Almost changed ! , Thank you for mod you guys !
ZHSteven wrote:
Mod for CTB diff:
Generally well made.
But I think you need to consider where you need a jump and where do not.
And some of the rythm seems not fit well with the song...
[size=150]*(UNRANKABLE)00:09:011 (1) - this spinner is too close to the note, it will make player hardly differentiate which is the correct note and which is the spinner.
So you need to make it start at 00:09:011 -
Please do same thing for 00:16:489 (1) - , 01:27:664 (1) -
First part, some of the note seems not fit well with the music..
00:01:844 (4) - I don't think this unexpected hyper is suitable here.. but anyway, keep it if you think it is good enough.
like 00:03:011 - (6) - , I suggest to move to 00:03:177 - .
00:06:344 (6) - I suggest to make it a triple instead of a slider
00:08:011 (11) - why not keep the note pattern?
suggestion:
00:13:844 (3,4) - better not use this kind of pattern.. it looks not good, just like standard mode.
00:16:489 (1) - ^
second part, you need to think twice before you put jumps:
00:21:175 (2,3,4,5) - seems eggpain here.. please try to use other pattern.
00:24:164 (2,3,4,5) - ^
00:23:186 (7) - this hyper not fit with the music. please try to place it in between 00:22:683 (6,1).
00:25:997 (1,3) - in my opinion, make this 2 slider in 45 degree works better
00:28:664 (2) - change direction?
00:33:664 (4,1) - maybe you can try to create a jump for this 2 with adjusting the previous slider.
00:38:664 (1,2) - reduce this jump by half will be better.
00:41:664 (5,1) - try to create a jump here.
00:43:831 (2,3,4) - reduce this and create a jump at 00:44:331 (5,1) - .
00:46:831 (8,9) - reduce this jump. not fit the music.
00:46:997 (9,1) - you can create a jump here.
01:02:830 (7) - strange here.. try to improve.. (in fact I am out of ideas here...ORZ)
kiai part is well made.
01:04:664 (1) - make it same position as 01:05:164 (4) - to create a jump.
01:11:164 (4,5,1) - reduce jump here.. this kind of jump not good.
01:13:831 (1,2,3) - ^
that is all.
Please put the jump at the right place,(which is the music is higher) and your map should be better and better.
All FIX !h-728 wrote:
Thank you for request
[bestz's Easy]
01:00:515 - this break time seems unnecessary. remove, and put some notes.- Ignore
HereLeorda wrote:
Oh hi there
[bestz's Easy]
* Overall of combo.... the combos seems messed up. Try add a new combo when the object is snap at 1st and 3rd long white tick -FIXED
* The last red timing section should snap at 00:23:331 for consistency of each diff -FIXED
* Set the preview time to 62914, fix this using a notepad -FIXED
Nice song~
fixed :3Seph wrote:
hichman's CTB
I really like how you do your ctb diffs, its very clean, and I don't see anything wrong with it except:
I really suggest you make it CS 4, having it in CS 5 makes it too hard imo, from a regular player's point of view (mind you im not bad in ctb D:) i find some of the jumps pretty hard to catch. First try with its original CS led me to 10 misses, tested with CS 5 it became pretty enjoyable for me.And why is your OD set to 10 lol
Deif wrote:
I've noticed that CTB diff had only 1 mod, so I've talked to hichman on IRC to polish a bit that map. You can update the whole mapset when a BAT checks it, so you won't lose your bubble.SPOILER18:39 Deif: : Care to do a quick IRC mod before a BAT checks it?
18:40 hichman: : i guess so
18:41 Deif: : Ok, let's start
18:42 Deif: : 00:01:344 (3) - This is a calmed part of the song, can you put it more to the right, to avoid creating a HDash?
18:42 hichman: : yep
18:43 Deif: : At x:96 you still have the "jump" effect, if you wanna keep it
18:43 hichman: : okay
18:45 Deif: : 00:13:844 (3,4,5) - About this part... dunno if a "C" form is the most appropiate, due to the incoming HDash
18:45 Deif: : Lemme check something
18:45 hichman: : i think it's easy to catch it
18:46 hichman: : O:
18:47 Deif: : Maybe this can give another effect to that part: http://osu.ppy.sh/ss/390472
18:47 Deif: : It's a bit odd to play atm
18:48 hichman: : okay nice
18:48 hichman: : but
18:49 hichman: : tell me rotate ° &
18:49 hichman: : ?*
18:49 Deif: : I just moved the upper point a few grids to the right, keeping the start point of the 1/2 slider
18:50 hichman: : ah okay :d
18:50 Deif: : It's possible to do that form on the 4 ones (00:14:010 (5,6,7,8) - ), though vertical sliders are your style anyway ^^"
18:51 hichman: : indeed xD
18:53 Deif: : Let's see the formations like 00:38:664 (1,2,3,4) -
18:53 Deif: : This one, for example, the music suggest a bigger jump between (3,4) than (1,2)
18:54 hichman: : hm
18:54 hichman: : yes
18:55 Deif: : If you want to create that effect w/o Hdash, (4) at x:444 should be enough
18:55 Deif: : (so many 4s orz)
18:55 hichman: :D
18:55 hichman: : done
18:56 Deif: : And here... 00:41:164 (2,3,4,5) - I'm trying to find another formation to use, since a zig-zag is not much needed in this part
18:57 hichman: : so&
18:57 Deif: : 00:41:497 (4) - At x:352 probably, or a bit more to the right, if you want
18:57 hichman: : ?*
18:58 hichman: : okay
18:58 hichman: : that's nice
18:59 Deif: : About 00:46:497 (6,7,8,9) - Not all notes should be HDashed imo
19:00 hichman: : which ones
19:00 Deif: : If you move for example 00:46:497 (6) - to somewhere between (4) and (8) should be enough
19:01 hichman: : okay
19:03 Deif: : This is just a suggestion: 01:02:831 (6) - http://osu.ppy.sh/ss/390479 With this curve, the transition between the calm part and the kiai won't be so sharp
19:05 hichman: : perfect O:
19:07 Deif: : We're almost done! 01:06:997 (5,1) - I'm trying to find another position of (5) to make this part a bit more interesting
19:07 hichman: : yeah
19:08 Deif: : How about this? http://osu.ppy.sh/ss/390484
19:08 hichman: : sure, nice
19:08 hichman: : :3
19:10 Deif: : I think this is the last thing I've noticed 01:15:331 (8,9) -
19:10 Deif: : (8) Ctrl-R it, and (9) move it at the right part (the distance that DistanceSnap lets you)
19:11 Deif: : This'll avoid the stack (7,8), and create a jump (9,1)
19:11 hichman: : sup :3
19:12 Deif: : Okay, I'm done here! Really nice job :3
tl;dr version: OD -1, changed some patterns to fit the melody.
Good luck on this ranking, guys!
Uploaded.jericho2442 wrote:
no you update it now so when a bat checks it its in the state bubble means, bubble means that it is waiting for a bat to rank, if it has a needed mod pending, it gets popped and fixed, then after you find a mat to rebubble again
spboxer3 wrote:
--------------------------------------------------------Recommendations:
- 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:
Nice song! , I hope this can rank as soon as it can xDD
Good Luck :3
Garven wrote:
[CtB]
00:11:344 (1,2,3,4,5) - I'm not understanding this spacing progression. Feels unnecessary
00:14:010 (5,6,7,8) - Nor this one. The song feels like it's sustaining intensity - not regressing.
00:19:331 (1,2,3,4) - Really? During such a calm part?
00:22:348 (6,7,8) - ^
00:25:330 (6,7,8) - ^
Why are there any hyper fruits during such a calm part anyway? Doesn't make any musical sense.
00:39:831 (2,3) - This jump is badly placed. If you're doing it for the guitar part, you're missing every other instance of it. If you're doing it for the vocals, it's badly misplaced. I really don't know what you're trying to map to at all.
00:41:997 (1,2) - This is pretty much the same thing. What are you mapping to to justify this hyperfruit use?
00:46:664 (7,8,9) - Hey, the first hyperfruit that I can see what you mapped to. Unfortunately with how oddly the rest of the map was, it diminishes this particular use.
01:00:497 (8) - This should continue the jump pattern and you should return to center with 01:00:664 (1) -
01:07:331 (1,2,3) - This would fit a lot better with the "motto he" at 01:06:497 - , would you agree?
01:12:331 (5,6) - Whoa, what?
01:15:664 (9,1) - ^ Such strange places for hyperfruits
CtB needs -a lot- of work. Badly placed hyperfruits all over the map. Get more mods on it please.
Thanks , GarvenGarven wrote:
Hey look, still have that Timing file I made, haha.
[Easy]
00:11:344 (1) - This is pretty soon after a spinner for this level of difficulty. - Okay FIXED
00:18:661 (1) - ^ - Sorry I can't
Garven wrote:
Hey look, still have that Timing file I made, haha. lol
[Muzukasii]
01:00:497 (192) - Set this to d since it transitions better keeping to the snare/bass until 01:00:664 - when everything backs off OK
[Hard]
00:03:011 (1) - I'm not feeling the first hit of this slider considering the music... follow *piano* lol
00:49:997 (2,3) - Way too close Just my style D: so It can play lol
00:52:997 (4,5) - ^ ^
01:16:997 (2,3) - ^ ^
01:20:497 (4,5) - ^ ^
01:21:580 (7) - Why? just follow the music *guitar*
01:24:580 (2) - ^ ok, Delete D:
CtB needs -a lot- of work. Badly placed hyperfruits all over the map. Get more mods on it please.
Oh yes, about this, hichman want me to delete his diff so now I deleted it.
Thank you for mod Garven !
Thank you for mod, SyncSync wrote:
[Nich's Normal]
00:08:677 (1) - Ending a spinner on a downbeat is not the way to go. It doesn't stress the transition in music -- on this particular downbeat, it's huge. The player needs to feel the music and the only way to do that is by adding a hit circle or a slider there. You can do two things to solve this problem: either move the slider back to the next white tick or remove it entirely. The former doesn't give the player much time to finish the spinner, but this normal is pretty hard to begin with so it'd fit the map just fine. If you're going to do that, add a 1-beat slider at 00:11:344 (1). Previously, I used to do similar to things you say. But the reason I didn't change because I want to leave time between the spinner and note to new players can not play hard to the right of them. To make the new players can play it, which may not difficult exceed their ability.
00:13:344 (4) - Remove the repeat and add a hit-circle at 00:14:010 (5) instead. Also, add a new combo there. It adds more emphasis to the build-up. The slider end is in a red line, which was during change the rhythm. Okay, I fixed it
00:16:155 (1) - Same as 00:08:677 (1). The same reason as 00:08:677 (1).
01:00:664 (1) - ^ ^
Garven wrote:
Oo, that saves me another check that I was expecting, haha. Congratulations!
fix'd it for ya~mancusojuanmattos wrote:
/me lates as always
Congratulations, Net! :3