tengakuKcHecKa wrote:
such very controversial mapping
i dont rlly know what to say, i mean its clear that youre mapping like this on purpose ehghg sorry..
Thanks rave.Raveille wrote:
lets do some things
|1|2|3|4|box of odsfhisdou00:49:538 - 00:49:779 - 00:50:020 - 00:50:382 - dk if these click sounds need to be mapped but I can hear them significantly Yeah I'm note sure about this one. I've mapped that click sound earlier, but it also feels a bit weak compared to everything going on around it.
I'll consider it.
01:06:473 - think theres one more sound on col 4 but you shd go check in case I got the snap wrong Yeah this annoyed the crap out of me when mapping this part. I'm just going to chalk it up to the fact that it's not the same sound that was mapped before it (less of a klok and more of a faint tick),
because mapping another sound in column 4 there would make even harder to hit properly.
05:09:455 - YES I FOUND A WRONG SNAP HA SUK IT AUSSIE GUY (jk the snap is legit here tho 1/16) Nice catch.
05:15:735 - here too This one is fine.
05:16:210 - ^ yep
05:22:648 - ^ yeah I think this is right
05:33:537 - ^ fixed
05:34:260 - ^ fixed
funny how the end of the mod was just snap fixing
good luck dude :3
Thanks for your mod! Lots of great changes here; very comprehensive. Also thanks for all those stars (even if most of them were unintentional lmao)!Litharrale wrote:
m4m
1|2|3|4
sweet song indeed.
audio is unrankable, if you need help making it rankable just hmu on discord. Set size is too big as well but this would probably be fixed by fixing the audio Ah right, forgot about this. I'll fix this soon.
my god this bg is orgasmic ty C:
Hitsound it already smDh But moooom.
kappa I think Widescreen needs a bit of support once in a while. Gotta encourage him to do his best.
I do think OD6.6 is a little low. Even my sub 1.5 star maps aren't that low. sub 1.5 star maps don't tend to have this much technical mapping and LN/SV trickery, so it's set that low to compensate for the fact that this map is very hard to acc. I am thinking of raising the OD/HP though, I just have to work out how high I'm going to take it. Stay tuned.
Remove the genre tags. I mean they wont harm being there but it'll be added in when it's ranked anyway so a BN will probably mention it anyway I mean, I can remove 'electronic' but the rest are fine.
FUARK Can't be a Parachor map without having to switch between 1/12 and 1/16 constantly!
00:17:309 (17309|0,17430|0) - In the interests of playability, I'd remove this reverse shield. move the SN to 4 and 00:17:490 (17490|3) - to 1 For a map absolutely filled with LN lifts like these, I think this is going to be the least of the player's worries. The SN is in column 4 because it's mapped to a sound that always resides in column 4 for this pattern, otherwise this would be an easy fix.
00:18:062 (18062|0,18333|0) - I think these two notes should be shifted back 1/12 (I think one of the notes you linked doesn't exist.) The notes in column one tend to sound earlier than they actually are, because there's a weird kind of fake hit beforehand. Inspecting it really closely though, you can tell that it definitely doesn't hit that early.
00:26:104 (26104|0,26165|3,26285|0,26376|3,26526|0,26624|3,26767|0,26873|3,27008|0) - Seems this 1-4 alternating theme is used a lot from 00:17:490 (17490|3) to 00:27:430 (27430|0). Maybe mix it up and change the 1-4 to a 2-3 or some other two hand combo? Super intentional.
00:30:442 (30442|3,30502|2,30562|3,30623|2,30683|3,30773|2,30863|3,30954|2,31074|3) - my god does this play weird with SVs. Without any other reference it's impossible to tell how far apart these notes are. I'm not saying remove it because that'd be even weirder but maybe try to smooth out the SVs a bit more to make it super obvious how to play these notes. The SV's in this section are actually normalized to 1.0x (I did this very intentionally for the very reason you stated). So the distance is exactly what is shown. The stutters can be weakened a little, but the distance is still normalized regardless.
00:49:237 (49237|1) - I think this should start here 00:48:876 . It gradually increases in intensity and so starting it anyway but the very beginning feels a bit arbitrary. Oh yeah, that was part of a change that came from a previous mod. I agree with what you're saying though so I'm changing that note back.
00:54:267 (54267|1) - pre loud sound. definitely as intense as the other doubles in this bit, make it a double ploxerino Oh this is a weird one actually. It's technically a double, but staggered slightly because of the delayed sound. You can see this done a lot in the first half of the song when this sound appears. If I changed it here, I would need to do that everywhere else (and there's a lot), which would cause problems. Though something you did make me realise, is that this staggered double is meant to be on the same hand, like it is elsewhere, so I fixed that!
The only map in history where I can say "this is ok" Ehuehueheue
01:10:924 (70924|1,70924|2) - if this is mapping the bass sound then it's very mistimed, should be placed slightly later (i can confidently say this one yay) Oh I missed this one. Ty.
01:19:915 (79915|1,79915|0) - if dis and 01:21:586 (81586|0,81586|1) - dis double then 01:21:044 (81044|0) - dis a double too Agreed!
01:21:737 (81737|2) - super strong long lasting sound, i'd double this too (I really think you should do this but if you do there's like 1650 other instances of this sound only being a single so if you do change it then you should probably do all those other ones too) Yeah see my last explanation about the staggered doubles. At least I remembered to put this one on the same hand this time lol.
01:23:936 (83936|2) - look at the relative densities. col 3 empty as fuck yo Yeah, comes from a weird mix of PR and just being a col1|4 heavy map in general.
02:05:141 (125141|1) - ghost note? Nah there's a sound there. Left side.
02:24:659 (144659|1) - I mean, kiai could be good for this section Completely forgot about kiai. Am I even allowed to have a kiai section that short? If I am, I'm totally doing that.
02:31:165 (151165|2,151165|0,151165|1) - some snares are tripled and some are doubled, 02:32:610 (152610|0,152610|1) - is there a pattern/reason for this? (this continues for a while but other than that this 'chorus' section is fucking incredible) Ah I see. Looks like all of the layering problems regarding the snare are in the first small part, as I was probably still trying to work out my layering system. The snare is meant to be a double, though it is turned into a triple if there is another sound playing with the snare, which explains the triples later on. But yeah the first 2 or so snares are wrongly mapped to triples. (Though I liked the emphasis for those few notes in particular so I'm sad to see them go lol)
02:35:954 (155954|0,155984|1,156014|2,156044|3) - ok LOL heh
03:42:008 (222008|3) - this note is very questionable. I dont hear any distinct sound here Piano.
03:48:695 (228695|1,228755|3,228876|2,228996|1,229056|3) - All the SNs in this section feel off but ill use these as an example. I dont see what you're mapping here, there's a clear instrument playing but they're not mapping to that, the irregular notes kind of match to the piano so are you mapping both? either way it feels weird as hell and doesnt play smoothly at all. I would just go for the piano if i was mapping this, half measures ruin any form of rhythm It's simply a polyrhythm. You have the piano playing at 1/3 and the other sound playing at 1/2, so they're going to create some weird timings.
Removing the piano seems weird to me because I won't avoid a polyrhythm just for the sake of having it make sense or whatever. The rest of this song has very similar polyrhythms, usually when the piano is involved, so it's not like this is out of place. It probably just sounds weird because of the default hitsounds or something.
03:58:273 (238273|0) - FUCK THIS SECTION IN THE SONG IS SO GOOD UGNN. When you hitsound this, you should keysound this section for extra impact. Yeah maybe. I'm only apprehensive about piano keysounding this because I don't like the idea of overlaying the lovely atmospheric piano in the song that blends in perfectly, with some terrible piano sample with no nuance whatsoever. Might just be from my piano background but I hate sound of midi-like piano samples lol.
04:26:104 (266104|1) - Not gonna map the clear arpeggio here? makes no sense to not map it Yes I noticed this earlier when I was playtesting!
I'm going to go through this section and map all of those piano chords accurately. It'll definitely make this section a bit more interesting.
04:28:996 (268996|1) - here too (etc) Yeah.
04:46:586 (286586|0,286767|0,286948|0,287129|0,287279|0,287430|0) -What's this anchor mapping and why is it alone in this section? I'm all for theme mapping and if you wanna use anchors for a specific sound (like you did before) that's great but this is the only anchor here and I cant hear anything distinct about this one little bit that warrants it. If it's mapping what i think it is, I think you should continue it further on but in different columns.I see what you're doing now, you already have done it but it doesn't feel clear. Yeah this is intentional. The reasoning behind it is probably more clear after really closely looking at how that particular sound is mapped in this section (it's a really odd one to map). It has these staggering moments before it resets,
and those I've mapped around the same column (every two groups of 3 or so share the same column regardless).
I'd make these strong kicks 04:54:237 (294237|3) - doubles to separate them a bit more Maybe...? I'll take a look at it more, but in general it's mapped to a single because the actual kick is mapped to a double, and it's a lighter sound. Also it's to fit it around all the polyrhythms and anchors in this section.
I'll double check the consistency though.
Fantastic map, if you dont keysound the piano ill be very disappointed.
...okay?KcHecKa wrote:
such very controversial mapping
i dont rlly know what to say, i mean its clear that youre mapping like this on purpose ehghg sorry..
Some really nice fixes in there, very helpful. Thank you!dkingo wrote:
Hi NM from my queue, dam this map stumped me... understandable haha>.<Good luck with rank!EntropyThis really made me headache... But I like it
- 00:17:610 (17610|0,17851|0,18092|0,18333|0,18559|2,18830|1) - I think there are some timing issues on these notes, or maybe the other notes in this section as well, most of them are a bit later than the sounds Sounds on time to me. Even playing at 25% speed, and with louder hitsound volumes.
- 00:18:936 (18936|3) - It should be an 1/8 note I think perhaps you're hearing a different sound there. That note is for the small click in your left earphone. Though I realise I didn't map the hi hat just before the note (maybe this is what you were taking about?), so I fixed that!
- 00:20:020 (20020|2) - at 00:19:990 - , well there are more similar issues so I'll stop pointing them out Fixed! I also found some other slightly off-time and missing notes in this section too, so those have been fixed. Though I still think the notes in column 1 feel fine.
- 00:58:544 (58544|0) - I guess it's better to be on the white line It's... on the white line?
- 00:59:448 (59448|3) - 1/6 note The sound starts earlier than that, so 1/8 works. It's the same timing as the rest of the notes of this kind in this section too., and 00:59:629 - is another sound Thanks!
- 01:12:912 - Add a note for the drum? No idea how I missed this. Well spotted.
- 02:08:755 (128755|3) - A suggestion, this LN can start with the previous LN at 02:08:574 - For some reason it seems like that second LN starts there. You can hear the kind of dip in volume where I placed it (likely due to the attack of the sound), suggesting that there's a slight change in pitch.
- 03:23:213 (203213|0,203213|3) - should be at 03:23:153 - Okay, I see what you mean here. That sound could potentially be places 1/12 earlier. I tested this out and it works fine, so I tried it everywhere else that noise appeared, and realised that elsewhere, it is actually snapped to that original point. I'm going to leave this how it is for consistency, because I think the confusion around where that sound starts probably comes from the fact that the actual start of the sound is a little vague, given that it builds up to the hit instead of just starting with the hit.
- 04:33:333 - Remove a note, that sound isn't strong enough for double Oh that's a good point.
Thanks for the mod and star!Unpredictable wrote:
6 AM and I'm wide awake lets go >:]Entropy_- One thing starting off the bat with map that strikes me first is the HP and OD. Maybe you've gotten suggestions (unsure) but let me tell you what I think about it. To start it off, ima just say that this map is a seriously nice change of pace we see in the mania mapping today. It's challenging for sure. It challenges even the top players who wish to get a good score with these unexpected SVs. It's amazingly good, yet I feel it's too challenging towards the HP (we can get to the OD in a sec). The HP is problem I have with the map to begin with. It's too devastating. Even though I want this to be challenge, I want it to be for everyone. Especially people who have just got a feel for mania and want to give this map a try. It's extremely hard I feel from the beginning, having LNs come at you at high rapid speeds or points it feels as though map stopped for a split second. And even though the map towards the end does seem to tone down on the difficulty, I don't think it's good enough to want to give it a 9. One map that sorta comes to mind of this sort of situation is sakuraburst - skyshifter vip (for reference: https://osu.ppy.sh/s/529155 ). The map is heavily SV'd, more than this one but in a way I guess you could say they're different from what we see today. The map has a nice 8 which imo this map should somewhat have, somewhere in the 8 area. The map Evening has is challenging but yet passable for people who struggle and understand the SVs. Moving onto the OD, I think this should definitely be above the HP for sure. This map with no doubt WILL be hard to acc and giving it something like and 8.2-8.5 will do. It gives the implication to the player that this map will harder than the typical TV Size map and shouldn't be taken too lightly as the may have a harder chance at accing the map. I hope you see my reasoning and holy shit I didn't think it be this long. If you're unsure, PM me and I guess we can hash things out Talked through this in irc and decided with the compromise of OD 7 HP 8.8 for now. These values will likely be tweaked more over time.
Ok onto the actual map LOL
- 00:40:562 (40562|1) - I really think that moving it to 00:40:653 and ending it at 00:40:833 should be how the sound is played here using the LN. I know it sounds like it starts there, but likely what's going on is that the attack is delayed due to some kind of sidechaining. I think the ending of the LN is kind of arbitrary to begin with given the way the sound fades out. It's mainly to match the length of the LN a bit later in this column.
- 00:43:604 (43604|2) - I think that this LN should start at 00:43:574 instead of 00:43:604 . Oh yeah I see what you mean. It would make the gaps between the notes equal. Though the 'shhhhhh' noise that that LN is mapped to actually does start where I mapped it (as far as I can hear).
- 00:52:882 (52882|1) - I believe that the LN start 00:52:851 here instead of what you have right now Nah it definitely starts where it does now, it stays consistent with the timing of the rest of those noises as well.
Honestly, this is all I could find. I was trying to keep my mind to every detail the map had and like a lot of things you had in the map. Take a star~ Enjoy!
Thanks for finding those sneaky little timing issues! And thanks for the two starsChochoaLatte- wrote:
Hi Parachor '-')/
NM Req from Chochoa's Queue
Feel Free to Reject My Mods
1|2|3|4Entropy_____00:32:701 - add ln because it has a same sound like 00:33:243 (33243|0) - That's super faint. The example you provided is a very prominent sound compared.
00:51:315 (51315|0) - delete and add note here 00:51:345 - for that sound like 00:50:592 (50592|0,51044|3) - Ahh yes that was slightly off-time.
00:59:990 (59990|3,59990|1,60050|2) - ctrl+h Not needed.
02:49:960 - & 02:51:406 - & 02:52:851 - & 02:57:189 - & 02:58:635 - etc, maybe make it double for a better impact xd They're doubles already if you count the LN. Adding the extra note is reserved for the kick.
this ln 03:34:418 (214418|0) - i think start from 03:34:508 - Just a liiitle bit earlier than your suggestion, but still fixed.
this ln 04:10:924 (250924|1) - end it here 04:11:104 - Doesn't quite work the way I intended.
04:11:345 (251345|1,252370|2) - etc, ghost note? i dn't hear any sound there It's a continuation of the sub-bass.
05:36:135 - ln finish Ehh. Makes no difference.
good map wow Thank you!
rip my score , FUN!!!!!!!!! sv lol
GL
Thanks for your mod~Envory wrote:
Hi Parachor!
Sorry for delaying..
Here your req~|1|2|3|4| Entropy_01:21:857 (81857|3) - Move to col 2 That's there for pitch relevancy purposes.
01:28:273 (88273|1,88273|0,88273|2) - Move 1 note at col 1 to col 4 I don't think this matters much. The column 1 note is there to stay,
and so the other change I can do is to move col 3 to col 4, but that doesn't really achieve anything as those two columns are equally empty.
02:09:538 - Add 1 Ln at col 1 until 02:10:020 - Maybe. It would mean I'd have to map that noise elsewhere in this section as well, so I'll take a look into it.
