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Demetori - Fall of Fall ~ The Door Into Summer [Taiko]

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Topic Starter
Remus
\:D/
tasuke912
Hello there!

[ Taiko Stage]

  • - 01:16:365 - 01:16:365 - In first half of kiai parts density of notes seems too low compared with other parts. You should do improvisation like 00:43:032 / 01:59:032 - these parts.
  1. 00:21:045 (33,34) - I highly recommend changing the color in order to emphasize the song. kdkdkdkd was kinda boring. kk or dk would be nice.
  2. 02:27:698 (844) - I usually recommend that mappers do not use 1/4 finishes. but it's up to you
Patterns are pretty well made. You may ask me for nomination after solving the structure issue.
frukoyurdakul

tasuke912 wrote:

Hello there!

[ Taiko Stage]

  • - 01:16:365 - 01:16:365 - In first half of kiai parts density of notes seems too low compared with other parts. You should do improvisation like 00:43:032 / 01:59:032 - these parts.
  1. 00:21:045 (33,34) - I highly recommend changing the color in order to emphasize the song. kdkdkdkd was kinda boring. kk or dk would be nice.
  2. 02:27:698 (844) - I usually recommend that mappers do not use 1/4 finishes. but it's up to you
Patterns are pretty well made. You may ask me for nomination after solving the structure issue.
The pop seems reasonable. However in my defense, the parts you have mentioned are very rarely improvised: The map itself already follows all of the main sounds, with avoiding overmapping as possible. At the parts you have pointed, the improvised parts are only 00:47:865 (219,220,221) - on this pattern, which doesn't have a solid 1/4 sound on it, but it does provide a build-up for the next finisher. Most of the triplets are put on the low volume snare sounds (I know they are not all mapped, but not every sound has to be mapped right?) and yet the kiai parts have much more improvisation based on the music, which I judged the map with it. On kiai, the triplets like 01:16:532 - 01:18:532 - 01:22:532 - 01:27:198 - 01:28:532 - 01:29:532 - these ones don't really emphasize a specific sound and yet mapped because the part is kiai and needed more density. From my perspective, the kiai doesn't have to be the most dense part, it can be emphasized on chorus and, compared to the rest of the parts, the sounds on kiai are less by count, and because of this reason kiai is mapped a bit calmer, which I find it reasonable.
Topic Starter
Remus

tasuke912 wrote:

Hello there!

[ Taiko Stage]

  • - 01:16:365 - 01:16:365 - In first half of kiai parts density of notes seems too low compared with other parts. You should do improvisation like 00:43:032 / 01:59:032 - these parts. as fruko already said, i didn't want to overmap and mess up the rhytmics; in that place i prefered rhythmics to density; i REALLY don't want to overfill that part by unnecessary triples or other patterns, cause it will break musicality of this part; also, this song provide not so "dense" kiai (comparing with other musical parts of this song) due to lack of worth to be mapped sounds (in other case it would just spoil the sounding); i tried to map all of them, so i guess density is enough as it is now
  1. 00:21:045 (33,34) - I highly recommend changing the color in order to emphasize the song. kdkdkdkd was kinda boring. kk or dk would be nice. the reason i did kd in the end is 00:21:212 (34,35) - similarity of these sounds, so in therms of consistency i did that; but after your pointing now i am thinking about changing 00:21:212 (34) - that to kat to emphasize next 00:21:545 (35) - and diversify a bit this part, as you already said (dk isn't nice because of opposition of 00:20:878 (32,33) - tonality of those two - so better to make them different, imo)
  2. 02:27:698 (844) - I usually recommend that mappers do not use 1/4 finishes. but it's up to you i guess it won't confuse player, because it is 1/3 and the ending isn't something like dddD, but ddkD; also that was made to keep consistency of big notes during this part (02:20:365 (809,813,818,823) -
    ), so if that suggestion isn't necessary to change - i think i'll keep that as it is :>
Patterns are pretty well made. You may ask me for nomination after solving the structure issue.
Thanks for that!
If you insist about first one, ok, i would change that, but i think that you should know the reason of low density of all kiai parts first before changing it, so...
Waiting for your reply :)
tasuke912

Remus wrote:

tasuke912 wrote:

Hello there!

[ Taiko Stage]

  • - 01:16:365 - 01:16:365 - In first half of kiai parts density of notes seems too low compared with other parts. You should do improvisation like 00:43:032 / 01:59:032 - these parts. as fruko already said, i didn't want to overmap and mess up the rhytmics; in that place i prefered rhythmics to density; i REALLY don't want to overfill that part by unnecessary triples or other patterns, cause it will break musicality of this part; also, this song provide not so "dense" kiai (comparing with other musical parts of this song) due to lack of worth to be mapped sounds (in other case it would just spoil the sounding); i tried to map all of them, so i guess density is enough as it is now

    I can understand why you made these part easy, and yet I consider that difficulty curve is not suitable for the song. Please understand difference between "overmap" and "improvisation". Assuming that you are not familiar with playing expert taiko maps but standard maps, an example of standard would be easier for you to understand how to keep difficulty curve in taiko mode.
    In standard or ctb mode, during kiai times, which don't provide much 1/2 sound, mappers would use more distant patterns in order to keep suitable difficulty curve, but in taiko mode mappers can't do. That's why we do "improvisation". If improvisational notes work for keeping suitable difficulty curve or emphasizing specific sounds, they never be called as overmaped. (95%+ of recent ranked extra taiko maps have them.)
  1. 01:19:698 - could have a triplet in order to keep density and emphasize the guitar.
  2. 01:22:365 - could have a note since the guitar sounds here. it's not overmap, right?
    Only two points work enough. I am one of them who don't want to make them too dense.
  3. 02:53:698 - Another solution is to make these streams easier. Actually the guitar provides 1/4 sound but shorter streams work for the difficulty curve and emphasize the drums.
Thanks for that!
If you insist about first one, ok, i would change that, but i think that you should know the reason of low density of all kiai parts first before changing it, so...
Waiting for your reply :)
[*]Also I noticed that 00:20:378 (29,30,31,32,33,34) - these notes have much delay. 00:21:699 - Remove this red line and move first red line to +13ms
frukoyurdakul

tasuke912 wrote:

[*]Also I noticed that 00:20:378 (29,30,31,32,33,34) - these notes have much delay. 00:21:699 - Remove this red line and move first red line to +13ms
I hope you meant -13 ms, +13 adds more delay to it.
Topic Starter
Remus

tasuke912 wrote:

  1. 01:19:698 - could have a triplet in order to keep density and emphasize the guitar. well, you are right here; did that for all same parts
  2. 01:22:365 - could have a note since the guitar sounds here. it's not overmap, right? sure, added that note do all same kiai parts.
    Only two points work enough. I am one of them who don't want to make them too dense.
  3. 02:53:698 - Another solution is to make these streams easier. Actually the guitar provides 1/4 sound but shorter streams work for the difficulty curve and emphasize the drums. thought that better to change kiai a bit, than streams
  4. Also I noticed that 00:20:378 (29,30,31,32,33,34) - these notes have much delay. 00:21:699 - Remove this red line and move first red line to +13ms moved, but for -13, cause +13 will increase delay
You were right, nothing special had changed, but now these kiai parts looks a bit dense. Fixed and updated.
tasuke912
Bubbled!
tatemae
грац с ранком
Topic Starter
Remus

Loreley wrote:

грац с ранком
19h, thx
frukoyurdakul
Let's rock this world with more Demetori.

Qualified!
Topic Starter
Remus
Thanks a lot! :)
HomieLove
LOL, I was making this post when it was bubbled and when I was done realized the map is qualified. Welp, what the post contains are still concerns of mine, better mention them sooner than later, right?
While the song's timing is at 180bpm constantly, the notes mapped to the guitar intro are noticeably off. You can notice that on 00:00:878 (4) - already, it is played way too early compared to the actual instrument. Looking at GoldenWolf's ranked mapset (from which you probably have taken the mp3), I figured that the guitar certainly plays at a pace of 165bpm, but that would mess up the barlines entirely. Be sure that this is solved, as it is musically inaccurate at the moment.

Still referring to the source thing I've mentioned in one of my former posts. This should really be changed.

