Thanks a lot, I love you <3Agka wrote:
Time for a mod.
These are all my opinions, but I think they'll make the map look more polished.
04:30:152 - Change to 0.7x. It's mostly hard to read though, I think the section would actually be stronger /without/ the bumps or with an overall 0.85 or so slowdown. I was kinda experimenting with making bumps there and it turned out pretty meh. Changed to 0,85 but left the last jump because it fits
04:43:777 (283777|1,283839|2,283902|1,283964|2,284027|1) - Change pattern to a Left-To-Right formation rather than a trill. Changed a bit diffrently after skype talk (screen just in case)
04:51:777 (291777|3,291777|4,291777|2,291839|5,291839|1,291902|4,291902|2,291964|1,291964|5,292027|2,292027|3,292027|4) - Same. I'm surprised that no one pointed this out throughout all of the mods I got lol I was too lazy to fix that eventually, so I'll change it, but also a lil' bit diffrently (screen)
05:07:777 (307777|3,307839|4,307902|5,307964|4,308027|5) - Shift one lane left and linearize. Left-to-right formation. Done
05:35:027 - Again, in my humble opinion, these SV changes at the end are unnecessary, There's nothing to transition to nor a reason to emphasize in particular when there's nothing to contrast it to! That SV is my favourite SV of the whole map tbh. I love the idea of finishing the map off with a blast, smashes and hard SV bumps. Also it's fine to play as I constantly get 300's on it and 90% of playtesters FC'ed it easily too. Therefore I'm leaving it as it is. Explained all of it on skype already but I thought I'd write it down here too for the sake of it.
Love. I like this map. The rest of the SV changes are fine.
omg thanks agka.. >www<Agka wrote:
Time for a mod.
These are all my opinions, but I think they'll make the map look more polished.
01:57:527 - Please change this to include a short stream following the dubstep bass. It's incredibly out of place not to have one after just having one that emphasized that, and that only and then within the same section not have it at all.
01:58:527 - Same. Alternatively, change the previous wubs that were mapped as doubles to a hold.
02:03:089 - You stopped mapping the 1/4ths, the sound is still there though.
02:34:027 - These SV changes are a bit harder to read, in particular the 1.5 -> 0.8 sequences make everything fall out of place and not align to the actual fractions of the measure. I recommend either removing them or leaving them as longer normalized bumps. A straight slowdown of this part is better, in my opinion. // o.o i'd keep them, that's what i want btw.. :v
Love. I like this map. The rest of the SV changes are fine.
rip my update is 5.07 star http://puu.sh/dvaLe.rar-Kamikaze- wrote:
rip 5,00 star rating
Thanks Agka o/Agka wrote:
Time for a mod.
These are all my opinions, but I think they'll make the map look more polished.
00:03:529 (3529|3,3529|5,3529|1,4029|3,4029|0,4029|6) - Keep as [345] chord. Hmm okays
00:10:404 (10404|0) - Move to 3 to keep consistent with 00:09:779 (9779|2,9904|2,10029|2) - Don't really know why i had it on 1, moved to 3
00:55:208 - Change these from 1.5 -> 0.5 to be 0.5 -> 1.5 (slowdown first) Aight, changed this
01:57:527 - Please change this to include a short stream following the dubstep bass. It's incredibly out of place not to have one after just having one that emphasized that, and that only and then within the same section not have it at all.
01:58:527 - Same. Alternatively, change the previous wubs that were mapped as doubles to a hold.
02:03:089 - You stopped mapping the 1/4ths, the sound is still there though.
02:34:027 - These SV changes are a bit harder to read, in particular the 1.5 -> 0.8 sequences make everything fall out of place and not align to the actual fractions of the measure. I recommend either removing them or leaving them as longer normalized bumps. A straight slowdown of this part is better, in my opinion.
04:30:152 - Change to 0.7x. It's mostly hard to read though, I think the section would actually be stronger /without/ the bumps or with an overall 0.85 or so slowdown.
04:43:777 (283777|1,283839|2,283902|1,283964|2,284027|1) - Change pattern to a Left-To-Right formation rather than a trill.
04:51:777 (291777|3,291777|4,291777|2,291839|5,291839|1,291902|4,291902|2,291964|1,291964|5,292027|2,292027|3,292027|4) - Same.
05:07:777 (307777|3,307839|4,307902|5,307964|4,308027|5) - Shift one lane left and linearize. Left-to-right formation.
05:35:027 - Again, in my humble opinion, these SV changes at the end are unnecessary, There's nothing to transition to nor a reason to emphasize in particular when there's nothing to contrast it to!
Love. I like this map. The rest of the SV changes are fine.
DJPop wrote:
I don't think it's ok to bubble now. The map's still in WIP category, not Pending.
Oh shit here we goExPew wrote:
looks better
here take #1
pattern/hitsound/rhythm works pretty well
doesnt have noisy SB note
@rumia i need your help to check SV here
Thx for mod flrn and the reference chart ( in advance ) hehFullerene- wrote:
i sorta promised i'd mod this, so here ya go.
how to mod 7k D:
random things that i think may improve the map
Columns:
|1|2|3|4|5|6|7|
Chords are [] etc.
00:17:529 (17529|1,18029|1) - if i'm not mistaken this is to the bells in the background. you may have missed a note here 00:18:529 - and 00:19:529 - top reasons why people shouldn't touch my map without permission, now idk what are these mapped to lol
Anyways, i removed the note here 00:17:529 (17529|1) - for consistency, i don't really want to have too many notes here as the density on the left hand dies right after, which may feel rather weird 00:19:029 (19029|2,19029|1,19779|2,19779|0) -
00:35:029 (35029|6,35029|3) - this point is pretty quiet, but has the same chord intensity as the build up right before it nerfed that chord hard to 1 note
00:38:904 - ending the LN here would put more emphasis on the vocal coming in, and would line up with the end of the tambourine thingy Aight, ended there and moved some stuff for better playability
00:40:497 - just saying, this entire song is at only 120 bpm, it's the vocals that are not perfectly quantized. i'm not sure why you'd end up syncing to the vocals when the percussion isn't completely ignored in the map lel ask kami ( moving to the correct stuff and removed the timing points )
00:41:060 - 00:42:133 - 00:43:944 - additional drum hits here, remember that this drum pattern repeats every 4 measures/double white line, so i won't point it out every repeat Added additional notes
00:42:260 (42260|0) - there's no drum playing here, but there is one on 00:42:386 - , so move it there Moved
00:50:766 - missing drum note Added
00:55:019 - sounds like a more correct rhythm to me seems better, changed and changed the SV also
01:13:027 (73027|3,74777|2) - snares are mapped here but right after this they're not there. any reason for that? inconsistency on my part, didn't add any snares during high densities in this section though, trying to avoid bias and confusion
01:19:027 (79027|4,79027|5,79152|4,79152|5,79277|0,79277|2,79402|0,79402|2,79527|4,79527|5,79652|4,79652|5) - you probably already know this is 1/8, but i feel like 4 note trills would work better here depending on how the next part is snapped i will change accordingly
01:20:027 - i actually had to go check in ddream to see the rhythm for this section lol. it looks like this and yeahhhhhhhhhhhh i think it'd be a lot less trouble if you just mapped a jack on 4 for the vocal or something. i noticed right away what you have now felt off, and others might also (ps those gray notes are 1/48 snap) mother of snap
also, consider lowering the values for the speed up here. something like 1.1x -> 1.2x instead of 1.15x -> 1.3x. the 4.00x -> 0.9x thing is fine imo
Errr so imma fix this later
01:24:527 (84527|1) - turn this into a normal note to emphasize the staccato Changed this and the following note
01:33:464 - vocal pitch change here that's missing o dang didn't notice that, changed that to a stair thingy
01:41:027 (101027|4,101152|5,101277|4,101402|5) - this is the same rhythm as on 01:33:464 - Changed, fixed some note thingy there
01:47:527 (107527|3) - representing a fade in with a single note at its start feels a bit odd, why not make this an LN? Hmm, i think i'm just going to remove this and use the LN end there to mark the end of the vocal and the start of the echo, i wanted to have a break here for transition into the next section
first 7k mod yay? yay
~
Fullerene- wrote:
i sorta promised i'd mod this, so here ya go.
how to mod 7k D: // how to map 4k D:
random things that i think may improve the map
Columns:
|1|2|3|4|5|6|7|
Chords are [] etc.
01:53:464 - flute note here // ==a keep, i focused to wubs and percussion only
01:55:589 (115589|1) - the 1/8 synth starts right after this, so move this note to 01:55:964 - where there is a missing note // added instead moved (keep the ghost note to make better rhythm.. :^) )
also, nice job usagi for putting down the 5/16 rhythm for the wubs correctly lol // :u i don't even
01:58:027 (118027|1,118027|0) - end these LNs at 01:58:527 - like you did right before, the sound ends at this point also. that means you might want to add an LN at 01:59:027 - on 1. // applied.. oh neat! (;w; my ln layer)
additionally, there's a staccato synth here and on 01:58:402 -
01:58:777 - 01:58:902 - more polyrhythms // neat
02:01:027 (121027|0,121027|2,121193|6,121193|4,121360|1,121360|2) - this is still 5/16, not 1/3 // DAFONZ how can it moved to 1/3... hue silly me
02:06:818 - 02:07:068 - 02:14:818 - 02:15:068 - snares here in case you were planning on mapping that // i'll keep it empty.. :3
02:13:527 (133527|6,133693|4,133860|2) - still 5/16 // done
02:19:589 - change the 0.6x SVs here to 0.5x, or change the 1.5x to 1.4x // finally sv mod.. done
all of the SVs aside from the ones i pointed out are balanced correctly and shouldn't have any major problems with sightreading.
