TeddyLoid feat. Bonjour Suzuki - Pipo Password

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Topic Starter
Kyubey
Лично мне нравится, как они напряжение нагоняют в серединке киая, под паттерны на инсейне с увеличенным спейсингом.
Natteke desu
osu file format v14

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Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:Elvis' Insane
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
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Yoges
Heyy hope you don't mind me modding first since this is probably the only free time I'll have in weeks.

[EJay's Ez]
  1. 00:09:658 - I don't think that should end on the white tick it should end on the 1/4 after it because it has a more prominent sound, you could even do a repeat like this. Some might say "but that ends on a 1/4... you cant have 1/4 in Ez diffs". Well consider the same thing from the slider's frame of reference. The note itself begins on a 1/4 so to it the 1/4 on the end isn't a 1/4, its a 1/2. If you're not going to follow my suggestion then I suggest that you at least mute the slider end to make it sound better. (or do both)
  2. 00:52:491 - I don't see why you decided not to put a note there. Seems rather unfitting and empty.
[ryuugu's Normal]
  1. 00:09:658 (1,2,3,1,2,3) - Try a rhythm like this for the beginning, it's much more intuitive and plays nicer.
  2. 00:39:492 (4,5) - I don't think the way they're angled looks good, like if this was a harder diff where you had the freedom to space them more then they would be fine but since you can't it just looks weird because they're so close together. You should just make them parallel.
  3. 01:04:825 - I'd prefer if that was clickable because the vocals are a bit strong
  4. 01:09:492 (1,2) - The two sliders here don't feel right because the vocals do not pair. Some parts are more prominent than others. Use rhythm like this instead, It'll follow the vocals much better.
[420's Hard]
  1. No complaints looks perfect to me
[CS5's Insane]
  1. 00:19:158 (1,2,1,2,1,2,1,2) - Maybe use a different rhythm towards the end? Around like 00:20:826 (2,1,2) - ? Because from 00:18:158 (3) - to 00:23:825 (3) - the rhythm is just 1/2. Like it's just 5 and a half seconds of 1/2 for my fingers which gets a bit boring.
  2. 01:23:158 (2) - Emmm... No pls. It's overly slow and boring for me like nothing's preventing you from continuing to follow the vocals which would be a wiser choice in my book.
[Elvi's Insane]
  1. AR 8.5 please?
  2. 00:20:158 - This entire section with the stack notes is super unclear for me to read. This is probably because of your spacing. You're just stacking the notes regardless of how much time passes between them. I'd suggest using manual stacks with different spacings for the different notes. Like a 1/2 would be spaced more than a 1/4 etc. it'd be much easier to follow that way. Other then that the diff looks fine.
[Insane]
  1. All G 4 me
Natteke desu
1/4 manual stack, 1/4 manual stack, 1/2 auto stack, 1/4 auto stack, same goes for the second half of the part you mentoined

ar will stay as it is
ErunamoJAZZ

Yoges wrote:

[EJay's Ez]
  1. 00:09:658 - I don't think that should end on the white tick it should end on the 1/4 after it because it has a more prominent sound, you could even do a repeat like this. Some might say "but that ends on a 1/4... you cant have 1/4 in Ez diffs". Well consider the same thing from the slider's frame of reference. The note itself begins on a 1/4 so to it the 1/4 on the end isn't a 1/4, its a 1/2. If you're not going to follow my suggestion then I suggest that you at least mute the slider end to make it sound better. (or do both)
    I know the more accurate rhythm is in blue tick, but it feels inappropriate for a easy because spacing is very different and I think this could be confuse for new players. Your suggestion with repeats will not work fine in a easy imo, for me that could be fine in normal diffs, but not in easy diffs (except if does not exist "any other" alternative, but here is not the case).
  2. 00:52:491 - I don't see why you decided not to put a note there. Seems rather unfitting and empty. because 1) In easy diffs is good idea keep relaxing seccions. 2) I feels it appropriate here.
Thank you anyway n.n
ryuu
[ryuugu's Normal]
  1. 00:09:658 (1,2,3,1,2,3) - Try a rhythm like this for the beginning, it's much more intuitive and plays nicer. thank u
  2. 00:39:492 (4,5) - I don't think the way they're angled looks good, like if this was a harder diff where you had the freedom to space them more then they would be fine but since you can't it just looks weird because they're so close together. You should just make them parallel. okay
  3. 01:04:825 - I'd prefer if that was clickable because the vocals are a bit strong okay
  4. 01:09:492 (1,2) - The two sliders here don't feel right because the vocals do not pair. Some parts are more prominent than others. Use rhythm like this instead, It'll follow the vocals much better. thank u
ugu
alacat
love this map :roll:
Topic Starter
Kyubey
Wafu
[General]
  1. I guess the video quality could be better, it's really pixelated all over, while you still have a lot of space you could potentially use. You may want to try this one. I am not forcing anything, just, why not using something that'll look better.
  2. Is there any meaning of tvsize tag, if it consists of two previous tags, therefore doing nothing?

