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SoundTeMP - Uncanny Lake [Osu|Taiko]

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Lambdadelta
Hey there~ ♥
In Genral:
This map is SOOO lovely! I like it! the colours are perfect tho.
Simple:
00:00:388 (1) - too long slider, maybe change it? something else?
00:07:245 (2) - ^
00:14:102 (3) - ^
00:20:959 (1) - ^
Advanced:
00:03:816 (1,2,3,4,5,6,7) - don't you think there's to many notes to this difficult? try to delete some notes or try to put them in organized way and not so complicated. (Something like that 00:11:530 (3))
00:17:530 (1,2,3,4,5,6,7,8,1) - It seems more preferable than the first, but still - try to delete some notes, it seems too difficult to this level
00:24:387 (1) - I'm not sure about that >.<
00:52:673 (2) - idk, maybe without a break? :3
00:55:245 (1) - imo, maybe add kiai? (until 01:22:673 (1))
01:10:244 (3) - try to move it more down
01:13:245 (2) - ^ down
01:17:101 (3) - ^ left
Abyss Lake:
00:40:245 (2) - what do you think about notes instead? :3 (although I like that part 00:41:102 (3))
00:55:245 (1) - imo, maybe add kiai? (until 01:22:673 (1))
Good luck~ it was an amazing map!!! :)
Topic Starter
ErunamoJAZZ
Hello!

About Simple:
What is the problem with sliders?, too many low diffs have long sliders. I think that are fine :3

About Advanced
Well... 00:03:816 (1,2,3,4,5,6,7) - 00:17:530 (1,2,3,4,5,6,7,8,1) - Note density feels good for this mapset (think in all diffs, not only in one), also, this is a Advanced diff, not a normal!, since BPM is low and im not overmapping, staring is a bit weird.
00:24:387 (1) - I will ask more about this, thank you ;3
00:52:673 (2) - Im following harp here. This break is appropriate imo.
00:55:245 (1) - 01:22:673 (1) - Sorry, I dont want kiai in this mapset. Song feels very calm.
01:10:244 (3) - 01:13:245 (2) - 01:17:101 (3) - emm.. why?, if you said because it looks at top of grid, remember check if this is out in gameplay, not in editor. (And remember said why you was suggesting something, too xD).

[About last diff]
00:40:245 (2) - but, holding this, its feeling adequate here, imo. And same about kiai.


[]
cute mod but, pls, avoid that red X.x
Thank you!
Lambdadelta
Hey again ^v^

ErunamoJAZZ wrote:

Hello!
About Simple:
What is the problem with sliders?, too many low diffs have long sliders. I think that are fine :3 The sliders seems too long for me! >< but if you're think they are fine so... fine ^^

About Advanced
Well... 00:03:816 (1,2,3,4,5,6,7) - 00:17:530 (1,2,3,4,5,6,7,8,1) - Note density feels good for this mapset (think in all diffs, not only in one), also, this is a Advanced diff, not a normal!, since BPM is low and im not overmapping, staring is a bit weird. Huh! I'm sorry, Every time I see a second level I think of normal, but - I think there's kind of "Over notes" in this part, maybe you should remove one or two? :D
00:24:387 (1) - I will ask more about this, thank you ;3 >:x I find it a little awkward and complicated.
00:52:673 (2) - Im following harp here. This break is appropriate imo.
00:55:245 (1) - 01:22:673 (1) - Sorry, I dont want kiai in this mapset. Song feels very calm. very well.
01:10:244 (3) - 01:13:245 (2) - 01:17:101 (3) - emm.. why?, if you said because it looks at top of grid, remember check if this is out in gameplay, not in editor. (And remember said why you was suggesting something, too xD). oh well, I meant that to THIS level, perhaps it would be preferable that the sliders will be close to each other.

[About last diff]
00:40:245 (2) - but, holding this, its feeling adequate here, imo. And same about kiai. very well.
[]
cute mod but, pls, avoid that red X.x
Thank you!
umm should I stop writing in red? xD
Thank you too, I'm kind of beginner in all the modding stuff, so ofc I was wrong in the most of the parts. >w<!
+1 star~
You did great A job! :3
Topic Starter
ErunamoJAZZ
Lambdadelta, hehe, mod many more maps!, this is the way to improve :3

----

Ok, Thanks to Xanandra for offset check, and Natsu for helpme with strange rhythm in last diff.
I think this is ready for rank

!summon speedrank (?)
Foxy Grandpa
Hi!!

Abyss Lake


00:32:959 (1,2,3,4) - This part feels very awkward

00:46:245 (5,1) - Space these 2 out more


Advanced



01:22:673 (1,2) - Blanket these a little better

01:43:888 (2,3) - this overlapping is really weird to read


Simple


00:32:959 (1) - move this up to the white tic, sounds a lot smoother

The map is very calming and nice, looks great!!! :D :D
Karen
first of all i think you can lower the hitsound volume by around 15% from the beginning to 00:27:816 - , because this part is calmer comparing with the next part and you used different hitsound system as well

Abyss Lake
are you sure you want to keep the OD8? personally i disagree with this since simple maps are supposed to have simple settings but meh, it depends on mappers
00:44:316 (4,1) - enlarge the spacing because it confuses players i think
00:53:530 (1) - not a nice shape to me ;w; and i feel it's kinda empty to skip 00:54:173 - this beat
00:56:745 (4,5) - 01:00:173 (4,5) - 01:03:602 (5,6) - these triples are wrongly snapped i think, they should be on 1/6, but for the sake of playability i'm fine if you insist on your snapping choice.

Simple
00:14:102 (3) - the slider might be a bit unclear to read, try make it clear like this http://puu.sh/pwPkV/2560265055.jpg

that's it, you may call me for a recheck when your body is ready.
Topic Starter
ErunamoJAZZ

FoxyGrandpa wrote:

Hi!!

Abyss Lake


00:32:959 (1,2,3,4) - This part feels very awkward well, this rhythm could be difficut to read, so I tried to make this more playable. I tried polish it a bit :3

00:46:245 (5,1) - Space these 2 out more I changed a bit this pattern

Advanced



01:22:673 (1,2) - Blanket these a little better okay

01:43:888 (2,3) - this overlapping is really weird to read Stack is better here, I move tail a bit.
Simple


00:32:959 (1) - move this up to the white tic, sounds a lot smoother I moved this a bit, I hope feels better.

The map is very calming and nice, looks great!!! :D :D Thanks :)
----

Karen wrote:

first of all i think you can lower the hitsound volume by around 15% from the beginning to 00:27:816 - , because this part is calmer comparing with the next part and you used different hitsound system as well Agree, and applied.

Abyss Lake
are you sure you want to keep the OD8? personally i disagree with this since simple maps are supposed to have simple settings but meh, it depends on mappers Im sure about stats. OD8 is not very high anyway (Im not thinking in HR players).
00:44:316 (4,1) - enlarge the spacing because it confuses players i think okay
00:53:530 (1) - not a nice shape to me ;w; and i feel it's kinda empty to skip 00:54:173 - this beat hahaha, true, I remap this.
00:56:745 (4,5) - 01:00:173 (4,5) - 01:03:602 (5,6) - these triples are wrongly snapped i think, they should be on 1/6, but for the sake of playability i'm fine if you insist on your snapping choice. I know, I think 1/6 feels annoying with this song (you know, its calmly)

Simple
00:14:102 (3) - the slider might be a bit unclear to read, try make it clear like this http://puu.sh/pwPkV/2560265055.jpg mm.. okay.

that's it, you may call me for a recheck when your body is ready.
Im done!, Thank you Karen senpai!!
Topic Starter
ErunamoJAZZ
I asked to many people for testplay, and made some little changes for improve flow.
My body is ready!
Karen
Here you go!
Topic Starter
ErunamoJAZZ
Thank you very much Karen senpai!! :3
pkhg
rank when
HappyRocket88

pkhg wrote:

rank when Gero arrives /o/
Mint
From in-game request :3/

[Simple]
  1. 01:26:102 - NC pattern got messy after this. Following your pattern, and the tone of the song. NC should be added here and at 01:29:530 - 01:32:959 - etc. instead.
[Advanced]
  1. 00:52:673 (2,1) - Why break time / empty here? Didn't see this in Simple, so this looks not really necessary to me.
  2. 01:43:888 (2,3) - From all the 1/4 sounds that could've used something like this, the least audible one has it. Quite sudden and strange, but as it's still fine as is, it's up to you.
[Abyss Lake]
  1. OD8 seems strange and unusual for this BPM / actual difficulty. Setting it to 7 will cause for a more balanced spread (3/5/7).
  2. 01:35:530 - This end could use a drum-whistle. Might apply to other diffs too.
Call me back!
Topic Starter
ErunamoJAZZ

appleeaterx wrote:

From in-game request :3/

[Simple]
  1. 01:26:102 - NC pattern got messy after this. Following your pattern, and the tone of the song. NC should be added here and at 01:29:530 - 01:32:959 - etc. instead. wow, I didn't noticed this, thanks
[Advanced]
  1. 00:52:673 (2,1) - Why break time / empty here? Didn't see this in Simple, so this looks not really necessary to me. mapped, just circles.
  2. 01:43:888 (2,3) - From all the 1/4 sounds that could've used something like this, the least audible one has it. Quite sudden and strange, but as it's still fine as is, it's up to you. Not changed.
[Abyss Lake]
  1. OD8 seems strange and unusual for this BPM / actual difficulty. Setting it to 7 will cause for a more balanced spread (3/5/7). Sorry, I am not agree. AR8 feels appropriate for me. Ar7 did jumps a bit weird for me.
  2. 01:35:530 - This end could use a drum-whistle. Might apply to other diffs too. Good catch. Fixed
Call me back!
Thanks!!
Mint
Easy reference for meta-checking QATs
Album name: RAGNAROK Online Complete Soundtrack
Catalog #: LACA-9163~7
Title: Uncanny Lake
Artist: SoundTeMP (or Sound TeMP)
Track #: 09 (Disc 4)

Even though the album covers/art etc. specify the source being in full capitals, many official global sites of the game also offer a regular capitalized version of the source.



q.
Topic Starter
ErunamoJAZZ
Thank you very much!!!!

weeeeeeeeee :D!!!!!!
HappyRocket88
Congratulations Eru! \:D/ However, I'm a bit worried about some points regarding this map and the highest difficulty.

Is the Countdown intentional? The reason I say that is because it doesn't fit the song properly plus that seems unnecessary due to the calm and relaxed structure of the song. I do believe removing it would increase the experience of players because as it is now seems unnatural and unfitting.

Bringing apple's points, I do agree that OD8 feels way too much for this difficulty. It's not a matter of the Approach Rate, what he was referring was the Overall Difficulty that's unbalanced and unusual for the structure/rhythm given to this difficulty. Furthermore, OD8 makes players to hit notes at less than 31.5ms to achieve 300 whereas notes are snapped to awkward 1/12 ticks which only ends making it even harder to click them properly. Something that doesn't help at all over a likewise hard difficulty as this one is.

In the other hand, I have some suggestions to improve the highest difficulty in terms of rhythm and volume issues:
  1. 00:00:388 - Starting this point with 45% on this part sounds very noisy and odd because the song actually increases its own sounds between this section 00:02:102 - . Hence, I heavily suggest to manage different volume points to emphasize better each segments since they're actually different form each other.
    Code
    388,428.571428571429,4,2,1,15,1,0
    388,-100,4,2,1,15,0,0
    2102,-100,4,2,1,30,0,0
    3816,-100,4,2,1,45,0,0
    7245,-100,4,2,1,15,0,0
    8959,-100,4,2,1,30,0,0
    10673,-100,4,2,1,45,0,0
    14102,-100,4,2,1,15,0,0
    15816,-100,4,2,1,30,0,0
    17530,-100,4,2,1,45,0,0
    20959,-100,4,2,1,15,0,0
    22673,-100,4,2,1,30,0,0
    24388,-100,4,2,1,45,0,0
    26959,-100,4,2,1,30,0,0
    27530,-100,4,2,1,15,0,0
    27816,-100,4,2,1,60,0,0
    33495,-66.6666666666667,4,2,1,50,0,0
    33816,-100,4,2,1,60,0,0
    The same would apply to similar the similar sections. Please, try it!
  2. I'm actually unsure why you decided to map this song as double BPM when the stress and the strongest beats are actually on 70 BPM. You can clearly notice it at looking at these beats 00:00:388 - 00:03:816 - 00:07:245 - etc. There's no need to follow the piano tiles as the main metronome when the drums emphasize better the beats of this song. I do believe it mapping the song with the half-BPM would increase as much the experience of the rhythm structure given to this map as the players who play with Night-core. What do you think? o:
  3. 00:13:995 (7) - 00:20:852 (7) - are unsnapped to the piano tile themselves. As the piano waves were supposed to be followed here, this note 00:13:995 (7) - should be on the 1/6 tick, which means here 00:14:030 - , and correspondingly this note 00:20:852 (7) - should be here 00:20:888 - . I don't actually agree with highlighting those minor piano sounds that whether to make them play better as 1/4 beats just to simply the rhythm or not, it just doesn't help at all with the main beats which were supposed to be emphasized here. Therefore, snapping them to the right tick would fit this difficulty the best.
  4. 00:27:530 (1) - Why new combo here? The way I see things, it seems rather indirect and odd due to the stress isn't as strong as the previous beats, Hence, this ends being random to players because it doesn't keep the consistency of new combos you managed on the previous patterns. That's why I think it would fit this difficulty the best if you removed the NC there to fix up this issue. Just as well as you managed it here 00:41:102 (3) -
  5. 00:33:709 (3,1) - I'm not sure snapping these objects to the 1/12 ticks when the transition of them feels somehow awkward is a good idea. The problem is that when this slider ends 00:33:709 (3) - there's no way players to expect that the next object goes accordingly to the way you mapped this segment that thus ends being somewhat confusing. I highly suggest to try out a different rhythm that highlight the same beats but creates a more intuitive pattern to read and play.
  6. 00:41:530 (1) - The finish here feels really random whereas the other exact notes aren't being highlighted in the same way. By far I can tell this is the only finish-sound used during the whole song and that makes feel these other sliders 00:44:959 (1) - 00:48:388 (1) - 00:49:245 (2) - which have basically the same sound, are emphasized without the finish. I do believe removing it would match the song better because as long as the other sliders aren't being rhythmically highlighted in the same way, there's no need to call up for hitsound-variation here.
  7. 01:03:709 (6) - Overmapped. There's no slight sound, neither piano sound nor drums to highlight here.
  8. 00:46:673 (1) - This slider doesn't give the proper emphasis to the instruments according to how you built up this section. As it is now, it seems that it randomly avoids emphasizing this sound 00:46:888 - just because how following pattern was built. Therefore, I think it would be better if you changed it to a slider snapped to 1/2 tick plus a reverse to don't skip the prominent beats.
  9. 01:14:531 (2) - This slider-head with no hitsounds on it feels rather empty. What about if you highlight the piano sound here with a whistle? I do believe in this way, you'll cover nicely the instruments as you've been doing it until now.
  10. 01:49:245 (4,5) - What about doing ctrl + G over these sliders but one by one to give another motion/flow to this pattern? the reason I say it is because the transition feels somehow unnatural to me.
[]
Not directly a bad difficulty but I think there's some room of improvement you can adjust out there! Good luck!
Mint
Just my two cents on the issues brought up by HappyRocket.

I still think OD8 is still on the high side, but not problematic. The 1/12 sliders are easily SS'able though?

That 1/12 pattern also just plays like a regular triplet and even though it's 1/12 with OD8, the difference is so small, they practically play the same. (see as reference W h i t e's Shiwa).

Had my doubts on the snapping too, but to me they both sound accurate at different occasions, so I felt that playabilty (1/4) should be preferred in this case.

Must say that I missed the countdown on this one, but that's up to Eru.

Call me if you decide to take action!
Fycho
The concerns on the thread seems valid to me, please get them figured out with the community to improve the mapset.

But I'd like to give some opinions since I don't think all of happyrocket88's opinions make sense.
  1. volume rising gradually at the beginning does make sense, yes you'd better fix it.
  2. 00:13:888 (6,7,1) - can be treated as kind of simplification, it's a problem at all but in case if you want to get it fixed.
  3. 00:41:530 (1) - finish here makes sense, there is cymbal anyways, 00:44:959 - 00:48:388 - 00:51:816 - are only piano sounds, so I don't think you should add finish to all of them
  4. 01:03:709 (6) - this kind of overmapping are acceptable too, a triplet makes rhythm more interesting rather than 1/2 spamming.
  5. 00:46:673 (1) - Let's say that 1/1 fits better, it differs from - 00:43:245 - 00:50:102 (1) - 00:53:530 - , the other three are almost only piano sound which are 1/2s, so 1/2 rhythm sounds natuaral, but 00:46:673 - and 00:47:102 - has a sound track that is stronger than the piano track, 1/2 rhythm wouln't express the music well, 1/1 to emphasize the special sounds is the better chocie.
  6. 01:14:531 (2) - feels blank, you could delete whistle from 01:14:102 (1) - 's tail and add it to 01:14:530 -
Doyak
In my opinion, these 1/12s should be avoided when this map is already not timed perfectly with other sounds (ex: 00:55:030 (5,6,1) - 00:56:745 (4,5,1) - ). Keeping simple rhythm can be appreciated even though they're not 100% synchronized with the sounds, when they kill the playability so badly. Hitting those 1/12s is more of a luck than actually reading the beats.

edit: I reset kudosu for Rocket's post so that the mapper can give him a kudosu.
Sonnyc
Random comment passing by.
00:14:048 - The piano stuff is actually at 1/8. This part feels good as a simplification. However, parts like 00:55:030 (5,6,1) where the actual rhythms are in 1/6 should get expressed as the proper rhythm imo. Simplification works when selecting an existing beat, not when making an easier rhythm.
00:32:959 (1,1,2,3,1) - aww this looks bad in transition. You'll want to make this more clearer, or perhaps something different idk.
Bonsai

Sonnyc wrote:

Random comment passing by.
Same for me, I just wanted to say that the complete song certainly seems like 70BPM to me, both rhythm- and harmony-wise
I mean I know that the topic of half-/double-BPM is often just ignored in osu! for convenience or like bc it's not very clear in many cases, but here it seems very clear to me and except for the 1/12s that are already in question it would make zero difference map-wise to just half the BPM and put x2-SV on it, but it would make the pulse of the osu!icon, additional beats for Nightcore and barlines for converts much more fitting to the song imo ¯\_(ツ)_/¯
Topic Starter
ErunamoJAZZ
Hello everyone.
Thank you very much for take a time and see my mapset!!! n.n

[]

About 1/12 section (00:33:495 - ), I tried like 6 or 7 shapes before choose the last qualified shape, but, I know that could be strange. I think this approach was actually aceptable, anyway, I will try this another one -> http://puu.sh/pPXLC/34200038d4.jpg

About 1/6 "triples" (00:55:138 (6) - 00:56:852 (5) - 01:00:280 (5) - 01:03:709 (6) - 01:10:566 (5) - 01:13:995 (5) - 01:17:423 (5) - 01:20:852 (5) - ), I was aware of this, in fact, I tried placed as 1/6, but that was really annoying to play, What point is play a peaceful song and do stupid fails due 1/6 triples?. That was the main reason for prefer 1/4 triples.

About BPM, Changing feels problematic for 1/12 section. Its true that Bosai said, but its more convenient 140bpm for this section.

[]

I applied volume suggestion, and hitsound in 01:14:530 - . I removed NC in 00:27:530 (4) - too.


Other suffs like triples in 00:13:995 (7) - 00:20:852 (7) - not, for similar reasons (playability).


  1. Finish in 00:41:530 - is really appropriate, if you delete this slider and listen, here is a "Plaaassshhhhh" background sound. The best hitsound for this is a Finish.
  2. 00:46:673 (1) - Im following contrabass here, as Fycho said.
  3. 01:49:245 (4,5) - Flow is fine here. Any player felt it wrong (and I took a lot of testplays)
  4. OD8 is fine, its only 3 diffs maps, not a 7diifs set.

[]

Before continue with this map, I am waiting for OnosakiHito (We spoke about adding taiko diffs to mapset).
I know adding new diffs should need run all process again, but we love ragnarok songs, so, 8-)
Doyak
You can try a 1/6 reverse slider for them as an alternative solution.
Also for the 1/12s, I think it's too much relying on the slider leniency, but still there's no way players would "read" it properly, and gives bad feedback for the players if it works differently than how they thought it would be played.
OnosakiHito
Topic Starter
ErunamoJAZZ
Finally updated!!!
Karen
Rechecked and Rebubbled
Topic Starter
ErunamoJAZZ
yey!, thank you karen!!
OnosakiHito
Oh, it was already time for the bubble. If you don't mind, please let Nwolf check the map one more time, just to make sure stuff is okay. I believe I can improve some patterns and Nwolf did already some good suggestions in IRC. Once we are done with that I see no problem to continue with a bubble / qualification. Hopefully Erunamo won't become angry. Haha
Topic Starter
ErunamoJAZZ
Sure, not problem just don't late much ;w;
OnosakiHito
No worries. This time we will do it within 1 day.
Nwolf
taiko mod for Ono, a few things were discussed in IRC already

[Oni]

00:26:102 - SV could be improved: http://puu.sh/rt92j/2f6f6485d6.png

00:26:745 - COULD BE A COOL NOT FOR A MORE SLOWDOWN EFFECT but you said no already c:

00:49:673 - Feels like an unfitting break, I know it's for less stale rhythm but with the removal of 00:46:459 - and 00:46:245 - becoming big kat it has the same effect with less weird breaks. AKA add a don here

00:51:816 (2,1) - Finishers??


00:55:673 - Could add a kat here for the melody. Generally the kiai feels a little bit empty even with 1/4, as there's a lot of large breaks and unused opportunities.
> 00:59:102 - 01:02:530 - 01:05:959 - 01:09:388 - 01:12:816 - 01:16:245 - 01:19:673 - Same

00:57:388 - Sounds better if this note was 00:57:173 - here instead due to several notes being here in the song. Then it also fits to 01:00:602 (1,2,3,1) - better.
> 01:04:245 (1) - Same

01:04:673 (1,2,3) - The color is inconsistent with all other notes on the 3rd beat (which is blue) and I also don't know why there's a triplet here. Okay, variety, sure. Could be a kat triplet at least. Note. It does NOT appear in the 2nd half of the kiai! (01:18:388 - )

01:18:816 (2,3) - Should be removed if we consider 01:11:959 - as the same spot and 01:14:959 (1,2,3,4) - as the variation

01:46:459 (2) - compared to 01:39:602 - on purpose? I don't really mind it, just asking


[Muzukashii]

00:40:888 - Should have a kat like 00:33:602 (5,6,7,8) - here. Maybe even have this be a 6-plet somehow.
00:40:245 - Actually let a slider start here Oni has a slider too, sliders are beautiful

00:55:673 - Same as Oni but this time I'm not pointing out all I wanna stay sane (esp if you deny this)

01:27:388 (2) - Why is this a finisher while 01:23:959 (1) - 01:30:816 (1) - aren't? There's already a difference with it being a kat. 01:34:245 (2) - 01:41:102 (2) - also aren't finishers.

01:42:388 (5,6,7) - Compared to other things in this diff this feels rather random and out of place, there aren't really 1/4 in this diff.

01:48:602 (3,4,5,6,7,8,9,10) - Should be less dense imo. Makes a bigger difference to Oni and doesn't the density of Muzukashii that much. Also Oni has no 1/4 here


weff
OnosakiHito

Nwolf wrote:

SPOILER
taiko mod for Ono, a few things were discussed in IRC already

[Oni]

00:26:102 - SV could be improved: http://puu.sh/rt92j/2f6f6485d6.png much better

00:26:745 - COULD BE A COOL NOT FOR A MORE SLOWDOWN EFFECT but you said no already c: exactly

00:49:673 - Feels like an unfitting break, I know it's for less stale rhythm but with the removal of 00:46:459 - and 00:46:245 - becoming big kat it has the same effect with less weird breaks. AKA add a don here done

00:51:816 (2,1) - Finishers?? done


00:55:673 - Could add a kat here for the melody. Generally the kiai feels a little bit empty even with 1/4, as there's a lot of large breaks and unused opportunities.
> 00:59:102 - 01:02:530 - 01:05:959 - 01:09:388 - 01:12:816 - 01:16:245 - 01:19:673 - Same changed whole kiai instead

00:57:388 - Sounds better if this note was 00:57:173 - here instead due to several notes being here in the song. Then it also fits to 01:00:602 (1,2,3,1) - better. done
> 01:04:245 (1) - Same done

01:04:673 (1,2,3) - The color is inconsistent with all other notes on the 3rd beat (which is blue) and I also don't know why there's a triplet here. Okay, variety, sure. Could be a kat triplet at least. Note. It does NOT appear in the 2nd half of the kiai! (01:18:388 - ) ^

01:18:816 (2,3) - Should be removed if we consider 01:11:959 - as the same spot and 01:14:959 (1,2,3,4) - as the variation

01:46:459 (2) - compared to 01:39:602 - on purpose? I don't really mind it, just asking yeah, on purpose. Rise of notes due to the fluet.


[Muzukashii]

00:40:888 - Should have a kat like 00:33:602 (5,6,7,8) - here. Maybe even have this be a 6-plet somehow.
00:40:245 - Actually let a slider start here Oni has a slider too, sliders are beautiful better!

00:55:673 - Same as Oni but this time I'm not pointing out all I wanna stay sane (esp if you deny this) It is possible, indeed. But if you ask me, I find it very fitting since it has a good "Abgang" / "abklang" in these moments which make the upcoming kats be more emphasized.

01:27:388 (2) - Why is this a finisher while 01:23:959 (1) - 01:30:816 (1) - aren't? There's already a difference with it being a kat. 01:34:245 (2) - 01:41:102 (2) - also aren't finishers. E.g. 01:26:959 (1,2) - 1 is already a kat and would take the impact of upcoming note if it would be not a finisher. In all honest Nwolf, I actually don't know how to explain it in english. Der Grund warum ich so viele Lücken habe oder finishers an bestimmten stellen sind ist einfach der, das ich finde, das jene finisher einen sehr guten Abgang einer stanza oder einer bestimmten Note inszenieren. Abgang im Sinne von, die finisher hallen für einen Moment ins Nichts was ihnen und den nachfolgenden Noten mehr kraft verleit. Finisher und Folgenoten sind voneinander getrennt und beziehen sich dadurch nur auf ihre Stanza was dazu führt das die Noten auch für sich mehr Kraft beanspruchen. So gesehen wände ich dieses Mal ein eher "Lokales mapping" an, anstatt ein "Globales" bei dem normalerweise jedes pattern eng mit den vorherigen oder nachkommenden verbunden ist. On the other hand, 01:41:102 (2) - changed to K lol

01:42:388 (5,6,7) - Compared to other things in this diff this feels rather random and out of place, there aren't really 1/4 in this diff. true

01:48:602 (3,4,5,6,7,8,9,10) - Should be less dense imo. Makes a bigger difference to Oni and doesn't the density of Muzukashii that much. Also Oni has no 1/4 here done


weff
(Muzukashii) HP 6 -> 7
(Muzu+Oni) Volume 30% -> 60%. Sounded like drums in background. Too quiet.
(Oni) HP 5 -> 6
(Oni) Removed 00:12:173 (1) -
(Oni) 01:27:388 (2) - Changed to K
(Oni) Changed whole kiai after reading Nwolf's mod. Much better now.
(Oni) 00:41:530 ~ 00:55:245 - refined this part a little.


Much better. I am satisfied by now. Thank you! Karen can feel free to rebubble this.
Download: http://puu.sh/rtY4T/e115d9c399.7z
Topic Starter
ErunamoJAZZ
Taikos updated!!
Karen
i just believe in ono's taiko diffs
Topic Starter
ErunamoJAZZ
Thank you Karen senpai!! >w<!!!
Nwolf
i just believe in erunamo's std diffs
Topic Starter
ErunamoJAZZ
Wiii!!!,

Thank you very much Karen and Nwolf!!!, and all people who help with suggestions, testplays, and to Ono for the taikos xD



Now, to wait 1 week ;)
Cloudchaser
Felicidades estimado :3
HappyRocket88
YAY! °3°)/
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