2017-04-09 18:07 Protastic101: :thinking:
2017-04-09 18:08 Protastic101: You busy? I kind of wanted to irc the break a spell map with you as opposed to forum
2017-04-09 18:08 No_sync: it's ok!
2017-04-09 18:08 Protastic101: yay!
2017-04-09 18:08 No_sync: i'm not busy
2017-04-09 18:08 Protastic101: Ok, I actually need to brb for like 2 minutes tho
2017-04-09 18:08 Protastic101: ACTION flies away
2017-04-09 18:11 Protastic101: ACTION is listening to [https://osu.ppy.sh/b/908199 Kawada Mami - Break a spell (TV-size)]
2017-04-09 18:11 Protastic101: alright
2017-04-09 18:11 Protastic101: so first, SVs!
2017-04-09 18:11 Protastic101: There's a fun math aspect to doing them if you wanna make sure they're kind of readable
2017-04-09 18:12 No_sync: equal to 1?
2017-04-09 18:12 Protastic101: yeah!
2017-04-09 18:12 Protastic101: And you do that pretty well in the beginning part, but the SV sequence also spans over multiple notes which is a problem
2017-04-09 18:13 Protastic101: Within an SV sequence, you want to make sure there are no notes in between. This would work if your sequences were 1/1 long (such as 00:00:560 - to 00:00:902 - ), but in reality, they're 2/1 long (like 00:00:560 - to 00:01:245 - instead)
2017-04-09 18:14 Protastic101: the problem with having the sequence be 2/1 long is the fact that the notes on the even beats, such as at 00:00:902 - 00:01:588 - are being read in a section where the average SV is equal to 0.95x or 1.05x, but not 1x
2017-04-09 18:15 Protastic101: what you would do to fix this is to reduce the unit from 1/1 to 1/2, which basically means stuff like 00:00:560 - 00:00:902 - 00:01:245 - 00:01:588 - 00:01:931 - are 0.95x, and upbeats like 00:00:731 - 00:01:074 - 00:01:417 - 00:01:760 - are 1.05x
2017-04-09 18:16 Protastic101: 00:00:560 - oh, and btw, I think the SV here should be put at 00:00:561 - due to some weird conflicting thing with red and green lines on the same spot :thinking:
2017-04-09 18:17 Protastic101: 00:03:302 - ah, and similar to what I said about lowering your units by a half, these SVs should be every 1/4 instead of 1/2 now
2017-04-09 18:17 No_sync: that one on 560 it's not ok?
2017-04-09 18:18 Protastic101: wait no, the one on 560 is ok. I think
2017-04-09 18:18 Protastic101: oh my god, im confusing myself
2017-04-09 18:18 Protastic101: just ignore that then lol
2017-04-09 18:18 Protastic101: everything else goes tho
2017-04-09 18:18 No_sync: alright i make sure to fix that part.
2017-04-09 18:18 Protastic101: btw, 0.95x and 1.05x are pretty unnoticeable imo
2017-04-09 18:19 Protastic101: I'd suggest 0.9x and 1.1x if you want it to be barely noticeable but still have a slight effect on reading and acc
2017-04-09 18:19 Protastic101: 00:04:674 - Svs here should be 1/8 now too
2017-04-09 18:19 No_sync: understood.
2017-04-09 18:19 Protastic101: Assuming you're using the half-half method, your SV unit should be half that of your notes' snap
2017-04-09 18:20 Protastic101: if you start getting into odd 5/7 units or something, that requires a bit more math and it makes my head hurt
2017-04-09 18:20 No_sync: so i need to apply the svs Before the note appear
2017-04-09 18:21 No_sync: next note*
2017-04-09 18:21 Protastic101: 00:08:274 - as for this SV here, I'm probably biased because I really hate incomplete sequences, but yeah. Like, this entire sequence is just 0.9x average SV which is a slowjam and makes me sad.
2017-04-09 18:21 Protastic101: Yeah
2017-04-09 18:21 Protastic101: Basically, your SVs should average to 1x in the empty space between two notes
2017-04-09 18:22 No_sync: 00:08:274 - what will be a better sv here?
2017-04-09 18:22 Protastic101: 00:11:017 - to 00:11:531 - this sequence averages to 1.17x (rounding to nearest hundredths) which makes me D:
2017-04-09 18:24 Protastic101: I just wouldnt suggest using an SV there at all because of the 1/2 notes in 00:08:274 (8274|0,8445|2,8445|0,8445|1,8617|2) - which means you'd have to have a stutter effect to keep the average at 1x
2017-04-09 18:24 No_sync: and there too
2017-04-09 18:24 Protastic101: lemme see tho, you could probably try to gradually increase the stutter so it feels like a speed up?
2017-04-09 18:25 No_sync: yes that's my intention there
2017-04-09 18:25 Protastic101: eh no, doesn't really work that well
2017-04-09 18:26 Protastic101: it's cause of those 1/2 notes that you're kind of restricted to a stutter only :/
2017-04-09 18:27 Protastic101: if you do wanna try it though, might do something like this:
2017-04-09 18:27 No_sync: feelsbadman*
2017-04-09 18:27 Protastic101: 00:08:274 - 0.8x, 00:08:360 - 1.2x, 00:08:445 - 0.6x, 00:08:531 - 1.4x, 00:08:617 - 0.4x, 00:08:702 - 1.6x
2017-04-09 18:27 Protastic101: It's a stutter but /shrug
2017-04-09 18:28 Protastic101: Same thing would apply at 00:13:760 - 00:15:645 - 00:16:331 -
2017-04-09 18:29 No_sync: btw
2017-04-09 18:30 No_sync: 00:15:645 - to
2017-04-09 18:30 Protastic101: 00:17:017 - and the stuff I mentioned in the very beginning apply here, even more so because you have 1/4 notes like at 00:18:560 (18560|2,18645|2) - which make Svs aaaaa
2017-04-09 18:30 No_sync: 00:17:017 -
2017-04-09 18:30 No_sync: is somewhat the same as the end...
2017-04-09 18:30 No_sync: of the map
2017-04-09 18:31 Protastic101: oh rip
2017-04-09 18:31 No_sync: 01:21:474 -
2017-04-09 18:31 Protastic101: 01:21:474 - these SVs dont come anywhere close to 1x aaaa
2017-04-09 18:31 Protastic101: ACTION flops over and dies
2017-04-09 18:33 Protastic101: like, it's ok to gradually increase the strength of the SV (such as your 1.2x, 1.25x, 1.3x and so on), but you have to bring the next SV value (which you always set as 1x) to be able to average the other sv to 1x when added and divided
2017-04-09 18:33 Protastic101: 01:21:645 - so like, right here would need to be 0.85x since the SV at 01:21:731 - is 1.15x
2017-04-09 18:34 Protastic101: 01:21:817 - 0.8x, 01:21:988 - 0.75x, 01:22:160 - 0.7x, 01:22:331 - 0.65x, 01:22:502 - 0.6x, 01:22:674 - and 0.55x
2017-04-09 18:35 No_sync: so for every speedup i need to equal with some slowdown
2017-04-09 18:35 Protastic101: pretty much yeah
2017-04-09 18:36 Protastic101: 01:22:674 - for here, half half is fun, but you could also do an uneven number of units, like this is 0.55x and then 01:22:931 - is 2.35x so that the speedup comes at last second
2017-04-09 18:38 Protastic101: [4 - (0.55 x 3)] = 2.35x and then to check your work if necessary {[2.35 + (0.55 x 3)] / 4} = 1
2017-04-09 18:38 Protastic101: Just dont be like me and think 3/2 = 1/3
2017-04-09 18:38 Protastic101: ACTION shudders
2017-04-09 18:39 No_sync: ok
2017-04-09 18:39 Protastic101: 01:23:360 - and just commenting on the SVs in the very end, I think they're redundant because they dont even end when the LN ends, and they're spaced so far apart that on lower scroll speeds, you would be able to visibly see the difference in SVs
2017-04-09 18:40 Protastic101: oh yeah, and to explain the math behind the SVs, your units are your snap as I said in the beginning, so you take the total number of units in a sequence and subtract from that your starting SV times the number of units it lasts to get the end value
2017-04-09 18:42 Protastic101: if you were to start with a speed up first, it's pretty much the same thing, in that it's total units - starting SV value (times however many units, but total starting SV cannot be larger than total units), and then divide by your number of remaining units
2017-04-09 18:42 Protastic101: 01:22:674 - so let's say you wanted to start with a speed up here instead of a slower SV
2017-04-09 18:43 Protastic101: Eh, you're feeling cruel so you choose 2.5x because why not. The total unit is 4 since it lasts until 01:23:017 -
2017-04-09 18:44 Protastic101: therefore total units - starting SV value (lasts 1 unit) divided by 3 remaining units is [(4 - 2.5) / 3] = 0.5x
2017-04-09 18:44 Protastic101: so the SV would be like 01:22:674 - 2.5x and 01:22:760 - 0.5x to average to 1x
2017-04-09 18:45 Protastic101: Does that make sense or am I really bad with words?
