Wish there was a bit more feedback but short mods are fine as long as they give more insightArzenvald wrote:
food map
yum yes noodles are good
[4K // Poly's Konbu Onigiri "HD"]
00:18:369 (18369|0) - move to 3, or just avoid any 1/2 anchor between stream, because MX has easier pattern looking back at it, yes it is hard to hit the trill at a certain skill level. Fixed to https://osu.ppy.sh/ss/10237738
02:08:941 (128941|0,129084|0,129226|2,129369|0,129512|2,129655|2) - avoid this complex pattern, MX also has easier pattern Nerfed to prevent reverse shields:
https://osu.ppy.sh/ss/10237758
clean i think took quite some time to polish up this difficulty with the modders, glad it kinda looks alright
Arzenvald wrote:
get bn to nominate this map already :eyes:
01:52:120 (112120|3) - also why not moving some of the keysound storyboard into the notes in lower diffs?
Arzenvald wrote:
those keysound would be top notch since you silenced the mp3 tbh.
also, i thought some of keysound storyboard are still in there? so as long as player use hitsound volume, keysound storyboard still works as background audio, and player's accuracy shouldn't be affected that way owo
(pls do that so i can nominate this) oki oki owo
Garalulu wrote:
Hola[General][Plain Onigiri "NM"]
- 01:52:120 - 02:00:834 - nice mp3 edit, I really love what you did. But rather than adding the hitsound at background only, adding it at notes are better tho. From NM to MX, they are not keysounded at notes. The pattern seems follow the melody well, I recommend to add it. Oki oki owo.
[Poly's Konbu Onigiri "HD"]
- 00:50:405 - 00:54:977 - you didn't use the melody sound at this part unlike 00:41:262 - 00:49:977 - . yeah it's blue line sound so it can be hard for beginners, but I don't want to skip this main sound. Rather than using just drum sound, it's better to skip the drum or delete one notes for it and add melody note tho. Kiai pattern is good, you used three LNs for it :3 ok changed.
[Umeboshi Onigiri "MX"]
- 00:35:262 (35262|0,35405|0) - I don't know why it is placed at same col but 00:35:691 (35691|2,35834|0) - isn't. If you want to keep this jack, make 00:35:691 - 00:35:977 - symmetrical shape is better tho
- 00:38:977 - 00:41:262 - This catchy sound stimulates my both ear, if you rearrange this pattern allow for the sound too I will sleep in peace
- 00:48:120 (48120|1) - LN is better, for expressing 'this is melody'
- 00:50:262 (50262|0,50405|0) - there are placed at same col at only this part, I can't find why :v It's better to move the LN to col 4
- 01:52:120 - 02:01:262 - wow keysound These sounds are same length but the patterns are not. Only 02:00:120 - 02:00:405 - are shorter than others tho? (ss.wav) Other 1/4 LNs should be 1/2 length I think
- 02:46:548 (166548|1,166691|1) - need some rearrangement, too close rather than other 1/4 stream
[Salmon Onigiri "SHD"]
- 00:38:620 (38620|0) - if you want to add hihat note for this, why not for SC? woops, add one in SC
[Unagi Onigiri "UHD"]
- 01:07:977 (67977|0,68155|0) - too close, you should rearrange this stair oki
- 01:22:405 - 01:24:691 - questionable pattern. Compared with SC, there is just stream structure but it has too many jacks. It will be better if you use one jack when the sound is changed only like 01:22:405 - 01:22:477 - , 01:22:691 - 01:22:762 - , 01:22:977 - 01:23:048 - etc. It has less jacks than before, and nice gap with SC. The sound here really change every 1/2 tho, and the jack here isn't really that hard tbh. Jacks are switching between hands so it is easy to read and hit this imo.
- 01:52:834 (112834|0) - 1000% volume lmao lol wat
I didn't write some parts that have same issues with above
- 01:47:977 - 01:49:262 - This sound is quite short, 01:47:977 (107977|0) - is too long for it. Make their end join with next noodle's start. ok
owo)bGaralulu wrote:
[Poly's Konbu Onigiri "HD"]
- 00:35:262 (35262|0,35405|0) - I don't know why it is placed at same col but 00:35:691 (35691|2,35834|0) - isn't. If you want to keep this jack, make 00:35:691 - 00:35:977 - symmetrical shape is better tho
Not sure if this is alright, but I believe it makes both hands more balanced. I also fixed a similar part in 01:46:120 to be somewhat similar to the above pattern https://osu.ppy.sh/ss/10468668- 00:38:977 - 00:41:262 - This catchy sound stimulates my both ear, if you rearrange this pattern allow for the sound too I will sleep in peace I actually overlooked this previously when I was mapping. Tried with this and it felt more synchronized with the audio. I also rearranged the same recurring pattern in 01:49:834 - 01:51:405 https://osu.ppy.sh/ss/10468662
- 00:48:120 (48120|1) - LN is better, for expressing 'this is melody'
Added- 00:50:262 (50262|0,50405|0) - there are placed at same col at only this part, I can't find why :v It's better to move the LN to col 4
It was actually supposed to complete the split roll at 00:49:977 - 00:50:405 but I kinda overlooked the jack here, fixed. At the same time I fixed the columns of the 2 subsequent LNs to be a bit more comfortable? https://osu.ppy.sh/ss/10468710- 01:52:120 - 02:01:262 - wow keysound These sounds are same length but the patterns are not. Only 02:00:120 - 02:00:405 - are shorter than others tho? (ss.wav) Other 1/4 LNs should be 1/2 length I think After listening again I do actually notice the lengths are similar, fixed
- 02:46:548 (166548|1,166691|1) - need some rearrangement, too close rather than other 1/4 stream
Fixed by swapping the columns of the first 2 notes in the pattern https://osu.ppy.sh/ss/10468767
all appliedGaralulu wrote:
last hitsound thing[Plain Onigiri "NM"][Poly's Konbu Onigiri "HD"]
- 00:49:405 - you can add finish as other diff did.
- 00:50:405 - it has finish sound so I recommend double for this as you did at 00:59:548 -
- 01:08:691 - same thing as above
- 01:17:834 (77834|2) - you can add finish as other diff did.
- 02:37:834 (157834|1) - same as above
[Umeboshi Onigiri "MX"]
- 00:16:905 (16905|1) - hitsound is wrong placed. should be 00:16:834 (16834|3) -
- 00:27:548 (27548|0) - you can add finish as other diff did.
- 00:48:120 (48120|1) - add W
- 00:49:405 - you can add finish as other diff did.
- 01:25:120 (85120|2) - deleted hitsound file. you should remove it
01:25:548 (85548|3,86262|1) - , 01:33:834 (93834|2,94262|1,94691|3,94977|2,95405|2) - too- 01:39:977 - add W
- 01:33:762 (93762|1) - hitsound is wrong placed. should be 01:33:691 (93691|2) -
Arzenvald wrote:
ohh hype!
alright, nomination check, but i'll pop this for now since the issue i raised is big and serious enough, but mostly about meta and general stuff
[General]
Difficulty Setup :
mm clean
Folder Usage :
C3S_s.wav , D3S_s.wav , are unused in all diffs? unrankable and needs to be removed from folder if not used. (smh did manual checking for this)
Hitsound / Keysound files :
Button.wav is shorter than 100ms, which also unrankable. i extended the end of the file
smh so many delays on the keysounds. i adjusted each sample volume and removed all delays (hopefully)
https://puu.sh/zJHhQ/957808700e.zip owo thanks <3
btw reduce the keysound volume at this 01:52:120 - part, to 50% since i normalize all the volume into similar decibels ok
LR_Hihat SClick & Soft-hitnormal are basically same file so :
remove LR_HiHat Sclick from folder, avoid duplicate file if possible
you can replace every LR_HiHat with button.wav or LR Drum Soft.wav ok
..
also in lower diffs, why don't you use LR_bells? just copy them to sample and it'll be good. still had so many things to do eh? ok except UHD , all diff get a bell sound in storyboard hitsound
Timing :
the green line volume in 00:00:120 - can be removed, and use red line volume, but keeping this way is is also fine.. uh....... not an issue, so yea ==a
soft-hitwhistle volume (30%) are too quiet its almost blending with the track, if you can raise to 50% it'll be much more audible.
overall green line hitsound volume can be raised too, 40% to 50%, 20% to 25% done
Chart :
take a look at this example in UHD diff : 01:24:691 (84691|0,84762|1,84834|2,84905|3) -
the cue sound is questionable, i hear it doesn't snaps at any snapping, or close enough to 1/6 (5 or 6 cues), need to confirm this long square synth thingy. i'd suggest using 1/6 tho IRC Discussed, it is in 1/8.
(answer to IRC that i sleep before )
Arzenvald: and i think you should use 1/8 in that part 1/8 in that part would be too dense and too hard compare to the chorus part. So i decide to make it 1/4 instead.
[NM]
00:33:977 - 00:34:120 - 00:34:262 - add F (finish) hitsound
01:44:834 - 01:44:977 - 01:45:120 - ^ done
00:18:120 - add 1 more ln in 4th column, to layer the 1/4 kick? ok
00:51:548 (51548|1,51762|2,51977|0) - imo you can add button.wav for these 3/4 beats, and you can apply to 00:52:691 (52691|3,52905|0,53120|2) - 00:53:834 (53834|0,54048|3,54262|1) - , all other similar 3/4 beats I don't really think it matches the song. I'd keep it be hitnormal.
nice
[HD]
00:33:977 - 00:34:120 - 00:34:262 - add F (finish) hitsound
01:44:834 - 01:44:977 - 01:45:120 - ^ done
00:51:548 (51548|0,51762|2,51977|3) - same as in normal, you can add button.wav for all these 3/4 same as in normal.
[MX]
00:33:977 - 00:34:120 - 00:34:262 - add F (finish) hitsound
01:44:834 - 01:44:977 - 01:45:120 - ^ done
02:02:548 - 02:02:762 - are you sure won't map these sound? it feels as easy as HD even the note density is slightly denser in MX, but still, you can add more gap I think it fit the gaps between HD and SC enough, adding notes here will make it too hard.
[SC]
00:33:977 - 00:34:120 - 00:34:262 - add F (finish) hitsound
01:44:834 - 01:44:977 - 01:45:120 - ^ done
... i repeat the same thing, apply to SHD & UHD done
[UHD]
00:37:120 (37120|0,37262|1,37548|1,37691|2,37977|2,38120|3) - shorten this LN please, even this "LN theme mapset" you can avoid some visually out of place LNs
01:15:191 (75191|1,75262|0,75262|2,107977|0,108120|1,108405|1,108548|2,108834|2,108977|3) - ^ ok
01:15:191 (75191|1,75262|2,75262|0) - make these 1/4 inverse?
02:26:048 (146048|1,146120|0) - ^
02:44:334 (164334|1,164405|0) - ^ Notes there I layered by all the LN stream is 1/2 long and 1/4 will appear if there's bell sound. I fixed other part to match this layering idea.
02:37:262 (157262|1,157262|0,157334|3,157405|2,157477|1,157548|3,157620|0,157691|1,157762|3) - not using 1/8 feels anticlimax, really in UHD, i only use 1/8 in one place[ where the bzz sound is really loud and i don't think the part here should be climax. I think using 1/4 inverse is enough for here.
[SHD]
is really fit nice, i love the handstream part, well executed.
poke me again, popped for now
I extend those LNs in NM for purpose to make it easy to play for beginners.shionelove wrote:
lol i thought hitsounds are from OISHII because this is official song.
I think it's ok if it is like this but it's not ok if it isn't.
NM
from 00:32:120 to 00:35:691 ,LN's ends are different from other diffs.I don't think making them same is not hard for beginner,and it's good for following sounds,so i recommend to change.
if you accept this don't forget to change from 01:42:977 to 01:46:548 too.
im also surprised this is becoming a thing nowFeerum wrote:
Edit: Full keysounded Beatmaps must be played with enabled effect volume too.. does that mean these get disquaified in future too because no feedback for player which play with no hitsounds? :/
I don't understand why we should focus on the players who are playing without hitsound. Actually this is rhythm game, every notes must give a feedback to players with hitsound. There is the ranking criteria for this. Why we should map for no hitsound player? For example, we don't remove teleport sv because the player who use hidden skin can't see that notes. This part is muted by mapper, and he adds the original melody with keysound. it sound is slightly different with original cause of different instrument, but I don't think it is problem. Mapper can edit mp3 of course, and it's same pitch with original. He just removed the melody and add keysound with same melody. If you wanna say it gives no feedback for player, then it makes that other rhythm games like bms can't give proper feedback for player. If it's prohibited by rc, we should change the rc tho.Protastic101 wrote:
After a little discussion, Asherz and I have agreed that the period of silence from 01:52:120 - to 02:00:834 - is not acceptable due to the fact that players who are playing without hitsound volume will not have any sort of feedback or stimulation to play from which makes the section harder to acc than it should be and allows players to get off tempo.
SameUta wrote:
I wish i could play mania
K Done, also with mess-up hitsound in SC.Adiopulse wrote:
Hi, Adiopulse here to bring you hot new modifications Generaladd kiai from 00:41:262 to 01:17:834 I think adding kiai to that will make too much kiai so I don't add it.HD // no it's NM02:18:834 do the same ln effect there to here 01:08:120 K, so the first part and the second part is intended. As you can see in NM HD and MX, many pattern get buffed in the second part. It is a bit more dense (also this is why I only add kiai on the second part.) So I didn't add the LN in the first part but add it in the second part.MX01:36:120 (96120|3,96548|0,97262|1) These lns should only be 4 ticks long, ticks beyond 01:36:405 are non exsistent.
(I know I didn't highlight them, but I'm too lazy rn as of writing this, I'm assuming ur good)
To This
To further emphasize my point, it plays similarly to this section 01:42:977 K you're right.aaaafixed
(This problem also occurs in the HD,SC diffs)