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posted
The hitsound rule is something that just have to be followed, there is not much to say there (clearly I didn't check for that xD)

The storyboard rule on the other hand, does not have to be strictly followed; if you have been here long enough you'd know that many exceptions have been made on storyboard image dimensions to improve the amount of details in them. I stand with Charles on this one

Oh and maybe enabling epilepsy warning in the mean time, better safe than sorry
posted
It did work 4 years ago but that's another story.

Man today is full of fun isn't it?

Anyway since it seems like you've got your mind set, I'll delete the 7 files and reformat the storyboard to make you happy.
Fortunately it won't take a recompile.
I'll post when I'm done.
posted
So, whilst I appreciate the effort that's gone into hitsounding this, like it's extremely complex and nice, the level of complexity doesn't do anything to enhance the playability. It actually reduces it, keysounding objects means that you get absolutely 0 feedback from hitting it, because your hitsound sample will match that of the sound the object's mapping, so you get no feedback on whether or not you're late or early.

Another thing is, your claps aren't loud enough/obvious enough, they match the music too well. Also, your hitfinish (bass drum) hitsound is really lacking.

01:59:834 (1) - In this section with your drum hitnormals, this is a good use of matching music and still getting feedback, it's less important for your hitnormals to stand out as much though. Though, arguably they're too similar to the actual music.

I haven't tried it, but i think increasing your clap and finish volumes will benefit the hitsounding greatly, cos you're not a composer, you're a mapper in osu! Hitsounding isn't meant to be discreet.

Your hitsounding in the kiai at 02:42:885 (1) - has decent volumes though. The start seems to suffer and the calm parts.

Just my two cents. Impressive hitsounding mind you, but remember playability.
posted
Storyboard works completely fine on my crappy 5 year old laptop, I do not believe it needs to be changed.

However, although I personally don't agree with needing to increase the volume of the hitsounds mentioned, they are quite quiet. I can easily see why one would say they can't hear them. If I put music at 50 and effect at 100 they're easy enough to listen to. I would just increase the volume 1.5x - 2x for the quieter hitsounds if I were you.
posted

Hula wrote:

So, whilst I appreciate the effort that's gone into hitsounding this, like it's extremely complex and nice, the level of complexity doesn't do anything to enhance the playability. It actually reduces it, keysounding objects means that you get absolutely 0 feedback from hitting it, because your hitsound sample will match that of the sound the object's mapping, so you get no feedback on whether or not you're late or early.

Another thing is, your claps aren't loud enough/obvious enough, they match the music too well. Also, your hitfinish (bass drum) hitsound is really lacking.

01:59:834 (1) - In this section with your drum hitnormals, this is a good use of matching music and still getting feedback, it's less important for your hitnormals to stand out as much though. Though, arguably they're too similar to the actual music.

I haven't tried it, but i think increasing your clap and finish volumes will benefit the hitsounding greatly, cos you're not a composer, you're a mapper in osu! Hitsounding isn't meant to be discreet.

Your hitsounding in the kiai at 02:42:885 (1) - has decent volumes though. The start seems to suffer and the calm parts.

Just my two cents. Impressive hitsounding mind you, but remember playability.
I don't really agree with the hitsounds "matching" too much. They volume just needs to be increased, imo.
posted
Map's updated, it should be good to go now.
An epilepsy warning would be a real problem, it' takes forever to go away (dog's already coming by then)
I'm throwing around volume ideas but tbh I really can't see where anyone's coming from with that.


LFJ and I are juggling epilepsy warning ideas.
posted
Added epilepsy warning, looks like poop but could be worse. It shows up when the map is loading which is good, wish it would go away when the map was done loading though.
Whatever, ~limitations~
posted
Good luck for rerank Charles!
posted
Everything that has been mentioned in the original post has been addressed I believe

Except for the hitsound volume thing which Charles argues is a design choice, tbh I can hear it perfectly fine with default volume settings so I'm gonna go ahead and rebubble this

#1
posted
welp i cant asdf
posted

Okoratu wrote:

welp i cant asdf
Wait really?
Huh I thought they got rid of that rule? I mean jonathanlfj was qualifier, right?
...
It's been too long I have no clue how any of this shit works
posted
i meant
i can't hear hitsounding well LOL
posted
Applied KD to the people helping out since it gets disabled when the map's qualified (I think)
posted
The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.
posted

peppy wrote:

The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.
cheers mate
posted
Hehe I knew that you had to active the Warning hehehehe HEHEHE, ok thoomyy stap, looveees
posted

peppy wrote:

The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.
Are you telling Charles to listen at 0%? Or the people complaining about hitsound volume.









Last edited by Monstrata on 2 minutes ago, edited 2 times in total.
posted

peppy wrote:

The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.
Volume wise they're quite loud yes, the blending is an interesting situation as it seems to only affect some.

Ideally for people who are having it blend / can't discern the individual sounds, when they start drifting off beat due to lack of feedback they'll start to hear the sounds again. Then hopefully when they recognize what the hitsounds actually sound like, they can start listening for that in the music.

Not sure if it's asking too much of the player to listen through the blending in these specific cases, but my options are pretty limited, barring redoing the entire map's hitsounds...

I can turn up the volume in these cases, but that will make it too loud for others.
I think it would be fine for people to simply lower their music volume until it is comfortable? Now that changing effect and music volume is so easy thanks to the dials update.
posted
The issue with the hitsounds being soft is actually not due to any bug, but due to how pitch and frequency is interpreted - if everyone can remember the Online Offset map, remember that the sounds become softer when they're perfectly aligned, because... i'm not entirely sure. Something about pitch frequency, but it happens with sounds that are very similar in pitch and volume. By lowering one or the other you're basically forcing one to take over the other. The problem then becomes that the hitsounds are too similar to the samples used in the map itself and thus kind of skimps on audio feedback for the player. But that's an issue I don't care to really think about, it goes into philosophy rather than technical rules - "Are hitsounds required to be different from the music to provide feedback for the player? if so, are keysounded maps fundamentally unrankable, as the player performs the most important instrument in the music?" etc etc etc
posted

Shiirn wrote:

The issue with the hitsounds being soft is actually not due to any bug, but due to how pitch and frequency is interpreted - if everyone can remember the Online Offset map, remember that the sounds become softer when they're perfectly aligned, because... i'm not entirely sure. Something about pitch frequency, but it happens with sounds that are very similar in pitch and volume.
Yeah I think that's a case of one area of the audio spectrum getting capped out super hard, lowering everything else in normalization.
I specifically avoided that in this set (it happened a couple of times in development with one of the clap sounds, hehe)
In the New Astronomas map you can hear the normalization struggling to keep up with how loud the hitsounds are, actually, it's fascinating.


I think the audio levels in this set are fine as a base setting..? I don't think it would be too hard for people experiencing this to turn down the music volume a little bit, like peppy demonstrated.
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