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Len - U.N. Owen was Her? [Osu|Taiko]

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Topic Starter
winber1
Thanks! updated.

i'm not sure where i'm going with this map right now lol.

/me wants my bubble back
OnosakiHito
Ask him to rebubble it. ww
As I know, it is okay to ask that.
Kite
These are just suggestions, so feel free to ignore them if you disagree with them.

[Color Legend]
Suggestions
You should fix this
Fix this!!

[Timing]
BPM 180 Offset 1.146
BPM 180 Offset 14.474


[General]
I think the volume on all difficulties is really low. Maybe you could increase the volume just a bit? Seeing as the song itself is really loud and chaotic...

[Normal]

Everything seems fine for me here

[Hard]

Everything seems fine for me here

[Challenging]

Everything seems fine for me here

[Extra]
Approach -1 works wonders =/
01:37:807 (3) - This one has a confusing spacing, should move it a bit closer


[Overall]
Pretty sweet mapset, didn't like Extra that much but it's nice.. just a bit extreme.
Topic Starter
winber1
Thanks! the only thing i didn't change is the AR, cuz i like the AR and i thot it fit with the music and speed :(.

Edit: OOPS, forgot to give kudosu, sorry! :(
Kyonko Hizara
:)
Shiro
Please reply to this mod saying what you didn't fix (and what you did) and why. Remember these are all suggestions.
Also, if you have any question, feel free to ask me in-game :)

General
  1. The title of the game is Embodiment of Scarlet Devil... not Devils. Remove the s from the tags.
  2. Very noisy. The song is very loud and so are the hitsounds (although I'd like them to be a bit louder). Can you reduce the volume of the mp3 ?
  3. I have an offset of 1136 (-10ms from yours)
Normal
  1. The sliders are way too fast for a Normal, which resulsts in very high spacing and a very difficult diff despite "simple" rhythms.
  2. Also the beginning is way above the rest in terms of difficulty. First off, starting that hard for the easiest diff of the mapset is not a good idea, and second off, it makes the whole diff inconsistent.
  3. 00:07:812 (1,2,3,1,2,3,1,2,3,1,2,3) - These are way too hard for the beginning of a Normal diff. The BPM is very high, so 1/2 is already hard enough to play, but you add stacks to that (which make the rhythm difficult to read) and the repeat sliders are on red ticks, which make them sound weird and makes the rhyhm even more confusing.
  4. 00:16:974 (1,2,3,1) - Them being on red ticks makes them sound weird, and make the rhthm rather confusing. I suggest you just cut that part and star on the white tick with 00:19:807 (2) -
  5. 00:27:807 (1,2) - I didn't expect the last repeat on both at all.
  6. 01:23:807 (1) - I think you should avoid such sliders for Normal diffs. They play weird and the sliderball movement might throw off new players. Besides, the time length of the slider doesn't match its visible length and that makes the timing of notes following confusing.
  7. 01:25:807 (3) - This slider threw me off. I expected nothing like a 3/4 rhythm, then this slider kicks in and I missed the next note because of the surprising rhythm.
  8. 01:43:807 (4) - Move it up so that it's "stacked" under that weird angle from the previous slider ?
  9. 01:49:140 (3) - The last repeat surprised me.
  10. 01:59:807 (3) - This slider is hidden under a previous slider. Also, I don't think such kick sliders are a good idea for Normal diffs, as the number of repeats can't be guessed, and new players wouldn't have the reflex of holding.
Hard
  1. Some parts were really similar to Normal... That said, this does play like a Hard.
  2. 00:35:140 (1) - Why this here ? It makes no sense whatsoever according to the song.
  3. 00:44:140 (5) - I didn't expect a third repeat on this slider at all
  4. 01:32:473 (2,3,4) - Move these a bit closer to (2) - I hesitated here when testplaying, wondering whether this was 1/2 or 1/1 apart.
  5. 01:55:140 (1) - Why this here ? It makes no sense whatsoever according to the song.
  6. 02:04:473 (7) - Why a kick slider here ? I don't think the song has any 1/4 at that point
Challenging
  1. 318 unsnapped objects...
Extra
Well, I hate this. 2.7 slider velocity, random streams that don't fit the song, 1/2 all over the place. This only looks like something that was made for the sake of making something difficult. Sorry.

Ono's Taiko Oni
I don't understand the streams but it might just be me
Topic Starter
winber1
SPOILER

Odaril wrote:

Please reply to this mod saying what you didn't fix (and what you did) and why. Remember these are all suggestions.
Also, if you have any question, feel free to ask me in-game :)

General
  1. The title of the game is Embodiment of Scarlet Devil... not Devils. Remove the s from the tags.lol k, someone gave me all these tags, and i just copy pasted :P
  2. Very noisy. The song is very loud and so are the hitsounds (although I'd like them to be a bit louder). Can you reduce the volume of the mp3 ? i think it's fine, but i might change it...
  3. I have an offset of 1136 (-10ms from yours) s0d98gonjalbn ok. i hate changing the offset in this diff lol
Normal Yeah There's a lot of things i would change here, at least concerning spacing and difficulty-wise. 2nd map i've tried to go for rank, or something. point is... i made this a while ago. and in addition, this was also an "experiment" map thing.. if that even means anything to you.
  1. The sliders are way too fast for a Normal, which resulsts in very high spacing and a very difficult diff despite "simple" rhythms.
  2. Also the beginning is way above the rest in terms of difficulty. First off, starting that hard for the easiest diff of the mapset is not a good idea, and second off, it makes the whole diff inconsistent. mmk totally agree :3
  3. 00:07:812 (1,2,3,1,2,3,1,2,3,1,2,3) - These are way too hard for the beginning of a Normal diff. The BPM is very high, so 1/2 is already hard enough to play, but you add stacks to that (which make the rhythm difficult to read) and the repeat sliders are on red ticks, which make them sound weird and makes the rhyhm even more confusing. :3
  4. 00:16:974 (1,2,3,1) - Them being on red ticks makes them sound weird, and make the rhthm rather confusing. I suggest you just cut that part and star on the white tick with 00:19:807 (2) - These are here because of the drums. probably sounds cooler if i didn't overpower them with whistles. anyways, i changed it
  5. 00:27:807 (1,2) - I didn't expect the last repeat on both at all. i think it's fine. and you can actually react in time to see the reverse arrow if you look at that slider.
  6. 01:23:807 (1) - I think you should avoid such sliders for Normal diffs. They play weird and the sliderball movement might throw off new players. Besides, the time length of the slider doesn't match its visible length and that makes the timing of notes following confusing. yep. i never use these anymore in easier diffs nowadays
  7. 01:25:807 (3) - This slider threw me off. I expected nothing like a 3/4 rhythm, then this slider kicks in and I missed the next note because of the surprising rhythm. I think the rhythm is fine, but i did move the notes a bit. idk if that even helps tho
  8. 01:43:807 (4) - Move it up so that it's "stacked" under that weird angle from the previous slider ? k
  9. 01:49:140 (3) - The last repeat surprised me. D:
  10. 01:59:807 (3) - This slider is hidden under a previous slider. Also, I don't think such kick sliders are a good idea for Normal diffs, as the number of repeats can't be guessed, and new players wouldn't have the reflex of holding. Changed the kick slider. The "hidden" slider seems fine imo.. you have a lot of time to react.
Hard
  1. Some parts were really similar to Normal... That said, this does play like a Hard.
  2. 00:35:140 (1) - Why this here ? It makes no sense whatsoever according to the song. the drums play it
  3. 00:44:140 (5) - I didn't expect a third repeat on this slider at all you have a lot of time to react... but i still changed it.
  4. 01:32:473 (2,3,4) - Move these a bit closer to (2) - I hesitated here when testplaying, wondering whether this was 1/2 or 1/1 apart. not exactly sure what you are trying to tell me, but i moved some notes around lol. This pattern is repeated earlier twice, so i would assume it's fine. the player should know by now
  5. 01:55:140 (1) - Why this here ? It makes no sense whatsoever according to the song. this is just to be consistent. It feels weird if the first time i do it, and the nthe second time i don't. I do it in the harder diffs too. I mean, I don't think i would mind too much deleting it, but it sounds better imo if i keep it
  6. 02:04:473 (7) - Why a kick slider here ? I don't think the song has any 1/4 at that point delete that note and listen to the drums, and you'll hear things :3
Challenging
  1. 318 unsnapped objects... fukkkkk ok. i hate dealing with offset changes >_>
Extra
Well, I hate this. 2.7 slider velocity, random streams that don't fit the song, 1/2 all over the place. This only looks like something that was made for the sake of making something difficult. Sorry. I find it fun. I do agree some small streams of 3 are just placed there randomly, but most of them fit imo. and if you don't know me, I like big spacings and streams :3

Ono's Taiko Oni
I don't understand the streams but it might just be me
Thanks for mod! :3
OnosakiHito

Odaril wrote:

Ono's Taiko Oni
I don't understand the streams but it might just be me
Stream? There was a stream? lol
I duno what you mean at the moment, but I will check this after beeing back @ home.
JonnieWalker_old
star :)
OnosakiHito
I know now what he mean with stream. But everything is fine. So it's okay.
KogumaX
:)
Xaffy
:)
The 08 team_Bourdon
;)
Chewin
Hello ~ :)
I mapped it too but never submitted ahah xD

General:
Then, as the rules say, you have to make a diff with 3 stars or less.
The normal is yours easier map then let try to be less then 3 stars..

Normal:

  • AR -2 and it's ok (2,99 stars)

    Then, I'll give you suggestions on combing, since this is the easier map you need more new combos imho.
    The, you will decide if you want to follow them or not ^^
  1. 00:21:130 (4) - New combo
  2. 00:23:797 (2) - ^
  3. 00:26:463 (3) - ^
  4. 00:31:797 (2) - ^
  5. 00:34:463 (3) - ^
  6. 00:37:130 (3) - ^
  7. 00:39:797 (4) - ^
  8. 00:42:464 (2) - ^
  9. 01:03:797 (3) - ^
  10. 01:06:464 (3) - ^
  11. 01:09:130 (3) - ^
  12. 01:11:797 (3) - ^
  13. 01:25:130 (2) - ^
  14. 01:27:630 (3) - Move it at 01:27:797, slider tick rate is very good here
  15. 01:33:130 (4) - New combo
  16. 01:46:463 (2) - ^
  17. 01:49:130 (3) - ^
  18. 01:51:797 (2) - ^
  19. 01:54:463 (2) - ^
  20. 01:59:797 (3) - ^
Very good map.

Hard:

  1. 00:17:630 (2,3) - Move at 00:17:463?
  2. 01:13:130 (1,2,3) - I don't like the shape of the sliders (2-3). Slider (2): http://puu.sh/4LCJ For the slider (3) you can copy-past-flip horizontally-flip vertically-rotate by 50° and move it at x:80 y:56
    And fix the spacing with next notes..
  3. 02:01:130 (1) - Whistle at the beginning and at the end.
  4. 02:02:130 (2) - Whistle at the return
The same, good map.

Challenging:

Nothing to say, nice.

Extra:

I'm not so skilled to mod it, sorry xD

I love your maps, very good really..
I hope it will be ranked soon, then good luck ~
Roddie
Hi.

The only thing I'm going to say is that for the first timing section, I think an offset of 473 is better. Try that out. Don't forget to resnap the notes and timing points (green lines) for that section.

That's all.
Topic Starter
winber1
SPOILER

Chewin wrote:

Hello ~ :)
I mapped it too but never submitted ahah xD

General:
Then, as the rules say, you have to make a diff with 3 stars or less.
The normal is yours easier map then let try to be less then 3 stars..

Normal:

  • AR -2 and it's ok (2,99 stars) -1 is better imo.

    Then, I'll give you suggestions on combing, since this is the easier map you need more new combos imho.
    The, you will decide if you want to follow them or not ^^ sorry i decided no to follow them. The combos are very short already anyways, up to like 4 or 5 max. I think it's fine
  1. 00:21:130 (4) - New combo
  2. 00:23:797 (2) - ^
  3. 00:26:463 (3) - ^
  4. 00:31:797 (2) - ^
  5. 00:34:463 (3) - ^
  6. 00:37:130 (3) - ^
  7. 00:39:797 (4) - ^
  8. 00:42:464 (2) - ^
  9. 01:03:797 (3) - ^
  10. 01:06:464 (3) - ^
  11. 01:09:130 (3) - ^
  12. 01:11:797 (3) - ^
  13. 01:25:130 (2) - ^
  14. 01:27:630 (3) - Move it at 01:27:797, slider tick rate is very good here
  15. 01:33:130 (4) - New combo
  16. 01:46:463 (2) - ^
  17. 01:49:130 (3) - ^
  18. 01:51:797 (2) - ^
  19. 01:54:463 (2) - ^
  20. 01:59:797 (3) - ^
Very good map.

Hard:

  1. 00:17:630 (2,3) - Move at 00:17:463? no sorry
  2. 01:13:130 (1,2,3) - I don't like the shape of the sliders (2-3). Slider (2): http://puu.sh/4LCJ For the slider (3) you can copy-past-flip horizontally-flip vertically-rotate by 50° and move it at x:80 y:56
    And fix the spacing with next notes.. i think it's fine.
  3. 02:01:130 (1) - Whistle at the beginning and at the end. k
  4. 02:02:130 (2) - Whistle at the return
The same, good map.

Challenging:

Nothing to say, nice.

Extra:

I'm not so skilled to mod it, sorry xD

I love your maps, very good really..
I hope it will be ranked soon, then good luck ~
OMG LOL SO SORRY, APPARENTLY EITHER I DID NOT SEE A NOTIFICATION IN MY E-MAIL OR I ACTUALLY ACCIDENTALLY STOPPED GETTING NOTIFICATIONS. all caps cool. anyways, sorry, didn't realize you even posted here. I am just extremely lazy cuz it's so damn hard to get MAT's to look at my maps, and i tend not to be a hindrance to anyone by asking a certain MAT like everyday.

and @ Roddie, the offset is actually perfect for me, so idk. also, it shouldn't be 473, cuz the main beat is two beats later. (473 is only like 4ms difference i think anyways).
OnosakiHito
Something should really happen here. orz
Topic Starter
winber1

OnosakiHito wrote:

Something should really happen here. orz
lol sorry. I kinda was getting lazy since all my MAT attempts for this were futile. I'll start trying again i guess >_>
Shiirn
General
woooo hitsound spam

Normal
nothing really

Hard
0.5 tick rate is unrankable
00:41:130 (1,2) - i don't like this combo, the repeat point is rather ugly and questionable.
01:45:130 (1,2) - see :41

Challenging
you're right, the spacing is strange, but i see no problem with it.
0.5 tick rate is unrankable

Extra
The linear streams make me sad.
The entire diff does feel like an "extra", but it's more silly than actually difficult. Not sure what to do about that.
Topic Starter
winber1
k fixed them all. i haven't touched this map in such a long time lol.
wmfchris
If I skipped this will I be torn apart by Flandre?

[General]
tag scarlet as [taiko] does.
many unsnapped timelines, just make sure that they function normally and all hitsounds are as expected.
02:07:880 - end kiai here since 02:07:890 is not on tick

[Extra]
00:22:130 (6) - spacing, right 1+down 2 grids
00:26:130 (3) - right 1 grid to make it symmetrical
01:08:130 (3,7) - (3) left 1 grid + (7) right 1 grid makes it more symmetrical :3

[Challenging]
00:22:130 (8) - it sounds like this note's sound nearly can't be heard due to last whistle...putting whistle on (8) instead of (7) may sounds better.
00:44:963 (5) - curve slightly away from (4) looks better for me (run

[Hard]
01:19:130 (2,3) - stack properly

somehow I like that awesome hitsound arrangements, nice usage on whistle over the whole slider lol
I don't find much problems there, [extra]'s jump occasionally looks random but it's ok.

- (the diff gap between [ex] and [challenging] feels a bit too large.)

[Taiko]
00:10:635 - make a variation here - kk kk?
00:16:963 - feeling that there's also accent here, add finish
00:48:963 - ^
01:08:297 - I prefer making another xxx x x here otherwise a 5-plets starting here may not sounds well to trigger another long playing section.
01:20:463 - I don't know why you put finish on the end of sentence before, but if you do so, finish here as well

I feel like torn apart by Flan now
Topic Starter
winber1

wmfchris wrote:

If I skipped this will I be torn apart by Flandre?

[General]
tag scarlet as [taiko] does. it already is?
many unsnapped timelines, just make sure that they function normally and all hitsounds are as expected.
02:07:880 - end kiai here since 02:07:890 is not on tick ok

[Extra]
00:22:130 (6) - spacing, right 1+down 2 grids just for further patterns, i decided to keep this
00:26:130 (3) - right 1 grid to make it symmetrical k
01:08:130 (3,7) - (3) left 1 grid + (7) right 1 grid makes it more symmetrical :3 it's actually not these notes that are the problem, it's actually the corner notes , but i fixed that

[Challenging]
00:22:130 (8) - it sounds like this note's sound nearly can't be heard due to last whistle...putting whistle on (8) instead of (7) may sounds better. k
00:44:963 (5) - curve slightly away from (4) looks better for me (runk

[Hard]
01:19:130 (2,3) - stack properly k

somehow I like that awesome hitsound arrangements, nice usage on whistle over the whole slider lol
I don't find much problems there, [extra]'s jump occasionally looks random but it's ok.

- (the diff gap between [ex] and [challenging] feels a bit too large.)
Wow sorry, that reason I actually asked that random question in your queue again was that I didn't actually realize you posted this. I thought I was subscribed to this topic, except I wasn't... Awkward >_>.

Anyways THanks for mod.
Sync
General
-- The red combo color really blends in with the background. When oz2 is released to the public, players will not be able to get around this (I think). For the sake of the future, I ask that you change it to a different color. I'd suggest a lighter shade of red. Do as you wish.
-- Ono's Taiko Oni has "ZUN OnosakiHito Flandre Scarlet embodiment of scarlet devil th06 koumakyou" in the tags, but the rest of the difficulties have "ZUN OnosakiHito Flandre embodiment of scarlet devil th06 koumakyou". Notably, Ono's Taiko Oni has Scarlet after Flandre and the rest do not.
-- In all of the difficulties other than Ono's Taiko Oni, there are unsnapped inherited timing sections in the first 20 seconds or so. They do not cause any problems (because they are early instead of late); however, it is silly to leave them unsnapped. For a reference list, I have listed all of them below.
Unsnapped inherited timing sections
00:02:123
00:02:956
00:03:790
00:04:623
00:05:456
00:06:290
00:07:123
00:07:956
00:08:873
00:09:540
00:10:540
00:11:206
00:12:206
00:12:873
00:13:873
00:16:956
00:17:126
00:19:807

Extra
00:08:802 (10,11,12, 1) - I don't mind linear streams much because they provide a challenge; however, these four notes (and others alike it) are confusing, awkward, and frustrating. They kill movement and do no justice to the map at all. Unstack these and align them in a way they do not murder the flow and make players want rip their hair out.
00:07:885 (5) - I'm not entirely sure the reason you made combos like this, but I suggest adding a new combo here
00:08:052 (1) - and removing this combo here
00:12:136 (13,14,15,1) - Same reason
00:13:802 (13,14,15) - Same reason, except you moved one (1). (yay)
00:46:297 (8) - Initially, I was surprised to not see a hit circle here. I'd suggest adding one because the beat does not insinuate calming down until the next hit circle, (1).
01:13:130 (6) - New combo here
01:13:297 (2) - Add a hit circle here, otherwise it feels empty.
01:13:464 (1) - Remove combo
01:24:713 (6) - Snap this to 1/3 the 1/4 timeline because you are following the guitar melody...which is in 1/3 (sorry for the redundancy)
01:26:047 (2,3) - Snap both of these to 1/3.
01:26:463 (4) - Replace this hit circle with a 1-beat slider because it's hard to read as it is and it'd follow the guitar very well.

