forum

supercell - Kokuhaku (TV Size)

posted
Total Posts
119
show more
Topic Starter
Fumika
Almost changed ! , Thank you for mod you guys !
No_Gu
climbb65588
No change with taiko diff 0.0
Topic Starter
Fumika
Uploaded
haha5957
[General]

I wish for hitsounds were there from 00:17:991 (1) this part to kiai other then the bass-drum going back.. I know you are reserving clap (snare drum, it seems) for kiai..
but it felt kinda empty to me, why not just add something like soft-hitwhistle that doesnt really effect the map much? ignorable but just saying here


[Easy]

01:26:515 (3) - move this ti 01:26:348 and extend a bit so it ends on 01:27:348..?

[Hard]

01:07:015 (4,5,6,7,8,9) - http://puu.sh/FdI8 this ??




omg i couldnt find much!! my modding sux xD

good luck! nice map ~
Nichiyouki
Almost fixed...
Thank you for mod, Byakugan249 :)

http://puu.sh/FwJG
My Angel Kitteh
http://puu.sh/GkK8
requested CTB diff lol

and star :d
Topic Starter
Fumika
OK
Garven
Did a quick glance since it's supercell <3

[General]
Timing feels off. Try 23331 for the last offset.

Tick rate 2 fits this song best.

[Easy]
00:11:344 (1) - I'd prefer more recovery time after a spinner for this level of an Easy.
00:18:661 (1) - ^

Don't kudosu please.
Betsuto
OK
I'm ignore "add note from Byaku's mod"
All fix !

http://puu.sh/H5yR
ZHSteven
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...

*(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.
My Angel Kitteh
ZHSteven's mod

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.
ty, Steven <3
fixed a lot, but not all


http://puu.sh/IvGx and here's diff
Topic Starter
Fumika
Uploaded
Sandpig
I made some little adjustment to soft-hitwhistle. I hope it can mix better with the drum of the music now (precondition: your timing is correct)

download


Gu's Insane

00:41:164 - it feels a little awkward to skip this note imo, I recommand moving 00:41:330 (2) to this point, and rearrange the pattern here (for example stack 1&2. anything you like).
00:45:497 - I think with a note here will be better...I don't quite understand why you skip it
(if you follow the base track 00:44:997 (2) should be removed as well, but I still recommand following the vocal here)
00:45:664 (3) - this 3/4 slider makes no sense to me...I don't know what you aimed at, but 1/2 seems better.
00:46:497 ~ 00:46:664 - same thing as the first 2 I mentioned, and a 1/2 slider here will help make the flow better imo.



Hard

00:44:331 (1,2) - I think 2 should be a repeat slider instead of 1, it will follow the music better imo.
00:49:664 (1,2,3) - similar stuff, it seems a slider should be started from this point: 00:49:997. mb change 2&3 into repeat sliders instead of 1&2
01:26:997 - I think it should be normal sample instead of normal sample c1?
01:27:330 (2) - sounds better to me without whistle


Nich's Normal

fine


bestz's Easy

00:48:349 (3,2) - 2 notes at same time point
01:26:848 - remove clap?
Topic Starter
Fumika
Thank you very much !
h-728

Thank you for request

[General]
  • the timing of hit sounds of 00:17:989 sounds something strange, but I can't find better timing so I don't say about this...
    but how about remove whistle and it maybe sound better
[bestz's Easy]
  • unify the timing section with other diffs.(also you must fix Kiai Time and preview point)
    00:11:344 (1) - too far from the center. I think the note after the spinner should be put to more center.
    00:15:156 (2) - remove these notes because this circle is on the red tick. this is Easy, so you should make rhythm more easier imo.
    how about this rhythm?00:16:406 (4) - NC. spinner new combo bug
    00:20:672 (3) - NC. this combo seems too long.
    00:26:015 (4) - ^
    00:31:348 (3) - ^
    00:36:015 (3) - ^
    00:40:349 (2) - there is no sounds to emphasize in music here and newbie players will be confused by these rhythm. so you shouldn't put circle here.
    to put the note like as 00:50:015 (1) is better.
    00:43:015 (2) - ^
    00:43:015 (2) - ^
    00:48:348 (3) - remove this "circle". no one can clear here
    01:00:515 - this break time seems unnecessary. remove, and put some notes.
[Nich's Normal]
  • AR -1? I feel too fast with 5
    00:08:677 (1,1) - I want more interval between these notes. to be shorten the spinner...but it may not match with the music
    remove 00:11:344 (1) and lengthen the spinner to 00:08:677 (1), or if you don't like it, how about put 00:11:344 (1) more closer to the center?
    00:58:097 - this inheriting section doesn't snapped
    01:00:664 (1,1) - same as above, it seems too short. how about this rhythm?(like as later section)01:25:497 (2,3) - how about replace with one slider? because these notes are both on red tick.
    01:26:331 (6) - move to 01:26:497 and it will follow the music well imo.
overall, I think this Normal is a little hard for Normal.
consider reduce circles on red tick or replace 1/2 reversing slider to 1/1 slider.

