Botan wrote:
@Carol I just re-read my suggestion and wow I did not explain that very well at all. I'm surprised you understood what I was trying to say. x)
Botan wrote:
@Carol I just re-read my suggestion and wow I did not explain that very well at all. I'm surprised you understood what I was trying to say. x)
Wonki wrote:
안녕하세요하드00:03:294 - 4에 하나 추가해주세요 저게 보컬사운드가 있네요
00:06:411 - 여기도 마찬가지입니다 3에 추가
00:07:774 - 여기도 보컬사운드 !
00:12:157 (12157|3,12450|2,12742|1,12937|0) - 다른 노트로 바꿔주시는게 좋을거같네요 00:12:547 - ,00:12:937 - ,00:13:131 - 이런부분들의 중요한 소리를 놓치는거같아요
이게 제일 좋은거같네요
00:18:878 - 보컬사운드 있습니다
00:25:209 (25209|2) - 4로 옮겨주세요 아무래도 3성 부근인데 세번연속 치기는 힘들지 않을까 싶네요
00:25:794 - 여기 드럼사운드가 1/6으로 있어서 이렇게 해주셔도 괜찮다고 보네요
00:30:079 (30079|2,30079|3) - 00:30:469 - 여기까지 줄여주세요 뒤에는 그렇게 큰소리도 나지않고 적정선은 00:30:469 - 여기라고 생각합니다
Kawawa wrote:
안농[Easy]
00:10:599 - ~ 00:12:157 - 이지와 노말 패턴이 동일한 것을 고려하건데 변화를 주셔야 할 것 같아요.
방법은 이지 답게 노트 양을 조금 너프 하는게 최선의 방안이에요. 피드백 :: https://puu.sh/xpUU8/65522d7194.jpg
반드시 노트 양을 따라야 할 필요는 없으니 염려하지 않으셔도 됩니다.
00:25:404 - ~ 00:26:183 - 이 부분이 하이라이트로 가장 고조되는 부분이므로 다양성을 제공하면 더 좋습니다.
노말과 하드에서는 1/3 리듬으로 포인트를 주셨지만, 이지에서 그러한 리듬은 힘드니 롱놋으로 묶음식 리듬을 만들어주면 돼요.
피드백 :: http://puu.sh/xpV38/b62148e22d.jpg[Hard]Good luck for the map in the future!
00:02:320 - ~ 00:02:807 - 보컬 부분을 1/4 리듬으로 사용하셨는데,
00:02:320 (2320|0,2417|1,2515|2,2612|0,2709|1,2807|2) - 비주얼적으로 동일한 계단식을 표현하기보다는 흩뿌려주는게 더 나을듯 합니다.
비주얼적으로 이러한 경우에는, 그것을 유지해야 할만한 컨셉이 있을 때 느낌이 확 받거든요.
여튼 00:02:612 (2612|0,2709|1) - 이걸 Ctrl+G 하든지 해보세요.
00:03:294 - 1/4 보컬 리듬에 빠졌네요.
00:06:508 (6508|1,6508|0,6605|2,6605|3) - 패턴에 조금 변화를 주세요. 00:03:391 - 이전 부분과 동일합니다.
00:10:599 - ~ 00:11:963 - 전반적으로 보컬과 크래시에 구조를 맞추고 있으므로, 00:11:865 - 이 리듬은 배제하는게 좋습니다.
이걸 제거 하고, 나머지를 강조해보세요. 피드백 :: https://puu.sh/xpVnc/f08baee91f.jpg
00:12:157 - ~ 00:13:131 - 너무 보컬 롱놋에만 치중해서 텅빈 느낌.
00:13:131 - 또한 여기 리듬도 결여되어있습니다. 노말에서 사용하신걸 비교해보세요. 피드백 :: https://puu.sh/xpVrR/fe744f3fd9.jpg
00:18:976 (18976|1,19073|2,19170|3,19170|0) - 일관선상 이러한 구조가 되어야 할듯하네요. 00:06:508 (6508|0,6508|1,6605|3,6605|2) -
딱 요기 파트만 다르기 때문에, 의도라기 보다는 실수로 보여지네요.
00:25:404 - ~ 00:26:183 - 노말하고 노트밀도가 동일하기 때문에 조금 버프하시면 됩니다.
