update
Thank you very much! Some little parts of the mod I didn't really get, oh well.OzzyOzrock wrote:
[General][Oni]
- Don't be afraid to use 2.80SV! It's rankable, and believe me when I say that it'll make this map much easier for players. (by this I mean DO IT) Ehh... Why would there be a need for 2,8x SV here... I am a noob taiko player and I can read and play it just fine, there is no 1/8 or anything confusing in the diffs o.o I changed it to 1,6x SV for now, to have it a bit faster and fit the pace of the song better, but I don't think I will use anything higher than that
The "MOOOVE"s can be big notes yeah yeah?I don't think they are as strong as the vocals in the last part D:[Muzukashii]
- HP6, we're going to go upwards in HP for this song, because of how short it is and how HP works very poorly in taiko. I'll explain along the way. Okay, fixed
- 00:08:772 (22,23,24,25,26) - d dd dk would be cool to follow vocals again, so it can be (vocals -> drums -> vocals ->drums) Fixed
- 00:23:691 (68) - finisher too? Both of the call out sounds as big notes would fit nicely. Applied
- 00:28:880 (86,87,88) - kdk? Fits vocals and actually sounds nice as a rhythm. Fixed!
- 00:31:799 (97) - Remove finish...
00:32:448 (99,100,101) - Then add a finisher to each of these? Similar to authentic style vocal emphasizing :p Nah, for me, the first vocals are much more strong than these... I added a finish for the call out too though
About the spread issues, I added a few dons at different places to fill up 1/1-gaps, not at those you mentioned though. The reason is that I want to emphasize the special breaks there when the vocals end and start at red ticks.
- OD5, as 4 is very low and players should be accurate at this level anyways. Alright
- HP7, short songs need higher HP to be worth anything. Okay Okay
- 00:24:015 (48) - Finisher on this note doesn't quite fit too well since without mapping the first shout, it seems like you're following an instrument. May as well follow that assumption through and remove the finisher. Instead I added the call out, as Muzu is not dense enough anyway right?
- 00:27:258 - Adding a don should make for better spread, Futsuu is already about as empty as this diff is.
- 00:29:853 - ^
- 00:32:448 (68) - k? It looks like you're commiting to the vocals so you may as well. Fixed!
- 00:36:339 - Add a don for the same spread reasons as before. Oni is kinda intense here.
[Futsuu][Kantan]
- HP8, because HP rules are different for taiko. (You can currently pass with 40% LOL) This is so weird lel
- HP4, amounts lower than this are very effortless. I suppose you mean OD? Then fixd
- 00:07:799 (11,12,13,14,15) - Notice how this is 1/2? I think you can restructure this part to have an even mapping. I recommend d kdd k d k d k d kdd k
- d k d (break goes here) (onbeat is here, where you repeat) I didn't quite understand what you mean because one timestamp is missing. I just kept it as it is for now and added a little bit more density? ;w;
- 00:31:799 (48) - Delete, for the sake of a 1/1 break. Uhh.. I'm not going to delete the most important vocal around here :c
MOVE BITCH
- HP9, same reason (except you can literally be a dead cat and pass this diff) Alright
- OD4, same reason. Yey
- 00:18:177 (16,17,18,19,20) - I don't know, in other diffs you map this part of the song easier but here it's a hard part. Maybe put this d k d k d at the Reduced density
- middle of this section? Like so:
Nah, I don't really think this fits..
- 00:25:961 (23,24,25,26) - k k k d d d, definitely. Futsuu has this part rather complicated and spread kinda sucks. Uhh.. not sure about this one, but I'd like to keep emphasis on the strong vocals here instead of adding filler ks... Also I don't want to have the same rhythm in every measure
tell me when you're done `_J`Desperate-kun wrote:
Alright I'm going to rearrange the Taiko Diffs so the spread will be better.
osu file format v14
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Thanks a lot!Crimmi wrote:
Hello just a nitpicky guy here.General (Metadata, Timing, etc.)
_________________________________________________________
- That BG is kind of bad, maybe you can use one of these alternatives?
Found a better background.- Consider adding "Soyo Oka" "Move Bitch" & "Ludacris" Since their songs are used in this mashup.
Added those tags.Easy
- 00:43:475 (1) - It would be better if this was just two or three notes.
I don't think so, I prefer the map to end at the last noteNormal
- 00:05:691 (2) - It'll feel better that this was removed and (1) was extended to it's place like 00:02:610 (1,2). I would do that but I want to have some more density for spread-purposes
- 00:10:880 (2) - ^ ^
- 00:43:475 (6) - Maybe shorten this back to the red tick. Same as Easy
The upper difficulties are cool to me, Good luck~
Thank you a lot! There is much red in this mod, I'm sorry but I really prefer my rhythms for the highest difficulty. There are still some things I need to think about.Baraatje123 wrote:
As requested
[General]
Please get a better mp3. This one just randomly stops in the middle of a sound, which sound terrible This is a soundcloud mashup song, there is no other mp3 than this one. It's probably supposed to end like this
[50cc]
00:18:177 (1,2,3,4,5,6) - Uhm, did you make a mistake here with DS? Make it all 1.2 (like the rest)
[100cc]
00:08:448 (2,3,4) - Spacing? Shouldn't it be 1.2?
