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NicoNico Chorus/ Kagamine Rin - Meltdown

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Derekku
XD Don't worry about it.

~I finally made a new section-pass since I (and others) didn't like the old one. XP

Actually, I've made three that I like but can't decide which one is best. Pick whichever you like the most, rename it to section-pass, replace the old one with it in the folder, and do a full submission. (Yeah you know the drill X3)

Thanks and enjoy~

Download: section-pass.zip
Lybydose
Add Zatoichi to the tags for all difficulties

No kiai?

Derekku

00:12:450 (2) - You can make this slider look better: http://osu.ppy.sh/ss/1955
01:48:086 (2) - ^


00:33:541 (4) - Repeat is hard to see due to the explosion from the previous note. It is visible for a moment, but this is the easiest difficulty we're talking about here.
01:45:541 (4) - ^
01:47:541 (1) - WHAT

Hard

Consider increasing the circle size by one. I'm actually finding this harder than the insane difficulties for this reason.

00:55:177 (3,4) - Jump seems kind of random

Some weird combos in this difficulty
01:47:541 (8) - new combo
01:53:359 (12) - ^
02:01:905 (1) - ^
02:09:723 (9) - new combo and remove from 02:10:996 (1) and new combo on 02:13:177 (10)
02:27:905 (9) - new
02:42:814 (9) - ^


Core

00:38:632 (5,6) - I suggest putting the jump between 7 and 8 instead (assuming this was intentional to begin with). If you do that, put a new combo on the 8.
01:14:996 (6,7,8,9) - Looks kind of funky. If you turn stack leniency down by 1-2, it looks much better
01:18:450 (5,6,7) - Don't really understand what you're trying to do here. Why are these randomly not mapped to the lyrics, but everything around them is? You should move them back 1/2, then add a circle at 01:19:360
02:10:269 (3) - Stack this better, like you did at 02:16:087 (3)
02:30:450 (5,6,7) - Same as 01:18:450 (5,6,7)
03:06:996 - 03:30:269: Add some new combos. 35 combo is a bit much. Also, why no sliders here?

Meltdown

01:20:086 (6) - Hidden repeat (although I did expect it)
01:31:723 (6) - ^
01:20:814 (1,2) - Is this huge jump intentional? The 2nd chorus (which is mapped exactly the same) doesn't have this.

Speaking of identical choruses, couldn't you at least flip or rotate the 2nd part so it isn't exactly the same?

02:32:086 (6) - Same hidden repeat
02:43:723 (6) - ^

03:06:996 - Move this timing section back 1/4 or 1/2 so it doesn't sound bad when I hit it early.

Insane

I didn't take a very long look at this difficulty, but...

Why is this mapped to a different mp3? Or is it a different part of the same song? If it's the ladder, why are there two mp3s?

This is harder than "Meltdown" and "Core" but worth less than half the points.

Also, the slow BPM section seems kind of random, and you might want a warning for the 2x slider (then again, I DID expect this too, despite having never heard this part of the song).

The countdown isn't showing up on this difficulty for some reason, and I have no idea why. It IS enabled.
Derekku

Lybydose wrote:

No kiai? Doesn't seem to fit in this song, imo, since it's more of a depressing song than happy and exciting. XP

Derekku

00:12:450 (2) - You can make this slider look better: http://osu.ppy.sh/ss/1955 Fixed
01:48:086 (2) - ^ Kay.


00:33:541 (4) - Repeat is hard to see due to the explosion from the previous note. Where? o_o; It is visible for a moment, but this is the easiest difficulty we're talking about here.
01:45:541 (4) - ^ Fixed.
01:47:541 (1) - WHAT argh fine I'll move it. (For the same reason as above: The past 300/100/etc kinda covers it)

Why is this mapped to a different mp3? Or is it a different part of the same song? If it's the ladder, why are there two mp3s? It's the latter part of the song. Seymour wanted to map the ending, but doing the whole thing would make the map too long w/ too many points. Starting in the middle of the longer mp3 would create a ~2 minute intro which he didn't want.

The countdown isn't showing up on this difficulty for some reason, and I have no idea why. It IS enabled. That's because the mp3 doesn't start until the first offset, which is where the beats start. There's no time for a countdown. I remember there being a topic about this on bug reports...
Download: NicoNico Chorus Kagamine Rin - Meltdown (SeymourLyon) [Derekku's Lighter].osu
Lybydose

Derekku Chan wrote:

Where? o_o
http://osu.ppy.sh/ss/2042

It's visible for a very short time, which would be fine for Insane or something. I think it's a bit confusing for Easy/Normal though. I actually missed here while playing, but didn't miss the completely concealed ones in "Meltdown."
Derekku
OH, the second repeat. Whoops~ Fixed!

Oooh, I have notes stacked on sliders with 2+ repeats in other places too.

00:39:359 (5) - Fixed
01:45:541 (4) - Fixed

Thanks again for pointing this out!


Note to Seymour: There's a bug for storyboarded sound samples which deletes them from the .osu difficulty and puts them in an .osb for all difficulties. Every time you reupload, could you make sure that these following two bolded lines are in MY diff under [Events]?

[Events]
//Background and Video events
0,0,"meltdown.jpg"
//Break Periods
2,42831,47436
2,92286,99254
2,126649,131617
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
Sample,92430,3,"normal-hitfinish.wav",60
Sample,164430,3,"normal-hitfinish.wav",60

//Background Colour Transformations
3,100,0,0,0
Then, make sure that there is NO .osb in the folder (if there is, delete it), and then do the full submission. Thanks!

EDIT: I didn't think that it would matter if the sounds come up on all diffs, but since your Insane one is mapped to a different mp3, I'm worried that the sounds would come up and it would sound really weird. *hasn't tested to make sure though*

Download: NicoNico Chorus Kagamine Rin - Meltdown (SeymourLyon) [Derekku's Lighter].osu
Topic Starter
Lef
This map has been deleted on the request of its creator. It is no longer available.
Magmabear
I haven't read any of the earlier posts because there are way too many posts to read but would it be possible to not have the skin be the original osu skin? I ask this because the whistling just kills my ears (very sensitive). I really want to play this but everytime I have to stop because my ears hurt, which is why I don't use the skins that have whistling. Maybe you can make it so that you can not use the osu skin's sounds and have it where the person who is playing it have his/her own sounds with his/her own skin?

Here's another question that you can completely ignore if you wish since that it is your beatmap and you can do whatever you want with it. Well, to be honest I don't like how the map ends. It just seems just too underwhelming to end at the 4/5 mark of the song. I played the other Meltdown beatmap and it ends exactly where yours ends. It seems as though the beatmap kind've gives up at the end and just goes easy on you to end at the slow part. Instead it could be something like that it lures the player into a false sense of ease and relief that the hardest parts are over, and then after that moment of silence that tune comes back and the song comes back for a final strike against the player.

To put it simply, I think that this beatmap needs to include the last chorus of the song because it just feels empty if it didn't. That's just my personal opinion. I know that it'll probably give you more work to map the last part of the song and I wouldn't blame you if you didn't want to do that. I dunno, maybe you could map the last section on Meltdown and Insane only or something. Or maybe you could just copy pasta the section from your other chorus parts to the last one.

Again, that's just my personal opinion on the matter and you can completely ignore it if you wish to. I'm just saying that I think that it would be really cool to hear all of those people sing again before the map ends instead of it ending at a slow, depressing "ending".

Love this map though! I really like this version of the song!
Star for your hard work! =D
Derekku
Many maps have whistles (or very spammy whistles, at that), and it's not something that will probably ever be changed based on user-preference. If you want, though, you can change the volume of hitsounds in options so that they're not as loud.

Also: The reasons that the song isn't fully mapped are because 1) It would go over the max amount of points allowed for ranked maps and 2) It's a very long song. It would be better to keep it shorter since I'm sure that many people wouldn't want to play a 5+ minute map. Plus, [Insane] gives the ending. :P
Magmabear
This map has been deleted on the request of its creator. It is no longer available.
Derekku
"Bugged whistles": This is not a bug. This happens because the editor uses your personal skin or the skin that's included with a map. The default skin is selected as the "preferred" skin in the map's song setup, which doesn't get activated until play/test mode.

Max Points: Look at the left side of the screen while in test mode on Core/Meltdown and you'll see that the max score is almost 12 million points. The highest allowed for ranked beatmaps is around 13-14 million, so mapping the full song would put the score waaaay over the allowed number.

Magmabear wrote:

And what are you talking about? I'd love to play a five minute song. Just like how I'd love to listen to a song for more than five minutes, as long as the song is good it doesn't even matter how long it is. It all depends on whether you can keep the audience's attention for that long.
Sorry, but your opinion is only a fraction of the entire userbase. MOST players will not want to play a super long song. This is why there is an 'approved' status for insane/very long/very high score maps. You can try to play some approved maps if you want to play longer songs. :P
Magmabear
But it does go farther than 14 million. If you switch on the multiplier mods then it goes as far as 16 million. I'm not ever saying that anybody would be able to actually be able to accomplish something like that but, in theory, it goes farther than 14 million.

Why does it have to be capped at 14 million anyway? I mean, okay if Peppy made up that rule then that's fine, I can live with that. But it seems like it would be a big restriction on potential maps. But, whatever, that's fine. Won't question Peppy.

The whistles.
Oh, alright I see that.
If that's the case... I'm not at all trying to be rude here or to sound like I'm being snobby or anything at all but... why am I talking to you? I was trying to talk to the person who made the map, SeymourLyon, and ask him politely if he could maybe change it so my ears don't bleed out everytime I play his map.

As far as I can tell, he has the power to change it whether he wants to or not. If he does change it then that's great for me because I won't sustain permanent ear damage (if you think I'm exaggerating, I'm not), and it won't change anything for you because you have the skin that has the whistles and you won't notice any difference. If he decides not to change it, then by God I'll play this darned thing even if I get ear damage because I love the song and map that much.

Again, I'm not trying to lash out against you or anything but I have yet to get a reply from SeymourLyon, which is what I came here for. k?
Derekku

Magmabear wrote:

Why does it have to be capped at 14 million anyway? I mean, okay if Peppy made up that rule then that's fine, I can live with that. But it seems like it would be a big restriction on potential maps. But, whatever, that's fine. Won't question Peppy.
Scoring is polynomial, which means after a certain a point, the score will increase so tremendously that it HAS to be capped somewhere. Again, maps with very high scores will be switched to "Approved" status, but this map doesn't need to resort to that.

Magmabear wrote:

But it does go farther than 14 million. If you switch on the multiplier mods then it goes as far as 16 million. I'm not ever saying that anybody would be able to actually be able to accomplish something like that but, in theory, it goes farther than 14 million.
Obviously mods will increase it, but at a smaller, linear rate. Also, it's like you said; it's unlikely that a difficult map with a high score will be increased much more by mods.

Magmabear wrote:

The whistles.
Oh, alright I see that.
If that's the case... I'm not at all trying to be rude here or to sound like I'm being snobby or anything at all but... why am I talking to you? I was trying to talk to the person who made the map, SeymourLyon, and ask him politely if he could maybe change it so my ears don't bleed out everytime I play his map.
Besides the obvious fact that I have contributed to this map, I was giving you a general answer since Seymour probably won't see this for awhile. (As he's said multiple times to me, he's very lazy :P ) Plus, I believe he's said many times in the topic that he likes his hit sounds and most likely won't change them.

Magmabear wrote:

whistle rant
Did you try turning down hitsound volume in options like I suggested? >.>;

Magmabear wrote:

Again, I'm not trying to lash out against you or anything but I have yet to get a reply from SeymourLyon, which is what I came here for. k?
If you have any more inquiries, please switch to PMing Seymour or I so that we don't waste any more space in this topic. "k?" :P
Magmabear
Alright. that's fine.

I suppose that the score was capped after Marisa, huh?
Derekku

Magmabear wrote:

Alright. that's fine.

I suppose that the score was capped after Marisa, huh?
*checks Marisa's score*

alskdjfldksjf I never realized that it was so high. XD

Well, Marisa is an '07 map, but I assume that the cap was placed sometime after that. I'm too lazy right now to search the forums and try and find posts/topics about it, though.

[/offtopic]
Topic Starter
Lef

Magmabear wrote:

Again, I'm not trying to lash out against you or anything but I have yet to get a reply from SeymourLyon, which is what I came here for. k?
Im here. And I agree with Derekku_Chan.

I didnt read all the posts above (yes im lazy) but i already know what its about. I seen (hear :?) that my ingame hitsounds volume are quite quiet, dunno maybe because of my soundcard or something :| I have my ingame music volume at 1/2 and my hitsounds volume at full setting now but when I was mapping Im quite sure i was having it set at same settings so hitsounds can be quite too loud. I will change it later but i need some help with it because i dont know how loud hitsounds here should be. Also if you dont like loud hitsounds (i like them) then there is nice and slidy slider in your meaw options/audio called "Effect".

Btw. Playing 5 min map is pain for me. Also if i will make it longer it will exceed max points numer/end in a weird point if i will care about not exceeding max point number /meconfusedhimself@.@

Magmabear wrote:

Won't question Peppy.
*peppy.
Magmabear
...
>_>
<_<
... Can I contribute to the map and submit a difficulty?

Your reaction:

O_O
OMFGWTF NO WAY JOSE!!!
(Sends ICBMs to Mag's house and blows it up)
Topic Starter
Lef

Magmabear wrote:

Your reaction:

O_O
OMFGWTF NO WAY JOSE!!!
(Sends ICBMs to Mag's house and blows it up)
o.o We dont have any of these in our country... probably...

One more diffyculiteh? o.o Dunno somebody already PM'd me about that too and i said there is a lot diffs already but... I dont know. Anyways BATs / mods dont wanted to mod it even when there was less diffz and now nobody looks here anywayz (without random persons like me and you maybe). I will probably dont like too much diffs too but... i dont know o.o
Magmabear
I was just wondering.
Both of you guys said that you wouldn't want to play a 5 min beatmap, but I wanted to make one just to see if anybody who would want to play the whole song, they would have the option to.
The cap is around 13-14 right? I have it around 13,800,000. Would that pass or would it still be too high?
Again, I just wanted it to be an option. :roll:
Derekku
Mmm, the score seems fine, but another issue with the rankability of a map is the difficulty spread. There is one easy/normal diff and 4 hard/insane ones. It's really up to the BATs whether it's all okay. =x I guess go ahead and attach the diff so we can see what the difficulty is and the quality. o:
Magmabear
Ah. Well... The difficulty... well... I'd have to say that it's all over the map. On some parts it is really really easy and some parts are pretty hard. But I'll see what you think when you play it.

Um... when you play the map, you'll probably notice some changes in the speed of the sliders, spacing of the beats, etc. at different parts of the song. Well, that was kinda' intentional just to give it a little more flavor *head explodes* Well, actually because of several things.

Like I didn't exactly like the beat spacing even though I liked the speed of the sliders, so I spaced them (very carefully) myself.

Like for example:

1st verse:
Used catmull-rom curves for the sliders.
Spacing is about to where each beat is just baaaaarely touching each other, at least until the chorus where I space it out (again, very carefully) farther apart, but shorter than the distance snap's spacing.

2nd verse:
I halved the BPM so the sliders would go half the speed (please don't ask me why (^_^;) <-- heheheh...)
Used linear curves for the sliders.
The beats are spaced the same as in the 1st verse, at least until the chorus where they are spaced the same as the 1st chorus. But the sliders are still at half speed. (thought it might give some challenge or something, or do something different X\)

3rd verse:
Half speed, used nothing but sliders except for the very first note. Used bezier shaped curves.

4th verse:
starts out with no sound coming from the beats and then slowly increases volume. The spacing is now how the distance snapping suggests, which (is intended to) ups the ante/difficulty.

Other things to note:

at 04:31:177 - I wanted a silent, long beat. But I don't know if I pulled it off right because I had to have -> <- s to make it longer. maybe this can be fixed?

I didn't add any kind of whistles or claps or finishes because I think that I'm horrible at that kind of stuff. If anybody wants to add it themselves then you can.

If the half tempo thing at the middle section is indeed dumb and dumber then I suppose that can be changed. But not the beat spacing please o_o/\

If you go to Song Setup... and then to storyboarding... and if you look down to Preferred Skin and the pulldown box... please don't change it to anything other than "user's preference", I'm begging you...

huh... never noticed this but if you get 100% accuracy on the whole song you get 830 combo with 555 300's and 140 elite beats... huh... didn't plan on the numbers to be divisible by 5 and several other numbers, really.

Well, okay, I changed the BPM to half and messed around with the spacing mainly because I didn't want it to be too predictable. I kind've wanted to keep the player guessing as they played. Kind've like having different themes as the song went on, you know?


huh... it won't let me attach it because it's over 5 MB...
Just a minute...
Here
http://www.mediafire.com/?jnzomrwlenm
Derekku
Please just attach your .osu from the folder. >.>;
Magmabear
Oh wait... I screwed that up >_<
Sorry, I only had a vague idea of how to do this... =P

Download: NicoNico Chorus Kagamine Rin - Meltdown (SeymourLyon) [Magmabear's Difficulty].osu
Derekku
Not bad, but it has some issues:

*Easier than the other harder diffs, but has a much higher score.
*Unrankable sliders
*Isn't much different than the other diffs in terms of difficulty

We'll see what Seymour/BATs say =x

EDIT: @Seymour: Thanks for updating with the .osb fixes and section-pass. <3

EDIT 2: Wait, whoops, just saw something else when redownloading. You have both the yellow and black spinner approach circles in the folder. o_o; Whichever one you wanna keep, rename to spinner-approachcircle, delete the other, and full submit please. (I personally like the black better, but it doesn't matter)
Magmabear
What do you mean by unrankable sliders, exactly?

*Edit
You mean not different in difficulty as in do you want it easier?
Derekku
You have overlapping sliders that are too ambiguous to tell how to move along them.

@Difficulty: Again, it's not really my call. It's usually only recommended to have 4 diffs total, so with five already pushing it... It just depends =x
Magmabear
ohhhhhhh...
Kay. That can be easily fixed.
Topic Starter
Lef
Wooow... I really dont like this difficulity :C It looks like you made it in 3 minutes with no effort @.@ I know its probably not true but its so... so simple. I dont like it at all. I dont want to sound rude or something :? I dont like lot of things here: every slider, weird spacing (confusing), lot of useless breaks (makes map boring) and least bat not last - 5 min... :cry: Dunno what to do with it. I dont want to upload it yet.
Magmabear
Well... actually it took me two nights to make it...
*sigh*
Damn...
God I'm not cut out for this...
Derekku
I really haven't done a full mod since last summer when I was still learning how to mod, so...

[General]
*'Derekku' and 'Chan' tags should only be in my diff, sorry. D: Please remove them from the other four.
*'Zatoichi" tag should only be in his Core diff, so again, please remove from the others. orz

*I still suggest removing the countdown on the diffs. It just comes in too fast, sounds REALLY awkward, and distracts one from seeing the first notes in the harder diffs.

[Hard]
*0 spinners: Consider adding one :O
*a bit whistle spammy during the verses, but it sounds okay during the chorus. Perhaps lower volume a tiny bit for the verses?
02:17:905 (5) - Silence this like 01:06:086 (9), please.
<3 the sliders and patterns here

[Core]
*Overall difficulty is kinda low. I'd raise it one tick.
00:45:723 (11) - I suggest moving this above (10) because it's reallllly too hard to see. It kinda blends in with the background and the new combo colors make it more confusing.
00:50:814 (8) - Very hard to see the repeat, which is unrankable. Please move this somewhere else.
01:20:269 (13,14,15) - Hard to read. (14) is near-invisible. Please move this.
01:40:450 (9) - (nazi) move up and to the right so it's not off-screen in editor.
01:56:450 (9,10,11) - Hard to tell that these are sliders (probably unrankable)
02:32:269 (13,14,15) - Hard to read. (14) is near-invisible. Please move this.
03:20:632 (1,2,3,4,5,6,7,8,9,10,11) - Very hard to read. (7) is nearly invisible.
*This diff could use some pattern fixes that are hard to read (that I didn't mention) and more hitsounds, but, eh... orz

[Insane]
*I'd shorten the audio lead-in. Perhaps 1 second instead of 3?
00:03:777 (9) - Unrankable because you can't really see the repeat under the 100/300 from the previous sliders. D:
02:43:959 (4) - the ticks sound really ugly on this. Maybe lower the volume on it? @.@
*I love the hitsounds in the no-vocal section. The claps sound coool :3

[Meltdown]
01:05:905 (5) Move a bit further from the previous slider to keep the same spacing as before that please =x
01:06:086 (6) - a bit further from (5) o:
01:06:086 (6) - Silence like in [Hard] (or lower volume) please :O
01:20:086 (6) - Sadly this is unrankable because it is hidden under the 100/300's of the previous notes. It's hard enough to see the slider let alone the repeat on it @_@
01:31:723 (6) - ^
02:32:086 (6) - ^
02:43:723 (6) - ^
02:20:450 - 02:44:086 - I would vertical (and maybe also horizontal) flip this entire section so that it's not just a repeat of the first chorus. o: Just select all the notes here, and ctrl-J :B
*Wonderful soft section with soft whistles~

Phew~

PS: Did you get rid of the duplicate spinner-approachcircle? o:


EDIT: My bad; tags should be THE SAME on all diffs. =d
ouranhshc
so whats going to happen with this map
Derekku

ouranhshc wrote:

so whats going to happen with this map
Ask Seymour :/
ouranhshc
i liked this map too
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