뭐 이런식으로 https://puu.sh/xpVME/0394aea9dd.jpg 혹은 원하시는 방법으로
imariL wrote:
Column 0 1 2 3
[Easy]
00:21:508 ~ 00:22:287 - 이지난이도에 정박이 아닌 엇박으로 2개씩 동시치기는 이지난이도를 플레이하는 플레이어들에게 조금 가혹하지 않나싶네요. 개인적으로는 00:21:800 (21800|2,21800|1) 이부분과 00:22:092 (22092|2,22092|3) 이부분의 노트를 동시치기가 아니라 노트를 하나만 놔두는 쪽이 좋다고 생각합니다. 노말정도의 난이도에선 용납이 된다고 생각하나 이지란 난이도를 감안했을때 조금 무리가 있지 않나 싶습니다.
[Hard]
00:17:709 - 개인적으로는 이 노트를 삭제하는 쪽이 더 좋다고 생각합니다. 동일한 리듬의 바로 앞 부분 00:13:716 ~ 00:15:274 에선 00:17:709 의 위치인 00:14:592 에 노트가 없으나 제가 지적한 부분은 노트가 있으니 플레이시 위화감이 살짝 있습니다. 앞부분과의 리듬의 통일성으로서도, 해당부분의 보컬리듬으로서도 노트를 삭제하고 해당 부분의 패턴을 살짝 손봐주시는게 좋다고 생각됩니다.
지적할 곳이 크게 없네요 Good Luck!
Raveille wrote:
ding dong from RRM queue
|1|2|3|4|Easy00:11:183 (11183|0,11183|3,11768|0,11768|1) - I don't get these doubles, they sound the same as 00:10:891 (10891|1,11476|2) -
00:29:787 - this can be a double since its the same sounds as 00:29:495 (29495|2,29495|3) -Normal00:22:482 - missed a note hereHard00:03:489 - this should be a single note
00:09:722 - you can add a note here for the vocal
00:15:956 - this should be a single note too
00:27:547 (27547|3,27547|2,27547|1) - can have these as LNs to 00:27:742 -
00:28:326 (28326|1,28326|2,28326|0) - ^ LNs to 00:28:521 -
00:29:105 (29105|0,29105|1,29105|2) - ^ LNs to 00:29:300 -
gl!
Couil wrote:
Hello! NM req from my qHard00:06:411 - Remove, since there's no vocal or drum sound there. (I'm guessing that's how you're mapping it at least)
00:09:820 (9820|2,9820|3,10015|3,10015|2) - This pattern looks weird since it's not using the same sound, would suggest changing it a bit. example (either works though)
00:10:112 (10112|0,10112|1) - This LN ends here; 00:10:404
00:10:599 (10599|3,10599|2,10794|0,10891|2,10891|3,11086|3,11183|1,11183|0,11378|1,11476|3,11476|0,11670|2,11768|3,11768|0,11963|2,11963|1) - Some are jacks and some are not, why? Would suggest being consistent with either no jacks or all jacks.
00:11:865 - Missed note?
00:12:450 (12450|1) - Why is this a double? Think a double would be better here 00:12:547
00:12:742 - Why is this a double?
00:30:079 (30079|2,30079|3) - Doesn't this end here; 00:30:372 ?
Might have missed something but seemed pretty solid.Normal00:11:476 (11476|0,11476|1,11768|2,11768|3) - Maybe make these two handed to fit in with the rest of the notes?
00:13:521 - Could add a note here for consistency.
00:22:482 - Same here, but this is fine as it is.
00:26:183 - Maybe make it 2-handed for emphasis?
00:30:079 (30079|2,30079|3) - Same as hard. Doesn't this end here; 00:30:372 ? (Might be wrong though)Easy00:00:664 (664|1) - Make it LN to fit with 00:00:859 (859|2) ?
00:30:079 (30079|3) - Same as hard & normal. Doesn't this end here; 00:30:372 ?
Damn that was the fastest I've ever modded a diff LOL, took like 35s
30s maps makes my life so much easier ; )
Nice map, hope some of my suggestions are helpful! GL ranking it!
Weber wrote:
lets get this started
Easy
00:26:183 (26183|0) - This should be a 2/1 long LN.
00:30:079 (30079|3) - In comparison to ^, this should just be a normal note or shortened. The last sound in the music only really goes until about 00:30:469, you can either shorten this to the white tick, or make it into a normal note.
Normal
00:30:079 (30079|2,30079|3) - Same as Easy, shorten it. More appropriate for it to be a LN in Normal+.
