Taiko players don't go well with hitsounds :^)
I've added a new hitsound for a drum slidertick, should work well!
Thanks tasuke!
(This rar has the new hitsound and the updated difficulty)
http://puu.sh/ujtPj/186c0be2c8.rar
I fixed the slidertick sound and the first 2 timestamps, but the 3rd one breaks consistency with where that sound is used so I'll keep it how it is. Be sure to redownload!tasuke912 wrote:
sorry to have kept you waiting.
overdose
drum-slidertick should be same audio file as drum-hitwhistle2 for consistency.
03:51:380 - 05:10:471 - 04:11:153 - add custom hitsounds
poke me again when you are ready!
DeadSkylish wrote:
where is CtB BN? :lookingfor:
alienflybot wrote:
what the
what theCLSW wrote:
what the
nah BNs just don't like thisNelly wrote:
DeadSkylish wrote:
where is CtB BN? :lookingfor:
Best of 2016 winners don't need ctb bnsxtrem3x wrote:
tasuke modding and Approving CTB?
Muffet Bubble - 1 (taiko)
Chromoxx Bubble - 2 (taiko - But it is no longer valid)
tasuke Approval (taiko) and "CTB" with a too short mod? o_o ...this is bad ...
orz That's why when I wanna help this guy, he discourages me, humility pls.Ascendance wrote:
Best of 2016 winners don't need ctb bns
Feel free to go through and tell me if anything is wrong though
It's pretty obvious that it's a joke, grow up :p-Sh1n1- wrote:
orz That's why when I wanna help this guy, he discourages me, humility pls.Ascendance wrote:
Best of 2016 winners don't need ctb bns
Feel free to go through and tell me if anything is wrong though
you pretty much nailed the issue hereAscendance wrote:
Taiko players don't go well with hitsounds :^)
Thanks for having a look!Sinnoh wrote:
Please don't take this personally. I'm not trying to specifically DQ your sets, but after I finished my first mod I knew that there was still a few more things compared to what I originally said that needed to be fixed. I opted not to spend longer doing it because I thought a CtB BN would touch things up before approving.Whether or not it's intentional, you're currently plagiarising the original set because from what I can see, there's no mention that you took their hitsounds. This makes people think that this is all your own work. Please add something to indicate this was copied and ask for permission to use their work if you haven't already.u got a screenshot gr8
05:30:414 (1) - There's quite a few unused green lines around here because you forgot to delete them after copying the original set. not unrankable nbd
Hitsounds are an issue in general because you're trying to use something that wasn't your own and trying to build on it, which creates a lot of inconsistencies and problems that still need to be addressed, as I didn't go over them much when I did the first (and only) mod.
Opening section has no hitsounds because the original set did not map this part. Please add hitsounds to this section. This alone is probably enough for a pop tbh. why would there be a need for hitsounds there, it's like 20% volume over 3 seconds lol
01:06:039 (1) - Missing a hitsound, and yet it's more important here considering it's on a white tick + synth/chord change Don't think it's needed, the song artificially creates a bass sound and the vocal is really low compared to the ones where hitsounds are used.
01:06:721 (3) - Missing normal-hitnormal on tail Don't think so
01:11:323 (7) - This hitsound pattern is the only one of it's kind, be consistent with other similar ones in the area. There is no change in the music to justify it. Consistent with the same vocal pattern at 01:16:948 -
01:42:005 (2,3,4) - Missing hitsounds They're not "missing", it would be a bit overbearing if they had hitsounds. There's no hitsounds on 01:50:187 (3,4,5) - either
01:51:380 (2,4) - While the finishes have a snare to follow here, it's overdoing it. Clap is enough Why? Finishes are on the same spots in the other kiais too. It's plenty consistent
This isn't taiko mode, you're creating improvised rhythms on a lot of the 5 note streams that aren't there for the sake of variety that isn't needed. The result is highly inconsistent hitsound patterns that don't follow the music. There's too many examples to list because literally all of them are different from each other while the music is almost unchanging. Select 2-4 patterns and use them on all streams for consistency. If I did that, I'd have made the most boring map of all time. I don't quite think you understand that DnB requires a lot of invention or maybe even improvisation in order to make it more dynamic. I've done this on Clarity (as well as other less recent DnB maps but I think clarity is the best example of my recent mapping style), and for songs like these where it's constantly the same rhythm and sounds, it's really hard to make something enjoyable when you don't create alternate rhythms. Yes it's inconsistent, but the inconsistencies are made apparent very early and are used in a consistent method (the 5plets and triplet stacks) for example.
01:59:221 (1) - Using two sliderticks with different hitsounds in the same slider should be unrankable imo. The first slidertick established there was no sound on the drops, but now there's a surprise as to where that sound came from. But it's not unrankable and the sound is unique for a reason so it's all good.
02:40:130 (1) - The guitar is way too quiet for it to be emphasised by a finish here. It's not for the guitar and it's quiet :p
02:43:539 (5) - Wait what happened to emphasising the guitar with this finish idk!
05:10:130 (1) - You seem to lack a storyboard that justifies a complete change in hitsound patterns. The only reason finishes were spammed here is because the original set had the storyboard change to black and was unique enough to be highlighted.imagine a storyboard changing and they will feel unique againyou pretty much nailed the issue hereAscendance wrote:
Taiko players don't go well with hitsounds :^)
And for the actual map
00:40:471 (2) - No hyper compared to 00:32:630 (4) - which had an identical section with a hyper. Edge dashes don't work listen carefully and you'll find that the two sounds that are being emphasized are nowhere close to being the same.
01:46:948 (1,2) - This is the only 1/1 gap in the kiai areas, fix it there actually used to be a note there but it's no big deal and it adds to the calm nature of the first "section" of song.
01:56:153 (6) - Flows much better with ctrl-g disagree, the tilt into 01:56:494 (1) - plays really nicely imo
02:12:857 (2) - Angle these, too much movement for a weak part of the song you can just walk from point a to point b and there's no increased movement
02:42:687 (1) - 02:53:596 (1) - These downbeats should really be mapped vocal priority
03:03:994 (3,4,5,6,7) - There is no sound to follow and is significantly overmapped refer to "mapper creativity"
03:08:339 (6) - 03:11:067 (6) - 03:17:630 (3,4,5,6,7) - etc. ^ ^
03:12:005 (2) - Ok now that you've overmapped, it's now completely undermapped compared to what was there before. song calms down a bit here so vocal emphasis is prioritized, and then picks back up when the 5plets start again leading into the kiai.
03:51:039 (1) - Last slider like this was pushing it, but having a slider this long in the middle of an overdose kiai is just silly mapped to the long sound in the music, I thought you like when I don't overmap?
03:54:448 (4) - ok where did that come from what's wrong with it :p
04:00:840 (2,3) - Finish on 2 but hyper to 3? consistency with previous sections (it's literally the same pattern)
04:39:789 (1,1,1,1) - Why is the change from the first two to the second so drastic? The echo slowly fades away, there's just as much difference between 3rd & 4th as there is between 2nd and 3rd. Your timing volumes also reflect this. the spacing gets lower! take a look!
06:00:584 (1) - Makes much more sense to end the spinner here, considering the original set did this too. sorry dad, maybe doable :p
Not needed, but I think that a different BG should be used. Doesn't really reflect the song well. It's a tribute to someone that influenced me to map this song. <: