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League of Legends - Hanami ON THE RIFT (PV ver.)

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niyuji
hello
so here's my mod. m4m

Lasse's Expert
00:37:599 (1) - this could be in between 00:37:250 (1,1) - and also rotated by +3 like https://osu.ppy.sh/ss/9362643
00:48:762 (1) - ^ similar
00:48:936 (1,1,1) - this is quite well made placement compared to 00:48:936 (1,2,2) - maybe try adjusting 00:49:460 (2) -

Insane
00:14:960 (4,5) - blanket
00:15:897 (6,1) - check stack 00:14:772 (3) -
00:33:675 (6,7,8,1,3) - blanket
00:34:111 (2) - same ^
00:39:692 - you should map this sound
00:44:053 (1,2) - spacing is different, take a look at 00:41:262 (1,1) - , 00:43:529 (1,2) - i would keep it consistent in kiai
00:43:529 (1,2) - tail touches 00:44:750 (1) - i think you could space objects a little
00:46:843 (1,1) - same ^^

HOS' Hard
00:36:727 (1,1,1) - why not keeping the same spacing? the synth plays the same note like 00:47:890 (1,1,1) -
00:39:888 (1,2) - spacing
00:40:739 (1,2) - compare to 00:46:320 (1,2) - they are the same, right? but i can already tell that the spacing is different for some reason
00:49:634 (2,3) - spacing

besides that, I don't see any issues with this map. visuals, flow, rhythm - well made.

Akitoshi's Normal
00:49:983 (5) - I think you could curve this slider a little like http://puu.sh/y3oNZ/951af59f86.jpg and then also fix the spacing
00:48:936 (3) - this could help ^ this slider could be shorter, reduced to downbeat. Here are some rhythm suggestions:



Easy
seemsgoodman

enjoyed while playing, very nice set
good luck :)
Illyasviel
[M4M]


Easy

  1. 00:28:355 (1,2,3,4) - I personally would use this rhythm for the kiai It would feel a lot better for newer players. I can understand why 00:28:704 (2) - ends on a red tick, for pure simplification to make it a 1/1 gap with 00:29:576 (3) - . The issue it's that the heavy beats are ignored both here 00:29:053 - and here 00:29:401 . Making it really awkward imo.
  2. The rest of the diff is fine.

Akitoshi's Normal

  1. 00:05:585 - I have no idea why you skipped this piano sound, since you are clearly following it by using sliders like this 00:07:460 (1) -. Unlike 00:17:585 - , you don't have a strong sustained sound to justify skipping that piano hit. Please consider it.
  2. 00:42:308 (1,2) - Woops spacing?
  3. You really do make really good clean normals Aki~

HOS' Hard

  1. In general, I highly disagree with the spacing used in the intro. Jumps like this 00:07:085 (3,1) - and 00:10:085 (4,1) - are overkill for just a soft piano intro. The only justified jump would be here 00:12:710 (2,1) - because we are moving to the second part of the intro.
  2. 00:05:983 (1) - I don't know how this happened but it's clearly incorrectly snapped.
  3. 00:19:460 (1,2) - Why does this pattern ignore a clear piano hit when you were following it so closely before?
  4. 00:18:710 (2,1) - Fix blanket (Did you use a custom skin for checking it? Use base skin for checking please)
  5. 00:23:585 (2,1) - Why not move those around to make a pretty pattern with all of this 00:21:710 (1,2,1,2,1,2,1) - . Right now it looks like an incomplete pattern (You ran out of circles to complete it).
  6. 00:36:378 (5,6,1) - This stack stair looks really ugly

Insane

  1. Dude, c l e a n diff. Only nitpicks below.
  2. 00:06:710 (2,3) - I personally would make these ones as spaced as 00:05:398 (4,5,6) - . Since you already used that low spacing for piano notes that are a lot less noticeable here 00:05:022 (2,3) - . In contrast, the piano notes here 00:06:710 (2,3,4) - are a lot more clear
  3. Your whole map has beautifully crafted sliders, and then we have this 00:22:460 (3) - shit in the toilet shaped slider out of nowhere. Why.
  4. HP 6 should work just as fine.

Lasse's Expert is good as it is. Unless you want to pick on structure, sv and spacing choices, but all of that is subjective and bound to the mapper's style due to being the top difficulty.
Topic Starter
Log Off Now

niyuji wrote:

hello
so here's my mod. m4m

Insane
00:14:960 (4,5) - blanket ya
00:15:897 (6,1) - check stack 00:14:772 (3) - ya
00:33:675 (6,7,8,1,3) - blanket
00:34:111 (2) - same ^
i cant fix this without visual spacing looking crap, and i honestly don't think they're that bad anyway
00:39:692 - you should map this sound mm i disagree, if i map that sound that takes away a lot of the emphasis that the next note has aswell as sits inconsistently with my current rhythm choices
00:44:053 (1,2) - spacing is different, take a look at 00:41:262 (1,1) - , 00:43:529 (1,2) - i would keep it consistent in kiai intentional because of the stream here, i use the same technique earlier with a triple coming off of a slider too
00:43:529 (1,2) - tail touches 00:44:750 (1) - i think you could space objects a little not visible in game, and i don't want to space the rest of the stream out too much or it might become too difficult
00:46:843 (1,1) - same ^^ this one is intentional by design


Easy
seemsgoodman

enjoyed while playing, very nice set
good luck :)

[XV] wrote:

[M4M]


Easy

  1. 00:28:355 (1,2,3,4) - I personally would use this rhythm for the kiai It would feel a lot better for newer players. I can understand why 00:28:704 (2) - ends on a red tick, for pure simplification to make it a 1/1 gap with 00:29:576 (3) - . The issue it's that the heavy beats are ignored both here 00:29:053 - and here 00:29:401 . Making it really awkward imo.

    i get what you mean, and it could be change to a 1.5 beat gap here, but i wanted to encapsulate the whole synth patterning here instead of focus on the drums which is the main reasoning behind the rhythm of the entire kiai (i understand theres a major synth note on the first white tick, but the main synth doesn't end until the red tick (where it is promptly followed by a triple)) but, i also think that the slider anchors that light up with the tick here 00:29:053 - give off at least some emphasis on the drums aswell whilst sticking to my core rhythm and i kinda wanna keep that, the fact that the beat ends up being a 1/1 gap is a side effect here. i think if more people suggest then i will reconsider (and its an easy fix to do) but at the moment i like the current rhythm since its a different type of rhythm compared to most easy diffs out there whilst still being easy to read
  2. The rest of the diff is fine.

Insane

  1. Dude, c l e a n diff. Only nitpicks below.
  2. 00:06:710 (2,3) - I personally would make these ones as spaced as 00:05:398 (4,5,6) - . Since you already used that low spacing for piano notes that are a lot less noticeable here 00:05:022 (2,3) - . In contrast, the piano notes here 00:06:710 (2,3,4) - are a lot more clear i added more spacing but its still not the same as 00:06:710 (2,3,4) - just because the first two notes in this triple are the same, but the last one is different and thats something i wanted to emphasise
  3. Your whole map has beautifully crafted sliders, and then we have this 00:22:460 (3) - shit in the toilet shaped slider out of nowhere. Why. B R E H, the reason behind this slider design is so their is a clear visual emphasis on the soft piano playing in the background, altho if more people get triggered by this ill make it a normal boring wave ResidentSleeper (and does it rly look that badd :( )
  4. HP 6 should work just as fine. yes

Lasse's Expert is good as it is. Unless you want to pick on structure, sv and spacing choices, but all of that is subjective and bound to the mapper's style due to being the top difficulty.
thanks for the mods!
realy0_
hello, m4m
General :
in all the difficulties, the first part for is a bit loud for me, reducing it to 25% fit more the calm part.

Easy :
00:22:460 (1) - accentuate the red anchor ?
00:33:936 (1) - delete the whistle and add a finish
00:36:727 (1) - ^
00:45:099 (1) - delete the whistle
00:50:332 (4) - add a finish to have a less brutal hitsound transistion


Akitoshi's Normal :
00:01:460 (1) - to 00:22:460 (1) - i find the slider velocity too fast for a calm part
00:33:239 (6,1) - maybe something like this fit better the music : https://i.imgur.com/p1h37WU.png
00:44:401 (6,1) - ^
00:36:029 (5) - extend this slider to 00:36:553 (5) - 00:47:192 (5) - too
00:39:169 (6) - reduce his length to 1/2 ?
00:58:878 (1) - add something here, you mapped the crescendo but the note here isn't represented

HOS' Hard
00:01:460 (1) - to 00:22:460 (1) - i find the slider velocity too fast for a calm part but that's less of a issue
00:33:239 (4) - reduce the slider's length to 1/2
00:33:587 (5) - add a circle. these changes make the pattern more fitting with the drums.
00:44:401 (4) - ^
00:51:553 (3,1) - makes the rythms better : https://i.imgur.com/7ZF86FV.png
00:54:343 (3,1) - ^
00:57:134 (3,1) -

Insane
00:22:460 (3) - accentuate the red anchor ?
00:33:936 (1) - delete the whistle and add a finish
00:45:098 (1) - delete the whistle
00:58:704 (4,5) - move to x389 y181
Lasse's expert is great. Overall, this is great for ranked, couln't find small errors so i just added suggestions.
Topic Starter
Log Off Now

realy0_ wrote:

hello, m4m

General :
in all the difficulties, the first part for is a bit loud for me, reducing it to 25% fit more the calm part.

Easy :
00:22:460 (1) - accentuate the red anchor ? did a bit more
00:33:936 (1) - delete the whistle and add a finish its already a finish and i like the whistle
00:36:727 (1) - ^ this is already a fiish lol
00:45:099 (1) - delete the whistle same as first one
00:50:332 (4) - add a finish to have a less brutal hitsound transistion nothing in the music supports a finish hitsound here though, and i dont think it sounds that bad lol

Insane
00:22:460 (3) - accentuate the red anchor ? did a bit more
00:33:936 (1) - delete the whistle and add a finish same as easy
00:45:098 (1) - delete the whistle ya
00:58:704 (4,5) - move to x389 y181 no thanks since that messes up the visual spacing

Lasse's expert is great. Overall, this is great for ranked, couln't find small errors so i just added suggestions.

