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PIKOTARO - Pen-Pineapple-Apple-Pen [Osu|Taiko]

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Doyak
I have no idea why every diffs extended the slider to 00:16:744 - while it ends exactly on 00:16:523 - ?

Surono wrote:

should dq bcus... tags?? I ever put anything words meme on my maps (still have relation but actually is no, just some meme lol) and now was bubbled/have ranked. I guess tags can be fixed without dq if its needed

ppl become memers for normal song, and then now ppl become serious for meme/funny song? =L_=
Online tags can be fixed without DQ, but it only affects the website, so people still can search with those tags ingame. If the tag issue is major then it should be DQ'd and fixed imo.
Doyak
Okay one question to StarStyx.

Can you explain if there's any structural reasoning behind 00:06:596 (1,2,3,4,1,2,3,4) - 00:38:361 (1,2,1,2,1,2,1,2,1,2,3,4,5,1,2,1,2,1,2,3,1,2,1,2,1,2) - the placement? Seems like very random positions for me, like literally everyone can put notes in random places and say "this is my feeling"
Akasha-
You may want to add
Source: jubeat Qubell

Since it's now official in a KONAMI ARCADE game


Unsure, because the song released before the song got officially in this game so ... but since it's already, why not?
Anymore, tags:
ペンパイナッポーアッポーペン Single
KONAMI BEMANI

That's all I guess so. Information: https://www.remywiki.com/Pen-Pineapple-Apple-Pen
Sonnyc
Star's Insane.
00:06:596 (1,2,3,4,1,2,3,4) - What is this? This just feels like a randomly scattered objects in the screen without forming an actual pattern.
00:10:126 (1,2,3) - It seems (3) is having a stronger sound in the song. Why is (1,2) having a bigger spacing than (2,3)?
00:11:008 (1,2,3,1) - Similar as above, why is (2,3) having a bigger spacing than (1,2)? Did you wanted to express the upbeats stronger? ok, could work. Then why is 00:11:891 (1,2,3,4) all having the same emphasis even if you decided to place an emphasis on the upbeat previously? Such inconsistent emphasis usage felt highly inappropriate in beatmap structures.
00:13:655 (1,2,3) - According to the music, this has a high similarity with 00:10:126 (1,2,3). What kind of consistency did you managed to express? The rhythms I see. The flows... not quite. Slider shapes, nope. Spacings, nope.
00:31:302 (1,2,3) - What is the placement logic of these objects? At least (1,2) feels like a mirrored sliders, but there are tons of questions. Why is (3) formed that way? Why is (2) placed there? Why is (3) placed there? What kind of a visual pattern is the placement of (2,3) forming? This kind of doubt presents all over the map and you'll want to figure it out if you can give a proper answer besides 'it is fun to play' or 'it's placed randomly to create my expected flow'. Unless, that's why this map should get considered as a low quality.
00:36:596 (1,2,1,2,1,2,3) - The melody lines are off here and just expressing the same as other large spaced parts weren't reflecting the song properly. Having a vocal-only part is a great difference in the music, but like there is 0 difference with previous sections in the map.
00:43:655 (1,2,1,2,1,2) - ^

Didn't pointed out all issues since I doubt if it this map could work in the current design.
It's honestly painful to see this in qualified. The map only contains flow and nothing else than that.
Skylish

Kuo Kyoka wrote:

You may want to add
Source: jubeat Qubell

Since it's now official in a KONAMI ARCADE game


Unsure, because the song released before the song got officially in this game so ... but since it's already, why not?
Anymore, tags:
ペンパイナッポーアッポーペン Single
KONAMI BEMANI

That's all I guess so. Information: https://www.remywiki.com/Pen-Pineapple-Apple-Pen
I think it is not really a necessary to add ' jubeat ...' into the tag column since the originality of the PPAP is not from Jubeat, right? By the same token, all tags related to Jubeat is not really a thing to be mentioned in the tag column imo.

Source: http://avex.jp/pikotaro/discography/

The hiragana of PPAP was put already in the title.

Speaking of tags conflicts, I agree that the duplicated 'pen' 'pineapple' 'piko' 'taro' can be removed as they exist in the title already.
Topic Starter
-TakoYaki-
Hi I am back

Mun wrote:

Cut the first 5 seconds off of the audio track, it's needlessly taking up space and wasting time, since it's just silence. This isn't a rankability issue, it's just... ugh. ugh.


Insane
00:16:082 (1) - This held sound ends at 00:16:523, why does the slider keep going to 00:16:744? somehow we all think that it's ok lolol but welp may consider
00:33:067 (1) - Maybe move this so the sliderend is blanketed with 00:32:185 (4) - because it looks weird as it is. Players' eyes focus on note 5 here, shouldn't be a bit problem in-game, but will consider
00:26:008 (1,4) - I would advocate moving these 2 notes over so that 00:26:008 (1,2,3,4) - becomes a triangle with at least close to 2 equal distances. As it stands, it looks like a bit of a mess. Agree
00:31:964 (3) - There is 0 sound here. If 00:31:743 (2) - was a 2/4 slider, it would make sense to have the end here, but the note is a clear unnecessary overmap. the strong beats are long here, which is fine imo
00:41:891 (1) - Maybe make this into a 180 degree rotation of 00:41:449 (5) - ? Agree, it also makes the flow better
00:45:424 (1) - I had to turn my audio up to normally ear-destroying levels to hear the sound behind this spinner after 00:48:953. Ending it on the big white tick seems more accurate to me.Wa you fine? lol

Light Insane
00:26:670 (3,4) - My slidey senses are tingling, I think this blanket is off just a bit. Are you referring to 1,3 or 3,4 here? For 3,4, it doesn't look off here. But for 1,3, the slider 3 appears after the player clicked slider 1, at this moment the players' eyes should be focusing on note 2. Therefore I focused on 3,4 blanket rather than 1,3 here
00:27:773 (1,2,3,4) - Spacing emphasis in this pattern is REALLY bad. The highest spaced circle is on the least emphasized part of the 'song' behind this pattern. I get your point, actually, slider 4 shouldn't be included in this set here(bass-hihat-snare-hihat). The set 1,2,3 has a triangular shape here, which looks well imo
00:33:949 (3) - Maybe this should be a 180 degree rotation of 00:33:067 (1) - for the sake of visual consistency. both 1 and 3 pointing inwards, emphasizing note 2 and slider 4
00:43:214 (5) - This, perhaps one of the strongest sounds in the whole 'song,' has not only no hitsound, but is actually an extremely quiet soft tick? Why?! This one was originally a slider, but some of the modders pointed out that it didn't work well so I decided to change it to a note

General
Metadata:
Tags:
piko taro ppap pen pineapple japanese jump funny lol short takoyaki gidz -gidz- dailycare skylish nanako nnk starrstyx
"piko" and "taro" should not be in the tags, as they are duplicates of the artist.
"jump" "funny" "lol" "short" are all irrelevant tags.
Remove "gidz" from the tags, as searching "gidz" will include search results with the tag "-gidz-" in them.
Change "takoyaki" to "-takoyaki-"
Why is "nnk" a tag?
True



There are way too many flaws in this, despite being such a short map. How did it make it to qualified?

Nothing is perfect imo :O

Kuo Kyoka wrote:

You may want to add
Source: jubeat Qubell

Since it's now official in a KONAMI ARCADE game


Unsure, because the song released before the song got officially in this game so ... but since it's already, why not?
Anymore, tags:
ペンパイナッポーアッポーペン Single
KONAMI BEMANI

That's all I guess so. Information: https://www.remywiki.com/Pen-Pineapple-Apple-Pen
I don't think this is necessary tho
Topic Starter
-TakoYaki-
soz for double post

Thanks for spending your precious time on this mapset guys, DQ incoming I think

I will also consider taking suggestions from other mods as well.

I am truly sorry that we might have to delay a bit since I am currently in exam period right now.

Hope you all have a nice day ;)
IamKwaN
As your request.
Nakano Itsuki
Im planning to do a partial remap of my diff so please hold off modding it until I finish my fixes, thanks!

However I'll edit this post with replies to some of the mods once I get off school. check my other post lol
Kyouren
Topic Starter
-TakoYaki-

KittyAdventure wrote:

I agree with Kuo Kyoka!

