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Teminite & PsoGnar - On My Way

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depzdai
Eng: I've half done the hitsounding for you. Only Kiai time have I hardly interfere with. I used almost all the hitsounds of the default skin, except normal-hitwhistle.wav and normal-hitclap.wav ( 'cause I haven't hitsounded the Kiai time yet X| ).
Here's the link of the .osu file and my hitsounds.

Việt: Mình làm phần hitsound cho bạn được một nửa rồi nhé (trừ cái phần Kiai time hầu như là chưa làm). Xài gần hết đống .wav trong skin mặc định nhưng không có normal-hitwhistle.wav và normal-hitclap.wav (Tạm thời là như thế :d).
Mình để sẵn 2 cái link ở dưới rồi nhé.

Made at this noon. But please check again the modded points you did before Whirl's comment, just in case. / Mới làm từ trưa nay. Nhưng cứ thử check lại những chỗ mà bạn đã mod trước thím Whirl xem sao.
- .osu file: https://puu.sh/r1K5V/e88c4aaec4.osu
- Used hitsounds (just for sure): https://puu.sh/r1KhU/8d06b42d01.rar
Hope you like my way of hitsounding. Don't use it if you don't want to, but please listen heartfully before declining my effort. I'll be very grateful and immediately shoot 1-2 kudosu if you use my hitsounding. Anyway, really good map. :D
(Không biết nói tiếng Anh hay nói tiếng Việt đây...)

Lời khuyên: Sao không thử tăng âm của mấy cái inherited timing point (trừ mấy cái 5%) lên nhỉ? Nghe có vẻ hơi nhỏ.
Topic Starter
Yamicchi

Whirl wrote:

Destination Of Life

- 00:11:396 (3) - make this slider the same shape like 00:12:808 (3) - this one beacause I feel as if they are the SAME sound lol okay
- 00:47:220 (1) - and S shape slider would look good here, or even a slider like 00:51:455 (1) - this one I don't feel like it's necessary here so skip it~
- 00:52:514 (2,3) - i honestly wouldn't stack here because it'll ruin the flow (look through your WHOLE map too see where there are unnecesarry stack) I'm asking for advice and thinking a way to change to pattern here :< it sure looks awful to me
- 02:13:161 (7,8,1,2,3,4) - instead of normal stacks why not making both of them like 02:12:102 (2,3,4) - this one, to go along with the back and forth flow your maps tend to have fixed
- 02:23:749 (6,7,8) - personally I disagree with the way 6 overlaps 8, just seems a little bit too much uh? I don't feel like it's a problem?
- 02:45:455 - start a spinner here and end 02:47:131 - here would fix if the drain is too much but hey I think it's fine

LeKhanhHoa wrote:

Quick mod!

01:11:926 (1) - Sao để slider hơi lệch? hướng thẳng về slider tiếp theo :v
01:31:690 (1,2,3) - Sao ko để giống pattern trước? Và DS cũng hơi lệch. thích đổi pattern tí ấy mà '3' tam giác mãi thì nhàm, nhưng có vẻ hơi sai DS so với pitch, sẽ tìm cách sửa
01:45:808 (1,2,3,4,5) - Xếp giống cái đằng trước đc ko? là cái nào cơ D:
02:27:102 (5,1) - https://puu.sh/r1Hd2/7939d670e6.png có thể sẽ đẹp hơn okay~
02:34:514 (1) 02:41:573 (1) - Overlap chỗ này thấy nó sao sao ấy kh ảnh hưởng lắm đâu tại cái kia nó faded rồi mà
03:44:748 (5) - Unsnap slider! chả hiểu sao bị nữa :v
03:54:984 (1,2,3,4,5,6,7,8) - Stream méo thế! cố tình :v
04:20:396 (1) - Sau đoạn này nhạc cao lên, có nên tăng DS? chắc là kh cần vì chỗ nào Yami cũng làm vậy mà

Sao lại có lắm timing point 0% thế? vì hitsound chưa xong :v
Thanks guys :3
Topic Starter
Yamicchi

depzdai wrote:

Eng: I've half done the hitsounding for you. Only Kiai time have I hardly interfere with. I used almost all the hitsounds of the default skin, except normal-hitwhistle.wav and normal-hitclap.wav ( 'cause I haven't hitsounded the Kiai time yet X| ).
Here's the link of the .osu file and my hitsounds.

Việt: Mình làm phần hitsound cho bạn được một nửa rồi nhé (trừ cái phần Kiai time hầu như là chưa làm). Xài gần hết đống .wav trong skin mặc định nhưng không có normal-hitwhistle.wav và normal-hitclap.wav (Tạm thời là như thế :d).
Mình để sẵn 2 cái link ở dưới rồi nhé.

Made at this noon. But please check again the modded points you did before Whirl's comment, just in case. / Mới làm từ trưa nay. Nhưng cứ thử check lại những chỗ mà bạn đã mod trước thím Whirl xem sao.
- .osu file: https://puu.sh/r1K5V/e88c4aaec4.osu
- Used hitsounds (just for sure): https://puu.sh/r1KhU/8d06b42d01.rar
Hope you like my way of hitsounding. Don't use it if you don't want to, but please listen heartfully before declining my effort. I'll be very grateful and immediately shoot 1-2 kudosu if you use my hitsounding. Anyway, really good map. :D
(Không biết nói tiếng Anh hay nói tiếng Việt đây...)

Lời khuyên: Sao không thử tăng âm của mấy cái inherited timing point (trừ mấy cái 5%) lên nhỉ? Nghe có vẻ hơi nhỏ.
Cám ơn bạn cơ mà tại vì Drumstep hitsound nó hơi phức tạp hơn bình thường :< bạn cũng gợi ý cho mình vài chỗ rồi thì mình biết ơn lắm, nhưng mình kh nhận hitsound của bạn mà sẽ chỉnh sửa, củng cố nó hơn tí nha :3 coi như mình lưu tên bạn vào mapset vậy :3
LGV894
M4M t/482268 M$M

:o nice map

Please mod at least 2 diffs back.

mudmod
00:28:867 (1,2,3,4) - https://osu.ppy.sh/ss/6030008 Why not do this instead?
00:32:749 (4) - http://osu.ppy.sh/ss/6030020 Better flow
00:33:984 (3) - Place on (150, 159) the overlap won't be a problem since you've done it previously.
00:43:514 (2,3) - I feel like this flows awkwardly... The hit circle seems too close, and the pattern felt slow at that part. Although it's okay.
00:53:396 (3) - http://osu.ppy.sh/ss/6030045 I'd prefer a little bit of variation. (basically Ctrl+H) Same for next similar patterns.
00:58:514 (1,2,3,4,5) - http://osu.ppy.sh/ss/6030056 I'd prefer something like this, but it's up to you.
01:12:631 (1) - I didn't like this semi-burai much. http://osu.ppy.sh/ss/6030069 I prefer a more regular-looking slider.
01:16:161 (1,2) - I think it'd be better to separate these and NC the other one, since they aren't really that similar-sounding.
01:19:690 (1) - Your multi-point sliders like this one needs adjustment. They can be simplified, yet stay amazing.
01:14:396 (1,1) - I think your spacing for this part is too small, compared to the 1/4's. Same for other similar patterns in the same beat.
01:23:220 (1,2,3,4,5) - This could be mapped better. Although it is relevant to the beat, players would appreciate a little more difficulty, since the previous patterns were also difficult.
01:30:984 (1) - Although this slider is fine, compared to the others. Just make your segments longer for a morre modern look. https://osu.ppy.sh/ss/6030124
01:34:514 (1,2,3,4) - I think this'd be better off as a square, since that slider corner overlap wouldn't really be that significant anymore by the time (4) apprears.
01:49:690 (1,2,3) - Aren't they too close? Try to place (2) higher, and maybe even invert it's direction, but placing it higher is enough.
01:51:455 (1,2,3,4) - Compare the pattern above with this one. The pattern above could use a little more DS.
01:55:337 (5,6) - It just seems like it's too easy and doesn't quite match the emphasis it should have.
01:56:749 (3,2,4) - Why did you just destroy the nearly-perfect shape for no reason? I'd rather have it as a shape with equal distances.
02:11:220 (6) - Ctrl+J (Just for the shape, but bring it back to its original position)
02:30:984 (3) - The curve looks wrong. Try to improve the shape.
02:31:514 (4,5,6,1) - I think these are too clustered. Although ask for second opinion.
02:35:043 (2,1) - Blanket.
02:37:337 (1,2,3,4) - https://osu.ppy.sh/ss/6030192 Imo, a box like this would play better.
02:42:102 (2,3,4,5,6,1) - Just reform it to a perfect hexagon, would you?
03:17:749 (3,4,5) - You can turn this into an equilateral triangle. Just make sure that the previous slider is the same distance from (4) and (5)
03:20:220 (2,3,4) - http://osu.ppy.sh/ss/6030216 Honestly think this flows better.
03:36:279 - I like this style better... Just pointing that out.
03:47:926 (3,4,5,6) - I prefer them being mapped to the points of the previous slider. https://osu.ppy.sh/ss/6030229
04:02:749 (1) - I think this deserves some variation. It clearly doesn't sound like those 1/4 sliders.
04:03:455 (1) - Ugly slider.
04:05:926 (1) - You know it, I know it, yeah.
03:59:926 (5) - Can you put NC's here? Same for next patterns.
04:16:867 (5,6) - These can't just be mapped the same way... http://osu.ppy.sh/ss/6030243
04:22:514 (5,6) - Seriously, you put a different slider on a beat before this which sounded exactly like the ones next to it, but you mapped these specific sliders the same way when they land on a beat that sounds obviously different.
04:36:631 (1) - Again.
04:43:690 (3) - Ugly slider. Sorry. It could be better. I've seen the previous ones.
05:23:220 (3,4) - They're almost colliding. I think you'd be better off: 05:23:220 (3,4,1) - placing these three with equal spaces from each other. But no, it's just those two sliders that's disturbing me.
Nice map. Just these minor things and maybe even nazi things to fix or not fix... Most of the map is fine. Like, 89% of it.

