RANKED PLEASSSSE
thanks for your reviewjuankristal wrote:
So I am going to pop this bubble for multiple reasons. Reason number one would be because I am going to be moved to probation due to my low activity and secondly because I feel the beginner is a bit too harsh for what the difficulty level indicates. A beginner should be playable for anyone who never touched the game before in his life and I feel this might touch a bit too complex things. Another reason in my opinion is that the bursts of the hardest difficulty are questionable at best so I will cover everything the best I can.A's00:26:310 (26310|2,26392|3,26557|0,26640|1,26722|0) - Make those (and all of them kind) something different. Its a bit too hard to one hand trill like that at this level. I would suggest keep the trill motion but in a different way. For example, you can do 1-4-1 or 4-1-4 or even 1-3-2, etc.
02:08:178 (128178|2) - Would move to 2, similar reasons, makes it easier.
02:22:766 (142766|2,142931|0,143013|2,143178|0,143260|2,143425|0) - This is just WAAY too confusing for players in this range. Something like this could work http://osu.ppy.sh/ss/9659399 // my apologize but your suggestion make it a bit confusing to read, i just found out that the placement of 1 notes before the pointed one are missplaced and makes it looks like it's 1 chain with the pointed one (should be on 4 instead, i forgot to move that), but thanks for pointing that out
You would be missing 1/4 notes in 02:28:370 - and 02:28:535 -. If you want to avoid this being a bit too technical you could just make an LN out of the last note here 02:28:205 (148205|1) - and extend it until the moment you want to start the 1/4 stream. Avoid using 1/4 breaks in 1/4 streams for this difficulty level. // in this section, i tried to follow the synth so there should be a breaks like that, but after some checking again, yeah the snaps are a bit confusing and i change some of the snaps so it less confusing, i guess
In general, most of the ending just works like that and its a bit confusing for the level you are aiming for. I dont think you should remap everything there but certainly keep an eye in the broken 1/4s like the ones I mentioned. They are probably not so many of them that could be fixed in the same way I presented or probably even more ways.
else appliedjuankristal wrote:
okey this took way longer than expectedAdvanced00:18:810 (18810|2,18975|0,19140|1) - Those should be trills, 3-1-3 works
00:26:722 (26722|1,26887|3,27052|2) - ^ 2-4-2 and 00:27:216 (27216|1) - on 3
00:30:019 - ay spikes. I would make all these 1/4s up until 00:30:925 - rolls from 4 to 1 since the sound is basically repeating itself so using pattern repetition sounds about right.
00:31:997 - Did something like this https://osu.ppy.sh/ss/9858355. Probably isnt the most optimal solution but the diff as it is strains too much the right hand in this part so I tried to balance it out a bit.
02:09:497 (129497|0) - Sure this shouldnt be attached to the red tick instead? Like 1/2
02:34:964 - https://osu.ppy.sh/ss/9858387 Would delete that double since the density picks up a bit compared to the rest of the map. Also using trill motion for the drum there sounds fine. 02:56:063 - same if you apply i think that would be inconsistent with the rest of the same snare which i map it as doubleAnother00:24:579 (24579|1) - I am not a fan of this shield release tbh. Neither here nor the harder diff. I feel they are actually 2 different sounds instead of just a long one. You could sort it around to make it more confortable though, similar to what you did in ultimate.
00:49:799 - Should probably apply what I mentioned in the hardest diff in my previous mod.
00:57:601 (57601|3,57711|3) - noo0o0oa0oae0tiay6097yi09a6u4ai6k. Check the hardest diff and move around some stuff to sort that minijack out xD. Or just move the LN, something.
