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Tomohito Nishiura - Gandorada Daikoubou [CatchTheBeat|Osu|Os

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Topic Starter
JBHyperion

newtoniorock8 wrote:

Hello? :3

*my mod here are more about the patterns/jumps and missing notes. Apply it if possible.

Cup

00:15:933 (3) - add more movement(interaction) with the player, to improve this, try to make it slant like what you did here at 00:21:558 (3) -
Did something similar, sure

00:35:621 (3,4) - this part changes the momento of the pattern.. I know that you are following the flute sound, but there is something missing here. A note here 00:35:855 - and here 00:36:558 - , what I did here is, change 00:35:621 (3,4) - to a slider, where the tails ends at the missing notes that I said.
00:41:246 (3,4) - same ^
Reducing the note density here was done intentionally to draw more emphasis to the soft flute sounds, and I'd prefer not to use more objects here in such a calm section of the song

01:09:840 (3) - since what you did here is triplet. why not add note here 01:11:949 - and here 01:17:105 - ? If you won't add those, I suggest to remove the reverse arrow on (3). Since it's the kiai, sure, I can afford to add in a couple of extra notes here and the triplets are pretty strong

Salad

00:13:121 (3,4,5,6) - too simple I guess.. to add more movement/pattern, kindly move the tail of (3) at x: 256
I like this more than I though I would, so sure, I'll give it a try

00:15:933 (3,4,5) - I see, you are following the guitar sound, and I found this one lack of pattern and movement, move the tail of (3) at x: 192 , and move (4) at x: 88, (5) at x: 256. this is one fine 00:18:746 (3,4,5) - *flute rhythm Nice, done

00:40:777 - remove the note here, then extend the slider 00:40:308 (2) - there.
01:34:214 (3) - same ^
There are grace notes on each of these red ticks that are just about prominent enough to map in my opinion. Will keep for now, but will consider changing if others suggest the same

00:49:683 (3,4,5,6) - this part is the same as 00:13:121 (3,4,5,6) - please fix your pattern here. Increased some spacings to make this more consistent with the previous change

00:56:715 (1) - same on what I said earlier on the Cup 00:15:933 (3) - , this (1) needs more movement/interaction. Please move reverse arrow at x: 152
01:14:996 (3) - same ^
01:30:465 (1) - ^
Fixed all

01:09:840 (3,4) - move (4) at x: 340 Did something slightly different to preserve the jump to 01:10:777 (1)

01:14:996 (3,1) - omg, the jump. to make it simple (imo), add note at 01:16:168 - at x: 232 Decreased spacing slightly, but would rather not add an extra note to preserve the emphasis on the strong drum sound at 01:16:402 (1) -

Platter

00:11:715 (1) - move reverse arrow at x: 288
00:28:590 (1) - same ^
01:30:465 (1) - ^
Fixed all

00:29:996 (2,3) - .. you followed the guitar, then suddenly the flute, hmmm .. the pattern is not appropriate. what i did here to improve this one is, selected (2) then pressed ctrl-h, moved at x: 172, then removed (3), copy (2) pasted it at 00:30:699 then ctrl-h it - *got me? (might not XD)
00:31:402 (1) - move at x: 184
The direction change does emphasize the instrument switch, so yeah I'm happy with this suggestion and it makes a lot of sense. Did something slightly different with 00:31:402 (1) though

01:21:090 (4) - to more flow with the Hdash on the next note, move the tail at x: 256 Improved the flow here

Goodluck with this mapset! :3
Thanks for the mod!

Also updated metadata (again ._.) - thanks Meg & Xinely <3
MBomb
stop making me redownload this

[Cup]

00:02:574 (3) - Very slight reduction here, like x:96, possibly, feels better to me in terms of how it should play for a newer player.
00:32:808 (3) - Slightly higher distance here could play nicely as this note feels very heavy from the music, and the flow of this slider allows for slightly stronger movement, as well as the note after also being relatively strong. Try x:380.
00:51:090 (1) - Slightly more movement could be nice here for the strong drum beat, maybe x:180.
00:55:308 (3) - The pitch on this flute is very strong, and drumbeat after is also quite strong, so some more emphasised movement could be nice here, try x:504.

[Salad]

00:09:840 (2) - Distance feels a bit big here, try x:376 for slightly easier movement, as I don't feel a dash really fits here but this is quite difficult to do without dashing how it is now.
00:21:558 (4) - Should be a bigger distance than the previous jumps, considering this note is stronger in terms of both volume and pitch change. Try x:120.
00:37:965 (2) - Slight reduction in distance would be nice to make this easier for a salad player. Try x:248.
00:40:308 (2,3) - Very easy to miss this without dashing if your reaction times aren't fast enough, which most salad players wouldn't expect, so maybe a distance reduction to x:308 would be nice?
00:43:590 (2) - Again, I feel like you should reduce the distance of this to x:280, as salad players may not react fast enough for this and a dash doesn't really fit the song very well here.
01:07:496 (5) - This distance also feels quite strong, I would recommend something like x:192, to play better for newer players.
01:25:777 (2) - Again, very slight reduction, x:164 works well.

[Platter]

01:14:527 (2) - Ctrl+H this and move it back to x:220, to make a nice hyper to 3 for the strong flute sound.

...what the fuck i can't find anything else

Alright, done. Call me back.
Topic Starter
JBHyperion

- Magic Bomb - wrote:

stop making me redownload this blame metadata >.<

[Cup]

00:02:574 (3) - Very slight reduction here, like x:96, possibly, feels better to me in terms of how it should play for a newer player. Done
00:32:808 (3) - Slightly higher distance here could play nicely as this note feels very heavy from the music, and the flow of this slider allows for slightly stronger movement, as well as the note after also being relatively strong. Try x:380. Went for x-372, 380 felt a little bit far for me
00:51:090 (1) - Slightly more movement could be nice here for the strong drum beat, maybe x:180. Continues the direction of the previous flow, so sure, I can agree to this
00:55:308 (3) - The pitch on this flute is very strong, and drumbeat after is also quite strong, so some more emphasised movement could be nice here, try x:504. Went for x-496, don't want to go quite that far outside the kiai personally

[Salad]

00:09:840 (2) - Distance feels a bit big here, try x:376 for slightly easier movement, as I don't feel a dash really fits here but this is quite difficult to do without dashing how it is now. Agreed, consider it done
00:21:558 (4) - Should be a bigger distance than the previous jumps, considering this note is stronger in terms of both volume and pitch change. Try x:120. x-124, purely for consistency with other patterns
00:37:965 (2) - Slight reduction in distance would be nice to make this easier for a salad player. Try x:248. Done, x-244
00:40:308 (2,3) - Very easy to miss this without dashing if your reaction times aren't fast enough, which most salad players wouldn't expect, so maybe a distance reduction to x:308 would be nice? Sounds fair
00:43:590 (2) - Again, I feel like you should reduce the distance of this to x:280, as salad players may not react fast enough for this and a dash doesn't really fit the song very well here. ^
01:07:496 (5) - This distance also feels quite strong, I would recommend something like x:192, to play better for newer players. Done, x-188
01:25:777 (2) - Again, very slight reduction, x:164 works well. Done, x-168

[Platter]

01:14:527 (2) - Ctrl+H this and move it back to x:220, to make a nice hyper to 3 for the strong flute sound. Oh nice suggestion, done
...what the fuck i can't find anything else lol

Alright, done. Call me back.
Thanks for the mod! Ring ring, bzzt (:
Nitsches
☆.。.:*・°☆.。.:*・°☆.。.:*・°☆.。.:*・°☆
☆彡  ★彡  ☆彡  ★彡
・‥…━━━☆
・・・・・★
★。、::。.::・'゜☆。.::・'゜★。、::。.::・'゜
☆彡
★。、:*:。.:*:・'゜☆。.:*:・'゜★。、:*:。.:*:・'゜☆。.:*:・'゜★。、:*:。.:*:・'゜
★☆★☆★☆★☆★☆
. : * :・’゜☆ . : * :・’゜☆ . : * :・’
ミ☆  ミ★  ミ☆  ミ★
・。・゜★・。・。☆・゜・。・゜。・。・゜★・。・。☆
★彡
・・・・・☆
`*:;,.★ ~☆・:.,;*
~☆・:.,;*
・・・・・・—---★
・・・・・・—---☆
・‥…━━━★
Shooting staaaaaar in the shining skyyyyy ~~
Awesome mapset ~~
MBomb
Went through some stuff in IRC. CtB diffs feel ready to me now.

2/4

Circle post
Topic Starter
JBHyperion

- Magic Bomb - wrote:

Went through some stuff in IRC. CtB diffs feel ready to me now.

2/4

Circle post
Thanks for the help!

2 / 4 \:D/
newyams99
Hi a mod~

Such a soothing song.

Add "ダーククロニクル" to the tags, which is the Japanese name for the source.

Kantan

00:04:683 (4) - You may change this to k since the pitch is higher than the surrounding hits, but also for consistency with 00:10:308 (7), which has a similar contrast with 00:11:715 (1). Same at 01:37:496 (4).

00:08:902 - Maybe you should have a hit here? It seems empty after having a hit at 00:03:277 (3).

00:23:902 (14,15) - The pitch difference between the two hits here is similar to the one at 00:26:715 (17,18). Perhaps you could make them match each other. You did it at 00:57:652 (14,15,17,18). 00:26:715 (17,18) also has consistency issues with the Futsuu and Muzukashii.

00:32:808 (23) - You may want to add a finisher on this hit, as there is a loud string sound. Similar to how you did it at 01:06:558 (23). Same thing in Futsuu and Muzukashii if accepted.

Futsuu

00:05:152 (10) - You can move this to 00:05:386 if you want to match to the sound that you matched at 00:02:574 (5), and for the guitar. If you accept this suggestion, it's also possible to change this to a d. Same at 00:38:902 (10), where you can move it half a beat forward.

00:14:293 (6) - You should change this to a d since it has the same pitch as the next hit, and also for consistency with the Muzukashii. If you want pattern variety, you can change 00:25:308 (25,26,27) to k k d.

00:30:933 (35,36) - Ctrl + G could work if you're purely matching to the melody. Same at 01:04:683 (35,36).

00:47:808 (5) - This is probably intentional, but I think you should change this to k for consistency and better variety in the pattern. I see you did this in the Muzukashii, so unless you have a very good reason, I think it should also be changed there.

00:59:058 (25,26,27) - Ctrl + G for consistency with the previous rhythm. If you wanted the last hit to match to the strings, you should at least change 00:59:058 (25) to k. If you accepted the suggestion at 00:14:293 (6), you should change it to k k d instead of Ctrl + G.

01:08:433 (2,3,4,5,6,7) - The difficulty gap between the Kantan here is too large, compared to the gap with the Muzukashii, which is too small. Something like this could work: https://osu.ppy.sh/ss/4438759
Of course, you can do whatever you think sounds good, but this rhythm should be made easier for a better difficulty curve.

01:20:621 (19) - You could change this to k if you want to keep consistency with the Muzukashii. It'll also help to create variety.

01:24:605 (27,28) - Ctrl + G for a better pitch match and consistency with Muzukashii.

01:30:465 (36,37,38,39,40,41) - The difficulty curve here is also wonky, being exactly the same as the Muzukashii, while having no hits in the Kantan. Try to curve it better.

Muzukashii

00:16:871 (15,16) - You can change this to k k if you want to match to the snare drum (or whatever instrument that is). I think this would help with having variety and contrast with the finisher at the end of the pattern. Also, you should add a k at 00:16:636 in the Futsuu for a better difficulty curve.

00:35:621 (4) - Change to k for consistency 00:01:871 (4).

00:37:027 (9) - You could also change this to d for consistency with 00:03:277 (9).

00:50:855 (15) - You can change this to k since you've matched the snare drum sound at 00:50:621 (14).

00:53:433 (22) - ^ for consistency with the Futsuu and pitch difference with the next hit.

00:55:074 - You should have a hit here since you had it in the Muzukashii.

Also, I'm guessing this was intentional, but some places could be made more consistent in this difficulty. I prefer consistency, but that's up to you.

Call me back when you're done :D
Jonarwhal
M4M or NM if you don't want to M4M. Map for M4M.
STD
If standard is already perfect then pretend I didn't mod this...

  1. General
    There should be four combo colors, preferably more than just blue. Look at these.
  2. Easy
    00:58:121 (2,3,1) - This turn looks a bit tight, try lowering 00:59:058 (3,1) - these, and rotating 00:59:527 (1) - this if necessary.
  3. Normal
    00:29:996 (3,4,5) - Again, the turn is a bit sharp, try this or this.
  4. Hard
    Make the circles just a bit bigger, maybe...
    00:01:871 (4) - Move the reverse part downwards for flow.
    00:27:652 (4,5,6,1) - For this pattern, select 00:28:121 (5,6) - these, drag them back like this, make sure it's a straight line, then place it back. (Sorry if that's a nazi suggestion...)
    If you like that idea ^, also apply it 01:01:402 (4,5,6,1) - here and 01:09:840 (2,3,4,1) - here.
    00:43:590 (3,4) - That's a big jump...
Taiko
If Taiko is already perfect then pretend I didn't mod this...

  1. Kantan
    01:02:105 - k
    01:29:996 (23,24) - dK or kD (Make sure 24 gets emphasis. It's the last object of the kiai.)
  2. Futsuu
    00:05:152 (10) - This should be 00:05:386 - here.
    00:14:293 (6) - d because it should match 00:25:308 (25,26,27) - this.
    00:32:808 (39,40,41) - ddk
    00:38:902 (10) - This should be 00:39:136 - here.
    00:48:277 (7) - k?
    01:06:558 (39,40,41) - ddk
    01:10:074 (6,7) - dk
    01:37:965 (10) - This should be 01:38:199 - here.
  3. Muzukashii
    00:14:059 (7,8,9) - dkd
    00:21:090 (26) - This should be 00:21:324 - here.
    00:30:933 (52,53) - dk
    01:13:590 (8) - k
    01:16:402 (16) - k
Mania
If Mania is already perfect then pretend I didn't mod this...

