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Shihori - Day Breaker [Osu|Taiko]

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Topic Starter
Frostmourne
Updated :)
orioncomet
เอยเช็ค Tag หน่อย Taiko's diffs tag คนทำหาย ดิพ Muzukashii มั้ง
Fixed SB hitsounds to changed offset.
http://puu.sh/4fsLO/0f092ac41b.rar
ขอโทษน้า ลืมเข้ามาดู
Topic Starter
Frostmourne
ok ครับ :D

updated.

@Ono please update your diffs because their tag is missing and now I just fixed them up along with an unsnapped slider as well.
p3n
[Normal]
ok~



[Hard]
Looking good. It would be really great for the spread of this mapset was a 'H' instead of 'I'...but I think it is a decent 'Hard' diff anyway!



[Insane orion]
This map is ~20 seconds shorter than all the other maps in this set. Why? I don't mind slightly different placed breaks or KIAIs but leaving out almost all of the intro makes this map feel a bit weird when judging the whole set. I highly recommend mapping the missing intro to make the mapset consistent!
00:26:277 (8) - slightly wrong beat placement. Slider should end on the blue tick (1/4 shorter) and you should add a note @00:26:641 -
00:27:732 (5) - ^same. Shorten by 1/4 and add note @00:28:096 -
00:29:186 (7) - ^same. Shorten by 1/4 and add note @00:29:550 -
01:15:550 (2) - DayFlow Breaker ;_; Try moving this to 312/232 to use the backlash of the previous jump pattern
02:06:459 (1) - Maybe include this note in the previous combo to increase readability of the following jump pattern. All your triple jump notes are a single combo throughout the map....so why not here as well?
02:45:914 (8) - again wrong beat placement. Shorten this slider by 1/4 and add a circle @02:46:277 - to match the song (noteplacement should be the same as 02:44:732 (1,2) - )
02:47:368 (5) - ^same. Shorten by 1/4 and add note @02:47:732 -
02:48:823 (7) - ^same. Shorten by 1/4 and add note @02:49:186 -

Other than the missing intro and the mistimed slider endings in the instrumental parts, a nice 'Insane'!



[Lunatic]
Suggestions for some jump patterns:
00:28:823 (2,3) - 3,50x 1/4 jump seems VERY harsh here. The high 1/4 jump distances work for the end of the respective parts but not so much in the middle imo. Try to reverse the order of (2,3) and keep the alternating directions: http://osu.ppy.sh/ss/968540 After that you should adjust the jump distance for 00:29:186 (1,2) - as well (like in the screenshot, rotate slightly and stack 00:29:550 (2) - with 00:27:550 (2) - ) or use this:
109,174,28823,2,0,L|120:126,1,50,2|0,0:0|0:0,0:0:0:0:
194,171,29005,2,0,L|184:220,1,50,2|0,0:0|0:0,0:0:0:0:
137,284,29186,6,0,P|196:294|308:260,1,150,6|2,0:0|0:0,0:0:0:0:
304,261,29550,1,0,0:0:0:0:
02:19:550 (1,2) - This jump distance feels a bit unnatural. Having a distance of max ~2,80x feels more in line with the previous jump 02:18:459 (1,2) -
03:39:186 (2,3,4) - Maybe place this stack @192/112 to follow the symmetry pattern
03:39:550 (5) - try to reduce the distance to the previous triplet slightly. The whole pattern uses ~2.00x spacings and starts to spread for the last combo only, but this jump here is higher than the following spread. I suggest a 2.20x spacing with a slight (editor)overlap on 03:39:005 (1) -

Neat. The extreme 1/4 slider jumps are not really something I am fond of but I know some players who are....and I did FC it so it should be ok. Consider changing the one 1/4 jump I pointed out because it connects two parts instead of having a small break afterwards.



I want to see orioncomet's insane with a properly mapped intro. All the other maps in this set are consistent and I cant bubble an inconsistent mapset. Otherwise solid mapset...I'll leave the Taiko diffs for a TaikoBAT just like I told you.
Topic Starter
Frostmourne

p3n wrote:

[Lunatic]
Suggestions for some jump patterns:
00:28:823 (2,3) - 3,50x 1/4 jump seems VERY harsh here. The high 1/4 jump distances work for the end of the respective parts but not so much in the middle imo. Try to reverse the order of (2,3) and keep the alternating directions: http://osu.ppy.sh/ss/968540 After that you should adjust the jump distance for 00:29:186 (1,2) - as well (like in the screenshot, rotate slightly and stack 00:29:550 (2) - with 00:27:550 (2) - ) or use this:
109,174,28823,2,0,L|120:126,1,50,2|0,0:0|0:0,0:0:0:0:
194,171,29005,2,0,L|184:220,1,50,2|0,0:0|0:0,0:0:0:0:
137,284,29186,6,0,P|196:294|308:260,1,150,6|2,0:0|0:0,0:0:0:0:
304,261,29550,1,0,0:0:0:0:
Fix the whole slider jumps related because I think it's unfriendly even it's kinda 2013 mapping way but maybe the plain streams could be already enough on
00:34:096 (1,2,3,4,5,6) -
02:53:913 (2,3,4,5,6,7) -


02:19:550 (1,2) - This jump distance feels a bit unnatural. Having a distance of max ~2,80x feels more in line with the previous jump 02:18:459 (1,2) -
I moved it a bit upwards but not to 2.8x because it has a bit slightly different feeling comparing with 02:18:459 (1,2) - , the movement from the top to the bottom is kinda different when playing comparing with the left goes to the right. so I chose 2.9x
03:39:186 (2,3,4) - Maybe place this stack @192/112 to follow the symmetry pattern
emm.. would like to disagree due to 03:39:186 (2) - has taken place, I wouldn't like to mess it up that much, so leave it here
03:39:550 (5) - try to reduce the distance to the previous triplet slightly. The whole pattern uses ~2.00x spacings and starts to spread for the last combo only, but this jump here is higher than the following spread. I suggest a 2.20x spacing with a slight (editor)overlap on 03:39:005 (1) -
Thing is it's the climax of the song and then the vocal peaks to the point I really think it's the most fitting. sorry that I would let it overdone like this because I am confident it's about the climax and flow shouldn't be that hard to catch enough (also you fc's so it should be ok hehe)

Neat. The extreme 1/4 slider jumps are not really something I am fond of but I know some players who are....and I did FC it so it should be ok. Consider changing the one 1/4 jump I pointed out because it connects two parts instead of having a small break afterwards.
1/4 slider jumps were fixed to regular streams, I'm sure it's better right now :)

I want to see orioncomet's insane with a properly mapped intro. All the other maps in this set are consistent and I cant bubble an inconsistent mapset. Otherwise solid mapset...I'll leave the Taiko diffs for a TaikoBAT just like I told you.
Thank you for checking p3n ! updated
orioncomet

p3n wrote:

[Insane orion]
This map is ~20 seconds shorter than all the other maps in this set. Why? I don't mind slightly different placed breaks or KIAIs but leaving out almost all of the intro makes this map feel a bit weird when judging the whole set. I highly recommend mapping the missing intro to make the mapset consistent! Nah, I'm not going to map the first 20secs, sorry. At least it's not the difficulty from the owner, I hope the guest diff could be a bit different +IMO It IS fine.
00:26:277 (8) - slightly wrong beat placement. Slider should end on the blue tick (1/4 shorter) and you should add a note @00:26:641 -
00:27:732 (5) - ^same. Shorten by 1/4 and add note @00:28:096 -
00:29:186 (7) - ^same. Shorten by 1/4 and add note @00:29:550 -
01:15:550 (2) - DayFlow Breaker ;_; Try moving this to 312/232 to use the backlash of the previous jump pattern Nah, I just wanted to make it to normal pattern, no more jumping here (and it's the same pattern as 02:02:277 (1,2,3) - and some.)
02:06:459 (1) - Maybe include this note in the previous combo to increase readability of the following jump pattern. All your triple jump notes are a single combo throughout the map....so why not here as well? Easier to tell spacing this way +it's not jump here that's why (and same pattern as 00:56:641 (1,2,3) - but I just added an extar note here.)
02:45:914 (8) - again wrong beat placement. Shorten this slider by 1/4 and add a circle @02:46:277 - to match the song (noteplacement should be the same as 02:44:732 (1,2) - )
02:47:368 (5) - ^same. Shorten by 1/4 and add note @02:47:732 -
02:48:823 (7) - ^same. Shorten by 1/4 and add note @02:49:186 -

Other than the missing intro and the mistimed slider endings in the instrumental parts, a nice 'Insane'!
Fixed the off sound silders, but not adding extra notes, hope this's ok. good mod! thank you.
http://puu.sh/4kshM/3a752f0771.rar


EDIT: Just saw the very last comment of p3n, (unless there's some 'new' rules I don't know about) I honestly don't think just the first missing intro is an "inconsistent mapset", players could simply skip the intro, it's not like 20-30secs break times while 'playing' or something, so what if a guest diff has different combo colours, would that make the whole mapset an inconsistent mapset too? just my two cents. If there's anything, just remove my diff, all good really. No drama, I just have no time. sorry forsty :|
Topic Starter
Frostmourne
Updated :D
I will definitely not remove the diff. If p3n doesn't agree, I will simply find other BATs to check :o
KanaRin
Ono again! hahaha.

again both taikos are very nice, I will just leave some suggestions here.

