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Lotus Juice & Shihoko Hirata - Dance! [Osu|Taiko]

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Doyak
I don't know the metadata but isn't the female vocal Shihoko Hirata? I think you can add it to the tags too.
Satellite
@rui -> Thanks for mod! notesを増やす指摘は今回はdiff spreadの関係もあるので見遅らさせてください、あと意図的に抜いてたりします。小さい音やメロディに携わらない音はフォローしてないです・・・そのほかは全て変更しました :> http://puu.sh/riR6W/fe7d688f44.zip
Doyak
When
Satellite

Doyak wrote:

When
Yoshimaro
hi! im modder c:

omit easy

normal
00:12:465 (1) - on this slider, how about moving the second red point to x:233 , y:133? this keeps the circular shape but also has a direction change directly on 00:13:357 - ... so it keeps the aesthetic but provides a bit more rhythm to the slider?

00:25:848 (5,1) - oo this is a hard one xD... i think the upper right side of the blanket is a bit favored? try pulling the middle of 00:25:848 (5) - to x:117 , y:221 and the last point to x:61 , y:190... normally i dont think i would notice but these objects are so close to eachother

dang nice doyak xD omit diff

same satellite, gj C:

i cant mod taiko :c but have a star c:
Topic Starter
tasuke912

- Yoshimaro - wrote:

hi! im modder c:

omit easy

normal
00:12:465 (1) - on this slider, how about moving the second red point to x:233 , y:133? this keeps the circular shape but also has a direction change directly on 00:13:357 - ... so it keeps the aesthetic but provides a bit more rhythm to the slider? fixed.

00:25:848 (5,1) - oo this is a hard one xD... i think the upper right side of the blanket is a bit favored? try pulling the middle of 00:25:848 (5) - to x:117 , y:221 and the last point to x:61 , y:190... normally i dont think i would notice but these objects are so close to eachother considering that.

dang nice doyak xD omit diff

same satellite, gj C:

i cant mod taiko :c but have a star c:
Thanks for mod and star. c:
sahuang
tasuke mapping std?? @_@
sahuang
Well, say something about Easy and Normal

[Easy]
  1. 00:23:171 (1,2) - blanket is very off here: http://puu.sh/s02jY/1cce58b6ae.jpg
  2. 00:30:309 (1,2) - same
  3. 00:53:506 (3) - in Easy the path of slider should be 100% clear,the slider is quite vague at the end (~00:54:621 - ) so maybe you need to uncurve it more so it's clearer.
  4. 00:58:859 (1) - put red anchor in the middle
  5. 01:05:997 (1,2) - the overlap is kinda unneeded and 01:06:889 (2) - placement is not very neat imo. Try this: http://puu.sh/s02sZ/f223b30396.jpg Also adjust following note.
  6. 01:14:026 (2,1) - keep ds to 1.0x
  7. 01:15:365 (1,1) - avoid 1/2 gaps,they are not good in Easy..A solution could be: extend 01:15:365 (1) - to 01:16:703 - ,and add circle 01:17:149 -
  8. 01:18:487 (3) - 01:20:272 (1) - why 2 white anchors??
  9. 01:22:502 (4,1) - also avoid 1/2 gaps
  10. 01:25:625 (3,1) - avoid overlap.

[Normal]
  1. 00:25:848 (5,1) - they almost overlap..and it's messy.
  2. 00:44:584 (1,2) - avoid overlap. Also 00:41:015 (1,2,3,4,5,6,7,1,2) - this chain is very long and tricky,i think it's better if u change pattern tbh
  3. 01:29:764 (2) - tricky blue tick start

Normal is quite messy imo cuz many patterns are not very neat and the overlaps kill the diff. Also rhythm choice can be improved. I guess it needs more polish xd
Topic Starter
tasuke912
Thanks sahuang! I'm remapping Easy and Normal for solving issues you said.
Grimbow
M4M time \o\ \o/ /o/

My mods are heavily based on the relation of the notes to the music, feel free to deny everything if your mapping style doesn't follow my style of modding!

d - Small don (red note)
D - Big don (red note with a finish)
k - Small kat (blue note)
K - Big kat (blue note with a finish)

Black means something that I think needs changed
Orange is just a suggestion
Blue is a comment

[Muzukashii]