Source: jubeat Qubell

https://twitter.com/jubeat_staff
http://p.eagate.573.jp/game/jubeat/qube ... REDIRECT=2





still a bit curious tho, since あそべるようになりました simply means it is available on jubeat, if somehow it is also available in other music games like taiko no tatsujin, reflecbeat etc, how do I determine which one is the real source. :thinking: but anyway I think I'll add it then. I will just add it as a tag instead, since jubeat didn't participate in the creation of PPAP
Shiranai
Why this one still on qualified listing Kwan http://puu.sh/s4YXg/cdf4da0990.jpg?
Good luck on requalification btw :)
Topic Starter
-TakoYaki-

Mako Sakata wrote:

Why this one still on qualified listing Kwan http://puu.sh/s4YXg/cdf4da0990.jpg?
Good luck on requalification btw :)
Thanks!
Shmiklak
hey guys pay attention on my version pls ;w;
Nakano Itsuki
Opening another post since there are quite a few other replies.
We don't need jubeat as the source, because the song was added into the game later and its not a song that was composed for the game. However I'd agree with putting jubeat into the tags for easier natvigation.

Mun wrote:

Cut the first 5 seconds off of the audio track, it's needlessly taking up space and wasting time, since it's just silence. This isn't a rankability issue, it's just... ugh. Theres no need to cut it lol.

StaR's Insane
00:06:596 (1,2,3,4,1,2,3,4) - These notes aren't just weirdly spread, but it just plays quite badly.
I don't really think it plays badly considering I ask quite a few ppl to testplay this map, but I'm gonna change this anyway
00:14:979 (2,3) - Maybe stack sliderend with this note? There's a lot of that sort of stacking going on in the map, and it doesn't make sense to have that little inconsistency there. I might be changing this part later
00:38:361 (1,2,1,2,1,2,1,2) - This is a really skewed octagon. It feels rather strange playing it, since all of the followpoints do not share any single point. Don't really think its skewed lol
00:39:464 (2,4) - Again, stacking? Again, I might be changing this part later
00:45:039 (2) - Maybe move this note over just a bit, so that the sharply turning slider at 00:44:578 (1) - directly leads into the followpoint.
will change to something else to be consistent with the previous vocal only part

There are way too many flaws in this, despite being such a short map. How did it make it to qualified?

Sonnyc wrote:

Star's Insane.
00:06:596 (1,2,3,4,1,2,3,4) - What is this? This just feels like a randomly scattered objects in the screen without forming an actual pattern.
Although it might seem a bit random, I wouldn't say its not an actualy pattern: in fact I placed it in the usual perpendicular cross, just like i usually do in my other maps. However I will be changing this part later so yea
00:10:126 (1,2,3) - It seems (3) is having a stronger sound in the song. Why is (1,2) having a bigger spacing than (2,3)?
It would seem to me the spacing is quite similar lol, but I'll change this part when I get to it
00:11:008 (1,2,3,1) - Similar as above, why is (2,3) having a bigger spacing than (1,2)? Did you wanted to express the upbeats stronger? ok, could work. Then why is 00:11:891 (1,2,3,4) all having the same emphasis even if you decided to place an emphasis on the upbeat previously? Such inconsistent emphasis usage felt highly inappropriate in beatmap structures.
Same as above
00:13:655 (1,2,3) - According to the music, this has a high similarity with 00:10:126 (1,2,3). What kind of consistency did you managed to express? The rhythms I see. The flows... not quite. Slider shapes, nope. Spacings, nope.
Same as above
00:31:302 (1,2,3) - What is the placement logic of these objects? At least (1,2) feels like a mirrored sliders, but there are tons of questions. Why is (3) formed that way? Why is (2) placed there? Why is (3) placed there? What kind of a visual pattern is the placement of (2,3) forming? This kind of doubt presents all over the map and you'll want to figure it out if you can give a proper answer besides 'it is fun to play' or 'it's placed randomly to create my expected flow'. Unless, that's why this map should get considered as a low quality.
I'd agree that the sliders can be placed better, will be revamping this part later
00:36:596 (1,2,1,2,1,2,3) - The melody lines are off here and just expressing the same as other large spaced parts weren't reflecting the song properly. Having a vocal-only part is a great difference in the music, but like there is 0 difference with previous sections in the map.
Yes, there might be 0 difference, but its still a vocal only part and you said it; I wish to offer a different pattern as opposed to other parts of the song solely because of this reason.
00:43:655 (1,2,1,2,1,2) - ^ I might change this to keep consistency with the above pattern as mentioned

