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

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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
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.
[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

[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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