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Wakeshima Kanon - RIGHT LIGHT RISE

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koreapenguin
오랜만에 모오디이잉

mp3 소리가 너무작아서 볼륨 크게들고 에디터드나들다 귀테러당함 ㅡㅡ

General
  1. 좋은덧, 는.... 노말하고 이지 사이가 매우커보이는건 기분탓이겠죠..... 별갯수는 집어치우고, 사용된 박자나 디스탄스, 스택, 패턴 등 고려해보면 박자는 연타없는 하드수준이고 디스탄스는 1/2박자때문에 1.6까지 늘어난거같고. 모르겠네요 QAT한테 물어보시면 정확하게알듯
Lanturn's Easy
  1. 00:47:602 (1) - how about add newcombo here? for consistency and it would be easier to gain HP at beginner Diff imo, well it's seem doesn't need actually it up to you
  2. 01:03:498 (2) - it's nothing, how about add some sound on slider head? like "Drum" sampleset at least. hear so really have poor sound to me.
  3. 00:57:453 (4) - same as ^ nahhh idk also it up to you
  4. 01:20:737 (2) - it's not be any problem, but seem still you can avoid make slider at deep place.
노말
  1. 00:06:382 (1,2,1) - 정말로 추천하고싶지않은 스택... 그것도 노말에 BPM이 느리다지만 ㅜㅠ, 기본적으로 노말까지에서는 가뜩이나 AR도느린데 1/2, 1/1 리딩이 될수있게끔만들어주는게 좋은거같네요, 이전 패턴들에서 1/1 디스탄스와 1/2 디스탄스 구별이 확실히 되어있는판에 저렇게 겹쳐주면 미운데
  2. 00:12:005 (2) - 요놈시키 물어보니까 괜찮아보인다고하는데 다들 피하는게좋다고하네요, 마찬가지로 저도 그랬으면하는 바램
  3. 01:16:483 (2) - 마찬가지 ^
하드
  1. 00:14:020 (2,3) - 카리아님 맵에서 많이봤던부분인데 이거 미관도 해칠뿐더러 하드같은난이도(낮은 AR맵)에서는 플레이시 무언가의해 노트가 반가림이나 가림이발생했을때 리딩이안될수도있고 치기불편할수도있는 요소
인센
  1. 동선 탑매퍼로써... 크큭...... 극 안티 플로우노트들에대해 한마디드리고싶었지만, 좋네요 :3
세세하게는안하고 그냥 플레이관련해서 적당히 집어봤네요.
Topic Starter
guineaQ
지금 눈이 반감겨서 모드들은 내일 확인함 ㅎㅎ
Euny
잘자요

그리고 제 눈에는 하드가 이뻐보여서 안했었어요

실제로 모든모드로 플레이해도 깔끔했었고.
Topic Starter
guineaQ

eINess wrote:

Random mod

[Geneal]
  1. You should be re-tittle Insane to Hestia /me run pls
  2. You shoud be switch combo2 , combe3. really hard to know that change combo 3 to 4 oki
  3. I think audioLeadIn little long ,try 1500 leadin. That's better start timing. k
  4. you add ending in tag already, remove ed better I think. i think its fine
  5. 00:07:305 - 이거 빨간선 랜턴이 뭐라고안함? 이거 왜 있는거임?? 박자 리셋
no comment - fixed

[Insane]
  1. 00:05:690 (5) - tail didn't stack with 00:04:997 (2) 's head. make sure pls.
  2. 00:09:991 (1) - make ctrl+G and replace 00:10:438 (2,3) - these. 00:09:095 (3,4,1) - It's really bad follow in play. you basically "drop" from 2 to 3, I don't think its that bad of a flow.
  3. 00:10:886 (4) - make surely blanket with 00:11:334 (5) - better for design.
  4. 00:24:543 (2) - replace so as not to overlap with 00:24:095 (5,6,1) - this. little confusing cuz AR is kinda low I don't think its unreadable D:
  5. 00:26:110 (1,2) - To use the stack than the jump, you can highlight the vocal. the vocal pitch is equal level, didn't think it needed any movement
  6. 00:31:707 (2) - make sure stack with 00:30:364 (4) - this head.
  7. 00:33:946 (3,4) - I'm surely, ctrl+G is better to follow all sound from song. I think this is the correct way to represent the vocal hold and end
  8. 00:38:311 (6) -I think move 00:38:759 - is better to rhythm there isn't anything there, but there isn't anything at that spot either but I'm keeping consistency with previous rhythms that contained that blue tick
  9. 00:41:334 (5) -The flow of the jump is a lot of awkward. try x:224 y:96 think its fine ;w;
  10. 00:42:677 (3) - idk why you made different other parts. Do you dare to have ignored the vocals?
  11. 00:49:841 (2) - x:272 y:64 // same reason like 00:41:334 (5)
  12. 01:00:588 (2,3) - same reason above
  13. 00:55:214 (3,4) - well... you want keep this design you can keep. but I think change 1circle > 1/2 slider is better for rhythm its a bit tricky to press a circle with good accuracy from a kickslider jump, thats why I made it like this
  14. 01:04:841 (6) - Linear flow like the image below, is not recommended. try x:240 y:244
  15. 01:08:423 (5) - stack with 01:09:095 (1) - tail. naturally give much to unify with the front of the pattern. cant make perfect symmetry then
[Hard]
  • [list:1337]
00:03:497 (3,4) - make 1.20x distance better I think. moved it a little bit00:12:677 (3) - pls don't stack with 00:11:782 (1) - this. That's make bad play. it doesnt really impact the gameplay just the looks lol00:14:692 (3) - same above. 00:14:692 (3,4,1) - makes a square :<00:15:364 (1) - make blanket better. not supposed to be blanket00:18:050 (3) - same here.. pls don't stack with front of slider. its still visible D:00:19:841 (3,4) - try this rhythem. You can emphasize the vocals more. hmm i dont want to miss the guitar at white tick
00:30:364 (2) - overlap with 00:29:244 (4) - make better jump with 00:30:588 (3) - 00:32:155 (2,3,4) - I recommend replace. 00:50:065 (1) - change 2 circle better.
[Normal]
  1. 00:06:382 (1,2,1) - I guess this unrankable. pls re-place all.
  2. 00:09:991 (1) - don't stack with 00:09:095 (3) - , hard to read.
  3. 00:11:782 (1,2) - switch better to follow vocal.
  4. 00:14:468 (2,3) - pls don't Double Stack
  5. 00:45:588 (1) - smae reason like 00:09:991 (1) - its readable, its not like they are completely overlapping.
  6. 00:51:185 (1) - same reason above ^^
  7. 01:15:364 (3) - ^ ^
  8. 01:17:155 (3) - ^ ^ I agree!
  9. 01:18:050 (1,2) - 가능하면 이런거 피하세요. 노멀에서는 이전 서클이 아직 보이는데 겹쳐져 있는 경우는 박자를 알기 어렵기 떄문에 피하시는 쪾이 좋음.
모딩 ㄳㄳ

koreapenguin wrote:

오랜만에 모오디이잉

mp3 소리가 너무작아서 볼륨 크게들고 에디터드나들다 귀테러당함 ㅡㅡ ㅋㅋㅋㅋㅋ

General
  1. 좋은덧, 는.... 노말하고 이지 사이가 매우커보이는건 기분탓이겠죠..... 별갯수는 집어치우고, 사용된 박자나 디스탄스, 스택, 패턴 등 고려해보면 박자는 연타없는 하드수준이고 디스탄스는 1/2박자때문에 1.6까지 늘어난거같고. 모르겠네요 QAT한테 물어보시면 정확하게알듯 ㅇㅇ
노말
  1. 00:06:382 (1,2,1) - 정말로 추천하고싶지않은 스택... 그것도 노말에 BPM이 느리다지만 ㅜㅠ, 기본적으로 노말까지에서는 가뜩이나 AR도느린데 1/2, 1/1 리딩이 될수있게끔만들어주는게 좋은거같네요, 이전 패턴들에서 1/1 디스탄스와 1/2 디스탄스 구별이 확실히 되어있는판에 저렇게 겹쳐주면 미운데 아인네스 님 모딩에서 고침
  2. 00:12:005 (2) - 요놈시키 물어보니까 괜찮아보인다고하는데 다들 피하는게좋다고하네요, 마찬가지로 저도 그랬으면하는 바램 이것도 박자 바꾸는 도중에 고침
  3. 01:16:483 (2) - 마찬가지 ^ 이건 아무리 봐도 개인적으로 문제가 안보여서 패스
하드
  1. 00:14:020 (2,3) - 카리아님 맵에서 많이봤던부분인데 이거 미관도 해칠뿐더러 하드같은난이도(낮은 AR맵)에서는 플레이시 무언가의해 노트가 반가림이나 가림이발생했을때 리딩이안될수도있고 치기불편할수도있는 요소 오호 사람들이 여기 계속 쪼아대서 3을 4에다가 스택해봤는데 괜찮네요
인센
  1. 동선 탑매퍼로써... 크큭...... 극 안티 플로우노트들에대해 한마디드리고싶었지만, 좋네요 :3
세세하게는안하고 그냥 플레이관련해서 적당히 집어봤네요. ㄳㄳ
@Lanturn: Fixed audio lead in and combo colours for you
Hard
Surprise mod because i'm bored

Insane

  1. 00:02:690 (1) - consider adding a hitfinish here. there's an emphasize and you used one in the beginning so why not repeat that? I think it would fit.
  2. 00:03:612 (5) - add some hitsound here. I don't know what. But the drums are really loud here. it's an emphasized snare and you should show that in your map. with hitsounds. or with something else. dunno. but please make something here!
  3. 00:09:991 (1) - i dont know but this slider is a bit offbeat and I don't know if you should break the flow here. it feels wrong because the beat in the background is kinda supporting. maybe ctrl + g it. You don't even have to adjust the aftermath because those 1/4 sliders would kinda break the flow anyway so it's okay this way.
  4. 00:10:886 (4) - you hear the sound in the background? maybe add a hitclap here? It fits imo.
  5. 00:15:140 (6) - I would suggest you move down this circle a bit so you get a nice back-and forth motion with 00:15:364 (1) - else it feels a bit wrong. not really wrong but somehow still off... maybe like this: http://osu.ppy.sh/ss/3063568
  6. 00:18:498 (5,6) - i would remove the whistles at this point. you first used them to emphasize the piano (i guess) and if you still use whistles here you destroy that emphasize.
  7. 00:26:782 (3,4) - i dont know. this plays weird. change the slider into 2 circles and stack them. this feels much better, imo. I know why this plays weird after thinking a bit: before you used jumps for those 1/4 sliders and that suddenly changed here and this makes it feel strange. there's no difference in the music but the motion suddenly changes and breaks a bit so maybe change this. (dunno if you understand. i dont really understand my english sometimes so if you got questions just pm me)
  8. 00:29:916 (2,3) - i would ctrl + g those two for a nice clockwise flow.
  9. 00:48:722 (4,5) - ^
  10. 00:50:065 (1,2,3) - hitsound this please.
  11. 00:54:543 (7) - the trumpet part starts here and not at 00:54:767 - so make this into a 1/4 slider please.
  12. 01:08:871 (7) - ^
  13. 01:10:662 (6,1,2,3) - change this into a square please! this looks unclean and a square also plays better.
don't wanna mod anymore. have fun with this one. ~
Topic Starter
guineaQ

Hard wrote:

Surprise mod because i'm bored

Insane

  1. 00:02:690 (1) - consider adding a hitfinish here. there's an emphasize and you used one in the beginning so why not repeat that? I think it would fit. the finish blends in so much I forgot i used finish at the beginning
  2. 00:03:612 (5) - add some hitsound here. I don't know what. But the drums are really loud here. it's an emphasized snare and you should show that in your map. with hitsounds. or with something else. dunno. but please make something here! i dont really have a good hitsound sample that is not obtrusive in this part of music
  3. 00:09:991 (1) - i dont know but this slider is a bit offbeat and I don't know if you should break the flow here. it feels wrong because the beat in the background is kinda supporting. maybe ctrl + g it. You don't even have to adjust the aftermath because those 1/4 sliders would kinda break the flow anyway so it's okay this way. I intended this drop flow here
  4. 00:10:886 (4) - you hear the sound in the background? maybe add a hitclap here? It fits imo. the current clap sample doesn't fit at all
  5. 00:15:140 (6) - I would suggest you move down this circle a bit so you get a nice back-and forth motion with 00:15:364 (1) - else it feels a bit wrong. not really wrong but somehow still off... maybe like this: http://osu.ppy.sh/ss/3063568 this is a blanket'd note
  6. 00:18:498 (5,6) - i would remove the whistles at this point. you first used them to emphasize the piano (i guess) and if you still use whistles here you destroy that emphasize. I hear guitar that needs to be emphasized
  7. 00:26:782 (3,4) - i dont know. this plays weird. change the slider into 2 circles and stack them. this feels much better, imo. I know why this plays weird after thinking a bit: before you used jumps for those 1/4 sliders and that suddenly changed here and this makes it feel strange. there's no difference in the music but the motion suddenly changes and breaks a bit so maybe change this. (dunno if you understand. i dont really understand my english sometimes so if you got questions just pm me) Ah, the thing is that the sound at the blue tick doesn't really deserve a clickable hitobject on its own, so that why I decided to use slider end to cover it instead. personally this kind of pattern is more like matter of getting used to it, but if people still prefer more accepted style, I'll do something about it, but I really want to keep the rhythm as it is
  8. 00:29:916 (2,3) - i would ctrl + g those two for a nice clockwise flow. w actually reverting this one because of the spacing makes it unfitting for music
  9. 00:48:722 (4,5) - ^ for this 5 would be too close to 1 and i dont really want to rearrange 1 for that
  10. 00:50:065 (1,2,3) - hitsound this please. yea
  11. 00:54:543 (7) - the trumpet part starts here and not at 00:54:767 - so make this into a 1/4 slider please. the real mappable 1/4 trumpet roll starts 1/2 tick later
  12. 01:08:871 (7) - ^ ^^
  13. 01:10:662 (6,1,2,3) - change this into a square please! this looks unclean and a square also plays better. Squares play horrible, I know that by experience from my previous ranked mapset, no squares with jump this big.
don't wanna mod anymore. have fun with this one. ~ I know your feels I get it everytime
Lanturn
<3 so much to do. Getting on it now.
Lanturn
NewIpas

NewIpas wrote:

