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Lin-G - I Want You [CatchTheBeat|Taiko]

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Topic Starter
rew0825

qoot8123 wrote:

Rebubbled!
Thank you again TwT
xtrem3x
Mod request via ... by me XD

________________________________________________________________________

General:

Don: d
Kat: k
Big don: D
Big kat: K

________________________________________________________________________

Kantan:

01:22:605 (87) - this point is correct XD (futsuu/muzu/oni)

GOOD
________________________________________________________________________

Futsuu:

00:13:177 (11,12) - change to K

01:22:605 - same as muzu/oni

________________________________________________________________________

Muzukashii:

00:12:748 - k (high vocal but in simple note, with K is rare)
00:13:605 - change to K (high vocal and sound)
00:13:819 - delete

01:22:605 - same as oni

________________________________________________________________________

Oni:

01:22:498 - Move to 01:22:284- (a triple and later...)
01:22:605 - change to K (emphasis in finish plate XD)

________________________________________________________________________

7 months later this taiko mapset is better .-. ... take my star (owo)/

Topic Starter
rew0825

xtrem3x wrote:

Mod request via ... by me XD

________________________________________________________________________

General:

Don: d
Kat: k
Big don: D
Big kat: K

________________________________________________________________________

Kantan:

01:22:605 (87) - this point is correct XD (futsuu/muzu/oni)

GOOD
________________________________________________________________________

Futsuu:

00:13:177 (11,12) - change to K

01:22:605 - same as muzu/oni

________________________________________________________________________

Muzukashii:

00:12:748 - k (high vocal but in simple note, with K is rare)
00:13:605 - change to K (high vocal and sound)
00:13:819 - delete

01:22:605 - same as oni

________________________________________________________________________

Oni:

01:22:498 - Move to 01:22:284- (a triple and later...)
01:22:605 - change to K (emphasis in finish plate XD)

________________________________________________________________________

7 months later this taiko mapset is better .-. ... take my star (owo)/

Thank you but it's not have anything to change other 01:22:605 (240) - will change to D on Kantan and Oni (will update on next BN mod)
PatZar
:\

[Oni]
00:16:712 (46) - delete, the sound is better imo
seems fine lol

[Muzu]
00:37:820 (93) - delete, the sound is lack for me
yeah seems fine <(``)

futsuu and kantan are fine because i have twice re-mod for this
Topic Starter
rew0825

Genocide wrote:

:\

[Oni]
00:16:712 (46) - delete, the sound is better imo
seems fine lol

[Muzu]
00:37:820 (93) - delete, the sound is lack for me
yeah seems fine <(``)

futsuu and kantan are fine because i have twice re-mod for this
Fixed all :v , wait ming ;w;
PatZar
wat :v goodluck rew rebub
edit wrong icon ;3;
KantoKun
good luck :D
Deif
Where are the BNs? AAAAA

[General]
  1. Tags: Add "House Dance" since it's the official genre given in the DJMAX series?
  2. 01:43:177 - It's probably just a personal preference, but I always find a bit sad not to have any spinner so that players can fight for a high position in the ranking. If you decide to add them, this is a real nice spot in all diffs. You'd need to disregard the last notes in order to place spinners, but the decision is all yours.
[Rain]
  1. No real complains on this difficulty, fits perfectly to the calm pace of the song.
[Platter]
  1. 00:13:820 (4) - I see you wanted to introduce a jump there, though it'd fit much better to make it between the beats 00:13:819 - and 00:14:034 - . In order to achieve that, you'll need to get rid of that slider and place 2 circles instead with that desired effect. Make sure you add a NewCombo for the beat at 00:14:034 - .
  2. 01:05:462 (1) - A bit more of distance in this slider wouldn't hurt. What about placing it at x:96?
[Salad]
  1. 00:53:034 (3,1) - I somehow missed a dash between those notes, same as you used for the English part of the lyrics at 00:49:605 (4,1) - . Those were cool, and the effect could've been repeated here.
  2. 01:10:177 (3,1) - In this case, too.
[Cup]
  1. 00:32:677 (1,2) - Quite unexpected dash, not suitable at this spot imo. Try to reduce the distance there.
  2. 00:59:462 (2) - In this case, the distance was rather low now that we're in the kiai time and supposedly most relevant part of the song. I'd increase the distance moving that slider slightly to the left.
  3. 01:12:320 (1,2) - Quite sharp shapes of those sliders for a Cup imo. Try to keep flowed movements more appropriate for beginners, for example in this case by making those sliders not so horizontal.
  4. 01:18:319 (2,3,4,5) - 01:21:748 (2,3,4,5) - Wowowo those zigzags require timed movements, not recommended for easier difficulties imo. Try something like this: http://puu.sh/hsPpX/0f25835958.jpg
[]
Call me back after you checked my mod!
Kurokami
The truth is, no one asked me to check this so go ahead Deif~
Topic Starter
rew0825

Deif wrote:

