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Sara - Ren Ren Ai Ai Cir Cir Cula Cula Tion Tion [OsuMania]

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Niks
괜찮으시면 오프셋 315로 설정해주세요
Topic Starter
Garalulu

Niks wrote:

괜찮으시면 오프셋 315로 설정해주세요
실제 랭크맵의 오프셋을 가져온 거기도 하고, 제 생각에는 지금이 딱 맞는 것 같네요
Litharrale
if you can prove to me that its possible to 99% the top diff, ill rank this
Topic Starter
Garalulu

Litharrale wrote:

if you can prove to me that its possible to 99% the top diff, ill rank this
https://imgur.com/a/ssmIj
Proved by Koneko
Topic Starter
Garalulu
SV (Slider Velocity) Information for someone who doesn't have conviction about average


First, I used ms (millisecond) to average SV instead of snap (1/4, 1/8, etc) actually, it's my second experimental attempt about how to use SV.
Using snap to SV is generalized ms ratio so ms will work same with it tho.

let first SV duration = a (ms), first SV = x, second SV duration = b (ms), second SV = y. It should be

a + b = Real length (ms)
ax + by = Calculated length (ms)

If Real length is same with Calculated length, we can tell "It's averaged SV".

1. x = 5.00, y = 0.50 (Real length : 137ms)
a + b = 137ms
5.00a + 0.50b = 137ms

Therefore, a = 15.2222ms, b = 121.7778ms. (I round off the numbers to five decimal places.)
Put a, b to Calculated length equation
(5.00 × 15.2222ms) + (0.50 × 121.7778ms) = 76.111ms + 60.8889ms = 136.9999ms.
136.9999ms ÷ 137ms = 0.99999927...., It's 1 actually so we can tell it's averaged.
We can apply this equation to 'x = 0.50, y = 5.00', 'Real length : (137 ÷ 2)ms', 'Real length : (137 × 2)ms'.

2. x = 3.00, y = 0.33 (Real length : 137ms)
a + b = 137ms
3.00a + 0.33b = 137ms

Therefore, a = 34.3783ms, b = 102.6217ms.
Put a, b to Calculated length equation
(3.00 × 34.3783ms) + (0.33 × 102.6217ms) = 103.1349ms + 33.8651ms = 137ms.
137ms ÷ 137ms = 1, so we can tell it's averaged.
We can apply this equation to 'x = 0.33, y = 3.00', 'Real length : (137 ÷ 2)ms'.

3. 0.40 ~ 1.60 speedups
I used agka's sv tools, each SV has same duration, so you can know it's averaged easily because (0.40 + 1.60) ÷ 2 = 1.

My whole SV equations are totally three, so you can check it's averaged.
Hope you understand my not enough explanation :V

PS : edited part 2 sv, updated
Wonki
수학이여~
Topic Starter
Garalulu

Wonki wrote:

수학이여~
노가다여~
Dreamwalker
Hello Garalulu!

Although overall structure seems great but since SVs are bit questionable, I decided to put some random suggestions here.
I agree that everyone can get different feelings from same sound and can express with different SV styles, but your SVs don't match with music since it seem to be too strong.

1. x = 5.00, y = 0.50 (Real length : 137ms)
Why are SVs at 00:00:983 - // 00:01:392 - // 00:02:483 - // 00:10:120 - are all the same?
SV at 00:00:983 - is for vocal, 00:01:392 - is for background piano sound which lasts longer than 00:02:483 - and new part (only instrumental) is starting at 00:10:120 - and you used all the same SVs (If I guessed right)

Also, in my opinion 5.0x is not a value we use for ordinary sounds (which is usually considered as teleportation SVs), and there does not exist strong sounds at the starting section of this map.

So what I recommend is,

Using smooth/weak effects for sounds like 00:01:392 -

00:01:392 - 2.7x / 00:01:409 - 1.6x / 00:01:427 - 1.0x / 00:01:444 - 0.7x / 00:01:461 - 0.5x / 00:01:529 - 1.0x

and use shorter (n bit stronger) effects for sounds like 00:02:483 -

00:02:483 - 3.0x / 00:02:500 - 1.4x / 00:02:517 - 0.6x / 00:02:620 - 1.0x

00:09:574 - to 00:10:103 - seems to be fine since drum sounds are short and strong, (fine to keep 5.0x / 0.5x SV for these sounds)
but I don't agree with 00:00:983 - those vocal sounds should be expressed with same intensity of SVs that are used for drum sounds.

Maybe 00:00:983 - 3.8x / 00:01:017 - 0.6x / 00:01:120 - 1.0x would feel better. (or you could just put same effect that is used 00:02:483 - here)

Or you could make average scroll speed to 0.9x for starting section since sounds are weaker than other parts.
Average SVs are regulated to be 0.9x
00:01:392 - 2.5x / 00:01:409 - 1.4x / 00:01:427 - 0.9x / 00:01:444 - 0.6x / 00:01:461 - 0.45x / 00:01:529 - 0.9x
00:02:483 - 2.5x / 00:02:500 - 1.1x / 00:02:517 - 0.6x / 00:02:620 - 0.9x
00:00:983 - 3.35x / 00:01:017 - 0.55x / 00:01:120 - 0.9x

Also I'm not sure about putting another SVs 00:05:415 - here or seperate LN cuz lyrics are ko ko r- ko ko r-o wa~
I won't make similar suggestions for 00:10:120 - and other parts since you have enough skills to handle it, but I hope you also make other parts smoother. (not for drum sounds they are fine)


2. x = 3.00, y = 0.33 (Real length : 137ms)
I don't agree with using SVs at timing where the sounds have no significant difference like 00:40:597 -
So for this SV, I recommend you to use,
00:40:392 - 2.5x / 00:40:427 - 1.3x / 00:40:461 - 0.7x / 00:40:495 - 0.5x / 00:40:648 - 2.5x / 00:40:665 - 1.0x
These values regulate both parts'(00:40:392 - to 00:40:597 - // 00:40:597 - to 00:40:665 - ) average scroll speed to 1.0x

3. 0.40 ~ 1.60 speedups
Some players say that their PC is not good enough and if there are too much (or too dense) SV points in short section, their PC lags and made them to fail.
So in my opinion it would be better to pick 4 to 8 timing points (that time difference of each SVs are the same) and put values like
0.4x 0.8x 1.2x 1.6x or
0.4x 0.6x 0.8x .... 1.6x

Not a problem for my PC tho

Again, patterns are fine but SV seems to be need moding at least 1 or 2 times by modders who are good at handling SVs.

No kudosu and hope this helps! :)

PS: 앞에 븐첵 이야기가 있어서 영어로 적었습니다
Lastopia
Hello OwO

I just want to hear your opinion.
In the most sections, the SV does not change its value to 5.0 0.5, which seems to be a concept.
I think this is not good. I think Otakujanai is think the same thing too.

Think about this after reading Otakujanai's post.

(저는 영어 모딩을 컨셉으로 잡았습니다 좋지 않으신거 같으면 답글달아주세요~)
Topic Starter
Garalulu

Otakujanai wrote:

Hello Garalulu!

Although overall structure seems great but since SVs are bit questionable, I decided to put some random suggestions here.
I agree that everyone can get different feelings from same sound and can express with different SV styles, but your SVs don't match with music since it seem to be too strong. I think it fits what this music wanna express like chaos so not too strong I tho.

1. x = 5.00, y = 0.50 (Real length : 137ms)
Why are SVs at 00:00:983 - // 00:01:392 - // 00:02:483 - // 00:10:120 - are all the same?
SV at 00:00:983 - is for vocal, 00:01:392 - is for background piano sound which lasts longer than 00:02:483 - and new part (only instrumental) is starting at 00:10:120 - and you used all the same SVs (If I guessed right)

Also, in my opinion 5.0x is not a value we use for ordinary sounds (which is usually considered as teleportation SVs), and there does not exist strong sounds at the starting section of this map.

So what I recommend is,

Using smooth/weak effects for sounds like 00:01:392 -

00:01:392 - 2.7x / 00:01:409 - 1.6x / 00:01:427 - 1.0x / 00:01:444 - 0.7x / 00:01:461 - 0.5x / 00:01:529 - 1.0x

and use shorter (n bit stronger) effects for sounds like 00:02:483 -

00:02:483 - 3.0x / 00:02:500 - 1.4x / 00:02:517 - 0.6x / 00:02:620 - 1.0x

00:09:574 - to 00:10:103 - seems to be fine since drum sounds are short and strong, (fine to keep 5.0x / 0.5x SV for these sounds)
but I don't agree with 00:00:983 - those vocal sounds should be expressed with same intensity of SVs that are used for drum sounds.

Maybe 00:00:983 - 3.8x / 00:01:017 - 0.6x / 00:01:120 - 1.0x would feel better. (or you could just put same effect that is used 00:02:483 - here)

Or you could make average scroll speed to 0.9x for starting section since sounds are weaker than other parts.
Average SVs are regulated to be 0.9x
00:01:392 - 2.5x / 00:01:409 - 1.4x / 00:01:427 - 0.9x / 00:01:444 - 0.6x / 00:01:461 - 0.45x / 00:01:529 - 0.9x
00:02:483 - 2.5x / 00:02:500 - 1.1x / 00:02:517 - 0.6x / 00:02:620 - 0.9x
00:00:983 - 3.35x / 00:01:017 - 0.55x / 00:01:120 - 0.9x

Also I'm not sure about putting another SVs 00:05:415 - here or seperate LN cuz lyrics are ko ko r- ko ko r-o wa~
I won't make similar suggestions for 00:10:120 - and other parts since you have enough skills to handle it, but I hope you also make other parts smoother. (not for drum sounds they are fine)

What I want to show is repetitive sound structure like the broken old tapes, not the instrument or vocal's sence of dynamics. The music is composed of piece of sound(not just vocal or drum, the music 'renai circulation') and expressed like defective jukebox. so I use same sv at all of what I want to add, You maybe have feeling of sv in mind, but it's just my concept yeah I don't wanna use various sv for this.


2. x = 3.00, y = 0.33 (Real length : 137ms)
I don't agree with using SVs at timing where the sounds have no significant difference like 00:40:597 -
So for this SV, I recommend you to use,
00:40:392 - 2.5x / 00:40:427 - 1.3x / 00:40:461 - 0.7x / 00:40:495 - 0.5x / 00:40:648 - 2.5x / 00:40:665 - 1.0x
These values regulate both parts'(00:40:392 - to 00:40:597 - // 00:40:597 - to 00:40:665 - ) average scroll speed to 1.0x

Exactly it's fine, thx for suggestion but I want to keep this.

3. 0.40 ~ 1.60 speedups
Some players say that their PC is not good enough and if there are too much (or too dense) SV points in short section, their PC lags and made them to fail.
So in my opinion it would be better to pick 4 to 8 timing points (that time difference of each SVs are the same) and put values like
0.4x 0.8x 1.2x 1.6x or
0.4x 0.6x 0.8x .... 1.6x

Not a problem for my PC tho

I play osu without graphic card. Just old AMD CPU but I don't think that I have a problem because of amount of SVs, maybe someone have a problem, not just sv, but osu itself.

Again, patterns are fine but SV seems to be need moding at least 1 or 2 times by modders who are good at handling SVs.

No kudosu and hope this helps! :)

PS: 앞에 븐첵 이야기가 있어서 영어로 적었습니다

Lastopia wrote:

Hello OwO

I just want to hear your opinion.
In the most sections, the SV does not change its value to 5.0 0.5, which seems to be a concept.
I think this is not good. I think Otakujanai is think the same thing too.

Think about this after reading Otakujanai's post.

(저는 영어 모딩을 컨셉으로 잡았습니다 좋지 않으신거 같으면 답글달아주세요~)

I said about this issue at otakujanai's mod, thx for your opinion.
표현하고자 하시는 변속을 직접 적용해보고 생각해보았으나 역시 저는 기존 입장을 고수하고 싶습니다. 왜냐면 위에서도 말했듯이 단지 보컬의 목소리, 드럼의 세기에 따라 강약을 조절하고 싶은 것이 아니라 조각난 노래들이 어떻게 반복되며 재생되는지를 표현하고 싶었습니다. 그래서 그런 부분에서는 모두 같은 크기의 변속을 넣은 거구요. 곡의 컨셉이라고 이해해 주셨으면 좋겠습니다. 변속이 강하다고 생각하실 수 있지만 저는 이 정도가 음악이 표현하고자 하는 방향성과 어울린다고 봅니다. 변속의 강함과 롱놋을 의식해서 OD는 7.5로 조정한거구요. 의견 감사합니다!

