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remixed by DJ TOTTO - The 5th KAC DJ TOTTO's SELECTION [OsuM

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error_exe777
hello

i'm hoping to mod this before anyone snabs the spot on your mod queue lol

special
out of all the notes in this section, 00:07:263 (7263|0) seems to be the only ghost note

00:07:263 (7263|0) - there should be more LN's as there is more to the sound. this? https://osu.ppy.sh/ss/8719622

00:47:212 (47212|0,47212|1) - CTRL+H..? it works, and shows the differ between the sounds better. if you do then CTRL+H these 00:47:759 (47759|2,47759|3,47869|2,47869|3,47978|3,47978|2,48088|0,48197|3) -

00:57:662 (57662|1) - why didn't you do the thing like this 00:52:833 (52833|1,52885|2,52936|3) ?

01:10:813 (70813|2) - ^^

02:15:896 (135896|3) - why don't you extend it to 02:20:058 ? it's literally only another 2 seconds

Hard
00:45:131 (45131|2) - ghost..? no sound

00:45:788 (45788|3,46007|0,46226|2,46445|1) - what are these representing? if it's the vocal thing, only the first two are needed, and if it's the other sound that i can't describe then they weren't presented as sliders before

01:29:278 - i don't see any point behind this gap. even if there is, it suits better with it mapped

02:15:810 (135810|2) - avoid the jack somehow lol

02:15:896 (135896|3) - again i recommend extending this like in special

Basic
00:30:241 (30241|3,30350|2,30460|1) .1/4 stairs in an easy? even though it's quite slow, i think it's too hard

02:15:896 (135896|0) - extend like before

good luck!
Topic Starter
Rivals_7

Umo- wrote:

1-4
Medium
00:27:832 - why not add doubles here every 1/1 snap like you did at the beginning of the song? the beginning has snare and kick coming each other. the second only has kick (and low snare). considering the second song still has a calm nature, i dont want this to be really dense.
+ some of the notes are placed in 1/4 roll so its to give more flexible playability

00:33:745 - add note to 1 to make it double because there is some kind of crash sound hmm was intended for the distort vocal overall tho
00:38:343 - make this double because the vocal suddenly get stronger at that part
01:29:443 - missing note? kinda intended since the kick structure arent like before ( - 01:28:124 (88124|0,88289|3,88454|2) - )
01:42:087 (102087|0) - this note sounds like that it should start around somewhere here 01:42:060 -
01:48:151 - missing note?
01:50:405 - ^ ^ only highlighting the piano roll
01:57:515 (117515|2) - meybe make this a LN and extend it to 01:57:862 - because the snare sound fades out uh dont think so. its kinda weird
02:11:561 (131561|2) - when I listen to that note it sounds diffrend from this note 02:11:388 (131388|2) - so meybe move 02:11:561 (131561|2) - to 4?
hard
01:06:909 - meybe like this? i'll consider this later i guess
01:08:142 - make this triple because sound suddenly gets louder at that part the movement is quite awkward tho. i prefer not to
Special
00:20:302 (20302|1,20302|3,20302|0) - meybe make that triple diffrend from this one? 00:19:840 (19840|0,19840|3,19840|1) - it'll make quite an unecessary jacks. would keep this for now
00:47:759 (47759|2,47759|3,47869|2,47869|3,47978|3,47978|2) - I dont really think that pattern is necessary because this double 00:47:869 (47869|3,47869|2) - sounds diffrend from other 2 so meybe move 00:47:869 (47869|3,47869|2) - to 1 and 2 those are the same claps sound.
Nice map
Good Luck

OwenF04 wrote:

hello

i'm hoping to mod this before anyone snabs the spot on your mod queue lol

special
out of all the notes in this section, 00:07:263 (7263|0) seems to be the only ghost note

00:07:263 (7263|0) - there should be more LN's as there is more to the sound. this? https://osu.ppy.sh/ss/8719622 too little to get an attention so would like to not add it. to keep things consistent with the rest of the section

00:47:212 (47212|0,47212|1) - CTRL+H..? it works, and shows the differ between the sounds better. if you do then CTRL+H these 00:47:759 (47759|2,47759|3,47869|2,47869|3,47978|3,47978|2,48088|0,48197|3) - thats kinda uncomfy to me imo. would keep this for now

00:57:662 (57662|1) - why didn't you do the thing like this 00:52:833 (52833|1,52885|2,52936|3) ?

01:10:813 (70813|2) - ^^

02:15:896 (135896|3) - why don't you extend it to 02:20:058 ? it's literally only another 2 seconds guitar strings end there.

Hard
00:45:131 (45131|2) - ghost..? no sound uh vocals

00:45:788 (45788|3,46007|0,46226|2,46445|1) - what are these representing? if it's the vocal thing, only the first two are needed, and if it's the other sound that i can't describe then they weren't presented as sliders before its represent both vocals and long melody

01:29:278 - i don't see any point behind this gap. even if there is, it suits better with it mapped different kick structure. see - 01:28:124 (88124|1,88124|0,88289|3,88289|2,88454|1,88454|0) -

02:15:810 (135810|2) - avoid the jack somehow lol shield pattern=/= jacks lel

02:15:896 (135896|3) - again i recommend extending this like in special same

Basic
00:30:241 (30241|3,30350|2,30460|1) .1/4 stairs in an easy? even though it's quite slow, i think it's too hard

02:15:896 (135896|0) - extend like before same

good luck!
No reply = accepted.
Thx for mod!
error_exe777
shit happened in 10 months

WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling
Please focus your modding on maps which have higher star priorities first!

h
[General]
  1. aimod in hard and medium

  2. i assume you got metadata from somewhere

    else fine
[SPECIAL]

00:07:610 - it's not a problem but, any reason why you ended up phasing in the LNs despite the sound being present right from the start?

00:26:956 (26956|0,26956|3,27066|2,27175|1,27175|0,27285|2) - pattern here is behind a quite held out chime sound so it could make sense to have them more LN based over the typical jumpstream you have here e.g. http://prntscr.com/jgpskl or likewise

00:40:314 (40314|2,40423|3,40533|2) - more for flow, could move the trill here from completely on the right hand to having it between both, kinda like http://prntscr.com/jgq3pu

00:46:226 (46226|0,46226|1) - confused as to why this is a double LN, since the two below i assume have the vocals representing the extra LN when this one doesnt have an LN here. id personally just opt for having it as a single LN

00:54:091 (54091|2) - the 1/4th notes are covering the melody but theres no sound for the melody here, so should probably delete. could then have it flow into the next part with an LN like so http://prntscr.com/jgq5vr maybe

01:13:714 (73714|1,73714|0) - i mean, since the reverb ends at around the blue tick i would've extended it to there and have it shield with the notes above (shouldn't flow bad since bpm is low)

01:27:135 (87135|3,87135|1,87135|0,87135|2) - hmm, quads for a cymbal isnt something i can agree with. since the cymbal is barely audible here compared to the rest of the sounds, a quad probably places a bit too much emphasis on the sound there. id go for the triple which shows the cymbal effectively without so much emphasis

01:30:102 (90102|2,90102|3,90267|0,90267|1,90762|3,90926|0) - why'd you have these different? im sure the sounds are the same intensity so i would've had them either both as double LNs or both single LNs.

01:43:834 (103834|2,103834|0,103834|1,103834|3) - could be cool to have these as LNs and then have them end at 01:44:963 - progressively as the sounds fade, eg http://prntscr.com/jgqatf

02:10:975 - not particularly a fan of skipping the sound here, id suggest adding it since the sound is present here

02:15:917 (135917|0) - idk if you'd be up for it, but an idea would be to also make this an LN extending out after the existing one, and ending at 02:20:079 - where it begins to fade out? (that being said spread is a problem but /s)

[HARD]

00:54:091 (54091|2) - similar to top diff, im almost certain there isnt a note in the melody to support this

00:59:947 (59947|0,59947|3,60153|3,60153|0) - i would actually prefer if these were a different pattern since [14] was used at 01:00:769 - for a difference sound so it'd help differentiate the two

01:21:531 - since theres more emphasis on this sound than on 01:21:778 (81778|0,81778|3) - , i would rearrange the objects similar to so http://prntscr.com/jgs4em to give that emphasis

01:36:899 (96899|1,96899|2,97060|2,97060|3) - why'd you suddenly break consistency here? you seem to just have the 1/2 jumptrills for the kicks like these so it would make sense to keep consistent

01:43:834 (103834|2,103834|3,103834|0) - perhaps a similar suggestion to top diff here?

02:02:738 - here, since the sounds are pretty muffled, i would overlap some of the LNs to represent that in a way http://prntscr.com/jgs5cp , and then phase back into normal LNs as they because less muffled

02:12:969 (132969|1,133056|0,133143|2,133230|1,133316|0,133490|2,133663|0,133750|1,133837|2,133952|0,134068|1,134183|2,134299|1,134415|0,134530|2) - patterns here seems awfully left hand biased,unless it was intended i'd try to balance it out a bit more

[MEDIUM]

01:26:476 (86476|3,86641|1,86806|3,86970|1,87135|3) - not a massive problem, but the transition into the double here is a bit uncomfortable due to this trill here

01:37:544 - i meannnnn, hard is full 1/2 rhythms here and you've just got the basic LN here. to aid with some sort of spread, you could add notes every 1/1 along with the LNs to close it slightly

01:43:834 (103834|3,103834|0) - yeah same suggestions here as well, but less complex

01:57:536 (117536|2) - how about moving this to col 1? the [14] pattern will place more emphasis on the sound over the closed [12] like patterns and it would fit since the sound is more intense

[BASIC]

diff feels really distant spread wise from medium, but i guess its not a massive problem

00:26:956 - how about adding an LN here for the chimes? like http://prntscr.com/jgs8vv

01:07:345 (67345|3,67756|1) - could be cool to have these overlap in cols [23] to give some differentiation between the more muffled LN below

01:43:834 (103834|1,103834|3) - yeah same here LNs aa

02:02:738 (122738|1,123085|2) - maybe overlap these two as well?

hitsounds with re-checks™
Topic Starter
Rivals_7

error_exe777 wrote:

shit happened in 10 months

WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling
Please focus your modding on maps which have higher star priorities first! sp :thinking:

h
[General]
  1. aimod in hard and medium fixed

  2. i assume you got metadata from somewhere from this btw. sounds ok to me, its also where i got my 4th kac meta as well but i might ask on metadata heap i think just for sure

    else fine
[SPECIAL]

00:07:610 - it's not a problem but, any reason why you ended up phasing in the LNs despite the sound being present right from the start?

00:26:956 (26956|0,26956|3,27066|2,27175|1,27175|0,27285|2) - pattern here is behind a quite held out chime sound so it could make sense to have them more LN based over the typical jumpstream you have here e.g. http://prntscr.com/jgpskl or likewise agree. do it a lil different

00:40:314 (40314|2,40423|3,40533|2) - more for flow, could move the trill here from completely on the right hand to having it between both, kinda like http://prntscr.com/jgq3pu

00:46:226 (46226|0,46226|1) - confused as to why this is a double LN, since the two below i assume have the vocals representing the extra LN when this one doesnt have an LN here. id personally just opt for having it as a single LN

00:54:091 (54091|2) - the 1/4th notes are covering the melody but theres no sound for the melody here, so should probably delete. could then have it flow into the next part with an LN like so http://prntscr.com/jgq5vr maybe mmh i think i heard something like a build-up melody alongside the main melody. guess i'll keep it for now

01:13:714 (73714|1,73714|0) - i mean, since the reverb ends at around the blue tick i would've extended it to there and have it shield with the notes above (shouldn't flow bad since bpm is low) i'd say i prefer this reverb to be unmapped. they're not so important thing to be mapped imo

01:27:135 (87135|3,87135|1,87135|0,87135|2) - hmm, quads for a cymbal isnt something i can agree with. since the cymbal is barely audible here compared to the rest of the sounds, a quad probably places a bit too much emphasis on the sound there. id go for the triple which shows the cymbal effectively without so much emphasis isnt the cymbal is actually loud? at least i think it is, hence the quad

01:30:102 (90102|2,90102|3,90267|0,90267|1,90762|3,90926|0) - why'd you have these different? im sure the sounds are the same intensity so i would've had them either both as double LNs or both single LNs.