Challenging
-- Raise the AR by 1. AR8 definitely fits than 7 for such a fast song like this. Even though it is on the easier side of an insane (subjectively), the amount of objects on the screen at one time is slightly overwhelming.
01:11:963 (2) - Add a hit circle here. I am not sure why you stopped, especially when you built and built up in a way that would make suddenly stopping the constant 1/2 notes be very anti-climatic. You'll have to change your pattern, but imagine the good it will do
01:12:297 (4) - Add a hit circle here for the same reasons as above.
01:17:797 (9) - Replace this hit circle with a slider that 01:18:297 to closely match the guitar sound. Also, I am not a fan of waiting around for another note especially when the music calls for it.
01:24:713 (5) - If you want to construct the notes in such a way that it follows the guitar melody, you must snap them to 1/3. Remove this slider and replace the start point with a hit circle. As for it's end point, see below
01:25:130 (7) - Add a slider here that ends at 01:25:019 (remember, this lies on a 1/3 snap)
01:25:797 (8) - Align this to 1/3. Click here for a timeline reference.
01:31:630 (1) - Remove combo here
01:31:797 (1) - Add a combo here (fits the music better, starts on a downbeat)
01:33:130 (10) - This isn't an error, but wouldn't it be cool if you added a slider that is 2-beats here to fit the guitar?

Hard
01:25:797 (4) - Snap this to the 1/3 timeline (you know, guitar melody being in 1/3 etc)
01:26:463 (1) - I thought I should point out that there is no need to change this slider at all just incase. (Same with the rest of the notes, since they follow the beat and lie on notes that would fit 1/6 anyways)
01:47:797 (1) - Add one more repeat. Otherwise you aren't following the melody very well.
01:48:963 (3) - Add a hit circle here to follow the melody.
01:49:130 (4) - Like before, add another repeat here.
01:53:130 (1) - Add one more repeat here. If you don't like having more than one repeats on fast sliders (like myself), I would replace the slider with repeats with two sliders. Timeline reference (starts at 01:47:797)
01:57:630 (3) - The lack of hitcircles are showing up again. I think it's very important you follow this melody closer. Also, it's a kiai time so it's even more reason for the patterns to become more intuitive. Add a hit circle here and add a new combo.
01:58:797 (1) - Remove combo
01:59:630 (4) - Add a hit circle (follow the melody)
02:03:963 (6) - ^ Also, new combo
02:04:130 (6) - Unsnapped slider end

Normal
-- Raise the AR by 1. This is the same case as Challenging, but to a lesser extent.
00:13:802 (2) - Unsnapped slider end

Well, it looks like that is. I apologized for the long-winded mod but I assure you I modded this the best I could. I really hope the length of this mod does not discourage you. I really enjoy this mapset and hope for the best. Can't wait until it's ranked. Good luck.
Topic Starter
winber1
SPOILER

Sync wrote:

General
-- The red combo color really blends in with the background. When oz2 is released to the public, players will not be able to get around this (I think). For the sake of the future, I ask that you change it to a different color. I'd suggest a lighter shade of red. Do as you wish. it's fine imo.
-- Ono's Taiko Oni has "ZUN OnosakiHito Flandre Scarlet embodiment of scarlet devil th06 koumakyou" in the tags, but the rest of the difficulties have "ZUN OnosakiHito Flandre embodiment of scarlet devil th06 koumakyou". Notably, Ono's Taiko Oni has Scarlet after Flandre and the rest do not. oh, the reason for that is just because scarlet is already in the tags so there was no point in adding another one.
-- In all of the difficulties other than Ono's Taiko Oni, there are unsnapped inherited timing sections in the first 20 seconds or so. They do not cause any problems (because they are early instead of late); however, it is silly to leave them unsnapped. For a reference list, I have listed all of them below.blargh. i'm just a lazy ass that's why they were left like that. and i can't just move them by an offset either because i change the BPM >_>. There's really no need to fix them, but i guess i'll later when im not as lazy
Unsnapped inherited timing sections
00:02:123
00:02:956
00:03:790
00:04:623
00:05:456
00:06:290
00:07:123
00:07:956
00:08:873
00:09:540
00:10:540
00:11:206
00:12:206
00:12:873
00:13:873
00:16:956
00:17:126
00:19:807

Extra
00:08:802 (10,11,12, 1) - I don't mind linear streams much because they provide a challenge; however, these four notes (and others alike it) are confusing, awkward, and frustrating. They kill movement and do no justice to the map at all. Unstack these and align them in a way they do not murder the flow and make players want rip their hair out.i find no problem with this, and it is not because i mapped this and know the rhythm. Yes, i would not be all that surprised if some people messed this up on the first try, but if you can beat this map, then you should then also understand the rhythm of these notes, for it is in actuality very easy to grasp and understand. With regards to flow, that's more of an opinionated argument and in fact i feel it flows extremely well, and not awkward at all. But as i said that's my opinion on it, and i will keep them.
00:07:885 (5) - I'm not entirely sure the reason you made combos like this, but I suggest adding a new combo here it's because back then i didn't want to start a new combo where the melody does have a pretty main beat. The triplets repeat again at that point where i had the new combo so that's why it was there, but i added your suggestion as it makes more sense.
00:08:052 (1) - and removing this combo here ^
00:12:136 (13,14,15,1) - Same reason
00:13:802 (13,14,15) - Same reason, except you moved one (1). (yay) same as above. i see no problem with it.
00:46:297 (8) - Initially, I was surprised to not see a hit circle here. I'd suggest adding one because the beat does not insinuate calming down until the next hit circle, (1). purposely left like that. Perfectly readable anyways, so i see no problem either
01:13:130 (6) - New combo here no sorry.
01:13:297 (2) - Add a hit circle here, otherwise it feels empty. ^
01:13:464 (1) - Remove combo ^
01:24:713 (6) - Snap this to 1/3 the 1/4 timeline because you are following the guitar melody...which is in 1/3 (sorry for the redundancy) play at 25%. It's not on the 1/3 tick.
01:26:047 (2,3) - Snap both of these to 1/3. mmk
01:26:463 (4) - Replace this hit circle with a 1-beat slider because it's hard to read as it is and it'd follow the guitar very well. it's not really hard to read... and i do not want that there.

Challenging
-- Raise the AR by 1. AR8 definitely fits than 7 for such a fast song like this. Even though it is on the easier side of an insane (subjectively), the amount of objects on the screen at one time is slightly overwhelming.
01:11:963 (2) - Add a hit circle here. I am not sure why you stopped, especially when you built and built up in a way that would make suddenly stopping the constant 1/2 notes be very anti-climatic. You'll have to change your pattern, but imagine the good it will do it makes sense, but i still kinda like having this. it's also a good place to stop the constant 1/2 tick notes, since these circle patterns are actually quite hard to play.
01:12:297 (4) - Add a hit circle here for the same reasons as above. ^
01:17:797 (9) - Replace this hit circle with a slider that 01:18:297 to closely match the guitar sound. Also, I am not a fan of waiting around for another note especially when the music calls for it. the music doesn't really call for it... there is no melody there. Leaving it as is.
01:24:713 (5) - If you want to construct the notes in such a way that it follows the guitar melody, you must snap them to 1/3. Remove this slider and replace the start point with a hit circle. As for it's end point, see below it's not 1/3 as i have said earlier. and no for this slider.
01:25:130 (7) - Add a slider here that ends at 01:25:019 (remember, this lies on a 1/3 snap)
01:25:797 (8) - Align this to 1/3. Click here for a timeline reference.
01:31:630 (1) - Remove combo here
01:31:797 (1) - Add a combo here (fits the music better, starts on a downbeat) mk
01:33:130 (10) - This isn't an error, but wouldn't it be cool if you added a slider that is 2-beats here to fit the guitar? i think it's fine

Hard
01:25:797 (4) - Snap this to the 1/3 timeline (you know, guitar melody being in 1/3 etc)
01:26:463 (1) - I thought I should point out that there is no need to change this slider at all just incase. (Same with the rest of the notes, since they follow the beat and lie on notes that would fit 1/6 anyways)
01:47:797 (1) - Add one more repeat. Otherwise you aren't following the melody very well.
01:48:963 (3) - Add a hit circle here to follow the melody.
01:49:130 (4) - Like before, add another repeat here. didn't feel like adding the above three. yes i realize, but it matches with other patterns i have later in the beatmap.
01:53:130 (1) - Add one more repeat here. If you don't like having more than one repeats on fast sliders (like myself), I would replace the slider with repeats with two sliders. Timeline reference (starts at 01:47:797) ^
01:57:630 (3) - The lack of hitcircles are showing up again. I think it's very important you follow this melody closer. Also, it's a kiai time so it's even more reason for the patterns to become more intuitive. Add a hit circle here and add a new combo. not sure what you mean, a hitcircle already exists here, and apparently i have the latest version of this still, so something went wrong with ur map or something. Also newcombo does not really make sense here
01:58:797 (1) - Remove combo no
01:59:630 (4) - Add a hit circle (follow the melody) ^
02:03:963 (6) - ^ Also, new combo k
02:04:130 (6) - Unsnapped slider end ^

Normal
-- Raise the AR by 1. This is the same case as Challenging, but to a lesser extent. its fine imo
00:13:802 (2) - Unsnapped slider end in a guest diff this became a problem, but people weren't sure about it and mm201 apparently was supposed to answer but we didn't really get one. I would like to keep it as is for now, but i don't mind changing it later on.

Well, it looks like that is. I apologized for the long-winded mod but I assure you I modded this the best I could. I really hope the length of this mod does not discourage you. I really enjoy this mapset and hope for the best. Can't wait until it's ranked. Good luck.
Long mods are always appreciated. Thanks for modding.