Thx for your suggestions!
lenpai
just checked the map im fine with the svs, most of the chunk of the difficulty comes from processing patterns between the x5 sv jumps which is fairly easy to pick up.
Litharrale
hi hi heres heres my my mod mod

1|2|3|4

softhitnormal has a really long empty tail, should definitely fix it

use this bg instead http://animewallpaperstock.com/wallpape ... ko0060.jpg

juan would like this map methinks

koi koi

00:15:574 (15574|1,15574|3,15574|2,15574|0) - I dont think these quads are really necessary, they feel really strong when the sound isnt really that different. removing notes like 00:15:574 (15574|1) - also removes some of the shields which makes it play smoother

00:28:938 (28938|2,28938|1,29483|1,29483|3,29483|0) - general note count inconsistencies. Same sound, different note amount
while we're on it, these reds 00:29:347 (29347|1,29347|0) - shouldnt be doubles, they're even weaker than the blue ticks imo

00:49:392 (49392|3) - my god
00:58:802 (58802|2) - MY GOD

I get the intention of this section but a lot of notes feel mapped to nothing like 00:57:983 (57983|0). This should be a 1/2 LN but it keeps going to match the theme which idk if im ok with. This can be extended to other sections as well like the kiai and first part where the are LNs that are just too long like 01:22:392 (82392|3) - where the last part is clearly not mapped to anything. since the song goes silent except for the vocal in col 2

hard

01:03:711 (63711|2) - having sounds like these as LNs is very questionable, gonna need a justification for these

01:07:938 (67938|0,68211|0) - same sound (literally kappa), different LN length

LN lengths are definitely the biggest problem in this set, they're not even consistent across difficulties



norm

possible spread issues
Topic Starter
Garalulu

Litharrale wrote:

hi hi heres heres my my mod mod

1|2|3|4

softhitnormal has a really long empty tail, should definitely fix it Fixed

use this bg instead http://animewallpaperstock.com/wallpape ... ko0060.jpg backfire will give me something so bg will be replaced :p

juan would like this map methinks Hope so :D

koi koi

00:15:574 (15574|1,15574|3,15574|2,15574|0) - I dont think these quads are really necessary, they feel really strong when the sound isnt really that different. Oki
removing notes like 00:15:574 (15574|1) - also removes some of the shields which makes it play smoother I agree. Deleted one

00:28:938 (28938|2,28938|1,29483|1,29483|3,29483|0) - general note count inconsistencies. Same sound, different note amount I decrease one count when the LN is placed.
When the LN isn't placed 00:29:756 (29756|0,29756|3,29892|3,29892|1,30029|0,30029|1,30029|3) -
When the LN is placed 00:28:665 (28665|1,28665|0,28802|3,28802|0,28938|1,28938|2) -

while we're on it, these reds 00:29:347 (29347|1,29347|0) - shouldnt be doubles, they're even weaker than the blue ticks imo 00:29:347 (29347|0,29347|1,29415|2) - they are same sound tho, but I put double at red line only because I don't wanna make double - double - triple(it makes awkward jack), so only emphasis the red line.

00:49:392 (49392|3) - my god main drum for double, sub drum for single
00:58:802 (58802|2) - MY GOD it makes same effect

I get the intention of this section but a lot of notes feel mapped to nothing like 00:57:983 (57983|0). This should be a 1/2 LN but it keeps going to match the theme which idk if im ok with. This can be extended to other sections as well like the kiai and first part where the are LNs that are just too long like 01:22:392 (82392|3) - where the last part is clearly not mapped to anything. since the song goes silent except for the vocal in col 2 First, 00:57:983 (57983|0) and 01:22:392 (82392|3) - are pretty different concept.
1. 00:57:983 (57983|0)
I put double at main drum like 00:48:302 (48302|0,48302|3) - , single at sub drum like 00:48:438 (48438|2) - .
but they are intentionally stretched, because I wanna emphasis the vocal+drum's endless repeated chaos. First part 00:45:029 - 00:53:756 - and second part 00:53:756 - 01:02:483 - looks similar, second part LN is same with first part but more-stretched because background melody is added. I wanna make a blend of repeated medley to put stretched LN.

2. 01:22:392 (82392|3) -
it's same concept with 00:01:392 - 00:10:120 - , I put double for melody but for drum I divide one like 01:20:211 (80211|1,80483|1) -


hard

01:03:711 (63711|2) - having sounds like these as LNs is very questionable, gonna need a justification for these you're right. I changed this LN to just a single note

01:07:938 (67938|0,68211|0) - same sound (literally kappa), different LN length changed the length, thx!

LN lengths are definitely the biggest problem in this set, they're not even consistent across difficulties


But it's not same diff, just for space management. exactly you can't make three LN's ending 01:20:211 (80211|0,80483|1,80620|2) - and two LN's starting 01:20:756 (80756|1,80756|0) - to put same time (Koi Koi diff that you show)
norm

possible spread issues https://i.imgur.com/853dPof.png wow actually, I add one note at 01:18:438 -
Thx for modding!
Litharrale

Garalulu wrote:

But it's not same diff, just for space management. exactly you can't make three LN's ending
Well that's the point. A lot of these LNs aren't really mapped to anything. The start is but then they just kind of end wherever rather than being mapped to a specific sound in the music. You can't have notes that aren't completely mapped to a sound, that borders on ghost notes/dump mapping.
Topic Starter
Garalulu

Litharrale wrote:

Garalulu wrote:

But it's not same diff, just for space management. exactly you can't make three LN's ending
Well that's the point. A lot of these LNs aren't really mapped to anything. The start is but then they just kind of end wherever rather than being mapped to a specific sound in the music. You can't have notes that aren't completely mapped to a sound, that borders on ghost notes/dump mapping.
Well, actually I didn't put ghost note anything, LNs have their meaning of existence. Different LNs length on same position at two diff (hard, koi) not mean it's inconsistency, it's flexibility about each situation. I do keep consistency at same diff actually. each diff follow each rule, I can assert that they did. If you wanna put all of sound to map and same shape without any situation, it will be awkward structure you know. LNs are placed with melody, drum, melody sound at my map. Even though it looks excessive, it's for possibility of LN usage and connection of each part, re-analysis of music at my opinion. plz understand about it, thank you!
Litharrale
I'm not talking about between diffs (although that is an issue)

I'm talking about most of the LNs in the set that don't make sense.

An illustrated example:

This highlighted LN here 00:55:392 (55392|3) -


(video for people reading this who dont want to open the map https://puu.sh/yhTPB/c1e22186bc.mp4)

It is 2.75 beats long and starts on a clap and vocal sound accompanied by two SNs to show the clap.

I'm assuming the LN is following the vocal because there isnt really much else for it to follow. Standard logic would say to end the LN when the vocal ends which is correct. The vocal ends at the start of the very next LN here 00:55:665 (55665|2) - but the LN keeps continuing. Is this a bad thing? not at all, having an LN continue as another syllable of the vocal is mapped is a technique that's used and that makes sense.

Problem is the second syllable ends here 00:55:802 (55802|1) . You could argue that it ends at the white tick if you really stretched it but both LNs then continue beyond that as well. At this point we're going into uncharted territory where these LNs only exist as patterns rather than something mapped to the music.

They don't even end at the same spot so using the argument of "mapping separate syllables of a word then ending at the same spot" doesn't work



So if they're not mapped to the music, why do they end at all? why don't they keep going forever? Because new LNs start and we need to make room for them.

This is not ok. More than 50% of this LN isn't mapped to anything and that might as well fall under the category of "ghost notes".

The LN used as an example 00:55:392 (55392|3) - should end after one beat, 2 beats if you want to stretch it. Any further is ghost noting.

The map is full of them as well. I get what you're going for but I wouldn't consider it rankable.
Topic Starter
Garalulu

Litharrale wrote:

I'm not talking about between diffs (although that is an issue)

I'm talking about most of the LNs in the set that don't make sense.

An illustrated example:

This highlighted LN here 00:55:392 (55392|3) -


(video for people reading this who dont want to open the map https://puu.sh/yhTPB/c1e22186bc.mp4)

It is 2.75 beats long and starts on a clap and vocal sound accompanied by two SNs to show the clap.

I'm assuming the LN is following the vocal because there isnt really much else for it to follow. Standard logic would say to end the LN when the vocal ends which is correct. The vocal ends at the start of the very next LN here 00:55:665 (55665|2) - but the LN keeps continuing. Is this a bad thing? not at all, having an LN continue as another syllable of the vocal is mapped is a technique that's used and that makes sense.

Problem is the second syllable ends here 00:55:802 (55802|1) . You could argue that it ends at the white tick if you really stretched it but both LNs then continue beyond that as well. At this point we're going into uncharted territory where these LNs only exist as patterns rather than something mapped to the music.

They don't even end at the same spot so using the argument of "mapping separate syllables of a word then ending at the same spot" doesn't work



So if they're not mapped to the music, why do they end at all? why don't they keep going forever? Because new LNs start and we need to make room for them.

This is not ok. More than 50% of this LN isn't mapped to anything and that might as well fall under the category of "ghost notes".

The LN used as an example 00:55:392 (55392|3) - should end after one beat, 2 beats if you want to stretch it. Any further is ghost noting.

The map is full of them as well. I get what you're going for but I wouldn't consider it rankable.
Maybe you don't take LN maps enough to understand this, will tell about LNs if you really want
I hope not
Litharrale

Garalulu wrote:

Maybe you don't take LN maps enough to understand this, will tell about LNs if you really want
I hope not
-       _   -
juankristal
I see LN discussions so I will give my opinion on them (my poor ears ;_;)

As for the consistency between diffs I don't think it is a problem at all. That's kinda the point of making something harder and its being different, structured in harder ways.

If I have to be concerned by something it would be how the SVs make up for the patterns which in general feel aggresive but playing them are actually not as complicated as they look. (for example 00:02:688 (2688|2,2688|0) - this one being a double instead of 00:02:756 (2756|1) - which in theory it breaks the consistency of the pattern a bit but again, it could be justified with proper SV usage)

As in general speaking for LN releases I want to sort them in two different types, intentionally hard or intentionally easier. The case of this map features mostly intentionally easier releases due to the way it is constructed. With so many SVs having wonki (pun not intended) releases would make it really complicated to follow so having the release timings attached to the next LN press for instances would make up for a more playable pattern (and in my eyes, it is completely rankable, you can check the kiais of FIRST as well).

Other cases of LN sort of simplification is doing stuff like this 00:11:892 (11892|2,11961|1) - forcing the LN releases to be both consistent at the same time but also representing the pitch / sound change. This way given the pitch or sound change is not as relevant as it could be for other instances using techniques like this one makes sense for me as well. Same applies here 00:45:029 (45029|0,45302|1) - but also with SV justification.

00:45:029 (45029|0,45302|1) - For this section what it matters is the LNs that represents similar instruments (or voice in this case) to keep up with a logical pattern (which is trill oriented shields) but also keeping up consistent lenghts within each other (all of them are 3/4s long).

00:57:983 - Here it is basically full inverse, its intentional and its fine as well I would say. My only concern would be where the inverse actually starts which imo should be 00:58:120 - here with the main long sax going long (which also leads me to believe that 00:57:983 (57983|0,59074|3,60165|1) - this ones are unsnapped by 1/2)

01:04:665 (64665|2,64665|3,64802|2,64938|3,65074|2,65211|3,65279|2) - This pattern shape is not that bad but man making it right hand is a bit of a pain. I would split it between both hands.

01:19:938 - You are evil and I hope you know it. I love this. This plays susprisingly well with the SVs and I hope you dont change it. Even when it breaks a bit the consistency in terms of density the pattern transition makes up for the change in my opinion. Specially considering the SVs.


Anyways, I just wanted to point those things out to like hopefuly clarify a bit my opinion on this one and hopefully help the mapper in order to push this forward (this song is really annoying aaadfafasf)

Feel free to call me if you are in doubt (Lith or Lulu whoever needs it) for anything here. I would gladly offer my help or at least provide my opinion in any particular part you feel its not right.
Wonki
So sexy
Topic Starter
Garalulu

juankristal wrote:

I see LN discussions so I will give my opinion on them (my poor ears ;_;)

As for the consistency between diffs I don't think it is a problem at all. That's kinda the point of making something harder and its being different, structured in harder ways.

If I have to be concerned by something it would be how the SVs make up for the patterns which in general feel aggresive but playing them are actually not as complicated as they look. (for example 00:02:688 (2688|2,2688|0) - this one being a double instead of 00:02:756 (2756|1) - which in theory it breaks the consistency of the pattern a bit but again, it could be justified with proper SV usage)

As in general speaking for LN releases I want to sort them in two different types, intentionally hard or intentionally easier. The case of this map features mostly intentionally easier releases due to the way it is constructed. With so many SVs having wonki (pun not intended) releases would make it really complicated to follow so having the release timings attached to the next LN press for instances would make up for a more playable pattern (and in my eyes, it is completely rankable, you can check the kiais of FIRST as well).

Other cases of LN sort of simplification is doing stuff like this 00:11:892 (11892|2,11961|1) - forcing the LN releases to be both consistent at the same time but also representing the pitch / sound change. This way given the pitch or sound change is not as relevant as it could be for other instances using techniques like this one makes sense for me as well. Same applies here 00:45:029 (45029|0,45302|1) - but also with SV justification.

00:45:029 (45029|0,45302|1) - For this section what it matters is the LNs that represents similar instruments (or voice in this case) to keep up with a logical pattern (which is trill oriented shields) but also keeping up consistent lenghts within each other (all of them are 3/4s long). Could you explain to me what do you mean by trill oriented shields? anyway, I reduce the LN's length at 00:53:756 - 00:54:847 - for consistency because it doesn't have anything special meaning unlike 00:55:392 - 00:56:483 -

00:57:983 - Here it is basically full inverse, its intentional and its fine as well I would say. My only concern would be where the inverse actually starts which imo should be 00:58:120 - here with the main long sax going long (which also leads me to believe that 00:57:983 (57983|0,59074|3,60165|1) - this ones are unsnapped by 1/2) the big difference with 00:45:029 - 00:53:756 - and 00:53:756 - 01:02:483 - are additional background sound like sax you said, so I intentionally stretch the LN (00:53:756 (53756|0,54029|1,54302|3,54438|2) - 00:55:392 (55392|3,55665|2,55938|0,56074|1) - ) in advance. and yeah sax are still appeared at 00:55:938 - 00:57:029 - and 00:57:574 - , so I made this part inverse. It can be showed unsnapped by 1/2, but I put the notes same with 00:48:302 - 00:52:665 - so players can play this part well and don't be flustered when they meet this wall :p so it's not unsnap issue tho


01:04:665 (64665|2,64665|3,64802|2,64938|3,65074|2,65211|3,65279|2) - This pattern shape is not that bad but man making it right hand is a bit of a pain. I would split it between both hands. it's really satisfied pattern among all of them to myself, even though it makes a pain I wanna keep this.

