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sakuzyo - AXION [OsuMania]

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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
osu file format v14

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[Metadata]
Title:AXION
TitleUnicode:AXION
Artist:sakuzyo
ArtistUnicode:削除
Creator:Minseo2000
Version:Kaito's Lv. 1
Source:Cytus
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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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~ - 👍
Garalulu
[General]
  1. 01:50:290 - 모든 난이도에 공통으로 볼륨 10% 초록선이 들어있는데 01:45:508 - 에서 이미 동일한 내용의 초록선이 존재하므로 지워도 무방합니다.
  2. 00:24:415 - 볼륨 35% 초록선이 00:13:915 - 와 정확히 동일하므로 지워도 무방합니다. (Lv.5 ~)
[Lv.2]
  1. 01:20:196 (80196|3) - 앞 파트 01:17:196 - 와 달리 멜로디가 존재하지 않으므로, 이 노트를 그대로 둔다면 멜로디가 아닌 이 파트에서 유일하게 1/4 드럼을 표현한 것이 되어버립니다. (01:17:571 - 에서는 표현되지 않음) 이는 Clap 힛사 일관성과도 연결될 수 있으니 삭제하는 걸 추천합니다.
  2. 01:08:758 - 동일한 구조인 Lv.3과 달리 C가 없네요! 01:08:852 - 도 동일
[Lv.3]
  1. 00:27:696 (27696|2) - C 사운드가 없으니 00:30:696 - 나 00:33:696 - 처럼 공간을 비워두세요.
  2. 00:45:133 (45133|1) - 이와 비슷한 내용인데, 멜로디를 표현한다면 00:45:321 - 나 00:46:633 - 같은 곳에도 노트가 필요하기 때문에 C 사운드가 없는 이상 비워두는게 좋겠네요.
  3. 01:36:227 - 노트 두개 겹쳐있습니다!
[Lv.5]
  1. 00:49:915 - 00:51:415 - 드럼 구조가 달라지는 부분이니 단순히 이전 파트와 동일하게 롱놋 하나 + 단놋 스트림으로 가기보단 롱놋을 지우고 드럼을 좀 더 강조하는게 어울리다고 생각해요. 01:01:915 - 01:03:415 - 도 생각해보세요!
  2. 01:09:415 - 01:13:915 - Lv.6과 난이도 갭이 큽니다. Lv.6에서는 01:03:415 - 01:09:415 - 에서 추가된 멜로디를 표현해 스트림을 넣었으니 이 난이도에서도 동일하게 1/4에 노트를 넣어 고조된 느낌을 표현해주세요.
[Lv.6]
  1. 00:23:946 - 주변과 달리 명확한 사운드가 아니니 제 생각엔 필요 없는 노트네요, 이후 난이도에서도 동일한 이슈가 있으니 체크해보세요.
  2. 00:49:915 - 00:51:415 - Lv.5와 동일한 이슈
  3. 01:21:415 - 01:27:415 - 패턴이 00:27:415 - 에 비해서 가볍네요. 모든 1/4 마다 노트가 있지 않고 드럼 사운드에 트리플도 없습니다. 1/4 스트림을 넣지 않은건 멜로디 강조라서 괜찮지만 전반적인 노트량이 이전 파트에 비해서 적으니 이 점 고려해서 노트를 추가해주세요!
    01:33:415 - 01:39:415 - 여기도 몇 군데 추가 가능합니다
  4. 01:38:665 - 01:39:415 - Lv.5와 난이도 갭이 큽니다. Lv.6 ~ Lv.9까지 이 파트의 구조가 똑같네요. Lv.8과 Lv.9는 각각 단놋 / 롱놋 구조로 마지막 난이도를 구성하고 있다고 볼 수 있지만 이 난이도는 상위 난이도들과 격차가 있어야 한다고 생각해요. 1/6과 1/8 트릴에서 노트량을 조절하면 좋겠습니다.
[Lv.8]
  1. 00:49:540 (49540|2) - col3의 경우 3연타(00:49:540 (49540|2,49633|2,49727|2) - )가 되버리니 col4로 이동해서 00:49:540 - 00:51:415 - 파트에서 각각 2번씩만 겹치도록 연결시켜주면 이뻐보이네요.
  2. 00:58:915 - 01:00:415 - 멜로디 더블 잭이 모두 오른손에만 위치해 있네요. 이 파트를 Ctrl+H 해서 각각 손마다 2번씩 잭을 분포시키는 건 어떨까요?
[Lv.9]
  1. 01:00:040 - 01:00:133 - 이후 파트와 연결을 위해 롱놋을 넣었지만 이 핵심 멜로디 2연타는 빠지면 섭하니 01:00:040 - 에 단놋 하나 추가해서 포인트를 짚어주세요. 예시
  2. 01:45:040 (105040|3) - 3/4 스냅에 맞춰서 끝나는 소리가 아니니깐 롱놋 끝을 01:45:321 - 에 두지 말고 01:45:290 (105290|0) - 와 맞추어 두는게 처리, 모양 면에서 깔끔해 보입니다.
FAMoss
hi, can you change the special cymbal in 01:30:790 - 01:31:165 - 01:31:446 - 01:31:727 - 01:32:008 - 01:32:290 - with a low sound hihat, very spammed sounds and makes my ears hurt lol. I suggest to use this sample https://puu.sh/BcZln/7329e4cc0c.wav and increase to 70% the volume to get effect from the sample.

Anyway i love this map, good luck!
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:

[General]
  1. 01:50:290 - 모든 난이도에 공통으로 볼륨 10% 초록선이 들어있는데 01:45:508 - 에서 이미 동일한 내용의 초록선이 존재하므로 지워도 무방합니다. - Lv.8 빼고 전부 다 지웠습니다
  2. 00:24:415 - 볼륨 35% 초록선이 00:13:915 - 와 정확히 동일하므로 지워도 무방합니다. (Lv.5 ~) - 5~6에서 지웠습니다
[Lv.2]
  1. 01:20:196 (80196|3) - 앞 파트 01:17:196 - 와 달리 멜로디가 존재하지 않으므로, 이 노트를 그대로 둔다면 멜로디가 아닌 이 파트에서 유일하게 1/4 드럼을 표현한 것이 되어버립니다. (01:17:571 - 에서는 표현되지 않음) 이는 Clap 힛사 일관성과도 연결될 수 있으니 삭제하는 걸 추천합니다. - 삭제했습니다
  2. 01:08:758 - 동일한 구조인 Lv.3과 달리 C가 없네요! 01:08:852 - 도 동일 - Lv. 3에서 힛사를 지웠습니다
[Lv.3]
  1. 00:27:696 (27696|2) - C 사운드가 없으니 00:30:696 - 나 00:33:696 - 처럼 공간을 비워두세요. - 수정했습니다
  2. 00:45:133 (45133|1) - 이와 비슷한 내용인데, 멜로디를 표현한다면 00:45:321 - 나 00:46:633 - 같은 곳에도 노트가 필요하기 때문에 C 사운드가 없는 이상 비워두는게 좋겠네요. - 지웠습니다
  3. 01:36:227 - 노트 두개 겹쳐있습니다! - ?!?!?!?!?!?!?!?!? :?
[Lv.5]
  1. 00:49:915 - 00:51:415 - 드럼 구조가 달라지는 부분이니 단순히 이전 파트와 동일하게 롱놋 하나 + 단놋 스트림으로 가기보단 롱놋을 지우고 드럼을 좀 더 강조하는게 어울리다고 생각해요. 01:01:915 - 01:03:415 - 도 생각해보세요! -
  2. 01:09:415 - 01:13:915 - Lv.6과 난이도 갭이 큽니다. Lv.6에서는 01:03:415 - 01:09:415 - 에서 추가된 멜로디를 표현해 스트림을 넣었으니 이 난이도에서도 동일하게 1/4에 노트를 넣어 고조된 느낌을 표현해주세요. - 1/4 스트림을 넣었습니다
[Lv.6]
  1. 00:23:946 - 주변과 달리 명확한 사운드가 아니니 제 생각엔 필요 없는 노트네요, 이후 난이도에서도 동일한 이슈가 있으니 체크해보세요. - Lv.6~9 전부 수정했습니다
  2. 00:49:915 - 00:51:415 - Lv.5와 동일한 이슈 -
  3. 01:21:415 - 01:27:415 - 패턴이 00:27:415 - 에 비해서 가볍네요. 모든 1/4 마다 노트가 있지 않고 드럼 사운드에 트리플도 없습니다. 1/4 스트림을 넣지 않은건 멜로디 강조라서 괜찮지만 전반적인 노트량이 이전 파트에 비해서 적으니 이 점 고려해서 노트를 추가해주세요! - 스네어에 노트를 하나 더 추가했습니다
    01:33:415 - 01:39:415 - 여기도 몇 군데 추가 가능합니다 - 노트를 추가하기 약간 애매하고 음악이 아무래도 바로 전에 비해 잔잔함으로서 이정도 난이도가 괜찮다고 생각합니다.
  4. 01:38:665 - 01:39:415 - Lv.5와 난이도 갭이 큽니다. Lv.6 ~ Lv.9까지 이 파트의 구조가 똑같네요. Lv.8과 Lv.9는 각각 단놋 / 롱놋 구조로 마지막 난이도를 구성하고 있다고 볼 수 있지만 이 난이도는 상위 난이도들과 격차가 있어야 한다고 생각해요. 1/6과 1/8 트릴에서 노트량을 조절하면 좋겠습니다. - 약간 너프했습니다
[Lv.8]
  1. 00:49:540 (49540|2) - col3의 경우 3연타(00:49:540 (49540|2,49633|2,49727|2) - )가 되버리니 col4로 이동해서 00:49:540 - 00:51:415 - 파트에서 각각 2번씩만 겹치도록 연결시켜주면 이뻐보이네요. - 현재 패턴이 더 읽기 슆고 잭 난이도가 양손에 더 균일하게 분배됬다고 생각합니다 다만, 00:50:946 -의 코드잭은 바로 전의 스네어-킥 잭과 맞추어 그냥 잭으로 바꿨습니다.
  2. 00:58:915 - 01:00:415 - 멜로디 더블 잭이 모두 오른손에만 위치해 있네요. 이 파트를 Ctrl+H 해서 각각 손마다 2번씩 잭을 분포시키는 건 어떨까요? - 코드잭으로 표현한 관악기 소리의 음이 높아서 오른손에 놓게 되었지만, 코드잭들이 읽기 슆게 배치되어있고 드럼 잭 대부분이 왼손에 있어서 문제가 없다고 생각합니다.
[Lv.9]
  1. 01:00:040 - 01:00:133 - 이후 파트와 연결을 위해 롱놋을 넣었지만 이 핵심 멜로디 2연타는 빠지면 섭하니 01:00:040 - 에 단놋 하나 추가해서 포인트를 짚어주세요. 예시 - 노트를 하나 추가했지만 약간 다르게 배치했습니다.
  2. 01:45:040 (105040|3) - 3/4 스냅에 맞춰서 끝나는 소리가 아니니깐 롱놋 끝을 01:45:321 - 에 두지 말고 01:45:290 (105290|0) - 와 맞추어 두는게 처리, 모양 면에서 깔끔해 보입니다. - 1/4 -> 1/3 스냅으로 바꿨습니다

FAMoss wrote:

hi, can you change the special cymbal in 01:30:790 - 01:31:165 - 01:31:446 - 01:31:727 - 01:32:008 - 01:32:290 - with a low sound hihat, very spammed sounds and makes my ears hurt lol. I suggest to use this sample https://puu.sh/BcZln/7329e4cc0c.wav and increase to 70% the volume to get effect from the sample. - I have to agree that the cymbal is a bit more than just a bit loud. Didn't use the hihat you linked but I grabbed a different crash sample that doesn't have all that static noise, and edited in a separate sample for the cymbal spam so that the cymbal sounds don't overlap. Hopefully I didn't mess up anything while doing this.

Anyway i love this map, good luck! - thanks for the random mod


fkhitsounds
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