2017-04-09 18:45 No_sync: is somewhat complicated the math part, but i understanding better
2017-04-09 18:46 Protastic101: It's really easy if I knew how to explain it without using like 500 words lol
2017-04-09 18:46 No_sync: ing* ?
2017-04-09 18:46 Protastic101: yeah!
2017-04-09 18:46 Protastic101: Just make sure you know:
2017-04-09 18:46 Protastic101: 1. Total units within the sequence
2017-04-09 18:46 Protastic101: 2. Starting SV value
2017-04-09 18:46 Protastic101: 3. How many units your starting SV value lasts
2017-04-09 18:47 Protastic101: 4. Remaining units (this means your starting SV cannot be more units than the total)
2017-04-09 18:48 No_sync: and that need to equal 1 always?
2017-04-09 18:48 No_sync: be*
2017-04-09 18:49 Protastic101: You should generally strive to equal 1x
2017-04-09 18:49 Protastic101: but it's not a hard rule
2017-04-09 18:50 No_sync: okok
2017-04-09 18:50 Protastic101: concerning hitsounds btw, your normal-hitnormal is pretty different from the music, so here's one that sounds very similar to the snare heard in the song if you wanna use it
https://puu.sh/vf2u8.wav2017-04-09 18:51 Protastic101: another thing is normal-hitnormal vs normal-hitwhistle
2017-04-09 18:51 Protastic101: Like, it's not unrankable, but I wouldn't let it pass that your hitnormal is the kick and the hitwhistle is the softer hihat kind of sound
2017-04-09 18:52 Protastic101: I'd recommend switching it so that the hitwhistle becomes your hitnormal and the hitnormal becomes your hitwhistle
2017-04-09 18:52 Protastic101: my reasoning for this is because the kick sample that you use is inconsistent in volume all over the place
2017-04-09 18:53 No_sync: alright i will change that
2017-04-09 18:53 Protastic101: Sample volumes are additive, meaning if you have two chords and both of them have the same sample volume on them, instead of playing at 30%, they add together and play their sample at 60%
2017-04-09 18:53 Protastic101: 00:00:560 (560|3,560|0,902|1,902|2,1245|3,1245|0,1588|1,1588|2,1931|0,1931|3,2274|2,2274|1,2617|0,2617|3,2960|2,2960|1,3302|3,3302|0) - so like, this entire section is 60% normal-hitnormal, but then 00:03:474 (3474|2,3817|2,4160|2) - is only 30%, so it's much quieter
2017-04-09 18:54 Protastic101: Chartwise, it's pretty solid except for a couple things
2017-04-09 18:54 Protastic101: 00:21:645 (21645|3,21731|2,21902|2,21988|3,22074|2,22160|3,22160|1,22245|0,22331|1) - like this, this makes me want to cry
2017-04-09 18:55 Protastic101: the reason being is it breaks momentum due to all the direction changes in the burst like at 00:21:817 - 00:21:988 - and 00:22:160 -
2017-04-09 18:55 Protastic101: Instead, it'd flow better to have them roll in the same direction and minimize direction turns, like so
https://osu.ppy.sh/ss/77852282017-04-09 18:56 Protastic101: 00:35:360 - 00:38:274 - the random slowjams here aaaaaaaaaa
2017-04-09 18:58 Protastic101: 00:46:845 - btw, here, I'm sure you could easily pull off a 1/8 burst for the weird delay kind of sound. A unidirectional roll like this would work perfectly
https://osu.ppy.sh/ss/77852422017-04-09 18:58 Protastic101: the only drawback is you have to make 00:47:188 - a double only in order to avoid a stupid 1/8 minitrill
2017-04-09 18:58 Protastic101: o god, did i accidentally kill you
2017-04-09 18:58 Protastic101: o noes
2017-04-09 18:59 No_sync: no i reading all xD
2017-04-09 18:59 Protastic101: ok lol
2017-04-09 18:59 Protastic101: I've had mappers just quit on me after I modded their maps for an hour XD
2017-04-09 18:59 Protastic101: probably doesnt say well about my attitude as a modder tbh lol
2017-04-09 19:00 No_sync: wow
2017-04-09 19:00 No_sync: xD
2017-04-09 19:00 Protastic101: 00:55:245 - ok, lemme explain to you why changing direction a lot in a stream/burst makes playing really difficult and annoying to do
2017-04-09 19:01 Protastic101: it's because of anchors like 00:55:417 (55417|2,55588|2,55760|2,55931|2,56102|2) - which make the player want to cry due to the fact that the strain is uneven as 1 finger gets a beating while all the other fingers kind of stay still and do nothing
2017-04-09 19:01 Protastic101: 00:56:274 (56274|0,56445|0,56617|0,56788|0) - another example of an anchor
2017-04-09 19:01 Protastic101: obviously, anchors of like, 3 notes is hard to avoid in a burst, but beyond that it gets a little outrageous
2017-04-09 19:02 Protastic101: keeping your direction the same for an extra beat or two helps to remedy this as it gives hands both an almost equal weight AND strain, ie both hands have around the same number of notes to hit and each finger individually has enough time between each note to not die trying to play everything
2017-04-09 19:03 Protastic101:
https://osu.ppy.sh/ss/7785273 something like this would work better imo
2017-04-09 19:04 No_sync: alright i like more too
2017-04-09 19:05 Protastic101: 01:21:645 (81645|1) - I'd also remove this note since most of your snare triplets have only been jumps. Take for example 00:33:131 (33131|3,33131|1,33217|2,33217|0,33302|1,33302|3) - or 00:35:188 (35188|3,35188|2,35274|1,35274|0,35360|3,35360|2) - or 00:35:874 (35874|0,35874|1,35960|2,35960|3,36045|1,36045|0) -
2017-04-09 19:06 Protastic101: ACTION is editing [https://osu.ppy.sh/b/908722 Kawada Mami - Break a spell (TV-size) [Break a HD]]
2017-04-09 19:07 Protastic101: 00:04:760 (4760|2,4845|1,4931|3,5017|0,5102|2,5188|1) - these disconnected notes are nice since they require a bit more focus and acc from the player, but 00:05:274 (5274|3,5360|2,5445|1,5531|0,5617|1,5702|2,5788|3,5874|2,5960|1) - these stairs just make me :/
2017-04-09 19:07 Protastic101: I'd try and keep the general feel of the burst the same and disconnect these notes too, like so
https://osu.ppy.sh/ss/77852922017-04-09 19:07 No_sync: same direction?
2017-04-09 19:08 No_sync: nvm the screenshot looks better
2017-04-09 19:08 No_sync: xD
2017-04-09 19:08 Protastic101: well direction helps keep weight and strain generally the same
2017-04-09 19:09 Protastic101: 00:21:217 - same stuff about stairs here
2017-04-09 19:09 Protastic101: you can always disconnect notes to change the direction, but try to at least maintain the same direction for 2 beats or so
2017-04-09 19:10 Protastic101: 00:32:960 (32960|2,33045|1) - I'd consider control H here so that the one handed trill is only 3 notes long on both hands
2017-04-09 19:13 Protastic101: 00:44:960 - 00:45:645 - also, I'd add notes here in order to keep the 1/2 base rhythm steady
2017-04-09 19:13 Protastic101: also, Ima rip for like 10 minutes
2017-04-09 19:13 Protastic101: ACTION leaves again
2017-04-09 19:13 No_sync: ok
2017-04-09 19:13 Protastic101: If you have to go somewhere or something, that's ok, I can finish the rest of the diffs in a post
2017-04-09 19:14 No_sync: no i still have time
2017-04-09 19:14 Protastic101: but if you're still online and wanna continue ircing yay!
2017-04-09 19:14 Protastic101: ok, brb then o/
2017-04-09 19:14 No_sync: while my connection resists... xD
2017-04-09 19:24 Protastic101: rip connection
2017-04-09 19:24 No_sync: 00:44:960 - 00:45:645 -
2017-04-09 19:24 Protastic101: Ok, I can mod now no interruptions lol
2017-04-09 19:24 No_sync: nope
2017-04-09 19:24 Protastic101: eh, but why/
2017-04-09 19:24 No_sync: ehm
2017-04-09 19:24 Protastic101: ?*
2017-04-09 19:25 No_sync: that part i don't hear sound
2017-04-09 19:25 No_sync: i really need to add notes there?
2017-04-09 19:25 Protastic101: I mean, my reasoning for adding those notes is because this entire section from 00:38:960 - to 00:44:788 - has not had a single break in the 1/2 continuous rhythm
2017-04-09 19:25 Protastic101: Im not really saying to add it there because there's sound, but to add it for the purpose of making the section feel consistent and flow well
2017-04-09 19:26 No_sync: but for hitsound i will use whistle?
2017-04-09 19:26 No_sync: there
2017-04-09 19:26 Protastic101: idk about the hitsounds and whether you switched them or not
2017-04-09 19:27 Protastic101: but you should use the soft hihat kind of hs if you do add the notes
2017-04-09 19:27 No_sync: that hithat
2017-04-09 19:27 No_sync: hihat*
2017-04-09 19:27 No_sync: ok
2017-04-09 19:28 Protastic101: Alright, so rest of the chart seems pretty ok, I am confused about one thing tho
2017-04-09 19:28 Protastic101: stacks like 01:13:588 (73588|0,73760|0) - 01:18:217 (78217|0,78388|0) - 01:19:074 (79074|3,79245|3) - seem to come out of nowhere and I cant really see a rhyme or reason for it
2017-04-09 19:29 No_sync: for me its the kick followed by the snare
2017-04-09 19:30 Protastic101: ah, I get it now
2017-04-09 19:30 No_sync: 00:06:902 (6902|2,7074|2) -
2017-04-09 19:30 No_sync: too..
2017-04-09 19:30 Protastic101: nice then
2017-04-09 19:30 Protastic101: ACTION is editing [https://osu.ppy.sh/b/908224 Kawada Mami - Break a spell (TV-size) [Break a NM]]
2017-04-09 19:31 Protastic101: 00:04:674 (4674|3,5360|0) - I'd overlap these since there's no audible break in the 1/4 burst, so it'd be like this
https://osu.ppy.sh/ss/77854032017-04-09 19:32 Protastic101: 00:21:131 - to 00:22:502 - seems a bit strange to reduce the overall chart density here when the music has gotten a bit more intense with the addition of the 1/4 burst
2017-04-09 19:32 Protastic101: I'd keep mapping to the 1/2 here instead
2017-04-09 19:33 Protastic101: 00:26:617 - same thing here
2017-04-09 19:33 No_sync: but it's ok to add more notes?
2017-04-09 19:34 No_sync: with LN?
2017-04-09 19:34 Protastic101: 00:27:302 (27302|3) - also, might be able to turn this into a 1/1 LN to represent the little synth that starts up in the background, like so
https://osu.ppy.sh/ss/77854202017-04-09 19:34 Protastic101: Of course it is!
2017-04-09 19:34 Protastic101: the LN is in the outside columns, so it doesnt hinder playability too much
2017-04-09 19:34 Protastic101: if it worries you that it'll be hard, what you can do is give the hand that isn't holding an LN a bit more of the strain so that the hand with the LN has a bit of an easier job
2017-04-09 19:35 No_sync: adding 1/2 notes right?
2017-04-09 19:36 Protastic101: yeah
2017-04-09 19:36 No_sync: alright
2017-04-09 19:38 Protastic101: 00:52:331 (52331|0,52417|2,52502|1,52588|3) - seeing that this is a normal diff, for bursts of 4 notes or more, I'd suggest just making them very basic single directional rolls for ease of readability and pattern execution
https://osu.ppy.sh/ss/77854392017-04-09 19:40 Protastic101: 00:57:302 - add another note here for the crash?
2017-04-09 19:41 No_sync: in hard too aswell then..
2017-04-09 19:41 Protastic101: yeah!
2017-04-09 19:41 Protastic101: 00:57:817 (57817|3,57902|1,57988|2,58074|0) - similar to what I mentioned about the 1/4 burst, I'd do this instead
https://osu.ppy.sh/ss/77854612017-04-09 19:43 Protastic101: 01:23:017 (83017|1) - imo, would be a nice effect to move this to col 1 or 4 in order to be stacked with 01:23:360 (83360|0,83360|3) - since they're the same sound
2017-04-09 19:44 No_sync: alright i think that aswell
2017-04-09 19:44 Protastic101: ACTION is editing [https://osu.ppy.sh/b/908199 Kawada Mami - Break a spell (TV-size) [Break an EZ]]
2017-04-09 19:45 Protastic101: 00:16:502 - and 00:16:674 - might consider adding notes here for the kick + snare. You could even split the LN so it's not so in the player's face while playing, like so
https://osu.ppy.sh/ss/77854842017-04-09 19:47 Protastic101: 00:21:131 - disappointed there's no 1/1 notes for the kick here D:
2017-04-09 19:48 No_sync: yeah too worried about the sr
2017-04-09 19:48 No_sync: i can add it tho
2017-04-09 19:48 Protastic101: eh, don't be
2017-04-09 19:49 Protastic101: Dont think of SR, think of the patterns and whether you think they're appropriate for the target audience you're aiming this at
2017-04-09 19:49 No_sync: alright
2017-04-09 19:49 Protastic101: simple 1/1 is pretty easy so you shouldn't worry too much about it being "difficult" even if SR says it's a Normal
2017-04-09 19:49 Protastic101: 00:26:617 - this too
2017-04-09 19:49 Protastic101: 00:27:302 - you could even add a 2/1 LN here in col 2 for the synth!
2017-04-09 19:50 Protastic101: 00:33:474 - eh, stuff like this feels like a slap to the face since you go from following one part (drums) to following another completely unrelated part (vocals)
2017-04-09 19:51 No_sync: i following that noise not the vocals
2017-04-09 19:51 No_sync: is like bwoosh
2017-04-09 19:52 No_sync: idk if is synth or something like that
2017-04-09 19:52 No_sync: in NM and HD too
2017-04-09 19:52 Protastic101: eh, guess it's fine, but I'd still add notes for the drums so as to keep the flow of the section logical and easily understandable
2017-04-09 19:53 No_sync: alright
2017-04-09 19:53 Protastic101: 00:46:845 - add an LN and end at 00:47:188 - for the 1/8 burst?
2017-04-09 19:55 No_sync: hmm ok doesnt look bad
2017-04-09 19:55 Protastic101: 00:42:560 - and 00:42:731 - add notes for the percussion
2017-04-09 19:55 Protastic101: 00:43:760 - Might also add one here to represent the 1/4 I guess
2017-04-09 20:02 Protastic101: 01:06:388 - here, since this 1/2 burst is a bit hard for beginners, I would suggest making it all only singles. The way to represent the crashes would be by isolating the note as so
https://osu.ppy.sh/ss/77855782017-04-09 20:04 No_sync: i like that
2017-04-09 20:05 Protastic101: that's pretty much it for the charts
2017-04-09 20:06 Protastic101: in general just needs a bit of polishing in the upper diffs
2017-04-09 20:06 Protastic101: flow's a bit wonky in some places, mostly due to diff disparity and odd stair like patterns
2017-04-09 20:07 Protastic101: hitsounds are inconsistent but that's cause you switched the kick and hihat sample lol
2017-04-09 20:07 Protastic101: Guess Ill post the log then?
2017-04-09 20:07 No_sync: alright there is something more left?
2017-04-09 20:08 Protastic101: nah, just check over your hitsounds, make sure the SVs try to average 1x, and avoid too many direction changes at once
2017-04-09 20:08 Protastic101: =w=)b