00:18:177 (1,2,3,4,5,6,7) - ^^
00:32:448 (4,5,6,7) - ^^
Uhm, since when are jumps allowed in Easy/Normal? O.o
These spacing changes are no problems in E/N. In Easy, that one are big gaps and they make a clean and readable pattern. In Normal, those are used to emphasize things and make more clean patterns. Newbies won't use a ruler to measure the spacing, it can be changed for the sake of certain patterns as long as it is not misreadable as another gap. These are no "jumps" either, just simple spacing changes, because the speed of movement is not significantly changed.
[150cc]
00:23:853 (2) - Please space normally, stacks as these are quite hard to play, also due the fact this is quite fast (185 bpm 1/2) I will think about this, but I really want to stress that strong vocal with the antijump - jump concept
[150cc Mirror]
00:35:042 (5) - What's the point of an extended slider? It feels a bit too much. A 1/4 is good enough I'd like to keep this one as a variation and because it follows the vocals nicely
[Speedhack, 999cc]
00:03:258 (3,4) - The fact (3) is a wiggle and (4) is a cruve feels rather weird to me. Why not make them both similar? I use wiggle sliders for "bitch" because I think it fits nicely xD
00:08:448 (3,4) - ^^ ^
00:11:853 (2) - Make it straight, for consistency with the previous similar patterns Variation is a good thing
00:13:637 (3,4) - The fact (3) is a wiggle and (4) is a cruve feels rather weird to me. Why not make them both similar?
00:22:231 (1,2,3,4,5) - Please give the whole part 1.5 spacing. The (3) really feels like 1/4 distance. If the "Jump" becomes bigger, it'll be seen as 1/2 making it play more naturally Increased the 1/2-spacing, not that much though (I think it's more readable now)
00:24:664 (1,2,3,4,5) - Please try the following rhythm, it feels more natural (and follows the song more)Hmm I don't think so.. I like my current pattern more
00:30:664 (5) - Remove a reverse and put a circle at 00:30:988 (see above) The slider is following the vocal
00:38:610 (1,1) - Stack? 00:37:961 (2,3,1,2,1) - These make a gradually rotated pattern
00:41:529 (1,2,3,4,1,2,3) - Try this rhythm Again I think mine fits better, sorry
I like this map a lot
Only diff which needs a bit more attention is the Vidyagames (wow, I type a diff name like it is O.o)
You are free to call me after 12 sp
Good luck!
Thanks for modding!Marianna wrote:
Easy
- 00:20:124 (4,5,6) - DS error It's intentional. I wanted to have the last circle in the middle of the playfield.
NormalHard
- 00:08:448 (2,3,4) - Fixed this one, it was intentional but doesn't make much sense anymore since there were some pattern changes 00:32:448 (4,5,6,7) - DS error Intentional, to emphasize the vocals
- I see no error
![]()
Insane
- 00:24:015 (3) - This can be more beautiful I want it to be like this, for the weird vocal
- 00:30:664 (7) - And this can be more symmetrical x) Fixed!
I hope I have helped, Good Luck ♥
0,0,"bg.jpg",0,45
Wait who edited this post *stares at Desp*Mao wrote:
nice
now kissMao wrote:
Wait who edited this post *stares at Desp*
quality songbananannian wrote:
dafuq is this even
Will do when I'm ingame! Thanks!Stefan wrote:
Du könntest den Background für die Taiko Difficulties anpassen, benutz diesen Code bei [Events], zweite Zeile:0,0,"bg.jpg",0,45
Thanks a lot for the random mod ♥MoodyRPG wrote:
Random mod because games Cool
GeneralEasy
- ~
Normal
- 00:29:853 (3) - Unstack this? The gameplay can be confuse for newbies players but is only a suggestion No, this is a rumor. I've seen several testplays on Easy difficulties (not this one but anyways) and newbies never had problems with stacks.
- 00:31:150 (1) - Can you make a blanket with the next slider (optional) Done!
- 00:35:042 (3) - nazi* Maybe move the second tick to the other side? Like this slider 00:36:664 Hmm, that was not the intention, but seems nice, done!
Hard
- Good stuff
Insane
- Nothing wrong here
Mao's Insane
- 00:32:772 (8) - Crtl+G for this slider? Makes a good jump in my opinion Yes, good idea.
- 00:43:961 (6) - Unstack? Nah, I prefer to keep the weird abrupt ending as a stack here to show that
Vidyagames
- Good job
And that's it, so many diff but is a good map, I hope this will be ranked soon
- dem jumps, dem vidyagames, nice diff
Good luck
Thank you :3 You should explain what's the problem when you are just giving me coordinates, because sometimes I don't really get it (and others might find that useful too).ColdTooth wrote:
Hello there! From my queue!
[Easy]
00:11:366 (2,3) - x428 y348? Nah, would look too blocky
00:23:366 (1) - You should curve this slider like [url=puu.sh/lPU56/b6b808c96f.png]this.[/url] Flows better~ It doesn't really matter
00:31:150 (1) - Hmmm.. I was going to suggest a curved slider to fit with 00:31:799 (2) - , but that might ruin flow Did something similar, blanketed (2) but kept a straigth slider
[Normal]
Found nothing
[Hard]
00:02:610 (1,3) - Blanket is off slightly Fixed!
00:12:988 (1) - Move the 3rd point to the right a little bit, and maybe down a bit, and it should look better You are right, fixed!