03:14:900 - Why didn't just placed 2 notes? please your consistency like 03:09:117 (189117|2) - and 03:09:478 (189478|1,189478|0) - so add 1 note at col 4 and also 03:15:020 (195020|3) - move to col 2 Fixed, but in a different column. The Ln you wanted me to move was mapped to pitch.
Column 1 works just as well.
04:26:948 (266948|1) - Move to col 3 No need.
04:29:839 (269839|1) - Move to col 3 ^
04:30:080 (270080|0,270080|1) - Add 1 note at col 4 (your consistency like 04:27:189 (267189|0,267189|1,267189|3) - ) Fixed!
05:10:924 (310924|1) - Move 1 note at col 2 to col 1 ( so its like another ending at those LN) I think it works where it is.
Ok GL Para~
Thank you ^^TheNewBungping wrote:
Hi, from my mod queue, sorry that it's very late
1|2|3|4Entropy__01:06:067 (66067|3,66202|3,66293|3,66383|3) - should snap this to 1/12 for simplicity in rhythm Wouldn't be snapped correctly then.
02:15:020 move LN on 3 to 2 for pitch relevancy Good idea.03:11:165 (191165|3) - I'm not sure what sound you playing with this, but if it's what I think, it should be like this https://osu.ppy.sh/ss/8727052
03:11:406 - same here, if I'm correct, it should be like this https://osu.ppy.sh/ss/8727064
oh wait you played piano here ignore what I said lol
04:20:984 add a note on 1 so it's correct to heaviness Trying to put less emphasis on that hit than the two kicks either side.
04:30:954 add a note on 3 cuz there's sound here Yeah I'll be adding the piano bits I missed in this area soon.
04:42:520 ^
04:50:321 remove a note either on 3 or 4 cuz it's not that loud
04:56:104 same here, remove a note either on 1 or 3
05:01:888 and here, remove a note either on 3 or 4 These three are more for layering consistency than anything. Kicks are usually doubles,
but when they overlay the polyrhythm, nothing cancels out, and ends up as a triple. It's to maintain the single-hand kick emphasis while also keeping the poly going.
05:12:249 move the note on 3 down to 05:12:189 Pretty sure that note is times correctly.
GL
You'd find that it's due to that particular sound. The actual loudest hit that I'm mapping is a fraction later than when the sound technically starts (like a quick fade-in). If you listen to the other sounds around it, they fit the snap. Changing the offset for that one sound will put everything else out of sync.DDMythical wrote:
yo your offset is too early
like; bout 30-50ms off.
listen from 00:05:864 (5864|1,5864|2) - with 25%. You can hear its pretty early
I'm glad you liked the map. Thanks for checking it anyway, and for those 3 stars!genkicho wrote:
NM (?) From My Mod Que
purple NM (?) you got bonus >.> i will mod both SV and pattern cuz this map just so good >.>
lol nicee mapp
---
After i testplayed, i went to editor, tried to mod, but seems like nothing to mod there >.> i only found this
01:54:546 (114546|2) - move to 2 cuz different sound from next doubleLN, then move 01:54:613 (114613|1) - to 3
01:55:269 (115269|2) - move to 2 same reason like above I'm unfortunately going to deny these, even though I like what you're trying to do.
Though it would be good to get even more pitch accurate, I'm just trying to avoid too much mess in the first two columns because of the uncomfortable polyrhythm that the player already has to concentrate on. I found that keeping doubles on the same hand helped with this.
---
no kudosu >.>
Thanks for the mod!Abraxos wrote:
look whos going to be the tiebreaker for mwc Unfortunately not D:a few things
01:03:333 (63333|3,63394|3) - i dont really feel like the sound here justifies a jack, right now it kinda seems like just a clunky transition between differing sounds
id understand more if the jack were at 01:03:243 (63243|1,63243|2) - Yeah good point. Deleted the first note.
01:04:237 (64237|0) - makes more sense to have more/similar emphasis here as with 01:03:966 (63966|1,63966|3) - maybe you can look into cutting 01:03:966 (63966|3) - short and making a chord at 01:04:237 - I couldn't quite get the patterning to feel the way I wanted it to with these changes (thanks to the clang kinda noise needing to be mapped to one hand), so I settled for adding a bit of SV to emphasize those two points. Hopefully it gives it something close to the desired effect.
01:49:388 (109388|1) - move to 1 the synths are kinda opening up in pitch so ya Yeah this is cool.
03:22:641 (202641|2) - not really sure if you should include this with 03:22:761 (202761|2,202882|2,203002|2,203123|2) - cause its moreso the leading wub into the stronger ones Nah I think it's still prominent enough to map the same as the rest.
no further complaints other than your diff name isnt edgy enough try 3nT_%@R0(||Py xX_3.nT*r0P-y_Xx
cool map ty
edit: also pls no OD above 8 its gonna get messy agreed
Thank you very much ^^Pachiru wrote:
the description is to a god like level
i really love your maps, good job!!!
Thanks a lot for your mod! Sorry about the amount of denied ones, some of the things you found were well spotted though.eyes wrote:
Setup: you can decrease OD even lower, snaps are really hard, especially with SVs Given the amount of people telling me to both raise and lower it, I think I hit a good middle-ground here.
Entropy_
00:16:345 (16345|0,16345|1) - sounds like 1/16 or 1/8 later Not quite. That sound has a fairly vague beginning, but you can hear it play at the note.
00:16:707 - ^ This one is actually a tiiiiiny bit early, but moving it 1/12 would make it too late, and 1/16 would throw the release out of sync.
So the best compromise is where it is at the moment.
00:17:008 - ^yep a bit later This one is fine.
00:19:960 - why no note here Nothing worth mapping there.
00:22:129 - ^ Map a sound ending?
00:25:720 - (?)^ Nothing worth mapping there.
00:52:851 - maybe a note here for consistency with 00:55:743 I see what you mean, but the second one has a sound that the first one doesn't (at least clearly).
00:53:725 - ^ Yeah, there's lots of these tiny little glitches and noises throughout the song. I don't think they're important enough to map in this case, especially given the current layering scheme. It would end up overcrowding the patterns and making it feel mildly dumpy (even though it's technically not). I think I'd rather keep these as unmapped.
01:04:388 - a note?
01:06:496 - missed note Technically yes, although you can see the patterning issues it would cause (I went through this in an earlier mod). Will consider this one if need be though.
01:13:092 - 01:13:092 - 01:11:647 - 01:15:984 - and so on, I think these are missed sounds, I can clearly hear the sound, like echo, but strong enough for a note, and imo a single is too weak for such a sound Yes to the first. No for the others.
01:22:580 - LN maybeNah. I went through this a lot in an earlier mod.
01:45:623 (105623|1,105623|0,105871|2,105871|3,106052|3,106052|2,106413|2,106413|3,106594|3,106594|2,106775|2,106775|1) - You can mirror these double-LNs (ctrl+h) for emphasize that they differ from previous double-LN sounds - 01:42:731 (102731|1,102731|2,102979|3,102979|2,103160|3,103160|2,103522|2,103522|3,103702|3,103702|2,103883|2,103883|1) Which would mess with the pitch relevancy, column layering scheme, and general patterning.
02:26:104 - why no some SV effects here? I don't think it needs it. I would do it if it was one-off, but that same effect would have to be applied everywhere in this section.
02:34:418 - maybe LN Probably doesn't need it.
02:49:237 - ohh it's really weird snapping, I don't feel the sound when I play it.
02:49:960 (169960|2) - 02:50:683 (170683|2) - 02:51:406 (171406|2) - I guess this sounds really start on white ticks, but they are tooo quiet by the start and player can't hear the sound till it increases enough (this increases enough on red ticks)
So my suggestions are either start them by red lines or add one more LN on red lines (there's actually one more sound on red lines so it's ok I think). Don't worry, I spent a lot of time on getting those rhythms right, it's intentionally weird and off-beat in the song.
First variant snaps:
----
Second variant snaps:
---
03:05:863 (185863|3,185863|0) - move to 03:05:818 Changed.
03:17:610 - add a note, for consistency with 03:06:044 (186044|1) Aaaaa I was so ready to accept this and then I realised it would conflict with my consistency. Notice that the one you linked as an example is before the piano short-LN comes in. As soon as that piano arrives, I stop mapping everything except the main percussion, to avoid overcrowding the polyrhythms, including the sound you linked. Otherwise I would accept this.
