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Meg & Dia - Monster (DotEXE Remix) [Osu|Taiko|CatchTheBeat|O

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OnosakiHito

_Gezo_ wrote:

edit: talked with love and the team get things sorted about diff naming of that kind.
You have to talk with me about this. Not Love. I do not approve this and won't.
The set rule has several reasons for its existence. One of the reasons is preventing having custom names.

I say it again: There is no reason at all to call it "KantanZoda". "Gezo's Kantan" is totally enough. Beside that, it just confuses new players.

How about I call Kantan from now on, KantanOnosakiHito ? KantanOsu_Tatakae_Ouendan?
I won't take this path, sorry. Equality to everyone. If you may do so, other people may do so as well. So will rather prevent this since we do not need any recondite diff naming in future.
Loctav
He can call his shit however he wants, if it is still indicating the correct difficulty level and his attribution to the mapset.
KantanZoda is fine. Period. (according to the SR, its a Kantan, so call it Kantan)
Srsly Ono, where do you put this rule from?
Totoro le Pacha
Bah, you don't want to confuse new players ? So call the Kantan : Easy, Futsuu : Normal, Muzukashii : Hard... Because it's mainly this who confused me when I started. Not the difficulty's name.
Topic Starter
Ulysses
Lets talk about my taiko basic diff.
Huh..it is absolutely not a kantan as you can determine by comparing the diffcult gap between the crruent kantan and my taiko basic.Renaming it Just make the naming system more confusing to players which you,ono,must not want to see.

If you really think its necessary ,Pm me,I will be pleased to change if you canpersuade me.
OnosakiHito
Anyway, discussed this with the team. If you really wish to use this name I won't stop you. But think about it once again please.

Taiko Basic is something I still think which should be called "Kantan". But not sure what the team decided on it.

Yet, there are still things we have to talk about, such as the difficulty of Muzukashii:

OnosakiHito wrote:

Parts like 01:22:471~01:34:471 - Carry a lot of 1/4 patterns which are complex and Oni-level on such BPM.
Right now I won't be able to mod it, since I have to prepare myself for the upcoming trip. Maybe I can find some time tomorrow / later. Else, maybe MMzz can check this.
Also, Krah told me yesterday that there are some unsnapped notes. Check this as well (or BAT, or me when I find time).
Topic Starter
Ulysses
Unsnapped notes were all resnapped and about that 1/16 snapping,if you turned the playback rate to 25% to listen,you would find that 'wub' sound starts on 1/16 and its ends is the same,thus it is snapped intentionally.
happy623
@Krah : jpeg file works in sb, so there is no problem if the element is not in .png format. Btw for the unused files, they will be removed once the sb is done in some minor fixing, thanks!
-xNaCLx-
SPOILER

OnosakiHito wrote:

Anyway, discussed this with the team. If you really wish to use this name I won't stop you. But think about it once again please.

Taiko Basic is something I still think which should be called "Kantan". But not sure what the team decided on it.

Yet, there are still things we have to talk about, such as the difficulty of Muzukashii:

OnosakiHito wrote:

Parts like 01:22:471~01:34:471 - Carry a lot of 1/4 patterns which are complex and Oni-level on such BPM.
Right now I won't be able to mod it, since I have to prepare myself for the upcoming trip. Maybe I can find some time tomorrow / later. Else, maybe MMzz can check this.
Also, Krah told me yesterday that there are some unsnapped notes. Check this as well (or BAT, or me when I find time).

Broke the 1/2 streams a bit, i hope it's now better

updated version
Topic Starter
Ulysses
Okay,so it's now updated!
Avena
It seemed strange to me that there is Dubstep in the title, so I did some research and appearantly it isn't correct, The correct title is Meg & Dia - Monster (DotEXE Remix)
Source:
Official Youtube
Official SoundCloud
Also don't forget to put dubstep in the tags.
Deif
So... There's a huge problem of optimisation with your SB, cos its workload is at some points high enough to put some low-end computers into compromise.


[General]
  1. I would even bet that the hitsound "normal-sliderslide3 - oiE_" is NOT used. Just remove it.
[SB]
The main issue is that "b.jpg" you're using. Moreover, you're scaling that element to ~1.4x, which means there's an unnecesarily high SB load there. To optimize it, you'll have to delete b.jpg and use fade-outs with the current BG you have:
  1. -1528 until 27614: The SB load is at an average of ~4.6x, so whenever you add another element it picks to +5x. You can even use the same code you use for "b.jpg", but for "Anime_vocaloid_185425.jpg", inverting the fades you currently have (1 to 0, 0 to 1, decimal to [1-decimal]) to create the same effect. That Scale should probably be changed too.
  2. 12186 (mikubg): That element should've been added till 13793 only. This is the conflicting line that should be changed:

     M,0,13793,34471,320,240
  3. 20757 + 24186 (F): You're using a max. resolution image + scale. Try to reduce the effect, or find another jpg.
  4. 27614 until 36293: It's way too much loaded for a simple fade from one picture to another, take a look at this:

    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 current elements are larger than that, and of course they have to be cropped:
    SPOILER
    1. MF
    2. miku
    3. miku2
    4. miku3
    5. mikubw
    6. mikubw2
  5. 40900 (F): Again those pulses...
  6. 55043: That beat is just too overloaded. Try to remove one of the effects, like for example the pulse with "miku3.jpg".
  7. 61900: That pulse also combines 2 effects...
  8. 67043: Again a black screen from here on. Fade out the main BG instead!! Afterwards the man-woman elements would be too much.
  9. 96186: Black screen out. Keep the fade of the BG to 0 there. Whenever the bear appears, ouchies.
[Overdose]
  1. 00:27:186 (4) - The transition to the next slider is kinda unforgiving. Try to move the last slider anchor to the right.
  2. 00:27:614 (5) - NC
  3. 00:32:757 (3,4) - This jump is kinda wide and conditioned with the previous HDash. Ctrl-G (4) and move it a bit more to the right to generates another HDash to the next slider.
  4. 00:55:257 (1,2,3,4,5) - For those 1/6s I have 2 options: the most jumpy or the simply dashy.
    Code1
    32,52,55257,6,0,L|24:128,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
    131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    336,240,55614,2,2,P|361:238|385:231,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    124,148,55757,2,2,L|68:144,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
    240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:
    Code2
    32,52,55257,6,0,L|52:124,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
    131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    272,248,55614,2,2,P|247:246|223:239,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    132,152,55757,2,2,L|152:104,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
    240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:
  5. 01:18:186 (4) - Instead of being a 1/4 slider, it has to be a 1/2 one.
  6. 01:31:900 (4) - Better move it a bit to the left cos of the HDash strenght. x:~224?
  7. 01:42:828 (7) - That jump is so mean... Reduce the HDash distance a bit, moving that note to the right.
    01:47:757 (1,2,3,4,5,6) - Ugh... That's kinda tricky and not that enjoyable to play with those 1/4 HDashes. Also another beat has to be added in 01:48:828 - since that's a main one.
  8. 01:55:043 (1,2) - Reduce the distance just sliiiiightly, please. Kinda unexpected to have such a dash at the end of the song, and having that calm part.
[]

That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.

All yours, Krah! Good luck with the mapset.
happy623

Deif wrote:

So... There's a huge problem of optimisation with your SB, cos its workload is at some points high enough to put some low-end computers into compromise.


