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ZUN - Because Princess Inada is Scolding Me

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Tshemmp
[General]
Ein bisschen komisch finde ich, dass 3 GDs den Namen ihres jeweiligen Guestmappers enthalten, 2 jedoch nicht. Du solltest es konsistent machen.

[Jenny]
Alles okay hier, das einzige, was mir nicht gefällt, sind diese Slider-Stream-Jumps. Ich weiß nicht, ob die bei so einem relativ ruhigen Song passen.

[Insane]
Ich weiß wegen der AR... 9 passt irgendwie nicht so zum Song. Allerdings sind manche Jumps auf AR 8 auch eklig zu spielen. Aber da es schon eine AR 9 Diff gibt, würde ich die AR hier auf 8 setzen.
00:44:351 - die rote Timing Section muss 00:44:361 sein (wie in allen anderen Diffs)
01:07:456 (1,2,3,4,5,6,7,8,9) - soll der Stream so unsymmetrisch sein?
01:19:577 - hier würde ich auf jeden Fall etwas mappen, die Lücke passt nicht
01:20:695 - ^
01:21:813 - ^
01:22:745 (1) - NC hier passt nicht, vom Song her gehören 01:22:000 (1,2,1) zusammen, das sollte auch von den Combofarben und in der Map ersichtlich sein. Was Neues kommt dann 01:23:118 (2), deshalb sollte nier die NC sowie der Slider anders angeordnet sein, denn momentan sieht es so aus, als gehörten 01:22:745 (1,2) zusammen, was sie von Song her nicht tun. Außerdem passt es nicht, dass 01:23:118 (2,1,2) vom Song her zusammen gehören, es aber in der Map überhaupt nicht sind. Man kann es zum Beispiel so machen:
Du musst halt 01:23:490 (2,3,1,2,3,1,2,3) so nach unten verschieben, dass der Circle, mit dem du den Slider bei 01:23:118 ersetzt noch über die anderen drüber passt.
SPOILER
256,236,82745,2,0,B|256:146,1,90
344,16,83118,5,0
168,368,83490,1,0
344,104,83863,1,2
168,280,84236,5,2
344,192,84608,1,0
168,192,84981,1,2
344,280,85354,5,2
168,104,85726,1,0
344,368,86099,1,2

[Hard]
Edit: Sorry, I didn't know this was a GD, I translated it now.
Maybe set the AR to 7. Currenttly the ARs in the mapset is (9,9,8,5,3). I would prefer (9,8,7,5,3). This would improve the spread.
01:26:472 - the stream in the music is persistent, it feels a bit strange for me if you put this breaks into the mapped stream. Just add one additional repeat to each slider and re-arrange them afterwards to fix the spacing?

[Normal]
01:00:758 (3,4) - (3) legt sich ja noch einigermaßen gut um den Anfang von (4), aber 4 ist irgendwie zu eckig und legt sich nicht gut um das Ende von (3). Das Problem ist hauptsächlich, dass sich ein Slider um den anderen legt, der andere sich aber nicht um den einen. Entweder beide oder keiner, da sie so zusammen gehören. (Oder meine Augen sind einfach nur kaputt).

[Easy]
00:38:771 (4) - noch ein Repeat hinzufügen mit einem Finish drauf?

Sehr rundes, sauberes Mapset, mit schönen Slidern.
Topic Starter
Stefan
Gonna check out Tshemmp's Mod soon.
It's really ridiculous, because three of five persons aren't able to be online. lol
bomber34

Tshemmp wrote:

