A lot of this doesnt seem to take into account mapping a song double bpm, but thank you for at least finding this, couldnt find it myself.xtrem3x wrote:
Read this article
Thanks for the modUlqui wrote:
hi, random mod cuz the map is gud ;_;
Muzukashii
00:21:307 - I think you should change that pattern, because in my opinion the shooting sound is best represented by patterns with repetitive colors, just like 00:08:707 - then when playing it feels pretty good to repeatedly press the keyboard trying to follow shooting sounds :^) just my opinion. (if u apply pls do the same with similars). Made the first one kkdkd and the seconds kkdkk, having four ks in a row here doesn't sound good in my opinion.
00:19:507 - I think that sound is not so impressive in music as to put a big note. Doesn't feel right to me with just a k, will leave as is.
00:49:807 - that notes are not necessary imo. Looks great when you follow the sounds without placing notes where there are not Yeah guess I don't need em.
00:51:007 -
00:52:207 -
00:53:407 -
Futsuu
00:11:407 - delete, for a simpler pattern. SeemsGood
00:16:207 - ^
00:19:507 - same than muzu.
00:23:707 - that sound is really intense ;-; big K(? Made D instead, added k k before next downbeat
Thanks anyways.Viperial wrote:
hi am new modder i dont expect to get kds from this mod but ill try anyway
[AWM]
00:11:407 (4,5) - why is this circles but 00:13:807 (4) - a slider? For a little variance in rhythm.
[Insane]
didnt find anything
[Hard]
00:28:507 (1) - feels like this could be 2 sliders instead of 1 rev and a circle That could work too but I'm gonna leave it as is.
[Crowie's Normal]
00:27:307 (1,1,2) - the other diffs dont have this kiai off, why does this one do D: Kiai doesn't have to be consistent through GDs. If Crowie thinks there should be a break between the kiai sections, she is welcome to have it there.
[Easy]
didnt find anything
Thanks. (JSYK, I don't give Kudosu if I don't change anything from a mod, but at least I took the suggestion for the OD change. There are other people that kudosu regardless, but thankfully it didn't matter here.)JarvisGaming YT wrote:
From queue
I can't mod anything about this...
[Futsuu]
00:39:907 (3) - either apply finish to all of the d's or don't apply them at all... it sounds weird(at least with my skin) Seems fine on default skin.
Also I feel the finishes here give emphasis to the stop in the 1/4 gun noises each of these times.
[Muzu]
Maybe turn OD to 4 or 5 Yeah looking at other maps 6 is too high. Lowered
00:33:907 (112,113) - maybe add 2 k's and snap them onto 1/4 Its a 1/6 pattern so putting 1/4 snap here is a very bad idea
Gl :3
Faputa wrote:
From my Queue,
Hybrid NM
[Futsuu]
⏩00:08:107 (16,17,18) - May want to change to ddk. Muzu has ddk here so it would make the spread neater. Oops, must have changed in Muzu and not here. fixed
⏩00:26:107 (64,65,66) - Change to kkk? Sound here very different from 00:21:307 (48,49,50) - which I think using ks represent better. Kinda iffy about three k here, kkd could work too but I'll put three k for now
⏩00:56:257 (1) - End the spinner at 00:57:097 - just like muzu does would be better. Misses out on the reload sound, gonna keep as is.
[Muzukashii]
⏩Well crafted.
⏩00:11:407 (26,27,28,29,30,31) - ddk ddk? More intense overtone percussion sounds at 00:11:707 (28) - 00:12:307 (31) - than the others. Yep. Did that both instances here
[Hard]
⏩Good hard diff again! I can’t point out many points cause the diff is already good enough.
⏩00:26:407 (2) - I think this one does not represent the intense percussion at this section. May apply a 180° turn from (1). I think its fine as is. I don't really use this 120deg sort of pattern anywhere else so it should kinda stand out.
[Easy]
⏩Feel like this DS is too low and there are many overlaps on the diff. I had others telling me i made Easy too easy. Oh well.