[SB]
The main issue is that "b.jpg" you're using. Moreover, you're scaling that element to ~1.4x, which means there's an unnecesarily high SB load there. To optimize it, you'll have to delete b.jpg and use fade-outs with the current BG you have:
  1. -1528 until 27614: The SB load is at an average of ~4.6x, so whenever you add another element it picks to +5x. You can even use the same code you use for "b.jpg", but for "Anime_vocaloid_185425.jpg", inverting the fades you currently have (1 to 0, 0 to 1, decimal to [1-decimal]) to create the same effect. That Scale should probably be changed too.
  2. 12186 (mikubg): That element should've been added till 13793 only. This is the conflicting line that should be changed:

     M,0,13793,34471,320,240
  3. 20757 + 24186 (F): You're using a max. resolution image + scale. Try to reduce the effect, or find another jpg.
  4. 27614 until 36293: It's way too much loaded for a simple fade from one picture to another, take a look at this:

    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 current elements are larger than that, and of course they have to be cropped:
    SPOILER
    1. MF
    2. miku
    3. miku2
    4. miku3
    5. mikubw
    6. mikubw2
  5. 40900 (F): Again those pulses...
  6. 55043: That beat is just too overloaded. Try to remove one of the effects, like for example the pulse with "miku3.jpg".
  7. 61900: That pulse also combines 2 effects...
  8. 67043: Again a black screen from here on. Fade out the main BG instead!! Afterwards the man-woman elements would be too much.
  9. 96186: Black screen out. Keep the fade of the BG to 0 there. Whenever the bear appears, ouchies.
That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.

All yours, Krah! Good luck with the mapset.
actually, I used diff specific for each diff except taiko diffs, so the .osb file became redundant, and duplicated the elements in those diffs with sb, thus doubling the sb load. After removing the osb file and the load remains under ~5.0x. So it is not a big deal to reduce the scales of the elements imo ;w;. But we will reduce the sizes of those images you mentioned, since we would like to optimise the sb. :) thanks!!
ursa

Deif wrote:

[Overdose]
  1. 00:27:186 (4) - The transition to the next slider is kinda unforgiving. Try to move the last slider anchor to the right. *Fixed
  2. 00:27:614 (5) - NC *done
  3. 00:32:757 (3,4) - This jump is kinda wide and conditioned with the previous HDash. Ctrl-G (4) and move it a bit more to the right to generates another HDash to the next slider. *Fixed
  4. 00:55:257 (1,2,3,4,5) - For those 1/6s I have 2 options: the most jumpy or the simply dashy. *I Follow the most jumpy
    Code1
    32,52,55257,6,0,L|24:128,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
    131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    336,240,55614,2,2,P|361:238|385:231,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    124,148,55757,2,2,L|68:144,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
    240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:
    Code2
    32,52,55257,6,0,L|52:124,1,75.0000028610231,2|0,0:0|0:0,0:0:0:0:
    131,223,55471,2,2,P|155:231|180:233,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    272,248,55614,2,2,P|247:246|223:239,1,50.0000019073487,0|0,0:0|0:0,0:0:0:0:
    132,152,55757,2,2,L|152:104,1,50.0000019073487,2|0,0:0|0:0,0:0:0:0:
    240,112,55900,2,0,P|316:64|420:56,1,150.000005722046,14|0,0:0|0:0,0:0:0:0:
  5. 01:18:186 (4) - Instead of being a 1/4 slider, it has to be a 1/2 one. *yap
  6. 01:31:900 (4) - Better move it a bit to the left cos of the HDash strenght. x:~224? *Fixed
  7. 01:42:828 (7) - That jump is so mean... Reduce the HDash distance a bit, moving that note to the right. *Fixed
    01:47:757 (1,2,3,4,5,6) - Ugh... That's kinda tricky and not that enjoyable to play with those 1/4 HDashes. Also another beat has to be added in 01:48:828 - since that's a main one. *Fixed
  8. 01:55:043 (1,2) - Reduce the distance just sliiiiightly, please. Kinda unexpected to have such a dash at the end of the song, and having that calm part. *Fixed

All yours, Krah! Good luck with the mapset.
*Reduced drain to 7 , since i realized there's a well fatal pattern that can cause instant fail if it failed to catch & i've reduced some part too

*Update
Topic Starter
Ulysses


zzzzzzzzzzzzzzzzzzzzzzzz

edit:updated
Damnae

Deif wrote:

That storyboard needs help. After fixing my mod, find someone else to make sure it's ready.
It seems that the black images (b.jpg) hasn't been removed. You should really do that as it would save a lot of sb load across most of the map:
Add the map's background in the Background layer and fade it out instead of fading b.jpg in, and remove the b.jpg sprites. This will give the same effect, without drawing two full screen sprites for nothing.

