Halozy - Shining / STREAM

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Topic Starter
Yohanes
Since I didn't get a reply form Stella, I'll be the one who make changes
I hope he/she don't mind

Bakari wrote:

Sponsored by lack of sleep and Doritos.
[Stella's Normal]
  1. Try lower AR like 4 or 4,5. Making it slightly friendlier towards beginners sounds like a good idea to me. alright
  2. 00:23:887 (3) - how about using a 1/1 slider here, this would help to avoid the 3/2 gap, which might be quite tricky for beginners. yea I think that's better
  3. 00:43:822 (3,4) - the transition from long slider to 1/1 circles feels quite unnatural and too sudden to me. Perhaps, replacing these two with a slider would fit slightly better with the patterning you use.
    Note: 00:56:209 (3,4) - same here, I think it's just because you map such a strong beat as 00:56:016 - with a slidertail, that the following beats have circles on though they feel quite weak and it confuses me a bit. A slider would solve this problem. Yeah, I changed both of those to make it more consistent with the other similar pattern like this as well
  4. 01:24:080 (1,2) - the vocals peak at both points of the slider, hence, using circles would make more sense. This way, each beat would be emphasized equally well with a clickable object. I think this one is fine, slider also works well here imo because it also complement the vocal by following it troughout the slide body
  5. 03:01:822 (1,2) - stack here feels quite out of your style since you don't normally use them. Perhaps, it would be a good idea to either get rid of this one or start introducing more awe progress through the difficulty. I think I can understand why he/she make a stack here. This rhythm 03:01:822 (1,2) - started with lower notes sound, which is the only time you hear troughout the song, so the purpose to put stack here is to make it stand out from the others.

    Neat. Not much to mention here.
Thanks Bakari
@Stella If you have any objections with my changes, please contact me

Edit : Stella allowed me to make changes to his / her diff, so we're ready :)
smallboat
Thank your cooperation :)

And I look for while around and nothing to say that.

So let it
Bubbled :idea:
Topic Starter
Yohanes
Thank you bigboat :D

EDIT: Just got metadata clarification from Kwan, gonna add few more to tags by the next update
Pentori
hey
[General]
why dont u fade out ur mp3. u have like 25 seconds of nothing

[Stella's Normal]
check ur break times a lot of them end a lot earlier than they should http://puu.sh/tPpqj/210cef9254.jpg
01:30:274 (1,2) - ds
03:07:822 - dont think the clap fits. it deviates from ur hitsounding structure
03:09:758 - the three sounds on 03:09:371 (3) - are the same here, so removing the clap would b better

[Hard]
00:15:371 (4) - there's no need to do this here, obvious triple on 00:15:855 - u can use
00:51:177 (4,1) - drum roll starts on red 00:51:371 - this is the same as 02:07:242 (6)
01:02:790 (2) - remove clap
01:03:564 (4) - you probably should end this on the blue tick to utilise more 1/4 rhythms for better spread
01:07:242 (1,4) - i would try avoid the stack here, with the way auto stacking works it makes 01:06:274 (4,1) - look terrible
01:09:758 (4) - just put a triplet on 01:09:951 - instead of making up rhythms
01:14:016 (4,5,1) - equal visual distance? looks off rn http://puu.sh/tPr1M/6350971dff.jpg
01:23:693 (4) - strong downbeat on slider end :/
01:30:274 (1) - perhaps u could balance the densities more by making this 2 circles instead. stuff like 01:36:467 (1,2,3,4) - is a lot harder to tap than 01:30:274 (1,2)
01:55:629 (2) - 02:01:822 (2) - not entirely convinced that these work - they repeat on nothing
02:25:629 (4) - drum roll starts on red tick
03:02:693 - clap here is really awkward since there are no snares to hitsound too
03:04:338 (2,3,4) - red tick triplet would be better 03:04:532
03:05:500 (3) - remove claps, or achieve some sort of consistency with 03:02:403 (3) - as they are the same sounds/pattern
03:06:274 (1,2) - these are kinda overmapped but they sorta work with the guitar. however, giving them claps was an awful idea as there are no drums here. u should just remove all the claps except for
03:07:048 - 03:07:822 - suddenly you start hitsounding every white tick, while your previous hitsound structure had claps every 2nd beat
03:09:758 - 03:10:532 - dont need the claps

[Lunatic]
00:25:532 (2,3,4,5) - could try nc'ing all these. picking up on the rhythm change is really hard if you haven't played the map before. nc'ing makes people pay more attention
00:44:597 (3,4,5) - cant really agree with these. generally if you want to overmap triplets for emphasis, you have the strongest beat on the bottom, this is just doing the opposite :(
00:51:177 (5,6,7) - ^ since this is the highest diff, why not use the 1/8 from 00:51:371 - ?
01:02:790 (2) - dont need clap
01:28:726 (1,2) - symmetry?
02:01:822 (2) - doesn't necessarily reverse on anything
02:01:822 (2,3) - can you fit this so it looks better with the stack? looks off in gameplay http://puu.sh/tPuKl/2d2f82bfab.jpg
02:39:951 (8,2,4) - stacking these makes the stream look really ugly http://puu.sh/tPuPr/2f3e35cb21.jpg
03:02:693 (6) - shouldn't hitsound ghost notes ;w;
03:05:500 (4) - ^
03:06:274 - tone down the amount of claps here, its way to overpowering

best of luck! unfortunately there are some things i don't agree with :cc
Topic Starter
Yohanes

Pentori wrote:

hey
[General]
why dont u fade out ur mp3. u have like 25 seconds of nothing I'd rather not edit the music unless I really had to

[Hard]
00:15:371 (4) - there's no need to do this here, obvious triple on 00:15:855 - u can use
00:51:177 (4,1) - drum roll starts on red 00:51:371 - this is the same as 02:07:242 (6) I mapped it that way in order to emphasize the next 1/1 slider, and those reverse slider is used to emphasize the claps and the build up melody toward there
01:02:790 (2) - remove clap
01:03:564 (4) - you probably should end this on the blue tick to utilise more 1/4 rhythms for better spread I prefer to put jump towards the next pattern because that will give more impact in real gameplay imo
01:07:242 (1,4) - i would try avoid the stack here, with the way auto stacking works it makes 01:06:274 (4,1) - look terrible
01:09:758 (4) - just put a triplet on 01:09:951 - instead of making up rhythms same as before
01:14:016 (4,5,1) - equal visual distance? looks off rn http://puu.sh/tPr1M/6350971dff.jpg
01:23:693 (4) - strong downbeat on slider end :/
01:30:274 (1) - perhaps u could balance the densities more by making this 2 circles instead. stuff like 01:36:467 (1,2,3,4) - is a lot harder to tap than 01:30:274 (1,2) i changed the rhythm on 01:23:693 - into 2 circle and a slider instead, I think that's a good compromise
01:55:629 (2) - 02:01:822 (2) - not entirely convinced that these work - they repeat on nothing I honestly don't like putting long slider on this diff, so I put a reverse instead
02:25:629 (4) - drum roll starts on red tick same here too
03:02:693 - clap here is really awkward since there are no snares to hitsound too
03:04:338 (2,3,4) - red tick triplet would be better 03:04:532 same here, triplet to emphasize clap & build up + jump to emphasize cymbal
03:05:500 (3) - remove claps, or achieve some sort of consistency with 03:02:403 (3) - as they are the same sounds/pattern
03:06:274 (1,2) - these are kinda overmapped but they sorta work with the guitar. however, giving them claps was an awful idea as there are no drums here. u should just remove all the claps except for I'll make them consistent with Lunatic diff
03:07:048 - 03:07:822 - suddenly you start hitsounding every white tick, while your previous hitsound structure had claps every 2nd beat
03:09:758 - 03:10:532 - dont need the claps

[Lunatic]
00:25:532 (2,3,4,5) - could try nc'ing all these. picking up on the rhythm change is really hard if you haven't played the map before. nc'ing makes people pay more attention alright, I'll put NCs for now
00:44:597 (3,4,5) - cant really agree with these. generally if you want to overmap triplets for emphasis, you have the strongest beat on the bottom, this is just doing the opposite :(I want to emphasize the vocal actually, not the drum. So in this case, this kind of overmap is fine imo
00:51:177 (5,6,7) - ^ since this is the highest diff, why not use the 1/8 from 00:51:371 - ? I can't really make it work to be honest, besides I don't really like it
01:02:790 (2) - dont need clap
01:28:726 (1,2) - symmetry? no lol
02:01:822 (2) - doesn't necessarily reverse on anything True, but I don't really want to put another long slider here without some kind of variation.
02:01:822 (2,3) - can you fit this so it looks better with the stack? looks off in gameplay http://puu.sh/tPuKl/2d2f82bfab.jpg
02:39:951 (8,2,4) - stacking these makes the stream look really ugly http://puu.sh/tPuPr/2f3e35cb21.jpg
03:02:693 (6) - shouldn't hitsound ghost notes ;w;
03:05:500 (4) - ^
03:06:274 - tone down the amount of claps here, its way to overpowering

best of luck! unfortunately there are some things i don't agree with :cc
Else are fixed, Thank you Pentori! :D
Topic Starter
Yohanes
All fixed from Pentori's mod on Stella's diff. I forgot that I supposed to check mods on Stella's diff as well

Updated!
smallboat
Rebubbled
Topic Starter
Yohanes
thanks again smallboat!
Chaoslitz
[General]
  1. Source should be 東方神霊廟 ~ Ten Desires. We should specify the accurate name of game instead of the whole series (For example like https://osu.ppy.sh/b/991229, https://osu.ppy.sh/s/436799 etc.), so remove the one in tag and add 東方project


[Stella's Normal]
  1. 01:55:048 (1,2,1,2,1,1) - In my opinion this section lacks of hitsounds, try adding whistles to those slider heads for a better feedback
  2. 03:18:661 (1,2,3,4) - 03:24:855 (1,2,3,4) - 03:31:048 (1,2,3,4,5) - ^


[Hard]
  1. 03:12:467 - 03:24:855 - The vocal and drums are really strong which I think it shouldn't be skipped (same as in lunatic)


[Lunatic]
  1. 02:01:822 (2) - I don't understand why you used a reversed slider when there is no sound in 02:02:790, you can follow 01:55:629 (2) instead
  2. 03:07:048 (1) - It is unnecessary to overmap 1/8 when there is no clear sound, 1/4 should be enough

Call me back
Topic Starter
Yohanes

Chaoslitz wrote:

[General]
  1. Source should be 東方神霊廟 ~ Ten Desires. We should specify the accurate name of game instead of the whole series (For example like https://osu.ppy.sh/b/991229, https://osu.ppy.sh/s/436799 etc.), so remove the one in tag and add 東方project Few months ago Kwan told me that using either one as a source is Okay, in fact there're many maps that still using 東方project as a source. fyr= https://puu.sh/uRrAO/9c2e5f3f67.png But okay, I'll change it


[Stella's Normal]
  1. 01:55:048 (1,2,1,2,1,1) - In my opinion this section lacks of hitsounds, try adding whistles to those slider heads for a better feedback
  2. 03:18:661 (1,2,3,4) - 03:24:855 (1,2,3,4) - 03:31:048 (1,2,3,4,5) - ^ Added some whistle in Stella's stead. I try to keep it low profile & uniform with Stella's hitsounding


[Hard]
  1. 03:12:467 - 03:24:855 - The vocal and drums are really strong which I think it shouldn't be skipped (same as in lunatic) I want to highlight this break section on the song, also I want to keep it uniform with 03:18:661 - which is similar but doesn't have the drum and vocal


[Lunatic]
  1. 02:01:822 (2) - I don't understand why you used a reversed slider when there is no sound in 02:02:790, you can follow 01:55:629 (2) instead ok, fixed on hard too
  2. 03:07:048 (1) - It is unnecessary to overmap 1/8 when there is no clear sound, 1/4 should be enough This section has a distinct high pitched guitar sound that only appears once throughout this song. Also, the sound there is also continuous, there're no definite answer whether it is 1/4, 1/6, 1/8 or so on. 1/4 will makes it sounds too empty to my taste, so thats that. I still think that the overmap is properly used there

Call me back
Thank you Chaos! :D
Karen
isn't 東方project a valid source for all touhou songs?
Chaoslitz
I didn't say it is invalid but it is better to provide a more accurate source (regard to post p/5303637), which can't tell if it is an unrankable issue or not, so I popped it to prevent any issues after pushing it forward.

[Lunatic]
  1. 03:07:048 (1) - Then can you remove whistles and leave 03:07:048 - 03:07:242? only white and red tick have clear sounds so placing whistles in every reverse do not sound good
Topic Starter
Yohanes
ok
Chaoslitz
Rebubbled, you can call smallboat back to qualify :3 (don't forget the 24hrs rule)
Topic Starter
Yohanes
Thank you Chaos!
smallboat
Confirm pass 24hr rule in there, let it Qualified
Topic Starter
Yohanes
thankssssssssssssssssssssss!
ShirohaMyMommy
why nobody congratulates this =(


oh it is because too old


congratz
Topic Starter
Yohanes

Delis wrote:

why nobody congratulates this =(


oh it is because too old


congratz
Time change

Thanks!!
Enon
You are god
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