Where are the BNs? AAAAA look he will late TwT

[General]
  1. Tags: Add "House Dance" since it's the official genre given in the DJMAX series? I not sure but i will add :D
  2. 01:43:177 - It's probably just a personal preference, but I always find a bit sad not to have any spinner so that players can fight for a high position in the ranking. If you decide to add them, this is a real nice spot in all diffs. You'd need to disregard the last notes in order to place spinners, but the decision is all yours.
Ummm...look change to spinner will be better

[Rain]
  1. No real complains on this difficulty, fits perfectly to the calm pace of the song.
[Platter]
  1. 00:13:820 (4) - I see you wanted to introduce a jump there, though it'd fit much better to make it between the beats 00:13:819 - and 00:14:034 - . In order to achieve that, you'll need to get rid of that slider and place 2 circles instead with that desired effect. Make sure you add a NewCombo for the beat at 00:14:034 - .
  2. 01:05:462 (1) - A bit more of distance in this slider wouldn't hurt. What about placing it at x:96?
[Salad]
  1. 00:53:034 (3,1) - I somehow missed a dash between those notes, same as you used for the English part of the lyrics at 00:49:605 (4,1) - . Those were cool, and the effect could've been repeated here.
  2. 01:10:177 (3,1) - In this case, too.
[Cup]
  1. 00:32:677 (1,2) - Quite unexpected dash, not suitable at this spot imo. Try to reduce the distance there.
  2. 00:59:462 (2) - In this case, the distance was rather low now that we're in the kiai time and supposedly most relevant part of the song. I'd increase the distance moving that slider slightly to the left.
  3. 01:12:320 (1,2) - Quite sharp shapes of those sliders for a Cup imo. Try to keep flowed movements more appropriate for beginners, for example in this case by making those sliders not so horizontal.
  4. 01:18:319 (2,3,4,5) - 01:21:748 (2,3,4,5) - Wowowo those zigzags require timed movements, not recommended for easier difficulties imo. Try something like this: http://puu.sh/hsPpX/0f25835958.jpg
look Fixed All :D

[]
Call me back after you checked my mod!
i will check HS before call you :D //Thank you !!
Deif

rew0825 wrote:

Deif wrote:

  1. 01:43:177 - It's probably just a personal preference, but I always find a bit sad not to have any spinner so that players can fight for a high position in the ranking. If you decide to add them, this is a real nice spot in all diffs. You'd need to disregard the last notes in order to place spinners, but the decision is all yours.
Ummm...look change to spinner will be better
I wanted to say that spinners would fit well just for CtB diffs (and not for all, all, all diffs since I cannot really play nor mod taiko). My bad, I should've expressed myself clearer.

I don't really know if they're okay for taikos, so it's probably better to change back the taiko diffs to their status before the last update (without those final spinners), which granted them a bubble. After that, I'll probably qualify~
Topic Starter
rew0825

Deif wrote:

I wanted to say that spinners would fit well just for CtB diffs (and not for all, all, all diffs since I cannot really play nor mod taiko). My bad, I should've expressed myself clearer.

I don't really know if they're okay for taikos, so it's probably better to change back the taiko diffs to their status before the last update (without those final spinners), which granted them a bubble. After that, I'll probably qualify~ Ohh ok Fixed to before last update (taiko)
Deif
Okay, I should've seen that the 1st time I checked it out and not after the 3rd recheck. Sorry for the inconveniences:

[Timing]
  1. You really don't need 2 timing sections. The first note in some diffs isn't properly timed, whereas the rest of the map sounds well. The offset you have to use is 317 with a single red line. BPM is still the same.
Make sure you resnap all notes + green lines!
Topic Starter
rew0825

Deif wrote:

Okay, I should've seen that the 1st time I checked it out and not after the 3rd recheck. Sorry for the inconveniences: Ohh...ok T^T

[Timing]
  1. You really don't need 2 timing sections. The first note in some diffs isn't properly timed, whereas the rest of the map sounds well. The offset you have to use is 317 with a single red line. BPM is still the same.
Make sure you resnap all notes + green lines! Fixed !
Thank you :)
Deif
I'll let the mapset be checked by someone else due to the timing changes. Good luck!

Rebubbled!
Kurokami
Let's move this forward~

[General]

You have inconsistent spinners at the end of the map between CtB and Taiko difficulties. I think you should just use the length from CtBs on taiko as well.

[Muzukashii]

00:37:602 (92) till 01:17:459 (223) - Seems a bit tiring to me. Maybe you can't add bigger (2/1) breaks but meh.

[Rain]

01:12:317 (1,1,1) - You should follow these finishers and add HDash or at least dashes here. Currently the movement is almost zero which is weird to play imo. And this is the end of the kiai, it can be harder. :P
[]

My heart is ready~
Topic Starter
rew0825

Deif wrote:

I'll let the mapset be checked by someone else due to the timing changes. Good luck!

Rebubbled!