Hard
00:09:625 (9625|0,9625|3,9820|2,9820|1,9820|0) - Seems really weird not mapping to the 1/4th vocals here, try this: https://puu.sh/xysYc/eee9ba57df.png
00:25:794 (25794|1,25859|0,25924|2,25989|3,26053|1,26118|0) - I'm not really hearing anything in the music for this to be 1/6th, making these into more 1/3rd doubles makes it more consistent with the music.
00:30:079 (30079|2,30079|3) - Same as Easy/Normal, shorten.
Looks good, call me back!
Thanks you!Weber wrote:
Alright, looks good, nominated!
Litharrale wrote:
Hi!
Just some quick things
The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here should be something around 00:01:248
The BG is really weird. It's low resolution and it's almost NSFW. I understand there's another set with a BG like this but I think you should find your own better one.
00:21:508 (21508|0,21800|2,22092|0,22287|2) - Dont use double hitsounds like this, if you want them to be louder just make them louder
00:04:365 (4365|2) - no F
00:04:755 (4755|1) - F
00:07:482 (7482|0) - no F
00:13:716 (13716|2) - no F
00:14:105 (14105|3) - F
00:16:833 (16833|0) - no F
00:17:222 (17222|0) - F
The normal is mostly just 1-2-1-2 drum patterning. Try to make it a little more interesting
Hard
00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield
00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd
Easy
00:01:638 (1638|1,2417|1) - The snares should be doubled instead of the bass since they're a significantly stronger sound.
https://imgur-archive.ppy.sh/ZX9apBT.png the density difference between the easy and the normal is pretty significant
Protastic101 wrote:
First bubble, first pop, what a day
the hitfinish is identical to the default soft-hitnormal making it really unnecessary to have in the first place as you're already using the default hitnormal lol. I'd use this for the finish instead https://puu.sh/xz4mE.wav
oh yeah, and tbh, I think the bg is fine cause it's not suggestive or anything, just shows a lot of skin cause bathing suit and stuff, but everything is pretty well covered. Does look a bit pixelated though, but I dunno where this is from to try and find a better background
[Hard]
00:00:664 (664|1,859|1) - the only time the default normal-hitwhistle would actually be appropriate lol
00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm.
00:03:391 (3391|1,3391|0) - Not really sure why this is a jump tbh, there's no vocal or percussion here, just a quiet hihat. I'd actually recommend doing what I suggested previously about removing this and just having two 1/4 notes only a half beat apart to represent the jump in vocals.
00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 -
00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals
00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342
00:10:112 (10112|0,10112|1) - Don't really think the vocal here is drawn out long enough nor stands out enough to be made into a 5/4 LN and ignore literally every other sound present. Instead, I'd just make it similar to 00:12:450 - where you still added the LNs but kept the rhythm and flow going https://osu.ppy.sh/ss/9083360
00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit here and add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370
00:13:326 (13326|3,13424|2,13521|1,13618|0) - Hitsound wise, since the music uses kicks, shouldnt these be whistles instead of claps which are snares?
00:17:807 (17807|0,18002|0,18196|0) - I think the three note stack here is kind of unnecessary since the patterning so far has tended to be linear and connected, rather than the disconnect that the OH minitrill at 00:17:904 (17904|2,18002|3,18099|2) - brings. Would help to balance out the movement on both hands instead then, like so https://osu.ppy.sh/ss/9083395
00:24:040 (24040|2,24138|3,24235|2,24333|3,24430|2) - This is rather unbalanced due to all the movement being on the right hand, and in this case too, the density. I'd try to even it out a bit by putting OH minitrills on both hands rather than just one, like so http://osu.ppy.sh/ss/9083398
00:30:079 (30079|2,30079|3) - tfw extending LNs over near silence just to meet the rankable requirements s m h
[Easy]
Just wanna comment that Im not a huge fan of this difficulty. It's just 30 seconds of the same 1/1 jumpstream with a measure or two of 3/4 acting as the only type of variation, so that's what I'd like to focus on more here.
00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player.
00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way.
00:03:586 - I'd actually stack some notes here for the vocals, kind of like how you did those LNs in the top diff https://osu.ppy.sh/ss/9083437 . Tbh, I think you could do this any time there are vocals, like at 00:01:443 - 00:01:833 - or 00:04:560 - 00:04:950 - and so on
00:16:833 (16833|2,16833|1,17612|2,17612|1) - Don't really see a clear reason to stack these two jumps one atop the other if the sound isnt the same, so I'd move them to be more varied (preferably in col 1 too cause there's a lack of notes)
00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^
00:21:118 - to 00:22:677 - There's a slight left hand bias here due to the lack of notes in col 3, so I might do a bit of rearranging to get that more evenly distributed.