first 7k mod yay? // GZ irene
~
did some self-mod for once again, there's something odd with the LN rhythm at 02:18:402 (138402|2,138652|0) - and yea, it's supposed to be 1/2 to make the rhythm coincident with the music, no need 3/4 rhythm.. orzZ3nx wrote:
top reasons why people shouldn't touch my map without permission, now idk what are these mapped to lol
I have no freakin idea, haven't even touched hitsounds, but since ExPew of all guys bubbled, I'm not worried about thisExUsagi wrote:
btw kami, is the drum-hitnormal77.wav a silent hitsound file? (i will re-download to make sure)..
in case there's some unsampled notes, just replace it with something else.. i aware this can cause another issue.. (you know, skalim's pendulum, unranked due silent hitsound... =-=)
Update #1: My part, Tertel's part and provisional Zenx's part. Still waiting for that refference chart for Zenx and his final updateFullerene- wrote:
i sorta promised i'd mod this, so here ya go.
how to mod 7k D:
random things that i think may improve the map
Columns:
|1|2|3|4|5|6|7|
Chords are [] etc.
04:31:777 - idk about this SV. it looks very strong/sharp when it's not a particularly strong beat. i really don't know a fitting alternative but consider tweaking the placement/values around I think it plays fine, also it's intended to be a little trap. Moved 2,75x 1/8 earlier tho
04:53:652 (293652|5,293777|6) - the mapped sound for this LN stops after the 5th note. the second time this happens on 05:01:527 (301527|2) - you did this correctly, so fix that Also for ??? reason LN's were 3/2 here and 1/1 later, fixed and rearranged (had to Ctrl+H the whole bracket+LN pattern orz)
05:24:402 - missing note to clap? most other spots you're mapping it but not here Fixed
05:24:902 - 05:27:902 - drums that are missing notes, you added them at 05:32:402 (332402|2,332902|4) - also but not on this part. if you're reducing the layering, it's better to reduce as time passes instead of the other way around I only heard like 2-3 extra notes to be added, so I added them. Feel free to PM me if you notice more before I ask for rebubble
all of the SVs aside from the ones i pointed out are balanced correctly and shouldn't have any major problems with sightreading.
first 7k mod yay? flrn5bat
~
I'm aware of this. Thus I'm not calling ExPew unless I've checked everythinghutunohito wrote:
be careful,a BAT can bubble only 3times
Thanks a lot!17VA wrote:
03:59:027 -
uncomfortable longnote pattern, so I rearrange this part.
how about this? http://puu.sh/dQ9DN/111b155ec5.jpg I didn't think that this could be unomfortable in any way, but I like your suggestion. Fixed
04:15:152 (255152|1,255402|1,255652|1,255902|1) -
move to 3rd column might be more comfortable to play. Indeed, it will be more comfortable, but it was designed to be more uncomfortable to hit, to put a physical strain on fingers. It's isn't too fast too. I'll change it if anyone else points it out.
thanks for mod 17VA o/ ( and also fullerene's reference chart hehe )17VA wrote:
http://puu.sh/dQaiV/1ca3be450b.jpg snap errors Fixed that
00:21:529 -, 00:22:029 -, 00:22:529 - ~~
add notes at white lines. middle line looks so empty. like this : http://puu.sh/dQa9L/a25e1ae44c.jpg There's not really any beat here so i think i'll not add anything
00:40:997 (40997|0,40997|2,40997|4) -
move to 00:41:029 - and add drum note at 00:40:945 - Fixed according to fullerene's reference chart and this
03:59:027 -
uncomfortable longnote pattern, so I rearrange this part.
how about this? http://puu.sh/dQ9DN/111b155ec5.jpg
04:15:152 (255152|1,255402|1,255652|1,255902|1) -
move to 3rd column might be more comfortable to play.
Thanks~ UpdatedDE-CADE wrote:
Just small check~
[Mid-Summer Marathon]04:15:027 - maybe change this to 141414, This Ring Trill wasn't suit with the drumroll (unless trill with high pitch piano), using IIDX controler can be easily beat this pattern but sadly most ppl here dont use it 14 is not possible due to 04:15:527 (255527|3) - but since you're not the first one to complain about this, I finally changed it to 23 trill[Hitsound]
04:31:777 (271777|5) - First though this LN was for that growl sound, but then it wasn't (Tested and i break the combo here) then checked and there's sample, with that 2.75 sv, you just kill me here
that growl sound end here 04:32:277 really awkward if the LN represent 1/2 of it Fixed, confirmed on irc
05:01:777 - Maybe add some chord here looks good as you did here 04:53:777 Done00:35:029 (35029|5) - drum-hitnormal77 and 10% woah, the file had a wrong number lmao, fixed[SV]
boo so silent, filesize only 1 KB, This silent hitsound maybe Unrankable
I suggest to replace it with new hitsound04:31:902 - As you can see here you use 2.75x , this make 04:32:152 (272152|0,272277|5,272277|1,272277|2,272402|4,272402|0) - totally unreadable ( I break the Combo here )
I see you trying to make this LN looks long,if you dont want change the pattern here,
I suggest use SV (with 1/8 Beat Snap)
04:31:777 - 1.5x
04:31:964 - 0.25x
Or you can use this SV
04:31:777 - 2.5x
04:31:839 - 0.25x
04:31:902 - 2.5x
04:31:964 - 0.25x
or anything but plz use less than 1.5x before 1x . so the chart still can be played and passable for everyone Remade a little bit diffrently, it's much more readable now
I'm trying, okayLordRaika wrote:
Dude.... Seriously...... Get this rankeeeeed
Z3nx wrote:
almost shocked lol[ S a k u r a ] wrote:
Approved!
