well here? (basically, for your soft hitsamples, placing whistle + finish together blends well~)
  21. 02:28:089 (1) - Same as above (plus a whistle here would continue your previous whistle's consistency)
  22. 02:36:960 (4) - (optional) I don't think an arc plays really great here, perhaps try to continue your (1)'s encircle pattern? (another alternative is to create a tilted slider wave on this slider)
  23. 02:45:669 (2,1,2,3,4) - Same as what I suggested in dksslqj style here, use a gradual volume increase here? (however, for this diff starting from 40% should be enough - no need to start from 5%)
  24. 02:51:234 (6) - Slightly closer to (5) compared to (7), but it's barely noticeable~
  25. 03:05:177 (4) - (optional) Put it more to the bottom-right to let (1,2,3,4) forms a fan pattern? (imo a pattern like 03:01:880 (8,1,2,3,4,5) doesn't work really well here because there's only four notes here, a fan is better imo)
  26. 03:10:643 (x) - Make this diff ends here as in dksslqj's diff? (yes, a finish here would greatly dramatize the ending :3)
[0108]

  1. 00:15:508 (1) - Finish on slider's start here, as you did on your previous (5)'s start?
  2. 00:16:798 (1) - Same as above here (:
  3. 00:21:395 (4,6) - I personally don't think the 1/2 delay between each clap is a good idea. Perhaps move the clap on (4) to (3) to emphasize both clap?
  4. 00:23:411 (1,2) - (optional) For this case, curve these two both slightly to an opposing direction? This jump will be cute :3
  5. 00:25:831 (5) - This straight slider somewhat breaks your flow imo, perhaps try to use a tilted slider wave? xD
  6. 00:27:766 (5) - Uh... Curve like this to avoid overlap? (yes, the overlap is still visible in play mode >_<)
  7. 00:41:315 (6) - Use a tilted slider wave here (or standard slider wave, that will do as well) to improve the flow? :3
  8. 00:45:186 (1) - Add whistle on slider's end here? Sound really great with the high-pitched vocals~
  9. 00:50:347 (1,5) - Basically same as what I said in NatsumeRin's diff, don't be afraid to put whistle together with finish as your finish will echo over the whistle xD
  10. 01:01:637 (1,1,3,5) - Hmm, do you really need to put these four in a direct straight line? There are better flowing variations actually, such as this accelerated slider fan :3
  11. 01:10:589 (2,3) - Add clap on these two, to prevent your clapping from being discontinued?
  12. 01:31:315 (12) - Add clap on slider's end as well? (the "red line 1/1 clap" technique xD)
  13. 01:40:024 (3) - Move the first waypoint before the ending more to the left to let this slider's second half perfectly encircles (2)? It's painless to do but it will make this part tidier~
  14. 01:46:879 (x) - (optional) Add circle here? I really recommend this to intensify this part :3
  15. 01:50:186 (4) - Try this instead? Will play better imo because your next (5,1,2) is a divebomb formation xD
  16. 01:54:863 (1,1,1,1,1) - Same as NatsumeRin's diff, use the light pink combocolor at first? (details are on my words on NatsumeRin's diff)
  17. 02:02:282 (5,6) - (optional) Not really fond of this actually... Perhaps it's better to create a symmetry here (by copy-pasting (5) to (6) and flip vertically)? :3
  18. 02:10:024 (7) - Add clap here for consistency?
  19. 02:35:508 (8,9) - Hmm, why don't you use more claps here? I think you can follow what NatsumeRin/dksslqj did with claps around here, it sounds good~
  20. 02:45:186 - (optional) Add a spinner with gradual volume increase here to fit the whooshing sound from the music? xD
  21. 02:49:057 (7) - Move to ~x:187? idk why but (5,7,9)'s distance is clearly inconsistent, even on first glance >_<
  22. 03:00:024 (5) - Same as 02:10:024 here, add clap for consistency?
  23. 03:09:676 (3,4) - (optional) To make the ending look more hectic, arrange these two like this? :3
I hope it's fine if I just modded your three hardest diffs... I'm still tired right now after my exam >_<

Good luck NatsumeRin~ (^_^)~
KanaRin
明星銀河艦隊 Taiko Ver

Taiko Oni Level 10*

BG : http://puu.sh/B6MN

Map : http://puu.sh/B78d
Mercurial
Is weird to see this

KanaRin

iMercurial wrote:

Is weird to see this

lol

@NTR 我怕你沒看到,在4頁尾我POST了DIFF
YTYuyu
Alright now that i'm done with my exams, i can finally get back to modding :)

Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Italic: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. Just putting this for fun :P

[General]
the combo colors should be the same for 1 mapset. 2 diffs have 5 and the rest have 4.You taught me that Sapphi ><
Add vocaloid3 in the tags. that's the engine IA is in, and maybe add Lia in the tags since she's the voice provider for IA.
Since you have a video, remove the letterbox during breaks. the letterbox will get in the way when the video is playing during gameplay.
I Agree with Niva, the offset should be at 12933(+5).
The kiai times on your diffs(Easy and Rin) are inconsistent. make sure that they're the same.