Thank you :D

Kurokami wrote:

Let's move this forward~

[General]

You have inconsistent spinners at the end of the map between CtB and Taiko difficulties. I think you should just use the length from CtBs on taiko as well. ohhh ok

[Muzukashii]

00:37:602 (92) till 01:17:459 (223) - Seems a bit tiring to me. Maybe you can't add bigger (2/1) breaks but meh. 0.0 i not see 2/1 bigger note on Muzukashii

[Rain]

01:12:317 (1,1,1) - You should follow these finishers and add HDash or at least dashes here. Currently the movement is almost zero which is weird to play imo. And this is the end of the kiai, it can be harder. :P Fixed
[]

My heart is ready~
i have to change some on 01:39:745 (1,2,3,4) - i'm not sure it's ok ? //Thank you :D
Kurokami

rew0825 wrote:

Kurokami wrote:

Let's move this forward~



[Muzukashii]

00:37:602 (92) till 01:17:459 (223) - Seems a bit tiring to me. Maybe you can't add bigger (2/1) breaks but meh. 0.0 i not see 2/1 bigger note on Muzukashii I said "break" and not big note. I pointed out the note density there.


My heart is ready~
i have to change some on 01:39:745 (1,2,3,4) - i'm not sure it's ok ? //Thank you :D Eh, no. flip 01:40:388 (2,3) - on the timeline.
Topic Starter
rew0825

Kurokami wrote:

Let's move this forward~



[Muzukashii]

00:37:602 (92) till 01:17:459 (223) - Seems a bit tiring to me. Maybe you can't add bigger (2/1) breaks but meh. 0.0 i not see 2/1 bigger note on Muzukashii I said "break" and not big note. I pointed out the note density there. ohh..ok Fixed


My heart is ready~
i have to change some on 01:39:745 (1,2,3,4) - i'm not sure it's ok ? //Thank you :D Eh, no. flip 01:40:388 (2,3) - on the timeline. ohh...i'm sorry i not understand T^T i will change that to before last update
Kurokami

rew0825 wrote:

Kurokami wrote:

i have to change some on 01:39:745 (1,2,3,4) - i'm not sure it's ok ? //Thank you :D Eh, no. flip 01:40:388 (2,3) - on the timeline. ohh...i'm sorry i not understand T^T i will change that to before last update Nvm I don't want to make this into a big problem.
Qualified~
-Sh1n1-
Wow Congratz
Gemu-
Congratz Rew! :3 :oops: :oops:
Kyouren
Gratzz~ :3
ak74
wow graz~
meii18
Congratulations ~
rhalp10
Congrats Your Map Has Been Ranked <3
Topic Starter
rew0825
Thank you all :D
Deif
Hi! The QAT decided to DQ your beatmap over the following reasons:

Incorrect beat placements in [Platter]:
  1. 00:08:888 (1) - Why does this slider end now in that blue tick? It's not fitting at all (moreover with the current clap hitsound). Make it finish at 00:09:317 - .
  2. 01:07:817 (3) - The end of that slider is not correctly snapped. Make it at 01:08:031 - .
As an additional modding:
  1. 01:19:174 (1) - and 01:20:888 (1) - Cup: Apply Ctrl-G to smooth those movements and improve the flow.
  2. 00:15:745 (1) - Rain: You missed the Clap at the end of the slider.
[]
I'll poke the Taiko QATs as well. Some issues in the other diffs have been discussed as well.

From now on, the BNG will handle the beatmap and its ranking process. Good luck!

###C
Kurokami
Oh hey, my second DQ in this month. \o/

/me runs away
NeTRare
Nooo ;w; i loved this mapset
Topic Starter
rew0825

Deif wrote:

Hi! The QAT decided to DQ your beatmap over the following reasons:

Incorrect beat placements in [Platter]:
  1. 00:08:888 (1) - Why does this slider end now in that blue tick? It's not fitting at all (moreover with the current clap hitsound). Make it finish at 00:09:317 - . ohhh Green line not snap TwT
  2. 01:07:817 (3) - The end of that slider is not correctly snapped. Make it at 01:08:031 - . Same Green line not snap TwT
As an additional modding:
  1. 01:19:174 (1) - and 01:20:888 (1) - Cup: Apply Ctrl-G to smooth those movements and improve the flow. Fixed
  2. 00:15:745 (1) - Rain: You missed the Clap at the end of the slider. Fixed
[]
I'll poke the Taiko QATs as well. Some issues in the other diffs have been discussed as well.

From now on, the BNG will handle the beatmap and its ranking process. Good luck!