jk
HYPE
WHYYYYYYYYYYYYYY APPROVE IT PLEASE <3[ S a k u r a ] wrote:
Approved!
jk
HYPE
[ S a k u r a ] wrote:
Approved!
jk
HYPE
Thanks for modderinos[ S a k u r a ] wrote:
Hello,
[General]
unrankable hitsounds
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
Every .wav file must be at least 100ms long to prevent issues with soundcards.
5ms delay, just cut the start
LR3_GrowlBassDFM.wav
LR3_GrowlDKLR.wav
LR3_RevcyGXF.wav
LR_Clap Hit P.wav
LR_J Hit Pong.wav
hitsound not over 100ms
extend the end
LR3_DS FXWi Right.wav
columns: 1234567
[Marathon]
00:41:529 (41529|0) - delete, no need if you want to put the LN already Mapped left hand to low pitched drum here
00:41:779 (41779|0) - ^ Mapped left hand to low pitched drum here
00:41:904 (41904|2,41966|1) - remove, ^ Mapped left hand to low pitched drum here ( ask fullerene, he's probably right since he is a master at placing notes ) I think it also matches the vocal pitch transition
00:43:529 (43529|2) - ^ Mapped left hand to low pitched drum here
00:44:279 - for these chords, I don't think this is comfrtable, suggest remove the ones on column 2 or move it to other column I have no idea how is it hard to push the whole hand down here (?)
00:46:529 (46529|5) - should ends at 00:46:779 - since the string instrument and the vocal both are The vocal is the same here, basically a repetition, using a shield LN here to represent that, a 1/4 spacing so that it plays better
00:58:277 - 00:59:277 - why are these 3 notes please remove 1 note Err cause i mapped 3 notes (?) and it cause i wanna keep the center note here for rhythm (?), well basically a thumb trill patterning here
00:59:777 - whats the difference between this and 00:58:402 - what, it's rather different in note placement alright
01:00:652 - If you are mapping this small sound, there is one at 01:00:777 - too, but I suggest you to remove it and map the clap instead Focusing on the unique vocal rhythm here, i feel that it's better to emphasize it entirely ignoring other sounds so as to bring out the vocal mapping here
01:01:652 - same as above, I suggest to map the drum at 01:01:527 - and the claps at 01:01:777 - Same as above
01:03:152 - ~ 01:04:027 - a bit uncomfortable Dooon't think so.. i asked a couple of people about this ( and saw them FC these kinds of patterns without trouble )
01:07:777 - add Focusing on the vocal here, thus i ignored some instruments and emphasized the starting vocal 1/4 after this with a chord
01:09:777 - ^^^ Focusing on vocal
01:11:027 - ~ 01:11:902 - a bit uncomfortable Yeeaa, alot of people fced this no problem, so i think it's cool
01:30:402 - why so many chords here, I don't think they are necessary, Please remove them. Err no, i think they play fine and are pretty fun for people
01:33:652 (93652|4,93652|5,93902|4,93902|5) - remove, or reduce It's mapped to the vocals
01:35:027 - again, I do not think this requires that much chords Eeeh, hammering with 1 note or a 2 note chord or a 3 note chord on a single hand don't really make much difference anyways, so i went with 3, the jacks at this bpm should be easily playable as it is only a 2 note jack
01:41:652 - remove, or reduce For vocals
01:43:527 - until here, there was too much chords I think the chords are fine unless they really hinder playability/readability here
basiclly the same problems
I feel like there was some parts that does not requires that many notes at once, ecspecially at the beginning
will do further check after
Thanks a lot Sakura! o/ Will update after tertel applies mod to his part[ S a k u r a ] wrote:
Hello,
[General]
unrankable hitsounds
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
Every .wav file must be at least 100ms long to prevent issues with soundcards.