[Easy]
Maybe increase the HP by 1? you know to put a bit of pressure on beginners since the HP bar slightly decreases.
00:13:900 (1) - add a clap here? it sounds empty without and it'll represent the introduction of the song as it goes well with the instrumental.
00:18:094 (3) - replace the clap for a soft default finish, or add a soft default finish with the clap to match the cymbals in the song, or you can add the custom finish with the clap.
00:25:836 (3,4,5) - to make i easier for beginners, either replace it for a 2/1 slider or a 1/1 repeat slider. with a BPM this high, i don't beginners would hit at the right time.
00:28:416 (2) - the whistle should be at the end, not at the repeat arrow. adding the whistle at the repeat ruins the consistency in whistles.
00:34:223 (4) - add a clap at the end to match the drums.
00:39:384 (4) - you forgot to add a whistle at the end. add it for consistency purposes.
00:43:900 (1,2) - remove the NC for (1). the lyrics are still going from the slider. (2) should be a NC because of new lyrics.
00:49:707 (1) - add a whistle to match the vocals like you did on (2)?
00:52:282 - Do you have a reason why this line is unsnapped? if not, re-snap it back to (5).
00:55:508 (1) - add a finish here to match the vocals and to represent that the kiai is starting.
00:56:798 (3) - move the whistle at the end from the repeat arrow. same reason as 00:39:384.
01:01:960 (3) - ^
01:05:508 (1,2) - replace this for a 2/1 slider. it'll follow the vocals a lot accurate and beginners might hit (2) too early due to the vocals.
01:15:831 - maybe add a 1/1 slider to follow the guitar, or you can add a circle at 01:16:153 with a finish to show that the kiai is done?
01:30:992 (4) - add a clap at both ends to match the drums?
01:31:637 (1) - add a finish at the beginning, but reduce the volume to 40% to match the vocals. well since you have a timing point that has 40% remove the green line here because it's useless.
01:41:960 (1) - same as 01:30:992 but just the beginning.
01:45:831 (1,2) - same as 00:43:900.
01:51:637 (2) - same as 01:41:960.
01:54:218 (1) - remove the NC for consistency at 00:51:637.
02:07:444 (1,2) - same as 01:05:508.
02:41:960 - if you do this, you have to remove (1). add a 2/1 slider or a 1/1 repeat slider to follow the vocals.
02:52:605 (1,2) - same as 01:05:508.
03:10:321 - you should add a 1/1 slider or a circle at 03:10:643 to end the song? it'll look weird and not exciting for players if you ask me.

[SG's Normal]
Increase the HP and OR by 1. it'll flow a lot smoother to the song during gameplay.
00:14:218 (1) - for consistency purposes on easy, remove the NC on this note.
00:24:218 - maybe add a circle, or remove (4) and add a 1/1 slider to follow vocals accurately?
00:27:121 (1) - replace the finish for a whistle. i don't hear anything climatic coming up like the cymbals, or the rise in vocals.
00:28:734 (2) - replace the whistle for a clap. yes it matches in vocals, but it ruins the consistency in claps
00:29:702 (1,2,3,4) - switch the hitsounds for (1,3). if you want to keep the consistency, you should do this. it'll sound a lot nicer during gameplay. i also felt a bit uncomfortable when i hit (1,3). it sounds weird IMO.
00:37:444 (1,2,3) - similar as above, but same as 00:27:121, and replace the whistle for a clap on (2) to match the drums. the whistle doesn't fit with the part at all.
00:52:282 (4) - add a finish at the beginning. it goes well with that sound IMO.
01:05:508 - you should add a circle just to make sure that players don't hit the next note too early due to vocals, or remove (1) and replace it for a 1/1 slider.
01:09:702 (3,4) - add finishes on these notes to match the cymbals in the song.
01:15:831 - same as easy.
01:27:766 (3) - the clap should be at the end, not at the repeat arrow. it sounds bad and it ruins the consistency in claps.
01:34:863 (2) - you can do 2 things: replace the whistle for a clap since you have a clap on the repeat arrow of (3), or add a clap with the whistle since you have a clap at the repeat arrow, and a whistle at the end of (3).
01:41:960 (1) - similar as above. add a finish with the clap to match the cymbals or replace the clap for a finish. same reason.
01:52:282 (1) - i don't remember you doing this at the 1st part before the kiai. make this repeat once and add a circle. with the 1/1 slider in effect and where that note is, players might get "too" nervous and might let go at the 2nd repeat.
02:07:444 - same as 01:05:508.
02:18:089 - hmm in this case, add a circle here with a finish. the 1/1 slider would look bad if it's following the drums. anyways my reason is that it'll match the cymbals.
02:22:040 - *nazi* move the break back to the white tick. that's where the drums start.
02:32:927 (5,6) - to follow the vocals a lot smoother, replace this for a 1/1 slider. it'll fit with the long pause in vocals.
02:41:960 - similar as easy, but the circle isn't there, and same suggestions as easy.
03:10:321 - maybe you can add a circle to follow the drums?

[Gu's Hard]
You should do OD6. it should give a bit of a challenge for players.
00:14:863 (1,2,3,1,2,3,1,2) - Make sure that the repeat arrows are fully visible. the hitburst is covering the repeat arrows and that's a no no.
00:18:895 (6,7,8,9,10,11) - orz going all out on this o.o? myabe you can replace this for a kick slide to make it easier since it's a hard diff?
00:24:540 (1) - *nazi* stack this note perfectly on (4). it looks weird when i don't see a perfectly stacked note during gameplay.
00:25:831 (1) - *nazi* make this slider symmetrical. it'll look nicer if you ask me.
00:38:734 (1) - try this instead: remove all repeats, add a circle at 00:39:218 and another 1/1 slider starting at 00:39:379. i think it'll look fun for players to play that kind of pattern.
00:52:927 (1,2,3,4) - Do Ctrl+R for (2,4). it'll flow a lot smoother and the pattern looks fun to me. personally i like doing patterns like these, but i don't like patterns like these. it ruins the fun for me. anyways it's up to you if you want to do it.
00:54:863 - i feel that a note is missing here. add a note to follow the vocals in the song.
01:15:508 (1) - maybe add a repeat and add a finish at the end to match the cymbals?
01:30:992 (1,2) - remove the NC for (1). the vocals are still going from the previous slider. (2) should be a NC because of new lyrics.
01:35:186 - add a circle to follow vocals?
01:36:153 - ^
02:11:637 (1) - with the slow down in effect, this slider might throw off players because the sliderlength looks the same and they might think that the slider is at its original speed. in other words this slowdown might surprise players. put it back to its original speed so that it'd be less confusing.
02:41:960 - same as normal.
02:52:927 - same as 01:35:186.
03:10:643 - either add a repeat or a circle with a finish to represent that this is the end of the song.

