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illion - AIWAGUMA [Osu|OsuMania|Taiko|CatchTheBeat]

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-Sh1n1-
Good Luck with the mapset, osu!catch looks ready to me.
Topic Starter
Ellyu
thank you tenshichan and sh1n1!
Protastic101
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

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

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.


[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


[MVP]
0:11:565 soft-hitfinish4.wav@70% Please dont use storyboarded samples like I mentioned in my last post and also the upper two diffs. Think it'd be nice to move the SB hitsound into the playing field though. Just tab and control + double click it

0:22:27 R_J Hit Pong Drop.wav@40% Another SB hitsound

02:25:543 - Increase vol pls

03:20:770 (200770|2,202134|2,202815|0,203497|3,204179|0,204861|0,205543|3) - I'd either add jumps here and move the SBed sample into the playing field, or put the bells in the storyboard and half the soft hitwhistle on the note instead as it's louder and thus better for feedback than the quieter bell.

00:21:963 (21963|2) - I'd make this a 1/2 LN to represent the oddly snapped triplet here that's present in the upper diffs

00:22:474 - Also suggest making this a jump for the loud kick sound that was first heard in the very beginning of the song.

00:29:634 - Shouldn't this be a jump for the 2/1 kick?

00:41:736 - I'd also add a note here for the gradually increasing volume of the kicks. Here, it's kind of like a short warning to the player because the real 1/2 kick burst comes at 00:42:929 -

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 :/
Antalf

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

to save my ass some time i accepted all suggestions so i dont spend half a year marking every single suggestion, fixed the hs mentioned and also some i found my self, also checked ai mod and fixed ton of crap as well... might want to check all conflicting tags as well, saw it on other diffs
Antalf
ksafkjasdngkjndskgjnangd magical popcorn

Shima Rin

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 :/
Others all fixed. Thanks for your recheck! ;)
Stefan
[General]
The hitsounds appears too calm to me. I'd go with 60% unless people complain it's too loud - which I doubt tbh.

[Inner Oni]
00:38:838 (32) - That big kat appears pretty random to me, I'd leave it to a normal kat note.
00:49:832 (99,100) - transistion is sorta odd and doesn't feel natural imo, remove these two note to have k d then.
00:55:202 (1,2,3,4) - Although I understand why you would use 1/6 here I don't find it that suitable and weird to play.
01:16:849 - It feels just strange to have the doublet here, what about kkk or dkk?
01:46:423 (46) - I would prefer ddd k, it plays imo by far more natural and smoother.
01:48:554 (60,61) - the idea is technically not bad but it doesn't appear anywhere else so structure-wise it's pretty random. kkd would work instead.
01:51:452 (83,84,85,86,87,88,89,90,91) - the length feels unnaturally long and could be split to ooooo ooo to provide a better gameplay. additionally I would swap the sounds to kkddk ddk.
02:22:815 - Just for aesthetic reasons but move the line of 02:20:088 - to 02:22:815 - . So the SV increase isn't noticeable while the song is still calm.
03:06:963 (254,255,256,257,258,259) - the dddkd part sounds awfully off to me. d kdddk is a better way to emphasize the song.

Like mentioned previously but I really like some parts how they're designed on your own rhythm style. I still feel some things are still not elaborated well, such as pattern lenght for stream pattern.

[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.


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).
Shima Rin
HXJ is afk, and he left his diff for me to fix :thinking:

I will reply Prots' mods about his diff soon 'w')/
Otosaka-Yu
you know, HXJ is 87
Topic Starter
Ellyu
RIP HXJ
Topic Starter
Ellyu
rip my grammar
[quote="Stefan"][General]
The hitsounds appears too calm to me. I'd go with 60% unless people complain it's too loud - which I doubt tbh.

[Inner Oni]
00:38:838 (32) - That big kat appears pretty random to me, I'd leave it to a normal kat note. feel a little boring or weird to place four 1/1 gap here between four small note. so I think a big kat will make the pattern more colorful. anyway I am kinda agree with you now. so i move the big kat to 00:38:497 (31) - and it's plays better for me now.
00:49:832 (99,100) - transistion is sorta odd and doesn't feel natural imo, remove these two note to have k d then.
00:55:202 (1,2,3,4) - Although I understand why you would use 1/6 here I don't find it that suitable and weird to play.it's a transition. and i asked for some 4 digits players to test it and they said it's fine.
01:16:849 - It feels just strange to have the doublet here, what about kkk or dkk?i follow the drum beat in the song. there are two obvious beats on 01:16:935 (6,7) - while there is no obvious beat on 01:16:849 - . so a triplet seems like a little overmap.
01:46:423 (46) - I would prefer ddd k, it plays imo by far more natural and smoother.
01:48:554 (60,61) - the idea is technically not bad but it doesn't appear anywhere else so structure-wise it's pretty random. kkd would work instead.
01:51:452 (83,84,85,86,87,88,89,90,91) - the length feels unnaturally long and could be split to ooooo ooo to provide a better gameplay. additionally I would swap the sounds to kkddk ddk.it's intended. you can here a reversed crash at here. and the song have a transition here.
02:22:815 - Just for aesthetic reasons but move the line of 02:20:088 - to 02:22:815 - . So the SV increase isn't noticeable while the song is still calm.
03:06:963 (254,255,256,257,258,259) - the dddkd part sounds awfully off to me. d kdddk is a better way to emphasize the song.i know dddkd is kinda weird here. but there is a obvious clap at 03:07:389 - in the song. so i want to put a k at there. now i change it to k d dkd

Like mentioned previously but I really like some parts how they're designed on your own rhythm style. I still feel some things are still not elaborated well, such as pattern lenght for stream pattern.
Hikomori
omg you stole bg from handsome muscle's map!!!!!!!!!!!!!!!!!!!!!!!!!!!!

report b t w
Topic Starter
Ellyu

[A L P H A] wrote:

omg you stole bg from handsome muscle's map!!!!!!!!!!!!!!!!!!!!!!!!!!!!

report b t w
I am terribly sorry for that. I didn't mean to offend handsome muscle.
Don't report me b t w
Hikomori
ok b t w
thzz
hi~ sorry for too much late ;_;

well, seems you need a taiko check.
let's go!

[General]
  1. modding assistant warnings about hitsounds. check it.
  2. I strongly recommend omitting some first barlines on the outro part to keep 4/4 feeling.
    03:40:884 - 03:41:224 -
[Taiko General]
  1. 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.
  2. also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
  3. 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.
  1. 00:12:588 (13) - can you remove this one? it's too fast to put long 2/1 line on such a calm part.
  2. 00:18:043 (1) - then, remove this one too to make consistency.
  3. 00:23:497 (9,10) - how about this for 6/1 rest?
  4. 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?
  5. 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.
  6. 01:17:361 (3) - change to D for the cymbal sound?
  7. 03:31:679 (21,22,23) - remove these to make 6/1 rest, also you can express that "Kiai has just been finished!"
  8. 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 -
[Futsuu]
as well as Katan, you need some 4/1 rests.
  1. 01:06:793 (1,2,3,4) - remove these for 4/1?
  2. 01:18:043 (7) - ^
  3. 02:09:179 - adding d for consistency with 02:03:724 - is better i think.
  4. 03:31:679 (29,30) - remove these for same reason as Kantan.
[Muzukashii]
take some 3/2 rests even if it's not calm part.
  1. from 02:03:724 - , more density than Kiai (it means no 3/2 rests.)
    consider these.
    1. 02:04:065 (13) - remove
    2. 02:09:520 (32) - move right by 1/2
  2. 02:41:565 (24) - plz remove by 1/2 for rests.
  3. 03:00:997 (39,40,41,42) - i preffer d-ddd than ddd-d. d-ddd mostly is commoner on songs.
  4. 03:06:452 (62,63,64,65) - ^
  5. 03:15:145 - add note (probably d). consistency with 03:09:690 -
[Oni]
  1. 00:08:156 (25,26,27,28,29,30,31,32,33,34) - too long dkdkdk... imo. can you change some colors?
  2. 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.
  3. 01:49:406 (56,57,58) - Ctrl+G? i wanna emphasize 01:49:406 - for a vocal.
  4. 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

    consistency.
  5. 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.
  6. 02:55:201 (116) - it seems that you mainly follow vocal in this part so...
  7. 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) - ?
  8. 03:21:452 (9,10) - how about this to follow percussion?
  9. 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.
[Inner Oni]
HP=6 can be suitable
  1. 00:11:906 (42) - K. same as Oni
  2. 00:22:645 (86) - k. considering pitch of percussion.
  3. 00:27:588 (106,107,108) - if you're following the melody, this is correct.
  4. 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.
  5. 01:04:065 (61,62,63) - too many ddk before this triplet. so how about this?
  6. 01:17:361 (9) - D should be fine cuz of cymbal sound on the song.
  7. 01:44:634 (31) - k. i think take finishers per 4 measures should be good on this section. this seems unconsistented tbh.
  8. 02:15:997 - this barline should be made slow as well as after 02:17:361 - . plz move greenline.
  9. 02:35:770 (1) - shorten this spinner by 1/4. according ranking criteria, we should make 1/2 blank

    between spinner and next object.
  10. 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.
  11. 03:36:281 - add k for snare sound?

that's it!
yes, call me back if you need~
Topic Starter
Ellyu

thzz wrote:

hi~ sorry for too much late ;_;

well, seems you need a taiko check.
let's go!

[General]
  1. modding assistant warnings about hitsounds. check it.
  2. I strongly recommend omitting some first barlines on the outro part to keep 4/4 feeling.
    03:40:884 - 03:41:224 -
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.

[Taiko General]
  1. 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.
  2. also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
  3. 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
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

[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.
  1. 00:12:588 (13) - can you remove this one? it's too fast to put long 2/1 line on such a calm part.
  2. 00:18:043 (1) - then, remove this one too to make consistency.
  3. 00:23:497 (9,10) - how about this for 6/1 rest?
  4. 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?
  5. 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.
  6. 01:17:361 (3) - change to D for the cymbal sound?
  7. 03:31:679 (21,22,23) - remove these to make 6/1 rest, also you can express that "Kiai has just been finished!"
  8. 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 -
[Futsuu]
as well as Katan, you need some 4/1 rests.
  1. 01:06:793 (1,2,3,4) - remove these for 4/1?
  2. 01:18:043 (7) - ^
  3. 02:09:179 - adding d for consistency with 02:03:724 - is better i think.
  4. 03:31:679 (29,30) - remove these for same reason as Kantan.
[Muzukashii]
take some 3/2 rests even if it's not calm part.
  1. from 02:03:724 - , more density than Kiai (it means no 3/2 rests.)
    consider these.
    1. 02:04:065 (13) - remove
    2. 02:09:520 (32) - move right by 1/2
  2. 02:41:565 (24) - plz remove by 1/2 for rests.
  3. 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]
  4. 03:06:452 (62,63,64,65) - ^
  5. 03:15:145 - add note (probably d). consistency with 03:09:690 -
[Oni]
  1. 00:08:156 (25,26,27,28,29,30,31,32,33,34) - too long dkdkdk... imo. can you change some colors?
  2. 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.
  3. 01:49:406 (56,57,58) - Ctrl+G? i wanna emphasize 01:49:406 - for a vocal.
  4. 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.
  5. 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.
  6. 02:55:201 (116) - it seems that you mainly follow vocal in this part so...
  7. 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) - ?
  8. 03:21:452 (9,10) - how about this to follow percussion?
  9. 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.
[Inner Oni]
HP=6 can be suitable
  1. 00:11:906 (42) - K. same as Oni
  2. 00:22:645 (86) - k. considering pitch of percussion.
  3. 00:27:588 (106,107,108) - if you're following the melody, this is correct.
  4. 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
  5. 01:04:065 (61,62,63) - too many ddk before this triplet. so how about this?
  6. 01:17:361 (9) - D should be fine cuz of cymbal sound on the song.
  7. 01:44:634 (31) - k. i think take finishers per 4 measures should be good on this section. this seems unconsistented tbh.
  8. 02:15:997 - this barline should be made slow as well as after 02:17:361 - . plz move greenline.
  9. 02:35:770 (1) - shorten this spinner by 1/4. according ranking criteria, we should make 1/2 blank

    between spinner and next object.
  10. 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
  11. 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
thanks!
that's it!
yes, call me back if you need~
Topic Starter
Ellyu

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).
thzz
this is just a light check tho.

Ellyu wrote:

thzz wrote:

[General]
  1. modding assistant warnings about hitsounds. check it.
  2. I strongly recommend omitting some first barlines on the outro part to keep 4/4 feeling.
    03:40:884 - 03:41:224 -
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.

=>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]
  1. 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.
  2. also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
  3. 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
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

=>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!
Topic Starter
Ellyu

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]
  1. 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.
  2. also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
  3. 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
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

=>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
thzz

Ellyu 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]
  1. 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.
  2. also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
  3. 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
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

=>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.
and here's whole recheck

[Kantan]
HP=7 plz~
  1. remove 00:41:224 (30) - or 00:43:952 (34) - plz. the pattern 7 times 2/1 in a row including finishers is difficult for newbies.
  2. 00:35:088 - and 00:45:997 - , take consistency. the vocal on 00:47:361 (38,39,40,41,42) - is different than previous therefore these aren't a problem tho.
[Inner Oni]
  1. 03:17:361 (344) - can you set here to be a finisher to prepare for next kkkkD? putting finishers per 2 measures makes me more sense, and it can be agreeable for me that kkkkD.
others seem fine! send me forum pm~
Topic Starter
Ellyu

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]
  1. 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.
  2. also you need Taiko-soft-hitnormal.wav for players who don't use custom skin sound. when we hit D, weird snaredrum sound appears.
  3. 02:35:770 - why not soft-finish? or spinner would be good for all diffs (like Oni and Inner Oni)
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

=>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.
[/quote]

and here's whole recheck

[Kantan]
HP=7 plz~okok
  1. remove 00:41:224 (30) - or 00:43:952 (34) - plz. the pattern 7 times 2/1 in a row including finishers is difficult for newbies.fixed
  2. 00:35:088 - and 00:45:997 - , take consistency. the vocal on 00:47:361 (38,39,40,41,42) - is different than previous therefore these aren't a problem tho.ok
[Inner Oni]
  1. 03:17:361 (344) - can you set here to be a finisher to prepare for next kkkkD? putting finishers per 2 measures makes me more sense, and it can be agreeable for me that kkkkD.I give up the kkkkD and turn it to kkkkd. the previous dkkkd is more important lol.
others seem fine! send me forum pm~[/quote]
Stefan
IRC log
13:52 Stefan: are you around?
13:56 Ellyu: yes
13:57 Ellyu: :D
13:57 Stefan: good, just finishing my breakfast and we can start the IRC mod for your map. :3c
13:57 Ellyu: breakfast...
13:58 Ellyu: I saw ur local time is 13:57
13:58 Stefan: yeah.. I woke up late a bit :D
14:06 Stefan: Okay
14:07 Stefan: let's see what we have
14:07 Ellyu: :3
14:08 Stefan: We were checking Oni last time iirc
14:08 Stefan: let me just check the mod post I did
14:09 Stefan: O
14:09 Stefan: thzz were modding too
14:09 Stefan: that's nice, so the map is even more different now
14:09 Ellyu: yes
14:10 Ellyu: 3 month ago he said he would mod it
14:10 Stefan: I see
14:10 Ellyu: and he mod it last week
14:10 Ellyu: lmao
14:10 Stefan: slowpoke
14:10 *Stefan shrugs
14:13 Stefan: I think it's save to say Inner Oni and Oni are fine
14:13 Stefan: so we don't need to go through them
14:13 *Stefan is editing [https://osu.ppy.sh/b/1247898 illion - AIWAGUMA [Muzukashii]]
14:16 Ellyu: cool
14:18 Stefan: 00:43:611 (44) - you could move the note to 00:43:781 - for some consistency to 00:42:418 (40,41) -
14:18 Stefan: Either way, you could also remove 00:42:418 (40,44) - instead
14:18 Stefan: for less density
14:19 Ellyu: okay
14:19 Ellyu: removed now
14:21 Ellyu: remove 00:44:293 (45) - too
14:21 Stefan: Good
14:26 Stefan: 00:22:304 - 00:22:815 - the SV boost could be done earlier, especially because of the triplet on 00:21:963 (12,13,14,15) - which can be really hard to read for Muzukashii players.
14:26 Stefan: maybe 00:11:224 (33,34,35) - ?
14:27 Stefan: That can be consistent for Oni and Inner Oni too if you like that spot.
14:27 Ellyu: hmmm
14:27 Ellyu: i see
14:27 Stefan: For Muzukashii it's crucial to use SV changes
14:28 Stefan: so you need to take more caution for them
14:30 Ellyu: fixed~
14:31 Stefan: 00:59:463 (106) - personally I'd consider a removal of the note
14:32 Stefan: it feels better to me without tapping on that time spot.
14:34 Ellyu: if there should be a removal in this pattern.somehow i feel better to remove 00:59:122 (105) -
14:35 Stefan: Well, that is also fine!
14:36 Stefan: 01:41:054 (53) - could be removed too to shortend the combo a bit
14:37 Stefan: and 01:54:690 (6) - is the only note that doesn't fit that much song-wise, also recommend to remove.
14:37 Stefan: (kiai here is pretty nice btw!)
14:38 Ellyu: 01:54:690 (6) - removed
14:38 Ellyu: but i think 01:41:054 (53) - is fine. i try to use a longer combo to start the kiai
14:39 Stefan: I see, okay.
14:42 Stefan: However, as cool as the Kiai is in Muzukashii but it's still too simple corresponding to Oni
14:42 Stefan: Especially because Muzukashii doesn't provide any triplets
14:43 Ellyu: cuz there used to be a lite oni lol
14:44 Stefan: What was the reason for removal?
14:45 Ellyu: it's too crude
14:47 Stefan: I see.
14:48 Stefan: Well.. then we have to solve this somehow for Muzukashii then
14:49 Stefan: 01:43:440 - triplet here?
14:49 Ellyu: futsuu:537 circles muzu:794 circles oni:1133
14:49 Stefan: Well, that sounds fine, considering we can add some more notes to Muzukashii
14:50 Stefan: 01:48:895 - another triplet? Maybe even kkk
14:50 Ellyu: ummm
14:51 Ellyu: wait a minute
14:51 Ellyu: i can decide and upload to show you
14:51 Stefan: sure
14:51 Ellyu: maybe you can check futsuu now
14:52 Stefan: uh.. well, I want to have one difficulty done.
14:52 Stefan: If you need longer you're free to take your time
14:52 Ellyu: okay
14:52 Stefan: because I have more than enough of that :D
15:00 Ellyu: done
15:01 Stefan: Hmm, yeah that looks much better now
15:01 Stefan: just 01:54:009 (3,7) - to be removed
15:01 Stefan: then I am perfectly fine with the Kiai
15:02 Ellyu: oops
15:02 Ellyu: removed now
15:02 Stefan: Alright.
15:05 Stefan: Mind asking
15:05 Stefan: Why are you using the same taiko hitsounds as custom hitsounds for.. uh Taiko?
15:07 Ellyu: wait
15:07 Ellyu: uhh
15:07 Stefan: Or maybe.. maybe I should re-dl the map
15:07 Stefan: brb
15:07 Ellyu: my default hitsound is different from it
15:08 Ellyu: i am pretty sure cuz i stole the hitsound from other's map lol
15:08 Stefan: So it's to force the TnT hitsounds for the map
15:10 Stefan: hmhmh, dunno if that's necessary at all. But we'll leave it like that rn.
15:10 Ellyu: the japanese style hitsound fit the music well imo
15:12 Stefan: well. I can't deny that, It is just if other BNs will agree with that usage.
15:14 Stefan: Okay, we're done with Muzukashii
15:14 Ellyu: cool
15:14 Stefan: Just let us quick check for Oni's 2nd Kiai, we may do some split to fit better to Muzukashii
15:15 Ellyu: okay
15:16 Stefan: 03:00:486 (153) - sounds to me the best to remove, combo lenght is quite long considering how short they're in Muzukashii
15:16 Stefan: 03:04:918 (181) - ^
15:17 Ellyu: i see
15:17 Ellyu: removed now
15:17 Stefan: 03:18:895 (13) - ^
15:17 Stefan: 03:22:645 (8) - ^
15:17 Stefan: 03:29:804 (59) - ^
15:18 Stefan: That should do it.
15:21 Ellyu: 03:18:895 - 03:29:804 - removed. 03:22:645 - move to 03:22:730 - and remove 03:23:071 -
15:22 Stefan: aight
15:28 Stefan: Ah, let go afk quick
15:53 Stefan: k back
15:54 Stefan: 00:22:134 - 00:22:474 - 00:22:815 - SV boosts for Futsuu should not be used at all
15:55 Stefan: as well for 00:00:997 - to not reduce it.
15:57 Ellyu: okay
15:57 Ellyu: green line removed
15:57 Stefan: 01:02:531 (1) - instead of this time spot you could move it to 01:01:509 -
15:58 Stefan: like you did 00:55:543 (63,64,65,66) -
15:59 Ellyu: uhh
16:00 Ellyu: did you said anything before "like you did 00:55:542(63,64,65,66)-"
16:00 Ellyu: my network kinda suck now
16:01 Stefan: nah
16:01 Stefan: that was my last message
16:06 Stefan: 02:52:815 (48) - Why isn't that note a finisher note?
16:06 Stefan: Like all other difficulties did.
16:07 Stefan: additionally, you can also change the note on this spot in the Muzukashii to D
16:08 Ellyu: sorry i just went to switch a network interface
16:08 Ellyu: hope it works now
16:09 Stefan: Ah, okay
16:09 Stefan: 02:52:815 (48) - Why isn't that note a finisher note?
16:09 Stefan: Like all other difficulties did
16:09 Stefan: As well for the note on the same time spot in Muzukashii
16:10 Ellyu: oops i miss that
16:11 Ellyu: fixed
16:13 Stefan: 02:25:543 - 02:34:747 - personally I wouldn't recommend the long break here between, that are my 2 cents
16:13 Stefan: but that section can have some more 1/2 notes
16:13 Stefan: to fit better for the spread.
16:14 Stefan: but I think that's it.

Much better than the last time, we'll see if thzz post again.
HXJ_Crafter
@Protastic101
As I have requested, I no longer join this map because I quit the community for a long time.
Thanks :3
thzz
okay let's go with this, Taiko diffs are fine :)

good luck on mania~
Ryuusei Aika
加油加油,差不多看着这图长大的现在终于要飞了
Topic Starter
Ellyu

HXJ_Crafter wrote:

@Protastic101
As I have requested, I no longer join this map because I quit the community for a long time.
Thanks :3
RIP
Protastic101
[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 - ?

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


[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.

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

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 - ?

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

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.

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.

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?


done
Shima Rin

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
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)
Thanks for mods! ;)
Antalf

Protastic101 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
here have your love, <3
Antalf
Ellyu please check the tags since there something wrong with them in my diff or in other ones, just wanted to make that clear.(open aimod)


Update: https://puu.sh/y3fiR/23bfe96f36.osu
Topic Starter
Ellyu
thank you mania boys! updated
Antalf
quick irc with Protastic, found some stuff. Check aimod aaaaa

Update:https://puu.sh/y4mYY/41c6d826b6.osu
Topic Starter
Ellyu

Antalf wrote:

quick irc with Protastic, found some stuff. Check aimod aaaaa

Update:https://puu.sh/y4mYY/41c6d826b6.osu
Ok
somehow my aimod is fine during last updating:thingking:
Antalf
aaaaaaaaaaaaaand here we go once again

https://puu.sh/y4o8o/d953161c24.osu
Protastic101
Had a short irc with tofu and antalf about some minor fixes, good to go now =w=)b
Pata-Mon
说起来现在取消分t 是不是可以直接找船爷心呀
Topic Starter
Ellyu
thank you rainbow sheep!
这张图都快过生日了
Topic Starter
Ellyu
uhh move some green lines in std diffs in case that when we hit objects on those a bit faster the special hitsounds don't ring. hope this isn't count as a pop
把std一些绿线前移了避免特殊音效在摁早的情况下不能触发,希望这不算戳泡;w;
Topic Starter
Ellyu
Happy birthday to you~
Happy birthday to you~
Happy birthday to AIWAGUMA~
Happy birthday to you~
smallboat
Qualified Sorry can't qua t in his birthday because my word so busy in before :o
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