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Hanasaka Yui(CV: M.A.O) - Harumachi Clover

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ReFaller
Back to track, let's go!
fieryrage

Mao wrote:

Moreover, not concerning the difficulties mentioned above and not part of the actual pop, I think fieryrage's diff could profit from some more mods as in its current state, it's just jumpy pattern -> two sliders -> jumpy patterns -> two sliders which is incredibly boring to play with the patterns all feeling the same. I think this concept is fine for this song since the rhythm supports this mainly with the vocals increasing pitch during the jump patterns, so I want to represent that as best as I can with jumps that gradually space out instead of having, for example, sliders. It's boring to play, yeah, but the song isn't really the best in terms of unique rhythms and other gimmicks that I could add to the map.
I did adjust some of the settings to have it fit the spread better now, though.

update
osu file format v14

[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 37033,47139,57244,67507,74928,77454,97665,102718,107770,118033,125454,140297,158454
DistanceSpacing: 0.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Fiery's Extra
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie fieryrage
BeatmapID:1396152
BeatmapSetID:652412

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:8.4
ApproachRate:8.6
SliderMultiplier:2.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"TwoRooms.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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@ezek might want to remove sharkie from the tags :p
Topic Starter
ZekeyHache
oh yeah, I'm dumb
fiery for BN 2k18

Updated~
Kuron-kun
why no furry bg?
Topic Starter
ZekeyHache

Kuron-kun wrote:

why no furry bg?
apparently people take out their claws when I use it lol
Kuron-kun
you have all my support to add it back!!!
Topic Starter
ZekeyHache
ok, I asked for other opinions, so fluffy bg is back on top diff :3c
mancuso_JM_
Hi!