[Rin]
Increase the HP by 1. Kanon's diff has HP7 so why not do it here?
00:18:250 (7) - Make this a NC. you should keep it consistent with the other diffs at the beginning since i find it odd that this combo has 11 notes and the rest has 6-7.
00:23:895 - add a slider with a slowdown to represent the introduction of the song.
00:53:250 (1,1,1,1) - add claps at both ends except for the end of (1). add it at the beginning only. it fits with the drums in the song IMO. to make it more effective, gradually increase the volume for every clap.
01:02:444 (4) - align this note with (3). since you did it on the left side, so i don't see a reason why this circle is spaced out like this.
01:12:766 (4) - ^ but at the right side.
01:15:831 - same as easy.
01:52:282 (1,2,3,4,5) - same as 00:50:347.
01:54:863 (1,1,1,1,1,1) - same as 00:53:250/
02:00:508 (3,4,5,6,7) - ik that you can make this triangle nicer. just notes some notes around to make it nicer. something like this should work. just move (6) a bit to the right.
02:17:605 - either add a kick slider or a stream to follow the drums?
02:28:089 (1,2,3,4) - 1/8 sliders right?
02:30:427 - maybe add a stream to follow the guitar riff? if not a kick slider but at the red tick.
02:33:895 (2) - maybe Ctrl+R for a smoother flow?
02:34:540 (2) - ^
02:35:185 (2) - ^
03:05:863 (3,4) - the spacing on these notes should be equal like (1,2). it looks weird during gameplay that the notes are clumped up together as the BPM decreases.
03:10:321 - for this one, i suggest a 1/2 slider and a circle. if you ignore this, then you can come up with something else.

[dksslqj Style]
00:14:863 (7) - make this a NC. the instrumental changes from here.
00:16:153 (4) - I think this should be a NC. same reason as above.
00:23:895 - add circles at the white ticks to follow vocals.
00:43:895 (1,2,3) - Ctrl+R (1,3). it'll flow a lot smoother during gameplay.
00:51:637 - add a circle to follow vocals.
01:51:637 (3) - re-snap the end of this slider. it's unsnapped atm.
02:41:960-02:43:573 - besides that circle, i suggest that you add notes to follow the vocals.
02:47:605 - add a circle to follow vocals?
03:06:135 (10) - the spacing suddenly changes from this note. try to make it the same and consistent for this combo.

[0108]
same comment about the HP drain on Rin's diff.
00:14:863 (7) - same as Kanon's diff.
00:16:153 (3) - ^
00:17:444 (4) - ^
00:23:895 - same as Rin's diff.
01:15:831 (2) - ik you can make a wave slider nicer than this. make it nicer and make it look smoother.
01:25:831 - same as 00:23:895.
01:49:379 (2) - *nazi* the gap between (1,3) is uneven. move it around so that the spacing for this is even.
01:52:927 (3,4) - switch spots for these notes. the pattern would make sense if you do so.
02:41:960 - maybe add notes at the white ticks to match the vocals?
02:42:605 (1) - *nazi* i was expecting this note to be stacked at (6). it'd look too crowded if it's at the middle like this. so stack this on (6) to make it easier.

OMG I'M DONE :cry:. 1st time modding 6 diffs in 1 mapset. anyways Star and GL :D
Kawayi Rika
Hi ~ Rin sama ~ :)

Random check beatmap ~



Red : Must be fixed
Pink : Should be fixed
Purple : Just suggestions

[General]


  1. Close Letterbox pls(because have 4:3 proportion video).

[dksslqj Style]


  1. 00:19:379 - You are missing add finish to here.
  2. 02:37:605 (1) - I thinks this slider should move to 02:37:766,sound much better.

[Easy]


  1. 00:44:540 (2) - Add new combo and Remove 00:43:895 (1).

That's all ~ Amazing map and cool song ~

Call me recheck ~ when you are ready ~
;)
Topic Starter
NatsumeRin

Niva wrote:

Hi NatsumeRin~
Sorry for being so late, REALLY busy nowadays >_<

[General]

-> Current offset feels early for me... Perhaps move all timing/inherit sections by +5ms? (not really sure though) checked again. you're right.

[Rin]

