I luv u Suwaii <3
Z3nx wrote:
almost shocked lol[ S a k u r a ] wrote:
Approved!
jk
HYPE
WHYYYYYYYYYYYYYY APPROVE IT PLEASE <3[ S a k u r a ] wrote:
Approved!
jk
HYPE
[ S a k u r a ] wrote:
Approved!
jk
HYPE
Thanks for modderinos[ S a k u r a ] wrote:
Hello,
[General]
unrankable hitsounds
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
Every .wav file must be at least 100ms long to prevent issues with soundcards.
5ms delay, just cut the start
LR3_GrowlBassDFM.wav
LR3_GrowlDKLR.wav
LR3_RevcyGXF.wav
LR_Clap Hit P.wav
LR_J Hit Pong.wav
hitsound not over 100ms
extend the end
LR3_DS FXWi Right.wav
columns: 1234567
[Marathon]
00:41:529 (41529|0) - delete, no need if you want to put the LN already Mapped left hand to low pitched drum here
00:41:779 (41779|0) - ^ Mapped left hand to low pitched drum here
00:41:904 (41904|2,41966|1) - remove, ^ Mapped left hand to low pitched drum here ( ask fullerene, he's probably right since he is a master at placing notes ) I think it also matches the vocal pitch transition
00:43:529 (43529|2) - ^ Mapped left hand to low pitched drum here
00:44:279 - for these chords, I don't think this is comfrtable, suggest remove the ones on column 2 or move it to other column I have no idea how is it hard to push the whole hand down here (?)
00:46:529 (46529|5) - should ends at 00:46:779 - since the string instrument and the vocal both are The vocal is the same here, basically a repetition, using a shield LN here to represent that, a 1/4 spacing so that it plays better
00:58:277 - 00:59:277 - why are these 3 notes please remove 1 note Err cause i mapped 3 notes (?) and it cause i wanna keep the center note here for rhythm (?), well basically a thumb trill patterning here
00:59:777 - whats the difference between this and 00:58:402 - what, it's rather different in note placement alright
01:00:652 - If you are mapping this small sound, there is one at 01:00:777 - too, but I suggest you to remove it and map the clap instead Focusing on the unique vocal rhythm here, i feel that it's better to emphasize it entirely ignoring other sounds so as to bring out the vocal mapping here
01:01:652 - same as above, I suggest to map the drum at 01:01:527 - and the claps at 01:01:777 - Same as above
01:03:152 - ~ 01:04:027 - a bit uncomfortable Dooon't think so.. i asked a couple of people about this ( and saw them FC these kinds of patterns without trouble )
01:07:777 - add Focusing on the vocal here, thus i ignored some instruments and emphasized the starting vocal 1/4 after this with a chord
01:09:777 - ^^^ Focusing on vocal
01:11:027 - ~ 01:11:902 - a bit uncomfortable Yeeaa, alot of people fced this no problem, so i think it's cool
01:30:402 - why so many chords here, I don't think they are necessary, Please remove them. Err no, i think they play fine and are pretty fun for people
01:33:652 (93652|4,93652|5,93902|4,93902|5) - remove, or reduce It's mapped to the vocals
01:35:027 - again, I do not think this requires that much chords Eeeh, hammering with 1 note or a 2 note chord or a 3 note chord on a single hand don't really make much difference anyways, so i went with 3, the jacks at this bpm should be easily playable as it is only a 2 note jack
01:41:652 - remove, or reduce For vocals
01:43:527 - until here, there was too much chords I think the chords are fine unless they really hinder playability/readability here
basiclly the same problems
I feel like there was some parts that does not requires that many notes at once, ecspecially at the beginning
will do further check after
Thanks a lot Sakura! o/ Will update after tertel applies mod to his part[ S a k u r a ] wrote:
Hello,
[General]
unrankable hitsounds
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
Every .wav file must be at least 100ms long to prevent issues with soundcards.
5ms delay, just cut the start
LR3_GrowlBassDFM.wav
LR3_GrowlDKLR.wav
LR3_RevcyGXF.wav
LR_Clap Hit P.wav
LR_J Hit Pong.wav
hitsound not over 100ms
extend the end
LR3_DS FXWi Right.wav Fixed all
columns: 1234567
[Marathon]
04:11:027 - why 2 notes here Whoopsy, dunno why to be honest, fixed
04:16:527 (256527|5) - delete There's a hearable hi-hat here
05:09:402 - add Done
05:10:402 - add Done
05:15:777 - add
05:16:402 - add
05:17:402 - add
05:18:402 - add
05:18:777 - add
basiclly the same problems Added around 20 notes for claps, I could've just deleted 4-5 to make it consistent, but I think this suits better
I feel like there was some parts that does not requires that many notes at once, ecspecially at the beginning I actually think that it's fine. It's more of a physical style mapping, when mapper focuses on how hard patterns are to hit instead of very strict note density consistency. It's just that intensisty of sounds is compensated by harshness of patterns. Also it's the only part of this map on which I hold any combo above 400 (not counting slowjam part since LNs give massive combo there). I consider myself an average player, so I think it's fine.
will do further check after
yuss.. thanks![ S a k u r a ] wrote:
Hello,
[General]
unrankable hitsounds
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
Every .wav file must be at least 100ms long to prevent issues with soundcards.
