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
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
Ascendance wrote:
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
My insomnia is keeping me up zzzzNoffy wrote:
Ascendance wrote:
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
yes
👍
all good for skin and sb, all things detailed in my last post were fixed.
edit:
normal-hitclap22
normal-hitclap61
normal-hitclap70
normal-hitfinish61
normal-hitwhistle12
seem to be delayed, double-check these
normal-hitfinish22
normal-hitfinish70
hitsounds which are very biased towards the right side, it's not a big deal, but can be a bit weird during gameplay.
thanks for modAscendance wrote:
Recheck
General:Platter:
- Tick Rate 2?
- Maybe change the top diff name? Doesn't really make sense to me lol
not mentioned = fixed
- 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
- 00:14:883 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - same issue here
- 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.
- 00:37:806 (2,1) - reduce here since no other movements are dashes like this one
- you could add a dash at 00:39:037 (2,1) - though
- 00:43:960 (2,1) - could use a dash still
- 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)
- 00:53:037 (1,2,3,4) - maybe a bit too hard for a platter difficulty
- 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:Overdose:
- 00:17:037 (2,1) - Spinner gap needs to be a 1/2 bar per the RC
- I'd select 01:25:344 (2,4) - and move them to x:254, the distances are pretty big right now
- 01:28:729 (1,2,3) - same here, these could be reduced especially since it's some strong antiflow movements
- 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 this plays pretty fun tho
- 01:32:267 (4,1) - Spinner gap needs to be 1/2
- 01:32:421 (1,1) - Rightward spin into left note is mean :< probably but i think it's still better to keep xd
- 02:29:037 (1,1) - these are the only instances where 3/4 is used, i'd just keep it as 1/2
- 04:01:037 (2,1) - 1/2 gap no comment means fixed
Top Diff:
- 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. okay
- 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 k
- 01:54:883 (2) - 1/2 here k
- 01:57:498 (3,4,5,6) - distance could be reduced here, same with the next few cases of this too done
- 02:01:190 (3,4) - edge dash, either reduce to a normal dash or increase to hyper my mistake lol fixed
- 02:26:421 (7,1) - really strong cross screen hyper for a noise that's not that strong lol fixed!
- 02:27:498 (4,1) - could be reduced, this is pretty strong ^
- 02:35:190 - I would've liked to see more vocal emphasis here instead of the background music since every other diff does it fixed a bit
- 02:54:883 (1,2,3,4,5,6) - these are all pretty far from each other, could use a nerf for sure reworked this part
- 02:55:806 (5,6,1) - nothing changed musically here, why are these hdashed?
- 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
- 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
- 03:03:498 - and 01:33:652 - consistency where
- 03:14:575 (1,2) - 1/2 here please ye
- 03:27:037 (2,3) - 1/2 ah
- 03:45:960 (3,4) - etc etc etc y
- 04:01:344 (1,1,1) - this is aids please do not do this k
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
- 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? this plays fine for me and considering it's top diff it should be fine
- 01:08:729 (6,7,1,2) - these distances are pretty rough, could you reduce them please? reduced
- 01:10:114 (7) - making this fully ohrizontal to the left and moving it to x350 feels nice to me, less flowbreak here current one plays fine and it fits with the overall style
- 01:11:190 (6) - x:285 here please for distance issues this doens't need that much nerf, just reduced a bit
- 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? I think this is pretty subjective it plays pretty fun for me
- 02:32:883 (1,2,3,4) - dont think the hypers are necessary here oh sure
- 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 the extended one seems to be consistent with the sliders like 02:43:806 (1) - and I still think it fits with such relaxing part
- 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 they respectively have strong sounds on each sliders so I don't see a reason to change it
- 03:02:267 - This could also be toned down a bit please ^ pretty much the same reason as above
- 03:21:498 (5) - x:145 for distance this one isn't that far
Thank you for the mod!Yumeno Himiko wrote:
some mod on the Storyboard
[Storyboard]
ring.png has too much redundant transparent area, causing unneeded load burst in many timing sections. ok
same for flare/s.png, it can also get reduced. ok
The bottom part of HK.png is not used, may consider remove them to keep SB load below 5.0x ok
70652 - The white.png(line 150684) is not sharing the same moving speed as the arrow.png(line 249257) ok
227239 - a useless black.png(line 83371) takes about 2.0x load, please remove it. for the white.png(line 313262 and line 313276), ok consider use vy to scale the image instead of using my command, the white.png is pretty large for taking the sb load. Changing this will take me hours. Since the sb load is not very high in this part I will pass.
For the last 10x part I have no idea, but it will be a good choice to make the circle scaling effect into animation, this can reduce sb load quickly. The file size will be too big to upload if I make them animated.
243804 - The last transition of the clock is pretty strange, use fade out to make it smoother. ok