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posted
Please make it a ranked map :D
posted
Just a modding for salty kid kk

[Maiz' 7K OVERDRIVE]
I might my skill is lack for the play it.
but I can recognize the problem from my experience.
And if someone has the skills to prove that's not a problem, I might can be accepted then. but since I don't think so. ;_;
Anyway This does not be a solution for everything, but It must be considered at least.
And I could not handle the everything directly, And I gave some examples of feedback.
I think you can change other things after considering them.

[Structure]
※ 00:19:712 - to 00:23:242 - I feel that Insufficient structure for the highlight rhythm.
I mean, you early made a main rhythm for your chart at here 00:02:771 - to 00:19:712 - They also having the same note density.

And 00:19:712 - here is the start part for the drum roll (till 00:23:947 - )
It is based on the same rhythm, And That's the part where the drum added.
What I want to say here is that the density of notes is the same.

http://puu.sh/wsZNs/f3b9a79d72.png Actually there is no difference, and I feel it's awkward a quite.

I think It needs to be added some notes more.
Pew's diff is a nice example for the sturcture what he expressed a highlight.

※ From 01:13:282 -
All charts has an intention, And it is not at least a ghost note. but that does not make sense for the reasonable.
I felt that there was a lot of unbalance here earlier and I thought it could be improved.

A typical examples ::
https://puu.sh/wt09k/c88dd7a02b.png
https://puu.sh/wt0ar/083f501354.png
https://puu.sh/wt0az/b5e6fd12ef.png
https://puu.sh/wt0br/f69eeb7ff7.png

This tends to be biased towards one hand at 1,2 puush image.
And 3,4 puush image is, you made a triple jack. It is a case that can be avoided enough, and it seems to be just an intention to you want to make it more harder. You can ignore the last 3 jack.
I do not think It can be give a reasonable feeling for the song.

I think It can be improved from the beginning
01:13:282 - https://puu.sh/wt0FS/78c311a95a.png → Feedback :: https://puu.sh/wt0El/d0c7fedc97.png
01:14:669 - https://puu.sh/wt0G0/97f5a7b23c.png → Feedback :: https://puu.sh/wt0EX/d46f06d433.png

I considered your intentions and thought of a better pattern for the readable, And playable too.
I can not do all the parts, just provide a feedback. hope it helpful to you.

[SV]
※ Honestly, almost SV formulas are wrong. It's not a must. but It should be do as possible.
SV allows the player to have a visually effect and various things.
but when the formula of the SV is out of line with the distance that you used, It directly affects the accuracy of the playing and sense too.
Therefore, It needs to be changed the formula than delete the SV.

※ The relationship of the SV with the note snap. 00:23:947 -
00:23:947 (23947|4,23947|6,23947|2) - The LNs ended 1/12th here 00:24:065 -
but ended SV snapped here on the 1/4th redline 00:24:124 -

This empty space gives the player an unplanned timing after the end of LNs.
The beginning and end of the LN must be matched with SV snaps.

※ And some SVs need to be regular.
00:47:947 - to 00:48:300 - It snapped 8 times on the 1/8th.
x0.75 x0.74 x0.72 x0.68 x0.63 x0.55 x0.47 x0.37 It's too vague.

I think at least, you can use them 16 times till 00:48:653 -
And you can make it slow with regular formal.
like x0.80 x0.78 x0.76 x0.74.. 16 times what you want.
It will give the player a smooth progression of the SV with your intention.

To kyoka.
you have to make sure the correct snap to all the difficulties. I guess some guest difficulties are not consistent to each others
like :: https://puu.sh/wt1Xe/94bfaa2c99.png https://puu.sh/wt20x/08f508820c.png

Good luck!!
posted

Kawawa wrote:

Just a modding for salty kid kk salty but beloved by lr2 elitist out there. :^)

[Maiz' 7K OVERDRIVE]
[Structure]
※ 00:19:712 - to 00:23:242 - I feel that Insufficient structure for the highlight rhythm.
I mean, you early made a main rhythm for your chart at here 00:02:771 - to 00:19:712 - They also having the same note density.

And 00:19:712 - here is the start part for the drum roll (till 00:23:947 - )
It is based on the same rhythm, And That's the part where the drum added.
What I want to say here is that the density of notes is the same.

http://puu.sh/wsZNs/f3b9a79d72.png Actually there is no difference, and I feel it's awkward a quite.

I think It needs to be added some notes more.
Pew's diff is a nice example for the sturcture what he expressed a highlight.

Nerfed from 00:19:712 - to 00:23:242 -. No changes on earlier from that.
※ From 01:13:282 -
All charts has an intention, And it is not at least a ghost note. but that does not make sense for the reasonable.
I felt that there was a lot of unbalance here earlier and I thought it could be improved.

A typical examples ::
https://puu.sh/wt09k/c88dd7a02b.png
https://puu.sh/wt0ar/083f501354.png
https://puu.sh/wt0az/b5e6fd12ef.png
https://puu.sh/wt0br/f69eeb7ff7.png

This tends to be biased towards one hand at 1,2 puush image.
And 3,4 puush image is, you made a triple jack. It is a case that can be avoided enough, and it seems to be just an intention to you want to make it more harder. You can ignore the last 3 jack.
I do not think It can be give a reasonable feeling for the song.

I think It can be improved from the beginning
01:13:282 - https://puu.sh/wt0FS/78c311a95a.png → Feedback :: https://puu.sh/wt0El/d0c7fedc97.png
01:14:669 - https://puu.sh/wt0G0/97f5a7b23c.png → Feedback :: https://puu.sh/wt0EX/d46f06d433.png

I considered your intentions and thought of a better pattern for the readable, And playable too.
I can not do all the parts, just provide a feedback. hope it helpful to you.

Not following yours on 01:13:282 - and 01:14:669 - but the pattern changed on my preference.

[SV]
※ Honestly, almost SV formulas are wrong. It's not a must. but It should be do as possible.
SV allows the player to have a visually effect and various things.
but when the formula of the SV is out of line with the distance that you used, It directly affects the accuracy of the playing and sense too.
Therefore, It needs to be changed the formula than delete the SV.

※ The relationship of the SV with the note snap. 00:23:947 -
00:23:947 (23947|4,23947|6,23947|2) - The LNs ended 1/12th here 00:24:065 -
but ended SV snapped here on the 1/4th redline 00:24:124 -

This empty space gives the player an unplanned timing after the end of LNs.
The beginning and end of the LN must be matched with SV snaps.

That is not true at all with short timing SV on this part. This is my intended SV preference and will not change any of SV timing unless if you were suggesting a SV value for me to consider if it fits. If it's about changing SV timing, sorry to say, it'll break my creativity on all SV timings during the duration of the song. No changes.
※ And some SVs need to be regular.
00:47:947 - to 00:48:300 - It snapped 8 times on the 1/8th.
x0.75 x0.74 x0.72 x0.68 x0.63 x0.55 x0.47 x0.37 It's too vague.

Same reason as above. Also, those SVs that you mentioned, these special SVs were created by using Agka's tool. His tool is a brilliant calculator tool and I, myself got hooked by it and always using it on a certain part that I feel that this is the part that I have to use his tool to implement some special SVs.
I think at least, you can use them 16 times till 00:48:653 -
And you can make it slow with regular formal.
like x0.80 x0.78 x0.76 x0.74.. 16 times what you want.
It will give the player a smooth progression of the SV with your intention.

If I use this, the earlier part, 00:47:947 - will not fit with your suggestion above. The part goes slow and then normal speed, then slow again would be not the best idea to implement. No changes.

To kyoka.
you have to make sure the correct snap to all the difficulties. I guess some guest difficulties are not consistent to each others
like :: https://puu.sh/wt1Xe/94bfaa2c99.png https://puu.sh/wt20x/08f508820c.png

Good luck!! Thanks :D
@kuo please check back hitsounds if I mistakenly delete one of them.
Update: http://puu.sh/wEVWS/80c8ac62f9.rar
posted
updated
hitsound i will recheck later
posted
You may add "Neon FM" in tags since this track appeared in this game (and it's more actual now than SDVX :roll: )
posted
n00ked
posted
O-oooooooooo AAAAE-A-A-I-A-U-
JO-oooooooooooo AAE-O-A-A-U-U-A-
E-eee-ee-eee AAAAE-A-E-I-E-A-
JO-ooo-oo-oo-oo EEEEO-A-AAA-AAAA

Good luck :)
posted
is having "Are you ready? Adrenaline is pumping Generator Automatic Lover Atomic Overdrive Blockbuster Call me a leader Cocaine Don't you try it Innovator Kill machine There's no fate Take control LET THE BASS KICK O-oooooooooo AAAAE-A-A-I-A-U JO-oooooooooooo AAE-O-A-A-U-U-A E-eee-ee-eee AAAAE-A-E-I-E-A JO-ooo-oo-oo-oo EEEEO-A-AAA-AAAA" rankable even?, curious owo
good luck owo
posted
I so want to rank this ...
posted

YaHao wrote:

When
posted

Kuo Kyoka wrote:

I so want to rank this ...
What's the problem? For me, mapset looks pretty good
posted

YaHao wrote:

When
posted
Revived.
I will give this a try again, I'm waiting for tofu and kawawa to do the check
Also ajee and SY already changed name, however the SB is already too old ages and I lost my pdf file and probably I can't remake entirely intro again so I think i will just let it be

I will add the credit when I have time later
posted
last time ur pc sudden formatted? :Ahhh:
posted
ye la, and u know, i just name those files asd, zxc, dsa, 123, aaa something so nope
posted
Let's start with 4K spread at first.

[General]
  1. First thing is that I have to mention that the storyboard hitsounds are a bit confusing in lower diffs, especially in those places where no notes are presented but hitsounds are. It might be a tough job to fix them, but I think you can try to use a hitsound copier to help you with that. If you need further information about the copier, you can contact with me.
  2. Besides, here goes some OD and HP suggestions.
    1. 4K BASIC can use HP 6.5. There are not many LNs so HP6 might be a bit low.
    2. 4K INFINITE can use HP 8.5, as it doesn't use many LNs too, and also raise the overall difficulty a bit compared to 4K EXHAUST.
    3. 4K OVERDRIVE can use OD 8.5. It might be too challenging as OD 9 since it's just a 4* difficulty.
    Therefore, you will have a logically ascending OD and HP 4K spread.
  3. Add "Sandalphon" into tags, as SY's new ID.


[Chicken's 4K BASIC]
  1. 00:23:242 - How about adding a LN here that ends at 00:23:947 - for the drum rolls?
  2. 01:18:657 - 01:29:755 - Also need single notes here for the bass sounds just like 01:24:206 (84206|0) -
  3. 01:40:854 - Same as above.


[CS' 4K NOVICE]
  1. 00:16:889 (16889|3,17242|3) - I think there is no need to stack them, maybe put 00:17:242 (17242|3) - to col[3]?
  2. 01:13:282 - The parts from here are using doubles pretty randomly to me. I know those places you put doubles are for snare + bass, but they creates inconsistencies with quite a few parts without these doubles. I would suggest, for consistency, add doubles for each bass + snare, and if needed, rearrange some of the LNs. Even though parts like 01:13:628 (73628|3,73975|2,74322|1) - are having LNs released at the same time, I think it's still a bit too challenging for beginners while after this you are having bunch of LNs as well. So my general opinion is to make doubles consistently and to reduce the difficulty of LNs.


[Avalon's 4K ADVANCED]
  1. 00:02:771 - to 00:05:595 - Why you only stacking these notes in this part, while in latter part you are just using normal jump patterns? Maybe rearrange to similar patterns like latter ones.
  2. 00:13:889 - Not a drum sound here, and even EXHAUST uses only single LN, so maybe delete the LN on col[4]?
  3. 00:51:124 - One LN here should be enough as this sound doesn't make such large effect.
  4. 00:53:771 (53771|3) - Pretty sure that the wub sound doesn't focus its impact on this part but rather a bit latter. However, for simpler snap you can just make it start at 00:53:595 -
  5. 00:55:006 (55006|2) - This LN can be made into a single note, as the wub sound doesn't make such large impact here. For the last two mods, you can rearrange as the following: https://osu.ppy.sh/ss/11114257
  6. 01:02:061 - to 01:04:526 - I think you can make a mirror pattern of those from 00:59:241 - to 01:02:061 - for some variations.
  7. 01:06:285 - to 01:07:690 - Maybe make mirror pattern of 01:04:878 - to 01:06:285 - for some variations.
  8. 01:16:403 (76403|1,76576|1,76923|1,77097|1,77270|1) - Maybe rearrange some to avoid the imbalance on col[2]?
  9. 01:30:969 (90969|0) - As here is no vocal, and you don't actually catch such drum before in the same part of the music, so maybe delete this.
  10. 01:43:628 - There is no snare here so the double is unnecessary. Just single note is enough.
  11. 01:45:536 - Add a note on col[1] for the crash sound.


[DECADE's 4K EXHAUST]
  1. 00:08:242 - Maybe have a double here for the bass?
  2. 00:19:536 - Same as above.
  3. 00:21:477 (21477|2,21653|2,21830|2,22006|2,22183|2) - 00:22:095 (22095|1,22271|1,22447|1,22624|1) - Can you rearrange a bit to avoid these long stacks?
  4. 00:23:418 - No need for double here since no crash presents.
  5. 00:27:653 (27653|0,28006|2) - Why suddenly have two random LNs? I think they should be deleted as they don't properly follow the vocals in this part.
  6. 00:35:242 (35242|2,35242|3) - The sounds actually ends at 00:35:595 - , and also in other diffs except the highest they only have single LN here. Maybe change that to have the consistent LN length?
  7. 00:37:183 (37183|1,38595|1) - If they are for the vocals, they should be starting at 00:37:006 - and 00:38:418 - , respectively.
  8. 00:42:300 - Maybe have a LN here that ends at 00:42:653 - to map the vocal?
  9. 00:45:477 - Same as above.
  10. 00:50:065 - Maybe have a double note here for the snare, and you can rearrange like this: https://osu.ppy.sh/ss/11114317
  11. 00:52:889 (52889|1) - I think this one should be just a normal note as the type of the wub sound changes here.
  12. 01:04:702 - Double for bass?
  13. 01:10:318 - ^
  14. 01:11:367 - to 01:13:108 - they are all just bass sounds, but you are having single, double and triple notes altogether, which creates sorts of inconsistency here. Tryna make them all into doubles should be better. Also, ADVANCED is even harder from 01:11:367 - to 01:11:890 - so this mod also helps for a better spread.
  15. 01:13:802 (73802|2,73975|2,74149|2,74322|2) - Some unnecessary long stacks that can avoided.
  16. 01:19:698 (79698|2,79698|0,79784|3,79784|1,79958|2,79958|0,80045|1,80045|3) - I feel your focus is wrong here, as you used to emphasize drums with doubles. So I'd suggest patterns like https://osu.ppy.sh/ss/11114343 Same idea can be applied to later parts similar to this as well. Also places like 01:20:391 - , 01:23:166 - and etc. should not have doubles, just like what you did in 01:14:842 - .
  17. 01:21:865 (81865|1) - Ghost note?
  18. 01:25:507 (85507|1,85680|1,85767|2,85854|1,85940|2,86027|1,86114|2) - This imbalance can be avoided.
  19. 01:45:969 (105969|2,105969|3) - 01:46:316 (106316|1,106316|0) - Only bass sounds are there. Why double?


[Spy's 4K INFINITE]
  1. 00:21:300 (21300|0) - This note can be moved to col[2] for balance.
  2. Just as in ADVANCED, this wub sound doesn't focus its effect here accurately, so to simplify it, just start this at 00:55:006 - .
  3. 00:55:830 (55830|2) - Maybe move to col[2] for balance and avoid the stack with the previous LN?
  4. 00:57:536 (57536|3,57653|3,57771|3) - Snaps are wrong. Check other diffs.
  5. 00:57:947 (57947|1,58006|0,58065|1,58124|2) - The snaps here are quite blending. I suggest just making a LN here like other diffs to simplify them.
  6. 01:10:494 (70494|0,70668|0,70843|0) - I think you don't need to continue stacking them on col[1] as 01:10:494 - here is actually a new bar.
  7. As from 01:30:449 - to 01:31:316 - you are making trills on col[2] and col[4], you can make 01:33:050 - to 01:33:744 - into trills on col[1] and col[3]. Try this: https://osu.ppy.sh/ss/11114395
  8. 01:35:218 (95218|1,95391|1) - Delete them as you don't catch such sounds before, like 01:29:582 -
  9. 01:44:495 (104495|0,104495|3,104582|1,104669|2,104669|3,104755|1,104842|3,104842|0,104929|1,105016|3,105016|2,105102|1) - You can do ctrl+h just here as the rolls are getting denser.
  10. 01:45:189 - From here it's getting denser even more. You can try to vary your patterns for such rolls. Try this: https://osu.ppy.sh/ss/11114403


[SY's 4K OVERDRIVE]
  1. 00:23:242 - to 00:23:595 - Maybe try to map the 1/8 drum rolls, as this is the higest diff?
  2. 00:59:241 - to 01:09:093 - Why suddenly mapping snares as triple? In previous parts you don't even do that at all. If that is for improvisation, I can understand, but that does create unnecessary inconsistency in this diff so double consider about this.
  3. 01:09:443 - to 01:11:192 - 1/4 notes in between are representing too weak sounds, compared to the later drums. I am kinda unsure if you really need them, but if you wanna keep, at least start from 01:09:093 - as here the sounds are clearly heard and it's the start of a bar.
  4. 01:13:282 - A crash sound here. Maybe triple note?
  5. 01:23:166 - 01:34:264 - Clearly no drum here so single notes should be enough.
  6. 01:43:802 - to 01:45:189 - I'd suggest delete the 1/4 notes in between because they make the last part look like just very normal jumpstreams overall, but they don't note out the increasing density of drum rolls in the music. So by only having 1/2 doubles and triples here, you can properly make the patterns flow with the music as it goes denser, and continues to 01:45:189 - 1/4 patterns, then 1/8. That will be more logically correct for me.
  7. 01:45:536 - It has vocal and crash sounds so double note fits better.

7K spreads will be checked later. I didn't expect that long too lmao.
If you can't contact with certain mappers here, just apply the mods for them after getting their consent.
posted
i mean the current BG could be used as storyboard, it looks cooler imo

will reply tofu

Tofu1222 wrote:

[DECADE's 4K EXHAUST]
  1. 00:08:242 - Maybe have a double here for the bass?
  2. 00:19:536 - Same as above.
    i did remap this early section, without small jacks stream.. i used for map the bass as u mention instead

  3. 00:21:477 (21477|2,21653|2,21830|2,22006|2,22183|2) - 00:22:095 (22095|1,22271|1,22447|1,22624|1) - Can you rearrange a bit to avoid these long stacks?
    Rearranged to avoid the jacks

  4. 00:23:418 - No need for double here since no crash presents.
    Deleted

  5. 00:27:653 (27653|0,28006|2) - Why suddenly have two random LNs? I think they should be deleted as they don't properly follow the vocals in this part.
    Removed

  6. 00:35:242 (35242|2,35242|3) - The sounds actually ends at 00:35:595 - , and also in other diffs except the highest they only have single LN here. Maybe change that to have the consistent LN length?
    Yes, rescale my the pattern diff with spy's. i used trill hitnote at 1/3 as spy used jack. so it should be clear now

  7. 00:37:183 (37183|1,38595|1) - If they are for the vocals, they should be starting at 00:37:006 - and 00:38:418 - , respectively.
  8. 00:42:300 - Maybe have a LN here that ends at 00:42:653 - to map the vocal?
  9. 00:45:477 - Same as above.
    I removed such vocal mapping after remap

  10. 00:50:065 - Maybe have a double note here for the snare, and you can rearrange like this: https://osu.ppy.sh/ss/11114317
    i'll think about that later for adding snare. current pattern i used was basic 1/4 stream with 6hit

  11. 00:52:889 (52889|1) - I think this one should be just a normal note as the type of the wub sound changes here.
    as u said, this is for snare

  12. 01:04:702 - Double for bass?
  13. 01:10:318 - ^
    sure, added double note for bass

  14. 01:11:367 - to 01:13:108 - they are all just bass sounds, but you are having single, double and triple notes altogether, which creates sorts of inconsistency here. Tryna make them all into doubles should be better. Also, ADVANCED is even harder from 01:11:367 - to 01:11:890 - so this mod also helps for a better spread.
    i remap this part with jumpstream. without triple note at the end http://osu.ppy.sh/ss/11117459

  15. 01:13:802 (73802|2,73975|2,74149|2,74322|2) - Some unnecessary long stacks that can avoided.
    yes

  16. 01:19:698 (79698|2,79698|0,79784|3,79784|1,79958|2,79958|0,80045|1,80045|3) - I feel your focus is wrong here, as you used to emphasize drums with doubles. So I'd suggest patterns like https://osu.ppy.sh/ss/11114343 Same idea can be applied to later parts similar to this as well. Also places like 01:20:391 - , 01:23:166 - and etc. should not have doubles, just like what you did in 01:14:842 - .
    yeah i did remap this part too like this https://osu.ppy.sh/ss/11117472. i did map the hat also the vocal

  17. 01:21:865 (81865|1) - Ghost note?
    idk yes

  18. 01:25:507 (85507|1,85680|1,85767|2,85854|1,85940|2,86027|1,86114|2) - This imbalance can be avoided.
    sure
  19. 01:45:969 (105969|2,105969|3) - 01:46:316 (106316|1,106316|0) - Only bass sounds are there. Why double?
    i used a jumptrill for this section so removed the double
posted

Tofu1222 wrote:

[SY's 4K OVERDRIVE]
  1. 00:23:242 - to 00:23:595 - Maybe try to map the 1/8 drum rolls, as this is the higest diff?
  2. 00:59:241 - to 01:09:093 - Why suddenly mapping snares as triple? In previous parts you don't even do that at all. If that is for improvisation, I can understand, but that does create unnecessary inconsistency in this diff so double consider about this.
    variety
  3. 01:09:443 - to 01:11:192 - 1/4 notes in between are representing too weak sounds, compared to the later drums. I am kinda unsure if you really need them, but if you wanna keep, at least start from 01:09:093 - as here the sounds are clearly heard and it's the start of a bar.
  4. 01:13:282 - A crash sound here. Maybe triple note?
  5. 01:23:166 - 01:34:264 - Clearly no drum here so single notes should be enough.
  6. 01:43:802 - to 01:45:189 - I'd suggest delete the 1/4 notes in between because they make the last part look like just very normal jumpstreams overall, but they don't note out the increasing density of drum rolls in the music. So by only having 1/2 doubles and triples here, you can properly make the patterns flow with the music as it goes denser, and continues to 01:45:189 - 1/4 patterns, then 1/8. That will be more logically correct for me.
    keeping
  7. 01:45:536 - It has vocal and crash sounds so double note fits better.
osu file format v14

[General]
AudioFilename: Welcome to the darkside.mp3
AudioLeadIn: 0
PreviewTime: 71890
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
EpilepsyWarning: 1
SpecialStyle: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.000004

[Metadata]
Title:Brain Power
TitleUnicode:Brain Power
Artist:NOMA
ArtistUnicode:ノマ
Creator:Kuo Kyoka
Version:SY's 4K OVERDRIVE
Source:SOUND VOLTEX II -infinite infection-
Tags:ExPew Arzenvald Akasha Ichigaki Zan_- Rizqy R1 [_A_v_a_l_o_n_] Fresh_Chicken DE-CADE ZZHBOY Critical_Star SanadaYukimura YaHao Spy Maiz94 SDVX KONAMI BEMANI MÚSECA 1+1/2 Agetta moratta アゲッタモラッタ Fab Acapella Techno Trance Essentials NOFX
BeatmapID:938083
BeatmapSetID:435430

[Difficulty]
HPDrainRate:9
CircleSize:4
OverallDifficulty:9
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"Storyboard\Lyrics\sy.png",320,240
S,0,13271,,0.5375
M,0,13271,13359,995,290,510,290
F,0,19006,19712,1,0
Sprite,Foreground,Centre,"Storyboard\Lyrics\4k-o.png",320,240
S,0,14065,,0.95
F,0,14065,19006,1
M,0,15477,,320,380
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64,192,105796,1,0,0:0:0:70:bass.wav
448,192,105883,1,0,0:0:0:70:crash.wav
320,192,105926,1,0,0:0:0:70:bass.wav
192,192,105969,1,0,0:0:0:70:bass.wav
64,192,106013,1,0,0:0:0:70:bass.wav
448,192,106056,1,0,0:0:0:40:hihat.wav
320,192,106099,1,0,0:0:0:70:bass.wav
192,192,106143,1,0,0:0:0:70:bass.wav
64,192,106186,1,0,0:0:0:70:bass.wav
448,192,106229,1,0,0:0:0:70:crash.wav
320,192,106229,1,0,0:0:0:70:bass.wav
320,192,106316,1,0,0:0:0:70:bass.wav
448,192,106316,1,0,0:0:0:0:
64,192,106403,1,0,0:0:0:40:hihat.wav
192,192,106403,1,0,0:0:0:70:bass.wav
320,192,106490,1,0,0:0:0:70:bass.wav
448,192,106490,1,0,0:0:0:0:
448,192,106576,1,0,0:0:0:70:crash.wav
64,192,106576,128,0,110738:0:0:0:70:bass.wav
192,192,106576,128,0,109351:0:0:0:0:
posted
[General]
  1. RC wrote:A beatmapset host cannot indicate possession in a difficulty’s name. This means that you have to rename KK's 7K EXHAUST into 7K EXHAUST.
  2. 00:57:477 - to 00:57:830 - The snaps are all the way different in every diff, which is a pretty serious issue here. For me, I prefer to have notes on 00:57:477 - 00:57:653 - 00:57:742 - , utilizing 1/4 snaps, which seems the most accurate for me. If you do agree, make sure you apply this to every diff. And if possible do recheck about snap consistencies in the wub parts.


[Usagi's 7K BASIC]
  1. 00:39:653 - Add a note on col4 to make a consistent pattern.


[ZZH's 7K NOVICE]
  1. 00:08:242 - Suggest using single note with stack of previous note to map the bass + hihat, which is consistent with 00:19:536 - and 00:30:830 -.
  2. 00:37:359 - 00:38:065 - 00:38:771 - 00:39:477 - 00:40:183 - 00:40:889 - 00:41:595 - 00:42:300 - 00:43:006 - 00:43:712 - 00:44:418 - 00:45:124 - 00:45:830 - 00:46:536 - These doubles should all be changed to singles to follow the consistency of previous part.
  3. 00:42:124 (42124|5) - This note shall be deleted too to follow the idea of single stack.
  4. 00:49:447 (49447|5,49712|1) - Probably delete them and rearrange the patterns here since they are faint and not captured by other diffs.
  5. 00:50:065 (50065|3) - Suggest ending it on 00:50:771 - so players can release it more accurately.
  6. 00:52:271 (52271|3,52359|0) - To simplify, delete them (and if you want, make 00:52:183 (52183|6) - a 1/2 LN.
  7. 00:54:389 (54389|5,54653|1) - Similar idea as before. Delete them and instead make 00:54:300 (54300|6,54565|0) - LNs.
  8. 00:58:183 - A note shall be added for the wub sound.
  9. 01:18:657 (78657|1) - Can still utilize the single stack so move this on col3.
  10. 01:29:755 (89755|5) - Same as above.


[R1's 7K ADVANCED]
  1. 01:37:386 - 01:37:732 - 01:38:079 - In the first kiai these sounds are put with singles so here I suggest changing all to singles for consistency and reducing gap with NOVICE.
  2. 01:40:160 - 01:40:507 - 01:40:854 - 01:42:935 - Same as above.
  3. 01:44:495 - Just a suggestion but I think considering the spread it is actually good enough to make a triple for the crash sound.

Will continue later.
posted
we need the no video version.
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