###0
Thank you :cry:
OnosakiHito
Hi guys. Since the map has been DQ'd, let me say something about the Taikos as well before it's too late:

  1. Audio is too quiet considering taiko as loud and powerfull instrument. At some parts it goes down to 40%. Try to use 80% through the whole map.
  2. Muzukashii provides too less breaks. For example from 00:34:174 to 01:17:459 the diff continues for 42 seconds, which is really too much. To have an idea of how you could fix this, just look at the parts from 00:07:174 to 00:20:888 . We have two kinds of breaks which are placed in an even way. Pretty nice if you ask me. If you could acchieve something similar in upcoming parts, that would be nice. In this way, kiai could be kept withou breaks. But as it stands now, it would probably just lead to another DQ. Maybe give me two or three specific examples:
    00:24:317 - Such notes could be deleted. It follows a similar system you had previously. In upcoming stanza this might be a bit harder since it might requier a little pattern restruction.
    00:37:174 - Such notes on stretched vocals can be removed, since they do not represent the vocal anymore.
    00:40:388 or 00:41:245 - could be deleted as well, even though they follow the vocals, having none here is no problem after all, since rythm / stanza wise it is absolutely fine and doesn't feel / sound weird because of this.
    00:44:888 - To give the kiai a possible bigger impact, maybe something like this or that could be used. But it's up to you. Those are just quick ideas of mine. Would probably need more rethinking.
  3. Futsuu has actually a similar problem like Muzukashii. Should provide some rest moments at certain places.

Overall diffs are fine. But above said reasons should be applied.
ZiRoX
Checking this~

[General]
  1. I think you should increase soft-hitnormal volume a bit, while playing it's barely audible. Examples of this are the repeat on 00:10:602 (1) - (60% volume section) and 01:07:174 (3,4) - (80% volume section).
[Cup]
  1. 00:50:031 (3) - I think you can move this to x:320 to make this have a bit more movement, considering this is the Kiai Time
  2. 00:51:745 (1,2,3) - This can also have a bit more movement. Put (2) on x:176 and (3) on x:96
  3. 01:20:888 (1) - The distance to this note is too large, IMO. I'd Ctrl+G this and move it to x:384.
[Salad]
  1. 00:14:031 (4,1,2,3) - I'd move this to x:272 so the jump to the first note is a bit nicer
  2. 00:18:959 (4) - Maybe reduce the distance 1 or 2 grid spaces?
  3. 00:20:031 (2,3) - Move (2) to x:368 and (3) to x:432 so it's a bit easier to catch.
  4. 00:23:459 (4,5) - You can Ctrl+H (4) and move (5) to x:176 so it has a bit more movement.
  5. 01:11:031 (2,3) - Move to x:368, since there's a movement to the left on the last part of the previous slider, this jump might be a bit hard for this level.
  6. 01:32:888 (1,2,3,4) - These 1/1 circles are a nice chance to add a bit more distance, and even some dashes.
  7. 01:37:817 (1,2,3) - These movement is a bit hard, because they're 3 1/2 jumps in a row throwed in suddenly, so reduce distance a bit.
[Platter]
  1. Considering this is a low BPM song, I think AR/OD 7.5 will fit better.
  2. 00:07:388 (2,3) - This jump is too sudden and quite large, so it's better to reduce it. Move (2) to x:336, (3) to x:208 and 00:08:245 (4) - to x:288
  3. 00:25:388 (2,3,4) - Try this:
  4. 00:45:316 (2,3,1) - You can make this pre-Kiai part a bit more interesting by adding a hyperdash. Move (2) to x:304 so the jump from previous note isn't that hard, then move 00:45:745 (3) - to x:96 to create the hyperdash and move 00:46:388 (1) - to x:336 so the jump from previous note isn't hard.
  5. 01:11:245 (3,4) - Don't troll that much with the droplets, so reduce the SV a bit
  6. 01:17:459 (1) - Ctrl+H and move to x:160 to create a bit more movement
  7. 01:29:459 (1) - Ctrl+H to create more movement.
[Rain]
  1. Same, you could also go for AR/OD 8.5 here.
  2. 00:07:924 (4,5) - Move (4) to x:336 and (5) to x:416 so this pattern doesn't require dashing the first time the players is confronted to it.
  3. 00:12:317 (1,2,3,4,5,1,2,3,4,5,6) - I think this pattern also plays good without hyperdashes, which would fit with the calm atmosphere of the song. Try the following placement:
  4. 00:41:888 (1,2,3,4,5) - I think reducing distance on this part will make this feel better, the hyperdash, specially, feels a bit forced to me. Move 00:42:531 (2,3,4) - to x:352 and 00:42:959 (5) - to x:128.
  5. 00:48:745 (2) - Move to x:336 so it's easier to catch after the 1/4 hyperdash.
  6. 01:15:638 (8,1,2) - I'd prefer if you made this movement easier, to make a good contrast between Kiai Time and this calmer part. I suggest the following placement for 01:15:745 (1,2,3,4) - :
  7. 01:24:959 (2,3,4,5,6,7,8,9) - I'd prefer you use simpler and easier patterns here, again, to keep the contrast with Kiai Time parts. Try the following placement:
[]
Disclaimer: I don't map nor mod taiko.

