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An - Xhroria [Osu|Taiko]

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Itachi_Uchiha


3rd QAT Post :D

Beginner
  1. 00:20:618 (1) - 3rg point x:458 y:209 for better blanking with 2
     
  2. 00:24:218 (1) - I´d suggest do end the SPinner on the previous white tick - sounds better
     
  3. 00:58:418 (1,2) - If you would add 2 Circles 1/1 before the Slider you can get rid of this really short break

Standard
  1. 00:11:018 (2) - 2nd Point x:396 y:42 for better blanking
     
  2. 00:48:668 (4) - Take this Code for a symmetric Slider - You just need to rotate it and put it in the right place
    176,184,48668,2,0,B|220:168|256:187|256:187|292:168|336:184,1,165.0000050354,2|10,0:0|0:0,0:0:0:0:
     
  3. 00:51:818 (1,2) - Because nearly every other Circle SLider Stack in this diff is based on 1/2 I guess many will click the Slider too early
     
  4. 01:08:618 (2) - 2nd Point x:37 y:171 3rd Point x:77 y:233 for Better blanking
     
  5. 01:13:418 (1) - 2nd Point x:218 y:147 for better blanking
     
  6. 01:13:418 (1) - 2nd Point x:382 y:81 for better blanking

Another
  1. Not much to say - Diff is good except that one mega stack - Maybe you could replace it?

Hard
  1. 00:15:218 (1,3) - Is it intented that these are not in a Line? If not align them^^
     
  2. 00:53:918 (6) - 2nd Point x:416 y:128 for better blanking
     
  3. 01:17:018 (1) - If you press ctrl+h on this SLider you can see that it is not symmetrical
     

Hyper

  • Nothing to say here - It was the diff which made the most fun to play :D

Really good work - Keep up :D
Topic Starter
Cherry Blossom
Hello :)

Itachi_Uchiha wrote:



3rd QAT Post :D

Beginner
  1. 00:20:618 (1) - 3rg point x:458 y:209 for better blanking with 2 => Almost fixed.
     
  2. 00:24:218 (1) - I´d suggest do end the SPinner on the previous white tick - sounds better => Done.
     
  3. 00:58:418 (1,2) - If you would add 2 Circles 1/1 before the Slider you can get rid of this really short break => I prefer no...

Standard
  1. 00:11:018 (2) - 2nd Point x:396 y:42 for better blanking => Done.
     
  2. 00:48:668 (4) - Take this Code for a symmetric Slider - You just need to rotate it and put it in the right place
    176,184,48668,2,0,B|220:168|256:187|256:187|292:168|336:184,1,165.0000050354,2|10,0:0|0:0,0:0:0:0:
    Almost fixed...
     
  3. 00:51:818 (1,2) - Because nearly every other Circle SLider Stack in this diff is based on 1/2 I guess many will click the Slider too early => Fixed.
     
  4. 01:08:618 (2) - 2nd Point x:37 y:171 3rd Point x:77 y:233 for Better blanking => almost fixed.
     
  5. 01:13:418 (1) - 2nd Point x:218 y:147 for better blanking => ^
     
  6. 01:13:418 (1) - 2nd Point x:382 y:81 for better blanking => ^

Another
  1. Not much to say - Diff is good except that one mega stack - Maybe you could replace it? => I prefer no but if it really annoys BATs etc. i will probably change it.

Hard
  1. 00:15:218 (1,3) - Is it intented that these are not in a Line? If not align them^^ => Fixed.
     
  2. 00:53:918 (6) - 2nd Point x:416 y:128 for better blanking => Almost done.
     
  3. 01:17:018 (1) - If you press ctrl+h on this SLider you can see that it is not symmetrical => really ? D: almost fixed.
     

Hyper

  • Nothing to say here - It was the diff which made the most fun to play :D

Really good work - Keep up :D

Thanks for your mod :)
BeatofIke
More QAT modding incoming. Stay tuned hehe! 8-)
Topic Starter
Cherry Blossom

BeatofIke wrote:

More QAT modding incoming. Stay tuned hehe! 8-)

Hehe don't worry, i'm still watching :) 24/24h
quiz-chan_DELETED


Hi~ from the QAT's queue!!

[General]
AIMod indicates errors, please check!

Otherwise, everything is shipshape!

[Beginner]
OK, I think I will start off with something very basic and yet crucial. First of all, this is the easiest diff in this mapset. That said, it is not recommended at all to place objects in a way that they need to be clicked at indefinite time points.
00:27:818 (1,2,3,1,2) - This explains pretty much what I mean. These can confuse new players thoroughly, making the name Beginner completely unfitting. You need to do something about this.
01:37:418 (1,2) - There are many before this, but this is really unbelievably hard for players to recognize!

Personally disliked the diff. Mostly in terms of difficulty, but I don't like the diff in general. You need to get rid of wrong s.c. polarities (best explained by Charles445). That pretty much is what I am talking about above.


[Standard]
00:39:968 (2,3) - Not saying this is offbeat, but this is mostly what I mentioned above. Maybe this diff is harder, but still, that might be hard to hit correctly.
01:31:868 (4,1) - Spacing issue? This can be mistaken for the same time gap between the previous sliders.

This diff is a lot better than Beginner, so thumbs up to this.

[Hard]
00:54:818 (3,4) - Little blanketing issue.
01:03:518 (3,4,5) - The current arrangement of (4,5)(overlapping) is not beautiful at all, but in order to improve it, it is necessary that you re-arrange (3) as well. Please try to think of another pattern.

Not that bad, impressive actually.

[Hyper]
00:19:418 (6,7) - There is no such beat in the song, only three beats 3/4-wise. Either adjust the sliders to the rhythm or make the hitsounds more subtle, so it doesn't shine over the feeling of the song.
00:20:018 (8) - Unappealing blanketing. Better use one more node.
00:21:818 (6,7) - Same as first aspect.
00:29:468 (1) - Remove NC to match the next combo or make both combos equally long, just for the sake of consistence.
00:32:318 (8,9,10,11,12) - I've listened to the song in slow-mo and noticed that (9) is redundant, erase it. Then, stack (10,12) onto where (11) is. A little jump just like that sure wouldn't hurt~
01:07:868 (1,2,3,4,5,6,7,8,9,10) - There is nothing in the background that makes these objects reasonably placed, erase them.

This diff is fun, not bad!

[Another]
00:16:343 (5) - Unnecessary (overmapping). I'd strooooongly recommend erasing this object.
00:17:543 (5) - Same goes for this.
00:19:418 (3,4) - Not sure about this one, better wait for more opinions.
00:19:418 (3,4) - Also, I think this is redundant too, just there to make the map harder.

Please consider fixing overmapping on your own accord, I will no longer point them out, unless extraordinarily particular.

00:21:818 (6,7,8) - Not only is (7) redundant here, it also makes the pattern itself look bad. You need to erase it.
00:22:718 (1,2,3,4,1) - Nice idea, hehehe.
00:47:768 (4) - Ctrl G on this makes this pattern somewhat unique and creative, but for better flow, I'd still make (3) on (4)'s head after Ctrl G.
01:06:068 (3) - I'd use a smooth slider pattern, just sticking to my style though. I mostly only use red nodes when song allows it. Here, it doesn't. But again, my style.

All in all, the diff would work as a whole.... if there weren't these overmapped sections. Please fix them on your own accord.

Otherwise, the map is quite ok. I wish you luck~

Best of luck to you!

Topic Starter
Cherry Blossom
Hello :)

Quiz-chan wrote:



Hi~ from the QAT's queue!!

[General]
AIMod indicates errors, please check!

Otherwise, everything is shipshape!

[Beginner]
OK, I think I will start off with something very basic and yet crucial. First of all, this is the easiest diff in this mapset. That said, it is not recommended at all to place objects in a way that they need to be clicked at indefinite time points.
00:27:818 (1,2,3,1,2) - This explains pretty much what I mean. These can confuse new players thoroughly, making the name Beginner completely unfitting. You need to do something about this.
01:37:418 (1,2) - There are many before this, but this is really unbelievably hard for players to recognize! => Fixed.

Personally disliked the diff. Mostly in terms of difficulty, but I don't like the diff in general. You need to get rid of wrong s.c. polarities (best explained by Charles445). That pretty much is what I am talking about above.[/color]
About Polarity i fixed some, but as 11t says, it might be unavoidable due to the nature of the song...

[Standard]
00:39:968 (2,3) - Not saying this is offbeat, but this is mostly what I mentioned above. Maybe this diff is harder, but still, that might be hard to hit correctly. Let me think...
01:31:868 (4,1) - Spacing issue? This can be mistaken for the same time gap between the previous sliders. => The new combo can justify it, but i prefer to follow your suggestion. Fixed

This diff is a lot better than Beginner, so thumbs up to this.

[Hard]
00:54:818 (3,4) - Little blanketing issue. => Fixed.
01:03:518 (3,4,5) - The current arrangement of (4,5)(overlapping) is not beautiful at all, but in order to improve it, it is necessary that you re-arrange (3) as well. Please try to think of another pattern. => Done.

Not that bad, impressive actually.

[Hyper]
00:19:418 (6,7) - There is no such beat in the song, only three beats 3/4-wise. Either adjust the sliders to the rhythm or make the hitsounds more subtle, so it doesn't shine over the feeling of the song. Let me think about that.
00:20:018 (8) - Unappealing blanketing. Better use one more node. => fixed.
00:21:818 (6,7) - Same as first aspect.
00:29:468 (1) - Remove NC to match the next combo or make both combos equally long, just for the sake of consistence. => Fixed.
00:32:318 (8,9,10,11,12) - I've listened to the song in slow-mo and noticed that (9) is redundant, erase it. Then, stack (10,12) onto where (11) is. A little jump just like that sure wouldn't hurt~ Done.
01:07:868 (1,2,3,4,5,6,7,8,9,10) - There is nothing in the background that makes these objects reasonably placed, erase them. What do you mean by "nothing in the background" ? and, Hyper is a hard+/insane diff, i know that this stream may be really hard but the diff spread must be consistent.

This diff is fun, not bad!

[Another]
00:16:343 (5) - Unnecessary (overmapping). I'd strooooongly recommend erasing this object.
00:17:543 (5) - Same goes for this.
00:19:418 (3,4) - Not sure about this one, better wait for more opinions.
00:19:418 (3,4) - Also, I think this is redundant too, just there to make the map harder.
let me think about these ^
Please consider fixing overmapping on your own accord, I will no longer point them out, unless extraordinarily particular.

00:21:818 (6,7,8) - Not only is (7) redundant here, it also makes the pattern itself look bad. You need to erase it. => i consider.
00:22:718 (1,2,3,4,1) - Nice idea, hehehe. really ? D: hehe
00:47:768 (4) - Ctrl G on this makes this pattern somewhat unique and creative, but for better flow, I'd still make (3) on (4)'s head after Ctrl G. yes true, done !
01:06:068 (3) - I'd use a smooth slider pattern, just sticking to my style though. I mostly only use red nodes when song allows it. Here, it doesn't. But again, my style. You mean wubwubwubwabwabwab style ? :D well i consider.

All in all, the diff would work as a whole.... if there weren't these overmapped sections. Please fix them on your own accord.

Otherwise, the map is quite ok. I wish you luck~

Best of luck to you!

Thanks for your mod :)
Secretpipe
Good luck for rank :D/
BeatofIke
I agree that polarity is quite difficult to manage on the easier difficulties (similar to this map). In this case, you might have to break some polarity and/or use semi-polarity. I'll try to explain that in my mod post. Stay tuned hehe.
Topic Starter
Cherry Blossom
if i really have to remap Beginner because of polarity issues, i could do so if i have time...
BeatofIke
You don't have to remap the entire map! D:
That would be a hassle! ._. I remember doing that for my 2nd map! :(

Just try to readjust the rhythms in a way so that is more readable for an average novice player.
Try to focus on the most prominent instruments playing in the background music. :D
Topic Starter
Cherry Blossom
That's okay :) Now i'm waiting for more mods, thanks in advance :)
BeatofIke

Another QAT mod storm incoming. More to come! 8-)

[General]
  1. Why does the Taiko difficulties has a 63% hitsound volume (seems kind of random)? Should it be 60% just like the standard difficulties? o.o
  2. According to the AIMod, the Uninherited (red) Timing Section conflicts with the other difficulties other than your Standard difficulty, which is unrankable.
    Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.
    Basically, you have an extra Uninherited (red) Timing section at 01:52:118 on your Standard difficulty. To fix this problem, simply replace it with an Inherited (green) Timing Section.
[Beginner]
  1. 00:06:218 (1,2) - Try not to start a rhythm with a hitcircle followed by a red tick slider as it is possible for novice players to miss. Instead, use a 3/2 reverse slider followed by a 1/1 slider (or a hitcircle) at 00:07:718 (2). That way this rhythm will be more readable and at the same time, have good polarity.
  2. 00:09:368 (2,3) - Optional, but you could turn these 2 circles into a 1/1 slider for simplicity.
  3. 00:11:018 (1,2) - Same as above: This rhythm can be more readable.
  4. 00:56:318 (1) - A new combo is not necessary here since there is a break time afterwards. Also to be consistent with your other difficulties as you didn't add combo at the same spot.
  5. 00:29:168 (2) - This part looks undermapped. Try adding a hitcircle here so it is easier to follow the rhythm.
  6. 01:25:718 (3) - I would insert a new combo here (and at 01:27:818 (5)) for better consistency with the musical sections.
[Standard]
  1. See General. Other than that, the map seem to be fine. Although using a white tick circle followed by a red tick slider in some notes can result in strange flow at times (semi-polarity). It's advised to use as many good polarities as possible. :3
SPOILER
According to the AIMod, the Uninherited (red) Timing Section conflicts with the other difficulties other than your Standard difficulty, which is unrankable.
Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.
Basically, you have an extra Uninherited (red) Timing section at 01:52:118 on your Standard difficulty. To fix this problem, simply replace it with an Inherited (green) Timing Section.

[Another]
  1. I'm not skilled enough to pass this difficulty, so I won't be able to mod this difficulty well. Expect only a few suggestions.
  2. 00:47:618 (3,4) - The hit circle is not perfectly stacked with the slider at 00:47:768 (4). I would consider this a nazi suggestion, thus you can feel free to ignore this suggestion as it does not affect gameplay at the slightest.
  3. 00:52:868 (4,5,6) - Similar suggestion as above (again feel free to ignore nazi suggestions if you disagree). It would look nice if you stack this pattern with the previous pattern at 00:51:368 (6,7,8).
That's pretty much it! Hard and Hyper seems fine! Your map is getting hotter! Good Luck! :)
Topic Starter
Cherry Blossom
Hello :)

BeatofIke wrote:


Another QAT mod storm incoming. More to come! 8-)

[General]
  1. Why does the Taiko difficulties has a 63% hitsound volume (seems kind of random)? Should it be 60% just like the standard difficulties? o.o => I don't know lol, i will ask dialga.
  2. According to the AIMod, the Uninherited (red) Timing Section conflicts with the other difficulties other than your Standard difficulty, which is unrankable.
    Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.
    Basically, you have an extra Uninherited (red) Timing section at 01:52:118 on your Standard difficulty. To fix this problem, simply replace it with an Inherited (green) Timing Section. I forgot to remove this timing point x_x baka mapper.
[Beginner]
  1. 00:06:218 (1,2) - Try not to start a rhythm with a hitcircle followed by a red tick slider as it is possible for novice players to miss. Instead, use a 3/2 reverse slider followed by a 1/1 slider (or a hitcircle) at 00:07:718 (2). That way this rhythm will be more readable and at the same time, have good polarity.
    Done !
  2. 00:09:368 (2,3) - Optional, but you could turn these 2 circles into a 1/1 slider for simplicity. i prefer to keep these circles.
  3. 00:11:018 (1,2) - Same as above: This rhythm can be more readable. => Done.
  4. 00:56:318 (1) - A new combo is not necessary here since there is a break time afterwards. Also to be consistent with your other difficulties as you didn't add combo at the same spot. => Fixed
  5. 00:29:168 (2) - This part looks undermapped. Try adding a hitcircle here so it is easier to follow the rhythm. I consider this.
  6. 01:25:718 (3) - I would insert a new combo here (and at 01:27:818 (5)) for better consistency with the musical sections. => Done.
[Standard]
  1. See General. Other than that, the map seem to be fine. Although using a white tick circle followed by a red tick slider in some notes can result in strange flow at times (semi-polarity). It's advised to use as many good polarities as possible. :3 => yes but it's my first map for ranking i was lost @_@ lol
SPOILER
According to the AIMod, the Uninherited (red) Timing Section conflicts with the other difficulties other than your Standard difficulty, which is unrankable.
Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.
Basically, you have an extra Uninherited (red) Timing section at 01:52:118 on your Standard difficulty. To fix this problem, simply replace it with an Inherited (green) Timing Section.

[Another]
  1. I'm not skilled enough to pass this difficulty, so I won't be able to mod this difficulty well. Expect only a few suggestions.
  2. 00:47:618 (3,4) - The hit circle is not perfectly stacked with the slider at 00:47:768 (4). I would consider this a nazi suggestion, thus you can feel free to ignore this suggestion as it does not affect gameplay at the slightest.
  3. 00:52:868 (4,5,6) - Similar suggestion as above (again feel free to ignore nazi suggestions if you disagree). It would look nice if you stack this pattern with the previous pattern at 00:51:368 (6,7,8).
    You know that i hate nazi modder but i love nazi suggestion awh yeaaa /me runs far away
    All fixed
That's pretty much it! Hard and Hyper seems fine! Your map is getting hotter! Good Luck! :)

Getting hotter, wow :) Thanks for your mod ! :)
Jenny

Quick check on Another



  • 00:16:418 (6) - this would look better as a wiggly slider, just as having two curves like this next to each other feels meh
    00:17:318 (3) - I'd rather space this to somewhere around 2|118, as there's a strong beat here and therefore, it feels more natural to move a bit more to the beat
    00:23:468 (3) - you can make that blanket 4 better (and adjust 2 then)
    00:28:718 (6) - would rather not stack this on 7, as then the vastly (to me, anyways) different piano sound on there doesn't get accentuated too well; i'd rather make it a bit of a jump - 327|312 feels nice to me
    00:29:468 (1) - similar; here, I'd suggest 22|180
    00:35:018 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - I'd rather suggest you to make this a 0.1x spacing stream, as currently, the osu! stacking makes it look fairly meh ingame
    00:38:018 (5) - again, stacking this takes away the pressure from each note; I'd rather have it put at 255|198 as that compliments both curves well and lets you have a curve-snap-curve transition; just plays very well for me
    00:40:268 (4) - similar; 279|362 could be a neat spot to put it
    00:44:618 (4,5,6,7,8,9) - same kind of thing
    00:47:618 (3) - ^
    00:49:418 (4) - ^
    00:50:468 (10) - I'd rather put this as two circles, as the big white tick is mostly something you should really hit on, and having a stream start on a slider and end on a slider at the same time just feels weird
    00:53:318 (7,8,1,2) - same thing as earlier, please don't stack these
    00:55:118 (12) - ^
    01:01:718 (6) - there's nothing this note lies on; it just feels overdone, so please remove it
    01:02:918 (4) - there should be a 1/1 slider here, as you have long vocalstring and also the violins (?) in the background going here and there's really no reason for the following slider, which just feels unnatural to hit
    01:03:368 (1,2) - swap NC
    01:06:068 (3) - this slider doesn't start on anything in the song; the vocals start on the blue tick before - also, I don't see a reason for this to be so wiggled, but that may just be me .-.
    01:04:868 (7,1) - swap NC
    01:07:568 (6,7) - there's no reason for 1/4 here, please change this (also, NC on 6)
    01:13:418 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8) - this whole part just feels too "hard" - not like, difficulty hard, but hard in terms of the angles of the notes; you currently have to snap to every single of them and not play them as a melody, but rather as single objects, so to speak - I hope you understand me? this just makes it feel like it was meant to be on a beatheavy part and while there are beats here, they're really not the main focus, as that's still part of the background-ensamble themed part of the song, so I'd really advise you to change this
    01:16:118 (5,9,13) - add new combos here, just feels more in order that way and else, NC on 01:17:018 (1) - feels absolutely off
    01:32:768 (10,1) - I'd swap NC here, as 10 and 11 feel like an introduction and so, part of the next combo rather than still part of the previous one (specifically as they're nearly inaudible while the rest of the combo was fairly loud)
    01:51:968 (2,1) - ^
    01:54:068 (8,1) - as with earlier, the stack takes away pressure from the notes, which you really don't want in a kiai time
    01:54:818 (3,4) - ^

Fairly neat, just make sure to have an eye on this stuff o3o
rezoons
85646464eme QAT post.

Wow! T'es en train de péter tout tes records cherry! Même après tous les mods que t'as eu, les nouveau que tu reçois sont toujours aussi long!
Je sent que toutes la QAT va y passer sur ta map et la refaire complètement XD. (Tiens je devrais faire un 3eme mod sur ta map, ça pourrait être fun! Apparemment il y a encore plein de truc a dire)

En tout cas ceci est un post d'encouragement!!!! Je sais que ça ressemble à un troll post mais je t'assures que non! Bon courage Cherry! Tiens le coup et tu vas la ranker cette fichu map!!!!!!!!!!!
Topic Starter
Cherry Blossom
Hello :)

Jenny wrote:


Quick check on Another



  • 00:16:418 (6) - this would look better as a wiggly slider, just as having two curves like this next to each other feels meh => Changed the slider.
    00:17:318 (3) - I'd rather space this to somewhere around 2|118, as there's a strong beat here and therefore, it feels more natural to move a bit more to the beat => hmm i prefer to keep my idea.
    00:23:468 (3) - you can make that blanket 4 better (and adjust 2 then) => fixed.
    00:28:718 (6) - would rather not stack this on 7, as then the vastly (to me, anyways) different piano sound on there doesn't get accentuated too well; i'd rather make it a bit of a jump - 327|312 feels nice to me
    00:29:468 (1) - similar; here, I'd suggest 22|180
    Both done.
    00:35:018 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - I'd rather suggest you to make this a 0.1x spacing stream, as currently, the osu! stacking makes it look fairly meh ingame
    I FINALLY CHANGED IT D:
    00:38:018 (5) - again, stacking this takes away the pressure from each note; I'd rather have it put at 255|198 as that compliments both curves well and lets you have a curve-snap-curve transition; just plays very well for me => Done.
    00:40:268 (4) - similar; 279|362 could be a neat spot to put it => done, (different way)
    00:44:618 (4,5,6,7,8,9) - same kind of thing
    00:47:618 (3) - ^
    00:49:418 (4) - ^
    fixed.
    00:50:468 (10) - I'd rather put this as two circles, as the big white tick is mostly something you should really hit on, and having a stream start on a slider and end on a slider at the same time just feels weird => i consider.
    00:53:318 (7,8,1,2) - same thing as earlier, please don't stack these
    00:55:118 (12) - ^
    fixed.
    01:01:718 (6) - there's nothing this note lies on; it just feels overdone, so please remove it => Done.
    01:02:918 (4) - there should be a 1/1 slider here, as you have long vocalstring and also the violins (?) in the background going here and there's really no reason for the following slider, which just feels unnatural to hit => done.
    01:03:368 (1,2) - swap NC => done.
    01:06:068 (3) - this slider doesn't start on anything in the song; the vocals start on the blue tick before - also, I don't see a reason for this to be so wiggled, but that may just be me .-. x_x
    01:04:868 (7,1) - swap NC => Done.
    01:07:568 (6,7) - there's no reason for 1/4 here, please change this (also, NC on 6) => You hear something here, it's 1/8 or over, but i prefer to keep 1/4...
    01:13:418 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8) - this whole part just feels too "hard" - not like, difficulty hard, but hard in terms of the angles of the notes; you currently have to snap to every single of them and not play them as a melody, but rather as single objects, so to speak - I hope you understand me? this just makes it feel like it was meant to be on a beatheavy part and while there are beats here, they're really not the main focus, as that's still part of the background-ensamble themed part of the song, so I'd really advise you to change this => I understand but i want to keep this beat before a stream, just my style o.o
    01:16:118 (5,9,13) - add new combos here, just feels more in order that way and else, NC on 01:17:018 (1) - feels absolutely off => done.
    01:32:768 (10,1) - I'd swap NC here, as 10 and 11 feel like an introduction and so, part of the next combo rather than still part of the previous one (specifically as they're nearly inaudible while the rest of the combo was fairly loud)
    01:51:968 (2,1) - ^
    both done
    01:54:068 (8,1) - as with earlier, the stack takes away pressure from the notes, which you really don't want in a kiai time => changed.
    01:54:818 (3,4) - ^ => didn't change because i want to keep the flow here. (and i really like it)

Fairly neat, just make sure to have an eye on this stuff o3o
Thanks for your mod :)
Topic Starter
Cherry Blossom

rezoons wrote:

85646464eme QAT post.

Wow! T'es en train de péter tout tes records cherry! Même après tous les mods que t'as eu, les nouveau que tu reçois sont toujours aussi long!
Je sent que toutes la QAT va y passer sur ta map et la refaire complètement XD. (Tiens je devrais faire un 3eme mod sur ta map, ça pourrait être fun! Apparemment il y a encore plein de truc a dire)

En tout cas ceci est un post d'encouragement!!!! Je sais que ça ressemble à un troll post mais je t'assures que non! Bon courage Cherry! Tiens le coup et tu vas la ranker cette fichu map!!!!!!!!!!!

Uuuuuh nan c'est bon, casse toi pas Q pour me mod hehe :)

awh god double post
Secretpipe
GO FIND A BAT BAKA
-GN

Secretpipe wrote:

GO FIND A BAT BAKA
^ D:
Topic Starter
Cherry Blossom
I'm a baka, problem ? :D
well,"TBAT*", not "BAT" BAKA !!!! (also "BAT" because my map will not be ranked lol)

/me runs far away, that's the only way :(
but thanks for supporting all :)
Kurokotei
This should really be ranked.
Revive CB! Don't give up!!
MAAAAAAAAAAAAAS
Good !
aabc271
As requested by Cherry Blossom, I'm coming for a Taiko mod ~
Let's go :3

Blue~ Critical issues. You must fix this
Purple~ It's better to fix this
Pink~ Suggestions only. Change only if you want to
Grey~ Explanations of my suggestions

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

[ Ex's Taiko Oni]

01:23:018 (23,24) - I'd suggest changing this green line to x0.9, and adding a x1.0 green line at 01:23:168, like this. ( This is to avoid having speed change in between of a 1/4 section which can be confusing at 1st sight )

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

00:13:268 (31) - Red note ? ( Since (32,33) have a significantly higher pitch than 31. By referring to the hitsounds patterns, I guess you're at least following instrumental pitch at an extent. So d kk fits quite nice imo )

00:14:318 (34,35) - o o ? ( I can't really understand the reasons for using K d, so I'll just throw out a suggestion of following instrumental pitch which mostly fits the previous parts of your diff :3 )

00:23:018 (40~42) - O O O / O O O ? ( This time I can guess that you used K D K to fit the background instrument. But I personally prefer following the pitch more because this sounds more intuitively closer to music. Optional but I think this will fit well :3 )

01:19:268 (6~10) - O O O O O ? ( Again pitch consideration. See if you agree this fits to the music more closely )

Overall ok
The feeling of the song is expressed nicely, accompanied by appropriate patterns and hitsounds ~

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

[ Ex's Taiko Muzukashii]

01:08:618 (27,28) - Similar to 01:23:018 in oni, move the green line to 01:08:918 ? ( This is to start the x0.87 section at 29 instead of 28 which provides more space between acceleration parts )

01:10:043 (34~40) - Consider this ? ( This helps reduce the difficulty of this section a bit, and fits the music more closely too imo )

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

00:13:268 (29) - Red note ? ( Same as oni )

00:14:318 (32,33) - o o ? ( Also same as oni )

00:24:218 (73,74) - Delete 74, and change 73 into red note ? ( The beat at 74 is too insignificant compared to (67~73), so I'd suggest deleting that )

00:45:518 (42,43) - o o ? ( Hitsound consistency with the previous parts of kiai. Suggested k d because the previous parts are made of dk / kd, and also pitch consideration )
00:54:218 (86,87) - o o ? ( ^, similar reason )

01:20:168 (10,11) - o O ? ( Refer to what I said in oni 01:19:268 )

01:28:118 (24,25) - o o ? ( Again pitch consideration, since I noticed you followed the main instrument at (26~30) )

Also overall ok
Could be quite for muzu, but imo acceptable because oni is acutally quite advanced

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

Both diffs look fine imo, so I think I'll taiko icon this after fixing :3

Star and good luck ~ ;)
Irreversible
Alright, if you have the taiko icon, QAT will check the standards :3
Kurokotei
Finally!
Will fix this tomorrow

Let's do it today

aabc271 wrote:

As requested by Cherry Blossom, I'm coming for a Taiko mod ~
Let's go :3

Blue~ Critical issues. You must fix this
Purple~ It's better to fix this
Pink~ Suggestions only. Change only if you want to
Grey~ Explanations of my suggestions

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

[ Ex's Taiko Oni]

01:23:018 (23,24) - I'd suggest changing this green line to x0.9, and adding a x1.0 green line at 01:23:168, like this. ( This is to avoid having speed change in between of a 1/4 section which can be confusing at 1st sight ) I prefer to keep it like this, because I don't like to put SV x0.9 on a kiai

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

00:13:268 (31) - Red note ? ( Since (32,33) have a significantly higher pitch than 31. By referring to the hitsounds patterns, I guess you're at least following instrumental pitch at an extent. So d kk fits quite nice imo ) yeah, but the previous sound has a lower pitch so i keep like this

00:14:318 (34,35) - o o ? ( I can't really understand the reasons for using K d, so I'll just throw out a suggestion of following instrumental pitch which mostly fits the previous parts of your diff :3 ) removed finisher

00:23:018 (40~42) - O O O / O O O ? ( This time I can guess that you used K D K to fit the background instrument. But I personally prefer following the pitch more because this sounds more intuitively closer to music. Optional but I think this will fit well :3 ) changed as K D D

01:19:268 (6~10) - O O O O O ? ( Again pitch consideration. See if you agree this fits to the music more closely ) sounds better like this, changed

Overall ok
The feeling of the song is expressed nicely, accompanied by appropriate patterns and hitsounds ~

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

[ Ex's Taiko Muzukashii]

01:08:618 (27,28) - Similar to 01:23:018 in oni, move the green line to 01:08:918 ? ( This is to start the x0.87 section at 29 instead of 28 which provides more space between acceleration parts ) No, same reason as Oni

01:10:043 (34~40) - Consider this ? ( This helps reduce the difficulty of this section a bit, and fits the music more closely too imo ) changed

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

00:13:268 (29) - Red note ? ( Same as oni ) same as Oni

00:14:318 (32,33) - o o ? ( Also same as oni ) removed finisher

00:24:218 (73,74) - Delete 74, and change 73 into red note ? ( The beat at 74 is too insignificant compared to (67~73), so I'd suggest deleting that ) changed

00:45:518 (42,43) - o o ? ( Hitsound consistency with the previous parts of kiai. Suggested k d because the previous parts are made of dk / kd, and also pitch consideration ) changed
00:54:218 (86,87) - o o ? ( ^, similar reason ) changed

01:20:168 (10,11) - o O ? ( Refer to what I said in oni 01:19:268 ) changed

01:28:118 (24,25) - o o ? ( Again pitch consideration, since I noticed you followed the main instrument at (26~30) ) changed

Also overall ok
Could be quite for muzu, but imo acceptable because oni is acutally quite advanced

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

Both diffs look fine imo, so I think I'll taiko icon this after fixing :3

Star and good luck ~ ;)
Thanks! I was waiting for this for a very long time, it finally happened!
Diffs updated: http://puu.sh/5eza7.zip
Topic Starter
Cherry Blossom
Finally updated ! :) Thanks a lot, and lets rank it !
Arrival
Bon tu la rank ou tu te touches encore longtemps ? :D
BeatofIke
Rank Go Go! :3
Topic Starter
Cherry Blossom
Yes !! :) Closer ! :)
Kurokotei
baka aabc forgot to recheck the map
aabc271

dialgadu77 wrote:

baka aabc forgot to recheck the map
No, I didn't forget. Was just so busy the past days w

Anyway, I've just had a quick recheck on the 2 taiko diffs
They look quite nice to me, and should be ready to rank :3
So take this Taiko Icon ~

Good luck on ranking this :)
Topic Starter
Cherry Blossom

aabc271 wrote:

dialgadu77 wrote:

baka aabc forgot to recheck the map
No, I didn't forget. Was just so busy the past days w

Anyway, I've just had a quick recheck on the 2 taiko diffs
They look quite nice to me, and should be ready to rank :3
So take this Taiko Icon ~

Good luck on ranking this :)

Awh yeaah Thanks for Taiko Icon !!! :)
Irreversible
Good, good, placeholder :3 will mod it tomorrow then let's go :3
Topic Starter
Cherry Blossom

Irreversible wrote:

Good, good, placeholder :3 will mod it tomorrow then let's go :3
Awh :3 Thanks in advance, we have time :)
Aurele
wiiiiiiiiiiiiiiiiiiiiiii :3
happy30


[Easy]
00:33:368 (2,3,4) - Make the distance between these sliders equal: http://puu.sh/5jbsy.jpg
01:22:418 (2) - the previous slider overlaps this, while this slider doesn't overlap the next slider. This bothers me a bit. Eventually disable grid snap to fix this.
01:40:118 (1) - ^
01:40:868 (2) - ^
01:58:718 (3) - ^

[Standard]
00:23:018 (2) - don't use a green line to make the endpoint have the normal-hitnormal hitsound. The slidersound sounds a bit messy because of that.

[Hard]
00:23:018 (1) - same suggestion as regarding endpoint
01:12:818 (6,1) - swap NCs?

[Hyper]
remove the redundant timing sections at the start
00:09:518 (4,5) - allign these properly, few grids up :P
00:10:118 (6) - move this 1/2 earlier and place another note at 00:10:118 (6) - ? It confuses me a bit since you switch the rhythm so often.
01:02:468 (6) - this part till 01:02:468 (6) - . could you make sure the spacing between 1/2 notes are exactly the same? (not even a 0.97 - 1.01 difference in prev/next)
01:15:818 (1,2,3,4) - make the spacing here perfectly equal too.

not modding Another, seems to be too overmapped to me.
Topic Starter
Cherry Blossom
Hello :)

happy30 wrote:



[Easy]
00:33:368 (2,3,4) - Make the distance between these sliders equal: http://puu.sh/5jbsy.jpg => Fixed.
01:22:418 (2) - the previous slider overlaps this, while this slider doesn't overlap the next slider. This bothers me a bit. Eventually disable grid snap to fix this. => Fixed.
01:40:118 (1) - ^
01:40:868 (2) - ^
01:58:718 (3) - ^
all fixed ^

[Standard]
00:23:018 (2) - don't use a green line to make the endpoint have the normal-hitnormal hitsound. The slidersound sounds a bit messy because of that.
=> removed the normal-hitsound.

[Hard]
00:23:018 (1) - same suggestion as regarding endpoint => Fixed.
01:12:818 (6,1) - swap NCs? => Fixed.

[Hyper]
remove the redundant timing sections at the start => Done.
00:09:518 (4,5) - allign these properly, few grids up :P => Done.
00:10:118 (6) - move this 1/2 earlier and place another note at 00:10:118 (6) - ? It confuses me a bit since you switch the rhythm so often. => Done.
01:02:468 (6) - this part till 01:02:468 (6) - . could you make sure the spacing between 1/2 notes are exactly the same? (not even a 0.97 - 1.01 difference in prev/next) => Awh you know i've mapped this with grid 3 so thats why there are not same spacing, but maybe negligible no ? D:
01:15:818 (1,2,3,4) - make the spacing here perfectly equal too. => Fixed.

not modding Another, seems to be too overmapped to me. => Awh really ? D: That's okay. :)
Thanks for your Mod :)
happy30
Another currently has too many overmapped beats (circles and sliders that do not follow anything in the song) and I do not feel comfortable bubbling that. Sorry, my last mod concludes the actions the QAT (not BAT) will take on the map, unless above issue is resolved.
Topic Starter
Cherry Blossom

happy30 wrote:

Another currently has too many overmapped beats (circles and sliders that do not follow anything in the song) and I do not feel comfortable bubbling that. Sorry, my last mod concludes the actions the QAT (not BAT) will take on the map, unless above issue is resolved.
I will try to remap overmapped parts and i will call you back for rechecking, okay ? :)
Thanks :)
Secretpipe
Almost !
Go rank it !! I'm being mad xD
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