[Hard]
  • 00:03:844 (3) - covered with previous slider, the start point can't be almost found.
    00:25:330 (7,1) - very nazi. how about remove stacking? because only these notes are stacked in this section.
    01:00:331 (9,1) - in my image of the song, these notes should be separated. because the melody changed.
    01:08:664 (2) - add finish to the head? I feel something lonely to hitsound.
    01:16:664 (1) - ^
[Gu's Insane]
  • 00:03:344 (1,2) - I think it's better to closer them. it looks hard to read rhythm visually.
    00:16:822 (1,1) - remove stacking? because these sliders have different SV. I think they should be separated.
    00:48:831 (2,3) - remove stacking? because of hitburst, it seems a little hard to read the rhythm of (3)
    00:57:831 (4,5,1) - stack them to easy to read rhythm. the distance of these notes are same as ..for example 00:49:331 (3,4,5).
    so visually it may be confusing.
    01:02:831 (6) - don't be silent the end of slider
    01:08:664 (1) - same as Hard
    01:16:664 (1) - ^
    01:27:164 (7) - replace with a circle? covered with hitburst, someone can regard this slider as a circle. also, this slider is very short.
that's all.

btw my first play of CTB
this is the game that I dodge the fruits, isn't it?
palinus
mod request queue

[bestz's Easy]

01:14:015 (1) - move end point one grid to x:256 y:200
01:19:349 (1) - ^ move some grid points and it look better

[Nich's Normal]

01:26:331 (4) - move it to 01:26:497 (4) -

[Hard]

00:08:344 (6) - this would fit better in my opinion
00:25:830 - put a hit circle over the slider here?
00:41:997 (2) - would fit better at x:384 y:100
00:52:164 (1) - i didn't see any other stacking at this part so maybe unstack the hitcircle with the slider?
01:12:331 (3) - woulf fit better at x:400 y:168

[Gu's Insane]

Looks good too me x.x


I hope I was helpful
Nichiyouki
Some fixed...

Thank you for mod, h-728 and palinus :)

http://puu.sh/K8zN
No_Gu
no change
Betsuto

h-728 wrote:


Thank you for request

[bestz's Easy]

  • 01:00:515 - this break time seems unnecessary. remove, and put some notes.- Ignore
All FIX !
Thanks 4 Mod

http://puu.sh/KaZ6
Topic Starter
Fumika
Fixed some both ! , Uploaded
Leorda
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
* The last red timing section should snap at 00:23:331 for consistency of each diff
* Set the preview time to 62914, fix this using a notepad


[Nich's Normal]
01:11:830 (2) - Add whistle at end slider?
01:14:497 (2) - ^
01:17:164 (2) - ^


[Gu's Insane]
00:05:177 (1) - The tail slider is overlap the sliderpath, which mean unrankable....
00:11:344 (1) - Recommended to not this note being overlapped by spinner-osu. Otheriwse, players will confuse which object should click first
00:31:997 (3) - The head slider is touch the HP Bar
00:49:497 (4,5) - This anti-jump is makes me threw me off.... Move further away from it?


Nice song~
Nichiyouki
I didn't fix for my diff...

But thank you for mod, Leorda :)
No_Gu
no change
Betsuto

Leorda 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~
Here
http://puu.sh/NEo4
Seph
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
My Angel Kitteh

Seph 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
fixed :3
MMzz
[Gu's Insane]

00:02:011 (1) - Remove new combo, doesn't seem to have a purpose.
00:05:177 (1) - ^
00:07:344 (1) - ^
00:11:344 (1) - Stack this note ontop of 00:11:511 (2) - ? I feel like a stack would fit the music a little bit more.
00:31:997 (3) - This slider's head touches the HP bar. Move it so it's not touching please. http://puu.sh/NEZ7
00:45:664 (4) - Move this note out from the stack. The reason you should do this is because this stack is completely different than all the other stacks you have under slider tails. As where the others just follow the 1/2 rhythm, this one skips a beat. Plays are going to assume that it's the same 1/2 rhythm as before and will click to early resulting in a miss. So please move this somewhere so players know not to instantly click on it.
00:49:331 (3) - Same issue as above but this one seems more predictable. I still think you should change this one aswell.
00:57:831 (4,5) - Stack these two ontop of 00:57:997 (1) - . This has the same spacing as the anti-jumps you used before so the players might think it's an anti-jump when it's actually a triplet. Making this a triplet stack would fix that and the player will know it's a triplet.
00:59:331 (1,2,3,4,5,6,7,8) - This pattern is near impossible to read with the default skin because the hitburst keep covering up the notes that are mashed together. Please spread this out more.
01:02:831 (6) - End this slider on the red tick before and not the blue tick. This is going to make tons of players miss because it ends on the offbeat when there is no beat there to recognize.
01:06:997 (5) - Same issue as before with the notes under slider tails and how they need to be consistent throughout the song.

[Hard]

01:25:997 (1,1,1,1,1) - All this combo spam is unnecessary, please make it all 1 combo.

Really good hard can't find anything.

[Nich's Normal]

Unsnapped inherited point: 00:58:097 (snap to 00:58:164)

00:59:997 (4) - I suggest you make this a single repeat instead of a double. Beginners are not going to be looking at the repeats that much and will usually expect only three beats instead of 4.

[Easy]

Unsnapped inherit points:
00:50:015 (snap to 00:49:997)
00:58:015 (snap to 00:57:997)
01:00:515 (snap to 01:00:497)
01:03:348 (snap to 01:03:330)
01:24:682 (snap to 01:24:664)
01:27:348 (snap to 01:27:330)

01:26:164 - add a note here? Just so the beginners don't get confused on when to click on the very last note, the pause feels very weird.

Both of the taikos are very good and I am talking to people about the CtB diff. (I don't know much about CtB so I am asking experts to get some opinions on the diff.) When the mods are applied call me back and we'll see what happens.
Nichiyouki
Fixed all...

Thank you for mod, MMzz :)

http://puu.sh/NFyk
Betsuto
FIXED all

Thanks for mod , MMzz >w<

http://puu.sh/NQb5
Topic Starter
Fumika
Fixed it all in my diff and Gu's diff didn't fix this 00:11:344 (1) but other are all fixed ! , Uploaded
MMzz
Alright everything looks good. I got some confirmation from a few CtB modders that the CtB diff is good and has no issues.

So here, have my first bubble.~
Topic Starter
Fumika
Thank you MMzz >w< !!
Deif
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.

SPOILER
18:39 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: : :DD
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!
My Angel Kitteh
Deif's mod

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.

SPOILER
18:39 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: : :DD
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!

and here's a diff
http://puu.sh/NZdr
Topic Starter
Fumika
OK, I will update it when BAT popped it :>
jericho2442
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
Topic Starter
Fumika

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
Uploaded.

OK, I'll find a MAT to rebubble :3
Topic Starter
Fumika
Chat
15:27 Netsukawa: : Hi !
15:27 jericho2442: : hey
15:28 Netsukawa: : I have a question orz
15:28 Netsukawa: : in this map
15:28 *Netsukawa is listening to (supercell - Kokuhaku (TV Size))[http://osu.ppy.sh/s/52228]
15:28 jericho2442: : hm?
15:28 Netsukawa: : That you say find a MAT
15:28 Netsukawa: : Can I call a MAT that bubble this map ?
15:28 Netsukawa: : to rebub
15:28 Netsukawa: : or can't ?
15:28 jericho2442: : you cant just hold onto a mod whats needs doing just because you dont wanna pop your bubble ^^
15:28 jericho2442: : and ofc you can get any mat to remod it
15:29 Netsukawa: : and MAT that bubble this too ?
15:29 jericho2442: : ofc it needs a remod though, not just a insta bubble
15:30 jericho2442: : insta bubble aint allowed anyway
bossandy
Yo , Reguest from IRC >_< Baka Net!
  
