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Kaneko Chiharu - Kai Dan [OsuMania]

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error_exe777

DDMythical wrote:

actually i retract my mod

i dont actually care
?
Eedow
Can I do some changes to my diff? I wonder if you'd mind.
Topic Starter
Shima Rin

Eedow wrote:

Can I do some changes to my diff? I wonder if you'd mind.
Sure. Just be careful not to change the hitsounds.
Eedow

Tofu1222 wrote:

Eedow wrote:

Can I do some changes to my diff? I wonder if you'd mind.
Sure. Just be careful not to change the hitsounds.
Thx

http://puu.sh/AZO7R/ffdbf80293.zip
Alter-
Arzenvald
will reviving this map migrate it to v2 :thinking:
Topic Starter
Shima Rin

Arzenvald wrote:

will reviving this map migrate it to v2 :thinking:
I dont think so.
Even if so, it's fine anyway. I can get 5 hypes in an instant smh.
Arzenvald
LOL alright lets continue this

[General]
re-snap all sampled piano keysound, mostly in futsuu, better check them one by one. they don't seem to snap to the mappo

[Meta🅱️ata]
add in tag :
Yellow Ver. イエローVer.
because its still relevant to the source of this song, since you've confirmed the metadata from helper https://osu.ppy.sh/forum/p/6549784


[Folder & Hitsound]
i'm using ura oni for hitsound / keysounding reference, i figured out since you're using hitsound copier there's few bits of missing error
00:32:363 - add LR4_RevCyCV5.wav throughout all diffs (Oni & Inner Oni already have btw, so add it into other diffs)
01:50:067 - & 01:50:178 - add E7S.wav
02:01:400 - G6S idk there's few missing keysound
lower diff hitsounding has lots of missing piano keysound, make sure you recheck it

[Timing]
neat!
except the ending part, i found the timing can be slightly improved
122402,240.963855421687,4,1,1,70,1,0
122643,375,4,1,1,70,1,0
123023,259.74025974026,4,1,1,70,1,0
123276,281.69014084507,4,1,1,70,1,0
123417,276.497695852535,4,1,1,70,1,0
123693,451.127819548872,4,1,1,70,1,0
124142,458.015267175573,4,1,1,70,1,0
124600,709.219858156028,4,1,1,70,1,0
125309,269.058295964126,4,1,1,70,1,0
125577,267.857142857143,4,1,1,70,1,0
125845,267.857142857143,4,1,1,70,1,0
126101,500,4,1,1,70,1,0

don't forget to normalize the bpm using green line!

the chart itself has no problem since my last check anyway, just the added keysound that might need some more tweak!
Topic Starter
Shima Rin

Arzenvald wrote:

LOL alright lets continue this

[General]
re-snap all sampled piano keysound, mostly in futsuu, better check them one by one. they don't seem to snap to the mappo

Rechecked Futsuu and resnapped everything. Sorry for such silly mistake.

[Meta🅱️ata]
add in tag :
Yellow Ver. イエローVer.
because its still relevant to the source of this song, since you've confirmed the metadata from helper https://osu.ppy.sh/forum/p/6549784

Added.


[Folder & Hitsound]
i'm using ura oni for hitsound / keysounding reference, i figured out since you're using hitsound copier there's few bits of missing error
00:32:363 - add LR4_RevCyCV5.wav throughout all diffs (Oni & Inner Oni already have btw, so add it into other diffs)

This hitsound does not fit into lower diffs because they have no notes to support it. The sudden appearance of this reverse cymbal will distort the hitsound feedback in that part so I only keep them for the upper three diffs.

01:50:067 - & 01:50:178 - add E7S.wav

I don't see any piano sounds to support them. Keep.