After that the remaining place where the sb load should still be too high would be 00:40:900 - to 01:05:328 - .
This caused by F.png (the side flashes) having a lot of unnecessary transparency in the middle. You can cut that image to keep only keep one side, and use two sprites instead (one with an horizontal flip command).
Avena
Also, why is DotEXE in the tags? It isn't a game/movie/TV show, so it doesn't seem needed.
IamKwaN

Priti wrote:

Also, why is DotEXE in the tags? It isn't a game/movie/TV show, so it doesn't seem needed.
Do u mean the source?
Topic Starter
Ulysses
Changed title , source and tags.
Thank you Priti
IamKwaN
Nold, you forgot the most important tag, 'dubstep'.
Topic Starter
Ulysses
ohhh..added
dinka0403

Damnae wrote:

It seems that the black images (b.jpg) hasn't been removed. You should really do that as it would save a lot of sb load across most of the map:
Add the map's background in the Background layer and fade it out instead of fading b.jpg in, and remove the b.jpg sprites. This will give the same effect, without drawing two full screen sprites for nothing. *fixed*

After that the remaining place where the sb load should still be too high would be 00:40:900 - to 01:05:328 - .
This caused by F.png (the side flashes) having a lot of unnecessary transparency in the middle. You can cut that image to keep only keep one side, and use two sprites instead (one with an horizontal flip command). *fixed*
Thanks for modding and answering my question in game :oops:
Topic Starter
Ulysses
Updated
Krah
Here we go

(╯°□°)╯


: p/3010240/
: p/3176639



PS : Apparently you are cursed since now there is all icons excepted taiko one xD
happy623
YAAAAAA
Topic Starter
Ulysses
Thank you Krah!

Where is Ono? :(
dinka0403
ヽ(✿゚▽゚)ノ YAAAAAA
OnosakiHito
I'm in serbia. Tomorrow in greece. Dunno when I can tackle that map.
Kyouren
i think TKS give a Taiko Icon~

p/3176967#p3176967
IamKwaN

gokugohan12468 wrote:

i think TKS give a Taiko Icon~

p/3176967#p3176967
It's popped by Ono.
Topic Starter
Ulysses
:< Where is he
Secretpipe
busy busy busy !
Can't wait Ono's bub \:D/
Heterozygous_old
Hey I noticed that the preview point has changed, is this a bug or intended? Just asking because putting it where it is now doesn't make much sense to me...
OnosakiHito
Back from serbia.

[General]

  1. Kiai inconsistency with Muzukashii, Oni, Inner and the other Taiko difficulties. In general you guys could use kiai from 01:08:757 to 01:36:186. In this way it isn't too long and emphasizes the second part more.
  2. Easier difficulties have a higher HP than harder one. I think it has something to do with the amount of notes which made you do this, but I would still like to know if this was your reason or not.
  3. Inconsistency with TAGs
[ KantanZoda]

  1. 02:02:757 (x,x) - You did it intentionaly, but how about adding here and at 02:03:186 - a don? Last beat is missing if you ask me.
  2. 01:14:757 - You've put a break here, which is good. But it stands pretty much alone here and is placed odd. Would you fill it with some notes and try afterwards from 00:41:328 to 01:08:757 have some breaks? Not a must, but I do believe in this way, the second part of the kiai would be more emphasized( First Part: Some breaks; Second Part: none).
[ Muzukashii]

  1. 01:30:507 (336,337,338,339,340,341,342,343,344) - Pretty hard for a Muzukashii if you ask me. Beside that, it is the only pattern which has such a mixed set. You could delete (340). Maybe you have another idea. Just make it slightly easier please.
Muzu is so far okay. But could have been easier.

