OMG It's bubbled 

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"