IRC mod with ezek
15:37 ezek: https://ezekk.s-ul.eu/7KcS4FWT
15:38 mancuso_JM_: lol
15:38 ezek: me esta matando eso desde antier xD
15:39 mancuso_JM_: xDDDD
15:39 mancuso_JM_: che.. ya estoy mirando tu mapa
15:40 mancuso_JM_: queres que modee tus dificultades por aca o no hay tiempo? :thinking:
15:40 ezek: como sea :3c
15:41 mancuso_JM_: Bueno.. asi justifico menos supongo xD
15:41 ezek: lol
15:42 mancuso_JM_: primero que nada, me pregunto si hay alguna posibilidad de hacer el BG de la diff mas dificil del mismo tamaño y formato que la otra imagen
15:42 mancuso_JM_: (1920x1080 /.
15:42 mancuso_JM_: .png)
15:42 ezek: nop, ya consegui la mejor resolucion de la pagina del artista
15:42 ezek: oh si, tienes que dejar razon por la cual estas en desacuerdo con mao aparte de que yo ya deje mis razones por que luego te acusan de b4b y nos mandan a probation como le hicieron con regraz
15:43 ezek: el mayor problema era la diff de sharkie (segun mao), pero ya no esta esa diff ahora
15:43 mancuso_JM_: imposible que me acusen por b4b, si no tengo ningun mapa
15:43 mancuso_JM_: ni siquiera una gd en pending xDDD
15:43 mancuso_JM_: yo despues hablo con Mao igual
15:44 ezek: sacan cualquier bobada, esperemos que vaya bien
15:45 mancuso_JM_: siguiendo con sugerencias, intenta disminuir el volumen considerablemente en la linea del offset (si, la -349) al menos hasta 60%, solo tienes la voz y se siente muy alto
15:45 mancuso_JM_: despues puedes agregar una linea verde en 00:01:341 - aumentando el volumen
15:45 mancuso_JM_: que es donde comienza el instrumental
15:46 ezek: suena bien, lo hare
15:47 mancuso_JM_: lo haces en las gd o lo posteo despues tambien?
15:47 ezek: lo hare en las gds, no es algo que ocupe pedir permiso lul
15:47 mancuso_JM_: eso es cierto
15:48 mancuso_JM_: por cierto, creo que es el primer mapa que te veo mapear tan simetrico xDDD
15:49 ezek: hehe :3c
15:49 ezek: como es corto no me dio flojera
15:50 mancuso_JM_: bueno.. en Easy 00:13:172 (3) - nc por los platillos, siento necesario remarcar eso
15:50 mancuso_JM_: 00:21:622 (1,2) - mejor intercambiar estos por el cambio de transicion
15:50 ezek: hecho ambos
15:52 mancuso_JM_: Normal: 00:07:890 (6) - / 00:21:411 (6) - eliminaría estas notas, no hay necesidad de hacer un mapeo tan constante en esta dificultad, ademas enfatiza mejor el cambio de combo ese pequeño espacio en blanco
15:53 ezek: no me gusta la idea de ignorar esas vocals :c
15:53 ezek: sin esos circulos siento muy vacio
15:54 mancuso_JM_: siento esas dos tan parecidas a 00:04:510 - y 00:18:031 - que me parecio algo extraño
15:55 ezek: como? :o
15:56 mancuso_JM_: siento que la voz en todos esos tiempos actua de la misma manera, tener notas en algunos puntos y en otros no me parecio extraño
15:57 mancuso_JM_: simplemente eso xD
15:57 ezek: en las que si tengo nota tambien lo uso de build up para el finish 00:08:101 (1) - 00:21:622 (1) -
15:57 ezek: y en las que no tiene pues no sigue una nota con finish
15:58 mancuso_JM_: 00:18:242 (1) - eso tiene finish xD
15:58 ezek: o raiyos
15:59 mancuso_JM_: igual me conformo con que cambies el finish por el whistle
15:59 mancuso_JM_: no es algo que afecte tanto y en parte tiene sentido
15:59 ezek: ok, lo cambio por whistle, que horror acomodar tando para la simetria lol
15:59 ezek: tanto*
16:00 mancuso_JM_: lol
16:00 ezek: aunque.. en las demas diffs sigue siendo finish... tengo que dejar el finish argh
16:00 ezek: buscare mejor solucionnn
16:00 mancuso_JM_: cambia el patron jajaja
16:01 mancuso_JM_: bueno.. yo sigo, si cambias algo en eso me avisas
16:02 ezek: si, agregue la nota mejor, pero ando acomodando la simetria
16:03 mancuso_JM_: 00:08:946 (2,3,1) - eso suena raro, parece que queres seguir la voz pero a la vez el downbeat ese en 00:09:791 (1) - y al final no sigue ni una cosa ni la otra xD. Te dejo dos opciones [http://up.ppy.sh/files/hc.jpg para seguir la voz] o [http://up.ppy.sh/files/hc(1).jpg en caso que quieras seguir respetando el downbeat]
16:05 mancuso_JM_: 00:26:904 (4,5,6,7) - [https://osu.ppy.sh/ss/10660952 hazlo por mi :c]
16:05 ezek: segui el downbeat
16:06 ezek: y.. sliders curveaditos hechos
16:06 mancuso_JM_: 00:28:383 (1,1) - mejor deja esta tecnica para las dificultades a partir de la hard :p (supongo que sabes a lo que me refiero)
16:06 mancuso_JM_: eso seria todo en la normal
16:07 ezek: me parece bien el del spinner, no es un bpm muy alto que digamos y esta facil de atrapar
16:09 mancuso_JM_: en general suelen no reaccionar muy bien los que juegan Normal a este estilo de patrones, ademas creo que te puede ayudar mejor a la progresion de las dificultades, ya que la unica con un spinner solo es la Easy (por razones logicas)
16:10 ezek: hmm ok, aplicado
16:11 mancuso_JM_: Hard: 00:09:158 (4) - supongo que podrias reducir este slider en 1/2 y agregar una nota en 00:09:580 - , la razon es la misma de la Normal
16:12 ezek: ok, hecho
16:15 mancuso_JM_: 00:22:467 (3,4,1) - / 00:24:369 (5,6,1) - en general los jumps que utilizaste en esta dificultad son para enfatizar los downbeats, excepto en estos caso. De todos modos, la idea es logica, pero podrias hacerlo un poco menos evidente, por ejemplo en el primer caso puedes ubicar 00:22:890 (4) - en x:424 y:240 para tener un espacio consistente
16:18 ezek: oki doki
16:19 ezek: mira aqui esta la hard para que veas como lo hice https://ezekk.s-ul.eu/m0uWOaRW
16:21 mancuso_JM_: :ok_hand:
16:22 ezek: :eyes:
16:22 mancuso_JM_: creo que en la Insane no hay nada para decir xD
16:22 ezek: yeeiii :D
16:23 mancuso_JM_: igual dije "creo" haha
16:23 ezek: chan chaan chaaaaaaaan
16:25 mancuso_JM_: no.. no hay nada :p
16:26 ezek: yaiiiiiiiiiiiiiiiiiiiiii :DDD
16:27 mancuso_JM_: me podria poner pesado diciendo "es puro 1/2 con poca variedad" pero la cancion es asi y el uso de los jumps y ritmo es coherente
16:27 mancuso_JM_: asi que paso de eso xD
16:27 ezek: phew
16:28 mancuso_JM_: Maximum Drama Power : 00:07:573 - te exijo agregar una nota como taiko mapper/modder que soy xD, okno pero el drum que esta ahi es bastante evidente
16:29 ezek: caso no escucho nada o.o
16:29 ezek: casi*
16:30 mancuso_JM_: no? yo lo escucho tan bien xd
16:30 mancuso_JM_: al final debe ser el oido de taiko si jeje
16:30 ezek: lul
16:31 ezek: ademas no poner nota ahi se me hace mejor por que genera mas constraste con 00:07:890 (8,9) -
16:32 mancuso_JM_: quizas un mayor spacing entre 00:07:467 (6,7) - entonces, lo mismo del drum y a su vez hace mejor constraste en mi opinion
16:32 mancuso_JM_: (7) alrededor de 120,144 estaria bien
16:33 ezek: ok, aplicado
16:34 mancuso_JM_: cambiando un ratito de tema, soy yo o los servidores de osu! andan bastante mal ultimamente?
16:34 ezek: la verdad no se lol
16:35 mancuso_JM_: las pocas veces que me he conectado a la pagina, muchas veces que sale el cartel "algo esta mal bla bla bla"
16:35 mancuso_JM_: (ahora me esta pasando por ejemplo)
16:35 ezek: voy a ver
16:35 ezek: uff si anda lenta la wea
16:36 mancuso_JM_: "No pippi, that's a bad pippi!" xD
16:36 ezek: xDDDD
16:37 ezek: no pippi, no me toques el pippi xp
16:37 ezek: something's not right
16:37 ezek: click here for osu! staus!
16:37 mancuso_JM_: parece que se me arreglo
16:38 ezek: igual
16:39 ezek: ya hice update al mapa uwu
16:42 mancuso_JM_: cs 6.3? xDD.. no hace la gran diferencia pero al menos parece que discutimos algo sobre esto jajaja
16:43 ezek: hmmmmmmmmmm
16:43 ezek: ok seÑor
16:43 mancuso_JM_: es lo maximo que se puede reducir para que no afecte la estetica del mapa, mas de eso ya queda feo
16:43 ezek: updated~

