I'll reply you both tomorrow, spent 2 hours retiming the whole fucking map
reee why u do drunken timing MIR
reee why u do drunken timing MIR
arigathanks gozaimuchneonat wrote:
Kaori
Your tags conflict as well as your uninhenrited timing points
00:03:472 (1) - this sounds too early, 3490 would be more on the music Made it 3500
00:13:091 (1) - too early, it's at 13102 changed to 13115
00:13:948 (2) - too early, it's at 13961 done
00:22:684 (1) - too early, 22695 changed to 22710
00:23:505 (2) - too early, 23524 changed to 23535
i just fucking retimed the whole map so yea good enough
00:30:329 (2,3) - don't overlap so much, at the very most, under 1 of the heads only:
or at least follow the rest of the psacing used elsewhere, this one is the odd one out Fixed
00:40:329 (3,4,5,6) - every spacing between each of them greatly differs, 00:40:929 (5,6) - should not be so much greater than 00:40:729 (4,5) - any increas in spacing between 00:40:729 (4,5) - looks underwhelming from 00:40:329 (3,4) - even though peak appears at 00:40:929 (5) - fixed the spacing for 00:41:523 (6) -
01:00:315 (2,3) - 01:00:715 (4,5) - why are the bigger spacings on these beats, 01:00:315 (2,3) are more connected to each other rather than differentiating from each other the first two is spaced because theres a change in pitch of the piano. The distance between 3 and 4 is lower because the piano goes slightly lower tune, therrefore lower spacing. 01:00:715 (4,5) - Even though this has a higher spacing, it's much easier to hit because its a mirror movement of 01:00:315 (2,3) - . Same with 01:00:915 (5,1) - , it's the same movement from 01:00:515 (3,4) - .
01:05:915 (1) - move it more to the left, the movement from 01:05:515 (4) - is really acute and there is no impact made for the change in tone in the music Fixed some stuffs to make there have impact in the notes
03:17:915 (2,1) - do you really need to overlap this way, this can easily be avoided Fixed
03:21:915 (1,2,3) - visual spacing looks really close yea, meant to be close, I think its fine
03:24:115 (2,3) - given how big this is, the lead in to the next phrase 03:24:915 (4,1) - is really weak Fixed
03:30:715 (3,4) - at the very least, 03:31:115 (4,1) - should be as much or greater in spacing than this changed to circles
03:32:315 (5,6) - why the jump in spacing here? And not at 03:32:915 (6,1) - Fixed
04:56:740 (1) - doesn't hit exactly with the current timing reduced it to 1 reveres and placed it 1 tick infront in 1/4.
Can really be polished much more, especially spacing-wise. many at times the small spacing leading to a new phrase or holds and new vocals hinders movement and emphasis more than it could be
Good Luck
Will do, thanks for telling will update tmrwVolta wrote:
Hello, i have an update for taiko diff since you changed the timing and some stuffs are messed: https://volta.s-ul.eu/zyAwpZGQ
Also You'll need to add some uninherited (red) timing points to other diffs for consistency with my taiko diff since they are necessary in taiko for omitting/showing the barlines. The points are at the following timestamps:
00:21:124 -
03:42:715 -
03:55:561 -
03:58:661 -
04:33:910 -
04:53:135 -
04:54:770 -
OR you may just copy my uninherited timing points from my updated diff (be aware of the hitsound, since i'm only using default normal).
Good luck~
Eraser wrote:
requested by Meep
1/2/3/4
Jump = 2 notes
Hand = 3 notes
Quad = 4 notes
[Arcwin's Marathon]
I think you should give a gradual increase/decrease to each sv change because it feels kind of clunky right now imo.Now for the actual map
- 01:09:115 - idk about this 1.10x, man. it's a bit hard to play, especially when it is aimed for low level folks
- 01:28:315 - unsnapped sv. and 1.10 to 70 is kind of ehh. also aren't you putting it wrong? you put this part slower than 01:34:715 - . imo the one that should have slower sv is the later one.
- 02:00:315 - no speed up? there's a lot more going on here and you did that in 00:54:715 - .
- 02:33:915 - I assume this is just an oversight? 0.7x in this part is just ridiculous imo
- 02:40:315 - this part and 01:34:715 - aren't on the same level of intensity, therefore you shouldn't give them the same sv
The SVs are not intended as it was affected on STD's inherited / timing points. With that, I neutralized all the red points with proper inherited points instead. No more SVs.SPOILER[ ]
- 00:46:715 - Why is it a hand? This one 00:45:115 - isn't. added note on the missing one.