[Insane]
Ich weiß wegen der AR... 9 passt irgendwie nicht so zum Song. Allerdings sind manche Jumps auf AR 8 auch eklig zu spielen. Aber da es schon eine AR 9 Diff gibt, würde ich die AR hier auf 8 setzen. AR8 spielt sich bei der diff widerlich. Was ist so schlimm daran wenn 2 Diffs die selbe AR haben?
00:44:351 - die rote Timing Section muss 00:44:361 sein (wie in allen anderen Diffs) ka wie das passiert ist. Ausgebessert!
01:07:456 (1,2,3,4,5,6,7,8,9) - soll der Stream so unsymmetrisch sein? Ist jetz' symmetrisch
01:19:577 - hier würde ich auf jeden Fall etwas mappen, die Lücke passt nicht ma sehen wie es jetz ist.
01:20:695 - ^ ^
01:21:813 - ^ Unsicher ... weil ein Jump entsteht ... ma schaun
01:22:745 (1) - NC hier passt nicht, vom Song her gehören 01:22:000 (1,2,1) zusammen, das sollte auch von den Combofarben und in der Map ersichtlich sein. Was Neues kommt dann 01:23:118 (2), deshalb sollte nier die NC sowie der Slider anders angeordnet sein, denn momentan sieht es so aus, als gehörten 01:22:745 (1,2) zusammen, was sie von Song her nicht tun. Außerdem passt es nicht, dass 01:23:118 (2,1,2) vom Song her zusammen gehören, es aber in der Map überhaupt nicht sind. Man kann es zum Beispiel so machen:
Du musst halt 01:23:490 (2,3,1,2,3,1,2,3) so nach unten verschieben, dass der Circle, mit dem du den Slider bei 01:23:118 ersetzt noch über die anderen drüber passt.
SPOILER
256,236,82745,2,0,B|256:146,1,90
344,16,83118,5,0
168,368,83490,1,0
344,104,83863,1,2
168,280,84236,5,2
344,192,84608,1,0
168,192,84981,1,2
344,280,85354,5,2
168,104,85726,1,0
344,368,86099,1,2
Ziemlich gut :3 Ich übernehm den Code
This means i accept
This means that I do a compromise or just give my thoughts
This means I deny, because of ....

UPDATE Tshemmp's Mod
OnosakiHito
Changed some stuff. Thank you Dark and Chris.
Dark's mod was accurate.

Download: http://puu.sh/W18g
eldnl
[Nito's CTB Rain]

  1. First off, what's the point to make the entire difficulty a damn jump? Really, it is just annoying, even in the slow parts there are random jumps = ='
  2. 00:06:535 (2,3,4,5,6) These streams are so annoying when they're not well used, I suggest to change this pattern.
  3. 00:07:281 (2,3,4,5,6) ^ Same as above.
  4. 00:31:131 (2,3,4,5,6,7,8,9) I'm okay with patterns like this, but trying to put a very hard jump between (5,6) is not a good idea, playing a jump that is between the Hyperdash and No-Hyperdash is not fun and sometimes is quite hard, please reduce the distance.
  5. 00:35:417 - In my opinion this is a slow part, there shouldn't be that big jumps, strongly suggest to change it and make something more "interesting".
  6. I think you should consider everything above to the second half of the map, because you uses copy-paste.
You need to ask for more mods, good luck !
Topic Starter
Stefan

Tshemmp wrote:

[General]
Ein bisschen komisch finde ich, dass 3 GDs den Namen ihres jeweiligen Guestmappers enthalten, 2 jedoch nicht. Du solltest es konsistent machen. Ich werd Nitojgrem dazu "zwingen" es in CTB Rain umzubenennen, was den Taiko Diff betrifft, es wäre komisch, das der nicht Ono's Taiko Oni heißen würde, da der Diff-Name schon fame ist. Falls du "Jenny" meinst: Er bestand drauf, den Diff so zu nennen. Weil er es sonst Jenny's Lunatic nennen würde. orz Und Lunatic mag er es auch nicht nennen.

[Normal]
01:00:758 (3,4) - (3) legt sich ja noch einigermaßen gut um den Anfang von (4), aber 4 ist irgendwie zu eckig und legt sich nicht gut um das Ende von (3). Das Problem ist hauptsächlich, dass sich ein Slider um den anderen legt, der andere sich aber nicht um den einen. Entweder beide oder keiner, da sie so zusammen gehören. (Oder meine Augen sind einfach nur kaputt). Ich hab's geändert, sollte jetzt eigentlich ganz okay sein.

[Easy]
00:38:771 (4) - noch ein Repeat hinzufügen mit einem Finish drauf? Nein, ich hab diesen Vorschlag zichmal abgelehnt, sorry.

Sehr rundes, sauberes Mapset, mit schönen Slidern. owo/
Drafura
[Nito's CTB Rain]
00:26:473 (5,6,7,8,9) - ugly, make a simple curve ?
00:31:131 (2,3,4,5,6,7,8,9) - Non-sense with the timeline, if you want to map the piano here you should use THIS timeline (The first slider is the same as yours).
00:43:243 (10) - This slider should end at : 00:44:174 - Check pattern to avoid stupid jump.
00:44:361 - to end : What about finding some new patterns instead of copy pasting ?
Topic Starter
Stefan
Omg, why is this graveyarded.
Nitojgrem, move your pootin ass here.
Edit: Nvm, revived dat Crapuu~
LKs
hi ctb mod as pre your req

sry for the long delay and my poor CTB skill

overall the map is quite challenging and interesting. I found no severe issues and here are my suggestions

00:29:734 (8,9) - move 8 and 9 to this place shown in the pic http://puu.sh/Zetp to get a better turn
01:12:683 (5,6,7,8,9) - ^same issue

don't point out jumps and streams since they can be caught as long as one‘s competent. GL
Nitojgrem

eldnl wrote:

[Nito's CTB Rain]

  1. First off, what's the point to make the entire difficulty a damn jump? Really, it is just annoying, even in the slow parts there are random jumps = =' well, I can understand when you say this (and you gave a reason, thanks :3) but I can't agree with "randomness". And otherwise... I think it's here as well a matter of the personal opinion, so what you like and what not. I know this is a complete jump map but with future maps I'll really consider it more :3
  2. 00:06:535 (2,3,4,5,6) These streams are so annoying when they're not well used, I suggest to change this pattern. We talked shortly ingame about this and you now my answer... I won't change it^^
  3. 00:07:281 (2,3,4,5,6) ^ Same as above. I. Agree.
  4. 00:31:131 (2,3,4,5,6,7,8,9) I'm okay with patterns like this, but trying to put a very hard jump between (5,6) is not a good idea, playing a jump that is between the Hyperdash and No-Hyperdash is not fun and sometimes is quite hard, please reduce the distance. Sure... I wasn't that confidient with that part by now and this helped a bit to make it better, so changed with the help of Drafura's mod as well :3
  5. 00:35:417 - In my opinion this is a slow part, there shouldn't be that big jumps, strongly suggest to change it and make something more "interesting". hmm, well I could (!) agree that it's a bit boring but well, imo these jumps still fit to the music because it's kind of a... uhm.. "increasing of... maybe tension (?)" all the time... and then after the half I want to decrease it so it can start from new with the repetation afterwards. (yes, my English is bad >>)
  6. I think you should consider everything above to the second half of the map, because you uses copy-paste. thanks for reminding me >_>
You need to ask for more mods, good luck ! thank you! :3

Drafura wrote:

[Nito's CTB Rain]
00:26:473 (5,6,7,8,9) - ugly, make a simple curve ? fix'd =w=
00:31:131 (2,3,4,5,6,7,8,9) - Non-sense with the timeline, if you want to map the piano here you should use THIS timeline (The first slider is the same as yours). Defenetly, changed.
00:43:243 (10) - This slider should end at : 00:44:174 - Check pattern to avoid stupid jump. Fix'd (and the slider reverted)
00:44:361 - to end : What about finding some new patterns instead of copy pasting ? I know that I used c&p in this map... but I made the decision for using it and won't change it this time. I know that c&p is often a bit boring because it's just the same but reverted... but in the case of this ZUN song (who makes mostly repeating rhythms >:) I think c&p isn't that bad thing because (at least for me) the second part, so the reversed one, is even harder than the first D:

LKs wrote:

hi ctb mod as pre your req

sry for the long delay and my poor CTB skill

overall the map is quite challenging and interesting. I found no severe issues and here are my suggestions

00:29:734 (8,9) - move 8 and 9 to this place shown in the pic http://puu.sh/Zetp to get a better turn fix'd
01:12:683 (5,6,7,8,9) - ^same issue same answer

don't point out jumps and streams since they can be caught as long as one‘s competent. GL thanks :3
Thank you all for your help! :3
Deif
Dadadadaaaaa dadada dadadadadaaaaaaa ♪♫♪♫

[Easy]

Seems clear!

[Normal]

OD 4. 5 is a bit high for a Normal.

00:17:529 (3,4) - According to the long trumpet note, both circles can be converted into a single slider.

Seems like you forgot about whistles in Kiai#2... How about adding some in the points with higher notes? Like 00:29:454 (4) - start and end, or 00:33:927 (1).

[Hard]

00:12:312 (5) - I'd put this circle in a higher position compared to the previous ones, to emphasize this is a high note: http://osu.ppy.sh/ss/416614
01:18:460 - It's strange that there's a blanket here, while you added a circle 00:35:231 (7) at the same melody note. You can add a note there, or remove the mentioned circle as well.

Nice usage of the hitsounds!

