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posted
updated and also fixed the Tags :3
posted
[General]
I'd remove the space in the kanji
Why is there 境界の彼方 when that is the title itself

[Easy]

Easy feels more like normal to me, oh well o_o
00:47:885 (1,2) - Easy diff, make sure the end at (2) visible

[Normal]

AR+1
00:59:625 (5) - Not that parallel with (4)

[Insane]

01:02:885 (1,2,3,4) - That was pretty unexpected...

[Oni]

00:15:012 (2) - d, though this part feels slightly weird for me, but it's just me I guess w
00:22:451 (3) - d


Nothing much to find anyway :D
posted

mekadon wrote:

[General]
I'd remove the space in the kanji ah k fixed
Why is there 境界の彼方 when that is the title itself fixed

[Easy]

Easy feels more like normal to me, oh well o_o eh really ? i don't think so :o
00:47:885 (1,2) - Easy diff, make sure the end at (2) visible well how many time i said this lol, Since there is no reverse on slider tail i think it's eay to catch, no change >.<

[Normal]

AR+1 AR 6 on normal ? oo
00:59:625 (5) - Not that parallel with (4) fixed

[Insane]

01:02:885 (1,2,3,4) - That was pretty unexpected... i just reduced a bit the spacing
[Oni]

Nothing much to find anyway :D
thx for mod o/
posted

mekadon wrote:

[General]
I'd remove the space in the kanji
Why is there 境界の彼方 when that is the title itself

[Oni]

00:15:012 (2) - d, though this part feels slightly weird for me, but it's just me I guess w
00:22:451 (3) - d

Nothing much to find anyway :D
no change .w.
thanks for mod~
posted
Hello~ -Umi- , ReySHeL ~~:3
Here's a Taiko Mod via My Takio Moding Queue
I am glad if it becomes helpful. :)

[first, and General]

  • My mod is for suggetions. if you dont like, ignore please.
    ~Taiko~
    d is Red Note.
    k is Blue Note.
    and, D , K is Big Notes .. d,k.

    “+ ?” is I like pattern (※example→ add? , remove?)
[Muzukashii]
  1. 00:31:581 (1,1,1,2,1) –全体のパターンから見てddkdkでは・・?もしくは 00:32:233 (1) – でボーカルも切れてるのでddkkd
  2. 01:24:741 (1) - spin move 01:24:455 (1) -のkの置いてる位置か01:24:884 (1) -の方が適切だと思います。

[Oni]
  1. 00:50:983 (2) – add d? or 00:51:309 (3) – remove or move?
    00:50:983 –d が置かれているならば…今のパターンだと盛り上がりが足りない気がしたので提案します。仮に抑揚や休憩付け目的etc..の意図があっても50:983には欲しいです.実際に太鼓演奏を考えてみると分かりやすいかもしれませんが,
    Kで一度締めてここから盛り上がるべき場所にd*ddd...と締め→単符+連打と置くよりは
    ddddd...と締め→連打の方が盛り上がりには向いてますよね。
    それともう1つの理由として、ボーカルの粒を意識してとっているとしても少し手前の00:50:331 (1) – にdを置いて前後にkを配置して粒の意識が弱くなっているので50:983 –にノーツは必要です。add以外の方法として、ここまでの流れを考えて51:309をremoveして粒の意識を少し引き延ばす+ddkの流れで盛り上がりを分かりやすくする,か 00:50:983 –にmoveでもいいと思います。
  2. 01:04:597 (2) – del? 必要ないのでは・・?ここのどこかに5連を置きたいならば01:05:250 (2) – add +01:05:576 (2) – delのようなここに5連符からの1-1-5の形の方がいいと思います。
  3. 01:24:741 (1) – spin move diff. Muzu同様。
  4. 後は特にありませんでした! 提案箇所探すの苦労した;;よく出来てると思います! Good Taiko diffs!
That’s all! I thank you for reading it through ;)
Good Luck! :D
posted

JUDYDANNY wrote:

Hello~ -Umi- , ReySHeL ~~:3
Here's a Taiko Mod via My Takio Moding Queue
I am glad if it becomes helpful. :)

[first, and General]

  • My mod is for suggetions. if you dont like, ignore please.
    ~Taiko~
    d is Red Note.
    k is Blue Note.
    and, D , K is Big Notes .. d,k.

