3L saikou da <3 need more 3L <3
EDIT: so can I make easy diff? if its ok for you
EDIT: so can I make easy diff? if its ok for you
i think besides the slow beginning part lowering the hp drain would make it too easy to clearapaffy wrote:
[Lunatic]
HP -1
( •̀ω•́ )captin1 wrote:
one slider break orz
So um when I was mapping this, tbh I was really just looking for an excuse to use the pattern at 01:47:353 (3,4,5) . Back then I thought that pattern was like, omg the coolest thing evercaptin1 wrote:
map is way better than when natsu showed me it during his mod lol, pretty nice now
curious as to why you didn't follow vocal a bit more during the last part of the kiai though, since it is the end of the map i think with all the longer 1/2 sliders it feels easier than some of the other sections. maybe try breaking up stuff like 01:45:947 (5) - and 01:49:697 (4) - into circle>slider sequences for something a bit more interesting
circles are the difficulty enhancers in maps like this, so using them wisely to control the pacing is what makes mapping double bpm so tricky
gl~
Sliders which start on beat 4 have a serious problem associated with them: if it’s a 1/1 slider, it will end on the downbeat. That leaves the downbeat unstressed, and can be awkward to play, especially when repeated.
Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure
what the hell, man. how is mapping to a music monotonous? you may want to spam some random sliders to make your map "more various", then.11t wrote:
I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.
Of course, changing that one specific part to what you suggested wouldn't make the entire map monotonous. I was just saying that just because there's a downbeat here, it doesn't mean that I have to map the start of an object here. I think that a slider release can sometimes have as much impact as a slider start or a hitcircle. I personally think that the slider release works here, so I'm going to keep it.TicClick wrote:
what the hell, man. how is mapping to a music monotonous? you may want to spam some random sliders to make your map "more various", then.11t wrote:
I don't think the player has to have something to click on every downbeat; doing that makes the map too monotonous.
Pretty much every Shibayan song still isn't mapped orzSalvage wrote:
There are some amazing ones not mapped still lol
Satellite wrote:
Haai~ thanks M4M from my queue :3
[SB][General]
- you are code miss? "3-0-12" "3-0-13" "3-0-14" not use?
- 108994 <"ヂャンドルマジック" → "キャンドルマジック"
[10nya's Easy]
- Clear!
- 01:11:260 - I kinda want a regular add note here
- 01:17:822 - ^ it'll make hard for easy player to add non-stop notes
- 01:20:166 (3,4,1) - 01:20:166 (3) - this slider more reverse, and adjusted along with it.
sure, remapped- 01:27:666 (1,2) - More better rhythm,follow with lyrics,like this.
same reason as first;;
That's all. really nice mapset. take my star
thank you for the mods and sorry for the late reply;;TicClick wrote:
okay let's put it simple: you rock. However, why did you have to cut the audio?????????????????????? Seriously, this is barely a half of the song; you violently cut some cool lyrics and two minutes full of beats. Shame on you.
General[Easy]
- The correct title would be: Lunar 11.3 Candle Magic (yeah I did some lame research here and there and found it out immediately)
- Your map lacks OnosakiHito in tags
blabla downbeat blabla please fix. On a more serious note, I hope you re-do some sliders in the way someone playing the map could hit the keys, instead of holding them all the time. This will also cure your problem with new combos, since most, if not all of them, should be placed on downbeats (represented by big white ticks):Sliders which start on beat 4 have a serious problem associated with them: if it’s a 1/1 slider, it will end on the downbeat. That leaves the downbeat unstressed, and can be awkward to play, especially when repeated.nah im focused on clap sound (since easy player will easy to catch the notes and rhythms)Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure00:23:447 - you can put a note here; no need to make the player wait for this long00:38:447 ↑00:41:260 (3) - according to the music, you want to start a new combo here and not on the next slider01:02:822 (3) - nc please [b]all fix
osu file format v12
[General]
AudioFilename: Shibayan feat. 3L - 11.3 Candle Magic.mp3
AudioLeadIn: 0
PreviewTime: 21924
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1
[Editor]
Bookmarks: 7510,22510,37510,52510,67510,82510,97510,112510,127510
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1
[Metadata]
Title:Lunar 11.3 Candle Magic
TitleUnicode:月齢11.3のキャンドルマジック
Artist:Shibayan feat. 3L
ArtistUnicode:Shibayan feat. 3L
Creator:11t
Version:10nya's Easy
Source:Touhou
Tags:10nya tennya OnosakiHito C79 ココロバイブレーション Heart Vibration ShibayanRecords やまざきさやか Yamazaki Sayaka ラクトガール 少女密室 Locked Girl Secret Room 東方紅魔郷 Embodiment Scarlet Devil パチュリー ノーレッジ Patchouli Knowledge
BeatmapID:322254
BeatmapSetID:122390
[Difficulty]
HPDrainRate:3
CircleSize:2
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.999999999999999
SliderTickRate:1
[Events]
//Background and Video events
0,0,"bg.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
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Your bokeh.png, hime.png, p0.png, and p1.png is just way too big. Considering that they're not used that often, I suggest you to resize it as small as possible. I understand your concern about quality, but I believe resizing it as best as possible wouldn't hurt quality that much.Rules wrote:
Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.
The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
Your bokeh.png, hime.png, p0.png, and p1.png is just way too big. Considering that they're not used that often, I suggest you to resize it as small as possible. I understand your concern about quality, but I believe resizing it as best as possible wouldn't hurt quality that much.Rules wrote:
Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.
The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
Aesthetics. As you can see, shorter second slider would usually lead to an overlapped slidertail (by the bow slider) and thus generally looks bad. It's still playable though (although in some cases where the second slider had repeats, the repeat arrow might be blocked by the overlap).11t wrote:
[*]01:40:205 (4,5) - No no no. Never utilize a sliderbow on a pattern in which the first slider (the bow) is longer than the second slider (the arrow). This will guarantee a very bad sliderbow.
Sliderbow? Oh, I see, haha
Why is this a problem? Is it an issue with aesthetics, or playability?