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

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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

[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.
[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.

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
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