[EruJazz's Easy]
  1. 00:09:658 (1) - I would end this slider on 00:10:158 - or 00:10:658 - as these spots are the main sounds in such a drum pattern and ending it on a minor one doesn't sound that well. It's a blue tick, but still, you can use the first option. I'd say the second option is better, even though the time between next object is little lower, should be fairy playable though.
  2. 00:21:825 (1,2) - The gap between these two objects is too high. I think you probably wanted some little pause, but if you mapped 00:27:158 (1,2) - like this, there's essentially no reason to keep the first one completely unmapped.
  3. 01:09:825 (1,3) - That's a little, just personal opinion, but I don't really like shapes of these sliders with three points in center. They look like having some weird bump in the middle, maybe it could work better if replaced with regular wave slider with red anchor rather than three white anchors.
  4. When it comes to hitsounds, this difficulty had really some poor gaps. I'd welcome if slidertick hitsounds were used, that would fill really big amount of skipped hitsounds and the map could sound really well with them.

[ryuu's Normal]
  1. 01:05:825 (4,5) - I don't think the distance should be that different from other objects, most likely a spacing mistake, because I don't see any thing that would indicate the change.

[340's Hard]
  1. 00:32:492 (2,1) - The new combo seems to be set improperly. It's musically the same as 00:21:825 (1) - and in addition, the first note starts a new variation, making it more appropriate for a new combo.
  2. 00:32:492 (2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - I'd say this part is way too much about the vocals. I am not saying mapping vocals is wrong, but you definitely ignore many important sounds, especially kick drums and those parts feel really empty. Such as 00:33:658 - 00:35:158 - 00:36:325 - 00:36:658 - . Mapping them would make a some variety between the calm part and the part with drums, that would be a little bit more unique and fun to play. Also 00:38:158 (2,3) - seems really out of the song. It maps exactly the least significant parts of this part in my opinion and mapping it to those foreground instruments would offer you many good rhythms, which sound much better than this one.
  3. The map style itself is quite good to be honest, but if you'd limit those vocal-based rhythms, I would probably not have to point out much. At this point, it lacks the emphasis on drums, but is instead on soft instruments such as vocals. If that's how you intended the map to look, then I'm a little bit disappointed, but if you keep the same style and map it a little bit more into important instruments, I'll be more than satisfied.

