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Hiromi Sato - Jiyuu no Hane

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Topic Starter
I Must Decrease

MrSergio wrote:

Once this happens, Tomori can't bubble again, but if someone disagrees with my opinion he just needs a "I disagree with Sergio" and can bubble again as far as I'm concerned.
this as well
pishifat
01:04:092 (1) - hitsoundingl ike 01:06:592 (1) - 01:09:092 (1) - 01:14:092 (1) - etc

anxient
concerns that apply like everywhere throughout the map:
first, try to like be more consistent with your comboing. taking the intro bit for example, you repeat the same rhythms, yet you use different comboing arrangements for reasons i can't really understand

next, your differentiation between 1/2 and 1/4 gaps sucks bigtime (aka you're not differentiating them at all in some places). if 1/2 is visually the same as 1/4, like 00:19:874 (3,1) - 00:24:561 (2,3) - 00:28:311 (1,2) - etc you'll want to either make spacing larger like 00:14:874 (3,1) - or stacked like 00:57:999 (1,2) - . stuff like 00:55:499 (1,2,1) - is exactly what you'd want to avoid

last, try to make differences in the song clearer between the intro and 00:22:999 (1) - up through the kiai. rhythm is okay, but spacing/sv in the calm sections are like the same as the intro, while they'd be more appropriate if they were smaller/slower. the intro also being lower sv than 00:42:999 (1) - is kinda lol. would make sense to be 1.5x like the kiai, instead of equal/slower than the less intense sections of the song
Anxient
Will probably remap, no use trying to save a sinking diff. Has discussed with xxr
Seijiro

Xexxar wrote:

MrSergio wrote:

Once this happens, Tomori can't bubble again, but if someone disagrees with my opinion he just needs a "I disagree with Sergio" and can bubble again as far as I'm concerned.
this as well
*as long as there is a clear reason.

And Naxess seems to have provided it... iirc
Anxient

pishifat wrote:

<mod cc'd by xexxar>
http://puu.sh/vE8q3/31fde52dde.osu

applied
Naxess

  • [Anxient]
  1. 00:03:624 (3,4) - I know that this may stop momentum and then make 00:03:936 (5) - feel more emphasized in terms of how quickly the player has to accelerate to get it back, but this will basically lead to a constant and frequent need to completely stop and then suddenly speed up again throughout the map, thus one of the reasons why I don't think this pattern will be fun to play.

    Secondly, in terms of rhythm, you'll basically be clicking on what sounds like silence in comparison to the other sounds in the vicinity, as 00:03:780 - is audibly weaker than both 00:03:624 - and 00:03:936 - . This in turn sort of kills the accentuation that 00:03:936 (5) - would otherwise hold rhythmically, as it doesn't stand out in context due to a lack of contrast.

    Lastly, having the spacing from (4) to (5) in each of these patterns noticeably different wouldn't exactly help it's chances. Especially not when the pattern relies on having the player accelerate the cursor afterwards to reach the following circle. Take a look at 00:03:780 (4,5) - 00:08:780 (4,5) - 00:11:280 (4,5) - , for example.

    It is consistent, and it does bring something different to the table, so it has that going for it, but in my opinion it doesn't outweigh the reasons as to why I'd be against this, which is why I'd suggest you to change this. An alternative is to simply use a 1/2 slider instead, like I believe you had in the previous iteration of the map iirc, and which you also start using after 00:12:999 - .

  2. 00:14:405 (2,3,4) - 00:16:905 (2,3,4) - After the first hypermeasure, a second, and basically identical pattern, was introduced for what would respectively be 00:04:405 (2,3) - 00:06:905 (2,3) - in the first.

    It would probably be a better idea to simply stack 00:17:061 (3,4) - instead, as these are more similar to each other than 00:16:905 (2,3) - are. I don't think increasing momentum on only the second of two same sounds would make much sense.

    Considering that the first hypermeasure uses a visually identical pattern for different parts of the song, this may lead to confusion with the usage when transitioning between the two, bringing unwarranted contrast between the two analogous sections, as the second is used noticeably different from the first.

    What I'd suggest you do instead is to consistently vary between this way and another for these sounds, for example using a 1212 pattern rather than a 1122 pattern, making the contrast between the two lower at the same time as keeping it diverse and fresh in gameplay.

    Some other stuff:
  3. 00:24:249 (1,2,1,2) - Don't think you should repeat the same pattern for something that doesn't sound similar. Goes for 00:29:249 (1,2,1,2) - 00:34:249 (1,2,1,2) - 00:39:249 (1,2,1,2) - etc as well. There's also the spacing between 00:24:561 (2,1) - and it's respective time distance to consider when doing this. It's an interesting concept, but I wouldn't say it fits the song.
  4. 00:59:092 (1,2) - Swap these rhythmically, you're ending a slider on 00:59:405 - , which is stronger than where it begins, 00:59:249 - .
  5. 01:10:186 - Two circles here feels a bit unnecessary. Could otherwise make this different from the previous note by using the two drums from 01:09:561 (2) - to justify a single circle at 01:09:874 - , followed by a 1/2 slider here. Or, you know, just do it like 01:19:874 (4,5) - was done. Applies for 01:42:374 (1,2,3) - as well, wherein you'll notice the NCing is different too.
  6. 01:34:092 - This is syncopation, and therefore deserves to be emphasized more than 01:34:249 - . Would've just turned it into a 1/2 slider. If anything should be more than just a single click it'd be 01:34:404 (3) - , not this.
  7. This whole last section also doesn't use any of the concepts which the first two used. Not that it's a big issue, but it would improve the consistency of the map if this was the case.
Anxient
woah

Naxess wrote:


  • [Anxient]
  1. 00:03:624 (3,4) - I know that this may stop momentum and then make 00:03:936 (5) - feel more emphasized in terms of how quickly the player has to accelerate to get it back, but this will basically lead to a constant and frequent need to completely stop and then suddenly speed up again throughout the map, thus one of the reasons why I don't think this pattern will be fun to play. - made the pattern flow continuously instead of that stop --> continue motion i had.

    Secondly, in terms of rhythm, you'll basically be clicking on what sounds like silence in comparison to the other sounds in the vicinity, as 00:03:780 - is audibly weaker than both 00:03:624 - and 00:03:936 - . This in turn sort of kills the accentuation that 00:03:936 (5) - would otherwise hold rhythmically, as it doesn't stand out in context due to a lack of contrast. - i didnt understand a thing you just said, but im sure its something about emphasis on that part that had small sound. hopefully my fix fixed it

    Lastly, having the spacing from (4) to (5) in each of these patterns noticeably different wouldn't exactly help it's chances. Especially not when the pattern relies on having the player accelerate the cursor afterwards to reach the following circle. Take a look at 00:03:780 (4,5) - 00:08:780 (4,5) - 00:11:280 (4,5) - , for example.

    It is consistent, and it does bring something different to the table, so it has that going for it, but in my opinion it doesn't outweigh the reasons as to why I'd be against this, which is why I'd suggest you to change this. An alternative is to simply use a 1/2 slider instead, like I believe you had in the previous iteration of the map iirc, and which you also start using after 00:12:999 - . - man if being a BN meant having to get used to formal speech then i better get working.

  2. 00:14:405 (2,3,4) - 00:16:905 (2,3,4) - After the first hypermeasure, a second, and basically identical pattern, was introduced for what would respectively be 00:04:405 (2,3) - 00:06:905 (2,3) - in the first. - whats a hypermeasure?

    It would probably be a better idea to simply stack 00:17:061 (3,4) - instead, as these are more similar to each other than 00:16:905 (2,3) - are. I don't think increasing momentum on only the second of two same sounds wouldn't make much sense. - mm yeah ok. applied. actually considered 00:14:405 (2,3,4) - making this a back and forth pattern but i was like ~eh.

