So good~
It must spending you lots of time working on it >_<
It must spending you lots of time working on it >_<
Amen.Garven wrote:
Fucking awesome.
Things left to do:Garven wrote:
Fucking awesome.
[General]
I recommend skinning the hitlightning (the entire time is kiai, so they're all visible if you have custom ones and it can mar the effect you've gone for), warning arrows, sectionpass/fail image and sound and especially hitbursts considering the default hitburst's habit of covering everything with ugly. Try to offset the text of the hitburst so it's above the notes too, to avoid that covering. I was considering doing this, but since you suggested it I will. I haven't finished all of this part yet.
That said, end your kiai on all difficulties, please. I will, but why?
These gameplay mods are assuming these maps are not authentic (at least, authentic as possible considering the multiple notes at once in the original game) and are mainly considerations towards mouse users (like myself). I'm a mouse user too. I can only beat hard and maniac with hp drain down to 0. For future modders, please mod according to playability on osu! Osu! is not Technika and can't be, though perhaps touchscreen users will find it easier, so we have to work within the limitations of this particular game.
[Instructions]
I recommend having some text instructing to not hit the skip button combined with the introduction to the map. Done. Also removing the sectionpass/fail as they obstruct the text, and put in some arrows letting you know when to hit the first four notes.
[Easy] all done
00:39:833 (1) - This spot may be good to use one of the purple note sets with the vocal (I've only played this game like twice, so I don't know if the easier difficulty levels used those types of notes)
02:01:500 (2) - Have this start near the top so that there isn't a "jump" for an easy
[Normal] all done
01:08:166 (1) - End this at 01:09:166 - to reduce the jump a bit
01:10:500 (2) - This felt off considering the long hold note before following the vocal. Probably best to add a note at 01:10:166 -
01:14:833 (1,2,3,4) - Maybe start from the top to reduce jump distance?
[Hard] all done
00:56:000 (1,1) - This is a pretty tough jump.
01:14:666 (8,1) - ^
[Maniac]
HP drain is brutal on this. Especially when you jump off a hold note prematurely. It's like a death sentence. x_x dropped it down to 6. The difficulties will need to be tweaked significantly so that it's sort of passable.
00:03:750 (1) - What is this snapped to? Probably meant to be at 00:03:833 - , right? No, amazingly not. You can take a look at the video I based the map off of here.
01:08:500 (3) - Is this out of bounds? yep, there was another one earlier too.
In hard and maniac I just copied from the PP and TP versions I found on youtube.Shino wrote:
I think there are some yellows(you know, the sliders) don't fit the beats...
For example:
01:55:666 (1) - in Normal Maps "I love" as Tari's voice falls in pitch.
00:43:833 (1) - in Hard Maps a note in the BG
00:43:832 (1) - in Maniac ^
the crazy part is the map is easy compared to the original. I think it's much easier on a touchscreen, but as I don't have one, there's no way I can tell.----- wrote:
Watching Auto trying to play these maps on hidden and hardrock is awesome![]()
Amazing storyboard
so star~
I've moved it back to WIP for now, I'll give kudosu when I move back to pending and finish with the mod. Thanks!Beuchi-chan wrote:
Hi~
Storyboard mod
~Thoughts and suggestions~
[*] I just love it <3 And I can see all the work you've been putting on this to make it so similar, so congrats for it, it's amazing
[*] You should really use custom sounds xP Some parts of the map sound weird or are a bit unintuitive and I kinda think is because of the hitsounds xP You're right, and this sends me back to WIP.
[*] In [Instructions], some of the texts are a bit hard to see because of the background and the bars (http://osu.ppy.sh/ss/82190), maybe move them to white parts of the bg? They are orange now, or will be soon once I upload them.
~Issues and adjustments~
[Normal]
- All the holdoverlays still appear after the hold bar dissapears. I half want to move it back to WIP while I finish these, but they're way tedious to do after the entire SB is done, and I haven't had the time lately.
01:57:500 - This looks pretty weird, it looks like if a part of the bar is missing, is it like that in Technika? o_O
02:00:000 - ^ I can't remember anymore. It is weird and unnecessary so I'll delete them
[Hard]
00:30:916 - ^ This one is tougher because it goes over to the next measure. I made it one beat longer
[Maniac]
- All the holdoverlays and repeatoverlays are missing. Saving the hardest for last
01:25:583 - Same as I already said.
01:45:583 - ^ These are authentic, but technika fills in the bar. I didn't want to, as it was confusing to me, and the timing bar is still on the screen in osu, but disappears in technika. It's an easy fix later if I want to extend the first part out further.
General mod (ignore all of these suggestions if they're like that for authenticity)
~Instructions~
- I guess it's okay to rank this since it's going for approval huh? xP I can also just stick it in the first post, and I was thinking about adding in a SB introduction, but there's nothing like actually PLAYING the map to figure it out.
~Easy~
No problems here!
~Normal~
00:44:000 (1) - Extend to the white tick?
01:55:666 (1) - Extend to the red tick? (Or maybe the white tick)
~Hard~
00:43:833 (1) - Extend to the white tick?
00:49:666 (1) - Extend to the red tick?
00:55:000 (1) - ^
~Maniac~
00:03:750 (1) - Move to the white tick.
00:43:832 (1) - Extend to the white tick?
00:46:500 (x) - This feels kinda empty o-o add a note here?
