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Nightmare - Dream to Nightmare [OsuMania]

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error_exe777
Hello! From my queue

As i can't play anything above 4* the harder diff's mods may not be very good

note, these are all suggestions. If i made a mistake or you disagree do not apply it

Nightmare
00:53:381 - i think you should make this a jack with the one below

00:53:550 - ^^ like this https://osu.ppy.sh/ss/8542194

01:17:230 (77230|3,77272|2,77314|1,77356|0) - i don't think the sound is clear enough for these, and should all be a LN. Up to you

01:26:499 (86499|0,86583|2,86668|2) - as they are the same sound and pitch i think these 3 should jack

01:27:005 (87005|0,87089|2,87173|2) - ^^

01:30:038 (90038|0) - i think the sound behind this note isn't loud enough. even at full speed. i recommend deleting it and rearranging the remaining 3 notes for a better layout

01:30:881 (90881|2,90923|3,90965|1,91008|0) - can barely hear these 4 notes

01:32:735 (92735|3) - i can imagine this note being painful to play, with a 1/8 gap from the slider. but ya know i'm not a top player. If you were to change it, probably just delete it and stick with a double

MX
why is 00:53:634 (53634|0,53676|1,53718|2,53760|3) different to 00:54:982 (54982|0,54982|2,55067|3,55067|1) ? they should be the same

01:01:499 (61499|2,61499|3,61612|2,61612|3,61724|1,61724|0,61836|1,61836|0) - why the sudden change to jacks? either make the whole section jacks, or make them all alternate.

01:12:173 (72173|1,72173|0,72286|1,72286|0,72398|2,72398|3,72510|0,72510|1,72623|0,72623|1,72735|3,72735|2) - it works, but maybe an arrangement like https://osu.ppy.sh/ss/8542342 works better..? it just fits evenly, that's all

01:17:230 (77230|3,77272|2,77314|1,77356|0) - like in "nightmare", i don't think the sound it clear enough

HD
00:08:213 (8213|3,8297|2,8381|1,8465|0) - what are these representing? i can hear a faint sound, but it's not hear-able at full speed and the second note is't there.

00:28:606 (28606|1,28606|0,28774|2,28774|3,28943|0,28943|1,29027|2,29112|0,29112|3,29196|1,29280|3,29280|2,29364|0,29364|1) - control+h these? because the space between the doubles at the start is weird

Not many problems that i could see.

Good luck! :)
Topic Starter
_Stan

OwenF04 wrote:

Hello! From my queue

Nightmare
00:53:381 - i think you should make this a jack with the one below | ok

00:53:550 - ^^ like this https://osu.ppy.sh/ss/8542194 | ok

01:17:230 (77230|3,77272|2,77314|1,77356|0) - i don't think the sound is clear enough for these, and should all be a LN. Up to you | change LN to 4 notes stairs

01:26:499 (86499|0,86583|2,86668|2) - as they are the same sound and pitch i think these 3 should jack | ok

01:27:005 (87005|0,87089|2,87173|2) - ^^ | ok

01:30:038 (90038|0) - i think the sound behind this note isn't loud enough. even at full speed. i recommend deleting it and rearranging the remaining 3 notes for a better layout | keep

01:30:881 (90881|2,90923|3,90965|1,91008|0) - can barely hear these 4 notes | ok

01:32:735 (92735|3) - i can imagine this note being painful to play, with a 1/8 gap from the slider. but ya know i'm not a top player. If you were to change it, probably just delete it and stick with a double no

MX
why is 00:53:634 (53634|0,53676|1,53718|2,53760|3) different to 00:54:982 (54982|0,54982|2,55067|3,55067|1) ? they should be the same | keep, same part is here 00:56:331 -

01:01:499 (61499|2,61499|3,61612|2,61612|3,61724|1,61724|0,61836|1,61836|0) - why the sudden change to jacks? either make the whole section jacks, or make them all alternate. | music change and it's ok to play

01:12:173 (72173|1,72173|0,72286|1,72286|0,72398|2,72398|3,72510|0,72510|1,72623|0,72623|1,72735|3,72735|2) - it works, but maybe an arrangement like https://osu.ppy.sh/ss/8542342 works better..? it just fits evenly, that's all | ok

01:17:230 (77230|3,77272|2,77314|1,77356|0) - like in "nightmare", i don't think the sound it clear enough | but it exist really

HD
00:08:213 (8213|3,8297|2,8381|1,8465|0) - what are these representing? i can hear a faint sound, but it's not hear-able at full speed and the second note is't there. | have sound here, it's drum

00:28:606 (28606|1,28606|0,28774|2,28774|3,28943|0,28943|1,29027|2,29112|0,29112|3,29196|1,29280|3,29280|2,29364|0,29364|1) - control+h these? because the space between the doubles at the start is weird | ok

Not many problems that i could see.
Good luck! :)
thanks so much ! :)
Incendent
EZ
00:16:387 Why didn't you put a note here? To avoid repetition? Or no drum? Tone changes here.
00:19:589 I'm sure that this note placement was intentional, but I feel that it would be better served at 00:19:758 because not only is it a drum sound, but it changes tone there as well.
00:28:353 Why not something like this? https://osu.ppy.sh/ss/8545333
I feel that the doubles are awkward, so I changed it. Doesn't change star rating as well.
00:59:364 I like what you did here, but are you sure that the lower ranking will feel the same? (Talking about the stack) I suggest something like this https://osu.ppy.sh/ss/8545840
01:12:847 are you sure that this stack is good? it's small. (Honestly with the stacks, I'm just swinging at air right now. I don't mind them, but I'm trying to think that it would be a lower ranking 100K~ player playing this. Although it's hard to do that when you aren't one, you know?)
01:22:454 I'm just pointing out that you didn't do these with the others before it. Changed up your style? or?

HXJ's NM
Why are these 00:03:241 different leingths then these 00:04:505 I'm asking because They sound very similar and if anything, it would help differentiate between 00:03:241 and 00:02:904 Although I would like to see your POV here.
00:22:960 It would seem that you mapped the long tone here, (There's a long tone and a short tone) yet around it, you mapped the short tones before and after. The short tone here is abrupt. Lower the tail to the blue tick in between the white and red ticks.
00:22:286 Actually looking from here, all LN short tone sounds end on a blue tick. Are you doing that to make the LN's easier? Or were you genuinly trying to map it exactly to the music? (I'm not questioning your mapping ability, just your intent. I don't understand what you wanted this section to be.)
00:24:814 why is this note a LN? wouldn't it be better as a triplet?

00:33:072 here is hard to play accuratly when I don't do my usual HD mod. (I should be fine at this difficulty without HD, trust me xD)
The way I'd map this part (Just if it was me) is that (along with the LN in column |3|) I would add a single to the following time points.
00:33:746 00:34:589 00:35:482 00:36:106
and then turn the singles to LN with the tail of the previous note attached to the head of the next note. (I hope I explained myself well)
01:12:005 I feel like it'd be cool if you made this 1 long note and mapped the sextuplets (2 triplets.) with the 1st note of each triplet in the same column to give it a bit of accent.