LINK TO MY QUEUE just in case anybody's interested.
Spork Lover
00:52:514 (2,3) - The stack is fine, but could be aesthetically moved to x92 t84 to line up with the next sliders. There's nothing wrong with it playability wise ^^ (This is related to your "I need a suggestion for this pattern" from Whirl's post)
Topic Starter
Yamicchi

LGV894 wrote:

M4M t/482268 M$M

:o nice map

Please mod at least 2 diffs back.

mudmod
00:28:867 (1,2,3,4) - https://osu.ppy.sh/ss/6030008 Why not do this instead? then how to flow to the next slider ;w; ctrl + G the (2) instead
00:32:749 (4) - http://osu.ppy.sh/ss/6030020 Better flow half agree, it just I love it the current way more
00:33:984 (3) - Place on (150, 159) the overlap won't be a problem since you've done it previously. okie~
00:43:514 (2,3) - I feel like this flows awkwardly... The hit circle seems too close, and the pattern felt slow at that part. Although it's okay. actually it's because you hold the cursor at the slider start so...and it's not a strong beat for a circle too so fine?
00:53:396 (3) - http://osu.ppy.sh/ss/6030045 I'd prefer a little bit of variation. (basically Ctrl+H) Same for next similar patterns. lol that'd be an idea too but I'll consider about it because it seems not very clean
00:58:514 (1,2,3,4,5) - http://osu.ppy.sh/ss/6030056 I'd prefer something like this, but it's up to you. good idea!
01:12:631 (1) - I didn't like this semi-burai much. http://osu.ppy.sh/ss/6030069 I prefer a more regular-looking slider. I'll think about it, but why don't you like that cutie slider ;w;
01:16:161 (1,2) - I think it'd be better to separate these and NC the other one, since they aren't really that similar-sounding. fixed
01:19:690 (1) - Your multi-point sliders like this one needs adjustment. They can be simplified, yet stay amazing. okay, I'll consider but first I made it a W bad shape just in case
01:14:396 (1,1) - I think your spacing for this part is too small, compared to the 1/4's. Same for other similar patterns in the same beat. increased a bit I guess
01:23:220 (1,2,3,4,5) - This could be mapped better. Although it is relevant to the beat, players would appreciate a little more difficulty, since the previous patterns were also difficult. I just thought they need sth more peaceful before the next part, yet I'm bad at 1/1 too so I'll think a way out
01:30:984 (1) - Although this slider is fine, compared to the others. Just make your segments longer for a morre modern look. https://osu.ppy.sh/ss/6030124 nah just like it
01:34:514 (1,2,3,4) - I think this'd be better off as a square, since that slider corner overlap wouldn't really be that significant anymore by the time (4) apprears. fixed but with different shape
01:49:690 (1,2,3) - Aren't they too close? Try to place (2) higher, and maybe even invert it's direction, but placing it higher is enough. I think they're not? since it's not a strong part compare to those inb4
01:51:455 (1,2,3,4) - Compare the pattern above with this one. The pattern above could use a little more DS. tbh they're different sound and this part deserves higher spacing
01:55:337 (5,6) - It just seems like it's too easy and doesn't quite match the emphasis it should have. nah, for a peaceful part like this, that's enough
01:56:749 (3,2,4) - Why did you just destroy the nearly-perfect shape for no reason? I'd rather have it as a shape with equal distances. because Asaiga told me to make the DS more match so I did it. But if you think it's fine then I can fix
02:11:220 (6) - Ctrl+J (Just for the shape, but bring it back to its original position) oh no, why?
02:30:984 (3) - The curve looks wrong. Try to improve the shape. fixed I guess
02:31:514 (4,5,6,1) - I think these are too clustered. Although ask for second opinion. I will, but removed the overlap with the slider first
02:35:043 (2,1) - Blanket. no need?
02:37:337 (1,2,3,4) - https://osu.ppy.sh/ss/6030192 Imo, a box like this would play better. nah I always prefer zigzag lol xD
02:42:102 (2,3,4,5,6,1) - Just reform it to a perfect hexagon, would you? fixed
03:17:749 (3,4,5) - You can turn this into an equilateral triangle. Just make sure that the previous slider is the same distance from (4) and (5) would check if it's something bad but fixed a bit
03:20:220 (2,3,4) - http://osu.ppy.sh/ss/6030216 Honestly think this flows better. too far D:?
03:36:279 - I like this style better... Just pointing that out. oh okay~
03:47:926 (3,4,5,6) - I prefer them being mapped to the points of the previous slider. https://osu.ppy.sh/ss/6030229 uh okay I think I fixed?
04:02:749 (1) - I think this deserves some variation. It clearly doesn't sound like those 1/4 sliders. uh, but what should I do to it?
04:03:455 (1) - Ugly slider. I can't tell why
04:05:926 (1) - You know it, I know it, yeah. yeah but seriously it doesn't really matter because they're all wubs in the same part and yet I can't find a way to fix it
03:59:926 (5) - Can you put NC's here? Same for next patterns. I don't think it's necessary?
04:16:867 (5,6) - These can't just be mapped the same way... http://osu.ppy.sh/ss/6030243 would be nice if you could just tell me why :< because I think it's fine, I did make them a bit further from the rest due to the big snares?
04:22:514 (5,6) - Seriously, you put a different slider on a beat before this which sounded exactly like the ones next to it, but you mapped these specific sliders the same way when they land on a beat that sounds obviously different. guess I fixed a bit
04:36:631 (1) - Again. :^
04:43:690 (3) - Ugly slider. Sorry. It could be better. I've seen the previous ones. may I'd think it's ugly too but not today, so Imma keep it
05:23:220 (3,4) - They're almost colliding. I think you'd be better off: 05:23:220 (3,4,1) - placing these three with equal spaces from each other. But no, it's just those two sliders that's disturbing me. not really a problem but increased the DS a bit
Nice map. Just these minor things and maybe even nazi things to fix or not fix... Most of the map is fine. Like, 89% of it.

LINK TO MY QUEUE just in case anybody's interested.

Spork Lover wrote:

00:52:514 (2,3) - The stack is fine, but could be aesthetically moved to x92 t84 to line up with the next sliders. There's nothing wrong with it playability wise ^^ (This is related to your "I need a suggestion for this pattern" from Whirl's post) done! And thanks for some ingame suggestions :3
Thanks for the mod :3
DigitoriiX
Destination of Life
SPOILER
00:21:631 (1) - I would change this slider to a circle (6) at 00:21:631 - and a slider (1) between 00:21:808 - 00:21:984 -
00:23:043 (1) - same
00:38:926 (2,3,4,5) - I would make this a stream of 5 circles to capture the drum at 00:39:190 - , such as:

(Or perhaps change (4,5,6) above to a 1/4 repeat slider)
00:50:220 (2,3,4,5) - again
00:50:926 (1,2,3) - Change to circles, sliders don't quite match the music here (again at 02:43:867 (1,2,3) - , 03:34:690 (1,2,3) -)
01:16:514 (1) - Uncurl this slider a bit
01:33:455 (1) - same
01:56:396 - End kiai here
02:13:161 (7,8,1) - Change to 1/4 repeat slider
02:15:984 (6,7,1) - same
02:18:631 (6,7,1) - turn (6) into clicle, then another 1/4 repeat slider at 02:18:808 -
03:19:337 (4) - Personally I'd move this slider so that it's not underneath 03:18:808 (2) - , to make it more readable
03:22:690 (2,3,4,5) - , 03:33:984 (2,3,4,5) - same as 00:38:926 (2,3,4,5) -
03:58:867 (4,5,1,2,3,4,5,6) - too many of these in a row, maybe turn some into circles (eg. 1,5)
04:01:690 (1,2) - These would probably feel better as circles
Repeat the above two points throughout the kiai
Topic Starter
Yamicchi

DigitoriiX wrote:

Destination of Life
SPOILER
00:21:631 (1) - I would change this slider to a circle (6) at 00:21:631 - and a slider (1) between 00:21:808 - 00:21:984 - noticed but I followed the small rhythm in behind instead so no change
00:23:043 (1) - same
00:38:926 (2,3,4,5) - I would make this a stream of 5 circles to capture the drum at 00:39:190 - , such as: I didn't hear a small beat on the blue tick, so instead of 5 I would keep it and change the last circle into 1/4 slider instead. Fixed for the next same part too

(Or perhaps change (4,5,6) above to a 1/4 repeat slider)
00:50:220 (2,3,4,5) - again same fixed
00:50:926 (1,2,3) - Change to circles, sliders don't quite match the music here (again at 02:43:867 (1,2,3) - , 03:34:690 (1,2,3) -) actually it does match, at least more than circles
01:16:514 (1) - Uncurl this slider a bit why?
01:33:455 (1) - same
01:56:396 - End kiai here good idea
02:13:161 (7,8,1) - Change to 1/4 repeat slider no need really
02:15:984 (6,7,1) - same
02:18:631 (6,7,1) - turn (6) into clicle, then another 1/4 repeat slider at 02:18:808 - okay
03:19:337 (4) - Personally I'd move this slider so that it's not underneath 03:18:808 (2) - , to make it more readable it's a beat past since (2) so I don't think it's really bad
03:22:690 (2,3,4,5) - , 03:33:984 (2,3,4,5) - same as 00:38:926 (2,3,4,5) - fixed all when you mentioned above
03:58:867 (4,5,1,2,3,4,5,6) - too many of these in a row, maybe turn some into circles (eg. 1,5) you've gotta understand what wubs is lol
04:01:690 (1,2) - These would probably feel better as circles learn wubs :3
Repeat the above two points throughout the kiai
Thanks for the mod :3
No Pulse
I'm in love with this map and i want to have kids with it
depzdai

Yamicchi wrote:

Cám ơn bạn cơ mà tại vì Drumstep hitsound nó hơi phức tạp hơn bình thường :< bạn cũng gợi ý cho mình vài chỗ rồi thì mình biết ơn lắm, nhưng mình kh nhận hitsound của bạn mà sẽ chỉnh sửa, củng cố nó hơn tí nha :3 coi như mình lưu tên bạn vào mapset vậy :3
Tùy bạn thôi. :3 Mình đang trong vai trò của 1 modder thì giúp đỡ mapper là chuyện thường tình. Mình cũng đã làm xong cái hitsounding của phần Kiai Time thứ nhất rồi. Thấy chỗ nào hợp ý mình rồi lắp vô, thêm thắt hoặc thay đổi tiếng đệm, file âm thanh ra sao là công việc của một mapper. Ganbatte~!!

1st Kiai Time hitsounding sample (vẫn không dùng âm thanh nào khác ngoài âm thanh của skin mặc định. Nhớ đừng có lắp skin khác vào trước rồi mới nghe nhé, nghe không chuẩn đâu :v): https://puu.sh/r2SiI/7dd8e39afd.osu.
Tạo một notepad (đặt tên chi cũng được), mở file, copy nội dung vô, đổi tên map bằng cách đổi tên của cái Version trong phần Metadata , đóng file lại, đổi đuôi file từ .txt thành .osu trong map folder là có một cái map mới coóng. Xài cái đó mà tham khảo. (Cái này chắc hơi bị thừa) :3

Sau đây là phần mod:
- 01:22:514 (1) - Thiếu một cái inherited timing point 5% volume.
- Phần đầu bạn hitsound ấy, mình thấy có hơi nhiều tiếng whistle. Phần đầu chưa mạnh tới mức đó đâu. Bạn nên giảm bớt lại để dành cho những phần sau nữa, imao.
- (Cái này cũng thừa bỏ mợ) Trong phần Kiai Time, bạn muốn hitsound kiểu gì cũng được, nhưng nên nhớ, có đa số beat thứ 1 là tiếng bass thấp (hợp với drum-hitfinish) và beat thứ 3 là tiếng bass sao (hợp với drum-hitclap) --> Khá giống bài Beastmode đó nhỉ (chắc tại cùng có mặt của Terminite :v)? Tập trung vào 2 nhịp đó trước là ok.
Spork Lover
DON'T GIVE KD, YOU GAVE ME KD BEFORE

What we did:
I helped with the streams to make the turns consistent between them.
We found an unused storyboard file, which is now removed. There should be no unrankable issues now. :)
Talked about custom hitsounds.

irc and testplay
14:26 Yamicchi: o/
14:26 Spork Lover: o/
14:26 Spork Lover: What's up? :D
14:26 Yamicchi: I think it's ready for a testplay xd
14:26 Spork Lover: Ah sweet :3
14:26 Spork Lover: I saw you gave me kudo for the post before xd
14:29 Yamicchi: yea because you also helped me a few in game too
14:29 Spork Lover: please mention that in the post ('cause BN's would take the kudo away)
14:29 Spork Lover: xd
14:32 Yamicchi: oh okay
14:33 Spork Lover: Btw
14:33 Spork Lover: The map itself is pretty much bubble-worthy imo
14:33 Spork Lover: There's just two things that I wanna mention
14:33 Yamicchi: yea?
14:33 Spork Lover: 01:17:573 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - For every stream like this one
14:34 Spork Lover: You need to be consistent with whether or not you want to make the turn on 8 or 1
14:34 Spork Lover: 'cause you mix it around between them xd
14:34 Spork Lover: And it hurts gameplay a fair bit
14:34 Yamicchi: ah, I don't really get it?
14:34 Spork Lover: I'd prefer 1 but that's up the guy mapping obviously
14:34 Spork Lover: On this stream you make the main turn on 01:18:896 (8) -
14:35 Spork Lover: Like the sharp turn
14:35 Yamicchi: oh
14:35 Spork Lover: 01:28:867 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - But on this stream
14:35 Spork Lover: 01:29:484 (8) - You make a turn on 8, sure
14:35 Spork Lover: But you also do one on 01:30:279 (1) -
14:35 Spork Lover: I'd advice changing it so every stream does the turn on 1 or 8
14:36 Spork Lover: So it's consistent
14:36 Spork Lover: 'cause I think BN's would point that out as well
14:36 Yamicchi: hmm okay so a turn on every 1 and 8 of each streams?
14:36 Spork Lover: Nah I mean, either 1 ONLY or 8 ONLY for every stream xd
14:36 Yamicchi: yea my stream mapping skill = 0.1/100
14:36 Yamicchi: oh
14:36 Spork Lover: And not change between them
14:36 Spork Lover: like 98% of mappers make the turn on 1
14:37 Spork Lover: xd
14:37 Yamicchi: 01:28:867 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - for this stream can I keep it like that and make the others turn 2 times like it too?
14:37 Spork Lover: So if you stick to only do (1)-turns that would improve stream quality a lot
14:38 Spork Lover: Yeah if you do that it would be okay
14:38 Spork Lover: If the first is 8 and the second is 1 on the other two streams (I donno how many streams there are) as well, that would be fine
14:38 Spork Lover: and consistent
14:39 Spork Lover: Okay, and the other thing is
14:39 Spork Lover: 03:35:220 (1) - This and every other slider that is placed on this sound
14:39 Spork Lover: seems very slow
14:40 Spork Lover: I would've expected a faster slider tbh
14:40 Yamicchi: Idk I feel like a slow slider like that would fit the song more?
14:40 Spork Lover: Fair :D
14:41 Spork Lover: Fast sliders would probably initiate more chokes too
14:41 Spork Lover: xd
14:41 Yamicchi: that's what I don't want in my map xd
14:41 Spork Lover: Yeah that's totally fine
14:42 Spork Lover: But yeah apart from that I would've bubbled right away after that was changed
14:42 Spork Lover: Lemme check for unrankable issues actually now that I'm at it
14:42 Yamicchi: okay
14:42 Spork Lover: 03:44:748 (5) - unsnapped end
14:43 Yamicchi: again? wtf?
14:43 Yamicchi: it happens again holy Idk why
14:43 Spork Lover: move the slider
14:43 Spork Lover: on the timeline
14:43 Spork Lover: and it readjusts
14:43 Yamicchi: oh nvm, last time it was unsnapped at the slider end only
14:44 Spork Lover: There's nothing in modding assistant
14:44 Spork Lover: Lemme check everything it doesn't check xd
14:44 Yamicchi: okay~
14:44 Spork Lover: Do you use a storyboard?
14:45 Spork Lover: 'cause there's a osb file but no storyboard in the editor
14:45 Yamicchi: no I don't
14:45 Yamicchi: I'll delete it
14:45 Spork Lover: aight
14:45 Spork Lover: would've been DQ reason lol
14:45 Spork Lover: xd
14:45 Spork Lover: I actually realised something
14:46 Yamicchi: lol yea
14:46 Spork Lover: That there's a pretty big lack of hitsounding
14:46 Spork Lover: Like
14:46 Spork Lover: the entirety of 01:17:573 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - isn't hitsounded
14:46 Spork Lover: as an example
14:46 Yamicchi: because I haven't finished hitsounding lol
14:46 Spork Lover: OH
14:46 Spork Lover: lol
14:46 Spork Lover: fair
14:46 Spork Lover: Do you want a custom hitclap that would fit super well?
14:47 Yamicchi: yes pls owo
14:47 *Spork Lover is listening to [https://osu.ppy.sh/b/1049583 nao - Soutaisei VISION (Short ver.)]
14:47 Spork Lover: steal the clap from this mapset
14:47 Spork Lover: It's basically used in like 30% of all ranked maps lol
14:47 Spork Lover: xd
14:48 Yamicchi: oh ok~
14:48 Spork Lover: Use it in the choruses
14:48 Spork Lover: I think it would fit there xd
14:50 Spork Lover: I don't think there's any other unrankable things
14:50 Spork Lover: Yup there's nothing else
14:50 Spork Lover: BN's are gonna have an easy time ranking this xd
14:51 Yamicchi: lol thanks for those suggestions xd tbh I can't get any of those suggestions from low rank players like me
14:51 Spork Lover: I applied for BN
14:51 Spork Lover: last test
14:51 Spork Lover: lol
14:51 Spork Lover: xd
14:51 Yamicchi: coooool
14:51 Spork Lover: Got 65/100 iirc
14:51 Spork Lover: :(
14:52 Spork Lover: And passing grade is 75 xd
14:52 Spork Lover: So I was a fair share off
14:53 Yamicchi: oh no wonder
14:53 Spork Lover: (mainly because I don't know about skinning or storyboard files)
14:53 Spork Lover: So I need more experience with that before the next test :^)
14:54 Yamicchi: well even when you say BNs are gonna have easy time ranking this, not many BNs really like this kind of music
14:54 Spork Lover: Well
14:54 Spork Lover: Many BN's (like Okorin, Pho and Yuii-) don't really care about music genre too much
14:55 Yamicchi: yea but I can't really catch them
14:55 Spork Lover: They rank based on the map most of the time disregarding the quality of the song
14:55 Spork Lover: I caught Oko AND pho :^)
14:55 Yamicchi: woah :O
14:56 Spork Lover: Just ask them super nicely when you're done hitsounding and have received like 1-2 mods regarding the hitsounds
14:56 Yamicchi: okay
14:56 Yamicchi: I will
14:56 Spork Lover: oh
14:56 Spork Lover: don't take the clap from Syph's Expert btw
14:56 Spork Lover: on my mapset
14:56 Spork Lover: 'cause that's LITERALLY the only map in the mapset that DOESN'T use that clap
14:56 Spork Lover: lmfao
14:57 Spork Lover: xD
14:57 Yamicchi: huh D: ?
14:57 Spork Lover: It's the Soft hitclap I believe
14:57 Spork Lover: Not drum
14:57 Spork Lover: xd
14:57 Yamicchi: ah about that
14:57 Yamicchi: I think I'll use the old hitclap in Beastmode
14:57 Yamicchi: it fits better?
14:57 Spork Lover: Ah ye that one
14:57 Spork Lover: That one would suit too
14:57 Yamicchi: :3
14:58 Spork Lover: I'll savelog real quick xd

(made another in-depth explanation about the streams: https://osu.ppy.sh/ss/6037051)
Topic Starter
Yamicchi

depzdai wrote:

Yamicchi wrote:

Cám ơn bạn cơ mà tại vì Drumstep hitsound nó hơi phức tạp hơn bình thường :< bạn cũng gợi ý cho mình vài chỗ rồi thì mình biết ơn lắm, nhưng mình kh nhận hitsound của bạn mà sẽ chỉnh sửa, củng cố nó hơn tí nha :3 coi như mình lưu tên bạn vào mapset vậy :3
Tùy bạn thôi. :3 Mình đang trong vai trò của 1 modder thì giúp đỡ mapper là chuyện thường tình. Mình cũng đã làm xong cái hitsounding của phần Kiai Time thứ nhất rồi. Thấy chỗ nào hợp ý mình rồi lắp vô, thêm thắt hoặc thay đổi tiếng đệm, file âm thanh ra sao là công việc của một mapper. Ganbatte~!!

1st Kiai Time hitsounding sample (vẫn không dùng âm thanh nào khác ngoài âm thanh của skin mặc định. Nhớ đừng có lắp skin khác vào trước rồi mới nghe nhé, nghe không chuẩn đâu :v): https://puu.sh/r2SiI/7dd8e39afd.osu.
Tạo một notepad (đặt tên chi cũng được), mở file, copy nội dung vô, đổi tên map bằng cách đổi tên của cái Version trong phần Metadata , đóng file lại, đổi đuôi file từ .txt thành .osu trong map folder là có một cái map mới coóng. Xài cái đó mà tham khảo. (Cái này chắc hơi bị thừa) :3

Phần hitsound này như mình đã nói thì mình sẽ dựa trên vài phần của bạn và tự làm thành 1 hitsound rồi, cho nên bạn góp ý vậy thì mình cảm ơn :3

Sau đây là phần mod:
- 01:22:514 (1) - Thiếu một cái inherited timing point 5% volume. added
- Phần đầu bạn hitsound ấy, mình thấy có hơi nhiều tiếng whistle. Phần đầu chưa mạnh tới mức đó đâu. Bạn nên giảm bớt lại để dành cho những phần sau nữa, imao. hitsound chứ kh phải objects đâu bạn? :v vậy ổn rồi
- (Cái này cũng thừa bỏ mợ) Trong phần Kiai Time, bạn muốn hitsound kiểu gì cũng được, nhưng nên nhớ, có đa số beat thứ 1 là tiếng bass thấp (hợp với drum-hitfinish) và beat thứ 3 là tiếng bass sao (hợp với drum-hitclap) --> Khá giống bài Beastmode đó nhỉ (chắc tại cùng có mặt của Terminite :v)? Tập trung vào 2 nhịp đó trước là ok.
Lại cảm ơn bạn đã giúp đỡ :3 mình sẽ hoàn thành hitsounding trong thời gian sớm nhất và nếu muốn bạn có thể xem hộ mình nhé :3
Izzywing
i thought this was a request for "on my own" when I first saw this lol

Destination of Life

00:00:632 (1) - consider ending spinners on the white tick before the first note after to give the player more downtime, sucks to go straight from a spinner to notes

00:12:808 (3) - this shape would be nicer if the angled parts of it were the same length

00:41:573 (1,4) - Something about the way this is overlapped is bugging me. I think it would be better if you just stacked 4 under 1's head.

