forum

TAM - Megumeru

posted
Total Posts
70
show more
Pereira006

Raiden wrote:

Uhmm... not to be a party popper or anything but






Might be a bug, idk.

Is bug because the Spinner, the real lenght is 5:06 and mp3 have 5:13.
Topic Starter
Neil Watts

Pereira006 wrote:

Approve

Congtraz :D
Thank you very much :D/

Raiden wrote:

Uhmm... not to be a party popper or anything but






Might be a bug, idk.
Yep, website-side bug. The ingame draining time is different :)
Okoratu
Gz Neil :D
Nozhomi
It's happening !
Secretpipe

Nozhomi wrote:

It happened
fix'd
Gamu
Hello!

We have found some potential issues that we feel are important enough to address before continuing:

General

Wrong Source:

  • "クラナド" is way of reading, so it should not be added as source. Add to tags instead.
    According to the following images and site, the source must be CLANNAD
  1. Image: http://puu.sh/jQnUi/c7af7e8853.png
  2. Image: http://puu.sh/jQnV3/e4b5635d8f.png
  3. Official site: http://www.tbs.co.jp/clannad/clannad1/06special/special.html
Wrong Artist:

  • "たむ" is way of reading, and he have been using "TAM".
    According to the following images and site, the artist must be TAM if you want to use his name.
    Otherwise, I would like to recommend that you use the doujin circle name (TAMUSIC).
  1. Image: http://puu.sh/jRjzb/ce4ba9cce9.png
  2. Image: http://puu.sh/jRjB6/a4cf5f9da0.png
  3. Official site: http://tamusic.jp/

If you disagree with these suggestions, please reply to this thread justifying why so we can discuss alternatives.

Otherwise, please reply to this thread when these issues are resolved.

Thanks for working with us towards higher quality beatmaps, we hope to see your beatmap ranked soon!

###B
Topic Starter
Neil Watts

Gamu wrote:

Hello!

We have found some potential issues that we feel are important enough to address before continuing:

General

Wrong Source:

  • "クラナド" is way of reading, so it should not be added as source. Add to tags instead.
    According to the following images and site, the source must be CLANNAD
  1. Image: http://puu.sh/jQnUi/c7af7e8853.png
  2. Image: http://puu.sh/jQnV3/e4b5635d8f.png
  3. Official site: http://www.tbs.co.jp/clannad/clannad1/06special/special.html
Wrong Artist:

  • "たむ" is way of reading, and he have been using "TAM".
    According to the following images and site, the artist must be TAM if you want to use his name.
    Otherwise, I would like to recommend that you use the doujin circle name (TAMUSIC).
  1. Image: http://puu.sh/jRjzb/ce4ba9cce9.png
  2. Image: http://puu.sh/jRjB6/a4cf5f9da0.png
  3. Official site: http://tamusic.jp/

If you disagree with these suggestions, please reply to this thread justifying why so we can discuss alternatives.

Otherwise, please reply to this thread when these issues are resolved.

Thanks for working with us towards higher quality beatmaps, we hope to see your beatmap ranked soon!

###B
OH WELL
For the first time I'm serarching the most exact possible sources to avoid DQ, I'm getting DQ'ed for "too much metadata"... ORZ

For the artist's japanese name, I used the official website (http://tamusic.jp/about/tam/)
For the source, I basically used Wikipedia (https://en.wikipedia.org/wiki/Clannad_% ... l_novel%29)...

The DQ reason is a bit stupid imo, since all the japanese names in the metadata are used on official websites, but well, alright, gonna change this, debating on metadata would be useless anyway :')
And I'm not japanese to know which terms are the most used by the artists themselves.

Alright, here's the list of changes:
  1. "TAM" set as Artist
  2. "Romanised Artist" field deleted
  3. "CLANNAD" set as Source
  4. "clannad" deleted from the tags, "たむ" (tamu) and "クラナド" (kuranado) added
Map updated!
Sorry monstrata, jonathan and Pereira, I'm noob orz
Pereira006
It's ok Neil, call me when this get bubble
Gamu
If you are worried about the metadata or would like me to check, feel free to call me anytime via the PM in order to avoid such metadata issue :3
Topic Starter
Neil Watts

Pereira006 wrote:

It's ok Neil, call me when this get bubble
Alright, thanks!

Gamu wrote:

If you are worried about the metadata or would like me to check, feel free to call me anytime via the PM in order to avoid such metadata issue :3
Thank you Gamu, I will think about it the next time :)
Monstrata
We doublechecked the metadata + doublechecked the title + romanized title just in case.

We checked using this site: http://tam3.name/TAM3-0028.html

The first track is Megumeru.

#1
shARPII
rank or riot please :D
Secretpipe
atoz
Topic Starter
Neil Watts
Gonna PM jonathanlfj about it.
I'm a bit busy in this period of the year, so it may take some time before the rank.
Jonathan also looks busy, as he said in his userpage.
lit120
welp, i did an IRC mod with Neil about hitsounds only, but sadly, it's not complete yet D:

IRC MOD
00:43 -Hakurei-: hi watts
00:43 -Hakurei-: i heard that all chat moderators and support team have changed into GMT
00:43 -Hakurei-: well played
01:03 Neil Watts: hi
01:03 Neil Watts: yep :D
01:03 -Hakurei-: yep
01:03 -Hakurei-: late for 20 minutes to reply
01:04 Neil Watts: sorry, I was outside :P
01:04 -Hakurei-: pfftt
01:04 -Hakurei-: btw
01:04 *-Hakurei- is listening to [http://osu.ppy.sh/b/712691 TAM - Megumeru]
01:04 -Hakurei-: i found out that this one is DQ
01:05 Neil Watts: yeah... not for a long time though (I hope)
01:05 -Hakurei-: yeah
01:05 Neil Watts: some metadata issues
01:05 -Hakurei-: ask KwaN or other QATs for that
01:05 *-Hakurei- is editing [http://osu.ppy.sh/b/712691 TAM - Megumeru [Kotomi]]
01:05 -Hakurei-: gonna check hitsounds for in case =w=
01:06 Neil Watts: oh, thanks ^^"
01:06 Neil Watts: well, this time I really think everything is ok
01:06 -Hakurei-: nope
01:06 -Hakurei-: not really
01:06 Neil Watts: (hurr, that's what every mapper thinks before the dq lol)
01:06 -Hakurei-: i found something
01:06 Neil Watts: oh ? :O
01:07 Neil Watts: Is it about hitsounding ?
01:07 -Hakurei-: yes
01:07 -Hakurei-: i told you
01:07 -Hakurei-: "gonna check hitsounds for in case =w="
01:07 Neil Watts: uguu
01:07 -Hakurei-: can you do a fix now?
01:07 -Hakurei-: if not, i'll do a mod in thread
01:08 Neil Watts: yeah, I can go ingame if needed
01:08 -Hakurei-: let's go then
01:08 -Hakurei-: 00:37:698 (7) - remove clap
01:08 Neil Watts: what D:
01:09 Neil Watts: I can hear it
01:09 Neil Watts: same as (6)
01:09 Neil Watts: oh wait
01:09 -Hakurei-: nope
01:09 Neil Watts: no, it's weaker indeed
01:09 -Hakurei-: 00:37:483 (6,8) - only this one is the same :p
01:09 -Hakurei-: not the (7)
01:10 Neil Watts: but it fits quite well with (7) :(
01:10 -Hakurei-: 00:41:126 (6) - here too
01:10 -Hakurei-: nope, not for me
01:10 -Hakurei-: --> just want to make the hitsound correct
01:11 -Hakurei-: 00:44:126 (5) - here, you need finish
01:12 Neil Watts: oh, yep, indeed
01:12 Neil Watts: gonna lessen the hitsounding volume though
01:12 -Hakurei-: ayy, it'll do
01:12 Neil Watts: because the finish is weaker here
01:13 -Hakurei-: ok
01:14 Neil Watts: hmmmrr sounds inconsistent
01:14 -Hakurei-: welp, you may deny that
01:15 Neil Watts: gonna add the finish because there's really something here
01:15 Neil Watts: but can't reduce the volume, placing a timing point to change the volume would be inconsistent here :[
01:16 -Hakurei-: lol ok
01:16 -Hakurei-: this is weird
01:17 Neil Watts: not gonna change my previous hitsounding pattern though, with "o-o-ooo" claps
01:17 Neil Watts: 'cause I like them =w=
01:17 -Hakurei-: 00:50:876 (3) - remove clap
01:17 -Hakurei-: since on some kiai parts like that, you didn't even add clap
01:18 Neil Watts: oh, I remember I added it after a mod
01:18 Neil Watts: these two claps?
01:18 Neil Watts: or just the (3) ?
01:18 -Hakurei-: (3)
01:18 -Hakurei-: just (3)
01:18 Neil Watts: alright, fixed!
01:19 -Hakurei-: 02:33:412 - well, i would do something on this note if i were you
01:19 Neil Watts: 01:03:841 (1) - like here?
01:19 -Hakurei-: correct
01:19 -Hakurei-: wait
01:19 Neil Watts: Well, I've done something on the last kiai
01:19 -Hakurei-: nvm
01:20 Neil Watts: but not on the two firsts
01:20 -Hakurei-: that's just me lol
01:20 -Hakurei-: didn't even realize
01:20 -Hakurei-: 02:33:841 (2) - 3rd part clap
01:21 -Hakurei-: i think i want to complain something about your song choice on this map
01:22 -Hakurei-: it makes me sleepy ya know D:
01:22 Neil Watts: you don't like violin ? :(
01:22 -Hakurei-: well i do
01:22 Neil Watts: gonna fix the (2) everywhere, thx
01:22 -Hakurei-: 03:14:983 (1,2,3) - for me...
01:23 -Hakurei-: i think you need additions into "Drum"
01:23 -Hakurei-: ow nvm
01:23 -Hakurei-: didn't realize the hitsound stuff
01:24 Neil Watts: that drum hitsound set idea was interesting
01:24 -Hakurei-: 03:29:126 (3) - first part, clap
01:24 Neil Watts: but I think I prefer my soft custom hitsounds
01:25 -Hakurei-: 03:29:341 (4) - first part, clap (soft)
01:25 Neil Watts: wow, my hitsounding sucks so much lmao
01:25 -Hakurei-: lmao
01:25 -Hakurei-: you should recheck everything on hitsound stuff kawkwkw
01:25 Neil Watts: hmmm not gonna add the last one, sounds like inconsistent on a drum part
01:26 -Hakurei-: i see...
01:26 Neil Watts: I already rechecked some times but idk, I just didn't noticed D:
01:26 -Hakurei-: 03:30:841 (6) - clever idea by adding whistle + clap =w=)b
01:26 Neil Watts: :D
01:27 -Hakurei-: 03:36:091 (7,9) - umm, did you set this from violin part?
01:27 Neil Watts: yep
01:27 -Hakurei-: ok
01:28 Neil Watts: like here 03:39:841 (1,2,3,4,5) -
01:29 -Hakurei-: 03:42:948 (11) - 3rd part, whistle
01:30 Neil Watts: omg how can you hear that
01:31 Neil Watts: do you have bionic ears ? oO"
01:31 -Hakurei-: wtf hell no
01:31 Neil Watts: ok i'm just deaf :')
01:31 -Hakurei-: i can tell that there is 1 pause part there
01:31 -Hakurei-: so, i can tell that the 4th part doesn't need whistle there
01:32 -Hakurei-: 03:56:769 (11,12) - lel, wrong hitsound
01:32 -Hakurei-: (11) should be whistle, not (12)
01:33 Neil Watts: indeed!
01:33 -Hakurei-: 04:10:483 (12,13) - same thing from what i said before
01:34 -Hakurei-: again lmao
01:34 -Hakurei-: 04:13:698 (6) - remove whistle at tail
01:37 -Hakurei-: 04:16:698 (6,7,8,9) - ohh boy. here i go for the hitsound check
01:38 Neil Watts: sorry, my internet crashed
01:38 Neil Watts: and I have to leave D:
01:38 -Hakurei-: wtf
01:38 Neil Watts: please write me a mod
01:38 Neil Watts: thank you for what you've pointed out :P
01:39 -Hakurei-: aye ok

and here's the additional mod in case whether it was not written on your view since your internet was crashed ._.

[Additional Mod]
  1. 00:37:698 (7,9) - remove clap
  2. 03:56:769 (11,12) - lel, wrong hitsound. (11) should be whistle, not (12)
  3. 04:10:483 (12,13) - same thing from what i said before
  4. 04:13:698 (6) - remove whistle at tail
  5. 04:16:912 (7) - first part, whistle
  6. 04:20:769 (7) - remove whistle
  7. 04:24:212 - i'd add a note here (finish) for better and epic if i were you
  8. 04:24:412 (1) - clap
  9. 04:33:412 (1,2) - what a quite sound from the tail XD
  10. 00:31:269 (1) - umm, finish here (with a different custom hitsound)
  11. 00:38:126 (1) - ^
check the hitsounds again, for in case :p. GL!
Topic Starter
Neil Watts
@Hakurei: Sorry for the sudden interruption of our ingame discussion, I had some IRL unexpected problems.
Thanks for the hitsounding mod, gonna check that tomorrow asap before jonathan's #2 (if he wants to do it).


EDIT: Alright, here I go :

[Additional Mod]
  1. 00:37:698 (7,9) - remove clap Already said it during our IRC mod, I think I'm gonna keep this because it fits well imo. If I remove hitsounds here it will feel empty. :(
  2. 03:56:769 (11,12) - lel, wrong hitsound. (11) should be whistle, not (12) alright, fixed
  3. 04:10:483 (12,13) - same thing from what i said before ^
  4. 04:13:698 (6) - remove whistle at tail yep
  5. 04:16:912 (7) - first part, whistle alright
  6. 04:20:769 (7) - remove whistle ^
  7. 04:24:212 - i'd add a note here (finish) for better and epic if i were you hmmm, it doesn't sound like following the rhythm imo
  8. 04:24:412 (1) - clap oh, nice idea
  9. 04:33:412 (1,2) - what a quite sound from the tail XD Yeah, I muted the slider end for these two sliders to fit with the song.
  10. 00:31:269 (1) - umm, finish here (with a different custom hitsound) I don't know which custom hitsound I may use, and honestly I think adding too much finish at the beginning of this song may ruin the calm of the map. Also I don't think the finish in the song here is important enough to be mapped. Gonna stay with my soft hitsounds and use finishes wisely, except on kiai where I can add more sounds :D
  11. 00:38:126 (1) - ^
^

Even if the map was in a quite advanced state in modding, you improved it a lot. Thank you very much :)
jonathanlfj
sht been too busy lately sorry

#2
Pereira006
Je me appele est Pereira006 O/

Re-flame
Topic Starter
Neil Watts
Thank you very much, you two :D
Thanks monstrata too :3/

Gonna edit the map description this weekend!
Jenny
Preface: This is not a full mod since I understand you would not want to change the majority of a map that is already qualified in one way or the other - this doesn't mean the map is bad, this just means I will hold back on very workload intense improvements that I see possible, or will only address them briefly rather than going into detail on every occurance.

Please keep in mind that most examples pointed out in this post will be reoccuring phenomenons, so you should check your map for whether they occur more often, and fix them accordingly if you so see a reason in doing so. If you have trouble finding them or are unsure, you can usually PM me on IRC during weekdays, afternoon time GMT+1.


A brief overview of the issues I see with this map, and areas I see it being able to be improved upon rather easily (elaborations follow in their own boxes below):

  1. hitvolume tweaking (sliderends should have lower volume than their starts, as they do not represent strong player input, and this makes for a more clear alignment of playing and hitsounding rhythm, helping to make the map more intuitive. a general rule of thumb is to reduce a sliderend's hitvolume by around a third to half the volume of the start, in order to fit it more into the background)
  2. passive hitsounding issues (elaborated upon further and in the linked thread, also relates to the previous point)
  3. pressure delivery and beat intensity (strong beats should usually be more spaced-out, rather than stacked on top, even if they are just hitsounds or it is the same sound repeating twice - sharp angles and turns can also help with emphasis on these. relates to beat patterning and passive hitsounding)
  4. beat patterning (the way you break up beats into patterns, i.e. if you'd be mapping as a triangle what in the song is two pairs of two, then you'd be going against the beat patterning and pairmotion that is given in the song - basically, try to structure your map as the song does it)

Rhythm Conflicts in Map vs Song



There's a few examples of what I call passive hitsounds in this map, so I'll address a few examples - if you are unsure about what this means, please try to understand from the description below or read up here; alternatively, you can just ask me on IRC, that works too.


Here's a few examples of these:

00:58:055 (7,8) - I don't exactly like using kicksliders like this, since what you are doing is you are turning 3 1/4 notes, of which the strongest one in the song is the last on each of them, into two 1/2 hold notes; that means that only the first beat is pressured, and that doesn't make any sense here since the strongest beat of the slider is the one that is at the end

00:58:912 (1) - similar example, this slider starts on a weak note (and a red tick) and ends on a 2/1 clap, which is counterintuitive and makes map and song rhythm clash unneccessarily

01:01:055 (3) - similar, but not as severe - you basically just turn the 3*1/4 pattern into 2*1/2 here, which is not too nice, but it doesn't have too much an impact when compared to the other examples; what you need to be aware of is, however, that you are obscuring the clicking rhythm versus the actual song's rhythm, which can be tricky to handle properly and is generally discouraged

00:31:698 - this is pretty clear; you have a clap here, which is the strongest hitsounds of these sections, yet you have no active player input (read: click) associated with it at the time. just using circles would fit better with the claps (and the drums that they are based on)



Pressure Delivery and Beat Intensity



In some parts of the map, you use sub-optimal spacing and/or angling on important beats, hence not actually delivery a lot of gameplay impact on what is a strong beat and/or hitsound in the song, and therefore should also be more present as such in the map.


A few examples here:

00:18:626 (3,5) - this is a pretty good example of how to emphasize important and stand-out beats - you have a calm section that is mostly sliderbased, and then you switch into having a triple click with a back and forth-swaying jump. the important part is that on both claps, you have an actual player input (click) happening, which aligns the hitsounding rhythm with the gameplay much more pleasantly and fitting, though it'd be more optimal if 3 had a stronger angle going from 2, since that'd cause a more active turn and player motion towards the first clap of the pattern

00:20:769 (10,1) - here you have two strong beats, yet you stack them on top of each other - that's the opposite of what you did before, and what worked perfectly fine; in this scenario, you have two strong beats, and not only that, you also have the new combo starting on the second of them, so losing out on the minijump and snap onto 1 actually costs you a fair bit of emphasis here. optimally, I'd suggest a turn to the bottom left (around 429|240) in order to get both a snapjump and slightly increased spacing into the new combo. works well.



Beat Patterning



Pretty much explained in the introductory part - if the song's rhythm goes in a pattern of X, you should attempt to follow this rather than making up rhythm or pattern Y.


Examples:

00:30:841 (9) - due to the fact that there is a strong beat on the red tick of this slider (00:31:055), it makes more sense to split it up into two kicksliders, each either 4/8 or 3/8, if you want to be more lenient. having the click on the red tick will definitely help with rhythm emphasis and align playing and song rhythm a lot more here. you actually do this later on, so doing it here would only make sense for consistency's sake.

00:33:412 (4,5,6,7,8) - this doesn't work. firstly, there is a double piano sound here, covered by both the start and end of 4, which (as elaborated in the rhythm conflicts section) isn't too good for rhythm accuracy and emphasis. then, secondly, 5 is overmapped - there is nothing there to put a beat on. now, 5-6-7-8 don't make a whole lot of sense as a pattern to begin with, considering you reuse one triangle point, which you should rarely ever do (point being that if you do, you are probably mapping a pattern of four, for which a square would be much more fitting - if you want to stick to geometrical shapes anyway; back and forths are a valid option) - however, due to the fact of 5 being overmapped, this doesn't matter. 6-7-8-1 are fine like this, though.


Again, I don't dislike this map (it's actually really fun to DT, with EZ and without), but I'd like to see it in a more refined state to actually realize more of the song's (and map's) potential - if you have any questions or need further explanation or examples, feel free to PM me as stated in the start.

Also, on a personal note, I'd like to see the AR to be somewhere between 7.8-8.2 as I don't feel like ARs above that really fit the soft tone and pace of the song too much, and it makes DTing more pleasant to non-AR10 players.
Topic Starter
Neil Watts
Alright, thanks based Jenny. :)

I started to answer to every item you pointed out, but I noticed I was writing almost the same thing everytime, so I'm just gonna leave a global answer.

I suppose I'm far from the pro level in mapping you are, sometimes I think what you pointed out is useless or insignificant, sometimes I just don't understand what's wrong. ex. here:

hitvolume tweaking (sliderends should have lower volume than their starts, as they do not represent strong player input, and this makes for a more clear alignment of playing and hitsounding rhythm, helping to make the map more intuitive. a general rule of thumb is to reduce a sliderend's hitvolume by around a third to half the volume of the start, in order to fit it more into the background)
As you wrote, it looks like I would have to place a green timing point on every slider... Well, I suppose I'm still too noob in mapping to understand that, and it seems that 99% of the recently ranked maps are doing exactly the same (the remaining 1% is Cry Thunder, and maybe some mappers who got inspired by your mapping style).

Anyway, I know your mapping style is very advanced and professional and mine looks like shit compared to yours, but I'm sorry, I like how is currently my map and I don't feel like editing it again. What you pointed out looks like "how to change this map to make it looking like a Jenny map", and it's still interesting to read, but it doesn't improve (significantly enough, at least) the map in my point of view.

Sorry, and thanks anyway for the long mod :)
Nozhomi
Sooooooooooooooooooooooooooon
Pereira006
Is rank :D congtraz Neil Watts
Topic Starter
Neil Watts
Finally :D
Thanks everyone!
Please sign in to reply.

New reply