    Considering that the first hypermeasure uses a visually identical pattern for different parts of the song, this may lead to confusion with the usage when transitioning between the two, bringing unwarranted contrast between the two analogous sections, as the second is used noticeably different from the first.

    What I'd suggest you do instead is to consistently vary between this way and another for these sounds, for example using a 1212 pattern rather than a 1122 pattern, making the contrast between the two lower at the same time as keeping it diverse and fresh in gameplay.

    Some other stuff:
  3. 00:24:249 (1,2,1,2) - Don't think you should repeat the same pattern for something that doesn't sound similar. Goes for 00:29:249 (1,2,1,2) - 00:34:249 (1,2,1,2) - 00:39:249 (1,2,1,2) - etc as well. There's also the spacing between 00:24:561 (2,1) - and it's respective time distance to consider when doing this. It's an interesting concept, but I wouldn't say it fits the song. - i think the timeline gap between those two notes are wide enough for the diff to not be misread by anyone. plus, about the thing about saying it doesnt fit the song, sure it doesnt sound the same vocally, but the instrumentals are nearly the same, save for pitch changes. thats why theyre not perfectly stacked. hopefully i can keep this concept since this was my favorite part of the map...
  4. 00:59:092 (1,2) - Swap these rhythmically, you're ending a slider on 00:59:405 - , which is stronger than where it begins, 00:59:249 - . roger roger
  5. 01:10:186 - Two circles here feels a bit unnecessary. Could otherwise make this different from the previous note by using the two drums from 01:09:561 (2) - to justify a single circle at 01:09:874 - , followed by a 1/2 slider here. Or, you know, just do it like 01:19:874 (4,5) - was done. Applies for 01:42:374 (1,2,3) - as well, wherein you'll notice the NCing is different too. - man i just wished these mods looked easier to type out.
  6. 01:34:092 - This is syncopation, and therefore deserves to be emphasized more than 01:34:249 - . Would've just turned it into a 1/2 slider. If anything should be more than just a single click it'd be 01:34:404 (3) - , not this. - i made it a single click (1/2 slider). what is syncopation though...?
  7. This whole last section also doesn't use any of the concepts which the first two used. Not that it's a big issue, but it would improve the consistency of the map if this was the case.
this was hard to look at.

http://puu.sh/vEyVQ/a5f29f7506.osu
Monstrata
Left
gogo
Monstrata
Feather

00:19:874 (5) - Get some emphasis on this note xd
00:59:092 (1,2,3,4,5,1) - The flow is good until 5 xP. Do something rotational isntead?
01:19:561 (3,4,5) - Not a good flow too. Just use rotational instead.
01:30:499 (1,2,3,4,1) - Yea, your flowchoice is quite weird sometimes. Here you can't use rotational flow cuz 1>2>3 creates a triangle. Compare the movement to: 01:27:999 (1,2,3,4,1) -

Doormat

00:22:374 (2,3,4,1) - Maybe use more circles here? The rhythm feels just like the rest of the intro with the lack of circles atm. But there are more beats here in the music. 00:21:592 (1) - Could make this more complex too maybe
01:05:342 (6,7,1) - 01:07:842 (5,6,1) - Just remove the triplets You forget to map them later on the chorus anyways, and its better to remove imo cuz they sound overmapped anyways, like the blue tick is si insignificant imo

joker's Hard

01:12:999 (1,2,3) - Spacing seems slightly off here.
01:15:499 (1,2,3) - Same, but maybe this is intentional? idk
01:22:999 (1,2,3,4) - You could make the structure a bit better here.

Easy

The 0.90x SV section was kinda random lol. It's so small i doubt players will notice it, but whatever.
Doormat
@Monstrata added some more circles at 00:22:374 - and i removed the triples you pointed out. thanks~

https://drmt.s-ul.eu/Oe4XFFdb
Eir_DELETED

Monstrata wrote:

Feather

joker's Hard

01:12:999 (1,2,3) - Spacing seems slightly off here. nice
01:15:499 (1,2,3) - Same, but maybe this is intentional? idk okay
01:22:999 (1,2,3,4) - You could make the structure a bit better here. adjusted it i guess
thanks Monstrata~
b
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ArtistUnicode:佐藤ひろ美
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Source:月影のシミュラクル-解放の羽
Tags:eroge visual novel dating sim game meis clauson xr kisses joker- doormat akitoshi
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383,91,57686,1,0,0:0:0:0:
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162,348,62842,1,8,3:2:0:0:
104,248,62999,6,0,B|85:211|85:211|110:112,1,135,4|2,0:0|3:2,0:0:0:0:
143,18,63467,1,2,3:2:0:0:
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123,92,68624,2,0,P|91:102|42:107,1,67.5,8|0,0:0|0:0,0:0:0:0:
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352,185,70499,6,0,L|367:49,2,135,4|0|8,0:0|3:0|0:0,0:0:0:0:
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125,159,71592,2,0,P|207:163|265:115,1,135,4|8,0:0|0:0,0:0:0:0:
293,234,72061,2,0,L|285:320,1,67.5,0|0,3:2|3:2,0:0:0:0:
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201,368,72530,1,8,3:2:0:0:
141,278,72686,1,8,3:2:0:0:
141,278,72842,1,8,3:2:0:0:
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179,162,75967,1,2,3:2:0:0:
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311,297,78467,1,2,3:2:0:0:
218,354,78624,2,0,P|212:319|218:264,1,67.5,8|0,0:0|0:0,0:0:0:0:
216,179,78936,1,2,3:2:0:0:
317,211,79092,2,0,B|336:149|336:149|303:62,1,135,2|8,3:2|0:0,0:0:0:0:
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234,248,81436,1,2,3:2:0:0:
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319,328,84092,1,2,3:2:0:0:
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492,149,85186,1,2,0:0:0:0:
492,149,85342,1,2,0:0:0:0:
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300,143,86749,2,0,P|379:133|440:180,1,135,2|2,3:2|3:2,0:0:0:0:
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44,208,92061,1,0,3:0:0:0:
44,208,92217,1,0,3:0:0:0:
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342,85,93467,1,0,0:0:0:0:
260,29,93624,2,0,L|121:39,1,121.499996292114,8|2,0:0|0:0,0:0:0:0:
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139,275,95186,1,2,0:0:0:0:
267,126,95499,6,0,L|404:132,1,121.499996292114,6|0,0:0|0:0,0:0:0:0:
485,135,95967,1,2,2:0:0:0:
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224,36,97686,2,0,P|257:36|297:24,1,60.7499981460572,8|0,3:2|3:2,0:0:0:0:
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364,284,98467,1,2,0:0:0:0:
417,200,98624,2,0,L|409:67,1,121.499996292114,8|2,0:0|0:0,0:0:0:0:
330,14,99092,2,0,P|271:5|209:36,2,121.499996292114,2|8|0,0:0|0:0|3:0,0:0:0:0:
284,100,99874,1,10,0:0:0:0:
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120,263,100967,1,2,0:0:0:0:
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418,316,102217,1,0,3:0:0:0:
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319,138,105967,1,2,0:0:0:0:
249,68,106124,2,0,P|184:50|121:91,1,121.499996292114,8|2,0:0|0:0,0:0:0:0:
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250,38,107842,1,0,3:2:0:0:
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256,192,108155,12,2,112686,0:0:0:0:
Monstrata
Okay bubbled
_handholding
@xexxar and next BN, I'd like to rename my diff to NK's extra. I plan on changing back to my old name soon
pishifat
nk
Log Off Now
north korea
Akitora
.
Topic Starter
I Must Decrease

Akitora wrote:

game CG
hmm nice avatar where have i seen it before
Yuii-

Xexxar wrote:

Akitora wrote:

game CG
hmm nice avatar where have i seen it before
Thought it should be obvious amirite
Hendrick12
necesito la cancion porfavcor dejenm descargarla
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