Hello~

[Lanturn's Easy]
  1. 00:08:200 (1) - Check spacing Should be fine. 4bpm won't make that much a difference in judgement.
  2. 00:11:782 (1) - Are you supposed to blanket these? If yes fix it Done.
  3. 00:19:841 (2,3) - I don't know If this Inappropriate or not but try to use simple pattern at this rhythm so newbies won't have a difficult time catching them . Ahh, I won't mention any same of this pattern :3 You know where they are This is incredibly easy to play for new players, especially when Normal is also using tons of 1/2s itself. ;)
  4. I guess the strong beat like 00:25:662 - and 00:29:244 - must be filled to better emphasizing Eh. This is just following the vocals, and prevents confusion to newer players on what they are following. This is a pretty slow section, so I want to keep it this way rhythm wise.
  5. 00:47:602 (6) - Try to put new combo on it Yeah, forgot to when I updated last XD
  6. 00:48:498 (7,1) - Is the spacing like this were allowed? If yes tell me >< Just wondering if they're stacked, it will be more nicer but actually I don't know if that is allowed too There is a full measure (+1/2) between this and the next note. This is perfectly fine as the note doesn't even show up by the time you finish the (7)
  7. 01:03:498 (2) - Usage of hitnormal on this slider head, I guess, it feels awkward and almost made no sense . In my opinion, try to put any hitsound that can be help to emphasizing this vocal sound . I felt that hitclap seems to be fits xD yeah, added hitsound. me = lazy when copying guineaQ's hitsounds.

Mikii

Mikii wrote:

[Lanturn's Easy]
  1. 00:02:690 (2,3) I would Ctrl+G the 2 slider and make it a back and forth as well as getting rid of the 3 slider. This way, the placement looks more symmetrical and would get rid of what I would think is an awkward looking pair of sliders. + this rhythm would be much better for beginners They're actually quite fine. it's supposed to have resemblance to the first slider anyways.
  2. 00:18:498 (4) Adding a circle here wouldn't hurt It'd make the map spammy. IMO, and my feelings towards this, I'd rather not map here. The beat isn't anything worthy, lead-in vocals are silly to map. and such.
  3. 00:19:841 (2) Curving the slider more to the left like this looks better in term of symmetry Covers too much of the note. When making this and using the criticized 1/2 gap between these two. I'd like to keep this open and clean as possible so it's easy to see for players. They might get overwhelmed otherwise.
  4. 00:26:782 (1) I think extending the slider end to the white tick would give it more impact since the hitsounding is quite low so its safer to put this on a white tick. You do this at 00:29:692 (1) and it would fit this part much better This is for the not so correct term of polarity. The reason why I end this on the red is for the vocals. When the player feels the 'awkwardness' of this slider ending where it does, they'll naturally assume to follow where it ended off from, and that being the said vocals. When they get to 00:29:692 (1,2) - they'll understand what's going on and be able to play this as well.
  5. 00:57:453 (4) Make this slider more level? The angled off look doesn't fit for me This is fine. it connects the previous slider's angle
  6. 01:03:274 (2) Fill this tick with a HC. It needs to be filled because of the strong part of the vocal fixed with previous mod, used a drum whistle.
  7. 01:03:722 (3) I don't think this section should follow the vocals. Instead you should make this slider a 1/1 and start it on the large white tick. This works really well if you take my suggestion of adding a HC before Going to keep my rhythm here. with 1/1 spam being so boring, this adds some life into the song. It's pretty simple to follow as well since I'm using a 2/1 slider before, therefore kind of giving the idea that I'm not focused on the beat so much.
  8. 01:05:513 (1) Give this section more edge :D Circle placements aren't the best right now not really sure what you want me to do exactly, but I moved these around slightly I guess?
  9. 01:07:304 (4) Just a suggestion but I never like these types of slider when you can do a really good blanket here It's because I never use these kind of sliders that I wanted to give this a go. It also kinda gives a visual of the trumpets going up and then back down. I'd like to keep this.
  10. 01:10:886 (3,4,5) Try to space out this section to give it more freedom

eINess

eINess wrote:

[Lanturn's Easy]

  • lol so pro teach me
  1. 00:25:662 - how about add note? The drum sound is strong enough. Ignore seems a little awkward. The rhythm decrease here is intentional. I want to keep the map focused on the set rhythm it has, instead of added circles to pick up a beat that doesn't really follow what I'm doing.
  2. 00:29:244 - same above reason ^

koreapenguin

koreapenguin wrote:

Lanturn's Easy
  1. 00:47:602 (1) - how about add newcombo here? for consistency and it would be easier to gain HP at beginner Diff imo, well it's seem doesn't need actually it up to you it does ;) I forgot to add it in after changing the last mod lol.
  2. 01:03:498 (2) - it's nothing, how about add some sound on slider head? like "Drum" sampleset at least. hear so really have poor sound to me. added more life. Drum whistle.
  3. 00:57:453 (4) - same as ^ nahhh idk also it up to you I'm not sure if there was already a whistle or I added it randomly before getting to your mod. Either way, there is a whistle there now lol.
  4. 01:20:737 (2) - it's not be any problem, but seem still you can avoid make slider at deep place. lol. What's funny is that this is actually unrankable since it goes off screen. You saved me <3
[/notice]

Thanks for the mods everyone.

SPOILER
osu file format v14

[General]
AudioFilename: danmachi.mp3
AudioLeadIn: 1500
PreviewTime: 51185
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:RIGHT LIGHT RISE
TitleUnicode:RIGHT LIGHT RISE
Artist:Wakeshima Kanon
ArtistUnicode:分島花音
Creator:guineaQ
Version:Lanturn's Easy
Source:ダンジョンに出会いを求めるのは間違っているだろうか
Tags:Dungeon ni Deai wo Motomeru no wa Machigatteiru Darou ka Is It Wrong to Try to Pick Up Girls in a Dungeon DanMachi ダンまち ed ending Lanturn
BeatmapID:685913
BeatmapSetID:305531

[Difficulty]
HPDrainRate:2
CircleSize:2.5
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"danmachi.jpg",0,0
Video,-27,"DungeonED.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
844,461.538461538462,4,2,1,40,1,0
7305,447.761194029851,4,2,1,40,1,0
8200,447.761194029851,4,2,1,30,1,0
8200,-100,4,2,1,15,0,0
22528,-100,4,2,1,20,0,0
33274,-100,4,2,2,30,0,0
49170,-100,4,2,2,40,0,0
51185,-100,4,2,2,60,0,1
79841,-100,4,2,2,45,0,1
86782,-100,4,2,2,40,0,0
88797,-100,4,2,2,10,0,0


[Colours]
Combo1 : 255,203,21
Combo2 : 15,135,255
Combo3 : 255,164,11
Combo4 : 90,190,243

[HitObjects]
184,112,844,6,0,P|152:168|160:212,2,100,4|0|0,0:0|0:0|0:0,0:0:0:0:
328,272,2690,2,0,P|360:216|352:172,1,100,4|0,0:0|0:0,0:0:0:0:
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Topic Starter
guineaQ
double post is real

all updated
Fizz
time to mod

[General]
offset -4 /w\
I really dun like it when people use 3 stack leniency ;_;

[shockfish's Easy]
where da slidertick hitsounding at

00:26:110 (1) - I think this sounds better if extended to 00:27:005 -
00:45:588 (3) - finish on head

nothing else to report

[Normal]
00:18:498 (4,5) - the stacking here makes it look closer to the tail than it is, so maybe you should manually do the stack here
01:00:140 (1) - Stack this on top of 01:00:364 (2) - instead, makes a little more sense

pretty dense but should be fine

[Hard]
00:15:364 (1) - pls
00:16:259 (3) - try to place 00:15:364 (1) - tail in the middle of this, it makes it look a little neater
00:30:364 (2) - normalise the DS here, no sense to have a jump
00:37:976 (4) - ^
00:40:886 (2) - ^
00:50:289 (9) - Put da NC here instead
00:53:647 (2) - probs just makes this a stack
01:07:976 (2) - ^

