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ChouchouP - Tsukimiyo Rabbit [Osu|Taiko]

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Topic Starter
Zero__wind
Updated the muzu diff
thanks for the modders!
and uploaded a storyboard by DJNightmare~
DJNightmare

Zero__wind wrote:

Updated the muzu diff
thanks for the modders!
and uploaded a storyboard by DJNightmare~
Terribly sorry for the long wait >.<
Kagami Yuki
快快快wwwwwww
GOGOGO
(╯‵□′)╯""——~☆
Cihyaa
hi from chat
Muzu mod ~

[OniJAM's Muzukashii]

  • this map Tags is different from other diffs. please fix
  1. 00:20:660 (81) - change finish (?
    00:28:660 (113) - ^
  2. 00:47:410 (185) - change d , because the vocal on 00:47:660 (186) can emphasize
  3. 01:40:660 (391) - change finish (?
    01:44:660 (407) - ^
    03:42:660 (825) - ^
    03:48:660 (849) - ^
gogo rank map ~
cute song :D
Kayano

Cihyaa wrote:

hi from chat
Muzu mod ~

[OniJAM's Muzukashii]

  • this map Tags is different from other diffs. please fix Fixed
  1. 00:20:660 (81) - change finish (?
    00:28:660 (113) - ^
  2. 00:47:410 (185) - change d , because the vocal on 00:47:660 (186) can emphasize Fixed
  3. 01:40:660 (391) - change finish (?
    01:44:660 (407) - ^
    03:42:660 (825) - ^
    03:48:660 (849) - ^ I don't want tp change them to finish... finishers seems to concentrated for me in those parts if i added
gogo rank map ~
cute song :D
Thanks for modding~ :D
Topic Starter
Zero__wind
thanks for the mod
updated
and changed combo colors for my diffs to match with the storyboard
Natsu
Hi from my Queue

[General]
  1. Maybe resize your BG to a properly size? o.o
[Stress]
  1. Probably you need to change this diff name
  2. 00:16:160 (3,4) - Just as suggestion, but having a circle streams will follow better the song, also gonna be more fun because is the harder diff of the set, you can hear how different the music is in 00:15:660 (1,2) - to 00:16:160 (3,4) -
  3. 00:17:660 (1,3) - sorry for nazi, but this blanket look to close, just move this 00:18:326 (3) - 1 grid to the right, for example this one look better 00:18:660 (1,2) -
  4. 00:27:410 (2,3,4) - Honestly, I rage in this part when I was playing this QAQ, the spacing in 2 to 3 is too short compared with 3 and 4, maybe you can add more distance in 2 and 3?
  5. 00:29:660 (1,3) - similar as 00:17:660
  6. 00:35:660 here are some nice piano sounds, I think you can bring more importance for them, maybe some like you did on 00:49:410 (4,1,2,3,4,5,6) - , there are others similars parts, but yeah up to you.
  7. 00:55:576 (8,1) - just curious about the distance you used here, probably is more consistent and comfortable if you do some like 00:53:576 (5,1) -
  8. 00:59:160 I want to click the piano sound here QAQ, probably you want to start the slider there and add a circle in 00:59:076
  9. 01:01:826 (2) - this slider is starting with a really weak beat probably thats why it feel not right IMO maybe try this:
  10. 01:02:076 (3,4) - probably I'll suggest you some similar as above
  11. 01:24:160 (3,4) - after the fun jumps, I feel not comfortable have this space reduccion here it make me hit 100 QAQ maybe add more distance to keep the jump feeling?
  12. 01:37:910 (2,3) - similar as above the space is to short compared to the jumps I preffer if you try an antijump like you did in 01:39:076 (3,1) -
  13. 01:45:910 (3,4,5) - some antijumps or less distance fit pretty well the music at this point
  14. 01:46:660 (6) - NC should be here o.o maybe is a mistake?
  15. 01:48:660 (2) - 01:50:660 (9) - same as above, probably them are on purpose, but I still preffer if you change them
  16. 02:37:243 up the volume maybe to 30% I need feedback for ending the slider, with 20% I can't hear it orz
  17. 02:08:576 ^
  18. 02:38:243 ^
  19. 03:10:326 would be nice if you map the piano here
  20. 03:11:910 (2,1) - try to don't overlap those slider perfect imo is hard to read
[Insane]
  1. 00:19:410 (4) - probably using a curved slider here you'll improve the flow to 00:19:660 (1) -
  2. 00:21:910 (2,3) - same here I feel this movement forced when I was testing this, maybe try this:
  3. 00:33:660 (1,2,3) - sorry for nazi, but try to improve this blanket
  4. 01:09:660 (1,2) - try a slider instead? It will fit better the music also that double circles are really painful
  5. 01:17:076 I suggest to remove this circle, it doesn't follow nothing in the music, when I click it, I don't have a feedback from the music
  6. 01:45:910 (2,3,4) - same suggestion as stress an antijump will represent better the music
  7. 02:08:576 same as stress
  8. 02:37:243 ^
  9. 02:38:243 ^

[Hard]
  1. 00:16:160 (3,4) - prefer if you have the repeats here instead of 00:15:660 (1,2) - maybe just preference
  2. 00:18:326 (6,7) - probably I'll complain about this doubles on hard diffs, since they are really hard to play properly imo is better a slider
  3. 00:51:160 (4,6) - stack this properly or is on purpose?
  4. 00:59:160 - 00:59:493 - I feel really weird since you should map this parts like you did with 00:54:660 (1,2,3,4,5,6) - maybe just me QAQ
  5. 01:15:326 (3,7) - maybe just me, but after all the sliders starting on heavy beats, I feel this weird since the sliders start in a really weak beat imo
  6. 02:55:160 (3,5) - lol why we talk about this always xD
  7. 03:10:326 probably will be a good idea map this beat, since the similars one are mapped
  8. 02:25:910 same as others diffs
[Normal]
  1. probably AR6... D:
  2. 01:20:160 (5,1) - I really prefer if you unstack this is too hard imo, newbies will click to fast there
  3. 01:28:660 (5) - missing NC? it follow your pattern thought
  4. 02:16:160 (5,1) - same as 01:20:160
  5. 02:24:660 (1) - what about to end the spinner in 02:26:160 sound better or drag the break, if yu like the idea this apply for the others diffs
  6. 03:22:410 (5,1) - same as 01:20:160
  7. 03:46:660 (1,2) - 03:47:660 (1,2) - is the first time you used this pattern and just in the end of the diff, QAQ really evil imo xD
[Easy]
  1. mm ar4 play better here imo, since 03:26:660 (1,2,3,4,5,1,2,3) - for example in this part too much objects at same time also consider hp +1
  2. 01:08:660 (1,2) - maybe a mistake? the repeats doesn't follow nothing in the music o.o
  3. 03:49:660 (3) - NC? fit alot the song
probably the most fun map I played this week GL have a baby star
Topic Starter
Zero__wind

Natsu wrote:

Hi from my Queue

[General]
  1. Maybe resize your BG to a properly size? o.o not seem to be needed as the bg files is corresponding to the other ones iin the SB folder
[Stress]
  1. Probably you need to change this diff name yeah maybe =.= keep it as current
  2. 00:16:160 (3,4) - Just as suggestion, but having a circle streams will follow better the song, also gonna be more fun because is the harder diff of the set, you can hear how different the music is in 00:15:660 (1,2) - to 00:16:160 (3,4) - nice idea
  3. 00:17:660 (1,3) - sorry for nazi, but this blanket look to close, just move this 00:18:326 (3) - 1 grid to the right, for example this one look better 00:18:660 (1,2) - k
  4. 00:27:410 (2,3,4) - Honestly, I rage in this part when I was playing this QAQ, the spacing in 2 to 3 is too short compared with 3 and 4, maybe you can add more distance in 2 and 3? tried to adjust a bit
  5. 00:29:660 (1,3) - similar as 00:17:660 sure
  6. 00:35:660 here are some nice piano sounds, I think you can bring more importance for them, maybe some like you did on 00:49:410 (4,1,2,3,4,5,6) - , there are others similars parts, but yeah up to you. hmm I think it's ok as this part should be softer as I suppose
  7. 00:55:576 (8,1) - just curious about the distance you used here, probably is more consistent and comfortable if you do some like 00:53:576 (5,1) - eh, I suppose it's actually similar to 00:51:410 (4,5,1) - , so it's probably fine as current
  8. 00:59:160 I want to click the piano sound here QAQ, probably you want to start the slider there and add a circle in 00:59:076 hmm sorry >.< I want them to be matched with 00:56:660 (1,2,3) -
  9. 01:01:826 (2) - this slider is starting with a really weak beat probably thats why it feel not right IMO maybe try this:
    eh a little, but I suppose it's ok, just really trying to arrange the similar rhythm differently otherwise it may be boring
  10. 01:02:076 (3,4) - probably I'll suggest you some similar as above
  11. 01:24:160 (3,4) - after the fun jumps, I feel not comfortable have this space reduccion here it make me hit 100 QAQ maybe add more distance to keep the jump feeling? a bit
  12. 01:37:910 (2,3) - similar as above the space is to short compared to the jumps I preffer if you try an antijump like you did in 01:39:076 (3,1) - changed in another way
  13. 01:45:910 (3,4,5) - some antijumps or less distance fit pretty well the music at this point sorry, different comprehension
  14. 01:46:660 (6) - NC should be here o.o maybe is a mistake? no, I think the current setting smproves readability, as there's a gap right after 01:46:660 (6) -
  15. 01:48:660 (2) - 01:50:660 (9) - same as above, probably them are on purpose, but I still preffer if you change them
  16. 02:37:243 up the volume maybe to 30% I need feedback for ending the slider, with 20% I can't hear it orz fixed them all
  17. 02:08:576 ^
  18. 02:38:243 ^
  19. 03:10:326 would be nice if you map the piano here sorry I designed to make the rhythm not so intensive for this part
  20. 03:11:910 (2,1) - try to don't overlap those slider perfect imo is hard to read need more opinions
[Insane]
  1. 00:19:410 (4) - probably using a curved slider here you'll improve the flow to 00:19:660 (1) - I think they're just the same when playing
  2. 00:21:910 (2,3) - same here I feel this movement forced when I was testing this, maybe try this:
    nice
  3. 00:33:660 (1,2,3) - sorry for nazi, but try to improve this blanket fine
  4. 01:09:660 (1,2) - try a slider instead? It will fit better the music also that double circles are really painful considerable
  5. 01:17:076 I suggest to remove this circle, it doesn't follow nothing in the music, when I click it, I don't have a feedback from the music hmm, I think bass drum exists
  6. 01:45:910 (2,3,4) - same suggestion as stress an antijump will represent better the music
  7. 02:08:576 same as stress sure
  8. 02:37:243 ^
  9. 02:38:243 ^

[Hard]
  1. 00:16:160 (3,4) - prefer if you have the repeats here instead of 00:15:660 (1,2) - maybe just preference tried to make easier so
  2. 00:18:326 (6,7) - probably I'll complain about this doubles on hard diffs, since they are really hard to play properly imo is better a slider hmm, just wanted it to be standing still
  3. 00:51:160 (4,6) - stack this properly or is on purpose? hope it's fine now
  4. 00:59:160 - 00:59:493 - I feel really weird since you should map this parts like you did with 00:54:660 (1,2,3,4,5,6) - maybe just me QAQ hmm not really lol
  5. 01:15:326 (3,7) - maybe just me, but after all the sliders starting on heavy beats, I feel this weird since the sliders start in a really weak beat imo oh finally someone agreed with me on this point, I have been hesitating for long, changed
  6. 02:55:160 (3,5) - lol why we talk about this always xD xD oh don't worry anymore~ I've confirmed that it only needs to be readable with current default skin now
  7. 03:10:326 probably will be a good idea map this beat, since the similars one are mapped no, just trying to make it easier
  8. 02:25:910 same as others diffs
[Normal]
  1. probably AR6... D: seems too freaking =.=
  2. 01:20:160 (5,1) - I really prefer if you unstack this is too hard imo, newbies will click to fast there need more opinions, cause I really love these lol
  3. 01:28:660 (5) - missing NC? it follow your pattern thought not really needed imo
  4. 02:16:160 (5,1) - same as 01:20:160
  5. 02:24:660 (1) - what about to end the spinner in 02:26:160 sound better or drag the break, if yu like the idea this apply for the others diffs no change, as the spinner's actually referring to the vocal so...
  6. 03:22:410 (5,1) - same as 01:20:160
  7. 03:46:660 (1,2) - 03:47:660 (1,2) - is the first time you used this pattern and just in the end of the diff, QAQ really evil imo xD yeah it is a concern, I wanna keep them for now though
[Easy]
  1. mm ar4 play better here imo, since 03:26:660 (1,2,3,4,5,1,2,3) - for example in this part too much objects at same time also consider hp +1 changed HP but kept the AR as my Normal is still with AR5
  2. 01:08:660 (1,2) - maybe a mistake? the repeats doesn't follow nothing in the music o.o yeah I know what you mean, but I think this is a acceptable way mapping Easy diffs
  3. 03:49:660 (3) - NC? fit alot the song yes
probably the most fun map I played this week GL have a baby star
hue~ thx a lot ;w;
captin1
hi, passin by, really cool map

I'm sure you've heard this a million times, but 00:31:660 - is pretty tricky to read and play hah

I looked at this for a few minutes, and I think if you took 00:31:826 (2,1) - rotated it ~20 degrees clockwise and then set somewhere around x384 y192, it helps a lot, since then the motion swinging around for 00:31:826 (2,1,2) - has 1 a bit more in the path of what feels natural, I guess.

just a humble opinion, map is super crazy but fun :D

good luck!
Nardoxyribonucleic
Hello Zero__wind, Firce777 and OniJAM, 你們好。Here comes a taiko mod as requested.

[OniJAM's Muzukashii]

00:23:660 (93) - use don here? This could make the pattern less repetitive and flow better
00:31:660 (125) - ^
00:36:160 (143) - use don and 00:40:160 (158) - use kat, by comparing vocal pitch. It would also fit the instruments on both sides.
00:49:910 (195,196) - swap notes? To follow the snare drum
00:53:910 (211,212) - ^
01:29:826 (349) and 01:33:826 (365) change to don? I couldn't find a reason to map a drum kick with kat >.<
01:43:660 (403) - (Optional) you can also change it to don or keep it as a variation to the first part.
01:46:910 (413,416) - change to don? The feeling would be like this: 407-411 go up while 412-416 go down
01:50:910 (423,426) - ^
01:52:410 (429) - kat to balance the pattern if you apply the above line
02:05:910 (477) - don would be better
02:28:660 (566) - consider extend the slider 1/3 beat more?
02:32:660 (576) - ^
02:36:660 (586) - add finish to emphasize the crash cymbal?
03:37:660 (805) - similar to 00:23:660 (93)
03:45:660 (837) - ^
General comment: Proper use of hitsounds. Apart from adherence to vocal and drums, I appreciate you have intended to consider the piano.

[Firce777's Oni]

00:11:826 (60,61) - swap notes? It seems to fit the background instruments
00:40:160 (209) - use kat here? It fits both the vocal and the piano
General comment: The use of kats is consistent, which could fit the instruments most of the time \:D/

[Firce777's Inner Oni]

01:08:076 (512,513) - swap notes? It could match the piano well.
02:02:076 - add a note (don) here? This can form consecutive 2-plets resulting in better flow before the 2nd kiai.
02:06:076 - ^
03:49:076 (1776) - using don could sound better.
General comment: The note structures are already very solid. Good work :3

Good luck~ :D
AllStar12
Hey, mod request here! Lets see:
Note:
• Not sure if the changes I made actually affects the hitsounds, if it does then remember where you placed those hitsounds

[General]
  1. Put "Vocaloid" as the source rather than in the tags
  2. Your storyboard seems to be bit messed up from where I see it such as from:
    • 00:54:743 to 01:44:826 meaning that your Black and White.png is still showing along with the 30075535.png
    • 02:41:076 to 02:58:660 your 30075535.png is is still showing along with the Black and White.png.
    • Not sure what the storyboards terms are called but at 02:58:660 should have a fade in for the Black and White.png?
  3. Enable epilepsy warning
  4. Mentioned this in one of the difficulties but for the combo colors, depending on how the mood of the song goes, change the colors such as part 02:58:660 to 03:13:660 have the combo colors set to white and grey only and during kiai times use brighter colors only. ( I know you're going for it like this but I believe in some parts in other difficulties, the combo colors are mix with each other so recheck them)
  5. I suggest increase the brightness a bit for your combo color 3 if you plan on using it during kiai time
[Easy]
  1. 01:07:660 (2) - Missing whistle
  2. 01:11:660 (3) - remove whistle add clap
  3. 01:11:910 (4) - Missing whistle?
  4. 01:12:160 (5) - remove finish and add clap because that's how the hitsound is in the rest of your difficulties.
  5. 01:04:410 (4) - better flow to the slider if it's on x: 119 y: 161
  6. 01:05:660 (2,3) - Pretty nazi here, re-position circle note 3 to x: 84 y: 368 so it'll have the same y coordinates as the slider later on and isn't to low to the grid. Re-position circle note 3 to x: 226 y: 284 to re-adjust back it's consistent 1.65x distance snap.
  7. 01:07:660 (2) - fix the distance snap a bit?
  8. 01:12:660 (1) - My opinion but the flow here felt a bit weird from the slider having to start off the kiai time.



    Suggestions and Ideas

  9. 00:56:660 to 01:12:660 , have the combo colors change to bright colors?
  10. 03:48:660 (1,2,1,2,3) - Have this part symmetry like this?

    Test play for Easy Difficulty


[Normal]
  1. 01:19:160 think it's sounds much better with a finish here because it bring out the song much better imo. (If you plan on doing so then place this on other difficulties as well)
  2. 01:27:160 (2) - ^
  3. 02:15:160 (2) - ^
  4. 02:23:160 (2) - ^
  5. 03:21:160 (2) - ^
  6. 03:29:160 (2) - ^
  7. 03:13:660 (1,1) - Switch the combo colors since the teal is brighter than the greenish blue color
  8. 00:27:660 (3,4,1) - Not sure if it's an issue but the distance snap is 1.23x here (don't think it is since some other note are also scaling around the number 1.20x)
  9. 01:12:160 (3) - Next distance snap is 1.28x
  10. 01:28:160 (4,5) - Distance snap is 1.30x
  11. 02:04:660 (1) - Distance snap is 1.26x
  12. 03:16:660 (1,2) - Distance snap between here is 1.32x
  13. 03:05:660 (3,4,1) - Believe it's better to have slider 3 and 4 re-positioned to what I show you for better flow



    Suggestions and Ideas


    None


    Test play for Normal Difficulty


[Hard]
  1. The only reason why I didn't do well for an hard is because I believe that the overlaps, slider velocity and quick pressing made me bit confused on certain parts( Pretty sure it's because I'm bad haha). The distance snaps were fine with me.
  2. 02:58:660 (1) - Believe it's unnecessary for it to be there since it's a hard difficulty and during my test-plays I break my combo here so use the 1/8 repeated slider to replace it
  3. 01:02:660 (1) - Remove whistle and add finish since in insane diff. you have a finish there.
  4. 01:09:660 (1) - You have it whistle in insane difficulty but here you have finish, you decide.
  5. 02:04:660 (1) - Have the head of the slider a finish instead of the whistle?
  6. 03:01:410 (2,3,4) - Believe it's a better flow to have the part like this:
  7. 03:12:660 (1,1) - Have the sliders heads to have finish?



    Suggestions and Ideas


    None


    Test play for Hard Difficulty

    Result
    1st Attempt:

    2nd Attempt:

[Insane]
  1. 01:13:660 (1) - Missing whistle on the tail
  2. 01:23:660 (1) - ^
  3. 02:08:660 (1) - ^
  4. 02:20:660 (1) - ^
  5. 03:19:160 (3) - ^
  6. From 03:19:826 to 03:20:576 I went through Hard and Stress difficulties to see how their hitsounds are for these specific times. Seems like some are included hitsounds and some are not. Wondering if this isn't intentional and see if it can be fixed. Here's the chart:
  7. From 03:23:326 to 03:24:326 also has some issues I believe for the hitsounds :
  8. My opinion but at 00:50:826 (2,3) - was a bit iffy on that part, felt like that part should be stacked together.



    Suggestions and Ideas


    None


    Test play for Insane Difficulty


Don't really think the distance snaps are an issue for the harder difficulties but for the hitsounds, some difficulties have some where as others don't in specific times so I say recheck those parts. For the combo colors, I say some of the lighter colors are mixed with the darker colors in parts that I don't think should be the case depending on how the music goes so check on those as well. Overall I say this beatmap is very fun indeed and expect it to be ranked from you, did a good job for a 1/3 map! I might do a recheck on the hitsounds for the difficulties if you want me to (Message me if so).I didn't touch whole lot on Insane and Hard because I might end up screwing up the notes if I do so, I just pointed out the part that I believe felt weird for me during my test-play. Here's a star from me!

If you have any complaints, questions, comments, etc. or found any errors in my work, in-game or on the osu website!


(ノ´ヮ´)ノ*:・゚ Wish you best of luck!~
Kayano

Nardoxyribonucleic wrote:

Hello Zero__wind, Firce777 and OniJAM, 你們好。Here comes a taiko mod as requested.

[OniJAM's Muzukashii]

00:23:660 (93) - use don here? This could make the pattern less repetitive and flow better
00:31:660 (125) - ^
00:36:160 (143) - use don and 00:40:160 (158) - use kat, by comparing vocal pitch. It would also fit the instruments on both sides. change in my way
00:49:910 (195,196) - swap notes? To follow the snare drum keep
00:53:910 (211,212) - ^ ^
01:29:826 (349) and 01:33:826 (365) change to don? I couldn't find a reason to map a drum kick with kat >.< ^
01:43:660 (403) - (Optional) you can also change it to don or keep it as a variation to the first part.
01:46:910 (413,416) - change to don? The feeling would be like this: 407-411 go up while 412-416 go down
01:50:910 (423,426) - ^
01:52:410 (429) - kat to balance the pattern if you apply the above line
02:05:910 (477) - don would be better keep
02:28:660 (566) - consider extend the slider 1/3 beat more? follow the piano
02:32:660 (576) - ^ ^
02:36:660 (586) - add finish to emphasize the crash cymbal? keep
03:37:660 (805) - similar to 00:23:660 (93)
03:45:660 (837) - ^
others all fixed
Thanks for modding ;)
OniJAM's Muzukashii
osu file format v12

[General]
AudioFilename: .mp3
AudioLeadIn: 0
PreviewTime: 128576
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.6
BeatDivisor: 3
GridSize: 32

[Metadata]
Title:Tsukimiyo Rabbit
TitleUnicode:月見夜ラビット
Artist:ChouchouP
ArtistUnicode:蝶々P
Creator:Zero__wind
Version:OniJAM's Muzukashii
Source:
Tags:Fictional World Hatsune Miku Append Dark EXIT TUNE 2nd album papiyon vocaloid pianythm cyoucyoup Firce777 OniJAM DJNightmare
BeatmapID:361488
BeatmapSetID:122342

[Difficulty]
HPDrainRate:4
CircleSize:5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:0.9
SliderTickRate:3

[Events]
//Background and Video events
0,0,"30075535.jpg",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]
660.179487179487,250,4,1,0,70,1,0
72660,-100,4,1,0,70,0,1
80660,-100,4,1,0,70,0,0
80910,-100,4,1,0,70,0,1
88660,-100,4,1,0,70,0,0
128660,-100,4,1,0,70,0,1
136660,-100,4,1,0,70,0,0
136910,-100,4,1,0,70,0,1
160660,-100,4,1,0,70,0,0
178743,-133.333333333333,4,1,0,50,0,0
186660,-100,4,1,0,55,0,0
194660,-100,4,1,0,75,0,1
202660,-100,4,1,0,75,0,0
202910,-100,4,1,0,75,0,1
230660,-100,4,1,0,75,0,0


