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Morimori Atsushi - MilK [Taiko]

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Topic Starter
Lumenite-

strickluke wrote:

Kantan:

00:36:897 (40) - maybe add a k here for consistency to this pattern 00:29:697 (31,32,33) - and lands on a strong note still. You could change the colors of that pattern if you accept this suggestion for consistency in rhythm but variation in color (for example, you could do k k d) I can agree.
01:18:097 (16) - maybe change this to d so that a new player doesn't get overwhelmed by the finish notes. also, the sound isn't really important enough for a k imo I just made it a regular kat as oppose to a don.


Futsuu:

01:56:097 (51) - make this a d because it's the same sound as 01:56:497 (52) - and it puts more emphasis on 01:56:897 (53) - True.


Muzukashii:

00:54:897 (177) - add a d here :ok_hand:
01:29:897 (307,308,309,310) - imo make these both kk. i think it plays better I made one set kk and the other dd.
01:53:497 (71) - add a d here Yeah I really don't think that's a needed note, as it stands place enough emphasis on those lit swooshy swoosh sounds.

Oni:

00:13:697 (42,43,44,45,46,47,48) - I think the sv changes are too severe for an Oni to read here. Maybe have the green lines change in increments of .02 or .03 instead of .05 to fix this I lowered it to 1.1x, any lower and you'll barely notice a difference tbh.


take the star priority you filthy animal fight me
Stefan
let's bring it on.

[General]
- But isn't lower % of fat better? so wouldn't it be "2% Muzukashii" and "1% Oni"? 🤔

[Oni]
00:05:897 (16) - From what I can see it'd make sense to your structure to have this note as kat note.
00:06:497 (18,19) - ^ to switch them.
00:11:097 (34) - I doubt you have to be inconsistent with the rhythm you mapped previously. :p change the note to kat.
00:12:897 (40,41) - wouldn't dd be better? for 00:11:697 (36,37,38,39) - you used the kat notes for the bling sounds which have a good point. 00:11:697 (36,39) - on the other hand are similar to 00:12:897 (40,41) - and don notes.
00:13:697 - 00:14:497 - You should do one of these options: 1.) change the SV increases to 0.03x per jump, here's the example: https://derpovic.s-ul.eu/51jWILWG.png that looks much smoother and more playable. 2.) is to have a much faster SV setup here, the effect of the huge SV increase due the silence from 00:13:097 - to 00:13:697 - fits well like that: https://derpovic.s-ul.eu/VVGHtznp.png
00:27:097 - put a 1.05x line here. Just for transistion improvement.
00:49:697 (207,208,209,210,211) - Personally I find this part could be completed with a triplet at 00:49:697 - 00:49:897 - , as dkk. And 00:50:297 - should become a don note, it rather goes to be a deeper sound, just comparing it with 00:50:097 - .
00:52:097 - 00:52:697 - Why are not using 0.02x jumps instead? It's weird enough that you've put a line at 00:52:097 - without any meaning but it could be 1.08x then, 00:52:297 - to 1.06x, 00:52:497 - to 1.04x and lastly 00:52:697 - to 1.02x.
01:05:697 - 01:08:497 - I personally don't really like the doublet usages here. I think it vary from player to player but I have my personal idea about this: https://derpovic.s-ul.eu/J4qwY5ie.png I don't tell you that you should change the part, it's more a feedback for this (and the next two kiais).
01:29:097 (410) - and 01:29:697 (414) - should be kat.
01:29:397 (412) - should be don. Reason for this and the previous point are the sound differences and tone level, while 01:29:097 (410) - is pretty light and 01:29:697 (414) - has a drum sound they should emphasized, 01:29:397 (412) - as countermeasure shouldn't stay on kat then.
01:31:097 - like 00:27:097 - .
01:53:697 (520,521,522,523,524) - like 00:49:697 (207,208,209,210,211) - .

[Muzukashii]
00:01:697 - I strongly recommend to not use SV decreases in that form. It's probably too sudden for the players of this level and may overrun them.
00:05:297 - 00:06:297 (15) - What about using a slightly easier pattern, and one that's different from Oni's part? https://derpovic.s-ul.eu/2s0nvCOT.png
00:10:497 - 00:13:097 - apply the same pattern what you've used before and the suggestions I've made previously.
00:16:497 (49,50,51,52,53,54) - I don't find at all that you have to skip 00:17:097 - when it gives a pretty obvious sound that shouldn't be ignored. I'd change the part to d dkkdk.
00:20:097 (62,63) - what about switching them?
00:22:097 - it sounds reeeeeeally strange to skip that beat with the current setup, put a don note here.
00:23:897 - another don note can be put here so it'd be consistent with 00:22:097 - and 00:22:297 - .
00:27:697 (92) - to provide longer break times I'd suggest to remove this note so you can be sure to have a full 1/1 break, before that you have some breaks like this https://derpovic.s-ul.eu/51Uh3M1Z.png (no idea how to call them) but it's not efficient enough to have them alone.
00:52:897 - 01:05:297 - I am too lazy to point out the same things again, I am sorry. _(:3」∠)_
01:29:697 - 01:31:697 - honestly saying, I think it'd be easier for the player to have don triplets instead of different doublets and a triplet afterwards, this is what I'd prefer much more: https://derpovic.s-ul.eu/DrLJ4evM.png

[Futsuu]
00:04:297 - I doubt it'll hurt if you add a don note here, that beat is quite present and imo not something it should be skipped.
00:10:697 - ya
00:14:897 (22,23) - It's still a sort of a buildup the song is playing so a lower density is probably the better decision here. Remove (22) and change (23) to don, so 00:16:097 (24) - is stronger then.
00:18:697 (31) - move the note to 00:18:297 - , kk d sounds much better here.
00:14:497 - 00:20:897 - so to summarize the whole section I'd design it like this: https://derpovic.s-ul.eu/KNlegpAw.png the dkd has a better usage if it's 1/2 earlier. And anything else is already explained above.
00:21:697 - 00:23:697 - https://derpovic.s-ul.eu/jBItj67I.png I'd say it's a better decision because the notes are more emphasized to the sounds the song has.
00:52:897 - 01:05:297 - ~

I am pretty uncapable to figure out alternatives to make sure the rest times are provided. So for now imo (and it may really just me) it feels like it lacks of rest times for the respective difficulty level it represents. I could look somewhen later again for that difficulty because I have my doubts for now.

[Kantan]
00:16:897 (14) - move the note to 00:18:097 - , the longer break fits better to the song and reduces the long ass break at 00:18:097 - .
00:23:297 (23,24,25,26,27) - change this to dkd dk, to stay consistent with ^ and to emphasize the drum at 00:25:697 - with kat.
00:38:497 (43) - Although it's kantan but it doesn't mean you're not allowed to use 1/2 rhythm, move the note to 00:38:297 - .
00:51:297 (61) - ^
01:42:497 (47) - ^
01:55:297 (66) - ^
00:51:297 (61) - 01:05:697 - ~

So in comparison to Futsuu, the Kantan difficulty feels almost too simple but again I find it okay the way it is. It's.. the Futsuu again. :^)

Overall I like the mapset, it really has potential and.. I may look for it later. However, please consult some more opinions of modders and if you believe you're ready, poke me.
Topic Starter
Lumenite-

Stefan wrote:

let's bring it on.

[General]
- But isn't lower % of fat better? so wouldn't it be "2% Muzukashii" and "1% Oni"? 🤔

[Oni]
00:05:897 (16) - From what I can see it'd make sense to your structure to have this note as kat note.
00:06:497 (18,19) - ^ to switch them.
00:11:097 (34) - I doubt you have to be inconsistent with the rhythm you mapped previously. :p change the note to kat.
00:12:897 (40,41) - wouldn't dd be better? for 00:11:697 (36,37,38,39) - you used the kat notes for the bling sounds which have a good point. 00:11:697 (36,39) - on the other hand are similar to 00:12:897 (40,41) - and don notes. Ehhh, I'll make it a d k because note 41 really does have a higher pitch than 40.
00:13:697 - 00:14:497 - You should do one of these options: 1.) change the SV increases to 0.03x per jump, here's the example: https://derpovic.s-ul.eu/51jWILWG.png that looks much smoother and more playable. 2.) is to have a much faster SV setup here, the effect of the huge SV increase due the silence from 00:13:097 - to 00:13:697 - fits well like that: https://derpovic.s-ul.eu/VVGHtznp.png
00:27:097 - put a 1.05x line here. Just for transistion improvement. I changed the SVs using a factor increase of .04 per inherted section.
00:49:697 (207,208,209,210,211) - Personally I find this part could be completed with a triplet at 00:49:697 - 00:49:897 - , as dkk. And 00:50:297 - should become a don note, it rather goes to be a deeper sound, just comparing it with 00:50:097 - . It's a cool suggestion, but I'll pass because I feel like the 1/1 notes are enough to emphasize these swooshy swoosh sounds.
00:52:097 - 00:52:697 - Why are not using 0.02x jumps instead? It's weird enough that you've put a line at 00:52:097 - without any meaning but it could be 1.08x then, 00:52:297 - to 1.06x, 00:52:497 - to 1.04x and lastly 00:52:697 - to 1.02x.
01:05:697 - 01:08:497 - I personally don't really like the doublet usages here. I think it vary from player to player but I have my personal idea about this: https://derpovic.s-ul.eu/J4qwY5ie.png I don't tell you that you should change the part, it's more a feedback for this (and the next two kiais). Hm..... I like them how they are now, although once again the suggestion is quite good. If this section brings about problems in the future, I will refer back to this structure.
01:29:097 (410) - and 01:29:697 (414) - should be kat.
01:29:397 (412) - should be don. Reason for this and the previous point are the sound differences and tone level, while 01:29:097 (410) - is pretty light and 01:29:697 (414) - has a drum sound they should emphasized, 01:29:397 (412) - as countermeasure shouldn't stay on kat then.
01:31:097 - like 00:27:097 - .
01:53:697 (520,521,522,523,524) - like 00:49:697 (207,208,209,210,211) - . Same response.

[Muzukashii]
00:01:697 - I strongly recommend to not use SV decreases in that form. It's probably too sudden for the players of this level and may overrun them.
00:05:297 - 00:06:297 (15) - What about using a slightly easier pattern, and one that's different from Oni's part? https://derpovic.s-ul.eu/2s0nvCOT.png
00:10:497 - 00:13:097 - apply the same pattern what you've used before and the suggestions I've made previously.
00:16:497 (49,50,51,52,53,54) - I don't find at all that you have to skip 00:17:097 - when it gives a pretty obvious sound that shouldn't be ignored. I'd change the part to d dkkdk.
00:20:097 (62,63) - what about switching them? Nah, because the structure of this triplet runs parallel with the one at 00:22:497.
00:22:097 - it sounds reeeeeeally strange to skip that beat with the current setup, put a don note here.
00:23:897 - another don note can be put here so it'd be consistent with 00:22:097 - and 00:22:297 - .
00:27:697 (92) - to provide longer break times I'd suggest to remove this note so you can be sure to have a full 1/1 break, before that you have some breaks like this https://derpovic.s-ul.eu/51Uh3M1Z.png (no idea how to call them) but it's not efficient enough to have them alone.
00:52:897 - 01:05:297 - I am too lazy to point out the same things again, I am sorry. _(:3」∠)_
01:29:697 - 01:31:697 - honestly saying, I think it'd be easier for the player to have don triplets instead of different doublets and a triplet afterwards, this is what I'd prefer much more: https://derpovic.s-ul.eu/DrLJ4evM.png

[Futsuu]
00:04:297 - I doubt it'll hurt if you add a don note here, that beat is quite present and imo not something it should be skipped.
00:10:697 - ya
00:14:897 (22,23) - It's still a sort of a buildup the song is playing so a lower density is probably the better decision here. Remove (22) and change (23) to don, so 00:16:097 (24) - is stronger then.
00:18:697 (31) - move the note to 00:18:297 - , kk d sounds much better here.
00:14:497 - 00:20:897 - so to summarize the whole section I'd design it like this: https://derpovic.s-ul.eu/KNlegpAw.png the dkd has a better usage if it's 1/2 earlier. And anything else is already explained above. Slight modification https://puu.sh/wlNQ3/36d31dd529.png
00:21:697 - 00:23:697 - https://derpovic.s-ul.eu/jBItj67I.png I'd say it's a better decision because the notes are more emphasized to the sounds the song has. I'm trying to emphasize those high pitched synth sounds here, adding that don on the 1/2 tick would emphasize the drum. (I know it's taiko but that's now what I'm going for :sweat_smile:
00:52:897 - 01:05:297 - ~

I am pretty uncapable to figure out alternatives to make sure the rest times are provided. So for now imo (and it may really just me) it feels like it lacks of rest times for the respective difficulty level it represents. I could look somewhen later again for that difficulty because I have my doubts for now.

[Kantan]
00:16:897 (14) - move the note to 00:18:097 - , the longer break fits better to the song and reduces the long ass break at 00:18:097 - .
00:23:297 (23,24,25,26,27) - change this to dkd dk, to stay consistent with ^ and to emphasize the drum at 00:25:697 - with kat.
00:38:497 (43) - Although it's kantan but it doesn't mean you're not allowed to use 1/2 rhythm, move the note to 00:38:297 - .
00:51:297 (61) - ^
01:42:497 (47) - ^
01:55:297 (66) - ^
00:51:297 (61) - 01:05:697 - ~

So in comparison to Futsuu, the Kantan difficulty feels almost too simple but again I find it okay the way it is. It's.. the Futsuu again. :^) I made extra changes to the futsuu along the way to make the futsuu not seem so complicated compared to the kantan... always the damn futsuu :^)

Overall I like the mapset, it really has potential and.. I may look for it later. However, please consult some more opinions of modders and if you believe you're ready, poke me.
Ney
M4M as agreed on in discord

IRC
20:59 Michiyo: alright
20:59 Michiyo: modding time now
21:03 Michiyo: for kantan, i'd raise HP to 8
21:03 Michiyo: since [https://osu.ppy.sh/ss/8390161 this is still a thing with HP7 currently]
21:04 Michiyo: 00:14:497 (11) - change volume to 90%, it feels a bit too loud here
21:06 Michiyo: 00:39:297 (44,45) - maybe ctrl+G since the first note feels a bit more energetic and higher pitched than the second
21:07 Michiyo: would also maybe break up the monotony of the kdkdkdkdk a bit during that section
21:08 Michiyo: 00:52:897 (63) - change volume to 90% here as well
21:09 Michiyo: 01:43:297 (48,49) - ctrl+g, same as before
21:09 Michiyo: that should be it for kantan
21:11 Michiyo: for futsuu
21:13 Michiyo: [https://osu.ppy.sh/ss/8390204 maybe raise HP to 6.5, up to you]
21:14 Michiyo: 00:14:497 (23) -
21:14 Michiyo: 00:52:897 (99) -
21:14 Michiyo: change volume to 90% as usual
21:17 Michiyo: 01:10:297 - maybe add a k to signify the ending of the rhythm here and to make the kiai section more consistent difficulty-wise with the others
21:18 Michiyo: 01:16:697 - same concept here
21:18 Michiyo: 01:23:097 - and here
21:18 Taikocracy: Seems abrupt and out of place compared to the rest of the kiai
21:19 Michiyo: yeah but it doesn't feel like a kiai otherwise since non-kiai parts have triples and this doesn't
21:20 Michiyo: plus it hits the horn synth thing, whatever it is
21:21 Taikocracy: The main rhythm for these kiais are the big hits, the only time where the emphasizion on the horn synth would be in a difficulty higher than this one
21:21 Taikocracy: Plus it needs to relate to the simplicity of the kantan kiais for spread
21:21 Michiyo: i see
21:22 Michiyo: even then adding the k's would only increase SR by 0.03 so spread would still be good imo
21:23 Michiyo: alright, on to muzukashii
21:23 Michiyo: 00:14:497 (41) -
21:23 Michiyo: 00:52:897 (170) -
21:24 Michiyo: change volume to 90% yada yada
21:24 Taikocracy: Fixed already
21:27 Michiyo: i can't really find anything on the muzu
21:27 Michiyo: nice job
21:27 Michiyo: now for oni
21:28 Michiyo: the beginning SV change looks rough and a bit too steep
21:28 Michiyo: i'd recommend something like
21:29 Michiyo: starting out at 0.85 and going in increments of .03 for the ddkdd
21:30 Michiyo: so in the end [https://nogaywadsallowed.s-ul.eu/WkEVqpgn it would look like this]
21:34 Michiyo: also i think this section starting here
21:34 Michiyo: 01:24:897 (392) -
21:34 Michiyo: could benefit from some SV changes
21:35 Michiyo: instead of just having the SV change happen the note before the kiai i think you could stretch it out to to this section
21:36 Taikocracy: I would agree if the SV changes were much more extreme
21:36 Taikocracy: But we're talking about an increase of .1, I don't think there's much to stretch out in that sense
21:36 Michiyo: true
21:38 Michiyo: i can't really find anything to comment on either with the oni
21:38 Michiyo: sorry this mod has kinda been like
21:38 Michiyo: bare lmao
21:39 Michiyo: also i think you can pull off "Reduced Fatsuu" :^)
21:40 Taikocracy: :^^)))
Raiden
hit up that butt when stephanos bubbles
Surono
as ass but butt, gose goose
get eggplant
21:38 Taikocracy: poke
21:38 Surono: eeyy
21:39 Taikocracy: I was wondering if you had the free time to help me out with one of my maps
21:40 Taikocracy: It's in that condition that Stefan wanted me to get expert opinions before he bubbles or does anything with it
21:40 Surono: oke, let me c it
21:40 *Taikocracy is listening to [http://osu.ppy.sh/b/1252848 Morimori Atsushi - MilK]
21:44 Surono: nice renamed to default keks. lul me need change them keks.
21:45 Taikocracy: yeah Raiden told me not everyone in the world knows what skim milk is, etc.
21:45 Surono: fat
21:46 Surono: size bg is it ok?
21:46 Surono: 1836 dem `_L`
21:46 Surono: 00:01:697 - unsnap greentiming
21:46 *Surono is editing [https://osu.ppy.sh/b/1252846 Morimori Atsushi - MilK [Oni]]
21:47 Taikocracy: I tried resizing it to 1366x768 but ah
21:47 Surono: pls thats np to resize it
21:48 Surono: 00:14:497 - futsuu and muzukashii, delete vol timing 100%
21:50 Surono: okey just it, I think overall fine.. let stefan check it then kek
21:50 Taikocracy: Wait did you look at futsuu
21:50 Taikocracy: o:
21:50 Taikocracy: His main concern where the breaks in there
21:50 Surono: ohhh
21:50 Surono: okey if he wanted me to checking that
21:52 Surono: 1st and 2nd kiai looks fine, 01:17:497 - dlt this if you want.
21:52 Surono: okey, until end looks fine for me o.o
21:53 Taikocracy: Thanks Surono :)
21:53 Surono: :P post ok, free eggplant.

01:17:497 - deleted as rest section+ for futsuu, break in this diff looks good for me.
removed double green timing volume 00:14:497 - futsuu ~ muzukashii and 00:01:697 - fixed unsnap green timing in oni
bg on resizing by mapper.
Topic Starter
Lumenite-
From qoot8123, over PM
Take more care about note density in easier diffs (kantan&futsuu),some part are less dense relatively like 00:20:897 - ~00:27:297 - , 00:59:297 - ~01:05:697 - and 01:24:897 - ~01:31:297 - ,these parts are much more denser on muzu and oni, you need to fix this.
Although I have some suggestions about hitsounds(which may subjective), but I think BN can handle this .

Good Luck for your set :)
Stefan
- Changed BG to a more standardized format.
- Removed 0.75x line in Futsuu.
- added some breaks between 01:05:697 - 01:24:897 - for Futsuu.

brb getting some oreos and milK
Topic Starter
Lumenite-

Stefan wrote:

brb getting some oreos and milK
Please share :c xD
Culedesu
yay we're finally getting a map for this song ranked




let's gooooooo :)
Raiden
wubba lubba lub dub

[oni]
00:59:097 - 01:04:097 - compare this to muzukashii and you'll see what I mean, either buff muzu (and by extension futsuu and kantan) or nerf oni :(
01:24:897 (392,393,394,395,396,397,398,399,400,401,402) - all of those feel incredibly underwhelming plz finisher
00:22:497 (83) - forgot finisher
00:52:897 (221) - def needs finisher
01:05:697 - on this kiai, the strong notes not accompanied by 1/4 could really use finisher. They currently feel underwhelming af (notes like 01:06:597 (299,300,301,302) - )

[muzu]
00:20:897 (62) - finisher
01:05:697 - similarly as above, they are not accompanied by 1/4 so make the finishers come

[futsuu]
00:20:897 (36) -
same for the kiais and finishers
01:29:697 - buff here. And buff Kantan, too. Muzu is 1/2 + 1/4 while this is 4/1

[kantan]
00:20:897 (20) -
same for kiais

i think that's all, popping for spread issues in bold text

i'll rebubble later
Topic Starter
Lumenite-

Raiden wrote:

wubba lubba lub dub

[oni]
00:59:097 - 01:04:097 - compare this to muzukashii and you'll see what I mean, either buff muzu (and by extension futsuu and kantan) or nerf oni :(
01:24:897 (392,393,394,395,396,397,398,399,400,401,402) - all of those feel incredibly underwhelming plz finisher
00:22:497 (83) - forgot finisher
00:52:897 (221) - def needs finisher
01:05:697 - on this kiai, the strong notes not accompanied by 1/4 could really use finisher. They currently feel underwhelming af (notes like 01:06:597 (299,300,301,302) - )

[muzu]
00:20:897 (62) - finisher
01:05:697 - similarly as above, they are not accompanied by 1/4 so make the finishers come

[futsuu]
00:20:897 (36) -
same for the kiais and finishers
01:29:697 - buff here. And buff Kantan, too. Muzu is 1/2 + 1/4 while this is 4/1

[kantan]
00:20:897 (20) -
same for kiais

i think that's all, popping for spread issues in bold text

i'll rebubble later
the only idea i reject here is making all those notes in that kiai a finisher, imo that's too many finishers and creates a tone of intensity where it's not needed.
Raiden
01:02:497 (211,212,213,214,215,216) - this bar in muzukashii needs higher density, distance to Futsuu is normal while to Oni is gigantic
Topic Starter
Lumenite-

Raiden wrote:

01:02:497 (211,212,213,214,215,216) - this bar in muzukashii needs higher density, distance to Futsuu is normal while to Oni is gigantic
aaaaaa fixed
Raiden
Spread is now more reasonable and difficulty gaps have been mostly linearized. Fixing the bubble.
Stefan
(˶´・ω・`˶)
World Fraction
EHHHHHHHHHHHHHH woohoo ye
Surono
Miruku dezu xd

gratz
Kyouren
Can you ask QAT to add "Lanota" to tags without DQ thing? Because this song is already has in Lanota too xD

Topic Starter
Lumenite-

KittyAdventure wrote:

Can you ask QAT to add "Lanota" to tags without DQ thing? Because this song is already has in Lanota too xD

I'm not sure. Metadata checks on this map were fine, the tags I have included are correct. I'm not sure if I need to add Lanota to them.
Kyouren
I already give the picture source as proof
Topic Starter
Lumenite-

KittyAdventure wrote:

I already give the picture source as proof
Nowhere did I say your claim is incorrect. The metadata I have provided is correct, and I'm not fond if the idea of DQ'ing simply to add one tag. Once again, the tags I have provided currently are correct and reliable. Plus, if you know the name of the song (which the game provides you with), you'll be able to find this map without the tag.
Nardoxyribonucleic
Hello, I would like to point out some issues regarding the spread among lower difficulties.

  • [General]

    Kantan 154 -> Futsuu 226(+72) -> Muzukashii 403(+177) -> Oni 534 (+131)
  1. Density-wise the spread is rather imbalanced especially when note count of Muzukashii is nearly doubled compared to Futsuu. Therefore Futsuu could be harder to make difficulty progression more linear by means of note addition.
  2. Kantan has similar note density with Futsuu at times, but you may keep the difficulty unchanged as it is already easy enough.
  • [Futsuu]
  1. From 00:20:897 to 00:27:297 - the difficulty gap with Muzukashii is too big as Muzukashii has various 1/4 notes connected with 1/2 while Futsuu is mainly 1/1 and 3/2 notes. Try to balance the spread with the use of some 1/2 notes.
  2. From 00:59:297 to 01:05:697 - same as ^
  3. From 01:29:697 to 01:31:297 - ^
  • [Muzukashii]
  1. From 00:40:897 to 01:40:897 - patterns are consecutively arranged without any 2/1 rests for one full minute, which could be quite demanding for intermediate players. More importantly, this creates a noticeable difficulty jump from Futsuu as evidenced by the intensity of 1/2 + 1/4 patterns in this session.
  2. 00:54:297 (175) - this note could simply be removed for a 2/1 break right after the end of kiai. In this way players could have more time to prepare the next chain of patterns.
Raiden

Nardoxyribonucleic wrote:

Hello, I would like to point out some issues regarding the spread among lower difficulties.

  • [General]

    Kantan 154 -> Futsuu 226(+72) -> Muzukashii 403(+177) -> Oni 534 (+131)
  1. Density-wise the spread is rather imbalanced especially when note count of Muzukashii is nearly doubled compared to Futsuu. Therefore Futsuu could be harder to make difficulty progression more linear by means of note addition. I don't think this is a good enough indicator of spread balancing. Snap density is less important than rhythm in my honest opinion.
  2. Kantan has similar note density with Futsuu at times, but you may keep the difficulty unchanged as it is already easy enough.
  • [Futsuu]
  1. From 00:20:897 to 00:27:297 - the difficulty gap with Muzukashii is too big as Muzukashii has various 1/4 notes connected with 1/2 while Futsuu is mainly 1/1 and 3/2 notes. Try to balance the spread with the use of some 1/2 notes. Check the density in Oni and in Kantan. Futsuu is already challenging enough with the occasional use of 3/2 rhythm and 1/2 notes.
  2. From 00:59:297 to 01:05:697 - same as ^
  3. From 01:29:697 to 01:31:297 - ^
  • [Muzukashii]
  1. From 00:40:897 to 01:40:897 - patterns are consecutively arranged without any 2/1 rests for one full minute, which could be quite demanding for intermediate players. More importantly, this creates a noticeable difficulty jump from Futsuu as evidenced by the intensity of 1/2 + 1/4 patterns in this session. 2/1 breaks are simply not needed, as song mostly supports 3/2 rhythms and it is in my opinion more than enough for intermediate players to rest.
  2. 00:54:297 (175) - this note could simply be removed for a 2/1 break right after the end of kiai. In this way players could have more time to prepare the next chain of patterns. I honestly don't think this fixes anything.
I felt I needed to share my opinion here as one of the nominating BNs.

Good luck with further processing
OnosakiHito
I will wait with the disqualification first, but want to give out some opinion too:

The spread is indeed a bit unbalanced and could be possibly improved. Futsuu's density is the whole time the same while in Muzukashii and Oni it changes pretty often with the addition of 1/4 patterns. Futsuu could use the same contrast by having at times some more 1/2. Additionally, Kantan could gain some deletions as it is very close to Futsuu anyway while in comparision the spread / difficulty to Muzukashii and Oni changes drastically.



Overall I don't find it that much of a problem, but in my opinion it does indeed have room for little improvement.


Edit: Just to clarify: Nardo's stance on this topic is that Futsuu's jump to Muzu is high. My stance however is rather that the jump from Kantan to Futsuu is not significant enough which makes Futsuu to Muzu jump look so drastical while it's not, considering Muzu to Oni spread is very high, too. So, as said, deleting some notes in Kantan and adding possible 1/2 Futsuu would work quite fine.

Edit2: Oh, actually the set is already on its 6th day, so I will rather disqualify it now till this matter is solved. Depending on the result we may as well just go for re-qualification but don't take it as given of course.
Topic Starter
Lumenite-

OnosakiHito wrote:

I will wait with the disqualification first, but want to give out some opinion too:

The spread is indeed a bit unbalanced and could be possibly improved. Futsuu's density is the whole time the same while in Muzukashii and Oni it changes pretty often with the addition of 1/4 patterns. Futsuu could use the same contrast by having at times some more 1/2. Additionally, Kantan could gain some deletions as it is very close to Futsuu anyway while in comparision the spread / difficulty to Muzukashii and Oni changes drastically.



Overall I don't find it that much of a problem, but in my opinion it does indeed have room for little improvement.


Edit: Just to clarify: Nardo's stance on this topic is that Futsuu's jump to Muzu is high. My stance however is rather that the jump from Kantan to Futsuu is not significant enough which makes Futsuu to Muzu jump look so drastical while it's not, considering Muzu to Oni spread is very high, too. So, as said, deleting some notes in Kantan and adding possible 1/2 Futsuu would work quite fine.

Edit2: Oh, actually the set is already on its 6th day, so I will rather disqualify it now till this matter is solved. Depending on the result we may as well just go for re-qualification but don't take it as given of course.

Nardoxyribonucleic wrote:

Hello, I would like to point out some issues regarding the spread among lower difficulties.

  • [General]

    Kantan 154 -> Futsuu 226(+72) -> Muzukashii 403(+177) -> Oni 534 (+131)
  1. Density-wise the spread is rather imbalanced especially when note count of Muzukashii is nearly doubled compared to Futsuu. Therefore Futsuu could be harder to make difficulty progression more linear by means of note addition.
  2. Kantan has similar note density with Futsuu at times, but you may keep the difficulty unchanged as it is already easy enough.
  • [Futsuu]
  1. From 00:20:897 to 00:27:297 - the difficulty gap with Muzukashii is too big as Muzukashii has various 1/4 notes connected with 1/2 while Futsuu is mainly 1/1 and 3/2 notes. Try to balance the spread with the use of some 1/2 notes.
  2. From 00:59:297 to 01:05:697 - same as ^
  3. From 01:29:697 to 01:31:297 - ^
  • [Muzukashii]
  1. From 00:40:897 to 01:40:897 - patterns are consecutively arranged without any 2/1 rests for one full minute, which could be quite demanding for intermediate players. More importantly, this creates a noticeable difficulty jump from Futsuu as evidenced by the intensity of 1/2 + 1/4 patterns in this session.
  2. 00:54:297 (175) - this note could simply be removed for a 2/1 break right after the end of kiai. In this way players could have more time to prepare the next chain of patterns.
After reading both of these statements, I got to work as soon as I got home from vacation on representing all concepts presented for a hopefully better result.

4 notes were deleted from the kantan, and 18 notes were added to futsuu (mostly in the buildup parts, where density in each difficulty does increase) to acknowledge OnosakiHito's idea of widening the difficulty gap between kantan and futsuu to allow the gap between futsuu and muzukashii to be more justifiable.

On Nardo's muzukashii suggestions, I allowed another 2 extra 2/1 breaks within that one full minute he described, as there are many 3/2 breaks that serve almost the same role as a 2/1 break in a bpm like 150.

I understand that the gap between futsuu and muzukashii is still bigger than that of muzukashii to oni, but as Raiden said, "Snap density is less important than rhythm in my honest opinion."

Along with structural changes, I added more tags to the map as the song was added to a mobile game called Lanota.

I hope both QATs are satisfied with the modifications to the map, and in so this set can move back on to a rebubble, or a requalify if possible.
Surono
.... well unexpected, good luck.

Taikocracy wrote:

or a requalify if possible.
,. `
Stefan
Talked to Taikocracy in PM if there's anything left to change.

M e g A
Nardoxyribonucleic
Placeholder. I will check it as soon as possible.
Nardoxyribonucleic
Here is the follow through mod for all difficulties. You may kudosu this post instead of p/6130703 due to exemption.

  • [Kantan]
  1. 01:48:097 (57,58) - consider swapping these notes to k d to follow the background pitch decrease as you did previously for consistency ?
  2. 01:50:497 (60) - I think you may have missed the finish here ?
  3. 01:56:097 (68,69) - maybe swap these notes to d k as you did in higher difficulties ?
  • [Futsuu]
  1. 00:39:297 (77) - changing this note to k would fit the snare sound pretty well.
  2. 01:19:897 (168) - maybe move this note to 01:19:697 - and change to k ? This would match the music in a way better.
  3. 01:43:297 (25) - same as 00:39:297 (77) -
  • [Muzukashii]
  1. 00:39:297 (128) - same as Futsuu
  2. 01:12:097 (246) - I think you may have missed the finish here ?
  3. 01:18:897 (272) and 01:24:897 (293) - same as ^
  4. 01:43:297 (40) - same as 00:39:297 (128) -
  • [Oni]
  1. 00:35:897 (151,152) - consider swapping these notes to d k as you did in lower difficulties ?
  2. 00:47:897 - you may add d here to cohere with 00:35:097 (149) -
  3. 01:18:897 (361) - same as Muzukashii
  4. 01:39:897 (465,466) - same as 00:35:897 (151,152) -
  5. 01:51:897 - same as 00:47:897 -
You may call me back after that.
Topic Starter
Lumenite-

Nardoxyribonucleic wrote:

Here is the follow through mod for all difficulties. You may kudosu this post instead of p/6130703 due to exemption.

  • [Kantan]
  1. 01:48:097 (57,58) - consider swapping these notes to k d to follow the background pitch decrease as you did previously for consistency ?
  2. 01:50:497 (60) - I think you may have missed the finish here ?
  3. 01:56:097 (68,69) - maybe swap these notes to d k as you did in higher difficulties ?
  • [Futsuu]
  1. 00:39:297 (77) - changing this note to k would fit the snare sound pretty well.
  2. 01:19:897 (168) - maybe move this note to 01:19:697 - and change to k ? This would match the music in a way better.
  3. 01:43:297 (25) - same as 00:39:297 (77) -
  • [Muzukashii]
  1. 00:39:297 (128) - same as Futsuu
  2. 01:12:097 (246) - I think you may have missed the finish here ?
  3. 01:18:897 (272) and 01:24:897 (293) - same as ^
  4. 01:43:297 (40) - same as 00:39:297 (128) -
  • [Oni]
  1. 00:35:897 (151,152) - consider swapping these notes to d k as you did in lower difficulties ?
  2. 00:47:897 - you may add d here to cohere with 00:35:097 (149) -
  3. 01:18:897 (361) - same as Muzukashii
  4. 01:39:897 (465,466) - same as 00:35:897 (151,152) -
  5. 01:51:897 - same as 00:47:897 -
You may call me back after that.
All points were fixed, as they were minor consistency fixes that did not heavily effect the map from its prior state.
Nardoxyribonucleic
A quick recheck here. (no kd)

  • [Muzukashii]
  1. 01:24:897 (293) - missing finish to be added as mentioned.
Topic Starter
Lumenite-

Nardoxyribonucleic wrote:

A quick recheck here. (no kd)

  • [Muzukashii]
  1. 01:24:897 (293) - missing finish to be added as mentioned.
Fixed.
Nardoxyribonucleic
Rechecked the set again. The overall spread has been improved among lower difficulties and rest moments are sufficient. Upon fixing some pattern inconsistencies, it seems ready to go.

Requalified~
Jonarwhal
congratz!!
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