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remixed by DJ TOTTO - The 4th KAC DJ TOTTO's SELECTION [OsuM

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Topic Starter
Rivals_7

Abraxos wrote:

i wouldnt call that ranked licka as anything tbh lmao ok

are you sure you normalized the bpm correctly? its supposed to be normalized to 180 bpm since thats whats bracketed in the map selection screen on the top right corner and right now it seems to be scrolling down a little bit quicker and im essentially triggered I normalized it to 196 tho. not a big deal (maybe quite a deal if they had some troublesome on reading for people with fast scrool speed

i find that bg completely atrocious :bleh: might find another one but cant think up anything relatable than this xd

song is also from the 耀け!伐折羅道 event so add that tag ok

winter

00:05:719 (5719|0,5799|2,5879|0,5958|2,6038|1,6118|3,6198|1,6278|3,6357|0,6437|2,6517|0,6597|2,6677|0,6756|2) - splitting these into three parts seem weird to me - you couldve gone with some even number here rather than an odd one since thats how the measures are in most music rearrange a bit

00:19:203 - piano note here a little bit not noticeable when played so I rather focus with the most obvious piano noises
00:20:081 (20081|0,20240|0,20400|0) - why not just mirror 00:19:602 (19602|3,19602|0,19762|3,19762|1,19921|2,19921|3) -
like this
honestly dont think the stacks are any sort of a problem here but if you are uncomfortable with it then you can make 00:20:560 (20560|1,20560|2) - this be [14]

00:21:836 - idk man they sound like 1/4s to me its like a wubwub noise things so I'd rather 1/8

00:26:168 - id rather you not start me off with these kinds of jumptrills in this section - its kinda awkward - 00:27:168 - just switch these two around

00:33:418 - 00:33:752 - why ignore these beats actually - couldve done some sort of repeated js
00:33:835 - id understand if you were to ignore them past this point though well this the reason so i wont say more :^)

00:36:002 (36002|3,36002|2,36057|0,36057|1,36113|3,36113|2) - i think the burst here is pretty ehh though i cant really judge because the scroll speed is all funky nah

00:36:335 (36335|3,36418|2) - excuse me sir but these are 1/6s fug

00:40:280 (40280|3,40280|2,40391|2,40391|1,40502|0,40502|1,40613|2,40613|3) - id rather you reserve the jumps here for the drum beats and have these piano notes just be single notes
00:40:613 (40613|3,40613|2,40668|0,40668|1) - this plays like a grace and its pretty ugly when you look at it musically guess its fine (?)
00:40:724 - 00:40:752 - there are also piano notes on 1/12s here too uhh cant hear anything :/
00:40:835 (40835|2,40918|2) - i think you can express these notes better with a one handed trill too

00:41:835 - why no double here?
00:41:918 (41918|3,42002|2,42085|1) - you can incoporate this into the jumptrill before by having this be a trill

00:43:251 (43251|2,43293|1) - 00:45:917 (45917|1,45959|2) - 00:48:584 (48584|2,48626|1) - 00:49:917 (49917|2,50001|1) - my good lad these are 1/6s
00:44:501 - there are missing 1/6s here too but id understand if you dont wish to put them
00:47:334 - missing beat but also understandable
00:50:251 - this missing one isnt too understandable though i guess you already know the intention xd

00:42:834 (42834|0,43001|0,43168|0,43334|0) - 00:43:668 (43668|0,43834|0,44001|0,44168|0) - i cant help but think that you can structure this section better
00:44:834 (44834|3,45001|3,45168|3) - this thing too

00:45:001 - also why not just triple this too looks too cramped :u

00:51:501 (51501|1,51501|0) - id rather you differentiate this from 00:51:667 (51667|1,51667|0,51834|1,51834|0,52001|0,52001|1) - the rest of the pack since its substantially diff. in tone
there are 1/6 things ^^ too

00:52:334 (52334|1,52417|0) - would be cool if you incorporated the trills into the 00:52:001 (52001|1,52001|0,52084|3,52084|2,52167|1,52167|0,52251|3,52251|2) - jt too already too cramped there so.... :u

00:54:501 - double? ah nup becuz trill
00:54:001 (54001|3,54084|2,54167|3,54251|2,54334|3,54417|2,54501|3,54584|2) - holistically speaking these beats are pretty dull and not that succinct enough to be one handed trills to me (for examples of succinct and sharper things that deserve to be trilled like that see 00:03:166 (3166|0,3246|1,3325|0,3405|1,3485|0) - ) so id rather you have them be 141414 or anything that utilizes the both hand %%%%%

00:58:001 - change in tone of the tooooooot thing so change in LN?
00:58:501 - change in rhythm of the tooooooot thing so end the LN here?

00:59:334 (59334|1,59417|0,59501|1,59584|0,59667|1,59751|0,59834|1) - refer to %%%%%

00:59:834 - double? same thing ^
01:02:584 - note? focus to main snare

01:03:501 (63501|3,63654|3,63807|3,63960|3,64113|3,64419|3,64572|3,64725|3) - honestly speaking i think these will work better if you were to have them in the inner columns - with the outer columns people tend to get lazy and then the pattern suddenly becomes ass to hit since its not a constant tap thing and even has a LN with a shield in it - putting the whole thing in the middle will make players much more aware of that change
01:05:949 (65949|0,66103|0,66256|0,66409|0,66562|0,66868|0,67021|0) - same as above personally nope, even some testplayer could aware with this. maybe just me but i prefer jacking with midfing rather than index. actually both could work but i prefer this

01:07:786 (67786|3,67786|2,67888|1,67888|2,67990|1,67990|0,68092|3,68092|2,68194|1,68194|2,68296|0,68296|1) - maybe im just too swayed by zen's licca but these things just dont really work for me - like the patterning is much too rugged for a song that has such a light and bouncy tone idk about zen's licca but lol this one pretty much common pattern and i dont have anything quite troublesome with this nor the songs relevantly. making it jt is just plain boring xd
01:08:194 (68194|1,68296|0,68296|1,68398|0) - these things also dont appeal to me much either &&&&
2 solutions
shift all the jacks to the outer columns so that its way less rough and also removes that gay ass pair of jacks

OR just do a jumptrill ending with the wristjack so that things are even more smooth

01:10:235 - see &&&&
01:15:133 - hey you lied to me

if you dont see it by now the chordjacks and the jumptrills are very different in all aspects - tone and register, difficulty, flow etc. done things ehh hope this ok lol

01:20:643 (80643|3,80796|3,80949|3,80949|2,81256|3,81409|3,81562|3,81562|2) - just shift these to the other hand theres nothing wrong with breaking PR if it means better playability
01:23:092 (83092|3,83245|3,83398|3,83705|3,83858|3,84011|3) - even my right hand would be angry at the shit you give it lmao they are all in the same pitch sound so thats why

01:25:694 (85694|3,85847|3,86001|3,86154|3,86307|3) - if you want players to be more aware that youre actually attempting to stick to the piano notes then you can just have the anchor be on the inner columns nah inner col jack isnt my thing actually

dont get why you didnt choose to just stack chords on top of each other in this section actually ok lol rearrange some

01:27:684 (87684|2,87684|0,87761|1,87837|0,87837|2,87914|1,87990|0,87990|2) - dk why you guys like to squeeze LNs into 4K so much so that it becomes 4K but one 1K is sometimes useless
01:27:684 - dont you think the current pattern will work even better and be much more impactful if theyre jumptrills?
01:27:531 (87531|0,87684|0,87837|0,87990|0,88143|0,88296|0) - also theres this gay ass anchor werent this gay ass anchors still exist even after i do the jt lmao do something different instead

01:30:439 (90439|0,90592|0,90745|0,91052|0,91205|0,91358|0) - i dont get why you relegated the responsibility of these anchors to the other hand so late - why not just alternate the pairs? both are same pitch so its quite nonsense if I put it alternating one after another

01:41:742 (101742|2,101906|2,102071|2,102154|3,102236|2,102318|3,102401|2,102483|3,102648|3) - youll be getting a letter from my right hand soon i'm particulary stronger at jacks with right hand so there's that :v
01:42:731 (102731|0,102731|0) - also lmao theyre stacked on top of each other

01:46:851 - i know we all love the SR and we all love bumping it up but man why are you ignoring the obvious nicks and bumps in the music at this point
even something like this will stick to the music better
you can (and should) follow along with the beep beep things in the music here You buff the SR wp

e special ly

00:06:836 (6836|0) - id rather you move this to 3 actually -00:06:677 (6677|0,6836|0) - kinda just breaks everything youre trying to do here which is to flow the duducdududududududududu as 1243s - of course youdn have to edit the notes above a bit

00:16:730 (16730|0,16730|3) - y is this double

00:19:283 (19283|3,19442|3,19602|3,19762|3) - 00:20:081 (20081|0,20240|0,20400|0,20560|0) - idk man just look at this since the difference with HARD wasnt too far either so i decided to do it similarly with WINTER
well look at it
between special and winter

00:25:168 - check this part with winter too WINTER already too cramped with LNs thats why i didnt put notes for 3sequence bleep noise thingy just for this

00:36:002 (36002|3,36057|1,36113|3) - think this works better if its just a 321 thing

00:36:335 (36335|3,36418|2,36502|1) - 1/6s my man

00:40:668 - you can refer to what i said in winter here

00:43:251 (43251|2) - uwu its 1/6s
i wont mention any more of these then youll have to find them yourself

00:41:835 - really dont get why this isnt doubled
00:50:251 - note here nah nope

00:54:251 (54251|2,54334|1,54417|2,54501|1,54584|2,54667|1) - i guess if youre uncomfortable with having the trills be the same here as with winter then you can have some sort of anchor thing here too like I prefer current actually
this
obv this is an example best if you can put the anchor on the outer columns
00:59:501 - saem as ^^^ same

01:02:584 - note? nuh-uh

01:03:501 - dont get why you did the harder thing here actually - you can do a 343434 thing if you want - my point in winter still stands though weren't this were actually easier for most people? WINTER only following my preference (mostly)

01:39:104 - im very sure you would want to like idk NOT have this kind of jumptrill in this section since this is supposed to be a HARD no?
just stick to the usual [14][23] and whatever if you like Only this that looks harder than the rest of jt so dont think thats a big deal

01:46:687 - my point at winter applies here too

oh and i forgot to turn off the open diff for reference so ignore that if i didnt mention it

alright that should be all

good luck with rankos
thanks for moddo No reply means accepted or done in other way xd \o/
Abraxos

Rivals_7 wrote:

Abraxos wrote:

]

are you sure you normalized the bpm correctly? its supposed to be normalized to 180 bpm since thats whats bracketed in the map selection screen on the top right corner and right now it seems to be scrolling down a little bit quicker and im essentially triggered I normalized it to 196 tho. not a big deal (maybe quite a deal if they had some troublesome on reading for people with fast scrool speed
It's exactly why you normalized to 196 that the thing scrolls faster - I'm pretty sure normalization goes by mode in set bpm and osu automatically tells you that value on the song selection screen - which I said is 180
DustMoon
Hi~Rivals_7
1|2|3|4|
BASIC
00:16:570 (16570|1) - move to 3
00:16:889 (16889|2) - move to 2
00:16:889 (16889|2) - a voice sound, add
00:36:168 (36168|3,36502|0,36835|2,37168|1) - change to one LN
00:41:168 - 00:42:168 - change
00:44:168 (44168|1) - move to 3
00:52:167 (52167|0,52501|2,52834|1) - ^
01:18:118 - shoud add note
01:27:684 (87684|1) - ^
01:29:521 (89521|2) - move to 4
01:36:868 (96868|2) - delete or add note01:36:715 - 01:37:021 -
MEDIUM
00:02:528 (2528|2) - move to 1
00:19:762 (19762|3) - move to 1
00:41:585 (41585|2,41668|1) - Ctrl+H
01:01:501 (61501|0) - delete
01:04:113 (64113|3) - 喵喵喵?
01:06:562 (66562|3) - 喵喵喵?
01:09:776 (69776|2,69929|0,70082|2) - move to 1,2,4
01:14:674 (74674|3,74827|1,74980|3) - move to 4,3,2
01:23:705 (83705|3) - move to 1
01:42:071 (102071|2,102401|3,102731|2) - ^
Winter Solstice
00:06:517 (6517|1,6597|3,6677|0,6756|2) - same sound
00:07:953 (7953|1,7953|0) - this note have a bring soung,but thiis sound* not .Why use a same note to mapping.00:07:794 (7794|2,7794|1) - *
00:21:836 (21836|3,21877|2,21919|1,21961|0,22002|3,22044|2,22086|1,22127|0) - ^
00:36:168 (36168|0,36335|3,36391|2,36446|1,36502|3,36668|2,36752|1,36835|2,37002|3,37168|2,37168|0,37668|1,37835|2,38002|3,38168|1,38168|0) - ^i think ...
00:44:668 - add you mapping that*sound,why not add this?00:44:334 (44334|2) - *
00:44:334 (44334|2) - same↑ * 00:47:001 (47001|1) - *
00:52:251 (52251|3,52251|2,52334|1,52417|0) - same sound and that sound is thinner this* 00:52:001 (52001|1,52001|0,52084|2,52084|3,52167|1,52167|0) - *
00:55:001 (55001|1) - 00:55:084 - 00:55:167 (55167|2,55167|1) - you shoud use three identical notes. jack.
01:00:334 (60334|1) - 01:00:417 - 01:00:501 (60501|2,60501|1) - same↑
00:59:167 - 01:00:167 - col 4 too heavy a burden
01:27:684 (87684|0,87684|1,87761|0,87761|1,87837|3,87837|2,87914|3,87914|2,87990|1,87990|0) - i think (1,2)(3,4)(1,2)(3,4)(1,4)can be better.
01:48:335 - add more
Good luck! :D
Topic Starter
Rivals_7

DustMoon wrote:

Hi~Rivals_7
1|2|3|4|
BASIC
00:16:570 (16570|1) - move to 3
00:16:889 (16889|2) - move to 2 ^ nope. hand balance
00:16:889 (16889|2) - a voice sound, add emm no i think
00:36:168 (36168|3,36502|0,36835|2,37168|1) - change to one LN nope. obvious 4 separated noise
00:41:168 - 00:42:168 - change nope
00:44:168 (44168|1) - move to 3 nope. unecessary stacks with the note after
00:52:167 (52167|0,52501|2,52834|1) - ^ ^
01:18:118 - shoud add note why should
01:27:684 (87684|1) - ^ kickroll
01:29:521 (89521|2) - move to 4 nah
01:36:868 (96868|2) - delete or add note01:36:715 - 01:37:021 - nope. already simple for flow
MEDIUM
00:02:528 (2528|2) - move to 1
00:19:762 (19762|3) - move to 1
00:41:585 (41585|2,41668|1) - Ctrl+H ^I dont think thats necessary
01:01:501 (61501|0) - delete why
01:04:113 (64113|3) - 喵喵喵??
01:06:562 (66562|3) - 喵喵喵??
01:09:776 (69776|2,69929|0,70082|2) - move to 1,2,4 nope i think
01:14:674 (74674|3,74827|1,74980|3) - move to 4,3,2 ^
01:23:705 (83705|3) - move to 1
01:42:071 (102071|2,102401|3,102731|2) - ^ Nope to both
Good luck! :D
Thx for the mod but sorry nothing change :c
DustMoon
The rest of the mod xd
will recheck it again later.
Winter Solstice
00:06:517 (6517|1,6597|3,6677|0,6756|2) - same sound
00:07:953 (7953|1,7953|0) - this note have a bring soung,but thiis sound* not .Why use a same note to mapping.00:07:794 (7794|2,7794|1) - *
00:21:836 (21836|3,21877|2,21919|1,21961|0,22002|3,22044|2,22086|1,22127|0) - ^
00:36:168 (36168|0,36335|3,36391|2,36446|1,36502|3,36668|2,36752|1,36835|2,37002|3,37168|2,37168|0,37668|1,37835|2,38002|3,38168|1,38168|0) - ^i think ...
00:44:668 - add you mapping that*sound,why not add this?00:44:334 (44334|2) - *
00:44:334 (44334|2) - same↑ * 00:47:001 (47001|1) - *
00:52:251 (52251|3,52251|2,52334|1,52417|0) - same sound and that sound is thinner this* 00:52:001 (52001|1,52001|0,52084|2,52084|3,52167|1,52167|0) - *
00:55:001 (55001|1) - 00:55:084 - 00:55:167 (55167|2,55167|1) - you shoud use three identical notes. jack.
01:00:334 (60334|1) - 01:00:417 - 01:00:501 (60501|2,60501|1) - same↑
00:59:167 - 01:00:167 - col 4 too heavy a burden
01:27:684 (87684|0,87684|1,87761|0,87761|1,87837|3,87837|2,87914|3,87914|2,87990|1,87990|0) - i think (1,2)(3,4)(1,2)(3,4)(1,4)can be better.
01:48:335 - add more
Topic Starter
Rivals_7

DustMoon wrote:

The rest of the mod xd
will recheck it again later.
Winter Solstice
00:06:517 (6517|1,6597|3,6677|0,6756|2) - same sound
00:07:953 (7953|1,7953|0) - this note have a bring soung,but thiis sound* not .Why use a same note to mapping.00:07:794 (7794|2,7794|1) - * they're both have guitar noise
00:21:836 (21836|3,21877|2,21919|1,21961|0,22002|3,22044|2,22086|1,22127|0) - ^ wub noises
00:36:168 (36168|0,36335|3,36391|2,36446|1,36502|3,36668|2,36752|1,36835|2,37002|3,37168|2,37168|0,37668|1,37835|2,38002|3,38168|1,38168|0) - ^i think ... well the noise are obvious. i dont get what you want me to change
00:44:668 - add you mapping that*sound,why not add this?00:44:334 (44334|2) - * Intended so people could focus to emphasize quad there
00:44:334 (44334|2) - same↑ * 00:47:001 (47001|1) - * ^
00:52:251 (52251|3,52251|2,52334|1,52417|0) - same sound and that sound is thinner this* 00:52:001 (52001|1,52001|0,52084|2,52084|3,52167|1,52167|0) - *
00:55:001 (55001|1) - 00:55:084 - 00:55:167 (55167|2,55167|1) - you shoud use three identical notes. jack. why? there's no sound there. i dont mapping to ghost notes
01:00:334 (60334|1) - 01:00:417 - 01:00:501 (60501|2,60501|1) - same↑ ^
00:59:167 - 01:00:167 - col 4 too heavy a burden Intended. pay attention to pitch
01:27:684 (87684|0,87684|1,87761|0,87761|1,87837|3,87837|2,87914|3,87914|2,87990|1,87990|0) - i think (1,2)(3,4)(1,2)(3,4)(1,4)can be better. too bland. i wanna make it more interesting
01:48:335 - add more Nope. its enough
applied some. thx for mod xd
Unlucky_w
From modding queue

1/2/3/4

Medium
00:23:169 - Likely add another note here to 3.
00:31:168 - ^ , cause it feels equally dense as parts when there's a double like 00:24:168 - .
01:00:834 - Would add a note here.

Hard
00:40:918 (40918|2) - Jack here feels uncomfortable (I can't hear a repetitive sound, is it just me?), I suggest moving to 4 or 2.
01:17:890 - Remove a note here, doesn't feel like it's dense enough; even tho the pattern was alright.
01:46:851 (106851|2,106934|1) - Ctrl+G, make a jack here just like what you did here 01:42:483 (102483|2,102566|2) - and the sound is repeating so yeah.

Special
00:40:752 - I feel like there's a missing note here (because of the piano sound of the song) and could be add to 1. Also, 00:40:835 - add a note to 2 because there's this sound that makes it dense for a double.

00:48:501 - Add a note to 2; because of the sound.

Winter
01:33:960 - Add a note to 1, because the sound's pitch is almost the same as 01:32:888 - .

I seem convinced, so I didn't find any more problems.
Anyways good Luck. ;>
Topic Starter
Rivals_7

FastYoshi wrote:

From modding queue

1/2/3/4

Medium
00:23:169 - Likely add another note here to 3.
00:31:168 - ^ , cause it feels equally dense as parts when there's a double like 00:24:168 - . I guess nope. the double, if you heard closely, had some cmybal samples on it. the singles you've pointed it doesnt have cymbals
01:00:834 - Would add a note here. yep done

Hard
00:40:918 (40918|2) - Jack here feels uncomfortable (I can't hear a repetitive sound, is it just me?), I suggest moving to 4 or 2. pretty sure the piano pitch are same but eh yea that kinda too hard for this so moved anyways
01:17:890 - Remove a note here, doesn't feel like it's dense enough; even tho the pattern was alright. the piano is loud tho so i guess double would fit
01:46:851 (106851|2,106934|1) - Ctrl+G, make a jack here just like what you did here 01:42:483 (102483|2,102566|2) - and the sound is repeating so yeah. done

Special
00:40:752 - I feel like there's a missing note here (because of the piano sound of the song) and could be add to 1. its inaudible on my end so idk if I should :/ the piano noise are snapped in an ambiguous way also I afraid this would be pretty hard from what it should Also, 00:40:835 - add a note to 2 because there's this sound that makes it dense for a double. I dont think thats worth a double as the piano doesnt have a pretty loud noises to represent it correctly

00:48:501 - Add a note to 2; because of the sound. sounds cool xd

Winter
01:33:960 - Add a note to 1, because the sound's pitch is almost the same as 01:32:888 - . No its different apparently, the one you've pointed doesnt have kick. its only have cymbal. while the triples represent the song pace and it has both Kick and cymbal so the emphasize is louder. thats why its triple

The diffs seems convinced to me, so I didn't find any more problems.
Anyways good Luck. ;>
yay Thx for mod :)
midgy
From modding queue

WINTER SOLSTICE
00:03:645 - This should be a single, same sound as next notes.
00:05:081 - This should be single too.

00:33:418 - and 00:33:752 - There should be a note.

00:44:501 - How come you ignored the 1/6 beat here?

01:01:501 (61501|0,61501|3,61501|1,61584|2,61667|1,61667|0,61751|3,61751|2,61834|1,61834|0,61917|3,61917|2,62001|0,62001|1,62084|2,62084|3,62167|3,62167|1,62167|0) - This should just be an ordinary jumptrill like this

01:10:235 (70235|0,70235|1,70337|3,70337|2,70439|0,70439|1,70541|3,70541|2,70643|1,70643|0,70745|2,70745|3,70847|3,70847|1,70847|0) - This should be chord jacks like you did here 01:15:133 (75133|3,75133|2,75235|2,75235|0,75337|0,75337|3,75439|1,75439|2,75541|0,75541|2,75643|3,75643|0,75745|1,75745|3,75745|2) -

01:20:031 -
01:22:480 -
01:29:827 -
01:32:276 -

You could maybe add LN's to these

01:46:769 (106769|3,106851|0,106934|3,107016|0,107016|1,107099|3,107181|1,107181|0,107264|3) - Shouldn't this just be jumptrill the whole way? it doesn't change the sound and you did jumptrill towards the end.

Really fun map and cool song :D
Topic Starter
Rivals_7

Midgy wrote:

From modding queue

[WINTER SOLSTICE]00:03:645 - This should be a single, same sound as next notes.
00:05:081 - This should be single too. well fair point tbh

00:33:418 - and 00:33:752 - There should be a note. dont want to do it here. covering the first 3 noises is pretty much more cooler imo (also if you're actually playing this, you could barely notice the 4th noise you've pointed there

00:44:501 - How come you ignored the 1/6 beat here? Its intended so the emphasize on the downbeat got more attention and giving players a better handling to hit the quad

01:01:501 (61501|0,61501|3,61501|1,61584|2,61667|1,61667|0,61751|3,61751|2,61834|1,61834|0,61917|3,61917|2,62001|0,62001|1,62084|2,62084|3,62167|3,62167|1,62167|0) - This should just be an ordinary jumptrill like this

01:10:235 (70235|0,70235|1,70337|3,70337|2,70439|0,70439|1,70541|3,70541|2,70643|1,70643|0,70745|2,70745|3,70847|3,70847|1,70847|0) - This should be chord jacks like you did here 01:15:133 (75133|3,75133|2,75235|2,75235|0,75337|0,75337|3,75439|1,75439|2,75541|0,75541|2,75643|3,75643|0,75745|1,75745|3,75745|2) -
^all done

01:20:031 -
01:22:480 -
01:29:827 -
01:32:276 -

You could maybe add LN's to these This kiai concept is to piano pitch oriented, so I kinda reduce the usage of LNs here

01:46:769 (106769|3,106851|0,106934|3,107016|0,107016|1,107099|3,107181|1,107181|0,107264|3) - Shouldn't this just be jumptrill the whole way? it doesn't change the sound and you did jumptrill towards the end. pmuch true that, but if you notice that the singles has a different noise from the regular kicks noise there. So i want to differentiate it somehow I'll consider to change later i think

Really fun map and cool song :D
Thx for mod :D
Updated now with moar SVs :v
dkingo
Hello there, a roughly mod~

mod
[WINTER SOLSTICE]
00:03:645 (3645|1) - Since I can't hear anything special, I suggest deleting this note

00:05:081 (5081|2) - ^

00:08:751 (8751|0) - ^

00:29:502 - and 00:29:835 - are good placed where you can add a LN

00:33:752 - Add a note for the voice

00:45:001 (45001|2,45001|3) - The voice is actually same as 00:44:834 - I think you should unify them

00:54:501 - Add a note for the strong beat

00:59:834 - ^

01:02:167 - It would be brilliant if you can map the piano or whatever instrument@.@ voices here

01:09:317 - Add a note for the cymbal?

01:11:766 - ^

01:14:215 - ^

[MEDIUM]
00:45:001 - Add a note here, for the same voice you used 2 notes in 00:44:834 -

00:51:501 - This beat is stronger than others, so add a note for it

01:17:582 (77582|0) - Idk if this LN is following the drum or that annoying voice, if it follows the latter one, it should be ended in 01:17:888 -

01:33:960 - Add a note for the cymbal?

Ok that's all for now.

Good luck with your map :D
Topic Starter
Rivals_7

dkingo wrote:

Hello there, a roughly mod~

mod
[WINTER SOLSTICE]
00:03:645 (3645|1) - Since I can't hear anything special, I suggest deleting this note

00:05:081 (5081|2) - ^

00:08:751 (8751|0) - ^ Its actually for emphasizing the piano :u

00:29:502 - and 00:29:835 - are good placed where you can add a LN I actually using LN for the main foreground melody only

00:33:752 - Add a note for the voice uhh nope. too keep consistency with pattern before

00:45:001 (45001|2,45001|3) - The voice is actually same as 00:44:834 - I think you should unify them The quad have more emphasize tho :u

00:54:501 - Add a note for the strong beat

00:59:834 - ^ umm actually i follow the main piano. ignoring the kick for musical relevancy

01:02:167 - It would be brilliant if you can map the piano or whatever instrument@.@ voices here again was focusing the main melody :u

01:09:317 - Add a note for the cymbal?

01:11:766 - ^

01:14:215 - ^ sorry. have to reject this because i tend to ignore so the triples could be handled more easily :<

[MEDIUM]
00:45:001 - Add a note here, for the same voice you used 2 notes in 00:44:834 -

00:51:501 - This beat is stronger than others, so add a note for it

01:17:582 (77582|0) - Idk if this LN is following the drum or that annoying voice, if it follows the latter one, it should be ended in 01:17:888 -

01:33:960 - Add a note for the cymbal? this one is lowcymbal noise (no loud beats)

Ok that's all for now.

Good luck with your map :D
Sorry for the late reply :< Thx for mod though :D No reply=fix
Syadow-
hi mastha o/
Random Mod
[Winter soldier]

00:18:166 - double, agak keras suaranya

00:20:719 - mending add note, emphasis ke kick n cymbal

00:21:919 (21919|1,21961|0,22086|1,22127|0) - ctrl j, lebih ena ngikuti pitch

00:25:418 - add note, ada suara "tulilut"

00:41:168 - n 00:41:335 - kasih sv ena owo)b pas sama lagunya

01:02:167 - add note buat cymbal sama hitsoundnya tambahi cymbal

01:03:501 - aw licca <3
kalo ga bantu no kudos aja lagian free :'v
good Luck >w< bagian liccanya yha rabb ;w; cucucu
Kim_GodSSI

1|2|3|4

Modding
[WINTER SOLSTICE]

00:36:335 (36335|3,36391|2,36446|1) -


I think it is better than before

00:40:168 - Add note 4
00:40:835 - ~ 00:41:085 - This part have to change like 00:40:168 - ~ 00:40:668 - This

00:42:168 - Add note 3
01:27:990 - Add note 4
01:32:735 (92735|2) - Delete
01:33:960 - Add note 2
I don't have time sorry for short modding
Good luck :D
Topic Starter
Rivals_7

Syadow- wrote:

hi mastha o/
Random Mod
[Winter soldier]

00:18:166 - double, agak keras suaranya Faint beat :<

00:20:719 - mending add note, emphasis ke kick n cymbal

00:21:919 (21919|1,21961|0,22086|1,22127|0) - ctrl j, lebih ena ngikuti pitch

00:25:418 - add note, ada suara "tulilut" emm gk deh .3. pgn fokus suara perkusinya aja

00:41:168 - n 00:41:335 - kasih sv ena owo)b pas sama lagunya mungkin nanti w pikirin lagi kali yak xd

01:02:167 - add note buat cymbal sama hitsoundnya tambahi cymbal di gk lagunya gk ada cymbal :/

01:03:501 - aw licca <3 :3
kalo ga bantu no kudos aja lagian free :'v
good Luck >w< bagian liccanya yha rabb ;w; cucucu
wkwkwk thx modnya xD

Kim_GodSSI wrote:


1|2|3|4

Modding
[WINTER SOLSTICE]

00:36:335 (36335|3,36391|2,36446|1) -


I think it is better than before sounds cool

00:40:168 - Add note 4 there is no additional instrument there apparenly
00:40:835 - ~ 00:41:085 - This part have to change like 00:40:168 - ~ 00:40:668 - This The piano snapping was approximated to 1/6. thelatter is indeed 1/4 (yes its hard to snap this thing since the noise is not consistent)

00:42:168 - Add note 3
01:27:990 - Add note 4 dont think i'll do this because triple jack will be really hard
01:32:735 (92735|2) - Delete Piano melody
01:33:960 - Add note 2 faint beat. I dont think triple will suit
I don't have time sorry for short modding
Good luck :D
No reply = fix. Thx for mod :D
Litharrale
From queue


Hard

Preview point is right in the middle of downtime? I'd change that to something more catchy

BG Touhou is unrelated to all of these songs but that's not really an issue tbh

00:05:400 (5400|3) - Consider making an LN to match the sound
00:20:719 (20719|3,20719|1) - Consider making a triple to match your existing theme
00:30:335 (30335|3) - Suggestion http://i.imgur.com/ReHPDmI.png
00:32:668 (32668|1,32835|0,32835|3) - ^ (no reason to not map the blue when you've done it earlier in the map)
More examples of this throughout

00:36:335 (36335|1,36418|2,36502|3) - If you 1/6 the stream before, why not this one?
00:47:667 (47667|1) - shouldn't be a double
00:47:834 (47834|0) - should be a double
00:48:167 (48167|3) - ^
00:48:501 (48501|2) - ^
etc
01:23:092 (83092|3,83092|0) - shouldn't this have ringing.wav?
01:26:154 (86154|0) - Shouldn't this not have ringing.wav?
I see you repeated it further on. Doesn't make any sense in relation to the rhythm of the song. Explain your reasoning?
01:46:769 (106769|1,106851|1) - Doesn't belong in this diff

Took a look at the insane too and it was fine. Lots of LNs where they don't belong though and lots of singles where LNs would've been great
e.g this whole section 00:59:501 (59501|3) -
Topic Starter
Rivals_7

Litharrale wrote:

From queue


Hard

Preview point is right in the middle of downtime? I'd change that to something more catchy Licca is the catchiest one tho :<

BG Touhou is unrelated to all of these songs but that's not really an issue tbh still related with the song atmosphere :roll:

00:05:400 (5400|3) - Consider making an LN to match the sound The long synthesizer. probably not since i focusing myself on piano mostly here
00:20:719 (20719|3,20719|1) - Consider making a triple to match your existing theme oh yeah missed that one
00:30:335 (30335|3) - Suggestion http://i.imgur.com/ReHPDmI.png already had that patterning on SPECIAL so wont do it here. also to keep the diffs spike gap with MEDIUM
00:32:668 (32668|1,32835|0,32835|3) - ^ (no reason to not map the blue when you've done it earlier in the map) well same then
More examples of this throughout

00:36:335 (36335|1,36418|2,36502|3) - If you 1/6 the stream before, why not this one? It is a simplified version that i use in SPECIAL. the 1/6 before is a must since its an obvious beats. if I ignore those, it'll be rythmically off. This one is different. when you actualy playing it, you dont notice its a 1/6 noise since they have no interposing beats
00:47:667 (47667|1) - shouldn't be a double
00:47:834 (47834|0) - should be a double
00:48:167 (48167|3) - ^
00:48:501 (48501|2) - ^
etc yep
01:23:092 (83092|3,83092|0) - shouldn't this have ringing.wav? there's supposed to be 3 hitsound here. ringing too but not applied here due to note limitation
01:26:154 (86154|0) - Shouldn't this not have ringing.wav? how come? there's a ringing obviously in the music along with the kick. not the clap ones
I see you repeated it further on. Doesn't make any sense in relation to the rhythm of the song. Explain your reasoning? explaind ^
01:46:769 (106769|1,106851|1) - Doesn't belong in this diff same kick synthesizer in the same pitch.

Took a look at the insane too and it was fine. Lots of LNs where they don't belong though and lots of singles where LNs would've been great
e.g this whole section 00:59:501 (59501|3) - I literally placing the LNs on where it could be hitted and readed easily (at least from my skill). about the one you've pointed there, no i dont want to place any LNs there since i was focusing on the main piano melody. combining them will only make it somewhat overmapped
thanks :D
Critical_Star
yo ;)

General
http://puu.sh/uNRzP/e1f84eb98a.png why do you need a speed up effect? for a fixed bpm scroll player like me could notice the fast effect and i think it is pretty unnecessary to do so, change them into x1.00 is better
for all difficulty like x1.04 x1.08 x1.09


BASIC
- 00:08:272 (8272|3) - just to say if u catch 1/4 sound here with a long note, it should end at 00:08:591 - but the current is fine
- 00:26:002 - 00:34:002 - intended not to add for kick? it won't be hard for basic diff too
- 00:29:502 (29502|3,29835|0,30168|2,30168|1) - u can use LN here to emphasize the 1/2 kick and long sound here better > http://puu.sh/uNSou/59599d84ed.png (example)
- 00:35:502 (35502|0,35835|1) - suggestion> http://puu.sh/uNStt/255a67b7a5.png
- 00:45:001 - the sound are too obvious to ignore, i suggest to add a note here
- 00:51:501 - u can double here for crash too like 00:50:167 (50167|3,50167|0) -
- 01:14:827 (74827|2) - remove? i see u only catch the strong beat here. refer > 01:09:929 -
- 01:17:888 (77888|3) - move to 3 to make a stair? it is easier for beginner player to read this
- 01:41:742 (101742|3) - different length with medium diff? i assume u catch the same long sound here. maybe try make them consistent


MEDIUM
- 00:15:932 (15932|3) - how about remove this note? there is a LN hold to represent the beat here
- 01:01:501 (61501|1,61501|0) - suggestion > http://puu.sh/uNTuC/e8e77711ad.png
- 01:17:888 (77888|3,78041|1,78194|2) - suggest 2-3-4


HARD
- 00:08:272 (8272|3,8352|2,8432|1,8512|0,8591|3) - would be nice if u can do something like 00:03:166 (3166|3,3246|2,3325|0,3405|1,3485|3) - i think this will fit the sound better here
- 01:07:786 (67786|3,67786|1) - make it single? same idea like 01:15:133 -
- 01:16:358 (76358|3,76358|2,76511|1,76511|0,76817|1,76817|0,77123|0,77123|1) - suggestion > http://puu.sh/uNUd5/62e6d0b0f6.png

SPECIAL
- 00:06:198 (6198|3,6278|2,6357|0,6437|1,6517|3,6597|2,6677|0,6756|1) - suggest > http://puu.sh/uNUml/6e4f40c418.png
- 00:49:834 (49834|1) - move to 1 would be much comfortable to play
- 00:50:834 - start the 1/2 LN pattern here?
- 00:52:167 (52167|3,52167|2,52251|0,52251|1) - make it single to differentiate their sound here better
- 00:54:501 (54501|1,54584|2,54667|1,54751|0) - the sound trill stopped here, suggest > http://puu.sh/uNUJN/6741a2cd44.png
- 00:59:834 (59834|2,59917|1,60001|2,60084|3) - similiar idea ^
- 01:05:949 (65949|2) - u can move this to column 4 to make a shield note
- 01:17:888 (77888|2,77888|1,78041|0,78194|1,78194|2,78194|3) - suggest > http://puu.sh/uNUUp/6718915555.png


WINTER SOLSTICE
- 00:14:017 (14017|3,14017|0,14496|3,14496|0) - since this is the hardest diff, i guess is okay to make triple for these sound
- 00:21:836 (21836|3,21877|2,21919|0,21961|1,22002|3,22044|2,22086|0,22127|1) - i can't hear the 1/8 sound here well, hmm but i suggest > http://puu.sh/uNVf7/17f48b0200.png the 1/4 snap here seems better
- 00:33:418 - 00:33:752 - just to say that there is still 1/4 sound here u can catch
- 00:42:002 (42002|3) - move to 3?
- 00:42:334 - 00:44:334 - 00:47:001 - 00:49:667 - should be double here too since u catch each 1/2 beat with double here
- 00:50:834 - like in special diff, i suggest to start the LN pattern here
- 00:52:167 (52167|3,52167|2,52251|0,52251|1,52334|3,52334|2,52417|0,52417|1) - make it to single to differentiate the sound here
- 00:54:501 - add at 4 won't be hard to play, also this is the hardest diff
- 00:54:501 - same ^ i suggest add at 4
- 01:02:084 (62084|3) - move up by 1 to emphasize the crash sound better
- 01:35:337 (95337|3,95337|0,96562|1,96562|2) - suggestion > http://puu.sh/uNVQW/d91fe1ebd9.png

nice remix ;)
Topic Starter
Rivals_7

Critical_Star wrote:

yo ;)

General
http://puu.sh/uNRzP/e1f84eb98a.png why do you need a speed up effect? for a fixed bpm scroll player like me could notice the fast effect and i think it is pretty unnecessary to do so, change them into x1.00 is better
for all difficulty like x1.04 x1.08 x1.09 actually its a normalisation to 196 BPM (Licca). I saw that every BPM change makes it a little bit jarring to read so i decided to do that.


BASIC
- 00:08:272 (8272|3) - just to say if u catch 1/4 sound here with a long note, it should end at 00:08:591 - but the current is fine yea this one should be ok
- 00:26:002 - 00:34:002 - intended not to add for kick? it won't be hard for basic diff too
- 00:29:502 (29502|3,29835|0,30168|2,30168|1) - u can use LN here to emphasize the 1/2 kick and long sound here better > http://puu.sh/uNSou/59599d84ed.png (example) only the first two HLed notes
- 00:35:502 (35502|0,35835|1) - suggestion> http://puu.sh/uNStt/255a67b7a5.png
- 00:45:001 - the sound are too obvious to ignore, i suggest to add a note here
- 00:51:501 - u can double here for crash too like 00:50:167 (50167|3,50167|0) -
- 01:14:827 (74827|2) - remove? i see u only catch the strong beat here. refer > 01:09:929 -
- 01:17:888 (77888|3) - move to 3 to make a stair? it is easier for beginner player to read this
- 01:41:742 (101742|3) - different length with medium diff? i assume u catch the same long sound here. maybe try make them consistent made it the same as the doubles on the next line. just for easier catch for newbies


MEDIUM
- 00:15:932 (15932|3) - how about remove this note? there is a LN hold to represent the beat here
- 01:01:501 (61501|1,61501|0) - suggestion > http://puu.sh/uNTuC/e8e77711ad.png
- 01:17:888 (77888|3,78041|1,78194|2) - suggest 2-3-4


HARD
- 00:08:272 (8272|3,8352|2,8432|1,8512|0,8591|3) - would be nice if u can do something like 00:03:166 (3166|3,3246|2,3325|0,3405|1,3485|3) - i think this will fit the sound better here
- 01:07:786 (67786|3,67786|1) - make it single? same idea like 01:15:133 -
- 01:16:358 (76358|3,76358|2,76511|1,76511|0,76817|1,76817|0,77123|0,77123|1) - suggestion > http://puu.sh/uNUd5/62e6d0b0f6.png i think i would like to keep xD

SPECIAL
- 00:06:198 (6198|3,6278|2,6357|0,6437|1,6517|3,6597|2,6677|0,6756|1) - suggest > http://puu.sh/uNUml/6e4f40c418.png hmm I prefer mine honestly
- 00:49:834 (49834|1) - move to 1 would be much comfortable to play
- 00:50:834 - start the 1/2 LN pattern here?
- 00:52:167 (52167|3,52167|2,52251|0,52251|1) - make it single to differentiate their sound here better
- 00:54:501 (54501|1,54584|2,54667|1,54751|0) - the sound trill stopped here, suggest > http://puu.sh/uNUJN/6741a2cd44.png
- 00:59:834 (59834|2,59917|1,60001|2,60084|3) - similiar idea ^
- 01:05:949 (65949|2) - u can move this to column 4 to make a shield note
- 01:17:888 (77888|2,77888|1,78041|0,78194|1,78194|2,78194|3) - suggest > http://puu.sh/uNUUp/6718915555.png


WINTER SOLSTICE
- 00:14:017 (14017|3,14017|0,14496|3,14496|0) - since this is the hardest diff, i guess is okay to make triple for these sound I prefer not. still the opening of the song and its still pretty calm too
- 00:21:836 (21836|3,21877|2,21919|0,21961|1,22002|3,22044|2,22086|0,22127|1) - i can't hear the 1/8 sound here well, hmm but i suggest > http://puu.sh/uNVf7/17f48b0200.png the 1/4 snap here seems better I pretty sure its 1/8 tho it doesnt have interposing beats, still represents the noise descends imo
- 00:33:418 - 00:33:752 - just to say that there is still 1/4 sound here u can catch doesnt looks pretty intuitive when played so i decided to omit that
- 00:42:002 (42002|3) - move to 3? trill are the connection with the split jumpthrill
- 00:42:334 - 00:44:334 - 00:47:001 - 00:49:667 - should be double here too since u catch each 1/2 beat with double here
- 00:50:834 - like in special diff, i suggest to start the LN pattern here
- 00:52:167 (52167|3,52167|2,52251|0,52251|1,52334|3,52334|2,52417|0,52417|1) - make it to single to differentiate the sound here i treat them the same here since its pretty loud (hardest diff too i guess)
- 00:54:501 - add at 4 won't be hard to play, also this is the hardest diff
- 00:54:501 - same ^ i suggest add at 4
- 01:02:084 (62084|3) - move up by 1 to emphasize the crash sound better the crash doesnt have the cymbal tho
- 01:35:337 (95337|3,95337|0,96562|1,96562|2) - suggestion > http://puu.sh/uNVQW/d91fe1ebd9.png

nice remix ;)
Else Applied. Thx :D
Critical_Star
alright then, bb
good luck~ :)

EDIT: rebubbled , fixed some stuff as mapper requested
Topic Starter
Rivals_7
Thx CS :D
edit: Thx again xD
Protastic101
Gonna pop the bubble for reasons below about normalizing SVs so CS can also look over it and make sure it's alright.
Also, there's an incorrectly snapped part of the music mentioned in the Winter Solstice diff to look at, so yay! fun!

*check boop*
[General]
  1. Ringing gets cut a bit short, so I'd use this instead as it has a cleaner end https://puu.sh/vsIpN.wav
  2. Looking at the normalizing SVs, I think you calculated them with 196 bpm as your base.
  3. 00:21:836 - 00:22:169 - are just 1x because the base BPM is 180 as seen in the parenthesis on the BPM http://puu.sh/vsJgW.jpg
  4. 00:42:168 - Same as above. Also, as long as the BPM doesn't change, you don't need to keep readding green lines for each new red line.
  5. 01:03:501 - This is where you would need to add a 1.09x SV to normalize scroll
  6. 01:18:194 - All the timing points until 01:37:786 - need to be 1.09x, otherwise the player is just reading at a faster than normal scroll
  7. 01:37:786 - The normalizing SV here is 1.01x because 182/180. Anyways, for this reason, I'm going to pop the bubble and have CS recheck it too just to make sure. After that's been fixed, I'll check SVs to make sure they're multiplied properly =w=)b
[Winter Solstice]
00:05:719 - Would be cool to add some slight stutter SVs here, like 1.25x and 0.75x to represent the break in the song
00:09:389 - I'd consider adding another note here in 3 for the crash
00:14:017 - 00:14:496 - Imo, would be fine to make these triples too for the softer cymbal here
00:17:049 - Might consider a triple here too for the start of a new musical phrase
00:18:166 - I'd make this a jump because of the slight accent on the upbeat with the crash
00:29:168 (29168|1,29335|0,29502|0) - I think it'd be easier to hit if you flipped columns here so that the short notes are in 2 and the long note in 1 since your index finger is stronger than the middle. It'd be like this https://osu.ppy.sh/ss/7895468
00:33:168 - This entire measure has a 1/4 continuous synth, so I might do something like this http://osu.ppy.sh/ss/7895476 . Everything flows in the same direction to represent the synth that kind of repeats the same notes over and over
00:40:835 (40835|3,40918|2,41002|1,41085|0) - This is incorrectly snapped. It should be 1/3, and look like this https://osu.ppy.sh/ss/7895503
00:44:556 - 00:44:612 - 00:44:668 - There's a few wood wind sounds like the ones you heart at 00:43:168 (43168|0,43223|1,43279|2,43334|3) - , so I would recommend doing something like this to connect it into the next section https://osu.ppy.sh/ss/7895515 (be mindful of hitsounds as I reduced the quad to a hand)
00:43:668 (43668|0,43834|0,44001|0,44168|0) - Kind of a difficult stack to execute due to the unnecessary strain on the left hand. I would do this instead https://osu.ppy.sh/ss/7895529
00:50:251 - Could add a note here since the woodwind is a more complete burst as opposed to a broken stream
00:54:084 (54084|2,54167|3,54167|1,54251|2) - ultimate trigger. If you wanted it to be trill like in nature, I would do this instead which better separates both hands https://osu.ppy.sh/ss/7895547
00:59:917 (59917|0,60001|1,60084|2) - I'd trill these notes since the trill in the music changes pitch here, so it'd be like so https://osu.ppy.sh/ss/7895554
01:10:235 - Honestly, I feel like the sound here is too soft to be mapped with jumps. What I'd do instead is switch between jump - single - jump since it's only a hihat slide kind of sound as opposed to the snares at 01:07:786 - https://osu.ppy.sh/ss/7895572
01:15:133 - ^ Similarly
01:52:291 - I might consider fading some of the LNs out here and adding a new one to represent the sudden whoosh that begins to pick up at the very end, like so https://osu.ppy.sh/ss/7895595

Hitsounds
00:09:389 (9389|0) - I'm import the kick at 60% and then add a finish on 00:09:389 (9389|1) -
00:17:049 (17049|3,17049|2) - ^
00:22:169 (22169|3,22169|2) - ^ Since it's the start of a section so it's a bit more emphasized
00:44:501 (44501|1,44501|3,44501|0) - I'd add the kicks in at 30% and then add a clap with 60% on the one note that doesnt have hs. Or, you could make it consistent with 00:47:167 (47167|3,47167|2) - and instead add a soft-hitfinish
01:18:194 (78194|0,78194|3) - Shouldn't these be kicks instead since the song structure is kick - snare - kick - snare with the kicks coming on odd downbeats (1 and 3) and snares coming on even downbeats (2 and 4)
I guess you can kind of apply the stuff I mentioned in their respective places in the other difficulties if you choose to accept them (I'll recheck the rest of the hitsounds in a recheck)


[Special, just like me *shot*]
00:03:166 (3166|1,3246|0,3325|2,3405|3) - Would be nice to trill these since they're alternating in pitch. Maybe 2 - 3 would be cool
00:21:198 - Could end one of the other LNs here and then start a new one for the build up to the clap at 00:21:836 - like this https://osu.ppy.sh/ss/7895674
00:33:168 - Here is where I'd apply that same broken stream concept that you applied in the Solstice diff for the synth, like this https://osu.ppy.sh/ss/7895689
00:40:835 (40835|1,40918|0,41002|3,41085|2) - Same stuff mentioned in solstice about the snap
00:41:168 (41168|1,41168|0,41335|3,41335|2) - Think it might be cooler to stack these notes to represent the stutter between them, like so https://osu.ppy.sh/ss/7895768
00:43:168 (43168|0,43223|3,43279|2,43334|1) - Might consider connecting the notes so that it flows a bit more linearly, like so https://osu.ppy.sh/ss/7895783
00:44:501 - Similar to what I mentioned in the solstice diff about using 1/6 here if you wanted
00:47:334 - Might add a note here for the woodwind sound too, like a 1/2 LN or something might work, such as this https://osu.ppy.sh/ss/7895791 (Would also add one in the solstice diff too, probably forgot to mention that)
00:50:251 - There's a 1/4 note here, so it might be ok to add one and make it a complete burst, like so https://osu.ppy.sh/ss/7895803


[Hard, but I can't make a joke since it's inappropriate and not everyone has the humor of a 10 year old like me]
00:16:730 - If you wanted, you could add an LN here to represent that whoosh kind of sound that leads into the next measure, and stack 00:16:889 (16889|0,16889|3) - for room, like this https://osu.ppy.sh/ss/7895833
00:40:835 (40835|2,40918|1,41002|0,41085|3) - Same stuff I mentioned in the above diffs
00:50:251 - I also mentioned in both diffs that there's a sound here for the woodwind, so using a trill to represent it might be cool
01:25:694 - Would be cool to stack these notes in one column for the pitch relevancy, like so https://osu.ppy.sh/ss/7895999
01:42:483 (102483|2,102566|2) - seeing that this is a hard diff, I would really suggest against using a 1/4 minijack in the middle of a roll as it catches the player off guard since you haven't introduced anything similar earlier in the map already. I would just make it a simple roll instead.
01:46:769 (106769|1,106851|1,106934|2) - Similar to the above. You could just trill them instead since the hand movement would be different and it'd stand out more than a roll


[Medium something]
00:17:049 - Recommend making this a jump for the crash
00:21:198 - Similar to what I recommended in the above difficulties, you could add an LN here and end it at 00:21:836 - to represent the whoosh sound that transitions into the next measure
00:24:835 (24835|0,25002|2) - stack these as they're both kicks similar to 00:25:835 (25835|1,26002|1) -
01:33:960 - Might consider adding another note in 3 or something for the crash
01:18:194 - This is just a recommendation, but I would consider leaving some 1/1 pauses like at 01:20:184 (80184|3) - or 01:22:633 (82633|0) - so that you're only following the woodwind kind of sound from licca as opposed to just mapping a straight 1/2 stream. Idk, feels more connected to the music that way imo,
but I don't mind either way


[Basic just like my starbucks]
00:25:002 - I think it's fine to add a note here for the kick, like in 3 or something
00:35:668 - Would also add a note here too for the same reason as above. Also, since this is kind of like a transition, you could do something cool with LNs to represent the increase in the speed of snaps, like this https://osu.ppy.sh/ss/7896138
Topic Starter
Rivals_7


rip need to wait 5th kac and 6th kac to be graveyarded first in 19 days (or someone give me suptag or smth)

Protastic101 wrote:

Gonna pop the bubble for reasons below about normalizing SVs so CS can also look over it and make sure it's alright.
Also, there's an incorrectly snapped part of the music mentioned in the Winter Solstice diff to look at, so yay! fun! you make it graveyarded and I cant update :<<<<<<<<<<<<<<<<<<<<<<

*check boop*
[General]
  1. Ringing gets cut a bit short, so I'd use this instead as it has a cleaner end https://puu.sh/vsIpN.wav
  2. Looking at the normalizing SVs, I think you calculated them with 196 bpm as your base.
  3. 00:21:836 - 00:22:169 - are just 1x because the base BPM is 180 as seen in the parenthesis on the BPM http://puu.sh/vsJgW.jpg its because i use 3/4 beat (waltz). i found that more reliable than 4/4. the songs downbeat perfectly match the metronome downbeat
  4. 00:42:168 - Same as above. Also, as long as the BPM doesn't change, you don't need to keep readding green lines for each new red line. I use 4/4 starting from here so the red line is necessary
  5. 01:03:501 - This is where you would need to add a 1.09x SV to normalize scroll wait but my base is 196 BPM. wouldnt that will make the scrool even faster? :/
  6. 01:18:194 - All the timing points until 01:37:786 - need to be 1.09x, otherwise the player is just reading at a faster than normal scroll testplayed it many times but i didnt notice where it goes faster @.@ its already optimised to match 196 BPM since its the base
  7. 01:37:786 - The normalizing SV here is 1.01x because 182/180. Anyways, for this reason, I'm going to pop the bubble and have CS recheck it too just to make sure. After that's been fixed, I'll check SVs to make sure they're multiplied properly =w=)b so i should recalculate them into 180?
    I do that once i remember, but i didnt see the difference between 196 BPM base and 180 BPM base while playing which is why i stick with 196 since its the highest BPM in the song
[Winter Solstice]
00:05:719 - Would be cool to add some slight stutter SVs here, like 1.25x and 0.75x to represent the break in the song hmm i want to keep this simple tho. maybe nah for this xd
00:09:389 - I'd consider adding another note here in 3 for the crash i dont really like the stacks happened in col 3 tho since it breaks the flow. also the crash doesnt seem to be loud
00:14:017 - 00:14:496 - Imo, would be fine to make these triples too for the softer cymbal here
00:17:049 - Might consider a triple here too for the start of a new musical phrase i think its too cramped with the stream already and col 1 stacking doest seem to be pretty xd (and i dont want to move that col 1 note to anywhere else for PR purpose)
00:18:166 - I'd make this a jump because of the slight accent on the upbeat with the crash
00:29:168 (29168|1,29335|0,29502|0) - I think it'd be easier to hit if you flipped columns here so that the short notes are in 2 and the long note in 1 since your index finger is stronger than the middle. It'd be like this https://osu.ppy.sh/ss/7895468
00:33:168 - This entire measure has a 1/4 continuous synth, so I might do something like this http://osu.ppy.sh/ss/7895476 . Everything flows in the same direction to represent the synth that kind of repeats the same notes over and over
00:40:835 (40835|3,40918|2,41002|1,41085|0) - This is incorrectly snapped. It should be 1/3, and look like this https://osu.ppy.sh/ss/7895503 removed the first note near the kick. so there's only 3 notes there for now
00:44:556 - 00:44:612 - 00:44:668 - There's a few wood wind sounds like the ones you heart at 00:43:168 (43168|0,43223|1,43279|2,43334|3) - , so I would recommend doing something like this to connect it into the next section https://osu.ppy.sh/ss/7895515 (be mindful of hitsounds as I reduced the quad to a hand) would like to keep as my intention is to focus on puercussion emphasis just for this kind of section since its a transition to a new song phase
00:43:668 (43668|0,43834|0,44001|0,44168|0) - Kind of a difficult stack to execute due to the unnecessary strain on the left hand. I would do this instead https://osu.ppy.sh/ss/7895529
00:50:251 - Could add a note here since the woodwind is a more complete burst as opposed to a broken stream
00:54:084 (54084|2,54167|3,54167|1,54251|2) - ultimate trigger. If you wanted it to be trill like in nature, I would do this instead which better separates both hands https://osu.ppy.sh/ss/7895547 lol. btw keeping the last trill as 323 as they sounds kinda different from the rest of the trill
00:59:917 (59917|0,60001|1,60084|2) - I'd trill these notes since the trill in the music changes pitch here, so it'd be like so https://osu.ppy.sh/ss/7895554
01:10:235 - Honestly, I feel like the sound here is too soft to be mapped with jumps. What I'd do instead is switch between jump - single - jump since it's only a hihat slide kind of sound as opposed to the snares at 01:07:786 - https://osu.ppy.sh/ss/7895572 the noise is really loud imo, single note doesnt look too pretty to represent such a loud noise like that so thats why i emphasize it (pretty sure its a common thing in nowadays map)
01:15:133 - ^ Similarly ^
01:52:291 - I might consider fading some of the LNs out here and adding a new one to represent the sudden whoosh that begins to pick up at the very end, like so https://osu.ppy.sh/ss/7895595 oki but didnt cutting the LN on 2 tho xd so its a full 4 LNs

Hitsounds
00:09:389 (9389|0) - I'm import the kick at 60% and then add a finish on 00:09:389 (9389|1) -
00:17:049 (17049|3,17049|2) - ^
00:22:169 (22169|3,22169|2) - ^ Since it's the start of a section so it's a bit more emphasized
00:44:501 (44501|1,44501|3,44501|0) - I'd add the kicks in at 30% and then add a clap with 60% on the one note that doesnt have hs. Or, you could make it consistent with 00:47:167 (47167|3,47167|2) - and instead add a soft-hitfinish hmm a clap doesnt sounds fit while i heard it. i think i'll keep this one
01:18:194 (78194|0,78194|3) - Shouldn't these be kicks instead since the song structure is kick - snare - kick - snare with the kicks coming on odd downbeats (1 and 3) and snares coming on even downbeats (2 and 4) apparently its snare-kick-snare in this case. try to heard it with 0%
fx

I guess you can kind of apply the stuff I mentioned in their respective places in the other difficulties if you choose to accept them (I'll recheck the rest of the hitsounds in a recheck)


[Special, just like me *shot*]
uwu
00:03:166 (3166|1,3246|0,3325|2,3405|3) - Would be nice to trill these since they're alternating in pitch. Maybe 2 - 3 would be cool
00:21:198 - Could end one of the other LNs here and then start a new one for the build up to the clap at 00:21:836 - like this https://osu.ppy.sh/ss/7895674 doesnt seem to have a significant changing sound around there, i just assume the buildup start the same as the LN start
00:33:168 - Here is where I'd apply that same broken stream concept that you applied in the Solstice diff for the synth, like this https://osu.ppy.sh/ss/7895689
00:40:835 (40835|1,40918|0,41002|3,41085|2) - Same stuff mentioned in solstice about the snap
00:41:168 (41168|1,41168|0,41335|3,41335|2) - Think it might be cooler to stack these notes to represent the stutter between them, like so https://osu.ppy.sh/ss/7895768
00:43:168 (43168|0,43223|3,43279|2,43334|1) - Might consider connecting the notes so that it flows a bit more linearly, like so https://osu.ppy.sh/ss/7895783
00:44:501 - Similar to what I mentioned in the solstice diff about using 1/6 here if you wanted same. i guess
00:47:334 - Might add a note here for the woodwind sound too, like a 1/2 LN or something might work, such as this https://osu.ppy.sh/ss/7895791 (Would also add one in the solstice diff too, probably forgot to mention that) hmm i think the woodwind noise only exist for like 1/4 so using 1/2 is kinda odd too
00:50:251 - There's a 1/4 note here, so it might be ok to add one and make it a complete burst, like so https://osu.ppy.sh/ss/7895803


[Hard, but I can't make a joke since it's inappropriate and not everyone has the humor of a 10 year old like me]
00:16:730 - If you wanted, you could add an LN here to represent that whoosh kind of sound that leads into the next measure, and stack 00:16:889 (16889|0,16889|3) - for room, like this https://osu.ppy.sh/ss/7895833 i want this to be pretty simple since its still at the intro and i think its already cool enough to be pressed xd
00:40:835 (40835|2,40918|1,41002|0,41085|3) - Same stuff I mentioned in the above diffs
00:50:251 - I also mentioned in both diffs that there's a sound here for the woodwind, so using a trill to represent it might be cool
01:25:694 - Would be cool to stack these notes in one column for the pitch relevancy, like so https://osu.ppy.sh/ss/7895999 I think its too straining for this tier so i think i'll keep it
01:42:483 (102483|2,102566|2) - seeing that this is a hard diff, I would really suggest against using a 1/4 minijack in the middle of a roll as it catches the player off guard since you haven't introduced anything similar earlier in the map already. I would just make it a simple roll instead.
01:46:769 (106769|1,106851|1,106934|2) - Similar to the above. You could just trill them instead since the hand movement would be different and it'd stand out more than a roll


[Medium something]
00:17:049 - Recommend making this a jump for the crash
00:21:198 - Similar to what I recommended in the above difficulties, you could add an LN here and end it at 00:21:836 - to represent the whoosh sound that transitions into the next measure same
00:24:835 (24835|0,25002|2) - stack these as they're both kicks similar to 00:25:835 (25835|1,26002|1) - umm there's no kick there i'm sure. hence i didnt place the kick hitsound in the first place
01:33:960 - Might consider adding another note in 3 or something for the crash quite soft, i mean there's no beat
01:18:194 - This is just a recommendation, but I would consider leaving some 1/1 pauses like at 01:20:184 (80184|3) - or 01:22:633 (82633|0) - so that you're only following the woodwind kind of sound from licca as opposed to just mapping a straight 1/2 stream. Idk, feels more connected to the music that way imo, i think you just see the Spy's MEDIUM on licca anyways i think its ok as it is. i like synths :v
but I don't mind either way


[Basic just like my starbucks]
00:25:002 - I think it's fine to add a note here for the kick, like in 3 or something
00:35:668 - Would also add a note here too for the same reason as above. Also, since this is kind of like a transition, you could do something cool with LNs to represent the increase in the speed of snaps, like this https://osu.ppy.sh/ss/7896138
No reply = fix as always owo Thanks a lot
Fix is here https://onedrive.live.com/?id=ABD43ADD8 ... DD8D9B8224 ( because apparently puush doesnt want to cooperate and osump is down lol)

might updated at may 13th(?) world war 3 lol
Topic Starter
Rivals_7
UPDATED YEY
Protastic101
whew, sorry for graving the map lol. Anyways, recheck

winter solstice
00:10:825 - Could do some SVs here too tbh since the sound has a very quick cut off. something like this could be 10/10
  1. 00:10:825 - 00:11:145 - 1.68x (1.75x base)
  2. 00:10:905 - 00:11:224 - 0.72x (0.75x base)
  3. 00:11:464 - 2.88x (3x base)
  4. 00:11:544 - 0.58x (0.6x base)
  5. 00:11:942 - 0.96x normal sv
00:44:501 - Could do a bump sv here like 2.2x to 0.6x since there's a bit of a sudden stop to the sound
00:47:167 - ^

00:46:084 (46084|2,46167|1) - I would consider control H with this to keep the strain a bit more even since the right hand already has a 3 note stack in 4 while also just finishing the 1/6 roll

01:17:582 - Would be cool to have an LN or something here for the building down sound or whatever, like this https://osu.ppy.sh/ss/8089706

01:37:174 - imo, would be cool to have a long bump sv here for the sound that transitions between the bridge to the last kiai. Something like this could work
  1. 01:37:174 - 0.55x (0.6x base)
  2. 01:37:710 - 3.5x (3.8x base)
Special
ok


Hard
00:40:668 (40668|3,40668|0) - for the sake of playability, I would suggest ignoring the crash at 00:40:668 - and just adding a note in 00:40:724 - so that it's a straight 1/3 roll, like so https://osu.ppy.sh/ss/8089880


Medium
01:25:541 - to represent the repetitive sound in the music, I might consider using ministacks to represent it as the hand movement would be different from the previous few measures. so like this https://osu.ppy.sh/ss/8089964

Basic
00:29:502 (29502|3,29835|0) - tbh, I think using 1/2 here would be better since it's more reflective of the music and isn't really that hard since it's only a simple 4 note burst https://osu.ppy.sh/ss/8089989
Topic Starter
Rivals_7

Protastic101 wrote:

whew, sorry for graving the map lol. Anyways, recheck

winter solstice
00:10:825 - Could do some SVs here too tbh since the sound has a very quick cut off. something like this could be 10/10
  1. 00:10:825 - 00:11:145 - 1.68x (1.75x base)
  2. 00:10:905 - 00:11:224 - 0.72x (0.75x base)
  3. 00:11:464 - 2.88x (3x base)
  4. 00:11:544 - 0.58x (0.6x base)
  5. 00:11:942 - 0.96x normal sv
00:44:501 - Could do a bump sv here like 2.2x to 0.6x since there's a bit of a sudden stop to the sound
00:47:167 - ^

00:46:084 (46084|2,46167|1) - I would consider control H with this to keep the strain a bit more even since the right hand already has a 3 note stack in 4 while also just finishing the 1/6 roll

01:17:582 - Would be cool to have an LN or something here for the building down sound or whatever, like this https://osu.ppy.sh/ss/8089706 >>with my current svs right now , i think its kinda awkward to hit. Would like to keep this xd<<

01:37:174 - imo, would be cool to have a long bump sv here for the sound that transitions between the bridge to the last kiai. Something like this could work
  1. 01:37:174 - 0.55x (0.6x base)
  2. 01:37:710 - 3.5x (3.8x base)
Special
ok


Hard
00:40:668 (40668|3,40668|0) - for the sake of playability, I would suggest ignoring the crash at 00:40:668 - and just adding a note in 00:40:724 - so that it's a straight 1/3 roll, like so https://osu.ppy.sh/ss/8089880 >>the thing is 00:40:724 there is no piano i could hear of. And even would be conflicted with other diff and might lead to dq able issues <<


Medium
01:25:541 - to represent the repetitive sound in the music, I might consider using ministacks to represent it as the hand movement would be different from the previous few measures. so like this https://osu.ppy.sh/ss/8089964 >>applying it a lil bit differently<<

Basic
00:29:502 (29502|3,29835|0) - tbh, I think using 1/2 here would be better since it's more reflective of the music and isn't really that hard since it's only a simple 4 note burst https://osu.ppy.sh/ss/8089989 >>hmm dunno. I prefer to cover the lead noise tho. For layering variety.<<
Replying on phone lol kinda afraid to open le browser. Will notice you when updated

My reply is on">><<". Thx xd

Edit: updated
Protastic101
alrighty, cool then. Here's a rebub.

24 hour rule reminder too
Topic Starter
Rivals_7
Critical_Star
before qualify

WINTER SOLSTICE
01:37:710 - i believe this sv is a mistake?

EDIT: fixed timing point
Topic Starter
Rivals_7
Uh its a bump svs that protastic suggested but it is placed at 01:37:710 .

There's no sv on 01:37:703 anyway
Critical_Star
okay
Topic Starter
Rivals_7
Thx a lot CS :D
Maxus
So, first of all, congrats for the qualify, but i have a bit of concern with the map that i really feel need to be addressed regarding the SV.

01:37:710 - I'm pretty sure you already know that no player in this skill spectrum can handle that 3,5x SV in 1/4 snap, it's just simply really unreasonable for me to seeing that SV just hit you like a truck with all that dense jumptrill pattern at the end. The replay i'm seeing here also shows that even top player unable to hit that either way, the reasonable SV would be if you put 01:37:174 - 0,80x here, and 01:37:710 - 1,60x SV, , it will balancing out the SV by a lot.

01:38:775 - This is also really rough with the 0,25x and gradual increasing at every 0,50x which is too fast for something that comes from dense pattern, I don't know why it's necessary to do that when in actually, you can just do:

01:38:775 - 0,50x
01:38:857 - 0,75x
01:38:939 - 1,00x
01:39:022 - 1,25x

This still give big impact to the effect of music instrument while still retain playability of the last pattern, this is much more fair because the gradual increase actually gives player more room to react and anticipate dense pattern. for this, you may also apply to other similar SV , and for Special diff as well.

Generally the most problematics are these 2 SV based on my playing experience and leaderboard records, there's still some other places where it can be improved, but want to see your reasoning for this first. Looking forward for your responses!
Surono
gorenk temphe paleng enak diwolak walek..... gawe anax palenk enak diwola-
suwe ora jamu... jamu... godong... telo.. wooo TELO
Topic Starter
Rivals_7
#1 nuff said. I kinda didnt think quite forward when i do this since i was wondering if i could do some sv bump here and then protastic pointing it up i think its going to be "yup cool" xd. Anyways your suggestion doesnt give me a "bump" feel so i think 0.6 -> 1.8 would be fit.

#2 in a pinnacle of agree or disagree tbh. Your suggestion of 0.25 distance for each sv doesnt really capture the atmosphere (personally) which has some kind of strong bumpy gimmick.
As for your concern about react to anticipate this dense pattern. I believe most top players could handle them just fine since its just a common jthrill and split jthrill which is generally hard to handle even without sv.

It was also intended for kind of reading challenge. You might cant FC ing this in the first try tho.

Will try to contact qat atm. Thx for the concern!

Edit: apparently raveille manages to FC with bad ratio lol
JBHyperion
Disqualified upon creator request. Once you've come to an agreement on those SVs, your nominators are free to push the mapset forward again.

Good luck!
Arzenvald
i am okay with the SV usage though most are a little exaggerated at some part, mostly 00:11:464 (11464|2) - the song is rather calm in the beginning, so consider to reduce it..
also i'd have to agree with maxus, that x0.5 > x3.5 SV is way too exaggerating both the gimmick & readability.. i'd suggest to add some green lines at :
01:37:480 - X0.75 ( making a speed up in this spot will also layers the sfx in the music )
01:37:557 - X1
01:37:633 - X1.25
01:37:710 - replace with X1.5

you got the idea, i wouldn't able to FC most parts if i didn't open the editor before playing xD

got some stars, i like diz /w/
Maxus
1# 0,6x still felt too slow imo since it's not much different with 0,55x , and it was using 3,5x along with 0,55x so that the calculation outcome will be more or less 1. try 0,75x and 2,00x? the impact already really shown with this SV imo. (ah it seems there's many suggestion, you can try to experiment which fits the music while maintain playability)

2# I understand you want to try capture the strong feeling of music, but imo, you already have quad note and jumptrill to reflect the music drum intensity either way, so imo you don't need to use really strong SV again to capture that, it will give too much sugar on a cup of tea if you use really strong SV in dense pattern, so i hope you reconsider this.

About top player being able to play or FC, personally i look it more of the skill spectrum of the audience player the difficulty is aiming for. Do you really want to serve the difficulty for the top player even if the patterns are generally more for 4* player? i don't think so. in general, you will aim this for 4* player, so the envision of the how much strong the effect will depends on the overall diff it try to present. so once again, i hope this to be reconsidered.

Generally only these that i felt wrong, other sv i think it's alright, but maybe you can ask for more feedback.
Topic Starter
Rivals_7

Arzenvald wrote:

i am okay with the SV usage though most are a little exaggerated at some part, mostly 00:11:464 (11464|2) - the song is rather calm in the beginning, so consider to reduce it..
also i'd have to agree with maxus, that x0.5 > x3.5 SV is way too exaggerating both the gimmick & readability.. i'd suggest to add some green lines at :
01:37:480 - X0.75 ( making a speed up in this spot will also layers the sfx in the music )
01:37:557 - X1
01:37:633 - X1.25
01:37:710 - replace with X1.5

you got the idea, i wouldn't able to FC most parts if i didn't open the editor before playing xD

got some stars, i like diz /w/

Maxus wrote:

1# 0,6x still felt too slow imo since it's not much different with 0,55x , and it was using 3,5x along with 0,55x so that the calculation outcome will be more or less 1. try 0,75x and 2,00x? the impact already really shown with this SV imo. (ah it seems there's many suggestion, you can try to experiment which fits the music while maintain playability)

2# I understand you want to try capture the strong feeling of music, but imo, you already have quad note and jumptrill to reflect the music drum intensity either way, so imo you don't need to use really strong SV again to capture that, it will give too much sugar on a cup of tea if you use really strong SV in dense pattern, so i hope you reconsider this.

About top player being able to play or FC, personally i look it more of the skill spectrum of the audience player the difficulty is aiming for. Do you really want to serve the difficulty for the top player even if the patterns are generally more for 4* player? i don't think so. in general, you will aim this for 4* player, so the envision of the how much strong the effect will depends on the overall diff it try to present. so once again, i hope this to be reconsidered.

i dont really aim this for generic 4* players. that would be outright bland idea to implement. also the reason why is this has HP OD 8,5 making it not your usual 4* diff to pass easily (considering its the last diff, should be generally harder rite xd). if they dont pass WINTER SOLSTICE, there's still SPECIAL to pass (and its already close to 4* eh). I aim this mapset for wider audience from the lowest to highest ranked player (hopefully).

Generally only these that i felt wrong, other sv i think it's alright, but maybe you can ask for more feedback.
updated with arzenvald's suggestion on bump SVs and reduced SVs on 00:11:464 (11464|2) to 1,68 -> 0,72 (also thx for star mz o/)
also removed the SVs on the last kiai on SPECIAL for playability and diff curve purpose

will try to get feedback before i ask nominator to get this back on qualified. Thx :>
Maxus
Ah i see, so it's implemented for "highest ranked" player, ok then!
Good luck.

Hoping you would reply my second point though, it seems remain unanswered.
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