HD
00:33:072 why is this less dense then the NM?
Don't have much else to say about this difficulty. (Nothing I could see anyways)

Mx
00:11:668 are you sure you want this LN to be a Shield LN?
00:11:836 I don't think this should be a hand.
00:12:005 I think this should be a hand.
00:12:089 Ghost note? (I went back over it and played the song without notes. I can barely hear that tone, you sure you want a note there? It's not a ghost note, but it might as well be.)
00:13:582 Should also be a hand I think.
A little self modding could go for the rest of that section (Similar parts as 00:11:668)
00:20:937 These Hand hammers are something else.
01:17:904 Whats with the stack bruh? (Column |2|)
(The rest of the part had "Some" stacking, but not as long as that one, so I figured I'd point it out)

Nightmare is it's own monster. I don't really have any experience modding anything greater than 4.8*'s So I think I'll pass on that one.
It's a good map in general, honestly, most of the things I pointed out are just small minor inconsistancies or something along those lines. Good luck on getting ranked! :)
Topic Starter
_Stan

Incendent wrote:

EZ
00:16:387 Why didn't you put a note here? To avoid repetition? Or no drum? Tone changes here. | ok
00:19:589 I'm sure that this note placement was intentional, but I feel that it would be better served at 00:19:758 because not only is it a drum sound, but it changes tone there as well. | it's on the white line so I think it's ok
00:28:353 Why not something like this? https://osu.ppy.sh/ss/8545333
I feel that the doubles are awkward, so I changed it. Doesn't change star rating as well. | keep
00:59:364 I like what you did here, but are you sure that the lower ranking will feel the same? (Talking about the stack) I suggest something like this https://osu.ppy.sh/ss/8545840 | I think it's ok
01:12:847 are you sure that this stack is good? it's small. (Honestly with the stacks, I'm just swinging at air right now. I don't mind them, but I'm trying to think that it would be a lower ranking 100K~ player playing this. Although it's hard to do that when you aren't one, you know?) | It's not a big deal
01:22:454 I'm just pointing out that you didn't do these with the others before it. Changed up your style? or? | This LN means 2 fast-beats

HD
00:33:072 why is this less dense then the NM? | I do not want add anything here, so..
Don't have much else to say about this difficulty. (Nothing I could see anyways)

Mx
00:11:668 are you sure you want this LN to be a Shield LN? | yeah~
00:11:836 I don't think this should be a hand. | nope
00:12:005 I think this should be a hand. | ^
00:12:089 Ghost note? (I went back over it and played the song without notes. I can barely hear that tone, you sure you want a note there? It's not a ghost note, but it might as well be.) | actually it has sound but so soft. so I'm considering...
00:13:582 Should also be a hand I think.
A little self modding could go for the rest of that section (Similar parts as 00:11:668)
00:20:937 These Hand hammers are something else. | nope
01:17:904 Whats with the stack bruh? (Column |2|) | it's beat
(The rest of the part had "Some" stacking, but not as long as that one, so I figured I'd point it out)

Nightmare is it's own monster. I don't really have any experience modding anything greater than 4.8*'s So I think I'll pass on that one.
It's a good map in general, honestly, most of the things I pointed out are just small minor inconsistancies or something along those lines. Good luck on getting ranked! :)
thank so much you spend time on my map~ :)
AJIekceu
How about adding in tags "Pump It Up 2013 Fiesta 2" ? :roll:
Since this track appeared there
Monheim
Hiya :) Here is your mod
Nightmare
00:12:089 (12089|3) - Remove this, cuz theres no sound
00:14:786 (14786|2) - ^
00:17:482 (17482|2) - ^
00:53:803 (53803|0) - This should be a second roll, maybe a bit faster than the last one.
00:55:151 (55151|0) - ^
01:00:376 (60376|2) - wew too fast

MX
00:07:033 (7033|1) - remove this
00:07:117 (7117|0) - Place a note on second column
00:12:089 (12089|1) - eee no sound here
00:14:786 (14786|3) - ^

Also here is a different BG if you wanna use it
GL ;)
Topic Starter
_Stan

Civilization wrote:

Hiya :) Here is your mod
Nightmare
00:12:089 (12089|3) - Remove this, cuz theres no sound | nope
00:14:786 (14786|2) - ^ | nope
00:17:482 (17482|2) - ^ | nope
00:53:803 (53803|0) - This should be a second roll, maybe a bit faster than the last one. | nope
00:55:151 (55151|0) - ^ | nope
01:00:376 (60376|2) - wew too fast | ok

MX
00:07:033 (7033|1) - remove this | nope
00:07:117 (7117|0) - Place a note on second column | nope
00:12:089 (12089|1) - eee no sound here | nope
00:14:786 (14786|3) - ^ | nope

Also here is a different BG if you wanna use it | thank you~ but the resolution of it is low, :?
GL ;)

AJIekceu wrote:

How about adding in tags "Pump It Up 2013 Fiesta 2" ? :roll:
Since this track appeared there
ok~ nice
Topic Starter
_Stan
:roll:
Topic Starter
_Stan
UPDATE
Shima Rin
Let's go.

4K: 1|2|3|4


[EZ]
  1. 00:28:353 - 00:29:027 - I don't see any need to double here. Single notes fit better.
[HXJ's NM]
  1. 00:04:505 (4505|0,4842|1,5179|2) - These three notes are wrongly snapped. They should be on 1/3 snaps: 00:04:533 - 00:04:870 - 00:05:207 - .
  2. 00:05:432 - to 00:09:477 - You may add some notes for the disks like this: https://osu.ppy.sh/ss/10013260
  3. 00:14:617 (14617|2) - Better delete this since you don't catch this at 00:11:921 - .
  4. 00:20:095 (20095|2,20347|1) - Since these two have the same volume as 00:20:600 - , you may make both into double notes.
  5. 00:26:162 - Better do a double of one normal note and one LN just like 00:26:583 - .
  6. 00:28:353 - to 00:29:701 - I think it is a bit too easier and too similar with EZ. How about this: https://osu.ppy.sh/ss/10013276
  7. 00:30:376 - Here is also a cymbal so maybe a double (on col4)?
  8. 00:31:724 - May add a note here to represent the drum roll.
  9. 00:33:746 (33746|2,34589|0,35263|1,36612|2) - I do suggest you don't have them because they are quite unclear actually. Players won't react to each with full attention.
  10. 00:54:477 (54477|1) - I think you can have it splited into two normal notes here. Why not give some variability to your patterns?
  11. 00:56:499 (56499|3) - The drum roll represented by this LN is actually the same as 00:57:005 (57005|2) - this kind, so I think you should extend 00:56:499 (56499|3) - to double length.
  12. 01:09:814 (69814|1,70151|2) - I feel you can delete them to focus more on the drums.
  13. 01:19:252 - 01:19:589 - As it is already in kiai, I think you can add notes here for melodies to complete your patterns.
  14. 01:20:432 - 01:20:937 - Why skip them? There are still drums.
  15. 01:20:600 - You miss a melody sound here so add here a double.
  16. 01:26:836 - 01:27:342 - May add single notes here for heavier drums, which also make a good spread with HD.
  17. 01:28:016 - Add a note here for the snare.
  18. 01:29:870 (89870|0,89870|1) - You don't need a double here as no heavy drums present. A solution here is rather than having LNs for 01:29:196 (89196|0,89364|1) - , using short LNs for 01:29:533 - and 01:29:870 - . Try this: https://osu.ppy.sh/ss/10013326
[HD]
  1. 00:25:656 - to 00:26:162 - I think that using doubles for the drums is easier for players to both notice and to play since they are regularly placed on each 1/2 line.
  2. 00:28:943 - to 00:29:364 - Well, I do see your point in this pattern but I feel a bit weird when you are using different double notes for HD and MX. I think making both into the same type of doubles is better, and patterns are your own choice.
  3. 00:50:937 (50937|0) - How about making this into a LN till 00:51:106 - ?
  4. 00:53:634 - to 00:53:971 - and 00:56:331 - to 00:56:668 - , I think you can use similar LNs like 00:57:005 (57005|3,57173|0) - , which will give emphasis on the whole drum rolls.
  5. 01:04:758 - From here, I think using doubles only for places of drumhit should be better because 01:05:432 - ,01:06:780 - and etc. are definitely weaker than other doubles. By deleting them you can also make a more reasonable gap with NM.
  6. 01:38:128 - Maybe it is better to add a note here for the crash sound.
[MX]
  1. 00:16:640 (16640|3) - I think deleting this mini-jack should be better for MX, and you already did it at 00:20:010 - .
  2. 00:17:482 - You are supposed to have a note here just as what you did before.
[Nightmare]
  1. 00:20:769 (20769|1,20853|1) - These two sounds are heavy enough for doubles.
  2. 00:32:567 - I hear this sound actually the same type of drum as 00:32:735 - , so why not make a double here?
  3. 00:50:347 - You do need a double here for the drum. Even MX has a double here.
  4. 00:53:044 - Same as above.
  5. 01:02:398 - 01:02:735 - 01:03:072 - 01:03:746 - How about double notes on these timelines for the heavy snares?
  6. 01:31:724 (91724|3,92735|3) - I think 1/16 interval between these two objects are kinda too strict for players to hit accurately. How about ending the LN earlier at 01:32:651 - ? Or you can simply make the same pattern as MX, and it actually fits too.

么么哒(づ ̄ 3 ̄)づ
Topic Starter
_Stan
make a mark, will fix later

Tofu1222 wrote:

Let's go.

4K: 1|2|3|4


[EZ]
  1. 00:28:353 - 00:29:027 - I don't see any need to double here. Single notes fit better. | Totally right
[HD]
  1. 00:25:656 - to 00:26:162 - I think that using doubles for the drums is easier for players to both notice and to play since they are regularly placed on each 1/2 line. | That's nice
  2. 00:28:943 - to 00:29:364 - Well, I do see your point in this pattern but I feel a bit weird when you are using different double notes for HD and MX. I think making both into the same type of doubles is better, and patterns are your own choice. | yes, should be same
  3. 00:50:937 (50937|0) - How about making this into a LN till 00:51:106 - ? | nice advice but I wanna keep it now
  4. 00:53:634 - to 00:53:971 - and 00:56:331 - to 00:56:668 - , I think you can use similar LNs like 00:57:005 (57005|3,57173|0) - , which will give emphasis on the whole drum rolls. | I know it's cool, but 00:53:634 - I wanna make here a interval before 00:53:803 - this LN so do not wanna continuous hit 2 LNs one-after-one
  5. 01:04:758 - From here, I think using doubles only for places of drumhit should be better because 01:05:432 - ,01:06:780 - and etc. are definitely weaker than other doubles. By deleting them you can also make a more reasonable gap with NM. | got it, really ghost here
  6. 01:38:128 - Maybe it is better to add a note here for the crash sound.| done
[MX]
  1. 00:16:640 (16640|3) - I think deleting this mini-jack should be better for MX, and you already did it at 00:20:010 - .| done
  2. 00:17:482 - You are supposed to have a note here just as what you did before. | done


[Nightmare]
  1. 00:20:769 (20769|1,20853|1) - These two sounds are heavy enough for doubles. | cool but, It will make 2 mini-jack, I dont wanna be like that
  2. 00:32:567 - I hear this sound actually the same type of drum as 00:32:735 - , so why not make a double here? | fixed
  3. 00:50:347 - You do need a double here for the drum. Even MX has a double here.
  4. 00:53:044 - Same as above. | ^
  5. 01:02:398 - 01:02:735 - 01:03:072 - 01:03:746 - How about double notes on these timelines for the heavy snares? | feel exciting
  6. 01:31:724 (91724|3,92735|3) - I think 1/16 interval between these two objects are kinda too strict for players to hit accurately. How about ending the LN earlier at 01:32:651 - ? Or you can simply make the same pattern as MX, and it actually fits too. | ok

么么哒(づ ̄ 3 ̄)づ
so helpful mod, luv ya tofu~ :)
HXJ_Crafter

Tofu1222 wrote:

Let's go.

[notice]
4K: 1|2|3|4

[HXJ's NM]
  1. 00:04:505 (4505|0,4842|1,5179|2) - These three notes are wrongly snapped. They should be on 1/3 snaps: 00:04:533 - 00:04:870 - 00:05:207 - .
  2. 00:05:432 - to 00:09:477 - You may add some notes for the disks like this: https://osu.ppy.sh/ss/10013260
  3. 00:14:617 (14617|2) - Better delete this since you don't catch this at 00:11:921 - .
  4. 00:20:095 (20095|2,20347|1) - Since these two have the same volume as 00:20:600 - , you may make both into double notes.
  5. 00:26:162 - Better do a double of one normal note and one LN just like 00:26:583 - .
  6. 00:28:353 - to 00:29:701 - I think it is a bit too easier and too similar with EZ. How about this: https://osu.ppy.sh/ss/10013276
  7. 00:30:376 - Here is also a cymbal so maybe a double (on col4)?
  8. 00:31:724 - May add a note here to represent the drum roll.
  9. 00:33:746 (33746|2,34589|0,35263|1,36612|2) - I do suggest you don't have them because they are quite unclear actually. Players won't react to each with full attention.
  10. 00:54:477 (54477|1) - I think you can have it splited into two normal notes here. Why not give some variability to your patterns?
  11. 00:56:499 (56499|3) - The drum roll represented by this LN is actually the same as 00:57:005 (57005|2) - this kind, so I think you should extend 00:56:499 (56499|3) - to double length.
  12. 01:09:814 (69814|1,70151|2) - I feel you can delete them to focus more on the drums.
  13. 01:19:252 - 01:19:589 - As it is already in kiai, I think you can add notes here for melodies to complete your patterns.
  14. 01:20:432 - 01:20:937 - Why skip them? There are still drums.
  15. 01:20:600 - You miss a melody sound here so add here a double.
  16. 01:26:836 - 01:27:342 - May add single notes here for heavier drums, which also make a good spread with HD.
  17. 01:28:016 - Add a note here for the snare.
  18. 01:29:870 (89870|0,89870|1) - You don't need a double here as no heavy drums present. A solution here is rather than having LNs for 01:29:196 (89196|0,89364|1) - , using short LNs for 01:29:533 - and 01:29:870 - . Try this: https://osu.ppy.sh/ss/10013326
Tired of argument, all fixed
it's all ok for me
Shima Rin
IRC Mod for my boyfriend Stan and fixed patterns, green lines in other diffs except NM.

Chat Log
16:04 Tofu1222: EZ
16:05 Tofu1222: 01:21:949 (81949|3) - Delete because 1/4 snaps are a bit too hard for EZ
16:06 _Stan: haol
16:07 _Stan: done
16:08 Tofu1222: HXJ的怎么搞 你fix吗?
16:08 Tofu1222: 还是我post
16:09 _Stan: post
16:19 Tofu1222: HD没问题
16:20 Tofu1222: 顺带问一句 hitsound是复制的吧 应该没问题?
16:20 _Stan: MX尾杀有问题
16:20 _Stan: 昨天self-mod已经改了update了
16:21 _Stan: hs
16:21 Tofu1222: MX这里00:32:398 - to 00:33:072 -
16:22 Tofu1222: 和Nightmare snap不一样
16:22 Tofu1222: 我知道是简化 不过感觉会被说成unsnap
16:22 _Stan: 那怎么该
16:22 Tofu1222: 哪一个snap是正确的
16:23 _Stan: 这四段的beat数 分别是3 4 5 6
16:23 Tofu1222: emm
16:23 _Stan: Nightmare后面的 5 6 也简化了 不然要用到1/12 1/16
16:24 Tofu1222: 对 所以问题就是你现在要用哪个
16:24 Tofu1222: 我是认为做难MX不如简化一下Nightmare
16:24 _Stan: 你是说把 Ni的也做成3 3 3 3
16:24 _Stan: ?
16:25 Tofu1222: 对
16:25 _Stan: 行
16:25 Tofu1222: 你觉得呢
16:25 _Stan: 好
16:25 Tofu1222: ok
16:25 _Stan: mx 3 3 3 3 night 3 3 3 3
16:25 _Stan: 但是night里我每一个part第一note都做成double
16:26 _Stan: 稍微加一点点难度
16:26 Tofu1222: 没问题
16:26 Tofu1222: 只要snap没问题就行
16:26 Tofu1222: 00:48:241 - 然后MX这里我觉得应该double 和00:47:735 - 一样
16:27 _Stan: ok add a LN at col [3]
16:27 Tofu1222: 00:56:499 (56499|2,56499|3,56583|0,56583|1) - MX和Nightmare一样 我觉得这里应该用roll
16:28 Tofu1222: MX 1/4 Nightmare 1/8
16:28 _Stan: hao
16:28 Tofu1222: 因此你这里的hitsound也要改一下
16:29 Tofu1222: 和后面你的drum
16:29 Tofu1222: subbass*
16:29 _Stan: 我会统一成hat1、8
16:29 _Stan: 1/8 hat
16:29 Tofu1222: ah 可以
16:29 _Stan: 嗯 我知道subbassb
16:29 _Stan: 不过这是两个part
16:29 Tofu1222: 对 我刚看出来hh
16:31 _Stan: 00:56:499 - 我改回去了
16:31 _Stan: 不roll, still LN
16:31 Tofu1222: 也可以
16:31 _Stan: 前面也是这么设置的,关于Ni里的问题 我 double-hit 是因为这里确实有连击
16:32 _Stan: 而Ni里之前相同的roll部分 没有, 所以我为了增加难度没用2LNs 用了double-hit
16:32 Tofu1222: 嗯
16:32 Tofu1222: 我能听出来 只是感觉相比比较弱
16:32 _Stan: 那行,这样吧
16:33 Tofu1222: 但是hitsound要统一呀
16:33 Tofu1222: owo
16:33 _Stan: 我把nightmare连击改成双LNs
16:33 _Stan: 对
16:33 _Stan: 所以就这样改
16:33 Tofu1222: 可以
16:34 Tofu1222: 01:14:870 - 01:15:038 - 我觉得这里可以和HD做点变化 放triple
16:34 Tofu1222: 也符合这个音乐
16:36 Tofu1222: 在看Nightmare之前 想到个事
16:36 _Stan: 好 add 2 note at col [1]01:14:870 - and 01:15:038 -
16:36 Tofu1222: EZ NM HD的变速绿线都删了吧
16:36 Tofu1222: 平常是不给低难度加变速的
16:36 _Stan: haode
16:40 Tofu1222: OK了吗
16:40 _Stan: 你说删除绿线吗
16:41 Tofu1222: 嗯
16:41 _Stan: 最后删
16:41 Tofu1222: ok
16:41 Tofu1222: MX没问题了 看Ni吧
16:41 Tofu1222: 00:17:314 - 这里你double但你前面这个位置都没用诶 你用还是不用呢
16:43 Tofu1222: 00:20:769 (20769|1,20853|1) - 感觉和前面00:19:758 (19758|3,19758|2,19842|1,19842|0,19926|3,19926|2,20010|1,20010|0) - 这些是一样的 用双键?
16:44 _Stan: 用
16:44 Tofu1222: 00:25:488 - 双键感觉就ok了 这里没有旋律音
16:44 _Stan: 双键可以,但是triple-hit 真的好嘛
16:45 _Stan: 改了
16:45 Tofu1222: triple hit?
16:45 _Stan: 00:20:769 - to 00:20:937 -
16:46 _Stan: col [1]
16:46 Tofu1222: 你可以不把这俩叠起来呀
16:46 _Stan: ok 改好了
16:48 Tofu1222: 01:33:831 - 这里有鼓 可以double
16:49 _Stan: fixed
16:49 Tofu1222: OK
16:49 Tofu1222: 没问题了
16:49 Tofu1222: 你删绿线 我给你去post
16:50 _Stan: hao
16:51 _Stan: 你说的E N H绿线 其实就是
16:51 _Stan: 0.8x -0.9x
16:51 Tofu1222: 对
16:51 _Stan: 那段慢速的地方是吧
16:51 _Stan: 两条 好 都删了
16:51 _Stan: 3难度
16:51 Tofu1222: OK

[HXJ's NM]
  1. 00:22:960 (22960|1,23465|0) - Shorten these two LNs to 00:23:128 - and 00:23:634 - because these are where the bass sounds end.
  2. Throughout the whole diff I found that 1/4 LNs are used widely and actually I don't recommend that because 1/4 LNs are way too hard for beginners for NM to hold and release such accurately. I hope you can change all to 1/2 LNs and actually they fit too and play better.
HXJ_Crafter

Tofu1222 wrote:

IRC Mod for my boyfriend Stan and fixed patterns, green lines in other diffs except NM.

[HXJ's NM]
  1. 00:22:960 (22960|1,23465|0) - Shorten these two LNs to 00:23:128 - and 00:23:634 - because these are where the bass sounds end.
  2. Throughout the whole diff I found that 1/4 LNs are used widely and actually I don't recommend that because 1/4 LNs are way too hard for beginners for NM to hold and release such accurately. I hope you can change all to 1/2 LNs and actually they fit too and play better.
1st point fixed
2nd point fixed some reasonable LNs
Mirea
hi there!
M4M on ur queue~
1|2|3|4


Hard
00:01:050 (1050|2) - move to col 2? the sounds between 00:00:881 - and 00:01:050 - are pretty different.
give it a column space will give a separation and makes ur layering neater.

00:01:977 (1977|0,2019|1,2482|1,2567|0,2904|0,2988|1) - the notes on the left hand are too heavy and it makes the map imbalance.
also check > 00:02:061 (2061|2,2398|2,2735|2,3072|2) - for the part that need to be rearranged.
try 00:02:061 (2061|2,2398|2,2735|2,3072|2) - instead.

00:04:645 (4645|0,4982|0,5319|0) - couldnt understand why are this LNs got onto the same column whereas each on them have significant sound differences
this are very opposite compared with 00:03:241 (3241|3,3578|2,3915|1,4252|0) - which u put each of them on different columns according to the sounds.

00:14:617 - should be a note here, similar with 00:13:690 (13690|2,13774|3,13859|0) -
it would be inconsistent if u ignore it.

00:32:398 - try https://osu.ppy.sh/ss/10059815
the sounds at 00:32:398 - and 00:32:567 - is pretty same, applies at 00:32:735 - and 00:32:904 - as well. also it gives more emphasize to the song itself.

00:41:331 (41331|1,41331|0) - ctrl+H to fill the right column, so empty there.

00:52:286 - 00:52:454 - shouldnt they be double? similar with 00:29:196 - 00:29:027 -

01:18:746 (78746|0,78915|0) - move to col 3, col 3 is unused

01:43:437 (103437|0) - i think it should extended to 01:45:544 - since the sound is getting lower right there, not at 01:45:207 -

goodluck <3
Topic Starter
_Stan

chouyaa wrote:

hi there!
M4M on ur queue~
1|2|3|4


Hard
00:01:050 (1050|2) - move to col 2? the sounds between 00:00:881 - and 00:01:050 - are pretty different.
give it a column space will give a separation and makes ur layering neater. | I understand, but I wanna keep with MX and Nightamre

00:01:977 (1977|0,2019|1,2482|1,2567|0,2904|0,2988|1) - the notes on the left hand are too heavy and it makes the map imbalance.
also check > 00:02:061 (2061|2,2398|2,2735|2,3072|2) - for the part that need to be rearranged.
try 00:02:061 (2061|2,2398|2,2735|2,3072|2) - instead. | nope, for 3-notes stair it's easiest way to hit in this pattern

00:04:645 (4645|0,4982|0,5319|0) - couldnt understand why are this LNs got onto the same column whereas each on them have significant sound differences
this are very opposite compared with 00:03:241 (3241|3,3578|2,3915|1,4252|0) - which u put each of them on different columns according to the sounds. | cuz it's really different density

00:14:617 - should be a note here, similar with 00:13:690 (13690|2,13774|3,13859|0) -
it would be inconsistent if u ignore it. | nope, HD should be easier that other diff in this section - end of a part

00:32:398 - try https://osu.ppy.sh/ss/10059815
the sounds at 00:32:398 - and 00:32:567 - is pretty same, applies at 00:32:735 - and 00:32:904 - as well. also it gives more emphasize to the song itself. | actually it;s tone down

00:41:331 (41331|1,41331|0) - ctrl+H to fill the right column, so empty there. | ok

00:52:286 - 00:52:454 - shouldnt they be double? similar with 00:29:196 - 00:29:027 - | really should be but in HD I make it easier on purpose

01:18:746 (78746|0,78915|0) - move to col 3, col 3 is unused | on purpose

01:43:437 (103437|0) - i think it should extended to 01:45:544 - since the sound is getting lower right there, not at 01:45:207 - | nope

goodluck <3
thx your mod~ :)
Shima Rin
Resolved hitsound issues in HXJ's NM updated a few patterns. This should be all good now. Bubbled!
HXJ_Crafter
After bubbled wut should do?
comfusing
Critical_Star
irc mod
16:21 _Stan: <3
16:22 Critical_Star: <3
16:23 _Stan: tofu bubbled half month before, So I try my luck ~
16:23 _Stan: see it can or not can Q from you~
16:23 Critical_Star: u did not send me the link yet
16:24 *_Stan is listening to [https://osu.ppy.sh/b/1125530 Nightmare - Dream to Nightmare]
16:24 _Stan: sorrieee
16:24 Critical_Star: not problem
16:24 Critical_Star: your boyfriend
16:24 Critical_Star: haha
16:24 _Stan: 2333
16:25 _Stan: blush face /o/w/o/
16:27 Critical_Star: wanna irc real quick?
16:28 Critical_Star: i can Q instantly after this
16:28 _Stan: ok
16:28 Critical_Star: 00:21:612 (21612|3,21780|3,21949|2,22286|3) - wanna swap col? not really a biggie
16:29 *Critical_Star is editing [https://osu.ppy.sh/b/1125576 Nightmare - Dream to Nightmare [Nightmare]]
16:29 _Stan: ok
16:29 Critical_Star: 00:24:308 - here is just like 00:24:477 (24477|2,24477|1,24477|3) - it wont be that hard for triple either
16:30 _Stan: let me check hs
16:30 _Stan: ok added
16:30 Critical_Star: 00:26:499 (26499|0,26499|1,26921|3,26921|2) - a triple jack here? rather than doing 34-12 like u usually does
16:30 Critical_Star: sure
16:32 _Stan: so if triple-jack here should be same there00:26:921 - ?
16:32 Critical_Star: yep, i mean both also
16:32 _Stan: ok
16:33 _Stan: a little hard but I think fine
16:33 Critical_Star: 00:39:308 (39308|2) - wanna reduce a note? since is a calm part now, might be easier for player to play along with 1/8
16:34 _Stan: here is a heavy beat
16:35 _Stan: so I think if I delete a note make 2 here can not keep the same setting on beats.
16:35 Critical_Star: yup i know is your intention to make triple
16:35 _Stan: but after a fast stairs at col [3] it's really make a combo-break so...
16:35 Critical_Star: is just a suggestion to reduce the tension here after 1/8 usage but it is fine too if u wanted to keep
16:36 _Stan: how about I exchange the col [3] [4] 00:39:224 (39224|2,39266|3,39308|2) -
16:36 Critical_Star: i think a stair will play better
16:36 _Stan: it will be more comfort?
16:36 _Stan: ok
16:36 _Stan: then keeo
16:36 _Stan: keep*
16:37 Critical_Star: 00:57:173 (57173|3,57194|2,57215|0,57237|1,57258|3,57279|2,57300|0,57321|1) - i wonder if anymore could hit perfectly for 1/16
16:37 Critical_Star: especially along with sv usage
16:38 Critical_Star: this part i can fc but not perfect la, just saying only
16:38 _Stan: accroding to this sound here is 1/16 if it's too hard should I change it to 1/8 or 1/12?
16:39 Critical_Star: the sound itself is 1/16
16:39 _Stan: keep it's hardest diff
16:39 Critical_Star: i guess try 1/16 first
16:39 Critical_Star: see how later when rank got ppl complain or noty
16:39 Critical_Star: not
16:40 Critical_Star: 01:17:904 (77904|1,78241|1,78409|1) - what is this pattern following?
16:40 Critical_Star: bass?
16:40 _Stan: hit
16:40 _Stan: or bass
16:40 Critical_Star: pretty odd for 1/8 length
16:40 _Stan: I don't now what is this sound name..
16:41 Critical_Star: 1/4 would be better?
16:41 _Stan: LN 1/8 is a emphasize as I ask for Evening
16:41 _Stan: he thinks it's good setting
16:42 Critical_Star: well ok then'
16:42 _Stan: ok 1/4
16:42 _Stan: I understand
16:42 Critical_Star: lol
16:43 Critical_Star: i mean if u wanted to keep sure, at least you have a reason to do so
16:43 _Stan: 1/8 lol
16:43 Critical_Star: yaa but u say is pretty a good setting from evening
16:43 Critical_Star: lol
16:43 _Stan: still 1/8 lol
16:43 Critical_Star: i dont mind also
16:43 Critical_Star: because of the sv al0ng
16:43 Critical_Star: 1/8 is slighly easier to hit compared to 1/4 length
16:44 Critical_Star: so i can understand why he suggest that
16:44 _Stan: right
16:44 _Stan: that what I wanna said
16:44 _Stan: and can make a feel of rush
16:44 _Stan: in this section
16:44 Critical_Star: yep
16:44 Critical_Star: it should be fine then
16:45 Critical_Star: ok
16:45 Critical_Star: and u could adjust the hp slightly higher to prevent spam pass
16:45 Critical_Star: 9 would be cool
16:46 Critical_Star: OD can go 8.6 to make slightly harder than MX
16:46 _Stan: yep
16:46 _Stan: agree
16:47 Critical_Star: ok, update when u done
16:48 _Stan: ok
16:49 _Stan: just 1 consult
16:49 _Stan: 00:24:308 - I should add note at col [3] or [4] ?
16:50 _Stan: if at 3 can make a mirror with next 3-notes but I think [4] will be more comfort to hit
16:51 Critical_Star: 4 would be cool
16:51 _Stan: ok
16:51 Critical_Star: depend on which finger u are comfortable to jack with
16:52 _Stan: updated
16:54 Critical_Star: ok cool
16:55 Critical_Star: lower diff should be good to go
16:56 Critical_Star: ready to go?
16:56 _Stan: qwq I don't undersant
16:57 Critical_Star: eh?
16:57 Critical_Star: what wrong? :o
16:57 Critical_Star: oh wait let me post irc mod

好棒棒, Q
Topic Starter
_Stan

Critical_Star wrote:

好棒棒, Q
(owo=)b aligatou
Shima Rin
Congratz <3
Arzenvald
woooo hxj gd qualified \:D/
Kamikaze
hitsound volume crusade

the mp3 quality is not too great, is there no official album from PIU to grab a better mp3 quality off? The other Dream to Nightmare chart I have on osu has a bit worse mp3 but you can still hear artifacts in this one so if possible try to get a better quality one

the hitsounds, especially sub bass and hat blend in with the mp3 and hitnormals partially, although hitnormals are hearable on the default skin, all of those are barely over what I would consider straight up not okay so I recommend to up the volume by at least 10%

I've heard really mixed opinions about the patterning and I myself don't really like ending most bursts with hands because that creates minijacks that don't have much meaning but that's minor, I told people to post if they have any suggestions
Wadu
MX
01:05:432 - col 3
01:06:780 - col 2
01:08:128 - col 3
01:09:477 - col 3 (should be col 2 for consistency)
01:10:825 - col 3

Nightmare
01:00:713 to 01:02:061
I really don't know what to say, other than.. What the hell is this?
You gotta change this, it's way too dense for the map.

Fine chart anyway, gl!
Lanturn
So um. Metadata team here. Correct me if I'm wrong since I'm not really knowledgeable about the Groove series.

In the Groove 3 isn't a real game. It's a modified theme that people were able to put on machines.

The actual In the Groove 3 game was canceled because of a lawsuit with Konami or something so it doesn't actually exist.

Because of this, Your current source is invalid and should be placed in the tags or removed.

Instead please use "PUMP IT UP - 2013 FIESTA 2 -" as the source since it appeared on this version of the game.


Unicode Title: Dream to Nightmare
Unicode Artist: Nightmare
Source: PUMP IT UP - 2013 FIESTA 2 -

- References:
+ http://www.piugame.com/piu.prime2/pumpitup/software.php
+ https://lanturn.s-ul.eu/2L0sAQyk
+ https://lanturn.s-ul.eu/96nc1hYh

Let me know and I can call a QAT to DQ this. Also consider checking the other posts by Kamikaze and Wadu for other fixes that may need to be applied.
Topic Starter
_Stan
LOL thanks for your help but~

During this time is Chinese Spring Festival ( you konw, the biggest and most important festival in China~ ). So I just can reply your post can not make change right now.
DQ this and I'll finish the wrong thing after this festival
So sorry to response so late,

Kamikaze wrote:

hitsound volume crusade

the mp3 quality is not too great, is there no official album from PIU to grab a better mp3 quality off? The other Dream to Nightmare chart I have on osu has a bit worse mp3 but you can still hear artifacts in this one so if possible try to get a better quality one
This mp3 is what I can get quality, just take it from ITG3 files. I really can not get better quality about it, if kami~ you can get better one I can replace it~

Kamikaze wrote:

the hitsounds, especially sub bass and hat blend in with the mp3 and hitnormals partially, although hitnormals are hearable on the default skin, all of those are barely over what I would consider straight up not okay so I recommend to up the volume by at least 10%
Some one like blend or some one like overshaowing, but I think the good way to make it is to balence them. If you think it's so unhearable I can add the volume. So I'll add at least 10%, too much I afaird that will sick them who don't like overshaowing

Kamikaze wrote:

I've heard really mixed opinions about the patterning and I myself don't really like ending most bursts with hands because that creates minijacks that don't have much meaning but that's minor, I told people to post if they have any suggestions
I make them mini-jacks for reason that 1) it's should be, just match the music tone. For MX I only make 3 mini-jacks to reflect the same tone and drop when the music have change. So in Nightmare ( means hardest diff ) so I make other mini-jack and it's really cool I think~ xD, This part I consultde Evening, I make them and listen to his opinions, of course, I have only my intentions. 2) As for pattarn, it's not so hard to hit or so difficult to combo them, I try my best to balenced the col so make sure it's not so nonsense and terrible experence when you play them ( I mean player who have higher level), I know I can not make all player satisfied with my pattern, cuz not everyone have good technique on any type of skills in 4K mode, like someone can not jack, someone can not stairs, someone hate LN or someone just don't like SV.. so If the quality of the setting is so bad and unrankable I'll fix them, or I wanna just keep it.. xD can I?

Lanturn wrote:

So um. Metadata team here. Correct me if I'm wrong since I'm not really knowledgeable about the Groove series.

In the Groove 3 isn't a real game. It's a modified theme that people were able to put on machines.

The actual In the Groove 3 game was canceled because of a lawsuit with Konami or something so it doesn't actually exist.

Because of this, Your current source is invalid and should be placed in the tags or removed.

Instead please use "PUMP IT UP - 2013 FIESTA 2 -" as the source since it appeared on this version of the game.


Unicode Title: Dream to Nightmare
Unicode Artist: Nightmare
Source: PUMP IT UP - 2013 FIESTA 2 -

- References:
+ http://www.piugame.com/piu.prime2/pumpitup/software.php
+ https://lanturn.s-ul.eu/2L0sAQyk
+ https://lanturn.s-ul.eu/96nc1hYh

Let me know and I can call a QAT to DQ this. Also consider checking the other posts by Kamikaze and Wadu for other fixes that may need to be applied.
okii~ thx you so helpful, let's DQ this,

as for tag I really don't know how ITG is game or not, cuz I hear this song from it so I make tag of it, ok I'll change it to your advice~
actully I did not play the PIU xD
Kamikaze
Yeah, as I've said I heard mixed opinions and I didn't play the chart so it should be okay, you could just ask someone that has a high score on the leaderboard for opinions and see if they have some good suggestions.

_Stan wrote:

Some one like blend or some one like overshaowing, but I think the good way to make it is to balence them. If you think it's so unhearable I can add the volume. So I'll add at least 10%, too much I afaird that will sick them who don't like overshaowing
As for this, I can understand that some people like blending hitsounds the same way some people don't use hitsounds at all, but it is a rule in Ranking Criteria that the hitsounds must give audible feedback when playing, so it cannot be blending. If the volume increase fixes the problem that's cool, but just be sure to check if they blend or not.
Protastic101
Dqed so the mapper can update stuff when he's back.
eyes
nice map, no matter it's full of jumtrills or """""pp bursts""""", it's fine as long as it fits the song.
(imo)
Topic Starter
_Stan

Wadu wrote:

MX
01:05:432 - col 3
01:06:780 - col 2
01:08:128 - col 3
01:09:477 - col 3 (should be col 2 for consistency)
01:10:825 - col 3
these all jack I make it in design. As for it is MX diff so short mini-jack here I think is ok for player that have MX level to play and jack with next jack interval is 1s is enough to give player to relax and prepare

Nightmare
01:00:713 to 01:02:061
I really don't know what to say, other than.. What the hell is this?
You gotta change this, it's way too dense for the map.
I think it's not to dense, it's just more than 01:12:173 - , for player that can play 5* it's not so super-hard to hit in 1/6

Fine chart anyway, gl!
thank you so much~ no change :)

-
Topic Starter
_Stan
All source change to PUMP IT UP - 2013 FIESTA 2 -
put itg and itg3 into tags

Lanturn wrote:

Unicode Title: Dream to Nightmare
Unicode Artist: Nightmare
Source: PUMP IT UP - 2013 FIESTA 2 -
Thanks Lanturn !

-

modified the HSs
But I'm not add the 10% to HSs but I do it another way
I change the HS's file, Increase the the volume of every hss. So the effect of this is same like to add the percent of hs in game editor.
cuz this methods is more effective and simple

Thanks Kami
Shima Rin
Metadata and hitsounds are fixed. Re-bubbled!
Topic Starter
_Stan
change the hs again cuz Kami still thinks it's too quiet lol.

-2db on audio.mp3 and +1db more on every hs files and now

change the pattern just a little more balanced the col at 01:00:713 - and 3-chord I still keep cuz it should be considering the rhytum and heavy beat sounds here
Kamikaze
The pattern looks better, I'm fine with that

however I still think that sub bass, bass and hat hitsounds are way too blending, especailly hat

I checked and hat absolutely has to be at 100% to be clearly hearable (even then it's not perfect) and both bass hitsounds should be at at least 90%

You can change that fast by doing the replace all command in notepad inside the .osu file like this:

Topic Starter
_Stan

Kamikaze wrote:

The pattern looks better, I'm fine with that

however I still think that sub bass, bass and hat hitsounds are way too blending, especailly hat

I checked and hat absolutely has to be at 100% to be clearly hearable (even then it's not perfect) and both bass hitsounds should be at at least 90%

You can change that fast by doing the replace all command in notepad inside the .osu file like this:

yeah, this method is really effective and convenient, hs problems done~

:) thanks
Shima Rin
Changed hitsound volumes so let's get this back. Re-bubbled!
Critical_Star
issue resolved
Niks
good map :D

why DQ this rip
Abraxos
hello i don't know who passed this but

the timing is off by (71-39=) -32 ms
00:00:039 - check the very first note if you want a reference

??? guys what is this
Deif
It's true that the timing is off, but not that much as you stated. Offset should be 56 instead (+17 to the current one) if you hear other sections of the song. The first note is a delayed scratch anyway, so it's hard to base the whole song's offset on it.

Additionally, the song uses a 3/4 timing signature at the beginning (if you follow the drums) and then changes to 4/4 again. It's discussable to use additional metronome resets on the sections 00:22:976 - to 00:37:807 - and 01:16:908 - to 01:27:695 - since its chaos is in the nature of this song, though you probably won't need them.



Good luck!
Etsu
Hi, would like to point out the hs:


Diff EZ in 00:31:892 (31892|3) - should be hat like the diff HD and MX.

00:45:376 (45376|1) - is bass or sub bass?

00:50:937 (50937|3) - missing hat and 00:56:331 (56331|3) -

01:11:836 (71836|1) - inconsistency and 01:12:510 (72510|0) - ?

The length EZ is inconsistent, delete and add LN again 01:43:437 (103437|0) -
Topic Starter
_Stan

Deif wrote:

It's true that the timing is off, but not that much as you stated. Offset should be 56 instead (+17 to the current one) if you hear other sections of the song. The first note is a delayed scratch anyway, so it's hard to base the whole song's offset on it.
yeah, I think it's properly that this audio file have some change some how when I wanna +3 db on it. By accident.

Deif wrote:

Additionally, the song uses a 3/4 timing signature at the beginning (if you follow the drums) and then changes to 4/4 again. It's discussable to use additional metronome resets on the sections 00:22:976 - to 00:37:807 - and 01:16:908 - to 01:27:695 - since its chaos is in the nature of this song, though you probably won't need them.
Just leave it

Etsu wrote:

Hi, would like to point out the hs:


Diff EZ in 00:31:892 (31892|3) - should be hat like the diff HD and MX.

00:45:376 (45376|1) - is bass or sub bass?

00:50:937 (50937|3) - missing hat and 00:56:331 (56331|3) -

01:11:836 (71836|1) - inconsistency and 01:12:510 (72510|0) - ?

The length EZ is inconsistent, delete and add LN again 01:43:437 (103437|0) -
all fixed :)
Sebaex
Hello, a little mod here

Both MX & Nightmare

00:12:106 (12106) - 00:14:803 (14803) - 00:17:499 (17499) - Those notes aren't playing something, delete them

Yep it's little
Topic Starter
_Stan

sebaex wrote:

Hello, a little mod here

Both MX & Nightmare

00:12:106 (12106) - 00:14:803 (14803) - 00:17:499 (17499) - Those notes aren't playing something, delete them

Yep it's little
keep, cuz they are, you can play it st 25% playback
Shima Rin
Because the offset is changed, you need to snap all green lines to the new offset. Go to "Timing" and select all green timing points. Then you will see a input box telling you to change all the timing points by a certain time. Enter 17 into the box and Aimod warnings will disappear.

In MX and Nightmare, 00:45:393 - here should only be a sub bass hitsound so delete the bass.

In EZ, make 01:11:853 (71853|1,72190|3,72527|0) - them into drumhit as you put drumhit instead of sub bass for all in EZ. Be sure to add drumhit to other diffs in the same point as 01:11:853 - too.

Besides, NM is based on entirely different hitsound base, since you only put sub bass instead of drumhit in NM when these two hitsounds have conflicts. I would prefer you to actually make all sub bass in NM that actually also have drumhit hitsounds into drumhit, which might be a pretty exhausting job. It's just a suggestion, since it will not harm if you just make all in NM in a different way, which keeps the consistency in itself. I am just with the purpose of keeping the consistency of the whole mapset so it depends on you.

Maybe give it like 3 days to wait if there are other issues being brought up by other modders. If not, I will just rebubble it as soon as possible. Hopefully we can let it go and save osu!mania again.
Topic Starter
_Stan

Tofu1222 wrote:

Because the offset is changed, you need to snap all green lines to the new offset. Go to "Timing" and select all green timing points. Then you will see a input box telling you to change all the timing points by a certain time. Enter 17 into the box and Aimod warnings will disappear.
oki, done. Thanks

In MX and Nightmare, 00:45:393 - here should only be a sub bass hitsound so delete the bass.
fixed

In EZ, make 01:11:853 (71853|1,72190|3,72527|0) - them into drumhit as you put drumhit instead of sub bass for all in EZ. Be sure to add drumhit to other diffs in the same point as 01:11:853 - too.
ok

Besides, NM is based on entirely different hitsound base, since you only put sub bass instead of drumhit in NM when these two hitsounds have conflicts. I would prefer you to actually make all sub bass in NM that actually also have drumhit hitsounds into drumhit, which might be a pretty exhausting job. It's just a suggestion, since it will not harm if you just make all in NM in a different way, which keeps the consistency in itself. I am just with the purpose of keeping the consistency of the whole mapset so it depends on you.
yeah, it's right. I already changed it into Drumhit sound and keep same with EZ setting in HS

Maybe give it like 3 days to wait if there are other issues being brought up by other modders. If not, I will just rebubble it as soon as possible. Hopefully we can let it go and save osu!mania again.
luv ya :)
Shima Rin
We really should give it a go then.
Issues are sorted out. Take care!
Critical_Star
ww
Garalulu
sorry for late, but I have to check it

[EZ]
  1. 00:16:404 (16404|1) - should be drumhit.wav as other diffs did.
  2. 00:19:775 - for melody progress, you should add one note here, it also has melody line.
  3. 00:32:247 (32247|2) - should be hat.wav.
  4. 00:55:168 (55168|3) - should be sub bass.wav.
  5. 01:29:213 - 01:29:550 - for drum, adding LN as 01:28:033 (88033|1) - is better for me. It's heavy enough, should be mapped.
  6. 01:34:100 (94100|2) - just putting one note at 1/1 line is not good idea tho. That sound starts at 01:34:100 (94100|2) - , so pattern should be same with sound. Making LN from 01:34:016 - to 01:34:269 - or just put one note at 01:34:016 - instead of 01:34:100 - is better tho.
[HXJ's NM]
  1. 00:50:786 (50786|1) - it has 2 quite different sound, 00:50:786 - 00:50:954 - sounds like scratch, 00:50:954 - 00:51:291 - drum roll. I don't think it can be placed with one LN.
[HD]
  1. 00:55:168 - 00:55:336 - drum roll part, only this part is mapped with 1/4 stream, rather than LN. it doesn't have heavy 1/4 thing, just one LN is better tho.
[Nightmare]
  1. 00:13:202 (13202|3) - punk.wav is missing.
  2. 00:56:516 (56516|3) - you used bass.wav for this but why not for 00:53:820 (53820|0) - ? I can't find difference when I listen this without adding hitsound.
  3. 01:05:617 - drumhit.wav is missing.

solid chart, nice work!
-mint-

Garalulu wrote:

sorry for late, but I have to check it

[EZ]
  1. 00:16:404 (16404|1) - should be drumhit.wav as other diffs did.
  2. 00:19:775 - for melody progress, you should add one note here, it also has melody line.
  3. 00:32:247 (32247|2) - should be hat.wav.
  4. 00:55:168 (55168|3) - should be sub bass.wav.
  5. 01:29:213 - 01:29:550 - for drum, adding LN as 01:28:033 (88033|1) - is better for me. It's heavy enough, should be mapped.
  6. 01:34:100 (94100|2) - just putting one note at 1/1 line is not good idea tho. That sound starts at 01:34:100 (94100|2) - , so pattern should be same with sound. Making LN from 01:34:016 - to 01:34:269 - or just put one note at 01:34:016 - instead of 01:34:100 - is better tho.
[HXJ's NM]
  1. 00:50:786 (50786|1) - it has 2 quite different sound, 00:50:786 - 00:50:954 - sounds like scratch, 00:50:954 - 00:51:291 - drum roll. I don't think it can be placed with one LN.
[HD]
  1. 00:55:168 - 00:55:336 - drum roll part, only this part is mapped with 1/4 stream, rather than LN. it doesn't have heavy 1/4 thing, just one LN is better tho.
[Nightmare]
  1. 00:13:202 (13202|3) - punk.wav is missing.
  2. 00:56:516 (56516|3) - you used bass.wav for this but why not for 00:53:820 (53820|0) - ? I can't find difference when I listen this without adding hitsound.
  3. 01:05:617 - drumhit.wav is missing.

solid chart, nice work!
Rip. now we need nuke
Maxus
rip
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