[Insane]
00:35:366 (6) - x456 y212 I don't see a reason
00:41:529 (1,3) - Blanket is off Fixed
00:43:961 (6) - x12 y320? No I want to keep the stack
[Vidyagames]
00:19:799 (2) - ctrl+g? No, I prefer lower spacing here because the music is calm
00:23:042 (4,5,1) - These are 1/3rds. I can hear them. Unless you have a good reason that they should be 1/4ths There is no 1/3 here, these are on 1/4 D:
00:41:529 (1,2) - ctrl+g? Would make the flow weird...
Nice map~
Sure, it was helpful! Thank you very much :3bananannian wrote:
Hi! From my forum NM/M4M taiko queue.
d = don
k = katsu
D = big don
K = big katsu
[General]
...
Dank memes.
[Oni]
00:02:610 to 00:18:177 is the same pattern repeated 3 times in a row; a bit of variation would make the map more interesting.
Example of how I would do just that:
00:10:231 - add d Added!
00:13:312 - add k Nah I want to keep my doubles ;-; I prefer them over triplets
00:14:123 - add k Added!
00:17:853 (54) - change to k Sure!
00:20:772 (61) - delete to emphasis instrumental break No, it seems so weird because this is part of the melody
00:28:394 - could use a d I prefer the break to emphasize the vocals
00:30:339 - ^ Added!
00:32:123 - ^ Vocals
00:32:934 - ^, which would emphasize 00:33:096 (101), the snare That sounds really nice, added!
And that's pretty much it. Overall it's a nicely mapped difficulty, K's are used appropriately (although I personally disagree with 00:31:475 (96,97), I think there's not enough emphasis in the vocals to warrant those two), patterns are bouncy and fun to play, impulse is correct. The low bpm makes this a very easy oni though, which is why many of the suggestions above increase difficulty. Thanks! I like the Ks so I won't change those
[Muzukashii]
Same thing with Oni, 00:02:610 to 00:17:529 could use some variation;
00:04:394 (5) - delete I prefer to keep this - Otherwise the rhythm will be pretty boring
00:05:691 (8) - delete ^
00:10:880 (20) - delete ^
00:12:664 - add k Done
00:20:772 (42) - either delete like Oni, or move to 00:20:448 Same as Oni
00:31:799 (68) - now this is different from that in Oni; a single K is definitely not good here because of the ddK pattern. Either emphasize both (dKK) or neither (ddk). Fixed!
An alternate way (which is what I would do) is this:
67 and 71 are K's
Overall Muzu and Oni are very similar in terms of star rating, which is why the above suggestions all reduce difficulty, to make the spread looks better.
[Futsuu]
00:20:772 (30) - likewise, remove Same as Oni
00:23:366 to 00:38:934 - look, I know it's going to be very boring, which is why I'm also on the fence about this, but I would suggest maybe removing all the 3/4s and only mapping to the drum pattern. It is rare indeed that notes are placed on blue lines in Futsuu, but I guess with the bpm as low as this the rule could be waived a bit. Just note that I personally would not do so. No, the diff will be boring if I remove those. Also on this BPM they are really playable
[]
This literally took 15 minutes.
There you go! Hope you find this mod helpful, and have fun beatmapping! :3
osu file format v14
[General]
AudioFilename: 10lettername - Mario Kart In Detroit.mp3
AudioLeadIn: 0
PreviewTime: 502
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
DistanceSpacing: 1.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.999999
[Metadata]
Title:Mario Kart In Detroit
TitleUnicode:Mario Kart In Detroit
Artist:10lettername
ArtistUnicode:10lettername
Creator:Desperate-kun
Version:Zetera's Insane
Source:
Tags:Vidyagames Super Mario Kart Koopa Beach Soyo Oka Move Bitch Ludacris Mao Lanturn Zetera Stefan
BeatmapID:786051
BeatmapSetID:274189
[Difficulty]
HPDrainRate:7.7
CircleSize:3
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:2.8
SliderTickRate:2
[Events]
//Background and Video events
0,0,"bg.jpg",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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Combo3 : 128,255,0
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Thanks very much! :3Sieg wrote:
Hello there. Let me try to find something I can complain about. :p
[Lanturn's Beginner][Hard]
- 00:38:934 (1) - Slider borders must never be covered up from the slider being packed in too tightly. Arguable but anyway... this is Beginner after all. I-i don't hope he will get rid of his beautiful banana xD
[Insane]
- 00:35:529 (2) - http://puu.sh/lZeud/003510eeda.jpg not extended to the lyrics but reflects the song better, aslo follows general rhythm on this hard.
- 00:38:123 (5) - ^ Nah, I have to disagree here. The rhythms should be special because of the special vocals. Also I was following vocals closely throughout the rest of the map.