⏩00:39:307 (1,2,3) - 00:41:707 (1,2,3) - Make a proper straight line just like 00:00:907 (1,2,3) - I think its fine to be different from the start parts here
⏩00:54:907 (1) - May remove new combo because you NC every two base lines on the diff. Increasing music intensity, so I increase the amount of new combos.
[Insane]
⏩00:09:307 (1) - Feel like the sharp angle turn in this funny-shape slider should be earlier because there’s a glass breaking sound earlier than the place now where the slider turns sharply. Barely noticeable when playing, but changed regardless
⏩00:58:507 (1) - Why this one goes to the corner? I think there’s not a strong reason supporting it from going to the corner. Maybe stack with 00:56:107 (1) - ? Hint: Check the location of this note in playtesting in relation to the BG
[AWM]
⏩00:16:357 (5,6) - Maybe make 00:16:507 (6) - blanket with (5) as in 00:16:957 (7,8) - . Wouldn't really work with the pattern I have where it jumps over the slider head then moves directly back into the slider
⏩00:58:507 (1) - Same as in insane. ;)
That’s all. Thanks for requesting.
Good luck with the set!
I use wide screen monitor to play :3 but oh well, I get thatHiicantpk wrote:
Hint: Check the location of this note in playtesting in relation to the BG
salchow wrote:
Short taiko mod from /modreqFutsuu00:13:507 (29,30,31) - you could probably reverse this pattern from dkd to kdk Works for me
00:25:807 (63) - change it to d becouse the kk emphasizes the bullets at 00:26:107 (64,65) works for meMuzukashii00:21:307 (60,61,62,63,64) - just use kkkkd pattern instead, because its way simpler and repeats it self at 00:08:707 (18,19,20,21,22) Is fine as is. Its the Kiai here so the patterns should be a little more difficult than the normal.
00:26:107 (83,84,85,86,87) - ^the same sound^ Its slightly different here, the firing sounds are louder and of a different pitch
00:24:907 (78,79) - kk could fit here. Gonna keep DD.
Loki wrote:
[Crowie's Normal]
00:11:407 (3,4,5) - because u used overlaps for 1/4 gaps people could misread these as 1/4 gaps, consider changing? ye finally fixed x_x
00:16:207 (3,4,5) - ^ ^
00:17:707 (1) - why cant this just be straight no >:3c
00:27:307 (1,1,2) - the other diffs dont have this kiai off, why does this one do D: doesn't affect gameplay
copied hitsoundsFaputa wrote:
[Crowie's Normal]
⏩A creative attempt
⏩00:08:407 (1) - May add a whisle sound at the tail for that high pitched percussion sound. i didn't do hitsounds owo @hiicantpk
⏩00:23:707 (4) - Don’t see the reason of overlapping them. The gimmick of this diff I think is mainly on the overlapping of ¼ gaps but not this one. what gimmick, looks fine
⏩00:28:507 (1,2) - I think this pattern is not tidy at all. It closes to overlap completely but its not. Besides it is a normal difficulty so I can’t give a pass on this one. is this the right timestamp bc there's no overlap
⏩00:31:357 (5) - May add a whisle sound at the tail as well. @hiicantpk
⏩00:39:307 (1,2,3,1,2,3) - The flow is sort of weird here, you may want to move up 00:42:907 (3) - up above. it's fine
⏩00:44:107 (1,2,3,1,2,3) - Same. ^
osu file format v14
[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 19507
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
DistanceSpacing: 1
BeatDivisor: 8
GridSize: 16
TimelineZoom: 1.5
[Metadata]
Title:Weaponized
TitleUnicode:Weaponized
Artist:Celldweller
ArtistUnicode:Celldweller
Creator:Hiicantpk
Version:Crowie's Normal
Source:
Tags:Terraform Drums Vol. 01 Position Music Gun Symphony HPK Crowie
BeatmapID:1312363
BeatmapSetID:616637
[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:3.3
ApproachRate:4
SliderMultiplier:1.6
SliderTickRate:1
[Events]
//Background and Video events
0,0,"Crowie.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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Protonori wrote:
From my modding queue~
[Oni]
00:14:707 (39) - This slider partially overlaps the note at 00:15:307. I would suggest snapping the slider end to 00:14:707 instead. There's no change to gameplay (it still counts as 5 slider ticks) and it's a visual improvement. This is due to a bug in the editor documented here where slider ticks are missing the last tick. Increased the length to the next 1/16 tick to fix as described in the thread.
