LOL
SoldatRacer wrote:
I love this opening!
and... I write mod.
Let's go.
Sya's EZ
1. 00:11:400 - delete note (no sound) gitar
2. 00:12:181 - add note tbh i only follow the guitar in this part
3. 00:12:338 - delete note (no sound) gitar
4. 00:12:494 - add note in 4 column follow the guitar in this part for consistency
5. 00:12:806 - add note in 2 column follow the guitar in this part for consistency
6. 00:12:963 - replace one note in 3 column hmm ^
4-6 looking this https://osu.ppy.sh/ss/8800001
7. 00:16:088 - delete note (guitar is LN in my opinion) same reason
8. 00:17:181 - add note same reason
9. 00:17:806 - add note same reason
10. 00:30:619 - replace start LN in 00:30:775 my old pattern is like that but i think make it in 1 LN make more easier n emphasis the cymbal
11. 00:37:181 - delete LN, add note (LN in this place not looking good in my opinion)
12. Replace this https://osu.ppy.sh/ss/8800044 on this https://osu.ppy.sh/ss/8800048
13. 01:02:494 - delete note, add LN with end in 01:02:806 okay
14. 01:09:056 - delete note, add LN (not feared) damn too hard :"V
15. 01:15:150 - delete note (no sound) same reason above
16. 01:15:931 - add note same reason above
17. 01:16:088 - delete note (no sound) same reason above
18. change this pattern https://osu.ppy.sh/ss/8800073 on this https://osu.ppy.sh/ss/8800083
19. 01:19:838 - delete note (no sound) same reason above
20. 01:22:338 -^ same reason above
21. 01:22:650 -^ same reason above
22. Change pattern on this https://osu.ppy.sh/ss/8800108
23. WTF? Wat's Happened in end? please change on this https://osu.ppy.sh/ss/8800117 gitar plz ;w;
I end?
OK. I end
NM Mod i write later
Если я вообще смогу
P.S Please not read the spoiler if you don't know russian
Sorry my english please!
amii wer u at owoZylin wrote:
Dead
Krik krikZylin wrote:
Dead Note
Amii wa... Dare?- Ly0572 - wrote:
amii wer u at owo
Asherz007 wrote:
Ly0's NormalLiterally one thing, but I like boxes, no hate
01:13:900 (73900|2) - after all the times you have snares as doubles, yet this time it's a single? I know what you're trying to do emphasis-wise, just it looked a little... odd was all. Up to you whether you change this though.
applied~
thank u ash
So yeah, there's my take on this. Bump GDers, sort it all out, call me back whenever etc. You know the routine.
osu file format v14
[General]
AudioFilename: Suzuki Konomi - Blow out.mp3
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[Metadata]
Title:Blow out
TitleUnicode:Blow out
Artist:Suzuki Konomi
ArtistUnicode:鈴木このみ
Creator:Amiichii
Version:Ly0's Normal
Source:ロクでなし魔術講師と禁忌教典
Tags:rokudenashi majutsu koushi to akashic records of bastard magic instructor tv size anime opening -_Ly0572_- Ly0572 Syadow-
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thanks for modAsherz007 wrote:
Most pointless pop ever, but rc is rc...
HP 8.75: why are you editing the .osu files to get values like these... they're not rankable you know lol // really? idk about that lol. how about 8.8? is it rankable?
The rather large delay was due being dead because dealing with exams, so my apologies about that. //no problem. it's fine[General]
The hitsounds are ridiculously quiet. All diffs need a timing point at 00:07:806 to change the hitsound volume to around 75% and thereafter (including that soft-hitclap99 import...). They blend far too much as it is now. The start could be a tiny bit louder at 15% but I doubt that would matter too much I hope. Hitsound specific stuff I'll deal with in the Insane box/another time because that's just easier for me. Just ensure that they're consistent in all diffs. // okay, i increase the volume of hitsound as your suggestion
Also a reminder that with wcf hitsounding you can apply more than one hitsound to every note lol // // hehe okay. this map is so old, so i still used old hitsound rule by ajee/exusagi/arzenvald. the rule is not write in rc btw. just in my mindset xD
I think there might also be a minor offset issue, so perhaps have a little look into that. From what I, the offset needs to be moved around 3ms later. Seriously lol (CS' puush doesn't exist anymore so I can't see what went on)
Syadow your diff looks fine so not really anything to raise there, except for hitsound consistency. Hope I don't need to point out specifics, but if I do, just let me know. // i will give you what i ask to mr sergio about timing http://puu.sh/z1TFL/6ba61ab6f6.pngLy0's NormalLiterally one thing, but I like boxes, no hate
01:13:900 (73900|2) - after all the times you have snares as doubles, yet this time it's a single? I know what you're trying to do emphasis-wise, just it looked a little... odd was all. Up to you whether you change this though.HardDecide whether you want doubles or triples for crashes because being inconsistent in sometimes doing one and sometimes the other just looks a little odd in my opinion. Unless there's some sort of pattern that I'm not seeing, anyway.More or less it, to be honest.
- 00:37:806 (37806|0,37806|3,37884|1,37963|2,38041|0) - I've got a small playability concern for this diff regarding having an LN alongside the 1/4 roll here. I'd suggest not having the LN here, essentially. (It also gives you space for that triple for the crash if that's what you're doing; the LN is also not there in Insane) // no thanks. i prefer mapping LN for guitar flow than mapping chord.
- 00:52:025 - Could introduce something like this to the burst which would make the progression to Insane a little bit better because jacks //ok
InsaneThose non-averaged SVs tho
Alright, this is where most of my troubles lie, but then again, it's only natural that it is...
Essentially, the concept used within this diff is interesting (the long jacks), I just feel that something like that isn't sustainable since the concept really can't be used throughout the entire diff. For example, there is absolutely no chance that you can do what you did at the start in the kiai, which just leads to a map that has a somewhat out-of-place spike at the start (spikes are generally in the kiai or more towards the end). You've then got to think about playability, which imo isn't that great in the jack section. There's no need to remove these ideas entirely; I think it's just more they need a slight nerf to be more bearable, which would then create a better transition spread-wise up from the Hard diff. Hopefully, this makes sense; ask if it doesn't lol
i decide to keep it. if you look most of anisong, i think you will know if most for anisong is spike in begining, especially after intro. so in my personal opinion it still fine.The concept of the long jacks is nice and the diff is fine despite all of this text I'm writing, but I don't think it's too appropriate here since the rest of the mapset doesn't really revolve around this idea. (Totally not repeating myself here lol)
- 00:11:556 (11556|3,11556|0,11556|1) - I'm not hearing anything cymbal-crash-like here, only on the 1/1 after this, so I'd remove a note here and remove F // keep. well idk it's hit hat or stereo cymbal or something. but i fell there have low cymbal sound. also in my opinion, it's fine if we you extra hitsound in our map. for example is berry berry sweet love by kawawa.
- 00:23:275 (23275|3,23431|3,23588|3,23744|3,23900|3,24056|3,24213|3) - Although good in concept, I feel that this create much more strain than it should. If this is going to change, I'd suggest shortening the stacks to around 4 in length to make it a little more comfortable (and slightly easier to hit) // no thanks
- 00:31:713 (31713|2) - Remove F. That's a hi-hat, not a crash // keep for impact hit
- 00:57:963 (57963|0) - Would shorten this by 1/1 for the jumptrill/accurate-ish snare representation (seriously no way to make the kiai slightly denser?) //i want map as it. but the song isn't support it. so i make like that then make 2nd kiai more solid since the song support for it.
- 01:03:588 (63588|0,63588|2,63588|3,63900|2,63900|1,63900|3,64213|0,64213|3) - Wouldn't it make a little more sense if all of these had the same number of notes in their respective chords? Seems like you were going for 3, right? // in my opinion, the sound of 01:04:213 (64213|3,64213|0) - lower than 01:03:431 (63431|0,63431|3,63431|1,63588|3,63588|2,63588|0,63900|2,63900|1,63900|3) - .
- There are sounds at 01:12:416 and 01:12:728, just saying. // added
- 01:15:306 (75306|1) - remove F and a note from the chord, just a hi-hat here again. // same as above
- 01:23:588 (83588|3) - Dunno whether you'd want to make this a normal note for the triple snare at the end here? // keep. as my explanation before. i prefer map LN for flow than chord for flow
Well the other alternative would be to make the rest of the mapset follow this concept, then these longjacks would make more sense, though I have a feeling the lack of density in the kiai could be stopping you here.
So yeah, there's my take on this. Bump GDers, sort it all out, call me back whenever etc. You know the routine.
all applied.Asherz007 wrote:
HP 8.8 is fine. It's just that you can't get a value of 8.75 through just the editor, and modifying the .osu for things like this isn't allowed. (Woulda gone with 8.5 myself, but whatever.)
I feel like this slipped through, so I'll say this again. In the Easy, Normal and Hard difficulties, put an inherited timing point (green line) at 00:07:806 to change the hitsound volume to 75%, else the majority of the map will play with hitsounds at 15%, and that's not really and good. // oops my fault[Hitsounds]
Just for consistency across diffs, using Insane as the reference point. + is add, - is remove.
All diffs
00:30:619 - +W
00:59:369 - +F?
01:21:713 - +F?Easy
- 00:11:556 (11556|2,11713|0) - +F
- 00:55:619 (55619|0) - +W
- 00:58:119 (58119|1) - +F
- 01:24:213 (84213|3) - +F
Normal
- 00:32:963 (32963|3) - +F
- 01:09:213 (69213|1,69213|2) - +W +F -C
- 01:15:306 (75306|1) - +W
- 01:15:463 (75463|1) - +F
Explanations are fine, just a concern is all. Once you're done, call either me or CS back since CS seems to not be in probation anymore. i' // oki, i'll try poke cs first
lol i didn't catch this before ._.Asherz007 wrote:
Final checks, still a couple of hitsound inconsistencies that weren't applied somehow.
[Easy]
01:22:806 (82806|1,82963|0) - +F
[Normal]
00:55:619 (55619|0) - +F
Whoops, didn't spot this earlier lol uwu
Patch and then we're good to go~
i think its fine since i have a gd that tags me using -_Ly0572_-Asherz007 wrote:
grr final final final thing, I hope to god...
tags: ly0 is in the tags twice, one with underscores and one without. You can remove the one without the underscores since it's basically identical (I'd put something about how the tags function on site and in-game, but I'm kinda tired so I can't exactly remember)
uwu
I'd flip a table for me not checking this earlier but I'm too tired lol
hmmm. well, i will tell how it's work according my opinion xDAsherz007 wrote:
grr final final final thing, I hope to god...
tags: ly0 is in the tags twice, one with underscores and one without. You can remove the one without the underscores since it's basically identical (I'd put something about how the tags function on site and in-game, but I'm kinda tired so I can't exactly remember)
uwu
I'd flip a table for me not checking this earlier but I'm too tired lol
yay, arigatou gozaimasu 'w'Asherz007 wrote:
Alrighty then, here ya go~
If only I knew how everything actually worked... xD
no mod uwuSyadow- wrote:
Why u don't call me for this masthaa amii aaaaa :'''v