- 01:13:915 (73915|3,73915|1) - Only piano here. Shouldn't it be a single instead? The piano sound is along with the bass guitar sound.
- 02:34:315 - Missed sound added
- 02:41:415 (161415|2,161415|3,161615|3,161615|1,161615|0) - what no selected notes, if you are talking about the doubles and chords as applied in the styles kick for double, snare for triple.
- 02:45:115 (165115|1,165315|2) - Both are also snare and kick. added
- 02:45:715 - No triple? added
- 03:01:715 - No triple? It's there in 03:04:915 - the selected time line has no 1/4th sound or if there is, it is inaudible compared to the 4 sec mark.
I guess that's it. I'm a bit bummed it isn't in v2 but nevermind eh
Btw to meep: 04:08:310 - Does the purple here represents some kind of a symbol? because imo it looks kind of terrible and unnatural
Also give mania its own hitnormal pls. It'd be cancerous to have it the same volume as standard. https://puu.sh/zeeTw/5d33d74e15.wav This is the one I used in my ranked mania map
good luck
arigathanks gozaimuch when am i gonna get my bub ;cMir wrote:
firstly i timed this like last century pls no bulli
on with the mod
03:10:515 - remove timing point here, it's not necessary Fixed
kaori
- 00:02:138 (2) - end gives unnecessary feedback, either silence it or extend it to 00:02:693 - or just make it a circle. It kills the emphasis on 00:12:310 (3) - which has an actual note on the end Fixed
- 00:24:914 - kick hitsounds seem rly jarring, make them quieter (the samples themselves) or you can replace them? it's like, a really soft section and you have BOOMBOOMBOOM BOOM sounds and stuff.. will find a fix soon(tm)
- 00:35:123 (2) - maybe do ctrl+g+h+j so its not as weird visually from 1 https://i.imgur.com/3dep7Eh.jpg Fixed
- 01:52:315 (1) - maybe ctrl+g? it would play more interestingly and lead better into 01:53:515 (2) - imo sure
- 03:11:915 (1,1,1,1) - unnecessary nc imo, could just do 1231 and it should still be readable its the only 1/3 in this map, so im not so sure honestly. putting the NCs may help differentiate the difference between the 1/4 and 1/3 much more clearly than just NCing it once.
- 03:21:515 (5,1,2,3) - not sure if you intend to follow vocals here but this pattern ignores them pretty heavily. if you dont intend to follow vocals make it more obvious maybe by doing https://i.imgur.com/kL5Pq4n.png but if you do want to follow vocals try https://i.imgur.com/FOogHH1.png mapping to the background beat here. i didnt focus on the vocals here.
- 03:23:515 (1,3) - only the first really deserves are reverse, the last note on 3 doesn't have anything in the song so maybe try two circles or a circle + slider arrange Fixed
- 03:25:715 (2,3) - all of these can be mistaken for 1/4 and i dont know why you decided to stack them like this either? small lil gimmick in this map.
- 04:01:747 (2) - tbh the section is so calm i'd skip this note lol, it doesnt fit the atmosphere at all Fixed
- 04:27:510 (1) - this is still part of the kiai why is there a slider here nothing held strong enough in the song exists for me to see a reason for this, i'd just map it out like normal nah, i feel like this part should be emphasiszed with the sliderart. There isn't much to map anyway, besides the vocals ,though if i do map the vocals the heart shape infront wouldn't be there at all, which isn't my intention.
- 04:56:506 - you can map a note here if you want, i think it could work to add some oomph to the ending? hmm, nah, it's kinda unexpected and weird imo, so no change here
i might check the taiko for this later but not right now. good luck
thanks for the mod~Lasse wrote:
when you ask a standard bn to mod the taiko diff on your hybrid set :thinking:
taiko
02:11:115 - could be a bit more dense to match the building up intensity, like just +1 or 2 1/2 notes added some
02:14:315 (72,73) - changing this into ddk triple would cute to make it bit more intense than lead into first chorus, would fit well since you also made second chorus itself a bit harder i want to start a multicolor triple in the 2nd part of the chorus
02:22:715 (109,110,111) - don't really get the white tick triple here, doesn't feel too fitting since other white tick triples usually go with vocals. mapping 02:22:615 - instead of 02:22:815 - seems more reasonable it fits the vocal's elongation and flows better imo
03:08:515 (31,32,33,34,35) - string seem to be more in groups of 2 and current pattern also doesn't go well with the really outstanding snare thing on 03:08:915 - how about something like ddkdk ? changed to ddkkk. i think ddkdk couldn't reflect the increasing string pitch
03:39:515 (1,1) - 1/1 gap into spinner feels weird considering it follows the same thing, 1/2 would be nicer
04:34:335 (1) - ^
fixed
03:55:561 - intensity is building up a bit here again so you could also use a slightly more dense rhythm than before, could just add a few more notes, like on 03:56:761 - i thnk this section is still quite calm, so i'd like to keep the density similar to 03:42:750 -
[]
why is this even using 150 bpm? 75 seems more reasonable with what is happening in the song ?_? as there is a known bug in taiko where the barline is showing every 1/1 beat instead of 4/1 when the BPM is <= 75 , 150 should be fine as temporary solution until developer want to fix the bug. It doesn't change the rhythm whatsoever and make the barlines more intuitive to read. Also personally i think the bpm is 150
isk i map better with then higher bpm, since its alr set why not use it XDLasse wrote:
when you ask a standard bn to mod the taiko diff on your hybrid set :thinking:
why is this even using 150 bpm? 75 seems more reasonable with what is happening in the song ?_?