    “+ ?” is I like pattern (※example→ add? , remove?)
[Muzukashii]
  1. 00:31:581 (1,1,1,2,1) –全体のパターンから見てddkdkでは・・?もしくは 00:32:233 (1) – でボーカルも切れてるのでddkkdバックの音をとっています。
  2. 01:24:741 (1) - spin move 01:24:455 (1) -のkの置いてる位置か01:24:884 (1) -の方が適切だと思います。検討します。

[Oni]
  1. 00:50:983 (2) – add d? or 00:51:309 (3) – remove or move?
    00:50:983 –d が置かれているならば…今のパターンだと盛り上がりが足りない気がしたので提案します。仮に抑揚や休憩付け目的etc..の意図があっても50:983には欲しいです.実際に太鼓演奏を考えてみると分かりやすいかもしれませんが,
    Kで一度締めてここから盛り上がるべき場所にd*ddd...と締め→単符+連打と置くよりは
    ddddd...と締め→連打の方が盛り上がりには向いてますよね。
    それともう1つの理由として、ボーカルの粒を意識してとっているとしても少し手前の00:50:331 (1) – にdを置いて前後にkを配置して粒の意識が弱くなっているので50:983 –にノーツは必要です。add以外の方法として、ここまでの流れを考えて51:309をremoveして粒の意識を少し引き延ばす+ddkの流れで盛り上がりを分かりやすくする,か 00:50:983 –にmoveでもいいと思います。 音がないのと、一回ここで落ち着かせてから d d d d Kで盛り上げていきたいです。
  2. 01:04:597 (2) – del? 必要ないのでは・・?ここのどこかに5連を置きたいならば01:05:250 (2) – add +01:05:576 (2) – delのようなここに5連符からの1-1-5の形の方がいいと思います。 検討します。
  3. 01:24:741 (1) – spin move diff. Muzu同様。 ^
  4. 後は特にありませんでした! 提案箇所探すの苦労した;;よく出来てると思います! Good Taiko diffs!
That’s all! I thank you for reading it through ;)
Good Luck! :D
長文の意見ありがとうございます。
参考になりました!
thanks for mod!
posted
Heyo! Taiko Mod as requested by Umi.

General

It makes more sense to put the Preview Point just before the Kiai Time here as the player gets to hear the entirety of what is considered the most emphasized part. 00:52:940 - would probably suffice.

Muzukashii

00:05:190 (2) - make this a kat to fit the rising pitch of the vocal?

00:07:146 (2,1) - reverse these two

00:31:581 (1,1) - ^

01:09:244 (1) - Finisher here to mark the emphasized vocal.

01:12:668 (1,2,3,4,5,6,7,8,1) - this seems a bit excessive for a Muzu.

Oni

01:02:885 (2,3,4,5,1,1,1) - Would this be better as a dddkkdd pattern or something 'cause it kinda seems like it might be.

and idk what else to say really. Maybe start the end spinner 1/4 beat later on both diffs to fit the vocals but I really can't see much to say.
posted

Dainesl wrote:

Heyo! Taiko Mod as requested by Umi.

General

It makes more sense to put the Preview Point just before the Kiai Time here as the player gets to hear the entirety of what is considered the most emphasized part. 00:52:940 - would probably suffice.

Muzukashii

00:05:190 (2) - make this a kat to fit the rising pitch of the vocal?

00:07:146 (2,1) - reverse these two

00:31:581 (1,1) - ^

01:09:244 (1) - Finisher here to mark the emphasized vocal.

01:12:668 (1,2,3,4,5,6,7,8,1) - this seems a bit excessive for a Muzu.

Oni

01:02:885 (2,3,4,5,1,1,1) - Would this be better as a dddkkdd pattern or something 'cause it kinda seems like it might be. i have follow the melody and drum

and idk what else to say really. Maybe start the end spinner 1/4 beat later on both diffs to fit the vocals but I really can't see much to say.
sry no change.
thanks for mod~
posted
Hi..
Here's the mod you requested ~




[General]
Okay.
[Moway]
  • Hey Moway~ .. again it's come to your diff again.. hue xD
  1. 00:15:580 (3) - I guess you missed a clap at the slider's start ? the drum on the music were pretty loud here, add it won't be a bother
  2. 00:20:816 (1,1) - It was really difficult to read this stream after a 1/8 kick slider because it was perfectly hidden under the reversepoint. i suggest to give manual stack to give player more visibility so they won't break their combo or get 100
  3. 00:22:288 (3) - Just a suggestion here, but i think you can bend this slider's middle point slightly a bit left to give a same shape as 00:21:799 (1) - , The back forth pattern would be more beautiful
  4. 00:25:385 (1) - I think this NC is unneeded, well this slider were still belong to the previous combo imo. And.. NC for only a single 1/2 slider was a bit unnecessary i think
  5. 00:27:016 (1) - Give the end point a bit more upwards to create neater flow ? a simple perfect horizontal 1/1 slider were really plain to follow if you ask me
  6. 00:28:891 (3) - Add a clap here ? even the music were provided very low sound. But i'm sure enough i can hear a similiar sound that emphasized often with clap. It sounds nice
  7. 00:34:027 (4,5) - Well, i didn't really like a kick slider that didn't land on anything that provided on the music. A simple 1/2 slider that make a neat symmetrical pattern should fit better in this rate imo. The sound on the bluetick is a bit bother me.
  8. 00:44:625 (3,4,5,6) - Oh square o.o ? I though you hate square.. but whatever lmao
  9. 00:45:929 (3) - I feel that drum whistle were fit perfectly rather than a clap. Try to replace it. As far i can hear the BGM were provide such a crash drum here.
  10. 00:47:559 (5) - Missed a finish here maybe ? There's such a pretty loud cymbal crash here. Add finish should emphasize it perfectly and really nice to follow in the game
  11. 00:50:494 (8,1) - Swap the NC maybe ? the stanza were showing that this 1/2 slider were already included as the 1/2 drum rhytm. But if you want to add NC for indicate the jump, it's up to you then.
  12. 00:59:625 (1) - Hmm.. i don't know if it's intentional. But in this phase i see you using whistle every 1/2 to emphasize the vocal. The vocal here were also a high beat. If you don't mind maybe you can add it instead o.o
  13. 01:01:418 (2) - IF i.. i would delete this note and replace (3) in where the (2) belong now. Just a random suggestion, maybe i affected with the previous ranked one xD
  14. 01:12:342 (5,1) - Same as like a mentioned in hard diff ~
[Insane]
  1. Well, really sorry but i prefer to skip this diff.
    I don't really like the way you ignored the drum and cymbal sound on such a important part. It'd be a wall of text if i mod this, well.. it's your choice of style.
[Rz Hard]
  • Wait.. slider circle size 3 o.o ? I don't think it's a good choice for a Hard diff. Some players will feel bored when playing a 180 bpm Hard with CS 3 i think =w=
  1. 00:02:255 (3) - Nazi thing here.. But you can move the tail point of this slider a bit down like 311 117 to make a perfect U shape slider.
    00:10:553 - Maybe add a note here to emphasize the vocal ? You can stack it with the start of 00:10:715 (5) - to create a simple but fun tiny jump
    00:25:712 (6) - This slider were a bit too curved and looks ugly imo. Why not use the same shape (arc) that copied from 00:25:222 (4) - and got CTRL H + G ? The pattern would be neater.
    00:36:472 (1) - The drum rhytm has already started here. It won't bother anyone if you add clap on the tail to emphasize it o.o
    00:37:125 (3) - The music were echo'd here. It will fit perfectly if you could add a drum additions clap here.
    00:46:581 (3) - What about changet this in to a 1/2 slider with a repeat to follow the drum at 00:46:744 - properly ? skipping it doesn't really good imo
    01:01:744 (3) - The Finish were too loud for a part when the BGM doesn't provide any cymbal sound. I suggest you to reduce the volume of this finish to give more impact at 01:02:070 (4) -
    01:03:538 (1,2) - note and 1/2 slider after a wave of kick slider on a high BPM song sounds a bit mean even for a hard diff. Change them into a simple 1/1 slider should create a easier pattern to follow during the gameplay
    01:07:940 (8) - Did you missed a whistle on the slider start ? As long i can see in this phase you often using whistle to emphasize the vocal o.o. Add here too sounds better imo
    01:12:342 (6,1) - I can hear slightly cymbal sound here. If you don't mind you can add finish here too to emphasize it.
    01:14:462 (2,3) - Well. this play so jarring in the gameplay, i suggest you to swap this position. yeah i mean you should start a 1/1 slider first to follow that guitar sound properly. after that you can add a note to emphasize the vocal accurately. It follows better during gameplay, Try it
[Normal]
  1. 00:05:516 (5,2) - Hmm.. personally i don't really like this kind of overlap, as you can see at the gameplay.

    The start of slider (2) that overlapping with (5) were already visible when we still at the slider tick of (5). I'm afraid this will make a beginners feel confused with the next note. I'll more recommend you to avoid the slider's point. Sitting the start of (5) to the sliderbody of (2) will fit better in this rate imo. Like this
  2. 00:08:769 (1) - I guess you missed a whistle here ? As far i can see your whistle pattern were at every stanza. Also i can hear piano sound here o.o
  3. 00:10:715 (4) - The flow were break here. The end of (4) were too nosedive that provide not smooth pattern to follow in the gameplay. Try to bend this slider slightly more upwards to create better flow. Like this
  4. 00:20:488 (3) - This 1/2 slider didn't really nice to fit the music imo. It was a bit jarring to skip the loud piano stream at 00:20:816 - . For this, i think it will be better if you change this into a note. followed by a 1/1 slider from here 00:20:652 - , With that you can emphasize both vocal and piano in a row.
  5. 00:30:929 (3,4) - Pretty nice rainbow pattern idea you got there. But can you blanket it more accurately ? current was a bit off because (3) were too edgy imo. Try to move the tail point of (3) to 334 166. It create smoother pattern imo
  6. 00:36:798 (5) - I don't see any reason to skip the drum here, it was so loud that no emphasize will make it a rather plain. Suggest to add S:C1 clap at the head of slider and drum additions clap at the end to follow the echo'd sound on the music during gameplay.
  7. 00:44:298 (3) - Maybe change this note into 1/2 slider that pointing to (4) to follow the vocal and music too ? i can hear a drum here.
  8. 00:48:864 (6) - Change to a simple straight slider that pointing to next note would be smoother flow imo.
  9. 00:51:472 (5) - If i, i would delete this note. It will make the 2/1 slider emphasize the vocal more accurately, as i can see the music were accelerate it rhytm here. So i feel a awkward when hitting this note personally xD
  10. 01:15:114 (1) - How about end this spinner at 01:18:048 - to follow the vocal properly ? I still can't understand what's the pole that you use to stop this spinner.
[Easy]
  1. 00:21:962 (1) - This spinner was too soon for beginner to handle. I suggest you to delete the reverse point of 00:21:144 (3) - and start the spinner here 00:21:799 (1) - so beginners will have 1/4 rhytm more for reacting
  2. 00:47:885 (1,2) - Oh pls.. the 00:48:864 (2) - end point of this slider were totally got covered by the sliderbody of (1). I bet this kind of overlap will be really difficult for beginners to read. This pattern were a lot easier to read imo
  3. 00:53:103 (1) - Bend this slider's end slightly up to give a nicer shape, and smoother flow to the next slider ?
  4. 00:57:994 (3,1) - How about create a bit relaxing pattern in a middle of kiai ? xD I suggest you to delete them and start a slider 2/1 slider from 00:57:994 - to 00:58:646 - . So it will create simpler rhytm that more fit for a easy diff and follow the vocal more properly
  5. 01:15:114 (1) - Same as normal diff o.o
  6. 01:24:455 (1) - Just my opinion here, but i think spinner here will fit better instead of such a over-long slider pattern. The slider tick will make some beginners lose their combo i think.

Good Luck ~
posted

Momochikun wrote:

[Rz Hard]
  • Wait.. slider circle size 3 o.o ? I don't think it's a good choice for a Hard diff. Some players will feel bored when playing a 180 bpm Hard with CS 3 i think =w= And i think not. Also, the fact that you're the first one to tell me that CS 3 makes map boring which i can find you a lot of counter example of so.... I'l keep it.
  1. 00:02:255 (3) - Nazi thing here.. But you can move the tail point of this slider a bit down like 311 117 to make a perfect U shape slider. When i do this it doesn't work. Besides, even the shape is nearly perfect and the small unperfection isn't seeable while playing so i don't consider it as an issue.
    00:10:553 - Maybe add a note here to emphasize the vocal ? You can stack it with the start of 00:10:715 (5) - to create a simple but fun tiny jump x2.2 is not what i usually call tiny but there isn't really a vocal to emphasize here. Yeah, that's when she start saying the word and i understand why you told me this but i think the real moment to emphasize is 00:10:715 because that's when you have the more "powerful" syllable.
    00:25:712 (6) - This slider were a bit too curved and looks ugly imo. Why not use the same shape (arc) that copied from 00:25:222 (4) - and got CTRL H + G ? The pattern would be neater. fixed
    00:36:472 (1) - The drum rhytm has already started here. It won't bother anyone if you add clap on the tail to emphasize it o.o Fixed. I also change all the hitsounds in this area because they were bad!
    00:37:125 (3) - The music were echo'd here. It will fit perfectly if you could add a drum additions clap here. Fixed
    00:46:581 (3) - What about changet this in to a 1/2 slider with a repeat to follow the drum at 00:46:744 - properly ? skipping it doesn't really good imo Nope. Because in this part i follow the vocals.
    01:01:744 (3) - The Finish were too loud for a part when the BGM doesn't provide any cymbal sound. I suggest you to reduce the volume of this finish to give more impact at 01:02:070 (4) - Fixed
    01:03:538 (1,2) - note and 1/2 slider after a wave of kick slider on a high BPM song sounds a bit mean even for a hard diff. Change them into a simple 1/1 slider should create a easier pattern to follow during the gameplay Fixed
    01:07:940 (8) - Did you missed a whistle on the slider start ? As long i can see in this phase you often using whistle to emphasize the vocal o.o. Add here too sounds better imo Actually, i missed a lot of whistle! Fixed!
    01:12:342 (6,1) - I can hear slightly cymbal sound here. If you don't mind you can add finish here too to emphasize it. Fixed
    01:14:462 (2,3) - Well. this play so jarring in the gameplay, i suggest you to swap this position. yeah i mean you should start a 1/1 slider first to follow that guitar sound properly. after that you can add a note to emphasize the vocal accurately. It follows better during gameplay, Try it Actually, here i follow the piano so soory but i won't use this rythm.