[ Oni]

Where is the kiai? lol

  1. 00:55:186 (2) - Are you sure you want to keep this note? 1/3 starts at 00:55:328 (1) - .
  2. 01:22:614 (2) - ^
[ Inner Oni]

  1. 01:22:043 - I'm interested to know what the idea behind this SV change was. After all, there is no significant speed up or climax change in the song. Additional to this I would like to mention, that this SV doesn't fit to the songs natural BPM. That's why I recommend you to keep it x1,00.

    Now some suggestions about the 1/3 you used {
  2. 00:55:328 - This is okay, since we have clear 1/3 beats which indicates upcoming "fake-1/3" to be 1/3 as well.
  3. 01:02:186 - ^
  4. 01:09:900 (378,379,380,381) - Previous "fake-1/3" were okay, since they were bounded together to the "real-1/3". Now they stand alone between 1/4 patterns which makes it sound off / odd. Beside that, the "wubb" sounds are 1/1 notes, not 1/3. So I suggest you to use either1/1 or 1/2 snapping here.
  5. 01:16:757 (423,424,425,426) - ^
  6. 01:23:614 (465,466,467,468,469,470) - This pattern contradicts what you did before. While you used at 01:16:757 and 01:09:900 - 1/3, you mapped here to 1/3 and 1/4. Recommending to delete 01:23:614 (465) - . "wubb" sound starts at 01:23:757 where (466) is placed.
  7. 01:29:650 - Again, it contradicts what you did before. But here it is fine.
    } If you follow these, I think the consistency between the patterns and sections would be better. First two 1/3 pattern were okay, since patterns like 00:55:328 (289,290,291,292,293) - indicates 00:56:186 (294,295,296,297) - to sound like a 1/3, even though it isn't. But in upcoming parts that's not the case anymore, which is why I recommended you to change it. In this way it would sound clear and gameplay feel maybe better.
  8. 01:35:757 (553,554,555,556,557,558,559) - Recommending to change this to something easier. I understand the idea behind this 1/6, but this odd pattern (4kat+3don) doesn't fit here well and brings rather confusion to player. Either use 1/4 or maybe a monotonically 1/6.
  9. 01:49:686 (615,616) - Overlap of notes. But these SV changes look questionable to me anyway. Not sure if they are really needed, especially since at 01:56:757 one is missing. But that might be too slow.
Yeah, TK modded the map before and so far it is alright. But SV should be changed as I explained before, since I see no significant reason for it to exist. It rather distorts the actuall songs BPM. The 1/3 case I explained above.


That's it. All difficulties are so far okay. Just mentioned some things. Please recall me afterwards and we should be ready to go.
-xNaCLx-

OnosakiHito wrote:

Back from serbia.


[ Muzukashii]

  1. 01:30:507 (336,337,338,339,340,341,342,343,344) - Pretty hard for a Muzukashii if you ask me. Beside that, it is the only pattern which has such a mixed set. You could delete (340). Maybe you have another idea. Just make it slightly easier please.
deleted 342 instead

Muzu is so far okay. But could have been easier.


[ Inner Oni]

  1. 01:22:043 - I'm interested to know what the idea behind this SV change was. After all, there is no significant speed up or climax change in the song. Additional to this I would like to mention, that this SV doesn't fit to the songs natural BPM. That's why I recommend you to keep it x1,00.
    //i would like to keep this sv change because i love how this with the wub sound.