04:09:478 (249478|2) - hm I think you can delete it for emphasize that piano 04:09:839 - is stronger That's for the quiet clap.
05:18:213 - add a note for piano
05:19:824 - ^ These sound close enough together in comparison I think.
05:20:080 (320080|3) - I guess it's on 05:20:095 Thanks!
I'm glad to see such unique map, but it feels too cancerous to me because of snaps, but it's just my taste. Cancerous lmao. Welcome to technical maps I guess
I hope it gets ranked, good luck! :eyes:
Thanks for this! Even if it looks like I denied more than you expected, take comfort in the fact that I gave every single suggestion a good shot before coming to a decision. Some of these changes actually worked super well.Protastic101 wrote:
place your bets now guys, 90% of this will be denied[General]
hey, dont forget to snap your preview point to 02:47:836 - , seems I forgot to mention that yesterday. oops
[Entropy]
00:17:354 (17354|0) - I think it'd be more consistent with the other LNs before this to make this 1/6 LN into a 1/3 long LN instead so that the release is at the same time as 00:17:354 (17354|2) - . The 1/6 release and timing feels too tight at the moment to get a proper 300g on it which is where my concern comes from. Maybe something like this would work https://osu.ppy.sh/ss/9058944 Yeah good point. I still want to keep the double on the same hand though, so I used a variation of your suggestion. Both LN's are the same size now.
00:18:491 (18491|3) - Pretty sure this should be at 00:18:499 - cause following directly after that is an sixteenth note triplet like so https://osu.ppy.sh/ss/9058994 Fixed.
00:49:342 - Thought it was kind of sad you didn't map the stick hits here even though you've mapped all of them starting from the beginning tho.
00:49:583 - 00:49:824 - 00:50:065 - and so on ^ I can give this a shot if you want (just let me know when you do your check). I mainly avoided it because of the speed up SV making it harder to judge the distances (especially once I add this new polyrhythm in), and also because the last couple of stickhits are incredibly faint. I'm kind of indifferent either way.
00:52:896 - I'd add a note here for the second half of the metal clank since that's where the height of the sound comes in. The one on 00:52:866 - is more just the beginning of the sound than anything. It's fine either way though cause the notes are still snapped to the music correctly. Yeah I think I hear the height of the sound more at the earlier one (especially heard when pressing play at the further point you suggested).
00:55:788 (55788|1) - ^ You did include it here though so now Im a bit confused. Maybe this is for another sound, but the metal hit was on the 1/12 before,
and the LN at 00:55:818 - is for the honk kind of sound from what I can hear. Oh that's for the hi-hat-ish sound. This came up in another mod I think. The earlier one either doesn't have the same hi-hat, or perhaps it's drowned out by the rest of the sound, but I can hear it at the later one clearly but not the earlier.
01:04:975 (64975|1,65427|0,65457|1) - This release and rehold is really tricky because of how little time you give the player. Sure, it's not an OH minitrill since you're only release the first LN, but the time between the release and repress is very tight and unfair to the player, even with OD 7. In this case, I'd rather you end 01:04:975 (64975|1) - at 01:05:366 - , and this doesn't pose too hard of a problem between timing the three LNs as 01:05:186 (65186|3,65186|2) - are on separate hands and therefore easier to coordinate a single timing. I think this one is definitely fine. Mainly because I want to maintain the consistent 1/6 gap between the "honk" LN's, but also because it's a fairly simple movement in a map as technical as this. The little time to release and hold again is intentional given that those LN's are meant to be a kind of inverse-like patterning, so quick releases are emphasised anyway. It should be thought of less like part of a trill, and more of a grace note.
01:06:933 - Might consider adding a note here for the height of the sound as it only begins quietly at 01:06:902 - I can hear the extra note you're talking about, but I don't think it would be very accurately mapped unless I somehow get 1/24 snap. the 1/12 afterwards it too late for it imo, as the sound hit almost immediately afterwards.
01:09:139 (69139|2,69207|1) - I would control H this so that the left hand doesn't have an odd polyrhythmic OH trill at 01:09:207 (69207|1,69252|0,69342|1,69433|0) - , and also then col 3 gets a bit more love But muh trills . I think the player should be used to polyrhythms at this point. ctrl+h'ing it just doesn't quite give the same effect I'm going for.
01:11:601 (71601|3) - I think it'd actually be better to put the note here on 01:11:692 - for the large metal clank sound. Additionally, you do exactly that at 01:13:137 - so it'd help for a bit of consistency in the rhythm to try and act as a metronome for the player. Oh, the metal clank sound is mapped to the note before it (metalhit hs), you can hear it come earlier than the point you pointed out. Also the second one you mentioned has an extra hi-hat that plays at the release of the Ln, that's what that note is mapped to.
01:24:282 - Seems like there's two clicks here, I'd add it for consistency with the previous note at 01:24:162 (84162|1) - which I assume is for it since the melody siren like sound is quieter in that spot. Thanks!
01:26:782 (86782|2) - I think you could extend this to 01:27:234 - to represent the increase in the white noise type thing that began at 01:26:149 (86149|0) - Two problems. That LN is mapped to that loud noise that I'm having trouble finding the words to explain, so it's consistent length as the rest of them. Second, I do the effect you're talking about with that warping SV instead.
01:36:993 (96993|1,97354|3) - The sound here is more of a fadeaway than an abrupt cut like most of the sounds prior, so it mostly fades away to silence by 01:37:595 - . I'd extend the LNs there in that case so the player doesnt have to release while the sound is still going which can be a bit misleading I think. I can extend that LN in column 2 forward if you want. The one in column 4 I'm keeping because that sound is always mapped to an LN of that length. The other LN mainly ends there to give the player an easier time because both releases are simultaneous. But again, I'm fine with extending that first one forward if you think it works better.
02:05:231 - Think it'd be good to make this a jump to emphasis the slightly louder glitched sound. Or do something like separate the note from 02:05:186 (125186|1,125299|2) - on each hand to give it a larger hand movement, and therefore a bit more emphasis I really like this idea. Let me know if you think the column placements I chose work with what you were intending.
02:13:318 - Consider adding a note in col 4 here for the short 1/6 hihat triplet/ambient type synth or whatever
02:15:487 - Similar to what I stated above, it seems odd to ignore the final note of the hihat 1/6 roll when you mapped the first three notes with 02:15:306 (135306|2,135366|3,135427|2) -
02:15:306 (135306|2,135366|3,135427|2) - ^
02:17:655 - ^ and so on, Ill stop mentioning them Hmm... I could probably add these in? It's going to cause a bit of a difficulty spike in that section though, hence why I ignored the right-balanced hi-hats when mapping this part. It's easily the most dense and probably most physically demanding because of the jacks (well, for a 3.5* anyway), so adding another layer will probably overdo it. Also worth noting that the sound doesn't even sit on the red line,
so it would be adding another polyrhythm. So yeah, I have concerns about this, but if you really think it needs it, we can talk about it.
02:16:631 (136631|3) - I'm rather sure this is a ghost note because all sounds occuring at this moment in time are holds from earlier in the music. It's the same sound as these three 02:17:113 (137113|2,137234|2,137354|1) - (and also every other 1/3 snapped note in this part)
02:16:993 (136993|3) - Not sure what sound this note is for, I think you meant for it to be down at 02:16:963 - where the hihat is instead? Same as above.
02:18:921 (138921|2,138921|3) - Kick doesn't actually come in til 02:18:951 - , the only sound at 02:18:921 - is a kind of wavy lead going into it That is waaaaaaaaaay too late for that sound. I can see what you mean by being very slightly off (which is likely due to sample delay, as every kick has this issue), but I don't have access to snaps small enough to map it accurately, so for the sake of everyone's peace of mind, this should stay snapped to the main beat of the song.
02:21:812 (141812|2,141812|3) - ^ Should go on the 1/12 after the downbeat Same as above.
02:26:812 - 02:28:258 - 02:29:704 - and so on, would be cool to add a note on the 1/6 there as a grace because the sound begins rather strong at that point.