  1. 00:18:089 (6) - Add finish as well here? It fits the hectic part's start, and your finish is still consistent with your next finishes on (1) and (1) this way, though~ i still feel it's a bit loud for me...
  2. 00:20:266 (5,6,7,1,2) - (optional) Not really sure about this one, but I prefer to put (5,6) like this to avoid clustering (optionally you can also curve your previous (4) to support this pattern) : true, also increased the flow a bit.
  3. 00:22:444 (1), 00:23:573 (3) - Stack these two for tidiness? (yes, because of your low stack leniency, there should be no stacking problem if this is implemented) no here. i kinda want a "rotate in" effect here, stack won't do that as well as the current one...
    152,200,23411,5,2
    196,189,23492,1,0
    234,159,23573,1,2
    240,111,23653,1,2
    232,64,23734,1,2
  4. 00:26:153 (6) - Add whistle here as well? The vocals hits the high note here, fits with whistle imo :3 emm for a better effect on 00:26:476 (8). if i add the whistle it's more like a down-reverse pattern and not the one fits.
  5. 00:34:057 (7) - Also with whistle here, add whistle here as well? I don't think the whistling should be stopped here... (it fits the synth anyway) true for this one.
  6. 00:36:476 (2) - Is it intentional to put the midpoint way far to the right like this? imo it's best to make this slider symmetrical by moving the midpoint more to the left >_< not intentional and changed a bit.
  7. 00:40:024 (1) - Also with whistling here, add whistle on slider's start together with finish? Your finish will echo through the whistle, which will give a dramatic effect imo~ nice!
  8. 00:58:411 (2,3,4,5,6,7) - (optional) Just wondering, perhaps it will be tidier if there's more triangle here : emm, it's more about how the mouse moves (so not really consistent spacing), i'm not aiming for a shape there.
  9. 00:59:702 (2) - Perhaps curve this rightward instead, to continue (1)'s curve (instead of starting a new flow)? xD ehh no, current is better = =|||
  10. 01:05:186 (5) - Manual-stack this to x:405 y:75 to let it be perfect in play mode (uhm, currently there's a stacking problem in play mode if you just put this above (1) without any manual-stack) k.
  11. 01:06:798 (3) - Why the claps discontinued here? For comparison, 02:08:734 (3) and around have claps >_< ...i wonder how it happens, there should be claps really. thanks for pointing out.
  12. 01:25:831 (1,2,3) - (optional) Your circular pattern flows good with sliders, but not with circles imo... Perhaps try to put (1) somewhere in the top left corner (~ x: 17 y: 59)? no. just simply follows the pitch here.
  13. 01:31:798 (2) - Hmm, isn't the clap should be on (1) instead? I can really hear it from the song >_< want a more custom pattern here + it's consistent with the following notes.
  14. 01:37:927 (3,4) - (optional) To make it tidier, arrange these two like this? ((4) is stacked to your (2)) nice suggestion, but 4 is not stacked to 2 because it seems too far for such a pattern.
  15. 01:45:669 (5) - Unstack (I placed this on x:126 y:22), so in play mode (4) and your purple (1) managed to stack without any problem? not really a problem...?
  16. 01:53:250 (4) - Place it more upward to emphasize (1,2,3,4)'s diamond pattern? sorry no...
  17. 01:54:863 (1,1,1,1,1) - Well, I think it would be more intuitive if you followed your previous 00:52:927 (1,1,1,1,1)'s combo colors (in short : use a combo color hax here to make it same as your previous one, start the first (1) in light pink color) = = not neccessary? i don't use any combo color trick in this diff. so here it's just new combo+gradually speed up, i think it's still quite clear.
  18. 02:01:637 (2) - Same as what I've previously suggested here, I'd rather curve this upward to continue (1)'s flow but of course it's not a must :3 it seems we have different understanding about the direction to curve = = i think current one is more fluently...
  19. 02:11:315 (6,7) - (optional) Swap these two's position to make a double triangle here? imo players will find this plays more natural (: true
  20. 02:18:089 (1) - Whistle on start as well here? (basically, for your soft hitsamples, placing whistle + finish together blends well~) k.
  21. 02:28:089 (1) - Same as above (plus a whistle here would continue your previous whistle's consistency) no for here, i only want a "soft but continuous sound on the 1/8s, not massive (or seems massive) whistles.
  22. 02:36:960 (4) - (optional) I don't think an arc plays really great here, perhaps try to continue your (1)'s encircle pattern? (another alternative is to create a tilted slider wave on this slider) oh this is a great one!
  23. 02:45:669 (2,1,2,3,4) - Same as what I suggested in dksslqj style here, use a gradual volume increase here? (however, for this diff starting from 40% should be enough - no need to start from 5%) ehh, the 5% is for silence not increase.
  24. 02:51:234 (6) - Slightly closer to (5) compared to (7), but it's barely noticeable~ meh moved a bit.
  25. 03:05:177 (4) - (optional) Put it more to the bottom-right to let (1,2,3,4) forms a fan pattern? (imo a pattern like 03:01:880 (8,1,2,3,4,5) doesn't work really well here because there's only four notes here, a fan is better imo) i just simply made the spacing gradually decrease.
  26. 03:10:643 (x) - Make this diff ends here as in dksslqj's diff? (yes, a finish here would greatly dramatize the ending :3) nonono www

I hope it's fine if I just modded your three hardest diffs... I'm still tired right now after my exam >_<

Good luck NatsumeRin~ (^_^)~

Byakugan249 wrote:

Alright now that i'm done with my exams, i can finally get back to modding :)

Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Italic: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. Just putting this for fun :P

[General]
the combo colors should be the same for 1 mapset. 2 diffs have 5 and the rest have 4.You taught me that Sapphi >< the only two diffs used combo color trick are Easy/Normal, for higher diffs the spacing increased and doesn't really fit it.
Add vocaloid3 in the tags. that's the engine IA is in, and maybe add Lia in the tags since she's the voice provider for IA. added
Since you have a video, remove the letterbox during breaks. the letterbox will get in the way when the video is playing during gameplay. removed.
I Agree with Niva, the offset should be at 12933(+5). fixed.
The kiai times on your diffs(Easy and Rin) are inconsistent. make sure that they're the same.

[Easy]
Maybe increase the HP by 1? you know to put a bit of pressure on beginners since the HP bar slightly decreases. no change here..
00:13:900 (1) - add a clap here? it sounds empty without and it'll represent the introduction of the song as it goes well with the instrumental. no it's too strong for a beginning (which is not a drum)
00:18:094 (3) - replace the clap for a soft default finish, or add a soft default finish with the clap to match the cymbals in the song, or you can add the custom finish with the clap. true,
00:25:836 (3,4,5) - to make i easier for beginners, either replace it for a 2/1 slider or a 1/1 repeat slider. with a BPM this high, i don't beginners would hit at the right time. ehh it's ok imo. (a symmetry flow back)
00:28:416 (2) - the whistle should be at the end, not at the repeat arrow. adding the whistle at the repeat ruins the consistency in whistles. yep.
00:34:223 (4) - add a clap at the end to match the drums. good.
00:39:384 (4) - you forgot to add a whistle at the end. add it for consistency purposes. this one is intentional, to get a better effect for next finish.
00:43:900 (1,2) - remove the NC for (1). the lyrics are still going from the slider. (2) should be a NC because of new lyrics. you're right.
00:49:707 (1) - add a whistle to match the vocals like you did on (2)?
00:52:282 - Do you have a reason why this line is unsnapped? if not, re-snap it back to (5). because i copy pasted lines from Rin..
00:55:508 (1) - add a finish here to match the vocals and to represent that the kiai is starting. k.
00:56:798 (3) - move the whistle at the end from the repeat arrow. same reason as 00:39:384. intentional one. wants some change here.
01:01:960 (3) - ^ ^
01:05:508 (1,2) - replace this for a 2/1 slider. it'll follow the vocals a lot accurate and beginners might hit (2) too early due to the vocals. ehh no. it sounds just like two "press", so just let it go like that.
01:15:831 - maybe add a 1/1 slider to follow the guitar, or you can add a circle at 01:16:153 with a finish to show that the kiai is done? emm i want my diffs just finished where the vocal finishes
01:30:992 (4) - add a clap at both ends to match the drums? beginning not end.
01:31:637 (1) - add a finish at the beginning, but reduce the volume to 40% to match the vocals. well since you have a timing point that has 40% remove the green line here because it's useless. sorry but the current one seems better..
01:41:960 (1) - same as 01:30:992 but just the beginning. finish.
01:45:831 (1,2) - same as 00:43:900. done.
01:51:637 (2) - same as 01:41:960. no.
01:54:218 (1) - remove the NC for consistency at 00:51:637.
02:07:444 (1,2) - same as 01:05:508. same
02:41:960 - if you do this, you have to remove (1). add a 2/1 slider or a 1/1 repeat slider to follow the vocals. well no. i don't think a slider fits there.
02:52:605 (1,2) - same as 01:05:508. same reason to reject.
03:10:321 - you should add a 1/1 slider or a circle at 03:10:643 to end the song? it'll look weird and not exciting for players if you ask me. = =for me not...

[Rin]
Increase the HP by 1. Kanon's diff has HP7 so why not do it here? would make the score burst. i decreased dk's set i guess..?
00:18:250 (7) - Make this a NC. you should keep it consistent with the other diffs at the beginning since i find it odd that this combo has 11 notes and the rest has 6-7. ..but this group is very consistent! no.
00:23:895 - add a slider with a slowdown to represent the introduction of the song. it seems a bit hurry for me, sorry.
00:53:250 (1,1,1,1) - add claps at both ends except for the end of (1). add it at the beginning only. it fits with the drums in the song IMO. to make it more effective, gradually increase the volume for every clap. ...seems a bit strange to me.
01:02:444 (4) - align this note with (3). since you did it on the left side, so i don't see a reason why this circle is spaced out like this. 01:01:644 (5,1,3,5) - is a curve while 01:01:805 (6,2,4) - is another.
01:12:766 (4) - ^ but at the right side. same reason.
01:15:831 - same as easy. same.
01:52:282 (1,2,3,4,5) - same as 00:50:347. same.
01:54:863 (1,1,1,1,1,1) - same as 00:53:250/ same
02:00:508 (3,4,5,6,7) - ik that you can make this triangle nicer. just notes some notes around to make it nicer. something like this should work. just move (6) a bit to the right. k
02:17:605 - either add a kick slider or a stream to follow the drums? you're probably the right side. just personally i usually prefer a short "stop" at parts like this to achieve some kind of pace.
02:28:089 (1,2,3,4) - 1/8 sliders right? right.
02:30:427 - maybe add a stream to follow the guitar riff? if not a kick slider but at the red tick. well no... same reason as mentioned.
02:33:895 (2) - maybe Ctrl+R for a smoother flow? this parts is to make a difference with this part 02:38:741 (1) - the next part has a more spacing and the "repeat" feeling, this part is mostly like "gaining power"
02:34:540 (2) - ^ ^
02:35:185 (2) - ^ ^
03:05:863 (3,4) - the spacing on these notes should be equal like (1,2). it looks weird during gameplay that the notes are clumped up together as the BPM decreases. just because BPM decreases, spacing decreased.
03:10:321 - for this one, i suggest a 1/2 slider and a circle. if you ignore this, then you can come up with something else. i just don't want a end like that...

I spent 1 hour on these 2 mods... what the...

Edit: @Rika fixed the Easy one.
val0108
Niva and Byakugan249 thanks!!

http://puu.sh/BaUp
No_Gu

NatsumeRin wrote:

做图是件开心的事情呢~
略蠢....
http://puu.sh/BcaW
Stefan
8 Diffs are sexy.
eldnl
u need a ctb diff but there are too many diffies and you are so close to the bubble :<
[CSGA]Ar3sgice
lol

话说这歌那么多版本还没一个CTB的 真是不科学...

eldnl, maybe you can ask other mappers who map this same song ._. there are 17 maps
Topic Starter
NatsumeRin

eldnl wrote:

u need a ctb diff but there are too many diffies and you are so close to the bubble :<
From the prevous experience i heard my maps/0108 maps plays quite well in ctb, so the mapset is made like this.
However it may be i'm being selfish, i'd like to hear more opinions by the ctb players (for active players i only know Deif and not much), won't change the diffset in this map but maybe in the future there would be some ctb diffs included.
YTYuyu
eh? do i get kd since you and other mappers applied some of my suggestions?
Topic Starter
NatsumeRin

Byakugan249 wrote:

eh? do i get kd since you and other mappers applied some of my suggestions?
...i...i forget (blame me yeah.
wmfchris
[kpy's Taiko]
00:23:418 - comparing with previous 5-plets the music in this one is going up so maybe you'll want to end this in k. Try kdddk / kdkdk / etc
01:05:515 - in the music chamber sound only appears in the second reptition (x x x___X x x) but you only put finish in the first one which is a bit odd. Try K d d___K d d (well the vocal sounds d d k more)
01:24:386 - kkkkk can't really represent the tonal change well; and like 0:23 the last one should make a difference
02:20:354 - 我覺得ddddk已經足夠去表達音樂了 按鼓聲是ddkkddkkd但是音樂啥都沒有 就算不用ddkkddddk, ddkkddddd也可能比現在好
03:06:142 - finish?

[2ana and climbb]
01:31:564 - you didn't put duplets elsewhere and it sounds poorly in a quiet section here.
01:46:967 - ^ the dkd don't fit the 1/1 vocal, and there's a clear accent at the last which does not fit with dkd
03:03:418 - I highly recommed to avoid 1/4 patterns as they stick to much with the coming notes and may mislead players seriosuly
03:06:142 - finish according to the accent
後面的5連串有變化 相比起來前面的dkkkk dkkkk dkkkk略怪

maybe you'll want a bit more taiko mod <_<
Nakagawa-Kanon
climbb65588

wmfchris wrote:

[2ana and climbb]
01:31:564 - you didn't put duplets elsewhere and it sounds poorly in a quiet section here.
There's a hihat sound then IK just follow it. I think it's suitable.
01:46:967 - ^ the dkd don't fit the 1/1 vocal, and there's a clear accent at the last which does not fit with dkd
I'm following thee drum not the vocal, so I think that's ok.
03:03:418 - I highly recommed to avoid 1/4 patterns as they stick to much with the coming notes and may mislead players seriosuly
Change a little bit. It should be more playable now.
03:06:142 - finish according to the accent
No change here, cuz there is no any cymbal or other strong drum sound.

