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ZUN - Because Princess Inada is Scolding Me

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Jenny
Doublepost there - y u use me BG?! \`A´/
TheVileOne
I stole your difficulty to make mine. I don't care what background it has. I thought they all had the same bg. Change my background to whatever you feel fits.
p3n
Uhhh new diff added recently. Get at least 3 viable mods for this diff and I'll see what we can do about a bubble. I'll keep this in my queue and hopefully some of the FFA modders will give this one a try.
TicClick
Sort of self-modding. Also, I thought TVO has made a Normal, not Lunatic.

[General]
  1. Nothing, I hope Timing is stll screwed up because 00:03:368 and 00:46:597 reset metronome, moving downbeat to the wrong place. So, we need to get a freaking final word from someone who knows things and has some time to speak the truth (or something realible, at least). As for me, my position is still the same (aka "we don't need an extra offset at the very beginning"), more details can be found here and here (the post below mine)
Normal
  1. 01:18:646 (1,3) - I would bend each of them to the oppisite side for a better look
TicCl!ck's Hard
  1. It still has bomber34 in tags
Jenny
  1. 00:03:927 (7) - such a tiny piece of 1/8. Why don't you replace it with a single note placed at the red tick?
[TVO's Lunatic]
  1. 00:12:312 (3) - add a finish or simething?
  2. 00:12:498 - I wouldn't skip a beat here
  3. I see you use claps rarely, but could you add a constant 2-4 rhythm for the whole kiai time parts? It fits the song greatly, in my opinion, and other standard diffs have claps used on kiai
  4. 00:19:019 (7) - should be a new combo
  5. Since you mapped 00:19:578 (8), it'd be a bit strange to leave 00:20:324 without any sign of hit object
  6. 00:22:001 (1) - add something to the beginning (finish?)
  7. 00:23:491 (1) - better use a whistle rather than a clap sound
  8. 00:30:758 (7) - this clap sounds misplaced, seriously
  9. 00:45:851 (6,7) - consider bending them in another direction to get some piece, harmony and circular flow: http://osu.ppy.sh/ss/565033
  10. 00:49:578 (3) - same, I guess? ^
  11. 00:54:050 (4,5,6) - wtf, it needs reshaping because of the same reason as above. Doesn't play well, in my opinion
  12. 00:55:541 (5) - shouldn't it have a finish?..
  13. 01:02:248 (1,2,3) - they do look strange because they are neither same nor placed symmetrically
  14. 01:05:230 (6) - new combo
  15. 01:06:720 (1) - a clap sounds bad here, because you put it on the downbeat
  16. 01:10:447 (1,2,3) - hitbursts from these three notes will probably cover 01:11:192 (1). Yeah it's not that bad, but still I see something similar to overlap
  17. 01:14:919 (5,6,7) - fix spacing (random trilpet check). Also, consider moving these two notes down a bit so they form a better semicircle together with the slider
  18. 01:15:664 (1) - remove clap due to the same reason as for 01:06:720 (1) ("a clap sounds bad here, because you put it on the downbeat")
  19. 01:17:155 (1) - some kind of finish would be appreciated, I think
  20. 01:17:900 (4) - whistle?
The end is a bit boring. Yeah, guess that's all, good luck!
those
Don't worry, timing isn't wrong.
TheVileOne

TicClick wrote:

Sort of self-modding. Also, I thought TVO has made a Normal, not Lunatic. What???

[General]
  1. Nothing, I hope Timing is stll screwed up because 00:03:368 and 00:46:597 reset metronome, moving downbeat to the wrong place. So, we need to get a freaking final word from someone who knows things and has some time to speak the truth (or something realible, at least). As for me, my position is still the same (aka "we don't need an extra offset at the very beginning"), more details can be found here and here (the post below mine)
Normal
  1. 01:18:646 (1,3) - I would bend each of them to the oppisite side for a better look
TicCl!ck's Hard
  1. It still has bomber34 in tags
Jenny
  1. 00:03:927 (7) - such a tiny piece of 1/8. Why don't you replace it with a single note placed at the red tick?
[TVO's Lunatic]
  1. 00:12:312 (3) - add a finish or simething? I don't like how a finish sounds there.
  2. 00:12:498 - I wouldn't skip a beat here Added
  3. I see you use claps rarely, but could you add a constant 2-4 rhythm for the whole kiai time parts? It fits the song greatly, in my opinion, and other standard diffs have claps used on kiai Made it more consistent.
  4. 00:19:019 (7) - should be a new combo Agreed
  5. Since you mapped 00:19:578 (8), it'd be a bit strange to leave 00:20:324 without any sign of hit object Sure
  6. 00:22:001 (1) - add something to the beginning (finish?) Added finish
  7. 00:23:491 (1) - better use a whistle rather than a clap sound I guess although I did this for all these parts .
  8. 00:30:758 (7) - this clap sounds misplaced, seriously Agreed
  9. 00:45:851 (6,7) - consider bending them in another direction to get some piece, harmony and circular flow: http://osu.ppy.sh/ss/565033 Nah. i like my current pattern here. Circular is overused.
  10. 00:49:578 (3) - same, I guess? ^ ^^^^
  11. 00:54:050 (4,5,6) - wtf, it needs reshaping because of the same reason as above. Doesn't play well, in my opinion Plays just fine on my end. I don't know what you had in mind.
  12. 00:55:541 (5) - shouldn't it have a finish?.. For the same reason as 12 seconds it doesn't sound like a finish.
  13. 01:02:248 (1,2,3) - they do look strange because they are neither same nor placed symmetrically Made them more similar, not exactly, because I feel the ending needs to be in a slightly different position.
  14. 01:05:230 (6) - new combo Yes
  15. 01:06:720 (1) - a clap sounds bad here, because you put it on the downbeat Changed
  16. 01:10:447 (1,2,3) - hitbursts from these three notes will probably cover 01:11:192 (1). Yeah it's not that bad, but still I see something similar to overlap I can't completely remove the overlap, but i put it in a more favorable location where the overlap doesn't matter as much.
  17. 01:14:919 (5,6,7) - fix spacing (random trilpet check). Also, consider moving these two notes down a bit so they form a better semicircle together with the slider I think fixed. I also cleaned up the transition through here.
  18. 01:15:664 (1) - remove clap due to the same reason as for 01:06:720 (1) ("a clap sounds bad here, because you put it on the downbeat") Yes yes
  19. 01:17:155 (1) - some kind of finish would be appreciated, I think okay
  20. 01:17:900 (4) - whistle? Yes
The end is a bit boring. Yeah, guess that's all, good luck! i'm aware of that, but I wasn't quite happy with how the first section looked, so i decided to focus more on my patterns. I'm really not sure if I want to remap it or not. I changed one bit towards the end
Thanks for the mod
http://puu.sh/1MFjf
TicClick

those wrote:

Don't worry, timing isn't wrong.
Then 00:04:113 with 00:07:094 and 00:10:076 and many other beats should be downbeats, but they aren't. Please, prove me wrong.
Doomsday
Just to throw my opinion into the mix about the timing; I'm certain that you won't need the points at 00:03:368 and 00:46:597. You won't need to adjust offset at all there, and the metronome doesn't need resetting at that point; 4/4 all the way

While I'm here, here's my attempt at a complete timing. Feel free to check it out (or not, if you wish :P)

BPM: 161.00 Offset: 1128
BPM: 161.00 Offset: 12314
BPM: 161.00 Offset: 13059
BPM: 161.00 Offset: 35419
BPM: 161.00 Offset: 44363
BPM: 161.00 Offset: 55547
BPM: 161.00 Offset: 56292
BPM: 161.00 Offset: 78652
BPM: 161.00 Offset: 87596
those

TicClick wrote:

those wrote:

Don't worry, timing isn't wrong.
Then 00:04:113 with 00:07:094 and 00:10:076 and many other beats should be downbeats, but they aren't. Please, prove me wrong.
No, they should not be down beats. It's all in the understanding of music theory; a short concise explanation can be found p/1783024

Key words: "due to the nature of the chord". It's all in understanding how chord progressions work, where in time certain chords should be found, etc.
Kyshiro
As requested, a mod on TVO's diff:

TVO's Lunatic

  • 00:04:113 (1) - Finish on the head, you can definately hear a finish sound in the music
    00:06:722 (8) - Remove finish, weird location for one
    00:07:094 (1) - Add finish here instead?
    00:09:889 (1) - This slider doesn't fit here, most likely because it starts on a red line
    00:10:076 - After you fixed that slider, a finish sound would be fitting over here
    00:13:616 (4,5) - I really dislike this overlap, it doesn't really feel good to play either
    00:17:529 (1) - Would play better if this had a downward curve
    00:19:578 (2,3) - Would be great if you could get these to start on the same location
    00:27:218 (1,2,3,4,5,6,7,8,1) - This could look way better, you should make the first 5 intro a smoother curve, then copy the first 4 and CTRL+H, J, G them to make a nice symmetric stream
    00:30:945 (1) - Add finish
    00:31:876 (6) - Put this one at x:256 y:304? Plays better, looks better
    00:37:280 (3,4) - Switch these locations, plays a lot better
    00:49:205 (2,3) - Such a weird jump. I think it'd better to rearrange this pattern actually
    00:51:069 (3,5) - Switch whistle here
    00:51:441 (1) - Whistle on end
    00:53:677 (3,4) - The jump here is kind of awkward to play
    00:54:050 (4,6) - Switch whistle again, this just sounds awkward
    00:55:541 (5) - Add finish to follow the pattern a bit more
    01:16:410 (2,3,4,5,6,7,8,9) - I'd rather see a smooth curve here, why not use the ''Slider to stream'' function
TheVileOne

Kyshiro wrote:

As requested, a mod on TVO's diff:

TVO's Lunatic

  • 00:04:113 (1) - Finish on the head, you can definately hear a finish sound in the music I really dislike how the finishes sound so I'm using them sparingly. Not adding.
    00:06:722 (8) - Remove finish, weird location for one Fine
    00:07:094 (1) - Add finish here instead? Fine
    00:09:889 (1) - This slider doesn't fit here, most likely because it starts on a red line Changed.
    00:10:076 - After you fixed that slider, a finish sound would be fitting over here Don't like finishes.
    00:13:616 (4,5) - I really dislike this overlap, it doesn't really feel good to play either Not changing, I like it.
    00:17:529 (1) - Would play better if this had a downward curve Done
    00:19:578 (2,3) - Would be great if you could get these to start on the same location Would be great posting an example, because that would end up destroying the symmetry which fits ZUN so well.
    00:27:218 (1,2,3,4,5,6,7,8,1) - This could look way better, you should make the first 5 intro a smoother curve, then copy the first 4 and CTRL+H, J, G them to make a nice symmetric stream Adjusted a bit.
    00:30:945 (1) - Add finish No for the same reason I didn't have a finish for all the other identical sounds.
    00:31:876 (6) - Put this one at x:256 y:304? Plays better, looks better Yes! Done!
    00:37:280 (3,4) - Switch these locations, plays a lot better Disagree, this transition 00:37:653 (4,5) - plays worse, and I have no plans on changing these notes.
    00:49:205 (2,3) - Such a weird jump. I think it'd better to rearrange this pattern actually This style is intentional and I don't really want to fix. sorry.
    00:51:069 (3,5) - Switch whistle here Fine
    00:51:441 (1) - Whistle on end Done
    00:53:677 (3,4) - The jump here is kind of awkward to play Plays perfectly fine to me..... Unless someone has a suggestion, i'm not changing.
    00:54:050 (4,6) - Switch whistle again, this just sounds awkward Fine
    00:55:541 (5) - Add finish to follow the pattern a bit more I hate how a finish sounds there. Not changing...ever
    01:16:410 (2,3,4,5,6,7,8,9) - I'd rather see a smooth curve here, why not use the ''Slider to stream'' function Looks okay to me. i'm not sure what you had in mine. It took several stream changing to get it to this shape. I do not know what a proper stream looks like if this isn't it.
Thanks for your mod.

http://puu.sh/1P5gL
LKs
hi

[skin]

Missing Skin Files:
score-comma.png
score-dot.png
score-percent.png
score-x.png

scorebar-colour-alternate.png ← what does this do

[metadate]

check tags plz

[timing]

you need to add red lines at 10076 and 53305. because you have red lines at 3368 and 46597 to exact the rhythm changes.
as you/those said 00:01:132 is 6/4, 00:07:840 is 6/4 too.

Thus, 00:13:057 and 00:56:286 could be removed since they don't play a role that correct downbeat anymore.

I read previous discussions. or, if you disagree with what I said. just use 1 red line and remove this 00:03:368 (5) - &00:13:057 (3) - . this is not a severe issue no matter in which kind we set red lines (don't touch red lines with 3/4 time signature)

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

ALSO, I found inconsistency in uninherited timing sections, you need to unify them

[Spinner New Combo]

Normal: 01:08:956 (2) - nc this
Easy: 01:08:956 (2) - nc this

[TVO's Lunatic]

I bet this is the first time I saw&mod your map. your name have been very familiar to me tho.

during the intro/beginning part, or the whole time, your rhythm and placement are disorder.

rhythm
the music has a lot of semiquavers that you could have used systematical short streams to follow with. but your triplets and quintuplets are simply random placed.

00:04:392 (2) - and this is actually a confusing quintuplet but players just won't know it has 3 repeat and play it intuitively. it seems just like it has only 1 repeat. what's more we can't get any cue from previous rhythm/patterns
00:06:349 (5,6,7) - triplet starts at long white tick is really bad when the music doesn't strongly require it. plus this is not a intended disign. 00:03:554 (6,7,8) - & 00:04:858 (3,4,5) - are both start at red tick. so they collide with each other and convey bad playing experience
00:10:821 (5,6,7) - ^
00:51:069 (3,4,5) -
00:54:050 (4,5,6) -

to refine your rhythm, a logical loop/design should be considered. experienced mappers would set a well-proportioned and balanced dealing with a particular period. in this song the intro/beginning was comprised with a melody looped 4 times, so based on this you could firstly design the rhythm, such as setting a transition or gradual change or just simply repeat. but remember don't randomly put notes

placement

00:02:622 (1,2,3,4,5) - these jumps are way sudden and large. I have no idea why you used 3.7x spacing when the song just starts sounding
00:05:604 (1,2,3,4,5,6,7,8,9) - strange angel. and it doesn't provide flow. you can refer to this and learn some easy patterns that have good flow(or even emulating some famous mappers). since I don't see a fixed style on your diff
00:09:889 (1,2,3,4,5,6,7) - hmm bad flow. just bad and doesn't look good
00:54:795 (1,2,3,4,5) - orz
00:49:205 (2,3) -
00:52:000 (2,3,4,5,6,7) - this shape looks ugly and idk why this 00:52:932 (7) - stack on 6. if i were you i gonna make an isogon and avoid stack to destroy flow
01:03:739 (1,2) - ..too large, so much so that I can't convince myself it isn't 1/1

---

00:15:665 (5) - clap? (optional, regularly we keep clap consistent but if it's intended)
00:18:647 (5) - ^
00:27:590 (5) - ^
00:58:894 (6) - ^
01:09:702 (6) - ^
01:13:428 (3) - ^
00:24:796 (9) - whistle
01:08:025 (9) - ^
00:31:876 (6) - move to x256y312. the current curve actually doesn't very fitting

[Jenny]

00:01:691 (3) - 1/8 but spacing larger than 1/4 00:01:504 (2) - ? don't really suggest doiing that
00:18:553 (2) - position
01:01:782 (2) - ^
01:00:758 (1) - orz this slider becomes more ugly after flipping, adjust it plz

you could have mapped this more carefully isn't it

[ctb]

i have modded this long ago. nothing else

others are fine
Topic Starter
Stefan
I've removed the score-Files and keeping the Life Bar, because I really like it for the Map, and does not look bad at all. :P Also, I fixed some NCs and the Metadata. Feel free to blame me if I forgot something. About the Timing I am really unsure what to do. I will talk with those/Tic again when I catch them at In-Game. Thank you, LKs.
TheVileOne

LKs wrote:

hi

[TVO's Lunatic]

I bet this is the first time I saw&mod your map. your name have been very familiar to me tho.

during the intro/beginning part, or the whole time, your rhythm and placement are disorder.

rhythm
the music has a lot of semiquavers that you could have used systematical short streams to follow with. but your triplets and quintuplets are simply random placed.