Technically the 1/4 stream should start here 01:28:535 - for this and the hardest diff. Its a personal choice not to do so? If so thats fine but just want to double check. hmm not so obvious for me so yea i guess i'll leave it like that xd
01:48:480 - I did something like this here https://osu.ppy.sh/ss/9858512 to make it easier to follow. I personally find it easier and not too different but its up to you for this one I guess since it seems like a "drastical" change. i guess not for this. its quite my preference and doesnt seem to play bad xd
01:49:799 - Instead of bumping up the ultimate diff with jumps in the middle of 360 bpm streams I would do something like this in this diff to make up for the difficulty gap instead of making ultimate harder just keep this burst a bit easier https://osu.ppy.sh/ss/9858476 i personally didnt like a thing where everything-should-be-hard-but-its-done-in-easy-way stuff. might be true for lower diff but i guess not this one. it'll lost contrast with hyper since it has streams tooUltimate01:39:497 - That one is intentional? Dont feel its strong enough to follow that guess i'll make this anchorable :d
remove jumps of the burst pls. Also you could (and perhaps ask some people around what they think too) do something similar to what I suggested in the previous diff. well... they are claps.people i asked for testplays are also fine with it. changed the pattern to be a little bit more readable after the js anyway
02:23:343 (143343|0,143425|0) - Not a fan of, would likely delete 02:23:425 (143425|2) - this one and avoid the minijack completely.
Most of the stuff marked in the previous diff could be applied here to some extent
Kuo Kyoka wrote:
not an actual mod, and I don't have time for it either, but since I'm already take a look a it, so maybe a little suggestions I guess so
[Ultimate]
To be honest, that intro keysound is just painful to listen to
As I've listen to this song a lot of time already, so something different in the pitch would really make the song experience goes awkward
Feeling like: 00:04:305 (4305|1) - 00:04:964 (4964|1) - 00:06:613 (6613|2) - 00:07:602 (7602|0,7602|3) - 00:08:261 (8261|3,8261|2) - 00:08:591 (8591|0) - 00:10:239 (10239|1) - 00:12:217 (12217|2) - 00:12:876 (12876|0) - 00:14:525 (14525|3) - 00:15:514 (15514|2,15514|1) - most likely are wrong, either they're too low or too high in the pitch sounds
Still, I don't have any suggestion either, because I'm not that good in creating keysounds with piano pitch, but I hope it would be better
i had a conversation with protastic earlier about this. the beginning keysound part has to actually be differentiated a little bit due to it goes "too blended" which is we know thats against RC
tbf i'm not much of an expert of KS either but still, it make sense in the ear at least
00:33:151 - i choke'd here, maybe because played on Lanota only have the main notes on 00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - or the SV actual make me suprised, eventually, 00:33:315 (33315|1,33398|3) - this one sounds isn't so notable imo, while 00:33:480 - are actually louder and either to management
as far as i want this chart to be close to Lanota, cant agree the fact that there's a synths. and hearable at that too so yeah wont be hurt if the synths actually getting highlighted too
00:39:249 (39249|1) - wrong piano keysound pitch, it should be even lower than 00:38:260 (38260|0) - i dont really get here. this KS is actually match, at least in a sense
00:41:227 - in here should have a piano keysound with the same pitch of 00:40:898 - could work actually but the actual piano is only exist at the first one
00:47:821 (47821|0,48315|3,48645|0,48810|1) - just these are too high tho, make it lower again, if we actually demand on the RC i cant really change it unless it goes way too far from the actual pitch. these 4 along with the piano noise from the song is perfetly match the accompanied KS so i guess its just ok with
01:28:947 (88947|2,89112|1,89276|0) - I know you're following drum here, but following the melody on here is more better imo, follow with the current melody, it should be start on 01:28:535 - (suggestion: https://puu.sh/zbVcK/efd591d8da.png)
i could agree with this but it doesnt seem necessary. the melody here going quite fast, i guess not so many people would actually heard the difference
01:30:018 - on here definitely have the same clap sound volume with 01:29:689 - 01:30:348 - 01:30:678 - 01:31:007 - etc. but why it's 3 notes here (?) It's different from 01:31:337 - since it have kick sound in here but on 01:30:018 - didn't (already turn off hitsound to check this part)
Same to upcoming part, 01:32:656 - 01:35:293 - 01:37:930 -
take a look again. both clap you mentioned, the triple one, and the double one, had a different type. The triple has LR4 type clap @30% along with LR2 @25%x2, while the double one has only LR2 type clap both @15% . They do sounds louder and each triple the LR4 clap has relatively longer sound than an LR2 Clap
01:38:590 - would be better to make it have a LN start on here till 01:38:919 - and don't have this note 01:38:754 (98754|2) - which actually following the song in this part more accurate since you tend to following that upcoming synth sounds while 01:38:754 (98754|2) - don't have that kind of sound like that
its an alternative i think but my POV on this is that there's an upcoming synths every 1/2 which i think its more than a worth to be highly emphasized
Feels kinda odd when this is the pattern 01:42:546 (102546|0,102546|2,102711|2,102711|1,102875|3,102875|1,103040|0,103040|3) - and it's the same 3 times maybe its just you
01:54:084 (114084|0,114167|2,114249|0,114331|2,114414|0,114496|2,114579|0,114661|2) - actually I don't really get the ideas why it should be this pattern for the rest of this part (ex: 01:56:721 (116721|3,116804|0,116886|3,116969|0,117051|3,117134|0,117216|3,117298|0) - 01:58:370 (118370|2,118452|1,118535|2,118617|1,118700|2,118782|1,118864|2,118947|1) - etc.) If you notice it, it has the change in pitch too, it's not same pitch for this whole part, just weird feel and awkward while playing actually (from here till the end of this ↑ ↓ part, you know what I mean :wink:) xd i guess that works too since i had it in mind but it feels really just.... cluttered that way. with a lot of chords to handle, unlike lanota's chart.
01:58:864 - this is actually 1/6, not 1/4 its not? actually i was following a noise thing that has been continued on 1/4 before
02:02:491 - keysound missed a sound on here we focused to drum on here. since its the thing that you can heard and recognize first while you here
02:01:996 (121996|1) - this one sounds actually kinda accurate but just feels empty somehow not sure what you mean by empty here
02:02:820 (122820|1) - I don't understand this part, if you're somehow following 1/2 LN like this, then isn't it should be like them too (?)
Plus, it goes continously on 02:02:820 (122820|1,122903|3,122985|2,123068|0) - while 02:02:985 (122985|2) - is 1/2 but 02:02:820 (122820|1) - isn't the 1/2 LN does have a longer sound. its what i heard on 100% anyway, and no one probably notice that little of a difference
02:02:738 (122738|3) - ghost note, I don't heard any sounds here its a kind of secondary synths buildup alongside the LN one
While 02:08:178 (128178|1,128178|0) - is kick and 02:08:260 - is snare, wouldn't be a good idea when it's 2 notes jack here, for the better understandment, moving 02:08:260 (128260|1) - to | 3 | is better imo, I know you want to make it easier for playability but any still works well like you said then. its for playability purposes (besides, that kind of jacking you suggest is kinda generic nowadays so some difference here and there wouldnt be too much xd).
02:08:919 - This part actually a bit weird to me, yeah it have sounds on 1/4, just 02:09:167 (129167|1,129331|0) - change to LN make it more challenge plus accurate with the song more imo i think i get what you mean to catch by the LNs but tbh i feel like this is pmuch more manageable and to top of that is predictable
02:10:485 (130485|3) - this one supposed to be on 02:10:568 - and end on 02:10:732 - The LNs were supposed to not exactly landing on 1/4 tbh, its rather on 1/6 on precise but had to sacrifice them for the sake of playability. The start however, accounting with the playability part had to start it here since imo its just too cluttered while other part doing it consistently
02:13:864 (133864|0,133947|0,134029|2,134112|2) - those are not same pitch anyhow, still, 02:13:864 (133864|0,133947|0) - is the same loud as 02:13:700 (133700|1,133700|0,133782|3,133782|2) - would still suggest to make it 2 notes here instead both jacks, despite following the drum, is not exactly following the drum pitch, but the melody pitch that is going for a bit. the part is rather not chaotic too so a rather lighter patterning is done
02:23:425 - ehm, what I can heard is the melody on 02:23:425 - 02:23:590 - 02:23:754 - 02:23:837 - 02:23:919 - 02:24:084 - 02:24:249 -
I don't know what are those extra one for, more likely are ghosts to me
Plus, 02:24:084 - 02:24:249 - is 1/6 if you're trying to add normal notes i kinda want to map the buildup here tbh, and each of 1/4 LNs has an actual low synths mapped. it is mapped with LNs too indicate the buildup
02:32:903 - got sound on here too, a little bit hard to recognizes but sure it has (flows raising higher on here)
02:34:057 - same, got sound on here too, plus a similar part (02:28:782 -) i suppose that true, but most of them break the consistency in some part so would rather did the noticeable one
Since this part is coming to loop on next up and this is the end of the first part (02:34:634 - ), why not making it different from the current only-notes by adding some LNs here (suggestion: https://puu.sh/zbWeF/559da99cb0.png) uhhh no. this first chorus was intended to be non-LN and then goes LN in the 2nd one. pmuch the concept
02:38:178 - got sound on here too, would be better to add a note on here
02:39:496 - well, i guess i missed that probably because i mostly mapped a synths rather than a melody but doesnt seem to be a worth of a DQ, atm at least
02:43:700 - are you following the melody synth on here? If that so, 02:43:864 (163864|0) - should be start on 02:43:947 - and 02:44:029 (164029|3) - shouldn't be exist (or you can keep for that BG sound too, but still, it starts on 02:43:947 - too, try to catch it again actually no. it was following some kind of uh idk..... bzzz thing?