00:22:482 - 00:22:872 - I'd add notes here for the kicks cause the easy is pretty bland with just the 1/1, so using a variety of rhythms helps to keep the player engaged with the map.
08:54 Kim_GodSSI: 그럼 지금 할께요
08:54 Carol: 넹
08:54 Kim_GodSSI: 00:05:241 - 여기 3 번 줄에 노트 하나 추가 해서 보컬 따라가는건 어떠나여
08:55 Carol: 그걸
08:55 Carol: 했다가
08:55 Carol: 버블 터뜨리신분이 지우래서 지운거거든요
08:55 Carol: ..
08:55 Carol: 원래 상으론
08:55 Carol: 00:05:241 (5241|2) -
08:55 Kim_GodSSI: ? 저거 문제 없는데
08:55 Carol: 00:17:709 (17709|1) -
08:55 Carol: 여기 두개를
08:55 Carol: 저 두분이서 지우래서
08:55 Carol: 결국 지워버림
08:55 Kim_GodSSI: 뭐라고 하면서 터트렸어요 ?
08:56 Carol: 근데 터뜨리신건ㄷ
08:56 Carol: The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here Image should be something around 00:01:248
08:56 Carol: 이거때문에 터뜨리신거 같은데
08:56 Carol: 그 아래 하드 패턴 보면
08:56 Carol: 00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd
08:56 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
08:56 Carol: 00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield
08:56 Carol: 요 3개 써놓으셨길레
08:57 Kim_GodSSI: 저기 보면 제가 말씀 드린 부분은 언급 자체가 안되어 있는데 ..?
08:57 Carol: 엥
08:57 Carol: 그런가요
08:57 Carol: 그럼 왜지운거지
08:57 Kim_GodSSI: 위치 자체가 안나와있잔아요
08:57 Kim_GodSSI: 그리고 뒷 사운드에서 휘슬 소리 나서
08:58 Kim_GodSSI: 에초에 고스트 노트도 아닌데
08:58 Kim_GodSSI: ??
08:58 Carol: 아항
08:58 Kim_GodSSI: 00:05:241 -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Kim_GodSSI: 00:05:436 (5436|0) -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Carol: 그럼
08:58 Kim_GodSSI: 위에꺼 저 휘슬 소리 따라간거 아니에요 ?
08:58 Carol: 00:05:241 (5241|2) - 요기랑 00:17:709 (17709|1) -
08:58 Carol: 요기 추가할께용
08:58 Carol: 넹
08:58 Carol: 원래
08:58 Carol: 00:05:144 (5144|0) - ~00:05:923 (5923|2) -
08:58 Carol: 여기까지 다 소리 있길레
08:58 Carol: 추가한거긴 한건데
09:00 Kim_GodSSI: 00:10:793 (10793|0,10890|1) -
09:00 Kim_GodSSI: 이거 두개 오른쪽으로 이동 하면 더 괜찮을것 같은데요
09:00 Carol: 근데 혹시 죄송한데
09:00 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
09:00 Carol: 이게 뭔뜻인지 아시나요
09:01 Kim_GodSSI: 저거 노트랑 롱놋 보컬에 맞춰서 다시 놓으라고
09:01 Carol: 앙..
09:02 Kim_GodSSI: 모더 말은 100% 맞는게 아니라서
09:02 Kim_GodSSI: 잘 가려서 받아들이세요
09:02 Carol: 넹
09:02 Kim_GodSSI: 모더도 사람임
09:02 Kim_GodSSI: 반박 할거 있으면 하셔야 되고
09:03 Kim_GodSSI: 00:17:806 - 여기부분 좀 바꾸긴 해야겠네요
09:04 Carol: 넹?
09:04 Kim_GodSSI: 모더가 말했던 부분이요
09:04 Carol: 아
09:04 Kim_GodSSI: 저같으면 https://osu.ppy.sh/ss/9098181 이런식으로 할듯
09:05 Carol: 00:18:293 (18293|1) -
09:05 Carol: 여기부분은 소리 없지 않나요
09:06 Kim_GodSSI: 드럼 스틱 소리 있는데
09:06 Kim_GodSSI: 너무 작다고 할수도 있으니까 빼셔도 되요
09:06 Kim_GodSSI: BN에 따라서 달라지겠지만
09:06 Carol: BN도 사람은 사람이죠?
