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Primary - in the Garden [OsuMania]

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Topic Starter
Mat
Updated Raikas hard waiting on Julies hard
Julie
For the guitar part at 1:25:00 + decide to just keep it consistent instead of making the 1/2 stream longer, just making a 6 notes 1/2 trills then 2 1/4.

01:41:690 - Not too sure what's the idea behind the omission of this note here (probably light drums?) but if you want to omit that I'd suggest you to omit 01:48:118 (108118|0) - this too for consistency
or you can add a note on 01:41:824 - for a 1/2 vocal swing, similarly to 01:48:118 (108118|0) - but I guess you're going for instrumentals so this might be a stretch
Is not for the drum, I can't hear a light drum, is mainly for the piano, just most of the piano sound does end up on the drum sound except for this part xD. But yeah deleted 01:48:118 (108118|0) - and this sound 01:41:824 - is way too low xD. Moved this 01:47:850 (107850|3) - to first colum

03:19:458 (199458|3,199725|1) - You might want to fill in the 1/2 gap here, also, I think that it'd fit better if you did 3131424242{43} starting from 03:19:458 (199458|2) - just to retain the trill idea for the guitar I like the idea that it differentiate with the guitar trills, but adding a notes there hmm...To be honest, these drum 03:19:725 (199725|1,199859|2) - are so loud that player can hear it clearly that the drum stream start at 03:19:725 - , so I'd like to keep the starting stream at 03:19:725 - . I don't hear any drum at 03:19:591 - .


03:36:868 (216868|3) - Think this should be on column 2 as it's lower pitched than 03:36:466 (216466|2,217404|2) - There you go http://puu.sh/sarZJ/b1810ae9d7.jpg, fixed the C6 and A#5 column owo

Everything else is fix~

After a year of waiting for Julie's update
osu file format v14

[General]
AudioFilename: -Primary-yuiko-in the Garden-------.mp3
AudioLeadIn: 0
PreviewTime: 128475
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
SpecialStyle: 0
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[Editor]
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BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:in the Garden
TitleUnicode:in the Garden
Artist:Primary
ArtistUnicode:Primary
Creator:Mat
Version:Julie's 4K Hard
Source:
Tags:From GardeN yuiko yuikonnu meis clauson laughingcomet Julie LordRaika Hydria
BeatmapID:1002180
BeatmapSetID:361117

[Difficulty]
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[Events]
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Puyi
Awesome map :)
Aphelion-
Revive this. I love this map so bad
Shionia-Chan
such a nice map
Sandalphon
As request
[General]

hmm... i'm quite sure using piano keysound that's as same as the music itself is not allow (according to this dq p/6010422), you might want to remove the keysound in order for me to icon this map or if you have a better solution, pls let me know

And i cant understand why you set the hitsound volume so random at each section

metadata looks fine http://primary-yuiko.com/11th_album/From_GardeN/

[Hydria's 7K Easy]
00:50:931 (50931|1) - suggest delete this note as the drum start to fade in from 00:50:797 - unlike the previous part, add notes at 00:50:797 - and 00:51:065 - for the drum
00:55:350 - since you can easily notice that the overall intensity is slowly building up from here, maybe try to use some pattern thats different with the previous part (00:52:136 - ). My suggestion is to do a 1/2 jack after each crash sound, to show the player the changing intensity img
02:01:645 - same as my previous mod
02:47:850 - try to follow the piano instead of just leave it blank i think (same as the ending
[4K Easy]
00:15:975 - maybe its not a good idea to use too much 1/2 (when the bpm is quite high, 224) for a EZ diff, using 1/1 trills is also good for drum roll sound imo, something like this img
01:37:002 - suggest you delete this note as most of the note here are focusing on the drum (here 01:35:529 - to 01:36:600 - ) and the drum itself stop at 01:36:868 - , adding note for guitar sound all of a sudden will just confuse player (or just move that note to 01:36:734 -
02:34:993 - i dont think the timing for some LN are correct in this section. For example, the guitar pitch is changed at 02:35:797 - but you used a new Ln at 02:35:663 - before that change, the correct snap imo should be somth like img. On the other hand, using 1/2 LN can be hard for EZ player, change them to normal note perhaps
02:39:815 - quite this LN should end at 02:40:083 - , same as 02:40:216 - , end at 02:40:484 -
02:51:466 (171466|0) - 02:57:895 (177895|1) - hmm... maybe try to focus on one sound only (in this case is the piano and ignore the piano) since this part is quite clam
[Julie's 7K Normal]
00:51:333 - the drum roll sounds different to each others, maybe its better to separate them instead of using one stair, my suggestion img
01:13:833 - CTRL+H the stair? bit too much right to left


Will continues the rest soon tmr
Topic Starter
Mat
mod

YaHao wrote:

As request
[General]

hmm... i'm quite sure using piano keysound that's as same as the music itself is not allow (according to this dq p/6010422), you might want to remove the keysound in order for me to icon this map or if you have a better solution, pls let me know

And i cant understand why you set the hitsound volume so random at each section

metadata looks fine http://primary-yuiko.com/11th_album/From_GardeN/

[Hydria's 7K Easy]
00:50:931 (50931|1) - suggest delete this note as the drum start to fade in from 00:50:797 - unlike the previous part, add notes at 00:50:797 - and 00:51:065 - for the drum
00:55:350 - since you can easily notice that the overall intensity is slowly building up from here, maybe try to use some pattern thats different with the previous part (00:52:136 - ). My suggestion is to do a 1/2 jack after each crash sound, to show the player the changing intensity img
02:01:645 - same as my previous mod
02:47:850 - try to follow the piano instead of just leave it blank i think (same as the ending
[4K Easy]
00:15:975 - maybe its not a good idea to use too much 1/2 (when the bpm is quite high, 224) for a EZ diff, using 1/1 trills is also good for drum roll sound imo, something like this img
01:37:002 - suggest you delete this note as most of the note here are focusing on the drum (here 01:35:529 - to 01:36:600 - ) and the drum itself stop at 01:36:868 - , adding note for guitar sound all of a sudden will just confuse player (or just move that note to 01:36:734 -
02:34:993 - i dont think the timing for some LN are correct in this section. For example, the guitar pitch is changed at 02:35:797 - but you used a new Ln at 02:35:663 - before that change, the correct snap imo should be somth like img. On the other hand, using 1/2 LN can be hard for EZ player, change them to normal note perhaps
02:39:815 - quite this LN should end at 02:40:083 - , same as 02:40:216 - , end at 02:40:484 -
02:51:466 (171466|0) - 02:57:895 (177895|1) - hmm... maybe try to focus on one sound only (in this case is the piano and ignore the piano) since this part is quite clam
[Julie's 7K Normal]
00:51:333 - the drum roll sounds different to each others, maybe its better to separate them instead of using one stair, my suggestion img
01:13:833 - CTRL+H the stair? bit too much right to left


Will continues the rest soon tmr

Thanks for mod! i will look into all the changes you suggested soon!

As for the keysounds the piano in the song is not the same as the hitsound piano just similar.
you can clearly hear the feedback when pressing too late or too early as the hitsounds are already really loud.
The issue with Julie map you linked was that her hitsound volume was way lower then the actual song so she changed to higher and said:
"on higher diff, missing will either hear another hitsound from hitting the wrong one, or hearing the piano itself in a lower volume." -Julie
i feel also applies to in the garden because the hitsounds are almost max volume which was the fix for rank in the map you referred to in your comment.
Topic Starter
Mat

YaHao wrote:

[4K Easy]
00:15:975 - maybe its not a good idea to use too much 1/2 (when the bpm is quite high, 224) for a EZ diff, using 1/1 trills is also good for drum roll sound imo, something like this img
01:37:002 - suggest you delete this note as most of the note here are focusing on the drum (here 01:35:529 - to 01:36:600 - ) and the drum itself stop at 01:36:868 - , adding note for guitar sound all of a sudden will just confuse player (or just move that note to 01:36:734 -
02:34:993 - i dont think the timing for some LN are correct in this section. For example, the guitar pitch is changed at 02:35:797 - but you used a new Ln at 02:35:663 - before that change, the correct snap imo should be somth like img. On the other hand, using 1/2 LN can be hard for EZ player, change them to normal note perhaps
02:39:815 - quite this LN should end at 02:40:083 - , same as 02:40:216 - , end at 02:40:484 -
02:51:466 (171466|0) - 02:57:895 (177895|1) - hmm... maybe try to focus on one sound only (in this case is the piano and ignore the piano) since this part is quite clam
☒ 00:15:975 I will keep the 1/2 because they are very very easy patterns and single notes are not too hard to hit at this level with these patterns as proved with low level tests

☒ 01:37:002 is a drum sound here but not as loud as the kick its just a tom sound would like to keep this here. unless its REALLY not wanted

☑ 02:34:993 FIXED all LN should be perfect now and alot easier to play :) some of the LNs that sound changes slightly at end i kept the LN going for ease of play since there is actually sound. but the ones that are really easy to hear the break i added a 1/2 break.

☒ 02:51:466 this part is low and high piano if i remove one it would be really boring to play and its still calm and easy to play with having both piano pitches mapped would seem really silly not to map both since its just the same piano anyways .
Topic Starter
Mat

YaHao wrote:

[Hydria's 7K Easy]
00:50:931 (50931|1) - suggest delete this note as the drum start to fade in from 00:50:797 - unlike the previous part, add notes at 00:50:797 - and 00:51:065 - for the drum
00:55:350 - since you can easily notice that the overall intensity is slowly building up from here, maybe try to use some pattern thats different with the previous part (00:52:136 - ). My suggestion is to do a 1/2 jack after each crash sound, to show the player the changing intensity img
02:01:645 - same as my previous mod
02:47:850 - try to follow the piano instead of just leave it blank i think (same as the ending
☒ 00:50:931 (50931|1) - This makes more sense to keep the kicks mapped instead of the symbol all the way through the section and to me the kicks are louder then the other sounds anyways so seems strange to add in 2 notes that are quieter and delete the louder ones

☑ 00:55:350 - Changed added jacks
☑ 02:01:645 - Changed added jacks and different patterns
☑ 02:47:850 - mapped missing section with easy to follow mostly pitch relevant single notes to the piano also adjusted all hitsounds to match here
LordRaika

YaHao wrote:

[General]hmm... i'm quite sure using piano keysound that's as same as the music itself is not allow (according to this dq p/6010422), you might want to remove the keysound in order for me to icon this map or if you have a better solution, pls let me know

The hitsound is different because it has the 'piano hammer' sound actually.
(the hammer is so loud that i can't say its blending)
'Remove the hitsound' is the worst solution ever, deleting all the works like it was nothing......

ofc there is a better solution, like replacing/overwriting/updating the hitsound with other 'type' of sound.
Like 'musical box' type piano, 'celestial grand piano', or even 'acoustic guitar' the thing is... will it fits the song or sounds good?
(That will be the last resort if necessary, since it will takes quite lots of efforts to do so.)





And i cant understand why you set the hitsound volume so random at each section
*facepalm*
isn't it obvious why people using different percentage of volume?
"to scale down the audio's dB(decibel) of the main song and hitsound altogether like intended
not every section has the same overall dB"
Julie

YaHao wrote:

[Julie's 7K Normal]
00:51:333 - the drum roll sounds different to each others, maybe its better to separate them instead of using one stair, my suggestion img The suggestion is contradicting what you say xD, but I'll keep it a stairs, easier for this level to read and hit, and also the drum go quite fast, was kinda how player will feel the volume of the drum, high to low. Even if in slow-mo those last few drum aren't going lower volume but same drum. Trying to fit something while being an easier pattern to start with for Normal level.
01:13:833 - CTRL+H the stair? bit too much right to left Sure but changed a bit, did it here too 00:56:958 - , 01:04:190 - , 01:10:618 -, 01:17:047 - , 02:07:672 - , 02:14:904 - , 02:18:118 - , 02:21:333 - , 02:27:761 - , 02:30:975 - , 03:06:333 -, 03:09:547 -
Thanks for the mod xD.

update owo
osu file format v14

[General]
AudioFilename: -Primary-yuiko-in the Garden-------.mp3
AudioLeadIn: 0
PreviewTime: 128475
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 13565,26422,39279,52136,58565,71422,84279,97136,109993,122850,129279,142136,154993,167850,169190,171065,172672,177493,179100,180708,193565,206422
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:in the Garden
TitleUnicode:in the Garden
Artist:Primary
ArtistUnicode:Primary
Creator:Mat
Version:Julie's 7K Normal
Source:
Tags:From GardeN yuiko yuikonnu meis clauson laughingcomet Julie LordRaika Hydria
BeatmapID:1037667
BeatmapSetID:361117

[Difficulty]
HPDrainRate:8.7
CircleSize:7
OverallDifficulty:8
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

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

[TimingPoints]
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Topic Starter
Mat

Julie wrote:

YaHao wrote:

[Julie's 7K Normal]
00:51:333 - the drum roll sounds different to each others, maybe its better to separate them instead of using one stair, my suggestion img The suggestion is contradicting what you say xD, but I'll keep it a stairs, easier for this level to read and hit, and also the drum go quite fast, was kinda how player will feel the volume of the drum, high to low. Even if in slow-mo those last few drum aren't going lower volume but same drum. Trying to fit something while being an easier pattern to start with for Normal level.
01:13:833 - CTRL+H the stair? bit too much right to left Sure but changed a bit, did it here too 00:56:958 - , 01:04:190 - , 01:10:618 -, 01:17:047 - , 02:07:672 - , 02:14:904 - , 02:18:118 - , 02:21:333 - , 02:27:761 - , 02:30:975 - , 03:06:333 -, 03:09:547 -
Thanks for the mod xD.

update owo
osu file format v14

[General]
AudioFilename: -Primary-yuiko-in the Garden-------.mp3
AudioLeadIn: 0
PreviewTime: 128475
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:in the Garden
TitleUnicode:in the Garden
Artist:Primary
ArtistUnicode:Primary
Creator:Mat
Version:Julie's 7K Normal
Source:
Tags:From GardeN yuiko yuikonnu meis clauson laughingcomet Julie LordRaika Hydria
BeatmapID:1037667
BeatmapSetID:361117

[Difficulty]
HPDrainRate:8.7
CircleSize:7
OverallDifficulty:8
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
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0,0,"animegarden.png",0,0
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//Storyboard Sound Samples

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109,192,204011,1,0,0:0:0:0:
109,192,204279,1,0,0:0:0:0:
109,192,204547,1,0,0:0:0:0:
182,192,204815,1,0,0:0:0:0:
402,192,204815,1,0,0:0:0:0:
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256,192,205618,1,0,0:0:0:70:LR_Drum Hit Clap Sn.wav
402,192,205618,1,0,0:0:0:0:
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402,192,206154,1,0,0:0:0:0:
329,192,206422,1,0,0:0:0:70:A#6S_Bb6S.wav
36,192,206422,1,4,0:0:0:0:
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329,192,214859,1,0,0:0:0:70:F6S.wav
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182,192,216065,1,0,0:0:0:70:F4S.wav
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36,192,216734,1,0,0:0:0:70:F5S.wav
329,192,216868,1,0,0:0:0:70:A#5S_Bb5S.wav
36,192,217136,1,0,0:0:0:70:F5S.wav
402,192,217404,1,0,0:0:0:70:C6S.wav
182,192,217672,128,0,220886:0:0:0:70:A#4S_Bb4S.wav
329,192,217672,128,0,220886:0:0:0:70:A#5S_Bb5S.wav
Applied changes thanks <3
Sandalphon
I'm fine with any, an explanation is all i'm asking
Sandalphon
[Julie's 4K Hard]
01:25:216 (85216|1,85484|1) - Dont think these 2 are guitar, delete perhaps
02:03:922 (123922|1,124056|2,124190|1,124324|2) - CTRL+H this? too add some varies
[LordRaika's 7K Hard]
03:00:172 (180172|6,180306|6) - Separate them since they not same pitch, kinda weird to hit this jack
03:13:565 - where are the noodles, if you dont want to use the same pattern twice, then i suggest switch the normal note pattern(03:13:565 - ) with the LN pattern(01:24:279 - ) as LN usually harder than normal note and its reasonable for last kiai part to have the most intense pattern
[4K Insane]
00:27:225 (27225|1,27225|2,27225|3,27493|0,27493|3,27493|1) - using triple for piano like this is too much, because you can definitely tell the difference between this 00:27:225 - and this 00:28:029 - , suggest change them to double and leave the triple for 00:28:029 - (same apply to some triple thats after)
02:34:993 - You might want to rework some of the LN from here, just like the mod i made for 4K Easy
03:31:478 (211478|1,211511|2,211545|3) - Quite sure those should be 1/6
03:34:324 (214324|0,214357|1) - personally i will say change them to 1/6 like the rest of the notes for playability as its hard to tell the actual snap. You can also discuss this with LordRaika since he use 1/6+1/8

Not problem found for the rest of the diff
Topic Starter
Mat
[4K Insane]
00:27:225 (27225|1,27225|2,27225|3,27493|0,27493|3,27493|1) - using triple for piano like this is too much, because you can definitely tell the difference between this 00:27:225 - and this 00:28:029 - , suggest change them to double and leave the triple for 00:28:029 - (same apply to some triple thats after)
02:34:993 - You might want to rework some of the LN from here, just like the mod i made for 4K Easy
03:31:478 (211478|1,211511|2,211545|3) - Quite sure those should be 1/6
03:34:324 (214324|0,214357|1) - personally i will say change them to 1/6 like the rest of the notes for playability as its hard to tell the actual snap. You can also discuss this with LordRaika since he use 1/6+1/8
☒ 00:27:225 - I have already discussed this with evening and blocko in mods a while back ill just make it abit easier to understand but feel free to look back at those mods too :)
i really want to use tripple here because the layering is:

( 1 ) singles: guitar
(+1) doubles: heavier guitar strums
(+1) tripples: piano

so the tripples are piano+ guitar strum if the louder piano was +1 again for emphasis then it would end up as a quad which are not good :/

☑ 02:34:993 - reworked the full section here much more accurate sounds and plays well

☑ 03:31:478 (211478|1,211511|2,211545|3) - they are actually ment to be 1/4 i changed them plays better now also changed abit of this sections to make it more fun to play as in not all 1/6ths are just 123 anymore

☒ 03:34:324 (214324|0,214357|1) - there is a clear guitar sound starting on 03:34:324 - so with 1/6 snap it plays the same as with 1/8 anyways but just feels off because if you slow the song down you can hear the guitar hit twice but the first has a flick on it also raika heard the same

Thanks for checking again <3
Protastic101
aaaaaaa

General


  1. Might increase HP of 4K Insane to 8.3 to 8.5 or so cause there's a lot of constant 1/2 jumps that could be mashed through with a lower HP.
  2. Similar thing for Julie's 4K Hard. I'd increase HP to around 7.7 cause the 1/2 jumpstreams at 224 BPM can easily drain a player and lead to mashing if the HP is as low as it is now.
  3. HP of Comet's Normal should probs be increased a bit to 7 or around there cause 6.8 is very forgiving for the player, so they never have to properly learn how to play the map in order to pass it because the HP just lets them get away with it.
  4. Uh, OD/HP values for Julie's Normal be like
  5. Lastly, for the 4K easy, I would increase HP to 6.8 or so, similar to Hydria's Easy cause you want to be forgiving to the player for any misses and mistakes they might accidentally make, but you also don't want them to be able to miss an entire section of notes and still pass.
  6. Can you point out to me where the soft-hit/normal-hits/drum-hits are used?


4K Diffs


[Insane]
00:02:047 (2047|2,2315|1) - I'd control H this for pitch

00:03:654 (3654|2,3922|3) - Move to 4 and 2 respectively, same reason as above

00:04:725 (4725|3) - move to 2, same pitch as 00:04:324 (4324|1) -

00:07:940 (7940|1,11891|0) - I would extend this to 00:13:297 - and have 00:11:924 (11924|1) - end on 00:12:895 - instead as I think it's easier to play this way when the release is on the index rather than the middle

00:13:565 (13565|1,13833|1,14100|1,14368|1) - Kind of a long and unnecessary stack that creates a slight left hand bias. I'd try to arrange it to be more even instead, like this https://osu.ppy.sh/ss/9012203

00:18:654 (18654|2,18922|2,19190|2) - Not as bad as the first stack I mentioned, but the direction turn is unnecessary imo and would be better if it were kept to two notes or less as a stack https://osu.ppy.sh/ss/9012214

00:22:672 (22672|3,22672|2,22806|1,22806|2,22940|1,22940|0) - Why leave these unstacked when 00:16:243 (16243|2,16243|3,16377|2,16377|3) - is the same?

00:23:475 (23475|2,23743|2,24011|2,24279|2) - Ahhhh, the stacks. This is putting all the strain on the right hand even if the overall density is equal because the right hand has all the moving lines whereas the left hand is just chords
00:24:681 (24681|2,24949|2,25216|2,25484|2) - ^

00:26:422 (26422|3) - Is this meant to be using the drum sampleset? Hearing the default seems out of place considering everything else is custom hitsounds
00:45:708 (45708|0) - ^

00:34:993 (34993|1,35261|2,35261|1) - Think it might be better to control H here so the OH trill at 00:34:859 (34859|0,34993|1,35127|0,35261|1) - is made two handed instead.

00:45:708 - Add a triple for the crash?
00:52:136 - ^ Crashes tend to be more emphasized than snares which are also mapped as triples here, which is why Im pointing them out cause it seems odd to have crashes be mapped with a lower chord density than the snares.

00:54:279 (54279|1,54413|0,54547|1,54681|0,54815|1) - OH trill be like :thinking:

00:55:083 (55083|2,55350|2,55618|2,55886|2,56154|2,56422|2) - https://osu.ppy.sh/ss/9012283 w e w

00:58:565 (58565|1,58833|1,59100|1,59368|1,59636|1) - 01:00:038 (60038|1,60306|1,60574|1,60841|1) - 01:03:520 (63520|1,63788|1,64056|1) - and then on the right hand: 01:05:127 (65127|2,65395|2,65663|2) - 01:06:466 (66466|2,66734|2,67002|2,67270|2) - 01:08:475 (68475|2,68743|2,69011|2,69279|2) - 01:09:681 (69681|2,69949|2,70216|2,70484|2) - 01:11:556 (71556|2,71824|2,72091|2) - 01:13:163 (73163|2,73431|2,73699|2) - , then back to the left hand 01:14:770 (74770|1,75038|1,75306|1) - 01:16:109 (76109|1,76377|1,76645|1,76913|1) - and right hand again 01:21:333 (81333|2,81600|2,81868|2,82136|2) - 01:22:538 (82538|2,82806|2,83074|2,83341|2) - so uh. Yeah, col 2 and 3 are pretty rip and unevenly balanced,
so you might wanna do something about that cause it currently plays with a very noticeable hand bias.

01:31:779 (91779|2,91779|1) - Does this really need to be a jump? I mean, it's just a hihat and nothing else. You could argue that it's a jump cause it's hihat + piano, but there's no piano hitsound on it either so :thinking:

02:06:600 (126600|1,126734|0,126868|1) - Might flip these notes so that it goes [13][2][134] which I think is easier to hit due to the fact that the notes coming into it are a simple roll rather than having a disconnect like the current pattern does. Something like this maybe https://osu.ppy.sh/ss/9012368

02:09:279 - Hand balance stuff

02:34:993 - I think the guitar is a bit wrong here. There's a lot of quick releases and reholds on the same pitch, like at 02:35:127 - 02:35:395 - are both the same pitch in guitar, as are 02:36:065 - and 02:36:333 - . You can hear it more clearly at 02:38:208 - though, so it'd look like this https://osu.ppy.sh/ss/9012443

02:49:190 (169190|1,169458|2) - Might stack these two notes on top of each other cause they're the same pitch

03:37:672 (217672|0,217672|1,217672|2) - Think it might be better to cut off these three LNs at 03:41:690 - where the sound truly fades into silence


[Julie's Hard]
00:15:172 - Already mentioned this to Mat in his diff, but the direction turns here are a bit restricting with the player's hand movement because they're never allowed to gather momentum and get into a comfort zone as the pattern is constantly straining col 2 and 3. Instead, I would do something with a bit more balance like this https://osu.ppy.sh/ss/9012498

00:19:725 (19725|1) - Might make this a 1/1 LN to better bridge the sudden break in flow (1/2 base rhythm to a change to 1/1)

00:25:350 (25350|1,25484|2,25618|3,25618|1,25752|2,25886|1) - Feels very right hand heavy imo. I might try to spread it out like this https://osu.ppy.sh/ss/9012533

00:29:636 (29636|1,30440|1) - I wouldn't stack these cause they're different pitches (first note is is higher)
00:38:743 (38743|3,39279|3) - Same thing as above cause different pitches, so stacking them is a bit misleading to the player who might assume the piano there would be the same when it's not :/
00:43:565 (43565|1,44100|1) - ^

00:57:091 (57091|2,57225|1,57359|0,57493|1,57627|2) - I think that this strains the left hand a bit more than the right cause of the larger spacing between notes in the right col vs left col. Might try this to balance it out instead https://osu.ppy.sh/ss/9012549

01:00:708 (60708|1,60841|2,60975|1,60975|3,61109|2,61243|1) - Generally not a fan of these kinds of patterns due to the clear hand bias, so I might try to spread it out instead, like so https://osu.ppy.sh/ss/9012558

01:01:511 (61511|2,61645|1,61779|0,61913|1,62047|2,62181|3,62315|2,62449|1,62583|0,62716|1,62850|2) - stairs *sad life*

01:02:850 (62850|2,63118|2,63386|2,63654|2,63922|2) - Long stack

01:04:725 (64725|3) - I'd recommend here the same thing as at 00:19:725 (19725|1) -

01:09:815 (69815|2,69949|1,70083|2,70216|1,70350|2,70484|1) - Don't think the trill is really necessary in the music. There's no alternating sound, and the pattern just feels repetitive more than anything tbh cause you're playing the same thing for two beats :/

01:15:975 (75975|1,76243|1,76511|1,76779|1) - Another stack wee

01:35:931 - Might be nice to add another note here in 4 for the kick

02:01:779 (121779|1,122047|1,122315|1) - I think the stack leans a bit too heavily on the left hand. Might try to put equal amounts of notes in both hands to ensure balance.

02:03:922 (123922|1,124056|2,124190|1,124324|2) - I'd control H this for a little bit of variation, cause as is, it looks like it was simply copy and pasted three times. Sure, the music's the same, but that doesn't mean the pattern needs to be a direct copy.

02:08:475 (128475|3) - I think this is meant to be drum sampleset cause again, defaults sound kind of out of place when everything has been custom hitsounded.

02:10:618 (130618|1,130886|1,131154|1,131422|1) - 02:13:833 (133833|1,134100|1,134368|1,134636|1) - 02:17:047 (137047|1,137315|1,137583|1,137850|1) - Ok, so actually, it looks like you really did just control c + p a good portion of this kiai because I set bookmarks at 02:09:547 - 02:12:761 - 02:15:975 - , and switching back and forth between all of them, there is literally no difference in the note placement. None at all https://osu.ppy.sh/ss/9012588 http://puu.sh/xr4hS.jpg https://puu.sh/xr4iq.jpg . This is lazy no offense, there's no pattern variation whatsoever because all the note placements are the exact same. The player could literally close their eyes and play just by feel alone because that's how often this is repeated.

Im just not going to mod the rest of this diff because whatever I said in the beginning applies elsewhere since it's the same thing.

I love this song, it's beautiful and everything, but this map is not ready, just from looking at the top two 4K diffs. It's definitely going to need some work and maybe a bit more effort.
Topic Starter
Mat
Well this will be rough so ima get on with it

Protastic101 wrote:

[box=aaaaaaa]

General



First about the HP ,any HP change that isnt more then 0.5 is not noticeable unless above ~hp9 and you can pass any of these patterns manipping anyway on literally any of the diffs so its kinda pointless to change by small amounts becasue if they start spamming they will pass regardless if the hp is .5 higher.
  1. Might increase HP of 4K Insane to 8.3 to 8.5 or so cause there's a lot of constant 1/2 jumps that could be mashed through with a lower HP. sure ill up it abit to 8.3
  2. Similar thing for Julie's 4K Hard. I'd increase HP to around 7.7 cause the 1/2 jumpstreams at 224 BPM can easily drain a player and lead to mashing if the HP is as low as it is now. HP is fine here but ill up to 7.6 but this is only 2.5 stars
  3. HP of Comet's Normal should probs be increased a bit to 7 or around there cause 6.8 is very forgiving for the player, so they never have to properly learn how to play the map in order to pass it because the HP just lets them get away with it. ill up hp to 7 here again same thing tho
  4. Uh, OD/HP values for Julie's Normal be like now sure why its like this didnt use to be changed
  5. Lastly, for the 4K easy, I would increase HP to 6.8 or so, similar to Hydria's Easy cause you want to be forgiving to the player for any misses and mistakes they might accidentally make, but you also don't want them to be able to miss an entire section of notes and still pass. upped to 6.6, 1.5star map and ment to be easy
  6. Can you point out to me where the soft-hit/normal-hits/drum-hits are used?
-> c81 samples there is loads of drumhit normals and afew soft hit normals later in riakas dif and others too and normal there is also alot of sections in middle with these.


[notice]

4K Diffs


[Insane]

id like to start of saying not everything has to be 100% pitch perfect its a 4k map only 4 lanes to have more diverse patterns some of the notes are intentionally flipped interms of pitch relevance

00:02:047 (2047|2,2315|1) - I'd control H this for pitch no pitch is right here it goes high > low

00:03:654 (3654|2,3922|3) - Move to 4 and 2 respectively, same reason as above sure

00:04:725 (4725|3) - move to 2, same pitch as 00:04:324 (4324|1) - fine but notes after wont be pitch relevant so its a trade for the same issue ...

00:07:940 (7940|1,11891|0) - I would extend this to 00:13:297 - and have 00:11:924 (11924|1) - end on 00:12:895 - instead as I think it's easier to play this way when the release is on the index rather than the middle ??? wrong timing point maybe but im keeping ln ending as is sound can be heard clearly dropping at the lane 1 ending and the other 2 held for more emphasis then just if 1 is held


////////// This is relevant for the rest of the mod: /////////
im not sure you understand the style of this map. its intentionally mapped to flow really well and easily roll of your fingers and given the speed of the jumpstream; pretty slow for an insane. 3 note anchors are not bad they are actually perfect for this situation 4 note anchors are also quite nice 5 note are still 100% flowing and easy to hit with this diff but these are the only ones to take note of in terms of highlighting them. There isnt really an issue with hand bais for the most part as the anchors switch hands very often and its not all stacked on 1 hand so the overall bais levels out. I shall maybe switch around some of the anchors that are 5+ for now as u can see in the mod below. i will refer to this comment throughout.



00:13:565 (13565|1,13833|1,14100|1,14368|1) - Kind of a long and unnecessary stack that creates a slight left hand bias. I'd try to arrange it to be more even instead, like this https://osu.ppy.sh/ss/9012203 above statement

00:18:654 (18654|2,18922|2,19190|2) - Not as bad as the first stack I mentioned, but the direction turn is unnecessary imo and would be better if it were kept to two notes or less as a stack https://osu.ppy.sh/ss/9012214 above statement

00:22:672 (22672|3,22672|2,22806|1,22806|2,22940|1,22940|0) - Why leave these unstacked when 00:16:243 (16243|2,16243|3,16377|2,16377|3) - is the same? different drums for this one also one later on in 4th kiai they are downward pitching drum hits and others are very similar pitch

00:23:475 (23475|2,23743|2,24011|2,24279|2) - Ahhhh, the stacks. This is putting all the strain on the right hand even if the overall density is equal because the right hand has all the moving lines whereas the left hand is just chords above statement (left hand has stream 1>2 on last anchor anyways so its not all chords
00:24:681 (24681|2,24949|2,25216|2,25484|2) - ^ switched pattern abit here to avoid double 4note anchor back to back on right hand

00:26:422 (26422|3) - Is this meant to be using the drum sampleset? Hearing the default seems out of place considering everything else is custom hitsounds
00:45:708 (45708|0) - ^ Fixed both

00:34:993 (34993|1,35261|2,35261|1) - Think it might be better to control H here so the OH trill at 00:34:859 (34859|0,34993|1,35127|0,35261|1) - is made two handed instead. left hand trill is fine here easier then a 2handed trill for short time

00:45:708 - Add a triple for the crash? that would make a tripple jack if i wanted the 2 first drums to be the same since they are same sound and also the first 2 chords are loud snare(maybe not sure about music terminology) and the last chord is just a crash+kick
00:52:136 - ^ Crashes tend to be more emphasized than snares which are also mapped as triples here, which is why Im pointing them out cause it seems odd to have crashes be mapped with a lower chord density than the snares. ^

00:54:279 (54279|1,54413|0,54547|1,54681|0,54815|1) - OH trill be like :thinking: a nice easy trill? :thonkang:

00:55:083 (55083|2,55350|2,55618|2,55886|2,56154|2,56422|2) - https://osu.ppy.sh/ss/9012283 w e w changed abit but the old pattern played perfectly fine and flowed well anyways... anchors are a pattern and arnt bad in slower stuff weeeeeee

00:58:565 (58565|1,58833|1,59100|1,59368|1,59636|1) - 01:00:038 (60038|1,60306|1,60574|1,60841|1) changed this one- 01:03:520 (63520|1,63788|1,64056|1) - and then on the right hand: 01:05:127 (65127|2,65395|2,65663|2) - 01:06:466 (66466|2,66734|2,67002|2,67270|2) - 01:08:475 (68475|2,68743|2,69011|2,69279|2) - 01:09:681 (69681|2,69949|2,70216|2,70484|2) changed this one- 01:11:556 (71556|2,71824|2,72091|2) - 01:13:163 (73163|2,73431|2,73699|2) - , then back to the left hand 01:14:770 (74770|1,75038|1,75306|1) - 01:16:109 (76109|1,76377|1,76645|1,76913|1) changed this one- and right hand again 01:21:333 (81333|2,81600|2,81868|2,82136|2) - 01:22:538 (82538|2,82806|2,83074|2,83341|2) - so uh. Yeah, col 2 and 3 are pretty rip and unevenly balanced,
so you might wanna do something about that cause it currently plays with a very noticeable hand bias. above statement for the rest and overall no hand bias

01:31:779 (91779|2,91779|1) - Does this really need to be a jump? I mean, it's just a hihat and nothing else. You could argue that it's a jump cause it's hihat + piano, but there's no piano hitsound on it either so :thinking: guitar layering too :) but ye they need to be chords

02:06:600 (126600|1,126734|0,126868|1) - Might flip these notes so that it goes [13][2][134] which I think is easier to hit due to the fact that the notes coming into it are a simple roll rather than having a disconnect like the current pattern does. Something like this maybe https://osu.ppy.sh/ss/9012368
changed this one

02:09:279 - Hand balance stuff changed this 5 note anchor 02:26:154 - 02:29:234 - change this too

02:34:993 - I think the guitar is a bit wrong here. There's a lot of quick releases and reholds on the same pitch, like at 02:35:127 - 02:35:395 - are both the same pitch in guitar, as are 02:36:065 - and 02:36:333 - . You can hear it more clearly at 02:38:208 - though, so it'd look like this https://osu.ppy.sh/ss/9012443 It was wrong but i have updated since from yahaos mod and its alot better now.

02:49:190 (169190|1,169458|2) - Might stack these two notes on top of each other cause they're the same pitch sure

03:37:672 (217672|0,217672|1,217672|2) - Think it might be better to cut off these three LNs at 03:41:690 - where the sound truly fades into silence
sound still carries on after the ln ends as it is now but i cut it where the sound fades quite significantly (if REALLY needed sure but there is still sound so i dont see problem) ears ?
Thanks for mod :)
as for this:
I love this song, it's beautiful and everything, but this map is not ready, just from looking at the top two 4K diffs. It's definitely going to need some work and maybe a bit more effort.
as i said above i dont think you got the grasp of the style that was mapped nice flowing unbroken streams. its had loads of mods alot of testplays been tweaked 100s of times over 2 years >effort and most importantly loads of people enjoy how it flows maybe a few dislike because its easy? but as for the style of patterns its very intentional and overall plays soo smooth (even DT is super smooth to play and possibly rate 2.0 too).

Just because the patterns are nice easy and flowing doesnt make them bad <3
LordRaika

YaHao wrote:

[LordRaika's 7K Hard]
03:00:172 (180172|6,180306|6) - Separate them since they not same pitch, kinda weird to hit this jack



They are actually the same A# pitch, i dont feels like hitting the lower octave sound so i use a mini jack.
Hmm... but it might be good to use the lower one on lower difficulty so i will keep mini jack on 'Insane' and avoid it at 'Hard'




03:13:565 - where are the noodles, if you dont want to use the same pattern twice, then i suggest switch the normal note pattern(03:13:565 - ) with the LN pattern(01:24:279 - ) as LN usually harder than normal note and its reasonable for last kiai part to have the most intense pattern


Thanks for trying to mod this but yes... i simply don't want to use the same pattern.
I will keep those pattern there, still... thanks for the suggestion. ^^'






Update : http://puu.sh/xwjkN.rar(along with the snap)
Topic Starter
Mat

LordRaika wrote:

YaHao wrote:

[LordRaika's 7K Hard]
03:00:172 (180172|6,180306|6) - Separate them since they not same pitch, kinda weird to hit this jack



They are actually the same A# pitch, i dont feels like hitting the lower octave sound so i use a mini jack.
Hmm... but it might be good to use the lower one on lower difficulty so i will keep mini jack on 'Insane' and avoid it at 'Hard'




03:13:565 - where are the noodles, if you dont want to use the same pattern twice, then i suggest switch the normal note pattern(03:13:565 - ) with the LN pattern(01:24:279 - ) as LN usually harder than normal note and its reasonable for last kiai part to have the most intense pattern


Thanks for trying to mod this but yes... i simply don't want to use the same pattern.
I will keep those pattern there, still... thanks for the suggestion. ^^'






Update : http://puu.sh/xwjkN.rar(along with the snap)
Applied changes thanks for responding <3
Julie

YaHao wrote:

[Julie's 4K Hard]
01:25:216 (85216|1,85484|1) - Dont think these 2 are guitar, delete perhaps Fix x3
02:03:922 (123922|1,124056|2,124190|1,124324|2) - CTRL+H this? too add some varies 2nd part is in ctrl+H so keeping the same one the same pattern x3
Thaanks again for the mode :D!!

Protastic101 wrote:

aaaaaaa
[Julie's Hard]
00:15:172 - Already mentioned this to Mat in his diff, but the direction turns here are a bit restricting with the player's hand movement because they're never allowed to gather momentum and get into a comfort zone as the pattern is constantly straining col 2 and 3. Instead, I would do something with a bit more balance like this https://osu.ppy.sh/ss/9012498 I kinda dont like the first same column on 1 and 2 x,x did some workaround

00:19:725 (19725|1) - Might make this a 1/1 LN to better bridge the sudden break in flow (1/2 base rhythm to a change to 1/1) Nah, I was leaving a mini break for the Hard diff, not going to make it an LN.

00:25:350 (25350|1,25484|2,25618|3,25618|1,25752|2,25886|1) - Feels very right hand heavy imo. I might try to spread it out like this https://osu.ppy.sh/ss/9012533

00:29:636 (29636|1,30440|1) - I wouldn't stack these cause they're different pitches (first note is is higher) ]]Uhh those one are always 1 and 3, if you check carefully was trying to not put same color as the double of before and after since is different pitch and is 4k so will end up like that
00:38:743 (38743|3,39279|3) - Same thing as above cause different pitches, so stacking them is a bit misleading to the player who might assume the piano there would be the same when it's not :/ Same reason x.x
00:43:565 (43565|1,44100|1) - ^ Changed some part a bit

00:57:091 (57091|2,57225|1,57359|0,57493|1,57627|2) - I think that this strains the left hand a bit more than the right cause of the larger spacing between notes in the right col vs left col. Might try this to balance it out instead https://osu.ppy.sh/ss/9012549 Ctrl+h the last 2 note

01:00:708 (60708|1,60841|2,60975|1,60975|3,61109|2,61243|1) - Generally not a fan of these kinds of patterns due to the clear hand bias, so I might try to spread it out instead, like so https://osu.ppy.sh/ss/9012558 Fix

01:01:511 (61511|2,61645|1,61779|0,61913|1,62047|2,62181|3,62315|2,62449|1,62583|0,62716|1,62850|2) - stairs *sad life*

01:02:850 (62850|2,63118|2,63386|2,63654|2,63922|2) - Long stack fix

01:04:725 (64725|3) - I'd recommend here the same thing as at 00:19:725 (19725|1) - Nah, same reason

01:09:815 (69815|2,69949|1,70083|2,70216|1,70350|2,70484|1) - Don't think the trill is really necessary in the music. There's no alternating sound, and the pattern just feels repetitive more than anything tbh cause you're playing the same thing for two beats :/ Hmm I dont see a trill here, except the mini 3 at the begining, but lacking of space for always having a 2-1-1-2, etc.

01:15:975 (75975|1,76243|1,76511|1,76779|1) - Another stack wee Fix

01:35:931 - Might be nice to add another note here in 4 for the kick Not a bad point, but would like to mostly focus on the guitar herem and that those finger only play for the guitar.

02:01:779 (121779|1,122047|1,122315|1) - I think the stack leans a bit too heavily on the left hand. Might try to put equal amounts of notes in both hands to ensure balance. Fixed a bit

02:03:922 (123922|1,124056|2,124190|1,124324|2) - I'd control H this for a little bit of variation, cause as is, it looks like it was simply copy and pasted three times. Sure, the music's the same, but that doesn't mean the pattern needs to be a direct copy. That's the point same drum, the part after is a ctrlh

02:08:475 (128475|3) - I think this is meant to be drum sampleset cause again, defaults sound kind of out of place when everything has been custom hitsounded. Made clap to clap_sn

02:10:618 (130618|1,130886|1,131154|1,131422|1) - 02:13:833 (133833|1,134100|1,134368|1,134636|1) - 02:17:047 (137047|1,137315|1,137583|1,137850|1) - Ok, so actually, it looks like you really did just control c + p a good portion of this kiai because I set bookmarks at 02:09:547 - 02:12:761 - 02:15:975 - , and switching back and forth between all of them, there is literally no difference in the note placement. None at all https://osu.ppy.sh/ss/9012588 http://puu.sh/xr4hS.jpg https://puu.sh/xr4iq.jpg . This is lazy no offense, there's no pattern variation whatsoever because all the note placements are the exact same. The player could literally close their eyes and play just by feel alone because that's how often this is repeated.Tbf I didn't do any copy pasta with keyboard, was mostly me memorizing how the sound was and for the same sound how I feel it should be.
Mostly just me wanting same pattern for the same sound but it was the same for like the whole map so welp, change most of them, shouldn't feel this way anymore.

Thanks for mod xD.
Update
osu file format v14

[General]
AudioFilename: -Primary-yuiko-in the Garden-------.mp3
AudioLeadIn: 0
PreviewTime: 128475
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

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

[Metadata]
Title:in the Garden
TitleUnicode:in the Garden
Artist:Primary
ArtistUnicode:Primary
Creator:Mat
Version:Julie's 4K Hard
Source:
Tags:From GardeN yuiko yuikonnu meis clauson laughingcomet Julie LordRaika Hydria
BeatmapID:1002180
BeatmapSetID:361117

[Difficulty]
HPDrainRate:7.6
CircleSize:4
OverallDifficulty:7.8
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

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

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320,192,217672,128,0,222493:0:0:0:70:A#5S_Bb5S.wav
64,192,217672,128,0,222493:0:0:0:70:A#4S_Bb4S.wav
Asherz007
aight check part 1 since I haven't got time/attention span to do this all in one go. Hope to god this doesn't take forever

thank god for notepad++ function to check hs in every diff at the same time

All HS appear to be fine and used at some point in at least one of the diffs.

bg is fine for res

Whatever happened to linear odhp

1|2|3|4
1|2|3|4|5|6|7 (RH col 4)

Hydria's 7K Easy (raika I have ks thoughts in here too)
Hydria mapping something not 4k and actually ok :thinking:

oh man the sb hs tho (soz hydria gonna be some hs rants here too)

Won't push you to map the end like everyone else did, w/e lol

Explain the 2-note stacks pls (like seriously what can I say about an Easy)

  1. 00:05:931 (5931|4) - fix hs pls (inconsistent with other diffs n doesn't make much sense)
  2. 01:01:779 (61779|3,62181|4,62583|5,62850|4,63118|6) - Idk whether this might be too much for RH in this measure? Might wanna move 01:02:850 (62850|4) to col 1 or something.
  3. 01:15:708 (75708|4) - Same issue (?) as above; might wanna move to col 3
  4. 01:30:708 (90708|3,97136|3) - Any chance of another note in this col between these two notes by any chance?
  5. 02:51:065 (sb) - I think it's an F no3 chord, so probably C5 rather than A#4 here? Could have A4 here if you insist the chord is major
  6. 02:51:466 (171466|1) - Might change ks to F4
  7. 02:57:493 - Repeat previous two points
  8. 02:58:297 (sb) - Why D5 rather than C5, which makes more sense in an F major chord?
  9. 03:13:565 (193565|0) - Where'd the finish go
  10. 03:19:993 (199993|0) - Not wanting a double for this?

4K Easy
Mat you explain your stacks here too and share my suffering of needing to check long easy maps

I presume your singles for finishes is an effort to keep SR down, right? Only problem I have with this is that there aren't any doubles here at all except the last note, which comes across as a forced double as a result. I'd think about relayering a little bit (namely having more LNs to map over the 1/2 fills/ follow vocals instead etc) It's the 1/2 fills that are pushing the SR up anyway.

Few other things:

  1. 01:35:663 (95663|2) - This has no perc on it, so not sure why it's here.
  2. 02:08:743 (128743|1,129011|3) - pls no edge and delet pls (inconsistent with every other diff)
  3. 02:46:645 (166645|2,167047|3) - Minor concern about too many consecutive LNs in one hand, but more importantly concerned about the break between these notes being a little difficult for newer players. I'd move 02:46:645 (166645|2) - to 1 and then swap 02:47:047 (167047|3,167315|2).

btw Julie idk why you chose set S:C1 when there's no soft-hitnormal.wav in the folder, so it's playing the default anyway.

More soon™
uni pls dun kill meh
Topic Starter
Mat

Asherz007 wrote:

(for the 7k diff also the stacks where something Yahao wanted to add and i think the same applies there as it does here)

4K Easy
Mat you explain your stacks here too and share my suffering of needing to check long easy maps

- about the stacks its to add veriaty to the patterns as an EZ dif it should help the players learn some basic patterns and they fit perfectly on the drum hits that sound very similar as its just like smashing twice on the same key anyways :)

I presume your singles for finishes is an effort to keep SR down, right? Only problem I have with this is that there aren't any doubles here at all except the last note, which comes across as a forced double as a result. I'd think about relayering a little bit (namely having more LNs to map over the 1/2 fills/ follow vocals instead etc) It's the 1/2 fills that are pushing the SR up anyway.

- I dont really want to map LNs in this EZ diff id like it to keep the nice drum roll feel to it and mostly just focus on the piano drum beats adding vocal mapping as LNs would also go against all the other diffs anyways.
- ye i dont want to add doubles as it would probly be too hard for an EZ but surely the end one is fine since its 1 handed and the end of the map with a long note? i could delete if 100% needed.

Few other things:

01:35:663 (95663|2) - This has no perc on it, so not sure why it's here.

- there is quiet drum here :C

02:08:743 (128743|1,129011|3) - pls no edge and delet pls (inconsistent with every other diff)

- Ok i deleted the voice mapping here :D thought id do it to make it more interesting but if not needed then its fine

02:46:645 (166645|2,167047|3) - Minor concern about too many consecutive LNs in one hand, but more importantly concerned about the break between these notes being a little difficult for newer players. I'd move 02:46:645 (166645|2) - to 1 and then swap 02:47:047 (167047|3,167315|2)

- Fixed the mostly 1 handed LN section

btw Julie idk why you chose set S:C1 when there's no soft-hitnormal.wav in the folder, so it's playing the default anyway.

More soon™
uni pls dun kill meh
Topic Starter
Mat

Asherz007 wrote:

Hydria's 7K Easy (raika I have ks thoughts in here too)
Hydria mapping something not 4k and actually ok :thinking:

oh man the sb hs tho (soz hydria gonna be some hs rants here too)

- I think all are like this i will talk to raika about this

Won't push you to map the end like everyone else did, w/e lol

Explain the 2-note stacks pls (like seriously what can I say about an Easy)

- Yahao modded and said he wanted the slow jacks same thing as i said about 4k easy learning new patterns they arnt exactly hard and are single notes so should be fine

  1. 00:05:931 (5931|4) - fix hs pls (inconsistent with other diffs n doesn't make much sense)

    - Done
  2. 01:01:779 (61779|3,62181|4,62583|5,62850|4,63118|6) - Idk whether this might be too much for RH in this measure? Might wanna move 01:02:850
    (62850|4) to col 1 or something.

    - Done
  3. 01:15:708 (75708|4) - Same issue (?) as above; might wanna move to col 3

    - Done
  4. 01:30:708 (90708|3,97136|3) - Any chance of another note in this col between these two notes by any chance?

    - Done
  5. 02:51:065 (sb) - I think it's an F no3 chord, so probably C5 rather than A#4 here? Could have A4 here if you insist the chord is major
  6. 02:51:466 (171466|1) - Might change ks to F4
  7. 02:57:493 - Repeat previous two points
  8. 02:58:297 (sb) - Why D5 rather than C5, which makes more sense in an F major chord?

    (will ask raika about this as said above)
  9. 03:13:565 (193565|0) - Where'd the finish go

    - added
  10. 03:19:993 (199993|0) - Not wanting a double for this?

    - added
Thank will ask raika about that HS too
Asherz007
tfw procrastination can't be done forever

Part 2:

I guess this is the bit where I have a little mini-rant about the spreads and nothing will happen. Have a look... or not. Just my thoughts condensed into a box. Then again, could just be down to different mappers so ehhhhhhh lemme complain anyway, 'kay? nobody listens to me anyway qwq

grr
4K

So, essentially, the 4K spread is and Easy, a Hard and two Advanceds. Comet's diff is well underrated with the constant 1/2 streams throughout the kiai, and Julie's diff, although is harder during the kiai, I would say is easier due to the large "rest" periods in between the kiai toggles. As a spread in general, it's kinda okay I guess? Ideally, Normal might need a slight nerf and Hard a slight buff.

7K

I was under the general impression that spreads were supposed to be fairly linear, right? This looks more exponential than linear. Like, the jump between Easy and Normal is extremely small (and Julie's diff could be considered as being easier because of how rolly it is), while the gap and difference in concept ideas between Hard and Insane/Normal is fairly large.

HS

Also just going to point out the minor concern of the hitsounds being so well balanced that they might be considered blending in a little too much.

1|2|3|4
1|2|3|4|5|6|7 (RH col 4) (don't use 7k code anyways lul)

Julie's 7K Hard
*roll roll roll* (In all seriousness, could some of the fills be a little less rolly? I feel like it would progress a tiny bit better into the Hard diff have some split.)

To be honest, there's not really anything for me to point out here. Might be a little low on the pattern variety side, but overall fairly solid.

Comet's 4K Normal
Overall fine, maybe just a couple of things.

  1. 00:14:368 (14368|3,14636|3,14904|3) - Man, you missed a good concept idea here. Shame really, as having this anchor reoccur more consistently (like at 00:17:583 for example) would have given some structure to what seems to be just notes placed somewhat randomly in the four columns.
  2. 00:19:725 (19725|2,19725|0) - I'm not quite sure why the stream is capped off with a double, to be honest. If you intend on keeping it, you could rearrange the small section beforehand so that this is [12].
  3. 03:06:333 (186333|3,186466|2,186600|3,186734|2,186868|0,187002|1,187136|0,187270|1) - Pretty sure you don't have this many consecutive notes in one hand at any other point in the song. Quick solution would just be to switch the columns of the two notes in the middle.

Julie's 4K Hard
Do you think you could buff the calmer sections just a tiny bit? The difficulty of these at the moment is pretty much the same as Mat's Easy diff, which is a bit of an issue when you look at the Normal diff.

Not the most comfortable jumpstream in the world, but it works, so I won't complain about it.

  1. 00:55:618 (55618|2,55752|1,55886|2,56020|1,56154|0,56154|3,56422|1,56556|2,56690|1,56824|2,56958|3,56958|0) - Conceptually, the previous occasion this was like this two measures ago. How about inverting it so it goes along the lines of 4141[23] for some variety?
  2. 01:16:377 (76377|2,76645|2,76913|2,77181|2) - Not the best pattern here, since it does lead to this un-gimmicked stack. Small rearrange?
  3. 02:03:118 - Needs more variety please qwq Could do stuff like 2424[13] here. I understand the repeat, but I'd take the variety route since you can change it slightly to represent the chord progression somewhat. (déjà vu, non?)
  4. 02:06:199 - Perhaps to keep the pattern, but pretty sure this is an anti-ghost here, which is a little odd.
  5. 02:13:833 (133833|1,134100|1,134368|1,134636|1) - More 4-note stacks... Pretty sure there's more floating about in this kiai somewhere (interesting to note that all of them are in cols 2 and 3...)
  6. 02:39:815 (159815|1,159815|3) - Not really sure as to why this one's a double, to be honest.
  7. 02:44:636 (164636|3,164636|0) - ^
  8. 02:46:243 (166243|3,166243|1) - ^ (it's kind of the "half of them are and half of them aren't moment so I'm not really sure what you're trying to do with these)
  9. 03:12:493 (192493|1,192761|1,193029|1,193297|1) - stack
Like your 7k diff, this one's quite restricted in terms of what kind of patterns it uses. This time, however, I feel this restriction has a negative impact on how enjoyable this diff can be since the jumpstreams aren't the most comfortable out there. Whether you want to do anything about it at this late stage is entirely up to you.

More soon~
btw Mat if you're around I'll probably want to irc your 4K Insane so let me know when you're free so we can have a look through.
Topic Starter
Mat

Asherz007 wrote:

tfw procrastination can't be done forever

Part 2:

I guess this is the bit where I have a little mini-rant about the spreads and nothing will happen. Have a look... or not. Just my thoughts condensed into a box. Then again, could just be down to different mappers so ehhhhhhh lemme complain anyway, 'kay? nobody listens to me anyway qwq

grr
4K

So, essentially, the 4K spread is and Easy, a Hard and two Advanceds. Comet's diff is well underrated with the constant 1/2 streams throughout the kiai, and Julie's diff, although is harder during the kiai, I would say is easier due to the large "rest" periods in between the kiai toggles. As a spread in general, it's kinda okay I guess? Ideally, Normal might need a slight nerf and Hard a slight buff.

7K

I was under the general impression that spreads were supposed to be fairly linear, right? This looks more exponential than linear. Like, the jump between Easy and Normal is extremely small (and Julie's diff could be considered as being easier because of how rolly it is), while the gap and difference in concept ideas between Hard and Insane/Normal is fairly large.

HS

Also just going to point out the minor concern of the hitsounds being so well balanced that they might be considered blending in a little too much.

So 4k spreads look perfectly fine to me just SR being stupid the insane should be harder then advanced but w/e

7k ones ye maybe julies diff is alittle too easy on the rolls and hard > insane i personally like teh jump since the LN / jack implementation kinda skyrocketd the SR

and hitsounds have been discussed before twice i think so you can read raikas comment on the keys being a more hammer start sound to them so they arnt the exact same and u can tell the difference if u hit slightly early or late since the volume is loud (which was a fix for another ranked map )


Thanks for second post <3
Asherz007
Part 3! irc with Mat my boy weeeeeeeeeeeeee

boop
2017-09-25 00:55 Asherz007: btw while we're here, you got time to go thru itg 4k in diff
2017-09-25 00:55 Mat: sure
2017-09-25 00:56 Asherz007: Aight imma play it again just in case something random lul
2017-09-25 01:00 Mat: i guess u are talking about the between kiai time layering
2017-09-25 01:00 Asherz007: yeah
2017-09-25 01:00 Mat: tis guitar piano and drum
2017-09-25 01:00 Asherz007: https://osu.ppy.sh/ss/9171034 hey look I can pass it :D
2017-09-25 01:00 Mat: ayy
2017-09-25 01:00 Mat: beat my score
2017-09-25 01:00 Mat: i just got 960 dt :D
2017-09-25 01:01 Asherz007: kay just walk me through the layering thing then
2017-09-25 01:01 Asherz007: God am I lazy
2017-09-25 01:02 Mat: 00:26:824 (26824|1,26824|2) -
2017-09-25 01:02 Mat: hard guitar strum
2017-09-25 01:02 Mat: 00:27:091 (27091|0) - light guitar strum
2017-09-25 01:02 Mat: 00:27:225 (27225|1,27225|2,27225|3) - piano
2017-09-25 01:03 Mat: 00:41:958 (41958|3,41958|1,42225|0,42225|2,42493|1,42493|0) - drum stuff
2017-09-25 01:03 Mat: so hard strum / just piano / drum = double
2017-09-25 01:03 Mat: light strum = single or light drum = single too
2017-09-25 01:04 Mat: and piano chord / very hard drum = hand
2017-09-25 01:04 Asherz007: Okay sweet
2017-09-25 01:04 Mat: no hand after jump spam tho
2017-09-25 01:04 Asherz007: Just not layering I'm used to myself so I didn't want to waste time trying to figure it out xd
2017-09-25 01:04 Asherz007: yeah that's fine
2017-09-25 01:04 Mat: 00:52:136 -
2017-09-25 01:04 Mat: eg here
2017-09-25 01:04 Mat: since its transition
2017-09-25 01:05 Asherz007: I mean people would probs cap with single to hand rather than two jumps, but it works
2017-09-25 01:06 Mat: ye i dont wanna ruin the jump pattern
2017-09-25 01:06 Mat: id usually do that too
2017-09-25 01:06 Asherz007: Fair enough
2017-09-25 01:06 Mat: but its kinda the theme
2017-09-25 01:06 Mat: of jump for drum rolls
2017-09-25 01:06 Asherz007: Should probably look at the chart now rather than just talking about concepts lol
2017-09-25 01:06 Mat: lul
2017-09-25 01:06 Asherz007: 00:19:324 (19324|3,19591|0) - We'll start here, with your reasoning behind why these particular ones are singles rather than jumps.
2017-09-25 01:07 Mat: much quieter drum
2017-09-25 01:08 Mat: 00:22:404 - compared to these
2017-09-25 01:08 Asherz007: :thinking:
2017-09-25 01:09 Asherz007: tbh you can't tell with how loud the hs are over it lul
2017-09-25 01:09 Asherz007: okay then
2017-09-25 01:10 Mat: well like the drum roll starts 00:19:190 (19190|2,19190|3,19324|3,19458|1,19458|0,19591|0) -
2017-09-25 01:10 Mat: 00:19:725 - but only gets intense here 00:19:725 -
2017-09-25 01:10 Mat: 00:22:404 - but this one is intense from the start
2017-09-25 01:10 Mat: if ya get me
2017-09-25 01:10 Asherz007: (that's the same timestamp)
2017-09-25 01:10 Mat: ye its right time
2017-09-25 01:10 Mat: just posted again for some reason
2017-09-25 01:10 Asherz007: lol
2017-09-25 01:11 Asherz007: 00:57:627 (57627|3) - Love the o!m tradition here :^)
2017-09-25 01:12 Mat: this was requested .-.
2017-09-25 01:12 Mat: hate changing my shit
2017-09-25 01:12 Asherz007: dw dw
2017-09-25 01:12 Asherz007: I'm not asking you to
2017-09-25 01:12 Mat: 00:57:493 (57493|1,57493|0,57627|2,57627|3,57761|0,57761|1,57761|3) - if this is staying
2017-09-25 01:12 Mat: self mod inc :^)
2017-09-25 01:13 Mat: 00:52:136 - should be tripple ?
2017-09-25 01:13 Asherz007: Yeah I mean it's fine to include the minijack to accent the stop
2017-09-25 01:13 Asherz007: You said you didn't want one there though?
2017-09-25 01:14 Asherz007: https://osu.ppy.sh/ss/9171082 aaaaaaaaand rip my framerate
2017-09-25 01:15 Mat: 00:45:708 - 01:30:708 - 01:56:422 - 02:02:850 - (is already a tripple) 02:08:475 - same < 03:19:993 -
2017-09-25 01:15 Mat: not sure to add tripples
2017-09-25 01:15 Mat: or remove the current ones since they are only in 2 places
2017-09-25 01:16 Asherz007: The current ones are fine to accent the break I reckon
2017-09-25 01:16 Mat: well the only inconsistant ones
2017-09-25 01:16 Mat: 02:02:850 - 00:52:136 -
2017-09-25 01:16 Mat: tripple / none tripple
2017-09-25 01:16 Mat: same sound
2017-09-25 01:16 Asherz007: hm
2017-09-25 01:17 Mat: ye its just those 2
2017-09-25 01:17 Mat: 02:02:850 - i remove this tripple then
2017-09-25 01:17 Asherz007: Sure
2017-09-25 01:18 Mat: thats all i found soo far from layering checking
2017-09-25 01:18 Asherz007: Mhm
2017-09-25 01:18 Mat: come across anything?
2017-09-25 01:19 Asherz007: Your snakey js during the kiai has a slight dependence on col 3 lol
2017-09-25 01:20 Asherz007: Think of all those left-handed people playing the map :^)
2017-09-25 01:20 Mat: hmm ye kinda is abit
2017-09-25 01:20 Mat: left handed people play better with there right hand on mania
2017-09-25 01:20 Mat: can confirm
2017-09-25 01:20 Asherz007: lol
2017-09-25 01:20 Mat: source hayabusa
2017-09-25 01:20 Mat: :^)
2017-09-25 01:20 Asherz007: I mean they're nothing really wrong with it I guess?
2017-09-25 01:21 Asherz007: Yeah definitely more dependent on inner columns
2017-09-25 01:21 Asherz007: Don't blame you tbh
2017-09-25 01:21 Mat: ye with connected JS
2017-09-25 01:21 Mat: inner collums get depended on
2017-09-25 01:21 Mat: or it would be just mini trill outers
2017-09-25 01:21 Mat: loads of 14 14 14 14 14 chords
2017-09-25 01:22 Mat: i could change some of the notes maybe
2017-09-25 01:22 Mat: to move to 2
2017-09-25 01:22 Asherz007: Eh it'll be fine I reckon#
2017-09-25 01:22 Asherz007: 00:39:279 - btw could you remove this random timing point
2017-09-25 01:22 Mat: it gets more lane 2 in 2nd kiai i guess
2017-09-25 01:23 Mat: its for HS i thinkk ?
2017-09-25 01:23 Mat: or volume
2017-09-25 01:23 Asherz007: It doesn't do anything
2017-09-25 01:23 Asherz007: Since everything is the same as the previous point
2017-09-25 01:23 Mat: hmmm maybe because its in the other diffs
2017-09-25 01:23 Mat: like julie maybe change volume
2017-09-25 01:24 Asherz007: It's used for Julie's I think... but only one of her diffs has it?
2017-09-25 01:24 Mat: are timing points not alowed like that
2017-09-25 01:25 Mat: im scared if i delete it something will go wrong D:
2017-09-25 01:25 Mat: hold me
2017-09-25 01:25 Asherz007: idk tbh, but might as well remove it since it's not doing anything important
2017-09-25 01:29 Mat: ok removed timing point on the 4 diffs
2017-09-25 01:29 Mat: 4k ez nm in 7k ez
2017-09-25 01:29 Asherz007: okie dokie
2017-09-25 01:30 Asherz007: 02:03:922 (123922|3,124056|0,124190|3,124324|0) - but why tho
2017-09-25 01:31 Asherz007: I mean, it alternates columns for not much, especially elsewhere where this doesn't happen at all
2017-09-25 01:31 Mat: its kinda like repeated drum roll thing
2017-09-25 01:32 Mat: dunno diverse patterning
2017-09-25 01:32 Asherz007: lmao
2017-09-25 01:32 Mat: get alot of different patterns in there
2017-09-25 01:32 Mat: 00:53:208 -
2017-09-25 01:32 Mat: 02:03:922 -
2017-09-25 01:32 Mat: the only 2 places with that sound
2017-09-25 01:33 Mat: i could change the first one to a trill or just change the later one
2017-09-25 01:33 Asherz007: Just looks a little odd amogst all of this comfy stuff to have 4 notes that alternate
2017-09-25 01:34 Mat: advise to change ?
2017-09-25 01:34 Asherz007: I'd pick both alternate or neither
2017-09-25 01:35 Mat: which one tho eeeeeeeeeeee
2017-09-25 01:35 Mat: xd
2017-09-25 01:35 Asherz007: long-distance consistency
2017-09-25 01:35 Mat: i kinda like it
2017-09-25 01:35 Mat: but it does look kinda odd
2017-09-25 01:35 Mat: :thinking:
2017-09-25 01:36 Asherz007: tbh considering how the rest of the map looks, I'd personally choose neither, since it's odd for a concept that short to come up only twice throughout a song this long.
2017-09-25 01:36 Mat: ye ill go with that then
2017-09-25 01:37 Asherz007: 02:33:788 (153788|1,154056|1,154324|1,154591|1,154859|1) - Weren't lying about the shift to col 2 dependence :^)
2017-09-25 01:37 Mat: ye
2017-09-25 01:38 Asherz007: idk whether you want to keep that 5-stack so I don't really have anything to suggest
2017-09-25 01:38 Mat: ye 5 note anchor is fine
2017-09-25 01:38 Asherz007: aight den
2017-09-25 01:39 Mat: since its the most intense part anyways
2017-09-25 01:39 Asherz007: sure thing
2017-09-25 01:39 Mat: soo hard not to make anchors
2017-09-25 01:39 Asherz007: Yeah I know
2017-09-25 01:39 Mat: if u connect all the JS
2017-09-25 01:39 Mat: and actually have different pattern jumpstreams
2017-09-25 01:40 Asherz007: p hard
2017-09-25 01:40 Asherz007: I'm usually like [13]2[34]1[24]3[12]4 for js lol
2017-09-25 01:42 Asherz007: 02:39:413 (159413|0) - Might wanna be a little more concrete about where these LNs end
2017-09-25 01:42 Asherz007: I think there might be a couple more places where you might want to do what you've done here
2017-09-25 01:43 Asherz007: 02:38:609 (158609|3) -
2017-09-25 01:43 Asherz007: 02:41:824 (161824|0) -
2017-09-25 01:43 Mat: ye if ya listen
2017-09-25 01:43 Mat: 02:38:944 -
2017-09-25 01:43 Mat: there is still the guitar sound here
2017-09-25 01:43 Mat: 02:39:413 (159413|0) - but this one
2017-09-25 01:43 Mat: abruptly ends
2017-09-25 01:43 Mat: 02:39:653 - around here
2017-09-25 01:44 Mat: i recently redid this section
2017-09-25 01:44 Asherz007: Although that may be true, it's not exactly the same strum. Might be the same pitch, but it is a different note.
2017-09-25 01:44 Mat: from a yahao/prot mod
2017-09-25 01:44 Asherz007: Just food for thought
2017-09-25 01:45 Asherz007: I mean like just looking at raika's insane maps the guitar slightly more accurately
2017-09-25 01:45 Mat: well his insane lns
2017-09-25 01:46 Mat: are actually very inaccurate
2017-09-25 01:46 Mat: and more artistic :D
2017-09-25 01:46 Mat: 02:36:868 - eg no note change here
2017-09-25 01:46 Mat: but he did it through like ramping up pitch change
2017-09-25 01:46 Asherz007: It's a slide up to the next note yeah
2017-09-25 01:47 Asherz007: plus small kick
2017-09-25 01:47 Mat: ye for notes like
2017-09-25 01:47 Mat: 02:39:815 (159815|3) -
2017-09-25 01:47 Mat: there is a pitch change
2017-09-25 01:48 Asherz007: 02:39:413 (159413|0) - Arguably, it could be said that there is actually a guitar note here, just it's significantly quieter.
2017-09-25 01:48 Mat: but its like 1/4 or 1/6th before ending
2017-09-25 01:48 Asherz007: (at the end)
2017-09-25 01:48 Mat: i mean maybe but i cant hear it
2017-09-25 01:48 Mat: d
2017-09-25 01:48 Mat: :d
2017-09-25 01:48 Asherz007: I mean both methods are fine since they do display the guitar movements.
2017-09-25 01:49 Mat: but as i was sauing with the slight pitch change ones
2017-09-25 01:49 Mat: 02:38:609 (158609|3) - like that
2017-09-25 01:49 Mat: i did it to simplify
2017-09-25 01:49 Mat: abit
2017-09-25 01:49 Asherz007: Yeah
2017-09-25 01:49 Mat: so it isnt really confusing with a 1/2 > 1/2 > ln
2017-09-25 01:50 Mat: and same with 4k EZ
2017-09-25 01:50 Mat: simplified that abit more
2017-09-25 01:50 Mat: but same LN aspect
2017-09-25 01:50 Asherz007: Sure thing
2017-09-25 01:51 Asherz007: If you wanna change go ahead but I think I'll survive as it is :P
2017-09-25 01:51 Asherz007: btw did you manage to get hold of raika about the ks?
2017-09-25 01:51 Mat: ye ima keep same since i did just change it
2017-09-25 01:51 Asherz007: Alrighty
2017-09-25 01:51 Mat: err for the piano chords
2017-09-25 01:51 Mat: he hasnt had time
2017-09-25 01:51 Mat: atm
2017-09-25 01:51 Mat: but he knows about it
2017-09-25 01:52 Asherz007: np then
2017-09-25 01:52 Mat: since its just consisant HS that can be done at any point after the main mods
2017-09-25 01:52 Asherz007: yeah ofc
2017-09-25 01:52 Mat: just when he has the time
2017-09-25 01:52 Mat: ima re-poke him >:D
2017-09-25 01:53 Mat: done
2017-09-25 01:53 Mat: hope he gets the time
2017-09-25 01:53 Asherz007: I've got no issues with the rest of the chart so yeah
2017-09-25 01:53 Asherz007: I'll be onto raika's diffs soon
2017-09-25 01:54 Mat: ye comet can do his mod tmrrow
2017-09-25 01:54 Mat: julie hopefully tmrrow
2017-09-25 01:54 Mat: but probly later cuz julie xd
2017-09-25 01:54 Asherz007: lol
2017-09-25 01:55 Asherz007: Should probs check julie's hs again since samplesets n stuff are inconsistent between her diffs for some reason

Not much left now lol
Julie

Asherz007 wrote:

Julie's 4K Hard
Do you think you could buff the calmer sections just a tiny bit? The difficulty of these at the moment is pretty much the same as Mat's Easy diff, which is a bit of an issue when you look at the Normal diff.

Not the most comfortable jumpstream in the world, but it works, so I won't complain about it.

  1. 00:55:618 (55618|2,55752|1,55886|2,56020|1,56154|0,56154|3,56422|1,56556|2,56690|1,56824|2,56958|3,56958|0) - Conceptually, the previous occasion this was like this two measures ago. How about inverting it so it goes along the lines of 4141[23] for some variety? I kinda understand where you come from, but I want those to feel the same, but the part after could have been different insteda of just being something like 2-3 then 1-4, so changed those starting here 00:53:743 - + and same for here 02:05:261 - +. Also fix the hitsound here 02:07:806 (127806|1,127940|2,128074|3,128208|0,128341|1,128475|2,128475|3) - to be consistent, did the same for my 7k
  2. 01:16:377 (76377|2,76645|2,76913|2,77181|2) - Not the best pattern here, since it does lead to this un-gimmicked stack. Small rearrange? Fix
  3. 02:03:118 - Needs more variety please qwq Could do stuff like 2424[13] here. I understand the repeat, but I'd take the variety route since you can change it slightly to represent the chord progression somewhat. (déjà vu, non?) Answer from first point
  4. 02:06:199 - Perhaps to keep the pattern, but pretty sure this is an anti-ghost here, which is a little odd. Anti-ghost?
  5. 02:13:833 (133833|1,134100|1,134368|1,134636|1) - More 4-note stacks... Pretty sure there's more floating about in this kiai somewhere (interesting to note that all of them are in cols 2 and 3...) Fix
  6. 02:39:815 (159815|1,159815|3) - Not really sure as to why this one's a double, to be honest. deleted one, and omg why was this unsnap?!
  7. 02:44:636 (164636|3,164636|0) - ^
  8. 02:46:243 (166243|3,166243|1) - ^ (it's kind of the "half of them are and half of them aren't moment so I'm not really sure what you're trying to do with these) Kept them consistent~
  9. 03:12:493 (192493|1,192761|1,193029|1,193297|1) - stack Fix
Thanks for the mod x3

4K Update
osu file format v14

[General]
AudioFilename: -Primary-yuiko-in the Garden-------.mp3
AudioLeadIn: 0
PreviewTime: 128475
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

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

[Metadata]
Title:in the Garden
TitleUnicode:in the Garden
Artist:Primary
ArtistUnicode:Primary
Creator:Mat
Version:Julie's 4K Hard
Source:
Tags:From GardeN yuiko yuikonnu meis clauson laughingcomet Julie LordRaika Hydria
BeatmapID:1002180
BeatmapSetID:361117

[Difficulty]
HPDrainRate:7.6
CircleSize:4
OverallDifficulty:7.8
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

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

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Julie
2nd post because too much word XD


7K update~
osu file format v14

[General]
AudioFilename: -Primary-yuiko-in the Garden-------.mp3
AudioLeadIn: 0
PreviewTime: 128475
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[Editor]
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DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:in the Garden
TitleUnicode:in the Garden
Artist:Primary
ArtistUnicode:Primary
Creator:Mat
Version:Julie's 7K Normal
Source:
Tags:From GardeN yuiko yuikonnu meis clauson laughingcomet Julie LordRaika Hydria
BeatmapID:1037667
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[Difficulty]
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Topic Starter
Mat

Julie wrote:

2nd post because too much word XD


7K update~
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 128475
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[Editor]
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[Metadata]
Title:in the Garden
TitleUnicode:in the Garden
Artist:Primary
ArtistUnicode:Primary
Creator:Mat
Version:Julie's 7K Normal
Source:
Tags:From GardeN yuiko yuikonnu meis clauson laughingcomet Julie LordRaika Hydria
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[Difficulty]
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UPDATED Both :) thanks

(soo close)
laughingcomet

Asherz IRC
2017-09-27 16:51 laughingcomet: Yo asher
2017-09-27 16:52 laughingcomet: you busy atm?
2017-09-27 16:52 Asherz007: yo
2017-09-27 16:52 Asherz007: Is there something you need?
2017-09-27 16:52 laughingcomet: it's regarding the ITG mod you did
2017-09-27 16:52 Asherz007: Well I never lol
2017-09-27 16:52 Asherz007: There an issue?
2017-09-27 16:53 laughingcomet: Not really an issue but it's more of a confimation cause you said to use more anchors but i feel like the way i did it might be too hard for a normal diff
2017-09-27 16:53 laughingcomet: so i wanted to get your thoughts on it
2017-09-27 16:53 laughingcomet: Basicly https://i.imgur.com/c2mjOE8.png
2017-09-27 16:53 laughingcomet: this is what i came up with
2017-09-27 16:53 Asherz007: I was thinking since it was actually a p nice idea
2017-09-27 16:54 laughingcomet: it's now mapped when there's that sound + vocal (so every kaiai bar the first one)
2017-09-27 16:54 Asherz007: I'll probs take a look in a little while, but it looks ok I think
2017-09-27 16:55 laughingcomet: The general idea is to have a 4 note anchor in either col 1 or 4 and then have a 2 note anchor in the other hand
2017-09-27 16:59 Asherz007: I think the idea was for a 3 note anchor, but 4 also works lol
2017-09-27 16:59 laughingcomet: Yeah your idea was for 3 note but i thought it played kinda weird
2017-09-27 16:59 Asherz007: Fair enough
2017-09-27 16:59 laughingcomet: so i played around with the idea and found 4 note played better
2017-09-27 16:59 Asherz007: Sure thing
2017-09-27 16:59 Asherz007: Yeah it should be fine
2017-09-27 17:00 laughingcomet: Lemme finish up the last kaiai and then i could export for youy
2017-09-27 17:00 Asherz007: sure
2017-09-27 17:07 laughingcomet: http://puu.sh/xKciW/0f59af4797.osz
2017-09-27 17:07 laughingcomet: Should be good with that i think
2017-09-27 17:07 laughingcomet: lol
2017-09-27 17:07 Asherz007: k lol
2017-09-27 17:34 laughingcomet: Would be cool if you could check it out before i send it over to mat
2017-09-27 17:35 Asherz007: Send the .osu instead since my client's panicking lul
2017-09-27 17:35 Asherz007: Wait nvm
2017-09-27 17:35 laughingcomet: http://puu.sh/xKcUD/7556ff6a09.osu
2017-09-27 17:35 laughingcomet: :thonk:
2017-09-27 17:42 Asherz007: lol the .osz did something with the bg so it has my fallback one https://osu.ppy.sh/ss/9187849
2017-09-27 17:42 laughingcomet: yeah i think my version of ITG dosen't have the new BG
2017-09-27 17:42 laughingcomet: so it just goes for the default one
2017-09-27 17:42 Asherz007: 00:14:368 (14368|3,14502|0,14636|3,14770|2,14904|0,15038|2) - think it would just be this...
2017-09-27 17:43 Asherz007: You're not doing the 4-note anchor at the start, so might be best not to have anchors here
2017-09-27 17:43 laughingcomet: Yeah true that
2017-09-27 17:43 Asherz007: Pattern looked a little odd
2017-09-27 17:44 Asherz007: Other than that the rest of it was fine
2017-09-27 17:44 laughingcomet: https://osu.ppy.sh/ss/9187870 fine like this?
2017-09-27 17:44 laughingcomet: And that good
2017-09-27 17:45 laughingcomet: Glad it at least plays haha
2017-09-27 17:46 Asherz007: Yeah that's finde
2017-09-27 17:46 Asherz007: *fine
2017-09-27 17:47 laughingcomet: Noice
Topic Starter
Mat

laughingcomet wrote:


Asherz IRC
2017-09-27 16:51 laughingcomet: Yo asher
2017-09-27 16:52 laughingcomet: you busy atm?
2017-09-27 16:52 Asherz007: yo
2017-09-27 16:52 Asherz007: Is there something you need?
2017-09-27 16:52 laughingcomet: it's regarding the ITG mod you did
2017-09-27 16:52 Asherz007: Well I never lol
2017-09-27 16:52 Asherz007: There an issue?
2017-09-27 16:53 laughingcomet: Not really an issue but it's more of a confimation cause you said to use more anchors but i feel like the way i did it might be too hard for a normal diff
2017-09-27 16:53 laughingcomet: so i wanted to get your thoughts on it
2017-09-27 16:53 laughingcomet: Basicly https://i.imgur.com/c2mjOE8.png
2017-09-27 16:53 laughingcomet: this is what i came up with
2017-09-27 16:53 Asherz007: I was thinking since it was actually a p nice idea
2017-09-27 16:54 laughingcomet: it's now mapped when there's that sound + vocal (so every kaiai bar the first one)
2017-09-27 16:54 Asherz007: I'll probs take a look in a little while, but it looks ok I think
2017-09-27 16:55 laughingcomet: The general idea is to have a 4 note anchor in either col 1 or 4 and then have a 2 note anchor in the other hand
2017-09-27 16:59 Asherz007: I think the idea was for a 3 note anchor, but 4 also works lol
2017-09-27 16:59 laughingcomet: Yeah your idea was for 3 note but i thought it played kinda weird
2017-09-27 16:59 Asherz007: Fair enough
2017-09-27 16:59 laughingcomet: so i played around with the idea and found 4 note played better
2017-09-27 16:59 Asherz007: Sure thing
2017-09-27 16:59 Asherz007: Yeah it should be fine
2017-09-27 17:00 laughingcomet: Lemme finish up the last kaiai and then i could export for youy
2017-09-27 17:00 Asherz007: sure
2017-09-27 17:07 laughingcomet: http://puu.sh/xKciW/0f59af4797.osz
2017-09-27 17:07 laughingcomet: Should be good with that i think
2017-09-27 17:07 laughingcomet: lol
2017-09-27 17:07 Asherz007: k lol
2017-09-27 17:34 laughingcomet: Would be cool if you could check it out before i send it over to mat
2017-09-27 17:35 Asherz007: Send the .osu instead since my client's panicking lul
2017-09-27 17:35 Asherz007: Wait nvm
2017-09-27 17:35 laughingcomet: http://puu.sh/xKcUD/7556ff6a09.osu
2017-09-27 17:35 laughingcomet: :thonk:
2017-09-27 17:42 Asherz007: lol the .osz did something with the bg so it has my fallback one https://osu.ppy.sh/ss/9187849
2017-09-27 17:42 laughingcomet: yeah i think my version of ITG dosen't have the new BG
2017-09-27 17:42 laughingcomet: so it just goes for the default one
2017-09-27 17:42 Asherz007: 00:14:368 (14368|3,14502|0,14636|3,14770|2,14904|0,15038|2) - think it would just be this...
2017-09-27 17:43 Asherz007: You're not doing the 4-note anchor at the start, so might be best not to have anchors here
2017-09-27 17:43 laughingcomet: Yeah true that
2017-09-27 17:43 Asherz007: Pattern looked a little odd
2017-09-27 17:44 Asherz007: Other than that the rest of it was fine
2017-09-27 17:44 laughingcomet: https://osu.ppy.sh/ss/9187870 fine like this?
2017-09-27 17:44 laughingcomet: And that good
2017-09-27 17:45 laughingcomet: Glad it at least plays haha
2017-09-27 17:46 Asherz007: Yeah that's finde
2017-09-27 17:46 Asherz007: *fine
2017-09-27 17:47 laughingcomet: Noice
wooo 2 more diffs to go! tyty
LordRaika

Asherz007 wrote:

Hydria's 7K Easy (raika I have ks thoughts in here too)
  1. 02:51:065 (sb) - I think it's an F no3 chord, so probably C5 rather than A#4 here? Could have A4 here if you insist the chord is major
  2. 02:51:466 (171466|1) - Might change ks to F4
  3. 02:57:493 - Repeat previous two points
  4. 02:58:297 (sb) - Why D5 rather than C5, which makes more sense in an F major chord?
For the 2 point and 2 other as repeat,
uhm.. sure allright. (I havent really test them but im sure following the scale chord is better ^^b)
Sry Mat, and everyone...
been seriously busy irl (almost got no free time, T^T , focus focus and focus)
Asherz007
Well, part... uh... 4 is it now?

Raika, whenever you can. :)
Damn, just missed ya :/

SVs
When it comes to SVs, you could say I'm like protastic. Like 'em averaged, y'know?

Now, my main problem is that I don't really think that this map supports the teleports this heavy, if at all. I'd usually attribute these kinds of SVs more to EDM and the like, so they feel out of place and all too sudden, especially the first one after that LN release. (Makes it a little worse that with my scroll speed (20) the notes are already well below where I'd usually read for notes)

00:57:761 - The SVs here are slowjammed to no end (I guess to average that large SV from earlier), but I feel having them like this is going to lead too many players into hitting this note too early, even with barlines.

I mean, I'd remove these personally, but I have a feeling you won't do that. So instead, I'll just suggest that the teleports be a little shorter (i.e 1/8 rather than 1/4) to give slightly more time for the player to respond and move the extra bit into before the kiai to be a little bit more readable. (I'd be emphasising this a little more for the Hard diff since I reckon having these SVs in Insane should be fine.)

01:49:458 - This SV just feels wrong, especially with it reverting to 1.0x just before the 1/1. Frankly, I'd think about removing this one since I don't really see any reason for it to be there.

03:00:306 - With this SV as well, the chord after is for me is actually already on the playfield before the teleport SV happens. Don't know whether you want to do anything about this for Insane, but I'd suggest at least changing for Hard.

I don't really have anything else specifically for the Hard diff. I mean, the patterns can be a little awkward at times, but it's fine, really.

7K Insane
Maybe just the smallest of things here or there, besides the SV of course. Not a mapping style I see very often, mind you. That's only because I generally mod lower keycounts though

Layering is very :thinking: :P

  1. 01:29:368 (89368|6,89368|0,89502|2,89502|4,89636|6,89636|0,89770|2,89770|4) - To have the overlap here when the guitar style is essentially the same as 01:27:627 feels a little bit odd to me, to be honest, more so that it's done just once rather than the typical twice here whilst being "mid-phrase" as it were. I think it might just be a good idea to copy the previous pattern style or shorten those LNs by 1/4 to remove the overlap.
  2. 02:08:475 (128475|0,128475|3,128475|6) - Personally, I feel like just having a triple here is a little underwhelming in terms of buildup. I know this would introduce a couple of jacks, but I think build-up wise this might be better as a 5-note chord. The final jacks would provide a little bit more emphasis as well.
  3. 03:29:636 (209636|4) - to be honest, I'd rather this have just the hitnormal to have the same kind of feedback as 03:27:940 (207940|3,207984|4,208029|5).
  4. 03:36:065 (216065|2) - Same thing as above.
Rest of it looks fine to me.

Mat just lemme know when everything's ready again lol
LordRaika

Asherz007 wrote:

Well, part... uh... 4 is it now?

Raika, whenever you can. :)
Damn, just missed ya :/

SVs
When it comes to SVs, you could say I'm like protastic. Like 'em averaged, y'know?

Now, my main problem is that I don't really think that this map supports the teleports this heavy, if at all. I'd usually attribute these kinds of SVs more to EDM and the like, so they feel out of place and all too sudden, especially the first one after that LN release. (Makes it a little worse that with my scroll speed (20) the notes are already well below where I'd usually read for notes)


00:57:761 - The SVs here are slowjammed to no end (I guess to average that large SV from earlier), but I feel having them like this is going to lead too many players into hitting this note too early, even with barlines.

I mean, I'd remove these personally, but I have a feeling you won't do that. So instead, I'll just suggest that the teleports be a little shorter (i.e 1/8 rather than 1/4) to give slightly more time for the player to respond and move the extra bit into before the kiai to be a little bit more readable. (I'd be emphasising this a little more for the Hard diff since I reckon having these SVs in Insane should be fine.)


Umm... Asherz007, it's already 1/8 , not 1/4 @_@, and to make it short... i already test and know that people won't miss this.
With various reason, i will keep it :)




01:49:458 - This SV just feels wrong, especially with it reverting to 1.0x just before the 1/1. Frankly, I'd think about removing this one since I don't really see any reason for it to be there.

I'm too lazy to explain why i did that... @_@
i will just remove it..... .... ... .. .





03:00:306 - With this SV as well, the chord after is for me is actually already on the playfield before the teleport SV happens. Don't know whether you want to do anything about this for Insane, but I'd suggest at least changing for Hard.


On the 2nd thought, i will solve it with my way.
Now it should works like it should be, for Hard and Insane.





I don't really have anything else specifically for the Hard diff. I mean, the patterns can be a little awkward at times, but it's fine, really.

I don't think its awkward, everything i map here is perfectly based on 'pattern'. Usually on each specific bar segment, they have their pattern.
I want people to notice the pattern, otherwise, mapping without pattern is not my style(honestly, its way too easy).

But yes, the downside is... when you already notice all the pattern... the chart became pretty easy to be predictable...


7K Insane
Maybe just the smallest of things here or there, besides the SV of course. Not a mapping style I see very often, mind you. That's only because I generally mod lower keycounts though

Welcome, to a perfect consistency map, a map where every modder can't touch this, EVER!!!
(not that i perfectly like this style, but the pattern is just unmoddable) Community's modding always mod about note count,
note consistency, and honestly, uncreative and following a structure. So here you go, something that can't be mod.
(again, this kind of map is good, BUT you do know the downside of it....)
when you see and notice that the whole note position and consistency is well mapped BASE ON a pattern...
this is not your ordinary map ^^)





Layering is very :thinking: :P

  1. 01:29:368 (89368|6,89368|0,89502|2,89502|4,89636|6,89636|0,89770|2,89770|4) - To have the overlap here when the guitar style is essentially the same as 01:27:627 feels a little bit odd to me, to be honest, more so that it's done just once rather than the typical twice here whilst being "mid-phrase" as it were. I think it might just be a good idea to copy the previous pattern style or shorten those LNs by 1/4 to remove the overlap.

    Oh, sure, i will remake the LN pattern here.


     
     
  2. 02:08:475 (128475|0,128475|3,128475|6) - Personally, I feel like just having a triple here is a little underwhelming in terms of buildup. I know this would introduce a couple of jacks, but I think build-up wise this might be better as a 5-note chord. The final jacks would provide a little bit more emphasis as well.

    True, but to think again... its just 1/2 mini jack, something like chord control, so it should be easy on Insane level.
    (added to 2 and 6)



  3. 03:29:636 (209636|4) - to be honest, I'd rather this have just the hitnormal to have the same kind of feedback as 03:27:940 (207940|3,207984|4,208029|5).
  4. 03:36:065 (216065|2) - Same thing as above.

    Thanks, but i will keep it >w< (removing it, would make 03:29:547 (209547|2,209591|3) - looks really bad)


Rest of it looks fine to me.

Thank you for the mod >w<

Mat just lemme know when everything's ready again lol
Update~
Topic Starter
Mat
Updated raikas diffs thanks <3
Topic Starter
Mat
Updated the HS to the correct chord progression around 2 mins like you said asherz :)
Asherz007
Bubbled at last :)
Sandalphon
Nothing found, glhf
Topic Starter
Mat

Asherz007 wrote:

Bubbled at last :)

YaHao wrote:

Nothing found, glhf
Thanks soo much <3
Arzenvald
sorry to interrupt the party but, the piano keysound blends too much with the piano in the music background, rendering them inaudible, hence unrankable..
just forwarding some words, don't blame me plss (weird unrankable issue tbh)
p/6276601
p/6276590
Topic Starter
Mat

Arzenvald wrote:

sorry to interrupt the party but, the piano keysound blends too much with the piano in the music background, rendering them inaudible, hence unrankable..
just forwarding some words, don't blame me plss (weird unrankable issue tbh)
p/6276601
p/6276590

This has been discussed and the piano keysound is different and very audible in garden then the one u posted look further back in the post. that map had a different issue not just blend too
Julie

Arzenvald wrote:

sorry to interrupt the party but, the piano keysound blends too much with the piano in the music background, rendering them inaudible, hence unrankable..
just forwarding some words, don't blame me plss (weird unrankable issue tbh)
p/6276601
p/6276590
The thing I post on those post, if you delete all the hitsound, you hear the exact same volume, if you add hitsound, you still hear the exact same volume of the map itself. Which is why I pop that bubble. This also happen in my start dash which I didn't notice if blocko didn't told me about it.

Try it on this map, you will hear the hitsound much louder and audible. Is a bit of a different issue here. If even this is truly unrankable, I have no word about it xD.
Arzenvald

Mat wrote:

This has been discussed and the piano keysound is different and very audible in garden then the one u posted look further back in the post. that map had a different issue not just blend too
there's a same issue where some few of keysounded notes left non-hitsounded in the beginning part, that render those keysound notes blends with the bga. that's what i thought would be the issue needs to be addressed, but maybe i misunderstanding stuff due the previous bubble pop.

either way.. just asking for some explanation, since, why this keysound thing so ambiguous tbh, i just dont fully understand what the issue and what not in the first place (even since LR's river flows in you and other stuff).
also, apologize for, i didn't mean to ruin the nomination or anything else because i'v been waiting this map for being nominated too.
that's why i open a discussion in here, so yeah.. x-x

all i know about the issue is either : keysounding the notes with piano samples, on top of the piano sound in the background music, making it blends and render it inaudible, because there's no other hitsound as feedback?
or is it about : the 'sample volume' on keysounded notes?
or is it about something else? which is the correct one? and how do you resolve the issue?
Topic Starter
Mat
Like i said the piano sample used is different piano sound to the one in the song and has been made purposely audible to give you feedback if u hit 2ms off you will hear that you have hit 2ms off from the piano having the more hammer like effect in the .wavs unlike the other maps which one of them was popped because of 0% hitsound in storyboard > start dash and the other that was completly inaudible hitsounding due to volume being too low.

if it blended fully and gave no feedback we wouldn't have used the specific keysounds. (eg. when trying to figure out some of the newer keysound mod from asherz i kept saying that the key was lower then it actually was in the song because the keysound file isnt the same piano sound that the song has.

just try play the diffs with 0% effect and 100% effect you will defiantly hear the difference.
LordRaika
Yeah, thanks for the concern, but the hammer / tuts sound when hitting high pitch piano key is just too loud (that its so audible.., for me). Hitting the keysound at slight different ms also provide a tiny little echoing sound so yeah... i personally think its really fine... and i love my work.

Unless its QAT' s decision.
Thanks everyone >w<
DraciuZ
finally, yes!!!!
eyes
why you use tag "Garden" if it is in the title already
Topic Starter
Mat

eyes wrote:

why you use tag "Garden" if it is in the title already
Its from Primary's 11th album * From Garden *

so the tag is for the album name
puxtu
shatter me
Topic Starter
Mat

puxtu wrote:

shatter me
ill shatter you
Topic Starter
Mat
It finally happened O: 2 years later ( actually 10 day speedrankk )

Thanks everyone that didn't give up on the map <3
and to everyone that helped me with this map!
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