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ZUN - Because Princess Inada is Scolding Me

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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
Loctav
Let's see what I can do when I am at home, since I feel like taking over p3n's duties while he's abscent.
Lally
o3o wohoo finaly gogogo tefan \o3o/
Topic Starter
Stefan
Loctav told me to make a Post.

post
Loctav
20th page reached.
Ich hoffe, ich bereue es nicht.
Topic Starter
Stefan
Ich hoffe, es bleibt beim Rank.
Lally
\o3o/ waaah gratz
Birdy
huh, grats
bomber34
;w; finally
Jenny
Oh it so derricous!
Topic Starter
Stefan


Heavy is happy too. And the medic too.
Aurele
STEFAAAAAAAAN!!! ;D
Dark_Ai
GRATURIERE STEFAN >w<///
Zare
I wonder how long I can keep that #1.

Congratz

nvm, it's gone already
Kite
congrats
Frizz
Congratz :D
Xagrok
Das hat ja lange gebraucht, aber was lange währt, wird gut ^.=.^
In diesem Sinne glückwunsch zum Rank.
Flask
Stefan-nyan >A</
Topic Starter
Stefan
Thank you guys for the congratulations. But I really wonder about that



lll(?)
(oAo)


It's still weird to see it ranked thou ;_;
DaxMasterix
Eyup Congratz Stefan! And all! ewe)/ Continue like that
Nesk
Very good map!
TicClick
dude we made it
Loooctav
Finally~
Omedeto :D
Nitojgrem

TicClick wrote:

dude we made it
Finally ;w: ...
BCI
OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG

finally, congrats Stefan-nyan <3
Konei
Lol, finally.

Congratz :3
Yuzeyun
FINALLY DUDE.
Topic Starter
Stefan

_Gezo_ wrote:

FINALLY DUDE.
YE



I still don't get the good rating.
Sieg
Congratz :D
Irreversible
it's kinda disappointing that there are still things touching the hp bar, only because of lazyness.
of course it's no rule but still. o.e

anyway gz
Azer
Great map! :D I'm totally satisfied with my rank on this.
Laharl

Nitojgrem wrote:

TicClick wrote:

dude we made it
Finally ;w: ...
-Neipezi
oh yeah \o/
Zerostarry
I already hear the "pichuu~n!" sound enough from dying in touhou :C

why must you do this!?
Deif
Gosh, Stefan... This took way too long ;__;

Aber endlich ist es ranked :)
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