5ms delay, just cut the start
LR3_GrowlBassDFM.wav
LR3_GrowlDKLR.wav
LR3_RevcyGXF.wav
LR_Clap Hit P.wav
LR_J Hit Pong.wav
hitsound not over 100ms
extend the end
LR3_DS FXWi Right.wav Fixed all
columns: 1234567
[Marathon]
04:11:027 - why 2 notes here Whoopsy, dunno why to be honest, fixed
04:16:527 (256527|5) - delete There's a hearable hi-hat here
05:09:402 - add Done
05:10:402 - add Done
05:15:777 - add
05:16:402 - add
05:17:402 - add
05:18:402 - add
05:18:777 - add
basiclly the same problems Added around 20 notes for claps, I could've just deleted 4-5 to make it consistent, but I think this suits better
I feel like there was some parts that does not requires that many notes at once, ecspecially at the beginning I actually think that it's fine. It's more of a physical style mapping, when mapper focuses on how hard patterns are to hit instead of very strict note density consistency. It's just that intensisty of sounds is compensated by harshness of patterns. Also it's the only part of this map on which I hold any combo above 400 (not counting slowjam part since LNs give massive combo there). I consider myself an average player, so I think it's fine.
will do further check after
yuss.. thanks![ S a k u r a ] wrote:
Hello,
[General]
unrankable hitsounds
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
Every .wav file must be at least 100ms long to prevent issues with soundcards.
5ms delay, just cut the start
LR3_GrowlBassDFM.wav
LR3_GrowlDKLR.wav
LR3_RevcyGXF.wav
LR_Clap Hit P.wav
LR_J Hit Pong.wav
hitsound not over 100ms
extend the end
LR3_DS FXWi Right.wav
columns: 1234567
[Marathon]
02:00:277 (120277|3,120652|3,120777|3) - what are these notes for // o_o kick bass, there's an exact sound of it.. keep
02:07:152 (127152|2,127152|3,127277|2,127277|3) - don't suggest drum here since you mapped 02:07:027 (127027|0,127027|5,127027|1) - which is confusing because the drum is at 02:07:089 - // ==a nah, people won't bother.. it's layered properly tho.. keep
02:11:527 - add // done
02:12:027 - ~ 02:13:027 - I don't really suggest 3 chords all way // o.o some notes for kick, some for hi-hat, and some for snare, it's executed nicely tho.. keep
02:14:277 (134277|3,134277|5,134527|3,134527|5) - reduce // /-\ previously reduced, huehuehue... keep
02:16:027 - ~ 02:17:027 - reduce notes // keep, same reason above
02:41:027 - add // done
02:42:652 - add // done
02:55:152 - add // done
03:11:277 - no need 3 notes here // done
03:18:527 - ^ 03:11:027 (191027|4) - // o.o kick bass there.. keep
basiclly the same problems
I feel like there was some parts that does not requires that many notes at once, ecspecially at the beginning // ==a not my part then.. *runs
will do further check after
I just want this to end, it's wearing me down alreadyExPew wrote:
from my mod
[SB note]
why you need to add exact hitsound BGM on SB? you know it's just a waste I have no idea why this would be considered as "waste", in my opinion it's not waste, it's adding unique touch to the beatmap and I think Raika couldn't have done a better job on this.
unsnapped sb note Calling Raika to confirm
00:50:654 -
I'm just thinking why you always appear in the occasion when people conflict.shionelove wrote:
idk overnote mean
when i played this map zen's part good for me
of course 4~7 in 1sound is overnote
but 2~3?
many mapper put 2 notes in single one snare sound,to express accent
I remember there are no 4ormore notes(sorry if i am wrong)
anyway zen your part best for me,plz don't break your style
every BMS song has own their keysounds. comparing to Imperishable Night 2006, yes indeed that map is overmapped with all those chords in it, but those keysounds are related BGM and sound like the original song from BMS. Unlike the notes in Z3nx's part of Tokio Funka , placing note at somewhere with a sound that does not requires such amount of notes and add hitsound to make it sounds like there was sound in the original music.-Kamikaze- wrote:
Sakura, I don't really understand why is that a problem. It sounds good, it doesn't affect playability, it doesn't cause any unrankable problems, so why? Is making song sound a little bit diffrent with sb really that bad? In BMS they do it all the time just to be able to overmap (like with imperishable night, mania version is also overmapped and by A LOT), but here that's not the case. Mind explaining in detail?
Also I agree, I think that Zenx's part is much better than mine, but uh, nothing I can do
Don't put words in my mouth please.[ S a k u r a ] wrote:
If you think I am not good enough for BAT or checking this map, feel free to look for the next one. No need to waste your time with a BAT that you don't think will go well with your map.
