uhmm LASU sorry for that first vocal lol
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?
thank you for hitsounds tipsStarry- wrote:
[8K Hyper]
01:09:870 (69870|0,70270|0) - You don't use these in Another?
yes im sure about these notes and hit-sounds.
01:35:470 (95470|0) - Idk, I don't hear anything in the music that's like this
the pitch of SFX are different between 01:32:270 and 01:38:670. i wanted to try following that in hyper.
added a note on S at 01:32:670 (92670|0) - and 01:35:870 (95870|0) - . it should make more sense now.
[8K Normal]
01:09:270 (69270|4) - Might as well just add snare here
mm no adding snare in this part sounds awkward to me.
01:58:870 (118870|2,119270|2) - Kicks? They're in another ^
[]
I'll come back again when updated.
check thxStarry- wrote:
8K Another seems fine now, diff names are fine.
Just a few more hitsound checks.hitsound[4K Another]
00:04:470 (4470|0) - Change to snare since it's a Kick->Snare pattern of hitsounds
00:06:070 (6070|3) - Change to snare
00:07:670 (7670|2) - ^
00:08:470 (8470|1) - ^
00:20:270 (20270|2,20370|1,20670|3,20770|2) - Make these a whistle to be like other diffs, (the sound in the background)
00:23:470 (23470|3,23570|2,23870|3,23970|2) - ^ etc.
00:30:770 (30770|3) - Add clap
00:30:970 (30970|1) - Add finish, normal sampleset
00:31:170 (31170|0) - Change to normal sampleset
00:31:470 (31470|3) - ^
00:41:270 (41270|1) - Snare
00:59:670 (59670|2) - Snare
01:00:070 (60070|3) - Kick
01:00:470 (60470|3) - Snare
01:00:470 (60470|2) - Whistle(vocal)
01:01:270 (61270|0) - Snare
01:01:570 (61570|0) - Remove kick
01:04:470 (64470|0) - Snare
01:06:070 (66070|1) - Snare
01:06:870 (66870|0) - Snare
01:07:670 (67670|3) - Snare
01:09:270 (69270|3) - Snare
01:10:970 (70970|1,71170|1) - Normal sampleset
01:11:470 (71470|3) - ^
01:13:270 (73270|3) - Snare
01:14:870 (74870|3) - Snare
01:17:270 (77270|2) - Snare
01:19:670 (79670|0) - Snare
01:27:470 (87470|2,87670|2,87870|2) - Water drip sound?
01:30:270 (90270|1,90470|0,90670|0,90870|1) - ^
01:39:070 (99070|1) - Missing whistle
01:38:870 (98870|3) - Missing Kick
01:48:470 (108470|0) - You can make this a kick too
01:56:470 (116470|1) - Snare
02:00:570 (120570|2,120770|3) - Normal sampleset
02:01:070 (121070|3) - ^
02:02:870 (122870|3) - Snare
02:04:470 (124470|0) - Snare
02:06:870 (126870|2) - Snare
02:08:470 (128470|3) - Snare
02:10:870 (130870|0) - Snare
02:10:870 (130870|3) - Whistle
02:14:070 (134070|0) - Whistle
all done
I'll come back again when updated.
I’ll do my best.(^ω^)bLordRaika wrote:
mina-sannnn... gambarre d(T^T)b , mooo sukoshi dakeeeeee.....
Starry- wrote:
Back again for hopefully a final check~
Also, consider adding μ's to tags, too.
Col 0123hitsound[4K Another]
00:45:270 (45270|0) - Snare
01:46:970 (106970|1) - Remove whistle
[4K Hyper]
00:04:270 (4270|2,4370|0) - Whistle
00:04:670 (4670|2,4770|0) - Whistle
00:07:470 (7470|0,7570|1,7870|2) - Whistles, also
00:07:970 (7970|3) - Add note here, at col3 (0123), and add whistle.
00:09:170 (9170|1) - Kick
00:09:470 (9470|0,9570|1) - Snare
00:10:670 (10670|2,10770|0) - Whistle
00:11:070 (11070|3,11170|1) - Whistle
00:13:270 (13270|0,13370|1,13470|3) - CTRL+H for pitch relevancy
00:13:870 (13870|3,13970|2,14270|3,14370|0) - Whistles
00:18:470 (18470|0) - Cymbal SSD
00:18:870 (18870|0) - Remove finish
00:18:870 (18870|3) - Cymbal RDW
00:26:670 (26670|1,27070|1) - Whistles, since you used whistles here 00:23:470 (23470|0,23870|1) - etc.
00:31:270 (31270|0) - This is Cymbal RDW in Another
00:31:870 (31870|2) - Remove finish, no need (not in Another either)
00:44:070 (44070|1,44470|2) - Remove Whistle, not in Another
00:45:670 (45670|3,46070|1,46470|3,46870|3,47270|2,47670|3) - Add kicks here like Another diff
00:48:070 (48070|0,48470|0) - And here
00:49:670 (49670|1,49870|3,50270|1,50670|3) - have Chm Soft Whistle Echo here instead, like Another diff
00:56:670 (56670|2,57070|2,57470|2) - These should be kicks
00:56:870 (56870|3) - Snare
00:57:670 (57670|2,57970|1,58270|2) - Add cymbal SSD like Another diff
00:59:670 (59670|0,60470|0,61270|0,62870|0) - Change to Snare
01:06:070 (66070|1) - Snare
01:11:270 (71270|1) - Cymbal SSD
01:11:670 (71670|2) - Cymbal RDW
01:21:270 (81270|0) - Snare
01:26:870 (86870|1,86870|2) - This pattern, turn it like this: (left side original, right side changed)
[Ex.1]
With hitsounds:01:43:470 (103470|0,103570|1,103870|1,103970|2) - Add snares, since not mapping to guitar
- 01:27:470 (87470|2) - Water drip
- 01:27:670 (87670|0) - Change kick to water drip
01:44:270 (104270|1,104470|1,104670|1,104870|1) - Remove since not in Another diff
01:45:470 (105470|2,105670|2,105870|2,106070|2) - ^ (remove whistles)
01:46:670 (106670|2,106970|2) - Remove whistles
01:46:970 (106970|2) - Move to 3 for pitch relevancy
01:50:470 (110470|3) - Remove whistle, not in Another
01:51:270 (111270|2) - Change to Snare
01:52:070 (112070|0) - Better balance if move to 3
02:00:870 (120870|1) - Cymbal SSD
02:01:270 (121270|3) - Cymbal RDW
02:06:870 (126870|0) - Snare
02:08:870 (128870|3) - Kick
02:11:270 (131270|3,131470|3,131870|3,132270|3) - Remove since not in Another diff
[4K Normal]
00:02:470 (2470) - Consider adding a LN here like so, to map to the snare stream, it makes a lot of sense.
[Ex.2]
00:16:470 (16470|2,16870|2,17270|2,17670|2,18070|2) - Best to make these all kicks like other diffs
00:19:270 (19270|3) - Kick
00:20:670 (20670|3) - Whistle
Suggest to add kick sounds on these notes, to be honest, I suggest to remove nearly all whistles on the next notes, since inconsistent with other diffs. I know it's mapped to vocals, but it's just inconsistent.
00:21:270 (21270|0) - Kick
00:21:670 (21670|2) - Kick
00:22:870 (22870|0) - Kick
00:24:470 (24470|1) - Kick
00:24:870 (24870|3) - Kick
00:26:070 (26070|3,26470|2,26870|1,27670|2,28070|1,28470|2,29270|2) - Add kicks here
00:32:870 (32870|2,33670|1) - Kicks
00:36:070 (36070|2,36870|2) - Kicks
00:40:870 (40870|0) - Kick
00:42:470 (42470|2) - Kick
00:43:470 (43470|0,43670|2,43870|1) - Best to make snares like other diffs
00:45:270 (45270|0) - Snare
00:49:670 (49670|2) - Soft Whistle Echo sound
01:00:070 (60070|3) - Kick
01:04:070 (64070|0) - Kick
01:06:470 (66470|1) - Kick
01:08:670 (68670|3) - Suggest to make LN up to 01:09:070 (69070) -
01:09:670 (69670|2) - Kick
01:10:670 (70670|0) - Clap
01:12:070 (72070|3) - Kick
01:13:470 (73470|0) - Whistle?
01:14:470 (74470|1) - Whistle
01:18:470 (78470|3) - Kick
01:19:470 (79470|1) - Whistle
01:44:270 (104270|2,104470|2,104670|2,104870|2) - Remove whistle since not in Another
01:45:470 (105470|3,105670|3,105870|3,106070|3) - ^
01:46:670 (106670|0,106970|1) - ^
01:48:870 (108870|3) - Kick?
01:59:270 (119270|2) - Kick
02:11:270 (131270|2,131470|2) - Remove since not in Another
02:11:870 (131870|3,132270|3) - ^all done
提案ありですRuberusuScarlet wrote:
ちょっとした提案?を
Another系にて
00:19:070 - LR_CymbalSSD.wav - hit-sounds volume changed to 65%
全diff共通
00:19:270 - to 00:32:070 - cymbal sounds volume changed to 65%
8KAnotherの00:31:270 (31270|0) - は小さすぎかな changed to 60%
no kudos please 後で気づきました
追記:タグの倉内 達矢と畑 亜貴の苗字名前の空間あるっぽい
changes in tags
removed space from 倉内 達矢, and also 畑 亜貴
removed Original Song CD4 オリジナルソングCD④
提案どうもでした!RuberusuScarlet wrote:
ちょっとした提案?を
Another系にて
00:19:070 - ここにあるLR_CymbalSSD.wavは他のdiffにはないノートだし音楽にもないから少し音を下げてみたらどうかな…?
厳密に言えば60~70%ぐらい(そんなに変わらないかもだけど)
全diff共通
00:19:270 - から00:32:070 - シンバル系がちょっとうるさいかも(音楽はサビじゃないから少し音量低めだと思うし)65%ぐらいまで下げてもいいかも
(00:32:070 - と00:19:270 - のシンバルは除く)
8KAnotherの00:31:270 (31270|0) - は小さすぎかな
hitsoundの音量は8Kに合わせました(65%and60%)
4KAnother
00:37:170 - add (とってる音(00:37:070 (37070|0,37370|2,37470|1,37570|2) - )と同じ感じで?) add note 3
01:24:020 (84020|3) - ヒットサウンド入れ忘れ(snare) add snare
no kudos please
good luck. もう少しだよ!
追記:タグの倉内 達矢と畑 亜貴の苗字名前の空間あるっぽい
さらに追記: https://osu.ppy.sh/ss/2824800 おお、楽しい楽しい (^ω^)
わかりにくい位置に書いたウチが悪かったかも・・・wdosyeru wrote:
RuberusuScarlet wrote:
no kudos please 後で気づきました
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: 0
[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 0.4999998
[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 Normal
Source:Love Live! School idol project
Tags:-LASU- μ's muse u's Hoshizora Rin Nishikino Maki Hori Eriko Kurauchi Tatsuya Hata Aki Lantis EMOTION Bandai Visual 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:600241
BeatmapSetID:238297
[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
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]
70,400,4,2,1,25,1,0
59270,-100,4,2,1,30,0,1
84870,-100,4,2,1,25,0,0
115670,-100,4,2,1,30,0,1
134370,-100,4,2,1,25,0,0
134470,-100,4,2,1,30,0,1
134570,-100,4,2,1,25,0,0
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tyHazelnut- wrote:
Nice map
thx modStarry- wrote:
[8K Normal]I'm more confident with this map now, so I will come more quickly~
00:17:070 (17070|4,17470|4) - Hitsound too loud ;w; -15%
00:25:870 (25870|4,26070|5,26270|6) - Best to remove or rearrange, as a player, dont really see what this represents.
rearranged/reorganized to emphasize more organ piano sounds, and removed S notes from this section.
00:29:870 (29870|0,30270|0) - slightly too loud
that note was removed
[8K Hyper]
00:17:070 (17070|5,17470|5) - loud -15%
01:25:470 (85470|0) - These hitsounds always so loud xD ^
00:46:070 (46070|4) - Why drum sample set?
00:47:670 (47670|4) - ^ must be Rin-chan's prank removed
01:23:470 (83470|6,83570|4,83670|2,83770|6,83870|4,83970|2) - Either follow correct snap here, or make it LN or something.
remapped
01:32:270 (92270|0,92670|0,95470|0,95870|0) - Best to use the LR kick low ... noise (the one i say always too loud)
ok
02:08:070 (128070|7) - Why LN here?
To give variety of patterns into the chart. Is that answer to your question? Honestly i dont get your question.
Looking better!
you are gonna get spammed by all Pile's fans around the world lolZan - wrote:
Pile is mine.
mod thx~(^ω^)Starry- wrote:
0123mod[4K Normal]
00:40:670 (40670|3) - This LN should end at 00:41:270 - (easier for this diff) ok
00:50:670 (50670|1) - More balanced at 2 move
01:13:070 (73070|3,73470|0) - CTRL+H ok
01:14:070 (74070|1) - Move to 0 - for pitch / balance. move
01:19:470 (79470|1) - Kinda hard to hit / accuracy on, make normal note. change normal note
01:19:870 (79870|0,80070|1,80270|3,80470|2,80670|0,80870|1,81270|3) - CTRL+H works so much better for pitch ok
01:21:270 (81270|0) - Then move to 1 for balance. move
01:57:270 (117270|3) - this part recommend to:
Ex.1 http://puu.sh/gm5bG/c44c68d6ce.png ok
01:12:670 (72670|2,73070|0,73470|3) - 02:02:270 (122270|0,122670|1,123070|2) - why are these different?
rest looks a lot better now in this diff
01:12:670 (72670|2,73070|0,73470|3) - change pattern
[4K Hyper]
00:17:070 (17070|1,17470|1) - Too loud change 70%
Again this diff has (only slight) LN issues like Zan mentioned before. 00:20:070 (20070|1) - if this is LN, why not 00:19:671 - ? Stuff like this. Just for example. It's like this quite a lot. Suggest to remove some LN like this which is short vocal (1/1 vocal) or keep and add more LN for vocals.
00:19:670 - add LN
00:49:270 (49270|1) - Move to 2 move
01:28:870 (88870|2) - Too loud change 60%
01:30:470 (90470|1,90870|1) - Actually might be best to remove water drip hitsounds after all. (only these) remove
01:30:870 (90870|2) - Move to 3 move
I'm more confident with this map now, so I will come more quickly~
Looking better!