00:04:392 (2) - and this is actually a confusing quintuplet but players just won't know it has 3 repeat and play it intuitively. it seems just like it has only 1 repeat. what's more we can't get any cue from previous rhythm/patterns I don't think it's that confusing, since it carries the most ideal flow here. To make it look better and more consistent, I replicated the same pattern for the next part, which was only just a triple. I think it plays better. People will just need to suck it up and play the insane
00:06:349 (5,6,7) - triplet starts at long white tick is really bad when the music doesn't strongly require it. plus this is not a intended disign. I agree. fixed.
00:10:821 (5,6,7) - ^ i'm actually going to keep the timeline the same here, but I did rearrange the pattern so that it didn't randomly lower in spacing.
00:51:069 (3,4,5) - This actually plays nice, I like this
00:54:050 (4,5,6) - ^ There's a clear triple sound there so i don't know what you're complaining about

to refine your rhythm, a logical loop/design should be considered. experienced mappers would set a well-proportioned and balanced dealing with a particular period. in this song the intro/beginning was comprised with a melody looped 4 times, so based on this you could firstly design the rhythm, such as setting a transition or gradual change or just simply repeat. but remember don't randomly put notes

placement

00:02:622 (1,2,3,4,5) - these jumps are way sudden and large. I have no idea why you used 3.7x spacing when the song just starts sounding Maybe I got carried away, I lowered the spacing to 3.5.
00:05:604 (1,2,3,4,5,6,7,8,9) - strange angel. and it doesn't provide flow. you can refer to this and learn some easy patterns that have good flow(or even emulating some famous mappers). since I don't see a fixed style on your diff Ugh, I just realized how random that looked. I made the pattern better. It should flow better.
00:09:889 (1,2,3,4,5,6,7) - hmm bad flow. just bad and doesn't look good Remapped, looks nicer, I'm not sure how it flows.
00:54:795 (1,2,3,4,5) - orz remapped
00:49:205 (2,3) - Nothing wrong with this
00:52:000 (2,3,4,5,6,7) - this shape looks ugly and idk why this 00:52:932 (7) - stack on 6. if i were you i gonna make an isogon and avoid stack to destroy flow This shape looks okay to me and I stacked because it's a stacking sound. i'm not going for symmetry here, mainly the start of a shape transitioning into a larger spaced triangular pattern. part after sounds weird, so i'm going to look into that.
01:03:739 (1,2) - ..too large, so much so that I can't convince myself it isn't 1/1 Remapped, should be better.

---

00:15:665 (5) - clap? (optional, regularly we keep clap consistent but if it's intended) done
00:18:647 (5) - ^ ^
00:27:590 (5) - ^ ^
00:58:894 (6) - ^ ^
01:09:702 (6) - ^ ^
01:13:428 (3) - ^Not supposed to be one
00:24:796 (9) - whistle Nah
01:08:025 (9) - ^ ^
00:31:876 (6) - move to x256y312. the current curve actually doesn't very fitting okay



others are fine
A considerable amount of remapping later.....

http://www.mediafire.com/?0a1pa862jogtx61

Probably still needs some work... The will to fix is gone though. It's good enough for right now.
Loooctav
Hi! Gabe Asked Me
[TVO's Lunatic]
00:07:094 (9) Delete New Combo
00:07:281 (2) Add New Combo
00:55:168 (3) Add New Combo
00:57:776 (1) Much Spacing
01:16:410 (2) New Combo..
01:22:000 (5) New Combo..
01:25:726 (2) New Combo..
01:26:099 (3) New Combo..

[Nito's Rain]
00:06:349 (1,2,3,4,5,6,1,2,3,4,5,6) A bit further along ..

Byeee! Good Luck
Nitojgrem

ThoomyyxD wrote:

[Nito's Rain]
00:06:349 (1,2,3,4,5,6,1,2,3,4,5,6) A bit further along ..
Urr, what? If you mean that I shall make the jump a bit longer... no, I won't because I don't see any reason why to do so D:
Anyways thanks for the look^^
Kokatsu
Taikomod to support p3n's bubbleing.

Taiko Oni


00:12:684 (3,4) - both kat
00:24:237 (3,4,1,2,1,2,1,2,1) - ddddkkkkd
00:30:106 (1,1) - kd
00:33:367 (2,3,1,2,1) - ddkkk
00:49:578 (2,1,2,1) - d ddd
00:55:354 (1,2,3,1) - You didn't use 1/6 b4, so why here? Please stick to 1/4.
00:55:913 (3,4) - both kat
01:12:124 (1,1,2,1) - reverse hitsounding.
01:27:217 (1,1,1,1,1) - dkd D?

Feel free to throw stuff at me.
p3n
[General]
Timing Points are a mess. The downbeats get messed up and then corrected without any reason. I was skimming through this topic and I found the correct use of timing points was mentioned a few times (even by a BAT, Charles). Here is the correct timing: http://puu.sh/1QcMd Ignore the samplesets and KIAI usage. You'll have to re-implement those via inherited sections to make the overall setup like the one you have now.

Taiko BGs are no longer rankable. Replace it with a normal BG (Ono will know how to fix this)

scorebar-colour.png is too wide and will show full health even at lower hp values. The scorebar-colour-ALTERNATE.png has the right dimensions and should be renamed to scorebar-colour.png (delete the old one). Also mention where the custom scorebar comes from (creator if possible) in your submission post (not the tags). The wall of "bomber's diff" doesn't really help much...

Why is TNG and thenutritiousguy in the tags? This name might be taken by someone else in the future and it will not link to your profile anyway. Please remove those tags.

ComboColour 2 and 3 are very similar. Consider removing one of them and go with 3 different colours.



[Easy]
00:22:001 (1,2) - do not stack circles under slider endings in beginner difficulties.
00:51:814 (2,3) - fix spacing spacing (noticable in play-mode because all other 1/1 notes are touching at the borders).



[Normal]
fine~



[Tickies Hard]
yup~



[TVO's Insane]
00:01:877 (3) - why is there a clap? You don't use any claps in this part other than that one.
00:19:765 (3) - partly underneath the hp-bar. I recommend to not touch the hp-bar at all.
00:19:765 (3) - missed a note?
00:57:776 (1) - touching the hp-bar. This one is borderline though...if you want to keep it and you have a reason to do so, tell me.
01:15:664 (1,2,3,1) - to increase readability I suggest using a (1,2,1,2) combo pattern here

Generally the mapping of triplets is very inconsistent as is the use of hitsound patterns (compare 1st KIAI with 3rd KIAI - no whistle patterns in the 1st, 3rd feels much better). It seems you sacrificed many consistent beat patterns for some symmetric note placements. This is not an issue of rankability but I feel it really lowers the gameplay quality in some places. This is purely personal preference but I still want to let you know how I feel about this. I certainly feel this map has unused potential. If you want to change and polish or even re-map some parts: go ahead. I'll check this again until it can be bubbled.



[Jenny]
00:03:740 (6,7) - Unlike 00:01:691 (3) - before, 1/8 notes do not match anything in the song here so this 1/8 slider doesn't make much sense. 00:03:927 - is the only beat to map in this place. The 1/8 notes before and after are completely misleading and through the addition of the hitsounds they actually "break" an feeling of following the song in this part. Either use only the red tick by mapping a circle here (need reduce previous slider to a circle), or just end 00:03:740 (6) - on the red tick and leave it at that.