[HitObjects]
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256,192,205910,1,8,0:0:0:0:
256,192,206160,1,8,0:0:0:0:
256,192,206576,1,0,0:0:0:0:
256,192,206660,1,0,0:0:0:0:
256,192,206910,1,8,0:0:0:0:
256,192,207160,1,0,0:0:0:0:
256,192,207410,1,8,0:0:0:0:
256,192,207660,1,8,0:0:0:0:
256,192,207910,1,8,0:0:0:0:
256,192,208160,1,0,0:0:0:0:
256,192,208410,1,0,0:0:0:0:
256,192,208660,1,8,0:0:0:0:
256,192,209076,1,8,0:0:0:0:
256,192,209160,1,8,0:0:0:0:
256,192,209576,1,8,0:0:0:0:
256,192,209660,1,8,0:0:0:0:
256,192,209910,1,0,0:0:0:0:
256,192,210160,1,8,0:0:0:0:
256,192,210410,1,0,0:0:0:0:
256,192,210660,1,4,0:0:0:0:
256,192,210910,1,8,0:0:0:0:
256,192,211076,1,0,0:0:0:0:
256,192,211410,1,8,0:0:0:0:
256,192,211660,1,0,0:0:0:0:
256,192,211910,1,8,0:0:0:0:
256,192,212076,1,8,0:0:0:0:
256,192,212410,1,8,0:0:0:0:
256,192,212660,1,0,0:0:0:0:
256,192,212910,1,8,0:0:0:0:
256,192,213076,1,0,0:0:0:0:
256,192,213410,1,8,0:0:0:0:
256,192,213660,1,0,0:0:0:0:
256,192,213910,1,0,0:0:0:0:
256,192,214160,1,8,0:0:0:0:
256,192,214410,1,8,0:0:0:0:
256,192,214660,1,0,0:0:0:0:
256,192,214910,1,8,0:0:0:0:
256,192,215076,1,0,0:0:0:0:
256,192,215410,1,8,0:0:0:0:
256,192,215660,1,0,0:0:0:0:
256,192,215910,1,8,0:0:0:0:
256,192,216077,1,8,0:0:0:0:
256,192,216410,1,8,0:0:0:0:
256,192,216660,1,0,0:0:0:0:
256,192,216910,1,8,0:0:0:0:
256,192,217076,1,0,0:0:0:0:
256,192,217410,1,8,0:0:0:0:
256,192,217660,1,0,0:0:0:0:
256,192,217910,1,8,0:0:0:0:
256,192,218160,1,8,0:0:0:0:
256,192,218410,1,8,0:0:0:0:
256,192,218660,1,4,0:0:0:0:
256,192,218910,1,8,0:0:0:0:
256,192,219076,1,0,0:0:0:0:
256,192,219410,1,8,0:0:0:0:
256,192,219660,1,0,0:0:0:0:
256,192,219910,1,8,0:0:0:0:
256,192,220077,1,8,0:0:0:0:
256,192,220410,1,8,0:0:0:0:
256,192,220660,1,0,0:0:0:0:
256,192,220910,1,8,0:0:0:0:
256,192,221076,1,0,0:0:0:0:
256,192,221410,1,8,0:0:0:0:
256,192,221660,1,0,0:0:0:0:
256,192,221910,1,0,0:0:0:0:
256,192,222160,1,8,0:0:0:0:
256,192,222410,1,8,0:0:0:0:
256,192,222660,1,0,0:0:0:0:
256,192,222910,1,8,0:0:0:0:
256,192,223076,1,0,0:0:0:0:
256,192,223410,1,8,0:0:0:0:
256,192,223660,1,0,0:0:0:0:
256,192,223910,1,8,0:0:0:0:
256,192,224077,1,8,0:0:0:0:
256,192,224410,1,8,0:0:0:0:
256,192,224660,1,0,0:0:0:0:
256,192,224910,1,8,0:0:0:0:
256,192,225076,1,0,0:0:0:0:
256,192,225410,1,8,0:0:0:0:
256,192,225660,1,0,0:0:0:0:
256,192,225910,1,8,0:0:0:0:
256,192,226160,1,8,0:0:0:0:
256,192,226410,1,8,0:0:0:0:
256,192,226660,1,4,0:0:0:0:
256,192,226910,1,8,0:0:0:0:
256,192,227076,1,0,0:0:0:0:
256,192,227410,1,8,0:0:0:0:
256,192,227660,1,0,0:0:0:0:
256,192,227910,1,8,0:0:0:0:
256,192,228077,1,0,0:0:0:0:
256,192,228410,1,8,0:0:0:0:
256,192,228660,1,0,0:0:0:0:
256,192,228910,1,0,0:0:0:0:
256,192,229160,1,8,0:0:0:0:
256,192,229410,1,8,0:0:0:0:
256,192,229660,1,4,0:0:0:0:
256,192,229910,1,4,0:0:0:0:
256,192,230160,1,12,0:0:0:0:
Topic Starter
Zero__wind
no change from Firce and updated OniJAM's muzu diff

captin1 wrote:

hi, passin by, really cool map

I'm sure you've heard this a million times, but 00:31:660 - is pretty tricky to read and play hah

I looked at this for a few minutes, and I think if you took 00:31:826 (2,1) - rotated it ~20 degrees clockwise and then set somewhere around x384 y192, it helps a lot, since then the motion swinging around for 00:31:826 (2,1,2) - has 1 a bit more in the path of what feels natural, I guess.

just a humble opinion, map is super crazy but fun :D

good luck!
hmm I think I tried that one but not really content about it, sorry /.\
aabc271
I'm here to have a recheck on the taiko diffs :)
Checked inner oni and oni last time so I'll try to keep this short ~

Blue~ Critical issues. You must fix this
Purple~ It's better to fix this
Pink~ Suggestions only. Change only if you want to
Grey~ Explanations of my suggestions

-----------------------

[General]

Although the AiMod says no, I think it's better to include epilepsy warning to all taiko diffs. After all, it's better safe than sorry :3


-----------------------

[ Firce777's Inner Oni]

02:28:160 (1129,1130) - Maybe delete these ? ( So that 1128 is the end of a section which fits 1111 and 1147. This also avoids obvious increase of difficulty after 2nd chorus )

Basically not much too say. I can understand the structured usage of hitsounds and patterns, and I think it's fine to keep them unchanged as they fit well to the music.

-----------------------

[ Firce777's Oni]

00:48:660 (250~290) - The pattern usage is less consistent than the previous parts. Not big problem though, just see if you intend to do so. ( Inconsistencies such as eg (250~253, 260~263, 270~272) )

01:49:910 (565) - Delete this ? ( So that 01:44:660~01:52:410 doesn't include that k, but yes for 01:52:660~02:00:410 )

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

02:23:660 (734~738) - o o o o O ? ( So that it's not all red which imo doesn't fit the other parts of the diff )

Similar to inner oni, the patterns are overall well-used so I think I can keep the other things unchanged :3

-----------------------

[ OniJAM's Muzukashii]

Seems fine. Refer to the box below for minor pattern suggestions :3

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

00:50:910 (199~200, 215~216) - o o ? ( I think this fits closer to the sounds of drum hits )

02:27:660 (562~564) - o oo ? ( imo this makes a better comparison with (554~556) and this fits the drums well )

It seems that this song really fits the style of repetition. Overall a nice diff :3

-----------------------

Overall all 3 diffs are really nice imo ~

Find me after checking the above. I'm sure this is ready for the taiko icon :)
Topic Starter
Zero__wind

aabc271 wrote:

I'm here to have a recheck on the taiko diffs :)
Checked inner oni and oni last time so I'll try to keep this short ~

Blue~ Critical issues. You must fix this
Purple~ It's better to fix this
Pink~ Suggestions only. Change only if you want to
Grey~ Explanations of my suggestions

-----------------------

[General]

Although the AiMod says no, I think it's better to include epilepsy warning to all taiko diffs. After all, it's better safe than sorry :3


-----------------------

[ Firce777's Inner Oni]

02:28:160 (1129,1130) - Maybe delete these ? ( So that 1128 is the end of a section which fits 1111 and 1147. This also avoids obvious increase of difficulty after 2nd chorus ) fixed this

Basically not much too say. I can understand the structured usage of hitsounds and patterns, and I think it's fine to keep them unchanged as they fit well to the music.

-----------------------

[ Firce777's Oni]

00:48:660 (250~290) - The pattern usage is less consistent than the previous parts. Not big problem though, just see if you intend to do so. ( Inconsistencies such as eg (250~253, 260~263, 270~272) )

01:49:910 (565) - Delete this ? ( So that 01:44:660~01:52:410 doesn't include that k, but yes for 01:52:660~02:00:410 )

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

02:23:660 (734~738) - o o o o O ? ( So that it's not all red which imo doesn't fit the other parts of the diff ) fixed this

Similar to inner oni, the patterns are overall well-used so I think I can keep the other things unchanged :3

-----------------------

[ OniJAM's Muzukashii]

Seems fine. Refer to the box below for minor pattern suggestions :3

Suggested patterns ~
Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

00:50:910 (199~200, 215~216) - o o ? ( I think this fits closer to the sounds of drum hits ) fixed this

02:27:660 (562~564) - o oo ? ( imo this makes a better comparison with (554~556) and this fits the drums well )

It seems that this song really fits the style of repetition. Overall a nice diff :3

-----------------------

Overall all 3 diffs are really nice imo ~

Find me after checking the above. I'm sure this is ready for the taiko icon :)
applied as they requested
aabc271
Taiko diffs look really nice to me ~
Take this

Good luck on ranking this :)
Topic Starter
Zero__wind

aabc271 wrote:

Taiko diffs look really nice to me ~
Take this

Good luck on ranking this :)
thank you very much aabc OAQ
/me bursts into tears
Topic Starter
Zero__wind

AllStar12 wrote:

Hey, mod request here! Lets see:
Note:
• Not sure if the changes I made actually affects the hitsounds, if it does then remember where you placed those hitsounds

[General]
  1. Put "Vocaloid" as the source rather than in the tags no it should be in tags
  2. Your storyboard seems to be bit messed up from where I see it such as from:
    • 00:54:743 to 01:44:826 meaning that your Black and White.png is still showing along with the 30075535.png
    • 02:41:076 to 02:58:660 your 30075535.png is is still showing along with the Black and White.png.
    • Not sure what the storyboards terms are called but at 02:58:660 should have a fade in for the Black and White.png?
  3. Enable epilepsy warning ok
  4. Mentioned this in one of the difficulties but for the combo colors, depending on how the mood of the song goes, change the colors such as part 02:58:660 to 03:13:660 have the combo colors set to white and grey only and during kiai times use brighter colors only. ( I know you're going for it like this but I believe in some parts in other difficulties, the combo colors are mix with each other so recheck them) it's just fine to me now
  5. I suggest increase the brightness a bit for your combo color 3 if you plan on using it during kiai time not needed
[Easy]
  1. 01:07:660 (2) - Missing whistle done
  2. 01:11:660 (3) - remove whistle add clap not fitting
  3. 01:11:910 (4) - Missing whistle? no need to
  4. 01:12:160 (5) - remove finish and add clap because that's how the hitsound is in the rest of your difficulties. k
  5. 01:04:410 (4) - better flow to the slider if it's on x: 119 y: 161 don't really think so
  6. 01:05:660 (2,3) - Pretty nazi here, re-position circle note 3 to x: 84 y: 368 so it'll have the same y coordinates as the slider later on and isn't to low to the grid. Re-position circle note 3 to x: 226 y: 284 to re-adjust back it's consistent 1.65x distance snap. k
  7. 01:07:660 (2) - fix the distance snap a bit? ah, really not a deal
  8. 01:12:660 (1) - My opinion but the flow here felt a bit weird from the slider having to start off the kiai time. not a problem



    Suggestions and Ideas

  9. 00:56:660 to 01:12:660 , have the combo colors change to bright colors? currently just fine
  10. 03:48:660 (1,2,1,2,3) - Have this part symmetry like this?
    already pretty neat
    Test play for Easy Difficulty


[Normal]
  1. 01:19:160 think it's sounds much better with a finish here because it bring out the song much better imo. (If you plan on doing so then place this on other difficulties as well) eh sorry, I think that's too many of tem
  2. 01:27:160 (2) - ^
  3. 02:15:160 (2) - ^
  4. 02:23:160 (2) - ^
  5. 03:21:160 (2) - ^
  6. 03:29:160 (2) - ^
  7. 03:13:660 (1,1) - Switch the combo colors since the teal is brighter than the greenish blue color no you misunderstood, I didn't decide according to the lightness but actuall saturation instaed
  8. 00:27:660 (3,4,1) - Not sure if it's an issue but the distance snap is 1.23x here (don't think it is since some other note are also scaling around the number 1.20x) no, these are not even a problem, adjusted a bit for safe, ok
  9. 01:12:160 (3) - Next distance snap is 1.28x
  10. 01:28:160 (4,5) - Distance snap is 1.30x
  11. 02:04:660 (1) - Distance snap is 1.26x
  12. 03:16:660 (1,2) - Distance snap between here is 1.32x
  13. 03:05:660 (3,4,1) - Believe it's better to have slider 3 and 4 re-positioned to what I show you for better flow
    ok



    Suggestions and Ideas


    None


    Test play for Normal Difficulty


[Hard]
  1. The only reason why I didn't do well for an hard is because I believe that the overlaps, slider velocity and quick pressing made me bit confused on certain parts( Pretty sure it's because I'm bad haha). The distance snaps were fine with me.
  2. 02:58:660 (1) - Believe it's unnecessary for it to be there since it's a hard difficulty and during my test-plays I break my combo here so use the 1/8 repeated slider to replace it need more opinions
  3. 01:02:660 (1) - Remove whistle and add finish since in insane diff. you have a finish there. removed the one in Insane instead
  4. 01:09:660 (1) - You have it whistle in insane difficulty but here you have finish, you decide. whistle
  5. 02:04:660 (1) - Have the head of the slider a finish instead of the whistle? ng
  6. 03:01:410 (2,3,4) - Believe it's a better flow to have the part like this:
    ok
  7. 03:12:660 (1,1) - Have the sliders heads to have finish? too early to sound loud



    Suggestions and Ideas


    None


    Test play for Hard Difficulty

    Result
    1st Attempt:

    2nd Attempt:

[Insane]
  1. 01:13:660 (1) - Missing whistle on the tail ok yeah, did them all I think, also for the below, thx for being so careful lol
  2. 01:23:660 (1) - ^
  3. 02:08:660 (1) - ^
  4. 02:20:660 (1) - ^
  5. 03:19:160 (3) - ^
  6. From 03:19:826 to 03:20:576 I went through Hard and Stress difficulties to see how their hitsounds are for these specific times. Seems like some are included hitsounds and some are not. Wondering if this isn't intentional and see if it can be fixed. Here's the chart:
  7. From 03:23:326 to 03:24:326 also has some issues I believe for the hitsounds :
  8. My opinion but at 00:50:826 (2,3) - was a bit iffy on that part, felt like that part should be stacked together. not a rpoblem to me, I think I haven't stacked even once at these parts



    Suggestions and Ideas


    None


    Test play for Insane Difficulty


Don't really think the distance snaps are an issue for the harder difficulties but for the hitsounds, some difficulties have some where as others don't in specific times so I say recheck those parts. For the combo colors, I say some of the lighter colors are mixed with the darker colors in parts that I don't think should be the case depending on how the music goes so check on those as well. Overall I say this beatmap is very fun indeed and expect it to be ranked from you, did a good job for a 1/3 map! I might do a recheck on the hitsounds for the difficulties if you want me to (Message me if so).I didn't touch whole lot on Insane and Hard because I might end up screwing up the notes if I do so, I just pointed out the part that I believe felt weird for me during my test-play. Here's a star from me! checked out some hitsounding issue

If you have any complaints, questions, comments, etc. or found any errors in my work, in-game or on the osu website!


(ノ´ヮ´)ノ*:・゚ Wish you best of luck!~
thx for the mod and sorry for late reply!

Also, Stress is gone, changed to Ultimate for rankability=.= *sigh
Irie Miyuki
take♂it♂boy

何时rank sad
Topic Starter
Zero__wind
couldn't find a BAT =.= BAT is dying
NR is daed, SG is lost, Kevin's gonna leave...all who I turned to...lol
DJNightmare
http://puu.sh/8yAOt.osb

Here is a fixed version after realising some errors >.<

EDIT:

AllStar12 wrote:

Your storyboard seems to be bit messed up from where I see it such as from:
• 00:54:743 to 01:44:826 meaning that your Black and White.png is still showing along with the 30075535.png
• 02:41:076 to 02:58:660 your 30075535.png is is still showing along with the Black and White.png.
• Not sure what the storyboards terms are called but at 02:58:660 should have a fade in for the Black and White.png?
These semi-faded sprite were intentional :3
Topic Starter
Zero__wind
Updated!
thx a lot~
Broccoly

Zero__wind wrote:

NR is daed
:<
Asphyxia


Giving you a mod since you requested one.

General stuff
  1. It'd be nice if you could resize your BG into 1024 x 768 (or find a new one and then resize)

Easy
  1. 00:19:660 (2) - Not really a problem but the slider looks a bit bad because of the red point, there's this small bump that keeps making me crazy. Mind if you could maybe improve it a bit (by removing the redpoint) ?
  2. 00:23:660 (2) - ^
  3. 00:35:660 (2) - Giving this slider a small downcurve would fit quite well with your previous slider and 00:37:660 (3) - . I think it's better than a straight one
  4. 01:22:910 (1,2) - I wish these notes would have some curve on them. It'd make the map appealing, or that's what I think. Here's an example:
  5. 01:24:410 (4,1) - ^
  6. 01:36:660 (1,2) - Quite nazi stuff here but oh well, 1's end isn't perfectly lined with 2's start. As you can see (http://puu.sh/8A5lV.jpg), you kind of have to make a movement there backwards so it'd be cool if you could move 2 to x:364 y:264!
  7. 01:39:660 (2,1) - ^
  8. 01:43:660 (2) - You know what this is :D
  9. 01:51:660 (3,4,1) - This isn't a must do, just a regular suggestion: if you feel like playing with this pattern here, it could be done differently, here's an example!
  10. 02:16:660 (1) - Could use a small curve too if you want to.
  11. All of my examples and suggestions apply to later patterns and notes, such as 02:20:160 (3,4) - and 02:22:410 (3,1) - so if you applied, apply all for these and so on...
  12. Clean stuff, well done.