Didn't pointed out all issues since I doubt if it this map could work in the current design.
It's honestly painful to see this in qualified. The map only contains flow and nothing else than that. Although I do pay attention to aesthetics myself sometimes, since when is flow not the most important aspect in mapping? I'd sacrifice aesthetics over flow just to make it play better.
Thanks for the mods. These are just some replies, but in fact I'll be rebuilding some of the parts from scratch, so please wait until I've finished the fixes, otherwise your mod will be ignored since it doesn't really apply anyway :?
Doyak

StarrStyx wrote:

Didn't pointed out all issues since I doubt if it this map could work in the current design.
It's honestly painful to see this in qualified. The map only contains flow and nothing else than that. Although I do pay attention to aesthetics myself sometimes, since when is flow not the most important aspect in mapping? I'd sacrifice aesthetics over flow just to make it play better.
Well I'd say, flow is like 20% of the map. It doesn't mean it's not important; 20% is already really big aspect. However that doesn't mean you can sacrifice every other little 10%, 5% elements for that one 20%. I honestly can't see much of any other logic behind your map.

00:06:596 (1,2,3,4,1,2,3,4) - The flow is kind of perpendicular, but still it's not even close to be a proper 'perpendicular pattern', because the angle differs for every jumps and visually, nothing is perpendicular. You can't call angles that differs from 70~110 degree a perpendicular pattern. They're just randomly placed jumps that provides 'similar' movement.

00:36:596 (1,2,1,2,1,2,3) - Seems you misunderstood what Sonnyc said. What Sonnyc said is that your map has no difference than the previous parts because you used the same kind of spacing/jumps, while the music has drastically changed. You may have thought stacking 00:36:596 (1,2) - 00:37:057 (1,2) - made this part very unique than others, but that''s not what Sonnyc felt.
Nakano Itsuki
ah thanks for the clarification.

In fact for 00:06:596 (1,2,3,4,1,2,3,4) - I assumed it was perpendicular but w/e
like I said, Im gonna do some big changes anyway so I'll get some more opinions when I finish fixing them.

Thanks for the concern!
snowball112
Heya, just some stuff for the taiko diffs:
General
  1. You should try using lower volume before 00:10:126. This parts sounds really loud imo, and the main instruments start at 00:10:126.
  2. Using hitobjects from 00:43:655 until 00:45:039 doesn't look good imo, hitsounds stay the same even though it's vocal and you've been going with instruments the whole time so it sounds really loud. Also, similar part at 00:36:596 is left blank, I don't think this looks neat for overall structure. I suggest you just leave both parts empty to not conflict with the what you mapped before.

Skylish's Muzukashii
  1. I think you can remove 00:10:346 and 00:13:876. Even though this song is repetetive, you can still have a bit of variety in spacing, the diff is fairly similar to oni as well otherwise.
  2. Slider on 00:16:082 just sounds weird because there is no drumroll but rather a hold sound, I think a single note on 00:16:082 would sound much better and be better for consistent structure like at 00:12:552.
  3. I don't think the spacing of 00:17:185 (1,2,3,4,5,6) works very well, mainly because you have a note on 00:17:405 even though the background instruments are stronger at 00:18:288. I suggest you remove 00:17:405 and move 00:17:846 to 00:18:288 and try a structure like this, cursor on 00:18:949. Even if you justify this with mapping to the vocal, in that case 00:17:846 should be a k and there would have had to be a note at 00:19:832 as well by the same logic. Also, the note 00:18:950 (7) is off by 1ms, should be on 00:18:949.
  4. You can remove 00:21:817 and change 00:21:596 to D. I don't think K sounds good for vocal because up until now the only thing you've used k on is the high instrument sound, and suddenly you use it for vocal, I don' think this looks good.
  5. Remove 00:27:663 and use similar spacing to the previous suggestion for this part as well, there is nothing that would support a 1/4 here, the only sounds which would support this imo are from 00:26:670 to 00:26:891 for example where you can emphasize the long sound in the music, but you can save that for the oni diff.
  6. Remove 00:38:581 and 00:42:662 and 00:42:111 as well, looks a lot better for spacing imo.

