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Primary - Perfect Lie [OsuMania]

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Rivals_7
oh well
Topic Starter
dkingo
Surprise
Maxus
The consistency really severe in Easy and Normal diff, not to mention about gap diff between normal and hard that's far while being really near with easy somehow. i'm not even go to patterning here. So i will pop and veto-ing this one until the issues being addressed thoroughly in the entire difficulty. because i believe this is more of fundamental issues instead of regular patterning problem.

To start it off next time, i will appreciate if you just use sampleset custom 1 for the hitsound so that you can more efficiently just pick either "whistle, clap , finish" at the right side of the editor instead of manually using sample import like this, it will save more time for you and for modder as well.

[Metadata]
The name of artist should be "Primary" , put it in the Unicode and romanized artist, I already have the confirmation from alacat here: https://puu.sh/wBqjb/c3beea364a.png

[Etsu's Easy]
I just wanna say before that you shouldn't afraid of mapping continuous 1/2 drum here, i find you undermap them a lot here, i know it's easy diff, but that shouldn't be the reason to perceive the rythm incorrect and inconsistently.
00:00:571 - I believe the way you perceive this rythm is wrong in the instrument partition, try to listen the drum at 00:00:571 - and 00:00:738 - , they are completely different, and yet you make them one here until 00:00:905 - and suddenly changing to notes at 00:01:071 - for unclear reason, the rythm will be divided more correctly if you use http://osu.ppy.sh/ss/8514768
00:20:071 (20071|2,20738|3) - Switch column between these 2 notes, so that the double at 00:20:738 - will be at same exact column with 00:22:071 - , which is your main structure like the one you did at 00:18:071 (18071|0,18071|1,19404|1,19404|0) -
00:29:738 (29738|1,30071|2) - Switch column again for same reason as above.
00:31:904 (31904|0,32238|1,33071|1,33404|0) - Not balance.. and I generally wanna talk on how you undermapping here by not mapping chain drum at 00:32:904 - 00:33:238 - , you should really map them because they are just really obvious.. it won't be too excessive either, i would say this will provide more optimal mapping. like http://osu.ppy.sh/ss/8514854
00:33:404 (33404|0,34404|1,38738|3,39738|2) - the LNs here are too long, shorten them by 1/1 like http://osu.ppy.sh/ss/8514866
00:38:238 - this is the same issue that i talked before about undermapping the drum.. map the red line for drum please, it is important rythm.
00:35:738 (35738|3,41071|0) - You should shorten these LN by 1/1 too like what i mention to you before.
00:41:738 - Additionally, this is a finish sound, please make this double as this is very loud sound.
00:42:738 - Certainly the most undermapped one here.. i suggest you to map it like http://osu.ppy.sh/ss/8514906
00:44:404 - You should add for drum here, or else you are inconsistent with instrument you try to follow.
00:45:404 (45404|0,45738|1) - What are you try to follow exactly? you follow string at 00:45:404 - , and then suddenly mapping drum at 00:45:738 - while ignoring the fact that 00:45:571 - 00:45:238 - is actually a drum you follow and yet you didn't follow it somehow. if you are consistent you should do it like http://osu.ppy.sh/ss/8514955 (apply this and my mod before in entire kiai, i don't want to repeat myself.)
00:52:071 (52071|1) - Why suddenly LN? you don't use it when follow drum, and suddenly it changes instrument randomly.
01:01:404 - look, you follow vocal and suddenly follow drum again at 01:02:738 - and then vocal again at 01:04:238 - , i don't know what's going on anymore, consistency is the key.

Yeah the main issues being how the inconsistency being questionable as sometimes you follow string then suddenly drum then suddenly vocal then suddenly drum again, not to mention the undermapping at chain drum sound when you consistently mapping drum is also a severe problem here.

[Dustmoon's Normal]
This diff makes the spread uneven between this and "Lie" diff, i mean cmon, 0,4 SR gap between easy and normal but 1,2 Gap to Lie diff? I will just give suggestion how to boost up the diff.
00:00:571 - Felt like you make the right side heavy for no reason, use http://osu.ppy.sh/ss/8514982
00:02:071 - 00:03:404 - 00:04:738 - 00:06:071 - 00:07:404 - 00:08:738 - 00:10:071 - 00:10:904 - 00:11:404 - You really should add note for these really loud crash sound, this is already normal diff, at least boost it up for more advance player here, the rythm is too simple.
00:13:071 (13071|1,13404|0,14071|0,14404|1,14738|0,15071|1,15404|0) - This is really not balance, rearrange it for better balance.
00:13:238 - 00:15:904 - 00:18:571 - 00:21:238 - 00:23:904 - 00:26:571 - 00:29:238 - 00:31:904 - I don't know why you ignore the drum rythm here.. if the only thing you done is mapping 1/1 blindly, it will only results in really bland pattern without any upheaval in instrument. so you should really add note for all the timestamps here.
00:16:071 - look at how empty col 1 is. I don't think this is balance lel, also rearrange this for balance.
00:20:738 (20738|1,21071|0,21571|0,21738|1,22071|0) - Same again. and there's other more, will appreciate if you also balancing the unbalance one to be more approriate.
00:32:738 (32738|1,32904|0,33071|3,33238|2) - And 00:38:071 (38071|3,38238|3,38404|0,38571|0) - , so these sounds are the same right? so why these are patterned extremely different?
00:33:404 - 00:34:404 - 00:35:738 - 00:38:738 - 00:39:738 - 00:41:071 - I don't get why not putting LN here, you must already notice by now how empty the pattern suddenly without the LNs. And "for variation" isn't gonna work, the current one is even more bland.
00:43:238 (43238|3,43321|2,43738|3,43904|2,44071|3) - Quite unsightly.. basically not balance, rearrange it.
00:44:071 - I don't get why also the kiai only 1/1 pattern again here.. i mean you heard the drum instrument at red line in 00:45:238 - 00:45:571 - 00:47:904 - 00:48:238 - ,etc. and you ignore one of the very big sound like 00:48:238 - isn't gonna work at all.. for the entire kiai i really need you to repattern it based on the drum instrument. I will give you one example, like http://osu.ppy.sh/ss/8515121 . make sure apply this on all kiai here.
00:53:904 (53904|2) - Obviously ghost note, no drum.
01:06:071 - And etc. the same as 00:13:238 - 00:15:904 - 00:18:571 - 00:21:238 - 00:23:904 - 00:26:571 - 00:29:238 - 00:31:904 - , yeah you get what i mean.

More or less the same as etsu's diff, but i will say you need to revise this even more thoroughly and more carefully as you need to fix the spread issues aside from the big consistency issues.

[Lie]
00:05:904 (5904|2,6071|2,7238|2,7404|2,8571|2,8738|2,9904|2,10071|2) - Please give an explanation on why all these jacks are in the same column.
00:11:071 (11071|3,11071|2,11404|2,11404|3,11738|3,11738|2,12071|2,12071|3) - These right hand doubles are all in the same column and yet you must realize by now that each of the double sound are completely different. try arrange them so that the double at least not in the same column.
00:19:404 (19404|0) - Try move this to col 3 so that the note doesn't being in the same column as 00:18:571 (18571|3,18571|0,19071|0,19071|3) -
00:20:071 (20071|3,20404|3,20738|3) - Why triple stack them? you didn't do it before at the structure in 00:14:738 (14738|0,14738|1,15071|3,15071|2) - , you are inconsistent with your own principles.
00:25:404 (25404|3,25404|2,25738|3,25738|2) - Again, you are being inconsistent with your structure at 00:30:738 (30738|2,30738|3,31071|0,31071|1) - , if you hear both of those as same sound then don't make the structure really different as it makes wrong assumption for people that play here.
00:34:071 - Your col 4 exposure is just too much, you should use http://osu.ppy.sh/ss/8515190 instead.
00:38:071 - I'm sure this need to be triple note if following your consistency at 00:32:738 -
00:39:071 - The note here are also too heavy at col 1. try http://osu.ppy.sh/ss/8515210
00:43:571 (43571|1,43738|0,43904|0,44071|1) - If following loud drum here, then the patterning should be 1-2-2-1 to following music more intact.
00:55:071 (55071|2,55071|3,55404|3,55404|2,55904|3,55904|2,56238|2,56238|3,56738|3,56738|2,57404|2,57404|3,58071|3,58071|2) - See all these doubles being so very long in the same column? yeah it's not good because you're limiting your patterning possibility for the right hand double that doesn't even really follow music in a way that there's justifyment to make them at same column for so long. I suggest repattern some places so the chain of right hand double doesn't occured for too long.
01:12:738 (72738|3,72904|2,73071|3,73238|2,73404|3,73571|2,73738|3) - This is really long trill for no reason either.. there isn't instrument to justify the patterning, so also repattern this.
01:14:571 (74571|0,74738|1,74904|1,75071|0,75238|1,75404|0,75571|1,75738|0,75904|1,76071|0) - Same case.

Ok this one already quite good in consistency, but watch out for the patterning.

----------------------------------------

So to sum it up, i really need the difficulty to get more mods and be revised deeply and thoroughly before this being pushed forward, because i don't believe this one is good enough for rank yet.
Topic Starter
dkingo

Maxus wrote:

The consistency really severe in Easy and Normal diff, not to mention about gap diff between normal and hard that's far while being really near with easy somehow. i'm not even go to patterning here. So i will pop and veto-ing this one until the issues being addressed thoroughly in the entire difficulty. because i believe this is more of fundamental issues instead of regular patterning problem. I will discuss with DustMoon about his NM later, let's see what happens next, EZ diff is pretty solid

To start it off next time, i will appreciate if you just use sampleset custom 1 for the hitsound so that you can more efficiently just pick either "whistle, clap , finish" at the right side of the editor instead of manually using sample import like this, it will save more time for you and for modder as well. I'm really bad at hitsounding so I still have lots of things to learn

[Metadata]
The name of artist should be "Primary" , put it in the Unicode and romanized artist, I already have the confirmation from alacat here: https://puu.sh/wBqjb/c3beea364a.png Ok fixed



[Lie]
00:05:904 (5904|2,6071|2,7238|2,7404|2,8571|2,8738|2,9904|2,10071|2) - Please give an explanation on why all these jacks are in the same column. Adjusted a bit, but I think it's not a big problem
00:11:071 (11071|3,11071|2,11404|2,11404|3,11738|3,11738|2,12071|2,12071|3) - These right hand doubles are all in the same column and yet you must realize by now that each of the double sound are completely different. try arrange them so that the double at least not in the same column. Re. I haven't noticed that point before, nice lesson to me, but some of the doubles are really hard to rearrange, bcs something new or old problem will arise again in some other places, like above it doesn't matter that much
00:19:404 (19404|0) - Try move this to col 3 so that the note doesn't being in the same column as 00:18:571 (18571|3,18571|0,19071|0,19071|3) - Moved
00:20:071 (20071|3,20404|3,20738|3) - Why triple stack them? you didn't do it before at the structure in 00:14:738 (14738|0,14738|1,15071|3,15071|2) - , you are inconsistent with your own principles. Problem is solved after the previous mod
00:25:404 (25404|3,25404|2,25738|3,25738|2) - Again, you are being inconsistent with your structure at 00:30:738 (30738|2,30738|3,31071|0,31071|1) - , if you hear both of those as same sound then don't make the structure really different as it makes wrong assumption for people that play here. A old mistake, fixed
00:34:071 - Your col 4 exposure is just too much, you should use http://osu.ppy.sh/ss/8515190 instead. Will use it
00:38:071 - I'm sure this need to be triple note if following your consistency at 00:32:738 - Added a note but I guess this will be altered aagin by another BN
00:39:071 - The note here are also too heavy at col 1. try http://osu.ppy.sh/ss/8515210 Adjusted the whole part
00:43:571 (43571|1,43738|0,43904|0,44071|1) - If following loud drum here, then the patterning should be 1-2-2-1 to following music more intact. Re... I think 1-2-2-2 is the most correct way but seems like it's unrankable
00:55:071 (55071|2,55071|3,55404|3,55404|2,55904|3,55904|2,56238|2,56238|3,56738|3,56738|2,57404|2,57404|3,58071|3,58071|2) - See all these doubles being so very long in the same column? yeah it's not good because you're limiting your patterning possibility for the right hand double that doesn't even really follow music in a way that there's justifyment to make them at same column for so long. I suggest repattern some places so the chain of right hand double doesn't occured for too long. Will adjust them
01:12:738 (72738|3,72904|2,73071|3,73238|2,73404|3,73571|2,73738|3) - This is really long trill for no reason either.. there isn't instrument to justify the patterning, so also repattern this. Ok
01:14:571 (74571|0,74738|1,74904|1,75071|0,75238|1,75404|0,75571|1,75738|0,75904|1,76071|0) - Same case. Fixed

Ok this one already quite good in consistency, but watch out for the patterning. Get it√

----------------------------------------

So to sum it up, i really need the difficulty to get more mods and be revised deeply and thoroughly before this being pushed forward, because i don't believe this one is good enough for rank yet. Accept and respect
Thanks for the mod Maxus, I'm feeling so sick after a week of travel, some of my reply would not be so clear, I apologize for it. Will leave this map for a while to fix some major issues.
DustMoon

Maxus wrote:

The consistency really severe in Easy and Normal diff, not to mention about gap diff between normal and hard that's far while being really near with easy somehow. i'm not even go to patterning here. So i will pop and veto-ing this one until the issues being addressed thoroughly in the entire difficulty. because i believe this is more of fundamental issues instead of regular patterning problem.

To start it off next time, i will appreciate if you just use sampleset custom 1 for the hitsound so that you can more efficiently just pick either "whistle, clap , finish" at the right side of the editor instead of manually using sample import like this, it will save more time for you and for modder as well.

[Metadata]
The name of artist should be "Primary" , put it in the Unicode and romanized artist, I already have the confirmation from alacat here: https://puu.sh/wBqjb/c3beea364a.png


[Dustmoon's Normal]
This diff makes the spread uneven between this and "Lie" diff, i mean cmon, 0,4 SR gap between easy and normal but 1,2 Gap to Lie diff? I will just give suggestion how to boost up the diff.haha,i will ask dkingo,wait he reply
00:00:571 - Felt like you make the right side heavy for no reason, use http://osu.ppy.sh/ss/8514982no,i think00:00:905 (905|2,1071|1,1238|0) - not same pitch,notes follow durm down and down,so i will kepp
00:02:071 - 00:03:404 - 00:04:738 - 00:06:071 - 00:07:404 - 00:08:738 - 00:10:071 - 00:10:904 - 00:11:404 - You really should add note for these really loud crash sound, this is already normal diff, at least boost it up for more advance player here, the rythm is too simple.think...
00:13:071 (13071|1,13404|0,14071|0,14404|1,14738|0,15071|1,15404|0) - This is really not balance, rearrange it for better balance.
00:13:238 - 00:15:904 - 00:18:571 - 00:21:238 - 00:23:904 - 00:26:571 - 00:29:238 - 00:31:904 - I don't know why you ignore the drum rythm here.. if the only thing you done is mapping 1/1 blindly, it will only results in really bland pattern without any upheaval in instrument. so you should really add note for all the timestamps here.add
00:16:071 - look at how empty col 1 is. I don't think this is balance lel, also rearrange this for balance.none
00:20:738 (20738|1,21071|0,21571|0,21738|1,22071|0) - Same again. and there's other more, will appreciate if you also balancing the unbalance one to be more approriate.none
00:32:738 (32738|1,32904|0,33071|3,33238|2) - And 00:38:071 (38071|3,38238|3,38404|0,38571|0) - , so these sounds are the same right? so why these are patterned extremely different?ok,i change 00:38:071 (38071|3,38238|2,38404|0,38571|1,38738|2,38738|3) -
00:33:404 - 00:34:404 - 00:35:738 - 00:38:738 - 00:39:738 - 00:41:071 - I don't get why not putting LN here, you must already notice by now how empty the pattern suddenly without the LNs. And "for variation" isn't gonna work, the current one is even more bland.add
00:43:238 (43238|3,43321|2,43738|3,43904|2,44071|3) - Quite unsightly.. basically not balance, rearrange it.changed
00:44:071 - I don't get why also the kiai only 1/1 pattern again here.. i mean you heard the drum instrument at red line in 00:45:238 - 00:45:571 - 00:47:904 - 00:48:238 - ,etc. and you ignore one of the very big sound like 00:48:238 - isn't gonna work at all.. for the entire kiai i really need you to repattern it based on the drum instrument. I will give you one example, like http://osu.ppy.sh/ss/8515121 . make sure apply this on all kiai here.fixed
00:53:904 (53904|2) - Obviously ghost note, no drum.but,i catch Bass Beth
01:06:071 - And etc. the same as 00:13:238 - 00:15:904 - 00:18:571 - 00:21:238 - 00:23:904 - 00:26:571 - 00:29:238 - 00:31:904 - , yeah you get what i mean.yeah,i will add them

More or less the same as etsu's diff, but i will say you need to revise this even more thoroughly and more carefully as you need to fix the spread issues aside from the big consistency issues.

So to sum it up, i really need the difficulty to get more mods and be revised deeply and thoroughly before this being pushed forward, because i don't believe this one is good enough for rank yet.
Vrey thank Maxus mod my diff,i change a lot,i hope you can recheck my diff
Thanks :)
DustMoon
UPDATE
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 44071
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Perfect Lie
TitleUnicode:Perfect Lie
Artist:Primary
ArtistUnicode:Primary
Creator:dkingo
Version:DustMoon's Normal
Source:
Tags:each yuiko ゆいこんぬ DustMoon Etsu
BeatmapID:1219027
BeatmapSetID:572856

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

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Etsu

Maxus wrote:

The consistency really severe in Easy and Normal diff, not to mention about gap diff between normal and hard that's far while being really near with easy somehow. i'm not even go to patterning here. So i will pop and veto-ing this one until the issues being addressed thoroughly in the entire difficulty. because i believe this is more of fundamental issues instead of regular patterning problem.

To start it off next time, i will appreciate if you just use sampleset custom 1 for the hitsound so that you can more efficiently just pick either "whistle, clap , finish" at the right side of the editor instead of manually using sample import like this, it will save more time for you and for modder as well.

[Metadata]
The name of artist should be "Primary" , put it in the Unicode and romanized artist, I already have the confirmation from alacat here: https://puu.sh/wBqjb/c3beea364a.png

[Etsu's Easy]
I just wanna say before that you shouldn't afraid of mapping continuous 1/2 drum here, i find you undermap them a lot here, i know it's easy diff, but that shouldn't be the reason to perceive the rythm incorrect and inconsistently.
00:00:571 - I believe the way you perceive this rythm is wrong in the instrument partition, try to listen the drum at 00:00:571 - and 00:00:738 - , they are completely different, and yet you make them one here until 00:00:905 - and suddenly changing to notes at 00:01:071 - for unclear reason, the rythm will be divided more correctly if you use http://osu.ppy.sh/ss/8514768 /*i must admit that this part was difficult for me because this diff is easy is a good pattern
00:20:071 (20071|2,20738|3) - Switch column between these 2 notes, so that the double at 00:20:738 - will be at same exact column with 00:22:071 - , which is your main structure like the one you did at 00:18:071 (18071|0,18071|1,19404|1,19404|0) - /*yr was trying to vary a bit but rearrange
00:29:738 (29738|1,30071|2) - Switch column again for same reason as above.
00:31:904 (31904|0,32238|1,33071|1,33404|0) - Not balance.. and I generally wanna talk on how you undermapping here by not mapping chain drum at 00:32:904 - 00:33:238 - , you should really map them because they are just really obvious.. it won't be too excessive either, i would say this will provide more optimal mapping. like http://osu.ppy.sh/ss/8514854 /*added note 1/2
00:33:404 (33404|0,34404|1,38738|3,39738|2) - the LNs here are too long, shorten them by 1/1 like http://osu.ppy.sh/ss/8514866 /*right for the notes too
00:38:238 - this is the same issue that i talked before about undermapping the drum.. map the red line for drum please, it is important rythm. /*sure
00:35:738 (35738|3,41071|0) - You should shorten these LN by 1/1 too like what i mention to you before. /*very good was exaggerated of me xD
00:41:738 - Additionally, this is a finish sound, please make this double as this is very loud sound. /*you're right
00:42:738 - Certainly the most undermapped one here.. i suggest you to map it like http://osu.ppy.sh/ss/8514906
00:44:404 - You should add for drum here, or else you are inconsistent with instrument you try to follow. /*yeah
00:45:404 (45404|0,45738|1) - What are you try to follow exactly? you follow string at 00:45:404 - , and then suddenly mapping drum at 00:45:738 - while ignoring the fact that 00:45:571 - 00:45:238 - is actually a drum you follow and yet you didn't follow it somehow. if you are consistent you should do it like http://osu.ppy.sh/ss/8514955 (apply this and my mod before in entire kiai, i don't want to repeat myself.) /*i tried to vary but thanks for your idea since it is a little problem this part for me
00:52:071 (52071|1) - Why suddenly LN? you don't use it when follow drum, and suddenly it changes instrument randomly. /*I tried to vary a little too but I find it reasonable for the sound that keeps running
01:01:404 - look, you follow vocal and suddenly follow drum again at 01:02:738 - and then vocal again at 01:04:238 - , i don't know what's going on anymore, consistency is the key. /*also think it's time to vary with the voices as it ends the core more relax this part is better imo

Yeah the main issues being how the inconsistency being questionable as sometimes you follow string then suddenly drum then suddenly vocal then suddenly drum again, not to mention the undermapping at chain drum sound when you consistently mapping drum is also a severe problem here. /*will try to learn more about this ty :o

----------------------------------------

So to sum it up, i really need the difficulty to get more mods and be revised deeply and thoroughly before this being pushed forward, because i don't believe this one is good enough for rank yet.
Thanks for the mod o:

Updated
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 44071
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 1405,12071,22738,33404,38738,45571,48238,54738,56238,58904
DistanceSpacing: 0.9
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1.2

[Metadata]
Title:Perfect Lie
TitleUnicode:Perfect Lie
Artist:Primary
ArtistUnicode:Primary
Creator:dkingo
Version:Etsu's Easy
Source:
Tags:each yuiko ゆいこんぬ DustMoon Etsu
BeatmapID:1222664
BeatmapSetID:572856

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
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[TimingPoints]
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Topic Starter
dkingo

Etsu wrote:

mod

Maxus wrote:

The consistency really severe in Easy and Normal diff, not to mention about gap diff between normal and hard that's far while being really near with easy somehow. i'm not even go to patterning here. So i will pop and veto-ing this one until the issues being addressed thoroughly in the entire difficulty. because i believe this is more of fundamental issues instead of regular patterning problem.

To start it off next time, i will appreciate if you just use sampleset custom 1 for the hitsound so that you can more efficiently just pick either "whistle, clap , finish" at the right side of the editor instead of manually using sample import like this, it will save more time for you and for modder as well.

[Metadata]
The name of artist should be "Primary" , put it in the Unicode and romanized artist, I already have the confirmation from alacat here: https://puu.sh/wBqjb/c3beea364a.png

[Etsu's Easy]
I just wanna say before that you shouldn't afraid of mapping continuous 1/2 drum here, i find you undermap them a lot here, i know it's easy diff, but that shouldn't be the reason to perceive the rythm incorrect and inconsistently.
00:00:571 - I believe the way you perceive this rythm is wrong in the instrument partition, try to listen the drum at 00:00:571 - and 00:00:738 - , they are completely different, and yet you make them one here until 00:00:905 - and suddenly changing to notes at 00:01:071 - for unclear reason, the rythm will be divided more correctly if you use http://osu.ppy.sh/ss/8514768 /*i must admit that this part was difficult for me because this diff is easy is a good pattern
00:20:071 (20071|2,20738|3) - Switch column between these 2 notes, so that the double at 00:20:738 - will be at same exact column with 00:22:071 - , which is your main structure like the one you did at 00:18:071 (18071|0,18071|1,19404|1,19404|0) - /*yr was trying to vary a bit but rearrange
00:29:738 (29738|1,30071|2) - Switch column again for same reason as above.
00:31:904 (31904|0,32238|1,33071|1,33404|0) - Not balance.. and I generally wanna talk on how you undermapping here by not mapping chain drum at 00:32:904 - 00:33:238 - , you should really map them because they are just really obvious.. it won't be too excessive either, i would say this will provide more optimal mapping. like http://osu.ppy.sh/ss/8514854 /*added note 1/2
00:33:404 (33404|0,34404|1,38738|3,39738|2) - the LNs here are too long, shorten them by 1/1 like http://osu.ppy.sh/ss/8514866 /*right for the notes too
00:38:238 - this is the same issue that i talked before about undermapping the drum.. map the red line for drum please, it is important rythm. /*sure
00:35:738 (35738|3,41071|0) - You should shorten these LN by 1/1 too like what i mention to you before. /*very good was exaggerated of me xD
00:41:738 - Additionally, this is a finish sound, please make this double as this is very loud sound. /*you're right
00:42:738 - Certainly the most undermapped one here.. i suggest you to map it like http://osu.ppy.sh/ss/8514906
00:44:404 - You should add for drum here, or else you are inconsistent with instrument you try to follow. /*yeah
00:45:404 (45404|0,45738|1) - What are you try to follow exactly? you follow string at 00:45:404 - , and then suddenly mapping drum at 00:45:738 - while ignoring the fact that 00:45:571 - 00:45:238 - is actually a drum you follow and yet you didn't follow it somehow. if you are consistent you should do it like http://osu.ppy.sh/ss/8514955 (apply this and my mod before in entire kiai, i don't want to repeat myself.) /*i tried to vary but thanks for your idea since it is a little problem this part for me
00:52:071 (52071|1) - Why suddenly LN? you don't use it when follow drum, and suddenly it changes instrument randomly. /*I tried to vary a little too but I find it reasonable for the sound that keeps running
01:01:404 - look, you follow vocal and suddenly follow drum again at 01:02:738 - and then vocal again at 01:04:238 - , i don't know what's going on anymore, consistency is the key. /*also think it's time to vary with the voices as it ends the core more relax this part is better imo

Yeah the main issues being how the inconsistency being questionable as sometimes you follow string then suddenly drum then suddenly vocal then suddenly drum again, not to mention the undermapping at chain drum sound when you consistently mapping drum is also a severe problem here. /*will try to learn more about this ty :o

----------------------------------------

So to sum it up, i really need the difficulty to get more mods and be revised deeply and thoroughly before this being pushed forward, because i don't believe this one is good enough for rank yet.
Thanks for the mod o:

Updated
osu file format v14

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Title:Perfect Lie
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Tags:each yuiko ゆいこんぬ DustMoon Etsu
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64,192,65404,1,0,0:0:0:70:normal-hitwhistle.wav
448,192,65404,128,0,67404:0:0:0:50:normal-hitfinish.wav
192,192,67404,1,0,0:0:0:70:SCG_E5s.wav
320,192,67738,1,0,0:0:0:70:SCG_C5s.wav
64,192,68071,128,0,68571:0:0:0:70:SCG_F5s.wav
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448,192,74904,128,0,75404:0:0:0:70:SCG_G5s.wav
192,192,75404,1,0,0:0:0:70:normal-hitclap.wav
320,192,75738,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,75904,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,76071,128,0,77404:0:0:0:70:normal-hitwhistle.wav
448,192,76071,1,0,0:0:0:50:normal-hitfinish.wav
Thank you :) I will upload the map later after I discuss with DustMoon
Topic Starter
dkingo
Well DustMoon is unable to be online, so I'll replace him again in next few days.

Uploaded Normal, we found that 1.9 star difficulty is the limit of this diffculty, we also remade some patterns after a long discussion...
Himari Kino
Req from my Queue

Feel free to reject my mods

Columns
1|2|3|4

  • Etsu's Easy
  1. 00:25:738 - add note? sound same as like 00:30:738 (30738|1,31071|2,31404|1,31404|3) -
  2. 01:05:404 (65404|3) - delete, maybe change to be like this 00:01:405 (1405|3,1405|0,1904|0,2404|2,2904|1,3404|3) -


    DustMoon vs dkingo Normal
  3. 01:04:904 (64904|2,65071|3) - ctrl + g?
  4. and 01:05:404 (65404|2) - move to col 4

    *widescreen support in normal diff
108 post T_T
sorry if does'nt help enough :(
Topic Starter
dkingo

ChochoaLatte- wrote:

Req from my Queue

Feel free to reject my mods

Columns
1|2|3|4



  • DustMoon vs dkingo Normal
  1. 01:04:904 (64904|2,65071|3) - ctrl + g? It will be too dense on right hand
  2. and 01:05:404 (65404|2) - move to col 4 I think it better start on col 3

    *widescreen support in normal diff :o
108 post T_T
sorry if does'nt help enough :(
Thank you Chocho :lol:
Etsu

ChochoaLatte- wrote:

Req from my Queue

Feel free to reject my mods

Columns
1|2|3|4

  • Etsu's Easy
  1. 00:25:738 - add note? sound same as like 00:30:738 (30738|1,31071|2,31404|1,31404|3) - //okay
  2. 01:05:404 (65404|3) - delete, maybe change to be like this 00:01:405 (1405|3,1405|0,1904|0,2404|2,2904|1,3404|3) - //yeah but want to vary a little here for the voice like a break imo

    *widescreen support in normal diff
108 post T_T
sorry if does'nt help enough :(
Thanks for the mod :3

Updated
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 44071
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 1405,12071,22738,33404,38738,45571,48238,54738,56238,58904
DistanceSpacing: 0.9
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Perfect Lie
TitleUnicode:Perfect Lie
Artist:Primary
ArtistUnicode:Primary
Creator:dkingo
Version:Etsu's Easy
Source:
Tags:each yuiko ゆいこんぬ DustMoon Etsu
BeatmapID:1222664
BeatmapSetID:572856

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"223158lkkxzve48qqfo683.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,11404,0,"normal-hitclap.wav",70
Sample,12071,0,"normal-hitwhistle.wav",70
Sample,25738,0,"normal-hitwhistle.wav",70
Sample,31071,0,"normal-hitwhistle.wav",70
Sample,34071,0,"normal-hitclap.wav",70
Sample,35404,0,"normal-hitclap.wav",70
Sample,36738,0,"normal-hitclap.wav",70
Sample,37404,0,"normal-hitwhistle.wav",70
Sample,37738,0,"normal-hitclap.wav",70
Sample,38071,0,"normal-hitclap.wav",70
Sample,38404,0,"normal-hitwhistle.wav",70
Sample,39404,0,"normal-hitclap.wav",70
Sample,40738,0,"normal-hitclap.wav",70
Sample,42071,0,"normal-hitclap.wav",70
Sample,43404,0,"normal-hitclap.wav",70
Sample,43738,0,"normal-hitclap.wav",70
Sample,43904,0,"normal-hitclap.wav",70
Sample,44404,0,"normal-hitwhistle.wav",70
Sample,47071,0,"normal-hitwhistle.wav",70
Sample,49738,0,"normal-hitwhistle.wav",70
Sample,52738,0,"normal-hitnormal.wav",0
Sample,53571,0,"normal-hitclap.wav",0
Sample,54071,0,"normal-hitclap.wav",70
Sample,55071,0,"normal-hitwhistle.wav",70
Sample,55404,0,"normal-hitnormal.wav",0
Sample,57738,0,"normal-hitwhistle.wav",70
Sample,58071,0,"normal-hitnormal.wav",0
Sample,60404,0,"normal-hitwhistle.wav",70
Sample,61738,0,"normal-hitwhistle.wav",70
Sample,62071,0,"normal-hitnormal.wav",0
Sample,64738,0,"normal-hitclap.wav",70
Sample,65404,0,"SCG_F5s.wav",70
Sample,65904,0,"SCG_E5s.wav",70
Sample,66404,0,"SCG_C5s.wav",70
Sample,66904,0,"SCG_F5s.wav",70
Sample,76071,0,"SCG_F5s.wav",70

[TimingPoints]
1405,333.333333333333,4,1,1,100,1,0
44071,-100,4,1,1,100,0,1
65404,-100,4,1,1,100,0,0


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320,192,738,1,0,0:0:0:70:normal-hitwhistle.wav
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192,192,1071,1,0,0:0:0:70:normal-hitwhistle.wav
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riunosk
mod from queue 1 2 3 4
general
i really dont understand why the bpm is 180 when the track sounds a lot more closer to 90
all diffs
01:16:071 - honestly it seems a lot better if the LNs ended on 01:18:738 - instead
et suuuuu
00:01:904 (1904|0,2404|2) - flip for pitch
00:07:071 (7071|2,7238|1,7738|0) - probably can do 2 1 3
Great chart
VERSUS DUEL
00:41:571 (41571|1,41654|0) - can probably flip for flow
Excellent chart
goddam liar
00:19:988 (19988|1,20071|2) - flip for flow
00:26:071 (26071|1,26404|2,26571|1) - flip for variety and even flow
00:43:321 (43321|1,43404|2) - flip for flow
00:43:571 (43571|1,43738|1,43904|0,44071|1) - ^if applied, rearrange this somehow
Great chart
had a bit of extra time so modded all diffs
gud luk for renk
Topic Starter
dkingo

riunosk wrote:

mod from queue 1 2 3 4
general
i really dont understand why the bpm is 180 when the track sounds a lot more closer to 90 No no no, I can hear clearly it's 180
all diffs
01:16:071 - honestly it seems a lot better if the LNs ended on 01:18:738 - instead Will keep the current outro, because the song continues a bit
et suuuuu
00:01:904 (1904|0,2404|2) - flip for pitch
00:07:071 (7071|2,7238|1,7738|0) - probably can do 2 1 3
Great chart
VERSUS DUEL
00:41:571 (41571|1,41654|0) - can probably flip for flow 1 2 are shown too many here, so some 2 1 are needed
Excellent chart
goddam liar
00:19:988 (19988|1,20071|2) - flip for flow
00:26:071 (26071|1,26404|2,26571|1) - flip for variety and even flow
00:43:321 (43321|1,43404|2) - flip for flow
00:43:571 (43571|1,43738|1,43904|0,44071|1) - ^if applied, rearrange this somehow Adjusted the middle part
Great chart
had a bit of extra time so modded all diffs
gud luk for renk
Thank you!
Etsu

riunosk wrote:

mod from queue 1 2 3 4
general
i really dont understand why the bpm is 180 when the track sounds a lot more closer to 90
all diffs
01:16:071 - honestly it seems a lot better if the LNs ended on 01:18:738 - instead
et suuuuu
00:01:904 (1904|0,2404|2) - flip for pitch //sure
00:07:071 (7071|2,7238|1,7738|0) - probably can do 2 1 3 //better 3 1 2 :3
Great chart //thanks o:

had a bit of extra time so modded all diffs
gud luk for renk
Thanks for the mod riunosk :)

Updated
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 44071
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 1405,12071,22738,33404,38738,45571,48238,54738,56238,58904
DistanceSpacing: 0.9
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Perfect Lie
TitleUnicode:Perfect Lie
Artist:Primary
ArtistUnicode:Primary
Creator:dkingo
Version:Etsu's Easy
Source:
Tags:each yuiko ゆいこんぬ DustMoon Etsu
BeatmapID:1222664
BeatmapSetID:572856

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

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192,192,52738,1,0,0:0:0:70:normal-hitclap.wav
320,192,53071,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,53238,1,0,0:0:0:70:normal-hitwhistle.wav
448,192,53571,1,8,0:0:0:0:
192,192,54071,1,0,0:0:0:70:normal-hitclap.wav
320,192,54404,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,54571,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,54738,1,0,0:0:0:50:normal-hitfinish.wav
448,192,54738,1,0,0:0:0:70:normal-hitwhistle.wav
320,192,55071,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,55404,1,0,0:0:0:70:normal-hitclap.wav
448,192,55404,1,0,0:0:0:70:normal-hitclap.wav
320,192,55904,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,56238,1,0,0:0:0:70:normal-hitwhistle.wav
320,192,56404,1,0,0:0:0:70:normal-hitwhistle.wav
448,192,56738,1,8,0:0:0:70:normal-hitclap.wav
192,192,56738,1,8,0:0:0:70:normal-hitclap.wav
320,192,57404,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,57738,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,58071,1,0,0:0:0:70:normal-hitclap.wav
448,192,58071,1,0,0:0:0:70:normal-hitclap.wav
192,192,58571,1,0,0:0:0:70:normal-hitwhistle.wav
448,192,58904,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,59071,1,0,0:0:0:70:normal-hitwhistle.wav
448,192,59404,1,0,0:0:0:70:normal-hitclap.wav
64,192,59404,1,0,0:0:0:70:normal-hitclap.wav
448,192,60071,1,0,0:0:0:70:normal-hitwhistle.wav
320,192,60404,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,60738,1,0,0:0:0:70:normal-hitclap.wav
64,192,60738,1,0,0:0:0:70:normal-hitclap.wav
320,192,61238,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,61571,1,0,0:0:0:70:normal-hitwhistle.wav
320,192,61738,1,0,0:0:0:70:normal-hitwhistle.wav
448,192,62071,1,0,0:0:0:70:normal-hitclap.wav
192,192,62071,1,0,0:0:0:70:normal-hitclap.wav
320,192,62738,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,63071,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,63404,1,0,0:0:0:70:normal-hitclap.wav
448,192,63404,1,0,0:0:0:70:normal-hitclap.wav
320,192,63904,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,64238,128,0,64738:0:0:0:70:normal-hitclap.wav
320,192,64738,128,0,65404:0:0:0:70:normal-hitclap.wav
64,192,65404,1,0,0:0:0:70:normal-hitwhistle.wav
448,192,65404,128,0,67404:0:0:0:50:normal-hitfinish.wav
192,192,67404,1,0,0:0:0:70:SCG_E5s.wav
320,192,67738,1,0,0:0:0:70:SCG_C5s.wav
64,192,68071,128,0,68571:0:0:0:70:SCG_F5s.wav
320,192,68571,128,0,69071:0:0:0:70:SCG_E5s.wav
192,192,69071,128,0,69571:0:0:0:70:SCG_C5s.wav
448,192,69571,128,0,70071:0:0:0:70:SCG_F5s.wav
64,192,70071,1,0,0:0:0:70:SCG_E5s.wav
192,192,70404,1,0,0:0:0:70:SCG_C5s.wav
448,192,70738,1,0,0:0:0:70:SCG_C5s.wav
320,192,71071,1,0,0:0:0:70:SCG_A#4s.wav
64,192,71238,128,0,71738:0:0:0:70:SCG_A#4s.wav
192,192,71738,128,0,72238:0:0:0:70:SCG_C5s.wav
448,192,72238,128,0,73404:0:0:0:70:SCG_F5s.wav
192,192,73404,1,0,0:0:0:70:SCG_C5s.wav
320,192,73738,1,0,0:0:0:70:SCG_A#4s.wav
64,192,73904,128,0,74404:0:0:0:70:SCG_A#4s.wav
192,192,74404,128,0,74904:0:0:0:70:SCG_C5s.wav
448,192,74904,128,0,75404:0:0:0:70:SCG_G5s.wav
192,192,75404,1,0,0:0:0:70:normal-hitclap.wav
320,192,75738,1,0,0:0:0:70:normal-hitwhistle.wav
192,192,75904,1,0,0:0:0:70:normal-hitwhistle.wav
64,192,76071,128,0,77404:0:0:0:70:normal-hitwhistle.wav
448,192,76071,1,0,0:0:0:50:normal-hitfinish.wav
Maxus
[Normal]
00:02:071 - 00:03:404 - 00:04:738 - 00:06:071 - 00:07:404 - 00:08:738 - 00:10:071 - 00:10:904 - 00:11:404 - So can any one of you explain the reason you don't want add note to all of these timeline other than the reply answer of "Think.." ? Just look at how the instrument is really complicated and dense and yet you make them only with LN.. Compare them with 00:13:071 - , which one is calmer in the music mood? obviously 00:13:071 - , and yet you make the patterning a lot more complicated at 00:13:071 - compared with 00:01:405 - , do you think it's logical?

The same thing happened with 01:05:404 - too.
Anyway I won't bother with this map if my mod doesn't even get throughout explanation/you don't even bother with changing it.
Topic Starter
dkingo

Maxus wrote:

[Normal]
00:02:071 - 00:03:404 - 00:04:738 - 00:06:071 - 00:07:404 - 00:08:738 - 00:10:071 - 00:10:904 - 00:11:404 - So can any one of you explain the reason you don't want add note to all of these timeline other than the reply answer of "Think.." ? Just look at how the instrument is really complicated and dense and yet you make them only with LN.. Compare them with 00:13:071 - , which one is calmer in the music mood? obviously 00:13:071 - , and yet you make the patterning a lot more complicated at 00:13:071 - compared with 00:01:405 - , do you think it's logical?

The same thing happened with 01:05:404 - too.
Anyway I won't bother with this map if my mod doesn't even get throughout explanation/you don't even bother with changing it.
I apologize if DustMoon's replies weren't clear enough, we both haven't noticed that point, will add those snares, but I disagree with your opinion about how complicated should the map be, every mapper has their own mapping style and view that which part should be complicated, instead of "calmer", I prefer "highlight", which is different for everybody.
Maxus

dkingo wrote:

I apologize if DustMoon's replies weren't clear enough, we both haven't noticed that point, will add those snares, but I disagree with your opinion about how complicated should the map be, every mapper has their own mapping style and view that which part should be complicated, instead of "calmer", I prefer "highlight", which is different for everybody.
Sorry, It is not about mapping style, but it's about common sense. As I said to you before, It is not making any sense for the part with many drum and guitar lingering around and you choose to only map the LN there.

I could talk more, but seems in the end you add notes for the timeline I mentioned you, so yeah, I will leave it to Rivals again for rebubble, I can take out my veto now that main issues actually adressed.

Btw, 00:11:488 (11488|2) - you put this at wrong snap lol
Topic Starter
dkingo

Maxus wrote:

dkingo wrote:

I apologize if DustMoon's replies weren't clear enough, we both haven't noticed that point, will add those snares, but I disagree with your opinion about how complicated should the map be, every mapper has their own mapping style and view that which part should be complicated, instead of "calmer", I prefer "highlight", which is different for everybody.
Sorry, It is not about mapping style, but it's about common sense. As I said to you before, It is not making any sense for the part with many drum and guitar lingering around and you choose to only map the LN there.

I could talk more, but seems in the end you add notes for the timeline I mentioned you, so yeah, I will leave it to Rivals again for rebubble, I can take out my veto now that main issues actually adressed.

Btw, 00:11:488 (11488|2) - you put this at wrong snap lol -.-||
Thank you again Maxus, we will wait until next month when I'm free from his cooldown list
Rivals_7
1234
[NM]

00:30:738 (30738|3,31071|2,31404|3) - can you uh avoid this kind of thing in NM tier. three of them are double too so its kinda tempting

00:50:904 (50904|2,50904|1,51071|0) - move doubles to left, move the single note to 3. therefor avoid - 00:50:571 (50571|2,50738|3,50904|2,51071|3) -
should be applicable if you see anything similar

[Lie]

00:41:071 (41071|3) - why is this LN ending different with the other diff

rest is ok
Topic Starter
dkingo

Rivals_7 wrote:

1234
[NM]

00:30:738 (30738|3,31071|2,31404|3) - can you uh avoid this kind of thing in NM tier. three of them are double too so its kinda tempting Rearranged

00:50:904 (50904|2,50904|1,51071|0) - move doubles to left, move the single note to 3. therefor avoid - 00:50:571 (50571|2,50738|3,50904|2,51071|3) -
should be applicable if you see anything similar Yea I get this one, but for the balance I will keep some of them

[Lie]

00:41:071 (41071|3) - why is this LN ending different with the other diff Opps... Fixed

rest is ok
Thank you!
Rivals_7
re
Topic Starter
dkingo

Rivals_7 wrote:

re
Thank you!
Asherz007
Pop for silent storyboard hitsounds in Easy and Normal (still, probably)
(Why are there storyboarded hitsounds anyway?)

In Easy:

Stuff like this shouldn't really be there since they don't produce any noise (effectively breaking rc on having audible feedback).

[General]
1-2ms delays on guitar hitsounds (I think?) Fine, but could be removed.

Time to have a little mini-rant at why doubling up hitsounds isn't a good idea. Essentially, it's a matter of trying not to make it all too overpowering in general, which the hitnormal in particular at 140% is, in my opinion. It also makes copying the volume across extremely difficult for the lower difficulties, hence why some sounds have entered the storyboard, which is highly discouraged due to sounding extremely similar to hitsound feedback when actually hitting a note. Ideally, delete everything in the storyboard since that makes life considerably easier. (Pretty sure you've been recommended to do this already, but whatever.)

Now for a mini-mini-rant on why I hate hitsound importing. Put simply, you can only put one on each note. Affects the easier diffs more, but you'd struggle again to accurately apply/copy the hitsounds. (Personally, I find it much quicker to use the "wcf" method and import for keysounds only. If you've got time I'd suggest trying to rehitsound with "wcf", since it will mean that you don't need to use the storyboard at all.)

I've noticed that the samples themselves are actually quite quiet, so you can increase the sample volume manually by using something like Audacity since they occasionally blend in a little bit too much for me, particularly guitar and hitfinish.

Perhaps another hitsound imbalance since the hitnormal (at 100%) appears to be louder/more audible than the hitfinish (at 50% because why?).

And of course, there are still a few hitsound inconsistencies about. The likelihood is I won't be able to catch them all so best that you look through those again. (Like for 00:53:071 between Easy and the others)

Etsu's Easy
Amongst all the imports...


Speaking of that part...
  1. 00:42:904 - feels a little counterintuitive to not have a note here when there's 00:42:238 (42238|1,42571|0), since they're following the 1/2 movement here. If it's not there because you don't want it to be too dense, I'd think about removing 00:42:404 (42404|2) as well since the sound present here is not particularly loud at all.
  2. 01:04:238 (64238|1,64738|2,65404|3) - Not really a fan of this since it essentially goes against the current layering that you have present throughout the difficulty. (Not really helped by the fact that the guitar hitsounds are still in the storyboard here.)

Collab Normal
  1. 00:01:405 (1405|2) - I'd recommended making this a double, more for progression and consistency than anything. (Plus there's a hitsound in the storyboard that would make more sense to be in the playfield instead)
  2. 00:02:071 (2071|0,3404|3,4738|2) etc - Not sure why these don't have C on them, to be honest. Seems like that would make a little more sense.
  3. 00:41:738 (41738|3) - Would've thought a double for the crash here would've been a nice idea... if you wanted to do that, shorten 00:41:071 (41071|2) by 1/2 beat.
  4. 01:06:071 (66071|3,67404|2,68738|0) etc - no snares here either?

Lie
  1. 00:11:904 (11904|3) - might want to move one col left so there isn't a double jack (there isn't one anywhere else in the map from the double to the triple so I feel like it's an odd one out.)
  2. 00:22:738 (22738|0) - What exactly is this following? Nearest thing I could find was the bass, but that ends at 00:23:738.
  3. 00:34:904 (34904|3) - Feel like your layering broke down a little bit here. Should this be a double?
  4. 00:40:238 (40238|3) - ^
  5. 00:40:404 (40404|0) - not imported... wut
  6. 00:41:738 (41738|2) - see Normal
  7. 00:48:238 (48238|1,48238|3) - having these not imported hitsounds is made even weirder since the timing point volume (which these take) is 100%, while the imports are at 70%, so they sound way louder than they should.
  8. 01:13:238 (73238|3,73321|2) - Missing hitsounds?

Just as a clarification, this isn't really a veto, more unrankable issue with a mini-lecture, but it would be nice to get those hitsounds sorted out.

PM me somewhere if there's anything you don't understand here/need more explanations for.
Etsu

Asherz007 wrote:

Pop for silent storyboard hitsounds in Easy and Normal (still, probably)
(Why are there storyboarded hitsounds anyway?)

In Easy:

Stuff like this shouldn't really be there since they don't produce any noise (effectively breaking rc on having audible feedback). //fixed

[General]
1-2ms delays on guitar hitsounds (I think?) Fine, but could be removed.

Time to have a little mini-rant at why doubling up hitsounds isn't a good idea. Essentially, it's a matter of trying not to make it all too overpowering in general, which the hitnormal in particular at 140% is, in my opinion. It also makes copying the volume across extremely difficult for the lower difficulties, hence why some sounds have entered the storyboard, which is highly discouraged due to sounding extremely similar to hitsound feedback when actually hitting a note. Ideally, delete everything in the storyboard since that makes life considerably easier. (Pretty sure you've been recommended to do this already, but whatever.)

Now for a mini-mini-rant on why I hate hitsound importing. Put simply, you can only put one on each note. Affects the easier diffs more, but you'd struggle again to accurately apply/copy the hitsounds. (Personally, I find it much quicker to use the "wcf" method and import for keysounds only. If you've got time I'd suggest trying to rehitsound with "wcf", since it will mean that you don't need to use the storyboard at all.)

I've noticed that the samples themselves are actually quite quiet, so you can increase the sample volume manually by using something like Audacity since they occasionally blend in a little bit too much for me, particularly guitar and hitfinish.

Perhaps another hitsound imbalance since the hitnormal (at 100%) appears to be louder/more audible than the hitfinish (at 50% because why?).

And of course, there are still a few hitsound inconsistencies about. The likelihood is I won't be able to catch them all so best that you look through those again. (Like for 00:53:071 between Easy and the others)

Etsu's Easy
Amongst all the imports...


Speaking of that part...
  1. 00:42:904 - feels a little counterintuitive to not have a note here when there's 00:42:238 (42238|1,42571|0), since they're following the 1/2 movement here. If it's not there because you don't want it to be too dense, I'd think about removing 00:42:404 (42404|2) as well since the sound present here is not particularly loud at all. //okay you're right I'll follow the 1/2, and delete 00:43:071 - since is dense also change pattern 00:43:404 - same in parte similars.
  2. 01:04:238 (64238|1,64738|2,65404|3) - Not really a fan of this since it essentially goes against the current layering that you have present throughout the difficulty. (Not really helped by the fact that the guitar hitsounds are still in the storyboard here.) //oh yep some asked me same so change notes to 1/2 drum and LN for guitar.

PM me somewhere if there's anything you don't understand here/need more explanations for.
thanks Asherz :D

Updated: http://puu.sh/ya13U/344d0023e6.osu
Topic Starter
dkingo

Asherz007 wrote:

Pop for silent storyboard hitsounds in Easy and Normal (still, probably)
(Why are there storyboarded hitsounds anyway?)

In Easy:

Stuff like this shouldn't really be there since they don't produce any noise (effectively breaking rc on having audible feedback). Removed those empty SBHS

[General]
1-2ms delays on guitar hitsounds (I think?) Fine, but could be removed. Well it doesn't really matter that much

Time to have a little mini-rant at why doubling up hitsounds isn't a good idea. Essentially, it's a matter of trying not to make it all too overpowering in general, which the hitnormal in particular at 140% is, in my opinion. It also makes copying the volume across extremely difficult for the lower difficulties, hence why some sounds have entered the storyboard, which is highly discouraged due to sounding extremely similar to hitsound feedback when actually hitting a note. Ideally, delete everything in the storyboard since that makes life considerably easier. (Pretty sure you've been recommended to do this already, but whatever.) Removed some SBHS on low diffs, but some of them are necessary so I'll keep them

Now for a mini-mini-rant on why I hate hitsound importing. Put simply, you can only put one on each note. Affects the easier diffs more, but you'd struggle again to accurately apply/copy the hitsounds. (Personally, I find it much quicker to use the "wcf" method and import for keysounds only. If you've got time I'd suggest trying to rehitsound with "wcf", since it will mean that you don't need to use the storyboard at all.) Hitsounds are practically copied /fixed, so I can't find any reason for rehitsound by anonther method, just for changing the way they display?

I've noticed that the samples themselves are actually quite quiet, so you can increase the sample volume manually by using something like Audacity since they occasionally blend in a little bit too much for me, particularly guitar and hitfinish.

Perhaps another hitsound imbalance since the hitnormal (at 100%) appears to be louder/more audible than the hitfinish (at 50% because why?). Alright I decreased volume of hitnormal, it should be suitable now

And of course, there are still a few hitsound inconsistencies about. The likelihood is I won't be able to catch them all so best that you look through those again. (Like for 00:53:071 between Easy and the others) Fixed and fixed a few others as well

Etsu's Easy
Amongst all the imports...


Speaking of that part...
  1. 00:42:904 - feels a little counterintuitive to not have a note here when there's 00:42:238 (42238|1,42571|0), since they're following the 1/2 movement here. If it's not there because you don't want it to be too dense, I'd think about removing 00:42:404 (42404|2) as well since the sound present here is not particularly loud at all.
  2. 01:04:238 (64238|1,64738|2,65404|3) - Not really a fan of this since it essentially goes against the current layering that you have present throughout the difficulty. (Not really helped by the fact that the guitar hitsounds are still in the storyboard here.)

Collab Normal
  1. 00:01:405 (1405|2) - I'd recommended making this a double, more for progression and consistency than anything. (Plus there's a hitsound in the storyboard that would make more sense to be in the playfield instead) Done as you said, but I'll put hitwhistle on the board
  2. 00:02:071 (2071|0,3404|3,4738|2) etc - Not sure why these don't have C on them, to be honest. Seems like that would make a little more sense. Added... That was a mistake
  3. 00:41:738 (41738|3) - Would've thought a double for the crash here would've been a nice idea... if you wanted to do that, shorten 00:41:071 (41071|2) by 1/2 beat. 1/2 jack will be too hard for Normal
  4. 01:06:071 (66071|3,67404|2,68738|0) etc - no snares here either? Added as well

Lie
  1. 00:11:904 (11904|3) - might want to move one col left so there isn't a double jack (there isn't one anywhere else in the map from the double to the triple so I feel like it's an odd one out.) Moved
  2. 00:22:738 (22738|0) - What exactly is this following? Nearest thing I could find was the bass, but that ends at 00:23:738. Shortened it to where you mentioned
  3. 00:34:904 (34904|3) - Feel like your layering broke down a little bit here. Should this be a double?
  4. 00:40:238 (40238|3) - ^
  5. 00:40:404 (40404|0) - not imported... wut I don't like stacking too many notes with LN, so no changes here
  6. 00:41:738 (41738|2) - see Normal Will add this one
  7. 00:48:238 (48238|1,48238|3) - having these not imported hitsounds is made even weirder since the timing point volume (which these take) is 100%, while the imports are at 70%, so they sound way louder than they should. Adjusted to 70%
  8. 01:13:238 (73238|3,73321|2) - Missing hitsounds? Added

Just as a clarification, this isn't really a veto, more unrankable issue with a mini-lecture, but it would be nice to get those hitsounds sorted out.

PM me somewhere if there's anything you don't understand here/need more explanations for.
Thank you very much 007, hope I can get rebubble asap :)
Asherz007
Oh we're still here

400th post weeeeeeeeee

140% hitwhistle still feels op imo

Just other small changes, most of it appears to be ok now.

Etsu's Easy
  1. 00:53:071 (53071|2) - A bit bizarre to import the hitnormal...
  2. 01:05:404 - There's a few guitar hitsounds that were left on the storyboard unintentionally after redoing this bit, so you might want to remove those 4 sb sounds.

Collab Normal
  1. 00:33:404 - How come you're suddenly using triples for a short time here? Don't usually see triples in Normal diffs.
  2. 00:39:738 (39738|1) - Why 70% rather than 50?
  3. 01:06:071 (66071|3) - just gonna mention these snares are at a different volume compared to 00:02:071 (2071|0): intentional?

Lie
  1. 00:42:404 (42404|1,42571|2,42571|3,42738|1,42738|0,42904|1,42904|0,43071|3,43071|2,43238|0,43321|2,43404|3,43404|1) - missing hitsounds?
  2. 01:13:238 (73238|3,73321|2) - different volume to others like 00:00:571 (571|1,655|2), that intentional?

You should've called me back to check a little earlier lol, I had no idea you'd updated this nearly a week ago xd
Topic Starter
dkingo

Asherz007 wrote:

Oh we're still here

400th post weeeeeeeeee

140% hitwhistle still feels op imo

Just other small changes, most of it appears to be ok now.

Etsu's Easy
  1. 00:53:071 (53071|2) - A bit bizarre to import the hitnormal... Removed
  2. 01:05:404 - There's a few guitar hitsounds that were left on the storyboard unintentionally after redoing this bit, so you might want to remove those 4 sb sounds. Removed as well

Collab Normal
  1. 00:33:404 - How come you're suddenly using triples for a short time here? Don't usually see triples in Normal diffs. Well I'll remove them
  2. 00:39:738 (39738|1) - Why 70% rather than 50? Adjusted
  3. 01:06:071 (66071|3) - just gonna mention these snares are at a different volume compared to 00:02:071 (2071|0): intentional? Yea they both should be 70% but I made the intro with wfc

Lie
  1. 00:42:404 (42404|1,42571|2,42571|3,42738|1,42738|0,42904|1,42904|0,43071|3,43071|2,43238|0,43321|2,43404|3,43404|1) - missing hitsounds? wtf
  2. 01:13:238 (73238|3,73321|2) - different volume to others like 00:00:571 (571|1,655|2), that intentional? Same problem as Normal

You should've called me back to check a little earlier lol, I had no idea you'd updated this nearly a week ago xd
Thanks, will reply you soon xD
Asherz007
Still uncertain about these storyboard samples, but ultimately your choice now.

In my folder, there's an extra hitsound called "Whistle.wav" which appears to be unused as far as I can see.

Dunno whether my osu clients messing about with me, so I'll just highlight what I see.

[Etsu's Easy]
00:44:071 - missing hitfinish

[Collab Normal]
00:02:071 (2071|0,3404|3) - missing hitclaps
00:35:738 - missing hitfinish

[Lie]
00:42:738 - missing hitfinish
00:53:571 (53571|0,53571|3) - volumes on these are slightly different (200% total rather than 140%)

Why can't I spot all of these at the same time ._.

Fingers crossed...
Topic Starter
dkingo

Asherz007 wrote:

Still uncertain about these storyboard samples, but ultimately your choice now. I can't find any problem from storyboard samples so far

In my folder, there's an extra hitsound called "Whistle.wav" which appears to be unused as far as I can see.

Dunno whether my osu clients messing about with me, so I'll just highlight what I see.

[Etsu's Easy]
00:44:071 - missing hitfinish

[Collab Normal]
00:02:071 (2071|0,3404|3) - missing hitclaps
00:35:738 - missing hitfinish

[Lie]
00:42:738 - missing hitfinish
00:53:571 (53571|0,53571|3) - volumes on these are slightly different (200% total rather than 140%)

Why can't I spot all of these at the same time ._.

Fingers crossed...
All fixed!
Protastic101
double hitsounds suck and they're inconsistent all over across diffs so I just redid them to use editor whistle/clap/finishes instead so life is good also i used a different snare cause the one you have is really quiet and kind of low quality https://puu.sh/yr0MN.zip
Topic Starter
dkingo

Protastic101 wrote:

double hitsounds suck and they're inconsistent all over across diffs so I just redid them to use editor whistle/clap/finishes instead so life is good also i used a different snare cause the one you have is really quiet and kind of low quality https://puu.sh/yr0MN.zip
Thanks a lot for your work shippy! I'll try it soon

Btw I didn't know that double hs is a bad thing..
Asherz007
Quick hitsound recheck then since that's all I need to do I guess.

Hitsounds themselves are fine...

Something that concerns Easy and Normal:
In the guitar sections, there are particular places where the guitar hitsound is storyboarded, like at 00:02:904. I'd rather these hitsounds be in play compared to the wcf stuff since I believe they're more important towards the thing that you're focusing on. (Plus they sound too similar to other hitsounds to be in the storyboard, but I've already gone on about that I believe.)

That should do it.

Funny how two identical charts have different SR tho lmao
Delete the hitsound diff once you're done, obviously.
Topic Starter
dkingo

Asherz007 wrote:

Quick hitsound recheck then since that's all I need to do I guess.

Hitsounds themselves are fine...

Something that concerns Easy and Normal:
In the guitar sections, there are particular places where the guitar hitsound is storyboarded, like at 00:02:904. I'd rather these hitsounds be in play compared to the wcf stuff since I believe they're more important towards the thing that you're focusing on. (Plus they sound too similar to other hitsounds to be in the storyboard, but I've already gone on about that I believe.)

That should do it.

Funny how two identical charts have different SR tho lmao
Delete the hitsound diff once you're done, obviously.
I fixed some in EZ diff but will keep NM as it was, because W will disappear if I put guitar HS on the stage, it's really weird to hear and play
Asherz007

dkingo wrote:

I fixed some in EZ diff but will keep NM as it was, because W will disappear if I put guitar HS on the stage, it's really weird to hear and play
I thought the whole idea in the NM was just to have the hitclaps audible in those sections alongside the guitar (thus removing W in those sections outright) and just have the guitar in EZ?

00:06:071 - guitar disappeared in EZ
00:09:904 - guitar disappeared in normal and lie
01:07:404 - space for guitar in NM

(Section after kiai in EZ still has some guitar in sb)
Topic Starter
dkingo

Asherz007 wrote:

dkingo wrote:

I fixed some in EZ diff but will keep NM as it was, because W will disappear if I put guitar HS on the stage, it's really weird to hear and play
I thought the whole idea in the NM was just to have the hitclaps audible in those sections alongside the guitar (thus removing W in those sections outright) and just have the guitar in EZ? Sounds ok, will adjust them

00:06:071 - guitar disappeared in EZ
00:09:904 - guitar disappeared in normal and lie
01:07:404 - space for guitar in NM

(Section after kiai in EZ still has some guitar in sb)
All fixed!
Asherz007
Who knew hitsounds could cause so much trouble?
Topic Starter
dkingo

Asherz007 wrote:

Who knew hitsounds could cause so much trouble?
Dam that's why I hate mapping, and thank you for the assistance :)
Etsu
important thing is that it has solution so ganbare ;)
Rivals_7
surprise

[Lie]

00:10:904 (10904|0) - suppose to be C isnt it?

00:11:738 (11738|2) - missing W?
kind of odd since both this and the outro are the same musical instrument
shall be consistent with the other diff

00:32:738 -

probably better to dictate the drum. might chang the position of - 00:33:738 (33738|2,33904|1,34071|2) - after it

01:03:904 (63904|2,64071|3,64238|2,64404|3) - not a fan of this due to uneven trill movement and the transition to mini-roll (- 01:04:571 (64571|0,64654|1,64738|2) - ) is kind of eh too. make - 01:04:238 (64238|0,64238|2,64404|3,64404|1) - a usual 12|34 pattern

01:07:988 (67988|1) - apparently this isn't exist on - 00:03:988 -

01:13:321 (73321|2) - similar

01:14:738 (74738|1,74904|1) - inconsistent with - 00:10:738 (10738|2,10904|1,10904|0) -

[collab]

01:04:571 (64571|3,64654|0,64738|1) - i would say that never alternate on NM tier try http://puu.sh/yGiIu/867359f7a2.jpg

[Etsu]

00:00:571 (571|0) - 00:43:238 (43238|3) - Personally, Mini-LN, especially on EZ, are like the most difficult thing to be precisely hitted with. i would like to see it on SN

01:05:404 (65404|3,65404|0) - This is a complete copy paste from the beginning. this is highly discouraged as it is decrease the replay value. simply put, boring. They should be differenced somehow

spread covered by maxus, hitsound with ash so good gracious my life
keysound smh
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