09:06 Kim_GodSSI: 네
09:06 Kim_GodSSI: 00:18:098 - 여기랑 똑같은 소리가 들리실텐데
09:06 Kim_GodSSI: 안들리시나요
09:07 Kim_GodSSI: 00:22:481 -
09:07 Carol: 아
09:07 Carol: 들리네용
09:08 Kim_GodSSI: 여기 부분에 드럼 사운드 있는데 그냥 묻히는건 아쉽다고 봅니다
09:08 Kim_GodSSI: https://osu.ppy.sh/ss/9098203
09:08 Kim_GodSSI: 이런 식으로 드럼소리도 잡아주시면 어떨까요
09:09 Carol: 오
09:09 Carol: 괜찮네요
09:09 Kim_GodSSI: 이제 노멀로
09:10 Carol: 이지 노말이
09:10 Carol: 너무 단순하고 노잼이라고 하긴 하던데
09:10 Kim_GodSSI: 음 솔직히 너무 쉬워서 드럼소리만 따라가면 상관 없어서 딱히 볼게 없네요
09:11 Kim_GodSSI: 다른건 볼거 없네요
09:11 Carol: 그렇군요
09:11 Kim_GodSSI: 패턴이 있는것도 아니라서
09:11 Kim_GodSSI: 껄껄
09:11 Carol: 그 하드에서 하나 물어볼게 있는데
09:11 Kim_GodSSI: 네
09:12 Carol: 아까 그부분
09:12 Carol: https://osu.ppy.sh/ss/9098222
09:12 Carol: 롱놋 2개 말고
09:12 Carol: 하나로 바꿔서 이렇게 놓는건 어떨까요
09:12 Carol: 이상한가
09:12 Kim_GodSSI: 저러면 치기 어려워지고
09:12 Kim_GodSSI: 모양도 안이뻐지니
09:13 Carol: 뭔가 롱놋 길이가 짧아보여서요
09:13 Kim_GodSSI: https://osu.ppy.sh/ss/9098232
09:13 Kim_GodSSI: 차라리 이렇게 하시는게
09:13 Kim_GodSSI: 뒷부분을 중압감을 더 넣어서
09:13 Carol: 오
09:13 Carol: 그거 괜찮네요
09:14 Kim_GodSSI: 더 물어보실꺼 없으시면 이만 끝낼께요
09:14 Carol: 네넹
09:14 Carol: 근데 제맵 왜이리 노잼이죠
09:14 Kim_GodSSI: 쉬워서요
09:14 Carol: 앙..
Kim_GodSSI wrote:
hm ?IRC08:54 Kim_GodSSI: 그럼 지금 할께요
08:54 Carol: 넹
08:54 Kim_GodSSI: 00:05:241 - 여기 3 번 줄에 노트 하나 추가 해서 보컬 따라가는건 어떠나여
08:55 Carol: 그걸
08:55 Carol: 했다가
08:55 Carol: 버블 터뜨리신분이 지우래서 지운거거든요
08:55 Carol: ..
08:55 Carol: 원래 상으론
08:55 Carol: 00:05:241 (5241|2) -
08:55 Kim_GodSSI: ? 저거 문제 없는데
08:55 Carol: 00:17:709 (17709|1) -
08:55 Carol: 여기 두개를
08:55 Carol: 저 두분이서 지우래서
08:55 Carol: 결국 지워버림
08:55 Kim_GodSSI: 뭐라고 하면서 터트렸어요 ?
08:56 Carol: 근데 터뜨리신건ㄷ
08:56 Carol: The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here Image should be something around 00:01:248
08:56 Carol: 이거때문에 터뜨리신거 같은데
08:56 Carol: 그 아래 하드 패턴 보면
08:56 Carol: 00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd
08:56 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
08:56 Carol: 00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield
08:56 Carol: 요 3개 써놓으셨길레
08:57 Kim_GodSSI: 저기 보면 제가 말씀 드린 부분은 언급 자체가 안되어 있는데 ..?
08:57 Carol: 엥
08:57 Carol: 그런가요
08:57 Carol: 그럼 왜지운거지
08:57 Kim_GodSSI: 위치 자체가 안나와있잔아요
08:57 Kim_GodSSI: 그리고 뒷 사운드에서 휘슬 소리 나서
08:58 Kim_GodSSI: 에초에 고스트 노트도 아닌데
08:58 Kim_GodSSI: ??
08:58 Carol: 아항
08:58 Kim_GodSSI: 00:05:241 -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Kim_GodSSI: 00:05:436 (5436|0) -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Carol: 그럼
08:58 Kim_GodSSI: 위에꺼 저 휘슬 소리 따라간거 아니에요 ?
08:58 Carol: 00:05:241 (5241|2) - 요기랑 00:17:709 (17709|1) -
08:58 Carol: 요기 추가할께용
08:58 Carol: 넹
08:58 Carol: 원래
08:58 Carol: 00:05:144 (5144|0) - ~00:05:923 (5923|2) -
08:58 Carol: 여기까지 다 소리 있길레
08:58 Carol: 추가한거긴 한건데
09:00 Kim_GodSSI: 00:10:793 (10793|0,10890|1) -
09:00 Kim_GodSSI: 이거 두개 오른쪽으로 이동 하면 더 괜찮을것 같은데요
09:00 Carol: 근데 혹시 죄송한데
09:00 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
09:00 Carol: 이게 뭔뜻인지 아시나요
09:01 Kim_GodSSI: 저거 노트랑 롱놋 보컬에 맞춰서 다시 놓으라고
09:01 Carol: 앙..
09:02 Kim_GodSSI: 모더 말은 100% 맞는게 아니라서
09:02 Kim_GodSSI: 잘 가려서 받아들이세요
09:02 Carol: 넹
09:02 Kim_GodSSI: 모더도 사람임
09:02 Kim_GodSSI: 반박 할거 있으면 하셔야 되고
09:03 Kim_GodSSI: 00:17:806 - 여기부분 좀 바꾸긴 해야겠네요
09:04 Carol: 넹?
09:04 Kim_GodSSI: 모더가 말했던 부분이요
09:04 Carol: 아
09:04 Kim_GodSSI: 저같으면 https://osu.ppy.sh/ss/9098181 이런식으로 할듯
09:05 Carol: 00:18:293 (18293|1) -
09:05 Carol: 여기부분은 소리 없지 않나요
09:06 Kim_GodSSI: 드럼 스틱 소리 있는데
09:06 Kim_GodSSI: 너무 작다고 할수도 있으니까 빼셔도 되요
09:06 Kim_GodSSI: BN에 따라서 달라지겠지만
09:06 Carol: BN도 사람은 사람이죠?
09:06 Kim_GodSSI: 네
09:06 Kim_GodSSI: 00:18:098 - 여기랑 똑같은 소리가 들리실텐데
09:06 Kim_GodSSI: 안들리시나요
09:07 Kim_GodSSI: 00:22:481 -
09:07 Carol: 아
09:07 Carol: 들리네용
09:08 Kim_GodSSI: 여기 부분에 드럼 사운드 있는데 그냥 묻히는건 아쉽다고 봅니다
09:08 Kim_GodSSI: https://osu.ppy.sh/ss/9098203
09:08 Kim_GodSSI: 이런 식으로 드럼소리도 잡아주시면 어떨까요
09:09 Carol: 오
09:09 Carol: 괜찮네요
09:09 Kim_GodSSI: 이제 노멀로
09:10 Carol: 이지 노말이
09:10 Carol: 너무 단순하고 노잼이라고 하긴 하던데
09:10 Kim_GodSSI: 음 솔직히 너무 쉬워서 드럼소리만 따라가면 상관 없어서 딱히 볼게 없네요
09:11 Kim_GodSSI: 다른건 볼거 없네요
09:11 Carol: 그렇군요
09:11 Kim_GodSSI: 패턴이 있는것도 아니라서
09:11 Kim_GodSSI: 껄껄
09:11 Carol: 그 하드에서 하나 물어볼게 있는데
09:11 Kim_GodSSI: 네
09:12 Carol: 아까 그부분
09:12 Carol: https://osu.ppy.sh/ss/9098222
09:12 Carol: 롱놋 2개 말고
09:12 Carol: 하나로 바꿔서 이렇게 놓는건 어떨까요
09:12 Carol: 이상한가
09:12 Kim_GodSSI: 저러면 치기 어려워지고
09:12 Kim_GodSSI: 모양도 안이뻐지니
09:13 Carol: 뭔가 롱놋 길이가 짧아보여서요
09:13 Kim_GodSSI: https://osu.ppy.sh/ss/9098232
09:13 Kim_GodSSI: 차라리 이렇게 하시는게
09:13 Kim_GodSSI: 뒷부분을 중압감을 더 넣어서
09:13 Carol: 오
09:13 Carol: 그거 괜찮네요
09:14 Kim_GodSSI: 더 물어보실꺼 없으시면 이만 끝낼께요
09:14 Carol: 네넹
09:14 Carol: 근데 제맵 왜이리 노잼이죠
09:14 Kim_GodSSI: 쉬워서요
09:14 Carol: 앙..
Protastic101 wrote:
First bubble, first pop, what a day
the hitfinish is identical to the default soft-hitnormal making it really unnecessary to have in the first place as you're already using the default hitnormal lol. I'd use this for the finish instead https://puu.sh/xz4mE.wav
oh yeah, and tbh, I think the bg is fine cause it's not suggestive or anything, just shows a lot of skin cause bathing suit and stuff, but everything is pretty well covered. Does look a bit pixelated though, but I dunno where this is from to try and find a better background
[Hard]
00:00:664 (664|1,859|1) - the only time the default normal-hitwhistle would actually be appropriate lol
00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm.
00:03:391 (3391|1,3391|0) - Not really sure why this is a jump tbh, there's no vocal or percussion here, just a quiet hihat. I'd actually recommend doing what I suggested previously about removing this and just having two 1/4 notes only a half beat apart to represent the jump in vocals.
00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 -
00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals
00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342
00:10:112 (10112|0,10112|1) - Don't really think the vocal here is drawn out long enough nor stands out enough to be made into a 5/4 LN and ignore literally every other sound present. Instead, I'd just make it similar to 00:12:450 - where you still added the LNs but kept the rhythm and flow going https://osu.ppy.sh/ss/9083360
00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit here and add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370
00:13:326 (13326|3,13424|2,13521|1,13618|0) - Hitsound wise, since the music uses kicks, shouldnt these be whistles instead of claps which are snares?
00:17:807 (17807|0,18002|0,18196|0) - I think the three note stack here is kind of unnecessary since the patterning so far has tended to be linear and connected, rather than the disconnect that the OH minitrill at 00:17:904 (17904|2,18002|3,18099|2) - brings. Would help to balance out the movement on both hands instead then, like so https://osu.ppy.sh/ss/9083395
00:24:040 (24040|2,24138|3,24235|2,24333|3,24430|2) - This is rather unbalanced due to all the movement being on the right hand, and in this case too, the density. I'd try to even it out a bit by putting OH minitrills on both hands rather than just one, like so http://osu.ppy.sh/ss/9083398
00:30:079 (30079|2,30079|3) - tfw extending LNs over near silence just to meet the rankable requirements s m h
[Easy]
Just wanna comment that Im not a huge fan of this difficulty. It's just 30 seconds of the same 1/1 jumpstream with a measure or two of 3/4 acting as the only type of variation, so that's what I'd like to focus on more here.
00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player.
00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way.
00:03:586 - I'd actually stack some notes here for the vocals, kind of like how you did those LNs in the top diff https://osu.ppy.sh/ss/9083437 . Tbh, I think you could do this any time there are vocals, like at 00:01:443 - 00:01:833 - or 00:04:560 - 00:04:950 - and so on
00:16:833 (16833|2,16833|1,17612|2,17612|1) - Don't really see a clear reason to stack these two jumps one atop the other if the sound isnt the same, so I'd move them to be more varied (preferably in col 1 too cause there's a lack of notes)
00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^
00:21:118 - to 00:22:677 - There's a slight left hand bias here due to the lack of notes in col 3, so I might do a bit of rearranging to get that more evenly distributed.
00:22:482 - 00:22:872 - I'd add notes here for the kicks cause the easy is pretty bland with just the 1/1, so using a variety of rhythms helps to keep the player engaged with the map.
hm..Litharrale wrote:
The problems I posted about have been resolved. Still unsure about the easy though, feels very repetitive.
Weber wrote:
Alright, here we go.
Easy
I'd like to incorporate some more LNs as well as remove some of the repetitive rhythms (doublet into singlet over and over again), try these alternatives out.
00:07:481 - https://i.imgur.com/S6TfBwN.png
00:10:598 - https://i.imgur.com/dw7L5it.png
Although these changes may make it a little more difficult for beginner players, I think it's worth it to make the map more interesting and less monotonous.
Normal looks much MUCH better with those LN changes at the start. Hard also looks good. Call me back!
Thanks you!Weber wrote:
Alright, nominated... again!
Litharrale wrote:
WIM BU RUU DONNN!
edit: add a hitnormal
Carol wrote:
Fix noteHard
■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c
■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not
■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016
■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier soundEasy
■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?
■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.
■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok
Thanks for your advice!
Protastic101 wrote:
hi, im here to get reasons for the denied suggestions thxCarol wrote:
Fix noteHard
■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c
■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not
■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016
■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier soundEasy
■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?
■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.
■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok
Thanks for your advice!
[Easy]
0:10:598 soft-hitwhistle.wav@40%
0:10:891 soft-hitwhistle.wav@40%
0:11:183 soft-hitwhistle.wav@40%
0:11:476 soft-hitwhistle.wav@40%
You don't need any of these storyboard samples because you already have the hitsounds placed on the respective notes at 00:10:598 (10598|0,10890|1,11183|3,11475|2) -
0:13:423 soft-hitwhistle.wav@40%
0:13:520 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
I modded this out of order so I explained why you shouldn't use SB hitsounds when there's no note present in the chart at that specific moment in time in the Normal rather than the easy lol.
[Normal]
00:13:520 (13520|1) - Might make this a 1/2 LN to represent the 1/4 kick roll.
0:13:423 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
Also want to bring to attention the SB hitsounds. They're very misleading when placed at moments of the song where you don't have a note. I would greatly recommend against using them unless you have some sound that is absolutely vital that it be played (like if you cut out a second of the song and had it as a keysound). Just tab and right click the little orange samples to remove it
00:20:144 (20144|1,20533|1,20923|1,21312|1) - Honestly don't feel like this 4 note stack is really necessary. The BPM isn't that high but it still feels uneven to have such a strong left hand bias in this measure due to all the movement being placed in the left hand rather than the right.
[Hard]
00:01:248 (1248|3) - Remove whistle, you already have one at 00:01:248 (1248|0) - so the double whistles makes the kick stand out much more than it should.
00:04:754 (4754|3) - More of a nitpick but I'd probs move one of the samples onto the note at 00:04:754 (4754|0) - so that the sound isn't all panned on the right speaker, and also, if the player misses one note of the chord but hits the other, they still get feedback of some sort.
00:14:105 (14105|3) - Same thing as above
00:17:222 (17222|0) - ^ but it doesnt actually matter that much
00:10:598 (10598|3,10890|3,11183|1,11475|0,11767|3) - Any real reason for the double hitsounds here? I would just increase the default volume of the green lines under the timing tab of the editor instead, like 60% or something if you really want emphasis.
00:13:715 (13715|3) - Remove and replace with finish instead
00:25:533 (25533|1,25663|0,25923|2,26053|0) - Add whistles for the kicks present in the music
00:26:183 (26183|3) - remove whistle
00:25:793 - to 00:26:183 - Not sure if I pointed it out in my previous mod, but the snap here actually changes to 1/6, so you could do something like this if you wanted to represent that increase in speed https://osu.ppy.sh/ss/9178106
yeah, should probs take a more careful look at the hitsounds first cause they're kind of inconsistent and there's SB hitsounds in places where there really shouldn't be.
Carol wrote:
Fix noteHard
■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c
■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not
■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016
■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier soundEasy
■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?
■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.
■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok
Thanks for your advice!
Weber wrote:
Alright lets GOOOOOOOOOOOOOOOO mod collab with prot so we can get this underway
General
Add finish hitsounds to all notes on the following timestamps for all diffs 00:07:481 - 00:08:260 - 00:09:819 - 00:09:040 - 00:12:157 - 00:18:390 -
Remove hitsounds from all notes on the following timestamps for all diffs 00:12:449 - 00:12:741 -
EZ
00:24:624 (24624|1) - Move the finish hitsound over to 00:24:624 (24624|3) -
00:30:079 (30079|3) - Same ^ with 00:30:079 (30079|0) -
00:12:741 (12741|3,12936|0,13325|2,13715|3,13715|1,14105|0) - Change to https://osu.ppy.sh/ss/9261161
0:12:546 soft-hitclap.wav@40% - Delet this storyboard hs
00:19:170 (19170|2) - Move this over to 4 for hand balance
00:22:676 (22676|3) - Move this to 00:22:481 - and put a w hitsound on it
NM
00:19:949 (19949|2,19949|3) - Move the finish hitsound over to 00:19:949 (19949|2) -
00:20:728 (20728|1,20728|0) - ^ Same thing, separate them
00:30:079 (30079|3,30079|2) - ^
HD
00:20:728 (20728|1,20728|0) - Same as NM, separate
00:30:079 (30079|3,30079|2) - ^
00:25:793 - Remove whistle hitsound here, EZ and NM only have clap
00:25:793 (25793|1,25858|0,25923|2,25988|3,26053|1,26118|0) - Why did you change these back to 1/6th spam? I thought we agreed 1/3rd doubles fit the music better.