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BaconAkin - Yeah Boy - Shooting Stars [Taiko|CatchTheBeat|Os

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Maardhen
why
No_sync
hi, i think there are many Hitsound issues between the mania difficulties.

Using Double Whistle at the same time or even Triple Clap at the end of Sur's HD difficulty isn't recommended. Also, i think there are some inconsistencies about using Clap or Whistle|Clap for the same snare on the song. More detailed below.

Columns 4K 0|1|2|3


Open here.
[General]
00:17:413 - All difficulties. Why the volume is 5% here? i rather increase it to 10% at least.

[EZ]
Hitsound:

00:06:373 - Comparing with NM diff on the right: https://osu.ppy.sh/ss/9076641 Is Clap(C) or Kick+Clap(W+C)? It needs to be consistent in my opinion. The possible solution will be using W|C at the same time or only C. In my opinion, C only is the best option.

00:09:253 - ^Same case, https://osu.ppy.sh/ss/9076670

00:10:213 - ^ https://osu.ppy.sh/ss/9076676

00:13:093 - ^ https://osu.ppy.sh/ss/9076678

00:14:053 - ^ https://osu.ppy.sh/ss/9076680

00:15:973 - Now is consistent, but i don't understand why before not: https://osu.ppy.sh/ss/9076687

00:19:496 - The same issue again: https://osu.ppy.sh/ss/9076701

00:23:336 - ^ https://osu.ppy.sh/ss/9076708

00:25:256 - Like 00:15:973. Still i don't know the reason about this: https://osu.ppy.sh/ss/9076712

00:26:216 - Again like before: https://osu.ppy.sh/ss/9076721

00:27:983 - You could add the F(Finish, click sound) like you did in NM: https://osu.ppy.sh/ss/9076726

----------

Mod:

00:03:973 (3973|3,4453|3,4933|3) - I think you can move 00:04:933 (4933|3) - to |2| instead, so will be more easier, and also using a different column for vocal.

00:22:376 (22376|2,22616|1) - I rather move these notes one column to left, for emphasize the sound of the snare on 00:22:376 (22376|2) better : https://osu.ppy.sh/ss/9076777

[NM]
Hitsound:

There is inconsistency in this diff about the hitsounds used. Like EZ, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare) . Examples: https://osu.ppy.sh/ss/9076840 - C , https://osu.ppy.sh/ss/9076846 W|C.

00:15:973 - Comparing with Sur's HD diff now on the right: https://osu.ppy.sh/ss/9076806 The same issue as EZ.

00:16:933 - ^Same case, https://osu.ppy.sh/ss/9076810

----------

Mod:

00:00:613 - Chord/Double left? Add a note on |3|, like you did for every Click+Kick in this part: https://osu.ppy.sh/ss/9076863

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note.

[Sur's HD]
Hitsound:

There is inconsistency in this diff about the hitsounds used. Like NM, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare). -> Examples in HD: https://osu.ppy.sh/ss/9077100 C, C and W|C, W|C. I think that is inconsistent.

00:07:693 (7693|1,7693|0,9613|2,11533|0,11533|1,13453|2) - In my opinion, there isn't any kicks here, is only the synth. Still they are different all the time: Chord(Double Note) and Single(Longnote) Chord... etc. I rather erase the W used. Skipping the next ones as well.

00:08:773 (8773|1,8773|0) - Double W used. That isn't seems correct. Compared with NM: https://osu.ppy.sh/ss/9076930 I think you need only one W there. The usage of the same hitsound at the same time, increases the volume by 2x (in this case reaches 100%) And that makes it inconsistent with the rest of kicks(W) used, like: 00:09:013 (9013|1,10693|3,11533|0,11653|2) Because they have 50%, not 100%. Please, use one hitsound only.

00:09:493 (9493|1) - I'm not hearing a kick(W) in the song here. If you compare with NM: https://osu.ppy.sh/ss/9076940 Is a hihat(Hitnormal), not a kick(W).

00:13:333 (13333|1) - ^Same case. Screenshot: https://osu.ppy.sh/ss/9077003

00:15:493 (15493|3,15493|2) - Double W used. Explained above, erase one.

00:15:973 - Same issue about using W|C or C, compared with NM (right): https://osu.ppy.sh/ss/9077012

00:16:933 - ^Same case as above: https://osu.ppy.sh/ss/9077020

00:27:743 (27743|0,27743|1,27863|3,27863|2,27983|0,27983|1,27983|3) - ? Explained on 00:08:773. I will count the increment of the volume: 00:27:743 (27743|0,27743|1) - 100% (DoubleW) ; 00:27:863 (27863|2,27863|3) - 100% (DoubleW) ; 00:27:983 (27983|1,27983|3,27983|0) - 150% (TripleC). Some solution will be like this: https://osu.ppy.sh/ss/9077056
Topic Starter
Xinnoh

No_sync wrote:

hi, i think there are many Hitsound issues between the mania difficulties.

