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Kan R. Gao - Take Me Anywhere

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Topic Starter
ego_17
DTM9 Nowa mod

DTM9 Nowa wrote:

Heya


[]

General

The ending sounds really rough as it stops like a small car into a concrete wall :S

its unedited file from ost


Easy

00:05:554 (3,1,2,3) - I feel like the transition here is a bit awkward. Maybe you could start the circular back and forth movement with these 00:05:554 (3,1) - by CTRL H ing 00:06:665 (1,2,3) - these and yeah
i think its a common thing that happens with blankets ) well i think its ok for now

00:13:332 (4,2,4) - 00:21:665 (2,1) - I know that the map is older and ect. but you could consider polishing the map by working on/removing this kind of overlapping for the sake of structure
they do not overlap while playing so i think changhing this just for nice look in editor pointless

00:35:554 (1,3) - These could look nicer if they were the same
how you noticed that ?) ok ok

Any reasons why 00:43:887 (1) - or the head of 00:44:443 (2) - don't have the clap addition? The sounds they are mapped on sound fairly similar to what you have represented with claps
yeah i checked this on normal too

Normal

00:05:276 (2,3) - The sounds under the tailpoints are actually stonger than the ones under the headpoints. Overall it doesn't really work as the clicking on the headpoint makes the less strong sound more significant for the person who is playing. This is atleast how I see the things. There are a lot of this kind of issues in the difficulty


00:10:554 (1,2,1,2) - 00:16:109 (3,2) - ect, Similar stuff regarding structure as i talked about in easy

00:18:887 (2,3,4) - I feel like the 4 should support the straight movement you are creating with the 3|sliderhead4 since most of your patterning has this kind of flow usage

i remaped normal using your guggestions

00:33:332 (1) - This spinner does not have enough recovery time for the newer players. Imo the best solution would be to remove the following slider and represent the strong sound on 00:35:554 - with a hitcircle as that would fix the strong sound issue I stated above while making the recovery time appropriate. The spinner's length is alright since the song is so slow (if anyone points that out, just say it's fine)

done

00:35:832 (1,2,3) - 00:37:776 (1,2,3) - Why is the rhythm so different here? Both of them are mapped to almost the same piano rhythm and there aren't really any kind of additional beats that would really alter the rhythm choice unlike for example here 00:40:832 (1,2,3,4) - where the stronger piano sounds continue over ~ 4 beats

i tried to make this part more consistent, i hope it now plays better

00:56:665 (2,3) - This is too hard for a normal difficulty. The 1/4 repeat sliders are fine as the song is so slow but this is just too much and introducing a mechanic this far into the difficulty and not even in the kiai time should tell that this isn't really a good thing to do. On top of that it has exactly similar rhythm as hard so there could be some kind of contrast between them aswell

yeah my bad - removed second circle

00:59:026 (1) - Firstly, the spinner is too short for a normal difficulty. Secondly it does not sound good to go over the song cut 00:59:964 - with the spinner as something like that is easily audible and yeah.. (the cut sounds really bad by itself so there is no need to further make the ending sound bad)

i didnt understand this part - previous spinner is shorter, but you said its ok

Hard

00:04:998 (1,2,3,4,5,6,7,8,9,10) - Again, you follow what the song has to offer so well here but you just stop doing that after a while 00:12:221 (4,5,6,1) - and then start it again for a sec 00:13:887 (1,2,3,4,5,6,1,2,3,4) - and end it. I could've understood if only this 00:23:332 (1,2,3,4,5,6,7,8) - kind of melody would've been mapped like that but for example here 00:09:165 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - both of the measures have roughly similar stylish sounds on pretty similar pace but they are mapped completely differently. This does not work at all. Of course you can prioritize the more noticeable sounds such as these 00:16:665 (1,2,3,4,1,2,3,4,5,6,7) - but ignoring everything else is not good for the map so it would be the best for the map if you were to find another way of representing the changes such as spacing if you really want to prioritize them. This is a problem that can be seen basically throughout the map

i tried to water intence parts and placed some more calm-jumping parts after them, cos i feel like making a map from only tripples is not a good idea )
anyway i added some more triples

00:11:387 (1,2,3) - Aesthetically speaking this would look much nicer if the curve of the slider would be nearly the same as what the 1|2|sliderhead3 is forming
ok

00:33:887 (1) - This is probably too short. Not score wise but rather because the newer players simply do not have enough time to react to the spinner

i feel the same, but i like how it fits the music, and its not against ranking criteria, just a little hard place on a hard diff )

00:39:165 (3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4,5,6) - The rhythm is questionable again but you could try aswell having bit more sliders since this is basically only circles (with that one 1/4 slider) for about 10 seconds

remaped kiai, now it shoud fit to rhythm more accurate

00:50:554 (1,2,3,4) - tbh there isn't really anything on the 4 that would need this kind of emphasis, also you haven't really explored this kind of spacing/emphasis prior in the difficulty so I don't think it fits there either

Changed

[]

Good luck~
Venix
Hello, from my modding queue.

Red means this point is about unrankable thing.

[General]
  1. What are you think about using tickrate 1 on Hard diff to keep consistency with Easy and Normal?
  2. Since Normal is Normal and Hard is Hard, why Easy is called "Easy2"? I don't think so it's necessary, honestly I prefer change name of this diff to just "Easy".
  3. I prefer to turn on epilepsy warning because there's storyboard on this map.
[Metadata]
Artist: Kan R. Gao, feat. Laura Shigihara
Title: Take Me Anywhere
Resources: Official bandcamp

[Easy2]
  1. Overall, there's a big problem with flow on this diff. Most of transitions between sliders are just uncomfortable and honestly I think it shouldn't exist on diff like easy. Here is list of all of these issues with preferable fixes:
    1. 00:02:221 (1,2) - Harsh angle. What are you think about something like this instead? It flows much better with good aesthetics.
    2. 00:05:554 (3,1) - Unexpectable transition and a bit bad aesthetics here. Don't you think 00:06:665 (1) - this slider should be 00:05:554 (3) - this with ctrl+j instead? If you do this like on image below you'll fix both of issues.
    3. 00:08:332 (3,4) - Similar issue to one above, but here you have one more issue, you shouldn't use 00:06:665 (1,2,3) - that sharp flow on easy diffs. Also using two different shapes here is a bit unlogical just because rythm is almost the same. To fix all of these issues I prefer to try something like this.
  2. 00:15:554 (3,4,5,1) - It looks like you wanted to do this symetrical, but symmetry here doesn't matter because 00:18:332 (1) - this slider looks like it's handly rotated. You should put 00:15:554 (3) - this slider with ctrl+h instead of 00:18:332 (1) - this one. Also it should be centered so I prefer just do this.
  3. 00:22:221 (3,1,2,1,2) - Again symmetry problem, looks like you were aiming for symmetry but it isn't symmetrical. To get it you should ctrl+h 00:23:332 (1) - this circle and put it 00:25:554 - here. The same on 00:22:221 (3,2) - these sliders.
  4. 00:27:776 (1,2,3,4) - I don't get logic of this spacing? Why have you used 00:29:443 (3,4) - here lower one. It doesn't make at all on easy so I prefer to change spacing between these objects to 1x like on other parts of map. // The same 00:53:887 (1,2,3) - here.
good luck!
Topic Starter
ego_17
from Venix modding queue
Hello, from my modding queue.

Red means this point is about unrankable thing.

[General]
  1. What are you think about using tickrate 1 on Hard diff to keep consistency with Easy and Normal?
    okay
  2. Since Normal is Normal and Hard is Hard, why Easy is called "Easy2"? I don't think so it's necessary, honestly I prefer change name of this diff to just "Easy".
    it was temporary name for testing )
  3. I prefer to turn on epilepsy warning because there's storyboard on this map.
    there is no flashes or pulses thats the reason ?
[Metadata]
Artist: Kan R. Gao, feat. Laura Shigihara
Title: Take Me Anywhere
Resources: Official bandcamp

no - check other ranked maps - Laura only featured in one song, other ones are Gao only

[Easy2]
  1. Overall, there's a big problem with flow on this diff. Most of transitions between sliders are just uncomfortable and honestly I think it shouldn't exist on diff like easy. Here is list of all of these issues with preferable fixes:
    1. 00:02:221 (1,2) - Harsh angle. What are you think about something like this instead? It flows much better with good aesthetics.

      there are just 2 sliders how one stright line betwin them may be unconfortable ? i will keep my
    2. 00:05:554 (3,1) - Unexpectable transition and a bit bad aesthetics here. Don't you think 00:06:665 (1) - this slider should be 00:05:554 (3) - this with ctrl+j instead? If you do this like on image below you'll fix both of issues.
    3. 00:08:332 (3,4) - Similar issue to one above, but here you have one more issue, you shouldn't use 00:06:665 (1,2,3) - that sharp flow on easy diffs. Also using two different shapes here is a bit unlogical just because rythm is almost the same. To fix all of these issues I prefer to try something like this.
    4. 00:15:554 (3,4,5,1) - It looks like you wanted to do this symetrical, but symmetry here doesn't matter because 00:18:332 (1) - this slider looks like it's handly rotated. You should put 00:15:554 (3) - this slider with ctrl+h instead of 00:18:332 (1) - this one. Also it should be centered so I prefer just do this.
      i remaped this parts
    5. 00:22:221 (3,1,2,1,2) - Again symmetry problem, looks like you were aiming for symmetry but it isn't symmetrical. To get it you should ctrl+h 00:23:332 (1) - this circle and put it 00:25:554 - here. The same on 00:22:221 (3,2) - these sliders.
      this objects a so separated, i think there is no reason for a full symmetry
    6. 00:27:776 (1,2,3,4) - I don't get logic of this spacing? Why have you used 00:29:443 (3,4) - here lower one. It doesn't make at all on easy so I prefer to change spacing between these objects to 1x like on other parts of map. // The same 00:53:887 (1,2,3) - here.
      fixed spacing
good luck!

thanks!
UselessXD
o/ From my queue.

Hard
~ Press ctrl+a and check out how much your map is centralized :p I think that you should use a bit more screen :D
~ 00:08:887 - missing 'clap' sound.
~ 00:22:498 and 00:23:054 - there should be shall be 3-stacked-circles like 00:23:609 (2,3,4).
~ 00:30:554 (2,3,4,5,1,2,3,4,5) - this one looks interesting, but i think it might be too hard for 2,8*.
~ 00:31:665 (3,4,5) - if you want to keep ^up^ pattern then put this circles in straight line.
~ 00:34:859 (1,2) - short slider wouldn't be better here? 2 circles stack with different rhytm might be misleading for new players.
~ 00:43:054 (2,3) - same^
~ 00:56:665 (2,3) - ^
~ 00:36:943 (3,4,5,6,7) - repeated slider isn't cool here, because begginers won't have good enough finger control to full combo it.
~ 00:52:498 (3,4,5,6,7) - ^

GL :)
Topic Starter
ego_17

UselessXD wrote:

o/ From my queue.

Hard
~ Press ctrl+a and check out how much your map is centralized :p I think that you should use a bit more screen :D Yeah i already warned of this
~ 00:08:887 - missing 'clap' sound. idea was - claps on a piano bass notes so there are whistle instead
~ 00:22:498 and 00:23:054 - there should be shall be 3-stacked-circles like 00:23:609 (2,3,4). i missed them intentionaly - cos its weird to map all of them
~ 00:30:554 (2,3,4,5,1,2,3,4,5) - this one looks interesting, but i think it might be too hard for 2,8*. i will think about this, but it follows music
~ 00:31:665 (3,4,5) - if you want to keep ^up^ pattern then put this circles in straight line. its not stright cos its part of this arc pattern 00:31:943 (4,5,1,2,3) -
~ 00:34:859 (1,2) - short slider wouldn't be better here? 2 circles stack with different rhytm might be misleading for new players.
~ 00:43:054 (2,3) - same^
~ 00:56:665 (2,3) - ^
~ 00:36:943 (3,4,5,6,7) - repeated slider isn't cool here, because begginers won't have good enough finger control to full combo it.
~ 00:52:498 (3,4,5,6,7) - ^
its hard diff, i dont see any reasons make it new players friendly - there are easy and normal for this

GL :)
thanks ! sorry for denying, but i just think its not needed :roll:

edit - decided to remap this one
~ 00:30:554 (2,3,4,5,1,2,3,4,5) - this one looks interesting, but i think it might be too hard for 2,8*.
Cerulean Veyron
via form

Dunno what's up with this sort of glitch updating a particular difficulty that deletes all notes. It's kinda buggy though.
[- - General - -]
  • - Mind if you happen to have any kind of a screenshot/website to prove your metadata? I just wanna make sure, that it all.
    - Seems alright perhaps.

[- - Easy - -]
  1. 00:02:221 (1,2) - Pattern here is kinda too plain to start off the difficulty gameplay, especially when it comes to some solid linear sliders. The flux looks a bit untidy and concreted, but I already know why. You could at least try curving one of those two sliders to make a smoothr flow or something. Currently, it's way too solid for making the effort into it.
  2. 00:22:221 (4,1,2) - 00:48:887 (2,3,4) - The structural flow over these two parts looks pretty steep and probably too sharp to turn the cursor towards it. But since the only reason why is it kept that way is because of how symmetrical it should be. Well, I do suggest mapping this one out a bit differently than the current one as it would be a little uncomfortable with such sharp flows in easier difficulties.

[- - Normal - -]
  1. 00:03:887 (1,2,1,2,3,4,5,1) - Not quite a big fan of linear or square mapping executions. The whole pattern here is very heavily pattern-based and quite obnoxious when it comes to creating such structures. So on this particular solid part, nothing really that stood well together in my point of view. I prefer curving the visual flows or whatever that helps the pattern here making it smoother and for the better.
  2. 00:11:665 (1,1,1) - I don't really feel that the new combos over these are technically okay to be overdone. Somehow basing off the combos by patterns doesn't really comprehend the song track much lightly, so I would suggest removing some of those and add new combos on a measure/note that has a landing instense beat, or shortly for downbeat.
  3. 00:17:221 (4) - Wouldn't actually make this slider being too curvy though, I might say you could try to make this slider flow towards the next slider which is 00:17:776 (5) - to tidy up some structures around here. Or at least rotate it if you don't mind changing the slider position and curve.
  4. 00:25:554 (3,4,5,1,2,3,4,5,1,2) - Nearly just like the first mod, almost everything seems to be linear sliders thrown over this whole section. It was actually used properly and rankable, but basically the aesthetic over this is absolutely solid and not the best option to represent itself appealing over the outlook of the structure. Like, I do know you were trying to befit them out for flows and so on, but it wasn't affected well. I recommend varying something here than just straight-forward patterns.
  5. 00:50:832 (2,3,4) - This one's probably more like a personal suggestion though, not a very big deal but it's worth mentioning. I would rather prefer the two notes, circle (3) and slider (4) on 00:51:109 (3,4) - , to be stacked instead and probably not circle (2) and (3). The reason why it's supposed to be stacked on the slider head is because the flow motion doesn't really show a lot of transition towards this song track's part. So maybe continuously moving until the slider would actually fit best.

[- - Hard - -]
  1. 00:12:220 (4,5,6,1) - 00:21:665 (2,3,4,1) - Well, these two parts can possibly create a little bit of confusion based on how their gap distances between circles. Especially encountering something like on 00:12:776 (5,6,1) - can be a little tricky whether it's still 1/1 or maybe a little too close. So visually, this can be really challenging for players to perceive the purpose of the circles here. You might wanna place the patterns' notes a bit differently to avoid such weird spacing throughout the difficulty.
  2. 00:15:554 (3) - 00:19:998 (3) - Well, I do guess that you might forgot the claphitsounds over these two circles? Or maybe some whistles, I don't know exactly what you've trying to make an effect to hitsounding. Because currently it just sounded a bit inconsistent with some whistle > whistle > clap, or clap > clap > whistle, or whatsoever. I just don't really get your hitsound concept though.
  3. 00:37:221 (5,6,7) - 00:48:332 (2,3,4,5,6) - I don't really think there's a landing note on 00:37:498 - which wouldn't actually have to be lifted after the 1/4 slider repeat. The rhythm composition can either be improved here as well, so you might need to mainly follow the melody just for this part. Try something like this for example, rather than a high note density stream. Although you can try another way around if you don't feel comfortable with the sample.

Not what I can tell from here, but I don't really know what you're exactly doing around the editor. Either that you had a lot of experiences in mapping such mapset and not literally paying attention to placing some objects. Well, I do clearly understand it's an old mapset, but that doesn't mean you could keep this than moving it on. Generally, the mapset feels really solid, and I've seen a lot of your efforts mapping and storyboarding this. I highly appreciate that as expected. Although the mapset's difficulties have a solid structure and rhythm compositions being a little hasty, like a few executions forced out, or some distance spacing being a bit confusing, etc.. You know the thing.
Seems really ok
Topic Starter
ego_17
thank you for modding - it might take some time answering - looks like i have to work on map again :o

Cerulean Veyron mod

Cerulean Veyron wrote:

via form

Dunno what's up with this sort of glitch updating a particular difficulty that deletes all notes. It's kinda buggy though. yeah it happens often this days
[- - General - -]
  • - Mind if you happen to have any kind of a screenshot/website to prove your metadata? I just wanna make sure, that it all.
    song name are from Freebird official website https://freebirdgames.bandcamp.com/albu ... e-moon-ost
    and as Xgor said there p/3428205 artist is just Kan R. Gao(screenshot is lost but it was from site i mentioned before and he talks about tracks 23 and 30)


    - Seems alright perhaps.

[- - Easy - -]
  1. 00:02:221 (1,2) - Pattern here is kinda too plain to start off the difficulty gameplay, especially when it comes to some solid linear sliders. The flux looks a bit untidy and concreted, but I already know why. You could at least try curving one of those two sliders to make a smoothr flow or something. Currently, it's way too solid for making the effort into it.
    i added some curve - hope this will work )
  2. 00:22:221 (4,1,2) - 00:48:887 (2,3,4) - The structural flow over these two parts looks pretty steep and probably too sharp to turn the cursor towards it. But since the only reason why is it kept that way is because of how symmetrical it should be. Well, I do suggest mapping this one out a bit differently than the current one as it would be a little uncomfortable with such sharp flows in easier difficulties.
    remaped

[- - Normal - -]
  1. 00:03:887 (1,2,1,2,3,4,5,1) - Not quite a big fan of linear or square mapping executions. The whole pattern here is very heavily pattern-based and quite obnoxious when it comes to creating such structures. So on this particular solid part, nothing really that stood well together in my point of view. I prefer curving the visual flows or whatever that helps the pattern here making it smoother and for the better.
    remaped now it should have better flow
  2. 00:11:665 (1,1,1) - I don't really feel that the new combos over these are technically okay to be overdone. Somehow basing off the combos by patterns doesn't really comprehend the song track much lightly, so I would suggest removing some of those and add new combos on a measure/note that has a landing instense beat, or shortly for downbeat.
    i rechecked new combos on diff
  3. 00:17:221 (4) - Wouldn't actually make this slider being too curvy though, I might say you could try to make this slider flow towards the next slider which is 00:17:776 (5) - to tidy up some structures around here. Or at least rotate it if you don't mind changing the slider position and curve.
    looks like i went to whatever there ) done
  4. 00:25:554 (3,4,5,1,2,3,4,5,1,2) - Nearly just like the first mod, almost everything seems to be linear sliders thrown over this whole section. It was actually used properly and rankable, but basically the aesthetic over this is absolutely solid and not the best option to represent itself appealing over the outlook of the structure. Like, I do know you were trying to befit them out for flows and so on, but it wasn't affected well. I recommend varying something here than just straight-forward patterns.
    remaped
  5. 00:50:832 (2,3,4) - This one's probably more like a personal suggestion though, not a very big deal but it's worth mentioning. I would rather prefer the two notes, circle (3) and slider (4) on 00:51:109 (3,4) - , to be stacked instead and probably not circle (2) and (3). The reason why it's supposed to be stacked on the slider head is because the flow motion doesn't really show a lot of transition towards this song track's part. So maybe continuously moving until the slider would actually fit best.
    i remember what i sometimes lose combo there =) decided to unstack all

[- - Hard - -]
  1. 00:12:220 (4,5,6,1) - 00:21:665 (2,3,4,1) - Well, these two parts can possibly create a little bit of confusion based on how their gap distances between circles. Especially encountering something like on 00:12:776 (5,6,1) - can be a little tricky whether it's still 1/1 or maybe a little too close. So visually, this can be really challenging for players to perceive the purpose of the circles here. You might wanna place the patterns' notes a bit differently to avoid such weird spacing throughout the difficulty.
    on my experience people who can get S on normals and started playing hards easily adopt to sudden distance increace and its low bpm, so i dont see problem there.Yes its a little tricky, but its a hardest diff in set - there must be some spikes i guess (and players can be easily clear this sections on a second try)
  2. 00:15:554 (3) - 00:19:998 (3) - Well, I do guess that you might forgot the claphitsounds over these two circles? Or maybe some whistles, I don't know exactly what you've trying to make an effect to hitsounding. Because currently it just sounded a bit inconsistent with some whistle > whistle > clap, or clap > clap > whistle, or whatsoever. I just don't really get your hitsound concept though.
    nice catch - i think i lost them in one of those remaps ) added claps
    its a little wonky but concept was add claps only for piano bass notes (00:05:554 (3,7,4,8,5) - etc
  3. 00:37:221 (5,6,7) - 00:48:332 (2,3,4,5,6) - I don't really think there's a landing note on 00:37:498 - which wouldn't actually have to be lifted after the 1/4 slider repeat. The rhythm composition can either be improved here as well, so you might need to mainly follow the melody just for this part. Try something like this for example, rather than a high note density stream. Although you can try another way around if you don't feel comfortable with the sample.
    well i tried a few variants and now i think slider works good (also it will lower starraiting a little)

Not what I can tell from here, but I don't really know what you're exactly doing around the editor. Either that you had a lot of experiences in mapping such mapset and not literally paying attention to placing some objects. Well, I do clearly understand it's an old mapset, but that doesn't mean you could keep this than moving it on. Generally, the mapset feels really solid, and I've seen a lot of your efforts mapping and storyboarding this. I highly appreciate that as expected. Although the mapset's difficulties have a solid structure and rhythm compositions being a little hasty, like a few executions forced out, or some distance spacing being a bit confusing, etc.. You know the thing.
Seems really ok
Nozhomi
[General :]
  1. Enable Widescreen Support since you have a SB.
[Easy :]
  1. OD > AR is not good at all for lower diff, and overall anyway.
  2. 00:10:554 - What's happening to your NCing from that point ? It's completely shift.
  3. 00:22:221 - And here too, you have NC issues mostly here lol.
[Normal :]
  1. HP5 is too high. HP4 is max recommanded.
  2. Again, NC issues, do smth more consistent and more logical.
  3. 00:02:221 (1,2,3) - I wonder if that's a good idea, since you use later on stacks for 1/2, it could disturb newbie since Normal is supposed to introduce stacks to player.
  4. 00:31:109 (2,3,4,1) - Would do a flow more smooth and less broken like this https://puu.sh/yhHzB/b0bd23eab8.png .
  5. 00:43:609 (1) - I think this beat 00:43:887 - should be clickable since the piano note is the strongest one here.
[Hard :]
  1. NC issues once again z
  2. 00:13:332 (6,1) - Spacing should be like others 1/1.
  3. 00:22:776 (4,1) - Same
  4. 00:41:109 (2) - Should add NC for rhythm change.

Mukyu~
Topic Starter
ego_17
Nozhomi mod

Nozhomi wrote:

[General :]
  1. Enable Widescreen Support since you have a SB.
because the game itself 4:3, i think its better too keep it

[Easy :]
  1. OD > AR is not good at all for lower diff, and overall anyway. now they both at 3
  2. 00:10:554 - What's happening to your NCing from that point ? It's completely shift.
  3. 00:22:221 - And here too, you have NC issues mostly here lol.
went classic way for easy NC

[Normal :]
  1. HP5 is too high. HP4 is max recommanded. ok
  2. Again, NC issues, do smth more consistent and more logical. i remade some NC for more consistenty
  3. 00:02:221 (1,2,3) - I wonder if that's a good idea, since you use later on stacks for 1/2, it could disturb newbie since Normal is supposed to introduce stacks to player.
    even its hard for new players its in the begining - so a few restarts should teach them (= , and there are easy for new players, so i think its fine ( i like this "1,2,3 go" idea)
  4. 00:31:109 (2,3,4,1) - Would do a flow more smooth and less broken like this https://puu.sh/yhHzB/b0bd23eab8.png . fixed
  5. 00:43:609 (1) - I think this beat 00:43:887 - should be clickable since the piano note is the strongest one here.
yeah its a good catch, but i prefer sacrifice it for a better playability - slider is more easier to play after blue tick than circles

[Hard :]
  1. NC issues once again z remaded them like for normal
  2. 00:13:332 (6,1) - Spacing should be like others 1/1. i think i dont need another jump there cos it not the note i like to emphase. i dont think this one can confuse a hard players
  3. 00:22:776 (4,1) - Same
    i think stack there should make it easier to understand that DS is not the same(didnt made it for first one cos they didnt feel the same for me)
  4. 00:41:109 (2) - Should add NC for rhythm change.
    for me 00:40:832 (1,2,3,4,5) - one thing and NC there didnt feel right

Mukyu~
thank you for modding!
Nozhomi
Seems k

Chewin
I have checked this mapset from my Queue and I think the timing is a bit off but didn't post with a full mod.
I will check it later, do not rush the qualify pls I can rebubble and Nozhomi qualify if he wants, or he will rebubble.
Gordon123
WOW :D
i hope this map will be soon ranked
good job bro :D
Topic Starter
ego_17
Wow thank you Nozhomi!, can't believe this set come to this phase (=

Chewin wrote:

I have checked this mapset from my Queue and I think the timing is a bit off but didn't post with a full mod.
I will check it later, do not rush the qualify pls I can rebubble and Nozhomi qualify if he wants, or he will rebubble.
like i can rush it )
it maybe 107,99 bpm cos its Gao's song, but i hope 108 is okay )
Chewin
Nevermind, I can't find a proper timing, I tried xD Maybe it was just me, idk, I wish you good luck with this!
Topic Starter
ego_17

Chewin wrote:

Nevermind, I can't find a proper timing, I tried xD Maybe it was just me, idk, I wish you good luck with this!
;) I also wasn't shure from the beggining - tried some variations of 107 and timing points in the middle of the map, but after all 108 and proper offset worked fine.

edit: looks like i missed hitsound on spinner in hard ):
Gero
Nicely done, I'll be here in a couple of days. Also regarding timing it seems that something isn't alright since some parts feels like delayed, and suddenly it changes. So I'll try to get a second view by someone good at timing.
Monstrata
Can't do a full timing check, but listened to the kiai and here are the places that sound off imo:

00:36:943 - Should be a bit later.
00:37:776 - Resets here.
00:44:721 - Should be a bit later.
00:45:276 - Resets here
00:46:943 - Should be a bit later.
00:47:498 - Resets here
00:48:054 - A bit later here.
00:48:887 - Resets here
00:51:387 - A bit later here. Everything until 00:53:193 - seems to be a bit later.
00:53:332 - Resets here.
00:53:609 - A bit later here.
00:54:998 - Resets here.
00:57:221 - Just a bit later here.
00:57:776 - Resets here.

Just quick notes for timing since I don't have the time to give the actual offset and bpm. Someone else can probably go through and fix them though. Basically for whoever is doing the timing check, go through all the "Resets here" and Ctrl+P at those locations first, because imo at those places the offset resets back to the original metronome in the song, or is within like 2-3ms accuracy. The places that are "a bit later etc..." are where you'll need to add a red-line and then move it between 5-15ms forward (so like 10,000 > 10,015 for example) and potentially change the bpm slightly (from like 108 > 109 or something).

[]

Good luck, sry I can't sit down and crunch the numbers x___x hope this will be useful for someone down the road at least. (no kds unless whoever is helping you retime finds this helpful).
Topic Starter
ego_17
thank you guys . now i see there is little delays - didnt realised it later cos i only cheked a big white ticks :o
will also check timing in this weekends
edit: http://puu.sh/yNd93/cd0c92ea2e.zip added new red points from Monstrata suggestions and some my fixes (first part sounds fine)
Warfu

Monstrata wrote:

Can't do a full timing check, but listened to the kiai and here are the places that sound off imo:

00:36:943 - Should be a bit later.
00:37:776 - Resets here.
00:44:721 - Should be a bit later.
00:45:276 - Resets here
00:46:943 - Should be a bit later.
00:47:498 - Resets here
00:48:054 - A bit later here.
00:48:887 - Resets here
00:51:387 - A bit later here. Everything until 00:53:193 - seems to be a bit later.
00:53:332 - Resets here.
00:53:609 - A bit later here.
00:54:998 - Resets here.
00:57:221 - Just a bit later here.
00:57:776 - Resets here.

Just quick notes for timing since I don't have the time to give the actual offset and bpm. Someone else can probably go through and fix them though. Basically for whoever is doing the timing check, go through all the "Resets here" and Ctrl+P at those locations first, because imo at those places the offset resets back to the original metronome in the song, or is within like 2-3ms accuracy. The places that are "a bit later etc..." are where you'll need to add a red-line and then move it between 5-15ms forward (so like 10,000 > 10,015 for example) and potentially change the bpm slightly (from like 108 > 109 or something).

[]

Good luck, sry I can't sit down and crunch the numbers x___x hope this will be useful for someone down the road at least. (no kds unless whoever is helping you retime finds this helpful).
What the heck is up with this song... :o
At first glance it sounds perfectly normal, but as the song progressed and I listened to it with the metronome, there something so peculiar about this soundtrack: the melody isn't perfectly adjusted to the metronome. Up to the point it sounds sometimes early or late of the beat, that's why everybody's had problems checking it, the timing construction is a bit wrong.
Monstrata's totally right, some parts are just changing offset.

For me, I don't think it's a big problem, to save ourselves from too much work I'd just let the song roll with the current offset because, at least, it adjusts the best it can to the small ocassional offset changes of the song, there shouldn't be too much problem for the players since the hitcircles sound on beat with the BPM and overshadow the slight melody offset changes.

For now I'd recommend offest 2,218 (-3ms) and a second Timing Point at 00:35:832 - (35,832, -0ms). Most of the time I felt the need of making most hitcircles sound a bit earlier on the first part, for the second part some of them start sounding a bit later and the original offset is OK for them.

I don't know if an absolutely perfect timing is required for a beatmap with a situation like this to be ranked, the changes are just so tiny. Honestly, I think it's an exaggeration to make Timing Points for every change since this song is not totally well structured on metronome. But, if you want, I can make every necessary Timing Point, although this might end with up to 100 Timing Points in the whole beatmap but I first need the opinion of a nominator or a qualifier or something. Is it absolutely necessary?
Topic Starter
ego_17
100+points would be crazy ) i think there are only a few notes that sounds realy off
i asked Gero to look, lets hope he will answer
last version http://puu.sh/yQJf6/de0bd5f2c3.zip
Warfu
It is the first part (before Kiai) that has, at least, 1 early note every Beat. The 2nd part has late notes everywhere, as well. I'd expect 50 Points minimum.
Topic Starter
ego_17
changed mp3, cos old one had timing problems
deleted unnecessary green points on normal
added missing whistle to spinner end in hard
Nozhomi
New mp3 and timing seems fine to me. Got absolutly no issue playing it.
Let's bubble this cute song again~
Cerulean Veyron
i need to sleep owww

2018-01-13 22:36 Cerulean Veyron: aight, u there?
2018-01-13 22:38 ego_17: yes
2018-01-13 22:38 Cerulean Veyron: u hav time for irc mod or sth? xd
2018-01-13 22:39 Cerulean Veyron: dw, we can qualify this today if u want
2018-01-13 22:39 ego_17: yes i have hour or so )
2018-01-13 22:39 Cerulean Veyron: aight cool ;p
2018-01-13 22:40 Cerulean Veyron: o hey
2018-01-13 22:40 Cerulean Veyron: what stuff did u changed here? xd
2018-01-13 22:40 Cerulean Veyron: like, after i checked the map long time ago
2018-01-13 22:41 ego_17: it was last year i not realy remember )
2018-01-13 22:41 Cerulean Veyron: i read the thread that... u changed the timing or...?
2018-01-13 22:42 ego_17: after your mod was only nozhomi and a lot of timing discussions
2018-01-13 22:42 Cerulean Veyron: ahh, ok... so its correct atm?
2018-01-13 22:42 ego_17: yes i changed mp3 - old one was damaged or so
2018-01-13 22:43 Cerulean Veyron: ahh i understand now ;p
2018-01-13 22:43 ego_17: if you redonloaded it must be ok
2018-01-13 22:43 Cerulean Veyron: yeah, i redl
2018-01-13 22:43 ego_17: nozhomi rebubled it
2018-01-13 22:43 Cerulean Veyron: i hope its ok from now on ;p
2018-01-13 22:44 ego_17: and also i asked natsu he said its fine now ) but didnt writed in thread
2018-01-13 22:44 Cerulean Veyron: ahh
2018-01-13 22:44 Cerulean Veyron: im checking rn
2018-01-13 22:45 ego_17: you can look at monstrata post for points what was off before
2018-01-13 22:46 Cerulean Veyron: ok
2018-01-13 22:49 Cerulean Veyron: in ez diff, 00:55:586 (4) - maybe sth like this? https://osu.ppy.sh/ss/10000067 cuz structure flows pretty steep from 00:53:919 (2,3) - , and kinda looks weird, not bad but weird tbh.
2018-01-13 22:50 Cerulean Veyron: normal diff, 00:02:253 (1,2,3) - not actually the best stacking in representing the percussion, might need more motion tho like... unstack maybe?
2018-01-13 22:51 Cerulean Veyron: 00:24:753 (1) - nor important, but maybe move slider tail a bit higher? xd
2018-01-13 22:53 ego_17: changed slider on easy, for a stack hm i was aiming for "1,2,3-go" pattern or somthing )
2018-01-13 22:54 Cerulean Veyron: well, unstacking this "1,2,3" thing will make it more clearer
2018-01-13 22:54 ego_17: moved slidertail higher
2018-01-13 22:55 Cerulean Veyron: ok umm, did u update sth?
2018-01-13 22:55 Cerulean Veyron: because hard dif says i need to update, when there are literally no changes xd
2018-01-13 22:56 Cerulean Veyron: is it bug?
2018-01-13 22:56 ego_17: so should i unstack for smthing like http://puu.sh/z0NJZ/29343aa42b.jpg or you can push it like this &)
2018-01-13 22:56 Cerulean Veyron: yeah, symmetry is probably ok
2018-01-13 22:56 ego_17: yes it was a bug for easy and hard (
2018-01-13 22:56 Cerulean Veyron: ahh ok
2018-01-13 22:57 Cerulean Veyron: 00:02:253 (1,2,3) - applies the same too for the stacked ones
2018-01-13 22:57 Cerulean Veyron: in hard diff
2018-01-13 22:59 Cerulean Veyron: 00:28:641 (6,7) - the stack here didnt give enough intensity impact of the downbeat, therefore not representing the beat well
2018-01-13 22:59 ego_17: hm can i ceep this at least for hard ?)
2018-01-13 22:59 Cerulean Veyron: and... the reason why?
2018-01-13 23:00 ego_17: well okay, saying i used to it wouldn work )
2018-01-13 23:00 ego_17: will make it like on normal then
2018-01-13 23:00 Cerulean Veyron: hmm alright
2018-01-13 23:01 Cerulean Veyron: and the other stack i last mentioned?
2018-01-13 23:01 ego_17: yes i will try unstack cos i did it early\
2018-01-13 23:02 Cerulean Veyron: aight, everything seems fine rn
2018-01-13 23:03 Cerulean Veyron: updateu ~
2018-01-13 23:10 Cerulean Veyron: u ok?
2018-01-13 23:11 ego_17: gimme a few minutes ) for this last unstack
2018-01-13 23:11 Cerulean Veyron: aight, i need to sleep xd
2018-01-13 23:14 ego_17: ok i think im done now )
2018-01-13 23:16 Cerulean Veyron: aight, lemme quick check o/
2018-01-13 23:17 Cerulean Veyron: timing and hitsound seems ok to u?
2018-01-13 23:17 ego_17: yes hope there is no problems now , but you can double check offset
2018-01-13 23:18 Cerulean Veyron: im not an expert in timing xd but ill try
2018-01-13 23:19 Cerulean Veyron: tbh the offset is definitely ok
2018-01-13 23:20 Cerulean Veyron: it seems ok for qualification~
2018-01-13 23:20 Cerulean Veyron: anything else u wanna change before i qualify?
2018-01-13 23:21 ego_17: i think everything alright )
2018-01-13 23:21 Cerulean Veyron: r u sure?
2018-01-13 23:21 Cerulean Veyron: maybe some small things u wanna change or sth? :o
2018-01-13 23:21 ego_17: i fastened my belt )
2018-01-13 23:22 ego_17: after 3 years of remaping it i think im done )
2018-01-13 23:22 Cerulean Veyron: alright uwu
2018-01-13 23:23 Cerulean Veyron: everything is ok to u now?
2018-01-13 23:23 Cerulean Veyron: just confirming its rdy xd
2018-01-13 23:23 ego_17: yes (=

2014 map ok
Gordon123
eeeee boi gratz~~

tutuhara
brooooda i see way u rangk ur run na wei fista bitmapa

kongratulata !
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