forum

Croove - Minus 2 [OsuMania]

posted
Total Posts
68
show more
Eldergleam
*blame HS*
Protastic101
Not a fan of the hitsounds as they are now and a good majority are unused actually, so popping for now.

[General]
  1. Might tone down the HP of MX to 8.5 or something cause it really isnt bursty in nature or anything to warrant a high HP against mashing, so I think you can be a little more forgiving in that regard. Or, since everything's increasing by 0.6 in the OD/HP stuff, you can just make it OD/HP 8.8/8.8 I guess.
  2. The hitsounds seem to be done rather inefficiently. I say this because you have a lot of the same samples for the same sound when you can easily just condense it into a few different sample sets and using the drop down menus on the left hand side of the editor to change your sampleset. Also, your samples all seem to be a little too quiet, especially the toms. Here's the hitsounds but without all the unnecessary stuff https://puu.sh/xdMOM.zip . You really dont have to change much, cause I dont think the other samples were used.
  3. 00:25:539 - Final thing about the hitsounds, please try and be consistent with the volumes. If you want the samples to be of a higher volume here, I would suggest sample importing it (along wih the Finish at the same volume) to make it consistent across the entire section, or just raise the overall volume of the kiai to be louder.
  4. 01:02:227 - Why 25% volume here when everywhere else is 50%?
[MX]
00:19:616 - Starting here, I think it might be easier to hit if you made the jacks jumps rather than one note from the chord only, like this https://osu.ppy.sh/ss/8879845 . Reason here being that it isn't as hard to read since the player only sees two jumps jacked together and doesnt need to take into consideration which note is the jack note and which isnt like the current pattern.

00:25:348 (25348|2,25348|3,25444|1,25444|2) - I might consider jacking these completely rather than partially as I think it better represents their sound being the same two 1/4 kicks. Maybe make it a two handed chord too so both hands have an even weight, like [14][14] or smth

00:26:686 - Just a passing comment for these SVs, I think it might be better to make the intervals smoother here, like 1.6, 1.2, 0.8, and 0.4x or 1.3, 1.1, 0.9, 0.7. The SVs are fine as is though, so this is just an optional thing that most people wouldn't notice anyways.

00:43:788 (43788|3) - I'd consider moving this to col 2 instead to make both hands more balanced as the right hand currently has a bit more strain what with the OH minitrill + minijack.

01:07:482 (67482|1,67577|3) - Think it might be good to jack these two notes together too since they're the same pitch, similar to 01:06:813 (66813|0,67004|0) -


[HD]
01:15:507 (75507|3) - Might move this to col 3 cause it's a different pitch than 01:15:316 (75316|3) -

01:16:463 (76463|3) - Same thing here

01:32:418 (92418|2) - Might move this onto the other hand or smth and make a stack there so that there's one stack on right and left, like this https://osu.ppy.sh/ss/8880044


[NM]
01:07:673 - I find this section incredibly difficult to read due to the strict usage of a 3/4 rhythm that hasn't been adhered to as it is now. I think it would be easier to read for intermediate players of this level if you moved some notes to the opposite hand, in a fashion similar to the MX diff with the 1/4 consecutive notes. Something like this is what I mean https://osu.ppy.sh/ss/8880100


[Pixie's EZ]
Why Pixie? What significance does that have to your current Osu username?

00:12:545 (12545|0,12641|3) - noooo. dont. why did you use 1/4 in an easy? :c This is very hard for beginning players to read because they're mostly still getting the hang of finger indepedence and that takes a bit time to get used to and be able to coordinate your hands, so throwing a 1/4 note, even at 157 BPM is very unfair to the player imo. I would just move 00:12:641 (12641|3) - to the 1/2 at 00:12:737 - instead to be similar with 00:11:781 (11781|0,11972|3) -

00:24:010 (24010|1) - I kind of dislike how you choose to ignore literally everything but this one sound despite it only being layered on top of the already occurring rhythms. I would rather you do try to follow some parts of the music to keep up the general rhythm of the section, like this https://osu.ppy.sh/ss/8880161

00:43:119 (43119|1,43501|3) - Might be able to make both these notes into overlapped LNs to represent the reverse cymbal like this https://osu.ppy.sh/ss/8880170

00:43:883 - to 00:46:558 - rip col 2

00:58:214 (58214|1) - I would move this to a different column to represent that the sound here is not only the same as before but with a crash too. Something like this might work https://osu.ppy.sh/ss/8880185

01:07:673 (67673|2) - Shouldn't this be on 01:07:577 - ? Feels very awkward and unnatural to play with it being on the 1/4 above the downbeat imo

01:27:832 (87832|0,88119|2) - I'd make these two notes different looking from 01:27:068 (87068|0,87450|2) - cause they currently seem to blend into the pattern making it very hard to discern that the distance between 01:27:832 (87832|0,88119|2) - is 3/4 instead of what the player would naturally guess to be a 4/4 distance at 01:27:068 (87068|0,87450|2) -
Topic Starter
MEGAtive

Protastic101 wrote:

Not a fan of the hitsounds as they are now and a good majority are unused actually, so popping for now.

[General]
  1. Might tone down the HP of MX to 8.5 or something cause it really isnt bursty in nature or anything to warrant a high HP against mashing, so I think you can be a little more forgiving in that regard. Or, since everything's increasing by 0.6 in the OD/HP stuff, you can just make it OD/HP 8.8/8.8 I guess. 8.8 deal I actually thought to use HP9OD10 just because this is a map with jacks so it's not that mashable lol
  2. The hitsounds seem to be done rather inefficiently. I say this because you have a lot of the same samples for the same sound when you can easily just condense it into a few different sample sets and using the drop down menus on the left hand side of the editor to change your sampleset. Also, your samples all seem to be a little too quiet, especially the toms. Here's the hitsounds but without all the unnecessary stuff https://puu.sh/xdMOM.zip . You really dont have to change much, cause I dont think the other samples were used. Eyy TF I forgot to delete all those unused files lol. I actually using Import samples at the end (Alt+Click Notes) but I guess I forgot to delete those unused files lol (Dam it me for developing a map in two different computer). Also I'm kinda uncomfortable using the dropdowns in the left because I still need to change the dropdowns in the left and then select the notes etc until all the notes are sampled lol (Kinda same with Alt+Click Notes)
  3. 00:25:539 - Final thing about the hitsounds, please try and be consistent with the volumes. If you want the samples to be of a higher volume here, I would suggest sample importing it (along wih the Finish at the same volume) to make it consistent across the entire section, or just raise the overall volume of the kiai to be louder. But it's consistent right? This section are using 50%. I think it uses 50% all across the maps except for the quiet part which I use 25%
  4. 01:02:227 - Why 25% volume here when everywhere else is 50%? At first I thought that I use 25% because it's quiet. But I just realized I used 50% at the Intro so applied lol
[MX]
00:19:616 - Starting here, I think it might be easier to hit if you made the jacks jumps rather than one note from the chord only, like this https://osu.ppy.sh/ss/8879845 . Reason here being that it isn't as hard to read since the player only sees two jumps jacked together and doesnt need to take into consideration which note is the jack note and which isnt like the current pattern. Actually I'm putting my consideration into this thing back then and decided to add some challenge in the layering lol. This kinda became the charm of the map lel. Also at 00:24:010 - I changed the layering because it provides a new kind of rhythm at this point starting from the roomy noises ahead.

00:25:348 (25348|2,25348|3,25444|1,25444|2) - I might consider jacking these completely rather than partially as I think it better represents their sound being the same two 1/4 kicks. Maybe make it a two handed chord too so both hands have an even weight, like [14][14] or smth After taking much consideration, applied this.

00:26:686 - Just a passing comment for these SVs, I think it might be better to make the intervals smoother here, like 1.6, 1.2, 0.8, and 0.4x or 1.3, 1.1, 0.9, 0.7. The SVs are fine as is though, so this is just an optional thing that most people wouldn't notice anyways. Welp, I was giving an impulsive kind of SVs since this part's instru sounds aggressive so yea. The 2nd chorus sounds less aggressive than this one so I put the opposite of this one as well as being variative with the SVs

00:43:788 (43788|3) - I'd consider moving this to col 2 instead to make both hands more balanced as the right hand currently has a bit more strain what with the OH minitrill + minijack. Okie

01:07:482 (67482|1,67577|3) - Think it might be good to jack these two notes together too since they're the same pitch, similar to 01:06:813 (66813|0,67004|0) - Now you've pointed it out... Perfect. Applied


[HD]
01:15:507 (75507|3) - Might move this to col 3 cause it's a different pitch than 01:15:316 (75316|3) - Applied

01:16:463 (76463|3) - Same thing here Rearranged abit

01:32:418 (92418|2) - Might move this onto the other hand or smth and make a stack there so that there's one stack on right and left, like this https://osu.ppy.sh/ss/8880044 Okie


[NM]
01:07:673 - I find this section incredibly difficult to read due to the strict usage of a 3/4 rhythm that hasn't been adhered to as it is now. I think it would be easier to read for intermediate players of this level if you moved some notes to the opposite hand, in a fashion similar to the MX diff with the 1/4 consecutive notes. Something like this is what I mean https://osu.ppy.sh/ss/8880100 I was thinking that it would be nice as a rhythm play by putting the notes in a column. So it only became a matter of timing it properly instead of timing it properly between each hand.


[Pixie's EZ]
Why Pixie? What significance does that have to your current Osu username? He said that Pixie is a fairy and so is Eldergleam. But he said to change it to EG's EZ (EG stands for Elder Gleam).

00:12:545 (12545|0,12641|3) - noooo. dont. why did you use 1/4 in an easy? :c This is very hard for beginning players to read because they're mostly still getting the hang of finger indepedence and that takes a bit time to get used to and be able to coordinate your hands, so throwing a 1/4 note, even at 157 BPM is very unfair to the player imo. I would just move 00:12:641 (12641|3) - to the 1/2 at 00:12:737 - instead to be similar with 00:11:781 (11781|0,11972|3) - Lol okie

00:24:010 (24010|1) - I kind of dislike how you choose to ignore literally everything but this one sound despite it only being layered on top of the already occurring rhythms. I would rather you do try to follow some parts of the music to keep up the general rhythm of the section, like this https://osu.ppy.sh/ss/8880161 Applied

00:43:119 (43119|1,43501|3) - Might be able to make both these notes into overlapped LNs to represent the reverse cymbal like this https://osu.ppy.sh/ss/8880170 Sure

00:43:883 - to 00:46:558 - rip col 2 Hahahahah fixed

00:58:214 (58214|1) - I would move this to a different column to represent that the sound here is not only the same as before but with a crash too. Something like this might work https://osu.ppy.sh/ss/8880185 Ok

01:07:673 (67673|2) - Shouldn't this be on 01:07:577 - ? Feels very awkward and unnatural to play with it being on the 1/4 above the downbeat imo Okay sure but I think it's also weird to have it layered the low freq instru in the middle of triplets

01:27:832 (87832|0,88119|2) - I'd make these two notes different looking from 01:27:068 (87068|0,87450|2) - cause they currently seem to blend into the pattern making it very hard to discern that the distance between 01:27:832 (87832|0,88119|2) - is 3/4 instead of what the player would naturally guess to be a 4/4 distance at 01:27:068 (87068|0,87450|2) - Rearranged
Welp Elder told me to apply the mod for his sake since he said he accidentally deleted oss (quit w lol)
Protastic101
normal-hitwhistle and soft-hitwhistle are still the same sample, so I'd remove normal-hitwhistle.

I thought it might have just been my pc being a derp, but your samples are actually really low in volume, so even being at 50% it only sounds like 20%. I increased all the volumes for you here https://puu.sh/xe9pA.zip . The drum hitwhistle was alright.

MEGAtive wrote:

Protastic101 wrote:

[General]
  1. 00:25:539 - Final thing about the hitsounds, please try and be consistent with the volumes. If you want the samples to be of a higher volume here, I would suggest sample importing it (along wih the Finish at the same volume) to make it consistent across the entire section, or just raise the overall volume of the kiai to be louder. But it's consistent right? This section are using 50%. I think it uses 50% all across the maps except for the quiet part which I use 25% It's not because there are two claps per hand as opposed to one clap as seen at 00:25:539 - https://osu.ppy.sh/ss/8884605 . Hitsounds are additive, meaning if you put two of the same sample at the same time at 50%, they will play as 100% instead of what you originally intend to be 50%. Therefore, it's inconsistent with the rest of the chart which only uses 50% volume. This is made all more obvious in the NM which uses single hitsounds only as there are not jumps for you to add two, except for 00:27:068 (27068|1,27068|0) - when there is a jump and therefore two claps are added to the notes. So you have all the notes like 00:25:826 (25826|3,26112|2,26399|1,26686|0,26877|2) - being 50% but then 00:27:068 (27068|0,27068|1,28596|0,28596|1,30125|0,30125|3) - are all 100% instead because of the two claps being added at 50% in the same instance. This problem persists in all difficulties though, save for the easy as it has very little jump usage.
Topic Starter
MEGAtive

Protastic101 wrote:

normal-hitwhistle and soft-hitwhistle are still the same sample, so I'd remove normal-hitwhistle.

I thought it might have just been my pc being a derp, but your samples are actually really low in volume, so even being at 50% it only sounds like 20%. I increased all the volumes for you here https://puu.sh/xe9pA.zip . The drum hitwhistle was alright. Really? I thought both still has the same volume... Well, just replaced them with yours (Nothing to lose here so it's okay)

[General]
  1. 00:25:539 - Final thing about the hitsounds, please try and be consistent with the volumes. If you want the samples to be of a higher volume here, I would suggest sample importing it (along wih the Finish at the same volume) to make it consistent across the entire section, or just raise the overall volume of the kiai to be louder.

    But it's consistent right? This section are using 50%. I think it uses 50% all across the maps except for the quiet part which I use 25%

    It's not because there are two claps per hand as opposed to one clap as seen at 00:25:539 - https://osu.ppy.sh/ss/8884605 . Hitsounds are additive, meaning if you put two of the same sample at the same time at 50%, they will play as 100% instead of what you originally intend to be 50%. Therefore, it's inconsistent with the rest of the chart which only uses 50% volume. This is made all more obvious in the NM which uses single hitsounds only as there are not jumps for you to add two, except for 00:27:068 (27068|1,27068|0) - when there is a jump and therefore two claps are added to the notes. So you have all the notes like 00:25:826 (25826|3,26112|2,26399|1,26686|0,26877|2) - being 50% but then 00:27:068 (27068|0,27068|1,28596|0,28596|1,30125|0,30125|3) - are all 100% instead because of the two claps being added at 50% in the same instance. This problem persists in all difficulties though, save for the easy as it has very little jump usage.

    Not fully 100% in volume since in Sound Intensity there's logarithmic aspect *slapped*
    Okay I get what you meant. Yes, the double Claps here were intended to reflects on how aggressive the drum in the kiai section. Okay so I removed the Double samples all accross the difficulty and raised the overall volume into 65%
Protastic101
aaaa, im trying

for the background, could you include eldergleam somewhere in there? Cause I mean, he did make the EZ so if you're going to credit stuff in the background, he should be in it too.

[All diffs]
01:29:743 - Missing finish?
01:32:800 - 01:35:858 - ^
01:02:227 - Missing finish

[MX]
00:13:883 (13883|0,15412|0,16940|0,18469|0,19998|3,21526|2,23055|0,24584|0) - Might consider adding finishes here since there's an odd crash on every upbeat before the third downbeat


[HD]
Same suggestion as the MX, but you'd have two samples per note which is fine but also :thinking:


[NM]
Same stuff mentioned about crashes ^


[EZ]
0:7:195 soft-hitfinish.wav@50%
0:8:724 soft-hitfinish.wav@50%
0:10:252 soft-hitfinish.wav@50%
0:11:781 soft-hitfinish.wav@50%
0:12:545 soft-hitfinish.wav@50%

cause these are all in the same sampleset as the claps, you can just add whistle + clap on one note and avoid having SB hitsounds when it's not necessary. This helps to avoid unnecessary feedback without player input on the off chance there's a miss. You should apply this for the entire difficulty.

01:30:125 - to 01:35:858 - col 3 unused for like four measures lmao
Topic Starter
MEGAtive
Appled all lel
Protastic101
00:25:252 - preview time is unsnapped

[MX]
01:24:297 (84297|3) - add clap for consistency with EZ diff?


[NM]
01:23:628 - soft-hitfinish.wav@50% you can add this to 01:23:628 (83628|2) -


[EZ]
01:17:323 (77323|1) - 01:17:323 (77323|1,77705|3,78087|2,78469|0,81144|3,81526|2) - add claps for consistency with top diff

01:22:291 (82291|0) - replace with clap

01:38:533 - Missing drum-hitwhistle in the SB samples
01:38:819 - ^
Topic Starter
MEGAtive

Protastic101 wrote:

[EZ]01:22:291 (82291|0) - replace with clap Added the clap instead. I can hear the hat sounds here.

01:38:533 - Missing drum-hitwhistle in the SB samples
01:38:819 - ^ Actually I don't think the other diffs are using hitwhistle....
Others are applied
Protastic101
rip dell for qual
DustMoon
gogogo :)
Shima Rin
[General]
  1. 01:15:985 - Add C in all diff.
[EG's EZ]
  1. 01:14:647 - 01:15:030 - 01:15:794 - Miss C
  2. 01:16:558 - Should put drum-hitfinish to storyboard and add W|C on the note?
  3. 01:16:845 - Should put drum-hitfinish to storyboard and add C on the note?
  4. 01:23:628 - Miss C
  5. 01:37:386 - 01:37:768 - 01:38:151 - Add drum-hitfinish in the storyboard.
[NM]
  1. 00:13:310 - soft-hitwhistle should be changed to W because in other diffs you are just using W here.
  2. 00:37:768 - to 00:48:469 - Questionable gap with HD. Current patterns are just so easy, nearly the same as EZ, which creates a huge gap with HD. I would suggest you change your focus in this part from 1/1 drums to the melodies so it will be something like: http://osu.ppy.sh/ss/11120874 Be sure to correct the hitsounds if you fix them too!
  3. 01:12:928 - to 01:14:456 - Also big gap with HD. Maybe you can try 1/2 stairs instead?
  4. 01:14:647 - 01:15:030 - 01:15:794 - 01:16:558 - 01:17:323 -01:17:705 - 01:18:087 - 01:18:469 - 01:19:616 - 01:20:380 - and etc. Need W for hitsound consistency.
  5. 01:16:558 - Wrong placement of drum-hitfinish. Should be on 01:16:845 - .
  6. 01:24:010 (84010|0,84297|2,84584|3,84870|1,85157|0,85444|3,85730|2,86017|1) - For all of them, drum-hitfinish should be put to storyboard and add corresponding C or W|C on them.
  7. 01:26:495 - Add W.
  8. 01:23:533 - 01:24:202 - 01:24:488 - 01:24:775 - 01:25:061 - 01:25:348 - 01:25:635 - 01:25:921 - 01:26:208 - 01:26:208 - You can add notes for the melody to make this diff harder than EZ, and reduce the gap with HD. Be sure to add hitsounds too!
  9. 01:26:686 - to 01:38:819 - Also questionable gap with HD. Prefer to shift your focus to the melody as they have quite some 1/4 sounds which can buff a bit in this diff.
[HD]
  1. 01:16:845 - 01:17:131 - Hitsound inconsistencies with MX.
  2. 01:23:628 - soft-hitfinish should be changed to F.
  3. 01:24:202 - 01:25:348 - Hitsound inconsistencies with MX.
  4. 01:25:348 - Here too.
  5. 01:37:673 - Maybe need a double here because of the melody.
  6. 01:38:055 - No need to double here.
  7. 01:38:151 - Move drum-hitfinish to storyboard and add C.
[MX]
  1. 00:44:170 (44170|3) - This is a ghost note. Should be on 00:43:979 - .
  2. 01:11:399 - to 01:12:928 - The drums are really weak here, so I'd suggest you keep the previous easier pattern in this bar instead of starting a jumpstream which is based on some pretty faint sounds.
  3. 01:23:055 - Don't need to have drum-hitfinish in the storyboard. Put W|C on one note and move that to another.

Two major problems here:
1. Gap between NM and HD.
2. Hitsound inconsistencies throughout the whole mapset. Really need to fix them and do self-check on your own to make sure they are alright.
Patterns are mostly fine. Recheck will be focused more on patterns. Call me back when done.
Topic Starter
MEGAtive

Tofu1222 wrote:

[General]
  1. 01:15:985 - Add C in all diff.
[EG's EZ]
  1. 01:14:647 - 01:15:030 - 01:15:794 - Miss C
  2. 01:16:558 - Should put drum-hitfinish to storyboard and add W|C on the note?
  3. 01:16:845 - Should put drum-hitfinish to storyboard and add C on the note?
  4. 01:23:628 - Miss C
  5. 01:37:386 - 01:37:768 - 01:38:151 - Add drum-hitfinish in the storyboard.
[NM]
  1. 00:13:310 - soft-hitwhistle should be changed to W because in other diffs you are just using W here.
  2. 00:37:768 - to 00:48:469 - Questionable gap with HD. Current patterns are just so easy, nearly the same as EZ, which creates a huge gap with HD. I would suggest you change your focus in this part from 1/1 drums to the melodies so it will be something like: http://osu.ppy.sh/ss/11120874 Be sure to correct the hitsounds if you fix them too! Well, your suggestion only looks like HD discount the doubles so I layer the drum and hats instead as 1/2 stair.
  3. 01:12:928 - to 01:14:456 - Also big gap with HD. Maybe you can try 1/2 stairs instead? Ok
  4. 01:14:647 - 01:15:030 - 01:15:794 - 01:16:558 - 01:17:323 -01:17:705 - 01:18:087 - 01:18:469 - 01:19:616 - 01:20:380 - and etc. Need W for hitsound consistency.
  5. 01:16:558 - Wrong placement of drum-hitfinish. Should be on 01:16:845 - . But those two should have drum-hitfinish
  6. 01:24:010 (84010|0,84297|2,84584|3,84870|1,85157|0,85444|3,85730|2,86017|1) - For all of them, drum-hitfinish should be put to storyboard and add corresponding C or W|C on them. I don't think I can hear any instrument warranting C or W|C so I didn't add them
  7. 01:26:495 - Add W.
  8. 01:23:533 - 01:24:202 - 01:24:488 - 01:24:775 - 01:25:061 - 01:25:348 - 01:25:635 - 01:25:921 - 01:26:208 - 01:26:208 - You can add notes for the melody to make this diff harder than EZ, and reduce the gap with HD. Be sure to add hitsounds too! Made it double instead so it didn't really feels like HD.
  9. 01:26:686 - to 01:38:819 - Also questionable gap with HD. Prefer to shift your focus to the melody as they have quite some 1/4 sounds which can buff a bit in this diff. Ok
[HD]
  1. 01:16:845 - 01:17:131 - Hitsound inconsistencies with MX.
  2. 01:23:628 - soft-hitfinish should be changed to F.
  3. 01:24:202 - 01:25:348 - Hitsound inconsistencies with MX.
  4. 01:25:348 - Here too.
  5. 01:37:673 - Maybe need a double here because of the melody. Applied
  6. 01:38:055 - No need to double here. Fixed
  7. 01:38:151 - Move drum-hitfinish to storyboard and add C.
    For the Hitsounds, this diff has a major overhaul in it like removing the SB Hitsounds and keeping the consistencies with the MX and expanding it.
[MX]
  1. 00:44:170 (44170|3) - This is a ghost note. Should be on 00:43:979 - . Ok
  2. 01:11:399 - to 01:12:928 - The drums are really weak here, so I'd suggest you keep the previous easier pattern in this bar instead of starting a jumpstream which is based on some pretty faint sounds.
    The sounds are faint but it's a buildup for the next section so it's fine. But then I think how should I differentiate the weak part and the strong part. So I did something with the layering of the notes instead of the notecount. Well, I started off with a simple hand-alternating trills from the faint part up to 01:12:928 - . Then I started making the trills into one-handed trill from there up to 01:13:692 - since it's much complex to maintain. Then at the climax you got the one-handed jumpjacks from 01:13:692 - to the end. Initially I made the last four jumpjacks more glutty and not one-handed but I think it's awkward and people would get a combobreak simply from the last four so I omitted that and went with full one-handed jumpjacks instead.
  3. 01:23:055 - Don't need to have drum-hitfinish in the storyboard. Put W|C on one note and move that to another. Ok

Two major problems here:
1. Gap between NM and HD.
2. Hitsound inconsistencies throughout the whole mapset. Really need to fix them and do self-check on your own to make sure they are alright.
Patterns are mostly fine. Recheck will be focused more on patterns. Call me back when done.
Thanks for the check. Also note that I did a major overhaul with the hitsounding so there are many new hitsounds and omitted ones.

Also for EZ, I will wait for Elder's update then I'll apply the Hitsound.
Eldergleam
Well im came here cause MEGA call me on discord while im playing League of Legends Rank Match :< (and idk my skills on applying mods, so recheck later again)

Tofu1222 wrote:

[notice][General]
  1. 01:15:985 - Add C in all diff. ok
[EG's EZ]
  1. 01:14:647 - 01:15:030 - 01:15:794 - Miss C ok
  2. 01:16:558 - Should put drum-hitfinish to storyboard and add W|C on the note? ok
  3. 01:16:845 - Should put drum-hitfinish to storyboard and add C on the note? ok
  4. 01:23:628 - Miss C ok
  5. 01:37:386 - 01:37:768 - 01:38:151 - Add drum-hitfinish in the storyboard. ok
here the update (plz recheck again that hitsound, i think i put wrong or smh)

the update from LoL Player
osu file format v14

[General]
AudioFilename: Minus2.mp3
AudioLeadIn: 0
PreviewTime: 25252
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.7

[Metadata]
Title:Minus 2
TitleUnicode:Minus 2
Artist:Croove
ArtistUnicode:Croove
Creator:MEGAtive
Version:EG's EZ
Source:EZ2DJ 3rd TraX -Absolute Pitch-
Tags:EZ2AC EZ2ON Death Techno reykuroki Eldergleam
BeatmapID:1234280
BeatmapSetID:566381

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"minus2.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
Sample,77131,0,"drum-hitfinish.wav",50
Sample,77323,0,"drum-hitfinish.wav",50
Sample,78756,0,"drum-hitfinish.wav",50
Sample,79042,0,"drum-hitfinish.wav",50
Sample,79329,0,"drum-hitfinish.wav",50
Sample,79616,0,"drum-hitfinish.wav",50
Sample,79902,0,"drum-hitfinish.wav",50
Sample,80189,0,"drum-hitfinish.wav",50
Sample,80666,0,"drum-hitfinish.wav",50
Sample,80953,0,"drum-hitfinish.wav",50
Sample,81335,0,"drum-hitfinish.wav",50
Sample,81717,0,"drum-hitfinish.wav",50
Sample,82004,0,"drum-hitfinish.wav",50
Sample,82482,0,"drum-hitfinish.wav",50
Sample,82768,0,"drum-hitfinish.wav",50
Sample,83055,0,"drum-hitfinish.wav",50
Sample,83342,0,"drum-hitfinish.wav",50
Sample,83628,0,"drum-hitfinish.wav",50
Sample,84010,0,"drum-hitfinish.wav",50
Sample,84297,0,"drum-hitfinish.wav",50
Sample,84584,0,"drum-hitfinish.wav",50
Sample,84870,0,"drum-hitfinish.wav",50
Sample,85157,0,"drum-hitfinish.wav",50
Sample,85444,0,"drum-hitfinish.wav",50
Sample,85730,0,"drum-hitfinish.wav",50
Sample,86017,0,"drum-hitfinish.wav",50
Sample,86303,0,"drum-hitfinish.wav",50
Sample,86495,0,"drum-hitfinish.wav",50
Sample,88119,0,"drum-hitwhistle.wav",50
Sample,88501,0,"drum-hitwhistle.wav",50
Sample,88979,0,"drum-hitwhistle.wav",50
Sample,89361,0,"drum-hitwhistle.wav",50
Sample,90985,0,"drum-hitwhistle.wav",50
Sample,94233,0,"drum-hitwhistle.wav",50
Sample,94616,0,"drum-hitwhistle.wav",50
Sample,95093,0,"drum-hitwhistle.wav",50
Sample,95475,0,"drum-hitwhistle.wav",50
Sample,97100,0,"drum-hitwhistle.wav",50
Sample,98533,0,"drum-hitfinish.wav",50
Sample,98819,0,"drum-hitfinish.wav",50

[TimingPoints]
1081,382.165605095541,4,2,1,50,1,0
25539,-100,4,2,1,50,0,1
30985,-100,4,2,1,50,0,0
31654,-100,4,2,1,50,0,1
37768,-100,4,2,1,50,0,0
48469,-100,4,2,1,50,0,0
49998,-100,4,2,1,50,0,1
62227,-100,4,2,1,50,0,0
74456,-100,4,2,1,50,0,1
86686,-100,4,2,1,50,0,0


[HitObjects]
64,192,316,128,0,1081:0:0:0:0:
320,192,1081,1,0,0:0:0:0:
192,192,1845,1,0,0:0:0:0:
320,192,2609,1,0,0:0:0:0:
192,192,3373,1,0,0:0:0:0:
448,192,3947,1,0,0:0:0:0:
320,192,4138,1,0,0:0:0:0:
64,192,4902,1,0,0:0:0:0:
320,192,5666,1,0,0:0:0:0:
192,192,6431,1,0,0:0:0:0:
448,192,7004,5,8,0:0:0:0:
64,192,7195,1,12,0:0:0:0:
448,192,8437,1,8,0:0:0:0:
64,192,8724,1,12,0:0:0:0:
448,192,9870,1,8,0:0:0:0:
64,192,10252,1,12,0:0:0:0:
448,192,11303,1,8,0:0:0:0:
64,192,11781,1,12,0:0:0:0:
448,192,11972,1,8,0:0:0:0:
64,192,12545,1,12,0:0:0:0:
448,192,12737,1,8,0:0:0:0:
192,192,13119,128,8,13310:0:0:0:0:
320,192,13310,1,14,0:0:0:0:
320,192,13596,1,10,0:0:0:0:
64,192,13883,1,14,0:0:0:0:
448,192,14074,1,10,0:0:0:0:
448,192,14361,1,10,0:0:0:0:
64,192,14647,1,10,0:0:0:0:
320,192,14838,1,10,0:0:0:0:
320,192,15125,1,10,0:0:0:0:
192,192,15412,1,14,0:0:0:0:
448,192,15603,1,10,0:0:0:0:
448,192,15889,1,10,0:0:0:0:
320,192,16176,1,10,0:0:0:0:
192,192,16367,1,10,0:0:0:0:
192,192,16654,1,10,0:0:0:0:
448,192,16940,1,14,0:0:0:0:
64,192,17131,1,10,0:0:0:0:
64,192,17418,1,10,0:0:0:0:
320,192,17705,1,10,0:0:0:0:
192,192,17896,1,10,0:0:0:0:
192,192,18182,1,10,0:0:0:0:
448,192,18469,1,14,0:0:0:0:
64,192,18660,1,10,0:0:0:0:
64,192,18947,1,10,0:0:0:0:
192,192,19233,128,10,19424:0:0:0:0:
448,192,19424,1,10,0:0:0:0:
448,192,19711,1,10,0:0:0:0:
192,192,19998,1,14,0:0:0:0:
320,192,20189,1,10,0:0:0:0:
320,192,20475,1,10,0:0:0:0:
64,192,20762,1,10,0:0:0:0:
448,192,20953,1,10,0:0:0:0:
448,192,21240,1,10,0:0:0:0:
192,192,21526,1,14,0:0:0:0:
320,192,21717,1,10,0:0:0:0:
320,192,22004,1,10,0:0:0:0:
448,192,22291,1,10,0:0:0:0:
192,192,22482,1,10,0:0:0:0:
192,192,22768,1,10,0:0:0:0:
320,192,23055,1,14,0:0:0:0:
64,192,23246,1,10,0:0:0:0:
64,192,23533,1,10,0:0:0:0:
448,192,23819,1,10,0:0:0:0:
192,192,24010,128,10,25539:0:0:0:0:
320,192,24297,1,10,0:0:0:0:
448,192,24584,1,14,0:0:0:0:
64,192,24775,1,10,0:0:0:0:
448,192,25061,1,14,0:0:0:0:
320,192,25348,1,10,0:0:0:0:
448,192,25539,1,12,0:0:0:0:
64,192,25539,1,2,0:0:0:0:
192,192,25826,1,8,0:0:0:0:
320,192,26112,1,8,0:0:0:0:
64,192,26399,1,8,0:0:0:0:
448,192,26686,1,8,0:0:0:0:
320,192,26877,1,8,0:0:0:0:
64,192,27068,1,12,0:0:0:0:
192,192,27354,1,8,0:0:0:0:
320,192,27641,1,8,0:0:0:0:
64,192,27928,1,8,0:0:0:0:
448,192,28214,1,8,0:0:0:0:
320,192,28405,1,8,0:0:0:0:
64,192,28596,1,12,0:0:0:0:
192,192,28883,1,8,0:0:0:0:
320,192,29170,1,8,0:0:0:0:
64,192,29456,1,8,0:0:0:0:
448,192,29743,1,8,0:0:0:0:
320,192,29934,1,8,0:0:0:0:
64,192,30125,1,12,0:0:0:0:
448,192,30412,1,8,0:0:0:0:
320,192,30698,1,8,0:0:0:0:
192,192,30985,128,8,31654:0:0:0:0:
64,192,31654,1,12,0:0:0:0:
320,192,31940,1,8,0:0:0:0:
192,192,32227,1,8,0:0:0:0:
64,192,32514,1,8,0:0:0:0:
448,192,32800,1,8,0:0:0:0:
320,192,32991,1,8,0:0:0:0:
64,192,33182,1,12,0:0:0:0:
320,192,33469,1,8,0:0:0:0:
192,192,33756,1,8,0:0:0:0:
64,192,34042,1,8,0:0:0:0:
448,192,34329,1,8,0:0:0:0:
320,192,34520,1,8,0:0:0:0:
64,192,34711,1,12,0:0:0:0:
320,192,34998,1,8,0:0:0:0:
192,192,35284,1,8,0:0:0:0:
64,192,35571,1,8,0:0:0:0:
448,192,35858,1,8,0:0:0:0:
320,192,36049,1,8,0:0:0:0:
64,192,36240,1,12,0:0:0:0:
320,192,36526,1,8,0:0:0:0:
192,192,36813,1,8,0:0:0:0:
320,192,37004,1,8,0:0:0:0:
64,192,37291,1,8,0:0:0:0:
448,192,37577,1,8,0:0:0:0:
64,192,37768,1,4,0:0:0:0:
320,192,38151,1,8,0:0:0:0:
192,192,38533,1,8,0:0:0:0:
448,192,38915,1,8,0:0:0:0:
64,192,39297,1,8,0:0:0:0:
320,192,39679,1,8,0:0:0:0:
192,192,40061,1,8,0:0:0:0:
448,192,40444,1,8,0:0:0:0:
64,192,40826,1,8,0:0:0:0:
320,192,41208,1,8,0:0:0:0:
192,192,41590,1,8,0:0:0:0:
448,192,41972,1,8,0:0:0:0:
64,192,42354,1,8,0:0:0:0:
320,192,42737,1,8,0:0:0:0:
192,192,43119,128,8,43883:0:0:0:0:
448,192,43501,128,8,43883:0:0:0:0:
64,192,43883,1,12,0:0:0:0:
320,192,44265,1,8,0:0:0:0:
192,192,44647,1,8,0:0:0:0:
448,192,45030,1,8,0:0:0:0:
320,192,45412,1,8,0:0:0:0:
64,192,45794,1,8,0:0:0:0:
320,192,46176,1,8,0:0:0:0:
192,192,46558,1,8,0:0:0:0:
448,192,46940,1,8,0:0:0:0:
64,192,47323,1,8,0:0:0:0:
192,192,47705,1,8,0:0:0:0:
320,192,48087,1,8,0:0:0:0:
192,192,48469,128,8,49998:0:0:0:0:
448,192,49998,1,12,0:0:0:0:
320,192,50284,1,8,0:0:0:0:
192,192,50571,1,8,0:0:0:0:
64,192,50858,1,8,0:0:0:0:
320,192,51144,1,8,0:0:0:0:
192,192,51335,1,8,0:0:0:0:
448,192,51526,1,12,0:0:0:0:
320,192,51813,1,8,0:0:0:0:
192,192,52100,1,8,0:0:0:0:
64,192,52386,1,8,0:0:0:0:
320,192,52673,1,8,0:0:0:0:
192,192,52864,1,8,0:0:0:0:
448,192,53055,1,12,0:0:0:0:
320,192,53342,1,8,0:0:0:0:
192,192,53628,1,8,0:0:0:0:
64,192,53915,1,8,0:0:0:0:
320,192,54202,1,8,0:0:0:0:
192,192,54393,1,8,0:0:0:0:
448,192,54584,1,12,0:0:0:0:
320,192,54870,1,8,0:0:0:0:
192,192,55157,1,8,0:0:0:0:
64,192,55444,1,8,0:0:0:0:
320,192,55730,1,8,0:0:0:0:
192,192,55921,1,8,0:0:0:0:
448,192,56112,1,12,0:0:0:0:
320,192,56399,1,8,0:0:0:0:
192,192,56686,1,8,0:0:0:0:
64,192,56972,1,8,0:0:0:0:
320,192,57259,1,8,0:0:0:0:
192,192,57450,1,8,0:0:0:0:
448,192,57641,1,12,0:0:0:0:
64,192,57928,1,8,0:0:0:0:
320,192,58214,1,8,0:0:0:0:
192,192,58501,1,8,0:0:0:0:
320,192,58788,1,8,0:0:0:0:
192,192,58979,1,8,0:0:0:0:
448,192,59170,1,12,0:0:0:0:
320,192,59456,1,8,0:0:0:0:
192,192,59743,1,8,0:0:0:0:
64,192,60030,1,8,0:0:0:0:
320,192,60316,1,8,0:0:0:0:
192,192,60507,1,8,0:0:0:0:
448,192,60698,1,12,0:0:0:0:
64,192,60985,1,8,0:0:0:0:
320,192,61272,1,8,0:0:0:0:
192,192,61463,1,8,0:0:0:0:
448,192,61749,1,8,0:0:0:0:
64,192,62036,1,8,0:0:0:0:
320,192,62227,1,12,0:0:0:0:
448,192,62991,1,0,0:0:0:0:
64,192,63756,1,0,0:0:0:0:
320,192,64520,1,0,0:0:0:0:
192,192,65284,1,0,0:0:0:0:
320,192,66049,1,0,0:0:0:0:
192,192,66813,1,0,0:0:0:0:
320,192,67577,1,0,0:0:0:0:
448,192,68151,1,0,0:0:0:0:
64,192,68342,1,0,0:0:0:0:
192,192,69202,1,0,0:0:0:0:
320,192,70061,1,0,0:0:0:0:
448,192,71017,1,0,0:0:0:0:
64,192,71399,1,0,0:0:0:8:drum-hitfinish.wav
320,192,72163,1,0,0:0:0:24:drum-hitfinish.wav
192,192,72928,128,0,74456:0:0:0:40:drum-hitfinish.wav
448,192,74456,1,12,0:0:0:0:
320,192,74647,1,10,0:0:0:0:
64,192,74838,1,8,0:0:0:0:
448,192,75030,1,10,0:0:0:0:
192,192,75316,1,0,0:0:0:50:drum-hitfinish.wav
448,192,75603,1,0,0:0:0:50:drum-hitfinish.wav
64,192,75794,1,10,0:0:0:0:
320,192,75985,1,8,0:0:0:50:drum-hitfinish.wav
448,192,76272,1,0,0:0:0:50:drum-hitfinish.wav
320,192,76558,1,10,0:0:0:50:drum-hitfinish.wav
64,192,76845,1,8,0:0:0:50:drum-hitfinish.wav
320,192,77131,1,8,0:0:0:0:
192,192,77323,1,10,0:0:0:0:
64,192,77514,1,12,0:0:0:0:
448,192,77705,1,10,0:0:0:0:
64,192,77896,1,8,0:0:0:0:
320,192,78087,1,10,0:0:0:0:
448,192,78278,1,8,0:0:0:0:
64,192,78469,1,10,0:0:0:0:
448,192,78756,1,8,0:0:0:0:
192,192,79042,1,8,0:0:0:0:
448,192,79329,1,8,0:0:0:0:
64,192,79616,1,10,0:0:0:0:
320,192,79902,1,8,0:0:0:0:
448,192,80189,1,8,0:0:0:0:
320,192,80666,1,8,0:0:0:0:
192,192,80953,1,8,0:0:0:0:
448,192,81144,1,10,0:0:0:0:
64,192,81335,1,8,0:0:0:0:
320,192,81526,1,10,0:0:0:0:
192,192,81717,1,8,0:0:0:0:
448,192,82004,1,8,0:0:0:0:
64,192,82291,1,8,0:0:0:0:
448,192,82482,1,8,0:0:0:0:
192,192,82768,1,8,0:0:0:0:
320,192,83055,1,10,0:0:0:0:
64,192,83342,1,8,0:0:0:0:
320,192,83628,1,12,0:0:0:0:
448,192,84010,1,8,0:0:0:0:
64,192,84297,1,8,0:0:0:0:
320,192,84584,1,10,0:0:0:0:
192,192,84870,1,8,0:0:0:0:
448,192,85157,1,8,0:0:0:0:
64,192,85444,1,8,0:0:0:0:
192,192,85730,1,10,0:0:0:0:
320,192,86017,1,8,0:0:0:0:
448,192,86303,1,8,0:0:0:0:
192,192,86495,1,10,0:0:0:0:
320,192,86686,1,12,0:0:0:0:
64,192,87068,1,8,0:0:0:0:
448,192,87450,1,8,0:0:0:0:
64,192,87832,1,8,0:0:0:0:
320,192,88119,1,8,0:0:0:0:
192,192,88501,1,8,0:0:0:0:
448,192,88979,1,8,0:0:0:0:
320,192,89361,1,8,0:0:0:0:
64,192,89743,1,12,0:0:0:0:
320,192,90125,1,8,0:0:0:0:
192,192,90507,1,8,0:0:0:0:
64,192,90985,1,8,0:0:0:0:
448,192,91272,1,8,0:0:0:0:
192,192,91654,1,8,0:0:0:0:
448,192,92036,1,8,0:0:0:0:
64,192,92418,1,8,0:0:0:0:
320,192,92800,1,12,0:0:0:0:
448,192,93182,1,8,0:0:0:0:
64,192,93565,1,8,0:0:0:0:
192,192,93947,1,8,0:0:0:0:
448,192,94233,1,8,0:0:0:0:
64,192,94616,1,8,0:0:0:0:
320,192,95093,1,8,0:0:0:0:
192,192,95475,1,8,0:0:0:0:
320,192,95858,1,12,0:0:0:0:
192,192,96240,1,8,0:0:0:0:
448,192,96622,1,8,0:0:0:0:
64,192,97100,1,8,0:0:0:0:
320,192,97386,1,8,0:0:0:70:drum-hitfinish.wav
64,192,97768,1,8,0:0:0:70:drum-hitfinish.wav
448,192,98151,1,8,0:0:0:70:drum-hitfinish.wav
64,192,98533,1,8,0:0:0:0:
192,192,98819,1,8,0:0:0:0:
Topic Starter
MEGAtive
Updated
Shima Rin
[EG's EZ]
  1. 01:14:456 (74456|3) - Need a W on this note for consistency.
  2. 01:14:838 (74838|0) - ^
  3. 01:15:985 - Need C on the note and drum-hitfinish to the storyboard.
  4. 01:16:272 - 01:16:558 - 01:16:845 - Need W|C on the note and drum-hitfinish to the storyboard.
  5. 01:17:131 - 01:17:514 - 01:17:896 - 01:18:278 - Add W.
  6. 01:19:616 (79616|0) - 01:23:055 (83055|2) - Delete W.
  7. 01:24:297 - 01:24:870 - 01:24:584 - 01:25:157 - 01:25:444 - 01:25:730 - 01:26:017 - For consistency, you will need drum-hitfinish on the notes instead of C or W|C on them.
  8. 01:27:450 (87450|3) - 01:27:832 (87832|0) - 01:28:119 (88119|2) - Add W.
  9. 01:28:979 - 01:29:361 - 01:30:507 - 01:30:985 - 01:31:272 - 01:31:654 - 01:32:418 - 01:33:565 - 01:33:947 - 01:34:233 - 01:35:093 - 01:36:622 - 01:37:100 - Add W.
  10. 01:37:768 (97768|0) - This should be C on it.
  11. 01:38:151 (98151|3) - Should have C on it and drum-hitfinish to the storyboard.
[NM]
  1. 00:13:310 - soft-hitwhistle should be changed to W because in other diffs you are just using W here. (It didn't get changed.)
  2. 01:11:399 - to 01:12:928 - Where are your hitsounds??
  3. 01:17:131 (77131|3) - Add C.
  4. 01:17:323 (77323|0) - Change to W|C.
  5. 01:18:756 (78756|3,79042|1,79329|2,79616|0,79902|3,80189|1,80380|2,80953|3,81335|2,81717|3,82004|0,82482|3,82768|0,83055|2,83342|3) - You have drum-hitfinish on the storyboard, why do you still add them on the notes??? What you need are corresponding W|C or C on the note, just like what you did in HD and MX.
  6. 01:24:010 - Add C.
[HD]
  1. 01:16:272 (76272|3) - Should have W|C on it and drum-hitfinish to the storyboard.
  2. 01:20:666 - Need drum-hitfinish in the storyboard.
  3. 01:26:877 - 01:27:259 - Need drum-hitwhistle in the storyboard.
  4. 01:28:119 - Put W|C to one note and drum-hitwhistle to the other.
  5. 01:29:934 - 01:30:316 - 01:32:227 - Need drum-hitwhistle in the storyboard.
  6. 01:32:609 (92609|2) - Change to drum-hitfinish.
  7. 01:33:373 - 01:36:049 - Need drum-hitwhistle in the storyboard.
[MX]
  1. 00:43:788 (43788|1,43883|1) - I think this stack is unnecessary because it doesn't really emphasize any drums. Maybe try this: https://osu.ppy.sh/ss/11170216
  2. 00:44:265 (44265|0,44361|1,44361|2,44456|0,44456|3,44552|2,44647|3,44647|0) - Here your pattern-making is wrong. Should be double-single-single-double-double as your previous patterns.

Can we fix hitsounds first ahhhh
Please ensure your hitsounds are alright throughout the diffs before calling me again ;w;
Topic Starter
MEGAtive

Tofu1222 wrote:

[EG's EZ]
  1. 01:14:456 (74456|3) - Need a W on this note for consistency.
  2. 01:14:838 (74838|0) - ^
  3. 01:15:985 - Need C on the note and drum-hitfinish to the storyboard.
  4. 01:16:272 - 01:16:558 - 01:16:845 - Need W|C on the note and drum-hitfinish to the storyboard.
  5. 01:17:131 - 01:17:514 - 01:17:896 - 01:18:278 - Add W.
  6. 01:19:616 (79616|0) - 01:23:055 (83055|2) - Delete W.
  7. 01:24:297 - 01:24:870 - 01:24:584 - 01:25:157 - 01:25:444 - 01:25:730 - 01:26:017 - For consistency, you will need drum-hitfinish on the notes instead of C or W|C on them.
  8. 01:27:450 (87450|3) - 01:27:832 (87832|0) - 01:28:119 (88119|2) - Add W.
  9. 01:28:979 - 01:29:361 - 01:30:507 - 01:30:985 - 01:31:272 - 01:31:654 - 01:32:418 - 01:33:565 - 01:33:947 - 01:34:233 - 01:35:093 - 01:36:622 - 01:37:100 - Add W.
  10. 01:37:768 (97768|0) - This should be C on it.
  11. 01:38:151 (98151|3) - Should have C on it and drum-hitfinish to the storyboard.
[NM]
  1. 00:13:310 - soft-hitwhistle should be changed to W because in other diffs you are just using W here. (It didn't get changed.)
  2. 01:11:399 - to 01:12:928 - Where are your hitsounds??
  3. 01:17:131 (77131|3) - Add C.
  4. 01:17:323 (77323|0) - Change to W|C.
  5. 01:18:756 (78756|3,79042|1,79329|2,79616|0,79902|3,80189|1,80380|2,80953|3,81335|2,81717|3,82004|0,82482|3,82768|0,83055|2,83342|3) - You have drum-hitfinish on the storyboard, why do you still add them on the notes??? What you need are corresponding W|C or C on the note, just like what you did in HD and MX.
  6. 01:24:010 - Add C.
    Applied All.
[HD]
  1. 01:16:272 (76272|3) - Should have W|C on it and drum-hitfinish to the storyboard.
  2. 01:20:666 - Need drum-hitfinish in the storyboard.
  3. 01:26:877 - 01:27:259 - Need drum-hitwhistle in the storyboard.
  4. 01:28:119 - Put W|C to one note and drum-hitwhistle to the other.
  5. 01:29:934 - 01:30:316 - 01:32:227 - Need drum-hitwhistle in the storyboard.
  6. 01:32:609 (92609|2) - Change to drum-hitfinish.
  7. 01:33:373 - 01:36:049 - Need drum-hitwhistle in the storyboard.
    Applied All
[MX]
  1. 00:43:788 (43788|1,43883|1) - I think this stack is unnecessary because it doesn't really emphasize any drums. Maybe try this: https://osu.ppy.sh/ss/11170216 But the melody. Don't forget that this diff plays more with the melody instead of the drum.
  2. 00:44:265 (44265|0,44361|1,44361|2,44456|0,44456|3,44552|2,44647|3,44647|0) - Here your pattern-making is wrong. Should be double-single-single-double-double as your previous patterns. Rearranged but it's still different than the other. Because this bit is actually composed different than the other. You can see that I use 00:44:265 (44265|0,44361|1,44552|1,44647|0) - to emphasize the melody and 00:44:265 (44265|3,44361|2,44456|3,44647|3) - to emphasize the drum.

Can we fix hitsounds first ahhhh
Please ensure your hitsounds are alright throughout the diffs before calling me again ;w;
Now Waiting for Eldergleam
Eldergleam

Tofu1222 wrote:

[EG's EZ]
  1. 01:14:456 (74456|3) - Need a W on this note for consistency.
  2. 01:14:838 (74838|0) - ^
  3. 01:15:985 - Need C on the note and drum-hitfinish to the storyboard.
  4. 01:16:272 - 01:16:558 - 01:16:845 - Need W|C on the note and drum-hitfinish to the storyboard.
  5. 01:17:131 - 01:17:514 - 01:17:896 - 01:18:278 - Add W.
  6. 01:19:616 (79616|0) - 01:23:055 (83055|2) - Delete W.
  7. 01:24:297 - 01:24:870 - 01:24:584 - 01:25:157 - 01:25:444 - 01:25:730 - 01:26:017 - For consistency, you will need drum-hitfinish on the notes instead of C or W|C on them.
  8. 01:27:450 (87450|3) - 01:27:832 (87832|0) - 01:28:119 (88119|2) - Add W.
  9. 01:28:979 - 01:29:361 - 01:30:507 - 01:30:985 - 01:31:272 - 01:31:654 - 01:32:418 - 01:33:565 - 01:33:947 - 01:34:233 - 01:35:093 - 01:36:622 - 01:37:100 - Add W.
  10. 01:37:768 (97768|0) - This should be C on it.
  11. 01:38:151 (98151|3) - Should have C on it and drum-hitfinish to the storyboard.

Can we fix hitsounds first ahhhh
Please ensure your hitsounds are alright throughout the diffs before calling me again ;w;
All Applied
and also for mega plz recheck again my diff (espically hitsound) if i make mistake or smh

"There You Go"
osu file format v14

[General]
AudioFilename: Minus2.mp3
AudioLeadIn: 0
PreviewTime: 25252
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.7

[Metadata]
Title:Minus 2
TitleUnicode:Minus 2
Artist:Croove
ArtistUnicode:Croove
Creator:MEGAtive
Version:EG's EZ
Source:EZ2DJ 3rd TraX -Absolute Pitch-
Tags:EZ2AC EZ2ON Death Techno reykuroki Eldergleam
BeatmapID:1234280
BeatmapSetID:566381

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"minus2.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
Sample,77131,0,"drum-hitfinish.wav",50
Sample,77323,0,"drum-hitfinish.wav",50
Sample,78756,0,"drum-hitfinish.wav",50
Sample,79042,0,"drum-hitfinish.wav",50
Sample,79329,0,"drum-hitfinish.wav",50
Sample,79616,0,"drum-hitfinish.wav",50
Sample,79902,0,"drum-hitfinish.wav",50
Sample,80189,0,"drum-hitfinish.wav",50
Sample,80666,0,"drum-hitfinish.wav",50
Sample,80953,0,"drum-hitfinish.wav",50
Sample,81335,0,"drum-hitfinish.wav",50
Sample,81717,0,"drum-hitfinish.wav",50
Sample,82004,0,"drum-hitfinish.wav",50
Sample,82482,0,"drum-hitfinish.wav",50
Sample,82768,0,"drum-hitfinish.wav",50
Sample,83055,0,"drum-hitfinish.wav",50
Sample,83342,0,"drum-hitfinish.wav",50
Sample,83628,0,"drum-hitfinish.wav",50
Sample,84010,0,"drum-hitfinish.wav",50
Sample,84297,0,"drum-hitfinish.wav",50
Sample,84584,0,"drum-hitfinish.wav",50
Sample,84870,0,"drum-hitfinish.wav",50
Sample,85157,0,"drum-hitfinish.wav",50
Sample,85444,0,"drum-hitfinish.wav",50
Sample,85730,0,"drum-hitfinish.wav",50
Sample,86017,0,"drum-hitfinish.wav",50
Sample,86303,0,"drum-hitfinish.wav",50
Sample,86495,0,"drum-hitfinish.wav",50
Sample,88119,0,"drum-hitwhistle.wav",50
Sample,88501,0,"drum-hitwhistle.wav",50
Sample,88979,0,"drum-hitwhistle.wav",50
Sample,89361,0,"drum-hitwhistle.wav",50
Sample,90985,0,"drum-hitwhistle.wav",50
Sample,94233,0,"drum-hitwhistle.wav",50
Sample,94616,0,"drum-hitwhistle.wav",50
Sample,95093,0,"drum-hitwhistle.wav",50
Sample,95475,0,"drum-hitwhistle.wav",50
Sample,97100,0,"drum-hitwhistle.wav",50
Sample,98533,0,"drum-hitfinish.wav",50
Sample,98819,0,"drum-hitfinish.wav",50

[TimingPoints]
1081,382.165605095541,4,2,1,50,1,0
25539,-100,4,2,1,50,0,1
30985,-100,4,2,1,50,0,0
31654,-100,4,2,1,50,0,1
37768,-100,4,2,1,50,0,0
48469,-100,4,2,1,50,0,0
49998,-100,4,2,1,50,0,1
62227,-100,4,2,1,50,0,0
74456,-100,4,2,1,50,0,1
86686,-100,4,2,1,50,0,0


[HitObjects]
64,192,316,128,0,1081:0:0:0:0:
320,192,1081,1,0,0:0:0:0:
192,192,1845,1,0,0:0:0:0:
320,192,2609,1,0,0:0:0:0:
192,192,3373,1,0,0:0:0:0:
448,192,3947,1,0,0:0:0:0:
320,192,4138,1,0,0:0:0:0:
64,192,4902,1,0,0:0:0:0:
320,192,5666,1,0,0:0:0:0:
192,192,6431,1,0,0:0:0:0:
448,192,7004,5,8,0:0:0:0:
64,192,7195,1,12,0:0:0:0:
448,192,8437,1,8,0:0:0:0:
64,192,8724,1,12,0:0:0:0:
448,192,9870,1,8,0:0:0:0:
64,192,10252,1,12,0:0:0:0:
448,192,11303,1,8,0:0:0:0:
64,192,11781,1,12,0:0:0:0:
448,192,11972,1,8,0:0:0:0:
64,192,12545,1,12,0:0:0:0:
448,192,12737,1,8,0:0:0:0:
192,192,13119,128,8,13310:0:0:0:0:
320,192,13310,1,14,0:0:0:0:
320,192,13596,1,10,0:0:0:0:
64,192,13883,1,14,0:0:0:0:
448,192,14074,1,10,0:0:0:0:
448,192,14361,1,10,0:0:0:0:
64,192,14647,1,10,0:0:0:0:
320,192,14838,1,10,0:0:0:0:
320,192,15125,1,10,0:0:0:0:
192,192,15412,1,14,0:0:0:0:
448,192,15603,1,10,0:0:0:0:
448,192,15889,1,10,0:0:0:0:
320,192,16176,1,10,0:0:0:0:
192,192,16367,1,10,0:0:0:0:
192,192,16654,1,10,0:0:0:0:
448,192,16940,1,14,0:0:0:0:
64,192,17131,1,10,0:0:0:0:
64,192,17418,1,10,0:0:0:0:
320,192,17705,1,10,0:0:0:0:
192,192,17896,1,10,0:0:0:0:
192,192,18182,1,10,0:0:0:0:
448,192,18469,1,14,0:0:0:0:
64,192,18660,1,10,0:0:0:0:
64,192,18947,1,10,0:0:0:0:
192,192,19233,128,10,19424:0:0:0:0:
448,192,19424,1,10,0:0:0:0:
448,192,19711,1,10,0:0:0:0:
192,192,19998,1,14,0:0:0:0:
320,192,20189,1,10,0:0:0:0:
320,192,20475,1,10,0:0:0:0:
64,192,20762,1,10,0:0:0:0:
448,192,20953,1,10,0:0:0:0:
448,192,21240,1,10,0:0:0:0:
192,192,21526,1,14,0:0:0:0:
320,192,21717,1,10,0:0:0:0:
320,192,22004,1,10,0:0:0:0:
448,192,22291,1,10,0:0:0:0:
192,192,22482,1,10,0:0:0:0:
192,192,22768,1,10,0:0:0:0:
320,192,23055,1,14,0:0:0:0:
64,192,23246,1,10,0:0:0:0:
64,192,23533,1,10,0:0:0:0:
448,192,23819,1,10,0:0:0:0:
192,192,24010,128,10,25539:0:0:0:0:
320,192,24297,1,10,0:0:0:0:
448,192,24584,1,14,0:0:0:0:
64,192,24775,1,10,0:0:0:0:
448,192,25061,1,14,0:0:0:0:
320,192,25348,1,10,0:0:0:0:
448,192,25539,1,12,0:0:0:0:
64,192,25539,1,2,0:0:0:0:
192,192,25826,1,8,0:0:0:0:
320,192,26112,1,8,0:0:0:0:
64,192,26399,1,8,0:0:0:0:
448,192,26686,1,8,0:0:0:0:
320,192,26877,1,8,0:0:0:0:
64,192,27068,1,12,0:0:0:0:
192,192,27354,1,8,0:0:0:0:
320,192,27641,1,8,0:0:0:0:
64,192,27928,1,8,0:0:0:0:
448,192,28214,1,8,0:0:0:0:
320,192,28405,1,8,0:0:0:0:
64,192,28596,1,12,0:0:0:0:
192,192,28883,1,8,0:0:0:0:
320,192,29170,1,8,0:0:0:0:
64,192,29456,1,8,0:0:0:0:
448,192,29743,1,8,0:0:0:0:
320,192,29934,1,8,0:0:0:0:
64,192,30125,1,12,0:0:0:0:
448,192,30412,1,8,0:0:0:0:
320,192,30698,1,8,0:0:0:0:
192,192,30985,128,8,31654:0:0:0:0:
64,192,31654,1,12,0:0:0:0:
320,192,31940,1,8,0:0:0:0:
192,192,32227,1,8,0:0:0:0:
64,192,32514,1,8,0:0:0:0:
448,192,32800,1,8,0:0:0:0:
320,192,32991,1,8,0:0:0:0:
64,192,33182,1,12,0:0:0:0:
320,192,33469,1,8,0:0:0:0:
192,192,33756,1,8,0:0:0:0:
64,192,34042,1,8,0:0:0:0:
448,192,34329,1,8,0:0:0:0:
320,192,34520,1,8,0:0:0:0:
64,192,34711,1,12,0:0:0:0:
320,192,34998,1,8,0:0:0:0:
192,192,35284,1,8,0:0:0:0:
64,192,35571,1,8,0:0:0:0:
448,192,35858,1,8,0:0:0:0:
320,192,36049,1,8,0:0:0:0:
64,192,36240,1,12,0:0:0:0:
320,192,36526,1,8,0:0:0:0:
192,192,36813,1,8,0:0:0:0:
320,192,37004,1,8,0:0:0:0:
64,192,37291,1,8,0:0:0:0:
448,192,37577,1,8,0:0:0:0:
64,192,37768,1,4,0:0:0:0:
320,192,38151,1,8,0:0:0:0:
192,192,38533,1,8,0:0:0:0:
448,192,38915,1,8,0:0:0:0:
64,192,39297,1,8,0:0:0:0:
320,192,39679,1,8,0:0:0:0:
192,192,40061,1,8,0:0:0:0:
448,192,40444,1,8,0:0:0:0:
64,192,40826,1,8,0:0:0:0:
320,192,41208,1,8,0:0:0:0:
192,192,41590,1,8,0:0:0:0:
448,192,41972,1,8,0:0:0:0:
64,192,42354,1,8,0:0:0:0:
320,192,42737,1,8,0:0:0:0:
192,192,43119,128,8,43883:0:0:0:0:
448,192,43501,128,8,43883:0:0:0:0:
64,192,43883,1,12,0:0:0:0:
320,192,44265,1,8,0:0:0:0:
192,192,44647,1,8,0:0:0:0:
448,192,45030,1,8,0:0:0:0:
320,192,45412,1,8,0:0:0:0:
64,192,45794,1,8,0:0:0:0:
320,192,46176,1,8,0:0:0:0:
192,192,46558,1,8,0:0:0:0:
448,192,46940,1,8,0:0:0:0:
64,192,47323,1,8,0:0:0:0:
192,192,47705,1,8,0:0:0:0:
320,192,48087,1,8,0:0:0:0:
192,192,48469,128,8,49998:0:0:0:0:
448,192,49998,1,12,0:0:0:0:
320,192,50284,1,8,0:0:0:0:
192,192,50571,1,8,0:0:0:0:
64,192,50858,1,8,0:0:0:0:
320,192,51144,1,8,0:0:0:0:
192,192,51335,1,8,0:0:0:0:
448,192,51526,1,12,0:0:0:0:
320,192,51813,1,8,0:0:0:0:
192,192,52100,1,8,0:0:0:0:
64,192,52386,1,8,0:0:0:0:
320,192,52673,1,8,0:0:0:0:
192,192,52864,1,8,0:0:0:0:
448,192,53055,1,12,0:0:0:0:
320,192,53342,1,8,0:0:0:0:
192,192,53628,1,8,0:0:0:0:
64,192,53915,1,8,0:0:0:0:
320,192,54202,1,8,0:0:0:0:
192,192,54393,1,8,0:0:0:0:
448,192,54584,1,12,0:0:0:0:
320,192,54870,1,8,0:0:0:0:
192,192,55157,1,8,0:0:0:0:
64,192,55444,1,8,0:0:0:0:
320,192,55730,1,8,0:0:0:0:
192,192,55921,1,8,0:0:0:0:
448,192,56112,1,12,0:0:0:0:
320,192,56399,1,8,0:0:0:0:
192,192,56686,1,8,0:0:0:0:
64,192,56972,1,8,0:0:0:0:
320,192,57259,1,8,0:0:0:0:
192,192,57450,1,8,0:0:0:0:
448,192,57641,1,12,0:0:0:0:
64,192,57928,1,8,0:0:0:0:
320,192,58214,1,8,0:0:0:0:
192,192,58501,1,8,0:0:0:0:
320,192,58788,1,8,0:0:0:0:
192,192,58979,1,8,0:0:0:0:
448,192,59170,1,12,0:0:0:0:
320,192,59456,1,8,0:0:0:0:
192,192,59743,1,8,0:0:0:0:
64,192,60030,1,8,0:0:0:0:
320,192,60316,1,8,0:0:0:0:
192,192,60507,1,8,0:0:0:0:
448,192,60698,1,12,0:0:0:0:
64,192,60985,1,8,0:0:0:0:
320,192,61272,1,8,0:0:0:0:
192,192,61463,1,8,0:0:0:0:
448,192,61749,1,8,0:0:0:0:
64,192,62036,1,8,0:0:0:0:
320,192,62227,1,12,0:0:0:0:
448,192,62991,1,0,0:0:0:0:
64,192,63756,1,0,0:0:0:0:
320,192,64520,1,0,0:0:0:0:
192,192,65284,1,0,0:0:0:0:
320,192,66049,1,0,0:0:0:0:
192,192,66813,1,0,0:0:0:0:
320,192,67577,1,0,0:0:0:0:
448,192,68151,1,0,0:0:0:0:
64,192,68342,1,0,0:0:0:0:
192,192,69202,1,0,0:0:0:0:
320,192,70061,1,0,0:0:0:0:
448,192,71017,1,0,0:0:0:0:
64,192,71399,1,0,0:0:0:8:drum-hitfinish.wav
320,192,72163,1,0,0:0:0:24:drum-hitfinish.wav
192,192,72928,128,0,74456:0:0:0:40:drum-hitfinish.wav
448,192,74456,1,14,0:0:0:0:
320,192,74647,1,10,0:0:0:0:
64,192,74838,1,10,0:0:0:0:
448,192,75030,1,10,0:0:0:0:
192,192,75316,1,0,0:0:0:50:drum-hitfinish.wav
448,192,75603,1,0,0:0:0:50:drum-hitfinish.wav
64,192,75794,1,10,0:0:0:0:
320,192,75985,1,8,0:0:0:50:drum-hitfinish.wav
448,192,76272,1,10,0:0:0:50:drum-hitfinish.wav
320,192,76558,1,10,0:0:0:50:drum-hitfinish.wav
64,192,76845,1,10,0:0:0:50:drum-hitfinish.wav
320,192,77131,1,10,0:0:0:0:
192,192,77323,1,10,0:0:0:0:
64,192,77514,1,14,0:0:0:0:
448,192,77705,1,10,0:0:0:0:
64,192,77896,1,10,0:0:0:0:
320,192,78087,1,10,0:0:0:0:
448,192,78278,1,10,0:0:0:0:
64,192,78469,1,10,0:0:0:0:
448,192,78756,1,8,0:0:0:0:
192,192,79042,1,8,0:0:0:0:
448,192,79329,1,8,0:0:0:0:
64,192,79616,1,8,0:0:0:0:
320,192,79902,1,8,0:0:0:0:
448,192,80189,1,8,0:0:0:0:
320,192,80666,1,8,0:0:0:0:
192,192,80953,1,8,0:0:0:0:
448,192,81144,1,10,0:0:0:0:
64,192,81335,1,8,0:0:0:0:
320,192,81526,1,10,0:0:0:0:
192,192,81717,1,8,0:0:0:0:
448,192,82004,1,8,0:0:0:0:
64,192,82291,1,8,0:0:0:0:
448,192,82482,1,8,0:0:0:0:
192,192,82768,1,8,0:0:0:0:
320,192,83055,1,8,0:0:0:0:
64,192,83342,1,8,0:0:0:0:
320,192,83628,1,12,0:0:0:0:
448,192,84010,1,8,0:0:0:0:
64,192,84297,1,10,0:0:0:0:
320,192,84584,1,10,0:0:0:70:
192,192,84870,1,10,0:0:0:0:
448,192,85157,1,10,0:0:0:0:
64,192,85444,1,10,0:0:0:0:
192,192,85730,1,10,0:0:0:0:
320,192,86017,1,10,0:0:0:0:
448,192,86303,1,8,0:0:0:0:
192,192,86495,1,10,0:0:0:0:
320,192,86686,1,12,0:0:0:0:
64,192,87068,1,8,0:0:0:0:
448,192,87450,1,10,0:0:0:0:
64,192,87832,1,10,0:0:0:0:
320,192,88119,1,8,0:0:0:0:
192,192,88501,1,8,0:0:0:0:
448,192,88979,1,10,0:0:0:0:
320,192,89361,1,10,0:0:0:0:
64,192,89743,1,12,0:0:0:0:
320,192,90125,1,8,0:0:0:0:
192,192,90507,1,10,0:0:0:0:
64,192,90985,1,10,0:0:0:0:
448,192,91272,1,10,0:0:0:0:
192,192,91654,1,10,0:0:0:0:
448,192,92036,1,8,0:0:0:0:
64,192,92418,1,10,0:0:0:0:
320,192,92800,1,12,0:0:0:0:
448,192,93182,1,8,0:0:0:0:
64,192,93565,1,10,0:0:0:0:
192,192,93947,1,10,0:0:0:0:
448,192,94233,1,10,0:0:0:0:
64,192,94616,1,8,0:0:0:0:
320,192,95093,1,10,0:0:0:0:
192,192,95475,1,8,0:0:0:0:
320,192,95858,1,12,0:0:0:0:
192,192,96240,1,8,0:0:0:0:
448,192,96622,1,10,0:0:0:0:
64,192,97100,1,10,0:0:0:0:
320,192,97386,1,8,0:0:0:70:drum-hitfinish.wav
64,192,97768,1,8,0:0:0:70:drum-hitfinish.wav
448,192,98151,1,8,0:0:0:70:drum-hitfinish.wav
64,192,98533,1,8,0:0:0:0:
192,192,98819,1,8,0:0:0:0:
Topic Starter
MEGAtive
Updated + did some thorough check on every diff's HS especially EG's EZ
Shima Rin
[EG's EZ]
  1. 00:57:641 - to 01:02:036 - Add W on every note. It's inconsistent with all three other diffs.
  2. 01:11:399 - to 01:14:456 - When there are notes, better add hitsounds on the notes instead of in the storyboard because by pressing the notes players can get feedbacks from the hitsounds.
  3. 01:16:272 (76272|3) - Add W|C
  4. 01:24:297 (84297|0,84584|2,84870|1,85157|3,85444|0,85730|1,86017|2) - Should all be replaced to drum-hitfinish. It's inconsistent with all other diffs.
  5. 01:29:552 - 01:32:609 - Add drum-hitfinish in the storyboard.
[NM]
  1. 01:11:399 - to 01:14:456 - When there are notes, better add hitsounds on the notes instead of in the storyboard because by pressing the notes players can get feedbacks from the hitsounds.
  2. 01:29:552 - Add drum-hitfinish to the storyboard.
  3. 01:37:577 (97577|1,97673|2,97864|1,97959|2,98151|0,98342|0,98533|3,98628|1) - You don't need these W hitsounds but they should be drum-hitwhistle/drum-hitfinish. It's inconsistent with all other diffs here.
[HD]
  1. 01:11:399 - As what you did in EZ and NM, I guess you may also want to add drum-hitfinish from here to the storyboard when there are no notes to get every 1/4 beat with hitsounds.
  2. 01:37:768 (97768|1) - Add C to the note and drum-hitfinish to the storyboard.
[MX]
  1. Looks fine.

Anyway.
Topic Starter
MEGAtive

Tofu1222 wrote:

[EG's EZ]
  1. 00:57:641 - to 01:02:036 - Add W on every note. It's inconsistent with all three other diffs. Ok
  2. 01:11:399 - to 01:14:456 - When there are notes, better add hitsounds on the notes instead of in the storyboard because by pressing the notes players can get feedbacks from the hitsounds. Ok
  3. 01:16:272 (76272|3) - Add W|C Ok
  4. 01:24:297 (84297|0,84584|2,84870|1,85157|3,85444|0,85730|1,86017|2) - Should all be replaced to drum-hitfinish. It's inconsistent with all other diffs. But the background has drum-hitfinish :/
  5. 01:29:552 - 01:32:609 - Add drum-hitfinish in the storyboard. Applied
[NM]
  1. 01:11:399 - to 01:14:456 - When there are notes, better add hitsounds on the notes instead of in the storyboard because by pressing the notes players can get feedbacks from the hitsounds. Then let the hats from the hitnormal work as the feedback. It felt really weird to got some of the samples in background but some are in the notes playable. The rhythm of the snares would be messed up. I'd rather make it consistent as to what samples in the foreground and what samples in the background. Also throughout my years I never saw that in BMS files as well since that would make zero sense.
  2. 01:29:552 - Add drum-hitfinish to the storyboard. Ok.
  3. 01:37:577 (97577|1,97673|2,97864|1,97959|2,98151|0,98342|0,98533|3,98628|1) - You don't need these W hitsounds but they should be drum-hitwhistle/drum-hitfinish. It's inconsistent with all other diffs here. Like my point there. Doing so would make the rhythm messed up. I don't know if the RC now insists to have every difficulties Hitsounds consistent and forced you to add samples featured in the background to the front, but my experience with sampling like this said this is a bad idea. Can you imagine a solid 1/4 snarerolls but at the 3rd 4th 6th 7th iteration went loose? Yes, that's weird. The thing I learned from BMS charting is that you use the sample specific for the instrument you layer in the front and use the samples you don't layer to the background. But in osu!mania, the music is already presented so the point of hitsounding became less-needed. I want to pay homage to the music here while hitsounding, but I neither have the samples for the melodic lead nor the intention to fully keysound the map to the extent of it being an EZ2DJ conversion here. Just think of that Ws here is following the hihat accompanying the melodic lead.
[HD]
  1. 01:11:399 - As what you did in EZ and NM, I guess you may also want to add drum-hitfinish from here to the storyboard when there are no notes to get every 1/4 beat with hitsounds. Fixed
  2. 01:37:768 (97768|1) - Add C to the note and drum-hitfinish to the storyboard. I believe I don't need to explain again about it being disrupting the rhythm
[MX]
  1. Looks fine.

Anyway.
Done Applying. Also Elder said to me that I should apply all the mods for him.
Shima Rin

MEGAtive wrote:

[EG's EZ]
  1. 01:24:297 (84297|0,84584|2,84870|1,85157|3,85444|0,85730|1,86017|2) - Should all be replaced to drum-hitfinish. It's inconsistent with all other diffs. But the background has drum-hitfinish :/

    Here I mean that you delete the W|C hitsounds and drag the drum-hitfinish from the storyboard to the notes, because you don't ever use W|C as hitsounds in this part of other 3 diffs.
[NM]
  1. 01:11:399 - to 01:14:456 - When there are notes, better add hitsounds on the notes instead of in the storyboard because by pressing the notes players can get feedbacks from the hitsounds. Then let the hats from the hitnormal work as the feedback. It felt really weird to got some of the samples in background but some are in the notes playable. The rhythm of the snares would be messed up. I'd rather make it consistent as to what samples in the foreground and what samples in the background. Also throughout my years I never saw that in BMS files as well since that would make zero sense.

    To be more specifically, I understand your concern about these hitsounds acting as disruptions, but you can definitely make the parts that you are following drums to have these drum hitsounds, just like from 01:12:928 - to 01:14:456 - in both NM and HD. This is a common method that we are used to do, and it doesn't really play weird actually because the notes there are actually for the drums.

  2. 01:37:577 (97577|1,97673|2,97864|1,97959|2,98151|0,98342|0,98533|3,98628|1) - You don't need these W hitsounds but they should be drum-hitwhistle/drum-hitfinish. It's inconsistent with all other diffs here. Like my point there. Doing so would make the rhythm messed up. I don't know if the RC now insists to have every difficulties Hitsounds consistent and forced you to add samples featured in the background to the front, but my experience with sampling like this said this is a bad idea. Can you imagine a solid 1/4 snarerolls but at the 3rd 4th 6th 7th iteration went loose? Yes, that's weird. The thing I learned from BMS charting is that you use the sample specific for the instrument you layer in the front and use the samples you don't layer to the background. But in osu!mania, the music is already presented so the point of hitsounding became less-needed. I want to pay homage to the music here while hitsounding, but I neither have the samples for the melodic lead nor the intention to fully keysound the map to the extent of it being an EZ2DJ conversion here. Just think of that Ws here is following the hihat accompanying the melodic lead.

But why you are only doing that to this diff? And also, what I mean is to just to delete these W, but not really moving other hitsounds or adding sth. new. Your storyboard hitsounds here work fine, of course.

[HD]
  1. 01:37:768 (97768|1) - Add C to the note and drum-hitfinish to the storyboard. I believe I don't need to explain again about it being disrupting the rhythm

    OK. My point here is that you really need to have both C and drum-hitfinish at this point, and judging from the fact that you are always making drum-hitfinish to storyboard when there are fewer notes available, I come up with this suggestion. It doesn't really have much difference on the rhythm when you are playing, but more of a matter of consistency.
I hope they are clarified well. I think after these issues are settled, we are ready to get it qualified.
Topic Starter
MEGAtive

Tofu1222 wrote:

[EG's EZ]

  • Here I mean that you delete the W|C hitsounds and drag the drum-hitfinish from the storyboard to the notes, because you don't ever use W|C as hitsounds in this part of other 3 diffs.
Applied

[NM]
  • To be more specifically, I understand your concern about these hitsounds acting as disruptions, but you can definitely make the parts that you are following drums to have these drum hitsounds, just like from 01:12:928 - to 01:14:456 - in both NM and HD. This is a common method that we are used to do, and it doesn't really play weird actually because the notes there are actually for the drums.
    *sigh* so everyone in osu!mania are doing this... Well, osu!mania is really weird after all I'm not surprised I will apply this but then I'll hear the real Novices complains something weird happening in the music. Also I hope you were right because I don't want to be DQ-ed because I abandon my principles


    But why you are only doing that to this diff? And also, what I mean is to just to delete these W, but not really moving other hitsounds or adding sth. new. Your storyboard hitsounds here work fine, of course.
    Your wording made it sounds like I should put the W out and should put drum-hitwhistle/hitfinish there :/ . Applied

    [HD]
    [list:1337]OK. My point here is that you really need to have both C and drum-hitfinish at this point, and judging from the fact that you are always making drum-hitfinish to storyboard when there are fewer notes available, I come up with this suggestion. It doesn't really have much difference on the rhythm when you are playing, but more of a matter of consistency.
    I made the drum-hitfinish to the background and putting the WCFs because of your past mods, duh. w/ever. Applying this so I can brace the complaints later.

I hope they are clarified well. I think after these issues are settled, we are ready to get it qualified.
Shima Rin
Hitsound changes are rechecked and they look fine. Let's give this a chance then. Qualified!
Eldergleam
Anggota Perserikatan Game Sebelah mengucapkan

"Selamat Idul Fitri 1439 H/Happy Eid Al-Fitr 1439 H"



Meskipun telat 4 hari tidak ada salahnya mengucapkannya dan mohon maaf apabila saya di map ini selama setahun banyak mengalami kendala mulai dari ketidaktahuan HS (emang ga bisa :<) sampai koneksi bobrok, namanya saja baru belajar


let's survive this for next 7 days, and if this map totallity ranked, we eat grilled chicken in next 7 day's dinner with mega lmao
Rivals_7
ok I believe the 2nd half of the song is off here. starting from - 01:02:227 - the synths and the actual sounds in the song is slightly late and its really noticeable. adding a red line on - 00:49:974 - should do it since it seems to starts going off there

tfw HD have no SVs
Topic Starter
MEGAtive
Yea I think I can feel it too but I think it starts way earlier

Need confirmation with my new timing
BPM: 157.025
Offset: 1074
Aurele
As requested!
Izzywing
The offset seems good, try 157.050 bpm though I think that's better
Topic Starter
MEGAtive
I think it's accurate enough. Applied.
Protastic101
tfw no timing for me smh
Shima Rin
back
Arai Daisuke
Well nice! You just got qualified!
Please sign in to reply.

New reply