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BaconAkin - Yeah Boy - Shooting Stars [Taiko|CatchTheBeat|Os

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Surono
my boi did modding such as getting started how to modding
Topic Starter
Xinnoh

Volta wrote:

applied all taiko
[Cup]
00:17:366 - why no note why not i guess


what am i doing rank dank thank

Surono wrote:

my boi did modding such as getting started how to modding what does that even mean
Natsu
HHyper

  1. 00:04:406 (1) - eh you don't need a NC here, it's super spammy and thee music don't changes at all
  2. 00:12:086 (2) - maybe you can rotate this, so the overlap with 00:11:126 (4) - isn't that big
  3. 00:00:566 (1,2) - 5% volume is too low and needs to be changed
  4. 00:04:886 (1) - same volume is too low
  5. 00:17:366 (1) - this one is inaudible, you can't do this on standard
  6. 00:21:369 (2) - this is touching the HP bar and needs to be moved down
  7. 00:26:889 (1) - this is mapped to nothing o.o, personally I don't feel it being acceptable
Normal

  1. 00:14:966 (4,2) - the map is super clean, that's why this overlap looks really bad compared to the rest of the map
  2. 00:26:889 (1) - again this doesn't fit the music at all
The volume things apply to the easy diff, btw I don't think the last spinners fit the song at all.
Topic Starter
Xinnoh

Natsu wrote:

HHyper

  1. 00:04:406 (1) - eh you don't need a NC here, it's super spammy and thee music don't changes at all fix
  2. 00:12:086 (2) - maybe you can rotate this, so the overlap with 00:11:126 (4) - isn't that big fixed some issues with stack leniancy
  3. 00:00:566 (1,2) - 5% volume is too low and needs to be changed leaving the first slider at 10% else it really overpowers the song, but increased the rest.
  4. 00:04:886 (1) - same volume is too low
  5. 00:17:366 (1) - this one is inaudible, you can't do this on standard fixed
  6. 00:21:369 (2) - this is touching the HP bar and needs to be moved down yup
  7. 00:26:889 (1) - this is mapped to nothing o.o, personally I don't feel it being acceptable Mapped the random noises
Normal

  1. 00:14:966 (4,2) - the map is super clean, that's why this overlap looks really bad compared to the rest of the map kek i told you so meep, did the thing i offered in discord before where it's triangle now, probably fine will double check though
  2. 00:26:889 (1) - again this doesn't fit the music at all fixed
The volume things apply to the easy diff, btw I don't think the last spinners fit the song at all. fixed both
All modes have had the ending part mapped and volume settings adjusted. Taiko is still a spinner because chromoxx suggested to do so for reasons
Sc4v4ng3r
'Sinnoh wanted to say hi to mapfeed' - Sinnoh 2k17

Difficulty namings were changed as per many BNs agreement, and fixed some hitsounding, as well as some unrankable timing lines. Oh and also a missing LN on EZ was added.
Everything looks good to go, so Bubbled~
Rivals_7
meme
Surono
cacad by1 ce es ge o
wonjae
Its time.
Litharrale
holy shit he did it

only sinnoh could get the sounds of a chair falling over ranked
Surono
Its daed. meem :"C

i shot it so ded, wew edited. ~_~ soon(tm) renk <3
Topic Starter
Xinnoh


I've already checked with all active T2s, only one that wouldn't reject a meme or hybrid only accepts through queue so :/

I've asked Irre to look but he could take up to 10 months soo...

also self-pop due to timing change, but would like a t2 look before rebubble in case unrankables are found.
Strategas
m4m

not much to say just 00:27:776 - has red and green line with different volume, so fix that and get a rebubble and I'll qualify since other modes have been checked

also no video?
Topic Starter
Xinnoh
<3

Strategas wrote:

m4m

not much to say just 00:27:776 - has red and green line with different volume fixed, didn't have it bubbled because I thought something like this might happen, so fix that and get a rebubble and I'll qualify since other modes have been checked

also no video? idk how to do a video ;-; + there's a fade in I added at the start of music, so pretty difficult to add video when everyone just turns it off anyway.
tfw modding 30 minute set for 30 second meme

@sc4v gogogogogogogo
Sc4v4ng3r
meme

Changed up weird hitsounding and removed unnecessary green lines on std diffs, so we are ready to go
Aurele
hi mom!

General
  1. The backgrounds you have used for every modes have a different dimension. Some of them, mainly the standard's one, have a bigger file size than the others. You can easily try to make them either smaller or proportionate so you can make your mapset less heavy. (Reference)
  2. Perfect settings on every difficulties!
---


Futsuu
  1. 00:00:133 (1,2,3,4,5,6,7) - Starting from here, I don't feel like it's following the right thing. Also, while looking at both Kantan and Muzu, I believe you should have a little mix of both of them, but have a similar rhythm like the Kantan. In this case, you should follow mainly on the flickers, which are on the upbeats. I am suggesting you to do something similar to what's shown on the screenshot below.
  2. 00:15:493 (33) - If we follow the previous notes, you were doing a little alternance of dons and kats on those big downbeats. In this case, I feel like you should change this don for a kat instead. So it will technically look like those notes 00:11:173 (21,22,23) - .
  3. 00:26:936 (59) - This shouldn't really put an emphasis on a.. coughing or a laughter? If we follow both the Kantan and Muzu difficulties, there are no note at this moment and instead, what you could do, is move your next spinner to where this note is right now, just like the Kantan difficulty.
---


Hard
  1. 00:14:533 (3,4) - The fact that these objects aren't really stacked with the end of 00:13:093 (4) - like these does 00:11:173 (4,2) - , tilts me lol. I suggest you to make them perfectly stacked instead.
  2. 00:17:413 (1) - Best slider xd
  3. 00:25:736 (3) - Most of the time, you were basing yourself around the same pattern, which works pretty great, but starting at this combo, there are lyrics and you already made an emphasis with the first slider (00:24:776 (1) - ) which has a reversed arrow. In this case, I'm suggesting you to change this circle for a slider, because there are lyrics at 00:25:976 - which you can easily emphasize.
---



The catch difficulties are playing pretty good, like it!

