yeah it's not big deal, i was just curious.
let's wait starry's reply and general check anyway.
let's wait starry's reply and general check anyway.
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
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448,192,131870,1,0,0:0:0:16:
192,192,132270,1,0,0:0:0:50:kick.wav
448,192,132270,1,0,0:0:0:16:
320,192,132670,128,2,133470:0:0:0:16:
64,192,132670,1,0,0:0:0:50:kick.wav
192,192,133670,128,2,134470:0:0:0:16:
448,192,133670,1,4,0:0:0:16:
320,192,134070,1,0,0:0:0:0:
64,192,134470,1,0,0:0:0:100:LR_CymbalSSD.wav
448,192,134470,1,0,0:0:0:50:kick.wav
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!
starry is too shy to give irc mod. srsly.LordRaika wrote:
Starry X_X why not just give a IRC mod , and talk with dosyeru & -LASU-
20:49 dosyeru: hi
20:49 Blocko: hello
20:49 dosyeru: id like to ask your opinion about my mania map...
20:50 Blocko: sure
20:50 dosyeru: yay
20:50 *dosyeru is editing [http://osu.ppy.sh/b/555227 Iida Riho & Pile - Beat in Angel [8K Hyper]]
20:50 dosyeru: at 01:23:470
20:50 dosyeru: 01:23:470 (83470|6) -
20:50 dosyeru: im trying to follow snare drums there
20:51 dosyeru: how would you map here in Hyper diff
20:51 Blocko: hold on, my internet is pretty bad right now, so it's taking me awhile to dl your map orz
20:52 dosyeru: oh ok, sry
20:52 Blocko: it's cool
20:54 Blocko: alright let's see
20:54 dosyeru: i mapped like this http://puu.sh/gofR2.jpg before
20:55 dosyeru: i changed to 32th notes since i got mod
20:55 dosyeru: but i feel filling full of 32th notes are not suit for Hyper diff
20:55 dosyeru: thats why i mapped the one you see now
20:56 Blocko: so what do you think is best for that part?
20:57 dosyeru: 16th notes are best for hyper diff imo
20:57 Blocko: i'm hearing 1/8th notes for the song
20:58 Blocko: similar to what you have mapped on 8k another
20:58 dosyeru: yeah music sounds 1/8 notes
20:59 dosyeru: im wodnering whether i should map exactly what music sounds in hyper or not
20:59 Blocko: i think it's good to map all sounds in there, as long as the patterns are easy
21:00 Blocko: [http://osu.ppy.sh/ss/2854000 just like this one, all sounds mapped with an easy stair pattern]
21:01 dosyeru: hm, i agree with that. modder also gave me the placement suggestion that was like what you gave me
21:02 Blocko: oh nice
21:02 dosyeru: i just couldnt decide if this stair is suit for hyper or not
21:02 Blocko: hmm
21:03 Blocko: i think it's fine
21:03 Blocko: you have a good variety of patterns mapped in hyper, and a burst like that is a nice touch imo
21:04 dosyeru: ah, you brought me new point of view that i never thought
21:05 dosyeru: yeap i rarely map stairs in hyper
21:05 Blocko: ah
21:05 dosyeru: ok, i take that
21:05 Blocko: alright
21:05 dosyeru: lets change to stairs
21:05 dosyeru: thx alot ;)
21:06 Blocko: you should probably do this one to hyper too 02:13:020 -
21:06 Blocko: oh, and correct offset for the song is 80
21:06 dosyeru: absolutely
21:06 dosyeru: really
21:06 Blocko: yeah
21:06 Blocko: the song sounded quite early with 70
21:07 Blocko: test that out and see if that's the correct one
21:10 Blocko: wait, a more correct one would be 79
21:10 Blocko: check that one?
21:11 dosyeru: ahh i dunno. both seems fine to me while test-playting lol
21:12 Blocko: 79 is a better one
21:12 dosyeru: you are the first one who suggested new offset
21:12 Blocko: oh?
21:12 Blocko: i thought other people would've found that by now
21:13 dosyeru: i started to feel good with offset 79
21:14 Blocko: ah, that's good
21:15 Blocko: so do i post this short irc mod in the thread?
21:16 dosyeru: yeah pls.
21:16 Blocko: alrighty
21:17 dosyeru: so that i have supportive opinion for changing offset
thx modStarry- wrote:
[8K Another]
00:30:270 (30270|5) - Move to 2? (optional, but a lot more comfortable if this on a different hand)
move to 4