forum

Renard + Adraen - Physicality [OsuMania|Taiko]

posted
Total Posts
41
show more
Topic Starter
Surono
smth smth lifetime related and process

yeah maybe looool, but im lazy
Aisha
Futsuu and above looks nice! I'm not sure about Kantan tbh, I feel it so dense specially about 4/1 breaks and 00:37:162 - this section, I know you're following the second sound of the drum, but it's a little hard to read for newbie players maybe.
May i suggest removing some notes like 00:08:653 (2) - to make good breaks? idk :D
Topic Starter
Surono
yes
00:09:979 - 00:14:952 - 00:30:863 - 00:36:167 - 00:41:471 - 01:23:902 -

00:37:162 - from here, yeah I think its enough already since it has many gaps and yeh the accurate beat mostly are on 1/4 the high impact beat than simpler it to 1/2 instead.

maybe try to have a confirmation if the timing is accurate? and waiting zz * /poke weber *
Topic Starter
Surono
thanks fruko for help timing, okay.. double post sorry and edit thingy is likely, bugg.. i will bcum old creator of this game if do that.. or through newsite, zz my conection and shitty laptop

edit wont 3combos:

dont let mo dooowwwwwwnnnnn~
its been 48years ago weebs since 1969
Aisha
hey so, i feel it's kinda ready, but im still concerned about 4/1 breaks on kantan:

first: i think it's way strange to have 00:00:115 - 00:58:371 - not any 4/1 break on this whole section then suddenly on Kiai that's supposed to be the most intense section of the song

second: i can agree with the 4/1 break on that part on Kiai cause 00:59:697 - from here starts longest pattern on the song so that's fine

third: 00:15:945 - 00:47:765 - these intensity are way similar, so i don't get why the rhythm change on 00:26:552 - and 00:58:371 - you make calmer kiai than the other part

tl;dr: i think by deleting 00:27:049 (2) - should be enough imo
00:32:352 (2) - also this for consistency if you get my point


that's all :D
Topic Starter
Surono
m a n i a BN where are Y O U

00:19:260 - 00:24:563 - just deleted these notes, it feels weird if 00:27:049 - eg deleting this, its main rhythm of this diff and also why I didnt changes for break at kiai? ( 00:51:411 - I decided to delete it as a mini break with simple single snap 1/1 pattern ) as the concept of futsuu that has increased intensity of notes and 00:58:537 - from here you can see it has many between breaks each 5plet so I think its fine enough for kantan level

thanks for quality checking

edit:
thanks asher for helping mania diff on Insanity, now :whathinking:
Asherz007
My turn again I guess

Weber smh I'm taking this check now

So, the taiko stuff all cleared up?

[General]
Hitsounded funny, but it works I guess...

Time for some quick maths :^)
  1. 181.02 / 275 = 0.65825455... ≈ 0.66. Try it out.
Anyways, the timing points that have 0.7x should have this value, else fastjam (or whatever the opposite of slowjam is)

A reminder that due to how the client handles SVs outside of these values, rankable SVs are between 0.1x and 10x.

I feel like the first timing point should be moved forward about 10ms or so (so the ticks line up a bit more at roughly the same noise as at the end). Might just be me though.

1|2|3|4

The Easy that's not really an Easy
I definitely feel like I'm the first person to check this lol. Changes are minor I reckon so no big deal?
Why is this diff here :thinking:

  1. 00:00:115 (115|0,333|0,551|0) - I'm not really sure about having the break after these tbh lol. I'm thinking 2/1 LNs would work better here.
  2. 00:05:339 (5339|3) - Not too sure about these being 1/2 rather than 1/1 (which would then also make them capped and much easier to read for newer players)
  3. 00:46:107 (46107|3) - +clap
  4. 00:50:085 (50085|3,50085|0,50251|2,50251|1,50416|3) - This pattern is much harder than the one used in Normal. Might want to swap them around. I dunno tbh
  5. 01:08:978 (68978|3,69475|2) - I'd make it so that each pair uses both hands. ie the first pair could be 42 and the second 13, something like that.
  6. 01:13:950 (73950|3,74115|0) - Perhaps make this one LN and then 01:14:281 (74281|2) - can be a double (makes sense intensity-wise imo)
  7. 01:30:191 (90191|3,90409|2,90627|1) - like at the start

Normal
Not too much to point out here tbh, pretty solid

  1. 00:15:614 (15614|2) - +clap
  2. 00:45:942 (45942|0,46107|1,46107|2) - what happened to the hitsounds here lol

Hard
Hitsound the damn thing properly like the other diffs kthx

Also 00:15:614 (15614|0) - double for snare (normal has double)

Rest of it's fine to me tbh. Perhaps lacking slightly in variation but it's not too much of a big problem.

Insanity, much like my life
Is too rolly uwu

Covered most of what I wanted to say in the irc a while back; if logs are necessary then I'll post them another time.