Your hards seem to get a little cramped :(

[Insane]
00:03:034 (2,3) - you might wanna normalise this DS
00:03:495 (4,5,6,7) - also perhaps place this similarly to 00:03:034 (2) - (more towards the bottom of the slidertail, not the side)
00:06:380 (1) - Lower SV here for super emphasis!
00:10:436 (2,3) - y'could probably make these two symmetrical
00:12:675 (3,4) - sudden inconsistent spacing
00:20:175 (4,5) - might wanna increase this spacing to the rest of your triples for consistency
00:24:093 (5,6,1) - well nvm I guess I don't know what determines which spacing you use lol
00:47:600 (1) - add a white point after the red point for happy shape
00:49:168 (1) - This would work much better as a circle for emphasis
00:50:511 (3) - This looks a bit too close to 00:50:063 (1) -
00:51:183 (1) - tsk tsk the blanket nazi making an imperfect blanket
01:01:929 (1) - maybe place this at x:100 y:112, makes the jump a bit nicer to play
01:13:347 (2) - missed whistle on tail

Pretty good
Still offering the 7 star extra diff (I found a great way to inflate star rating: spacing)

Good luck~
Topic Starter
guineaQ

Smug- wrote:

time to mod

[General]
offset -4 /w\ I got timing check from pishifat he said its OK as it is
I really dun like it when people use 3 stack leniency ;_; #dealwithit

[Normal]
00:18:498 (4,5) - the stacking here makes it look closer to the tail than it is, so maybe you should manually do the stack here done
01:00:140 (1) - Stack this on top of 01:00:364 (2) - instead, makes a little more sense done

pretty dense but should be fine how2map not so dense normal

[Hard]
00:15:364 (1) - pls sigh
00:16:259 (3) - try to place 00:15:364 (1) - tail in the middle of this, it makes it look a little neater did it in my own way
00:30:364 (2) - normalise the DS here, no sense to have a jump vocal pitch jump owo
00:37:976 (4) - ^ fixed this one
00:40:886 (2) - ^ and this
00:50:289 (9) - Put da NC here instead k
00:53:647 (2) - probs just makes this a stack much hate
01:07:976 (2) - ^

Your hards seem to get a little cramped :(

[Insane]
00:03:034 (2,3) - you might wanna normalise this DS o
00:03:495 (4,5,6,7) - also perhaps place this similarly to 00:03:034 (2) - (more towards the bottom of the slidertail, not the side) ye
00:06:380 (1) - Lower SV here for super emphasis! e m phas is
00:10:436 (2,3) - y'could probably make these two symmetrical i could have but this one works SLIGHTLY better flow wise
00:12:675 (3,4) - sudden inconsistent spacing cus fk players
00:20:175 (4,5) - might wanna increase this spacing to the rest of your triples for consistency yes
00:24:093 (5,6,1) - well nvm I guess I don't know what determines which spacing you use lol RANDOM
00:47:600 (1) - add a white point after the red point for happy shape first world crisis averted
00:49:168 (1) - This would work much better as a circle for emphasis oki
00:50:511 (3) - This looks a bit too close to 00:50:063 (1) - should be less close now
00:51:183 (1) - tsk tsk the blanket nazi making an imperfect blanket fite me
01:01:929 (1) - maybe place this at x:100 y:112, makes the jump a bit nicer to play oki
01:13:347 (2) - missed whistle on tail DAMN

Pretty good
Still offering the 7 star extra diff (I found a great way to inflate star rating: spacing)

Good luck~ ily -gums
Lurei
Yo. Modding on request.

[Overview]

  1. Erase one of the "Dungeon" words in your tags. Duplicated tags are just useless as they're used merely for search.
  2. Optional, but maybe helpful for some lazy pp farmers people: Add "tv size" into tags?
  3. I don't really see any reason for you to use such low Stack Leniency setting, but well... Up to you, I guess.
  4. Nice BG. I think that's pretty much the overall things.

[Insane]

  1. 00:07:528 (3) - Is the clap here like, really necessary? I think the custom hit-normal HS is enough, considering the triple 00:07:752 (4,5,6) - doesn't have a clap HS either.
  2. 00:07:305 (2,4,5,6,3) - k, this might be like very nazi or very retarded, but the blanket of that circle and that slider with the triplet seems to be off by very little.
  3. 00:16:259 (3,1) - And blanket here is evidently off by a bit.
  4. 00:17:938 - It feels evidently weird to play 00:17:826 (3) - if you ignore this beat here, considering you've mapped the other beats of this kind and you're skipping only this one.
  5. 00:29:916 (2,3) - Consider applying Ctrl+G on those two. It flows a bit more naturally and it's nicer to play IMO. You might want to separate 00:30:364 (4) - a bit more if you do, through.
  6. 00:34:617 (5,6) - I'll be sincere. Shortening spacing here feels pretty weird and unnatural if you compare this to the rest of the map until now. I kinda know how much you like aesthetics (and triangles :P) but I think you should rearrange this part a bit, considering the spacing of 00:35:513 (3,4,5,6,7,8) - is actually bigger, making those two circles the only ones apparently "out of place" while playing them.
  7. 00:36:744 - Why don't you continue the stream here? There's a clearly audiable beat here, and it feels pretty unnatural not mapping it.
  8. 00:43:125 (5,6,7,8) - Blanket of the slider with that triplet is off by a little bit.
  9. 00:47:491 - Yeah, I can hear a beat here; so I suggest you to continue the stream, as it will become a bit more intuitive to play and it will sound better. ;)
  10. This diff becomes pretty sweet during Kiai time. Nice one.

[Hard]

  1. 00:07:528 (2) - Same as Insane.
  2. 00:31:483 (1,4,5) - Okay, I don't really like the overlappings you did before but that's simple nitpicking so I won't say more. But this one and only this one felt very weird while playing it, if you add an overlapping 1/4 slider. Since the AR is relatively low, the overlapping makes this part so crumpled that it felt really ankward while playing it. It's just a suggestion since it's up to you to decide, but I really think you should consider rearranging this part.
  3. 00:34:841 (6,1,2) - Spacing reduction here feels pretty ankward to play as flow becomes pretty unnatural. If anything, I suggest the spacing here to be more or less the same like the one of 00:34:617 (5,6) - to make it more natural to play.
  4. 01:22:976 (4,1) - You might want to space those a little bit more, since players might confuse the spacing here for those recently used 1/4 slider jumps among the newest ranked sets (I'll be honest, it happened for me too ;w;).
  5. Rhythmically-wise, it's a cool diff; and it also flows well. But I really (like, really) don't like the overlapping you use. Seems like it's merely your style, and that's why I did my best to not touch this kind of patterns, as it's merely a personal opinion. ;)

[Normal]

  1. 00:08:200 - You might want to erase the green timing line placed here. If you want to reduce volume, you can do so with the red line placed there. Green lines shouldn't be placed above red lines unless you change SV 'cause osu! doesn't like it.
  2. 00:49:170 (4,1) - I don't really think it's a nice idea to stack those things here, considering the big time gap between them. Such a thing might confuse average players, so maybe you should consider to make something else. Same thing applies here 01:05:065 (3,1) - but only because of the low Stack Leniency.
  3. 01:14:468 (1,2) - This is the only place where you make a manual stacking if you compare to other similar patterns (you know, those other circle-1/2 slider ones, like 01:06:185 (2,3) - and 01:07:976 (2,3) - ). Why only here, out of all the places?
  4. 01:18:050 (1,2) - Uh... Idk what to say to this, really. Low spacing and big time gap between notes. This kind of thing is pretty unnatural to play, and I'm sure it will confuse other players. Also, I think the time gap isn't really long enough to allow you to ignore Distance Snap, so you should consider making something about it.
  5. k, that's it. Again, I don't really like your overlapping patterns (even more because those patterns should be avoided in Normal diffs IMO), but well... up to you. :P

[Lanturn's Easy]

  1. 00:08:200 - You might want to erase the green timing line placed here. If you want to reduce volume, you can do so with the red line placed there. Green lines shouldn't be placed above red lines unless you change SV 'cause osu! doesn't like it. (copy-pasted from Normal since same issue :P)
  2. 00:32:379 (3) - Sightly overlap with HP bar. I think you should move it down, to make it less ankward for beginners.
  3. 01:21:632 (3) - A slight part of this is out of screen. You should like, fix it ASAP; no matter if it's only a portion of the slider edge.
  4. Oh, so cool diff. I love it. *_*

Well, that's practically it. I've already said my thoughts, so I don't think I need to say something here. :P
Good luck. :D
Lanturn
eww slidertick hitsounding. anyways, I applied all from LixRei

Smug-, I want to keep the end where it's at so it flows into the vocals properly.
Also I don't really think a finish fits there. Thanks for the suggestion though.

Thanks you two!


SPOILER
osu file format v14

[General]
AudioFilename: danmachi.mp3
AudioLeadIn: 1500
PreviewTime: 51185
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:RIGHT LIGHT RISE
TitleUnicode:RIGHT LIGHT RISE
Artist:Wakeshima Kanon
ArtistUnicode:分島花音
Creator:guineaQ
Version:Lanturn's Easy
Source:ダンジョンに出会いを求めるのは間違っているだろうか
Tags:Dungeon ni Deai wo Motomeru no wa Machigatteiru Darou ka Is It Wrong to Try to Pick Up Girls in a Dungeon DanMachi ダンまち ed ending Lanturn
BeatmapID:685913
BeatmapSetID:305531

[Difficulty]
HPDrainRate:2
CircleSize:2.5
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"danmachi.jpg",0,0
Video,-27,"DungeonED.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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7305,447.761194029851,4,2,1,40,1,0
8200,447.761194029851,4,2,1,30,1,0
33274,-100,4,2,2,30,0,0
49170,-100,4,2,2,40,0,0
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79841,-100,4,2,2,45,0,1
86782,-100,4,2,2,40,0,0
88797,-100,4,2,2,10,0,0


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Combo2 : 15,135,255
Combo3 : 255,164,11
Combo4 : 90,190,243

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Topic Starter
guineaQ

LixRei wrote:

Yo. Modding on request.

[Overview]

  1. Erase one of the "Dungeon" words in your tags. Duplicated tags are just useless as they're used merely for search. o yes
  2. Optional, but maybe helpful for some lazy pp farmers people: Add "tv size" into tags? yea
  3. I don't really see any reason for you to use such low Stack Leniency setting, but well... Up to you, I guess. its actually for some 1/1 auto stack issues
  4. Nice BG. I think that's pretty much the overall things.

[Insane]

  1. 00:07:528 (3) - Is the clap here like, really necessary? I think the custom hit-normal HS is enough, considering the triple 00:07:752 (4,5,6) - doesn't have a clap HS either. i suck with hitsounds and yes it does sound better without
  2. 00:07:305 (2,4,5,6,3) - k, this might be like very nazi or very retarded, but the blanket of that circle and that slider with the triplet seems to be off by very little. moved 6 by 1 pixel up now its cool
  3. 00:16:259 (3,1) - And blanket here is evidently off by a bit. you saw nothing
  4. 00:17:938 - It feels evidently weird to play 00:17:826 (3) - if you ignore this beat here, considering you've mapped the other beats of this kind and you're skipping only this one. its because I couldn't hear it owo mapped it out
  5. 00:29:916 (2,3) - Consider applying Ctrl+G on those two. It flows a bit more naturally and it's nicer to play IMO. You might want to separate 00:30:364 (4) - a bit more if you do, through. I actually did try but they weren't as good as the current
  6. 00:34:617 (5,6) - I'll be sincere. Shortening spacing here feels pretty weird and unnatural if you compare this to the rest of the map until now. I kinda know how much you like aesthetics (and triangles :P) but I think you should rearrange this part a bit, considering the spacing of 00:35:513 (3,4,5,6,7,8) - is actually bigger, making those two circles the only ones apparently "out of place" while playing them. I REALLLY can't think of better placement
  7. 00:36:744 - Why don't you continue the stream here? There's a clearly audiable beat here, and it feels pretty unnatural not mapping it. its not consistent to the instrument I was basing rest of the stream on (and I can barely hear it)
  8. 00:43:125 (5,6,7,8) - Blanket of the slider with that triplet is off by a little bit. A LOT
  9. 00:47:491 - Yeah, I can hear a beat here; so I suggest you to continue the stream, as it will become a bit more intuitive to play and it will sound better. ;) I don't :CCCCCC trust me if there was a beat I would have mapped it
  10. This diff becomes pretty sweet during Kiai time. Nice one.

[Hard]

  1. 00:07:528 (2) - Same as Insane. because I copied hitsounds :D
  2. 00:31:483 (1,4,5) - Okay, I don't really like the overlappings you did before but that's simple nitpicking so I won't say more. But this one and only this one felt very weird while playing it, if you add an overlapping 1/4 slider. Since the AR is relatively low, the overlapping makes this part so crumpled that it felt really ankward while playing it. It's just a suggestion since it's up to you to decide, but I really think you should consider rearranging this part. fix'd, it was pretty hastily done anyways
  3. 00:34:841 (6,1,2) - Spacing reduction here feels pretty ankward to play as flow becomes pretty unnatural. If anything, I suggest the spacing here to be more or less the same like the one of 00:34:617 (5,6) - to make it more natural to play. Kinda out of space here, I moved 2 on top of 3 because I feel that's more musically "correct"
  4. 01:22:976 (4,1) - You might want to space those a little bit more, since players might confuse the spacing here for those recently used 1/4 slider jumps among the newest ranked sets (I'll be honest, it happened for me too ;w;). the way I put it shouldn't confuse players now
  5. Rhythmically-wise, it's a cool diff; and it also flows well. But I really (like, really) don't like the overlapping you use. Seems like it's merely your style, and that's why I did my best to not touch this kind of patterns, as it's merely a personal opinion. ;) that's why my new hard diff doesn't have dat many overlaps c:

[Normal]

  1. 00:08:200 - You might want to erase the green timing line placed here. If you want to reduce volume, you can do so with the red line placed there. Green lines shouldn't be placed above red lines unless you change SV 'cause osu! doesn't like it. I actually do want that 30% AND 15% shift on green line
  2. 00:49:170 (4,1) - I don't really think it's a nice idea to stack those things here, considering the big time gap between them. Such a thing might confuse average players, so maybe you should consider to make something else. Same thing applies here 01:05:065 (3,1) - but only because of the low Stack Leniency. hmm...5/2 might or might not be enough, I'm not really sure either
  3. 01:14:468 (1,2) - This is the only place where you make a manual stacking if you compare to other similar patterns (you know, those other circle-1/2 slider ones, like 01:06:185 (2,3) - and 01:07:976 (2,3) - ). Why only here, out of all the places? because the auto stack pushes the stacked note to bottom right direction, and this is where I thought that property ESPECIALLY damaged the looks I was going for, so manual stack
  4. 01:18:050 (1,2) - Uh... Idk what to say to this, really. Low spacing and big time gap between notes. This kind of thing is pretty unnatural to play, and I'm sure it will confuse other players. Also, I think the time gap isn't really long enough to allow you to ignore Distance Snap, so you should consider making something about it. I trieddddd to fix but idk a;sdkjgaflgdkafd
  5. k, that's it. Again, I don't really like your overlapping patterns (even more because those patterns should be avoided in Normal diffs IMO), but well... up to you. :P cus it's been 2 months since I mapped a normal

Well, that's practically it. I've already said my thoughts, so I don't think I need to say something here. :P
Good luck. :D I loved this mod owo/
Winnie
MODDERINO


[Insane]
  1. 00:50:737 (4) - I believe this should be a clap because slow it down to 25% and you get the same hard "finish" quality sound but instead you add a clap. So keep them the same as these (Example slow down to 25%) 00:35:961 (5) - 00:38:200 (5) - etc
  2. 01:18:946 (4) - Whistle on tail? Extrodinarily strong sound coming from this one
    Good

[Hard]
  1. 00:22:528 (1,2) - Nazi but tbh blanket doesn't look appealing, maybe make the slider spine a little less so it doesn't compress on each other to give it free range
    Dirty work :)

[Normal]
  1. 00:18:498 (4) - 1.7 DS instead of usual 1.6? too high of a change, tad bit to the left will do the same thing but same DS all around
  2. 01:14:468 (1) - Stack? Otherwise the idea of this may kill beginners, how come those baddies can't hit these...
    Nice!

[Green Lanturn's Easy]
  1. 00:48:498 (2) - DS

As far as I can see, it goods. There is nothing that I can find that is of major issue. Call in a BN to check this if they don't find this worthy tell them to talk to me so I can give them a good scolding ;) Good luck on the rankage even though I didn't do much /runs
Topic Starter
guineaQ

Kocari wrote:

MODDERINO


[Insane]
  1. 00:50:737 (4) - I believe this should be a clap because slow it down to 25% and you get the same hard "finish" quality sound but instead you add a clap. So keep them the same as these (Example slow down to 25%) 00:35:961 (5) - 00:38:200 (5) - etc
  2. 01:18:946 (4) - Whistle on tail? Extrodinarily strong sound coming from this one
    Good

[Hard]
  1. 00:22:528 (1,2) - Nazi but tbh blanket doesn't look appealing, maybe make the slider spine a little less so it doesn't compress on each other to give it free range
    Dirty work :)

[Normal]
  1. 00:18:498 (4) - 1.7 DS instead of usual 1.6? too high of a change, tad bit to the left will do the same thing but same DS all around manual stack bae
  2. 01:14:468 (1) - Stack? Otherwise the idea of this may kill beginners, how come those baddies can't hit these...
    I don't understand owo
    Nice!

Fixed everything in Insane and Hard

As far as I can see, it goods. There is nothing that I can find that is of major issue. Call in a BN to check this if they don't find this worthy tell them to talk to me so I can give them a good scolding ;) Good luck on the rankage even though I didn't do much /runs
thx *-*/
Winnie

guineaQ wrote:

Kocari wrote:

MODDERINO


[Normal Re-Clarified]
  1. 00:18:498 (4) - Use Distance snapping here, as it far out of the norm http://puu.sh/hzzLd/540f2b509e.jpg Considering what you have were around here http://puu.sh/hzzNt/5c6983c556.jpg
  2. 01:14:468 (1) -Stack? http://puu.sh/hzzOA/f32b2e2070.jpg, since noobies might fail to interpret this and misshit :o how come those baddies can't hit these...
    I don't understand owo
    Nice!

Fixed everything in Insane and Hard

As far as I can see, it goods. There is nothing that I can find that is of major issue. Call in a BN to check this if they don't find this worthy tell them to talk to me so I can give them a good scolding ;) Good luck on the rankage even though I didn't do much /runs
thx *-*/
Yay ;)
Topic Starter
guineaQ
@Kocari: 1st one is manual stack, with auto stack the distance will be 1.6x (the actual reason for using manual stack is for aesthetics though)
2nd one: isn't it already stacked now
Lanturn
wonder how that got moved. oh well. fixed. Thanks Kocari.

SPOILER
osu file format v14

[General]
AudioFilename: danmachi.mp3
AudioLeadIn: 1500
PreviewTime: 51185
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:RIGHT LIGHT RISE
TitleUnicode:RIGHT LIGHT RISE
Artist:Wakeshima Kanon
ArtistUnicode:分島花音
Creator:guineaQ
Version:Lanturn's Easy
Source:ダンジョンに出会いを求めるのは間違っているだろうか
Tags:Dungeon ni Deai wo Motomeru no wa Machigatteiru Darou ka Is It Wrong to Try to Pick Up Girls in a DanMachi ダンまち ed ending Lanturn tv size
BeatmapID:685913
BeatmapSetID:305531

[Difficulty]
HPDrainRate:2
CircleSize:2.5
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"danmachi.jpg",0,0
Video,-27,"DungeonED.avi"
//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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[ Zzz ]
!!

Lanturn's Easy
  1. 00:19:841 (2,3) - Suggestions
    Like Photo ( beat )
  2. 00:22:080 (5) - Swap Clap :3 ( More appropriate beat? )
  3. 00:26:110 (1) - Suggestions ( Slider end = 00:27:005 (2) - Here )
  4. 00:36:408 (5) - 00:39:990 (5) - 00:47:155 (5) - Suggestions ( Add Clap )
  5. 00:57:453 (4) - Same 00:19:841 (2,3) -
  6. 01:11:782 (5) - Same
  7. 01:18:946 (4) - Same

Normal
  1. 00:35:961 (3) - 끝에 클랩 넣어보시는게 어떄요? 저는 좋다고 생각하는데.
  2. 00:39:543 (3) - 같은이유
  3. 00:47:155 (3) - missing clap?
  4. 00:51:185 (1) - 슬라이더 끝에 클랩 잊으신거같은데 ..
  5. 01:25:886 (2) - 한칸만 왼쪽으로 ? 블랭킷?

Hard
  1. 00:18:722 (4) - 제 개인적인 취향일지도 모르겠는데 .. 휘슬제거해주시는건 어떠세요?
  2. 00:21:632 (3,4) - 여기도 슬라이더 3번 4번 첫번째에만 휘슬하고 나머지는 휘슬제거 해주시는건?
  3. 00:51:632 (2) - 머리에 클랩추가해주세요.
  4. 01:05:513 (1) - 이거 박자랑 뉴콤보 사진처럼 해주시는게 더 좋을꺼같아요.
  5. 01:17:602 (4) - 이것도 박자
  6. 01:22:528 (3,4,1,2) - 단순하게 1/2박자 슬라이더로 해주시는게 더 나을꺼같아요. 너무 괜한곳에서 1/4가 많다고 생각해요.

