I'm impressed of this osu map-set.RandomJibberish wrote:
The best Touhou set ever.
I'm impressed of this osu map-set.RandomJibberish wrote:
The best Touhou set ever.
91080,342.857142857143,4,1,1,70,1,0
91590,342.857142857143,4,1,1,70,1,0
92105,342.857142857143,4,1,2,60,1,0
92619,342.857142857143,4,1,0,80,1,0
Thanks for the mod! If [Danger] becomes problematic, then I'll simplify it. If anybody tells me to remap because of the slider velocity, then I'll not be happy. One could argue that, if it's a concern to me, then I should just remap it, but everything fits together very tidily and logically.Loli Cjj wrote:
Sorry for late mod DX"
=Caution=
1.The last kiai, don't you want to stop it?nvm. Delete all the useless timing at Caution and Danger diff. And shouldn't the kiai ends at 02:57:476? I've kept the timings which don't affect anything, because there's no point in making the effort. If it really makes a difference, then I'll end the kiai right at the end of the track. Otherwise, I'm leaving it be for now.
And the kiai are different , from 02:24:090 to 02:24:733, Caution and Danger have no kiai while the RJ's iNiS Error and MELTDOWN diff have. Um, yes? Would you prefer it kiai bursts occurred after the stress at the end of both patterns? This is deliberate!
2. And where's the normal diff? D: [Danger] is the normal diff. Its star rating is very normal and RJ's hard is notably harder. As the description says, this is a high tier mapset. I'll reduce the 1/2 in [Danger] if I have to, but the slider velocity is very iNiS and playable. Nobody's complained about it yet. Not every normal has to be extremely slow.
3. I don't find this code is useful, or it was me?91080,342.857142857143,4,1,1,70,1,0I'm not too sure what you're pointing out here, but I'll investigate this later.
91590,342.857142857143,4,1,1,70,1,0
92105,342.857142857143,4,1,2,60,1,0
92619,342.857142857143,4,1,0,80,1,0
=Caution=
1. Perhaps HP Drain -1? Really? I thought that this was okay. I'll change it if it's brought up again.
2. 00:55:581 (1) - One grid tiny to the left? I flip it horizontally and I found this thing is strangely not symmetric. Damn it! I kept shuffling this around and missed the grid error. Thanks for pointing it out.
3. 01:43:590 (2,1) - I'm not sure if I must say this spacing, but it somehow too big imo. Thanks for pointing this out, because I wasn't sure if I wanted to keep the jump. 2/1 jumps are usually accepted in every difficulty, but this song is fast and that would probably throw novices.
=Danger=
Clean
=RJ's iNiS Error=
1. 00:47:352 (1,2) - It hits score and hp bar.It looks a little bit untidy, but it's definitely readable and moving these down would compromise the pattern a lot.
2. 00:55:581 (1) - hitclap at the end of the slider.
3. 00:57:981 (5) - hitclap.
Do the same thing for 01:06:552 (1,5) and 02:24:733 (1,5)
4. 02:03:647 (4) - It hits hp bar. Definitely no need. It's just a slider track--even if it overlapped a lot, it wouldn't affect gameplay at all and, again, changing this would compromise the pattern.
5. 02:36:733 (3,7) - Hitclap.
Claps were added. I didn't want to mess with RJ's hitsounds too much, but when he finished the diff for me, they wre clearly lacking in areas.
=MELTDOWN=
1. 02:23:619 (4,5) - Block these both and drag (4) to (176,200), imo this is better. So that they're symmetrical? Sure. I didn't put much thought into this--I just wanted the pattern to end in the middle. It looks better now; thanks.
2. 02:56:961 (13,14,15,16) - remove clap. I thought that they were appropriate at the end, but they probably sound better without. In fact, they do.
=Ono's Taiko Muzukashii=
I believe you're making muzukashii's diff. Just need for Ono to make both taikos. I probably should've waited for them, but he told me that he was waiting for me to upload this.
1. 00:24:854 (2,3,4,5,6,7,1) - Make this simpler. And why big notes at the end of the stream D: I'll ask him about this.
That's all for now. I'm looking forward for the Taiko diff.
Good luck >u</
I'm pointing out about the uninherited timing started from 01:31:080, because imo it doesn't needed (I've checked it once by change it to inherited and snap the notes), but you don't need to change it if you don't want to. And a typo for =General= turns to =Caution=, hrr.D33d wrote:
Loli Cjj wrote:
Sorry for late mod DX"
=Caution=
3. I don't find this code is useful, or it was me?91080,342.857142857143,4,1,1,70,1,0I'm not too sure what you're pointing out here, but I'll investigate this later.
91590,342.857142857143,4,1,1,70,1,0
92105,342.857142857143,4,1,2,60,1,0
92619,342.857142857143,4,1,0,80,1,0
I'll try to see to the general stuff from you and Jacob. I kind of grabbed those combobursts lazily from Chompey's Utsuho skin, so I didn't pay much attention to those. I'll add stuff. As for the skin stuff, I just want the defaults for the approach circle, reverse arrow etc. I'll end the kiai time at the end of the song if it's problematic as it is and the unsnapped inherited points shouldn't affect anything at all. I'm going to check the Kiai points again, so that they'll definitely be snapped. It's good practice to have sample switching inheriting points just before their objects anyway, just in case offsets are changed. Kudos and stuff and thanks for the mods!MMzz wrote:
Heya D33d, first off I wanna say this is the best touhou map ever.
Ok now onto the modding stuff.
[General]
Alright there is a SB issue with comboburst-1 and comboburst-3. They are both bigger than the 500x767 limit for comboburst. (says AIBat i'm not sure if this is an issue or not, but going to point it out anyways.)
The file is over 10mb WITHOUT video. Might want the find a way to reduce this.
In the difficulties Caution, Danger, MELTDOWN, and RJ's iNiS Error. A good amount of the inherit points are unsnapped. (Literaly the list goes off the screen in AIBat.) You'll need to fix these. (I can send you the list, or you can run AIBat yourself so you know what ones are unsnapped.)
And I'm wondering why all there are less Red timing points in the taiko diffs than in the osu! ones.
[MELTDOWN]
00:27:638 (7) - I personally think the way this note is placed plays funny and LOOKS funny. I think if you stack it ontop of 00:27:467 (6) - It would look much nice and possibly play better. I say possibly because if it's stacked it makes a jump, but I don't think it will be to difficult. Not keen on adding unexpected jumps just to change a pattern, but I'll either keep it as it is or just simplify the pattern. However, I was aiming for a dramatic zig zag, so I want to keep that for now.
00:49:067 (7,8,9,10,11) - Instead of this pattern going in the up and down motion maybe you could go in a left to right motion? (Just reverse 9 and 10 to get it http://puu.sh/xLJu.) I can't really think of a valid explination besides the fact it felt smoother to play. So I guess you should try it out and see what you like better. This'll probably work better. To be honest, this was a half-hearted attempt to make the rhombus fit and end on the Y axis, so I didn't consider object ordering too much.
01:00:895 - Possibly add a note here to make a triplet stack with 01:00:981 (1,2)? I think the offbeat note into the slider doesn't fit very well, but making it a triplet changed my opinion on it. Yet again it's one of those try it and see if you like it deals. And if you do You should move 01:00:724 (9) around so the spacing makes sense. I think that I'll give this a miss, because I'm following the snare and the spacing should make the offbeat quite clear.I did have more triplets in the chorus, but I felt that they were overbearing and really didn't fit the the feel that I was after.
01:11:867 - Just like above. ^
01:34:847 (7) - Take my suggestion into mind just like before at 00:27:638 (7).
01:48:390 (7) - Move this note in more to add onto that shape you had going, and then stack a note under it to fill in the guitar sounds? I didn't like the pause when there was obvious beats. Like this? http://puu.sh/xLU6 I'm not sure about this, because I'm only following the melody partially, with more of a focus on the power chords. I feel that it works well throughout this section, because it creates nice stops and coincides with the most important notes in the riffs.
02:00:047 (1,2,3,4,5,6,7,8,9) - I do not like this stream one bit. It's not the beats, but the shape of the stream. I was never a big fan of long linear streams like this, I always felt streams play and look better in a wave shape. But I might just be bias lol. ( So maybe try and do something with this?) I probably will change this stream at some point. It just looks and feels kind of clunky. I wanted it to be linear to a point in the first place, but at the time, I was having trouble with creating something that would fit well enough.
02:03:475 (3,4,5) - There is a small issue with this stack, because to me it sounds like the guitar is going in 1/3, yet the stack is 1/4. That will be a big acc/combo breaker. I don't have any ideas on how to fix this though. :s Thought I mightaswell point it out. Wow, I didn't notice that discrepancy. I've just removed the stack, moved the slider start back and added a circle before the wave. I am the master of compromise (and laziness).
02:30:047 - Take my suggestion into mind like at 01:00:895.
Really that's all my eyes can see. This set is just to amazing.
Just make sure you get those timing points snapped that's the biggest issue right now.
STAR 4 U <3
PS: When the taikos are done call me back and i'll mod'm.
This is why we love D33d <3Jacob wrote:
Question - How the fuck do you make such sexy streams and sliders?
Glad you like this! Have kudosu for the small, but important things.Jacob wrote:
Heyo, D33d.
General
I'm sure you know about all of the stuff that I previously told you.
CautionI... Could do this? I'll see if it makes a difference.
- Might sound a bit weird, but you might want to add +1 AR due to the high BPM, high spacing, and relatively high SV.