01:43:834 (103834|2,103834|0,103834|1,103834|3) - could be cool to have these as LNs and then have them end at 01:44:963 - progressively as the sounds fade, eg http://prntscr.com/jgqatf i particularly like this kind of emphasizing rather than have them all LN. i think that captures the feelings more better

02:10:975 - not particularly a fan of skipping the sound here, id suggest adding it since the sound is present here

02:15:917 (135917|0) - idk if you'd be up for it, but an idea would be to also make this an LN extending out after the existing one, and ending at 02:20:079 - where it begins to fade out? (that being said spread is a problem but /s)

[HARD]

00:54:091 (54091|2) - similar to top diff, im almost certain there isnt a note in the melody to support this ^

00:59:947 (59947|0,59947|3,60153|3,60153|0) - i would actually prefer if these were a different pattern since [14] was used at 01:00:769 - for a difference sound so it'd help differentiate the two

01:21:531 - since theres more emphasis on this sound than on 01:21:778 (81778|0,81778|3) - , i would rearrange the objects similar to so http://prntscr.com/jgs4em to give that emphasis

01:36:899 (96899|1,96899|2,97060|2,97060|3) - why'd you suddenly break consistency here? you seem to just have the 1/2 jumptrills for the kicks like these so it would make sense to keep consistent

01:43:834 (103834|2,103834|3,103834|0) - perhaps a similar suggestion to top diff here? same as well

02:02:738 - here, since the sounds are pretty muffled, i would overlap some of the LNs to represent that in a way http://prntscr.com/jgs5cp , and then phase back into normal LNs as they because less muffled

02:12:969 (132969|1,133056|0,133143|2,133230|1,133316|0,133490|2,133663|0,133750|1,133837|2,133952|0,134068|1,134183|2,134299|1,134415|0,134530|2) - patterns here seems awfully left hand biased,unless it was intended i'd try to balance it out a bit more

[MEDIUM]

01:26:476 (86476|3,86641|1,86806|3,86970|1,87135|3) - not a massive problem, but the transition into the double here is a bit uncomfortable due to this trill here

01:37:544 - i meannnnn, hard is full 1/2 rhythms here and you've just got the basic LN here. to aid with some sort of spread, you could add notes every 1/1 along with the LNs to close it slightly

01:43:834 (103834|3,103834|0) - yeah same suggestions here as well, but less complex uhhh same

01:57:536 (117536|2) - how about moving this to col 1? the [14] pattern will place more emphasis on the sound over the closed [12] like patterns and it would fit since the sound is more intense

[BASIC]

diff feels really distant spread wise from medium, but i guess its not a massive problem yea its quite hard to maintain the layering in-between because the SR algorithm is meh xd and i really want this to be below 1.5* to be beginner friendly

00:26:956 - how about adding an LN here for the chimes? like http://prntscr.com/jgs8vv

01:07:345 (67345|3,67756|1) - could be cool to have these overlap in cols [23] to give some differentiation between the more muffled LN below

01:43:834 (103834|1,103834|3) - yeah same here LNs aa eeee tooo .3.

02:02:738 (122738|1,123085|2) - maybe overlap these two as well?

hitsounds with re-checks™
no reply is acceptos. owob)
error_exe777
[HITSOUND]

make sure you delete all storyboard hitsounds when applying them over

00:38:562 (38562|1) - clap instead?

01:46:785 (106785|3) - as for these ringing sounds, i kinda feel they are slightly loud and kinda overpower the song in this section. id reduce to smth like 30-40% vol

01:57:536 (117536|3,117536|2) - any need to have 2 claps here? if you want it louder id just increase the volume of it to 100% and have the one

02:06:206 (126206|1) - missing finish

02:15:224 - 02:15:917 - how about adding the ringing sound here? same vol suggestion as well

[SPECIAL]

01:29:773 (89773|3,89773|2,89855|1,89855|0,89937|2,89937|3,90020|0,90020|1) - now that i think about it, shouldnt these also be minjacks like 01:30:432 - , or vice versa

else is cool
Topic Starter
Rivals_7

error_exe777 wrote:

[HITSOUND]

make sure you delete all storyboard hitsounds when applying them over

00:38:562 (38562|1) - clap instead?

01:46:785 (106785|3) - as for these ringing sounds, i kinda feel they are slightly loud and kinda overpower the song in this section. id reduce to smth like 30-40% vol

01:57:536 (117536|3,117536|2) - any need to have 2 claps here? if you want it louder id just increase the volume of it to 100% and have the one o right it shouldnt be there. keep it as one @70%

02:06:206 (126206|1) - missing finish

02:15:224 - 02:15:917 - how about adding the ringing sound here? same vol suggestion as well hmmm doesnt sounds fit imo so i'll keep it

[SPECIAL]

01:29:773 (89773|3,89773|2,89855|1,89855|0,89937|2,89937|3,90020|0,90020|1) - now that i think about it, shouldnt these also be minjacks like 01:30:432 - , or vice versa actually i'd prefer this. mainly because for variation sake

else is cool
also fix other sb thing in lower diffs. deleted HS diff
AnthonyDsaster
MEJOR PRUEBEN TOUHOU!
TODAS SON DIFICILES :v
error_exe777
offset aasdgasdhdsfdsahiodnsaopdnas
Topic Starter
Rivals_7
thank :D
Shima Rin
Toki sings the best song in the world owo)b
Leniane
Sorry to burst your bubble but your normalizing is off and makes the scroll speed faster than normally through out the whole map, I guess you normalized it to 186 bpm but that wrong it should be to 173 bpm which is in the ().

So like (The Normalized BPM / The Current BPM) = sv value


BPM - SV
130 = 1,33
135 = 1,28
137 = 1,26
146 = 1,18
150 = 1,15
154 = 1,12
158 = 1,09
162 = 1,06
166 = 1,04
172 = 1,01
176 = 0,98
182 = 0,95
186 = 0,93
Unpredictable
alright sorry for delaying this for god knows how long, let me see how much i could get done here.

first off, let me just say that i believe Leniane is right here. unsure how noticable it is at lower scroll speeds, but you can tell its a bit faster when playing at higher scroll speed like 30. would fix this as soon as possible.

General
Looks pretty good, i would just add "konami bemani" to the tags since they are affiliated with the game itself.

BASIC
- 01:06:728 - how about adding a note on column 2 here since that fade-in sound is pretty noticeable as well.

- 01:46:785 (106785|0,106785|3) - how about deleting a note and then from 01:46:253 - to 01:46:785 - adding a LN between the two points i mentioned. I think there should be some sort of build up that leads up to 01:46:785 (106785|0,106785|3) - , preferably nothing too big but I think an LN from 01:46:253 - to 01:46:785 - should be ok.

- how about just ctrl + h 01:54:935 (114935|2,115108|3) - these notes. i think it looks better aestehetically (lol) but i find the 1/1 stack you have to be a bit unnecessary imo

- 01:00:769 (60769|3,60975|2) - and 01:01:180 (61180|0,61386|1) - it would be cool if you made each of them a 1/2 stack since they're same sound.

- 01:30:926 (90926|1,91091|2,91256|0,91421|1,91751|3,91915|2,92080|1,92245|0,92382|3,92383|2,92705|1) - hmm how about https://osu.ppy.sh/ss/11367630 ? I basically ctrl + h most of it with some exception of moving some notes. I just felt like the LNs were a bit too left hand oriented and so with this pattern im offering, it can offer LN usage to columns 3 and 4 as well.

- 01:40:770 (100770|3,101092|0,101253|1,101415|3,102060|0) - instead of this, how about https://osu.ppy.sh/ss/11367708 ? i thought it could kinda mimic 01:29:773 (89773|1,90102|3,90267|2,90432|0,90762|3,90926|1,91091|2) - where the LNs are on columns 1 and 2 and the ones mentioned could be on 3 and 4. also the rhythm between the two are quite similar.

MEDIUM
- 01:21:201 (81201|1) - i would just honestly just delete this because I don't think you need two LNs for a drumroll, 1 is just fine. But I think you could add notes here 01:21:696 - and 01:21:531 - since the sounds on these notes are a bit more accentuated.

other than that, this diff looks good yo 8-)

HARD
- this is a tad bit weird but the difficulty name in the song setup box is "Hard" but the diff name shown on the website and in-game is "HARD"..? unsure whats the deal but maybe you might want to recapitalize the diff name in the song setup box so there isn't any complications

- 02:12:160 (132160|1,132218|0) - i think it would be better if you got rid of these. these sounds here are extremely subtle to the point you can them out of a diff like this. it would just be better if they were just in the top diff imo.

pretty clean and simple for the most part.

SPECIAL
nothing yet

haven't finished check yet since i have some stuff irl to finish up (sorry), ill be looking at the special and hitsounds a bit more in detail for the next time. although on first glance, the patterns in special seem fine.

ill either edit this post or make a new one, depending on when you respond :D
Topic Starter
Rivals_7

Unpredictable wrote:

alright sorry for delaying this for god knows how long, let me see how much i could get done here.

first off, let me just say that i believe Leniane is right here. unsure how noticable it is at lower scroll speeds, but you can tell its a bit faster when playing at higher scroll speed like 30. would fix this as soon as possible.

General
Looks pretty good, i would just add "konami bemani" to the tags since they are affiliated with the game itself.

BASIC
- 01:06:728 - how about adding a note on column 2 here since that fade-in sound is pretty noticeable as well. i'm not really favoring 5 consecutive notes in basic so uhh i think its pretty okay to leave a break

- 01:46:785 (106785|0,106785|3) - how about deleting a note and then from 01:46:253 - to 01:46:785 - adding a LN between the two points i mentioned. I think there should be some sort of build up that leads up to 01:46:785 (106785|0,106785|3) - , preferably nothing too big but I think an LN from 01:46:253 - to 01:46:785 - should be ok. i guess i'll pass this to keep consistent with the higher diffs.

- how about just ctrl + h 01:54:935 (114935|2,115108|3) - these notes. i think it looks better aestehetically (lol) but i find the 1/1 stack you have to be a bit unnecessary imo did things here

- 01:00:769 (60769|3,60975|2) - and 01:01:180 (61180|0,61386|1) - it would be cool if you made each of them a 1/2 stack since they're same sound. i dont think that would fit this diff in particular.

- 01:30:926 (90926|1,91091|2,91256|0,91421|1,91751|3,91915|2,92080|1,92245|0,92382|3,92383|2,92705|1) - hmm how about https://osu.ppy.sh/ss/11367630 ? I basically ctrl + h most of it with some exception of moving some notes. I just felt like the LNs were a bit too left hand oriented and so with this pattern im offering, it can offer LN usage to columns 3 and 4 as well. did my own fix

- 01:40:770 (100770|3,101092|0,101253|1,101415|3,102060|0) - instead of this, how about https://osu.ppy.sh/ss/11367708 ? i thought it could kinda mimic 01:29:773 (89773|1,90102|3,90267|2,90432|0,90762|3,90926|1,91091|2) - where the LNs are on columns 1 and 2 and the ones mentioned could be on 3 and 4. also the rhythm between the two are quite similar. decided to do it similarly like - 01:30:936 - for consistency. i forget this one xd

MEDIUM
- 01:21:201 (81201|1) - i would just honestly just delete this because I don't think you need two LNs for a drumroll, 1 is just fine. But I think you could add notes here 01:21:696 - and 01:21:531 - since the sounds on these notes are a bit more accentuated. fixed in my way. also i just realized the spread gap is kinda big so did that too

other than that, this diff looks good yo 8-)

HARD
- this is a tad bit weird but the difficulty name in the song setup box is "Hard" but the diff name shown on the website and in-game is "HARD"..? unsure whats the deal but maybe you might want to recapitalize the diff name in the song setup box so there isn't any complications osu is a weirdo because everytime i type HARD it decapitilize it lol. so to alter it I add a space after HARD so its "HARD "

- 02:12:160 (132160|1,132218|0) - i think it would be better if you got rid of these. these sounds here are extremely subtle to the point you can them out of a diff like this. it would just be better if they were just in the top diff imo.

pretty clean and simple for the most part.

SPECIAL
nothing yet

haven't finished check yet since i have some stuff irl to finish up (sorry), ill be looking at the special and hitsounds a bit more in detail for the next time. although on first glance, the patterns in special seem fine.

ill either edit this post or make a new one, depending on when you respond :D
fixed timing and tags too
no reply = fixed thx c:
Unpredictable
Ok let me fully finish this :3 (no kudos for this post ofc)

SPECIAL
So overall, the patterning is pretty solid imo.

If I had to say anything on the patterning, it would be:

- 01:27:135 (87135|3,87135|1,87135|0,87135|2) - i would honestly just make this a triple because I think a quad is a bit overdoing it on this tick.

- 02:12:160 (132160|2,132218|3) - so these notes, im not to sure in tbh and if it were me, i would personally get rid of them. For one, 02:12:160 (132160|2) - im pretty sure this on the 1/8 tick but 02:12:218 (132218|3) - im sure this doesn't even have a sound correlated with this note. i think you're ok just leaving them out imo because they are quite unnoticeable (even if there is sound there) to the point I would just ignore it.

01:59:964 - add a note here? you have a LN and a note on the hard diff so i think its appropraiate to add one here on this diff as well. also if you add it, make sure to add a kick hitsound w/ 60% volume

Now my main concerns would be the SVs on this diff, not too many but theres two SV parts I felt like that are a bit... aggressive (wasn't sure how to describe it lol).

- 00:32:978 - to 00:33:526 - i felt like the SVs were a bit overwhelming here, i kept playing this part over and over and its not like its impossible to hit, but i feel like you can make some values a bit more comfortable to where it doesn't feel like the SV isn't totally jumping out at the player

- 01:00:769 - to 01:01:488 - same deal here. the sv values here i felt like can be lowered a tad bit.

Hitsounds
- To starts things off, I know you had set your kick hitsound to a certain volume level on each note, but would it be possible to amplify it in audacity maybe..? I feel like it has a ton of potential making the map even more awesome than it is :3, but it really does get drowned out by just your regular hitnormal. (for ex. 00:32:650 - to 00:33:416 - ) the only times i actually hear the kick when there are two kicks or more on one tick, but even then, its still a bit hard to hear imo. is when i think if you could fix this, then I think your hitsounds could all be on some equal volume level.

SPECIAL: 00:06:456 (6456|0) - pretty sure you would want another kick here, you have two kick hitsounds here on other diffs too

feel free to pm me when you're done looking at this ;)
Topic Starter
Rivals_7

Unpredictable wrote:

Ok let me fully finish this :3 (no kudos for this post ofc)

SPECIAL
So overall, the patterning is pretty solid imo.

If I had to say anything on the patterning, it would be:

- 01:27:135 (87135|3,87135|1,87135|0,87135|2) - i would honestly just make this a triple because I think a quad is a bit overdoing it on this tick. idk i think its kinda fit to emphasize those

- 02:12:160 (132160|2,132218|3) - so these notes, im not to sure in tbh and if it were me, i would personally get rid of them. For one, 02:12:160 (132160|2) - im pretty sure this on the 1/8 tick but 02:12:218 (132218|3) - im sure this doesn't even have a sound correlated with this note. i think you're ok just leaving them out imo because they are quite unnoticeable (even if there is sound there) to the point I would just ignore it. i think i just realized that they are 1/4th piano similar to others so yeah i fix to that. (completely rid them in HARD tho)

01:59:964 - add a note here? you have a LN and a note on the hard diff so i think its appropraiate to add one here on this diff as well. also if you add it, make sure to add a kick hitsound w/ 60% volume

Now my main concerns would be the SVs on this diff, not too many but theres two SV parts I felt like that are a bit... aggressive (wasn't sure how to describe it lol).

- 00:32:978 - to 00:33:526 - i felt like the SVs were a bit overwhelming here, i kept playing this part over and over and its not like its impossible to hit, but i feel like you can make some values a bit more comfortable to where it doesn't feel like the SV isn't totally jumping out at the player idk it feels like it is just normal. its a 1,5 0,5 thing (with normalization ofc) so i assume no one will have an issue. maybe the pattern is a bit tricky but the SVs is totally common

- 01:00:769 - to 01:01:488 - same deal here. the sv values here i felt like can be lowered a tad bit. this is 2x ->1x which is kinda intended to give the "repeating" feeling since the song sounds like that.

Hitsounds
- To starts things off, I know you had set your kick hitsound to a certain volume level on each note, but would it be possible to amplify it in audacity maybe..? I feel like it has a ton of potential making the map even more awesome than it is :3, but it really does get drowned out by just your regular hitnormal. (for ex. 00:32:650 - to 00:33:416 - ) the only times i actually hear the kick when there are two kicks or more on one tick, but even then, its still a bit hard to hear imo. is when i think if you could fix this, then I think your hitsounds could all be on some equal volume level. amplified 2 db.

SPECIAL: 00:06:456 (6456|0) - pretty sure you would want another kick here, you have two kick hitsounds here on other diffs too woops :u

feel free to pm me when you're done looking at this ;)
anything else is fixed uwu
also BASIC has quite a change on - 00:48:441 - which is now almost full 1/2 with occasional break to fill off the gap with Medium quite a bit (hope that works :blobsweats:)
Unpredictable
am i doing this right

other than that, im pretty satisfied with the changes, get error to look at the map and see if he has any more concerns. besides that, gl!
error_exe777
you shouldve just qualified straight away lol

ill double check and qual after 24hrs anyway if you dont want now
nevermind the normalisation SVs wouldve popped it anyway, ill get to it asap
error_exe777
i dont have enough creativity to create anymore mapfeed comments

anyway, set seems fine!
Topic Starter
Rivals_7
Thanks you guys uwu
Maxus
Hmm, I'm not sure about the offset and timing of this map, seems a lot going wrong somehow.

the one at 00:23:891 - need another +10 offset here, as the kick is noticeably early at all the section with the same BPM.

From 01:15:539 - until 01:18:875 - There's quite a lot of offset being wrong from what i listen. I will list it one by one.

01:15:539 - should be +15ms

01:16:360 - Should be -14ms

01:17:130 - Should be -18ms

01:17:849 - Should be -10ms

01:18:208 - Should be -10ms too

01:18:567 - Should be -20ms

01:18:875 - Should be +10ms

01:19:223 - I don't know if you take this BPM from game / you time it yourself, but either way, i still think the BPM for this should be 180 BPM. Because you can notice the chord at 01:19:734 (79734|0,79734|3,79734|2) - suddenly becoming too late even when the initial chord of BPM changes actually already fit, it is usually a firm indication that the BPM is wrong. I tested 180 BPM and it actually far more fits.

01:32:383 - The offset is actually too early by around 20ms, it should be started at 01:32:403 - . The most noticeable way to hear that is to listen towards the kick sound in the entire jumpstream section, which is very early to the point it's really noticeable to play.

Feel free to discussed about it if you think it's already fit, but i'm really sure about the mis-timing here, as it's noticeable even in gameplay.
Unpredictable
alright since i did nominate this and to help get some discussion here, i just want to reply to maxus' points since he has some concerns with the map

Maxus wrote:

the one at 00:23:891 - need another +10 offset here, as the kick is noticeably early at all the section with the same BPM.
yes i definitely agree with this, it fits a lot better and its more on beat.

Maxus wrote:

01:15:539 - should be +15ms

01:16:360 - Should be -14ms

01:17:130 - Should be -18ms

01:17:849 - Should be -10ms

01:18:208 - Should be -10ms too

01:18:567 - Should be -20ms

01:18:875 - Should be +10ms
yeah this seems pretty much right. yeah theres no doubt all of them are off, some are really noticeable too.

Maxus wrote:

01:19:223 - I don't know if you take this BPM from game / you time it yourself, but either way, i still think the BPM for this should be 180 BPM. Because you can notice the chord at 01:19:734 (79734|0,79734|3,79734|2) - suddenly becoming too late even when the initial chord of BPM changes actually already fit, it is usually a firm indication that the BPM is wrong. I tested 180 BPM and it actually far more fits.
yeah, this seems good too and he does have a point about the chord being a bit late

Maxus wrote:

01:32:383 - The offset is actually too early by around 20ms, it should be started at 01:32:403 - . The most noticeable way to hear that is to listen towards the kick sound in the entire jumpstream section, which is very early to the point it's really noticeable to play.
mhm yea this is makes sense. its pretty noticable near the end section as well like you said.

yeah maxus has some valid points and I wanted to make this post because I wanted to validate his concerns for myself. From someone who did nominate this map and after checking with maxus' concerns, I would say they seem valid to me.

thanks again maxus
Topic Starter
Rivals_7

Maxus wrote:

Hmm, I'm not sure about the offset and timing of this map, seems a lot going wrong somehow.

the one at 00:23:891 - need another +10 offset here, as the kick is noticeably early at all the section with the same BPM. +10 seems to be placed in almost at the tail end of the kicks somehow. practically my current one is rather more accurate since its placed in where the kick starts to get in. covering the whole sequence rather than taking only its peak. probably more accurate for acc players but i dont mind having this fixed anyway since its like small differences

From 01:15:539 - until 01:18:875 - There's quite a lot of offset being wrong from what i listen. I will list it one by one.

01:15:539 - should be +15ms similar reason ^

01:16:360 - Should be -14ms I think of -25 on this. likewise to above

01:17:130 - Should be -18ms

01:17:849 - Should be -10ms

01:18:208 - Should be -10ms too

01:18:567 - Should be -20ms

01:18:875 - Should be +10ms likewise to above

01:19:223 - I don't know if you take this BPM from game / you time it yourself, but either way, i still think the BPM for this should be 180 BPM. Because you can notice the chord at 01:19:734 (79734|0,79734|3,79734|2) - suddenly becoming too late even when the initial chord of BPM changes actually already fit, it is usually a firm indication that the BPM is wrong. I tested 180 BPM and it actually far more fits. the more i heard it i feels its more to 182 instead ok psure it is indeed 182. original Quaver only had 182-186 on their version so i assume there shouldnt be any 180 on this

01:32:383 - The offset is actually too early by around 20ms, it should be started at 01:32:403 - . The most noticeable way to hear that is to listen towards the kick sound in the entire jumpstream section, which is very early to the point it's really noticeable to play. i cant tell so i tend to actually agree lol

Feel free to discussed about it if you think it's already fit, but i'm really sure about the mis-timing here, as it's noticeable even in gameplay.
else is yeah.... i dont think i have anything to against that so woosh
Maxus

Rivals_7 wrote:

the one at 00:23:891 - need another +10 offset here, as the kick is noticeably early at all the section with the same BPM. +10 seems to be placed in almost at the tail end of the kicks somehow. practically my current one is rather more accurate since its placed in where the kick starts to get in. covering the whole sequence rather than taking only its peak. probably more accurate for acc players but i dont mind having this fixed anyway since its like small differences
From what i heard, the sound doesn't even started when it's 10ms earlier. Usually when you tried to do offset and also hear the other sound at one section within the same BPM, you need to try stop the sound at exact point and hear whether there's sound on the beginning point or not, which doesn't happened here. so i'm really concerned about this. I still really recommend to fix this one.

From 01:15:539 - until 01:18:875 - There's quite a lot of offset being wrong from what i listen. I will list it one by one.

01:15:539 - should be +15ms similar reason ^ ^same

01:16:360 - Should be -14ms I think of -25 on this. likewise to above t's around -15 / 20ms at best imo , but yeah, i recommend around that range.

01:17:130 - Should be -18ms

01:17:849 - Should be -10ms

01:18:208 - Should be -10ms too

01:18:567 - Should be -20ms

01:18:875 - Should be +10ms likewise to above ^same.

01:19:223 - I don't know if you take this BPM from game / you time it yourself, but either way, i still think the BPM for this should be 180 BPM. Because you can notice the chord at 01:19:734 (79734|0,79734|3,79734|2) - suddenly becoming too late even when the initial chord of BPM changes actually already fit, it is usually a firm indication that the BPM is wrong. I tested 180 BPM and it actually far more fits. the more i heard it i feels its more to 182 instead ok psure it is indeed 182. original Quaver only had 182-186 on their version so i assume there shouldnt be any 180 on this fair enough, i'm fine with 182.

01:32:383 - The offset is actually too early by around 20ms, it should be started at 01:32:403 - . The most noticeable way to hear that is to listen towards the kick sound in the entire jumpstream section, which is very early to the point it's really noticeable to play. i cant tell so i tend to actually agree lol

Feel free to discussed about it if you think it's already fit, but i'm really sure about the mis-timing here, as it's noticeable even in gameplay.

else is yeah.... i dont think i have anything to against that so woosh
Okay then, you can either tried to discuss this one with other BN / QATs again in case you want some other adjustment, but otherwise i think this should be the only timing that's quite noticeable impacting here. I will DQ this first so you can fix the offset and timing.
Good luck.
Topic Starter
Rivals_7
all clear
error_exe777
ok
Maxus
Before qualify i wanna make a post regarding the couple SV in the map which i think too spiky and unfair to play when compared it with your other SVs which flow much better and have better gradient linear curve difficulty. I will list them here.

[Special]
01:00:769 - In response with unpredictable, i actually agree with him about the usage of this SV, this one is a major spike of the map that ramped up the difficulty in an unfair way because the bump you used here are equals with 2,00x and 1,00x which is similar way with sudden teleport out of nowhere. other part of SV you use before using strong number but actually still equidistant with the overall map difficulty which is still fine, but for this one is simply not the case here. I recommend you to use the same SV as 01:00:358 - as it actually giving much reaction time and much controllable in the way player needs to hit the pattern in correct timing.

01:07:139 - Actually, this part is very misleading for player to hit (because there's no expectancy for them to suddenly having such a massive slowjam and then got hit by very strong bump later) , and also in musicality aspect these doesn't fit just hearing the instrument that's being presented. Let me give example at 01:07:345 - here, you can hear the instrument is still actually fading so deep and low without any strong emphasizement has been built upon it, and yet you put 1,42x and 0,71x which is equal to 1,2x and 0,6x and it's supposed to emphasize a more cheerful and strong tone of instrument, and yeah, i think you get my point regarding the SVs isn't only misleading and unfair, but also doesn't fit the music in logical manner.
Why don't try to use the similar calculation SV as you did in Curtain call memories at 02:02:045 - though? this one you did is absolutely splendid and perfect in terms of gameplay and musical relevancy, and both parts are actually very similar in the way it slowing down and build up. The only differences are that you made both of them in very different manner which i couldn't understand.

01:31:585 - While i get this one is probably more fit from fading music to suddenly being intense, but 0,58x slowjam leading to 1,44x is still questionable in terms of gameplay aspect as the pattern you build doesn't really support the SV to be played in a huge differences calculation. try nerfing the slowjam to be more minorly decreasing and adjusting the bump to make the transition number between slowjam to the bump much closer should do the trick to having this one play in much more fair and hold a better nuances.

01:41:435 - This one is the same as above, probably this one is even more unfair because player need to hit diagonal LN wall with that massive sudden slowdown before hitting the diagonal jumptrill alongside with big bump which is even more difficult.

Yeah these are the only part which makes for the sudden huge difficulty spike, other SV you did already well done enough to play so kudosu for them.
Topic Starter
Rivals_7

Maxus wrote:

Before qualify i wanna make a post regarding the couple SV in the map which i think too spiky and unfair to play when compared it with your other SVs which flow much better and have better gradient linear curve difficulty. I will list them here.

[Special]
01:00:769 - In response with unpredictable, i actually agree with him about the usage of this SV, this one is a major spike of the map that ramped up the difficulty in an unfair way because the bump you used here are equals with 2,00x and 1,00x which is similar way with sudden teleport out of nowhere. other part of SV you use before using strong number but actually still equidistant with the overall map difficulty which is still fine, but for this one is simply not the case here. I recommend you to use the same SV as 01:00:358 - as it actually giving much reaction time and much controllable in the way player needs to hit the pattern in correct timing. i personally just thinking both are equal but w/e 1,5 0,5 works for me

01:07:139 - Actually, this part is very misleading for player to hit (because there's no expectancy for them to suddenly having such a massive slowjam and then got hit by very strong bump later) , and also in musicality aspect these doesn't fit just hearing the instrument that's being presented. its a melody, just like every other instance in this section. the only difference is this melody is heavily muffled. still, worthy to be highlighted here for consistency sake

Let me give example at 01:07:345 - here, you can hear the instrument is still actually fading so deep and low without any strong emphasizement has been built upon it, and yet you put 1,42x and 0,71x which is equal to 1,2x and 0,6x and it's supposed to emphasize a more cheerful and strong tone of instrument, and yeah, i think you get my point regarding the SVs isn't only misleading and unfair, but also doesn't fit the music in logical manner. i cant see where it is misleading in any way. yes it is going deeply muffled and then goes 1,2 but it is because there is stutter in the song. and the whole stutter is designed to get faster and faster towards normalization. 1,2->0,6->1,3->0,65 and so on until 1,9->0,95 and finally 1,00x. and yeah thats the idea as a whole

thats also why the pattern is jump jacks instead of jumptrill. in a sense, when they see the jump jacks, they will quickly expect that the song will goes faster. in a jumptrill form, most people will likely cannot timing it perfectly because it creates a visual tricks. That tricks is minimalized with the jumpjacks form. If they could sightreading it in a first try (in which i think the top 3 people Fc-ed this in quallified yesterday does) then i dont see this unfair


Why don't try to use the similar calculation SV as you did in Curtain call memories at 02:02:045 - though? this one you did is absolutely splendid and perfect in terms of gameplay and musical relevancy, and both parts are actually very similar in the way it slowing down and build up. The only differences are that you made both of them in very different manner which i couldn't understand.

1. both are different songs: if i representing SVs (and pattern) in a different way because of different songs, thats logical. we're not limited to do such things.
2. stutter is placed in a polar opposite: if you thinking i would put another jumpjacks here, i wouldnt. because its less impactful since the stutter goes muffled and muffled more, contrary to the 1st occasion. and doing jumpjacks and stutters toward slowjam is kinda a nuisance to manage and can quickly thrown off player.


01:31:585 - While i get this one is probably more fit from fading music to suddenly being intense, but 0,58x slowjam leading to 1,44x is still questionable in terms of gameplay aspect as the pattern you build doesn't really support the SV to be played in a huge differences calculation. try nerfing the slowjam to be more minorly decreasing and adjusting the bump to make the transition number between slowjam to the bump much closer should do the trick to having this one play in much more fair and hold a better nuances.

well its not like we jumping to a static speed and this occasion is pmuch normal. The speed is still within their grasp of sense and pmuch everyone else will get the same sense while reading it.

best i can offer is doing gradual slowjam from 0,95 0,9 0,85 0,8 0,75 0,7 (on 1/3 snap) if that convincing enough. having its value nearer to the normalization would lose the impact of surprise in which the song actually offer.

01:41:435 - This one is the same as above, probably this one is even more unfair because player need to hit diagonal LN wall with that massive sudden slowdown before hitting the diagonal jumptrill alongside with big bump which is even more difficult. ^

Yeah these are the only part which makes for the sudden huge difficulty spike, other SV you did already well done enough to play so kudosu for them.
PS:
- a couple of changes in the intro of curtain call memories
- revamp SVs per maxus concern
Maxus
01:07:139 - Actually, this part is very misleading for player to hit (because there's no expectancy for them to suddenly having such a massive slowjam and then got hit by very strong bump later) , and also in musicality aspect these doesn't fit just hearing the instrument that's being presented. its a melody, just like every other instance in this section. the only difference is this melody is heavily muffled. still, worthy to be highlighted here for consistency sake My question here isn't whether the sound is worth to be highlighted with SV or not, but whether the calculation you use to emphasize the light muffle sound here being too strong for both in gameplay / musicality aspect , which i will explain much more below.

Let me give example at 01:07:345 - here, you can hear the instrument is still actually fading so deep and low without any strong emphasizement has been built upon it, and yet you put 1,42x and 0,71x which is equal to 1,2x and 0,6x and it's supposed to emphasize a more cheerful and strong tone of instrument, and yeah, i think you get my point regarding the SVs isn't only misleading and unfair, but also doesn't fit the music in logical manner. i cant see where it is misleading in any way. yes it is going deeply muffled and then goes 1,2 but it is because there is stutter in the song. and the whole stutter is designed to get faster and faster towards normalization. 1,2->0,6->1,3->0,65 and so on until 1,9->0,95 and finally 1,00x. and yeah thats the idea as a whole

thats also why the pattern is jump jacks instead of jumptrill. in a sense, when they see the jump jacks, they will quickly expect that the song will goes faster. in a jumptrill form, most people will likely cannot timing it perfectly because it creates a visual tricks. That tricks is minimalized with the jumpjacks form. If they could sightreading it in a first try (in which i think the top 3 people Fc-ed this in quallified yesterday does) then i dont see this unfair


Having the slowjam at 01:06:934 - being 0,83x and then suddenly making the player get slam suddenly by 1,42x SV at 01:07:345 - while the music intensity doesn't change much is not fair. Quaver can get away with it because there is an immediate music atmosphere change to suddenly being strong intensity towards the chord pattern, which justify your SV, but it isn't the case for this one. Because the music transition from the slowjam to the jumpjack pattern isn't change that much at 01:07:345 - .

Which brings me to the point, if you are in the player shoes and hearing low intensity music at 01:07:345 - that doesn't actually change much from 01:07:139 - , do you expect suddenly getting slammed from 0,83x to 1,42x? i won't believe it logically, and i believe neither will do. they won't expect that at all based on the evidence i provide in advance, which brings my point about this being unfair. Bringing the top player that can FC is also unfair, because the insane diff is mainly for 4* player (unless if you said it's for 6* player somehow) , having them blasted by one short diff spike (that is out of the music context) when other section pattern are smoothly being done is no good.


Why don't try to use the similar calculation SV as you did in Curtain call memories at 02:02:045 - though? this one you did is absolutely splendid and perfect in terms of gameplay and musical relevancy, and both parts are actually very similar in the way it slowing down and build up. The only differences are that you made both of them in very different manner which i couldn't understand.

1. both are different songs: if i representing SVs (and pattern) in a different way because of different songs, thats logical. we're not limited to do such things.
2. stutter is placed in a polar opposite: if you thinking i would put another jumpjacks here, i wouldnt. because its less impactful since the stutter goes muffled and muffled more, contrary to the 1st occasion. and doing jumpjacks and stutters toward slowjam is kinda a nuisance to manage and can quickly thrown off player.

1. This statement doesn't really makes sense, because you actually use very similar calculation as the one you did at Quaver, which condonely already null your point. Because you would use more specific differentiation of calculation type compared with the next song if you believe towards what you said.
2. I'm not sure why you implying the small stutter at 01:07:345 - being strong to the point any other approach will be not impactful, because with the intensity of music at that timestamp being that low, i believe even low calculation interpretation already enough to accenting that.


Anyway, the reason why i brought up Curtain Call Memories are because you actually use the quaver SV too much imo, and the SV at CCM fits better with this particular section when considering both part are really similar.

Or you can actually just use any approach that doesn't make transition from 01:06:934 - to 01:07:345 - differ too much and work out the faster and faster SV concept from that particular point. That's literally the only main thing i'm really concern should be changed, everything else other than this already good for me.
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