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?
But the old skin does not seem to have a fruit-drop-overlay.
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?
kd for helping Spec and Crystal with neufing the diff and suggestions about the hyperwalk part.Ascendance wrote:
after confirmation of taiko and std, call me for a nomination
All appliedNifty wrote:
here to mod the muzu
lmao I can't open this in MA so I guess no spread check, prob doesn't need it
00:33:344 (1) - you can maybe remove this since the piano ends there.
01:52:806 (4) - delete this because it's kind of uncomfortable as a muzukashii player to play two triples with a bit of space in between, weird as it may sound, and also I would wanna lower the intensity just a little bit before this kiai break.
02:23:806 - you could put a triple here to have intensity before the new section, and follows the snare pattern better.
02:29:037 - starting from here you stop following the vocals and it becomes quite ambiguous what you're mapping to. I would say to just keep mapping the vocal like you were in the first half of this section, since the only addition/change is the added snare on the beats 2 and 4 of every measure.
02:43:037 - you don't really need the break here (since you had oneright after the slider, and the 3/2 right after this time), so mapping a d here would fit in with the general rhythmic feel of the section and eliminate the sorta awkward break, which in turn would put more emphasis on the space left at 02:43:806 - .
03:28:883 - not quite sure this fits in the difficulty given the bpm and that it's at the end of quite a lengthy string of 1/2 spaces notes. I would suggest just deleting the middle note to avoid using that pattern.
nice sb
All applied unless otherwise statedSkylish wrote:
Re-check after almost a year:
[General]
! Use N:C1 for the Taiko set so that taiko hitsounds are in effect
! Re-snap all notes after your fixations!
> Taiko K hitsound= https://puu.sh/A1GrL/fe3dd26cf6.rar Name it as taiko-normal-hitwhistle
> 00:24:729 - 85% is too loud even though the piano melody are in Forte. The drum hitsounds are too clear. Perhaps -20% for a better dynamic.
[Muzukashii]
> 00:33:344 - missed a note, the music does not really fade out completely at this timing so a note is still required
> 00:48:267 - shift it 1/2 forward (change to k) to match the vocal, display a change in general 2-4 note flow as well
> 00:57:652 - change to k, the alternation of pitch is clearly high
> 01:03:037 - remove this note since this 4 x 1/2 pattern break the consistency
! 01:05:344 - the breaking points of this section is unclear. Some cuts are on vocals/ virtuals/ instruments. Let's try: 01:05:344 (102) -
> 01:13:344 - Small suggestion on improving the flow: dkddk k k(3/2) Those vocal 'eh' should not be missed. I changed it in another way because I want to keep the 1/2. I think the 1/2 fits the vocal more well.
> 01:32:421 - kkk here, obvious triplet at the background. In addition 01:32:267 - can add an extra don
> 01:37:344 - / 01:42:267 - nnn n is smoother than n nnn. Leaving a triplet end sounds unfinished
> 01:48:421 - / 01:49:037 - similar case as above, but it even lacks consistency of usage of triplet at the latter. Try ddd d kkk k
! Check all kiais for the above issues
> 02:14:267 - another set of weird cutting of patterns, you may want them look like: 02:14:267 (1) -
> 02:19:190 - Then you can see the density spread is poor at the second repetitive section. You may just directly go on with C&P, and make some alteration at 3/2 part. A reminder that: 02:22:883 - you can do it with k k k d d kkk d, for a better flow again.
> 02:27:037 - k k d d for variation
! 02:45:037 - same 'cutting issue', fix it on your own
> 03:08:421 - / 03:12:114 - they should be fixed in the above, just a reminder here
> 03:29:652 - tripet for being consistent with 03:30:883 -
> 03:38:114 - shift it to 03:37:806 - to match the climax melody, I am not sure why you always have such weird cutting edges....
> 03:58:883 - It requires a dk style, same as 00:14:883 - , rearrange the patterns a bit, the density is fine.
Thanks for your mod Skylish~Skylish wrote:
Re-check after almost a year:
[Nardo's Oni]
> 00:52:114 - the density spread was bad here until 00:54:267 - . The density just build up from nowhere and show less difference with Inner Oni. Usage of 5 x 1/4 may not be a wise choice. The build up from 00:44:421 to 00:54:267 - is natural enough in my opinion. I increased the note density at that spot in Inner Oni instead.
> 01:00:114 - / 01:00:421 - d k? It sounds and follows the note flow better Retained to follow the d k sequence every 4/1 starting from 00:55:498 (163) -
> 01:13:806 - let's say what if you want to strictly follow drum kick= constant k in this bar. Apply in Inner Oni as well I think the current constellation could accompany the drums and vocals accordingly.
[Nardo's Inner Oni]
> 01:59:037 - change it to k, the whole feeling of kddkddk does not seem match much... (and this is the only so called pp pattern in the whole Inner Oni, that looks weird enough) The mentioned pattern could differentiate well from 01:53:805 (628,629,630,631,632,633,634) - where the instruments are more fitting to the dkkdk series.
> 02:17:806 - extra k? 1+1+5 for 8 bars seems too boring. fixed
> 03:30:344 - change it to d for a mirror pattern with 03:31:575 - ^
[]
Nardo you can do some self-mods and amendments by yourself since no one really modded your Taiko set..... ;w; Rearranged some patterns from 00:09:960 to 00:14:729 - and from 03:53:960 to 03:58:729 - in Inner Oni to enhance variety.
Call me back for re-check, it takes too long for rank.....
The reason I include 'taiko' in the diff names is that they are not used anymore. It brings nostalgia seeing they are used again.Ascendance wrote:
Maybe remove the “taiko” from the diff names? It’s not really used anymore from what I’ve seen. I’ll come after Skylish places the taiko icon and everything is good from there