OK. On second thoughts I think it is somehow true. I will lower the frequency of the cheer hitsound in the chorus section.
Jenny wrote:
Taiko Muzu:
00:33:344 (1) - I really think this should be a d for contrast; three kats in a row just doesn't do anything for me, and impactful notes should be highlighted by switching colour imo
00:36:729 (10) - would rather this be a k; as this is a Muzu, so looping patterns once or twice is nice since it gives the player a bit of extra comfort
00:37:959 (15) - in turn, I'd make this one a d
00:47:344 (35,36,37,38,39,40,41,42,43,44,45) - I'd replace this section with a copy of 00:44:882 (23,24,25,26,27,28,29,30,31,32) - for the familiarity aspect talked about above
01:05:344 (104,105,106,107) - personally I'd rather have this as a d kkd since I don't like starting triples on white beats, it just doesn't feel comfortable for me
01:05:959 so I cannot change to kkd because Muzu cannot have double-coloured triplets? (108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159) - in general I'd thin out the note density in this section for contrast, so that 01:15:190 (164) - onwards sticks out more to the player
01:34:882 (261,262,263,264) - d ddk goes better here; white tick triple awkwardness and all
01:37:344 (275,276,277,278) - ^
01:38:575 (282,283,284,285) - ^
01:39:805 (290,291,292,293) - ^
01:42:267 (305,306,307,308,309,310,311,312) - ^
(I'll stop listing them now but I think the map would improve a lot if you change it across the entire song; honestly this is my biggest issue with the map)
02:14:267 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5) - a 2/1 clap rhythm goes better in this section I think, so just have ks on every 2nd white beat The current rhythm sounds fine to me.
02:26:575 (23,24,25,26,27,28,29,30,31,32,33,34,35) - I think repeating the patterns from the previous two measures works better here for familiarity & rhythm consistency's sake Avoiding repetitiveness here will be better?
02:51:190 (120,121,122) - works better as k k k for me (due to the shift in the synth's pitch; leave 123 as a d though, gives better contrast as you go into the next measure)
02:54:575 (129) - k for contrast with the next measure
02:59:805 (142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168) - starting triples on the red ticks works better here as for the rest of the map pretty much
(..I said I'd stop mentioning these..)
That's it pretty much; the biggest source of confusion/discomfort while playing comes from the mixing of red and white tick triples - then there's the few irregular rhythms, but that should all be easy to patch up.
With that out of the way, this plays really well tbh.
Vulkin wrote:
General-Before I start, i think it would be better to remove the "Taiko" from the taiko difficulty names, since its already shown in the gamemode icon, and its a bit unnecesary considering Muzukashii-Oni-Inner Oni are (mostly) only used in Taiko Because people in the past included the word Taiko in it so I want to keep it for nostalgia.
-00:24:729 - I dont think the Timing point here is needed, as it changes things that an inherited point could do anyway, so maybe make it inherited instead. I will change it later
-I like the Storyboard uwu, but it doesnt like to cooperate with taiko layout, some lyrics are obstructed by it Because it is a 4-mode hybrid map, it will limit the freedom of the storyboard too much if I consider all 4 modes when creating it. Therefore, I take no mods into accouont when making the storyboard.Taiko MuzukashiiApplied all
-00:00:114 (1) - Maybe put a finisher? clear cymbal (?) sound and would make consistency with 00:09:960 (55) -
-00:18:575 (104) - I think you could remove the finisher from this note, would emphasize the quiet but noticeable removal of the kicks (?), and it would give an even greater emphasis to 00:19:806 (1) - , which i think is more important in this case
-00:36:267 - maybe make this ddkd ? the pitch is slightly different than 00:38:729 -
-00:54:113 (70) - Maybe delete this note? I believe it would give a bit more emphasis on 00:54:267 (71) -
-01:05:036 - I think a d could fit here, theres a bit of sound here, the same one that you followed with d's before
-01:05:344 - Instead of there being a triplet, i think a K could fit instead, to emphasize the bass increase there
-01:13:344 - Maybe follow something like https://osu.ppy.sh/ss/10605586 this?, it would follow the voice a little bit, and it would make it feel better to hit the finisher at 01:15:190 (161) - (since it would also give a bit more emphasis to it)
-01:24:729 - You could try doing kkD here, to follow the cymbal (?) sound at 01:25:036 (208) -
-01:54:421 (15) - I think you should delete this note, its to give a little bit more break, since its a bit too dense, and it would make consistency (note ammount-wise) with the incoming parts
-02:21:036 - Maybe try dkd d ddk here instead of dkd dkd d? it would follow the voice a little bit better imo
-Im not sure about the last kiai, the length of the patterns seem a little bit too excessive, specially 03:24:421 - , might want to recheck this?
-03:44:113 (1) - Maybe put a finisher here? cymbal sound (?) is there, and would make consistency with the intro
-03:51:498 - Again from here, its a bit too excessive imo, its not even on kiai, but the patterns are longer than the ones that are on there
-04:02:575 (125) - Maybe remove finisher? would give more emphasis on the finisher at 04:03:805 (1) -
Wish you the best of luck in ranking!
thank you Jenny! I will fix it later todayJenny wrote:
Some lyric error in the SB: during the chorus it says "cause it play the first time I laid eyes on you" when it should be played
Bubblun wrote:
General
- normal-hitwhistle31.wav
normal-hitwhistle30.wav
normal-hitfinish31.wav
normal-hitclap22.wavHard
- All these hitsounds have a delav of at least 0.005s which is too large to rank, you'll have to cut out the empty space at the start so there's less of a delay.
- Crystal's Uncollected Rain has a timing point at 00:24:729 - which isn't in any other diff of the set. Is there something to it having to do with ctb or was it a mistake xp deleted
- For everyone: Check aimod for snapping errors. There might be too much to do manually, so you can try to snap all notes with done with all diffs
https://puu.sh/zUL8s/73acb6f92d.jpg but you'll have to keep your timeline at 1/16 or else it'll snap the notes to incorrect ticks.- 04:10:430 - Some diffs have these 2 lines at the end after the mp3 cut off. Delete one of them as you can't have 2 timing points at once (or both if they serve no purpose) deleted
It feels like the diff is missing a lot of hitsounds. I can hear the hitnormal at 01:09:098 - but parts like 01:35:037 - feel quiet comparably as the top diff had very explosive hitsounds xp might be easier to use a copier on this diff. copied
osu wont even let me load the easy and normal diffs for some reason, prob related to the storyboard issue as all the objects have a black box around them. should be able to access now
Call me back will do when the ctb dispute is solved
Ascendance wrote:
PP should never be an argument when it comes to a pattern or a map’s quality. I’ll write something more in-depth at a later time today.
Spectator wrote:
Crystal and Ascendance are discussing the 1/8 & 1/16 so it should be better in some hours!
I added fruit-bananas and bananas overlay.Spectator wrote:
Seems we're missing fruit-drop-overlay / fruit-bananas / fruit-bananas-overlay for fruits' skin, can you add them please?
We removed the hyperwalks but the SR is still way too high. Normally we do not appropriate difficulty or spread by SR, but this gap is enormous and can definitely be reduced before moving this forward. The map plays like a 5* difficulty and due to some gameplay mechanics overinflating the SR for not too much of a reason, it's kind of sucky looking at this massive gap. I'll be trying to work with spectator to find a fix to this.nold_1702 wrote:
Ascendance wrote:
PP should never be an argument when it comes to a pattern or a map’s quality. I’ll write something more in-depth at a later time today.Spectator wrote:
Crystal and Ascendance are discussing the 1/8 & 1/16 so it should be better in some hours!
And what was the result of the discussion?
Bubblun wrote:
nm
Regou's Extra
00:46:113 (1,2,3) - The blanket the triplet forms is slightly off. fixed
gl
ErunamoJAZZ wrote:
hi nold and guests!, I finally have a time to look in
[Regou's diff]
- 01:57:652 - 02:02:575 - missing circle???, or is it intentional?, because this is a bit out of place, imho xD, Actually, the other sections were you could make doubles, have or triples, or circle+1/4slider. Please, consider this. yeah this is intentional cuz im following piano and the piano stopped at blue tick
- 02:47:652 (2) - Not perfect yet xDDD oops im not that good at slider shaping back in the days xDDD fixed
Good luck!!!!!!!!!!!!11111
----
Edit: wtf, I have no idea what bbcode is wrong, Im sorry. You can quote this with this link
Also made some changes to make it not-so-uglyhi-mei wrote:
woooo hello! since ive modded the last diff like a year ago, this time ill focus on the rest of the set!
Regou's Extra
00:01:344 (1,2,3,4,1,2,3,4) - i think this thing is overcomplicated rhythm wise, its the start of the map and i feel like putting 1/4 kickslider is really unnecessary and hard to read. i personally had issues reading that place. would suggest this:
kickslider fits the music much better imo due to the kick.... i rearranged the pattern tho to make it more readable.
00:18:498 (1,1) - feels like this jump is way too hard considering that its 1/8 (or to be precise 1/4 of slider tail)
Yeah i know it suck i missed at this point almost everytime i play it LOL fixed
00:18:575 (1) - this "tear" on the loop of the slider feels underdone. i would suggest this:
code:i‘ve’ just made another slider xd192,192,18575,6,0,B|244:192|297:131|302:31|302:31|280:140|323:206|323:206|382:152|414:49|414:49|406:146|360:231|371:308|427:336|524:323|549:262|551:186|443:82|350:201|323:237|317:290|335:353|431:372,1,1241.99996209717,4|0,0:0|0:0,0:0:0:0:
01:09:344 (3) - maybe stuck this with 01:08:575 (5) - to avoid sharp jump on 01:09:344 (3,1) - ?
might not be a good choice lol wide angle jumps that comes from nowhere is not really comfortable to play imo
01:15:190 (1,2,1,2,1,2,1,2) - i would disagree with such placement since the music intensity is increasing and its really strange that these pairs are so close to each other. would add some distance between not+slider.
i guess this is better this time
01:42:729 (2,3,4) - are you sure it shud be a tripple? similar to 01:41:652 (1,2,3) - ? its a different sound and i feel like making it a reverse slider would solve the problem. since it doesnt feel like triple there. 01:42:805 - has no sound in it. and here is the same issue 01:44:036 - 01:44:959 - 01:47:729 - 01:49:267 -
keeping it as triplet is better imo as i rarely use any reverse slider in the map lol i want to keep my pattern choice consistent
01:52:421 (5,1) - this jump felt really out of place, since 01:52:421 (5) - a strong beat, 01:52:575 (1) - weak beat, the distance is abnormal
yeah i did that only to force difficulty before LOL fixed
02:02:575 - probably a mistake? its a unmapped strong beat fixed
02:04:959 - 02:07:729 - 02:08:652 - 02:10:190 - 02:01:882 - 02:11:729 - 02:12:344 - 03:13:882 - 03:11:575 - overmapped triplet. maybe reconsider these places. there are lots of them and i feel like its unnecessary to keep them since its going to rank.
can't really say they are overmapped since they are still following the background the music, i did that because i want to make my rhythm choice more consistent so that it's easier to follow during gameplay
02:47:652 (2) - unrankable since you dont know which way you go, right or left?
try it in default skin and you can easily tell the slider will move towards left first since the tail is not completely overlapped on the body
To BN who gonna nominate this: please check yf's insane.
Oh shit... I need to copy and paste 19 times againNardoxyribonucleic wrote:
Nice storyboard nold! There is a typo at the ending though
hi-mei wrote:
Drop's Extra
01:36:882 (3,4) - maybe put more distance between them to emphasize strong beat of 4?
01:43:344 (7,1) - same suggestion
02:50:421 (3,4,5) - hitsound problem? 02:50:497 (4) - this note is hitsounded for some reason in a strange way.
02:52:882 (3,4,5) - well now i see its intended but i would suggest to reconsider hitsounding of these triplets since it sounds too loud on a place with no sound at all. 02:52:959 - check this. same comes for other places: 02:54:190 - etc
03:30:882 (2,3,4) - 03:29:652 (2,3,4) - the hitsounding of these two triplets are different despite they are emphasizing similar sounds.
03:38:267 (2,3,4) - and 03:37:036 (2,3,4) - and 03:41:959 (2,3,4) - same thing
all fixed thanks :dnold_1702 wrote:
Drop's Extra
02:23:498 (2) - random clap xD
This diff is playable =w=
I just dislike the shape of some sliders... they are not very aesthetic and can be improved, imho:
01:36:113 (1) -
01:46:882 (1) -
01:48:421 (1,1) -
03:10:882 (1) - <- I like this
hi-mei wrote:
Drop's Extra
02:50:421 (3,4,5) - hitsound problem? 02:50:497 (4) - this note is hitsounded for some reason in a strange way.
03:30:882 (2,3,4) - 03:29:652 (2,3,4) - the hitsounding of these two triplets are different despite they are emphasizing similar sounds.
03:38:267 (2,3,4) - and 03:37:036 (2,3,4) - and 03:41:959 (2,3,4) - same thing
Applying hitsound mod on Drop's behalf. All applied.
Thanks for mods first.Kamikaze wrote:
now the choruses
idk i don't really like how painfully simple they are, you are just putting kinda short LNs for the main background synths and that's ok I guess but like, the intro has harder patterning? ever since the fourth note of the map you had actually harder patterns than in the chorus except chorus is slightly harder to acc, for this kind of a song denser glut/jumpjack oriented patterning would be way more fun to play
thanks for mod man. also fixed unused green lines and adjusted a wrongly snapped note in HD.Kamikaze wrote:
thank GOD this is modding v1 ok
played the mania diff, it's about what i would expect from an s3rl 4k chart, nothing out of ordinary, standard charting that's not my cup of tea, but it is what it is.
sightread cold hands no prior maps played, this is ss bait basically
i do have slight complaints though
first of all raise the hs volume by 5-10%, it's borderline acceptable now but better have it a bit higher for safety Make overall hitsounds to be 50%, quite audible imo then.
00:25:344 (25344|0,25498|1,25652|2,25806|3) - lol at stairs going up while pitch is going down, following too Rearranged
00:28:421 - i would rather do something like this to express the pitch going up down up down with gradual decrese:
Fixed
01:20:114 (80114|3,80267|3,80421|3,80575|3) - weird 4 note jack, the pause is longer between kicks but should you really extend the jack for that reason? i would just move the first note to 3 personally Fixed
01:24:729 (84729|2,84883|1,85037|3,85037|0) - and then you suddenly take all of the intensity and rigidity of the patterning to a 1/2 JS basically, it really feels like the hardest part of the map (at least until the longer 1/4 patterns) are the jacks in the first half of the build up and I don't like it personally ESPECIALLY since from this point onwards you have a constant 1/4 and even faster at times rhythm that you can utilize, but that would require having a higher difficulty admittedly Even though this is the next phase of the buildup, it does not necessarily mean that the next part should be definitely harder smh. However, I still added a few double notes to increase the difficulty and fixed the hitsounds here in both diffs.
01:32:729 - DoubleTime Farm Pattern (TM)
i really feel like you could just use a diffrent pattern that's not a one directional implied roll, anything that's not so straight forward would feel like a proper end of the build up tbh Rearranged
now the choruses
idk i don't really like how painfully simple they are, you are just putting kinda short LNs for the main background synths and that's ok I guess but like, the intro has harder patterning? ever since the fourth note of the map you had actually harder patterns than in the chorus except chorus is slightly harder to acc, for this kind of a song denser glut/jumpjack oriented patterning would be way more fun to play
How do I say. I am more into technical side so you can easily see my ideas throughout the chorus, I don't wanna add more notes tbh. But if you mean some rearrangements can be executed to increase the overall difficulty in the chorus and if they fit music as well, I would like to give it a try. Maybe find a time to talk on discord specifically about that :3
02:54:883 - this is the only time you do SVs like that and it feels really off having played the map up until this point without knowing about them, as literally nothing in the map hints at there being any jump SVs and also the SV itself being quite strong. this is actually the thing that annoyed me the most about this map btw, I REALLY suggest either removing the SV or just making it less intense so it's easier to sightread, ESPECIALLY in a map that simple
I don't wanna delete this cuz it will be too easy here. But I try to make the SVs easier by changing the values to 1.2x and 0.8x
ok that'd be about it, i rate the map s3/rl
call me back
Thank you for reminding.Sanyi wrote:
Sorry for crashing the party but a new rule for catch difficulties in a hybrid set has been applied. The rule states that the lowest difficulty isn't allowed to be harder than a Platter, meaning you need a Platter. For more information: https://osu.ppy.sh/forum/t/717962/start=0
Rule is active for 3 days now: https://osu.ppy.sh/forum/p/6570100
You wouldn't need a Platter if there was a nomination before, but I didn't saw one. Did I miss it?