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yuzen - Ouka Ryouran [OsuMania]

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Topic Starter
DoNotMess

Kamikaze wrote:

hitsound volume crusade

so I've checked the map and the hitsounds are actually good....

except for whistle, because the whistle hitsound file is way too quiet so it's actually half of the volume of all the other hitsounds and it's practically inaudible ingame

please fix
thanks for keeping my 4k map quality up to the notch

i will discuss with qat about this and maybe issue a dq to fix this

would u mind checking my other map's hitsound too before it gets qualified? XD
Arzenvald
we know vast majority of mania mappers are not really aware about hitsound volume, but even this issue can be fixed, there's a lot more mappers who don't know how to fix their hitsound file by gaining the audio level / volume, (even QAT might not even aware of it except now).

its not too late to fix this issue for currently qualified maps, and i'll help fixing the audio files if DQ for this map is necessary

that -6db tho
Protastic101
By request
Kamikaze

Arzenvald wrote:

we know vast majority of mania mappers are not really aware about hitsound volume, but even this issue can be fixed, there's a lot more mappers who don't know how to fix their hitsound file by gaining the audio level / volume, (even QAT might not even aware of it except now).
yeah this is exactly why I've decided to go on a spree and post today, this has been ignored for far too long

also @DNM sure, if you catch me in game we can go through that quickly
Arzenvald
SpectorDG
what the ding
Kamikaze
ok since I was asked

I still think that the hitsounds might be upped by like 5% just to be safe

also why the only point where there's any SV is at 01:02:800 - ?

The SV itself is okay, flows smoothly, but you could do small SVs like that throughout the entire map consistently and it would be cool to play instead of just this one spot randomly having SVs while nothing else in the map has any

patterning is fine to me btw
Topic Starter
DoNotMess

Kamikaze wrote:

ok since I was asked

I still think that the hitsounds might be upped by like 5% just to be safe

also why the only point where there's any SV is at 01:02:800 - ? allright 5% added

The SV itself is okay, flows smoothly, but you could do small SVs like that throughout the entire map consistently and it would be cool to play instead of just this one spot randomly having SVs while nothing else in the map has any this is the only spot where i can safely put sv since the beat was 1/1 4 times, but if it's a consistency issue, i will delete it

patterning is fine to me btw
Kamikaze
I see a lot of opportunities for small smooth slowjams or similar but less intense jumps on bigger chords but if you don't want that then yeah it would be better to delete that imo
Topic Starter
DoNotMess

Kamikaze wrote:

I see a lot of opportunities for small smooth slowjams or similar but less intense jumps on bigger chords but if you don't want that then yeah it would be better to delete that imo
*updated*
yum
Kamikaze
Alright, looks good to me

Rebubbled!
Sandalphon
Q
Protastic101
Sorry about the post mod quali, I just finally had some time to sit down and look at this. All of these are pretty small suggestions so I don't really mind how you take them if at all. Just stuff to think about though

[Another]
00:03:114 (3114|3,3114|1,3271|0,3271|2,3428|0,3428|3) - Since these three notes are all the same pitch, might be cool to just stack them all in the same column like this or something https://osu.ppy.sh/ss/10375154
00:33:271 (33271|3,33271|1,33428|2,33428|0,33586|0,33586|3) - Seems to be the same arrangement as above which might be coincidental but it still feels a bit repetitive.

00:13:638 (13638|1) - I think it'd be better to move this to col 4 instead since having it in col 2 makes it feel like it should be the same pitch as 00:12:695 (12695|1,12853|1,13010|1,13167|1,13324|1) - when it's not.

00:23:219 (23219|3,23219|2,23376|1,23376|0,23533|1,23533|3) - Same suggestion as the first for pitch relevancy.

00:23:847 - to 00:28:873 - This entire section feels very right hand heavy, and I think it's because most of the 1/4 triplets are focused on the right hand. Also, both phrases here are almost identical save for 2 notes that are different which is ok-ish since the music repeats the same phrase, but I do think you could alter the second phrase at 00:26:360 - to have more weight on the left hand to counteract the first half of the phrase


00:31:544 (31544|2,31701|2,31858|2,32015|2) - Kind of a long stack that I think could be shortened a bit since there's no real reason to have it that long. Instead, you could do this which reduces all the stacks to 3 notes at the most https://osu.ppy.sh/ss/10375199

01:04:057 - 01:06:570 - 01:09:083 - Again, there's a lot of very similar note placements here that make playing the map feel very samey in some sections. The third downbeat follows the same 3-2-34 triplet throughout except for the middle where it's mirrored. I would look into rearranging some of the notes to feel a bit different from either other. If you wanted a similar feel throughout each phrase, you could try putting all the notes for that clack kind of sound like you hear at 01:07:826 (67826|3,67826|0,67879|2,67931|1,67983|0) - in one column, so you'd get a feeling of repetitiveness with a clearer purpose.

01:36:256 (96256|2) - I'd move this to col 4 so that the middle two columns are alternating to represent the synth


[Hyper]
=w=)b


[Nixeria-Sama's Normal]
00:33:900 - Starting in this section, the notes such as 00:35:313 (35313|2,40339|3,45366|2) - are a bit difficult to follow because they're on the 1/2 line when they should be on the blue line above that, assuming you're following the synth. I assume you were trying to capture the synth but didn't want to have 1/4 notes in the normal which leads to this difficulty in accurately portraying the music. It's a faster bpm but two 1/4 consecutive notes are fine for a normal. Another thing you could do is use LNs to connect the notes' timing and releases which helps the player as a physical cue.

01:02:172 (62172|2,62172|3) - I'd consider making this chord different from the one at 01:02:800 (62800|2,62800|3) - since they're different pitches. Could do something like this https://osu.ppy.sh/ss/10375363


Pretty fun map, I enjoyed it. Really liked the streams in Another!
Topic Starter
DoNotMess

Protastic101 wrote:

Sorry about the post mod quali, I just finally had some time to sit down and look at this. All of these are pretty small suggestions so I don't really mind how you take them if at all. Just stuff to think about though

[Another]
00:03:114 (3114|3,3114|1,3271|0,3271|2,3428|0,3428|3) - Since these three notes are all the same pitch, might be cool to just stack them all in the same column like this or something https://osu.ppy.sh/ss/10375154
00:33:271 (33271|3,33271|1,33428|2,33428|0,33586|0,33586|3) - Seems to be the same arrangement as above which might be coincidental but it still feels a bit repetitive.

00:13:638 (13638|1) - I think it'd be better to move this to col 4 instead since having it in col 2 makes it feel like it should be the same pitch as 00:12:695 (12695|1,12853|1,13010|1,13167|1,13324|1) - when it's not.

00:23:219 (23219|3,23219|2,23376|1,23376|0,23533|1,23533|3) - Same suggestion as the first for pitch relevancy.

00:23:847 - to 00:28:873 - This entire section feels very right hand heavy, and I think it's because most of the 1/4 triplets are focused on the right hand. Also, both phrases here are almost identical save for 2 notes that are different which is ok-ish since the music repeats the same phrase, but I do think you could alter the second phrase at 00:26:360 - to have more weight on the left hand to counteract the first half of the phrase


00:31:544 (31544|2,31701|2,31858|2,32015|2) - Kind of a long stack that I think could be shortened a bit since there's no real reason to have it that long. Instead, you could do this which reduces all the stacks to 3 notes at the most https://osu.ppy.sh/ss/10375199

01:04:057 - 01:06:570 - 01:09:083 - Again, there's a lot of very similar note placements here that make playing the map feel very samey in some sections. The third downbeat follows the same 3-2-34 triplet throughout except for the middle where it's mirrored. I would look into rearranging some of the notes to feel a bit different from either other. If you wanted a similar feel throughout each phrase, you could try putting all the notes for that clack kind of sound like you hear at 01:07:826 (67826|3,67826|0,67879|2,67931|1,67983|0) - in one column, so you'd get a feeling of repetitiveness with a clearer purpose.

01:36:256 (96256|2) - I'd move this to col 4 so that the middle two columns are alternating to represent the synth


[Hyper]
=w=)b


[Nixeria-Sama's Normal]
00:33:900 - Starting in this section, the notes such as 00:35:313 (35313|2,40339|3,45366|2) - are a bit difficult to follow because they're on the 1/2 line when they should be on the blue line above that, assuming you're following the synth. I assume you were trying to capture the synth but didn't want to have 1/4 notes in the normal which leads to this difficulty in accurately portraying the music. It's a faster bpm but two 1/4 consecutive notes are fine for a normal. Another thing you could do is use LNs to connect the notes' timing and releases which helps the player as a physical cue.

01:02:172 (62172|2,62172|3) - I'd consider making this chord different from the one at 01:02:800 (62800|2,62800|3) - since they're different pitches. Could do something like this https://osu.ppy.sh/ss/10375363


Pretty fun map, I enjoyed it. Really liked the streams in Another!
will apply as soon as i get access to osu again :?
Protastic101
By request.
FAMoss
[Another]
  1. more cool if you add a clap sound sample and another custom sample :roll: like this 01:22:905 - and 01:26:360 - its a cool snare
  2. 01:12:224 (72224|0,72303|1,72381|2) - i hear it, i guess it's not a kick sound, it's just a small hat, i suggest to remove it and 01:12:381 (72381|2) - its just a small hat, check this 01:11:753 (71753|3) - and below
  3. yes, 01:43:271 (103271|2) - this is W i guess
Topic Starter
DoNotMess

FAMoss wrote:

[Another]
  1. more cool if you add a clap sound sample and another custom sample :roll: like this 01:22:905 - and 01:26:360 - its a cool snare
  2. 01:12:224 (72224|0,72303|1,72381|2) - i hear it, i guess it's not a kick sound, it's just a small hat, i suggest to remove it and 01:12:381 (72381|2) - its just a small hat, check this 01:11:753 (71753|3) - and below ok
  3. yes, 01:43:271 (103271|2) - this is W i guess
Kamikaze

points have been adressed and the map looks fine to me tbh
Protastic101
=w=)b
Topic Starter
DoNotMess
owo
Shima Rin
This map is literally ruined by the way too loud hitsounds :<
Mentholzzz

Tofu1222 wrote:

This map is literally ruined by the way too loud hitsounds :<
that's why we have 0% effect for runs
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