Hey Frostmourne, are you interested in having my Taiko difficulties (Muzu, Oni)?
I would map it jiiro like.
I would map it jiiro like.
https://osu.ppy.sh/forum/t/88657/start=62OnosakiHito wrote:
Hey Frostmourne, are you interested in having my Taiko difficulties (Muzu, Oni)?
I would map it jiiro like.
Frostmourne wrote:
OnosakiHito I hope one of ono taiko will be added in my ranked map one day \:D/
Sorry, but I kinda don't want to change the style to be like those.Leader wrote:
[Insane orion]
Well, sliders are still "old-school", I suggest you to change to new-ones, the map will be much tidier than now Sorry, but I like old slider style
- 00:49:547 (3) - Move a bit to the right to avoid contact with previous slider Nah.
- 01:18:093 (1) - Flip slider vertically (fix spacing) it will look better Nah.
- 01:55:002 (4) - Stack on (2) end (noticed that while playing and it was quite bad to see) I meant it like that.
- 02:08:274 (1) - Move down a bit for a better flow Nah.
- 02:31:365 (5) - 1/2 grids up? Nah.
- 02:31:365 (5,6,7) - Also, a pattern like this would be great!
- 02:33:183 (9) - Making it almost horizzontaly is much better imo :3 Diff is nice but well, changing sliders will make the map really better to see and to play too (it will fix many spacing issues/almost overlaps I didn't point out and it improves flow too), up to you :3
yurunneram wrote:
NORMAL
00:03:002 - Add note ok
02:27:729 - ^ maybe too rush? at least, it gives some space to re-position a hand I think :\\
HARD
02:17:911 (5) - Dun think you should hide this , eh.. I don't know where I should move either way, the stack sort of fits with its sound though (clap clap clapclapclap)
Sorry that's all ^^)"7
You have been modded out by Yurun Ceroia Neram
Thank you for modding yurunneram , LeaderLeader wrote:
Hi Frosty :3/ yo Leader /
[Lunatic][Hard]
- 00:01:183 (4,5) - While playing, after hitting these two notes I felt like the pattern wasn't finished and.. well. I'd stack them
there is a bit difference of tone that I guess unstacked notes will make me feel better =_=" sry.. I would leave it here
Flawless as always <3 ohh thank you <3333[Normal]
- 00:19:365 (4,5) - Mhm, these two sliders being similar is not a good idea imo try with: ok!
- 03:12:093 (2,3) - Same ^ ahh but this is so cool D:
- 03:03:365 - Move green line to 03:05:911 actually it's the same lol
~
Nothing worth to say03:39:365 (2) - move on middle of grid lolkayyy
Thank you Ono for star and diffsOnosakiHito wrote:
Taiko Oni 8* (in Oni terms)
Taiko Muzukashii 8* (in muzu terms)
Hope you like the maps! -> http://puu.sh/3jXGF.zip
And as I said, if you want Futsuu and Kantan, don't hastitate to tell me. I will ask for mods pretty sure and making the diffs dosen't requiere much time for me.
Star~
Poor Frosty. Maybe I will add "not-so-serious" business after you finished reading through this. I guess it will take some years and I'll be old and have a very long beard but I will take a look.Frostmourne wrote:
well, serious business as expected
Jenny wrote:
#modreqs 'n stuff
[General]
Your offset seems early to me (testing at 25%, the first note hit quite a bit before the actual sound), 99-103 sounds better (that'd be +5-10).
I have tested this plenty of times and it has been fine.
