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Halozy - Masshiro na Yuki

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Kuron-kun
Hey!

Everlasting Snow

00:08:550 (4) - Even though it's the beginning of the map and it might not seen a really big trouble, rotating it a bit to the right would improve the flow a lot. You created a nice transition on the last pattern and you could do the same here. Maybe rotating 25° clockwise would be nice!

00:28:138 (3) - I don't feel that this kick slider fits here as perfectly as the others. You were using them either to enphasize the vocal or a specific part of the song that has a really strong beat or 1/4 rhythms, but I can't feel there's any of these parts here. In my opinion, adding a circle here would be much better, but I don't know, it might be just me.

00:39:697 - You missed a beat here, and it would be pretty bad, since you are perfectly following the consistency of the song. What do you think about adding a kick slider instead of just one circle? It definitely wouldn't break the flow, since there's a lot of sliders like these in this section, and would keep the rhythm more consistent.

00:42:432 (2) - Might consider adding another repeat for the same reason I've mentioned above.

01:44:550 (4,5,1) - Aren't these too close to each other? If you compare with the rest, they are. You might consider increasing the DS between them for flow / consistency improvements.

01:53:202 - This is more like a suggestion than anything else, since you were mostly following the vocal; don't you think that adding a circle here wouldn't be better than left it empty? It's just because it's not really nice to leave an empty sound when you have the chance to fill it. But, as I said, just my opinion! Same would apply here 03:23:373 - and here 04:53:726 -

01:53:903 (1) - I'm almost sure you forgot to add a Finish here, and if you didn't, you should since you added in other sections like 03:24:256 (1) - and here 00:46:138 (1) - .

04:29:550 (3,4,5) - The transition you did between (3) and (4) was kinda weird, specially considering the jump before (3), which was totally pointing that the next pattern would be to the right, but you did it the opposite way. It even confused me while playing. Don't you think that this would be much better? I also have moved (6), so they wouldn't be so close to each other.

Really great mapset and song, I hope you rank it as soon as possible ♥ ~
Topic Starter
Seijiro

Kuron-kun wrote:

Hey!

Everlasting Snow

00:08:550 (4) - Even though it's the beginning of the map and it might not seen a really big trouble, rotating it a bit to the right would improve the flow a lot. You created a nice transition on the last pattern and you could do the same here. Maybe rotating 25° clockwise would be nice! I see what you meant there and I'd gladly do it, but in that case I should do the same for the other one before this. Basically 00:07:138 (4) - and 00:08:550 (4) - have those directions based on pitch of the note there. If I rotate by 25 degrees as you suggested I would end up with a fairly straight movement for 00:08:020 (1,2,3,4) - which imo doesn't give a great emphasis as it does right now. It is a small thing, I know, but it makes a difference for me.

00:28:138 (3) - I don't feel that this kick slider fits here as perfectly as the others. You were using them either to emphasize the vocal or a specific part of the song that has a really strong beat or 1/4 rhythms, but I can't feel there's any of these parts here. In my opinion, adding a circle here would be much better, but I don't know, it might be just me. while I can't agree on making this a circle I noticed that it is actually inconsistent with another pattern which is the same rhythm. Fixed in my own way

00:39:697 - You missed a beat here, and it would be pretty bad, since you are perfectly following the consistency of the song. What do you think about adding a kick slider instead of just one circle? It definitely wouldn't break the flow, since there's a lot of sliders like these in this section, and would keep the rhythm more consistent. same as above, and this shows how this thing was actually consistent lol

00:42:432 (2) - Might consider adding another repeat for the same reason I've mentioned above. uh... let's say you're right (because you are) but if I want to keep that beat I inevitably have to change how that whole part works, with quite big side effects on the rest of the entire first minute of mapping. Since it is not clickable it's not a big deal in the end here

01:44:550 (4,5,1) - Aren't these too close to each other? If you compare with the rest, they are. You might consider increasing the DS between them for flow / consistency improvements. managed something

01:53:202 - This is more like a suggestion than anything else, since you were mostly following the vocal; don't you think that adding a circle here wouldn't be better than left it empty? It's just because it's not really nice to leave an empty sound when you have the chance to fill it. But, as I said, just my opinion! Same would apply here 03:23:373 - and here 04:53:726 - you're again right, but in this case it is an ending vocal. By considering this and the rhythm by the the synth sound I thought of leaving it blank to let players listen to that instrument in particular and also to give a little rest

01:53:903 (1) - I'm almost sure you forgot to add a Finish here, and if you didn't, you should since you added in other sections like 03:24:256 (1) - and here 00:46:138 (1) - . I'm also sure :p

04:29:550 (3,4,5) - The transition you did between (3) and (4) was kinda weird, specially considering the jump before (3), which was totally pointing that the next pattern would be to the right, but you did it the opposite way. It even confused me while playing. Don't you think that this would be much better? I also have moved (6), so they wouldn't be so close to each other. I must admit I did this on purpose ahahaha. I know this is not the best reason ever, but I realized I end up unconsciously making this sort of flows where I make a stop in a regular circular flow and then go back to it. For example, take in consideration 04:29:550 (3,6) - . While they are not perfectly flowy they still keep the same circular flow, right? Well, that's something I tend to do a lot and if I'd have to define it, I'd call it style since other than "I like it like that" I have no solid reasons. Imo it flows nicely enough and most testplayers didn't have problems with it. I know this is not professional, but I can't really give up on that pattern


Really great mapset and song, I hope you rank it as soon as possible ♥ ~
Thanks a lot for the mod :3
Len
#1

Talked with mapsets creator
kkk
hype
Natsu
Hi

General
[]
  1. Can you provide an official metadata source or confirm it with some QAT?
Everlasting Snow
[]
  1. 00:15:432 (3) - I usually don't complain much about this, but the melody in this song is so nice, that the wrong rhythm you have trigger me alot, the slider is ending in an active beat, it have to beat a clickable object, just make 00:15:432 (3) - two circles, like you did in 00:14:020 (3,4) - and 00:16:844 (3,4) -
  2. 00:37:314 (1) - Use a 1/2 slider instead? it fit better the music, like you did with 00:34:491 (1) -
  3. 00:43:667 (3,4,5) - 1/4 jumps are totally fine, but the spacing between 4 an 5 being lower is really confuse, increase the spacing or use a stack, since 5 is not a weak beat to justify it with that.
  4. 00:44:373 (7) - no NC? I think the music is really different from the before part, personally I'd NC it.
  5. 01:23:109 (2) - the sound is so low that I can barely hear it and at normal speed sounds bad, do you mind removing this beat for better rhythm?
  6. 01:29:903 (1,2,3,1,2,3,1,2) - is really hard to understand the logic behind this combos, I mean they don't make much sense with the song, my suggestion is to remove this NC 01:30:432 (1) - to group them 01:29:903 (1,2,3,1,2) - and add a NC at 01:30:785 (3) - then remove it from 01:30:961 (1) - so you can group the vocals 01:30:785 (3,1,2) - in a single combo, that fit the song better. That will be consistent with 01:32:197 (1,2,3) - 01:36:432 (1,2,3) - etc.
  7. 01:53:373 (1,2,3) - The music have a slow part here, but you are using a larger spacing than the fast part 01:53:903 (1,2) -
  8. 02:17:020 (2,3,4) - this is a bit similar, 2 and 3 have more spacing than 3 and 4, but 3 is a weak beat and 4 is a strong beat
  9. 03:00:256 (1,2,3,1,2,3,1,2) - same as 01:29:903 (1,2,3,1,2,3,1,2) -
  10. 03:23:726 (1,2,3,1,2) - same as 01:53:373 (1,2,3) -
  11. 04:24:609 (3) - NC?
  12. 04:30:609 (1,2,3,1,2,3,4,5) - same as 01:29:903 (1,2,3,1,2,3,1,2) -
[]
:)
Lasse
How about using the more accurate source
東方花映塚 ~ Phantasmagoria of Flower View.
(taken from http://www16.big.or.jp/~zun/html/game.html)
And moving 東方Project to tags?

For Natsu:
http://www.halozy.com/discography/hlzy-0023/ (first song)
Not sure about romanization though
Topic Starter
Seijiro

Natsu wrote:

Hi

General
[]
  1. Can you provide an official metadata source or confirm it with some QAT?
you're probably referring to the romanization, right? Since the original metadata can be found here as you can see. I'll ask for how I should capitalize things.
EDIT: alacat's answer


Everlasting Snow
[]
  1. 00:15:432 (3) - I usually don't complain much about this, but the melody in this song is so nice, that the wrong rhythm you have trigger me alot, the slider is ending in an active beat, it have to beat a clickable object, just make 00:15:432 (3) - two circles, like you did in 00:14:020 (3,4) - and 00:16:844 (3,4) - true. I managed something there with circles instead.
  2. 00:37:314 (1) - Use a 1/2 slider instead? it fit better the music, like you did with 00:34:491 (1) - I feel like vocals are making 3 notes there, or at least the one on the repeat is there :/ There's also the beat on the slider end which would be wasted with a simple 1/2 slider
  3. 00:43:667 (3,4,5) - 1/4 jumps are totally fine, but the spacing between 4 an 5 being lower is really confuse, increase the spacing or use a stack, since 5 is not a weak beat to justify it with that. true. Reduced spacing on 4
  4. 00:44:373 (7) - no NC? I think the music is really different from the before part, personally I'd NC it. yeah, looks nice. I dunno why I didn't use it before tbh.
  5. 01:23:109 (2) - the sound is so low that I can barely hear it and at normal speed sounds bad, do you mind removing this beat for better rhythm? I must admit it was intentional, but I don't remember why and without that feels good anyway, so sure, removed.
  6. 01:29:903 (1,2,3,1,2,3,1,2) - is really hard to understand the logic behind this combos, I mean they don't make much sense with the song, my suggestion is to remove this NC 01:30:432 (1) - to group them 01:29:903 (1,2,3,1,2) - and add a NC at 01:30:785 (3) - then remove it from 01:30:961 (1) - so you can group the vocals 01:30:785 (3,1,2) - in a single combo, that fit the song better. That will be consistent with 01:32:197 (1,2,3) - 01:36:432 (1,2,3) - etc. holy, you're totally right here. I firstly planned those based on pattern but no one pointed them out even if I did it myself elsewhere LOL.
  7. 01:53:373 (1,2,3) - The music have a slow part here, but you are using a larger spacing than the fast part 01:53:903 (1,2) - reduced ~
  8. 02:17:020 (2,3,4) - this is a bit similar, 2 and 3 have more spacing than 3 and 4, but 3 is a weak beat and 4 is a strong beat here I have a good explanation for it. It's a build-up emphasis. What you said it is true, but I did that in order to increase emphasis on (5). This came out mostly on the need to make up for the strong beat on (1)'s slider end which I happened to waste.
    PS: I have the feeling I just made it more complex here...
  9. 03:00:256 (1,2,3,1,2,3,1,2) - same as 01:29:903 (1,2,3,1,2,3,1,2) - yep pt.2
  10. 03:23:726 (1,2,3,1,2) - same as 01:53:373 (1,2,3) - fixed too
  11. 04:24:609 (3) - NC? uh, I wanted to actually let the players the help of the follow points to understand how the pattern works there, since if I put a NC there I should keep the back and forth movement consistent, right?
  12. 04:30:609 (1,2,3,1,2,3,4,5) - same as 01:29:903 (1,2,3,1,2,3,1,2) - yep pt.3
[]
:)
*^* <3
Natsu

Lasse wrote:

How about using the more accurate source
東方花映塚 ~ Phantasmagoria of Flower View
Can you confirm this with IamKwan or Alacat?, Touhou sources becomes so weird lately haha...
Lasse
^
If changed, don't forget the dot at the end, since it's missing in Natsu's quote and quite important

Lasse wrote:

東方花映塚 ~ Phantasmagoria of Flower View.
According to the Halozy website (and simply how the melody of the song sounds), the arrange is based on 彼岸帰航 ~ Riverside View, which is from this exact touhou game

Btw, let me know if you need a last bn for this and I'll have a look at the map again.

But that and current one are both fine for ranking, though more accurate source is getting more common for touhou maps and I think that's nicer
Okoratu
Well since you wanted someone to confirm this: both are fine as they refer to the same thing, just that using the game the original song is from is more accurate than using the entire series so I would encourage that.
Topic Starter
Seijiro
roger =w=/
Lasse
kkk
Yuuu~rara~
Yuuu~rari~
Mazzerin
I wouldn't use AR9.2 on 170bpm low 5* map which isn't technical and pretty straightforward, but it's your call

00:25:491 (3) - remove clap
00:25:314 (2) - add clap
00:30:961 (2,3) - ^
00:46:138 - every 2nd white tick in this section should have claps, since you were always following actual snares in the song (same with parts). both of these sections so far follow a snare beat which covers the 2nd and 4th white ticks, so claps should also be on:
00:46:138 (1) - sliderend
00:47:550 (1) - sliderend
00:48:961 (1) - sliderend
00:50:726 (2) -
00:51:432 (4) -
00:51:785 (1) - sliderend
00:53:550 (2) -
00:54:961 (2) -
ok you start doing it right in the next section
also these got some snares on 00:56:373 (5) - sliderhead, 00:56:550 (6) - sliderend,00:56:726 (1) - sliderend
01:41:197 (2) - finisher or something on this?
01:41:020 (1,2) - also kinda weird that both of these are in the same combo, why not move the NC to 01:41:197 (2) - which is the strong beat and remove NC from 01:41:020 (1) - (same for every other rhythm like this)
02:16:491 - missing claps on 2nd white ticks again
02:50:020 (6) - missing clap on sliderhead
02:50:373 (1) - finish?
03:11:550 (2) - ^
04:24:961 (1) - remove clap
04:25:314 (2) - add clap
04:25:491 (3) - remove clap
04:28:491 (1,2,3,4,1) - this comes out of literally nowhere, that part isn't as intense as the previous section before it, also compare it to 04:30:609 (1,2,3,4,5) - for example (which are stronger)
04:41:903 (2) - finish
05:17:550 (2) - missing claps on every snare drum that's on 2nd white tick in this section again
Topic Starter
Seijiro

Mazzerin wrote:

I wouldn't use AR9.2 on 170bpm low 5* map which isn't technical and pretty straightforward, but it's your call main, and probably only reason is for 04:31:314 (5,1) - readability (reverse arrow is covered)

00:25:491 (3) - remove clap
00:25:314 (2) - add clap
00:30:961 (2,3) - ^
00:46:138 - every 2nd white tick in this section should have claps, since you were always following actual snares in the song (same with parts). both of these sections so far follow a snare beat which covers the 2nd and 4th white ticks, so claps should also be on:
00:46:138 (1) - sliderend
00:47:550 (1) - sliderend
00:48:961 (1) - sliderend
00:50:726 (2) -
00:51:432 (4) -
00:51:785 (1) - sliderend
00:53:550 (2) -
00:54:961 (2) - I guess I have to explain this: I use both normal-hitnormal and soft-hitclap as your standard "clap". The reason I do this is mainly variation even tho this is a constant thing happening every measure. 2nd white tick has normal-hitnormal and 4th white tick has the soft-clap. I said I use both of them as claps because if you compare them to the rest of my hitsounds you'll clearly see that they are stronger.
I get the impression you want me to stick to the general guideline of "clap on 2nd and 4th white ticks" which is something I did here, but with my personal variation, as I said above ^

ok you start doing it right in the next section
also these got some snares on 00:56:373 (5) - sliderhead, 00:56:550 (6) - sliderend,00:56:726 (1) - sliderend
01:41:197 (2) - finisher or something on this? nice
01:41:020 (1,2) - also kinda weird that both of these are in the same combo, why not move the NC to 01:41:197 (2) - which is the strong beat and remove NC from 01:41:020 (1) - (same for every other rhythm like this) because the main focus is on vocals there and this is consistent throughout the whole map
02:16:491 - missing claps on 2nd white ticks again ^
02:50:020 (6) - missing clap on sliderhead yes, there is a snare in the music, but the song is overall calmer here due to the vocalist stopping. I consider this as a buffer time so I don't see the need to add something heavy.
02:50:373 (1) - finish? yep
03:11:550 (2) - ^ ^
04:24:961 (1) - remove clap
04:25:314 (2) - add clap
04:25:491 (3) - remove clap these last 3 beats are using soft claps as a rhythm per se while the normal-hitnormal is doing the job of the usual clap, as explained above
04:28:491 (1,2,3,4,1) - this comes out of literally nowhere, that part isn't as intense as the previous section before it, also compare it to 04:30:609 (1,2,3,4,5) - for example (which are stronger) this is based on vocals actually and it was the best option I could come up with. This must be interpreted as extension from one note to each other and not as a jump, a sort of hit towards an objects, since that's how I planned them to be (this probably derives from my playstyle since I tend to not go full speed towards circles but rather interpret each distance with the right time (basically, something similar to old Auto mod))
04:41:903 (2) - finish yep
05:17:550 (2) - missing claps on every snare drum that's on 2nd white tick in this section again same as before. I have two layers of claps here, as before, to create variation and also a better rhythm imo.

Thanks for the hitsounds check, but my whole map was meant differently from a basic and standardized view of hitsounding as you can see.
Okoratu
That sounds like a pretty odd reason for the AR, would just uncover that repeat arrow and use lower then?
Topic Starter
Seijiro
I used that pattern in particular as a reason since I thought it was a valid and objective reason to keep it (since it helped make the "grey zone" about the reverse arrow less prominent), but overall AR9.2 improves readability in the first minute of map where a lot of 1/8 sliders are present and I felt it more comfortable while playing the map myself.
Moreover we're talking about a difference of 0.2 which even if applied it subjectively changes nothing for me, but it would force me to change a pattern I actually like and find fun to play.
What I should ask now is actually, why should I reduce it instead? Just because people usually do that I don't see why I should do the same and change my patterns...


tl;dr If there is a valid reason to reduce it besides "meta is like this" then I don't have problems to do so


PS: give me an example of technical and non-straightforward map, because I think my map is more technical than most nowadays maps and not that straightforward all the time either.
Although it doesn't change things here I guess.
Lasse
Natsu
#2
Len
btw lasse, is it a problem if i ask you to re-bub my halozy?
Topic Starter
Seijiro
le meme
_DT3
:o
Gratz Sergio!
marcuddles
Yeee, finalmente <3
Gratz, Sergiolo-senpai
domSaur
ayy this song gratz
Chaoslitz
I thought this is the everlasting series of halozy

gratz!
Andrea
Era ora finalmente!

Congratulazioni :)
-NanoRIPE-

Mark101 wrote:

Yeee, finalmente <3
Gratz, Sergiolo-senpai
Topic Starter
Seijiro
Thanks everyone :)
Yohanes
Congratz! :D
C00L
Gratzz sergio :D
LigerZero
congrats....!!!!
Agatsu
grats!!
kkk
yessssss
bkoh
4:17, can you make the jump smaller, it is very big
Topic Starter
Seijiro
It's a bit late lol
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