Good luck~ :3
*star* + *star*
And hidden mod to disable the timing bars.MDuh wrote:
now we only need is a Storyboard flip for HR mods \m/
~starred
that makes the map so much harder because the approach rate is so low.Zhanger wrote:
and osz2 so people can't put the approach circles back
btw awesome job, star~
Yes, and in previous versions I had the flash.png uploaded, but I never made it because in actual technika, it is really a countdown, and after it's done, the approach bar appears.bmin11 wrote:
Pure awsomeness. Specially the blue note
By the way, don't they have a count-down whenever the blue timing line is about to come out?
Sweet, thanks. This map isn't sight readable at all, since it literally is a different game, so some of the things that will catch people (like the bigger jumps) won't be surprises when they actually go to play it.Miu Matsuoka wrote:
[Overall]
As mentioned in my previous post, this is really an awesome map, and it deserves a kudo star![]()
For each diff, please remove the inheriting sections pairs which has nothing between them. (Example: http://osu.ppy.sh/ss/103703) they don't do anything bad
Also, remove this inheriting section in all difficulties (00:00:276 - Offset 276) Turns on the kiai
[Instructions]
01:30:333 (2) - Put this to 01:30:416, and move 1 grid to the left (Grid Level 2) It's following lyrics, which are all dotted quarter notes
01:32:500 (1,2,3,4) - Arrange like this? http://osu.ppy.sh/ss/103700 The pitch matches the vertical location, like in technika
[Easy]
00:43:500 (3) - Change Whistle to Clap? k
00:57:500 - Add break? k
01:39:333 (6) - Add a hitsound k
[Normal]
01:17:167 (7) - Hard to determine imo, move 1 grid downwards? (Grid Level 1) I don't understand...
01:30:666 (1,1) - Ugh I think this is too fast for a Normal player to react, Use the purple note instead? Even though it says "normal" it's supposed to be a lot harder than that. The jump is not that far, and people who can play 4.5 stars can do that, so long as they know it's coming.
01:55:666 (1) - Didn't match the approach line (http://osu.ppy.sh/ss/103706) Try to adjust it. oops
[Maniac]
00:23:166 - Add a note here? k
00:43:500 (1,2,1) - Too insane? x_x somehow... http://puu.sh/2OOt
Awesome diff![]()
[Hard]
02:05:500 (1) - 2 to 3 grids up (Too jumpy) I can hit it
I've left a reply with my map's link on your mod4mod queue, and I hope you can check it out!
More than ever?Takuma wrote:
hi i love you
yeah yeah...gorlum wrote:
This map is really interesting, want more maps in that style
Um, MATs and BATs have said it's all fine. This is osu!, but this beatmap isn't based on it.theowest wrote:
I believe you must have a approach circle. This is osu! You can't just turn it into another game. Unrankable stuff dude... >.< You see, people can't just go in and edit the beatmap and take away the skin by hand.. That's just way to hard for everyone who wants to play it normally.. It's an awesome beatmap, but this can't be rankable unless you do something about this.
Edit.
Hey, wouldn't it be cool if this was another playing style to pick, just like CtB and taiko? Hm.. I dunno. It would be another good use with your mouse/tablet/etc because it's so much the same.
I dunno.. ;__;
Ask a MAT or a BAT. They'll probably know about this stuff.
BUT IT CAN'T BE POSSIBLE! They're blinded by the awesomeness and can't see that this in reality.. Can't happen here on osu! We all have guide-lines to follow when mapping.. This creates a separate style of playing! What we're used to, is now different! Hardrock won't work and hidden is just the same! ;__; Shall we show this to peppy and see what he has to say? I have no idea what will happen with this beatmap. People will find this in beatmaps, when it's not really the osu! they're used to play.OzzyOzrock wrote:
Um, MATs and BATs have said it's all fine. This is osu!, but this beatmap isn't based on it.theowest wrote:
I believe you must have a approach circle. This is osu! You can't just turn it into another game. Unrankable stuff dude... >.< You see, people can't just go in and edit the beatmap and take away the skin by hand.. That's just way to hard for everyone who wants to play it normally.. It's an awesome beatmap, but this can't be rankable unless you do something about this.
Edit.
Hey, wouldn't it be cool if this was another playing style to pick, just like CtB and taiko? Hm.. I dunno. It would be another good use with your mouse/tablet/etc because it's so much the same.
I dunno.. ;__;
Ask a MAT or a BAT. They'll probably know about this stuff.
"playing with an approach circle is hard as hell unless you know the song". wat? You do know that you can play a song without any sound thanks to the approach circle right? And because this beatmap is missing this and we're only to rely on the SB which most people are completely unfamiliar with!! CRAZY!!!ziin wrote:
How can anyone play hidden?
Also, playing with an approach circle is hard as hell unless you know the song (one more reason approach rate is so low). Unfortunately for me, I've played it so much I know it backwards and forwards so I just ignore them if I turn them on.
NB rangers returns got approved in the past. Even though the ranking criteria has changed significantly, it was clearly not rankable/approvable then, and was approved for its sheer awesomeness. Unfortunately nobody has tried to recreate this until I made this (I found one other example, but I think they gave up on it). I think if they had, we would have more technika styled maps. I certainly plan on making more. Next up will probably be shoreline.
yes. But the whole point of kiai is that the stars are annoying. I do it because it helps keep the beat and because it's authentic.Raging Bull wrote:
Looooool. I see why people like it. And is it kiai abuse to have kiai time for the entire map?