thanks for the mod!
Lasse
_orange

_orange wrote:

hey

[Lasse's Expert]
  1. 00:45:012 (7,1) - Just wanted to point out that this is kinda unexpected and hard to read. Don't know if it's intentionally supposed to be like that only looks hard in editor cause circles stay longer
  2. 00:50:157 (2,3) - 00:50:419 (4,5) - Kinda minor but the second part is two snares on both the circle and the sliderhead while the first is a kick then a snare. You could change the spacing or something doesn't work well imo, either looks bad or plays like ass and it still represents intensity and rhythm well
Solid map, hope I helped!


niyuji

niyuji wrote:

hello
so here's my mod. m4m

00:37:599 (1) - this could be in between 00:37:250 (1,1) - and also rotated by +3 like https://osu.ppy.sh/ss/9362643
00:48:762 (1) - ^ similar
would make the passive 1/4 gap huge and also reduce the jump too much
00:48:936 (1,1,1) - this is quite well made placement compared to 00:48:936 (1,2,2) - maybe try adjusting 00:49:460 (2) -
thanks!
Einja
ok
18:52 Einja: can we irc your lol map
18:52 Log Off Now: uh
18:52 Log Off Now: ok
18:52 Einja: i don't wanna forget
18:52 Log Off Now: make sure to mod the other 3 diffs tho
18:52 Einja: oh yes
18:53 Einja: i'll mod for of them
18:53 Einja: 4 of them*
18:53 Log Off Now: mm ok
18:54 Log Off Now: altho u know the drain time is even
18:54 Log Off Now: if you mod all 5
18:54 Log Off Now: since my song is only 1min long
19:00 Einja: ok im back
19:00 Einja: i'll start with the general
19:00 Einja: stuff
19:01 Einja: it looks good
19:01 Einja: easy:
19:03 Einja: 00:01:460 (1,2,3) - this pattern looks more cool if u did something like http://prntscr.com/h0p72l
19:03 Log Off Now: flow isnt very good for easy
19:04 Einja: vro what do you mean
19:04 Log Off Now: and mouse drift will be a big problem
19:04 Einja: that looks very fine
19:04 Einja: 00:07:460 (1) - a ctrl h would be nice
19:04 Log Off Now: m i disagree
19:04 Log Off Now: 00:07:460 (1) - this faces the direction it does atm so it faces the next note
19:04 Log Off Now: intuitive
19:05 Einja: 00:22:460 (1) - can this red dot be on the slider tick thanks
19:06 Log Off Now: ok
19:09 Einja: 00:28:355 (1,2) - looks more cool if you did something like http://prntscr.com/h0p88k
19:09 Log Off Now: again i prefer the sharper angle to it
19:09 Einja: k
19:10 Log Off Now: especially more so now cus the songs 10000x more intense than before
19:10 Einja: ya
19:11 Einja: 00:39:169 (4) - i think this would play really well as a 1/1
19:11 Einja: slider
19:11 Einja: even though there is that small pause
19:11 Einja: it still fits in for the gap of small sounds
19:11 Log Off Now: theres nothing there in the music to support it
19:11 Log Off Now: and having a break is useful for noobs
19:11 Einja: i mean
19:12 Log Off Now: sometimes not playing anything is a better way to emphasise a part of the music than playing something imo
19:12 Log Off Now: especially because im following the drums for those 3 circles
19:12 Log Off Now: having a slider at the end makes it ambiguous as to what im following
19:13 Einja: 00:38:471 (2,3,4) - this is kind of weird since this is the only time when you do a 2/1 break in the kiai
19:13 Einja: you could shut off kiai there and reboot it back on at 00:39:866 (1) -
19:14 Log Off Now: mmm
19:14 Log Off Now: i dont rly care much for fountain spam lol
19:14 Einja: ok
19:14 Einja: 00:47:890 (1) - why is this curved
19:15 Einja: 00:36:727 (1) - saem
19:15 Log Off Now: cus its the same osund as 00:36:727 (1) -
19:15 Log Off Now: and they're different musically to the previous one
19:15 Log Off Now: previous synth sounds i should say
19:15 Einja: but why curved angles when you've been using red ticks and striahgt sliders
19:15 Log Off Now: because they're different tonally
19:15 Log Off Now: lol
19:15 Einja: idk that just feels off aesthetic wise
19:16 Log Off Now: answered it in a previous mod too
19:16 Log Off Now: mm i disagree, this sound is significantly different to the rest of the other sounds in the kiai and also leads into a drum fill, i think changing the visuals of the slider here is a cool way to represent that
19:16 Log Off Now: that was what i replied to the other dude who mentioned it
19:16 Einja: i mean shouldn't it be MORE jagged then>
19:16 Log Off Now: no because the synth is calmer
19:16 Einja: ok
19:16 Einja: 00:59:053 (4) - grid snap this to the ceneter pls thanx
19:16 Log Off Now: + more jagged would be ugly lol
19:16 Einja: also fix ds if ur gonna do that
19:17 Log Off Now: lmfao ok
19:17 Einja: done with easy
19:17 Einja: to insane:
19:18 Einja: 00:05:398 (4,5,6) - i think this should be some pattern of jumps
19:18 Einja: beacuse of how different the keys are from 00:05:022 (2,3) -
19:18 Log Off Now: yes
19:18 Log Off Now: thats why theres a difference between 3 and 4
19:18 Einja: 00:17:397 (4,5,6) - saem
19:18 Log Off Now: 00:05:022 (2,3) - this isnt as big of a difference musically compared to 00:05:398 (4,5,6) -
19:18 Einja: 00:05:022 (2,3,4,5,6,1) - yeh but these 2 stack patterns are literally the same ds
19:18 Log Off Now: so the jump is there and the spacing is bigger on 4,5,6 cus its higher up/louder notes
19:19 Einja: it would be kool if u spaced 456 a little more
19:19 Log Off Now: mm ok
19:20 Einja: 00:59:053 (5) - should be more spaced away from 4
19:20 Einja: give them that finish emphasis
19:20 Log Off Now: mm i dont think so, since its a really calm ending compared to other things in the map
19:21 Einja: it would still be nice tho
19:21 Log Off Now: i dont think more spacing would represent the music better
19:21 Einja: what about nc
19:21 Log Off Now: no because it doesn't add anything to the gameplay
19:21 Einja: but for visuals
19:21 Einja: ;;
19:22 Log Off Now: ya but visuals aren't important nc wise
19:22 Einja: trig
19:22 Log Off Now: lol
19:23 Einja: also
19:23 Einja: why does lasse's diff have different hitsounds/colour haxes than the other idffs
19:23 Einja: diffs
19:23 Einja: i mean i can understand the colour hax but
19:23 Einja: y the hitsounds
19:24 Log Off Now: because he did his hitsounds/colour hax's
19:24 Einja: ah
19:24 Log Off Now: and they dont have be consistent across all difficulties
19:24 Einja: would be cool if every diff had that custom soft sample
19:25 Log Off Now: maybe idk lol
19:25 Einja: 00:50:244 (2,2) - would be nice if these were kicksliders
19:25 Einja: makes those doubles stand out more
19:26 Log Off Now: 00:50:332 - this is a different sound to the doubles
19:26 Log Off Now: so having it on a slider end doesnt make sense imo
19:26 Log Off Now: 00:50:593 - and theres no sound here
19:26 Log Off Now: so having it here wouldn't make sense either and just be overmapped for the sake of it
19:27 Einja: kickslider ends don't always don't have to have a sound on it
19:27 Log Off Now: yea but then it would be overmapped
19:27 Einja: it's not overmapped, it's extra emphasis
19:27 Einja: look at the camellia maps
19:27 Log Off Now: emphasising what though
19:27 Log Off Now: i think the fact that they're the only doubles in the map is emphasis enough
19:27 Log Off Now: lol
19:27 Einja: oof
19:27 Einja: they feel weak imo
19:28 Log Off Now: mm, subjective
19:28 Log Off Now: i spaced them out more
19:28 Einja: that's good
19:28 Log Off Now: cus i just noticed how bad my visual spacing was lol
19:28 Einja: ok i'll mod the other diffs tomorrow
19:28 Einja: bc i'm tired right now
19:29 Log Off Now: ok
Voli
increase kiai volume to 70% on all diffs? Lasse already has it but 60% feels a tad low

HOS' Hard
  1. 00:35:179 (1) - drum hs here?
Insane
  1. 00:17:397 (4) - i think this should be part of this triple 00:17:022 (2,3) - so the jump is on the note with the highest pitch, this feels like ''whoops i didnt have space anymore so i just added it here'' xd
  2. 00:39:692 - perhaps add a note? (stack it on 00:39:866 (1) - )
Lasse's Expert

  1. 00:05:585 (3) - you should probably separate this from 00:05:772 (4,1) - since the note stands out as the highest pitch
  2. 00:38:471 (2) - rather personal, but imo following the angled part of this slider feels a bit forced visually? consider something like this? https://voli.s-ul.eu/B8O0ylnm.png
  3. 00:39:866 (1) - felt rather underwhelming because usually this sound is two minisliders or two clickables
ring ring
Topic Starter
Log Off Now

Voli wrote:

increase kiai volume to 70% on all diffs? Lasse already has it but 60% feels a tad low ok

Insane
  1. 00:17:397 (4) - i think this should be part of this triple 00:17:022 (2,3) - so the jump is on the note with the highest pitch, this feels like ''whoops i didnt have space anymore so i just added it here'' xd damn i got exposed LOL (jk, fix, i also removed the whistle too cus of pitch n stuff)
  2. 00:39:692 - perhaps add a note? (stack it on 00:39:866 (1) - ) mmm i see why but i left that one blank intentionally since neither the triples before nor the fast slider afterwards follow that synth so i left it blank and i think the pause here works kinda nice
ring ring
thanks mariah! i also ended up fixing a couple of missing hitsounds and deleting greenlines in akitoshi's diff
Akitoshi
SPOILER

Lafayla wrote:

Akitoshi's Normal
00:08:960 (3) - I would just start this slider at 00:08:772 - because everything is following 1/1 spacing, song is strong enough to confuse players nej, current placement is actually easier with 00:11:960 (3) -

[[Pika]] wrote:

corinn

  1. 00:02:960 (3,4) - imo two 1/1 sliders work better here to represent the piano, one starts 00:02:960 - and the other starts 00:03:522 - (but then again you repeat this rhythm, if you apply then change it with every other instance too) too intense as intro
  2. 00:19:460 (1) - should have rhythm like 00:14:960 (3,4) - for consistency (3/4 reverse slider has the reverse on a lower-pitched repeated note zzz no emphasis) wait what they have different rhythm, also i don't need to emphasize every single piano notes on lower diff or it will be hard~insane diff lul

h4d0uk3n1 wrote:

normal:
  1. 00:30:448 (6) - i think synth sound here is pretty important so i suggest making this thing 3/4 reverse (same for similar instances) yes

Fursum wrote:

[Akitoshi's Normal]

00:05:585 - I don't really like how you skipped those sounds, I think they could be mapped with a reverse slider. just added circle

00:23:960 - I guess this is mapped passively because of the non-snappy thing but would like to hear your reason for not mapping this with a circle as well. removed reverse

00:37:773 (3,4,5,6) - This pattern looks a bit sloppy imo, maybe a zigzag on the hitcircles would do better. not my fetish

newton- wrote:

[akitoshi's normal]
  1. 00:08:397 (2) - 1/1 slider could work here to catch that piano on 00:08:772 - and so people dont think that 3 starts on that piano thing. you used a 1/2 gap at 00:11:960 (3,4) - so it shouldnt be a problem uhhh 00:11:960 (3,4) - is one of the highest note of this intro unlike that so myb not to make 1/2 gap on 00:08:397 (2,3) -
  2. 00:10:460 (1) - this stands out way too much compared to the other sliders in this section, curve out? imo the first part in general shouldnt contain really sharp anchors since it's calm instead of aggressive. blame my old shidmappign

niyuji wrote:

Akitoshi's Normal
00:49:983 (5) - I think you could curve this slider a little like http://puu.sh/y3oNZ/951af59f86.jpg and then also fix the spacing nah straight is bae
00:48:936 (3) - this could help ^ this slider could be shorter, reduced to downbeat. Here are some rhythm suggestions: i prefer current one,
also those two 1/2 on tail kinda sucks with my general placements in first place :<



[XV] wrote:

Akitoshi's Normal

  1. 00:05:585 - I have no idea why you skipped this piano sound, since you are clearly following it by using sliders like this 00:07:460 (1) -. Unlike 00:17:585 - , you don't have a strong sustained sound to justify skipping that piano hit. Please consider it. ye fixed from prev mod
  2. 00:42:308 (1,2) - Woops spacing? oh..
  3. You really do make really good clean normals Aki~ uwu

realy0_ wrote:

Akitoshi's Normal :
00:01:460 (1) - to 00:22:460 (1) - i find the slider velocity too fast for a calm part density isn't intense so it should be fine
00:33:239 (6,1) - maybe something like this fit better the music : https://i.imgur.com/p1h37WU.png pls no, my current rhythm pick is good enough
00:44:401 (6,1) - ^ ^
00:36:029 (5) - extend this slider to 00:36:553 (5) - 00:47:192 (5) - too ye
00:39:169 (6) - reduce his length to 1/2 ? guess not
00:58:878 (1) - add something here, you mapped the crescendo but the note here isn't represented i dont get it

thankies!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 28355
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 28355,50680,59053,63936
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:SEE YOU ON THE RIFT (PV ver.)
TitleUnicode:花見 ON THE RIFT (PV ver.)
Artist:League of Legends
ArtistUnicode:リーグ・オブ・レジェンド
Creator:Log Off Now
Version:Akitoshi's Normal
Source:League of Legends
Tags:riot games japan moba dnb drum and bass sakura hanami akitoshi hootowlstar hos lasse
BeatmapID:1249018
BeatmapSetID:589691

[Difficulty]
HPDrainRate:4
CircleSize:3.3
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.05
SliderTickRate:1

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

[TimingPoints]
1460,375,4,2,1,30,1,0
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22460,-100,4,2,1,30,0,0
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Combo1 : 255,198,64
Combo2 : 151,151,255
Combo3 : 100,177,255
Combo4 : 215,0,0
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Lasse

Voli wrote:

i

Lasse's Expert

  1. 00:05:585 (3) - you should probably separate this from 00:05:772 (4,1) - since the note stands out as the highest pitch if I seperate it I get more movement onto the next object which doesnt fit well, this being spaced while others aren't is a nice differentiation imo
  2. 00:38:471 (2) - rather personal, but imo following the angled part of this slider feels a bit forced visually? consider something like this? https://voli.s-ul.eu/B8O0ylnm.png yea I really prefer current gameplay wise and I think it's cute
  3. 00:39:866 (1) - felt rather underwhelming because usually this sound is two minisliders or two clickables more clicks now
ring ring
thanks!

https://0paste.com/16806.txt
diraimur
i suggest u to get a metadata check because im 99.9% sure current metadata is wrong
nvm im blind but it still doesnt feel right i will do some research
Topic Starter
Log Off Now
updated akitoshi's and lasse's diffs, asked for a double check on metadata, waiting for hos to reply and updoot

edit: updated map with new title after metadata check, redownload if you had the map before 23rd October 2017

double edit: see this thread for reasoning behind artist/source naming t/643406/start=25
HootOwlStar
@Paski

Paski wrote:

[HOS' Hard]
  1. 00:29:401 (4) - x:240 y:104 eee not really
  2. Part at 00:57:657 : I think it lacks of some sounds. Here is how I thought: https://osu.ppy.sh/ss/9344951. It's just an idea, don't take that as an order, but in the actual state, it's like it's missing some strong sounds to tap. agree. remapped the whole part starting from 00:56:087- till end though due to personal dissatisfaction lolz
@Lafayla

Lafayla wrote:

HOS Hard
00:05:983 (1) - is this unsnapped on purpose? o fixed it
00:19:460 (1) - maybe in this slider you can put a red slider node to reflect the sound at 00:19:835 - but what about aesthetic ;(
spacing on 00:21:710 (1,2) - doesn't make sense especially when I look at the size of spacing on 00:23:585 (2,1) - tried my best to come up with something but still think the current patterns are fine since it differentiates parts well enough imo but i adjusted the position of the last circle to make things to have more sense ??? idk
I would put a circle at 00:39:692 - the timestamp is still in the sudden intensity halt so adding a circle will decrease the emphasis of rhythm, especially at 00:39:866 - when the intensity is regained
00:39:888 (1) - is unsnapped fixed
@Pika

[[Pika]] wrote:

HOS

  1. 00:05:983 (1) - whomst'd've struck with the 1/16 snap hehe xd
  2. 00:11:022 (2,3) - ctrl g for flow? also emphasizes high pitch piano would spike the part so rather not
  3. 00:19:460 (1,2) - make 00:20:022 - clickable pls the current simplification should be fine though
  4. 00:22:460 (1,2,1,2,1) - did you just use hexgrid in my christian server yehj it's for more views
  5. 00:23:960 (1) - emphasize note by stacking on 00:22:835 (2) - ? agree
  6. 00:24:053 (1) - spinner should end 00:26:960 - here for prep time that's too much prep time tho
  7. 00:33:239 (4) - have 00:33:500 - this be clickable for pulse it increases the intensity too much in my opinion
  8. 00:39:888 (1) - aaaaa 1/16 strikes again !!!
  9. 00:44:401 (4) - same (in both instances it also emphasizes thicc snare) wh
  10. 00:46:843 (2,3,4,5) - slider end triple is a little too far from next note imo, nudge to right a little bit sure
  11. 00:48:413 (1,1) - remove nc lol okie dokie
  12. 00:51:727 - oof strong sound unrepresented when the difficulty below you clearly emphasizes the same sound!?!?! ye idk current simplifications should be fine
  13. 00:51:378 (2,3,1) - could be reworked as this rhythm https://osu.ppy.sh/ss/9347699 wanted to keep the beat counts so the current rhythm was chosen
  14. 00:54:343 (3) - my bones wh
  15. 00:57:308 - bone hurting juicewh
@h4d0uk3n1

h4d0uk3n1 wrote:

hard:
  1. seems cool hey thanks man
Sorry for short mod, nothing much to say really, looks pretty solid. Good luck! yehja prayers for everyone
@Fursum

Fursum wrote:

HOS' Hard

00:13:460 - Exaggarating this curve pattern for the effect would do better if you want to go for the asymmetry, else just make it more symmetrical cause it looks half assed xd something like this lolz ya. changed the slider to a simple curve instead

00:33:936 (1) - Considering you did the finish sounds with red anchors, shouldn't this be a red anchor as well?
Same for 00:42:308 (1) - the slider designs are random lolz

00:35:179 (1) - Unsnapped also no hs yes

00:51:727 - I don't like how you ignored these kicks, they are pretty distracting and could potentially mess up the rythm, they could atleast mapped with some reverses if you wanted to map passively. personally find the kicks to be too weak relatively and focusing on them would serve more as distractions in my opinion
@newton-

newton- wrote:

[hos' hard]
  1. 00:01:460 (1) - minor suggestion but i think you should move this closer to the center so that new players will have an easier time seeing and reacting to this when it comes out couldn't find a way to start mapping the song initially if the starting point is around the centre so yehja
  2. 00:16:460 (1) - way too aggressive looking for this calm section imo should be fine
  3. 00:22:835 (2,1) - stack 1 on 2 for increased emphasis to the end of the calm section? you break ds in this section so i think this would still be readable did what i assumed you meant
  4. 00:44:401 (4,5) - bit nazi but i really feel that all the drumbeat things covered by this should have equal emphasis instead of mapping the second one passively mapping the second one actively would cause some clutters on screen + personally think the intensity would be to o much comparatively idk
@_orange

_orange wrote:

hey
[HOS' Hard]
  1. 00:24:053 (1) - You should have a longer spinner recovery time because this is only a hard so it might be a bit difficult for players (According to Monstrata's BN guide it should be at least 1 beat) sure
  2. 00:14:960 (1,2,3) - 00:02:960 (1,2,3) - Really minor, but the two patterns are emphasizing different notes. I like it better emphasizing 2 but the rhythms in both parts are the same ??????
  3. 00:46:843 (2,3,4) - The triple at the end looks a bit wonky, it's slightly curved and has slightly different spacings did some adjustments, hope it did the trick
Solid map, hope I helped!
@niyuji

niyuji wrote:

[HOS' Hard]
00:36:727 (1,1,1) - why not keeping the same spacing? the synth plays the same note like 00:47:890 (1,1,1) - two different approaches were made in order to emphasize the intensity. that's why distance spacing variation is applied in the first part while flowbreak is applied in the second
00:39:888 (1,2) - spacing ya
00:40:739 (1,2) - compare to 00:46:320 (1,2) - they are the same, right? but i can already tell that the spacing is different for some reason yah my bad
00:49:634 (2,3) - spacing intentional

besides that, I don't see any issues with this map. visuals, flow, rhythm - well made. thank you ( ' v ')

enjoyed while playing, very nice set
good luck :)
@XV

[XV] wrote:

HOS' Hard

  1. In general, I highly disagree with the spacing used in the intro. Jumps like this 00:07:085 (3,1) - and 00:10:085 (4,1) - are overkill for just a soft piano intro. The only justified jump would be here 00:12:710 (2,1) - because we are moving to the second part of the intro. personally think that the distance snap variations work well and not too much in order to bring out musical changes
  2. 00:05:983 (1) - I don't know how this happened but it's clearly incorrectly snapped. yes
  3. 00:19:460 (1,2) - Why does this pattern ignore a clear piano hit when you were following it so closely before? intentional simplification. hope it works well enough though since it seems like people are 50/50 for this
  4. 00:18:710 (2,1) - Fix blanket (Did you use a custom skin for checking it? Use base skin for checking please) alright
  5. 00:23:585 (2,1) - Why not move those around to make a pretty pattern with all of this 00:21:710 (1,2,1,2,1,2,1) - . Right now it looks like an incomplete pattern (You ran out of circles to complete it). the pattern is intentional though, thought it looks cool
  6. 00:36:378 (5,6,1) - This stack stair looks really ugly eh not really imo
@realy0_

realy0_ wrote:

HOS' Hard
00:01:460 (1) - to 00:22:460 (1) - i find the slider velocity too fast for a calm part but that's less of a issue alright
00:33:239 (4) - reduce the slider's length to 1/2
00:33:587 (5) - add a circle. these changes make the pattern more fitting with the drums.
00:44:401 (4) - ^
00:51:553 (3,1) - makes the rythms better : https://i.imgur.com/7ZF86FV.png
00:54:343 (3,1) - ^
00:57:134 (3,1) -
these changes would make the intensity to raise too much. i'm not sure about the playability relative to players' skill so that's mainly holding me from making the changes + aesthetic issues as well but it could be fixed i think
@Voli

Voli wrote:

increase kiai volume to 70% on all diffs? Lasse already has it but 60% feels a tad low

HOS' Hard
  1. 00:35:179 (1) - drum hs here?
ring ring
update
osu file format v14

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[Metadata]
Title:Hanami ON THE RIFT (PV ver.)
TitleUnicode:花見 ON THE RIFT (PV ver.)
Artist:League of Legends
ArtistUnicode:リーグ・オブ・レジェンド
Creator:Log Off Now
Version:HOS' Hard
Source:League of Legends
Tags:riot games japan dnb drum and bass sakura event akitoshi hootowlstar hos lasse
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BeatmapSetID:589691

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thanks in advance for the mods!
@Log Off Now please help me to reapply the colour hax and recopy the hitsounds. thanks.
Topic Starter
Log Off Now
updated + fixed a snap in hos' update lol
Voli
League of Legends is my favorite artist
Topic Starter
Log Off Now

Voli wrote:

League of Legends is my favorite artist
Seijiro
Insane:
  1. 00:30:099 (1) - this combo feels kinda pointless all on its own lol // same the other ones
    You missed even one at 00:44:314 (2) - by following that logic perhaps? (or most likely at 00:44:401 (3) - but it's becoming messy so that's probably not it. The suggestion above is still better tho, so you avoid these so-so cases)
Hard:
  1. 00:12:710 (2) - considering the song, that tail is not in the rhythm so maybe just a circle works better
  2. 00:17:960 (1,2) - a matter of contrast here. I personally hear those two sliders following two different rhythms: first one is a normal long note, second is on two equal notes in the song, so maybe use two circles instead of 00:18:710 (2) - ?
  3. 00:20:960 (1,1) - prolly just one should be a NC :P
    I think both 00:21:710 (1) - and 00:23:210 (1) - can be avoided as NCs, to maintain the overall balance with the slow part and calm rhythm
  4. 00:30:797 (5) - really personal, but this stuff could be used really well to add a break. If you convert it into a circle the song also supports it since there seems to be like a "stop" into the melody, which then starts again with the next combo // same for all the others
  5. 00:33:675 (5) - I told this to LON too: the rhythm here is kinda misleading, since you decided to skip the in-between beat at 00:33:587 - , but mapped both blue tick notes after it .-.
    Try moving this slider 1/4 earlier and see how it looks // same for all the others
  6. 00:48:936 (3) - I'd particularly suggest a circle here to make a build-down effect since we're exiting the kiai. It also adds contrast with the next part (having too many sliders in a row like this makes it a bit generic)
  7. 00:58:268 - one more slider as you did for 00:56:087 (3) - won't hurt imo :P
Rest looks fine
Topic Starter
Log Off Now

MrSergio wrote:

Insane:
  1. 00:30:099 (1) - this combo feels kinda pointless all on its own lol // same the other ones
    You missed even one at 00:44:314 (2) - by following that logic perhaps? (or most likely at 00:44:401 (3) - but it's becoming messy so that's probably not it. The suggestion above is still better tho, so you avoid these so-so cases)
    ye
Rest looks fine
thanks for the mod!
HootOwlStar
@MrSergio

MrSergio wrote:

Hard:
  1. 00:12:710 (2) - considering the song, that tail is not in the rhythm so maybe just a circle works better converting the slider into a circle would seem to represent a "stop" in the melody so current rhythm choice seems to be better
  2. 00:17:960 (1,2) - a matter of contrast here. I personally hear those two sliders following two different rhythms: first one is a normal long note, second is on two equal notes in the song, so maybe use two circles instead of 00:18:710 (2) - ? you missed the piano note at the end of the first one
  3. 00:20:960 (1,1) - prolly just one should be a NC :P
    I think both 00:21:710 (1) - and 00:23:210 (1) - can be avoided as NCs, to maintain the overall balance with the slow part and calm rhythm yea gonna apply NCs by beat counts
  4. 00:30:797 (5) - really personal, but this stuff could be used really well to add a break. If you convert it into a circle the song also supports it since there seems to be like a "stop" into the melody, which then starts again with the next combo // same for all the others seems unnecessary to apply breaks and the usage of sliders would fit the flow of music better. besides, the motion and playability experienced by mappers won't differ much if circles are applied here as well so personally don't see the point for the change
  5. 00:33:675 (5) - I told this to LON too: the rhythm here is kinda misleading, since you decided to skip the in-between beat at 00:33:587 - , but mapped both blue tick notes after it .-.
    Try moving this slider 1/4 earlier and see how it looks // same for all the others personally don't see why the current rhythm is misleading. the snare beats are relatively much more audible than the electronic note, hence the notes are focused and emphasized. moving the sliders 1/4 earlier would be extremely off in terms of rhythm emphasis
  6. 00:48:936 (3) - I'd particularly suggest a circle here to make a build-down effect since we're exiting the kiai. It also adds contrast with the next part (having too many sliders in a row like this makes it a bit generic) alrighty
  7. 00:58:268 - one more slider as you did for 00:56:087 (3) - won't hurt imo :P alright. did some adjustments for the following notes as well
Rest looks fine
Update (w/ Messed Up Color Hax)
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 28355
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 28355,50680,59053,63936
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Hanami ON THE RIFT (PV ver.)
TitleUnicode:花見 ON THE RIFT (PV ver.)
Artist:League of Legends
ArtistUnicode:リーグ・オブ・レジェンド
Creator:Log Off Now
Version:HOS' Hard
Source:League of Legends
Tags:riot games japan dnb drum and bass sakura event akitoshi hootowlstar hos lasse
BeatmapID:1418205
BeatmapSetID:589691

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:6
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"yasuoiguess.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]
1460,375,4,2,1,30,1,0
1460,-125,4,2,1,30,0,0
13460,-111.111111111111,4,2,1,30,0,0
26960,348.837209302326,4,2,1,50,1,0
28355,-90.9090909090909,4,2,3,70,0,1
50680,-111.111111111111,4,2,1,40,0,0


[Colours]
Combo1 : 255,198,64
Combo2 : 151,151,255
Combo3 : 100,177,255
Combo4 : 215,0,0
Combo5 : 255,128,0

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thanks for the mod!
Seijiro
@Hard

the only important issue I wanted to see fixed didn't get fixed tho. Rhythm is important, even more on strange stuff: 00:33:239 (4,5) - this stuff is hard to follow no matter what, even due to hitsounding for the aforementioned reasons.

Options for that pattern (and similar ones) include using a repeat on 00:33:239 (4) - or moving 00:33:675 (5) - 1/4 earlier. (first option is the best tbh)
Note that I am talking about base beats, like kicks, being in the places I linked, not the synth.

Whatever you choose to do, 00:33:762 - needs to be a beat of any sort, not necessarily a click, because that's the rhythm you start with 00:33:239 (4) - at 00:33:239 -
Topic Starter
Log Off Now
updated with fix

hos fixed it the way he did since it makes each tom clickable and is consistent with the final part of the kiai

i also fixed a potentially offscreen slider in easy in 4:3 and fixed a stack in insane
Seijiro
League of Legends is my favourite anime
Voli
gratz
Topic Starter
Log Off Now
League of Legends is my favourite eroge

thanks guys ^^
coco
bg:(
prometheus_v
gd lol
osu file format v14

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TitleUnicode:花見 ON THE RIFT (PV ver.)
Artist:League of Legends
ArtistUnicode:リーグ・オブ・レジェンド
Creator:Log Off Now
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Weedy

OwOwWhatsThis wrote:

gd lol
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141,150,54169,1,8,0:0:0:0:
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300,100,58965,1,0,0:0:0:0:
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215,123,59314,1,0,0:0:0:0:
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122,235,59663,1,0,0:0:0:0:
116,245,59837,1,0,0:0:0:0:
110,248,60012,1,0,0:0:0:0:
256,192,62279,12,0,64896,0:0:0:0:
why would you do this to yourself
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