---


I screamed. I was not ready to play a 'John Cena' hitsound in the NM diff.
Overall, the difficulties are well charted and they are well spreaded. Nice job!

---

Once you've fixed the background, call me back for a rebubble! :3c
Topic Starter
Xinnoh
fixed all except bgs
the whole thing is 4.7 megabytes
is the size of the bg going to have a significant improvement on the set as a whole
don't want to use upscaler because it's unreliable with images with lots of colour like mine
Aurele
hi mom!

Changes we made
We deleted an extra hitsound file and it's timing point affecting the 'NM' difficulty.
Fixed the file size of the 'std' background
Strategas
kudosu my mod pls
Litharrale
ok
Maardhen
why
No_sync
hi, i think there are many Hitsound issues between the mania difficulties.

Using Double Whistle at the same time or even Triple Clap at the end of Sur's HD difficulty isn't recommended. Also, i think there are some inconsistencies about using Clap or Whistle|Clap for the same snare on the song. More detailed below.

Columns 4K 0|1|2|3


Open here.
[General]
00:17:413 - All difficulties. Why the volume is 5% here? i rather increase it to 10% at least.

[EZ]
Hitsound:

00:06:373 - Comparing with NM diff on the right: https://osu.ppy.sh/ss/9076641 Is Clap(C) or Kick+Clap(W+C)? It needs to be consistent in my opinion. The possible solution will be using W|C at the same time or only C. In my opinion, C only is the best option.

00:09:253 - ^Same case, https://osu.ppy.sh/ss/9076670

00:10:213 - ^ https://osu.ppy.sh/ss/9076676

00:13:093 - ^ https://osu.ppy.sh/ss/9076678

00:14:053 - ^ https://osu.ppy.sh/ss/9076680

00:15:973 - Now is consistent, but i don't understand why before not: https://osu.ppy.sh/ss/9076687

00:19:496 - The same issue again: https://osu.ppy.sh/ss/9076701

00:23:336 - ^ https://osu.ppy.sh/ss/9076708

00:25:256 - Like 00:15:973. Still i don't know the reason about this: https://osu.ppy.sh/ss/9076712

00:26:216 - Again like before: https://osu.ppy.sh/ss/9076721

00:27:983 - You could add the F(Finish, click sound) like you did in NM: https://osu.ppy.sh/ss/9076726

----------

Mod:

00:03:973 (3973|3,4453|3,4933|3) - I think you can move 00:04:933 (4933|3) - to |2| instead, so will be more easier, and also using a different column for vocal.

00:22:376 (22376|2,22616|1) - I rather move these notes one column to left, for emphasize the sound of the snare on 00:22:376 (22376|2) better : https://osu.ppy.sh/ss/9076777

[NM]
Hitsound:

There is inconsistency in this diff about the hitsounds used. Like EZ, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare) . Examples: https://osu.ppy.sh/ss/9076840 - C , https://osu.ppy.sh/ss/9076846 W|C.

00:15:973 - Comparing with Sur's HD diff now on the right: https://osu.ppy.sh/ss/9076806 The same issue as EZ.

00:16:933 - ^Same case, https://osu.ppy.sh/ss/9076810

----------

Mod:

00:00:613 - Chord/Double left? Add a note on |3|, like you did for every Click+Kick in this part: https://osu.ppy.sh/ss/9076863

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note.

[Sur's HD]
Hitsound:

There is inconsistency in this diff about the hitsounds used. Like NM, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare). -> Examples in HD: https://osu.ppy.sh/ss/9077100 C, C and W|C, W|C. I think that is inconsistent.

00:07:693 (7693|1,7693|0,9613|2,11533|0,11533|1,13453|2) - In my opinion, there isn't any kicks here, is only the synth. Still they are different all the time: Chord(Double Note) and Single(Longnote) Chord... etc. I rather erase the W used. Skipping the next ones as well.

00:08:773 (8773|1,8773|0) - Double W used. That isn't seems correct. Compared with NM: https://osu.ppy.sh/ss/9076930 I think you need only one W there. The usage of the same hitsound at the same time, increases the volume by 2x (in this case reaches 100%) And that makes it inconsistent with the rest of kicks(W) used, like: 00:09:013 (9013|1,10693|3,11533|0,11653|2) Because they have 50%, not 100%. Please, use one hitsound only.

00:09:493 (9493|1) - I'm not hearing a kick(W) in the song here. If you compare with NM: https://osu.ppy.sh/ss/9076940 Is a hihat(Hitnormal), not a kick(W).

00:13:333 (13333|1) - ^Same case. Screenshot: https://osu.ppy.sh/ss/9077003

00:15:493 (15493|3,15493|2) - Double W used. Explained above, erase one.

00:15:973 - Same issue about using W|C or C, compared with NM (right): https://osu.ppy.sh/ss/9077012

00:16:933 - ^Same case as above: https://osu.ppy.sh/ss/9077020

00:27:743 (27743|0,27743|1,27863|3,27863|2,27983|0,27983|1,27983|3) - ? Explained on 00:08:773. I will count the increment of the volume: 00:27:743 (27743|0,27743|1) - 100% (DoubleW) ; 00:27:863 (27863|2,27863|3) - 100% (DoubleW) ; 00:27:983 (27983|1,27983|3,27983|0) - 150% (TripleC). Some solution will be like this: https://osu.ppy.sh/ss/9077056
Topic Starter
Xinnoh

No_sync wrote:

hi, i think there are many Hitsound issues between the mania difficulties.

Using Double Whistle at the same time or even Triple Clap at the end of Sur's HD difficulty isn't recommended. Also, i think there are some inconsistencies about using Clap or Whistle|Clap for the same snare on the song. More detailed below.

Columns 4K 0|1|2|3


Open here.
[General]
00:17:413 - All difficulties. Why the volume is 5% here? i rather increase it to 10% at least. forgot to fix that, literally the only thing worth a dq for

[EZ]
Hitsound:

If you use "^" this much, you need to consider something: "Is the mapper doing this intentionally or is it a mistake"
In EZ, the rhythm is only dense enough to support the beat. In NM, rhythm density increases enough to also use the hitsound to map the bass guitar. It would be stupid to use the hitsound to map something which is only mapped half of the time. Hitsounds should compliment the rhythm, not make up their own


00:06:373 - Comparing with NM diff on the right: https://osu.ppy.sh/ss/9076641 Is Clap(C) or Kick+Clap(W+C)? It needs to be consistent in my opinion. The possible solution will be using W|C at the same time or only C. In my opinion, C only is the best option.

why are you providing screenshot lmao, do you think I can't understand what you're trying to say

00:09:253 - ^Same case, https://osu.ppy.sh/ss/9076670

00:10:213 - ^ https://osu.ppy.sh/ss/9076676

00:13:093 - ^ https://osu.ppy.sh/ss/9076678

00:14:053 - ^ https://osu.ppy.sh/ss/9076680

00:15:973 - Now is consistent, but i don't understand why before not: https://osu.ppy.sh/ss/9076687 Because there's no bass guitar here, listen to the music and figure out what is going on next time

00:19:496 - The same issue again: https://osu.ppy.sh/ss/9076701

00:23:336 - ^ https://osu.ppy.sh/ss/9076708

00:25:256 - Like 00:15:973. Still i don't know the reason about this: https://osu.ppy.sh/ss/9076712

00:26:216 - Again like before: https://osu.ppy.sh/ss/9076721

00:27:983 - You could add the F(Finish, click sound) like you did in NM: https://osu.ppy.sh/ss/9076726 added

----------

Mod:

00:03:973 (3973|3,4453|3,4933|3) - I think you can move 00:04:933 (4933|3) - to |2| instead, so will be more easier, and also using a different column for vocal. this is an extremely simple use of emphasis and has no reason to change, keeping in the same lane emphasises it's a vocal

00:22:376 (22376|2,22616|1) - I rather move these notes one column to left, for emphasize the sound of the snare on 00:22:376 (22376|2) better : https://osu.ppy.sh/ss/9076777 doing that would make it more like a normal pattern that just follows 1/1. In this lane it makes it clearer there is PR

[NM]
Hitsound:

i've already addressed these issues in the other diffs because it's the same thing just rewritten
There is inconsistency in this diff about the hitsounds used. Like EZ, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare) . Examples: https://osu.ppy.sh/ss/9076840 - C , https://osu.ppy.sh/ss/9076846 W|C.

00:15:973 - Comparing with Sur's HD diff now on the right: https://osu.ppy.sh/ss/9076806 The same issue as EZ.

00:16:933 - ^Same case, https://osu.ppy.sh/ss/9076810

----------

Mod:

00:00:613 - Chord/Double left? Add a note on |3|, like you did for every Click+Kick in this part: https://osu.ppy.sh/ss/9076863 volume hasn't increased enough to justify

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note. 1. maps vocal, else there it's same as all other patterns and doesn't follow the song
2. the repetitive nature of the pattern is simple/easy to follow

[Sur's HD]
Hitsound:

There is inconsistency in this diff about the hitsounds used. Like NM, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare). -> Examples in HD: https://osu.ppy.sh/ss/9077100 C, C and W|C, W|C. I think that is inconsistent.

00:07:693 (7693|1,7693|0,9613|2,11533|0,11533|1,13453|2) - In my opinion, there isn't any kicks here, is only the synth. Still they are different all the time: Chord(Double Note) and Single(Longnote) Chord... etc. I rather erase the W used. Skipping the next ones as well. The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.

00:08:773 (8773|1,8773|0) - Double W used. That isn't seems correct. Compared with NM: https://osu.ppy.sh/ss/9076930 I think you need only one W there. The usage of the same hitsound at the same time, increases the volume by 2x (in this case reaches 100%) And that makes it inconsistent with the rest of kicks(W) used, like: 00:09:013 (9013|1,10693|3,11533|0,11653|2) Because they have 50%, not 100%. Please, use one hitsound only. i love reading a whole paragraph just to fix something that can be described to the same extent in two words

00:09:493 (9493|1) - I'm not hearing a kick(W) in the song here. If you compare with NM: https://osu.ppy.sh/ss/9076940 Is a hihat(Hitnormal), not a kick(W).

00:13:333 (13333|1) - ^Same case. Screenshot: https://osu.ppy.sh/ss/9077003 You'd think after going through the whole set you'd realise there's a pattern going on

00:15:493 (15493|3,15493|2) - Double W used. Explained above, erase one. used as a form of emphasis, but removed to simplify

00:15:973 - Same issue about using W|C or C, compared with NM (right): removed https://osu.ppy.sh/ss/9077012

00:16:933 - ^Same case as above: https://osu.ppy.sh/ss/9077020

00:27:743 (27743|0,27743|1,27863|3,27863|2,27983|0,27983|1,27983|3) - ? Explained on 00:08:773. I will count the increment of the volume: 00:27:743 (27743|0,27743|1) - 100% (DoubleW) ; 00:27:863 (27863|2,27863|3) - 100% (DoubleW) ; 00:27:983 (27983|1,27983|3,27983|0) - 150% (TripleC). Some solution will be like this: https://osu.ppy.sh/ss/9077056 this is so messy i can't figure out what you're trying to say
in the future, try to slow down a bit and figure out if there is a pattern to inconsistencies. If there is, it's probably intentional and has a reason.
dq for the 5% volume please, might as well touch up hitsounds
Feerum
I disqualify this Mapset on request of Sinnoh.

Seems there is stuff to fix.
Topic Starter
Xinnoh
ok, the green line is up to 15% and the hitsounds I mentioned above are fixed
Akasha-
First BPM Offset: 140
Second BPM Offset: 19026

It's kinda a little off don't you think
After 00:26:706 - , it's literally no more music, how comes there is still BPM line here?

I would suggest to not to follow that kick sounds or whatever it calls on 00:27:666 - because I believe it's not all 1/4 either (that's for Sur's HD's case)
Simply make the long note/spinner starts from 00:26:946 - to 00:30:786 - would help if you want to get 30s of the song anyway.

Best of luck.

P.S.: I think Mania need more of the work. I will try by Sur's HD first I guess
By the intro of Sur's HD (00:00:140 - ) already confuses enough:

00:00:620 (620|0,620|1,860|0,1100|3,1100|2,1340|3,1580|1,1580|0,1820|0) - they're the same sound with 00:00:140 (140|3,380|2) - , just because it's fade-in doesn't means it's different sound (hihat one), I would suggest to move 00:00:380 (380|2) - to 4th column and 00:02:300 (2300|3) - to 3rd column
While on 00:04:460 - is not's the kick sound, it's kinda confusing, it's still a hihat sound, just it sounds louder than the rest of it, still, one note would be enough, something along with 3232 would do the job: http://puu.sh/xyHrm/e24381514f.jpg
00:04:940 (4940|3,4940|0) - no ideas which sound you're trying to express on here, if you're trying to catch that "yeah", the start of it is a little early but that won't be matter, still, the end of it should be somewhere around 00:05:660 -

Got no time to look at the whole map, but the above mods seems catch it, if you want some suggestion, I can pass by for help. Good luck!
Surono
double post happened cuz confused when wanna replying mod on the clone post with the actual post that I need edit again. orz
Surono
dem I didnt even notice it qf'd b4, wew mod.. :resident_sleeper:

edit:

Kuo Kyoka wrote:

I would suggest to not to follow that kick sounds or whatever it calls on 00:27:666 - because I believe it's not all 1/4 either (that's for Sur's HD's case) but.. I want kept it, they close 1/4 tho.
Simply make the long note/spinner starts from 00:26:946 - to 00:30:786 - would help if you want to get 30s of the song anyway.

Best of luck.

P.S.: I think Mania need more of the work. I will try by Sur's HD first I guess
By the intro of Sur's HD (00:00:140 - ) already confuses enough:

00:00:620 (620|0,620|1,860|0,1100|3,1100|2,1340|3,1580|1,1580|0,1820|0) - they're the same sound with 00:00:140 (140|3,380|2) - , just because it's fade-in doesn't means it's different sound (hihat one), I would suggest to move 00:00:380 (380|2) - to 4th column and 00:02:300 (2300|3) - to 3rd column I see, 1 n 4 for 3 times and then 2 n 3 for thre- 00:04:213 - moved to col 2
While on 00:04:460 - is not's the kick sound, it's kinda confusing, it's still a hihat sound, just it sounds louder than the rest of it, still, one note would be enough, something along with 3232 would do the job: http://puu.sh/xyHrm/e24381514f.jpg yes its louder, I'd kept it altho it was overemphasized
00:04:940 (4940|3,4940|0) - no ideas which sound you're trying to express on here, if you're trying to catch that "yeah", the start of it is a little early but that won't be matter, still, the end of it should be somewhere around 00:05:660 - thats it and okay ended here

Got no time to look at the whole map, but the above mods seems catch it, if you want some suggestion, I can pass by for help. Good luck!
ty kay kay
osu file format v14

