Sakamoto Maaya - Okaerinasai (tomatomerde Remix) [CatchTheBe

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Ascendance

tasuke912 wrote:

sorry to have kept you waiting.

overdose
drum-slidertick should be same audio file as drum-hitwhistle2 for consistency.
03:51:380 - 05:10:471 - 04:11:153 - add custom hitsounds

poke me again when you are ready!
I fixed the slidertick sound and the first 2 timestamps, but the 3rd one breaks consistency with where that sound is used so I'll keep it how it is. Be sure to redownload!
Topic Starter
hikiko-
fixed and updated
tasuke912
Approved!
Skylish
where is CtB BN? :lookingfor:
Nelly

Skylish wrote:

where is CtB BN? :lookingfor:
Dead
alienflybot
what the
Surono
gratz., dem froits
Ascendance
tasuke is my favorite ctb nominator

alienflybot wrote:

what the

CLSW wrote:

what the
what the
-Sh1n1-
ayy tasuke :'(, hope it pass
Sinnoh

Nelly wrote:

Skylish wrote:

where is CtB BN? :lookingfor:
Dead
nah BNs just don't like this
xtrem3x
Ascendance

xtrem3x wrote:

tasuke modding and Approving CTB?

Muffet Bubble - 1 (taiko)
Chromoxx Bubble - 2 (taiko - But it is no longer valid)
tasuke Approval (taiko) and "CTB" with a too short mod? o_o ...

this is bad ...
Best of 2016 winners don't need ctb bns

Feel free to go through and tell me if anything is wrong though :)
-Sh1n1-

Ascendance wrote:

Best of 2016 winners don't need ctb bns

Feel free to go through and tell me if anything is wrong though :)
orz That's why when I wanna help this guy, he discourages me, humility pls.
Raiden
since when is a bubble invalid if the BN is no longer a BN?

the bubble remains valid, and the report is invalid unless you find something wrong within the beatmap itself
Ascendance

-Sh1n1- wrote:

Ascendance wrote:

Best of 2016 winners don't need ctb bns

Feel free to go through and tell me if anything is wrong though :)
orz That's why when I wanna help this guy, he discourages me, humility pls.
It's pretty obvious that it's a joke, grow up :p
Monstrata
The bubble of an ex-BN remains valid if the BN's involved trust the ex-BN (Chromoxx)'s judgement. If they don't they are free to use their nomination as a replacement. ie, if tasuke didn't trust Chromoxx, he could have said "rebubble #2" instead of flaming.

About hybrid sets, there is no explicit rule saying each mode requires an icon. It's a good idea though, of course, but not a necessity. (4-mode mapsets for example, shouldn't require 7 different BN's to nominate).
Sinnoh
Please don't take this personally. I'm not trying to specifically DQ your sets, but after I finished my first mod I knew that there was still a few more things compared to what I originally said that needed to be fixed. I opted not to spend longer doing it because I thought a CtB BN would touch things up before approving.

Whether or not it's intentional, you're currently plagiarising the original set because from what I can see, there's no mention that you took their hitsounds. This makes people think that this is all your own work. Please add something to indicate this was copied and ask for permission to use their work if you haven't already. u got a screenshot gr8
05:30:414 (1) - There's quite a few unused green lines around here because you forgot to delete them after copying the original set.
Hitsounds are an issue in general because you're trying to use something that wasn't your own and trying to build on it, which creates a lot of inconsistencies and problems that still need to be addressed, as I didn't go over them much when I did the first (and only) mod.

Opening section has no hitsounds because the original set did not map this part. Please add hitsounds to this section. This alone is probably enough for a pop tbh.
01:06:039 (1) - Missing a hitsound, and yet it's more important here considering it's on a white tick + synth/chord change
01:06:721 (3) - Missing normal-hitnormal on tail
01:11:323 (7) - This hitsound pattern is the only one of it's kind, be consistent with other similar ones in the area. There is no change in the music to justify it.
01:42:005 (2,3,4) - Missing hitsounds
01:51:380 (2,4) - While the finishes have a snare to follow here, it's overdoing it. Clap is enough
This isn't taiko mode, you're creating improvised rhythms on a lot of the 5 note streams that aren't there for the sake of variety that isn't needed. The result is highly inconsistent hitsound patterns that don't follow the music. There's too many examples to list because literally all of them are different from each other while the music is almost unchanging. Select 2-4 patterns and use them on all streams for consistency.
01:59:221 (1) - Using two sliderticks with different hitsounds in the same slider should be unrankable imo. The first slidertick established there was no sound on the drops, but now there's a surprise as to where that sound came from.
02:40:130 (1) - The guitar is way too quiet for it to be emphasised by a finish here.
02:43:539 (5) - Wait what happened to emphasising the guitar with this finish
05:10:130 (1) - You seem to lack a storyboard that justifies a complete change in hitsound patterns. The only reason finishes were spammed here is because the original set had the storyboard change to black and was unique enough to be highlighted.

Ascendance wrote:

Taiko players don't go well with hitsounds :^)
you pretty much nailed the issue here

And for the actual map
00:40:471 (2) - No hyper compared to 00:32:630 (4) - which had an identical section with a hyper. Edge dashes don't work
01:46:948 (1,2) - This is the only 1/1 gap in the kiai areas, fix it
01:56:153 (6) - Flows much better with ctrl-g
02:12:857 (2) - Angle these, too much movement for a weak part of the song
02:42:687 (1) - 02:53:596 (1) - These downbeats should really be mapped
03:03:994 (3,4,5,6,7) - There is no sound to follow and is significantly overmapped
03:08:339 (6) - 03:11:067 (6) - 03:17:630 (3,4,5,6,7) - etc. ^
03:12:005 (2) - Ok now that you've overmapped, it's now completely undermapped compared to what was there before.
03:51:039 (1) - Last slider like this was pushing it, but having a slider this long in the middle of an overdose kiai is just silly
03:54:448 (4) - ok where did that come from
04:00:840 (2,3) - Finish on 2 but hyper to 3?
04:39:789 (1,1,1,1) - Why is the change from the first two to the second so drastic? The echo slowly fades away, there's just as much difference between 3rd & 4th as there is between 2nd and 3rd. Your timing volumes also reflect this.
06:00:584 (1) - Makes much more sense to end the spinner here, considering the original set did this too.
Not needed, but I think that a different BG should be used. Doesn't really reflect the song well.
Ascendance

Sinnoh wrote:

Please don't take this personally. I'm not trying to specifically DQ your sets, but after I finished my first mod I knew that there was still a few more things compared to what I originally said that needed to be fixed. I opted not to spend longer doing it because I thought a CtB BN would touch things up before approving.

Whether or not it's intentional, you're currently plagiarising the original set because from what I can see, there's no mention that you took their hitsounds. This makes people think that this is all your own work. Please add something to indicate this was copied and ask for permission to use their work if you haven't already. u got a screenshot gr8
05:30:414 (1) - There's quite a few unused green lines around here because you forgot to delete them after copying the original set. not unrankable nbd
Hitsounds are an issue in general because you're trying to use something that wasn't your own and trying to build on it, which creates a lot of inconsistencies and problems that still need to be addressed, as I didn't go over them much when I did the first (and only) mod.

Opening section has no hitsounds because the original set did not map this part. Please add hitsounds to this section. This alone is probably enough for a pop tbh. why would there be a need for hitsounds there, it's like 20% volume over 3 seconds lol
01:06:039 (1) - Missing a hitsound, and yet it's more important here considering it's on a white tick + synth/chord change Don't think it's needed, the song artificially creates a bass sound and the vocal is really low compared to the ones where hitsounds are used.
01:06:721 (3) - Missing normal-hitnormal on tail Don't think so
01:11:323 (7) - This hitsound pattern is the only one of it's kind, be consistent with other similar ones in the area. There is no change in the music to justify it. Consistent with the same vocal pattern at 01:16:948 -
01:42:005 (2,3,4) - Missing hitsounds They're not "missing", it would be a bit overbearing if they had hitsounds. There's no hitsounds on 01:50:187 (3,4,5) - either
01:51:380 (2,4) - While the finishes have a snare to follow here, it's overdoing it. Clap is enough Why? Finishes are on the same spots in the other kiais too. It's plenty consistent
This isn't taiko mode, you're creating improvised rhythms on a lot of the 5 note streams that aren't there for the sake of variety that isn't needed. The result is highly inconsistent hitsound patterns that don't follow the music. There's too many examples to list because literally all of them are different from each other while the music is almost unchanging. Select 2-4 patterns and use them on all streams for consistency. If I did that, I'd have made the most boring map of all time. I don't quite think you understand that DnB requires a lot of invention or maybe even improvisation in order to make it more dynamic. I've done this on Clarity (as well as other less recent DnB maps but I think clarity is the best example of my recent mapping style), and for songs like these where it's constantly the same rhythm and sounds, it's really hard to make something enjoyable when you don't create alternate rhythms. Yes it's inconsistent, but the inconsistencies are made apparent very early and are used in a consistent method (the 5plets and triplet stacks) for example.
01:59:221 (1) - Using two sliderticks with different hitsounds in the same slider should be unrankable imo. The first slidertick established there was no sound on the drops, but now there's a surprise as to where that sound came from. But it's not unrankable and the sound is unique for a reason so it's all good.
02:40:130 (1) - The guitar is way too quiet for it to be emphasised by a finish here. It's not for the guitar and it's quiet :p
02:43:539 (5) - Wait what happened to emphasising the guitar with this finish idk!
05:10:130 (1) - You seem to lack a storyboard that justifies a complete change in hitsound patterns. The only reason finishes were spammed here is because the original set had the storyboard change to black and was unique enough to be highlighted.imagine a storyboard changing and they will feel unique again

Ascendance wrote:

Taiko players don't go well with hitsounds :^)
you pretty much nailed the issue here

And for the actual map
00:40:471 (2) - No hyper compared to 00:32:630 (4) - which had an identical section with a hyper. Edge dashes don't work listen carefully and you'll find that the two sounds that are being emphasized are nowhere close to being the same.
01:46:948 (1,2) - This is the only 1/1 gap in the kiai areas, fix it there actually used to be a note there but it's no big deal and it adds to the calm nature of the first "section" of song.
01:56:153 (6) - Flows much better with ctrl-g disagree, the tilt into 01:56:494 (1) - plays really nicely imo
02:12:857 (2) - Angle these, too much movement for a weak part of the song you can just walk from point a to point b and there's no increased movement
02:42:687 (1) - 02:53:596 (1) - These downbeats should really be mapped vocal priority
03:03:994 (3,4,5,6,7) - There is no sound to follow and is significantly overmapped refer to "mapper creativity"
03:08:339 (6) - 03:11:067 (6) - 03:17:630 (3,4,5,6,7) - etc. ^ ^
03:12:005 (2) - Ok now that you've overmapped, it's now completely undermapped compared to what was there before. song calms down a bit here so vocal emphasis is prioritized, and then picks back up when the 5plets start again leading into the kiai.
03:51:039 (1) - Last slider like this was pushing it, but having a slider this long in the middle of an overdose kiai is just silly mapped to the long sound in the music, I thought you like when I don't overmap?
03:54:448 (4) - ok where did that come from what's wrong with it :p
04:00:840 (2,3) - Finish on 2 but hyper to 3? consistency with previous sections (it's literally the same pattern)
04:39:789 (1,1,1,1) - Why is the change from the first two to the second so drastic? The echo slowly fades away, there's just as much difference between 3rd & 4th as there is between 2nd and 3rd. Your timing volumes also reflect this. the spacing gets lower! take a look!
06:00:584 (1) - Makes much more sense to end the spinner here, considering the original set did this too. sorry dad, maybe doable :p
Not needed, but I think that a different BG should be used. Doesn't really reflect the song well. It's a tribute to someone that influenced me to map this song. <:
Thanks for having a look!
Pachiru
Welcome home!
Pohm
congrats ♥
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