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Suzuki Konomi - Blow out

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Topic Starter
Rizia
Monstrata
We fixed the hitsound cuz even tho it was not 0% volume at the beginning, it was still basically inaudible.

Bubbled!
Djulus
Hoyl
Yogurtt
ayyyy almost there boys
cedar
dude wat (probably no kds)
Nold's diff

SPOILER
00:22:338 (1,2,3,4,5,6,7) - what is any of this even mapped to
00:28:276 (1,2) - you don't use any jumps this big in the chorus, but I mean, sure, yeah, just throw them in at some random point in the verse
00:30:776 (1,1,1,1,1,1,1,1,1,1,1,1) - there are at least audible drums for this part, but why 1/8 sliders, drums definitely don't have any implication of a held sound
00:33:745 (1,2,3) - random uncomfortable flow when nothing in the song implies discomfort
00:42:182 (1,2,1,2,1) - actual fullscreen jumps. y tho. also, why kicksliders?
00:52:182 (1,2,3,1,2) - again, why kicksliders? not to mention the fact that this pattern is really small. if you're using fullscreen jumps at random shit, shouldn't you be using fullscreen jumps for the buildup to the chorus?
00:54:370 (2,3,4) - mapped to???
00:55:151 (2,3,1) - ^
00:55:776 (1,2,3) - ^
00:56:245 (2,3,4) - ^
00:57:182 (1,2,1,2,1,2) - kicksliders? and I think I've sufficiently covered my issues with spacing by now
00:58:588 (1,2,3,4,5,6) - not mapped to anything. not to mention the fact that you put the corner on a weak beat
00:59:526 (2,3,4) - more overmapping
no point in modding the rest, this covers every basic issue, but, I mean, why? you're a good mapper, you know all this shit already, why would you make a map that doesn't follow the music at all?
even with all the basic issues tho, still better than a lot of ranked maps. imo, ranking this as is would a step in the wrong direction for the ranked section, but I think that's too far gone anyway. ecks dee.

(edit: forgot to mention which diff)
Ulysses
Hello burntceder. Thank you for your mod. I am very sorry that I am now unable to change anything. However, I would like to address that my mapping style may not necessarily follow exact sounds in the song so mechanically, the way in which I map is nonetheless to use objects as means to create a vibe that fits the song.
cedar

nold_1702 wrote:

I would like to address that my mapping style may not necessarily follow exact sounds in the song so mechanically, the way in which I map is nonetheless to use objects as means to create a vibe that fits the song.
"It's my style"
that, and the fact that overmapping on this level is really not something that should be pushed towards rank, aside, that doesn't explain why you put larger jumps in a non intense section of a song than in the chorus...

anyway, I should apologize, I didn't know a single bubble made you incapable of updating. I hope what I said didn't come across as spiteful, you've made some of my favorite maps, and are a cool guy in general, so I hope we're still on good terms.
Ulysses
Hello burntceder, thank you for your response. It was not the bubble that made me unable to make changes in the diff, but the fact that I have no computer with me and the internet here is awful that it has taken me 15 mins to go onto this site alone. I would need Rezia's assistance, once again, to judge if changes should be made upon your mod. Thank you again for your mod and your support.
Ascendance
Nold replies are so cute
Topic Starter
Rizia
xixi
Depths
Yogurtt
:x
Topic Starter
Rizia
-Atri-
柚!
Left
make me nominator and i'll qf this
Yogurtt
make me nominator and i'll qf this
Topic Starter
Rizia
plz
Skystar
yuzu
_handholding

Left wrote:

make me nominator and i'll qf this
pavpab
Go ahead ;w;
-Atri-

Yogurtt wrote:

make me nominator and i'll qf this
Ulysses

Kisses wrote:

Left wrote:

make me nominator and i'll qf this
You are a BN.
nextplay
hi
Modding assistant shows that those 2 hitsounds have a delay
normal-hitfinish65.wav
normal-hitfinish70.wav

fix them
gl

(no kds)
Shiguma
Anyone have nold's old version?

k someone sent me
Cris-
Ranked when? zzz
Hollow Delta
Do you not have a qualifying bn? pm me if I may take a look
Hollow Delta
Apparently you don't so have a nm

red is reason for pop

General
  1. normal-hitclap75.wav if you look in audacity has a delay of about .003s. It's technically acceptable because it's not a delay of 0.005s but I think it'd still make the hitsound provide more accurate feedback.
  2. normal-hitfinish65.wav has a delay of about .03s which is actually unrankable, so you'll have to cut it down to at least 0.005s for it to be rankable.
  3. normal-hitfinish72.wav has a delay of about .003s which could be cut shorter while you deal with hitfinish65
  4. gap in AR from Normal to Hard is kind of large in comparison to Easy to Normal, Try ar6 for Normal?
Hard
  1. 00:16:870 (1,2,3,4) - I feel this rhythm might come as a shock because 00:16:713 - sounds similar to 00:15:463 (1) - which had a click, so having the emphasis on 00:16:870 (1) - when it was empty at the previous occurrence would be surprising. https://puu.sh/zJ9a6/2547082acd.png I feel this variation fits better
  2. 00:25:463 (4) - Interesting, I've never seen anything like this but it works xp
  3. 01:20:463 - Similar to above https://puu.sh/zJa2F/b451ed806b.png
Normal and Easy looked okay. I'm gonna need more time to look at the upper diffs but for now try to resolve this stuff xp
MaridiuS

Bubblun wrote:

Apparently you don't so have a nm

red is reason for pop

General
  1. normal-hitclap75.wav if you look in audacity has a delay of about .003ms. It's technically acceptable because it's not a delay of 0.005ms but I think it'd still make the hitsound provide more accurate feedback.
  2. normal-hitfinish65.wav has a delay of about .03ms which is actually unrankable, so you'll have to cut it down to at least 0.005ms for it to be rankable.
  3. normal-hitfinish72.wav has a delay of about .003ms which could be cut shorter while you deal with hitfinish65
  4. gap in AR from Normal to Hard is kind of large in comparison to Easy to Normal, Try ar6 for Normal?
Hard
[*]00:16:870 (1,2,3,4) - I feel this rhythm might come as a shock because 00:16:713 - sounds similar to 00:15:463 (1) - which had a click, so having the emphasis on 00:16:870 (1) - when it was empty at the previous occurrence would be surprising. https://puu.sh/zJ9a6/2547082acd.png I feel this variation fits better
[*]00:25:463 (4) - Interesting, I've never seen anything like this but it works xp
[*]01:20:463 - Similar to above https://puu.sh/zJa2F/b451ed806b.png

Normal and Easy looked okay. I'm gonna need more time to look at the upper diffs but for now try to resolve this stuff xp
Rip formatting and rip editing lmao
UndeadCapulet
he meant .005s or 5ms but yes it was delayed ^^'
Hollow Delta
fixed format and ms / s mistake

sorry xDD
Ulysses
I am terribly sorry that I cannot fix the hitsounds. I cannot run osu on my mac (and thus cannot open osz files). May Rizia fix them for me please?
Topic Starter
Rizia
fixed hard stufff and the unrankable delay hitsoound stufff~~
Hollow Delta
part 2 of mod (no kd)

I tried test playing the top diff w and w/out HD. Offset feels a bit late (By about 3-5ms) that might be too minor to really mean anything but to be safe do you have any other acc players to test the map with? These are my results https://puu.sh/zKqGN/afbc5af8fb.png (Bottom two plays are with no offset, top is with +6 offset)

xxdeath's Insane
  1. 00:17:182 (3,4,5,6) - I feel this rhythm might come as a shock because it sounds similar to 00:15:932 (2) - yet has 2 distinct clicks which I feel would be surprising to play. https://puu.sh/zKpmD/58f99a5946.png I think this variation would play more intuitively
  2. 00:19:995 (5,6,7) - Personal suggestion, I think it would be more interesting to map these as kick sliders. These beats feel more intense and sharper than 00:12:338 (3,4,5,6) - so I feel it fits xp
VINXIS's Insane (don't need the "s" after the ' might wanna fix that grammar xp)
  1. 00:12:495 (1,2,3) - I think the spacing is surprisingly large because this part in the song feels similar to 00:10:932 (2,3,4) - which shares the same 'points of click' yet has about half the spacing of the next occurrence. I feel a pattern like https://puu.sh/zL3e9/84c74f1154.jpg would play more consistently.
  2. 00:19:995 (5,6,7) - I feel this play underwhelmingly as they share a similar motion to 00:13:432 (2,3,4) - which is less intense, yet they share similar flow as if they're equal. I think if you give this pattern a rougher angle like 00:27:807 (4,5,1,2) - It'd wouldn't feel as underwhelming.
Chloe's Extra
  1. 00:28:901 (5) - I feel the slider might come as a shock because the beat it's snapped to doesn't sound as intense as 00:28:432 (2,3,4) - I think https://puu.sh/zL4xg/fe0fe42842.png ctrlg on those two notes would make the 4th click more intuitive to click.
    Nice aesthetic style xp
I looked over the top diffs multiple times on my own and couldn't find anything worth suggesting, so with that out of the way call me back so we can maybe place an icon xp
VINXIS
00:12:495 (1,2,3) - its fine i think cuz the drums go buddha mode
wait those 2 timestamps rnt even the same thing 1 has an accentuation on an extra snare while the other doesnt


cahnged the other 1

its fine with or without s rizia can change if he wantss 2 im gujna go lsiten 2 some pogo again
SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 53354
Countdown: 0
SampleSet: Soft
StackLeniency: 1
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Blow out
TitleUnicode:Blow out
Artist:Suzuki Konomi
ArtistUnicode:鈴木このみ
Creator:Rizia
Version:VINXIS's Insane
Source:ロクでなし魔術講師と禁忌教典
Tags:akashic records of bastard magic instructor rokudenashi majutsu koushi to kinki kyouten tv size anime opening kawaiwkyik chloe yogurtt vinxis karen rlc anxient xxdeathx nold_1702 nold 1702
BeatmapID:1271240
BeatmapSetID:601417

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

[Events]
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192,183,87963,6,0,P|222:201|252:222,1,72,0|0,0:0|0:0,0:0:0:0:
277,98,88276,2,0,P|294:129|309:162,1,72,0|0,0:0|0:0,0:0:0:0:
394,66,88588,2,0,P|393:101|390:137,1,72,0|0,0:0|0:0,0:0:0:0:
512,96,88901,1,0,0:0:0:0:
459,278,89057,1,8,0:0:0:0:
309,162,89213,5,0,0:0:0:0:
Topic Starter
Rizia

Bubblun wrote:

Chloe's Extra
  1. 00:28:901 (5) - I feel the slider might come as a shock because the beat it's snapped to doesn't sound as intense as 00:28:432 (2,3,4) - I think https://puu.sh/zL4xg/fe0fe42842.png ctrlg on those two notes would make the 4th click more intuitive to click.
    Nice aesthetic style xp imo there are pieced together on00:28:901 (5,1,2) -
updated vinxis
Chloe
时隔多年 马上又要飞图 美滋滋 :) :)
xxdeathx

Bubblun wrote:

xxdeath's Insane
  1. 00:17:182 (3,4,5,6) - I feel this rhythm might come as a shock because it sounds similar to 00:15:932 (2) - yet has 2 distinct clicks which I feel would be surprising to play. https://puu.sh/zKpmD/58f99a5946.png I think this variation would play more intuitively I don't quite follow the issue here:
    how would it come as a shock? It's following the melody of the song, and can't be compared to 00:15:932 (2) - since they are cover different parts of the song that don't correspond to each other. 01:21:088 (4,5) - is the corresponding part of the song for this pattern, and they are mapped equivalently.
  2. 00:19:995 (5,6,7) - Personal suggestion, I think it would be more interesting to map these as kick sliders. These beats feel more intense and sharper than 00:12:338 (3,4,5,6) - so I feel it fits xp 1/4 sliders don't fit single strong 1/2 notes at all. I don't know why they've gotten popular to map over notes that should be circle jumps instead -_
ThanXX~
Hollow Delta
@xxdeathx

For my second point, 00:19:995 (5,6,7) - is there another way besides kick sliders to contrast the stronger jumps from 00:12:495 (4,5,6) - ? They share a similar shape despite being mapped to different cues. I feel kick sliders would 'highlight' the notes creating more contrast. When you silence the tails they play similarly to circles.
xxdeathx

Bubblun wrote:

@xxdeathx

For my second point, 00:19:995 (5,6,7) - is there another way besides kick sliders to contrast the stronger jumps from 00:12:495 (4,5,6) - ? They share a similar shape despite being mapped to different cues. I feel kick sliders would 'highlight' the notes creating more contrast. When you silence the tails they play similarly to circles.
They are different patterns. 00:12:495 (4,5) - is a stack, and I do put larger jumps on the strong notes: 00:12:495 (4) - and 00:12:807 (6) - and 00:12:963 (1) - . Circles are by far the best representation of strong 1/2 beat notes especially when there is no 1/4 sound between them and no need to overdo with 1/4 sliders whose tails you even need to silence. Furthermore, 1/4 sliders must be placed closer together due to 1/4 distance spacing and despite the slider leniency, which is counterintuitive given that strong sounds warrant larger spacing. For these reasons, I strongly disagree with the relatively recent trend to use 1/4 sliders to "highlight" strong 1/2 beat sounds.
smallboat
[General]

Wave hitsounds with possible delay > 5ms:
normal-hitfinish65.wav
and normal-hitfinish70.wav

[Normal]

00:39:682 (4,1) - 感覺這overlap不改的話其他BN又要挑了。

[VINXIS's Insane]

01:21:401 (4) - Seems missed a whistle here? (Check 00:17:651 (4) - you will know it)

[Karen's Expert]

00:50:463 (7,1) - 有點坑的stream stack

[Chloe's Extra]

00:31:713 (1,2) - 這串子是不是沒放好
00:50:932 (5) - 最好加個NC來區別串子的間距變化

[Extra]

00:01:088 (3,6) - 放中間點應該比較好看,距離也挺合理
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