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

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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
Ascendance
Actually have to "officially" pop the bubble for now, Noffy will post a list of reasons why, basically skinning/hitsounding related things that I'm not really an expert at.
Noffy
Yeah ascendance is right about most of the unused ones

circle0.png - Looks like a SB file, but wasn't found in the .osb or the .osus

default-comma.png
default-dot.png
default-percent.png
default-x.png - Only score numbers use comma, dot, percent, and x. default- are the numbers that go in the hitcircles.

fruit-plate.png - This isn't a skin element.

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 (only appears at results screen)
taiko-hit50.png
taiko-slider-fail.png
taiko-slider.png - None of these are skinnable per-map

So all of those files listed above need to be removed.


These are fine, actually:
LR_Snare Hit.wav - yeah that's used

taiko-normal-hitwhistle.wav - That's used for K notes.




Additional things:

If you're gonna skin failsound.wav why not applause.wav ?


Skinning:
You forgot to specify SliderBorder colour in the colours sections of your standard difficulties. This is required when skinning the hitcircle set.

Hitburst set: You have sliderpoint10.png and sliderpoint30.png. These are optional elements of the hitburst set.

RC wrote:

When skinning an element that is marked as optional, you need to include all the required elements of the respective set,
You currently do not include the required elements of the hitburst set. Either add those or remove the sliderpoint10 and sliderpoint30 images.

taiko: taiko-flower-group.png is included in your folder, but it has the same issue as what was mentioned above. It's part of the pippidon set, but the pippidon images weren't included. Either add those or remove this element.

catch the beat:

Your current way of including a duplicate of the fruit-drop-overlay.png is causing all droplets to appear as gray (overlays don't get recolored)
use a transparent 1x1 png instead.




Another thing...
Taiko difficulties: The background should not be lowered. Remove the 150 in the .osu file and change it back to 0. Maps with storyboard disable the taiko-slider (the top image that scrolls). Even when the storyboard is disabled.

It's causing this really awkward empty space.
Topic Starter
Ulysses

Ascendance wrote:

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 :arrow: reduced the size of particle.png it is less lag now.
  2. Unsnapped timing lines at 03:39:888 in all ctb diffs :arrow: Done.
  3. Different sampleset number at 00:00:114 in ctb diffs, please make them consistent :arrow: Done. But where the samplesets of a green and red line conflict, the green one takes precedence.
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
:arrow: Noffy: thank you it is very useful. Fixed everything.

Uploaded.
Topic Starter
Ulysses
- Removed SB difficulty (which was not there when bubbled, I added it accidentally after applying Noffy’s mod)
- Changed particle.png so now it should be less lag.
Spectator
http://puu.sh/A4UCR/a9e20fe08f.zip

fixed platter and collab overdose (overall quality issues)
Topic Starter
Ulysses
Uploaded the CTB diffs.
Fixed the bug that some animations have 0 fps (it occurs from time to time I upload the map)

EDIT: I am not being impatient but I may not be able to have access to my university's computers after April because it will be exam term, the demand of the computers will be very high and I don't have priority being a student doing a non-computer related subject. I don't have a PC but only a Mac on which I cannot run osu. So the sooner it is qualified (and ranked), the better. Please.
Ascendance
Recheck

General:

  1. Tick Rate 2?
  2. Maybe change the top diff name? Doesn't really make sense to me lol
Platter:

  1. 00:09:960 - the amount of dashes could be reduced in places like these, for example, 00:10:575 (3,4,5,6,1,2,3,4,5,6,7,8) - is constantly dashing movements maybe make only the important ones dashes while the others stay walks
  2. 00:14:883 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - same issue here
  3. 00:25:344 (3,4) - i don't think notes like these need to be dashes, maybe only dash to sounds like 00:25:652 (4,1) - . Apply this where you can in this section.
  4. 00:37:806 (2,1) - reduce here since no other movements are dashes like this one
  5. you could add a dash at 00:39:037 (2,1) - though
  6. 00:43:960 (2,1) - could use a dash still :P
  7. 00:44:883 (2,3,4) - could all be reduced to walks here to emphasize jumps on 00:45:344 (4,1) - (do this for any reoccurance also)
  8. 00:53:037 (1,2,3,4) - maybe a bit too hard for a platter difficulty
  9. basically just do your best to thin out the amount of consecutive dashes in this difficulty please. Also, some more hypers would be welcomed at important parts
Rain:

  1. 00:17:037 (2,1) - Spinner gap needs to be a 1/2 bar per the RC
  2. I'd select 01:25:344 (2,4) - and move them to x:254, the distances are pretty big right now
  3. 01:28:729 (1,2,3) - same here, these could be reduced especially since it's some strong antiflow movements
  4. 01:30:575 (1,2) - I don't really like the vertical slider repeats, maybe either giving them slight tilts or making them L-shaped would be cool
  5. 01:32:267 (4,1) - Spinner gap needs to be 1/2
  6. 01:32:421 (1,1) - Rightward spin into left note is mean :<
  7. 02:29:037 (1,1) - these are the only instances where 3/4 is used, i'd just keep it as 1/2
  8. 04:01:037 (2,1) - 1/2 gap
Overdose:

  1. 01:36:729 (3,4) - this rhythm is kinda bad, completely skips the red tick for a blue tick rhythm that doesn't exist. please for cases like this just simplify to 1/2.
  2. 01:53:652 (2,3,4,5,6,7) - weird inwards curve to a strong dash at 8, could maybe rearrange this to make it play nicer
  3. 01:54:883 (2) - 1/2 here
  4. 01:57:498 (3,4,5,6) - distance could be reduced here, same with the next few cases of this too
  5. 02:01:190 (3,4) - edge dash, either reduce to a normal dash or increase to hyper
  6. 02:26:421 (7,1) - really strong cross screen hyper for a noise that's not that strong lol
  7. 02:27:498 (4,1) - could be reduced, this is pretty strong
  8. 02:35:190 - I would've liked to see more vocal emphasis here instead of the background music since every other diff does it
  9. 02:54:883 (1,2,3,4,5,6) - these are all pretty far from each other, could use a nerf for sure
  10. 02:55:806 (5,6,1) - nothing changed musically here, why are these hdashed?
  11. 02:56:267 (1,2,3) - same to here, the only hdashes should be between 02:56:729 (3,4) - . This goes for the next section at 02:57:344 - also
  12. 02:59:806 - this feels way overdone to me, could you please tone it down a bit? there's no reason it should be more intense than the kiai
  13. 03:03:498 - and 01:33:652 - consistency where
  14. 03:14:575 (1,2) - 1/2 here please
  15. 03:27:037 (2,3) - 1/2
  16. 03:45:960 (3,4) - etc etc etc
  17. 04:01:344 (1,1,1) - this is aids please do not do this
Top Diff:

  1. 01:07:037 (3,4,5) - Stream shapes like this are pretty uncomfortable, do you mind fixing a few shapes like these and making them nicer to play?
  2. 01:08:729 (6,7,1,2) - these distances are pretty rough, could you reduce them please?
  3. 01:10:114 (7) - making this fully ohrizontal to the left and moving it to x350 feels nice to me, less flowbreak here
  4. 01:11:190 (6) - x:285 here please for distance issues
  5. 01:25:037 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These streams feel too sharp and aren't really fun to play. Could you please change them in a way that feels more interactive and less frustrating? Maybe curves or l-shapes?
  6. 02:32:883 (1,2,3,4) - dont think the hypers are necessary here
  7. 02:35:190 (1) - why's this an extended slider? no other difficulty does this, just normal vocal emphasis for consistency would be much better
  8. 02:59:806 - Whole section feels pretty overdone, maybe you could do hdashes between 02:59:960 (2,1) - 03:00:267 (2,1) - etc every group of 2
  9. 03:02:267 - This could also be toned down a bit please
  10. 03:21:498 (5) - x:145 for distance
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
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