02:01:400 - G6S idk there's few missing keysound

Fixed for both Inner Oni and Ura Oni by completing the piano keysounds in the storyboard.

lower diff hitsounding has lots of missing piano keysound, make sure you recheck it

[Timing]
neat!
except the ending part, i found the timing can be slightly improved
122402,240.963855421687,4,1,1,70,1,0
122643,375,4,1,1,70,1,0
123023,259.74025974026,4,1,1,70,1,0
123276,281.69014084507,4,1,1,70,1,0
123417,276.497695852535,4,1,1,70,1,0
123693,451.127819548872,4,1,1,70,1,0
124142,458.015267175573,4,1,1,70,1,0
124600,709.219858156028,4,1,1,70,1,0
125309,269.058295964126,4,1,1,70,1,0
125577,267.857142857143,4,1,1,70,1,0
125845,267.857142857143,4,1,1,70,1,0
126101,500,4,1,1,70,1,0

don't forget to normalize the bpm using green line!

Applied the new timing and normalized in every diff.

the chart itself has no problem since my last check anyway, just the added keysound that might need some more tweak!
Thanks so much for your recheck!
Arzenvald
i got complaint from certain players regarding the difficulty spike, regardless how the song support the pattern, their concern that its too spiked from the rest of the map structure.

in that case, i'll address my own concern using their statement.

please note :
considering the nature of the rhythmical playing instrument that exist in the BGA, every 'mashable' and 'spiky' pattern is provided as it is.
and as for now, i choose to follow the mapper intention rather than blindly telling that this map is poorly designed to avoid any modding CoC infingerment.

[Daitatsujin]

00:54:104 (54104|0,54104|1) - the end of this LN is too short, barely able to hit this properly
01:02:892 (62892|2) - this double jack might might be too much
01:11:788 (71788|0,71857|0,71926|0) - 14 jack is also too much compared with other pattern
01:35:734 (95734|0,95734|1) - https://osu.ppy.sh/ss/12035791 try to slightly reduce the hardness since ura oni only use single note
02:00:623 (120623|1) - ^ apply similar 1/3 pattern in here, since the polyrhythm of 1/3 > 1/4 > 1/8 would be a big trouble for reading


[Ura Oni]
00:54:104 (54104|0,54585|3) - the end of this LN is too short
01:10:547 (70547|0,70650|0,70754|0) - 01:13:857 (73857|3,73961|3,74064|3) - triple jack? too spikey
01:51:623 (111623|0,111678|1,111734|0,111845|1) - move to 2 1 2 1 accordingly to make the stream flow like from 01:51:289 -

i feel other lower diff are the best that way.

[Conclusion]
i feel this is the critical point where in certain BPM peak of certain genre of the song, modder / mapper / player can never agree how to chart the best designed chart, or which is poorly designed chart.
if anything, mapper can ask more testplay to the community, and player / modder can address their concern without any unpleasant comments to avoid further unintended discussion.

EDIT :
use daitatsujin for reference, apply to other diff where it possible
[Snapping]

02:00:623 - to 02:01:511 - there's no 1/4, such should use 1/3 btw

2nd EDIT
[Daitatsujin]
DD's points are also valid in certain area, i'll use https://osu.ppy.sh/forum/p/6732814 for reference.
00:11:474 (11474|1) - & 00:11:807 (11807|3) - the transition between jumptrill and onehand trill is rather unpleasant, both visually and playability wise, better to keep it as jumptrill (12 34 2 34 12)
01:02:892 - jump jack, pointed out earlier
01:11:788 - 14 middle hand jack, pointed out earlier
01:50:845 - 01:57:956 - same problem as earlier about jumptrill & one-hand trill, visually, playability, and pr wise it doesn't really fit well and it makes an unnecessary spike. the solution is just go for a trill or jump trill, which would be more sensible visually, playability, and PR wise.
02:00:623 - same point about 1/3, pointed out earlier.

so yeah, i accidentally repeat what DD pointed out but that is worth to take a look at.

----------
self reminder : recheck offset
Topic Starter
Shima Rin

Arzenvald wrote:

i got complaint from certain players regarding the difficulty spike, regardless how the song support the pattern, their concern that its too spiked from the rest of the map structure.

in that case, i'll address my own concern using their statement.

please note :
considering the nature of the rhythmical playing instrument that exist in the BGA, every 'mashable' and 'spiky' pattern is provided as it is.
and as for now, i choose to follow the mapper intention rather than blindly telling that this map is poorly designed to avoid any modding CoC infingerment.

