mania diffs are a solid 2/10 needs more 1/4 and less nightcore
Thank you for reminding.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?
kd for helping Spec and Crystal with neufing the diff and suggestions about the hyperwalk part.Ascendance wrote:
after confirmation of taiko and std, call me for a nomination
All appliedNifty 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 unless otherwise statedSkylish 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. 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.
Thanks for your mod Skylish~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.....
The reason I include 'taiko' in the diff names is that they are not used anymore. It brings nostalgia seeing they are used again.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
Ascendance wrote:
Waiting for the reply to ^ before modding
Added missing double notes for C in HD, fixed an extra hitsound error and rearranged a bit. Thanks for mods!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. RemovedMXMight 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.HD00:34:729 (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
You currently do not include the required elements of the hitburst set. Either add those or remove the sliderpoint10 and sliderpoint30 images.RC wrote:
When skinning an element that is marked as optional, you need to include all the required elements of the respective set,
Noffy: thank you it is very useful. Fixed everything.Ascendance wrote:
Hello~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:
- 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 reduced the size of particle.png it is less lag now.
- Unsnapped timing lines at 03:39:888 in all ctb diffs Done.
- Different sampleset number at 00:00:114 in ctb diffs, please make them consistent Done. But where the samplesets of a green and red line conflict, the green one takes precedence.
LR_Snare Hit.wav
taiko-normal-hitwhistle.wav)Unused as per modding assistantcircle0.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