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DragonForce - Symphony of the Night [Taiko]

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frukoyurdakul
Hello, random mod because I like this song :')

[General]

I think the hitsounds are weird to play in this song. I don't know why but they don't fit the song and the hitsound changes between chorus and verse parts (and some parts in the 2nd solo) is very sudden and uncomfortable to play. I have 2 solutions for that: Either remove all the hitsounds and use normal or use Whispered - Kappa's hitsounds. Because they sound much better compared to these ones.

[Tatsujin]

00:27:181 (29,30,31,32) - How about kkdd here? It will fit guitar and drums together.

00:40:571 (18,19) - You used kk everywhere else and you used dk on that. I suggest changing this pattern to kk.

00:45:317 (3,4) - These sounds are low compared to snare sounds, so maybe you can change these ones to dons.

00:53:113 (54,55) - There are 1/6 sounds instead of 1/4, so you can change the ending (00:53:113 (54,55,1) - ) as dddk in 1/6.

01:11:079 (29) - I think you can change this to kat, since there is a snare sound on it + monostreams are not looking good on this spot.

01:12:435 (45,46,47) - Since you are following vocals with drums, i suggest changing these 3 to ddk, and it will fit better.

01:32:266 (29,30,31,32) - Mentioned in 00:27:181 but you can keep this one to make some variety.

01:40:656 (26) - There is no drum sound on it, so maybe you can delete this one.

01:42:944 (2,3,4,5,6,7) - Maybe you can turn these ones (or some of them) to dons because the drum sounds are pretty low, and kat sounds are weird on this pattern.

01:46:334 (3,6) - Dons here? The sounds are not all snares and that way you can emphasize the lower drum sounds.

01:52:944 (49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64) - There are no twin kicks so I recommend something like this

03:00:626 - Since you used special hitsounds containing drum sounds, you missed a kick sound here. Maybe it's on purpose, but the patterns are various enough after this section.

03:13:661 (34,35,36) - How about a finisher at 03:13:661 (34) - here instead of a triplet? It will support the crash cymbal sound plus, if you follow the guitar there are no sounds except the first note.

03:25:868 (56,57,58,59) - Why is this bit 1/4 and yet 03:26:488 (60,61,62,63) - this is 1/3? The guitar sounds are only on 1/3.

04:00:213 - There are 2 low sounds here, but since the next note is finisher I think you can add a don here only.

04:33:822 (92,99) - How about don notes here? It will emphasize the higher guitar sounds better with this way.

Since you are using custom hitsounds, 04:52:551 (12) - there is a kick sound here so i think you can change it to don, 04:52:636 (13) - there is no sound and 04:52:806 (15) - there is no sound either. And you can change 04:52:890 (16,17) - these ones to kats and 04:53:314 - add a don here to follow the drums.

04:53:907 (27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42) - There are no twin kicks either, so you need to delete some notes on this pattern.

I hope my mod will help you :') Good luck on the ranking way~
Arrival
[Inner Oni Tatsujin]

02:49:868 (3,4,5) - Weird to play, maybe remove 02:49:971 (4) -

03:13:971 - Add a note to make a better emphasis here ?

Nothing else to say
tasuke912
Storyboard v1.0

It took a whole day. Let me know if you find any errors ;D
Topic Starter
Raiden
SADASFDASJFKSWFJSANFGUSAIFASFIOUADSHNFIA
Surono
wooow awsome sb!
Topic Starter
Raiden

zigizigiefe wrote:

I will mod your map because i want to see it ranked :)

[ Tatsujin]

  1. 00:19:046 (9,10) - You can use kat here.There is a cymbal sound or something like that. drummer doesn't change instrument so changing color here is pretty pointless :(
  2. 00:33:876 (8) - It could be don.There isn't snare sound I guess. 00:39:300 (8) - there is no snare here either and it is a kat too :)
  3. 01:02:774 (97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112) - I think this section should be k dddkdddkdddkkdd.Drum sounds are too strong. vocal is even stronger :P
  4. 01:25:825 (1) - Kat finisher.There is a cymbal sound :D Same sound as (2) so keeping it for consistency
tbh that's not exactly modding,just little suggestions c: pls come back,i miss you

edit:i just realized some problem

04:45:772 (81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96) - same as my suggestion for first chorus..drum sounds are too strong..follow drum here same answer
04:47:890 - there is no sound..like first chorus xD yes there is a sound, it's just faint. Besides it is much better to connect the whole kiai as a stream

second edit:btw i forgot to say, 00:54:893 - marc hudson says "is" here.if you will emphasize vocal,00:54:808 (3,4) - ctrl + g here.if you apply this suggestion,apply that for other chorus parts. certainly does not, it does a bit later from 00:54:808 - but absolutely not near the blue tick
00:54:639 - move this inherited point to 00:54:554 - ,because there isn't custom hitsound on first note.if you apply this suggestion,apply that for other chorus parts. the hitsound is applied, the note is not unsnapped at all
and the last suggestion for now 00:24:808 - i couldn't hear any clear sound here.i guess this pattern isn't fit.you can reference from this:
:arrow: current one follows guitar much more accurately :(
dem,map is pretty fun.pls rank it

frukoyurdakul wrote:

Hello, random mod because I like this song :')

[General]

I think the hitsounds are weird to play in this song. I don't know why but they don't fit the song and the hitsound changes between chorus and verse parts (and some parts in the 2nd solo) is very sudden and uncomfortable to play. I have 2 solutions for that: Either remove all the hitsounds and use normal or use Whispered - Kappa's hitsounds. Because they sound much better compared to these ones. surprise some of these are Kappa ones lol. And I personally like the hitsounds, plus I already got some feedback on them and it was mostly positive so I'm keeping them.

[Tatsujin]

00:27:181 (29,30,31,32) - How about kkdd here? It will fit guitar and drums together. guitar clearly does up down up up down so kdkkd is the most correct interpretation imo

00:40:571 (18,19) - You used kk everywhere else and you used dk on that. I suggest changing this pattern to kk. ye

00:45:317 (3,4) - These sounds are low compared to snare sounds, so maybe you can change these ones to dons. mirroring the pattern for the following one sounds much more accurate

00:53:113 (54,55) - There are 1/6 sounds instead of 1/4, so you can change the ending (00:53:113 (54,55,1) - ) as dddk in 1/6. I don't think suddenly using 1/6 in a map that purposedly has less 1/6 is a good idea

01:11:079 (29) - I think you can change this to kat, since there is a snare sound on it + monostreams are not looking good on this spot. keeping it, they even have different hitsounds for vocal emphasis (softer hits)

01:12:435 (45,46,47) - Since you are following vocals with drums, i suggest changing these 3 to ddk, and it will fit better. I am not following drums at all

01:32:266 (29,30,31,32) - Mentioned in 00:27:181 but you can keep this one to make some variety.

01:40:656 (26) - There is no drum sound on it, so maybe you can delete this one. intensity is much better reflected with higher density

01:42:944 (2,3,4,5,6,7) - Maybe you can turn these ones (or some of them) to dons because the drum sounds are pretty low, and kat sounds are weird on this pattern. did something here

01:46:334 (3,6) - Dons here? The sounds are not all snares and that way you can emphasize the lower drum sounds. emphasizing "cryyyyyyyiayyyyyyyyyyy"

01:52:944 (49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64) - There are no twin kicks so I recommend something like this can't distinguish any color in that skin

03:00:626 - Since you used special hitsounds containing drum sounds, you missed a kick sound here. Maybe it's on purpose, but the patterns are various enough after this section. whoops

03:13:661 (34,35,36) - How about a finisher at 03:13:661 (34) - here instead of a triplet? It will support the crash cymbal sound plus, if you follow the guitar there are no sounds except the first note. did something

03:25:868 (56,57,58,59) - Why is this bit 1/4 and yet 03:26:488 (60,61,62,63) - this is 1/3? The guitar sounds are only on 1/3. they are 1/3 in the number of notes played, but the snaps are not correct (blame the guitarist in this case)

04:00:213 - There are 2 low sounds here, but since the next note is finisher I think you can add a don here only. guitar doesn't do anything here

04:33:822 (92,99) - How about don notes here? It will emphasize the higher guitar sounds better with this way. actually not, a higher kat count reflects way better the guitar pitch increasing

Since you are using custom hitsounds, 04:52:551 (12) - there is a kick sound here so i think you can change it to don, 04:52:636 (13) - there is no sound and 04:52:806 (15) - there is no sound either. And you can change 04:52:890 (16,17) - these ones to kats and 04:53:314 - add a don here to follow the drums. did somethign here

04:53:907 (27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42) - There are no twin kicks either, so you need to delete some notes on this pattern. vocal emphasis

I hope my mod will help you :') Good luck on the ranking way~ ty :3

Arrival wrote:

[Inner Oni Tatsujin]

02:49:868 (3,4,5) - Weird to play, maybe remove 02:49:971 (4) - and half-ass the guitar pattern?

03:13:971 - Add a note to make a better emphasis here ? i dont think triplets with a finisher are too welcome

Nothing else to say crying instead of singing
thanks for the mods o.o
Hanjamon
Good job Raiden (nice mappu bro) and Tasuke (beautiful storyboard, oh god).
zigizigiefe
Wow..I didn't expect storyboard like that,it's fun af..By the way Raiden,please add epilepsy warning ^^
Topic Starter
Raiden
Done, thank you

And thanks for the praises :D doesn't look like it but it means a lot to me also give them to tasuke as well ;)

Grimbow wrote:

Quick reminder to change those absolutely brutal k hitsounds at around 3:20:965 - (also y u no use more 1/6( or even 1/8 if it's appropriate) in these streams? Like at 03:24:420 (43) - and 03:33:523 (61) - and 03:37:247 (17) - )

Quick mod on things I noticed when playing

00:10:910 (7) - A d note on the highest pitch key played on the harpsichord??? how dare u! please change to k or ctrl+g with 00:10:740 (6) -
00:19:385 (13) - Hmmm this note felt weird when I was playing since there was a cymbal crash and it was a regular d like the rest, I'd suggest changing it to a K to give it the right tone change
03:42:626 (9) - Change to k, snare note played on drums here and you've been mapping all the other snares as k in this section
04:46:450 (89) - Change to k maybe? You're probably following the vocals here but snare hit on drums here and you seem to like your kkk patterns so I figured I'd offer up another one :oops:
Beef up last kiai maybe? Like adding d at 04:49:585 - and 04:52:297 - to map the bass kicks. There's one at 04:53:314 - too but I'm not sure if you want to join those streams up ¯\_(ツ)_/¯
05:06:346 (3) - Change to k, vocals are higher here than they were on the last note and that's already k (or even ctrl+g them, that works too)
05:10:182 (8) - Please change to K, feels more appropriate to me since the cymbal crashes are super high pitched along with the 10/10 outro wail

I could probably write a full mod if I really tried but these were just a few small things I thought I'd bring up whilst I was here :P pls no kds if none of my suggestions were taken, thanks for showing me the map and best of luck with rank o/
applied most except the 1/6 because I don't want excessive 1/6 in this map
and that pesky kat to make kkk because there are already enough

@ghm also snapped those to 1/3, they were 1/3 indeed
zigizigiefe
I forgot to say,Is widescreen support enabled because of storyboard?
Gemu-
Hola Raiden! >3<

En serio te pido muchísimas disculpas por moddear demasiado tarde tu mapa ;ww;



d
k
D (Big d)
K (Big k)


  • [General]

    00:54:639 - , 01:48:876 - Podrías colocar el punto de vista previa en una de esas secciones, ya que es como una de las partes de mayor intensidad de la canción. También se podría decir que es el coro, mayormente es una de las partes mas emocionantes de la canción, como un climax.

  • [ Tatsujin]
  1. 00:47:859 (15) - Cambialo a K, tanto la voz del cantante como la melodía están aumentando.
  2. 01:11:079 (29,37) - Te sugiero que lo cambies a k, el ritmo es muy similar a 00:54:808 (3,4,5,6,7,8,9) -
  3. 01:33:707 (10) - Veo mas cómodo al jugar si lo cambias a d, y sería mejor ya que mayormente tienes kd dk así que con una d allí tendrías como el complemento de esas notas.
  4. 02:05:317 (27,34) - Cambia a k ya que el ritmo es demasiado similar a 00:54:808 (3,4,5,6,7,8,9) - y para tener consistencia con la segunda sugerencia (Solamente si lo aplicó)
  5. 03:18:213 (21) - Cambialo a k, la guitarra está aumentando, porque si lo comparas con 03:18:006 (20) - la nota 20 esta bajando mientras que la 21 sube, por ejemplo 03:17:592 (18,19) -
  6. 03:19:454 (3,5) - Lo mismo acá^
  7. 04:28:992 (40,41) - Ctrl G, el sonido es similar a 04:29:670 (45,46,47,48) - y el sonido similar al Clap están en la nota 40.
  8. 04:54:077 (29,36) - Si aplicaste las sugerencias cuatro y seis entonces le recomiendo que lo aplique igual para consistencia en aquellas partes y el sonido es similar a aquellas también y para colocarle un poco mas de variación al stream. Es decir, cambialos a k.

Bueno,eso es todo lo que pude encontrar, eres un excelente mapper y muy buen beatmap, espero mi mod haya servido de ayuda c: mucha suerte :33, te daré una star >w<
Topic Starter
Raiden

game rock wrote:

Hola Raiden! >3<

En serio te pido muchísimas disculpas por moddear demasiado tarde tu mapa ;ww;



d
k
D (Big d)
K (Big k)


  • [General]

    00:54:639 - , 01:48:876 - Podrías colocar el punto de vista previa en una de esas secciones, ya que es como una de las partes de mayor intensidad de la canción. También se podría decir que es el coro, mayormente es una de las partes mas emocionantes de la canción, como un climax. sé lo que es, pero no quiero dar spoilers ;3

  • [ Tatsujin]
  1. 00:47:859 (15) - Cambialo a K, tanto la voz del cantante como la melodía están aumentando.
  2. 01:11:079 (29,37) - Te sugiero que lo cambies a k, el ritmo es muy similar a 00:54:808 (3,4,5,6,7,8,9) - no queda bien con el ritmo
  3. 01:33:707 (10) - Veo mas cómodo al jugar si lo cambias a d, y sería mejor ya que mayormente tienes kd dk así que con una d allí tendrías como el complemento de esas notas. quiero variedad
  4. 02:05:317 (27,34) - Cambia a k ya que el ritmo es demasiado similar a 00:54:808 (3,4,5,6,7,8,9) - y para tener consistencia con la segunda sugerencia (Solamente si lo aplicó)
  5. 03:18:213 (21) - Cambialo a k, la guitarra está aumentando, porque si lo comparas con 03:18:006 (20) - la nota 20 esta bajando mientras que la 21 sube, por ejemplo 03:17:592 (18,19) - no queda bien con el crescendo
  6. 03:19:454 (3,5) - Lo mismo acá^ estoy siguiendo los prominentes cimbales aquí
  7. 04:28:992 (40,41) - Ctrl G, el sonido es similar a 04:29:670 (45,46,47,48) - y el sonido similar al Clap están en la nota 40. es para el tono ascendiente de la guitarra
  8. 04:54:077 (29,36) - Si aplicaste las sugerencias cuatro y seis entonces le recomiendo que lo aplique igual para consistencia en aquellas partes y el sonido es similar a aquellas también y para colocarle un poco mas de variación al stream. Es decir, cambialos a k.

Bueno,eso es todo lo que pude encontrar, eres un excelente mapper y muy buen beatmap, espero mi mod haya servido de ayuda c: mucha suerte :33, te daré una star >w<
gracias, apliqué un par
Surono
qualiti cek

00:19:427 - dem why silence vol and hs?? ;~;
02:24:523 - ;~;
03:03:109 (9,10,11) - ddk... - _- bcus.. kkd is dem tho i want suggest you to dkd but yeah the next already had it.. so ddk cuz kat emphasize high sound
03:06:833 (25,26,27,28,29,1) - yuno kkk kkd?
03:07:454 - suddenly changed as normal hs? :tank:ang
03:26:282 - -> 03:26:316 - move here, accurate sound ye
02:07:859 - me forget, nah noh nu no this... pls make alteration colors for this sound, dem monocolors

caw caw
Topic Starter
Raiden

Surono wrote:

qualiti cek

00:19:427 - dem why silence vol and hs?? ;~;
02:24:523 - ;~; spinners are a spammy element. That section is not spammy in the music. Silenced spinner =best
03:03:109 (9,10,11) - ddk... - _- bcus.. kkd is dem tho i want suggest you to dkd but yeah the next already had it.. so ddk cuz kat emphasize high sound but kkd is the most representative of the guitar?
03:06:833 (25,26,27,28,29,1) - yuno kkk kkd? listen to the drums pls
03:07:454 - suddenly changed as normal hs? :tank:ang yeah, the custom snare sounds are either too loud or too soft, so I decided default hitsounds there for a middle way
03:26:282 - -> 03:26:316 - move here, accurate sound ye made it 1/3...
02:07:859 - me forget, nah noh nu no this... pls make alteration colors for this sound, dem monocolors what? there are barely any monocolors here

caw caw
thanks :)
Surono


N E V E R A G A I N
Weber
nice lets go
zigizigiefe

Raiden wrote:

03:26:282 - -> 03:26:316 - move here, accurate sound ye made it 1/3...
i already suggested that but you said "herman li fucked up here" :thonkung:
also 03:26:006 (57,58,59) - the sound isn't clear and doesn't fit to the guitar,so move to 03:26:075 -
or make it something like that:
:arrow:
Topic Starter
Raiden

zigizigiefe wrote:

Raiden wrote:

03:26:282 - -> 03:26:316 - move here, accurate sound ye made it 1/3...
i already suggested that but you said "herman li fucked up here" :thonkung:
also 03:26:006 (57,58,59) - the sound isn't clear and doesn't fit to the guitar,so move to 03:26:075 -
or make it something like that:
:arrow:
nope, the pattern will stay as it is because it is the most intuitive way to play it. I didn't accept your suggestion because exactly that. It's never late to rectify.

Herman Li did fuck up there as he wanted to represent the 1/3 (3 notes per beat) but fucked up the snap.
zigizigiefe

Raiden wrote:

nope, the pattern will stay as it is because it is the most intuitive way to play it. I didn't accept your suggestion because exactly that. It's never late to rectify.

Herman Li did fuck up there as he wanted to represent the 1/3 (3 notes per beat) but fucked up the snap.
Oops,after re-listening to the guitar I realized you were right.I thought the guitar sound was close to 03:26:075 - but nah,it was 1/3.
Surono
yo dem boi its about simpler snap to keep that neat the pattern, tho I suggest it to gray tick (da accurate sound).

yea close 1/3 + neat
Kin
h o l a .
Just really few point.

[T A T S U J I N]

  1. 01:19:639 (40) - I feel like this one as don represent the ascending guitare much better
  2. 02:07:690 (55,56) - change those 2 notes into k ? too lazy to explain it, but I think you get it, with your spam k and dd structure (used for cymbal).
  3. 03:22:557 (27) - change this one as d ? this k will get more emphasis & I think it follow better the ascending pitch of the guitar.
  4. 04:17:127 (31,33) - with those 2 k, I don't really feel like this kdkk here 04:17:297 (33,34,35,36) - lose his emphasis. Maybe better to just change it as kkkk to feel the ascending guitare, or just change one or both 04:16:958 (29,31) - as d.
don.
zigizigiefe
Since qualify post is here,I want to point out an issue for me.

00:26:164 (17) - Change as kat following these reasons:
  1. The guitar pitch is same as next one.
  2. It is uncommon and kinda hand-shaking.
  3. Sounds weird.
Otherwise seems fine.
Topic Starter
Raiden

Kin wrote:

h o l a .
Just really few point.

[T A T S U J I N]

  1. 01:19:639 (40) - I feel like this one as don represent the ascending guitare much better I feel like the slight crescendo is already represented well by the number of kats in each pattern (01:19:046 (33,34,35,36,37,38,39) - 2 kats; 01:19:724 (41,42,43,44,45,46,47) - 4 kats)
  2. 02:07:690 (55,56) - change those 2 notes into k ? too lazy to explain it, but I think you get it, with your spam k and dd structure (used for cymbal).
  3. 03:22:557 (27) - change this one as d ? this k will get more emphasis & I think it follow better the ascending pitch of the guitar. there are already less kats than the first part, I think it's well emphasized (btw it's descending lol)
  4. 04:17:127 (31,33) - with those 2 k, I don't really feel like this kdkk here 04:17:297 (33,34,35,36) - lose his emphasis. Maybe better to just change it as kkkk to feel the ascending guitare, or just change one or both 04:16:958 (29,31) - as d. changed 32 to kat, for more ascending emphasis
don.
merci si vous plait!

zigizigiefe wrote:

Since qualify post is here,I want to point out an issue for me.

00:26:164 (17) - Change as kat following these reasons:
  1. The guitar pitch is same as next one. it's not. 00:26:164 (17,18,19,20,21,22,23,24,25,26,27) - check this arrangement and try to make your own conclusions.
  2. It is uncommon and kinda hand-shaking. nope
  3. Sounds weird. nope


Otherwise seems fine.
Kin
Under the stars where the flame will shine again some day
zigizigiefe
Well,maybe it might be awkward for drum based hitsounds but I want to elaborate.Such as 00:26:164 (17) - The guitar is different than 00:26:079 (16) - ,right?If you agree with me about this,you should show the difference between these two notes.When 00:26:164 (17) - is don,players would not see the difference in guitar sounds.
oops i am late,gratz
Topic Starter
Raiden

zigizigiefe wrote:

Well,maybe it might be awkward for drum based hitsounds but I want to elaborate.Such as 00:26:164 (17) - The guitar is different than 00:26:079 (16) - ,right?If you agree with me about this,you should show the difference between these two notes.When 00:26:164 (17) - is don,players would not see the difference in guitar sounds.
oops i am late,gratz
16 and 17 are exactly the same drum-wise and guitar does a note in 17 but not in 16...

at this point I think you're just trying to troll me
Hanjamon
finally, i was waiting for this, gratz~
Surono
zigi pls

lets.....~~~~~~~~~
Lumenite-
another DF rank? :sleeping: this one is actually a good song tho

congrats on the qualify raiden woo :tada:
-Sh1n1-
nice one, Gratz!
Arzenvald

Surono wrote:

zigi pls

lets.....~~~~~~~~~
stop

grz raiden!
MrMenda
Enhorabuena por el rank!! La cancion es una bestialidad, me encanta!!
Nardoxyribonucleic
Hello, I would like to point out a somewhat questionable issue here.

Ranking Criteria wrote:

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.
First of all, silent spinners used in this map are acceptable as stated above. They make sense with the relatively calm background and can be finished by only alternating don and kat with indefinite pace. But for sliders, using sampleset D (default Drum) from 02:40:868 to 02:53:592 - would mute the slider ticks, resulting in complete silence in sliders and thus zero feedback. Such silent sliders are in fact pretty awkward to see in a rhythm game like Taiko and are against the Ranking Criteria, as sliders are meant to be hit with definite pace.

Please kindly provide your opinion towards this.
Topic Starter
Raiden
Hello Nardo and thanks for your concerns. I'm rather surprised this wasn't brough up earlier (not because it's qualified now but because I thought it'd spice up some controversy) but here are my arguments:

1. That rule is mostly designed for osu!standard mode, where the sliders are elements that are supposed to be held, something we don't have in taiko.
2. Zero feedback is intentional. I designed those sliders in a way that you have something to play during that section that only includes held guitar notes, which cannot be represented as single notes. Take it as a regular slider in osu!standard.
3. I am surprised you didn't suggest spinners, but I'm sure someone else will, so my argumentation against them is simple: I don't want people spamming keys during that period.
4. The design is mostly directed at having an optional gameplay element that can be entirely ignored without affecting overall performance, which is why I completely silenced them: having them with hitsounds would make no sense as sliders in taiko are played as 1/4 patterns, whereas there is absolutely no reason to play like 1/4 in that section.

I think I explained myself quite well. If you have any more issues feel free to repost or poke me.
OnosakiHito
Oh, I just played the beatmap and saw some responses here, so I wanted to hop in. It's nice to see that this gets mentioned.

I support Nardo on this one especially when considering that certain sliders become offbeat due to the previous placed 1/4 which triggers the hitbox bug. This makes it even harder to hit those sliders. Additionally, feedback for a gamemode like taiko is essential and can't be just ignored either. That's why the rule Nardo mentioned as back up is valid (which btw is not standard related as it is a general rule) and makes the beatmap in conclusion for the time being, unrankable.

My suggestion would be simply to rise the volume to 5%~10% to avoid these problems and have at least some feedback. Remember: Taiko does not have hold sliders and making it's sliders to some kind of these, goes against the technical purpose of these sliders as you don't hold them but actually still hit them per tick. Overall a nice idea, but goes against the modes and rules purpose.

Because of that, the set will be disqualified for now till said concerns are handeled.
Topic Starter
Raiden

OnosakiHito wrote:

Oh, I just played the beatmap and saw some responses here, so I wanted to hop in. It's nice to see that this gets mentioned.

I support Nardo on this one especially when considering that certain sliders become offbeat due to the previous placed 1/4 which triggers the hitbox bug. This makes it even harder to hit those sliders. Additionally, feedback for a gamemode like taiko is essential and can't be just ignored either. That's why the rule Nardo mentioned as back up is valid (which btw is not standard related as it is a general rule) and makes the beatmap in conclusion for the time being, unrankable.

My suggestion would be simply to rise the volume to 5%~10% to avoid these problems and have at least some feedback. Remember: Taiko does not have hold sliders and making it's sliders to some kind of these, goes against the technical purpose of these sliders as you don't hold them but actually still hit them per tick. Overall a nice idea, but goes against the modes and rules purpose.

Because of that, the set will be disqualified for now till said concerns are handeled.
As previously stated, the design was intentional and my argumentation was already made. Therefore, if the map is unsuitable for ranking it will stay unranked, given that I would not be satisfied with the changes.

Thanks for stepping in at the right time, and most importantly: sorry to the two BNs that took their time to rank this, and to tasuke that took the time to make the storyboard.
Surono
yeah I knew it happened, just in case like MMzz spinner silenced.
well thx for involved to rank this gg map
Skull Kid
zzzzz
OzzyOzrock
Hi! I'd like to see this ranked some day. Please do not abandon such a great map. The issue is very minuscule and I really wish that you'll work with it.

ily.
Topic Starter
Raiden
changed sliders with D sampleset to spinners with N:C1 sampleset and 5% volume.
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