00:25:727 (5,6) - no 1/8 notes here either. Listen at 25% speed and you'll notice the drums are actually on the 1/4 notes. http://osu.ppy.sh/ss/577188
01:08:956 (5,6) - ^same

00:55:354 (1,2) - Ctrl + G to match the actual drums in the song (the 1/8 roll is between the last blue tick and the next downbeat)


I like the flow of this diff. Just be careful with the 1/8 notes.
those

p3n wrote:

Here is the correct timing: http://puu.sh/1QcMd
Stop it. The timing points are there so that the correct chords appear in the right place in the measures.
Jenny
a) Fixed the first 1/8s and changed stuffs about the fourth point mentioned, wanting to keep second and third ones though as they currently feel neat to me, though not in the song as-is
b) I changed combo colors as they compliment the BG in my diff better (should be okay as I already have a different BG than the rest of the set)
c) This may sound rude (which it is not intended to be) but I'd like TVO to not use my BG as I'd prefer keeping it to my diff only
d) Also @TVO, I suggest changing at least something in the difficulty settings as it feels lame to have two diffs that are that different but have the same settings

Dere u haz ur updaetz yo: http://puu.sh/1Qftx
p3n

those wrote:

Stop it. The timing points are there so that the correct chords appear in the right place in the measures.
...and that has absolutely nothing to do with the correct metronome. If you want to have every chord in the 4/4 parts on a downbeat the timing wasn't correct before anyway. And besides, there are no such things in the original sheet (midi)i. It is plain 4/4 with 3/4 parts in between and I don't see any reason to completely mess it up (because it does matter for the Taiko, where the bars make no sense right now).

I can't see any reason to move the downbeats to be on the (audible) wrong part of the bar.


But let's not discuss this here. Fact: I won't bubble/rank it with the messy timing right now. If you want to explain to me why it should be the awkward and illogical timing then let us discuss this via PM or ingame if you can catch me ;)

Also: Don't take this the wrong way, those. I will listen to your reasoning and it might make some sense if you can explain it properly. Until then I'll stick with what is logical and what I can confirm myself.
those

p3n wrote:

if you can explain it properly.
I'll bring this picture up again:

Chord changes appear at each half note in the left hand. This song is in C minor, so the chord progression goes
Cm Ab Bb | Cm Cm Ab Bb | Cm Ebm Cb Db | Bb Ebm Cb Db | Bb

How else would you suggest you split up these 16 chords?
p3n

those wrote:

How else would you suggest you split up these 16 chords?

How about 8 bars with 2 half notes each? Seeeeeeeeee? ;)

No srsly. I think I get the idea of splitting according to the chords but it still doesn't make sense to me in the context of a rhythm game. If you listen to the rhythm of the song, it indicates clearly where the downbeat is. Changing it to match the chords feels very awkward in Taiko and also while in the timing tab in the editor. The functionality of the map is not affected either way. I'm still in favor of the "simpler", natural 4/4 solution, that reflects the beat of the drum set. This way the bars in the Taiko will be in sync with the actual beat and the standard diffs could still reflect the chords via proper combo settings. Would this be a fair middle ground?

Otherwise I'd have to ask some other Taiko players in the team to check if they even care about proper metronome settings in Taikos. Then we could use the metronome to indicate the chords rather than the actual beat here. But I'm still not sold on the idea of dropping proper metric in favor of something that should be done with combo settings instead (at least this is what I would prefer here).
those

p3n wrote:

Changing it to match the chords feels very awkward in Taiko and also while in the timing tab in the editor.
You have to realize that while different emphases can appear in different parts of the measure, the position of chords within the measure cannot - taking Taiko into example, this is why you see D or K objects not only on beat one, but beats, two, three, or even four.

Also it isn't awkward in Taiko; chances are, you're just used to seeing it the wrong way and can't adjust enough.
ziin

those wrote:

You have to realize that while different emphases can appear in different parts of the measure, the position of chords within the measure cannot - taking Taiko into example, this is why you see D or K objects not only on beat one, but beats, two, three, or even four.

Also it isn't awkward in Taiko; chances are, you're just used to seeing it the wrong way and can't adjust enough.
p3n's timing is right. Keep it simple. You could probably do 8/4 if it bothers you, but if you can't keep a standard 4/4 beat something is wrong with you.

those wrote:

How else would you suggest you split up these 16 chords?
syncopation.

Also, what the hell, nearly everyone in the thread has said 4/4.
TheVileOne

p3n wrote:

[General]
Timing Points are a mess. The downbeats get messed up and then corrected without any reason. I was skimming through this topic and I found the correct use of timing points was mentioned a few times (even by a BAT, Charles). Here is the correct timing: http://puu.sh/1QcMd Ignore the samplesets and KIAI usage. You'll have to re-implement those via inherited sections to make the overall setup like the one you have now.

Taiko BGs are no longer rankable. Replace it with a normal BG (Ono will know how to fix this)

scorebar-colour.png is too wide and will show full health even at lower hp values. The scorebar-colour-ALTERNATE.png has the right dimensions and should be renamed to scorebar-colour.png (delete the old one). Also mention where the custom scorebar comes from (creator if possible) in your submission post (not the tags). The wall of "bomber's diff" doesn't really help much...

Why is TNG and thenutritiousguy in the tags? This name might be taken by someone else in the future and it will not link to your profile anyway. Please remove those tags.

ComboColour 2 and 3 are very similar. Consider removing one of them and go with 3 different colours.



[Easy]
00:22:001 (1,2) - do not stack circles under slider endings in beginner difficulties.
00:51:814 (2,3) - fix spacing spacing (noticable in play-mode because all other 1/1 notes are touching at the borders).



[Normal]
fine~



[Tickies Hard]
yup~



[TVO's Insane]
00:01:877 (3) - why is there a clap? You don't use any claps in this part other than that one. I really don't know, removed.
00:19:765 (3) - partly underneath the hp-bar. I recommend to not touch the hp-bar at all.
00:19:765 (3) - missed a note? I assume you're linking to the wrong time. I added a missing note though.
00:57:776 (1) - touching the hp-bar. This one is borderline though...if you want to keep it and you have a reason to do so, tell me. pattern down a few units.
01:15:664 (1,2,3,1) - to increase readability I suggest using a (1,2,1,2) combo pattern here Okay

Generally the mapping of triplets is very inconsistent as is the use of hitsound patterns (compare 1st KIAI with 3rd KIAI - no whistle patterns in the 1st, 3rd feels much better). It seems you sacrificed many consistent beat patterns for some symmetric note placements. This is not an issue of rankability but I feel it really lowers the gameplay quality in some places. This is purely personal preference but I still want to let you know how I feel about this. I certainly feel this map has unused potential. If you want to change and polish or even re-map some parts: go ahead. I'll check this again until it can be bubbled.


.
Remapped the end of second kiai. And really i'm not really sure what to do if anything about first kiai. It's just mapped differently. II can't just remap it when most of it is already consistent. The end part I would want to change, but I don't have an idea how to fix it.

http://puu.sh/1Qpg7
LunarSakuya
hnng

General
Fine
Pretty bgs =v=

Easy
00:23:119 (2) - Unstack, you didn't have this anywhere else
01:05:230 (4) - NC, like 00:22:001 (1) -
01:12:683 (1) - Delete NC

Normal
00:20:510 (1) - Delete NC, seems pointless
01:22:000 (1) - Curve this maybe to match the other 2 sliders ahead of it

TicCl!ck's Hard
00:08:212 (4,5) - Make a curved 1/2 slider like (3), consistent with tone imo
00:11:753 (2,3,4) - Maybe gradually increase spacing between these so the last one isn't that sudden
Nice diff ^^

Jenny
00:26:845 (5) - NC for sudden distance change? if you do, theres another at 01:10:074 (5) -
00:34:112 (2,3,4) - Move a little further away from (1) so it's more even between 00:34:299 (4,1) - http://osu.ppy.sh/ss/577655
sexy

TVO's Lunatic
00:13:802 (5) - Split up in to 2 1/2 sliders would be nicer of a challenge imo, also fits music
00:19:019 (1) - Finish at beginning to emphasize high note
01:13:428 (1) - Clap at end
01:18:087 (4) - Ctrl + G, better cursor flow imo
pretty streams ^^

Good luck! Sweet song :D
Aurele
Lol.. here comes the subject again...
TicClick
will check mods and give a feedback asap
btw Doomsday's post is worth checking, I think I saw something multitiming-like in there
Topic Starter
Stefan

p3n wrote:

[General]
Timing Points are a mess. The downbeats get messed up and then corrected without any reason. I was skimming through this topic and I found the correct use of timing points was mentioned a few times (even by a BAT, Charles). Here is the correct timing: http://puu.sh/1QcMd Ignore the samplesets and KIAI usage. You'll have to re-implement those via inherited sections to make the overall setup like the one you have now. It's up to you, guys. I won't do or change anything here by myself.

Taiko BGs are no longer rankable. Replace it with a normal BG (Ono will know how to fix this) I've removed the BG for the moment.

scorebar-colour.png is too wide and will show full health even at lower hp values. The scorebar-colour-ALTERNATE.png has the right dimensions and should be renamed to scorebar-colour.png (delete the old one). Also mention where the custom scorebar comes from (creator if possible) in your submission post (not the tags). The wall of "bomber's diff" doesn't really help much... Fixed. :P

Why is TNG and thenutritiousguy in the tags? This name might be taken by someone else in the future and it will not link to your profile anyway. Please remove those tags. I gonna eat the person who takes my old name.

ComboColour 2 and 3 are very similar. Consider removing one of them and go with 3 different colours. I don't think so that they are too similar. I may make the darker red a bit more darker but that's all.
Accepted everything by LunarSakuya's Mod and the Suggestions for Easy by p3n. Thanks! :)
Also @TVO, I changed the BG at your Diff to the same as the rest of the Mapset since your Combo Colours fits better with the current BG now. Blame me at In-Game if you don't like it. D:
p3n

Stefan wrote:

It's up to you, guys. I won't do or change anything here by myself.
Of course you will ;) This is your map. You have more than enough suggestions about what to do with the timing. Ultimately it is your decision. Technically both versions work as long as the 3/4 sections are timed properly. I don't want to flood this map thread with any more theoretical stuff that doesn't affect gameplay outside of Taiko mode.


Edit:
I just got a nice comment about this: This thread is like a twisted osu VN. Pick the simple and straight-forward timing for the p3n-route, or the chord-focused timing for the those-route.
Topic Starter
Stefan

p3n wrote:

Stefan wrote:

It's up to you, guys. I won't do or change anything here by myself.
Of course you will ;) This is your map.
Ich meinte das eher, dass ich aus meiner Erfahrung nichts verändern werde. Ich warte darauf, was ihr alle zu dem Timing sagt. :P
TheVileOne

LunarSakuya wrote:

hnng

General


TVO's Lunatic
00:13:802 (5) - Split up in to 2 1/2 sliders would be nicer of a challenge imo, also fits music Meh. I really like this transition.
00:19:019 (1) - Finish at beginning to emphasize high note Fine
01:13:428 (1) - Clap at end Fine
01:18:087 (4) - Ctrl + G, better cursor flow imo I don't think it makes a difference, but done.
pretty streams ^^

Good luck! Sweet song :D
Thanks for your help.

http://puu.sh/1QGWz
TicClick
[http://puu.sh/1R3Oz]

LunarSakuya wrote:

No to both, because 1) I don't like it that way, also there's enough sliders around and 2) I still prefer to see that note apart from the other ones. But I decreased that little jump by 0.1
Topic Starter
Stefan
Used Timing which have been suggested by Doomsday.
p3n
@Stefan: You should be more careful after applying timing changes. Check the diffs for unsnapped notes before uploading them (including guest diffs).


[TicC!ick's Hard]
Check the inherited sections @00:04:113 - and @00:10:169 - as they are AFTER the notes so the hitsound/volume/whatever changes do not apply to the note they are meant for.



[Jenny]
Unsnap all the notes \o/ (re-snap all the notes...and look for the critical parts I point out below):

00:35:417 (1) - slider length compromised
01:18:646 (1) - ^same
Both slider need the correct SV settings or they'll appear shorter than they are. The re-snapping should fix this but if it doesn't, double check the SV settings.


00:25:727 (5,6,7) - think about this again. There are 5 beats that are very clear and don't leave much room for interpretation if you ask me. If you REALLY want to keep it this way I need a better reason than "because it feels neat to me" :P
01:08:956 (5,6,7) - ^same



[TVO's Lunatic]
The inherited section @00:24:982 - should be snapped properly and also needs to have KIAI settings set to "ON" or else your KIAI will start on a bluie tick (1/4 late)
00:44:549 (1) - seems like the NC after the spinner was lost. It is not a big issue but you could add it as well if you are at it



[Ono's Taiko Oni]
some unsnapped notes here as well
Topic Starter
Stefan
I was pretty sure that I fixed everything.. whatever. lol

- Fixed the 1/6 Part in Ono's Diff.
- Fixed the inherited lines in TVO's and Ono's Diffs.
- Resnapped Jenny's Diff.
- Made the NC how suggested in TVO's Diff.

So we're wait now for Tic and Jenny for their Words. :P
Jenny
DONT KILL MAPPER SPIRIT

http://puu.sh/1SoOe

btw. fix the topic title, it should be "ZUN - Because Princess Inada is Scolding Me [Osu|CTB|Taiko]" or smth like that, currently it's cut-off :v
Topic Starter
Stefan
UPDATED! HUUUUUUUUUUUUUUUUUUUUUUUU
p3n
For Ono's Taiko SB/BG:

[Events]
//Background and Video events
0,0,"bg.jpg"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"Taiko_BG.jpg",320,240
M,0,-1000,0,320,240
S,0,0,90956,0.8
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255
OnosakiHito
Thank you Kokatsu for mod, I have applied most things!

Also thank you p3n as well, works fine now!

Update: http://puu.sh/1SB3i
p3n
Everything is clean and tidy now. If TVO wants to rework/add hitsounds just contact me for a quick rebubble.


:V
BCI
WOOOOOOOOHOOOOOOO
RANK IT NAO STEFAN <3 no seriosly
Nitojgrem
Wow, that I can experience this in my life.... wow.
Sieg
gogo rank this already :)
queen lorelei
Rank it already
Topic Starter
Stefan

queen lorelei wrote:

Rank it already
Waiting for a BAT :P
queen lorelei

Stefan wrote:

queen lorelei wrote:

Rank it already
Waiting for a BAT :P
Ik just saying
Faust
Has anyone just tried using 160.970 BPM consistently throughout.

Consider having 1,130~32 for the first offset imo.
Loctav
The Taiko BG workaround has been considered as unrankable since it will break in future fixes.
Please remove it and/or add a 16:9 BG or think off something better (like in U.N. Owen Was Her)
Going to check this later.
Tell me when you considered Faust's timing ad TRIED IT at least.
TicClick
160.97 works just fine so this is more preferable than having even BPM but with small jumps.

The only thing I'm worried of is the amount of offsets to resnap lol.
TheVileOne
If you need me for anything, send me a forum PM.
OnosakiHito

Loctav wrote:

The Taiko BG workaround has been considered as unrankable since it will break in future fixes.
Please remove it and/or add a 16:9 BG or think off something better (like in U.N. Owen Was Her).
I tried it now with 16:9 BG, but it dosen't work as 16:9 SB since the borders for sbing are still on the 4:3 range.
What else I could do is what I did here, check it out please and tell me if this works: https://osu.ppy.sh/s/70738
Jenny
OnosakiHito

@Stefan: Beat snap divisor auf 1/4 in meiner map bitte.
Loctav
[TicCl!ck's Hard]

00:32:068 (6,1) - eh...imo this plays totally awkward and I cant even image what this shall follow. And I can't see the creative rhythm in it you might wanted to add. Try this: http://puu.sh/1VsSB (6 is 00:32:068 (6)) - This method follows the ... trumpet? The melody layer.. :D

[TVO's Lunatic]

Tbh, I don't like this diff by any means. Thing is, that many patterns appear random and flow-breaking to me. I can start nitpicking about every little thing, but actually I don't want to throw a huge wall of suggestions. If you don't mind, I'd like to throw a bunch of stuff that disturbs me and bring some examples and you revise your map on your own, as long as you agree with it.
Also it looks like you mapped without distance spacing. This is totally okay - if you do it right. And imo, you didn't. Please revise this diff deeply to make it pretty. It has a lot of potential, that appears unused to me, since some stuff simply is a result of untidiness or the enforcement of patterns, that neither flow nor look good.
Generally the map felt unnecessarely jumpy for me - it felt forced - also the hitobject timing felt off sometimes.

Also for this kind of jumpy stuff, LD7 is very very harsh. Put LD6, since you use a lot of circle jumps and use not as much sliders so it's hard to keep the life up. It's too unforgiving.
Also I'd reduce OD by 1, for the same reason that jumpy circles and few sliders are having a very unforgiving behavior in this settings, which felt unnecessary to me.

Let's start:

00:01:132 (1,2,3) - this is flowbreaking. The 1 is having a upwards movement, the (2) is still following but the (3) is suddenly killing it - not only because of the inconsistent and random spacing, but also because the flow gets killed with a weird left-handed movement. Stuff like this (http://puu.sh/1XAcH) works way better imo.
00:05:977 (3,4,5) - this jump appears totally unneeded for me. I can't see why you jump here. Not that the pattern just looks weird to me, it also is one of the flowbreaking patterns again, since you do this: http://puu.sh/1XAgl - not to say that the spacing between (4) and (1) is ridiculousy high, the spacing between (4) and (5) is even more weird. Stuff like this works way better imo: http://puu.sh/1XAkd
00:07:375 - yes, a note is missing here. This map appears inconsistent in the way it's mapped. It might be a personal preference, but I remember such missing notes appearing every now and then when the music is clearly playing it. And you should decide to either follow the music or to map strictly on 1/2 (which is boring) In conclusion, the overall pattern makes no sense to me, since the missing note would require a smaller spacing and not this jump
00:08:120 - ^
00:09:332 (3,4,5) - this is clearly this: http://puu.sh/1XArt
00:10:916 (5) - move to 00:11:102
00:12:873 (2,3) - stuff like this makes no sense to me and makes the whole map a mess to play imo. Your spacing jumps from 1,3 to 1,5 to 1,4. Here it's from 1,3 to 1,4. For no reason. The beautiful pattern could've been also achieved with 1,3 spacing.
00:13:618 (4,5) - this overlap is unneeded. The antijump as well.It kills every flow. And the music isnt calling for it
00:16:040 (1,2) - This jump is also unneeded.
00:16:879 (5) - overmapped. This is not following anything.
00:22:004 (1,2,3) - I won't point up such kind of unexpected spacing inconsistency anymore :C
00:26:291 (7,8,9) - I couldn't resist to do it at least once again. See, 00:25:732 (6,7) - is fine for me, since it's an obvious jump. But 00:26:291 (7,8,9) - is no real jump, it's just inconsistent - for no reason, at for none that is clearly apparant for me.

[Jenny]
Actually I liked the diff (it surprises me that I even say that). But I see no reason why it has a different BG than the other standard diffs. Seems unnecessary to me.

00:01:691 (3) - Oh, you are following the SOOOQUIET drum in the background, which is barely hearable. Well, okay. but I'd prefer staying consistent with 00:01:132 (1) - and do this: http://puu.sh/1XAKR
00:03:927 (7,1) - this higher spacing is unneeded. Stay consistent with 00:01:877 (4,5) - and use the same spacing after sliders. Else it just plays unneeded harsh.
00:06:350 (3,4) - those kind of mini-jumps are too small to be a jump and too large to be overseen - I'll consider this as inconsistent spacing.
00:21:072 (4,5,6,7,8) - that's a really weird hitsounding. There are so many claps. Maybe you can refine it? I am not that good at placing hitsounds, but this one sounds totally awkward to me - but it's hard for me to suggest something else.
00:26:850 (5,6,7,8) - this is unneeded. It's unexpected, the music isn't calling for it. And yes, it might kill a cool pattern, but sorry. In doubt, do this maybe?: http://puu.sh/1XAWy (1 is 00:26:477 (1) - )
00:33:932 (1,2,3,4) - oh my, this plays weird. Maybe replace them with a 1/4 reverse slider instead?
00:41:293 (2) - move to 00:41:480
00:41:666 (5) - move to 00:41:852
00:44:089 (4,5,6,7) - don't stack them, it makes them play weird after the 1/4 reverse jumps. Try to simply make a lined up stream.
01:10:086 (5,6,7,8) - as mentioned before~
01:17:168 (1,2,3,4) - as mentioned before~
01:24:436 (1,2,3,4,5,6) - as mentioned before~
01:27:325 (4,5,6,7) - as mentioned before~

[Ono's Taiko Oni]

BG is fine now.

00:25:266 (2,1) - oh, why this double. Why. It makes my ear bleed ;____;. Even if you like them - and even if you don't follow the music like me so much. But pleeeease, for god's sake, don't do this random doubles in a song that isnt having this rhythm at all. Put the (2) on the red tick
00:26:757 (2) - same here. Won't point up the doubles anymore. This applies to all doubles used here.
00:44:647 (7) - Actually, HERE you can use your beloved doubles like this: http://puu.sh/1XBam (feel free to put don/kat as you want here)
01:26:672 (1,1,2,1) - the doubles are fine here

Not much to say here but with the doubles. The map would be way better if you place your somewhat "freestyled" patterns more to the music, so they complete it - right now your doubles are opposing the music too much than supporting it - so I'll call it as "wrong" here.

[Nito's Rain]

My CTB knowledge is limited, so my mod appears the same then.


00:10:823 (1,2,3,4,5,6,7,8,9) - is that needed? It sounds heavily overmapped to me. Try to put some dash slider or something. The music is jumping. Make the user jump too, then ;D
00:14:922 (9) - snap end to white tick?
00:54:059 (1,2,3,4,5,6,7,8,9) - same here
00:58:158 (9) - snap slider end to white tick?
TheVileOne

Loctav wrote:

[TicCl!ck's Hard]

00:32:068 (6,1) - eh...imo this plays totally awkward and I cant even image what this shall follow. And I can't see the creative rhythm in it you might wanted to add. Try this: http://puu.sh/1VsSB (6 is 00:32:068 (6)) - This method follows the ... trumpet? The melody layer.. :D

[TVO's Lunatic]

Tbh, I don't like this diff by any means. Thing is, that many patterns appear random and flow-breaking to me. I can start nitpicking about every little thing, but actually I don't want to throw a huge wall of suggestions. If you don't mind, I'd like to throw a bunch of stuff that disturbs me and bring some examples and you revise your map on your own, as long as you agree with it.
Also it looks like you mapped without distance spacing. This is totally okay - if you do it right. And imo, you didn't. Please revise this diff deeply to make it pretty. It has a lot of potential, that appears unused to me, since some stuff simply is a result of untidiness or the enforcement of patterns, that neither flow nor look good.
Generally the map felt unnecessarely jumpy for me - it felt forced - also the hitobject timing felt off sometimes.

Also for this kind of jumpy stuff, LD7 is very very harsh. Put LD6, since you use a lot of circle jumps and use not as much sliders so it's hard to keep the life up. It's too unforgiving.
Also I'd reduce OD by 1, for the same reason that jumpy circles and few sliders are having a very unforgiving behavior in this settings, which felt unnecessary to me.

Let's start:

00:01:132 (1,2,3) - this is flowbreaking. The 1 is having a upwards movement, the (2) is still following but the (3) is suddenly killing it - not only because of the inconsistent and random spacing, but also because the flow gets killed with a weird left-handed movement. Stuff like this (http://puu.sh/1XAcH) works way better imo. Supposed to have 1.3 spacing. I used 1.0, 1,3, and 1.5 spacings outside of jumps. And I don't like the flow of your suggestion. Instead of it going smooth, i'm randomly moving upwards into a corner. I want to make this part go more smoothly anyways. I made the spacing more consistent and changed the jump right after.
00:05:977 (3,4,5) - this jump appears totally unneeded for me. I can't see why you jump here. Not that the pattern just looks weird to me, it also is one of the flowbreaking patterns again, since you do this: http://puu.sh/1XAgl - not to say that the spacing between (4) and (1) is ridiculousy high, the spacing between (4) and (5) is even more weird. Stuff like this works way better imo: http://puu.sh/1XAkd I do it, because without a jump there, I lose the flow, because the pitch is fluctuating but the spacing isn't changing. Ideally every one of these notes should be jumps.
00:07:375 - yes, a note is missing here. This map appears inconsistent in the way it's mapped. It might be a personal preference, but I remember such missing notes appearing every now and then when the music is clearly playing it. And you should decide to either follow the music or to map strictly on 1/2 (which is boring) In conclusion, the overall pattern makes no sense to me, since the missing note would require a smaller spacing and not this jump The only reason I made this difficulty was to be able to play with jumps. I absolutely hate mapping this triples that are spammed through the entire song. I don't like playing them. Most of the time it's a triple that only sound like an offbeat double. So I skip the large majority of these.
00:08:120 - ^
00:09:332 (3,4,5) - this is clearly this: http://puu.sh/1XArt
00:10:916 (5) - move to 00:11:102 Bleh. It's more intuitive the way I have it now. You're telling me to skip one triple sound to map a second triple that appears at the end of the first triple. It's not my fault the song has annoying sound placement.
00:12:873 (2,3) - stuff like this makes no sense to me and makes the whole map a mess to play imo. Your spacing jumps from 1,3 to 1,5 to 1,4. Here it's from 1,3 to 1,4. For no reason. The beautiful pattern could've been also achieved with 1,3 spacing. I fixed all the spacings through here.
00:13:618 (4,5) - this overlap is unneeded. The antijump as well.It kills every flow. And the music isnt calling for it Fixed
00:16:040 (1,2) - This jump is also unneeded. Removed
00:16:879 (5) - overmapped. This is not following anything. You need a better headset. I tweaked this pattern, and will experiment more later. If I can find a feasible way to map without a note here I will consider it.
00:22:004 (1,2,3) - I won't point up such kind of unexpected spacing inconsistency anymore :C
00:26:291 (7,8,9) - I couldn't resist to do it at least once again. See, 00:25:732 (6,7) - is fine for me, since it's an obvious jump. But 00:26:291 (7,8,9) - is no real jump, it's just inconsistent - for no reason, at for none that is clearly apparant for me.
I'm not entirely happy with it. I will be trying to make considerable changes to it. But the way your mod is going, you're trying to change exactly how I wanted it to be mapped. I will puush it when I'm happy with it. I'm planning on doing checking my map for errors and remapping parts if necessary. There are some annoying beatmapping problems that are difficulty to work through, but they aren't nearly the same ones that Loctav is pointing out.
Nitojgrem

Loctav wrote:

[Nito's Rain]

My CTB knowledge is limited, so my mod appears the same then. Still ok, I like when ppl try to mod CTB >.<


00:10:823 (1,2,3,4,5,6,7,8,9) - is that needed? It sounds heavily overmapped to me. Try to put some dash slider or something. The music is jumping. Make the user jump too, then ;D I see your point here. It's actually the same rhythm as 00:09:332 - 00:10:636, but I wanted to make with the last repetition kind of a "taking out". Especially if you take a look on 00:11:755 (1,2,3,4). Sure, it doesn't follow the rhythm of the song totally (because of 00:11:289 (6,8)) but that's wanted to let the whole part 00:10:823 (1,2,3,4,5,6,7,8,9) lead to 00:11:755 (1,2,3,4) which shall sound and feel like an end before the kiai starts. So, no changes, sorry^^ (if it got clear what I wanted to say <.<)
00:14:922 (9) - snap end to white tick? Dafuq? It was supposed to be like that... whatever happend, probably it's because of the timing change.
00:54:059 (1,2,3,4,5,6,7,8,9) - Same here as above.
00:58:158 (9) - snap slider end to white tick? same as above... strange.
Thanks for the look Loctav! :3
TicClick

Loctav wrote:

[TicCl!ck's Hard]
00:32:068 (6,1) - eh...imo this plays totally awkward and I cant even image what this shall follow. And I can't see the creative rhythm in it you might wanted to add. Try this: http://puu.sh/1VsSB (6 is 00:32:068 (6)) - This method follows the ... trumpet? The melody layer.. :D
Ha-ha, this appeared after the appliance of new timing (don't know how I missed it while was rechecking).

Update: [http://puu.sh/1XRRF]
OnosakiHito
Applied everything what Loctav said. Thank you really much!

http://puu.sh/1Y1Vi - Also, I made a little change in the Taiko BG, you might want check it out. :)

00:23:868 - Changed the don to a kat.
And changed OD 6 to 5.
Topic Starter
Stefan
17 pages. wow.
Jenny
changed the mentioned patternings, kept hitsounding though - sent new .osu to Stefan

*also, would want to keep the BG as I do think it helps people to find their way to the highest diff of the set as it's more outstanding that way
also, I like it more and that may be an egotrip of mine but at least i put some thought into it!
TheVileOne
A lot of remapping later.

http://puu.sh/1ZAFX
Topic Starter
Stefan
Okay, updated. I've re-added the Score Elements from the Touhou Skin and added some Combobursts. Props to meiikyuu for them.
Low
Modding TVO's difficulty per Loctav's request. bribed

TVO's Lunatic

  1. 00:06:536 (6,7,8) - 7 and 8 are kind of obstructed by the hitburst of 00:05:138 (4), so you can only tell that this is a triplet stream at the very last second. I got a 100 on this triplet due to my reflexes not being fast enough. I would re-arrange either the stream or 00:05:138 (4) so that this is easier to read.
  2. 00:13:059 (3,4,5) - Even though this spacing is technically consistent and correct, it appears as if (4) is closer to (5) due to the way they're arranged. I don't think it would hurt to move (5) a bit farther away to make them look equidistant for aesthetic purposes.
  3. 00:33:746 (8) - The clap at the beginning of this slider isn't very fitting for the song in my opinion. It also doesn't follow your hitsound pattern.
  4. 00:49:586 (3) - To make this neater, I would copy the shape of the previous slider, paste it to this point, and flip it horizontally and vertically so that it looks like this. If you want, you can move it a few grids to the left as well so that it aligns vertically with 00:48:840 (1).
  5. 01:13:441 (1) - Remove the new combo from this note. 2 note combos seem to short in my opinion, especially when you haven't had any previously.
Even though the spacing on this difficulty is pretty large, I think it's extremely fun to play. I love the hitsounds, especially the normal ones that give a filtered effect. Very nice job with this.
TheVileOne
Mod noted. I will check it within the next hour or two.

Edit

Jacob wrote:

Modding TVO's difficulty per Loctav's request. bribed

TVO's Lunatic

  1. 00:06:536 (6,7,8) - 7 and 8 are kind of obstructed by the hitburst of 00:05:138 (4), so you can only tell that this is a triplet stream at the very last second. I got a 100 on this triplet due to my reflexes not being fast enough. I would re-arrange either the stream or 00:05:138 (4) so that this is easier to read. It wasn't that unreadable, but I rotated that, so the hitburst is over 8 instead. you should be able to tell it's a stream there now.
  2. 00:13:059 (3,4,5) - Even though this spacing is technically consistent and correct, it appears as if (4) is closer to (5) due to the way they're arranged. I don't think it would hurt to move (5) a bit farther away to make them look equidistant for aesthetic purposes. I have no issues with this setup the way it is. I feel if I change it, it would only increase the overlap or it would force 00:14:549 (1) - too high on the screen.
  3. 00:33:746 (8) - The clap at the beginning of this slider isn't very fitting for the song in my opinion. It also doesn't follow your hitsound pattern. Replaced with a whistle. I feel nothing there makes it harder to read the beat through the slider.
  4. 00:49:586 (3) - To make this neater, I would copy the shape of the previous slider, paste it to this point, and flip it horizontally and vertically so that it looks like this. If you want, you can move it a few grids to the left as well so that it aligns vertically with 00:48:840 (1). Done
  5. 01:13:441 (1) - Remove the new combo from this note. 2 note combos seem to short in my opinion, especially when you haven't had any previously. Done
Even though the spacing on this difficulty is pretty large, I think it's extremely fun to play. I love the hitsounds, especially the normal ones that give a filtered effect. Very nice job with this. Thanks usually I fail the hitsounding.

http://puu.sh/23Gpi
Thebossn00b
That's not a really big problem but when we play, we can't see Minoriko's head because of the health bar.
If you got free time, fix it :)
Aside from that it's a really great beatmap, i hope this'll get ranked.
Topic Starter
Stefan
It will be ranked soon.. more or less.
Also, could you make a Screenshot of the Issue?
Thebossn00b

Stefan wrote:

It will be ranked soon.. more or less.
Also, could you make a Screenshot of the Issue?
That's not important though, but for some reason, i instantly noticed it.
Jenny
it's censor
DONT KILL MAPPER SPIRIT
Topic Starter
Stefan
Ahh I see what you mean. I could look around for a new BG. However, I accept BG Requests too.
Topic Starter
Stefan
I seriously hate this map.

