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Carach Angren - Once upon a Time... / There's No Place Like

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Topic Starter
TheKingHenry

Strategas wrote:

and pm which I'll mod
rip PM ¯\_(ツ)_/¯

Strategas wrote:

from my q

04:11:256 (1,2) - 04:12:114 (10,1,2) - 04:36:116 (5,1) - 05:03:544 (5,1) - any reason you stop doing your 1/1 stacking style? I presume you're referencing to the 1/1 like 03:01:545 (1,2) - which is also used one some streams like for example just before your linked place 04:04:399 (1,2,1) - and 04:08:970 (1,2,1) - ; it's actually sorta related to those, as it's to furthen the effect of the same thing with the same idea getting further in the music. At the same time, the companying music also has some slight differences, for example the deep guitars like with the slightly spaced ones (think of what'd be slow SV) are absent in here as pretty much everything except the continuous snare hits stop, and the snares pretty much feel like "hammering the same place"; and as the completely stacked 1/1 isn't really unprecedented in the map either (for example other place emphasised with complete "stop" earlier on with 03:31:542 (1,2) - ). So as it fits the song better here, giving stronger emphasis compared to the one with slight movement, I'd like to keep it where I've decided to use it
05:58:445 (2) - feels anticlamatic as repeats, the song is like exploding here Agree and I've been commenting on how the switch in timing would make streams unnecessarily tough to catch on. However looking at this the bpm is back at the "normal" 210 and have been already for couple beats for these last kicksliders here so I could indeed just change it for something else. Doing that EDIT: replaced the kicksliders with kickslidered triples to have the constant 1/4 but also have more emphasis on the strong string 1/1 than straightforward stream would have

yea
Thanks for the mod!
Strategas
soft-sliderslide2.wav unused, looks like the only places you put the sc2 is at slider ends
Topic Starter
TheKingHenry

Strategas wrote:

soft-sliderslide2.wav unused, looks like the only places you put the sc2 is at slider ends
It's actually not unused. You can test this by using some clearly audible sliderslide on the sliderend-silencing hitsound set, then muted one on the normal, and the sliderslide sound will pop up briefly on every sliderend. To remove this I use muted sliderslide on the set2 too even if it's only used on sliderends. Apparently modding assistant still says it's unused even as it clearly has an effect lol

EDIT: well have to mention though that in here it probably won't matter either way as it'll likely be inaudible anyways with 10% volume, but tune to 100% and you'll see what I mean. Point was anyways that it's not unused ¯\_(ツ)_/¯
Topic Starter
TheKingHenry
While at it, updated the metadata with what could be found on their official website on this album
Strategas
yea it actually sounds rly weird, never seen it like that before
jeanbernard8865
00:08:691 (4) - make the end lower volume cus theres no beat

call me back !
Topic Starter
TheKingHenry

AyanokoRin wrote:

00:08:691 (4) - make the end lower volume cus theres no beat It's the lowest osu! will allow me to do without some more drastic measures; not like it's really necessary anyways, both sounds are pretty damn quiet in the music, same with the object, and even if I could apply some difference it wouldn't really be noticeable. I could mute it but that wouldn't do it justice as there is still a sound. I think it's better as is

call me back !
Thanks for the re-check!
Topic Starter
TheKingHenry
To avoid some unwanted action here too, copying what I posted on my other map

TheKingHenry wrote:

So shortie on why the 99 2 here slide ain't unused and how you see it:

1. use muted sliderslide hitsound on one set, use clearly audible one on other one that other than the slide is muted so you hear it better
2. put clearly audible volume on the sliderend set
3. badam, the slide hitsound pops up every single sliderend

So to remove this from the muted sliderends (as they're supposed to be mute heh) I need to use the slide on that set too. For some reason some modding assisting programs will apparently tell it's unused regardless of this.

This to everyone that'll eagerly come to pop and dq this later on for this ¯\_(ツ)_/¯
jeanbernard8865
nyab
Aurele
nyab
Topic Starter
TheKingHenry
nyab

Changed sliderhead hitsoundset at 00:55:055 (1) - from drum to auto as it should be
Aurele
She's back!
Uta
gratzz
Exclusives
congrats man
Izzywing
02:14:187 - it looks like you accidently turned kiai off here, cause 02:14:116 - still has kiai but the green right after randomly turns it off. I think you meant to turn it off at the bookmark instead? Either it's turned off too early or there's 1/4 of a beat that has kiai on incorrectly. (if it's the latter I guess its not worth a dq)
EDIT - it also seems to happen here 04:50:188 -

Less of an issue but I think this 03:14:114 - is supposed to be 70%? the other loud orchestral hits here have 70% audio so this one having 50 seems odd.
03:15:257 - these two at least should have 70 like 03:06:111 (1,2) - do right?

edit -

if this gets dq'd consider these -

01:12:510 (1,2) - I think since 01:13:055 - isn't really a sound worth a click, extending 01:12:510 (1) - would probably fit better
03:04:687 (4,5) - are actually 3 distinct drum beats, so mapping 03:04:544 - with a 1/4 slider and 03:04:687 (4,5) - with two circles and a 1/4 slider on 03:04:829 - would be more appropriate imo.
05:53:759 (4) - the other streams have had a .1ish ds increase on all these bwams and this one didnt which is kinda lame :\
05:55:259 (1) - at the most intense spot the map devolves into kicksliders, which feels really underwhelming. you could end the previous section with repeat sliders if giving the player a rest is an issue and then put the climax here instead of reducing the intensity by so much
Wishkey
Yow, can you double check 05:57:445 (6) - 05:58:302 (3) - for unsnapped ends bc aimod is being at bit picky on my end
Mir
Since this gets ranked very soon I'll dq so the mapper can respond.

The unsnaps are like.. 2ms or something in aimod but since it's down now it's worth fixing.
jeanbernard8865
could be an opportunity to properly time the vocals at 03:57:613 (1,1,1,1) -
Strategas
can you not check maps on last day lol
Izzywing
Sorry TKH it’s not my intention to delay this map or anything, and it sucks that this has to be dqd on day 7. Just want to apologize for that. The way QAH checks are kinda backlogged so we end up having to check maps on the last few days of their qualified status which sucks for modding v1 maps :<
Topic Starter
TheKingHenry
Tfw I even specifically told ya guys to check this earlier if possible since I knew I'd be out for the weekend ¯\_(ツ)_/¯
Anyways I'll be going through these
Topic Starter
TheKingHenry

Hobbes2 wrote:

02:14:187 - it looks like you accidently turned kiai off here, cause 02:14:116 - still has kiai but the green right after randomly turns it off. I think you meant to turn it off at the bookmark instead? Either it's turned off too early or there's 1/4 of a beat that has kiai on incorrectly. (if it's the latter I guess its not worth a dq)
EDIT - it also seems to happen here 04:50:188 - Intentional, I keep the kiai over the downbeat since the downbeat is still strong even if the section changes for the other (I actually do this quite a lot in my maps). It just feels more right to me to have the effect of the kiai carry over to there instead of stopping it before ¯\_(ツ)_/¯

Less of an issue but I think this 03:14:114 - is supposed to be 70%? the other loud orchestral hits here have 70% audio so this one having 50 seems odd.
03:15:257 - these two at least should have 70 like 03:06:111 (1,2) - do right? Surely so. Don't really like 70% for all of it, sounds little obnoxious, but those 2 could really use it so added one for them
edit -

if this gets dq'd consider these -

01:12:510 (1,2) - I think since 01:13:055 - isn't really a sound worth a click, extending 01:12:510 (1) - would probably fit better Nah I like this way better; the vocals kick in there already, and having the quiet vocal with this low spacing to the slider and then the other vocal with the spacing creates the contrast better than if I'd "ignore" the first vocal clicking-wise. Same with others like these which this section practically only is ¯\_(ツ)_/¯
03:04:687 (4,5) - are actually 3 distinct drum beats, so mapping 03:04:544 - with a 1/4 slider and 03:04:687 (4,5) - with two circles and a 1/4 slider on 03:04:829 - would be more appropriate imo. Somewhat true, I was going to initially do it that way, but the problem with this is that the latter group of 3 from the drums isn't on time to be triple on the white tick, but late so that it's more like from the blue tick to the blue (which with the sound on the white makes it not triple anymore at all). Thus I prefered to follow the guitar with the kicksliders instead, which sounds more clear and precise (on the white tick with the stronger sounds). Also not so strictly related to that but I prefer this way also because the stopping effect of 03:04:972 (1,2) - is stronger with circles before the downbeat than kickslider (like, stream vs. jump into sort of basically)
05:53:759 (4) - the other streams have had a .1ish ds increase on all these bwams and this one didnt which is kinda lame :\ Um it's supposed to have? Making it from sliders might've fucked up the spacing of it at parts, the latter part of this is already of larger spacing. I don't think it's necessary to fiddle with this for that anymore, just gonna fuck it up at this point >.<
05:55:259 (1) - at the most intense spot the map devolves into kicksliders, which feels really underwhelming. you could end the previous section with repeat sliders if giving the player a rest is an issue and then put the climax here instead of reducing the intensity by so much Actually discussed this a lot already (the ending itself got buffed already as it can work that way), the problem is that the bpm changes here, and keeping with streams will fuck up the player here majorly, thus the bpm change is made with kicksliders so it's playable. When it gets back to 210 I use circles too again (with couple kicksliders on 05:56:161 (5,5) - ; and then the last one like this so it has more emphasis on the strong 1/1 orchestrations than straightforward stream

Wishkey wrote:

Yow, can you double check 05:57:445 (6) - 05:58:302 (3) - for unsnapped ends bc aimod is being at bit picky on my end For some reason my aimod didn't mention these but re-snapped the objects in question

AyanokoRin wrote:

could be an opportunity to properly time the vocals at 03:57:613 (1,1,1,1) - lmao k sure (with this timed the last one is pretty damn short, though auto still gets atleast 1000 on it ¯\_(ツ)_/¯ )
That should be 'bout all?
Izzywing
seems good

Didn’t see your request to check it early, sorry. We’re working on getting the backlog down so we don’t have to do these checks on day 7 but the manpower is low :(

Sorry again and good luck!
Strategas
FICK

nvm the above post is not a bubble anymore
Topic Starter
TheKingHenry
Lol did'ya guys accidentally double bub this initially

Hobbes2 wrote:

Sorry again
Don't worry bud you guys are just doing what you're supposed to do, sometimes it goes like this. You don't really need to apologize to me for that even if it didn't go as well as it coulda have here ¯\_(ツ)_/¯
sytho
whoever sang this came from hell

04:49:259 why cant this slider flow like the other ones before it u did it for 05:38:973

00:37:600 why this slider

00:38:623 the next slider should be on this tick because that is where the pitch changes
Topic Starter
TheKingHenry

Matthew Rigaud wrote:

whoever sang this came from hell or is goin there :^)

04:49:259 why cant this slider flow like the other ones before it u did it for 05:38:973 Not sure what you mean, but it pretty much does? The direction of the kickslider doesn't really matter much here as it's likely played by stopping on it. So other than that the important things like the spacing from the previous kickslider or the spacing to the following stream are fairly similar. No need to change anything

00:37:600 why this slider Why not lol? I think it fits there fairly well (I use these for the others of the same kind too). Not like this'd really need specific reason if it fits nevertheless, but it's mainly because what'd fit the turning point of the melody better than slider with turn like this

00:38:623 the next slider should be on this tick because that is where the pitch changes Truly enough you can hear the change beginning there with slowed down speeds, but the actual new sound begins at the white tick. Basically think of how smooth sounds like these orchestration strings are better off timed according to the "peak" points or whatever emphasis points the listener perceives on normal speeds since that'll feel more natural (listener will think the sound "starts" at when it actually kicks in, not necessarily when it sound'd actually start. This means like no difference with sounds like snare hit or that kinda stuff, but if you'd time stuff like violin concerto, you'd need to take this kind of things into consideration). Well, not like this is really that relevant or important here since either way this sounds more like beginning on white tick, what you pointed out is more like the ending of the last one (which obviously makes it the sliderend of it)
No changes ¯\_(ツ)_/¯
jeanbernard8865
alright, let's give it another shot
-Mo-

Matthew Rigaud wrote:

00:06:510 (2,3) this part of the song is too quiet for the green line volume

00:10:873 more green lines should be added to represent the increase of volume in this section

00:13:532 there is no actual song on this tick yet it is still mapped
From reports thread.

These don't look like problems to me though, but might as well shout it out to you. ¯\_(ツ)_/¯
Topic Starter
TheKingHenry

-Mo- wrote:

Matthew Rigaud wrote:

00:06:510 (2,3) this part of the song is too quiet for the green line volume Like it or not but it's as low as you can go with the volume change, and not like downing it to practically no feedback just because the music is very quiet is a good idea. These objects are supposed to keep the rhythm in the music going on even as it fades into oblivion (since it's still there if you increase the volume of the music)

00:10:873 more green lines should be added to represent the increase of volume in this section Not necessary. If song goes from very quiet to quiet, it doesn't mean hitsounds should go from quiet to not so quiet. And changing only very little will make like no difference here. The hitsounds are audible throughout, and that's mostly enough, the rest is left to the actual music here

00:13:532 there is no actual song on this tick yet it is still mapped There is though, that agrement is pretty clear and audible? From blue tick 00:13:464 - to the white tick at 00:13:600 - on 1/8 snapping
From reports thread.

These don't look like problems to me though, but might as well shout it out to you. ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ indeed
lol
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