[Easy]
not much else to say. If you want to learn about how I hitsounded my diff then you can read below XD
[Hitsounding tricks with the basic sampleset]
anyways... now to get to my mod XD
PS. This is just a followup to something I did waaay back on the first page.. so if any BATs are wondering why I didn't get Kudos or anything. It's because I already got them earlier
- 00:17:349 (1,2,3) - 3/2 gaps are pretty hard for new players. It actually suits the song better to use a reverse slider like this: http://puu.sh/7XmSR.jpg | This makes you hit the key notes but still resume the standard 1/1 pattern that makes an Easy.. well Easy.
- 00:19:916 (3,2) - Right here you should probably move these two apart from each other. They overlap, and because there isn't any sort of blanket or such, it looks fairly ugly. A bit more below..
- 00:20:771 (1,2) - This can be tricky to play for new players. They might be expecting to hit 00:21:200 - because its the last syllable in "never" so players might join that up. Easy solution would be to apply another 3/2 slider (believe me, these things can really make an Easy feel more comfortable!) | At this point you should try rearranging the positioning of these notes, maybe try different slider shapes etc to see what you can figure out.
- 00:24:623 - how about mapping to this? Try using a slider starting where 00:24:195 (2) - is and ending at 00:24:623 - | This will catch the key vocals and make it a ton more fun to play.
- 00:27:619 (3) - This is a bit large and a bit awkward, especially with the upcoming notes. Since the vocals are a bit complicated here, sticking with a basic 1/1 beat would probably be your best option. This one is more up to you what you want to do. | Try something like this: http://puu.sh/80aC4.jpg | (3) is where (3) is currently. I suggest adding a note at 00:30:187 - (which is 5 in the screenshot) as this helps people skip over the vocals and follow the beat here. Having this blank space will probably make new players try to hit the vocal note so it'll get pressed early.
- 00:35:109 (2,3) - this is a bit tricky. Join these up as a slider so it'll be easier to hit.
- 00:40:886 (1) - Very very important. I highly highly recommend you delete this. Following natural rhythm and feel to the song, you do not need to map this lead-in vocal note. 2/1 gap allows players to recover after a spinner as well.
- 00:44:309 (1) - add whistle to the head of this slider
- 00:48:161 (1,2) - This will probably be more comfortable as a 3/2 slider. The vocals vary a bit here, so having this slider will help people realize they don't need to hit them.
- 00:51:585 (1) - how about a slider here. start it back at 00:50:943 - and end where the (1) is. This will follow the vocals very nicely and it doesn't leave such a big gap in the music.
- 00:55:008 (1,2,3) - Try something more like this. | http://puu.sh/80bfv.jpg or http://puu.sh/80h4m.jpg | The idea for the first one is to make it look more symmetrical, and the second one is to create more of an circular flow so it's easy to play.
- 01:11:271 - A bit optional, but it would make your map more lively, how about a 1/1 slider here? (1/1 is the length of what 01:10:415 (3) - is)
- 01:14:695 - same as above 1/1 slider
- 01:15:550 (1,2) - because of "the" which you can hear at 01:15:978 - I suggest making this a 3/2 slider as well.
- 01:18:974 (1) - same suggestion as 00:51:585 (1) - Make a slider starting at 01:18:332 - and extending it to where the (1) is.
- 01:19:402 - more life could be added. Try a circle here.
- 01:21:114 - same idea, this time try a 1/1 slider
- 01:22:826 - add circle
- 01:26:249 - and finally, you can try adding a circle here as well.
- go into 1/8 beat snap divisor and end this at 01:30:369 - like my diffs. it sounds much better.
- 00:10:073 (1) - instead of a straight slider. how about starting the song off with something interesting? Maybe try a slider like this? | http://puu.sh/80i2o.jpg
- 00:27:405 (2) - Finish is a bit excessive here. A simple whistle would work great.
- 00:28:689 (5) - try adding a bit of curve into this so it wraps around the tail end of the (6) a little bit nicer | http://puu.sh/80icd.jpg
- 00:31:685 (1,2,3) - Not really feeling these circles. Why not just make them into one long slider?