後面的5連串有變化 相比起來前面的dkkkk dkkkk dkkkk略怪

change a little, the whole pattern seems ok to me.

maybe you'll want a bit more taiko mod <_<
Something changed.

http://puu.sh/Bhu7
spboxer3
wmf要求來Taiko mod...



Climbb & Kana's Taiko Oni


  • Settings
    (For the setting. like Song Setup/timing or break time~)
  1. [suggestion] switch video in Taiko diff

mapping
(These are about your pattern.Mostly for the suggest, Just some unrankable issue I will use red color to highlight it.)

  1. 00:49:494 (211,212,213) - [rhythm issue] 聽起來應該是1/4拍從00:49:547 - 開始才對
  2. 01:04:547 (318,319,320,321,322) - this part looks use ddkdk/dkkdk is batter (about pitch)
  3. 01:14:870 (400,401,402,403,404) - ^
  4. 02:06:483 (746,747,748,749,750) - and 02:16:805 (827,828,829,830,831) - 02:51:644 (1050,1051,1052,1053,1054) - 03:01:967 (1136,1137,1138,1139,1140) - etc.
  5. 01:31:160 (518) - I thnk you can finish here. D it's more suitable then d
  6. 03:09:353 (1185,1186,1187,1188,1189) - D D K D D ?



Kanpakyin's Taiko Oni


  • Settings
    (For the setting. like Song Setup/timing or break time~)
  1. [suggestion] switch video in Taiko diff

mapping
(These are about your pattern.Mostly for the suggest, Just some unrankable issue I will use red color to highlight it.)
  1. 00:50:354 (68,69,70,71,72) - I think d k d k d/d k k k d is better then d k k k k?
  2. 00:54:870 (1,2,3) - sound used d d K is bitter (about pitch)
  3. 01:45:838 (69,70,71,72,73) - d k d d d/ d k dkd d? 中間卻實有音 我認為這樣會比較適合 (about pitch/rhythm)
  4. 01:56:160 (119) - K?
  5. 02:50:838 (25,26,27) - you uesd kkk it's surprised for me. seems you used kkd for 02:50:515 (22,23,24) - 02:51:160 (28,29,30) - and 02:51:160 (28,29,30) - . I think used kkd it's better.



Recommendations:

  1. Custom combo colours
    Custom combo colours do not really matter to taiko as they will be overwritten in actual gameplay. The case is the same with combo numbering, but you may wish to use the numbering to mark out red/blue notes visually within edit mode (assuming no custom colours have been set), this would make modding for other people easier and could make mapping easier:

你們這群不加NC的坑爹神Taiko mapper 完全不會顧慮到modder的辛苦ヾ(*`Д´*)ノ
[CSGA]Ar3sgice
rin, 话说能不能让diff names简短一些。这样都挤到第二行了。。。不太好吧。

don'tgivekdthanks
DarkSkyKnight
...........大触找我mod干什么啊啊啊....

[Easy]
没看出问题..

[Normal]
02:42:612 - 加note?

[Hard]
真坑爹

什么都mod不来,别给kudo吧。。。。。
Topic Starter
NatsumeRin
@CSGC:不太可能
@DarkSkyKnight:我错了
Deif
I tried this map a few days ago in #multiplayer, and just read the whole thread now.

The mapset contains 8 difficulties, with 3 Insanes. Of course none of them are mapped taking into account CTB maps preferences... However, this mapset does not need a specific diff:

- dksslqj: Despite having AR8, some of its inverted sliders will need fast and sharp movements.
- Rin: Balanced AR9 map, most jumps placed according to the melody beats. Overall, this is probably the most enjoyable diff.
- 0108: Monstrous, outrageous... there aren't enough adjectives to describe this mapping style. Clearly this is the challenge of the mapset: wide anti-jumps, extreme kick sliders... good luck to CTB players.

All of you, good job :)
kanpakyin

^


為啥attachment沒了
Kotone

做图真开心
fartownik
Welcome.

[Gu's Hard]

This is not a Hard for sure. That gives us 4 Insane diffs, you know what it means.
00:30:999 - Why exactly is the music going down on the volume here? Fix this if there's no reason at all.
01:05:838 - It would be nice if you add something here. A circle, slider, anything. Free space is just not what the player expects.
03:04:244 (1,2,3,4,5,6,7,8,9) - You might not see it but the spacing here should change according to the music. The space between all the beats is different so it should be same in the playfield.

[Rin]

02:28:096 (1,2,3,4) - Using such sliders is a really not good idea. The slider makes the player automatically think he will have a little rest from the stream, no time to notice it's a 1/8 slider stream.
That's not any fair and plays pretty weird. The sliders are also hidden under themselves which makes it even more confusing to notice. Transforming it into a single 1/8 repeating slider will fix the issue.
Topic Starter
NatsumeRin
Basiacally it's because i still want to keep the "hit" feeling for the 1/8 parts.
The shape is get from TKiller's Flower. as it's a kick slider i guess doesn't matter.
fartownik
Okay my fellow friend!
No_Gu

fartownik wrote:

[Gu's Hard]

This is not a Hard for sure. That gives us 4 Insane diffs, you know what it means. Insane?why do you think so.just this song is high BPM.if I move this beats and jumps to a song which is low BPM.then It plays easier,why we need to design all hard diff as one diffculty?high BPM is already a challenge itself.I can't do it much easier.It's a real hard diff for this song,I'm sure.
00:30:999 - Why exactly is the music going down on the volume here? Fix this if there's no reason at all.fixed others
01:05:838 - It would be nice if you add something here. A circle, slider, anything. Free space is just not what the player expects.no
03:04:244 (1,2,3,4,5,6,7,8,9) - You might not see it but the spacing here should change according to the music. The space between all the beats is different so it should be same in the playfield.If you see them carefully.their spacings are not the same.though It shows nearly the same like 1.0x 1.01x. 0.99x.
http://puu.sh/BvuB
SapphireGhost
Tell me how you get all these mods.