Normal
  1. 00:28:660 (1) - Unfitting by it's shape, give it more curve so it'd fit better with 00:29:660 (3) -
  2. 01:20:160 (5,1) - I generally dislike stacks such as these in lower difficulties, I think it just makes a normal way too confusing. Your choice to either remove it or keep it :D
  3. 01:40:160 (4) - I think the small curve makes no sense here, you should go for (imo) a mirror slider from 01:39:660 (3) - OR turn it into a straight slider instead, both of these fit better for sure.
  4. 02:03:076 (2) - Nice <3
  5. 02:16:160 (5,1) - Hi, you know what to do if you applied this earlier.
  6. 03:22:410 (5,1) -
  7. Clean stufffff

Hard
  1. I don't think this Hard difficulty has a problem, everything played quite smoothly for me. Only issue for me is that some of your straight sliders could work, play, and look better if they would be curved. 01:02:660 (1,2) - Is a fine example of this, a mirror from 2 would be really nice (mirror from 2 to replace 1).
  2. 01:28:660 (1) - Quite an useless NC tbh, your lower diffs didn't have a note like this NC'd so maybe it would be better to keep consistency?
  3. 01:37:660 (5) - I dislike the sudden ''jump'' that this slider gives, you could rearrange it a bit and add a curve to it for a better placement (imo):
  4. 02:24:660 (1) - z
  5. Cool

Insane
  1. Overall played really well, few things I'm a bit considered about. You used 2/3 sliders like all the time, maybe some variation would've been nice. 01:28:660 (1) - Also, if you applied the NC, add it to this and next diff too!
  2. 01:47:826 (2,3,4) - Since these were so close to each other, I though it's gonna be a 2/3 pattern. How about making a cool pattern? http://puu.sh/8A7Iv.jpg only a cleaner version of mine... :D
  3. 02:26:076 (3,1) - I know you introduced something new here which is fine, but this was somewhat Extra level stuff, I mean you did not have anything similar to this so it'd be better if you could avoid such things. IMO to hard for Insane >:
  4. 02:56:410 (3,4,5) - I think this part of the stream could flow a bit better, curving it while also moving its direction to upwards instead of straight would be nice, like this! http://puu.sh/8A7Uj.jpg If you apply this, make sure you make it more clean

Tsuki
  1. Hmm, this difficulty is so hard and even I can't pass it. That might be a reason I don't like it that much, along with with some patterns that are ridiculously hard, such as 00:23:660 (1,2,1,2,1,2,1,2) - and 00:31:660 (1,2,1,2,1,2,1,2) - . I know this is meant for the top notch players but it'd be nice if you could make it more enjoyable for players like me.
  2. Sometimes the flow wasn't really the best, like 00:20:660 (1,2) - , 00:29:410 (4,1) - and 00:29:660 (1,2) - for example. Here's 3 examples how to improve the flow, first example represents the first example I mention, second for second etc.
    This way 1-2 will have a much more natural movement that before, which makes the playing way more enjoyable.
    00:29:410 (4,1,2) - Im gonna show this as a one picture.
    Now just by rotating 1 a bit and moving the curve to the other side it makes the movement so much more better which affects the gameplay A LOT. And since we curved 1, we could blanket 2 to it, basic stuff. Just by doing small changes like this makes the map much more enjoyable to play (yeah, i couldn't pass this so i had to test this in editor xD)

Overall a solid mapset, although I wasn't a fan of your ''Tsuka'' difficulty. I'd say it would be really nice if you could get few opinions about it from other players. Well, that's the mod, GL with your mapset Zero! >//<~
captin1
throwing opinion, like I said earlier in the thread really fun map to play, although with some certainly difficult patterns to play. Would be fun to see the fight for top rankings though.
Topic Starter
Zero__wind

Asphyxia wrote:



Giving you a mod since you requested one.

General stuff
  1. It'd be nice if you could resize your BG into 1024 x 768 (or find a new one and then resize) that's not really need as the current size is related to SB effect an it's also rankable

Easy
  1. 00:19:660 (2) - Not really a problem but the slider looks a bit bad because of the red point, there's this small bump that keeps making me crazy. Mind if you could maybe improve it a bit (by removing the redpoint) ? ok did so for all these
  2. 00:23:660 (2) - ^
  3. 00:35:660 (2) - Giving this slider a small downcurve would fit quite well with your previous slider and 00:37:660 (3) - . I think it's better than a straight one ok
  4. 01:22:910 (1,2) - I wish these notes would have some curve on them. It'd make the map appealing, or that's what I think. Here's an example:
    done for all this kind
  5. 01:24:410 (4,1) - ^
  6. 01:36:660 (1,2) - Quite nazi stuff here but oh well, 1's end isn't perfectly lined with 2's start. As you can see (http://puu.sh/8A5lV.jpg), you kind of have to make a movement there backwards so it'd be cool if you could move 2 to x:364 y:264! changed in my own way
  7. 01:39:660 (2,1) - ^
  8. 01:43:660 (2) - You know what this is :D
  9. 01:51:660 (3,4,1) - This isn't a must do, just a regular suggestion: if you feel like playing with this pattern here, it could be done differently, here's an example!
    I don't really like to go a bit backward to the mid
  10. 02:16:660 (1) - Could use a small curve too if you want to. not really feel like to, the similar ones are also straight
  11. All of my examples and suggestions apply to later patterns and notes, such as 02:20:160 (3,4) - and 02:22:410 (3,1) - so if you applied, apply all for these and so on... yes I did
  12. Clean stuff, well done.

Normal
  1. 00:28:660 (1) - Unfitting by it's shape, give it more curve so it'd fit better with 00:29:660 (3) - ok
  2. 01:20:160 (5,1) - I generally dislike stacks such as these in lower difficulties, I think it just makes a normal way too confusing. Your choice to either remove it or keep it :D lol I know, but I really wanna keep it. cause I did quite similar stuff for all Hard Insane and Tsuki at these particular points
  3. 01:40:160 (4) - I think the small curve makes no sense here, you should go for (imo) a mirror slider from 01:39:660 (3) - OR turn it into a straight slider instead, both of these fit better for sure. copy pasted
  4. 02:03:076 (2) - Nice <3 xD
  5. 02:16:160 (5,1) - Hi, you know what to do if you applied this earlier.
  6. 03:22:410 (5,1) -
  7. Clean stufffff

Hard
  1. I don't think this Hard difficulty has a problem, everything played quite smoothly for me. Only issue for me is that some of your straight sliders could work, play, and look better if they would be curved. 01:02:660 (1,2) - Is a fine example of this, a mirror from 2 would be really nice (mirror from 2 to replace 1). hmm I don't really that's that bad, I tried to ballance the ammount of straight and curve sliders in this way. I changed a few of sliders though, not much, as I don't really think it's a problem
  2. 01:28:660 (1) - Quite an useless NC tbh, your lower diffs didn't have a note like this NC'd so maybe it would be better to keep consistency? actually as I mapped from highest diff to the lower ones, actually they follow how Tsuki and Insane diff work. there's not a NC in E&N is only because the notes are too few in those diffs. I used a NC there "with color" to achieve an impact of emphasize, after the grey combos
  3. 01:37:660 (5) - I dislike the sudden ''jump'' that this slider gives, you could rearrange it a bit and add a curve to it for a better placement (imo):
    changed in another way
  4. 02:24:660 (1) - z also gonna keep this one =.=
  5. Cool

Insane
  1. Overall played really well, few things I'm a bit considered about. You used 2/3 sliders like all the time, maybe some variation would've been nice. hmm I think I've already tried to make it vary a lot, with different flows, and with some 1/2 sliders and double circles =.= I really tried to do so
    01:28:660 (1) - Also, if you applied the NC, add it to this and next diff too!
  2. 01:47:826 (2,3,4) - Since these were so close to each other, I though it's gonna be a 2/3 pattern. How about making a cool pattern? http://puu.sh/8A7Iv.jpg only a cleaner version of mine... :D hmm actually I don't want that big distance, this part is soft, and I managed to use short distance in this part, so I think they're not really that confusing
  3. 02:26:076 (3,1) - I know you introduced something new here which is fine, but this was somewhat Extra level stuff, I mean you did not have anything similar to this so it'd be better if you could avoid such things. IMO to hard for Insane >: yeah I did hesitate a bit when maping this part, but actually, it is just the most appropriate and natural rhythm, I won't ever feel like to start a slider from 02:26:076 - to "play better" because that key sound simply doesn't last. If you think stacking 02:26:076 (3,1) - properly would increase the readability I would make a compromise here. I personaly don't think it means much though
  4. 02:56:410 (3,4,5) - I think this part of the stream could flow a bit better, curving it while also moving its direction to upwards instead of straight would be nice, like this! http://puu.sh/8A7Uj.jpg If you apply this, make sure you make it more clean
I tried. Itried yours and tried something myself, but I don't really like how it looks like. I'm bad at placing curved streams, really, so it's currently like this. I don't really think it plays bad as that path is just so short

