Thanks! updated.
i'm not sure where i'm going with this map right now lol.
/me wants my bubble back
i'm not sure where i'm going with this map right now lol.
/me wants my bubble back
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
GeneralNormal 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.
- 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
- 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...
- I have an offset of 1136 (-10ms from yours) s0d98gonjalbn ok. i hate changing the offset in this diff lol
Hard
- The sliders are way too fast for a Normal, which resulsts in very high spacing and a very difficult diff despite "simple" rhythms.
- 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
- 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
- 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
- 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.
- 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
- 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
- 01:43:807 (4) - Move it up so that it's "stacked" under that weird angle from the previous slider ? k
- 01:49:140 (3) - The last repeat surprised me. D:
- 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.
Challenging
- Some parts were really similar to Normal... That said, this does play like a Hard.
- 00:35:140 (1) - Why this here ? It makes no sense whatsoever according to the song. the drums play it
- 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.
- 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
- 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
- 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
Extra
- 318 unsnapped objects... fukkkkk ok. i hate dealing with offset changes >_>
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
Stream? There was a stream? lolOdaril wrote:
Ono's Taiko Oni
I don't understand the streams but it might just be me
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 fineVery good map.
- 00:21:130 (4) - New combo
- 00:23:797 (2) - ^
- 00:26:463 (3) - ^
- 00:31:797 (2) - ^
- 00:34:463 (3) - ^
- 00:37:130 (3) - ^
- 00:39:797 (4) - ^
- 00:42:464 (2) - ^
- 01:03:797 (3) - ^
- 01:06:464 (3) - ^
- 01:09:130 (3) - ^
- 01:11:797 (3) - ^
- 01:25:130 (2) - ^
- 01:27:630 (3) - Move it at 01:27:797, slider tick rate is very good here
- 01:33:130 (4) - New combo
- 01:46:463 (2) - ^
- 01:49:130 (3) - ^
- 01:51:797 (2) - ^
- 01:54:463 (2) - ^
- 01:59:797 (3) - ^
Hard:The same, good map.
- 00:17:630 (2,3) - Move at 00:17:463? no sorry
- 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.- 02:01:130 (1) - Whistle at the beginning and at the end. k
- 02:02:130 (2) - Whistle at the return
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 ~
lol sorry. I kinda was getting lazy since all my MAT attempts for this were futile. I'll start trying again i guess >_>OnosakiHito wrote:
Something should really happen here. orz
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 >_>.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.)
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 lazyUnsnapped inherited timing sections00:02:123
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.
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 :<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
240,344,118630,1,0,0:002:02:963 (3) - maybe don't stack this note. It breaks the movement without any indication in the song
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
At the time of posting this mod I was not in the MAT yetAleks719 wrote:
:O
last post is mat's post. I'll be around if you will not get rebubble o.d
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
p3n wrote:
At the time of posting this mod I was not in the MAT yetAleks719 wrote:
:O
last post is mat's post. I'll be around if you will not get rebubble o.d![]()
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/491689long code is long...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.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
00:37:630 (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 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
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 >_<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?
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.
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).lolcubes wrote:
Damn this map is old
yes it is old. and i suck at ranking things because no one likes me.lolcubes wrote:
Hi, answering a year+ old request! ;____;
Anyways:
[General]fixed all
- 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)
- Timing: The first red section is 5ms too late, move it to offset 1131.
- 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][Challenging]
- 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[/color]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.- 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.
- 00:17:297 (3,4,5,6,7,8,9,10) - Manually stack these please.ya
- 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
- 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.
- 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
- 01:01:797 (4,5,6) - Manually stack these please. k
- 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
- 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.
- 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.
- 01:45:130 (1,2) - Manually stack please.k
- 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.
- 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
- 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
[Hard]
- 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.
- 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
- 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
- 02:00:463 (8) - Missing clap on the slider end.
[Normal]
- If you decided to go with OD7 in challenging diff here, try using OD6 here.k
- 00:45:464 (1) - Should probably start it at 00:45:297. (even normal has it there) k
- 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
[Ono's taiko]
- 00:29:130 (2) - How about a clap on the second repeat? The first slider has one.k
- 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
- 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.
- 02:01:130 (1,2,3) - Same thing here. k
That's it I guess. Damn this map is old haha.
- 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.
- 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.
- 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.
I have lowered the OD from 6 to 5.lolcubes wrote:
[Ono's taiko]It was intension because of tripplet section.
- 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.
- 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.
- 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.
^ 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:
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.
^ 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.")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.
^ 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.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.
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.winber1 wrote:
The problem is that your only reason is basically that it's a spacing error thus it cannot be ranked and etc.
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 wrote:
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.winber1 wrote:
The problem is that your only reason is basically that it's a spacing error thus it cannot be ranked and etc.
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.
fixed everything except those things mentioned.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'
taiko BGs are unrankable like p3n said on his mod which is why it got removed.Jacob wrote:
just downloaded and background for taiko difficulty isnt showing
The reason why I am happy about the Rank.Raging Bull wrote:
Congratulations. At least I can play this version unlike Louis wtf 1/3s
Rule 1: no Taiko_BG'sByakugan249 wrote:
taiko BGs are unrankable like p3n said on his mod which is why it got removed.
[Events]to
//Background and Video events
0,0,"Taiko_BG.jpg"
[Events]
//Background and Video events
0,0,"bg.jpeg"