[Insane]

Your 3rd uninherited timing section is 10 ms earlier than the rest of the diffs. It should be placed on 00:44:361. Remember to resnap all the notes of that section and the Kiai#3 points to the correct timing!

Also, the combo colors are different from the rest. If that wasn't intentional use these ones:
Combo1 : 47,140,255
Combo2 : 255,104,32
Combo3 : 170,0,0
Combo4 : 252,54,54

00:10:076 (1,2,3,4) - It feels quite empty for being an Insane. Can you add some more notes there?
00:12:498 (1,2,3) - Those sliders felt a bit odd while playing. Try a formation like THIS.
00:21:815 (9) - I don't really agree about stacking that note.
00:44:537 (2,3,4) - That triplet is completely unintuitive, as it's covered by the previous stream's hitbursts. Can you move it somewhere else?
00:48:823 (1,2,3,4) - Those jumps are a bit extreme in that part of the melody imo. Consider reducing a bit the distance between them.

[Jenny]

00:17:529 (6) - If you can, make a nicer curve in this slider.
00:24:982 (1,2,3,4,5,6,7,8,9,10,11,12) - I have to agree with pieguy here. The rhythm of those notes doesn't fit at all with the pace of the melody.
01:08:211 (1,2,3,4,5,6,7,8,9,10,11,12) - ^

With the rest of the 1/8 sliders... I suggest you to put them closer to the next notes to make the rhythm more intuitive. E.g. 00:01:691 (3,4) - The distance between them is 4,20x.

[Ono's Taiko Oni]

00:55:401 (2) - Remove it, unless 00:55:354 (1,2,3) was an intentional 1/8 "kkk", which doesn't really fit there imo.

[Nito's CTB Rain]

Disable Letterbox during breaks, as you don't have any break.

00:11:753 (1,2,3,4) - I'd put (2) a bit closer to (1), and make (3) HDashed by moving (4) more to the left.
00:54:982 (1,2,3,4) - ^ (mirrored)
00:24:982 (1) - Move it a few grids to the right, to avoid the stack with (6). <x:456> is ok.
01:08:211 (1) - ^ (mirrored)
00:55:634 (1) - This spinner is too close to the previous note. Make it 1/4 shorter at the beginning.

Discussed some other pattens via IRC. This diff looks much better than the 1st time I saw it ^^.

------------------------

Good luck with this mapset, Stefan!
TicClick
I applied both suggestions, thanks Deif!
http://puu.sh/ZWsT
Nitojgrem

Deif wrote:

[Nito's CTB Rain]

Disable Letterbox during breaks, as you don't have any break. I didn't do that? lol... fix'd

00:11:753 (1,2,3,4) - I'd put (2) a bit closer to (1), and make (3) HDashed by moving (4) more to the left. Should be okay now o.o
00:54:982 (1,2,3,4) - ^ (mirrored) ^
00:24:982 (1) - Move it a few grids to the right, to avoid the stack with (6). <x:456> is ok. Mhh, okay, changed and I moved 00:25:728 (3) - as well to the left for the sake of symmetrie :3
01:08:211 (1) - ^ (mirrored) Same
00:55:634 (1) - This spinner is too close to the previous note. Make it 1/4 shorter at the beginning. Ah, my mistake. This spinner should start on the red stripe, not the blue like 00:12:498 (1) ^^" fix'd

Discussed some other pattens via IRC. This diff looks much better than the 1st time I saw it ^^. Great to hear ^-^
Thank you for your time Deif! :3
bomber34

Deif wrote:

Dadadadaaaaa dadada dadadadadaaaaaaa ♪♫♪♫

[Insane]

Your 3rd uninherited timing section is 10 ms earlier than the rest of the diffs. It should be placed on 00:44:361. Remember to resnap all the notes of that section and the Kiai#3 points to the correct timing! o.o it is already like this

Also, the combo colors are different from the rest. If that wasn't intentional use these ones: thanks, didn't noticed
Combo1 : 47,140,255
Combo2 : 255,104,32
Combo3 : 170,0,0
Combo4 : 252,54,54