Using Double Whistle at the same time or even Triple Clap at the end of Sur's HD difficulty isn't recommended. Also, i think there are some inconsistencies about using Clap or Whistle|Clap for the same snare on the song. More detailed below.

Columns 4K 0|1|2|3


Open here.
[General]
00:17:413 - All difficulties. Why the volume is 5% here? i rather increase it to 10% at least. forgot to fix that, literally the only thing worth a dq for

[EZ]
Hitsound:

If you use "^" this much, you need to consider something: "Is the mapper doing this intentionally or is it a mistake"
In EZ, the rhythm is only dense enough to support the beat. In NM, rhythm density increases enough to also use the hitsound to map the bass guitar. It would be stupid to use the hitsound to map something which is only mapped half of the time. Hitsounds should compliment the rhythm, not make up their own


00:06:373 - Comparing with NM diff on the right: https://osu.ppy.sh/ss/9076641 Is Clap(C) or Kick+Clap(W+C)? It needs to be consistent in my opinion. The possible solution will be using W|C at the same time or only C. In my opinion, C only is the best option.

why are you providing screenshot lmao, do you think I can't understand what you're trying to say

00:09:253 - ^Same case, https://osu.ppy.sh/ss/9076670

00:10:213 - ^ https://osu.ppy.sh/ss/9076676

00:13:093 - ^ https://osu.ppy.sh/ss/9076678

00:14:053 - ^ https://osu.ppy.sh/ss/9076680

00:15:973 - Now is consistent, but i don't understand why before not: https://osu.ppy.sh/ss/9076687 Because there's no bass guitar here, listen to the music and figure out what is going on next time

00:19:496 - The same issue again: https://osu.ppy.sh/ss/9076701

00:23:336 - ^ https://osu.ppy.sh/ss/9076708

00:25:256 - Like 00:15:973. Still i don't know the reason about this: https://osu.ppy.sh/ss/9076712

00:26:216 - Again like before: https://osu.ppy.sh/ss/9076721

00:27:983 - You could add the F(Finish, click sound) like you did in NM: https://osu.ppy.sh/ss/9076726 added

----------

Mod:

00:03:973 (3973|3,4453|3,4933|3) - I think you can move 00:04:933 (4933|3) - to |2| instead, so will be more easier, and also using a different column for vocal. this is an extremely simple use of emphasis and has no reason to change, keeping in the same lane emphasises it's a vocal

00:22:376 (22376|2,22616|1) - I rather move these notes one column to left, for emphasize the sound of the snare on 00:22:376 (22376|2) better : https://osu.ppy.sh/ss/9076777 doing that would make it more like a normal pattern that just follows 1/1. In this lane it makes it clearer there is PR

[NM]
Hitsound:

i've already addressed these issues in the other diffs because it's the same thing just rewritten
There is inconsistency in this diff about the hitsounds used. Like EZ, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare) . Examples: https://osu.ppy.sh/ss/9076840 - C , https://osu.ppy.sh/ss/9076846 W|C.

00:15:973 - Comparing with Sur's HD diff now on the right: https://osu.ppy.sh/ss/9076806 The same issue as EZ.

00:16:933 - ^Same case, https://osu.ppy.sh/ss/9076810

----------

Mod:

00:00:613 - Chord/Double left? Add a note on |3|, like you did for every Click+Kick in this part: https://osu.ppy.sh/ss/9076863 volume hasn't increased enough to justify

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note. 1. maps vocal, else there it's same as all other patterns and doesn't follow the song
2. the repetitive nature of the pattern is simple/easy to follow

[Sur's HD]
Hitsound:

There is inconsistency in this diff about the hitsounds used. Like NM, sometimes there are C and sometimes W|C, i can't find the explanation for that. Even when is the same snare that i hear in the song, it's mapped with C(Snare) or W|C (Kick+Snare). -> Examples in HD: https://osu.ppy.sh/ss/9077100 C, C and W|C, W|C. I think that is inconsistent.

00:07:693 (7693|1,7693|0,9613|2,11533|0,11533|1,13453|2) - In my opinion, there isn't any kicks here, is only the synth. Still they are different all the time: Chord(Double Note) and Single(Longnote) Chord... etc. I rather erase the W used. Skipping the next ones as well. The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.

00:08:773 (8773|1,8773|0) - Double W used. That isn't seems correct. Compared with NM: https://osu.ppy.sh/ss/9076930 I think you need only one W there. The usage of the same hitsound at the same time, increases the volume by 2x (in this case reaches 100%) And that makes it inconsistent with the rest of kicks(W) used, like: 00:09:013 (9013|1,10693|3,11533|0,11653|2) Because they have 50%, not 100%. Please, use one hitsound only. i love reading a whole paragraph just to fix something that can be described to the same extent in two words

00:09:493 (9493|1) - I'm not hearing a kick(W) in the song here. If you compare with NM: https://osu.ppy.sh/ss/9076940 Is a hihat(Hitnormal), not a kick(W).

