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Topic Starter
Rivals_7
Updated until this point

Standard(2) -> Standard
As' Standard -> As' Intermediate
Hyper(2) -> Light Hyper Advanced

Also changing the timing
Protastic101
mods are a social construct
[General]
  1. Might wanna increase HP of As' Intermediate to 7.5 or something cause there's a bunch of little 1/4 rolls that the player won't really be punished for if they miss a lot in.
  2. Spent about 20 minutes checking that every sample in the folder was used and it is T_T)b
[Ultimate]
00:17:162 - This SV is a 0.4x average cause math but the normalizing of this section is 0.8x. You'll want to average the SV sequence to 0.8x as a result to avoid changing up the reading on the player at last second and forcing them to adjust to a new scroll for only three beats. What you can do is something like this (adds up to 9.6/12 to get 0.8x average)
  1. 00:17:162 - 0.3x
  2. 00:17:821 - 0.5x
  3. 00:17:904 - 1.2x
  4. 00:17:986 - 2.0x
  5. 00:18:069 - 3.5x
00:31:090 (31090|2,31255|2,31420|2,31585|2,31749|2,31914|2,32079|2,32244|2) - The stack here gets pretty long and repetitive while everything else has been a fairly short trill so far. I'd try to break it at 00:31:502 - ish like this https://osu.ppy.sh/ss/9419284

00:32:986 - Imo, a bump using four units (1/8 snap) would have been better for emphasis as it sends the next note flying towards the player which represents the sudden stop in the music or smth i dunno.
00:33:151 - I'd apply the same thing here.

00:35:458 (35458|1,35788|1,36118|1,36447|1,36777|1,37107|1,37436|1,37766|1) - Long stack and also a lot of back and forth on the left hand. Not sure if it's intentional, but I dont think it is cause the following measure at 00:37:931 - only has a measure long stack before changing columns

00:40:898 - 00:41:227 - 4 - 1.8 = 2.2 / 3 = 0.733x as your final SV for these two timestamps listed. The current average is 1.125x which is inconsistent with the current normalizing SV of 1x. As a side note though, I think the placement of the SV is a bit odd. It would make more sense to put them on the downbeat rather than the 1/4 line before as the downbeat is where the sound comes in full force, though I think it's fine. You do need a normalizing SV at 00:41:475 - or you'll have to make the SV average with 5 units instead of 4.

00:49:634 - I'd consider adding a note here to represent the height of the sound after which it kind of just tapers off into silence.

01:07:436 - to 01:07:931 - 1.15x average, although since you're kind of getting at a speed up for 01:07:931 - , I'd keep the average to 1x instead so the player will be accustomed to a 1x average at 01:07:931 - . Something like this would work (each value only lasts one unit)

01:10:568 - Think it'd be nice here to have a similar but probably weaker SV like the one at 01:07:931 - as the cut off is very sudden but the sound is rather weak with it only being a kick.

01:49:675 - Concerning this burst, I disagree with upping the note density rather than the rhythm here. Essentially, col 2 and 3 have all the minijacks with the outer columns in 1 and 4 only having 3/8 rhythms which are still pretty harder to predict. What I think would have worked better here is a single note roll of 1/12 going into 1/16 at 01:50:129 - , like so https://osu.ppy.sh/ss/9419329 . Or, you could add jumps to the 1/12 rather than using 1/16 which gets really dense really fast https://osu.ppy.sh/ss/9419337

01:53:755 - Edgy SVs, I couldn't be any prouder tbh

01:55:115 - 01:55:280 - tfw not 1x average reeee. Make 0.4x to 0.5x or make the 2.5x to 2.8x and leave the 0.4x.
01:59:359 - ^ Also, is there any reason for this one to start with the slow value first and fast value second when the first time it occured was a simple fast -> slow bump? Makes the reading a bit awkward too as it connects a slow-fast to fast-slow sequence which I think is better suited for sounds that crescendo/decrescendo rather than sudden stops.
02:00:390 - 02:00:554 - s m h. So on and so forth, not gonna mention the rest of these

01:58:041 - In my opinion, for SV sequences that span over LNs, I tend to favor having them be reversed and start slow value -> fast value as it drags the LN out at the very start, making it seem like it's never going to be released as opposed to jumping forward first before dragging in a really short time frame.

02:12:711 - 02:13:041 - half half method on 3/4 LNs *sad life* Would honestly have benefitted from a simple bump like 02:12:711 - 2x and 02:12:793 - 0.5x, cap at 02:12:958 - with 1x.

03:02:903 (182903|0,182986|0) - t r i g g e r e d. Honestly, the minijack this creates is a really hard transition as the patterns immediately after this are all focused on the left hand in order to contrast the right hand heavy patterns used in the previous measure, so I'd just delete the first note in 1 and avoid the minijack altogether.

03:06:612 - For this, I think the ending burst is a bit unfair to players who have made it this far as the sound is a bit smoother than the rest of the sounds that are represented with bursts. Also, there's the fact that there's a 1/4 pause at the very end which can be a bit misleading when reading as a lot of people will simply assume it is a consistent roll going all the way to the last chord at 03:06:942 - . What I think should be used instead is a simple LN with a gradually increasing SV to show how the sound kind of lurches forward a bit. Wont list all the SVs here but poke me in discord if you need an idea of what kind of sv Im talking about.


[Another]
00:49:469 - Tfw edgy SV here but no edgy SV in Ultimate smh. Anyways, they aren't averaged though cause you need 16 units to properly utilize a 10x SV (could do 12 but that's not enough edge). Either way, these only use 8 units, so the max rankable value you could do is 7.3x to 0.1x. Or you can set BPM to 2912 and set snap to 1/16 and set 10x to 0.4x SVs that way if you really wanted, but the space between 1/16 snaps is only 2 ms so it's not worth it as it's too unnoticeable.

01:07:436 - Same thing as mentioned in ultimate

01:37:931 (97931|0,98096|3) - Might control H this or something cause none of the ministacks have ever been in col 1 so far and they have a bit of a bias towards the right hand in col 3 and 4.

03:00:183 (180183|0,180266|2,180348|1,180348|3,180431|2,180513|0) - Nice symmetry but at the same time I hate the movement restriction :ccc

03:01:255 (181255|0) - Think it would be better to either move this to col 2 or move 03:01:172 (181172|0) - to 2 to avoid the sudden minijack which may be justified due to the synth being the same pitch here, but it feels out of place as the section so far has been pretty rolly and smooth to play.


[Hyper]
00:30:019 - Not too sure how I feel about this as it is a Hyper diff and longer jumpstreams like this tend to be focused more on the difficulty just above this level. I might reduce the amount of jumps to be only every 2/1 instead of 1/1 as the player is still just mastering 1/4 bursts and singles I think.

01:28:865 (88865|0) - Rather than use an LN here, I think you're fine mapping the 3/2 long 1/4 burst here as you have already introduced denser 1/4 patterning to the player before, so it seems kind of anticlimactic to only extend an LN over the entire series of sound.

01:49:799 (109799|2,109881|1,109964|2,110046|0,110129|1,110211|2,110293|0,110376|2) - I think it'd be better to control H here to avoid having a 1/2 ministack on the same hand as the LN or something, cause I keep missing here and it's making me sad https://osu.ppy.sh/ss/9420533

02:44:689 - I'd try to differentiate the roll direction or something a bit because it's identical to Another atm and does feel slightly repetitive the way it is now https://osu.ppy.sh/ss/9420547


[Advanced]
00:44:689 - I think you're missing a note for the piano here because every where else in this section has at least a single note for it :thinking:

01:00:348 (60348|0,60843|3,61337|1) - I'd change the arrangement of these LNs as they're the same as 00:57:711 - despite being different pitches.


[As' Intermediate]
00:55:953 (55953|2,56063|3,56282|1,56392|3,56612|1,56722|0) - I think it'd be nice to put these solely on one hand to better emphasize the kicks here, and leave the rest of the synths on the other hand, like this https://osu.ppy.sh/ss/9420599

03:06:942 (186942|1,188260|3) - Tbh, I think it's a bit odd to split the LNs here as they're basically part of the same sound with no distinct separation or cut between them to show that they're different sounds. Instead, the volume just grows a little bit faster at 03:08:260 - so I think overlapping the LNs similar to what the other diffs have done would be a more accurate representation of the crescendo.


[Standard]
02:00:019 (120019|3,120348|0,120348|3) - Shouldn't this still be [3]/[2][23] as you mapped all the snares in the same column, changing only at the end of the measure but this little miniphrase hasnt been completed yet but the chord changes from [23] to [14].


[Basic]
01:31:667 (91667|3,91997|0) - Think it would have been nice to stack these two notes to represent the staccato kick.
01:34:304 (94304|2,94634|0) - ^ just to add a little variation to the map.

02:23:425 (143425|3) - I'd consider moving this to col 2 and then turning 02:22:766 (142766|3) - into a 2/1 LN to represent the constantly increasing speed of the rhythm.
Topic Starter
Rivals_7

Protastic101 wrote:

replying mods are a social construct
[General]
  1. Might wanna increase HP of As' Intermediate to 7.5 or something cause there's a bunch of little 1/4 rolls that the player won't really be punished for if they miss a lot in.
  2. Spent about 20 minutes checking that every sample in the folder was used and it is T_T)b tfw cant keysound
[Ultimate]
00:17:162 - This SV is a 0.4x average cause math but the normalizing of this section is 0.8x. You'll want to average the SV sequence to 0.8x as a result to avoid changing up the reading on the player at last second and forcing them to adjust to a new scroll for only three beats. What you can do is something like this (adds up to 9.6/12 to get 0.8x average)
  1. 00:17:162 - 0.3x
  2. 00:17:821 - 0.5x
  3. 00:17:904 - 1.2x
  4. 00:17:986 - 2.0x
  5. 00:18:069 - 3.5x
edit: i change my mind to keep it. the reason is the scrool going in a really fast pace that the player wont even see they coming so they dont have the reflex to the upcoming pattern. so far my SVs the prolly best choice for being readable

00:31:090 (31090|2,31255|2,31420|2,31585|2,31749|2,31914|2,32079|2,32244|2) - The stack here gets pretty long and repetitive while everything else has been a fairly short trill so far. I'd try to break it at 00:31:502 - ish like this https://osu.ppy.sh/ss/9419284

00:32:986 - Imo, a bump using four units (1/8 snap) would have been better for emphasis as it sends the next note flying towards the player which represents the sudden stop in the music or smth i dunno.
00:33:151 - I'd apply the same thing here. if i'm not misunderstanding this, you wish me to go by 1,5 -> 0,83 on 1/8 interval from 4/8 snaps? its kinda didnt suit the bump you've been said. i honestly rather go like my current one as the bump are more noticeable to read

00:35:458 (35458|1,35788|1,36118|1,36447|1,36777|1,37107|1,37436|1,37766|1) - Long stack and also a lot of back and forth on the left hand. Not sure if it's intentional, but I dont think it is cause the following measure at 00:37:931 - only has a measure long stack before changing columns

00:40:898 - 00:41:227 - 4 - 1.8 = 2.2 / 3 = 0.733x as your final SV for these two timestamps listed. The current average is 1.125x which is inconsistent with the current normalizing SV of 1x. As a side note though, I think the placement of the SV is a bit odd. It would make more sense to put them on the downbeat rather than the 1/4 line before as the downbeat is where the sound comes in full force, though I think it's fine. You do need a normalizing SV at 00:41:475 - or you'll have to make the SV average with 5 units instead of 4. this is kinda intended to make the SVs more bumpy friendly towards mini LN.
if i put the starting value at the downbeat, the LN will become visually longer than what the noise should represnt so it'll kind of misleading that way


00:49:634 - I'd consider adding a note here to represent the height of the sound after which it kind of just tapers off into silence.

01:07:436 - to 01:07:931 - 1.15x average, although since you're kind of getting at a speed up for 01:07:931 - , I'd keep the average to 1x instead so the player will be accustomed to a 1x average at 01:07:931 - . Something like this would work (each value only lasts one unit)

01:10:568 - Think it'd be nice here to have a similar but probably weaker SV like the one at 01:07:931 - as the cut off is very sudden but the sound is rather weak with it only being a kick.

01:49:675 - Concerning this burst, I disagree with upping the note density rather than the rhythm here. Essentially, col 2 and 3 have all the minijacks with the outer columns in 1 and 4 only having 3/8 rhythms which are still pretty harder to predict. What I think would have worked better here is a single note roll of 1/12 going into 1/16 at 01:50:129 - , like so https://osu.ppy.sh/ss/9419329 . Or, you could add jumps to the 1/12 rather than using 1/16 which gets really dense really fast https://osu.ppy.sh/ss/9419337 changed for now, might change back to 1/8js if people getting to disagree with this. (though i know the burst is 1/12 justified lul but meh maniaq)

01:53:755 - Edgy SVs, I couldn't be any prouder tbh yos

01:55:115 - 01:55:280 - tfw not 1x average reeee. Make 0.4x to 0.5x or make the 2.5x to 2.8x and leave the 0.4x.
01:59:359 - ^ Also, is there any reason for this one to start with the slow value first and fast value second when the first time it occured was a simple fast -> slow bump? Makes the reading a bit awkward too as it connects a slow-fast to fast-slow sequence which I think is better suited for sounds that crescendo/decrescendo rather than sudden stops. you might notice on how the song suddenly afloat with the stops. imo its better to slow -> fast rather than vice versa
02:00:390 - 02:00:554 - s m h. So on and so forth, not gonna mention the rest of these

01:58:041 - In my opinion, for SV sequences that span over LNs, I tend to favor having them be reversed and start slow value -> fast value as it drags the LN out at the very start, making it seem like it's never going to be released as opposed to jumping forward first before dragging in a really short time frame.pretty much my preference on how the song acts like "holding" its "beat". based on my experience also, people tend to control fast ->
slow more perfectly rather than slow -> fast because of the nature sense of "we dont know when the notes will speeding up"


02:12:711 - 02:13:041 - half half method on 3/4 LNs *sad life* Would honestly have benefitted from a simple bump like 02:12:711 - 2x and 02:12:793 - 0.5x, cap at 02:12:958 - with 1x.

03:02:903 (182903|0,182986|0) - t r i g g e r e d. Honestly, the minijack this creates is a really hard transition as the patterns immediately after this are all focused on the left hand in order to contrast the right hand heavy patterns used in the previous measure, so I'd just delete the first note in 1 and avoid the minijack altogether.

03:06:612 - For this, I think the ending burst is a bit unfair to players who have made it this far as the sound is a bit smoother than the rest of the sounds that are represented with bursts. Also, there's the fact that there's a 1/4 pause at the very end which can be a bit misleading when reading as a lot of people will simply assume it is a consistent roll going all the way to the last chord at 03:06:942 - . What I think should be used instead is a simple LN with a gradually increasing SV to show how the sound kind of lurches forward a bit. Wont list all the SVs here but poke me in discord if you need an idea of what kind of sv Im talking about.


[Another]
00:49:469 - Tfw edgy SV here but no edgy SV in Ultimate smh. Anyways, they aren't averaged though cause you need 16 units to properly utilize a 10x SV (could do 12 but that's not enough edge). Either way, these only use 8 units, so the max rankable value you could do is 7.3x to 0.1x. Or you can set BPM to 2912 and set snap to 1/16 and set 10x to 0.4x SVs that way if you really wanted, but the space between 1/16 snaps is only 2 ms so it's not worth it as it's too unnoticeable. deleted entirely. i forgot to remove this since i was too focused around ultimate lol

01:07:436 - Same thing as mentioned in ultimate

01:37:931 (97931|0,98096|3) - Might control H this or something cause none of the ministacks have ever been in col 1 so far and they have a bit of a bias towards the right hand in col 3 and 4.

03:00:183 (180183|0,180266|2,180348|1,180348|3,180431|2,180513|0) - Nice symmetry but at the same time I hate the movement restriction :ccc but its a gem (geddit :DDD)

03:01:255 (181255|0) - Think it would be better to either move this to col 2 or move 03:01:172 (181172|0) - to 2 to avoid the sudden minijack which may be justified due to the synth being the same pitch here, but it feels out of place as the section so far has been pretty rolly and smooth to play.


[Hyper]
00:30:019 - Not too sure how I feel about this as it is a Hyper diff and longer jumpstreams like this tend to be focused more on the difficulty just above this level. I might reduce the amount of jumps to be only every 2/1 instead of 1/1 as the player is still just mastering 1/4 bursts and singles I think. but then it'll lost its contrasts to Another. we have Advanced as an alternative. putting chord every 2/1 isnt musically fit either since its literally become layering inconsistency

01:28:865 (88865|0) - Rather than use an LN here, I think you're fine mapping the 3/2 long 1/4 burst here as you have already introduced denser 1/4 patterning to the player before, so it seems kind of anticlimactic to only extend an LN over the entire series of sound.

01:49:799 (109799|2,109881|1,109964|2,110046|0,110129|1,110211|2,110293|0,110376|2) - I think it'd be better to control H here to avoid having a 1/2 ministack on the same hand as the LN or something, cause I keep missing here and it's making me sad https://osu.ppy.sh/ss/9420533 i thinki keep this. it feels like doesnt seem to flow for me because of the one handed minitrill before the LN (look at the first 2 notes of your screenshot and the LN after it)

02:44:689 - I'd try to differentiate the roll direction or something a bit because it's identical to Another atm and does feel slightly repetitive the way it is now https://osu.ppy.sh/ss/9420547


[Advanced]
00:44:689 - I think you're missing a note for the piano here because every where else in this section has at least a single note for it :thinking:

01:00:348 (60348|0,60843|3,61337|1) - I'd change the arrangement of these LNs as they're the same as 00:57:711 - despite being different pitches.


[Standard]
02:00:019 (120019|3,120348|0,120348|3) - Shouldn't this still be [3]/[2][23] as you mapped all the snares in the same column, changing only at the end of the measure but this little miniphrase hasnt been completed yet but the chord changes from [23] to [14].


[Basic]
01:31:667 (91667|3,91997|0) - Think it would have been nice to stack these two notes to represent the staccato kick.
01:34:304 (94304|2,94634|0) - ^ just to add a little variation to the map.

02:23:425 (143425|3) - I'd consider moving this to col 2 and then turning 02:22:766 (142766|3) - into a 2/1 LN to represent the constantly increasing speed of the rhythm.
*processing SVs intensifies*
Aste-

Protastic101 wrote:

mods are a social construct
[General]
  1. Might wanna increase HP of As' Intermediate to 7.5 or something cause there's a bunch of little 1/4 rolls that the player won't really be punished for if they miss a lot in.// how about 8?
  2. Spent about 20 minutes checking that every sample in the folder was used and it is T_T)b
[As' Intermediate]
00:55:953 (55953|2,56063|3,56282|1,56392|3,56612|1,56722|0) - I think it'd be nice to put these solely on one hand to better emphasize the kicks here, and leave the rest of the synths on the other hand, like this https://osu.ppy.sh/ss/9420599 // change to that, thankyou

03:06:942 (186942|1,188260|3) - Tbh, I think it's a bit odd to split the LNs here as they're basically part of the same sound with no distinct separation or cut between them to show that they're different sounds. Instead, the volume just grows a little bit faster at 03:08:260 - so I think overlapping the LNs similar to what the other diffs have done would be a more accurate representation of the crescendo.// fine i'll do that
https://puu.sh/yfcCv/3c19d3b434.rar
Topic Starter
Rivals_7
why the HP on aste become 8,5 instead?
changing those back to 8 as he says anyways

and yey finally updated :dd
Aste-
just

use 8,5 please
Guilhermeziat
Hi, I came across the map and I really liked it :D but I found a couple inconsistencies on your last difficulty so I'll try to convey my points about them as well as possible while trying not to hurt your mapping structure.

Ultimate
00:45:348 - Maybe repattern this section to this instead ( http://puu.sh/yfue9/c131d47ca9.jpg )? I think it represents the pitch going up better without making it too dense, unless you really want to follow the triple layering.

00:49:799 - 00:55:733 - This could use more variety, it goes on for really long and it feels like you just copy pasted and mirrored the patterns a few times. Maybe you could layer a triple every third beat (like on 00:50:458 - and 00:51:447 - and so on) where there's a stronger kick (just like you were doing before) and then vary the pattern right after it (Example: http://puu.sh/yfuL7/d8cac22e3c.jpg though it doesn't need to be exactly like that, it's just to add a bit more variety). I don't think this will make it much harder either, so that'd be solved for you aswell.

00:55:733 (55733|3,55733|2) - 00:56:063 (56063|3,56063|2) - 00:56:392 (56392|3,56392|2) - These could also be triples, since the kick gets really hard on them, but it's up to you. I didn't highlight 00:56:722 (56722|2,56722|3) - for this matter because it's the start of a burst and it would make the transition a bit rough, however changing it from a [34] chord to a [14] chord I think would represent the crash better. Applying all the mods, it'd probably look something like this I guess ( http://puu.sh/yfuXG/71cbff24e0.jpg ), however applying the double change would require you to change up the patterning of the roll burst afterwards, so that's up to you.

01:47:161 (107161|0,107161|1) - I also hear a crash in this double right here, so maybe consider changin it to a [14] aswell, but without inverting the hand that does the jumps again. I think it'd look pretty neat.

01:49:140 - - to 01:50:458 - This goes way overboard compared to the rest of the map. Highly suggest you either start this as a 1/6 roll and then speed it up to 1/8 on the second part or just keep it at a 1/8 roll all along. Having a spike like this hurts the structure of the map in general due to the difference in difficulty, and it surely isn't very fun for players who are either trying to pass the song or FC it. Hah, just imagine, getting a really good acc FC up to that point and then getting absolutely trolled.


SV section: This looks awesome
01:53:178 (113178|2,113260|3,113343|1,113425|0,113508|2,113590|3,113672|1) - I'd check this patterning again if I were you, because I think 01:53:508 (113508|2,113672|1) - are ghost notes.
02:03:727 (123727|1,123810|0,123892|3,123975|2,124057|0,124140|1,124222|3) - ^
01:55:568 (115568|3,115651|0) - Pretty sure this is a 1/6 burst (something like this http://puu.sh/yfw8v/20e00dfeb5.jpg )
02:10:568 - Missing note? Not that this one matters too much because you put an SV here to another sound anyway.


02:22:766 (142766|2,142766|1) - and 02:23:425 (143425|2,143425|0,143425|3) - These chords... I don't really know what to say to fix the first one, but i'm guessing you don't really want to take it away if it's there in the first place, do you. As to the second one, I'd just reduce it to a double on [34] to prevent this minijack (02:23:425 (143425|2,143425|0,143425|3) - )

02:23:920 (143920|0,144002|1,144085|2,144167|3,144167|0,144249|1,144332|2,144414|0,144414|1,144414|3) - I don't know about you, but I don't hear the sound you're mapping LNs to on these notes 02:24:002 (144002|1,144167|3) - and i do hear it here 02:24:249 (144249|1) - . Might wanna get that part checked aswell (though the pattern is really cool and I'd leave it just for the aesthetics hue but this is the ranking criteria :|).

First main kiai: I'm not exactly sure if you're trying to map the synth or the hihats or both here, so take these mods with a grain of salt. Layering looks fine and the kiai is really fun to play too :).
02:25:651 (145651|2) - Ghost note?
02:27:629 - Missing note?
02:28:453 - ^
02:28:782 (148782|1) - Ghost note?
02:30:925 (150925|0) - ^
02:33:892 - Missing note?
02:36:200 (156200|1) - Ghost note?
02:38:178 - Missing note?
02:39:332 (159332|0) - Ghost note?
02:41:475 (161475|2) - ^

LN section between both kiais
02:44:689 (164689|2,164771|3,164854|0,164936|1,165019|2,165101|3,165183|1,165266|0,165348|2,165431|3) - I think this is supposed to be snapped to 1/3, unless you're not mapping the wubs. If you're mapping the synths here, then 02:44:689 (164689|2) - 02:44:936 (164936|1) - 02:45:183 (165183|1) - 02:45:266 (165266|0) - 02:45:431 (165431|3) - are the ones that should have LNs mapped to them, pretty sure the rest of them would be ghost notes.

Second main kiai: I really liked how you spiced things up with the LNs here :D super cool
02:48:068 - Missing note?
02:58:618 - ^
03:06:118 (186118|1) - Ghost note?
03:06:530 - Missing note?


Good luck with your map! Hope I helped! I really liked it :)
I can also mod the other diffs if there's any need by the way
Topic Starter
Rivals_7
eh @Aste i though you were saying HP 8 in prot's reply. are you sure with that? (Changing to 8.5 again for now)

Guilhermeziat wrote:

Hi, I came across the map and I really liked it :D but I found a couple inconsistencies on your last difficulty so I'll try to convey my points about them as well as possible while trying not to hurt your mapping structure.

Ultimate
00:45:348 - Maybe repattern this section to this instead ( http://puu.sh/yfue9/c131d47ca9.jpg )? I think it represents the pitch going up better without making it too dense, unless you really want to follow the triple layering. wasnt it already and yeah i still want to keep the triple, alas it'll become inconsistent with the rest of this section

00:49:799 - 00:55:733 - This could use more variety, it goes on for really long and it feels like you just copy pasted and mirrored the patterns a few times. Maybe you could layer a triple every third beat (like on 00:50:458 - and 00:51:447 - and so on) where there's a stronger kick (just like you were doing before) and then vary the pattern right after it (Example: http://puu.sh/yfuL7/d8cac22e3c.jpg though it doesn't need to be exactly like that, it's just to add a bit more variety). I don't think this will make it much harder either, so that'd be solved for you aswell. i'm actually in the brink of "yes" or "no"
on this. mainly the concern its about triple stacks. which seem to be quite harsh execution since there's SVs. secondly, it'll lose contrast between this diff and Another which contains pretty light hammerjack while this diff emphasized it more


00:55:733 (55733|3,55733|2) - 00:56:063 (56063|3,56063|2) - 00:56:392 (56392|3,56392|2) - These could also be triples, since the kick gets really hard on them, but it's up to you. I didn't highlight 00:56:722 (56722|2,56722|3) - for this matter because it's the start of a burst and it would make the transition a bit rough, however changing it from a [34] chord to a [14] chord I think would represent the crash better. Applying all the mods, it'd probably look something like this I guess ( http://puu.sh/yfuXG/71cbff24e0.jpg ), however applying the double change would require you to change up the patterning of the roll burst afterwards, so that's up to you. i guess i agree with the 2 and 3 but not the first one, however. since the first are not the part of the climax part

01:47:161 (107161|0,107161|1) - I also hear a crash in this double right here, so maybe consider changin it to a [14] aswell, but without inverting the hand that does the jumps again. I think it'd look pretty neat. it doesnt seem to be aesthetical-ish so i think i'll pass this one :c

01:49:140 - - to 01:50:458 - This goes way overboard compared to the rest of the map. Highly suggest you either start this as a 1/6 roll and then speed it up to 1/8 on the second part or just keep it at a 1/8 roll all along. Having a spike like this hurts the structure of the map in general due to the difference in difficulty, and it surely isn't very fun for players who are either trying to pass the song or FC it. Hah, just imagine, getting a really good acc FC up to that point and then getting absolutely trolled. kind of.... no. first off that we heard those burst are really really dense in which they definitely above the usual 1/8 setting. so using either 1/6 or 1/8 in a dense part are quite misleading. its also making it a little to no difference with "Another" in which in another way, pretty misleading since its displayed "Harder" than Another.


SV section: This looks awesome
01:53:178 (113178|2,113260|3,113343|1,113425|0,113508|2,113590|3,113672|1) - I'd check this patterning again if I were you, because I think 01:53:508 (113508|2,113672|1) - are ghost notes.
02:03:727 (123727|1,123810|0,123892|3,123975|2,124057|0,124140|1,124222|3) - ^ wha? i believe they're the part of the wub noises
01:55:568 (115568|3,115651|0) - Pretty sure this is a 1/6 burst (something like this http://puu.sh/yfw8v/20e00dfeb5.jpg ) woop
02:10:568 - Missing note? Not that this one matters too much because you put an SV here to another sound anyway. already represented by LN there so i guess its fine


02:22:766 (142766|2,142766|1) - and 02:23:425 (143425|2,143425|0,143425|3) - These chords... I don't really know what to say to fix the first one, but i'm guessing you don't really want to take it away if it's there in the first place, do you. As to the second one, I'd just reduce it to a double on [34] to prevent this minijack (02:23:425 (143425|2,143425|0,143425|3) - ) idk. its actually pretty fit for emphasis towards dense LN. well i think 1/4 minijack is kinda doable since ite present in the othe parts in the map as well

02:23:920 (143920|0,144002|1,144085|2,144167|3,144167|0,144249|1,144332|2,144414|0,144414|1,144414|3) - I don't know about you, but I don't hear the sound you're mapping LNs to on these notes 02:24:002 (144002|1,144167|3) - and i do hear it here 02:24:249 (144249|1) - . Might wanna get that part checked aswell (though the pattern is really cool and I'd leave it just for the aesthetics hue but this is the ranking criteria :|). its a pitch (?) if i'm not mistaken. .. they simply represent the Gradual pitch raise :ddd

First main kiai: I'm not exactly sure if you're trying to map the synth or the hihats or both here, so take these mods with a grain of salt. Layering looks fine and the kiai is really fun to play too :).
02:25:651 (145651|2) - Ghost note?
02:27:629 - Missing note?
02:28:453 - ^
02:28:782 (148782|1) - Ghost note?
02:30:925 (150925|0) - ^
02:33:892 - Missing note?
02:36:200 (156200|1) - Ghost note?
02:38:178 - Missing note?
02:39:332 (159332|0) - Ghost note?
02:41:475 (161475|2) - ^ I'll keep the "Ghost notes" as they are actually have noises tho :u some kind of synth and some are pitch changes else is yep

LN section between both kiais
02:44:689 (164689|2,164771|3,164854|0,164936|1,165019|2,165101|3,165183|1,165266|0,165348|2,165431|3) - I think this is supposed to be snapped to 1/3, unless you're not mapping the wubs. If you're mapping the synths here, then 02:44:689 (164689|2) - 02:44:936 (164936|1) - 02:45:183 (165183|1) - 02:45:266 (165266|0) - 02:45:431 (165431|3) - are the ones that should have LNs mapped to them, pretty sure the rest of them would be ghost notes. not really ghost notes if i must say, they are correctly represent the pitch raise every 1/4.

Second main kiai: I really liked how you spiced things up with the LNs here :D super cool
02:48:068 - Missing note?
02:58:618 - ^
03:06:118 (186118|1) - Ghost note? its still have noises, though not the one in particular follows but in order to not break aesthethics i decided to make it flows towards col 1 since the pitch are descended
03:06:530 - Missing note?


Good luck with your map! Hope I helped! I really liked it :)
I can also mod the other diffs if there's any need by the way
no reply = fixed or applied in other way. Thx a bunch guil :)
and maybe i laid the rest to BNs now so you can rest easy :D
not sure if my english even understandable lol
Aste-
ehehe

sorry, after thinking and considering of my chart density, HP8 feels a bit low for that so i decide to use 8.5 instead
(or should i use 9?)
Topic Starter
Rivals_7
density is a social construct

no dont lol 9 is too overbroad for something that tier xd
i'm prolly raise my Ultimate's HP to 8,5 too
Protastic101
tfw no density is a social construct for me smh

Fixed the snap at 00:16:393 - to be 1/6, have funnnnn
Topic Starter
Rivals_7
DDMythical
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Arzenvald
just testplayed this, i think its a great map
kinda expect something more from the 1st kiai, the 2nd kiai layering is just briliant i'd say
(waiting for PP & overrated SR blame :^)) )
DDMythical
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Topic Starter
Rivals_7

DDMythical wrote:



that burst ruins an otherwise good chart

The rest of this chart is fine so i'm just going to focus in on this burst and why it has massive playability issues in relation to the rest of this chart.

01:48:521 (108521|3,108563|2,108604|1,108645|3,108645|0) - rolls into splitjumptrills are extremely well used -- this is how you create a buildup without an nps increase.

01:49:661 (109661|1) - this isnt.

The way this is done is kind of silly; The pattern is meant to be jumptrilled I get this -- but you're cutting off a massive audience of players who want to play this for acc or w/e. This entire spike is a luckshot whether you hit it or not because its meant to be manipulated and its already a huge spike -- as seen on the NPS graph.

Suggesting that this burst instead starts with 01:49:140 (109140|0) - a 1/4th splitroll to emphasise the sound which is splitting up and lead in to a pattern at (01:49:634 (109634|0) -) which could be a 1/6th roll (consistently rolling in one direction) and then flipping the direction that it rolls at 01:50:129 (110129|3) - (removing the jump aswell) and emphasising the increase by switching the snapping to 1/8th.


Reasoning:

This pattern is much more playable and doesn't make the chart a luckshot.
This pattern is much more enjoyable for people who are just able to do the rest of it -- at the moment this is a spike so as if you can (almost) hit this you can smash the rest of the file and generally be bored; unless you're going for acc -- which isn't worth it because this section is a luckshot. It's a catch 22.

bleh

Slightly more objective wording
you created a great chart and ruined it with a single luckshot burst which pretty much ruins the entire chart as a knock on effect.
now this chart isn't playable for acc and isn't playable for people who would struggle with the HS/JS sections because this burst would just dropkick them

pp has nothing to do with any point of my argument don't bring it up
i'm actually not agree with using 1/4 and 1/6 roll in which where the song indicates a really dense kick roll. the reason why is it 1/8 is because the kick roll is obviously denser than that so i think it kinda kill the concept. also it would be lost contrast with "Another"
although yes i'm agree this being a "luckshot" because these 1/12 is quite long to handle properly and require speed that is most people might not have. so i got thing to kinda solved it in mind.

a 1/8 Js with 1/12 roll/splitroll starting from - 01:50:129


----------------------------------------

----------------------------------------

(starting point at - 01:49:140 - )
probably the most playable thing people could do and require less speed. and its still indicates the dense change as well. might be a "luckshot" for some people in a midtier who trying to pass but not really for hightier acc player
1/12 roll might be quite questionable so the alternative is making them to 1/8js as well
here's a change http://puu.sh/ykN5l/fe01725297.zip not updating it because i still need to fix some stuff in lower diff

what do you think?
DDMythical
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DDMythical
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Topic Starter
Rivals_7

DDMythical wrote:

double posting

aight looked over your edit:

It doesn't fix the problem.

To be absolutely honest any use of 1/12th in this diff (unless its for grace or flams w/e) is too hard.

I think the only way to do this without it being luck based is to have the burst -- at its absolute ending peak -- be 1/8th.

01:49:140 (109140|3,109181|1,109222|3) - also there's a really dumb minitrill here

backed up points edition
1/12 streams in this are 546bpm 1/4ths. Since they are entirely jumptrillable we can take the benefit of halfing this to 273bpm jumptrill burst. Now the reason this stands out so much in comparison to the rest of the file -- as clearly indicated on the NPS graph -- is that the rest of the file is 182bpm trilly handstream. This is a massive skill gap.

I understand your reasoning of wanting this diff to be explicitly harder than another but the thing is -- not every single segment has to be harder and in this case you can actually express the difficulty increase in the other parts of the chart with harder handstream and different patterning (which you already have done) so actually, even if this burst is the same density as another the difficulty is still harder throughout the rest of it.


To fully show this i've created a slightly edited version where the burst is 1/6-1/8 just to show how the NPS graph changes and overall looks more fluid.



You can see that the spikes in intensity are still clearly represented but the chart no longer looks (or plays) like a luckshot file. Overall with these changes I think the file would be much more playable and enjoyable -- not only for high level players -- but for everyone looking to play at it as; as it stands this chart is really ruined by this burst (and from what I've gathered from other modders and players -- they think the same.)

EDIT:
MY BURST.OSU DOWNLOAD BLEH
https://pastebin.com/RpwAPmzY
>> not every single segment has to be harder

This.... is somehow sounds subjective for me. Being harder in every single segment might not be a must, but the song offer us a freedom to spice things up. so why limiting it? but ofc also taking playability into consideration.

i simply want it to be representative of what the song has provide. so it says, using constant 1/8 roll (which is shown on your edit) for a section that has its kick roll changing its intensity on certain interval time is not really relevant. it just feels..... hollow. its just there's so much happening but representated in a bland 1/8 rolls

and so to cover both of your playability concern and my concern about musical interpretation, i come up with the closest one

this should clear enough, i guess

1/8 js should be playable since its been fairly used on some infamous ranked map already.
The peak might be around 28 nps? idk just my guesses but it should be acceptable since the js its only last for literally less than 1 secs. both another and ultimate use approximate 1/8 snaps in these burst (as you wish) so there will be not so much struggle transitioning between diffs for both midtier and hightier players.

and... since i removed 1/12 so we can mark this resolve?

the changes is updated btw

(any bad english isn't intended. my wording choice is kinda smh)
DDMythical
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DDMythical
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Protastic101
bursts were changed to not be so :thinnking: plus a couple added SVs at 01:52:766 -
DDMythical
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Topic Starter
Rivals_7
there's no 1/8 js wat the heck are u talkin'
chord in-between is like 1/2 each. its a very light js and its completely doable. its an interpretation of the denser kick roll too

she already mentioned the 1/8 js as you said, what she mean its my latest change a week ago

not sure if this what she meant but she didnt tell me anything after that :d
DDMythical
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DDMythical
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juankristal
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.

Beginner:
00:24:909 (24909|1) - This one I would rather have it deleted. I feel the same scenario happens in 00:26:887 - here but it gets ignored. The rhytms for such an easy difficulty as this one should be not complex at any point so going 1/2 triples then break then repeat only once cuts a bit the consistency factor in my opinion. The one with the jump because it works as a clearer transition and is also more significant in terms of music intensity.

00:45:183 (45183|0,45513|3) - I am not so sure about this LNs. I get the intention but I would rather have something like a double in 00:45:843 - here to get emphasys for the piano-ish sound. If thats what you are looking for I think it makes more sense to follow the ending with a bit more intensity rather than having two LNs following just part of the rhytm that the piano emulates if that makes sense.

00:49:140 (49140|1,49140|0) - Would personally make this a 1/2 1-2-34 stair instead. Without the LN pointed there of course. I makes up for a better transition to end of section feeling imo.

01:18:810 - I would say this is a bit too hard for a beginner difficulty to be honest. The rhytms are way too broken (even though it follows the song perfectly) so it plays a bit hard for any player up to this level of difficulty. I would honestly just follow the piano ticks with single notes but this is kinda subjective so feel free to analyze it yourself.

No matter what you pick this is a no no no no no 01:27:711 (87711|0,87876|2,88041|1,88041|3) - . Make it 1-2-34 or even a 1-4-12 in worst case scenario to keep some sort of trill motion but not lowering the density.

01:52:766 (112766|1) - Move to 4, having release + press on the same hand is too hard. Probably the same goes here but move to 2 01:50:458 (110458|2) -

02:02:986 (122986|1,123151|2,123315|0) - rip noob players

02:06:942 - I would do something like https://osu.ppy.sh/ss/9659105 its a bit too challenging otherwise.

02:23:013 - Try this, I think your way to do it is a bit too hard as well. https://osu.ppy.sh/ss/9659131

Standard
In general I am not a fan of this difficulty. I feel its done with no cares in general and I dont really feel anything while playing it. I would suggest a few things to improve the situation:

For the intro up until the mark of 30 seconds I made a custom section to replace what you currently have. I feel the way you made it isnt necesarily bad or anything I just think that its not reaching the potential the diff could reach. I will drop the .osu file of what I did to see if you can find out some ideas out of it and perhaps change your map in that direction a bit https://puu.sh/ywLMm/ca30a2b07d.txt.

00:32:986 (32986|3,33151|3,33151|1) - Here I would make it 2 doubles without a jack. I think it works because it emulates the intensity I think you want to achieve but the minijack there is way too rude for this diff, specially considering the jump from beginner.

01:54:744 (114744|3) - why not double smh 01:57:381 (117381|0) - (this one 34)
02:00:019 - aaaa same and there are some more but zzz


02:25:074 - For this section I HIGHLY recommend you to follow the main music because man, it would be a waste if you dont. I again drafted something for you to use in this section in case you find it cool. If you want to use it, follow it up until 02:30:348 - where you have to repeat-ish it. (i sent it to you on discord because puush is a d)

For the rest is mostly fine, I think we can give another go once we are done with the rest.

A's
00:26:310 (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

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 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.

For the rest of the set I will follow up later most likely, my eyes are about to explode. So I will take a short look on what I think are big issues in the hardest difficulty now:

Ultimate
I am not an expert on SVs but I am 100% sure 00:40:898 - this SVs dont play well at all. They feel waay too sudden and the fact that they are LNs makes them ultra akward to hit properly. I imagine it might have to deal with the fact that the 0,9 SV is right in the moment where the note ticks and I would probably move it down a bit

I feel the SV section changes are a bit off, I understand the reasoning to change the pattern else it would be just ultra mindblock material and kinda boring and not really diverse but I think the changes in pattern arent really that justified at least in the mappers perspective. Perhaps players wont feel it as much due to the patterns being too bland but I would make the changes in pattern for sections like this 00:50:458 (50458|1,50458|0,50568|3,50568|2,50678|2,50678|3,50788|0,50788|1) - instead. You can hear that there is some sort of repeated jackstyle-ish sound there that supports the pattern change without making it look weird. Basically just did what you exactly did but making the transitions 2/1 beats earlier and probably one more time.

For the bursts... 394 bpm streams with doubles is way too much haha. Even harder considering the transition before it. Please remove the doubles in the 1//8s bursts at least, the rest can be discussed.

02:24:746 - Why this part has no LNs but the ending does? I mean sure, you want the end of the end to be the most intensive but really, this part is just way too easy compared to anything else and its reaaally asking for some LN action. We can sort it out one day on IRC for sure.

The mod of the last difficulty isnt really a mod I would say, instead, is just marking what I think are the biggest points of issues but the real mod would take place another day. Call me back once you answered this if I dont come back earlier than that.
Topic Starter
Rivals_7

juankristal 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. o no

Beginner:
00:24:909 (24909|1) - This one I would rather have it deleted. I feel the same scenario happens in 00:26:887 - here but it gets ignored. The rhytms for such an easy difficulty as this one should be not complex at any point so going 1/2 triples then break then repeat only once cuts a bit the consistency factor in my opinion. The one with the jump because it works as a clearer transition and is also more significant in terms of music intensity.

00:45:183 (45183|0,45513|3) - I am not so sure about this LNs. I get the intention but I would rather have something like a double in 00:45:843 - here to get emphasys for the piano-ish sound. If thats what you are looking for I think it makes more sense to follow the ending with a bit more intensity rather than having two LNs following just part of the rhytm that the piano emulates if that makes sense.

00:49:140 (49140|1,49140|0) - Would personally make this a 1/2 1-2-34 stair instead. Without the LN pointed there of course. I makes up for a better transition to end of section feeling imo. aint that would be contrary to your concern before about beginner being "too hard"?

01:18:810 - I would say this is a bit too hard for a beginner difficulty to be honest. The rhytms are way too broken (even though it follows the song perfectly) so it plays a bit hard for any player up to this level of difficulty. I would honestly just follow the piano ticks with single notes but this is kinda subjective so feel free to analyze it yourself.

No matter what you pick this is a no no no no no 01:27:711 (87711|0,87876|2,88041|1,88041|3) - . Make it 1-2-34 or even a 1-4-12 in worst case scenario to keep some sort of trill motion but not lowering the density.

01:52:766 (112766|1) - Move to 4, having release + press on the same hand is too hard. Probably the same goes here but move to 2 01:50:458 (110458|2) -

02:02:986 (122986|1,123151|2,123315|0) - rip noob players

02:06:942 - I would do something like https://osu.ppy.sh/ss/9659105 its a bit too challenging otherwise. idk since the rythm is odd enough, using LN isnt really the best way imo. since they need to deal with odd releases

02:23:013 - Try this, I think your way to do it is a bit too hard as well. https://osu.ppy.sh/ss/9659131 not really change on this since i want to keep the LN place on it. current place are the loudest buildup that could be heard.

Standard
In general I am not a fan of this difficulty. I feel its done with no cares in general and I dont really feel anything while playing it. I would suggest a few things to improve the situation:

For the intro up until the mark of 30 seconds I made a custom section to replace what you currently have. I feel the way you made it isnt necesarily bad or anything I just think that its not reaching the potential the diff could reach. I will drop the .osu file of what I did to see if you can find out some ideas out of it and perhaps change your map in that direction a bit https://puu.sh/ywLMm/ca30a2b07d.txt. i feel like your version is kinda not contrasted with both beginner and aste's. i want it to be like an introduce to higher snapping usage but still living every 2 measure with breaks

00:32:986 (32986|3,33151|3,33151|1) - Here I would make it 2 doubles without a jack. I think it works because it emulates the intensity I think you want to achieve but the minijack there is way too rude for this diff, specially considering the jump from beginner.

01:54:744 (114744|3) - why not double smh 01:57:381 (117381|0) - (this one 34)
02:00:019 - aaaa same and there are some more but zzz they are kind of intended. making the doubles all the ways is somewhat too hard for the progression.


02:25:074 - For this section I HIGHLY recommend you to follow the main music because man, it would be a waste if you dont. I again drafted something for you to use in this section in case you find it cool. If you want to use it, follow it up until 02:30:348 - where you have to repeat-ish it. (i sent it to you on discord because puush is a d) so kinda did but in my own way + approximate them as closely as possible because 1/4 thing isnt really feasible for progression imo. plus the placement of each isnt in usual beat where it could be predictable. Aste already did it and i think its best to keep the concept on him.

For the rest is mostly fine, I think we can give another go once we are done with the rest.


For the rest of the set I will follow up later most likely, my eyes are about to explode. So I will take a short look on what I think are big issues in the hardest difficulty now:

Ultimate
I am not an expert on SVs but I am 100% sure 00:40:898 - this SVs dont play well at all. They feel waay too sudden and the fact that they are LNs makes them ultra akward to hit properly. I imagine it might have to deal with the fact that the 0,9 SV is right in the moment where the note ticks and I would probably move it down a bit they are intended so there would be a bump feel without tricking the LN visually. i dont think the LN is awkward imo. a couple testplay i asked before are same, they dont feel really troubled on this part

I feel the SV section changes are a bit off, I understand the reasoning to change the pattern else it would be just ultra mindblock material and kinda boring and not really diverse but I think the changes in pattern arent really that justified at least in the mappers perspective. Perhaps players wont feel it as much due to the patterns being too bland but I would make the changes in pattern for sections like this 00:50:458 (50458|1,50458|0,50568|3,50568|2,50678|2,50678|3,50788|0,50788|1) - instead. You can hear that there is some sort of repeated jackstyle-ish sound there that supports the pattern change without making it look weird. Basically just did what you exactly did but making the transitions 2/1 beats earlier and probably one more time. hope i get this lol

For the bursts... 394 bpm streams with doubles is way too much haha. Even harder considering the transition before it. Please remove the doubles in the 1//8s bursts at least, the rest can be discussed. muh pp :'

02:24:746 - Why this part has no LNs but the ending does? I mean sure, you want the end of the end to be the most intensive but really, this part is just way too easy compared to anything else and its reaaally asking for some LN action. We can sort it out one day on IRC for sure. one thing for sure that the 1st chorus are entirely act as an introduce to the more trickier part. and i dont really wont to change its since it'll lost the contrast with Another i might kinda screwed the LN part a bit so i guess if you have a thing that come in mind to make it more cool, is welcome c:

The mod of the last difficulty isnt really a mod I would say, instead, is just marking what I think are the biggest points of issues but the real mod would take place another day. Call me back once you answered this if I dont come back earlier than that.
And the rest is accepted. Thx owo
Khoo_Zz
RANKED PLEASSSSE
Aste-

juankristal 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's
00:26:310 (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.
thanks for your review

https://puu.sh/yxauo/52f80ceea9.rar
Topic Starter
Rivals_7
weh tumben cepet :3c
Updated
StarTemplar
Nice map
juankristal
okey this took way longer than expected


Advanced
00:18:810 (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

Another
00:24:579 (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.

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.

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

Ultimate
01:39:497 - That one is intentional? Dont feel its strong enough to follow that

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.

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
Topic Starter
Rivals_7

juankristal wrote:

okey this took way longer than expected


Advanced
00:18:810 (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 double

Another
00:24:579 (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 too

Ultimate
01:39:497 - 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
else applied :)
Thx again owo
juankristal
oke
Topic Starter
Rivals_7
owo)b
Protastic101
[ultimate]
00:40:897 - tfw sv unsnapped by 1 ms s m h, literally unplayable
00:41:144 - ^

00:40:815 - Not sure if I actually mentioned this in my first check, but why does the start of the SV sequence come before the actual note itself at 00:40:898 - ? It's also unaveraged cause 4 units - 1.8x starting = 2.2 remaining / 3 remaining units = 0.733x as your secondary SV. Lastly, the fact that the 0.9x SV goes through the LNs causes them to appear longer than they really are. I would just start each SV sequence on the downbeat and end on the 1/4 after with a 1x so that the LN doesn't appear all stretched out.

02:20:705 (140705|3,140788|3) - too cruel. Honestly though, I'd just leave the jump before the hand as a single note to avoid a minijack there cause unlike at 02:13:865 (133865|0,133947|0,134030|2,134112|2) - where they were intentional and pretty easy to hit, this comes in the middle of other things that the player is focusing on hitting, so this is pretty much a guaranteed miss even for more experienced players imo. If you do change it, remember to make the note 30% hs vol as opposed to 15%

Might wanna double check all your SVs if they're unsnapped by a couple ms or smth.


[Another]
00:45:596 (45596|1) - https://osu.ppy.sh/ss/9910094 Snaps :thinking: . Same applies to hyper and As' intermediate. The piano is 1/6, not 1/4 and it can't be simplified using 1/4 so you can either use 1/3 which I dont think is possible within a 1/2 time frame or just leave it as an LN or short note on the downbeat.


Otherwise set looks fine, gotta pop for snap but poke me when you've fixed it.
-mint-
have a few stars owo

irc
20:22 qqqant: hai
20:24 qqqant: hai
20:24 Rivals_7: ping
20:24 Rivals_7: owo
20:24 qqqant: owo
20:24 qqqant: ima jump straight into it
20:24 qqqant: 00:17:162 (17162|3) - the SV here
20:24 Rivals_7: aight
20:24 qqqant: i use a barline skin
20:25 qqqant: it's very hard for meto hit 00:18:151 (18151|1,18151|3,18151|2) - these notes perfectly
20:25 qqqant: ive played this map like 30 times already lol and not once have i gotten them
20:25 Rivals_7: barline uh..... as in like the same as default playfield?
20:26 Rivals_7: how does it look?
20:26 qqqant: let me try to take screenshot
20:27 qqqant: it didnt let me upload it so ill just send it on discord
20:28 Rivals_7: oh thats kind of big playfield hmm
20:29 Rivals_7: thats sure are phard. but we standarized it into default skin so using like another skin as an excuses somehow .... not work. i see it pfine
20:29 Rivals_7: what scrool speedare you using rn
20:29 qqqant: 32
20:31 qqqant: in my opinion, gradual, steady SV change from say 0.7 to 1.3 between those two notes would represent the suspended cymbal better
20:31 qqqant: the 0.1 makes it difficult to kind of judge where the note will land
20:32 Rivals_7: hmm lemme try to workaround a bit with that
20:32 qqqant: oki
20:33 qqqant: i have some more concerns
20:33 qqqant: the next section, starting with 00:18:151 -
20:34 qqqant: up until 00:57:711 -
20:34 qqqant: that whole section, is in 3/4, then changes to 4/4 at 0:57
20:38 Rivals_7: oh to think of it the percussion is 3/4 but not entirely sure myself
20:38 Rivals_7: yea will change that i guess
20:38 qqqant: try to feel the waltzy beat in that section owo
20:39 Rivals_7: do you have any ideas about the sv anyway. i already try another possible speedup but doesnt seem to represent the strong entrance qwq
20:39 Rivals_7: 1,3 were too weak imo
20:40 qqqant: weak?
20:40 qqqant: so u want the SV there to have more strong effect?
20:40 Rivals_7: yeah kindof
20:40 qqqant: for the "shock" factor of the note after?
20:41 Rivals_7: i guess that what you called yeah
20:41 qqqant: ah i see
20:41 qqqant: i thought that it represented the suspended cymbal
20:42 Rivals_7: was my general idea because that sounds prominent xd
20:42 qqqant: hmm i see
20:42 qqqant: so the 1.25->1.75 part is too strong imo
20:42 Rivals_7: didnt see your entire sentence. my bad in the end :d
20:42 Rivals_7: hm
20:43 qqqant: and the 0.1 also too slow due to the barline problem (with my skin)
20:44 Rivals_7: 00:17:821 -
20:44 Rivals_7: i guess 0,25 is ok? cant go more than 0,25 as it will creates some bumpy effect on - 00:17:821
20:44 Rivals_7: oh wait
20:45 Rivals_7: maybe i could remove that
20:45 Rivals_7: the 0,25
20:45 qqqant: im trying things out
20:47 qqqant: https://osu.ppy.sh/ss/9950684
20:47 qqqant: 0.2 -> 0.4 -> 0.6 -> ... -> 1.4 are the values i used
20:48 qqqant: if it's not strong enough, 0.1 -> 0.3 -> ... -> 1.3 also can work
20:54 Rivals_7: guess i'll be doing in on the last 1/4 for the intended effect. http://puu.sh/yVYeS/e0d65434be.jpg
20:54 Rivals_7: it doesnt seem so readable in default but eh
20:54 Rivals_7: maybe its just me
20:54 qqqant: hmm let me try that
20:55 qqqant: looks cleaner
20:56 Rivals_7: coolsies
20:56 qqqant: i can read that now
20:56 qqqant: ok and the time signature thing?
20:57 Rivals_7: yep change that too. but do the signature is changing too at - 00:33:975 - ?
20:58 qqqant: still 3/4 there
20:58 Rivals_7: its like 2/4 and then 3/4 again
20:58 Rivals_7: uh
20:58 qqqant: where?
20:59 Rivals_7: the next crash land on 2/4 after the downbeat - 00:34:634 -
20:59 Rivals_7: then it goes 3/4 again until the time you mention
20:59 qqqant: that's still 3/4
21:00 qqqant: the first two down beats are kick drum
21:00 qqqant: then the third beat is a snare
21:00 Rivals_7: oh wait i'm retarded
21:00 Rivals_7: yea you right xd
21:00 qqqant: :( dont say that
21:01 qqqant: 00:47:986 (47986|3,48151|3,48315|3,48480|3,48645|3) - intentional anchor?
21:02 Rivals_7: :u
21:02 Rivals_7: yea it was
21:02 qqqant: i see
21:02 Rivals_7: it plays kinda cool in my end
21:02 qqqant: yeah it does
21:03 qqqant: the section at 00:49:799
21:03 qqqant: 00:49:799 -
21:03 qqqant: extremely awkward to play - for me at least
21:04 Rivals_7: its uhh something that i try to represent the original chart in lanota :c
21:05 Rivals_7: it is awkward. kinda. but its plyabale tho
21:05 qqqant: it is playable but really really awkward
21:05 qqqant: imo it would be less awkward if there were triples for the snares
21:06 qqqant: and u can balance out the jacks with 3 in a row on either hand
21:07 Rivals_7: isnt that would be... more awkward? idk handling the jacks would be pnasty :d
21:07 Rivals_7: can you give some examples?
21:08 qqqant: https://osu.ppy.sh/ss/9950792
21:09 Rivals_7: three jacks :blobsad:
21:09 Rivals_7: not entirely sure with that cuz anyjacks up to three plays quite eh
21:09 Rivals_7: for me that is
21:10 qqqant: hmm yeah i guess
21:13 qqqant: it plays fine for me
21:18 Rivals_7: coolio then owo. anything else :d
21:19 qqqant: 00:58:700 (58700|2) -
21:19 qqqant: this ln, why doesnt it go all the way?
21:21 Rivals_7: the rest is kinda low echo imo.
21:21 Rivals_7: low volume *
21:22 qqqant: ah i see
21:22 qqqant: that makes sense
21:24 qqqant: at 01:15:513 - just a suggestion http://osu.ppy.sh/ss/9950859
21:24 qqqant: very small change
21:28 Rivals_7: hmm oki looks pcool
21:42 qqqant: 01:26:722
21:42 qqqant: 01:26:722 - no LN?
21:43 Rivals_7: theres no string sound like any other LN does. or at least not that hearable
21:43 qqqant: theres a clear synth sound there
21:45 Rivals_7: maybe i guess. added anyway :dd
21:46 qqqant: how about 01:27:711 - ?
21:48 Rivals_7: i guess shall not waste for the top diff xd added too owo
21:49 qqqant: i think we discussed 01:49:140 - before? in discord
21:51 Rivals_7: yeah....... and gonna keep the double for claps...... thing
21:52 qqqant: well i have solution
21:54 qqqant: i have two proposals
21:54 qqqant: 1. if you like "stepmania" style patterns https://osu.ppy.sh/ss/9951005
21:54 qqqant: 2. sort of pitch relevant (rolling to the right if the pitch going up, rolling to the left going down) https://osu.ppy.sh/ss/9951010
21:55 qqqant: i need to eat dinner real quick
21:56 Rivals_7: kk will try around with it. could post irc for free kudos owo/
22:07 qqqant: back
22:08 qqqant: the SV at 00:40:815 -
22:08 qqqant: the values dont seem averaged
22:11 qqqant: maybe you can do 1.3 on 00:40:898 - and then 0.9 on 00:40:980 - and the same for the second one
22:14 Rivals_7: uh the reason why i leave it before the downbeat is because if i start the SV on the downbeat, it becomes visually long. and it cause confusion
22:14 Rivals_7: https://osu.ppy.sh/ss/9910339 vs https://osu.ppy.sh/ss/9910347
22:14 Rivals_7: it is more predictable in sense imo
22:15 qqqant: hmm
22:15 qqqant: then maybe a pull within the LN length?
22:15 qqqant: so at 40898, a 2.2
22:15 qqqant: then on 40918 (1/16 snap) a 0.6
22:16 qqqant: then a 1.0 at the end of the LN
22:16 qqqant: that would normalize it and give the effect
22:18 Rivals_7: will try that. gotta have lunch for a bit >.>
22:18 qqqant: okii
22:19 qqqant: thats all i had, i think
22:19 qqqant: if i have more ill msg u on discord
22:19 qqqant: cya!
Topic Starter
Rivals_7
going to change Aste's snaps no (he doesnt seem to read to my PM for more than a week qwq)
the change is on - 00:45:513 - whereas the 1/4th is changed to a single LN
@aste kalo baca, ini versi yg belum diubah sama w http://puu.sh/yZ4QB/0b4c51a0dc.osu dengan timing sama HS udh fix

additional
- Timing changes: - 00:18:151 -> - 00:57:711 - are using 3/4
- added SVs on the last big kiai of Hyper
- change on a js in Ultimate
- buff up the section after heavy SVs part - 02:14:194 - on Ultimate and another
- decided to not change SV of what qqqant have suggested on - 00:40:898 - Feels to weak for me to actually get the feel of the song imo
- fix a couple of unsnapped SB hitsounds

also thx qq for stars owo
eyes
just feedback
03:06:612 - would be cool if you add sv here
03:09:249 - and here
Topic Starter
Rivals_7
i'm actually thinkig to have a stutter like the one in the middle. but.... doesnt work so well with the music somehow :/
and the 2nd one could be a speedup but uh......... not my taste i guess sorry :c
-mint-
the "stepmania" suggestion i suggested was a joke... i didnt think you would accept that
Aste-
Protastic101
whoosh~

short irc over the new basic diff. Here's the bubble back
Topic Starter
Rivals_7
(=w=)b
-mint-
dt pp?
juankristal
qualified
Dailycare
finally !!!!!!!!!!
Topic Starter
Rivals_7
Thanks juan!!
Surono
karena hidup penuh banyak rasa, kopi goodday penuh banyak rasa untuk harimu.
Akasha-
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

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

00:39:249 (39249|1) - wrong piano keysound pitch, it should be even lower than 00:38:260 (38260|0) -
00:41:227 - in here should have a piano keysound with the same pitch of 00:40:898 -

00:47:821 (47821|0,48315|3,48645|0,48810|1) - just these are too high tho, make it lower

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)

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 -

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

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

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:)

01:58:864 - this is actually 1/6, not 1/4

02:02:491 - keysound missed a sound on here
02:01:996 (121996|1) - this one sounds actually kinda accurate but just feels empty somehow

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
02:02:738 (122738|3) - ghost note, I don't heard any sounds here

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

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
02:10:485 (130485|3) - this one supposed to be on 02:10:568 - and end on 02:10:732 -

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

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

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 -)

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)

02:38:178 - got sound on here too, would be better to add a note on here
02:39:496 -

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

Suggestion: https://puu.sh/zbWnD/d6145e4987.png (02:44:689 - )

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

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)

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?

Nope, not a SV-Elitist, I skipped SV Check

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

Would wish to check the other difficulties too but I really don't have that much time
So anyway, good luck there!
Topic Starter
Rivals_7
its big

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 Check SVs 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!

thanks for taking a look! honestly if you were come a little bit earlier, i could've applied some of this :/
maybe when this does got DQ later, will reconsider what you tell. but for now, gotta gather the community attention first so i could get more feedback (maybe)
AchsanLovers
wadu dah k e r a d
congrats~
Maxus
Hello, so i'm not sure bout the snap here, so i want to point it out just to make sure.


the left one is the ultimate diff, the right one is the intermediate diff.
Is the 1/8 snap at intermediate intentional? since there isn't any 1/8 there, and all other diff also use 1/6.
Wadu
cool map but
02:45:513 - SV is 512
02:45:678 - SV is 677
is that on purpose?
Protastic101
Derped by request
Topic Starter
Rivals_7

me irl

fixo
- derped piano
- derped hitsound files
- derped snap
- derp my life

more tagssss
Caput Mortuum
yessss best song in the game
Protastic101
rederpled by request

i sound stupid
-mint-

Protastic101 wrote:

rederpled by request

i sound stupid
sound is never wrong
juankristal
k
No_sync
hi.

Great spread, maybe more maps can learn of this one...
I checked the hitsounds and i think there are many delay (more than 5ms) on those reverse cymbal hitsounds:
open
Pretty sure these hitsounds have many delay:
LR4_RevCyCV2.wav - https://puu.sh/zp8uL.png at least 50ms of delay
LR4_RevCyCV5.wav - https://puu.sh/zp8yq.png at least 35ms of delay
LR_RevCyCCR.wav - https://puu.sh/zp8Ap.png at least 50ms of delay
LR_RevCyHLWX.wav - https://puu.sh/zp8GW.png at least 140ms of delay
LR_RevCyWWT.wav - https://puu.sh/zp8R6.png at least 30ms of delay
LR_RevCyG.wav - https://puu.sh/zp8CL.png at least 35/100ms of delay, depending on what channel are you checking.
LR_RevCyLGLH.wav - https://puu.sh/zp8NM.png at least 5/70ms of delay, again depends of the channel.

I'm not very sure about this one:
LR_RevCyITV.wav - https://puu.sh/zp8J7.png

I think these are ok:
LR3_BassDropPDG.wav - https://puu.sh/zp9HJ.png
LR4_ClapLRV.wav - https://puu.sh/zp9LC.png
Topic Starter
Rivals_7
Rev are reversed hitsound. so the delay are pmuch intended. It has been modified to match how the song goes
well technically not a delay since every peak of the HS you mentioned are landed in the exact place where the noise peak is. And is not even mistimed

because if its so, prot should've been bashed me from the start
No_sync
From my point of view, the sound needs to start in the first peak or the most prominent peak. That's something that i can't see on those reverse cymbals at all.
The long space without any peak is just silence in my opinion and can be avoided.
Topic Starter
Rivals_7
your statement is true for Most Hitsound. What you against is a reversed hitsound. Reversed means it comes from low to high.

to put that into perspective (warning: Bad paint)


1st is the reversed HS. 2nd one is the usual HS that mappers used the most (+ delay. for comparison). if its start in its prominent peak, i should cut the rest of the HS buildup noise? tbh thats just ugly and defeat the purposes of what "reverse hitsound" should be

Rev HS simply act as an accompany rhythm along with the song. imo that gives an unusual vibe that is almost not present in ike..... anywhere

Here's why a delay are necessary
take an example of LR_RevCyHLWX.wav.( - 02:42:546 - ) which has 140 ms delay as you said. The peak is around 1,8 seconds after the hitsound (which is on SB) are placed. somewhere around - 02:44:194 - here. say if i cut that delay, the wav is now around +-1665 ms. that leaves around 130 ms from the original and will result the peak of hitsound is happened way too early than it should be, this is relevant with the pattern i did and reflect it.

the possible solution that i need to move the said SB hitsound into 140 ms later. that will be around 02:42:686. but the thing is, 686 doesnt land in any snap even the 1/16. That still leaves around 4 ms to the nearest 1/16 line (690) so i need to cut that further, but the thing is the hitsound will have some unecessary cutout. might not really noticeable but imo that deletes the aesthetics purposes.
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.

another solution is to move it to - 02:42:669 - which is another nearest snap from 686 (one line below). but that will still leaves 17 ms of delay.
This is the most possible another workaround to minimalize but this doesnt change anything. in the end, the delay still there

if we actually see hows the RC worded it
>Hitsounds must have an acceptable range of delay under 5ms. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.

1. Does these hitsound sounds mistimed to you? the peaks land exactly on time, as i have said before.
2. Does these HS make the player confused when played? they are landed correctly where i want it to be. reflecting the pattern i did

the purpose of this RC is that the thing i bolded. these HS meet both the criteria. so this is technically not a delay

if you do arguing "Then every HS could have a delay" think of consequences when its played. if you mapping anime song with a constant drumline, but you put the delayed 5 ms Drum HS too in there, when played, there will be some awkward synchronize. this is due to human reflects is not always at 0ms, thats impossible. even more impossible that you need to do it consistently. except auto ofc.
Its also why most of the Rev HS are on SB so it will played no matter you hit it or not, except for some occasion where I intendedly dont put it on SB like LR_RevCyITV on - 02:44:194 (164194|2) - but it relatively easy to hit so you wont miss it.
Asherz007
Right, time to address this hitsound thing.

[Hitsounds]

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.
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.

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:

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.
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.

[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:

  1. 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.
  2. 00:07:602 (7602|3,7602|0) - D6 (audio has this)
  3. 00:08:261 (8261|2,8261|3) - G5/B5 (G6 is too high compared to what the audio has)
  4. 00:08:591 (8591|0) - B4 (audio has this)
  5. 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?
  6. 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.

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)

00:48:315 (48315|3) - A6 (audio has that)
00:49:140 (49140|3) - also A6

00:57:711 - A bit odd that some of the keysounds are storyboarded here even though that's what you're focusing on.

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.

Time to bash prot then
Topic Starter
Rivals_7

Asherz007 wrote:

Right, time to address this hitsound thing.

[Hitsounds]

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.
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 reading

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:

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.
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 :d

[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:

  1. 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.
  2. 00:07:602 (7602|3,7602|0) - D6 (audio has this)
  3. 00:08:261 (8261|2,8261|3) - G5/B5 (G6 is too high compared to what the audio has)
  4. 00:08:591 (8591|0) - B4 (audio has this)
  5. 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?
  6. 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 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.

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 then pls dont. pat her instead because good will would come if you pat the holy sheep of ET-ness
pls dont dq because i'm already feel bad for bothering prot and juan for my greed :c (juan would be busy for SOFT tho)
Thanks for taking a look btw :3c
No_sync
Is all good for me then, thanks for the explanation Rivals and Ash. Good luck! :)




why the bash meme all the sudden? x_x
Toaph Daddy
Alright here we go
Why do I feel the need to do this so bad
God I don't like this

Extremely long mod I'm serious tread carefully
Ok so. First thing, I feel this map, in general, is extraordinarily boring. You mapped things in the safest, most boring possible way in many sections, outright ignore melody in favor of percussion that sometimes can't even be heard in comparison, its inconsistent within itself, tries too hard to be interesting (I'll probably rant about the SV usage in this when I go over this thing), and dumbs itself down in favor of playing easier.

Let's look at some examples of some of these things I just listed

Let's start with consistency

00:01:997 - you ignored this sound and 00:09:909 - while paying attention to the sound at 00:04:964 - and 00:08:591 - (inconsistent within itself, this is extremely minor though)
00:11:228 - Not a double while literally two notes later theres a double on the same sound.
I probably won't mention any more stuff in this slow intro thing. It needs work

00:19:057 (19057|1) - Why is this mapped? To make it flow better? Cuz theres no sound there

00:19:469 (19469|1,19469|0,19469|3) - no discernable difference between this and 00:19:799 (19799|2,19799|0,19799|3) - despite being noticeably different sounds

00:23:013 (23013|0) - Same as before

00:23:425 (23425|1,23425|0,23425|3) - see above in relation to 00:23:755 (23755|2,23755|1,23755|3) -

00:25:486 - So you decided to not map this note despite doing it before?

Not mentioning any more consistency issues for that section. Please look over this. Also those LNs feel awkward to me being used in that way. This method of using long notes will eventually lead me to another point I'll be bringing up later which mostly has to do with you arbitrarily switching between mapping using lns and mapping without using lns.

00:31:420 (31420|2,31502|1,31585|3) - I don't see a point in deviating from the already established trill thing you were doing, which legitimately made sense and was somewhat interesting

00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - Why did you make these two different hands. Why not make them both [234] hands. They are literally the same exact sound and have no reason being different.

00:40:898 (40898|2,40898|1,40898|3,41227|1,41227|3,41227|2) - Not really an inconsistency mod but why are these not extended to be full 1/2 lns. There is no sound here that doesn't end on the 1/2 note tick

00:45:760 (45760|1) - This is a ghost note

Ok I'm, going to take a break from this inconsistency stuff for a second.



Are you actually serious?????

What even is this?

1) There is no discernable difference between the heavier percussion sounds and the main melody (which seems to be something you entirely focused on for everything before this section)

2) This is actually the most boring and simple choice you could have made for this section, and may actually be the most boring part of the map

3) It initially implies that 3-note jump jacks will be the focus of the section and then deviates from that.

4) 3-note jacks are actually what make the most sense here

5) This section is way dumbed down presumably because jAcKs ArE HaRd

6) The SVs are actually worthless and seems like they were used solely because you realized this section was boring and wanted to "spice it up"

This literally follows all but one of my general complaints about the map.

Back to general mods/inconsistency stuff

00:57:711 (57711|3,58205|0,58700|2) - hold on you can't be serious. This is literally not an audible sound. So you made it so the hitsounds were the only thing that these notes were mapped to. That is ridiculous. Its almost like you wanted to attempt a hitsound job like imperishable night but only for 3 notes. Why???

01:08:260 (68260|3,68260|2,68260|0,68754|0,68754|1,69249|1,69249|2) - Both notes being held at a given time change pitch for each one and have eqaully emphatic percussion hits attached, so there isn't much of a reason to connect the LNs like this as opposed to making them all separate LN hand things

01:15:513 - I don't know why but I highly dislike this choice here. It ust feels a bit weird idk

01:16:172 (76172|3,76172|0,76667|2,76667|1,77161|2,77161|0) - Noticeable weaker synth and percussion, mapped exactly the same

01:33:809 (93809|1) - This ln should start at 01:33:645 -

01:29:359 -
Ok I'm gonna go back to right here, where this section starts.
I don't know if mapping every 1/2 note is necessary. There are much more noticeable sounds that you seem to ignore (since you seem to be going for the melody + claps + kicks), namely the bass hit or whatever you want to call it. Plus there really isn't much of a discernable sound on every 1/2 beat that justifies this kind of mapping.
01:39:908 - HERE However, there is an extremely noticeable and loud percussion sound happening every 1/4 beat. This section should be noticeably different in terms of density/structure/patterning so that a transition through the obviously increasing intensity of the song can be seen and felt by players


01:49:139 - So I don't really like this but i guess its not necessarily bad. It doesn't go against any ideas or anything, so w/e. Theres something tipping me off a bit though, w/e

01:53:095 - Alright here comes more boring stuff.
Why
Like
Honestly
Why
This, in no way, has any understandable reasoning for being extremely basic jumpstream/handstream. Especially since the rest of the chart is literally the same way. I can understand that doing other stuff with rice patterns would likely cause a ruckus with "ghost note" arguments or whatever but like, c'mon. It doesn't increase the difficulty of anything outside of some basically neglidgeable SVs that are literally only mapped to the large percussion kicks and the transition sounds. It takes arguably the most intense part of the song (which also highly deviates from the rest of the song) and makes it change nothing about what has already been presented to us.

Might I also add that, because of the nature of the types of SVs you are trying to use here, the section flows incredibly poorly, with the drum kicks serving only as interruptions to a part where they are really cohesive with the general tone of the section of music.
The way I personally would fix it is to make it so that instead of trying too hard to normalize the separation of the notes to a 1x scroll speed, just weaken the jump and then keep it going (what i mean is that you'd start with a weakened SV for the jump, say 1.25x or something or whatever works, and immediately follow it with a 1x so that it doesnt "stop" the scrolling and merely causes the notes to jump forward as a result of an extremely intense sound, which ultimately allows for the song to flow much better and even poses a challenge to players)

I won't mention any more about the whole boring aspect of this section or same-y nature of it, but will focus now on other stuff thats really weird.

02:02:326 - So some of these LNs don't really fit with the sound of the synth. Specifically, 02:02:491 (122491|3,122573|1,122738|3,122820|1,122985|2) - These 5 seem to be mapped to literally nothing

02:08:919 (128919|3) - Shouldn't this LN be twice as long

02:11:557 - See, to me here, the synth really only deserves 1 LN representing it, whereas you could probably make the second one extended to help represent the background woosh thing. 02:12:051 - Like here, you have the woosh also mapped I would presume, though two of the LNs should be extended to represent this more clearly.

02:13:864 (133864|0,133947|0,134029|2,134112|2) - Why are these minijacks? They don't deviate at all from the 4 notes right before it from my perspective

02:15:183 - Shouldn't be a double

02:16:172 - Shouldn't be a double

02:19:963 (139963|1,139963|0,140128|0,140128|1) - Shouldn't be doubles?

02:20:458 (140458|3,140458|2,140623|2,140623|3) - Same?
Same for the patterns right after it too

02:23:919 (143919|0,144002|1,144084|2,144167|0,144167|3,144249|1,144331|2,144414|3) - What was the logic behind this pattern? There is nothing supporting it, in fact, the synth only sounds on every 1/2 beat, not every 1/4th beat, so some of the LNs before it are also representing essentially nothing

02:24:743 - sag hjsrklgb hjkedr;gke God I'm overreacting to this but it feels so weird to just completely ignore the extremely loud synth in favor of only mapping the percussion. Like honestly. I understand that there technically isn't anything wrong for the kiai but its another case of it feeling so same-y compared to the beginning of the chart despite making noticeably intensity and melody changes.

02:28:452 (148452|1) - Oh is this you trying to map the synth too??? This might just be you accidentally putting a ghost note in but if you want to seem like you are mapping the synth layer it with the percussion that you wanted it to map too at the lease instead of only placing notes that correspond to the synth when literally nothing else is there.

02:25:650 (145650|2) - Speaking of ghost notes I'm heading back a few seconds because this is definitely one regardless of whether you were trying to map the synth or not. This goes for every time there is one of those jump to hand things

02:44:689 - Ok if anything I'm almost certain these should be 1/3 LNs

02:45:842 - Wait what. WHY. Stop trying to make your maps more varied for the sake of having variation. It's LITERALLY THE SAME SOUND. There is no justifiable reason for why you would randomly change the entire structure of the kiai halfway through, other than the fact that the drums (and possibly also the synth) most notably get louder in the second half. Why would you put more emphasis on a completely new sound in the map despite the emphasis relative to the other sound (ie the drums emphasis in comparison to the synth) stays the same? If anything the map should just get denser in general while following the same concept you had developed just prior to it. This is the most effective way to handle something like this, as opposed to changing the entire concept. Not to mention that this second half of the kiai doesn't even stay consistent with mapping the synth sounds to LNs so I don't even know what to say (eg 02:48:974 (168974|3,169057|0,169139|3,169221|0,169304|3,169304|1) - none of these notes having any LN relevancy)

03:01:667 - Not sure why there are 1/4 notes placed between all the jumps tbh, since there isn't a noticeable sound there

03:04:963 - Not a hand?????

03:06:117 (186117|2) - This note definitely shouldn't exist

03:05:787 - Also not sure why you made these all LN shields. Kind of deviates from anything else you do in the map, so it just feels random

God ok I'm done with Ultimate.

I feel like I've said enough for one diff that it should be obvious some amount of discussion should be put forward. I hear so much about how the ranked section is complete garbage, and the fact that maps like this have the capability of making it through while having so many noticeable problems on a single difficulty just blows my mind. I didn't even explain that much about why I don't like 90% of the SVs put in this map. I said some basic general stuff in a couple of mods but I did not even finish what I wanted to say about them. My main point for that likely being related to my hatred of SVs for the sake of SVs, but w/e.

Also, I am really sorry Rivals, if this comes off as aggressive or targeting of you or something, I'm not trying to pinpoint you specifically, its just that I am planning to start doing this to any qualified map that I feel it to be necessary on (which will likely be a lot), and you ended up being the unlucky recipient of my first tear-down.

Also side-note. If anyone reads this and starts pointing at me as some evil modder who hates everything, please know that it is not important to me that you like me as a modder or w/e. I will keep an open mind to things but I will not hesitate to pull you down to fix notable flaws.

Please can we start getting discussions going with how to improve the ranked section, because I would really rather not hear 800 complaints a day about the fact that the system used to hyperadvertise the highest quality beatmaps is full of extremely sub-par or even awful maps.

Thank you
Topic Starter
Rivals_7

TheToaphster wrote:

Alright here we go
Why do I feel the need to do this so bad
God I don't like this

Extremely long mod I'm serious tread carefully
Ok so. First thing, I feel this map, in general, is extraordinarily boring. You mapped things in the safest, most boring possible way in many sections, outright ignore melody in favor of percussion that sometimes can't even be heard in comparison, its inconsistent within itself, tries too hard to be interesting (I'll probably rant about the SV usage in this when I go over this thing), and dumbs itself down in favor of playing easier. i'll be leaving that subjective impression to all who plays, and to all who favouriting. since every opinion varied, i wont say anything

Let's look at some examples of some of these things I just listed

Let's start with consistency

00:01:997 - you ignored this sound and 00:09:909 - while paying attention to the sound at 00:04:964 - and 00:08:591 - (inconsistent within itself, this is extremely minor though) what sound? if there's anything i can hear of is only an echo of the first piano sound. that is almost barely noticeable. The fact that even none of the modder here even mentioned that, this is already explaining that those two point are worthless to be mapped. do note i'm only focusing to the prominent, hearable piano
00:11:228 - Not a double while literally two notes later theres a double on the same sound. - 00:05:294 (5294|3) - look here. same with this
I probably won't mention any more stuff in this slow intro thing. It needs work

00:19:057 (19057|1) - Why is this mapped? To make it flow better? Cuz theres no sound there hihat (not the hitsound. its actually exist)

00:19:469 (19469|1,19469|0,19469|3) - no discernable difference between this and 00:19:799 (19799|2,19799|0,19799|3) - despite being noticeably different sounds how can you tell its "noticeably" different?

00:23:013 (23013|0) - Same as before ^. kinda funny actually, you only mentioned the specific part despite almost all the similar synths have relatively same volume

00:23:425 (23425|1,23425|0,23425|3) - see above in relation to 00:23:755 (23755|2,23755|1,23755|3) - ^

00:25:486 - So you decided to not map this note despite doing it before? if you meant this - 00:21:530 (21530|1) - , its intentional because i did the structure quite different, and so the player could handle these properly.

Not mentioning any more consistency issues for that section. Please look over this. Also those LNs feel awkward to me being used in that way. This method of using long notes will eventually lead me to another point I'll be bringing up later which mostly has to do with you arbitrarily switching between mapping using lns and mapping without using lns.

00:31:420 (31420|2,31502|1,31585|3) - I don't see a point in deviating from the already established trill thing you were doing, which legitimately made sense and was somewhat interesting there's 3 triple (or "hands" if you more comfortable with that term) in-between these transition. okay maybe i still could do the trill but it will be unecessarily heavy with 3 stacks happend in two columns at the same time

00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - Why did you make these two different hands. Why not make them both [234] hands. They are literally the same exact sound and have no reason being different. 2nd hands act as an opening to the next section. particularly that works too but i feel the concept is better be like this

00:40:898 (40898|2,40898|1,40898|3,41227|1,41227|3,41227|2) - Not really an inconsistency mod but why are these not extended to be full 1/2 lns. There is no sound here that doesn't end on the 1/2 note tick cymbals sounds slightly longer here. you can notice it more clearly at 25% but generally you should be easily heard it when playing

00:45:760 (45760|1) - This is a ghost note 100% sure this is a piano

Ok I'm, going to take a break from this inconsistency stuff for a second.



Are you actually serious?????

What even is this?

1) There is no discernable difference between the heavier percussion sounds and the main melody (which seems to be something you entirely focused on for everything before this section)

2) This is actually the most boring and simple choice you could have made for this section, and may actually be the most boring part of the map

3) It initially implies that 3-note jump jacks will be the focus of the section and then deviates from that.

4) 3-note jacks are actually what make the most sense here

5) This section is way dumbed down presumably because jAcKs ArE HaRd

6) The SVs are actually worthless and seems like they were used solely because you realized this section was boring and wanted to "spice it up"

This literally follows all but one of my general complaints about the map.
........and then what? looks like you didnt have anything against these in general since you dont even provide solution (and probably i wont even accept because i can imagine how cluttered it will be if i do adding another note to make it hands for the claps)

Back to general mods/inconsistency stuff

00:57:711 (57711|3,58205|0,58700|2) - hold on you can't be serious. This is literally not an audible sound. So you made it so the hitsounds were the only thing that these notes were mapped to. That is ridiculous. Its almost like you wanted to attempt a hitsound job like imperishable night but only for 3 notes. Why??? are you really serious lol. i cant even say anything, (and hey, 2 QAT already coming here and not even both of them mentioned this is being inaudible or anything of sort.) this is 100% hearable i assure you. and thats about it. Go over youtube then head over the video of this song in Lanota, the official chart also map this part. and so does this one.

01:08:260 (68260|3,68260|2,68260|0,68754|0,68754|1,69249|1,69249|2) - Both notes being held at a given time change pitch for each one and have eqaully emphatic percussion hits attached, so there isn't much of a reason to connect the LNs like this as opposed to making them all separate LN hand things there isnt much but one: 2 LNs are to cover a relatively loud-long-noises happen here. tbf only using one LN kinda lost its feel to me

01:15:513 - I don't know why but I highly dislike this choice here. It ust feels a bit weird idk

01:16:172 (76172|3,76172|0,76667|2,76667|1,77161|2,77161|0) - Noticeable weaker synth and percussion, mapped exactly the same only pitch are changing. nothing sounds weaker or stronger. they are equal

01:33:809 (93809|1) - This ln should start at 01:33:645 - its noticeably louder there (and probably a bit arbitrary if i do that since everything here is 1/2)

01:29:359 -
Ok I'm gonna go back to right here, where this section starts.
I don't know if mapping every 1/2 note is necessary. There are much more noticeable sounds that you seem to ignore (since you seem to be going for the melody + claps + kicks), namely the bass hit or whatever you want to call it. Plus there really isn't much of a discernable sound on every 1/2 beat that justifies this kind of mapping.
01:39:908 - HERE However, there is an extremely noticeable and loud percussion sound happening every 1/4 beat. This section should be noticeably different in terms of density/structure/patterning so that a transition through the obviously increasing intensity of the song can be seen and felt by players I strongly disagree with "loud percussion happening every 1/4 beat". apparently the 1/4 is only happening every time 1/2 beat is done, but thats just synth. the percussion will be probably at - 01:43:123 - and - 01:44:441 - here only. but i dont really want since it'lll break the overall concept i want to build here. like, the concept is goes on 1/2 from - 01:39:908 -, then goes 1/4 with the jtrill, then 1/8 with the Jstream


01:49:139 - So I don't really like this but i guess its not necessarily bad. It doesn't go against any ideas or anything, so w/e. Theres something tipping me off a bit though, w/e

01:53:095 - Alright here comes more boring stuff.
Why
Like
Honestly
Why
This, in no way, has any understandable reasoning for being extremely basic jumpstream/handstream. Especially since the rest of the chart is literally the same way. I can understand that doing other stuff with rice patterns would likely cause a ruckus with "ghost note" arguments or whatever but like, c'mon. It doesn't increase the difficulty of anything outside of some basically neglidgeable SVs that are literally only mapped to the large percussion kicks and the transition sounds. It takes arguably the most intense part of the song (which also highly deviates from the rest of the song) and makes it change nothing about what has already been presented to us.

Might I also add that, because of the nature of the types of SVs you are trying to use here, the section flows incredibly poorly, with the drum kicks serving only as interruptions to a part where they are really cohesive with the general tone of the section of music.
The way I personally would fix it is to make it so that instead of trying too hard to normalize the separation of the notes to a 1x scroll speed, just weaken the jump and then keep it going (what i mean is that you'd start with a weakened SV for the jump, say 1.25x or something or whatever works, and immediately follow it with a 1x so that it doesnt "stop" the scrolling and merely causes the notes to jump forward as a result of an extremely intense sound, which ultimately allows for the song to flow much better and even poses a challenge to players)

and what do you even want me to do? make it harder, while the song doesnt really provide me with instrument anymore than this? yeah probably its just the usual handstream/jumpstream (and trill) like before, but then thats why the SV come into play to make it intense. with those SVs you are forced to play more accurately due to the nature of SVs. Players could probably feel the intensity because of SVs although with relatively simple patterning stuff (and the "stop" is okay imo. it doesnt faking the length, so most players will naturally hit the continuous 1/4 with ease)

I won't mention any more about the whole boring aspect of this section or same-y nature of it, but will focus now on other stuff thats really weird.

02:02:326 - So some of these LNs don't really fit with the sound of the synth. Specifically, 02:02:491 (122491|3,122573|1,122738|3,122820|1,122985|2) - These 5 seem to be mapped to literally nothing heard at 100%, the buzz synth(?) pitch change for a moment and those LNs is to cover that

02:08:919 (128919|3) - Shouldn't this LN be twice as long i think that will be too cluttered since i'm also mapping kick 1/2 after

02:11:557 - See, to me here, the synth really only deserves 1 LN representing it, whereas you could probably make the second one extended to help represent the background woosh thing. 02:12:051 - Like here, you have the woosh also mapped I would presume, though two of the LNs should be extended to represent this more clearly. probably, but i dont see anything thats "too wrong" in my current pattern

02:13:864 (133864|0,133947|0,134029|2,134112|2) - Why are these minijacks? They don't deviate at all from the 4 notes right before it from my perspective Jtrill doesnt seem to fit with the song situation. each jacks also mimicking the pitch and why am i making it jacks is to mimick the percussion. trill could works too but i think jacks is more fitting

02:15:183 - Shouldn't be a double

02:16:172 - Shouldn't be a double

02:19:963 (139963|1,139963|0,140128|0,140128|1) - Shouldn't be doubles?

02:20:458 (140458|3,140458|2,140623|2,140623|3) - Same?
Same for the patterns right after it too why? they are all obvious, loud drums

02:23:919 (143919|0,144002|1,144084|2,144167|0,144167|3,144249|1,144331|2,144414|3) - What was the logic behind this pattern? There is nothing supporting it, in fact, the synth only sounds on every 1/2 beat, not every 1/4th beat, so some of the LNs before it are also representing essentially nothing gradual pitch change. there's a slightly pitch change every 1/4 there.

02:24:743 - sag hjsrklgb hjkedr;gke God I'm overreacting to this but it feels so weird to just completely ignore the extremely loud synth in favor of only mapping the percussion. Like honestly. I understand that there technically isn't anything wrong for the kiai but its another case of it feeling so same-y compared to the beginning of the chart despite making noticeably intensity and melody changes.

02:28:452 (148452|1) - Oh is this you trying to map the synth too??? This might just be you accidentally putting a ghost note in but if you want to seem like you are mapping the synth layer it with the percussion that you wanted it to map too at the lease instead of only placing notes that correspond to the synth when literally nothing else is there. if anyhting, thats not synths. its melody. all the synths is already mapped and could be recognized in where i put that loud hihat noises in HS

02:25:650 (145650|2) - Speaking of ghost notes I'm heading back a few seconds because this is definitely one regardless of whether you were trying to map the synth or not. This goes for every time there is one of those jump to hand things ^

02:44:689 - Ok if anything I'm almost certain these should be 1/3 LNs the wubs? .....thats not straight 1/3, nor that the wubs has a distinct start place to be heard. so i'm goes with simplifying to 1/4 secondary synths for the sake of gameplay

02:45:842 - Wait what. WHY. Stop trying to make your maps more varied for the sake of having variation. It's LITERALLY THE SAME SOUND. There is no justifiable reason for why you would randomly change the entire structure of the kiai halfway through, other than the fact that the drums (and possibly also the synth) most notably get louder in the second half. Why would you put more emphasis on a completely new sound in the map despite the emphasis relative to the other sound (ie the drums emphasis in comparison to the synth) stays the same? If anything the map should just get denser in general while following the same concept you had developed just prior to it. This is the most effective way to handle something like this, as opposed to changing the entire concept. Not to mention that this second half of the kiai doesn't even stay consistent with mapping the synth sounds to LNs so I don't even know what to say (eg 02:48:974 (168974|3,169057|0,169139|3,169221|0,169304|3,169304|1) - none of these notes having any LN relevancy)
so apparently you saying that i should make the 2nd kiai the same as 1st but denser? you literally just complaining about being "boring" yet suggesting more boring stuff.
No one stop you to try a new concept for every. section. alone.


03:01:667 - Not sure why there are 1/4 notes placed between all the jumps tbh, since there isn't a noticeable sound there synths

03:04:963 - Not a hand????? too cramped. with all the 1/4 happening

03:06:117 (186117|2) - This note definitely shouldn't exist pointless awkward break. there's also synths. and its LNs to keep consistency

03:05:787 - Also not sure why you made these all LN shields. Kind of deviates from anything else you do in the map, so it just feels random

God ok I'm done with Ultimate.

I feel like I've said enough for one diff that it should be obvious some amount of discussion should be put forward. I hear so much about how the ranked section is complete garbage, and the fact that maps like this have the capability of making it through while having so many noticeable problems on a single difficulty just blows my mind. I didn't even explain that much about why I don't like 90% of the SVs put in this map. I said some basic general stuff in a couple of mods but I did not even finish what I wanted to say about them. My main point for that likely being related to my hatred of SVs for the sake of SVs, but w/e.

I heard it too, but with our current condition right now, not so much we can do. Not everyone is capable to replicate edgy-styled-maps, heavy SVs or anything like that (nor the song is not oftenly have something to support that). things that got popular, is the things that will get the attention the most and eventually become the example of the future maps. its just how community works. Be the change you want by ranking more of your maps so it can be an example later. maybe i'm not the one but hopefully, eventually it will be.

Not every maps could satisfy the whole community. there's always the one who simply dont like it.

your points seems to be heavily biased, and sometime you trying to alternate the concept that mappers did (already a violation to CoC itself). I guess my POV and yours is different towards the song, which is okay but if you start to force your POV to the mapper, thats where you wrong. your words of choice clearly saying that.

Also, I am really sorry Rivals, if this comes off as aggressive or targeting of you or something, I'm not trying to pinpoint you specifically, its just that I am planning to start doing this to any qualified map that I feel it to be necessary on (which will likely be a lot), and you ended up being the unlucky recipient of my first tear-down.

Also side-note. If anyone reads this and starts pointing at me as some evil modder who hates everything, please know that it is not important to me that you like me as a modder or w/e. I will keep an open mind to things but I will not hesitate to pull you down to fix notable flaws.

Please can we start getting discussions going with how to improve the ranked section, because I would really rather not hear 800 complaints a day about the fact that the system used to hyperadvertise the highest quality beatmaps is full of extremely sub-par or even awful maps.

Thank you
thanks for taking a look. sorry if my map doesnt seem to appeal in your eyes. it may not the most standout among the other as well, but this is simply how i portrayed my map towards this song.

PS sorry if there something wrong with my english :d
lemonguy
About to head to sleep so I am only gonna bring up one change (on the 1/3 jack section):

I feel like it would be better to follow something similar to this

For each measure, I think a jump (2 notes) should be used to emphasize the heavier kick sound. The note following that is very light in comparison, thus only needing to be a single note. The third note is a bit heavier than the second, though not quite as heavy as the first. I believe using a jump here, while leading into the first note of the next beat with a jack on one of the columns, seems to flow well (what my example does is between measures, it alternates between hands, so the transition into the next measure doesn't have a jack and the transition is smooth, but this is entirely my opinion). Also with doing something similar to this, you would be able to use a hand (3 notes) on the third beat without having the density be any higher than what you currently have.
Toaph Daddy
Alright this is fun
I really appreciate the fact that you denied literally everything

Ok, this post is going to refute some of the justifications for your patterns, but I'm going to put a focus on specific things. Namely, I am going to ignore any point where my sole argument is that its boring. This includes the intense wub seciton thing at 01:53:095 - , however, I still think my SV statement and suggestion are valid.

Alright and lastly before I start the actual rebuttal, there is one thing I want to explain right now.
I am a modder for this chart, not the mapper. Me pointing out concerns I have with the chart do not neccesitate me giving you suggestions for certain sections, it is fully your responsibility to find a solution when your map is approached with issues.

Anyways, lets start the rebuttal

Rivals_7 wrote:

TheToaphster wrote:

00:01:997 - you ignored this sound and 00:09:909 - while paying attention to the sound at 00:04:964 - and 00:08:591 - (inconsistent within itself, this is extremely minor though) what sound? if there's anything i can hear of is only an echo of the first piano sound. that is almost barely noticeable. The fact that even none of the modder here even mentioned that, this is already explaining that those two point are worthless to be mapped. do note i'm only focusing to the prominent, hearable piano
First off, saying that no modders before me caught this, therefore I shouldn't have to change this, is invalid, given that the whole point of having multiple modders is so that people can catch things that other people didn't. Second off, there are sounds that are clearly audible that, yes, do correlate to what youre calling an "echo" of the first piano note. However, it is important to note that you actually do map notes to sounds that have the exact same volume and intensity, say comparing the sound at 00:01:997 - and the sound at 00:04:964 - . They are the same volume, same intensity, same purpose, but one has a note and one doesn't. This is clearly an inconsistency issue. Whether or not it can be written off as just a small mistake is out of my jurisdiction but is still something I should bring up regardless.


00:11:228 - Not a double while literally two notes later theres a double on the same sound. - 00:05:294 (5294|3) - look here. same with this
Ok? Then that is also a problem? This has no defense for why you do this, only exposing yourself for having this sort of inconsistency.

00:19:057 (19057|1) - Why is this mapped? To make it flow better? Cuz theres no sound there hihat (not the hitsound. its actually exist)
No it doesn't. And if you actually think it doesn I would implore you to listen to it slowed down and compare what you hear to the stuff you mapped right before it.

00:19:469 (19469|1,19469|0,19469|3) - no discernable difference between this and 00:19:799 (19799|2,19799|0,19799|3) - despite being noticeably different sounds how can you tell its "noticeably" different?
I really shouldn't have to explain why this is noticeably different. The second sound you mapped a hand to is louder than the one before, thus deserving of different layering effects, which you didn't do

00:23:013 (23013|0) - Same as before ^. kinda funny actually, you only mentioned the specific part despite almost all the similar synths have relatively same volume
When did we start talking about synth? Also when did we start talking about volume with this stuff? This mod was reffering to the 19:057 mod when it said same, which had nothing to do with synth and everything to do with percussion, an ignorance that I will give the same rebuttal to.

00:23:425 (23425|1,23425|0,23425|3) - see above in relation to 00:23:755 (23755|2,23755|1,23755|3) - ^^

00:25:486 - So you decided to not map this note despite doing it before? if you meant this - 00:21:530 (21530|1) - , its intentional because i did the structure quite different, and so the player could handle these properly. What makes you think the player would have any trouble with the second set if they were able to handle the first set just fine? And also stating that you "changed" the structure of this section despite it not changing in the music enough to justify only supports the lack of quality and consistency

Not mentioning any more consistency issues for that section. Please look over this. Also those LNs feel awkward to me being used in that way. This method of using long notes will eventually lead me to another point I'll be bringing up later which mostly has to do with you arbitrarily switching between mapping using lns and mapping without using lns. Going to still fully support my suggestion here

00:31:420 (31420|2,31502|1,31585|3) - I don't see a point in deviating from the already established trill thing you were doing, which legitimately made sense and was somewhat interesting there's 3 triple (or "hands" if you more comfortable with that term) in-between these transition. okay maybe i still could do the trill but it will be unecessarily heavy with 3 stacks happend in two columns at the same time So I understand what you mean here, Idk I guess it just doesn't really feel right? I'll say that this is something that could stay given the circumstances, though I don't necessarily like the lack of clarity between the three hands given that all three of them are different from each other in terms of sound, though that much might be difficult to avoid here

00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - Why did you make these two different hands. Why not make them both [234] hands. They are literally the same exact sound and have no reason being different. 2nd hands act as an opening to the next section. particularly that works too but i feel the concept is better be like this
Eh, I personally disagree with purposely avoiding a more representative pattern in order to lead players into a section despite the transition being relatively easy with respect to the rest of the chart

00:40:898 (40898|2,40898|1,40898|3,41227|1,41227|3,41227|2) - Not really an inconsistency mod but why are these not extended to be full 1/2 lns. There is no sound here that doesn't end on the 1/2 note tick cymbals sounds slightly longer here. you can notice it more clearly at 25% but generally you should be easily heard it when playing
You misunderstood this I think, what I meant is that the sound is longer than what you have mapped. Though this is pretty minor so w/e

00:45:760 (45760|1) - This is a ghost note 100% sure this is a piano Ok no. The last piano sound for this is on 00:45:678 - , and you can definitely tell by listening to the gap between the last piano and the drum hit that begins the next measure

Ok I'm, going to take a break from this inconsistency stuff for a second.



Are you actually serious?????

What even is this?

1) There is no discernable difference between the heavier percussion sounds and the main melody (which seems to be something you entirely focused on for everything before this section)

2) This is actually the most boring and simple choice you could have made for this section, and may actually be the most boring part of the map

3) It initially implies that 3-note jump jacks will be the focus of the section and then deviates from that.

4) 3-note jacks are actually what make the most sense here

5) This section is way dumbed down presumably because jAcKs ArE HaRd

6) The SVs are actually worthless and seems like they were used solely because you realized this section was boring and wanted to "spice it up"

This literally follows all but one of my general complaints about the map.
........and then what? looks like you didnt have anything against these in general since you dont even provide solution (and probably i wont even accept because i can imagine how cluttered it will be if i do adding another note to make it hands for the claps)
This part is extraordinarily important that you fix. It is not good. It is also not my job to give you suggestions for how to fix it. However, I will give you a suggestion on top of Gekido-'s that has already been shared since you seem to be incapable of it on your own.
How about something like this? Ditching the jumps will allow you to make this section more representative of the section of music, incorporate the 3-note jacks like I said would likely fit the best here, and would also let you differentiate between the quiter and louder drum kicks. Not to mention that Gekido-'s also allowed for this while keeping essentially the same note density as yours. Also to note that in mine you *might* (a LOT of emphasis on this might) even be able to put an extra note before each jump and hand to even make my suggestion keep the same density as yours.

Back to general mods/inconsistency stuff

00:57:711 (57711|3,58205|0,58700|2) - hold on you can't be serious. This is literally not an audible sound. So you made it so the hitsounds were the only thing that these notes were mapped to. That is ridiculous. Its almost like you wanted to attempt a hitsound job like imperishable night but only for 3 notes. Why??? are you really serious lol. i cant even say anything, (and hey, 2 QAT already coming here and not even both of them mentioned this is being inaudible or anything of sort.) this is 100% hearable i assure you. and thats about it. Go over youtube then head over the video of this song in Lanota, the official chart also map this part. and so does this one.
Alright lets talk about a couple things. The first is that you literally cannot use the justification that Lanota maps those notes, because we are talking about two completely separate games, the rules of each game's mapping do not correspond to the other. Secondly, listening to it again I do hear the notes. HOWEVER, this does not excuse the fact that 1) the hitsounds make the sound seem like they are more obvious than they are, which isn't necessarily a problem but does make it so that people with hitsounds are forced to play in a different way than people who don't use hitsounds, which is awkward in a map that is not 100% keysounded and 2) it is almost impossible for me to hear the sound on normal volume. I don't know if that's just my hearing but its annoying to have notes correspond to sounds that I literally can't hear. Not to mention that they aren't even represented differently as the get louder, maybe something that could be done by changing the lengths of the LNs?

01:08:260 (68260|3,68260|2,68260|0,68754|0,68754|1,69249|1,69249|2) - Both notes being held at a given time change pitch for each one and have eqaully emphatic percussion hits attached, so there isn't much of a reason to connect the LNs like this as opposed to making them all separate LN hand things there isnt much but one: 2 LNs are to cover a relatively loud-long-noises happen here. tbf only using one LN kinda lost its feel to me Thats not what I suggested. I suggested making it so the LNs aren't connected, and what I mean by that is this:


01:16:172 (76172|3,76172|0,76667|2,76667|1,77161|2,77161|0) - Noticeable weaker synth and percussion, mapped exactly the same only pitch are changing. nothing sounds weaker or stronger. they are equal I would still disagree but w/e not the biggest deal

01:33:809 (93809|1) - This ln should start at 01:33:645 - its noticeably louder there (and probably a bit arbitrary if i do that since everything here is 1/2) I think I had a small debate about something like this in my ranked GD, where someone said that a synth sound started later because the peak of the sound started later than I had it. However, I would say that when it comes to synth, the peak is not as important to follow, since the nature of the sound means the peak will often not be where the sound instinctively starts

01:29:359 -
Ok I'm gonna go back to right here, where this section starts.
I don't know if mapping every 1/2 note is necessary. There are much more noticeable sounds that you seem to ignore (since you seem to be going for the melody + claps + kicks), namely the bass hit or whatever you want to call it. Plus there really isn't much of a discernable sound on every 1/2 beat that justifies this kind of mapping.
01:39:908 - HERE However, there is an extremely noticeable and loud percussion sound happening every 1/4 beat. This section should be noticeably different in terms of density/structure/patterning so that a transition through the obviously increasing intensity of the song can be seen and felt by players I strongly disagree with "loud percussion happening every 1/4 beat". apparently the 1/4 is only happening every time 1/2 beat is done, but thats just synth. the percussion will be probably at - 01:43:123 - and - 01:44:441 - here only. but i dont really want since it'lll break the overall concept i want to build here. like, the concept is goes on 1/2 from - 01:39:908 -, then goes 1/4 with the jtrill, then 1/8 with the Jstream
This one I'm confused about. How could you possibly disagree that the percussion that hits on every 1/4 note isn't noticeably louder starting at 01:39:908 - . It is so obvious that the sound is louder now. I fully stand by my statement, where there should at least be some difference in intensity between this section and the section right before it due to the quick change in percussion volume

02:02:326 - So some of these LNs don't really fit with the sound of the synth. Specifically, 02:02:491 (122491|3,122573|1,122738|3,122820|1,122985|2) - These 5 seem to be mapped to literally nothing heard at 100%, the buzz synth(?) pitch change for a moment and those LNs is to cover that The buzz synth by itself shouldn't add 5 extraneous lns before it. The LN for the buzz sound is totally fine, but the LN stream leading into it is massively overdone.

02:08:919 (128919|3) - Shouldn't this LN be twice as long i think that will be too cluttered since i'm also mapping kick 1/2 after Ok to be fair here it shouldn't be twice as long, only up to the red tick but either way, I'd still say its too short

02:11:557 - See, to me here, the synth really only deserves 1 LN representing it, whereas you could probably make the second one extended to help represent the background woosh thing. 02:12:051 - Like here, you have the woosh also mapped I would presume, though two of the LNs should be extended to represent this more clearly. probably, but i dont see anything thats "too wrong" in my current pattern mfw.

02:13:864 (133864|0,133947|0,134029|2,134112|2) - Why are these minijacks? They don't deviate at all from the 4 notes right before it from my perspective Jtrill doesnt seem to fit with the song situation. each jacks also mimicking the pitch and why am i making it jacks is to mimick the percussion. trill could works too but i think jacks is more fitting I didn't really say anything about jumptrills or anything, imo it would have just been better to see them as single streams rather than minijacks

02:15:183 - Shouldn't be a double

02:16:172 - Shouldn't be a double

02:19:963 (139963|1,139963|0,140128|0,140128|1) - Shouldn't be doubles?

02:20:458 (140458|3,140458|2,140623|2,140623|3) - Same?
Same for the patterns right after it too why? they are all obvious, loud drums I'll give you that. Didn't catch it the first time, was initially thinking that the ones i mentioned were just the same sound as the singles but youre right here

02:23:919 (143919|0,144002|1,144084|2,144167|0,144167|3,144249|1,144331|2,144414|3) - What was the logic behind this pattern? There is nothing supporting it, in fact, the synth only sounds on every 1/2 beat, not every 1/4th beat, so some of the LNs before it are also representing essentially nothing gradual pitch change. there's a slightly pitch change every 1/4 there. I would highly disagree. I would exclaim that, even if there was a minor pitch change every 1/4 beat, it is definitely not significant enough to warrant a completely separate LN

02:28:452 (148452|1) - Oh is this you trying to map the synth too??? This might just be you accidentally putting a ghost note in but if you want to seem like you are mapping the synth layer it with the percussion that you wanted it to map too at the lease instead of only placing notes that correspond to the synth when literally nothing else is there. if anyhting, thats not synths. its melody. all the synths is already mapped and could be recognized in where i put that loud hihat noises in HS I think youre missing the fact that the melody IS the synths, or at least the noticeable ones. Saying that youre not mapping the synths but you are mapping the melody is by itself a false statement because the melody is the synth. Either way its still a notable inconsistency

02:25:650 (145650|2) - Speaking of ghost notes I'm heading back a few seconds because this is definitely one regardless of whether you were trying to map the synth or not. This goes for every time there is one of those jump to hand things ^ Like I said, melody is the synth, and plus, there is literally no sound happening there, not even the synth

02:44:689 - Ok if anything I'm almost certain these should be 1/3 LNs the wubs? .....thats not straight 1/3, nor that the wubs has a distinct start place to be heard. so i'm goes with simplifying to 1/4 secondary synths for the sake of gameplay This one is more subjective I suppose but I still hear them as much slower than 1/4 wubs

02:45:842 - Wait what. WHY. Stop trying to make your maps more varied for the sake of having variation. It's LITERALLY THE SAME SOUND. There is no justifiable reason for why you would randomly change the entire structure of the kiai halfway through, other than the fact that the drums (and possibly also the synth) most notably get louder in the second half. Why would you put more emphasis on a completely new sound in the map despite the emphasis relative to the other sound (ie the drums emphasis in comparison to the synth) stays the same? If anything the map should just get denser in general while following the same concept you had developed just prior to it. This is the most effective way to handle something like this, as opposed to changing the entire concept. Not to mention that this second half of the kiai doesn't even stay consistent with mapping the synth sounds to LNs so I don't even know what to say (eg 02:48:974 (168974|3,169057|0,169139|3,169221|0,169304|3,169304|1) - none of these notes having any LN relevancy)
so apparently you saying that i should make the 2nd kiai the same as 1st but denser? you literally just complaining about being "boring" yet suggesting more boring stuff.
No one stop you to try a new concept for every. section. alone.

First off, yes I am absolutely trying to tell you to make the second half the same as the first half but denser or with some notable increase in intensity. Second off, doing this does the exact opposite of what you think I meant by boring. Making the second half more intense to match with the increased intensity of the song keeps players on their toes and makes sure they aren't sitting in the same stuff despite song development. You could argue that your LNs do this, but my statement from the actual mod that it goes against a vast majority of what you have set up in the rest of the map [/colors]

03:01:667 - Not sure why there are 1/4 notes placed between all the jumps tbh, since there isn't a noticeable sound there Ok sure there are synths but im almost certain they arent on the in-between beats

03:04:963 - Not a hand????? too cramped. with all the 1/4 happening Eh, I don't necessarily agree but w/e

03:06:117 (186117|2) - This note definitely shouldn't exist pointless awkward break. there's also synths. and its LNs to keep consistency 1) It is not a "pointless" awkward break if nothing in the music is supporting the note currently there. 2) The synths tone changes dont defend this in the same way they didnt before

03:05:787 - Also not sure why you made these all LN shields. Kind of deviates from anything else you do in the map, so it just feels random no response?

God ok I'm done with Ultimate.

I feel like I've said enough for one diff that it should be obvious some amount of discussion should be put forward. I hear so much about how the ranked section is complete garbage, and the fact that maps like this have the capability of making it through while having so many noticeable problems on a single difficulty just blows my mind. I didn't even explain that much about why I don't like 90% of the SVs put in this map. I said some basic general stuff in a couple of mods but I did not even finish what I wanted to say about them. My main point for that likely being related to my hatred of SVs for the sake of SVs, but w/e.

I heard it too, but with our current condition right now, not so much we can do. Not everyone is capable to replicate edgy-styled-maps, heavy SVs or anything like that (nor the song is not oftenly have something to support that). things that got popular, is the things that will get the attention the most and eventually become the example of the future maps. its just how community works. Be the change you want by ranking more of your maps so it can be an example later. maybe i'm not the one but hopefully, eventually it will be.

Not every maps could satisfy the whole community. there's always the one who simply dont like it.

your points seems to be heavily biased, and sometime you trying to alternate the concept that mappers did (already a violation to CoC itself). I guess my POV and yours is different towards the song, which is okay but if you start to force your POV to the mapper, thats where you wrong. your words of choice clearly saying that.


Alright lets talk about your final statement here.
1) "not much we can do". Sure there is, you just need to pay more attention to your maps and keep them from deviating from your central ideas with no rhyme or reason. I'm also trying to actively do something to help change the ranked maplist, which is what this mod is trying to at least start for me
2) I never said anything about trying to make "edgy-style" SVs in your map, nor did I even suggest any changes to your SVs outside of one situiation which was to improve the flow of the section, not to make them "edgy", whatever that means
3) "Be the change you want by ranking more of your maps so it can be an example later." I mean, I have a ranked map that I pushed to rank recently, so its not like I'm not doing something with this, and I also have projects planned to go for ranked. My additions to ranked also have nothing to do with this mapset and its relationship with the ranked system.
4) "your points seems to be heavily biased" and "you trying to alternate the concept that mappers did", the first portion of which I strayed extremely far away from any biases I had, taking only into account what you had already set up in the map, and the second portion, I only could have maybe implied this in one section, which I didn't even refute your rebuttal to in this response. I am definitively not suggesting you change your concept or your style, only making it more consistent to allign itself with the rest of your map and the song.
5) "your words of choice clearly saying that" So in this response I have made I wasn't intending to force my mapping philosophy, only trying to push this to more clearly allign with rankign and quality standards. Whether I did this aggressively is on me, but it doesn't mean that I am in the wrong for raising concerns with the map.
thanks for taking a look. sorry if my map doesnt seem to appeal in your eyes. it may not the most standout among the other as well, but this is simply how i portrayed my map towards this song.

PS sorry if there something wrong with my english :d
Your english was mostly understandable, and its no problem, but I highly implore you to get out of the mindset that you can't change anything about your map if only for the sake of getting it ranked sooner, as opposed to delaying it for the hopeful prospects of having a higher-quality beatmap, which you should try to do instead.

Thanks, and hopefully you read through this with a more open mind to other peoples' concerns (which by the way, are not shared only by myself)
Asherz007
Alright, with this much of a discussion going on when the map is so close to being ranked, I really have no choice but to take the map down for now.

There are quite a few people that are (and more than will continue) raising points to talk about, so I'd like to see all of this be resolved before restarting the ranking process, as it makes no sense when either party is unhappy at this point.

Well, at least people are actively checking stuff in qualified, so that's good, right?

Anyway, I'll underline again that this discussion ideally needs to reach a conclusion where a comprise/agreement is made so that all parties are content with the map, as I'm sure some points being raised are valid.
Litharrale
wenis
juankristal
Mmh, I took the time to read this previous mods.

And yeah, I imagine some of the consistency issues pointed out could polish this out a little bit better but for some reason I believe that you were just expecting something else out of this map as well. I would be more worried (and I am still, despite being one of the guys who nominated this set) about the spiky burst in between the map other than the rest. Because in comparision, all the map is quite bland and that is an alright thing but having that burst spiking the difficulty up is in my eyes a higher concern than any of the pointed consistency issues. At least that is what I was expecting to see people complaining.

About the SV bland section that you guys are calling the most boring part of the map, I kinda disagree, its just simple. Perhaps suitable for one of the easier difficulties instead of this one but I also kinda see the set as something easier than what it actually is (as in its consistently quite simple, straight forward and easy patterns) other than the burst.

I dont even know why I am posting this because well, I am not really contributing to the map with this but I felt I had to mention it.
Toaph Daddy
There is a certain extent to which you are probably right in my case, where that is the case that I was expecting something different; however, in my second response, (and even in my first mod for the most part outside of my comment on that middle kiai section) most of what I said was regarding the structure of the map and the consistency of the map, as well as the general lack of said consistency with respect to itself.

Staying consistent imo isn't just a quality of a map keeping the same sounds mapped in the same way throughout a map or section, but also making logical decisions as to where you can deviate from ideas that you've already set up, something I brought up a multitude of times through my mod. Introducing ideas that don't make sense with respect to how you have been developing the map through the song show a lack of consistent additions and layering.

Take the ending chorus, for example, where Rivals applies an idea that makes some amount of logical sense with respect to the rest of the map (albeit a little bit weak in terms of difficulty comparatively but that isn't necessarily a huge problem), but then through the second half, adds in a completely new layer (that being of long notes), despite the only change in the song being related to the volume of that section. I would consider this a random introduction of a new idea despite no similar introductions of ideas in the song, though maybe that's just an overreaction on my part.

Now, when you say "what we are calling the bland or boring section of the map" I assume you mean that thing with the 1/3 jacks. I am going to stand by my initial statement that the section was not mapped well with respect to his initial structure. Despite a change in tone here, I don't believe the shift was major enough to warrant only focusing on the one synth sound, instead of making some amount of an attempt to include the drum hits like he had been for the rest of the map. Regardless of this, however, the choices Rivals made in patterning for this is over-simplified to the point where it doesn't have any opportunity for representing the song to the extent that it should be. Even if he wanted to keep them as jumps for every synth sound and ignore the percussion, it would at least fit the section to switch the types of jumps instead of only focusing on [12] and [34] jumps.

With that being said, I will admit that most of my problems outside of that are just ironing out general consistency issues (though with how many I found I still think even with just those it was worth taking a look at again), but I don't think these two sections that are mentioned are just a matter of me expecting something different out of this map, as opposed to expecting something different from the different sections, given what the map has already presented to us, the players.

I hope this helps clear certain things up
Topic Starter
Rivals_7

TheToaphster wrote:

Alright this is fun
I really appreciate the fact that you denied literally everything

Ok, this post is going to refute some of the justifications for your patterns, but I'm going to put a focus on specific things. Namely, I am going to ignore any point where my sole argument is that its boring. This includes the intense wub seciton thing at 01:53:095 - , however, I still think my SV statement and suggestion are valid.

Alright and lastly before I start the actual rebuttal, there is one thing I want to explain right now.
I am a modder for this chart, not the mapper. Me pointing out concerns I have with the chart do not neccesitate me giving you suggestions for certain sections, it is fully your responsibility to find a solution when your map is approached with issues.

Anyways, lets start the rebuttal


00:01:997 - you ignored this sound and 00:09:909 - while paying attention to the sound at 00:04:964 - and 00:08:591 - (inconsistent within itself, this is extremely minor though) what sound? if there's anything i can hear of is only an echo of the first piano sound. that is almost barely noticeable. The fact that even none of the modder here even mentioned that, this is already explaining that those two point are worthless to be mapped. do note i'm only focusing to the prominent, hearable piano
First off, saying that no modders before me caught this, therefore I shouldn't have to change this, is invalid, given that the whole point of having multiple modders is so that people can catch things that other people didn't. Second off, there are sounds that are clearly audible that, yes, do correlate to what youre calling an "echo" of the first piano note. However, it is important to note that you actually do map notes to sounds that have the exact same volume and intensity, say comparing the sound at 00:01:997 - and the sound at 00:04:964 - . They are the same volume, same intensity, same purpose, but one has a note and one doesn't. This is clearly an inconsistency issue. Whether or not it can be written off as just a small mistake is out of my jurisdiction but is still something I should bring up regardless. // okay maybe i could heard that in the first point. but not at - 00:09:909 - however. The sounds occured there isnt piano, its rather like a small clap that getting overshadowed by the piano before


00:11:228 - Not a double while literally two notes later theres a double on the same sound. - 00:05:294 (5294|3) - look here. same with this
Ok? Then that is also a problem? This has no defense for why you do this, only exposing yourself for having this sort of inconsistency. // guess you missing the point. double is only used when the piano have a notably loud sound and at least a distance of 1/1 beats with another note before and after it.

00:19:057 (19057|1) - Why is this mapped? To make it flow better? Cuz theres no sound there hihat (not the hitsound. its actually exist)
No it doesn't. And if you actually think it doesn I would implore you to listen to it slowed down and compare what you hear to the stuff you mapped right before it. // i did, and my point still stand. i've been listening to this part, hundreds of time and i cannot ignore such obvious things afloat like nothing. idk how you couldnt heard the hihat here. i heard it pretty clearly myself

00:19:469 (19469|1,19469|0,19469|3) - no discernable difference between this and 00:19:799 (19799|2,19799|0,19799|3) - despite being noticeably different sounds how can you tell its "noticeably" different?
I really shouldn't have to explain why this is noticeably different. The second sound you mapped a hand to is louder than the one before, thus deserving of different layering effects, which you didn't do //uh arent they already different? 1st is |124| and the 2nd is |134|. the only thing is the same is the LN that covers the primary 1/2 long snare drum. both are the same kind. same kind of instrument = same placement sounds reasonable to me

00:23:013 (23013|0) - Same as before ^. kinda funny actually, you only mentioned the specific part despite almost all the similar synths have relatively same volume
When did we start talking about synth? Also when did we start talking about volume with this stuff? This mod was reffering to the 19:057 mod when it said same, which had nothing to do with synth and everything to do with percussion, an ignorance that I will give the same rebuttal to. // you're not. but i'm talking about my statement at - 00:19:057 (19057|1) - in which you implies "i heard nothing" while actually all the things occured here is the exact, same hihat like the others have (I wasnt meant to mention synths oops).

00:23:425 (23425|1,23425|0,23425|3) - see above in relation to 00:23:755 (23755|2,23755|1,23755|3) - ^^ //...yeah same

00:25:486 - So you decided to not map this note despite doing it before? if you meant this - 00:21:530 (21530|1) - , its intentional because i did the structure quite different, and so the player could handle these properly. What makes you think the player would have any trouble with the second set if they were able to handle the first set just fine? And also stating that you "changed" the structure of this section despite it not changing in the music enough to justify only supports the lack of quality and consistency // i could get away with this i think

Not mentioning any more consistency issues for that section. Please look over this. Also those LNs feel awkward to me being used in that way. This method of using long notes will eventually lead me to another point I'll be bringing up later which mostly has to do with you arbitrarily switching between mapping using lns and mapping without using lns. Going to still fully support my suggestion here

00:31:420 (31420|2,31502|1,31585|3) - I don't see a point in deviating from the already established trill thing you were doing, which legitimately made sense and was somewhat interesting there's 3 triple (or "hands" if you more comfortable with that term) in-between these transition. okay maybe i still could do the trill but it will be unecessarily heavy with 3 stacks happend in two columns at the same time So I understand what you mean here, Idk I guess it just doesn't really feel right? I'll say that this is something that could stay given the circumstances, though I don't necessarily like the lack of clarity between the three hands given that all three of them are different from each other in terms of sound, though that much might be difficult to avoid here

00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - Why did you make these two different hands. Why not make them both [234] hands. They are literally the same exact sound and have no reason being different. 2nd hands act as an opening to the next section. particularly that works too but i feel the concept is better be like this
Eh, I personally disagree with purposely avoiding a more representative pattern in order to lead players into a section despite the transition being relatively easy with respect to the rest of the chart // huh? isnt mapping is about how you represent each sound with pattern towards the song? if that could do, why doing it in a very mainstream way

00:40:898 (40898|2,40898|1,40898|3,41227|1,41227|3,41227|2) - Not really an inconsistency mod but why are these not extended to be full 1/2 lns. There is no sound here that doesn't end on the 1/2 note tick cymbals sounds slightly longer here. you can notice it more clearly at 25% but generally you should be easily heard it when playing
You misunderstood this I think, what I meant is that the sound is longer than what you have mapped. Though this is pretty minor so w/e // ah, but i'm still pretty sure those cymbals only exist for 1/2

00:45:760 (45760|1) - This is a ghost note 100% sure this is a piano Ok no. The last piano sound for this is on 00:45:678 - , and you can definitely tell by listening to the gap between the last piano and the drum hit that begins the next measure //Its not. sigh* how cant you heard such obvious piano here? the piano is obviously still continuing. its just.... weird when i play this without that note because of how obvious it is. not to mention there's also a slightly pitch change for the piano there

Ok I'm, going to take a break from this inconsistency stuff for a second.



Are you actually serious?????

What even is this?

1) There is no discernable difference between the heavier percussion sounds and the main melody (which seems to be something you entirely focused on for everything before this section)

2) This is actually the most boring and simple choice you could have made for this section, and may actually be the most boring part of the map

3) It initially implies that 3-note jump jacks will be the focus of the section and then deviates from that.

4) 3-note jacks are actually what make the most sense here

5) This section is way dumbed down presumably because jAcKs ArE HaRd

6) The SVs are actually worthless and seems like they were used solely because you realized this section was boring and wanted to "spice it up"

This literally follows all but one of my general complaints about the map.
........and then what? looks like you didnt have anything against these in general since you dont even provide solution (and probably i wont even accept because i can imagine how cluttered it will be if i do adding another note to make it hands for the claps)
This part is extraordinarily important that you fix. It is not good. It is also not my job to give you suggestions for how to fix it. However, I will give you a suggestion on top of Gekido-'s that has already been shared since you seem to be incapable of it on your own. // uh you're a modder. its essential to provide solution for every single point you think it could be better. especially in a qualified because every mapper will always think "my pattern works the best" since your ways of saying it is highly subjective with no backing up rather than rant. gather more ideas and then combined so both parties agree. isnt that what you modding for? (or you just literally hate everything in this set)
How about something like this? Ditching the jumps will allow you to make this section more representative of the section of music, incorporate the 3-note jacks like I said would likely fit the best here, and would also let you differentiate between the quiter and louder drum kicks. Not to mention that Gekido-'s also allowed for this while keeping essentially the same note density as yours. Also to note that in mine you *might* (a LOT of emphasis on this might) even be able to put an extra note before each jump and hand to even make my suggestion keep the same density as yours.[/color] // i'll be using gekido's for this time.

Back to general mods/inconsistency stuff

00:57:711 (57711|3,58205|0,58700|2) - hold on you can't be serious. This is literally not an audible sound. So you made it so the hitsounds were the only thing that these notes were mapped to. That is ridiculous. Its almost like you wanted to attempt a hitsound job like imperishable night but only for 3 notes. Why??? are you really serious lol. i cant even say anything, (and hey, 2 QAT already coming here and not even both of them mentioned this is being inaudible or anything of sort.) this is 100% hearable i assure you. and thats about it. Go over youtube then head over the video of this song in Lanota, the official chart also map this part. and so does this one.
Alright lets talk about a couple things. The first is that you literally cannot use the justification that Lanota maps those notes, because we are talking about two completely separate games, the rules of each game's mapping do not correspond to the other. Secondly, listening to it again I do hear the notes. HOWEVER, this does not excuse the fact that 1) the hitsounds make the sound seem like they are more obvious than they are, which isn't necessarily a problem but does make it so that people with hitsounds are forced to play in a different way than people who don't use hitsounds, which is awkward in a map that is not 100% keysounded and 2) it is almost impossible for me to hear the sound on normal volume. I don't know if that's just my hearing but its annoying to have notes correspond to sounds that I literally can't hear. Not to mention that they aren't even represented differently as the get louder, maybe something that could be done by changing the lengths of the LNs? //i'm implying if they do, then they are also aware that this "ghost notes" actually has sounds. they are just a little bit overshadowed by the 1/6 stream from the section before but i simply cannot ignore what is obvious in my ear. i'm also playing this without an fx volume and i'm still clearly heard it. at least when you are using headphones or something like that.

01:08:260 (68260|3,68260|2,68260|0,68754|0,68754|1,69249|1,69249|2) - Both notes being held at a given time change pitch for each one and have eqaully emphatic percussion hits attached, so there isn't much of a reason to connect the LNs like this as opposed to making them all separate LN hand things there isnt much but one: 2 LNs are to cover a relatively loud-long-noises happen here. tbf only using one LN kinda lost its feel to me Thats not what I suggested. I suggested making it so the LNs aren't connected, and what I mean by that is this: // i feel like that will kinda removed the LN gimmick i've been doing, although not relatively in a dense appearance (that happens in most of LN themed chart) but its somehow could be an approach towards the LN shields gimmick too in the 2nd half of the song later


01:16:172 (76172|3,76172|0,76667|2,76667|1,77161|2,77161|0) - Noticeable weaker synth and percussion, mapped exactly the same only pitch are changing. nothing sounds weaker or stronger. they are equal I would still disagree but w/e not the biggest deal

01:33:809 (93809|1) - This ln should start at 01:33:645 - its noticeably louder there (and probably a bit arbitrary if i do that since everything here is 1/2) I think I had a small debate about something like this in my ranked GD, where someone said that a synth sound started later because the peak of the sound started later than I had it. However, I would say that when it comes to synth, the peak is not as important to follow, since the nature of the sound means the peak will often not be where the sound instinctively starts

01:29:359 -
Ok I'm gonna go back to right here, where this section starts.
I don't know if mapping every 1/2 note is necessary. There are much more noticeable sounds that you seem to ignore (since you seem to be going for the melody + claps + kicks), namely the bass hit or whatever you want to call it. Plus there really isn't much of a discernable sound on every 1/2 beat that justifies this kind of mapping.
01:39:908 - HERE However, there is an extremely noticeable and loud percussion sound happening every 1/4 beat. This section should be noticeably different in terms of density/structure/patterning so that a transition through the obviously increasing intensity of the song can be seen and felt by players I strongly disagree with "loud percussion happening every 1/4 beat". apparently the 1/4 is only happening every time 1/2 beat is done, but thats just synth. the percussion will be probably at - 01:43:123 - and - 01:44:441 - here only. but i dont really want since it'lll break the overall concept i want to build here. like, the concept is goes on 1/2 from - 01:39:908 -, then goes 1/4 with the jtrill, then 1/8 with the Jstream
This one I'm confused about. How could you possibly disagree that the percussion that hits on every 1/4 note isn't noticeably louder starting at 01:39:908 - . It is so obvious that the sound is louder now. I fully stand by my statement, where there should at least be some difference in intensity between this section and the section right before it due to the quick change in percussion volume

02:02:326 - So some of these LNs don't really fit with the sound of the synth. Specifically, 02:02:491 (122491|3,122573|1,122738|3,122820|1,122985|2) - These 5 seem to be mapped to literally nothing heard at 100%, the buzz synth(?) pitch change for a moment and those LNs is to cover that The buzz synth by itself shouldn't add 5 extraneous lns before it. The LN for the buzz sound is totally fine, but the LN stream leading into it is massively overdone.

02:08:919 (128919|3) - Shouldn't this LN be twice as long i think that will be too cluttered since i'm also mapping kick 1/2 after Ok to be fair here it shouldn't be twice as long, only up to the red tick but either way, I'd still say its too short

02:11:557 - See, to me here, the synth really only deserves 1 LN representing it, whereas you could probably make the second one extended to help represent the background woosh thing. 02:12:051 - Like here, you have the woosh also mapped I would presume, though two of the LNs should be extended to represent this more clearly. probably, but i dont see anything thats "too wrong" in my current pattern mfw.

02:13:864 (133864|0,133947|0,134029|2,134112|2) - Why are these minijacks? They don't deviate at all from the 4 notes right before it from my perspective Jtrill doesnt seem to fit with the song situation. each jacks also mimicking the pitch and why am i making it jacks is to mimick the percussion. trill could works too but i think jacks is more fitting I didn't really say anything about jumptrills or anything, imo it would have just been better to see them as single streams rather than minijacks // that is.... kinda straightforward? the noise pitch (not the drum pitch) is divided into two here. if i do straight roll... idk that doesnt really suit my vision

02:15:183 - Shouldn't be a double

02:16:172 - Shouldn't be a double

02:19:963 (139963|1,139963|0,140128|0,140128|1) - Shouldn't be doubles?

02:20:458 (140458|3,140458|2,140623|2,140623|3) - Same?
Same for the patterns right after it too why? they are all obvious, loud drums I'll give you that. Didn't catch it the first time, was initially thinking that the ones i mentioned were just the same sound as the singles but youre right here

02:23:919 (143919|0,144002|1,144084|2,144167|0,144167|3,144249|1,144331|2,144414|3) - What was the logic behind this pattern? There is nothing supporting it, in fact, the synth only sounds on every 1/2 beat, not every 1/4th beat, so some of the LNs before it are also representing essentially nothing gradual pitch change. there's a slightly pitch change every 1/4 there. I would highly disagree. I would exclaim that, even if there was a minor pitch change every 1/4 beat, it is definitely not significant enough to warrant a completely separate LN

02:28:452 (148452|1) - Oh is this you trying to map the synth too??? This might just be you accidentally putting a ghost note in but if you want to seem like you are mapping the synth layer it with the percussion that you wanted it to map too at the lease instead of only placing notes that correspond to the synth when literally nothing else is there. if anyhting, thats not synths. its melody. all the synths is already mapped and could be recognized in where i put that loud hihat noises in HS I think youre missing the fact that the melody IS the synths, or at least the noticeable ones. Saying that youre not mapping the synths but you are mapping the melody is by itself a false statement because the melody is the synth. Either way its still a notable inconsistency // what i was try to saying is that i map them both but w/e might change later

02:25:650 (145650|2) - Speaking of ghost notes I'm heading back a few seconds because this is definitely one regardless of whether you were trying to map the synth or not. This goes for every time there is one of those jump to hand things ^ Like I said, melody is the synth, and plus, there is literally no sound happening there, not even the synth

02:44:689 - Ok if anything I'm almost certain these should be 1/3 LNs the wubs? .....thats not straight 1/3, nor that the wubs has a distinct start place to be heard. so i'm goes with simplifying to 1/4 secondary synths for the sake of gameplay This one is more subjective I suppose but I still hear them as much slower than 1/4 wubs

02:45:842 - Wait what. WHY. Stop trying to make your maps more varied for the sake of having variation. It's LITERALLY THE SAME SOUND. There is no justifiable reason for why you would randomly change the entire structure of the kiai halfway through, other than the fact that the drums (and possibly also the synth) most notably get louder in the second half. Why would you put more emphasis on a completely new sound in the map despite the emphasis relative to the other sound (ie the drums emphasis in comparison to the synth) stays the same? If anything the map should just get denser in general while following the same concept you had developed just prior to it. This is the most effective way to handle something like this, as opposed to changing the entire concept. Not to mention that this second half of the kiai doesn't even stay consistent with mapping the synth sounds to LNs so I don't even know what to say (eg 02:48:974 (168974|3,169057|0,169139|3,169221|0,169304|3,169304|1) - none of these notes having any LN relevancy)
so apparently you saying that i should make the 2nd kiai the same as 1st but denser? you literally just complaining about being "boring" yet suggesting more boring stuff.
No one stop you to try a new concept for every. section. alone.

First off, yes I am absolutely trying to tell you to make the second half the same as the first half but denser or with some notable increase in intensity. Second off, doing this does the exact opposite of what you think I meant by boring. Making the second half more intense to match with the increased intensity of the song keeps players on their toes and makes sure they aren't sitting in the same stuff despite song development. You could argue that your LNs do this, but my statement from the actual mod that it goes against a vast majority of what you have set up in the rest of the map // to start with, there is nothing wrong to estabilish a new set of ideas near the end of a song. say its because this part is a climax part. 2nd, this LN is fairly easy to manage, or at least, its not that hard compared with what i've been doing with the majority. its not like this part is filled with heavy shields and stuff as it is will totally turn the concept 180 degree from the first kiai. 3rd, as dense as it sounds, the distinct noise that could be hearded remain the same. the dense of the chorus part between kiais noticeable in 100% but the distinct noise stays. so if you actually talking about making this more dense, do i have to cover kicks by triple and claps with quads? or relatively adding more notes on 1/4? in theory it could but its becoming overemphasized too much. (i missed some i think so lets see how it goes later)

03:01:667 - Not sure why there are 1/4 notes placed between all the jumps tbh, since there isn't a noticeable sound there synths Ok sure there are synths but im almost certain they arent on the in-between beats

03:04:963 - Not a hand????? too cramped. with all the 1/4 happening Eh, I don't necessarily agree but w/e // its also done so i could transitioning the trill without havin an unecessary minijacks

03:06:117 (186117|2) - This note definitely shouldn't exist pointless awkward break. there's also synths. and its LNs to keep consistency 1) It is not a "pointless" awkward break if nothing in the music is supporting the note currently there. 2) The synths tone changes dont defend this in the same way they didnt before

03:05:787 - Also not sure why you made these all LN shields. Kind of deviates from anything else you do in the map, so it just feels random no response? // its feels like the song could have that? so why not. sequential long noises is obviously heard
no reply are still considered to change or alternated until i found the way

TheToaphster wrote:

Staying consistent imo isn't just a quality of a map keeping the same sounds mapped in the same way throughout a map or section, but also making logical decisions as to where you can deviate from ideas that you've already set up, something I brought up a multitude of times through my mod. Introducing ideas that don't make sense with respect to how you have been developing the map through the song show a lack of consistent additions and layering.

I'm agree with consistency. but, you really should hear how the song develops. This isnt your everyday generic anime/pop songs where they could have 3 choruses with similar orientation. leaving with no choice to stay consistent with layering, but they could do something to make the patterning more various and has an obvious separation in-between section to reflect each other.

I dont really get what you mean by "logical" as this map is clearly what you saying and what i've been doing ever since the start. each section has a different instrument orientation, thus the ideas of different patterning and sometimes different layering


Take the ending chorus, for example, where Rivals applies an idea that makes some amount of logical sense with respect to the rest of the map (albeit a little bit weak in terms of difficulty comparatively but that isn't necessarily a huge problem), but then through the second half, adds in a completely new layer (that being of long notes), despite the only change in the song being related to the volume of that section. I would consider this a random introduction of a new idea despite no similar introductions of ideas in the song, though maybe that's just an overreaction on my part.

This song, outside the 2 chorus, there is no place that have a similar instrument orientation throughout. so the consistency patterning you've been saying here are a little too much to ask as the song literally have different concepts each section. thus, the idea differs on each section. The first half of the song consists of relatively easy-to-follow rythmic, with exception on 1/3 section which is quite hard. The 2nd half after the burst, it goes relatively hard compared with the first half where you faced an SV section that test up your reading (and acc), then a syncopated drum section, ended with burst and relatively simple LN shields. into the chorus i made it to follow melod+synth as well with the percussion. the 2nd then goes almost the same with additional LN to cover primary melody as to test the agility (idk how to worded it clearly)

Its all to justifies the difficulty of being (almost) 5* because of the burst. we literally hear complaints about some maps that is mostly easy but its almost 6* just because the spike, in comparison it doesnt fair with the majority of difficulty and cause a rage for being "PP giveaway"
i will holding this for like 2 weeks to fix necessary thing before i'm asking for a renomination to them (although idk if they still interested).

Not yet updated for now
Toaph Daddy
Theres a couple things I think I will explain a bit further in a post coming later today (this one won't be very long I promise, just some statements about some of my own mods (and partially your responses too) and also some suggestions for parts that I feel lack consistency (namely the thing with the last chorus, where I'll give a suggestion that could improve the coherency of that section while incorporating ideas you set up right before it in the transitions, which will also allow you to incorporate the LN patterning type deal you already have in the second half)). I would also advise getting a couple other modders to double check some of the stuff that I've been saying about consistency/ghost notes/whatever because I could very obviously be wrong about these things, my hearing is weird, and I'll probably check through the song again and see, but yeah, other opinions would probably be useful here

Sorry if anything I've been saying has come off as unnecessarily aggressive, I've just been pent up for a while. agsdg assh g

Uhhh, yeah so stay tuned, a post will be made later today probably

EDIT: This is gonna have to come tomorrow, got caught in some things at work and got home later than I thought I would :((. Will try to get the suggestion out soon though
Topic Starter
Rivals_7
so i think i just found de wae the way. the significant change could be seen on 1/3 part which was based from gekido's, The part before the jtrill jstream in the middle, LNs transition, and first chorus (the idea of the first chorus is now kind of jack-based instead of straightforward streams). else is pminor

as for ghost notes confirmation http://puu.sh/zKYbF/c407a58376.jpg http://puu.sh/zKZMs/ae63f0bfe7.jpg http://puu.sh/zKZQY/a8003d8df0.png the reception i got from 2 people so far is kinda mixed right now (i might ask more for this)

---
edit when tho
Toaph Daddy
Oof rip me sorry bout that. Basically the suggestion I was going to make for the first half of the chorus is to use shorter LNs in the same spots as you did in the second half. Basically giving the synth sounds the same identity as the second half of the chorus gave them but allowing for that extra emphasis to develop as a result when the volume of the chorus increases and the lengths of the LNs also increases to match the intensity. I'd give a screenshot of what I mean but I am not currently home, so an image will have to wait for now. If you would like one later today I can absolutely supply one o7
[Proxy]
rank this again pls :<
Topic Starter
Rivals_7
i think i get what you mean by using shorter LNs but uh.... the thing is, i said it before. i just want this to be visually different for the song density sake. imo its still consistent on its layering. its just they are presented differently.
PS: minor HS fix
-mint-

[Proxy] wrote:

rank this again pls :<
again? :thinking:
Protastic101
rEEeEEeEeeEeE(bubble)
Arzenvald
soon?!
Protastic101
re^3-bubble
juankristal
ok
-mint-
please give me an explanation of the minijacks in the first main kiai aside from "its just making it harder"

02:06:859 - if you look at the minijacks that follow, you can see that there are 4 left hand minijacks (02:08:178 - , 02:10:815 - , 02:13:864 - ) there's a clear hand imbalance in this section. could u explain if theres some reason you do this?

https://osu.ppy.sh/ss/11031852 would also like an explanation of this, and how this fits in to the music
Topic Starter
Rivals_7

qqqant wrote:

please give me an explanation of the minijacks in the first main kiai aside from "its just making it harder"
the minijacks present when there's 2 melody occuring two times in only 1/4th space and its the same pitch. notice how - 02:27:628 (147628|0,147711|0) - 02:28:287 (148287|0,148370|0,148782|2,148864|2) - and so on has a same pitch. unlike - 02:25:320 (145320|1,145320|0,145485|1,145485|0) - in which they are on 1/2 distance, or - 02:25:485 (145485|0,145485|1,145568|3,145568|2) - that is on 1/4th but has different pitch

02:06:859 - if you look at the minijacks that follow, you can see that there are 4 left hand minijacks (02:08:178 - , 02:10:815 - , 02:13:864 - ) there's a clear hand imbalance in this section. could u explain if theres some reason you do this?
this jacks is kind of lower pitch if i may say that, or some kind of deep bass thing. hence in there. I kinda disagree with "imbalance" since its like 2 seconds in-between them (its not that they are happening sequentively) and by that 2 seconds, there's so much happening in the right side too like 5 note-stacks so its kinda impasse for me.
(i also do it like half consciously because when it comes to testplaying my left hand is more relient with jacks)
the last timestamps is different. the patterning plays drum but the placement portrays the melody. - 02:13:864 (133864|0,133947|0) - melody is lower than - 02:14:029 (134029|2,134112|2) -


https://osu.ppy.sh/ss/11031852 would also like an explanation of this, and how this fits in to the music basically, its kinda happening because i want - 02:22:765 (142765|2,142765|1) - to be in the middle so it gives an equivalent impact on both sides. its also because i also need to minimalize the jacks like http://puu.sh/At1Ez/535b40384a.png or http://puu.sh/At1GK/c3341631aa.png (if you trying to follow pitch music, if thats what were you referring to) which imo not that suitable considering its happening on streams

another reason is - 02:23:178 (143178|3,143219|2,143260|1,143301|0,143342|2,143384|1) - this group has different sets of buildup with - 02:22:930 (142930|0,142971|1,143013|2,143054|3,143095|0,143136|1) - so its....clearly distinguishable buildup(?) (idk how to word that)
DDMythical
.
Alter-
C3S_s.wav is 7100% hitvolume 03:02:161 (182161|3) - you can keep if u want, I don't want this to get DQ over one hitsound problem. Just scared the shits out of me lmao
FAMoss

Alternater wrote:

C3S_s.wav is 7100% hitvolume 03:02:161 (182161|3) - you can keep if u want, I don't want this to get DQ over one hitsound problem. Just scared the shits out of me lmao
its okay, the volume in game is still balanced, you can click those note and compare with this note 03:02:326 (182326|3) - its still 100 volume, no more
Bakuretsue

FAMoss wrote:

Alternater wrote:

C3S_s.wav is 7100% hitvolume 03:02:161 (182161|3) - you can keep if u want, I don't want this to get DQ over one hitsound problem. Just scared the shits out of me lmao

its okay, the volume in game is still balanced, you can click those note and compare with this note 03:02:326 (182326|3) - its still 100 volume, no more


I noticed it IN GAME :p. It suprised me BN's hadn't noticed this note while qualifying
Topic Starter
Rivals_7

Bakuretsue wrote:

FAMoss wrote:

its okay, the volume in game is still balanced, you can click those note and compare with this note 03:02:326 (182326|3) - its still 100 volume, no more
I noticed it IN GAME :p. It suprised me BN's hadn't noticed this note while qualifying
in reality, most of us dont anyway :P i believe the fact that the BNs and even QATs let this through is that they dont feel the need to actually change it. you wouldnt notice until you actually click the note.
it is merely a visual issue that doesnt affecting any audio technical issue. (unless you are running in a different build or have a powerful PC, since im a stable latest people and just an average laptop user lo).

if everyone noticing it very loudly, people may have complained from the very first already. so it might be just you


just to note: the cause probably because of my Hitsound copier being buggy at the time
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