This might be my first time modding mania...
I apologize if this is all wrong...
  1. EZ
    00:18:746 (18746|2,19683|1) - Switch bars.
    00:47:808 (47808|0,48277|1) - Switch bars.
    00:57:652 (57652|3) - and 00:57:652 (57652|3) - this switch bars.
    01:14:527 (74527|3,74996|3,74996|2) - Switch bars.
    01:15:933 - Add something here.
    01:26:246 (86246|0) - Move this right.
And I'll stop there with Mania. I tried checking the others, but couldn't find anything.
Sorry if I accidentally modded something that's already been confirmed perfect...
Don't mod back if this doesn't help. I hope it does. Good Luck~!! :)
Topic Starter
JBHyperion

newyams99 wrote:

Hi a mod~

Such a soothing song.

Add "ダーククロニクル" to the tags, which is the Japanese name for the source. Meant to add this before when I changed the metadata, thanks for reminding me lol

Kantan

00:04:683 (4) - You may change this to k since the pitch is higher than the surrounding hits, but also for consistency with 00:10:308 (7), which has a similar contrast with 00:11:715 (1). Same at 01:37:496 (4). I changed this to d at some point n the past and I can't remember when or why. This does fit better as k though, so changed back

00:08:902 - Maybe you should have a hit here? It seems empty after having a hit at 00:03:277 (3). I do find this a bit weird too, but I was advised to leave more breaks in the Kantan to make it more accessible to new players. Given that this is the weakest note here imo, I decided to axe it, hopefully it won't be a huge deal ):

00:23:902 (14,15) - The pitch difference between the two hits here is similar to the one at 00:26:715 (17,18). Perhaps you could make them match each other. You did it at 00:57:652 (14,15,17,18). 00:26:715 (17,18) also has consistency issues with the Futsuu and Muzukashii. Sure, changed 00:27:183 (18) to d for consistency here

00:32:808 (23) - You may want to add a finisher on this hit, as there is a loud string sound. Similar to how you did it at 01:06:558 (23). Same thing in Futsuu and Muzukashii if accepted. Usage of two finishes in sequence seems kinda tricky for an entry-level diff, so I'll keep as it is for now. This also draws more emphasis to the stronger sound 00:34:215 (1) so it does have a positive aspect

Futsuu

00:05:152 (10) - You can move this to 00:05:386 if you want to match to the sound that you matched at 00:02:574 (5), and for the guitar. If you accept this suggestion, it's also possible to change this to a d. Same at 00:38:902 (10), where you can move it half a beat forward. I moved this with a previous suggestion to provide a small break but trying this again I am more happy with following the sound on the red tick here, so changed back and made d

00:14:293 (6) - You should change this to a d since it has the same pitch as the next hit, and also for consistency with the Muzukashii. If you want pattern variety, you can change 00:25:308 (25,26,27) to k k d. Nice suggestion, I hadn't noticed this

00:30:933 (35,36) - Ctrl + G could work if you're purely matching to the melody. Same at 01:04:683 (35,36). Yeah, this sounds more fitting

00:47:808 (5) - This is probably intentional, but I think you should change this to k for consistency and better variety in the pattern. I see you did this in the Muzukashii, so unless you have a very good reason, I think it should also be changed there. I didn't feel too much difference between these, but I notice there is a slight pitch reduction here, so sure, done

00:59:058 (25,26,27) - Ctrl + G for consistency with the previous rhythm. If you wanted the last hit to match to the strings, you should at least change 00:59:058 (25) to k. If you accepted the suggestion at 00:14:293 (6), you should change it to k k d instead of Ctrl + G. Followed the previous suggestion here as well for consistency

01:08:433 (2,3,4,5,6,7) - The difficulty gap between the Kantan here is too large, compared to the gap with the Muzukashii, which is too small. Something like this could work: https://osu.ppy.sh/ss/4438759
Of course, you can do whatever you think sounds good, but this rhythm should be made easier for a better difficulty curve. Totally agree, didn't realize Kantan was so barren here xD I really prefer to map the current 1/2 triplet as the guitar sounds are much stronger here, so for now I removed 01:08:433 (2,3) so at least there is a short pause before this pattern, should make it easier to read? If the spread still sucks I can come to a further compromise, but I'll try this for now and see how it goes

01:20:621 (19) - You could change this to k if you want to keep consistency with the Muzukashii. It'll also help to create variety. Done

01:24:605 (27,28) - Ctrl + G for a better pitch match and consistency with Muzukashii. Also done

01:30:465 (36,37,38,39,40,41) - The difficulty curve here is also wonky, being exactly the same as the Muzukashii, while having no hits in the Kantan. Try to curve it better. Removed 01:31:402 (38,41), I think it provides nice emphasis to 01:31:871 (38,1)

Muzukashii

00:16:871 (15,16) - You can change this to k k if you want to match to the snare drum (or whatever instrument that is). I think this would help with having variety and contrast with the finisher at the end of the pattern. Also, you should add a k at 00:16:636 in the Futsuu for a better difficulty curve. 00:16:636 (14) was k for the high pitch guitar sound, but I get your point, so switched this to ddkkD o provide more balance. Regarding adding a note in Futsuu, I prefer k at 00:16:871 instead for the snare drum, 1/2 beat sounds weird to me here

00:35:621 (4) - Change to k for consistency 00:01:871 (4). Done

00:37:027 (9) - You could also change this to d for consistency with 00:03:277 (9). Yeah, I prefer d here for the guitar

00:50:855 (15) - You can change this to k since you've matched the snare drum sound at 00:50:621 (14). Done

00:53:433 (22) - ^ for consistency with the Futsuu and pitch difference with the next hit. Done

00:55:074 - You should have a hit here since you had it in the Muzukashii. You mean in the Futsuu? xD Added d for contrast

Also, I'm guessing this was intentional, but some places could be made more consistent in this difficulty. I prefer consistency, but that's up to you. I tried to be as consistent as possible without being too repetitive, guess that's kinda hard in a simple rhythm like I have in this song :/ I reviewed the diff and fixed up a few variances I thought were non-essential

Call me back when you're done :D
Thanks for the mod, will do /o/

Replying to jonawaga's mod in a bit, just updating now to save progress.

jonawaga wrote:

M4M or NM if you don't want to M4M. Map for M4M.
STD
If standard is already perfect then pretend I didn't mod this...

  1. General
    There should be four combo colors, preferably more than just blue. Look at these. There's no need to force a certain number of combo colours - some maps have four, some have two, some have as many as eight. I chose to only use three because I wanted them to be distinct from each other, but also fit well with the BG and not blend in.
  2. Easy
    00:58:121 (2,3,1) - This turn looks a bit tight, try lowering 00:59:058 (3,1) - these, and rotating 00:59:527 (1) - this if necessary. Sure, made this a bit more curvy
  3. Normal
    00:29:996 (3,4,5) - Again, the turn is a bit sharp, try this or this. Curved it a tiny bit less, but I quite like the effect this direction change gives. Allowed me to make 00:31:402 (1) a shallower curve too which was bothering me a little before
  4. Hard
    Make the circles just a bit bigger, maybe... The map was always intended to be CS5, if I change it now I'll have to respace a lot of patterns to avoid ugly overlaps and such. Not every map has to be difficult because of streams and jumps, aiming and precision is a skill too, and since the song is calm, I decided to use that skill as part of the difficulty instead of other unfitting challenges
    00:01:871 (4) - Move the reverse part downwards for flow. Done
    00:27:652 (4,5,6,1) - For this pattern, select 00:28:121 (5,6) - these, drag them back like this, make sure it's a straight line, then place it back. (Sorry if that's a nazi suggestion...) It's fine, any well considered suggestion is a good one (: However, I'm not really a fan of the overlap this creates, and reducing spacing on the stronger drum sounds feels awkward to me. I'll keep the current pattern
    If you like that idea ^, also apply it 01:01:402 (4,5,6,1) - here and 01:09:840 (2,3,4,1) - here.
    00:43:590 (3,4) - That's a big jump... I wanted a nice symmetry effect but I agree this is kinda huge... Rearranged this into a more comfortable pattern
Taiko
If Taiko is already perfect then pretend I didn't mod this...

  1. Kantan
    01:02:105 - k Pitch on flute is low here, d fits better
    01:29:996 (23,24) - dK or kD (Make sure 24 gets emphasis. It's the last object of the kiai.) Hadn't thought about that, sure went for kD
  2. Futsuu
    00:05:152 (10) - This should be 00:05:386 - here. Fixed during previous mod
    00:14:293 (6) - d because it should match 00:25:308 (25,26,27) - this. ^
    00:32:808 (39,40,41) - ddk kkd sounds better or following the flute
    00:38:902 (10) - This should be 00:39:136 - here. Fixed during previous mod
    00:48:277 (7) - k? d fits the low pitched flute sound here better, also consistent with 00:14:058 (5,6,7)
    01:06:558 (39,40,41) - ddk Same as 00:32:808 (39,40,41)
    01:10:074 (6,7) - dk Current pattern fits better for following guitar, also provides good contrast with 01:10:777 (1) finisher
    01:37:965 (10) - This should be 01:37:965 - here Fixed
  3. Muzukashii
    00:14:059 (7,8,9) - dkd kdd fits the flute better
    00:21:090 (26) - This should be 00:21:324 - here. Added k here instead, since 00:21:090 (27) was d for the guitar sound
    00:30:933 (52,53) - dk Agreed, this fits the flute better, changed at 01:04:683 (54,55) too
    01:13:590 (8) - k Flute and guitar pitch are low here, d fits better
    01:16:402 (16) - k ^
Mania
If Mania is already perfect then pretend I didn't mod this...

This might be my first time modding mania... This was my first time mapping mania
I apologize if this is all wrong... I apologize if my map is all wrong xD
  1. EZ
    00:18:746 (18746|2,19683|1) - Switch bars. Agreed, this highlight s the change in pitch between 00:20:152 (20152|2) better
    00:47:808 (47808|0,48277|1) - Switch bars. Done
    00:57:652 (57652|3) - and 00:57:652 (57652|3) - this switch bars. Switch it with itself? xD This fits in |3| for m due to the high pitch flute sound
    01:14:527 (74527|3,74996|3,74996|2) - Switch bars. 01:14:527 (74527|3,74996|3) are in |3| for the similar high-pitched guitar sounds, whereas 01:14:996 (74996|2) is an increase in pitch relative to the flute sound 01:13:590 (73590|1)
    01:15:933 - Add something here. Added 01:15:933 (75933|0)
    01:26:246 (86246|0) - Move this right. Done
And I'll stop there with Mania. I tried checking the others, but couldn't find anything.
Sorry if I accidentally modded something that's already been confirmed perfect...
Don't mod back if this doesn't help. I hope it does. Good Luck~!! :)
Thanks for the mod, it did help. I will take a look at your map when I get the chance, though in future I would prefer if you message me first before having already modded my map. That way if I'm busy/away or can't look at your map for whatever reason you won't be left disappointed. I'm a nice guy, I don't bite :D
newyams99
Hi, recheck incoming~

Check the AiMod for issues involving tags.

Kantan

01:05:152 (21,22) - Ctrl + G might match the pitch of the melody better.

Futsuu

00:34:215 - If you want to make this consistent to the beginning, you can, but doesn't that doesn't really matter.

Muzukashii

Looks fine (hopefully I didn't miss anything).

Call me back after~

JBHyperion wrote:

00:55:074 - You should have a hit here since you had it in the Muzukashii. You mean in the Futsuu? xD Added d for contrast
^^^^^I'm dumb.
Topic Starter
JBHyperion

newyams99 wrote:

Hi, recheck incoming~

Check the AiMod for issues involving tags. I didn't find any tag issues o-o

Kantan

01:05:152 (21,22) - Ctrl + G might match the pitch of the melody better. Yep, fixed

Futsuu

00:34:215 - If you want to make this consistent to the beginning, you can, but doesn't that doesn't really matter. I used D here instead of d since the drum rhythm was introduced at 00:11:715 (1) and is present here, but not in the first section, so I'll keep the current pattern

Muzukashii

Looks fine (hopefully I didn't miss anything). <3

Call me back after~

JBHyperion wrote:

00:55:074 - You should have a hit here since you had it in the Muzukashii. You mean in the Futsuu? xD Added d for contrast
^^^^^I'm dumb. Dw, I told someone yesterday that a spinner ended in a weird place, so suggested they move it back a bit - both timestamps I suggested were the same and neither of them was actually where I meant to say (:
Thanks for the recheck!
newyams99
Ok, just one last thing before the icon that I totally forgot to say. I'd recommend lowering the OD in the Kantan to 3, so that it'll linearly rise respective to the difficulties.

Also, I'd appreciate if you could check my Light for Knight set, as Tyrell has finished updating his difficulties.

And the tags issue was me being dumb again, and not updating every other difficulty =_=
Topic Starter
JBHyperion

newyams99 wrote:

Ok, just one last thing before the icon that I totally forgot to say. I'd recommend lowering the OD in the Kantan to 3, so that it'll linearly rise respective to the difficulties.

Also, I'd appreciate if you could check my Light for Knight set, as Tyrell has finished updating his difficulties.

And the tags issue was me being dumb again, and not updating every other difficulty =_=
Sure, will apply this in a sec. I've been meaning to recheck those CtB diffs for you but I've been sick the last couple of days and would rather wait and do a proper job than not be at my best and mess up. Hope this is okay >.<
newyams99
Taiko diffs look good now. Here's the icon :D

3/4

Circle post
CtB post
Topic Starter
JBHyperion

newyams99 wrote:

Taiko diffs look good now. Here's the icon :D

3/4

Circle post
CtB post
Thanks so much for the help, now I just need to drag mania into the realm of acceptability (:
pnx
From PnX's modding queue



MY MODS

EZ

No errors
Nice Diff!


NM

00:05:621 - Add some? It's better than leaving it blank, for me. You should stretch LN too.
01:05:152 (65152|2) - I think this LN should be shortened. It should be stopped at 01:05:621 instead.


HD

00:38:668 - What about here? Adding some might be better.
01:23:433 (83433|1) - This LN is too long, it might be stopped at 01:23:902 instead.

Nice map! GL >,<
Topic Starter
JBHyperion

PnX wrote:

From PnX's modding queue



MY MODS

EZ

No errors
Nice Diff!


NM

00:05:621 - Add some? It's better than leaving it blank, for me. You should stretch LN too. I'd prefer to keep the current LN to fit the "boop" sounds, similar to 00:01:871 (1871|0) - I used a longer LN in the next measure since 00:08:199 (8199|3,8433|1) were stronger to me
01:05:152 (65152|2) - I think this LN should be shortened. It should be stopped at 01:05:621 instead. Agreed, flute sound is shortened here


HD

00:38:668 - What about here? Adding some might be better. Not sure why this guitar sound is missing, added in |1|
01:23:433 (83433|1) - This LN is too long, it might be stopped at 01:23:902 instead. Fixed

Nice map! GL >,<
Thanks for the mod!
Ascendance
revived from eternal slumber
Topic Starter
JBHyperion

Ascendance wrote:

revived from eternal slumber
Waiting for the lottery jackpot win that is finding a mania BN check :/
arcwinolivirus
"Arcwinolivirus' Osumania Mod Nest Of Mappers"

Willing to help you in times of mania mod struggles


Note:
• First of all I want to apologize if I am to say something that will hurt your mapper feelings. Remember that I only want to advice, suggestion and recommend ideas for the improvement of your map. Please do understand and thank you.
• Do not be afraid to reject some parts of my mod. I do not bite rawr.
• If I am to suggest to "remove or ctrl function moves" on certain note/s, dont forget and be sure to move the hitsound on the other note beside the suggested note.



[General]
Audio: OK!
BG: OK!
BPM: OK!
Offset: OK!
Preview Time: OK!

AiMod:
• No problem!

Column:
_ _ _ _
4K - |1|2|3|4|

[EZ]
SPOILER
00:04:683 (4683|1,5386|1) - move to 3 so it can be similar to 00:01:871 (1871|3,1871|1,2574|3) - with one gap column

00:12:183 - add note to 4 since there's a flute sound just like 00:12:652 (12652|2,13121|1) -

00:14:996 - add note to 1 same reason

00:18:277 (18277|1) - move to 4 too focused on left hand.

00:19:683 (19683|2,20152|3) - move to 4 and 1 respectively for balance.

00:23:433 - add note to 1 flute.

00:26:246 - ^

00:31:871 - ^

00:32:808 (32808|1) - omg sudden triple in EZ, better to remove this so it can be only double.

00:38:433 (38433|1,39136|1) - move to 3

00:39:840 (39840|1) - move to 1

00:42:652 (42652|1) - move to 4

00:44:058 (44058|1) - remove as the NM difficulty only have one long note here.

00:51:090 (51090|1) - move to 4

01:12:183 (72183|1) - move to 4

01:17:808 (77808|1) - move to 1

01:27:652 (87652|1) - move to 1

01:37:496 (97496|1,98199|1) - move to 3

01:43:121 (103121|0) - move to 4
*I just noticed the difficulty has more notes on left, this is why I suggest the moves above

[NM]
SPOILER
00:05:152 (5152|0) - move to 4 for piano stair

00:31:871 (31871|1) - move to 1

00:39:840 (39840|0,40777|2) - swap column for clearer view.

00:46:871 (46871|3) - move to 3 so it wont be awkward with 00:47:574 (47574|3) -

00:48:277 (48277|1) - move to 3 to avoid that 1/2 jack at 00:48:043 (48043|1,48277|1) -

01:07:965 (67965|1) - move to 3 for that smoothing pitch

[HD]
SPOILER
00:05:621 (5621|0) - move to 4 for stair pattern for pitch

00:10:250 (10250|1,10308|0) - quite awkward since T pattern, swap column

00:23:902 - add note to 1 long sound + percussion

00:34:156 (34156|2,34215|3) - swap column

00:39:605 (39605|1,39605|0) - remove. There is no sound occured here. If there is one, its inaudible and not really consistent.

00:44:000 (44000|1,44058|0) - swap column

01:07:906 (67906|1,67965|3) - ^

01:26:246 (86246|0) - The flute ends at 01:26:949 - reduce length.

01:31:812 (91812|2,91871|3) - swap column

01:34:625 (94625|1,94683|3) - ^

[Overall]
That was relaxing, its actually good but I think it needs more mod imo. Cool stuff~
Good luck o/

~ END OF MOD ~
Topic Starter
JBHyperion

arcwinolivirus wrote:

"Arcwinolivirus' Osumania Mod Nest Of Mappers"

Willing to help you in times of mania mod struggles


Note:
• First of all I want to apologize if I am to say something that will hurt your mapper feelings. Remember that I only want to advice, suggestion and recommend ideas for the improvement of your map. Please do understand and thank you. I realise this is not a particularly impressive map, and I wan to improve, so I expect and am prepared for criticism (:
• Do not be afraid to reject some parts of my mod. I do not bite rawr. :V
• If I am to suggest to "remove or ctrl function moves" on certain note/s, dont forget and be sure to move the hitsound on the other note beside the suggested note.



[General]
Audio: OK!
BG: OK!
BPM: OK!
Offset: OK!
Preview Time: OK!

AiMod:
• No problem!

Column:
_ _ _ _
4K - |1|2|3|4|

[EZ]
SPOILER
00:04:683 (4683|1,5386|1) - move to 3 so it can be similar to 00:01:871 (1871|3,1871|1,2574|3) - with one gap column This is in |2| to differentiate from the higher pitched guitar sound at 00:06:090 (6090|2) and reduce pressure by forcing release and press of the same key in a short timeframe

00:12:183 - add note to 4 since there's a flute sound just like 00:12:652 (12652|2,13121|1) - Done

00:14:996 - add note to 1 same reason Done

00:18:277 (18277|1) - move to 4 too focused on left hand. 00:20:152 (20152|3,20152|2) - is a much higher pitch so for proper buildup I need those patterns on the left. Tried 00:17:340 (17340|3) in 4, though not sure it really sits okay with me

00:19:683 (19683|2,20152|3) - move to 4 and 1 respectively for balance. Done

00:23:433 - add note to 1 flute.

00:26:246 - ^

00:31:871 - ^ Done for all the above

00:32:808 (32808|1) - omg sudden triple in EZ, better to remove this so it can be only double. Sure

00:38:433 (38433|1,39136|1) - move to 3 All of 00:38:433 (38433|1,38433|0,39136|1) - are low sounds, I need to place them on the left for consistency

00:39:840 (39840|1) - move to 1 It's already in |1| ?

00:42:652 (42652|1) - move to 4 keeping for pitch reference with 00:43:590 (43590|2) -

00:44:058 (44058|1) - remove as the NM difficulty only have one long note here. Done

00:51:090 (51090|1) - move to 4 Done, pitch is decreasing here

01:12:183 (72183|1) - move to 4 Done

01:17:808 (77808|1) - move to 1 Done

01:27:652 (87652|1) - move to 1 Done

01:37:496 (97496|1,98199|1) - move to 3 Needs to be here for pitch relevancy with 01:36:090 (96090|2) and to reduce pressure on |3|

01:43:121 (103121|0) - move to 4 Moved 01:43:121 (103121|3,103121|2) across one column each instead since the LN is lowest pitch relative to 01:41:715 (101715|1) -
*I just noticed the difficulty has more notes on left, this is why I suggest the moves above

[NM]
SPOILER
00:05:152 (5152|0) - move to 4 for piano stair Hmm I was trying to strictly follow pitch here but this does play much better. I'll try it for now and see how it goes

00:31:871 (31871|1) - move to 1 Done

00:39:840 (39840|0,40777|2) - swap column for clearer view. Geez this is so much easier to read, thanks

00:46:871 (46871|3) - move to 3 so it wont be awkward with 00:47:574 (47574|3) - Of course, what was this 1/2 pressure :<

00:48:277 (48277|1) - move to 3 to avoid that 1/2 jack at 00:48:043 (48043|1,48277|1) - ^

01:07:965 (67965|1) - move to 3 for that smoothing pitch Done

[HD]
SPOILER
00:05:621 (5621|0) - move to 4 for stair pattern for pitch Moved 00:05:152 (5152|3) - to |4| instead similar to the previous diff, 00:05:621 (5621|0) is a really low sound and has to go in |1| for me

00:10:250 (10250|1,10308|0) - quite awkward since T pattern, swap column Sure

00:23:902 - add note to 1 long sound + percussion Good spot, done

00:34:156 (34156|2,34215|3) - swap column Done as before

00:39:605 (39605|1,39605|0) - remove. There is no sound occured here. If there is one, its inaudible and not really consistent. My bad, I assumed this was a perfect repeat of the previous section but you're right, this is left empty. Fixed

00:44:000 (44000|1,44058|0) - swap column Done

01:07:906 (67906|1,67965|3) - ^ Done

01:26:246 (86246|0) - The flute ends at 01:26:949 - reduce length. Done

01:31:812 (91812|2,91871|3) - swap column Done

01:34:625 (94625|1,94683|3) - ^ ^

[Overall]
That was relaxing, its actually good but I think it needs more mod imo. Cool stuff~ That's good to know - to tell the truth it's been a while since I last looked at this and I decided to go over everything again to nail down some inconsistencies. I'll keep working on it, your mod was very helpful, thank you so much :3
Good luck o/

~ END OF MOD ~
Thanks for the mod! Feeling a bit more confident about this now xD
Protastic101

JBHyperion wrote:

Waiting for the lottery jackpot win that is finding a mania BN check
T.T Gl with that. Mania's dead until the new BNs come XD

Ayyy, here from my queue; the hitsounding is wonderful!
Also, you mapped all 4 game modes? Who are you, God?! XD Good job, from what I see, the diffs are all well made.

Column 1|2|3|4

I've never played the game this is from, so I can't put anything clever in the title
Comment: I really love calm songs like this that are mapped for enjoyment instead of PP, even if it means the highest diff is a fairly easy low to mid 2* They're my favorite ^.^
[General]So I'm going to nitpick your HP and OD values here, because they're a little bit insane XD
- OD for NM is probably too high for a map with more than half of it LNs. Reduce to ~7.2. The HP is also a little cruel for a NM diff, since there are no streamy sections that could be button mashed, so reduce to ~7?
- HP and OD for HD are a bit too high too, considering 1/4 of it are LNs. Reduce OD to ~7.5 at most, and HP to ~7.4 or so.

[EZ]00:03:980 - Add a note in 1 for that woodwind sound similar to 00:01:871 (1871|3,2574|3,3277|0)
00:06:793 - ^^ in 1 (same pitch as the previous note)
00:08:199 and 00:09:605 and 00:11:011 - ^^ In 2, and the next two notes if added should be in the same column as each other. This is just so you remain consistent in which sounds you map and how you map them in order to give the map an easy to follow structure for beginners, since higher difficulties will tend to build upon that basic structure.
00:15:933 (15933|0,15933|2,17340|0,17340|1,18277|1,18746|1,18746|0,19683|2) - This is a bold suggestion here, but control H and then shift one column to the left. This is to loosely follow pitch relevancy as 00:15:933 (15933|0,17340|0) is a higher pitch than 00:18:746 (18746|1)
00:34:918 and 00:37:730 and 00:40:543 and etc. - Same stuff I said about adding a note in the same column as the previous note (same pitch, so pitch relevancy)

[NM]00:02:808 - Add a note here to complete the guitar chord? It feels strange to only map part of it and leave out one note.
00:05:621 - ^^
00:06:558 (6558|2) - Is this to represent the guitar's grace note? If so, I'd consider adding one at 00:00:933 for consistency.
00:27:418 (27418|2,27886|3) - So, from what I can tell, you're mapping to drums and flute, but not guitar, so remove these if that's the case, since you shouldn't really map the guitar in the middle of this section of music if you hadn't mapped it previously.
00:38:668 and 00:35:855 - Add notes here for the guitar since you seem to start mapping to them again.
00:41:480 - ^^

[HD]There's no really that much to mod here, but there's just one thing I want to point out, with a few examples. I don't really understand your LN usage. Sometimes, you use an LN to represent the guitar chord like at 00:01:871 (1871|0,4683|1) but you never hold it out for as long as it lasts. For example 00:04:683 (4683|1) is held out until 00:06:090 but it only lasts for 3 beats. Lengthening it to end at 00:05:972 is acceptable because it gives ample time to release the LN and then press the same key again for the next note above (I won't ask that you move it since it's following pitch relevancy from what I can hear). Another thing I don't get are the split LNs like 00:39:840 (39840|0,40308|2) where there's just one chord that encompasses the two LNs. I can understand that 00:40:308 (40308|2) is for the grace note, but this is a hard difficulty, so why not just add it in at 00:40:425 instead of using an LN? Ok, and final thing is the flute. You use LNs like 00:11:715 (11715|0,12183|1,12652|2,13121|3) to represent the sustained sound since it's very legato, but then you stop using them at 00:13:824 (13824|3,14058|2,14293|1) which breaks the flow you've set up in this section. My suggestion is turning the notes I highlighted into LNs, and adding a note at 00:14:058 for the snare. Of course, all of these suggestions I just made apply to similar areas in the map.
If anything I said confuses you, just say so in the mod response and I'll take another look at it. Have a great day, and be sure to enjoy your summer to the fullest~! :D
Topic Starter
JBHyperion

Protastic101 wrote:

JBHyperion wrote:

Waiting for the lottery jackpot win that is finding a mania BN check
T.T Gl with that. Mania's dead until the new BNs come XD I pray to the Great Goddess Julie every day

Ayyy, here from my queue; the hitsounding is wonderful!
Also, you mapped all 4 game modes? Who are you, God?! XD Good job, from what I see, the diffs are all well made.
Not God, just a lonely man with too much time on his hands (^:

Column 1|2|3|4

I've never played the game this is from, so I can't put anything clever in the title
Comment: I really love calm songs like this that are mapped for enjoyment instead of PP, even if it means the highest diff is a fairly easy low to mid 2* They're my favorite ^.^ chill is best /o/
[General]So I'm going to nitpick your HP and OD values here, because they're a little bit insane XD
- OD for NM is probably too high for a map with more than half of it LNs. Reduce to ~7.2. The HP is also a little cruel for a NM diff, since there are no streamy sections that could be button mashed, so reduce to ~7?
- HP and OD for HD are a bit too high too, considering 1/4 of it are LNs. Reduce OD to ~7.5 at most, and HP to ~7.4 or so.
I did think HD especially was a bit unforgiving, thanks

[EZ]00:03:980 - Add a note in 1 for that woodwind sound similar to 00:01:871 (1871|3,2574|3,3277|0) Prefer to keep the start as simple as possible by avoiding 1/2 taps - I chose the guitar since it was much more prominent here than the woodwind
00:06:793 - ^^ in 1 (same pitch as the previous note) Again, if I was going to add density here it would be another guitar note at 00:06:558 (6558|0) but I'd like to keep the intro nice and calm
00:08:199 and 00:09:605 and 00:11:011 - ^^ In 2, and the next two notes if added should be in the same column as each other. This is just so you remain consistent in which sounds you map and how you map them in order to give the map an easy to follow structure for beginners, since higher difficulties will tend to build upon that basic structure. Added 00:08:199 (8199|1) since the woodwind is most noticeable here and I wasn't consistent with the alternating guitar/woodwind pattern. Also swapped out the LN for two notes at 00:10:308 (10308|1,11011|1)
00:15:933 (15933|0,15933|2,17340|0,17340|1,18277|1,18746|1,18746|0,19683|2) - This is a bold suggestion here, but control H and then shift one column to the left. This is to loosely follow pitch relevancy as 00:15:933 (15933|0,17340|0) is a higher pitch than 00:18:746 (18746|1) Gave this a good old jiggle around, hopefully it follows better now (plus I got to put more stuff on the right for balance aaa)
00:34:918 and 00:37:730 and 00:40:543 and etc. - Same stuff I said about adding a note in the same column as the previous note (same pitch, so pitch relevancy) Didn't add the 1/2 notes for consistency with previous non-changes, but did make some more pitch consistency with 00:35:621 (35621|3,36324|3) and following

[NM]00:02:808 - Add a note here to complete the guitar chord? It feels strange to only map part of it and leave out one note. Realised I already did this at 00:07:496 (7496|2,8433|1) - not sure why the lack of consistency... extended 00:01:871 (1871|0) and added a note in |2|
00:05:621 - ^^ Same, but added in |1|
00:06:558 (6558|2) - Is this to represent the guitar's grace note? If so, I'd consider adding one at 00:00:933 for consistency. Sure, extended 00:00:933 (933|2) to 1/1
00:27:418 (27418|2,27886|3) - So, from what I can tell, you're mapping to drums and flute, but not guitar, so remove these if that's the case, since you shouldn't really map the guitar in the middle of this section of music if you hadn't mapped it previously. Guitar is mapped primarily by the LNs here, though there are some instances of guitar single notes such as 00:21:090 (21090|0) - Whilst I agree there are some guitar sounds I didn't map, I'd like to keep this as a little "building up" pattern to conclude the main melody. Keeping for now, but will change if others suggest the same
00:38:668 and 00:35:855 - Add notes here for the guitar since you seem to start mapping to them again. Done and moved 00:38:902 (38902|3) to |4| to reduce pressure
00:41:480 - ^^ Added in |1|

[HD]There's no really that much to mod here, but there's just one thing I want to point out, with a few examples. I don't really understand your LN usage. Sometimes, you use an LN to represent the guitar chord like at 00:01:871 (1871|0,4683|1) but you never hold it out for as long as it lasts. For example 00:04:683 (4683|1) is held out until 00:06:090 but it only lasts for 3 beats. Lengthening it to end at 00:05:972 is acceptable because it gives ample time to release the LN and then press the same key again for the next note above (I won't ask that you move it since it's following pitch relevancy from what I can hear).

Aaaah the travails of only having 4 columns to work with! Was probably trying to play safe with giving a whole beat of rest between press an release each time. I played around with some LN lengths to find a good compromise between accurately mapping the song and still being comfortable to play. I had to change one or two columns around to extend everything to downbeats, but it should be very minor

Another thing I don't get are the split LNs like 00:39:840 (39840|0,40308|2) where there's just one chord that encompasses the two LNs. I can understand that 00:40:308 (40308|2) is for the grace note, but this is a hard difficulty, so why not just add it in at 00:40:425 instead of using an LN?

Whilst it is a hard, it's also a somewhat "easy" hard relative to a similarly "easy" normal. I felt like if I was gonna use gracing it had to be quite simple and isolated to avoid the difficulty gap being too excessive. Since there are already graces in this part, I tried to simplify these patterns a bit to avoid it being too tricky. I'm not sure it's the best way of doing what I wanted to achieve, but I'll stick with it for now.

Ok, and final thing is the flute. You use LNs like 00:11:715 (11715|0,12183|1,12652|2,13121|3) to represent the sustained sound since it's very legato, but then you stop using them at 00:13:824 (13824|3,14058|2,14293|1) which breaks the flow you've set up in this section. My suggestion is turning the notes I highlighted into LNs, and adding a note at 00:14:058 for the snare. Of course, all of these suggestions I just made apply to similar areas in the map.

It's another way of looking at it sure, though I personally find those kind of short LNs super annoying to hit properly which is why I didn't use them xD Regarding the flow and consistency, I feel it's actually okay since I am continually alternating between 1/1 LNs and 1/2 single notes in the first and second half of each measure respectively.

If anything I said confuses you, just say so in the mod response and I'll take another look at it. Have a great day, and be sure to enjoy your summer to the fullest~! :D Oh I'll try, to you likewise! xD
Thanks for the mod! Fixing up things one step at a time, some more inconsistencies bite the dust :V
- Ly0572 -
hi mania mod here
req from our queue
its late coz im lazy sorry bout that~

|1|2|3|4|

EZ
00:08:199 (8199|1) - idk why is this here~ move it here 00:08:433 -
00:14:058 (14058|0) - missing note? for the clap?
00:13:590 - add for clap~ same with the parts like this
its very confusing for mania players..dunno which sound to follow but up to u~ u can reject it

NM
00:12:183 (12183|2,12652|3,13121|2) - switch col
00:16:402 (16402|2,16871|2) - if this is not intended pls move this 00:16:871 (16871|2) - to 00:16:871 (16871|2) - |1|
00:17:340 (17340|0,17808|1) - switch col
00:18:746 (18746|2) - change to SN then add here 00:19:215 - |4|
00:21:558 (21558|0) - change to SN also,, sound is not that loud then add note here 00:22:027 -
00:24:371 (24371|2) - change to SN then add here 00:24:840 - |2|
00:29:058 (29058|3,29527|2) - switch col
00:29:996 (29996|2) - u know what to do :D same as 00:24:371 (24371|2) -
00:35:152 (35152|0,35621|3) - ctrl+h
00:46:871 (46871|2) - again :3 same as 00:24:371 (24371|2) -
00:52:496 (52496|2) - ^
00:55:308 (55308|0) - same as 00:21:558 (21558|0) -
00:58:121 (58121|2) - same as 00:24:371 (24371|2) -
01:03:746 (63746|2) - ^
01:29:058 (89058|1,89058|0) - delete one of them

HD
00:03:980 (3980|1,4215|3) - switch col~
00:16:168 (16168|2,16402|1) - ^
00:39:371 - u put doubles here but not in here 00:38:902 - ?
00:50:176 - add
00:55:777 - ^
01:04:449 (64449|1,64918|3) - switch col
01:09:840 - add
01:10:308 - ^
01:35:152 - ^
01:35:621 - ^
01:37:965 - ^
01:40:777 - ^
01:41:246 - ^
its fine to doubles i think~ coz it a HD diff

thats all GL :D
Topic Starter
JBHyperion

- Ly0572 - wrote:

hi mania mod here
req from our queue
its late coz im lazy sorry bout that~

|1|2|3|4|

EZ
00:08:199 (8199|1) - idk why is this here~ move it here 00:08:433 - Shortened 00:07:496 (7496|3) - instead for consistency with 00:04:683 (4683|0) -
00:14:058 (14058|0) - missing note? for the clap? I would prefer not to have double press + release in this diff to avoid a difficulty spike
00:13:590 - add for clap~ same with the parts like this Prefer to only follow the main sounds, which would be held flute and the initial kick drum sound, same reasons as above
its very confusing for mania players..dunno which sound to follow but up to u~ u can reject it Primarily following held sounds with LN and simple drum rhythm for single notes. I don't see it as particularly confusing, but what do I know? (:

NM
00:12:183 (12183|2,12652|3,13121|2) - switch col Nice, gives 00:13:121 (13121|3) - pitch priority
00:16:402 (16402|2,16871|2) - if this is not intended pls move this 00:16:871 (16871|2) - to 00:16:871 (16871|2) - |1| 00:16:402 (16402|2,16871|2) - belong in the same column for mapping an identical drum sound, so I moved 00:16:871 (16871|2) - to |3|, keeping the previous note in |2| for the lower guitar sound
00:17:340 (17340|0,17808|1) - switch col Pitch increases across 00:17:340 (17340|0,17808|1,18277|3) - as notes move to the right
00:18:746 (18746|2) - change to SN then add here 00:19:215 - |4| Done, fits nicely for raised guitar pitch
00:21:558 (21558|0) - change to SN also,, sound is not that loud then add note here 00:22:027 - Played around with this quite a bit to fix pitch relevancy as best I could
00:24:371 (24371|2) - change to SN then add here 00:24:840 - |2| I think I switched to guitar for LNs here for some weird reason so this was really weird, redone
00:29:058 (29058|3,29527|2) - switch col Flute pitch is decreasing here
00:29:996 (29996|2) - u know what to do :D same as 00:24:371 (24371|2) - ayy
00:35:152 (35152|0,35621|3) - ctrl+h Flute pitch on 00:35:621 (35621|3) - is much higher
00:46:871 (46871|2) - again :3 same as 00:24:371 (24371|2) -
00:52:496 (52496|2) - ^
00:55:308 (55308|0) - same as 00:21:558 (21558|0) -
00:58:121 (58121|2) - same as 00:24:371 (24371|2) -
01:03:746 (63746|2) - ^ Fixed all of these ^ as before
01:29:058 (89058|1,89058|0) - delete one of them Removed |0| for contrast with 01:30:465 (90465|0) -

HD
00:03:980 (3980|1,4215|3) - switch col~ Guitar is higher pitch on 00:04:215 (4215|3) -
00:16:168 (16168|2,16402|1) - ^ Pitch is decreasing on 00:15:933 (15933|3,16168|2,16402|1) -
00:39:371 - u put doubles here but not in here 00:38:902 - ? Added 00:38:902 (38902|1) -
00:50:176 - add
00:55:777 - ^ Done for both for drum consistency
01:04:449 (64449|1,64918|3) - switch col As before
01:09:840 - add
01:10:308 - ^ I prefer a simpler rhythm focusing only on the guitar here, to give the upcoming kiai more emphasis
01:35:152 - ^
01:35:621 - ^ Done for both ^
01:37:965 - ^ Skipping here to give 01:38:433 (98433|0,98433|2,98668|0,98668|2) - more emphasis
01:40:777 - ^
01:41:246 - ^ Done for both ^
its fine to doubles i think~ coz it a HD diff

thats all GL :D
Thanks for the suggestions! I'll try and keep this alive for a change rather than graving for 5 months at a time xD
Protastic101
Here we go
wee

General

  1. Wouldn't the preview point be better at 00:34:215 - on a white tick rather than a blue tick?

Hitsounds


[EZ]00:07:496 (7496|1,8199|1) - Why isn't there a Finish like 00:04:683 (4683|1,5386|1) - ?
00:11:011 (11011|1) - ^^
00:17:340 (17340|0) - Double HS, replace with a whistle maybe?
00:59:527 (59527|3) - Remove clap

01:43:121 (103121|3) - Double Hs, remove a whistle

[NM]00:21:090 (21090|0) - Add clap
00:31:871 (31871|0,32340|2) - Add claps
01:14:996 (74996|3) - Double HS, remove the whistle
01:16:871 (76871|2) - add clap
01:24:840 (84840|0) - Add whistle
01:30:465 (90465|1) - add whistle?

[HD]00:01:871 (1871|3) - Double HS, remove one finish
00:04:918 (4918|1) - Unnecessary finish? Remove.
00:07:496 (7496|2,7496|3) - Make this consistent with the other diffs. Remove the finish and add a W to one note only.
00:08:902 (8902|3) - double HS, remove one
00:15:933 (15933|3) - Add W
00:16:871 (16871|2,17105|2) - Double HS, remove one
00:22:496 (22496|2,22730|2) - ^^
00:23:902 (23902|0) - ^^
00:28:121 (28121|3,28355|3) - ^^
00:34:683 (34683|3,35152|3) - ^^
00:37:496 (37496|2,37965|3) - ^^ Not sure if you know, but adding HS on both notes just doubles the vol of the hitsound which can sound a bit off when you have a section using normal vol hs, then a double HS comes in much louder.
00:38:902 (38902|0,39371|0) - ^^
00:41:715 (41715|3,42183|3) - ^^
00:43:121 (43121|2) - ^^
00:44:058 (44058|3) - Add Finish like you did in NM and EZ.
00:47:340 (47340|3,47808|3) - Double HS, remove C from here
00:50:152 (50152|1,50621|1,50855|1) - ^^
00:52:965 (52965|3,53433|3) - ^^
00:54:840 (54840|2,55777|2,56246|2,56480|2,58590|1,59058|1,61871|3,62105|3,64683|2,68902|1,71246|2,71715|2,74058|1,74527|1,76871|2,77340|2,78277|1,78746|1,79683|2,80152|2,81090|3,81558|3,82496|2,82965|2,83902|2,84371|2,85308|2,85777|2,86715|1,87183|1,88121|2,88590|2,89527|3,89996|3,90933|1,91402|1,92340|2,92808|2,93746|1,94215|2,95152|1,95621|1,96558|1,97027|1,98433|0,98668|0,99371|1,99840|1,100777|0) - These are all the other instances of double HS, so just remove the clap from it once and it should get rid of all notes with double HS.
01:01:402 (61402|0) - Missing clap.
01:09:371 (69371|2) - Add finish here like the other diffs.
01:10:777 (70777|3) - Add W
01:43:121 (103121|3) - add W

Diffs


[EZ]00:13:590 - Why not add a note here for the snare? You added one at 00:12:652 (12652|2) - so I think it'd make sense to have one here too.
00:16:402 - 00:16:871 - same here, the sounds are pretty easy to hear, so the player would probably be expecting notes here.
00:28:590 (28590|2,28590|0) - For consistency, shouldn't one of these notes be a 1/1 LN like 00:25:777 (25777|2,25777|1) - ?
00:44:761 (44761|0) - Consider moving this to 4 as I think it's easier to tap when you're not already pressing down a key (so left hand holds, right hand taps)
01:19:215 (79215|3) - Assuming you're following the guitar, shouldn't the LN end at 01:19:683 - and a short note be added there instead? Maybe something like this https://osu.ppy.sh/ss/6642962
01:28:590 - 01:29:527 - I think it'd be good to finish the LNs with a note at the end for the guitar or something similar to what you did at 01:26:246 (86246|3,86246|1,87183|2) - for example.
01:43:121 (103121|3,103121|2,103121|0) - I'm normally pretty against using triples, cause I can still remember when I was starting out and triples were the death of me. I think a [14] double works fine to end off this song, so remove 01:43:121 (103121|2) - ? (Don't forget to move the HS to another note)

[NM]00:08:902 (8902|1,9371|2) - Why aren't these made as short notes, cause they're similar sounds like 00:03:277 (3277|0,3746|1) - ?
00:13:121 (13121|3,14527|1,14996|0,15465|2) - Seeing as you're mapping a lot of the guitar/snares such as 00:17:340 (17340|0,17808|1,18277|3,19449|1,19683|2,19918|3) - using single notes, it would be a better idea to remain consistent and map 00:13:121 (13121|3,14527|1,14996|0,15465|2) - as single notes too.
00:31:402 (31402|3) - I can't really tell why this is an LN jump when similar places like 00:25:777 (25777|0,25777|2) - is a single LN with a note. So my suggestion is to reduce 00:31:402 (31402|3) - to a short note and move it to 2 to avoid a minijack with 00:31:168 (31168|3) -
00:48:277 (48277|2,48746|0,49215|2) - Similar to what I said about LN vs. short notes, these would be better as single notes since you mapped the flute at 00:45:465 (45465|0,45933|2,46402|3) - using single notes, and it's the same rhythm in both places.
01:05:152 (65152|3,65621|1) - I would consider a control J here (don't forget to move the hitsounds with it) to avoid a minijack with 01:04:918 (64918|3,65152|3) - since they're not the same sound or pitch like at 01:01:871 (61871|2,62105|2) - for example.
01:27:652 - Right here, I'd consider mapping to the guitar similar to 01:26:246 (86246|3,86480|2,86715|1,86949|2) - because it's still in the same musical phrase, so nothing in the music indicates a change in mapping style. Maybe try this https://osu.ppy.sh/ss/6646636
01:29:058 - Same as the above. Since you've been following the guitar during this part, the player will expect to still be following the guitar until the change in musical phase at 01:30:465 -
01:41:715 (101715|1,102183|0) - I'd consider control J here so that the player is holding down 4 and just does a simple [1]-[2]-[3] roll up the columns. If this is for pitch relevancy though, then that's ok.

[HD]00:06:090 (6090|0,6090|3) - Shouldn't one of these notes be on the 1/8 right before 00:06:090 - to act as a grace note?
00:28:590 (28590|1) - I'd consider removing a note here since you've been using doubles to represent this loose snare kind of sound, for example like at 00:25:777 (25777|1,25777|2) - or 00:20:152 (20152|1,20152|2) - . I would really save the triples for the crashes that signify the start or end of a section in the music, like 00:32:808 (32808|0,32808|3,32808|2) - or 00:45:465 (45465|3,45465|0,45465|1) - . Either way though, I don't really mind if you use triples or doubles, but I'd ask that you use it consistently so if you keep the triples, make those other spots I mentioned triples.
00:17:340 (17340|2,17340|3,17340|0) - Similar to the above
00:22:965 (22965|1,22965|3,22965|0) - Similar to the above.
00:31:402 (31402|2,31871|1) - I'd consider control H here since it'd be easier to hit a [12] LN double, then single tap with the right hand which is holding no note down, rather than just to single tap while holding a note down in [1]
00:49:918 (49918|2) - Move this to 2, as 00:49:683 (49683|3,49918|2,50152|2,50386|3,50621|2,50855|2) - is already very right hand heavy.
01:04:215 - This is my personal opinion only, but I think the notes would look nicer and be a bit easier to play if it were arranged kind of like this https://osu.ppy.sh/ss/6646697 Idk how to explain why, but I just like the 4 notes at 01:05:152 (65152|2,65152|3,65621|1,66090|2) - since it looks like a big brother LN with a little LN holding two notes. That sounds dumb lol
01:30:465 (90465|2) - I think it's best to just make this a short note because you haven't used any 1/2 LNs in this diff at all, so it would come as a surprise to a lot of players (including me lol).
01:31:871 (91871|1) - Same goes for this LN too.
Topic Starter
JBHyperion

Protastic101 wrote:

Here we go
wee

General

  1. Wouldn't the preview point be better at 00:34:215 - on a white tick rather than a blue tick? Normally I do this to not cut in halfway through the strong sound, but in this instance it does sound better on the white tick so changed for all diffs

Hitsounds


[EZ]00:07:496 (7496|1,8199|1) - Why isn't there a Finish like 00:04:683 (4683|1,5386|1) - ?
00:11:011 (11011|1) - ^^
00:17:340 (17340|0) - Double HS, replace with a whistle maybe?
00:59:527 (59527|3) - Remove clap
01:43:121 (103121|3) - Double Hs, remove a whistle
Fixed all, not sure why those first jingles were missing... And I din't realise double hitsounds were frowned upon, so apologies for that

[NM]00:21:090 (21090|0) - Add clap
00:31:871 (31871|0,32340|2) - Add claps
01:14:996 (74996|3) - Double HS, remove the whistle
01:16:871 (76871|2) - add clap
01:24:840 (84840|0) - Add whistle
01:30:465 (90465|1) - add whistle?
Fixed all, and also removed an extra whistle form 01:00:933 (60933|1) -

[HD]00:01:871 (1871|3) - Double HS, remove one finish
00:04:918 (4918|1) - Unnecessary finish? Remove.
00:07:496 (7496|2,7496|3) - Make this consistent with the other diffs. Remove the finish and add a W to one note only. Changed this to a finish throughout instead for the synth-type sound
00:08:902 (8902|3) - double HS, remove one
00:15:933 (15933|3) - Add W
00:16:871 (16871|2,17105|2) - Double HS, remove one
00:22:496 (22496|2,22730|2) - ^^
00:23:902 (23902|0) - ^^
00:28:121 (28121|3,28355|3) - ^^
00:34:683 (34683|3,35152|3) - ^^
00:37:496 (37496|2,37965|3) - ^^ Not sure if you know, but adding HS on both notes just doubles the vol of the hitsound which can sound a bit off when you have a section using normal vol hs, then a double HS comes in much louder.
00:38:902 (38902|0,39371|0) - ^^
00:41:715 (41715|3,42183|3) - ^^
00:43:121 (43121|2) - ^^
00:44:058 (44058|3) - Add Finish like you did in NM and EZ.
00:47:340 (47340|3,47808|3) - Double HS, remove C from here
00:50:152 (50152|1,50621|1,50855|1) - ^^
00:52:965 (52965|3,53433|3) - ^^
00:54:840 (54840|2,55777|2,56246|2,56480|2,58590|1,59058|1,61871|3,62105|3,64683|2,68902|1,71246|2,71715|2,74058|1,74527|1,76871|2,77340|2,78277|1,78746|1,79683|2,80152|2,81090|3,81558|3,82496|2,82965|2,83902|2,84371|2,85308|2,85777|2,86715|1,87183|1,88121|2,88590|2,89527|3,89996|3,90933|1,91402|1,92340|2,92808|2,93746|1,94215|2,95152|1,95621|1,96558|1,97027|1,98433|0,98668|0,99371|1,99840|1,100777|0) - These are all the other instances of double HS, so just remove the clap from it once and it should get rid of all notes with double HS.
01:01:402 (61402|0) - Missing clap.
01:09:371 (69371|2) - Add finish here like the other diffs. Changed these all to whistle instead
01:10:777 (70777|3) - Add W
01:43:121 (103121|3) - add W
Fixed everything else as suggested. Again, sorry for not knowing about the double hitsound thing, I guess it just seemed like a good idea since they're representing the same sound? You learn something new every day!

Diffs


[EZ]00:13:590 - Why not add a note here for the snare? You added one at 00:12:652 (12652|2) - so I think it'd make sense to have one here too. I was originally only following flute and not drums to make the layering simple. Perhaps too simple? Added here and throughout except for 00:32:340 and 01:06:090 - to provide a short break before the next section, and in the kiai where I want to focus on the long sounds to provide variety that emphasises this section
00:16:402 - 00:16:871 - same here, the sounds are pretty easy to hear, so the player would probably be expecting notes here. ^
00:28:590 (28590|2,28590|0) - For consistency, shouldn't one of these notes be a 1/1 LN like 00:25:777 (25777|2,25777|1) - ? Was trying to represent the constant pitch change here, but it does play kinda weirdly with the inconsistency. Changed
00:44:761 (44761|0) - Consider moving this to 4 as I think it's easier to tap when you're not already pressing down a key (so left hand holds, right hand taps) Good point, switched
01:19:215 (79215|3) - Assuming you're following the guitar, shouldn't the LN end at 01:19:683 - and a short note be added there instead? Maybe something like this https://osu.ppy.sh/ss/6642962 Nice idea, done
01:28:590 - 01:29:527 - I think it'd be good to finish the LNs with a note at the end for the guitar or something similar to what you did at 01:26:246 (86246|3,86246|1,87183|2) - for example. Added for first, extended LN and moved note for second
01:43:121 (103121|3,103121|2,103121|0) - I'm normally pretty against using triples, cause I can still remember when I was starting out and triples were the death of me. I think a [14] double works fine to end off this song, so remove 01:43:121 (103121|2) - ? (Don't forget to move the HS to another note) Fair enough, pointed noted and note removed

[NM]00:08:902 (8902|1,9371|2) - Why aren't these made as short notes, cause they're similar sounds like 00:03:277 (3277|0,3746|1) - ? Was trying to get a nice buildup effect and bring some variety in, but if it's unfitting I'll stay consistent
00:13:121 (13121|3,14527|1,14996|0,15465|2) - Seeing as you're mapping a lot of the guitar/snares such as 00:17:340 (17340|0,17808|1,18277|3,19449|1,19683|2,19918|3) - using single notes, it would be a better idea to remain consistent and map 00:13:121 (13121|3,14527|1,14996|0,15465|2) - as single notes too. I wanted to keep 00:14:527 (14527|1,14996|0,15465|2) - as LNs for the held flute sounds but I now see that I didn't do it later on so it makes no sense to do it here. Changed all
00:31:402 (31402|3) - I can't really tell why this is an LN jump when similar places like 00:25:777 (25777|0,25777|2) - is a single LN with a note. So my suggestion is to reduce 00:31:402 (31402|3) - to a short note and move it to 2 to avoid a minijack with 00:31:168 (31168|3) - Yeah this 1/2 jack was lame, fixed and made consistent
00:48:277 (48277|2,48746|0,49215|2) - Similar to what I said about LN vs. short notes, these would be better as single notes since you mapped the flute at 00:45:465 (45465|0,45933|2,46402|3) - using single notes, and it's the same rhythm in both places.Made these parts consistent with the first section
01:05:152 (65152|3,65621|1) - I would consider a control J here (don't forget to move the hitsounds with it) to avoid a minijack with 01:04:918 (64918|3,65152|3) - since they're not the same sound or pitch like at 01:01:871 (61871|2,62105|2) - for example.
01:27:652 - Right here, I'd consider mapping to the guitar similar to 01:26:246 (86246|3,86480|2,86715|1,86949|2) - because it's still in the same musical phrase, so nothing in the music indicates a change in mapping style. Maybe try this https://osu.ppy.sh/ss/6646636 I removed some notes to try and emphasise the ending, i.e. each note is more "important" when there are fewer, but after testing it out I do prefer to keep mapping the guitar. Instead however I kept 01:27:886 (87886|0,88121|1,88355|0) - in |0,1| and only put 01:28:590 (88590|2) - for better contrast on that high pitched flute sound
01:29:058 - Same as the above. Since you've been following the guitar during this part, the player will expect to still be following the guitar until the change in musical phase at 01:30:465 - ^
01:41:715 (101715|1,102183|0) - I'd consider control J here so that the player is holding down 4 and just does a simple [1]-[2]-[3] roll up the columns. If this is for pitch relevancy though, then that's ok. Indeed, I was following pitch here, though I can see how both options work. Will try to stick with this for now

[HD]00:06:090 (6090|0,6090|3) - Shouldn't one of these notes be on the 1/8 right before 00:06:090 - to act as a grace note? Yeah, fixed this right away before I saw your suggestion lol
00:28:590 (28590|1) - I'd consider removing a note here since you've been using doubles to represent this loose snare kind of sound, for example like at 00:25:777 (25777|1,25777|2) - or 00:20:152 (20152|1,20152|2) - . I would really save the triples for the crashes that signify the start or end of a section in the music, like 00:32:808 (32808|0,32808|3,32808|2) - or 00:45:465 (45465|3,45465|0,45465|1) - . Either way though, I don't really mind if you use triples or doubles, but I'd ask that you use it consistently so if you keep the triples, make those other spots I mentioned triples. This is a triple to signify the end of the measure, in the same fashion as 00:17:340 (17340|2,17340|0,17340|3) - 00:22:965 (22965|3,22965|0,22965|1) - and 00:32:808 (32808|2,32808|0,32808|3) - which is a special case since I choose to use the long LN 00:34:215 (34215|1) - to end this particular one. It has the loud booming drum sound to help emphasise this
00:17:340 (17340|2,17340|3,17340|0) - Similar to the above ^
00:22:965 (22965|1,22965|3,22965|0) - Similar to the above.^ didn't see you pointed these out until after I made the above response but yes, the booming drum once per measure is a feature used throughout the set on the other modes also and I feel it follows and plays nicely so I'd like to keep it
00:31:402 (31402|2,31871|1) - I'd consider control H here since it'd be easier to hit a [12] LN double, then single tap with the right hand which is holding no note down, rather than just to single tap while holding a note down in [1] Good point, changed
00:49:918 (49918|2) - Move this to 2, as 00:49:683 (49683|3,49918|2,50152|2,50386|3,50621|2,50855|2) - is already very right hand heavy. Feels a little strange to play for me, maybe because I expect the glide down with pitch, but probably just me being weird. Gave it a try
01:04:215 - This is my personal opinion only, but I think the notes would look nicer and be a bit easier to play if it were arranged kind of like this https://osu.ppy.sh/ss/6646697 Idk how to explain why, but I just like the 4 notes at 01:05:152 (65152|2,65152|3,65621|1,66090|2) - since it looks like a big brother LN with a little LN holding two notes. That sounds dumb lol Haha I love it! I changed up some parts just before this a little because PR was bothering me, but thankfully I was still able to accommodate this to provide a nice hand balance after the previous notes
01:30:465 (90465|2) - I think it's best to just make this a short note because you haven't used any 1/2 LNs in this diff at all, so it would come as a surprise to a lot of players (including me lol). I think I had more at one point, but they're truly a relic from a forgotten age at this point haha. Swapped them both for notes
01:31:871 (91871|1) - Same goes for this LN too. ^
Holy shit that was some intense educational stuff. Thanks so much! ^^
Protastic101
Alright, just a few more hitsound things and I'll bubble
[Quick note on hitsounding in mania first]
It's not that double hitsounds are frowned upon, but if you do want to use two hitsounds at the same place, you'd have to halve their volume (if hitsounding two notes, or divide the vol by 3/4/5, etc) so that they both add up to whatever hitsound vol you originally wanted. For example, say you have a sample called clap.wav that you use by importing from the sample import menu (control + shift + I, brings you to this http://puu.sh/sCz8a.jpg ). If you want a volume of 50% and only hitsounded one note, you'd just import it onto the note at 50% like so https://osu.ppy.sh/ss/6714955 This means the hitnormal plays with the clap since there's an unhitsounded note in the chord pair.

But if you want to avoid having the hitnormal play in the chord, you hitsound both notes, or all the notes in the chord (I believe that unlike the other gamemodes, putting hitsounds on a note makes it so that the hitnormal doesn't play, and only the hitsound you added to the note, not too sure though since I only play a little CtB and just happen to notice that the hitnormal always plays with the hitsound), so like this https://osu.ppy.sh/ss/6714969 . The difference here is that I have 2 notes at the same time, so I divided 50 by 2 and applied each hitsound only at 25% this time since the hitsound volume is additive (two hitsounded notes at 25% = 50% total vol).

Basically, the reason why I pointed out all your double hitsounds was because you were just using the editor claps, whistles, and finishes to hitsound (which is fine), which meant that the single notes you hitsounded would have hitsound vol of 30% - 45% whenever it was played, but the double HS would play at 60% - 90% which would be inconsistent and sound much louder than what the player would expect. Hope that made sense orz.

[EZ]00:38:433 (38433|2,39136|2) - Shouldn't these be finishes?

[NM]00:07:496 (7496|2,7496|3) - Double hitsound I believe?
00:22:027 (22027|1) - missing clap
00:24:840 (24840|2) - ^
00:30:465 (30465|2) - ^
00:49:683 (49683|1,49683|0) - double hs, remove one
00:52:965 (52965|3) - missing clap
00:55:777 (55777|0) - ^
00:58:590 (58590|2,64215|2,71246|0) - ^

[HD]00:27:652 (27652|0) - missing clap
00:34:215 (34215|2) - I think you also need a normal whistle here since the one at 00:34:215 (34215|1) - is the soft sampleset one
00:49:683 (49683|3) - add whistle?
00:52:027 (52027|2) - Double hitsound, remove the clap here
01:20:621 (80621|1) - Remove this clap? I don't think you normally put whistles with claps in this diff, so it's a bit inconsistent.


[EZ]00:32:340 - Quick thing right here, feels a bit off to not have a note here since the general structure here is to have a note every 1/1 beat. I'd consider adding a note in 1 and moving 00:31:871 (31871|0) - to 2 instead
00:33:277 (33277|2,33746|1) - I think it'd be nice to make these 1/1 LNs since it's for the flute/guitar here. Helps to differentiate the sounds from the snares in the music.
01:14:996 (74996|3,74996|2) - I think it'd be better to switch their columns here so the short note 01:14:527 (74527|3) - is jacked (in the same column as each other) with the long note 01:14:996 (74996|2) - to follow pitch relevancy

[NM]gud stuff fam

[HD]01:15:465 (75465|1,75933|0) - I'd try this to try and fit in a note or two for the guitar since it's pretty easy to hear, so the player might expect you to map it as a result https://osu.ppy.sh/ss/6718411
Alright, that should be the last few things. Very nice and relaxing chart, I like it (=w=)b
Topic Starter
JBHyperion

Protastic101 wrote:

Alright, just a few more hitsound things and I'll bubble
[Quick note on hitsounding in mania first]
It's not that double hitsounds are frowned upon, but if you do want to use two hitsounds at the same place, you'd have to halve their volume (if hitsounding two notes, or divide the vol by 3/4/5, etc) so that they both add up to whatever hitsound vol you originally wanted. For example, say you have a sample called clap.wav that you use by importing from the sample import menu (control + shift + I, brings you to this http://puu.sh/sCz8a.jpg ). If you want a volume of 50% and only hitsounded one note, you'd just import it onto the note at 50% like so https://osu.ppy.sh/ss/6714955 This means the hitnormal plays with the clap since there's an unhitsounded note in the chord pair.

But if you want to avoid having the hitnormal play in the chord, you hitsound both notes, or all the notes in the chord (I believe that unlike the other gamemodes, putting hitsounds on a note makes it so that the hitnormal doesn't play, and only the hitsound you added to the note, not too sure though since I only play a little CtB and just happen to notice that the hitnormal always plays with the hitsound), so like this https://osu.ppy.sh/ss/6714969 . The difference here is that I have 2 notes at the same time, so I divided 50 by 2 and applied each hitsound only at 25% this time since the hitsound volume is additive (two hitsounded notes at 25% = 50% total vol).

Basically, the reason why I pointed out all your double hitsounds was because you were just using the editor claps, whistles, and finishes to hitsound (which is fine), which meant that the single notes you hitsounded would have hitsound vol of 30% - 45% whenever it was played, but the double HS would play at 60% - 90% which would be inconsistent and sound much louder than what the player would expect. Hope that made sense orz.

Takes notes.

[EZ]00:38:433 (38433|2,39136|2) - Shouldn't these be finishes? Yap, made soft finish on each

[NM]00:07:496 (7496|2,7496|3) - Double hitsound I believe? I'm dumb
00:22:027 (22027|1) - missing clap
00:24:840 (24840|2) - ^
00:30:465 (30465|2) - ^ ^ Added all
00:49:683 (49683|1,49683|0) - double hs, remove one I'm still dumb
00:52:965 (52965|3) - missing clap
00:55:777 (55777|0) - ^
00:58:590 (58590|2,64215|2,71246|0) - ^ ^ Added all

[HD]00:27:652 (27652|0) - missing clap Got 'im
00:34:215 (34215|2) - I think you also need a normal whistle here since the one at 00:34:215 (34215|1) - is the soft sampleset one Oops my bad, left it on the LN instead of the note. Fixed
00:49:683 (49683|3) - add whistle? Done
00:52:027 (52027|2) - Double hitsound, remove the clap here My brain does not exist
01:20:621 (80621|1) - Remove this clap? I don't think you normally put whistles with claps in this diff, so it's a bit inconsistent. Yeah, stuck to whistle


[EZ]00:32:340 - Quick thing right here, feels a bit off to not have a note here since the general structure here is to have a note every 1/1 beat. I'd consider adding a note in 1 and moving 00:31:871 (31871|0) - to 2 instead I was trying to give 00:32:808 (32808|3) - with the strong drum hit more emphasis due to the pause. Since we don't have to click in ctb this feels a lot more natural, but when you're skipping on a tapping rhythm I guess it's kinda weird. Added
00:33:277 (33277|2,33746|1) - I think it'd be nice to make these 1/1 LNs since it's for the flute/guitar here. Helps to differentiate the sounds from the snares in the music. Sure
01:14:996 (74996|3,74996|2) - I think it'd be better to switch their columns here so the short note 01:14:527 (74527|3) - is jacked (in the same column as each other) with the long note 01:14:996 (74996|2) - to follow pitch relevancy I'm with ya

[NM]gud stuff fam wew

[HD]01:15:465 (75465|1,75933|0) - I'd try this to try and fit in a note or two for the guitar since it's pretty easy to hear, so the player might expect you to map it as a result https://osu.ppy.sh/ss/6718411 I removed the LN and went with three notes instead, since it was the best way imo to map 01:15:933 (75933|0) - in |0| for PR without changing up everything before it and making an ungodly mess
Alright, that should be the last few things. Very nice and relaxing chart, I like it (=w=)b
Thanks so much for the recheck!
Protastic101
tried to find you in game but rip

[Normal]00:47:340 (47340|2,64215|2,71246|0) - Add claps and it's good to go I swear orz
Topic Starter
JBHyperion

Protastic101 wrote:

tried to find you in game but rip

[Normal]00:47:340 (47340|2,64215|2,71246|0) - Add claps and it's good to go I swear orz
Aaaa I'm useless as shit ;_;

Will fix before I leave for work tomorrow morning. Done.
Protastic101
ok, rechecked and hitsounds are good so no rope needed

icons for the other modes can be found here:
Standard
CtB
taco

MBomb
is this the real life

placeholder i guess
Topic Starter
JBHyperion
is this finally happening

mbomb wants to q but I'd like to get a std bn to give those diffs a once over first considering it's been a while since they were looked at lol
Electoz
JBH asked for some opinions on std diffs so

[General]

  1. 00:34:215 - 01:33:277 - Not sure why these parts are hitsounded inconsistently between the difficulties, not sure if this is intended so I'm gonna mention it just in case.
  2. 01:07:027 - 01:07:496 - Same as above as well.
[Easy]

  1. 00:32:340 (2) - Should be consistent with 01:06:090 I guess, would be nice if you map both of them or not at all.
  2. 00:37:027 (1,2) - DS can be tweaked a little.
  3. 01:14:527 - Add clap?
[Normal]

  1. 00:32:340 - 01:06:090 - Should be clap instead.
  2. 01:06:558 - Add finish?
  3. 01:29:058 (3,4) - Missing hitsounds on these.
[Hard]

  1. 00:49:683 - Whistle instead of clap?
  2. 01:10:308 - Add clap?
  3. 01:22:965 - Clap instead of whistle?
  4. 01:31:871 - Add whistle?
  5. 01:38:902 - Whistle instead of finish?
Standard difficulties are good to go.
Sc4v4ng3r
I'm back 14 months later
Here are some opinions on the standard diffs cause JBH needed those

[Easy]
  1. 00:10:308 (3) - Since the guitar and that other sound(I did some research to find out the instrument but I got no results ahhh) are the only sound that are really present in this section, and all other sliders like this one ended on the red tick(in this case 00:11:011 - here), it would be better to have this slider end on the red tick. Consistent polarities are better than mixed up usage of both polarities and non-polarities, as beginners expect same rhythm to be followed at least in the same section.
  2. 00:44:058 (3) - Like above, as you instead emphasized on the similar stronger sounds, this shouldn't be left out. Again, having a consistent rhythm which follows a specific instrument strength is more beneficial for beginners.
  3. 01:06:090 - Feels weird to leave this out when the similar sound at 00:32:340 (2) - was emphasized but not this one. You should really add a circle here as it does come out from nowhere.
  4. 01:11:715 (2) - Missing clap, same on 01:14:527 (2) - .
  5. 01:41:715 (1) - With the first 2 point being said, I think the spinner ending at 01:43:824 - would sound much more better as it follows the prominent sounds like the previous sliders in this section.
  6. Just the emphasis that I think it could use some improvement but otherwise the difficulty's cool.
[Normal]
  1. 00:44:058 (3,1) - It would have been fine if this kind of pattern were used at the same rhythmic gaps, but having different rhythmic gaps for this could somewhat be confusing and out of the blue as they might have not expected this kind of movement for this sound. Heck, even 00:10:308 (3,1) - this uses a 'normal' movement so you should be using the same kind of movement here.
  2. 01:07:027 (4) - Don't really think there should be a clap on the head cause there's no snare here lol
  3. 01:08:433 (2,3) - But on the other hand you are missing out on the claps here
  4. 01:17:340 (2) - Aaaaand yea this too
  5. 01:41:715 (1) - If you applied the spinner suggestion in easy you should be doing it here too
  6. Other than that the difficulty's solid, I like this normal
[Hard]
  1. 00:01:871 (4) - All the other similar notes after this has pretty much the same pitch so it's a shame for this note to be having a lower distance than them :/ Maybe increase the distance here to 1.6x for consistent emphasis?
  2. 00:44:058 (4) - Finish on this note's head sounds way too damp, and there are no real 'damp' instruments in the song here so I feel the soft finish would work better here. You did this in normal as well, and it sounds much better there lol
  3. 01:00:933 (3,4) - While the other parallel sliders are good enough, these 2 seems a little bit too close to each other. Being way too close to each other creates unwanted slider leniency(thus making movement leniency) which might not result in the movement you want the players to make. Maybe space them out a little bit more so that their visual distance is somewhat close to 00:15:933 (3,4) - . But then idk my eyes could be deceiving me so maybe they are having the same visual distance
  4. 01:41:715 (1) - If you applied the spinner thingi in the other diffs you should do it here too
  5. Nice difficulty other than that.
Yea standard difficulty still looks cool but those could be certainly improved.
Topic Starter
JBHyperion
tfw you ask for a check and two come along at once aaaa