[Muzukashii]

  1. Why SV 1.3? I want to know the reason if you can tell me

[Oni]

  1. yeah, SV 1.4?
  2. 00:58:096 (2) - better add a kat here? sounds better.
  3. 01:26:459 (1,1,1,1,1) - as I see you're following bass drum here, so I think 01:26:641 (1) - better to be don.
    I will say kdddk/ kkddk / dkdkd here.
  4. 01:30:277 (1) - this stream.. hmm.. I can accept that but it's a bit too hard and also quite fake.
    aabc and me also agree that better to make simpler .
    maybe u can try reduce the difficulty for this stream?
  5. 02:40:096 (1) - ^
Edit: we agreed to make changes for the diff name from IRC.

That's it.
Call me back!
OnosakiHito

KanaRin wrote:

SPOILER
Ono again! hahaha.

again both taikos are very nice, I will just leave some suggestions here.

[Muzukashii]

  1. Why SV 1.3? I want to know the reason if you can tell me
    I used it because I heard in the past that SV 1.30 is the real TNT SV, though I'm not sure about this. Even though it isn't, I prefer somehow denser notes in this song with a slower SV. Looks nice to me.

[Oni]

  1. yeah, SV 1.4? Same as above.
  2. 00:58:096 (2) - better add a kat here? sounds better. Ah, I followed more the beat here and added some vocal-mapping sections.
  3. 01:26:459 (1,1,1,1,1) - as I see you're following bass drum here, so I think 01:26:641 (1) - better to be don.
    I will say kdddk/ kkddk / dkdkd here. Oh, I agree.
  4. 01:30:277 (1) - this stream.. hmm.. I can accept that but it's a bit too hard and also quite fake.
    aabc and me also agree that better to make simpler .
    maybe u can try reduce the difficulty for this stream?
  5. 02:40:096 (1) - ^ Changed.
Edit: we agreed to make changes for the diff name from IRC.

That's it.
Call me back!
Kana's mods everywhereeeeeeeee. Haha!

Following: I added the suffix taiko in my diff names, after all #taiko and Kana said it is better in this way.
Also I expanded both maps from 02:43:005 to 02:54:642 . Shouldn't be a problem. The pattern are all the same as in 00:23:368 and 01:33:186.
Tell me what you think about the SV change in the Oni at the end. After that, everything is finished and should be ready I guess.

Thank's for mod! :3

Download: http://puu.sh/4lbgD.zip
Topic Starter
Frostmourne
Thank you very much KanaRin !!!!

Updated :)
KanaRin
How about SV X1.3?
I think 1.4 is a bit too fast, also it will lead to 'last miss' while players play with HR.

Just tell me what you think and then I will set a Taiko icon here.
p3n

orioncomet wrote:

If there's anything, just remove my diff, all good really. No drama, I just have no time. sorry forsty :|
No! Don't remove it...I like your insane. It is fun to play and a very good match spreadwise between Frosty's Hard and Lunatic. I just personally don't bubble/rank any mapsets with 10%+ differences in drain time.

This mapset is technically ready to be bubbled but I can't do it. So for the other BATs checking this: Go ahead if you are fine with the 20s difference in draintime.
OnosakiHito
Yes, I agree with you Kana. Frost will change it now.
KanaRin
Rechecked!
Topic Starter
Frostmourne
Thank you KanaRin so much :D !!!!!
OnosakiHito
Go Go Go~
popner
Since there is auto lead-in now you can just set all lead-in to 0.

[Hard]
00:34:641 (2,3) - is this intentional?(not a blanket)
01:04:096 (3,4,5) - I think this is better to keep the consistency:

02:54:278 (2,3) - same as 00:34:641 (2,3)
03:29:914 (1,2) - ^

Pretty solid mapset.
Satellite

OnosakiHito wrote:

Go Go Go~
Topic Starter
Frostmourne

popner wrote:

Since there is auto lead-in now you can just set all lead-in to 0.
em.. about audio lead-in, I tried 0 but it came too fast to me, the song just actually starts at 0 position so I think it's kinda too sudden. will leave it here sorry ..

[Hard]
00:34:641 (2,3) - is this intentional?(not a blanket) a... fixed the rhythm itself to make it easier to play also :D
01:04:096 (3,4,5) - I think this is better to keep the consistency:

I feel this one is an ok. The way it is located is kinda fitting with the song (peaked vocal) also it's a slider, I believe it's not that hard to play because it's also a Hard diff, great suggestion but I just prefer my own, let me know if you insist so I can find another solution to fix it!
02:54:278 (2,3) - same as 00:34:641 (2,3) done
03:29:914 (1,2) - ^ done

Pretty solid mapset.
updated, literally changed according to your mod, no other changes at all.
Thank you popner very much !
popner
It is 33℃ and there is no air conditioner in my room. I'm totally sweaty. :?
Topic Starter
Frostmourne

popner wrote:

It is 33℃ and there is no air conditioner in my room. I'm totally sweaty. :?
not even a fan = =..??

btw Thank you very much popner :D !!
jonathanlfj
go go frosty~
sjoy
Touhou song ^ ^
Scorpiour
Hi there

red - must be fixed
blue - highly recommend to consider
black - only suggestions


[Lunatic]
  1. 00:06:277 (1) - perhaps a red-anchor could emphasize the repeat better like this?
  2. 00:08:823 (1) - add one repeat here?
  3. 00:32:641 (5) - i suppose a 1/4 slider is heard better...
  4. 00:48:641 (3) - ctrl+g for better flow?
  5. 02:17:550 (5,1,2,3) - hmmm 1/2 beat is ..okay but i would like to choose 3/4 for vocal here...you know the 3/4 here is a unique beat of septette for the dead princess...also other similar cases...
[Insane orion]
  1. 01:18:096 (1,2) - change to an 1/2 repeat and then a note on 01:18:641 - to emphasize the downbeat?
  2. 01:33:186 - add a note here or delay the break start to here?
retro diff :>

[Normal]
  1. 01:05:550 - add a note here? heard weird a bit
  2. 02:15:368 - ^
that's all~
Topic Starter
Frostmourne

Scorpiour wrote:

Hi there

red - must be fixed
blue - highly recommend to consider
black - only suggestions


[Lunatic]
  1. 00:06:277 (1) - perhaps a red-anchor could emphasize the repeat better like this?
    done
  2. 00:08:823 (1) - add one repeat here? I tried and I found a bit unnoticeable. You will likely easily get a 100 which is kind of bad to players in my opinion so I would like to leave it here.
  3. 00:32:641 (5) - i suppose a 1/4 slider is heard better...

    I did something like 00:23:914 (3,4,5) - since here so if this is changed unexpectedly, players would feel confused from it, sorry that I want to keep it :<
  4. 00:48:641 (3) - ctrl+g for better flow? em... it's really better flow but the current flow is ok, btw the big problem coming up is the pattern I did on 00:49:186 (1,2,3,1,2) - will be really bad to play. Sorry again that I don't want to change.
  5. 02:17:550 (5,1,2,3) - hmmm 1/2 beat is ..okay but i would like to choose 3/4 for vocal here...you know the 3/4 here is a unique beat of septette for the dead princess...also other similar cases...
    really sorry again for this. This one is a jump I intended to do 02:17:368 (4,5) - and then when peaking like this before the chorus, I'm sure that 3/4 might be breaking a bit of flow which I think it shouldn't be. Sorry for my taste though but 1/2 in this way should be enough ok and consistent with the part before choruses in other sections.
[Insane orion]
  1. 01:18:096 (1,2) - change to an 1/2 repeat and then a note on 01:18:641 - to emphasize the downbeat? I think it's ok, having two sliders following vocal and then a jump after that sounds great imo
  2. 01:33:186 - add a note here or delay the break start to here? want to keep consistency with 03:39:550 (1) - because she intended to follow vocal = =.
retro diff :>
Posting under Ploy's permission ~


[Normal]
  1. 01:05:550 - add a note here? heard weird a bit
  2. 02:15:368 - ^
fixed all

that's all~
Thank you Scorp :)
Can't connect osu! now, will let you know once I'm done
Scorpiour
Ranked~~!!
Asphyxia
Graz Frost!
Satellite
omg!! Gratz Frost!! :D
Natteke desu
wowwow
isoslow
Gratz Sexymourne
fanzhen0019
gratz!
Oyatsu
Gratz! Frost san :D
Touhou is Japanese game plz. Why genre is Videogame (English)?
Nymph
/w\grats
hoLysoup
: D!!
Congrats!!
Leader

Oyatsu wrote:

Touhou is Japanese game plz. Why genre is Videogame (English)?
Lyrics are in english.

Also, yay Frosty ~
TKS
grattss!
Flask

EvilElvisV2 wrote:

Sexymourne
uguu
Gamu
awesome map :3

and, Congrats <3
Kodora
Congratz!
jonathanlfj
yayy congratz~
scanter
omedetou >~<
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