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Meg & Dia - Monster (DotEXE Remix) [Osu|Taiko|CatchTheBeat|O

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mingmichael

IamKwaN wrote:

Secretpipe wrote:



>Storyboard please

kd pls


> by IamKwa<strong>N</strong> please

kd pls


> Kantan please

kds pls
IamKwaN
OMG i laugh so hard www
Topic Starter
Ulysses
thank you ming :>
OnosakiHito
Popping this taiko icon because of the Taiko difficulties Name.

The Taiko Diffs. names must be changed to following one:

  • Taiko Basic -> Kantan
    KantanZoda -> Futsuu
    Futsuu -> Muzukashii
    Muzukashii -> Oni
    Oni -> Inner Oni
    Inner Oni -> Ura Oni
- For the name "Taiko Basic" we have already Kantan. Beside that, it should be renamed because of current Muzukashii's level.*

- KantanZoda is a Kantan, but should be renamed to Futsuu because of current Muzukashii's level.* Beside that, some of the BATs discussed with me about it and there is no understanding for this naming at all. "Gezo's Kantan" would be enough. It clearly states who mapped it and what difficulty it is. It also looks cleaner. Which was one of the rules intension as well (even though it doesn't state it explicit).

I know that some other BAT ranked MuzuZoda before, but that's no excuse at all. From now on it should be called

*- Muzukashii should be renamed to Oni because it is already an easy Oni. Considering the songs BPM, it could have been mapped much easier. Parts like 01:22:471~01:34:471 - Carry a lot of 1/4 patterns which are complex and Oni-level on such BPM. To prevent any remap, a single name change is enough here and we would have a well fitting lable for this diff.

Sorry, but as long as the names are not changed, I won't taiko-icon this. So please follow this and use the proper difficulty naming.

Edit: Seems like theer are also some unsnapped objects when considering some BAT's said words. I will check this set tomorrow once again.
Yuzeyun
edit: talked with love and the team get things sorted about diff naming of that kind.
Krah

nold_1702 wrote:

edit:I found,but they just didn't arrive :<
And I'm here :s

[General]

  1. 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) -
  2. I have no idea of how sb works so I'll just let this here http://puu.sh/9LGgx/38a2bc69d3.png
  3. 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
[Ming's Rain]

  1. 01:06:186 (1,2,3,4) - Changes those to something totally vertical. Like this they are a huge source of shitmiss. Same thing go for 01:13:043 (1,2,3,4) -
  2. 01:14:971 - 01:15:293 - Useless greenlines
  3. 01:23:328 (4) - Move this one to x=380 to have a little hdash here
  4. 01:56:650 - 01:57:721 - 01:59:436 - Useless greenlines

[Ursa's Overdose]

Box of useless greenlines
  1. 00:00:186 -
  2. 00:15:561 -
  3. 00:17:221 -
  4. 00:21:186 -
  5. 00:22:418 -
  6. 00:25:364 -
  7. 00:25:793 -
  8. 00:27:936 -
  9. 00:28:364 -
  10. 00:30:936 -
  11. 00:31:364 -
  12. 00:31:793 -
  13. 00:32:221 -
  14. 00:41:275 -
  15. 01:49:793 -
  16. 01:56:650 -
  17. 01:59:114 -
  18. 01:59:221 -

  1. HP-1
  2. The opening hitsounding hurt my ears, consider to reduce the volume or to rework this part (until 00:13:471 - )
  3. 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.
  4. 00:29:757 (1) - Change this one to something more horizontal to have a better movement after your series of jumps.
  5. 00:36:186 (1) - Change the shape of your slider. Like this it's just a bunch of droplet miss
  6. 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.
  7. 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
  8. 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.
  9. 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
  10. 02:00:828 (2,3) - Remove your hdash, the part is calm, this one is clearly misplaced.
I'll not lie. I'm clearly not sure about this diff ... I'll try to ask someone else quickly. :o

[]
mingmichael
Krah

nold_1702 wrote:

edit:I found,but they just didn't arrive :<


And I'm here :s

[General]

  1. 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) -
  2. I have no idea of how sb works so I'll just let this here http://puu.sh/9LGgx/38a2bc69d3.png
  3. 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 okay @@ i changed the colours now
[Ming's Rain]

  1. 01:06:186 (1,2,3,4) - Changes those to something totally vertical. Like this they are a huge source of shitmiss. Same thing go for 01:13:043 (1,2,3,4) -
  2. 01:14:971 - 01:15:293 - Useless greenlines fixed these
  3. 01:23:328 (4) - Move this one to x=380 to have a little hdash here do you mean 480? it can't give HDash if i put it on x:380 xD i'll keep mine here cause i am not sure ww 380 or 480
  4. 01:56:650 - 01:57:721 - 01:59:436 - Useless greenlines fixed all
[]
thanks for the mods!
m1ng's Rain
ursa

Krah wrote:

nold_1702 wrote:

edit:I found,but they just didn't arrive :<
And I'm here :s

[General]

  1. 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) -
  2. I have no idea of how sb works so I'll just let this here http://puu.sh/9LGgx/38a2bc69d3.png
  3. 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
  1. 00:00:186 -
  2. 00:15:561 -
  3. 00:17:221 -
  4. 00:21:186 -
  5. 00:22:418 -
  6. 00:25:364 -
  7. 00:25:793 -
  8. 00:27:936 -
  9. 00:28:364 -
  10. 00:30:936 -
  11. 00:31:364 -
  12. 00:31:793 -
  13. 00:32:221 -
  14. 00:41:275 -
  15. 01:49:793 -
  16. 01:56:650 -
  17. 01:59:114 -
  18. 01:59:221 -

*Done

  1. HP-1 -0.5, I believe & ctb player , the can pass/fc it even with high drain /o/
  2. The opening hitsounding hurt my ears, consider to reduce the volume or to rework this part (until 00:13:471 - ) *reduced
  3. 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
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 02:00:828 (2,3) - Remove your hdash, the part is calm, this one is clearly misplaced.fixed
I'll not lie. I'm clearly not sure about this diff ... I'll try to ask someone else quickly. :o

[]
I've remaked some part & maked it nicer than before , thanks Krah for checking :)

*Update
OnosakiHito

_Gezo_ wrote:

edit: talked with love and the team get things sorted about diff naming of that kind.
You have to talk with me about this. Not Love. I do not approve this and won't.
The set rule has several reasons for its existence. One of the reasons is preventing having custom names.

I say it again: There is no reason at all to call it "KantanZoda". "Gezo's Kantan" is totally enough. Beside that, it just confuses new players.

How about I call Kantan from now on, KantanOnosakiHito ? KantanOsu_Tatakae_Ouendan?
I won't take this path, sorry. Equality to everyone. If you may do so, other people may do so as well. So will rather prevent this since we do not need any recondite diff naming in future.
Loctav
He can call his shit however he wants, if it is still indicating the correct difficulty level and his attribution to the mapset.
KantanZoda is fine. Period. (according to the SR, its a Kantan, so call it Kantan)
Srsly Ono, where do you put this rule from?
Totoro le Pacha
Bah, you don't want to confuse new players ? So call the Kantan : Easy, Futsuu : Normal, Muzukashii : Hard... Because it's mainly this who confused me when I started. Not the difficulty's name.
Topic Starter
Ulysses
Lets talk about my taiko basic diff.
Huh..it is absolutely not a kantan as you can determine by comparing the diffcult gap between the crruent kantan and my taiko basic.Renaming it Just make the naming system more confusing to players which you,ono,must not want to see.

If you really think its necessary ,Pm me,I will be pleased to change if you canpersuade me.
OnosakiHito
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:

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.
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.
Also, Krah told me yesterday that there are some unsnapped notes. Check this as well (or BAT, or me when I find time).
Topic Starter
Ulysses
Unsnapped notes were all resnapped and about that 1/16 snapping,if you turned the playback rate to 25% to listen,you would find that 'wub' sound starts on 1/16 and its ends is the same,thus it is snapped intentionally.
happy623
@Krah : jpeg file works in sb, so there is no problem if the element is not in .png format. Btw for the unused files, they will be removed once the sb is done in some minor fixing, thanks!
-xNaCLx-
SPOILER

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:

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.
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.
Also, Krah told me yesterday that there are some unsnapped notes. Check this as well (or BAT, or me when I find time).

Broke the 1/2 streams a bit, i hope it's now better

updated version
Topic Starter
Ulysses
Okay,so it's now updated!
Avena
It seemed strange to me that there is Dubstep in the title, so I did some research and appearantly it isn't correct, The correct title is Meg & Dia - Monster (DotEXE Remix)
Source:
Official Youtube
Official SoundCloud
Also don't forget to put dubstep in the tags.
Deif
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.


[General]
  1. I would even bet that the hitsound "normal-sliderslide3 - oiE_" is NOT used. Just remove it.
[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:
  1. -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.
  2. 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
  3. 20757 + 24186 (F): You're using a max. resolution image + scale. Try to reduce the effect, or find another jpg.
  4. 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
    1. MF
    2. miku
    3. miku2
    4. miku3
    5. mikubw
    6. mikubw2
  5. 40900 (F): Again those pulses...
  6. 55043: That beat is just too overloaded. Try to remove one of the effects, like for example the pulse with "miku3.jpg".
  7. 61900: That pulse also combines 2 effects...
  8. 67043: Again a black screen from here on. Fade out the main BG instead!! Afterwards the man-woman elements would be too much.
  9. 96186: Black screen out. Keep the fade of the BG to 0 there. Whenever the bear appears, ouchies.
[Overdose]
  1. 00:27:186 (4) - The transition to the next slider is kinda unforgiving. Try to move the last slider anchor to the right.
  2. 00:27:614 (5) - NC
  3. 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.
  4. 00:55:257 (1,2,3,4,5) - For those 1/6s I have 2 options: the most jumpy or the simply dashy.
    Code1
    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:
    Code2
    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:
  5. 01:18:186 (4) - Instead of being a 1/4 slider, it has to be a 1/2 one.
  6. 01:31:900 (4) - Better move it a bit to the left cos of the HDash strenght. x:~224?
  7. 01:42:828 (7) - That jump is so mean... Reduce the HDash distance a bit, moving that note to the right.
    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.
  8. 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.
[]

That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.

All yours, Krah! Good luck with the mapset.
happy623

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:
  1. -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.
  2. 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
  3. 20757 + 24186 (F): You're using a max. resolution image + scale. Try to reduce the effect, or find another jpg.
  4. 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
    1. MF
    2. miku
    3. miku2
    4. miku3
    5. mikubw
    6. mikubw2
  5. 40900 (F): Again those pulses...
  6. 55043: That beat is just too overloaded. Try to remove one of the effects, like for example the pulse with "miku3.jpg".
  7. 61900: That pulse also combines 2 effects...
  8. 67043: Again a black screen from here on. Fade out the main BG instead!! Afterwards the man-woman elements would be too much.
  9. 96186: Black screen out. Keep the fade of the BG to 0 there. Whenever the bear appears, ouchies.
That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.

All yours, Krah! Good luck with the mapset.
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. :) thanks!!
ursa

Deif wrote:

[Overdose]
  1. 00:27:186 (4) - The transition to the next slider is kinda unforgiving. Try to move the last slider anchor to the right. *Fixed
  2. 00:27:614 (5) - NC *done
  3. 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
  4. 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
    Code1
    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:
    Code2
    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:
  5. 01:18:186 (4) - Instead of being a 1/4 slider, it has to be a 1/2 one. *yap
  6. 01:31:900 (4) - Better move it a bit to the left cos of the HDash strenght. x:~224? *Fixed
  7. 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
  8. 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.
*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 too

*Update
Topic Starter
Ulysses


zzzzzzzzzzzzzzzzzzzzzzzz

edit:updated
Damnae

Deif wrote:

That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.
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.

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).
Avena
Also, why is DotEXE in the tags? It isn't a game/movie/TV show, so it doesn't seem needed.
IamKwaN

Priti wrote:

Also, why is DotEXE in the tags? It isn't a game/movie/TV show, so it doesn't seem needed.
Do u mean the source?
Topic Starter
Ulysses
Changed title , source and tags.
Thank you Priti
IamKwaN
Nold, you forgot the most important tag, 'dubstep'.
Topic Starter
Ulysses
ohhh..added
dinka0403

Damnae 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*
Thanks for modding and answering my question in game :oops:
Topic Starter
Ulysses
Updated
Krah
Here we go

(╯°□°)╯


: p/3010240/
: p/3176639



PS : Apparently you are cursed since now there is all icons excepted taiko one xD
happy623
YAAAAAA
Topic Starter
Ulysses
Thank you Krah!

Where is Ono? :(
dinka0403
ヽ(✿゚▽゚)ノ YAAAAAA
OnosakiHito
I'm in serbia. Tomorrow in greece. Dunno when I can tackle that map.
Kyouren
i think TKS give a Taiko Icon~

p/3176967#p3176967
IamKwaN

gokugohan12468 wrote:

i think TKS give a Taiko Icon~

p/3176967#p3176967
It's popped by Ono.
Topic Starter
Ulysses
:< Where is he
Secretpipe
busy busy busy !
Can't wait Ono's bub \:D/
Heterozygous_old
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...
OnosakiHito
Back from serbia.

[General]

  1. Kiai inconsistency with Muzukashii, Oni, Inner and the other Taiko difficulties. In general you guys could use kiai from 01:08:757 to 01:36:186. In this way it isn't too long and emphasizes the second part more.
  2. Easier difficulties have a higher HP than harder one. I think it has something to do with the amount of notes which made you do this, but I would still like to know if this was your reason or not.
  3. Inconsistency with TAGs
[ KantanZoda]

  1. 02:02:757 (x,x) - You did it intentionaly, but how about adding here and at 02:03:186 - a don? Last beat is missing if you ask me.
  2. 01:14:757 - You've put a break here, which is good. But it stands pretty much alone here and is placed odd. Would you fill it with some notes and try afterwards from 00:41:328 to 01:08:757 have some breaks? Not a must, but I do believe in this way, the second part of the kiai would be more emphasized( First Part: Some breaks; Second Part: none).
[ Muzukashii]

  1. 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.

[ Oni]

Where is the kiai? lol

  1. 00:55:186 (2) - Are you sure you want to keep this note? 1/3 starts at 00:55:328 (1) - .
  2. 01:22:614 (2) - ^
[ Inner Oni]

  1. 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.

    Now some suggestions about the 1/3 you used {
  2. 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.
  3. 01:02:186 - ^
  4. 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.
  5. 01:16:757 (423,424,425,426) - ^
  6. 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.
  7. 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.
  8. 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.
  9. 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.
-xNaCLx-

OnosakiHito wrote:

Back from serbia.


[ Muzukashii]

  1. 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.
deleted 342 instead

Muzu is so far okay. But could have been easier.


[ Inner Oni]

  1. 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 {
  2. 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.
  3. 01:02:186 - ^
  4. 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
  5. 01:16:757 (423,424,425,426) - ^
  6. 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
  7. 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.
  8. 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
  9. 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.
fixed the overlap, and i just like the effect of the SV so i wont remove them

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.
thanks for mod :)
updated version
Yuzeyun
KZ update
(accepted every suggestion)

about higher HP drain rate, it was made on purpose so players don't play like half of the map and still pass (coupled with lower ods that means you can do shit and pass with a filled lifebar). on hp6 you would still need to miss a lot of notes in order not to pass (about a fifth or even a quarter which, for this level, is a lot due to the lower density of the song).
Topic Starter
Ulysses
-Fixed tags
-Kiai times are inconsistency intentionally
-Fixed NCL and my diffs' HP drain setting(gezo said no,see the explaination above)
-Updated gezo and NCL's diffs
Topic Starter
Ulysses

Heterozygous 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...
intended
mingmichael
OnosakiHito
[ Oni]

Where is the kiai? lol

  1. 00:55:186 (2) - Are you sure you want to keep this note? 1/3 starts at 00:55:328 (1) - .
  2. 01:22:614 (2) - ^ agree with these and the sounds will be more clearly too (i mean the 1/3 sounds which come out on 00:55:328 - and 01:22:757 - :P)
That's it. All difficulties are so far okay. Just mentioned some things. Please recall me afterwards and we should be ready to go.
thanks a lot ono for the mods :oops:
m1ng's Oni
Topic Starter
Ulysses
updated
OnosakiHito
- 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.
-xNaCLx-

OnosakiHito 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.
right, fixed
Topic Starter
Ulysses

OnosakiHito wrote:

- ming's taiko isn't updated yet. Patterns are still remaining which should have been changed after ming's agreement. :arrow: now updated
- Second point of my suggestions in KantanZoda hasn't been applied. But that's okay. Wasn't a must. :arrow: 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. :arrow: NCL told me to remove a note

- Additional: Wouldn't hurt to move the Bg a bit down, so the whole character is displayed. :arrow: -150 now


After that, we are ready to bubble this. Don't kudosu this post. :arrow: Thank you for your mod
OnosakiHito
I still don't like the fact that we accept these diff names, but since stuff got sorted out, there is no reason to hold the bubble any longer.

From now on I can just wish you good luck on your way getting this set ranked. Bubbled

: p/3010240
: p/3176639
: p/3206278
Topic Starter
Ulysses
Thank you Ono

edit:no BAT would probably mod it after seeing the quantity of diffs of this massive mapset xD.
Avena
Considering most BATs are standard only and not standard + something, They will only mod the standard diffs before the rank.
Chewin
God ♥
aeeiku
I'm sorry but those custom hitsounds and default hitsounds are atrocious, you just made me rage quit osu!
Topic Starter
Ulysses

jake2 wrote:

I'm sorry but those custom hitsounds and default hitsounds are atrocious, you just made me rage quit osu!
Did you remove any of the custom hitsound files?
pw384
坐等rank!!
Rizia
why remap xtra ;w;
Sun Rainbow

384059043 wrote:

坐等rank!!
EDIT:1000 post!
Topic Starter
Ulysses

Kawaiwkyik wrote:

why remap xtra ;w;
As I thought the old one was ugly x.x
-N a n a k o-

384059043 wrote:

坐等rank!!
Rizia

nold_1702 wrote:

Kawaiwkyik wrote:

why remap xtra ;w;
As I thought the old one was ugly x.x
x.x
anyway, good luck for rank~~~
sheela
Go go go~
Beige
Rank! Rank! Rank!
p3n
IRC stuff
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

Summary:
- fixed inconsistencies in letterboxing
- fixed silent hitobjects in standard difficulties
- removed unused files


20MB mapset because of hitsounds. Wow.

Personally I don't like some of the 1/4 sliders and stream patterns but that might be because they don't go well with my playstyle.



Techincally everything *SHOULD* be in order now.


Have this (ノ >ω<)ノ
Topic Starter
Ulysses
Thank you p3n

Happy birthday to me<3
NaxelCL
Congratz~~>w<
AruOtta
Congratz Nold \:D/
rui
Finally! Congratz XD
Secretpipe
Gratz :D
-N a n a k o-
CONGRATZ
Hitorikko
Congrats ! :D
fanzhen0019
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Starfy
Congratz!!
God map ranked \:D/
happy623
wa
Mao
Gratz <3
Foreverends
Gratz \:D/
Nardoxyribonucleic
Finally... Congratulations nold~
Lari
grats~ >x<
Yales
gratz!
Chewin
YESSSSSSSSS and Happy Birthday Nold!
Myxo
Congratz! So many diffs, had to be much work!
KogumaX
:)
Xiaolin
Gratz ~ o3o

23 diffs wtf
p3n
Whoops. Found some misplaced 1/4 notes that should be 1/6.

[Chewin's Extra]
00:55:364 (3,4,5) - notes should be mapped on: 00:55:328 - 00:55:471 - 00:55:614 - 00:55:757 -
01:22:686 (3,4,5) - notes should be mapped on: 01:22:757 - 01:22:900 - 01:23:043 - 01:23:186 -


[Kyshiro's & Ami's Hard]
00:55:043 (1) - extend to end on 00:55:328 -
01:22:471 (1,2,3,4) - extend (1) to end on 01:22:757 - , (3,4) should be on the 1/6 @01:23:043 - 01:23:186 -
Secretpipe
RIP
Andrea
Moved back to Pending Beatmaps.
Chewin
Topic Starter
Ulysses
applied
p3n
Finally. Happy Birthday, nold!

re-
Topic Starter
Ulysses
Omg,happy birthday to me,again.
Buttercup
Gratz, happy birthday :)
Osu Mapman
congratz and happy b-day!
Xiaolin
Re-Gratz and happy birthday and R.I.P scores ~ :3
Lanturn
Megaman.exe


Now I'm craving some Megaman battle network.

Anyways, congrats on the rerank! :D
Mati123
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...
pw384
HAPPY BIRTHDAY NOLD I AM YOUR FANS !!!!!!!!!!!!!!!!!!!!!111111111111111
Lanturn

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...
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.

Go ask them to revive their mapset, and then go mod it to help them!
Kodora
Happy Birthday :3/
wendao

Kodora wrote:

Happy Birthday :3/
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