Electoz wrote:

JBH asked for some opinions on std diffs so

[General]

  1. 00:34:215 - 01:33:277 - Not sure why these parts are hitsounded inconsistently between the difficulties, not sure if this is intended so I'm gonna mention it just in case. Fixed first to all whistle, second are all finish already though
  2. 01:07:027 - 01:07:496 - Same as above as well. Changed 01:07:496 to soft whistle in all
[Easy]

  1. 00:32:340 (2) - Should be consistent with 01:06:090 I guess, would be nice if you map both of them or not at all. Second one has the pause to add tension before the kiai, and the repeat slider is separated because pitch increase here rather than decreases
  2. 00:37:027 (1,2) - DS can be tweaked a little. Fixed and made this triangle pattern neater
  3. 01:14:527 - Add clap? Fixed
[Normal]

  1. 00:32:340 - 01:06:090 - Should be clap instead. Yup
  2. 01:06:558 - Add finish? Added
  3. 01:29:058 (3,4) - Missing hitsounds on these. Man I was shit at hitsounding a year ago :/
[Hard]

  1. 00:49:683 - Whistle instead of clap?
  2. 01:10:308 - Add clap?
  3. 01:22:965 - Clap instead of whistle?
  4. 01:31:871 - Add whistle?
  5. 01:38:902 - Whistle instead of finish?
    Fixed all aaa
Standard difficulties are good to go. But wait there's more!

Sc4v4ng3r wrote:

I'm back 14 months later welcome back xd
Here are some opinions on the standard diffs cause JBH needed those

[Easy]
  1. 00:10:308 (3) - Since the guitar and that other sound(I did some research to find out the instrument but I got no results ahhh) are the only sound that are really present in this section, and all other sliders like this one ended on the red tick(in this case 00:11:011 - here), it would be better to have this slider end on the red tick. Consistent polarities are better than mixed up usage of both polarities and non-polarities, as beginners expect same rhythm to be followed at least in the same section. The 3/2 sound is really faint here, but then again the 2/1 is also. I guess for consistnecy you're right, this is the best option
  2. 00:44:058 (3) - Like above, as you instead emphasized on the similar stronger sounds, this shouldn't be left out. Again, having a consistent rhythm which follows a specific instrument strength is more beneficial for beginners. Much easier here, the synth is prominent
  3. 01:06:090 - Feels weird to leave this out when the similar sound at 00:32:340 (2) - was emphasized but not this one. You should really add a circle here as it does come out from nowhere. I disagree, the pause here serves to emphasise the start of the kiai and provide the player a break beforehand. A 2/1 spacing should be readable at this AR no problem
  4. 01:11:715 (2) - Missing clap, same on 01:14:527 (2) - . Fixed
  5. 01:41:715 (1) - With the first 2 point being said, I think the spinner ending at 01:43:824 - would sound much more better as it follows the prominent sounds like the previous sliders in this section. Sure, changed in all std/taiko/ctb diffs to the red tick
  6. Just the emphasis that I think it could use some improvement but otherwise the difficulty's cool.
[Normal]
  1. 00:44:058 (3,1) - It would have been fine if this kind of pattern were used at the same rhythmic gaps, but having different rhythmic gaps for this could somewhat be confusing and out of the blue as they might have not expected this kind of movement for this sound. Heck, even 00:10:308 (3,1) - this uses a 'normal' movement so you should be using the same kind of movement here. I don't see the difference, both are a 3/2 spacing with 1.2x DS, the only difference here is a direction change. I don't see this causing a problem since it still uses a smooth circular flow
  2. 01:07:027 (4) - Don't really think there should be a clap on the head cause there's no snare here lol Correct, removed
  3. 01:08:433 (2,3) - But on the other hand you are missing out on the claps here Ripppp
  4. 01:17:340 (2) - Aaaaand yea this too How did I ever get decent at hitsounding this is embarassing
  5. 01:41:715 (1) - If you applied the spinner suggestion in easy you should be doing it here too Yeye fixed throughout already lol
  6. Other than that the difficulty's solid, I like this normal
[Hard]
  1. 00:01:871 (4) - All the other similar notes after this has pretty much the same pitch so it's a shame for this note to be having a lower distance than them :/ Maybe increase the distance here to 1.6x for consistent emphasis? Sure, moved 00:00:465 (1,2,3) - right a little to make room, did the same at 00:35:152 (3,4) - 01:37:027 (3,4) - also
  2. 00:44:058 (4) - Finish on this note's head sounds way too damp, and there are no real 'damp' instruments in the song here so I feel the soft finish would work better here. You did this in normal as well, and it sounds much better there lol Correct, unintentional so fixed to soft
  3. 01:00:933 (3,4) - While the other parallel sliders are good enough, these 2 seems a little bit too close to each other. Being way too close to each other creates unwanted slider leniency(thus making movement leniency) which might not result in the movement you want the players to make. Maybe space them out a little bit more so that their visual distance is somewhat close to 00:15:933 (3,4) - . But then idk my eyes could be deceiving me so maybe they are having the same visual distance They are the same DS as 00:26:715 (2,3,4) - but more slanted so appear closer together I guess. Since this is building up to the kiai I'll increase the distance a little to make this more comfortable
  4. 01:41:715 (1) - If you applied the spinner thingi in the other diffs you should do it here too Yup again lol
  5. Nice difficulty other than that.
Yea standard difficulty still looks cool but those could be certainly improved. So basically what you're saying is get more mods? Whilst I admit I haven't looked at this set in a while I feel it's of pretty good quality. Mods will produce diminishing returns at this point :/
Thanks for the help you two!
MBomb
Going to use my magical all mode modding powers to push this into qualified.

(Please note that my mods for modes other than ctb may not be the greatest xd)

[Easy]

00:32:808 (3,1) - Movement into 1 feels a bit odd to me right now, because of the direction change. Maybe change the flow so that the movement stays in the same direction (So the slider is higher up and the curve at the beginning is the other way, idk how to explain in standard terms).

[Normal]

01:02:808 (2) - Whilst it doesn't exactly go off screen, I dislike how close this is to going off screen. There's probably nothing wrong with it, I just want to point it out just in case.

[Hard]

00:06:558 (2) - A 1/2 slider might work nicely here for the guitar sound. This'd also be consistent with later sections.
01:24:840 (1) - Have the curve going to the left instead, for constant flow here? That feels a lot more natural to me.

[Kantan]

00:32:808 (23) - Maybe make it a K instead, for bigger emphasis on this note as the end of the section?
01:20:621 (12) - Just a d sounds better here to me, to better emphasise pitch increase to 13.
01:25:777 (18,19) - Pitch is decreasing here, so dk sounds really weird to me.

[Futsuu]

00:08:199 (15) - This would sound nice as a d for pitch decrease here.
00:32:808 (42) - Again, K would sound better to me here.
00:39:136 (10) - d for consistency with intro.
00:41:949 (15) - d if you changed 00:08:199 (15) - .
00:42:652 (16) - d for consistency.
00:56:246 - Maybe add a note here, to be similar to what you did in the first part?
00:59:058 (25,26,27) - Pitch is decreasing here, so something like either kdd or kkd would make more sense.
01:06:558 (39) - D on it's own sounds better here to better emphasise pitch change at 40.
01:20:621 (19) - d on this would be better because pitch is decreasing so dkd just sounds weird here.
01:36:090 (6,7,8,9) - ddkk would be nice for consistency with intro.
01:41:011 (15) - Again, d if you changed the other two.

[Muzukashii]

00:44:058 (29) - d sounds nicer here, both for pitch decrease and for consistency.
01:25:074 (39) - d feels nicer here to me too for the pitch increase to 40 (There is a pitch increase to this too but it's not as strong).

Muzus are way out of my range both for playing and modding tbh but I trust the taiko BN for this.

[Cup]

Also known as "Finally, something I can mod!"

00:17:340 (1) - A bit more emphasis for the drum beat could be nice, try x:240.

wait shit i forgot something i can mod also means something jbh has more experience in mapping

[Salad]

Also known as "Finally, something I can mod which JBH isn't a god at mapping!"

00:07:027 (3) - Distance to 4 may be a bit strong considering the backforth motion here, maybe do x:220 instead.
00:14:527 (1) - Whilst this is actually already nearly impossible without dashing and you can't really make any major changes to it, for some reason the very minor change of moving this to x:452 makes it seem a lot less like it's walkable to me.
00:15:933 (3) - Pretty difficult for a non-dash, try x:64.
00:16:871 (5) - Why is the dash to this when 1 is a lot stronger of a note? Change this around to make the dash to 1 please.
00:20:152 (1) - This looks like it should be a dash but it's not right now, but I actually prefer it as a non-dash, so a change you could make instead (Which would also help in adding a dash to the much stronger note of 4) Would be to move 1 to x:124, 2 to x:264 and 3 to x:332.
00:25:777 (1) - x:204 to make sure this is a dash.
00:28:590 (1) - Guessing this was meant to be a dash, so try x:76 instead.
00:32:808 (3) - x:144 would be a nice dash here.
00:48:277 (1) - Try doing x:224 to add a dash.
00:50:621 (5,1) - Smaller distance to 5 please, this really should not be a stop-start dash motion, 5 isn't strong enough for a dash to start with, let alone this type of difficult movement. My suggestion would be 5 on x:376 and 1 on x:96.
00:55:308 (4) - Dash to this would fit nicely, something like x:296.
00:56:715 (1) - x:56 for a dash.
01:02:340 (1) - Try doing this on x:248 to add a dash to it.
01:06:558 (3) - x:220 for a dash.
01:10:777 (1) - Doing x:160 on this would be a lot better to add a dash for the start of the kiai.
01:14:527 (2,3) - This could be nice to have a dash to 2, however the distance to 3 is a bit too strong after a dash in my opinion, so change this section around a bit to make a dash to 2 and to the next combo, whilst decreasing distance to 3 slightly.
01:17:808 (4) - If this is meant to be a dash, try a higher distance, if not, try a lower distance, I'm not sure what you were going for here honestly but it plays awkwardly either way.
01:20:621 (3) - Slightly awkward distance to this for a non-dash right now, try x:128 instead.
01:23:433 (1) - Try adding a dash to this by moving it to x:436.
01:27:652 (1) - I think if you ctrl+g this and move it to x:500 it feels a lot nicer both as a dash and as a movement into the next note.
01:29:058 (3) - Curve this slightly differently and move 4 to x:332 to add a dash to the next combo.
01:31:871 (2,3,4) - Maybe do x:212 to stop the backforth motion from being as difficult and also add a dash to the next combo.
01:36:090 (1,2) - Try x:144 on this section, both for more comfortable movements in the back forth and to add a dash to 1.
01:38:902 (1) - Add a dash by moving it to x:356.

[Platter]

00:13:121 (1) - A dash to this by moving it to x:96 and then curving it differently for better flow afterwards would be nice. After this you could even move 2 a bit to the right to add a dash to the next combo too.
00:17:340 (1) - Trying a dash to this would be nice for the drumbeat. Try x:392.
00:18:746 (1) - Maybe do a dash to this? It's currently a pretty awkward non-dash movement, and I think a dash would be nice for the flute.
00:20:152 (1) - This one even more so the above case.
00:21:558 (1) - Honestly considering the pitch, a HDash would actually be really nice on this.
00:22:965 (1) - HDash to this would be good too, for pitch on the flute and the drum beat.
00:25:777 (1) - Normal dash to this one would be nice, try x:240 maybe.
00:28:590 (1) - Dash to this one could be nice for the drumbeat.
00:29:996 (2) - Kinda awkward for a non-dash movement but this sound doesn't really fit a dash to me so try decreasing the distancing a bit.
00:31:402 (1) - Maybe do a dash to this for the flute?
00:38:375 (1,2) - Could try doing x:288 for a dash here.
00:46:871 (1) - Try x:400 and curving it differently to keep similar flow afterwards, feels nice. Could also move 2 a bit to add a dash to the next combo, could fit nicely with the flute there.
00:49:683 (1) - Increase distance to make a dash for the guitar and drum here. x:284 works nicely.
00:51:090 (1) - x:208 would be nice as a stronger dash distance would better emphasise the drum here.
00:55:308 (1) - HDash to this could be nice for the flute pitch.
00:56:715 (1) - Same to this for the drum, flute pitch and change in section.
01:12:183 (3) - There should be a dash to this for the flute, especially considering it's stronger and higher pitch than 01:13:590 (1) - , which has a dash.
01:14:527 (2,3) - A dash to 2 would be nice, but also, a better flow to the slider on 3 would fit better too, it feels kinda awkward right now to me.
01:17:808 (4) - And some dashes to and from this would also be nice for the flute, in my opinion, your choice though.
01:26:246 (1) - x:272 would be nice to add a dash to this.
01:37:028 (4) - Either increase distance to this to make it a dash or decrease it to stop it from playing so awkwardly.