[Normal]
00:00:093 (1,2,3,4,5,6) - while this first combo isn't "bad", it's very inaudible and therefore not very natural to click, specifically for newer players, as the actual rhythm they are supposed to play is soft-layered and submissive in the song, if you get me; putting a whistle on 2-5 makes it way more apparent and understandable (continue the whistlepattern whistles on next 1 (though not slidertrack) and so on)
Let me just... box this quickly:^whistle timesampsdenied everything above because the first parts are meant to be as soft as possible as I did for every diff.00:00:456 (2,3,4,5) -
00:03:365 (1) - (not the track, only ends and arrow)
00:05:365 (2) - (start)
00:06:274 (1) - (start and end)
00:07:002 (2) - (end)
00:07:729 (3) - (start and end)
00:08:456 (4) - (on arrow)
00:12:648 (1,2,3,4,5,1,2,3) - you should also add whistles in this part, in a similar manner as mentioned above ^
00:23:365 - you use whistles in your Lunatic diff, why not also add whistlepatterns to the lower ones? I'll give you an example of what I think will fit with the first combo^whistle timestampsAs I told in-game pm. I denied all of these because Normal has really less notes and then surprisingly whistle does sound way too outstanding which makes this map drown with cluster of whistles.00:23:365 (1,2,3) - all of these sliders could well use a whistle on their ends, respectively
00:28:820 (6) - this circle could use a whistle aswell
00:27:729 (4) - this slider doesn't go well with the previous one, it should go more to the bottom; denied because it's subjective which doesn't change any sort of playing. Also I intended to use the horizontal one in the first place when it plays more comfortable than usual.
00:28:456 (5) - you should add a note here, it really doesn't feel like there should be a break
then you should have mentioned this as well 00:32:820 because it has totally the same feeling if you ask me. That's why it's intentional. If you brought up this point, I would follow your suggestion as well.
01:01:183 (3) - you're missing a clap on the end of this slider
done
01:09:002 (5) - that's just me wondering, but why are you using a bezier curve here? .-. the new ones make for better sliders most of the time, imo
I hate the new one that looks completely homogenous slider all the time.
01:14:638 (3,4) - the previous combo was way more packed at this part, so it feels kinda... empty right now, and as this is meant to be aimed towards new players, I think that a somewhat consistent (playing) rhythm is important, if you get me; why not make 3 a 1/1 slider or so?
My intention is spicing it with many kind of rhythms even sudden mapping or undermapping which I am sure it provides something variously. Various rhythms in one diff for full version is fine. so why not?
01:27:365 (1) - i uhm... really don't see a reason why you would use 2 red points for this slider, it looks kinda... clunky and meh; generally, I'd just say rebuild it to an arc or so (example below)
Refused, I don't go with nazi stuff when this slider is intentional and is properly done already if you see. There is nothing wrong with it.
01:30:274 (1,2) - call this nazi but it's not hard to make 1 blanket 4 properly and adjust 2 accordingly... it's just a little thing, but as it really is little, it's not hard to fix either and it'll help the overall structure, so...
It's already constructed intentionally.
01:55:729 (3) - why is this a bezier curve? .-. why this couldn't be bezier curve?
02:08:093 (1,2) - you are missing claps on the ends of these sliders (as you have them in the following part and this is the same "section" of the song, it seems you forgot them here?) done
02:24:093 (3) - this is really just a suggestion by me, but to me subjectively, it would feel nicer if this slider was CTRL-G-ed; iunno, you're free to ignore this, but considering wouldn't hurt, I guess? ;a;
I don't think so. considered. The way this slider here is already good enough.
02:31:729 (1,2) - meh, sorry but I feel like I have to mention the flow here: you drop out of 1 at about the length where 2 is and do not play the slider to its end; rather, you abort it and just switch lines, so to speak... it'd feel nicer if you did something like CTRL-G 2, so that'd create more of an... inverting motion, to speak (explanatory pro-drawing skills in box below)
done in my way.
02:41:547 (3) - meh, I still don't like these two-redpoint sliders I like
02:43:002 - this part could kinda use similar whistles as suggested at 00:23:365 -, so please consider adding them here aswell, as this part feels kinda monotone with no hitsounding as explained
Solid diff, no real problems, but please fix the hitsounds (forgotten claps) and make these unhitsounded parts have the whistles they deserve in the music (well, like you did in Lunatic).
[Hard]
As mentioned in Normal, it would feel nicer if you added whistles to the start (...you can basically take the same timestamps and play around with that for a bit, won't take long and make this more intuitive and less... boring to retry, if you get me :/).
I hope you understand and accept my intention on this map that I am already done it this way.
00:00:093 (1,4) - just stating that these are old bezier sliders, so if you wanted to change them/redo them with the new algorhythm, there you go (i don't know, just something i'd do because i don't like having inconsistent stuff in my maps \;a;/); you can well ignore this if you want
00:07:183 (3) - ^this one too
But I do like having inconsistent stuff in my maps because they are various and colorful. The same things repeated in everywhere in the map is just plain boring.