It was also be very nice if you have correct timings (and combo numbers, since in the new combo ones, you have "1" in parentheses when I had 2 in the beatmap, which messes things up sometimes). It makes things more confusing than needed if you don't get them correct >_>. There were a few instances of that, but nothing really confused me.

Did not change that much, but there was one nice catch on that 1/3 tick, but you may also want to check things at 25% just to make sure, because the other suggestion was not in 1/3.
Sync
Extra: 01:24:686 (6) - I'm convinced this should still be snapped to 1/3. Not only is it very unlikely that the song was composed in 1/12, I've definitely made sure of it by slowing the song down several times and listening that section. If you still disagree, you may want to get a second opinion because I'm absolutely sure of it.
Topic Starter
winber1
i have no idea, perhaps it's my offset? 1/3 doesn't sound that off, but some reason it's a little tiny bit more off than1/4. Even if it is 1/3, i feel that it is better to have 1/4 tick notes since i had just use 1/4 streams before it. It makes it more readable.

my offset has always been weird idk.

also, what do you mean by 1/12? that timing signature doesn't even exist, and 1/12 notes don't really exist? wat? With the way I mapped it, it's just in 4/4. you can always easily change from triplets to sixteenth notes in music in these common timing signature. Just because you changed the 1/3 doesn't mean i'm changing the timing signature of the map.

edit: and i meant my universal offset.

... i guess now i check 25% with the rest of the map, many of my notes seem a little earlier than the music, so it thus could have made that 1/3 tick sound a little early than it should have. I am not trying to be stubborn here, but i actually still feel it's better for the play to map this in 1/4, as the 1/3 is very unexpected especially since it seems that i have reverted back to the regular 1/4 ticks after that 1/3 section.

Anyways, your mod is very deeply appreciated. THanks for looking at this map. I wish could rank this soon >_> this map is quite old. asdfasdfadfssfsfsfs
OnosakiHito
Thank you wmfchris! Changed most things.

Download: Len - U.N. Owen was Her (winber1) [Ono's Taiko Oni].osu
Sync

winber1 wrote:

i have no idea, perhaps it's my offset? 1/3 doesn't sound that off, but some reason it's a little tiny bit more off than1/4. Even if it is 1/3, i feel that it is better to have 1/4 tick notes since i had just use 1/4 streams before it. It makes it more readable.

my offset has always been weird idk.

also, what do you mean by 1/12? that timing signature doesn't even exist, and 1/12 notes don't really exist? wat? With the way I mapped it, it's just in 4/4. you can always easily change from triplets to sixteenth notes in music in these common timing signature. Just because you changed the 1/3 doesn't mean i'm changing the timing signature of the map.

edit: and i meant my universal offset.

... i guess now i check 25% with the rest of the map, many of my notes seem a little earlier than the music, so it thus could have made that 1/3 tick sound a little early than it should have. I am not trying to be stubborn here, but i actually still feel it's better for the play to map this in 1/4, as the 1/3 is very unexpected especially since it seems that i have reverted back to the regular 1/4 ticks after that 1/3 section.

Anyways, your mod is very deeply appreciated. THanks for looking at this map. I wish could rank this soon >_> this map is quite old. asdfasdfadfssfsfsfs
It's tricky and by 1/12 I mean using both 1/3 and 1/4 notes oisdsd0fjdsf. My mod was unclear as fuck and I apologize :<

I'll ask elly to mod your map now
Elly-chan
asdasd i'll mod your map after school, winber1. Anyways, I looked over it and it looks like it can't move onto layer two of our queue, sorry.

Sorry, I can't mod this. I'm way too busy already. Try again next time in our queue to get past layer one. >w<
miss_master_old
Len~~
p3n
I feel like necro-posting here...

[General]
Offset seems a bit early but not by more than 4-9ms. Maybe leave it as is.


[Normal]
Somehow I like this map. Very "dynamic" for a < 3 stars map and a bit nostalgic in terms of setup and symmetry. Most issues I found are styling related. Overlaps that look terrible and don't seem to be necessary...especially for the easiest diff in the set. AR+1 fixes some of the late overlaps and it seems this map was created with a higher AR in the first place. Maybe try AR+1 and if you think it still keeps the difficulty low enough you might as well change it.

00:26:463 (3,4,1) - avoid this overlapping if possible, maybe try moving (4) to 432/152 and then flip V (1) and re-place it as a blanket for 00:29:130 (2): http://osu.ppy.sh/ss/455409
00:29:130 (2) - whatever you come up with I recommend removing one repeat here to fit the melody follow. You'll probably have to adjust the following slider pattern.
00:33:130 (1) - flip V and spread it a bit more to avoid overlap and end it on the start of 00:31:797 (2) http://osu.ppy.sh/ss/455378 also adjust 00:34:130 (2,3,4) to something like that http://osu.ppy.sh/ss/455381
01:46:463 (2,1) - if possible avoid this overlap, maybe use something like this (this specific pattern improves flow and playability as well): http://osu.ppy.sh/ss/455399
01:49:130 (3) - maybe remove one repeat to match the melody follow, seems more appropriate for this diff, no need to adjust following
01:51:797 (2,3) - this overlap is hard to get rid of...but maybe you can come up with something?


[Hard]
I had a long and repetitive post for this diff but it wouldn't help you at all. Instead I'll try a different approach:

This map seems like you forced it in to have a slightly less aggressive difficulty spreading. This map doesn't add anything to the set imho. You already have a "hard" with the [Challenging] map. This "Hard" seems like a slightly buffed normal but without the inspiration or flow of the other maps. If you want to go for a wider spread I suggest mapping a very simple < 2 Stars [Easy] instead. And personally I prefer E N I I to N H I I anyway...


[Challenging]
00:29:130 (6,7,8) - If you try to re-arrange 00:27:797 (1,2,3,4) in that combo you could make more room for this neat pattern. The idea is great but it seems too cramped and would profit from spreading it a bit.
00:40:297 (6,7) - ugly :( reshape (7) a bit to make the gap more like (5,6)
00:41:130 (1,2) - move the repeat point of (1) to 224/200 to avoid the overlap with 00:40:464 (7) (then copy-pasta-ctrl+h to replace (2))
00:43:130 (4,5) - this one is a bit tricky. You must not slide over the downbeat @00:43:797. I suggest using a beat placement like this with patterns of your choice: http://osu.ppy.sh/ss/455434
00:54:797 (2,3) - curving those sliders a bit would help to improve readability and looks just better: http://osu.ppy.sh/ss/455441
00:59:630 - missed beats? It plays "easier" if you include the red and blue ticks with stacked circles or whatever you fancy here: http://osu.ppy.sh/ss/455444
01:35:130 (2,3,4) - adjust position of (3) to avoid that overlap with (2)
01:51:463 (2,3,4) - again very ugly overlap of (2,4) - maybe you can come up with a slightly different pattern? the symmetry on (4) seems wasted in the surrounding asymmetric patterns
01:57:797 (4) - remove repeat. sliding over this pronounced downbeat messes up the whole beat pattern. add a circle @01:58:463 (X) which starts the NC there (place it exactly where the repeat would have ended)
01:58:630 (2,3,4,5,6,7,8,9) - pattern seems not as well placed as the rest of the map. Try something like this (also avoids unnecessary overlap for 02:00:463 (9,1)):
240,344,118630,1,0,0:0
168,288,118797,2,0,B|120:312|80:272,1,90,8|0,0:0|0:0,0:0
88,184,119130,1,2,0:0
184,192,119297,2,0,B|216:136,2,45,0|0|8,0:0|0:0|0:0,0:0
256,256,119630,1,0,0:0
240,344,119797,2,0,B|200:376|152:384,2,90,2|0|8,0:0|0:0|0:0,0:0
328,312,120297,1,0,0:0
392,256,120463,2,0,B|420:227|454:227|431:363|465:363|499:329,1,180,2|0,0:0|0:0,0:0
02:02:963 (3) - maybe don't stack this note. It breaks the movement without any indication in the song


[Extra]
00:21:463 (5) - AHHHHH! remove. that. last. repeat. :o sometimes "less is more" and in this case keeping the repeat just results in endless 1/2 notes which don't resemble anything happening in the song except for the basic rhythm. Sometimes leaving comprehensible gaps that fit the song makes the map harder overall than stupid 1/2 spamming.

Those circle patterns in the first KIAI! You can almost call them classic. I love this!

01:27:463 (5,6) - wrong timing! remove all repeats from (5) and start the long slider on 01:27:630 and end it on 01:28:130 without a repat, map 01:28:463 with a circle or start another short slider there and replace 01:28:630 (7) with the slider ending. Wither way the most dominant part here is the guitar and you SHOULD ignore the downbeat @01:27:797 as it is completely unaccented
01:41:797 (1,2,3,4,1,2,3,4,1,2,3,4,1) - pure chaos and random placement...is this really necessary? I'd love to see some more organized circle patterns like that awesome first KIAI here
01:48:963 (5) - maybe use a circle here instead and start a non-reapeating slider on 01:49:130 to match the song...right now it seems disconnected and random. not very intuitive :(

Some fine-tuning needed but imo still the best map of the set.


[Ono's Taiko Oni]
Sorry Ono...I'm useless on this level of Taiko :cry:
Aleks719
:O
last post is mat's post. I'll be around if you will not get rebubble o.d
Topic Starter
winber1
Wow, i totally forgot that you gave me a mod. I fixed like most things in normal (some things in challenging I didn't fix just because I kinda like the feeling of it)

also, for 01:27:463 (5,6) I have this like really weird nostalgic feeling about this. Yes, it's timed incorrectly, but still easily able to get 100% accuracy on it. It just has something really flowing/cool about that I can't really grasp. Despite how old this map is and how much better I've become at mapping,. the things I've done in it are just something I'm really unable to match anymore, and it's something I kinda want to keep.