  1. 00:05:339 - You really notice how repetitive something like this is when it occurs so often. Also super rolly, so I suggest you shake these up a little bit to be not so rolly. Some can be rolls, just not all. (Use some ideas from Hard because I think those seemed to work fairly well.)
  2. 00:15:614 (15614|0,15614|1) - Dunno whether you wanted this to be a triple for the snare? Up to you since it's not that strong.
  3. 00:26:552 - Also too rolly lul
  4. 01:01:189 (61189|3,61354|3,61520|3,61686|3,61852|3) - I think the strain caused by this is a little excessive in comparison to the rest of the difficulty. A suggestion would just simply be to ctrl + h 01:01:354 (61354|2,61354|3,61437|1).
  5. 01:05:498 - Would also suggest horizontally flipping, since you're entering exactly the same patterns in more or less exactly the same way. 01:06:492 (66492|3,66658|3,66823|3,66989|3,67155|3) still poses the same issue as earlier.
  6. 01:19:584 - Rolls are killing me D:

That should be everything I reckon. Hopefully my brain hasn't died or anything >_>
Topic Starter
Surono

Asherz007 wrote:

My turn again I guess

Weber smh I'm taking this check now weeber at least

So, the taiko stuff all cleared up? yes, frac feels ready with the taiko.

[General]
Hitsounded funny, but it works I guess... :"D lmao tacobell

Time for some quick maths :^)
  1. 181.02 / 275 = 0.65825455... ≈ 0.66. Try it out. okok, please oh dem TOHO MATHEMATHIC TEAM DRAGONFORCCcc
Anyways, the timing points that have 0.7x should have this value, else fastjam (or whatever the opposite of slowjam is) alrigh

A reminder that due to how the client handles SVs outside of these values, rankable SVs are between 0.1x and 10x. how about 0.1111111111?!
XD lol changed to 0.10 alsmot forget zz


I feel like the first timing point should be moved forward about 10ms or so (so the ticks line up a bit more at roughly the same noise as at the end). Might just be me though. the parenthesis words mmm yeah maybe keep it for now, as long the metronome still fine

1|2|3|4

[The Easy that's not really an Easy *I guess I made pp for baby diff LMAO]I definitely feel like I'm the first person to check this lol. Changes are minor I reckon so no big deal?
Why is this diff here :thinking:

  1. 00:00:115 (115|0,333|0,551|0) - I'm not really sure about having the break after these tbh lol. I'm thinking 2/1 LNs would work better here. demm good concept, ok
  2. 00:05:339 (5339|3) - Not too sure about these being 1/2 rather than 1/1 (which would then also make them capped and much easier to read for newer players) ez pz
  3. 00:46:107 (46107|3) - +clap :prokprok:
  4. 00:50:085 (50085|3,50085|0,50251|2,50251|1,50416|3) - This pattern is much harder than the one used in Normal. Might want to swap them around. I dunno tbh hmm keep it? yeah I feel the normal density harder so yea like that, in this diff seems balance for me..
  5. 01:08:978 (68978|3,69475|2) - I'd make it so that each pair uses both hands. ie the first pair could be 42 and the second 13, something like that. dem playable intensifies, its nice theory emphasis too <3
  6. 01:13:950 (73950|3,74115|0) - Perhaps make this one LN and then 01:14:281 (74281|2) - can be a double (makes sense intensity-wise imo) hmm just make differ placement, doubles added for normal.
  7. 01:30:191 (90191|3,90409|2,90627|1) - like at the start swag
[Normal]Not too much to point out here tbh, pretty solid

  1. 00:15:614 (15614|2) - +clap clapper
  2. 00:45:942 (45942|0,46107|1,46107|2) - what happened to the hitsounds here lol lmao pls osh exe edotir
[Hard]Hitsound the damn thing properly like the other diffs kthx dem osh thingy, not me not me. tehh fak orz, done properly hs - _-

Also 00:15:614 (15614|0) - double for snare (normal has double) osh it!!

Rest of it's fine to me tbh. Perhaps lacking slightly in variation but it's not too much of a big problem. hel yeh rip hard pp

[Insanity, much like my life *:anger: :peanuts:*]Is too rolly uwu ..... ewe

Covered most of what I wanted to say in the irc a while back; if logs are necessary then I'll post them another time.

  1. 00:05:339 - You really notice how repetitive something like this is when it occurs so often. Also super rolly, so I suggest you shake these up a little bit to be not so rolly. Some can be rolls, just not all. (Use some ideas from Hard because I think those seemed to work fairly well.) /sweat
  2. 00:15:614 (15614|0,15614|1) - Dunno whether you wanted this to be a triple for the snare? Up to you since it's not that strong. yeah not strong
  3. 00:26:552 - Also too rolly lul aaaaa
  4. 01:01:189 (61189|3,61354|3,61520|3,61686|3,61852|3) - I think the strain caused by this is a little excessive in comparison to the rest of the difficulty. A suggestion would just simply be to ctrl + h 01:01:354 (61354|2,61354|3,61437|1). done
  5. 01:05:498 - Would also suggest horizontally flipping, since you're entering exactly the same patterns in more or less exactly the same way. 01:06:492 (66492|3,66658|3,66823|3,66989|3,67155|3) still poses the same issue as earlier. dem..
  6. 01:19:584 - Rolls are killing me D: /sweatblobs
That should be everything I reckon. Hopefully my brain hasn't died or anything >_>
ahue thanks <3
Asherz007
Alrighty. Think we're good to go then.


mania also ready so let's go

dem
Topic Starter
Surono
Uwwwwwwwwwaaaaaaaaaa pianos fur fur <3

updated:
changed taiko svs values of 275bpm to 0,66 to fit with the speed of 180bpm
Aisha
I liked the effect of fast SV on spinner specially in Oni but yes, taiko is good ~
Vulkin
why is everyone a BN on this thread w
Litharrale
The elusive double bubble
Topic Starter
Surono
:resident_sleeper: gladly its just a game.. no need to sickbrain

xfraczynho wrote:

I liked the effect of "fast" SV on spinner specially in Oni but yes, taiko is good ~

Surono wrote:

changed taiko svs values of 275bpm to 0,66 "to fit with the speed of 180bpm"
zz nvm

Vulkin wrote:

why is everyone a BN on this thread w
because they are human.. hoping Nominator is bot?.. or boat, not madnuts people like surno yeh
Uta

Vulkin wrote:

why is everyone a BN on this thread w
angery with peanuts
Asherz007
dem
Topic Starter
Surono
asherz007 boiya of JBHyperion a.k.a James Bone Hyperion
Uta
0w0
Topic Starter
Surono
3w3
Wadu
Insanity Diff (Mania):

00:00:115 (115|0,333|0,551|0,769|0) - Why going for same col here and then different cols here: 00:03:605 (3605|0,3824|1,4042|2,4260|3) ?
00:04:478 (4478|1,4478|0,4696|1,4696|0,4914|2,4914|3,5133|3,5133|2) - Same cols fit better, don't you think? Same sound.
00:05:339 (5339|0,5421|1,5504|2) - This (etc) feels very awkward to play. It doesn't fit the sound, there should be only 1 LN and the rest are normal notes (applies to the entire map).
01:08:978 (68978|0) - Why do you emhpasis this (very) differently rather than the entire map?
01:14:281 (74281|0,74281|3) - You added a shorter note for the vibrating sound, but it actually lasts longer than the previous sound..

I'll be honest, this map feels extremely awkward, no offense, and a lot of work has to be done in those parts, and I'm saying that as a player first and then as a mapper. Please consider my notes, and I wish you luck ranking the map!
Topic Starter
Surono

Wadu wrote:

Insanity Diff (Mania):

00:00:115 (115|0,333|0,551|0,769|0) - Why going for same col here and then different cols here: 00:03:605 (3605|0,3824|1,4042|2,4260|3) ? flat emphasis concept every alteration of the flows 00:00:987 - 00:01:860 - 00:02:733 - , but yeah 00:03:605 - I felt in here start goes up than flat sounds
00:04:478 (4478|1,4478|0,4696|1,4696|0,4914|2,4914|3,5133|3,5133|2) - Same cols fit better, don't you think? Same sound. its mirror variation and I dont think if all same cols would be better for this part, it would be awkward or dull plays. somehow it can be 12 34 12 34 but I chose 12 12 34 34. same cols not good idea imo
00:05:339 (5339|0,5421|1,5504|2) - This (etc) feels very awkward to play. It doesn't fit the sound, there should be only 1 LN and the rest are normal notes (applies to the entire map). dont you notice 00:05:421 - this alteration synth and etc? yeah thats why I mapped it as 2 short LNs and 1 LN
01:08:978 (68978|0) - Why do you emhpasis this (very) differently rather than the entire map? yeah? it is. variation
01:14:281 (74281|0,74281|3) - You added a shorter note for the vibrating sound, but it actually lasts longer than the previous sound.. to give double emphasis 01:14:281 - here and stop emphasis the other one 01:14:447 - in here rather than start the other one ln from 01:14:447 - here which would make awkward emphasis at flows, so yeah and etc

I'll be honest, this map feels extremely awkward, no offense, and a lot of work has to be done in those parts, and I'm saying that as a player first and then as a mapper. Please consider my notes, and I wish you luck ranking the map! just did my best since the song just like this, its repetitive. but well its not bad at all,
if its really bad this map doesnt get qualified.
sorry no changes
thanks for your feedback, I appreciate it!
Please sign in to reply.

New reply