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Rokugen Alice - Kinema Lolita

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Beren
hi/

[General]
delete sb in taiko diff

[Normal]
00:06:776 (1) - add finish
00:09:566 (1) - ^
00:15:148 (1) - ^
01:22:473 (1) - cut down one turn
01:23:171 (2) - ^

[Hard]
00:26:834 (3) - spacing
00:27:706 (5) - ^
00:29:450 (2,3,4) - try to jump?
00:33:113 (4) - x:284 y:204
00:34:334 (1,2,3) - spacing
00:41:659 remove green line
00:44:624 (9) - remove

[Insane]
fine

ganbaru~
HeatKai

Kite wrote:

fixed most, thanks for useful mod
why are you no mat yet
YES CHERRY, WHYYYYYYYYY
Xakyrie

HeatKai wrote:

Kite wrote:

fixed most, thanks for useful mod
why are you no mat yet
YES CHERRY, WHYYYYYYYYY
=q=

Requested mod to look over the newly added hard diff. I'm going to point out some other general things I think should be addressed while I'm here too :oops: Hopefully this is of some use! I realized my previous mod was pretty crap x~x

All of the following suggestions are made based on the most recent update for each colour-coded section.

[General]
  1. Inconsistent kiai times? Kurai's Hard has the first kiai end at 01:14:362 while the others end at 01:14:449. Just because there is a spinner there does not mean it should be inconsistent. It might be better to just fix the ending of the spinner here. A good suggestion would be to end all the spinners used at this time in all diffs at the same time so the kiai end is consistent. The spinner end used in Kurai's Hard and the Insane diff are perfect endings for the spinner, which would suggest the fix of both Normal and Hard.
  2. The end of kiai two ends at 01:47:589 for Normal, Insane and Wmf's Taiko, while Kurai's Hard and Hard end at 01:47:240. Fix this inconsistency.
  3. There is a re-kiai inconsistency at 02:20:990 that should be added to the Insane diff or removed from all other diffs for consistency.
  4. Kurai's Hard is mapped all the way to 03:14:973, while all other diffs end at 02:43:403. It's strange to have a lesser diff go on longer than the hardest diff and it's quite inconsistent. I really really suggest this be fixed ;w;
  5. 01:27:706 (3) - Remove this note in normal, it doesn't fit (then fix spacing or whatever).
  6. 00:40:264 (1,2,3,4,5,6,7,8) - The hitsounds here (in the insane diff) make this extremely hard to read and might throw players off. Consider hitsounding this properly (unless it's just my skin but this sounds silent in certain parts, like notes are accentuated in 1/2 and unheard otherwise o_O).
  7. It's borderline possible that you're using too much kiai time; it shouldn't be used for more than half the map :v
  8. Tickrates should be the same generally, meaning change Normal's tickrate to 2.
  9. Turn down the slider tick hitsounds so they aren't distracting at least... (this suggestion and the two before it are actually borderline cases of being unrankable, so take them seriously)