Ok so now that's over and done with, back to things I don't understand! *Crowd in background says "yay!"*

[EZ]

00:14:996 (14996|0) - This would sound better in the 2nd column to me, as the pitch is not that low.
00:15:933 (15933|0) - Pitch here however, is lower, so 1st would sound better.
00:40:777 (40777|1) - Pitch doesn't decrease that much, 2nd column sounds better.
00:43:590 (43590|3) - 2nd column would work better for pitch decrease.
00:44:761 (44761|3) - This would fit better in 3rd column, as the pitch on that sound is similar to that of the second set in this section, which you put in the 3rd column.
01:00:933 (60933|2) - 2nd column would sound better to me for more emphasis on the pitch going lower than it was 2 notes ago.
01:31:402 (91402|2) - 2nd column sounds nicer to me here too.
01:43:121 (103121|3) - 3rd column, same as 00:44:761 (44761|3) - .

Ok I'm just gonna trust the mania BN on the rest of these because your LNs confuse the hell out of me as a person who mostly plays maps with few LNs.

Alright, done. Call me back.
Topic Starter
JBHyperion
oh boy.

- Magic Bomb - wrote:

Going to use my magical all mode modding powers to push this into qualified.

(Please note that my mods for modes other than ctb may not be the greatest xd)

[Easy]

00:32:808 (3,1) - Movement into 1 feels a bit odd to me right now, because of the direction change. Maybe change the flow so that the movement stays in the same direction (So the slider is higher up and the curve at the beginning is the other way, idk how to explain in standard terms). I touched up some DS/blankets so it's a bit neater, but I want to keep current position for symmetry with 00:31:402 (1) - I don't feel it really impacts the flow negatively considering the sliders are only slightly curved here

- also fixed 00:38:433 (2) - to a 3/2 slider for consistency with others in this section as well as a couple of other blankets

[Normal]

01:02:808 (2) - Whilst it doesn't exactly go off screen, I dislike how close this is to going off screen. There's probably nothing wrong with it, I just want to point it out just in case. Fine with default skin but might overlap some custom score counters so tried to move this combo down and left slightly to avoid this

[Hard]

00:06:558 (2) - A 1/2 slider might work nicely here for the guitar sound. This'd also be consistent with later sections. Done
01:24:840 (1) - Have the curve going to the left instead, for constant flow here? That feels a lot more natural to me. Done, forcing symmetry looked ugly as heck here lol

- also split 01:26:949 (2) - into two circles to make the strong flute sound clickable like the others in this section

[Kantan]

00:32:808 (23) - Maybe make it a K instead, for bigger emphasis on this note as the end of the section? Would prefer not to have two big notes this close together, and 00:34:215 (1) - is more worthy of D than 00:32:808 (23) - is ok K imo
01:20:621 (12) - Just a d sounds better here to me, to better emphasise pitch increase to 13. 01:20:152 (11,12) - feels like a bigger pitch change to me, considering 01:19:215 (10,11) - are very similar also
01:25:777 (18,19) - Pitch is decreasing here, so dk sounds really weird to me. (19) certainly sounds higher pitch to me, tried changing 01:24:840 (17) - to k instead

[Futsuu]

00:08:199 (15) - This would sound nice as a d for pitch decrease here. Prefer to keep k to highlight pitch change between 00:08:199 (15,16) -
00:32:808 (42) - Again, K would sound better to me here. Here it's probably ok, right? :>
00:39:136 (10) - d for consistency with intro. Done
00:41:949 (15) - d if you changed 00:08:199 (15) - . Didn't change it there, so won't here either
00:42:652 (16) - d for consistency. Done
00:56:246 - Maybe add a note here, to be similar to what you did in the first part? Sure
00:59:058 (25,26,27) - Pitch is decreasing here, so something like either kdd or kkd would make more sense. Changed to kkd
01:06:558 (39) - D on it's own sounds better here to better emphasise pitch change at 40. I don't notice much difference, so prefer to keep K
01:20:621 (19) - d on this would be better because pitch is decreasing so dkd just sounds weird here. I want to show some progression in the pitch change throughout, and ddd just feels super flat. Alternating feels more interesting to me
01:36:090 (6,7,8,9) - ddkk would be nice for consistency with intro. Done, changed 00:37:027 (6,7,8,9) - also
01:41:011 (15) - Again, d if you changed the other two. I did not

[Muzukashii]

00:44:058 (29) - d sounds nicer here, both for pitch decrease and for consistency. Agreed, I even had this in my "d" position so I guess this was accidental lol
01:25:074 (39) - d feels nicer here to me too for the pitch increase to 40 (There is a pitch increase to this too but it's not as strong). Prefer to keep dkk for the guitar which is more prominent here

Muzus are way out of my range both for playing and modding tbh but I trust the taiko BN for this.

[Cup]

Also known as "Finally, something I can mod!"

00:17:340 (1) - A bit more emphasis for the drum beat could be nice, try x:240. Ok

wait shit i forgot something i can mod also means something jbh has more experience in mapping

[Salad]

Also known as "Finally, something I can mod which JBH isn't a god at mapping!"

00:07:027 (3) - Distance to 4 may be a bit strong considering the backforth motion here, maybe do x:220 instead. Done
00:14:527 (1) - Whilst this is actually already nearly impossible without dashing and you can't really make any major changes to it, for some reason the very minor change of moving this to x:452 makes it seem a lot less like it's walkable to me. 4px r u srs
00:15:933 (3) - Pretty difficult for a non-dash, try x:64. Moved 00:15:465 (2) - left a little instead
00:16:871 (5) - Why is the dash to this when 1 is a lot stronger of a note? Change this around to make the dash to 1 please. Who the fuck knows blame previous ctb bn lol
00:20:152 (1) - This looks like it should be a dash but it's not right now, but I actually prefer it as a non-dash, so a change you could make instead (Which would also help in adding a dash to the much stronger note of 4) Would be to move 1 to x:124, 2 to x:264 and 3 to x:332. Reduced (5,1) a little more than you asked for
00:25:777 (1) - x:204 to make sure this is a dash. K
00:28:590 (1) - Guessing this was meant to be a dash, so try x:76 instead. K
00:32:808 (3) - x:144 would be a nice dash here. K
00:48:277 (1) - Try doing x:224 to add a dash. K
00:50:621 (5,1) - Smaller distance to 5 please, this really should not be a stop-start dash motion, 5 isn't strong enough for a dash to start with, let alone this type of difficult movement. My suggestion would be 5 on x:376 and 1 on x:96. Yeah this played like ass so fixed
00:55:308 (4) - Dash to this would fit nicely, something like x:296. K
00:56:715 (1) - x:56 for a dash. Went a bit further since I moved 00:56:246 (5) - left a little also
01:02:340 (1) - Try doing this on x:248 to add a dash to it. Yeah
01:06:558 (3) - x:220 for a dash. K
01:10:777 (1) - Doing x:160 on this would be a lot better to add a dash for the start of the kiai. K
01:14:527 (2,3) - This could be nice to have a dash to 2, however the distance to 3 is a bit too strong after a dash in my opinion, so change this section around a bit to make a dash to 2 and to the next combo, whilst decreasing distance to 3 slightly. Tried my best
01:17:808 (4) - If this is meant to be a dash, try a higher distance, if not, try a lower distance, I'm not sure what you were going for here honestly but it plays awkwardly either way. Made a dash by moving 01:17:340 (2,3) - to the left slightly
01:20:621 (3) - Slightly awkward distance to this for a non-dash right now, try x:128 instead. Done
01:23:433 (1) - Try adding a dash to this by moving it to x:436. Moved 01:22:730 (2,3,4) - left slightly instead
01:27:652 (1) - I think if you ctrl+g this and move it to x:500 it feels a lot nicer both as a dash and as a movement into the next note. Did something different with the previous pattern to create a dash here
01:29:058 (3) - Curve this slightly differently and move 4 to x:332 to add a dash to the next combo. Donezo
01:31:871 (2,3,4) - Maybe do x:212 to stop the backforth motion from being as difficult and also add a dash to the next combo. Weakened it
01:36:090 (1,2) - Try x:144 on this section, both for more comfortable movements in the back forth and to add a dash to 1. Tup
01:38:902 (1) - Add a dash by moving it to x:356. K

[Platter]

00:13:121 (1) - A dash to this by moving it to x:96 and then curving it differently for better flow afterwards would be nice. After this you could even move 2 a bit to the right to add a dash to the next combo too. Done
00:17:340 (1) - Trying a dash to this would be nice for the drumbeat. Try x:392. K
00:18:746 (1) - Maybe do a dash to this? It's currently a pretty awkward non-dash movement, and I think a dash would be nice for the flute. Sure why not
00:20:152 (1) - This one even more so the above case. Fixed
00:21:558 (1) - Honestly considering the pitch, a HDash would actually be really nice on this. Yes
00:22:965 (1) - HDash to this would be good too, for pitch on the flute and the drum beat. Totally
00:25:777 (1) - Normal dash to this one would be nice, try x:240 maybe. Aye
00:28:590 (1) - Dash to this one could be nice for the drumbeat. Ok
00:29:996 (2) - Kinda awkward for a non-dash movement but this sound doesn't really fit a dash to me so try decreasing the distancing a bit. Made it not shit
00:31:402 (1) - Maybe do a dash to this for the flute? Yup
00:38:375 (1,2) - Could try doing x:288 for a dash here. Done
00:46:871 (1) - Try x:400 and curving it differently to keep similar flow afterwards, feels nice. Could also move 2 a bit to add a dash to the next combo, could fit nicely with the flute there. Did it
00:49:683 (1) - Increase distance to make a dash for the guitar and drum here. x:284 works nicely. Fixed
00:51:090 (1) - x:208 would be nice as a stronger dash distance would better emphasise the drum here. Changed all the above spacings with previous suggestion so came up with something else here
00:55:308 (1) - HDash to this could be nice for the flute pitch. Done, consistent with previous
00:56:715 (1) - Same to this for the drum, flute pitch and change in section. Yup
01:12:183 (3) - There should be a dash to this for the flute, especially considering it's stronger and higher pitch than 01:13:590 (1) - , which has a dash. Done
01:14:527 (2,3) - A dash to 2 would be nice, but also, a better flow to the slider on 3 would fit better too, it feels kinda awkward right now to me. Ya
01:17:808 (4) - And some dashes to and from this would also be nice for the flute, in my opinion, your choice though. Added dash to, from is quite low and 1/1 spacing is hard to get a dash in without it playing very weirdly
01:26:246 (1) - x:272 would be nice to add a dash to this. Alright
01:37:028 (4) - Either increase distance to this to make it a dash or decrease it to stop it from playing so awkwardly. Made a dash

- Also fixed a couple of weird NCs

Ok so now that's over and done with, back to things I don't understand! *Crowd in background says "yay!"*

[EZ]

00:14:996 (14996|0) - This would sound better in the 2nd column to me, as the pitch is not that low. Ok
00:15:933 (15933|0) - Pitch here however, is lower, so 1st would sound better. Ok
00:40:777 (40777|1) - Pitch doesn't decrease that much, 2nd column sounds better. Takes a bit of pressure away from 00:41:246 (41246|1) - also
00:43:590 (43590|3) - 2nd column would work better for pitch decrease. High pitch on the guitar suits |3| here
00:44:761 (44761|3) - This would fit better in 3rd column, as the pitch on that sound is similar to that of the second set in this section, which you put in the 3rd column. Reduces pressure in |2| and creates pitch variance with the heavy drum sound before it
01:00:933 (60933|2) - 2nd column would sound better to me for more emphasis on the pitch going lower than it was 2 notes ago. I feel this is closer to 01:01:402 (61402|2) - than 01:01:871 (61871|1) - damn 4k lack of space
01:31:402 (91402|2) - 2nd column sounds nicer to me here too. Prefer to keep |2| so that emphasis is not taken away from 01:31:871 (91871|3,92340|2,92808|1) - on the gradual step-down
01:43:121 (103121|3) - 3rd column, same as 00:44:761 (44761|3) - . I prefer full separation using |0| and |3| here to emphasise the finishing drum sound

Ok I'm just gonna trust the mania BN on the rest of these because your LNs confuse the hell out of me as a person who mostly plays maps with few LNs.

Alright, done. Call me back.
You're my hero.
MBomb
Is this really happening?

[Cup]

00:32:808 (3) - Could maybe have this go to the left for more variety and to emphasis the drum sound a tiny bit more.
00:45:465 (1,2,3) - A bit more emphasis to 1 would be nice, and the distance to 3 is quite strong for a note which doesn't really deserve any special emphasis here, so maybe try moving 1 to x:192, 2 to x:360, and 3 to x:252.

[Salad]

00:40:308 (2) - x:296 would be nicer movement after the dash to the previous note.

[Platter]

00:30:699 (2,1) - x:320 would be nicer on this section considering how difficult the backforth movements are without dashing right now due to the distance, and 1 not actually being that strong (In the similar section later on, there's no dash to 01:04:449 (2) - , which is the same note).

That should be it now. Call me back again, I will make this happen I swear to god.
Topic Starter
JBHyperion
Wew lad applied everything thanks for mod #678238 xd
MBomb
What am I doing.

Is this real?

Qualified <3
Sc4v4ng3r

- Magic Bomb - wrote:

Is this real?
Rivals_7

- Magic Bomb - wrote:

Is this real?
Gratz! \o/
IamKwaN
Shouldn't Romanised Artist be Tomohito Nishiura?

Topic Starter
JBHyperion
Wasn't aware that was the preferred romanization so I followed [surname firstname] format as with my previous ranked map by the same artist - https://osu.ppy.sh/s/329707 - and others. Can't find anything to counteract that on the game cover so you can DQ to fix this if necessary.
IamKwaN
Okay.
Topic Starter
JBHyperion
Alright, changed artist to Tomohito Nishiura for all diffs.

Typical that my first DQed mapset would be due to metadata xd
IamKwaN
Merry Christmas!
Topic Starter
JBHyperion
Thanks for the quick turnaround, much appreciated - and Merry Christmas to you also! (:
-Sh1n1-

JBHyperion wrote:

Typical that my first DQed mapset would be due to metadata xd
Mine was due BG, welcome to the club.
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