[ General]
 
  1. GUILTY CROWN and Guilty Crown , which source is correct?
d= don ( Normal )
k= katsu ( Clap or Whistle )
D= Big Don ( Finish )
K= Big Katsu ( Clap/Whistle + Finish )

[ Climbb's Taiko Oni]

  1. Unrankable stuff
    ( You must fix all of these , if I write something is not unrankable , please tell me in the reply )
    1. None
     
  2. Beatmap design/Suggestion
    ( Most of them are my suggetion , you can disagree if you want )
    1. 01:27:330 (1) - End at 01:29:330 - , to follow the vocal well
     
  3. Hitsounds
    ( Almost of them are my ideas , you can ignore them )
    1. 00:38:997 (129) - k sounds better?
    2. 01:26:497 (168) - k to follow the vocal?
 
[ Taiko Muzukashii]

  1. Unrankable stuff
    ( You must fix all of these , if I write something is not unrankable , please tell me in the reply )
    1. OD should be centerd! It mean OD+1 to 5
     
  2. Beatmap design/Suggestion
    ( Most of them are my suggetion , you can disagree if you want )
    1. 00:14:993 (14,15) - I think it is a best if you delete note 14 , because BPM change on note 15 , and I feel strange while playing , different speed on by one makes me uncomfortable , delete note 14 can solve this problem
    2. 00:23:186 (20) - Same reason as above
    3. 00:32:330 - It's my feeling , I think you can add a circle here
    4. 00:35:664 (72,73,74) - Move these notes back 1/2 tick to red tick , and then add a note 00:36:497 - . I think follow vocal here is better than music >_<
    5. 01:07:331 (220) - Move forward 1 tick to 01:07:497 - sounds better :3
    6. 01:12:664 (244) - Same as above
    7. 01:18:664 (269) - Back 1 tick to 01:18:497 - sounds great :3
    8. 01:27:330 (1) - Same as Climbb's Taiko Oni :3
     
  3. Hitsounds
    ( Almost of them are my ideas , you can ignore them )
    1. 00:28:497 (41) - d here is better to me
    2. 01:17:664 (265,266) - kd sounds good?
 

spboxer3 wrote:

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:
  --------------------------------------------------------
Nice song! , I hope this can rank as soon as it can xDD
Good Luck :3
Topic Starter
Fumika
Thank you for mod, Upload !
MMzz
Re-checking (again) Just one thing.

[Gu's Insane]

00:45:164 (3,4,5,1) - Maybe do something different with this. The stacking is really weird, and the way 5 leads into 1 doesn't really fit. I did something like this http://puu.sh/QLEr . I moved 3 out of the way a little bit, 4 and 5 are still stacked and 5 is a shorter slider now and leads into 1 normally.

Call me back when this is applied.
No_Gu
changed to something different both yours and mine.
http://puu.sh/QYqG
Topic Starter
Fumika
Oh yes, Uploaded :3
MMzz
Looks good! Good luck on ranking~
Topic Starter
Fumika
Thank you again MM <3333
Garven
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.
00:18:661 (1) - ^

[Normal]
00:11:344 (1) - Way too soon after a spinner for a Normal. Give it at least 2 beats.
01:03:664 (1) - ^

[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

[Oni]
01:14:664 (88,89,90,91) - This is a strange spot for that kind of rhythm. It felt a lot better at 01:11:997 (68,69,70,71) -
01:17:331 (105,106,107,108) - ^

[Hard]
00:03:011 (1) - I'm not feeling the first hit of this slider considering the music...
00:49:997 (2,3) - Way too close
00:52:997 (4,5) - ^
01:16:997 (2,3) - ^
01:20:497 (4,5) - ^
01:21:580 (7) - Why?
01:24:580 (2) - ^

[Insane]
00:13:928 (6) - Not understanding why this rhythm is here
00:16:822 (1) - Move left about 2-3 pixels to line up the stack
01:06:997 (5,1) - This alignment is very strange looking
01:11:247 (5) - Why?
01:16:581 (5) - ^

[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.
My Angel Kitteh

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.

