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LeaF - Doppelganger [Taiko]

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Raiden
to show my gratitude here's a mod

[>General<]
Normal Default hitsounds? (All diffs)

[>Fatal Oni<]
You might as well use OD7 for long patterns at this BPM

00:03:790 (1) - Start it 1/2 tick after, there is a hit at 00:03:790 - (or you may as well delete it, it's too short and confusing >_>)
00:14:933 - The 1/6th extends until this point, so considering the difficulty of this I'd just do kkkkkkd until the white tick
00:15:469 - There is a sound here though, you can add a don so it flows a lot better for the next pattern at 00:15:576 -
00:16:183 (127) - Wrong snap? Shouldn't this be at the white tick?
00:16:826 (129) - ^
00:17:469 (131) - ^
00:40:165 - Might as well add a don here to avoid the stuttering at the (dddd)
00:40:380 - Add a don? Fits nicely imo
00:44:719 - Similar as a bit above, the 1/6 extends up until here
00:45:094 - Add a don? Goes with the melody
00:52:648 (427) - hmmmmmmmmmmmmmm??????????????????????
01:05:219 (510,511) - Starting from here you could alternate instead of doing the first dk and all the rest kd (idea: dk kd dk kd dk kd etc.)
01:10:005 (558,559,560,561,562,563,564,565,566,567) - This is super evil but fits with the song so won't say anything haha
01:22:862 (1) - booh, delete this, add notes, anything but a short ass spinner
Last kiai is inmensely dense i love it
02:19:433 (261,262,263,264,265,266,267) - oh my god kill with fire thanks

[>Oni<]

OD6?
00:03:790 (1) - same as Fatal Oni
00:16:183 (96,98,100) - Wrongly snapped, like in Fatal Oni
00:52:648 (1) - >>>>>__________>>>>>
01:08:290 (1) - <<<<<__________<<<<<
01:22:862 (1) - PLEASE LOCTAV STOP THIS MADNESS
02:14:076 (143,144,145,146,147) - This is the only 1/4 in the whole map, just sayin'. Maybe you should add more simple 1/4s in other parts.

[>Nwolf's Muzu<]

It's okay I guess. It's well differentiated from Oni. Nothing out of sight <_<

[>Nwolf's Futsuu<]

01:15:040 (43) - might as well move 1/2 tick before >_>
01:44:505 (40) - What's this representing in the middle of nothing?
That's all peeps call me back
Nwolf

Raiden wrote:

[>Nwolf's Futsuu<]

01:15:040 (43) - might as well move 1/2 tick before >_> moved
01:44:505 (40) - What's this representing in the middle of nothing? kind of connecting, also there's sounds here (which are mapped more in Muzu)
ty

EDIT: @Loctav please increase Futsuu's and Muzu's HP drain to 5

Futsuu
osu file format v14

[General]
AudioFilename: Doppelganger.mp3
AudioLeadIn: 0
PreviewTime: 11076
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 67648
DistanceSpacing: 2
BeatDivisor: 2
GridSize: 32
TimelineZoom: 3.699999

[Metadata]
Title:Doppelganger
TitleUnicode:Doppelganger
Artist:LeaF
ArtistUnicode:LeaF
Creator:Loctav
Version:Nwolf's Futsuu
Source:BMS
Tags:THE OF FIGHTERS 2013 BOF FRENZ Come To An End Einsamkeit
BeatmapID:672862
BeatmapSetID:299136

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

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

[TimingPoints]
791,214.285714285714,4,1,0,90,1,0
11076,-100,4,1,0,90,0,1
14505,-100,4,1,0,90,0,0
19165,-100,4,1,0,70,0,0
19594,-100,4,1,0,50,0,0
28969,-100,4,1,0,60,0,0
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139648,-100,4,1,0,90,0,0


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Topic Starter
Loctav

Raiden wrote:

to show my gratitude here's a mod

[notice][>General<]
Normal Default hitsounds? (All diffs) something is terribly wrong with me that I constantly oversee that.

[>Fatal Oni<]
You might as well use OD7 for long patterns at this BPM ????? what. OD7 is pmuch overkill with the high bpm and the overflow 1/6 patterns.

00:03:790 (1) - Start it 1/2 tick after, there is a hit at 00:03:790 - (or you may as well delete it, it's too short and confusing >_>) it's not too short? its supposed to be confusing...
00:14:933 - The 1/6th extends until this point, so considering the difficulty of this I'd just do kkkkkkd until the white tick that's overkill. no.
00:15:469 - There is a sound here though, you can add a don so it flows a lot better for the next pattern at 00:15:576 - ok
00:16:183 (127) - Wrong snap? Shouldn't this be at the white tick? wtf how did that happen?!
00:16:826 (129) - ^
00:17:469 (131) - ^
00:40:165 - Might as well add a don here to avoid the stuttering at the (dddd) or I make the kat a don, so you can overflow better.
00:40:380 - Add a don? Fits nicely imo mmmhnah
00:44:719 - Similar as a bit above, the 1/6 extends up until here still overkill.
00:45:094 - Add a don? Goes with the melody not right in front of a 1/6
00:52:648 (427) - hmmmmmmmmmmmmmm?????????????????????? I can hardly put 1/8 there.
01:05:219 (510,511) - Starting from here you could alternate instead of doing the first dk and all the rest kd (idea: dk kd dk kd dk kd etc.) but.. it's consistent. because the song is... ;_;
01:10:005 (558,559,560,561,562,563,564,565,566,567) - This is super evil but fits with the song so won't say anything haha
01:22:862 (1) - booh, delete this, add notes, anything but a short ass spinner uh, no. short ass spinners are a legit technique to stress the confusion caused by the song with even more confusion! aha!
Last kiai is inmensely dense i love it
02:19:433 (261,262,263,264,265,266,267) - oh my god kill with fire thanks ha! you suggested to extend 1/6 everywhere and when I try to make a finish peak at the end of the diff, you want me to kill it? ;D this is THE climax.

[>Oni<]

OD6? mmhm no. I want to keep it in line with the Fatal.
00:03:790 (1) - same as Fatal Oni yup, same.
00:16:183 (96,98,100) - Wrongly snapped, like in Fatal Oni
00:52:648 (1) - >>>>>__________>>>>> you really suck at spinners, eh?
01:08:290 (1) - <<<<<__________<<<<< lol
01:22:862 (1) - PLEASE LOCTAV STOP THIS MADNESS NEVER
02:14:076 (143,144,145,146,147) - This is the only 1/4 in the whole map, just sayin'. Maybe you should add more simple 1/4s in other parts. and the last kiai! pretty fitting, ain't it?
Raiden
how can eyes be real if my mirror is not real
Nwolf
ooo
Yuzeyun
send me hair conditioner

[Fatal Oni]

00:50:398 - did you leave this out on purpose or is it a missed note
02:17:933 (243,244,245) - where is the quintuplet

[Oni]
01:22:862 (1) - 107ms spinner WHY it's actually hard to finish because you're forced to a minimum of 2 hits


dats all
Topic Starter
Loctav

_Gezo_ wrote:

send me hair conditioner

[Fatal Oni]

00:50:398 - did you leave this out on purpose or is it a missed note that's on purpose to make the finisher possible
02:17:933 (243,244,245) - where is the quintuplet I don't think, a quintuplet would work here, considering the overall pattern is always K d K d xxxxxx. Unless I am missing something here..?

[Oni]
01:22:862 (1) - 107ms spinner WHY it's actually hard to finish because you're forced to a minimum of 2 hits I can see that being an issue for the Oni at least. Changed to a don.


dats all
give me address!
Yuzeyun
quick thing before rank because i'm an idiot.sm

01:15:415 - 01:15:844 - 01:16:058 - 00:19:299 - 00:19:514 - can be deleted on both oni and fatal oni, they have no notes in the timespan they're used

------
edit

after checking the diff once again it's qualified~
(send me hair conditioner)
Nwolf
weeee ~
Feerum
Grats to Qualify :)
-Sh1n1-

xtrem3x wrote:

Fatal Oni:

00:37:165 - Change to k (your sequence is predictable, but in this point change a bit your sequence and forget this "distorted sound") (?)

00:39:576 - in this point you wanted to make remarkable doubles but no have effect, can be in 1/4 normal these 4 notes dd dd (the next kk kk are correct)

00:43:219 - Change to k (is a notable high distorted sound)

01:30:683 - Change to k (this part is high as previous note)

is a bit unrankeable but passable with Halftime is fun XD
O.o did you ignore this mod? well...
Taboki
Auto can't SS Fatal Oni :o
https://osu.ppy.sh/ss/4225802
Charlotte

Taboki wrote:

Auto can't SS Fatal Oni :o
https://osu.ppy.sh/ss/4225802
01:23:023 - Maybe spinner end is here...so auto can't ss

& gratz~
SKSalt

Taboki wrote:

Auto can't SS Fatal Oni :o
https://osu.ppy.sh/ss/4225802
I know this issue... I do not know whether this is okay....
Winnie
Don't know shit about Taiko but congrats anyways on a job well done. I love me some LeaF
byfar
Gratz! Now is a perfect time to learn how to play taiko :)
Bearizm
love the map! Looking forward for more maps from you! :D (and the StD version at that matter)
Ney
how did this even get qualified holy hell
Lno
Blah.
Nofool
yo the map looks cool but may have some issues imo, if it had "unrankable issues" i don't see anything else than that :

[Fatal Oni]
- 00:17:933 (133,134,135) - ain't any 1/3 here, you can clearly hear the sound at - 00:18:040 - and - 00:18:094 - instead.
- 00:29:076 (210,211,212,213) - / - 00:29:505 (214,215,216,217) - ^; 1/4 and not 1/3 again. That choice is understandble because of - 00:27:576 (201,202,203,204) - which is a real 1/3 tho.
- 00:50:398 - why would you miss that beat ? i mean at this point kK 1/2 is not that hard to hundle regarding how hard the map is.
- 00:52:648 (428) - FailFish that's one of the worst use of sliders i've ever seen (i mean this sound is way to short to be covered by a slider), I would rather use kkkk 1/6 + normal k at - 00:52:862 -, structure which works pretty well with how you mapped - 00:52:219 (422,423,424,425,426) -.
- 01:12:630 - that break is pretty awkward, adding a k d would do it, just like at - 01:12:201 (586,587) - which is the exact same part. Maybe you wanted to get a break to properly differenciate the two parts, honestly it just plays weird.
- 01:22:862 (1) - As said about the slider... that's a terrible way to use spinner, they are used to emphasize long sounds, not to fill a short hole were there are pretty strong beats.
- 01:36:790 (123,124,125,126) - ain't any 1/3 again idk.

Also there several parts that are exactly the same in Oni/Fatal Oni, i don't think mapping calm parts the same way is bad but doing it too much... spread exists for a thing. Random example : - 01:49:648 - 01:56:05 - that part is the same in Oni/Fatal Oni while you could easily add a bit more notes in the Fatal Oni (with hearable sounds). Having all the calm melody parts being the same is already a lot imo, you should'nt abuse it.

Well i don't really care that much in fact, posted to illustrate the comments above. The only thing that really disturbs me is the way you use sliders/spinners. Better ask peoples that can play the map tho (i mean std peoples saying they love the map........ stupid or ass licking idk man)

gratz anyways
Kuro
Just want to mention a few things before this map rolls out...

[Fatal Oni]

  1. 00:53:505 (435,436,437,438,439,440) - These two sets of triplets should definitely be (kkd ddd) because the lower tones are more prominent than the higher pitches at this point. I've tested it and it's not necessarily harder but plays better than the original death by kats.

  2. 01:08:719 (544,545,546,547,548,549) - I get the feeling that you like watching our pain... It would flow better if it were (kkd k d d) instead of more death by kats.

  3. 01:22:862 (1) - This super short spinner is very uncomfortable to play. I've played this difficulty several times but still never see the spinner coming, also adding that I never complete the spinner either (usually ending with 1 hit left on it). There just isn't enough time to effectively play this spinner. It would be a whole lot better if it were simply a triplet of dons to emphasize the low tones here. Moving the green line at 01:23:040 to 01:22:862 or 01:23:076 will also be necessary if you do make this change.

  4. 01:31:648 (86) - Should definitely be a don cause of the low tone here and to match 01:32:076 (91)

  5. 01:49:005 (1) - I guess this spinner is fine as is but I would definitely prefer if it were mapped with actual notes.

  6. 02:19:219 (257,258,259,260,261,262,263,264,265,266,267) - A septuplet 1/6 pattern at 280 is overkill. I recommend deleting the last two kats in the set. This'll allow it to still achieve the same sound while also not being as killer anymore.

  7. 02:19:969 (269) - I know this is mapped to whatever that ambient tone is in the background but it's a flow killer and can't even be heard during normal gameplay with or without the kat. I suggest you delete it.

Well, that's all from me. Good luck loctav! o/
OnosakiHito
Hm, still unsure how to approach this situation but I will give my thoughts.

[ Fatal Oni]

First of all I want to mention the overall structure of this beatmap, which can be improved. Patterns are mostly random placed since mapper probably tried to follow only the song's distinctive sounds, which also hasn't been done strictly / correctly. Due to this, there is not much of a rhytmical sense in some parts of this beatmap since there are contradictions - is it pattern or stanza wise. These issues start already at the very beginning with for example the 00:05:612 (14,15,16) - ddk which do not appear in the song and stay without any connection to another pattern alone there. This becomes especially noticeable when considering the stanzas this pattern is placed on: Consider its placement, there should be another tripplet at 00:07:273 which isn't given. Same goes for 00:07:433 (32,33,34,35,36) - which song wise, should be a ddddk instead of a ddkdk since this very timestamp doesn't give out any second high pitches sound. This can be considered as improvised mapping, but then again, the connection to any other pattern is absolutely missing. That's for example not the case in 00:11:076 ~ 00:14:505 where the tripplets do not appear in the song, but are placed in a fine way with connection to each other which makes this move understandable. The beatplacement has become clear here since the most distinctive sound in the song has been followed.

The above said statement can be also applied to whole sections, such as 00:07:648 ~ 00:11:076 - where it has been tried to follow something but missed the actual representing sounds. The visualization down below will show you what I mean. First picture shows the main sounds given by the song without considering additional notes. Second screen shows the current state of qualified map. It should be visible that those given soundings in the song has been partly ignored, which leads to either unfitting patterns which do not fit the section well enough or, if improvised, to a construction of patterns which have less connections to each other, since some kind of distinctive beat is absolutely missing.




Another problem, I would like to talk about -and which I mentioned before the qualifcation state- are the sliders and spinners. In Taiko, sliders are normaly used for longer soundsings which single notes can't compensate alone while spinners are used for very long one to avoid having long streams or too long sliders which become tiering. This has been ignored here e.g. the spinner at 00:03:790 (1) - which is very short with its two ticks and thus, doesn't have any effect here beside being a distraction due to its short appereance and overlapping of upcoming patterns. A d x kkkkd would suffice here, as it is also approximately what the song gives out.
The slider at 00:10:648 (65) - would be an appropriate move, but due to the bug in osu! which makes slider ticks missing, such moves should be better prevented as it isn't anymore accurate to the song and a distraction in gameplay as well. I believe the distraction has something to do in high BPM cases where notes which follow imidiatelly after a slider are kinda become offbeat or viceversa, but this should be confirmed by someone else.

Last thing I would like to mention is the use of 1/6. I think it can be fine to use 1/6 when they are monotonically and some how stand in an easy connection with upcoming patterns. But in this case it should be probably given a second thought since the map is even without them hard enough due to the BPM.

I'm also unsure about the SV changes, but maybe other people have to say something about it.


Specific parts


00:14:398 (103) - Notes like these should be deleted to make clear that a new section is starting. In this way new section becomes more impact but also, gives player a little rest to prepare for the upcoming patterns which in our case, are very hard on this BPM.
00:17:933 (133,134,135) - I don't know where this is coming from. There is no 1/3 given and only interrupts the entrance into the stream. We have just a single (maybe stretched because of the thrill) note here.
00:18:148 - There is nothing that gives the pattern a clear reason to be made like that. As the soundings are very clustered here and give enough room for improvisation, I rather see it as reaction of making the map harder than it actually could be, since I really can't see the bigger picture here as of, why you would use such odd patterns.
00:27:576 (201,202,203,204) - These would work better as kkkd as the song goes in this way as well and it would follow your d k d k beat you are using.
00:29:076 (210,211,212,213,214,215,216,217) - Same here, dddk dddk would have worked better.
00:36:630 - I wonder where this d is coming from when it is only high pitched here.

Well, I took some examples above, but not too many since other people posted already some points in the time I made this post.
There is just one thing I wonder about. It is said so many times not to ask BNs who can't play a map. Yet, here it has been done. I would have loved to see some input from people like tasuke or MMzz who actually can give a better opinion from a player stand point.
Spaghetti
d stroyd
Topic Starter
Loctav
Read through it and entirely mostly disagree. I'll reply later.
snz
I Love This Song
Nofool

Nofool wrote:

yo the map looks cool

Loctav wrote:

Read through it and entirely disagree.
Kap... yo don't mind me jk
at least patterns aren't randomly placed imo!!
Shohei Ohtani
WHEN THE KING IS NOT CHECKED, HE CANNOT BE STOPPED

WHEN WILL YOU LEARN
Hanjamon

-Sh1n1- wrote:

xtrem3x wrote:

Fatal Oni:

00:37:165 - Change to k (your sequence is predictable, but in this point change a bit your sequence and forget this "distorted sound") (?)

00:39:576 - in this point you wanted to make remarkable doubles but no have effect, can be in 1/4 normal these 4 notes dd dd (the next kk kk are correct)

00:43:219 - Change to k (is a notable high distorted sound)

01:30:683 - Change to k (this part is high as previous note)

is a bit unrankeable but passable with Halftime is fun XD
O.o did you ignore this mod? well...
I agree with Sh1n1
riffy

Loctav wrote:

We first DQ, then we discuss. We do not figure out first if the concerns are valid, we figure that out after the DQ, so we have no time pressure. If the concerns proof themselves as invalid, you can...
Let's consider it properly, then.
Topic Starter
Loctav

Lno wrote:

Seriously Loctav? lol. This Fatal Oni should never be qualified and I'm pretty sure you know it and the gap between Oni and Fatal Oni in difficulty? please.
a larger gap is fine, as we discussed multiple times. I see no distinct reason why the Fatal Oni by itself should not be qualified. The gap between Oni and Fatal Oni is indeed large, but given the circumstances, you can hardly design an Inner Oni that you can squeeze between both, as the high BPM is limiting the design options a lot. Also a bigger jump from the Insane to an Extra is usually fine. It is not even, but the design decision is rather focussing on the usage of specific patterns. (i.e. not using 1/4 in the Oni due to high bpm, but using them normally in the Fatal Oni - ignoring the BPM)

Nofool wrote:

yo the map looks cool but may have some issues imo, if it had "unrankable issues" i don't see anything else than that :

[Fatal Oni]
- 00:17:933 (133,134,135) - ain't any 1/3 here, you can clearly hear the sound at - 00:18:040 - and - 00:18:094 - instead. see at Ono's post.
- 00:29:076 (210,211,212,213) - / - 00:29:505 (214,215,216,217) - ^; 1/4 and not 1/3 again. That choice is understandble because of - 00:27:576 (201,202,203,204) - which is a real 1/3 tho. I don't think this is 1/4 at all. I am very sure, especially since you pointed up a similiar sequence, that 1/3 works very well here.
- 00:50:398 - why would you miss that beat ? i mean at this point kK 1/2 is not that hard to hundle regarding how hard the map is. finishers are exorbitantly more distacting as you might think. I left that out to make the finisher stand out more.
- 00:52:648 (428) - FailFish that's one of the worst use of sliders i've ever seen (i mean this sound is way to short to be covered by a slider), I would rather use kkkk 1/6 + normal k at - 00:52:862 -, structure which works pretty well with how you mapped - 00:52:219 (422,423,424,425,426) -. Considering that 00:52:219 (422,423,424,425) - is "slower" than 00:52:648 (428) - , I decided to put a slider here. Putting 1/6 here on an actually different kind of noise in comparsion to 00:52:219 (422,423,424,425) - would've seem odd to me, as I feel it would not represent the actual "difference" enough. I agree, that I would love to make the sliders have ticks that are 1/4 snapped, and not 1/2. And we both can prolly agree that putting an 1/8 here is not an option at all. So is no spinner (as I am using spinners differently here)
- 01:12:630 - that break is pretty awkward, adding a k d would do it, just like at - 01:12:201 (586,587) - which is the exact same part. Maybe you wanted to get a break to properly differenciate the two parts, honestly it just plays weird. is it awkward? I think the music is doing the exact "stop go" as I mapped. The break represents said breathholding and should stay as such. However, I agree that 01:12:201 (586,587) is inconsistent with this and we should probably remove the kat here to re-create the gap that I seemingly forgot to add. I will call someone so we can fix that up
- 01:22:862 (1) - As said about the slider... that's a terrible way to use spinner, they are used to emphasize long sounds, not to fill a short hole were there are pretty strong beats. they are *commonly* used that way. I am using them to represent the quick change of sequence by this leadover sound, expressing the hectical change of music with a rather ninja-ish and hectic-surprise causing spinner.
- 01:36:790 (123,124,125,126) - ain't any 1/3 again idk. I prolly need more input for that.

Also there several parts that are exactly the same in Oni/Fatal Oni, i don't think mapping calm parts the same way is bad but doing it too much... spread exists for a thing. Random example : - 01:49:648 - 01:56:05 - that part is the same in Oni/Fatal Oni while you could easily add a bit more notes in the Fatal Oni (with hearable sounds). Having all the calm melody parts being the same is already a lot imo, you should'nt abuse it. how is mapping the same song on the same spot the same way an issue? Stuff in the Fatal Oni is easy enough to be put on the Oni, too. Why should I numb down easier sections even more for an Oni, even tho they would work in it?

Well i don't really care that much in fact, posted to illustrate the comments above. The only thing that really disturbs me is the way you use sliders/spinners. Better ask peoples that can play the map tho (i mean std peoples saying they love the map........ stupid or ass licking idk man)

gratz anyways
thanks for your feedback.

Kuro wrote:

Just want to mention a few things before this map rolls out...

[Fatal Oni]

  1. 00:53:505 (435,436,437,438,439,440) - These two sets of triplets should definitely be (kkd ddd) because the lower tones are more prominent than the higher pitches at this point. I've tested it and it's not necessarily harder but plays better than the original death by kats. that sounds like some sort of suggestion I can think about, but I am not sure if kkd ddd itself would work. However, I agree that we can work on improving the "death by kats".

  2. 01:08:719 (544,545,546,547,548,549) - I get the feeling that you like watching our pain... It would flow better if it were (kkd k d d) instead of more death by kats. Mmmmh. Sounds good, I would say.

  3. 01:22:862 (1) - This super short spinner is very uncomfortable to play. I've played this difficulty several times but still never see the spinner coming, also adding that I never complete the spinner either (usually ending with 1 hit left on it). There just isn't enough time to effectively play this spinner. It would be a whole lot better if it were simply a triplet of dons to emphasize the low tones here. Moving the green line at 01:23:040 to 01:22:862 or 01:23:076 will also be necessary if you do make this change. that's weird. You have to hit it twice. A triplet must be hit three times. A triplet might be easier to predict, but "not enough time" can hardly be an argument. It is probably more a matter of realization until you notice what to do. If I put a dk double here, you would effectively press the same buttons, yet it would be easier to do.

  4. 01:31:648 (86) - Should definitely be a don cause of the low tone here and to match 01:32:076 (91) I can agree with such.

  5. 01:49:005 (1) - I guess this spinner is fine as is but I would definitely prefer if it were mapped with actual notes. that would be lame, imo.

  6. 02:19:219 (257,258,259,260,261,262,263,264,265,266,267) - A septuplet 1/6 pattern at 280 is overkill. I recommend deleting the last two kats in the set. This'll allow it to still achieve the same sound while also not being as killer anymore. that's debatable. It seems to be doable for the top tier, yet it might be a bit cocky for everyone else. However, as this is not standard, this will not nuke your HP so hard that you will fail, even if you happen to not sustain that climax pattern (unless you are on the brink to pass). It might definitely be a combo breaker for the not-strongest, but I would need more convincing input than "this is overkill" to agree in a removal.

  7. 02:19:969 (269) - I know this is mapped to whatever that ambient tone is in the background but it's a flow killer and can't even be heard during normal gameplay with or without the kat. I suggest you delete it. good point. will change that.

Well, that's all from me. Good luck loctav! o/
thank you! nice input you brough along!


-Sh1n1- wrote:

xtrem3x wrote:

Fatal Oni:

00:37:165 - Change to k (your sequence is predictable, but in this point change a bit your sequence and forget this "distorted sound") (?) that's not how this pattern works. I would destroy the flow of the kdkdkdk pattern until the dkkdkkdkk hits in.

00:39:576 - in this point you wanted to make remarkable doubles but no have effect, can be in 1/4 normal these 4 notes dd dd (the next kk kk are correct) I don't see how I wanted to do anything remarkable. I am just following the sequence change, going from dkkkd in a full bar with a rather comfortable pattern, leading over to a dkdkdk pattern, which is also very easy to transist into.

00:43:219 - Change to k (is a notable high distorted sound) yet again, I won't put a kat at the end of a dkdkdk stream, especially if the next note is a kat, too.

01:30:683 - Change to k (this part is high as previous note) this is a don for comfort reasons, as I personally find k d d d k easier to play in this specific section. Also it stresses the k d k d k more.

is a bit unrankeable but passable with Halftime is fun XD
O.o did you ignore this mod? well...
oops. sorry ;_; I can the modder another kudosu if he replies in this thread again! I totally oversaw that one D:

OnosakiHito wrote:

Hm, still unsure how to approach this situation but I will give my thoughts.

[ Fatal Oni]

First of all I want to mention the overall structure of this beatmap, which can be improved. Patterns are mostly random placed

I call that a bold statement. Nothing is random placed.

since mapper probably tried to follow only the song's distinctive sounds, which also hasn't been done strictly / correctly.

this is an assumption I do not share. I am following the main layer of the music, while being supported by the background pace of the music.

Due to this, there is not much of a rhytmical sense in some parts of this beatmap since there are contradictions - is it pattern or stanza wise. These issues start already at the very beginning with for example the 00:05:612 (14,15,16) - ddk which do not appear in the song and stay without any connection to another pattern alone there.

they are stressing the section and the music movement. (especially the upwards movement of the melody layer)

This becomes especially noticeable when considering the stanzas this pattern is placed on: Consider its placement, there should be another tripplet at 00:07:273 which isn't given.

there is none because of the upcoming stream. I want to keep the beginning calmer than the rest (compare with last kiai). This is a design choice and I see nothing wrong with it.

Same goes for 00:07:433 (32,33,34,35,36) - which song wise, should be a ddddk instead of a ddkdk since this very timestamp doesn't give out any second high pitches sound.

but it gives alternating drums and snares. Putting a kat at 00:07:540 (34) - makes it easier to play and stress 00:07:648 (36) - , which is the beginning of a new full bar.

This can be considered as improvised mapping, but then again, the connection to any other pattern is absolutely missing. That's for example not the case in 00:11:076 ~ 00:14:505 where the tripplets do not appear in the song, but are placed in a fine way with connection to each other which makes this move understandable. The beatplacement has become clear here since the most distinctive sound in the song has been followed.

well, yeah, it's a kiai time, therefore I am increasing density. I simplified the beginning to not start off full apeshit already. I find that clear and noticeable.

The above said statement can be also applied to whole sections, such as 00:07:648 ~ 00:11:076 - where it has been tried to follow something but missed the actual representing sounds. The visualization down below will show you what I mean. First picture shows the main sounds given by the song without considering additional notes. Second screen shows the current state of qualified map. It should be visible that those given soundings in the song has been partly ignored, which leads to either unfitting patterns which do not fit the section well enough or, if improvised, to a construction of patterns which have less connections to each other, since some kind of distinctive beat is absolutely missing.




Explained above. This is a non-issue. You are free not map everything you hear for the sake of making the difficulty scale with itself over time, making it gradually more difficult over time and giving a soft introduction and not throwing people into the cold freezing pool right away.

Another problem, I would like to talk about -and which I mentioned before the qualifcation state- are the sliders and spinners. In Taiko, sliders are normaly used for longer soundsings which single notes can't compensate alone while spinners are used for very long one to avoid having long streams or too long sliders which become tiering.

It's nice that they are usually used like that. But I don't want to use them like that. And I see no legit reason other than "we never used them like that" to make this usage be invalid.

This has been ignored here e.g. the spinner at 00:03:790 (1) - which is very short with its two ticks and thus, doesn't have any effect here beside being a distraction due to its short appereance and overlapping of upcoming patterns.

the distraction is the point of the entire spinner. It shall cause hectic and confusion. As I explained to Kuro already, I do not think that hitting dk in this rather long time period (3/2 bars in what you linked here) is anywhere too short to undoable. You just didnt expect the spinner. That's all about it.

A d x kkkkd would suffice here, as it is also approximately what the song gives out.

I hardly believe that is having even closely the effect of what I wanted to achieve - a hectic transistion into the next sequence, starting with the actual song.

The slider at 00:10:648 (65) - would be an appropriate move, but due to the bug in osu! which makes slider ticks missing, such moves should be better prevented as it isn't anymore accurate to the song and a distraction in gameplay as well. I believe the distraction has something to do in high BPM cases where notes which follow imidiatelly after a slider are kinda become offbeat or viceversa, but this should be confirmed by someone else.

I agree as much, I wish the ticks would be snapped on 1/4 or even 1/8 (as not hitting all ticks is mandatory), but given the alternatives (putting a stream would be an understatement and not representing the difference sufficiently, while putting a spinner is not working with how I use spinners in this beatmap), I decided to go with a slider. Alternatively, I could put a simple finisher at 00:10:648 (65) -. That's the only alternative I could consider, but I would need more input on that.

Last thing I would like to mention is the use of 1/6. I think it can be fine to use 1/6 when they are monotonically and some how stand in an easy connection with upcoming patterns. But in this case it should be probably given a second thought since the map is even without them hard enough due to the BPM.

"too hard" has never been a good reason to nuke patterns. I find them fine as they are

I'm also unsure about the SV changes, but maybe other people have to say something about it.

they are full linear proportional with time. There is no way to make them any more proper.


Specific parts


00:14:398 (103) - Notes like these should be deleted to make clear that a new section is starting. In this way new section becomes more impact but also, gives player a little rest to prepare for the upcoming patterns which in our case, are very hard on this BPM. I am not skipping a main beat here. People take their appropriate rest at 00:16:219 (128) -
00:17:933 (133,134,135) - I don't know where this is coming from. There is no 1/3 given and only interrupts the entrance into the stream. We have just a single (maybe stretched because of the thrill) note here. this might be right. I tested around and this should work better: http://puu.sh/mdCWw/9554341972.jpg
00:18:148 - There is nothing that gives the pattern a clear reason to be made like that. As the soundings are very clustered here and give enough room for improvisation, I rather see it as reaction of making the map harder than it actually could be, since I really can't see the bigger picture here as of, why you would use such odd patterns. how is that odd? 00:18:148 (136,137) - pitch goes downwards. 00:18:255 (138,139,140) - pitch jumps at (138), peaking at (140). 00:18:362 (140,141,142,143,144,145,146,147,148) - comforting pattern, especially to downwards movement of the pitch, stressing the upbeats with kats. 00:18:790 (148,149,150,151,152) - wavey movement of melody line. Listen with lower speed to realize what I mean.
00:27:576 (201,202,203,204) - These would work better as kkkd as the song goes in this way as well and it would follow your d k d k beat you are using. but the melody layer goes downpitch, up up, down
00:29:076 (210,211,212,213,214,215,216,217) - Same here, dddk dddk would have worked better. the first don stresses the downbeat, the second don the organ on the upbeat.
00:36:630 - I wonder where this d is coming from when it is only high pitched here. if 00:36:683 (257) - would be a don, it probably makes more sense.

Well, I took some examples above, but not too many since other people posted already some points in the time I made this post.
There is just one thing I wonder about. It is said so many times not to ask BNs who can't play a map.

Gezo can?

Yet, here it has been done. I would have loved to see some input from people like tasuke or MMzz who actually can give a better opinion from a player stand point.
I find that post a bit bold by itself. It is full of assumptions and analysis that are simply flat-out untrue. While I agree with like 2 things you pointed on in the specific paters, the entire upper section is quite bloated with meaningless assumptions and meta-talk. I am not intending to follow some meta.

All in all, you are exaggerating.

I already received input from MMzz. He will speak for himself.

I updated the beatmap with the suggestions and input I received so far. Thanks everyone for helping me making this beatmap better!
Wafu

Loctav wrote:

I prolly need more input for that.
Even though I'm not very interested in taiko, I'd like to say what I think about mentioned rhythms, whether they're 1/4 or 1/3 etc. That's just my point, how I hear it, but apparently, more people are needed to give the opinion.

  1. 00:29:076 (210,211,212,213) - Almost sure this is 1/4. The synth doesn't change frequency nor volume, it's just prolonged by one impact from 00:29:076 - till 00:29:451 - the instrument doesn't do anything else then appear and disappear. Those glitchy snares are definitely 1/4, I can hear they're a little earlier than 1/3 circles you used.
  2. 00:29:505 (214,215,216,217) - Same case as above.
  3. 00:27:576 (201,202,203,204) - That's actual 1/3, so that's perfectly fine.
  4. 01:36:790 (123,124,125,126) - That's 1/3 too. It's possible to distinguish bass drums and synth, where bass drums are 1/4, but synths are 1/3, so it's most likely perfectly fine to choose mapping the synth. If your: "I am following the main layer of the music, while being supported by the background pace of the music." argument is true, then this is exactly how this should be mapped because the synths are foreground layer.
That's just my opinion based on my own hearing, so this may be just a little, be helpful or not, opinion.

Edit: Corrected the time stamp.
Topic Starter
Loctav
However, I talked to Nofool and we both agreed that putting 1/3 on this section can work out. From my view, especially since the calmer sections may only contain 1/2 or 1/3 snapped notes. Putting a singular 1/4 pattern right before a 1/3 plays rather odd and is a bit too much outstanding to be looking and playing nice. I still do not think that this is really 1/4, its something between 1/3 and 1/4 probably, but in the speed of song, I think, 1/3 flows the best.

btw you linked the same pattern twice.
12Jan21
That feel, when mekkadosu! is tired qwq
http://osu.ppy.sh/ss/4235280
Shad0w1and

Loctav wrote:

a larger gap is fine, as we discussed multiple times. I see no distinct reason why the Fatal Oni by itself should not be qualified. The gap between Oni and Fatal Oni is indeed large, but given the circumstances, you can hardly design an Inner Oni that you can squeeze between both, as the high BPM is limiting the design options a lot. Also a bigger jump from the Insane to an Extra is usually fine.
nah not sure if i could use this as a reference in std sets as well?
making a 7 diff set because the highest diff is 6.8 star is a big pain as we all know that.
can we get a idea what these gaps in each diffs could be?
Topic Starter
Loctav
That's absolutely off-topic. You also never refer to other beatmaps to justify your own. every case stands by itself.
lolcubes
Just a few design/fine-tuning suggestions to consider, as I think the map is fine (however seeing as it got DQd and suggestions have been considered, I just wanted to give my 2c). Using Inner as a base diff, however the changes suggested may also be applied to other diffs where available:
  1. 00:03:362 (21) - Removing this separates the distinct sounds 00:03:469 (22,23,24) - better, the rhythm is more clear. That don doesn't really make it hard or easy, it's just there being boring.
  2. 00:16:540 (129) - 00:17:505 (132) - are most distinct sounds in this stanza, so changing 00:17:183 (131) - to d would contrast them better, especially since it's a downwards pattern in the music, which has a distinct end.
  3. 00:29:933 (218) - You absolutely sure you didn't miss a finisher here?
  4. 00:45:255 (350,351,352,353,354) - Isn't (kkkk) k more fitting here? Or at least (kkkk) d as I can see why 00:45:469 (354) - can be a don.
  5. 00:50:398 - To be honest, in your response to Nofool, I would actually suggest to map something here too. I rather strain my hand (this part isn't difficult at all though) than to hear something so strong left unmapped (come on, it's the core rhythm here :p ), I just find it lacking.
  6. 00:53:505 (435,436,437) - I personally prefer kdd ddd cause I believe it flows better. Really up to you.
  7. 00:54:790 (445) - No finisher? There is a crash here.
  8. 01:19:326 - Map this? Cool drums here.
  9. 01:22:862 (1) - I strongly suggest to shorten it by 1/4. Blue tick end on this bpm is usually a disaster on OD6. You still get the same number of ticks if you shorten it (from what I have seen), so a number of hits isn't really a point for this to be kept as it is. What happens here is that you are introducing an optional component, however if you completely skip it and start hitting the next note, you will miss it because if you are slightly early you will be in the spinner range. That's a dick move.
  10. 01:37:862 (131,132) - Reverse colors on these? Better downward progress.
  11. 01:41:933 (161) - Missed finisher on purpose?
  12. 01:47:719 (199,200) - I find the next note much heavier in the music, so put the finisher there instead?
No real issues if you ask me though. Just check these out.
DakeDekaane
I think I shall leave my thoughts as well about Fatal Oni.

00:07:433 (32,33,34,35,36) - This would be a lot better as ddddk. This way, the note in 00:07:648 (36) - would have the emphasis it needs, actually it's just hindered by that kat in the middle of the pattern, making it feel kind of boring.
00:10:219 - I'd expect some play with big notes here, the song calls for it. Kind of sad you didn't do it.
00:12:683 (84) - The kat here feels really awkward and uncalled for, should be a don like 00:14:398 (103) -
00:15:255 (114,115,116,117,118) - I believe this could be inverted (ddkdk), the kdk in the end matches more the pitch in the music there. If you do this, change 00:15:576 (119) - to don for the flow.
00:29:076 (210,211,212,213,214,215,216,217) - I am going to be a bit blunt, but should be 1/4. 1/3 here doesn't help to make this section calmer, just makes it awkward to play as the sound is clearly 1/4 and more stressed than the previous true 1/3 :( (kkkkd would be my suggestion if you agree.)
00:39:415 (290) - I think this would work better as a don, given you have this buzzy sound that in normal circunstances would fit as a dddk in 1/6, having 00:39:362 (289,290,291) - as ddk would keep this tendency.
00:48:040 (385) - You forgot to put a big note here. If you did, you may want to remove 00:48:040 (387) - to give a proper emphasis to it.
00:52:648 (428) - If this slider had 1/4 ticks I wouldn't comment about it. But something else would work much better, 1/4 kkkkd would fit nicely, if you want to have this with less stress than 00:52:219 (423,424,425,426) - .
01:06:076 (519,520,521,522,523,524) - I'm a bit unsure about these patterns, having the same kd for these, where the music is greatly changing, feels not good, use inverted colours for 01:05:933 (518,519,520,521,522,523,524) - perhaps?
01:07:862 (531,532,533,534) - This is one of the few patterns I don't get why it is there.
01:15:148 (622) - Why is this note here? :(
01:22:862 (1) - Music is far from being hectic. It's clear as water and a 1/4 ddddd would play coooooooler (imo).
01:37:112 (127,128) - These notes are particularly weird, having them with a different colour each one would help to follow the sound change for both.
01:41:237 (157) - May I know why is this 1/4 note here? It kind of takes the emphasis out of 01:41:290 (158) -
01:43:005 (167) - The sound of this note barely changes compared with the previous note, a don would be a better option here.
01:43:862 - Weird you didn't map the sounds here, but in 01:44:505 - you did it.

Loctav wrote:

but given the circumstances, you can hardly design an Inner Oni that you can squeeze between both, as the high BPM is limiting the design options a lot.
This is not true :P (current spread is okay)
Topic Starter
Loctav

lolcubes wrote:

Just a few design/fine-tuning suggestions to consider, as I think the map is fine (however seeing as it got DQd and suggestions have been considered, I just wanted to give my 2c). Using Inner as a base diff, however the changes suggested may also be applied to other diffs where available:
  1. 00:03:362 (21) - Removing this separates the distinct sounds 00:03:469 (22,23,24) - better, the rhythm is more clear. That don doesn't really make it hard or easy, it's just there being boring. That sounds nice.
  2. 00:16:540 (129) - 00:17:505 (132) - are most distinct sounds in this stanza, so changing 00:17:183 (131) - to d would contrast them better, especially since it's a downwards pattern in the music, which has a distinct end. ok
  3. 00:29:933 (218) - You absolutely sure you didn't miss a finisher here? lol, it works to put one here. Others complained about the finishers, tho.
  4. 00:45:255 (350,351,352,353,354) - Isn't (kkkk) k more fitting here? Or at least (kkkk) d as I can see why 00:45:469 (354) - can be a don. I find that the entire pattern uses the same instrument at the same pitch level. So I followed it by making it all a don. Also the pitch is lower than 00:45:148 (349) - and 00:45:576 (355) -
  5. 00:50:398 - To be honest, in your response to Nofool, I would actually suggest to map something here too. I rather strain my hand (this part isn't difficult at all though) than to hear something so strong left unmapped (come on, it's the core rhythm here :p ), I just find it lacking. fine then. If more than one people have that feeling, I can see that as a reason to change it.
  6. 00:53:505 (435,436,437) - I personally prefer kdd ddd cause I believe it flows better. Really up to you. I think that xxo patterns usually play better than xoo. So I would stick with it the way it is now.
  7. 00:54:790 (445) - No finisher? There is a crash here. fair point.
  8. 01:19:326 - Map this? Cool drums here. I actually just follow the trumpet here.
  9. 01:22:862 (1) - I strongly suggest to shorten it by 1/4. Blue tick end on this bpm is usually a disaster on OD6. You still get the same number of ticks if you shorten it (from what I have seen), so a number of hits isn't really a point for this to be kept as it is. What happens here is that you are introducing an optional component, however if you completely skip it and start hitting the next note, you will miss it because if you are slightly early you will be in the spinner range. That's a dick move. that explanation makes sense to me. I actually thought that making it longer allows it more time to hit it, but I did not consider the other side of the medal.
  10. 01:37:862 (131,132) - Reverse colors on these? Better downward progress. seems good.
  11. 01:41:933 (161) - Missed finisher on purpose? 01:43:005 (167) - is no finisher, too. I didn't find it heavy enough. I added a finisher here, but for the sake of consistency, I had to add some other finishers before that, too.
  12. 01:47:719 (199,200) - I find the next note much heavier in the music, so put the finisher there instead? that's probably because of the downbeat, but okay. I can do that.
No real issues if you ask me though. Just check these out.
thanks a lot. Quite some useful stuff here.

DakeDekaane wrote:

I think I shall leave my thoughts as well about Fatal Oni.

00:07:433 (32,33,34,35,36) - This would be a lot better as ddddk. This way, the note in 00:07:648 (36) - would have the emphasis it needs, actually it's just hindered by that kat in the middle of the pattern, making it feel kind of boring. this would ignore the pitch of the wobble sound it is following.
00:10:219 - I'd expect some play with big notes here, the song calls for it. Kind of sad you didn't do it. considering that I planned to think of a better alternative for the slider, anyways, I added a finisher at that kat and added a big kat instead of a slider at the point of the slider start.
00:12:683 (84) - The kat here feels really awkward and uncalled for, should be a don like 00:14:398 (103) - this would not stress the downbeat with the don enough.
00:15:255 (114,115,116,117,118) - I believe this could be inverted (ddkdk), the kdk in the end matches more the pitch in the music there. If you do this, change 00:15:576 (119) - to don for the flow. good point. doing that.
00:29:076 (210,211,212,213,214,215,216,217) - I am going to be a bit blunt, but should be 1/4. 1/3 here doesn't help to make this section calmer, just makes it awkward to play as the sound is clearly 1/4 and more stressed than the previous true 1/3 :( (kkkkd would be my suggestion if you agree.) I disagree. The current pattern works way better along the line with 00:27:576 (201,202,203,204) - than a 1/4 pattern. Also no one pinpoints that at the Oni, and just at the Fatal Oni. seems odd to me. However, I can see the general point and therefore decided now to put an 1/2 pattern here to remain it as calm as intended. Fixed that on the Oni, too.
00:39:415 (290) - I think this would work better as a don, given you have this buzzy sound that in normal circunstances would fit as a dddk in 1/6, having 00:39:362 (289,290,291) - as ddk would keep this tendency. fair point.
00:48:040 (385) - You forgot to put a big note here. If you did, you may want to remove 00:48:040 (387) - to give a proper emphasis to it. I either put a finisher here or not. I can't skip 00:48:040 (383) - , else lolcubes will cry - and I will, too! (really, it's a really strong beat and I would really not like to skip that.)
00:52:648 (428) - If this slider had 1/4 ticks I wouldn't comment about it. But something else would work much better, 1/4 kkkkd would fit nicely, if you want to have this with less stress than 00:52:219 (423,424,425,426) - . I really thought about making the previous 1/6 to 1/4 and make this one 1/6, but this would be two of these very long 1/6 at this BPM. I go with your suggestion for now.
01:06:076 (519,520,521,522,523,524) - I'm a bit unsure about these patterns, having the same kd for these, where the music is greatly changing, feels not good, use inverted colours for 01:05:933 (518,519,520,521,522,523,524) - perhaps? I think someone else suggested that already. I think I can do that, when thinking about it.
01:07:862 (531,532,533,534) - This is one of the few patterns I don't get why it is there. huh, yeah. that's odd. Well. Nice find, I'd say.
01:15:148 (622) - Why is this note here? :( :( ok
01:22:862 (1) - Music is far from being hectic. It's clear as water and a 1/4 ddddd would play coooooooler (imo). I find it rather fitting, imo. It is changing the sequence rather suddenly.
01:37:112 (127,128) - These notes are particularly weird, having them with a different colour each one would help to follow the sound change for both. but the sound doesn't change?
01:41:237 (157) - May I know why is this 1/4 note here? It kind of takes the emphasis out of 01:41:290 (158) - mh, removed the blue one.
01:43:005 (167) - The sound of this note barely changes compared with the previous note, a don would be a better option here. I think it plays better along with the entire d k d - d - k - d k pattern.
01:43:862 - Weird you didn't map the sounds here, but in 01:44:505 - you did it. that's a different sound with no distinct drumming?
thank you!

updated.
Taboki
Auto can now SS :D
MMzz
[Fatal Oni]
00:26:076 (194) - Maybe delete this? The melody pauses for a moment and you can reflect that well by just removing this. (If you do change 00:26:505 (145) - to a kat for that nice flow)

[Oni]
00:19:005 (101,102,103,104) - ddk k? Seems a little more fitting. Having the kat on 104 is the important part, imo.
00:26:290 (144) - Same thing from Fatal Oni applies at this time stamp too. (delete note, make following kat for rhythm.)
01:21:862 (86,87,88,89,90,91) - Not sure how I feel about this. I would just make it dddddk. This rhythm kinda comes out of nowhere in the song, hard to anticipate, so it should be a little more simple because the player will obviously get caught off-guard.
01:36:790 (96,97,98,99) - I feel the same about this one too because it is attached to notes if a different rhythm at the end. Just dddd works here.
02:02:933 (54) - And same goes for this, just change this note a d, imo.

[Muzukashii]
You could lower the OD. 4.5 or something.
01:58:648 - add a don here? Just to keep the rhythm going. This huge gap is kinda awkward.
02:00:362 - ^ Honestly the overall rhythm in this section could change to be more like 00:19:648. It is the same melody more or less with the same pace. No reason to have it this different.
02:16:005 (56) - Move this note to 02:15:576 and make it a don. Then take 02:17:719 (63) - And move it back to 02:17:290. Ending the string of notes on these beats fits much better with the rise in the music. Additionally, don notes should be added here 02:18:576 and here 02:19:433. So the player really gets the impact of the rise. Also don't forget to take the finishers off the notes you are moving.

[Futsuu]
00:16:005 (26) - This would be much better at 00:16:219. Takes away that awkward gap leading into the 3/4 rhythm. (Also its the downbeat so it works better regardless)

Honestly, I would I like to see a kantan so the futsuu can be more interactive. It just feels lacking.
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