Can someone nuke it at least? thx
Dai

Stefan wrote:

I seriously hate this map.

Can someone nuke it at least? thx
please don't
happy30
for what it's worth, you can use this: http://danbooru.donmai.us/data/sample/s ... 220141.jpg
dont resize it, since its slightly widescreen you can see her head better ._.

edit: working link http://puu.sh/2f5kR
or you could flip the image so she won't be behind the hp bar: http://puu.sh/2f5u5
those
403 Forbiddennnnn
Topic Starter
Stefan
Meh. I acutally don't really like the 2nd BG (flipped one) since it just looks.. unnatural? However, fixed.
Edit: Same thing here: http://puu.sh/2fdoC

Then I use the first BG.
Aeonian Sonder
[General]
00:12:314 - GIve me one good reason that this new timing marker is here
00:13:059 - ^
00:55:550 - ^
00:56:295 - ^

[Jenny]
This difficulty's colours are different from the rest of the difficulties
00:17:531 - Is it possible for you to replace/shorten this slider? I usually keep sliders below one BPM tick IF possible

[Nito's Rain]
Why am I holding Shift the whole time?!

[Normal]
Possibly, Raise the hitcircle's size by 1

Wait, this song's name is "Because Princess Inada is Scolding Me"?
Ok, now I HAVE to play this when it gets ranked.
bomber34

-APXH wrote:

Ok, now I HAVE to play this when it gets ranked.
good joke
Nitojgrem

-APXH wrote:

[Nito's Rain]Why am I holding Shift the whole time?!
Dunnow, superglue? :D
No srlsy, I said it 5 times now that it's a jump map Q_Q Stefan, next time pls write it into the description as "CAUTION: Jumpy CTB Map" or so ;_;
Topic Starter
Stefan

Nitojgrem wrote:

-APXH wrote:

[Nito's Rain]Why am I holding Shift the whole time?!
Dunnow, superglue? :D
No srlsy, I said it 5 times now that it's a jump map Q_Q Stefan, next time pls write it into the description as "CAUTION: Jumpy CTB Map" or so ;_;
Okay.

Let's wait for four Weeks.
happy30
A small suggestion: change the unicode title to: "稲田姫様に叱られるから"
Jenny
pls renk, finarri :<
Topic Starter
Stefan

Jenny wrote:

pls renk, finarri :<
Sieg

Jenny wrote:

pls renk, finarri :<
Irreversible
hallo,

ich bin mir nicht sicher aber mir ist etwas aufgefallen xD

[Jenny]

00:21:259 (6) - der hier berührt den hp bar
D: ich glaub das ist unrankable (bin mir aber nicht sicher :( )
01:02:258 (1) - der hier auch
01:16:329 (5,6) - die hier auch
01:16:050 (4,5,6) - im übrigen könnte man diese hier auch wenig schöner placen, also ich meine das 5 und 6 dann nicht gestakt sind, sondern das man halt nen übergang sieht (musst du nicht)

ich wäre froh wenn dus änderst.
Topic Starter
Stefan


:v
Nocturnal_old

Stefan wrote:



:v
なんで!
LunarSakuya
this went through a lot? lol

General
Cool

Normal
01:22:013 (1,2,3) - This pattern seemed more for a Hard diff, i think you could create a simpler rhythm to create this 1/1 consistency throughout this whole diff; if you don't, I don't mind it as a nice finale lol

TicCl!ck's Hard
00:13:431 (2) - Ctrl + J, it'll match the the pattern of the next 2 notes, totally optional lol

Jenny looks fine

TVO's Lunatic
00:02:250 (5,6) - Ctrl + G these, i think it'll provide a nicer transition to the more dramatic jump in the next combo
00:07:282 (2) - you could add a note on the blue tick right after this and stack it like https://osu.ppy.sh/ss/687202, more interesting and natural jump imo
00:41:386 (5) - Ctrl + G, better cursor flow imo
00:52:847 - Add note, hear bg music
While the jumps are fun, I feel that some parts paid too much attention to the jumps (like 00:30:205 (2) - and a couple secs after) and not enough to the little instruments. You should savor the unique rhythm especially in such a short song =v=!

Also, don't know about its credibility, but Aimod said the kiai times were unsnapped. They looked fine to me though

Hey saw some improvements, it's a really nice map so call me back whenever lol
Also, sorry about my extreme lack of knowledge of taiko and fruits
TicClick

LunarSakuya wrote:

TicCl!ck's Hard
00:13:431 (2) - Ctrl + J, it'll match the the pattern of the next 2 notes, totally optional lol — Yes! Also, remade a pattern or two.
[http://puu.sh/2sXoY]
Nitojgrem

LunarSakuya wrote:

Also, sorry about my extreme lack of knowledge of taiko and fruits
Hey, fruits are nice... but well, as long as you know how to make a fruit salad nothing's wrong :3
Topic Starter
Stefan

LunarSakuya wrote:

this went through a lot? lol

General
Cool

Normal
01:22:013 (1,2,3) - This pattern seemed more for a Hard diff, i think you could create a simpler rhythm to create this 1/1 consistency throughout this whole diff; if you don't, I don't mind it as a nice finale lol I've changed them to two 1/2 Sliders with one Repeat. I think this has to be done for a average player.

Also, don't know about its credibility, but Aimod said the kiai times were unsnapped. They looked fine to me though I cannot define it for myself. The only reason why it says that could be caused by the Timing Points. Maybe a case for the Technical Support?

Hey saw some improvements, it's a really nice map so call me back whenever lol ;v;
Also, sorry about my extreme lack of knowledge of taiko and fruits It's okay, the Taiko/CTB Diff has been controlled for many times and they seems to be okay.
Going to update with the other Changes, thank you so far. :3
TheVileOne

LunarSakuya wrote:

this went through a lot? lol


TVO's Lunatic
00:02:250 (5,6) - Ctrl + G these, i think it'll provide a nicer transition to the more dramatic jump in the next combo Done
00:07:282 (2) - you could add a note on the blue tick right after this and stack it like https://osu.ppy.sh/ss/687202, more interesting and natural jump imo No. I don't like triples, especially unnecessary ones.
00:41:386 (5) - Ctrl + G, better cursor flow imo Done
00:52:847 - Add note, hear bg music I skip a lot of sounds you can hear in the music, but fine.....
While the jumps are fun, I feel that some parts paid too much attention to the jumps (like 00:30:205 (2) - and a couple secs after) and not enough to the little instruments. You should savor the unique rhythm especially in such a short song =v=! Umm those aren't jumps? I'm just using 1.5 snap as regular spacing. And really I hate the unique rhythms in this song and only really wanted to map it for the main instrument. People can go play Jenny's difficulty if they want to savor the little instruments. Anyways I was unhappy with the flow here. I made a triple at 30 seconds and adjusted the next note. the other triple I can't map. it will break things.

Also, don't know about its credibility, but Aimod said the kiai times were unsnapped. They looked fine to me though Kiai messages don't work correctly yet.

Hey saw some improvements, it's a really nice map so call me back whenever lol
Also, sorry about my extreme lack of knowledge of taiko and fruits
http://puu.sh/2tnQ9
LunarSakuya
Confirmed update irc

Looks nice 8-) Rebubbled
Topic Starter
Stefan
Kawaii o3o
Nitojgrem
And now a was more cute rankwould be fine q.q ... after 19 pages, wow...
Topic Starter
Stefan

Nitojgrem wrote:

And now a was more cute rankwould be fine q.q ... after 19 pages, wow...
Take care, there will be 20 pages. I PROMISE THAT.
Sieg

Stefan wrote:

Take care, there will be 20 pages. I PROMISE THAT.
huehuehuehue
Topic Starter
Stefan
Why are you quoting my Post? Just to reach Page 20? Ohwait.
TicClick
hope I won't miss all the fun
bomber34
Knuddel die Henne o.o
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