Taiko'd!
Thanks for the mod. ╭( ・ㅂ・)وKyubey wrote:
I'm not a taiko player, but something concerns me.
your combo is too long I know other longs things, this song is one...
06:59:780 (247,248,249,250) - won't it follow guitar better if you remove 06:59:853 (248) - this note and place one 06:59:999 - here? Well, it works both ways. The guitar is more emphasized where I put the triple, but I guess this works just as good and I like it. Kite, can you please move 06:59:853 (248) - to 06:59:999 - for me please.
07:33:682 (397) - is this note really needed? probably i'm wrong, but this vocal doesn't sounds as something providing a nice platform to place 1/6 triple, which sounds kinda strange in this quiet and calm part, even 07:47:682 (504,505) - this would sound better with 1/6 triple imo There is an obvious drum hit there. Actually, there are many more, however I chose not to map them cause they would be awkward. This one is slightly awkward, but it is there to change the gameplay (for full alt players), so you swap your "main" hand for the rest of this section.
1. Offset: 1.641ms BPM: 140,00
2. Offset: 23.926ms BPM: 131,00
3. Offset: 24.842ms BPM: 128,00 - Omit first barline must be ticked.
4. Offset: 25.777ms BPM: 120,00
5. Offset: 27.777ms BPM: 110,00
6. Offset: 28.867ms BPM: 108,00 - Omit first barline must be ticked.
7. Offset: 29.973ms BPM: 193,00
8. Offset: 33.703ms BPM: 205,00
9. Offset: 331.068ms BPM: 200,00
10. Offset: 368.268ms BPM: 205,00
11. Offset: 448.463ms BPM: 200,00 - Omit first barline must be ticked.
12. Offset: 449.063ms BPM: 205,00
13. Offset: 462.950ms BPM: 205,00 - Omit first barline must be ticked.
14. Offset: 463.096ms BPM: 205,00
There is actually a small BPM shift for 5 notes and then goes back, which is why offset shifts a little compared to the way it was before. The melody has really bad feedback, so it sounds like it needs more than it actually needs, however the drums actually sync pretty nicely with the above timing (which totals to about +15 in this section compared to the other ones).Okoratu wrote:
We irc'd and i found something wrongly snapped and have concerns that the the section from 07:29:048 - to 07:43:097 - is early and the offset should just shift by about +20ms (might be too much but sounds much better)
Thanks for the recheck, quite a bunch of suggestions applied and fixed snapping issues.. gonna talk to lolcubes about your mentioned part in TaikoOkoratu wrote:
[kite]
you can snap the preview point if you care or something lol Done
you reverted quite a bit of what you agreed on during our irc or i remember it wrongly Hm, I fixed most things you mentioned and told you the stuff I didn't apply.. maybe some changes were so minor it didn't seem like I changed them at all (like the 1/4 slidesr into streams)
00:51:849 (8,1) - should be http://puu.sh/o22Qj/8841ad1431.jpg according to drums and guitar This sounds pretty atrocious but seeing how the drums are 1/3 I have to fix this..
01:41:824 (2) - seems inconsequent with the way you did every other thing as a triplet in that section tbh, i think a quadruplet is a rather odd choice here, mind explaining this? Sort of silly reasoning on my end but it was to add tension for the held vocal (that one beat is overmapped though).. basically I tried to increase the tension starting from that pattern until the calm vocal sections kicks in.
01:55:434 (9,11) - 04:25:288 (9,11) - would fit closer to the song and give more stress to 01:55:361 - 01:55:507 - if these wouldn't be forcefully mapped out imo because the sounds if there are any on these blue ticks are MUCH weaker than the ones on white and red so i'd recommend focusing these
I am not changing this because I chose to undermap certain sections and overmap certain patterns for better playability, in this case specificially it is easier to just keep streaming instead of breaking up the stream and have a 1/2 (possibly jump) pattern.
02:17:898 (6,1) - swap nc lol xd (see 02:16:727 (1) - ) Done
after you forced such a huge 1/4 jump onto 02:24:922 (1,2) - 02:25:654 (4,5) - feels much too close, can you find an arrangement for either of these to address this / make it more predictable?
Fixed, even though the distance from 2 -> 3 is now bigger but that shouldn't be much of a problem
03:11:166 (1,2,3,4,5,6,7,8,1) - are these following guitar? i think the is doing dumb stuff that's neither 1/4 nor 1/3 but i think it fits best as 1/4 ... actually pretty confusing lol Yes, it follows guitar and it sounds just fine for me
03:55:654 (4,5,6,7,1) - should have more streamspacing instead of less i mean the guitar is climaxing :\\\ You are right, fixed
03:57:410 - can you give me a reason to not have an object there i mean you mapped stuff like 01:08:824 (1) - 07:10:316 (1) - so ...? It didn't feel as if a note was needed at that spot, but you are right it doesn't make much sense considering I mapped one on the mentioned sections
04:53:020 (4,5) - this is not 1/2 this is not 1/2 and 04:53:312 (6) - shouldn't end on 1/4
Guitar actually lands on 1/2 as far as I can tell.. Slider fixed since drum lands on 1/3
04:54:410 - ?? why is this here and not on 04:54:263 - ?
As I mentioned earlier with overmapping / undermapping, it's for the sake of playability here.. going from a 1/2 into a 3/4 slider into a triplet plays really really bad and feels uncomfortable on the hand, hence I delayed the triplet hit by 1/2
05:21:117 (4) - 08:15:291 (4) - etc could also be a 2/1 stream like i think drums are strong enough to support more circles for this measure but that's up to you I know the drums are strong but I was mainly trying to underline vocals during the chorus (you could easily map a pure deathstream during every chorus)
07:42:526 (4,5,1) - did you revert this i thought we agreed on sth else ..? I thought I told you that I applied another solution that works just as well as the .osu slider edit one.. it lets you play the drum triplet as circles and it's a clean solution without having to edit the slider end, I talked a lot to lolcubes and Kyubey about this one and agreed that this is the best solution
07:46:608 (5) - i think this is better off as 1/1 plus 1/3 triplet like http://puu.sh/o2524/effb5113db.jpg I find my current pattern rhythmically more appealing
Sorry but no change.Okoratu wrote:
[cubes]
i can't comment on anything i can't play properly so here's stuff about the stuff i can play properly
03:14:020 - id recommend deleting this because that would fit the structure you had in this part better (nothing went from 1/2 before a downbeat until 1/2 after it except this lol) This is intentional. It actually acts as a lead in to the change in the rhythm.
07:33:697 - this doesn't seem necessary at all, you don't even do it again in this part It's in the music. As I said before, plently of these are present in this section, but I only chose to map this one (and leave out a don in the stream) so I change the gameplay for the full alt players. This is the spot where you stop hitting patterns with main hand, and start hitting them with offhand.
07:53:047 (528,529,530) - 07:57:730 (550,551,552) - 08:00:266 (562) - i think kite's snapping for these (i hope they're mapped to vocals) is correct and these should be 3/4 rhythms otherwise find an agreement with kite These are clearly 1/3. Try snapping them to 3/4 and see for yourself, they fit 1/3 much better.
Okoratu wrote:
consider swapping color 3 and 4, as the reds seem somewhat similar on my monitors doing this will eliminate any chance of them being too similar for anyone as there will always be the pink / purple to separate them (as far as i can see you didn't colorhax) Done
you may consider using this for soft-hitnormal12 as it will make the section at 04:34:873 - more audible so that they notice that they are actually hitting things Done
there are a few sliders with incredibly loud sliderticks in comparison to everything else, so i'm wondering if you want to make them more quiet. anyways here's a dump of these sliders:
03:24:629 (1,3) - 60% on ticks 03:32:678 (8) - 60% on ticks 03:33:556 (9) - 60% on ticks 06:49:243 (2) - 40% on ticks 06:50:414 (2) - 40% on ticks 08:41:632 (1,2) - 40% on ticks
the ones in the section starting from 06:09:438 - 60% on ticks (seemed loud compared to the section) sound more natural since the ticks all land on ticking sound things in the music so lol
you could actually use the slidertick of 03:41:020 (1) - and 03:48:044 (1) - 03:52:142 (1) - to replace it with a clap to keep your clap pattern? I am not going to hitsound sliderticks with claps, I did that once and the regrets are real
06:30:219 (3) - just wondering why you do this, i mean i like it and actually don't want you to change it but i'm just wondering why so i can steal this technique do what? not sure what you mean ;_;
07:42:526 (4,5,1,2) - i still like my solution for this more because it doesn't require you to hit 3 notes with different timing and snap, but only 2 but whatever
Well, after a long debate with myself I decided to go with our initial solution for this pattern which includes .osu editing the slider endpoint to 54 so it lands on the red section snap.. I do prefer this as it's more pleasant to play and a more fluid transition between snaps, just felt weird to .osu edit the slider and other reasons convinced me to do it otherwise.. I know I am undecisive lol
that's all for now (checking hitsounds for now and will edit this if i find something)
edit: yes i did. i thought they could still be more quiet but that's up to you.
stuff i found about the hitsounding (just giving you the files is easier than telling you to do sth to them)
http://puu.sh/o61cV/ecc5010d9c.zip
drum-hitwhistle: focused a lot on the left ear, so i took its left ear and made it mono
normal-hitfinish: focused a lot on the right ear, so i took its right ear and made it mono
soft-hitfinish22: one of the waves was delayed by about 4 or 5 ms so i cut that off and put it back together
soft-hitnormals: just had like 300ms of unnecessary silence in the end of them
Added them all, thanks