00:10:076 (1,2,3,4) - It feels quite empty for being an Insane. Can you add some more notes there? I think it is nice how it is. In my opinion it supports this part 00:11:566 (1,2,3,4,1) - It has this boom at the end. I would describe it like a crescendo or so.
00:12:498 (1,2,3) - Those sliders felt a bit odd while playing. Try a formation like THIS. ok
00:21:815 (9) - I don't really agree about stacking that note. I think it fits kinda. But to be honest i don't know where i should place it ._.
00:44:537 (2,3,4) - That triplet is completely unintuitive, as it's covered by the previous stream's hitbursts. Can you move it somewhere else? That is really hard to do. I tried to make it better but it may be for the worse D: not sure at all about this one
00:48:823 (1,2,3,4) - Those jumps are a bit extreme in that part of the melody imo. Consider reducing a bit the distance between them. I reduced it a little now.
------------------------
UPDATE
those
Time signatures:
  1. 00:01:132 - 6/4
  2. 00:03:368 - 4/4
  3. 00:12:312 - 2/4
  4. 00:13:057 - 4/4
  5. 00:44:361 - 6/4
  6. 00:46:597 - 4/4
  7. 00:55:541 - 2/4
  8. 00:56:286 - 4/4
  9. 01:27:590 - 6/4
  10. 01:29:826 - 4/4
Much of the new combo positioning may be wrong in at least one difficulty due to the time signature being wrong. Do care to fix these up and tell me once they are done.
Topic Starter
Stefan

Deif wrote:

Dadadadaaaaa dadada dadadadadaaaaaaa ♪♫♪♫

[Normal]

OD 4. 5 is a bit high for a Normal. Okay.

00:17:529 (3,4) - According to the long trumpet note, both circles can be converted into a single slider. Changed, and the parts until the 1st Spinner.

Seems like you forgot about whistles in Kiai#2... How about adding some in the points with higher notes? Like 00:29:454 (4) - start and end, or 00:33:927 (1). No, I am pretty sure with my Hitsounding, it's fine.

Good luck with this mapset, Stefan! Thanks \:D
OnosakiHito
Normaly this should be a 1/6, not 1/8. Dunno what happened there. Thank you Deif!

http://puu.sh/10u1u
TicClick

those wrote:

Time signatures:
  1. 00:12:312 - 2/4
  2. 00:55:541 - 2/4
please no What's the point of using 2/4 when it can be successfully replaced by 4/4 without any difference?

Also,

those wrote:

Time signatures:
  1. 00:01:132 - 6/4
  2. 00:03:368 - 4/4
This is completely wrong.
Charles445
This is 4/4 and 3/4, there's nothing else.
Topic Starter
Stefan

TicClick wrote:

those wrote:

Time signatures:
  1. 00:12:312 - 2/4
  2. 00:55:541 - 2/4
I already told those that there is no 2/4, and yes, 4/4 is the same here.

I changed the 6/4 into 4/4.
Chewin
Hi Stefan, mod from my special queue.

[General]

Set PreviewTime: 12498 in the Hard
I suggest you to remove letterbox because it cuts the girl's head o.o
I don't understand why the hard diff has different red lines point. You must fix it

[Easy]


00:01:132 (1) - I suggest you to remove the 3rd waypoint because the slider would have a better flow without it
00:04:113 (1) - ^ and move it to some grid down to blanket better with the previous circle (3)
00:19:019 (1) - Remove whistles to keep consistency with previous hitsound parts, like: 00:16:038 (1,2,3)
00:35:417 (1,2,3) - I'd use whistles on each sliders' heads and tails to fit that soft sound in the music

[Normal]

00:49:578 (6) - New combo accoring to the new rhythm, remove it from 00:50:696 (1)
01:00:385 (2,3) - To keep consistency with 00:57:404 (2,3) remove clap from (2) adding it on (3)'s start removing whisltle instead

[TicCl!ck's Hard]

00:26:086 (5) - CTRL + R flows better
01:09:688 (1) - clap
01:26:458 (1,2,3,4,5,6,7) - It's confusing considering the previous easy part.
Make it as a normal circle stream, a 1/2 sliders stream or a 1/2 repeated sliders stream plz
The map is good, but all elements are unsnapped lol. You must snap them all.

