\:D/
456,40,49438,6,0,B|520:104|512:208,1,176
Chewin wrote:
[Verdi's Hell Taiko]T'oh.
- Add AudioLeadIn: 1500, this diff starts too soon or it'd be better to delete the 00:00:728 (1) to keep consistency with other diffs. AHO can fix this for me :3
- Woa it's awesome
http://puu.sh/4MqWaljqandylee wrote:
Hi~ mania mod is coming XD
- Hi, good to see you're a BAT
[DJPop's Normal]
Quite good, but I think this diff is above Normal...
Maybe reduce some multi-keys and make this part: 01:12:964 ~ 01:22:911 not so confusing to players at Normal level would be better, just my opinion.
- Changed that part a bit and reduced some of triple notes.
[DJPop's Insane]
Also nice, just a few suggestions:
00:15:254 - Add note
- Doesn't feel like it should be added.
00:58:912 (58912|5,58912|4) - End at 00:59:385
- Fixed.
00:59:544 (59544|2,59544|1) - End at 01:00:016
- Fixed.
yep i want , but no mapper , soSeph wrote:
why no ctb diff
gogo all mode diff spread \o\
Wait.. What!?Nyquill wrote:
Actually, normal -> insane is bad enough spread to be unrankable (mania).
You need to add something in the middle there.
Mania RC wrote:
Diff Spread
Each beatmap must have at least 2 difficulties and one of them mustbe Easy/Normal. The key amount of the hardest difficulty in your beatmap set must not be lower than thekey amount of the easier difficulties. Single key amount beatmap set is notsuitablefor this rule. For example:- (Let 4K be lesskeyamountand 7K behigh keyamount) 4K Easy + 7K Insane: Accept 7K Easy + 4K Insane: Deny 4K Easy + 4K Hard + 7K Insane: Accept 7K Easy + 7K Hard + 4K Insane: Deny 4K Easy + 4K Insane + 7KEasy+ 7K Insane: Accept 7K Easy + 7K Normal + 7KHard + 7K Insane: Accept
http://puu.sh/4RyGBxxbidiao wrote:
00:37:280 - I would suggest to move the x8.00 part something like 100~200 ms earlier,make it farther from reciting map deal...
- Fixed
Normal:
01:07:753 (67753|0) - This 1-2-1-2-1-2 style may be too hard for players on this level? Consider 1-7-1-7 for it also suits the later part.
- Changed another way, but still switching left & right.
Great ~AngelHoney wrote:
done~
and added djpop's hard ~
=w=
http://puu.sh/51Mef.zipljqandylee wrote:
[DJPop's Hard]
00:46:911 ~ 00:47:464 - Move all notes 1 column left, for the pitch relevance
- Moved
01:51:965 (111965|0) - Add a note at 7th column
- All diffs have only 1 note here.
ExPew wrote:
wait... tis mania mapset all Insane icon loolol
Red - Must Fix
Blue - Consider
[DJPop's Normal]
HP+1 or 2( lowest rate in o!m is 6 )
- Fixed, didn't know that
OD-1 ( bit cruel when normal od is 8)
- I usually set same OD for every diffs in a map set, fair play
my guess on this problem to make your Normal diff turn to IN ( most insane icon use for HD+ MX+, im not sure about that. )
- somepart 1/4 triplet
- 2 note press simultaneously with 1/2.
- Can't be helped, the song is obviously supposed to be hard :<
[DJPop's Hard]
HP and OD 7
- They said OD7 is too easy :<
your insane close enough with my shd ( just i too much use sliders/LNs )
- Well, I didn't notice there's another mapset
DJPop wrote:
ExPew wrote:
wait... tis mania mapset all Insane icon loolol
Red - Must Fix
Blue - Consider
[DJPop's Normal]
HP+1 or 2( lowest rate in o!m is 6 )
- Fixed, didn't know that -you forgot add hp lol
because this map has too much stream and jumps, too far distance in the streamsAngelHoney wrote:
most of bats are afraid of touch this beatmap (:
or "busy"
Most of them are sleeping. If I were a BAT I'd help you :/AngelHoney wrote:
most of bats are afraid of touch this beatmap (:
or "busy"
but now , it is 2014Lolicore_Komari wrote:
because this map has too much stream and jumps, too far distance in the streamsAngelHoney wrote:
most of bats are afraid of touch this beatmap (:
or "busy"
yep XD thank you wwRikiH_ wrote:
Most of them are sleeping. If I were a BAT I'd help you :/AngelHoney wrote:
most of bats are afraid of touch this beatmap (:
or "busy"
人老了 mod都看不懂了 aiCXu wrote:
[Another]
- 00:07:675 (1,2,3) - 00:08:938 (1,2,3,4,5,6) - Try stacking (3) with (1) instead of (2), (and (4) with (6)) and see if you like that. Imo, it works with the repeat 00:08:149 (4) - , as well as giving the pattern a jump at the.. idk what to call it melodic parts.no
- 00:12:412 (10) - Add a drum-whistle? ok
- 00:22:991 - 00:31:675 - I think adding some soft-whistles could be pretty nice, since just hearing the constant hitnormal is a bit boring i totally have no idea about how to deal with the hitsounds here anyway i tried my best
- 00:24:096 (1,2) - 00:26:623 (1,2) - Imo, adding a slight jump here feels more natural due to the pitch-change, as well as being consistent with the spacing change at 00:29:149 (1,2,3,4,1) - .ok
- 00:35:543 - You should turn the kiai off here. That blinking is seriously weird when there's no music going.ok
- 00:48:174 (1,2) - What about a rhythm like http://puu.sh/6K0yq.jpg? It feels like you have to drag your cursor a bit when you're playing the 3/4's you have currently.ok
- 00:51:490 (3,4) - Might want to space this out a bit, just to make the fast slider feel too abrupt.ok
- 00:58:911 (1,2) - I understand the speedup, but the change is pretty big compared to the sliders before it, making them seem and feel disconnected from the rest of the map.ok
- 01:06:332 (5) - While there's nothing wrong with it, it just plays weird to me. Doing the same as 01:08:859 (8,9,1) - just feels better overall imo.ok
- 01:07:753 (1,2,3) - Try reversing the order: http://puu.sh/6K1ki.jpg. Starting the triple on the white tick feels off.ok
- 01:13:280 - Same as earlier, some soft-whistles would be great here.same as above
- 01:13:911 (4) - Stack with 01:13:438 (2) - end? Following the change in pitch.ok
- 01:21:806 (1,2) - Move them closer so it's easier to read, and end (1) on 1/8 at 01:22:240 - .ok
- 01:25:280 (14) - Sounds like 1/8 to me, and not 1/6.fixed
- 01:27:806 (14) - Same as above^fixed
- 01:33:964 (2,1) - Thaaaaaaat's a huge 1/4 jump. These sliderjumps are okay for the most part because of sliderleniency, but since this is a slider->note jump, you should reduce this a bit. Changing the order of 01:33:648 (1,2) - might do the trick.changed to a slider->slider jump
- 01:34:280 - I don't think I understand your whistles for this part, as you sometime don't use them for a while, before using them again.fixed
- 01:36:648 (9,1) - Rearraging the pattern before or after so you can stack these two notes would be nice, for consistency with the stacking at 01:35:385 (14,1) - , and just the general feeling of stopping before starting again.ok
- 01:38:543 (4,1) - Yeah, huge jump is huge. If possible, you should reduce this a bit. Also, ctrl+g on 01:38:227 (2,4) - ? for circular motion.ok for reduce
It was intended to make a pause technique, no changes.CXu wrote:
[General]
[list][*]DJPop's mania-diffs have a bpm change at 00:35:386, BPM of 23.750. BPM should be the same throughout all diffs, since, well, same song.
BPM change is not much an issue here, and is actually a great idea. I don't know what's up with this rule, there is absolutely no valid reason in not allowing a different BPM for a short part of the song if it works. I do agree that it is stupid to use BPM changes to change the scrolling speed progressively though. (Not hating on anyone, after reading myself again I found myself rather blunt )CXu wrote:
I'll check the map again sometime during the weekend. Anyway:
https://osu.ppy.sh/wiki/Osu!mania_Ranki ... ria#Timing
CXu wrote:
I'll check the map again sometime during the weekend. Anyway:
https://osu.ppy.sh/wiki/Osu!mania_Ranki ... ria#Timing
Edit: Oh yeah I forgot to mention, but it's also in the general ranking criteria, and it's not so much that the slowdown is bad or anything (I don't play o!m, so I can't tell), but yeah.
- That stupid rule again >___>
It has the same effect as x0.01 without red timing and was presented in original version of this song
PyaKura wrote:
What bothers me here though is that weird x8.0 SV multiplier during the 23,75 BPM part, it just doesn't feel right. I know what you wanted to do and it really makes a cool effect, but readability-wise it's really so-so. I suggest you add another BPM change (back to the original 190 BPM) to have a visual feedback (this adds a white line when the BPM changes) and predict the moment when the song starts again, and remove that weird SV multiplier. As it stands now, you literally have to know this part by heart (read : know the exact timing) to be able to play it without missing. Screenshot of what I want to say just below.
- 23.75 = 190 / 8, same effect as using x0.01 without red timing.
00:35:386 - It is lacking notes for the last sounds (listen to this part with 25% speed).
Try doing this. It plays better this way. I've also added 3 random notes (selected) to show you where you forgot to put them. If you the scrolling to starts again before the next notes hit the judgement line you can add a 190 BPM change earlier and keep the current 190 BPM change. This way, you still have a visual feedback as to when the scrolling speed changes and the white ticks in the rest of the songs follow the beat correctly.
- Assuming cymbal sound is the sign of suddenly stop. This technique is from the original O2Jam version (official).
Also there's no space to add them if the rooms are intended to be consistent.
What I just wrote may sounds very confusing, so just ask (here or PM) if you don't understand (whether it is DJPop, BATs, or other people), I'll try my best to make it clearer. >.<
00:41:859 (41859|5) - No sound ? I understand it's for symmetry though.
-Just default hitsounds like the pattern around.
Anyways, great quality map, good luck and get this ranked guys !
PyaKura wrote:
@DJPop : yes I see what you mean. This doesn't prevent the scrl spd change to be unreable unless you know the timing by heart. What about replacing your x8 multiplier during the 23,75 BPM part by 190 BPM (because as you said, 23,75*8 = 190) directly for visual feedback and readability (keep the next 190 BPM so that the white ticks follow the beat correctly)? Doing so doesn't change the way the song is played, it's just less of a gamble when you don't know the song. The white line helps you predict a scrl spd change. Can't test this right now, will do so in a bit. :>
Edit : Okay try this then. It doesn't change anything speed wise (keeping your slowdown effect) but adds readability.
About the three notes I've added, it just feels weird to not having to play them, because they are there and exist :v.
- Looks ugly for me D:
I understand your point about readability, but it's intended and easy to notice. Players can pass them finely by just playing it on 2nd time.
Lokovodo wrote:
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▓▓▓▓▓▓█░░ BATs Rank This ░░█
▓▓▓▓▓▓█░░░░ Please! ░░░░█
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:-)
because you dont know how many bats i asked and be rejected ;pPyaKura wrote:
AngelHoney I really don't know how you can be so patient with this mapset lol... no giving up !
lol ggCXu wrote:
Edit: Man I think this was moved to graveyard while I was modding.
TuT; thank you again ..CXu wrote:
A month tardy recheck orz. No kds.
Btw, can you quote this post and tell me what you change, and why you decide to keep what you have? Makes my life easier when rechecking.
[General]waiting for djpop's reply
- While I understand the reason for the low bpm in mania, it's still not rankable, unfortunately. The bpm can't change between difficulties, as the song doesn't change between difficulties. And yes, even doubling/halving bpm is considered a change. @DJPop: "It has the same effect as x0.01 without red timing and was presented in original version of this song" is this the actually bpm change, or are you only talking about the "freeze"? If it's the former, and it is indeed the official bpm, then all other difficulties must be changed to that. If it's the latter, you'll probably have to replicate it without the use of red timing lines.
[ExtrA]yes done
- 00:14:938 (13) - New combo. It's the same as 01:04:911 (1) - , so it doesn't really make sense to do this only at 01:04:911 (1) - , and not here.
- Same for 00:17:465 (13) - 00:19:991 (9) - 00:21:254 (13) - 00:22:517 (13) -
[Another]done
- 00:49:438 (1,2,3,4,5) - Move this closer to 00:49:122 (5) - , and further away from 00:50:069 (1) - , since the spacing right now is opposite of the timing.
[Insane]done
- 00:14:938 (1) - Sure you don't want to do this http://osu.ppy.sh/ss/1437848 ? It's consistent with 01:04:911 (1,2) -
- Same for 00:17:465 (10) - 00:19:991 (10) - 00:21:254 (9) - 00:22:517 (9) -
[Hyper]all done
- 01:13:595 (1) - Remove NC.
- 01:47:227 (2,3) - Change this so slider first, then note? I just like the feel of two sliders after each other, like 01:44:385 (1,2) - and 01:48:174 (1,2) - .
- 01:53:069 - Spinner like other diffs.
[Hard]i think its fine ... and i tried that on kiai part ..and use something different rhythm ( i did some change
- Still a bit concerned about those doubles in 1/2. They really are pretty tiring compared to Hyper, where you use more sliders. I really think you should change them to http://puu.sh/7DHbi.jpg or similar.
[Normal]done..
- 00:23:307 (1) - Now only normal have these long spinners. I do think it'd be more fun for players to play something, instead of just spinning, so consider mapping this section in this diff as well.
- 01:13:280 (1) - ^
[Easy]done
- 00:58:595 (2) - Move to 00:58:280 - ?
Okay, so the only two things really is the timing and the 1/2 in Hard because of difficulty spread. Other than that, I'm fine with this mapset.
Poke me again when you're finished, and sorry for the looooooooong delay orz.
Edit: Man I think this was moved to graveyard while I was modding.
CXu wrote:
[General]
- While I understand the reason for the low bpm in mania, it's still not rankable, unfortunately. The bpm can't change between difficulties, as the song doesn't change between difficulties. And yes, even doubling/halving bpm is considered a change. @DJPop: "It has the same effect as x0.01 without red timing and was presented in original version of this song" is this the actually bpm change, or are you only talking about the "freeze"? If it's the former, and it is indeed the official bpm, then all other difficulties must be changed to that. If it's the latter, you'll probably have to replicate it without the use of red timing lines.