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posted
super sorry about the delay, lots of things came up unexpectedly.
i looked over the map, in general it seems a little dense for muzu, but otherwise i cant really see any issues with it, sorry i cant be of much else help :c

good luck with ranking!
posted
Taiko Muzu:

00:33:344 (1) - I really think this should be a d for contrast; three kats in a row just doesn't do anything for me, and impactful notes should be highlighted by switching colour imo
00:36:729 (10) - would rather this be a k; as this is a Muzu, so looping patterns once or twice is nice since it gives the player a bit of extra comfort
00:37:959 (15) - in turn, I'd make this one a d
00:47:344 (35,36,37,38,39,40,41,42,43,44,45) - I'd replace this section with a copy of 00:44:882 (23,24,25,26,27,28,29,30,31,32) - for the familiarity aspect talked about above
01:05:344 (104,105,106,107) - personally I'd rather have this as a d kkd since I don't like starting triples on white beats, it just doesn't feel comfortable for me
01:05:959 (108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159) - in general I'd thin out the note density in this section for contrast, so that 01:15:190 (164) - onwards sticks out more to the player
01:34:882 (261,262,263,264) - d ddk goes better here; white tick triple awkwardness and all
01:37:344 (275,276,277,278) - ^
01:38:575 (282,283,284,285) - ^
01:39:805 (290,291,292,293) - ^
01:42:267 (305,306,307,308,309,310,311,312) - ^
(I'll stop listing them now but I think the map would improve a lot if you change it across the entire song; honestly this is my biggest issue with the map)
02:14:267 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5) - a 2/1 clap rhythm goes better in this section I think, so just have ks on every 2nd white beat
02:26:575 (23,24,25,26,27,28,29,30,31,32,33,34,35) - I think repeating the patterns from the previous two measures works better here for familiarity & rhythm consistency's sake
02:51:190 (120,121,122) - works better as k k k for me (due to the shift in the synth's pitch; leave 123 as a d though, gives better contrast as you go into the next measure)
02:54:575 (129) - k for contrast with the next measure
02:59:805 (142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168) - starting triples on the red ticks works better here as for the rest of the map pretty much
(..I said I'd stop mentioning these..)


That's it pretty much; the biggest source of confusion/discomfort while playing comes from the mixing of red and white tick triples - then there's the few irregular rhythms, but that should all be easy to patch up.
With that out of the way, this plays really well tbh.
posted
top ctb diff is a very very big no
posted
why do you always have that cheer hitsound in every map? you might as well just edit it in every mp3 you use
posted

Kisses wrote:

why do you always have that cheer hitsound in every map? you might as well just edit it in every mp3 you use
I reckon you are talking to the wrong person. This is the first and the only map I use the cheer hitsound.
posted
blow out? anyways it really takes away from the song when you have such a lengthy hitsound over the chorus like that. You use it frequently too
posted

Kisses wrote:

blow out?
I am not sure if you are being serious or what. But if using a hitsound on two occasions entails that I should embed the hitsound into the song, then most of the mp3 files on osu, including the ones in your maps, will be in need of being edited. And indeed, any reasonable person will find this conclusion absurd.

However, thank you for your suggestion.
posted
Yes I wasn't actually serious with the editing thing. I do think you're using the hitsound way too much in the chorus to the point where you're almost butchering the song.
posted
OK. On second thoughts I think it is somehow true. I will lower the frequency of the cheer hitsound in the chorus section.
posted

Jenny wrote:

Taiko Muzu:

00:33:344 (1) - I really think this should be a d for contrast; three kats in a row just doesn't do anything for me, and impactful notes should be highlighted by switching colour imo
00:36:729 (10) - would rather this be a k; as this is a Muzu, so looping patterns once or twice is nice since it gives the player a bit of extra comfort
00:37:959 (15) - in turn, I'd make this one a d
00:47:344 (35,36,37,38,39,40,41,42,43,44,45) - I'd replace this section with a copy of 00:44:882 (23,24,25,26,27,28,29,30,31,32) - for the familiarity aspect talked about above
01:05:344 (104,105,106,107) - personally I'd rather have this as a d kkd since I don't like starting triples on white beats, it just doesn't feel comfortable for me
01:05:959 :arrow: so I cannot change to kkd because Muzu cannot have double-coloured triplets? :roll: (108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159) - in general I'd thin out the note density in this section for contrast, so that 01:15:190 (164) - onwards sticks out more to the player
01:34:882 (261,262,263,264) - d ddk goes better here; white tick triple awkwardness and all
01:37:344 (275,276,277,278) - ^
01:38:575 (282,283,284,285) - ^
01:39:805 (290,291,292,293) - ^
01:42:267 (305,306,307,308,309,310,311,312) - ^
(I'll stop listing them now but I think the map would improve a lot if you change it across the entire song; honestly this is my biggest issue with the map)
02:14:267 (1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5) - a 2/1 clap rhythm goes better in this section I think, so just have ks on every 2nd white beat :arrow: The current rhythm sounds fine to me.
02:26:575 (23,24,25,26,27,28,29,30,31,32,33,34,35) - I think repeating the patterns from the previous two measures works better here for familiarity & rhythm consistency's sake :arrow: Avoiding repetitiveness here will be better?
02:51:190 (120,121,122) - works better as k k k for me (due to the shift in the synth's pitch; leave 123 as a d though, gives better contrast as you go into the next measure)
02:54:575 (129) - k for contrast with the next measure
02:59:805 (142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168) - starting triples on the red ticks works better here as for the rest of the map pretty much
(..I said I'd stop mentioning these..)