Tsuki
  1. Hmm, this difficulty is so hard and even I can't pass it. That might be a reason I don't like it that much, along with with some patterns that are ridiculously hard, such as 00:23:660 (1,2,1,2,1,2,1,2) - and 00:31:660 (1,2,1,2,1,2,1,2) - . I know this is meant for the top notch players but it'd be nice if you could make it more enjoyable for players like me. 00:23:660 (1,2,1,2,1,2,1,2,1) - this one isn't that hard OAQ 00:31:576 (5,1,2,1,2,1,2,1,2,1) - is crazy though...
  2. Sometimes the flow wasn't really the best, like 00:20:660 (1,2) - , 00:29:410 (4,1) - and 00:29:660 (1,2) - for example. Here's 3 examples how to improve the flow, first example represents the first example I mention, second for second etc.
    This way 1-2 will have a much more natural movement that before, which makes the playing way more enjoyable. I changed this one.
    00:29:410 (4,1,2) - Im gonna show this as a one picture.
    Now just by rotating 1 a bit and moving the curve to the other side it makes the movement so much more better which affects the gameplay A LOT. And since we curved 1, we could blanket 2 to it, basic stuff. Just by doing small changes like this makes the map much more enjoyable to play (yeah, i couldn't pass this so i had to test this in editor xD) I need to consider more about this

Overall a solid mapset, although I wasn't a fan of your ''Tsuka'' difficulty. I'd say it would be really nice if you could get few opinions about it from other players. Well, that's the mod, GL with your mapset Zero! >//<~ I don't know what I should do now... sad
Kodora
Irie told me that you got connection problems, so i'll post my suggestions here

[Tsuki]

*Would be nice to lower HP Drain by 1 tick to make this diff more friendly for less-skilled players - whole diff is challenging enough itself already.

  1. 00:31:576 (5,1,2,1,2,1,2,1,2) - This is a very cool idea, but spacing at some parts feels quite large which makes some sliders very hard to catch. Try to lower your x1.65 spacing sections to x1.40 (i mean at section like 00:31:576 (5,1) - ) - that wouldn't hurt your patters, but closer spacing would make this section more comfortable to play
  2. 00:51:410 (4,5) - Incoming note (5) appears kinda suddenly and feels hard to catch since music doesn't require note here at all - I would suggest leave here just one 1/3 or 1/6 repeat-slider, something like this:

  3. 00:53:410 (4) - This note feels kinda tricky, but i see that you did that intentionally - how about change snape of 00:53:076 (3) - to reduse spacing a bit & make this section more friendly? Like this:
  4. 00:55:410 (7,8) - Same as 00:51:410 (4,5) -
  5. 00:56:326 (2,2) - Noticeable stacking issue here
  6. 00:59:576 (5) - Blanketing with 00:59:076 (3) - is not a good idea here imo since it made spacing between 00:59:576 (5,1) - kinda too big. Tru to stack 00:59:576 (5) - with head of 00:59:660 (1) - to make it easier to catch instead
  7. 01:07:160 (4) - This note feels kinda weird here since all previous section you followed vocals directly. I understand that you wanted to follow this tiny bell sound but imo having rhythm-pattern consistent would work netter in this case.
  8. 01:19:160 (3) - A soft-finish with redused volume would fit here quite well.
  9. 01:27:160 (1) - And here atoo
  10. 01:43:660 (1,2,1,2,1,2,1,2,3) - I see similiar pattern here, and i must say that 1.60 spacing here works really tricky and makes this part hard to read/catch - lowering spacing to x1.40 would be better idea imo.
  11. 02:00:660 - 02:08:576 - This is the only one section where you used such stacks, and i must say that they doesn't looks nice here - probably re-spacing it with low spacing (but without overlapping) would looks better at this part)
  12. 02:15:160 (2) - A soft-finish would fit here quite well.
  13. 02:23:160 (3) - Same here
  14. 02:26:160 - I really was expecting a lote here - try to add it, that would made this section less tricky
  15. 02:28:160 - And here too, there are strong beat at music and ignoring it feels quite weird especially considering that tricky pattern what you using here
  16. 02:34:660 (1,2) - Imo this part doesn't flows well, and this part may case lots of combobreaks - but probably best what i can suggest instead is just replace this repeat-slider with 3 notes
  17. 02:35:660 (1,2) - Kind of weird stacking. Try to stack 02:36:076 (2) - with 02:36:326 (3) - imo, that would be more interesting & samely to play
  18. 02:39:076 (4,1,2,3,4) - I guess consistent spacing would work more nicely here since all this is 1/3, and same spacing would be more intuitive to play
  19. 02:40:160 (1,2,3,4,5,6) - Spacing at this streams feels really too big and would case lots of misses, especially if players will decide to use HR on. I guess lowering it a bit to at least x1.1 would be more friendly - you still won't have any overlap with such spacing anyway.
  20. 03:09:576 - Add note - there are strong beat in music at this part
  21. 03:21:160 (2) - A soft-finish would fit here quite well.
  22. 03:29:160 (1) - And same here
  23. 03:37:660 (1,2,1,2,1,2,1,2) - Pretty strange that this is only one linear section at the whole map. Rotate it by 15-30° degree perhaps?
  24. 03:45:576 (1,2,1,2,1,2,1,2) - <3
  25. 03:48:326 (1,2,3,4,1) - <333
Very fun & challenging, just some suggestions from my side.

Star & best of luck for rank!
Topic Starter
Zero__wind

Kodora wrote:

Irie told me that you got connection problems, so i'll post my suggestions here

[Tsuki]

*Would be nice to lower HP Drain by 1 tick to make this diff more friendly for less-skilled players - whole diff is challenging enough itself already. did so with no hesitation. I thought it was already 6 but it was 7...

  1. 00:31:576 (5,1,2,1,2,1,2,1,2) - This is a very cool idea, but spacing at some parts feels quite large which makes some sliders very hard to catch. Try to lower your x1.65 spacing sections to x1.40 (i mean at section like 00:31:576 (5,1) - ) - that wouldn't hurt your patters, but closer spacing would make this section more comfortable to play ok, that would be a noticable way of compromise
  2. 00:51:410 (4,5) - Incoming note (5) appears kinda suddenly and feels hard to catch since music doesn't require note here at all - I would suggest leave here just one 1/3 or 1/6 repeat-slider, something like this:

    I only reduced distance usage, I like this rhythm quite well
  3. 00:53:410 (4) - This note feels kinda tricky, but i see that you did that intentionally - how about change snape of 00:53:076 (3) - to reduse spacing a bit & make this section more friendly? Like this:
    that would look worse to me. actually the distance is already consistent, when I map this part, referring to 00:52:660 (1,2) -
  4. 00:55:410 (7,8) - Same as 00:51:410 (4,5) - also only made them closer
  5. 00:56:326 (2,2) - Noticeable stacking issue here fixed
  6. 00:59:576 (5) - Blanketing with 00:59:076 (3) - is not a good idea here imo since it made spacing between 00:59:576 (5,1) - kinda too big. Tru to stack 00:59:576 (5) - with head of 00:59:660 (1) - to make it easier to catch instead tried to lower the distance instead
  7. 01:07:160 (4) - This note feels kinda weird here since all previous section you followed vocals directly. I understand that you wanted to follow this tiny bell sound but imo having rhythm-pattern consistent would work netter in this case. some previous mods have mentioned this one, but I don't raelly think it's such a bad thing to have something different, variety is all this music has
  8. 01:19:160 (3) - A soft-finish with redused volume would fit here quite well. I once had one on these points, but somehow I decided to remove them, feeling that the finish on 01:19:660 (1) - would be better protruded in this way
  9. 01:27:160 (1) - And here atoo
  10. 01:43:660 (1,2,1,2,1,2,1,2,3) - I see similiar pattern here, and i must say that 1.60 spacing here works really tricky and makes this part hard to read/catch - lowering spacing to x1.40 would be better idea imo. this one isn't really that hard, may because the overall distance is not big, only turning 'round and round. even I could sometimes properly clear these. I'd like to keep them as current
  11. 02:00:660 - 02:08:576 - This is the only one section where you used such stacks, and i must say that they doesn't looks nice here - probably re-spacing it with low spacing (but without overlapping) would looks better at this part) no I don't feel like a change here. the vocalist at this part really makes me feel like to be slow and lazy like how the current spacing works. I want to hold on to what I originaly thought when mapping this
  12. 02:15:160 (2) - A soft-finish would fit here quite well.
  13. 02:23:160 (3) - Same here
  14. 02:26:160 - I really was expecting a lote here - try to add it, that would made this section less tricky I don't really get a beat there tbh, and I kinda like that stop, it makes the rhythm interesting, also a nice way to achieve flow-changing
  15. 02:28:160 - And here too, there are strong beat at music and ignoring it feels quite weird especially considering that tricky pattern what you using here I'll see if others say so, as there is a beat this time. I tried to make it match with the previous phrase when mapping, so I left it blank. that's what I originaly thought
  16. 02:34:660 (1,2) - Imo this part doesn't flows well, and this part may case lots of combobreaks - but probably best what i can suggest instead is just replace this repeat-slider with 3 notes not at all to me. all you need is going straight forward along with the curve
  17. 02:35:660 (1,2) - Kind of weird stacking. Try to stack 02:36:076 (2) - with 02:36:326 (3) - imo, that would be more interesting & samely to play interesting idea, will consider more about this. but actually I'm already really satisfied with the current arrangement. a slowdown before the highest orgasm is what the music showed me
  18. 02:39:076 (4,1,2,3,4) - I guess consistent spacing would work more nicely here since all this is 1/3, and same spacing would be more intuitive to play only changed 02:39:410 (4) - as some former mods also mentioend that and I feel reasonable. the spacing wouldn't be confusing at all as it's corresponding with the rhythm so well, with three beats in a group. people couldn't mistaken them
  19. 02:40:160 (1,2,3,4,5,6) - Spacing at this streams feels really too big and would case lots of misses, especially if players will decide to use HR on. I guess lowering it a bit to at least x1.1 would be more friendly - you still won't have any overlap with such spacing anyway. the current is just so satisfying imo, and not even that hard to play for me, comparing with some other jumpy patterns
  20. 03:09:576 - Add note - there are strong beat in music at this part worth considering, will need more opinions, it's current consistent with the former phrase so...
  21. 03:21:160 (2) - A soft-finish would fit here quite well.
  22. 03:29:160 (1) - And same here
  23. 03:37:660 (1,2,1,2,1,2,1,2) - Pretty strange that this is only one linear section at the whole map. Rotate it by 15-30° degree perhaps? good idea
  24. 03:45:576 (1,2,1,2,1,2,1,2) - <3
  25. 03:48:326 (1,2,3,4,1) - <333
Very fun & challenging, just some suggestions from my side.

