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RoughSketch feat.Aikapin - Grimm (Kobaryo's FTN-Remix) [OsuM

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Topic Starter
Wadu
Minor snap problem: (Extra diff)
00:21:042 (21042|2) - should be at 00:20:967

will be DQ and hopefully Re-qualified
Blocko
Disqualifying this because of an unsnapped LN on Extra. 00:21:042 (21042|2) - should be on 00:20:967 - lasting up to 00:26:967 - .

After resolving this issue, you may call the previous nominators again so the map is back to the qualified section.

Good luck!
Topic Starter
Wadu
Fixed problem above,
also fixed some of the snaps on 3 diffs:
03:37:242 instead of 03:37:242

&

Added SVs for Grimmpossible in this part: 01:07:317 - 01:14:817

&

Added those notes for consistency: (Grimmpossible)
03:20:592 (200592|3,200742|3)
DDMythical
writing a mod hold up

dont push any bubbles on this

doublepost
DDMythical
1 / 2 / 3 / 4

take everything i say with a pinch of salt: except the stuff in red

I'm not going to look at hitsounds because I don't play with them on.

Grimmpossible
01:11:367 (71367|0,71404|1,71442|2,71479|3) - These are completely unplayable. The LNs are 1/16th 200BPM releases which makes them 18ms in length. Keep in mind that the engine basically doesnt work with LNs 10ms and below so this is already seriously pushing it when it comes to release times. But to have it come after a previous LN and into a jump makes this entire burst/transition luck. (I should clarify that these are not luck to FC but rather to acc with 300g's or 300s. It's pretty much entirely luck whether you get this transition or not and the justification for the LNs staying (i.e. layering or sound emphasis) isnt actually there so there really isnt any reason for these miniLNs to stay.)
02:00:192 (120192|0,120267|0) - In my opinion using a minijack here is a bit strange as in my opinion the emphasis should be reserved for the stronger sounds such as: 02:22:392 (142392|1,142392|0,142467|0,142467|2,142467|3) -
02:02:592 (122592|1,122667|1) - ^
FROM 02:56:967 (176967|0,176967|2,176967|3) - TO 03:10:392 (190392|2,190392|0,190467|1,190467|3) -

This entire section is poorly mapped in my opinion. The LNs make it stupidly easy to cbrush and they are not at the length where you can treat them as standard notes so you have to attempt to hold them whilst doing 200bpm glut-techtransition patterns which mean that in my opinion it needs a remap to be similar to the first 'ending' section (where the preview point is) but with variation in the layering and other stuff.

two cents.
Topic Starter
Wadu

DDMythical wrote:

1 / 2 / 3 / 4

take everything i say with a pinch of salt: except the stuff in red

I'm not going to look at hitsounds because I don't play with them on.

Grimmpossible
01:11:367 (71367|0,71404|1,71442|2,71479|3) - These are completely unplayable. The LNs are 1/16th 200BPM releases which makes them 18ms in length. Keep in mind that the engine basically doesnt work with LNs 10ms and below so this is already seriously pushing it when it comes to release times. But to have it come after a previous LN and into a jump makes this entire burst/transition luck. (I should clarify that these are not luck to FC but rather to acc with 300g's or 300s. It's pretty much entirely luck whether you get this transition or not and the justification for the LNs staying (i.e. layering or sound emphasis) isnt actually there so there really isnt any reason for these miniLNs to stay.) You changed my mind, changed.
02:00:192 (120192|0,120267|0) - In my opinion using a minijack here is a bit strange as in my opinion the emphasis should be reserved for the stronger sounds such as: 02:22:392 (142392|1,142392|0,142467|0,142467|2,142467|3) -
02:02:592 (122592|1,122667|1) - ^ Accepted
FROM 02:56:967 (176967|0,176967|2,176967|3) - TO 03:10:392 (190392|2,190392|0,190467|1,190467|3) -

This entire section is poorly mapped in my opinion. The LNs make it stupidly easy to cbrush and they are not at the length where you can treat them as standard notes so you have to attempt to hold them whilst doing 200bpm glut-techtransition patterns which mean that in my opinion it needs a remap to be similar to the first 'ending' section (where the preview point is) but with variation in the layering and other stuff. This is my favorite part of the map. I really like it that way, because it's very unique, but I appreciate your opinion. It emphasises the sound and vary the pattern.

two cents.
Thanks!

Ready for re-bubble/qualify
Protastic101
irc'd two things
2017-07-27 12:00 CHARGE: Hi! Rivals told me that you may have some notes about the new SVs?
2017-07-27 12:00 Protastic101: o rite
2017-07-27 12:00 Protastic101: can you tell me where they are cause im too lazy
2017-07-27 12:00 CHARGE: yeah
2017-07-27 12:00 CHARGE: 01:06:567 -
2017-07-27 12:01 Protastic101: wait what
2017-07-27 12:01 Protastic101: i thought that was already in the map before
2017-07-27 12:01 CHARGE: ? :O
2017-07-27 12:01 CHARGE: nope!
2017-07-27 12:01 CHARGE: 01:07:317 (67317|0,67317|3) -
2017-07-27 12:01 CHARGE: this for example
2017-07-27 12:01 Protastic101: kms
2017-07-27 12:01 CHARGE: 01:07:767 -
2017-07-27 12:01 CHARGE: and this
2017-07-27 12:01 CHARGE: etc..
2017-07-27 12:02 Protastic101: are they all 1.75x to 0.75x?
2017-07-27 12:02 CHARGE: ye
2017-07-27 12:02 CHARGE: consistent
2017-07-27 12:05 Protastic101: 01:14:967 - i know this is going to sound picky, but can you make the 2x SVs here 2.02x instead, and then the 0.67x SV into 0.66x
2017-07-27 12:05 Protastic101: this way, the numbers are clean and rational as opposed to going on forever and having to be rounded
2017-07-27 12:05 Protastic101: other than that, it should be good
2017-07-27 12:05 CHARGE: one sec ^^
2017-07-27 12:05 CHARGE: only the first one?
2017-07-27 12:06 CHARGE: or all of them?
2017-07-27 12:06 CHARGE: 01:16:167 - up to here
2017-07-27 12:06 Protastic101: all of them
2017-07-27 12:06 Protastic101: yeah
2017-07-27 12:06 Protastic101: just avoids having to use rounded numbers which I hate because im nitpicky like that lol
2017-07-27 12:07 CHARGE: haha its good
2017-07-27 12:07 CHARGE: updated! :)
2017-07-27 12:08 CHARGE: all good now?
2017-07-27 12:08 CHARGE: in thread it says my other changes
2017-07-27 12:08 CHARGE: just snap problem and mod
2017-07-27 12:08 CHARGE: probably you read it if u saw the SVs
2017-07-27 12:08 Protastic101: yeah, just checked it out
2017-07-27 12:09 CHARGE: Alright tell me if there are any comments
2017-07-27 12:11 Protastic101: ACTION is editing [https://osu.ppy.sh/b/1263478 RoughSketch feat.Aikapin - Grimm (Kobaryo's FTN-Remix) [Grimmpossible]]
2017-07-27 12:12 Protastic101: 02:58:317 (178317|0,178317|1,178392|3,178392|2,178467|0) - I might control H this so that the LNs 02:58:167 (178167|1,178167|0,178392|2,178392|3) - are stacked on top of each other for pitch relevancy
2017-07-27 12:12 CHARGE: but its a different sound
2017-07-27 12:12 CHARGE: :O
2017-07-27 12:12 CHARGE: i mean the LNs are organized by the sound
2017-07-27 12:12 Protastic101: assuming it's the synth, they're the same synth and pitch ?
2017-07-27 12:12 CHARGE: its a different sound
2017-07-27 12:13 Protastic101: I dont mind really, just pointing it out cause it might have been nice to do some PR related stuff
2017-07-27 12:13 CHARGE: i could CTRL+H it
2017-07-27 12:13 CHARGE: if you find it better
2017-07-27 12:13 CHARGE: 02:58:467 (178467|3) - moving this to col 3
2017-07-27 12:13 CHARGE: so no anchor
2017-07-27 12:14 CHARGE: (after ctrl + h)
2017-07-27 12:14 CHARGE: alright? seems good?
2017-07-27 12:14 CHARGE: updated btw
2017-07-27 12:15 Protastic101: nah, probs ok to keep it cause if you do that, then you'd have to do the same to 02:59:367 (179367|2,179367|3,179592|3,179592|0) - for consistency
2017-07-27 12:16 CHARGE: ctrl h?
2017-07-27 12:16 CHARGE: ohh
2017-07-27 12:16 CHARGE: kk
2017-07-27 12:16 CHARGE: so like before?
2017-07-27 12:16 Protastic101: no, just make 02:59:367 (179367|3,179367|2,179592|0,179592|3) - in the same columns
2017-07-27 12:17 Protastic101: https://osu.ppy.sh/ss/8695643 like this
2017-07-27 12:18 CHARGE: done
2017-07-27 12:18 CHARGE: anything else? ^^
2017-07-27 12:18 Protastic101: everything else should be fine then
2017-07-27 12:19 CHARGE: done! :D
2017-07-27 12:19 Protastic101: actually, another question in the extra diff
2017-07-27 12:20 CHARGE: Sure
2017-07-27 12:20 Protastic101: 00:23:367 - in insane, you have an LN here for the corrupted kind of sound, but in extra, you don't. For difficulty progression, it's not much, but it feels more like an inconsistency
2017-07-27 12:22 CHARGE: 00:20:967 (20967|2) - shorten to: 00:23:367 -
2017-07-27 12:22 CHARGE: and 00:23:367 - added in col 1
2017-07-27 12:22 Protastic101: ok
2017-07-27 12:22 CHARGE: updating now
2017-07-27 12:23 CHARGE: done
2017-07-27 12:25 Protastic101: ok, cool stuff, lemme rebubble
2017-07-27 12:25 CHARGE: Ty!! :D

