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itaojirou - Tze-Chiang [OsuMania]

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juankristal
Heyo, I saw this being popped so I will take a chance to give my thoughts on the Hyper diff and how to fix it in order to make both sides happy (or at least i hope)

To begin with, I slightly agree with Lith that this diff is a bit too repetitive but mostly because the patterns used are just straight out generic and confortable so I could basically copy the map and paste it into another song with similar BPM and it would probably play just fine. I think that is a slight problem because it lacks any element of uniqueness but this in my eyes is not that hard to fix at least to some extent so here we go: (I am pointing this on the original Hyper diff and not the test one)

From here 00:11:075 - to here 00:19:825 - I would personally use the same density that you propose but I would move the patterns around a bit. Given there isnt many instruments present there to take the main relevancy you could use the bass sound in the background to lead the pattern choice. My options would be either make a trill motion oriented patterns or a 1/2 jack or anchor-ish type. This would help making your map a bit more diverse as different sections would contain different patterns but similar structures density wise. Some pictures (wont go too in-depth with it, I just want to picture it out so you can see what I mean):

For jacks


For trillish


Use your imagination to make them fit to your tastes if you find it interesting or useful.

Some options for the after-kiai sections:

00:41:075 - For example here since the melody is sort of similar to the intro I just pointed out but the higher pitch sound takes a bit more relevancy you could try and use some emphasys particularily in beats like this 00:41:856 - 00:43:106 - 00:44:356 - 00:45:606 - (etc) using doubles. Following the stronger higih pitch hits for the whole section. This might require some nerfs to the patterns in general for this part (such as reducing the double count a bit for the drum kicks). Another option will be pointed just after this considering the music change after this bit.

Seeing the section here 00:51:075 - after the crash you also have other options to make stuff even more interesting. One way would be keeping this section as it is but adding the previous suggestion pointed out but it would probably make stuff too harsh in general. So my option is going back to the previous section and only pay strict attention to the higher pitch sound. A picture to ilustrate it so its easier to see what I mean:



And for the section after 01:01:387 - here:

01:11:075 - The voice still has its own importance and I think it would be a nice fit to still give it relevance map wise, just moving the patterns around to create some anchors or jacks could just make the deal. This is of course up to your diff spread and if it can support it because I didnt check that and this might be a bit hard.




Anyways, hope this helps and I wish you good luck. Remember this are just my suggestions and you are free to do whatever you want with the map. I imagine this would be cool to do but again, I am not the mapper neither I followed the modding here all that much. Have a good one o/
Topic Starter
Tailsdk

juankristal wrote:

Heyo, I saw this being popped so I will take a chance to give my thoughts on the Hyper diff and how to fix it in order to make both sides happy (or at least i hope)

To begin with, I slightly agree with Lith that this diff is a bit too repetitive but mostly because the patterns used are just straight out generic and confortable so I could basically copy the map and paste it into another song with similar BPM and it would probably play just fine. I think that is a slight problem because it lacks any element of uniqueness but this in my eyes is not that hard to fix at least to some extent so here we go: (I am pointing this on the original Hyper diff and not the test one)

From here 00:11:075 - to here 00:19:825 - I would personally use the same density that you propose but I would move the patterns around a bit. Given there isnt many instruments present there to take the main relevancy you could use the bass sound in the background to lead the pattern choice. My options would be either make a trill motion oriented patterns or a 1/2 jack or anchor-ish type. This would help making your map a bit more diverse as different sections would contain different patterns but similar structures density wise. Some pictures (wont go too in-depth with it, I just want to picture it out so you can see what I mean):

For jacks


For trillish


Use your imagination to make them fit to your tastes if you find it interesting or useful. i acually had the pattern as jacks to start with but the hyer difficulty got nerfed and so the patern got lost but i will put the jacks back in

Some options for the after-kiai sections:

00:41:075 - For example here since the melody is sort of similar to the intro I just pointed out but the higher pitch sound takes a bit more relevancy you could try and use some emphasys particularily in beats like this 00:41:856 - 00:43:106 - 00:44:356 - 00:45:606 - (etc) using doubles. Following the stronger higih pitch hits for the whole section. This might require some nerfs to the patterns in general for this part (such as reducing the double count a bit for the drum kicks). Another option will be pointed just after this considering the music change after this bit. i like this idea for this difficulty

Seeing the section here 00:51:075 - after the crash you also have other options to make stuff even more interesting. One way would be keeping this section as it is but adding the previous suggestion pointed out but it would probably make stuff too harsh in general. So my option is going back to the previous section and only pay strict attention to the higher pitch sound. A picture to ilustrate it so its easier to see what I mean:



And for the section after 01:01:387 - here:

01:11:075 - The voice still has its own importance and I think it would be a nice fit to still give it relevance map wise, just moving the patterns around to create some anchors or jacks could just make the deal. This is of course up to your diff spread and if it can support it because I didnt check that and this might be a bit hard. i had this in for the spring difficulty until last mod but i think ill make it a thing across all difficulties




Anyways, hope this helps and I wish you good luck. Remember this are just my suggestions and you are free to do whatever you want with the map. I imagine this would be cool to do but again, I am not the mapper neither I followed the modding here all that much. Have a good one o/
thank you so much this was very helpfull
Topic Starter
Tailsdk
ok updated all difficulties with all the new suggestions

Ready to be checked again by lith
Litharrale

Litharrale wrote:

The same issue applies to all the difficulties
I should have emphasized this more in my mod, the examples I gave in the Hyper were just that, examples. They weren't the only problem. Every difficulty in this set has the same problem.

The only changes I've seen you make is that you've replaced generic patterning with repetitive pattering rather than mapping to the melody like I suggested

now it looks definitely copy pasted too (example from another)

I see you've made some big changes which is a good start but it feels clunky and rushed. An isolated example would be in Spring, in the middle section, a lot of these notes feel randomly placed like 00:47:012 (47012|0,47012|1,47168|0,47168|1) - These two doubles are stacked but are very different. They have different pitches and the first one is accompanied by a strong bass hit but this isn't reflected in the patterning. A possible solution would be something like this

Moving the double over to the middle and adding another note reflects the pitch change and also shows that this sound is stronger than the others. The resulting triple stack on col 4 also helps to make this sudden rise in pitch be felt before it drops back down to 00:47:168 (47168|1,47168|0) -

I think you need to get rid of all the dumps as well such as 00:25:606 (25606|1,25684|2) - from another. There is a quiet 1/4 rhythm here but this JS could be put in any map with the same BPM and it'd still fit which is not a good thing. Map to the melody instead and include some 1/4 rhythms to make it interesting.

Since you've changed the diffs in a very significant way, you'll probably need more mods before pushing it since it's essentially a new mapset
juankristal
00:32:520 (32520|3) - woops in hyper
Topic Starter
Tailsdk

Litharrale wrote:

Litharrale wrote:

The same issue applies to all the difficulties
I should have emphasized this more in my mod, the examples I gave in the Hyper were just that, examples. They weren't the only problem. Every difficulty in this set has the same problem.

The only changes I've seen you make is that you've replaced generic patterning with repetitive pattering rather than mapping to the melody like I suggested you mapping to the malody rather then making repetetive patterns i've gone through the melody a couple of times now and the melody is also reptetive with a few changes every 16/1 so i dont know what you mean here. also there are a lot of other ranked map wich are very repetetive aswell so i dont see it as the biggest issue in the world

now it looks definitely copy pasted too (example from another)this was one of juans examples just above but i will move them around a bit

I see you've made some big changes which is a good start but it feels clunky and rushed. An isolated example would be in Spring, in the middle section, a lot of these notes feel randomly placed like 00:47:012 (47012|0,47012|1,47168|0,47168|1) - These two doubles are stacked but are very different. They have different pitches and the first one is accompanied by a strong bass hit but this isn't reflected in the patterning. A possible solution would be something like this

Moving the double over to the middle and adding another note reflects the pitch change and also shows that this sound is stronger than the others. The resulting triple stack on col 4 also helps to make this sudden rise in pitch be felt before it drops back down to 00:47:168 (47168|1,47168|0) - will change this to be reflective

I think you need to get rid of all the dumps as well such as 00:25:606 (25606|1,25684|2) - from another. There is a quiet 1/4 rhythm here but this JS could be put in any map with the same BPM and it'd still fit which is not a good thing. Map to the melody instead and include some 1/4 rhythms to make it interesting. tbh i dont have an idea of what to map here anymore the jumpstream was kind of the whole gimick of the map so pls give me an idea of how a pattern could look here because i dont know

Since you've changed the diffs in a very significant way, you'll probably need more mods before pushing it since it's essentially a new mapset ok will get some new mods once the things above have been adressed
will do some further remapping
DoNotMess
hello! dnm queue~
i will just mod Spring diff just cos it's popped ;-;
1|2|3|4
Spring
00:02:325 (2325|3) - would strongly recommend to move to column 1 since u make column 4 special for snare sound only, the player will be able to distinguish
00:04:825 (4825|1) - and also this one
00:06:075 (6075|3) - ^
and so on
00:11:075 - since there is snare sound and kick sound here, i would suggest if u map kick as 2 and snare as 3 (since the another diff didnt map it that way, i guess u could map it that way) like in 00:11:700 - 00:12:325 - 00:12:950 - and so on, could be mapped as 2
00:38:575 - i would recommend this kind of pattern https://puu.sh/yTt4e/f85a1f4466.png to strongly emphasize the kick that is loud at that part instead of the instrument melody
01:10:762 - hm this empty space here feels super weird as in generic mapping style of osu mania, i would suggest add 2 single notes here to break the ice
02:00:879 (120879|0,120918|1) - ctrl g would looked better and played better imo

JUMPSTREAM OF FIGHTER
goodluck, overall is nice
Topic Starter
Tailsdk

DoNotMess wrote:

hello! dnm queue~
i will just mod Spring diff just cos it's popped ;-;
1|2|3|4
Spring
00:02:325 (2325|3) - would strongly recommend to move to column 1 since u make column 4 special for snare sound only, the player will be able to distinguish
00:04:825 (4825|1) - and also this one
00:06:075 (6075|3) - ^
and so on changed this
00:11:075 - since there is snare sound and kick sound here, i would suggest if u map kick as 2 and snare as 3 (since the another diff didnt map it that way, i guess u could map it that way) like in 00:11:700 - 00:12:325 - 00:12:950 - and so on, could be mapped as 2 i would rather keep tham as triples here
00:38:575 - i would recommend this kind of pattern https://puu.sh/yTt4e/f85a1f4466.png to strongly emphasize the kick that is loud at that part instead of the instrument melody changed to the pattern good idea
01:10:762 - hm this empty space here feels super weird as in generic mapping style of osu mania, i would suggest add 2 single notes here to break the ice added 2 notes
02:00:879 (120879|0,120918|1) - ctrl g would looked better and played better imo switched

JUMPSTREAM OF FIGHTER
goodluck, overall is nice
Thanks for the mod ^-^
Rivals_7
well i can see wheres the pop going

soft-hitnormal is shorter than 100s

1234

Going to talk about general spread thing because that seems to be the problem here. Lets start with "Normal"


funny in the desc you mention you mostly used 1/1 but the kiai have a full 1/2 and occasionaly 3/4 rhythm in the middle such as - 01:02:481 (62481|1,62715|2,62950|3) -

14.8% portion of this difficulties are extremely similar to advanced. I'm pointing to the section of The first half of 1st kiai and 2nd kiai
The only way to nerf it is to delete every 1/2 note (simply the note that fall in a red line should be deleted). so the progress is like 1/1 in Normal, then goes 1/2 in Advanced. Reasonable, right?
or
every note should cover the main melody. not the percussion. Right now you are using percussion as your main layering. you can nerf it by removing some of it. for the perspective, take a look at this http://puu.sh/ziCjB/4b69aacfbf.jpg
Apply this and see the difference. this might reduce the SR by some....maybe not much but its sufficient to the current concept and spread-wise

14.7% portion of this diff is literally too much to call it a "reasonable progress". Why is that? take a look at this

The right one is Advanced
One question arise. why did you stop your 1/1 patterning+LN at - 00:39:825 - this very point and decided to not continue the rest?
they maybe a different set of chime in the LN layering but the layering of its percussion could be the same. right now the progression between the diff is not-so-equal

in the other hand, - 00:38:887 (38887|1,39512|1,39981|1,40606|1) - col 3 is lonely :d

01:02:715 (62715|2,62950|3) - i know you were following vocal here, but again says your description, if your intention was to make this "new player friendly" you should get rid something that could mindblock them. vocal come in a syncopated 3/4 rhythm here and is not so sufficient to call it "Easy to predict". Simply move this - 01:02:637 (62637|2,62950|3) - 2 lines to above (on 1/4 snap). now they correctly follow kicks.
Additionaly - 01:03:418 (63418|1) - can be deleted so your layering could focus to percussion only
Probably gotta need quite a lot of revamp

Normal, Advanced, and Hyper shares the similarities in this section.
Keep this in mind,that every section of the harder diff needs to be harder than the easier one, unless the song didn't have any freedom on its instrument anymore. On this case, look at hyper and Another now. Start at - 01:01:075

Left is Hyper, Right is Another. your next diff.
Up until Hyper you only introducing simple single notes across this section but suddenly on Another, it suddenly introduced a Mini LN, it also suddenly introducing a Triple and a 1/6 mini LN. So theres an unbalanced spread between Normal, Advanced, Hyper -------->Another, Spring. The ideal spread mostly is Normal -> advanced -> Hyper -> another -> Spring

The top diff and Another is actually pretty cool but I see you had a hard time making a spread yourself, not that thing to blame tho. its actually hard really. but unfortunately that is needed for RC.
If you feel you cant handle this, asking a GD is always an option tbf.

PS: I personally fine with one kind of pattern (that is expected since the song is repetitive) but I asking you to spread the layering more progressively. Imagine you mapping "Blue Army" song (that loved map one) which consistently had a 1/4 streams. if you making a spread for that, then Normal will had 1/1, then Advanced can have 1/2, Hyper can have 1/4, then In another can have 1/4 + more doubles and so on. I think you get the point.

Sorry if i cant immediately iconing this. If you think the spread is fixed, you can probably approach me via PM again.
Topic Starter
Tailsdk

Rivals_7 wrote:

well i can see wheres the pop going

soft-hitnormal is shorter than 100s will figure that out will probaly edit this as i get stuf done

1234

Going to talk about general spread thing because that seems to be the problem here. Lets start with "Normal"


funny in the desc you mention you mostly used 1/1 but the kiai have a full 1/2 and occasionaly 3/4 rhythm in the middle such as - 01:02:481 (62481|1,62715|2,62950|3) - i wrote this a long time ago will update it to fit the song more

14.8% portion of this difficulties are extremely similar to advanced. I'm pointing to the section of The first half of 1st kiai and 2nd kiai
The only way to nerf it is to delete every 1/2 note (simply the note that fall in a red line should be deleted). so the progress is like 1/1 in Normal, then goes 1/2 in Advanced. Reasonable, right?
or
every note should cover the main melody. not the percussion. Right now you are using percussion as your main layering. you can nerf it by removing some of it. for the perspective, take a look at this http://puu.sh/ziCjB/4b69aacfbf.jpg
Apply this and see the difference. this might reduce the SR by some....maybe not much but its sufficient to the current concept and spread-wise
i went with option 2 and i chose to follow the melody and only map that for Normal

14.7% portion of this diff is literally too much to call it a "reasonable progress". Why is that? take a look at this

The right one is Advanced
One question arise. why did you stop your 1/1 patterning+LN at - 00:39:825 - this very point and decided to not continue the rest? i stop the LN here to put more focus on the finish sounds here i have done that on all difficulties and i want to keep it to stay consistant
they maybe a different set of chime in the LN layering but the layering of its percussion could be the same. right now the progression between the diff is not-so-equal

in the other hand, - 00:38:887 (38887|1,39512|1,39981|1,40606|1) - col 3 is lonely :d moved something over there :P

01:02:715 (62715|2,62950|3) - i know you were following vocal here, but again says your description, if your intention was to make this "new player friendly" you should get rid something that could mindblock them. vocal come in a syncopated 3/4 rhythm here and is not so sufficient to call it "Easy to predict". Simply move this - 01:02:637 (62637|2,62950|3) - 2 lines to above (on 1/4 snap). now they correctly follow kicks.
Additionaly - 01:03:418 (63418|1) - can be deleted so your layering could focus to percussion only
Probably gotta need quite a lot of revamp remapped to only follow the vocals here and include the drums on Advanced

Normal, Advanced, and Hyper shares the similarities in this section.
Keep this in mind,that every section of the harder diff needs to be harder than the easier one, unless the song didn't have any freedom on its instrument anymore. On this case, look at hyper and Another now. Start at - 01:01:075

Left is Hyper, Right is Another. your next diff.
Up until Hyper you only introducing simple single notes across this section but suddenly on Another, it suddenly introduced a Mini LN, it also suddenly introducing a Triple and a 1/6 mini LN. So theres an unbalanced spread between Normal, Advanced, Hyper -------->Another, Spring. The ideal spread mostly is Normal -> advanced -> Hyper -> another -> Spring Will change Hyper so it includes the doubles. i have had a lot of discussion around this section on hyper because i had the LN's here to but a lot of people ment it was too hard for hyper so i will add the doubles and see how it goes

The top diff and Another is actually pretty cool but I see you had a hard time making a spread yourself, not that thing to blame tho. its actually hard really. but unfortunately that is needed for RC.
If you feel you cant handle this, asking a GD is always an option tbf. i have a lot of free time so i will edit them myself

PS: I personally fine with one kind of pattern (that is expected since the song is repetitive) but I asking you to spread the layering more progressively. Imagine you mapping "Blue Army" song (that loved map one) which consistently had a 1/4 streams. if you making a spread for that, then Normal will had 1/1, then Advanced can have 1/2, Hyper can have 1/4, then In another can have 1/4 + more doubles and so on. I think you get the point.

Sorry if i cant immediately iconing this. If you think the spread is fixed, you can probably approach me via PM again.
Thanks for the help
SpectorDG
Promised to mod from my queue, but idk why i'm still didn't mod this map.
Anyway Lets do this!

[General]
  1. Difficulty names are not adapted with icons. Like Normal diff have E icon. So it's must be rename for some diffs.
    Suggested : Normal :arrow: Beginner, Advanced :arrow: Normal
  2. Difficulty HP OD are increase +0.4 from 7.0, But Spring HP OD are 8.5, it's should be change 8.5 to both are 8.6.

[Spring]
  1. 00:19:825 (19825|2) - Move to [2] for keep 1/1 Jacks 00:19:512 - from here.
  2. 00:25:762 (25762|1,25918|3) - How about stack these |C| for playable? There are have same strong sounds but there are mapped just 4/1 Stream like others. Like that : https://i.imgur.com/FA30dWp.png 00:30:918 - Same one too https://i.imgur.com/01Snln9.png
  3. 00:35:918 (35918|0,35996|3) - Ctrl+G Same one im mentioned before
  4. 00:39:356 (39356|3,39356|2,39434|1) - Wrong line mapped These are should be put another Line. Cause check this 00:38:575 (38575|0,38575|1,38653|2,38731|1,38731|0,38809|2) - These are and 00:39:043 (39043|3,39043|2,39121|1,39200|3,39200|2,39278|1) - These are mapped double-single also balanced, but after one is just mapped same with next one. Something can be re-arrange like that :

  5. 01:01:387 (61387|0) - looks BN noticed that part already. NVM that.
  6. 01:12:325 (72325|1,72481|1,72637|1,72793|1,72950|1) - Don't quad jack. Vocal starting from 01:12:481 - to 01:13:106 - here , 01:12:481 (72481|1,72793|1) - Both are should be on [2] ?
  7. 01:25:918 (85918|3,85996|0,86075|3) - Ctrl+H for same as above. 01:35:918 - 01:45:918 - 01:55:684 (115684|3,115762|2) - Ctrl+G.
  8. 01:39:043 (99043|1,99043|0,99200|0,99200|1,99356|0,99356|1) - Why just claps are stacked?
Topic Starter
Tailsdk

SpectorDG wrote:

Promised to mod from my queue, but idk why i'm still didn't mod this map.
Anyway Lets do this!

[General]
  1. Difficulty names are not adapted with icons. Like Normal diff have E icon. So it's must be rename for some diffs.
    Suggested : Normal :arrow: Beginner, Advanced :arrow: Normalchanged
  2. Difficulty HP OD are increase +0.4 from 7.0, But Spring HP OD are 8.5, it's should be change 8.5 to both are 8.6.changed

[Spring]
  1. 00:19:825 (19825|2) - Move to [2] for keep 1/1 Jacks 00:19:512 - from here.
  2. 00:25:762 (25762|1,25918|3) - How about stack these |C| for playable? There are have same strong sounds but there are mapped just 4/1 Stream like others. Like that : https://i.imgur.com/FA30dWp.png 00:30:918 - Same one too https://i.imgur.com/01Snln9.png changed all of these
  3. 00:35:918 (35918|0,35996|3) - Ctrl+G Same one im mentioned before
  4. 00:39:356 (39356|3,39356|2,39434|1) - Wrong line mapped These are should be put another Line. Cause check this 00:38:575 (38575|0,38575|1,38653|2,38731|1,38731|0,38809|2) - These are and 00:39:043 (39043|3,39043|2,39121|1,39200|3,39200|2,39278|1) - These are mapped double-single also balanced, but after one is just mapped same with next one. Something can be re-arrange like that :
    re arranged
  5. 01:01:387 (61387|0) - looks BN noticed that part already. NVM that.
    ???
  6. 01:12:325 (72325|1,72481|1,72637|1,72793|1,72950|1) - Don't quad jack. Vocal starting from 01:12:481 - to 01:13:106 - here , 01:12:481 they are ment to be like that(72481|1,72793|1) - Both are should be on [2] ?
  7. 01:25:918 (85918|3,85996|0,86075|3) - Ctrl+H for same as above. 01:35:918 - 01:45:918 - 01:55:684 (115684|3,115762|2) - Ctrl+G.
  8. 01:39:043 (99043|1,99043|0,99200|0,99200|1,99356|0,99356|1) - Why just claps are stacked?moved
Rivals_7
oops

1234

[B]

01:09:981 (69981|1,70450|2) - this... is.... confusing? ok probably because the distance of - 01:09:512 (69512|3,69981|1,70450|2) - is too odd (3/2) while the instrument in this diff is clearly straight 1/1 (and its what you did the most). i'd recommend to just made them 1/1 to avoid confusion altogether

01:20:137 (80137|2) - dunno why is this have different thing from - 01:20:450 (80450|0,80762|0) - xd

[N]

00:11:387 (11387|1,11700|2,11700|0) - hmm honestly, i feel it will be more than relevant if the claps has doubles and the kicks has one note instead of the opposite like this one. i guess this is already a common sense since claps literally plays louder than kicks (and its highly recommended if you dont want the community to bash at you :p)
all similar section included

01:09:252 (69252|3,69356|2,69564|0,69825|3,69903|2,69981|1,70293|0,70371|1,70606|3) - uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
ok i cant really grasp what is this even. i'd just recommend to put out all the vocal and just straight percussion mapping instead because the snapping is really weird to get. especially for progression wise from beginner

[H]

00:01:387 (1387|3,1543|1,1543|0) - literally same case as N about double for claps, singles for kicks

01:09:564 (69564|2) - psure this should be in 1/4 instead of 1/6

01:10:762 - note for clap?

01:37:481 (97481|2) - move to 1 to avoid - 01:37:012 (97012|3,97168|3,97325|2,97481|2) -

guess i'll mod the rest later
Topic Starter
Tailsdk

Rivals_7 wrote:

oops

1234

[B]

01:09:981 (69981|1,70450|2) - this... is.... confusing? ok probably because the distance of - 01:09:512 (69512|3,69981|1,70450|2) - is too odd (3/2) while the instrument in this diff is clearly straight 1/1 (and its what you did the most). i'd recommend to just made them 1/1 to avoid confusion altogetherchanged it it to 1/1

01:20:137 (80137|2) - dunno why is this have different thing from - 01:20:450 (80450|0,80762|0) - xd maved the note so there would be no notes in the same collumn

[N]

00:11:387 (11387|1,11700|2,11700|0) - hmm honestly, i feel it will be more than relevant if the claps has doubles and the kicks has one note instead of the opposite like this one. i guess this is already a common sense since claps literally plays louder than kicks (and its highly recommended if you dont want the community to bash at you :p)
all similar section includedok i changed these

01:09:252 (69252|3,69356|2,69564|0,69825|3,69903|2,69981|1,70293|0,70371|1,70606|3) - uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
ok i cant really grasp what is this even. i'd just recommend to put out all the vocal and just straight percussion mapping instead because the snapping is really weird to get. especially for progression wise from beginner changed it to follow the claps (dont know if this is any better)

[H]

00:01:387 (1387|3,1543|1,1543|0) - literally same case as N about double for claps, singles for kickschanged^

01:09:564 (69564|2) - psure this should be in 1/4 instead of 1/6pretty sure this a 1/6 aocrding to a lot of other people before it is a 1/6

01:10:762 - note for clap? added a note

01:37:481 (97481|2) - move to 1 to avoid - 01:37:012 (97012|3,97168|3,97325|2,97481|2) - rearranged

guess i'll mod the rest later
Thank you for the help :P
SpectorDG
Looks this map going to Qualified section but i came to say simple diff spread problem for now hmm :shock:

Normal diff have been now H Icon, also diff spread 1.47 - 2.3 - 3.17 - 4.24 - 4.69 It's Should be reduce 2-3 to 2-1 or 2.15



[Normal]
  1. 00:39:825 - 01:49:825 - These parts has boosted the Icon, So just make Single~Double here? 00:59:981 - Also some 4/1 stairs has been boosted too. Then Just make 2/1 LN's on this part? 01:19:981 - 01:39:981 - 01:58:731 - .
Topic Starter
Tailsdk

SpectorDG wrote:

Looks this map going to Qualified section but i came to say simple diff spread problem for now hmm :shock:

Normal diff have been now H Icon, also diff spread 1.47 - 2.3 - 3.17 - 4.24 - 4.69 It's Should be reduce 2-3 to 2-1 or 2.15



[Normal]
  1. 00:39:825 - 01:49:825 - These parts has boosted the Icon, So just make Single~Double here? 00:59:981 - Also some 4/1 stairs has been boosted too. Then Just make 2/1 LN's on this part? 01:19:981 - 01:39:981 - 01:58:731 - .
While i agree that the star rating might be a bit of a jump if i made these changes the jump between hyper and normal would feel really big. what i did on the mapset was not focusing on the star rating but i focused on how the map progressively gets harder since they are triples in the hard difficulty i made them doubles in normal. also about the Ln with stair part i mostly did this because i didn't feel like it would be fair to put in doubles for this section so to make it feel like a harder part them the normal streams i emphasized with a LN. I dont think it's too tough and i think it fits as a in between difficulty.
Rivals_7
[B]
01:10:137 - 01:10:762 - eh when i was saying straight 1/1 it should've a note at least

[N]
00:59:981 (59981|3,60059|2,60293|0,60371|1,60606|3,60684|2,60918|0,60996|1) - if anything that boost the SR it might be this. because the progression jumps from 1/1 in beginner to 1/4 roll. These things could be an LN instead a mini-roll. since mini-roll already present on Hyper

01:02:637 - you missed a double for snare sound

01:10:762 - add i think

[H]
01:01:856 (61856|0,61856|1,62012|3) - why does all this doesnt follow the double for snare rule thingy i mentioned before?

01:09:252 (69252|3,69564|2,69903|0,69981|2,70371|1) - i suppose we can leave the tricky LN to be introduced on Another instead. we can focus to make this percussion mapping denser with contrast with the NM progression

[A]

00:57:637 (57637|1) - you forgot the double for consistency

00:58:575 (58575|3,58575|2,58731|3,58731|2) - starts with jack but - 00:59:200 (59200|1,59200|0,59356|3,59356|2) - isnt?

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

01:03:262 (63262|2) - a couple of them are also did not follow the rule aforementioned before at the lower diffs

[S]

01:01:075 (61075|3,61075|2) - 01:11:075 (71075|1) - delete greenline. no SV or volume change here
Topic Starter
Tailsdk

Rivals_7 wrote:

[B]
01:10:137 - 01:10:762 - eh when i was saying straight 1/1 it should've a note at least

[N]
00:59:981 (59981|3,60059|2,60293|0,60371|1,60606|3,60684|2,60918|0,60996|1) - if anything that boost the SR it might be this. because the progression jumps from 1/1 in beginner to 1/4 roll. These things could be an LN instead a mini-roll. since mini-roll already present on Hyper

01:02:637 - you missed a double for snare sound

01:10:762 - add i think

[H]
01:01:856 (61856|0,61856|1,62012|3) - why does all this doesnt follow the double for snare rule thingy i mentioned before?

01:09:252 (69252|3,69564|2,69903|0,69981|2,70371|1) - i suppose we can leave the tricky LN to be introduced on Another instead. we can focus to make this percussion mapping denser with contrast with the NM progression

[A]

00:57:637 (57637|1) - you forgot the double for consistency

00:58:575 (58575|3,58575|2,58731|3,58731|2) - starts with jack but - 00:59:200 (59200|1,59200|0,59356|3,59356|2) - isnt?

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

01:03:262 (63262|2) - a couple of them are also did not follow the rule aforementioned before at the lower diffs

[S]

01:01:075 (61075|3,61075|2) - 01:11:075 (71075|1) - delete greenline. no SV or volume change here
ok fixed all the issues
Rivals_7

Rivals_7 wrote:

[A]

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

tailsdk wrote:

ok fixed all the issues
why is the rest of mini LNs still there?

[A]

01:10:762 - 01:10:918 - wheres the note?

I suppose raising all the volume to 60 - 65% or higher should be sufficient because in kiai those C are barely hearable
Topic Starter
Tailsdk

Rivals_7 wrote:

Rivals_7 wrote:

[A]

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

tailsdk wrote:

ok fixed all the issues
why is the rest of mini LNs still there?
uh i changed it but it save lmao should be changed now still kept the longer LN's in there

[A]

01:10:762 - 01:10:918 - wheres the note?
added

I suppose raising all the volume to 60 - 65% or higher should be sufficient because in kiai those C are barely hearable
changed to 65%
uwu
Rivals_7
uh

[B, N]

00:09:825 (9825|2) - extend to downbeat (big white line) for beginner leniency

delete all the SB hitsounds in all diffs except for Spring because there's nothing there
Topic Starter
Tailsdk

Rivals_7 wrote:

uh

[B, N]

00:09:825 (9825|2) - extend to downbeat (big white line) for beginner leniency

delete all the SB hitsounds in all diffs except for Spring because there's nothing there
fixed updating soon when i can
Rivals_7
.
Topic Starter
Tailsdk
Hype
Asherz007
.


...fixed a lot of hitsounds and a few patterns in the higher difficulties. All done in a voice call and I wasn't recording for the 1hr+ we were there, so no logs lol
Topic Starter
Tailsdk
Yay
-mint-
(top diff)
00:06:856 (6856|2,6856|0,7012|3) - should be single first then double, for consistency
01:41:075 (101075|0,101075|1,101153|2,101231|3,101231|1,101309|0,101387|1,101387|3,101465|2,101543|1,101621|0) - why this part different from the rest of the jumpstream?
Topic Starter
Tailsdk

qqqant wrote:

(top diff)
00:06:856 (6856|2,6856|0,7012|3) - should be single first then double, for consistency
01:41:075 (101075|0,101075|1,101153|2,101231|3,101231|1,101309|0,101387|1,101387|3,101465|2,101543|1,101621|0) - why this part different from the rest of the jumpstream?
ok

will fix that
Asherz007
dq requested lol

I told ya to double check everything xd
Topic Starter
Tailsdk
I removed a a note at 00:06:856 - and added one at 00:07:012 -

i made a small repattern at 00:07:012 - to get rid of awkward transition

fixed a small pattern here too 01:48:575 -
Asherz007
take 3 then
Rivals_7
re
FAMoss
oooooooooooooooooooooh
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