- 00:32:754 (5) - Fitting rhythm and flow structure, maybe try ending this 1/4 earlier as it feels more natural to swap what you are following, in this case instrumentals to vocals on a dominant key note.
- 00:35:108 (4) - try a whistle on the head.
- 00:36:179 (6) - How about adding a circle 1/2 earlier and then trying to mimic this picture? | http://puu.sh/80ipY.jpg
- 00:40:886 (1) - Orange? | http://puu.sh/80isJ.jpg | Click the arrow by the new combo button and you can change the combo color to Sailor Venus' Orange! This will make the rest of the colors Blue, Red, and then Green!
- 00:48:161 (1,3) - it would be best if these were stacked. but it would be better if you moved the (3) somewhere else. Maybe try something like this: http://puu.sh/80iSm.jpg | Of course, you'd have to adjust the next few circles as well, but it won't be hard.
- 00:54:366 (3) - honestly I've never figured out why you decided to use a 3/4 slider here as there is a more dominant hit at 00:54:580 - and 00:54:794 - Just my thoughts since I think these would sound better playing all 1/2 notes instead.
- 00:56:720 (5,6) - blanket? Try to create something similar to this. Use the approach circle to help. | http://puu.sh/80ja7.jpg | Note that you can hold shift if grid snapping is enabled to temporary disable it for more precise movements.
- 01:03:567 (1,2,3,4,5) - If you are trying to follow the guitar, you have to use 1/3 beat snap divisor like I do in my normal diff. | http://puu.sh/80jmb.jpg
- 01:14:695 (1) - I notice you've gotten a few things saying this doesn't really fit. | you can try something like this if you want to keep the streamy bits | http://puu.sh/80jyN.jpg
- 01:16:192 (3) - no doubt about it. this end should be snapped on the red tick at 01:16:620 - I highly recommend you fix this.
- 01:20:472 (5) - you should stack this where 01:18:760 (2) - is. To do this. Take off Distance Snapping and place (5) where the (2) is. After that adjust
- 01:19:830 (4) - so the tail end is 1.00 away from the (5).. How do you know this? Look at the top right when the (4) selected | http://puu.sh/80jP2.jpg | This shows how far it is to the next or previous note and one of the most handy tools in the beatmap editor.
- 01:21:328 - The (2) coming up is a very awkward note to feel and hit. It would definitely feel a lot better if you added a circle to this spot here to follow the drums properly.
- 01:21:756 (1,2) - These aren't a perfect flip of each other.. If you want to, Copy and paste the (1) in the (2)'s spot. then rotate it 180° by either going to Edit -> Rotate 90° Clockwise twice, or simply press the hotkey combo of Control + > on your keyboard!
- after that you may be wondering.. well how the hell do you get the tail ends to stack perfectly on each other? Simple. Control+G the (1) first. stack it on 01:21:543 (2) - , and the control+g again. Repeat for the next slider. If you are having trouble stacking, you can also look at the coords (see the earlier picture with the distance of each objects and that will help you know if the circle is placed properly on top. You can also click the coords and manually put in numbers as well. There are a lot of hidden things in the editor... and you'll slowly learn more and more as you play around with it.. For now this should be enough. Try a few of these out!
- 01:27:533 (1) - same as Easy. try ending this spinner on the same spot as I do on Normal.
not much else to say. If you want to learn about how I hitsounded my diff then you can read below XD
[Hitsounding tricks with the basic sampleset]
SPOILER
First off the major trick is to know how this works: http://puu.sh/80kn5.jpg
You have Sampleset: Which is composed of Normal/Soft/Drum, as well as Additions, which have the same thing. Auto means that it'll adjust to what you currently have it set to in your Timing. In this case, It is S.. or Soft. | http://puu.sh/80kqz.png
Sampleset is what you hear when you click a note with no hitsounds. For example. The soft noise everytime you hit a note, or if you look at my diff, on some of the clap notes, I use the Normal sampleset as a clap (which sounds like a drums snare and is most commonly used in drums as a 'clap' note.
A clap note is what you hear usually on the Second and Fourth white lines: The second being the first small white line, and the fourth being the third small line. | http://puu.sh/80kyZ.jpg (The seeker bar is on the Second white line)
Lose you yet?
back to basic hitsounding...