Fine. Fine. Plays good, idk :3
- 00:41:529 (1,2,3) - I suggest you to increase spacing here, beats are strong and imo requires a little more stress. http://puu.sh/lZf2G/59410a3713.jpg Applied!
osu file format v14
[General]
AudioFilename: 10lettername - Mario Kart In Detroit.mp3
AudioLeadIn: 0
PreviewTime: 502
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
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BeatDivisor: 4
GridSize: 8
TimelineZoom: 1
[Metadata]
Title:Mario Kart In Detroit
TitleUnicode:Mario Kart In Detroit
Artist:10lettername
ArtistUnicode:10lettername
Creator:Desperate-kun
Version:MBomb's Platter
Source:
Tags:Vidyagames Super Mario Kart Koopa Beach Soyo Oka Move Bitch Ludacris Mao Lanturn Zetera Stefan
BeatmapID:0
BeatmapSetID:-1
[Difficulty]
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Thanks :3 Don't they need hitsounding though? Anyway I uploaded them and added you in the tags of all difficulties.- Magic Bomb - wrote:
Asked if I could do a CtB difficulty in pm and you said yeah so here it is! (Or actually, they are, decided to map a platter as well so the newer players have something too, hope that's fine)
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Tags:Vidyagames Super Mario Kart Koopa Beach Soyo Oka Move Bitch Ludacris Mao Lanturn Zetera Stefan
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Thank you a lot for the mod!HappyRocket88 wrote:
From queue. Your arguing skills convinced me enough to mod this map. Not because your non muscular avatar though XD
[General]
The lyrics of the song are not that suitable for kids as long as this game must be aimed for all players. Adding a advertisement of +18 explicit lyrics would hurt no one. You are right, added that.
[Easy]
IMPORTANT[Normal]
- Check Aimod. There are some warning of spacing you should fix
All spacing changes are intentional. They are there for the sake of patterning, fit the song well and are not hard to read.- 00:06:826 (4,1) - The flow between these two sliders is a bit awkward because the (4) doesn't direct properly the next slider. It would flow way better if you Ctrl + H, Ctrl + J and Ctrl + G this 00:06:826 (4) - to improve the flow, besides in this way both slider might make a perceptive flow and a new blanket. Like this:I personally prefer to have some direction changes over completely smooth flow to create more interesting patterns.
- 00:20:772 (6) - This object should have NC to keep consistency in the way you managed the NC at every white big tick. It would create a single-note combo though and it is consistent with the rest of my diffs.
- 00:29:529 (2) - This stack doesn't play bad. However, I'd dare to say it's the only one over this easy. It's not a problem but it would be better if you removed the stack to keep consistency the non.stack patterns you managed in the whole diff. Creating some variety is nice, no need to change this stack.
- 00:31:799 (2,3,4) - The way these objects flow is a bit forced because it's not really intuitive to make players go to left by following the next objects when this slider's end directs next notes would be at the bottom. It would make more sense if you ctrl + J these 00:32:772 (3,4) - to improve substantially the flow. It doesn't flow good when you force players to go like this compared to a smoother flow like this Same I already said about flow
- 00:38:934 - Leaving this big space of almost 3 seconds is a bit dull because if you consider what you did in the previous section 00:18:177 - This part could have supported as well that pattern to give more variety to the diff. I don't want to map this section without drums - I think it creates tension in the map
IMPORTANT
- Check Aimod in this diff too. If I'm not wrong, the distance snap among the notes must the same in Easy and Normal diffs.
Again, the spacing changes are intentional.- 00:14:285 (3) - The flow of this slider suggest that the next note will probably be blanketing that object and not as this object is 00:14:934 (4) -, it would be way better if you tried out this slider to improve flow you among those notes. The symmetry pattern is nice, the direction change is not really a problem
- 00:20:772 (7) - NC here just to keep consistent the way you put NC at every white big tick. Same as Easy
- 00:32:448 (4,5,6,7) DS problem here. I honestly don't see the reason of increasing the DS here to 1.40x since this is not a strong part that could let to increase the spacing that hard. What would be the purpose then? It would be way better if you kept the 1.20x as well as you did in the previous objects. It is a strong part, as I am following and emphasizing vocals in the whole mapset.
[Hard][Insane]
- 00:23:853 (2) - The understack here plays really weird because of the low AR this diff manages. It would be better if you placed it here 160|360 to improve the flow of this section. Consider doing the same here 00:34:880 (5) - This pattern is indeed the most difficult of this map, but then again the antijump-jump concept fits well to emphasize the vocal on the next slider. I prefer keeping it for now as I don't think it's that hard. Also it has nothing to do with the Approach Rate.
- 00:24:988 (5,6) - The distance of these objects is rather weird because if their sliders' ends are snapped to 1/4 there's no need of making this little jump here as long as you kept consistent the DS in this pattern too 00:24:826 (4,5) . It would flow way better if you kept the DS among these 00:24:988 (5,6) - and let the jump reside over this object 00:25:961 (1) since that's a stronger beat here. I want to emphasize the strong vocals.
- 00:27:583 (6,7) - ^ Same here, thus in this case, you could have moved the 00:28:556 (1) - here 212|208 to emphasize this beat with the jumps as well as you did here 00:25:961 (1) - Same as above.
- 00:32:448 (1) - Remove NC here to keep consistency in the way you managed the new combos over this diff. Done.
- 00:32:448 (1,2,3,4) - This square pattern doesn't have the exact DS. Sometimes it's 2.31x sometimes it's 2.34x *runs* That is not noticable ingame.
- 00:35:042 (1) - Remove NC here too. Done.
IMPORTANT[Vidyagames]
- HP - 1 to don't have the same HP drain of the hardest diff. Done
[]- 00:06:826 (6) - Ctrl + G here to improve the flow just as well as you did in the upcoming patterns like these 00:09:096 (5,6) - 00:16:880 (7,8) - The flow is just as good, similar to zig-zag flow
- 00:14:610 (6) - Same here and what do you think of making this slider more straight to make a more symmetric pattern here? it would look nice if you tried out this Hmm I prefer my pattern as it is more special
- 00:38:447 (8) - This understack plays a bit weird because the song doesn't support properly this hidden thing in this part as the other understack are made. It's because if you listen closely to the song in this section 00:38:448 - seems that things go faster so it would make more sense if that object be more visible to improve the readability of the pattern. Fixed!
