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Asterisk - Ren-chon no Drum 'n' Bass [Taiko|Osu]

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Charlotte
Charlotte's Muzukashii
osu file format v14

[General]
AudioFilename: Asterisk - Drum and Bass Ren-Chan.mp3
AudioLeadIn: 0
PreviewTime: 10353
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
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WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.1

[Metadata]
Title:Ren-chon no Drum and Bass
TitleUnicode:れんちょんのドラムンベース
Artist:Asterisk
ArtistUnicode:Asterisk
Creator:-Famous-
Version:Charlotte's Muzukashii
Source:のんのんびより
Tags:dnb non biyori miyauchi renge charlotte
BeatmapID:673067
BeatmapSetID:288118

[Difficulty]
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Charlotte's Oni
osu file format v14

[General]
AudioFilename: Asterisk - Drum and Bass Ren-Chan.mp3
AudioLeadIn: 0
PreviewTime: 10353
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
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TimelineZoom: 1.1

[Metadata]
Title:Ren-chon no Drum and Bass
TitleUnicode:れんちょんのドラムンベース
Artist:Asterisk
ArtistUnicode:Asterisk
Creator:-Famous-
Version:Charlotte's Oni
Source:のんのんびより
Tags:dnb non biyori miyauchi renge charlotte
BeatmapID:673068
BeatmapSetID:288118

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256,192,31524,1,0,0:0:0:0:
256,192,31610,1,0,0:0:0:0:
256,192,31695,1,0,0:0:0:0:
256,192,31781,1,8,0:0:0:0:
256,192,31953,1,8,0:0:0:0:
256,192,32124,1,0,0:0:0:0:
256,192,32210,1,0,0:0:0:0:
256,192,32296,1,8,0:0:0:0:
256,192,32467,1,0,0:0:0:0:
256,192,32638,1,8,0:0:0:0:
256,192,32810,1,0,0:0:0:0:
256,192,33153,1,0,0:0:0:0:
256,192,33324,1,8,0:0:0:0:
256,192,33667,1,0,0:0:0:0:
256,192,33838,1,0,0:0:0:0:
256,192,34010,1,8,0:0:0:0:
256,192,34181,1,8,0:0:0:0:
256,192,34267,1,8,0:0:0:0:
256,192,34353,1,8,0:0:0:0:
256,192,34524,1,0,0:0:0:0:
256,192,34695,1,8,0:0:0:0:
256,192,35038,1,0,0:0:0:0:
256,192,35381,1,8,0:0:0:0:
256,192,35553,1,8,0:0:0:0:
256,192,35724,1,0,0:0:0:0:
256,192,35895,1,0,0:0:0:0:
256,192,36067,1,8,0:0:0:0:
256,192,36410,1,0,0:0:0:0:
256,192,36753,1,8,0:0:0:0:
256,192,36924,1,0,0:0:0:0:
256,192,37010,1,0,0:0:0:0:
256,192,37095,1,8,0:0:0:0:
256,192,37267,1,0,0:0:0:0:
256,192,37438,1,8,0:0:0:0:
256,192,37781,1,0,0:0:0:0:
256,192,37953,1,8,0:0:0:0:
256,192,38124,1,0,0:0:0:0:
256,192,38295,1,8,0:0:0:0:
256,192,38467,1,0,0:0:0:0:
256,192,38553,1,0,0:0:0:0:
256,192,38638,1,0,0:0:0:0:
256,192,38810,1,8,0:0:0:0:
256,192,39153,1,8,0:0:0:0:
256,192,39325,1,0,0:0:0:0:
256,192,39495,1,8,0:0:0:0:
256,192,39667,1,0,0:0:0:0:
256,192,39839,1,8,0:0:0:0:
256,192,39924,1,8,0:0:0:0:
256,192,40010,1,8,0:0:0:0:
256,192,40182,1,0,0:0:0:0:
256,192,40524,1,8,0:0:0:0:
256,192,40695,1,0,0:0:0:0:
256,192,40867,1,0,0:0:0:0:
256,192,41038,1,8,0:0:0:0:
256,192,41210,1,0,0:0:0:0:
256,192,41295,1,0,0:0:0:0:
256,192,41381,1,0,0:0:0:0:
256,192,41553,1,8,0:0:0:0:
256,192,41895,1,4,0:0:0:0:
256,192,42238,1,8,0:0:0:0:
256,192,42410,1,0,0:0:0:0:
256,192,42495,1,0,0:0:0:0:
256,192,42581,1,8,0:0:0:0:
256,192,42753,1,8,0:0:0:0:
256,192,42924,1,0,0:0:0:0:
256,192,43095,1,0,0:0:0:0:
256,192,43180,1,0,0:0:0:0:
256,192,43267,1,8,0:0:0:0:
256,192,43438,1,0,0:0:0:0:
256,192,43610,1,8,0:0:0:0:
256,192,43781,1,0,0:0:0:0:
256,192,44124,1,0,0:0:0:0:
256,192,44295,1,8,0:0:0:0:
256,192,44638,1,8,0:0:0:0:
256,192,44810,1,8,0:0:0:0:
256,192,44981,1,0,0:0:0:0:
256,192,45153,1,8,0:0:0:0:
256,192,45238,1,0,0:0:0:0:
256,192,45324,1,0,0:0:0:0:
256,192,45495,1,0,0:0:0:0:
256,192,45667,1,8,0:0:0:0:
256,192,46010,1,4,0:0:0:0:
256,192,46353,1,8,0:0:0:0:
256,192,46525,1,8,0:0:0:0:
256,192,46696,1,0,0:0:0:0:
256,192,46867,1,0,0:0:0:0:
256,192,47039,1,8,0:0:0:0:
256,192,47382,1,0,0:0:0:0:
256,192,47725,1,8,0:0:0:0:
256,192,47896,1,8,0:0:0:0:
256,192,47981,1,8,0:0:0:0:
256,192,48067,1,0,0:0:0:0:
256,192,48238,1,0,0:0:0:0:
256,192,48410,1,8,0:0:0:0:
256,192,48753,1,12,0:0:0:0:
256,192,48924,1,8,0:0:0:0:
256,192,49095,1,0,0:0:0:0:
256,192,49267,1,8,0:0:0:0:
256,192,49438,1,0,0:0:0:0:
256,192,49610,1,0,0:0:0:0:
256,192,49781,1,8,0:0:0:0:
256,192,50124,1,12,0:0:0:0:
256,192,50295,1,8,0:0:0:0:
256,192,50467,1,0,0:0:0:0:
256,192,50638,1,8,0:0:0:0:
256,192,50809,1,0,0:0:0:0:
256,192,50895,1,0,0:0:0:0:
256,192,50981,1,0,0:0:0:0:
256,192,51152,1,8,0:0:0:0:
256,192,51324,1,0,0:0:0:0:
256,192,51495,1,8,0:0:0:0:
256,192,51581,1,0,0:0:0:0:
256,192,51667,1,0,0:0:0:0:
256,192,51753,1,0,0:0:0:0:
256,192,51838,1,8,0:0:0:0:
256,192,51924,1,0,0:0:0:0:
256,192,52010,1,0,0:0:0:0:
256,192,52095,1,0,0:0:0:0:
256,192,52181,1,8,0:0:0:0:
256,192,52267,1,0,0:0:0:0:
256,192,52353,1,0,0:0:0:0:
256,192,52438,1,0,0:0:0:0:
256,192,52524,1,8,0:0:0:0:
256,192,52610,1,0,0:0:0:0:
256,192,52695,1,0,0:0:0:0:
256,192,52781,1,0,0:0:0:0:
256,192,52867,1,8,0:0:0:0:
256,192,53038,1,0,0:0:0:0:
256,192,53124,1,0,0:0:0:0:
256,192,53210,1,8,0:0:0:0:
256,192,53381,1,0,0:0:0:0:
256,192,53553,1,0,0:0:0:0:
256,192,53638,1,0,0:0:0:0:
256,192,53724,1,0,0:0:0:0:
256,192,53810,1,0,0:0:0:0:
256,192,53895,1,8,0:0:0:0:
256,192,54238,1,12,0:0:0:0:

update please~
JUDYDANNY
Talked with Charlotte.
Muzukashii >> add some 2/1 breaks . From 00:51:495 - , make a harder.
Oni >>> decreased the some notes. (cuz of addition some 2/1 breaks on Muzukashii) And, changed some ( just my opinions).
Topic Starter
Famous
Updated both taiko diffs~
JUDYDANNY
Taiko diffs are improved and Std Icon is here. p/4189807/

Bubbled!
Wafu
I guess it's time for a placeholder.
Going to check this tomorrow.
Wafu

Mod as requested

Red - Unrankable
Blue - Highly recommended
Black - Suggestion
General


  1. Green in combo colors does not fit with the background well. I know you probably used this because of the grass in background, but on many resolutions, you cannot even see the grass + it is covered by the UI, so people won't notice anything green in the background. Using these colors, because actually the girl is the main object and also the hair is really significant, there might be two violer colors or something. Choose whatever you want, but green is not really cool for this map.

Easy


  1. 00:18:581 (1) - You should remake this to better shape because all other sliders are smooth and symetrical, this really hits in eyes, try something like this. Obviously, I did not make it perfect, but you know it's an example, you might just do something similar to make it look aesthetically better.
  2. 00:25:095 (2,3,4) - Easy should always use consistent spacing. I know this actually is consistent, but the spacing must be also well readable. In this case, newbies might see smaller gap between those two sliders, because it is visually bigger than gap between anything else - so he's gonna play the slider faster. Please, make this pattern not only consistent in spacing but visually readable as well, even the flow is broken if the player does have to go back and down for the slider. It might look like this.
  3. 00:30:924 (1,2,1) - Same applies to this pattern as well as 00:53:553 (4,1) - you should make them more clear when it comes to visual spacing so you don't cause any confusion. These might actually read better - Obviously had to adjust a bit so the spacing is still consistent.

Normal


  1. 00:15:495 (6,7,1) - This pattern definitely does not read well if you consider it is visible after you click the object that is overlapping it and it will then be covered with hitburst as well, you should fix all issues of this kind because it is not appropriate for a normal difficulty to have such tricky patterns, where stuff is blending all together.
  2. 00:17:895 (5) - Same as above.
  3. 00:28:867 (5,6,7) - Same as above.
  4. 00:35:038 (1) - Same as above.
  5. 00:39:838 (5) - Same as above.
Please, be sure to reduce the overlaps, just put notes so they are not covered by anything in gameplay, that will really cause a trouble for beginners.


Hard


  1. 00:29:553 (1) - It would be nice if you moved this a bit down to avoid it from touching the score, anything covered by UI is not really aesthetical as well as it might cause confusion because aproach circle is harder to see.
  2. 00:46:524 (2,3) - Why don't you make this simlar way as 00:40:524 (1,2) - so the end of slider is not overlapped, just my opinion, would look nicer and more consistent with the rest of the map.

Insane


  1. 00:23:210 (2,3,4,5,6) - Might be my opinion, but this doesn't read that well. Unlike other jumps, it doesn't feel flowy, but more like forced change of the flow, but should not be that huge issue, the placement could be better.

Charlotte's Muzukashii


  1. 00:15:838 (30,31,32,33,34,35,36,37) - This pattern sound rhytmically werid, the piano is not that loud to be followed in this part, so it feels like you play empty places, but all around the notes you play, there are actually drums that would play much better. Piano in the kiai is fine, but here it is not enough audiable to be mapped. Maybe it would be better if you added don on 00:15:324 - remove 00:16:010 (31) - add kat on 00:16:181 - remove 00:17:381 (37) - and add another kat on 00:17:553 - . Well, do anything you want, but consider this, because it does not sound or play well at all.

Charlotte's Oni


  1. Why would you use custom colors on taiko? Especially when you disabled them on Muzukashii already. Just disable them as well, it just adds useless code to .osu file.

I think this is all from my side. Actually I feel there were mostly readability issues on easy and normal, other stuff was fine. Spread from Hard to Insane might be a little bit higher than other regular maps, but I do not consider this to be a problem. Taiko spread seems fine if I consider easy and normal are really okay on taiko as well. Call me back when you update the map.
Topic Starter
Famous
Sorry for late reply. I'll check this mod tomorrow. I ... I just can't do it now.
Topic Starter
Famous

Wafu wrote:


Mod as requested

Red - Unrankable
Blue - Highly recommended
Black - Suggestion
General


  1. Green in combo colors does not fit with the background well. I know you probably used this because of the grass in background, but on many resolutions, you cannot even see the grass + it is covered by the UI, so people won't notice anything green in the background. Using these colors, because actually the girl is the main object and also the hair is really significant, there might be two violer colors or something. Choose whatever you want, but green is not really cool for this map. | Changed Combo Colours.

Easy


  1. 00:18:581 (1) - You should remake this to better shape because all other sliders are smooth and symetrical, this really hits in eyes, try something like this. Obviously, I did not make it perfect, but you know it's an example, you might just do something similar to make it look aesthetically better. | I don't see a big difference but I changed that slider a bit. Hope it's better now.
  2. 00:25:095 (2,3,4) - Easy should always use consistent spacing. I know this actually is consistent, but the spacing must be also well readable. In this case, newbies might see smaller gap between those two sliders, because it is visually bigger than gap between anything else - so he's gonna play the slider faster. Please, make this pattern not only consistent in spacing but visually readable as well, even the flow is broken if the player does have to go back and down for the slider. It might look like this. | Moved 00:26:124 (4) bit more down (still spacing x1.0) to make the space between the 2 sliders look bigger.
  3. 00:30:924 (1,2,1) - Same applies to this pattern as well as 00:53:553 (4,1) - you should make them more clear when it comes to visual spacing so you don't cause any confusion. These might actually read better - Obviously had to adjust a bit so the spacing is still consistent. | To be honest I don't think beginners will have a problems with that. I also asked some friends of mine who never played osu! before to play this and they could read that clearly after 2-3 retries. This song is really short, so they'll remember things like this and learn fast. Also easy difficulties should be a bit challenging. I did this to lead into the Kiai-part and emphasize the end.

Normal


  1. 00:15:495 (6,7,1) - This pattern definitely does not read well if you consider it is visible after you click the object that is overlapping it and it will then be covered with hitburst as well, you should fix all issues of this kind because it is not appropriate for a normal difficulty to have such tricky patterns, where stuff is blending all together. | I really can't agree with this. I don't think this is a big problem. I will leave it like this now but I will ask some people (also some normal players) about the readability and will change it when they agree with it.
  2. 00:17:895 (5) - Same as above.
  3. 00:28:867 (5,6,7) - Same as above.
  4. 00:35:038 (1) - Same as above.
  5. 00:39:838 (5) - Same as above.
Please, be sure to reduce the overlaps, just put notes so they are not covered by anything in gameplay, that will really cause a trouble for beginners. | You mean for example replacing 00:26:467 (6) this slider to circles?


Hard


  1. 00:29:553 (1) - It would be nice if you moved this a bit down to avoid it from touching the score, anything covered by UI is not really aesthetical as well as it might cause confusion because aproach circle is harder to see. | Actually it's fine but ... I also think moving this a bit down look nicer. Changed.
  2. 00:46:524 (2,3) - Why don't you make this simlar way as 00:40:524 (1,2) - so the end of slider is not overlapped, just my opinion, would look nicer and more consistent with the rest of the map. | Oh I didn't noticed that. Fixed.

Insane


  1. 00:23:210 (2,3,4,5,6) - Might be my opinion, but this doesn't read that well. Unlike other jumps, it doesn't feel flowy, but more like forced change of the flow, but should not be that huge issue, the placement could be better. | I think this plays fine. All people I asked for testplay never said something against this.

I think this is all from my side. Actually I feel there were mostly readability issues on easy and normal, other stuff was fine. Spread from Hard to Insane might be a little bit higher than other regular maps, but I do not consider this to be a problem. Taiko spread seems fine if I consider easy and normal are really okay on taiko as well. Call me back when you update the map.
Thanks for your mod! Waiting for Charlotte~
Wafu

-Famous- wrote:

You mean for example replacing 00:26:467 (6) this slider to circles?
No, I meant to move notes the way so they are clearly visible and not hidden under circles, sliders nor hitbursts, it really degrades definition of Normal difficulty - As you might see, I used blue color in the mod only for this issue, that means that was only thing I strongly disagreed with and I doubt there will be anyone to change my opinion about there. Denied kudosu because I already modded this map.

For BN: Do not consider this bubble as popped, it was popped on update, but because of disagreement between BN and mapper, I cannot qualify the map. Further BN might behave like the bubble is not popped (obviously if previous BNs agree with current/further changes)
Charlotte

Wafu wrote:


Mod as requested

Red - Unrankable
Blue - Highly recommended
Black - Suggestion
General

Charlotte's Muzukashii


  1. 00:15:838 (30,31,32,33,34,35,36,37) - This pattern sound rhytmically werid, the piano is not that loud to be followed in this part, so it feels like you play empty places, but all around the notes you play, there are actually drums that would play much better. Piano in the kiai is fine, but here it is not enough audiable to be mapped. Maybe it would be better if you added don on 00:15:324 - remove 00:16:010 (31) - add kat on 00:16:181 - remove 00:17:381 (37) - and add another kat on 00:17:553 - . Well, do anything you want, but consider this, because it does not sound or play well at all.

    It's also followed this snare a little,and It's not bad to play,I think this pattern 00:15:838 (30,31) - made a varied the pace of before 1/1 pattern 00:14:467 (27) -

Charlotte's Oni


  1. Why would you use custom colors on taiko? Especially when you disabled them on Muzukashii already. Just disable them as well, it just adds useless code to .osu file. fixed

I think this is all from my side. Actually I feel there were mostly readability issues on easy and normal, other stuff was fine. Spread from Hard to Insane might be a little bit higher than other regular maps, but I do not consider this to be a problem. Taiko spread seems fine if I consider easy and normal are really okay on taiko as well. Call me back when you update the map.
Thank you mod :)
Topic Starter
Famous
Updated Charlotte's Taiko difficulties~


@Wafu

Still the objects disappear before the next object appear and that seems fine to me. Also I don't really know how to change these parts without remapping the whole difficulty. "Overlaps" like this in normal is a good practice for "advanced" beginners because they have more objects to click and need more reading skills. Hard maps are way harder to read than normal maps so why not?
Okoratu
idk where the ranked version got its metadata but take what it has lol (れんちょんのドラムンベース | Ren-chon no Drum 'n' Bass)

since nightcore adds a finisher every 4 measures you might want to move your first offest to either

00:04:867 - or 00:10:352 - the current position only gives 7 measures to the first changing finisher in 00:10:353 - so it'll spam finishes in places such as 00:11:724 - which sounds dumb.
maybe you care to change that

[oni]
the song is very short, consider HP 7 or higher
00:09:324 - 00:09:667 - i'd prefer these as k because i think ddddk ddk is easier to comprehend
00:40:181 - maybe make this a k, it's the only place in kiai that actually doesn't make this a k? maybe crtl+g 00:40:010 (190,191) -
00:53:124 - maybe delete, the stream just before is already hard enough so i don't think this note is necessary

[muzu]
consider hp 8 or 7
00:12:410 - maybe move to 00:12:581 - ? that's where the drum is so that is actually more intuitive to play
00:34:353 - ^ move this back by 1/2 if you do the above
00:24:924 - ^ 00:30:410 - add a note for the same reason?
ok all those suggestions are either ok or nogo depending on if you agree on any of them
basically if you move any of these notes consider the following timestamps as well>
00:46:867 -
00:48:238 -
00:15:324 -
00:26:295 -

[Insane]
00:12:667 (4,5) - ultra minor but this stack is slightly broken
00:21:067 (7) - would delete this and go for a different pattern, that way you can actually pronounce the big drum crashes that 00:20:981 (6,8,9,1) - actually have by making a jump between them (and playing a 5plet when most dominant thing is a triplet feels odd)
00:22:695 (1) - could need more spacing, this felt really really close in comparison to 00:14:124 (4,1) - 00:16:867 (4,1) - while being the same thing
00:24:067 (1) - more spacing would accentuate the crash sound wayyyy better :x
00:29:895 (3,4) - swap these on the timeline 00:29:724 (2,3) - are really counter intuitive if 00:29:553 (1,2) - go for a back forth movement, you might need to adjust the way the next stream flows but really, a continuous back forth feels better
00:32:038 (7) - same comment as 00:21:067 - , this really is better off being deleted for the sake of emphasising the main drum :|
00:34:010 (1,2,3) - you don't do this a lot but uhh i can't find a musical basis for the spacing from 2->3 or a reason why 00:34:867 (7,1) - is so small
00:39:153 (1,2,3,4,5) - can't find any basis for an equidistant star pattern which is bigger than most other spacing in the kiai here either

[hard]
this diff works better with a higher AR such as 8 due to the amount of 1/4
00:16:353 (2,3) - could you NOT do this? imagine you play with the default skin, which some hard players do and you might agree how hiding this sliderhead completely under the sliderbody might be a bad idea
00:20:981 (6) - 00:31:953 (7) - 00:42:924 (7) - still not a fan of these ADSFKJ

[normal]
00:50:124 (1) - remove nc, you don't do it for 00:27:838 (4) - either and it overall just makes for an unnecessary inconsistency

[easy]
a slightly higher AR, OD, HP (like everything +.3 ~ +.5) would be less stressful for beginners
right now SV and AR don't really fit each other too welland it forces beginners to read a few more objects at the same time, ar 3.5 for example fits a bit better for me

00:29:553 (5,1) - swap nc

00:30:924 (1,2) - 00:52:867 (3,4) - can you just do 1/1 sliders for these or circles, short repeat sliders can cause minor confusion for newbies since it's not all that intuitive how many times these are going to repeat. At least for newbies who haven't played much comprehending short repeat sliders seems to cause a lot of trouble
since these are the only ones in the entire diff i'd vote for avoiding them altogether since changing them isn't that difficult in this situation

if you have any further questions you may ask me directly
Charlotte

Okoratu wrote:

idk where the ranked version got its metadata but take what it has lol (れんちょんのドラムンベース | Ren-chon no Drum 'n' Bass)

since nightcore adds a finisher every 4 measures you might want to move your first offest to either

00:04:867 - or 00:10:352 - the current position only gives 7 measures to the first changing finisher in 00:10:353 - so it'll spam finishes in places such as 00:11:724 - which sounds dumb.
maybe you care to change that

[oni]
the song is very short, consider HP 7 or higher I change hp7
00:09:324 - 00:09:667 - i'd prefer these as k because i think ddddk ddk is easier to comprehend hmm...nope.
00:40:181 - maybe make this a k, it's the only place in kiai that actually doesn't make this a k? maybe crtl+g 00:40:010 (190,191) - fixed
00:53:124 - maybe delete, the stream just before is already hard enough so i don't think this note is necessary nope.I think good flow.

[muzu]
consider hp 8 or 7 I change hp7
00:12:410 - maybe move to 00:12:581 - ? that's where the drum is so that is actually more intuitive to play
00:34:353 - ^ move this back by 1/2 if you do the above
00:24:924 - ^ 00:30:410 - add a note for the same reason?
ok all those suggestions are either ok or nogo depending on if you agree on any of them
basically if you move any of these notes consider the following timestamps as well>
00:46:867 -
00:48:238 -
00:15:324 -
00:26:295 -

your suggestion is my old pattern.I think 3-5 pattern is more good.so no change.

if you have any further questions you may ask me directly
Thank you mod :)

Charlotte's Muzukashii
osu file format v14

[General]
AudioFilename: Asterisk - Drum and Bass Ren-Chan.mp3
AudioLeadIn: 0
PreviewTime: 10353
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 8981,10353,15838,21324,26810,32295,37781,43267,48753,54238
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.1

[Metadata]
Title:Ren-chon no Drum and Bass
TitleUnicode:れんちょんのドラムンベース
Artist:Asterisk
ArtistUnicode:Asterisk
Creator:-Famous-
Version:Charlotte's Muzukashii
Source:のんのんびより
Tags:dnb non biyori miyauchi renge charlotte
BeatmapID:673067
BeatmapSetID:288118

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:5
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Charlotte's Oni
osu file format v14

[General]
AudioFilename: Asterisk - Drum and Bass Ren-Chan.mp3
AudioLeadIn: 0
PreviewTime: 10353
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 0

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DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.1

[Metadata]
Title:Ren-chon no Drum and Bass
TitleUnicode:れんちょんのドラムンベース
Artist:Asterisk
ArtistUnicode:Asterisk
Creator:-Famous-
Version:Charlotte's Oni
Source:のんのんびより
Tags:dnb non biyori miyauchi renge charlotte
BeatmapID:673068
BeatmapSetID:288118

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256,192,34524,1,0,0:0:0:0:
256,192,34695,1,8,0:0:0:0:
256,192,35038,1,0,0:0:0:0:
256,192,35381,1,8,0:0:0:0:
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256,192,35724,1,0,0:0:0:0:
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256,192,36067,1,8,0:0:0:0:
256,192,36410,1,0,0:0:0:0:
256,192,36753,1,8,0:0:0:0:
256,192,36924,1,0,0:0:0:0:
256,192,37010,1,0,0:0:0:0:
256,192,37095,1,8,0:0:0:0:
256,192,37267,1,0,0:0:0:0:
256,192,37438,1,8,0:0:0:0:
256,192,37781,1,0,0:0:0:0:
256,192,37953,1,8,0:0:0:0:
256,192,38124,1,0,0:0:0:0:
256,192,38295,1,8,0:0:0:0:
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256,192,38553,1,0,0:0:0:0:
256,192,38638,1,0,0:0:0:0:
256,192,38810,1,8,0:0:0:0:
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256,192,39325,1,0,0:0:0:0:
256,192,39495,1,8,0:0:0:0:
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256,192,39839,1,8,0:0:0:0:
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256,192,40695,1,0,0:0:0:0:
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256,192,41038,1,8,0:0:0:0:
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256,192,41295,1,0,0:0:0:0:
256,192,41381,1,0,0:0:0:0:
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256,192,41895,1,4,0:0:0:0:
256,192,42238,1,8,0:0:0:0:
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256,192,42581,1,8,0:0:0:0:
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256,192,43267,1,8,0:0:0:0:
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256,192,43781,1,0,0:0:0:0:
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256,192,44981,1,0,0:0:0:0:
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256,192,45324,1,0,0:0:0:0:
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256,192,46010,1,4,0:0:0:0:
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256,192,46525,1,8,0:0:0:0:
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256,192,47382,1,0,0:0:0:0:
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256,192,51152,1,8,0:0:0:0:
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256,192,51667,1,0,0:0:0:0:
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Okoratu
yeah my suggestion went against your patterns because either you do all of these changes or none, either way, muzu was fine i just thought it could follow the drum pattern better :)
Topic Starter
Famous
Accepted everything~
Okoratu
rechecking

[general]
tag "and"? it used to be in the title

[insane]
00:24:067 (1) - 00:22:353 (4,1) - what i meant was like a bit more spacing but ok
00:33:667 (5,1) - ?? swap nc?

[hard]
00:20:981 (6) - 00:31:953 (7) - 00:42:924 (7) - did you forget these or reject the idea of not slapping a 3x repeat over this stuff
Topic Starter
Famous

Okoratu wrote:

rechecking

[general]
tag "and"? it used to be in the title | Yes I forgot adding it. Fixed

[insane]
00:24:067 (1) - 00:22:353 (4,1) - what i meant was like a bit more spacing but ok | I think it's good like that.
00:33:667 (5,1) - ?? swap nc? | Fixed

[hard]
00:20:981 (6) - 00:31:953 (7) - 00:42:924 (7) - did you forget these or reject the idea of not slapping a 3x repeat over this stuff | I forgot changing them. Changed it now.
Okoratu
k
Topic Starter
Famous
thx
Okoratu
Actually i think Charlotte's diff could use overall +10% volume
Topic Starter
Famous
Still waiting for Charlotte~
Charlotte

Okoratu wrote:

Actually i think Charlotte's diff could use overall +10% volume
okay,+10% thanks!
Okoratu
Satellite
Krimek
No way, it happened! Grats for first ranked map and also grats Charlotte! \o/
Topic Starter
Famous
LOL! Outta nowhere! xDD
Charlotte
1st ranked congratz :)
Mekki
Another one XD OMG
r1kku love Aoi
congratulations o/
phaZ
yay you did it!
pishifat
hi um something's screwed up with 00:49:437 (9,1) -

yellow stream should be starting where 9 currently is (the white tick) and you probably know why since you did it correctly at 00:28:865 (1) - lol
Okoratu
oh yeah it should lol.
Bearizm

pishifat wrote:

hi um something's screwed up with 00:49:437 (9,1) -

yellow stream should be starting where 9 currently is (the white tick) and you probably know why since you did it correctly at 00:28:865 (1) - lol
t r i g g e r e d
DakeDekaane
Looks like there's a valid issue addressed, so I'll be taking this back to Pending. Feel free to qualify once the issue is fixed, but don't forget to be careful this time.

If you're wondering, Taiko difficulties are fine.
Sonnyc
Dropping something passing by:

[Easy]
  1. 00:36:408 - Personally, this strong beat being in the reverse felt a bit awkward.
[Normal]
  1. The current feeling of the diff pretty resembles Easy imo. Mind increasing the ar a little bit? To like 5.5? The current ar feels a bit slow, resulting in a wider gap between N-H than E-N.
  2. Some rhythms in the kiai section wasn't perfectly reflecting the music imo, since you were just sticking to the drums while an actual melody was playing through the music. 00:34:180 - 00:39:665 - 00:45:151 - are the ones that you've missed to express. Since 1/1 drums already exist at the music in the form of 00:36:065 (2,3) - 00:47:380 (3,4) - etc, I strongly recommend you to restructure your pattern to reflect the music better, and to make a better diversity.
Hey, really a nice quality of your beatmap! GL with the requalification.
Topic Starter
Famous
Rip. I'll check it out later when I'm back home.
Topic Starter
Famous
Fixed the issue in Insane and increased the AR in normal from 5 to 5.5.
Okoratu
Was ist mit den Rhythms die Sonnhc erwähnt hat?
Topic Starter
Famous

Okoratu wrote:

Was ist mit den Rhythms die Sonnhc erwähnt hat?
Finde ich persönlich an den Stellen eher unpassend. Hätte ich vielleicht noch schreiben sollen bzw. wollte ich dazu die Meinung von dir oder Satellite hören.
Okoratu
kk schau's mir an wenn ich von der uni wieder da bin

[hard]
00:08:980 (1,2,3,4,5,6) - vor diesem zeug ist kein klarer beat weswegen man einfach in circles so reingeworfen wird, wenn man sich fuer Accuracy interessiert ist das ziemlich fies. wie waers wenn du diese stelle etwas simpler gestaltest?

[insane]
00:27:494 (3) - nc? wuerd zum comboing des rests passen

uhh the points for normal do seem a bit unfitting to me considering that literally the entire thing is mapped to drums only
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