Skylish's Oni
  1. You could replace the stream at 00:08:361 with a spinner, would sound much better. It would also be better for spread if you just make more differences later where the diffs are more alike currently instead of forcing a huge difference right at the start in my opinion.
  2. I think you can remove 00:10:788 for a better spread and to avoid such a long note chain here. Similar with 00:14:317.
  3. Remove 00:13:545. This note emphasizes nothing.
  4. 00:16:082 - replace with a d like in muzu, a drumroll seems unfitting here.
  5. You can remove 00:17:405 and change 00:17:847 to k for emphasis of the vocal here and a bit of variety.
  6. You can remove 00:18:949 as well for better emphasis, it doesn't make much sense to have a note here and leave 00:19:832 blank even though there is much more going on in the music. You should add notes on 00:19:721 and 00:19:832 and remove both 00:20:494 and 00:20:604. The sounds at 00:19:611 would support a 1/4 pattern, but there is no 1/4 at 00:20:494.
  7. Emphasis of the "uhh" in the music is really poor if you just map continuos 1/2 around it, I feel like you should use larger spacing to emphasize this more. I suggest you remove both 00:21:376 and 00:21:817 and change 00:21:596 to D.
  8. You could move 00:22:258 to 00:23:361 and 00:24:133 to 00:23:251 because the long sound in the music would justify the use of 1/4 more than at 00:24:023. Then you could remove 00:24:464 as well.
  9. After applying the above, you should make the second loop consistent with this, eg. 00:24:906 k, 00:25:898 and 00:26:009 remove, 1/4 from 00:26:670 to 00:26:891 instead of at 00:27:552 etc. Similar with 00:29:317 the 1/4 should not be here, but at 00:30:199.
  10. Remove 00:32:405 and 00:34:170 since there is no sound here.
  11. I think you should try to make the part from 00:38:361 consistent to the part at 00:10:126. i don't think it makes sense to have the difficulty spike at the end with so much 1/4 when the most intense part of the song is somewhere in the middle.

Overall, structure is not that great in my opinion because you've mapped 1/2 note chains for the most part and used 1/4 that seem a bit random instead of where the music would support them, eg. at 00:20:494 instead of 00:19:611. And the last part needs to be less intense especially in the oni since this does not correspond to what the song provides.

Good luck
Ayame-
that song xDDDDD
Joe Castle

KittyAdventure wrote:

I agree with Kuo Kyoka!

Source: jubeat Qubell

https://twitter.com/jubeat_staff
http://p.eagate.573.jp/game/jubeat/qube ... REDIRECT=2





i dont think is really "necessary" to put "jubear qubell" as source, because this song wasnt part of the game when it got released :v
Joe Castle
on other news...

https://osu.ppy.sh/ss/6477250

WHY YOU GUYS DQ THIS MAP ;n; TOOK ME 1 HOUR TO FC THE HARD DIFF WITH ALL MODS : IT WAS MY SECOND #1 ;n;
Topic Starter
-TakoYaki-

Joe Castle wrote:

on other news...

https://osu.ppy.sh/ss/6477250

WHY YOU GUYS DQ THIS MAP ;n; TOOK ME 1 HOUR TO FC THE HARD DIFF WITH ALL MODS : IT WAS MY SECOND #1 ;n;
;w; I am sorry for the inconvenience, but many people think that we should improve our diffs. It would take some time for us to get it back on track :<
Nakano Itsuki
I tried my best to make the map look nicer, and at the same time keeping the rhythms consistent.
Putting this here in case someone wants to look at it before TakoYaki uploads.

Thanks for the suggestions guys! Feel free to give opinions on this partially remapped diff! http://starrstyx.s-ul.eu/MK4se7dv
Topic Starter
-TakoYaki-

StarrStyx wrote:

I tried my best to make the map look nicer, and at the same time keeping the rhythms consistent.
Putting this here in case someone wants to look at it before TakoYaki uploads.

Thanks for the suggestions guys! Feel free to give opinions on this partially remapped diff! http://starrstyx.s-ul.eu/MK4se7dv
Thanks! both of my diffs and StarR's diff are all updated. Thanks for everyone's suggestions!
Ashton

StarrStyx wrote:

I tried my best to make the map look nicer, and at the same time keeping the rhythms consistent.
Putting this here in case someone wants to look at it before TakoYaki uploads.

Thanks for the suggestions guys! Feel free to give opinions on this partially remapped diff! http://starrstyx.s-ul.eu/MK4se7dv

it's okay, but i'd like to ask why was CS raised? (correct me if i'm wrong)

I'm still kind of worried about hte rhythm choice you made near the end (the 1/2 spam, when it could have been sliders in there like the beginning)

But who am I too judge, good luck.
autofanboy
Good luck
Topic Starter
-TakoYaki-

alienflybot wrote:

Good luck
Thanks! profb

/shrug
Beomsan
wtf(2)
Topic Starter
-TakoYaki-

Beomsan wrote:

wtf(2)
yes(2)
raririn
Wait, are you seriously asking me to mod this?
I personally do not like StarR's mapping style on this diff very much (It's ONLY my personal preference, I'm not meaning this diff is in low quality/is not well mapped) , but I guess both StarR's Insane & Insane are totally fine to be qualified, if you need my opinion.

About the source, I agree with you. Jubeat is not the actual source of this song.

My only question is whether we do need -takoyaki- as tags? Since your id is the same only with 2 characters capitalized, I doubt we can reach this map using -takoyaki- to search without this tag.
Topic Starter
-TakoYaki-

raririn wrote:

Wait, are you seriously asking me to mod this?
I personally do not like StarR's mapping style on this diff very much (It's ONLY my personal preference, I'm not meaning this diff is in low quality/is not well mapped) , but I guess both StarR's Insane & Insane are totally fine to be qualified, if you need my opinion.

About the source, I agree with you. Jubeat is not the actual source of this song.

My only question is whether we do need -takoyaki- as tags? Since your id is the same only with 2 characters capitalized, I doubt we can reach this map using -takoyaki- to search without this tag.
Thanks for the opinions ^^
Nightstalker
Alrighty, let's do this ^^

By the way, if you're having trouble with the BPM of the Song, maybe add it here: t/13795

Light Insane Diff:

SPOILER
  • Everything's good with this diff.

Insane Diff:

SPOILER
  • Well... the Insane diff is also good. Are you sure you need me to mod your Beatmap? I mean, I can't really call it modding if there is nothing to mod because it is already good the way it is :DD

StarR's Insane Diff:

SPOILER
  • And again, here's nothing to fix lol.

Okay uh. Well, there wasn't anything for me to mod, because the diffs are pretty much perfect the way they are lol.
I... I dunno what to do D:
Topic Starter
-TakoYaki-

Nightstalker wrote:

Alrighty, let's do this ^^

By the way, if you're having trouble with the BPM of the Song, maybe add it here: t/13795

Light Insane Diff:

SPOILER
  • Everything's good with this diff.

Insane Diff:

SPOILER
  • Well... the Insane diff is also good. Are you sure you need me to mod your Beatmap? I mean, I can't really call it modding if there is nothing to mod because it is already good the way it is :DD

StarR's Insane Diff:

SPOILER
  • And again, here's nothing to fix lol.

Okay uh. Well, there wasn't anything for me to mod, because the diffs are pretty much perfect the way they are lol.
I... I dunno what to do D:
Since the map got disqualified so I think we might need more mods :O

But anyways, thank you for checking ^^ that meant a lot!

Not sure if I can give kds for this D:
Nightstalker

-TakoYaki- wrote:

Not sure if I can give kds for this D:
No worries, it wouldn't feel rewarding because all I did was just checking. I wasn't able to mod the map at all, so it's fine hehe :D
Good luck :)
GIDZ

raririn wrote:

Wait, are you seriously asking me to mod this?
I personally do not like StarR's mapping style on this diff very much (It's ONLY my personal preference, I'm not meaning this diff is in low quality/is not well mapped) , but I guess both StarR's Insane & Insane are totally fine to be qualified, if you need my opinion.

About the source, I agree with you. Jubeat is not the actual source of this song.

My only question is whether we do need -takoyaki- as tags? Since your id is the same only with 2 characters capitalized, I doubt we can reach this map using -takoyaki- to search without this tag.
I think he can add "takoyaki" to tags since "-takoyaki- is his username and will be auto tagged so people dun have to type the dash symbol. I put "gidz" in tags for my maps so people dun have to type the dash and spaces to search for my maps, therefore I only think its sensible for him to do the same?
raririn

- G I D Z - wrote:

I think he can add "takoyaki" to tags since "-takoyaki- is his username and will be auto tagged so people dun have to type the dash symbol. I put "gidz" in tags for my maps so people dun have to type the dash and spaces to search for my maps, therefore I only think its sensible for him to do the same?
Yes, what I meant is that "-takoyaki-" is useless since it's the same as the username.
And sure, "takoyaki" is fine as long as the mapper would like it in the tags, but is not necessary imo. Actually the research system removes all hyphens in the terms used, so if you mean to search for -takoyaki-'s maps, "takoyaki" and "-takoyaki-" works exactly the same.
Skylish

snowball112 wrote:

Heya, just some stuff for the taiko diffs:
General
  1. You should try using lower volume before 00:10:126. This parts sounds really loud imo, and the main instruments start at 00:10:126. > Both parts actually share the same dynamic. The illusion of felling that the main melody is a bit louder is due to the presence of electronic drum kicks which are quite outstanding solely.
  2. Using hitobjects from 00:43:655 until 00:45:039 doesn't look good imo, hitsounds stay the same even though it's vocal and you've been going with instruments the whole time so it sounds really loud. Also, similar part at 00:36:596 is left blank, I don't think this looks neat for overall structure. I suggest you just leave both parts empty to not conflict with the what you mapped before. > The first solo is left for empty since the song is actually on going with the melody. I feel awkward if I map the solo vocal there because of a different mapping channel. But the case is different at the second solo which is already the end of the song. I feel like it is necessary to map the vocal part there to fill the map up a bit before the spinner.

Skylish's Muzukashii
  1. I think you can remove 00:10:346 and 00:13:876. Even though this song is repetetive, you can still have a bit of variety in spacing, the diff is fairly similar to oni as well otherwise. > If it is futsuu, I would like to do so. I prefer very solid patterns built up in Muzukashii. Variations are done at 00:17:185 (1,2,3,4,5) - and 00:24:244 (1,2,3,4,5) - .
  2. Slider on 00:16:082 just sounds weird because there is no drumroll but rather a hold sound, I think a single note on 00:16:082 would sound much better and be better for consistent structure like at 00:12:552. > In terms of consistency, 00:16:082 - should not be just a single note then as you pointed out that it is a holded note, while 00:12:552 - is a shconsidering the gameplay effect, this slider should go well.
  3. I don't think the spacing of 00:17:185 (1,2,3,4,5,6) works very well, mainly because you have a note on 00:17:405 even though the background instruments are stronger at 00:18:288. I suggest you remove 00:17:405 and move 00:17:846 to 00:18:288 and try a structure like

    this, cursor on 00:18:949. Even if you justify this with mapping to the vocal, in that case 00:17:846 should be a k and there would have had to be a note at 00:19:832 as well by the same logic. Also, the note 00:18:950 (7) is off by 1ms, should be on 00:18:949. > Refer to the above reply about variations and use of patterns. I did not intend to map vocal part fairly speaking.
  4. You can remove 00:21:817 and change 00:21:596 to D. I don't think K sounds good for vocal because up until now the only thing you've used k on is the high instrument sound, and suddenly you use it for vocal, I don' think this looks good. > Katsu are actually used for emphasizing any outstanding stuff from the music. k is mapped as drum kick, while K is mapped as the 'UHH'. Kdk pattern needs not to be changed imo since the structure is still remaining Nnn (nnn) which are concretely spread among the map.
  5. Remove 00:27:663 and use similar spacing to the previous suggestion for this part as well, there is nothing that would support a 1/4 here, the only sounds which would support this imo are from 00:26:670 to 00:26:891 for example where you can emphasize the long sound in the music, but you can save that for the oni diff. > Monochrome d triplet is added at the tail and head of old and new phrases respectively. Ghost note is acceptable imo, personal style perhaps. It is not really likely able to add sth into the main melody tbh.
  6. Remove 00:38:581 and 00:42:662 and 00:42:111 as well, looks a lot better for spacing imo. > Same as above then, spacing is sufficiently give after drum kicks.