00:13:333 (13333|1) - ^Same case. Screenshot: https://osu.ppy.sh/ss/9077003 You'd think after going through the whole set you'd realise there's a pattern going on

00:15:493 (15493|3,15493|2) - Double W used. Explained above, erase one. used as a form of emphasis, but removed to simplify

00:15:973 - Same issue about using W|C or C, compared with NM (right): removed https://osu.ppy.sh/ss/9077012

00:16:933 - ^Same case as above: https://osu.ppy.sh/ss/9077020

00:27:743 (27743|0,27743|1,27863|3,27863|2,27983|0,27983|1,27983|3) - ? Explained on 00:08:773. I will count the increment of the volume: 00:27:743 (27743|0,27743|1) - 100% (DoubleW) ; 00:27:863 (27863|2,27863|3) - 100% (DoubleW) ; 00:27:983 (27983|1,27983|3,27983|0) - 150% (TripleC). Some solution will be like this: https://osu.ppy.sh/ss/9077056 this is so messy i can't figure out what you're trying to say
in the future, try to slow down a bit and figure out if there is a pattern to inconsistencies. If there is, it's probably intentional and has a reason.
dq for the 5% volume please, might as well touch up hitsounds
Feerum
I disqualify this Mapset on request of Sinnoh.

Seems there is stuff to fix.
Topic Starter
Xinnoh
ok, the green line is up to 15% and the hitsounds I mentioned above are fixed
Akasha-
First BPM Offset: 140
Second BPM Offset: 19026

It's kinda a little off don't you think
After 00:26:706 - , it's literally no more music, how comes there is still BPM line here?

I would suggest to not to follow that kick sounds or whatever it calls on 00:27:666 - because I believe it's not all 1/4 either (that's for Sur's HD's case)
Simply make the long note/spinner starts from 00:26:946 - to 00:30:786 - would help if you want to get 30s of the song anyway.

Best of luck.

P.S.: I think Mania need more of the work. I will try by Sur's HD first I guess
By the intro of Sur's HD (00:00:140 - ) already confuses enough:

00:00:620 (620|0,620|1,860|0,1100|3,1100|2,1340|3,1580|1,1580|0,1820|0) - they're the same sound with 00:00:140 (140|3,380|2) - , just because it's fade-in doesn't means it's different sound (hihat one), I would suggest to move 00:00:380 (380|2) - to 4th column and 00:02:300 (2300|3) - to 3rd column
While on 00:04:460 - is not's the kick sound, it's kinda confusing, it's still a hihat sound, just it sounds louder than the rest of it, still, one note would be enough, something along with 3232 would do the job: http://puu.sh/xyHrm/e24381514f.jpg
00:04:940 (4940|3,4940|0) - no ideas which sound you're trying to express on here, if you're trying to catch that "yeah", the start of it is a little early but that won't be matter, still, the end of it should be somewhere around 00:05:660 -

Got no time to look at the whole map, but the above mods seems catch it, if you want some suggestion, I can pass by for help. Good luck!
Surono
double post happened cuz confused when wanna replying mod on the clone post with the actual post that I need edit again. orz
Surono
dem I didnt even notice it qf'd b4, wew mod.. :resident_sleeper:

edit:

Kuo Kyoka wrote:

I would suggest to not to follow that kick sounds or whatever it calls on 00:27:666 - because I believe it's not all 1/4 either (that's for Sur's HD's case) but.. I want kept it, they close 1/4 tho.
Simply make the long note/spinner starts from 00:26:946 - to 00:30:786 - would help if you want to get 30s of the song anyway.

Best of luck.

P.S.: I think Mania need more of the work. I will try by Sur's HD first I guess
By the intro of Sur's HD (00:00:140 - ) already confuses enough:

00:00:620 (620|0,620|1,860|0,1100|3,1100|2,1340|3,1580|1,1580|0,1820|0) - they're the same sound with 00:00:140 (140|3,380|2) - , just because it's fade-in doesn't means it's different sound (hihat one), I would suggest to move 00:00:380 (380|2) - to 4th column and 00:02:300 (2300|3) - to 3rd column I see, 1 n 4 for 3 times and then 2 n 3 for thre- 00:04:213 - moved to col 2
While on 00:04:460 - is not's the kick sound, it's kinda confusing, it's still a hihat sound, just it sounds louder than the rest of it, still, one note would be enough, something along with 3232 would do the job: http://puu.sh/xyHrm/e24381514f.jpg yes its louder, I'd kept it altho it was overemphasized
00:04:940 (4940|3,4940|0) - no ideas which sound you're trying to express on here, if you're trying to catch that "yeah", the start of it is a little early but that won't be matter, still, the end of it should be somewhere around 00:05:660 - thats it and okay ended here

Got no time to look at the whole map, but the above mods seems catch it, if you want some suggestion, I can pass by for help. Good luck!
ty kay kay
osu file format v14

[General]
AudioFilename: Yeah Boy - Shooting Stars.mp3
AudioLeadIn: 0
PreviewTime: 4933
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 9727,13567,19010,22850
DistanceSpacing: 0.7
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Yeah Boy - Shooting Stars
TitleUnicode:Yeah Boy - Shooting Stars
Artist:BaconAkin
ArtistUnicode:BaconAkin
Creator:Sinnoh
Version:Sur's HD
Source:
Tags:Chromoxx Surono _Meep_ Meme boi Youtube Haiku Bag Raiders
BeatmapID:1232029
BeatmapSetID:576426

[Difficulty]
HPDrainRate:9
CircleSize:4
OverallDifficulty:9
ApproachRate:8
SliderMultiplier:1.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"mania.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
133,480,4,2,1,10,1,0
2533,-100,4,2,1,15,0,0
4453,-100,4,2,1,20,0,0
4693,-100,4,2,1,10,0,0
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448,192,16933,1,10,0:0:0:0:
320,192,16933,1,0,0:0:0:0:
64,192,16933,1,0,0:0:0:0:
192,192,17173,1,0,0:0:0:0:
320,192,17293,1,0,0:0:0:0:
64,192,17413,128,0,19016:0:0:0:0:
320,192,19016,1,0,0:0:0:0:
448,192,19016,1,2,0:0:0:0:
192,192,19016,128,0,19496:3:0:0:0:
64,192,19496,1,2,0:0:0:0:
320,192,19496,1,0,0:0:0:0:
448,192,19496,1,8,0:0:0:0:
192,192,19736,128,0,19976:0:0:0:0:
448,192,19976,1,0,0:0:0:0:
64,192,19976,1,2,0:0:0:0:
320,192,20336,1,0,0:0:0:0:
192,192,20456,1,0,0:0:0:0:
64,192,20456,1,0,0:0:0:0:
448,192,20456,1,8,0:0:0:0:
320,192,20696,1,0,0:0:0:0:
192,192,20816,128,2,21416:0:0:0:0:
448,192,20936,1,0,0:0:0:0:
64,192,20936,1,2,0:0:0:0:
320,192,21176,1,2,0:0:0:0:
64,192,21416,1,0,0:0:0:0:
448,192,21416,1,8,0:0:0:0:
320,192,21416,1,0,0:0:0:0:
192,192,21656,128,0,21896:0:0:0:0:
448,192,21896,1,0,0:0:0:0:
64,192,21896,128,2,22136:0:0:0:0:
320,192,22136,128,0,22376:0:0:0:0:
64,192,22376,1,0,0:0:0:0:
192,192,22376,1,0,0:0:0:0:
448,192,22376,128,8,22616:0:0:0:0:
320,192,22616,1,0,0:0:0:0:
64,192,22736,128,2,23336:0:0:0:0:
192,192,22736,1,0,0:0:0:0:
448,192,22856,1,2,0:0:0:0:
320,192,22856,1,0,0:0:0:0:
192,192,23336,1,2,0:0:0:0:
448,192,23336,1,8,0:0:0:0:
320,192,23336,1,0,0:0:0:0:
64,192,23576,128,0,23816:0:0:0:0:
320,192,23816,1,0,0:0:0:0:
192,192,23816,1,2,0:0:0:0:
64,192,24296,1,0,0:0:0:0:
448,192,24296,1,8,0:0:0:0:
320,192,24296,1,0,0:0:0:0:
192,192,24536,1,0,0:0:0:0:
448,192,24656,128,2,25256:0:0:0:0:
320,192,24656,1,0,0:0:0:0:
192,192,24776,1,0,0:0:0:0:
64,192,24776,1,2,0:0:0:0:
64,192,25016,1,2,0:0:0:0:
64,192,25256,1,0,0:0:0:0:
192,192,25256,1,0,0:0:0:0:
320,192,25256,1,8,0:0:0:0:
320,192,25496,128,0,25736:0:0:0:0:
64,192,25616,1,2,0:0:0:0:
192,192,25736,1,2,0:0:0:0:
448,192,25736,1,0,0:0:0:0:
192,192,25976,128,2,26216:0:0:0:0:
320,192,26216,1,0,0:0:0:0:
64,192,26216,1,2,0:0:0:0:
448,192,26216,1,8,0:0:0:0:
192,192,26456,128,0,26576:0:0:0:0:
448,192,26576,128,0,26696:0:0:0:0:
320,192,26936,128,0,27416:0:0:0:0:
64,192,27743,1,2,0:0:0:0:
192,192,27743,1,2,0:0:0:0:
448,192,27863,1,2,0:0:0:0:
320,192,27863,1,2,0:0:0:0:
64,192,27983,1,8,0:0:0:0:
448,192,27983,1,12,0:0:0:0:
192,192,27983,1,8,0:0:0:0:
320,192,29216,128,0,29456:0:0:0:0:
192,192,29456,128,0,30656:0:0:0:0:
Topic Starter
Xinnoh
Updated + made a lot of changes because I mapped the mania diffs way back when I was starting off. Deleted + swapped many patterns around to be better in general on EZ/NM

Icons are E/E/H now but it's still a reasonable spread
Ascendance
Pretty rude mod reply to the dq, keep it clean and don't forget to adhere to the Code of Conduct when confronted with a mod that you might not enjoy replying to!
Topic Starter
Xinnoh
you posting this reminds me of armor leggings
because of the iron-knee :^)
blobdash
since it got dq'd,

video
Surono
we need playing rhythm game first and then watching youtube......................
blobdash

Surono wrote:

we need playing rhythm game first and then watching youtube......................
some people enjoy playing with video, just dropping this here. can't hurt to have a video
Aurele
:o
Topic Starter
Xinnoh
little update

Kuo Kyoka wrote:

First BPM Offset: 140 applied
Second BPM Offset: 19026

It's kinda a little off don't you think
After 00:26:706 - , it's literally no more music, how comes there is still BPM line here?
BPM lines aren't used to follow music here, they're for following rhythm. https://osu.ppy.sh/s/570325

I would suggest to not to follow that kick sounds or whatever it calls on 00:27:666 - because I believe it's not all 1/4 either (that's for Sur's HD's case)
Simply make the long note/spinner starts from 00:26:946 - to 00:30:786 - would help if you want to get 30s of the song anyway.
Keeping the 1/4 at the end. It's close enough that rhythm simplification can be used to create a far more interesting interesting ending. https://youtu.be/lORCxluEv3g?t=1m1s

Best of luck.

P.S.: I think Mania need more of the work. I will try by Sur's HD first I guess redid a lot of stuff on NM since it was done when I didn't actually know anything about mania, should be structured a lot better now
I'll assume I need a mania BN for rebub because it was DQd for that. I found two that are up for it, but I need No_sync's (and probably Kuo's) response before that can go ahead.
I messaged No_sync directly after I responded, but haven't received anything yet. If no response within a week I'll assume the changes were accepted.

also added video thanks
Joe Castle

Ascendance wrote:

Pretty rude mod reply to the dq, keep it clean and don't forget to adhere to the Code of Conduct when confronted with a mod that you might not enjoy replying to!
do you smell that?

i smell some I R O N Y
No_sync
hi, I'm back after "NM Remap?" changed to "NM" as previously when i mod it.

Columns 4K 0|1|2|3


Text here.
About Hitsounds, not too much to say... it improved of course but i will leave some opinions as well.

In general, leaving more clear what i meant in my previous mod:

  1. Hitsounds must be consistent through all the difficulties.
  2. Isn't recommended to use the same hitsound sample (W, F or C) more than one time. (Exception: if is a Custom Hitsound or a Hitsound of a different Sample Set.)
Taking some parts of your reply that i think are good to discuss:

Sinnoh wrote:

In EZ, the rhythm is only dense enough to support the beat. In NM, rhythm density increases enough to also use the hitsound to map the bass guitar.
Hitsounding doesn't need to be so complicated, in my opinion. If you decided to make a hitsound pattern, why it doesn't appear in the EZ difficulty as well? (EZ Left, NM on the right) https://osu.ppy.sh/ss/9123105 or https://osu.ppy.sh/ss/9123271
I'm talking about consistency for the hitsounds here. EZ and NM are different, so it's inconsistent. Skipping the next ones on the next diffs as well.

Just giving my opinion, but I was pretty basic about hitsounding in this map:

If i hear a snare -> Use C (Clap)
If i hear a kick -> Use W (Whistle)
There wasn't a cymbal (So, i would use F -Finish-) except for that Drum->Hitnormal at 00:19:023 (That sounds great.)

Sinnoh wrote:

The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.
Actually, if you have a problem with that use some program (like Audacity) to increase the volume of the hitsound desired, and done. The "soft-hitnormal spam" isn't something uncommon. (But using W, F or C / Custom Hitsounding / Import Samples, etc, etc. Is a must for ranking maps.)

Sinnoh wrote:

this is so messy i can't figure out what you're trying to say
Sorry about that, Let me rephrase it (In Sur's HD):

00:27:750 (27750|0,27750|1,27870|3,27870|2,27990|0,27990|1,27990|3) - Double and Triple same hitsound usage. The increment of the volume makes it inconsistent with the rest of the entire map:

00:27:750 (27750|0,27750|1) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:870 (27870|2,27870|3) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:990 (27990|1,27990|3,27990|0) - Increment of regular 30% volume for C (Clap) to 90% volume because triple hitsound. Erase two C (Clap).

At the end, it will look like this: https://osu.ppy.sh/ss/9123457
This is important, i think that needs to be fixed.

Something more about the volume used:

00:05:900 - 70% for EZ, 70% for NM and 50% for Sur's HD. I think that needs to be consistent, up to you.

00:19:023 - 70% for EZ, 70% for NM and 60% for Sur's HD. Same, up to you.

Last thing:

Sinnoh in blue wrote:

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note.
1. maps vocal, else there it's same as all other patterns and doesn't follow the song
2. the repetitive nature of the pattern is simple/easy to follow
Still, playability wise it look like a HD diff. Leaving aside what instrument you are mapping here, is a NM diff. Because of this Triple/Hand the density increases creating a difficulty peak... and if you ask me the snare at the end:
00:27:990 - Is more stronger than this and could be mapped as a Hand/Triple. Leaving it at your choice.

The rest is very much redundant in my opinion. If you decide to keep the hitsound pattern mentioned at the top, it's your choice. I will leave this to the consideration of BNs/QATs.

Cool video, boi.

Good Luck, Sinnoh! :)
Topic Starter
Xinnoh
i used red here so it's easier to read, not to mean reject

No_sync wrote:

hi, I'm back after "NM Remap?" changed to "NM" as previously when i mod it.

Columns 4K 0|1|2|3


Text here.
About Hitsounds, not too much to say... it improved of course but i will leave some opinions as well.

In general, leaving more clear what i meant in my previous mod:

  1. Hitsounds must be consistent through all the difficulties.
  2. Isn't recommended to use the same hitsound sample (W, F or C) more than one time. (Exception: if is a Custom Hitsound or a Hitsound of a different Sample Set.)
^ For both, there is no rule or guideline for these anywhere, and there shouldn't be for good reason.

Taking some parts of your reply that i think are good to discuss:

Sinnoh wrote:

In EZ, the rhythm is only dense enough to support the beat. In NM, rhythm density increases enough to also use the hitsound to map the bass guitar.
Hitsounding doesn't need to be so complicated, in my opinion. If you decided to make a hitsound pattern, why it doesn't appear in the EZ difficulty as well? (EZ Left, NM on the right) https://osu.ppy.sh/ss/9123105 or https://osu.ppy.sh/ss/9123271
I'm talking about consistency for the hitsounds here. EZ and NM are different, so it's inconsistent. Skipping the next ones on the next diffs as well. their rhythms are inconsistent in density, that's literally all there is

Just giving my opinion, but I was pretty basic about hitsounding in this map:

If i hear a snare -> Use C (Clap)
If i hear a kick -> Use W (Whistle)
There wasn't a cymbal (So, i would use F -Finish-) except for that Drum->Hitnormal at 00:19:023 (That sounds great.)

Sinnoh wrote:

The whistle follows guitar because it sounds identical, if it's not done it just sounds like a lot of soft-hitnormal spam.
Actually, if you have a problem with that use some program (like Audacity) to increase the volume of the hitsound desired, and done. The "soft-hitnormal spam" isn't something uncommon. (But using W, F or C / Custom Hitsounding / Import Samples, etc, etc. Is a must for ranking maps.)

Sinnoh wrote:

this is so messy i can't figure out what you're trying to say
Sorry about that, Let me rephrase it (In Sur's HD):

00:27:750 (27750|0,27750|1,27870|3,27870|2,27990|0,27990|1,27990|3) - Double and Triple same hitsound usage. The increment of the volume makes it inconsistent with the rest of the entire map:

00:27:750 (27750|0,27750|1) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:870 (27870|2,27870|3) - Increment of regular 30% volume for W (Whistle) to 60% volume because double hitsound. Erase one W (Whistle).

00:27:990 (27990|1,27990|3,27990|0) - Increment of regular 30% volume for C (Clap) to 90% volume because triple hitsound. Erase two C (Clap).

At the end, it will look like this: https://osu.ppy.sh/ss/9123457
This is important, i think that needs to be fixed.

Something more about the volume used:

00:05:900 - 70% for EZ, 70% for NM and 50% for Sur's HD. I think that needs to be consistent, up to you.

00:19:023 - 70% for EZ, 70% for NM and 60% for Sur's HD. Same, up to you. lowered volume by 5%, lowering by 10% is almost inaudible

Last thing:

Sinnoh in blue wrote:

00:24:776 (24776|0,24776|1,24776|3) - I don't recommend using a Triple/Hand in NM. I rather erase 00:24:776 (24776|3) - so it will be more balanced. This is the only Hand/Triple used, so it makes me think that is an extra note.
1. maps vocal, else there it's same as all other patterns and doesn't follow the song
2. the repetitive nature of the pattern is simple/easy to follow
Still, playability wise it look like a HD diff. Leaving aside what instrument you are mapping here, is a NM diff. Because of this Triple/Hand the density increases creating a difficulty peak... and if you ask me the snare at the end:
00:27:990 - Is more stronger than this and could be mapped as a Hand/Triple. Leaving it at your choice.

The rest is very much redundant in my opinion. If you decide to keep the hitsound pattern mentioned at the top, it's your choice. I will leave this to the consideration of BNs/QATs.

Cool video, boi.

Good Luck, Sinnoh! :)
rest fixed or something, ready to revive
Shinsekai-
RANK WHEN? :^)
Beepu
My english is not good.

Cup


00:16:460 (2) - I feel this combo can move to maybe x : 84
00:14:540 (2) - is left and then go to right 00:15:500 (1) - and 00:16:460 (2) - is unity to right
so i think 00:16:460 (2) - need farther 00:14:540 (2) -
00:17:420 (4) - diminish volume
00:25:743 (2) - like 00:16:460 (2) -

Salad


00:09:740 (1) - this jump is too far in Salad's difficulty i feel
00:13:100 (3) - as above
00:24:303 (4) - ctrl+g ?

Platter


00:17:420 (1) - strange slider
Can appear in platter difficulty?
00:21:903 (3,4) - i will make a return slider
00:27:750 (1,2) - slider + circle is strange
why don't use three circles or a return slider ?
Asherz007
By request of JBH cus apparently, it's on "his list of things".

[General]

Video in taiko diffs????????????????????????????????????? (JBH also told me to put 37 question marks, so blame him)

JBH: "Delete all notes, save, upload, then I will consider looking at your map." - in a voice chat about an hour ago

The start of the map kinda has this desync thing going on, which is most noticeable in mania with those hitsound clashes at the start. Time for a semi-meme-ish substitution:

Offset: 110
BPM: 124.333 (lul)

Reset 125bpm at offset 5900 (no change for anything else afterwards), resnap green lines as and where necessary (and preview I guess)

[NM]
00:24:783 (24783|0,24783|3,24783|2) - Just gonna ask why this one's a triple? (Looks like a consistency mistake imo)

[HD]
Those SVs from Sur tho :blobsweats:
(also half of 40 is not 25) Hitsound doubling is fine like this, but... wut sure you don't want two finishes as well...

00:20:343 (20343|2) - Double checking what this is for (cus I'm wondering whether this makes more sense being 1/4 earlier)

Everything else seems to check out pretty fine? Just hope nothing randomly unsnaps during the offset/bpm change...
Topic Starter
Xinnoh

[-naniwa-] wrote:

My english is not good.

Cup


00:16:460 (2) - I feel this combo can move to maybe x : 84
00:14:540 (2) - is left and then go to right 00:15:500 (1) - and 00:16:460 (2) - is unity to right
so i think 00:16:460 (2) - need farther 00:14:540 (2) - Is there a reason why I should do this?
00:17:420 (4) - diminish volume On other diffs I make sure to highlight this sound, so I want to keep it consistent
00:25:743 (2) - like 00:16:460 (2) -

Salad


00:09:740 (1) - this jump is too far in Salad's difficulty i feel nerfed a bit
00:13:100 (3) - as above ^
00:24:303 (4) - ctrl+g ? why

Platter


00:17:420 (1) - strange slider yes
Can appear in platter difficulty? yes
00:21:903 (3,4) - i will make a return slider i won't
00:27:750 (1,2) - slider + circle is strange
why don't use three circles or a return slider ? they have better movement, using a slider also emphasises the last object better.

Asherz007 wrote:

By request of JBH cus apparently, it's on "his list of things".

[General]

Video in taiko diffs????????????????????????????????????? (JBH also told me to put 37 question marks, so blame him) do i remove video because the video is already there?????????????????????????????????????

JBH: "Delete all notes, save, upload, then I will consider looking at your map." - in a voice chat about an hour ago

The start of the map kinda has this desync thing going on, which is most noticeable in mania with those hitsound clashes at the start. Time for a semi-meme-ish substitution:

Offset: 110
BPM: 124.333 (lul)

Reset 125bpm at offset 5900 (no change for anything else afterwards), resnap green lines as and where necessary (and preview I guess) That just sounds early, I'm not sure what you mean by desync but this would make it incorrectly timed.

[NM]
00:24:783 (24783|0,24783|3,24783|2) - Just gonna ask why this one's a triple? (Looks like a consistency mistake imo) fine

[HD]
Those SVs from Sur tho :blobsweats:
(also half of 40 is not 25) Hitsound doubling is fine like this, but... wut sure you don't want two finishes as well... the table sounds more like the clap than the snap, snap is just an addition so that it creates kind of a mesh which I think best follows the table noise.
00:20:343 (20343|2) - Double checking what this is for (cus I'm wondering whether this makes more sense being 1/4 earlier) I'm just going to move it since it seems like the best option

Everything else seems to check out pretty fine? Just hope nothing randomly unsnaps during the offset/bpm change...
Asherz007
Issues seem to be sorted, so I think we're good to go.

mini-mini-irc
2017-11-04 03:57 Asherz007: offsets r dumb
2017-11-04 03:57 Sinnoh: especially with 12 diffs
2017-11-04 03:57 Asherz007: lmao
2017-11-04 03:57 Asherz007: tbh I think this only affects up until 00:05:900 -
2017-11-04 03:57 Asherz007: Seems to be fine after there
2017-11-04 03:58 Sinnoh: that's where i put the second red line
2017-11-04 03:58 Asherz007: oki
2017-11-04 03:58 Asherz007: (totally don't need to remind you about moving the green lines or anything right :^) )
2017-11-04 03:58 Sinnoh: i'm not stupid
2017-11-04 03:59 Asherz007: :P
2017-11-04 03:59 Sinnoh: not moving preview point cuz too lazy, literally doesn't matter though
2017-11-04 03:59 Asherz007: >_>
2017-11-04 03:59 Asherz007: would be nice, but whatever lol
2017-11-04 04:00 Asherz007: probs faster changing in the .osu for that anyway or something
2017-11-04 04:03 Asherz007: idk why but the mania normal diff keeps breaking on my client lol
2017-11-04 04:03 Sinnoh: strange, pretty sure I removed john cena this time
2017-11-04 04:05 Sinnoh: responded for sur's point
2017-11-04 04:05 Asherz007: lmao
2017-11-04 04:05 Sinnoh: ok, all updated, check ai mod if you're going to bubble
2017-11-04 04:06 Asherz007: aaaaaaaaaand the normal broke yet again
2017-11-04 04:06 Sinnoh: kek
2017-11-04 04:08 Asherz007: btw did you snap the preview point in the end or not lol
2017-11-04 04:09 Asherz007: AIMod's got nothing so I think we're good to go whenever
2017-11-04 04:10 Sinnoh: gr8

There was also a timing point at the start (first few measures have -7 to offset)
Aurele
YES

will be back
tatatat

Asherz007 wrote:

Issues seem to be sorted, so I think we're good to go.

mini-mini-irc
2017-11-04 03:57 Asherz007: offsets r dumb
2017-11-04 03:57 Sinnoh: especially with 12 diffs
2017-11-04 03:57 Asherz007: lmao
2017-11-04 03:57 Asherz007: tbh I think this only affects up until 00:05:900 -
2017-11-04 03:57 Asherz007: Seems to be fine after there
2017-11-04 03:58 Sinnoh: that's where i put the second red line
2017-11-04 03:58 Asherz007: oki
2017-11-04 03:58 Asherz007: (totally don't need to remind you about moving the green lines or anything right :^) )
2017-11-04 03:58 Sinnoh: i'm not stupid
2017-11-04 03:59 Asherz007: :P
2017-11-04 03:59 Sinnoh: not moving preview point cuz too lazy, literally doesn't matter though
2017-11-04 03:59 Asherz007: >_>
2017-11-04 03:59 Asherz007: would be nice, but whatever lol
2017-11-04 04:00 Asherz007: probs faster changing in the .osu for that anyway or something
2017-11-04 04:03 Asherz007: idk why but the mania normal diff keeps breaking on my client lol
2017-11-04 04:03 Sinnoh: strange, pretty sure I removed john cena this time
2017-11-04 04:05 Sinnoh: responded for sur's point
2017-11-04 04:05 Asherz007: lmao
2017-11-04 04:05 Sinnoh: ok, all updated, check ai mod if you're going to bubble
2017-11-04 04:06 Asherz007: aaaaaaaaaand the normal broke yet again
2017-11-04 04:06 Sinnoh: kek
2017-11-04 04:08 Asherz007: btw did you snap the preview point in the end or not lol
2017-11-04 04:09 Asherz007: AIMod's got nothing so I think we're good to go whenever
2017-11-04 04:10 Sinnoh: gr8

There was also a timing point at the start (first few measures have -7 to offset)
hi!
Surono
bye tat. helo asher, ok thanks.
Topic Starter
Xinnoh
rip strategas, overthrown by bns that are way too enthusiastic about this set 👀
Aurele
rip your NM difficulty: https://gabe.s-ul.eu/cYdqQ6uV

call me back when you get to fix this :(
Topic Starter
Xinnoh
fixed, reuploading solved it
Aurele
(╯°□°)╯︵
pishifat
Sinnoh - Today at 9:09 PM
3 whistles on platter are missing
pishifat
Sinnoh - Today at 9:12 PM
3 whistles are no longer missing on platter
Topic Starter
Xinnoh
oops
Aurele
ノ( º _ ºノ)
Evening
XD
Strategas
ROBert
Surono
yow these pipol were spooky

diff that only H icon
im pepes mappa feelsbatman
defiance
placeholder
Aurele
it's ranked boiiii
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