01:19:938 - You are evil and I hope you know it. I love this. This plays susprisingly well with the SVs and I hope you dont change it. Even when it breaks a bit the consistency in terms of density the pattern transition makes up for the change in my opinion. Specially considering the SVs. For the Noodle, of course!


Anyways, I just wanted to point those things out to like hopefuly clarify a bit my opinion on this one and hopefully help the mapper in order to push this forward (this song is really annoying aaadfafasf) aaadfafasf

Feel free to call me if you are in doubt (Lith or Lulu whoever needs it) for anything here. I would gladly offer my help or at least provide my opinion in any particular part you feel its not right.
Thx for help about LN chart!
did self modding to make consistency and applied some point

actually juan said what I wanna explain, I hope it will move lith's mind
Topic Starter
Garalulu
new BG that is made by Backfire for hard and koi updated!
Backfire
lol man you're crazy
x incoming
I can't play this map. laughing too much
also im bad
Litharrale
lith and lulu argue about 2 LN bois for 20th time but this time it ends in a bubble
2017-11-18 18:06 Garalulu: holaloh
2017-11-18 18:56 Litharrale: hola
2017-11-18 18:58 Garalulu: do you have a time about renai thing now?
2017-11-18 18:58 Litharrale: yep just give me a sec
2017-11-18 18:58 Litharrale: 2 mins
2017-11-18 19:04 Litharrale: ok
2017-11-18 19:04 Litharrale: lets do it
2017-11-18 19:05 Garalulu: nice
2017-11-18 19:05 Garalulu: ACTION is listening to [https://osu.ppy.sh/b/1447019 Sara - Ren Ren Ai Ai Cir Cir Cula Cula Tion Tion]
2017-11-18 19:05 Litharrale: ACTION is editing [https://osu.ppy.sh/b/1446011 Sara - Ren Ren Ai Ai Cir Cir Cula Cula Tion Tion [Koi Koi]]
2017-11-18 19:07 Litharrale: so this
2017-11-18 19:07 Litharrale: 00:46:665 (46665|3,46938|2,47211|0,47347|1,47483|3,47620|2) -
2017-11-18 19:07 Litharrale: why is it different to this 00:55:392 (55392|3,55665|2,55938|0,56074|1,56211|3,56347|2) -
2017-11-18 19:07 Litharrale: they're both the same
2017-11-18 19:08 Garalulu: first
2017-11-18 19:08 Garalulu: I catched the horn or sax sound
2017-11-18 19:08 Garalulu: at 00:55:392 (55392|3,55665|2,55938|0,56074|1,56211|3,56347|2) -
2017-11-18 19:08 Garalulu: 00:55:938 -
2017-11-18 19:09 Litharrale: 00:55:392 (55392|3,55665|2) - these two though
2017-11-18 19:09 Litharrale: they're not on the sax/horn sound
2017-11-18 19:10 Garalulu: yeah they don't have the sax sound themself
2017-11-18 19:10 Garalulu: but I wanna make the wall to use them, and it's ln mapping style
2017-11-18 19:10 Litharrale: the whole map is ln mapping style tho
2017-11-18 19:11 Garalulu: because 00:55:938 - 00:56:483 - we can heard the sound, so I use them also
2017-11-18 19:11 Garalulu: to stretch them
2017-11-18 19:12 Litharrale: yeah ik about the horn but these two 00:55:392 (55392|3,55665|2) - aren't on the horn and here they dont extend 00:46:665 (46665|3,46938|2) -
2017-11-18 19:12 Litharrale: also the horn goes past these notes 00:56:483 (56483|1,56483|0) -
2017-11-18 19:12 Litharrale: so why dont the LNs keep going?
2017-11-18 19:12 Litharrale: 00:56:756 (56756|0,56756|1,56756|3) - these notes also have the horn
2017-11-18 19:12 Litharrale: so they should be LNs
2017-11-18 19:14 Garalulu: I focused the drum's going, and already make that structure like 00:54:847 - 00:55:392 -
2017-11-18 19:14 Garalulu: for that
2017-11-18 19:14 Garalulu: and SV
2017-11-18 19:14 Litharrale: my point
2017-11-18 19:15 Litharrale: is you cant say "LNs are long because of horn
2017-11-18 19:15 Litharrale: when you dont map the horn anywhere else
2017-11-18 19:16 Garalulu: the horn only appeared at 00:55:938 - 00:56:483 - 00:57:029 - 01:01:392 -
2017-11-18 19:16 Garalulu: and 00:56:756 - this sound isn't too long compared with other case
2017-11-18 19:17 Litharrale: so 50% of the time you map the horn
2017-11-18 19:17 Litharrale: with LNs
2017-11-18 19:17 Litharrale: and these are long 00:55:392 (55392|3,55665|2) - because of the horn?
2017-11-18 19:18 Garalulu: the horns and melody goings structure
2017-11-18 19:18 Garalulu: you can find it's intended inverse pattern
2017-11-18 19:18 Litharrale: I know
2017-11-18 19:18 Litharrale: but i think being consistent > inverse
2017-11-18 19:19 Litharrale: http://osu.ppy.sh/ss/9565969
2017-11-18 19:19 Litharrale: this is what it should be imo
2017-11-18 19:21 Garalulu: hmm but I don't think it's not consistent cause that part has horns sound more, and it follows the rule with 00:57:029 - 01:01:392 - going
2017-11-18 19:21 Litharrale: 00:55:392 (55392|3,55665|2) - theres no horn here
2017-11-18 19:22 Litharrale: 00:55:938 (55938|0,56074|1) - there's horn here
2017-11-18 19:22 Garalulu: not just 00:55:392 (55392|3,55665|2) - , but 00:55:392 - 00:56:483 - the all
2017-11-18 19:23 Garalulu: you can not make the reason that the horn start at 00:55:938 -
2017-11-18 19:23 Litharrale: it does start there though
2017-11-18 19:23 Garalulu: it's progress
2017-11-18 19:23 Litharrale: ?
2017-11-18 19:25 Garalulu: your opinion is that 00:55:392 (55392|3,55665|2) - no horn here so reduce the length?
2017-11-18 19:25 Litharrale: yah
2017-11-18 19:25 Litharrale: also 00:56:211 (56211|3,56347|2) - should be longer
2017-11-18 19:25 Litharrale: 00:56:756 (56756|1) - these too
2017-11-18 19:26 Garalulu: ?
2017-11-18 19:26 Litharrale: if you're mapping to the horn here 00:56:074 (56074|1) -
2017-11-18 19:26 Litharrale: you cant just ignore it immediately after
2017-11-18 19:27 Garalulu: I really don't understand your mapping theory
2017-11-18 19:27 Litharrale: my mapping theory is this
2017-11-18 19:27 Litharrale: "map to the music"
2017-11-18 19:27 Garalulu: I use the SV, and focusing drum only
2017-11-18 19:27 Garalulu: it's not inconsistency thing tho
2017-11-18 19:28 Litharrale: its definitely demonstrably inconsistent
2017-11-18 19:28 Garalulu: wow
2017-11-18 19:29 Garalulu: you know you can't express the music with all of thing
2017-11-18 19:29 Garalulu: I use the same structure with 00:46:120 - 00:46:665 - 00:47:756 - 00:48:302 - 00:54:847 - 00:55:392 -
2017-11-18 19:30 Garalulu: and only for the drum and vocal's repeating
2017-11-18 19:30 Garalulu: to use SV
2017-11-18 19:30 Litharrale: in all your examples the SVs are short and end at the same time
2017-11-18 19:30 Litharrale: that's why they're ok but the one we're talking about isnt
2017-11-18 19:30 Litharrale: because it goes way past when it should finish
2017-11-18 19:30 Litharrale: and ends at random spots
2017-11-18 19:30 Litharrale: lulu, we're going in circles
2017-11-18 19:30 Litharrale: if you cant make a small concession, we're not getting anywhere
2017-11-18 19:32 Garalulu: I understand 00:55:392 (55392|3,55665|2) - issue what you think
2017-11-18 19:33 Garalulu: ofc I can fixed that
2017-11-18 19:33 Litharrale: there are a lot of other problems I have with your map but I can understand why you did them and im willing to let them slide
2017-11-18 19:33 Garalulu: but I don't agree 00:56:483 - 00:57:029 - consistency thing
2017-11-18 19:33 Litharrale: but this LN is too much
2017-11-18 19:33 Litharrale: im ok with you not doing those ones
2017-11-18 19:34 Garalulu: alright
2017-11-18 19:34 Garalulu: 00:55:392 (55392|3,55665|2) - fixed
2017-11-18 19:34 Litharrale: kk update and ill bub


p.s to future BNs, yes i'm aware of the spread issue and i think its fine. PM me for more details
Topic Starter
Garalulu

Litharrale wrote:

lith and lulu argue about 2 LN bois for 20th time but this time it ends in a bubble
2017-11-18 18:06 Garalulu: holaloh
2017-11-18 18:56 Litharrale: hola
2017-11-18 18:58 Garalulu: do you have a time about renai thing now?
2017-11-18 18:58 Litharrale: yep just give me a sec
2017-11-18 18:58 Litharrale: 2 mins
2017-11-18 19:04 Litharrale: ok
2017-11-18 19:04 Litharrale: lets do it
2017-11-18 19:05 Garalulu: nice
2017-11-18 19:05 Garalulu: ACTION is listening to [https://osu.ppy.sh/b/1447019 Sara - Ren Ren Ai Ai Cir Cir Cula Cula Tion Tion]
2017-11-18 19:05 Litharrale: ACTION is editing [https://osu.ppy.sh/b/1446011 Sara - Ren Ren Ai Ai Cir Cir Cula Cula Tion Tion [Koi Koi]]
2017-11-18 19:07 Litharrale: so this
2017-11-18 19:07 Litharrale: 00:46:665 (46665|3,46938|2,47211|0,47347|1,47483|3,47620|2) -
2017-11-18 19:07 Litharrale: why is it different to this 00:55:392 (55392|3,55665|2,55938|0,56074|1,56211|3,56347|2) -
2017-11-18 19:07 Litharrale: they're both the same
2017-11-18 19:08 Garalulu: first
2017-11-18 19:08 Garalulu: I catched the horn or sax sound
2017-11-18 19:08 Garalulu: at 00:55:392 (55392|3,55665|2,55938|0,56074|1,56211|3,56347|2) -
2017-11-18 19:08 Garalulu: 00:55:938 -
2017-11-18 19:09 Litharrale: 00:55:392 (55392|3,55665|2) - these two though
2017-11-18 19:09 Litharrale: they're not on the sax/horn sound
2017-11-18 19:10 Garalulu: yeah they don't have the sax sound themself
2017-11-18 19:10 Garalulu: but I wanna make the wall to use them, and it's ln mapping style
2017-11-18 19:10 Litharrale: the whole map is ln mapping style tho
2017-11-18 19:11 Garalulu: because 00:55:938 - 00:56:483 - we can heard the sound, so I use them also
2017-11-18 19:11 Garalulu: to stretch them
2017-11-18 19:12 Litharrale: yeah ik about the horn but these two 00:55:392 (55392|3,55665|2) - aren't on the horn and here they dont extend 00:46:665 (46665|3,46938|2) -
2017-11-18 19:12 Litharrale: also the horn goes past these notes 00:56:483 (56483|1,56483|0) -
2017-11-18 19:12 Litharrale: so why dont the LNs keep going?
2017-11-18 19:12 Litharrale: 00:56:756 (56756|0,56756|1,56756|3) - these notes also have the horn
2017-11-18 19:12 Litharrale: so they should be LNs
2017-11-18 19:14 Garalulu: I focused the drum's going, and already make that structure like 00:54:847 - 00:55:392 -
2017-11-18 19:14 Garalulu: for that
2017-11-18 19:14 Garalulu: and SV
2017-11-18 19:14 Litharrale: my point
2017-11-18 19:15 Litharrale: is you cant say "LNs are long because of horn
2017-11-18 19:15 Litharrale: when you dont map the horn anywhere else
2017-11-18 19:16 Garalulu: the horn only appeared at 00:55:938 - 00:56:483 - 00:57:029 - 01:01:392 -
2017-11-18 19:16 Garalulu: and 00:56:756 - this sound isn't too long compared with other case
2017-11-18 19:17 Litharrale: so 50% of the time you map the horn
2017-11-18 19:17 Litharrale: with LNs
2017-11-18 19:17 Litharrale: and these are long 00:55:392 (55392|3,55665|2) - because of the horn?
2017-11-18 19:18 Garalulu: the horns and melody goings structure
2017-11-18 19:18 Garalulu: you can find it's intended inverse pattern
2017-11-18 19:18 Litharrale: I know
2017-11-18 19:18 Litharrale: but i think being consistent > inverse
2017-11-18 19:19 Litharrale: http://osu.ppy.sh/ss/9565969
2017-11-18 19:19 Litharrale: this is what it should be imo
2017-11-18 19:21 Garalulu: hmm but I don't think it's not consistent cause that part has horns sound more, and it follows the rule with 00:57:029 - 01:01:392 - going
2017-11-18 19:21 Litharrale: 00:55:392 (55392|3,55665|2) - theres no horn here
2017-11-18 19:22 Litharrale: 00:55:938 (55938|0,56074|1) - there's horn here
2017-11-18 19:22 Garalulu: not just 00:55:392 (55392|3,55665|2) - , but 00:55:392 - 00:56:483 - the all
2017-11-18 19:23 Garalulu: you can not make the reason that the horn start at 00:55:938 -
2017-11-18 19:23 Litharrale: it does start there though
2017-11-18 19:23 Garalulu: it's progress
2017-11-18 19:23 Litharrale: ?
2017-11-18 19:25 Garalulu: your opinion is that 00:55:392 (55392|3,55665|2) - no horn here so reduce the length?
2017-11-18 19:25 Litharrale: yah
2017-11-18 19:25 Litharrale: also 00:56:211 (56211|3,56347|2) - should be longer
2017-11-18 19:25 Litharrale: 00:56:756 (56756|1) - these too
2017-11-18 19:26 Garalulu: ?
2017-11-18 19:26 Litharrale: if you're mapping to the horn here 00:56:074 (56074|1) -
2017-11-18 19:26 Litharrale: you cant just ignore it immediately after
2017-11-18 19:27 Garalulu: I really don't understand your mapping theory
2017-11-18 19:27 Litharrale: my mapping theory is this
2017-11-18 19:27 Litharrale: "map to the music"
2017-11-18 19:27 Garalulu: I use the SV, and focusing drum only
2017-11-18 19:27 Garalulu: it's not inconsistency thing tho
2017-11-18 19:28 Litharrale: its definitely demonstrably inconsistent
2017-11-18 19:28 Garalulu: wow
2017-11-18 19:29 Garalulu: you know you can't express the music with all of thing
2017-11-18 19:29 Garalulu: I use the same structure with 00:46:120 - 00:46:665 - 00:47:756 - 00:48:302 - 00:54:847 - 00:55:392 -
2017-11-18 19:30 Garalulu: and only for the drum and vocal's repeating
2017-11-18 19:30 Garalulu: to use SV
2017-11-18 19:30 Litharrale: in all your examples the SVs are short and end at the same time
2017-11-18 19:30 Litharrale: that's why they're ok but the one we're talking about isnt
2017-11-18 19:30 Litharrale: because it goes way past when it should finish
2017-11-18 19:30 Litharrale: and ends at random spots
2017-11-18 19:30 Litharrale: lulu, we're going in circles
2017-11-18 19:30 Litharrale: if you cant make a small concession, we're not getting anywhere
2017-11-18 19:32 Garalulu: I understand 00:55:392 (55392|3,55665|2) - issue what you think
2017-11-18 19:33 Garalulu: ofc I can fixed that
2017-11-18 19:33 Litharrale: there are a lot of other problems I have with your map but I can understand why you did them and im willing to let them slide
2017-11-18 19:33 Garalulu: but I don't agree 00:56:483 - 00:57:029 - consistency thing
2017-11-18 19:33 Litharrale: but this LN is too much
2017-11-18 19:33 Litharrale: im ok with you not doing those ones
2017-11-18 19:34 Garalulu: alright
2017-11-18 19:34 Garalulu: 00:55:392 (55392|3,55665|2) - fixed
2017-11-18 19:34 Litharrale: kk update and ill bub
Thx for bubble!
lenpai
!!!!
eyes
Awesome map!!!!!!!!
also I always think about protastic when I see Lenfried's ava!!
-mint-
LMAO SERIOUSLY
DeletedUser_259972
that BG reminds me of Doki Doki Literature Club
i don't like it (jk)
Xinnoh
Yes I am allowed to do this

The spread from Hard to Insane was well discussed in the thread, but the spread of Normal to Hard was left out.

tldr; Normal introduces a few concepts and reuses them a lot. Hard keeps introducing new concepts over and over, each building to be more technical than the previous, which creates an unreasonable spread.

The purpose of a spread is to allow the majority of the players to enjoy a set. At rank 30k, I am unable to pass more than 30% of the hard diff, and fail with 70-75% accuracy. On the other hand, I can S rank the normal with DT easily, and I never play DT.
With the current spread, you're excluding everyone from rank 60k to 30k, and that's a huge part of the community.

  1. As a general point, there isn't a single 1/4 rhythm on normal. Hard requires the player to follow almost every 1/4 sound available in the music, most of them mapped with LNs which are even harder. A reasonable spread would have normal playing some of the important 1/4 sounds with normal notes, or a much higher density of 1/2 rhythm, neither of which are done here. I won't go much further on rhythm density, because it's present through the whole map, and is summarised by my point above.
  2. 00:00:574 (574|0) - This part is fine, the rhythm of both diffs are fairly similar, Hard is essentially an LN version of normal
    00:02:483 (2483|3) - 00:04:665 (4665|0) - These are not fine, lets go over what is introduced on each diff.

    Normal: 1/1 jacks are used, then 1/1 jacks as 1/2 LNs are added after. No other rhythm occurs.
    Hard: 3/4 LNs are combined with LN bursts, 1/4 LNs are introduced at 00:03:029 (3029|3,3097|0) - , creating 5 note long patterns of 1/4 that are all LN, all on a part that is completely unmapped on Normal.

    seriously, this is not ok
  3. 00:06:847 (6847|3) - Is essentially the same as above, but only with higher density.
  4. 00:36:779 (36779|2) - This section highlights some of the parts where 1/4 rhythm is much harder than normal, unconventional 1/4 streams with doubles are very technical for someone that plays hard. Thing is normal doesn't even have any rhythm variation on it.
  5. 00:43:392 (43392|0,43461|2) - You're combining streams and 1/2 jacks at the same time. Normal doesn't have any streams or 1/2 jacks in the whole diff. Requiring someone who has moved above normal to do one is acceptable, having them do both at the same time is not.
    Same applies for doubles and 1/2 jacks in other areas.
  6. 01:02:483 (62483|0) - Lets compare hard and normal again.

    Normal: Hold an LN, play three 1/2 notes, do it twice.
    Hard: Mash a 3/4 LN jack three times, play a burst with an LN, play four 1/4s in a row, three of which are LNs, play a burst, two of which this time are LNs

    The amount of concepts introduced is unreasonable compared to Normal, hard should serve as a bridge for plays who are unexperienced with Insane diffs, not as an insane diff.
  7. 01:06:847 (66847|3) - The same concepts as above are used on Normal, very few new ideas are introduced. On hard, a whole new idea is added to the mix with 1/4 LN spam.
    Each diff should have a certain number of new concepts introduced. The amount of ideas introduced on hard is unreasonably high compared to other normal-hard spreads.
  8. 01:09:574 (69574|3) - Same point as before. Tricky 1/2 patterns are used on normal for filler, but 01:04:665 (64665|2) - and 01:09:302 (69302|1) - are very fundamentally different on hard.
  9. 01:19:938 (79938|0) - This section on normal is mapped identical to 00:01:392 (1392|0) - , but hard introduces yet another completely new idea which is even more technical.

In my opinion, the best solution to the issues I brought up would be to buff hard to become an insane, and add easier hard to fill the spread. It's a better option than nerfing the hard, since Lith mentioned that the top diff is borderline unplayable for him and hard was simple.

Even if you call the current diff a hard, it fundamentally plays as an Insane. I'll be placing a veto on this until there is a proper spread
Topic Starter
Garalulu

Sinnoh wrote:

Yes I am allowed to do this

The spread from Hard to Insane was well discussed in the thread, but the spread of Normal to Hard was left out.

tldr; Normal introduces a few concepts and reuses them a lot. Hard keeps introducing new concepts over and over, each building to be more technical than the previous, which creates an unreasonable spread.

The purpose of a spread is to allow the majority of the players to enjoy a set. At rank 30k, I am unable to pass more than 30% of the hard diff, and fail with 70-75% accuracy. On the other hand, I can S rank the normal with DT easily, and I never play DT.
With the current spread, you're excluding everyone from rank 60k to 30k, and that's a huge part of the community.

  1. As a general point, there isn't a single 1/4 rhythm on normal. Hard requires the player to follow almost every 1/4 sound available in the music, most of them mapped with LNs which are even harder. A reasonable spread would have normal playing some of the important 1/4 sounds with normal notes, or a much higher density of 1/2 rhythm, neither of which are done here. I won't go much further on rhythm density, because it's present through the whole map, and is summarised by my point above.
  2. 00:00:574 (574|0) - This part is fine, the rhythm of both diffs are fairly similar, Hard is essentially an LN version of normal
    00:02:483 (2483|3) - 00:04:665 (4665|0) - These are not fine, lets go over what is introduced on each diff. Fixed. same as under issue

    Normal: 1/1 jacks are used, then 1/1 jacks as 1/2 LNs are added after. No other rhythm occurs.
    Hard: 3/4 LNs are combined with LN bursts, 1/4 LNs are introduced at 00:03:029 (3029|3,3097|0) - , creating 5 note long patterns of 1/4 that are all LN, all on a part that is completely unmapped on Normal.

    seriously, this is not ok
  3. 00:06:847 (6847|3) - Is essentially the same as above, but only with higher density. Fixed. add note at 00:07:256 -
  4. 00:36:779 (36779|2) - This section highlights some of the parts where 1/4 rhythm is much harder than normal, unconventional 1/4 streams with doubles are very technical for someone that plays hard. Thing is normal doesn't even have any rhythm variation on it. I don't think it's an issue. not unconventional pattern and Normal has enough notes compared with Easy. Hard is enough also compared with Insane. It looks heavy yes but I wanna keep this
  5. 00:43:392 (43392|0,43461|2) - You're combining streams and 1/2 jacks at the same time. Normal doesn't have any streams or 1/2 jacks in the whole diff. Requiring someone who has moved above normal to do one is acceptable, having them do both at the same time is not.
    Same applies for doubles and 1/2 jacks in other areas. same issue with above
  6. 01:02:483 (62483|0) - Lets compare hard and normal again.

    Normal: Hold an LN, play three 1/2 notes, do it twice.
    Hard: Mash a 3/4 LN jack three times, play a burst with an LN, play four 1/4s in a row, three of which are LNs, play a burst, two of which this time are LNs

    The amount of concepts introduced is unreasonable compared to Normal, hard should serve as a bridge for plays who are unexperienced with Insane diffs, not as an insane diff. You can check it's easy if they're just rice, but My concept is LN. it can be showed too many gap but It's fine tho
  7. 01:06:847 (66847|3) - The same concepts as above are used on Normal, very few new ideas are introduced. On hard, a whole new idea is added to the mix with 1/4 LN spam.
    Each diff should have a certain number of new concepts introduced. The amount of ideas introduced on hard is unreasonably high compared to other normal-hard spreads. actually I emphasis the melody flow at Hard and the drum at Normal and you can check it, it's not a problem
  8. 01:09:574 (69574|3) - Same point as before. Tricky 1/2 patterns are used on normal for filler, but 01:04:665 (64665|2) - and 01:09:302 (69302|1) - are very fundamentally different on hard. add one note at 01:04:938 - drum sound.
  9. 01:19:938 (79938|0) - This section on normal is mapped identical to 00:01:392 (1392|0) - , but hard introduces yet another completely new idea which is even more technical. I already concern about this issue, so add one note at 01:21:302 - and 01:21:438 -

In my opinion, the best solution to the issues I brought up would be to buff hard to become an insane, and add easier hard to fill the spread. It's a better option than nerfing the hard, since Lith mentioned that the top diff is borderline unplayable for him and hard was simple.

Even if you call the current diff a hard, it fundamentally plays as an Insane. I'll be placing a veto on this until there is a proper spread
The spread are not same with existing maps, I agree with your opinion it looks big gap at here. So I adjust some note density at normal.
-mint-
I agree with Sinnoh that Hard Hard really almost plays like an Insane Insane. I'd suggest doing a spread similar to Power Points (I bring this one up because it's also underrated in its Insane diff, comparable to the current Hard Hard) - due to the huge gaps between Normal Normal and Koi Koi, it would be a lot better for another diff to be added.
Topic Starter
Garalulu

qqqant wrote:

I agree with Sinnoh that Hard Hard really almost plays like an Insane Insane. I'd suggest doing a spread similar to Power Points (I bring this one up because it's also underrated in its Insane diff, comparable to the current Hard Hard) - due to the huge gaps between Normal Normal and Koi Koi, it would be a lot better for another diff to be added.
What is power point?
To add one diff is not bad idea but I want to keep this spread, buff the normal diff instead
Xinnoh

Garalulu wrote:

What is power point?
https://osu.ppy.sh/s/474288
Crumpey

Sinnoh wrote:

Yes I am allowed to do this

The spread from Hard to Insane was well discussed in the thread, but the spread of Normal to Hard was left out.

tldr; Normal introduces a few concepts and reuses them a lot. Hard keeps introducing new concepts over and over, each building to be more technical than the previous, which creates an unreasonable spread.

The purpose of a spread is to allow the majority of the players to enjoy a set. At rank 30k, I am unable to pass more than 30% of the hard diff, and fail with 70-75% accuracy. On the other hand, I can S rank the normal with DT easily, and I never play DT.
With the current spread, you're excluding everyone from rank 60k to 30k, and that's a huge part of the community.


In my opinion, the best solution to the issues I brought up would be to buff hard to become an insane, and add easier hard to fill the spread. It's a better option than nerfing the hard, since Lith mentioned that the top diff is borderline unplayable for him and hard was simple.
I doubt this is reason enough to have popped the bubble, this seems more of a "opinionated" argument rather than factual, ill do my best to explain myself but please pm me if something doesnt make sense.

ldr; Normal introduces a few concepts and reuses them a lot. Hard keeps introducing new concepts over and over, each building to be more technical than the previous, which creates an unreasonable spread.
i feel as the diff gets higher it should absolutely introduce new concepts, as with hard etc etc, regarding the difficulty spread, its objectively pretty good. All of the diffs are consistent with their star count (of course that's not super accurate) playing wise feels fine too.

The purpose of a spread is to allow the majority of the players to enjoy a set. At rank 30k, I am unable to pass more than 30% of the hard diff, and fail with 70-75% accuracy.
this statement is entirely opinionated, you cant compare your own skill as a player to the map set, its inaccurate judgement wise and borderline insane

In my opinion, the best solution to the issues I brought up would be to buff hard to become an insane, and add easier hard to fill the spread. It's a better option than nerfing the hard, since Lith mentioned that the top diff is borderline unplayable for him and hard was simple.
i doubt much nerfing would need to really happen, the map itself already seems objectively fine, the top diff is playable, id like to also highlight this
Lith mentioned that the top diff is borderline unplayable for him
as he isnt really an ln player he's bound to have issues playing the song.

overall, i really don't think this mapped deserved the popped bubble, or if it did, absolutely not for the reasons that you've provided here, I felt like something like this needed to be said, so i thought i'd throw my 2 cents in the matter.

Hopefully this makes sense.

Dont kd (clearly) <3
DDMythical
crumpet is entirely right just because you guys cant play something doesnt mean its intrinsically bad and this set is quite good with its PR and layering and other concepts blah blah.

It's also entirely underrated stop using star rating to base whether you can play something or not jesus christ

no reason for this to be popped rebub and go on.
Topic Starter
Garalulu
waiting for response and rebubble
JBHyperion
People shouldn't be popping bubbles in game modes they aren't qualified for (unless there is some objectively unrankable issue), just the same as they shouldn't be placing them. After discussing the matter with the QAT, we have decided to allow Litharrale to rebubble this mapset.

That being said, please ensure Sinnoh's mod has been properly considered and responded to before pushing this forward again, and keep the thread clean and on-topic.
Litharrale
rebubbed
Xinnoh
Could you at least inform me of what the heck is going on before rebubbling
The point of waiting till today to recheck the thread was so that I could calm down after I received an awfully rude request to recheck this set.

Responses

CrumpetFiddler wrote:

I doubt this is reason enough to have popped the bubble, this seems more of a "opinionated" argument rather than factual, ill do my best to explain myself but please pm me if something doesnt make sense.
You are correct, this is an opinionated argument. That's because this is a veto, not a pop. It can only be a veto if it's an opinionated issue.


i feel as the diff gets higher it should absolutely introduce new concepts, as with hard etc etc, regarding the difficulty spread, its objectively pretty good. All of the diffs are consistent with their star count (of course that's not super accurate) playing wise feels fine too.
A hard should introduce new concepts, but not this many. Say easy had 5 and normal had 10. Hard is introducing 30, which is not ok.
Star rating can't be used as a justified method of measuring spread lmao, compare playability and not the pp it gives.
What you described as objective literally can't be objective, but that's besides the point


this statement is entirely opinionated (spoilers, so are yours), you cant compare your own skill as a player to the map set, its inaccurate judgement wise and borderline insane
so is using star rating but that's beside the point
I'm not comparing my own skill, I'm giving a real life example as someone who plays hard diffs as a reference point. If you asked anyone online who primarily plays hard diffs to test this, they would also fail. If you can provide a replay of someone below my ranking passing, then I'll take my statement back.


i doubt much nerfing would need to really happen, the map itself already seems objectively fine, the top diff is playable
This statement is completely unrelated to everything I have said here


overall, i really don't think this mapped deserved the popped bubble,
(it wasn't popped)

DDMythical wrote:

crumpet is entirely right just because you guys cant play something doesnt mean its intrinsically bad and this set is quite good with its PR and layering and other concepts blah blah. did you read anything I posted, none of the issues I brought up related to PR / layering whatever. The issue with the set is that the community is trying to push it forward as fast as possible because the top two diffs are of high quality, while ignoring the fact there's a huge issue with spread.

It's also entirely underrated stop using star rating to base whether you can play something or not jesus christ agreed

no reason for this to be popped rebub and go on. that's not how any of this works

Litharrale wrote:

A probationary standard BN pops my bubble instead of notifying a mania BN do you not remember me telling you about it

just because he can't pass a diff did you read anything i posted
Topic Starter
Garalulu

JBHyperion wrote:

People shouldn't be popping bubbles in game modes they aren't qualified for (unless there is some objectively unrankable issue), just the same as they shouldn't be placing them. After discussing the matter with the QAT, we have decided to allow Litharrale to rebubble this mapset.

That being said, please ensure Sinnoh's mod has been properly considered and responded to before pushing this forward again, and keep the thread clean and on-topic.
Thx for the conclusion!
juankristal
Do you have a second BN for this? I would give this a shot in case you dont have a BN already.
Topic Starter
Garalulu

juankristal wrote:

Do you have a second BN for this? I would give this a shot in case you dont have a BN already.
Thx for your time and consideration, but I already have a BN for this. Sorry for that, I hope to see you at other maps next time!

And thx for star tode :D
Aruel
We've fixed some of missing hitsound, pattern for playable, etc
Noodle + SVs = 100 for me