Skylish's Oni
  1. You could replace the stream at 00:08:361 with a spinner, would sound much better. It would also be better for spread if you just make more differences later where the diffs are more alike currently instead of forcing a huge difference right at the start in my opinion. > That's how I differ Muzukashii and Oni by inputting different elements. That'd be real boring for using Spinner in Muzukashii, in Oni as well.
  2. I think you can remove 00:10:788 for a better spread and to avoid such a long note chain here. Similar with 00:14:317. > This note is put to increase the note density. Longer chain of notes is expected comparing with Muzukashii.
  3. Remove 00:13:545. This note emphasizes nothing. > Refer to the use of triplet in Muzukashii. It also applies in Oni, as Oni is literally based on Muzukashii.
  4. 00:16:082 - replace with a d like in muzu, a drumroll seems unfitting here. > same reply then.
  5. You can remove 00:17:405 and change 00:17:847 to k for emphasis of the vocal here and a bit of variety.
  6. You can remove 00:18:949 as well for better emphasis, it doesn't make much sense to have a note here and leave 00:19:832 blank even though there is much more going on in the music. You should add notes on 00:19:721 and 00:19:832 and remove both 00:20:494 and 00:20:604. The sounds at 00:19:611 would support a 1/4 pattern, but there is no 1/4 at 00:20:494. > > The mapping channel stays at instrumental layer ONLY. Only 'UHH" is emphasized when it comes to vocal part. Triplets are oftenly used for joining up two sessions or some instrumental parts. I completely neglect the vocal part simply as the vocal is shifting along the rhythm. Is it that good to mention the shifting vocal by shifting the mapping channels all the time?
  7. Emphasis of the "uhh" in the music is really poor if you just map continuos 1/2 around it, I feel like you should use larger spacing to emphasize this more. I suggest you remove both 00:21:376 and 00:21:817 and change 00:21:596 to D. > Isolating 'UHH" would be a worse choice comparing with the current one: pay attention to the note density btw Muzukashii and Oni. The instrumental layer is moving on even though 'UHH' exists. It is not appropriate to leave the background layer behind.
  8. You could move 00:22:258 to 00:23:361 and 00:24:133 to 00:23:251 because the long sound in the music would justify the use of 1/4 more than at 00:24:023. Then you could remove 00:24:464 as well.
  9. After applying the above, you should make the second loop consistent with this, eg. 00:24:906 k, 00:25:898 and 00:26:009 remove, 1/4 from 00:26:670 to 00:26:891 instead of at 00:27:552 etc. Similar with 00:29:317 the 1/4 should not be here, but at 00:30:199.

    ^ > pretty much against my mapping style tbh, judged by all replies above. It is absolutely going wrong while you are asking for deletion of notes on metronome, which does not make any sense to a concretely built difficulty, though you may argue that it is VERY VERY BORING, that's how the music elements at the background being limited.
  10. Remove 00:32:405 and 00:34:170 since there is no sound here. > those d are put to slightly show some differs btw Muzukashii and Oni and that session. Ghost notes are allowed when it does not really matter to gameplay effect.
  11. I think you should try to make the part from 00:38:361 consistent to the part at 00:10:126. i don't think it makes sense to have the difficulty spike at the end with so much 1/4 when the most intense part of the song is somewhere in the middle. > The accel.ing density is quite obvious along the map. If the song is already boring enough, what if I follow the previous pattern and density? That's spiraling up the case only.

Overall, structure is not that great in my opinion because you've mapped 1/2 note chains for the most part and used 1/4 that seem a bit random instead of where the music would support them, eg. at 00:20:494 instead of 00:19:611. And the last part needs to be less intense especially in the oni since this does not correspond to what the song provides.

> The reason of not being great is that the musical elements are very limited at the instrumental part. The difficulties look BORING but they are nothing wrong tbh as far as note spread, density, personal styles and consistencies are concerned.

Good luck
Thanks for giving some feedback though.
iiBehe
My Mod!

NNK's Hard

1. CS to 3.6?

00:12:994 (4) - new combo
00:32:627 (4) - same ^
00:34:390 (4) - same ^

The map was good for my Opinion...

Insane

00:14:096 (2,3) - make it 1 step high
00:23:141 (3) - new combo
00:33:508 (2) - make it 1 step low

and ofcourse, there is no more to mod... it was really good so far...
-N a n a k o-

SignOfAge wrote:

My Mod!

NNK's Hard

1. CS to 3.6? ???

00:12:994 (4) - new combo
00:32:627 (4) - same ^
00:34:390 (4) - same ^

I would like to reject all of this NC mods because all the beat that you have mention are connected with the previous
ltnt_pedro
light insane hp drain should be reduced to 6
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