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sakuzyo - AXION [OsuMania]

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Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Protastic101 wrote:

Not having an easy s m h - blame kaito :^)


[Hitsounds based on top diff]
00:13:915 (13915|2) - Honestly, I'd just use the editor finish rather than importing it only to have the volume be 10% lower than the one set by the inherited timing point. - ic

01:09:165 (69165|1) - Might consider adding a clap here cause of the short delay it has from 01:09:133 (69133|2) - not sure if that is an actual drum sound tho. It sounds more like a synth to me

01:08:665 (68665|1) - Add drum-hitclap for the echoey clap thing and then add two normal-hitclaps after it on 01:08:758 (68758|1,68852|0) - that's actually something i forgot to add back after they were removed while rearranging this section

01:09:290 (69290|2) - I'm pretty sure this is supposed to be on the 1/4 after on 01:09:321 - . It currently starts on silence. - it's 1/3 on both the cytus chart and the bms chart

01:10:727 (70727|0) - Remove clap. This is a hooked rhythm so there's a pause between each pair of kicks. - I hear three sounds here tho,
one high pitched, likely the synth, a small tick, probably a hihat, and a low pitched something, which i guessed was a kick

01:12:227 (72227|3) - ^. I'd actually replace it with drum-hitwhistle tho since that's where the reverse type hihat begins, as opposed to 01:12:040 (72040|0) - - I removed the clap but I did not move the drum-hitwhistle as I do hear some sweeping sounds prior to it

01:12:415 (72415|1) - I'd add a finish for the tsssssssssssssssss - tsssssssssssssssss

01:13:915 (73915|3,74008|2,74102|1,74196|0,74290|3,74383|2,74477|1,74571|0,74665|2) - There's actually no kicks present in the music here, but seeing as they're all added in a consistent burst, I think it'd be fine to leave them in even if I'd prefer otherwise. Also, I would add a normal-hitwhistle to 01:14:102 (74102|1) - for the little crunch sound that comes after the clap. - idk i hear alot of low pitched hits which i think are kicks along with the higher pitched synths. Not very sure about adding a normal-hitwhistle to something that isn't a snare tho

01:15:415 (75415|3) - Add finish? - oops

01:27:040 (87040|2,87040|0) - tfw double hs smh - one was supposed to be a drum-hitwhistle :x

01:30:790 (90790|2,91165|2,91446|1,91727|1,92008|2,92290|2) - I'd put claps here just to add some weight to each note cause the finish is a bit too light on its own imo. - not sure but added anyway

01:38:711 (98711|1,98711|0) - You sure this isn't a ghost note? I can't really hear anything here. Also, the release is only 46 ms which is really tight, especially for an OD 9 diff where a 300 only has a timing window of +-44 ms. So it's really just up to luck to nailing that note down. - I think I do hear another kick here and there shouldn't be much of a playability issue as it's OD6.6, not 9 :x

01:45:415 - I'd suggest raising the vol to 10% at least. 5% is almost inaudible with full music/effect which means there's almost no audio feedback for the player. - done

01:57:415 (117415|3) - I think having a finish at the end would be nice to give the song a bit of finality. - ehhh not sure since there is no actual crash here but added i guess


really short irc about hs
2017-12-17 01:03 Protastic101: ACTION is editing [https://osu.ppy.sh/b/1156963 sakuzyo - AXION [Lv. 9]]
2017-12-17 01:03 Protastic101: 00:50:196 (50196|1) - tfw missing clap smh
2017-12-17 01:03 Minseo2000: though idk what happened to the HS at mentos' diff after he replied to lulu's mod
2017-12-17 01:03 Minseo2000: ugh im modding mentos' parodia rn tho :x
2017-12-17 01:03 Minseo2000: lul
2017-12-17 01:03 Protastic101: ill just leave them here
2017-12-17 01:03 Protastic101: I mean, I'm more than a third of the way through it and that's the only thing I've found so far lol
2017-12-17 01:03 Minseo2000: wao
2017-12-17 01:03 Protastic101: which is surprising no offense :thinking:
2017-12-17 01:04 Minseo2000: D:
2017-12-17 01:04 Minseo2000: it's cuz antalf is a god
2017-12-17 01:04 Minseo2000: len modded the hs too
2017-12-17 01:04 Protastic101: 00:57:040 (57040|1) - should be normal-hitwhistle here without a finish (or drum-hitwhistle if you wanna add to sb)
2017-12-17 01:05 Protastic101: 00:57:415 (57415|2) - also think this should probs get a finish cause it's the start of a transitional measure leading into a softer section in four measures
2017-12-17 01:06 Protastic101: 01:01:071 (61071|1) - clap
2017-12-17 01:06 Protastic101: 01:02:477 (62477|2) - remove clap
2017-12-17 01:06 Protastic101: eh yeah, Ill bring this to forum
2017-12-17 01:06 Minseo2000: lul wao
2017-12-17 01:06 Minseo2000: ok
- applied all except the one that adds hitfinish since not all transitions have hitfinish i guess

Remember to apply hitsound stuff to other diffs and feel free to poke me again for a recheck
random mods are amaze
et rainbow sheep
Garalulu
o w o

I followed the hitsound diff when I check hs
[General]
  1. Widescreen thing in Lv.1, Lv.2, Lv.3, Lv.5, Lv.6, Lv.8
  2. 01:50:758 - Wrong hitsound, should be Normal-Finish that is placed at Hitsound diff
[Kaito's Lv.1]
  1. 01:03:415 - You can add Normal-Clap
  2. 01:08:852 - Missing hitsound Normal-Clap
  3. 01:09:040 - Missing hitsound Normal-Clap
  4. 01:10:540 - Missing hitsound Normal-Clap
  5. 01:12:040 - Missing hitsound Normal-Clap
  6. 01:13:540 - Missing hitsound Normal-Clap
  7. 01:14:665 - Wrong hitsound, should be Normal-Clap
  8. 01:15:415 - 01:21:415 - You didn't add hitsound cuz it's melody structure maybe, but I recommend to add them
  9. 01:27:415 - 01:30:790 - Same issue with above
  10. 01:33:415 - 01:39:415 - Same issue with above
  11. 01:45:415 - 01:50:477 - Same issue with above
  12. 01:30:790 - Missing hitsound Normal-Whistle
  13. 01:32:571 - Wrong hitsound, should remove Normal-Whistle
  14. 01:53:665 - Missing hitsound Drum-Whistle
  15. 01:57:415 - Missing hitsound Normal-Finish
[Mentholzz's Lv.2]
  1. 00:39:040 - Missing hitsound Drum-Whistle
  2. 00:45:790 - Missing hitsound Normal-Whistle
  3. 00:58:071 - Missing hitsound Normal-Clap
  4. 00:58:352 - Missing hitsound Normal-Clap
  5. 00:59:571 - Missing hitsound Normal-Clap
  6. 00:59:852 - Missing hitsound Normal-Clap
  7. 01:01:071 - Missing hitsound Normal-Clap
  8. 01:01:165 - Missing hitsound Normal-Clap
  9. 01:01:727 - Missing hitsound Normal-Clap
  10. 01:01:915 - Missing hitsound Normal-Clap
  11. 01:02:571 - Missing hitsound Normal-Clap
  12. 01:02:665 - Missing hitsound Normal-Clap
  13. 01:02:852 - Missing hitsound Normal-Clap
  14. 01:02:946 - Missing hitsound Normal-Clap
  15. 01:03:415 - Please make this part one note for Normal-Clap and Normal-Finish, one note for Drum-Clap so we can add all
  16. 01:08:665 - Missing hitsound Normal-Clap
  17. 01:08:758 - Missing hitsound Normal-Clap
  18. 01:08:852 - Missing hitsound Normal-Clap
  19. 01:09:040 - Missing hitsound Normal-Clap
  20. 01:10:540 - Missing hitsound Normal-Clap
  21. 01:11:665 - Missing hitsound Normal-Clap
  22. 01:13:165 - Missing hitsound Normal-Clap
  23. 01:13:540 - Missing hitsound Normal-Clap
  24. 01:15:415 - Missing hitsound Normal-Finish
  25. 01:13:915 - 01:30:415 - You didn't use Normal-Clap at all, only thing is Normal-Whistle smh
  26. 01:34:165 - Missing hitsound Normal-Clap
  27. 01:34:352 - Missing hitsound Normal-Clap
  28. 01:34:540 - Missing hitsound Normal-Whistle
  29. 01:34:915 - Missing hitsound Normal-Whistle
  30. 01:35:665 - Missing hitsound Normal-Clap
  31. 01:35:852 - Missing hitsound Normal-Clap
  32. 01:36:040 - Missing hitsound Normal-Whistle
  33. 01:36:415 - Missing hitsound Normal-Whistle
  34. 01:37:352 - Missing hitsound Normal-Clap
  35. 01:37:540 - Missing hitsound Normal-Whistle
  36. 01:37:915 - Missing hitsound Normal-Clap
  37. 01:39:133 - Drum is 1/6 snap, so you can't use hitsound at here.
  38. 01:45:415 - 01:49:915 - You didn't add hitsound at here.
  39. 01:55:915 - 01:57:040 - You didn't add hitsound at here.
[Lv.3]
  1. 01:10:540 - Missing hitsound Normal-Clap
  2. 01:10:633 - Missing hitsound Normal-Clap
  3. 01:11:665 - Missing hitsound Normal-Clap
  4. 01:11:758 - Missing hitsound Normal-Clap
  5. 01:12:040 - I prefer Normal-Clap rather than Drum-Whistle cuz it's main
  6. 01:13:165 - Missing hitsound Normal-Clap
  7. 01:13:258 - Missing hitsound Normal-Clap
  8. 01:13:540 - Wrong hitsound, should be Normal-Clap
  9. 01:13:633 - Missing hitsound Normal-Whistle
  10. 01:13:915 - Missing hitsound Drum-Clap, but you can use Normal-Clap cuz it has both
  11. 01:38:665 - 01:39:415 - same issue with Lv.5
  12. 01:46:540 - 01:50:477 - same issue with above
  13. 01:53:665 - Missing hitsound Drum-Whistle
[Lv.5]
  1. 00:49:540 - Wrong hitsound, should be Normal-Whistle
  2. 00:51:040 - You can add Normal-Whistle rather than Drum cuz it's main
  3. 01:03:415 - You can add Normal-Clap if you want cuz it has Normal-Finish so can be added another Normal-thing
  4. 01:10:540 - Missing hitsound Normal-Clap
  5. 01:10:633 - Missing hitsound Normal-Clap
  6. 01:11:665 - Missing hitsound Normal-Clap
  7. 01:11:758 - Missing hitsound Normal-Clap
  8. 01:12:040 - I prefer Normal-Clap rather than Drum-Whistle cuz it's main thing
  9. 01:12:133 - Missing hitsound Normal-Clap
  10. 01:13:165 - Missing hitsound Normal-Clap
  11. 01:13:258 - Missing hitsound Normal-Clap
  12. 01:13:540 - Missing hitsound Normal-Clap
  13. 01:13:633 - Missing hitsound Normal-Whistle
  14. 01:15:040 - Wrong hitsound, should be Normal-Whistle
  15. 01:38:665 - 01:39:415 - 멜로디 진행을 표현하셔서 Normal-Clap을 안 넣으신 것 같지만, 스냅이 맞는 부분만이라도 넣는 게 좋다고 생각합니다.
  16. 01:53:665 - Missing hitsound Drum-Whistle
[Lv.6]
  1. 00:57:415 - 01:00:415 - Lv.8과 갭이 크다고 생각해요. 이 난이도에서는 흘러가는 스트림 패턴인 반면 Lv.8에서는 많은 잭들이 포함된 스트림이네요. 멜로디
    부분에는 더블 잭, 드럼이 있을 경우 싱글로 잭이 형성되어 있어 단순한 스트림과는 갭이 있다고 느껴집니다. 저의 제안은 Lv.6을 버프, Lv.8을 너프하는 방안으로 Lv.6에서는 멜로디 파트에 싱글로 잭을 주고, Lv.8에서는 최대한 잭을 줄이는 방안으로 재배치하며 멜로디 부분에만 더블로 잭이 있었으면 좋겠네요.
  2. 01:10:540 - Missing hitsound Normal-Clap
  3. 01:10:633 - Missing hitsound Normal-Clap
  4. 01:11:758 - Missing hitsound Normal-Clap
  5. 01:12:040 - Missing hitsound Normal-Clap
  6. 01:12:133 - Missing hitsound Normal-Clap
  7. 01:13:165 - Missing hitsound Normal-Clap
  8. 01:13:258 - Missing hitsound Normal-Clap
  9. 01:13:540 - Missing hitsound Normal-Clap
  10. 01:13:633 - Missing hitsound Normal-Whistle
  11. 01:53:665 - Missing hitsound Drum-Whistle
[Lv.8]
  1. 00:39:415 - 00:51:415 - 불필요한 잭 사용이 많습니다. 충분히 재배치하면 이런 잭들을 제거할 수 있다고 생각해요. 몇 가지 집어보자면
    00:40:071 (40071|1,40165|1) - 드럼이 두 번 연속(1/4 간격)으로 있지 않지만 같은 col에 있는 모습. 00:43:071 (43071|1,43165|0) - 에서는 no
    00:42:696 (42696|1,42790|1) - 마찬가지 같은 이유이며, 00:39:696 (39696|2,39790|1) - 에서는 no
    먼저 보여졌던 스트림 파트 00:27:415 - 00:39:415 - 에서는 오로지 드럼이 1/4 간격으로 존재할 때만 잭을 형성한 구조를 확인할 수 있지만, 이후 롱잡에서
    보여주는 패턴 구조는 저로서는 의문이 드네요. 롱놋의 PR에 집중해 배치하기보단 구조적인 밸런스에 집중해야 한다고 봅니다.
  2. 00:49:165 - 00:49:915 - 과연 00:49:446 (49446|0,49446|1) - 이 사운드가 3연타 더블 잭을 구성할 만큼 강한 파츠인가요? 모두가 같은 소리라면 00:25:915 - 00:26:571 - 와 같은 구조가 성립이 되지만, 이 파트에서는 00:49:165 - 00:49:352 - 00:49:540 - 00:49:727 - 에만 메인이 되는 소리가 있다고 볼 수 있습니다.
    분명 약한 소리인데 같은 양의 노트를 가지고 있다는 건 문제가 된다고 봐요. 00:49:633 - 나 00:49:821 - 같은 경우는 이해가 되어도 00:49:446 - 는 노트를 줄이고 잭이 아닌 구조로 바꿔야 한다고 생각합니다.
    그리고 00:49:165 - 00:51:415 - 에서 잭이 너무 2와 3col에만 집중되어 보이네요. 어느 정도 분산시킬 필요가 있습니다.
  3. 01:09:415 - 01:15:040 - 멜로디에 더블, 드럼이 있으면 한개 추가, 스네어 소리에는 두개로 구성되어 있는데, 무조건 소리가 있다고 노트를 다 넣는다기보단
    잭으로 느낌을 강조하는 게 더 나을 것 같아요. Lv.6에서는 01:03:415 - 01:09:415 - 와 별반 다를 것 없는 구성이지만 Lv.8에서는 드럼이 추가됨에 따라 노트양이 증가해 더 많은 잭들이 생겨나는 것을 확인할 수 있습니다. 멜로디와 드럼이 같이 있을때 트리플로 구성하는 것보다는 더블을 유지하되, 추가적인 잭으로 패턴을 어렵게 구성해서 이전 파트와 차이를 보여주는 방향으로 나아가는 걸 추천드립니다.
  4. 01:11:665 - Missing hitsound Normal-Clap
  5. 01:13:821 - Missing hitsound Normal-Whistle
  6. 01:22:258 (82258|1,82352|1) - 불필요한 잭이니 구조를 변경시켰으면 합니다.
  7. 01:24:790 (84790|0,84883|0) - 이것도 불필요한 잭. 01:25:540 (85540|1,85633|0) - 나 01:24:040 (84040|1,84133|0) - 와는 다르게 잭이네요
  8. 01:26:290 (86290|1,86383|1) - 마찬가지 이유.
  9. 01:53:665 - Missing hitsound Drum-Whistle
  10. 01:57:415 - Missing hitsound Normal-Finish

    이 난이도에서는 전체적으로 잭의 사용 방안에 대해 조금 더 생각해 볼 필요가 있다고 생각합니다. 최대한 합리적인 이유가 있는 곳에만 잭이 있으면 좋겠고,
    일관성 있게 배치해야 할 필요성을 느낍니다. 플레이어가 치면서 "굳이?"라는 생각이 들지 않게 하는게 가장 먼저라고 봅니다. 구조를 조금 더 매끄럽게 가다듬으면 좋겠네요
[Lv.9]
  1. OD 6.6은 너무 작네요. 맵셋에서 가장 쉬운 판정을 가지고 있습니다. 오투잼 같은 롱놋 스팸이 없기 때문에 굳이 OD를 많이 낮출 필요는 없고, 7~8 사이에서 결정하는 게 좋다고 생각합니다.
  2. 00:39:415 - 00:49:915 - 역시 잭에 대해서 이야기 해봅시다. 먼저 납득이 가는 부분입니다.
    00:40:071 (40071|1,40165|1) - 킥 드럼이지만 노트를 1개로 표현한 대신 잭으로 구성에 드럼을 강조했습니다.
    00:41:196 (41196|2,41290|2) - 이어지는 킥과 스네어를 각각 1개 2개 노트를 두고 잭으로 강조했습니다.
    이 유형 외에 있는 잭들은 불필요하다고 생각합니다. 지속적으로 필요하지 않는 곳에 잭이 있다면 단순히 플레이할 때 더 어려움을 줄 뿐, 별로 좋은 구조는 아닙니다. 심지어 Lv.8과 비교해보면 노트량도 더 적네요. 이 점은 두 난이도의 컨셉이 다르기 때문에 이해할 수 있지만, 불필요한 잭은 피해야 한다고 생각합니다.
  3. 00:55:915 - 00:57:415 - 중간을 기점으로 비슷한 모양 구성인 두 파트로 이루어져 있는데, 아예 대칭으로 만드는 게 어떨까요? 예시
    00:56:008 (56008|0) - 와 00:56:383 (56383|1) - 의 사이즈를 각각 00:57:133 (57133|2) - 와 00:56:758 (56758|3) - 와 같게 조절해주고, 00:55:915 - 를 기준으로 좌우 대칭 모양입니다.
  4. 00:59:665 (59665|3,59758|2) - 롱잡과 스트림의 연결고리로써 이 두 멜로디도 다음 파트에서 표현한 것처럼 롱놋으로 만들면 좋겠네요.
  5. 01:24:415 - 01:27:415 - 전 여기가 풀롱놋 구성이 되어야 하는지 의문이 듭니다. 01:27:415 - 01:30:415 - 나 00:51:415 - 00:57:415 - 처럼 노래의 핵심적인 멜로디가 강조된 부분도 아니고, 비슷한 노래 구성을 찾아보자면 00:59:852 - 01:01:915 - 처럼 멜로디 진행 후 다음 멜로디와의 연결 부분이라고 볼 수 있겠습니다. 이어지는 메인 멜로디 풀롱놋과 같은 구조로 구성되어 있으니 그런 느낌을 더욱 가질 수 있었습니다. 서로 다른 느낌의 파트임에 불구하고 같은 구성으로 되어있다는 건 별로 좋아보이지 않네요. 저는 00:59:852 - 01:01:915 - 과 같이 롱노트와 단노트의 조합으로 이 부분을 구성했으면 합니다. 단놋과 풀롱놋 사이를 이어줄 뿐 아니라 기나긴 풀롱놋을 대비하기 위한 손풀기도 될 수 있겠네요
  6. 01:33:415 - 01:38:665 - 드럼의 노트량과 패턴 구조에 있어서 00:39:415 - 00:49:915 - 와 같이 표현해야 맵 전체적인 구성에서 균형이 조화를 이룬다고 생각합니다. 또는 Lv.8과 비슷한 구조로 만드는 것도 괜찮아 보이네요.
  7. 01:53:665 - Missing hitsound Drum-Clap

:3
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Garalulu wrote:

o w o - o w o

I followed the hitsound diff when I check hs - I will reply to most of the hitsound mod on a later date as I'd like to confirm about a few things about hitsounding before applying them, though no later than this weekend.
[General]
  1. Widescreen thing in Lv.1, Lv.2, Lv.3, Lv.5, Lv.6, Lv.8 - :?
  2. 01:50:758 - Wrong hitsound, should be Normal-Finish that is placed at Hitsound diff - 힛사 난이도가 틀린 거 같습니다 :?
-snip: melody hitsounds-
[Lv.3]

  • -snip: melody hitsounds-
  1. 01:53:665 - Missing hitsound Drum-Whistle - Refer to Lv. 6 replies
[Lv.5]
  1. 00:49:540 - Wrong hitsound, should be Normal-Whistle - fixed
    -snip: melody hitsounds-
  2. 01:03:415 - You can add Normal-Clap if you want cuz it has Normal-Finish so can be added another Normal-thing - added
    -snip: melody hitsounds-
  3. 01:15:040 - Wrong hitsound, should be Normal-Whistle - fixed
    -snip: melody hitsounds-
  4. 01:53:665 - Missing hitsound Drum-Whistle - Refer to Lv. 6 replies
[Lv.6]
  1. 00:57:415 - 01:00:415 - Lv.8과 갭이 크다고 생각해요. 이 난이도에서는 흘러가는 스트림 패턴인 반면 Lv.8에서는 많은 잭들이 포함된 스트림이네요. 멜로디
    부분에는 더블 잭, 드럼이 있을 경우 싱글로 잭이 형성되어 있어 단순한 스트림과는 갭이 있다고 느껴집니다. 저의 제안은 Lv.6을 버프, Lv.8을 너프하는 방안으로 Lv.6에서는 멜로디 파트에 싱글로 잭을 주고, Lv.8에서는 최대한 잭을 줄이는 방안으로 재배치하며 멜로디 부분에만 더블로 잭이 있었으면 좋겠네요. - 맵의 컨셉과 잘 맞지 않다고 생각해서 잭을 추가하지는 않았지만 앤커들을 길게 만들어서 난이도를 상향시켰습니다.
    -snip: melody hitsounds-
  2. 01:53:665 - Missing hitsound Drum-Whistle - 오히려 힛사 난이도에서 Drum-Whistle을 제거했습니다 :?
[Lv.8]
  1. 00:39:415 - 00:51:415 - 불필요한 잭 사용이 많습니다. 충분히 재배치하면 이런 잭들을 제거할 수 있다고 생각해요. 몇 가지 집어보자면
    00:40:071 (40071|1,40165|1) - 드럼이 두 번 연속(1/4 간격)으로 있지 않지만 같은 col에 있는 모습. 00:43:071 (43071|1,43165|0) - 에서는 no
    00:42:696 (42696|1,42790|1) - 마찬가지 같은 이유이며, 00:39:696 (39696|2,39790|1) - 에서는 no
    먼저 보여졌던 스트림 파트 00:27:415 - 00:39:415 - 에서는 오로지 드럼이 1/4 간격으로 존재할 때만 잭을 형성한 구조를 확인할 수 있지만, 이후 롱잡에서
    보여주는 패턴 구조는 저로서는 의문이 드네요. 롱놋의 PR에 집중해 배치하기보단 구조적인 밸런스에 집중해야 한다고 봅니다. - 일단 잭 사용은 조금 더 일관성 있게 바꿨습니다. 그러나 음악이 이 구간에서 더 복잡해지므로 의도적으로 이 구간의 난이도를 00:27:415 - 00:39:415 - 이 구간의 난이도 보다 높게 구성했습으로 체감 난이도는 바꾸려고 하지 않았습니다.
  2. 00:49:165 - 00:49:915 - 과연 00:49:446 (49446|0,49446|1) - 이 사운드가 3연타 더블 잭을 구성할 만큼 강한 파츠인가요? 모두가 같은 소리라면 00:25:915 - 00:26:571 - 와 같은 구조가 성립이 되지만, 이 파트에서는 00:49:165 - 00:49:352 - 00:49:540 - 00:49:727 - 에만 메인이 되는 소리가 있다고 볼 수 있습니다. - 이 구간은 일부로 연타 길이를 무시했습니다. 여기의 잭들은 연타 길이보다 읽기와 손 배치를 고려해서 더블의 노트들을 서로 인접하게 한 후에 롱놋이 끝나가는 부분의 잭들을 전부 롱놋 반대 손에다가 놓고 그 다음의 잭들은 롱놋이 있었던 손애다가 배치한 것입니다. 저는 오히려 이 패턴이 3연타 더블잭을 없애서 정리한 패턴들 보다 더 치기 편하다고 생각합니다.
    분명 약한 소리인데 같은 양의 노트를 가지고 있다는 건 문제가 된다고 봐요. 00:49:633 - 나 00:49:821 - 같은 경우는 이해가 되어도 00:49:446 - 는 노트를 줄이고 잭이 아닌 구조로 바꿔야 한다고 생각합니다. - 저는 왠만하면 소리의 크기보다 소리의 유무를 더 중시하면서 노트들을 배치해서 전부 더블로 만들었지만 솔직히 말해서 00:49:727 - 이 부분에 실제로 킥이 있는지는 제가 확실하지는 않습니다. :roll:
    그리고 00:49:165 - 00:51:415 - 에서 잭이 너무 2와 3col에만 집중되어 보이네요. 어느 정도 분산시킬 필요가 있습니다.
  3. 01:09:415 - 01:15:040 - 멜로디에 더블, 드럼이 있으면 한개 추가, 스네어 소리에는 두개로 구성되어 있는데, 무조건 소리가 있다고 노트를 다 넣는다기보단
    잭으로 느낌을 강조하는 게 더 나을 것 같아요. Lv.6에서는 01:03:415 - 01:09:415 - 와 별반 다를 것 없는 구성이지만 Lv.8에서는 드럼이 추가됨에 따라 노트양이 증가해 더 많은 잭들이 생겨나는 것을 확인할 수 있습니다. 멜로디와 드럼이 같이 있을때 트리플로 구성하는 것보다는 더블을 유지하되, 추가적인 잭으로 패턴을 어렵게 구성해서 이전 파트와 차이를 보여주는 방향으로 나아가는 걸 추천드립니다. - 잭들을 길게 하는 것 보다 이렇게 노트들을 여러게 넣는게 소리의 다양성과 음악의 강렬함을 더 잘 표현한다고 생각하고 개인적으로 이렇게 빽빽하게 채워진 패턴들을 좋아해서 일단은 보류하겠습니다. 그러나 패턴은 최대한 밀도에 비해 치기 슆게 만들을려고 했지만 만약 이 부분의 난이도가 다른 부분의 난이도보다 과도하게 높으면 다른 패턴으로 바꾸겠습니다. Lv 6과의 난이도차는 Lv. 6의 난이도를 상향시켜서 해결하려고 하겠습니다.
  4. 01:11:665 - Missing hitsound Normal-Clap - 히익
  5. 01:13:821 - Missing hitsound Normal-Whistle - 힛사 난이도에는 Normal-Whistle이 없는데요
  6. 01:22:258 (82258|1,82352|1) - 불필요한 잭이니 구조를 변경시켰으면 합니다. - 수정했습니다
  7. 01:24:790 (84790|0,84883|0) - 이것도 불필요한 잭. 01:25:540 (85540|1,85633|0) - 나 01:24:040 (84040|1,84133|0) - 와는 다르게 잭이네요 - ^
  8. 01:26:290 (86290|1,86383|1) - 마찬가지 이유. - ^
  9. 01:53:665 - Missing hitsound Drum-Whistle - Lv. 6 참조
  10. 01:57:415 - Missing hitsound Normal-Finish - 추가했습니다.

    이 난이도에서는 전체적으로 잭의 사용 방안에 대해 조금 더 생각해 볼 필요가 있다고 생각합니다. 최대한 합리적인 이유가 있는 곳에만 잭이 있으면 좋겠고,
    일관성 있게 배치해야 할 필요성을 느낍니다. 플레이어가 치면서 "굳이?"라는 생각이 들지 않게 하는게 가장 먼저라고 봅니다. 구조를 조금 더 매끄럽게 가다듬으면 좋겠네요 - 잭들을 다시 최대한 일관성 있게 배치했습니다. 아무래도 이 난이도가 받은 모드가 제일 적어서 문제가 많았네요;;
[Lv.9]
  1. OD 6.6은 너무 작네요. 맵셋에서 가장 쉬운 판정을 가지고 있습니다. 오투잼 같은 롱놋 스팸이 없기 때문에 굳이 OD를 많이 낮출 필요는 없고, 7~8 사이에서 결정하는 게 좋다고 생각합니다. - 롱놋이 많아서 OD를 일부러 낮게 설정했지만 조금 높아도 별 차이는 없을 거 같네요
  2. 00:39:415 - 00:49:915 - 역시 잭에 대해서 이야기 해봅시다. 먼저 납득이 가는 부분입니다.
    00:40:071 (40071|1,40165|1) - 킥 드럼이지만 노트를 1개로 표현한 대신 잭으로 구성에 드럼을 강조했습니다.
    00:41:196 (41196|2,41290|2) - 이어지는 킥과 스네어를 각각 1개 2개 노트를 두고 잭으로 강조했습니다.
    이 유형 외에 있는 잭들은 불필요하다고 생각합니다. 지속적으로 필요하지 않는 곳에 잭이 있다면 단순히 플레이할 때 더 어려움을 줄 뿐, 별로 좋은 구조는 아닙니다. 심지어 Lv.8과 비교해보면 노트량도 더 적네요. 이 점은 두 난이도의 컨셉이 다르기 때문에 이해할 수 있지만, 불필요한 잭은 피해야 한다고 생각합니다. - 루루님이 지적하신 잭 유형들 이외의 잭은 00:39:415 (39415|1,39508|1) - 처음에 트리플을 넣기 위해 놓은 잭 말고는 없는 거
    같은데요. :?
    만약 처음에 있는 잭을 없애야 한다고 말하는 것이었으면 저는 그 잭은 딱히 어렵지는 않고 4에다가 옮겨서 롱놋
    바로 옆의 열을 복잡하게 만드는 것 보다 잭을 놓는게 더 읽기 슆다고 생각해서 이렇게 배치한 것이므로 일단 보류하겠습니다.
  3. 00:55:915 - 00:57:415 - 중간을 기점으로 비슷한 모양 구성인 두 파트로 이루어져 있는데, 아예 대칭으로 만드는 게 어떨까요? 예시
    00:56:008 (56008|0) - 와 00:56:383 (56383|1) - 의 사이즈를 각각 00:57:133 (57133|2) - 와 00:56:758 (56758|3) - 와 같게 조절해주고, 00:55:915 - 를 기준으로 좌우 대칭 모양입니다. - 오 이게 훨씬 보기 좋네요. 수정했습니다.
  4. 00:59:665 (59665|3,59758|2) - 롱잡과 스트림의 연결고리로써 이 두 멜로디도 다음 파트에서 표현한 것처럼 롱놋으로 만들면 좋겠네요. - 롱놋으로 바꿨습니다.
  5. 01:24:415 - 01:27:415 - 전 여기가 풀롱놋 구성이 되어야 하는지 의문이 듭니다. 01:27:415 - 01:30:415 - 나 00:51:415 - 00:57:415 - 처럼 노래의 핵심적인 멜로디가 강조된 부분도 아니고, 비슷한 노래 구성을 찾아보자면 00:59:852 - 01:01:915 - 처럼 멜로디 진행 후 다음 멜로디와의 연결 부분이라고 볼 수 있겠습니다. 이어지는 메인 멜로디 풀롱놋과 같은 구조로 구성되어 있으니 그런 느낌을 더욱 가질 수 있었습니다. 서로 다른 느낌의 파트임에 불구하고 같은 구성으로 되어있다는 건 별로 좋아보이지 않네요. 저는 00:59:852 - 01:01:915 - 과 같이 롱노트와 단노트의 조합으로 이 부분을 구성했으면 합니다. 단놋과 풀롱놋 사이를 이어줄 뿐 아니라 기나긴 풀롱놋을 대비하기 위한 손풀기도 될 수 있겠네요 - 음악 구조가 다르므로 00:59:852 - 01:01:915 - 같은 패턴은 아니지만 트릴 위주로 구성된 짧은 롱노트 패턴으로 바꿨습니다.
  6. 01:33:415 - 01:38:665 - 드럼의 노트량과 패턴 구조에 있어서 00:39:415 - 00:49:915 - 와 같이 표현해야 맵 전체적인 구성에서 균형이 조화를 이룬다고 생각합니다. 또는 Lv.8과 비슷한 구조로 만드는 것도 괜찮아 보이네요. - 00:39:415 - 00:49:915 - 와 달리 여기에 있는 드럼들은 불규칙하게
    나오고 현악기 노트들은 짧아서 같은 구조는 불가능하고 00:39:415 - 00:49:915 - 보다 약간 쉬움으로 난이도도 적절하다고 생각합니다.
  7. 01:53:665 - Missing hitsound Drum-Clap - 수정했습니다 (?)

:3 - >:3
Kaito-kun

Garalulu wrote:

Hi sexy boi

[notice][Kaito's Lv.1]
  1. 01:15:415 - I think it has cymbal sound :? Yeah, and it has a double to represent it. So the problem there is? ??? :D ???
  2. 01:33:040 - 01:33:415 - compared with 01:30:790 - 01:33:415 - , I think you expressed the melody, not drum. So It's 1/3 melody you should changed the snap. I'm simplyfying the melody for the sake of patterning here. I never used 1/3 throught the whole map, and bringing a 1/3 short stream in a linear 1/4 setting will disrupt the type of player I'm aiming for. You can see it as something like what I did here: 00:27:415 - . The first drum is actually on the blue line (i.e. notes like this one 00:28:165 (28165|0) - should be here instead 00:28:071 - instead). But I refused so because it makes the rhythm a lot harder to follow, so I made it into a 1/4 short stream instead of some broken notes at weird rhythms. Music accurate? not really. Plays smoother for the players around this skill level? Yes, or so it is intended
  3. 01:45:040 - 01:45:415 - same issue with above ^Same answer as above, simplification of the rhythm to make a more fluid plattern for new players.
  4. 01:50:477 (110477|3) - you put this to show the background effect, but it's too unexpected thing, because you didn't map this before like 01:45:227 - 01:45:602 - . Considering overall rice note part 01:39:415 - 01:57:415 - , it's better to delete this LN. Agreeable, removed LN and moved a note into the empty column
3AM checking because I just remembered weeeeeeeeeeee /shot

I honestly refuse to make the 1/4 streams into 1/3. I will only do so if this is deemed unrankable by some higher-up or smt like that (or if I'm being more of a hidrance to Minseo that I've already been by replying a freaking week later :D)

Also, talked with Minseo and reminded him that I told him he was the one who had to deal with hitsounding for my diff, so I won't check that, as he will the one applying :^)
Topic Starter
MadBricktree
it's more than a week you know :^)

i'm still trying to get the hitsounds fixed
godtalf is helping out again /o/
Weber
The snapping inconsistency with the Easy diff could be fixed if you just moved 01:33:227 (93227|1) - to the next 1/3rd tick or make 01:33:040 (93040|2) - a 1/1 LN (the better alternative thanks tofu). At the end of the day, the note lands directly between two 1/3rd sounds in the music, so it's basically unsnapped.
DDMythical
why is lenfried such a cutie omg
Topic Starter
MadBricktree
w e w
RoroTheDeer
Yes I am here for mod thank

1|2|3|4

Kaito's Lv. 1



00:01:352 (1352|0) - Could move this to 2 and make it an LN that extends to 00:01:915 -
00:06:790 (6790|1,6977|0) - Ctrl + J
00:21:415 (21415|1) - Make this a double
01:01:915 (61915|2,62665|2) - Delete these
01:05:665 (65665|2) - Make this a double
01:10:165 (70165|1) - ^
01:33:415 (93415|0) - Delete
01:33:415 (93415|3,93790|1) - Ctrl + J and move one column to the left
01:45:415 (105415|3) - Maybe make this a double

Mentholzzz's Lv. 2



In the diff name, add a space between "Lv." and "2" so it says "Lv. 2"

00:52:071 (52071|3,52165|2) - Ctrl + J
01:32:852 (92852|0) - Move to 2

Lv. 3



00:07:540 - Unmapped sound
00:58:071 (58071|2,58352|2,58633|2,58915|2) - Bit of an anchor
01:03:321 - Unmapped sound
01:52:165 (112165|1) - Move to 3
01:57:321 (117321|1) - Ghost note

Lv. 5



00:21:415 (21415|1) - Make this a double
01:41:290 (101290|3) - Ghost note?
01:57:321 (117321|2) - ^

Lv. 6



00:58:915 (58915|0,59102|0,59290|0,59477|0) - Bit of an anchor
01:32:571 (92571|2,92571|3,92665|1,92665|0) - Make this a triple-double jack like 01:11:665 (71665|1,71665|3,71665|2,71758|2,71758|1) -
01:41:290 (101290|3) - Ghost note

Lv. 8



00:26:008 (26008|2,26008|3,26102|2,26102|1,26196|0,26196|1,26290|2,26290|3,26383|0,26383|1,26477|2,26477|1,26571|3,26571|2) - Please God no. These patterns are so awkward and uncomfortable to play, especially when they are back and forths like this. I would highly recommend that you repattern this.
00:49:352 (49352|0,49352|1,49446|1,49446|0,49540|0,49540|1,49540|2,49633|3,49633|2,49727|2,49727|1,49821|1,49821|0) - Repattern this as well. The triple jack leading into a rolling mini jack is extremely uncomfortable.
00:56:102 (56102|3) - Move to 2
01:41:290 (101290|3) - Ghost note

People who play at this skill range will not be very happy when they play this map. Triple jacks in a 4.5* map just isn't really excusable imo. Try and tone down on them a little or this map will get a lot of hate. Not hating, just being realistic.

Lv. 9



Not modding this one because I'm not good enough to play it xd

Overall, I liked the map up to Lv. 6. After that, it kind of started to go downhill a little. Try and tone down the jacks, they're a little overdone.

Good luck on getting this ranked!
Kaito-kun

Weber wrote:

The snapping inconsistency with the Easy diff could be fixed if you just moved 01:33:227 (93227|1) - to the next 1/3rd tick or make 01:33:040 (93040|2) - a 1/1 LN (the better alternative thanks tofu). At the end of the day, the note lands directly between two 1/3rd sounds in the music, so it's basically unsnapped.
Making it a LN is the laziest solution out of this, and I will only use it if this is the only thing pushing it away from rank. It literally feels like "I had no idea what to do here, so here's a LN"
About the 1st idea, why the fuck would I make a 1/3 grace when I'm trying to avoid using 1/3 alltogether?

Also, I don't find the special thing about this, the whole 1st half have unsnapped notes. 00:28:165 (28165|0) - should be 1/4 before. And I repeat this for the whole section! So I don't see why simplifying the rhythm here is allowed, but not now.

Anyways, since this will only go on until the whole BN community comes crashing at me and then abusing their power to force me to change it, I removed two notes to make the section akwardly switch to drums (they are 1/4 wrong, but since that's apparently acceptable). So there you have it.

Insp1r3 wrote:

Yes I am here for mod thank

1|2|3|4

Kaito's Lv. 1



00:01:352 (1352|0) - Could move this to 2 and make it an LN that extends to 00:01:915 - It was a LN before wtf. Oh well, applied I guess
00:06:790 (6790|1,6977|0) - Ctrl + J Sure, applied
00:21:415 (21415|1) - Make this a double I don't see the reason to make this a double. I'll keep
01:01:915 (61915|2,62665|2) - Delete these Agreeable, applied
01:05:665 (65665|2) - Make this a double Too soft of a sound, I'm only representing the loud af crashes as doubles, and this one doesn't fall under it
01:10:165 (70165|1) - ^ ^^^
01:33:415 (93415|0) - Delete There's an actual reason why this is a double, so I'll refuse
01:33:415 (93415|3,93790|1) - Ctrl + J and move one column to the left No reason to, and as I rejected the past suggestion, it makes the pattern akward
01:45:415 (105415|3) - Maybe make this a double True, applied
Update
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Artist:sakuzyo
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Tags:Selentia Chaos Fantasia BOF2011 Wire Puller 2 BMS Magic Mash Man Chess Rayark Chapter 8 Another Me Mentholzzz
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lenpai
omg
Topic Starter
MadBricktree

Insp1r3 wrote:

Yes I am here for mod thank

1|2|3|4


-snip-

Lv. 3



00:07:540 - Unmapped sound - o wao I missed that smh
00:58:071 (58071|2,58352|2,58633|2,58915|2) - Bit of an anchor - That's spaced 3/4 apart I don't think it's a problem.
01:03:321 - Unmapped sound - Not mapping hihats in this section.
01:52:165 (112165|1) - Move to 3 - Eh ok
01:57:321 (117321|1) - Ghost note - There is a really really really small sound.

Lv. 5



00:21:415 (21415|1) - Make this a double - I don't hear anything to warrant a double.
01:41:290 (101290|3) - Ghost note? - Also a really really really really small sound but I may or may not remove it since there is also a bunch of really really really small sound before it as well.
01:57:321 (117321|2) - ^ - mentioned in Lv. 3

Lv. 6



00:58:915 (58915|0,59102|0,59290|0,59477|0) - Bit of an anchor - Anchor is intentional.
01:32:571 (92571|2,92571|3,92665|1,92665|0) - Make this a triple-double jack like 01:11:665 (71665|1,71665|3,71665|2,71758|2,71758|1) - - I'd rather not since the main focus of this section isn't jacks.
01:41:290 (101290|3) - Ghost note - Mentioned in Lv. 5

Lv. 8



00:26:008 (26008|2,26008|3,26102|2,26102|1,26196|0,26196|1,26290|2,26290|3,26383|0,26383|1,26477|2,26477|1,26571|3,26571|2) - Please God no. These patterns are so awkward and uncomfortable to play, especially when they are back and forths like this. I would highly recommend that you repattern this. - This pattern is rather easy compared to the rest of the map. It could likely be the SVs that are tripping you up than the jacks themselves.
00:49:352 (49352|0,49352|1,49446|1,49446|0,49540|0,49540|1,49540|2,49633|3,49633|2,49727|2,49727|1,49821|1,49821|0) - Repattern this as well. The triple jack leading into a rolling mini jack is extremely uncomfortable. - The triple jack makes this section easier to hit as it is positioned on the hand opposite to the jacks right before it.
00:56:102 (56102|3) - Move to 2 - I'd rather keep the 3-note long jack at col 4 as it puts emphasis on the violins at 00:55:915 - . Also,
moving the note to 2 will make this section too left hand heavy.

01:41:290 (101290|3) - Ghost note - Also mentioned in Lv. 5

People who play at this skill range will not be very happy when they play this map. Triple jacks in a 4.5* map just isn't really excusable imo. Try and tone down on them a little or this map will get a lot of hate. Not hating, just being realistic. - The SR of this difficulty is very misleading as the intended audience of this map should be able to play most ranked 5* maps and some 6* maps. The whole concept of this difficulty is jack+SVs which tends to be underrated by the SR system.

Lv. 9



Not modding this one because I'm not good enough to play it xd - rip

Overall, I liked the map up to Lv. 6. After that, it kind of started to go downhill a little. Try and tone down the jacks, they're a little overdone. - Explained in Lv. 8.

Good luck on getting this ranked! - Big thanks for the mod.
Mentholzzz

Insp1r3 wrote:

Yes I am here for mod thank

1|2|3|4


Mentholzzz's Lv. 2


In the diff name, add a space between "Lv." and "2" so it says "Lv. 2" woops

00:52:071 (52071|3,52165|2) - Ctrl + J ok
01:32:852 (92852|0) - Move to 2 ok

Ok shroten the diff name to "Mentos' Lv. 2"

Good luck on getting this ranked!
Mentos' Lv. 2
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192,192,112915,1,2,1:0:0:0:
320,192,113665,1,8,3:0:0:0:
192,192,114415,1,8,1:0:0:0:
448,192,114415,1,0,0:0:0:0:
64,192,114602,1,0,0:0:0:0:
320,192,114790,1,0,0:0:0:0:
192,192,114977,1,0,0:0:0:0:
448,192,115165,1,0,0:0:0:0:
320,192,115352,1,0,0:0:0:0:
64,192,115540,1,0,0:0:0:0:
320,192,115727,1,0,0:0:0:0:
64,192,115915,1,8,1:0:0:0:
448,192,115915,1,0,0:0:0:0:
192,192,116196,1,0,1:0:0:0:
64,192,116383,1,0,1:0:0:0:
448,192,116477,1,0,1:0:0:0:
320,192,116571,1,0,1:0:0:0:
192,192,116665,1,8,1:0:0:0:
320,192,116758,1,0,0:0:0:0:
448,192,116852,1,0,0:0:0:0:
64,192,116946,1,8,1:0:0:0:
192,192,117040,1,4,1:0:0:0:
320,192,117133,1,0,0:0:0:0:
448,192,117227,1,0,0:0:0:0:
64,192,117415,1,8,1:0:0:0:
192,192,117415,1,4,1:0:0:0:

o btw, you forget kaito in tags.
Topic Starter
MadBricktree
will revive someday
Mentholzzz
:thonk:
Topic Starter
MadBricktree
fkhitsounds
lenpai
weee i cant even play lv 9 now

hitsounds
I had effects off btw so I'm not being fooled by hitsounds
normal finish is so loud it drowns every other sounds lmoa
00:51:321 - kick exists and therefore should have a normal C
00:58:165 - i believe there is a kick here and should be a normal C. Although it may not be that apparent i guess it could be applied for the sake of consistency within the section
01:00:321 - ^
01:13:071 - i dont think a drum sound exists here remove C
01:13:915 - to 01:14:665 - i believe the drums are waaay too weak if they exist to earn C usages (forgot to mention 00:25:915 - to 00:26:571 - too)
01:21:696 - add normal C for kick
01:24:696 - ^ though this one is a lot weaker lmao
01:26:665 - cant tell if it's a kick or not if it is, add C normal
01:36:321 - definitely not a kick, check what hitsound works with this. Maybe W normal? idk
01:38:711 - 01:39:102 - 01:39:165 - no kicks here lmao

b-b-b-but BMS had kicks there. BMS notecharters add additional keysounded notes to justtify their awfully difficult sections >:(((
Fully knowing that the top diff of axion BMS is a delay chart, yeeeeeah

be back maybe monday for the actual mod then ill check for hs consistency between diffs even if you used an hs copier
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Lenfried- wrote:

weee i cant even play lv 9 now - ouch

hitsounds
I had effects off btw so I'm not being fooled by hitsounds
normal finish is so loud it drowns every other sounds lmoa
00:51:321 - kick exists and therefore should have a normal C - I don't think there is a kick here (no low pitched percussion.) The synth and the reverse cymbal is really loud here tho.
00:58:165 - i believe there is a kick here and should be a normal C. Although it may not be that apparent i guess it could be applied for the sake of consistency within the section - Sounds like a synth and a really loud hihat to me tho
01:00:321 - ^ - i can only hear a hihat, piano note, and a synth note here
01:13:071 - i dont think a drum sound exists here remove C - Not exactly there but i did find a few wrong hitsounds around here
01:13:915 - to 01:14:665 - i believe the drums are waaay too weak if they exist to earn C usages (forgot to mention 00:25:915 - to 00:26:571 - too) - Removed kick hs at 01:13:915 - , but the kicks are clearly audible at 00:25:915 -
01:21:696 - add normal C for kick - There is no kick here.
01:24:696 - ^ though this one is a lot weaker lmao - Same as above
01:26:665 - cant tell if it's a kick or not if it is, add C normal - I don't think there's a kick.
01:36:321 - definitely not a kick, check what hitsound works with this. Maybe W normal? idk - Decided to just remove the hitsound here. It's a percussion that I wasn't applying hitsounds for.
01:38:711 - 01:39:102 - 01:39:165 - no kicks here lmao - Not 100% sure about the kick at 01:38:711 - (it might just be a part of the kick prior) but the others are clearly audible

b-b-b-but BMS had kicks there. BMS notecharters add additional keysounded notes to justtify their awfully difficult sections >:((( - i actually didn't couldn't reference the bms chart a lot cuz the bms chart for axion has a billion keysound files :(
Fully knowing that the top diff of axion BMS is a delay chart, yeeeeeah - I actually should've used the delay version *cough*

be back maybe monday for the actual mod then ill check for hs consistency between diffs even if you used an hs copier - the hitsounds actually differ a bit for the lower diffs
big thx for the mod
lenpai
tfw no 4k bricks

will do the general modding now

btw your normal clap is kinda weak, you might want to boost the vol

lv1
00:39:415 - to 00:49:165 - Would suggest removing the 1/2ths for this section, the amount of finger independence required is not fitting for an Easy diff. This section is arguably as hard if not harder than the actual climactic section of the song.
00:49:540 (49540|1) - can easily go to 3 for balance
00:39:415 - to 00:49:165 - had Cs for notes that match with the hitsound diff but 00:51:415 - to 00:57:415 - doesnt. Why so?
00:57:040 - lacks a drum whistle
01:01:915 - did quite live up to the intensity that is expected judging from the continuous 1/2s used in the previous section. Consider: https://puu.sh/ALwvE/46d279125a.png You're going to want to apply this because a slight difficulty burst leading to a calm per-climactic section always works.
01:22:165 (82165|3) - should have a C
01:25:352 (85352|0) - ^
01:26:665 (86665|3) - remove C, else add C in the hitsound diff and apply accordingly to the other diffs
01:26:852 (86852|1) - add C
01:32:290 - lacks both Ws which are easily applicable. You can't say that this is wrong because the previous doubles have W applications.
01:15:415 - add C because 01:27:415 - has C for the same sound or remove the latter, either case works
01:33:415 - if you did decide to add the C, add the W here cause uh section introduction percussion
01:45:415 - judging from the addition of C in this bar line, you might as well add C for the next bar lines ie. 01:46:915 - 01:48:415 - 01:49:915 -
01:56:102 (116102|2,116290|1,116477|0) - weird decision to not add Cs here
01:08:290 - minor balancing nitpick https://puu.sh/ALwOC/ee252c8b5f.png
01:12:415 - shouldnt this be a double? All prior F usages in this section are double notes
01:45:415 - can be a double i guess. add 3

lv2
00:24:415 - that usage of 1/4ths is awful lmfao. Consider this https://puu.sh/ALxdw/c0e2ad2c73.png It's kinda dense so feel free to nerf the density but the flow should stay like that
00:26:196 - while musically sensible, the way the isolated 1/4th note transitions to the 1/4 stream that starts in a 1/4 ends up being super weird to play. Consider: https://puu.sh/ALxky/69b7b005b7.png
00:25:915 - to 00:26:477 - if you did the hitsound thing at the ending of lv1, i guess these can also use some Cs with respect to the hitsound diff
00:40:352 (40352|3,40540|1) - swap cols. The 123 motion can be very awk to pull off
00:46:352 (46352|0,46540|2) - swap col with the same idea
00:47:852 (47852|2,48040|3) - ^ though not as apparent
00:49:727 - to 00:50:665 - ew wtf. Inconsistent flow and w/e this section is just awful to play ok :( https://puu.sh/ALxOE/3bb2ea6cb3.png
00:56:196 (56196|1) - C
00:56:571 - add note and C maybe at 3
01:01:352 (61352|3) - since this note exists, you should add a note in these following timestamps for a consistency in flow
01:00:602 - at 2
01:02:102 - ^
01:02:290 - at 3
01:02:946 (62946|2) - if you applied ^, i suggest moving this up by 1/4 and change the HS to a drum W
01:03:415 - disgustingly underrepresented note, add a note. pref at 4
01:08:758 (68758|1,68852|3) - add C?
00:25:915 - vs 01:13:915 - weird how the latter similar sounding section is way easier that the first one. Consider buffing
01:16:352 (76352|2) - 01:17:665 (77665|1) - 01:19:352 (79352|2) - 01:20:196 (80196|3) - 01:20:665 (80665|1,80852|2) - these notes are better off having C than no hitsounds at all as they actually do follow the C layer to an extent.
01:27:415 - to 01:30:415 - same idea as ^
01:32:290 - wew wtf another highly underrepresented note. Follow the idea from lv1

screenshot dump:
The idea behind these screenshot is the uphold the hitsound reliance of the diff. This way, the section can cover both Cs and Ws nicely without altering too much stuff in terms of gameplay
01:34:165 - https://puu.sh/ALya6/3d6c921274.png
01:35:665 - https://puu.sh/ALyb9/4e62ec4c89.png
01:37:165 - https://puu.sh/ALybK/60470c2fd7.png

01:38:665 (98665|3,98758|2,98852|1,98946|0,99040|3,99133|1,99227|2,99321|3) - judging by how lv 5 and some other diff handled this, this should use some Cs. Apply the same for lv1
01:57:040 (117040|1) - hs misapplication. every other diff uses W
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Lenfried- wrote:

tfw no 4k bricks - just think of the walls as really long bricks :^)

will do the general modding now - /o/

btw your normal clap is kinda weak, you might want to boost the vol - Increased volume by 2dB

lv1
00:39:415 - to 00:49:165 - Would suggest removing the 1/2ths for this section, the amount of finger independence required is not fitting for an Easy diff. This section is arguably as hard if not harder than the actual climactic section of the song. - Didn't remove the 1/2, but rearranged them so that they're on the opposite hand the LNs are on
00:49:540 (49540|1) - can easily go to 3 for balance - done
00:39:415 - to 00:49:165 - had Cs for notes that match with the hitsound diff but 00:51:415 - to 00:57:415 - doesnt. Why so? - Added clap at 00:57:415 - No clap added at 00:51:415 - since the section should not have claps (00:52:165 - hence the clap here was removed)
00:57:040 - lacks a drum whistle - Fixed
01:01:915 - did quite live up to the intensity that is expected judging from the continuous 1/2s used in the previous section. Consider: https://puu.sh/ALwvE/46d279125a.png You're going to want to apply this because a slight difficulty burst leading to a calm per-climactic section always works. - I have a feeling that kaito was trying to represent the piano with the SN there but eh.
01:22:165 (82165|3) - should have a C - I intentionally ignored the kick here to follow a c-x-w-x-x-c-w-... pattern since it's predictable and the kick at 01:22:165 - is just a part of a quick double kick pattern which isn't properly represented in this diff. Edited further sections to properly follow this
01:25:352 (85352|0) - ^ - ^
01:26:665 (86665|3) - remove C, else add C in the hitsound diff and apply accordingly to the other diffs - ^
01:26:852 (86852|1) - add C - ^
01:32:290 - lacks both Ws which are easily applicable. You can't say that this is wrong because the previous doubles have W applications. - oops
01:15:415 - add C because 01:27:415 - has C for the same sound or remove the latter, either case works - removed the latter clap
01:33:415 - if you did decide to add the C, add the W here cause uh section introduction percussion - did not add clap
01:45:415 - judging from the addition of C in this bar line, you might as well add C for the next bar lines ie. 01:46:915 - 01:48:415 - 01:49:915 - - While those bar lines do have the same clap hitsound in the hitsound diff, the ones at 01:46:915 - 01:48:415 - 01:49:915 - represent a sound different from 01:45:415 -.
01:56:102 (116102|2,116290|1,116477|0) - weird decision to not add Cs here - Decided not to add any clap there since the notes don't seem to be actually representing the kicks but the synth (considering that the same 1/2 appears before the kicks.) There is a clap at 01:55:915 to signify the start of the 1/4 kicks, and a rather loud drum. The clap at 01:56:665 - was removed
01:08:290 - minor balancing nitpick https://puu.sh/ALwOC/ee252c8b5f.png - Applied, but with the note at 01:08:852 - placed at 4 to keep the right side less empty
01:12:415 - shouldnt this be a double? All prior F usages in this section are double notes - Added a note at 3
01:45:415 - can be a double i guess. add 3 - ^

lv2
00:24:415 - that usage of 1/4ths is awful lmfao. Consider this https://puu.sh/ALxdw/c0e2ad2c73.png It's kinda dense so feel free to nerf the density but the flow should stay like that - Instead of changing the density, I just moved the notes around so that the notes are less separated
00:26:196 - while musically sensible, the way the isolated 1/4th note transitions to the 1/4 stream that starts in a 1/4 ends up being super weird to play. Consider: https://puu.sh/ALxky/69b7b005b7.png - psure that the note at 00:26:196 - can just be removed since it actually isn't technically accurate (the synths that seem to be represented by the SNs is actually present at all 1/4 from 00:25:915 - to 00:27:133 - )
00:25:915 - to 00:26:477 - if you did the hitsound thing at the ending of lv1, i guess these can also use some Cs with respect to the hitsound diff - didn't do the hitsound thing at the ending of lv 1
00:40:352 (40352|3,40540|1) - swap cols. The 123 motion can be very awk to pull off - swapped
00:46:352 (46352|0,46540|2) - swap col with the same idea - that makes the note at col 3 hard to hit. Gets kinda hard to read imo
00:47:852 (47852|2,48040|3) - ^ though not as apparent - rearranged
00:49:727 - to 00:50:665 - ew wtf. Inconsistent flow and w/e this section is just awful to play ok :( https://puu.sh/ALxOE/3bb2ea6cb3.png - Rearranged the notes differently. The screenshot looks harder to play for beginners due to all the SNs crossing over LNs
00:56:196 (56196|1) - C - applied
00:56:571 - add note and C maybe at 3 - also applied
01:01:352 (61352|3) - since this note exists, you should add a note in these following timestamps for a consistency in flow - Did not add for most of the notes below as they do not seem to clearly represent a sound.
01:00:602 - at 2 - there is no significant sound represented in this section
01:02:102 - ^ - the same as above. The surrounding kicks, one at 01:02:008 - and one at 01:02:196 - are ignored due to its proximity to more significant sounds that are represented in this sections
01:02:290 - at 3 - however, a note is added here for the snare
01:02:946 (62946|2) - if you applied ^, i suggest moving this up by 1/4 and change the HS to a drum W - the point above was only partially accepted
01:03:415 - disgustingly underrepresented note, add a note. pref at 4 - done
01:08:758 (68758|1,68852|3) - add C? - I only added a clap to the notes at the start of measures here since the notes represent the piano,
not the drums.

00:25:915 - vs 01:13:915 - weird how the latter similar sounding section is way easier that the first one. Consider buffing - Due to the note at 00:26:196 - being removed, I don't think there is a significant difference in difficulty between the two sections to warrant a buff.
01:16:352 (76352|2) - 01:17:665 (77665|1) - 01:19:352 (79352|2) - 01:20:196 (80196|3) - 01:20:665 (80665|1,80852|2) - these notes are better off having C than no hitsounds at all as they actually do follow the C layer to an extent. - I ignored them since the claps cannot be applied consistently to the notes here tho. I feel that the keysounds and the whistles are enough to provide proper feedback to the player.
01:27:415 - to 01:30:415 - same idea as ^ - See above
01:32:290 - wew wtf another highly underrepresented note. Follow the idea from lv1 - Made into a double

screenshot dump:
The idea behind these screenshot is the uphold the hitsound reliance of the diff. This way, the section can cover both Cs and Ws nicely without altering too much stuff in terms of gameplay
01:34:165 - https://puu.sh/ALya6/3d6c921274.png
01:35:665 - https://puu.sh/ALyb9/4e62ec4c89.png
01:37:165 - https://puu.sh/ALybK/60470c2fd7.png

- sort of applied. I rearranged the section to accommodate whistles as well as the keysounds

01:38:665 (98665|3,98758|2,98852|1,98946|0,99040|3,99133|1,99227|2,99321|3) - judging by how lv 5 and some other diff handled this, this should use some Cs. Apply the same for lv1 - I didn't put any claps here since it was hard to make the note at 01:38:665 - a double
01:57:040 (117040|1) - hs misapplication. every other diff uses W - oops
thx for mod

fkhitsounds
lenpai
fkhitsounds

hey the C is audible now hooray!

lv 3
00:44:102 (44102|2,44196|1) - ctrl h for emphasis on the W
00:49:352 - not a huge fan of the 2121 trill when it can start on col 1 instead and just act as a minitrill so that is isnt that control heavy check this out: https://puu.sh/AQEZS/8b1d7243b1.png
00:53:102 - judging from a far earlier section with the cwcw stuff, this could have a note as you normally throw triple sweeps in parts where there's hitsound usage on 1/4 which is also the case for example: 00:54:977 (54977|1,55071|2,55165|3) - and 00:56:102 (56102|2,56196|0,56290|1) - 00:56:477 (56477|2,56571|1,56665|3) - etc
00:54:040 - i personally think that LN heads mixed with a significant drum layer like this should be treated as a double. Minor nitpick but eh
00:58:915 - for emphasis on the double in 00:59:290 - https://puu.sh/AQF9M/2e5a47e49d.png
00:59:852 (59852|2,59946|1) - ctrl h cause the minitrill there is kinda messy unless PR or w/e not very keen with those
01:01:540 (61540|1,61727|0,62008|0) - this is blargh. The release at 1/1 to the note at another column at 1/4 is quite hard to acc would prefer something like: https://puu.sh/AQFes/adaa8c3813.png
01:22:071 (82071|0) - minor nitpick to move this to 2 balancing and w/e idk
01:34:821 - vs 01:36:321 - same sounds different ways of being tackled. Choose one

clean diff not bad

5
00:27:415 (27415|1,27508|0) - wooh that's some disconnected pattern for a section this early, swap col. Be mindful of the hitsounds.
00:55:915 (55915|3,56008|3,56665|0,56758|0) - strongly advise avoiding these minijacks as they are not well introduced in the context of continuous 1/4 streaming. The only next instance of minijacks is in the rest section prior to the climax
00:56:290 (56290|2,57040|2) - with ^ in mind, these two notes with Ws can be doubles as part of the overall layering when no LNs are present. dont forget to add the other W to 00:57:040 - if you did add doubles


wow
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Lenfried- wrote:

fkhitsounds - fkhitsounds

hey the C is audible now hooray! - wooo

lv 3
00:44:102 (44102|2,44196|1) - ctrl h for emphasis on the W - eh ok
00:49:352 - not a huge fan of the 2121 trill when it can start on col 1 instead and just act as a minitrill so that is isnt that control heavy check this out: https://puu.sh/AQEZS/8b1d7243b1.png - was trying to avoid reverse shields but i guess OH trills are harder
00:53:102 - judging from a far earlier section with the cwcw stuff, this could have a note as you normally throw triple sweeps in parts where there's hitsound usage on 1/4 which is also the case for example: 00:54:977 (54977|1,55071|2,55165|3) - and 00:56:102 (56102|2,56196|0,56290|1) - 00:56:477 (56477|2,56571|1,56665|3) - etc - actually a missing hihat note
00:54:040 - i personally think that LN heads mixed with a significant drum layer like this should be treated as a double. Minor nitpick but eh - i didn't want to put extra emphasis on snares over kicks
00:58:915 - for emphasis on the double in 00:59:290 - https://puu.sh/AQF9M/2e5a47e49d.png - did smth similar but with the snare double with one note on each hand and the kick double on a single hand
00:59:852 (59852|2,59946|1) - ctrl h cause the minitrill there is kinda messy unless PR or w/e not very keen with those - rearranged to PR (probably... using earphones instead of my usual headphones rn tho)
01:01:540 (61540|1,61727|0,62008|0) - this is blargh. The release at 1/1 to the note at another column at 1/4 is quite hard to acc would prefer something like: https://puu.sh/AQFes/adaa8c3813.png - rearranged
01:22:071 (82071|0) - minor nitpick to move this to 2 balancing and w/e idk - moved
01:34:821 - vs 01:36:321 - same sounds different ways of being tackled. Choose one - actually just me forgetting to apply layering changes to this diff while fixing the hitsound diff

clean diff not bad - yey

5
00:27:415 (27415|1,27508|0) - wooh that's some disconnected pattern for a section this early, swap col. Be mindful of the hitsounds. - rearranged some notes in the intro to make the disconnection more predictable
00:55:915 (55915|3,56008|3,56665|0,56758|0) - strongly advise avoiding these minijacks as they are not well introduced in the context of continuous 1/4 streaming. The only next instance of minijacks is in the rest section prior to the climax - removed the minijacks
00:56:290 (56290|2,57040|2) - with ^ in mind, these two notes with Ws can be doubles as part of the overall layering when no LNs are present. dont forget to add the other W to 00:57:040 - if you did add doubles - decided not to have doubles for the snares here since it might make it hard to transition to the next section


wow - wew
fkhitsounds even tho it wasn't a hitsound mod

fkhitsounds
lenpai
lv6
01:09:133 (69133|2,69290|3) - minor nitpick to swap col. Looks cleaner, plays slightly better (subjective) with the index jack
01:23:383 (83383|3) - would prefer this minijack to go to col 2 so that it doesnt branch off a minitrill when col 2 is much easier to handle
01:30:602 - if lv 5 has a note here why doesnt lv 6 to 9 have one here?

lv8
00:25:915 - would strongly suggest using a much easier pattern for this set of jacks so that the gluts would get introduced in a later, more fitting, section with respect to difficulty curving
00:47:571 (47571|0,47571|3) - c in 1/4 snap and therefore must minijack. consider: https://osu.ppy.sh/ss/11330440

lv 8 to be continued
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Lenfried- wrote:

lv6
01:09:133 (69133|2,69290|3) - minor nitpick to swap col. Looks cleaner, plays slightly better (subjective) with the index jack - rearranged it in a different way cuz pr
01:23:383 (83383|3) - would prefer this minijack to go to col 2 so that it doesnt branch off a minitrill when col 2 is much easier to handle - done
01:30:602 - if lv 5 has a note here why doesnt lv 6 to 9 have one here? - the hihats are not represented in this diff

lv8
00:25:915 - would strongly suggest using a much easier pattern for this set of jacks so that the gluts would get introduced in a later, more fitting, section with respect to difficulty curving - simplified jacks
00:47:571 (47571|0,47571|3) - c in 1/4 snap and therefore must minijack. consider: https://osu.ppy.sh/ss/11330440 - did smth similar but with the two jacks on different columns

lv 8 to be continued - the layering explanation u asked for in discord is in the box below
lv. 8 layering
00:51:415 - ~ 01:03:040 -
Base single note every 1/4 for the synths
+1 per kick (represented with normal clap)
+2 per snare (represented with normal whistle)
+1 per brass/strings hit
Max chord size 3

01:03:415 - ~ 01:13:915 -
Base double for every piano
+1 per crash (represented with normal finish)
+1 per kick (represented with normal clap)
+1 per loud hit thing (represented with drum clap)

Exception
01:08:665 - ~ 01:08:946 - piano is represented with a single note instead of double here
lenpai
more lv 8
00:52:633 (52633|1,52633|2,52821|1,52821|0) - if these are doubles because of the brass, 00:52:633 (52633|1) - is actually on the 1/3 snap and 00:52:821 (52821|1) - on the 1/6th. I'll take simplification as an excuse but just had to put this to the table
00:56:008 (56008|3,56008|2) - dont hear anything stringy / brassy here as the sustained sound actually starts at 00:55:915 -
00:56:758 (56758|0,56758|1,56946|3,56946|2) - backed by some piano-ish sound (dk what instrument it is) than strings. Single?
00:57:321 - W triple?
00:59:946 (59946|0,60040|1) - swap col if no PR juat to add some ease
01:13:540 (73540|3) - stray W
01:13:915 - nitpick. Should be jack oriented like 00:25:915 -
01:16:071 (76071|0,76165|0,76258|2,76352|2,76446|3,76540|3) - considering the nature of these jacks for the cc - c - w, 01:17:852 - should have something like https://puu.sh/ATqqF/fa98db6df3.png
01:19:540 (79540|2) - move to 4 with the same idea as ^
01:20:852 (80852|3,80946|0) - swap col with the same idea as ^

01:27:415 - this section broke away from the jack usage from the last. Not a big deal but the jacks with regards to Ws are messy
does not jack:
01:27:790 (87790|0) -
W -> jack:
01:28:540 (88540|1,88633|1) -
01:29:290 (89290|1,89383|1) -
jack -> W:
01:29:946 (89946|2,90040|2) -
Sane case for non consecutive Cs:
C -> jack:
01:28:352 (88352|3,88446|3) -
01:28:915 (88915|2,89008|2) -
no jack:
01:29:196 (89196|0) -
01:29:852 (89852|0) -
might need some cleaning up for this section

01:35:665 - and 01:37:165 - odd choice not going for something jacky
01:52:258 - idk this sounds just about the same as 01:53:758 - should have the note?. If you apply the note, add to lv 6 as well
01:54:415 - lv 6 has a double and this doesnt lmfao
01:55:915 - another one of those sounds that are interpreted as jacks in the into but is now a bland jumptrill

lv 9
00:25:915 - make this similar to lv 8 if not, LN-y or inverse like cause the current pattern strays too far away from the theme of the chart
00:40:915 - (and ever succeeding 4/1 until 00:48:415 - ) minor idea, with respect to 00:39:415 (39415|1,39508|1) - , 00:40:915 (40915|2,41008|1) - this must jack instead. I get the idea and whatnot but it's something worth raising
00:46:540 - 3434 into a jack is blergh 00:46:727 (46727|2) - move to 2
00:48:227 (48227|2) - to same idea as ^ additionally, 00:48:321 (48321|3,48415|3) - can go to 3 if you moved the previous note to 1
01:13:540 (73540|3) - stray W (stray C for lv 5 check that out too)
01:35:665 - this sounds a lot like 01:37:165 - so the jacking in the latter section is quite inconsistent. Consider: https://osu.ppy.sh/ss/11343490
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Lenfried- wrote:

more lv 8
00:52:633 (52633|1,52633|2,52821|1,52821|0) - if these are doubles because of the brass, 00:52:633 (52633|1) - is actually on the 1/3 snap and 00:52:821 (52821|1) - on the 1/6th. I'll take simplification as an excuse but just had to put this to the table - they're clearly on 1/4 tho
00:56:008 (56008|3,56008|2) - dont hear anything stringy / brassy here as the sustained sound actually starts at 00:55:915 - There is a break in the strings between 00:55:915 - and 00:56:008 -
00:56:758 (56758|0,56758|1,56946|3,56946|2) - backed by some piano-ish sound (dk what instrument it is) than strings. Single? - Same case as above.
00:57:321 - W triple? - well fk i had to rearrange the next few seconds to fix this
00:59:946 (59946|0,60040|1) - swap col if no PR juat to add some ease - no longer applicable due to the previous notes being rearranged
01:13:540 (73540|3) - stray W - that's a drum whistle tho?
01:13:915 - nitpick. Should be jack oriented like 00:25:915 - done
01:16:071 (76071|0,76165|0,76258|2,76352|2,76446|3,76540|3) - considering the nature of these jacks for the cc - c - w, 01:17:852 - should have something like https://puu.sh/ATqqF/fa98db6df3.png - done but with the second jack on col 2 instead of col 3
01:19:540 (79540|2) - move to 4 with the same idea as ^ - i ended up moving a lot of notes around
01:20:852 (80852|3,80946|0) - swap col with the same idea as ^ - ^

01:27:415 - this section broke away from the jack usage from the last. Not a big deal but the jacks with regards to Ws are messy
does not jack:
01:27:790 (87790|0) - equivalent jack does not jack in the previous main melody section
W -> jack:
01:28:540 (88540|1,88633|1) -
01:29:290 (89290|1,89383|1) -
jack -> W:
01:29:946 (89946|2,90040|2) -
Sane case for non consecutive Cs:
C -> jack:
01:28:352 (88352|3,88446|3) -
01:28:915 (88915|2,89008|2) -
no jack:
01:29:196 (89196|0) -
01:29:852 (89852|0) -
might need some cleaning up for this section - the section should be a lot more organized now

01:35:665 - and 01:37:165 - odd choice not going for something jacky - didn't put jacks on kicks here tho
01:52:258 - idk this sounds just about the same as 01:53:758 - should have the note?. If you apply the note, add to lv 6 as well - there's no hihat at 01:53:758 -
01:54:415 - lv 6 has a double and this doesnt lmfao - added a note
01:55:915 - another one of those sounds that are interpreted as jacks in the into but is now a bland jumptrill - i didn't want anything straining in this section. A split trill should be difficult enough for a calm finale like this. Also, i didn't put jacks on every kick in the diff.

lv 9
00:25:915 - make this similar to lv 8 if not, LN-y or inverse like cause the current pattern strays too far away from the theme of the chart - made the jacks a lot simpler
00:40:915 - (and ever succeeding 4/1 until 00:48:415 - ) minor idea, with respect to 00:39:415 (39415|1,39508|1) - , 00:40:915 (40915|2,41008|1) - this must jack instead. I get the idea and whatnot but it's something worth raising - i put a jack at 00:39:415 - for the crash tho
00:46:540 - 3434 into a jack is blergh 00:46:727 (46727|2) - move to 2 - fixed
00:48:227 (48227|2) - to same idea as ^ additionally, 00:48:321 (48321|3,48415|3) - can go to 3 if you moved the previous note to 1 - that makes the ln transition harder here than the others in this section
01:13:540 (73540|3) - stray W (stray C for lv 5 check that out too) - that's a drum whistle :\ fixed the lv 5 clap tho
01:35:665 - this sounds a lot like 01:37:165 - so the jacking in the latter section is quite inconsistent. Consider: https://osu.ppy.sh/ss/11343490 - redid a lot of the stuff in this section cuz i realized that the LNs weren't following PR
it took me way to long to apply this
lenpai
for some reason i thought the "stray Ws" are legit not in the hitsound diff but w/e

last skimming:

lv1
01:22:165 (82165|3) - should have a C - I intentionally ignored the kick here to follow a c-x-w-x-x-c-w-... pattern since it's predictable and the kick at 01:22:165 - is just a part of a quick double kick pattern which isn't properly represented in this diff. Edited further sections to properly follow this
with that argument, 01:25:165 (85165|2,86665|3) - should not have Cs as they stem from the double kicks

lv2
00:49:727 - to 00:50:665 - ew wtf. Inconsistent flow and w/e this section is just awful to play ok :( https://puu.sh/ALxOE/3bb2ea6cb3.png - Rearranged the notes differently. The screenshot looks harder to play for beginners due to all the SNs crossing over LNs

considerable improvement but making the notes stick with the hitsounds results in a flow that's very weird to feel. 4 consecutive 1/4s -> 3 consecutive 1/4ths on blue tick is ends up being very trippy would further simplify the section to something like https://osu.ppy.sh/ss/11408616

lv 3
01:34:821 - vs 01:36:321 - same sounds different ways of being tackled. Choose one - actually just me forgetting to apply layering changes to this diff while fixing the hitsound diff
should have been more direct about this one, 01:36:321 - doesnt have a note and 01:34:821 - 01:37:821 - these do, consider adding the note
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Lenfried- wrote:

for some reason i thought the "stray Ws" are legit not in the hitsound diff but w/e - can't rmb well but i might have added it after one of ur mods or smth

last skimming:

lv1
01:22:165 (82165|3) - should have a C - I intentionally ignored the kick here to follow a c-x-w-x-x-c-w-... pattern since it's predictable and the kick at 01:22:165 - is just a part of a quick double kick pattern which isn't properly represented in this diff. Edited further sections to properly follow this
with that argument, 01:25:165 (85165|2,86665|3) - should not have Cs as they stem from the double kicks - removed appropriate claps

lv2
00:49:727 - to 00:50:665 - ew wtf. Inconsistent flow and w/e this section is just awful to play ok :( https://puu.sh/ALxOE/3bb2ea6cb3.png - Rearranged the notes differently. The screenshot looks harder to play for beginners due to all the SNs crossing over LNs

considerable improvement but making the notes stick with the hitsounds results in a flow that's very weird to feel. 4 consecutive 1/4s -> 3 consecutive 1/4ths on blue tick is ends up being very trippy would further simplify the section to something like https://osu.ppy.sh/ss/11408616 - idk, i just find it rly awkward to suddenly ignore so many kicks in a section that properly follows kicks. So i just made the LNs SNs to reduce the clutter just for this part

lv 3
01:34:821 - vs 01:36:321 - same sounds different ways of being tackled. Choose one - actually just me forgetting to apply layering changes to this diff while fixing the hitsound diff
should have been more direct about this one, 01:36:321 - doesnt have a note and 01:34:821 - 01:37:821 - these do, consider adding the note - - none of the sounds i mapped in this section (strings/hihat/kick/snare) is present at 01:36:321 -. (fk u had to use a reddish color. italicized my reply so that u can tell it apart easily)
wew
lenpai
tfw dad getting me to icon without updating haha

womp womp
-mint-
i love playing the hitsound diff its my favorite diff
Topic Starter
MadBricktree
REEEEEEEEEEEEEEEEEEEEEE
lenpai
gdi dad
-mint-
i wish i could get 2 bubbles in 5 minutes
lenpai

qqqant wrote:

i love playing the hitsound diff its my favorite diff
fkhitsounds
Raveille
fkhitsounds
Topic Starter
MadBricktree
fkhitsounds
Garalulu
01:18:227 - 여기서 f#6으로 바뀌니 맵셋 전체적으로 체크해보세요
01:30:227 - same
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Garalulu wrote:

01:18:227 - 여기서 f#6으로 바뀌니 맵셋 전체적으로 체크해보세요 - 페이드인 때문에 잘 안들리지만 현악기 소리는 01:18:133 -에서 시작합니다. ref#1 ref#2
01:30:227 - same - ^ ref#1 ref#2
Garalulu
01:27:415 (87415|1) - There is an nonexistent hitsound file on Lv.2 (vo1.wav), should be fixed to F!

and additional hitsound mod

[lv1]
  1. 00:24:790 (24790|1) - Normal Clap인데 샘플셋만 Normal로 되어있습니다
    00:25:352 (25352|1) - W
    00:52:165 (52165|2) - 00:52:915 (52915|1) - 00:54:415 (54415|0) - 00:55:165 (55165|2) - 00:55:915 (55915|1) - 00:56:665 (56665|1) - 01:08:852 (68852|3) - 01:56:665 (116665|1) - C
  2. 01:03:415 (63415|2) - C 추가해야 합니다
[lv2]
  1. 01:21:415 (81415|3) - 계속 같은 이슈, C 없읍니다
    01:22:352 (82352|3) - 01:22:915 (82915|3) - 01:23:852 (83852|1) - 01:24:415 (84415|3) - 01:25:352 (85352|1) - 01:25:915 (85915|1) - 01:26:852 (86852|1) - 01:08:852 (68852|3) - 01:10:540 (70540|0) - C
  2. 00:51:415 (51415|0) - W가 아니라 C가 필요, 두 노트에 각각 넣어주세요. (한 노트에 두개 넣을 시 빈 노트 힛사 샘플셋을 Auto로 변경)
  3. 01:03:415 (63415|2) - same with lv1

전체적으로 힛사가 일관성이 맞지 않는 부분들이 많은데, 의도일 수 있지만 저는 조금 의문이 드는 내용이 많네요! 다시 한 번 꼼꼼히 살펴볼 필요가 있습니다.

plz check them all, will back~
Topic Starter
MadBricktree
Blue - Accepted and fixed
Light Blue - Fixed, but may need some additional checking
Red - Rejected
Purple - Will be considered/Unsure
Green - Note/Comment

Garalulu wrote:

01:27:415 (87415|1) - There is an nonexistent hitsound file on Lv.2 (vo1.wav), should be fixed to F! - Fixed

and additional hitsound mod

[lv1]
  1. 00:24:790 (24790|1) - Normal Clap인데 샘플셋만 Normal로 되어있습니다 - 인트로에 있는 노트들이 드럼을 따르지 안아서 의도적으로 4/1선에만 드럼 힛사운드를 적용했습니다
    00:25:352 (25352|1) - W - ^
    00:52:165 (52165|2) - 00:52:915 (52915|1) - 00:54:415 (54415|0) - 00:55:165 (55165|2) - 00:55:915 (55915|1) - 00:56:665 (56665|1) - 01:08:852 (68852|3) - 01:56:665 (116665|1) - C - 이 중에 많은 구간들은 노트들이 킥 소리를 일관적으로 노트들과 일치하지 안으므로 일부로 Clap힛사운드를 적용하지 안았습니다
  2. 01:03:415 (63415|2) - C 추가해야 합니다 - 추가했습니다
[lv2]
  1. 01:21:415 (81415|3) - 계속 같은 이슈, C 없읍니다 - 원래는 위와 같이 일부로 C를 무시했지만 01:21:415 - ~ 01:27:415 - 에 lv1과 동일한 힛사운드를 적용하면서 여기와 밑에 표시된 노트 일부에 C가 추가되었습니다
    01:22:352 (82352|3) - 01:22:915 (82915|3) - 01:23:852 (83852|1) - 01:24:415 (84415|3) - 01:25:352 (85352|1) - 01:25:915 (85915|1) - 01:26:852 (86852|1) - 01:08:852 (68852|3) - 01:10:540 (70540|0) - C - ^ 적용이 안된 부분은 lv1과 동일한 이유입니다
  2. 00:51:415 (51415|0) - W가 아니라 C가 필요, 두 노트에 각각 넣어주세요. (한 노트에 두개 넣을 시 빈 노트 힛사 샘플셋을 Auto로 변경) - W->C
  3. 01:03:415 (63415|2) - same with lv1 - Fixed

전체적으로 힛사가 일관성이 맞지 않는 부분들이 많은데, 의도일 수 있지만 저는 조금 의문이 드는 내용이 많네요! 다시 한 번 꼼꼼히 살펴볼 필요가 있습니다. - 하하하하하하.......

plz check them all, will back~ - 👍
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