On my first approach to taiko modding (I really don't know anything about taiko, I just play a bit, so I won't feel bad if you end up denying everything), because I'd like to learn, I'll mainly sugest places where you can remove notes, to comply with Ono's suggestions:

[Futsuu]
  1. 00:09:317 (4) - Possible site to remove note
  2. 00:13:602 (11) - ^
  3. 00:22:817 (27) - ^
  4. 00:24:317 (30) - This note could be placed on 00:24:745 - , to emphasize vocals.
  5. 00:26:245 (34) - Possible site to remove note
  6. 00:29:674 (42) - ^
  7. 00:37:174 (54) - ^
  8. 00:40:388 (60) - ^
  9. 00:43:388 (67) - ^
  10. 01:12:531 (126) - ^
  11. 01:16:603 (138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161) - The first note of all these triplets can be removed. One good option would be to remove the first note from the triplets on the first half, and keep them on the second one.
[Oni]
Even before Onosaki's post, I thought the Oni had a note density that was waaaaaaaaaaaaaay larger than that of the Muzukashii, so I thought of suggesting to remove some notes, specially some 1/4s. Now that he has said to add some breaks on Futsuu and Muzu, maybe nerfing the Oni a bit will help to keep a good spread. I want to repeat, though, that I've never mapped nor modded Taiko, so this is all instinct.
  1. 00:15:209 (37,39) - Possible notes to remove
  2. 00:16:495 (44,46) - ^
  3. 00:23:567 (76,78) - ^
  4. 00:25:495 (88) - ^
  5. 00:35:566 (138) - ^
  6. 00:37:281 (147) - ^
Topic Starter
rew0825

OnosakiHito wrote:

Hi guys. Since the map has been DQ'd, let me say something about the Taikos as well before it's too late:

  1. Audio is too quiet considering taiko as loud and powerfull instrument. At some parts it goes down to 40%. Try to use 80% through the whole map. Ohhh..Fixed but i will try to 40% > 60% , 60% > 70%
  2. Muzukashii provides too less breaks. For example from 00:34:174 to 01:17:459 the diff continues for 42 seconds, which is really too much. To have an idea of how you could fix this, just look at the parts from 00:07:174 to 00:20:888 . We have two kinds of breaks which are placed in an even way. Pretty nice if you ask me. If you could acchieve something similar in upcoming parts, that would be nice. In this way, kiai could be kept withou breaks. But as it stands now, it would probably just lead to another DQ. Maybe give me two or three specific examples:
    00:24:317 - Such notes could be deleted. It follows a similar system you had previously. In upcoming stanza this might be a bit harder since it might requier a little pattern restruction.
    00:37:174 - Such notes on stretched vocals can be removed, since they do not represent the vocal anymore.
    00:40:388 or 00:41:245 - could be deleted as well, even though they follow the vocals, having none here is no problem after all, since rythm / stanza wise it is absolutely fine and doesn't feel / sound weird because of this.
    00:44:888 - To give the kiai a possible bigger impact, maybe something like this or that could be used. But it's up to you. Those are just quick ideas of mine. Would probably need more rethinking.
  3. Futsuu has actually a similar problem like Muzukashii. Should provide some rest moments at certain places.
Look Fixed All

Overall diffs are fine. But above said reasons should be applied. ok
Thank you :)

ZiRoX wrote:

Checking this~

[General]
  1. I think you should increase soft-hitnormal volume a bit, while playing it's barely audible. Examples of this are the repeat on 00:10:602 (1) - (60% volume section) and 01:07:174 (3,4) - (80% volume section).
[Cup]
  1. 00:50:031 (3) - I think you can move this to x:320 to make this have a bit more movement, considering this is the Kiai Time
  2. 00:51:745 (1,2,3) - This can also have a bit more movement. Put (2) on x:176 and (3) on x:96
  3. 01:20:888 (1) - The distance to this note is too large, IMO. I'd Ctrl+G this and move it to x:384.
[Salad]
  1. 00:14:031 (4,1,2,3) - I'd move this to x:272 so the jump to the first note is a bit nicer
  2. 00:18:959 (4) - Maybe reduce the distance 1 or 2 grid spaces?
  3. 00:20:031 (2,3) - Move (2) to x:368 and (3) to x:432 so it's a bit easier to catch.
  4. 00:23:459 (4,5) - You can Ctrl+H (4) and move (5) to x:176 so it has a bit more movement.
  5. 01:11:031 (2,3) - Move to x:368, since there's a movement to the left on the last part of the previous slider, this jump might be a bit hard for this level.
  6. 01:32:888 (1,2,3,4) - These 1/1 circles are a nice chance to add a bit more distance, and even some dashes.
  7. 01:37:817 (1,2,3) - These movement is a bit hard, because they're 3 1/2 jumps in a row throwed in suddenly, so reduce distance a bit.
[Platter]
  1. Considering this is a low BPM song, I think AR/OD 7.5 will fit better.
  2. 00:07:388 (2,3) - This jump is too sudden and quite large, so it's better to reduce it. Move (2) to x:336, (3) to x:208 and 00:08:245 (4) - to x:288
  3. 00:25:388 (2,3,4) - Try this:
  4. 00:45:316 (2,3,1) - You can make this pre-Kiai part a bit more interesting by adding a hyperdash. Move (2) to x:304 so the jump from previous note isn't that hard, then move 00:45:745 (3) - to x:96 to create the hyperdash and move 00:46:388 (1) - to x:336 so the jump from previous note isn't hard.
  5. 01:11:245 (3,4) - Don't troll that much with the droplets, so reduce the SV a bit
  6. 01:17:459 (1) - Ctrl+H and move to x:160 to create a bit more movement
  7. 01:29:459 (1) - Ctrl+H to create more movement.
[Rain]
  1. Same, you could also go for AR/OD 8.5 here.
  2. 00:07:924 (4,5) - Move (4) to x:336 and (5) to x:416 so this pattern doesn't require dashing the first time the players is confronted to it.
  3. 00:12:317 (1,2,3,4,5,1,2,3,4,5,6) - I think this pattern also plays good without hyperdashes, which would fit with the calm atmosphere of the song. Try the following placement:
  4. 00:41:888 (1,2,3,4,5) - I think reducing distance on this part will make this feel better, the hyperdash, specially, feels a bit forced to me. Move 00:42:531 (2,3,4) - to x:352 and 00:42:959 (5) - to x:128.
  5. 00:48:745 (2) - Move to x:336 so it's easier to catch after the 1/4 hyperdash.
  6. 01:15:638 (8,1,2) - I'd prefer if you made this movement easier, to make a good contrast between Kiai Time and this calmer part. I suggest the following placement for 01:15:745 (1,2,3,4) - :
  7. 01:24:959 (2,3,4,5,6,7,8,9) - I'd prefer you use simpler and easier patterns here, again, to keep the contrast with Kiai Time parts. Try the following placement:
[]
Disclaimer: I don't map nor mod taiko.

