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posted
@Kin



Ranking Criteria wrote:

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a silent .wav file.
posted
Oh, I misread my bad, I though you were talkin about delay.
Anyway, fixed
http://puu.sh/uHSZ4/e03c62fbc0.rar

thanks for checking back
posted
Ah, just to make sure: the current keysounding IS a problem because of feedback. You can find my statement in the logs I provided above too iirc.
posted
Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.
It could have been a problem in a case, where it was normal-hitnormal/soft-hitnormal instead of whistle.
posted
just answering to the mods by Aldwych and game rock:

- the OD is to force accuracy on the doublets, so that you can't cheese your way through them
- the doublets emphasize the crisp sounds in the music very nicely imo, the SR is an unfortunate side effect and removing them just for the sake of catering to a broken SR system feels kind of dumb to me, since they give the map an interesting and unique feel. This just shows again that the SR system in taiko is broken and needs to be fixed.
- 1st "change to k" suggestion: kdd fits the rythm i built here more
- 2nd "change to k" suggestion: going for the slightly longer mono 1/2 for better buildup here
posted
(?)


General:

Don = d
Kat = k
Big Don = D
Big Kat = K



  • 6.9 - 6.9 in CS and AR ( ͡° ͜ʖ ͡°)

    01:44:793 - extend slider until 01:46:483- (Of course, I understand that the vocal sound ends at the point that you put but for some reason it would be better to finish where the BG Sound ends).

  • 00:32:962 (25,26) - delete .. seems unnessesary .-.

    01:07:399 (39,40) - change this for (k d) ... note 40 don't have bass sound or something.

    01:43:631 - is strange but add other d note here .. have an extended sound.

    01:48:807 (23,24) - ctrl+g
    01:50:497 (34,35) - same
    01:52:188 (42,43) - same

    01:53:666 (50,51,52,53) - dkd k

    01:55:567 (63,64) - ctrl+g

    01:57:152 - Delete this note
    01:57:257 (74,75) - ctrl+g

    01:58:948 (82,83) - ctrl+g
    02:00:638 (4,5) - same

    about last note ... are pure finish, then in finish kiai increase volume hitsound to 100% (Well, just to emphasize and leave "different" this last note)

  • My mod is based in a suggestion ... But would drastically lower the level from 7.02 to 4.67, it is precisely because of a difficulty in calculating difficulty using the 1/8 spacing ... (I am aware that we have very different styles when doing beatmaps, but you know very well that the difficulty calculator on 1/8 spacing is quite irregular and clear, a 7 stars that clearly looks like a 4.5 if it would be an abysmal gift of pps)
    - We need a dialogue with QAT's about this situation because I have a similar case on this collab map (02:52:730- to 03:05:881- )




2 stars (-w-)/**
posted
@xtrem3x: i like the base idea of this, since it still keeps the base feeling that i intended and would be a good compromise imo, ofc i'll map it a bit differently but i'll keep your idea in mind and try to make something. If people are fine with this i would be willing to change it. give me a few hours to finish this since i'm doing some other stuff atm but i'll get back on this, thanks for your feedback :D
posted
since the snare spam end on this blue tick, I still prefer the way it is (I didn't even knew, the vocal was also on blue tick lol)
thanks for checking!
posted
eh I listen to the song but i found clap on 01:30:005 (2) and 01:30:216 (3) 's tail is missing :(
posted

P A N wrote:

eh I listen to the song but i found clap on 01:30:005 (2) and 01:30:216 (3) 's tail is missing :(
ye, I've just checked every diff. And it's missing on the Insane diff. Thanks for checking again!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 40568
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
SkinPreference:Default
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 46483,53244,60005,66976
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.2

[Metadata]
Title:Alone
TitleUnicode:Alone
Artist:Marshmello
ArtistUnicode:Marshmello
Creator:Pachiru
Version:Insane
Source:
Tags:Original Mix Monstercat Trap Gabe Veus Secretpipe Kin Cosmolade Noffy Chromoxx
BeatmapID:1170480
BeatmapSetID:552712

[Difficulty]
HPDrainRate:6.5
CircleSize:4
OverallDifficulty:7.5
ApproachRate:8.5
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
2,67810,80381
2,106578,107424
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 255,173,0
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SliderBorder : 255,173,255

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93,309,131623,1,0,1:0:0:0:
81,345,131730,1,0,0:0:0:0:
112,365,131835,6,0,P|169:346|226:368,1,107.999996704102,0|0,1:0|0:0,0:0:0:0:
249,369,132152,1,0,0:0:0:0:
288,368,132258,2,0,P|305:312|290:240,1,107.999996704102,0|2,1:0|0:0,0:0:0:0:
285,228,132575,1,2,0:0:0:0:
273,191,132681,2,0,P|260:137|271:85,1,107.999996704102,0|2,1:0|0:0,0:0:0:0:
119,23,133103,5,2,0:0:0:0:
77,215,133314,1,0,1:0:0:0:
194,90,133526,1,0,1:0:0:0:
11,106,133737,1,0,0:0:0:0:
267,125,133948,2,0,P|273:72|248:26,1,107.999996704102,0|2,1:0|0:0,0:0:0:0:
10,177,134371,2,0,P|2:229|27:276,1,107.999996704102,0|2,1:0|0:0,0:0:0:0:
170,344,134793,1,2,0:0:0:0:
342,344,135005,1,0,1:0:0:0:
256,192,135216,5,6,0:0:0:0:
posted
16/03/2017
  1. Updated Chromoxx' diff to reduce 1/8 overload, and also to nerf its Star Rating.
  2. Finally added a new very nice skin made by Noffy ! Hope you'll enjoy it !
  3. Updated Insane diff to fix an Hitsound issue.
posted
Hello, from in-game request :3

[Gabe's]
There's something that doesn't make sense with SecretPipe's Normal
01:41:413 (1,1) - the spinner is split into two parts, I find that discouraged in Easy. Since Secretpipe's spinner doesn't split and I think you two should swap the idea of your spinner with each other. It's more reasonable that you spin one and longer spinner in easy, and two shorter spinners in Normal.

[Secretpipe's]
01:56:202 (4,1,4) - somehow feel touching, maybe move slider(1) to the right a bit thus lower its angle for better performance
00:18:174 (3,4,3,4) - Also I find it's weird that the only times 1/2 pattern appears are these two, in the kiai or the later part in general isn't introduced anymore. I understand that music doesn't support it well but then the existance of 1/2 pattern is pretty faint imo. Maybe not include that in your diff or have it appeared again somewhere. From what I hear, the keysound blends pretty well with the music, I can't distinguish even try turning my effect volume to zero. So I think you can skip that red tick there if you wanted to map it for keysound.

[Hard]
01:41:413 (1,2,3,1,2,3,4) - I wonder if these multiple reverses suit here on Hard diff. Since Hyper has those, I think the difficulty spread will be more even if you map with only one reverse arrow. To support this, Normal and Easy has only spinners

[Hyper]
00:42:258 (6) - Why this measure doesn't get NC?
01:39:723 (2,3) - Although I get it's a pattern idea, but the spacing doesn't make sense with the rest of this section. Because 01:40:145 (3,4) - this sounds like it can be a jump too, (4) has higher pitch
02:00:850 (5,1) - I think the stack is off here

Something inconsistent here :
#meaasure1: 01:48:174 (1,2) - a pair of straight sliders.
#m2 : 01:49:864 (1,2) - ^
#m3 : 01:51:554 (1,2) - ^
#m4 : 01:53:244 (1,2) - a pair of curve sliders
And the next measure repeats the melody. So I think it's better to make it in a noticeable pattern of pair sliders. Like straight-straight-curve-curve.
*It's a minor nazi stuff, you don't have to apply it if it ruins the map xd*

The rest looks ok

[Insane]
00:15:216 (3) - I think NC here better than from 00:14:793 (1) - . I understand your idea but NC from 00:14:793 - doesn't help players indicate the sv change or does it? Or (better) change all of your slow slider's shapes to something special, more easy to recognize
00:26:624 - Starting here I think it's better to have curve sliders as indicator for sv changed sliders, the rest can just use anchored or straight slider. The players will pick up the information fast enough from the previous section




Pretty short, hope it's valuable in some ways ^^
Good luck!
posted
hiya moddu desu

00:38:455 (1,2,3) - for the other parts with this sound, they were sort of equal distances, so maybe make this same distance apart as well

01:06:343 (2,1,2) - the flow between these seems a bit too linear, especially with the distance betwee 01:06:343 (2,1) - being much smaller than 01:06:554 (1,2) - , makes it sort of weird to aim. Maybe ctrl g 01:06:765 (2,3) - these two and 01:07:188 (4,5) - ctrl g these two as well to keep same pattern, just flipped

01:07:610 (1) - maybe put this where the ring appears in the SB? or put the ring where this note is

01:27:047 (4) - this note is more emphasized than the other ones, but the distance between 01:26:835 (3,4) - is smaller than 01:27:047 (4,5) - . I actually think, with this sort of pattern, it would be beset if everything was the same distance apart

01:54:934 (1,2,3,4) - maybe make this a square?

02:13:526 (3,4) - i would make this a noticeably bigger distance jump than 02:13:103 (1,2) - because its on a downbeat and is more emphasized imo
00:56:624 (3,4,5,6) - square seems a tad off

01:24:089 (4) - maybe put this up more so its similar to the 1/2 slider positions before it

02:00:005 (1,2,3,4,5,6) - could maybe fix this up a bit to be more perfect of a triangle
01:07:610 (1) - put this down a little more so it makes a diamond with 01:06:976 (3,4,5) - ? right now looks kinda weird


im bad at modding easier diffs :(

good luk
posted

Pachiru wrote:

24/03/2017
  1. Deleted Chromoxx' Taiko diff.
  2. Fixed some minor stuffs with Normal, Hard, Hyper, Insane, thanks to Asaiga and Kami-senpai's mod!

Asaiga wrote:

Hello, from in-game request :3

[Secretpipe's]
01:56:202 (4,1,4) - somehow feel touching, maybe move slider(1) to the right a bit thus lower its angle for better performance Fixed.
00:18:174 (3,4,3,4) - Also I find it's weird that the only times 1/2 pattern appears are these two, in the kiai or the later part in general isn't introduced anymore. I understand that music doesn't support it well but then the existance of 1/2 pattern is pretty faint imo. Maybe not include that in your diff or have it appeared again somewhere. From what I hear, the keysound blends pretty well with the music, I can't distinguish even try turning my effect volume to zero. So I think you can skip that red tick there if you wanted to map it for keysound. I also fixed it in an other way. Instead of having some part in the difficulty that didn't have 1/2 even when there was this piano sound, so I added 1/2 when it needs during the begining.

[Hard]
01:41:413 (1,2,3,1,2,3,4) - I wonder if these multiple reverses suit here on Hard diff. Since Hyper has those, I think the difficulty spread will be more even if you map with only one reverse arrow. To support this, Normal and Easy has only spinners So, for this one, I agree with you, first, I was quite... reflecting about this idea, but indeed, this deserve a nerf, so I took your idea, thanks. :)

[Hyper]
00:42:258 (6) - Why this measure doesn't get NC? Fixed, my bad.
01:39:723 (2,3) - Although I get it's a pattern idea, but the spacing doesn't make sense with the rest of this section. Because 01:40:145 (3,4) - this sounds like it can be a jump too, (4) has higher pitch Yes, I fixed it.
02:00:850 (5,1) - I think the stack is off here I don't understand what you wanted to mean, but to me it looks good, since there is no issue with it.

Something inconsistent here :
#meaasure1: 01:48:174 (1,2) - a pair of straight sliders.
#m2 : 01:49:864 (1,2) - ^
#m3 : 01:51:554 (1,2) - ^
#m4 : 01:53:244 (1,2) - a pair of curve sliders
And the next measure repeats the melody. So I think it's better to make it in a noticeable pattern of pair sliders. Like straight-straight-curve-curve.
*It's a minor nazi stuff, you don't have to apply it if it ruins the map xd*

I wanted to do different kind of pattern with all a different style, to avoid the boringness of this part. And I didn't use a proper pattern, to avoid the player to prevent those slider events, that's also why they are using different directions while playing them.

The rest looks ok

[Insane]
00:15:216 (3) - I think NC here better than from 00:14:793 (1) - . I understand your idea but NC from 00:14:793 - doesn't help players indicate the sv change or does it? Or (better) change all of your slow slider's shapes to something special, more easy to recognize Yes! Indeed, that make the map more easy to read, at least for the begining, and it can avoid dumb fails, so yes, that's fixed!
00:26:624 - Starting here I think it's better to have curve sliders as indicator for sv changed sliders, the rest can just use anchored or straight slider. The players will pick up the information fast enough from the previous section I also applied here, to avoid unconsistancy with NC, since the rhythm is still the same during all this part.

Pretty short, hope it's valuable in some ways ^^
Good luck!
Sure it was helpful, thanks a lot for your mod Asaiga!

Kami-senpai wrote:

hiya moddu desu

[Insane]00:38:455 (1,2,3) - for the other parts with this sound, they were sort of equal distances, so maybe make this same distance apart as well Yes, but since there is a "strong" sound on the last note, I wanted to emphasize it by doing a jump here.

01:06:343 (2,1,2) - the flow between these seems a bit too linear, especially with the distance betwee 01:06:343 (2,1) - being much smaller than 01:06:554 (1,2) - , makes it sort of weird to aim. Maybe ctrl g 01:06:765 (2,3) - these two and 01:07:188 (4,5) - ctrl g these two as well to keep same pattern, just flipped Indeed, I fixed it.

01:07:610 (1) - maybe put this where the ring appears in the SB? or put the ring where this note is The ring wasn't really supposed to be in the center o:

01:27:047 (4) - this note is more emphasized than the other ones, but the distance between 01:26:835 (3,4) - is smaller than 01:27:047 (4,5) - . I actually think, with this sort of pattern, it would be beset if everything was the same distance apart For this part, I didn't really wanted to use jumps here, since it's more a slow part.

01:54:934 (1,2,3,4) - maybe make this a square? No, because it would make a really big jump between 01:55:568 (4,5) - and it wouldn't be really adapted for the diff.

02:13:526 (3,4) - i would make this a noticeably bigger distance jump than 02:13:103 (1,2) - because its on a downbeat and is more emphasized imo Indeed, I really understand your point, and you're partly true. But on this part of the map, I wanted to focus my jumps on the vocals, as I did in the first part, but more "marked" because the kiai was here, and the voice were more intense. Otherwise, that's a very nice catch!

[Hyper]00:56:624 (3,4,5,6) - square seems a tad off I didn't really understand that point, but I think I got it !

01:24:089 (4) - maybe put this up more so its similar to the 1/2 slider positions before it Since it's the ending of the slider, I think that it shouldn't be like that, because that would "kill" the flow in my opinion.

02:00:005 (1,2,3,4,5,6) - could maybe fix this up a bit to be more perfect of a triangle I didn't really wanted to make a perfect triangle here, but more a small challenging jump.

[Hard]01:07:610 (1) - put this down a little more so it makes a diamond with 01:06:976 (3,4,5) - ? right now looks kinda weird Fixed.

im bad at modding easier diffs :(

good luk Arigathanks Kami! ~


Sorry guys for the late reply /;w;\
posted
Salut, requête de ma modding queue (non j'suis pas en retard)

General
  1. http://prntscr.com/eosmfo :thinking:
  2. Pas d'epilepsy warning dans la Gabe's Oni et la Kin's Muzukashii?
Insane
  1. 00:27:047 (2,3,4) - le DS devrait être + grand entre 3-4 qu'entre 2-3 pour bien emphasize le son du piano ou jsp quoi sur 4, pareil ici 00:30:427 (2,3,4) - 00:33:807 (2,3,4) - 00:37:188 (2,3,4) -
  2. 00:50:286 (5,6) - Tu pourrais les placer comme ça plutôt pour une meilleure structure + meilleur flow https://osu.ppy.sh/ss/7665713 (je l'ai fait vite fait mais tu comprends le principe) et en + ça évite l'overlap "moche" ici 00:49:441 (2,5) -
  3. 01:06:554 (1) - Enlève le NC
  4. 01:35:920 (4,5,1) - Ils ont tous un son important mais 5 est mal emphasize à cause du flow linéaire :/ un moyen de régler ça serait de stack 01:36:131 (5) - sur le sliderhead de 01:35:497 (3) - par exemple, pareil ici 01:38:878 (3,5) - (t'en fais pas pour le DS qui sera pas régulier, c'est justement un bon endroit pour mettre un jump imo)
  5. 01:40:145 (5,6,7,8,9) - Ce genre de flow est pas confortable du tout à jouer imo vaudrait mieux mettre 01:40:779 (9) - + vers le haut genre comme ça http://osu.ppy.sh/ss/7665787
Bonne chance ! Un peu la flemme de mod le reste orz mais le set a l'air cool
posted

Shyotamaze wrote:

Salut, requête de ma modding queue (non j'suis pas en retard)

General
  1. http://prntscr.com/eosmfo :thinking:
blame spotty :c
sinon, dans les 2 cas, y a pas les 5ms au début. Faut check via audacity, pas via un logiciel tier qui check les ms seullement au bout d'une certaine intensité :c

Kin wrote:

Oh, I misread my bad, I though you were talkin about delay.
Anyway, fixed
http://puu.sh/uHSZ4/e03c62fbc0.rar

thanks for checking back
posted
Kin's Solitude

00:16:483 (4,1) - 00:21:765 (5,1) - These just feel way too big for the intro imo. After going through the map, these jumps felt very similar to most of the jumps you put on kiai sections and other denser sections of the song. It doesn't feel characteristic for the song here, when the song clearly isn't as intense as later.
00:25:145 (5,1) - Same idea here.
00:33:385 (4,1) - 00:36:765 (4,1) - ^
00:48:385 (6) - Stacking this with 00:47:751 (3) - 's head fits your flow better imo, and leads into 7 without creating as sharp an angle.
00:56:835 (6,7) - Ctrl+G gives it a nice flow + angle.
01:00:638 (8) - How about a smaller jump here or something? Since the note here is quite low and its different than the other jumps you mapped to.
01:58:103 (8) - How about stacking with one of 01:57:047 (3,4) - ? The angle from 7>8>1 could be nicer.

Pretty clean map. Some angles you picked were a bit questionable though, but I only mentioned the ones that were especially poor for me.

Insane

Okay, really not a big fan of the intro. You confuse visual spacings very frequently. Like 00:13:526 (1,2,3) - both 1/1 and 1/2 rhythms are mapped to the same visual distance. 00:16:906 (2,3,4,5) - etc..
00:25:357 - it gets better after here though. You start using stacks and noticeably larger spacings to denote the 1/1 gaps.
02:04:230 (1,2) - 02:06:237 (2,3) - 02:09:618 (2,3) - etc... Spacings are sometimes messed up in your streams, or they just arne't consistent. Please go through your kiai section again with this in mind.

Pretty clean difficulty, bar the inconsistencies.

Hyper

01:02:328 (6,1) - Make this smaller please. Circle > Slider jumps are a lot more difficult than slider > slider jumps. As well, the way you set up this jump isn't good because 5>6>1 is a very linear movement that doesn't allow for good snapping xP.
01:05:497 (5,6,1) - Is much better in terms of angle. I still recommend making the spacing smaller when you do circle > slider jumps since you can't release early, or position your cursor to the edge of the slider-end / prepare the jump as easily compared to sliders.
01:24:089 (4,5,6) - Could be more consistent here in terms of visual spacing

Hard

00:16:483 (1,2) - Poor rhythm choice imo. Why are you making the slider-ends the stronger beats. It's really noticeable, especially since you made 00:14:371 (2) - clickable just before.
00:23:244 (1,2) - ^etc.. seems like a consistent rhythm you are using, but its a poor variation imo. If you want an alternative rhythm choice, do something like this: using a repeat arrow so you still get the click on the downbeat but also some change in gameplay (reverse movement).

02:01:695 (1) - Not good imo. The first note on 02:01:695 - is much diferent from the other white ticks: 02:01:906 - etc...

Secretpipe's Normal

01:21:131 (1,2,3) - Spacing is kinda inconsistent here.
01:32:962 (3,4) - ^
01:40:145 (4,1) - ^
01:56:624 (1,2,3) - ^

Overall, just some visual stuff. The difficulty itself is pretty solid. However, your mapping style for Normal's should really belong to an Easy, because your choice of spacing, and slider velocity all suggest an Easy diff. Just something to consider i guess.

Gabe's Easy

00:35:497 (3) - I don't think this is a good slidershape to use for an Easy. The lack of two sliderborders can really confuse new players as to where in that loop they are supposed to follow with their cursor.

[]

The spread between Hard and Secretpipe's Normal needs work. Secretpipe's Normal is literally an Easy with a few 1/2 repeats here and there, whereas your Hard is full of 1/2 and even 3/4 rhythms.
posted
I'll try to introduce some 1/2 circles in my diff and buff the spacing by 0.1 or 0.2 in the comin days!

Will apply the 4 spacing cases soon tho! Thank you for modding strata!
posted
I don't know if introducing more 1/2 circles will help. I think it might be better to just add another difficulty, since the diff you currently have is quite solid. But i guess, discuss it with Pachiru first.
posted
28/03/2017
  1. Changed Insane, Hyper and Hard with the help of Monstrata's & Shyotamaze's mod.
  2. Fixed hitsounds.
  3. Added Epilepsy Warning in Taiko diffs.

Monstrata wrote:

Insane

Okay, really not a big fan of the intro. You confuse visual spacings very frequently. Like 00:13:526 (1,2,3) - both 1/1 and 1/2 rhythms are mapped to the same visual distance. 00:16:906 (2,3,4,5) - etc..
00:25:357 - it gets better after here though. You start using stacks and noticeably larger spacings to denote the 1/1 gaps.
02:04:230 (1,2) - 02:06:237 (2,3) - 02:09:618 (2,3) - etc... Spacings are sometimes messed up in your streams, or they just arne't consistent. Please go through your kiai section again with this in mind.

Pretty clean difficulty, bar the inconsistencies.

I applied everything, and I reworked a lot the end of the map, especially the end of the Kiai. I did that to make it more consistant with spacing, and also with rhythm use. I don't know if you'll check again the diff, but I did my best to make it "easier" and more consistant to play.

I also added some notes in the begining to add some flow, and also, I moved some sliders to keep distance consistancy between notes~


Hyper

01:02:328 (6,1) - Make this smaller please. Circle > Slider jumps are a lot more difficult than slider > slider jumps. As well, the way you set up this jump isn't good because 5>6>1 is a very linear movement that doesn't allow for good snapping xP.
01:05:497 (5,6,1) - Is much better in terms of angle. I still recommend making the spacing smaller when you do circle > slider jumps since you can't release early, or position your cursor to the edge of the slider-end / prepare the jump as easily compared to sliders.
01:24:089 (4,5,6) - Could be more consistent here in terms of visual spacing

I applied everything here too. Also the comment you made about "circle > slider jumps" are very useful and interesting. Thanks for pointing out that :)

Hard

00:16:483 (1,2) - Poor rhythm choice imo. Why are you making the slider-ends the stronger beats. It's really noticeable, especially since you made 00:14:371 (2) - clickable just before.
00:23:244 (1,2) - ^etc.. seems like a consistent rhythm you are using, but its a poor variation imo. If you want an alternative rhythm choice, do something like this: using a repeat arrow so you still get the click on the downbeat but also some change in gameplay (reverse movement).

02:01:695 (1) - Not good imo. The first note on 02:01:695 - is much diferent from the other white ticks: 02:01:906 - etc...

I changed all the stuffs and moved some sliders and circles in the begining, I took into account what you said about the rhythm use in the begining and I changed this to make it more cool to play, so the begining have been changed. Also, I changed the slider as you said. Indeed a lot of people told me to change this, but to me it looked good. After looking what you said about first note of the slider, I noticed that indeed, it needs to be changed. So I made a 1/2 slider → 4 circles to fit with the song.

[]

The spread between Hard and Secretpipe's Normal needs work. Secretpipe's Normal is literally an Easy with a few 1/2 repeats here and there, whereas your Hard is full of 1/2 and even 3/4 rhythms.

Shyotamaze wrote:

Salut, requête de ma modding queue (non j'suis pas en retard)

General
  1. http://prntscr.com/eosmfo :thinking:
  2. Pas d'epilepsy warning dans la Gabe's Oni et la Kin's Muzukashii?
Insane
  1. 00:27:047 (2,3,4) - le DS devrait être + grand entre 3-4 qu'entre 2-3 pour bien emphasize le son du piano ou jsp quoi sur 4, pareil ici 00:30:427 (2,3,4) - 00:33:807 (2,3,4) - 00:37:188 (2,3,4) -
  2. 00:50:286 (5,6) - Tu pourrais les placer comme ça plutôt pour une meilleure structure + meilleur flow https://osu.ppy.sh/ss/7665713 (je l'ai fait vite fait mais tu comprends le principe) et en + ça évite l'overlap "moche" ici 00:49:441 (2,5) -
  3. 01:06:554 (1) - Enlève le NC
  4. 01:35:920 (4,5,1) - Ils ont tous un son important mais 5 est mal emphasize à cause du flow linéaire :/ un moyen de régler ça serait de stack 01:36:131 (5) - sur le sliderhead de 01:35:497 (3) - par exemple, pareil ici 01:38:878 (3,5) - (t'en fais pas pour le DS qui sera pas régulier, c'est justement un bon endroit pour mettre un jump imo)
  5. 01:40:145 (5,6,7,8,9) - Ce genre de flow est pas confortable du tout à jouer imo vaudrait mieux mettre 01:40:779 (9) - + vers le haut genre comme ça http://osu.ppy.sh/ss/7665787
Bonne chance ! Un peu la flemme de mod le reste orz mais le set a l'air cool
J'ai tout apply, en effet, il y avait beaucoup de bonnes idées dans ton mod, d'ailleurs pour le début, j'ai fix tout ça avec la réponse du mod de Monstrata si jamais tu veux checker.


I discussed a bit with Secretpipe today, and I think I'll add an Advanced difficulty, to make the spread better and to make it more consistant.
Thanks Shyotamaze & Monstrata for the mod!
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