[Daitatsujin]

00:54:104 (54104|0,54104|1) - the end of this LN is too short, barely able to hit this properly It's accurately snapped in this way. I feel this can not be changed.
01:02:892 (62892|2) - this double jack might might be too much Nope I think it's fine. The sounds also support them.
01:11:788 (71788|0,71857|0,71926|0) - 14 jack is also too much compared with other pattern This might be valid cuz 3-double jacks seem too hard for that. Fixed.
01:35:734 (95734|0,95734|1) - https://osu.ppy.sh/ss/12035791 try to slightly reduce the hardness since ura oni only use single note Fixed in your way.
02:00:623 (120623|1) - ^ apply similar 1/3 pattern in here, since the polyrhythm of 1/3 > 1/4 > 1/8 would be a big trouble for reading The drum sounds here are way stronger than the last mod, so I think such patterns are justified. Also with that pattern I am balancing jacks into each columns so it also seems good to me.


[Ura Oni]
00:54:104 (54104|0,54585|3) - the end of this LN is too short
01:10:547 (70547|0,70650|0,70754|0) - 01:13:857 (73857|3,73961|3,74064|3) - triple jack? too spikey
01:51:623 (111623|0,111678|1,111734|0,111845|1) - move to 2 1 2 1 accordingly to make the stream flow like from 01:51:289 -

i feel other lower diff are the best that way.

[Conclusion]
i feel this is the critical point where in certain BPM peak of certain genre of the song, modder / mapper / player can never agree how to chart the best designed chart, or which is poorly designed chart.
if anything, mapper can ask more testplay to the community, and player / modder can address their concern without any unpleasant comments to avoid further unintended discussion. Already asked enough modders / mappers imo during the waiting time. You can check them out in the description box.

EDIT :
use daitatsujin for reference, apply to other diff where it possible
[Snapping]

02:00:623 - to 02:01:511 - there's no 1/4, such should use 1/3 btw

2nd EDIT
[Daitatsujin]
DD's points are also valid in certain area, i'll use https://osu.ppy.sh/forum/p/6732814 for reference.
00:11:474 (11474|1) - & 00:11:807 (11807|3) - the transition between jumptrill and onehand trill is rather unpleasant, both visually and playability wise, better to keep it as jumptrill (12 34 2 34 12)
01:02:892 - jump jack, pointed out earlier
01:11:788 - 14 middle hand jack, pointed out earlier
01:50:845 - 01:57:956 - same problem as earlier about jumptrill & one-hand trill, visually, playability, and pr wise it doesn't really fit well and it makes an unnecessary spike. the solution is just go for a trill or jump trill, which would be more sensible visually, playability, and PR wise.
02:00:623 - same point about 1/3, pointed out earlier.

Are we prefering more back on jumptrills? I am reverting back all to jumptrills and actually at first that was my intention. Hopefully that looks good to you too.

so yeah, i accidentally repeat what DD pointed out but that is worth to take a look at.

----------
self reminder : recheck offset
I am trying my best to optimize this map. Thanks for recheck.
Arzenvald
00:54:104 - (1/8 270bpm) 1/4 540bpm LN shield is such a really short timing window that only occurs once in that spot compared with all other LN end spacing. Such length that make it impossible to not miss or getting a proper 300/300s in first or even second run, it's too obnoxious even read the shield properly with certain user custom skin, such thing in my opinion is rather important to consider, mostly the next part is 145bpm section which would definitely confuses a lot.
If making the shield longer (1/4 270bpm) doesn't works, I'd suggest to remove the shield if you want a more sensible layering

And while jumptrills are okay, I'll figure out a combination between trill-jumptrill (2-3-2-3-12-43-12-43) would make it less obvious than some certain famous jtrill map such nano death wwww, also I'll recheck the offset later on since I made some quiet error orz
Critical_Star

Arzenvald wrote:

[Ura Oni]
00:54:104 (54104|0,54585|3) - the end of this LN is too short reduced to 00:54:919 -
01:10:547 (70547|0,70650|0,70754|0) - 01:13:857 (73857|3,73961|3,74064|3) - triple jack? too spikey it play still alright to me. bpm145 triple jack should be reasonable
01:51:623 (111623|0,111678|1,111734|0,111845|1) - move to 2 1 2 1 accordingly to make the stream flow like from 01:51:289 - i want to make the end 01:51:734 - with 1-3-4, it also wouldn't affect any playability here as well



EDIT :
use daitatsujin for reference, apply to other diff where it possible
[Snapping]

02:00:623 - to 02:01:511 - there's no 1/4, such should use 1/3 btw fixed

2nd EDIT
[Daitatsujin]
DD's points are also valid in certain area, i'll use https://osu.ppy.sh/forum/p/6732814 for reference.
00:11:474 (11474|1) - & 00:11:807 (11807|3) - the transition between jumptrill and onehand trill is rather unpleasant, both visually and playability wise, better to keep it as jumptrill (12 34 2 34 12) readjusted here, i did 2-1-1-2 here instead
01:02:892 - jump jack, pointed out earlier changed pattern here
01:11:788 - 14 middle hand jack, pointed out earlier did 34-12-34 here
01:50:845 - 01:57:956 - same problem as earlier about jumptrill & one-hand trill, visually, playability, and pr wise it doesn't really fit well and it makes an unnecessary spike. the solution is just go for a trill or jump trill, which would be more sensible visually, playability, and PR wise. the current jumpstream are pretty balance and it is possible to fc them. while i do know that double trill would be easier to play but that will just spike my diff SR higher and make the diff gap even further from oni. (that if i have to do a double trill for each jumpstream here i made)
02:00:623 - same point about 1/3, pointed out earlier. fixed
thank you very much usagi :)
i did some self mod + nerfed some part
Topic Starter
Shima Rin

Arzenvald wrote:

00:54:104 - (1/8 270bpm) 1/4 540bpm LN shield is such a really short timing window that only occurs once in that spot compared with all other LN end spacing. Such length that make it impossible to not miss or getting a proper 300/300s in first or even second run, it's too obnoxious even read the shield properly with certain user custom skin, such thing in my opinion is rather important to consider, mostly the next part is 145bpm section which would definitely confuses a lot.
If making the shield longer (1/4 270bpm) doesn't works, I'd suggest to remove the shield if you want a more sensible layering

And while jumptrills are okay, I'll figure out a combination between trill-jumptrill (2-3-2-3-12-43-12-43) would make it less obvious than some certain famous jtrill map such nano death wwww, also I'll recheck the offset later on since I made some quiet error orz
It's not really hard to hit at all, as for me. It's just one 1/6 inteval that might requires a little bit more reaction but for those who play this diff I would say they have the skill level to deal with it. Also, I don't wanna sacrifice anything on the snap stuff. Creating wrongly snapped seems not a choice of me.
Arzenvald
rebubbled soon!

Arzenvald wrote:

Such length that make it impossible to not miss or getting a proper 300/300s in first or even second run
although its still obnoxious to play, i can't deny that its indeed quiet accurate to its music, after certain retries / maybe high-skilled player won't really bother this part, plus for the sake of its difficulty itself, i'll give a go.

Last HS check i guess!

[CS oni]
00:18:641 (18641|3) - missing drumkickhat
00:27:456 (27456|3) - 00:30:122 (30122|1) - missing pianos
00:45:104 - C6S.wav@70% - not sure for what purpose this sb note is
00:47:548 (47548|2,47622|1) - missing pianos
01:30:011 (90011|1) - missing drumkickhat
01:58:289 (118289|1) - 01:58:067 (118067|2) - missing piano on sample
01:59:845 (119845|1) - might want to layer the piano, REALLY optional.

[Lude oni]
00:18:641 (18641|1) - missing drumkickhat

[Eedow muzu]
00:26:585 - F#5S_Gb5S.wav@40% - missing this, optional
00:32:807 (32807|3) - missing E5
01:06:202 (66202|2) - 01:02:064 (62064|0) - missing clap fast low
01:02:271 (62271|1) - missing drum kick low
02:01:289 (121289|2,121511|0,121734|1,121956|2,122178|2,122289|1) - for hitsound feedback sake, i prefer these LR_stuff in sample and move the piano sample to note, its kinda mixed bag currently

[Wonki futsuu & kantan]

00:26:585 - F#5S_Gb5S.wav@40% - missing this, optional
00:32:807 (32807|3) - missing E5
Topic Starter
Shima Rin

Arzenvald wrote:

rebubbled soon!

Arzenvald wrote:

Such length that make it impossible to not miss or getting a proper 300/300s in first or even second run
although its still obnoxious to play, i can't deny that its indeed quiet accurate to its music, after certain retries / maybe high-skilled player won't really bother this part, plus for the sake of its difficulty itself, i'll give a go.

Last HS check i guess!

[CS oni]
00:18:641 (18641|3) - missing drumkickhat
00:27:456 (27456|3) - 00:30:122 (30122|1) - missing pianos
00:45:104 - C6S.wav@70% - not sure for what purpose this sb note is
00:47:548 (47548|2,47622|1) - missing pianos
01:30:011 (90011|1) - missing drumkickhat
01:58:289 (118289|1) - 01:58:067 (118067|2) - missing piano on sample
01:59:845 (119845|1) - might want to layer the piano, REALLY optional.

All fixed except the last one.

[Lude oni]
00:18:641 (18641|1) - missing drumkickhat

Fixed.

[Eedow muzu]
00:26:585 - F#5S_Gb5S.wav@40% - missing this, optional
00:32:807 (32807|3) - missing E5
01:06:202 (66202|2) - 01:02:064 (62064|0) - missing clap fast low Fixed.
01:02:271 (62271|1) - missing drum kick low Fixed.
02:01:289 (121289|2,121511|0,121734|1,121956|2,122178|2,122289|1) - for hitsound feedback sake, i prefer these LR_stuff in sample and move the piano sample to note, its kinda mixed bag currently

[Wonki futsuu & kantan]

00:26:585 - F#5S_Gb5S.wav@40% - missing this, optional
00:32:807 (32807|3) - missing E5
Piano sounds are deliberately deleted from lower diffs as to map the very major melody of the two i mapped in keysounds. In muzu the LR_stuff are fine I guess, and I used to put the most noticeable hitsounds on notes for feedbacks, which actually is the case here. Thanks for recheck!
Arzenvald
why i'm so lucky to nominate V1 map
wait 24 hours before next nomination!
BUBBLED EXIST IN 2018!? good luck!

> timing checked / notechart checked / hitsound checked / metadata checked / snapping checked / addressing other modder's opinion done! / aimod checked

any further discussion is open regarding the jumptrill-y chart on the 2 highest diff (ura oni & daitatsujin), but nonetheless i'm confident enough to push this map as it is.
Topic Starter
Shima Rin

Arzenvald wrote:

why i'm so lucky to nominate V1 map
wait 24 hours before next nomination!
BUBBLED EXIST IN 2018!? good luck!

> timing checked / notechart checked / hitsound checked / metadata checked / snapping checked / addressing other modder's opinion done! / aimod checked

any further discussion is open regarding the jumptrill-y chart on the 2 highest diff (ura oni & daitatsujin), but nonetheless i'm confident enough to push this map as it is.
Thank you so much for your generosity! :)
-mint-
im tired
tatatat
hi
DoNotMess
oh wow mod v1 is still a thing
DoNotMess
I forgot how to modv1 so here it is

[Daitatsujin]
00:11:474 - Since the jumptrill in this area is still considerably short, I would prefer it to be 14 - 23 structure and I believe players around this caliber could still handle this split trill

00:39:141 - again, could have more variation with the jumptrills on the less dense area because there is just way too much 12-34


00:41:252 - You may want to ctrl H this part to fit the pitch especially to emphasize the piano at the end

00:43:252 - Shouldnt there be 1 more note? based on the previous one?

00:45:400 (45400|2) - Im not sure but I cant hear anything on here. But I guess it's ok to keep for flow and pattern

01:08:685 - Again, would love to see a bit more variation in this 1/4 pattern since it's only 145 bpm and the map is high in term of SR, you can utilize jacks in here in which the drum sounds become more significant in this part. omegalul

01:20:547 (80547|1,80616|2,80685|1) - Would be cool if you ctrl H this to fit the pitch again

01:49:956 - You should be adding 1 note to every 1/1 beat in which you did previously for snares.

[CS' Onii-chan]
01:50:845 - Not sure if you will comply but I would love to see a little twist for the jumpstream in here instead of being 1 directional throughout all the map. you can make the second - half a bit heavy on the left side as I suggested there making it the only "un-trillable" jumpstream for the map.
[Lude's sleeping pill Oni]
00:36:807 - This part is kinda heavier than CS', This is my suggestion

00:57:098 - Since the last diff used 4 jacks, CS' Oni used split hand jacks, your diff could use trill to bridge the gap diff accordingly.

01:35:734 - Is ok but, consider this pattern

[Eedow's Muzukashi]
00:17:696 - really huge diff gap in here with lude's. you could layer the drum lightly with some split hand based streams.

Normal Easy OK

For now this first, I might get back to some places I found a little bit weird when testplaying later
Lude

DoNotMess wrote:

[Lude's sleeping pill Oni]
00:36:807 - This part is kinda heavier than CS', This is my suggestion its not like that right now, perhaps you moved it? lel

00:57:098 - Since the last diff used 4 jacks, CS' Oni used split hand jacks, your diff could use trill to bridge the gap diff accordingly. doesnt really matter, but fixed

01:35:734 - Is ok but, consider this pattern keep
tanks
Critical_Star

DoNotMess wrote:

I forgot how to modv1 so here it is


[CS' Onii-chan]
01:50:845 - Not sure if you will comply but I would love to see a little twist for the jumpstream in here instead of being 1 directional throughout all the map. you can make the second - half a bit heavy on the left side as I suggested there making it the only "un-trillable" jumpstream for the map.
Rearranged some part oji-chan
Eedow

DoNotMess wrote:

[Eedow's Muzukashi]
00:17:696 - really huge diff gap in here with lude's. you could layer the drum lightly with some split hand based streams.
I won't change this because LN notes there are enough, and parts like 00:33:696 - 01:37:734 - are hard for some players.
Topic Starter
Shima Rin

DoNotMess wrote:

I forgot how to modv1 so here it is

[Daitatsujin]
00:11:474 - Since the jumptrill in this area is still considerably short, I would prefer it to be 14 - 23 structure and I believe players around this caliber could still handle this split trill For this, it's the very first jumptrill pattern in this song and it's not really into culmination, making it 14-23 would be a bit sudden at this time.

00:39:141 - again, could have more variation with the jumptrills on the less dense area because there is just way too much 12-34
Rearrange for variation.

00:41:252 - You may want to ctrl H this part to fit the pitch especially to emphasize the piano at the end Rearranged.

00:43:252 - Shouldnt there be 1 more note? based on the previous one? Fixed.

00:45:400 (45400|2) - Im not sure but I cant hear anything on here. But I guess it's ok to keep for flow and pattern Just leave it there.

01:08:685 - Again, would love to see a bit more variation in this 1/4 pattern since it's only 145 bpm and the map is high in term of SR, you can utilize jacks in here in which the drum sounds become more significant in this part. omegalul Rearranged a bit but not really reform the patterns. I feel it's still alright to keep the current one and it looks more neat to me.

01:20:547 (80547|1,80616|2,80685|1) - Would be cool if you ctrl H this to fit the pitch again Fixed.

01:49:956 - You should be adding 1 note to every 1/1 beat in which you did previously for snares. Here the music goes into a different part and the difference in drum is very small. So I will keep.
Thanks for mods!
DoNotMess
for lude
https://puu.sh/CvC2f/da63b2644d.png this is the current one with CS' 1 diff harder. it's either supposed to be the other way around or u nerf ur part because it's quite concerning of how heavy it is on not so intense part.

Also discussed some pattern again with tofu and waiting for reply



keysound
00:41:548 (41548|3,41622|2) - CS diff wrong keysound, supposed to be A6S - B6S

I guess the rest is ok
Lude

DoNotMess wrote:

for lude
https://puu.sh/CvC2f/da63b2644d.png this is the current one with CS' 1 diff harder. it's either supposed to be the other way around or u nerf ur part because it's quite concerning of how heavy it is on not so intense part.

Also discussed some pattern again with tofu and waiting for reply



keysound
00:41:548 (41548|3,41622|2) - CS diff wrong keysound, supposed to be A6S - B6S

I guess the rest is ok
fixeddddddddddddddddddddddddddddddddddd
DoNotMess
lets move this into qualify and hear people's thoughts especially on the hardest diff

have some pp

I have the honour to rank the last v1 map (i think?) in 2019
Unpredictable
👀

congratz tofu
-mint-
the last v1 map? o ho ho

we are forgetting something here
Topic Starter
Shima Rin

DoNotMess wrote:

lets move this into qualify and hear people's thoughts especially on the hardest diff

have some pp

I have the honour to rank the last v1 map (i think?) in 2019
Thanks so much for your help!

Unpredictable wrote:

👀

congratz tofu
Thank you!

qqqant wrote:

the last v1 map? o ho ho

we are forgetting something here
GHOST Best of 2019 :3
AchsanLovers
congrats tofu xd

finally get this rank~
DoNotMess
"(i think?)" means something ;)
SpectorDG

DoNotMess wrote:

I have the honour to rank the last v1 map (i think?) in 2019
nah it's last https://osu.ppy.sh/s/537116

btw finally Kai Dan qualify <3
-mint-
mod time. (top difficulty)

my main point:
your layering crams up the room that you have to use pitch-related concepts. you express these in parts of the map, which leads me to believe that you want to apply the concepts to all of the map for consistency. but the only way to make it work is to reduce your layering. you may be reluctant to do it, but hear me out, you will see the difference almost immediately if you just try it out first.


remove all SVs. they do not do your chart any good.


00:05:252 - should be distinguished from 00:06:141 - , 00:07:030 - , etc. because cymbal crash. you have a lot of options for this (which is nice) so im gonna lay out the pros and cons of each one.
1. make the cymbal 4 notes.
pros: it's really easy to add more notes!!! makes the cymbals more Exciting. also increases your object count, so somewhere along the line the SR will probably increase another 0.01* which might be important to you idk
cons: you have to make all the other cymbals 4 notes.
2. keep the layering, but make a stack between 00:05:252 - and 00:05:363 -
pros: easy emphasis on cymbal, keeps the same layering and as such the same object count. no need to add or subtract notes.
cons: you need to remove all other triple to single stacks that dont have cymbals. for example, 00:09:696 - and that will ruin your pitch relevance scheme.
3. keep the cymbal 3 notes, and change all the other triples in that section to doubles.
pros: this allows to player to understand the musical relevance of the map, as all of the doubles in the beginning section have similar volume. allows for more room for emphasis later on!
cons: i cant think of anything. this option is probably the best one.

00:15:919 - why is this reverse for half of a measure? it should be the same as 00:08:807 - because the pitches of the instrument you are mapping with the LNs have the same intervals, there is no reason for you to have a reverse for half of the measure and the same for the second half

00:20:474 - based on your triples layering concept, this should be a triple.
i think something really cool you could do in this section, for the lower pitched drum sound, you can keep it as either [12] or [34], and then for the higher pitch, you could do [14].

00:24:807 - dunno why quiet string sounds get as much emphasis as bassy drum sound. there are practically no notes in that quiet bit, making it singles will only benefit the structural integrity of the map.

00:26:585 - and 00:26:919 - are not the same pitch, why are they both [34]?
00:27:141 - 00:27:474 - and 00:27:807 - ^
00:30:141 - and 00:30:474 - ^

00:30:030 (30030|3,30141|3) - the jack here is definitely a problem. you dont do this for any consecutive piano note that you emphasize. now i understand why you had to resort to that, and im here to explain why you dont have to.
this section can easily be represented with a double on every 4/1. there is a logical emphasis there and you dont have to map a double for every piano melody line and be forced to skip some doubles because it doesnt fit.
if you choose not to follow that, here are some notes that should be doubles (following the way you layered things here)
00:29:363 -
00:29:474 -
00:29:807 -
00:32:696 -

00:32:807 - long echoey sound here. might want to do something about that.