[General]
AudioFilename: Yeah Boy - Shooting Stars.mp3
AudioLeadIn: 0
PreviewTime: 4933
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 9727,13567,19010,22850
DistanceSpacing: 0.7
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Yeah Boy - Shooting Stars
TitleUnicode:Yeah Boy - Shooting Stars
Artist:BaconAkin
ArtistUnicode:BaconAkin
Creator:Sinnoh
Version:Sur's HD
Source:
Tags:Chromoxx Surono _Meep_ Meme boi Youtube Haiku Bag Raiders
BeatmapID:1232029
BeatmapSetID:576426

[Difficulty]
HPDrainRate:9
CircleSize:4
OverallDifficulty:9
ApproachRate:8
SliderMultiplier:1.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"mania.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
133,480,4,2,1,10,1,0
2533,-100,4,2,1,15,0,0
4453,-100,4,2,1,20,0,0
4693,-100,4,2,1,10,0,0
4933,-66.6666666666667,4,2,1,10,0,0
5533,-100,4,2,1,10,0,0
5893,-100,4,2,1,50,0,0
17413,-66.6666666666667,4,2,1,15,0,0
19016,480,4,2,1,60,1,1
26696,-100,4,2,1,60,0,0
27743,480,4,2,1,50,1,0
29216,480,4,2,1,12,1,0


[HitObjects]
448,192,133,5,2,0:0:0:0:
448,192,373,5,0,0:0:0:0:
64,192,613,5,6,0:0:0:0:
192,192,613,1,0,0:0:0:0:
64,192,853,1,0,0:0:0:0:
448,192,1093,1,2,0:0:0:0:
320,192,1093,1,0,0:0:0:0:
448,192,1333,1,0,0:0:0:0:
192,192,1573,1,0,0:0:0:0:
64,192,1573,1,6,0:0:0:0:
64,192,1813,1,0,0:0:0:0:
448,192,2053,1,2,0:0:0:0:
320,192,2053,1,0,0:0:0:0:
320,192,2293,1,0,0:0:0:0:
192,192,2533,1,0,0:0:0:0:
64,192,2533,1,6,0:0:0:0:
192,192,2773,1,0,0:0:0:0:
320,192,3013,1,0,0:0:0:0:
448,192,3013,1,2,0:0:0:0:
320,192,3253,1,0,0:0:0:0:
192,192,3493,1,0,0:0:0:0:
64,192,3493,1,6,0:0:0:0:
192,192,3733,1,0,0:0:0:0:
320,192,3973,1,0,0:0:0:0:
448,192,3973,1,2,0:0:0:0:
192,192,4213,1,0,0:0:0:0:
64,192,4453,1,0,0:0:0:0:
448,192,4453,1,0,0:0:0:0:
320,192,4693,1,0,0:0:0:0:
448,192,4933,128,0,5653:0:0:0:0:
64,192,4933,128,0,5413:0:0:0:0:
320,192,5893,128,2,6373:0:0:0:0:
64,192,5893,1,0,0:0:0:0:
448,192,6373,1,8,0:0:0:0:
192,192,6373,1,0,0:0:0:0:
64,192,6373,1,2,0:0:0:0:
320,192,6613,128,0,6853:0:0:0:0:
448,192,6853,1,2,0:0:0:0:
64,192,6853,1,0,0:0:0:0:
64,192,7333,1,0,0:0:0:0:
192,192,7333,1,0,0:0:0:0:
448,192,7333,1,8,0:0:0:0:
320,192,7573,1,0,0:0:0:0:
64,192,7693,1,2,0:0:0:0:
192,192,7693,128,0,8293:0:0:0:0:
448,192,7813,1,2,0:0:0:0:
320,192,7813,1,0,0:0:0:0:
64,192,8053,1,2,0:0:0:0:
64,192,8293,1,0,0:0:0:0:
448,192,8293,1,0,0:0:0:0:
320,192,8293,1,8,0:0:0:0:
448,192,8533,128,0,8773:0:0:0:0:
320,192,8653,1,2,0:0:0:0:
64,192,8773,1,2,0:0:0:0:
192,192,8773,1,0,0:0:0:0:
192,192,9013,1,2,0:0:0:0:
64,192,9253,1,0,0:0:0:0:
320,192,9253,1,0,0:0:0:0:
448,192,9253,1,10,0:0:0:0:
192,192,9493,1,2,0:0:0:0:
320,192,9613,128,0,10213:0:0:0:0:
448,192,9733,1,0,0:0:0:0:
64,192,9733,1,2,0:0:0:0:
192,192,10213,1,0,0:0:0:0:
64,192,10213,1,2,0:0:0:0:
448,192,10213,1,8,0:0:0:0:
192,192,10453,128,0,10693:0:0:0:0:
448,192,10693,1,2,0:0:0:0:
320,192,10693,1,0,0:0:0:0:
64,192,11173,1,0,0:0:0:0:
192,192,11173,1,0,0:0:0:0:
448,192,11173,1,8,0:0:0:0:
320,192,11413,1,0,0:0:0:0:
64,192,11533,1,2,0:0:0:0:
192,192,11533,128,0,12133:0:0:0:0:
320,192,11653,1,2,0:0:0:0:
448,192,11653,1,0,0:0:0:0:
64,192,11893,1,2,0:0:0:0:
64,192,12133,1,8,0:0:0:0:
320,192,12133,1,0,0:0:0:0:
448,192,12133,1,0,0:0:0:0:
64,192,12373,128,0,12613:0:0:0:0:
192,192,12493,1,2,0:0:0:0:
448,192,12613,1,0,0:0:0:0:
320,192,12613,1,2,0:0:0:0:
192,192,12853,1,2,0:0:0:0:
64,192,13093,1,2,0:0:0:0:
320,192,13093,1,0,0:0:0:0:
448,192,13093,1,8,0:0:0:0:
192,192,13333,1,2,0:0:0:0:
320,192,13453,128,0,14053:0:0:0:0:
448,192,13573,1,0,0:0:0:0:
64,192,13573,1,2,0:0:0:0:
192,192,14053,1,0,0:0:0:0:
64,192,14053,1,2,0:0:0:0:
448,192,14053,1,8,0:0:0:0:
192,192,14293,128,0,14533:0:0:0:0:
448,192,14533,1,2,0:0:0:0:
64,192,14533,1,0,0:0:0:0:
64,192,15013,1,0,0:0:0:0:
192,192,15013,1,0,0:0:0:0:
448,192,15013,1,8,0:0:0:0:
320,192,15253,1,0,0:0:0:0:
64,192,15373,1,2,0:0:0:0:
192,192,15373,128,0,15973:0:0:0:0:
320,192,15493,1,0,0:0:0:0:
448,192,15493,1,2,0:0:0:0:
64,192,15733,1,2,0:0:0:0:
64,192,15973,1,0,0:0:0:0:
448,192,15973,1,8,0:0:0:0:
320,192,15973,1,0,0:0:0:0:
192,192,16213,128,0,16453:0:0:0:0:
320,192,16333,1,2,0:0:0:0:
64,192,16453,1,2,0:0:0:0:
448,192,16453,1,0,0:0:0:0:
192,192,16693,1,2,0:0:0:0:
448,192,16933,1,10,0:0:0:0:
320,192,16933,1,0,0:0:0:0:
64,192,16933,1,0,0:0:0:0:
192,192,17173,1,0,0:0:0:0:
320,192,17293,1,0,0:0:0:0:
64,192,17413,128,0,19016:0:0:0:0:
320,192,19016,1,0,0:0:0:0:
448,192,19016,1,2,0:0:0:0:
192,192,19016,128,0,19496:3:0:0:0:
64,192,19496,1,2,0:0:0:0:
320,192,19496,1,0,0:0:0:0:
448,192,19496,1,8,0:0:0:0:
192,192,19736,128,0,19976:0:0:0:0:
448,192,19976,1,0,0:0:0:0:
64,192,19976,1,2,0:0:0:0:
320,192,20336,1,0,0:0:0:0:
192,192,20456,1,0,0:0:0:0:
64,192,20456,1,0,0:0:0:0:
448,192,20456,1,8,0:0:0:0:
320,192,20696,1,0,0:0:0:0:
192,192,20816,128,2,21416:0:0:0:0:
448,192,20936,1,0,0:0:0:0:
64,192,20936,1,2,0:0:0:0:
320,192,21176,1,2,0:0:0:0:
64,192,21416,1,0,0:0:0:0:
448,192,21416,1,8,0:0:0:0:
320,192,21416,1,0,0:0:0:0:
192,192,21656,128,0,21896:0:0:0:0:
448,192,21896,1,0,0:0:0:0:
64,192,21896,128,2,22136:0:0:0:0:
320,192,22136,128,0,22376:0:0:0:0:
64,192,22376,1,0,0:0:0:0:
192,192,22376,1,0,0:0:0:0:
448,192,22376,128,8,22616:0:0:0:0:
320,192,22616,1,0,0:0:0:0:
64,192,22736,128,2,23336:0:0:0:0:
192,192,22736,1,0,0:0:0:0:
448,192,22856,1,2,0:0:0:0:
320,192,22856,1,0,0:0:0:0:
192,192,23336,1,2,0:0:0:0:
448,192,23336,1,8,0:0:0:0:
320,192,23336,1,0,0:0:0:0:
64,192,23576,128,0,23816:0:0:0:0:
320,192,23816,1,0,0:0:0:0:
192,192,23816,1,2,0:0:0:0:
64,192,24296,1,0,0:0:0:0:
448,192,24296,1,8,0:0:0:0:
320,192,24296,1,0,0:0:0:0:
192,192,24536,1,0,0:0:0:0:
448,192,24656,128,2,25256:0:0:0:0:
320,192,24656,1,0,0:0:0:0:
192,192,24776,1,0,0:0:0:0:
64,192,24776,1,2,0:0:0:0:
64,192,25016,1,2,0:0:0:0:
64,192,25256,1,0,0:0:0:0:
192,192,25256,1,0,0:0:0:0:
320,192,25256,1,8,0:0:0:0:
320,192,25496,128,0,25736:0:0:0:0:
64,192,25616,1,2,0:0:0:0:
192,192,25736,1,2,0:0:0:0:
448,192,25736,1,0,0:0:0:0:
192,192,25976,128,2,26216:0:0:0:0:
320,192,26216,1,0,0:0:0:0:
64,192,26216,1,2,0:0:0:0:
448,192,26216,1,8,0:0:0:0:
192,192,26456,128,0,26576:0:0:0:0:
448,192,26576,128,0,26696:0:0:0:0:
320,192,26936,128,0,27416:0:0:0:0:
64,192,27743,1,2,0:0:0:0:
192,192,27743,1,2,0:0:0:0:
448,192,27863,1,2,0:0:0:0:
320,192,27863,1,2,0:0:0:0:
64,192,27983,1,8,0:0:0:0:
448,192,27983,1,12,0:0:0:0:
192,192,27983,1,8,0:0:0:0:
320,192,29216,128,0,29456:0:0:0:0:
192,192,29456,128,0,30656:0:0:0:0:
Topic Starter
Xinnoh
Updated + made a lot of changes because I mapped the mania diffs way back when I was starting off. Deleted + swapped many patterns around to be better in general on EZ/NM

Icons are E/E/H now but it's still a reasonable spread
Ascendance
Pretty rude mod reply to the dq, keep it clean and don't forget to adhere to the Code of Conduct when confronted with a mod that you might not enjoy replying to!
Topic Starter
Xinnoh
you posting this reminds me of armor leggings
because of the iron-knee :^)
blobdash
since it got dq'd,

video
Surono
we need playing rhythm game first and then watching youtube......................
blobdash

Surono wrote:

we need playing rhythm game first and then watching youtube......................
some people enjoy playing with video, just dropping this here. can't hurt to have a video
Aurele
:o
Topic Starter
Xinnoh
little update

Kuo Kyoka wrote:

First BPM Offset: 140 applied
Second BPM Offset: 19026

It's kinda a little off don't you think
After 00:26:706 - , it's literally no more music, how comes there is still BPM line here?
BPM lines aren't used to follow music here, they're for following rhythm. https://osu.ppy.sh/s/570325

I would suggest to not to follow that kick sounds or whatever it calls on 00:27:666 - because I believe it's not all 1/4 either (that's for Sur's HD's case)
Simply make the long note/spinner starts from 00:26:946 - to 00:30:786 - would help if you want to get 30s of the song anyway.
Keeping the 1/4 at the end. It's close enough that rhythm simplification can be used to create a far more interesting interesting ending. https://youtu.be/lORCxluEv3g?t=1m1s

Best of luck.

P.S.: I think Mania need more of the work. I will try by Sur's HD first I guess redid a lot of stuff on NM since it was done when I didn't actually know anything about mania, should be structured a lot better now
I'll assume I need a mania BN for rebub because it was DQd for that. I found two that are up for it, but I need No_sync's (and probably Kuo's) response before that can go ahead.
I messaged No_sync directly after I responded, but haven't received anything yet. If no response within a week I'll assume the changes were accepted.

also added video thanks
Joe Castle

Ascendance wrote:

Pretty rude mod reply to the dq, keep it clean and don't forget to adhere to the Code of Conduct when confronted with a mod that you might not enjoy replying to!
do you smell that?

i smell some I R O N Y
No_sync
hi, I'm back after "NM Remap?" changed to "NM" as previously when i mod it.

Columns 4K 0|1|2|3


Text here.
About Hitsounds, not too much to say... it improved of course but i will leave some opinions as well.

In general, leaving more clear what i meant in my previous mod:

  1. Hitsounds must be consistent through all the difficulties.
  2. Isn't recommended to use the same hitsound sample (W, F or C) more than one time. (Exception: if is a Custom Hitsound or a Hitsound of a different Sample Set.)
Taking some parts of your reply that i think are good to discuss:

Sinnoh wrote:

In EZ, the rhythm is only dense enough to support the beat. In NM, rhythm density increases enough to also use the hitsound to map the bass guitar.
Hitsounding doesn't need to be so complicated, in my opinion. If you decided to make a hitsound pattern, why it doesn't appear in the EZ difficulty as well? (EZ Left, NM on the right) https://osu.ppy.sh/ss/9123105 or https://osu.ppy.sh/ss/9123271
I'm talking about consistency for the hitsounds here. EZ and NM are different, so it's inconsistent. Skipping the next ones on the next diffs as well.

Just giving my opinion, but I was pretty basic about hitsounding in this map:

If i hear a snare -> Use C (Clap)
If i hear a kick -> Use W (Whistle)
There wasn't a cymbal (So, i would use F -Finish-) except for that Drum->Hitnormal at 00:19:023 (That sounds great.)

Sinnoh wrote:

The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.
Actually, if you have a problem with that use some program (like Audacity) to increase the volume of the hitsound desired, and done. The "soft-hitnormal spam" isn't something uncommon. (But using W, F or C / Custom Hitsounding / Import Samples, etc, etc. Is a must for ranking maps.)

Sinnoh wrote:

this is so messy i can't figure out what you're trying to say
Sorry about that, Let me rephrase it (In Sur's HD):

00:27:750 (27750|0,27750|1,27870|3,27870|2,27990|0,27990|1,27990|3) - Double and Triple same hitsound usage. The increment of the volume makes it inconsistent with the rest of the entire map:

00:27:750 (27750|0,27750|1) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:870 (27870|2,27870|3) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:990 (27990|1,27990|3,27990|0) - Increment of regular 30% volume for C (Clap) to 90% volume because triple hitsound. Erase two C (Clap).

At the end, it will look like this: https://osu.ppy.sh/ss/9123457
This is important, i think that needs to be fixed.

Something more about the volume used:

00:05:900 - 70% for EZ, 70% for NM and 50% for Sur's HD. I think that needs to be consistent, up to you.

00:19:023 - 70% for EZ, 70% for NM and 60% for Sur's HD. Same, up to you.

Last thing:

Sinnoh in blue wrote:

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note.
1. maps vocal, else there it's same as all other patterns and doesn't follow the song
2. the repetitive nature of the pattern is simple/easy to follow
Still, playability wise it look like a HD diff. Leaving aside what instrument you are mapping here, is a NM diff. Because of this Triple/Hand the density increases creating a difficulty peak... and if you ask me the snare at the end:
00:27:990 - Is more stronger than this and could be mapped as a Hand/Triple. Leaving it at your choice.

The rest is very much redundant in my opinion. If you decide to keep the hitsound pattern mentioned at the top, it's your choice. I will leave this to the consideration of BNs/QATs.

Cool video, boi.

Good Luck, Sinnoh! :)
Topic Starter
Xinnoh
i used red here so it's easier to read, not to mean reject

No_sync wrote:

hi, I'm back after "NM Remap?" changed to "NM" as previously when i mod it.

Columns 4K 0|1|2|3


Text here.
About Hitsounds, not too much to say... it improved of course but i will leave some opinions as well.

In general, leaving more clear what i meant in my previous mod:

  1. Hitsounds must be consistent through all the difficulties.
  2. Isn't recommended to use the same hitsound sample (W, F or C) more than one time. (Exception: if is a Custom Hitsound or a Hitsound of a different Sample Set.)
^ For both, there is no rule or guideline for these anywhere, and there shouldn't be for good reason.

Taking some parts of your reply that i think are good to discuss:

Sinnoh wrote:

In EZ, the rhythm is only dense enough to support the beat. In NM, rhythm density increases enough to also use the hitsound to map the bass guitar.
Hitsounding doesn't need to be so complicated, in my opinion. If you decided to make a hitsound pattern, why it doesn't appear in the EZ difficulty as well? (EZ Left, NM on the right) https://osu.ppy.sh/ss/9123105 or https://osu.ppy.sh/ss/9123271
I'm talking about consistency for the hitsounds here. EZ and NM are different, so it's inconsistent. Skipping the next ones on the next diffs as well. their rhythms are inconsistent in density, that's literally all there is

Just giving my opinion, but I was pretty basic about hitsounding in this map:

If i hear a snare -> Use C (Clap)
If i hear a kick -> Use W (Whistle)
There wasn't a cymbal (So, i would use F -Finish-) except for that Drum->Hitnormal at 00:19:023 (That sounds great.)

Sinnoh wrote:

The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.
Actually, if you have a problem with that use some program (like Audacity) to increase the volume of the hitsound desired, and done. The "soft-hitnormal spam" isn't something uncommon. (But using W, F or C / Custom Hitsounding / Import Samples, etc, etc. Is a must for ranking maps.)

Sinnoh wrote:

this is so messy i can't figure out what you're trying to say
Sorry about that, Let me rephrase it (In Sur's HD):

00:27:750 (27750|0,27750|1,27870|3,27870|2,27990|0,27990|1,27990|3) - Double and Triple same hitsound usage. The increment of the volume makes it inconsistent with the rest of the entire map:

00:27:750 (27750|0,27750|1) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:870 (27870|2,27870|3) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:990 (27990|1,27990|3,27990|0) - Increment of regular 30% volume for C (Clap) to 90% volume because triple hitsound. Erase two C (Clap).

At the end, it will look like this: https://osu.ppy.sh/ss/9123457
This is important, i think that needs to be fixed.

Something more about the volume used:

00:05:900 - 70% for EZ, 70% for NM and 50% for Sur's HD. I think that needs to be consistent, up to you.

00:19:023 - 70% for EZ, 70% for NM and 60% for Sur's HD. Same, up to you. lowered volume by 5%, lowering by 10% is almost inaudible

Last thing:

Sinnoh in blue wrote:

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note.
1. maps vocal, else there it's same as all other patterns and doesn't follow the song
2. the repetitive nature of the pattern is simple/easy to follow
Still, playability wise it look like a HD diff. Leaving aside what instrument you are mapping here, is a NM diff. Because of this Triple/Hand the density increases creating a difficulty peak... and if you ask me the snare at the end:
00:27:990 - Is more stronger than this and could be mapped as a Hand/Triple. Leaving it at your choice.

The rest is very much redundant in my opinion. If you decide to keep the hitsound pattern mentioned at the top, it's your choice. I will leave this to the consideration of BNs/QATs.

Cool video, boi.

Good Luck, Sinnoh! :)
rest fixed or something, ready to revive
Shinsekai-
RANK WHEN? :^)
Beepu
My english is not good.

Cup


00:16:460 (2) - I feel this combo can move to maybe x : 84
00:14:540 (2) - is left and then go to right 00:15:500 (1) - and 00:16:460 (2) - is unity to right
so i think 00:16:460 (2) - need farther 00:14:540 (2) -
00:17:420 (4) - diminish volume
00:25:743 (2) - like 00:16:460 (2) -

Salad


00:09:740 (1) - this jump is too far in Salad's difficulty i feel
00:13:100 (3) - as above
00:24:303 (4) - ctrl+g ?

Platter


00:17:420 (1) - strange slider
Can appear in platter difficulty?
00:21:903 (3,4) - i will make a return slider
00:27:750 (1,2) - slider + circle is strange
why don't use three circles or a return slider ?
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