IamKwaN wrote:
Secretpipe wrote:
>Storyboard please
kd pls
> by IamKwa<strong>N</strong> please
kd pls
> Kantan please
kds pls
IamKwaN wrote:
Secretpipe wrote:
>Storyboard please
kd pls
> by IamKwa<strong>N</strong> please
kd pls
And I'm here :snold_1702 wrote:
edit:I found,but they just didn't arrive :<
nold_1702 wrote:
edit:I found,but they just didn't arrive :<
I've remaked some part & maked it nicer than before , thanks Krah for checkingKrah wrote:
And I'm here :snold_1702 wrote:
edit:I found,but they just didn't arrive :<
[General]
- Check all your diffs snapping. There is 3notes unsnapped in taiko basic and futsuu. A lot of greenlines unsnapped in some diffs and a wtf 1/16 snapping in xtra at 01:09:427 (3) -
- I have no idea of how sb works so I'll just let this here http://puu.sh/9LGgx/38a2bc69d3.png
- Consider in the two ctb diffs to change the red combo by something else since the hyperdash glow is quickly a pain to see with a red fruit. Btw dark combo colors like yours aren't really a good idea in ctb :s
[Ursa's Overdose]Box of useless greenlines
- 00:00:186 -
- 00:15:561 -
- 00:17:221 -
- 00:21:186 -
- 00:22:418 -
- 00:25:364 -
- 00:25:793 -
- 00:27:936 -
- 00:28:364 -
- 00:30:936 -
- 00:31:364 -
- 00:31:793 -
- 00:32:221 -
- 00:41:275 -
- 01:49:793 -
- 01:56:650 -
- 01:59:114 -
- 01:59:221 -
*DoneI'll not lie. I'm clearly not sure about this diff ... I'll try to ask someone else quickly.
- HP-1 -0.5, I believe & ctb player , the can pass/fc it even with high drain /o/
- The opening hitsounding hurt my ears, consider to reduce the volume or to rework this part (until 00:13:471 - ) *reduced
- 00:22:257 (1) - Reduce your jump here. Try to move to x=280. It's just a calm intro there is no need to have something close to a hdash like this. done
- 00:29:757 (1) - Change this one to something more horizontal to have a better movement after your series of jumps. I'm readjust the 00:28:900 (1,2,3,4) - to become nicer instead of changin it horizontal , because this jump makes the slider looks bad.
- 00:36:186 (1) - Change the shape of your slider. Like this it's just a bunch of droplet miss reducing the multipier into 1.30 , i think it's better to catch that
- 01:10:471 (1,2,3,4,5) - Just no. Look more like a converted stream with those ugly 1/4 not in a good flow. The movement here is just weird and not natural.remaked & making a nicer one
- 01:29:757 (2,3,4,5) - No need for a reverse jump here, consider to have something smoother like that http://puu.sh/9LRmj/ad7b56ba9b.jpg changed into something more nicer & challenging
- 01:34:471 (1,1) - All the bananas are at the left side and the note is at the right. Not unrankable but totally evil. fixed
- 01:50:971 (3) - Anti-jump illogic here. Try to ctrl+g your slider and to move the next one (to avoid the stack) http://puu.sh/9LRBZ/3b4fcc2d62.jpg fixed
- 02:00:828 (2,3) - Remove your hdash, the part is calm, this one is clearly misplaced.fixed
![]()
[]
You have to talk with me about this. Not Love. I do not approve this and won't._Gezo_ wrote:
edit: talked with love and the team get things sorted about diff naming of that kind.
Right now I won't be able to mod it, since I have to prepare myself for the upcoming trip. Maybe I can find some time tomorrow / later. Else, maybe MMzz can check this.OnosakiHito wrote:
Parts like 01:22:471~01:34:471 - Carry a lot of 1/4 patterns which are complex and Oni-level on such BPM.
OnosakiHito wrote:
Anyway, discussed this with the team. If you really wish to use this name I won't stop you. But think about it once again please.
Taiko Basic is something I still think which should be called "Kantan". But not sure what the team decided on it.
Yet, there are still things we have to talk about, such as the difficulty of Muzukashii:Right now I won't be able to mod it, since I have to prepare myself for the upcoming trip. Maybe I can find some time tomorrow / later. Else, maybe MMzz can check this.OnosakiHito wrote:
Parts like 01:22:471~01:34:471 - Carry a lot of 1/4 patterns which are complex and Oni-level on such BPM.
Also, Krah told me yesterday that there are some unsnapped notes. Check this as well (or BAT, or me when I find time).
M,0,13793,34471,320,240
Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.The current elements are larger than that, and of course they have to be cropped:
32,52,55257,6,0,L|24:128,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
336,240,55614,2,2,P|361:238|385:231,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
124,148,55757,2,2,L|68:144,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:
32,52,55257,6,0,L|52:124,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
272,248,55614,2,2,P|247:246|223:239,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
132,152,55757,2,2,L|152:104,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:
actually, I used diff specific for each diff except taiko diffs, so the .osb file became redundant, and duplicated the elements in those diffs with sb, thus doubling the sb load. After removing the osb file and the load remains under ~5.0x. So it is not a big deal to reduce the scales of the elements imo ;w;. But we will reduce the sizes of those images you mentioned, since we would like to optimise the sb.Deif wrote:
So... There's a huge problem of optimisation with your SB, cos its workload is at some points high enough to put some low-end computers into compromise.
[SB]
The main issue is that "b.jpg" you're using. Moreover, you're scaling that element to ~1.4x, which means there's an unnecesarily high SB load there. To optimize it, you'll have to delete b.jpg and use fade-outs with the current BG you have:That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.
- -1528 until 27614: The SB load is at an average of ~4.6x, so whenever you add another element it picks to +5x. You can even use the same code you use for "b.jpg", but for "Anime_vocaloid_185425.jpg", inverting the fades you currently have (1 to 0, 0 to 1, decimal to [1-decimal]) to create the same effect. That Scale should probably be changed too.
- 12186 (mikubg): That element should've been added till 13793 only. This is the conflicting line that should be changed:
M,0,13793,34471,320,240- 20757 + 24186 (F): You're using a max. resolution image + scale. Try to reduce the effect, or find another jpg.
- 27614 until 36293: It's way too much loaded for a simple fade from one picture to another, take a look at this:
Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.The current elements are larger than that, and of course they have to be cropped:SPOILER
- MF
- miku
- miku2
- miku3
- mikubw
- mikubw2
- 40900 (F): Again those pulses...
- 55043: That beat is just too overloaded. Try to remove one of the effects, like for example the pulse with "miku3.jpg".
- 61900: That pulse also combines 2 effects...
- 67043: Again a black screen from here on. Fade out the main BG instead!! Afterwards the man-woman elements would be too much.
- 96186: Black screen out. Keep the fade of the BG to 0 there. Whenever the bear appears, ouchies.
All yours, Krah! Good luck with the mapset.
*Reduced drain to 7 , since i realized there's a well fatal pattern that can cause instant fail if it failed to catch & i've reduced some part tooDeif wrote:
[Overdose]
- 00:27:186 (4) - The transition to the next slider is kinda unforgiving. Try to move the last slider anchor to the right. *Fixed
- 00:27:614 (5) - NC *done
- 00:32:757 (3,4) - This jump is kinda wide and conditioned with the previous HDash. Ctrl-G (4) and move it a bit more to the right to generates another HDash to the next slider. *Fixed
- 00:55:257 (1,2,3,4,5) - For those 1/6s I have 2 options: the most jumpy or the simply dashy. *I Follow the most jumpy
Code132,52,55257,6,0,L|24:128,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
336,240,55614,2,2,P|361:238|385:231,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
124,148,55757,2,2,L|68:144,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:Code232,52,55257,6,0,L|52:124,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
272,248,55614,2,2,P|247:246|223:239,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
132,152,55757,2,2,L|152:104,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:- 01:18:186 (4) - Instead of being a 1/4 slider, it has to be a 1/2 one. *yap
- 01:31:900 (4) - Better move it a bit to the left cos of the HDash strenght. x:~224? *Fixed
- 01:42:828 (7) - That jump is so mean... Reduce the HDash distance a bit, moving that note to the right. *Fixed
01:47:757 (1,2,3,4,5,6) - Ugh... That's kinda tricky and not that enjoyable to play with those 1/4 HDashes. Also another beat has to be added in 01:48:828 - since that's a main one. *Fixed- 01:55:043 (1,2) - Reduce the distance just sliiiiightly, please. Kinda unexpected to have such a dash at the end of the song, and having that calm part. *Fixed
All yours, Krah! Good luck with the mapset.
It seems that the black images (b.jpg) hasn't been removed. You should really do that as it would save a lot of sb load across most of the map:Deif wrote:
That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.
Do u mean the source?Priti wrote:
Also, why is DotEXE in the tags? It isn't a game/movie/TV show, so it doesn't seem needed.
Thanks for modding and answering my question in gameDamnae wrote:
It seems that the black images (b.jpg) hasn't been removed. You should really do that as it would save a lot of sb load across most of the map:
Add the map's background in the Background layer and fade it out instead of fading b.jpg in, and remove the b.jpg sprites. This will give the same effect, without drawing two full screen sprites for nothing. *fixed*
After that the remaining place where the sb load should still be too high would be 00:40:900 - to 01:05:328 - .
This caused by F.png (the side flashes) having a lot of unnecessary transparency in the middle. You can cut that image to keep only keep one side, and use two sprites instead (one with an horizontal flip command). *fixed*
It's popped by Ono.gokugohan12468 wrote:
i think TKS give a Taiko Icon~
p/3176967#p3176967
thanks for modOnosakiHito wrote:
Back from serbia.
[Muzukashii]
deleted 342 instead
- 01:30:507 (336,337,338,339,340,341,342,343,344) - Pretty hard for a Muzukashii if you ask me. Beside that, it is the only pattern which has such a mixed set. You could delete (340). Maybe you have another idea. Just make it slightly easier please.
Muzu is so far okay. But could have been easier.
[Inner Oni]
fixed the overlap, and i just like the effect of the SV so i wont remove them
- 01:22:043 - I'm interested to know what the idea behind this SV change was. After all, there is no significant speed up or climax change in the song. Additional to this I would like to mention, that this SV doesn't fit to the songs natural BPM. That's why I recommend you to keep it x1,00.
//i would like to keep this sv change because i love how this with the wub sound.
Now some suggestions about the 1/3 you used {- 00:55:328 - This is okay, since we have clear 1/3 beats which indicates upcoming "fake-1/3" to be 1/3 as well.
- 01:02:186 - ^
- 01:09:900 (378,379,380,381) - Previous "fake-1/3" were okay, since they were bounded together to the "real-1/3". Now they stand alone between 1/4 patterns which makes it sound off / odd. Beside that, the "wubb" sounds are 1/1 notes, not 1/3. So I suggest you to use either1/1 or 1/2 snapping here. fixed with pattern kd ddk
- 01:16:757 (423,424,425,426) - ^
- 01:23:614 (465,466,467,468,469,470) - This pattern contradicts what you did before. While you used at 01:16:757 and 01:09:900 - 1/3, you mapped here to 1/3 and 1/4. Recommending to delete 01:23:614 (465) - . "wubb" sound starts at 01:23:757 where (466) is placed. fixed with changing 1/4 into 1/3, should be okay as above
- 01:29:650 - Again, it contradicts what you did before. But here it is fine.
} If you follow these, I think the consistency between the patterns and sections would be better. First two 1/3 pattern were okay, since patterns like 00:55:328 (289,290,291,292,293) - indicates 00:56:186 (294,295,296,297) - to sound like a 1/3, even though it isn't. But in upcoming parts that's not the case anymore, which is why I recommended you to change it. In this way it would sound clear and gameplay feel maybe better.- 01:35:757 (553,554,555,556,557,558,559) - Recommending to change this to something easier. I understand the idea behind this 1/6, but this odd pattern (4kat+3don) doesn't fit here well and brings rather confusion to player. Either use 1/4 or maybe a monotonically 1/6. fixed with kkkkkkd
- 01:49:686 (615,616) - Overlap of notes. But these SV changes look questionable to me anyway. Not sure if they are really needed, especially since at 01:56:757 one is missing. But that might be too slow.
Yeah, TK modded the map before and so far it is alright. But SV should be changed as I explained before, since I see no significant reason for it to exist. It rather distorts the actuall songs BPM. The 1/3 case I explained above.
That's it. All difficulties are so far okay. Just mentioned some things. Please recall me afterwards and we should be ready to go.
intendedHeterozygous wrote:
Hey I noticed that the preview point has changed, is this a bug or intended? Just asking because putting it where it is now doesn't make much sense to me...
right, fixedOnosakiHito wrote:
- ming's taiko isn't updated yet. Patterns are still remaining which should have been changed after ming's agreement.
- Second point of my suggestions in KantanZoda hasn't been applied. But that's okay. Wasn't a must.
- @NewibornCLivee: Are you absolutely sure about 01:23:614 (467,468,469,470,471) - ? 1/3 dk kd sound better it you ask me.
- Additional: Wouldn't hurt to move the Bg a bit down, so the whole character is displayed.
After that, we are ready to bubble this. Don't kudosu this post.
OnosakiHito wrote:
- ming's taiko isn't updated yet. Patterns are still remaining which should have been changed after ming's agreement.now updated
- Second point of my suggestions in KantanZoda hasn't been applied. But that's okay. Wasn't a must.gezo explained to you and I updated
- @NewibornCLivee: Are you absolutely sure about 01:23:614 (467,468,469,470,471) - ? 1/3 dk kd sound better it you ask me.NCL told me to remove a note
- Additional: Wouldn't hurt to move the Bg a bit down, so the whole character is displayed.-150 now
After that, we are ready to bubble this. Don't kudosu this post.Thank you for your mod
Did you remove any of the custom hitsound files?jake2 wrote:
I'm sorry but those custom hitsounds and default hitsounds are atrocious, you just made me rage quit osu!
EDIT:1000 post!384059043 wrote:
坐等rank!!
As I thought the old one was ugly x.xKawaiwkyik wrote:
why remap xtra ;w;
384059043 wrote:
坐等rank!!
x.xnold_1702 wrote:
As I thought the old one was ugly x.xKawaiwkyik wrote:
why remap xtra ;w;
16:58 nold_1702: hi p3n
16:58 nold_1702: Are you here?
16:59 p3n: I'm over there
16:59 p3n: or here
16:59 p3n: depending on your position :D
16:59 nold_1702: It's my birthday tomorrow,I want to rank my bubbled map,may you help me with this/__\
16:59 p3n: I can take a quick look
16:59 p3n: it it is flawless I can help you
16:59 nold_1702: http://osu.ppy.sh/s/157896
17:00 nold_1702: yeah!
17:00 p3n: but I have 3 more mods to do today so if I find too much I will have to pass :(
17:00 nold_1702: sure
17:01 nold_1702: You are the only one who say yes to me><"
17:01 nold_1702: I have asked 4BATs
17:35 p3n: there are several issues
17:35 nold_1702: :/
17:35 nold_1702: In insane diff?
17:35 p3n: too much to find everything in the 15min I have left before I have to go ><
17:35 p3n: letterbox settings should be consistent in all diffs
17:35 nold_1702: orz
17:36 nold_1702: but there's no break
17:36 p3n: ignore the audio lead in settings as they depend on when the mapper starts with their first note
17:36 p3n: yes but the settings still have to be consistent
17:36 p3n: there are some silent hitnormals
17:36 p3n: this is no problem as long as you use additions
17:36 nold_1702: those slient hitnormals are intended
17:37 p3n: I checked Chewin's and your Xtra
17:37 p3n: both are fine
17:37 nold_1702: as tthey are only the end of hiitsound
17:37 p3n: but some maps don't use additions on some silent normals
17:37 p3n: silent notes are unrankable
17:37 nold_1702: not notes
17:37 nold_1702: slider end
17:37 p3n: doesn't matter
17:38 nold_1702: I will fix them all
17:38 p3n: a slider end is also a hitobject
17:38 nold_1702: As I asked Irre beofre
17:38 nold_1702: he said it's not unrankable
17:38 nold_1702: But I will still fix the,
17:38 nold_1702: them*
17:38 p3n: well he was wrong
17:39 nold_1702: 1.consistant all letterbox 2.slient notes 3.audio leadin?
17:39 p3n: ignore the audio lead in errors in AiMod
17:39 nold_1702: what does 3 means
17:39 p3n: it means you don't have to fix the audio lead in
17:39 nold_1702: yes
17:40 p3n: I can't look for all the silent notes right now
17:40 nold_1702: I fixed all already
17:40 nold_1702: only the first part has
17:40 p3n: Chewin's and your Extra are fine because I checked every note
17:40 nold_1702: as only the first part plays the slient hitnormal
17:41 p3n: found the first silent notes in this:
17:41 *p3n is editing [http://osu.ppy.sh/b/391261 Meg & Dia - Monster (DotEXE Remix) [Kyshiro's & Ami's Hard]]
17:41 nold_1702: yes
17:41 nold_1702: I fixed
17:41 nold_1702: I know this
17:41 nold_1702: That;s why I asked Iree
17:41 p3n: I'll check meta data and file consistency
17:41 nold_1702: Irre*
17:43 nold_1702: LetterboxInBreaks-fixed,slient notes-fixed
17:44 nold_1702: Sorry for bothering you p3n><
17:45 nold_1702: Is there any other general problem?
17:47 p3n: still looking at file integrity
17:47 p3n: give me a few minutes :D
17:47 nold_1702: ok
17:49 p3n: normal-hitwhistle4.wav has 24ms silence before the hitsound plays
17:49 p3n: do you want me to fix that while I have the file open?
17:50 nold_1702: ok
17:51 nold_1702: ahh no
17:51 nold_1702: wait
17:51 nold_1702: that file is useless
17:51 p3n: http://puu.sh/afqmp/00dbf5fad9.png this one
17:51 nold_1702: I remove it
17:51 p3n: is it not used?
17:51 nold_1702: yes,not used
17:51 p3n: okay
18:02 p3n: so I couldn't find any other unused hitsound files yet
18:03 nold_1702: ok
18:05 p3n: updated?
18:05 nold_1702: not yet
18:06 nold_1702: If I updated,the bubble will be popped
18:06 p3n: I want to do a last re-check of the game modes and hitsounds
18:06 p3n: no problem
18:06 nold_1702: ok
18:06 nold_1702: I update now then
18:08 nold_1702: updated
18:22 *p3n is editing [http://osu.ppy.sh/b/391261 Meg & Dia - Monster (DotEXE Remix) [Kyshiro's & Ami's Hard]]
18:22 p3n: 00:29:757 (2) -
18:23 p3n: 00:33:186 (3) -
18:23 nold_1702: .
18:23 nold_1702: What's the problem?
18:23 p3n: can you add any additions to the slider endings?
18:24 nold_1702: but they are not slient
18:24 nold_1702: I can ,btw
18:24 nold_1702: added whistle
18:24 p3n: soft whistle works
18:24 nold_1702: yes,added
18:24 p3n: the 5% are there but we want to be sure
18:24 p3n: I really don't want anyone to unrank this set while I am on vacation
18:25 nold_1702: they are 10% lol
18:25 nold_1702: I understand
18:27 p3n: all other checks are done
18:27 nold_1702: so,update?
18:27 p3n: you can update and I'll make the last file consistency check for the last upload to make sure nothing went wrong
18:28 nold_1702: ok
18:29 nold_1702: uploaded
If the beatmap creator of that set tried to get it ranked, it would be by now. The creator seemed to have given up on the mapset 10 months ago though. This map was qualified because it met the standards of the ranking criteria, received enough mods, and the BATs approved of it. Simple as that.Mati123 wrote:
I don't understand why this was qualified, and this wasn't t/115632. Clearly the beatmaps in the topic I just linked are better...
The hard diffs have weird as hell sliders and other parts, while the linked beatmaps are really nice to play...
Kodora wrote:
Happy Birthday :3/