00:22:057 (68) - Delete. There's no sound here, and it'll match the pattern length at 00:25:807. Ok
00:23:857 (76) - Delete(?) You mapped triples in the Muzu, and this seems extreme. It's up to you, though. I think this is fine.
00:24:457 (81) - Delete. It's only 1/2 snapped, but the pattern is much longer than your Muzukashii.
00:24:757 (83) - Delete to keep pattern length consistent. Didn't delete these two but reworked this section to be Ddkkddkk, as it plays better
The other taiko diffs seem fine, honestly.
Good luck with ranking this! Thanks
Nifty wrote:
From that nifty queue~Oni ◾ 00:14:707 (39) - Shorten to 3/4, remove the sv because it overlaps the next note. I'd really prefer to have the full 1/6 drumroll here,
but there isn't a way to do it without overlapping unless I increase the SV of the entire map. Kinda awkward, but if its not rankable I'll see what i can do here.
◽ 00:31:357 (110) - This should be k since it's the same noise as the next note. Yep
◾ 00:38:257 (1) - The sound that is here doesn't really call for a spinner at all imo. Was kinda iffy on this, took it out of all diffs
◽ 00:40:507 (6,7) - These sounds do not deserve finishers, they aren't huge gunshots. Have them as finishers to match the start of the map like
00:02:107 (4,5) -
Nice representing that non meta song choice, but not nice that's it's <1 min :/ After I heard it in a PUBG fan trailer I knew I had to map it.
Also its short so im not gonna burn myself out working on it.
[ Oni]Hiicantpk wrote:
(I don't really mind if you don't mod the Muzu, mostly want mods on the oni at this point)
Note: Tick rate 3 sliders are bugged in Score V2 (t/655283), but playing in Score V1 results in the missing drumroll tick. Atm there is no solution but I am still aiming for ranked with this.Diva Days wrote:
[ Oni]Hiicantpk wrote:
(I don't really mind if you don't mod the Muzu, mostly want mods on the oni at this point)
00:02:107 (4),(5),(9),(10),(14),(15) - i think this finisher not need here, the sound is not for finisher. If I don't do this I feel this diff will be too similar to Muzu. Plus I have a finisher on this sort of sound constantly through the map.
00:29:107 (100) - (97),(98) not have finisher but why here have? it's same sound all. It doesn't play or sound well with 97 and 98 being finishers as well
00:40:507 (6),(7),(13),(14),(20),(21),(27),(28) - same as 00:02:107 (4),(5),(9),(10),(14),(15) Same answer as above
00:49:957 (35),(42),(49),(56) - no sound, delete. This is improvising, again I don't want the map to be the exact same as Muzu
+ 00:14:707 (39) - if next note is overlaped by SV change, that's unrankable. refer Taiko Ranking CriteriaDeleted the SV here because the slider is going to overlap regardless, but since you linked the ranking criteria, I gave it a second look and now notice the "You must not wrongly snap sliderends to correct missing slider ticks", which I've also fixed. Annoying but oh well.
Tesseract wrote:
owo what's thisowo what's this Note: If I tell you to place a note at x123 y123, it doesn't mean you have to place it EXACTLY there, just in that general direction (unless otherwise specified)
- owo whats this guns
- why not add pew pew shootyshoot hitsounds? i still need to learn2hitsound with non-defaults.
Easy
- 00:34:507 (1,2,3) - these aesthetics kinda make my butt sad (everywhere else where they happen too) With low SV on the sliders and low DS I don't have much room here to make something pretty also using almost entirely straight sliders
- rest is just fine, i mean, it's an easy
Hard
- 00:13:807 (3) - earlier you do these sounds as circles, and now you do them with a slider. the sound didn't change, so why did your map? Fixed that in awm/insane before but not here. fixed.