[Ono's Taiko Oni]

00:55:403 (2) - Unsnapped circle
00:55:465 (3) - Unsnapped circle


[Jenny]

00:25:448 (5) - You can also remove this circle to keep sound consistency with 00:28:429
00:39:516 (5) - This slider fits the song till 00:39:889. It'd be better if you remove a slider's repeat adding a circle on the next empty part.
01:08:677 (5) - same of 00:25:448 (5)
01:22:745 (5) - Copied past part lol you already know

[bomber's Insane]

00:10:076 (1) - Overlap better with 00:09:144 (1)
00:11:753 (2,3,4) - Use the same 2.00x spacing of 00:11:566 (1,2)
00:51:814 (1,2,3,4) - This could be pretty confusing and bothering to play çç
00:57:777 (4) - Unrankable slider because totally overlapped with 00:57:031 (2)
01:08:584 (2) - x:328 y:292 to make a triangle jump with 01:08:398 (1,3)
01:12:683 (7) - New combo
This map needs some more work, especially on the inconsistant jumps :\

That's it, Stefan.
Good luck with it >w</
TicClick

Chewin wrote:

[General]

Set PreviewTime: 12498 in the Hard — Done!
I suggest you to remove letterbox because it cuts the girl's head o.o — k done
I don't understand why the hard diff has different red lines point. You must fix itI don't know what happened to it. Ok, so I wiped all the unnecessary points and used Leorda's metronome fix (I added +14 to follow other diffs and keep the offset correct (or rather good-approximated; better take it as a basis).

[TicCl!ck's Hard]

00:26:086 (5) - CTRL + R flows better — agreed
01:09:688 (1) - clap — no!
01:26:458 (1,2,3,4,5,6,7) - It's confusing considering the previous easy part. — Ok, re-mapped to kickslider stream
The map is good, but all elements are unsnapped lol. You must snap them all.lol done
[Download link]
bomber34

Chewin wrote:

[bomber's Insane]

00:10:076 (1) - Overlap better with 00:09:144 (1) changed ... even though i moved 00:09:144 (1)
00:11:753 (2,3,4) - Use the same 2.00x spacing of 00:11:566 (1,2) done
00:51:814 (1,2,3,4) - This could be pretty confusing and bothering to play çç I know what you are talking about, but i asked a lot of friends to test it and no one had problems with this. Let's see what i can do :/
00:57:777 (4) - Unrankable slider because totally overlapped with 00:57:031 (2) o.o lol i think it is perfectly readable and i see this kind of pattern so often in other maps but before we get to this annoying "Don't justify with other maps" discussion i change it :X
01:08:584 (2) - x:328 y:292 to make a triangle jump with 01:08:398 (1,3) k
01:12:683 (7) - New combo fine
This map needs some more work, especially on the inconsistant jumps :\ not to be unpolite but for a map that needs more work, you didn't wrote that much

That's it, Stefan.
Good luck with it >w</
Update
Jenny
I gave it to Stefan

Fix'd stuff~
Topic Starter
Stefan

Chewin wrote:

Hi Stefan, mod from my special queue.

[General]

Set PreviewTime: 12498 in the Hard Fixed.
I suggest you to remove letterbox because it cuts the girl's head o.o Changed.
I don't understand why the hard diff has different red lines point. You must fix it Fixed.

[Easy]


00:01:132 (1) - I suggest you to remove the 3rd waypoint because the slider would have a better flow without it k
00:04:113 (1) - ^ and move it to some grid down to blanket better with the previous circle (3) k
00:19:019 (1) - Remove whistles to keep consistency with previous hitsound parts, like: 00:16:038 (1,2,3) k
00:35:417 (1,2,3) - I'd use whistles on each sliders' heads and tails to fit that soft sound in the music k

[Normal]

00:49:578 (6) - New combo accoring to the new rhythm, remove it from 00:50:696 (1) Nah, it fits well.
01:00:385 (2,3) - To keep consistency with 00:57:404 (2,3) remove clap from (2) adding it on (3)'s start removing whisltle instead k
I fixed the unsnapped hitobjects in Ono's Diff. Thanks for the Mod.
those
[General]
  1. It's very obvious that 00:01:132 - is 6/4 and 00:03:368 - is 4/4. The musical motive starts at 00:01:132 - , and again at 00:03:368 - , then 00:06:349 - , and 00:09:330 - . A key thing to notice is the 4 tones (for example, 00:02:622 - sings "re ti so re"), and it happens before each occurrence of the motive. It's musical theory; unless there is something more relevant that I'm clearly missing, the time signatures I have given in my previous post are the correct ones.
  2. Because this was neglected, combos in the Jenny diff, for a clear example, has new combo in the wrong places. Assuming you're adding new combo to the "4 tones" pattern I stated above:
    1. 00:03:368 (3) - NC.
    2. 00:04:113 (1) - Remove NC.
    3. 00:06:349 (3) - NC.
    4. 00:07:094 (1) - Remove NC.
    5. 00:09:330 (5) - NC.
    6. 00:09:703 (1) - Remove NC.
  3. Also, 00:12:312 - would be a 2/4 measure before 00:13:057 - 4/4, but it is unnecessary to add that, nor is there exist that option.
Since you have effectively shifted the intro section by half a measure, it's important for all mappers to go through the map with the correct time signature and reapply new combos, hitsounds, and rhythm patterns exclusive to different parts of the measure. For example, Normal has a 00:04:113 (1) - Finish which should appear at 00:02:622 (5) - tail instead.

However, while not caring for time signatures and the like - I expect you'll have it fixed - I come forth with other mods.

[Taiko]
  1. 00:25:261 (2,1) - I can only suspect you somehow snapped these incorrectly, since nothing suggests a 1/4 rhythm. If you're simply adding an object 1/4 as a grace note (for a lack of a better explanation), that emptiness should be filled in as you're turning the two objects into a decoration.
    Take 00:25:261 (2,1,1,2,1) - for example. dk kdd d d k is how I would map it if I chose to use 1/4 dk. Otherwise what you have at 00:13:429 (1,2) - is much better.
  2. The above comment goes for every instance of 2/4 patterns followed by a 1/1 break. Though I still feel 00:29:734 (2,1,1,1) - is pretty strange and would probably turn it into dk ddk.
[Jenny]
  1. 00:58:615 (11) - Make consistent with 00:15:386 - .
  2. 00:49:578 - Start mapping here.
  3. 01:27:683 (1) - After time signature change, you'll find yourself ending spinner at 01:27:683 (1) - .
[bomber]
  1. Surprisingly the intro wasn't affected by the time signature difference. But 00:10:076 (1,2,3,4) - feels out of place; especially in an Insane, 4 1/1 objects in a row do not fit.
  2. 00:12:498 (1,2,3) - Fan these toward the outside instead of toward the inside; it will look better with regards to (4).
  3. 01:08:957 (4,5,6,7,8,9,10) - Is there a particular reason for spacing decrease? Or rather, is there a reason why 01:08:398 (1,2,3) - is a larger spacing?
And that's really about it. TC has good mapping as usual, but all diffs will definitely need their own fixes after time signatures are fixed. I'll talk about the Easy and Normal when that time comes.
Charles445

those wrote:

It's very obvious that 00:01:132 - is 6/4 and 00:03:368 - is 4/4.
Wait, WHAT?
00:03:368 - This is not a signature reset those! It's the third beat of the 4/4!
those
If you don't make the first measure 6/4, then every subsequent measure will be half a measure late. As explained in my previous post, the melody defines where the measures are, and it only makes sense that the first bar is 6/4. It's much easier to explain in person, but that's impossible, so you just gotta understand the theory behind it.
Charles445

those wrote:

If you don't make the first measure 6/4, then every subsequent measure will be half a measure late.
You say this but it is very clear that 00:04:113 - Is a correctly lined up big white tick (a new measure)
In fact, this is still the case for 00:07:094 - , 00:10:076 , and so on on 4/4

I really, honestly, truly have no idea why you're making something this simple so complicated.
MMzz
Charles asked me to look and I agree with him that they are correct. here is even some sheet music that backs up 4/4 timing.


I don't know what else to say other than I can guarantee that it's 4/4.
Topic Starter
Stefan
Alright, so I won't add the timing signature, suggested by those, to the Diffs.
But still thank you for taking time @ XATs.

Ono just told me that he won't make any changes, because it's fine for him.
those
I'm not trying to make it complicated, I'm trying to explain it to you. There's a reason why I suggested it, and it's because it doesn't make sense that the 4 tones (as above) that close off the measure is on beat 2 instead of beat 4.

Also, one can rewrite that sheet music so that the first measure is 6/4. But since there's a sheet here let's have a look at it.
In measure 2, the first four eighth notes aren't the melody that make up the start of the measure, considering that if you look at measure 1, the measure starts off with the x xxx x melody. Additionally, the chord that these four eighth notes make is the dominant chord, which hints that the beat after this is the beginning of a new measure.

Like I said above, it's all in musical theory. It doesn't matter if it fits on the white lines; it matters if it fits on the right white lines. As long as you have the right bpm you're bound to be on the white lines anyway.
lolcubes
I agree with 4/4 here. If you delete the notes it becomes really apparent as well, as you can hear the drumline (which sadly gets overshadowed by the map itself), which defines the rhythm clearly. It also gives you another perspective on how the melody works here. That brings one small issue though, because hearing/looking at your map I tend to lean towards 6/4 because of the comboing used.
Taken from bomber's Insane: 00:03:368 (1) - this should not be a new combo (edit: and should NOT have a finish), it's the part of the same musical line and brings confusion. Would be much better if you somehow made different spacing in that pattern. 00:06:349 (1) - Same here, etc.

tldr; I agree with 4/4. Change how comboing works.
No kd, just my opinion on the matter at hand.

edit: you might want to snap the kiai time properly, some kiai green lines are 10ms off (bomber's diff).
those
I can include a picture for better understanding.


If you split the bars like how I did, you can see the 4 eighth notes come before the start of the next bar, which means they are in the right place due to the nature of the chord.
lolcubes
I can see why you think that and if it was the melody only I might even agree. I will just leave out my last opinion on the matter.
The logic of the melody is that a certain section starts with the same melody piece previous section ended. This is only when analyzing the melody. (except for the 3rd part, there it's more obvious it's 4/4 actually).
Analyzing the drums, you get distinct rhythms which confirm this is 4/4. If you don't believe me check it yourself. I will try to illustrate here:



This is a pattern on how the (main) beats are coming and repeating (this is for the first 4 measures, later its different but this is enough to make a point). This alone should be enough for the song to warrant a 4/4 rhythm. Just because melody can be interpreted differently doesn't mean it's the only possible option (while ignoring the drums ofc). At least that's how I see the melody, like I described above.

I'm outta here for now, good luck with the mapset (and remove that newcombo/finish you have on those notes, they actually create the 6/4 illusion if you don't pay attention to the music).
OzzyOzrock
I've mapped this and am for the 4/4 party and therefore approve this message.
bomber34

those wrote:

[bomber]
  1. Surprisingly the intro wasn't affected by the time signature difference. But 00:10:076 (1,2,3,4) - feels out of place; especially in an Insane, 4 1/1 objects in a row do not fit. took some time to change it but ok. I actually liked that 4x 1/1 ... :( i suck at explaining so don't think to much about it but i found that it adds ... tension or just supports the following 2xdisance 1/2 "jump" part. Anyways i changed it.
  2. 00:12:498 (1,2,3) - Fan these toward the outside instead of toward the inside; it will look better with regards to (4). Thought the same before reading it when i changed the suggestion above
  3. 01:08:957 (4,5,6,7,8,9,10) - Is there a particular reason for spacing decrease? Or rather, is there a reason why 01:08:398 (1,2,3) - is a larger spacing? well i just took Chewin's suggestion there ... I didn't really checked the spacing orz. It does look nice though ... i try to change it
No idea about this timing thingy D: It worked the whole time (at least for me) so why change it? Stefan has to decide that, because of that all maps need same timing thingy rule guideline ...
Update
Jenny
Sent Stefan a lil' update
Hinanawi-sama
this set gets better and better after every update
if only i had a star :(
grumd
Hi guys, throwing my opinion in!
To see the timing signature clearly, we'd better separate one similar melody part in all measures.
We can use this part as an example: 00:02:622 - 00:03:181
These four beats are clearly distinguishable and can be separated in all measures easily.
Delete all new combos from beginning to 00:12:312.
Now add new combos at such similar parts:
00:02:622 - 00:03:368
00:05:604 - 00:06:349
00:08:585 - 00:09:330
00:11:566 - 00:12:312
It would be even better to color-hax to see the differences more clean.
Fine, after you done that, you will see such a picture: (deleted all triples, set custom colors and zoomed out)

It is obvious that these similar parts should (in music theory) land on the same parts in every measure. Then we can define timing signature by just looking at these parts' positions.
Every next part is 6/4 apart from previous one. If you plus 6/4 and that example part length (2/4), you'll get 8/4 = 4/4 × 2.
My conclusion is: this song is still 4/4 since all similar piano parts start every 8/4.

But still we have a little problem with the downbeat. It must land right after that darker parts' end (because they form the end of each measure), but it misses.
To fix that, you must either place the first red line at 00:00:386 - (not sure if it's okay to place first note not at the downbeat), or, as those is suggesting in irc now, set 6/4 at 00:01:132 - and 4/4 at 00:03:368.

Too long didn't read version:
00:01:132 - 6/4
00:03:368 - 4/4
Same from here 00:44:351 -
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