00:19:603 (1) - Add a finish to this note. I normally wouldn't suggest adding finishes to 1/2 patterns but the bpm is really low here and the note lands on a transition point in the music which also has a finish-like sound so I think it would be appropriate
00:33:878 (1) - Add a finish here also, for the same reason suggested above
00:36:108 (11) - Change this note to a k? All the other notes here that land on snare claps (00:34:324 (2,7,16) - ) are mapped as k so you might want to make this a k to stay consistent with it. You could also be following the vocals here and if you are then please ignore this suggestion. :oops:
01:21:610 (22,23) - Ctrl+g these two notes? There's no piano to follow here and I think the k would be better placed at 01:21:610 - since there is a snare clap on the drum here and the k maps this sound nicely
01:25:179 (36,37) - Ctrl+g these two notes too? I recognize that this one might stay the way that it is due to the xylophone in the background but I feel the snare hit on the drums is more prominent in the music

[Oni]

00:29:974 - Add a note here, the drummer is playing a hi-hat fill and it could be mapped. If you take my suggestion and don't want to have two 5-note patterns next to each other I'd suggest deleting 00:29:528 (16) - as it keeps the flow you have in this section in tact
01:16:703 (1) - Add a finish to this note? It's a transition from the kiai to the outro and it lands on an open hi-hat hit so I think that a finish could be safely added here for a nice bit of emphasis

Overall a really fun map and I really like the song! I haven't seen much P4 music on taiko and it's nice to see some popping up! Good luck with ranking! :oops:
Topic Starter
tasuke912

Grimbow wrote:

SPOILER
M4M time \o\ \o/ /o/

My mods are heavily based on the relation of the notes to the music, feel free to deny everything if your mapping style doesn't follow my style of modding!

d - Small don (red note)
D - Big don (red note with a finish)
k - Small kat (blue note)
K - Big kat (blue note with a finish)

Black means something that I think needs changed
Orange is just a suggestion
Blue is a comment

[Muzukashii]

00:19:603 (1) - Add a finish to this note. I normally wouldn't suggest adding finishes to 1/2 patterns but the bpm is really low here and the note lands on a transition point in the music which also has a finish-like sound so I think it would be appropriate fixed.
00:33:878 (1) - Add a finish here also, for the same reason suggested above fixed.
00:36:108 (11) - Change this note to a k? All the other notes here that land on snare claps (00:34:324 (2,7,16) - ) are mapped as k so you might want to make this a k to stay consistent with it. You could also be following the vocals here and if you are then please ignore this suggestion. :oops: It follows the vocals, so no change. (also dd-dk seems bit too hard for Muzu.)
01:21:610 (22,23) - Ctrl+g these two notes? There's no piano to follow here and I think the k would be better placed at 01:21:610 - since there is a snare clap on the drum here and the k maps this sound nicely
01:25:179 (36,37) - Ctrl+g these two notes too? I recognize that this one might stay the way that it is due to the xylophone in the background but I feel the snare hit on the drums is more prominent in the music

[Oni]

00:29:974 - Add a note here, the drummer is playing a hi-hat fill and it could be mapped. If you take my suggestion and don't want to have two 5-note patterns next to each other I'd suggest deleting 00:29:528 (16) - as it keeps the flow you have in this section in tact No change here, you know we don't have to follow the sound completely, and there is sound at 00:29:528 -. (I don't want to make two 5-plets)
01:16:703 (1) - Add a finish to this note? It's a transition from the kiai to the outro and it lands on an open hi-hat hit so I think that a finish could be safely added here for a nice bit of emphasis [/color]

Overall a really fun map and I really like the song! I haven't seen much P4 music on taiko and it's nice to see some popping up! Good luck with ranking! :oops:
Thanks for your mod c:

Remapped Easy and Normal.
thzz
irc for new normal
00:57 tasuke912: Hi
00:57 thzz: hi~
00:57 tasuke912: 今時間大丈夫ですか?
00:57 thzz: 大丈夫です:3
00:58 tasuke912: Danceの低難易度を作り直したので少し見てもらえたらなと
00:58 *tasuke912 is listening to [https://osu.ppy.sh/b/1070024 Lotus Juice - Dance!]
00:58 thzz: なるほどですね
00:58 thzz: 2分ほどお待ちを
00:59 tasuke912: 野生のBNにNormalの改善が必要と言われたのでそれならいっそ作り直そうってことでw
00:59 tasuke912: 前よりは幾らかマシになったと思います
00:59 thzz: なるほどw じゃあちょっときびしめにいきますか
00:59 thzz: IRCですよね?
00:59 tasuke912: IRCで!
01:00 thzz: はい!
01:03 thzz: 01:28:078 (2,3,4,1) - ここもう少し読みやすいリズムに出来そう
01:03 tasuke912: http://puu.sh/sj8B1/45f03fa73b.jpg
01:04 tasuke912: 裏拍への変化が読みづらそうなので3/4拾うなら折り返しですかね
01:06 thzz: 16分パターン使わないようにってすると結構きついですねここ
01:07 thzz:  tasukeさんのそれが一番すっきりしそうですね
01:07 tasuke912: 直しました
01:07 thzz: 裏拍単発は今までの流れ的い避けた方が良さそう
01:09 thzz: 01:10:681 (3,5) - 一応stack fixでう
01:09 thzz: で
01:10 thzz: 大まかな音取り、placingは問題なさそうですね、
01:10 thzz: めっちゃraked向けになってたのでびっくりしました
01:10 tasuke912: fixed
01:10 thzz: hitsounding見ていきますか
01:11 tasuke912: 配置は結構学んできました
01:11 thzz: ですね、印象が凄く良くなってます
01:12 thzz: 01:06:889 (3,4,1,2) - この辺finish欲しいかな
01:13 thzz: 01:07:558 -
01:13 thzz: ここかな
01:14 tasuke912: 入れました
01:15 thzz: 01:11:350 (4) - このパターンなら、
01:15 thzz: normal -> whistle -> normalってしま締まった方が自分好み
01:17 tasuke912: Normalは各1拍目だけで統一したいかも
01:17 thzz: なるほど、そういう意図化
01:18 thzz: 01:09:119 (2) - ここはsampleset:normalがいいのかなって気がします
01:19 thzz: もしくはclap
01:19 thzz: 色んな音色使うと整えるの大変なんですけど、
01:19 thzz: その問題もクリアできるのでかなり改善されてますね……すごい
01:20 tasuke912: ここパターン化されていない音なので何を当てるか迷ったんですよね
01:20 tasuke912: Normalにします!
01:21 thzz: drum音及びdrumwhistleは、協調としての効果はあまりないかなぁという所感
01:22 tasuke912: なるほど
01:24 thzz: 00:51:499 - ここアクセント強すぎかも?
01:26 thzz: 後ろのパターン的にもあまり強くはいえないか
01:26 tasuke912: 00:58:636 (1) - 01:05:774 (1) - ここら辺と同じ音なのでN Finishでも問題ないと思います
01:26 thzz: 任せます
01:30 thzz: 何回か通し聞きしましたけどこれで大丈夫ですね
01:30 thzz: もともと理詰めで作られてたのでshort modしか出来てなかったんですが、
01:31 thzz: 根本的にしっかり改善されてるので、ranked的にも問題ないレベルかと個人的に
01:31 tasuke912: おおお
01:31 tasuke912: リマップした甲斐がありましたねこれは
01:32 thzz: トレンドが掴めてきたってところですかねw 個人的に超gjです
KamizonoShinobu
Promised M4M for tk diffs
Overall:
Green Lines places are weird. For instance, 00:17:707 and 00:19:491 are supposed to be 1/1 snapped?
Red line: 00:00:578 - All of the diffs (include std diffs) do not map at BPM120 part, so I think this timing point is a bit 'useless'?
01:14:696 (31) - this note, for both diffs. I think you should unify the finisher usage here?
Muzukashii
OD:4 (This song is so slow, OD5 is hard for muzu players. HP:5(Muzu should have lower HP than Oni does, in difficulty's perspective)
00:17:595 (51,1) - I think the spinner should start from 51. Spinner start can emphasis that sound effect enough.
00:44:584 (47,1) - ^
00:48:153 (5) - (whole kiai) Basically I do not prefer to map for vocal. Mapping to instruments fits better for Taiko Mode. Following Vocal should be done in other modes only(imo).
01:01:536 (54,55,56,57,58) - I thought 5-plets has to be isolated from 1/2 patterns?

Oni
00:17:595 (74,1) - same as muzu
00:34:324 (3) - In case you are mapping with vocal, continuous 3-plets can emphasis more on vocal. But, I think it is overmapped as well. Music in this part isn't that vigorous here, therefore I think you should reduce ND here. (Plus, it is not kiai time here)
00:44:584 (78,1) - ^^
01:17:149 (3,4,5,6) - use dk dd to emphasis the piano's pitch, for 4 times.
01:16:703 (1) - Every measures (4/1 snap)should have same notes (d or k) To improve its overall structure. It would be weird if this pattern is random

Sorry for short mod, the map is ok for me.
Doyak
dead?
Topic Starter
tasuke912
Gonna Resurrect!


Chocola_2287 wrote:

SPOILER
Promised M4M for tk diffs
Overall:
Green Lines places are weird. For instance, 00:17:707 and 00:19:491 are supposed to be 1/1 snapped? now you know why
Red line: 00:00:578 - All of the diffs (include std diffs) do not map at BPM120 part, so I think this timing point is a bit 'useless'? did you see intro part without that red line
01:14:696 (31) - this note, for both diffs. I think you should unify the finisher usage here?
[Muzukashii]OD:4 (This song is so slow, OD5 is hard for muzu players. HP:5(Muzu should have lower HP than Oni does, in difficulty's perspective)
00:17:595 (51,1) - I think the spinner should start from 51. Spinner start can emphasis that sound effect enough. no change. the spinners are for drums.
00:44:584 (47,1) - ^
00:48:153 (5) - (whole kiai) Basically I do not prefer to map for vocal. Mapping to instruments fits better for Taiko Mode. Following Vocal should be done in other modes only(imo). the patterns follows other sounds too, and vocal is good for taiko as well.
01:01:536 (54,55,56,57,58) - I thought 5-plets has to be isolated from 1/2 patterns? no need to be[/box]

[Oni]00:17:595 (74,1) - same as muzu
00:34:324 (3) - In case you are mapping with vocal, continuous 3-plets can emphasis more on vocal. But, I think it is overmapped as well. Music in this part isn't that vigorous here, therefore I think you should reduce ND here. (Plus, it is not kiai time here)
00:44:584 (78,1) - ^^
01:17:149 (3,4,5,6) - use dk dd to emphasis the piano's pitch, for 4 times. I don't think that sounds better.
01:16:703 (1) - Every measures (4/1 snap)should have same notes (d or k) To improve its overall structure. It would be weird if this pattern is random it seems fixed idea. dkdk, ddkk, dddk, kkkd etc make good structure as well. [/box]

Sorry for short mod, the map is ok for me.
Thanks~
Doyak

tasuke912 wrote:

Gonna Resurrect!
I see!
Satellite

Doyak wrote:

tasuke912 wrote:

Gonna Resurrect!
I see!
I see!
Crok425
Once you revive, which I hope you do since the map looks good, I'll mod it and give it a star.
JUDYDANNY
Hello, and sorry to late :? via M4M.
[Muzukashii]
  1. 00:22:056 - , 00:22:168 - remove ? 少し16分の頻度が多いままだと思うのでVerseも伴奏音は比較的おとなしいし、一度削ってもいいと思います
  2. 00:39:565 - add d...?  伴奏音が唐突に削られた感が否めないので 埋めてもいいと思います、 4拍子上に置かないのであればですが
  3. 00:42:800 - move to 00:43:023 - and change to k instead? (ただの伴奏音あわせ、プレイ感はこちらの方がいいと個人的な意見)
  4. 01:02:874 - finisherなくてもよい感
  5. 01:14:696 - no finish? or 01:15:365 - add finish ?
    大→小スライダーは音の強弱を考慮すると少しアレ?ってプレイしてパワー不足感?みたいなものを感じました
    音がかなり強めなので弱スライダーよりも勢いはこれまでのfinishとの兼ね合いを考えても合うと思います
    小連打のままで置きたいなら、手前のbigをnormalに置きなおせば多少パワーの落差を感じない分違和感はなくなると思います。
  6. 01:23:171 - add d , 01:23:506 - add k? バックの金管類の強いノビのカバーを変化として追加しても いいような気がした
[Oni]
  1. 00:22:056 - , 00:22:168 - remove? same Muzu.
  2. 01:01:536 (40,41,42,43,44,45) - change dkdk-kd instead? ドラムの変化が比較的ハッキリしているのでこれまでのd-k-dk~~よりもd-k-dkdkと変化をつけてプレイ感によりメリハリがつきそう
  3. 01:14:696 - no finish? or 01:15:365 - add finish ? 調整をMuzu同様にかけるなら
O-M間で多少気になる部分はありましたが、Muzukashiiの1/4数も比較的高いので多分大丈夫だと思います

can give Taikon.
Topic Starter
tasuke912

JUDYDANNY wrote:

Hello, and sorry to late :? via M4M.
[Muzukashii]
  1. 00:22:056 - , 00:22:168 - remove ? 少し16分の頻度が多いままだと思うのでVerseも伴奏音は比較的おとなしいし、一度削ってもいいと思います 全体的に見れば気にならない程度だと思うので残します。
  2. 00:39:565 - add d...?  伴奏音が唐突に削られた感が否めないので 埋めてもいいと思います、 4拍子上に置かないのであればですが 代わりに1/4右に活を入れてd-kk x2にしました
  3. 00:42:800 - move to 00:43:023 - and change to k instead? (ただの伴奏音あわせ、プレイ感はこちらの方がいいと個人的な意見)安定感重視で表拍キープ
  4. 01:02:874 - finisherなくてもよい感 fixed
  5. 01:14:696 - no finish? or 01:15:365 - add finish ? 後者
    大→小スライダーは音の強弱を考慮すると少しアレ?ってプレイしてパワー不足感?みたいなものを感じました
    音がかなり強めなので弱スライダーよりも勢いはこれまでのfinishとの兼ね合いを考えても合うと思います
    小連打のままで置きたいなら、手前のbigをnormalに置きなおせば多少パワーの落差を感じない分違和感はなくなると思います。
  6. 01:23:171 - add d , 01:23:506 - add k? バックの金管類の強いノビのカバーを変化として追加しても いいような気がした applied, 単調さもぬぐえていい感じ
[Oni]
  1. 00:22:056 - , 00:22:168 - remove? same Muzu.
  2. 01:01:536 (40,41,42,43,44,45) - change dkdk-kd instead? ドラムの変化が比較的ハッキリしているのでこれまでのd-k-dk~~よりもd-k-dkdkと変化をつけてプレイ感によりメリハリがつきそう うーん、個人的にはdk-kdkdのほうが好みです
  3. 01:14:696 - no finish? or 01:15:365 - add finish ? 調整をMuzu同様にかけるなら Added Finish
O-M間で多少気になる部分はありましたが、Muzukashiiの1/4数も比較的高いので多分大丈夫だと思います

can give Taikon.
ありがとうございました
Resurrected
Ascendance
waiting for ctb diffs :^)
Doyak


:thinking2:
JUDYDANNY
Taiko diffs OKay.
Doyak
when #2
Topic Starter
tasuke912
looking for BNs
sahuang
Hi sorry for late

kiai settings in std are not so good, they are too long..can you change them to the setting in taiko? (2 parts instead of 3)

Easy
01:15:365 (1) - end here for the slider, try not to use 1/2 overlap like this in easy
01:22:502 (1) - same, end 01:23:394 -

Normal
01:20:272 (1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,1,2,3) - oh no...dont ever make such a long chain in normal... you need to break it into some parts so it wont be so difficult to play. My suggestion: 01:23:394 (3) - to a circle, 01:27:186 (4) - delete

Other diffs are fine. Call me back for recheck. I will rebubble since the taiko icon is too old and we dont use those icons now xd
Topic Starter
tasuke912
fixed all. thanks!
sahuang
Since taiko was confirmed, bubbled!!
Aurele
Anything else to add before qualification?
Doyak

Gabe wrote:

Anything else to add before qualification?
me: FINALLY
Topic Starter
tasuke912

Gabe wrote:

Anything else to add before qualification?
nothing else!
Aurele
hi mom!

General
  1. Source should be: "Persona 4: Dancing All Night", considering this from the official website or even this from the same official website.
  2. "opening theme song" could be added as a complement to the tags
  3. Metadata should be alright!
Easy
  1. Considering what I've seen on the Normal difficulty, there is a lack of hitsounds regarding the upbeats. If you take a look to the Normal difficulty, you are using clap hitsounds to emphasize upbeats, while on the Easy difficulty, you're using them on the downbeats, which aren't greatly following the right beats. You should rework on the hitsounding of this difficulty and try to add more emphasis on the right moments.
  2. 01:18:487 (3) - Due to the red node, the flow of this slider with the previous slider and the next circle doesn't feel right, because the previous slider being a curved form, suggest that the next object would follow it, but in this case, this slider just go the opposite side but still catches perfectly the next circle. In this case, I am suggesting you to be neutral on this one and delete the red node to make it a simple straight line. It makes a better flow concerning the previous slider and the next circle.
  3. 01:22:502 (1) - edgy slider. be careful with this one, because the flow with the previous slider is quite broken. In this case, I'd recommend do change this slider to something more simple, maybe like this (You will need to rearrange most of your objects afterward):
  4. 01:30:106 - This timing point is useless, as it doesn't affect any objects.
Great~!

Normal
  1. 00:10:012 - To the reverse arrow, I see that you're using a normal sample-set to emphasize the vocal at this part, which is very soft. Since you're already using a normal sample-set on the beginning of this slider, I'd recommend you to use a drum sample-set instead, to follow your main idea.
  2. 00:33:878 (1) - Starting here to 00:48:153 (1) - , the new combo consistency is broken. You were mainly following a two-measure combos, and now you're using using a one-measure combos. It would be nice if you could try to keep it consistent toward all the parts in the difficulty.
  3. 00:44:584 (1) - I like it!
  4. 01:08:450 (1) - Technically speaking, there shouldn't be any new combo here, because it stills belong the the previous measure.
  5. 01:16:703 (1) - Starting here to the end, it's the same thing as I previously said on 00:33:878 (1) -. You should try to focus more on making your combos consistent.
  6. 01:30:106 - This timing point is useless, as it doesn't affect any objects.
Neato~!

Doyak's Hard
  1. 00:08:450 (5) - Considering the other moments in the song where you would put three circles or three objects to emphasize this moment (ex: 00:12:019 (5) - ), this is the only place that doesn't have a whistle hitsound. I feel like maybe you forgot to add a whistle hitsound here? It would feel better with it, that's for sure.
  2. 00:51:275 (5) - As an inconsistency issue, this drum sample-set feels out of place, because most of the time you would use claps on the upbeats. I'd suggest you to change the drum sample-set to put it as auto and add a clap hitsound.
  3. 00:52:168 (2) - , 01:06:443 (2) - , 01:10:012 (2) - I am really unsure about those one, but I need your opinion. I know you didn't use a clap hitsound here, because you were trying to emphasize this sound using a finish hitsound. In other cases, there would be a finish + a clap hitsounds like at 00:55:290 (1) - . Do you think it would be great with you to add a clap hitsound as well? It would maintain the actual clap consistency if you do.
  4. 01:05:551 (4) - This is another case where there's a drum sample-set being used instead of an Auto + clap hitsound. I'd suggest you to change that to follow your consistency.
  5. 01:25:625 (1,2,3,4) - A quick suggestion. Focusing on your mapping style, you like to put straight lines in the opposite way most of the time. In this case, you're making a parallel with 01:24:621 (4) - , which doesn't follow it, kinda. To maintain the way of your mapping style, it would be nice if you'd take these objects and do a CTRL+H to switch their direction. In this case, it would follow things like 01:28:190 (4,5) - , 00:42:800 (1,2) - or similar patterns.
  6. 01:30:106 - This timing point is useless, as it doesn't affect any objects.
Got nothing to complain here regarding the flows and the snapping objects. Just focus a bit more on the consistency of hitsounds ;)

Satellite's Insane
  1. 00:36:889 - I don't think you're focusing more on the vocals that you should do. It would feel more natural, as a player, to click this part as the vocals gets quite obvious here, mainly because of the introduction of 00:36:108 (3) - . So, I'm suggesting you to add a circle here, maybe you could stack it with the second slider (00:37:000 (3) - )? That would make an interesting jump.
  2. 00:40:012 - Considering what I said previously, you should consider adding a circle here as well. You could stack it to 00:40:123 (3) -
  3. 00:40:458 - Same thing here. You could stack it to 00:40:569 (4) -
  4. 00:44:026 - Technically the same thing here, also because you've used one at 00:43:580 (3) - , so it would feel more natural as well.
  5. 00:51:275 (5) - To keep a great hitsound consistency, it would sound better if you were adding a clap hitsound and you would delete the drum sample-set. Consider doing the same thing to 01:05:551 (5) - .
  6. 01:30:106 - This timing point is useless, as it doesn't affect any objects.
Really nice difficulty. I love the flow of your sliders~!

Muzukashii
  1. 00:51:052 (17) - , 00:58:190 (44) - , 01:05:328 (72) - I feel like these objects should be a kats instead of a dons, because you could make it represents something more high than the previous note. (Also because the note here on Oni is also a kat ;) )
  2. 01:30:106 - This timing point is useless, as it doesn't affect any objects.
Nothing else to say here~!

Oni
  1. 00:07:893 (14) - A kat would make a great kick for the first measures. It will also follow 00:06:108 (4) - .
  2. 01:30:106 - This timing point is useless, as it doesn't affect any objects.
Nothing else to say here~!

---

You may call me back for a rebubble, since the taikos are ready and I'd like a standard BN to recheck hitsounds!
Doyak
I'll rework on the hitsounds a bit, since I think it's mostly copy pasted from Satellite's diff a long ago and barely modified.
Topic Starter
tasuke912

Gabe wrote:

hi mom!

General
  1. "opening theme song" could be added as a complement to the tags I don't think it necessary tbh
  2. Fixed the others
Easy
  1. All fixed
Normal
  1. All fixed
Muzukashii
  1. All fixed
Oni
  1. All fixed
---

You may call me back for a rebubble, since the taikos are ready and I'd like a standard BN to recheck hitsounds!
Thanks!
Aurele
I'm just waiting the reply of Doyak and Satellite and we'd be good to go
Satellite

Gabe wrote:

hi mom!

Satellite's Insane
  1. 00:36:889 - I don't think you're focusing more on the vocals that you should do. It would feel more natural, as a player, to click this part as the vocals gets quite obvious here, mainly because of the introduction of 00:36:108 (3) - . So, I'm suggesting you to add a circle here, maybe you could stack it with the second slider (00:37:000 (3) - )? That would make an interesting jump.
    :arrow: following back rhythm so want to keep =w=
  2. 00:40:012 - Considering what I said previously, you should consider adding a circle here as well. You could stack it to 00:40:123 (3) -
    :arrow: same as above!
  3. 00:40:458 - Same thing here. You could stack it to 00:40:569 (4) -
    :arrow: setting for simple rhythm so hope keep things ;o;
  4. 00:44:026 - Technically the same thing here, also because you've used one at 00:43:580 (3) - , so it would feel more natural as well.
    :arrow: same as above!
  5. 00:51:275 (5) - To keep a great hitsound consistency, it would sound better if you were adding a clap hitsound and you would delete the drum sample-set. Consider doing the same thing to 01:05:551 (5) - .
    :arrow: boooth fine to me =w= but like drum base =o=
  6. 01:30:106 - This timing point is useless, as it doesn't affect any objects.
    :arrow: it's noisy so now fine to me ~ if it unrankable, will changed 1/4 slider pattern!

Really nice difficulty. I love the flow of your sliders~!
Thanks >///<

You may call me back for a rebubble, since the taikos are ready and I'd like a standard BN to recheck hitsounds!
Thanks for mod!
Doyak
@Gabe fixed all except 01:25:625 (1,2,3,4) - I see your point but this case is more like 01:24:621 (4,5,1) - is forming a rectangular pattern so it's not good to compare it with those you mentioned. Instead, you can see it as a similar pattern to 00:53:283 (1,2,3) - 00:56:852 (1,2,3) - .

Also fixed a few more hitsounds too, thanks!

code
osu file format v14

[General]
AudioFilename: Dance!.mp3
AudioLeadIn: 0
PreviewTime: 47592
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5325,19600,33875,62425,76700
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.4

[Metadata]
Title:Dance!
TitleUnicode:Dance!
Artist:Lotus Juice
ArtistUnicode:Lotus Juice
Creator:tasuke912
Version:Doyak's Hard
Source:Persona 4: Dancing all Night
Tags:ペルソナ4 Satellite Doyak
BeatmapID:1070024
BeatmapSetID:486684

[Difficulty]
HPDrainRate:5
CircleSize:3.7
OverallDifficulty:5
ApproachRate:7
SliderMultiplier:1.2
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)
//Storyboard Sound Samples

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48153,-100,4,2,0,70,0,1
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82865,-100,4,2,0,5,0,0
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Combo2 : 0,128,255
Combo3 : 255,66,255
Combo4 : 255,255,0

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335,371,76703,6,0,L|395:367,1,60,4|2,0:0|0:0,0:0:0:0:
463,318,77149,1,0,1:0:0:0:
463,318,77261,1,2,0:0:0:0:
406,256,77484,2,0,L|414:166,1,90,2|0,0:0|0:0,0:0:0:0:
341,124,78041,2,0,L|337:64,1,60,0|2,1:0|0:0,0:0:0:0:
269,13,78487,6,0,L|209:17,1,60,0|2,1:0|0:0,0:0:0:0:
160,85,78933,1,0,1:0:0:0:
160,85,79045,1,2,0:0:0:0:
103,22,79268,1,2,0:0:0:0:
82,231,79826,2,0,L|116:233,2,30,0|2|2,1:0|0:0|0:0,0:0:0:0:
14,279,80272,6,0,L|18:339,1,60,0|2,1:0|0:0,0:0:0:0:
95,372,80718,1,0,1:0:0:0:
95,372,80829,1,2,0:0:0:0:
165,326,81052,2,0,L|255:334,1,90,2|0,0:0|0:0,0:0:0:0:
314,274,81610,2,0,L|374:270,1,60,0|2,1:0|0:0,0:0:0:0:
449,306,82056,6,0,L|453:246,1,60,0|2,1:0|0:0,0:0:0:0:
456,162,82502,1,0,1:0:0:0:
456,162,82614,1,2,0:0:0:0:
392,106,82837,2,0,B|276:61|276:150|159:106,1,240,0|0,1:0|0:0,0:0:0:0:
126,133,83841,6,0,L|130:193,1,60,4|2,0:0|0:0,0:0:0:0:
192,249,84287,1,0,1:0:0:0:
192,249,84398,1,2,0:0:0:0:
273,228,84621,2,0,L|265:318,1,90,2|2,0:0|0:0,0:0:0:0:
211,383,85179,2,0,L|151:379,1,60,0|2,1:0|0:0,0:0:0:0:
101,306,85625,6,0,L|105:246,1,60,0|2,1:0|0:0,0:0:0:0:
111,162,86071,1,0,1:0:0:0:
111,162,86183,1,2,0:0:0:0:
116,78,86406,1,2,0:0:0:0:
319,129,86963,2,0,L|379:133,1,60,2|2,0:0|0:0,0:0:0:0:
433,196,87409,6,0,L|429:256,1,60,4|2,0:0|0:0,0:0:0:0:
366,310,87855,1,0,1:0:0:0:
366,310,87967,1,2,0:0:0:0:
289,275,88190,2,0,L|170:281,1,120,0|2,1:0|0:0,0:0:0:0:
114,216,88859,2,0,L|54:212,1,60,2|2,0:0|0:0,0:0:0:0:
24,183,89194,6,0,L|28:123,1,60,6|6,0:0|0:0,0:0:0:0:
91,67,89650,1,2,0:0:0:0:
91,67,89764,2,0,P|120:73|149:70,1,60,6|6,0:0|0:0,0:0:0:0:
Topic Starter
tasuke912
updated :D
Aurele
Persona 2: Dancing All Night

we are good after
Topic Starter
tasuke912
Oops
Fixed!
Doyak

Gabe wrote:

Persona 2: Dancing All Night
what
Aurele

Doyak wrote:

Gabe wrote:

Persona 2: Dancing All Night
what
LMAO. THAT'S A MISTAKE. I WAS TIRED AHAHAH
Aurele
:3c
AngeLNarancia
when ranked
sahuang

AngeLNarancia wrote:

when ranked
qualified!
Satellite
congrats!
Doormat
umm why isn't Shihoko Hirata* (平田志穂子) mentioned in the artists? she's the female vocalist for the track; Lotus Juice is the male rapper, so you're missing half the artist.

edit:

the credits that can be found in the PSVita game itself appear to be listed as Lotus Juice & Shihoko Hirata, and the booklet included in the original soundtrack lists the artist as 平田志穂子 (Singer/歌) and Lotus Juice (Rap).

*using preferred romanisation instead of surname, first name style of romanisation


therefore, i believe the proper artist metadata should be:
Artist: Lotus Juice & 平田志穂子
Romanised Artist: Lotus Juice & Shihoko Hirata
Kurai
Did a metadata check and I came here to see that Doormat posted exactly what I was going to post :'(
Anyway, yeah, I believe the female vocalist should be included in the artist field.
Deif
It was odd to see a Persona 4 song without Shihoko Hirata featuring it. Taking it down, so you can get the Artist field fixed.
Topic Starter
tasuke912
Fixed.
Deif
It's back!
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