New SVs checked, and fixed some to avoid rounding because who even likes 0.666666667x SVs anyways
Rivals_7
Verniy_Chan
Correct me if i'am wrong (since the current ranking criteria web still outdated and /me always hiatus)

Hitsounds .wav have less than 100ms, which is an unrankable issue based on the Ranking Criteria
and
thunder_strike.wav is unnecessary hitsound?

don't hate me please :(
Topic Starter
Wadu

Verniy_Chan wrote:

Correct me if i'am wrong (since the current ranking criteria web still outdated and /me always hiatus)

Hitsounds .wav have less than 100ms, which is an unrankable issue based on the Ranking Criteria
and
thunder_strike.wav is unnecessary hitsound?

don't hate me please :(
Hi thank you for commenting.
All hitsounds are taken from other ranked maps (forgot which though), and also thunder_strike is a cool feature in my opinion (for refference, check out skyshifter vip).
Thank you for the notes though.. :)
Protastic101
Rip, needs dq for the hitsound. Charge, it doesnt matter if it's taken from a ranked map, all hitsounds must be more than 100 ms, which means adding some empty silence to it at the end if necessary. My bad for not catching that before, thank you verniy.
Topic Starter
Wadu
k den
anyway, added those notes (grimmpossible) for consistency if we're already DQing
01:01:542 (61542|3,61692|3)

will update after DQ
Blocko
boop

You know what to do!
Topic Starter
Wadu
Updated with extended normal-hitnormal, all the other hitsounds are good.
Thanks!

edit: also shortened normal-hitwhistle due to long silence after sound.
Protastic101
normal-hitfinish pans a bit to the right :thinking:

hitnormal has a bit of silence at the very beginning, plus the extension is too long

and hitwhistle has too much silence still

here's the fix with all three https://puu.sh/wVQag.zip
Topic Starter
Wadu

Protastic101 wrote:

normal-hitfinish pans a bit to the right :thinking:

hitnormal has a bit of silence at the very beginning, plus the extension is too long

and hitwhistle has too much silence still

here's the fix with all three https://puu.sh/wVQag.zip
updated thank you
Rivals_7
b
Protastic101
alright, let's try again
IamKwaN
According to this site, 花蟲 is name of the creator who creates animation, illustration and other digital contents, so it's not appropriate to be placed in Source.



Why would you add it as Source?
Rivals_7
I thought hanamushi is a game? so he named the game after himself?


it is shown at the bottom of that flash game. if its invalid, well idk.
kinda my bad i didnt wander with those button before becus its all japanese so i cant understand anything :d
eyes

IamKwaN wrote:

According to this site, 花蟲 is name of the creator who creates animation, illustration and other digital contents, so it's not appropriate to be placed in Source.
WHY I'M SO STUPID This is my bad, I thought it was the Movie, but it's just the name of clip's maker (?). I'm really sorry Charge, I just fucked up. I will never check metadata again

I hope there's a way to fix it without dq? qwq
Topic Starter
Wadu
well, if theres a way fixing it without DQ, i'd love that. if not, then just DQ it. :)
IamKwaN
there isn't any, unless it's about tags

poke me when you have done fixing, i will requalify
Topic Starter
Wadu

IamKwaN wrote:

there isn't any, unless it's about tags

poke me when you have done fixing, i will requalify
updated, ty
IamKwaN
back
Kondou-Shinichi
cool
Arzenvald
200 or 400 bpm? :thonkang:
grats btw! :D
Topic Starter
Wadu

Arzenvald wrote:

200 or 400 bpm? :thonkang:
grats btw! :D
Thanks! 200 is also accepted.
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