    Now some suggestions about the 1/3 you used {
  2. 00:55:328 - This is okay, since we have clear 1/3 beats which indicates upcoming "fake-1/3" to be 1/3 as well.
  3. 01:02:186 - ^
  4. 01:09:900 (378,379,380,381) - Previous "fake-1/3" were okay, since they were bounded together to the "real-1/3". Now they stand alone between 1/4 patterns which makes it sound off / odd. Beside that, the "wubb" sounds are 1/1 notes, not 1/3. So I suggest you to use either1/1 or 1/2 snapping here. fixed with pattern kd ddk
  5. 01:16:757 (423,424,425,426) - ^
  6. 01:23:614 (465,466,467,468,469,470) - This pattern contradicts what you did before. While you used at 01:16:757 and 01:09:900 - 1/3, you mapped here to 1/3 and 1/4. Recommending to delete 01:23:614 (465) - . "wubb" sound starts at 01:23:757 where (466) is placed. fixed with changing 1/4 into 1/3, should be okay as above
  7. 01:29:650 - Again, it contradicts what you did before. But here it is fine.
    } If you follow these, I think the consistency between the patterns and sections would be better. First two 1/3 pattern were okay, since patterns like 00:55:328 (289,290,291,292,293) - indicates 00:56:186 (294,295,296,297) - to sound like a 1/3, even though it isn't. But in upcoming parts that's not the case anymore, which is why I recommended you to change it. In this way it would sound clear and gameplay feel maybe better.
  8. 01:35:757 (553,554,555,556,557,558,559) - Recommending to change this to something easier. I understand the idea behind this 1/6, but this odd pattern (4kat+3don) doesn't fit here well and brings rather confusion to player. Either use 1/4 or maybe a monotonically 1/6. fixed with kkkkkkd
  9. 01:49:686 (615,616) - Overlap of notes. But these SV changes look questionable to me anyway. Not sure if they are really needed, especially since at 01:56:757 one is missing. But that might be too slow.
fixed the overlap, and i just like the effect of the SV so i wont remove them

Yeah, TK modded the map before and so far it is alright. But SV should be changed as I explained before, since I see no significant reason for it to exist. It rather distorts the actuall songs BPM. The 1/3 case I explained above.


That's it. All difficulties are so far okay. Just mentioned some things. Please recall me afterwards and we should be ready to go.
thanks for mod :)
updated version
Yuzeyun
KZ update
(accepted every suggestion)

about higher HP drain rate, it was made on purpose so players don't play like half of the map and still pass (coupled with lower ods that means you can do shit and pass with a filled lifebar). on hp6 you would still need to miss a lot of notes in order not to pass (about a fifth or even a quarter which, for this level, is a lot due to the lower density of the song).
Topic Starter
Ulysses
-Fixed tags
-Kiai times are inconsistency intentionally
-Fixed NCL and my diffs' HP drain setting(gezo said no,see the explaination above)
-Updated gezo and NCL's diffs
Topic Starter
Ulysses

Heterozygous wrote:

Hey I noticed that the preview point has changed, is this a bug or intended? Just asking because putting it where it is now doesn't make much sense to me...
intended
mingmichael
OnosakiHito
[ Oni]

Where is the kiai? lol

  1. 00:55:186 (2) - Are you sure you want to keep this note? 1/3 starts at 00:55:328 (1) - .
  2. 01:22:614 (2) - ^ agree with these and the sounds will be more clearly too (i mean the 1/3 sounds which come out on 00:55:328 - and 01:22:757 - :P)
That's it. All difficulties are so far okay. Just mentioned some things. Please recall me afterwards and we should be ready to go.
thanks a lot ono for the mods :oops:
m1ng's Oni
Topic Starter
Ulysses
updated
OnosakiHito
- ming's taiko isn't updated yet. Patterns are still remaining which should have been changed after ming's agreement.
- Second point of my suggestions in KantanZoda hasn't been applied. But that's okay. Wasn't a must.
- @NewibornCLivee: Are you absolutely sure about 01:23:614 (467,468,469,470,471) - ? 1/3 dk kd sound better it you ask me.

- Additional: Wouldn't hurt to move the Bg a bit down, so the whole character is displayed.


After that, we are ready to bubble this. Don't kudosu this post.
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