Byakugan249 wrote:

[SG's Normal]
Increase the HP and OR by 1. it'll flow a lot smoother to the song during gameplay. Good idea, it fits the difficulty spread better.
00:14:218 (1) - for consistency purposes on easy, remove the NC on this note. The new combo is here to create a new combo every two measures. The first note doesn't fit in with the pattern so it gets its own combo.
00:24:218 - maybe add a circle, or remove (4) and add a 1/1 slider to follow vocals accurately? Eh, it's hard to make the spacing work if I do that. So I'll keep it for now.
00:27:121 (1) - replace the finish for a whistle. i don't hear anything climatic coming up like the cymbals, or the rise in vocals. Done.
00:28:734 (2) - replace the whistle for a clap. yes it matches in vocals, but it ruins the consistency in claps There was consistency in the claps? I think a whistle sounds better here.
00:29:702 (1,2,3,4) - switch the hitsounds for (1,3). if you want to keep the consistency, you should do this. it'll sound a lot nicer during gameplay. i also felt a bit uncomfortable when i hit (1,3). it sounds weird IMO.
00:37:444 (1,2,3) - similar as above, but same as 00:27:121, and replace the whistle for a clap on (2) to match the drums. the whistle doesn't fit with the part at all.
00:52:282 (4) - add a finish at the beginning. it goes well with that sound IMO. Okay.
01:05:508 - you should add a circle just to make sure that players don't hit the next note too early due to vocals, or remove (1) and replace it for a 1/1 slider. The spacing of this part should make it readable.
01:09:702 (3,4) - add finishes on these notes to match the cymbals in the song. I'll keep these the way they are now, because I don't want too many finishes in a row.
01:15:831 - same as easy. I prefer the way it is now.
01:27:766 (3) - the clap should be at the end, not at the repeat arrow. it sounds bad and it ruins the consistency in claps.
01:34:863 (2) - you can do 2 things: replace the whistle for a clap since you have a clap on the repeat arrow of (3), or add a clap with the whistle since you have a clap at the repeat arrow, and a whistle at the end of (3).
01:41:960 (1) - similar as above. add a finish with the clap to match the cymbals or replace the clap for a finish. same reason. Alright.
01:52:282 (1) - i don't remember you doing this at the 1st part before the kiai. make this repeat once and add a circle. with the 1/1 slider in effect and where that note is, players might get "too" nervous and might let go at the 2nd repeat. I think it's okay. The player has 646 ms to recognize the second repeat and it's a slow slider.
02:07:444 - same as 01:05:508.
02:18:089 - hmm in this case, add a circle here with a finish. the 1/1 slider would look bad if it's following the drums. anyways my reason is that it'll match the cymbals. Same here.
02:22:040 - *nazi* move the break back to the white tick. that's where the drums start. Tee hee, okay.
02:32:927 (5,6) - to follow the vocals a lot smoother, replace this for a 1/1 slider. it'll fit with the long pause in vocals. I think the current pattern is a bit neater, imagine it as a very slow stream for a Normal.
02:41:960 - similar as easy, but the circle isn't there, and same suggestions as easy. I think this is fine.
03:10:321 - maybe you can add a circle to follow the drums? Added for now.
st re ss < Download here.

[Rin]
- Some comments on this difficulty before it gets ranked.
02:25:354 to 02:28:418 - This stream is noticeably more difficult than the other parts of the map, so it could cause problems for those who aren't as good at streaming. The 1/8 sliders are also tougher to play intuitively at the end of a large stream. If you make it a bit easier in some way, it can solve both problems.
02:40:676 (1,2,3,4,5,6) - This pattern could be difficult for players who don't know the song switches to 1/3 here, though it's difficult to think of another good way to map it.
Topic Starter
NatsumeRin
@SG: sigh. changed the first one, (1/8 sliders to one, i'm kinda sad about that), nothing changes to the 2nd one because there's already 1/3 in previous parts, it won't be that hard to notice even in first play.
Akiyama Mizuki
you're doing absolutely great work, natsumerin!
Kawayi Rika
OK ~ rechecked ~ Ready for cool rank ~

Here we go ~


Chewin
[General]
Rename the dksslqj Style in dksslqj's Style

[Easy]
00:50:354 (3) - I would use new combo here since there is a new vocal rhythm
01:05:515 (1) - Why don't you move this circle to 01:05:838? It's symmetric with 00:55:515 (1,2) and I think it fits much better the song for an easy diff. Or simply you could to add a circle after this one on the long white tick
01:39:386 (1) - Finish?
02:07:451 (1) - The same of point (2)?
02:52:612 (1) - ^
03:08:708 (2) - Move to x:336 y:264 for a better blanket

[SG's Normal]
00:50:354 (1) - Remove clap, it sounds bad D:
01:52:289 (1) - ^ on the repeat
This is awesome.

[Hard]
00:20:999 (6) - Since this is an hard diff, you should to move this slider using distance snap.
You could overlap it with the tail of the previous slider and make a blanket with the next circle:
00:24:547 (1) - Nazi, improve the overlap with 00:23:418 (4)?
00:25:838 (1) - Bad slider, move the red waypoint to x:132 y:196
00:54:870 and 00:55:193 add circles?
01:05:838 ^
01:30:999 (1) - Remove new combo
01:31:483 (2) - Use new combo here

[Rin]
AAAAA I LOVE IT.

[dksslqj Style]
Just the think I wrote in "general", this is awesome.

[0108]
01:03:096 (2,3,1,2) - Val wtf? Have you tried to play this piece? °-° This is really impossibile to read.
I tried to play it more times and to hit the 01:03:418 (1) after 01:03:257 (3) is impossible. I mean, you need to play it more times before to hit it..
The map is funny to play, but just I wrote above..

I want to bubble this ç_ç RANK PL0X <3

EDIT: OMG.. Bubbled, nvm. lol
Topic Starter
NatsumeRin

Chewin wrote:

[General]
Rename the dksslqj Style in dksslqj's Style

[Easy]
00:50:354 (3) - I would use new combo here since there is a new vocal rhythm no. it's also consistent with 01:51:644 (2) -
01:05:515 (1) - Why don't you move this circle to 01:05:838? It's symmetric with 00:55:515 (1,2) and I think it fits much better the song for an easy diff. Or simply you could to add a circle after this one on the long white tick
01:39:386 (1) - Finish? no. it's not a single sentence to start (or end), just some middle point so don't really fit.
02:07:451 (1) - The same of point (2)? ...it's a Easy. maybe you mean stack the next 2 on this? then no because it still needs a move imo + stack is not that good in Easy diffs...
02:52:612 (1) - ^ ^
03:08:708 (2) - Move to x:336 y:264 for a better blanket k.

[SG's Normal]
00:50:354 (1) - Remove clap, it sounds bad D: ..sounds fine for me.
01:52:289 (1) - ^ on the repeat ..sounds fine for me.
This is awesome.

[0108]
01:03:096 (2,3,1,2) - Val wtf? Have you tried to play this piece? °-° This is really impossibile to read. ..i've seen him playing this a few times.
I tried to play it more times and to hit the 01:03:418 (1) after 01:03:257 (3) is impossible. I mean, you need to play it more times before to hit it..
The map is funny to play, but just I wrote above..

I want to bubble this ç_ç RANK PL0X <3

EDIT: OMG.. Bubbled, nvm. lol

There's small changes. while wmfchris is at it, i'll just upload the changes before rank.
No_Gu
你要是着急的话你先改,今晚没时间
wmfchris
IRC modded http://osu.ppy.sh/ss/344504
- fixed break
- NC and hitsound fix

ranked
Shohei Ohtani
swag
Low
Congratulations!
Gamu
(ノ^^)ノ☆彡 Congratulations!!
banvi
Congratulations \:D/
Kotone
Colin Hou
You got an achievement: get NTRed.
Akemi_Homura
Congratz~ :3
Nakagawa-Kanon
yeah.
Mythol
gratz~
fun fun fun map!
Cyril Scarlet
Gratz (。╹ω╹。)
Ibuki Suika
[Image:这游戏能玩?]
Ryafuka
Congratz!
cRyo[iceeicee]
Grats Ntr~ :)
hoLysoup
恩~
joro_old
wow

good map and song!

NTR's map is beautiful :)
S h i o n
Love the mapset!!


Six God Mappers and NTRed Story ...
Hatsune Miku_old
当然有意思啦
Snowy Dream
OK 祝福> <
壮哉我大铃大
Stefan
One more.
con grats!
eveless
坐等广大中国mapper同胞的开小号刷1分系列
IGame0verxI
Congratz!
YTYuyu
Oh damn it got ranked o.o. congratz on the rank Rin Rin ;)
wonders
恭喜啦
Chewin
YEA YEA YEAAAAA
RIN DIFF IS ONE OF THE BEST MAP OF THIS GAME OK.
Michi

Chewin wrote:

RIN DIFF IS ONE OF THE BEST MAP OF THIS GAME OK.
^This x1000000000
kanpakyin

goodbye wrote:

坐等广大中国mapper同胞的开小号刷1分系列
現在一分黨不斷壯大...

nvm, congrats~
Yasora
congrats~ o_o
rickyboi
Rin diff STRONG

I didn't like val's diff much.
Sandpig
其实你在避风塘呆到几点……
Pizzicato
i lol'd at val's map
Garven
Nice. Gratz
Scorpiour
银河战舰gogogo~~~
Ca Calne
the truth is the 0108 will go on approved
Muya
3 Insane is Rankable now?
ouranhshc

Muya wrote:

3 Insane is Rankable now?
Might as well name it 4 Insanes. That Hard isn't Hard
Verdisphena
yay
No_Gu
虐菜当然有意思啦~
a32

No_Gu wrote:

虐菜当然有意思啦~
毫无人性的鬼畜mapper
Kite
nice, congrats rin~
sad about hate rating
GiNa

Kite wrote:

nice, congrats rin~
sad about hate rating
Same opinion here
I think this map is fun even though I forgot to vote when I finished playing
Gratz anyways
Snow Note
Great!Congrats~
Quilt
congratz!!
Xakyrie
>hate rating

people are just butthurt that their maps aren't this good.

oh, and congrats to all mappers in the mapset~
[CSGA]Ar3sgice
Regou
congrats :3
eikkaleyd
9 God mappers..... omg

But congrats!
Mystica

goodbye wrote:

坐等广大中国mapper同胞的开小号刷1分系列
rickyboi

ouranhshc wrote:

Muya wrote:

3 Insane is Rankable now?
Might as well name it 4 Insanes. That Hard isn't Hard
This is true
Topic Starter
NatsumeRin
It spreads well. You could clearly tell the difference from Hard/dk/Rin/0108.

The hard is not a hard...wat
No_Gu
你们弱就不要说我做的难好吗哈哈哈哈哈哈哈哈哈
[CSGA]Ar3sgice

No_Gu wrote:

你们弱就不要说我做的难好吗哈哈哈哈哈哈哈哈哈


毫无人性
haha5957
late grats <.<//
climbb65588
\:D/ YAY
xsrsbsns
Masterpiece +_+ congrats~
omg val, that is one killer map update...
Snowy Dream

No_Gu wrote:

你们弱就不要说我做的难好吗哈哈哈哈哈哈哈哈哈
你的节操又掉了=-=
phonic
Congrats \:D/
Mara


fug
Shizuroh

LunaticMara wrote:



fug
no comment XD

fuu-- such a fast rank ;A;
Reisen Udongein
Nice mapset ever. Rin x dksslqj x 0108!! I almost pissed off my pants...
m4a_old
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
Eagle_Peak
ok
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