Good Luck ~
Thank you very much for your mod ^^

-umi- Here is the update! Since the diff start being old i also changed some pattern and some hitsdounds :P
osu file format v12

[General]
AudioFilename: Kyoukai no Kanata.mp3
AudioLeadIn: 1500
PreviewTime: 63538
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4

[Metadata]
Title:Kyoukai no Kanata (TV Size)
TitleUnicode:境界の彼方 (TV Size)
Artist:Chihara Minori
ArtistUnicode:茅原実里
Creator:-Umi-
Version:Rz's Hard
Source:Kyoukai no Kanata
Tags:Opening Beyond the Boundary Rezoons Moway Reyshel
BeatmapID:310159
BeatmapSetID:120366

[Difficulty]
HPDrainRate:5
CircleSize:3
OverallDifficulty:6
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
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951,-125,4,2,1,60,0,0
7472,324.324324324324,4,2,1,80,1,0
7472,-125,4,2,1,60,0,0
11363,-100,4,2,1,70,0,0
16066,-100,4,2,1,60,0,0
16554,327.868852459016,4,2,1,80,1,0
16554,-111.111111111111,4,2,1,70,0,0
19176,-100,4,2,1,70,0,0
21799,326.086956521739,4,2,1,80,1,1
27016,-125,4,2,1,60,0,0
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61663,-90.9090909090909,4,2,1,60,0,1
61826,-90.9090909090909,4,2,1,80,0,1
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63538,-90.9090909090909,4,2,1,80,0,1
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79190,329.67032967033,4,2,1,80,1,0
79190,-125,4,2,1,50,0,0
82486,413.793103448276,4,2,1,80,1,0
82486,-200,4,2,1,50,0,0
83313,571.428571428571,4,2,1,70,1,0
83313,-200,4,2,1,40,0,0
84455,-200,4,2,1,10,0,0


[Colours]
Combo1 : 255,136,17
Combo2 : 116,108,247
Combo3 : 176,0,0
Combo4 : 85,204,88

[HitObjects]
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340,128,81168,5,0,0:0:0:0:
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256,340,83884,1,2,0:0:0:0:
256,192,84455,12,0,87884,0:0:0:0:


P.S. Bon! T'as fini de changer de BG toutes les deux minutes! Xo
posted

Momochikun wrote:

Hi..
Here's the mod you requested ~




[General]
Okay.
[Moway]
  • Hey Moway~ .. again it's come to your diff again.. hue xD
  1. 00:15:580 (3) - I guess you missed a clap at the slider's start ? the drum on the music were pretty loud here, add it won't be a bother fixed
  2. 00:20:816 (1,1) - It was really difficult to read this stream after a 1/8 kick slider because it was perfectly hidden under the reversepoint. i suggest to give manual stack to give player more visibility so they won't break their combo or get 100 moved this some
  3. 00:22:288 (3) - Just a suggestion here, but i think you can bend this slider's middle point slightly a bit left to give a same shape as 00:21:799 (1) - , The back forth pattern would be more beautiful sure i'll change this
  4. 00:25:385 (1) - I think this NC is unneeded, well this slider were still belong to the previous combo imo. And.. NC for only a single 1/2 slider was a bit unnecessary i think mistake on this one I think, fixed
  5. 00:27:016 (1) - Give the end point a bit more upwards to create neater flow ? a simple perfect horizontal 1/1 slider were really plain to follow if you ask me i suppose it is plain, but I kind of like it here
  6. 00:28:891 (3) - Add a clap here ? even the music were provided very low sound. But i'm sure enough i can hear a similiar sound that emphasized often with clap. It sounds nice sure
  7. 00:34:027 (4,5) - Well, i didn't really like a kick slider that didn't land on anything that provided on the music. A simple 1/2 slider that make a neat symmetrical pattern should fit better in this rate imo. The sound on the bluetick is a bit bother me. there is a sound there that matches, but i'll change this because i don't think it is enough to really justify the kicks now
  8. 00:44:625 (3,4,5,6) - Oh square o.o ? I though you hate square.. but whatever lmao I like squares :3
  9. 00:45:929 (3) - I feel that drum whistle were fit perfectly rather than a clap. Try to replace it. As far i can hear the BGM were provide such a crash drum here. I'll tkae your word for it here, I can't hear any hitsound no matter what one i put here anyway :3
  10. 00:47:559 (5) - Missed a finish here maybe ? There's such a pretty loud cymbal crash here. Add finish should emphasize it perfectly and really nice to follow in the game added a clap here, I think fits a bit better
  11. 00:50:494 (8,1) - Swap the NC maybe ? the stanza were showing that this 1/2 slider were already included as the 1/2 drum rhytm. But if you want to add NC for indicate the jump, it's up to you then. I'll hold off on this one now, I'm on the fence about it
  12. 00:59:625 (1) - Hmm.. i don't know if it's intentional. But in this phase i see you using whistle every 1/2 to emphasize the vocal. The vocal here were also a high beat. If you don't mind maybe you can add it instead o.o added
  13. 01:01:418 (2) - IF i.. i would delete this note and replace (3) in where the (2) belong now. Just a random suggestion, maybe i affected with the previous ranked one xD yeah I really don't like the full stop in this part of the song, so I will leave this.
  14. 01:12:342 (5,1) - Same as like a mentioned in hard diff ~

Good Luck ~
Alright thanks for the mod momo!

http://puu.sh/5GVxN.osu

Here's my diff, I guess according to new ranking rules this should be changed to Moway's Insane or Extra depending on what you would like it to be.
posted

mingmichael wrote:

taiko mod from ReySHeL request

Red ~> unrakable issue, must be changed
Blue ~> highly suggested, consider to use it
Black ~> suggestion, just free to choose it

[Muzukashii]

too many useless timing points!! delete them, because they still have a same Volume, Meter, Sample, Volume, and Kiai/notKiai part. for example, delete 00:11:201 - ; 00:19:668 - ; 00:20:734 - etc. you can see it at the timing setup
☞ nice patterns here c: nothing wrong about the pattern. all kats used wisely and corrently
• finisher at 00:43:157 - . well, i saw you followed the finsiher sounds like at 00:42:668 - and 00:43:646 - . okay, but you should be cosistent because 00:43:157 - has a finisher sound too :c listen it carefully

• add a note (don) at 01:08:592 - . well, it's sound weird if you didn't put any notes there. i know that it doesn't have any sounds there, but i think it's better to put it. same like 01:05:983 - which you still use note (kat) at there even there's not any sounds there



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[Oni]

same like Muzukashii diff. please delete some useless timing points which are same
☞ structures are well~! nothing wrong for the structures or the patterns. all kats used wisely too as well at this part. same as Muzukashii part too
• don at 00:01:929 - , to make the better failing pitch sound too. and then, i heard too that 00:01:929 - is already lower too than 00:01:603 - . much better to use the failing pitch sounds

• delete 00:21:717 - and add finisher at 00:21:799 - . i changed them because we can hear it clearly that the finisher sound appears at 00:21:799 - strongly. but, you didn't use it because you use ooo triplet before. so it can't use finisher at 00:21:799 - ;w;

• add finisher at 00:43:157 - too. same like Muzukashii mod before. it will follow the finisher sound from the song which you followed them, like at 00:42:668 - and 00:43:646 - . and it will make more consistent pattern if you use this mod too

• change 01:01:418 - and 01:01:500 - kats and delete 01:01:826 - , because the triplet isn't fit well at there (and it isn't fit to use double triplets there). and then, i changed ooo triplet to be ooo because the triplet sound which is given much stronger than a monotous triplet or a same triplet



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okay that's all from me
goodluck ReySHeL :)
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