On my first approach to taiko modding (I really don't know anything about taiko, I just play a bit, so I won't feel bad if you end up denying everything), because I'd like to learn, I'll mainly sugest places where you can remove notes, to comply with Ono's suggestions:

[Futsuu]
  1. 00:09:317 (4) - Possible site to remove note
  2. 00:13:602 (11) - ^
  3. 00:22:817 (27) - ^
  4. 00:24:317 (30) - This note could be placed on 00:24:745 - , to emphasize vocals.
  5. 00:26:245 (34) - Possible site to remove note
  6. 00:29:674 (42) - ^
  7. 00:37:174 (54) - ^
  8. 00:40:388 (60) - ^
  9. 00:43:388 (67) - ^
  10. 01:12:531 (126) - ^
  11. 01:16:603 (138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161) - The first note of all these triplets can be removed. One good option would be to remove the first note from the triplets on the first half, and keep them on the second one.
[Oni]
Even before Onosaki's post, I thought the Oni had a note density that was waaaaaaaaaaaaaay larger than that of the Muzukashii, so I thought of suggesting to remove some notes, specially some 1/4s. Now that he has said to add some breaks on Futsuu and Muzu, maybe nerfing the Oni a bit will help to keep a good spread. I want to repeat, though, that I've never mapped nor modded Taiko, so this is all instinct.
  1. 00:15:209 (37,39) - Possible notes to remove
  2. 00:16:495 (44,46) - ^
  3. 00:23:567 (76,78) - ^
  4. 00:25:495 (88) - ^
  5. 00:35:566 (138) - ^
  6. 00:37:281 (147) - ^
So long mod @_@ look i have to change on your mod in a lot :D , Thank you :)
Kurokami
I tried to degrease the note density in Muzukashii before qualifying but it looks like it is still too much. o.o
-Sh1n1-
u.u Don't give up, hope to see this mapset ranked again *-*/ GL
Kensuke
he doesn't have a time to ranked it again except Saturday and Sunday if it possible to ranked it in 2 days
I hope this map will ranked again ;(
(Bad Eng lol)
PatZar
lol, i want to give you a drum soon
Topic Starter
rew0825
Back !!! TwT
Skeuddy
Hi, Rew, from my queue

Kantan
  • All good
Futsuu
  1. 00:11:888 (12) - k
Muzukashii
  1. 01:03:424 (148) - d
  2. 01:06:852 (160) - k
Oni
  1. 00:10:495 (19) - k
  2. 00:17:352 (50) - ^
  3. 01:15:531 (293) - ^
  4. 00:27:638 (92) - d
  5. 00:35:031 - Some note
  6. 01:16:174 - ^
  7. 01:17:888 - ^
  8. 01:19:602 - ^
  9. 01:21:317 - ^
  10. 01:23:031 - ^

It's finished. Bye
Topic Starter
rew0825

Skeuddy wrote:

Hi, Rew, from my queue

Futsuu
  1. 00:11:888 (12) - k Fixed
Oni
  1. 01:15:531 (293) - ^ Fixed

It's finished. Bye
other is not have in this not change , Thank you :)
tasuke912
Hello. from my queue.
[ Kantan]
  1. HP should be 5.0 or higher. 2.0 is too easy to pass.
  2. OD3.0 is better. Guidelines for Taiko Game Mode
  3. 00:43:174 (43) - could be moved to 00:42:959 to follow the vocal, also for better consistency with 00:36:102 (36,39) - .
[ Futsuu]
  1. HP: same as Kantan. / OD: 4.0 is better.
  2. 00:41:888 - why don't you add d here? d would fit to vocal imo.
  3. 00:48:316 (85,86,87,88,89) - I'm worried that this pattern is too easier than 01:02:031 (107,108,109,110,111,112,113) - . i recommend to add K on 00:48:745.
  4. 00:52:174 add K. ^
[ Muzukashii]
  1. HP/OD: 5.0 is better.
  2. 00:41:888 - add d? same as Futsuu.
  3. 01:01:495 (141) - move to 1tick right to follow the vocal and kick? i think dotted eighth note is bit weird rhythm here.
  4. 01:03:102 (146,147,148,149) - consider to delete like this 1/4 notes, bcz this pattern is too abrupt and hard for Muzu players. i suggerst triple pattern like this.
  5. 01:06:531 (158,159,160,161) -, 01:09:959 (170,171,172,173) -, ^
[ Oni]
  1. seems fine.
  2. 00:40:174 - add k? clap sounds here.
That's all. Good Luck! :)
ZiRoX
Ooooh~ A comeback! Please address my mod properly, currently I don't know if you have checked it or not.
Topic Starter
rew0825

tasuke912 wrote:

Hello. from my queue.
[ Kantan]
  1. HP should be 5.0 or higher. 2.0 is too easy to pass.
  2. OD3.0 is better. Guidelines for Taiko Game Mode
  3. 00:43:174 (43) - could be moved to 00:42:959 to follow the vocal, also for better consistency with 00:36:102 (36,39) - .
[ Futsuu]
  1. HP: same as Kantan. / OD: 4.0 is better.
  2. 00:41:888 - why don't you add d here? d would fit to vocal imo.
  3. 00:48:316 (85,86,87,88,89) - I'm worried that this pattern is too easier than 01:02:031 (107,108,109,110,111,112,113) - . i recommend to add K on 00:48:745.
  4. 00:52:174 add K. ^
[ Muzukashii]
  1. HP/OD: 5.0 is better.
  2. 00:41:888 - add d? same as Futsuu.
  3. 01:01:495 (141) - move to 1tick right to follow the vocal and kick? i think dotted eighth note is bit weird rhythm here.
  4. 01:03:102 (146,147,148,149) - consider to delete like this 1/4 notes, bcz this pattern is too abrupt and hard for Muzu players. i suggerst triple pattern like this.
  5. 01:06:531 (158,159,160,161) -, 01:09:959 (170,171,172,173) -, ^
[ Oni]
  1. seems fine.
  2. 00:40:174 - add k? clap sounds here.
That's all. Good Luck! :)
Change all of that //HP and OD +1 all diff (taiko)
Topic Starter
rew0825

ZiRoX wrote:

Checking this~

[General]
  1. I think you should increase soft-hitnormal volume a bit, while playing it's barely audible. Examples of this are the repeat on 00:10:602 (1) - (60% volume section) and 01:07:174 (3,4) - (80% volume section).
[Cup]
  1. 00:50:031 (3) - I think you can move this to x:320 to make this have a bit more movement, considering this is the Kiai Time Fixed
  2. 00:51:745 (1,2,3) - This can also have a bit more movement. Put (2) on x:176 and (3) on x:96 Fixed
  3. 01:20:888 (1) - The distance to this note is too large, IMO. I'd Ctrl+G this and move it to x:384. Fixed
[Salad]
  1. 00:14:031 (4,1,2,3) - I'd move this to x:272 so the jump to the first note is a bit nicer Fixed
  2. 00:18:959 (4) - Maybe reduce the distance 1 or 2 grid spaces? Fixed
  3. 00:20:031 (2,3) - Move (2) to x:368 and (3) to x:432 so it's a bit easier to catch. Fixed
  4. 00:23:459 (4,5) - You can Ctrl+H (4) and move (5) to x:176 so it has a bit more movement. Fixed
  5. 01:11:031 (2,3) - Move to x:368, since there's a movement to the left on the last part of the previous slider, this jump might be a bit hard for this level. Fixed
  6. 01:32:888 (1,2,3,4) - These 1/1 circles are a nice chance to add a bit more distance, and even some dashes. Fixed
  7. 01:37:817 (1,2,3) - These movement is a bit hard, because they're 3 1/2 jumps in a row throwed in suddenly, so reduce distance a bit. Fixed
[Platter]
  1. Considering this is a low BPM song, I think AR/OD 7.5 will fit better. I'm change to 7.8
  2. 00:07:388 (2,3) - This jump is too sudden and quite large, so it's better to reduce it. Move (2) to x:336, (3) to x:208 and 00:08:245 (4) - to x:288 Fixed
  3. 00:25:388 (2,3,4) - Try this: Fixed
  4. 00:45:316 (2,3,1) - You can make this pre-Kiai part a bit more interesting by adding a hyperdash. Move (2) to x:304 so the jump from previous note isn't that hard, then move 00:45:745 (3) - to x:96 to create the hyperdash and move 00:46:388 (1) - to x:336 so the jump from previous note isn't hard. Fixed
  5. 01:11:245 (3,4) - Don't troll that much with the droplets, so reduce the SV a bit Fixed
  6. 01:17:459 (1) - Ctrl+H and move to x:160 to create a bit more movement Fixed
  7. 01:29:459 (1) - Ctrl+H to create more movement. Fixed
[Rain]
  1. Same, you could also go for AR/OD 8.5 here. Umm...not change
  2. 00:07:924 (4,5) - Move (4) to x:336 and (5) to x:416 so this pattern doesn't require dashing the first time the players is confronted to it. Fixed
  3. 00:12:317 (1,2,3,4,5,1,2,3,4,5,6) - I think this pattern also plays good without hyperdashes, which would fit with the calm atmosphere of the song. Try the following placement: Umm..no
  4. 00:41:888 (1,2,3,4,5) - I think reducing distance on this part will make this feel better, the hyperdash, specially, feels a bit forced to me. Move 00:42:531 (2,3,4) - to x:352 and 00:42:959 (5) - to x:128. Fixed
  5. 00:48:745 (2) - Move to x:336 so it's easier to catch after the 1/4 hyperdash. Fixed
  6. 01:15:638 (8,1,2) - I'd prefer if you made this movement easier, to make a good contrast between Kiai Time and this calmer part. I suggest the following placement for 01:15:745 (1,2,3,4) - :
  7. 01:24:959 (2,3,4,5,6,7,8,9) - I'd prefer you use simpler and easier patterns here, again, to keep the contrast with Kiai Time parts. Try the following placement: Fixed
[]
Disclaimer: I don't map nor mod taiko.