Suggestion: https://puu.sh/zbWnD/d6145e4987.png (02:44:689 - ) could works, but dont want the last part to be LN-y since theres SVs that could affecting the length and manipulated the player
02:54:496 (174496|1,174579|0) - this one is actually same pitch, you can either keep them or merge them like 02:49:386 (169386|2) - or you can seperate 02:49:386 (169386|2) - into like that 2 LNs too there's a tiny-bity slight of difference between the two. in 100% play, the one LN thing is do obvious enough to be hearded as one but the 2 separate LNs one, that you mentioned has slight difference heard with the LN you previously mention. thus the difference between them. its kinda odd if its like you said imo
02:55:156 (175156|3) - make into LN for the melody?
(Some parts I hardly to understand whenever you use 1/2 and 1/4 LNs) i particularly only mapped the obvious sound that is hearded on 100% playback. this part is too chaotic to be too accurate
03:06:117 (186117|2) - actually there is no melody like 03:05:787 (185787|3,185787|2,185870|1,185952|0) - on here
Can understand that is 2 notes because it's just fresh start, and 03:06:200 (186200|3,186200|0) - it's a new start from the breaker on 03:06:117 - but what about 03:06:447 (186447|3,186447|1) - here? there's some kind of wobble noises in the BG along with the melody. i guess thats pretty worthy too along with the melody. and i keep the direction of the LN and the length the same as the others for mainly consistency sake
Nope, not a SV-Elitist, I skipped SV CheckSVs is a social construct anyways
Also "click.wav" isn't exceeded 100ms and "D3S_s", "F#3S_Gb3S_s", "LR3_BassDropPDG" and "E3S_s" is kinda delayed
While "LR_HiHat Click", "LR_HiHat Click2" did exceeded 100ms but only by a little, so I would suggest to add a blank part for like 10~20ms for them for more safer
click has 280 ms on my end :thinking:. else is might be rather delayed but nothing unrankable. i could make a pack of fixed HS and make it downloadable via description later anyways
the last 2 one is a bit of a threshold but not necessary. could do the pack as i said earlier
Would wish to check the other difficulties too but I really don't have that much time
So anyway, good luck there!
sound is never wrongProtastic101 wrote:
rederpled by requesti sound stupid
So yeah, in this point (albeit a tiny bit obscure), pretty much the only circumstance where hitsounds can have delays on them is through them being reversed hitsounds, which can also be .mp3s, oddly enough.Ranking Criteria wrote:
Hitsounds must be in .wav. Hitsounds in .wav format are preferred, as .mp3 files will not loop correctly and have a short delay, between 0ms and 20ms, but .mp3 is allowed only for a special purpose for the beatmap, like the usage of reverse cymbal that have delay on the start. Note that using ogg is unrankable.
By the way, although it looks backwards, there are ways you can move things into the storyboard with the end result being those hitsounds appearing unsnapped (like temporary red lines), so in all technicalities unsnapped sb objects wouldn't be unrankable (as they're not meant to be anything that affects gameplay), just weird.Rivals_7 wrote:
I could actually place the HS on 686 but that requires the internal editing on .osu files, which is itself an unrankable thing.
>Do not manually edit anything in an .osu file that cannot be changed through the Editor.
Asherz007 wrote:
Right, time to address this hitsound thing.
[Hitsounds]So yeah, in this point (albeit a tiny bit obscure), pretty much the only circumstance where hitsounds can have delays on them is through them being reversed hitsounds, which can also be .mp3s, oddly enough. right, i forgot to mention this earlier. i'm tardy on readingRanking Criteria wrote:
Hitsounds must be in .wav. Hitsounds in .wav format are preferred, as .mp3 files will not loop correctly and have a short delay, between 0ms and 20ms, but .mp3 is allowed only for a special purpose for the beatmap, like the usage of reverse cymbal that have delay on the start. Note that using ogg is unrankable.
In any case, having the silence on the front of these specific hitsounds adds very little in terms of size to the file; removing this does cause difficulties elsewhere in terms of properly places these hitsounds so that the peaks fall in the right place:By the way, although it looks backwards, there are ways you can move things into the storyboard with the end result being those hitsounds appearing unsnapped (like temporary red lines), so in all technicalities unsnapped sb objects wouldn't be unrankable (as they're not meant to be anything that affects gameplay), just weird. i dont want this to be cluttered by tons of line so :dRivals_7 wrote:
I could actually place the HS on 686 but that requires the internal editing on .osu files, which is itself an unrankable thing.
>Do not manually edit anything in an .osu file that cannot be changed through the Editor.
[Keysounds]
Okay, my turn to complain, I guess lol. Spotted a keysound inaccuracy and wondering whether this was meant to be intentional or something since it does create a clash, albeit not heard that much because of how short the note I spotted was. (Also prot is hopeless with verifying keysound accuracy, and juan is juan)
Time for some music theory to support this I guess (man how many times I've had to use some of that this week). Using the top difficulty for reference since that's where everything is more easily accessible. Some of it is for keysounds in general, some specifcally for that difficulty.I dunno whether this starting bit you're trying to emulate the audio 1:1 or have the keysounds be additional to the audio, but since it seems to be kinda both at the same time, I'll address my issues nonetheless:i checked this all. if i remember these correctly i remember that i slightly change these octaves and stuff in order for it to not being too blended. is not too far off in a common sense i believe, nor that affect the gameplay wise, since not everyone is a musician.
- 00:06:613 (6613|2) - Would personally drop this down an octave to B5, because musically jumping around between several octaves generally doesn't make a lot of sense to a musician, but either is justifiable here.
- 00:07:602 (7602|3,7602|0) - D6 (audio has this)
- 00:08:261 (8261|2,8261|3) - G5/B5 (G6 is too high compared to what the audio has)
- 00:08:591 (8591|0) - B4 (audio has this)
- 00:10:239 (10239|1) - more or less in an identical phrase to at 00:02:327 (2327|0), so I would have thought this would have been a G5 as well?
- 00:15:514 (15514|2,16503|1) - Perhaps a little odd there's no E6 and D#6 respectively here, given that you do try and follow the upper register with 00:16:393 (16393|3,16448|2).
I'd say some stuff about the storyboarded hi-hats, but they make sense in the context of the song so that's fine I guess.
00:45:623 (45623|2) - Okay. So what we have here in the music is a chord transition from E minor to D major and then to C# minor. In any of these three chords, F is essentially dissonant since it doesn't fit within the musical scales associated with each chord. Also, the audio reflects this accurately, hence this should really be an F#6. to be honest....really, i dont heard any much different. i'm not really sure why 1164530434 using an F6 but still technically right in a sense imo. same octave, same chord.
00:45:678 (45678|3,45843|0,45843|3) - I feel like hitsound prioritisation got a little weird here since it's the keysounds that are in the main field here and the percussion hitsounds are in the storyboard. For the majority of the map, this is generally the other way around, so I'm wondering whether this was intentional. That said, the hi-hat is in play at 00:45:678 (45678|3) probably because of the hitsound copier that usually copy the highest HS volume to the note, and the rest are copied to SB, but sometimes derped. idk how
00:48:315 (48315|3) - A6 (audio has that)
00:49:140 (49140|3) - also A6 A6 feels barely audible to me. Plus all that percussion overshadowed over them making A6 even harder to heard
00:57:711 - A bit odd that some of the keysounds are storyboarded here even though that's what you're focusing on. same comment about copier xd
Not DQing here for this since it's subjective in a sense; I want to see what you think about all of this.
While I'm here, I'm going to inquire about why Aste's diff is hp8.5. Because he want to? p/6339506 i assume its because of its unusual way of he mapped it (mostly melody focused)
Time to bash prot thenpls dont. pat her instead because good will would come if you pat the holy sheep of ET-ness