DangerYeah, I'm simplifying the rhythm for the sake of readability. Aside from keeping the rhythm consistent, I'd either have to add an ugly 1/4 overlap which doesn't fit the rest of the map, or I'd have to make a 1/4 jump... Which definitely wouldn't fit, because the 1/2 spacing is already increased.
- 00:30:895 (1) - I don't know about you, but this slider feels awkward, crooked, and uncharacteristic as to how you mapped the rest of the difficulty. I believe this could solve the problem. Note that you might have to rearrange a few notes to avoid overlapping if you do this, but I think that it's for the better.
I kind of didn't want this to be symmetrical. I'll play with it, so it'll at least be less crooked when I can be arsed to change it, add the skin elements and reupload.I decided that it wasn't worth messing around with this. If I get really bored, then I'll make it completely perfectly perfect. However, I rotated the slider just to see how even it was and the points were more or less in the right place. Having said that, it could be a bit smoother.- 01:38:104 (1) - Same thing as above.
- 01:56:790 (4) - According to the music, this slider should end on a blue tick. (but this isn't a hard/insane difficulty, sooo)
RJ's iNiS Error
Fantastic job.
MELTDOWN
Oh my.
whaat
Yay, thank you! I'll add that as soon as I've finished noodling around with my new tower.OnosakiHito wrote:
Muzukashii finished, Oni is on the way. o7
Download: http://puu.sh/CFjD
Haha, as if. I wouldn't want that until the storyboard's fixed. Maybe I should ask ziin.Jacob wrote:
Bubbled.
Jacob wrote:
Bubbled.
Jacob wrote:
BUBBLED FOR REAL THIS TIME
Thanks for the mod! I'll be getting back to you after I attempt those things for taiko and easy.Garven wrote:
'sup d33d. I wanted to mod this on your bday, but my scheduling sucks lately.
[General]
The spinner circle has a wobble to it. Think you can [url=osu.ppy.sh/forum/viewtopic.php?f=15&t=51502]get it centered[/url]?
You also need a distinct center point visible with either the spinner-circle or the spinner-background
Yep, it's now the default spinner. The custom spinner is centred, but its glow effect seems to be uneven deliberately. However, it's hard to play and I hate having weird spinners foisted upon me.
02:57:467 - Maybe have the Sb fade to black (full black about at 02:58:324 - ?) after striking this last colorization to give a good feeling of completion
The yellow cursor is very difficult to see against the spinner skin.
Using the existing fade sprite, because I can't be chewed to remind myself of how to colorise things and if I add another sprite, it'll break the triggers after I worked so hard to replace the other awesome triggers that I had.
[Easy]
00:45:981 (1,2,3) - I kind of worry about the triplet rhythm as circles when this is a low 1-star Easy.
00:48:210 (1,2,3,4) - ^
01:31:238 (2,3,4) - ^I'm going to try sliders for the first two instances of this, but only the first two. The circles should be decently readable as they are, because the huge gap after the first circle should let the player see and hear the rhythm in both the music and the storyboard. I'll let you know what works better.
I'm terrible sorry, but making the sliders work across the timing points would become a chore and I feel that the rhythm is implied with the offbeat before (2). It's a high-tier mapset and I want a reasonable amount of challenge for this.
[Normal]
01:01:067 (1,2,3,4,5,6) - Kind of a boring rectangle pattern
Noooooooo, I want it to be similar to [MELTDOWN] here and I want the dramatic screen-crossing. To me, it works pretty effectively.
02:43:581 - Considering your added beats for the second round, I was surprised there wasn't a beat here (there's even one in Easy)
That was intended to give the player a break after all of that 1/2. However, you have a point, so I've changed it. However, bear in mind that an easier difficulty can have extra objects in places if it facilitates the gameplay through repetition or otherwise simplified rhythms.
[RJ]
01:47:695 (5) - I guess there isn't that much you can do with a slider this short, but this is looking kinda ugly. :/
Criticising RJ's sliders? Blasphemer! But really, its's done like this so that the ends fit in that rectangular pattern. I'd rather not remove it, because anything else would be much less cool.
[Taikos]
You should do some remove barline majik with some of those red lines at the beginning
Yep, I'll do that if I can. Thanks for explaining it.
[MELTDOWN]
I kinda want to suggest OD +1 just because with this many circles, high acc feels in demand, though the HP drain is pretty brutal against mistakes. So if you do up the OD, maybe reduce HP drain by 1.
I really don't want to, because I'd rather that it was forgiving enough with all of those funky rhythms. Even I can't always hit everything perfectly in specific patterns.
This song is sexy. This set reciprocates the sexiness. Excellent work, guys. Let me know when this is ready!
Nearly! Garven said that he's nearly done checking another map, so I'm uploading this map now and I'm gonna wait to see what happens.Gabe wrote:
Oh, my, god. YAY.
Sprite,Foreground,Centre,"BGfade.jpg",320,240