forum

Ito Kanako - Skyclad no Kansokusha

posted
Total Posts
74
show more
Topic Starter
Lasse

thzz wrote:

hi~
many suggestion about hitsounds again :o

[Easy]
  1. 00:22:271 (3) - add normal-whistle and remove normal-whistle on tail
  2. 00:31:253 - remove normal-whistle? following vocal. piano
  3. 00:50:295 (3) - remove finish. considering 00:38:798 -
  4. remove finish at 01:03:229 - and 01:06:103 - . less finishes are used after here.
  5. 01:20:115 (3) - move it left a bit and make regular triangle with 01:20:474 (4,5) - . it will looks better imo. changed it, but in a different way thats easier to read for new players
  6. 01:29:097 (2) - add finish?

    1. 01:39:157 - remove finish
    2. 01:39:516 - add finish
    3. 01:40:235 - add finish
    changed all of those
  7. 01:46:343 (3) - I like better like this. current angle puts a bit more pressure on it which is nice since it's a really strong sound
[Normal]
  1. 00:09:696 (2,3) - why not putting whistles?
  2. 00:27:301 (2,1) - stack left-down side will be better I think.
    not noticeable during gameplay and it makes the other part of the pattern look worse since I won't break ds here
  3. from 01:01:792 - to 01:30:534 - , you should use clap on upbeats carefully. It can bereave beat of the song. so I suggest…
    1. 01:07:001 - remove clap
    2. 01:08:438 - remove clap
    3. 01:08:798 - remove clap
    4. 01:13:828 - remove clap
  4. remove finish at 01:03:229 - and 01:06:103 - . less finishes are used after here.
  5. 01:26:582 (2,3,4) - remove clap. bass-drums stops here.

    1. 01:39:157 - remove finish
    2. 01:39:516 - add finish
    3. 01:40:235 - add finish
    changed most
  6. 01:46:343 (1) - I like better like this. same angle thing as easy
[Hard]
  1. 00:31:253 - remove normal-whistle? following vocal.
  2. 01:07:001 - remove clap
  3. from 01:01:792 - to 01:30:534 - , you should use clap on upbeats carefully. It can bereave beat of the song. so I suggest…
    1. 01:07:001 - remove clap
    2. 01:08:438 - remove
    3. 01:08:618 - add
    4. 01:08:798 - remove
    5. 01:19:935 - remove
    6. 01:20:115 - add
    7. 01:22:450 - remove
    8. 01:22:630 - add
    9. 01:23:887 - remove
    10. 01:24:067 - add
  4. 01:26:582 (2,3,4) - remove clap. bass-drums stops here.
[Insane]
  1. 00:34:127 (1) - I prefer to make it zig-zag like Hard and Insane. current fits fine imo
  2. 01:05:744 (5,6) - this decreasing distance feels weird for me. how about move 01:05:923 (6) - to (330,251)? made a star
  3. 01:17:780 - remove clap
  4. 01:17:959 - add clap
  5. 01:18:139 - remove clap
  6. 01:19:935 - remove clap
  7. 01:19:935 - add clap
  8. 01:20:295 - remove clap
why you can stack objects so beautiful?

[Extra]
  1. 00:27:301 (1) - how about to put normal-sliderwhistle?
  2. 00:33:049 (1) - ^
    pitch is different from the kicksliders and it would feel too much
  3. 00:46:702 (1,2,3,4,1,2,3,4) - add normal-whistles? sound differernt and would be too spammy here imo
  4. 01:08:438 - remove clap
  5. 01:08:618 - add clap
  6. 01:08:798 - remove clap
  7. 01:35:205 (2) - add clap
I like the dif.

It is just my own thinking but…
High sound like vocal makes just “melody” for the song.
Bass-drum is low sound, so it makes “beat”. It should not be ring in same rhythm with high sound.
All bass-drums on down-beats makes listeners comfortable imo. On the other hand, bass-drums on up-beats is weird for me, there’re some exception though.

good luck~
thanks
applied most of the hitosunding suggestion I didn't reply to
Kaitjuh
Hi! From your queue~

Smol Mod

Easy

  1. 00:22:989 (4,1) - maybe adjust so the sliderend also gets blanketed properly, might be tricky though
  2. 01:11:852 (3,2) - Blanket space is uneven. Maybe adjust the red point and slider end of 01:13:648 (2) - like this
  3. 01:39:875 (2) - looks kinda stubby xD. Maybe just make it a straight slider.
  4. Other than that the difficulty seems fine and plays well

Normal

  1. 00:22:989 (1) - align the last "bump" with the slider tick
  2. 00:27:301 (2,1) - Stack
  3. 01:27:301 (4,4) - Stack? This one seems kinda far fetched tbh xD

Hard

  1. 00:09:875 (1,2,3,4) - space evenly
  2. 00:10:774 (3,1) - avoid overlap
  3. 00:43:828 (3) - x368 y288 might be a better placement
  4. 00:56:043 (1) - angle this so it blankets 00:55:325 (3) - better
  5. 01:23:349 (1) - angle by -6° so it looks more even

Insane

  1. 00:27:301 -Maybe make this part a little like this?
  2. 01:14:007 (3,5) -move to x372 y200
  3. 01:23:349 (1) - Improve Blanket?

Extra

  1. 01:05:384 (3,4,5,6,1) - Maybe make this more pentagon shaped like 01:08:977 (1,2,3,4,5) -
  2. I'm struggling to find anything in this difficulty. Holy moly this is a fun diff

A very promising mapset. Had a lot of fun playing and modding it, since well made maps are kinda challenging to find flaws in.

Good Luck ^^
Topic Starter
Lasse

Kaitjuh wrote:

Hi! From your queue~

Smol Mod

Easy

  1. 00:22:989 (4,1) - maybe adjust so the sliderend also gets blanketed properly, might be tricky though tried sth
  2. 01:11:852 (3,2) - Blanket space is uneven. Maybe adjust the red point and slider end of 01:13:648 (2) - like surethis
  3. 01:39:875 (2) - looks kinda stubby xD. Maybe just make it a straight slider. cute :c
  4. Other than that the difficulty seems fine and plays well

Normal

  1. 00:22:989 (1) - align the last "bump" with the slider tick prefer current one tbh
  2. 00:27:301 (2,1) - Stack fine
  3. 01:27:301 (4,4) - Stack? This one seems kinda far fetched tbh xD doesnt really make a difference but that works too

Hard

  1. 00:09:875 (1,2,3,4) - space evenly
  2. 00:10:774 (3,1) - avoid overlap cleaned that part up a bit
  3. 00:43:828 (3) - x368 y288 might be a better placement current 90° is fine
  4. 00:56:043 (1) - angle this so it blankets 00:55:325 (3) - better not necessary and makes it too curved
  5. 01:23:349 (1) - angle by -6° so it looks more even fine

Insane

  1. 00:27:301 -Maybe make this part a little like this? current rhythm here focuses on those noises and not vocals
  2. 01:14:007 (3,5) -move to x372 y200 ruins whole structure and the overlap with the slider is not visible during gameplay
  3. 01:23:349 (1) - Improve Blanket?no blanket intended and a lslider which is this curved would look bad here

Extra

  1. 01:05:384 (3,4,5,6,1) - Maybe make this more pentagon shaped like 01:08:977 (1,2,3,4,5) - ? 01:05:025 (2,3,4,5,6) - is a perfect star already
  2. I'm struggling to find anything in this difficulty. Holy moly this is a fun diff

A very promising mapset. Had a lot of fun playing and modding it, since well made maps are kinda challenging to find flaws in.

Good Luck ^^
thanks for modding!

btw, I changed the name of the highest diff from "extra" to sth more related :v
Mazziv
r an k it rn xd brb calling bonsai
Avishay
[I'm uneducated about this diffname]
  1. 00:17:241 (1) - Pretty sure we went over this before, but.. remove clap from head and put on tail, this way it is consistent with 00:16:881 (4) - and 00:18:319 (1) -
  2. I don't really understand the usage of the whistle normal from 00:07:899 (5) -, it seems a bit weird.. I understand it at 00:09:875 (6) - because it is the last piano note in the sequence and it is held. Therefore one would fit at 00:13:109 (1) -, but why at 00:14:007 (3) - ? If anything, it should've been at 00:13:648 (2) - as it is stronger. Yeah, I can't really understand the next ones too.. It seems too random for me to understand. So please revise those.
  3. 01:17:780 (2) - Literally the only slider of this kind in the whole diff, limits the movement and it might be playable as a static slider, unlike everything else in the kiai which is pretty straight forward in terms of movement so I'd advise changing this one.
  4. Hitsound stuff applies to all diffs relevant.
[Hard]
  1. 00:21:193 (1,2,3) - Equal spacing would be cool.
Everything else is okay.
Topic Starter
Lasse
fixed everything
slider is now a flipped version of 01:16:881 (4) - which works really well after minor changes to the pattern
changed some of the normal whistles to soft and swapped some around to hopefullly work better for all diffs
diffname should be okay
(might coantain small Steins;Gate spoilers) => http://steins-gate.wikia.com/wiki/FG204
this thing http://experten.cocolog-nifty.com/annex ... 2nd-e.html (kinda hard to find sth about it, lol)
thanks for checking again!
Avishay
Okay!
Mazziv
qualified soon tm
Shiranai
Hello
Sugestion,

FG204 things
  1. What's that diff name mean, I don't really get it, care to explain?
  2. The beat on 00:12:929 - better to be more clickable, try this rhythm http://puu.sh/od0Wc/4d72a2e5d6.jpg ?
  3. 00:27:301 (1) - and 00:28:019 (1) - I think you can add soft whistle sound on its slider body for both slider, for a better emphsized on electronic sound?
  4. 00:31:073 (5) - and 00:35:384 (5) - Try to add nc for a better readability on the anti jump
  5. 00:47:420 (1,2,3,4) - I don't think using 0.5 sv multiplier is a good choice on that part, the music itself literally constant, so by using 0,75 sv like you did on first one is way more reasonable to be played imo
  6. 00:56:313 (2) - Delete that? imo there's no beat to be emphsized
  7. 00:57:480 - Try to add whistle there to make the hitsound pattern more consistent?
  8. 01:45:085 (2) - Delete the whistle? it makes the whole sound not harmonized
Insane
  1. 00:22:271 (1,2) - Swap nc? to make the slowdown slider easier to distinguished
  2. 00:27:301 (1) - and 00:28:019 (1) - I think you can add soft whistle sound on its slider body for both slider, for a better emphsized on electronic sound?
  3. 00:35:384 (6) - NC for anti jump
  4. 00:46:343 (2,1,2,3,4,1,2,3,4,1,2) - After several testplay, that pattern too confusing because of its placement
  5. 00:56:313 (2) - Delete that? imo there's no beat to be emphsized
  6. 00:57:480 - Add whistle? same reason as on fg204
Hard
  1. The beat on 00:10:055 - can be more clickable, so at least maybe you can try this rhythm http://puu.sh/od2OX/55e5eff73c.jpg
  2. 00:48:319 (1,2) - Swap nc? misplacing I guess
  3. 00:57:480 - Add whistle?
  4. 01:15:983 (1,2) - You can try to ctrl+g those, to cover a better vocal and music
Normal
  1. 00:57:480 - Add whistle?
  2. 01:40:594 (1) - and 01:46:343 (1) - why nc? I thought you are gonna follow making nc on every two downbeat like on first part 00:02:870 - , yet on this part 01:31:971 - your nc rather not consistent
  3. Some of 1/2 rhythm usement kinda too long imo e.g. 01:14:726 (1,2,3,4,1,2,3) - and etc, I think it would be good if you tone down the density on this diff a bit, so it can help balaning the spread
Easy
  1. 00:22:989 (4) - Nc due to measurement
  2. 00:57:480 - Add whistle?
  3. 01:29:007 - On that part, I'm not sure why you decide to mapping that part, yet on another diffs you just simply insert a spinner there. Maybe at least you can make it more consistent?
Mazziv

Mako Sakata wrote:

Hello
Sugestion,

FG204 things
What's that diff name mean, I don't really get it, care to explain?
FG204 stands for Future Gadget 204,a time Machine that the future version of Itaru Hashida created.
source
Topic Starter
Lasse

Mako Sakata wrote:

Hello
Sugestion,

FG204 things
  1. What's that diff name mean, I don't really get it, care to explain? p/5000568 should explain it
  2. The beat on 00:12:929 - better to be more clickable, try this rhythm http://puu.sh/od0Wc/4d72a2e5d6.jpg ? current works way better with piano imo ./
  3. 00:27:301 (1) - and 00:28:019 (1) - I think you can add soft whistle sound on its slider body for both slider, for a better emphsized on electronic sound? soft sliderwhistle sounds bad imo and normal would be too much, I prefer to only emphasize the short ones
  4. 00:31:073 (5) - and 00:35:384 (5) - Try to add nc for a better readability on the anti jump fine
  5. 00:47:420 (1,2,3,4) - I don't think using 0.5 sv multiplier is a good choice on that part, the music itself literally constant, so by using 0,75 sv like you did on first one is way more reasonable to be played imo electronic sounds get a bit more quiet with each repeat, which is why spacing and sv decrease
  6. 00:56:313 (2) - Delete that? imo there's no beat to be emphsized sound on blue tick abd 00:56:402 (3) - is pretty strong, so this is fine
  7. 00:57:480 - Try to add whistle there to make the hitsound pattern more consistent? done for all diffs
  8. 01:45:085 (2) - Delete the whistle? it makes the whole sound not harmonized sure
Insane
  1. 00:22:271 (1,2) - Swap nc? to make the slowdown slider easier to distinguished yes
  2. 00:27:301 (1) - and 00:28:019 (1) - I think you can add soft whistle sound on its slider body for both slider, for a better emphsized on electronic sound? like above
  3. 00:35:384 (6) - NC for anti jump sure
  4. 00:46:343 (2,1,2,3,4,1,2,3,4,1,2) - After several testplay, that pattern too confusing because of its placement I already got several opinions on this and it seemed fine for everyone :/ I put lots of thought behind the pattern and it fits really well, would hurt to change it...
    Also the whole "overlaps and a bit harder to read than most insanes" is pretty much the idea of the difficulty, which is why I also went with a little lower than average ar
  5. 00:56:313 (2) - Delete that? imo there's no beat to be emphsized see extra
  6. 00:57:480 - Add whistle? same reason as on fg204 yes
Hard
  1. The beat on 00:10:055 - can be more clickable, so at least maybe you can try this rhythm http://puu.sh/od2OX/55e5eff73c.jpg works well with piano and keeps clicking density a bit lower
  2. 00:48:319 (1,2) - Swap nc? misplacing I guess both work, so I changed it
  3. 00:57:480 - Add whistle? yes
  4. 01:15:983 (1,2) - You can try to ctrl+g those, to cover a better vocal and music dont want vocal on sliderend here, current follow held vocal => strong vocal well
Normal
  1. 00:57:480 - Add whistle? done
  2. 01:40:594 (1) - and 01:46:343 (1) - why nc? I thought you are gonna follow making nc on every two downbeat like on first part 00:02:870 - , yet on this part 01:31:971 - your nc rather not consistent oh, remade nc to 8/1 for this part like before
  3. Some of 1/2 rhythm usement kinda too long imo e.g. 01:14:726 (1,2,3,4,1,2,3) - and etc, I think it would be good if you tone down the density on this diff a bit, so it can help balaning the spread gap to both other diffs is ~80 objects and the density difference seems fine
    I renamed the lower difficulties to normal and advanced though to better indicate actual difficulty
Easy
  1. 00:22:989 (4) - Nc due to measurement yes
  2. 00:57:480 - Add whistle? done
  3. 01:29:007 - On that part, I'm not sure why you decide to mapping that part, yet on another diffs you just simply insert a spinner there. Maybe at least you can make it more consistent? made it a spinner like other diffs
also changed 00:02:870 (1,2) - on insane from waves to other shapes which look better here
and as mentioned changed names of easy - normal => normal - advanced since old "normal" was a bit dense and I don't want it to end like miraizu, lol
hope my reasoning makes sense to you and I'm kinda attached to that pattern on insane :?
thanks for modding!
Shiranai
I think normal-sliderwhistle2.wav is not in use, since you barely add normal whistle to any slider body
Let me know again :)
Topic Starter
Lasse
Oh, it's used for that effect on the kicksliders in the highest diff
00:26:582 (1,1,1,1) -
00:32:331 (1,1,1,1) -
=> sampleset custom 2 + normal additions
it's the same as default butI still include it since some people have a different one or muted one in their skins and wouldn't get the effect then
also made the name of the last diff shorter since it seemed a bit too much to me :d
Shiranai
Okay everything should be fine now, qualified!
Kyouren
Gratzz!
Sotarks
tbh FG204 diff doesn't play so well .. anyway thats your style
gratz
Aerous

Sotarks wrote:

tbh FG204 diff doesn't play so well .. anyway thats your style
gratz
same xd
Sonnyc
[Normal]
  1. Not sure how the mapper thinks, but I personally feel the comboing before the kiai was a little messed up. 01:34:846 (3) - 01:37:720 (3) - 01:40:594 (3) - 01:43:468 (3) these having a new combo feels more natural along the song, as you've done at advanced.
[Advanced]
  1. 01:22:630 - It feels quite weird to get ignored since you were mostly focusing on vocals for the rhythms around here.
[Hard]
  1. 01:15:983 (1) - This rhythm was a little disappointing since it was hard to catch what this rhythm was following while ignoring the strong beat and the vocal of 01:16:163. Also considering most of your rhythm structure was based on drums, leaving that place empty really felt weird.
  2. 01:42:031 (1,2,3,1,2,3,4) - Not sure how you interpreted the song, but since the spacing increased started here, patterns with a distinct hitsound starting from 01:44:905 had less emphasis. Basically 1.6x is really similar with 1.7x, it didn't made a meaningful difference.
[Insane]
  1. 01:01:073 (3) - You'll wanted to add a new combo here for a better readability and a consistency with 01:12:929 (1). Besides, I think 01:01:343 having a hitsound for all diffs would fit the song better.
[FG204]
  1. 00:46:702 (1,2,3,4,1,2,3,4) - Are these supposed to have no normal-whistle sound?
Not bad, but I think you can consider trying to make patterns interacting each other for your future mapping. 01:21:193 (5,6,1) for example in Insane, (1) is a horizontally flipped form of (5), and (6) is a -120˚ rotated form of (5). However seeming the way how these sliders were placed, it is pretty hard to interprete that these sliders are the same shape, resulting in a lack of pattern organization. I believe this isn't the only case on this mapset.
Topic Starter
Lasse
Yes, not having sliderwhistles on that pattern unlike the kickslider patterns before it is intended since, it just felt unfitting and "too much" for those.
That's the only one I can answer without checking in editor.
I'll comment on the other stuff when I'm back home in some hours.

Most of those look like "both work for me, but I prefer the current one" though, lol
Topic Starter
Lasse
finally back from university, was a rather long day

Sonnyc wrote:

[Normal]
  1. Not sure how the mapper thinks, but I personally feel the comboing before the kiai was a little messed up. 01:34:846 (3) - 01:37:720 (3) - 01:40:594 (3) - 01:43:468 (3) these having a new combo feels more natural along the song, as you've done at advanced.
    either way of comboing works here, normal just starts the pattern 4/1 later. normal pattern puts more emphasis on those high pitched sounds 01:36:283 (1) - don't really see an issue here, except if you see "different nc usage for different diffs" as an issue, lol
[Advanced]
  1. 01:22:630 - It feels quite weird to get ignored since you were mostly focusing on vocals for the rhythms around here. yeah, I focused on vocals, which is why this is a held slider on the held vocal...
[Hard]
  1. 01:15:983 (1) - This rhythm was a little disappointing since it was hard to catch what this rhythm was following while ignoring the strong beat and the vocal of 01:16:163. Also considering most of your rhythm structure was based on drums, leaving that place empty really felt weird. 01:16:163 - still belongs to the held vocal from the sliderhead and the slider is used to shift emphasis more towards vocals
  2. 01:42:031 (1,2,3,1,2,3,4) - Not sure how you interpreted the song, but since the spacing increased started here, patterns with a distinct hitsound starting from 01:44:905 had less emphasis. Basically 1.6x is really similar with 1.7x, it didn't made a meaningful difference. I don't really see your point. 01:42:031 (1) - here it changes from ~1.4x base ds so ~1.6x while removing the "jump on nc/downbeat" thing from before since the part os a bit different. Then a jump and base spacing increase on 01:44:905 - where it gets more intense. also the slight ds increase is noticeable enough http://i.imgur.com/hshRC6u.jpg and more would feel a bit much here for hard since I already had 2x ds jumps on 1 and the next combo
[Insane]
  1. 01:01:073 (3) - You'll wanted to add a new combo here for a better readability and a consistency with 01:12:929 (1). Besides, I think 01:01:343 having a hitsound for all diffs would fit the song better. both work :d I chose the "nc every 4 objects" pattern for this diff and "nc every 1/1" for the extra. also it looks better that way to me xd and 01:12:570 (1,2,1,2) - has nc cause it looks nice that way to me with the changing slider directions, while on the first one the sliders are all the same.
[FG204]
  1. 00:46:702 (1,2,3,4,1,2,3,4) - Are these supposed to have no normal-whistle sound? mentioned in my last post
Not bad, but I think you can consider trying to make patterns interacting each other for your future mapping. 01:21:193 (5,6,1) for example in Insane, (1) is a horizontally flipped form of (5), and (6) is a -120˚ rotated form of (5). However seeming the way how these sliders were placed, it is pretty hard to interprete that these sliders are the same shape, resulting in a lack of pattern organization. I believe this isn't the only case on this mapset.don't really see any issue with this kind of pattern :( :( :(
actually all colors mean denied in one way or another :v

wish it was this easy finding bn for my pending maps : d
Sonnyc

Lasse wrote:

wish it was this easy finding bn for my pending maps : d
xD
Please sign in to reply.

New reply