00:12:093 - because you have more objects here than in Normal, and as this is a "build-up" section in the song, I think it would really help to put (more) softwhistles here; i'm sure you can think of something (alternatively, you can talk to me on IRC if you want concrete suggestions)
I wanted 00:23:365 (1) - to be peaked, after silence for so long and then boom at this part. By all means, emphasizing effectively.
00:42:638 (4) - I don't like this. The reason for this is, on the last finish note (00:41:365 (3) - ), you had to play it actively, now here, the finish is passive, and that feels bad to play and rhythmically wrong - you basically hit a weak/inaudible beat and do not do anything (or at least not clicking, which you should be doing) on the strong one (which is the finish), please replace this with two circles, that'll feel better, really (EDIT: you don't do this anywhere else, other than the one example below, so it really feels out of place and just unneccesarily inconstant with the map)
Were you actually listening to what I am following or just close music and listen to it?
It's obviously vocal and you should have noticed this since 00:40:456 (7,1) - . So this must be a slider because I don't want the tail to be a circle when it ruins what I intended to follow. aim to hit vocal not a clash.
00:52:820 (3) - ^this is less "wrong feeling" because the whole combo consists of sliders, while in the previous example, there suddenly was one and not a circle; I'd still advise you to change this, though it's really nowhere as "urgent" as the previous example
So when you notice that it has consistency, you should haven't even mentioned about it.
Also if you are going to mention why this is here 00:54:456 (4) -
I will say "I focus on what it plays mostly." It plays better than you think, only you that noticed this kind of thing which is like 0.1% of the population can be a nit-picking on it. Whether I choose a circle or a slider, they both work altogether. So I have no idea really, at least I didn't use a repeat slider for this so it should be good enough.
01:05:093 (6) - meh, a normal curve would feel better here; the red sliderpoint just makes it look so... cluttered - just make a three point slider with the new algorhythm here, that's way more smooth and doesn't irk (me in specific xP)
I like my own slider. As I stated that I want everything to be various. So having something different apart from others when it's on an acceptable level is completely fine
01:18:093 (1,2) - I have a problem with this: it sounds like the first hit (where you start 1), while it starts this string of vocals (which I guess is why you start the slider here), is an introductory/weak vocal and the strong pronounciation aswell as the clap hit on the beat after (01:18:274 - where the clap is), and that makes it feel irky and bleh; so basically, I suggest you to replace this (1) with a circle-slider combo, in order to suit the rhythm and accentuation better
No, I intended to do this because there is a gap between 01:17:002 (4,1) - when 01:17:002 (4) - introduces with something uncommon, I'd say "3/4", players might find this gap a bit large and unfamiliar so that having a slider to moderate to play after this 3/4 slider is completely friendly mapping.
I make it fun and comfortable, not make it annoying.
01:18:820 (3,4) - here, this one is better!
01:22:820 (1,2,3,4) - just a quirk of me, but I'd like it more if this made an actual shape or so? I don't like how 4 just completely changes direction after 3 while it feels like it should be at 395|199 or something; you'd have to move/remake next 1 then, but that's not really a problem - example below^iunno, I like this way more, as it also gives a blanket and just has a nice circular movement to itThis looks plain ordinary patterns and boring so no change.
01:29:729 (1,2) - same thing as 00:42:638, really :I same here too. 01:25:183 (4) - 01:22:274 (6) - , did you see something from these?
01:55:547 (2) - that's me again, but I feel like both of the hits of this slider have an impact strong enough that would justify replacing it with 2 circles; just feels better to me, I don't like holding one note when there's two beats (specifically as this is a Hard diff and not a Normal anymore)
I feel better with a slider. Something like this, which makes map harder, should be on Insane, not Hard diff.
02:17:002 (2,3) - similar thing about the sliders; they start on weaker beats than they end in, and considering that you therefore click on their weaker ends that's... rhythmically wrong
I fixed by my own way since you didn't suggest me the exact solution to this one.
02:18:274 (8,1,2) - just my feeling but I think these belong in the same combo because they're set on very similar beats (and also, 8 lies on a big white tick... while that alone doesn't mean too much, the beat thing does, imo)
It doesn't belong in the same combo. It's an introduction to the next part which is important, this NC actually indicates it already well.
02:19:729 (1) - meh, bezier curve (and it really doesn't look so smooth, you can easily improve this)SLIDERPOLISHMENT OMG I SO NAZIMODDA (...still, have a look at this please, it striked my eyes)I'm not funny with your tone of words from box or whatever so please stop doing that.02:21:002 (4) - move the second sliderpoint (...that's the one before the red one) to 468|123, smoothens the slider out really well
Also no change because I want it to be more curvy in order to make this peak with music accordingly. The way I use plays better than you think.
02:28:274 (6,1) - again, you start the sliders on weaker beats than you end them on, and specifically after this row of circles (that are on weaker beats than the slider ends, nonetheless), it really feels out of place; I'd suggest to replace 6 with a circle + 1/2-reverseslider combo, that'll emphasize the vocal string best, from what I think (example below, as always)hey, you can do nice things with this!I prefer mine rhythm because I basically see it has nothing wrong with it. The way you did isn't bad but it plays terrible due to constant 4 circles in almost the horizontal line.
(note how 5-6-1-2 build a square shape, feels more organized \o3o/)
02:39:547 (2,3) - meh, similar thing, but not as bothering because this is a slidercombo
Don't mess it with your mapping mindset too much about this. Care about playability instead and I intended to make a pattern already.
02:54:275 (2,3) - similar thing again, I think it would emphasize your hitsounding more if you put a slider-circle combo instead of circle-slider, as you previously used the sliderwhistles more on the end of sliders, rather than their starts, and would also get a hit on the finish sound, rather than a release, so this would help with both the "hierarchy of beats" aswell as with consistency in mapping at once without major effort to put
Did I do it on 00:34:820 (3) - ?
03:06:274 (2,1) - similar, but not as prominent/urgent/whatever because you have a hit on the finish sound; however, still worthy of a fix (i'd just make 2 a slider, but that's me - you did the same in the next combos, btw, so that would help with consistency)
as I stated (I will repeat it again) , some inconsistency like this spices the map. Also it totally has no objective unrankable issue here.
03:26:456 (5) - meeeep, still do not like thisssss (same thing as 02:28:274, basically)
I like
03:27:002 (2) - here again, I'd rather replace this with a circle and slider, because this vocal string starts on the red tick, so that'd make more sense
It has a 1/2 with 03:26:274 (4,5) - which I wanted it to be in the first place. 1stack2 3stack4 , something like this on different position is what I love to do. So no change.
03:29:365 (3) - i've talked about these before so... yeah, do something so that the player hits the hitfinish and suchs
nope, as I stated before
03:30:093 (2,3) - no reason for these to start on red ticks in the rhythm, at least to me
Could you please, care about playability first instead of doing everything unnecessarily harder?
03:38:456 (5,6) - ^
Could you please, care about playability first instead of doing everything unnecessarily harder?
The overall structure and mapping of this are nice, but it has rhythmical issues, specifically with accentuating the strong beats, and there are too many sliders starting "the wrong way around", as stated - if you'd change this, I'd like this diff a lot more, and I already somewhat do, so... that'd turn from a 6/7 to a 9, so to speak.
[orion]
Using OD8 while this is a lower difficulty than Lunatic? Doesn't seem like a good idea to me, especially since this also has a lower AR - please lower the overall difficulty on this (...and also increase it on Lunatic, I mean, OD7, really, on that level? <_<).
00:25:093 (1,2) - this feels kind of like an antijump; i played this 1/4 too early so I'd say re-arrange this or something (suggestion below)
00:27:183 (1,2,3) - while there is nothing "bad" with this, per se, it feels wrong to have a tripplet now, while previously you only played 2*1/4 on the same musical pattern (00:25:638 (4,5) - the "hit" before doesn't count because it is not a hit; it's only a slider end, so you basically play 2 notes there and now you play 3, that's confusing to play)
inb4YOUJUSTSUCKATAPLAYEROMG (really, if anyone says something like that, they really prove they have no idea who they're talking to <_<)
00:27:729 (5,6) - this may or may not be my personal opinion (inb4 it is), but this doesn't really flow or look well; you just drop out of 5 and into 6 with no real reason or flowing transition whatsoever, but whatever, that's my view :I
00:29:729 (1) - unlike previous examples in Hard, this slider is fine on the red tick because it has the strong beat (-> whistle) on its start, so I thought I'd just say that o:
00:30:183 (3) - there is no sound in the music here, and it doesn't feel like there should be a note on here either, as it isn't even audibly contributing to anything in song or map, so you could basically say it's plainly overmapped (and not in the good way <_<)
00:31:547 (7,8,9) - this is wrong. the musical pattern that this is mapped to has a hit on 00:31:456 (the blue tick) and 00:31:729 (the white one), so really, this is offbeat and overmapped at the same time, so please change that
00:31:911 (1) - this slider, unlike 00:29:729, is rhythmically wrong: the stronger beat within this lies on the big white tick, which is where this slider's end is placed on, and I've talked about that earlier, so please don't come and tell me that "releasing a slider is just as powerful/even more of an impact than clicking it!!", because that... is wrong :I
00:37:002 (1) - I do not see a reason for a new combo here; the melody doesn't change and "it's for the pattern", doesn't really count because the pattern should go after the music - however, this new combo make sense if you put it on 00:36:456 (8) - , because that's essentially the start of this rhythmical pattern in the music
00:39:547 (6) - if you want to be consistent with out rhythm and mapping, you would have to add a new combo here, because that's the same pattern as previous above mentioned, and therefore, should be equivalently mapped (or at least comboed) [yes, if you wanted to be "very" consistent/strict on this, you would also map it in jumps like you did before]
00:39:547 (6,7) - oh, while we're at this, this feels like so much of a nicer transition into 8 if you CTRL-G these two! (keeps the jumpy nature of the equivalential combo before and just feels very nice because of the circular motion in which you pass through 5's end, 6 and 7 before turning to a straight jump on and through 8)
00:41:729 (1,2,3) - this combo should consist of jumps like the one before did, because that's exactly the same rhythm here
00:42:274 (4) - ^and therefore, this should have a new combo
00:43:183 (1) - this one is rhythmically wrong because it starts on a weak beat and ends in a strong one; we have had this before
00:44:093 (1) - there is no reason for a new combo here, this is still the same string of vocals and not even the pattern is changing drastically
00:47:547 (4) - same thing as 00:43:183 and examples before
00:50:638 (6) - may be me, but I do not see how this slider hits or features (on) any beat with its reverse arrow; basically feels like you ran out of space and wanted to get back to your previous point with this
00:52:456 (1) - this new combo is... let's say... "debatable" at best, to me; it's still the same string of vocals and as you stick to mapping it, there is no reason to put a new combo on here
00:52:638 (2) - this note is covered by previous 1's hitburst and therefore unrankable (at least if the BATs that unranked my maps didn't lie to me)
This is rankable. Are you serious?
00:52:820 (3) - well this is just... poor, or at least feels so, because this is an 1/1 slider that bypasses the actual beat (00:53:002) and tries to "compensate" it by putting a finish on the end, ending in being absolutely offbeat and that's really... fixable, let's leave it at that
00:53:911 (1) - same thing as 00:52:456, there is no reason for a new combo
00:54:274 (3) - same thing as 00:52:820 (okay, this one doesn't have a finish at its end but really, that doesn't make it better)
00:59:183 (4) - no. we have had this many times now, this slider ends on the strong beat and starts on the weak one, that was and still is wrong and easy to fix
00:59:729 (1) - why is this an antijump? you didn't do things like that before in this map and so it comes very unpredictable; oh, and also the NC is debatable on this
01:08:456 (3) - thiiiiiiiiiiiiiiis cuuuuuuuuuuurve iiiiiiiiiiiiis veeeeeeeeeeeeryyyyyyyyyyyyyyyy unbaaalaaaaaaaaaaaaaaaaanceeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeed (yes, I did this because of the stretched vowels in the lyrics right there, but still, you can easily improve this curve)
01:09:365 - there is a beat here in the song and just leaving it out for an antijump is mean and feels meh :<
01:10:820 (6) - slider. start. on. weak beat. end. on. strong beat. no. please. change.
01:11:729 - REALLY?? <_< STORYBOARD PLEASE (no really, this storyboarded clap is... bad)
01:13:729 (4) - you know what I'm gonna say (yes, this is a hint at 01:10:820 and all the examples before)
01:17:002 (6) - I don't know whether you consider this "being nazi", but really, it looks ugly when two sliders touch like this, like, uglyyy
01:18:093 (1) - . (stil referring to 01:10:820 and all stuff like that...)
01:19:911 (3) - you can easily remake this much better by using the new slider algorhythm, this is very easy to fix and makes it better.
01:27:911 (3,4) - I rarely criticized positioning in this mod, but these two objects are a) just way too close to 2's sliderbody and b) completely drop out of your mapping flow - why does 2 even lead upwards if you're gonna drop down and make it an absolute "snap-part" ? these objects shouldn't be played one by one...
01:29:729 (1) - we had that countless times already
01:45:729 (6) - ^
01:46:274 (8,1) - very similar to previous examples, you should swap combos here because *reasons given earlier*
01:49:002 (6,1) - ^
01:50:638 (1) - there is no reason for a new combo here, as this is the same string of vocals
01:51:183 (4,5,6) - there is no reason to put these 1/4 here, they're simply put on nothing (-> overmapped)
01:52:638 (4,5,6) - ^
01:53:002 (1) - just the usual, you get me.
01:54:456 (3) - ^OMGNAZISLIDERSTUFF01:55:911 (1,2,3,4) - this is solely a suggestion: you could arrange these circles so that they blanket the slider before, but if you don't, well, nevermind me then01:55:002 (4) - you can improve this slider, really
01:57:365 (6) - we had this already
01:59:365 (3) - this sliderbody is too close to the previous slider and therefore gets overlapped by its hitburst in a... very ugly manner; however, easy to fix
02:01:547 (3) - if you want to work with new combos on this kind of rhythm, the combo has to start here, as that is where the pattern loops itself over in the song; you will also have to adjust the following notes, but right now it's just wrong
02:02:638 (3,3) - this, we had before aswell
02:15:729 (1) - there is no reason for a new combo here and also no reason to decrease the spacing all of a sudden; the vocal string stays the same and therefore should be mapped with the same, wide spacing as before, else it's just wrong
02:20:638 (6) - once again
02:22:638 (2) - ugly overlap with previous hitburst
02:23:183 (3) - once again
02:25:547 (3,5,6,7) - I didn't really pick on sliderbuilds in this diff but... really, these look bad, like, bananas that got hit by a fly swatter
02:27:911 (1) - once. again.
02:29:729 (3) - No. as I talked about passive hitsounding earlier, I'm... let's say, tempted to ask you to end this slider 1/4 earlier and map an actual stream at it's end, as currently, you basically just play 4 of the 5 beats in the song and that's sorta meh, if you get me, so please consider this
02:39:547 (1) - once again...
02:42:820 - this section has the same issues as the start of the map, because, well, that's the start just mirrored
03:07:183 (4) - once again
03:08:638 (3) - ^
03:13:911 (1) - remove new combo, same as many examples earlier
03:18:820 (3) - once again
03:19:729 - FOR FLIPS SAKE NO, DONT SB THIS CLAP HERE AND DONT DO IT AT 100% VOLUME THATS JUST EARBURSTING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA *tableflip*
03:21:365 (3) - we had this sooooo many times now
03:26:093 (1) - ^
03:27:911 (3) - same as 02:29:729
03:31:365 - THE STORYBOARDED CLAPS NOOOOOOOOOOOOOOOOOOOOOOOOO
03:37:729 (1) - sooooooooooooo many times
I really, really, really did not enjoy this difficulty, as you can see from all the things I've said so many times in this mod... just... really, you don't want my personal opinion on this and yes, what I stated are mostly critical flaws, rhythm- and mappingwise... well, in my opinion anyways.
All denied under Ploy's permission. I have read every lines and I start to think they don't change what players actually feel while playing at all. By all means, you may consider every really minor points, which I deem they are fine. But when getting to something like this, it's overdone and should of been clear that it isn't worth. Saying ugly slider is REALLY RUDE and should be definitely ignored. New combo mods are fine but I asked her and she said everything is intentional so no change for this.
Also OD8 with AR8 is quite balance in term of mapping. This was created in 2011 and still better than most of maps in these days anyways so AR8 with OD8 is still fine at all.
[Lunatic]
Increase OD to 8 please, this map really is not OD7-stylish and neither is the song.
It's my turn to say for consistency across my other Shihori maps then. All of them are OD7 so this is supposed to be 7 as well.
00:00:093 (1,2,3) - while I don't see a particular kind of flow in this, I think it's okay... but still, I'd like it more if 2 was an upleading slider, that'd just feel better with 3 going downwards again; else it just feels like "DOWN, SNAP, DOWN, SNAP, DOWN, SNAP!!", and that's... very meh :/
I personally love this flow already. I have no solution for this though when it was constructed as is. Your solution is not bad, but it isn't blatantly better than me as well.
00:12:820 (3,4) - having talked about sliders starting on weak beats and ending on strong ones before quite a lot (*cough* it sucks *cough*), I'd really just suggest you to swap this to a slider-circle combo instead of circle-slider, because really, that's way better and not wrong
circle-slider now works well. I intended to have a gap on 00:12:274 (2,3,4) - already
00:17:002 (3,4) - ^similar ^
00:21:547 (1) - errr... shouldn't this "speedy" slider start on the red tick, because that's where this "squeaky" noise comes in?
Let's see, 00:21:547 (1,2) - has a jump right?, why do you have to make a speedy slider to go with this chaos? It is supposed to be a jump in order to make it fun, not a slider at all when you can lose a beat on 00:21:911 (2) - . I intentionally used a soft finish to mix with a normal one together. So no change.
00:43:729 (3,4) - call me a "nazi" or whatever, but these curves really strike my eye as they are not nearly balanced; use another sliderpoint and you can fix this easily
You are already nazi. It would be nice if you can provide where should be it. But I will refuse anyway because this is already fine. However, I adjusted something so it should look better now.
00:45:365 (5) - I can somewhat let this one slip, but still, it's technically wrong (-> weak/strong beats on sliders, we had this, yes)
Slider is meant to be more comfortable when triplet exists on 00:45:002 (2,3,4) - and it suits with this flow already 00:45:729 (1) -
00:48:638 (3) - this is solely a suggestion: CTRL-G would feel nice here as you get that triangle-flowy motion, which gets supported by the way the slider goes
no, thank you. It's already in well-made.
00:49:729 (1) - this slider, however, is not okay anymore; reasons were given many times before
and I stated many times so far.
00:58:274 (6,1) - you should swap new combos here, because 6 is where the new musical pattern starts and therefore, it should be where the combo is on (00:59:729 (1) - here you did it right, so please keep this consistent)
no, I don't end the stream line with a new combo because it totally makes no sense with really really unintuitive and weird-look.
01:04:093 (6) - ^ :I I don't end up using a new combo under a note which is stacking. so no again
01:07:002 (12) - ^ :I Could you stop overriding your own mapping mindset on my map
01:19:911 (5) - CALL ME A NAZI FAGGOT BUT YOU CAN REALLY MAKE THIS LOOK BETTER It doesn't jump out from the monitor and goes to kill you in real life at all.
01:22:820 (1,2,3) - this is only a suggestion, but this part feels so much better if you CTRL-G these sliders (individually, of course), as then you get a chain of ellipses flowing into each other o: (you'd have to CTRL-G 01:23:911 (4,1) - aswell, then)
I already find my flow better than this ctrl-g'd thing.
01:47:729 (1) - i'd say remove this new combo because that's still part of the vocal string that you are mapping to
It has different beat placement and it makes more readable with different NC as I have used plenty of times. Also it actually emphasizes jump as well so no change
01:52:093 (4) - if you're following the same combo- and music pattern as you did in the pattern before, you should add a new combo here
This 01:50:274 (1,2) - has difference apart from 01:50:638 (1) - because it has obvious spacing change. I care NC on spacing change.
01:56:456 (9,1) - swap new combos because 9 is where this new part of the melody starts
no. As I stated, adding NC on points which isn't well-connected is really terrible to see
02:08:093 (7,1) - ^ ^
02:14:093 (1) - no :I (yes, the usual thing about strong and weak beats and sliders and sliderends) no
02:28:456 (4,1) - swap new combo because reasons given earlier (-> the musical pattern that you are mapping to starts on 4, not on 1) no, do you really see spacing change at 02:28:456 (4,1) - or not?
02:31:365 (13,1) - ^ no, again
02:32:638 (4) - ...this really looks ugly, sorry to say it like this, but it's ugly ugly is really a rude word so I ignore this when it has no concrete objection on this one.
03:06:638 (1) - there's no reason for a new combo here, it's still the same melody and vocal string as I said again, it's on the same line in stream so adding NC on the tail is completely hard to read. I said many times...
03:39:911 (1,2) - with the kind of pace this map had before, players will likely click 2 too early, just pointing that out here
Only you
This diff has flaws, yes, but really, it's not bad, but it's not great either, because it has these flaws - you should fix and work on that and it'll get even better, without so much change in total.
All denied under Ploy's permission. I have read every lines and I start to think they don't change what players actually feel while playing at all. By all means, you may consider every really minor points, which I deem they are fine. But when getting to something like this, it's overdone and should of been clear that it isn't worth. Saying ugly slider is REALLY RUDE and should be definitely ignored. New combo mods are fine but I asked her and she said everything is intentional so no change for this.Yeah, quality mapping - really, such an attitude is not what should be in a staff team.
Also OD8 with AR8 is quite balance in term of mapping. This was created in 2011 and still better than most of maps in these days anyways so AR8 with OD8 is still fine at all.
p/1803816Jenny wrote:
Yeah, quality mapping - really, such an attitude is not what should be in a staff team.
Applied some stuff. Thank you!Jenny wrote:
SPOILER[Muzukashii]
Remapped the diff a bit and used some of your points. Thanks!
[Oni]Drain 7... wat - tone this down, to 5 or at least 6.nvm, short taiko
00:11:729 - I don't like how you shift patterns in this part; you could just swap 00:13:002 (2,1) - and then progress this pattern for this whole part, that suits it way more; or at least I feel/hear/think so :v I used the abekobe effect here(controvers mapping) which think fits good.
00:21:183 (8) - I'd change this to d, as a sort of introduction to the D after the stream, but that's me as a... weird beta thingy mapper and so on - just consider it or so? Oh, actually a really nice idea, but I don't like to make such streams. Plays not that good with one don in it.
00:55:820 (2,1) - i'd rather swap these two as a kdk part feels more emphasizing here (specifically on the vocals - i know one does not map to vocals in taiko but really, it contributes to the song's vibe) ok
I think you should end both taikos on the same note, iunno, just my thing. Currently, you have D in Muzu and K as an ending note in Oni and that just feels a bit inconsistent... much like... you didn't care for the song and just mapped a taiko because there seems to be nothing that you really orientated with, at least for this last note: What I'm saying is, chose one for both diffs please .-. Oni wasn't even finished yet. lol
Solid aswell, just... the drain :I
Hi Ono
Used most of your suggestions. The mod was short but pretty good~AndyRucas wrote:
SPOILERHi Ono ~
My mods :3
[box=my mods]Ono's Oni:
- 00:20:456 this stream can be changed like this → http://osu.ppy.sh/ss/950717 Good idea
- 01:15:002 this pattern can be changed like ooxox for follow the form of last patterns and next patterns.Oh my bullsh*t English ;w;No worry I understand haha, but I keep it because it was intension to have ...k, ...d, ...k as pattern end to emphasize the first and third pattern-end more.
- 01:31:911(3) change to x maybe better ? Had this idea before, but doesn't fit well due to the emphasizes vocal.
- 02:42:456(1) change to o
- 02:42:547(2) ^
- 02:42:638(1) change to x
three changes above can make this streams feel better ? Used ddkd, sounds good.
Ono's Muzukashii:
Used most of your suggestions!
All my words are just suggestions, it's up to you to get them or not :3
Overall nice map:3I'm so stupid for a wrong use of code ;w; So I edit this post for THREE times ;w; Sorry ;w;
109,174,28823,2,0,L|120:126,1,50,2|0,0:0|0:0,0:0:0:0:02:19:550 (1,2) - This jump distance feels a bit unnatural. Having a distance of max ~2,80x feels more in line with the previous jump 02:18:459 (1,2) -
194,171,29005,2,0,L|184:220,1,50,2|0,0:0|0:0,0:0:0:0:
137,284,29186,6,0,P|196:294|308:260,1,150,6|2,0:0|0:0,0:0:0:0:
304,261,29550,1,0,0:0:0:0: