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Erik "Jit" Scheele - Negastrife [Taiko|Osu]

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Topic Starter
-Zeraora

NotTyph wrote:

heya, nice map
gonna mod little to nothing, this is perfect tbh

[Red Miles]
01:14:129 (7) - CTRL+G, flow feels much better tbh It seems fine .-.
01:46:571 (1,2,3) - Make something like this pls https://gyazo.com/96c5881225a7151c9f8449ddbaea162b
03:20:059 (5) - NC
03:39:593 (1,2,3,4,5,1,2,3,4,5) - they look a little bad tbh, your preference xd I like it tho :3
04:19:984 (1) - take off nc and put it here 04:20:248 (2) Maybe not.
04:59:853 (2,3) - ^ NC'ed 04:59:984 (1) -


good luck on approval, god map xD :3
Thank you! :D
Vivyanne
this map triggers me

the speedup section especially because of the inconsistency and very doubtable spacing

[red miles]
00:15:433 (2,3) - would love to see these be at the same y coordinate, something minor but would look better
00:25:076 (3) - consider a NC here due to the big gap in timing
00:29:183 (6) - not sure whether this note should be here, there is nothing that truly indicates this sound
00:33:648 (1,2) - for aesthetic reasons, try to make (1) point towards (2)
00:42:219 (3,4) - spacing may be a little higher, it might confuse several players
00:45:969 (1) - spinner imo starts too early, it now catches 2 completely different sounds. try to make 00:45:790 (6) - a slider that goes until 00:46:505 - and then begin the slider, it makes more sense when you combine it with the song :x
00:48:648 (1,2,3,4) - are you completely sure these beats exist? i don't hear them ):
00:54:943 (1,2,3,4) - i love the symmetry, but it fits the song better if 00:54:943 (1,2) - had a slight higher spacing since the song is way stronger at this point
01:07:850 (5) - the direction of this slider doesn't make real sense, maybe put it in line with 01:07:501 (1,2,3,4) - and get it to have a 90 degrees angle with 01:08:024 (6) -
01:16:396 (5,6,7) - owo this triple breaks flow please make it spaced ok tnaks
01:22:327 (2,3,4) - a spacing decrease would fit the song perfectly, as the song clearly is weaker at this point
01:32:705 (1) - u.u y u no map drums instead of catching the boring organ rythm with a spinner
01:38:723 (4) - why not put this in the middle of the triangle ??
02:01:745 (5,1) - smallest jump in the section eventho it needs the most emphasis, make it jump more pls \o/
02:24:245 (1,2,3,4,5,6,7,8,1,2) - mm maybe consider adding doubletaps here because the piano is not a constant stream here so this section is a bit overmapped
02:39:681 (1) - i thought this was 7* more streams here wooo
02:57:734 (1) - to keep the section consistent, i would love to have this circle at the same place as 02:59:129 (1,1) - since it might confuse some players (like me xd)
03:10:641 (3,4) - reconsider the stack, i don't see it emphasise anything
03:15:175 (4) - since it's a big change in rythm consider to NC this
~the section of the speedup seems solid, but the thing that triggers me the most is the lack of sliders, yes you read that correctly, sliders. having so many circles makes it hard to identify the speedup sections, thus hard to play for no reason. i always ruin my acc at this point because there is no way i can identify those speed changes without knowing the whole map on top of my head. therefor i request u as mapper to think about this and maybe add some more sliders.
again the section looks p good and i can't complain about anything in there really :D ~
04:05:248 (1) - maybe decrease the spacing a bit in this section, it's as hard as the kiai for what i feel but it shouldn't be that hard
~note for kiai: i see a lot of spacing inconsistencies at points that it shouldn't be like that. lemme grab an example very quickily
04:47:353 (1) - this for example should have a great spacing because of the change in the song and to fit the jump section that was going on before, but u decided to break both emphasis and flow with this ;w;
try to check more of these points and try to see where the spacing problems are ! ~

I LOVE YOU FOR MAPPING THE OUTRO THO I LOVE THAT PART SO MUCH IDK WHY AAAA

guess thats it okbye gl!!
Topic Starter
-Zeraora

HighTec wrote:

this map triggers me

the speedup section especially because of the inconsistency and very doubtable spacing

[red miles]
00:15:433 (2,3) - would love to see these be at the same y coordinate, something minor but would look better
00:25:076 (3) - consider a NC here due to the big gap in timing
00:29:183 (6) - not sure whether this note should be here, there is nothing that truly indicates this sound
00:33:648 (1,2) - for aesthetic reasons, try to make (1) point towards (2)
00:42:219 (3,4) - spacing may be a little higher, it might confuse several players
00:45:969 (1) - spinner imo starts too early, it now catches 2 completely different sounds. try to make 00:45:790 (6) - a slider that goes until 00:46:505 - and then begin the slider, it makes more sense when you combine it with the song :x
00:48:648 (1,2,3,4) - are you completely sure these beats exist? i don't hear them ): Drums :3
00:54:943 (1,2,3,4) - i love the symmetry, but it fits the song better if 00:54:943 (1,2) - had a slight higher spacing since the song is way stronger at this point
01:07:850 (5) - the direction of this slider doesn't make real sense, maybe put it in line with 01:07:501 (1,2,3,4) - and get it to have a 90 degrees angle with 01:08:024 (6) -
01:16:396 (5,6,7) - owo this triple breaks flow please make it spaced ok tnaks
01:22:327 (2,3,4) - a spacing decrease would fit the song perfectly, as the song clearly is weaker at this point Increased the spacing on 01:21:455 (1,2,3,4) - .
01:32:705 (1) - u.u y u no map drums instead of catching the boring organ rythm with a spinner I wanted that part to have something like a separation between sections. Aaaaand I thought a spinner would do... at least imo.
01:38:723 (4) - why not put this in the middle of the triangle ?? 01:38:548 (3,4,1) - Straight line.
02:01:745 (5,1) - smallest jump in the section eventho it needs the most emphasis, make it jump more pls \o/
02:24:245 (1,2,3,4,5,6,7,8,1,2) - mm maybe consider adding doubletaps here because the piano is not a constant stream here so this section is a bit overmapped I've actually done that before- when I first submitted this map. Many thought it was bad, so I changed it. Anw, the fast piano still continues at this part. Actually, I decreased the spacing in that part because of the double-piano-thing.
02:39:681 (1) - i thought this was 7* more streams here wooo The spinner serves as a good transition imo :3 .
02:57:734 (1) - to keep the section consistent, i would love to have this circle at the same place as 02:59:129 (1,1) - since it might confuse some players (like me xd)
03:10:641 (3,4) - reconsider the stack, i don't see it emphasise anything I really didn't know what to do here tbh lol
03:15:175 (4) - since it's a big change in rythm consider to NC this
~the section of the speedup seems solid, but the thing that triggers me the most is the lack of sliders, yes you read that correctly, sliders. having so many circles makes it hard to identify the speedup sections, thus hard to play for no reason. i always ruin my acc at this point because there is no way i can identify those speed changes without knowing the whole map on top of my head. therefor i request u as mapper to think about this and maybe add some more sliders.
again the section looks p good and i can't complain about anything in there really :D ~ I tried to put some.
04:05:248 (1) - maybe decrease the spacing a bit in this section, it's as hard as the kiai for what i feel but it shouldn't be that hard
~note for kiai: i see a lot of spacing inconsistencies at points that it shouldn't be like that. lemme grab an example very quickily
04:47:353 (1) - this for example should have a great spacing because of the change in the song and to fit the jump section that was going on before, but u decided to break both emphasis and flow with this ;w;
try to check more of these points and try to see where the spacing problems are ! ~

I LOVE YOU FOR MAPPING THE OUTRO THO I LOVE THAT PART SO MUCH IDK WHY AAAA Thanks =w=)v

guess thats it okbye gl!!
o:

Thank you very much for the mod! :D
Et0iliS
hi! M4M

i try to play it (relax+HD lol...)

amazing! for me, it was almost perfect :)

but some notes make it not smooth

there are some advices


Red Miles

01:31:222 (1,2) - i don't know why it is hard to jump to (3)
01:47:792 (6) - put it on top of the slider (1) or under it
03:12:036 (3,4,5,1,2,3,4,1) - make the spacing between them "a little" farther
04:09:195 (5,6) - make spacing between them "a little" bit closer
04:13:142 (1,2) - ^
04:22:353 (3,4) - ^
04:39:590 (4) - move to the right, hmm put it on top of 04:39:984 (1) - ?


just some advices! you can try it, maybe it will be better

and sorry bed english :|

GOOD LUCK!
Topic Starter
-Zeraora

Snow-- wrote:

hi! M4M

i try to play it (relax+HD lol...)

amazing! for me, it was almost perfect :)

but some notes make it not smooth

there are some advices


Red Miles

01:31:222 (1,2) - i don't know why it is hard to jump to (3) Edited
01:47:792 (6) - put it on top of the slider (1) or under it
03:12:036 (3,4,5,1,2,3,4,1) - make the spacing between them "a little" farther These seem fine.
04:09:195 (5,6) - make spacing between them "a little" bit closer
04:13:142 (1,2) - ^ No need to.
04:22:353 (3,4) - ^
04:39:590 (4) - move to the right, hmm put it on top of 04:39:984 (1) - ?


just some advices! you can try it, maybe it will be better

and sorry bed english :| It's okay :3

GOOD LUCK!
Thank you for the mod! :D
hyouri
Hi from modreqs, I'm not BN but I can pretend I am one

[General]
  1. soft-hitclap60.mp3
    soft-hitclap61.mp3
    soft-hitclap62.mp3
    soft-hitclap65.mp3
    soft-hitfinish40.mp3
    soft-hitnormal30.mp3
    soft-hitnormal31.mp3
    soft-hitnormal32.mp3
    soft-hitnormal40.mp3
    soft-hitnormal41.mp3
    soft-hitnormal45.mp3
    soft-hitwhistle19.mp3
    soft-hitwhistle25.mp3
    soft-hitwhistle29.mp3
    soft-hitwhistle30.mp3
    soft-hitwhistle31.mp3
    soft-hitwhistle32.mp3
    soft-hitwhistle40.mp3
    soft-hitwhistle41.mp3

    None of the hitsounds above are used, please remove or apply to circles.
  2. Your hitsound files should be *.wav and not *.mp3, that is unrankable issue.
  3. Both Oni and Red Miles don't end at the same spot, all diffs should end on same point according to RC https://osu.ppy.sh/wiki/Ranking_Criteria#Guidelines
[Red Miles]
  1. 00:00:791 - these two overlapping timing should have the same hitsound (S:C7)
  2. 01:15:275 - The timing point here is useless, not because volume change, but because if you want to access the slidertick you should be using soft-slidertick21.mp3, changing it to from 20 to 24 makes no sense because it changes nothing. Also it's not snapped correctly, it should be on the blue tick 01:15:263 - here
  3. 04:53:669 - unsnapped inherited timing point
  4. 04:54:717 - 04:54:853 - same as above
  5. 05:12:703 (1) - this spinner is too long, resulting it being unrankable. try to keep it max 5 or 7 sec at max.
Topic Starter
-Zeraora

Alveryn wrote:

Hi from modreqs, I'm not BN but I can pretend I am one

[General]
  1. soft-hitclap60.mp3
    soft-hitclap61.mp3
    soft-hitclap62.mp3
    soft-hitclap65.mp3
    soft-hitfinish40.mp3
    soft-hitnormal30.mp3
    soft-hitnormal31.mp3
    soft-hitnormal32.mp3
    soft-hitnormal40.mp3
    soft-hitnormal41.mp3
    soft-hitnormal45.mp3
    soft-hitwhistle19.mp3
    soft-hitwhistle25.mp3
    soft-hitwhistle29.mp3
    soft-hitwhistle30.mp3
    soft-hitwhistle31.mp3
    soft-hitwhistle32.mp3
    soft-hitwhistle40.mp3
    soft-hitwhistle41.mp3

    None of the hitsounds above are used, please remove or apply to circles. Removed.
  2. Your hitsound files should be *.wav and not *.mp3, that is unrankable issue.
    I think I could break it. The package would have a very large filesize (about 30MB before) if the filetypes were .wav's. Thus, cannot be uploaded via bss. I think that's very reasonable.
  3. Both Oni and Red Miles don't end at the same spot, all diffs should end on same point according to RC https://osu.ppy.sh/wiki/Ranking_Criteria#Guidelines

    Guidelines

    Guidelines are important and should be followed in most maps. However, they are NOT rules, so they may be broken in special cases.
    imo it would be highly recommended if this were a one-mode-only mapset. But since we're talking about two different modes here, I think it's fine, really. Like... They're two separate-ish things...? But then again, that's just for me.

    Also, I know Raiden knows what he's doing so I trust him on this one.


[Red Miles]
  1. 00:00:791 - these two overlapping timing should have the same hitsound (S:C7) They don't need to be the same, but... Okay. I think I'll just change the sampleset number in the uninherited, then remove the inherited.
  2. 01:15:275 - The timing point here is useless, not because volume change, but because if you want to access the slidertick you should be using soft-slidertick21.mp3, changing it to from 20 to 24 makes no sense because it changes nothing. Also it's not snapped correctly, it should be on the blue tick 01:15:263 - here I do need to change the snapping, but I wasn't really aiming for the slidertick. I put it there because 01:15:699 (4) - has a whistle sample and it shouldn't be a bell. I don't really know why I put it there, so I think I'll position the timing point at 01:15:699 - .
  3. 04:53:669 - unsnapped inherited timing point
  4. 04:54:717 - 04:54:853 - same as above
  5. 05:12:703 (1) - this spinner is too long, resulting it being unrankable. try to keep it max 5 or 7 sec at max. I'm not quite sure about this. I need to ask a bn about this.
Thank you for the mod! :D
Vivyanne
i feel like this map needs some truly heavy experienced modders

it can help a lot
Topic Starter
-Zeraora
I think so too. But thing is, it's really hard for me to find one ._.
Mechanizen

HighTec wrote:

i feel like this map needs some truly heavy experienced modders

it can help a lot
Well, there is a heavier mod, get prepared.

Red Miles
The major problem of your map is that you rythm is realy dense, you'r placing notes where there is no sound or you are following an instrument during 5 sec then you'r changing of for a beat then you comeback on it to make a flat 1/2 jumpy rythm that doesn't make sense. You should try to listen more carefully the track and take a look at PoMuTa's mapset to make a less sleepy rythm, this is a major problem in the part before your first kiai, there is exemples of what your rythm should look like:

01:20:059v (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) The rythm is more like this (use 25% replay you'll notice it immediatly):

01:24:245 (1,2,3,4,1,2,3,4) Same problem

01:26:687 (2,3,1,2,3,4,1,2,3,4) Same rythm issue the rythm should be like

01:29:827 There is no issue for the following jumps because it makes sense with the speed up so i noticing you this to make you know that there is not only the music in the composition of rythms.

01:35:408 (1,2,3,4,5) You should remove the first slider and make a 4 circles patern instead. The melody is restarting from this point so this is easier to understand how it goes when it's starting by circles.

"A few minutes later"

Kiai: An heavier experimented modder will tell you that your spacing is realy chaotic, for me that's ok in the artistic way, that fits the music's theme but when it makes your map hard to play that's kinda bad. Like these:

04:41:037 (1,2,1,2,3,4,5) The jump between 2 and 1 is realy random, like you have your cursor going ham to the Left but the next circle is to the right and it's not predictable because it's not even in the same combo. I mean you need to be more logical in the placing of your jumps, take your map and ask you "Why did i place something there?" everythin,g you'r placing must be justfied or your map will be as rankable as a casual Arles map.

04:45:248 (1,2,3,4) Second common issue that you can get on jumps: Spacing. Nothing there justifies a high spacing between 2 and 3. Just compare this spacing the previous jump between 1 and 2 this is like 1/3 larger without a reason.

04:46:300 (1,2,3,4,1,2,3,4) Exactly the same problem there, your first 1,2,3,4 patern hasn't form this is realy hard to play, it goes like a small jump then it becomes larger and larger to get to the last jump of the last patern (3,4) which is huge compared to your first jump. There is no reason for these jumps to be like this and i can notice you that this note has no reason to be 04:47:221 (4) there is nothing in the music that justfies this, the melody stopped 2 ticks before. You can correct this by making paterns more geometrical, so you will have a less contrasted spacing.

Well, iv'e shown the 3 huge issues of your map which are notes that shouldn't exist, spacing and randomness. Take your map from the begining and correct it with those things in your head then it will go realy well.

Gl o/ Cya
Topic Starter
-Zeraora
Hi! Sorry for the late reply. I've been busy .-.

Mechanizen wrote:

HighTec wrote:

i feel like this map needs some truly heavy experienced modders

it can help a lot
Well, there is a heavier mod, get prepared.

Red Miles
The major problem of your map is that you rythm is realy dense, you'r placing notes where there is no sound or you are following an instrument during 5 sec then you'r changing of for a beat then you comeback on it to make a flat 1/2 jumpy rythm that doesn't make sense. You should try to listen more carefully the track and take a look at PoMuTa's mapset to make a less sleepy rythm, this is a major problem in the part before your first kiai, there is exemples of what your rythm should look like: I'll try to consider these.

01:20:059v (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) The rythm is more like this (use 25% replay you'll notice it immediatly): ^

01:24:245 (1,2,3,4,1,2,3,4) Same problem ^


01:26:687 (2,3,1,2,3,4,1,2,3,4) Same rythm issue the rythm should be like ^

01:29:827 There is no issue for the following jumps because it makes sense with the speed up so i noticing you this to make you know that there is not only the music in the composition of rythms.

01:35:408 (1,2,3,4,5) You should remove the first slider and make a 4 circles patern instead. The melody is restarting from this point so this is easier to understand how it goes when it's starting by circles. I guess so.

"A few minutes later"

Kiai: An heavier experimented modder will tell you that your spacing is realy chaotic, for me that's ok in the artistic way, that fits the music's theme but when it makes your map hard to play that's kinda bad. Like these: I've actually considered remapping this part about a week ago .-. I'll try to consider your points here though :3

04:41:037 (1,2,1,2,3,4,5) The jump between 2 and 1 is realy random, like you have your cursor going ham to the Left but the next circle is to the right and it's not predictable because it's not even in the same combo. I mean you need to be more logical in the placing of your jumps, take your map and ask you "Why did i place something there?" everythin,g you'r placing must be justfied or your map will be as rankable as a casual Arles map. ^

04:45:248 (1,2,3,4) Second common issue that you can get on jumps: Spacing. Nothing there justifies a high spacing between 2 and 3. Just compare this spacing the previous jump between 1 and 2 this is like 1/3 larger without a reason. ^

04:46:300 (1,2,3,4,1,2,3,4) Exactly the same problem there, your first 1,2,3,4 patern hasn't form this is realy hard to play, it goes like a small jump then it becomes larger and larger to get to the last jump of the last patern (3,4) which is huge compared to your first jump. There is no reason for these jumps to be like this and i can notice you that this note has no reason to be 04:47:221 (4) there is nothing in the music that justfies this, the melody stopped 2 ticks before. You can correct this by making paterns more geometrical, so you will have a less contrasted spacing. ^

Maybe you could re-mod the kiai after I finish remapping it? :3 (Ended up remapping most parts lmao)

Well, iv'e shown the 3 huge issues of your map which are notes that shouldn't exist, spacing and randomness. Take your map from the begining and correct it with those things in your head then it will go realy well.

Gl o/ Cya
Thank you! This really helps tbh. :3
Topic Starter
-Zeraora
Remapped-ish :3
Spork Lover
Hi mate, I wanna see this pushed forward soon, so I'm gonna point a few things out again (Don't gimme kudosu, 'cause, you know, I already modded your map :3)

Since I don't know how to check hitsound delay, I'd advice you to check that to make sure it's below <5ms delay (preferably 0ms) for all of them, so it doesn't get DQ'ed when that happens.

I couldn't find anything regarding offset, timing, metadata, filesize etc that would need changes before it can get ranked, so that aspect is on fleek.

Onto a few suggestions:
01:09:071 (2) - This finish is on the offbeat, I'd add it to 01:08:896 (1) - instead. (You added a finish to the next four NC's as well lol :3)
02:18:664 (1,2,3,4,5,6,7,8) - Make this a perfect circle instead so it doesn't look hand-made :3
04:19:984 (1,2) - Since you have a pretty large jump from 04:19:853 (9,1), I'd advice to make this jump kind of a screen jump so the user isn't forced to stop the cursor after that jump section. (An idea (applies to 2 (same timeline placement)): x476 y112)
04:31:826 (2) - Overlap this note like this instead. (Moved it to perfectly overlap the anchor.)
04:38:405 (1,2,3,4) - I'd tone the second part down a tiiiny bit, so it's more aesthetically pleasing.
04:43:669 (3,4,5,6) - Same goes for this one.
04:55:774 (5) - This note is highly in need of an NC, it's the strongest downbeat in the entire song.
04:56:037 (1) - In response, remove this NC.
05:54:127 (1,2) - Switch NC 'cause downbeat :3
06:14:011 (1,1,1,1) - The custom hitsounds here are still off by a slight margin, should be completely accurate with the music.
06:23:322 (1,1,1) - Some parts of the slider art seems very sharp compared to the soft nature of the music here. I'd add a few more smooth overlaps/turns if I were you.
Topic Starter
-Zeraora

Spork Lover wrote:

Hi mate, I wanna see this pushed forward soon, so I'm gonna point a few things out again (Don't gimme kudosu, 'cause, you know, I already modded your map :3) I'll just shoot a star on Inokori Sensei :33

Since I don't know how to check hitsound delay, I'd advice you to check that to make sure it's below <5ms delay (preferably 0ms) for all of them, so it doesn't get DQ'ed when that happens.

I couldn't find anything regarding offset, timing, metadata, filesize etc that would need changes before it can get ranked, so that aspect is on fleek.

Onto a few suggestions:
01:09:071 (2) - This finish is on the offbeat, I'd add it to 01:08:896 (1) - instead. (You added a finish to the next four NC's as well lol :3) I didn't notice lol
02:18:664 (1,2,3,4,5,6,7,8) - Make this a perfect circle instead so it doesn't look hand-made :3
04:19:984 (1,2) - Since you have a pretty large jump from 04:19:853 (9,1), I'd advice to make this jump kind of a screen jump so the user isn't forced to stop the cursor after that jump section. (An idea (applies to 2 (same timeline placement)): x476 y112)
04:31:826 (2) - Overlap this note like this instead. (Moved it to perfectly overlap the anchor.)
04:38:405 (1,2,3,4) - I'd tone the second part down a tiiiny bit, so it's more aesthetically pleasing.
04:43:669 (3,4,5,6) - Same goes for this one.
04:55:774 (5) - This note is highly in need of an NC, it's the strongest downbeat in the entire song. Whoops lol
04:56:037 (1) - In response, remove this NC.
05:54:127 (1,2) - Switch NC 'cause downbeat :3
06:14:011 (1,1,1,1) - The custom hitsounds here are still off by a slight margin, should be completely accurate with the music. ~
06:23:322 (1,1,1) - Some parts of the slider art seems very sharp compared to the soft nature of the music here. I'd add a few more smooth overlaps/turns if I were you.
Oh my... Thank you!!! :)
Spork Lover
Yo, as promised, a hitsound delay check :3

There are a LOT of unrankable hitsounds, and all of them (except the few rankable ones) have a delay between 45-60 ms (Here's an example: https://gyazo.com/57b12ab44122812b1af85e6a4b94348f)

The unrankable hitsounds (larger than 5ms):
soft-hitclap12
soft-hitclap13
soft-hitclap17
soft-hitclap24
soft-hitclap27
soft-hitclap28
soft-hitclap35
^52 ms delay

soft-hitfinish12
soft-hitfinish13
soft-hitfinish15
soft-hitfinish16
soft-hitfinish17
soft-hitfinish18
soft-hitfinish20
soft-hitfinish22
soft-hitfinish23
soft-hitfinish24
soft-hitfinish26
soft-hitfinish35
soft-hitfinish50
soft-hitfinish51
soft-hitfinish52
soft-hitfinish60
soft-hitfinish62
soft-hitfinish65
soft-hitfinish69 (lol)
soft-hitfinish90
^50-60 ms delay

soft-hitnormal2
soft-hitnormal5
soft-hitnormal8
soft-hitnormal9
soft-hitnormal11
soft-hitnormal12
soft-hitnormal13
soft-hitnormal15
soft-hitnormal16
soft-hitnormal17
soft-hitnormal18
soft-hitnormal20
soft-hitnormal22
soft-hitnormal23
soft-hitnormal24
soft-hitnormal26
soft-hitnormal27
soft-hitnormal28
soft-hitnormal35
soft-hitnormal42
soft-hitnormal43
soft-hitnormal49
soft-hitnormal50
soft-hitnormal51
soft-hitnormal52
soft-hitnormal60
soft-hitnormal61
soft-hitnormal62
soft-hitnormal65
soft-hitnormal69
soft-hitnormal81
soft-hitnormal89
soft-hitnormal90
^Around 50ms (Keep in mind there are a few rankable hitnormals (because they are silenced with a file size, they are in the "completely rankable" section.

soft-hitwhistle3
soft-hitwhistle4
soft-hitwhistle6
soft-hitwhistle7
soft-hitwhistle12
soft-hitwhistle13
soft-hitwhistle15
soft-hitwhistle16
soft-hitwhistle17
soft-hitwhistle19 (This one is UNUSED, DELETE THIS ONE)
soft-hitwhistle20
soft-hitwhistle22
soft-hitwhistle23
soft-hitwhistle24
soft-hitwhistle26
soft-hitwhistle27
soft-hitwhistle28
soft-hitwhistle35
soft-hitwhistle42
soft-hitwhistle43
soft-hitwhistle49
soft-hitwhistle50
soft-hitwhistle51
soft-hitwhistle52
soft-hitwhistle60
soft-hitwhistle61
soft-hitwhistle62 (This one is UNUSED, DELETE THIS ONE)
soft-hitwhistle65
soft-hitwhistle69
soft-hitwhistle82
soft-hitwhistle83
soft-hitwhistle90
^Also 50ms

soft-slidertick21
^about 50ms

The rankable, but suggestable changes (0 < 5ms)
None. xD

The completely rankable hitsounds:
soft-hitnormal3
soft-hitnormal4
soft-hitnormal6
soft-hitnormal7
soft-hitnormal82
soft-hitnormal83


Onto something completely different that I found that is ALSO unrankable:

On Raiden's Taiko Oni, at 05:12:616 - There's a volume issue with a timing point (20%) and inherited point (30%) that interfere. Please change this, since you're only allowed to change SV if they're on the same spot.

That's it, I hope I could help :) (If you're lazy about the hitsound delay, ask Shiguma, he told me he'd remove the delay :3)
(Totally didn't take like 40 minutes to do >.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>)
Yahuri
super late mod, sorry for the wait @w@
i bet that deathstream is fun to play in taiko lol

Red Miles
-not really good with flow or anything on maps this difficult, so i cant really help you with that D:
-triangle/square/star structures look nice, stacking looks good on the deathstream
-i dont really have any complaints about anything except object spacing. the spacing changes very frequently, which sometimes makes the map look a bit messy, so you might want to make the spacing more consistent.
00:49:710 (2,2) - blanket might look nicer
00:50:059 (1,1) - spacing looks close, separate em more
00:52:675 (4) - move this into the middle of the triangle 00:52:152 (1,2,3) - then move 00:53:199 (3,3) - onto 4 so that the overlap spacings are the same?
01:30:524 (1,2,3,4) - move left a bit so 4 is right in the middle of 01:29:827 (1,2,3,4)
01:45:175 (1,2,3) - blankets?
03:47:965 (1,2,1,2) - fix blankets
04:08:405 (1,2,3,4,5,6) - move 5,6 under 2 so that the overlap of 2,5 matches the overlap of 1,3
04:22:090 (1,4) - fix blanket
06:14:011 (1,1) - ^
cute sliders at the end, love em

hope this helps, good luck~
Spork Lover

Yahuri wrote:

i bet that deathstream is fun to play in taiko lol

It is xD
Topic Starter
-Zeraora

Spork Lover wrote:

Yo, as promised, a hitsound delay check :3
I might ask for some help here. I can't seem to do this in Audacity by exporting multiple tracks ._.

Onto something completely different that I found that is ALSO unrankable:

On Raiden's Taiko Oni, at 05:12:616 - There's a volume issue with a timing point (20%) and inherited point (30%) that interfere. Please change this, since you're only allowed to change SV if they're on the same spot.

That's it, I hope I could help :) (If you're lazy about the hitsound delay, ask Shiguma, he told me he'd remove the delay :3)
(Totally didn't take like 40 minutes to do >.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>)
Thank you! <3


Yahuri wrote:

super late mod, sorry for the wait @w@
i bet that deathstream is fun to play in taiko lol

Red Miles
-not really good with flow or anything on maps this difficult, so i cant really help you with that D:
-triangle/square/star structures look nice, stacking looks good on the deathstream
-i dont really have any complaints about anything except object spacing. the spacing changes very frequently, which sometimes makes the map look a bit messy, so you might want to make the spacing more consistent. The song has lots of pitch changes so I tried to make it as a basis of spacing. There may be objects with wrong spacing there, and I'm gonna look for them... Or at least try to.
00:49:710 (2,2) - blanket might look nicer I don't really intend to have a blanket there lol
00:50:059 (1,1) - spacing looks close, separate em more Huh... I think it's fine.
00:52:675 (4) - move this into the middle of the triangle 00:52:152 (1,2,3) - then move 00:53:199 (3,3) - onto 4 so that the overlap spacings are the same?
01:30:524 (1,2,3,4) - move left a bit so 4 is right in the middle of 01:29:827 (1,2,3,4)
01:45:175 (1,2,3) - blankets? I might put some there.
03:47:965 (1,2,1,2) - fix blankets No intentions of blanketing.
04:08:405 (1,2,3,4,5,6) - move 5,6 under 2 so that the overlap of 2,5 matches the overlap of 1,3 Oooh. I like the idea.
04:22:090 (1,4) - fix blanket
06:14:011 (1,1) - ^
cute sliders at the end, love em :33

hope this helps, good luck~
Thank you! :D
Spork Lover

-Harpuia- wrote:

Spork Lover wrote:

Yo, as promised, a hitsound delay check :3
I might ask for some help here. I can't seem to do this in Audacity by exporting multiple tracks ._.

Onto something completely different that I found that is ALSO unrankable:

On Raiden's Taiko Oni, at 05:12:616 - There's a volume issue with a timing point (20%) and inherited point (30%) that interfere. Please change this, since you're only allowed to change SV if they're on the same spot.

That's it, I hope I could help :) (If you're lazy about the hitsound delay, ask Shiguma, he told me he'd remove the delay :3)
(Totally didn't take like 40 minutes to do >.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>)
Thank you! <3

Thank you! :D
I assume you're waiting for Raiden to get back to that timing section xd
Topic Starter
-Zeraora

Spork Lover wrote:

I assume you're waiting for Raiden to get back to that timing section xd
Yea lol
Vulkin


Welp nice mappu! =w=

Why is this in code? D:
Map Versions
  1. Original Skaia (Unmodded)
  2. Skaia (w/o Triples)
  3. Original Raiden's Inner Oni (Before being changed into an approvable map)
  4. Sample of Shiroi Hiroshi's Inner Oni (Discontinued)
  5. Red Miles before the stream part was changed.
  6. Red Miles with the clap custom hitsound.
  7. Un-re-remapped Red Miles.
BanchoBot
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