[Irre's Insane]
  1. 00:23:158 (1) - The new combo doesn't fit that much to me. Sometimes you seem to stick to music, sometimes you seem to stick to vocals, but this only makes logic with a pattern that you put into a map, which doesn't make much sense to me. Moreover, there's essentially no reason to put such a big jump on 00:22:825 (3,1) - . I undestand that you put jumps on places like 00:11:825 (2) - because the clap asks for it, it stands out a lot in the song, so why not making it stand out even in map, but this part sounds very calm, if not almost silent, but it still has a big focus on it.
  2. 00:25:158 (3,1) - Just the same scenario as above.
  3. 00:28:158 (2,1) - Same as above.
  4. 00:33:158 (3,4,5) - 00:35:825 (3,4,5) - These have a problem when it comes to the jump too. What is special in this part are the drums - these just came in, these are what makes the part unique. Jumps on vocal, which was there even before, in the same form makes it inconsistent and doesn't make sense with the song's intensity.
  5. 00:38:158 (1,2) - This sounds really out of place because you're putting strong sounds in the middle of slider, but soft sounds are right on the parts of slider which you interact with. It plays and fits the music more if 00:38:158 (1) - is mapped as a 1/2 slider, because that way it at least ends on quite significant synth on 00:38:492 - and then 00:38:825 (2) - can be moved on 00:38:658 - to emphasize a little softer synth, but end on 00:39:158 - , which is equivalent for the first synth when it comes to the impact. Then, 00:39:325 - will be ignored, which makes a lot of sense, because you cannot tell any sound that's landing on this timestamp. Obviously, you can say there is "something", but no sound with a peak is present here.
  6. 00:46:492 (2) - There are many snares in the background which you mapped, however, this seems to be the only one that is not using any kind of a jump, which would be cool, because you did so in other cases such as 00:43:825 (2) - 00:45:158 (6) - 00:47:825 (1) - 00:49:158 (2) - 00:50:492 (6) - 00:53:158 (3) -
  7. Hitsounds seem to be done a little bit immaturely here. The beginning was cool, but you started to use a lot of kicks when there was literally nothing that would indicate that in the song, such as 00:16:992 - 00:17:492 (2) - 00:24:992 (2) - 00:25:492 (1,2) - 00:29:825 (4) - 00:49:158 (2) - 00:50:492 (6) - 00:51:825 - Be sure to check similar things.

[Elvis' Insane]
  1. I want you to look at the kick hitsounds as I already recommended in last point of Irre's difficulty. Many of them don't fit to actual arrangement of the song and sound really loud if it doesn't follow the real sound properly.
  2. 01:13:325 (3) - I am not quite sure, but since this is the only Normal whistle used in the map and it doesn't sound that great if it's use only once, I must assume that it was placed by a mistake.
  3. 00:12:325 (6,1) - First of all, I think if you want to place a new combo here, you should do that on the first note as the musical pattern which brings some change or diversity starts on 00:12:325 (6) - . Second thing is that 00:12:325 (6,1) - is identic with 00:12:825 (3) - while 00:13:158 (4) - is completely different from these two. For this reason, I recommend to put the new combo to 00:12:325 (6) - and then make it a 1/2 slider. That will ensure some logic between 00:12:825 (3) - . And in the and, you could transform 00:13:158 (4) - into circles due to having the heavy snare on the beginning and to differenciate it from the previous sliders. I also thing that you should not add a jump on 00:12:658 (2) - , but 00:12:325 (1) - , because currently it's on a hi-hat, which is barely audible, so that makes a little bit less sense.
  4. 00:17:825 (1,2,3,1,2,3) - I know that you probably wanted to give a player some challenge, but with the amount of stacks you use, this is already overexaggerated pattern. I feel like the attempt is to create a map challenging by decreasing its readability rather than increasing the note density or using more difficult rhythms and patterns, which I am not really a big fan of.
  5. 00:21:825 (1,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - You could maybe use some sliders in this part, because stacks that look all very similar over and over may be a little bit boring and lazy, but let's assume you want to keep that for whatever reason - Then, I don't understand why 00:32:492 (1,2,1,2,3,4,1,2,1,2,3,4,1) - , which has more things to map and is much stronger, but the previous part requires you to be quicker and more accurate, while here, you jump into a very chilly part of map, instead of the opposite, so it would be more proper according to the song.
  6. 00:58:825 (1) - This is quite a lot out. These drums start on 00:58:992 - in the song or somewhere around that, we cannot probably tell accurately whether it's this place, because I cannot guess whether it's 1/16, but probably yes, however, it definitely isn't there bofere that timestamp. You should just map the second half of the slider.
  7. The kiai however is quite cool, there are some random jumps, but not that random so I'd want to point it out as much as these things. Cool otherwise.

I currently don't want to point out anything on Insane, because its current statement doesn't seem much problematic to me.

I would welcome if everyone also checked their hitsounds, some, which I already mentioned were off quite a lot, but there are still potential places to improvment, I like the pick of hitsounds, but the placement can be a little bit more polished.
I am not planning to push this forward YET, I will see how the map changes after this mod, eventually after some time, but don't worry, I'll be checking it out, no need to call me. I'll do my bussiness once and if I feel it's ready and obviously, I'll be trying to help if I see it's having the correct direction. In overall, it's a good map that shouldn't be thrown away. Good job.
Gero
Poke me back after apply Wafu's mod.
ryuu
oh. yes. thank u!
ErunamoJAZZ

Wafu wrote:

[EruJazz's Easy]
  1. 00:09:658 (1) - I would end this slider on 00:10:158 - or 00:10:658 - as these spots are the main sounds in such a drum pattern and ending it on a minor one doesn't sound that well. It's a blue tick, but still, you can use the first option. I'd say the second option is better, even though the time between next object is little lower, should be fairy playable though. That was my first approach, but I felt it was not appropriate for a Easy diff, because its feels inconsistent. Finishing in 00:10:492 - is better imho.
  2. 00:21:825 (1,2) - The gap between these two objects is too high. I think you probably wanted some little pause, but if you mapped 00:27:158 (1,2) - like this, there's essentially no reason to keep the first one completely unmapped. Sorry, Im not agree. This pause feels very appropriate for me, since song is veeery calmly here.
  3. 01:09:825 (1,3) - That's a little, just personal opinion, but I don't really like shapes of these sliders with three points in center. They look like having some weird bump in the middle, maybe it could work better if replaced with regular wave slider with red anchor rather than three white anchors. lol, not change.
  4. When it comes to hitsounds, this difficulty had really some poor gaps. I'd welcome if slidertick hitsounds were used, that would fill really big amount of skipped hitsounds and the map could sound really well with them. Maybe, but personally, I dislike slidertick hitsounding u.u
Thanks.
340

Wafu wrote:

[340's Hard]
  1. 00:32:492 (2,1) - The new combo seems to be set improperly. It's musically the same as 00:21:825 (1) - and in addition, the first note starts a new variation, making it more appropriate for a new combo. yeah, fixed it somehow
  2. 00:32:492 (2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - I'd say this part is way too much about the vocals. I am not saying mapping vocals is wrong, but you definitely ignore many important sounds, especially kick drums and those parts feel really empty. Such as 00:33:658 - 00:35:158 - 00:36:325 - 00:36:658 - . Mapping them would make a some variety between the calm part and the part with drums, that would be a little bit more unique and fun to play. Also 00:38:158 (2,3) - seems really out of the song. It maps exactly the least significant parts of this part in my opinion and mapping it to those foreground instruments would offer you many good rhythms, which sound much better than this one. as i think, that's gonna be a mess for a newbie player if i'd map every beat on a calm part. calm part should play calm at least at easy difficulties imo. also i fixed the last thing which you mentioned about slider that is out of the song
  3. The map style itself is quite good to be honest, but if you'd limit those vocal-based rhythms, I would probably not have to point out much. At this point, it lacks the emphasis on drums, but is instead on soft instruments such as vocals. If that's how you intended the map to look, then I'm a little bit disappointed, but if you keep the same style and map it a little bit more into important instruments, I'll be more than satisfied.

Link: http://f.s-ul.eu/MHaQC38R
Topic Starter
Kyubey
There are "tv size tvsize" tags because "tv size" search doesn't include results with "tvsize" and vise versa.
About video — I don't want to change it, since the map become really huge with that (+10MB), it's not like we are trying to watch perfect quality video while playing, so current one should be enough.
Thanks for modding.
Irreversible

Wafu wrote:

[Irre's Insane]
  1. 00:23:158 (1) - The new combo doesn't fit that much to me. Sometimes you seem to stick to music, sometimes you seem to stick to vocals, but this only makes logic with a pattern that you put into a map, which doesn't make much sense to me. Moreover, there's essentially no reason to put such a big jump on 00:22:825 (3,1) - . I undestand that you put jumps on places like 00:11:825 (2) - because the clap asks for it, it stands out a lot in the song, so why not making it stand out even in map, but this part sounds very calm, if not almost silent, but it still has a big focus on it. no fixes
  2. 00:25:158 (3,1) - Just the same scenario as above.
  3. 00:28:158 (2,1) - Same as above. no fixes
  4. 00:33:158 (3,4,5) - 00:35:825 (3,4,5) - These have a problem when it comes to the jump too. What is special in this part are the drums - these just came in, these are what makes the part unique. Jumps on vocal, which was there even before, in the same form makes it inconsistent and doesn't make sense with the song's intensity. Same as above, I map to the vocals emotions and not to the drums o_O
  5. 00:38:158 (1,2) - This sounds really out of place because you're putting strong sounds in the middle of slider, but soft sounds are right on the parts of slider which you interact with. It plays and fits the music more if 00:38:158 (1) - is mapped as a 1/2 slider, because that way it at least ends on quite significant synth on 00:38:492 - and then 00:38:825 (2) - can be moved on 00:38:658 - to emphasize a little softer synth, but end on 00:39:158 - , which is equivalent for the first synth when it comes to the impact. Then, 00:39:325 - will be ignored, which makes a lot of sense, because you cannot tell any sound that's landing on this timestamp. Obviously, you can say there is "something", but no sound with a peak is present here. ?
  6. 00:46:492 (2) - There are many snares in the background which you mapped, however, this seems to be the only one that is not using any kind of a jump, which would be cool, because you did so in other cases such as 00:43:825 (2) - 00:45:158 (6) - 00:47:825 (1) - 00:49:158 (2) - 00:50:492 (6) - 00:53:158 (3) - nice catch
  7. Hitsounds seem to be done a little bit immaturely here. The beginning was cool, but you started to use a lot of kicks when there was literally nothing that would indicate that in the song, such as 00:16:992 - 00:17:492 (2) - 00:24:992 (2) - 00:25:492 (1,2) - 00:29:825 (4) - 00:49:158 (2) - 00:50:492 (6) - 00:51:825 - Be sure to check similar things.
Sorry to deny so much, but I think you've missed the concept of my map.. I map to the vocals emotion. I tried to adjust hitsounds a bit, would be good to get more feedback maybe

osu file format v14

[General]
AudioFilename: background.mp3
AudioLeadIn: 0
PreviewTime: 64325
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 32492
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 0.9

[Metadata]
Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:Irre's Insane
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
BeatmapID:958163
BeatmapSetID:441673

[Difficulty]
HPDrainRate:5
CircleSize:5
OverallDifficulty:6
ApproachRate:8
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"video.jpg",0,0
Video,160,"music.avi"
//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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Natteke desu

Wafu wrote:

[Elvis' Insane]
  1. I want you to look at the kick hitsounds as I already recommended in last point of Irre's difficulty. Many of them don't fit to actual arrangement of the song and sound really loud if it doesn't follow the real sound properly.
    Well, they wasn't supposed to follow any sample of the song at the first place, i tried to bring something new to the song and since i like what i got at the end i have to deny, sorry
  2. 01:13:325 (3) - I am not quite sure, but since this is the only Normal whistle used in the map and it doesn't sound that great if it's use only once, I must assume that it was placed by a mistake.
    there were more, this whistle was used in pruporse of finishing hitsounding pattern so i'd keep it
  3. 00:12:325 (6,1) - First of all, I think if you want to place a new combo here, you should do that on the first note as the musical pattern which brings some change or diversity starts on 00:12:325 (6) - . Second thing is that 00:12:325 (6,1) - is identic with 00:12:825 (3) - while 00:13:158 (4) - is completely different from these two. For this reason, I recommend to put the new combo to 00:12:325 (6) - and then make it a 1/2 slider. That will ensure some logic between 00:12:825 (3) - . And in the and, you could transform 00:13:158 (4) - into circles due to having the heavy snare on the beginning and to differenciate it from the previous sliders. I also thing that you should not add a jump on 00:12:658 (2) - , but 00:12:325 (1) - , because currently it's on a hi-hat, which is barely audible, so that makes a little bit less sense.
    Okay, firstly, new combo was used mostly on design purporses me being nazi about geometry, as for jump, you can hear like vocalist sighs 00:12:158 - here and since d e s i g n t h i n g s, i decided to go in a bit other way than increasing distant snap exactly at this point, i emphasised it a bit later 00:12:492 (1) - here, what could look strange for the first sight, but i do believe it works fine, it's just uncommon, as for rhythm changes, sorry i don't really think 1/2 would fit because main idea here was mapping hi-hats, since this part of the song is somehow intense, either i can't agree on 00:13:158 (4) - because i'd like to keep vocals emphasised as well as hi-hats
  4. 00:17:825 (1,2,3,1,2,3) - I know that you probably wanted to give a player some challenge, but with the amount of stacks you use, this is already overexaggerated pattern. I feel like the attempt is to create a map challenging by decreasing its readability rather than increasing the note density or using more difficult rhythms and patterns, which I am not really a big fan of.
    Personally i don't find it any challenging, maybe a bit harder to read than something more common, but not really much so i'd like to keep it.
  5. 00:21:825 (1,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - You could maybe use some sliders in this part, because stacks that look all very similar over and over may be a little bit boring and lazy, but let's assume you want to keep that for whatever reason - Then, I don't understand why 00:32:492 (1,2,1,2,3,4,1,2,1,2,3,4,1) - , which has more things to map and is much stronger, but the previous part requires you to be quicker and more accurate, while here, you jump into a very chilly part of map, instead of the opposite, so it would be more proper according to the song.
    Circle stacks were made on pruporses of emphasising synth, which hardly works well with sliders in my opinion, when the reason behind sliders is shitton of circles would be too much and my intention of present second half of this part as some kind of "bridge" for upcoming more intensive part
  6. 00:58:825 (1) - This is quite a lot out. These drums start on 00:58:992 - in the song or somewhere around that, we cannot probably tell accurately whether it's this place, because I cannot guess whether it's 1/16, but probably yes, however, it definitely isn't there bofere that timestamp. You should just map the second half of the slider.
    I'd agree on this point if making stuff http://puu.sh/p3hql/be365f5b0f.jpg like this wasn't that awkward to play as it is (that 1/16or not even 1/16 can't say myself but i think it is stuff starts from 00:58:992- as i hear it. I guess i need more opinions about that one
  7. The kiai however is quite cool, there are some random jumps, but not that random so I'd want to point it out as much as these things. Cool otherwise.

Thanks for mod! We got different opinions about this song it seems
Topic Starter
Kyubey
I guess, everything is updated then.
Wafu

Irreversible wrote:

Sorry to deny so much, but I think you've missed the concept of my map.. I map to the vocals emotion. I tried to adjust hitsounds a bit, would be good to get more feedback maybe
You don't need to apologize for not fixing stuff, just pointing out that I didn't understand concept of your map is nothing you should mention when it comes to responding to issues. And to your reason, "I map to the vocals emotion" - First of all, emotion or intensity? Making to emotion would essentially make no sense as it's almost impossible to detect any emotion unless the voice sounds like suffering or happiness, but none of emotions usually tell you whether it deserves a jump or not. You most likely mean intensity of the voice. If that's what you really map, then that means 00:33:158 (3,4,5) - doesn't make sense, because 00:33:492 (4,5) - are almost equally intense, 00:33:492 (4) - however has much smaller jump. Then 00:36:492 (5,6,7) - 00:33:825 (5,6,7) - are mapped exactly the same way, while 00:36:492 (5,6,7) - is much more lively, previous is somehow fading out when it comes to intensity and the accent, but the latter one is more like fading in when it comes to intensity, accent, pitch etc.

I'm not saying that you should fix everything I said nor fix anything at all - it's your map, not mine. I just find it unfair when I mention something with logical statement, but I get a reason that is based on the fact that the mapper thinks that I do things different way, I feel things different way or that it's mapper's style. I am not exactly saying that against Irre, but in overall against any mapper that is doing it. Like I understand it in case of minor things like pattern shapes, then I obviously mention only my opinion if I don't feel comfortable with it and the mapper can say "My style, sorry", that's fine, but in cases when the argument is based on logic, jumping over it with "It's my style that you didn't understand properly" is really discouraging the modder.

It's your choice whether you follow vocals or not. I didn't say that you must map it to instruments, I mentioned why that would be more appropriate and why it is not that appropriate to do it the current way. It's self-contradiction to claim your map depends on vocals, yet you still follow only minimal amount of its intensity and ignore the rest that is different and is mapped exactly the same way or is exactly the same but is mapped completely different.

I don't want to argue, but before you make a conclusion about modder not understanding anything, think about the fact that maybe you really did something insensible. Everyone is able to ask modder (we have in-game chat and PMs) if he understood the whole concept of the map rather than using it as a conclusion and denial for most of things.
Irreversible
osu file format v14

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Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:Irre's Insane
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
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92,296,48158,1,0,0:0:0:0:
92,88,48492,6,0,P|126:73|181:88,1,82.5000031471254,0|0,1:0|0:0,0:0:0:0:
256,228,49158,1,4,0:3:0:0:
340,192,49492,1,0,0:0:0:0:
336,280,49825,1,0,0:0:0:0:
336,280,50158,1,0,1:0:0:0:
344,96,50492,1,4,0:3:0:0:
256,36,50825,1,0,0:0:0:0:
156,192,51158,6,0,B|90:209|104:141|43:148|21:177|59:208|84:193,2,165.000006294251,0|4|0,1:0|0:3|0:0,0:0:0:0:
144,128,52825,1,4,0:3:0:0:
152,336,53158,1,4,0:0:0:0:
168,340,53825,5,8,1:0:0:0:
256,300,54325,1,8,0:0:0:0:
256,280,54492,1,8,1:0:0:0:
344,340,54825,5,4,0:3:0:0:
392,192,55325,1,8,0:0:0:0:
392,172,55492,1,8,1:0:0:0:
480,232,55825,5,4,0:3:0:0:
480,232,56158,5,0,0:0:0:0:
460,108,56325,1,2,0:0:0:0:
344,44,56492,5,4,0:3:0:0:
256,84,56992,1,8,0:0:0:0:
256,104,57159,1,8,1:0:0:0:
168,44,57492,5,4,0:3:0:0:
120,192,57992,1,4,0:3:0:0:
120,212,58159,1,8,0:0:0:0:
32,152,58492,5,12,0:0:0:0:
176,280,58825,5,2,0:0:0:0:
176,280,59158,5,8,1:0:0:0:
256,140,59492,1,8,1:0:0:0:
336,280,59825,1,8,1:0:0:0:
176,176,60158,1,8,1:0:0:0:
337,175,60492,5,8,1:0:0:0:
256,314,60658,1,8,1:3:0:0:
176,176,60825,1,8,1:0:0:0:
336,280,60992,1,8,1:3:0:0:
175,279,61158,5,8,1:0:0:0:
254,141,61325,1,8,1:3:0:0:
339,284,61492,1,8,1:0:0:0:
339,284,61658,1,8,1:3:0:0:
256,228,61825,5,4,0:3:0:0:
60,324,64492,6,0,P|128:356|188:332,1,110,4|0,0:3|0:0,0:0:0:0:
224,296,64992,1,4,0:3:0:0:
296,332,65158,2,0,P|356:320|420:320,1,110,8|0,1:2|0:0,0:0:0:0:
456,252,65658,2,0,P|468:192|468:128,1,110,0|0,1:0|0:0,0:0:0:0:
448,64,66158,2,0,P|400:100|396:120,1,55,4|0,0:3|0:0,0:0:0:0:
324,64,66492,2,0,P|264:84|184:76,1,110,8|0,1:2|0:0,0:0:0:0:
140,56,66992,1,0,1:0:0:0:
72,12,67158,1,4,0:3:0:0:
92,240,67492,1,0,0:0:0:0:
156,268,67825,6,0,P|108:308|92:308,1,55,4|0,0:0|0:0,0:0:0:0:
236,192,68158,6,0,P|230:254|219:265,1,55,0|4,0:0|0:0,0:0:0:0:
256,92,68492,6,0,P|296:140|296:156,1,55,0|2,1:0|0:0,0:0:0:0:
92,240,68825,1,4,0:0:0:0:
420,240,69158,1,12,1:2:0:0:
256,360,69492,1,0,0:0:0:0:
120,168,69825,6,0,P|56:169|15:218,1,110,4|0,0:3|0:0,0:0:0:0:
88,240,70325,1,0,0:0:0:0:
196,160,70492,2,0,P|162:106|99:94,1,110,8|0,0:0|0:0,0:0:0:0:
88,240,70992,2,0,L|108:364,1,110,4|0,0:3|0:0,0:0:0:0:
180,372,71492,1,4,0:3:0:0:
332,12,71825,1,8,0:0:0:0:
464,192,72158,2,0,L|392:184,1,55,0|0,0:0|1:0,0:0:0:0:
348,240,72492,5,4,0:3:0:0:
208,284,72825,1,0,0:0:0:0:
164,144,73158,1,8,0:0:0:0:
304,100,73492,1,0,0:1:0:0:
271,241,73825,5,0,0:0:0:0:
206,207,73992,1,4,0:3:0:0:
240,142,74158,1,4,0:0:0:0:
305,176,74325,1,0,0:0:0:0:
208,284,74492,1,4,1:2:0:0:
432,328,74825,1,0,0:0:0:0:
333,110,75158,6,0,P|274:108|234:160,1,110,4|0,0:3|0:0,0:0:0:0:
164,128,75658,1,4,0:3:0:0:
108,192,75825,2,0,P|44:204|-44:208,1,110,8|0,1:2|0:0,0:0:0:0:
52,280,76325,2,0,P|106:285|160:295,1,110,0|0,1:0|0:0,0:0:0:0:
228,340,76825,2,0,P|296:352|324:344,1,55,4|0,0:3|0:0,0:0:0:0:
352,316,77158,2,0,P|392:268|448:228,1,110,8|0,0:0|0:0,0:0:0:0:
496,192,77658,1,0,1:0:0:0:
429,146,77825,5,4,0:3:0:0:
256,248,78158,1,0,0:0:0:0:
56,48,78492,6,0,L|64:120,1,55,4|0,0:0|0:0,0:0:0:0:
132,56,78825,6,0,L|140:128,1,55,0|4,0:0|0:0,0:0:0:0:
208,64,79158,6,0,L|216:136,1,55,0|2,1:0|0:0,0:0:0:0:
72,192,79492,1,4,0:0:0:0:
440,192,79825,1,12,1:2:0:0:
200,344,80158,5,0,0:0:0:0:
372,344,80492,1,4,0:3:0:0:
256,192,80825,2,0,P|236:136|248:80,1,110,0|8,0:0|0:0,0:0:0:0:
372,344,81492,2,0,P|272:320|144:332,1,220,0|4,0:0|0:3,0:0:0:0:
56,360,82492,1,8,0:0:0:0:
96,192,82825,1,0,0:0:0:0:
15,171,83158,6,0,B|91:55|91:55|95:191,1,275,4|0,0:3|0:0,0:0:0:0:

Reconsidered the big jump. Didn't read this point properly, rest remains the same.
Topic Starter
Kyubey
Updated.
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