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S3RL feat Harri Rush - Nostalgic (Nightcore Mix) [CatchTheBe

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Kamikaze
thank GOD this is modding v1 ok

played the mania diff, it's about what i would expect from an s3rl 4k chart, nothing out of ordinary, standard charting that's not my cup of tea, but it is what it is.

sightread cold hands no prior maps played, this is ss bait basically
i do have slight complaints though

first of all raise the hs volume by 5-10%, it's borderline acceptable now but better have it a bit higher for safety

00:25:344 (25344|0,25498|1,25652|2,25806|3) - lol at stairs going up while pitch is going down, following too

00:28:421 - i would rather do something like this to express the pitch going up down up down with gradual decrese:


01:20:114 (80114|3,80267|3,80421|3,80575|3) - weird 4 note jack, the pause is longer between kicks but should you really extend the jack for that reason? i would just move the first note to 3 personally

01:24:729 (84729|2,84883|1,85037|3,85037|0) - and then you suddenly take all of the intensity and rigidity of the patterning to a 1/2 JS basically, it really feels like the hardest part of the map (at least until the longer 1/4 patterns) are the jacks in the first half of the build up and I don't like it personally ESPECIALLY since from this point onwards you have a constant 1/4 and even faster at times rhythm that you can utilize, but that would require having a higher difficulty admittedly

01:32:729 - DoubleTime Farm Pattern (TM)
i really feel like you could just use a diffrent pattern that's not a one directional implied roll, anything that's not so straight forward would feel like a proper end of the build up tbh

now the choruses
idk i don't really like how painfully simple they are, you are just putting kinda short LNs for the main background synths and that's ok I guess but like, the intro has harder patterning? ever since the fourth note of the map you had actually harder patterns than in the chorus except chorus is slightly harder to acc, for this kind of a song denser glut/jumpjack oriented patterning would be way more fun to play

02:54:883 - this is the only time you do SVs like that and it feels really off having played the map up until this point without knowing about them, as literally nothing in the map hints at there being any jump SVs and also the SV itself being quite strong. this is actually the thing that annoyed me the most about this map btw, I REALLY suggest either removing the SV or just making it less intense so it's easier to sightread, ESPECIALLY in a map that simple

ok that'd be about it, i rate the map s3/rl

call me back
Shima Rin

Kamikaze wrote:

now the choruses
idk i don't really like how painfully simple they are, you are just putting kinda short LNs for the main background synths and that's ok I guess but like, the intro has harder patterning? ever since the fourth note of the map you had actually harder patterns than in the chorus except chorus is slightly harder to acc, for this kind of a song denser glut/jumpjack oriented patterning would be way more fun to play
Thanks for mods first.

I don't quite get what the patterns you want. I know you wanna get harder pattern, but I am not familiar with terms like glut, so wonder if you can make a small portion and screenshot to me?

Also, all mods are for MX right?
Kamikaze
yeah all for MX

glut patterning is basically chordjack oriented patterning so heavier jacks with jumps, as an example I'll show some charts with usage of those to give you sort of an example of what I mean by that entire point
Evening's Drop That Ghettoblaster
Zyph's TMQ
Eze's Frozen World, this one hits the closest to how I would see the choruses here density and patterning wise, of course with respectable changes because layering of a diffrent song

poke me on discord or sth if you have questions, i would prefer to talk about it rather than post here if needed
Shima Rin

Kamikaze wrote:

thank GOD this is modding v1 ok

played the mania diff, it's about what i would expect from an s3rl 4k chart, nothing out of ordinary, standard charting that's not my cup of tea, but it is what it is.

sightread cold hands no prior maps played, this is ss bait basically
i do have slight complaints though

first of all raise the hs volume by 5-10%, it's borderline acceptable now but better have it a bit higher for safety Make overall hitsounds to be 50%, quite audible imo then.


00:25:344 (25344|0,25498|1,25652|2,25806|3) - lol at stairs going up while pitch is going down, following too Rearranged

00:28:421 - i would rather do something like this to express the pitch going up down up down with gradual decrese:
Fixed

01:20:114 (80114|3,80267|3,80421|3,80575|3) - weird 4 note jack, the pause is longer between kicks but should you really extend the jack for that reason? i would just move the first note to 3 personally Fixed

01:24:729 (84729|2,84883|1,85037|3,85037|0) - and then you suddenly take all of the intensity and rigidity of the patterning to a 1/2 JS basically, it really feels like the hardest part of the map (at least until the longer 1/4 patterns) are the jacks in the first half of the build up and I don't like it personally ESPECIALLY since from this point onwards you have a constant 1/4 and even faster at times rhythm that you can utilize, but that would require having a higher difficulty admittedly Even though this is the next phase of the buildup, it does not necessarily mean that the next part should be definitely harder smh. However, I still added a few double notes to increase the difficulty and fixed the hitsounds here in both diffs.