That's it pretty much; the biggest source of confusion/discomfort while playing comes from the mixing of red and white tick triples - then there's the few irregular rhythms, but that should all be easy to patch up.
With that out of the way, this plays really well tbh.
Applied unless otherwise specified. Thank you Jenny!
posted
NM Request for only the Muzukashii, sorry Nardo.

-Before I start, i think it would be better to remove the "Taiko" from the taiko difficulty names, since its already shown in the gamemode icon, and its a bit unnecesary considering Muzukashii-Oni-Inner Oni are (mostly) only used in Taiko
-00:24:729 - I dont think the Timing point here is needed, as it changes things that an inherited point could do anyway, so maybe make it inherited instead.
-I like the Storyboard uwu, but it doesnt like to cooperate with taiko layout, some lyrics are obstructed by it
-00:00:114 (1) - Maybe put a finisher? clear cymbal (?) sound and would make consistency with 00:09:960 (55) -
-00:18:575 (104) - I think you could remove the finisher from this note, would emphasize the quiet but noticeable removal of the kicks (?), and it would give an even greater emphasis to 00:19:806 (1) - , which i think is more important in this case
-00:36:267 - maybe make this ddkd ? the pitch is slightly different than 00:38:729 -
-00:54:113 (70) - Maybe delete this note? I believe it would give a bit more emphasis on 00:54:267 (71) -
-01:05:036 - I think a d could fit here, theres a bit of sound here, the same one that you followed with d's before
-01:05:344 - Instead of there being a triplet, i think a K could fit instead, to emphasize the bass increase there
-01:13:344 - Maybe follow something like https://osu.ppy.sh/ss/10605586 this?, it would follow the voice a little bit, and it would make it feel better to hit the finisher at 01:15:190 (161) - (since it would also give a bit more emphasis to it)
-01:24:729 - You could try doing kkD here, to follow the cymbal (?) sound at 01:25:036 (208) -
-01:54:421 (15) - I think you should delete this note, its to give a little bit more break, since its a bit too dense, and it would make consistency (note ammount-wise) with the incoming parts
-02:21:036 - Maybe try dkd d ddk here instead of dkd dkd d? it would follow the voice a little bit better imo
-Im not sure about the last kiai, the length of the patterns seem a little bit too excessive, specially 03:24:421 - , might want to recheck this?
-03:44:113 (1) - Maybe put a finisher here? cymbal sound (?) is there, and would make consistency with the intro
-03:51:498 - Again from here, its a bit too excessive imo, its not even on kiai, but the patterns are longer than the ones that are on there
-04:02:575 (125) - Maybe remove finisher? would give more emphasis on the finisher at 04:03:805 (1) -


Wish you the best of luck in ranking!
posted

Vulkin wrote:

-Before I start, i think it would be better to remove the "Taiko" from the taiko difficulty names, since its already shown in the gamemode icon, and its a bit unnecesary considering Muzukashii-Oni-Inner Oni are (mostly) only used in Taiko :arrow: Because people in the past included the word Taiko in it so I want to keep it for nostalgia.
-00:24:729 - I dont think the Timing point here is needed, as it changes things that an inherited point could do anyway, so maybe make it inherited instead. :arrow: I will change it later
-I like the Storyboard uwu, but it doesnt like to cooperate with taiko layout, some lyrics are obstructed by it :arrow: Because it is a 4-mode hybrid map, it will limit the freedom of the storyboard too much if I consider all 4 modes when creating it. Therefore, I take no mods into accouont when making the storyboard.
:arrow: Applied all
-00:00:114 (1) - Maybe put a finisher? clear cymbal (?) sound and would make consistency with 00:09:960 (55) -
-00:18:575 (104) - I think you could remove the finisher from this note, would emphasize the quiet but noticeable removal of the kicks (?), and it would give an even greater emphasis to 00:19:806 (1) - , which i think is more important in this case
-00:36:267 - maybe make this ddkd ? the pitch is slightly different than 00:38:729 -
-00:54:113 (70) - Maybe delete this note? I believe it would give a bit more emphasis on 00:54:267 (71) -
-01:05:036 - I think a d could fit here, theres a bit of sound here, the same one that you followed with d's before
-01:05:344 - Instead of there being a triplet, i think a K could fit instead, to emphasize the bass increase there
-01:13:344 - Maybe follow something like https://osu.ppy.sh/ss/10605586 this?, it would follow the voice a little bit, and it would make it feel better to hit the finisher at 01:15:190 (161) - (since it would also give a bit more emphasis to it)
-01:24:729 - You could try doing kkD here, to follow the cymbal (?) sound at 01:25:036 (208) -
-01:54:421 (15) - I think you should delete this note, its to give a little bit more break, since its a bit too dense, and it would make consistency (note ammount-wise) with the incoming parts
-02:21:036 - Maybe try dkd d ddk here instead of dkd dkd d? it would follow the voice a little bit better imo
-Im not sure about the last kiai, the length of the patterns seem a little bit too excessive, specially 03:24:421 - , might want to recheck this?
-03:44:113 (1) - Maybe put a finisher here? cymbal sound (?) is there, and would make consistency with the intro
-03:51:498 - Again from here, its a bit too excessive imo, its not even on kiai, but the patterns are longer than the ones that are on there
-04:02:575 (125) - Maybe remove finisher? would give more emphasis on the finisher at 04:03:805 (1) -


Wish you the best of luck in ranking!
posted
nold asked me to provide input on the pattern at around 14 seconds
i think it is just pp inflation, if you remove that pattern the SR goes down by 1.03
I don't think these "pp patterns" should be ranked
that is my opinion
posted
I agree with chickenbible. It's just a pp pattern. Also I heard that your map won't be ranked unless the top difficulty could be modified to the ranked status but I don't know if they'll help you out or not.
posted
Hello. I want CTB mappers’ and modders’ opinions on the hyper walk section. I am personally in favour of it. But I will be happy to see it being altered if the the general opinions are against it.

A typical argument against the section in question is that patterns such as this only appear in maps for loved and graveyard. In other words, that there is no precedent for patterns as such in the ranked section renders the diff inappropriate to be ranked.
This argument is invalid. That there is no such pattern in any ranked maps is no valid reason that there should not be any patterns like this be ranked in the future. If enough people are in favour of the pattern, we should establish a precedent together, not to avoid creating one. This is how maps becomes diversified —- by establishing precedents that did not exist in the past.

However, my stance is not set in stone. If enough of you think it is not a good idea to rank patterns like this, then I am willing to shrink the scale of the pattern. So that it looks less ‘ridiculous’. But I am reluctant to, as some suggest, remove the whole diff as it is against the will of many who enjoy this piece of map and the retired mapper himself. I wish that nominators will not take the ‘all in or nothing’ stance by asking me to remove the diff or the whole map will be vetoed. Rather, it will be more constructive to provide suggestions as to how to improve the diff.

Have your say here.
posted
PP should never be an argument when it comes to a pattern or a map’s quality. I’ll write something more in-depth at a later time today.
posted
I personally am fine with how the patterns are used in the 1/16 sections, however the 1/8 feels like it could be structured to the music a lot better. As well as this, whilst I am fine with them, the 1/16 would actually be really nicely emphasised if it was starting off with a smaller distance and gradually increasing, as the pitch does in the section, it would look really cool to me.

I do have a few concerns with this map, but it's stuff that isn't a huge concern compared to people's opinions on this in particular, as it's more changes to flow and such, and a few particular streams where the lack of HDashes feels really weird in comparison to the parts where there are hyperwalks (Thanks Sanyi for pointing that out to me).

Will wait for Ascendance to post his thoughts on this first, but wanted to just put my opinion out there.
posted
Seems we're missing fruit-drop-overlay / fruit-bananas / fruit-bananas-overlay for fruits' skin, can you add them please?

Crystal and Ascendance are discussing the 1/8 & 1/16 so it should be better in some hours!
posted
Some lyric error in the SB: during the chorus it says "cause it play the first time I laid eyes on you" when it should be played
posted

Jenny wrote:

Some lyric error in the SB: during the chorus it says "cause it play the first time I laid eyes on you" when it should be played
thank you Jenny! I will fix it later today :)
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