Actually Imperishable Night 2006 Lunatic (aka overjoy 2) has overmapped bursts. In original BoF version of the song there's a constant 1/4, no 1/8 bursts. That's the infamous BMS delay. It also was used in Chocoliti's Haelequin to justify 1/8 and 1/12 bursts and that was ranked not that long ago.I agree that mapping to additional hitsound is not very good, but using more notes to express single sound is okay in my opinion if it's arranged in a way that makes it play same like 1 note. Take the chord section you were complaining about. It's a [1234] chord and stairs on right hand. It would play exactly the same as 1 note chord on left hand, this is just ensuring that you have to hit with whole hand, so it's not too easy. Of course, everyone has their opinions and you're free to think bad about it, all I'm asking for is trying to understand how it works and why exactly that's mapped like it is.ExPew wrote:
every BMS song has own their keysounds. comparing to Imperishable Night 2006, yes indeed that map is overmapped with all those chords in it, but those keysounds are related BGM and sound like the original song from BMS. Unlike the notes in Z3nx's part of Tokio Funka , placing note at somewhere with a sound that does not requires such amount of notes and add hitsound to make it sounds like there was sound in the original music.-Kamikaze- wrote:
Sakura, I don't really understand why is that a problem. It sounds good, it doesn't affect playability, it doesn't cause any unrankable problems, so why? Is making song sound a little bit diffrent with sb really that bad? In BMS they do it all the time just to be able to overmap (like with imperishable night, mania version is also overmapped and by A LOT), but here that's not the case. Mind explaining in detail?
Also I agree, I think that Zenx's part is much better than mine, but uh, nothing I can do
ExPew wrote:
[Marathon]
00:41:529 (41529|0) - delete, no need if you want to put the LN already Mapped left hand to low pitched drum here - where got the drum instrument here? please respect the composer instrument base and try not make additional hitsounds for your own rhythm.;_________; there is a very low pitched bass thingy
00:41:779 (41779|0) - ^ Mapped left hand to low pitched drum here . ok thats fine
00:41:904 (41904|2,41966|1) - remove, ^ Mapped left hand to low pitched drum here ( ask fullerene, he's probably right since he is a master at placing notes ) I think it also matches the vocal pitch transition not pretty much clear this, i don't feel there got a triplet, in my suggestion 00:41:904 (41904|2) - remove this note and 00:41:966 (41966|1) - move this note on removed notes 00:41:904 - |3|fullerene why | 00:41:966 - removed this 1/8, the other should be fine
00:43:529 (43529|2) - ^ Mapped left hand to low pitched drum here remove it! same reason on the first part as i said
There is a low pitched thingy here so there's a note
00:44:279 - for these chords, I don't think this is comfrtable, suggest remove the ones on column 2 or move it to other column I have no idea how is it hard to push the whole hand down here (?) sakura is right, considered as overnote(1)
ok firstly, you said sakura is right, means that you agree that it's uncomfortable:
you agree that a (123) chord is uncomfortable
I'm sorry but i can't really understand, 123 feels great to press down ( maybe it's just me, idk )
(2)
I'm sorry but i have never heard of the term overnote
But i honestly think that if a map is comfortable with "overnote" i think it's good to go!
IDK why it would
1) Make players sad
2) Make players confused
3) Make players rate 1/10
4) Make players rage at me cause it's too comfortable
5) Make players want to write an essay to me cause notes in the chart don't represent anything unless the patterns are uncomfortable! In which I think it's not really the case as all the play testers say my part is cool and they have good acc and score on it! But hey, that's just like 10 testplayers lol!
00:46:529 (46529|5) - should ends at 00:46:779 - since the string instrument and the vocal both are The vocal is the same here, basically a repetition, using a shield LN here to represent that, a 1/4 spacing so that it plays better -[color=#0000FF] looks both are fine, it's up to you[/color]
00:58:277 - 00:59:277 - why are these 3 notes please remove 1 note Err cause i mapped 3 notes (?) and it cause i wanna keep the center note here for rhythm (?), well basically a thumb trill patterning here the note count are not similar with previous part even repeated. i highly recommend make it same for better quality or explain all of each note you refer from.Same argument and point i made earlier, if it's comfortable and fun, it should be good to go and oh yes i'm actually going to explain all the notes
00:58:027 (58027|0,58152|2,58277|0,58402|2,58527|1,58652|2,58777|1,58902|2,59027|0,59152|2,59277|0,59402|2,59527|1) - this is to represent all the vocals here, with the index finger as an anchor
00:58:027 (58027|4,58152|5,58277|4,58402|5,58527|4,58652|6,58777|4,58902|6,59027|4,59152|5,59277|4,59402|6) - Same as ^
00:58:027 (58027|3,58277|3,58527|3,58777|3,59027|3,59277|3,59527|3,59777|3) - To keep in rhythm and also as an anchor
00:59:527 (59527|4,59527|5,59777|4,59777|5,60027|5) - These are hammered for emphasis on vocals
00:59:527 (59527|1,59652|2,59777|0,59902|2,60027|1) - These notes are to keep the 1/2 flow
But hey, you are probably picking on the technical stuff which is not entirely wrong but i prioritize playability over how good it looks!