01:13:514 (2) - NC, the speed of 01:13:514 (2,3) - is way more than the speed of 01:12:631 (1) - so I think it deserves a NC

01:15:808 (2) - If you could stack this under 01:15:102 (3)'s head this would look way better. Would require you to move 01:15:455 (1) - of course.

01:16:867 (1) - silence tail?

01:17:220 (1) - normal hitsound doesn't really fit the end of this, I think a softer or quiter sound would fit better because there isn't really a strong sound when this ends. This applies to all instances of this slider

01:20:043 (1,1) - Some more spacing here maybe? I mean there's a 1/2 gap but you space it where it looks like it could be a 1/4 jump

01:25:690 (1,1) - Same spacing thing I mentioned earlier. Now that I think about it, this kinda applies to all of the parts like this, so yeah I'll leave it up you as to whether you want to change all of them or not, but do be aware it is a bit misleading.

01:26:396 (3,1) - properly overlap 3's head with 1's body

01:28:161 (1) - Silence tail?

01:31:867 (2,1) - I'd position these so that 1 isn't overlapping 2's head

01:32:220 (4,1,2) - the 2 circles and 1's tail could be an equilateral triangle

02:22:690 (3,4,5) - these three are the same kind of "woah-oh" sounds, but then 02:23:749 (6) - is different, so if you wanted you could make 3, 4, and 5 part of the same pattern, and then have 6 be a completely different slider that isn't part of the pattern to show this. Applies later too :p

03:24:455 (2) - stacking this with 03:23:573 (3) - would make a bit more sense since it's the more recent note

03:57:279 (2) - NC for the huge speed change between 03:56:396 (1) - and 03:57:279 (2,3) - imo

I think that's all I can find.

You're quickly becoming one of my favorite mappers. This map was a ton of fun. Good luck :)
Net0
Hey there o/, I decided to give it a try and mod this cool song. We discussed the m4m, so if this mod is of any help, this is the map: https://osu.ppy.sh/s/502648

[General]
  1. Everything here seems neat, no comments xD

[Destination of Life]
    1. The first part of the intro 00:06:279 - ~ 00:17:573 - you have consistently mapped the instrumentals. So I making all 1/1 patterns really work here 00:06:279 (1,2,3) - . So I tried to see if the distances were all good. Most of the time it's really close to 2,1x. But this both here are really far apart in terms of spacing 00:07:690 (1,2) - and this 00:13:337 (1,2) - . It goes from 2,4x to 1,85x . So maybe you can buff or nerf either one of them.
    2. If you compare this overlap 00:08:043 (2,3) - with the other similar parts 00:06:631 (2,3) - ;00:09:455 (2,3) - ;00:10:867 (2,3) - ;00:12:279 (2,3) - 00:13:690 (2,3) - 00:15:102 (2,3) - ;00:16:514 (2,3) - ; in this first part of the intro, this is really singular. Do you have a reason to make this different compared to the other ones?
    3. 00:26:131 (1) - You can end this spinner here 00:28:514 - . This is personal perspective, but I feel like you can give a bigger gap here to create expectation to the next part of the song, instead of going right away to the map in the 1/2 .
    4. 00:17:926 (2,4) - REALLY small blanket fix


    5. You could make the movement change of this the red point on this slider 00:23:043 (1) - happens at this moment 00:23:220 - (The result is pretty good and it won't change your flow, mapping) xD [url]http://puu.sh/r3KdV.jpg
    6. The jump flow almost 100% is great, but the spacing is somewhat strange at a few times. Like this: 00:18:279 (3,4,5,1) - . You started the jumping pattern with the biggest spacing 2,91x and then it keeps decreasing. The same thing happaned here 00:19:690 (3,4,5,1) - . But instead, it starts with a smaller spacing and then it increases consistently. After checking the other pattenrs as well, it reaches top 2,6x in all other patterns. So could you nerf it JUST A LITTLE BIT, like 0,2x little bit? :D
    7. The spacing here is really great 00:30:279 (1,2,3,4,5,1) - , for real, no mods in this, just want to say that this is REALLY good. :P
    8. There's an overlap difference here 00:42:279 (3,4) - . While you made 00:42:455 (4) - consistent with the other overlaps of your map so far; the object here is way more overlaped 00:42:279 (3) - . It works, but it's odd
    9. 00:42:279 (3,5) - Small blanket fix
    10. 00:48:279 (5,1) - ^
    11. If you compared some of the previous patterns with this, you will see that the spacing emphazis here 00:47:220 (1,2,3,4,5) - is on object 00:47:926 (3) - . Don't know if this is your intention.
    12. wubs start 00:50:926 (1,2,3,1) - , holy shit from this point on I can't really help that much xS .
    13. 01:25:337 (1,1) - blanket
    14. Not sure about this 01:54:984 (2) - , but I don't have any suggestions, so you can keep it, but if you ever want to reconsider some stuff in your map, I'd point this for you to give second thoughts.
    15. SICK 01:55:690 (1) - , hopefully you will not change this \o/
    16. Can you make this all with same 01:57:808 (1,1,1) - DS? I think your intention here is that but there's a slightly mistake. Since the first object is 0,17x and the other ones are 0,11 each.
    17. 02:35:396 (3,1) - blanket

I liked this song man, map is neat a few mods and it's ready to go. I'll mod until this point 02:50:043 - Because if you consider the drain it's pretty much all the diffs together \o/. Good luck with it o/. If you want me to check some other stuff, you can call me in-game :D
Topic Starter
Yamicchi

Hobbes2 wrote:

i thought this was a request for "on my own" when I first saw this lol

Destination of Life

00:00:632 (1) - consider ending spinners on the white tick before the first note after to give the player more downtime, sucks to go straight from a spinner to notes agree~

00:12:808 (3) - this shape would be nicer if the angled parts of it were the same length I don't really care about the shape but I'll keep your idea in mind

00:41:573 (1,4) - Something about the way this is overlapped is bugging me. I think it would be better if you just stacked 4 under 1's head. since 4 (1) has already gone, i'll follow you this time

01:13:514 (2) - NC, the speed of 01:13:514 (2,3) - is way more than the speed of 01:12:631 (1) - so I think it deserves a NC don't really wanna Nc spam here when it's not necessary

01:15:808 (2) - If you could stack this under 01:15:102 (3)'s head this would look way better. Would require you to move 01:15:455 (1) - of course. (3) has faded already so I think I'll place it where it's the most comfortable

01:16:867 (1) - silence tail? yes, my mistake

01:17:220 (1) - normal hitsound doesn't really fit the end of this, I think a softer or quiter sound would fit better because there isn't really a strong sound when this ends. This applies to all instances of this slider agree

01:20:043 (1,1) - Some more spacing here maybe? I mean there's a 1/2 gap but you space it where it looks like it could be a 1/4 jump I think no because I did it all the time in the first kiai, based on the low pitch there

01:25:690 (1,1) - Same spacing thing I mentioned earlier. Now that I think about it, this kinda applies to all of the parts like this, so yeah I'll leave it up you as to whether you want to change all of them or not, but do be aware it is a bit misleading. oh lol didn't read this first

01:26:396 (3,1) - properly overlap 3's head with 1's body done

01:28:161 (1) - Silence tail? my bad again

01:31:867 (2,1) - I'd position these so that 1 isn't overlapping 2's head lol but how

01:32:220 (4,1,2) - the 2 circles and 1's tail could be an equilateral triangle such a hard time but I passed owo

02:22:690 (3,4,5) - these three are the same kind of "woah-oh" sounds, but then 02:23:749 (6) - is different, so if you wanted you could make 3, 4, and 5 part of the same pattern, and then have 6 be a completely different slider that isn't part of the pattern to show this. Applies later too :p yea about that I just simply make the objects clickable on the vocal so imma keep it like that

03:24:455 (2) - stacking this with 03:23:573 (3) - would make a bit more sense since it's the more recent note ctrl + g 1 and 3, because it was blanketed with the slider

03:57:279 (2) - NC for the huge speed change between 03:56:396 (1) - and 03:57:279 (2,3) - imo same answer

I think that's all I can find.

You're quickly becoming one of my favorite mappers. This map was a ton of fun. Good luck :)

Net0 wrote:

Hey there o/, I decided to give it a try and mod this cool song. We discussed the m4m, so if this mod is of any help, this is the map: https://osu.ppy.sh/s/502648

[General]
  1. Everything here seems neat, no comments xD

[Destination of Life]
    1. The first part of the intro 00:06:279 - ~ 00:17:573 - you have consistently mapped the instrumentals. So I making all 1/1 patterns really work here 00:06:279 (1,2,3) - . So I tried to see if the distances were all good. Most of the time it's really close to 2,1x. But this both here are really far apart in terms of spacing 00:07:690 (1,2) - and this 00:13:337 (1,2) - . It goes from 2,4x to 1,85x . So maybe you can buff or nerf either one of them. did, but seriously how can you meter the DS I wanna know o3o
    2. If you compare this overlap 00:08:043 (2,3) - with the other similar parts 00:06:631 (2,3) - ;00:09:455 (2,3) - ;00:10:867 (2,3) - ;00:12:279 (2,3) - 00:13:690 (2,3) - 00:15:102 (2,3) - ;00:16:514 (2,3) - ; in this first part of the intro, this is really singular. Do you have a reason to make this different compared to the other ones? I think, Ctrl + H it
    3. 00:26:131 (1) - You can end this spinner here 00:28:514 - . This is personal perspective, but I feel like you can give a bigger gap here to create expectation to the next part of the song, instead of going right away to the map in the 1/2 . yes i agree
    4. 00:17:926 (2,4) - REALLY small blanket fix okay


    5. You could make the movement change of this the red point on this slider 00:23:043 (1) - happens at this moment 00:23:220 - (The result is pretty good and it won't change your flow, mapping) xD [url]http://puu.sh/r3KdV.jpg lol but i like it this way
    6. The jump flow almost 100% is great, but the spacing is somewhat strange at a few times. Like this: 00:18:279 (3,4,5,1) - . You started the jumping pattern with the biggest spacing 2,91x and then it keeps decreasing. The same thing happaned here 00:19:690 (3,4,5,1) - . But instead, it starts with a smaller spacing and then it increases consistently. After checking the other pattenrs as well, it reaches top 2,6x in all other patterns. So could you nerf it JUST A LITTLE BIT, like 0,2x little bit? :D done I guess?
    7. The spacing here is really great 00:30:279 (1,2,3,4,5,1) - , for real, no mods in this, just want to say that this is REALLY good. :P yayy
    8. There's an overlap difference here 00:42:279 (3,4) - . While you made 00:42:455 (4) - consistent with the other overlaps of your map so far; the object here is way more overlaped 00:42:279 (3) - . It works, but it's odd stacked both when I applied Hobbes's mod
    9. 00:42:279 (3,5) - Small blanket fix yea fixed before too
    10. 00:48:279 (5,1) - ^ you can now kill me with blanket
    11. If you compared some of the previous patterns with this, you will see that the spacing emphazis here 00:47:220 (1,2,3,4,5) - is on object 00:47:926 (3) - . Don't know if this is your intention. no it's not, I just place objects anywhere I feel is clean lol my bad
    12. wubs start 00:50:926 (1,2,3,1) - , holy shit from this point on I can't really help that much xS .
    13. 01:25:337 (1,1) - blanket done
    14. Not sure about this 01:54:984 (2) - , but I don't have any suggestions, so you can keep it, but if you ever want to reconsider some stuff in your map, I'd point this for you to give second thoughts. not sure what you want it to be but yea I think it's fine
    15. SICK 01:55:690 (1) - , hopefully you will not change this \o/ a simple straight slider? Okay...
    16. Can you make this all with same 01:57:808 (1,1,1) - DS? I think your intention here is that but there's a slightly mistake. Since the first object is 0,17x and the other ones are 0,11 each. wtf you're incredibly lynxeyed

    17. 02:35:396 (3,1) - blanket kill me

I liked this song man, map is neat a few mods and it's ready to go. I'll mod until this point 02:50:043 - Because if you consider the drain it's pretty much all the diffs together \o/. Good luck with it o/. If you want me to check some other stuff, you can call me in-game :D
Thanks guys for the mod :3~ for those who M4M with me I'll mod yours back asap.
depzdai
Bạn làm xong hitsounding rồi hả? Nghe đã tai phết. Thêm bubble nữa là lên qualified luôn. :3
À, mình cũng làm xong cái hitsounding cho phần Kiai Time thứ 2 rồi. Tạm hoàn thành nhiệm vụ! Dù có vẻ bạn đã hoàn thành công việc hitsounding nhưng vẫn up vậy.
- Mình có xài thêm một cái file drum-hitwhistle2.wav phụ, lắp file này vô map folder + xài default skin để có thể trải nghiệm toẹt vời nhất: https://puu.sh/r4b4Y/91873b03b6.wav
- Full Hitsounding Sample: https://puu.sh/r4c2T/138c307799.osu (mặc dù chỉ là bản hitsounding mình làm từ full raw, chưa mod miếc gì cả nhưng vẫn nghe thử cho biết nha)
- 2nd Kiai Time Hitsounding Sample: https://puu.sh/r48sC/bbc45b7050.osu (hàng dự trù)

Now, it's time to mod!!
- 00:18:808 (1,2,3,4,5) - Khúc này nghe với khúc 00:06:279 (1,2,3) thấy khá là kì. Theo vốn nghe nhạc cơ bản của mình thì khúc sau khi nào nghe cũng nên nhiệt hơn khúc trước, nhưng mà đằng này số whistle objects lại giảm xét trong 1 combo như trên (loạt 8-9 combo đầu tiên là 3 tiếng whistle, loạt sau thì chỉ còn 2 tiếng). Nguyên nhân thì là do cái slider kiểu như 00:18:808 (1) thế này, nó che mất beat đầu nên không tài nào hitsound whistle bên trong được. Đây cũng là lí do mà lần trước mình có bảo như sau:

depzdai wrote:

Phần đầu bạn hitsound ấy, mình thấy có hơi nhiều tiếng whistle. Phần đầu chưa mạnh tới mức đó đâu. Bạn nên giảm bớt lại để dành cho những phần sau nữa, imao.
. Mình cũng có kiếm cách như trong cái phần Non-Kiai Time Hitsounding Sample mình làm để nghe cho hợp hơn với tông nhạc đi lên của bài. Bạn không nhất thiết phải sửa, đây chỉ ý kiến cá nhân của mình mà thôi. Mình góp ý hơi dài dòng, bạn thông cảm.

- 01:23:220 (1,2,3,4,5) - Khúc này mình nghĩ là nên sửa cho cái phần đít slider tiếng nó nhỏ lại (cỡ 5-10%). Khúc đó là khúc để tai nó nghỉ ngơi, dành sức cho phần climax dài dằng dặc đằng sau, nhưng tiếng hitnormal nó khá là bự nên nghe thấy mệt tai lắm. Với lại khúc đó là lúc nó kéo bass, không có drum nên đệm hitnormal mạnh ở đít là không ổn.

- 01:45:808 (1,2,3,4,5) - Như trên.

- 01:52:161 (1,2,3,4) - Như trên.

- 01:56:396 (1,2,3,4,1,2,3,4) - Khúc này nhẹ hẳn lại. Bạn nên để sampleset là drum hoặc soft (drum thích hợp hơn).

- Còn khúc từ 02:50:043 (1) đến 03:09:631 (6) nữa, bạn xem lại line 1 nhé. Hai part này giống nhau.

- Phần Kiai Time thứ hai thì bạn nên làm "ngẫu hứng" một chút. Thể loại nhạc DnB nên thỉnh thoảng cũng có một số bài nên làm kiểu như thế. Bài này là một trong số đó, các phần climax không rập khuôn với nhau (không như Beastmode, khúc đầu nghe không khác khúc sau là mấy) nên sẽ có khó hơn. Có điều nếu đã làm "ngẫu hứng" thì có hai hướng. Thứ nhất là hitsounding tốt, nghe mãi không chán, map được nhiều lượt đánh giá cao. Thứ hai là làm tệ, nhiều người sẽ nghĩ rằng thà để rập khuôn còn tốt hơn. (Two opposite sides of an issue :3)
--> Cái Hitsounding Sample của mình làm cũng tàm tạm, nếu muốn làm như trên thì bạn có thể tham khảo. Hai phần Kiai Time khác nhau nên cơ bản là giống (beat 1 và 3) nhưng một cơ số (nói chung là nhiều) parts sẽ khác nhau (nếu không muốn nói là 100% phải tự mò cách khác để nghe cho nó vừa sướng vừa đa dạng, chỉ sợ phản tác dụng). Muốn biết chi tiết hơn, nếu cùng on trên osu thì "tám" sẽ tốt hơn đấy.
Topic Starter
Yamicchi

depzdai wrote:

Bạn làm xong hitsounding rồi hả? Nghe đã tai phết. Thêm vài lượt bubble nữa là lên qualified luôn. :3
À, mình cũng làm xong cái hitsounding cho phần Kiai Time thứ 2 rồi. Tạm hoàn thành nhiệm vụ! Dù có vẻ bạn đã hoàn thành công việc hitsounding nhưng vẫn nghe luôn cho nóng nhé.
- Mình có xài thêm một cái file drum-hitwhistle2.wav phụ, lắp file này vô map folder + xài default skin để có thể trải nghiệm toẹt vời nhất: https://puu.sh/r4b4Y/91873b03b6.wav
- Full Hitsounding Sample: https://puu.sh/r4c2T/138c307799.osu (mặc dù chỉ là bản hitsounding mình làm từ full raw, chưa mod miếc gì cả nhưng nghe đã lắm, nghe thử cho biết nha, nha!! >.<)
- 2nd Kiai Time Hitsounding Sample: https://puu.sh/r48sC/bbc45b7050.osu (hàng dự trù)
Mình nghe thử rồi và cũng tạm chấp nhận được, gần ở mức tốt đó :3 nói chung cũng hơi hạp gu mình, bạn cứ làm tiếp ở những map khác thử xem có khi người ta sẽ thích :3

Now, it's time to mod!!
- 00:18:808 (1,2,3,4,5) - Khúc này nghe với khúc 00:06:279 (1,2,3) thấy khá là kì. Theo vốn nghe nhạc cơ bản của mình thì khúc sau khi nào nghe cũng nên "nóng" hơn khúc trước, nhưng mà đằng này số whistle objects lại giảm xét trong 1 combo như trên (loạt 8-9 combo đầu tiên là 3 tiếng whistle, loạt sau thì chỉ còn 2 tiếng). Nguyên nhân thì là do cái slider kiểu như 00:18:808 (1) thế này, nó che mất beat đầu nên không tài nào hitsound whistle bên trong được. Đây cũng là lí do mà lần trước mình có bảo như sau:

depzdai wrote:

Phần đầu bạn hitsound ấy, mình thấy có hơi nhiều tiếng whistle. Phần đầu chưa mạnh tới mức đó đâu. Bạn nên giảm bớt lại để dành cho những phần sau nữa, imao.
. Mình cũng có kiếm cách như trong cái phần Non-Kiai Time Hitsounding Sample mình làm để nghe cho hợp hơn với tông nhạc đi lên của bài. Bạn không nhất thiết phải sửa, đây chỉ ý kiến cá nhân của mình mà thôi. Mình góp ý hơi dài dòng, bạn thông cảm. cái này thì mình đã làm cho nó nóng hơn bằng objects rồi còn gì nữa bạn :v hitsound có hơi lún xuống tí nhưng objects = circles nó đã kéo cái phần này lên rồi :3

- 01:23:220 (1,2,3,4,5) - Khúc này mình nghĩ là nên sửa cho cái phần đít slider tiếng nó nhỏ lại (cỡ 5-10%). Khúc đó là khúc để tai nó nghỉ ngơi, dành sức cho phần climax dài dằng dặc đằng sau, nhưng tiếng hitnormal nó khá là bự nên nghe thấy mệt tai lắm. Với lại khúc đó là lúc nó kéo bass, không có drum nên đệm hitnormal mạnh ở đít là không ổn. Bạn nên sửa lại thì tốt hơn. cái đó nãy mình có re-hitsound và sửa lại thành soft rồi

- 01:45:808 (1,2,3,4,5) - Như trên. ~

- 01:52:161 (1,2,3,4) - Như trên. ~

- 01:56:396 (1,2,3,4,1,2,3,4) - Khúc này nhẹ hẳn lại. Bạn nên để sampleset là drum hoặc soft (drum thích hợp hơn). đồng ý

- Còn khúc từ 02:50:043 (1) đến 03:09:631 (6) nữa, bạn xem lại line 1 nhé. Hai part này giống nhau. như trên thôi :v

- Phần Kiai Time thứ hai thì bạn nên làm "ngẫu hứng" một chút. Thể loại nhạc DnB nên thỉnh thoảng cũng có một số bài nên làm kiểu như thế. Bài này là một trong số đó, các phần climax không rập khuôn với nhau (không như Beastmode, khúc đầu nghe không khác khúc sau là mấy) nên sẽ có khó hơn. Có điều nếu đã làm "ngẫu hứng" thì có hai hướng. Thứ nhất là hitsounding tốt, nghe mãi không chán, map được nhiều lượt đánh giá cao. Thứ hai là làm tệ, nhiều người sẽ nghĩ rằng thà để rập khuôn còn tốt hơn. (Two opposite sides of a issue :3) thề là mình kh hiểu được 50% nữa =))
--> Cái Hitsounding Sample của mình làm cũng tàm tạm, nếu muốn làm như trên thì bạn có thể tham khảo. Hai phần Kiai Time khác nhau nên cơ bản là giống (beat 1 và 3) nhưng một cơ số (nói chung là nhiều) parts sẽ khác nhau (nếu không muốn nói là 100% phải tự mò cách khác để nghe cho nó vừa sướng vừa đa dạng, chỉ sợ phản tác dụng). Muốn biết chi tiết hơn, nếu cùng on trên osu thì "tám" sẽ tốt hơn đấy.
cảm ơn bạn mình sửa mấy chỗ bạn góp ý rồi đó :3
0109-
M4M :)

kudos farm post

Destination of Life

  1. 01:08:396 (1) – Đoạn này bắt đầu vào jump hơi bị bất ngờ quá, nhất là lúc đang dùng SV 0.6, cần 1 hay 2 cái slider với SV cao hơn chút để bắt đầu vào jump thì sẽ tốt hơn
  2. 01:12:631 (1,2) – Sao phải stack?
  3. 01:14:043 (1) – Bắt đầu ngay bằng một slider với SV 1.5 sau 1 đoạn 0.5 thì hơi bất ngờ quá, có thể dùng SV dưới 1 cho cái slider này xong tăng SV của slider (1) đằng sau cũng được
  4. 01:15:455 (1) – Nhạc rung lên thế này để 1 cái slider curve bình thường liệu có nhạt quá không? Làm giống kiểu cái này này 01:21:102 (1) –
  5. 01:22:161 (1,1) – Đoạn này hơi lạ, cái slider 01:22:161 (1) – rõ ràng âm thanh đi lên mà trùng sv với cái slider trước, trong khi cái 01:22:514 (1) – có âm thanh đi xuống mà SV tăng vòn vọt
  6. 01:27:808 (1,1) - ^, thử check một số đoạn sau đó nữa
  7. 02:37:514 Triple để giữ consistency?
  8. 03:52:161 (1) – Như đoạn đầu, không nên bắt đầu jump quá bất ngờ
  9. 03:54:808 (4,1) – Flow có vẻ hơi sida, nếu stream hướng lên trên thì sẽ tốt hơn
  10. 04:24:455 (2) – Cái này chắc nên tăng spacing được vì nhạc có nhấn lên tẹo, với cả để 2 cái 04:24:631 (1,2) – spacing lớn hơn trong khi nhạc thấp hơn cũng hơi kì, nhưng chắc chả ai để ý lắm nên có gì kệ
  11. 04:56:220 (2) – Sao phải stack?

Yay :lol:
-NanoRIPE-
as requested

[General]
fine

[Life]
00:11:926 (1) - move to (392,292) because the overlap looks break the consistency of the pattern imo
00:14:749 (1,2) - why you dont map it like 00:13:337 (1,2) and etc?
00:40:161 (1) - why not finish?
00:52:867 - the pattern on this part looks good but maybe can you make the pattern like this part 00:58:514 - because this part looks great for movement and gameplay (i'm sorry i can give you a suggestion because i'm noob at marathon map xd)
01:06:984 (3,4) - maybe make this sliders clickable? for consistency with 03:47:926 (and i think circles would be great here)
01:48:631 (2) - maybe move to (92,116) for better flow?
01:59:926 - maybe drag the brake to here?
03:23:926 (3) - finish?
03:31:514 (2) - what about curve slider?
03:57:808 (3) - maybe cut the slider imto 2 slider? like 01:14:043 (1,1) - for better rhythm imo
04:17:573 - maybe cut the kiai time here and add again kiai time at 04:20:396 ?


ok that's it from me
sorry for short mod xd
and GL ~
Topic Starter
Yamicchi

0109- wrote:

M4M :)

kudos farm post

Destination of Life

  1. 01:08:396 (1) – Đoạn này bắt đầu vào jump hơi bị bất ngờ quá, nhất là lúc đang dùng SV 0.6, cần 1 hay 2 cái slider với SV cao hơn chút để bắt đầu vào jump thì sẽ tốt hơn ok, fixed
  2. 01:12:631 (1,2) – Sao phải stack? de no ngung cai flow lai luon ay ma :v
  3. 01:14:043 (1) – Bắt đầu ngay bằng một slider với SV 1.5 sau 1 đoạn 0.5 thì hơi bất ngờ quá, có thể dùng SV dưới 1 cho cái slider này xong tăng SV của slider (1) đằng sau cũng được nhu the nay la vua on roi tai nếu nó chậm quá thì flow kh được mượt lắm
  4. 01:15:455 (1) – Nhạc rung lên thế này để 1 cái slider curve bình thường liệu có nhạt quá không? Làm giống kiểu cái này này 01:21:102 (1) – muốn để nó blanket cái nhẹ với đống kick slider trước đó, nhưng để coi nghiên cứu lại nếu không được sẽ sửa
  5. 01:22:161 (1,1) – Đoạn này hơi lạ, cái slider 01:22:161 (1) – rõ ràng âm thanh đi lên mà trùng sv với cái slider trước, trong khi cái 01:22:514 (1) – có âm thanh đi xuống mà SV tăng vòn vọt Cái style của Yami thích làm nhanh ở cái slider kiểu brrr vậy hơn nhưng để Yami xem lại
  6. 01:27:808 (1,1) - ^, thử check một số đoạn sau đó nữa
  7. 02:37:514 Triple để giữ consistency? agree
  8. 03:52:161 (1) – Như đoạn đầu, không nên bắt đầu jump quá bất ngờ à kh phần này thì ổn rồi :v
  9. 03:54:808 (4,1) – Flow có vẻ hơi sida, nếu stream hướng lên trên thì sẽ tốt hơn nhìn vui :v
  10. 04:24:455 (2) – Cái này chắc nên tăng spacing được vì nhạc có nhấn lên tẹo, với cả để 2 cái 04:24:631 (1,2) – spacing lớn hơn trong khi nhạc thấp hơn cũng hơi kì, nhưng chắc chả ai để ý lắm nên có gì kệ okay
  11. 04:56:220 (2) – Sao phải stack? vì nhịp quá nhỏ, mà bỏ thì nó trống quá nên stack

Yay :lol:

-NanoRIPE- wrote:

as requested

[General]
fine

[Life]
00:11:926 (1) - move to (392,292) because the overlap looks break the consistency of the pattern imo then I'll break the spacing. Don't worry it's fine
00:14:749 (1,2) - why you dont map it like 00:13:337 (1,2) and etc? same spacing so I think it's fine, plus doing it for like many times will make players bored
00:40:161 (1) - why not finish? ok
00:52:867 - the pattern on this part looks good but maybe can you make the pattern like this part 00:58:514 - because this part looks great for movement and gameplay (i'm sorry i can give you a suggestion because i'm noob at marathon map xd) will try sth out, because that's the part where /i found myself really bad at it
01:06:984 (3,4) - maybe make this sliders clickable? for consistency with 03:47:926 (and i think circles would be great here) fixed from -0109's mod
01:48:631 (2) - maybe move to (92,116) for better flow? nah, the spacing should be different for 1/6
01:59:926 - maybe drag the brake to here? ah good idea
03:23:926 (3) - finish? yes
03:31:514 (2) - what about curve slider? can't it be something special ;w;
03:57:808 (3) - maybe cut the slider imto 2 slider? like 01:14:043 (1,1) - for better rhythm imo you should listen carefully to the rhythm there. There're a beat on white tick inb4 but not now lol
04:17:573 - maybe cut the kiai time here and add again kiai time at 04:20:396 ? agree


ok that's it from me
sorry for short mod xd
and GL ~
Thanks for the mods ;w; ~
Seto Kousuke
Hiya c: fun map !

[Destination of Life]
  1. 00:21:631 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - This section have a rythm issue...to be more precise, loyalty issue >3< the change of 00:17:573 (1,2,3,4,5,1,2,3,4,5,1,2,3) - was really great, it felt amazingly because of the vocals ( ''you gotta let it goooo...gotta let it gooo'' ), it matched perfectly, but after 00:21:102 (3,4,5,1,2,3,4,5,1) - you did the same thing as before, but the vocals changed, and the song still the same, so you basically ''forced rythm'' there, it's not following none of both (vocals / instruments) so I suggest you change the rythm from this rest until the spinner for a vocal rythm to keep consistent with the previous change, or make it back to the instruments :D
  2. 00:33:984 (3) - I would suggest you move this note to x = 416| y = 56 for example, for 2 main reasons: 1->you'll remove the meaningless overlap with 00:33:102 (1) - and also remove the linear motion. 2-> you'll keep consistent with the good anti-flow motions you used before like 00:29:926 (4,1) - and 00:32:573 (3,4) - . also, it will be a good jumping motion overall 00:33:631 (2,3,4,5,1) -
  3. 01:14:396 (1) - maybe turn this into a 3/4 ? I feel that it gives a better momentum for 01:14:749 (1) - and still fits in the music because of the wub prolongation
  4. 01:20:043 (1) - same as above
  5. 01:22:867 (1) - same as above
  6. 01:23:220 (1,2,3,4,5) - for a more intuitive thing and a bit more visual for the song, maybe change the order of them ? for example...instead of your current position of 1,2,3,4,5...change positions for something like : this ? same positions, but in different order, also, the position of 5 is Ctrl + H and then stack his start with the slider end of 01:25:337 (1) - .
  7. 01:25:690 (1) - 3/4 as the other ones ?
  8. 01:31:337 (1) - same as above (i'll stop mentioning this, i think you get it already xD
  9. 01:47:573 (6,7) - these could be somewhere like x:288 | y:40 , the change of DS will fit nice, even because the stack didn't really ''fit'' as it is now
  10. 02:11:220 (6) - why not make it 1/2 with a reverse arrow ? o: will fit so much in the song, just like all the other ones you did xD
  11. from 02:10:514 (1) - until 02:20:043 (7) - - all those triples were a bit too much of overmap imo, one or 2 times during transitions were ''okay'', but using twice was a bit too much imo >.< (for example : 02:13:161 (7,8,1,2,3,4) - and 02:15:984 (6,7,1,2,3,4) - ) , it's a calmer part of the song anyway
  12. 02:35:043 (2) - this slider is sounding a bit off...it would play so much better if it was a single + slider 1/2 just like 02:36:455 (2,3) - and 02:39:279 (2,3) - that are the same ''thing''
  13. 02:58:514 (1,2) - all the other 1/2s had a ''logic visual reason'', but this one breaks it, maybe change it something similar as the other ones ? Doing like this you even gain a new blanket with slider 2 (adjust for a better blanket, mine was placed fast just for example)
  14. 03:04:867 (3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - same thing as mentioned in the beginning
  15. 03:20:220 (2,4) - all the other pairs of 1/2 had the same direction with a visual pattern, maybe change the direction of 4 to the same as 2 and make it a bit more logic ? will still have a decent flow to 03:21:102 (1) -
  16. 03:22:161 (4) - ''same thing as above'', but in this case it's ok since it's a blanket on 2, but anyway, just leaving a heads up here
  17. 04:45:102 (6,6) - You either leave a NC on these notes or remove the NC from 04:50:749 (1) - to make the logic consistent

Best of luck, it's an amazing map :D
Topic Starter
Yamicchi

Seto Kousuke wrote:

Hiya c: fun map !

[Destination of Life]
  1. 00:21:631 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - This section have a rythm issue...to be more precise, loyalty issue >3< the change of 00:17:573 (1,2,3,4,5,1,2,3,4,5,1,2,3) - was really great, it felt amazingly because of the vocals ( ''you gotta let it goooo...gotta let it gooo'' ), it matched perfectly, but after 00:21:102 (3,4,5,1,2,3,4,5,1) - you did the same thing as before, but the vocals changed, and the song still the same, so you basically ''forced rythm'' there, it's not following none of both (vocals / instruments) so I suggest you change the rythm from this rest until the spinner for a vocal rythm to keep consistent with the previous change, or make it back to the instruments :D remapped
  2. 00:33:984 (3) - I would suggest you move this note to x = 416| y = 56 for example, for 2 main reasons: 1->you'll remove the meaningless overlap with 00:33:102 (1) - and also remove the linear motion. 2-> you'll keep consistent with the good anti-flow motions you used before like 00:29:926 (4,1) - and 00:32:573 (3,4) - . also, it will be a good jumping motion overall 00:33:631 (2,3,4,5,1) - I don't think it would be a good idea since the flow won't be smooth anymore. Gonna keep it for now
  3. 01:14:396 (1) - maybe turn this into a 3/4 ? I feel that it gives a better momentum for 01:14:749 (1) - and still fits in the music because of the wub prolongation just copying the style from Hands Up map xd
  4. 01:20:043 (1) - same as above
  5. 01:22:867 (1) - same as above
  6. 01:23:220 (1,2,3,4,5) - for a more intuitive thing and a bit more visual for the song, maybe change the order of them ? for example...instead of your current position of 1,2,3,4,5...change positions for something like : this ? same positions, but in different order, also, the position of 5 is Ctrl + H and then stack his start with the slider end of 01:25:337 (1) - . Nah I just can't find out why to
  7. 01:25:690 (1) - 3/4 as the other ones ? same answer
  8. 01:31:337 (1) - same as above (i'll stop mentioning this, i think you get it already xD
  9. 01:47:573 (6,7) - these could be somewhere like x:288 | y:40 , the change of DS will fit nice, even because the stack didn't really ''fit'' as it is now done
  10. 02:11:220 (6) - why not make it 1/2 with a reverse arrow ? o: will fit so much in the song, just like all the other ones you did xD the sound is just not strong enough yet, so I'll keep it this time
  11. from 02:10:514 (1) - until 02:20:043 (7) - - all those triples were a bit too much of overmap imo, one or 2 times during transitions were ''okay'', but using twice was a bit too much imo >.< (for example : 02:13:161 (7,8,1,2,3,4) - and 02:15:984 (6,7,1,2,3,4) - ) , it's a calmer part of the song anyway and a calm spacing yes, I won't change because some would prefer them to be clickable instead of hold the Z key to pass
  12. 02:35:043 (2) - this slider is sounding a bit off...it would play so much better if it was a single + slider 1/2 just like 02:36:455 (2,3) - and 02:39:279 (2,3) - that are the same ''thing'' fixed
  13. 02:58:514 (1,2) - all the other 1/2s had a ''logic visual reason'', but this one breaks it, maybe change it something similar as the other ones ? Doing like this you even gain a new blanket with slider 2 (adjust for a better blanket, mine was placed fast just for example) nah I think it doesn't affect anything
  14. 03:04:867 (3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - same thing as mentioned in the beginning
  15. 03:20:220 (2,4) - all the other pairs of 1/2 had the same direction with a visual pattern, maybe change the direction of 4 to the same as 2 and make it a bit more logic ? will still have a decent flow to 03:21:102 (1) - as long as players still feel comfortable with the pattern, I'm keeping it
  16. 03:22:161 (4) - ''same thing as above'', but in this case it's ok since it's a blanket on 2, but anyway, just leaving a heads up here same answer then
  17. 04:45:102 (6,6) - You either leave a NC on these notes or remove the NC from 04:50:749 (1) - to make the logic consistent oops my bad

Best of luck, it's an amazing map :D
thanks :3
Naxess
From the offline #modreqs thread

General


  1. Looks like PsoGnar's soundcloud page has "Vocal Drumstep" as a tag, and Teminite's page has "Vocals".
    Perhaps you could add "vocal" to the tags. "edm" would fit as well.

  2. Your song folder is currently above 10 mb. It's usually recommended that maps without videos or storyboards should keep within 10 mb unless there's any specific reason not to.
    Some measures you should take to reduce the size:

    1. Your background is in .png format. Consider converting it to .jpg in order to save space. Backgrounds shouldn't have transparency anyway.

    2. normal-hitfinish.wav isn't used anywhere in your map. If you're not going to use it, you might as well remove it.

    3. soft-sliderslide.wav is 272 bytes, but the blank file from the ranking criteria is 44 bytes. Consider using the 44 byte blank file instead.

Destination of Life



  • Hit Objects
  1. 00:52:867 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - These stacks force the player to go from static to moving to static to moving over and over again due to slider leniency. Firstly, it's repetitive. Secondly, it's not very intuitive imo, since the direction of flow isn't really clear. Thirdly, it could be hard to read because it doesn't look intuitive, and as such the player might mistake it for going in a different, but more intuitive, order. This is also the only pattern reflecting these sounds through stacking, which makes it inconsistent.
    In order to solve this, I'd suggest you simply use spacing like 03:36:631 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - instead.

  2. 01:08:396 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The beginning of this pattern may seem quite sudden due to the very large time-spacing in comparison to previous patterns. I'd have slowly built up the spacing, from maybe 3.0x to 4.5x for example. I think it'd also reflect the buildup better this way. Music is rising in pitch, so having spacing do the same would reflect it quite well in my opinion.
    Actually, you did exactly this at 03:52:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - .

  3. 01:21:102 (1) - I don't think this curve looks very neat atm. Small details, but try keeping the height and spacing of the red anchors visually equal. Same goes for other sliders like 01:47:926 (1) - .

  4. 01:21:102 (1) - Speaking of these, I'm sure keeping the wub-wub shapes consistent would make things even neater 01:15:455 (1) - 01:26:749 (1) - .

  5. 01:37:867 (4) - Maybe this could be moved up like you've done at 01:15:279 (4) - 01:20:926 (4) - 01:26:573 (4) - 01:32:220 (4) - . Or at least move it so it doesn't overlap for consistency.

  6. 04:35:220 (1) - How about stacking this on the tail of 04:34:514 (1) - ?

  7. 05:10:514 (3) - Consider making this two circles like you did at 05:21:808 (3,4) - for variation and consistency.



    Hitsounds

  8. 00:18:808 - Add whistle
    ^ 00:20:220 -
    ^ 00:21:631 -

    Hm, 3 suggestions in such a short time doesn't really look good.
    I thought the whistles were placed wherever those sounds were played? But 00:22:514 - goes against that so now I don't know.
    Maybe there's a pattern, but I just can't see it. Consider making your whistles more consistent.
    At the very least, explain how you placed them (the thought behind it) so future modders can check it properly.

  9. Speaking of those sounds, 00:22:690 - 00:23:043 - , I'm pretty sure you could come up with some hitsound that can reflect these subtly, since they're basically all over the song.

  10. 00:31:938 - Around here there doesn't seem be anything other than claps, maybe you could add some sand-like sounds (something louder than the regular soft-hitnormal, that is) on the beats. If you listen to 00:29:220 - for example, you'll notice there's some sounds here which could provide some kind of input to the player.

  11. 00:39:014 - 00:39:190 - etc. These could be hitsounded using the default drum-hitclap. Then you could change back to soft and back again to drum whenever you need one of your claps like at 00:39:808 - and 00:39:279 - .
    Same applies to 00:50:308 - and following.

  12. There's other opportunities to use hitsounds as well, for example a louder hit-hat sound for 00:58:514 - 00:59:926 - 01:01:337 - etc. instead of just whistles all over.

    Keep in mind that the more you use the same hitsound, the less powerful it's effect will be. If they're not placed meaningfully, they'll just seem random, and basically any note might as well have one on it in the end. That's why varying and placing your hitsounds consistently, and meaningfully, is important. The more you utilize this with multiple hitsounding layers, the more alive the feedback will feel to the player.

  13. 01:13:514 - Consider changing this to S:C1 (soft sampleset) instead, seems a bit odd to have such a harsh drum sound on a part where the drums aren't even playing.

Good luck!
Topic Starter
Yamicchi

Naxess wrote:

From the offline #modreqs thread

General


  1. Looks like PsoGnar's soundcloud page has "Vocal Drumstep" as a tag, and Teminite's page has "Vocals".
    Perhaps you could add "vocal" to the tags. "edm" would fit as well. definitely cause I'm bad at metadata

  2. Your song folder is currently above 10 mb. It's usually recommended that maps without videos or storyboards should keep within 10 mb unless there's any specific reason not to.
    Some measures you should take to reduce the size:

    1. Your background is in .png format. Consider converting it to .jpg in order to save space. Backgrounds shouldn't have transparency anyway. done

    2. normal-hitfinish.wav isn't used anywhere in your map. If you're not going to use it, you might as well remove it. forgot to use so yea removed

    3. soft-sliderslide.wav is 272 bytes, but the blank file from the ranking criteria is 44 bytes. Consider using the 44 byte blank file instead. thanks for the wav file :3

Destination of Life



  • Hit Objects
  1. 00:52:867 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - These stacks force the player to go from static to moving to static to moving over and over again due to slider leniency. Firstly, it's repetitive. Secondly, it's not very intuitive imo, since the direction of flow isn't really clear. Thirdly, it could be hard to read because it doesn't look intuitive, and as such the player might mistake it for going in a different, but more intuitive, order. This is also the only pattern reflecting these sounds through stacking, which makes it inconsistent.
    In order to solve this, I'd suggest you simply use spacing like 03:36:631 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - instead. Yayy I came up with an idea owo thanks~

  2. 01:08:396 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The beginning of this pattern may seem quite sudden due to the very large time-spacing in comparison to previous patterns. I'd have slowly built up the spacing, from maybe 3.0x to 4.5x for example. I think it'd also reflect the buildup better this way. Music is rising in pitch, so having spacing do the same would reflect it quite well in my opinion.
    Actually, you did exactly this at 03:52:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - . remapped

  3. 01:21:102 (1) - I don't think this curve looks very neat atm. Small details, but try keeping the height and spacing of the red anchors visually equal. Same goes for other sliders like 01:47:926 (1) - . I intended to do that

  4. 01:21:102 (1) - Speaking of these, I'm sure keeping the wub-wub shapes consistent would make things even neater 01:15:455 (1) - 01:26:749 (1) - . done

  5. 01:37:867 (4) - Maybe this could be moved up like you've done at 01:15:279 (4) - 01:20:926 (4) - 01:26:573 (4) - 01:32:220 (4) - . Or at least move it so it doesn't overlap for consistency. stacked, because the space is not very wide so I have no idea where to place it then

  6. 04:35:220 (1) - How about stacking this on the tail of 04:34:514 (1) - ? sure

  7. 05:10:514 (3) - Consider making this two circles like you did at 05:21:808 (3,4) - for variation and consistency. same 05:07:690 (3) - , just wanna make this part more calm so I think I might keep it, but if it's something that bad and if it's mentioned again, I'll fix



    Hitsounds

  8. 00:18:808 - Add whistle
    ^ 00:20:220 -
    ^ 00:21:631 -

    Hm, 3 suggestions in such a short time doesn't really look good.
    I thought the whistles were placed wherever those sounds were played? But 00:22:514 - goes against that so now I don't know.
    Maybe there's a pattern, but I just can't see it. Consider making your whistles more consistent.
    At the very least, explain how you placed them (the thought behind it) so future modders can check it properly. I followed the synth so 1/1 sliders couldn't be placed a whistle anywhere so I ignored them, but yet I think your suggestion is quite match so I added whistle on them. The 00:22:514 - part was remapped before in other to make the pattern fit the song more so I have no idea how to whistle. Guess I'll accept any next suggestions about this part's hitsound then.

  9. Speaking of those sounds, 00:22:690 - 00:23:043 - , I'm pretty sure you could come up with some hitsound that can reflect these subtly, since they're basically all over the song. what do you mean?

  10. 00:31:938 - Around here there doesn't seem be anything other than claps, maybe you could add some sand-like sounds (something louder than the regular soft-hitnormal, that is) on the beats. If you listen to 00:29:220 - for example, you'll notice there's some sounds here which could provide some kind of input to the player. uh again I don't think I could come up with anything perfectly at this part since I only do simple hitsound as well

  11. 00:39:014 - 00:39:190 - etc. These could be hitsounded using the default drum-hitclap. Then you could change back to soft and back again to drum whenever you need one of your claps like at 00:39:808 - and 00:39:279 - .
    Same applies to 00:50:308 - and following. gonna keep this here until I can find any hitsound that match the drum because I don't prefer default hitsounds

  12. There's other opportunities to use hitsounds as well, for example a louder hit-hat sound for 00:58:514 - 00:59:926 - 01:01:337 - etc. instead of just whistles all over. any idea what hitsound to use D: ?

    Keep in mind that the more you use the same hitsound, the less powerful it's effect will be. If they're not placed meaningfully, they'll just seem random, and basically any note might as well have one on it in the end. That's why varying and placing your hitsounds consistently, and meaningfully, is important. The more you utilize this with multiple hitsounding layers, the more alive the feedback will feel to the player. Will keep that in mind

  13. 01:13:514 - Consider changing this to S:C1 (soft sampleset) instead, seems a bit odd to have such a harsh drum sound on a part where the drums aren't even playing. yes

Good luck!
Thanks for the awesome mod owo
Venix
Hi! For my queue!
Legend
Mod:
Light Suggestion
Normal Suggestion
Strong Suggestion
Unrankable
Check:
Perfect!
Need fix
Check
Timing
Metadata (Teminite & PsoGnar - On My Way)
Song Setup

Destination of Life

  1. Replace soft_hitfinish and normal_hitfinish2 for this
  2. 00:30:808 (2,3) - I preffer ctrl+g for better flow
  3. 01:10:514 (1,2) - Mby ctrl+g for better pattern reading?
  4. 01:54:984 (2) - In my opinion that slider is overmapped, please fix it
  5. 02:06:984 - Please, make "stop" of brake here
  6. 02:25:690 (3,4,5,1) - Stack?
  7. 05:28:259 - Mby put spinner here?
Cool map with cool song! ~GL!
Topic Starter
Yamicchi

Venix wrote:

Hi! For my queue!
Legend
Mod:
Light Suggestion
Normal Suggestion
Strong Suggestion
Unrankable
Check:
Perfect!
Need fix
Check
Timing
Metadata (Teminite & PsoGnar - On My Way) fixed
Song Setup

Destination of Life

  1. Replace soft_hitfinish and normal_hitfinish2 for this I don't think there're any soft-hitfinish and normal-hitfinish2 in the folder ;w; ?
  2. 00:30:808 (2,3) - I preffer ctrl+g for better flow I don't think it'll be better
  3. 01:10:514 (1,2) - Mby ctrl+g for better pattern reading? not sure but I don't really like it that way
  4. 01:54:984 (2) - In my opinion that slider is overmapped, please fix it it's your opinion, but if you listen to it carefully, and check out some other ranked maps, this slider is completely not overmapped, plus it represent the rhythm perfectly, so I'm not gonna change
  5. 02:06:984 - Please, make "stop" of brake here ok
  6. 02:25:690 (3,4,5,1) - Stack? check out 02:24:631 (1,3) -
  7. 05:28:259 - Mby put spinner here? Idk like I don't really interested in putting a spinner there.
Cool map with cool song! ~GL!
Thanks for the mod :3~
Strategas
EDM to tags

offset seems off to me, increase offset by something between 10-15

00:25:690 (5) - if you're going for perfect flow ctrl+> would help it

00:38:926 (2,3,4) - I guess you put tripple here for comfort but music kinda interprets something else, so a double on 00:38:837 - and a quad from 00:39:014 - to 00:39:279 - would fit better img or img2 would be cool
00:50:043 (1,2,3,4,5) - 03:22:514 (1,2,3,4,5) - 03:33:808 (1,2,3,4,5) - same

01:11:926 (1) - splitting in two 1/8 sliders feels better so you would get more feedback on 01:12:279 -

01:21:102 (1) - 01:22:514 (1) - 01:50:749 (1) - could you increase the distance between the red anchors or reduce the ammount of them, because adding too many to slow down the slider is unrankable at some point and these were the one's that I'm not really sure about if they're ok ( they play fine for me but for others they may not)

01:56:573 (2,3,4,1,2,3,4) - lower spacing here, it's really calm, the music stops - only one instrument playing

02:20:396 (1) - don't think this spinner is a good idea you miss a beat at 02:20:396 (1) - and end the spinner on a very strong beat which leads into a new section, it's rather anticlimatic, it would be cooler if you would change the spinner into a long slider and actually have something clickable on the downbeat

04:05:926 (1) - well I hoped you would do the same things you told me to in the mod atleast lol, the pitch here is clearly more intense than 04:02:749 (1) - but you map it the same
Topic Starter
Yamicchi

Strategas wrote:

EDM to tags sure

offset seems off to me, increase offset by something between 10-15 i don't know when can I become good at timing D: thanks for pointing it out

00:25:690 (5) - if you're going for perfect flow ctrl+> would help it wooooooah I didn't know there was ctrl + j :O

00:38:926 (2,3,4) - I guess you put tripple here for comfort but music kinda interprets something else, so a double on 00:38:837 - and a quad from 00:39:014 - to 00:39:279 - would fit better img or img2 would be cool
00:50:043 (1,2,3,4,5) - 03:22:514 (1,2,3,4,5) - 03:33:808 (1,2,3,4,5) - same haven't tried these special pattern before, so I fixed but hope it works

01:11:926 (1) - splitting in two 1/8 sliders feels better so you would get more feedback on 01:12:279 - sure

01:21:102 (1) - 01:22:514 (1) - 01:50:749 (1) - could you increase the distance between the red anchors or reduce the ammount of them, because adding too many to slow down the slider is unrankable at some point and these were the one's that I'm not really sure about if they're ok ( they play fine for me but for others they may not) rip aesthetics. I really love those slider :<

01:56:573 (2,3,4,1,2,3,4) - lower spacing here, it's really calm, the music stops - only one instrument playing awh too bad the old pattern is really match with the pitch

02:20:396 (1) - don't think this spinner is a good idea you miss a beat at 02:20:396 (1) - and end the spinner on a very strong beat which leads into a new section, it's rather anticlimatic, it would be cooler if you would change the spinner into a long slider and actually have something clickable on the downbeat as you wish owo

04:05:926 (1) - well I hoped you would do the same things you told me to in the mod atleast lol, the pitch here is clearly more intense than 04:02:749 (1) - but you map it the same well...damn how to fix...
Ashton
you have my star o3o
Strategas
nice
ZekeyHache
Whoa oh oh oh oh oh oh oh oh ♫ Now bubbling twice cause it's approval map ♪ #2

nothing
22:11 Yamicchi: hi :3
22:11 ezek: hi :p
22:12 Yamicchi: Strategas through a bubble on my map :3 would you mind to have a look?
22:12 Yamicchi: *threw
22:12 ezek: what map?
22:13 *Yamicchi is listening to [http://osu.ppy.sh/b/1074470 Teminite & PsoGnar - On My Way]
22:15 ezek: okay, I'll give it a look
22:15 Yamicchi: thank you :3
22:31 ezek: 01:59:930 - your break extension is unsnapped~
22:32 Yamicchi: wow
22:32 Yamicchi: okay fixed
22:32 ezek: 02:06:994 - and the other one too :v
22:32 Yamicchi: omg
22:32 Yamicchi: never had I adjusted those break in before
22:33 ezek: well, you can get rid of it if you want~
22:34 Yamicchi: well I make them snapped
22:35 ezek: ok
22:40 ezek: update the map~
22:40 Yamicchi: okay
Zallies
how do you even get bn fast? lmao
Topic Starter
Yamicchi

zeroallies wrote:

how do you even get bn fast? lmao
No idea xD
Ashton
mrsergio qualify hype!!! :3
Pentori

Whirl wrote:

mrsergio qualify hype!!! :3
?

this plays really well, just a couple of small things
02:18:818 (6,7,1) - triplet isn't exactly stacked, so will look weird in HR. http://puu.sh/rLt51/7242fbeb2a.jpg try restack this
02:20:406 (1) - you normally put whistles on downbeats 02:17:583 (1) - 02:18:994 (1) - so i'd put one here too for consistency
04:19:700 (2) - nc? creates consistency with 01:57:818 (1,1)
04:42:289 (2) - ^
05:27:465 (2) - ^

or alternatively you could just remove the nc off 01:58:524 (1)

poke me when ur done
Topic Starter
Yamicchi

Pentori wrote:

Whirl wrote:

mrsergio qualify hype!!! :3
?

this plays really well, just a couple of small things
02:18:818 (6,7,1) - triplet isn't exactly stacked, so will look weird in HR. http://puu.sh/rLt51/7242fbeb2a.jpg try restack this done
02:20:406 (1) - you normally put whistles on downbeats 02:17:583 (1) - 02:18:994 (1) - so i'd put one here too for consistency sure~
04:19:700 (2) - nc? creates consistency with 01:57:818 (1,1)
04:42:289 (2) - ^
05:27:465 (2) - ^ All fixed. I was thinking about something weird while NC them

or alternatively you could just remove the nc off 01:58:524 (1)

poke me when ur done
Doneeeeeeeee
Pentori
qualified
Topic Starter
Yamicchi

Pentori wrote:

qualified
Thank you ~
-NanoRIPE-
nice Yamichhi ~
and Grats!! ~
depzdai
Great job, Yami-chan. Waiting for your other maps/GDs. (*^▽^*)
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