Putting the emphasis on this.CDFA wrote:
Title should be "Caramell - CaramellDansen (Ryu* Remix) (Nightcore Mix)
Follow this guide to change the name of the map: viewtopic.php?f=56&t=24443
Putting the emphasis on this.CDFA wrote:
Title should be "Caramell - CaramellDansen (Ryu* Remix) (Nightcore Mix)
Leorda wrote:
Hello
[Collab]
00:59:820 (1) - Curve slider is better that linear slider.... I‘d like to keep it because the song has a little hard feeling to me
01:05:433 (3,4) - This likely confusing for players. When they already click (3), players are expecting that (4) is snap at blue tick. I suggest (3) is move further away from those stream I didn't meet this problem while I was testplaying, so just keep and see more suggestions
01:06:040 (1) - Unsnapped tail slider hmm?
01:26:900 (3) - Move to 01:26:748 for following vocal? er. I'm following the vocal..
01:54:586 (1) - Remove clap? ok
03:43:663 (x) - Add note here with clap. Some players are expecting 03:43:815 (1) is snap at red tick
03:54:890 (1) - Silence this spinner is better, IMO
Ganbatte!!!
http://puu.sh/rV6NKawayi Rika wrote:
Hi ~ Star Stream ~![]()
[Collab]
- 02:45:863 (2,1) - Until jump here not good imo,need change spacing. I've testplayed this part, it's not as hard as the feeling it gives you via editor mode :3
[Collab]
00:56:331 ~ 01:06:040
01:55:800 ~ 02:05:509
03:14:687 ~ 03:34:106
[Wmf's Taiko]
00:56:336 ~ 01:06:043
01:55:796 ~ 02:05:503
03:14:671 ~ 03:34:087
Melophobia wrote:
As requested
[General]
Kiai time in Wmf's diff isn't snaped
[Collab]
01:36:988 - add a note to follow vocal? follow percussion here
02:26:445 - too loud imo, lower volume by 10% plz it's 10% now
02:46:773 (1) - add finishok
that's all~ nice map (ノ゚ω゚)ノ☆
http://puu.sh/s47rertyukjh010 wrote:
Hello,
[General]
☆ Why don't tick the Letterbox in [Wmf's Taiko] ??
☆ Inconsistency Kiai[Collab]
00:56:331 ~ 01:06:040
01:55:800 ~ 02:05:509
03:14:687 ~ 03:34:106
[Wmf's Taiko]
00:56:336 ~ 01:06:043
01:55:796 ~ 02:05:503
03:14:671 ~ 03:34:087
[Collab]
01:05:737 (4) - [Layout] Wrong distance. I sure it can't be read. Why did you see stack as spacing error? And it can be read with Approach circle.
01:54:435 (9) - [Hitsound] Whistle? added 2
THat all
because of taiko diffs dont need letterbox, why??, taiko diffs are suposed to have not break timesertyukjh010 wrote:
[General]
☆ Why don't tick the Letterbox in [Wmf's Taiko] ??
☆ Inconsistency Kiai
SliderBorder : 255,241,184
Niva wrote:
Hi Star Stream~
[Collab]Wow, fun map indeed :3
- 00:21:742 (4,5,6,7,1) - I know your point here is to make (4,6,1) and (5,7) in a straight line, but the sudden spacing change from (6) to (7) quite bugs my mind... Maybe move (6) more upward, so the spacing will be consistently accelerated over time? xD a little bit
- 00:23:562 (1,2,3,4) - Move all one grid outward, so (4)'s spacing to your next 00:24:624 (4,5,1) will be consistent? ok
- 00:27:810 (9) - (optional) Hmm, why don't you shorten this slider by 1/4 and add a note where the slider originally ends (like you did on 00:29:934 (10))? About the arrangement, I think you can just stack the 1/4 to the slider's end, and put your current (10) above the red (1) to create a small jump sry, I want a reythm contrast here
- 00:31:451 (2,3,4,5) - Due to how the vocal sounds here, I suggest to place (3,5) upward of (2,4) instead of downward (the vocal goes high there (: ) ok
- 00:58:303 (4) - Is the clap here intentional? I personally think it's not the time to put a clap yet... Idk, I didn't do hitsounds, deleted
- 01:00:427 (3) - (optional) I'd rather keep symmetry here with (1) by facing the slider to the upper-right, but this is purely optional fixed
- 01:03:309 (4,5,1) - I'm not really sure if this manual stacking is required... imo, (5) can just be stacked to 01:02:096 (4), the jump here will build more energy, though~ Don't figure your thought..
- 01:09:681 (1,2,3,4) - (optional) For variation, extend the jump's distance like this? xD
I didn't know you're hentai mapper until an arrow took on the knee!- 01:38:354 (8) - Rotate this by 5° may emphasize the circular effect here (not really sure, though) keep
- 01:49:428 (4) - Minor stuff, but here (4) is placed too close to (2) - compare with (1,3)'s distance slightly revised
- 01:50:794 (9) - Err, again it's something I'm not really certain about, but add one extra repeat to this 1/8 slider? (I already checked with 25% playback, and it seems an extra repeat is required... Not sure because it's so fast >_<) Technically, this is a delay effect, which belongs to FX(a important piece of Mixing) :3 I guess
- 01:52:766 (10) - (optional) Try this placement? This way, (8,9) and (10,11) will form a similar jump formation:
good idea- 01:54:586 (1) - Remove the whistle here - by now, the sound sample from the song should've been stopped, and silence should work best here ok
- 01:59:593 (2,3) - Move these two one grid left (freeze your editor on 01:59:521 to get a clearer vision on this minor spacing error) x.x
- 02:31:603 (4) - (optional) Adding a curve to the top-right here won't be a bad idea imo because it flows well with your next (1) hm, no change, I insist a linear shape to fit the red
- 02:44:346 (1,2,...) - I'm quite not fond of the stream design here... I know you're aiming to let the stream's direction alters every four notes, but idk why... it just feels kinda wrong for me. Perhaps you can add a slight jump every time the stream changes its direction, like this?
lol, this stream is like an acute "S" so I think it plays not bad- 02:51:021 (5) - Make the finish on slider's end here blends more with the music (by using ~30% volume) ? k
- 03:19:239 (9) - (optional) CTRL+R this? Again, I personally feel the jump from (9) to (1) will play nice xD yes
Good luck getting this approved~
Do you know who is the modder S-S(yes you do of course)? it's Niva! The man who always provides amazingly high quality modsStar Stream wrote:
oh, god.. Niva, your modding is just awesome as always!
thanks a lot~
I'm sure you have your reasons why you mapped to the vocals in some sections, but I'm still not a fan of it. Here's a list of my suggestions for the first minute or so (took out combo numbers since I overwrote your save and I don't remember how many notes I've added, and I've been unable to update, sorry for inconvenience):Comeon, mapping on the vocals is not like committing crimes. A song is combined by different elements and the taiko diff is referring to the song not the drum.
00:17:797 - d here. Change 00:17:949 - to k. well this is a intentional break.
00:26:900 - d here. ^
00:35:851 - D here, and 00:36:154 - vocal rules here
00:36:457 - k here. ^
00:40:705 - D D D k
00:41:464 - dkdkd is closest. k
00:53:448 - use small notes I'm trying to produce a contrast between the two part of the sentences
01:04:675 - make 1/4 kdd emphasizing vocal in the end of a certain section
01:05:282 - d here. ^
01:05:737 - K yes
01:08:316 - k and 01:08:467 - d good catch
http://puu.sh/tU8Rwmfchris wrote:
You know I can't help much about this map... here's just a skimming not detailed mod <_<
[Collab]
Star Stream
01:24:548 (3) - [Nazi]down 1 grid lv4 to make it symmetrical
LKs:
最尾有2個加速(03:28:644 - , 03:33:044 - )我覺得這一句等音高而且一樣重的時候加速不太合適 我的部分的最后一段最后一半是SS做的 所以看他 @star stream
In overall I think it should be ready, go find some MATs lol
no kd
Sry I checked your mod but cause I was kinda busy, I didn't get time to reply you. :pthose wrote:
[Collab]
00:25:079 (2) - Turning this into a kickback until 00:25:383 makes a great improvement on the spacing issue. As of right now you have to wait awkwardly after (2) to play (3). I understand, but I prefer follow the lead here. And this is just the beginning of the map so I don't want a big JUMP
01:37:899 (6,7,8) - Listening to the bass pattern as heard in 01:36:381 (1,2), I feel (6,7,8) should be (6,7,8,9) starting at 01:37:747, being {slider, slider, circle, clircle}, with (9) at 01:38:505. I feel at the very least, the bass-snare at 01:38:354 should be mapped like 01:40:781 (8,9). Hmm.. I want to keep this..or we can discuss
The relationship between 02:46:773 (1) and 02:50:414 (1,2,3,4,5) instead that great. It's either that the spinner is a severe undermapping of the song, or 02:50:414 (1,2,3,4,5) - isn't big enough. I don't really figure this, can you show me example?(pic)
http://puu.sh/yyxiBreeze wrote:
sorry for late reply
[Collab]That's all I guess
- 01:15:749 (3) - No this, make here just a reverse slider should be better, this is really hard to hit while playing [/color]
- 01:47:456 (1) - yay this jump is hard to catch imo, so maybe you can just put 01:47:304 (7) - between 01:47:153 (6) - and 01:47:456 (1) - ? fixed
- 02:46:167 (1) - ...This jump is crazy, you sure anyone who won't miss his combo here? this is not that hard, the only thing is a 1/4 jump but it's very obvious. 但还是把那俩slider换了一下
Miya wrote:
CollabYour mapping style is very similar. It's hard to distinguish every part if you don't put any names on this map @@. what, I focus on patterns(but regardless of distance snap) like 01:10:895 (1,2,3,1,2,3,4,1) - the second 1234 was made by copy&paste and rotating. S.S seems to be more random when mapping(but he actually map with distance snap)such as 00:39:340 (1,2,3) - and he has some different slider construction too.
- 01:03:006 (4,5,1) - Consider to not stack this to give more readability and better flow. In previous rythim you always spam of 1/2 rythim, and i get used with it. But when passing this point, i surprise it was 1/1 stack. I guarantee many player will be surprise to see this stack too. Doing something like this 00:55:117 - I'm afraid no, 1/1 stack shouldn't be prevent since it needs some readability. Having the ability to deal with slowdowns is as important as high speed 1/2/1/4 imo, other than that, there is no place to arrange it like 00:55:117 -
Miya wrote:
it's have 1 bubble by 1 BAT and 1 bubble by MAT so it's only need one BAT again to approve this :3
Nah, because Niva turn it back to bubble #1 so this map needs 2 bats to approve it.Niva wrote:
Asked jericho2442 about this and he said the bubble should be #1, so...
Bubbled~ (#1)
Sorry for any inconvenience >_<
Good luck Star Stream!
This map is so funnnnnnnn >_<
More importantly, my mod should be looked over. I already talked to Niva about this.Jacob wrote:
Why do you pop over things like that? What if they disagree?
Do you really think it doesn't deserve to be bubbled? Or is it just your opinion?Odaril wrote:
That's about it. This doesn't deserve to be bubbled: the collab is too inconsistent and has a lot of improvements to do.
thanks for moddingOdaril wrote:
Okay so... you know why I'm modding this.
GeneralCollab
- It was a bit hard to see the mappers' names, but I suppose you did that to avoid impairing the gameplay.
- Both the background (on top of being very busy) and the combo colours are pretty bright. I know there is the new dimming feature but that's not a reason to be lazy. Can you make the background a bit darker ? actually it's not so hard to read the notes.
- I'm not going to point them all out but most of the slider could be improved, mainly the uneven ones.
- I personnally don't think A9 fits, but that's your choice and I can understand why you used it. But please raise the OD to 8: having OD7 on that kind of map makes it boringly easy to get a good accuracy on. OD8 now
- The spacing on this diff is horribly inconsistent. I could go full nazi and point out every single mistake, but it would be better if you looked through it by yourself. I'm not talking about jumps - I'm talking about random switches between 1.0, 1.1, 1.2 and 1.3 distance spacing which look awful and play weird. Yes, it is important to fix it, and no, it is not nazi.
Star Stream
- 00:37:519 (3,4) - Same as above for the circles stacked under sliderends. it's good for me. the stopping doesn't bothering me at all. so there's no reason to avoid to place on sliderend to me
- 00:41:312 (9,10,11,1) - Why irregular jumps here ? I can kind of understand why you want a jump, but make them at least regular. Absolutely nothing in the song calls for that kind of jump here. vocal is totally stopped here, and they have kinda strong drum beat. so i jumped here. and the jump made as copy/paste with 00:41:312 (9,10) -
- 00:41:767 (1,2) - Same issue about circles under sliderends. ^
- 00:43:436 (6,1) - These sliders look and play weird. Why not make them more even, or symmetric if you can ? why should i make symmetry slider?
- 00:45:408 (1,2,3,1,2,3) - Why jumps here - that flow pretty badly on top of that ? no. me and pretty many tester said it's good and exciting to play
- 00:46:622 (1,2,3,4) - Jumps, why not, even though it's absolutely inconsistent with the rest of the diff, but... once again, why irregular jumps ? Stacking (2) with (4) is a nice alternative and plays much better imo actually it's made using ctrl+r with a pattern. but yes, stacking 2 with 4 is more exciting to me, so 3 has same distance to play well now
- 00:49:049 (1,2) - And this (for example) is why the previous jumps were inconsistent. The song is exactly the same here and 3 seconds before, and yet there were jumps before but no jump here. you know, same 'melody' doesn't mean i should use same jump or stream or pattern
- 00:56:331 (1,2) - and 00:58:758 (1,2) - are rhythms that don't exist in the song. They are also inconsistent with 01:01:186 (1,2,3) - ... it's not my part, but i know pretty many maps have custom 3/4 rhythms
- 01:06:040 (1,2,3,1,2,3,4,1) - and 01:08:467 (1,2,3,1,2,3,4,1) - and 01:10:895 (1,2,3,1,2,3,4,1) - What exactly justifies these jumps ? not my part as well
- 01:17:722 (4,5,6,7) - Absolutely unespected jump. I don't even understand where it comes from. I'd understand if all four were jumps, but just one ? just a shape for the strong 5 beat.
- 01:19:390 (1,2,3,4,5,6) - Please please PLEASE make these jumps even. They look ugly right now and you could very easily improve them. i said, just a shape
01:22:576 (4,5,6,1) - Same as above. Why only one jump ? ^- 01:33:954 (1,2,3,4) - Weird irregular jumps when regular jumps would have been wonderful. just a pattern, you can see the same patter from 01:35:320 (1,2,3,4) -
- 01:55:800 (1,2) - Same rhythm - that doesn't exist anywhere in the song - as above. same as above
- 02:00:655 (1,2) - Same. same
- 02:04:144 (1,2,3,4,5,6) - This is very surprising - readable, but surprising. I also don't understand why you ruin your flow by using anti-jumps here. i don't think this anti-jump breaks the flow. also it's my taste
- 03:06:192 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - Please no. This kind of sliderstream has never been good and has always been used for gimmickly purposes, or to make a stream frustratingly easy to sliderbreak on. sliderstream is not so hard to play, unless the player play it with HR. and do you want me to make super-simple stream with circles?
- 03:12:260 - A nooooote... this lacks a note. There is a huge flaw in the rhythm right at this point. players might need some break after long stream. also like the rhythm with clap
- 03:39:567 (3,4,5,6) - Irregular jumps... now you looks won't allow any jump>anti-jump and just a shape or a pattern to play
- 03:40:174 (1,2,3,4,5,6,7,8) - This plays bad. The map is too fast for this kind of movement to be enjoyable, and this is actually pretty surprising: the flow was pretty straightforward so far, and you suddenly go back on your own pattern in a confusing way. it's pretty readable and enjoyable. but i'll at least NC on 03:40:781 - so that player can read them easily
- 03:43:815 (1,2,3,1,2,3) - And after... Same as above. but it's enough easy to read and enjoyable
- 03:51:097 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - This stream makes absolutely no sense. It feels like you only added for the sake of it, or to have some kind of "epic final" or something. no, delete the notes and listen again, there're obviously streamy drum beats
http://puu.sh/GwUKOdaril wrote:
Okay so... you know why I'm modding this. ?.?
Collab
- The spacing on this diff is horribly inconsistent. I could go full nazi and point out every single mistake, but it would be better if you looked through it by yourself. I'm not talking about jumps - I'm talking about random switches between 1.0, 1.1, 1.2 and 1.3 distance spacing which look awful and play weird. Yes, it is important to fix it, and no, it is not nazi.
I don't really agree with this. Maps are made for players and players won't check the difference of DS in the editor. As for feeling while playing it doesn't matter too. Just like why we can naturall follow a jump when the jump was set right, we can also perfectly go through the collab because the "inconsistency" is natural and friendly. And yes, a collab with similiar style(DS and so on) will be boring.LKs
- 00:19:770 (4,5,6,7,8,9,10,11) - At this speed, I wouldn't advice to hide circles under sliderends. The flow is pretty bad as it completely stops after a slider. I can kind of understand why you went for that kind of pattern, but I think it would be better and less confusing to do something like this: http://osu.ppy.sh/ss/363221 understand your opinion. But first, by definition note7&11 are not hidden circles, ther are just notes on sliderends also ther're easy to be caught. The flow thing, I think this kind of stop-accelerate-stop mode will be fun to play so no change.
- 00:27:810 (9,10) - Same issue, except I have no clue why you decided to stack the circle under the slider. it fits, in my opinion, and doesn't hard to play
- 00:29:934 (10,1) - This rhythm doesn't make sense. Also, the fact that the circle is stacked under the slider - just like before - the rhythm is hard to read and the player will just assume the slider is 1/2 long and the circle is 1/2 after - except it's not. well, I think players who can play(at least pass) the map are capable to tell if this is an SV change also the slidertick&it's length even reminds more.
- 01:47:304 (7,1) - Call me nazi but you could improve this blanket and it would look much better. fixed, I should have used 4 nodes :p
- 01:48:215 (2,3) - This jump feels like it was only done for the sake of "aesthetics". Making (1,2) a jump is fine, makes sense, and would be much better.I kinda agree, but I have no idea how to arrange them
- 01:50:794 (9) - This makes absolutely no sense, sounds terrible and is unreadable. Remove the 1/8. just followed the song here, I need more opinions that if this plays really bad
- 01:54:586 (1,2,3,4) - After the irregular jumps, the irregular anti-jumps ? why irregular? what of this pattern makes it bad idk. If you're hearing the music, you can get a clear prompt that there has a slowdown in the song and no instruments actually sound
- 02:34:637 (1,2,3,4) - The patterns before this were good. Why did you ruin the flow by changing them ? To me, good map dones't equal to always(non-stop) jumps, moving, and not even a short break. The contrast of the density of rhythm decides whether this is a good map instead. Just like the music itself, several quiet parts are in it, and make it balance.
- 02:39:795 (4,5,3,4) - Confusing, surprising, and unexpected rhythm. Why do you insist in adding unnecessary 1/4 where they don't fit ? another thing here, do players know what rhythm they should go by only hearing or reading? playing requires both hearing and sightreading. I didn't use any kind of weird obstacles here so I don't it's hard to read and catch. As for hearing experience, I regard any hitsound as another sound track, so when I think there needs one note, I add one, just like in a composer's perspective.
- 02:44:346 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This stream has awful flow and looks bad. Oh and 02:45:863 (2,1) - this is absolutely unacceptable: this jumps makes no sense whatsoever and only exists for the sake of difficulty. I have thought several times before you modded this. First of all Idk why a inverted "Z" would be bad on its surface, it's just a Z. second, the jump is not for difficulty and it's even not hard to play(as long as you can accept and react at AR9), so this pattern is quite easy actually. I can play perfectly with my mouse(I'm a tablet player). But also, if there are too many players complain this I will remove it.
- 03:25:003 (5,6,7,8) - This kind of thing is unreadable, especially in this map, and plays bad. Why did you stop the movement here to add something that doesn't even feel good ? my bad, this plays bad, fixed
- 03:25:610 (1,2,3,4,5,6) - Pretty confusing. The approach circles are hard to see here, and this kind of pattern usually is made from sliders only. Players will think there is a second slider under the first one and click accordingly, but surprise ! there were two circles. Make the circles more visible ? Yes indeed, added NC
- 03:28:644 (8,9,10,11) - Irregular jumps once again when normal jumps would have been wonderful. hm, S.S mapped the last several seconds for me for some reasons, so I don't really know his thought here. I'll throow problems to him.
- 03:30:465 (1,2,3,4,5,6) - Weird movement. I can't think of an alternative, but consider changing this.
- 03:32:892 (2,3,4,5,1) - Irregular jumps again...
That's about it. This doesn't deserve to be bubbled: the collab is too inconsistent and has a lot of improvements to do. Not really agree, maps are for players(saying again), especially this is just a challenging for app map, as long as they can enjoy this simultaneously no unrankable issues a bubble is deserved
23:53 those: : ^doesn't even deserve the first one; you didn't even respond to my mod.
23:55 Star_Stream: : i fix the map only i want to fix. what more can i say
23:55 Odaril: : "I didn't fix because I didn't want to" is the wrong attitude
23:57 those: : You shouldn't confuse bad mapping with "mapping style".
00:05 Star_Stream: : fixed nothing? i fixed the title and the 3 things
00:05 Odaril: : Explain why you didn't fix the rest
00:06 Star_Stream: : must i do that?
00:08 Odaril: : yes
00:08 Star_Stream: : there're so many mappers who reply to moddings with 'some fixed' or 'no fixed' or ect
00:09 Odaril: : And these are wrong
00:09 Odaril: : you do have to answer to every line though
Regardless, if it can be made better, it should be. One does not map to rank maps, one maps to make the best damn possible map (not those exact words but you know who I'm quoting).Mythol wrote:
this map is already better than 90% of the maps in this game
http://puu.sh/H0QFFrostmourne wrote:
:3
only I found and I think it will distract while playing
Collab
00:56:634 (2) - suddenly comes with 1/4 beat , from previous part , maybe player (me) can't notice in the first time, not intuative and bpm is so fast Q.Q fixed. I suggest s.s fix this as well
01:55:800 (1,2) - ^ (but for 2nd time , maybe player can recognize that it's 1/4 beat)
(I assumed this is 1/2 beat in the first time)
maybe something like this ?
02:34:940 (2,3) - from my personal feeling , the distance of each other is too short. , from previous run , I think people will hit (3) early and get missed I have some objections. the stack is set to help players "brake". Also it's very obvious that the approach circle is different when it's 1/1 but not 1/2 at AR9
so I will move to this position :3
03:32:816 (1,2,3,4,5) - it's really hard to read since this is on the almost last part (some player like me will lose intention a bit)
I know it will ruin your combo system but it helps player a lot to notice this part S.S will consider this
I suggest to remove new combo this 03:32:816 (5) - and new combo at 03:33:044 (1) -
http://puu.sh/JAp1Odaril wrote:
Rechecking. Sorry for the delay...
01:47:456 (1,2,3) - To match the music better, the jump should be on (1,2), not (2,3). This jump only looks like it exists for the sake of aesthetics, disregarding entirely the song and the flow. If anything make (1,2) a jump as well. jump exists for the sake of aesthetics has no wrong in my opinion, as long as the flow/movement is not entirely terrible.
02:39:643 (2,3,4,5,1,2,3,4) - This rhythm makes absolutely no sense. Sure, there is a triple starting at 02:40:553 - but your rhythm is just confusing, surprising, and doesn't play well. fixed the first slider but keep the second one, since there is a strong 1/4 rhythm in the song
thx 4 your effort but I'm not going to change these stuffsomegaflo wrote:
Hi >:3
Sound distorsion at 03.14:460 to 03.14:536 ? o.o
the song itself sounds like thisWmf's Taiko(Are you really trying to follow vocals on a music like this ? o.o)
Well i know it was said before but i'll repeat it :
a HUGE part one these 1/1 microbreaks don't fit at all
i'll try to list them and point themBUT look at 0:11:046 and 01:11:350 : these are perfect ! So you can do it =D, just try to select the good ones
- 00:26:900
- 00:31:754
- 00:52:083
- 01:26:369
- 01:28:796
- 01:51:552
- 02:09:605
- 03:45:484 - This one is really weird, fix needed =x
nope. It has a consistent logic where break doesn't exist with the vocal screams. The 1/1 break fits with the pattern after the break with the background echo.
I'm not listing the kiai one's, for a simple reason
REMOVE THEM
Seriously, kiai is supposed to be an EPIC part of the map, the most rythmic and flawless part of it, with these "blanks" you just totally ruin this moment, if you really want to put some blank, do it at the end of the chorus, just like you do actually, but not more, trying to follow vocals on this is...
kiai section in taiko diff usually represents the chrous, in most case the melodic climax is there. However, the emotional shift in the song, from normal section to kiai part is not significant (this is mostly because the lyrics have been repeated before kiai) so there's no need to make it streamer. Talking about the break and re-acceleration before the beginning of the kiai part, it's well delivered by the beginning stream in each kiai sections.
02:44:346 (1104,1105,1106,1107,1108,1109,1110, 1111,1112,1113,1114,1115,1116,1117,1118,1119,1120, 1121,1122,1123,1124,1125,1126,1127,1128,1129,1130,1131,1132,1133,1134,1135,1136,1137,1138) - HEAVY problem on 1120-1129 exactly, 9 Kats in a row here is just unreadable (Switching ddkkddkk to kkkkkkkkk, you will break fingerz and brainz) try to fix it maybe =x
no sv change, all 1/4s, I can't see how it's unreadable (I've asked quite a number of taiko players to test with), and this is a transition to ...kdddkdk .
02:47:380 (1142,1143,1144) - simple suggest, maybe change it to dkd ? three kdk in a row is a bit too much :3
In fact I don't know why people like kdk dkd kdk dkd, the vocal repeats in a simple way here and I don't see the need to change it to dkd instead of simple repetition.
I'll not mod Hitsounds, because everyone seems to do it (and only this btw ._.) so =o
Good luck =)
The 1/1 break fits with the pattern after the break with the background echoWtf? Are you saying that patterns are more important than being accurate to the music???
omegaflo wrote:
oooooook...
So you're saying there's no problem at 03:45:484 =x Did you even check it? Well, no problem for me, I can understand the argument, so...
Followed most what I've put after the 1/1 break (xxx x ...) and I failed to see how does odd it is...
However, for the stream at 02:44:346 the problem lies in the transition, the SV is faster than the 9-row kat, how are you supposed to read the kkkkkkkkk immediately after a ddkkddkk? Personally, but also for many people, we'll play 8 or 10 kats in a row and miss AT LEAST once. I don't care if UBAHppl get it right, it's not fun to retry at 1k1 combo or having to check the editor to see it...
but 9 as a 1/4 stream lasting 2 beats should be a default length --- if you failed to read you would rather guess it's 9 not 8 or 10?
A simple question:The 1/1 break fits with the pattern after the break with the background echoWtf? Are you saying that patterns are more important than being accurate to the music???
maybe you misunderstood my word, ok maybe my bad phrasing. It fits the music, and it's the result from the vocal break and background echo.
thanks :3Netsukawa wrote:
Nyan
all just suggestion.
[Wmf's Taiko]
00:27:507 (90,91,92,93,94) - kdd k ? the 3 vocal notes sounds like to be in a group so my idea is to stream it through
00:31:451 (120,121) - k k ? ->d k due to the pitch of vocal
00:37:519 (163) - k ? kept d to make a contrast with the coming kkkkk stuff
00:49:656 (263) - k ? nice
00:51:173 (273,274) - k d ? yesss
00:53:145 (287) - k ? vocal stays low (combing with the next pharse)
01:14:232 (440,441) - d k ? ^
01:26:065 (525) - k ? ^ vocal pitch changes at next note
01:26:976 (531,532) - k d ? yes
01:32:741 (575) - k ? should be either d~d~d or k~k~k here but d kkk stuff is used later so d here
01:35:320 (588) - K ? emphasizes the vocal here, but your suggestion works too
01:40:174 (621) - k ? k
02:47:077 (1139,1140,1141,1142,1143,1144,1145,1146,1147) - change to slider ? Disliked the use of slider since it becomes a free styled 1/4 stream, and we should avoid entering slider with a 1/4 stream and obviously we can't stop that stream here.
03:04:220 (69) - k ? k
03:04:523 (70,71,72,73) - d d k d ? d d d k
03:05:433 - add d ? Even softer part in a soft section, so used 1/1 plainly here
03:06:040 (78) - ^ ^
03:13:625 (113,114) - k k ? followed vocal
03:54:890 (1) - Why add finish at this ? It affects nothing (I don't know there's a finish lol) but ok removed
as Star Stream's requested.
gl owo//
Followed vocal in most of the time where 1/1 break comes with vocal, while suitable variation is never a bad thing. I don't see how it's inconsistant and if you think there're finish used inconsistantly just point it out precisely.HashishKabob wrote:
[Wmf's Taiko]
I was going to mod this, but now looking at it in the editor. I can't, I just can't. Almost every single piece of this map needs fixed in my opinion.
-1/1 mini-breaks don't fit, especially during your kiai time.
-Finish usage is bad because it follows the vocals, and it isn't even consistent with the vocals.
-Patterns are inconsistent and constantly follow the vocals (which is technically allowed, but is shunned by the taiko community, and mapping as long as you have, you should know that by now).
And this is constant throughout the entire song/map.
osu file format v9
[General]
AudioFilename: Nightcore - CaramellDansen DJ Ryu Re.mp3
AudioLeadIn: 0
PreviewTime: 56336
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 1
LetterboxInBreaks: 0
[Editor]
Bookmarks: 36938,56355,75773,96404,115821,147375,171646,194705,214122
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 8
[Metadata]
Title:Caramelldansen (Ryu* Remix) (Nightcore Mix)
Artist:Caramell
Creator:Star Stream
Version:Wmf's Taiko
Source:
Tags:LKs wmfchris ryutaro nakahara Starmine
[Difficulty]
HPDrainRate:5
CircleSize:5
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:2
[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
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//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255
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256,192,234890,12,0,239593
Saturos-fangirl wrote:
[Collab]
01:10:895 (1,2,3) - if you're going to do this pattern can you at least make sure that 2-3 looks like a j-flip of 1 like so? http://puu.sh/Nz1n don't see anything bad here either it's gameplay or looking
01:11:805 (2,3) - ^
02:46:167 (1) - holy mother of jumps why Have explained before. this jump isn't hard at all and it's not set for difficulty. also it's not unexpected sp a pp#5000 player can do this perfect
03:48:973 (2,3) - as with 01:10 o.o I'm not in charge of this part
03:49:580 (2,3) - ^
http://puu.sh/WHsqSync wrote:
hi
fun map
[Collab]
00:58:303 (4,5) - [LKs] This jump is massive. It's hard to read, especially if you're playing with combo bursts. Move (5) up a bit to where it isn't covered by the hitburst, preferably above the slider. loool I didn't design a jump here completely. I have no idea why this is a jump, confused.. fortunately I saved backups so now it's restored
01:04:675 (7) - [LKs] Change this into hit circles instead. Not sure why you chose to use a 1/4-slider -- it plays weirdly and doesn't give as good of a feel to the music as hit circles would. ok
02:40:098 (5,1) - [LKs] Remove the combo from (1) and put it on the note before it instead to be consistent and it'd follow the vocals better. ok
02:41:767 (12) - [LKs] see 01:04:675 (7) ok