01:41:797 (1,2,3,4,1,2,3,4,1,2,3,4,1) the pure chaos is also something I'd like to keep to be honest.
p3n
You there? Seems I can't catch you ingame anymore. Send me a PM if you want a recheck now or if you want to get another mod first. I'll do a recheck either way ;)
p3n

Aleks719 wrote:

:O
last post is mat's post. I'll be around if you will not get rebubble o.d
At the time of posting this mod I was not in the MAT yet :P


recheck time~

[Normal]
00:29:130 (2) - the last repeat doesn't fit the melody follow here, better remove it
00:30:463 (1,2) - overlapping the HP bar, try to move everything down
00:34:463 (3) - ^
01:25:797 (3,1) - wrong timing, those are 1/3 notes! I suggest replacing everything with a 1/3 repeat slider followed by a longer slider 01:26:463 (1,2) - to match difficulty settings: http://osu.ppy.sh/ss/491685 (ignore object placement - just a quick sample for the timeline)
01:49:130 (3) - again the last repeat is counter-intuitive, I highly recommend removing it to keep the melody follow up



[Hard]
Seems you'll be keeping this around. Here we go then:
00:00:469 (1,1,2,1,2,3,1,2,3,1,2,1,2) - spacing is very inconsistent here. At least make a clear distinction between the longer 3/4 snaps 00:04:469 (1,2,3) - and the shorter 1/2 snaps 00:03:802 (3,1) - FORCING symmetry should not be the way to go. If the pattern can't be applied without turning the spacing into complete nonsense try a different pattern or don't use this kind of centered symmetry here at all.
01:26:463 (1) - suggestion: shape this slider to match the melody with the red waypoint and the resulting sharp turn: http://osu.ppy.sh/ss/491689
long code is long...
248,320,86463,6,0,B|281:286|281:286|279:275|279:275|293:285|293:285|285:269|285:269|301:277|301:277|293:261|293:261|309:269|309:269|298:256|298:256|305:261|305:261|281:193|334:146|334:146|304:128|296:80,1,375
00:31:463 (2,3,4) - If you can, avoid this overlap as it seems cramped and unnecessary
00:37:630 (3,4) - it is possible to move (3) and ctrl+g (4) to ovoid the overlap here: http://osu.ppy.sh/ss/491698
01:56:797 (2,3,4) - ^same
00:39:797 (3) - remove the last repeat to match the melody
00:55:797 (3,4) - use the same jump distance here as in the previous combo: 00:53:130 (3,4) -
01:18:463 (1) - slider ending point is dangerously far out
01:22:463 (3) - move ending point slightly to avoid overlap: http://osu.ppy.sh/ss/491703
01:24:797 (2) - the timing is misleading. The slider before feels like melody follow but the circle doesn't match the melody. Most players will hit this note early and complain about how it feels "off". >ou could turn this into a short 1/4 slider to match melody and rhythm at the same time (start it 1/4 earlier): http://osu.ppy.sh/ss/491707
01:41:797 (4) - dangerously close to the hp-bar, if you can, move it down a bit
01:58:797 (1) - move ending point a tiny bit to avoid the overlap/touching



[Challenging]
I'll have to repost some of the points from before. It is no problem to not use suggestions but at least give me a proper reason or explanation what you want to achieve by keeping different flaws. I just want to understand the reasoning behind some of the choices ;)

00:43:464 (5) - sliding over an emphasized downbeat feels extremely awkward when playing and will throw ppl off the beat, map 00:43:797 - properly if possible
00:54:797 (2,3) - curving those sliders a bit would help to improve readability and looks just better: http://osu.ppy.sh/ss/455441
01:52:296 (3,4) - ctrl+j and correct spacing to avoid the overlap
01:57:797 (4) - again sliding over the emphasized downbeat. You could remove the repeat and map 01:58:463 - properly



[Extra]
Map feels a bit like the "good old days".

01:24:797 (7) - maybe use reduced SV for this slider to match the slower pace of the song and the wiggles before
01:27:797 (6) - ^
01:47:797 (1,2,3,4) - if possible avoid the overlap of the triplet with the slider here. It seems to break the styling of this part and looks out of place here.




I'll get Dunskin and Loctav to evaluate Ono's Taiko ASAP. Please respond to which suggestions you dropped and (shortly) why to make it easier for me.
Topic Starter
winber1

p3n wrote:

Aleks719 wrote:

:O
last post is mat's post. I'll be around if you will not get rebubble o.d
At the time of posting this mod I was not in the MAT yet :P


recheck time~

[Normal]
00:29:130 (2) - the last repeat doesn't fit the melody follow here, better remove it 1) there is a guitar riff in the background which this repetas follows. 2) it keeps the pattern of the last slider, changing it could be only slightly confusing.
00:30:463 (1,2) - overlapping the HP bar, try to move everything down
00:34:463 (3) - ^ meh ok
01:25:797 (3,1) - wrong timing, those are 1/3 notes! I suggest replacing everything with a 1/3 repeat slider followed by a longer slider 01:26:463 (1,2) - to match difficulty settings: http://osu.ppy.sh/ss/491685 (ignore object placement - just a quick sample for the timeline) interesting that i never fixed this.
01:49:130 (3) - again the last repeat is counter-intuitive, I highly recommend removing it to keep the melody follow up guitar riff in the background. this 2nd repeat sounds really nice to me



[Hard]
Seems you'll be keeping this around. Here we go then:
00:00:469 (1,1,2,1,2,3,1,2,3,1,2,1,2) - spacing is very inconsistent here. At least make a clear distinction between the longer 3/4 snaps 00:04:469 (1,2,3) - and the shorter 1/2 snaps 00:03:802 (3,1) - FORCING symmetry should not be the way to go. If the pattern can't be applied without turning the spacing into complete nonsense try a different pattern or don't use this kind of centered symmetry here at all. despite the inconsistency in the actual spacing, the actual spacing between the notes are quite consistent. The only thing I change in this pattern is 00:06:135 (1) - since that was the only one where it was a little counter-intuitive. But in general, since this pattern repeats itself so much, the player should already know the rhythm by then
01:26:463 (1) - suggestion: shape this slider to match the melody with the red waypoint and the resulting sharp turn: http://osu.ppy.sh/ss/491689
long code is long...
248,320,86463,6,0,B|281:286|281:286|279:275|279:275|293:285|293:285|285:269|285:269|301:277|301:277|293:261|293:261|309:269|309:269|298:256|298:256|305:261|305:261|281:193|334:146|334:146|304:128|296:80,1,375
00:31:463 (2,3,4) - If you can, avoid this overlap as it seems cramped and unnecessary it's kinda weird, but i'm kinda hesitant to remove it. It doesn't look too bad to me and i like preserving the mapping style of this difficulty. kinda nostalgic in a way.
00:37:630 (3,4) - it is possible to move (3) and ctrl+g (4) to ovoid the overlap here: http://osu.ppy.sh/ss/491698
01:56:797 (2,3,4) - ^same actually, this overlap i actually still like some reason.
00:39:797 (3) - remove the last repeat to match the melody similar to normal. i also like the flow it just gives.
00:55:797 (3,4) - use the same jump distance here as in the previous combo: 00:53:130 (3,4) - don't see a point in doing this but okay
01:18:463 (1) - slider ending point is dangerously far outlol, doesn't really matter either but okay.
01:22:463 (3) - move ending point slightly to avoid overlap: http://osu.ppy.sh/ss/491703 k
01:24:797 (2) - the timing is misleading. The slider before feels like melody follow but the circle doesn't match the melody. Most players will hit this note early and complain about how it feels "off". >ou could turn this into a short 1/4 slider to match melody and rhythm at the same time (start it 1/4 earlier): http://osu.ppy.sh/ss/491707
01:41:797 (4) - dangerously close to the hp-bar, if you can, move it down a bit these hp bar issues really don't matter at all imo >_> but okay
01:58:797 (1) - move ending point a tiny bit to avoid the overlap/touching ya



[Challenging]
I'll have to repost some of the points from before. It is no problem to not use suggestions but at least give me a proper reason or explanation what you want to achieve by keeping different flaws. I just want to understand the reasoning behind some of the choices ;)

00:43:464 (5) - sliding over an emphasized downbeat feels extremely awkward when playing and will throw ppl off the beat, map 00:43:797 - properly if possible plays fine to me. i don't feel awkward at al. Really I don't. Imo two hitcircles doesn't flow well some reason, and a 1/2 tick slider and a hitcircle feels overmapped
00:54:797 (2,3) - curving those sliders a bit would help to improve readability and looks just better: http://osu.ppy.sh/ss/455441 didn't curve them that much, just moved them a bit
01:52:296 (3,4) - ctrl+j and correct spacing to avoid the overlap looks worse imo.
01:57:797 (4) - again sliding over the emphasized downbeat. You could remove the repeat and map 01:58:463 - properly similar reasoning i guess. I just don't feel awkward at all playing this. Maybe we could ask a few people to test play it or something.



[Extra]
Map feels a bit like the "good old days".

01:24:797 (7) - maybe use reduced SV for this slider to match the slower pace of the song and the wiggles before
01:27:797 (6) - ^ i don't wiggles are necessary. guitar isn't really doing vibrato or anything either.
01:47:797 (1,2,3,4) - if possible avoid the overlap of the triplet with the slider here. It seems to break the styling of this part and looks out of place here. i would like to keep the overlap as it was just something that I liked to do back then, and it still looks decent to me now. However, I did move the overlap a bit so that the hitcircles weren't touching the end of the slider.




I'll get Dunskin and Loctav to evaluate Ono's Taiko ASAP. Please respond to which suggestions you dropped and (shortly) why to make it easier for me.
Jenny
Taiko Check:

Drain 6... okay, seems k as the diff itself isn't that hard.
OD 6... well that does not feel too fitting to the diff, I suggest putting 5 though it's "okay" on 6...