00:33:696 - too many big chords in this section representing too little.
there is a consistent piano left-hand line every 1/4. keep your drum layering as 2 - 3 - 2 - 3 (INCLUDING LNs, those are notes that count into layering too)

00:39:030 - dont really like how all of these sounds are represented by doubles. surely you can mix things up a little bit by making some of them singles?

00:48:141 - 00:48:252 - god these sounds are really quiet to all of the other sounds you map as doubles
00:48:363 - https://osu.ppy.sh/ss/12508018 I've highlighted the notes put on piano snaps here. these are what the piano notes feel like. notice how the piano sound goes up flowingly, but the notes go from 1234 to 1212 because of the double that you mapped to a decently quiet drum.
pretty much this whole section can benefit from removing a lot of doubles. it would create less clashing and more room for accurate expression of the sounds with pitch and representation.

00:51:474 - again, you try to follow the pitch for the piano, but you barely have any room because there are only three keys you are using. use the fourth column. i know you are reluctant to ignore a soft string, but try it out, and see how well you can express the pitches of the piano, and let players notice instead of having to look through the editor for PR.

00:56:685 - why are you mapping triples to bass drums? your map could benefit so much from making them all doubles - for example, this could definitely be represented like [34]-3-2-1-[34][34][34][34] for pitch.
01:03:305 - a double would also remove the triple 1/6 snap jack at 01:03:167 (63167|3,63236|3,63305|3) - which is a tad uncomfortable.
01:02:892 - in fact, i dont even think any of these 6 sounds (except maybe the first one) deserves a double. maybe each can have a 1/6 LN, and you can show the pitch direction like that.

01:04:236 - this is REALLY quiet... consider changing to a single

01:07:857 - the song has a *bit* more going on than just the slowdown drum. try adding some emphasis to the background strings by making those the only doubles.

01:10:857 - these four sounds sound completely different, but they are all in the same splittrill. consider moving them around, because they are not similar in sound.

01:14:271 - this is fine, but it plays awkwardly. might want to see if you can rearrange if possible (not as important a point as the rest of this mod)

01:35:734 - this pattern is pretty hard compared to the rest of the chart (aside from the section immediately previous to it), because it has a couple of 1/3 jacks in between splittrills.
earlier in the map, you had just a trill with this layering. why the difficulty increase?


I will post for the second half when I actually feel awake. This is all I can do for one night
Arzenvald
Remember to keep the discussion civil on the topic of the map, avoid unnecessary conversation! Will follow the discussion
Topic Starter
Shima Rin
I will leave this map for a few more days for the purpose of more exposure, so that I hope to resolve all the issues together.

I'd always hope we'd keep a friendly tone during the discussion at all time too.
Caoutchouc
It is an incredible point in history when we have a soon-ranked that only thing does "well" is jumptrills. Lots and lots of jumptrills, it's almost as if there is litearlly nothing else in the map. Oh, well, except the unnecessary sv that doesn't do literally anything positive for the chart, ridiculous minijacks from time to time and rather often general overmap of some parts. But yeah, apart from this and jumptrills there is nothing else going on in the map making for the most boring experience while playing a map I have had since I started playing this damn game. I was hoping for something more, something interesting, recently the ranked section has been home to some very interesting maps, such as yggdrasil, destination moon and quaoar, I was honestly rather happy seeing it all develop and bloom, making the ranked section something worth *existing* again. And then this is going to happen? I mean great job. We all had just a little too little pp. It sounds a little like the story with Mat's architecture again. It was meant for top players because of its difficulty, but it was simply bad, no one who this map was for liked it, only the lower rank players. It sounds a lot like that to be honest, because this is the most stupid thing I have seen in a while.
Kuron-kun
Please use this thread do discuss stuff related to the beatmap and to suggest ways to improve it instead of throwing personal attacks to both nominators or the mapset owner. Keep this thread clean and have this as your own and last warning.
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