I honestly don't understand your concept behind the SV usage. Why is the first Kiai (the chorus thing) 1x, while the second one is 1.1x, and the third chorus is 1.05x, whereas the guitar / solo parts are 1.1x? To me, it's not clear what you want to make stand out just from looking at the SV settings, can you explain this a little further?

Another thing I want to mention is the finisher usage. I see you put priority on percussion, but at the same time, you've left out some significant spots which could've been an opportunity for a strong and spicy finisher and mapped these a normal note, sometimes causing inconsistencies. For example, why did you leave 02:04:198 (709) - out, while you mapped 02:14:865 (776) - as a finisher although both represent the same measures within this stanza (just that both are in different halves of this respective stanza)?
Mentioning this stanza, there's also a noticeable inconsistency in the finisher usage as a whole. (e.g. 00:43:365 (193) - is a finish despite being an ordinary snare kick, while 01:59:365 (678) - is a normal kat note, same sound, different emphasis). These parts are pretty much the same music-wise, therefore some consistency wouldn't hurt really.

01:37:532 - this part should have a hit volume of 80%, it is essentially the same compared to 01:58:865 - on that term.


additional pattern suggestions:

01:57:032 - I'd still put emphasis on the drums by removing this note, I don't see a reason to let the guitar interrupt a rather outstanding percussion pattern.

02:41:032 (921,922,923) - I don't get why this is kkd, it sorta contradicts the whole drum emphasis + guitar improvisation thing. ddk sounds more intuitive to me.

03:16:532 - This note could be removed for the sake of consistency. It's the only pattern in this stanza that ignores the douplet played by the drummer an

03:34:698 (1379,1380,1381,1382,1383,1384) - Both the snare kick and the guitar kinda get lost here, kdkkd k would work better to capture these.

04:02:782 - Again, for the sake of consistency, consider removing this note so the next one can be a finish. The cymbal is still there, the kick is strong and so is the guitar, like all the other finisher notes mapped in this kiai.

04:08:198 - Same deal with the finishers, you should get the idea by now.


Concluding from what I've mentioned above, I think the map still lacks some consistency here and there.

Sorry if my attitude appears a bit rude, this is absolutely not intended.

Sorry for interrupting the party, I hoped I'd be done before the qualify :o
Kilabarus
Man, are you seriously? Couldn't you write to Remus about your mod? You thought that it'd be done before quals, so how many hours you need to write mod?
That's just unkind and embarassing imo.
Topic Starter
Remus

Greenshell wrote:

LOL, I was making this post when it was bubbled and when I was done realized the map is qualified. Welp, what the post contains are still concerns of mine, better mention them sooner than later, right?
While the song's timing is at 180bpm constantly, the notes mapped to the guitar intro are noticeably off. You can notice that on 00:00:878 (4) - already, it is played way too early compared to the actual instrument. Looking at GoldenWolf's ranked mapset (from which you probably have taken the mp3), I figured that the guitar certainly plays at a pace of 165bpm, but that would mess up the barlines entirely. Be sure that this is solved, as it is musically inaccurate at the moment. i discussed that with tasuke and he said to delete one additional red point and move offset, so i did that

Still referring to the source thing I've mentioned in one of my former posts. This should really be changed. the reason of adding "Team Shanghai Alice "? you said "you can add" but i didn't get why should i add this

I honestly don't understand your concept behind the SV usage. Why is the first Kiai (the chorus thing) 1x, while the second one is 1.1x, and the third chorus is 1.05x, whereas the guitar / solo parts are 1.1x? To me, it's not clear what you want to make stand out just from looking at the SV settings, can you explain this a little further? it looks a bit unconsistent, but you should look to the parts before - i don't want to make that transition of slow parts to kiai so fast,
it yould be confusing lol


Another thing I want to mention is the finisher usage. I see you put priority on percussion, but at the same time, you've left out some significant spots which could've been an opportunity for a strong and spicy finisher and mapped these a normal note, sometimes causing inconsistencies. For example, why did you leave 02:04:198 (709) - out, while you mapped 02:14:865 (776) - as a finisher although both represent the same measures within this stanza (just that both are in different halves of this respective stanza)? overfilling by big notes is very unnecessary (even bad) thing, also it is very subjective; again, i discussed finishers usage with fruko; my rhythmics vision can be different comparing with yours, because we all could emphasize (not like emphasize, but maybe mark out) different sounds
Mentioning this stanza, there's also a noticeable inconsistency in the finisher usage as a whole. (e.g. 00:43:365 (193) - is a finish despite being an ordinary snare kick, while 01:59:365 (678) - is a normal kat note, same sound, different emphasis). These parts are pretty much the same music-wise, therefore some consistency wouldn't hurt really. all about finishers i've already said, i really want you checking last mods, that were done before yours, they contain things about finishers

01:37:532 - this part should have a hit volume of 80%, it is essentially the same compared to 01:58:865 - on that term. do you really think, that 10% difference (SV that chang volume) is that necessary? what about 75%? 76%? 79%?


additional pattern suggestions:

01:57:032 - I'd still put emphasis on the drums by removing this note, I don't see a reason to let the guitar interrupt a rather outstanding percussion pattern that sound emphasize guitar and acts like filling.

02:41:032 (921,922,923) - I don't get why this is kkd, it sorta contradicts the whole drum emphasis + guitar improvisation thing. ddk sounds more intuitive to me. discussed it with fruko like a hour ago; that was made for divesifying that parts and growing emphasizing tonality's level from low to high to the end; sure, i can't make it super smooth, but i did as i could

03:16:532 - This note could be removed for the sake of consistency. It's the only pattern in this stanza that ignores the douplet played by the drummer an see no reason to ignore drums here, sorry

03:34:698 (1379,1380,1381,1382,1383,1384) - Both the snare kick and the guitar kinda get lost here, kdkkd k would work better to capture these. idk, but kdkdk sounds fine to me

04:02:782 - Again, for the sake of consistency, consider removing this note so the next one can be a finish. The cymbal is still there, the kick is strong and so is the guitar, like all the other finisher notes mapped in this kiai. not enough loud to be finisher, it's quiet; plus making here finisher will eventually break the concept of finishers that were made before - i can make all notes on the end of streams by finishers, and what will it be? overfilling, that i was trying to evade all the map

04:08:198 - Same deal with the finishers, you should get the idea by now. as i said before, my finisher's concept is different to yours, so see no reason to change all the finishers due to this


Concluding from what I've mentioned above, I think the map still lacks some consistency here and there.

Sorry if my attitude appears a bit rude, this is absolutely not intended. i saw no rude, but much of subjective things :>

Sorry for interrupting the party, I hoped I'd be done before the qualify :o
I can understand your opinion, but it looks like ninja-mod and i am a bit confused about it.
Thanks for suggestions anyway.
HomieLove
@MashaSG Yeah I was a bit very off in timing, but no need to call me out like that, the concerns are addressed now after all.

@Remus Don't mind the tags, that is completely optional, I was talking about the source (the spacing, y'know). I still sorta disagree with some of the explanations, but I'm alright with that because, like you said, it is all subjective. I didn't mean to cause problems, I was just curious about these things and yeah, I was a bit off-timing after all.

Anyway, I'm outta here, gratz on the qualify~
Backfire
If there are still issues, hopefully a bn see's this and rectifies it sooner, rather than later. You guys should be happy he posted so quickly, if so.
Vell

MashaSG wrote:

Man, are you seriously? Couldn't you write to Remus about your mod? You thought that it'd be done before quals, so how many hours you need to write mod?
That's just unkind and embarassing imo.
Excuse me? He has every right to take however long he needs to make his mod, and he also has every right to post it post-qualify, thats what qualification still is for after all. You are the one being rude here.
-Rmdy

Vell wrote:

He has every right to take however long he needs to make his mod
Yes, but the point here is that he could've said to Remus about him writing a mod, especially since he knew it's going to hit qualify soon
Vell
Fair point, his attitude towards him still seems very uncalled for though.
Namki
ого, поздравляю!
Topic Starter
Remus

Namki wrote:

ого, поздравляю!
Спасибо, Кирилл :p
Kimitakari
Грац. СНГ Тайко маппинг с колен, наверное.
Surono
nice, hello why me here kek
Topic Starter
Remus
hello, you'll stay here forever :^)
Surono
HeaaaaaaaaAAAAAAAAAAAAAAAAaaaaaaaaaaaa X"D fuk sit
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