let's try to rank something different map like this!
IRC
2017-11-26 20:11 Fresh Chicken: 오케
2017-11-26 20:11 Fresh Chicken: 됬다
2017-11-26 20:12 Garalulu: 호호
2017-11-26 20:12 Fresh Chicken: ez부터 보1지.
2017-11-26 20:12 Garalulu: :O
2017-11-26 20:12 Fresh Chicken: 00:09:574 (9574|3,9847|3) - 이걸 1로,00:10:120 (10120|1) - 이걸 4로 옮기는건
2017-11-26 20:12 Fresh Chicken: 어찌 생각함
2017-11-26 20:13 Fresh Chicken: 더 치기 편하기도 하고
2017-11-26 20:13 Fresh Chicken: 뭐 내 주관도 약간 있음
2017-11-26 20:13 Garalulu: 음 더 깔끔하네
2017-11-26 20:13 Garalulu: ㅇㅋ
2017-11-26 20:14 Garalulu: 이지에서 내 고민은
2017-11-26 20:14 Fresh Chicken: 00:30:574 (30574|2) - 여기가 아니라 00:30:302 (30302|0) - 여기여야한다는 의견,00:27:574 (27574|1,27847|0,28120|2,28392|1) - / 00:28:665 (28665|2,28938|3,29211|1,29483|2) - 참조
2017-11-26 20:14 Fresh Chicken: ㅇㅇ 말해
2017-11-26 20:14 Garalulu: 내가 전체적으로 1/1만 넣었는데
2017-11-26 20:14 Garalulu: 00:35:892 (35892|0) - 여기 피니시 소리가 있어서 1/2로 하나 넣었거든
2017-11-26 20:14 Garalulu: 없애는게 좋으려나
2017-11-26 20:15 Fresh Chicken: 저건 일단 내가 전체적인 흐름을 보고 마지막에 말해주겟음
2017-11-26 20:15 Garalulu: 00:30:574 (30574|2) - 이거는
2017-11-26 20:15 Garalulu: 내가 드럼 롤이 나올 때 롱놋을 넣은 거거든
2017-11-26 20:15 Garalulu: 00:29:211 (29211|1) - 이런 사운드처럼
2017-11-26 20:15 Garalulu: 저 부분은 이전이랑 좀 달라서
2017-11-26 20:15 Garalulu: 저렇게 배치해놨어
2017-11-26 20:15 Fresh Chicken: 아하 ㅇㅋㅇㅋ
2017-11-26 20:16 Fresh Chicken: 아 이거 듣다가 정신병
2017-11-26 20:16 Fresh Chicken: 걸릴거같네 시벌ㅋㅋㅋ
2017-11-26 20:16 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:16 Garalulu: ㄹㅇ
2017-11-26 20:16 Garalulu: 과연 누가 플레이를 할것인가...
2017-11-26 20:18 Fresh Chicken: 01:07:665 (67665|0) - 이걸 4로,01:08:211 (68211|1) - 이걸 1로 옮기는편이 낫다고 생각, 01:02:483 - 이쪽은 롱놋과 단놋이 서로 양손을 쓰게 고루 분배되있는 반면 저 부분은 한손으로 롱잡 + 단놋을 모두 사용, 그렇기에 밸런스에 있어서 문제가 될수도 있음, 또 관계없는 노트를 옮기는 이유는
2017-11-26 20:18 Fresh Chicken: 1/1 잭을 두개 놓음으로써 의도가 분명하게 드러나기 위함, 또한 나의 주관
2017-11-26 20:19 Fresh Chicken: 01:15:574 - 동일
2017-11-26 20:20 Garalulu: 이 부분은 키아이라서
2017-11-26 20:20 Garalulu: 이지 파트 중 조금 어렵게 만들고 싶었음
2017-11-26 20:20 Garalulu: 그리고 비주얼상
2017-11-26 20:20 Garalulu: 굉장히 이뻐서
2017-11-26 20:20 Fresh Chicken: ㅇㅋ
2017-11-26 20:20 Garalulu: 난 저렇게 두고 싶어
2017-11-26 20:20 Garalulu: 호호
2017-11-26 20:20 Fresh Chicken: 일단 이지 끝
2017-11-26 20:20 Fresh Chicken: 저거 피니시는
2017-11-26 20:20 Fresh Chicken: 음
2017-11-26 20:21 Fresh Chicken: 괜찮다고생각함
2017-11-26 20:21 Garalulu: 오케오케
2017-11-26 20:21 Fresh Chicken: 개인적으로는 지우고싶지만 객관적으로는 ok
2017-11-26 20:22 Fresh Chicken: 노말 ㄱㄱ
2017-11-26 20:22 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:22 Fresh Chicken: 아티스트 이름이
2017-11-26 20:22 Fresh Chicken: 사라 길래
2017-11-26 20:22 Garalulu: ㄱㄱ
2017-11-26 20:22 Fresh Chicken: 사라라는 이름인줄알았더니
2017-11-26 20:22 Fresh Chicken: 한자보니까
2017-11-26 20:22 Fresh Chicken: 접시네
2017-11-26 20:22 Fresh Chicken: 시발ㅋㅋㅋ
2017-11-26 20:22 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:22 Garalulu: 나는 한자보고
2017-11-26 20:22 Garalulu: 피인줄~
2017-11-26 20:23 Fresh Chicken: 우리나라로는
2017-11-26 20:23 Fresh Chicken: 명이잖
2017-11-26 20:23 Fresh Chicken: 접시 명이였나
2017-11-26 20:23 Fresh Chicken: 여튼 명임
2017-11-26 20:23 Garalulu: :O
2017-11-26 20:23 Garalulu: 박학다식하다
2017-11-26 20:23 Fresh Chicken: 공부를 했잖아...
2017-11-26 20:24 Garalulu: 학원 짬이다
2017-11-26 20:24 Fresh Chicken: ㄹㅇ
2017-11-26 20:24 Fresh Chicken: 아 이거 노트북 진짜
2017-11-26 20:24 Fresh Chicken: 개병신이네 씨발
2017-11-26 20:25 Garalulu: ㅠㅠ
2017-11-26 20:25 Fresh Chicken: 참조하기 하면
2017-11-26 20:25 Fresh Chicken: 일시정지나 나가기같은 키가
2017-11-26 20:25 Fresh Chicken: 안먹힘ㅋㅋ
2017-11-26 20:26 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋ 아
2017-11-26 20:26 Garalulu: 나도 가끔 그럼
2017-11-26 20:26 Garalulu: 껐다켜봐
2017-11-26 20:26 Fresh Chicken: 이건 맨날그래 씨발
2017-11-26 20:26 Fresh Chicken: 아 이래서 이걸로
2017-11-26 20:26 Fresh Chicken: 모딩하기가싫ㅇ ㅓ시발
2017-11-26 20:26 Fresh Chicken: 00:27:574 - 여기 걍 두개두는거 어떰
2017-11-26 20:26 Garalulu: 흙흙
2017-11-26 20:27 Garalulu: 음 피니시 때문에?
2017-11-26 20:27 Fresh Chicken: 00:45:029 - 이지랑 동일, 피니시 힛사 미싱 수정 바람
2017-11-26 20:27 Fresh Chicken: ㅇㅇ
2017-11-26 20:27 Fresh Chicken: 아 뭐
2017-11-26 20:27 Fresh Chicken: 추가안해도되겠네
2017-11-26 20:27 Fresh Chicken: 00:53:756 - ^
2017-11-26 20:27 Garalulu: 오 저걸 못봤네 ㅅㅂ
2017-11-26 20:27 Garalulu: ㅋㅋㅋㅋㅋㅋ
2017-11-26 20:27 Garalulu: 일단 둘다 고침
2017-11-26 20:28 Garalulu: 저기는
2017-11-26 20:28 Fresh Chicken: 01:02:483 - 노말만 피니시 없음
2017-11-26 20:28 Garalulu: 피니시 없을껄?
2017-11-26 20:28 Fresh Chicken: 그런가
2017-11-26 20:28 Fresh Chicken: 뭐 여튼 알아서 ㅋㅋ
2017-11-26 20:28 Fresh Chicken: 1분2초는 실수명백한듯
2017-11-26 20:28 Garalulu: 어
2017-11-26 20:28 Garalulu: 이제보니 이상하네
2017-11-26 20:28 Garalulu: 뭐지 ㅋㅋㅋ
2017-11-26 20:28 Fresh Chicken: 하
2017-11-26 20:28 Fresh Chicken: 이래서 븐 되겠어~?~?~?~?~?~?~?
2017-11-26 20:28 Garalulu: ㅇㅋ 노말하드막난
2017-11-26 20:28 Garalulu: 다넣음
2017-11-26 20:28 Garalulu: 미안;;
2017-11-26 20:29 Garalulu: 븐 되면
2017-11-26 20:29 Garalulu: 힛사로 팝 하고 다녀야지
2017-11-26 20:29 Garalulu: 호호
2017-11-26 20:29 Fresh Chicken: 노말 끝
2017-11-26 20:29 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:29 Fresh Chicken: 난 팝 존나귀찮아서
2017-11-26 20:29 Fresh Chicken: 못해쳐먹겠음
2017-11-26 20:29 Garalulu: ㅇㄱㅇ~
2017-11-26 20:29 Fresh Chicken: 하드 ㄱ
2017-11-26 20:29 Garalulu: 그건 ㅇㅈ
2017-11-26 20:29 Garalulu: 팝 하려면
2017-11-26 20:29 Garalulu: 오지랖이 있어야해
2017-11-26 20:29 Garalulu: ㄱ
2017-11-26 20:29 Fresh Chicken: 노말 - 하드 - 인센 갭이 좀 크구만
2017-11-26 20:29 Fresh Chicken: 난 오123스에서는 오지랖 부린적 한번도없는거같은데
2017-11-26 20:29 Garalulu: 그렇지
2017-11-26 20:29 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:29 Garalulu: 어떤애는
2017-11-26 20:30 Garalulu: 매냐 븐도 아닌데 터뜨리잖어~
2017-11-26 20:30 Fresh Chicken: ㄹㅇ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2017-11-26 20:30 Garalulu: 하여튼 노말 하드 큰 만큼
2017-11-26 20:30 Garalulu: 하드 인센도 꽤 있음
2017-11-26 20:30 Garalulu: 그만큼
2017-11-26 20:30 Garalulu: 스프레드가 일정하네??????
2017-11-26 20:30 Garalulu: 호호
2017-11-26 20:30 Fresh Chicken: 일단 노말 하드가
2017-11-26 20:30 Fresh Chicken: 지리게 크고
2017-11-26 20:30 Fresh Chicken: 하드 인센도 좀 큰편
2017-11-26 20:30 Fresh Chicken: 크게 일정하잖아~~~~~~~~~~~~/
2017-11-26 20:30 Fresh Chicken: ?
2017-11-26 20:30 Fresh Chicken: 합격이야~~~~~~~~
2017-11-26 20:30 Garalulu: ㄹㅇㄹㅇㄹㅇ
2017-11-26 20:30 Garalulu: 합격이여~~~~~~~~~
2017-11-26 20:31 Fresh Chicken: 변속이
2017-11-26 20:31 Garalulu: 인센은
2017-11-26 20:31 Garalulu: 나도 S 못침
2017-11-26 20:31 Garalulu: ㅋㅋㅋ
2017-11-26 20:31 Fresh Chicken: 언스냅인거여 의도인거여
2017-11-26 20:31 Fresh Chicken: 시벌
2017-11-26 20:31 Garalulu: 언스냅 의도임
2017-11-26 20:31 Garalulu: 저거
2017-11-26 20:31 Garalulu: 계산한거라
2017-11-26 20:31 Garalulu: 무려 사칙연산 써가면서
2017-11-26 20:31 Garalulu: 계산했다구~~?
2017-11-26 20:31 Fresh Chicken: 나이스 칼큘레이션;;
2017-11-26 20:32 Garalulu: 덕분에
2017-11-26 20:32 Garalulu: 맵이 더 기묘해짐
2017-11-26 20:32 Garalulu: 정신병 생기겠다 이젠
2017-11-26 20:32 Fresh Chicken: 동탁보단 낫지 머 ㅅㅂ
2017-11-26 20:32 Garalulu: ㅋㅋㅋㅋㅋㅋ
2017-11-26 20:32 Garalulu: 에휴 다시는 4키 안만든다
2017-11-26 20:33 Garalulu: 랑크용으로
2017-11-26 20:33 Fresh Chicken: 아니;
2017-11-26 20:33 Fresh Chicken: 00:34:392 - ~ 00:35:211 - 여기는 1/4 드럼을 안넣은
2017-11-26 20:33 Fresh Chicken: 뭐 다른 의도가 있음?
2017-11-26 20:34 Garalulu: 100%로 들어봤을 때
2017-11-26 20:35 Garalulu: 다른 부분보다는 1/2 드럼만이 강조되있다고 생각해서
2017-11-26 20:35 Fresh Chicken: 00:34:733 - 여기는 확실히 들어있는듯 싶은데 혼자 넣기는 뭐 애매해서 빼거나 그런거임?
2017-11-26 20:35 Garalulu: 그리고 거기서 더 넣으면
2017-11-26 20:35 Garalulu: 너무 어려울 듯 해서 안넣음
2017-11-26 20:35 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:35 Fresh Chicken: ㅇㅋ
2017-11-26 20:36 Fresh Chicken: 00:40:392 - 변속있는게 낫지않겟음?
2017-11-26 20:37 Garalulu: 하드에서는 저거 안넣기로 했어
2017-11-26 20:37 Fresh Chicken: `어쨰서지...?
2017-11-26 20:37 Fresh Chicken: 감히 변속을 스킵해...?
2017-11-26 20:37 Fresh Chicken: 네녀석은 자격이없다!!!!!!!!!!!!!!!!!!!!!!!
2017-11-26 20:37 Garalulu: 으악
2017-11-26 20:37 Garalulu: D: D: D: D:
2017-11-26 20:37 Garalulu: 하드에서는 저런 류의 변속보단
2017-11-26 20:37 Garalulu: 툭툭 끊기는 그 부분만 표현했어
2017-11-26 20:37 Fresh Chicken: ㅇㅋㅇㅋ
2017-11-26 20:37 Fresh Chicken: 아 이거노래미치겠다
2017-11-26 20:37 Fresh Chicken: 집중안되
2017-11-26 20:38 Fresh Chicken: 00:56:074 (56074|3) - 얘만 모든 같은파트에 비해서 길이 다른데
2017-11-26 20:38 Fresh Chicken: 의도가 있나
2017-11-26 20:39 Garalulu: 00:55:938 - 여기랑 00:57:029 - 여기서부터 백그라운드로 호른? 소리가 나는데
2017-11-26 20:39 Garalulu: 내가 인센에서 구멍 롱놋을 만들기 위해서
2017-11-26 20:39 Garalulu: 이를 사용했다고 했더니
2017-11-26 20:39 Garalulu: 인센에서 여기 부분 롱놋 길이때문에 많은 토론을 나눴었거든
2017-11-26 20:39 Fresh Chicken: ㅇㅇ
2017-11-26 20:40 Garalulu: 그래서 일관성을 위해 00:55:938 - 00:56:483 - 여기서만 롱놋 길이를 길게 해라
2017-11-26 20:40 Garalulu: 라는 방향으로 결론이 나서
2017-11-26 20:40 Garalulu: 하드도 그렇게 고침
2017-11-26 20:40 Fresh Chicken: 저거 뭔가
2017-11-26 20:40 Fresh Chicken: 되게 어색한데
2017-11-26 20:40 Fresh Chicken: 음
2017-11-26 20:40 Garalulu: 00:54:438 (54438|0) - 랑 00:56:074 (56074|3) - 의 차이
2017-11-26 20:40 Fresh Chicken: 여튼 너는 그럼 유지하는걸로
2017-11-26 20:40 Fresh Chicken: 가고싶은거임?
2017-11-26 20:40 Garalulu: ㅇㅇ
2017-11-26 20:40 Fresh Chicken: ㅇㅇ
2017-11-26 20:40 Fresh Chicken: ㅇㅋ
2017-11-26 20:41 Fresh Chicken: 난 누구처럼 개시끼마냥
2017-11-26 20:41 Fresh Chicken: 물고늘어지지않아~
2017-11-26 20:41 Fresh Chicken: 매퍼가 그러고싶다면 그런거지 쉬뿰~
2017-11-26 20:41 Garalulu: ㅋㅋㅋ 아 그날의 악몽이..
2017-11-26 20:41 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:42 Fresh Chicken: 내가 보통같았으면
2017-11-26 20:42 Fresh Chicken: 지금 이미 인센까지체크하다고
2017-11-26 20:42 Fresh Chicken: 다하고
2017-11-26 20:42 Fresh Chicken: 퀄파줬을텐데
2017-11-26 20:42 Fresh Chicken: 리트가 체크한거라서
2017-11-26 20:42 Fresh Chicken: 존나 신뢰가 안감
2017-11-26 20:42 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:42 Garalulu: ㄹㅇ
2017-11-26 20:42 Garalulu: 그럴수있어
2017-11-26 20:42 Garalulu: 꼼꼼히 잘 봐주소
2017-11-26 20:42 Fresh Chicken: 하드 ㅇㅋ
2017-11-26 20:42 Fresh Chicken: 너무 꼼꼼히는
2017-11-26 20:43 Fresh Chicken: 기대하지말고
2017-11-26 20:43 Garalulu: ㅇㅋ
2017-11-26 20:43 Fresh Chicken: 나는 스피드모딩을 겸하기 떄문에
2017-11-26 20:43 Garalulu: 레츠고~~
2017-11-26 20:43 Fresh Chicken: 밸런스를 유지한다~
2017-11-26 20:43 Garalulu: 막난~
2017-11-26 20:43 Fresh Chicken: 이거배경
2017-11-26 20:43 Fresh Chicken: 진자 좆같네 ㅋㅋ
2017-11-26 20:43 Garalulu: 세카이의 밸런스 조정 ㄷㄷ
2017-11-26 20:43 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:43 Garalulu: 배경 ㅈ같지?
2017-11-26 20:43 Garalulu: 의도야~~
2017-11-26 20:43 Fresh Chicken: ㄹㅇ~~~
2017-11-26 20:43 Garalulu: 거의 현대미술
2017-11-26 20:43 Garalulu: 이것이 아트다
2017-11-26 20:43 Garalulu: 원래 이 노래도
2017-11-26 20:44 Garalulu: 태고 맵 퀄파된거 보고
2017-11-26 20:44 Garalulu: 어? 이거네? 하고 만들었거든
2017-11-26 20:44 Garalulu: 그래서 걔한테 mp3 좀 가져가겠습니다 하니까
2017-11-26 20:44 Garalulu: 배경도 만들어준다해서
2017-11-26 20:44 Garalulu: 덥석 넣었지
2017-11-26 20:44 Garalulu: 내 마음에 쏙 들어 배경 호호
2017-11-26 20:44 Fresh Chicken: 00:02:006 (2006|3,2074|2) - 이게 내가 처음 칠떄부터 좀 거슬렸던건데 00:01:529 (1529|3,1597|2,1802|3,1870|2) - 사실 이거 두개랑 별차이가 없는데 롱놋의 길이를 위아래 대칭한 의도가 필요
2017-11-26 20:44 Fresh Chicken: 저런...
2017-11-26 20:45 Garalulu: 빨간색 라인에 있는 소리를 1/2 길이로 만들었는데 그걸 유지하기 위해서 모양을 만들다보니
2017-11-26 20:45 Garalulu: 저렇게 되었음
2017-11-26 20:45 Fresh Chicken: 음
2017-11-26 20:45 Garalulu: 판정내기는 거지같긴 할듯
2017-11-26 20:46 Fresh Chicken: 챸 소리
2017-11-26 20:46 Fresh Chicken: 말하는거굼ㄴ
2017-11-26 20:46 Garalulu: ㅇㅇ
2017-11-26 20:46 Fresh Chicken: 00:05:347 (5347|1,5620|2) - 이것도 의도는 알겠는데
2017-11-26 20:46 Fresh Chicken: 이게 사실 플레이어들은
2017-11-26 20:46 Fresh Chicken: 강조되는 소리에 따라가기 마련임 보컬같이
2017-11-26 20:46 Fresh Chicken: 근데 아래에있는 강조가 안되는 하이햇에 1/4을 넣고
2017-11-26 20:47 Fresh Chicken: 보컬이 강조됨에도 불구하고 1/2롱놋으로 커버해버린다는건
2017-11-26 20:47 Fresh Chicken: 좀 어색하다는 의견
2017-11-26 20:47 Garalulu: 음 저 부분이 그러면
2017-11-26 20:47 Garalulu: 어떤 식으로 바뀌는 게 좋을까?
2017-11-26 20:49 Fresh Chicken: 나는 주관적으로 보컬쪽에만 단놋을 두는것을 추천, 너가 의도한 다른 소리랑 차별을 두기도 쉽고 (챸,칰 소리들을 모두 롱놋으로 따라감, 그런데 보컬은 단놋만 사용함으로써 강조 가능)표현하는데 있어서 크게 어색하다는 생각이 들지도 않음
2017-11-26 20:49 Garalulu: 내가 저기는 처음에 단놋으로 넣으려다가
2017-11-26 20:49 Garalulu: 보컬도 생각해서
2017-11-26 20:49 Garalulu: 저렇게 넣은거거든
2017-11-26 20:50 Garalulu: ㅇㅋㄷㅋ
2017-11-26 20:50 Garalulu: 단놋으로 바꿈
2017-11-26 20:50 Fresh Chicken: ㅇㅋ
2017-11-26 20:51 Garalulu: 00:07:392 - 00:07:938 - 여기는 http://osu.ppy.sh/ss/9627900 이런 식으로 바꿈
2017-11-26 20:52 Fresh Chicken: 00:25:870 (25870|0) - 얘는 음
2017-11-26 20:52 Fresh Chicken: 상당히 애매한데
2017-11-26 20:53 Fresh Chicken: 00:26:074 - 여기까지 이어지는 소리인데 저거보다 더 길게늘리면 존나 어색하고
2017-11-26 20:53 Fresh Chicken: 00:17:142 (17142|3) - 마찬가지
2017-11-26 20:53 Fresh Chicken: 음
2017-11-26 20:53 Fresh Chicken: 개선의 여지가 있다고 생각함?
2017-11-26 20:53 Garalulu: 근데 구조가
2017-11-26 20:53 Garalulu: 00:16:870 (16870|2,17142|3) -
2017-11-26 20:53 Garalulu: 이런식으로
2017-11-26 20:54 Garalulu: 앞에서도 동일하게 나왔기 때문에
2017-11-26 20:54 Garalulu: 플레이 할 때 지장은 없다고 봄
2017-11-26 20:54 Fresh Chicken: ㅇㅋ
2017-11-26 20:55 Fresh Chicken: 00:30:438 - 3개가아닌이유는 플레이어블? 오아 미스테이크?
2017-11-26 20:55 Fresh Chicken: 아 아니다
2017-11-26 20:55 Fresh Chicken: 킵해 걍 ㅋ
2017-11-26 20:55 Garalulu: ㅇㅋㄷㅋ
2017-11-26 20:57 Fresh Chicken: 00:49:120 - 차라리 https://osu.ppy.sh/ss/9627947이게 훨 나은듯
2017-11-26 20:58 Garalulu: 00:49:324 - 여기는 모르겠는데 00:50:415 - 여기는 있는듯 소리가
2017-11-26 20:59 Fresh Chicken: 둘다있으니
2017-11-26 20:59 Fresh Chicken: your choice
2017-11-26 20:59 Fresh Chicken: 나는 플레이어블에 중심을 맞춤
2017-11-26 21:02 Garalulu: 00:50:211 - 00:50:483 - 00:52:392 - 00:52:665 - 만 넣음
2017-11-26 21:02 Garalulu: 이후 구멍롱놋에도 적용 예정
2017-11-26 21:02 Fresh Chicken: 일단전체적으로는 이렇게 모딩이 끝남
2017-11-26 21:02 Fresh Chicken: ㅇㅋ
2017-11-26 21:02 Fresh Chicken: 질문읶음?
2017-11-26 21:03 Garalulu: ㅇㅋ 수정 완료 잠만
2017-11-26 21:04 Garalulu: 마지막으로
2017-11-26 21:04 Garalulu: 힛사 확인 좀 하고
2017-11-26 21:04 Fresh Chicken: ㅇㅇ
2017-11-26 21:07 Fresh Chicken: 다되면 디코 멘션좀
2017-11-26 21:07 Fresh Chicken: 나가야겟다
Topic Starter
Garalulu

Fresh Chicken wrote:

We've fixed some of missing hitsound, pattern for playable, etc
Noodle + SVs = 100 for me

let's try to rank something different map like this!
IRC
2017-11-26 20:11 Fresh Chicken: 오케
2017-11-26 20:11 Fresh Chicken: 됬다
2017-11-26 20:12 Garalulu: 호호
2017-11-26 20:12 Fresh Chicken: ez부터 보1지.
2017-11-26 20:12 Garalulu: :O
2017-11-26 20:12 Fresh Chicken: 00:09:574 (9574|3,9847|3) - 이걸 1로,00:10:120 (10120|1) - 이걸 4로 옮기는건
2017-11-26 20:12 Fresh Chicken: 어찌 생각함
2017-11-26 20:13 Fresh Chicken: 더 치기 편하기도 하고
2017-11-26 20:13 Fresh Chicken: 뭐 내 주관도 약간 있음
2017-11-26 20:13 Garalulu: 음 더 깔끔하네
2017-11-26 20:13 Garalulu: ㅇㅋ
2017-11-26 20:14 Garalulu: 이지에서 내 고민은
2017-11-26 20:14 Fresh Chicken: 00:30:574 (30574|2) - 여기가 아니라 00:30:302 (30302|0) - 여기여야한다는 의견,00:27:574 (27574|1,27847|0,28120|2,28392|1) - / 00:28:665 (28665|2,28938|3,29211|1,29483|2) - 참조
2017-11-26 20:14 Fresh Chicken: ㅇㅇ 말해
2017-11-26 20:14 Garalulu: 내가 전체적으로 1/1만 넣었는데
2017-11-26 20:14 Garalulu: 00:35:892 (35892|0) - 여기 피니시 소리가 있어서 1/2로 하나 넣었거든
2017-11-26 20:14 Garalulu: 없애는게 좋으려나
2017-11-26 20:15 Fresh Chicken: 저건 일단 내가 전체적인 흐름을 보고 마지막에 말해주겟음
2017-11-26 20:15 Garalulu: 00:30:574 (30574|2) - 이거는
2017-11-26 20:15 Garalulu: 내가 드럼 롤이 나올 때 롱놋을 넣은 거거든
2017-11-26 20:15 Garalulu: 00:29:211 (29211|1) - 이런 사운드처럼
2017-11-26 20:15 Garalulu: 저 부분은 이전이랑 좀 달라서
2017-11-26 20:15 Garalulu: 저렇게 배치해놨어
2017-11-26 20:15 Fresh Chicken: 아하 ㅇㅋㅇㅋ
2017-11-26 20:16 Fresh Chicken: 아 이거 듣다가 정신병
2017-11-26 20:16 Fresh Chicken: 걸릴거같네 시벌ㅋㅋㅋ
2017-11-26 20:16 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:16 Garalulu: ㄹㅇ
2017-11-26 20:16 Garalulu: 과연 누가 플레이를 할것인가...
2017-11-26 20:18 Fresh Chicken: 01:07:665 (67665|0) - 이걸 4로,01:08:211 (68211|1) - 이걸 1로 옮기는편이 낫다고 생각, 01:02:483 - 이쪽은 롱놋과 단놋이 서로 양손을 쓰게 고루 분배되있는 반면 저 부분은 한손으로 롱잡 + 단놋을 모두 사용, 그렇기에 밸런스에 있어서 문제가 될수도 있음, 또 관계없는 노트를 옮기는 이유는
2017-11-26 20:18 Fresh Chicken: 1/1 잭을 두개 놓음으로써 의도가 분명하게 드러나기 위함, 또한 나의 주관
2017-11-26 20:19 Fresh Chicken: 01:15:574 - 동일
2017-11-26 20:20 Garalulu: 이 부분은 키아이라서
2017-11-26 20:20 Garalulu: 이지 파트 중 조금 어렵게 만들고 싶었음
2017-11-26 20:20 Garalulu: 그리고 비주얼상
2017-11-26 20:20 Garalulu: 굉장히 이뻐서
2017-11-26 20:20 Fresh Chicken: ㅇㅋ
2017-11-26 20:20 Garalulu: 난 저렇게 두고 싶어
2017-11-26 20:20 Garalulu: 호호
2017-11-26 20:20 Fresh Chicken: 일단 이지 끝
2017-11-26 20:20 Fresh Chicken: 저거 피니시는
2017-11-26 20:20 Fresh Chicken: 음
2017-11-26 20:21 Fresh Chicken: 괜찮다고생각함
2017-11-26 20:21 Garalulu: 오케오케
2017-11-26 20:21 Fresh Chicken: 개인적으로는 지우고싶지만 객관적으로는 ok
2017-11-26 20:22 Fresh Chicken: 노말 ㄱㄱ
2017-11-26 20:22 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:22 Fresh Chicken: 아티스트 이름이
2017-11-26 20:22 Fresh Chicken: 사라 길래
2017-11-26 20:22 Garalulu: ㄱㄱ
2017-11-26 20:22 Fresh Chicken: 사라라는 이름인줄알았더니
2017-11-26 20:22 Fresh Chicken: 한자보니까
2017-11-26 20:22 Fresh Chicken: 접시네
2017-11-26 20:22 Fresh Chicken: 시발ㅋㅋㅋ
2017-11-26 20:22 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:22 Garalulu: 나는 한자보고
2017-11-26 20:22 Garalulu: 피인줄~
2017-11-26 20:23 Fresh Chicken: 우리나라로는
2017-11-26 20:23 Fresh Chicken: 명이잖
2017-11-26 20:23 Fresh Chicken: 접시 명이였나
2017-11-26 20:23 Fresh Chicken: 여튼 명임
2017-11-26 20:23 Garalulu: :O
2017-11-26 20:23 Garalulu: 박학다식하다
2017-11-26 20:23 Fresh Chicken: 공부를 했잖아...
2017-11-26 20:24 Garalulu: 학원 짬이다
2017-11-26 20:24 Fresh Chicken: ㄹㅇ
2017-11-26 20:24 Fresh Chicken: 아 이거 노트북 진짜
2017-11-26 20:24 Fresh Chicken: 개병신이네 씨발
2017-11-26 20:25 Garalulu: ㅠㅠ
2017-11-26 20:25 Fresh Chicken: 참조하기 하면
2017-11-26 20:25 Fresh Chicken: 일시정지나 나가기같은 키가
2017-11-26 20:25 Fresh Chicken: 안먹힘ㅋㅋ
2017-11-26 20:26 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋ 아
2017-11-26 20:26 Garalulu: 나도 가끔 그럼
2017-11-26 20:26 Garalulu: 껐다켜봐
2017-11-26 20:26 Fresh Chicken: 이건 맨날그래 씨발
2017-11-26 20:26 Fresh Chicken: 아 이래서 이걸로
2017-11-26 20:26 Fresh Chicken: 모딩하기가싫ㅇ ㅓ시발
2017-11-26 20:26 Fresh Chicken: 00:27:574 - 여기 걍 두개두는거 어떰
2017-11-26 20:26 Garalulu: 흙흙
2017-11-26 20:27 Garalulu: 음 피니시 때문에?
2017-11-26 20:27 Fresh Chicken: 00:45:029 - 이지랑 동일, 피니시 힛사 미싱 수정 바람
2017-11-26 20:27 Fresh Chicken: ㅇㅇ
2017-11-26 20:27 Fresh Chicken: 아 뭐
2017-11-26 20:27 Fresh Chicken: 추가안해도되겠네
2017-11-26 20:27 Fresh Chicken: 00:53:756 - ^
2017-11-26 20:27 Garalulu: 오 저걸 못봤네 ㅅㅂ
2017-11-26 20:27 Garalulu: ㅋㅋㅋㅋㅋㅋ
2017-11-26 20:27 Garalulu: 일단 둘다 고침
2017-11-26 20:28 Garalulu: 저기는
2017-11-26 20:28 Fresh Chicken: 01:02:483 - 노말만 피니시 없음
2017-11-26 20:28 Garalulu: 피니시 없을껄?
2017-11-26 20:28 Fresh Chicken: 그런가
2017-11-26 20:28 Fresh Chicken: 뭐 여튼 알아서 ㅋㅋ
2017-11-26 20:28 Fresh Chicken: 1분2초는 실수명백한듯
2017-11-26 20:28 Garalulu: 어
2017-11-26 20:28 Garalulu: 이제보니 이상하네
2017-11-26 20:28 Garalulu: 뭐지 ㅋㅋㅋ
2017-11-26 20:28 Fresh Chicken: 하
2017-11-26 20:28 Fresh Chicken: 이래서 븐 되겠어~?~?~?~?~?~?~?
2017-11-26 20:28 Garalulu: ㅇㅋ 노말하드막난
2017-11-26 20:28 Garalulu: 다넣음
2017-11-26 20:28 Garalulu: 미안;;
2017-11-26 20:29 Garalulu: 븐 되면
2017-11-26 20:29 Garalulu: 힛사로 팝 하고 다녀야지
2017-11-26 20:29 Garalulu: 호호
2017-11-26 20:29 Fresh Chicken: 노말 끝
2017-11-26 20:29 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:29 Fresh Chicken: 난 팝 존나귀찮아서
2017-11-26 20:29 Fresh Chicken: 못해쳐먹겠음
2017-11-26 20:29 Garalulu: ㅇㄱㅇ~
2017-11-26 20:29 Fresh Chicken: 하드 ㄱ
2017-11-26 20:29 Garalulu: 그건 ㅇㅈ
2017-11-26 20:29 Garalulu: 팝 하려면
2017-11-26 20:29 Garalulu: 오지랖이 있어야해
2017-11-26 20:29 Garalulu: ㄱ
2017-11-26 20:29 Fresh Chicken: 노말 - 하드 - 인센 갭이 좀 크구만
2017-11-26 20:29 Fresh Chicken: 난 오123스에서는 오지랖 부린적 한번도없는거같은데
2017-11-26 20:29 Garalulu: 그렇지
2017-11-26 20:29 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:29 Garalulu: 어떤애는
2017-11-26 20:30 Garalulu: 매냐 븐도 아닌데 터뜨리잖어~
2017-11-26 20:30 Fresh Chicken: ㄹㅇ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2017-11-26 20:30 Garalulu: 하여튼 노말 하드 큰 만큼
2017-11-26 20:30 Garalulu: 하드 인센도 꽤 있음
2017-11-26 20:30 Garalulu: 그만큼
2017-11-26 20:30 Garalulu: 스프레드가 일정하네??????
2017-11-26 20:30 Garalulu: 호호
2017-11-26 20:30 Fresh Chicken: 일단 노말 하드가
2017-11-26 20:30 Fresh Chicken: 지리게 크고
2017-11-26 20:30 Fresh Chicken: 하드 인센도 좀 큰편
2017-11-26 20:30 Fresh Chicken: 크게 일정하잖아~~~~~~~~~~~~/
2017-11-26 20:30 Fresh Chicken: ?
2017-11-26 20:30 Fresh Chicken: 합격이야~~~~~~~~
2017-11-26 20:30 Garalulu: ㄹㅇㄹㅇㄹㅇ
2017-11-26 20:30 Garalulu: 합격이여~~~~~~~~~
2017-11-26 20:31 Fresh Chicken: 변속이
2017-11-26 20:31 Garalulu: 인센은
2017-11-26 20:31 Garalulu: 나도 S 못침
2017-11-26 20:31 Garalulu: ㅋㅋㅋ
2017-11-26 20:31 Fresh Chicken: 언스냅인거여 의도인거여
2017-11-26 20:31 Fresh Chicken: 시벌
2017-11-26 20:31 Garalulu: 언스냅 의도임
2017-11-26 20:31 Garalulu: 저거
2017-11-26 20:31 Garalulu: 계산한거라
2017-11-26 20:31 Garalulu: 무려 사칙연산 써가면서
2017-11-26 20:31 Garalulu: 계산했다구~~?
2017-11-26 20:31 Fresh Chicken: 나이스 칼큘레이션;;
2017-11-26 20:32 Garalulu: 덕분에
2017-11-26 20:32 Garalulu: 맵이 더 기묘해짐
2017-11-26 20:32 Garalulu: 정신병 생기겠다 이젠
2017-11-26 20:32 Fresh Chicken: 동탁보단 낫지 머 ㅅㅂ
2017-11-26 20:32 Garalulu: ㅋㅋㅋㅋㅋㅋ
2017-11-26 20:32 Garalulu: 에휴 다시는 4키 안만든다
2017-11-26 20:33 Garalulu: 랑크용으로
2017-11-26 20:33 Fresh Chicken: 아니;
2017-11-26 20:33 Fresh Chicken: 00:34:392 - ~ 00:35:211 - 여기는 1/4 드럼을 안넣은
2017-11-26 20:33 Fresh Chicken: 뭐 다른 의도가 있음?
2017-11-26 20:34 Garalulu: 100%로 들어봤을 때
2017-11-26 20:35 Garalulu: 다른 부분보다는 1/2 드럼만이 강조되있다고 생각해서
2017-11-26 20:35 Fresh Chicken: 00:34:733 - 여기는 확실히 들어있는듯 싶은데 혼자 넣기는 뭐 애매해서 빼거나 그런거임?
2017-11-26 20:35 Garalulu: 그리고 거기서 더 넣으면
2017-11-26 20:35 Garalulu: 너무 어려울 듯 해서 안넣음
2017-11-26 20:35 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:35 Fresh Chicken: ㅇㅋ
2017-11-26 20:36 Fresh Chicken: 00:40:392 - 변속있는게 낫지않겟음?
2017-11-26 20:37 Garalulu: 하드에서는 저거 안넣기로 했어
2017-11-26 20:37 Fresh Chicken: `어쨰서지...?
2017-11-26 20:37 Fresh Chicken: 감히 변속을 스킵해...?
2017-11-26 20:37 Fresh Chicken: 네녀석은 자격이없다!!!!!!!!!!!!!!!!!!!!!!!
2017-11-26 20:37 Garalulu: 으악
2017-11-26 20:37 Garalulu: D: D: D: D:
2017-11-26 20:37 Garalulu: 하드에서는 저런 류의 변속보단
2017-11-26 20:37 Garalulu: 툭툭 끊기는 그 부분만 표현했어
2017-11-26 20:37 Fresh Chicken: ㅇㅋㅇㅋ
2017-11-26 20:37 Fresh Chicken: 아 이거노래미치겠다
2017-11-26 20:37 Fresh Chicken: 집중안되
2017-11-26 20:38 Fresh Chicken: 00:56:074 (56074|3) - 얘만 모든 같은파트에 비해서 길이 다른데
2017-11-26 20:38 Fresh Chicken: 의도가 있나
2017-11-26 20:39 Garalulu: 00:55:938 - 여기랑 00:57:029 - 여기서부터 백그라운드로 호른? 소리가 나는데
2017-11-26 20:39 Garalulu: 내가 인센에서 구멍 롱놋을 만들기 위해서
2017-11-26 20:39 Garalulu: 이를 사용했다고 했더니
2017-11-26 20:39 Garalulu: 인센에서 여기 부분 롱놋 길이때문에 많은 토론을 나눴었거든
2017-11-26 20:39 Fresh Chicken: ㅇㅇ
2017-11-26 20:40 Garalulu: 그래서 일관성을 위해 00:55:938 - 00:56:483 - 여기서만 롱놋 길이를 길게 해라
2017-11-26 20:40 Garalulu: 라는 방향으로 결론이 나서
2017-11-26 20:40 Garalulu: 하드도 그렇게 고침
2017-11-26 20:40 Fresh Chicken: 저거 뭔가
2017-11-26 20:40 Fresh Chicken: 되게 어색한데
2017-11-26 20:40 Fresh Chicken: 음
2017-11-26 20:40 Garalulu: 00:54:438 (54438|0) - 랑 00:56:074 (56074|3) - 의 차이
2017-11-26 20:40 Fresh Chicken: 여튼 너는 그럼 유지하는걸로
2017-11-26 20:40 Fresh Chicken: 가고싶은거임?
2017-11-26 20:40 Garalulu: ㅇㅇ
2017-11-26 20:40 Fresh Chicken: ㅇㅇ
2017-11-26 20:40 Fresh Chicken: ㅇㅋ
2017-11-26 20:41 Fresh Chicken: 난 누구처럼 개시끼마냥
2017-11-26 20:41 Fresh Chicken: 물고늘어지지않아~
2017-11-26 20:41 Fresh Chicken: 매퍼가 그러고싶다면 그런거지 쉬뿰~
2017-11-26 20:41 Garalulu: ㅋㅋㅋ 아 그날의 악몽이..
2017-11-26 20:41 Fresh Chicken: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:42 Fresh Chicken: 내가 보통같았으면
2017-11-26 20:42 Fresh Chicken: 지금 이미 인센까지체크하다고
2017-11-26 20:42 Fresh Chicken: 다하고
2017-11-26 20:42 Fresh Chicken: 퀄파줬을텐데
2017-11-26 20:42 Fresh Chicken: 리트가 체크한거라서
2017-11-26 20:42 Fresh Chicken: 존나 신뢰가 안감
2017-11-26 20:42 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:42 Garalulu: ㄹㅇ
2017-11-26 20:42 Garalulu: 그럴수있어
2017-11-26 20:42 Garalulu: 꼼꼼히 잘 봐주소
2017-11-26 20:42 Fresh Chicken: 하드 ㅇㅋ
2017-11-26 20:42 Fresh Chicken: 너무 꼼꼼히는
2017-11-26 20:43 Fresh Chicken: 기대하지말고
2017-11-26 20:43 Garalulu: ㅇㅋ
2017-11-26 20:43 Fresh Chicken: 나는 스피드모딩을 겸하기 떄문에
2017-11-26 20:43 Garalulu: 레츠고~~
2017-11-26 20:43 Fresh Chicken: 밸런스를 유지한다~
2017-11-26 20:43 Garalulu: 막난~
2017-11-26 20:43 Fresh Chicken: 이거배경
2017-11-26 20:43 Fresh Chicken: 진자 좆같네 ㅋㅋ
2017-11-26 20:43 Garalulu: 세카이의 밸런스 조정 ㄷㄷ
2017-11-26 20:43 Garalulu: ㅋㅋㅋㅋㅋㅋㅋㅋㅋ
2017-11-26 20:43 Garalulu: 배경 ㅈ같지?
2017-11-26 20:43 Garalulu: 의도야~~
2017-11-26 20:43 Fresh Chicken: ㄹㅇ~~~
2017-11-26 20:43 Garalulu: 거의 현대미술
2017-11-26 20:43 Garalulu: 이것이 아트다
2017-11-26 20:43 Garalulu: 원래 이 노래도
2017-11-26 20:44 Garalulu: 태고 맵 퀄파된거 보고
2017-11-26 20:44 Garalulu: 어? 이거네? 하고 만들었거든
2017-11-26 20:44 Garalulu: 그래서 걔한테 mp3 좀 가져가겠습니다 하니까
2017-11-26 20:44 Garalulu: 배경도 만들어준다해서
2017-11-26 20:44 Garalulu: 덥석 넣었지
2017-11-26 20:44 Garalulu: 내 마음에 쏙 들어 배경 호호
2017-11-26 20:44 Fresh Chicken: 00:02:006 (2006|3,2074|2) - 이게 내가 처음 칠떄부터 좀 거슬렸던건데 00:01:529 (1529|3,1597|2,1802|3,1870|2) - 사실 이거 두개랑 별차이가 없는데 롱놋의 길이를 위아래 대칭한 의도가 필요
2017-11-26 20:44 Fresh Chicken: 저런...
2017-11-26 20:45 Garalulu: 빨간색 라인에 있는 소리를 1/2 길이로 만들었는데 그걸 유지하기 위해서 모양을 만들다보니
2017-11-26 20:45 Garalulu: 저렇게 되었음
2017-11-26 20:45 Fresh Chicken: 음
2017-11-26 20:45 Garalulu: 판정내기는 거지같긴 할듯
2017-11-26 20:46 Fresh Chicken: 챸 소리
2017-11-26 20:46 Fresh Chicken: 말하는거굼ㄴ
2017-11-26 20:46 Garalulu: ㅇㅇ
2017-11-26 20:46 Fresh Chicken: 00:05:347 (5347|1,5620|2) - 이것도 의도는 알겠는데
2017-11-26 20:46 Fresh Chicken: 이게 사실 플레이어들은
2017-11-26 20:46 Fresh Chicken: 강조되는 소리에 따라가기 마련임 보컬같이
2017-11-26 20:46 Fresh Chicken: 근데 아래에있는 강조가 안되는 하이햇에 1/4을 넣고
2017-11-26 20:47 Fresh Chicken: 보컬이 강조됨에도 불구하고 1/2롱놋으로 커버해버린다는건
2017-11-26 20:47 Fresh Chicken: 좀 어색하다는 의견
2017-11-26 20:47 Garalulu: 음 저 부분이 그러면
2017-11-26 20:47 Garalulu: 어떤 식으로 바뀌는 게 좋을까?
2017-11-26 20:49 Fresh Chicken: 나는 주관적으로 보컬쪽에만 단놋을 두는것을 추천, 너가 의도한 다른 소리랑 차별을 두기도 쉽고 (챸,칰 소리들을 모두 롱놋으로 따라감, 그런데 보컬은 단놋만 사용함으로써 강조 가능)표현하는데 있어서 크게 어색하다는 생각이 들지도 않음
2017-11-26 20:49 Garalulu: 내가 저기는 처음에 단놋으로 넣으려다가
2017-11-26 20:49 Garalulu: 보컬도 생각해서
2017-11-26 20:49 Garalulu: 저렇게 넣은거거든
2017-11-26 20:50 Garalulu: ㅇㅋㄷㅋ
2017-11-26 20:50 Garalulu: 단놋으로 바꿈
2017-11-26 20:50 Fresh Chicken: ㅇㅋ
2017-11-26 20:51 Garalulu: 00:07:392 - 00:07:938 - 여기는 http://osu.ppy.sh/ss/9627900 이런 식으로 바꿈
2017-11-26 20:52 Fresh Chicken: 00:25:870 (25870|0) - 얘는 음
2017-11-26 20:52 Fresh Chicken: 상당히 애매한데
2017-11-26 20:53 Fresh Chicken: 00:26:074 - 여기까지 이어지는 소리인데 저거보다 더 길게늘리면 존나 어색하고
2017-11-26 20:53 Fresh Chicken: 00:17:142 (17142|3) - 마찬가지
2017-11-26 20:53 Fresh Chicken: 음
2017-11-26 20:53 Fresh Chicken: 개선의 여지가 있다고 생각함?
2017-11-26 20:53 Garalulu: 근데 구조가
2017-11-26 20:53 Garalulu: 00:16:870 (16870|2,17142|3) -
2017-11-26 20:53 Garalulu: 이런식으로
2017-11-26 20:54 Garalulu: 앞에서도 동일하게 나왔기 때문에
2017-11-26 20:54 Garalulu: 플레이 할 때 지장은 없다고 봄
2017-11-26 20:54 Fresh Chicken: ㅇㅋ
2017-11-26 20:55 Fresh Chicken: 00:30:438 - 3개가아닌이유는 플레이어블? 오아 미스테이크?
2017-11-26 20:55 Fresh Chicken: 아 아니다
2017-11-26 20:55 Fresh Chicken: 킵해 걍 ㅋ
2017-11-26 20:55 Garalulu: ㅇㅋㄷㅋ
2017-11-26 20:57 Fresh Chicken: 00:49:120 - 차라리 https://osu.ppy.sh/ss/9627947이게 훨 나은듯
2017-11-26 20:58 Garalulu: 00:49:324 - 여기는 모르겠는데 00:50:415 - 여기는 있는듯 소리가
2017-11-26 20:59 Fresh Chicken: 둘다있으니
2017-11-26 20:59 Fresh Chicken: your choice
2017-11-26 20:59 Fresh Chicken: 나는 플레이어블에 중심을 맞춤
2017-11-26 21:02 Garalulu: 00:50:211 - 00:50:483 - 00:52:392 - 00:52:665 - 만 넣음
2017-11-26 21:02 Garalulu: 이후 구멍롱놋에도 적용 예정
2017-11-26 21:02 Fresh Chicken: 일단전체적으로는 이렇게 모딩이 끝남
2017-11-26 21:02 Fresh Chicken: ㅇㅋ
2017-11-26 21:02 Fresh Chicken: 질문읶음?
2017-11-26 21:03 Garalulu: ㅇㅋ 수정 완료 잠만
2017-11-26 21:04 Garalulu: 마지막으로
2017-11-26 21:04 Garalulu: 힛사 확인 좀 하고
2017-11-26 21:04 Fresh Chicken: ㅇㅇ
2017-11-26 21:07 Fresh Chicken: 다되면 디코 멘션좀
2017-11-26 21:07 Fresh Chicken: 나가야겟다
Thx for heart :3 :3 :3 :3
Crumpey
Grats on the qualify
eyes

CrumpetFiddler wrote:

Grats on the qualify
Litharrale

eyes wrote:

CrumpetFiddler wrote:

Grats on the qualify
Mat
Who cares about lower diffs anyway the more ranked maps the better quantity over quality /o/
Mat
GZ on qualify tho fun last diff and GL with ranked
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