00:59:777 - whats the difference between this and 00:58:402 - what, it's rather different in note placement alright
01:00:652 - If you are mapping this small sound, there is one at 01:00:777 - too, but I suggest you to remove it and map the clap instead Focusing on the unique vocal rhythm here, i feel that it's better to emphasize it entirely ignoring other sounds so as to bring out the vocal mapping here
01:01:652 - same as above, I suggest to map the drum at 01:01:527 - and the claps at 01:01:777 - Same as above
01:03:152 - ~ 01:04:027 - a bit uncomfortable Dooon't think so.. i asked a couple of people about this ( and saw them FC these kinds of patterns without trouble ) ez to fc but sick quality caused of overnote with BGM(example this note 01:03:652 (63652|2,63652|0,63652|1,63902|1,63902|3,63902|2) - obviously, please hear carefullyDon't kinda get what's "sick quality" but if it's a compliment i'll take it
Same reason as previously, i prioritize playability over technical mapping/charting/ste- oh wait this is not 4k
And i probably achieved my goal which is cool "ez to fc"
but yea i use heavy chords there so as to map to the strong drums in hitsounds
01:07:777 - add Focusing on the vocal here, thus i ignored some instruments and emphasized the starting vocal 1/4 after this with a chord
01:09:777 - ^^^ Focusing on vocal
01:11:027 - ~ 01:11:902 - a bit uncomfortable Yeeaa, alot of people fced this no problem, so i think it's cool huh? dont think about people. i highly recommend follow the rhythm well here
01:30:402 - why so many chords here, I don't think they are necessary, i highly recommend remove them. Err no, i think they play fine and are pretty fun for people you're thinking your mapping for fun but not thinking overall base quality. im not accept those chord obviously nonsense. use note properly(1)
overall base quality :
Quality :
how good or bad something is:
a shop advertising top quality electrical goods
The food was of such poor/low quality.
Their products are of very high quality.
I only buy good-quality wine.
The quality of the picture on our television isn't very good.
o wait you can't really judge a map 100% if it's good or bad, but i'm trying to achieve an intention of making my part fun!
mapping for fun Yea i think you got my point, don't think there's anything wrong here for me tbh, unless you are forcing me to change my mapping style which is apparently a taboo in the mania modding world o_O
accept those chord obviously nonsense oh no you insulted my mapping style!
"forcing me to change my mapping style"
obviously nonsense, hold on i need to give you the concrete definition
Nonsense :
an idea, something said or written, or behaviour that is silly or stupid:
Don't think it's either silly or stupid, i have never heard of anyone saying my part is uncomfortable to play, in which my intention is to have my part really
fun and enjoyable, thus i have achieved my goal, that's the idea of the pattern there!
obviously :
I think you know the meaning, but putting absolute words like these make me feel that you didn't even bother to try my part, but i'm pretty sure you did (lol)
01:33:652 (93652|4,93652|5,93902|4,93902|5) - remove, or reduce It's mapped to the vocals
01:35:027 - again, I do not think this requires that much chords Eeeh, hammering with 1 note or a 2 note chord or a 3 note chord on a single hand don't really make much difference anyways, so i went with 3, the jacks at this bpm should be easily playable as it is only a 2 note jack i dont get it where you did refer those noteImma just explain briefly, the note count increases with the vocal strength here, thus i increased the note count gradually here, if that's what you are asking, sorry if my previous explanation was answering something else (lol)
01:41:652 - remove, or reduce For vocals
01:43:527 - until here, there was too much chords I think the chords are fine unless they really hinder playability/readability here -
from my mod
[SB note]
why you need to add exact hitsound BGM on SB? you know it's just a waste
unsnapped sb note
00:50:654 -
[Marathon]
00:41:779 (41779|6,41904|4,42029|5) - what those LN refer to?
01:00:402 - i dont get this rhythm seriously
01:01:402 - ^
01:12:027 to 01:26:027 - ok i can say here this quality pattern are not so good honestly. the pattern looks no creative at all i have to give you 2 option : remap all or remove overnote and re-arrange
_S u w a k o_ wrote:
quick sv look.. not pattern mod
sorry my something is hurted now but i doing it because of some reason and talked
00:04:279 - 00:04:404 - isn't it 1/6? wocao walao, fixed
00:39:966 - better to start x0.9 from here. try to test it errrrr i don't really think it makes a difference, i'd rather have the 0.9 end on the last note here so that the 0.9x SV won't trick players into pressing to late on 00:40:029 (40029|4,40029|2) - ( I seriously don't think it'll make a difference still though )
it's way easier to catch timing and recognize that this is 1/4.. 0.9 start from 00:40:029 - here is something like 1/8 or 1/12 but it is 1/8 ;_;
00:55:404 - 00:55:529 - i dont think you should keep same distance sv form compared to others even the pattern's beatsnap is different. Hmm true, removed all the SVs there, was kinda debating on if i should remove this previously due to the snap change from flrn's chart
try catch sv to 1/8 beatsnap distance. current 1/12 svs are spoil acc since sv/pattern beatsnap is different.
00:55:945 - 00:55:987 - better to be 1/8 beatsnap sv here too imo. 1/12 0.5 1.5 is something weak to emphasize ^
00:56:027 - 120? maybe unnecessary.. change to x1.0 idk why kami had this point here will poke kami about this
00:56:279 - 01:12:029 - what do you want to catch sound here?
vocal? or instrument? i think neither? this part is ambiguous for me.. better to handle here further imo
meaning, you should delete some notes if you want to catch vocal, but you should add more if you want to catch instruement I'm mapping for both at the same time, i map the vocals whenever the vocals have 1/4 swing beats and instruments when the vocals doesn't, basically emphasizing the vocals whilst mapping the instruments
01:19:027 - 01:19:902 - lmao 1.9 0.1 lolol seriously?
i don't think it's necessary. actually 1.5 0.5 sv form is enough to emphasize. 1.9 0.1 is tooo op to keep acc
or change 1.5 0.5 > 1.6 0.4 > 1.7 0.3? I'm using the idea of a more jagged/sharp SV here so i'm using high values like this, don't think imma use softer SVs ;_;
01:20:027 - 01:20:402 - i can't get idea why u put x1.15 instead bumps sv.. dubstep sounds are still continue until 01:20:402 01:20:027 (80027|4,80027|2,80152|1,80152|5,80277|5,80277|1,80402|0,80402|6,80527|5,80527|1) - I'm mapping to the vocals here, in which i don't think im going to use jagged/sharp SVs and instead use 1.15 then 1.30 to map to the synths in the music
01:20:527 - change to 1.1 or 1.2. way too fast to catch acc 01:21:027 - here well.... ok, i think this is the limit of the nerf lmao
01:27:527 - 01:28:027 - better to change 1.5 to 1.3 about here. or change 0.7 to 0.5 well, mathematically, it doesn't add up to 2.0, but i want to have it at a faster SV here so as to emphasize the chorus when it hits it, eeeh imma nerf to 0.6 anyways ;_;
because current sv form is way faster than x1.0.. in other words, it's hard to catch acc than 0.5 1.5
01:33:277 (93277|6,93402|4,93464|5,93527|6) - make consistency here..
i think your below LNs were fellow vocal at first. this is something inb4 while playing Ye it is following the pitch change of the vocals
01:41:277 (101277|5,101402|6,101464|5,101527|4) - ^ ^
Okay let me break this down[ S a k u r a ] wrote:
ExPew means that it is uneccessary to put the same sound that is already in the music mp3 in the storyboard hitsound, this makes the music and the hitsound overlaps and it sounds the same
Ok let me break this down againExPew wrote:
every BMS song has own their keysounds. comparing to Imperishable Night 2006, yes indeed that map is overmapped with all those chords in it, but those keysounds are related BGM and sound like the original song from BMS. Unlike the notes in Z3nx's part of Tokio Funka , placing note at somewhere with a sound that does not requires such amount of notes and add hitsound to make it sounds like there was sound in the original music.-Kamikaze- wrote:
Sakura, I don't really understand why is that a problem. It sounds good, it doesn't affect playability, it doesn't cause any unrankable problems, so why? Is making song sound a little bit diffrent with sb really that bad? In BMS they do it all the time just to be able to overmap (like with imperishable night, mania version is also overmapped and by A LOT), but here that's not the case. Mind explaining in detail?
Also I agree, I think that Zenx's part is much better than mine, but uh, nothing I can do
Mapping in mania is trying to show the original rhythm and the unique part of the sound instead of creating your own.[ S a k u r a ] wrote:
Mapping in mania is trying to show the original rhythm and the unique part of the sound instead of creating your own. Also the hitsounds are overused in the map, such amount of hitsounds will increase the file size of the map by a lot, this is unnecessary when the map is not keysounded map and the hitsounds are overlap with the original mp3 which can not be heard, we should try our best to make the file size as small as possible. If you think I am not good enough for BAT or checking this map, feel free to look for the next one. No need to waste your time with a BAT that you don't think will go well with your map.
Lol me/we forgot to delete it after fixing timing from calibreman's mod, fixedZ3nx wrote:
00:56:027 - 120? maybe unnecessary.. change to x1.0 idk why kami had this point here will poke kami about this
shit, the 120 bpm point messed everything up :V_S u w a k o_ wrote:
??????????????
According to what u saidshionelove wrote:
idk why you only think Pattern for song,Not song for pattern?
just you do this theory
why you kill another view,song for pattern?
osumania is osumania,not BMS,o2jam
i think the good point of mania is mania accept all mapping style:keys,patterns and opinions
please don't kill this map,both styles are good both
if only i could-Kamikaze- wrote:
mod/hs fix :V
-Kamikaze- wrote:
I myself am not giving up just yet.
oh pls so romancing :U-Kamikaze- wrote: