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Hoshizora Rin (CV.Iida Riho) & Nishikino Maki (CV.Pile) - Be

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Julie
recheck request~

Hyper
1|2|3|4|5|6|7

00:04:070 (4070|1,4270|1) , 00:05:670 (5670|1,5870|1) , 00:10:470 (10470|2,10670|2) and 00:12:070 (12070|2,12270|2) - shouldn't be same column

00:15:770 (15770|2,15870|6) - hmm you sure about these drum hitsound? 00:15:770 this part should be same as 00:15:670 , maybe snare | snare | kick ?

00:17:170 (17170|4,17570|4) - these make Hyper harder then Another for this part XD!!

00:24:470 (24470|7,24570|6,24670|4,24770|2) - don't feel this stair matching the sound, something like this 00:24:270 (24270|5,24370|3) for 00:24:470 (24470|7,24570|6) and 00:24:670 (24670|4,24770|2)

00:25:670 (25670|5) - move to last column, feel like is the same as 00:24:870 (24870|1,24870|5) that have different sound + pitch

00:28:670 - suddendly one note? keep consistent here please :D

00:32:570 (32570|4,32670|3,32770|5) - so you map this sound here but not in this part 00:33:370 + , either delete or map that part to, keep it consistent and you did it a bit later as well, probably because you have this note 00:33:470 (33470|0) as turn table.
So yeah about those 1st note :
00:33:070 (33070|0,33470|0) , 00:36:270 (36270|0,36670|0) - I don't suggest putting this as turn table since you didn't map this sound before and after as the 1st note, I don't know why only this part should, sound the same, is higher because you added hitsound on XD.

00:53:870 (53870|4) - delete, keep consistent, because you didn't map this drum sound near this part XD

01:00:270 (60270|2) - delete? not as much important as these 01:00:070 (60070|5,60070|7,60470|3,60470|1)

01:02:870 (62870|7,62870|5,63270|7,63270|5) - different drum sound, don't stack these :D

01:04:470 - add another note, feel important here

01:08:870 (68870|5,68870|7) - move to 2|5, like you did in a part before following pitch, should follow pitch here too with 01:08:070 (68070|7,68070|3,68470|2,68470|6) and also another reason is because different pitch then 01:09:270 (69270|5,69270|7)

01:12:070 (72070|7,72070|3) - so I think you try to follow pitch here with 01:11:270 (71270|5,71270|1,71670|2,71670|6) , but pitch here lower then 01:11:670 (71670|6,71670|2) , hard to listen at 1st because cymbal sound in the way xD. So suggest 01:11:670 (71670|6,71670|2) - move to 4|7 and 01:12:070 (72070|7,72070|3) to 3|6

01:16:370 (76370|2) - hmm keep consistent with this 01:16:370 (76370|2) , either don't map the sound or map it

01:27:470 (87470|0,87670|0,87870|0) - Since I seen you play with the volume sound on cymbal for the 1st note, this might also be different volume , make these 01:27:670 (87670|0,87870|0) lower

01:28:670 (88670|0,88870|0) - ^

01:30:270 (90270|0,90470|0) - wrong hitsound, also the same for "Another" , also this sound 01:30:470 (90470|0) your trying to match is here 01:30:370 , can have a 1st column note here 01:30:470 , if use correct hitsound

01:31:870 (91870|7,91870|5) - make these diffenre from 01:31:270 (91270|7,91270|5,91470|5,91470|7,92270|5,92270|7) , can keep one note on last column )since match the pitch with 01:31:670 (91670|2,91670|6) ) just move the other

01:39:670 (99670|3,99670|6,99870|1,99870|4) - Would love if you match the guitar pitch here like you did in Another, and also the way you mapped your hyper for pitch a lots :3

01:40:270 (100270|5,100470|3,100470|6,100670|6) - ^

01:43:820 (103820|4,104070|4) - different pitch

02:00:770 (120770|5) - forgot finish hitsound?

1st Kiai part in Hyper have more turn table then Another, might want to check that

Let's go rank :D!! can poke me if want recheck something else
-LASU-
Spy's mod抜粋
2015-02-15 00:07 Spy: General is not bad
2015-02-15 00:07 Spy: in my person opinion,01:45:070 (105070|0,105070|1,105170|1,105170|2,105270|3,105270|0) - such patterns are a little uncomfortable,maybe change to single notes will be fine *(4K MX)
2015-02-15 00:07 Spy: and I think some parts are suit to add SV changes,if add well

2015-02-15 00:09 Spy: 00:30:470 (30470|2,31470|1) - Such LN patterns I recommend not to put near
2015-02-15 00:09 Spy: make a space between LNs will be fine to play
2015-02-15 00:09 Spy: I ever took a look LASU's map,his 8K,I can't understand his map so much,but this one is really nice !

2015-02-15 00:11 Spy: About HD
2015-02-15 00:12 Spy: 00:03:270 - to 00:16:070 -
2015-02-15 00:12 Spy: This part
2015-02-15 00:13 Spy: Don't miss any 1/4 sound,and if he can make patterns comfortable, this part will be fun
2015-02-15 00:13 Spy: Better use single note in this part
2015-02-15 00:16 Spy: main rhythm, some clearly hearable sounds should be map
2015-02-15 00:16 Spy: The sound when you 100% Speed can be heard
2015-02-15 00:17 Spy: This is one feature of this song I think
2015-02-15 00:20 Spy: Hope these are helpful
MX
01:45:170 (105170|1) - remove
HD
00:03:270 - to 00:16:070 - remap
mod thx! (^ω^)
4K HD Update
osu file format v14

[General]
AudioFilename: Beat in Angel.mp3
AudioLeadIn: 500
PreviewTime: 58470
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 0.8

[Metadata]
Title:Beat in Angel
TitleUnicode:Beat in Angel
Artist:Iida Riho & Pile
ArtistUnicode:飯田 里穂 & Pile
Creator:dosyeru
Version:-LASU-'s 4K HD
Source:Love Live! School idol project
Tags:-LASU- muse u's Hoshizora Rin Nishikino Maki Hori Eriko Kurauchi Tatsuya Hata Aki Lantis EMOTION Bandai Visual Original Song CD4 オリジナルソングCD④ 星空凛 西木野真姫 堀絵梨子 倉内 達矢 畑 亜貴 バンダイビジュアル
BeatmapID:608915
BeatmapSetID:238297

[Difficulty]
HPDrainRate:7.5
CircleSize:4
OverallDifficulty:7.5
ApproachRate:8
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg4.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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64,192,106070,1,0,0:0:0:0:
64,192,106670,1,0,0:0:0:0:
192,192,106670,1,0,0:0:0:0:
320,192,106670,1,0,0:0:0:0:
320,192,106970,1,0,0:0:0:0:
64,192,106970,1,0,0:0:0:0:
448,192,106970,1,0,0:0:0:0:
64,192,107270,5,4,0:0:0:0:
192,192,107270,1,0,0:0:0:0:
320,192,107270,128,0,108470:0:0:0:0:
192,192,108470,1,0,0:0:0:0:
448,192,108470,1,0,0:0:0:0:
320,192,108870,1,4,0:0:0:0:
448,192,108870,1,0,0:0:0:0:
64,192,108870,128,0,110070:0:0:0:0:
192,192,109470,1,0,0:0:0:0:
320,192,109670,1,0,0:0:0:0:
192,192,110270,1,0,0:0:0:0:
64,192,110470,1,0,0:0:0:0:
448,192,110470,1,0,0:0:0:0:
320,192,110670,1,0,0:0:0:0:
192,192,110870,1,0,0:0:0:0:
64,192,111070,1,0,0:0:0:0:
448,192,111270,128,0,111670:0:0:0:0:
320,192,111270,1,0,0:0:0:0:
64,192,111670,1,0,0:0:0:0:
192,192,111870,1,0,0:0:0:0:
64,192,112070,1,0,0:0:0:0:
320,192,112270,128,0,112470:0:0:0:0:
192,192,112670,5,0,0:0:0:0:
64,192,112670,1,0,0:0:0:0:
448,192,112870,1,0,0:0:0:0:
320,192,113070,1,0,0:0:0:0:
64,192,113270,1,0,0:0:0:0:
192,192,113470,5,0,0:0:0:0:
448,192,113470,1,0,0:0:0:0:
320,192,113670,1,0,0:0:0:0:
448,192,113870,1,0,0:0:0:0:
64,192,113870,1,0,0:0:0:0:
320,192,113970,1,0,0:0:0:0:
192,192,114070,128,0,114470:0:0:0:0:
320,192,114270,1,0,0:0:0:0:
448,192,114470,1,0,0:0:0:0:
320,192,114670,1,0,0:0:0:0:
64,192,114870,1,0,0:0:0:0:
192,192,115070,1,0,0:0:0:0:
320,192,115270,1,0,0:0:0:0:
448,192,115270,1,0,0:0:0:0:
192,192,115670,128,0,116470:0:0:0:0:
320,192,115670,1,0,0:0:0:0:
64,192,115670,1,4,0:0:0:0:
448,192,116070,128,0,117270:0:0:0:0:
64,192,116070,1,0,0:0:0:0:
320,192,116470,1,0,0:0:0:0:
64,192,116670,1,0,0:0:0:0:
192,192,116870,1,0,0:0:0:0:
320,192,117070,1,0,0:0:0:0:
64,192,117270,1,0,0:0:0:0:
448,192,117470,1,0,0:0:0:0:
64,192,117670,5,0,0:0:0:0:
320,192,117670,1,0,0:0:0:0:
192,192,117870,1,0,0:0:0:0:
320,192,118070,1,0,0:0:0:0:
64,192,118070,1,0,0:0:0:0:
448,192,118270,128,0,118670:0:0:0:0:
64,192,118470,1,0,0:0:0:0:
192,192,118470,1,0,0:0:0:0:
320,192,118670,128,0,118870:0:0:0:0:
192,192,118870,1,0,0:0:0:0:
64,192,119070,1,0,0:0:0:0:
320,192,119270,1,0,0:0:0:0:
448,192,119270,1,0,0:0:0:0:
192,192,119470,128,0,119670:0:0:0:0:
320,192,119670,1,0,0:0:0:0:
64,192,119870,128,0,120270:0:0:0:0:
448,192,120070,1,0,0:0:0:0:
192,192,120270,1,0,0:0:0:0:
320,192,120470,128,0,121270:0:0:0:0:
448,192,120470,1,0,0:0:0:0:
192,192,120870,1,0,0:0:0:0:
64,192,120870,1,0,0:0:0:0:
64,192,121070,1,0,0:0:0:0:
448,192,121270,1,0,0:0:0:0:
192,192,121270,1,0,0:0:0:0:
192,192,121470,1,0,0:0:0:0:
64,192,121670,1,4,0:0:0:0:
448,192,121670,1,0,0:0:0:0:
320,192,121670,1,0,0:0:0:0:
320,192,122070,1,0,0:0:0:0:
192,192,122070,1,0,0:0:0:0:
64,192,122270,128,0,122470:0:0:0:0:
448,192,122470,1,0,0:0:0:0:
192,192,122670,128,0,122870:0:0:0:0:
320,192,122870,1,0,0:0:0:0:
448,192,123070,128,0,123270:0:0:0:0:
192,192,123270,1,0,0:0:0:0:
320,192,123470,1,0,0:0:0:0:
448,192,123670,1,0,0:0:0:0:
192,192,123670,1,0,0:0:0:0:
64,192,123870,1,0,0:0:0:0:
192,192,124070,128,0,124470:0:0:0:0:
320,192,124070,1,0,0:0:0:0:
64,192,124470,128,0,124870:0:0:0:0:
448,192,124470,1,0,0:0:0:0:
320,192,124870,128,0,125270:0:0:0:0:
192,192,124870,1,0,0:0:0:0:
448,192,125270,1,0,0:0:0:0:
64,192,125470,128,0,125870:0:0:0:0:
320,192,125670,1,0,0:0:0:0:
192,192,125870,128,0,126070:0:0:0:0:
448,192,126070,1,0,0:0:0:0:
320,192,126270,128,0,126670:0:0:0:0:
448,192,126470,1,0,0:0:0:0:
192,192,126670,128,0,127070:0:0:0:0:
64,192,126870,1,0,0:0:0:0:
448,192,127070,128,0,127470:0:0:0:0:
64,192,127270,1,0,0:0:0:0:
320,192,127470,128,0,128870:0:0:0:0:
192,192,127570,1,0,0:0:0:0:
64,192,127670,1,0,0:0:0:0:
448,192,127870,1,0,0:0:0:0:
192,192,128070,1,0,0:0:0:0:
64,192,128070,1,0,0:0:0:0:
448,192,128270,1,0,0:0:0:0:
192,192,128470,1,0,0:0:0:0:
64,192,128670,1,0,0:0:0:0:
192,192,128870,128,0,129270:0:0:0:0:
448,192,128870,1,0,0:0:0:0:
320,192,129270,1,0,0:0:0:0:
64,192,129470,128,0,129870:0:0:0:0:
448,192,129670,1,0,0:0:0:0:
320,192,129670,1,0,0:0:0:0:
192,192,129870,1,0,0:0:0:0:
320,192,130070,1,0,0:0:0:0:
192,192,130270,128,0,131070:0:0:0:0:
64,192,130470,1,0,0:0:0:0:
320,192,130870,1,0,0:0:0:0:
64,192,131270,5,0,0:0:0:0:
320,192,131270,1,0,0:0:0:0:
448,192,131270,1,0,0:0:0:0:
320,192,131470,1,0,0:0:0:0:
448,192,131470,1,0,0:0:0:0:
64,192,131470,1,0,0:0:0:0:
64,192,131870,1,0,0:0:0:0:
192,192,131870,1,0,0:0:0:0:
448,192,131870,1,0,0:0:0:0:
64,192,132270,1,0,0:0:0:0:
192,192,132270,1,0,0:0:0:0:
448,192,132270,1,0,0:0:0:0:
448,192,132670,1,0,0:0:0:0:
320,192,132670,1,0,0:0:0:0:
64,192,132670,128,0,133470:0:0:0:0:
192,192,133070,1,0,0:0:0:0:
320,192,133270,1,0,0:0:0:0:
448,192,133470,1,0,0:0:0:0:
192,192,133670,128,0,134470:0:0:0:0:
320,192,133670,1,4,0:0:0:0:
448,192,134070,128,0,134470:0:0:0:0:
320,192,134470,1,0,0:0:0:0:
64,192,134470,1,4,0:0:0:0:
Topic Starter
dosyeru
updated

Julie wrote:

recheck request~

Hyper
1|2|3|4|5|6|7
00:15:770 (15770|2,15870|6) - hmm you sure about these drum hitsound? 00:15:770 this part should be same as 00:15:670 , maybe snare | snare | kick ?
changed to drum clap and finish
00:17:170 (17170|4,17570|4) - these make Hyper harder then Another for this part XD!!
notes on 7 removed
00:24:470 (24470|7,24570|6,24670|4,24770|2) - don't feel this stair matching the sound, something like this 00:24:270 (24270|5,24370|3) for 00:24:470 (24470|7,24570|6) and 00:24:670 (24670|4,24770|2)
changed to 3-5 trills
00:25:670 (25670|5) - move to last column, feel like is the same as 00:24:870 (24870|1,24870|5) that have different sound + pitch
should be fine here
00:28:670 - suddendly one note? keep consistent here please :D
organ piano doesnt sound here, mm keep
00:32:570 (32570|4,32670|3,32770|5) - so you map this sound here but not in this part 00:33:370 + , either delete or map that part to, keep it consistent and you did it a bit later as well, probably because you have this note 00:33:470 (33470|0) as turn table.
So yeah about those 1st note :
00:33:070 (33070|0,33470|0) , 00:36:270 (36270|0,36670|0) - I don't suggest putting this as turn table since you didn't map this sound before and after as the 1st note, I don't know why only this part should, sound the same, is higher because you added hitsound on XD.
previously, mini jacks were on scratch lane at those points.
changed patters anyway


00:53:870 (53870|4) - delete, keep consistent, because you didn't map this drum sound near this part XD
representing a decrease in synth's sound volume. it should be fine
01:00:270 (60270|2) - delete? not as much important as these 01:00:070 (60070|5,60070|7,60470|3,60470|1)
keep
01:02:870 (62870|7,62870|5,63270|7,63270|5) - different drum sound, don't stack these :D
its fine. those notes can represent two same organs sounds also.

01:27:470 (87470|0,87670|0,87870|0) - Since I seen you play with the volume sound on cymbal for the 1st note, this might also be different volume , make these 01:27:670 (87670|0,87870|0) lower
01:28:670 (88670|0,88870|0) - ^
20% lower
01:30:270 (90270|0,90470|0) - wrong hitsound, also the same for "Another" , also this sound 01:30:470 (90470|0) your trying to match is here 01:30:370 , can have a 1st column note here 01:30:470 , if use correct hitsound
i hear that sound from music
01:31:870 (91870|7,91870|5) - make these diffenre from 01:31:270 (91270|7,91270|5,91470|5,91470|7,92270|5,92270|7) , can keep one note on last column )since match the pitch with 01:31:670 (91670|2,91670|6) ) just move the other
i see, but this should be fine
1st Kiai part in Hyper have more turn table then Another, might want to check that
it's ok

Let's go rank :D!! can poke me if want recheck something else
thank you for mods!!
as always not quoted mods are applied
LordRaika
Yo~ here's my BN Check as requested >w< :

Minor issue before Bubble....

BG : (epic)
Snap : .... (some ghost again...)
Audio : (yep i will ensure u, no hitsound problem ^^)
Timing :
Spread :
Pattern :
Metadata : (okay,confirmed)

[8K Another]
  1. 00:19:170 - ghost note T^T i cant approve this... remove this... before QAT remove this and Disqualify the map....
    The rest of this kind is not ghost, because it has some audible sound.... so just this ^^
[8K Hyper]
  1. 00:17:270 (17270|3) - why is this drum note? Shift+Q to fix this....
[8K Normal]
  1. 01:31:470 (91470|7,91870|7,92270|7) - this can be moved to 6th column to avoid unnecessary mini jack X_X
    because this supposed to be easy right? some mini jack like this doesnt fit....
  2. 01:55:670 (115670|7) - 7th column
  3. 02:11:470 (131470|3,131470|5,131870|2,131870|6) - Ctrl+J >w<
  4. 01:46:670 (106670|6,106670|2,106970|5,106970|3) - same, why not CTRL+J
Okay, for 4K ( you can do this for LASU )
First, for the creator.... Copy the LR_CymbalRDW.wav
paste and rename as soft-hitfinish.wav
then on all 4K dif,
:arrow: F6 > CTRL+A > Click "audio" tab > Custom1 > ok.
for all 4K ^^
This ^ solved the hitsound and all the pattern seems fine with me ^^

Fix it and i will be ready to to bubble it.... ^^
and the hitsound used is good as well...

FINAL Note : ask someone 00:00:803 - about this snap on.... XD is this good enough?
its fine with me thou... its jst.... 1/12 X_X asdasdasdasdf
All pattern is good, its fun... ^^
4K seems to have lots of mini jack XD but its okay.... its 4k

For now, i will mark it as
call me again after that.... i will bubble it~
Topic Starter
dosyeru
I will change hit-sounds file for 4K diffs, but let me make sure lasu agrees with a change.
Lasuさんへ
Finishヒットサウンドをデフォルトのものからthe LR_CymbalRDW.wav変更してもかまいませんか?


hit-sounds in 4K diffs are updated

LordRaika wrote:

Yo~ here's my BN Check as requested >w< :

Minor issue before Bubble....

BG : (epic)
Snap : .... (some ghost again...)
Audio : (yep i will ensure u, no hitsound problem ^^)
Timing :
Spread :
Pattern :
Metadata : (okay,confirmed)

[8K Another]
  1. 00:19:170 - ghost note T^T i cant approve this... remove this... before QAT remove this and Disqualify the map....
    The rest of this kind is not ghost, because it has some audible sound.... so just this ^^
removed

[8K Hyper]
  1. 00:17:270 (17270|3) - why is this drum note? Shift+Q to fix this....
that must be a Rin-chan's prank... fixed
[8K Normal]
  1. 01:31:470 (91470|7,91870|7,92270|7) - this can be moved to 6th column to avoid unnecessary mini jack X_X
    because this supposed to be easy right? some mini jack like this doesnt fit....
    no change, these notes follow same pitch, and instrument, so i dont want to move these notes.
    i also dont think this patterns increases map's difficulty and causes normal player to fail.
  2. 01:55:670 (115670|7) - 7th column changed patterns
  3. 02:11:470 (131470|3,131470|5,131870|2,131870|6) - Ctrl+J >w< done
  4. 01:46:670 (106670|6,106670|2,106970|5,106970|3) - same, why not CTRL+J done
Okay, for 4K ( you can do this for LASU )
First, for the creator.... Copy the LR_CymbalRDW.wav
paste and rename as soft-hitfinish.wav
then on all 4K dif,
:arrow: F6 > CTRL+A > Click "audio" tab > Custom1 > ok.
for all 4K ^^
This ^ solved the hitsound and all the pattern seems fine with me ^^

Fix it and i will be ready to to bubble it.... ^^
and the hitsound used is good as well...

FINAL Note : ask someone 00:00:803 - about this snap on.... XD is this good enough?
regarding this note, i already asked several players, and had comment like 'QAT may not allow this'
I believe that is not enough reason to change map.
since no one says further opinion, i think every one thinks 'it's ok to me'
From HOST's mod, this note is now placed at the best timing, which is not hard to play.


its fine with me thou... its jst.... 1/12 X_X asdasdasdasdf
All pattern is good, its fun... ^^
4K seems to have lots of mini jack XD but its okay.... its 4k

For now, i will mark it as
call me again after that.... i will bubble it~
thank you for your time :D
LordRaika
^^

Bubble

BG : ( epic )
Snap : ( no issue in my view )
Audio : ( all hitsound from me is checked , no worry )
Timing : ( no sv , no overlap timing )
Spread : ( as requirement )
Pattern : ( ^^b )
Metadata : ( confirmed )

Comment : >w< yep, imo,... this is cool enough that it can be qualify at once on next BN post.
Gratz~
Topic Starter
dosyeru
thank you, raikaaa :) :) ;) ;)
Harbyter
Kamikaze
LordRaika
datt hypeeeeeee....
somebody... bring the HYPE FROG HEREEEEEEEEEEE >w<
Starry-
I'm sorry, I'm going to have to pop this.

Reason: 4K diffs are insufficiently hitsounded.
They just have a few finishes.

I'll be happy to rebubble when the 4K diffs are hitsounded correctly, so call me back after you apply this. Overall this map is very clean, and I was going to qualify until I saw the hitsounds (or, lack of hitsounds).

[General]

Timing:
Audio:
BG:
Metadata:
Preview Point:
AiMod:

Turn off 'Widescreen Support' in 4K HD and 4K MX, since no storyboard.

Apart from that, I've never seen a map this clean before for general check. :P

 ___ ___ ___ ___
| 0 | 1 | 2 | 3 | (4K)
___ ___ ___ ___ ___ ___ ___ ___
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | (8K)

[]

00:00:803 (803) - Okay, here's what I have to say about this starting note.
I think it should be placed 00:00:770 (770) - here, at the blue tick. This is clearly where the voice sample starts, if you listen at 25%, so it should be placed here.
Where it is placed originally is the highlight of the voice sample, and because it's, well, voice, you'll never get an accurate snap for this.
It'll be much safer and logical to move this note to the blue tick instead.

Also, in all diffs I don't really see the need for the kiai fountain right at the end.
134370,
134470,
134570,
Since the mapping ends at this point, there isn't a need for it.


[4K NM]

Needs to be hitsounded.

Read above about the starting note, should be on the blue tick. (vocal)

00:04:070 (4070|2) - I suggest making these notes pitch relevant to the kinda high pitch noise you hear.
Eg.
00:04:870 (4870|3) - Move to 1
00:05:670 (5670|1) - Move to 3
00:08:070 (8070|3) - Move to 2
00:08:470 (8470|2) - Move to 3
00:08:870 (8870|0) - Move to 1
00:09:270 (9270|1) - Move to 0
00:09:670 (9670|0) - Move to 1.

00:18:470 (18470|2,18470|3,18870|2,18870|1) - I want to make these pitch relevant without making things imbalanced. #
I suggest:
00:15:270 (15270|3,15670|2) - CTRL+G
00:16:070 (16070|3) - Move to 1
00:16:470 (16470|1,16870|1,17270|1,17670|1,18070|1) - Move to 2
00:18:470 (18470|2,18470|3) - CTRL+H.
00:19:270 (19270|2,19670|3) - CTRL+G?(Optional, for balance).

00:33:670 (33670|1,34070|2) - CTRL+G? More balanced.

00:43:070 (43070|0) - Move to 2? More balanced.
00:43:670 (43670|1,43870|2,44070|3,44070|1,44470|2,44470|0) - CTRL+H all of this. Much more pitch relevant.
00:44:870 (44870|1) - Move to 2, balance
00:45:670 (45670|2) - Move to 1, balance
00:46:070 (46070|1,46270|2) - Shift right by 1, balance.
00:46:670 (46670|3) - Move to 2, balance.

01:06:070 (66070) - Add? at 1.

01:09:870 (69870|3) - No need for LN, vocal isn't that long.

01:14:070 (74070|0) - Move to 1
01:14:270 (74270|1) - Move to 3
01:14:470 (74470|2) - Move to 0

01:14:470 (74470|2) - I think this should be an LN, maybe you can do this:
01:14:470 (74470|2) - Move to 3, make an LN up to 01:14:870 (74870) -
01:14:870 (74870|3) - Move to 0
01:15:270 (75270|2) - Move to 3 to balance the next section.
01:15:670 (75670|1) - Move to 2?

01:46:670 (106670|3,106670|2,106970|1,106970|2,107270|3,107270|0) - CTRL+H, pitch

[4K HD]

Needs to be hitsounded.

Read above about the starting note, should be on the blue tick (vocal).

Untick widescreen support.

00:04:870 (4870|2) - Move to 3 for balance?

00:36:870 (36870|0) - Move to 3? High pitched.

00:48:070 (48070|0,48070|2,48470|0,48470|2,48670|1,48670|3,49270|1) - CTRL+H all of this for pitch.
If you do this, move 00:49:270 (49270|1) - to 2?

00:57:670 (57670) - add, it isn't too hard to hit here.

01:22:270 (82270|1,82270|0,82670|1,82670|0) - Shift right by 1, to perfect pitch.
01:23:070 (83070|2) - Then move to 0 for pitch.

01:30:870 (90870|1,90870|2) - Shift left by 1 for pitch.

01:46:970 (106970|2) - Move to 1
01:47:270 (107270|1) - Move to 3, pitch.

[]

Pretty tired from here, call me back and I'll finish this mod.
LordRaika
Sry dosyeru... So as starry agree on the first snap note is not quite right....

Also i try to give 4k simple hitsound but...
Sry lasu.... You will have to hitsound it more ^^
Gl... Let starry knw after both of you fix it for rebubble...

I will qualify it after that
Topic Starter
dosyeru

Starry- wrote:

00:00:803 (803) - Okay, here's what I have to say about this starting note.
I think it should be placed 00:00:770 (770) - here, at the blue tick. This is clearly where the voice sample starts, if you listen at 25%, so it should be placed here.
Where it is placed originally is the highlight of the voice sample, and because it's, well, voice, you'll never get an accurate snap for this.
It'll be much safer and logical to move this note to the blue tick instead.
I understand this. moved

Also, in all diffs I don't really see the need for the kiai fountain right at the end.
134370,
134470,
134570,
Since the mapping ends at this point, there isn't a need for it.
needless to say, i think the fountain at the end would be great. that's why i mapped it.
when you finish songs, there is a bit of time til the result shows up, if you dont hit any keys.
player may enjoy that fountain as a visual effect of the map.
it does not affect anything, and like you said this fountain may not be needed in terms of playing.
however, i believe this fountain would add visual values on the map for some players like me.
this map-set will be updated after lasu takes care of the mods.
Topic Starter
dosyeru

LordRaika wrote:

Sry dosyeru... So as starry agree on the first snap note is not quite right....

Also i try to give 4k simple hitsound but...
Sry lasu.... You will have to hitsound it more ^^
Gl... Let starry knw after both of you fix it for rebubble...

I will qualify it after that
no problem at all. starry-'s statement ''this map is clean'' is enough to make me happy.
just let's deal with lasu's 4K diffs. there is no need to hurry.
-LASU-

Starry- wrote:

I'm sorry, I'm going to have to pop this.

Reason: 4K diffs are insufficiently hitsounded. 4K All diff fixed
They just have a few finishes.

I'll be happy to rebubble when the 4K diffs are hitsounded correctly, so call me back after you apply this. Overall this map is very clean, and I was going to qualify until I saw the hitsounds (or, lack of hitsounds).

[General]

Timing:
Audio:
BG:
Metadata:
Preview Point:
AiMod:

Turn off 'Widescreen Support' in 4K HD and 4K MX, since no storyboard. Widescreen off done

Apart from that, I've never seen a map this clean before for general check. :P

 ___ ___ ___ ___
| 0 | 1 | 2 | 3 | (4K)
___ ___ ___ ___ ___ ___ ___ ___
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | (8K)

[]

00:00:803 (803) - Okay, here's what I have to say about this starting note.
I think it should be placed 00:00:770 (770) - here, at the blue tick. This is clearly where the voice sample starts, if you listen at 25%, so it should be placed here.
Where it is placed originally is the highlight of the voice sample, and because it's, well, voice, you'll never get an accurate snap for this.
It'll be much safer and logical to move this note to the blue tick instead. 4K all diffs moved

Also, in all diffs I don't really see the need for the kiai fountain right at the end.
134370,
134470,
134570,
Since the mapping ends at this point, there isn't a need for it. no thanks

mod
[4K NM]

Needs to be hitsounded.

Read above about the starting note, should be on the blue tick. (vocal)

00:04:070 (4070|2) - I suggest making these notes pitch relevant to the kinda high pitch noise you hear.
Eg.
00:04:870 (4870|3) - Move to 1
00:05:670 (5670|1) - Move to 3
00:08:070 (8070|3) - Move to 2
00:08:470 (8470|2) - Move to 3
00:08:870 (8870|0) - Move to 1
00:09:270 (9270|1) - Move to 0
00:09:670 (9670|0) - Move to 1.
1axis→4axis snare pattern
00:18:470 (18470|2,18470|3,18870|2,18870|1) - I want to make these pitch relevant without making things imbalanced. #
I suggest:
00:15:270 (15270|3,15670|2) - CTRL+G
00:16:070 (16070|3) - Move to 1
00:16:470 (16470|1,16870|1,17270|1,17670|1,18070|1) - Move to 2
00:18:470 (18470|2,18470|3) - CTRL+H.
00:19:270 (19270|2,19670|3) - CTRL+G?(Optional, for balance).

00:33:670 (33670|1,34070|2) - CTRL+G? More balanced. no thanks 00:34:070 (34070|2) - and 00:35:070 (35070|0) - I want to put in the vicinity LN

00:43:070 (43070|0) - Move to 2? More balanced.
00:43:670 (43670|1,43870|2,44070|3,44070|1,44470|2,44470|0) - CTRL+H all of this. Much more pitch relevant.
00:44:870 (44870|1) - Move to 2, balance
00:45:670 (45670|2) - Move to 1, balance
00:46:070 (46070|1,46270|2) - Shift right by 1, balance.
00:46:670 (46670|3) - Move to 2, balance.

01:06:070 (66070) - Add? at 1. no thanks

01:09:870 (69870|3) - No need for LN, vocal isn't that long. 01:09:870 (69870|3) - LN end 01:10:070 - . 01:09:070 (69070|0) - LN end 01:09:270 - changed

01:14:070 (74070|0) - Move to 1
01:14:270 (74270|1) - Move to 3
01:14:470 (74470|2) - Move to 0

01:14:470 (74470|2) - I think this should be an LN, maybe you can do this: change pattern
01:14:470 (74470|2) - Move to 3, make an LN up to 01:14:870 (74870) -
01:14:870 (74870|3) - Move to 0
01:15:270 (75270|2) - Move to 3 to balance the next section.
01:15:670 (75670|1) - Move to 2?

01:46:670 (106670|3,106670|2,106970|1,106970|2,107270|3,107270|0) - CTRL+H, pitch
no reply→ok
[4K HD]

Needs to be hitsounded.

Read above about the starting note, should be on the blue tick (vocal).

Untick widescreen support.

00:04:870 (4870|2) - Move to 3 for balance? 

00:36:870 (36870|0) - Move to 3? High pitched.

00:48:070 (48070|0,48070|2,48470|0,48470|2,48670|1,48670|3,49270|1) - CTRL+H all of this for pitch.
If you do this, move 00:49:270 (49270|1) - to 2?

00:57:670 (57670) - add, it isn't too hard to hit here.

01:22:270 (82270|1,82270|0,82670|1,82670|0) - Shift right by 1, to perfect pitch.
01:23:070 (83070|2) - Then move to 0 for pitch. ? It has been already placed

01:30:870 (90870|1,90870|2) - Shift left by 1 for pitch.

01:46:970 (106970|2) - Move to 1
01:47:270 (107270|1) - Move to 3, pitch.
no reply→ok
[]

Pretty tired from here, call me back and I'll finish this mod.
mod thx-(^ω^) 

Topic Starter
dosyeru
updated

帰ってきたら私自身もチェックしてみます。
Starry-
I suggest to take a look again at my old mod and fix most things. They are suggestions yes, but there is no reason to decline most things, most of my suggestions make the map just aesthetically and playbility wise a lot better. (Especially pitch relevant parts - moving higher pitch notes right side, lower pitch left side).

So please look at my mod again.

[4K MX]

00:09:770 (9770|2,9870|1,10170|2,10270|1,10570|2,10670|1,10970|2,11070|1) - Look here at col1 and 2, it's very repetitive.
I suggest you rearrange this slightly so it doesn't happen.

00:37:170 (37170|2) - No noise here, unless you are mapping to the very very very small synth in the background.
if that is the case, add notes 00:37:970 (37970) - 00:38:170 (38170) - here.

00:43:470 (43470|0) - Why not just make it a roll pattern instead? Look here:
Something like this

01:01:970 (61970|1) - No noise
01:03:570 (63570|0,63570|2) - No real noise, no clue why 2 notes here

01:06:870 (66870|1) - Remove this and spread it out, to make it similar to 01:00:070 (60070|1) -

01:11:370 (71370|1) - No noise
01:18:770 (78770|1) - No noise
01:19:570 (79570|2) - No noise
01:20:370 (80370|1) - No noise

01:20:770 (80770) - But there is noise here, etc.

Just suggest to listen carefully at 25% and remove inaudible notes

01:36:070 (96070|1,96070|2) - Shift right by 1

02:08:870 (128870|0) - No reason to catch this LN
02:10:270 (130270|2) - ^, so many different pitches, best to just remove and spread out normal notes.

Will do 8K next after 4K is fixed
Call me back again
Topic Starter
dosyeru
エラーと思われる点が4つと気になった点が1つあったのでポストします
[4K HD]
00:20:670 (20670|0) - add LR-kick-low?
01:08:870 (68870|1,68870|3) - remove one kick.wav from either note?
02:06:470 (126470|3) - change snare to kick.wav?

[4K MX]
00:07:670 (7670|2) - ここまでの流れを汲むならここはKickのほうがいいかもしれません。
01:15:270 (75270|0) - add LR-Chm-soft?
-LASU-

Starry- wrote:

I suggest to take a look again at my old mod and fix most things. They are suggestions yes, but there is no reason to decline most things, most of my suggestions make the map just aesthetically and playbility wise a lot better. (Especially pitch relevant parts - moving higher pitch notes right side, lower pitch left side).old mod fixed

So please look at my mod again.
mod
[4K MX]

00:09:770 (9770|2,9870|1,10170|2,10270|1,10570|2,10670|1,10970|2,11070|1) - Look here at col1 and 2, it's very repetitive.
[Ex.1]
I suggest you rearrange this slightly so it doesn't happen.
rearrange

00:37:170 (37170|2) - No noise here, unless you are mapping to the very very very small synth in the background.
if that is the case, add notes 00:37:970 (37970) - 00:38:170 (38170) - here.
00:37:170 (37170|2) - remove

00:43:470 (43470|0) - Why not just make it a roll pattern instead? Look here:
[Ex.2]
Something like this
Because I thought easy to press better here

01:01:970 (61970|1) - No noise remove note and 01:01:870 (61870|2) - move to 1
01:03:570 (63570|0,63570|2) - No real noise, no clue why 2 notes here Because slightly sound is heard (playback rate25%) and 1notes remove

01:06:870 (66870|1) - Remove this and spread it out, to make it similar to 01:00:070 (60070|1) - 01:00:070 (60070|1) - pattern change https://osu.ppy.sh/ss/2792125

01:11:370 (71370|1) - No noise
01:18:770 (78770|1) - No noise
01:19:570 (79570|2) - No noise
01:20:370 (80370|1) - No noise
all remove
01:20:770 (80770) - But there is noise here, etc.
I removed some note
Just suggest to listen carefully at 25% and remove inaudible notes

01:36:070 (96070|1,96070|2) - Shift right by 1
change
02:08:870 (128870|0) - No reason to catch this LN
02:10:270 (130270|2) - ^, so many different pitches, best to just remove and spread out normal notes.
Sorry I'm intentionally anti and My LN style
Will do 8K next after 4K is fixed
Call me back again

dosyeru wrote:

エラーと思われる点が4つと気になった点が1つあったのでポストします
[4K HD]
00:20:670 (20670|0) - add LR-kick-low?
01:08:870 (68870|1,68870|3) - remove one kick.wav from either note?
02:06:470 (126470|3) - change snare to kick.wav?

[4K MX]
00:07:670 (7670|2) - ここまでの流れを汲むならここはKickのほうがいいかもしれません。
01:15:270 (75270|0) - add LR-Chm-soft?
全部修正しました。

Topic Starter
dosyeru
updated
Starry-
Ok I'm glad the 4K is looking better now.
I just want to say 1 more thing about it.

4K NM
00:04:870 (4870|3) - Move to 1
00:05:670 (5670|1) - Move to 3
00:08:070 (8070|3) - Move to 2
00:08:470 (8470|2) - Move to 3
00:08:870 (8870|0) - Move to 1
00:09:270 (9270|1) - Move to 0
00:09:670 (9670|0) - Move to 1


These parts aren't really snare patterns if they have a chime hitsound, I don't really see why they shouldn't be pitch relevant.
Look at 8K Normal, it does this pitch thing really well.

4K MX:
02:08:870 (128870|0) - No reason to catch this LN
02:10:270 (130270|2) - ^, so many different pitches, best to just remove and spread out normal notes.


This isn't really a style, it just doesn't make sense.
02:08:870 (128870|0) - This LN, the vocal starts at 02:08:670 (128670) - , so there's no reason for it

02:10:270 (130270|2) - This LN has different pitch vocals, it makes no sense for a single LN. You can do something like this instead
02:10:070 (130070|3) - start


[8K Normal]Why is this OD8.5? I know 0 LNs, but only new players will play this, and they don't particularly have good accuracy coming into the game.
Reduce to OD7.5 or OD8 maximum.

00:22:470 (22470|0) - note here but not here? 00:25:670 (25670) - . Inconsistent imo, add a note at 0 there.

From 00:25:670 (25670|1) - to 00:40:070 (40070|1) - , no notes in col1.
From 00:22:470 (22470|7) - to 00:35:870 (35870|7) - , no notes in col7.
Best to rearrange some patterns to make it more balanced in these parts.

00:44:870 (44870) - Why not add a note at 4 here? You use 3 note chords sometimes, and this part is emphasised a lot.

01:02:870 (62870|3,62870|7,63270|7,63470|3,63670|5,63870|7,64270|7,64470|3,64670|7) - I'm sure this section you can rearrange some notes here to make it more pitch relevant, this doesn't look too good and I'm not sure why it's here.

01:58:870 (118870|2,118870|4,119270|4,119270|2,119470|1,119470|3) - Feels kinda awkward hitting this same chord twice.
Perhaps move 01:59:270 (119270|4,119270|2) - somewhere else (eg. at 5-7)

02:14:470 (134470) - lots of emphasis, add at 0 or 4.

Rest seems fine.

[8K Hard]

00:33:370 (33370|6,33470|4,33570|2) - Shift right by 1, feels a lot better to be 7-5-3-1 pattern coming off this

01:43:670 (103670|2) - Move to 1
01:43:970 (103970|6) - Move to 7, feels a lot better (play testing)

[8K Another]

I don't have many issues here, but there's some notes which don't really seem to be mapped to anything.
Kinda similar issues to 4K diffs.
Eg.
01:19:570 (79570|6) -
01:20:370 (80370|7) -
etc.
These noises aren't audible to the player so I don't see why they should be mapped,
check on 25% throughout the main kiai section of the song and try to remove the notes, like LASU did in the 4k diff.

[]

One last thing - rename 4K diffs to 'Normal, Hyper, Another' to be consistent with the 8K diffs, otherwise it makes no sense.

I'll come back for 1 last general / hitsound check too.
Harbyter
uhmm LASU sorry for that first vocal lol
Topic Starter
dosyeru

Starry- wrote:

[8K Normal]Why is this OD8.5? I know 0 LNs, but only new players will play this, and they don't particularly have good accuracy coming into the game.
Reduce to OD7.5 or OD8 maximum.

i believe OD 8.5 is optimized settings for all players.
First, this OD 8.5 does not cause beginners to fail.
those beginners who failed this map simply dont know what key to hit while playing, and will fail regardless of how high/low OD is.
it is pointless to set the OD for the those beginners.
if anyone says they failed because of OD for sure, i would reduce HP drain instead.
second, i found OD 8.5 is best settings for players who love to try getting high accuracy on easy maps.
you stated only new players would play this, but i think not only new players play Normal. this is no questions if you see the any ranking chart.
8 may be easy enough, but 9 would be enjoyable for less players on the purpose.
8.5 gives rainbow 300 (... how do you say the highest score judgement. do i say this correctly? :o :o ) to players as long as they pay attention.
this encourages Hyper or Another players who play Normal accidentally(lol), or players who, like i said, love to seek high ACC on eacy map to play Normal diff more.
these are why i use OD 8.5 in my 3 diffs.


From 00:22:470 (22470|7) - to 00:35:870 (35870|7) - , no notes in col7.
00:28:670 (28670|7) - there is
Best to rearrange some patterns to make it more balanced in these parts.

00:44:870 (44870) - Why not add a note at 4 here? You use 3 note chords sometimes, and this part is emphasised a lot.
add on 0

01:58:870 (118870|2,118870|4,119270|4,119270|2,119470|1,119470|3) - Feels kinda awkward hitting this same chord twice.
Perhaps move 01:59:270 (119270|4,119270|2) - somewhere else (eg. at 5-7)
rearranged. awkwardness would be resolved.
[]

One last thing - rename 4K diffs to 'Normal, Hyper, Another' to be consistent with the 8K diffs, otherwise it makes no sense.
i repeat my reply to previous mod about this since no one answers to my concern.

You definitely need a "8K" within the diff name so as to make it rankable, the diff name itself is a bit subjective, it's better to make the naming consistent though

This brought me a concern. my point is that I don't want players to misunderstand what each key-set looks like before they play.
I think it's more likely to happen that player expects this 8K MX map is piano or symmetrical style and consists of LNs from its name, even though my 8k maps are obviously not.
i will change my diff names if my concern above is just a ridiculous worry :o , and players can correctly expect what they are going to play from those diff names you suggested.
thank you for mods. i applied any mods that i dont quote.
Starry-

dosyeru wrote:

i believe OD 8.5 is optimized settings for all players.
First, this OD 8.5 does not cause beginners to fail.
those beginners who failed this map simply dont know what key to hit while playing, and will fail regardless of how high/low OD is.
it is pointless to set the OD for the those beginners.
if anyone says they failed because of OD for sure, i would reduce HP drain instead.
second, i found OD 8.5 is best settings for players who love to try getting high accuracy on easy maps.
you stated only new players would play this, but i think not only new players play Normal. this is no questions if you see the any ranking chart.
8 may be easy enough, but 9 would be enjoyable for less players on the purpose.
8.5 gives rainbow 300 (... how do you say the highest score judgement. do i say this correctly? :o :o ) to players as long as they pay attention.
this encourages Hyper or Another players who play Normal accidentally(lol), or players who, like i said, love to seek high ACC on eacy map to play Normal diff more.
these are why i use OD 8.5 in my 3 diffs.
I disagree and I'm sure many other people will too. OD8.5 gives a tighter judgement window which isn't ideal for newer players, who perhaps may not have experienced another rhythm game before or is new to osu!mania. They might know what key to press - but since they are a new player, their timing and accuracy might also be a bit off. This is a normal difficulty we're talking about, we design the map for the new players coming into the game, not those who are more experienced. That is simply the dynamic of how mapping for a target audience works.

Simply just reduce it to OD8 and it will be fine.

dosyeru wrote:

This brought me a concern. my point is that I don't want players to misunderstand what each key-set looks like before they play.
I think it's more likely to happen that player expects this 8K MX map is piano or symmetrical style and consists of LNs from its name, even though my 8k maps are obviously not.
i will change my diff names if my concern above is just a ridiculous worry :o , and players can correctly expect what they are going to play from those diff names you suggested.
No-one expects 'MX' to be an LN filled map compared to a difficulty named called 'Another'. This is osu!mania, people are free to name them what they want, so long as it is consistent. The difficulty name suggests 'how hard the map is', nothing more in this case. It doesn't suggest what map features, or how many LNs it has.

Consistency is the big issue here, I've read the previous posts before. It's honestly best to just rename each difficulty to
  1. -LASU-'s 4K NM
  2. -LASU-'s 4K HD
  3. -LASU-'s 4K MX
  4. 8K NM
  5. 8K HD
  6. 8K MX
or

  1. -LASU-'s 4K Normal
  2. -LASU-'s 4K Hyper
  3. -LASU-'s 4K Another
  4. 8K Normal
  5. 8K Hyper
  6. 8K Another
to be consistent. The difficulty name doesn't suggest anything but the difficulty of the map.


Also, I'll take a look at the map again soon, and look out for some more general things. Also -LASU- should check my last post too.
Sorry if it seems like I'm being too strict, I want this map ranked too, so don't get the wrong idea. ;p
Topic Starter
dosyeru

Starry- wrote:

I disagree and I'm sure many other people will too. OD8.5 gives a tighter judgement window which isn't ideal for newer players, who perhaps may not have experienced another rhythm game before or is new to osu!mania. They might know what key to press - but since they are a new player, their timing and accuracy might also be a bit off. This is a normal difficulty we're talking about, we design the map for the new players coming into the game, not those who are more experienced. That is simply the dynamic of how mapping for a target audience works.
Simply just reduce it to OD8 and it will be fine.
i want to reply a bit more, but i guess if we keep discussing, i would be mapping Beginner difficulty after that.
sry i never ever want to add new difficulty to this map-set.
hope od 8 is seen as my consideration for new mania players.

Starry- wrote:

No-one expects 'MX' to be an LN filled map compared to a difficulty named called 'Another'. This is osu!mania, people are free to name them what they want, so long as it is consistent. The difficulty name suggests 'how hard the map is', nothing more in this case. It doesn't suggest what map features, or how many LNs it has.
this statement makes me feel safe to change my diff names, but let me ask another question.
Is it necessary to keep consistency in diff names of different ''gamemodes''?
Guidelines say
Different key amounts within a mapset must be treated as different gamemodes and require an respective independent difficulty spread. Therefore each key amount must have an independent difficulty spread. For example if you want to add a 7K difficulty to your set, you must design a whole 7K spread. If you want to add an additional 4k difficulty to your set, you must also design a whole 4K spread.
the logic why i had to prepare whole 4K map-set is that 4K and 7+1K are treated as different game modes like any other multi-gamemodes map-set.
If so, then, i think mappers are free to give consistent name to each key-set like any other multi-gamemodes map-set.

what do think about my question?
LordRaika
No no its fine ^^
Yes you can keep different naming per key.... This is totally rankable....

And Starry is just being detail ^^ he isdoing good jobthere by being strict...
Anyway, ive already check the status before bubble....

I can see its fine so i let it pass! Im sure its intentional....
Furthermore, now the mapper give a reasoning...
I agree on starry's concern and agree on the mappers reasoning....

So here is my decision...., just let it stay the same, ^^
Ive seen looots of 7+1K with high OD , very high thou...
And yea, most 7+1 rarely use LN so its fine....

^^
Kamikaze
I don't see much of a problem in renaming 4ks to Normal/Hyper/Another to be honest, it will just make this set look better
Topic Starter
dosyeru
yeah it's not big deal, i was just curious.
let's wait starry's reply and general check anyway.
-LASU-

Harbyter wrote:

uhmm LASU sorry for that first vocal lol
Please don't mind it ;)

Starry- wrote:

Ok I'm glad the 4K is looking better now.
I just want to say 1 more thing about it.

mod
4K NM
00:04:870 (4870|3) - Move to 1
00:05:670 (5670|1) - Move to 3
00:08:070 (8070|3) - Move to 2
00:08:470 (8470|2) - Move to 3
00:08:870 (8870|0) - Move to 1
00:09:270 (9270|1) - Move to 0
00:09:670 (9670|0) - Move to 1

all done
These parts aren't really snare patterns if they have a chime hitsound, I don't really see why they shouldn't be pitch relevant.
Look at 8K Normal, it does this pitch thing really well.

4K MX:
02:08:870 (128870|0) - No reason to catch this LN
02:10:270 (130270|2) - ^, so many different pitches, best to just remove and spread out normal notes.


This isn't really a style, it just doesn't make sense.
02:08:870 (128870|0) - This LN, the vocal starts at 02:08:670 (128670) - , so there's no reason for it ok

02:10:270 (130270|2) - This LN has different pitch vocals, it makes no sense for a single LN. You can do something like this instead change
[Ex.1]02:10:070 (130070|3) - start ok
One last thing - rename 4K diffs to 'Normal, Hyper, Another' to be consistent with the 8K diffs, otherwise it makes no sense.

I'll come back for 1 last general / hitsound check too.
Topic Starter
dosyeru
updated
Starry-

dosyeru wrote:

this statement makes me feel safe to change my diff names, but let me ask another question.
Is it necessary to keep consistency in diff names of different ''gamemodes''?
Guidelines say
Different key amounts within a mapset must be treated as different gamemodes and require an respective independent difficulty spread. Therefore each key amount must have an independent difficulty spread. For example if you want to add a 7K difficulty to your set, you must design a whole 7K spread. If you want to add an additional 4k difficulty to your set, you must also design a whole 4K spread.
the logic why i had to prepare whole 4K map-set is that 4K and 7+1K are treated as different game modes like any other multi-gamemodes map-set.
If so, then, i think mappers are free to give consistent name to each key-set like any other multi-gamemodes map-set.

what do think about my question?
That quote is mainly in relation to difficulty spreads, not particularly their name.
For example, it wouldn't make sense to have a map with 4 diffs, 2 diffs say 4K NM, 4K HD, whilst the others say 7K ADVANCED, 7K EXHAUST. It just doesn't make sense, and it'll be a lot better to just change the names to be consistent.

Thank you -LASU- for fixing the 4K, I'm a lot more confident with this now.

[8K Another]
00:04:270 (4270|2,4370|4) - whistles in places like this? Better to add here then too 00:20:270 (20270|3,20370|3,20670|5,20770|5) - , 00:23:470 (23470|2,23570|2,23870|6,23970|6) - , 00:26:670 (26670|3,26770|3,27070|5,27170|5) - , 00:29:970 (29970|2,30370|6) - , 00:33:070 (33070|5,33170|6,33470|5,33570|4) - etc.

00:31:270 (31270|0) - Intentionally this quiet?

00:41:670 (41670|4) - How about add at 0, then move cymbal noise to there, makes a lot more sense.

01:29:170 (89170|0) - This hitsound doesn't fit here imo.

01:49:670 (109670|6) - Add kick or another snare

[8K Hyper]
00:03:670 (3670|3,4470|1,5270|3,6070|7,6870|6,7670|1,8470|6,9270|7) - All of these should be snare sound instead, works well like on Another diff.
Do this for rest of the map, too. Kick-Snare works better than just Kick-Kick, to be consistent with the other diff.
00:09:170 (9170|3) - Add kick

00:18:470 (18470|6,18870|7) - Why these finishes? There's 0 column for that.

There's a lot more consistency issues with other difficulties here...

For hitsounding, I suggest you should:
  1. Open -> Diff you want to hitsound (eg. 8K Hyper)
  2. Open difficulty -> For Reference -> choose 8K Another
  3. View -> Show Sample Name
This is really helpful since it lets you be more consistent with your hitsounds, I've noticed that there's quite a lot of inconsistencies between 8K Another and Hyper, so it's best you try this, and catch anything you find.
I'll come back when you update.

Thanks! Sorry for so much work to do, eventually this'll get rebubbled ;s
Just remember, you're making this map for the players, not for yourself considering you want it ranked. It'll take a bit longer yes, but the outcome is a lot better.
Call me back when you've fixed some of the inconsistencies so I can check further.
Topic Starter
dosyeru
i will change diff name as i said in previous post, but i need to consult with lasu to decide which keyset to change.
diff name will be updated later.

[8K Another]
00:33:070 (33070|5,33170|6,33470|5,33570|4) - etc.
added whistle on where notes are seemingly obvious to follow SFX. no change in whistle on stair notes. it somehow uncomfortable to play for me.
00:31:270 (31270|0) - Intentionally this quiet? yes this is not error
01:29:170 (89170|0) - This hitsound doesn't fit here imo.
similar sounds in music. better than other alternative hitsounds
01:49:670 (109670|6) - Add kick or another snare
removed duplicated snare.wav from later notes. sry that was error.

For hitsounding, I suggest you should:
  1. Open -> Diff you want to hitsound (eg. 8K Hyper)
  2. Open difficulty -> For Reference -> choose 8K Another
  3. View -> Show Sample Name
This is really helpful since it lets you be more consistent with your hitsounds, I've noticed that there's quite a lot of inconsistencies between 8K Another and Hyper, so it's best you try this, and catch anything you find.
that feature doesnt function on my computer.
I'll come back when you update.

also chacked hit-sounds in Normal. it should be fine now.
Topic Starter
dosyeru
updated
changed 4K names
Starry-
8K Another seems fine now, diff names are fine.
Just a few more hitsound checks.

[8K Another]
00:22:470 (22470|5) - remove whistle? out of place

[8K Hyper]
00:20:270 (20270|7,20370|5) - in Another you use whistles for these beats, consider changing
00:20:670 (20670|7,20770|5) - 00:23:470 (23470|1,23570|3) - etc.
00:44:470 (44470|6,44870|7) - Why whistles? remove, no need and not in Another

01:09:870 (69870|0,70270|0) - You don't use these in Another?

01:23:070 (83070) - Add cymbal noise, feels empty (SSD cymbal used in another diff)

01:35:470 (95470|0) - Idk, I don't hear anything in the music that's like this

01:44:270 (104270|5,104470|5,104670|5,104870|5) - You don't use these in Another diff
01:49:670 (109670|4,110470|7,111270|6,111670|4,112070|5,112870|7,113670|6,114470|6,114870|7) - Not used in another

01:55:670 (115670|4,115670|0,115670|1,115670|6,115870|4,115870|6) - From here, make the next patterns have Kick -> Snare hitsounds, like the rest of the map (01:55:670 (115670|6,116470|1,117270|1) - for example, change these to snare)

02:10:870 (130870|5) - Snare

02:11:270 (131270|7,131470|7) - etc. You don't use these whistles in Another diff

[8K Normal]

00:17:270 (17270|2) - Add kick?

00:49:670 (49670|1) - Change to soft whistle echo hitsound

01:09:270 (69270|4) - Might as well just add snare here

01:44:270 (104270|6,104470|6,104670|6,104870|6,105470|7,105670|7,105870|7,106070|7) - These whistles are not in Another diff
01:46:670 (106670|5,106970|6,107270|7) -

01:58:870 (118870|2,119270|2) - Kicks? They're in another

02:11:270 (131270|5,131470|5,131870|6,132270|6) - Again whistles aren't in another

[4K Another]

00:04:470 (4470|0) - Change to snare since it's a Kick->Snare pattern of hitsounds
00:06:070 (6070|3) - Change to snare
00:07:670 (7670|2) - ^
00:08:470 (8470|1) - ^

00:20:270 (20270|2,20370|1,20670|3,20770|2) - Make these a whistle to be like other diffs, (the sound in the background)
00:23:470 (23470|3,23570|2,23870|3,23970|2) - ^ etc.

00:30:770 (30770|3) - Add clap
00:30:970 (30970|1) - Add finish, normal sampleset
00:31:170 (31170|0) - Change to normal sampleset
00:31:470 (31470|3) - ^

00:41:270 (41270|1) - Snare

00:59:670 (59670|2) - Snare
01:00:070 (60070|3) - Kick
01:00:470 (60470|3) - Snare
01:00:470 (60470|2) - Whistle(vocal)
01:01:270 (61270|0) - Snare
01:01:570 (61570|0) - Remove kick
01:04:470 (64470|0) - Snare
01:06:070 (66070|1) - Snare
01:06:870 (66870|0) - Snare
01:07:670 (67670|3) - Snare
01:09:270 (69270|3) - Snare

01:10:970 (70970|1,71170|1) - Normal sampleset
01:11:470 (71470|3) - ^

01:13:270 (73270|3) - Snare
01:14:870 (74870|3) - Snare
01:17:270 (77270|2) - Snare
01:19:670 (79670|0) - Snare

01:27:470 (87470|2,87670|2,87870|2) - Water drip sound?
01:30:270 (90270|1,90470|0,90670|0,90870|1) - ^

01:39:070 (99070|1) - Missing whistle
01:38:870 (98870|3) - Missing Kick

01:48:470 (108470|0) - You can make this a kick too

01:56:470 (116470|1) - Snare

02:00:570 (120570|2,120770|3) - Normal sampleset
02:01:070 (121070|3) - ^

02:02:870 (122870|3) - Snare
02:04:470 (124470|0) - Snare
02:06:870 (126870|2) - Snare
02:08:470 (128470|3) - Snare
02:10:870 (130870|0) - Snare
02:10:870 (130870|3) - Whistle
02:14:070 (134070|0) - Whistle

[]

I'll come back again when updated.
Topic Starter
dosyeru

Starry- wrote:

[8K Hyper]
01:09:870 (69870|0,70270|0) - You don't use these in Another?
yes im sure about these notes and hit-sounds.
01:35:470 (95470|0) - Idk, I don't hear anything in the music that's like this
the pitch of SFX are different between 01:32:270 and 01:38:670. i wanted to try following that in hyper.
added a note on S at 01:32:670 (92670|0) - and 01:35:870 (95870|0) - . it should make more sense now.

[8K Normal]
01:09:270 (69270|4) - Might as well just add snare here
mm no adding snare in this part sounds awkward to me.
01:58:870 (118870|2,119270|2) - Kicks? They're in another ^
[]
I'll come back again when updated.
thank you for hitsounds tips
LordRaika
mina-sannnn... gambarre d(T^T)b , mooo sukoshi dakeeeeee.....

Starry, let me know if u need me to help, i feel bad if i leave all the things to you.... asdfasdfasdf
( eventhough im on vacation during Lunar New Year )
-LASU-

Starry- wrote:

8K Another seems fine now, diff names are fine.
Just a few more hitsound checks.
hitsound
[4K Another]

00:04:470 (4470|0) - Change to snare since it's a Kick->Snare pattern of hitsounds
00:06:070 (6070|3) - Change to snare
00:07:670 (7670|2) - ^
00:08:470 (8470|1) - ^

00:20:270 (20270|2,20370|1,20670|3,20770|2) - Make these a whistle to be like other diffs, (the sound in the background)
00:23:470 (23470|3,23570|2,23870|3,23970|2) - ^ etc.

00:30:770 (30770|3) - Add clap
00:30:970 (30970|1) - Add finish, normal sampleset
00:31:170 (31170|0) - Change to normal sampleset
00:31:470 (31470|3) - ^

00:41:270 (41270|1) - Snare

00:59:670 (59670|2) - Snare
01:00:070 (60070|3) - Kick
01:00:470 (60470|3) - Snare
01:00:470 (60470|2) - Whistle(vocal)
01:01:270 (61270|0) - Snare
01:01:570 (61570|0) - Remove kick
01:04:470 (64470|0) - Snare
01:06:070 (66070|1) - Snare
01:06:870 (66870|0) - Snare
01:07:670 (67670|3) - Snare
01:09:270 (69270|3) - Snare

01:10:970 (70970|1,71170|1) - Normal sampleset
01:11:470 (71470|3) - ^

01:13:270 (73270|3) - Snare
01:14:870 (74870|3) - Snare
01:17:270 (77270|2) - Snare
01:19:670 (79670|0) - Snare

01:27:470 (87470|2,87670|2,87870|2) - Water drip sound?
01:30:270 (90270|1,90470|0,90670|0,90870|1) - ^

01:39:070 (99070|1) - Missing whistle
01:38:870 (98870|3) - Missing Kick

01:48:470 (108470|0) - You can make this a kick too

01:56:470 (116470|1) - Snare

02:00:570 (120570|2,120770|3) - Normal sampleset
02:01:070 (121070|3) - ^

02:02:870 (122870|3) - Snare
02:04:470 (124470|0) - Snare
02:06:870 (126870|2) - Snare
02:08:470 (128470|3) - Snare
02:10:870 (130870|0) - Snare
02:10:870 (130870|3) - Whistle
02:14:070 (134070|0) - Whistle
all done

I'll come back again when updated.
check thx

LordRaika wrote:

mina-sannnn... gambarre d(T^T)b , mooo sukoshi dakeeeeee.....
I’ll do my best.(^ω^)b
Topic Starter
dosyeru
updated
Starry-
Back again for hopefully a final check~
Also, consider adding μ's to tags, too.

Col 0123

[4K Another]
00:45:270 (45270|0) - Snare
01:46:970 (106970|1) - Remove whistle
[4K Hyper]
00:04:270 (4270|2,4370|0) - Whistle
00:04:670 (4670|2,4770|0) - Whistle
00:07:470 (7470|0,7570|1,7870|2) - Whistles, also
00:07:970 (7970|3) - Add note here, at col3 (0123), and add whistle.
00:09:170 (9170|1) - Kick
00:09:470 (9470|0,9570|1) - Snare
00:10:670 (10670|2,10770|0) - Whistle
00:11:070 (11070|3,11170|1) - Whistle
00:13:270 (13270|0,13370|1,13470|3) - CTRL+H for pitch relevancy
00:13:870 (13870|3,13970|2,14270|3,14370|0) - Whistles
00:18:470 (18470|0) - Cymbal SSD
00:18:870 (18870|0) - Remove finish
00:18:870 (18870|3) - Cymbal RDW
00:26:670 (26670|1,27070|1) - Whistles, since you used whistles here 00:23:470 (23470|0,23870|1) - etc.
00:31:270 (31270|0) - This is Cymbal RDW in Another
00:31:870 (31870|2) - Remove finish, no need (not in Another either)
00:44:070 (44070|1,44470|2) - Remove Whistle, not in Another
00:45:670 (45670|3,46070|1,46470|3,46870|3,47270|2,47670|3) - Add kicks here like Another diff
00:48:070 (48070|0,48470|0) - And here
00:49:670 (49670|1,49870|3,50270|1,50670|3) - have Chm Soft Whistle Echo here instead, like Another diff
00:56:670 (56670|2,57070|2,57470|2) - These should be kicks
00:56:870 (56870|3) - Snare
00:57:670 (57670|2,57970|1,58270|2) - Add cymbal SSD like Another diff
00:59:670 (59670|0,60470|0,61270|0,62870|0) - Change to Snare
01:06:070 (66070|1) - Snare
01:11:270 (71270|1) - Cymbal SSD
01:11:670 (71670|2) - Cymbal RDW
01:21:270 (81270|0) - Snare
01:26:870 (86870|1,86870|2) - This pattern, turn it like this: (left side original, right side changed)
With hitsounds:
  1. 01:27:470 (87470|2) - Water drip
  2. 01:27:670 (87670|0) - Change kick to water drip
01:43:470 (103470|0,103570|1,103870|1,103970|2) - Add snares, since not mapping to guitar
01:44:270 (104270|1,104470|1,104670|1,104870|1) - Remove since not in Another diff
01:45:470 (105470|2,105670|2,105870|2,106070|2) - ^ (remove whistles)
01:46:670 (106670|2,106970|2) - Remove whistles
01:46:970 (106970|2) - Move to 3 for pitch relevancy
01:50:470 (110470|3) - Remove whistle, not in Another
01:51:270 (111270|2) - Change to Snare
01:52:070 (112070|0) - Better balance if move to 3
02:00:870 (120870|1) - Cymbal SSD
02:01:270 (121270|3) - Cymbal RDW
02:06:870 (126870|0) - Snare
02:08:870 (128870|3) - Kick
02:11:270 (131270|3,131470|3,131870|3,132270|3) - Remove since not in Another diff
[4K Normal]
00:02:470 (2470) - Consider adding a LN here like so, to map to the snare stream, it makes a lot of sense.
00:16:470 (16470|2,16870|2,17270|2,17670|2,18070|2) - Best to make these all kicks like other diffs
00:19:270 (19270|3) - Kick
00:20:670 (20670|3) - Whistle
Suggest to add kick sounds on these notes, to be honest, I suggest to remove nearly all whistles on the next notes, since inconsistent with other diffs. I know it's mapped to vocals, but it's just inconsistent.
00:21:270 (21270|0) - Kick
00:21:670 (21670|2) - Kick
00:22:870 (22870|0) - Kick
00:24:470 (24470|1) - Kick
00:24:870 (24870|3) - Kick
00:26:070 (26070|3,26470|2,26870|1,27670|2,28070|1,28470|2,29270|2) - Add kicks here
00:32:870 (32870|2,33670|1) - Kicks
00:36:070 (36070|2,36870|2) - Kicks
00:40:870 (40870|0) - Kick
00:42:470 (42470|2) - Kick
00:43:470 (43470|0,43670|2,43870|1) - Best to make snares like other diffs
00:45:270 (45270|0) - Snare
00:49:670 (49670|2) - Soft Whistle Echo sound
01:00:070 (60070|3) - Kick
01:04:070 (64070|0) - Kick
01:06:470 (66470|1) - Kick
01:08:670 (68670|3) - Suggest to make LN up to 01:09:070 (69070) -
01:09:670 (69670|2) - Kick
01:10:670 (70670|0) - Clap
01:12:070 (72070|3) - Kick
01:13:470 (73470|0) - Whistle?
01:14:470 (74470|1) - Whistle
01:18:470 (78470|3) - Kick
01:19:470 (79470|1) - Whistle
01:44:270 (104270|2,104470|2,104670|2,104870|2) - Remove whistle since not in Another
01:45:470 (105470|3,105670|3,105870|3,106070|3) - ^
01:46:670 (106670|0,106970|1) - ^
01:48:870 (108870|3) - Kick?
01:59:270 (119270|2) - Kick
02:11:270 (131270|2,131470|2) - Remove since not in Another
02:11:870 (131870|3,132270|3) - ^
-LASU-

Starry- wrote:

Back again for hopefully a final check~
Also, consider adding μ's to tags, too.

Col 0123

hitsound
[4K Another]
00:45:270 (45270|0) - Snare
01:46:970 (106970|1) - Remove whistle
[4K Hyper]
00:04:270 (4270|2,4370|0) - Whistle
00:04:670 (4670|2,4770|0) - Whistle
00:07:470 (7470|0,7570|1,7870|2) - Whistles, also
00:07:970 (7970|3) - Add note here, at col3 (0123), and add whistle.
00:09:170 (9170|1) - Kick
00:09:470 (9470|0,9570|1) - Snare
00:10:670 (10670|2,10770|0) - Whistle
00:11:070 (11070|3,11170|1) - Whistle
00:13:270 (13270|0,13370|1,13470|3) - CTRL+H for pitch relevancy
00:13:870 (13870|3,13970|2,14270|3,14370|0) - Whistles
00:18:470 (18470|0) - Cymbal SSD
00:18:870 (18870|0) - Remove finish
00:18:870 (18870|3) - Cymbal RDW
00:26:670 (26670|1,27070|1) - Whistles, since you used whistles here 00:23:470 (23470|0,23870|1) - etc.
00:31:270 (31270|0) - This is Cymbal RDW in Another
00:31:870 (31870|2) - Remove finish, no need (not in Another either)
00:44:070 (44070|1,44470|2) - Remove Whistle, not in Another
00:45:670 (45670|3,46070|1,46470|3,46870|3,47270|2,47670|3) - Add kicks here like Another diff
00:48:070 (48070|0,48470|0) - And here
00:49:670 (49670|1,49870|3,50270|1,50670|3) - have Chm Soft Whistle Echo here instead, like Another diff
00:56:670 (56670|2,57070|2,57470|2) - These should be kicks
00:56:870 (56870|3) - Snare
00:57:670 (57670|2,57970|1,58270|2) - Add cymbal SSD like Another diff
00:59:670 (59670|0,60470|0,61270|0,62870|0) - Change to Snare
01:06:070 (66070|1) - Snare
01:11:270 (71270|1) - Cymbal SSD
01:11:670 (71670|2) - Cymbal RDW
01:21:270 (81270|0) - Snare
01:26:870 (86870|1,86870|2) - This pattern, turn it like this: (left side original, right side changed)
[Ex.1]

With hitsounds:
  1. 01:27:470 (87470|2) - Water drip
  2. 01:27:670 (87670|0) - Change kick to water drip
01:43:470 (103470|0,103570|1,103870|1,103970|2) - Add snares, since not mapping to guitar
01:44:270 (104270|1,104470|1,104670|1,104870|1) - Remove since not in Another diff
01:45:470 (105470|2,105670|2,105870|2,106070|2) - ^ (remove whistles)
01:46:670 (106670|2,106970|2) - Remove whistles
01:46:970 (106970|2) - Move to 3 for pitch relevancy
01:50:470 (110470|3) - Remove whistle, not in Another
01:51:270 (111270|2) - Change to Snare
01:52:070 (112070|0) - Better balance if move to 3
02:00:870 (120870|1) - Cymbal SSD
02:01:270 (121270|3) - Cymbal RDW
02:06:870 (126870|0) - Snare
02:08:870 (128870|3) - Kick
02:11:270 (131270|3,131470|3,131870|3,132270|3) - Remove since not in Another diff
[4K Normal]
00:02:470 (2470) - Consider adding a LN here like so, to map to the snare stream, it makes a lot of sense.
[Ex.2]
00:16:470 (16470|2,16870|2,17270|2,17670|2,18070|2) - Best to make these all kicks like other diffs
00:19:270 (19270|3) - Kick
00:20:670 (20670|3) - Whistle
Suggest to add kick sounds on these notes, to be honest, I suggest to remove nearly all whistles on the next notes, since inconsistent with other diffs. I know it's mapped to vocals, but it's just inconsistent.
00:21:270 (21270|0) - Kick
00:21:670 (21670|2) - Kick
00:22:870 (22870|0) - Kick
00:24:470 (24470|1) - Kick
00:24:870 (24870|3) - Kick
00:26:070 (26070|3,26470|2,26870|1,27670|2,28070|1,28470|2,29270|2) - Add kicks here
00:32:870 (32870|2,33670|1) - Kicks
00:36:070 (36070|2,36870|2) - Kicks
00:40:870 (40870|0) - Kick
00:42:470 (42470|2) - Kick
00:43:470 (43470|0,43670|2,43870|1) - Best to make snares like other diffs
00:45:270 (45270|0) - Snare
00:49:670 (49670|2) - Soft Whistle Echo sound
01:00:070 (60070|3) - Kick
01:04:070 (64070|0) - Kick
01:06:470 (66470|1) - Kick
01:08:670 (68670|3) - Suggest to make LN up to 01:09:070 (69070) -
01:09:670 (69670|2) - Kick
01:10:670 (70670|0) - Clap
01:12:070 (72070|3) - Kick
01:13:470 (73470|0) - Whistle?
01:14:470 (74470|1) - Whistle
01:18:470 (78470|3) - Kick
01:19:470 (79470|1) - Whistle
01:44:270 (104270|2,104470|2,104670|2,104870|2) - Remove whistle since not in Another
01:45:470 (105470|3,105670|3,105870|3,106070|3) - ^
01:46:670 (106670|0,106970|1) - ^
01:48:870 (108870|3) - Kick?
01:59:270 (119270|2) - Kick
02:11:270 (131270|2,131470|2) - Remove since not in Another
02:11:870 (131870|3,132270|3) - ^all done

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