5ms delay, just cut the start
LR3_GrowlBassDFM.wav
LR3_GrowlDKLR.wav
LR3_RevcyGXF.wav
LR_Clap Hit P.wav
LR_J Hit Pong.wav
hitsound not over 100ms
extend the end
LR3_DS FXWi Right.wav
columns: 1234567
[Marathon]
02:00:277 (120277|3,120652|3,120777|3) - what are these notes for // o_o kick bass, there's an exact sound of it.. keep
02:07:152 (127152|2,127152|3,127277|2,127277|3) - don't suggest drum here since you mapped 02:07:027 (127027|0,127027|5,127027|1) - which is confusing because the drum is at 02:07:089 - // ==a nah, people won't bother.. it's layered properly tho.. keep
02:11:527 - add // done
02:12:027 - ~ 02:13:027 - I don't really suggest 3 chords all way // o.o some notes for kick, some for hi-hat, and some for snare, it's executed nicely tho.. keep
02:14:277 (134277|3,134277|5,134527|3,134527|5) - reduce // /-\ previously reduced, huehuehue... keep
02:16:027 - ~ 02:17:027 - reduce notes // keep, same reason above
02:41:027 - add // done
02:42:652 - add // done
02:55:152 - add // done
03:11:277 - no need 3 notes here // done
03:18:527 - ^ 03:11:027 (191027|4) - // o.o kick bass there.. keep
basiclly the same problems
I feel like there was some parts that does not requires that many notes at once, ecspecially at the beginning // ==a not my part then.. *runs
will do further check after
I just want this to end, it's wearing me down alreadyExPew wrote:
from my mod
[SB note]
why you need to add exact hitsound BGM on SB? you know it's just a waste I have no idea why this would be considered as "waste", in my opinion it's not waste, it's adding unique touch to the beatmap and I think Raika couldn't have done a better job on this.
unsnapped sb note Calling Raika to confirm
00:50:654 -
I'm just thinking why you always appear in the occasion when people conflict.shionelove wrote:
idk overnote mean
when i played this map zen's part good for me
of course 4~7 in 1sound is overnote
but 2~3?
many mapper put 2 notes in single one snare sound,to express accent
I remember there are no 4ormore notes(sorry if i am wrong)
anyway zen your part best for me,plz don't break your style
every BMS song has own their keysounds. comparing to Imperishable Night 2006, yes indeed that map is overmapped with all those chords in it, but those keysounds are related BGM and sound like the original song from BMS. Unlike the notes in Z3nx's part of Tokio Funka , placing note at somewhere with a sound that does not requires such amount of notes and add hitsound to make it sounds like there was sound in the original music.-Kamikaze- wrote:
Sakura, I don't really understand why is that a problem. It sounds good, it doesn't affect playability, it doesn't cause any unrankable problems, so why? Is making song sound a little bit diffrent with sb really that bad? In BMS they do it all the time just to be able to overmap (like with imperishable night, mania version is also overmapped and by A LOT), but here that's not the case. Mind explaining in detail?
Also I agree, I think that Zenx's part is much better than mine, but uh, nothing I can do
Don't put words in my mouth please.[ S a k u r a ] wrote:
If you think I am not good enough for BAT or checking this map, feel free to look for the next one. No need to waste your time with a BAT that you don't think will go well with your map.
Actually Imperishable Night 2006 Lunatic (aka overjoy 2) has overmapped bursts. In original BoF version of the song there's a constant 1/4, no 1/8 bursts. That's the infamous BMS delay. It also was used in Chocoliti's Haelequin to justify 1/8 and 1/12 bursts and that was ranked not that long ago.I agree that mapping to additional hitsound is not very good, but using more notes to express single sound is okay in my opinion if it's arranged in a way that makes it play same like 1 note. Take the chord section you were complaining about. It's a [1234] chord and stairs on right hand. It would play exactly the same as 1 note chord on left hand, this is just ensuring that you have to hit with whole hand, so it's not too easy. Of course, everyone has their opinions and you're free to think bad about it, all I'm asking for is trying to understand how it works and why exactly that's mapped like it is.ExPew wrote:
every BMS song has own their keysounds. comparing to Imperishable Night 2006, yes indeed that map is overmapped with all those chords in it, but those keysounds are related BGM and sound like the original song from BMS. Unlike the notes in Z3nx's part of Tokio Funka , placing note at somewhere with a sound that does not requires such amount of notes and add hitsound to make it sounds like there was sound in the original music.-Kamikaze- wrote:
Sakura, I don't really understand why is that a problem. It sounds good, it doesn't affect playability, it doesn't cause any unrankable problems, so why? Is making song sound a little bit diffrent with sb really that bad? In BMS they do it all the time just to be able to overmap (like with imperishable night, mania version is also overmapped and by A LOT), but here that's not the case. Mind explaining in detail?
Also I agree, I think that Zenx's part is much better than mine, but uh, nothing I can do