my boi did modding such as getting started how to modding
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
All modes have had the ending part mapped and volume settings adjusted. Taiko is still a spinner because chromoxx suggested to do so for reasonsNatsu wrote:
HHyperNormal
- 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
- 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
- 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.
- 00:04:886 (1) - same volume is too low
- 00:17:366 (1) - this one is inaudible, you can't do this on standard fixed
- 00:21:369 (2) - this is touching the HP bar and needs to be moved down yup
- 00:26:889 (1) - this is mapped to nothing o.o, personally I don't feel it being acceptable Mapped the random noises
The volume things apply to the easy diff, btw I don't think the last spinners fit the song at all. fixed both
- 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
- 00:26:889 (1) - again this doesn't fit the music at all fixed
tfw modding 30 minute set for 30 second memeStrategas 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.
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.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
ty kay kayKuo 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!
osu file format v14
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Tags:Chromoxx Surono _Meep_ Meme boi Youtube Haiku Bag Raiders
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some people enjoy playing with video, just dropping this here. can't hurt to have a videoSurono wrote:
we need playing rhythm game first and then watching youtube......................
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.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
do you smell that?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!
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/9123271Sinnoh 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.
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:
The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.
Sorry about that, Let me rephrase it (In Sur's HD):Sinnoh wrote:
this is so messy i can't figure out what you're trying to say
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: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
rest fixed or something, ready to reviveNo_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:^ For both, there is no rule or guideline for these anywhere, and there shouldn't be for good reason.
- Hitsounds must be consistent through all the difficulties.
- 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: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/9123271Sinnoh 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.
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.)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:
The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.Sorry about that, Let me rephrase it (In Sur's HD):Sinnoh wrote:
this is so messy i can't figure out what you're trying to say
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: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: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
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!