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

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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 ?
Asherz007
By request of JBH cus apparently, it's on "his list of things".

[General]

Video in taiko diffs????????????????????????????????????? (JBH also told me to put 37 question marks, so blame him)

JBH: "Delete all notes, save, upload, then I will consider looking at your map." - in a voice chat about an hour ago

The start of the map kinda has this desync thing going on, which is most noticeable in mania with those hitsound clashes at the start. Time for a semi-meme-ish substitution:

Offset: 110
BPM: 124.333 (lul)

Reset 125bpm at offset 5900 (no change for anything else afterwards), resnap green lines as and where necessary (and preview I guess)

[NM]
00:24:783 (24783|0,24783|3,24783|2) - Just gonna ask why this one's a triple? (Looks like a consistency mistake imo)

[HD]
Those SVs from Sur tho :blobsweats:
(also half of 40 is not 25) Hitsound doubling is fine like this, but... wut sure you don't want two finishes as well...

00:20:343 (20343|2) - Double checking what this is for (cus I'm wondering whether this makes more sense being 1/4 earlier)

Everything else seems to check out pretty fine? Just hope nothing randomly unsnaps during the offset/bpm change...
Topic Starter
Xinnoh

[-naniwa-] wrote:

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) - Is there a reason why I should do this?
00:17:420 (4) - diminish volume On other diffs I make sure to highlight this sound, so I want to keep it consistent
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 nerfed a bit
00:13:100 (3) - as above ^
00:24:303 (4) - ctrl+g ? why

Platter


00:17:420 (1) - strange slider yes
Can appear in platter difficulty? yes
00:21:903 (3,4) - i will make a return slider i won't
00:27:750 (1,2) - slider + circle is strange
why don't use three circles or a return slider ? they have better movement, using a slider also emphasises the last object better.

Asherz007 wrote:

By request of JBH cus apparently, it's on "his list of things".

[General]

Video in taiko diffs????????????????????????????????????? (JBH also told me to put 37 question marks, so blame him) do i remove video because the video is already there?????????????????????????????????????

JBH: "Delete all notes, save, upload, then I will consider looking at your map." - in a voice chat about an hour ago

The start of the map kinda has this desync thing going on, which is most noticeable in mania with those hitsound clashes at the start. Time for a semi-meme-ish substitution:

Offset: 110
BPM: 124.333 (lul)

Reset 125bpm at offset 5900 (no change for anything else afterwards), resnap green lines as and where necessary (and preview I guess) That just sounds early, I'm not sure what you mean by desync but this would make it incorrectly timed.

[NM]
00:24:783 (24783|0,24783|3,24783|2) - Just gonna ask why this one's a triple? (Looks like a consistency mistake imo) fine

[HD]
Those SVs from Sur tho :blobsweats:
(also half of 40 is not 25) Hitsound doubling is fine like this, but... wut sure you don't want two finishes as well... the table sounds more like the clap than the snap, snap is just an addition so that it creates kind of a mesh which I think best follows the table noise.
00:20:343 (20343|2) - Double checking what this is for (cus I'm wondering whether this makes more sense being 1/4 earlier) I'm just going to move it since it seems like the best option

Everything else seems to check out pretty fine? Just hope nothing randomly unsnaps during the offset/bpm change...
Asherz007
Issues seem to be sorted, so I think we're good to go.

mini-mini-irc
2017-11-04 03:57 Asherz007: offsets r dumb
2017-11-04 03:57 Sinnoh: especially with 12 diffs
2017-11-04 03:57 Asherz007: lmao
2017-11-04 03:57 Asherz007: tbh I think this only affects up until 00:05:900 -
2017-11-04 03:57 Asherz007: Seems to be fine after there
2017-11-04 03:58 Sinnoh: that's where i put the second red line
2017-11-04 03:58 Asherz007: oki
2017-11-04 03:58 Asherz007: (totally don't need to remind you about moving the green lines or anything right :^) )
2017-11-04 03:58 Sinnoh: i'm not stupid
2017-11-04 03:59 Asherz007: :P
2017-11-04 03:59 Sinnoh: not moving preview point cuz too lazy, literally doesn't matter though
2017-11-04 03:59 Asherz007: >_>
2017-11-04 03:59 Asherz007: would be nice, but whatever lol
2017-11-04 04:00 Asherz007: probs faster changing in the .osu for that anyway or something
2017-11-04 04:03 Asherz007: idk why but the mania normal diff keeps breaking on my client lol
2017-11-04 04:03 Sinnoh: strange, pretty sure I removed john cena this time
2017-11-04 04:05 Sinnoh: responded for sur's point
2017-11-04 04:05 Asherz007: lmao
2017-11-04 04:05 Sinnoh: ok, all updated, check ai mod if you're going to bubble
2017-11-04 04:06 Asherz007: aaaaaaaaaand the normal broke yet again
2017-11-04 04:06 Sinnoh: kek
2017-11-04 04:08 Asherz007: btw did you snap the preview point in the end or not lol
2017-11-04 04:09 Asherz007: AIMod's got nothing so I think we're good to go whenever
2017-11-04 04:10 Sinnoh: gr8

There was also a timing point at the start (first few measures have -7 to offset)
Aurele
YES

will be back
tatatat

Asherz007 wrote:

Issues seem to be sorted, so I think we're good to go.

mini-mini-irc
2017-11-04 03:57 Asherz007: offsets r dumb
2017-11-04 03:57 Sinnoh: especially with 12 diffs
2017-11-04 03:57 Asherz007: lmao
2017-11-04 03:57 Asherz007: tbh I think this only affects up until 00:05:900 -
2017-11-04 03:57 Asherz007: Seems to be fine after there
2017-11-04 03:58 Sinnoh: that's where i put the second red line
2017-11-04 03:58 Asherz007: oki
2017-11-04 03:58 Asherz007: (totally don't need to remind you about moving the green lines or anything right :^) )
2017-11-04 03:58 Sinnoh: i'm not stupid
2017-11-04 03:59 Asherz007: :P
2017-11-04 03:59 Sinnoh: not moving preview point cuz too lazy, literally doesn't matter though
2017-11-04 03:59 Asherz007: >_>
2017-11-04 03:59 Asherz007: would be nice, but whatever lol
2017-11-04 04:00 Asherz007: probs faster changing in the .osu for that anyway or something
2017-11-04 04:03 Asherz007: idk why but the mania normal diff keeps breaking on my client lol
2017-11-04 04:03 Sinnoh: strange, pretty sure I removed john cena this time
2017-11-04 04:05 Sinnoh: responded for sur's point
2017-11-04 04:05 Asherz007: lmao
2017-11-04 04:05 Sinnoh: ok, all updated, check ai mod if you're going to bubble
2017-11-04 04:06 Asherz007: aaaaaaaaaand the normal broke yet again
2017-11-04 04:06 Sinnoh: kek
2017-11-04 04:08 Asherz007: btw did you snap the preview point in the end or not lol
2017-11-04 04:09 Asherz007: AIMod's got nothing so I think we're good to go whenever
2017-11-04 04:10 Sinnoh: gr8

There was also a timing point at the start (first few measures have -7 to offset)
hi!
Surono
bye tat. helo asher, ok thanks.
Topic Starter
Xinnoh
rip strategas, overthrown by bns that are way too enthusiastic about this set 👀
Aurele
rip your NM difficulty: https://gabe.s-ul.eu/cYdqQ6uV

call me back when you get to fix this :(
Topic Starter
Xinnoh
fixed, reuploading solved it
Aurele
(╯°□°)╯︵
pishifat
Sinnoh - Today at 9:09 PM
3 whistles on platter are missing
pishifat
Sinnoh - Today at 9:12 PM
3 whistles are no longer missing on platter
Topic Starter
Xinnoh
oops
Aurele
ノ( º _ ºノ)
Evening
XD
Strategas
ROBert
Surono
yow these pipol were spooky

diff that only H icon
im pepes mappa feelsbatman
defiance
placeholder
Aurele
it's ranked boiiii
Surono
playshoulder

this is the best meem with seriousnezz
CoffeAeF
BOOOOIIIIIIIIIIIIIIIIIIIIIIIIII
CoffeAeF
пиздец Лол омг
M1kelv
GGGOOODDDD MAPS!
Strategas
thx
batat2079
YEEEAAAAAAAAAAAHHH BOIIIIIIII!!! (lol why i love this song
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