Critical_Star wrote:
The pattern looks better now and yep bubbled
@next bn : might wanna recheck the hitsound again between EZ,NM and HD MX since they are emphasizing in different way
Good lucku~
Omg thank you so much >w< <3
Critical_Star wrote:
The pattern looks better now and yep bubbled
@next bn : might wanna recheck the hitsound again between EZ,NM and HD MX since they are emphasizing in different way
Good lucku~
thanks~ prot tell me to copy from game's hitsound so I did!Maxus wrote:
For start, I want to say that I'm quite sure the amount of hitsounding in AL's diff (HD and MX) isn't sufficient for rank section.
I understand that you want to make it as simplistic for your style and you said that soft hitnormal is for the hitsound, however there's already other map that got DQ because the amount of hitsounding density isn't sufficient enough for rank, the example is t/452212/start=60 and the other cases also within mania mode is t/339876/start=75
My recommendation to still add clap for the crash sound if you still want to keep it simplistic, it will keep the stable density and at the same time still give quite sufficient feedback within the diff itself.
If you still disagree i need a really convincing elaboration on why the amount of HS is already sufficient enough for rank.
[AL's HD]
00:17:348 (17348|2) - I believe move to col 2 will preserve the balance better here, since essentially i see the right hand gets really heavy there.
00:22:320 - I felt this doesn't get emphasized enough because of how you already use many double on jumpstream before at 00:20:605 - that it doesn't get the sudden stop moment. try http://osu.ppy.sh/ss/8562763 it doesn't follow the sound I follow, and it will become a bit "not-so-good" for visual..
00:52:834 - 00:53:177 - 00:53:520 - You should change these 3 notes into LN as these notes are the start of the synth that started getting more denser and obvious to hear for emphasizement. Hm, I intended to do this since it will also makes the visual uglier if I add the LNs like that.
01:27:291 - If you want this note, i think you should also add for 01:27:634 - and 01:27:977 -
[AL's MX]
00:17:691 - 00:18:377 - 00:19:062 - 00:19:748 - Felt like you ignored the loud drum here makes it awkward and not properly emphasized because this jumpstream is essentially the same layering as 00:14:434 -
01:11:520 (71520|0) - felt like if following your structure then this note supposed to be col 4, since you usually jack the single note with the double after the single note, not before the single note, like 01:10:834 (70834|1,71005|1) - moved like this http://puu.sh/wIfi6/8b5301bc83.jpg
01:29:177 (89177|3) - Recommend move to col 3, the shield and stack at col 4 makes it ambiguous to read. Hmm, it's not? Also it's visually better I guess
01:45:120 (105120|1) - Try move to col 1 here since the col 2 stack is actually already really dense.
The pattern generally is good, but the HS is the one really need to be adressed properly.
call me back if you're done!
Maxus wrote:
For start, I want to say that I'm quite sure the amount of hitsounding in AL's diff (HD and MX) isn't sufficient for rank section.
I understand that you want to make it as simplistic for your style and you said that soft hitnormal is for the hitsound, however there's already other map that got DQ because the amount of hitsounding density isn't sufficient enough for rank, the example is t/452212/start=60 and the other cases also within mania mode is t/339876/start=75
My recommendation to still add clap for the crash sound if you still want to keep it simplistic, it will keep the stable density and at the same time still give quite sufficient feedback within the diff itself.
If you still disagree i need a really convincing elaboration on why the amount of HS is already sufficient enough for rank.
[EZ]
00:05:177 - Felt like this motion become too repetitive if you combine with 00:06:891 - , I will recommend http://osu.ppy.sh/ss/8562618
00:09:977 (9977|3,10320|2) - Recommend to switch column for overall flow with the pattern section.
00:12:720 (12720|3,13062|2,13405|3,13748|2) - This trill felt unnecessary long, you can actually make 00:13:062 (13062|2,13405|3,13748|2) - at col 1-2-3 instead.
00:17:177 - There isn't any built up in the patterning when the music actually getting more intense, I will really recommend you to make the build up like http://osu.ppy.sh/ss/8562642 , this way, you give pattern differentiation for different section while preserving the low SR
00:21:291 (21291|0) - change into LN, because the synth going so high here.
00:42:205 (42205|1,42377|1) - I'm not sure if you're allowed with this jack tbh, because it is really out of place, and have really different structure with 00:36:034 (36034|2,36720|2,36891|1) - , I will recommend move 00:42:205 (42205|1,42377|1) - to col 4 and col 3
00:52:834 - The sound actually already develop build up here if you notice compared to other stair you build before such as 00:50:091 - , So i will recommend to switch column of 00:53:520 (53520|2,53862|3) - to emphasis that.
00:55:577 - seem you copy pasting pattern at 00:11:691 - , I hope you can make differentiation at very least, try http://osu.ppy.sh/ss/8562658
01:01:062 - Make it similar as I told you at 00:17:177 - (ofc differentiate the pattern as well)
01:03:805 - Not sure why is this different with 00:19:920 - although they are same sound and same section.
01:06:891 (66891|3,67234|0) - Switch column for balance, flow and pitch.
01:18:548 (78548|0,78891|2) - Move to col 2 and col 1 to avoid OH trill at the right hand side.
01:25:405 - Too left handed pattern, use http://osu.ppy.sh/ss/8562664
01:40:834 (100834|1,101005|0,103577|2,103748|3) - Make these 1-2-4-3 , so that the exposure will be more balance that way.
01:45:291 - really unbalanced, use http://osu.ppy.sh/ss/8562673
[NM]
00:05:691 (5691|2,5862|0,6034|2,6205|0,6377|2,6548|0) - Don't understand with trill this long, the sound isn't really support it as it's continuous instead of trilly, try http://osu.ppy.sh/ss/8562677
00:10:662 (10662|3,10834|0,11005|1) - Make these col 2-4-1 for more balance.
00:18:548 - Try make it more structured by http://osu.ppy.sh/ss/8562701
00:42:205 (42205|1,42377|1) - Same issue as i said in easy diff, try make this col 3-2.
00:53:177 (53177|1,53520|2) - Also similar with what i said in easy diff, try switch column here.
01:00:377 (60377|3,60720|0) - Switch column for more balancity here.
01:01:062 (61062|0,61234|1) - Move at col 3 and col 1 to avoid the awkward shield pattern.
01:21:634 (81634|2,81977|3,82320|2,82662|3,83005|2) - Similar as i said in easy diff, long trill without purposes isn't good, use http://osu.ppy.sh/ss/8562715
01:26:777 (86777|1,87120|1) - Not sure what the jack is for, you can rearrange to not jacking with http://osu.ppy.sh/ss/8562721
01:29:520 (89520|2,89520|1,89691|3,89862|1,90034|3,90205|1,90377|3) - Same case again, the trill so long without instrument that support trilly sound, i will suggest http://osu.ppy.sh/ss/8562727
01:34:320 (94320|3,94491|2,94834|3,95005|2,95348|3,95520|2) - This goes for too long, alternatively use http://osu.ppy.sh/ss/8562735
01:36:720 (96720|2,97062|2,97405|2,97748|2) - The stack isn't good as it is long but for unclear reason either, use http://osu.ppy.sh/ss/8562738
01:41:777 (101777|3,101862|2) - Switch column to make 1/4 flow more naturally.
01:43:234 - Don't understand why the stack and the 1/4 pattern goes ambiguously here, use http://osu.ppy.sh/ss/8562742
01:45:977 (105977|2,106148|1,106320|0,106491|2,106662|1,106834|0,107005|2,107177|1,107348|0) - Felt like copypasted all, not sure why when you can just make another pattern like http://osu.ppy.sh/ss/8562745
01:50:434 (110434|1) - This make the ending leaving oddity impression to player.. move to col 4 to solve the issue.
The pattern generally is good, but the HS is the one really need to be adressed properly.
call me back if you're done!
please change these 2 things, I'm unsure with your explanation there as it doesn't really explain from technical aspect itselfArcherLove wrote:
Maxus wrote:
[AL's HD]
00:52:834 - 00:53:177 - 00:53:520 - You should change these 3 notes into LN as these notes are the start of the synth that started getting more denser and obvious to hear for emphasizement. Hm, I intended to do this since it will also makes the visual uglier if I add the LNs like that. May you elaborate on what makes it uglier? It's only single LN that is for your consistency with the sound you somehow follow at 00:53:862 - for LN but not here somehow.
[AL's MX]
01:29:177 (89177|3) - Recommend move to col 3, the shield and stack at col 4 makes it ambiguous to read. Hmm, it's not? Also it's visually better I guess yeah how exactly 01:28:148 (88148|3,88320|3,88491|3,88834|3,89005|3,89177|3) - Is not draining? lighter pattern is much better compared with "visual" stack i'm not even sure where it comes from, with 6 LN stack.. , I would say map is for playing not to see.. OR i will recommend you to switch column between 01:28:834 (88834|1,88920|2) - to Solve the issues of hard readability.
thanks~ prot tell me to copy from game's hitsound so I did!
no reply means ok!
update sent via PM (renew a bit pattern on HD and MX so no more 1.5* gap)
reminder to delete soft-hitwhistle2 and soft-hitnormal2 to game
Maxus wrote:
--
please change these 2 things, I'm unsure with your explanation there as it doesn't really explain from technical aspect itself
gamerock said he will IRC with AL about hitsound, so i will wait .
ArcherLove wrote:
[
I will reply in Indonesian because I might not be able to do this in English so, pardon me for this once.
"May you elaborate on what makes it uglier? It's only single LN that is for your consistency with the sound you somehow follow at 00:53:862 - for LN but not here somehow."
- Yah, 00:53:862 (53862|2) - di sini harusnya kedengaran lebih "kicking-in" daripada di 00:52:834 (52834|3,53005|1,53177|0,53348|2,53520|1,53691|3) - kan? kalau saya apply, nanti jadinya http://puu.sh/wKkdV/9803fc6240.jpg terus jadi rusak itu terusannya biru .. daripada diikuti setengah2 gitu jadi pikir saya bikin 2 bagian. Yakin 3 continuous sound itu lebih nge "kick in" daripada yg 3 suara LN sebelumnya yang terpisah? bandingin deh 00:47:348 - ama 00:52:834 - , yg sblmnya emng kyk suara latar makanya ga dilayer apa2 kan? tapi yg 00:52:834 - tiba2 lgsg kenceng sendiri, sementara penekanannya lebih kuat krna mereka suara "sndiri2" drpd suara gabungan 3 LN di 00:53:862 (53862|2,54034|0,54205|1) - yg penekanannya lebih kecil karena suaranya ngegabung jadi synthny nyampur bergabung daripada emphasis ndiri.
trus yg di Screenshotmu bagus tuh jadiny, flownya stairs ke kanan, intentionnya keliatan jelas,
aestetik visual pun juga dapet mau ngapain bntukinnya, jdi wa ga ngrti apa yg rusak disana. lu gnti jd itu issueny slese, emphasis instrumen tetep konsisten, aestetik jg dapet
"yeah how exactly 01:28:148 (88148|3,88320|3,88491|3,88834|3,89005|3,89177|3) - Is not draining? lighter pattern is much better compared with "visual" stack i'm not even sure where it comes from, with 6 LN stack.. , I would say map is for playing not to see.. OR i will recommend you to switch column between 01:28:834 (88834|1,88920|2) - to Solve the issues of hard readability."
- Itu 170 BPM, dan ini MX diff? I do map for visual. Dan ini dasarnya dari suara melodi di belakang, sih. flownya ke kanan? Itu nggak susah kok. map ini berdasarkan struktur jack bukan stream, klo stream 170 BPM iya lbih gmpng, tp klo jack ber LN lain lagi ceritanya. klo bisa dibikin lebih mulus mnurut gw kenapa engga? lgpula klo ngmngin visual wa ykin 01:28:834 (88834|3,88834|1,88920|2,89005|3) - rda brantakan klo dliat karena double 1-3 ama 2-4 secara readability bkl lebih ambigu (buat analogi, jumptrill 12-34 ama 13-24 lebih susah yg 13-24 kan? krna lebih kliatan acak? disini jg sama)
All right owoArcherLove wrote:
loli bg
thanks maxus i sent the update after HS mod
Protastic101 wrote:
I'd prob increase hitsound volume to 50% at least or smth cause literally the only thing I can hear is the snare because it's crunchy af.
[NM]
00:22:662 (22662|0) - Move the whistle (or the finish, doesnt matter which) onto the other note so that you can use the blank note to apply the normal-hitclap for consistency with the top two diffs.
01:03:291 (63291|2,63634|2,63977|2,64320|2) - Just a comment on the chart, but this is a stack and while it's only 1/1, I still think it adds an uneven bias to the right hand. I'd arrange it like so to avoid that https://osu.ppy.sh/ss/8627235
01:17:177 (77177|2) - missing clap for consistency with the upper diffs
01:17:520 (77520|0) - missing finish
01:33:977 (93977|3) - missing whistle
[EZ]
00:17:520 (17520|2,18205|0,18891|3,19577|0) - Missing claps
00:17:348 (17348|0,18034|3,18720|1,19405|2) - missing whistles
00:22:662 (22662|3,22662|0) - Same thing I mentioned in normal, move these onto the same note and then add the normal-hitclap on the blank note.
00:55:577 (55577|0) - missing finish
01:01:234 (61234|1,61920|1,62605|2,63291|2) - missing whistles
01:04:148 (64148|3,64491|0,64834|1) - missing claps
01:17:177 (77177|2) - ^
01:39:120 (99120|1) - add whistle (clap assuming you took my suggestion in the MX diff here)
01:41:177 (101177|3,101262|2,101777|3,101862|2) - Ok no, on an easy diff, I'm really against using 1/4, and this is even worse because it's on the same hand. The target audience this level of difficulty is aimed towards is essentially a person who's never played a VSRG before, and therefore they're still learning finger independence at this point and getting basic 1/1 and short 1/2 rhythms down. You cant just throw 1/4 at them out of nowhere, especially so far into the map when they're only expecting the occasional 1/2 note at most.
01:44:948 (104948|2,105634|1,106320|0,107005|2) - Dunno how consistent you wanna be with the upper diffs, but they're claps in NM, HD, and MX so dunno if you wanna change it or not.
01:50:434 (110434|3) - add whistle
I think that after all the hitsound changes (you essentially just hitsounded archer's diffs cause they only had like two samples before), it'd be best to get this rebubbled before Maxus qualifies to make sure that CS is cool with all the HS and stuff.
Yeah, thank you so much :33 I change to sound to 50%ArcherLove wrote:
thanks prot all fix, for hitsound volume I will leave that to game
and game did ask cs for rebub owo
thanks for et hs modding!
update sent by pm to game
Critical_Star wrote:
rebubble
hitsound looks better now
Maxus wrote:
Minor thing
[EZ]
01:04:834 (64834|1) - Move this to col 4 to having trill pattern, signify the pattern structure better.
01:42:891 - I think the structure kinda lacking when it's suddenly different pattern with 01:40:491 (100491|0,100662|1,100834|3,101005|2,101177|3,101520|0) - , Try http://puu.sh/x5ypI/3c68ac8bff.png
01:48:720 (108720|3) - Not sure about the jack here, prefer if you keep the flow by making this at col.3
Call me if you're done!
Aaaa *w* thank you so much Maxus!! >ww< thanks thanks thanks thanks (and much more thanks xDD :3333) I really appreciate all your help. idk how give you the big thanks *333*Maxus wrote:
good luck there, nice map :3
Envory wrote:
Wow qualified!
Long time no see this map XD XD
Go Ranked!
Y-Yuzu-San o///o thank you so much! ^///^yuzu__rinrin wrote:
gratz gemu chan! ></
Thank you! :33Draftnell wrote:
uwu gratzz o/
SweetSur ♥Surono wrote:
ewe gemu ewewewewe
Aries-Kun owo- Aries - wrote:
ehhh wutSurono wrote:
ewe gemu ewewewewe
-Sh1n1- wrote:
Gratzzzzzz mi bakaaaa!!! ♥
Etsu wrote:
pense hacer mod pero ya esta rank.. congraz :3