On my first approach to taiko modding (I really don't know anything about taiko, I just play a bit, so I won't feel bad if you end up denying everything), because I'd like to learn, I'll mainly sugest places where you can remove notes, to comply with Ono's suggestions:

[Futsuu]
  1. 00:09:317 (4) - Possible site to remove note Fixed
  2. 00:13:602 (11) - ^ Fixed
  3. 00:22:817 (27) - ^ Fixed
  4. 00:24:317 (30) - This note could be placed on 00:24:745 - , to emphasize vocals. Fixed
  5. 00:26:245 (34) - Possible site to remove note Fixed
  6. 00:29:674 (42) - ^ Fixed
  7. 00:37:174 (54) - ^ Fixed
  8. 00:40:388 (60) - ^ Fixed
  9. 00:43:388 (67) - ^ Fixed
  10. 01:12:531 (126) - ^ Fixed
  11. 01:16:603 (138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161) - The first note of all these triplets can be removed. One good option would be to remove the first note from the triplets on the first half, and keep them on the second one. Fixed
[Oni]
Even before Onosaki's post, I thought the Oni had a note density that was waaaaaaaaaaaaaay larger than that of the Muzukashii, so I thought of suggesting to remove some notes, specially some 1/4s. Now that he has said to add some breaks on Futsuu and Muzu, maybe nerfing the Oni a bit will help to keep a good spread. I want to repeat, though, that I've never mapped nor modded Taiko, so this is all instinct.
  1. 00:15:209 (37,39) - Possible notes to remove Fixed
  2. 00:16:495 (44,46) - ^ Fixed
  3. 00:23:567 (76,78) - ^ Fixed
  4. 00:25:495 (88) - ^ Fixed
  5. 00:35:566 (138) - ^ Fixed
  6. 00:37:281 (147) - ^ Nope
Thank you :)
roufou
I'm pissed that this map isn't ranked cause it is actually good unlike diamond smile and hades:the end
autofanboy
I wonder if you wish to continue with this
bank78952
m4m pls
นะ :v
[oni]
00:08:888 (11) - d
00:09:531 (13,14) - ctrl+g
00:12:102 (28,29) - ^
00:22:388 (72) - k
00:32:031 (115) - k
00:36:317 (135) - ลบ
00:36:531 (136,137) - ctrl+g
00:39:959 (151) - k
01:40:388 (454) - k
ติ๊ก widescreen support ออก
จะให้ mod อีก pm เฟสมานะเออ :V
Topic Starter
rew0825

bank78952 wrote:

m4m pls
นะ :v
[oni]
00:08:888 (11) - d ok
00:09:531 (13,14) - ctrl+g no
00:12:102 (28,29) - ^ no
00:22:388 (72) - k no
00:32:031 (115) - k ok
00:36:317 (135) - ลบ ok
00:36:531 (136,137) - ctrl+g ok
00:39:959 (151) - k no
01:40:388 (454) - k no
ติ๊ก widescreen support ออก ok
จะให้ mod อีก pm เฟสมานะเออ :V
เหอะ....
SYAHME
When will this re-qualified?
NeTRare
can this map revive pls ?
BanchoBot
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