Star & best of luck for rank!
thx a lot

and here's a pass that I achieved last night, when the map was still with HP7

I'm not a good player, and I'm even worse now due to too few practicing.
But at least I could still handle my own map.
No exaggerating, I played this map for over a hundred times so I know pretty well how it works out

Well, still, I'm eager for more opinions and suggestions about Tsuki diff at the moment

also thx to captin for the support
Guy
Hi~

Red : Unrankable issue / must fix.
Blue : Should be fixed / highly suggested.
Black : Just suggestion.


[General]
  1. Clear.
[Tsuki]
  1. 00:31:576 (5,1,2,1,2,1,2,1,2,1) - Hard to read this part. Please changing NC like a 03:45:576 (1,2,1,2,1,2,1,2,1,2) - here.
  2. 02:38:660 (1,2,3,4,1,2,3,4) - hmm, really hard to read this streams... try like this.
  3. 02:40:160 (1,2,3,4,5,6,1) - too difficlut this flow. You should keep roundness here for 02:39:660 (1,2,3,4,5,6,1,2,3) - this stream flow.
  4. 02:58:159 (1,2,3) - 1/6 start 02:58:160 - here. so remove 02:58:159 (1) - this note and move to 1/6 slider 02:58:160 - here and add two slider repeats.

[Insane]
  1. 02:38:076 (3,1) - hidden note by slider. It is the placement that is not kind to players. so can you move to this notes?
  2. Well done.

[Hard]
  1. 00:52:160 (7) - flow is a little bad, so try to use this slider.
  2. 01:19:910 (2) - You can put this slider more clean. 1gird left and up. don't forget change distance after sliders.
  3. 01:28:160 (1,2,3,4,1) - no, difficult this stream for hard diff. change slider?
  4. 02:24:160 (1,2,3,4,1) - ^
  5. 02:55:910 (2,3,4,5) - ^
  6. 02:57:576 (5) - this stream follow the 02:57:660 (1,2,3,4,5) - piano sounds. so it is weird that note for me. like this?

  7. 03:22:160 (1,2,3,4) - almost same above 01:28:160 (1,2,3,4,1) -
  8. 03:30:160 (3,4,5,6) - ^
  9. 03:48:326 (1,2,3,4,1) - ^


    a little difficult to play for Hard diff.

[Normal]
  1. fine.

[Easy]
  1. fine.
Call me back.
Topic Starter
Zero__wind

Guy wrote:

Hi~

Red : Unrankable issue / must fix.
Blue : Should be fixed / highly suggested.
Black : Just suggestion.


[General]
  1. Clear.
[Tsuki]
  1. 00:31:576 (5,1,2,1,2,1,2,1,2,1) - Hard to read this part. Please changing NC like a 03:45:576 (1,2,1,2,1,2,1,2,1,2) - here.
    fixed
  2. 02:38:660 (1,2,3,4,1,2,3,4) - hmm, really hard to read this streams... try like this.
    changed to similar one
  3. 02:40:160 (1,2,3,4,5,6,1) - too difficlut this flow. You should keep roundness here for 02:39:660 (1,2,3,4,5,6,1,2,3) - this stream flow.
    changed the slider instead
  4. 02:58:159 (1,2,3) - 1/6 start 02:58:160 - here. so remove 02:58:159 (1) - this note and move to 1/6 slider 02:58:160 - here and add two slider repeats.
    ok

[Insane]
  1. 02:38:076 (3,1) - hidden note by slider. It is the placement that is not kind to players. so can you move to this notes?
    done
  2. Well done.

[Hard]
  1. 00:52:160 (7) - flow is a little bad, so try to use this slider.
    ok
  2. 01:19:910 (2) - You can put this slider more clean. 1gird left and up. don't forget change distance after sliders.
    fixed
  3. 01:28:160 (1,2,3,4,1) - no, difficult this stream for hard diff. change slider?
    hmm I kinda prefer to keep it, because it's at the end of the kiai, the strongest point in this whole part, so I prefer to let the players actually "tap" the drumbeats instead of "hold" them. it's just like 180BPM tripples, not really hard for a Hard diff I think. Many Hard diffs with even higher BPM (like 200 or so) have stream of 3 or 5 and they're also acceptable.
  4. 02:24:160 (1,2,3,4,1) - ^ same as above
  5. 02:55:910 (2,3,4,5) - ^ ^
  6. 02:57:576 (5) - this stream follow the 02:57:660 (1,2,3,4,5) - piano sounds. so it is weird that note for me. like this?

    I changed 123 into a repeat slider but kept 5. Because there's a obvious drumbeat at 02:57:576 - and after changing the following to a slider, it's just a double tap which appearde many times in other parts of this diff. I replaced this stream into slider because they're piano sounds, not drum sounds. After some consideration, I decided to use repeat sliders for all the piano streams in this diff, and keep using circles for the drum streams. I think this is quite consistent and reasonable
  7. 03:22:160 (1,2,3,4) - almost same above 01:28:160 (1,2,3,4,1) - as these are all drum streams, and really at strongest beats, so I kept these and the below
  8. 03:30:160 (3,4,5,6) - ^
  9. 03:48:326 (1,2,3,4,1) - ^


    a little difficult to play for Hard diff.

[Normal]
  1. fine.

[Easy]
  1. fine.
Call me back.
thx for your mod!
Rizia
這圖終於要上了 加油
Guy
sorry for late x.x i found an issue.

[Tsuki]
  1. 02:41:118 (2) - should be snap to 02:41:076 - like a 02:41:826 (1) - here.
Please call me once again after you fix it.
Topic Starter
Zero__wind

Guy wrote:

sorry for late x.x i found an issue.

[Tsuki]
  1. 02:41:118 (2) - should be snap to 02:41:076 - like a 02:41:826 (1) - here.
Please call me once again after you fix it.
Fixed!
kept making mistakes these days.../me sad
Guy
Taiko icon is here
p/2934801

Standard diffs are fine for me.
bubbled!
Broccoly
oooooooOoo finally gratz! :)
Topic Starter
Zero__wind
wowwwwww thank you Guy!
Rizia
congratz
Fycho
吓尿了
captin1
couple things to help with the hard, since it is a bit tricky in some spots

[Hard]
  1. 00:24:826 (2) - I'd remove this, the doubles get a bit difficult in this intro section since there's so many of them
  2. 00:26:826 (2) - same here
  3. 02:48:326 (3,4) - this looks good in pattern but I feel the stack will make this hard to read as two clicks instead of just one
i'm fine with the rest of the mapset, so let me know
Topic Starter
Zero__wind
All fixed
and also fixed a tricky issue of kiai inconsistence in Easy
thx for your mod~
show more
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