  • 00:05:135 (1) - this note feels too much and irritating as the patterns before ended 1/2 earlier, thus, I recommend removing this note
    00:06:802 (1) - similar, I recommend removing this note as for leaving time for the player to prepare for the upcoming quadraclick-pattern (no idea what to call it), as it appears kinda sudden right now; also, this goes better with your previous patterning
    00:08:469 - would've expected a note here because of the guitars in the BGM
    00:14:464 - suggesting to lower the volume for the section after by about 25% as this part of the song appears to be kinda calm compared to the rest and this'll suit the atmosphere better and help the hitsounding to not overshine the actual instrumental
    00:25:130 and following: The doubles here feel awkward as they do not actually land on anything - if you could try to embed them more in the overall hitsounding and patterning, that'd work out better as it would feel more flowy but right now, the stopping and then hitting on where there is nothing feels a bit meeh
    00:25:713 (1,2) - especially this one, I suggest you remove or redesign it as the atmosphere there does not sound as if you should even add any objects for overmapping, for 00:27:797 and following, it'd be more understandable and feel better reasoned, I guess you get me
    00:31:047 (1,2) - similar
    00:33:130 (2,3,4,1) - may be me but I don't enjoy this finish-tripplet combination, it doesn't play too well to me
    00:37:130 (2,1,2,1) - I suggest swapping the tripplet so it goes single-tripplet instead of tripplet-single here, goes better along with the previous one
    00:40:464 (1) - a finish feels dull here as the guitar sound weakens and there is generally nothing to reasonably put it on here
    00:42:297 + 00:42:380 - I suggest adding notes here as a tripplet feels better here than on the white tick following, you'd have to delete 00:42:547 (2,1) then as these feel kinda off
    00:46:463 - the doubles in the following part feel horribly off to me, 'specially the 1/4-ones, please change them to something else as this really really feels odd to play and hits onto nothing without a reasonable feel in the song (also, might reduce volume here again? calm section, yano)
    01:01:797 (1) - I am a bit sceptical about this note; I don't like big notes at the end of 1/3s and the likes
    01:14:464 (1,2,3) - why the k k k here, it doesn't sound fitting to the song and takes the flowyness away (imo)
    01:19:130 (1,2,1) - that tripplet feels overdone and not too suiting to the rest as you don't use them any frequent in this part
    01:21:797 (1,2,1) - ^
    01:24:713 (2,1) - these doubles again, they don't belong here :<
    01:26:047 (2,1) - this one is okay though (guitar)
    01:45:130 and following: About the same as in first kiai, you should do stuff about the doubles and the likes; also, consider to work on the tripplet use, some might sound off to the player as the ones I previously mentioned did for me
    02:05:130 (1) - I feel like the endspin should have a volume that is at least a bit lower (15% or smth) as the guitar feels fading-out-ish and less like a hard impact, which the current volume supports
Topic Starter
winber1
HI JENNY

your legs are sexy

fuk that patriotbj guy
patriotbj

winber1 wrote:

HI JENNY

your legs are sexy... and delicious
huehuehuehuehuehuehuehuehue.............................


i luv that that patriotbj guy
z
OnosakiHito

Jenny wrote:

Taiko Check:


  • 00:14:464 - suggesting to lower the volume for the section after by about 25% > Never do that in taiko. Volumen should be the same in the whole song.
    00:33:130 (2,3,4,1) - may be me but I don't enjoy this finish-tripplet combination... > Yeah, I agree. Changed too ddk d
    00:37:130 (2,1,2,1) - I suggest swapping... > Okay~
    00:40:464 (1) - a finish feels dull... agree
    00:46:463 - the doubles in the following part feel horribly... I was young and unknowing. Changed that part.
    01:14:464 (1,2,3) - why the k k k here...agree~
    01:19:130 (1,2,1) - that tripplet...changed

I was suprised. Pretty good mod, I changed also some stuff by my self.
Didn't gaved answers to stuff I didn't applied, since it's allways a similiar reason: there was a rythem I followed or personally I like it too much to change it.

Thank you for mod Jenny. Didn't received for a long time a mod I like. :D
DOWNLOAD: http://puu.sh/1t1dp

@winber: Just curious, want t have Futsuu and Muzukashii fpr the mapset? lol
Topic Starter
winber1
Thanks! Updated!

Also, i'm afraid if I add any more difficulties to this mapset, it will explode :(
p3n
I hope it holds up this time (>o_o)>
Topic Starter
winber1
HOLY CRAP THANKS.
Star Stream
OMG It's bubbled :)
narakucrimson
Wasn't there a rule about two taiko difficulties minimum if you're adding taikos to your mapset?

Ah, here it is, from http://osu.ppy.sh/wiki/Ranking_Criteria :

Mapsets must have at least two osu! standard or Taiko difficulties, one of which must be an Easy/Normal level. It is possible for Marathon difficulties to have only 1 difficulty, but it must be named Marathon for the BSS to allow the submission to pending.
What do you want to do about this?


nvm, nvm, got the word that this doesn't affect old maps
Himesaka Noa

narakucrimson wrote:

Wasn't there a rule about two taiko difficulties minimum if you're adding taikos to your mapset?

Ah, here it is, from http://osu.ppy.sh/wiki/Ranking_Criteria :

Mapsets must have at least two osu! standard or Taiko difficulties, one of which must be an Easy/Normal level. It is possible for Marathon difficulties to have only 1 difficulty, but it must be named Marathon for the BSS to allow the submission to pending.
What do you want to do about this?
That's rule only affects mapsets submitted after t/92508 announcement >_<
Topic Starter
winber1
um. okay. lol.

:S
Jenny
rank plx?
Topic Starter
winber1
yex
OnosakiHito
yey
lolcubes
Hi, answering a year+ old request! ;____;

Anyways:

[General]
  1. Hitsounds: The normal-hitfinish.wav and soft-hitfinish.wav are too long (2.70 sec), they shouldn't be this long. I actually made a change for you, this one is shorter than 1500ms which is more acceptable. Here: http://puu.sh/1CkJE. The echo is just a bit shorter. (don't forget to include this as a soft-hitfinish.wav too)
  2. Timing: The first red section is 5ms too late, move it to offset 1131.
  3. 00:19:807 - This green timing section is unsnapped (10ms too late) and it doesn't properly change the hitsounds. Move it to 00:19:797.
[Extra]
  1. Stacking leniency: Currently it's unrankable because except for a few stacks it doesn't work at all. There are 2 ways of fixing this, either you move it to like 5-6 so stacking occurs normally (not recommended), or you manually make grid4 changes to create manual stacking. I will point out the spots as I go.
    SPOILER

    Ranking Criteria wrote:

    Stack leniency must not be set to a point where stacking no longer occurs. The option only exists for advanced patterns where a higher stacking leniency looks horrible or doesn't work.
    ^this means that patterns such as 00:03:052 (1,2,3,4,5) or similar overlaps are fine, the rest however is not.
  2. 00:08:802 (12,13,14,1) - Here no stacking occurs at all. Manual stacking is a good idea here. Probably isn't 100% clear in the pic, but it could give you an insight of how to do this if you don't already know: http://puu.sh/1CkTP. Note: The whole stream is moved by doing this as well. This should be done at all spots in this entire streamy section.
  3. 00:17:297 (3,4,5,6,7,8,9,10) - Manually stack these please.
  4. 00:34:797 (5,6,7) - This spacing looks bad. Can you somehow make it bigger overall and more consistent? This could mean the 7 could no longer be on top of the next slider, but I believe it would be a good move, it just feels cramped like this.
  5. 00:43:797 (1,2,3,4,5) - I really see no reason to have this much inconsistency in the spacing. You could increase the spacing between 3-4-5 and reposition them a bit.
  6. 00:57:130 (1,2,3,4,5,6,7) - 0% timing sections are unrankable. Inaudible sliders ends are unrankable as well, unless they are last objects before the end or a break. You will have to change this so it's audible. Same goes for 00:59:797 (1,2,3,4,5,6,7,8).
  7. 01:01:797 (4,5,6) - Manually stack these please.
  8. 01:13:547 (2) - This note does not exist in the music and the rhythm it creates sounds bad, you should probably remove it and create some spacing between the note 1 and the slider.
  9. 01:14:130 (5,6) - Nothing in the music to warrant this inconsistent spacing. The whole pattern uses pretty much equal spacing and then suddenly a randomjump. Should just use normal distance.
  10. 01:42:463 (1,2,3,4) - Inconsistent spacing in patterns around here is okay, but this is just too extreme, nearly to the point of being unreadable. Please change this so the spacing is not that different, currently the difference is kinda above 300% which is too extreme.
  11. 01:45:130 (1,2) - Manually stack please.
  12. 01:51:130 (4,5) - I highly suggest that you don't stack this at all, you can just move the circle 5 upwards with the distance snap you used in this combo, it feels better as there is no stopping in the flow.
  13. 02:00:797 (7,1) - Shouldn't the finish from 7 be on 1 instead? It's like that in challenging diff at least.
  14. 02:04:963 (8) - Kinda feels far, should probably lower it a bit.
[Challenging]
  1. I recommend to use AR8 and OD6 for this diff. AR8 makes it look better and creates a better spread (since you have a hard diff already) and OD6 is most appropriate since Hard is OD5 and Extra is OD7. (I think OD7 would actually be best but you would probably have to use OD8 in Extra in that case.)
  2. 01:21:797 (4) - This should be more clear, with the chaos happening around here and all the hitbursts it's nearly impossible to tell it's a slider at all.
  3. 01:49:463 (7) - This one isn't as bad as the above case, but it's still kinda bad. You should definitely try to reposition it a bit.
  4. 02:00:463 (8) - Missing clap on the slider end.
[Hard]
  1. If you decided to go with OD7 in challenging diff here, try using OD6 here.
  2. 00:45:464 (1) - Should probably start it at 00:45:297. (even normal has it there)
  3. I don't really like the double repeaters in this diff. They are okay but they don't really feel intuitive enough to me, I would suggest to try thinking of an alternative, up to you though, this is only a minor suggestion.
[Normal]
  1. 00:29:130 (2) - How about a clap on the second repeat? The first slider has one.
  2. 01:28:797 (3) - I suggest to remove this note completely. Currently it doesn't really make much sense because you aren't following the drums here, but the guitar and is quite unexpected and in such a combination makes a really weird rhythm.
  3. 01:55:797 (1,2,3) - This pattern is inappropriate for the easiest diff in the mapset, regardless of being it somewhat okay for a normal. Please change this so it has more even spacing, the spacing change here is too big and the music doesn't really call for it.
  4. 02:01:130 (1,2,3) - Same thing here.
[Ono's taiko]
  1. 00:07:219 (1) - This note creeps me out, this is the only pattern of 4 here and I feel it's quite unexpected. I suggest to remove it.
  2. 00:35:130 (1) - Uh 180bpm 1/4 finish. Don't think this is even rankable haha. In any case I suggest that instead of removing it, you modify the stream before so this finish can stay cause it's epic.
  3. 01:12:714 (1) - To me, if this was a k, it would sound much better because it's a somewhat more common drum pattern. I suggest changing it to a k.
That's it I guess. Damn this map is old haha.
p3n

lolcubes wrote:

Damn this map is old
I guess we should consider the age of this map when applying the "modern" ranking criteria. Personally I'd judge this with a mix of old rules (comparing this map to ranked maps of the time it was created) and new rules (critical gameplay related and technical problems like too long custom hitsounds I totally missed when checking this and the stack leniency though this could be an arguable point).

Doesn't change the fact that I agree with all of your critical points from reading through this mod.
Topic Starter
winber1

lolcubes wrote:

Hi, answering a year+ old request! ;____;

Anyways:

[General]
  1. Hitsounds: The normal-hitfinish.wav and soft-hitfinish.wav are too long (2.70 sec), they shouldn't be this long. I actually made a change for you, this one is shorter than 1500ms which is more acceptable. Here: http://puu.sh/1CkJE. The echo is just a bit shorter. (don't forget to include this as a soft-hitfinish.wav too)
  2. Timing: The first red section is 5ms too late, move it to offset 1131.
  3. 00:19:807 - This green timing section is unsnapped (10ms too late) and it doesn't properly change the hitsounds. Move it to 00:19:797.
fixed all

[Extra]
  1. Stacking leniency: Currently it's unrankable because except for a few stacks it doesn't work at all. There are 2 ways of fixing this, either you move it to like 5-6 so stacking occurs normally (not recommended), or you manually make grid4 changes to create manual stacking. I will point out the spots as I go.
    SPOILER

    Ranking Criteria wrote:

    Stack leniency must not be set to a point where stacking no longer occurs. The option only exists for advanced patterns where a higher stacking leniency looks horrible or doesn't work.
    ^this means that patterns such as 00:03:052 (1,2,3,4,5) or similar overlaps are fine, the rest however is not.
    [/color]
  2. 00:08:802 (12,13,14,1) - Here no stacking occurs at all. Manual stacking is a good idea here. Probably isn't 100% clear in the pic, but it could give you an insight of how to do this if you don't already know: http://puu.sh/1CkTP. Note: The whole stream is moved by doing this as well. This should be done at all spots in this entire streamy section.
  3. 00:17:297 (3,4,5,6,7,8,9,10) - Manually stack these please.ya
  4. 00:34:797 (5,6,7) - This spacing looks bad. Can you somehow make it bigger overall and more consistent? This could mean the 7 could no longer be on top of the next slider, but I believe it would be a good move, it just feels cramped like this.sure
  5. 00:43:797 (1,2,3,4,5) - I really see no reason to have this much inconsistency in the spacing. You could increase the spacing between 3-4-5 and reposition them a bit. this is more the mapping style of the map that I would really like to keep.
  6. 00:57:130 (1,2,3,4,5,6,7) - 0% timing sections are unrankable. Inaudible sliders ends are unrankable as well, unless they are last objects before the end or a break. You will have to change this so it's audible. Same goes for 00:59:797 (1,2,3,4,5,6,7,8).this is so old that you could actually make 0% volume with the editor. wow. okay fixed
  7. 01:01:797 (4,5,6) - Manually stack these please. k
  8. 01:13:547 (2) - This note does not exist in the music and the rhythm it creates sounds bad, you should probably remove it and create some spacing between the note 1 and the slider. don't see a problem to be honest actually. I find that it flows well too
  9. 01:14:130 (5,6) - Nothing in the music to warrant this inconsistent spacing. The whole pattern uses pretty much equal spacing and then suddenly a randomjump. Should just use normal distance.
  10. 01:42:463 (1,2,3,4) - Inconsistent spacing in patterns around here is okay, but this is just too extreme, nearly to the point of being unreadable. Please change this so the spacing is not that different, currently the difference is kinda above 300% which is too extreme. same as other spacing thing. this is something i would really love to keep. I don't want to change this into some other style. I want to keep it as much as it was originally intended to be.
  11. 01:45:130 (1,2) - Manually stack please.k
  12. 01:51:130 (4,5) - I highly suggest that you don't stack this at all, you can just move the circle 5 upwards with the distance snap you used in this combo, it feels better as there is no stopping in the flow. i think it's fine.
  13. 02:00:797 (7,1) - Shouldn't the finish from 7 be on 1 instead? It's like that in challenging diff at least. k
  14. 02:04:963 (8) - Kinda feels far, should probably lower it a bit. feels far doesn't really convince me of anything. Plays fine tbh
[Challenging]
  1. I recommend to use AR8 and OD6 for this diff. AR8 makes it look better and creates a better spread (since you have a hard diff already) and OD6 is most appropriate since Hard is OD5 and Extra is OD7. (I think OD7 would actually be best but you would probably have to use OD8 in Extra in that case.) ar7, od 7. I feel AR 7 just fits with what I originally wanted to do back then.
  2. 01:21:797 (4) - This should be more clear, with the chaos happening around here and all the hitbursts it's nearly impossible to tell it's a slider at all. don't see much of a problem to be honest, in fact i feel that your suggestion below needs more repositioning than this
  3. 01:49:463 (7) - This one isn't as bad as the above case, but it's still kinda bad. You should definitely try to reposition it a bit. okay
  4. 02:00:463 (8) - Missing clap on the slider end.
[Hard]
  1. If you decided to go with OD7 in challenging diff here, try using OD6 here.k
  2. 00:45:464 (1) - Should probably start it at 00:45:297. (even normal has it there) k
  3. I don't really like the double repeaters in this diff. They are okay but they don't really feel intuitive enough to me, I would suggest to try thinking of an alternative, up to you though, this is only a minor suggestion.meh
[Normal]
  1. 00:29:130 (2) - How about a clap on the second repeat? The first slider has one.k
  2. 01:28:797 (3) - I suggest to remove this note completely. Currently it doesn't really make much sense because you aren't following the drums here, but the guitar and is quite unexpected and in such a combination makes a really weird rhythm. k
  3. 01:55:797 (1,2,3) - This pattern is inappropriate for the easiest diff in the mapset, regardless of being it somewhat okay for a normal. Please change this so it has more even spacing, the spacing change here is too big and the music doesn't really call for it beginners won't even realize it's 1.20x honestly. In fact, I doubt it makes any difference whatsoever. but whatever, fixed.
  4. 02:01:130 (1,2,3) - Same thing here. k
[Ono's taiko]
  1. 00:07:219 (1) - This note creeps me out, this is the only pattern of 4 here and I feel it's quite unexpected. I suggest to remove it.
  2. 00:35:130 (1) - Uh 180bpm 1/4 finish. Don't think this is even rankable haha. In any case I suggest that instead of removing it, you modify the stream before so this finish can stay cause it's epic.
  3. 01:12:714 (1) - To me, if this was a k, it would sound much better because it's a somewhat more common drum pattern. I suggest changing it to a k.
That's it I guess. Damn this map is old haha.
yes it is old. and i suck at ranking things because no one likes me.

updated
OnosakiHito

lolcubes wrote:

[Ono's taiko]
  1. 00:07:219 (1) - This note creeps me out, this is the only pattern of 4 here and I feel it's quite unexpected. I suggest to remove it. It's totally fine, I want to keep it. It's a rise of notes.
  2. 00:35:130 (1) - Uh 180bpm 1/4 finish. Don't think this is even rankable haha. In any case I suggest that instead of removing it, you modify the stream before so this finish can stay cause it's epic. This is rankable. Those notes can be used even on 200 BPM songs if when they fit.
  3. 01:12:714 (1) - To me, if this was a k, it would sound much better because it's a somewhat more common drum pattern. I suggest changing it to a k.
It was intension because of tripplet section.
I have lowered the OD from 6 to 5.

Map: http://puu.sh/1DTAU
lolcubes
Well alright.
In any case here's a few things.

winber1 wrote:

00:43:797 (1,2,3,4,5) - I really see no reason to have this much inconsistency in the spacing. You could increase the spacing between 3-4-5 and reposition them a bit. this is more the mapping style of the map that I would really like to keep.
^ Mapping style or not, it's done poorly and should be changed. For example, the guitar is intense on the notes 3, 4 and 5, and that could be better with bigger spacing. Inconsistent spacing is fine here, but you did it in a reverse way kinda, so 1-2 is kinda ok, but 3-4-5 should definitely have bigger spacing in that case.

winber1 wrote:

01:14:130 (5,6) - Nothing in the music to warrant this inconsistent spacing. The whole pattern uses pretty much equal spacing and then suddenly a randomjump. Should just use normal distance.
^ You didn't write anything specific about this though, but I'll understand it same as for the next thing ("this is something i would really love to keep. I don't want to change this into some other style. I want to keep it as much as it was originally intended to be.")
What is your reason? Because the music definitely doesn't suggest anything that stands out, so this inconsistent spacing is considered an error. As I said before, inconsistent spacing can work fine, like it does most of the time in the map, just not here, this one looks more like an error than a pattern or something.

winber1 wrote:

01:42:463 (1,2,3,4) - Inconsistent spacing in patterns around here is okay, but this is just too extreme, nearly to the point of being unreadable. Please change this so the spacing is not that different, currently the difference is kinda above 300% which is too extreme. same as other spacing thing. this is something i would really love to keep. I don't want to change this into some other style. I want to keep it as much as it was originally intended to be.
^ Unfortunately it's not about style here, this impairs the readability of the map quite heavily. The spacing difference is just too extreme. I see absolutely no reason not to swap 3 and 4, because that brings spacing in check just fine. The pattern doesn't play that well (imo) either this or the current way, so I would recommend a different kind of pattern in general, but swapping 3 and 4 is much better than what currently is here.

That's all. :)
On a recheck everything else checks out, but sadly I can't let these go. Sorry for the wait, forum PM me once you change stuff so I can do something about this. :D
Topic Starter
winber1
The problem is that your only reason is basically that it's a spacing error thus it cannot be ranked and etc. The thing is that I don't see how it really impairs readability at all. To be perfectly honest, I don't think it does at all. I've definitely seen more confusing spacing in some recent ranked maps because they change rhythms sometimes and this rhythm change is not really all that obvious; however, in this map, since those sections where you complain about spacing are mainly consistent 1/2 tick notes, it pretty much readable despite any weird spacing changes, but I will agree certain spacing may look weird or play weird--the thing is that these patterns in these songs don't play that weirdly imo.

With all that said, I am also a lazy ass and I don't really want to deal with this map anymore to be perfectly honest, so I just fixed the first and third suggestion.

However, the 2nd one, I don't see much of a problem. The spacing change looks big enough that it doesn't seem like an error to me.... and is there a problem with readability here... or something else? In my opinion I don't see much of a problem with it. This could be a bad analogy, but I am going to compare it to ztrot spacing. Really, his spacing can be completely random, but it makes a shape, and thus it looks good--some people hate this, some people don't. In this case, the spacing changes a bit, but in the end, it makes a shape (which I liked before, and I still find it nice, despite the fact it may not look like anything to some people.)
lolcubes

winber1 wrote:

The problem is that your only reason is basically that it's a spacing error thus it cannot be ranked and etc.
That reason is enough btw. You don't have to change stuff if you don't want to, but don't expect me to act further in that case. I will step down and find someone else. There are standards that have to be kept unfortunately.
Sorry if this sounds a bit harsh, but errors should be fixed. As I said before, inconsistent spacing does work most of the time, like everywhere in the map you already have it, just not here.
Topic Starter
winber1

lolcubes wrote:

winber1 wrote:

The problem is that your only reason is basically that it's a spacing error thus it cannot be ranked and etc.
That reason is enough btw. You don't have to change stuff if you don't want to, but don't expect me to act further in that case. I will step down and find someone else. There are standards that have to be kept unfortunately.
Sorry if this sounds a bit harsh, but errors should be fixed. As I said before, inconsistent spacing does work most of the time, like everywhere in the map you already have it, just not here.
did you read the whole message? i did tell you that i fixed things, just fyi. your response was kind of... idk... lacking in a sort of way, because I'm not really sure what you are now asking me to do right now. Do you want me to change the 2nd suggestion too?
lolcubes
My bad, I guess I kinda didn't get my point across in a precise way.
Yes please, that's important part that should be fixed.

Sorry for this.
:D
Topic Starter
winber1
okay then.

updated
lolcubes
Let's try this again!
p3n
I'll give it another shot as soon as I am home again.
OnosakiHito
The Rise of the old Maps.
p3n
OK let's do this...


[General]
Remove Taiko-BG as they are unrankable until Peppy finds a way to fix them (widescreen and stuff)
All Diffs: All inherited timing sections up to ~00:17:126 are unsnapped.


[Normal]
Many unsnapped notes in the beginning. Everything from the beginning until 00:13:802 (2) is unsnapped


[Hard]
Many unsnapped notes in the beginning, like in 'Normal'
01:51:463 (2) - hitburst covering up the reverse arrow of 01:53:130 (1) - Suggestion: 01:49:797 (4,1,2) Ctrl + H and adjust 01:49:130 (3) to fix spacing


[Challenging]
Many unsnapped notes in the beginning, like in 'Normal'
01:22:797 (8) - reverse arrow is not clearly visible. Use something like this or anything else you can come up with to fix this: http://osu.ppy.sh/ss/561719
01:29:463 (2) - hitburst is covering up the reverse arrow of 01:30:463 (8) - make sure the ending of (2) is far enough away or move the whole slider to the left side of the stream


[Extra]
Many unsnapped notes in the beginning, like in 'Normal'
Pixel715
cool 8-)
Topic Starter
winber1

p3n wrote:

OK let's do this...


[General]
Remove Taiko-BG as they are unrankable until Peppy finds a way to fix them (widescreen and stuff)
All Diffs: All inherited timing sections up to ~00:17:126 are unsnapped. umm yeah, i kinda know, but they generate a sound that they were intended to make, so it all works out. I don't think anything is wrong with that...?


[Normal]
Many unsnapped notes in the beginning. Everything from the beginning until 00:13:802 (2) is unsnapped


[Hard]
Many unsnapped notes in the beginning, like in 'Normal'
01:51:463 (2) - hitburst covering up the reverse arrow of 01:53:130 (1) - Suggestion: 01:49:797 (4,1,2) Ctrl + H and adjust 01:49:130 (3) to fix spacing


[Challenging]
Many unsnapped notes in the beginning, like in 'Normal'
01:22:797 (8) - reverse arrow is not clearly visible. Use something like this or anything else you can come up with to fix this: http://osu.ppy.sh/ss/561719 I think it's fine because people read ahead of where their cursor is, so they should be able to read the note before they actually reach it. Secondly, it may not be clearly visible, but even theoretically speaking if you only looked exactly where your cursor it, the reverse arrow is still visible enough to be read, especially at this easy insane level map. THat's my opinion though. everything else was fixed.
01:29:463 (2) - hitburst is covering up the reverse arrow of 01:30:463 (8) - make sure the ending of (2) is far enough away or move the whole slider to the left side of the stream


[Extra]
Many unsnapped notes in the beginning, like in 'Normal'
fixed everything except those things mentioned.

Updated
p3n
The timing sections are ok the way they are, the ones in the beginning just looked as if they were meant to be for the earlier notes in 'Extra' but they were not (my bad).



This map. Almost 2 years in the making... finally gz!
Stefan
DAMN YES
Triskelion91
grats~
Low
just downloaded and background for taiko difficulty isnt showing
YTYuyu
wow 1 year and it got ranked :D. congratz on the rank ;).

Jacob wrote:

just downloaded and background for taiko difficulty isnt showing
taiko BGs are unrankable like p3n said on his mod which is why it got removed.
Aurele
Congratulation winber!
It's finally ranked!
LunarSakuya
congratssszzzszszsz!!!! this is sexy song
Konei
Finally :3

Congratz ~
Topic Starter
winber1
LOL LOL LOL SO LONG
Raging Bull
Congratulations. At least I can play this version unlike Louis wtf 1/3s
Stefan

Raging Bull wrote:

Congratulations. At least I can play this version unlike Louis wtf 1/3s
The reason why I am happy about the Rank.
Kanye West
gratz fgt
OnosakiHito

Byakugan249 wrote:

taiko BGs are unrankable like p3n said on his mod which is why it got removed.
Rule 1: no Taiko_BG's
Rule 2: no beatmaps without BG
Find the mistake.

Why didn't you guys contact me? At least having one normal BG... <.<"
The only thing I can't deal with is people who are messing around with my maps and rank them. A BG is inmportand in my view.
Also, I doubt it that this new rule counts for maps which are over a year and more old.

Edit: Okay, talked to p3n. Seems like the edito was messing a bit around and deleted even the normal BG in the Taiko diff.
p3n
Jacob is right the BG doesn't show on my netbook but I get the standard BG on my normal PC and I re-DLed today.

change

[Events]
//Background and Video events
0,0,"Taiko_BG.jpg"
to

[Events]
//Background and Video events
0,0,"bg.jpeg"

in the .osu of the Taiko itself and don't change it in the editor for the re-rank.



Edit: osu! somehow shows the standard BG on my normal PC and it is true for some other ppl. Others can't see the changed bg because it is handled just like deleted BGs. Sorry I didn't spot this mistake because I had a visible BG when checking earlier.
Andrea
Moved back to Pending Beatmaps.
Topic Starter
winber1
changed... and I think it works now...?

maybe
Low
nevermind
OnosakiHito
Seems to work now, but the head is cut off :/

If you don't mind, take this please. it's much better.: http://postimage.org/image/j9n69hgb1/


I made it in a way that the head is not cut off anymore, even if peppy change now the BG system.
Didn't used the previous one, because else I would need to make a black bar on the BG and this dosen't look nice. The one I have has Black on Black.

Is that for everyone okay? Winber?
Topic Starter
winber1
I'm not sure if it's okay at all. We may need to ask one of the BAT's or wait for their response.
Loctav
The new suggested BG will also not work, since the "OnosakiHito" wlll be scaled up and moved under the taiko scrollbar when you use widescreen settings or, without storyboard code, will totally mess up.


Before reranking:

[General]

TitleUnicode, ArtistUnicode in 'Extra' and 'Normal' are missing.

No kudosu for this
OnosakiHito
It was planed to be there. So no worries.
I did it in a way that climbb has done in the past as well.
Loctav
There is no point in this BG imo. :/
OnosakiHito
SPOILER
Head cut off
SPOILER
Head avaible + my name, since Ono is too short to show who mapped it in my opinion.

Second BG has the feeling as it is too much moved down, but this feeling will be gone after ppy add the black bar.
Is it okay now?
Stefan
I find the Taiko BG great, I see no problem.
Loctav
Up to winber1 then.
Topic Starter
winber1
If it is okay, I see no reason why not to include it as it is the mapper's choice.

Updated.
Cygnus
RANK IT.NOW
Loctav
Alright then.
S o r d a
wow finally congratz rerank Winber~
OnosakiHito
Thank you winber and congratulation for re-rank!
Kanye West
gratz again fgt
-Neipezi
congratz :D
albertog231997xx
genial :)
Kuroneko-sHerald
Finally :)
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