Additions are the sound effects you hear over top of the Sampleset you are using. These are simply. Whistles, Finishes, and Claps. Easy enough. If you use a finish, then you get a cymbal like effect. You can mix and match these around to your choosing. Or use custom hitsounds... which I won't get into detail about for now as you probably want to start using these on your next mapset or something.
Open my diff on normal.
You have Sampleset: Which is composed of Normal/Soft/Drum, as well as Additions, which have the same thing. Auto means that it'll adjust to what you currently have it set to in your Timing. In this case, It is S.. or Soft. | http://puu.sh/80kqz.png
Sampleset is what you hear when you click a note with no hitsounds. For example. The soft noise everytime you hit a note, or if you look at my diff, on some of the clap notes, I use the Normal sampleset as a clap (which sounds like a drums snare and is most commonly used in drums as a 'clap' note.
A clap note is what you hear usually on the Second and Fourth white lines: The second being the first small white line, and the fourth being the third small line. | http://puu.sh/80kyZ.jpg (The seeker bar is on the Second white line)
Lose you yet?
back to basic hitsounding...
Additions are the sound effects you hear over top of the Sampleset you are using. These are simply. Whistles, Finishes, and Claps. Easy enough. If you use a finish, then you get a cymbal like effect. You can mix and match these around to your choosing. Or use custom hitsounds... which I won't get into detail about for now as you probably want to start using these on your next mapset or something.
Open my diff on normal.
- 00:13:924 (1,2,3) - (1) to emphasize the start of a new section of a song, or to fit nicely with the background sounds. A finish is generally welcomed. As you can see on (1)'s head, I used a finish. On the tail end of (1) I swapped over to the Normal sampleset which gave me a clap effect. http://puu.sh/80kWR.jpg | On (2) I started following the vocals a little bit with whistles to have more sounds. As the lyrics for "EVIL" come up, the whistle emphasizes on the note here. However, I don't do it on the end of the slider, mostly because it's not that important, would use the hitsound too much, and doesn't mix and match with the other hitsounds. The key is balance when using them. Try looking at this video for examples of overuse and underuse. https://www.youtube.com/watch?v=PFEYlQfiJHQ | Finally (3) which simply uses another normal hit as a clap.
- 00:15:636 (1,2,3) - same idea as above. nothing new here except instead of a finish on the new measure, I use a whistle again.
- 00:19:916 (3) - here I use two drum samplesets and then a finish to match the background drums a bit. Generally the Drum hitsounds aren't really needed, but the finish should be emphasized with.
- 00:22:483 (1,2) - more emphasized finishes to match the background sounds.
- 00:24:195 (1,2,3) - This is one of my favorite parts. I use a finish to start and then only use the normal sampleset for the rest of the notes. it's key to emphasize the vocals here and I found this to be one of the best ways to do so.
- 00:26:335 (1) - here I use a drum addition whistle to match the snapping sound in the background. While it isn't perfect. It does the job for me.
- pretty much up until 40 seconds, nothing really changes..
- 00:41:314 (1) - I used finish spam here to match them in the background.
- 00:42:598 (1,2,1,2,3,1,2) - as you notice here, I use whistles quite a bit. Vocal emphasizing is key because of how I followed them. If I remember correctly. you did this well enough already in your own difficulty.
- Again, nothing too special about the upcoming until the kiai.
- 00:55:436 (2,4) - instead of normal hits, I use drum hits. They're a bit softer and suit the song a bit better in my tastes.I think you used the soft claps for these.
- 00:56:720 (1,2,3,4,1,2,3,4) - I heavily use whistles to emphasize the guitar playing while not going overboard. I love this part as well. I still follow the drums a bit around - 01:01:428 if you click and look at some of the effects.
and so on, so on. There are a few ways to hitsound, either by following something in the song, creating something yourself, and such. The biggest thing is maintaining balance as too much of one thing usually ends up sounding horrible by the end.
anyways... now to get to my mod XD
PS. This is just a followup to something I did waaay back on the first page.. so if any BATs are wondering why I didn't get Kudos or anything. It's because I already got them earlier