Insane
  1. 00:51:185 (1) - Unsnapped slider (end).

인센의 문제는 잘모르겠는데 .. bpm이 낮기떄문에 조금 더 어려워진것같아요 .. :3 좀 맵이 일정이상 복잡하고 어려워지면 모딩 못해서 ㅠㅠ.. 죄송 :3

굿맵! Star!
Topic Starter
guineaQ

[ Zzz ] wrote:

!!

[Normal]
  1. 00:35:961 (3) - 끝에 클랩 넣어보시는게 어떄요? 저는 좋다고 생각하는데.
  2. 00:39:543 (3) - 같은이유
  3. 00:47:155 (3) - missing clap?
  4. 00:51:185 (1) - 슬라이더 끝에 클랩 잊으신거같은데 ..
  5. 01:25:886 (2) - 한칸만 왼쪽으로 ? 블랭킷?
    다 적용함 ㅇㅅㅇ

[Hard]
  1. 00:18:722 (4) - 제 개인적인 취향일지도 모르겠는데 .. 휘슬제거해주시는건 어떠세요? 신디사이저 때문에..
  2. 00:21:632 (3,4) - 여기도 슬라이더 3번 4번 첫번째에만 휘슬하고 나머지는 휘슬제거 해주시는건? 여기도 악기 소리 때문에..
  3. 00:51:632 (2) - 머리에 클랩추가해주세요.
  4. 01:05:513 (1) - 이거 박자랑 뉴콤보 사진처럼 해주시는게 더 좋을꺼같아요. ㅇㅇ
  5. 01:17:602 (4) - 이것도 박자 여기는 3/4 박자 근처에 소리가 있기 때문에 그대로 놔두겠습니다 (뭐 그리고 1/4 리버스가 치기 어려운것도 아니기 때문에
  6. 01:22:528 (3,4,1,2) - 단순하게 1/2박자 슬라이더로 해주시는게 더 나을꺼같아요. 너무 괜한곳에서 1/4가 많다고 생각해요. 여기는 좀더 고려해야 할 듯

[Insane]
  1. 00:51:185 (1) - Unsnapped slider (end). 히익

인센의 문제는 잘모르겠는데 .. bpm이 낮기떄문에 조금 더 어려워진것같아요 .. :3 좀 맵이 일정이상 복잡하고 어려워지면 모딩 못해서 ㅠㅠ.. 죄송 :3

굿맵! Star!
모딩 ㄳㄳ
Lanturn

[ Zzz ] wrote:

!!

Lanturn's Easy
  1. 00:19:841 (2,3) - Suggestions For this and all the others, I'm going to keep this as is. the reverse helps recognize the length, and also gives reasoning to why I am using a 1/2 gap after this. Without the reverse, it just seems plain and forced.
    Like Photo ( beat )
  2. 00:22:080 (5) - Swap Clap :3 ( More appropriate beat? ) removed whistle. It's nothing now.
  3. 00:26:110 (1) - Suggestions ( Slider end = 00:27:005 (2) - Here ) Leaving this as is to follow vocals so the next note is easy to understand and read as well.
  4. 00:36:408 (5) - 00:39:990 (5) - 00:47:155 (5) - Suggestions ( Add Clap ) I think I added one of these claps (don't remember), the others didn't really fit since there was a clap on the note before it.
  5. 00:57:453 (4) - Same 00:19:841 (2,3) -
  6. 01:11:782 (5) - Same
  7. 01:18:946 (4) - Same All the same as the first reply.
Thanks for the mod!

SPOILER
osu file format v14

[General]
AudioFilename: danmachi.mp3
AudioLeadIn: 1500
PreviewTime: 51185
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:RIGHT LIGHT RISE
TitleUnicode:RIGHT LIGHT RISE
Artist:Wakeshima Kanon
ArtistUnicode:分島花音
Creator:guineaQ
Version:Lanturn's Easy
Source:ダンジョンに出会いを求めるのは間違っているだろうか
Tags:Dungeon ni Deai wo Motomeru no wa Machigatteiru Darou ka Is It Wrong to Try to Pick Up Girls in a DanMachi ダンまち ed ending Lanturn tv size
BeatmapID:685913
BeatmapSetID:305531

[Difficulty]
HPDrainRate:2
CircleSize:2.5
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"danmachi.jpg",0,0
Video,-27,"DungeonED.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 15,135,255
Combo3 : 255,164,11
Combo4 : 90,190,243

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348,220,67304,2,0,P|389:148|432:220,1,200,6|2,0:0|0:0,0:0:0:0:
388,308,68647,1,8,0:0:0:0:
308,364,69095,6,0,P|244:348|208:352,1,100,2|8,0:0|0:0,0:0:0:0:
120,312,69991,2,0,P|92:240|76:220,1,100,2|8,0:0|0:0,0:0:0:0:
12,148,70886,1,2,0:0:0:0:
48,56,71334,1,8,0:0:0:0:
128,116,71782,2,0,L|208:116,2,75,2|0|0,0:0|0:0|0:0,0:0:0:0:
100,156,72677,6,0,P|112:224|148:256,1,100,6|8,0:0|0:0,0:0:0:0:
232,248,73573,2,0,B|280:232|280:232|328:248,1,100,0|8,0:0|0:0,0:0:0:0:
400,176,74468,2,0,B|399:121|442:91|442:91|403:45|353:65,1,200,2|2,0:0|0:0,0:0:0:0:
256,92,75811,1,8,0:0:0:0:
164,136,76259,6,0,P|92:92|84:68,2,100,6|8|2,0:0|0:0|0:0,0:0:0:0:
256,92,77602,1,8,0:0:0:0:
348,136,78050,1,2,0:0:0:0:
216,284,78946,2,0,P|176:292|136:284,2,75,2|0|0,0:0|0:0|0:0,0:0:0:0:
256,256,79841,6,0,P|304:240|356:256,1,100,6|8,0:0|0:0,0:0:0:0:
304,340,80737,2,0,P|352:356|404:340,1,100,2|8,0:0|0:0,0:0:0:0:
484,296,81632,2,0,P|513:226|488:157,2,150,2|0|8,0:0|0:0|0:0,0:0:0:0:
416,224,83423,6,0,B|368:196|368:144|368:144|316:144,1,150,6|2,0:0|0:0,0:0:0:0:
248,70,84543,1,2,0:0:0:0:
180,144,84991,2,0,B|124:244|212:244|156:340,1,200,6|6,0:0|0:0,0:0:0:0:
76,280,86334,2,0,L|20:280,2,50,2|8|6,0:0|0:0|0:0,0:0:0:0:
256,192,87005,12,0,88797,0:0:0:0:
Kibbleru
call me back when ur done nerfing normal

23:15 Kibbleru: offset -10 maybe?
23:15 guineaQ: pishifat said it was fine
23:16 guineaQ: but lemme test it first
23:16 Kibbleru: oh pishi said it's ok?
23:16 Kibbleru: ok
23:16 Kibbleru: i trust him more than myself
23:17 Kibbleru: ok
23:17 Kibbleru: lets work together
23:17 Kibbleru: u
23:17 Kibbleru: go and go in f5 mode
23:17 Kibbleru: and autoplay ur map
23:17 Kibbleru: and make sure nothing touches hp bar
23:17 Kibbleru: n shit
23:18 guineaQ: ok
23:18 guineaQ: uh
23:18 guineaQ: [http://osu.ppy.sh/ss/3114939 with -10 offset]
23:18 guineaQ: its actually nice
23:18 Kibbleru: ok
23:18 Kibbleru: do that then
23:18 Kibbleru: 00:05:459 (4) - nc here
23:18 guineaQ: k
23:18 Kibbleru: easier to read
23:19 guineaQ: done
23:19 Kibbleru: at least ar 8.5 man
23:19 guineaQ: DT :c
23:19 guineaQ: 8.3
23:19 Kibbleru: 00:49:841 (3,1,2,3,4,5) - kinda hard to tell the spacing difference here then
23:20 Kibbleru: 00:50:289 (2,3,4) - these look the same
23:20 Kibbleru: with ar 8.2 or w/e
23:20 guineaQ: 8.4
23:20 guineaQ: no more
23:20 Kibbleru: otherwise space this less 00:50:289 (2,3) -
23:20 Kibbleru: since that's the only pattern i really have an issue with
23:20 guineaQ: so either bump up AR to 8.5
23:20 guineaQ: or reduce the spacing
23:21 Kibbleru: ya
23:21 Kibbleru: ok
23:21 Kibbleru: hard diff
23:21 *Kibbleru is editing [http://osu.ppy.sh/b/684534 Wakeshima Kanon - RIGHT LIGHT RISE [Hard]]
23:21 Kibbleru: 00:03:497 (3,4) - yo expose this more
23:22 guineaQ: k i just raised AR to 8.5
23:22 guineaQ: wtf why is ds there half
23:23 guineaQ: done
23:23 Kibbleru: 00:48:498 (1) - nc
23:23 guineaQ: done
23:24 Kibbleru: this timing is so wobbly
23:24 guineaQ: it is
23:24 Kibbleru: also u dont need to be in bn to circlejerk
23:24 guineaQ: i know that
23:24 guineaQ: rofl
23:25 *Kibbleru is editing [http://osu.ppy.sh/b/685211 Wakeshima Kanon - RIGHT LIGHT RISE [Normal]]
23:25 Kibbleru: ik this is a harder normal but i still wouldn't hide stuff like this 00:08:200 (1,4) -
23:26 guineaQ: exposed it a lot more
23:26 Kibbleru: ok
23:26 Kibbleru: im suddenly worried
23:26 guineaQ: density eh
23:27 Kibbleru: yea
23:27 guineaQ: I got a couple of really low ranked testplayers
23:27 guineaQ: they were able to do it just fine but
23:27 Kibbleru: ur normal diff on the scale for a normal diff i would say is way up top
23:27 guineaQ: y ea
23:27 Kibbleru: ur hard is kinda a slightly above average hard
23:27 Kibbleru: or idk even
23:27 Kibbleru: its more just average
23:28 Kibbleru: why cant u just use cs 4 for ur hard tho
23:28 guineaQ: cus
23:28 guineaQ: i dont like using cs 4 in hard
23:29 Kibbleru: see ur type of normal is more appropriate for those ENH spreads
23:30 Kibbleru: not to mention ur normal is cs 3.4
23:30 Kibbleru: needs to be cut down a bit on density
23:31 guineaQ: cus I was gonna map the whole spread myself
23:31 guineaQ: and make easy cs 3
23:31 guineaQ: but i got lazy
23:31 guineaQ: yeah I can nerf it
23:31 Kibbleru: also there was one consecutive 1/2 part i saw
23:31 Kibbleru: which you REALLY want to avoid
23:32 Kibbleru: 00:18:498 (4,5) - stacks like this stops motion which should be avoided
23:32 guineaQ: k lemme nerf this then
23:32 Kibbleru: if they are stacked on top of a slider then the slider continues the motion naturally 00:30:364 (2,3) -
23:32 Kibbleru: so its better
23:32 Kibbleru: uhg
23:33 Kibbleru: at some point i somehow developped an ear to be able to know when timing is off
23:33 Kibbleru: and now its bothering me -.-
23:33 Kibbleru: its from all my percussion maping kappa
23:33 guineaQ: pishifat did mention that the drums do have REALLLLY SMALL changes
23:33 guineaQ: everywhere
23:34 guineaQ: but so small that its not worth redpoint spamming it all
23:35 Kibbleru: the bpm is actually 134.002 kappa
23:35 guineaQ: pls
23:35 Kibbleru: that doesn't even make any noticeable change rip
23:37 Kibbleru: i want kds
Topic Starter
guineaQ
Y e a

@Lanturn: I fixed the offset for you
Lanturn
Preeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeviewwwwwwwwwwwwww Pointsssssssssssssssssss
Topic Starter
guineaQ

Lanturn wrote:

Preeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeviewwwwwwwwwwwwww Pointsssssssssssssssssss
Okkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk Fixeeeeeeeeeeeeddddddddddddddddddddddddddd
Kibbleru
@next bn

check to make sure if ur fine with the spread.
also metadata cuz all we found is a crappy amazon source since the official site didn't have it or something.
Lanturn
http://danmachi.com/item/op_ed_theme.html?sid=ed_theme

http://whv-amusic.com/wakeshimakanon/di ... 60000.html

no track info on any of the dvd/bd releases that come with a CD.

So no TV size release (yet) so metadata should be fine. No soundtrack listing from the DVD/BD releases either.

I think that's everything for metadata?
Topic Starter
guineaQ

Lanturn wrote:

http://danmachi.com/item/op_ed_theme.html?sid=ed_theme

http://whv-amusic.com/wakeshimakanon/di ... 60000.html

no track info on any of the dvd/bd releases that come with a CD.

So no TV size release (yet) so metadata should be fine. No soundtrack listing from the DVD/BD releases either.

I think that's everything for metadata?
o7

EDIT: eh I already messaged KSHR b4 you got to check Lanturn so let's see if both of you get the same results to be triple safe
Winnie
Very Nice Very Nice :D
Aerous
I'm hentaai

Edit : new page yay
Topic Starter
guineaQ


I guess metadata is good to go
BeatofIke

Kibbleru wrote:

@next bn
check to make sure if ur fine with the spread.
I'm a bit worried about Hard-Insane spread especially at the beginning part and some parts of the verse. The 1/4 sliders fells a bit forced imo.
Topic Starter
guineaQ

BeatofIke wrote:

Kibbleru wrote:

@next bn
check to make sure if ur fine with the spread.
I'm a bit worried about Hard-Insane spread especially at the beginning part and some parts of the verse. The 1/4 sliders fells a bit forced imo.
I can nerf that

EDIT: self pop
-removed some 1/4 sliders on hard diff, redid intro in general
-raised hitsound volume by a bit on all diffs since mp3 got louder
-slight change in timing offset
BeatofIke

BeatofIke wrote:

The 1/4 sliders fells a bit forced imo.
I forgot to mention that I was referring to Insane difficulty lol
Topic Starter
guineaQ

BeatofIke wrote:

BeatofIke wrote:

The 1/4 sliders fells a bit forced imo.
I forgot to mention that I was referring to Insane difficulty lol
pls
Lanturn



How the hell would minus BPM even work?

Anyways, remove the -600bpm from my diff, and also remove the pointless green line in your Normal at 00:08:376 -

/hides
Topic Starter
guineaQ

Lanturn wrote:




How the hell would minus BPM even work?

Anyways, remove the -600bpm from my diff, and also remove the pointless green line in your Normal at 00:08:376 -

/hides
I dont even
Gaia
This map sucks (>°_°)>
Topic Starter
guineaQ

Gaia wrote:

This map is hentai (>°_°)>
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