[]
- 00:05:853 (5) - Ctrl + G this to improve the flow to 5 -> 6 . the current slider direction doesn't lead properly to players to follow the next note. It is supposed to break the flow to emphasize the vocals
- 00:25:312 (4) - ^ ^
Honestly, I don't know how this system of hybrid sets work, so by any chance you need me to bubble/qualify don't hesitate to ask me. Nice map!
Thanks a bunch!HappyRocket88 wrote:
[Zetera's Insane]
IMPORTANTThis break is consistent through the whole set. Why? - No bass instrument, no drums.
- Why the HP over 7.7? Was it to don't have the same HP of the other diffs? I like high drain. The choice's up to me.
[]- 00:13:799 - 100% you should add a note here. Rhythmically talking, the transition of these two notes 00:13:637 (3,4) - is rather hard to follow since you managed a constantly 1/4 rhythm without gaps before. This pattern would make players be confuse since if they are unaware where to click they will probably get 100x because of the gap this pattern has. It would be better if you add a note here 00:13:799 - to improve substantially the segment here. Consider doing the same here 00:34:556 - I asked a number of people to play the diff and they had no problems whatsoever. But I think I know where this problem might come from and I've therefore changed 00:10:394 (1,2,3,4,5) - .
- 00:16:231 (3) - This slider doesn't flow but but it would flow better if you tried out this kind of shape to lead players properly to follow the next object
Nope, it does indeed flow. The direction of the curve is almost redundant and to show this, I have placed the slider a bit lower on the screen now and made it closer to a line than before. You'll see that it catches the suggested oval flow of the two previous sliders just well. The object following the discussed slider however does not flow together with the rest. This is intentional though, as there is a slightly bigger temporal space between those.- 00:36:177 (3,1) - Not a bad jump but honestly the DS is almost 4.0x compared with the jumps you managed before. Consider reducing a bit the DS to improve the pattern. Realized this and lowered the position of 00:35:042 (1,2,3) - , since these didn't flow too well with the prior pattern in the first place. It should be acceptable now.
- 00:38:934 - From that to 00:41:366 - is almost 4 seconds where you could've placed creativity patterns as well as you did in the previous patterns. Like adding notes here 00:40:880 - and here 00:41:204 - ; or following the piano sound here with 3/4 slider like this Leaving as it is right now is kinda dull compared to the rhythm you managed in the whole diff. /w\
osu file format v14
[General]
AudioFilename: 10lettername - Mario Kart In Detroit.mp3
AudioLeadIn: 0
PreviewTime: 502
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
DistanceSpacing: 1.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.999999
[Metadata]
Title:Mario Kart In Detroit
TitleUnicode:Mario Kart In Detroit
Artist:10lettername
ArtistUnicode:10lettername
Creator:Desperate-kun
Version:Zetera's Insane
Source:
Tags:Vidyagames Super Mario Kart Koopa Beach Soyo Oka Move Bitch Ludacris Mao Lanturn Zetera Stefan TheNutritiousGuy Magic Bomb Mbomb
BeatmapID:786051
BeatmapSetID:274189
[Difficulty]
HPDrainRate:7.7
CircleSize:3
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:2.8
SliderTickRate:2
[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//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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Thanks for the helpful mod!Pew wrote:
from ausu!ctb modding queuePlatter00:06:988 (6,7) - The jump here is awkward to catch probably because of the slider shape here, i would suggest to reduce the distance slightly - Changed slider shape a bit instead.
00:23:691 (2) - Move this a little bit to the left? it'll feel a bit easier to catch and flows a bit better while keeping the hyperdash - Done.
00:26:610 (3,4) - and 00:29:204 (3,4) - these jumps are hard to catch for platter i think considering it just came after a hyperdash, probably reduce this distance a bit - First one felt fine but I reduced the second one slightly.
00:38:123 (5,6) - I think widening the space here makes the design and general flow better - Nice spot, done.
00:41:529 (4) - Hmm i think moving the end of the slider to the right or left would allow players to keep moving into the spinner catching rather than just waiting then move at the spinner - Still can be stood still but the droplets should indicate slight flow movement to the right with new shape.RainHmm maybe AR 8.8 feels suited for this rain? cause of the CS lol - Hey just be thankful it's not AR8yetthis time!(nah but low bpm suits lower AR to me.)
00:06:177 (4,1) - Would consider reducing the distance here feels a bit odd - You're right, done.
00:04:231 (2) - Move this to the left so there's a bit of a jump? - This is quite a weak 1/4 note so I'd rather not.
I found that your platter is way harder than your rain :^) - Learn to AR7.5 :^)
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Thanks for the mod! Sorry for taking so long to apply ;w;Tyrell wrote:
A little mod on the ctb difficulties. c:General
- I know it seems I have a problem with AR on every map, but I think the platter would play better at just AR8. It does play well on the current AR but I find it easier to read and play at AR 8. Changing this, you could also adjust Rain AR to 9. - Due to the lower bpm, I prefer these lower ARs.