[Mk's Light Insane]

  1. 00:07:785 (5) - Is this note really necessary? I think there isn't any high pitch there and I also think you can emphasize much better the music deleting this note, the other mappers decided to keep this without objects and I do agree with them.
  2. 00:28:383 (T) - You should keep the volume at this slider beginning, the music is still acting and this sounds really low. Try deleting moving this green line to 00:28:489 - to give this slider start a better effect.
[Fiery's Extra]

  1. 00:00:284 (1,2,3,4,5) - Would be better to don't have any jumpy pattern at the beginning because you only have vocals here and the rest of your jumps don't feel really emphasized after this pattern. I constant spacing would be the better option.
  2. 00:02:820 (6,7,1) - A bit nitpicky but make sure to stack them properly. It's the only stacked pattern that is not perfectly stacked :P
  3. 00:15:284 (2) - Make this slider curved. It looks much better than a stright slider.
  4. 00:23:101 (1) - This one flows and look a bit weird. I prefer to see something like this instead.

fieryrage wrote:

Mao wrote:

Moreover, not concerning the difficulties mentioned above and not part of the actual pop, I think fieryrage's diff could profit from some more mods as in its current state, it's just jumpy pattern -> two sliders -> jumpy patterns -> two sliders which is incredibly boring to play with the patterns all feeling the same. I think this concept is fine for this song since the rhythm supports this mainly with the vocals increasing pitch during the jump patterns, so I want to represent that as best as I can with jumps that gradually space out instead of having, for example, sliders. It's boring to play, yeah, but the song isn't really the best in terms of unique rhythms and other gimmicks that I could add to the map.
I do agree with you in this my friend. I personally don't have major problems with this difficulty, if you ask me, everything is well emphasized.

ezek wrote:

Mao wrote:

Hey ezek, I'm popping your bubble because I still have some concerns about the mapset in general that I think weren't addressed properly.

[Maximum Clover Power]

Anyways, I don't agree with the map not fitting the song, in fact the pattern-based emphasis works pretty well.
My major complaint about this difficulty however is that even if you mapped it with CS6.5 in mind, you did not execute it very well in my opinion. While the map itself play fine, every jump plays like a full screenjump. Due to that the difficulty feels like it's risen artificially like you would play it with Hardrock enabled.
My suggestion to fix this issue is to just turn down the CS by at least one, so you'd still have a pretty low CS but improve the map's feel greatly. Umm.. isn't that the purpose if CS in first place? This is subjective, something that is up for the mapper. It would be like saying that the CS on pishi's low CS extras make them feel too easy. You even mentioned the thing that actually matters, which is the map fitting the song. The patterns and the jumps represent the song while CS is is there to make a challenge. I feel my map wouldn't be the same if I increase CS, and as you mentioned, I mapped with CS6.5 in mind. So I'm not changing CS for the likes of others, it would just ruin my creation. (If that isn't enough, I could say the small cs represents the cuteness of the voices because small = cute.)
At least we increased a bit the circle size (0.2 ticks) because I don't want to destroy mapper composition. I don't feel the map really forced and it can be played well by pro players.
As Mao said, I think the map fits the song well, patterns work fine to me.

As an additional note, I don't have any problem with "ReFaller's Light Insane", good job!
I'm going to talk with Mao about this set before I take any action but feel free to call me back when you're ready, ezek!
fieryrage

mancuso_JM_ wrote:

[Fiery's Extra]

  1. 00:00:284 (1,2,3,4,5) - Would be better to don't have any jumpy pattern at the beginning because you only have vocals here and the rest of your jumps don't feel really emphasized after this pattern. I constant spacing would be the better option. was told to have these spaced out for consistency by a couple other people, besides they're spaced so small that it really doesn't matter too much imo
  2. 00:02:820 (6,7,1) - A bit nitpicky but make sure to stack them properly. It's the only stacked pattern that is not perfectly stacked :P i blame editor for this one
  3. 00:15:284 (2) - Make this slider curved. It looks much better than a stright slider. oke
  4. 00:23:101 (1) - This one flows and look a bit weird. I prefer to see something like this instead. 00:22:256 (4,5,6,1) - would screw up this blanket if I did, and I think it flows fine as it is
yea
osu file format v14

[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 0.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Fiery's Extra
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller fieryrage
BeatmapID:1396152
BeatmapSetID:652412

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:8.4
ApproachRate:8.6
SliderMultiplier:2.5
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
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//Storyboard Layer 3 (Foreground)
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Mekki
fix it for me if u dont wanna wait
Topic Starter
ZekeyHache
updated fiery's diff and applied both things for mk's diff
Kuron-kun
hai cutie

[Easy]
  1. 00:21:622 (4,1) - You've probably misplaced NCs here.
[Normal]
  1. Some NCs feel a bit out of place in this diff as sometimes you add it after every 2nd downbeat and sometimes you add one every downbeat. Happens, for example, in this section 00:01:341 (1) - and 00:14:862 (1) - . Even though they sound having the same structure, you added a different NC patternization in them.
  2. 00:08:946 (2) - Forgot to add a whistle in slider's head.
  3. 00:09:580 - What about adding a circle here to map the vocal? It feels a bit empty since you're trying to vary the rhythm but here you have 3 consecutives 1/1 sliders.
[Hard]
  1. this diff is really cute
[ReFaller's Light Insane]
  1. 00:20:672 (4) - I don't know if it's just me (or if it was intentional or not) but this drum clap sounds a bit too loud and out of place. If you really wanted to add a drum sample there, would be much better to add a finish instead of a clap.
[Mk's Light Insane]
  1. This diff ends before having 30s of play time. You can either remove the last slider and add a spinner like the rest of the mapset or extend it until 00:30:284 -
  2. 00:06:622 (2) - Uma coisa meio besta mas esse é o único slider da diff inteira que tá offbeat. Seria melhor se você pudesse deixar ele começando no tick branco igual todo o resto.
[Insane]
  1. I can't stop loving your cute symmetryc style
[Fiery's Extra]
  1. I kinda agree with what Mao stated some months ago about the jumps → sliders → jumps → slider thing. I do believe you can emphasize better the vocal to better represent the song like, for example, adding more 1/1 sliders when the vocal extends. But if you really, really, really want to keep this style, you can adjust some jumps to make them more unique in some parts as I'll suggest a few things below.

    00:03:876 (1) - You can notice the background sound changes a bit here and would be a nice spot to add a back and forth jump here by moving 00:03:876 (1) - to x:492 y:111.

    00:21:622 (1) - Instead of a circle you can add a 1/2 slider so it doesn't feel like it's spamming a lot of jumps. If you want something different you can even add a 3/4 slider there since this section pretty much supports it.

    And about the 1/1s you can add some in the beginning to extend and emphasize the vocal a bit more (as I said before) if you want to.
[Maximum Clover Power]
  1. 00:24:580 (8,1) - The only thing I could notice while testplaying is that these notes are a bit too far from each other. It's okay to be that far, though, since the song gets stronger there, but you have to suddenly move your cursor to the far left and then loop it. That kinda breaks the flow a bit. Would be better if you could make the movement more intuitive (or cicular) or at least approach these notes a bit more.
[]
ow o
ReFaller
When something is too loud it needs a lowering volume, so i reduced volume for this note to 50%
osu file format v14


[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
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BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:ReFaller's Light Insane
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller fieryrage
BeatmapID:1384827
BeatmapSetID:652412

[Difficulty]
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Topic Starter
ZekeyHache

Kuron-kun wrote:

hai cutie

[Easy]
  1. 00:21:622 (4,1) - You've probably misplaced NCs here. Nah, the nc is at 00:23:101 (1) - because of the different snapping, as suggested by mancuso
[Normal]
  1. Some NCs feel a bit out of place in this diff as sometimes you add it after every 2nd downbeat and sometimes you add one every downbeat. Happens, for example, in this section 00:01:341 (1) - and 00:14:862 (1) - . Even though they sound having the same structure, you added a different NC patternization in them. yeah, I made them consistent
  2. 00:08:946 (2) - Forgot to add a whistle in slider's head. and I also forgot the clap in the tail lol, fixed
  3. 00:09:580 - What about adding a circle here to map the vocal? It feels a bit empty since you're trying to vary the rhythm but here you have 3 consecutives 1/1 sliders. yes, applied
[Hard]
  1. this diff is really cute thanks!
[Mk's Light Insane]
  1. This diff ends before having 30s of play time. You can either remove the last slider and add a spinner like the rest of the mapset or extend it until 00:30:284 - added spinner
  2. 00:06:622 (2) - Uma coisa meio besta mas esse é o único slider da diff inteira que tá offbeat. Seria melhor se você pudesse deixar ele começando no tick branco igual todo o resto. MkGuh said it was for the vocals
[Insane]
  1. I can't stop loving your cute symmetryc style UwU
[Maximum Clover Power]
  1. 00:24:580 (8,1) - The only thing I could notice while testplaying is that these notes are a bit too far from each other. It's okay to be that far, though, since the song gets stronger there, but you have to suddenly move your cursor to the far left and then loop it. That kinda breaks the flow a bit. Would be better if you could make the movement more intuitive (or cicular) or at least approach these notes a bit more k, I made them closer and rotated a bit the circle to improve flow.
[]
ow o o wo
Thanks fur the mod! x3
Just waiting fur furryrage~
fieryrage

Kuron-kun wrote:

[Fiery's Extra]
  1. I kinda agree with what Mao stated some months ago about the jumps → sliders → jumps → slider thing. I do believe you can emphasize better the vocal to better represent the song like, for example, adding more 1/1 sliders when the vocal extends. But if you really, really, really want to keep this style, you can adjust some jumps to make them more unique in some parts as I'll suggest a few things below. the main issue i have with "adding sliders to better represent the vocals" is that the places i can do those in (save for 00:03:664 (4) - 00:17:186 (4,1) - these two, which i don't really want to do as it'd be inconsistent with the parts afterwards + the fact there's a noticeable sound on the white tick that i don't want to leave unmapped) have a noticeable triple that i don't want to leave unmapped, i.e. 00:20:566 (4,5,1) - here; in general the song doesn't really have much to offer in terms of unique rhythms, it's quite literally just your generic anime girl singing, the only real rhythm differentiations are near the end starting 00:21:622 (1) - here and 00:13:172 (1) - this two second part, which i feel i represented well for rhythm changes since 00:13:172 (1,2,1,2,1,2) - the 1-2s here represent the cymbals and 00:23:101 (1) - the extended sliders here follow the vocals + there's no sound on the white tick that is as noticeable as 00:03:876 (1) - over here. yes, it's boring and not really unique, but i don't really want to undermap the instruments in the song to make it so, if that makes sense

    00:03:876 (1) - You can notice the background sound changes a bit here and would be a nice spot to add a back and forth jump here by moving 00:03:876 (1) - to x:492 y:111. it changes a bit which is why it isn't a full-on back and forth, if it was a back and forth it'd have to be basically the same rhythm imo, so i prefer the jumps as they are rn

    00:21:622 (1) - Instead of a circle you can add a 1/2 slider so it doesn't feel like it's spamming a lot of jumps. If you want something different you can even add a 3/4 slider there since this section pretty much supports it. ehh, vocals play on the red tick which aren't applicable for instance 00:23:101 (1) - for these rhythms, having the vocal be clickable here makes more sense imo to help introduce the new rhythm (where a triple starts 00:22:256 (4,5,6) - here instead of later) as well as the 1/1 sliders

    And about the 1/1s you can add some in the beginning to extend and emphasize the vocal a bit more (as I said before) if you want to. see above
lmk if those explanations need any clarification! ty for mod~
mancuso_JM_

fieryrage wrote:

mancuso_JM_ wrote:

[Fiery's Extra]

  1. 00:00:284 (1,2,3,4,5) - Would be better to don't have any jumpy pattern at the beginning because you only have vocals here and the rest of your jumps don't feel really emphasized after this pattern. I constant spacing would be the better option. was told to have these spaced out for consistency by a couple other people, besides they're spaced so small that it really doesn't matter too much imo
I still think you can make something different here, if you don't want to use a constant spacing you can try other techniques, for example an antijump pattern (as ezek did in the top difficulty) or try increasing the spacing gradually to emphasize vocals (as ReFaller did in his diff.)
I'm really sure you can make something more interesting there.

About the other pattern that it was rejected, it doesn't look totally neat but it works well with the music, so I won't bother you with it.

I suppose this is the only problem that I have with this map right now.
fieryrage

mancuso_JM_ wrote:

  1. 00:00:284 (1,2,3,4,5) - Would be better to don't have any jumpy pattern at the beginning because you only have vocals here and the rest of your jumps don't feel really emphasized after this pattern. I constant spacing would be the better option. was told to have these spaced out for consistency by a couple other people, besides they're spaced so small that it really doesn't matter too much imo
I still think you can make something different here, if you don't want to use a constant spacing you can try other techniques, for example an antijump pattern (as ezek did in the top difficulty) or try increasing the spacing gradually to emphasize vocals (as ReFaller did in his diff.)
I'm really sure you can make something more interesting there.

About the other pattern that it was rejected, it doesn't look totally neat but it works well with the music, so I won't bother you with it.

I suppose this is the only problem that I have with this map right now.
mm, alright, I don't really have a big issue changing it, I was more just concerned over the fact that other people told me to emphasize the vocals here instead of having something similar to ezek's, but changed by reducing the spacing of the star, should be good now I think?

e
osu file format v14

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AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 0.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Fiery's Extra
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller fieryrage
BeatmapID:1396152
BeatmapSetID:652412

[Difficulty]
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CircleSize:3.8
OverallDifficulty:8.4
ApproachRate:8.6
SliderMultiplier:2.5
SliderTickRate:1

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Kuron-kun
alright, I'm fine with the answers
Topic Starter
ZekeyHache
updated~
mancuso_JM_
Added a New Combo at 00:26:481 (1) - (in Normal) and added a note in Mk's Light Insane 00:28:383 - and moved the spinner 1/2 forward, for consistency with the other difficulties basically.

Are you ready for the "Maximum Drama Power"? xD

Good job! Te dejo tu merecida Burbuja!
Topic Starter
ZekeyHache
sankyu!~
Xinnoh
can we stop putting furry bgs on harumachi clover

I haven't seen it discussed anywhere, I don't think it's appropriate to have a completely unrelated niche slapped on the set for the sake of your personal tastes.
If you want a furry bg, go ahead and map furry songs, I have no problem with that. But I don't consider completely unrelated bgs to be suitable for ranking.

You can try to justify it by the fact that the furries are lolis or something but that's like throwing a salt shaker in a freshwater lake and trying to call it a saltwater lake.

that's all
you can rebub after this is fixed
fieryrage
well that lasted about an hour
Bursthammy
YEET
mancuso_JM_

Sinnoh wrote:

can we stop putting furry bgs on harumachi clover

I haven't seen it discussed anywhere, I don't think it's appropriate to have a completely unrelated niche slapped on the set for the sake of your personal tastes.
Yeah.. nobody wanted to discuss about it with you :facepalm:, I'm just kidding :P

I've seen a lot of random things in this game lately, at least I don't find this as random as other things in this game, I thought we could finally get it qualified with this BG, some people like it but yeah, some other will say it's just random.
Do whatever you want ezek, and contact me. Discuss with Sinnoh if you want, it looks like they want to know more about your bg usage (in case you want to use something "random" again). I'll be back afterwards.
Nao Tomori
L

agree with sinnoh tho - _ -

just photoshop fox ears onto the chicks in the bg ez pz
fieryrage

Nao Tomori wrote:

L

agree with sinnoh tho - _ -

just photoshop fox ears onto the chicks in the bg ez pz
i already told him he should just photoshop the anime girls onto the foxes, honestly a better solution
Topic Starter
ZekeyHache
Well, I had already explained my reasoning in page 6, so I don't really think you took the time to read everything as you claim by saying "
I haven't seen it discussed anywhere", and I obviously talked about it with mancuso lol.

Anyway, I know I'm not changing your mind so I just got rid of the bg instead of adding more charcoal to the furnace. At least you weren't trying to ruin my map like someone else.
Xinnoh
feel free to rebub then
_handholding

ezek wrote:

At least you weren't trying to ruin my map like someone else.
Who is this someone else? thinking emoji
Topic Starter
ZekeyHache

Kisses wrote:

ezek wrote:

At least you weren't trying to ruin my map like someone else.
Who is this someone else? thinking emoji
That's for you to research (it's actually pretty easy to find), I'm not gonna be explicit :eyes:
mancuso_JM_
Back!
Topic Starter
ZekeyHache
propiedad de bengue
Gero
Monas chinas.
Kuron-kun
I honestly see no problem with that bg... lol.

BGs aren't always meant to fit to the source but to the song itself, and, like, only 5% of the songs that aren't anime actually have something that fits to the lyric or theme, otherwise is just a random anime girl.

The best example I can give is nightcore songs having a background with a sunny beach and some girls playing and having fun while the song talks about a tragic love. But that's likely to be accepted just because nightcore fits to anime girls having fun in a beach.

The furry bg didn't fit for the source, of course, but I see it fitting to the song's theme (which is clearly something happy and fun) and having little kids playing and smiling kinda seem to be fitting.

Anyway, just my thoughts about it.
Kuron-kun
ok

cs has been discussed, things in fiery's diff have been properly replied and some things were fixed.

should be good to go now!
Topic Starter
ZekeyHache
sankyuu <3
Gordon123
oh lol gg
Irreversible
How to get something ranked in 2018:

1) Map something
2) Get discussion on it, actually find out it's inappropriate for the ranked section
3) Drop it, because hell you're not going to deal with valid points
4) Get it back on track 3-4 months later
5) Qualified!

edit: i don't need to be sent to comment lol
Topic Starter
ZekeyHache
Ok, seems you want a reply.

I didn't drop the map to avoid "valid" points, I dropped the map because the situation was getting tense and I could just see how the views in the thread increased by people just looking at the thread as it was some kind of show, and I also was feeling insecure because of the QATs false accusation. I replied to all of the points that your friend pointed out and I gave my reasoning of why they were mapped the way they are, nothing was avoided. I never found my map as "inappropriate for the ranked section" as you claim. Just because a map is not done or doesn't follow the music the same way as most of the maps doesn't make it unrankable or inappropriate. You should know this better than me since you are an experienced member of the QAT, but well, seems you're not good at reacting to maps you don't like, which costed you something.

After the break, I just didn't call mancuso to nominate my map, he was the first showing interest. When he decided to mod my map, he had a talk with Mao after checking my map, so it's not like he gave me the nomination just to cancel any veto. Also, Mao's biggest concern was sharkie's diff, which was removed by sharkie's decision. Perhaps you didn't read everything in the thread (I hope that's the case).

I really don't like getting involved in drama, but if someone attacks me, I guess I have to do something. I'm very tired of posting in this thread, so it would be nice if you only post for good things instead of attacking people.
Mekki
rt on everything ezek said

just stop, gurl. please.
Vivyanne
hey! i got a few questions for the top diff.

00:03:665 (3) - you seem to map just a circle here but when the song repeats at 00:17:186 (3) - but the later one gets all hold emphasis while the first one doesn't. why?
00:04:298 (6) - from what i got you seemed to follow vocal everywhere but here suddenly you map a tail on the vocal to emphasise something else, which seems really inconsistent
00:08:101 (1,2,3,4) - exactly what is being followed in the song? it's not emphasising anything that you mapped to before so the exception feels really random
00:16:340 (8,9,1,4,5,1,4,5,6) - any reason for these triples not to be spaced unlike the rest of the map? the song isn't changing a bit here from what it was in the first half.
00:24:791 (1) - no movement change here? just spacing doesn't make this slider stand out at all

if you wanted variety, it doesn't make sense to force it upon a 30 second map. the gameplay lasts for that short and really doesn't feel repetitive at all when you play through it because the map finishes faster than you blink.
Log Off Now
in addition to the points hakura raised, i have a few extra concerns i have with the top difficulty of the set

00:11:481 (1,2,3,4,5,6,7,8) - this is a similar comment to what hakura made here 00:08:101 (1,2,3,4) - . the rhythm doesn't really seem to follow anything, but more importantly in my opinion the positioning of the notes don't offer any emphasis either, which is what makes the rhythm feel more bland. for example 00:12:115 (4,5,6) - here there is a clear 3 note pattern in the guitar, but the stacking nor rhythm reflect that

00:12:960 (8,1) - spacing here doesn't match the spacing concept you use previously where in it follows the intensity of the vocals, and considering that this is probably the most vocally intense part of the song, it's a strange choice to stray from that idea imo. feels kinda underwhelming to play compared to the rest of the star pattern after this which is spaced more

00:23:101 (1) - minor thing but if you wanted to you could consider silencing these slider ends, since theres no sounds on these blue ticks

there are also a few missing hitsounds in fiery's diff, e.g 00:20:777 (1,2) - 00:22:467 (6) - appear to be missing claps.
Kuron-kun
hitsounds should be alright, as this is present in every diff and ezek added only claps to the upbeats (correct me if I'm wrong), as for the other points lets wait for ezek's reply~
Topic Starter
ZekeyHache
ok I'm gonna pretend you didn't wait for the 7th day on purpose so the map could get dq easier

Hakura wrote:

hey! i got a few questions for the top diff. hi!

00:03:665 (3) - you seem to map just a circle here but when the song repeats at 00:17:186 (3) - but the later one gets all hold emphasis while the first one doesn't. why? even though it's similar in the music, it's not the same word, so I don't see any problem with spicing things up with something different
00:04:298 (6) - from what i got you seemed to follow vocal everywhere but here suddenly you map a tail on the vocal to emphasise something else, which seems really inconsistent For 00:04:298 (6) - I focused on the drum thingy because the holding vocal faded away and the sound at 00:04:298 (6) - seems prevalent to me. The reason why I left the vocal on the tail is to give a better highlight to the drum by leaving that vocal mapped in a passive way. This also helps to create more contrast with the next vocal pattern at 00:04:721 - . I also did it at 00:17:820 (5) - but the difference is that there's 1/4 after it since there are drum sounds, works the same anyway.
00:08:101 (1,2,3,4) - exactly what is being followed in the song? it's not emphasising anything that you mapped to before so the exception feels really random Well, of course it's not emphasizing something that I mapped before because there's no part sounding the same as this one before
00:16:340 (8,9,1,4,5,1,4,5,6) - any reason for these triples not to be spaced unlike the rest of the map? the song isn't changing a bit here from what it was in the first half. There are many triplets and I don't want all of them to be the same
00:24:791 (1) - no movement change here? just spacing doesn't make this slider stand out at all it's good enough imo, it makes a sharp turn aside from having a jump

if you wanted variety, it doesn't make sense to force it upon a 30 second map. the gameplay lasts for that short and really doesn't feel repetitive at all when you play through it because the map finishes faster than you blink. that's up to the mapper, you can make your own harumachi with identical patterns if you want

Log Off Now wrote:

in addition to the points hakura raised, i have a few extra concerns i have with the top difficulty of the set

00:11:481 (1,2,3,4,5,6,7,8) - this is a similar comment to what hakura made here 00:08:101 (1,2,3,4) - . the rhythm doesn't really seem to follow anything, but more importantly in my opinion the positioning of the notes don't offer any emphasis either, which is what makes the rhythm feel more bland. for example 00:12:115 (4,5,6) - here there is a clear 3 note pattern in the guitar, but the stacking nor rhythm reflect that read below

00:12:960 (8,1) - spacing here doesn't match the spacing concept you use previously where in it follows the intensity of the vocals, and considering that this is probably the most vocally intense part of the song, it's a strange choice to stray from that idea imo. feels kinda underwhelming to play compared to the rest of the star pattern after this which is spaced more This is a reply for both points. As you can hear, there's an extended vocal in the pattern, so without the beginning of a vocal, I preferred to focus on the background music by making it into simple 1/2 stacks and leaving intenser parts for vocals. As you can see, 00:12:749 (7) - here is where vocals begin, so there's a bigger jump than from the rest of the pattern, but since there are vocals I also decided to not make it a stack. I see you're concerned about the jumps between these notes not being as big as the star pattern, but the reason why they're this way, is because starting from 00:13:172 - here, the strong instrumental part is supporting the vocals as well, so it makes sense to use a bigger spacing here and leave 00:12:749 (7,8) - with less spacing to generate more contrast.

00:23:101 (1) - minor thing but if you wanted to you could consider silencing these slider ends, since theres no sounds on these blue ticks well, I find this a good suggestion but I don't think it's worth the dq just for this xp
and no... there are no missing hitsounds on fiery's diff, it's like that on every diff as Kuron said

Thanks for passing by~
Monstrata
Grats on requalification ^^
Aurele
why y’all scared of dqs
Monstrata
I'm more scared of Gabe's profile pic
diraimur

Gabe wrote:

why y’all scared of dqs
when a set gets dq'd, it can never be qualified again. it has never been done before. /s

anyway gz on rank lo
Topic Starter
ZekeyHache
Thanks for the support, I can rest in hell now~
Mekki

Monstrata wrote:

I'm more scared of Gabe's profile pic
Miss Cracker, Guuurl
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