It seems to be more like a grace note that's too noticeable and loud to ignore imo. Congratulations, you managed to make this section more difficult hahaha. I like this suggestion though, especially because I did map that sound around 2 times, but for some reason ignored it everywhere else.
02:34:101 (154101|0) - I would extend this to 02:34:824 - to show that the sound fades into the next synth at 02:34:824 - rather than having an abrupt cut off on the 1/6 which is what the current pattern feels like now The release is more because of the fairly significant volume cutoff in the song at that point. Having a gap emphasises that.
02:52:896 (172896|0) - Similar reasoning to above since this LN isn't stacked, you can just extend it to its full length at 02:53:619 - I like the idea but I'm going to leave it as it is for consistency's sake. The 3/12 gap is very frequent in this section around the long LNs, including parts almost identical to what you pointed out (except extending *those* ones would result in some column placement conflicts.
02:55:652 (175652|3,175788|0) - I would control H the notes here as I think it's easier to time the overlapping LNs at 02:55:562 (175562|2,175652|3) - if they're on separate hands cause then you don't have to coordinate with just one half, but do both independent of each other That's based on pitch relevancy. I think this kind of complex LN patterning is nice anyway, especially when in a somewhat easier section like this one. Have to maintain a certain level of complexity throughout I guess.
02:57:655 (177655|0) - This sounds like a chicken wtf LOL. Wouldn't surprise me if it was. Thanks Ekcle.
03:02:294 (182294|2,182294|3) - I think these LNs cut off at 03:02:625 - on the 1/12 before, so I'd shorten them down to there. Was probably just to keep the whole 3/12 thing going on, but I think the cutoff is significant enough to fix. I'm 99% certain it's 1/8 before instead of 1/12 though. Fixed nonetheless.
03:10:969 (190969|2,191210|3) - What I think would be cool is to flip these notes and use 03:11:210 (191210|3) - as a connection to the next LN hand because the sounds overlap, like this https://osu.ppy.sh/ss/9059854 Hmm, pretty cool idea. Though I'm going to keep it as is for two reasons. 1. to keep the piano LN consistent length (helpful in this section which is full of polys), and 2. pitch relevancy lol.
03:27:113 (207113|2) - Might use this to represent the growing synth rather than the piano. Or you could make do with a jump like so https://osu.ppy.sh/ss/9059867 I could consider the second option. I'm hesitant though, as I haven't done this anywhere else (and this OH-double LN mapped to synth thing seems to be fairly common)
03:43:318 (223318|1,223318|3) - Not really understanding why there needs to be emphasis here with the jump + LN. Seems like a ghost to me, at least cause the only sound I can think of is the background synth that repeats 1234|1234|1234, but you haven't mapped that at all in this secetion so far so I'd assume these notes aren't for that. This 03:42:776 (222776|0,223017|1,223258|0,223499|2) - is a continuation of the piano notes from before. These 03:42:776 (222776|2,222776|3,223318|1,223318|3,223740|1,223740|3,224222|1,224222|2) - are the other piano chords that are playing on top of it.
04:40:366 - 04:40:457 - Kind of suprised you didn't map the little wobbles here. Seems to be covered only with the 1/1 LN at 04:40:246 (280246|3) - which makes me sad. I'd use little LNs for them like this https://osu.ppy.sh/ss/9059972 Oh yeah I thought about that at one point. Eventually I decided that some subtle SV was enough to cover it.
04:45:788 - Add a note for the piano? There's probably other really quiet grace-note-ish piano I could map in this section too, but I think I'd prefer just having the emphasis on the main piano vs percussion polyrhythm (I actually really love how this section feels to play for some reason.)
04:55:969 (295969|1,296149|1,296330|1,296511|1) - I think there's already been enough stacking in col 2, so I might suggest putting it into another column,
like 3 which hasnt been used that much In this section, every new measure signals a switch of the column that is being stacked on, so that's likely just the consequence of balancing it around all the PR stuff. I spent a fair bit of time to make sure that it wasn't too unbalanced in this area, so it's likely the most optimal column at the moment anyway.
05:01:752 (301752|1,302113|1) - I'd separate these two notes from a stack with 05:01:933 (301933|1) - cause the kick at that point in time is just that -
a kick. There's a slight hesitation or pause on the note, so I think it'd be nice to separate it from the normal stacked notes present in a lot of this section. Similar to what I said above, it's a repetition of 05:01:029 (301029|1,301210|1,301390|1) -hitsound irc last night2017-09-09 23:28 Protastic101: boop
2017-09-09 23:28 Protastic101: got time to check hitsounds and stuff real quick?
2017-09-09 23:28 Parachor: boop
2017-09-09 23:28 Parachor: yeah
2017-09-09 23:28 Protastic101: ACTION is editing [https://osu.ppy.sh/b/1364765 Ekcle - The Impulsive State [Entropy_]]
2017-09-09 23:28 Parachor: inb4 "make everything louder"
2017-09-09 23:29 Parachor: :^)
2017-09-09 23:29 Protastic101: was about to say that before I realized I had music/effect on 100/25 lmao
2017-09-09 23:29 Parachor: lol
2017-09-09 23:30 Protastic101: going to trust all the SVs are averaged to 0.75x or whatever for now and Ill just double check whenever I remod the map lol
2017-09-09 23:30 Protastic101: I can already see this map in spotlights lol
2017-09-09 23:31 Parachor: the averages should be increasing, if I did it right
2017-09-09 23:31 Parachor: for the single-SV parts
2017-09-09 23:31 Protastic101: oh, so you did end up doing that then?
2017-09-09 23:31 Parachor: Yeah, seemed like a cool idea
2017-09-09 23:31 Protastic101: 01:12:957 (72957|2) - missing kick?
2017-09-09 23:32 Parachor: yup
2017-09-09 23:34 Parachor: oh no I forgot the double kicks at 02:47:836 -
2017-09-09 23:34 Parachor: fixing those
2017-09-09 23:34 Protastic101: ok
2017-09-09 23:34 Protastic101: 01:44:734 (104734|3) - also, I might make this a bit louder cause it's really hard to hear over the music unlike the beginning where everything was a bit quieter
2017-09-09 23:35 Parachor: agreed
2017-09-09 23:35 Protastic101: 01:59:402 (119402|2) - assuming you intentionally left out the metalhit here cause it's a lower pitch in the music?
2017-09-09 23:36 Parachor: yeah
2017-09-09 23:36 Parachor: I could possibly put a low-volume metalhit there if you think that's better
2017-09-09 23:36 Protastic101: Sure
2017-09-09 23:37 Protastic101: Just felt a bit weird to not have any feedback there aside from the hitnormal imo
2017-09-09 23:38 Protastic101: 02:24:704 (144704|0,144704|3) - Seems like you didnt use double kicks in the rest of this section, so I'd just leave this out as only one kick at 85% to be consistent with the ones like 02:25:788 (145788|1) - 02:26:149 (146149|1) - 02:27:595 (147595|1) -
2017-09-09 23:38 Parachor: Ah I only used the double kicks at the really loud quad parts
2017-09-09 23:38 Parachor: afaik
2017-09-09 23:39 Protastic101: hm
2017-09-09 23:39 Protastic101: ok, guess that's fine then
2017-09-09 23:39 Parachor: same at 02:47:836 -
2017-09-09 23:39 Protastic101: 02:26:872 - 02:28:318 - 02:29:764 - and so on. Think you could find a sample for this clap kind of sound? I think it's a bit underhitsounded cause the sound is pretty noticeable to the player imo
2017-09-09 23:39 Parachor: except at 50% volume which I just fixed
2017-09-09 23:39 Protastic101: it's like this song's version of the kick/snare/kick/snare structure found in a lot of pop songs
2017-09-09 23:40 Protastic101: but made edgy
2017-09-09 23:40 Parachor: Lemme see if the clap I have already imported works there
2017-09-09 23:41 Parachor: Yeah, a 100% CLAP seems to work. What do you think?
2017-09-09 23:41 Protastic101: dunno about 100%, lemme try it
2017-09-09 23:41 Protastic101: yeah, seems good
2017-09-09 23:42 Parachor: I'll do that for the rest of this section then
2017-09-09 23:42 Protastic101: 02:36:089 (156089|3) - this sounds so out of place in the song lmao
2017-09-09 23:42 Parachor: I know lmao
2017-09-09 23:42 Parachor: The other Ekcle song I was planning to map just randomly has a "Look there's a watermelon!" sample in the middle
2017-09-09 23:43 Protastic101: w e w
2017-09-09 23:44 Protastic101: 03:00:487 - 03:00:848 - you said you added the double kicks for these quads and stuff already right?
2017-09-09 23:47 Parachor: like, quad-LN's
2017-09-09 23:47 Protastic101: 02:48:559 - 02:50:005 - 02:51:451 - also forgot to ask if you'll use the clap here or not. The sound is a bit different, but the same reason I gave before applies here too in that the 4/1 clap acts as a kind of metronome for the player, so it'd be best to have a HS there
2017-09-09 23:47 Parachor: Just because those parts were super loud and powerful
2017-09-09 23:47 Parachor: Oh yeah I added claps there
2017-09-09 23:48 Parachor: For that same reason that it gives a kind of rhythm for the player to anchor themselves to
2017-09-09 23:49 Protastic101: mhm
2017-09-09 23:49 Protastic101: Definitely important to do especially in a song as unconventional as this lol
2017-09-09 23:49 Parachor: I wonder if I will get top spotlight :thinking:
2017-09-09 23:50 Protastic101: Probs will
2017-09-09 23:50 Parachor: Or maybe this map will do what Figue Folle did and not even get mentioned (and instead goes to R4V3 B0Y)
2017-09-09 23:50 Protastic101: lmao
2017-09-09 23:50 *cough* not salty *cough*
2017-09-09 23:50 Protastic101: I didnt pay attention to ranking charts back then tbh
2017-09-09 23:52 Parachor: blame Blocko
2017-09-09 23:52 Protastic101: rip
2017-09-09 23:52 Protastic101: Bet Juan's gonna ninja me to spotlight this map tho next month lol
2017-09-09 23:53 Parachor: Just quickly write your paragraph beforehand
2017-09-09 23:53 Parachor: so technically you've finished it first :3
2017-09-09 23:54 Protastic101: Yeah but the problem is they release the folder for commenting and stuff like at 3 am my time when Im asleep and Juan is still awake doing god knows what
2017-09-09 23:55 Protastic101: and they all throw the maps in there before I have time to do anything Q_Q
2017-09-09 23:55 Protastic101: totally not salty or anything you know
2017-09-09 23:56 Parachor: Q_Q
2017-09-09 23:56 Protastic101: T_T
2017-09-09 23:56 Protastic101: 03:33:378 - would be nice to get a hitsound for this sound but it'd most likely only be used once so it's fine
2017-09-09 23:57 Parachor: lol
2017-09-09 23:57 Protastic101: 03:38:680 (218680|2,218921|2) - PR suggestion, wouldn't stack these two notes with each other since they're different pitches. Rather, you could just use a trill instead like so https://osu.ppy.sh/ss/9056202
2017-09-09 23:58 Parachor: it's a shame that 03:39:162 (219162|1) - would have to end up high
2017-09-09 23:58 Protastic101: :/
2017-09-09 23:59 Parachor: I think what I was going for was
2017-09-09 23:59 Parachor: 03:38:680 (218680|2) - is "lower than 03:38:921 (218921|3,218921|2) - both of these combined
2017-09-09 23:59 Parachor: so you still get the rise
2017-09-10 00:00 Parachor: "lower"*
2017-09-10 00:00 Parachor: without the LN in |4| I would definitely have to change it
2017-09-10 00:03 Protastic101: hm
2017-09-10 00:05 Protastic101: guess it is kind of hard to do, but the stack still feels out of place since you can easily tell they're not the same pitch, even if you cant tell apart the fact that the pitch ascends and descends like a stair
2017-09-10 00:06 Protastic101: kind of hard to understand the rhythm here and that's my fault lol, but shouldnt there be a hihat on 04:33:378 - or 04:33:619 - ?
2017-09-10 00:07 Protastic101: 04:33:378 - most likely here considering the consistent rhythm at 04:20:366 - tho
2017-09-10 00:08 Protastic101: 04:43:318 (283318|0) - might also consider adding the hihat to this too for the repeated whish kind of sound
2017-09-10 00:08 Parachor: The hihat beat is every off-beat, plus any time it uses a swing rhythm (every second bar)
2017-09-10 00:09 Protastic101: oh, if you did that, you'd have to do it in the next section :thinking:
2017-09-10 00:09 Parachor: Next section?
2017-09-10 00:09 Parachor: you mean 04:43:499 (283499|2) - onwards?
2017-09-10 00:09 Protastic101: 04:43:499 - yeah
2017-09-10 00:09 Protastic101: if you did the last suggestion about the two hihats
2017-09-10 00:09 Parachor: There's no hi hats mapped in that section I think
2017-09-10 00:10 Parachor: That section is just kick + clap + piano + that shh shh shh noise
2017-09-10 00:10 Protastic101: yeah
2017-09-10 00:10 Protastic101: well anyways, that's it for hitsounds i think
2017-09-10 00:10 Protastic101: update and then we'll go over the chart
2017-09-10 00:10 Parachor: coolio
2017-09-10 00:11 Parachor: Updated
2017-09-10 00:11 Protastic101: tfw all the bookmarks are off smh
2017-09-10 00:12 Parachor: oh actually?
2017-09-10 00:12 Parachor: Oh right they aren't in the timing window
2017-09-10 00:12 Protastic101: yeah lol
2017-09-10 00:12 Protastic101: also, I think the offset is still early by 3 or 4 ms
2017-09-10 00:13 Parachor: are you listening to the kick?
2017-09-10 00:13 Parachor: Because for some reason the kicks are a few ms later than every other sound
2017-09-10 00:13 Parachor: no clue why
2017-09-10 00:13 Protastic101: huh
2017-09-10 00:13 Protastic101: seems weird but alright then
2017-09-10 00:13 Parachor: Ekcle might have used a sample with a bit of delay
2017-09-10 00:13 Parachor: smh
2017-09-10 00:13 Protastic101: smh
2017-09-10 00:13 Protastic101: ok, actually, I should probably do this tomorrow or something
2017-09-10 00:14 Parachor: I'll email them and let them know you'll be unqualifying their song
2017-09-10 00:14 Parachor: disqualifying(
2017-09-10 00:14 Parachor: *
2017-09-10 00:14 Protastic101: it's 12 and im slightly sick so I wanna get some rest while I can before the school week starts lol
2017-09-10 00:14 Parachor: s m h
2017-09-10 00:14 Protastic101: "ekcle, pls more of that end piano stuff and less of the beginning thx"
2017-09-10 00:15 Parachor: s m h
2017-09-10 00:15 Protastic101: poke me in discord if you need smth, Ill probably be on for another hour or so doing homework anyways
2017-09-10 00:15 Parachor: Alrighty
2017-09-10 00:15 Protastic101: will try to find some time wednesday night to mod
What an awesome mod. Changed quite a lot, especially with the intro section. Sorry it started to turn into a redwall lmao.Litharrale wrote:
my turn for the redwallmodWarm Greetings, Parachor. I will be your resident BN for this evening to assist you in ranking this exquisite piece of """""""""""art""""""""""". tips beret and twirls moustache
Second mod on this set so it probably wont be that long
1|2|3|4
Folder stuff:
BG is solid, mp3 is rankable but you didn't use my one :rage: :X
Hitsounds are all ok although some have an oddly long tail of complete silence https://i.imgur.com/0nSFRQh.png not really a big issue but i mean, it's a thing Yeah I'll cut that off.
Map metadata stuff:
HP rate of 8.8 is cool, I'd say change the OD to be a weird decimal too to fit the maps theme but that might be pushing it a bit too much
https://i.imgur.com/hnPj5tr.png (to future QATs checking if my bubble mods are bad, I swear this isnt padding) Cool idea. 7 seems to be hitting the speet spot at the moment though, I'll see if some other values work.
Lack of kiai is an odd choice to me as there are sections that could definitely be kiai'd e.g 02:24:704 (144704|0) to 03:34:101 (214101|3) Added some mini kiai for the quad LN smashes. Hopefully that doesn't break some kind of RC.
Double red line at the beginning? Could remove the first. The second line is the true beginning, the first one is only there because of some weird bug(?) where SV changes are ignored by the editor before the first timing point and note.
rest looks good.
Snaps, hitsounds and missing/ghost notes
Just pointing this out for anyone checking the map in the future. notes like these 00:05:969 (5969|3,6210|3) - feel mistimed to me but the justification give were that they are mapped to the peak of the sound rather than the beginning and that's acceptable imo
00:17:595 - sound here that seems as strong as the one preceding it, maybe add a note Yeah, seems to work well enough. Added in the 4 similar places in this section as well. (Note: I put it on the 1/16 snap before the one you pointed out because it was just a liiiiitle bit earlier.)
00:17:746 (17746|1,17994|3,18243|3) - Looks like you're using the stickhit.wav in this section for the brush sounds(?) which form the regular beat here. Although here 00:18:499 (18499|3) - it's used despite the "beat" stopping" and not used here 00:18:649 (18649|1) - when it should be (assuming the pattern is true) Ah it's representing the same sound as the section before, the thing that almost sounds like a clock ticking. It's a little more faint in this part,
but I still wanted to keep that polyrhythm beat going.
00:21:481 (21481|2) - sounds like it should be 1/12th back Yeah I agree.
00:21:933 - another hi hat miss. I'll stop mentioning them here just in case they are intentional Oh god there's more.
00:23:378 - one more Okay *now* I think I've added them all. At first I was hesitant because it's made the patterning more dense, but it ended up working with the chaotic vibe after all.
00:23:378 (23378|0,43649|2) - starts on the 1/6 before itMisslinked?Got Lith to clarify. I think that note is timed correctly though.
00:49:342 (49342|2) - I understand why you havent mapped this hits but I think you should. Up until this point they've all been mapped and I was so used to having them mapped that I thought there was a storyboard hitsound here or something. Not mapping it is creating false feedback for such a basic sound Okay both you, protastic and raveille pointed this out, so I think I'll change it. hs applied to it as well.
00:52:475 (52475|0) - should end on the 1/6 tick before it. Agreed
00:52:927 (52927|1) - Not sure what this is mapped too. If its the metal hit, they should be the same note, if its the "uhn" its way too long.
I'm guessing it is the "uhn" because 00:53:408 (53408|3,53890|3) - these are mapped to the same sound, they're also way too long (this repeats a lot throughout the map) Yeah this is more of a design choice than anything. My aim for this part was to have the 'uhn's as inverse releases, so most of them are stretched forward until there's a 1/6 gap, so that the player has to consciously think about the gap.
00:57:324 (57324|2,57445|1,57535|2,57625|1) - These all feel slightly too late I thought so at first. Though in this case they're mapped ever so slightly early, where the note starts at the bottom of each wub. It sounds late if you compare it to the height of the wub before it. At 100% speed, the notes sounded off when I attempted to tweak it, so I think it's fine as is.
01:06:421 (66421|2,66428|3) - 1/48 snap. I think it's extremely likely that these 01:06:247 (66247|3,66338|3,66428|3) - are just on the 1/12 snaps. Super hard to tell though since at this point, i might as well measure the gap in pixels rather than ms Aww you don't like my edgy 1/48 snap
01:06:933 - Significant sound here Added.
01:06:511 - significant sound here, add something (pref col 2 for PR) Added. There's a sound in col4 that I could map as well, but it ends up making this pattern way too clumsy to play, so I'll just add this one.
01:07:580 (67580|3) - if you're gonna map this sound you should map the one here too 01:08:288 - Added.
01:07:866 (67866|3,68348|3) - https://i.imgur.com/imMKvPO.png It's a good thing that it's all mapped to PR isn't it. Same column doesn't have to signify same pitch in certain cases, which becomes especially evident when you look at this entire section as a whole.
01:31:421 (91421|3) - significant sound here, add something to col 4 Added. (your link is wrong btw)
01:38:687 (98687|2,98868|3) - I really do think these are 1/12. start playing the music from 3 points.
A) The current snap,
B) the 1/12 snap behind it, and
C) the 1/16th snap behind that.
If you work from the earliest point in time, C) sounds too early. B) sounds just right and A) sounds right as well. But since B) sounds right and it's
before A) I think that it's the correct snap Was confused about this for a sec too, but if you look at the ones a bit later, the sound is slightly late on a few odd ones, so it's likely just a catch-all for oddities like that. I think the consequence is minimal enough that the current snap works fine.
01:40:088 (100088|1) - Not sure what this is mapped to. There are sounds here but this doesn't seem to be mapped to anything distinct Similar to the sounds frequently mapped in col 1 in this area. Yeah it's pretty unnoticable, but it fits well with the patterning.
01:57:573 (117573|1) - starts at 1:57:535 Moved, but to a different snap.
01:59:018 (119018|1) - this too. The repeat here makes me think it's intentional but I think it's far too late in both cases. ^
02:08:280 (128280|0) - starts at 2:08:258 Agreed.
02:14:583 (134583|3,134824|2,135065|1,135306|0) - keysound opportunity Get your midi piano away from my ekcle.
02:37:942 (157942|1,158047|2,158198|0,158574|1,158680|0,158890|2) - These here are super questionable. I can't tell what they're mapped to at all otherwise than .mp3 noise artifacts
applies to all similiar notes further on too These are absolutely fine. Also worth pointing out that without these, this *entire* section would be incredibly empty.
02:49:779 (169779|2,170005|2) - plays really weirdly because the first LN carries into the second. the sound the double is mapped to is mistimed as well. Shorten the second LN and move it up a few ticks There's a few things at play here. The double was put there so that it's mapped to the actual 'break' of the sample instead of the attack, which neatly tied together the rhythm for the player to anchor themselves to. The LN stuff is the result of what seems like heavy sidechaining, so even though the sound is incredibly dimmed, the general rhythm of the synth stays constant, which you can obvserve elsewhere in this area.
02:54:553 (174553|2) - ghost note? The same as the noises you pointed out two suggestions back.
03:03:951 (183951|3) - there's a tonne of complete ghost notes in this section. This is one example Same as above and etc.
03:25:427 (205427|2,205427|3) - LNs like these make me super uneasy because the sound they're mapped too doesn't actually kick in until about halfway through which is inconsistent with LNs like these 03:25:878 (205878|2,205878|3) - See the second half of my response three suggestions up^
03:48:740 (228740|1) - more ghosts Reversed piano sample.
04:50:366 (290366|1,290366|2,290366|3) - Out of place triple, what's your justification? The kick is the souble in col 3 and 4. The note in col 2 is part of the "shh shh shh" noise triplets everywhere. Combining them loses the effect.
Patterns and misc
Patterning is actually fairly decent. Most of what i would say, other people have already mentioned and you gave acceptable responses to
mentioned it before but this 00:52:866 (52866|3,52927|1) - feels very off to me. The metalhit is the start of the sound, then there's a gap, then there's an LN that follows the echo of the sound. It's a very unconventional mapping technique that I'm not sure I agree with. Consider adding a note between the rice and the noodle to "connect" them a bit more. Alternatively turn the metalhit into an LN and shortern the existing one It's connected to the note before it.
That kind of cracking cymbal sound is mapped to two notes in this section, usually placed on the same hand, so they're actually unrelated to the LN (which is for the uhn instead). The reason why there isn't a note in the middle, but is later on, I covered in Prot's mod response.
01:04:463 (64463|3) - move this to col 2. It plays better due to removing the quick release and hold and also follows the pattern of the preceding LNs and more importantly, other rice-rice-LN stair patterns throughout the map e.g 01:05:818 (65818|3,65878|2,65939|1) - As mentioned in the previous one,
that sound is placed on the same hand wherever possible. Gives a stringer connection between the two.
01:04:975 (64975|1,65427|0,65457|1) - This is really weird and difficult, I think it'd play better if either it was on two different hands or you flipped them so the LNs are on col 1 I justified this in prot's mod response as well. Looks hard, plays simple.
01:26:149 (86149|0) - This LN seems to be representing two different sounds AND an increase in intensity, I think you should add another LN either at the start of preferably half way to reflect this Don't forget I use the SV to show the varying intensity as well. (also in prot's mod response)
02:55:652 (175652|3) - this sound is repeated again almost immediately, scrap this 02:56:195 (176195|0) and put an LN in col 1 that follows it I hear the extra sound you're talking about, but I'd rather follow the more prominent (and PR'd) melody here 02:55:652 (175652|3,175788|1,176195|0,176375|1) - , the extra high note would create a jumpled mess and would result in other things being deleted.
03:25:427 (205427|1) - not sure what the point of this quad is (or the previous ones). Seems pretty overkill Well with only 4 columns maps are bound to use all 4 at some point, I think people attach a stigma towards quads when they're really not much different than a triple. The reasoning for this one in particular is because of the layering scheme used here. 2 for synth, 1 for piano, the other for the kick.
04:45:668 (285668|1) - There's an arpeggio here that you could map. Would fit well since all the other piano is mapped Same reasoning as in prot's mod. Intentionally ignored to focus on the polyrhythms.
05:02:294 (302294|1) - should be on 3 to reflect the "every new bar has a new col stack" pattern I'm glad you noticed that, though that's just for the "shh shh shh" sound, not the kicks.
second (almost certainly more to come) check completo
260366,-10,4,2,1,15,0,0noise sounds suddenly stops and by this you can emphasize the sudden transition from noise sounds to no background sounds
260385,-117.647058823529,4,2,1,15,0,0
Thank you.eyes wrote:
Hey, you might be interested in this
I was listening this song from different sites and looks like I've found another interesting variant of audio file
>Download< (offset is off a bit, change it if you will replace audio file)
Major differences are in this part 02:24:704 -
Obvious examples of differences are here 02:29:041 - and 03:29:764
Oh that's interesting! You might have an earlier version of it. I'm using the one from Powered by Inspected 2.
-----------------------
some suggestions:
01:26:149 - deceleration looks really weak effect, acceleration would be nice or you might want to place some lagging effects It probably seems weak because I had to nerf it a lot because of the notes in the other columns. Heavier SV kept stretching out the LN lengths and made it really award to play.
01:28:318 - it's really strong sound, I think it should fall on high speed, not 1.0x speed, you can start speed uping by this moment 01:27:595 - or here 01:27:866 Cool idea, though still works how it is (the harder-hitting ones have SV effects so it balances out).
01:27:866 (87866|0) - I don't really understand what sound it is snapped for, if it is the voice, then it should be here 01:27:836 Made the snap earlier. Thanks.
01:46:639 (106639|3) - this should be on 2 for pitch relevance, 01:46:639 (106639|2,106639|3,106820|2,106820|1) - are same.
you can use this as proof 01:48:085 (108085|2,108265|2) Used to be like this, before the trill stuff in column 1 and 2 started making it really wonky.
01:58:047 - missed sound maybe Ehhh, it's pretty unimportant and quiet compared to the stuff around it.
04:20:366 - you might want use this effect At this point the SV has been toned down a lot. I think the slowjam does the job well enough.
Might look into this a bit later though if I change my mind.260366,-10,4,2,1,15,0,0noise sounds suddenly stops and by this you can emphasize the sudden transition from noise sounds to no background sounds
260385,-117.647058823529,4,2,1,15,0,0
Protastic101 wrote:
00:28:860 (28860|3) - This should end at 00:28:951 - and start at 00:28:830 - if you're following the white noise. I'm so confused x_x. This is snapped correctly though? If anything, the ending might instead be the blue tick in front (in 1/16 snap), but the start and the end definitely aren't earlier than they are.
01:09:071 - I think these three LNs are actually just 1/6 (or 1/3 I cant tell with my beatsnap divisor anymore) long as they all seem to have an equal amount of time between each other, but you can probably argue that their starts are delayed I guess. Still think 1/3 would be better in this case as it's a bit easier to time and feels more natural to hit https://osu.ppy.sh/ss/9326271 The gap between 01:09:207 (69207|1) - and 01:09:252 (69252|0) - is a lot shorter than the others. Might help to play at 25% speed, turn music volume down and hitsounds way up to hear that they hit exactly on the sound. I agree that it's a bit weird, though not surprised when it comes to Ekcle lmao.
01:36:993 - Im a bit surprised you didn't have an SV here tbh cause the sound seems to power down a bit. I might suggest adding a gradual slow down SV here then in that case similar to what you did at 01:16:052 - with the averages that were less than 1x. SV Added! Made it a gradual slowdown, ending with a slight rush back into 1.00x in the following LN.
03:58:318 (238318|1) - I think the shield here is nice to play but a bit unjustified with the music as the sound doesn't have a quick cutoff or anything; it just continues on into the next note at 03:58:318 - and fades away instead, so I feel that having the shield there isn't representative of the music in that case.
03:58:318 (238318|0,241571|0) - ^ To add also, it seems that the LN at 04:01:571 (241571|3) - didn't have a shield, and you could probs argue that it's cause it's a repeat of the first chord, but I think for consistency in this section, it would be better to leave out all shields in general. The shields are there so it feels like each chord is falling into the next. Instead of the kind of motion your hands make if it was, for example, |24| to |13|, which is like just sliding across right into the next chord; this way forces the player to pay attention to the release and re-press. I guess it's my way of emulating a real piano?
Like, playing it irl, you don't make a finger movement for chords like these, but you make a hand movement instead, if that makes sense. The LN without a shield is there as a reset, and also because the notes making up the chord vary more than the previous changes (which share pitches). Hope that makes sense, because I really do love how this section plays with the shields. Edit: I also realised that this shield pattern comes up everywhere in the last section of the song too, and changing all of those would result in an entire section remap lol.
04:05:186 - For this, I don't think a stutter is appropriate for the SV. The sound is less a scratchy kind of broken record thing and more so a lurching sound similar to 01:26:149 -
04:10:969 - ^ It's imitating a sub-bass wobble. I feel it's a nicer effect in such a calm section, given that the LN lengths stay the same with a stutter, unlike a lurching SV that warps the lengths.
04:09:523 (249523|2) - I dunno why this is a jump tbh, if you're trying to catch that stick kind of sound, it's at 04:09:433 - on the 1/4 before Oh you're right! Although I think it might be 3/16 before instead of 1/4 before (only a 1/16 difference). I've moved all of the stick-kinda sounding notes back 3/16.
04:33:378 (273378|2) - Missing a hat? Im not sure tho cause the whole rhythm of this song confuses me lol Here I mainly kept the hihat hitsound for every off-beat so the player can anchor themselves to the rhythm a bit (with the exception of the little gallop bits at the start). I can add one here if you want though!
04:40:246 - Imo, this speed up is too tame for the sound and really hard to notice. Since the sound kind of wobbles a bit, I was thinking a stutter might be better. Snap is smth like this http://osu.ppy.sh/ss/9326306 I partially accepted this. My issue was that the noise this SV is mapped to appears at least another 7 times in this section, and putting wobble SV on all of them would mess with some of the note lengths (they're all different durations as well).
Instead, I made the speed increase more obvious (but still keeping it as subtle as intended), and also added more of them to the places that I missed!
05:07:445 - I think a simple bump here would be nice to represent the repeating sound. Could do something like 05:07:445 - 2x and 05:07:490 - 0.6x to average out to 0.95x, then end it with a 0.95x at 05:07:625 - to normalize it again. Cool idea. Modified your suggestion a little, but kept the averages the same.
eyes wrote:
05:18:258 - missed sound? I think this blends in behind the previous note enough for it be fine, especially as the layering starts to decrease as the song finishes.
05:13:544 - I don't know but I feel like here is a sound too Not quite. Or at least, not clear enough to need a note for it.
05:19:884 - here might be sound too ^
05:26:195 - maybe here too ^
05:30:396 (330396|0,332384|2) - and why these LNs are so long, there's no any sound (maybe piano echo but it doesn't seem to be for that) Nah this is fine. It's a very gradual fade out, so the LN doesn't really have any specific area it *has* to finish.
I'm glad such a map is on ranked section, congratz!!! Thanks