#1
Doyak wrote:
I had some discussion with timing-expert BNs and here are the conclusions.
1. This song is in 6/8 meter and in this case, musically, an eighth note is not considered as 1 beat. Instead, 3 of them is considered to be a 1 beat, and it acts similar as 2/4 meter.
So theoretically this song should be in 64bpm and those 1/1 beats in the current map should be snapped at 1/3s, and 1/2 beats at 1/6s and etc.
2. HOWEVER, there is a part that uses 1/3 snaps with the current bpm, which will be changed to 1/9 snaps if we use the correct bpm. And this doesn't exist in osu! editor, so we can't do this. So keeping the current bpm(192) is the only option.
3. But there's still one thing that needs to be changed. The meter should be changed to 6/4 to keep the length of a measure correct. In other words, 00:12:766 - is not a downbeat, but just the middle beat on a measure. You can hear 00:11:829 - and 00:12:766 - has different drums, and this is not right. changed the metronome to 6/4
I don't agree with some things of the map, so here we go.
[Misery]
* The whole map is filled with random jumps. Yes I know that there are consistent 1/2 guitar sounds(I'll just use 192bpm) in the entire song, but they're really not dominant and don't sound strong at all. You're literally using jumps everywhere if there is no vocal or other strong instruments. Tbh when I map this I just consider the drums and never followed any vocals and I just put jumps whenever there are drums xD
* Also there is not much of structure on the jumps. I only see them pretty randomly placed. 00:11:829 (1,2,3,4,5,6,1) - What is this shape? 00:24:954 (1,2,3,4,5,6,1) - 00:58:704 (1,2,3,4,5,6,1) - etc. I can basically ask you the same thing for most of the jumps. If you only thought about the flow, I'd say flow is only a very small part of what makes a good map. You need to put more logic into your map, like why this note is here and how this is related to other notes' coordination and etc. I agree that jumps are not that structured but I think it's plays a little bit okay and not that difficult to read, but I revert that thing into sliders cuz the "weak guitar" thingy you said and I didn't remove the jumps at the drum parts
* What seems very strange about those jumps is very clear on the kiai. Your intention of the notes is "Emphasize vocal first. If there is no vocal, just put jumps for the guitars". But you know that the vocals much much more worth to be emphasized than the consistent/quiet guitars. This map is doing the opposite. The notes for the vocals are really easy to hit and is much less intense than the guitar jumps. I don't get what makes it fit the music, other than that it makes the map overall harder. I made some of the parts into slider to reduce the density and I'm really clueless what to do I'm sorry I'm not really good at this xD
* There are some parts that have strong drums as well, in example, 01:10:891 (1,2,3,4,5) - . But there is literally no difference than guitar-only jumps so this is like the drums are just ignored, because you would have put jumps there anyway even if there were no drums.
* To be more specific, there are stronger sounds and weaker sounds on a same pattern. For example in 01:09:954 (1,2,3,4,5,6) - , there are drums on 01:09:954 - 01:10:110 - 01:10:422 - 01:10:735 - and others are not. So does your pattern indicate it in any ways? I don't think so.
In short, this map lacks structure and needs more logical reasons behind the patterns, not just following the atmosphere you felt.
[Hard]
* 01:06:204 (1,2) - Why is this a larger spacing than 01:06:672 (2,3) - ? If you've observe, I've been alternating the jumps on the whistles and claps and also vocal there is kinda lows down the tone
* 01:13:704 (1,2) - 01:21:204 (1,2) - ^ the other one if vocal and the other one is drums
* 01:55:891 (3) - This needs another emphasis too, more than 01:54:954 (1,2) - spaced it out
You have a good sense on flow, but I expect you to put something more than that in your map in the future. That said, I'll not be the one who qualifies this. Hope you can improve your map further! this is a big help for me tbh xD
Also an irrelevant comment: Why did you just delete this map even without checking the mod? You literally wasted my time lol I just feel demotivated to push the map by that time, I'm really sorry for that xD
HappyRocket88 wrote:
Greetings! I was told to give a look of the highest difficulty! >w< Here I go!
[Misery] Wao wao wao! I'm really impressed with the transitions that the overall patterns make leading into intuitive and catchy motions thanks to the sense of flow you've mapped with this map. I don't really know if there's any purpose behind them but I do can tell they fit the song! \(>w<)/ However, I have some few concerns I'd like to point out to see whether they can improve the fact they're meaningless for Doyak. ;w;I don't have a lot of complains regarding the jumps. /o\ Maybe some of them can be nerfed as long as they don't belong to the drum-emphasis the song offers like 01:28:079 (2,3,4,5) - 01:39:329 (2,3,4,5) - etc! Best of success with this! >w<
- 00:12:766 (1,2) - Lowering the distance snap here doesn't look bad but for consistent purposes, would it be better if they have large spacing as it's done along the whole map? Made the spacing more wide xD
- 00:24:954 (1,2) - I liked how this broke the stack-consistency you managed with the drums over the previous patterns but personally saying, it feels somewhat weird to move the cursor so harshly due to the motion these two circle create. The way I see things, it would suit better if you stacked them as well as you've been doing before. Then, players would get more aware of the structure if you decided to keep it here too. :3 okay but idk if I did right xD
- 00:30:579 (1,2,3,1) - I'm not really sure if changing the transition of the rhythm here with this 00:31:516 (1) - is a good idea. The reason I say that is because I don't really think breaking the 1/1 chain of sliders fits well the mapset since it switches so suddenly to this 1/2 burst of rhythm. It would feel more natural if you could change it for this https://mingi.s-ul.eu/THvW79TS instead so the transition of rhythm will feel way more perceptive. Try it! :3 Did something about it
- 00:35:735 (3,1) - This spacing could be reduced as well. /u\ It's way too much for spacing on 5.54x when the next pattern lowers it to 4.16x Nerfed
- 00:52:766 (3,4) - This is only a suggestion but I think this could fit better if you changed it for a 1/2 slider instead as long as this doesn't follow the drum-drum pattern you followed just before. sure
Chaoslitz wrote:
m4m (sorry for late mod)[General][Normal]
- metadata prove? It's on the description
[Hard]
- 00:56:829 (1) - Put more emphasize on start of kiai? (Using 2/1 slider doesn't really emphasize the vocal on chrous imo)
- 01:11:829 (1) - ^ Fixed both
[Akitoshi's Insane]
- 00:54:954 (1,2,1) - The rhythm used should be denser than in Normal diff I think it's fine since this is calm
- 01:34:329 - Missing Finish fixed for akitoshi xD
Nice mapset :0 can only point out some minors issues, call me for rebub
Pentori wrote:
recheck
turn off widescreen support on aki's diff
also now that you've nerfed misery a lot you should change these od values too because they're not suitable
insane: od 7-7.5
misery: od 8-8.5
poke me when ur done
Janpai wrote:
Congatulations◉ω◉
Idk xd ByBy handled it before and she said to me after that post it is just the same as https://osu.ppy.sh/s/310717IamKwaN wrote:
would you mind telling me where exactly the wording "澤野弘之 feat. 小林未郁" appears?
Because the soundtrack is originally made by Hiroyuki Sawano.Moreover, Mika Kobayashi is like a featuring of the soundtrack.I even saw that Mika said on her official website that she collabed with Hiroyuki Sawano http://puu.sh/rzCTh/42577bf7e9.jpg *she says something about that Hiroyuki Sawano was letting her to participate as vocal*.I though it is like Kill la Kill OST 'Before My Body Is Dry'.The album was originally posted on Hiroyuki Sawano's official websiteIamKwaN wrote:
would you mind telling me where exactly the wording "澤野弘之 feat. 小林未郁" appears?