Sry, but it seems like u don't understand anything in CTB
Betsuto

Garven 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
Thanks , Garven
http://puu.sh/RmM5
No_Gu
Topic Starter
Fumika

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 !
Garven
[Easy]
00:11:344 (1) - Um, you need -more- time after the spinner to recover and re-aim, not less ;) This is an Easy, and this amount of time is more of a Hard level. Try to give 3-4 beats.
00:18:661 (1) - Same thing here. It might be best to simply delete the spinner considering the timing changes and the song. Let the finish sound on 00:15:156 (2) - fill in for this.

[Hard]
00:03:011 (1) - It's just that you're emphasizing the vocals here. Suddenly switching to hit one of note of the piano just felt odd.
The antijumps in hard... my main problem with them is that you use them in different parts of the music. They're not used consistently so it makes it strange to see.

Waiting on the Normal and climbb, I guess
Nichiyouki
Fixed all in Normal diff...

Thank you for mod, Garven :)

http://puu.sh/UTuj
Betsuto
FIXED all
Thanks, Garven (again :D)

http://puu.sh/UV86
Topic Starter
Fumika
Uploaded all ! waiting for climbb :3
Topic Starter
Fumika
Climbb send his fixed diff to me already, Uploaded !
Garven
A pity the CtB mapper gave up after one mod, but oh well.

Rebubbled!
Topic Starter
Fumika
Thank you >< !
Sync
[Hard]
00:25:830 (8) - Add a note here -- not sure why you didn't keep the beat going. It only makes 00:25:997 (1) harder to read, which I hit too early in the first place. If you're not going to add a note here (you really should), unstack (1).
00:49:997 (2,3) - Space (3) further apart -- players will mistake it as 1/4 because it's so close.
00:52:164 (1,2) - Remove the new combo on (1) and place it on (2) instead to follow the vocals.
00:52:997 (3,4) - Same as 00:49:997 (2,3).
01:17:497 (3) - ^
01:20:997 (5) - ^

[Taiko Muzukashii]
Why 1.3 SV? It's not very different from 1.4 difficulty-wise and just looks unsightly. I'd change it to 1.4.

[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).
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.
00:16:155 (1) - Same as 00:08:677 (1).
01:00:664 (1) - ^

[bestz's Easy]
00:57:331 (3) - I'm not a fan of this pattern -- more specifically, I don't like how the end of (3) overlaps with the start of (1). Try and move it around to see if you can come up with something better because this can potentially confuse new players.
01:11:331 (1) - Extend this slider by two ticks to be consistent with the slider you put at 01:05:997 (1). It plays much better, especially considering the difficulty of this map.
01:23:330 (2) - Kind of the same deal, but this slider just really doesn't fit. Extend it to the next white tick and remove the repeat to follow the music better.

Looks like that's it. Call me back whenever you're ready for a recheck. If you make any changes other than the stuff I pointed out in my mod, please point them out. Thanks
Nichiyouki

Sync 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) - ^ ^
Thank you for mod, Sync :)

http://puu.sh/VSaM
Betsuto
Thanks for mod :D
All Fixed

http://puu.sh/VSHA
Topic Starter
Fumika
Change all of your mod on my diff ! , Uploaded

Hope this rank T_T
Sync
Made some small changes here and there via IRC

Enjoy my rank virginity your rank!

(1000th post ww)
Topic Starter
Fumika
OH YEAHHHH , Thank you <3
ririco
Nice Netai >w< for your Rank~
Nichiyouki
Thank you for rank, Sync
And congrats, Net :)
inaba-tan
raaaaank :DD
(☝ ՞ਊ ՞)☝yey
YTYuyu
oh yay~ \o/ i remember this song...congratz on the rank Net-chan ;)
Topic Starter
Fumika
Thank you all :D !
Darksonic
Good job ^^
cRyo[iceeicee]
Grats~ !
Flask
Grats~!
No_Gu
wwww
Yasora
congrats~
rickyboi
Love this song congrats :D
Laurier
net chan omedeto!
Ca Calne
congrats on your beatmap :)
Garven
Oo, that saves me another check that I was expecting, haha. Congratulations!
haha5957
It seems like Im late...

but

congratz! :)
SapphireGhost

Garven wrote:

Oo, that saves me another check that I was expecting, haha. Congratulations!
mancuso_JM_
/me lates as always :(
Congratulations, Kuria! :3
Kuria

mancusojuanmattos wrote:

/me lates as always :(
Congratulations, Net! :3
fix'd it for ya~

grats net \o\
Please sign in to reply.

New reply