[Hard]
  • Song Setup
    (Suggestions for appropriate difficulty based on the song to offer more fluent and comfortable playing.)
  1. No issues or suggestions, it's fine as is.
Unrankable/Issues
(Problems that must be fixed because of its unrankability, or its extremely borderline case.)
  1. Isn't it unrankable to use more than 3 different slider velocities? I mean, you're using 5 here and I really didn't notice a change in SV save for parts like 01:04:333 (1), 01:23:868 (1), 01:35:031 (1), 01:47:589 (1), 01:58:752 (1) and 02:21:077 (1), and half of them aren't even useful for anything and seem rather pointless.
    See here
    A maximum of three slider velocities should be used (including 1x).
    For example, you could have a single map using 0.6x, 0.8x, and 1x; or 0.75x, 1x, and 1.5x; etc.
    If more than three slider velocities are used, then they should make sense and be intuitive.
    If slider velocity changes are able to be merged (e.g. close values like 0.8x and 0.7x)
    while still flowing/working correctly, then they should be.
Beatmap Design/Arrangement
(The basis of the map, such as flow, consistency, and aesthetic design are found here.)
  1. Dude, 4 different breaks (at least 2 which are unnecessary or inconsistent) and a thousand spinners? (No really, there are 7... that's a lot for a song under 3 minutes.) I suggest you map in a few. For breaks, at least map in 01:51:775 - 01:55:961, reason being because this map actually has more breaks than the normal mostly. It's pretty unnecessary if you ask me. For spinners, I'd say 00:16:543 (1) because of its inconsistency and such , 01:32:240 (1) because it breaks flow and is also very anti-climatic, 01:44:798 (1) for the previous reason. For the spinners in kiai, make sure to question why you put it there. If you don't have good enough reasons, I suggest you map those in too. It almost makes me think you were just being lazy; too many spinners makes the map quite annoying to play since spinners should be used sparingly to accentuate long holds in sounds like vocals, for example. Use them only to create a certain style and for strong purposes only, please orz
  2. 00:10:264 (2,3,1,2,3) - Maybe you can fill this with something other than circles spaced at 1/1? It's sort of boring o.e This for example, you hear the guitar? You should try being consistent with this sound by using a pattern such as 00:14:450 (3,1). It would make this section much better.
  3. 00:13:752 (1) - Inconsistent slider? Maybe you could just make it straight, or curve it , or have more sliders like this so it doesn't stand out... when you have one slider that stands out a lot, you should have a reason for a change in style, such as a strange sound in the song or slow down or speed up, etc xD
  4. 00:15:496 (2,3,4) - I know you can do better than this, you should try a pattern like this so that it accentuates the guitar.
  5. 00:38:869 (1) - Start the spinner with the hold in vocals at the previous red tick?
  6. 00:41:659 - You sure you don't want a 1/2 spinner to introduce the kiai? It follows the vocals o.o
  7. 00:52:473 (7) - Since (8) follows the vocals and this doesn't, I suggest using something else, like just a note at the beginning of this slider at 00:52:298 so that the circles are there to follow the guitar only. It fixes the inconsistency here.
  8. 01:02:763 (4,5,6,7) - This seriously breaks flow with your work. I suggest you try a slider pattern here to follow the vocals like you have been, and it's strange reading it too... I guess since you don't do this anywhere else in the map and it doesn't quite fit properly. Here's some examples you could try: example 1, example 2
  9. 01:08:519 (3) - Reverse this selection for much better flow; the cursor easily glides to the repeat end much better than how it is now.
  10. 01:12:705 (1) - The spinner ends in a really strange spot, try using a different tick that sounds much better and more expected, like 01:14:188 to follow the vocals, 01:14:449 to lead up to the beginning of the next phrase, or even 01:15:147 or 01:15:496.
  11. 01:36:775 (2) - Flip the start/end for better flow?
  12. 01:41:135 - If you're following the guitar, maybe it's best you place a note here 0.0
  13. 01:41:659 (1) - Since the guitar is being sounded with 1/2 sliders, this 1/1 slider sounds really strange. Break it up into 2 1/2 sliders instead to follow a consistent and much better sounding pattern. This also requires you to remove 01:42:182 (2) as well.
  14. 01:43:054 (1,2) - Same idea. This helps sound out better placement such as 01:43:752 (3) which does somewhat call for a 1/1 slider.
  15. 01:50:031 (4) - A 1/2 slider then note combo would work better for following the vocals here. Don't just place 1/1 sliders for the sake of lowering difficulty. If you want to do that, you ought to use more repeats to carry that out (since I noticed there's a lack of them here ;)) Here's an idea of what you could do: the slow lowering of similar sliders gives off a nice indication of the lowering in vocals as well, or a lead in to the strong drums and guitar. Take it as you may 0.0b
  16. 01:56:484 (2,3,4) - This fits well despite the increase in difficulty.
  17. 02:01:891 (2) - Flip start/end sections for better flow?
  18. 02:06:601 (7) - 1/2 repeat would fit the vocals much better.
  19. 02:09:566 - A 1/2 slider to direct the player to continue to follow the vocals would work better here, so please look over the placement of this spinner xD
  20. 02:16:019 - A note for consistency please D:
  21. 02:17:763 (6) - Again, 1/2 slider sounds nice here too instead of a long drawn out slider >:
Hitsounds
(Listed sounds can be used as an overture, feel free to ignore. Based on mapper's style.)
  1. 00:23:520 (1) - Default soft finish? Would sound awesome here.
  2. 00:24:392 (3) - Whistle at beginning to fit vocals?
  3. 00:27:182 (3) - Same here ^
  4. 00:28:403 (3) - Contrast (1) by removing whistle at the end? Or you can add a whistle to the end of (1).
  5. 00:31:194 (3) - Whistle at the beginning to strengthen the sound of the guitar?
  6. 00:31:717 (2) - Remove finish at the beginning? It helps to focus the sound on the long hold and fall in guitar, while giving the focus of the whistles on more stronger notes.
  7. 00:33:287 (3) - Use finishes sparingly, please use them consistently. I know there's a stronger sound in the guitar, but instead of using finishes here you should try something like a clap; use finishes for beginning/end sections.
  8. 00:44:275 (7) - Maybe it would sound better if the whistle was placed at the beginning? To follow better accents, try a whistle at the beginning of 00:44:798 (1) - as a follow up, or a finish to keep consistent with the finish pattern, actually.
  9. 00:48:984 (4) - Whistle at the beginning here? 00:49:856 (6) - Whistle at end here o.o? 00:50:903 (3) - At beginning?
  10. 01:22:473 (1) - The crash here would sound sooooo much better if you removed the clap. You can hear it, and it would be more climatic in succession to the (2) with the clap. *0*
  11. 01:23:170 (3) - Maybe remove the claps at the beginning and the repeat? Better to accentuate the last clap.
  12. 01:24:391 (2) - It sounds strange to have a clap here in succession to the previous slider. To accentuate the hold here, remove the clap.
  13. 01:43:054 (1) - Whistle at the end for consistency purposes?
  14. 01:44:798 (1) - You sure you wouldn't prefer to focus this part with a stronger sound like a finish or a finish + whistle combo?
  15. 01:51:077 (3) - Whistle at beginning?
  16. 01:55:961 (1) - A finish at the beginning here helps to sound out that consistency that you've been keeping. Also, double clap here sounds quite strange in contrast to your previous patterns.
  17. 02:01:019 (3) - Whistle at beginning instead? Sounds like it would be better fitted to your consistency.
  18. 02:17:763 (6) - ^
  19. 02:18:287 (1) - Vocals indicate a softer sound; a whistle wouldn't be fitting since the vocals aren't at a rise. It seems like you choose to accentuate certain parts with whistles, and this isn't one of the sounds. It's maybe best to keep it unhitsounded, but it's up to you.
  20. 02:42:705 (6) - Whistle on repeat so that it's consistent with the vocals? Also, it sounds nice for the finishing slider: it's much stronger this way to lead up to the final finish.
Inherited Timing Points/Volume
(Overall volume of the beatmap to induce a certain style and effect on the player.)
  1. 03:14:929 - Since you don't map up to here, why should you have this? :3
New Combos
(Used to introduce a new phrase and/or pattern, the following suggest consistency within your map.)
  1. 00:14:799 (1,2) - Remove new combo, new combo? Not sure since the slider ends on the downbeat and you were using singular downbeat new combo patterns orz but the guitar sound here is drawn out and would probably fall into the other combo instead of a new combo since the slider itself falls into that previous phrase.
  2. 00:27:706 (1) - Remove new combo? I thought you were following the vocals with this but if you were more focused on patterns, then it would make more sense.
  3. 00:31:543 (1) - If you're following the guitar or something, it doesn't make sense to have a new combo here. Remove it.
  4. 00:50:205 (1,2) - Remove new combo, new combo to keep consistent with your new combos at downbeats and finish patterns.
  5. 00:55:787 (1,2) - Same thing here D:
  6. 02:00:147 (1) - Remove new combo to keep consistent with your patterns.
  7. 02:28:054 (1) - Remove new combo again for consistency. New combo should be at 02:29:449 (3), and remove new combo at 02:30:845 (1) too for the same reasons.
  8. 02:39:217 (1) - Yup, remove new combo. It's a signature too early >:
Topic Starter
Kite
thanks for the mod, fixed a bunch while ignoring some other things
why would slidertick sounds be unrankable if you are free to use them
if you dont like them just remove them...

i liked your previous mod more btw
Xakyrie
Slidertick hitsounds aren't unrankable, but you should at least lower the volume on them so they don't sound like the actual ones (because seriously, they can confuse people). It's again, more of a psychological thing. Because the regular hitsounds are established in the players' mind as a note hitting sound, then that's what they would be thinking while in the middle of a slider. At least if you lower the volume, the chance of that happening is greatly decreased.

Plus, you only liked the previous mod because I barely gave you any pointers, silly :?
Mafiamaster
So... IRC modded about those stacked notes in taiko.

Bubbled!!!!!!!!!!!!!!!!
Topic Starter
Kite
Thanks a lot <3
Those stacked notes were quite evil
lolcubes
[Insane]
00:33:287 (1) - I am pretty sure you forgot a finish at the start here.
01:14:449 - Use soft hitsounds for this timing section. The end of the spinner is audible if you don't do this. This goes for all diffs.

[Kurai's Hard]
00:57:705 (5,6,7) - Claps around here sound weird. I think there should definitely be a clap at the end of 7 too, regardless if it's "misplaced" (probably not since there are a lot of red tick claps here) on 6 or not.
02:12:182 (4) - Missing clap.
02:14:449 (5,6,7) - ^^ Same situation as above. Long story short: Clap at the end of 7 please.
02:59:624 (5) - Feels weird to not have clap at the end of this kicker, since you had a clap on every last white tick in this whole section.
03:00:147 (1,2,3,4,1,2,3,4) - Not sure if clap patterns here are intentionally reversed. Should probably keep using it on 2nd and 4th ticks, sounds weird like this.
03:05:031 (5) - Add finish at the end?

[Wmf's Taiko]
Center the circle size, so the difficulty settings are standardized.

[Hard]
00:35:031 (1,2,3,4,1,2,3,4) - You didn't use any hitsounds here. Could probably use soft whistles to emphasize the rhythm or the vocals better, occasionally.
01:43:054 (1) - Missing a whistle at the end of it?

[Normal]
AR-1? Works just as good and is easier for new people.

That's all.
lolcubes
Doubleposting again.
We made a minor SB tweak to prevent the SB going all the way on diffs where it's not necessary. With that, I can only say:

Ranked!
Snepif
I simply loved the map, it is too fun to play.
These are the kind of maps that should be first priority to the staff...
Nyquill
Greatest thing to happen this month
Kanari
Congrats ~
Konei
Congrtatz =w=~
Darksonic
Awesome map! Gratz~~!
YTYuyu
ooh nice...congratz on the rank Kite-sama ;)
Xakyrie
good work as per usual, Kite \o.o/
Topic Starter
Kite
Thanks everyone~
I hope my next ranked wont take 9 months haha
kriers
gratz Kite \o/
IkkiMinami
:)
Kurai
wow it's ranked, Congratz Kite :D/
foof101
Love this map!
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