Good Luck with the mapset, osu!catch looks ready to me.
Protastic101 wrote:
sorry for delaying, couldn't really do anything what with the mania diffs literally crashing my game cause of a single LN lmao
When the note looks unsnapped but it's not /tableflip
[The person who won't forum mod my maps :c]
00:27:673 (27673|2) - This should be shortened to 00:27:759 - cause there's a whole held sound you're missing at 00:27:759 -
01:29:293 - hihat.wav@20%
01:29:293 - soft-hitclap11.wav@70% For stuff like this, Ima ask that you not include the storyboarded samples if there's no note present in that place, otherwise it can confuse the player because they're hearing feedback even when they didnt have player input.
1:31:338 soft-hitclap11.wav@70%
1:31:338 hihat.wav@20% Another example (timestamps are weird with SB hitsounds, too lazy to fix them)
3:41:832 LR3_Snare ShotH.wav@50%
3:41:929 LR3_Snare ShotH.wav@50%
3:42:27 LR3_Snare ShotH.wav@50%
3:42:124 LR3_Snare ShotH.wav@50%
3:42:222 LR3_Snare ShotH.wav@50%
3:42:319 LR3_Snare ShotH.wav@50% more. Was too lazy to list every single sample out, but yeah, they're there
02:17:361 - same stuff I mentioned in tofu's diff about raising the volume of these hs
00:54:009 (54009|1,54179|1) - But why when it's all been unstacked for similar parts before, such as 00:42:929 - ? Also, shouldnt the note be a jump too for consistency with the timestamp I listed?
01:17:361 - Uses jump here for the crash, but uses hands at 01:18:043 - 01:18:724 - for soft kick sound ??? :v ??? I'd really just use triples for the crash + shtick sound at 01:22:134 -
02:23:327 (143327|1,143497|1) - These are different pitches, so I wouldn't stack them cause it's a bit confusing and unrepresentative of the music.
02:58:440 - tfw awkward flowbreak tbh
03:03:469 - Might consider adding a note here cause the 1/4 triplet is a bit more obvious to hear like 03:00:741 (180741|1,180827|2) -
03:06:537 - I'd add a note here cause the sound is a 1/4 hooked note, so there's no note in between them, leaving an almost unnatural feeling pause in the music.
03:07:219 - ^
03:33:213 - I believe the sound here is strong enough to warrant a note as it's a hihat kind of thing that pans a little towards the left speaker, a bit like the sound at 03:31:338 (211338|2) - for example
03:35:344 - I find it awkward to only map one of the snare drum hits rather than both. They're the same sound in quick succession, so I would either not map it in the first place or map both to be consistent and make it clear to the player what parts and instruments you're following in the music.
03:36:452 (216452|1,216452|3,216452|2) - Imo, these Lns are kind of out of place since nothing like it has been present in the song despite sounds similar to this occurring at places such as 01:11:224 - or 01:27:588 - to name a couple
03:41:735 (221735|3) - For a bit of a more linear spread, I'd consider adding 1/4 single notes here to better bridge into Tofu's diff which uses [12][34] jumptrill here. Maybe this would work? https://osu.ppy.sh/ss/8831154
Others all fixed. Thanks for your recheck!Protastic101 wrote:
sorry for delaying, couldn't really do anything what with the mania diffs literally crashing my game cause of a single LN lmao
When the note looks unsnapped but it's not /tableflip
[Country style tofu is 10/10]
02:17:361 - All the whistles starting here are too quiet imo. I would raise them to 40% volume at least to be slightly audible.
01:33:384 (93384|2,93724|2,94065|2,94406|2,94747|2,95088|2,95429|2,95770|2) - Kind of long for a stack tbh. I'd try to rearrange a few of the notes so it's not so heavy in col 3
02:03:213 (123213|2,123298|3) - Imo, would be easier to invert the columns here like so https://osu.ppy.sh/ss/8830699 I prefer my pattern here... single note on 4 seems better for me
02:47:531 - Feels like a bit of an awkward flow break to not include the 1/2 note here when the entire section so far has been consistent 1/2 base rhythm with some 1/4 triplets thrown about
02:56:906 - 02:57:588 - I think it'd be nice to use quads for these sounds as the crash is really loud and noticeable to the player, but using a triple just make it blend into the rest of the chart because it doesnt vary the previous patterns of jump -> hand -> jump -> hand
03:06:196 (186196|1,186366|1,186452|0,186537|1) - I would suggest moving the stack to col 1 and the note that's part of the hand to col 2 to avoid a four note stack with 03:06:196 (186196|1,186366|1,186537|1,186707|1) - which is a bit straining on the left hand, like so https://osu.ppy.sh/ss/8830727 i changed in a different and also avoid the 4 note stack
03:23:497 (203497|0,203582|1,203668|0,203753|1) - This trill feels inconsistent with the way the rest of the kiai's 1/4 rolls and bursts have been structured in that they normally play in a smooth and linear manner whereas this one restricts the hand into one single and repeated movement. I dunno, Im fine with the pattern I guess, but I might just control H it as the right hand has a little less strain than the left before this.
Eh, tbh, I dont really want to go over the rest of the NM because it's pretty much the same problem I mentioned in my mod three weeks ago. There's no variation and a lot of it is forced 1/1 even though the music is giving you more room for creativity and adaptive rhythm :/
I am terribly sorry for that. I didn't mean to offend handsome muscle.[A L P H A] wrote:
omg you stole bg from handsome muscle's map!!!!!!!!!!!!!!!!!!!!!!!!!!!!
report b t w
thzz wrote:
hi~ sorry for too much late ;_;
well, seems you need a taiko check.
let's go!
[General]I am completely a noob about mania and don't know how their hitsound work. But prostastic didn't mention this issue in his mod. So I guess it's not a problem. Or I may leave this problem to mania bn to check it next in next mod. I don't know how to fix it.
- modding assistant warnings about hitsounds. check it.
- I strongly recommend omitting some first barlines on the outro part to keep 4/4 feeling.
03:40:884 - 03:41:224 -
[Taiko General]i think it's just different way to deal with the music. both of them are reasonable. a short spinner at lower diffs may kill the newbie players
- move all greenlines for clap/finish to the left by 1/2 or 1/4. when we hit objects on those a bit faster, the clap/finish sounds don't ring.
- also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
- 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
[Kantan]
set HP to 7. too easy to pass.
also, this map is composed mainly with 2/1 beat, therefore you need some 6/1 rests i think.[Futsuu]
- 00:12:588 (13) - can you remove this one? it's too fast to put long 2/1 line on such a calm part.
- 00:18:043 (1) - then, remove this one too to make consistency.
- 00:23:497 (9,10) - how about this for 6/1 rest?
- 01:03:213 (40,41,42,43,44,45) - seems too difficult as Kantan mainly cuz of 1/2 one => 01:04:406 (42) -
i understand you take 1/2 with strong intensity, so can you remove 01:04:406 (42) - instead?- 01:07:134 (47) - remove this one. same reason as above. also you can emphasize 01:09:179 (48) - more by taking a rest after this.
- 01:17:361 (3) - change to D for the cymbal sound?
- 03:31:679 (21,22,23) - remove these to make 6/1 rest, also you can express that "Kiai has just been finished!"
- 03:40:202 (35,36,37,38) - this upbeat pattern seems weird for me cuz of bassdrum sounds on the song. also you should take slider-end on 03:42:319 -
as well as Katan, you need some 4/1 rests.[Muzukashii]
- 01:06:793 (1,2,3,4) - remove these for 4/1?
- 01:18:043 (7) - ^
- 02:09:179 - adding d for consistency with 02:03:724 - is better i think.
- 03:31:679 (29,30) - remove these for same reason as Kantan.
take some 3/2 rests even if it's not calm part.[Oni]
- from 02:03:724 - , more density than Kiai (it means no 3/2 rests.)
consider these.
- 02:04:065 (13) - remove
- 02:09:520 (32) - move right by 1/2
- 02:41:565 (24) - plz remove by 1/2 for rests.
- 03:00:997 (39,40,41,42) - i preffer d-ddd than ddd-d. d-ddd mostly is commoner on songs. ddd-d is weird in std but at least in taiko it's really common. and there is a obvious sound at dd-d. [/color]
- 03:06:452 (62,63,64,65) - ^
- 03:15:145 - add note (probably d). consistency with 03:09:690 -
[Inner Oni]
- 00:08:156 (25,26,27,28,29,30,31,32,33,34) - too long dkdkdk... imo. can you change some colors?
- 00:11:565 (37,38) - these should be different. 37 is low sound, 38 is high sound.
it means, i think changing 38 to K should be better.- 01:49:406 (56,57,58) - Ctrl+G? i wanna emphasize 01:49:406 - for a vocal.
- 01:54:179 (7,8,9,10,11,12) - and 01:59:293 (36,37,38,39,40,41,42,43,44) - should be same rhythm as yes it's same. but i still want the second pattern harder than the first one to make the map more interesting. a completely same pattern looks like a little boring for me.
- 02:13:952 (1,2,3,4,5,6,7,8) - what is this meaning? it feels boring and meaningless for me, why don't you put common rhythm?
as a suggestion, removing 02:14:378 (6,8) - could work.though i think the rhythm is reasonable ,i change it in my own way.- 02:55:201 (116) - it seems that you mainly follow vocal in this part so...
- 03:12:417 (4,5,6,7) - and 03:13:611 (11,12,13,14) - should be different imo. how about ctrl+G 03:13:952 (14,15) - ?
- 03:21:452 (9,10) - how about this to follow percussion?
- 03:30:656 (64,65) - i can't find the reason why you put these finishers. common 1/4 "kkk" should suitable for this part imo.
HP=6 can be suitablethanks!
- 00:11:906 (42) - K. same as Oni
- 00:22:645 (86) - k. considering pitch of percussion.
- 00:27:588 (106,107,108) - if you're following the melody, this is correct.
- 00:38:497 (31) - i don't think this K is suitable for the song. change this to k and add some notes around here.there are three clear and powerful "去" “っ” “て” so i use three 1/1 note to emphasize them. and the last てis the most powerful one so i use a big K
- 01:04:065 (61,62,63) - too many ddk before this triplet. so how about this?
- 01:17:361 (9) - D should be fine cuz of cymbal sound on the song.
- 01:44:634 (31) - k. i think take finishers per 4 measures should be good on this section. this seems unconsistented tbh.
- 02:15:997 - this barline should be made slow as well as after 02:17:361 - . plz move greenline.
- 02:35:770 (1) - shorten this spinner by 1/4. according ranking criteria, we should make 1/2 blank
between spinner and next object.- 03:20:088 (369) - d. on other diffs, here isn't D probably because there's not any cymbal sounds. also i don't feel special meaning to put special pattern "kkkkD" here. it's special cause this D means the end of the vocal
- 03:36:281 - add k for snare sound?there would be 2 kkd here if i did it. i think it's better to do some undermap here to calm down from the kiai part
that's it!
yes, call me back if you need~
Stefan wrote:
[General]
The hitsounds appears too calm to me. I'd go with 60% unless people complain it's too loud - which I doubt tbh.
uhh. idk. most of the time i am a no hitsound player. but i think 50% is pretty enough for me.
[Oni/Muzukashii]
I think I already pointed out that Muzukashii potentially should be lower densed but I think it's better to show you visually how similar it looks to Oni:
Upper row is Futsuu, mid is Muzukashii and lower is Oni. For picture one the similarity between Oni/Muzukashii is really high, on the other hand it looks too far apart between Futsuu/Muzukashii. For picture two it's the opposite and you should also consider a fix for that part. I can highly recommend you Sieg's Modding assistant: t/359381 so you can easily check the density between your taiko difficulties on your own and detect weird inconsistencies as well. Check Bakari's post for download: p/5557940
Also there are certain parts that works.. pretty inconsistent if you want to increase the difficulty per level. While Muzukashii's increasement is moderate, it's by far harder to Oni. It looks weird and design-wise not good at all.
the problem uhh...... i think i already do my best to keep the balance between each diffs now. sometimes it's seems like inconsistent between each diffs but I just use different way to do with the music. at least the overall density is fine now...i guess
Aside of that the map uses hitsounds on a fairly good base but still suffer by density inconsistencies. Whenever you go through my mod post here, we could do something together in IRC if you have some time up. It could be easier to improve the map over this way. As well, please try to gather some more feedback (it doesn't have to be mods though) because for now we lack of (more experienced) feedbacks rn. I however asked around if people will testplay your taiko difficulties, so you may receive them in the next days (hopefully).
i'll do whole check on day after tomorrow. plz check those before it!Ellyu wrote:
thzz wrote:
[General]I am completely a noob about mania and don't know how their hitsound work. But prostastic didn't mention this issue in his mod. So I guess it's not a problem. Or I may leave this problem to mania bn to check it next in next mod. I don't know how to fix it.
- modding assistant warnings about hitsounds. check it.
- I strongly recommend omitting some first barlines on the outro part to keep 4/4 feeling.
03:40:884 - 03:41:224 -
=>about warnings, i understood. i leave it to next mod.
but about barlines, are these barlines needed? I doubt it strongly. https://osu.ppy.sh/ss/9100178
can you check "Omit first barline" on those points this time and ask next modder to check with the state?
[Taiko General]i think it's just different way to deal with the music. both of them are reasonable. a short spinner at lower diffs may kill the newbie players
- move all greenlines for clap/finish to the left by 1/2 or 1/4. when we hit objects on those a bit faster, the clap/finish sounds don't ring.
- also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
- 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
=>i understood about spinners, it's okay. and confirmed greenlines, thank you.
did you really try listening to 01:27:588 - with default skin? also plz confirm whether you unchecked "Use Taiko skin for Taiko mode".
thzz wrote:
this is just a light check tho.
=>about warnings, i understood. i leave it to next mod.
but about barlines, are these barlines needed? I doubt it strongly. https://osu.ppy.sh/ss/9100178
can you check "Omit first barline" on those points this time and ask next modder to check with the state?
I am pretty sure the red timing point is needed. at here it's not a common 4/4 rhythm but 7/8. from 03:41:735 - to 03:42:319 - you can clearly hear 7 beat. if it's a 4/4 regular rhythm you would hear 8 beat. and 03:40:884 - it's 7/8 too if you listen it with 25% speed. if osu got 7/8 setting like 4/4 and 3/4 the barline could be omitted but there's none.
[Taiko General]i think it's just different way to deal with the music. both of them are reasonable. a short spinner at lower diffs may kill the newbie players
- move all greenlines for clap/finish to the left by 1/2 or 1/4. when we hit objects on those a bit faster, the clap/finish sounds don't ring.
- also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
- 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
=>i understood about spinners, it's okay. and confirmed greenlines, thank you.
did you really try listening to 01:27:588 - with default skin? also plz confirm whether you unchecked "Use Taiko skin for Taiko mode".
i'll do whole check on day after tomorrow. plz check those before it!
lol. it is the most discussed issue in this map. actually,this is a map which you can't ignore the beatmap hitsound cuz part of the music are cut in to the hitsound,which means that the problem at 01:27:588 can't be fixed with hitsound
and here's whole recheckEllyu wrote:
thzz wrote:
this is just a light check tho.
=>about warnings, i understood. i leave it to next mod.
but about barlines, are these barlines needed? I doubt it strongly. https://osu.ppy.sh/ss/9100178
can you check "Omit first barline" on those points this time and ask next modder to check with the state?
I am pretty sure the red timing point is needed. at here it's not a common 4/4 rhythm but 7/8. from 03:41:735 - to 03:42:319 - you can clearly hear 7 beat. if it's a 4/4 regular rhythm you would hear 8 beat. and 03:40:884 - it's 7/8 too if you listen it with 25% speed. if osu got 7/8 setting like 4/4 and 3/4 the barline could be omitted but there's none.
=> yea i've been sure red points are needed! can i confirm to you whether you've understood that i'm saying just about the "omit first bar line" ? -> http://puu.sh/xEavp/5d573de5ca.png
[Taiko General]i think it's just different way to deal with the music. both of them are reasonable. a short spinner at lower diffs may kill the newbie players
- move all greenlines for clap/finish to the left by 1/2 or 1/4. when we hit objects on those a bit faster, the clap/finish sounds don't ring.
- also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
- 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
=>i understood about spinners, it's okay. and confirmed greenlines, thank you.
did you really try listening to 01:27:588 - with default skin? also plz confirm whether you unchecked "Use Taiko skin for Taiko mode".
i'll do whole check on day after tomorrow. plz check those before it!
lol. it is the most discussed issue in this map. actually,this is a map which you can't ignore the beatmap hitsound cuz part of the music are cut in to the hitsound,which means that the problem at 01:27:588 can't be fixed with hitsound
ah, okay i mistook! copy taiko-normal-hitnormal.wav and rename it to "taiko-soft-hitnormal10.wav", you need '10'. not "taiko-soft-hitnormal.wav". and the problem will be fixed.
[/quote]thzz wrote:
this is just a light check tho.
=>about warnings, i understood. i leave it to next mod.
but about barlines, are these barlines needed? I doubt it strongly. https://osu.ppy.sh/ss/9100178
can you check "Omit first barline" on those points this time and ask next modder to check with the state?
I am pretty sure the red timing point is needed. at here it's not a common 4/4 rhythm but 7/8. from 03:41:735 - to 03:42:319 - you can clearly hear 7 beat. if it's a 4/4 regular rhythm you would hear 8 beat. and 03:40:884 - it's 7/8 too if you listen it with 25% speed. if osu got 7/8 setting like 4/4 and 3/4 the barline could be omitted but there's none.
=> yea i've been sure red points are needed! can i confirm to you whether you've understood that i'm saying just about the "omit first bar line" ? -> http://puu.sh/xEavp/5d573de5ca.png
[Taiko General]i think it's just different way to deal with the music. both of them are reasonable. a short spinner at lower diffs may kill the newbie players
- move all greenlines for clap/finish to the left by 1/2 or 1/4. when we hit objects on those a bit faster, the clap/finish sounds don't ring.
- also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
- 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
=>i understood about spinners, it's okay. and confirmed greenlines, thank you.
did you really try listening to 01:27:588 - with default skin? also plz confirm whether you unchecked "Use Taiko skin for Taiko mode".
i'll do whole check on day after tomorrow. plz check those before it!
lol I never know that foundation before and I misunderstood. it's my fault
lol. it is the most discussed issue in this map. actually,this is a map which you can't ignore the beatmap hitsound cuz part of the music are cut in to the hitsound,which means that the problem at 01:27:588 can't be fixed with hitsound
ah, okay i mistook! copy taiko-normal-hitnormal.wav and rename it to "taiko-soft-hitnormal10.wav", you need '10'. not "taiko-soft-hitnormal.wav". and the problem will be fixed.
RIPHXJ_Crafter wrote:
@Protastic101
As I have requested, I no longer join this map because I quit the community for a long time.
Thanks :3
Others all accepted and applied. Besides for the 1/2 LNs parts I remove those with no continuous sounds (mostly the first of each four-LN group)Protastic101 wrote:
[tofu]
00:43:611 (43611|1,43781|1) - Might move this to col 1 to even out the weight of all the stacks. From there, I'd also stack 00:44:122 (44122|1) - in 4 to continue on the pattern as the sound doesnt quite end until 00:44:293 - https://osu.ppy.sh/ss/9326905
00:55:543 (55543|3) - I'd suggest removing this to avoid the 1/4 minijack with 00:55:457 (55457|3) - cause the BPM isn't slow enough to where a minijack of that sort is all that doable.
01:11:565 (71565|3,71906|0) - I would leave these as short notes since the guitar has a bit of a short break where it rests for one beat after the upbeat of 01:11:565 - and doesnt become entirely continuous until 01:12:077 -
01:15:827 - Add a note here in col 1 for the second repetition of the sound at 01:15:656 - ? There isn't clap sound here as those other I put with double notes
02:03:298 (123298|3,123384|1) - I'd suggest switching the columns here to avoid having a short note play on the middle finger while the index finger holds down a note as it's a bit more difficult to execute that way.
02:03:554 (123554|2,123724|1) - If above is accepted, control H this to avoid having too much weight on the right hand https://osu.ppy.sh/ss/9326936
02:57:077 (177077|1,177247|3) - Move to col 3 and 1 respectively to avoid the three note stack at 02:56:736 (176736|1,176906|1,177077|1) - which I think is unnecessary due to there being a lack of any repeating sounds
03:41:735 - Rather than go for a simple jumptrill here, I think it'd be nice to jack these since they're the same sound repeating for a beat. Something easy like [12][12][34][34] would be fine since jacks aren't used at all so far in the song https://osu.ppy.sh/ss/9326960
done
here have your love, <3Protastic101 wrote:
[antalf]
00:20:770 (20770|2,21111|1) - I would control H these LNs so that you don't have a 1/1 stack with 00:20:429 (20429|2,20770|2) - which feels a bit heavy on the right hand. didnt we state hand balance is a social construct?
00:33:384 (33384|2,33554|1,33724|2,33895|1,34065|2) - I'd control H this and then extend the LN at 00:33:384 (33384|2) - to 00:33:724 - for a less abrupt cut off for the spring like sound dont you tell me to extend my lns :cccc (applied)
01:08:156 (68156|3,68327|2,68497|3,68668|2,68838|3,69009|2,69179|3,69349|2,69520|3) - I think it'd be better to break up this OH trill after a bit cause this feels kind of excessive. Maybe try splitting it around 01:09:009 - ? my god, when did that atrocity happen.
01:25:884 (85884|2,86565|1) - Don't really see the point of these notes. I mean, the sound is a 2/1 build up and there doesn't appear to be anything else here in the music. I'd just use a 2/1 LN starting from the previous jump to represent the building sound then, like so https://osu.ppy.sh/ss/9353062 what the actual hell, both notes deleted, wont add lns for that build up tho, i dont think i see it as necessary
01:38:838 (98838|2,98838|1,99349|2) - I would control H here for symmetry and also hand balance cause you'll have one OH trill on the right hand and another on the left immediately after instead of the two on the right like you have now. now thats the visual mapper i wanna see again
02:13:866 - 02:14:207 - there's two 1/4 triplets here that help to lead into the build up section that I think would be nice to add to differentiate this measure from the preceding ones. added cuz y not
02:23:327 (143327|1) - Shouldn't this be a 1/2 LN like 02:17:872 (137872|2) - was cause they're the same sound? tru
done
OkAntalf wrote:
quick irc with Protastic, found some stuff. Check aimod aaaaa
Update:https://puu.sh/y4mYY/41c6d826b6.osu