Platter
Opening thoughts: This is hard, and it shouldn't be. Some jumps are a bit too tight for a platter and make this Platter hard to flow with than the Rain.Song Setup Recommendations: AR 8 please ;w;
- 00:06:177 (4) - move to x:184. The back and forth dashing here is pretty difficult for a platter and can create for some easy bad misses. I recommend moving it here so the second dash is easier to catch and gives more room for error. - Reduced a bit, not that much though.
- 00:09:745 (5) - I think this being a left horizontal slider is a bit weird. The way you must dash then go left to catch the tail of the slider is a bit awkward. I would recommend angling this a bit in the clockwise direction so it's a bit more forgiving. - This type of antiflow is common in my maps, and I feel it's fine at this kind of difficulty, as it isn't too strong.
- 00:11:366 (4) - move to x:384. Similar reasons as before, I feel the back and forth dashing is a bit hard for a platter. I find myself easily missing on this which i believe is a sign it's a bit too much. I think it deserves more room for error. - Same as earlier.
- 00:16:556 (4) - move to x:464, I feel this jump is a bit too tight for a Platter, i would really consider reducing it. - Again, reduced it slightly but not that much.
- 00:29:529 (4) - I feel like the dash back to this is too much for a Platter, the jumps here are more suited to the rain. Reduce this jump so it's easier to dash back to and isn't so tight - Reduced the hyper instead, but same effect.
- 00:30:177 (5) - If you take my previous suggestion, please alter this slider to be easier to catch - Because I did it in a different way, this isn't necessary.
Closing Thoughts: I think this diff is a bit more challenging than the Rain in the way it is done. I would like to see the jumps a bit more lenient but other than that this diff is fitting.Rain
Opening thoughts: This flows a lot better and easier than the Platter. XDSong Setup Recommendations: Raise the AR if you change the other.
- 00:39:907 (4) - I wouldn't make this a hyper as it feels weird to play as it is now. I would just make this a fair timing jump by reducing the distance. - Yeah, removed hyper.
Closing Thoughts: Very nice Rain. You outdid yourself here. In my honest opinion I find this well done and in a near rankable state.
I hope this mod was helpful. If you have questions feel free to message me in-game if you see me on, or message me via forum. Good luck with this set.
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Thanks! Going to update CtB in a sec.- Frontier - wrote:
Sorry ;w;
From Shocko's Modding Queue
[Easy]
00:06:177 (2,3) - It's a little bit hard. Two circles in between sliders isn't what I would call hard.
00:18:177 (1,2,3,4) - Distance Spacing Error. They should be 1.2x It is intentional to have a nice rotated square pattern here.
[Normal]
00:32:448 (4,5,6,7) - Distance Spacing Error. They should be 1.2x Intentional to stress the vocals
Your map is perfect.![]()
Please hurry find BNs. I want to see HDDT FC in Vidyagames diff.
OzzyOzrock wrote:
[Kantan]
00:25:961 (23,24,25,26) - k k k d d d, definitely. Futsuu has this part rather complicated and spread kinda sucks.
Desperate-kun wrote:
I made the Kantan more dense to fit the difficulty spread, the rhythm seems kinda random to me now. I will have to talk to professional Taiko mappers and modders to clean this up more.
Desperate-kun wrote:
My Kantan was replaced by Stefan's Kantan, which he accidently created while checking my diff.
taiko spread makes me sadOzzyOzrock wrote:
[Stefan's Kantan]
This is hella close to Futsuu. Say goodbye to your diff.
Thanks a lot, I hope we can get that stupid spread working ><OzzyOzrock wrote:
This took like, 2 minutes.
[Oni][Muzukashii]
- Would just be the same stuff as last time, which was me suggesting nicer big note placements... I still think they follow the vocals perfectly though D: We seem to have a different understanding of the emphasis here but those notes I put the finishers on are clearly more important (and it's also consistent with the first set of finishers)
[Futsuu]
- Wouldn't this be HP7? It already is HP 7
- 00:29:853 - Add a note? Seems appropriate since this verse starts with a long string of notes, so it can be like, 'long string > short one > long one Added!
To compensate, you can remove 00:33:421 to fit the rhythm. Or not. This is a free world. Nah, I'd rather not. I want to follow the vocals closely here and to me those 4 notes belong together.
- 00:34:069 (75) - k? The vocal notes these land on sound accentuated enough. Fixed!
- 00:36:015 (80) - d? As the vocals sort of droop. Plus it's so much kat in a row... Fixed!
- 00:36:177 - Add a note? The map starts to lack doubles at this part despite using them often before. Added!
G R O O V E B I T C H
- 00:10:394 (13,14,15,16) - ddk d? You can't just use the same shit 3 times!! Fixed!
- 00:24:988 (35) - Know how I said not to use the same stuff? Do the same stuff as 00:27:583 (39) - . LOL done
- 00:29:853 - Add a note, similar to the Muzu suggestion if you went with it. Fixed.
- 00:33:745 (50) - Delete for a break, as this next part goes way denser compared to the large spaces between notes in the 1st verse. Done this one too.
- 00:41:853 (61) - Delete to slightly close the gap between it and Kantan? Alright!
tY vey mucOzzyOzrock wrote:
This took like, 2 minutes.
[Stefan's Kantan]G R O O V E B I T C H
- This is hella close to Futsuu. Say goodbye to your diff. wat
- 00:04:556 (4) - Deleting this note will add some distance from Futsuu while still mapping to that glorious "MOVE BITCH". ribbit
- 00:09:745 (11) - ^ ; )
- 00:11:366 (13,14) - Could be d d for variation. Since the music is not that loud - in comparison to 00:06:177 (5,6) - it's a legit point
- 00:12:988 (15,16,17,18,19,20) - This sounds kinda bad since it almost sounds like it'll follow a rhythm but then has that big break. You can just re-use the same rhythm as the others. Errrr, I respected this suggestion, should be more like this.
00:17:529 (21) - Then, you can delete this so the 'k k' won't be so close.
- 00:24:988 (27) - I let you kids use 1/2 in Kantan and you do this shit to me... move this to 00:24:015 to make rhythmical sense!!! I, THE GREAT ONE SAY YES
- 00:31:799 (36) - Similarly, move to 00:32:448- ? eeeeeeeeeeeeeeeeeeeeeeeeeeeeee I used an alternative.
- 00:33:745 (38) - Then this can be deleted as a sort of break, as it leads into...
00:34:718 (38) - Moving this to 00:34:394-, and 00:36:339 (40) - to 00:35:691- , and adding a note at 00:36:988- will make a nice pretty rhythm. nIC!
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Thanks for the mod, I'll try to find more modders.Sey wrote:
Ugh...
[General][Platter]
- Hitsounds would be nice in the CTB difficulties, it will be enough to copy the ones from the standard difficulties, they are cool. - Thought this had already been done, my bad.
- No green sections in any difficulty? Why? .-.
[Rain]
- 00:24:988 (4,5) - The current spacing feels a little too high, please use a 3,87x spacing as you did at 00:27:583 (5,6) - . - My bad, fixed.
- 00:30:745 (6) - I am not 100% sure if this 1/6 tick follows the vocals accurate. Please consider to only use the 1/4 rhythm max. It isn't used in other difficulties as well (at least not the highest standard diffs), it's also not like that in your Rain. - Whilst this sounds weird af on the 1/2 tick, there is sound there and it's better than leaving this out entirely, although the 1/6 tick sounded a lot better because the rest of the map follows vocal.
- 00:42:177 (1) - This spinner feels kinda out of place, doesn't follow a constant rhythm as well, so please map this on notes as done in each other difficulty. I recommend you to check out the Hard difficulty for this. - No, this is the same as the other spinner in terms of background music, so I think it's fine.
I need to stop here. I need the CTB difficulties hitsounded or else I cannot mod them properly. Until this is not done, I won't give this a deeper check. All in all the difficulties are fine, but I want to add that they are not really anything special and I expected better of MBomb. The Platter is really monotone and is a huge copy/paste of patterns, not that I am against it but in such a short 'song' you could have shown much more creativity. I would actually prefer to see more modders on this before I decide to icon this. I can still imagine this to become a lot better with more feedback from other modders. I will also give this another recheck after the hitsounds are added, because without hitsounds it can be sometimes a little difficult to understand the logic behind some patterns. So yeah... For now good luck. I keep an eye on this thread.
- 00:24:988 (1,2,3) - Having hypers here is fine but the current distance is quite extreme and the pattern itself plays awkward. Here a suggestion to improve this in its feeling, for example you could create a triangle pattern - I want to keep the hypers but I reduced the normal dashes.
- 00:38:934 (1,2,3,4) - I can see what you tried to do here but this plays awkward because of the high spacing. I want you to revise this a little: - Again, I want to keep the hypers, but reduced a few distances.
- 00:40:394 (1) - Slider end is not properly snapped.-
- 00:42:177 (1) - Kinda the same as in Platter. - Same as in platter.[/color]
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Tags:Vidyagames Super Mario Kart Koopa Beach Soyo Oka Move Bitch Ludacris Mao Lanturn Zetera Stefan TheNutritiousGuy Magic Bomb Mbomb
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Thanks :3Rizen wrote:
tiny thingsssmini irc08:30 Rizen: hello, you there?
08:30 Desperate-kun: hey
08:30 Rizen: hi
08:30 Rizen: i tried looking at your mario18 map
08:30 Rizen: mm
08:31 Rizen: there's like 3 things in the easy (but not sure if it's even anything that needs to be fixed)
08:31 Desperate-kun: okay tell me
08:33 Rizen: following other diff NC patterns (and because of a large absense of notes which can't be made into a break), should 00:38:934 (3) - be NC' too? I know the combo of one object will be tiny, but you did do it in normal
08:34 Rizen: I could be colour blind but are the green and yellow combo colours too similar to each other?
08:34 Desperate-kun: i don't like single object combos
08:35 Desperate-kun: removed the one on Normal
08:35 Desperate-kun: nah i think the combo colors are fine
08:36 Rizen: the drum whistle sounds on 00:35:042 (3) - sounds kinda weird imo
08:37 Rizen: and 00:37:637 (2) -
08:37 Rizen: maybe the auto whistle will be better?
08:38 Rizen: if wanted to use drum whistles for these combos, maybe at the slider ends of 00:33:745 (1) - would be better
08:38 Rizen: 00:36:664 (1) -
08:38 Rizen: maybe not for the second one
08:43 Desperate-kun: nah i think it fits
08:44 Rizen: mm ok
08:44 Rizen: quick question
08:44 Desperate-kun: i am following the vocals
08:44 Desperate-kun: hmm?
08:44 Rizen: is 2 1/4 circles harder than a 1/4 slider?
08:45 Desperate-kun: depends
08:46 Desperate-kun: to tap, yes definitely
08:46 Rizen: mm
08:46 Desperate-kun: but if people put high jumps after 1/4 sliders (1/4 gaps) they get annoying
08:46 Desperate-kun: if it's used randomly
08:46 Rizen: because in the normal, you used 2 circles at 00:42:988 (4,5) -
08:46 Rizen: but in the hard, you used a 1/4 slider at 00:42:988 (4) -
08:47 Desperate-kun: yeah but in hard the spacing is higher
08:47 Desperate-kun: here it doesn't make much of a difference imo
08:48 Rizen: alright
08:48 Rizen: uhh about slider at 00:43:475 (6) -
08:48 Rizen: can you add an angle at the slider tick like the easy diff ><
08:49 Rizen: something like http://puu.sh/n98QM/9e55863a9a.jpg
08:49 Desperate-kun: okay
Hard
good diff, but I suggest two minor fixes (slight reposition by like pixels >.>)
- 00:18:177 (1,2,3,4,5,6) - with the current pattern, the slider at 6 touches the shadow of the hp bar. I know this isn't unrankable (and you probably obviously know that too) but I propose a fix by sacrificing the alignment of object 8 from 00:17:529 (7,8,1) - across the x axis. by moving it more down and to the left, 00:18:177 (1) - can start lower and thus lower the overall pattern. something like this. I know this is an extreme nitpick, but it would just give the difficulty a cleaner play. okay
- 00:43:961 (6) - move 3 pixels to the right because of this i.e. so it flows to the next circle in a straighter way wow that is pretty nazi
extremely nitpicky, but that's because the difficulty is already good
Insane
also a good diff ;d- 00:07:150 (7) - I would ctrl+g this so that the change in flow would further emphasise the vocals (way). It will also improve consistency with the increased spacing at 00:04:556 (7) - , 00:05:853 (3) - , 00:09:745 (7) - , etc etc. nah i think it's more cool that way and it doesn't really change much
- 00:20:123 (7) - a suggestion? image prefer my current pattern here too, with the direction change and all that
nice song Desperate-kun +1
Edit: English
Thanks once again! Update~OzzyOzrock wrote:
OK I DISAPPEARED SORRY ANYWAYS
[MUZU]
00:33:421 (75) - delete so there's a mini-break comparable to the ones that exist in oni and futsuu done!
AND IT'S DONE
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485,60,19150,1,0,1:0:0:0:
485,60,19475,5,2,1:2:0:0:
365,95,19637,2,0,P|280:91|199:30,1,140
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404,32,26610,1,2,1:3:0:0:
385,147,26772,1,0,0:0:0:0:
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142,176,27258,6,0,P|61:196|-1:175,1,140,0|2,1:0|0:0,0:0:0:0:
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218,266,27907,2,0,L|314:258,1,70,2|0,1:3|0:0,0:0:0:0:
450,287,28231,1,2,0:0:0:0:
354,359,28394,1,0,0:0:0:0:
393,67,28556,6,0,P|370:132|373:202,1,140,2|2,1:2|0:0,0:0:0:0:
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200,152,29204,2,0,L|290:142,1,70,2|0,1:3|0:0,0:0:0:0:
206,49,29529,2,0,L|88:43,1,70,2|0,1:2|0:0,0:0:0:0:
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103,185,30015,1,0,0:0:0:0:
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156,319,30502,2,0,P|239:281|322:298,1,140,2|2,1:3|1:2,0:0:0:0:
377,348,30988,1,0,0:0:0:0:
476,184,31150,6,0,P|422:204|372:196,1,70,0|0,1:0|0:0,0:0:0:0:
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101,43,32285,1,0,0:0:0:0:
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215,148,32934,1,0,0:0:0:0:
283,327,33096,2,0,P|207:347|123:315,1,140,2|2,1:3|0:0,0:0:0:0:
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224,160,33745,6,0,L|401:176,1,140,2|2,1:2|0:0,0:0:0:0:
427,61,34231,1,0,0:0:0:0:
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417,50,34718,1,0,1:0:0:0:
501,145,34880,1,0,0:0:0:0:
340,197,35042,6,0,P|243:212|168:180,1,140,0|0,1:0|0:0,0:0:0:0:
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145,78,36177,1,0,0:0:0:0:
29,254,36339,5,0,1:0:0:0:
283,348,36664,2,0,L|167:357,1,70,2|0,0:0|0:0,0:0:0:0:
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403,344,37475,1,0,0:0:0:0:
273,340,37637,6,0,P|255:255|277:184,1,140,0|2,1:0|0:0,0:0:0:0:
337,116,38123,1,0,0:0:0:0:
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236,82,38610,2,0,L|226:12,1,70,2|0,0:0|0:0,0:0:0:0:
342,126,38934,5,2,0:0:0:0:
337,116,41529,6,0,L|340:29,1,70,0|0,1:0|0:0,0:0:0:0:
277,235,41853,2,0,L|240:157,1,70,0|0,1:0|0:0,0:0:0:0:
360,334,42177,2,0,L|179:346,1,140,2|0,1:3|0:0,0:0:0:0:
26,257,42664,6,0,P|108:257|158:193,1,140,2|2,1:3|0:3,0:0:0:0:
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280,197,43475,2,0,L|305:43,1,140,2|0,1:3|0:0,0:0:0:0:
162,106,43961,1,0,0:0:0:0: