01:58:470 (118470|3) - move to 01:58:270 ?
02:14:070 (134070|2) - add a note ?
どちらもボーカルを聞きながらたたいてたらあれ?となった点です。
故意でしたらすみません。
updated
osu file format v14
[General]
AudioFilename: Beat in Angel.mp3
AudioLeadIn: 500
PreviewTime: 58470
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 1
[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 0.8
[Metadata]
Title:Beat in Angel
TitleUnicode:Beat in Angel
Artist:Iida Riho & Pile
ArtistUnicode:飯田 里穂 & Pile
Creator:dosyeru
Version:-LASU-'s 4K HD
Source:Love Live! School idol project
Tags:-LASU- muse u's Hoshizora Rin Nishikino Maki Hori Eriko Kurauchi Tatsuya Hata Aki Lantis EMOTION Bandai Visual Original Song CD4 オリジナルソングCD④ 星空凛 西木野真姫 堀絵梨子 倉内 達矢 畑 亜貴 バンダイビジュアル
BeatmapID:608915
BeatmapSetID:238297
[Difficulty]
HPDrainRate:7.5
CircleSize:4
OverallDifficulty:7.5
ApproachRate:8
SliderMultiplier:1.6
SliderTickRate:1
[Events]
//Background and Video events
0,0,"bg4.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
[TimingPoints]
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448,192,121270,1,0,0:0:0:0:
192,192,121270,1,0,0:0:0:0:
192,192,121470,1,0,0:0:0:0:
64,192,121670,1,4,0:0:0:0:
448,192,121670,1,0,0:0:0:0:
320,192,121670,1,0,0:0:0:0:
320,192,122070,1,0,0:0:0:0:
192,192,122070,1,0,0:0:0:0:
64,192,122270,128,0,122470:0:0:0:0:
448,192,122470,1,0,0:0:0:0:
192,192,122670,128,0,122870:0:0:0:0:
320,192,122870,1,0,0:0:0:0:
448,192,123070,128,0,123270:0:0:0:0:
192,192,123270,1,0,0:0:0:0:
320,192,123470,1,0,0:0:0:0:
448,192,123670,1,0,0:0:0:0:
192,192,123670,1,0,0:0:0:0:
64,192,123870,1,0,0:0:0:0:
192,192,124070,128,0,124470:0:0:0:0:
320,192,124070,1,0,0:0:0:0:
64,192,124470,128,0,124870:0:0:0:0:
448,192,124470,1,0,0:0:0:0:
320,192,124870,128,0,125270:0:0:0:0:
192,192,124870,1,0,0:0:0:0:
448,192,125270,1,0,0:0:0:0:
64,192,125470,128,0,125870:0:0:0:0:
320,192,125670,1,0,0:0:0:0:
192,192,125870,128,0,126070:0:0:0:0:
448,192,126070,1,0,0:0:0:0:
320,192,126270,128,0,126670:0:0:0:0:
448,192,126470,1,0,0:0:0:0:
192,192,126670,128,0,127070:0:0:0:0:
64,192,126870,1,0,0:0:0:0:
448,192,127070,128,0,127470:0:0:0:0:
64,192,127270,1,0,0:0:0:0:
320,192,127470,128,0,128870:0:0:0:0:
192,192,127570,1,0,0:0:0:0:
64,192,127670,1,0,0:0:0:0:
448,192,127870,1,0,0:0:0:0:
192,192,128070,1,0,0:0:0:0:
64,192,128070,1,0,0:0:0:0:
448,192,128270,1,0,0:0:0:0:
192,192,128470,1,0,0:0:0:0:
64,192,128670,1,0,0:0:0:0:
192,192,128870,128,0,129270:0:0:0:0:
448,192,128870,1,0,0:0:0:0:
320,192,129270,1,0,0:0:0:0:
64,192,129470,128,0,129870:0:0:0:0:
448,192,129670,1,0,0:0:0:0:
320,192,129670,1,0,0:0:0:0:
192,192,129870,1,0,0:0:0:0:
320,192,130070,1,0,0:0:0:0:
192,192,130270,128,0,131070:0:0:0:0:
64,192,130470,1,0,0:0:0:0:
320,192,130870,1,0,0:0:0:0:
64,192,131270,5,0,0:0:0:0:
320,192,131270,1,0,0:0:0:0:
448,192,131270,1,0,0:0:0:0:
320,192,131470,1,0,0:0:0:0:
448,192,131470,1,0,0:0:0:0:
64,192,131470,1,0,0:0:0:0:
64,192,131870,1,0,0:0:0:0:
192,192,131870,1,0,0:0:0:0:
448,192,131870,1,0,0:0:0:0:
64,192,132270,1,0,0:0:0:0:
192,192,132270,1,0,0:0:0:0:
448,192,132270,1,0,0:0:0:0:
448,192,132670,1,0,0:0:0:0:
320,192,132670,1,0,0:0:0:0:
64,192,132670,128,0,133470:0:0:0:0:
192,192,133070,1,0,0:0:0:0:
320,192,133270,1,0,0:0:0:0:
448,192,133470,1,0,0:0:0:0:
192,192,133670,128,0,134470:0:0:0:0:
320,192,133670,1,4,0:0:0:0:
448,192,134070,128,0,134470:0:0:0:0:
320,192,134470,1,0,0:0:0:0:
64,192,134470,1,4,0:0:0:0:
thank you for mods!!Julie wrote:
recheck request~Hyper1|2|3|4|5|6|7
00:15:770 (15770|2,15870|6) - hmm you sure about these drum hitsound? 00:15:770 this part should be same as 00:15:670 , maybe snare | snare | kick ?
changed to drum clap and finish
00:17:170 (17170|4,17570|4) - these make Hyper harder then Another for this part XD!!
notes on 7 removed
00:24:470 (24470|7,24570|6,24670|4,24770|2) - don't feel this stair matching the sound, something like this 00:24:270 (24270|5,24370|3) for 00:24:470 (24470|7,24570|6) and 00:24:670 (24670|4,24770|2)
changed to 3-5 trills
00:25:670 (25670|5) - move to last column, feel like is the same as 00:24:870 (24870|1,24870|5) that have different sound + pitch
should be fine here
00:28:670 - suddendly one note? keep consistent here please
organ piano doesnt sound here, mm keep
00:32:570 (32570|4,32670|3,32770|5) - so you map this sound here but not in this part 00:33:370 + , either delete or map that part to, keep it consistent and you did it a bit later as well, probably because you have this note 00:33:470 (33470|0) as turn table.
So yeah about those 1st note :
00:33:070 (33070|0,33470|0) , 00:36:270 (36270|0,36670|0) - I don't suggest putting this as turn table since you didn't map this sound before and after as the 1st note, I don't know why only this part should, sound the same, is higher because you added hitsound on XD.
previously, mini jacks were on scratch lane at those points.
changed patters anyway
00:53:870 (53870|4) - delete, keep consistent, because you didn't map this drum sound near this part XD
representing a decrease in synth's sound volume. it should be fine
01:00:270 (60270|2) - delete? not as much important as these 01:00:070 (60070|5,60070|7,60470|3,60470|1)
keep
01:02:870 (62870|7,62870|5,63270|7,63270|5) - different drum sound, don't stack these
its fine. those notes can represent two same organs sounds also.
01:27:470 (87470|0,87670|0,87870|0) - Since I seen you play with the volume sound on cymbal for the 1st note, this might also be different volume , make these 01:27:670 (87670|0,87870|0) lower
01:28:670 (88670|0,88870|0) - ^
20% lower
01:30:270 (90270|0,90470|0) - wrong hitsound, also the same for "Another" , also this sound 01:30:470 (90470|0) your trying to match is here 01:30:370 , can have a 1st column note here 01:30:470 , if use correct hitsound
i hear that sound from music
01:31:870 (91870|7,91870|5) - make these diffenre from 01:31:270 (91270|7,91270|5,91470|5,91470|7,92270|5,92270|7) , can keep one note on last column )since match the pitch with 01:31:670 (91670|2,91670|6) ) just move the other
i see, but this should be fine
1st Kiai part in Hyper have more turn table then Another, might want to check that
it's ok
Let's go rank !! can poke me if want recheck something else
thank you for your timeLordRaika wrote:
Yo~ here's my BN Check as requested >w< :All pattern is good, its fun... ^^Minor issue before Bubble....
BG : ✔ (epic)
Snap : .... (some ghost again...)
Audio : ✔ (yep i will ensure u, no hitsound problem ^^)
Timing : ✔
Spread : ✔
Pattern : ✔
Metadata : ✔ (okay,confirmed)
[8K Another]removed
- 00:19:170 - ghost note T^T i cant approve this... remove this... before QAT remove this and Disqualify the map....
The rest of this kind is not ghost, because it has some audible sound.... so just this ^^
[8K Hyper]that must be a Rin-chan's prank... fixed
- 00:17:270 (17270|3) - why is this drum note? Shift+Q to fix this....
[8K Normal]Okay, for 4K ( you can do this for LASU )
- 01:31:470 (91470|7,91870|7,92270|7) - this can be moved to 6th column to avoid unnecessary mini jack X_X
because this supposed to be easy right? some mini jack like this doesnt fit....
no change, these notes follow same pitch, and instrument, so i dont want to move these notes.
i also dont think this patterns increases map's difficulty and causes normal player to fail.- 01:55:670 (115670|7) - 7th column changed patterns
- 02:11:470 (131470|3,131470|5,131870|2,131870|6) - Ctrl+J >w< done
- 01:46:670 (106670|6,106670|2,106970|5,106970|3) - same, why not CTRL+J done
First, for the creator.... Copy the LR_CymbalRDW.wav
paste and rename as soft-hitfinish.wav
then on all 4K dif,
F6 > CTRL+A > Click "audio" tab > Custom1 > ok.
for all 4K ^^
This ^ solved the hitsound and all the pattern seems fine with me ^^
Fix it and i will be ready to to bubble it.... ^^
and the hitsound used is good as well...
FINAL Note : ask someone 00:00:803 - about this snap on.... XD is this good enough?
regarding this note, i already asked several players, and had comment like 'QAT may not allow this'
I believe that is not enough reason to change map.
since no one says further opinion, i think every one thinks 'it's ok to me'
From HOST's mod, this note is now placed at the best timing, which is not hard to play.
its fine with me thou... its jst.... 1/12 X_X asdasdasdasdf
4K seems to have lots of mini jack XD but its okay.... its 4k
For now, i will mark it as
call me again after that.... i will bubble it~
___ ___ ___ ___
| 0 | 1 | 2 | 3 | (4K)
___ ___ ___ ___ ___ ___ ___ ___
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | (8K)
this map-set will be updated after lasu takes care of the mods.Starry- wrote:
00:00:803 (803) - Okay, here's what I have to say about this starting note.
I think it should be placed 00:00:770 (770) - here, at the blue tick. This is clearly where the voice sample starts, if you listen at 25%, so it should be placed here.
Where it is placed originally is the highlight of the voice sample, and because it's, well, voice, you'll never get an accurate snap for this.
It'll be much safer and logical to move this note to the blue tick instead.
I understand this. moved
Also, in all diffs I don't really see the need for the kiai fountain right at the end.
134370,
134470,
134570,
Since the mapping ends at this point, there isn't a need for it.
needless to say, i think the fountain at the end would be great. that's why i mapped it.
when you finish songs, there is a bit of time til the result shows up, if you dont hit any keys.
player may enjoy that fountain as a visual effect of the map.
it does not affect anything, and like you said this fountain may not be needed in terms of playing.
however, i believe this fountain would add visual values on the map for some players like me.
no problem at all. starry-'s statement ''this map is clean'' is enough to make me happy.LordRaika wrote:
Sry dosyeru... So as starry agree on the first snap note is not quite right....