- 00:21:307 (1,2,3,4) - i think the aesthetics could be improved a little here. i don't wanna tell you how since i don't want to kill your mapper spirit, but try and thinking of maybe a way to make this pattern smoother Rotated around a bit and made it smoother imo
- 00:24:307 (3,4) - whoa there's a movement and slidershape change here while the music barely changes all that much. I can understand doing either of the two, but doing both seems pretty sloppy to me I feel this seperates the two sets of four noises nicely here (even if they are very similar)
Insane
- 00:00:907 (1,2,3,4,1,2,3,4,1,2,3,4) - this intro's idea is neat but it's spaced unevenly and looks wonky. there's no real reason to vertical flip 00:04:507 (4) - , instead i think it'd work better to only do horizontal flips and maintain the slow downwards movement but with some form of cohesion between all three patterns, right now they appear to be placed semi-randomly. Good point. Made consistent and i think what i have now looks better and more cohesive
- 00:11:407 (4) - nc, the music and pattern clearly changes here Might be a bit overkill on NCs but alright
- 00:13:807 (4) - ^and every other situation like this, i won't post them all
- 00:17:707 (1,1,1,1) - i guess all the ncs here are due to the sv changes but it just looks messy imo. makes the entire pattern look disconnected. it's an insane, people can read. you can have this be one combo only Not really for reading purposes, I just like the NCs here.
AWM
- 00:11:407 (4) - same combo issues as insane, this pattern and all like it should be nc'd k
- 00:17:707 (1,1,1,1) - gotta say that i am happy to see you are consistent throughout diffs though
- 00:18:907 (1) - this can be three jumps, it is an extra after all Feel it'd be kinda awkward trying to fit 1/3 jumps here.
- 00:28:507 (1,2,3) - this is inconsitent with the return slider from before, also these jumps are huge in the music but you make them tiny in the playfield. mucho nacho disagree pls fix thankIncreased spacing, but I don't want players to misread these gaps as 1/2 like the previously spaced jumps.
Summary short map so not much to say, i think overall you can work a bit more on your aesthetics and some odd rhythm/spacing choices but it's pretty acceptable right now imoGood luck!
no changeTesseract wrote:
Crowie's Normal
- 00:08:707 (2) - would accentuate the drums better if you made this into two sliders instead. you already introduced 1/4 sliders earlier anyway. this is fine for normal since it's still 1/2 gaps.while i introduced 1/4's they are only the slider itself and not the spacing. it would be too intense for the section anyway
- 00:21:307 (4) - ^if you applied the above, apply it here too
- 00:26:107 (4) - ^especially here wtf
- 00:39:307 (1) - ^
- 00:41:707 (1) - ^
- 00:44:107 (1) - (you should get the idea by now)
- 00:53:707 (1,2,3,4) - i think it's ok to keep these as they are though
- 00:35:707 (4) - i would remove return and add a circle at 00:36:007 - instead. set already has an easy so you don't have to hold back so much. adding emphasis on 00:36:007 - is unnecessary because it's not any stronger than the sound on blue
Increased Easy AR to 3Doormat wrote:
irc recheck01:02 Doormat: ok i have time
01:02 Doormat: lemme update and then i'll check
01:02 Hiicantpk: alright
01:04 Hiicantpk: what are these aoba faces on Gaia's sh0ut
01:04 Doormat: it's a meme
01:04 Doormat: because my avatar is aoba
01:06 *Doormat is editing [https://osu.ppy.sh/b/1302324 Celldweller - Weaponized [Easy]]
01:06 Doormat: ar feels really low
01:07 Doormat: maybe try ar2.5 or 3
01:08 Hiicantpk: Yeah 3 does feel a little better
01:08 *Doormat is editing [https://osu.ppy.sh/b/1312363 Celldweller - Weaponized [Crowie's Normal]]
01:08 Doormat: 00:53:707 (1,2,3,4,1) - personally i feel this much 1/4 is a bit too much
01:10 Hiicantpk: I'll ask Crowie if shes willing to change that
01:10 Doormat: 1k
01:10 Doormat: hard is fine
01:11 *Doormat is editing [https://osu.ppy.sh/b/1305841 Celldweller - Weaponized [Insane]]
01:11 Doormat: 00:11:407 (1,2,3) - why is this higher spacing than 00:11:707 (3,4,5) -
01:12 Doormat: that's it for the insane
01:14 *Doormat is editing [https://osu.ppy.sh/b/1300413 Celldweller - Weaponized [AWM]]
01:14 Doormat: 00:50:107 (1,2,3,4,5) - breaks patterning idea with 00:48:907 (1,2,3,4,5) - 00:51:307 (1,2,3,4,5) - 00:52:507 (1,2,3,4,5) -
01:14 Doormat: you could change either 00:50:107 (1,2,3,4,5) - to be more like the others
01:14 Doormat: or you could change 00:52:507 (1,2,3,4,5) - to be more like the black combo
01:15 Doormat: also a minor nitpick but you could move 00:58:507 (1) - to x40 y320 to be centred around the crosshair more accurately
01:15 Doormat: trigger*
01:15 Doormat: not crosshair
01:16 Hiicantpk: Its right on the trigger in testplay, think it just looks off cause the editor doesn't have the positioning 100% correct in relation to bg
01:17 Doormat: ah probably yeah
01:17 Doormat: all right
01:17 Doormat: last minor thing is that you could probably up the black combo colour to 100 lum
01:17 Hiicantpk: changed the 4th pattern at the end to be similar to the 2nd
01:17 Doormat: cause it's kind of dark right now
01:17 Doormat: kk
01:18 Doormat: lemme know when crowie responds
01:18 Doormat: i'll post irc chat on thread
Warpyc wrote:
was going to try and mod this before bubble but whatever before this gets pushed further I think some issues, more specifically spacing issues should be addressed
AWM:
00:09:307 (1) - this should definitely be spaced further away based on the sound I think the long odd shaped slider makes it stand out enough even if its not spaced very largely.
00:11:707 (3) - this should have higher or equal spacing to the notes before I try to emphasize the large sounds on these notes with the straight back motion, and having them in the middle of the previous two notes kinda makes it stand out as well imo
00:12:307 (5) - ^
00:13:507 (3,1) - the jump between these notes are easy to confuse as a constant beat since the spacing is identical between 00:13:807 (1,2) - I would change it to something more similar to 00:11:107 (3,1) - where the smaller spacing makes it clearer Spaced smaller here and cleaned it up a bit (although I've lost the sort of jump-across thing I did with 00:11:707 (3,5) -
00:14:557 - you should probably silence this slider end Oops, fixed
00:16:507 (3,5) - same issue as before
00:18:907 (1) - would be cool to see this as a not repeat slider but that's just a minor point Yeah, mentioned in response to Tess, it'd be hard to fit a decent 1/3 pattern in the corner that doesn't play like arse
00:23:707 (1,2,3,4,5) - these are more spaced than 00:21:307 (1,2,3,4,5) - even though the sound is clearly not as intense
00:24:307 (5,6) - this should probably also be more spaced These two points kinda work against eachother. If I was to reduce spacing on the triangle here, I'd also end up reducing the spacing between these two sliders even further, but I don't want to space it any more due to the sounds not being as intense as the previous pattern. I feel what I have here is a good compromise.
00:28:507 (1,2,3) - feels underwhelming but not a big deal at least better than the repeat slider Yeah, again I mentioned in response to Tess, don't want them spaced too far or they may be misread as 1/2 or 1/4 jumps like before
00:31:357 (4,5) - feels really awkward with that spacing decrease Ctrl+Ging 00:31:057 (2,4) - seems to work better, fixed
00:33:907 (2,3,4,5) - could do with more spacing I feel these are fine as is tbh.
those are my main issues with the map but a few of them also apply to the light insane so it might be worth checking it out as well Looking through the insane and seeing if I can spot anything you mentioned as well. Thanks for the mod (although unfortunate that it comes right after a bubble ._.)
I don't think thats the case for actually changing the map around. Think thats only for metadata/beatmap settings that don't influence gameplay tbh. Hate self-popping this but there are a few things in Insane as well that I brushed overWarpyc wrote:
if you already didn't self pop iirc you could apply the changes as you get someone to qualify to skip the popped bubble, especially since it was only minor changes.
Don't quote me on that