01:32:729 - DoubleTime Farm Pattern (TM)
i really feel like you could just use a diffrent pattern that's not a one directional implied roll, anything that's not so straight forward would feel like a proper end of the build up tbh Rearranged

now the choruses
idk i don't really like how painfully simple they are, you are just putting kinda short LNs for the main background synths and that's ok I guess but like, the intro has harder patterning? ever since the fourth note of the map you had actually harder patterns than in the chorus except chorus is slightly harder to acc, for this kind of a song denser glut/jumpjack oriented patterning would be way more fun to play

How do I say. I am more into technical side so you can easily see my ideas throughout the chorus, I don't wanna add more notes tbh. But if you mean some rearrangements can be executed to increase the overall difficulty in the chorus and if they fit music as well, I would like to give it a try. Maybe find a time to talk on discord specifically about that :3

02:54:883 - this is the only time you do SVs like that and it feels really off having played the map up until this point without knowing about them, as literally nothing in the map hints at there being any jump SVs and also the SV itself being quite strong. this is actually the thing that annoyed me the most about this map btw, I REALLY suggest either removing the SV or just making it less intense so it's easier to sightread, ESPECIALLY in a map that simple

I don't wanna delete this cuz it will be too easy here. But I try to make the SVs easier by changing the values to 1.2x and 0.8x

ok that'd be about it, i rate the map s3/rl

call me back
thanks for mod man. also fixed unused green lines and adjusted a wrongly snapped note in HD.
Spectator
http://puu.sh/zYP5C/6af0497e80.zip

please update CLSW's nerf'd top diff
Kamikaze
a bit of an IRC on the MX diff
SPOILER
17:30 Kamikaze: is tofu in the fridge atm
17:37 Tofu1222: tofu is fried
17:37 Tofu1222: =w=
17:37 Kamikaze: mfw
17:38 Kamikaze: got some time for a potential check
17:38 Tofu1222: oh nice
17:38 Tofu1222: Well, smh i think nold didnt update anyway
17:39 Kamikaze: o
17:39 Kamikaze: send me the .osu then
17:39 Tofu1222: so maybe I manually send it to you?
17:39 Tofu1222: ok
17:39 Kamikaze: send it on discord
17:39 Kamikaze: puush fucks up stuff
17:40 Tofu1222: sent
17:41 Kamikaze: ye sure sec
17:42 Kamikaze: god i hate s3rl
17:42 Tofu1222: lmao
17:42 Tofu1222: not suitable for mapping
17:42 Kamikaze: yeah
17:42 Tofu1222: :3
17:43 Kamikaze: why are you doing this to yourself man
17:43 Tofu1222: He asked for gds, and I thought well ok looks like nold is doing some big project if i join i might get sth ranked
17:43 Tofu1222: and I create this thing :thinking:
17:44 Kamikaze: exposure
17:44 Kamikaze: :thinking:
17:44 Kamikaze: god it's loading so slowly because of the fucking SB
17:44 Kamikaze: lmao
17:44 Kamikaze: in editor/test
17:45 Tofu1222: yes
17:45 Tofu1222: ;w;
17:45 Kamikaze: ok the SV is cool now
17:45 Kamikaze: easy to sightread and has some effect
17:45 Kamikaze: cOOl
17:45 Tofu1222: nice
17:47 Kamikaze: ok so the 1:24 suggestion
17:47 Kamikaze: "Even though this is the next phase of the buildup, it does not necessarily mean that the next part should be definitely harder smh."
17:47 Kamikaze: i mean yeah
17:47 Kamikaze: but also here it sounds like it should be at least consistent
17:47 Kamikaze: because what are those jacks mapped to and is it gone after
17:48 Kamikaze: (before)
17:48 Tofu1222: so what do you think i should do in that part then?
17:49 Kamikaze: you know what, I think that a good idea would be to do one of two things
17:49 Kamikaze: either not jack all the kicks before
17:49 Kamikaze: or make at least minijacks into kicks later
17:49 Kamikaze: for example 01:25:190 (85190|2,85344|1) -
17:49 Kamikaze: so you would have a more minijack oriented structure
17:50 Kamikaze: you could also expand on it and use the minijack oriented structure for kicks before
17:50 Kamikaze: so you would have no 3 note jacks but 2 note jacks
17:50 Kamikaze: and that's a HUGE diffrence actually
17:51 Kamikaze: it's silly but one note makes so much diffrence for jacks that it's funny
17:52 Tofu1222: well, I choose to add notes into kicks later to create mini-jacks
17:52 Tofu1222: that sounds more technically logical for me and indeed can represent the heavier effect of C drum over F well
17:54 Kamikaze: yea
17:54 Kamikaze: makes the structure more consistent too imo
17:57 Kamikaze: i'm trying to find a non jumptrillable pattern for the buildup hold on
17:57 Kamikaze: :^)
17:58 Kamikaze: the js
17:58 Tofu1222: ok owo
17:58 Kamikaze: 01:32:421 - this btw
17:59 Kamikaze: http://puu.sh/zYRGj/b66e367005.png
17:59 Kamikaze: w
18:03 Kamikaze: EVEN BETTER http://puu.sh/zYRR2/0f2975dbec.png
18:04 Tofu1222: omg the 2nd one lmao
18:04 Kamikaze: absolute best pattern
18:04 Kamikaze: of all time
18:05 Tofu1222: https://osu.ppy.sh/ss/10668573 tryna make it this way, i dont wanna this pattern to be too hard uwu
18:06 Kamikaze: LR_Snare Hit
18:06 Kamikaze: aite
18:07 Kamikaze: i wanted to make it not dt farm pattern but it's basically one of the two screens i've shown so maybe not that good of an idea
18:07 Kamikaze: idk
18:08 Tofu1222: i am trying to find a balance point in between, not that only one-direction thing but also just keep it not as too hard lol
18:08 Kamikaze: yea fair
18:08 Kamikaze: as for the choruses
18:08 Kamikaze: hmm
18:09 Kamikaze: i think that just making more jack oriented structure instead of 1/2 trills like for example 01:42:883 (102883|0,103037|1,103190|0,103344|1,103498|0) - would be better
18:09 Kamikaze: because the chorus is basically 1/2 trill fest
18:09 Kamikaze: all
18:09 Kamikaze: the
18:09 Kamikaze: time
18:10 Kamikaze: so that's 97,5 bpm trills counting on 1/4
18:10 Kamikaze: compared the jacks in the intro
18:10 Kamikaze: is kinda lol
18:10 Kamikaze: like the intro is actually the hardest part to fc
18:10 Tofu1222: oh i see, i will try to avoid that
18:10 Kamikaze: apart from the fact that you have those kinda annoying LNs
18:11 Kamikaze: which i get because they are for the synths
18:11 Tofu1222: yes
18:11 Kamikaze: but i would consider replacing them with normal notes while making the patterning more rigid (more jack-y, more straining on hands)
18:18 Tofu1222: oh
18:20 Kamikaze: point: i would totally see that on stepmania, but here while it's visually representing the length it's also ass because of how uncomfortable it is to release
18:20 Kamikaze: those are tap LNs
18:20 Kamikaze: ...on DT
18:20 Tofu1222: ye lul
18:20 Kamikaze: yea
18:28 Tofu1222: remade everything
18:28 Tofu1222: owo
18:29 Tofu1222: indeed play nicer
18:29 Kamikaze: yeeee
18:29 Tofu1222: wanna take a look first?
18:29 Tofu1222: i am also fixing hitsounds now, you see, in calm parts such as from 00:24:729 - it is way too loud
18:30 Kamikaze: o that
18:30 Kamikaze: not now btw watching soft
18:30 Tofu1222: oh lol
18:30 Kamikaze: i just have one more note about those things 01:56:267 (116267|3,116267|2,116344|1,116344|0,116421|3) -
18:31 Kamikaze: I think this is not how it should be
18:31 Kamikaze: second note should be single
18:31 Kamikaze: third a jump
18:31 Kamikaze: so double
18:31 Kamikaze: kick things
18:31 Kamikaze: the off snap is not a hard sound
18:32 Tofu1222: hmm? but isnt the melody sound on the first and second?
18:32 Kamikaze: listen to 01:56:344 - and then to 01:56:421 -
18:32 Kamikaze: which one is harder
18:32 Kamikaze: heavier
18:32 Kamikaze: asihfoweiuahgtowrea
18:32 Kamikaze: w/e
18:33 Tofu1222: if you mean drum well...
18:33 Kamikaze: it's WAY heavier
18:33 Tofu1222: oh ok
18:45 Tofu1222: all fixed
18:45 Tofu1222: and rearranged patterns
18:48 Kamikaze: aite coolio
18:48 Kamikaze: i'll check it out after nold updates tbh
18:48 Tofu1222: ok owo
18:48 Tofu1222: thanks a lot!
18:48 Kamikaze: then if all's good i can just call it ok
18:48 Kamikaze: np w
Topic Starter
Ulysses
All updated
Kamikaze
mania diffs are a solid 2/10 needs more 1/4 and less nightcore
Lexii
ooooo
Ascendance
after confirmation of taiko and std, call me for a nomination
Sanyi
Sorry for crashing the party but a new rule for catch difficulties in a hybrid set has been applied. The rule states that the lowest difficulty isn't allowed to be harder than a Platter, meaning you need a Platter. For more information: https://osu.ppy.sh/forum/t/717962/start=0

Rule is active for 3 days now: https://osu.ppy.sh/forum/p/6570100

You wouldn't need a Platter if there was a nomination before, but I didn't saw one. Did I miss it?
Topic Starter
Ulysses

Sanyi wrote:

Sorry for crashing the party but a new rule for catch difficulties in a hybrid set has been applied. The rule states that the lowest difficulty isn't allowed to be harder than a Platter, meaning you need a Platter. For more information: https://osu.ppy.sh/forum/t/717962/start=0

Rule is active for 3 days now: https://osu.ppy.sh/forum/p/6570100

You wouldn't need a Platter if there was a nomination before, but I didn't saw one. Did I miss it?
Thank you for reminding. Does anyone want to make a Platter?

-Plus- will make the Platter diff.
Topic Starter
Ulysses

Ascendance wrote:

after confirmation of taiko and std, call me for a nomination
kd for helping Spec and Crystal with neufing the diff and suggestions about the hyperwalk part.
Nifty
here to mod the muzu

lmao I can't open this in MA so I guess no spread check, prob doesn't need it

00:33:344 (1) - you can maybe remove this since the piano ends there.
01:52:806 (4) - delete this because it's kind of uncomfortable as a muzukashii player to play two triples with a bit of space in between, weird as it may sound, and also I would wanna lower the intensity just a little bit before this kiai break.
02:23:806 - you could put a triple here to have intensity before the new section, and follows the snare pattern better.
02:29:037 - starting from here you stop following the vocals and it becomes quite ambiguous what you're mapping to. I would say to just keep mapping the vocal like you were in the first half of this section, since the only addition/change is the added snare on the beats 2 and 4 of every measure.
02:43:037 - you don't really need the break here (since you had oneright after the slider, and the 3/2 right after this time), so mapping a d here would fit in with the general rhythmic feel of the section and eliminate the sorta awkward break, which in turn would put more emphasis on the space left at 02:43:806 - .
03:28:883 - not quite sure this fits in the difficulty given the bpm and that it's at the end of quite a lengthy string of 1/2 spaces notes. I would suggest just deleting the middle note to avoid using that pattern.

nice sb
Topic Starter
Ulysses

Nifty wrote:

here to mod the muzu

lmao I can't open this in MA so I guess no spread check, prob doesn't need it

00:33:344 (1) - you can maybe remove this since the piano ends there.
01:52:806 (4) - delete this because it's kind of uncomfortable as a muzukashii player to play two triples with a bit of space in between, weird as it may sound, and also I would wanna lower the intensity just a little bit before this kiai break.
02:23:806 - you could put a triple here to have intensity before the new section, and follows the snare pattern better.
02:29:037 - starting from here you stop following the vocals and it becomes quite ambiguous what you're mapping to. I would say to just keep mapping the vocal like you were in the first half of this section, since the only addition/change is the added snare on the beats 2 and 4 of every measure.
02:43:037 - you don't really need the break here (since you had oneright after the slider, and the 3/2 right after this time), so mapping a d here would fit in with the general rhythmic feel of the section and eliminate the sorta awkward break, which in turn would put more emphasis on the space left at 02:43:806 - .
03:28:883 - not quite sure this fits in the difficulty given the bpm and that it's at the end of quite a lengthy string of 1/2 spaces notes. I would suggest just deleting the middle note to avoid using that pattern.

nice sb
All applied
Spectator


as I've asked CLSW for platter I think we'll get two platters for this mapset lol
anyway we'll be waiting for chara to finish his platter
Topic Starter
Ulysses
I will upload the Platter tomorrow. 😉
Uploaded

EDIT: Unfortunately, Chara will not finish his difficulty because he is too busy with real life stuff. It is a shame.
Lexii
rip
Skylish
Re-check after almost a year:

[General]

! Use N:C1 for the Taiko set so that taiko hitsounds are in effect

! Re-snap all notes after your fixations!

> Taiko K hitsound= https://puu.sh/A1GrL/fe3dd26cf6.rar Name it as taiko-normal-hitwhistle

> 00:24:729 - 85% is too loud even though the piano melody are in Forte. The drum hitsounds are too clear. Perhaps -20% for a better dynamic.

[Muzukashii]

> 00:33:344 - missed a note, the music does not really fade out completely at this timing so a note is still required

> 00:48:267 - shift it 1/2 forward (change to k) to match the vocal, display a change in general 2-4 note flow as well

> 00:57:652 - change to k, the alternation of pitch is clearly high

> 01:03:037 - remove this note since this 4 x 1/2 pattern break the consistency

! 01:05:344 - the breaking points of this section is unclear. Some cuts are on vocals/ virtuals/ instruments. Let's try: 01:05:344 (102) -

> 01:13:344 - Small suggestion on improving the flow: dkddk k k(3/2) Those vocal 'eh' should not be missed.

> 01:32:421 - kkk here, obvious triplet at the background. In addition 01:32:267 - can add an extra don

> 01:37:344 - / 01:42:267 - nnn n is smoother than n nnn. Leaving a triplet end sounds unfinished

> 01:48:421 - / 01:49:037 - similar case as above, but it even lacks consistency of usage of triplet at the latter. Try ddd d kkk k

! Check all kiais for the above issues

> 02:14:267 - another set of weird cutting of patterns, you may want them look like: 02:14:267 (1) -

> 02:19:190 - Then you can see the density spread is poor at the second repetitive section. You may just directly go on with C&P, and make some alteration at 3/2 part. A reminder that: 02:22:883 - you can do it with k k k d d kkk d, for a better flow again.

> 02:27:037 - k k d d for variation

! 02:45:037 - same 'cutting issue', fix it on your own

> 03:08:421 - / 03:12:114 - they should be fixed in the above, just a reminder here

> 03:29:652 - tripet for being consistent with 03:30:883 -

> 03:38:114 - shift it to 03:37:806 - to match the climax melody, I am not sure why you always have such weird cutting edges....

> 03:58:883 - It requires a dk style, same as 00:14:883 - , rearrange the patterns a bit, the density is fine.

[Nardo's Oni]

> 00:52:114 - the density spread was bad here until 00:54:267 - . The density just build up from nowhere and show less difference with Inner Oni. Usage of 5 x 1/4 may not be a wise choice.

> 01:00:114 - / 01:00:421 - d k? It sounds and follows the note flow better

> 01:13:806 - let's say what if you want to strictly follow drum kick= constant k in this bar. Apply in Inner Oni as well

[Nardo's Inner Oni]

> 01:59:037 - change it to k, the whole feeling of kddkddk does not seem match much... (and this is the only so called pp pattern in the whole Inner Oni, that looks weird enough)

> 02:17:806 - extra k? 1+1+5 for 8 bars seems too boring.

> 03:30:344 - change it to d for a mirror pattern with 03:31:575 -

[]

Nardo you can do some self-mods and amendments by yourself since no one really modded your Taiko set..... ;w;

Call me back for re-check, it takes too long for rank.....
Topic Starter
Ulysses

Skylish wrote:

Re-check after almost a year:

[General]

! Use N:C1 for the Taiko set so that taiko hitsounds are in effect

! Re-snap all notes after your fixations!

> Taiko K hitsound= https://puu.sh/A1GrL/fe3dd26cf6.rar Name it as taiko-normal-hitwhistle

> 00:24:729 - 85% is too loud even though the piano melody are in Forte. The drum hitsounds are too clear. Perhaps -20% for a better dynamic.

[Muzukashii]

> 00:33:344 - missed a note, the music does not really fade out completely at this timing so a note is still required

> 00:48:267 - shift it 1/2 forward (change to k) to match the vocal, display a change in general 2-4 note flow as well

> 00:57:652 - change to k, the alternation of pitch is clearly high

> 01:03:037 - remove this note since this 4 x 1/2 pattern break the consistency

! 01:05:344 - the breaking points of this section is unclear. Some cuts are on vocals/ virtuals/ instruments. Let's try: 01:05:344 (102) -

> 01:13:344 - Small suggestion on improving the flow: dkddk k k(3/2) Those vocal 'eh' should not be missed. :arrow: I changed it in another way because I want to keep the 1/2. I think the 1/2 fits the vocal more well.

> 01:32:421 - kkk here, obvious triplet at the background. In addition 01:32:267 - can add an extra don

> 01:37:344 - / 01:42:267 - nnn n is smoother than n nnn. Leaving a triplet end sounds unfinished

> 01:48:421 - / 01:49:037 - similar case as above, but it even lacks consistency of usage of triplet at the latter. Try ddd d kkk k

! Check all kiais for the above issues

> 02:14:267 - another set of weird cutting of patterns, you may want them look like: 02:14:267 (1) -

> 02:19:190 - Then you can see the density spread is poor at the second repetitive section. You may just directly go on with C&P, and make some alteration at 3/2 part. A reminder that: 02:22:883 - you can do it with k k k d d kkk d, for a better flow again.

> 02:27:037 - k k d d for variation

! 02:45:037 - same 'cutting issue', fix it on your own

> 03:08:421 - / 03:12:114 - they should be fixed in the above, just a reminder here

> 03:29:652 - tripet for being consistent with 03:30:883 -

> 03:38:114 - shift it to 03:37:806 - to match the climax melody, I am not sure why you always have such weird cutting edges....

> 03:58:883 - It requires a dk style, same as 00:14:883 - , rearrange the patterns a bit, the density is fine.
All applied unless otherwise stated
Nardoxyribonucleic

Skylish wrote:

Re-check after almost a year:

[Nardo's Oni]

> 00:52:114 - the density spread was bad here until 00:54:267 - . The density just build up from nowhere and show less difference with Inner Oni. Usage of 5 x 1/4 may not be a wise choice. The build up from 00:44:421 to 00:54:267 - is natural enough in my opinion. I increased the note density at that spot in Inner Oni instead.

> 01:00:114 - / 01:00:421 - d k? It sounds and follows the note flow better Retained to follow the d k sequence every 4/1 starting from 00:55:498 (163) -

> 01:13:806 - let's say what if you want to strictly follow drum kick= constant k in this bar. Apply in Inner Oni as well I think the current constellation could accompany the drums and vocals accordingly.

[Nardo's Inner Oni]

> 01:59:037 - change it to k, the whole feeling of kddkddk does not seem match much... (and this is the only so called pp pattern in the whole Inner Oni, that looks weird enough) The mentioned pattern could differentiate well from 01:53:805 (628,629,630,631,632,633,634) - where the instruments are more fitting to the dkkdk series.

> 02:17:806 - extra k? 1+1+5 for 8 bars seems too boring. fixed

> 03:30:344 - change it to d for a mirror pattern with 03:31:575 - ^

[]

Nardo you can do some self-mods and amendments by yourself since no one really modded your Taiko set..... ;w; Rearranged some patterns from 00:09:960 to 00:14:729 - and from 03:53:960 to 03:58:729 - in Inner Oni to enhance variety.

Call me back for re-check, it takes too long for rank.....
Thanks for your mod Skylish~ :)

Update: https://puu.sh/A1Icn.rar
Topic Starter
Ulysses
Uploaded. If no other problem is detected, this mapset is ready. BNs can bubble and qualify it after Skylish has confirmed the Taiko diffs are fine.

BNs:
Standard: Bubblun
Taiko: Skylish
Catch the Beat: Ascendance
Mania: Kamikaze
Ascendance
Maybe remove the “taiko” from the diff names? It’s not really used anymore from what I’ve seen. I’ll come after Skylish places the taiko icon and everything is good from there
Topic Starter
Ulysses

Ascendance wrote:

Maybe remove the “taiko” from the diff names? It’s not really used anymore from what I’ve seen. I’ll come after Skylish places the taiko icon and everything is good from there
The reason I include 'taiko' in the diff names is that they are not used anymore. It brings nostalgia seeing they are used again.
Skylish
Taiko Oni/ Taiko Inner Oni .... is an ancient naming method in the past Taiko mapping era.

The Taiko set is fine. Some .wav are fixed to meet the standard of RC.

Taiko'd
Hollow Delta
Fixed a lot of shit xp

For real though, we basically fixed some skinning and storyboard stuff. Map looks good though.

https://puu.sh/A2Asm/87881c3aef.txt

I crashed multiple times through our chat, this is all I have.
Ascendance
placehold for tonight!

@bubblun if you have logs i can give kd
Topic Starter
Ulysses
For QATs and BNs:

Unused Files


Modding assistance says there are many unused files, including skin files and LR_Snare Hit.wav. The skin files are obviously not unused. LR_Snare Hit.wav is used in the two mania difficulties as an 'embedded hitsound'. Open the mania difficulties in form of notepad and search 'Snare' and you will know that they are used.









Metadata: Artist and Title


The original metadata is Nostalgic - S3RL feat Harri Rush:
https://djs3rl.com/shop/Nostalgic

The song is remixed by CLuBLioNXNightcore (a youtuber) who has not an official website but a youtube and twitter account.
They titled the remixed song 'Nightcore - Nostalgic [S3RL feat Harri Rush]':
https://www.youtube.com/watch?v=_ZbBQg0coqU
https://twitter.com/CLuBLioNNight

They have not effectively altered the title of the song but only replaced the artist 'S3RL feat Harri Rush' with 'Nightcore' and putting 'S3RL feat Harri Rush' at the back of the title.

In consistency with recently ranked Nightcore maps, if the reproducer of the piece of music has not altered the title of the song, the title shall not be changed save that '(Nightcore Mix)' be added in the title after the original title.
Examples:
https://osu.ppy.sh/s/463866 Cascada - Why You Had To Leave (Nightcore Mix) ranked on March 4, 2018
https://osu.ppy.sh/s/659854 DJ THT meets Scarlet - Live 2 Dance (Nightcore Mix) ranked on Jan 23, 2018
https://osu.ppy.sh/s/646724 Paolo Ligorio - The Colors Of My Life (Nightcore Mix) ranked on Sep 28, 2017

Thus, the artist shall be 'S3RL feat Harri Rush', same as in the official description; the title shall be changed to 'Nostalgic (Nightcore Mix)' taking the precedents aforementioned into regard.



Metadata: Source

The source shall be left blank as all other S3RL maps do.
Examples:
https://osu.ppy.sh/s/83560 DJ S3RL - T-T-Techno (feat. Jesskah); no source
https://osu.ppy.sh/s/660109 S3RL - Well, That Was Awkward; no source
https://osu.ppy.sh/s/651692 S3RL feat Tamika - Tell Me What You Want; no source










BNs Who (Will) Confirm(ed) This Map


Standard: Bubblun
Taiko: Skylish
Catch the Beat: Ascendance (will nominate, well, hopefully)
Mania: Kamikaze
Hollow Delta
@Ascendance

I edited my post with the log
Ideal
YES
HomieLove
IS IT FINALLY HAPPENING
Asherz007
Thought I'd take a quick look at the mania diffs. Dunno why, I just did I guess lol

Charts are mostly fine, though perhaps a couple of things to raise.

[Hitsounds]
00:09:960 - (both diffs) You sure no F here? There's one at 03:53:960 for the same thing. Well, in the MX there is and in the HD there isn't.

02:09:037 - MX has C and HD has F, make consistent pls kthx (hs pattern suggests C here)

02:45:806 - (both diffs) There's some storyboarded hitsound business going on here, and I'm not entirely sure why. The sound generated from these hitsounds over the audio is essentially negligible. You could increase their volume so that they're heard, or you could remove them.

03:04:729 - (MX) normal-hitfinish60 is doubled up in the storyboard, making the effect a little too loud for comfort imo. I'd remove this, particularly since there's only one of this hitsound rather than two in HD.

MX
Might wanna bump to ODHP 8.5?

01:19:806 (79806|1,79960|1,80114|1) - I found this to be a little odd because the grouping of 3 for the stacks here feels a little counterintuitive (along with 01:20:267 (80267|3,80421|3,80575|3)). Perhaps this would be better off as being stacks of 2 instead. Something along the lines of this, maybe.

Might want to move 01:23:806 (83806|2) into col 1 for the same reason.

01:34:883 - When there are two notes here but three in HD :thinking: (ditto at 03:04:729)

02:54:883 - Having these split 50/50 felt a little weird considering the SVs at 02:56:729 are done in the same way. What you could do as an alternative would be to shift the 0.8x back to 02:55:037 and change the other SV value to 1.4x for it to remain averaged properly. Guess this is more a matter of personal opinion, but I thought I'd put that out there. Same suggestion to HD since the same SV patterns are used.

HD
00:34:729 (34729|1,34883|2) and 00:35:806 (35806|0,35960|2,36114|1) - I feel like you got stuck in two minds here. You primarily follow vocals here, though these are (perhaps inconsistently) here as filler and I'm not entirely sure why.

01:39:498 (99498|1,99498|0) - Probably wouldn't have the jump here like this when it's not the same pitch as 01:39:806 (99806|1,99806|0,100114|0,100114|1). Might be better for those two jumps to be [34] though, like 01:38:575 (98575|3,98575|2,99037|2,99037|3), since those are the same pitch here as well.

02:07:806 (127806|2,127960|1) - muh stack

02:45:190 (165190|1,165652|1) - Not sure about these two when you're focusing on vocals here?

03:09:652 (189652|2,189652|0,189960|2,189960|3) - Where'd PR go
03:09:960 (189960|3,189960|2,190421|2,190421|3,190883|3,190883|2) - ^
03:13:806 (193806|0,193806|3) - Might wanna make this [13] to differentiate slightly from previous jump (different pitch n whatnot)

03:25:344 (205344|1,205498|1) and 03:35:190 (215190|2,215344|2) - consistent, but it feels a little odd to use the stack here when you're not implementing the idea so frequently. Maybe it's just me, I dunno.

The storyboard does kill a lot of low-end PCs, as it did mine lol
btw, I'm no storyboard expert, but is it a good idea to make things LoopForever? (like line 341220)

Guess I'm taking over or something, idk /s
Ascendance
Waiting for the reply to ^ before modding
Shima Rin
Will reply maybe tonight. Thanks for checking this Ash.
Topic Starter
Ulysses

Ascendance wrote:

Waiting for the reply to ^ before modding

You mods will not affect the mania diffs, may you mod it soon so I can rank it before my exam😅
Shima Rin

Asherz007 wrote:

Thought I'd take a quick look at the mania diffs. Dunno why, I just did I guess lol

Charts are mostly fine, though perhaps a couple of things to raise.

[Hitsounds]
00:09:960 - (both diffs) You sure no F here? There's one at 03:53:960 for the same thing. Well, in the MX there is and in the HD there isn't.

Deleted one in MX.

02:09:037 - MX has C and HD has F, make consistent pls kthx (hs pattern suggests C here)

Changed F to C in HD.

02:45:806 - (both diffs) There's some storyboarded hitsound business going on here, and I'm not entirely sure why. The sound generated from these hitsounds over the audio is essentially negligible. You could increase their volume so that they're heard, or you could remove them.

They were supposed to be deleted. Anyway all cleared.

03:04:729 - (MX) normal-hitfinish60 is doubled up in the storyboard, making the effect a little too loud for comfort imo. I'd remove this, particularly since there's only one of this hitsound rather than two in HD. Removed

MX
Might wanna bump to ODHP 8.5? Done

01:19:806 (79806|1,79960|1,80114|1) - I found this to be a little odd because the grouping of 3 for the stacks here feels a little counterintuitive (along with 01:20:267 (80267|3,80421|3,80575|3)). Perhaps this would be better off as being stacks of 2 instead. Something along the lines of this, maybe. I rearranged in a different way that was close to my original idea on this thing, which I think would be easier to see through at first glance.

Might want to move 01:23:806 (83806|2) into col 1 for the same reason. Fixed

01:34:883 - When there are two notes here but three in HD :thinking: (ditto at 03:04:729) Fixed

02:54:883 - Having these split 50/50 felt a little weird considering the SVs at 02:56:729 are done in the same way. What you could do as an alternative would be to shift the 0.8x back to 02:55:037 and change the other SV value to 1.4x for it to remain averaged properly. Guess this is more a matter of personal opinion, but I thought I'd put that out there. Same suggestion to HD since the same SV patterns are used.

Generally speaking I believe my current SVs have weeker effects, and because this is the only part where SVs appear, as kami mentioned, I try to make them in the easiest way. Just giving players some effects to notice but not too fierce would be my idea, so I would keep for here.

HD
00:34:729 (34729|1,34883|2) and 00:35:806 (35806|0,35960|2,36114|1) - I feel like you got stuck in two minds here. You primarily follow vocals here, though these are (perhaps inconsistently) here as filler and I'm not entirely sure why.

Fixed in a way that on each white line there is note and all others are for vocals. Should be something that I made halfway and forgot to delete lmao.

01:39:498 (99498|1,99498|0) - Probably wouldn't have the jump here like this when it's not the same pitch as 01:39:806 (99806|1,99806|0,100114|0,100114|1). Might be better for those two jumps to be [34] though, like 01:38:575 (98575|3,98575|2,99037|2,99037|3), since those are the same pitch here as well.

01:39:498 - Make this a [14] double note.

02:07:806 (127806|2,127960|1) - muh stack

The vocal just stands out here so as to note out the pitch difference of vocals here I didn't stack them.

02:45:190 (165190|1,165652|1) - Not sure about these two when you're focusing on vocals here?

02:45:190 - deleted this but pretty sure the latter one has vocal sound.

03:09:652 (189652|2,189652|0,189960|2,189960|3) - Where'd PR go
03:09:960 (189960|3,189960|2,190421|2,190421|3,190883|3,190883|2) - ^
03:13:806 (193806|0,193806|3) - Might wanna make this [13] to differentiate slightly from previous jump (different pitch n whatnot)

Rearranged

03:25:344 (205344|1,205498|1) and 03:35:190 (215190|2,215344|2) - consistent, but it feels a little odd to use the stack here when you're not implementing the idea so frequently. Maybe it's just me, I dunno. Pretty much rearranged everything here

The storyboard does kill a lot of low-end PCs, as it did mine lol
btw, I'm no storyboard expert, but is it a good idea to make things LoopForever? (like line 341220)

Guess I'm taking over or something, idk /s
Added missing double notes for C in HD, fixed an extra hitsound error and rearranged a bit. Thanks for mods!

https://puu.sh/A3nik/7852de90e8.zip Update here
Kimitakari
On Crystal Spec's Overdose the SV on 00:24:729 suppose to be at 20% volume as the rest of the difficulties are using (Yeah I was checking for fun and found this mistake)
Mekki
♥♥♥♥♥
Topic Starter
Ulysses
Uploaded. Also fixed the volume issue raised by Nelly. Thank you.

EDIT: in response to the SB issue raised by Asher, it is not technically possible to make a sprite loopforever (only animations can be made loopforever and all animations are loopforever in the SB already). And this magnitude (in size and thereby the lag) is the natural consequence of writing the SB directly in the osb file but not on storybrew. I have no way to compress the size of the file without neufing some elements already in the SB.
And the lag (mostly) occurs in the editor and rarely happens in gameplay (unless you have a really really bad PC), I believe it does not affect much the enjoyment of the gameplay.
Ascendance
Hello~

  1. 03:51:498 - storyboard load around here begins to peak at 20x, I have a pretty great computer and it makes even me lag, if there's some way you can reduce this, please do it
  2. Unsnapped timing lines at 03:39:888 in all ctb diffs
  3. Different sampleset number at 00:00:114 in ctb diffs, please make them consistent
Could you please confirm the usage of these files? I only saw the justification for the two hitsounds you put in the previous post (Unused hitsounds:
LR_Snare Hit.wav
taiko-normal-hitwhistle.wav)

Unused as per modding assistant
circle0.png
default-comma.png
default-dot.png
default-percent.png
default-x.png
fruit-plate.png
taiko-bar-left.png
taiko-bar-right-glow.png
taiko-bar-right.png
taiko-barline.png
taiko-drum-inner.png
taiko-drum-outer.png
taiko-glow.png
taiko-hit300g.png
taiko-hit50.png
taiko-slider-fail.png
taiko-slider.png

Platter:

  1. 00:43:960 (2,1) - could use a dash here for powerful bass sound
  2. 02:05:652 (1,2) - and 02:06:267 (3,4) - could both use some distance reduction
  3. 02:06:883 (1) - skipping a pretty important sound on 02:07:037 - , could be a 1/2 pattern here
  4. 02:08:114 (1,2,3,4) - same as earlier
  5. 03:19:806 (2,3) - maybe a reduction here please owo
  6. The diff is good but overall it could really use more hypers. there's nowhere near enough compared to the rain.
Finishing later, I'm out currently
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