try to put yourself in the mapper's shoes, don't just mod by your styleVenix wrote:
hello~ mod cuz I wanna mod something on modding v1 lol
Red = Unrankable issue
Generalnot needed
- Tags are inconsistent, add gders to tags on taiko and mania diffs.
- Timing lines are other on Volta's diff, make them consistent across difficulties
- You have to enable epilepsy warning because of pushing images on the storyboard
KaoriOverall, map is pretty good, good luck with it~
- 00:00:350 (1) - 00:01:960 (1,2) - Would look neater if you stack them with stacking enabled. // The same applies: 00:03:510 (1) - 00:05:159 (1,2) - here, 00:06:740 (1) - 00:08:365 (1,2) - here etc. doesn't rly matter honestly, but ok
- 00:52:315 (3,1) - I reckon that would look neater by using nice blanket here, consider shaping this wave like this: https://osu.ppy.sh/ss/10246073 Fixed
- 01:15:115 (6) - Consider replacing this slider with two circles, because both slider head and end are including strong drum sounds. Something like (https://venix.s-ul.eu/OBVUB30o) this would fit your style nicely according to the back'n'forth patterning during entire of the map no, it doesn't fit
- 01:33:115 (1) - You shouldn't use repeat here because it breaks consistency with 01:29:915 (1) - this one where sound in the middle of the slider is same with the place where you put a repeat. You can also use repeat 01:29:915 (1) - here instead. they're both different parts of the vocals, there need not be consistency between them.
- 01:45:915 (1,2) - Would work nicely if you increase spacing here to emphasize that 01:44:315 (1,2,1,2) - here the sound is getting higher pitched with each slider. no point in increasing spacing. the song is so calm
- 02:29:115 (3,4) - Would be nice if you could use repeat on 02:29:115 (3) - this slider instead of using this composition because you literally followed every vocal like that by repeat slider. Fixed
- 03:03:515 (3) - Stacking it with 03:03:915 (1) - this slider end could be more accurate here to keep consistency with 03:00:315 (3,1) - this composition which follows the same kind of rhythm. not the impact i was looking for
- 04:01:747 - Perhaps you forgot to place a circle here? Consider adding it here because it would follow an important sound which was followed previously by a circle (04:00:947 (4) - here). nope, its too calm to add it.
- 04:14:710 (1,2,3) - This slider bodies overlap looks unpolished a bit and it plays kinda weird in the current state. It would look better if you blanket them like this instead: https://osu.ppy.sh/ss/10246354 a million people have asked this and i have declined them. i feel this pattern fits best with the song.
- 04:21:110 (1,2) - It should be spaced more because of strongly noticeable sound 04:21:710 (2) - here. You also emphasized sounds like this by bigger spacing in the past, like 04:14:710 (1,2) - here. its how i potray the song.
- 04:56:173 (3) - Would work better if this circle was NCed because of irregular in comparison to the rest of the map 1/6 rhythm used here. no,
its part of 04:54:815 (1,2) -
TheKingHenry wrote:
Hello M4M from my queue~GeneralGood luck!
- Multiple comments already about these tags and whatnot other things so why are they still around lul. For that timing thing I read earlier no knowledge on that so I'll leave that stuff to more experienced people to discuss about but why the tag inconsistency when it's very easy and quick to fix with no downside to applying it asdfasd the tags are consistent ._. i think u didnt update the set yet
- As for that comment about epilepsy warning, don't really think it's necessary, the storyboard is fairly calm. That being said I'm not epilectic so what do I know, I'd check it with someone i doubt its needed, but meh ;/
- Not really a problem as long as it's accurate, but timing like the first section is really messy to look through with the bpm being changed all the time but still not snapped to the next points uuhhh; anyways it could use some tuning still:
- 00:02:686 - point here is clearly too early, smth like ~10ms later would be better. Fixed
- 00:05:914 (3) - same as above; smth like 00:05:930 - instead Fixed
- 00:06:740 (1) - same, smth like ~8ms Fixed
- 00:08:365 (1,2) - what is this even lol; 00:08:365 (1) - is snapped to the previous timing, but there's point at 00:08:378 - which then gets reseted without snapping at 00:08:533 - uuhh not sure if this is what you intended but probably not Fixed
- 00:09:901 - could be moved forward ~7 or 8ms too Fixed
- 00:12:310 (3,4) - too slow bpm here, sliderend of 00:12:310 (3) - aside since it's not so important, even 00:12:710 (4) - is too late with the timing; since timing gets reset again at 00:13:119 - you can just use more fitting bpm here (smth like 155, or if you want to be more accurate, 160 is good for the sliderend timing and then point for the circle at 00:12:697 - (or timing point of 150bpm at the sliderend) went with 163
- 00:14:736 - is too late as well; move like uh no this one is fine x3
- 00:21:903 - what are these double points around here; and the one for the object at 00:21:918 (3) - is too early anyways; smth like 00:21:926 - is better taiko stuff, they need it.
- 00:41:915 - this point is way too early; the timing was already little too early before lol (though that being said the piano and drums ain't exactly on the same timing most of the time, so sections with drums and sections with piano aren't necessarily perfectly timed with the same offset point even if the bpm would stay fairly stable. Anyways removing this point would just make the timing better this is the best i can do, the piano, vocals and drums barely line up ;w; thats why i decided for this one. it sounds good and doesn't feel off, so its fine to me tbh
- 03:42:715 - unnecessary timing point, especially if you did the point above ^ for taco stuff
- 03:58:661 - similarly, what is this double point for taco stuff
- 04:01:910 - wot the timing before was perfectly fine for this downbeat, why the reset (which fucks up the timing like by 40ms LUL). And no, it's not fit for the vocal either since vocal starts already about where the red tick is. And the timing stays wrong all the way throughout the kiai until the next points at around 4:33; both are unnecessary, the first one is double and the latter one is too early, the timing that is left when they are deleted is more accurate Fixed
- 04:53:147 - another double point somewhere around here; remove taco stuff
- 04:53:970 (2) - sliderend should be snapped to the more dominant high piano note instead of the almost inaudible low (that actually happens to be about here). Actually since the sliderend of 04:53:170 (1) - is late for the low note and early for the high note I'd just retime this to catch them; 139 at the current first one that is 04:53:170 - ; at the sliderend 04:53:601 - 160 so latter slider is at 04:53:976 - ; put 138 there and sliderend is at 04:54:410 - ; this if you want to time so that the sliderends are on the high piano notes i am mapping to that almost inaudible low ass violin sound XD, thats why it stops there
- 04:54:765 - unnecessary double point once again; 04:54:815 (1) - is about 20ms too early (depending on what sounds you prioritize, but it's early anyways sounds alright to me though ;/ also double point is cuz of taco stuff
I'll edit the rest in since for some reason my comp seems like it could crash at any moment and I don't wanna lose this lolnvm I was in the end already- very strong 1/4 ignored occasionally, like 02:14:615 - 02:26:615 - atleast theres nothing on those ._. wut u talkin about man
- 03:11:915 (1,1,1) - space these out more or kickslider or whatnot, but currently they remind both of some of the 1/2 (the one used in kiai for example 02:21:715 (2,3) - ) and the spaced out 1/4s; and the combo mash doesn't quite save it when it's once in the map happening. This was pretty much the only thing that bothered me while playing this map. That being said if your feedback so far is that it works, then I guess why not. i mean, thats why its spam NC'd XD i'll get more opinions on this
17.43 _Meep_: nowa
17.43 _Meep_: mind if yer help check sumthin for me?
17.44 DTM9 Nowa: Do i get kudosu
17.44 _Meep_: hm
17.44 _Meep_: its in v1
17.44 _Meep_: so only 1 ;c
17.44 DTM9 Nowa: ..
17.44 DTM9 Nowa: I just need activity tho
17.45 DTM9 Nowa: Maybe i'll drop few suggestions or the irc then
17.45 _Meep_: lmao
17.45 *_Meep_ is editing [https://osu.ppy.sh/b/1282252 *namirin - Kanade [Kaori]]
17.47 DTM9 Nowa: Is this supercell or why is the timing fucked
17.48 _Meep_: uh
17.48 _Meep_: pianist was drunk
17.48 _Meep_: so is namirin
17.48 _Meep_: so it became gya
17.48 _Meep_: thus the million timing points
17.50 _Meep_: so uh
17.50 _Meep_: see the bookmarked points
17.50 _Meep_: the rhythms are completely different despite being the same part of the chorus
17.50 _Meep_: the bn says its inconsistent
17.50 _Meep_: but it fits well ;c
17.52 DTM9 Nowa: Prioritizing vocals?
17.52 _Meep_: not exactly
17.53 _Meep_: im mapping to the instrumentals in the choruses
17.53 _Meep_: if there were instruments, i'd map it
17.53 _Meep_: which is what i did in the 2nd one
17.56 DTM9 Nowa: I only find the last kiai to be problematic when it comes to begin consistent
17.56 _Meep_: it feels...
17.56 _Meep_: yea, it sounds consistent
17.56 _Meep_: it doesn't feel like it should be clickable, stuff like 04:28:335 - and 04:28:735 -
17.57 DTM9 Nowa: https://puu.sh/zpLe9/0bdab86a78.png This would make most sense imo
17.58 _Meep_: no like, it feels too lax to be played
17.58 _Meep_: or clicked
17.58 _Meep_: so i went with one giant slider that would move along with the sounds
17.59 DTM9 Nowa: Could you come up with some other way to represent the feeling?
17.59 DTM9 Nowa: Really slow sliders
18.00 _Meep_: mmhmmm
18.01 _Meep_: aaaaaa i cant decide
18.01 DTM9 Nowa: Would 04:29:935 - be prominent enough for a clickable
18.02 _Meep_: ii think i want sliders to play the background sounds like
18.02 _Meep_: 04:29:135 - 04:27:535 - 04:30:335 -
18.03 _Meep_: the change in the violin/whatever sound it is
18.03 _Meep_: i think i could map to that
18.04 _Meep_: yea, thanks for the help o/
18.05 DTM9 Nowa: Are ya planning on following the guitar at least by ending the sliders on them or nah?
And this is the point where meep died for 15 minutes
18.14 DTM9 Nowa: 00:25:923 (1) - This could be rotated so the slider would face upwards which would make the pattern a bit more consistent when compared to 00:32:323 (1,2) - for example (the movement from slider to slider would change and not just be back and forth)
18.15 DTM9 Nowa: 00:52:315 (3,1) - the curvature of the sliderbody is bit too curved for the circle which kinda ends up in a more or less messy blanket
18.17 DTM9 Nowa: 01:14:115 (2,3,4) - Instead of doing back and forth here you could create circular movement throughout the whole pattern if the 4 were placed like this https://puu.sh/zpLN2/e74fb2391e.png which would imo feel a bit better overall
18.18 DTM9 Nowa: 01:51:915 (2,1) - Uhh I'm not sure about this one. Considering the difficulty as a whole I think going for "normal" flow type of movement would be better
18.19 _Meep_: ok back
18.19 _Meep_: so
18.19 _Meep_: 00:25:923 (1) - i dont think there needs to be any consistency between these patterns visually and playability-wise
18.20 _Meep_: 00:53:115 (1) - fixed
18.21 _Meep_: 01:14:515 - done
18.22 _Meep_: 01:52:315 - the change in direction here is to compliment the sudden increase in volume of the piano notre
18.23 DTM9 Nowa: Fuck i lost like 2 points i wrote down
18.23 DTM9 Nowa: 02:50:715 - Clap here maybe
18.24 DTM9 Nowa: 02:40:115 (3,1) - And the cymbal sound here is kinda disregarded, any reasons for that?
18.25 _Meep_: added for 02:49:915 (1) -
18.25 _Meep_: disregarded? what do u mean by that?
18.25 DTM9 Nowa: Well the spacing is basically ignoring the cymbal there
18.27 _Meep_: hmm
18.27 _Meep_: fair point
18.27 _Meep_: fixed
18.28 DTM9 Nowa: k den
18.28 DTM9 Nowa: cool
18.28 DTM9 Nowa: get it ranked
ok o/Namki wrote:
hello supthat's the main concern so far
- 01:07:515 (5,6,1) - spacing is uneven here. This sound has more prominency 01:08:115 (1) - than 01:07:915 (6) - this so having bigger spacing to 01:07:915 (6) - makes little sense. Fixed
- 01:09:915 (3) - inconsistent unreasonable stacking. Sound is pretty strong so that stack doesn't give enough feedback. its how i intepret this song. to me this feels more natural, also its consistent.
- Watching the first kiai all over I've noticed that rhythm is kind of inconsistent somewhere and also it lacks a bit of emphasis as well. I can't quite get according on what were you mapping. Like, here you have undermapped 01:12:115 - / 01:13:315 - vocals but here mapped vocals 01:17:915 (4) - and undermapped instumentals. 01:18:715 (1) - this slider catches neither vocals nor instrumentals. As well as these 01:21:915 (1) - / 01:23:515 (3,4) - / 01:25:915 (2) - etc. i fxed the ones on 01:15:515 - , but the others I didn't. as i said in my earlier post, this just feels more natural to map to.
And this goes consistently for the second and the third kiais. So there's no other instruments to follow other than vocals or snares thus your current rhythms are pretty lacking structure and consistency as for me. fixed some consistency issues in the last chorus.
consider changing stuff and recieve few more mods on std diff
and call me back after of course
thanks for the mods guys!My Angel United wrote:
M4M as requested~
Okay so hey, this is a suggestion not a big issue. But, i think you could make a better use of hitsounds by increasing the general volume of the map by 5%, i get why is the way it is now, but i think it could be something too check and then see if it feels good or sounds too loud. Imo it goes fine, but i'll leave that there. will ask others, its pretty loud already imo
00:21:318 (2) - How about making the slider linear? Think it would be cool. Because it's like some kind of easy back n forth like, you've already been there? Idk, just an opinion. nah, i think its fine
01:14:515 (4) - Think you could do a better pattern here? Like a Square, or make that circle closer to the next slider? Or moving it to where the circle 1 is. You could also try a small cross jump or X jump in this case, just move the circle a bit up and should do. Still, pretty nice pattern i just felt it rare when staring at it, but plays fine! did some fixes from nowa's mod, changed up the position of 4 a bit
02:45:115 (1,2,3,1,2,3,4,5) - How about making them all the same combo ? nah, since the drums start on 02:45:715 (1) - and its a completely different sound.
Okay so, i think you could 02:49:915 (1,2,1) - make these all the same combo so you can make this 02:51:915 (2,3,1,2) - a 1-2-12 instead od 2-3-1-2. Just something that imo, would be visually better when playing. eh, its bad to forsake comboing just for visuals tbh, so no
This one, i just a particular opinion i have but, 04:13:135 (1,2,3,4) - there are plenty of these. And i think instead of having the 4 a bit distanced of the 2, why not put it in the same spot? Let me explain why i think this would be a "decent" change. The diff is a Hard one, most hard players probably will be like "Why is it like this?" While i like a lot the pattern, it is commonly used on insanes (I could be 100% wrong since i don't play hards that much now). So, just saying it would be easier to read, and hit, and less confusing for most hard players. You can still refuse to change this, but take a look at if and check to see how it plays out. Tbh, is not a problem just something i felt could point out! not anything against ya, just me replying to yo mod x3
k so first, this diff is more of a hard/insane. something like a light insane, so its fine to have these patterns. secondly, since I do map hard diffs and i did rank some before, i know that these patterns are actually easier to read than to overlap them, since by overlapping them you can no longer see the note below.
i tried it out and yes, it looks ok, but it'd break consistency with the others i have on the diff. I don't feel like overlapping the jumps because it'd give a bit of guesswork for the players.
thanks for the mod!YukiZura- wrote:
1 2 3 quick mod cuz this map is pretty solid owo
[std diff]
00:13:976 (2,3,4) - and 00:20:345 (2,3,4) - distance consistensy with 00:04:370 (2,3,4,5,6,7) - looks more neat eh, i think randomising it will be a bit better.
02:57:915 (3,4,5) - idk is this purposely made but move the slider end bit down would be nice xD the slider and the double next to it are different sounds, so thats why the shape is like this x3 sorry
04:13:935 (5,6) - idk why you did like this , it's kinda funny xd , make them parallel uwu this was intended x3 sorry
that's all i can find that bothers me xD
now go get this ranked owo
sure! i'll pm u once volta does fix up his stuff!mancuso_JM_ wrote:
I'll try to complete my mod as soon as possible.
Wait for my mod, if you're planning to bubble this set.
I'll wait until Volta fix their mod in their difficulty. Feel free to contact me when you update the set, if you want.
thanks for the mod neo~neonat wrote:
why am I here again
why do you still have AiMod error for mania diff
Taiko
00:37:923 (45) - this is also higher than 00:37:123 (43) - differs more from 00:37:523 (44,46) - change it to k? i think d is also fine since the drum sound is lower and to highlight the snare at (43)
01:12:915 - doesn't feel that nice being empty here, with the hold in the vocals at the off-beat
01:25:715 - ^ added d for both point
02:33:315 (161,162,163,164,165) - just seems a little odd being d all the way hmm i don't think it's odd. It's a denser variation of 01:27:715 (1,2,3) -
03:32:715 (37) - change to k? Have 03:32:315 (36,37) - more matching (36) have snare and (37) is a kick so i think k-d would match better
03:42:750 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - could definitely be better with more diversity in notes other than k, the song isn't monotonous here, places like 03:46:750 (4) - 03:50:750 (7) - 03:53:950 (10) - 03:58:747 (13,15) - changed some to d
04:41:935 (2) - k instead, show the change in tone to 04:42:735 (3) - applied
eh, u can mod if u want x3Rin Desu wrote:
mhh looks like you dont need more mods. if im wrong hit me up^^
btw 00:18:124 (2) - Hitsound ?
thanks for the mod!Milar001 wrote:
Hi, mod from my queue
00:08:533 (2) - Head is timed too fast imo seems fine for me, go to 25% and you can hear it pretty well
01:38:315 (2) - It would be nice if you would fill red ticks here nah, since i wanted 01:37:915 (1,2,3) - to be a mirror of 01:34:715 (1,2,3) - in terms of rhythm
03:17:515 - I think it would be better if this was clicked not really what I intended tbh, sry
04:28:335 - Guitar here is rather strong and it feels weird 4 me to not mark it somehow Im only changing the sliders on ticks where the tune of the song changes, such as 04:27:535 - ,04:29:135 - and 04:30:335 - .
04:53:170 (1) - You could also fill these piano red ticks in this section it would get too messy because the timing gets wonky here, I rather keep it simple.
04:53:970 (2) - It ends too late imo, I would end it on 04:53:970 (2) - (1/6) thats too late, go to 25% and this ends pretty accurately
04:56:890 (1) - Also here, starting on 04:56:890 - (1/8) would fit better that is really late XD i'll keep my current one
Hope some of these will help you
thanks for the mod~- Frontier - wrote:
z
short mod and bad mod as wellrank this
- diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate? i think it's nice being straightforward. keeping the uncreative diffname for now.
- 00:21:918 (14,15) - might swap this, cuz piano's pitch at 00:22:710 (15) - is higher than 00:21:903 (14) - if you hear more carefully there is also piano sound that has lower pitch at (15) so current pattern is fine
- 00:37:923 (45) - might be k cuz piano's pitch is high retained to reflect the kick drum
- 02:48:615 (36) - remove this note? cuz the song's intensity doesn't really support for triplets retained for more balanced density with next and previous string of patterns. I think the break at 02:47:115 - and 02:50:315 - is adequate to reflect the decreased intensity
- 04:33:935 (89) - idk if adding D will be appropriate or not, since it's where the song's intensity will start decreasing. keeping it as small note since there is no exceptionally loud sound there
Aika45 wrote:
Hi! From my mod queue...
First of all, sorry for having late response, I've been busy this past few days so I wasn't active here... Anyways, you're map is already on good shape, I haven't even found anything at all except for one... Anyways, I'll also include my suggestions...
Kaori (Osu Standard Diff)
03:58:161 (3) - Move it to the white tick. https://osu.ppy.sh/ss/10292576 That compliments the vocals more but nothing falls on the white tick, neither vocals nor instrumental is on the white tick.
This is just my suggestions, feel free to ignore it, but I hope it'll help... chill man xd
01:09:715 (2,3) - Either you move the slider or the circle away with each other or you can do this https://osu.ppy.sh/ss/10315501, because when I played it, I was a bit confused if it will be a 1/4 or 1/2 tick gap, you can move it to prevent confusion with stacks you placed in the map nah, I like it the way it is, Its consistent with the other stacks in the map that I did with a 1/2 gap and I think it represents the song the way I want.
02:36:915 (4,5,6,1) - Move the slider a bit, some players may overclick it and end up missing the slider. the players are supposed to slow down and hit the slider, i never thought they'd speed up ._. no change here since its pretty easy when playing this imo
02:57:915 (3,4,5) - I suggest you just make the stack align with the slider, it's quite weird you suddenly unaligned this one. This is to emphasise the different drum sounds used to play this sound, thats why I unaligned it.
03:36:915 (2,3) - Just make it similar with here 03:36:115 (4,1) or vice versa. Fixed
I hope it'll help, have a Great Day!!!
thanks 4 mods bois- Frontier - wrote:
z
short mod and bad mod as well
- please add shockolatte for me lmao, ok
- might add 1 cuz one nani
- might add epilepsy warning oki
rank this tell all the bns to faster mod this ;w; WHERE R U MANCUSO AND TOFUUUUUUUUUUUU
- beware of combo color 3, it might be too bright. toned it down slightly
- 00:08:533 (2) - since 00:02:138 (2) - is straighted, 00:05:334 (2) - is curved, so using red anchor here might be great. Fixed
- 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y F I X E D
- 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird Fixed
Here I am! .. Let's get started!_Meep_ wrote:
BNS WHERE R UUUUUUUUUUUUUUU
thanks for the mod~mancuso_JM_ wrote:
Here I am! .. Let's get started!_Meep_ wrote:
BNS WHERE R UUUUUUUUUUUUUUUTaiko
[Volta's Taiko]Conclusion: I think that some things could work a bit better, maybe this is not my favourite style. I mean, I wouldn't use some 3-plets in some places but I'd use it in other way, neverthless is not a bad difficulty.
- 00:36:923 (x) - 00:37:023 (x) - I saw you answered Frontier that you wanted to follow drums in 00:37:923 (45) - instead of piano, after reading that an idea come to my mind. If you want to follow drums in this section, why don't you add some dons in the mentioned points? After your answer, this makes sense, in addition I find that a bit empty after to see that you only have a 1/4 3-plet in 00:24:915 (17,18,19) - . since the sound is very weak, i prefer to not add them. can't barely hear it.
- 01:07:915 (7,8,9,10,11,12,13,14) - First of all, the 3-plet placed in 01:08:515 (10,11,12) - feels random, there is not a sound that justify the usage of it, you want to have a 3-plet would be better to add an object at 01:08:215 - (following the instrumental) or at 01:08:815 - (following vocals) but don't keep this one as it is. I highlight all these pattern becasue I'd like to show you some screenshot in case you decide to use one of my ideas, you can try this pattern if you decide to follow instrumental or this one if you decide to follow vocals. Anyway, take that as simple examples. i'd like to build -up to the 1st kiai using ddd triplet as some sort of variation with the build-up to 2nd kiai. i decided to put the triplet there considering that the piano at 01:08:115 (8,9,10) - and vocal at 01:08:715 (12,13,14) - could be heard more clearly
- 01:11:915 (26,27) - There is not a high pitch at 01:11:915 - that justify a kat. If I were you, I would move it 1/2 back if possible (as a don), if not try to do a d k pattern between these objects instead. The same thing applies in 02:17:515 (87,88,89) - it would make the pattern sequence at 01:10:315 (18,19,20,21,22,23,24,25,26,27 ) - is long, comparing with other pattern that feature a 1/4 triplet in this section, the 1/2 kdd could serve as bridge between longer and shorter sequence nicely imo
- 02:14:315 (73) - I'd use a kat here instead, in general you decided to follow vocals here and I think this represent the music best. drum sound is similar to 02:14:115 - so i think d is also fine
- 02:51:115 (8,9,10,11,12,13,14,15,16,17,18,19) - This section sounds weird to me, especially that 3-plet in 02:51:915 (12,13,14) - , it looks like you tried to follow the piano but this ddd don't follow anything to me. I focus in this section, trying to make it better, anyway I couldn't something that satisfied me in 100% but well, I personally think it'll sound better than the current pattern. Take a look at the example1 and example2. You can maybe have a better idea than me, but I'm sure you can make this pattern much better. my idea here is 02:51:115 (8,9,10,11,12) - and 02:52:315 (15,16,17,18,19) - to represent the drum and the ddd triplet 02:51:915 (12,13,14) - for the piano and bridging the two drums while making denser sequence
- 02:58:815 (x) - Try adding a kat here, it provides a really good effect during the gameplay. i would like to reduce the density gradually before the pause at 03:00:715 -
- 04:19:935 (24,25,26,27,28) - I'd prefer ddkdk / ddkkk here instead. After 04:20:135 - appear a new tone, so I think you can represent that with kats. i think i prefer to keep it as ddddk to emphasis stronger snare at 04:20:335 (28,29) -
[]
I was going to mod mania difficulty as well, but I'm not that experienced in this gamemode, so I couldn't find anything wrong xD. I'll leave this to Tofu, he'll do a better job than me in this difficulty for sure.
I'll be glad to bubble this once a o!m BN confirm me the status of this difficulty. Feel free to call me back afterwards.
I'd like to recheck the hitsounding myself, after you add stuff in std difficulty.
Till then, Good luck!