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Caladborg - invoker [Taiko|OsuMania]

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Yuzeyun
she still is
Topic Starter
-Kazu-
oh so you still checking invoker, great
get baited m9
Ulqui
xd
Critical_Star
mania check

Spy.K's Normal
00:22:517 (22517|3) - how about move to 2? feel much better to hit with a stair here
00:27:440 (27440|0) - same reason like above if you agree, move to 3
00:30:056 - you can use double here as well
00:47:646 (47646|2,47851|3,48107|2,48415|1) - i see your intention to catch the vocal, but the current snap may feels a little tricky for normal diff, my suggestion> http://puu.sh/yhbqa/4c17bf4ded.png (having them placing at white tick also catch the kick snare sound here nicely too)
01:03:517 (63517|2,63594|1) - suggest 3-1, just a mirror pattern from 01:02:979 (62979|2,63056|0,63287|3,63287|0) -
01:14:928 (74928|2,75184|3,75851|0) - like my concern before about vocal sync, perhaps you could try some other way here?
01:17:389 (77389|2,77697|2,78261|2,78415|1) - ^

Spy.K's Hyper
01:52:517 - till 01:53:133 - how about make here 1/4 stream?

Spy.K's Another
00:25:133 - till 00:29:133 - u can actually double each red timing line here, since previous you catch those with double. i notice this part u decided to catch the snare here as well. but i think making all red line double would do the trick better. (double snare+1/4)
01:30:517 (90517|3,90517|2,90671|0,90671|2,90825|1,90825|3,90979|0,90979|1,91133|0,91133|3) - is this all for main sync? then u probably missed a double at 01:30:364 -
01:33:133 - could use double here
Spy

Critical_Star wrote:

mania check

Spy.K's Normal
00:22:517 (22517|3) - how about move to 2? feel much better to hit with a stair here OK
00:27:440 (27440|0) - same reason like above if you agree, move to 3 OK
00:30:056 - you can use double here as well OK
00:47:646 (47646|2,47851|3,48107|2,48415|1) - i see your intention to catch the vocal, but the current snap may feels a little tricky for normal diff, my suggestion> http://puu.sh/yhbqa/4c17bf4ded.png (having them placing at white tick also catch the kick snare sound here nicely too) Adjust, please check again
01:03:517 (63517|2,63594|1) - suggest 3-1, just a mirror pattern from 01:02:979 (62979|2,63056|0,63287|3,63287|0) - Adjust, not sure if that pattern is what you hope me to do
01:14:928 (74928|2,75184|3,75851|0) - like my concern before about vocal sync, perhaps you could try some other way here? Adjust, please check again
01:17:389 (77389|2,77697|2,78261|2,78415|1) - ^ Adjust, please check again

Spy.K's Hyper
01:52:517 - till 01:53:133 - how about make here 1/4 stream? OK

Spy.K's Another
00:25:133 - till 00:29:133 - u can actually double each red timing line here, since previous you catch those with double. i notice this part u decided to catch the snare here as well. but i think making all red line double would do the trick better. (double snare+1/4) I think no
01:30:517 (90517|3,90517|2,90671|0,90671|2,90825|1,90825|3,90979|0,90979|1,91133|0,91133|3) - is this all for main sync? then u probably missed a double at 01:30:364 - Yes, added and found miss a note
01:33:133 - could use double here Added
Thanks for checking :D
Critical_Star
Mania OK
Ascendance
Not sure if it's important for pop or not, but source should have SPADA all capitalized.
Shima Rin
I am just wondering if mania needs a diff below 2*?
Topic Starter
-Kazu-

Ascendance wrote:

Not sure if it's important for pop or not, but source should have SPADA all capitalized.
damn dude, okay fixed
Raveille

Tofu1222 wrote:

I am just wondering if mania needs a diff below 2*?


I think this might not slide since the diff is 2*, will see.
Topic Starter
-Kazu-
Sorry, I forgot to update Normal diff , it makes conflict with the website vs in-game but I think that'll do
Critical_Star
rebubble , metadata fixed
Lumenite-
please do me a favor and fix the spread between backfire's inner oni and the hell oni, there's no reason one diff's intro should be a lot more dense than the other even if it's a gd

along with that the use of 1/6 in the last kiai of the hell oni is fairly inappropriate, while i see that it's used for the sake of emphasizing sounds in the background, doing it 2-3 times or 8-12 times per 4 bar phrase both takes away the emphasis from using 1/6 in the first place and also over-saturates every single one of those sounds. i suggest deleting 01:45:287 (169,170,171,172) - and 01:45:594 (174,175,176,177) - for example, and doing that throughout the entire kiai. this leaves that last 1/6 for actual emphasis.

it'll be a while before i check this back because i'm on vacation as i've said before but you can shoot me a message on osu when this stuff is fixed and probably let the mania bn rebubble, i'll have to do a more thorough check for a qualify

edit: or you can just wait till i get home, but that'll be in at most 5 days
edit #2: you're probably going to want to fix the creator name in the metadata too
Ulqui
nice.
Topic Starter
-Kazu-

Taikocracy wrote:

please do me a favor and fix the spread between backfire's inner oni and the hell oni, there's no reason one diff's intro should be a lot more dense than the other even if it's a gd this suggestion doesnt make sense at all. First of all, yes, there is a reason for a diff being lot denser than the other and that's exactly what popped on your head but wanted to say "uhh better mention that being a GD isnt a good reason so maybe he will eat it lololol". Different mappers, different ways to make a section, he went for another rhythm and both are fine imo. Also, I just can't believe you are actually caring about spread on two Inners, it has nothing to do with learning curve at this point, if you can play backfire's Inner you can aswell play mine as there is no much difference (come on there is 85 more notes to play)

along with that the use of 1/6 in the last kiai of the hell oni is fairly inappropriate, while i see that it's used for the sake of emphasizing sounds in the background, doing it 2-3 times or 8-12 times per 4 bar phrase both takes away the emphasis from using 1/6 in the first place and also over-saturates every single one of those sounds. i suggest deleting 01:45:287 (169,170,171,172) - and 01:45:594 (174,175,176,177) - for example, and doing that throughout the entire kiai. this leaves that last 1/6 for actual emphasis. makes no sense for me, I want to emphasize the scratches with these 1/6 patterns, it has nothing to do with anything else

it'll be a while before i check this back because i'm on vacation as i've said before but you can shoot me a message on osu when this stuff is fixed and probably let the mania bn rebubble, i'll have to do a more thorough check for a qualify

edit: or you can just wait till i get home, but that'll be in at most 5 days
edit #2: you're probably going to want to fix the creator name in the metadata too
Next time if you wanna do s u g g e s t i o n s, make sure not to pop the bubble and give the mapper the chance to decide your s u g g e s t i o n s are useful.
Lumenite-

-Kazu- wrote:

Taikocracy wrote:

please do me a favor and fix the spread between backfire's inner oni and the hell oni, there's no reason one diff's intro should be a lot more dense than the other even if it's a gd this suggestion doesnt make sense at all. First of all, yes, there is a reason for a diff being lot denser than the other and that's exactly what popped on your head but wanted to say "uhh better mention that being a GD isnt a good reason so maybe he will eat it lololol". Different mappers, different ways to make a section, he went for another rhythm and both are fine imo. Also, I just can't believe you are actually caring about spread on two Inners, it has nothing to do with learning curve at this point, if you can play backfire's Inner you can aswell play mine as there is no much difference (come on there is 85 more notes to play)

along with that the use of 1/6 in the last kiai of the hell oni is fairly inappropriate, while i see that it's used for the sake of emphasizing sounds in the background, doing it 2-3 times or 8-12 times per 4 bar phrase both takes away the emphasis from using 1/6 in the first place and also over-saturates every single one of those sounds. i suggest deleting 01:45:287 (169,170,171,172) - and 01:45:594 (174,175,176,177) - for example, and doing that throughout the entire kiai. this leaves that last 1/6 for actual emphasis. makes no sense for me, I want to emphasize the scratches with these 1/6 patterns, it has nothing to do with anything else

it'll be a while before i check this back because i'm on vacation as i've said before but you can shoot me a message on osu when this stuff is fixed and probably let the mania bn rebubble, i'll have to do a more thorough check for a qualify

edit: or you can just wait till i get home, but that'll be in at most 5 days
edit #2: you're probably going to want to fix the creator name in the metadata too
Next time if you wanna do s u g g e s t i o n s, make sure not to pop the bubble and give the mapper the chance to decide your s u g g e s t i o n s are useful.
i think you forget that a pop means i think this needs more discussion, not all of my changes need to be applied

okay yeah you're right about the inner oni thing so let's move to the 1/6

you say you're emphasizing "scratching." ok so let's use that as the base for your 1/6: 01:46:056 (181,182,183,184) - what purpose does this 1/6 serve? or 01:51:287 (247,248,249,250) - this one, where the rhythm you are emphasizing is better reflected on a 1/4 beat as oppose to a 1/6? 01:57:748 (326,327,328,329) - this one as well, where the sound you're emphasizing comes up 01:55:287 (295,296,297) - here, 01:56:210 (307,308,309) - here, and 01:54:056 (280,281,282) - as 1/4 instead?
>those sound sarcastic but they're genuine questions, sorry if the tone sounds rather sarcastic/condescending, that was not the intention

i truly think your 1/6 usage needs more discussion because while you defended some of them, the others' placement seems more random than anything else to me

if you disagree with my points, feel free to get a different taiko bn to look at this, seeing as i'm just 1 bn. if another bn is in favor of the 1/6 usage, they can rebubble it if they would like to.
Raiden
If a nominator has legit concerns, a pop is 100% justified. So please quit the "if it's not unrankable it's not poppable" mentality.

@Taikocracy: try to word things better next time, specially when halting someone's map from being ranked.
Lumenite-

Raiden wrote:

If a nominator has legit concerns, a pop is 100% justified. So please quit the "if it's not unrankable it's not poppable" mentality.

@Taikocracy: try to word things better next time, specially when halting someone's map from being ranked.
#huntedbyraiden make it trending on twitter please everyone

in all seriousness though, note taken and apologies
Topic Starter
-Kazu-

Taikocracy wrote:

i think you forget that a pop means i think this needs more discussion, not all of my changes need to be applied

okay yeah you're right about the inner oni thing so let's move to the 1/6

you say you're emphasizing "scratching." ok so let's use that as the base for your 1/6: 01:46:056 (181,182,183,184) - what purpose does this 1/6 serve? because like I told to Sayaka- back when he modded this map, yeah, the scratches are all 1/4 snap, but it was just me wanting to give them special emphasize because the fact on IIDX this part of invoker has so much density which is emphasized by the scratches being present on a chart which is not as low on density as other scratches-based maps the only way to reproduce that on a game which doesnt support multiple notes in a snap is by separating them on 1/6, and a if I do them carefully playability wise, this would just add up to the list of maps which has a few extra notes than it should, nothing too serious considering the better gameplay I think it would have. or 01:51:287 (247,248,249,250) - this one, where the rhythm you are emphasizing is better reflected on a 1/4 beat as oppose to a 1/6? 01:57:748 (326,327,328,329) - this one as well, where the sound you're emphasizing comes up 01:55:287 (295,296,297) - here, 01:56:210 (307,308,309) - here, and 01:54:056 (280,281,282) - as 1/4 instead?because a friend told me to lower the density on the second part of the kiai because yeah, people was witchhunting my 1/6s and in this part the melody sounds louder so as the scratches are louder on the first part, maybe I should keep "1/6 scratches" only on the first part, so yeah I told him he probably was right and I deleted most 1/6 in the second part
>those sound sarcastic but they're genuine questions, sorry if the tone sounds rather sarcastic/condescending, that was not the intention tbh I also think I sound rude on my last post and I apologize for that

i truly think your 1/6 usage needs more discussion because while you defended some of them, the others' placement seems more random than anything else to me I'd not say random, but overmapped, I know I should'nt make them like that but it was just I wanted to make, how I felt about these precise spots on the map and how I interpreted them in my mind, they aren't unstructured and random, they aren't even affecting playability because I did mindless 1/6 snapped pattern that break flow throughout the map, they are just a way to express what I wanted to say.

if you disagree with my points, feel free to get a different taiko bn to look at this, seeing as i'm just 1 bn. if another bn is in favor of the 1/6 usage, they can rebubble it if they would like to.
Thank you for the help though, hard to get someone's attention nowadays
Surono
made changes to muzu ~ kantan for babiez and yeah now fine. I lost the chatlog
Topic Starter
-Kazu-
IIRC Log with Surono
Thanks for your help ~
Surono
Whatever floats your boat

48years ago, osu! since 1969 AnikisTM and /shrug
Litharrale
I have begun my infiltration into the Taiko camp, they still don't realise I'm an imposter

Hi! I have some concerns about the mania spread.

Some examples between Hyper and Another (no timestamps because it's an issue across the whole chart):

It starts out not that bad but a little questionable



1-2-1-2 patterning to JS is a jump but it's acceptable as long as the JS aren't that hard. These JS however are *very* trilly and quite difficult especially at 195bpm. This is a stretch but it's ok, I'm ok with it.

This however, I'm not ok with



1/2 singles to an off hand balance trilly jumpstream is wild and unacceptable.

This issue continues and evolves into broken JS with some JT elements



then it gets....well I don't think you need to know much about mania to see why this is an issue


The diffs themselves are pretty good (despite some VERY clear copy pasting https://imgur-archive.ppy.sh/gyjoCsE.png) but they feel unpolished and not ready. It doesn't help that each diff had a grand total of one mod applied before a BN was called in. More modding would've found the spread issue and generally polished the map.
Xinnoh
set is still bubbled for some reason 🤔

ty jbh for fixing
ExNeko
Mania
1|2|3|4
Spy.K's Another
00:29:287 (29287|1) - remove, I think they should be the same 00:29:287 (29287|2,29594|1) -
00:29:748 (29748|0) - add a note for clap
Spy.K's Hyper
00:12:825 (12825|0) - remove, You used double note in [Another], which I can think it follow the voice, But for [Hyper], I think this is not necessary
00:14:056 (14056|2) - ^
00:21:133 (21133|3,21440|0) - move to col1 4 for better gameplay
01:08:979 (68979|3) - to col1 then 01:09:133 (69133|0,69133|1,69210|2,69210|3,69287|1,69287|0) - ctrl+h
01:17:364 (77364|1) - col3, Reduce overlap01:17:364 (77364|1,77517|1,77671|1) -
01:54:364 (114364|2,114517|1) - move right a col
Spy.K's Normal
00:29:594 (29594|1,29748|2) - move left a col for reduce overlap 00:29:748 (29748|2,30056|2,30364|2) -
Madoka2574
Mod for mania diffs.

1丨2丨3丨4

Another
00:24:210 (24210|1) - Move to column 4,since column 4 is relatively empty
00:29:287 (29287|1,29287|2,29440|3,29440|0) - single 'cause the drum stops at 00:29:133 -
00:29:748 - can be double
00:37:364 (37364|1) - remove this one.You didn't place note here 00:36:133 - and I think the 2 parts are nearly the same so they should be consistent.
00:38:594 (38594|0) - the same ^
00:44:748 (44748|1,44748|0) - why double but 00:44:825 (44825|2) - single? I assume that you used double for drum then the drum should be at 00:44:825 -

Hyper
00:10:364 - here i think triple is better since 00:15:287 - 00:17:748 - they are all triple for heavy drum. You can use double for it is an easier diff but at least these 3 should be consistent imo

Normal
00:47:287 - I don't think it is good to reduce the difficulty here...I suggest using 1/2 until 00:49:440 -
01:00:517 - add a note for clear drum sound
01:03:594 (63594|0) - move to 01:03:517 - (in column 2).Just like you did here 01:02:979 (62979|2,63056|0) - (Remember to change the hitsound)
01:05:440 - same ^ add a note
01:06:671 - Why single? you used double at 01:01:748 - !

Considering the big gap between Hyper and Another,I think making Another diff a bit easier would be nice in some places.For example,01:30:364 - There is no need to use jumpstreams in Another diff imo
But as for the kiai part,I think it is acceptable.If you increase the density in Hyper then there will be a big gap between Normal and Hyper.What cause this issue is that the map has only 3 diffs.For a 1.9*,a 3.3*,and a 4.5* diff,the designs are all reasonable.
Spy

Litharrale wrote:

I have begun my infiltration into the Taiko camp, they still don't realise I'm an imposter

Hi! I have some concerns about the mania spread.

Some examples between Hyper and Another (no timestamps because it's an issue across the whole chart):

It starts out not that bad but a little questionable



1-2-1-2 patterning to JS is a jump but it's acceptable as long as the JS aren't that hard. These JS however are *very* trilly and quite difficult especially at 195bpm. This is a stretch but it's ok, I'm ok with it.

This however, I'm not ok with



1/2 singles to an off hand balance trilly jumpstream is wild and unacceptable.

This issue continues and evolves into broken JS with some JT elements



then it gets....well I don't think you need to know much about mania to see why this is an issue


The diffs themselves are pretty good (despite some VERY clear copy pasting https://imgur-archive.ppy.sh/gyjoCsE.png) but they feel unpolished and not ready. It doesn't help that each diff had a grand total of one mod applied before a BN was called in. More modding would've found the spread issue and generally polished the map.
Hello here, there are some points I hope you understand:

1.Please give the timing with diff name when you have a concern in my diffs. I have to pay more time to find the part and the diff you mentioned in image.

2.For https://imgur-archive.ppy.sh/aPiYf24.png, I'm not sure what is your point for. For Hyper, I didn't try to make it harder and closed to Another, if I do it, you'll have another reason to mention the gap between Normal and Hyper is blablabla. So my original opinion is just plan to make Normal with main melody and some kick hitting. Hyper is for harder kick hitting(2 1 2 1 stuffs, at least harder than Normal 1 1 1 1), main melody, and some streams. And Another is for following what I should followed in reasonable mapping. So I think Normal is Normal, Hyper is Hyper, there is no way for people is able to play Normal, then they will be able to play Hyper. There is way for me, I can't decide the song's BPM, or the structure. But what I can do it just try to use my patterns to make players to feel like playing the music, and it has difficulty. When players are not able to play it, did they think if they are really able to play them? or not. So, I'll give a conclusion here. What do you hope me to do? Make Normal harder? Make Hyper easier? Then I'll have to make Another easier again after Hyper is easier? And I'm not sure if your checking way is like, in default way players will check the map via editor and decide to play it or not due it has some types of patterns. No rude here but I don't think you persuaded me with your points.

3.For https://imgur-archive.ppy.sh/BMvi2jC.png, I think I have no idea to understand what you want to express here. But my point has been explained here.

4.For your concern, you have mentioned them, however you didn't give me a solution for them, you just mentioned them and said this is unacceptable. For getting your approval, I have no idea how to do. I hope next time if something like this happened, you'll give the mapper at least a solution or an answer. It made me feel you didn't even have your position and points and just popped because you don't like them or some odd reasons. It is not my bias, but your behaviors disclosed it for me, and I hope it is not true.

5.While you mentioning https://imgur-archive.ppy.sh/gyjoCsE.png, I'm not sure if you have check what I followed in the part. If you did, you'll understand yes, they are main melody. Same pitch, and I just add other notes for vocals, I don't think it is unacceptable for something like break the quality as you guys think. If you hope me to change them, then what can I do? Ctrl+H all of them, then make same melody same vocal or what else but just mirror patterns? I think you know it makes no sense for me, right? So I don't understand why you mentioning them for.

6. I'm not saying I won't change them, it is your concern, at least I'll make some changes for those parts. But it doesn't mean I will totally follow your opinions. At least I will make them be more reasonable and better.

7.For your concern, I asked for 2 more mods, maybe it will come more. Then you'll have to take a responsibility for the rebubble or qualify things. At least for me, I'm not easy to handle by something like popped the bubble and wait for several weeks/months for nothing, if you don't take the responsibility to do them, then I'll call other BNs to handle it. I hope you'll understand.

Anyway, thanks for checking and opinions, they are helpful for me to understand more my maps.

Besides, if anyone come for lecture me something like attitude or what else nothing related to my diffs, I'll skip and no reply. It is a place for me to improve my diffs, not myself. Thanks and peace.
Litharrale

Spy wrote:

1.Please give the timing with diff name when you have a concern in my diffs. I have to pay more time to find the part and the diff you mentioned in image.I say why i didnt do this in the first part of my post

2.For https://imgur-archive.ppy.sh/aPiYf24.png, I'm not sure what is your point for. For Hyper, I didn't try to make it harder and closed to Another, if I do it, you'll have another reason to mention the gap between Normal and Hyper is blablabla. So my original opinion is just plan to make Normal with main melody and some kick hitting. Hyper is for harder kick hitting(2 1 2 1 stuffs, at least harder than Normal 1 1 1 1), main melody, and some streams. And Another is for following what I should followed in reasonable mapping. So I think Normal is Normal, Hyper is Hyper, there is no way for people is able to play Normal, then they will be able to play Hyper. There is way for me, I can't decide the song's BPM, or the structure. But what I can do it just try to use my patterns to make players to feel like playing the music, and it has difficulty. When players are not able to play it, did they think if they are really able to play them? or not. So, I'll give a conclusion here. What do you hope me to do? Make Normal harder? Make Hyper easier? Then I'll have to make Another easier again after Hyper is easier? And I'm not sure if your checking way is like, in default way players will check the map via editor and decide to play it or not due it has some types of patterns. No rude here but I don't think you persuaded me with your points. No one is asking you to make it so that if you can pass one diff,
you can pass the next one up. By that logic, as long as you could hit one note, you can pass DT galaxy collapse.


3.For https://imgur-archive.ppy.sh/BMvi2jC.png, I think I have no idea to understand what you want to express here. But my point has been explained here.

4.For your concern, you have mentioned them, however you didn't give me a solution for them, you just mentioned them and said this is unacceptable. For getting your approval, I have no idea how to do. I hope next time if something like this happened, you'll give the mapper at least a solution or an answer. It made me feel you didn't even have your position and points and just popped because you don't like them or some odd reasons. It is not my bias, but your behaviors disclosed it for me, and I hope it is not true. While it is useful for BNs to provide solutions, I don't think you need me to spell out to you how to fix spread issues. That would be an insult to your intelligence.

Reduce the gap or add more difficulties.


5.While you mentioning https://imgur-archive.ppy.sh/gyjoCsE.png, I'm not sure if you have check what I followed in the part. If you did, you'll understand yes, they are main melody. Same pitch, and I just add other notes for vocals, I don't think it is unacceptable for something like break the quality as you guys think. If you hope me to change them, then what can I do? Ctrl+H all of them, then make same melody same vocal or what else but just mirror patterns? I think you know it makes no sense for me, right? So I don't understand why you mentioning them for. ok.

6. I'm not saying I won't change them, it is your concern, at least I'll make some changes for those parts. But it doesn't mean I will totally follow your opinions. At least I will make them be more reasonable and better.

7.For your concern, I asked for 2 more mods, maybe it will come more. Then you'll have to take a responsibility for the rebubble or qualify things. At least for me, I'm not easy to handle by something like popped the bubble and wait for several weeks/months for nothing, if you don't take the responsibility to do them, then I'll call other BNs to handle it. I hope you'll understand.

Anyway, thanks for checking and opinions, they are helpful for me to understand more my maps.

Besides, if anyone come for lecture me something like attitude or what else nothing related to my diffs, I'll skip and no reply. It is a place for me to improve my diffs, not myself. Thanks and peace.
didnt respond to all points because this post is 95% fluff
Spy

Litharrale wrote:

1.I say why i didnt do this in the first part of my post You said they are questionable for you, at least I should know which part, isn't it? I can't just only take a look and know "oh this is XX:XX:XXX" and check them quickly. You know I mean.

2.No one is asking you to make it so that if you can pass one diff,
you can pass the next one up. By that logic, as long as you could hit one note, you can pass DT galaxy collapse.
I mean, for such concern, mostly for new players, I don't think when new players are able to pass Normal, then they can also pass Hyper or Another too. They may need more time to play same difficulty similar to Hard/Hyper or more and will be able to play the diff, I don't think it related to gap or what. And it is not something like when I can hit a note then I can DT Gallaxy Collapse. I'm emphasizing step by step.

4.While it is useful for BNs to provide solutions, I don't think you need me to spell out to you how to fix spread issues. That would be an insult to your intelligence. No rude, sure I don't need. However I can't understand what you hope me to do only by your words, when I do other changes, maybe you still not accept it. I think it will waste more time, that is what I want to say.

Reduce the gap or add more difficulties. I don't think I'm going to add one more diff.
didnt respond to all points because this post is 95% fluff Fluff? I don't think so and I mostly don't get what you want to do by your post. I don't understand which one is fluff, tho. Also I'm trying to communicate, if you call these fluffs, I'll consider you're being aggressive.
These have enough, I'll call you back when I done of those diffs changes.
Shima Rin

Litharrale wrote:

If I really have to go in detail on why you cant go from 1/1 singles to a jumpstream I'm going to lose my mind
He just wanna have you mention a few timing points that need change and how to change them. Here they are.

4K:1|2|3|4


[Normal & Hyper]
  1. 01:52:517 - to 01:53:133 - 1/1 notes in normal but 1/4 jumps in hyper indeed cause some trouble about the gap. My suggestion is to nerf hyper to 1/2 jumps.
  2. 02:01:133 - to 02:02:364 - In normal you only have one LN and one note, however in hyper you still keep all 1/4 notes. I think you can make normal a little bit harder. Maybe try something like this: https://osu.ppy.sh/ss/9678112
Other things about gap is OK. 1/1 patterns and 1/2 patterns are reasonable gaps. Pattern-making is another thing, though. The patterns that one feels biased does not necesssarily mean they are bad and wild patterns.

Below are my own opinions.

[Normal]
  1. 00:09:287 (9287|0) - It seems like in this part you are following drums, but here does not have a drum, so maybe delete it?
  2. 00:17:902 - The melody continues with 1/2 patterns through this part, but you skip this line with no note on it. How about adding one to complete this melody line?
  3. 00:56:825 (56825|2) - In my opinion, turing this note into a LN that ends at 00:57:133 - will be a good idea to represent the impact of this vocal.
  4. 01:00:517 - I think you miss a drum sound here. How about adding one note on col2?
  5. 01:03:517 - This drum keeps a noticeable impact, so I think you'd better catch it.
  6. 01:05:440 - This drum is even stronger than 01:05:594 (65594|1) - , but you still ignore it. I prefer you to add a note for it instead.
  7. 01:26:517 (86517|2) - You didn't have such note on this place in previous places like 01:21:594 - and 01:24:056 - , so how about deleting it for consistency?
  8. 01:45:902 - and 01:50:825 - 01:55:748 - , I know you are following the melody sounds in the kiai part, but the drums actually make an important role too. I think by adding one note on each of these two lines, you will not really disturb your follow on melody, but still in this way you are keeping closer to Hyper (which reduces gap). For example. for 01:50:825 - , you can add the note on col3 or col4 not to disturb your melody flow from right to left.
  9. 01:53:440 - Here is a cymbal+drum. How about making it into a double?
  10. From 01:59:902 - to 02:01:133 - , how about continuing your 1/2 patterns as what you did in the previous bar since the drum is still going and the music is rising and rising at the end, so I think the note density may also follow such buildup in music.
[Hyper]
  1. 00:24:825 - Here the sound goes quite stronger than those before (e.g. 00:24:210 (24210|1,24210|0) - 00:24:517 (24517|2,24517|0) - ), so I think a triple note here would fit it more.
  2. 00:29:825 - I don't really think there is a sound but only the echo of the sound on 00:29:748 - , so I think it is better to delete 00:29:825 (29825|1) - this note.
  3. 00:50:825 (50825|0,50825|3,50825|1) - This note, in my opinion, should be a double note because it has no cymbal on it, and in your another it is just a double too.
  4. 00:55:748 - Here is the same idea as above, to make this into a double note.
  5. 01:03:056 - Here should be a triple note too because it is a cymbal+drum.
  6. 01:48:517 - I perceive this sound to be quite strong (I am not sure if it is with a cymbal), but I do suggest a triple here.
[Another]
  1. As these three drum sounds 00:22:056 (22056|3,22056|0,22210|3,22210|0,22364|0,22364|2) - do have a noticeable impact, I think you can stack all of them like this: https://osu.ppy.sh/ss/9686993
  2. 00:30:440 - 00:31:825 - 00:36:133 - I feel a bit weird here that you stop the 1/4 jumps in these 3 places. In my opinion the jumps should continue through the whole part, so I prefer you to add notes on these 3 lines, where I can indeed hear the sounds that substantiate you to place notes on them.
  3. 00:38:748 - I don't really hear a sound on this line, so after deleting it, how about making the pattern into this: https://osu.ppy.sh/ss/9687002
  4. 00:43:056 (43056|2,43133|3,43210|2,43287|3,43364|2,43440|3) - This pattern seems a bit questionable for me because it is really right hand biased. I prefer some rearrangements here.
  5. 00:55:748 (55748|3,55748|2,55748|1) - Actually you get no cymbal sound here, so a double note would be just enough.
  6. From 01:27:902 - to 01:29:133 - , since this is the highest difficulty, I prefer to have the full melodic sounds being mapped, like this: https://osu.ppy.sh/ss/9687011
  7. 01:30:594 (90594|2) - I don't really hear a sound here. Delete it instead.
  8. 02:03:440 - How about adding a note here to make the melodic sound stand out?

I don't know if I will be modding Hyper and Another, but I hope in this way the popped issue can be resolved and the map itself can be improved. ;)
Litharrale

Tofu1222 wrote:

Anyway, if Lith still keeps without more specific points, I will just come to take a look at it these days. And this post will be a mod on issues Lith posted but cant explain well enough to Spy, as I perceive.
If I really have to go in detail on why you cant go from 1/1 singles to a jumpstream I'm going to lose my mind
Spy

ExNeko wrote:

Mania
1|2|3|4
Spy.K's Another
00:29:287 (29287|1) - remove, I think they should be the same 00:29:287 (29287|2,29594|1) - There was another sound there but feels better after removed.
00:29:748 (29748|0) - add a note for clap Added.
Spy.K's Hyper
00:12:825 (12825|0) - remove, You used double note in [Another], which I can think it follow the voice, But for [Hyper], I think this is not necessary I can try then.
00:14:056 (14056|2) - ^ If so, you still not mention some notes.
00:21:133 (21133|3,21440|0) - move to col1 4 for better gameplay It could be.
01:08:979 (68979|3) - to col1 then 01:09:133 (69133|0,69133|1,69210|2,69210|3,69287|1,69287|0) - ctrl+h Alright.
01:17:364 (77364|1) - col3, Reduce overlap01:17:364 (77364|1,77517|1,77671|1) - It could be.
01:54:364 (114364|2,114517|1) - move right a col Don't get it but think nothing wrong here.
Spy.K's Normal
00:29:594 (29594|1,29748|2) - move left a col for reduce overlap 00:29:748 (29748|2,30056|2,30364|2) - As your wish.
Thanks for modding :D

Madoka2574 wrote:

Mod for mania diffs.

1丨2丨3丨4

Another
00:24:210 (24210|1) - Move to column 4,since column 4 is relatively empty Did from other mod.
00:29:287 (29287|1,29287|2,29440|3,29440|0) - single 'cause the drum stops at 00:29:133 - Removed.
00:29:748 - can be double Did from other mod.
00:37:364 (37364|1) - remove this one.You didn't place note here 00:36:133 - and I think the 2 parts are nearly the same so they should be consistent. Removed.
00:38:594 (38594|0) - the same ^ Removed.
00:44:748 (44748|1,44748|0) - why double but 00:44:825 (44825|2) - single? I assume that you used double for drum then the drum should be at 00:44:825 - Added.

Hyper
00:10:364 - here i think triple is better since 00:15:287 - 00:17:748 - they are all triple for heavy drum. You can use double for it is an easier diff but at least these 3 should be consistent imo Added a note for missing main melody.

Normal
00:47:287 - I don't think it is good to reduce the difficulty here...I suggest using 1/2 until 00:49:440 - What I can do it just add one more note on 00:48:056 - .
01:00:517 - add a note for clear drum sound It could be.
01:03:594 (63594|0) - move to 01:03:517 - (in column 2).Just like you did here 01:02:979 (62979|2,63056|0) - (Remember to change the hitsound) Did some changes.
01:05:440 - same ^ add a note Added.
01:06:671 - Why single? you used double at 01:01:748 - ! Forgot to removed while reducing star rating.

Considering the big gap between Hyper and Another,I think making Another diff a bit easier would be nice in some places.For example,01:30:364 - There is no need to use jumpstreams in Another diff imo I'm planning to make it easier, however I don't think I should ignore scratches on this part, it also means I have to do jumpstreams.
But as for the kiai part,I think it is acceptable.If you increase the density in Hyper then there will be a big gap between Normal and Hyper.What cause this issue is that the map has only 3 diffs.For a 1.9*,a 3.3*,and a 4.5* diff,the designs are all reasonable. 3 diffs is not a reason for anything. So does star rating. I don't actually think anything wrong among them. What I can do is just make them easier.
Thanks for modding! :D

Tofu1222 wrote:

Litharrale wrote:

If I really have to go in detail on why you cant go from 1/1 singles to a jumpstream I'm going to lose my mind
He just wanna have you mention a few timing points that need change and how to change them. Here they are.

4K:1|2|3|4


[Normal & Hyper]
  1. 01:52:517 - to 01:53:133 - 1/1 notes in normal but 1/4 jumps in hyper indeed cause some trouble about the gap. My suggestion is to nerf hyper to 1/2 jumps. As your wish, check out.
  2. 02:01:133 - to 02:02:364 - In normal you only have one LN and one note, however in hyper you still keep all 1/4 notes. I think you can make normal a little bit harder. Maybe try something like this: https://osu.ppy.sh/ss/9678112 As your wish.
Other things about gap is OK. 1/1 patterns and 1/2 patterns are reasonable gaps. Pattern-making is another thing, though. The patterns that one feels biased does not necesssarily mean they are bad and wild patterns.

Below are my own opinions.

[Normal]
  1. 00:09:287 (9287|0) - It seems like in this part you are following drums, but here does not have a drum, so maybe delete it? OK.
  2. 00:17:902 - The melody continues with 1/2 patterns through this part, but you skip this line with no note on it. How about adding one to complete this melody line? Don't feel it is obvious, but it is fine.
  3. 00:56:825 (56825|2) - In my opinion, turing this note into a LN that ends at 00:57:133 - will be a good idea to represent the impact of this vocal. It could be.
  4. 01:00:517 - I think you miss a drum sound here. How about adding one note on col2? No, I made it to be single note for reducing star rating.
  5. 01:03:517 - This drum keeps a noticeable impact, so I think you'd better catch it. Added already from other mod.
  6. 01:05:440 - This drum is even stronger than 01:05:594 (65594|1) - , but you still ignore it. I prefer you to add a note for it instead. Added from other mod.
  7. 01:26:517 (86517|2) - You didn't have such note on this place in previous places like 01:21:594 - and 01:24:056 - , so how about deleting it for consistency? Sure.
  8. 01:45:902 - and 01:50:825 - 01:55:748 - , I know you are following the melody sounds in the kiai part, but the drums actually make an important role too. I think by adding one note on each of these two lines, you will not really disturb your follow on melody, but still in this way you are keeping closer to Hyper (which reduces gap). For example. for 01:50:825 - , you can add the note on col3 or col4 not to disturb your melody flow from right to left. As your wish.
  9. 01:53:440 - Here is a cymbal+drum. How about making it into a double? It could be.
  10. From 01:59:902 - to 02:01:133 - , how about continuing your 1/2 patterns as what you did in the previous bar since the drum is still going and the music is rising and rising at the end, so I think the note density may also follow such buildup in music. Fine.
[Hyper]
  1. 00:24:825 - Here the sound goes quite stronger than those before (e.g. 00:24:210 (24210|1,24210|0) - 00:24:517 (24517|2,24517|0) - ), so I think a triple note here would fit it more. Not really. The reason makes you feel it is stronger just because of snare is more louder than kick. triple notes are too much for me to use here.
  2. 00:29:825 - I don't really think there is a sound but only the echo of the sound on 00:29:748 - , so I think it is better to delete 00:29:825 (29825|1) - this note. Removed.
  3. 00:50:825 (50825|0,50825|3,50825|1) - This note, in my opinion, should be a double note because it has no cymbal on it, and in your another it is just a double too. Sure.
  4. 00:55:748 - Here is the same idea as above, to make this into a double note. Same as above.
  5. 01:03:056 - Here should be a triple note too because it is a cymbal+drum. Added
  6. 01:48:517 - I perceive this sound to be quite strong (I am not sure if it is with a cymbal), but I do suggest a triple here. No, the reason makes you suggest triple notes here just because it is a ending here, however if comparing with 01:48:825 (108825|0,108825|1,108825|3) - , it is obviously no need to use triple notes.
[Another]
  1. As these three drum sounds 00:22:056 (22056|3,22056|0,22210|3,22210|0,22364|0,22364|2) - do have a noticeable impact, I think you can stack all of them like this: https://osu.ppy.sh/ss/9686993 As your wish.
  2. 00:30:440 - 00:31:825 - 00:36:133 - I feel a bit weird here that you stop the 1/4 jumps in these 3 places. In my opinion the jumps should continue through the whole part, so I prefer you to add notes on these 3 lines, where I can indeed hear the sounds that substantiate you to place notes on them. As your wish.
  3. 00:38:748 - I don't really hear a sound on this line, so after deleting it, how about making the pattern into this: https://osu.ppy.sh/ss/9687002 Made some changes.
  4. 00:43:056 (43056|2,43133|3,43210|2,43287|3,43364|2,43440|3) - This pattern seems a bit questionable for me because it is really right hand biased. I prefer some rearrangements here. As your wish.
  5. 00:55:748 (55748|3,55748|2,55748|1) - Actually you get no cymbal sound here, so a double note would be just enough. Changed.
  6. From 01:27:902 - to 01:29:133 - , since this is the highest difficulty, I prefer to have the full melodic sounds being mapped, like this: https://osu.ppy.sh/ss/9687011 As your wish.
  7. 01:30:594 (90594|2) - I don't really hear a sound here. Delete it instead. Removed.
  8. 02:03:440 - How about adding a note here to make the melodic sound stand out? Didn't I add a note here? One more?

I don't know if I will be modding Hyper and Another, but I hope in this way the popped issue can be resolved and the map itself can be improved. ;)
Many thanks for modding and sorry for wasting your time. :D
Spy
I'm going to give it 7 days from now.
@Litharrale it is your turn now. You know what I said.
Shima Rin
4K:1|2|3|4


[General]
  1. For all diffs, add "kick" to 01:11:594 - and 01:11:902 - .
  2. It may be my fault, but to focus on drums, for all diffs, 00:04:364 - here doesn't need a note.
[Normal]
  1. 00:15:287 (15287|1) - Move to col1 so the stacks on col2 can be nerfed.
  2. 00:55:748 (55748|2) - Just like 00:50:825 (50825|1,50979|1) - , you may move this to col2 so the stacks can give more impact on the kicks.
  3. 01:15:364 (75364|1) - If you are following vocals, this note should be on 01:15:440 - .
  4. 01:18:056 (78056|3,78210|2,78364|1,78517|0,78671|1) - How about these notes? If following vocals things should be like http://osu.ppy.sh/ss/9926883
  5. 01:48:979 - 01:51:440 - I think you need notes here to complete the whole melody line. Also, you did catch similar ones like 01:44:056 (104056|1,106517|3) - , right?
  6. 01:54:210 - Add a note here, just like what you did for 01:56:671 (116671|3) - . It's a part of melody.
[Hyper]
  1. 00:17:902 (17902|2) - Regardless of other diffs, the patterns will be more balanced if this note is on col1 or col2.
  2. 00:29:440 - Compared to 00:29:133 - , it is too weak to put a double note on. Single note here fits better.
  3. 01:00:364 - 01:00:671 - As here are kicks, I think you also need triples for these two lines.
  4. 01:16:825 - Double note here is enough for this diff.
  5. 01:24:056 (84056|0) - Move this to col3 or col4 for balance.
[Another]
  1. 00:28:902 (28902|1) - Since you are into a new bar, I think you may not need this to follow your previous pattern.
  2. 00:30:056 - to 00:38:671 - I don't mean any offense, definitely 1/4 jumps in Another and 1/2 jumps in Hyper makes a good spread.However, stacks in this part make the 1/4 jumps actually harder than expect. For instance, 00:31:594 (31594|3,31671|2,31748|3,31825|2,31979|2,32056|3,32133|2,32210|3) - here the patterns are inclined to right hand, with actually way more pressure on it. And 00:32:825 (32825|3,32902|2,32979|1,33056|2,33133|3,33210|2,33287|1,33364|2,33440|3) - this one may also be questionable to some, to which a good solution may be ctrl+h 00:33:210 (33210|2,33287|1,33364|2) - this pattern and rearrange the following. Anyway, it's a general opinion on this, so the more stacks you can prevent, the better the spread is. Stacks just mean notes stacking on top of each other in the same column, in which questionable ones are usually more than four or five.
  3. 00:36:364 - 00:34:517 - I don't really see any need to double these notes without any drums on them.Single notes are just enough.
  4. 00:39:133 - Single note here should be better representing its volume.
  5. 00:47:517 - I actually hear a sound here.
  6. 00:50:287 (50287|2) - Delete this as you never catch such after this like 00:52:748 - and 00:55:210 - .
  7. 01:43:902 - to 01:58:671 - My opinion for 00:30:056 - to 00:38:671 - also fits here. I do think that by avoiding more stacks the patterns can be much better. Only one thing, you may keep those that are quite noticeable, like 01:52:517 (112517|2,112594|3,112671|2,112748|3,112825|2,112902|3,112979|2,113056|3,113133|2) - this, which stand for the disk sounds. For other stacks not intended to create like 01:51:364 (111364|1,111517|1,111671|1,111825|1) - , you can think of better patterns to replace them.

What's more, you may find someone experienced to also check if notes are correctly snapped to each sound from 00:39:902 - to 00:49:748 - and from 01:14:364 - to 01:19:287 - as a confirmation.

The general patterns in Another might be brought up again by others if I just ignore them. So you may just do your best to try to rearrange them for fewer stacks so as to reduce the gap between it and Hyper. Normal and Hyper are quite solid, on the other hand.
Aurele
when everythings sorted out for the mania diffs, get back to me!
Spy

Tofu1222 wrote:

4K:1|2|3|4


[General]
  1. For all diffs, add "kick" to 01:11:594 - and 01:11:902 - . Added.
  2. It may be my fault, but to focus on drums, for all diffs, 00:04:364 - here doesn't need a note. Removed.
[Normal]
  1. 00:15:287 (15287|1) - Move to col1 so the stacks on col2 can be nerfed. Moved.
  2. 00:55:748 (55748|2) - Just like 00:50:825 (50825|1,50979|1) - , you may move this to col2 so the stacks can give more impact on the kicks. Moved.
  3. 01:15:364 (75364|1) - If you are following vocals, this note should be on 01:15:440 - . Nope, this is not vocal, and I add some notes here so that you may understand what I followed.
  4. 01:18:056 (78056|3,78210|2,78364|1,78517|0,78671|1) - How about these notes? If following vocals things should be like http://osu.ppy.sh/ss/9926883 OK.
  5. 01:48:979 - 01:51:440 - I think you need notes here to complete the whole melody line. Also, you did catch similar ones like 01:44:056 (104056|1,106517|3) - , right? OK then.
  6. 01:54:210 - Add a note here, just like what you did for 01:56:671 (116671|3) - . It's a part of melody. Added
[Hyper]
  1. 00:17:902 (17902|2) - Regardless of other diffs, the patterns will be more balanced if this note is on col1 or col2. Moved.
  2. 00:29:440 - Compared to 00:29:133 - , it is too weak to put a double note on. Single note here fits better. OK then.
  3. 01:00:364 - 01:00:671 - As here are kicks, I think you also need triples for these two lines. Nope, actually I feel it is a little hard here and the triple note included cymbal, other 2 notes are not.
  4. 01:16:825 - Double note here is enough for this diff. Removed.
  5. 01:24:056 (84056|0) - Move this to col3 or col4 for balance. Moved to 4.
[Another]
  1. 00:28:902 (28902|1) - Since you are into a new bar, I think you may not need this to follow your previous pattern. Removed.
  2. 00:30:056 - to 00:38:671 - I don't mean any offense, definitely 1/4 jumps in Another and 1/2 jumps in Hyper makes a good spread.However, stacks in this part make the 1/4 jumps actually harder than expect. For instance, 00:31:594 (31594|3,31671|2,31748|3,31825|2,31979|2,32056|3,32133|2,32210|3) - here the patterns are inclined to right hand, with actually way more pressure on it. And 00:32:825 (32825|3,32902|2,32979|1,33056|2,33133|3,33210|2,33287|1,33364|2,33440|3) - this one may also be questionable to some, to which a good solution may be ctrl+h 00:33:210 (33210|2,33287|1,33364|2) - this pattern and rearrange the following. Anyway, it's a general opinion on this, so the more stacks you can prevent, the better the spread is. Stacks just mean notes stacking on top of each other in the same column, in which questionable ones are usually more than four or five. I have rearrnaged this part, you can check again then.
  3. 00:36:364 - 00:34:517 - I don't really see any need to double these notes without any drums on them.Single notes are just enough. Removed as single notes.
  4. 00:39:133 - Single note here should be better representing its volume. Removed.
  5. 00:47:517 - I actually hear a sound here. OK then. I hope you're not heard vocal here.
  6. 00:50:287 (50287|2) - Delete this as you never catch such after this like 00:52:748 - and 00:55:210 - . Removed.
  7. 01:43:902 - to 01:58:671 - My opinion for 00:30:056 - to 00:38:671 - also fits here. I do think that by avoiding more stacks the patterns can be much better. Only one thing, you may keep those that are quite noticeable, like 01:52:517 (112517|2,112594|3,112671|2,112748|3,112825|2,112902|3,112979|2,113056|3,113133|2) - this, which stand for the disk sounds. For other stacks not intended to create like 01:51:364 (111364|1,111517|1,111671|1,111825|1) - , you can think of better patterns to replace them. Same as above, I rearrenged them, you can check again then.

What's more, you may find someone experienced to also check if notes are correctly snapped to each sound from 00:39:902 - to 00:49:748 - and from 01:14:364 - to 01:19:287 - as a confirmation.

The general patterns in Another might be brought up again by others if I just ignore them. So you may just do your best to try to rearrange them for fewer stacks so as to reduce the gap between it and Hyper. Normal and Hyper are quite solid, on the other hand. Alright, sure, I will check again then.
Thanks for checking! :D
Shima Rin
Recheck.

[Another]
  1. 00:30:056 - to 00:34:671 - As I perceived, on every 1/4 there is at least a hihat sound, so I think you can just do 1/4 jumpstreams for the whole part with doubles on white lines.
  2. 00:32:056 (32056|1,32210|1,32364|1,32517|1,32671|1) - Rearrange to avoid this stack.
  3. 00:39:287 - How about having a double here? The drum is kind heavy.
  4. 00:39:902 - to 00:48:825 - I have no offsense on your idea, but in my opinion, some 1/4 sounds are kinda too weak and unclear so actually I don't suggest you to catch too many. Instead, you may keep a note catch like: https://osu.ppy.sh/ss/9995300 and https://osu.ppy.sh/ss/9995305. Following this you can make all this part into this note catch but arrangements are your choice. This is the safest way I can think that keeps most of this part but actually no ghost note at all.
  5. 00:53:364 (53364|2) - I don't really suggest catching this because you didn't do it on all other parts.
  6. 01:14:364 - to 01:19:287 - The conclusion I get from this part is that it is really messy when the vocals are mixed with the melodies. What I suggest is this: catch vocal in Normal (because they take fewer notes to express) and catch melodies in Hyper and Another. For Hyper you may nerf the Another pattern like triple nerfed to double. But there should not be any misses of the notes in Hyper because this might be considered as an issue of inconsistency note arrangement, and indeed the melodies sound the same generally. Here is the snaps of the melodies I made for you in Another (Patterns are your own choice): https://osu.ppy.sh/ss/9995332, https://osu.ppy.sh/ss/9995339, https://osu.ppy.sh/ss/9995343, and https://osu.ppy.sh/ss/9995346.
  7. 01:32:594 (92594|0) - Delete this so the pattern can focus on melody more.
  8. 01:32:902 (92902|1) - Delete this so the pattern can focus on disk sound more.
  9. 01:33:671 - Add a note for disk sound here. You catch this in Hyper.
  10. 01:45:979 (105979|2) - Ghost note here.
  11. 01:48:748 - Better have a note here for the disk sound.
  12. 01:50:287 (110287|1,110594|1) - Delete them to keep consistent with 01:45:133 (105133|3,105133|2,105210|1,105287|0,105440|3,105440|0,105517|2,105594|1) - .
  13. 01:51:210 (111210|1) - Ghost note here.
  14. 01:55:517 - Add a note here for the melody.
  15. 01:55:979 - Add one here for the disk sound.
  16. 01:56:133 (116133|0) - Ghost note here.
  17. 01:58:133 (118133|1) - ^

Will check other diffs later. This time I used my best effort to help with the snap stuff.
Spy

Tofu1222 wrote:

Recheck.

[Another]
  1. 00:30:056 - to 00:34:671 - As I perceived, on every 1/4 there is at least a hihat sound, so I think you can just do 1/4 jumpstreams for the whole part with doubles on white lines. Added.
  2. 00:32:056 (32056|1,32210|1,32364|1,32517|1,32671|1) - Rearrange to avoid this stack. Rearranged.
  3. 00:39:287 - How about having a double here? The drum is kind heavy. Added.
  4. 00:39:902 - to 00:48:825 - I have no offsense on your idea, but in my opinion, some 1/4 sounds are kinda too weak and unclear so actually I don't suggest you to catch too many. Instead, you may keep a note catch like: https://osu.ppy.sh/ss/9995300 and https://osu.ppy.sh/ss/9995305. Following this you can make all this part into this note catch but arrangements are your choice. This is the safest way I can think that keeps most of this part but actually no ghost note at all. How about this, then?
  5. 00:53:364 (53364|2) - I don't really suggest catching this because you didn't do it on all other parts. Removed.
  6. 01:14:364 - to 01:19:287 - The conclusion I get from this part is that it is really messy when the vocals are mixed with the melodies. What I suggest is this: catch vocal in Normal (because they take fewer notes to express) and catch melodies in Hyper and Another. For Hyper you may nerf the Another pattern like triple nerfed to double. But there should not be any misses of the notes in Hyper because this might be considered as an issue of inconsistency note arrangement, and indeed the melodies sound the same generally. Here is the snaps of the melodies I made for you in Another (Patterns are your own choice): https://osu.ppy.sh/ss/9995332, https://osu.ppy.sh/ss/9995339, https://osu.ppy.sh/ss/9995343, and https://osu.ppy.sh/ss/9995346. Rearranged and removed some notes.
  7. 01:32:594 (92594|0) - Delete this so the pattern can focus on melody more. Removed.
  8. 01:32:902 (92902|1) - Delete this so the pattern can focus on disk sound more. Removed.
  9. 01:33:671 - Add a note for disk sound here. You catch this in Hyper. Added.
  10. 01:45:979 (105979|2) - Ghost note here. Removed.
  11. 01:48:748 - Better have a note here for the disk sound. No, didn't hear anything here.
  12. 01:50:287 (110287|1,110594|1) - Delete them to keep consistent with 01:45:133 (105133|3,105133|2,105210|1,105287|0,105440|3,105440|0,105517|2,105594|1) - . Removed.
  13. 01:51:210 (111210|1) - Ghost note here. Removed.
  14. 01:55:517 - Add a note here for the melody. Added.
  15. 01:55:979 - Add one here for the disk sound. Added.
  16. 01:56:133 (116133|0) - Ghost note here. Removed.
  17. 01:58:133 (118133|1) - ^ Removed.

Will check other diffs later. This time I used my best effort to help with the snap stuff.
Thanks for patience and rechecking! :D
Shima Rin
[Normal]
  1. 01:14:364 - to 01:19:287 - A good fix for this part (because actually melodies are missing for quite a lot and it is too complex for Normal) is to catch vocals accurately instead. Then add notes on 01:14:517 - 01:15:440 - 01:15:594 - and delete 01:15:364 (75364|1,75748|2,75825|1,76056|2,76133|1,76210|0) - 01:16:364 (76364|2) - . 01:15:902 (75902|0) - You may make this a LN until 01:16:517 - for the reverse cymbal and then add 01:18:979 - to give some emphasis on the final drums.
[Hyper]
  1. 00:50:440 - 00:54:133 - 00:55:364 - 00:59:056 - May have notes on these lines just as what you did in Another
  2. 01:14:364 - to 01:19:287 - First check the Another mods for this part and then apply the same note catch in Hyper.
  3. 01:51:210 (111210|3) - Delete this since you didn't even have it in Another, and actually no sound too.
  4. 02:02:671 - 02:02:979 - You may add notes on white lines to make it not so empty compared to Another.
[Another]
  1. Because you do 1/4 jumps for a whole bar from 00:42:364 - , I suggest you also continue it from 00:43:594 - , which means you can add one on 00:43:825 - .
  2. Besides, 00:45:133 - 00:46:364 - 00:46:671 - 00:46:979 - On these places you may have double notes since you did actually catch some drums as doubles.
  3. 00:48:440 (48440|2) - I think it is a ghost note cuz when playing slowly there is no sound at all. You can delete this and move 00:48:364 (48364|1) - to col3.
  4. 01:15:517 - 01:15:979 - 01:16:287 - 01:17:056 - 01:17:671 - Melody sounds are on these lines but you don't really catch them. I feel that adding notes for them can make your melody line more complete.
  5. 01:14:671 (74671|0,74979|0) - 01:15:594 (75594|3,75902|3,76210|3) - 01:17:133 (77133|3,77440|3,77748|0) - 01:18:133 (78133|0,78440|0,78594|3,78902|1,79210|1) - Here are your notes that don't follow the melodies. I am not sure if you actually wanna express vocals or sth else but I do suggest you have them off if you want to make this part absolutely clear. For the last part I am sure that ghost notes are there.
  6. 01:57:287 (117287|1,117440|1,117594|1,117748|1,117902|1) - Try to rearrange to avoid this.
  7. Nice fix for kiai and for the first part mentioned. The middle part needs a bit more work but overall this diff is much better.

每个diff最主要的问题还是在中间那段 先把Another修好 Hyper跟Another一样 Normal抓人声 这样就几乎没什么问题了。争取下一次泡!
Spy

Tofu1222 wrote:

[Normal]
  1. 01:14:364 - to 01:19:287 - A good fix for this part (because actually melodies are missing for quite a lot and it is too complex for Normal) is to catch vocals accurately instead. Then add notes on 01:14:517 - 01:15:440 - 01:15:594 - and delete 01:15:364 (75364|1,75748|2,75825|1,76056|2,76133|1,76210|0) - 01:16:364 (76364|2) - . 01:15:902 (75902|0) - You may make this a LN until 01:16:517 - Sorry, nope. for the reverse cymbal and then add 01:18:979 - to give some emphasis on the final drums. Same, I don't think this is necessary. Other parts are fixed.
[Hyper]
  1. 00:50:440 - 00:54:133 - 00:55:364 - 00:59:056 - May have notes on these lines just as what you did in Another Added.
  2. 01:14:364 - to 01:19:287 - First check the Another mods for this part and then apply the same note catch in Hyper. Added.
  3. 01:51:210 (111210|3) - Delete this since you didn't even have it in Another, and actually no sound too. Removed.
  4. 02:02:671 - 02:02:979 - You may add notes on white lines to make it not so empty compared to Another. Added.
[Another]
  1. Because you do 1/4 jumps for a whole bar from 00:42:364 - , I suggest you also continue it from 00:43:594 - , which means you can add one on 00:43:825 - . Added.
  2. Besides, 00:45:133 - 00:46:364 - 00:46:671 - 00:46:979 - On these places you may have double notes since you did actually catch some drums as doubles. Added.
  3. 00:48:440 (48440|2) - I think it is a ghost note cuz when playing slowly there is no sound at all. You can delete this and move 00:48:364 (48364|1) - to col3. Removed and moved.
  4. 01:15:517 - 01:15:979 - 01:16:287 - 01:17:056 - 01:17:671 - Melody sounds are on these lines but you don't really catch them. I feel that adding notes for them can make your melody line more complete. Added.
  5. 01:14:671 (74671|0,74979|0) - 01:15:594 (75594|3,75902|3,76210|3) - 01:17:133 (77133|3,77440|3,77748|0) - 01:18:133 (78133|0,78440|0,78594|3,78902|1,79210|1) - Here are your notes that don't follow the melodies. I am not sure if you actually wanna express vocals or sth else but I do suggest you have them off if you want to make this part absolutely clear. For the last part I am sure that ghost notes are there. Removed, with Hyper.
  6. 01:57:287 (117287|1,117440|1,117594|1,117748|1,117902|1) - Try to rearrange to avoid this. Rearranged.
  7. Nice fix for kiai and for the first part mentioned. The middle part needs a bit more work but overall this diff is much better.

每个diff最主要的问题还是在中间那段 先把Another修好 Hyper跟Another一样 Normal抓人声 这样就几乎没什么问题了。争取下一次泡!
感謝recheck :D
Shima Rin
Great fix. I have no more concerns with them. Let's give this a go. Bubbled!
Lumenite-
kazu compromised with me on his usage of 1/6 in the top diff, so i think there's no reason to invoke this from going any further

grats
Cloudchaser
c o n g r a t u l a s
Topic Starter
-Kazu-
;w;
Kamikaze
Why are normal hitsounds soft-hitnormals and why are they so quiet? I've played the mania diffs and while I can hear other hitsounds fine, the hitnormals are pretty inaudible, they're barely hearable in the intro and past that you hear absolutely nothing.
Protastic101
Agreed with Kami. The hitsounds are too quiet to be heard which leads to very little to no feedback for the player which is unacceptable as all hitsounds must be audible in some way. You might be able to use something like this https://prot.s-ul.eu/ePyuSAWL or https://prot.s-ul.eu/FGhHdX9N , but you should probably increase the green line volume to 60% or so anyways.

Feel free to ask me to requalify after the volume's been fixed.
Topic Starter
-Kazu-
Spy told me to just delete the hitsound and reupload, I wonder if that's okay but I guess I need to point that out
EDIT: also set the volumes for mania diffs to 60%, and Spy didn't really like the hitsounds you offered us, sorry ;w;
Protastic101
requalified
Topic Starter
-Kazu-

Protastic101 wrote:

requalified
Thank you very much!~
Stefan
holy crap, it's qualified

TWC'16 flashbacks
Topic Starter
-Kazu-

Stefan wrote:

holy crap, it's qualified

TWC'16 flashbacks
You just open the wound ;_; you didn't add my little child to the compilation back then </3
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