Also i try to give 4k simple hitsound but...
Sry lasu.... You will have to hitsound it more ^^
Gl... Let starry knw after both of you fix it for rebubble...
I will qualify it after that
mod thx-(^ω^)Starry- wrote:
I'm sorry, I'm going to have to pop this.
Reason: 4K diffs are insufficiently hitsounded. 4K All diff fixed
They just have a few finishes.
I'll be happy to rebubble when the 4K diffs are hitsounded correctly, so call me back after you apply this. Overall this map is very clean, and I was going to qualify until I saw the hitsounds (or, lack of hitsounds).
[General]
Timing: ☑
Audio: ☑
BG: ☑
Metadata: ☑
Preview Point: ☑
AiMod: ☑
Turn off 'Widescreen Support' in 4K HD and 4K MX, since no storyboard. Widescreen off done
Apart from that, I've never seen a map this clean before for general check.___ ___ ___ ___
| 0 | 1 | 2 | 3 | (4K)
___ ___ ___ ___ ___ ___ ___ ___
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | (8K)
[]
00:00:803 (803) - Okay, here's what I have to say about this starting note.
I think it should be placed 00:00:770 (770) - here, at the blue tick. This is clearly where the voice sample starts, if you listen at 25%, so it should be placed here.
Where it is placed originally is the highlight of the voice sample, and because it's, well, voice, you'll never get an accurate snap for this.
It'll be much safer and logical to move this note to the blue tick instead. 4K all diffs moved
Also, in all diffs I don't really see the need for the kiai fountain right at the end.
134370,
134470,
134570,
Since the mapping ends at this point, there isn't a need for it. no thanksmod[4K NM]
Needs to be hitsounded.
Read above about the starting note, should be on the blue tick. (vocal)
00:04:070 (4070|2) - I suggest making these notes pitch relevant to the kinda high pitch noise you hear.
Eg.
00:04:870 (4870|3) - Move to 1
00:05:670 (5670|1) - Move to 3
00:08:070 (8070|3) - Move to 2
00:08:470 (8470|2) - Move to 3
00:08:870 (8870|0) - Move to 1
00:09:270 (9270|1) - Move to 0
00:09:670 (9670|0) - Move to 1.
1axis→4axis snare pattern
00:18:470 (18470|2,18470|3,18870|2,18870|1) - I want to make these pitch relevant without making things imbalanced. #
I suggest:
00:15:270 (15270|3,15670|2) - CTRL+G
00:16:070 (16070|3) - Move to 1
00:16:470 (16470|1,16870|1,17270|1,17670|1,18070|1) - Move to 2
00:18:470 (18470|2,18470|3) - CTRL+H.
00:19:270 (19270|2,19670|3) - CTRL+G?(Optional, for balance).
00:33:670 (33670|1,34070|2) - CTRL+G? More balanced. no thanks 00:34:070 (34070|2) - and 00:35:070 (35070|0) - I want to put in the vicinity LN
00:43:070 (43070|0) - Move to 2? More balanced.
00:43:670 (43670|1,43870|2,44070|3,44070|1,44470|2,44470|0) - CTRL+H all of this. Much more pitch relevant.
00:44:870 (44870|1) - Move to 2, balance
00:45:670 (45670|2) - Move to 1, balance
00:46:070 (46070|1,46270|2) - Shift right by 1, balance.
00:46:670 (46670|3) - Move to 2, balance.
01:06:070 (66070) - Add? at 1. no thanks
01:09:870 (69870|3) - No need for LN, vocal isn't that long. 01:09:870 (69870|3) - LN end 01:10:070 - . 01:09:070 (69070|0) - LN end 01:09:270 - changed
01:14:070 (74070|0) - Move to 1
01:14:270 (74270|1) - Move to 3
01:14:470 (74470|2) - Move to 0
01:14:470 (74470|2) - I think this should be an LN, maybe you can do this: change pattern
01:14:470 (74470|2) - Move to 3, make an LN up to 01:14:870 (74870) -
01:14:870 (74870|3) - Move to 0
01:15:270 (75270|2) - Move to 3 to balance the next section.
01:15:670 (75670|1) - Move to 2?
01:46:670 (106670|3,106670|2,106970|1,106970|2,107270|3,107270|0) - CTRL+H, pitch
no reply→ok
[4K HD]
Needs to be hitsounded.
Read above about the starting note, should be on the blue tick (vocal).
Untick widescreen support.
00:04:870 (4870|2) - Move to 3 for balance?
00:36:870 (36870|0) - Move to 3? High pitched.
00:48:070 (48070|0,48070|2,48470|0,48470|2,48670|1,48670|3,49270|1) - CTRL+H all of this for pitch.
If you do this, move 00:49:270 (49270|1) - to 2?
00:57:670 (57670) - add, it isn't too hard to hit here.
01:22:270 (82270|1,82270|0,82670|1,82670|0) - Shift right by 1, to perfect pitch.
01:23:070 (83070|2) - Then move to 0 for pitch. ? It has been already placed
01:30:870 (90870|1,90870|2) - Shift left by 1 for pitch.
01:46:970 (106970|2) - Move to 1
01:47:270 (107270|1) - Move to 3, pitch.
no reply→ok
[]
Pretty tired from here, call me back and I'll finish this mod.
Starry- wrote:
I suggest to take a look again at my old mod and fix most things. They are suggestions yes, but there is no reason to decline most things, most of my suggestions make the map just aesthetically and playbility wise a lot better. (Especially pitch relevant parts - moving higher pitch notes right side, lower pitch left side).old mod fixed
So please look at my mod again.modWill do 8K next after 4K is fixed[4K MX]
00:09:770 (9770|2,9870|1,10170|2,10270|1,10570|2,10670|1,10970|2,11070|1) - Look here at col1 and 2, it's very repetitive.
[Ex.1]
I suggest you rearrange this slightly so it doesn't happen.
rearrange
00:37:170 (37170|2) - No noise here, unless you are mapping to the very very very small synth in the background.
if that is the case, add notes 00:37:970 (37970) - 00:38:170 (38170) - here.
00:37:170 (37170|2) - remove
00:43:470 (43470|0) - Why not just make it a roll pattern instead? Look here:
[Ex.2]
Something like this
Because I thought easy to press better here
01:01:970 (61970|1) - No noise remove note and 01:01:870 (61870|2) - move to 1
01:03:570 (63570|0,63570|2) - No real noise, no clue why 2 notes here Because slightly sound is heard (playback rate25%) and 1notes remove
01:06:870 (66870|1) - Remove this and spread it out, to make it similar to 01:00:070 (60070|1) - 01:00:070 (60070|1) - pattern change https://osu.ppy.sh/ss/2792125
01:11:370 (71370|1) - No noise
01:18:770 (78770|1) - No noise
01:19:570 (79570|2) - No noise
01:20:370 (80370|1) - No noise
all remove
01:20:770 (80770) - But there is noise here, etc.
I removed some note
Just suggest to listen carefully at 25% and remove inaudible notes
01:36:070 (96070|1,96070|2) - Shift right by 1
change
02:08:870 (128870|0) - No reason to catch this LN
02:10:270 (130270|2) - ^, so many different pitches, best to just remove and spread out normal notes.
Sorry I'm intentionally anti and My LN style
Call me back again
全部修正しました。dosyeru wrote:
エラーと思われる点が4つと気になった点が1つあったのでポストします
[4K HD]
00:20:670 (20670|0) - add LR-kick-low?
01:08:870 (68870|1,68870|3) - remove one kick.wav from either note?
02:06:470 (126470|3) - change snare to kick.wav?
[4K MX]
00:07:670 (7670|2) - ここまでの流れを汲むならここはKickのほうがいいかもしれません。
01:15:270 (75270|0) - add LR-Chm-soft?
thank you for mods. i applied any mods that i dont quote.Starry- wrote:
[8K Normal]Why is this OD8.5? I know 0 LNs, but only new players will play this, and they don't particularly have good accuracy coming into the game.
Reduce to OD7.5 or OD8 maximum.
i believe OD 8.5 is optimized settings for all players.
First, this OD 8.5 does not cause beginners to fail.
those beginners who failed this map simply dont know what key to hit while playing, and will fail regardless of how high/low OD is.
it is pointless to set the OD for the those beginners.
if anyone says they failed because of OD for sure, i would reduce HP drain instead.
second, i found OD 8.5 is best settings for players who love to try getting high accuracy on easy maps.
you stated only new players would play this, but i think not only new players play Normal. this is no questions if you see the any ranking chart.
8 may be easy enough, but 9 would be enjoyable for less players on the purpose.
8.5 gives rainbow 300 (... how do you say the highest score judgement. do i say this correctly? ) to players as long as they pay attention.
this encourages Hyper or Another players who play Normal accidentally(lol), or players who, like i said, love to seek high ACC on eacy map to play Normal diff more.
these are why i use OD 8.5 in my 3 diffs.
From 00:22:470 (22470|7) - to 00:35:870 (35870|7) - , no notes in col7.
00:28:670 (28670|7) - there is
Best to rearrange some patterns to make it more balanced in these parts.
00:44:870 (44870) - Why not add a note at 4 here? You use 3 note chords sometimes, and this part is emphasised a lot.
add on 0
01:58:870 (118870|2,118870|4,119270|4,119270|2,119470|1,119470|3) - Feels kinda awkward hitting this same chord twice.
Perhaps move 01:59:270 (119270|4,119270|2) - somewhere else (eg. at 5-7)
rearranged. awkwardness would be resolved.
[]
One last thing - rename 4K diffs to 'Normal, Hyper, Another' to be consistent with the 8K diffs, otherwise it makes no sense.
i repeat my reply to previous mod about this since no one answers to my concern.You definitely need a "8K" within the diff name so as to make it rankable, the diff name itself is a bit subjective, it's better to make the naming consistent though
This brought me a concern. my point is that I don't want players to misunderstand what each key-set looks like before they play.
I think it's more likely to happen that player expects this 8K MX map is piano or symmetrical style and consists of LNs from its name, even though my 8k maps are obviously not.
i will change my diff names if my concern above is just a ridiculous worry , and players can correctly expect what they are going to play from those diff names you suggested.
I disagree and I'm sure many other people will too. OD8.5 gives a tighter judgement window which isn't ideal for newer players, who perhaps may not have experienced another rhythm game before or is new to osu!mania. They might know what key to press - but since they are a new player, their timing and accuracy might also be a bit off. This is a normal difficulty we're talking about, we design the map for the new players coming into the game, not those who are more experienced. That is simply the dynamic of how mapping for a target audience works.dosyeru wrote:
i believe OD 8.5 is optimized settings for all players.
First, this OD 8.5 does not cause beginners to fail.
those beginners who failed this map simply dont know what key to hit while playing, and will fail regardless of how high/low OD is.
it is pointless to set the OD for the those beginners.
if anyone says they failed because of OD for sure, i would reduce HP drain instead.
second, i found OD 8.5 is best settings for players who love to try getting high accuracy on easy maps.
you stated only new players would play this, but i think not only new players play Normal. this is no questions if you see the any ranking chart.
8 may be easy enough, but 9 would be enjoyable for less players on the purpose.
8.5 gives rainbow 300 (... how do you say the highest score judgement. do i say this correctly? ) to players as long as they pay attention.
this encourages Hyper or Another players who play Normal accidentally(lol), or players who, like i said, love to seek high ACC on eacy map to play Normal diff more.
these are why i use OD 8.5 in my 3 diffs.
No-one expects 'MX' to be an LN filled map compared to a difficulty named called 'Another'. This is osu!mania, people are free to name them what they want, so long as it is consistent. The difficulty name suggests 'how hard the map is', nothing more in this case. It doesn't suggest what map features, or how many LNs it has.dosyeru wrote:
This brought me a concern. my point is that I don't want players to misunderstand what each key-set looks like before they play.
I think it's more likely to happen that player expects this 8K MX map is piano or symmetrical style and consists of LNs from its name, even though my 8k maps are obviously not.
i will change my diff names if my concern above is just a ridiculous worry , and players can correctly expect what they are going to play from those diff names you suggested.
i want to reply a bit more, but i guess if we keep discussing, i would be mapping Beginner difficulty after that.Starry- wrote:
I disagree and I'm sure many other people will too. OD8.5 gives a tighter judgement window which isn't ideal for newer players, who perhaps may not have experienced another rhythm game before or is new to osu!mania. They might know what key to press - but since they are a new player, their timing and accuracy might also be a bit off. This is a normal difficulty we're talking about, we design the map for the new players coming into the game, not those who are more experienced. That is simply the dynamic of how mapping for a target audience works.
Simply just reduce it to OD8 and it will be fine.
this statement makes me feel safe to change my diff names, but let me ask another question.Starry- wrote:
No-one expects 'MX' to be an LN filled map compared to a difficulty named called 'Another'. This is osu!mania, people are free to name them what they want, so long as it is consistent. The difficulty name suggests 'how hard the map is', nothing more in this case. It doesn't suggest what map features, or how many LNs it has.
Different key amounts within a mapset must be treated as different gamemodes and require an respective independent difficulty spread. Therefore each key amount must have an independent difficulty spread. For example if you want to add a 7K difficulty to your set, you must design a whole 7K spread. If you want to add an additional 4k difficulty to your set, you must also design a whole 4K spread.the logic why i had to prepare whole 4K map-set is that 4K and 7+1K are treated as different game modes like any other multi-gamemodes map-set.
Please don't mind itHarbyter wrote:
uhmm LASU sorry for that first vocal lol
Starry- wrote:
Ok I'm glad the 4K is looking better now.
I just want to say 1 more thing about it.modOne last thing - rename 4K diffs to 'Normal, Hyper, Another' to be consistent with the 8K diffs, otherwise it makes no sense.4K NM
00:04:870 (4870|3) - Move to 1
00:05:670 (5670|1) - Move to 3
00:08:070 (8070|3) - Move to 2
00:08:470 (8470|2) - Move to 3
00:08:870 (8870|0) - Move to 1
00:09:270 (9270|1) - Move to 0
00:09:670 (9670|0) - Move to 1
all done
These parts aren't really snare patterns if they have a chime hitsound, I don't really see why they shouldn't be pitch relevant.
Look at 8K Normal, it does this pitch thing really well.
4K MX:
02:08:870 (128870|0) - No reason to catch this LN
02:10:270 (130270|2) - ^, so many different pitches, best to just remove and spread out normal notes.
This isn't really a style, it just doesn't make sense.
02:08:870 (128870|0) - This LN, the vocal starts at 02:08:670 (128670) - , so there's no reason for it ok
02:10:270 (130270|2) - This LN has different pitch vocals, it makes no sense for a single LN. You can do something like this instead change
[Ex.1]02:10:070 (130070|3) - start ok
I'll come back for 1 last general / hitsound check too.
That quote is mainly in relation to difficulty spreads, not particularly their name.dosyeru wrote:
this statement makes me feel safe to change my diff names, but let me ask another question.
Is it necessary to keep consistency in diff names of different ''gamemodes''?
Guidelines sayDifferent key amounts within a mapset must be treated as different gamemodes and require an respective independent difficulty spread. Therefore each key amount must have an independent difficulty spread. For example if you want to add a 7K difficulty to your set, you must design a whole 7K spread. If you want to add an additional 4k difficulty to your set, you must also design a whole 4K spread.the logic why i had to prepare whole 4K map-set is that 4K and 7+1K are treated as different game modes like any other multi-gamemodes map-set.
If so, then, i think mappers are free to give consistent name to each key-set like any other multi-gamemodes map-set.
what do think about my question?