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*namirin - Kanade [OsuMania|Osu|Taiko]

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mancuso_JM_
I'll try to complete my mod as soon as possible.

Wait for my mod, if you're planning to bubble this set.

I'll wait until Volta fix their mod in their difficulty. Feel free to contact me when you update the set, if you want.
Topic Starter
_Meep_

mancuso_JM_ wrote:

I'll try to complete my mod as soon as possible.

Wait for my mod, if you're planning to bubble this set.

I'll wait until Volta fix their mod in their difficulty. Feel free to contact me when you update the set, if you want.
sure! i'll pm u once volta does fix up his stuff!
Rin Desu
mhh looks like you dont need more mods. if im wrong hit me up^^

btw 00:18:124 (2) - Hitsound ?
Volta

neonat wrote:

why am I here again
why do you still have AiMod error for mania diff

Taiko

00:37:923 (45) - this is also higher than 00:37:123 (43) - differs more from 00:37:523 (44,46) - change it to k? i think d is also fine since the drum sound is lower and to highlight the snare at (43)
01:12:915 - doesn't feel that nice being empty here, with the hold in the vocals at the off-beat
01:25:715 - ^ added d for both point
02:33:315 (161,162,163,164,165) - just seems a little odd being d all the way hmm i don't think it's odd. It's a denser variation of 01:27:715 (1,2,3) -
03:32:715 (37) - change to k? Have 03:32:315 (36,37) - more matching (36) have snare and (37) is a kick so i think k-d would match better
03:42:750 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - could definitely be better with more diversity in notes other than k, the song isn't monotonous here, places like 03:46:750 (4) - 03:50:750 (7) - 03:53:950 (10) - 03:58:747 (13,15) - changed some to d
04:41:935 (2) - k instead, show the change in tone to 04:42:735 (3) - applied
thanks for the mod neo~
update: https://volta.s-ul.eu/7tvXHJkG
Topic Starter
_Meep_

Rin Desu wrote:

mhh looks like you dont need more mods. if im wrong hit me up^^

btw 00:18:124 (2) - Hitsound ?
eh, u can mod if u want x3
that note doesnt need hitsounding tho, i didnt hitsound anything in this section
ShinodaYuu
Hi, mod from my queue
00:08:533 (2) - Head is timed too fast imo
01:38:315 (2) - It would be nice if you would fill red ticks here
03:17:515 - I think it would be better if this was clicked
04:28:335 - Guitar here is rather strong and it feels weird 4 me to not mark it somehow
04:53:170 (1) - You could also fill these piano red ticks in this section
04:53:970 (2) - It ends too late imo, I would end it on 04:53:970 (2) - (1/6)
04:56:890 (1) - Also here, starting on 04:56:890 - (1/8) would fit better
Hope some of these will help you
Topic Starter
_Meep_

Milar001 wrote:

Hi, mod from my queue
00:08:533 (2) - Head is timed too fast imo seems fine for me, go to 25% and you can hear it pretty well
01:38:315 (2) - It would be nice if you would fill red ticks here nah, since i wanted 01:37:915 (1,2,3) - to be a mirror of 01:34:715 (1,2,3) - in terms of rhythm
03:17:515 - I think it would be better if this was clicked not really what I intended tbh, sry
04:28:335 - Guitar here is rather strong and it feels weird 4 me to not mark it somehow Im only changing the sliders on ticks where the tune of the song changes, such as 04:27:535 - ,04:29:135 - and 04:30:335 - .
04:53:170 (1) - You could also fill these piano red ticks in this section it would get too messy because the timing gets wonky here, I rather keep it simple.
04:53:970 (2) - It ends too late imo, I would end it on 04:53:970 (2) - (1/6) thats too late, go to 25% and this ends pretty accurately
04:56:890 (1) - Also here, starting on 04:56:890 - (1/8) would fit better that is really late XD i'll keep my current one
Hope some of these will help you
thanks for the mod!
Aika45
Hi! From my mod queue...

First of all, sorry for having late response, I've been busy this past few days so I wasn't active here... Anyways, you're map is already on good shape, I haven't even found anything at all except for one... Anyways, I'll also include my suggestions...

Kaori (Osu Standard Diff)

03:58:161 (3) - Move it to the white tick. https://osu.ppy.sh/ss/10292576 That compliments the vocals more

This is just my suggestions, feel free to ignore it, but I hope it'll help...

01:09:715 (2,3) - Either you move the slider or the circle away with each other or you can do this https://osu.ppy.sh/ss/10315501, because when I played it, I was a bit confused if it will be a 1/4 or 1/2 tick gap, you can move it to prevent confusion with stacks you placed in the map
02:36:915 (4,5,6,1) - Move the slider a bit, some players may overclick it and end up missing the slider.
02:57:915 (3,4,5) - I suggest you just make the stack align with the slider, it's quite weird you suddenly unaligned this one.
03:36:915 (2,3) - Just make it similar with here 03:36:115 (4,1) or vice versa.

I hope it'll help, have a Great Day!!! :) :) :)
- Frontier -
z
short mod and bad mod as well

  1. please add shockolatte for me
  2. might add 1 cuz one
  3. might add epilepsy warning
  1. beware of combo color 3, it might be too bright.
  2. 00:08:533 (2) - since 00:02:138 (2) - is straighted, 00:05:334 (2) - is curved, so using red anchor here might be great.
  3. 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y
  4. 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird
  1. diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate?
  2. 00:21:918 (14,15) - might swap this, cuz piano's pitch at 00:22:710 (15) - is higher than 00:21:903 (14) -
  3. 00:37:923 (45) - might be k cuz piano's pitch is high
  4. 02:48:615 (36) - remove this note? cuz the song's intensity doesn't really support for triplets
  5. 04:33:935 (89) - idk if adding D will be appropriate or not, since it's where the song's intensity will start decreasing.
rank this
Volta

- Frontier - wrote:

z
short mod and bad mod as well


  1. diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate? i think it's nice being straightforward. keeping the uncreative diffname for now.
  2. 00:21:918 (14,15) - might swap this, cuz piano's pitch at 00:22:710 (15) - is higher than 00:21:903 (14) - if you hear more carefully there is also piano sound that has lower pitch at (15) so current pattern is fine
  3. 00:37:923 (45) - might be k cuz piano's pitch is high retained to reflect the kick drum
  4. 02:48:615 (36) - remove this note? cuz the song's intensity doesn't really support for triplets retained for more balanced density with next and previous string of patterns. I think the break at 02:47:115 - and 02:50:315 - is adequate to reflect the decreased intensity
  5. 04:33:935 (89) - idk if adding D will be appropriate or not, since it's where the song's intensity will start decreasing. keeping it as small note since there is no exceptionally loud sound there
rank this
thanks for the mod~
Topic Starter
_Meep_

Aika45 wrote:

Hi! From my mod queue...

First of all, sorry for having late response, I've been busy this past few days so I wasn't active here... Anyways, you're map is already on good shape, I haven't even found anything at all except for one... Anyways, I'll also include my suggestions...

Kaori (Osu Standard Diff)

03:58:161 (3) - Move it to the white tick. https://osu.ppy.sh/ss/10292576 That compliments the vocals more but nothing falls on the white tick, neither vocals nor instrumental is on the white tick.

This is just my suggestions, feel free to ignore it, but I hope it'll help... chill man xd

01:09:715 (2,3) - Either you move the slider or the circle away with each other or you can do this https://osu.ppy.sh/ss/10315501, because when I played it, I was a bit confused if it will be a 1/4 or 1/2 tick gap, you can move it to prevent confusion with stacks you placed in the map nah, I like it the way it is, Its consistent with the other stacks in the map that I did with a 1/2 gap and I think it represents the song the way I want.
02:36:915 (4,5,6,1) - Move the slider a bit, some players may overclick it and end up missing the slider. the players are supposed to slow down and hit the slider, i never thought they'd speed up ._. no change here since its pretty easy when playing this imo
02:57:915 (3,4,5) - I suggest you just make the stack align with the slider, it's quite weird you suddenly unaligned this one. This is to emphasise the different drum sounds used to play this sound, thats why I unaligned it.
03:36:915 (2,3) - Just make it similar with here 03:36:115 (4,1) or vice versa. Fixed

I hope it'll help, have a Great Day!!! :) :) :)

- Frontier - wrote:

z
short mod and bad mod as well

  1. please add shockolatte for me lmao, ok
  2. might add 1 cuz one nani
  3. might add epilepsy warning oki
  1. beware of combo color 3, it might be too bright. toned it down slightly
  2. 00:08:533 (2) - since 00:02:138 (2) - is straighted, 00:05:334 (2) - is curved, so using red anchor here might be great. Fixed
  3. 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y F I X E D
  4. 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird Fixed
rank this tell all the bns to faster mod this ;w; WHERE R U MANCUSO AND TOFUUUUUUUUUUUU
thanks 4 mods bois
Topic Starter
_Meep_
BNS WHERE R UUUUUUUUUUUUUUU
Caput Mortuum
heloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
am here to rank
Topic Starter
_Meep_
thank
rank mep plz
- Frontier -
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
mancuso_JM_

_Meep_ wrote:

BNS WHERE R UUUUUUUUUUUUUUU
Here I am! :o .. Let's get started!

Standard


[Kaori]

  1. 00:00:350 ~ 00:24:722 - In all this section you can make something interesting with the hitsounding by using some Whistle (Soft Custom 2 activated), as you can see, it's a long section (almost 25 secs. without hitsounds) and it sounds really empty. As an example, you can add hitsound in 00:01:135 (2) - / 00:02:138 (2) - (slider head) / 00:02:693 (3) - / and similar sections. I'll let you work on them as your preference, but would be better to add some hitsounds here.
    You can use some volume increase/reduce in some sections where you find the hitsounding a bit loud as well, try to work a bit more here in this aspect.
  2. 00:09:117 (3,1) - Can you increase a bit more the spacing between these objects? You generally used around 0.6x ~ 0.7x but in this case these objects are really close.
  3. 00:58:715 (2) - Extend this slider in 1/2 or add a single note in 00:59:315 -. If you extend the slider, you'll follow the piano as you did in 00:57:915 (1) - , if you add a note you'll follow vocals/drums closer.
  4. 00:59:515 (1,2) - I think you can increase a bit more the spacing between these objects. Looking at the whole section, 1/1 spacing are more separetad in general. I suppose you can place it around x:436 y:88 and make the spacing between 01:00:315 (2,3,4) - consistent.
  5. 01:12:115 (x) - I'd add a note here to follow vocals mainly, it sounds empty without anything.
  6. 01:34:715 ~ 01:47:115 - In all this section Soft Custom 2 whistles work much better than Soft custom 1 because there is no drums acting and basically this hitsounding sounds like that. Try changing this hitsounds section, please.
  7. 02:46:715 (1) - I need a S:C2 finish in this slider head to emphasize cymbals. Same in 02:59:515 (1) - and 03:02:715 (1) - , you can reduce a bit the volume if you feel them too loud.
  8. 03:11:915 (1,1,1) - You don't need a combo spam to show players that this is 1/3. I find it more accurate if you use (1,2,3) because all these notes are following the same thing.
  9. 03:42:750 ~ 04:01:547 - Hitsound stuff once again. As I always suggested in this difficulty, you can use some whistles here and there (S:C2 activated).
    As an example, you can add whistles in 03:42:750 (1,3) - (slider head) / 03:44:350 (1,3) - (slider head) / 03:45:950 (1,2) - (slider head) / 03:47:150 (3,1,2) - / 03:58:747 (1,2,3) - (in all slider head, you can also increase the volume gradually, you'll notice why) / and similar ones.
  10. 04:21:135 (1,2) - I felt surprised when I didn't see an spacing increase between these objects. You always did that in the whole difficulty except in this case, so would be better to fix it for consistency.
  11. 04:27:535 (1,1,1) - In the whole difficulty, you generally followed the music in a correct way, there is no overmap/undermap nor weird things on it and this pattern is breaking this constant, this technique is not really well applied here. I can give you two different suggestions in this pattern, you can select the one that you prefer, the first one is consistent with the first chorus and the second one makes the difficulty a bit harder but it follows the music much better than the current pattern.
  12. 04:34:335 ~ 04:57:040 - Hitsound stuff. This section is basically the same at the beginning of the song, so you can use similar hitsounds used there here too.
Conclusion: I can say the difficulty is pretty nice in terms of gameplay. Neverthless, I'd like to have more hitsounds in these sections mentioned in my mod because that kind of monotony can make the difficulty boring in this aspect.
You told me that you also added the hitsounding in o!m difficulty, so make sure to recheck them as well.

[]


Taiko

[Volta's Taiko]

  1. 00:36:923 (x) - 00:37:023 (x) - I saw you answered Frontier that you wanted to follow drums in 00:37:923 (45) - instead of piano, after reading that an idea come to my mind. If you want to follow drums in this section, why don't you add some dons in the mentioned points? After your answer, this makes sense, in addition I find that a bit empty after to see that you only have a 1/4 3-plet in 00:24:915 (17,18,19) - .
  2. 01:07:915 (7,8,9,10,11,12,13,14) - First of all, the 3-plet placed in 01:08:515 (10,11,12) - feels random, there is not a sound that justify the usage of it, you want to have a 3-plet would be better to add an object at 01:08:215 - (following the instrumental) or at 01:08:815 - (following vocals) but don't keep this one as it is. I highlight all these pattern becasue I'd like to show you some screenshot in case you decide to use one of my ideas, you can try this pattern if you decide to follow instrumental or this one if you decide to follow vocals. Anyway, take that as simple examples.
  3. 01:11:915 (26,27) - There is not a high pitch at 01:11:915 - that justify a kat. If I were you, I would move it 1/2 back if possible (as a don), if not try to do a d k pattern between these objects instead. The same thing applies in 02:17:515 (87,88,89) -
  4. 02:14:315 (73) - I'd use a kat here instead, in general you decided to follow vocals here and I think this represent the music best.
  5. 02:51:115 (8,9,10,11,12,13,14,15,16,17,18,19) - This section sounds weird to me, especially that 3-plet in 02:51:915 (12,13,14) - , it looks like you tried to follow the piano but this ddd don't follow anything to me. I focus in this section, trying to make it better, anyway I couldn't something that satisfied me in 100% but well, I personally think it'll sound better than the current pattern. Take a look at the example1 and example2. You can maybe have a better idea than me, but I'm sure you can make this pattern much better.
  6. 02:58:815 (x) - Try adding a kat here, it provides a really good effect during the gameplay.
  7. 04:19:935 (24,25,26,27,28) - I'd prefer ddkdk / ddkkk here instead. After 04:20:135 - appear a new tone, so I think you can represent that with kats.
Conclusion: I think that some things could work a bit better, maybe this is not my favourite style. I mean, I wouldn't use some 3-plets in some places but I'd use it in other way, neverthless is not a bad difficulty.

[]

I was going to mod mania difficulty as well, but I'm not that experienced in this gamemode, so I couldn't find anything wrong xD. I'll leave this to Tofu, he'll do a better job than me in this difficulty for sure.
I'll be glad to bubble this once a o!m BN confirm me the status of this difficulty. Feel free to call me back afterwards.
I'd like to recheck the hitsounding myself, after you add stuff in std difficulty.
Till then, Good luck!
Volta

mancuso_JM_ wrote:

_Meep_ wrote:

BNS WHERE R UUUUUUUUUUUUUUU
Here I am! :o .. Let's get started!

Taiko

[Volta's Taiko]

  1. 00:36:923 (x) - 00:37:023 (x) - I saw you answered Frontier that you wanted to follow drums in 00:37:923 (45) - instead of piano, after reading that an idea come to my mind. If you want to follow drums in this section, why don't you add some dons in the mentioned points? After your answer, this makes sense, in addition I find that a bit empty after to see that you only have a 1/4 3-plet in 00:24:915 (17,18,19) - . since the sound is very weak, i prefer to not add them. can't barely hear it.
  2. 01:07:915 (7,8,9,10,11,12,13,14) - First of all, the 3-plet placed in 01:08:515 (10,11,12) - feels random, there is not a sound that justify the usage of it, you want to have a 3-plet would be better to add an object at 01:08:215 - (following the instrumental) or at 01:08:815 - (following vocals) but don't keep this one as it is. I highlight all these pattern becasue I'd like to show you some screenshot in case you decide to use one of my ideas, you can try this pattern if you decide to follow instrumental or this one if you decide to follow vocals. Anyway, take that as simple examples. i'd like to build -up to the 1st kiai using ddd triplet as some sort of variation with the build-up to 2nd kiai. i decided to put the triplet there considering that the piano at 01:08:115 (8,9,10) - and vocal at 01:08:715 (12,13,14) - could be heard more clearly
  3. 01:11:915 (26,27) - There is not a high pitch at 01:11:915 - that justify a kat. If I were you, I would move it 1/2 back if possible (as a don), if not try to do a d k pattern between these objects instead. The same thing applies in 02:17:515 (87,88,89) - it would make the pattern sequence at 01:10:315 (18,19,20,21,22,23,24,25,26,27 ) - is long, comparing with other pattern that feature a 1/4 triplet in this section, the 1/2 kdd could serve as bridge between longer and shorter sequence nicely imo
  4. 02:14:315 (73) - I'd use a kat here instead, in general you decided to follow vocals here and I think this represent the music best. drum sound is similar to 02:14:115 - so i think d is also fine
  5. 02:51:115 (8,9,10,11,12,13,14,15,16,17,18,19) - This section sounds weird to me, especially that 3-plet in 02:51:915 (12,13,14) - , it looks like you tried to follow the piano but this ddd don't follow anything to me. I focus in this section, trying to make it better, anyway I couldn't something that satisfied me in 100% but well, I personally think it'll sound better than the current pattern. Take a look at the example1 and example2. You can maybe have a better idea than me, but I'm sure you can make this pattern much better. my idea here is 02:51:115 (8,9,10,11,12) - and 02:52:315 (15,16,17,18,19) - to represent the drum and the ddd triplet 02:51:915 (12,13,14) - for the piano and bridging the two drums while making denser sequence
  6. 02:58:815 (x) - Try adding a kat here, it provides a really good effect during the gameplay. i would like to reduce the density gradually before the pause at 03:00:715 -
  7. 04:19:935 (24,25,26,27,28) - I'd prefer ddkdk / ddkkk here instead. After 04:20:135 - appear a new tone, so I think you can represent that with kats. i think i prefer to keep it as ddddk to emphasis stronger snare at 04:20:335 (28,29) -
Conclusion: I think that some things could work a bit better, maybe this is not my favourite style. I mean, I wouldn't use some 3-plets in some places but I'd use it in other way, neverthless is not a bad difficulty.

[]

I was going to mod mania difficulty as well, but I'm not that experienced in this gamemode, so I couldn't find anything wrong xD. I'll leave this to Tofu, he'll do a better job than me in this difficulty for sure.
I'll be glad to bubble this once a o!m BN confirm me the status of this difficulty. Feel free to call me back afterwards.
I'd like to recheck the hitsounding myself, after you add stuff in std difficulty.
Till then, Good luck!
thanks for the mod~
_handholding
All these BNs are trolling me with their fake icons

zzz
Topic Starter
_Meep_

mancuso_JM_ wrote:

Here I am! :o .. Let's get started!

Standard


[Kaori]

  1. 00:00:350 ~ 00:24:722 - In all this section you can make something interesting with the hitsounding by using some Whistle (Soft Custom 2 activated), as you can see, it's a long section (almost 25 secs. without hitsounds) and it sounds really empty. As an example, you can add hitsound in 00:01:135 (2) - / 00:02:138 (2) - (slider head) / 00:02:693 (3) - / and similar sections. I'll let you work on them as your preference, but would be better to add some hitsounds here. Fixed
    You can use some volume increase/reduce in some sections where you find the hitsounding a bit loud as well, try to work a bit more here in this aspect.
  2. 00:09:117 (3,1) - Can you increase a bit more the spacing between these objects? You generally used around 0.6x ~ 0.7x but in this case these objects are really close. Fixed
  3. 00:58:715 (2) - Extend this slider in 1/2 or add a single note in 00:59:315 -. If you extend the slider, you'll follow the piano as you did in 00:57:915 (1) - , if you add a note you'll follow vocals/drums closer. but there isnt anything on that timestamp at all, no piano sound or vocal or drum. also it feels weird to add a note there so ima leave it as it is
  4. 00:59:515 (1,2) - I think you can increase a bit more the spacing between these objects. Looking at the whole section, 1/1 spacing are more separetad in general. I suppose you can place it around x:436 y:88 and make the spacing between 01:00:315 (2,3,4) - consistent. its already consistent though, did something instead of what you suggested
  5. 01:12:115 (x) - I'd add a note here to follow vocals mainly, it sounds empty without anything. I aint mapping to the vocals though, its more towards the instrumentals.
  6. 01:34:715 ~ 01:47:115 - In all this section Soft Custom 2 whistles work much better than Soft custom 1 because there is no drums acting and basically this hitsounding sounds like that. Try changing this hitsounds section, please. changed, but left out 01:41:115 - because i think this part is better with SC1
  7. 02:46:715 (1) - I need a S:C2 finish in this slider head to emphasize cymbals. Same in 02:59:515 (1) - and 03:02:715 (1) - , you can reduce a bit the volume if you feel them too loud. Fixed for the first one, there is already finishes on the other two XD maybe it fits so well u dont notice :dabs:
  8. 03:11:915 (1,1,1) - You don't need a combo spam to show players that this is 1/3. I find it more accurate if you use (1,2,3) because all these notes are following the same thing. Fixed
  9. 03:42:750 ~ 04:01:547 - Hitsound stuff once again. As I always suggested in this difficulty, you can use some whistles here and there (S:C2 activated). I wont hitsound this part. I like how there isnt any background noise unlike the one on 00:16:357 - you can hear a violin constantly being played throughout there but not on 03:42:750
    As an example, you can add whistles in 03:42:750 (1,3) - (slider head) / 03:44:350 (1,3) - (slider head) / 03:45:950 (1,2) - (slider head) / 03:47:150 (3,1,2) - / 03:58:747 (1,2,3) - (in all slider head, you can also increase the volume gradually, you'll notice why) / and similar ones.
  10. 04:21:135 (1,2) - I felt surprised when I didn't see an spacing increase between these objects. You always did that in the whole difficulty except in this case, so would be better to fix it for consistency. increased distance slightly
  11. 04:27:535 (1,1,1) - In the whole difficulty, you generally followed the music in a correct way, there is no overmap/undermap nor weird things on it and this pattern is breaking this constant, this technique is not really well applied here. I can give you two different suggestions in this pattern, you can select the one that you prefer, the first one is consistent with the first chorus and the second one makes the difficulty a bit harder but it follows the music much better than the current pattern. Instead, I made another rhythm,
    see how u like it.
  12. 04:34:335 ~ 04:57:040 - Hitsound stuff. This section is basically the same at the beginning of the song, so you can use similar hitsounds used there here too. I only emphasised the downbeats using the hitsounds, so I think thats sufficient for a very calm and slow section.
btw i wont be applying most of the hitsounds on the calm sections like the first and last parts for mania because mania has its own hitsounding and i think the silent hitsound fits much better with mania than standard.
Topic Starter
_Meep_
also I updated to remove the sliderslider because its unrankable to have both at once, so now it only has the slidertick silenced.
Shima Rin
4K: 1|2|3|4


[Arcwin's Marathon]
  1. Start off, there are many places that have double hitsounds. Yes, they are not exactly wrong actually, but they are too loud compared to the calm music so actually I don't think these double hitsounds fit. I would suggest you to change them all to singles. Yes, I know the recent mania hitsound crusade stuff, but it is good on this map since I can clearly hear every hitsound while testplaying, so don't worry, just delete doubled hitsounds and let it go like this.
  2. Timing and Control Points wrote:

    276. Offset: 222,715ms BPM: 150.00
    277. Offset: 222,750ms BPM: 150.00
    278. Offset: 235,161ms BPM: 150.00
    279. Offset: 235,561ms BPM: 150.00
    280. Offset: 238,661ms BPM: 150.00
    281. Offset: 238,747ms BPM: 150.00
    282. Offset: 241,935ms BPM: 150.00
    Why you need to have so many Timing Points that literally change nothing (have the same BPM, use the same sort of hitsounds)? I think you don't need them actually. Make sure you don't have other unnecessary timing points and inherited points too.
  3. 00:37:123 (37123|0,37523|1) - According to pitch, I would think fliping these two LNs fits better.
  4. 01:02:515 (62515|1) - As you used to focus on bass sound, this LN might not need.
  5. 01:06:115 (66115|1) - I can barely hear this. Ghost note?
  6. 01:52:715 - I think you can have a LN here for the guitar, which extends to 01:53:115 - . Maybe you need to delete one note on 01:53:115 - but I think in this way you can complete your focus on guitarl, which is better.
  7. 02:45:815 - You miss a drum here.
  8. 02:48:915 - Don't you forget a note for drum/hihat here? But it depends on you if it harms your pattern then just don't do it.
  9. 02:57:815 - Miss another light drum here. If you add this, make sure this note and 02:57:715 (177715|1) - have C hitsounds on them, just like 02:58:115 (178115|1,178215|2) - .
  10. 03:20:115 - I don't see any drum that needs double here, rather 03:20:515 - here needs one for the drum.
  11. 04:00:547 - You forget a piano sound here.
  12. 04:56:065 (296065|1) - This is just a pre-sound of guitar with no pitch on it and is quite weak, so maybe delete it?

Good work on hitsounds! Call me back when finishing replying to these suggestions.

This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.
Topic Starter
_Meep_

Tofu1222 wrote:

4K: 1|2|3|4


[Arcwin's Marathon]
  1. Start off, there are many places that have double hitsounds. Yes, they are not exactly wrong actually, but they are too loud compared to the calm music so actually I don't think these double hitsounds fit. I would suggest you to change them all to singles. Yes, I know the recent mania hitsound crusade stuff, but it is good on this map since I can clearly hear every hitsound while testplaying, so don't worry, just delete doubled hitsounds and let it go like this. Fixed most except those that went double whistle because it fit
  2. Timing and Control Points wrote:

    276. Offset: 222,715ms BPM: 150.00
    277. Offset: 222,750ms BPM: 150.00
    278. Offset: 235,161ms BPM: 150.00
    279. Offset: 235,561ms BPM: 150.00
    280. Offset: 238,661ms BPM: 150.00
    281. Offset: 238,747ms BPM: 150.00
    282. Offset: 241,935ms BPM: 150.00
    Why you need to have so many Timing Points that literally change nothing (have the same BPM, use the same sort of hitsounds)? I think you don't need them actually. Make sure you don't have other unnecessary timing points and inherited points too. this is cuz of taiko, not sure why but i just copied them from volta's just to be sure.

Good work on hitsounds! Call me back when finishing replying to these suggestions.

This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.
arcwinolivirus

Tofu1222 wrote:

4K: 1|2|3|4


[Arcwin's Marathon]
  1. 00:37:123 (37123|0,37523|1) - According to pitch, I would think fliping these two LNs fits better. rearranged the LNs on a different approach
  2. 01:02:515 (62515|1) - As you used to focus on bass sound, this LN might not need. nice notice! removed.
  3. 01:06:115 (66115|1) - I can barely hear this. Ghost note? removed
  4. 01:52:715 - I think you can have a LN here for the guitar, which extends to 01:53:115 - . Maybe you need to delete one note on 01:53:115 - but I think in this way you can complete your focus on guitarl, which is better. added LN and removed a note.
  5. 02:45:815 - You miss a drum here. I will leave this blue 1/4 line none as the part focuses on the 1/2 red chord notes, strong snares. Also if there's a drum sound, it is quite inaudible (double checked with 25% playback rate and I still dont hear it or I assume it may be the echo-like effect of the snare when heard on slow rate.)
  6. 02:48:915 - Don't you forget a note for drum/hihat here? But it depends on you if it harms your pattern then just don't do it. fixed
  7. 02:57:815 - Miss another light drum here. If you add this, make sure this note and 02:57:715 (177715|1) - have C hitsounds on them, just like 02:58:115 (178115|1,178215|2) - . fixed
  8. 03:20:115 - I don't see any drum that needs double here, rather 03:20:515 - here needs one for the drum. its the high guitar-like sound. Added a note on the drum sound part.
  9. 04:00:547 - You forget a piano sound here. fixed and rearranged pattern.
  10. 04:56:065 (296065|1) - This is just a pre-sound of guitar with no pitch on it and is quite weak, so maybe delete it? I'll keep it, the hihat-like sounds triggers me when there's no note there haha.

Good work on hitsounds! Call me back when finishing replying to these suggestions.

This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.

Thank you so much for the mod! much appreciated! :oops:

Also managed to tweak some hitsounds. Some are really loud since layered by two strong drums. I removed some of them in the difficulty.
Here's my update:
https://puu.sh/zwJSM/ae5c410f4e.rar
Lirai
Asked Tofu to find some issues beside pattern,
[Kaori]
  1. 00:08:533 - The Green Line must have same custom set number with the Red Line
  2. 00:24:722 - here Also Volume level must be same as the Red Line here
Topic Starter
_Meep_

DE-CADE wrote:

Asked Tofu to find some issues beside pattern,
[Kaori]
  1. 00:08:533 - The Green Line must have same custom set number with the Red Line
  2. 00:24:722 - here Also Volume level must be same as the Red Line here
fixed!
Shima Rin
Recheck.

[Arcwin's Marathon]
  1. Double Whistles are still not suggested. Well it's not only about common sense since we usually don't put double hitsounds, but also because I think the drums inherently have the same volume, while some are louder because there are cymbals with them. Besides, I still find places with double C too, like 04:19:135 - .
  2. 03:53:150 - Might wanna do a double here because it sounds similar to 03:52:350 - .
  3. 03:53:950 - However, here the sound is weaker, and since it does not sound like a chord I would say single note fits.
  4. 03:57:061 - Maybe also wanna add one here for the piano. You can skip the sound in between this blue line and the next white line cuz they are a bit too dense/fast for this diff.
  5. 04:00:247 - ^

Just simple issues to fix~
arcwinolivirus

Tofu1222 wrote:

Recheck.

[Arcwin's Marathon]
  1. Double Whistles are still not suggested. Well it's not only about common sense since we usually don't put double hitsounds, but also because I think the drums inherently have the same volume, while some are louder because there are cymbals with them. Besides, I still find places with double C too, like 04:19:135 - .
  2. 03:53:150 - Might wanna do a double here because it sounds similar to 03:52:350 - .
  3. 03:53:950 - However, here the sound is weaker, and since it does not sound like a chord I would say single note fits.
  4. 03:57:061 - Maybe also wanna add one here for the piano. You can skip the sound in between this blue line and the next white line cuz they are a bit too dense/fast for this diff.
  5. 04:00:247 - ^

Just simple issues to fix~

All fixed

as well as the hitsounds. Thank you for the re-check~! Much appreciated :oops:
Shima Rin
[Arcwin's Marathon]
  1. 02:43:915 (163915|2,163915|1) - Delete one C.
  2. 02:46:715 (166715|1,166715|2) - Delete one F.
  3. 02:59:515 (179515|3,179515|2) - ^
  4. 03:02:715 (182715|1,182715|0) - ^
  5. 03:07:115 (187115|3,187115|0) - ^
  6. 03:12:115 (192115|2,192115|3) - It sounds that this should be snapped to 03:12:048 - , a 1/3 point, because that is where the drum occurs.
  7. 04:00:247 (240247|0) - This should be better on col3? Because it is actually with higher pitch than 03:57:061 (237061|0) - . Just my suggestion.

Hopefully this is the last time of the check owo)v
arcwinolivirus

Tofu1222 wrote:

[Arcwin's Marathon]
  1. 02:43:915 (163915|2,163915|1) - Delete one C.
  2. 02:46:715 (166715|1,166715|2) - Delete one F.
  3. 02:59:515 (179515|3,179515|2) - ^
  4. 03:02:715 (182715|1,182715|0) - ^
  5. 03:07:115 (187115|3,187115|0) - ^
  6. 03:12:115 (192115|2,192115|3) - It sounds that this should be snapped to 03:12:048 - , a 1/3 point, because that is where the drum occurs.
  7. 04:00:247 (240247|0) - This should be better on col3? Because it is actually with higher pitch than 03:57:061 (237061|0) - . Just my suggestion.

Hopefully this is the last time of the check owo)v
All applied and fixed! Thank you for the re-check! :oops:

Here's my update:
https://puu.sh/zyVA2/011b1c8b7d.rar
Topic Starter
_Meep_
taiko bns where r uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
intiaz
Before:


After:


You’ve GOT this! You can do it!
Topic Starter
_Meep_
bish dont get me worked up i thought the bn modded LOO
thanks for motivation c:
intiaz
no problem :D
GL with Rank! You can do it!
Shima Rin
osu!mania mode should be ready then.
Namki
Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
Topic Starter
_Meep_

Namki wrote:

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
since taiko bn mods are incoming (tm), wouldnt updating for taiko also break the bubble on std/mania? not sure but i wanna be safe for now

edit: the skin will be in the desc
Topic Starter
_Meep_
Update(not map update x3)
Ascendance may be GDing again (if he doesnt finish by sunday he told me to drop gd)
I’ll use my connections to get mods, dw
since we’re waiting for taiko anyway ;/
mancuso_JM_

Namki wrote:

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
I need to recheck the std difficulty first, as I said in my post I wanted to recheck the new hitsounding again. Plus, a new skin were added, so we need to check that too.

If you're waiting for a new GD, I'll try to recheck standard difficulty during the weekend, because as I told you via in-game I started in my new job and the university too and I couldn't complete it on Monday.

I hope you can wait for me. And sorry for the delay.
Topic Starter
_Meep_

mancuso_JM_ wrote:

Namki wrote:

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
I need to recheck the std difficulty first, as I said in my post I wanted to recheck the new hitsounding again. Plus, a new skin were added, so we need to check that too.

If you're waiting for a new GD, I'll try to recheck standard difficulty during the weekend, because as I told you via in-game I started in my new job and the university too and I couldn't complete it on Monday.

I hope you can wait for me. And sorry for the delay.
Take your time, Im somehow still able to stay sane but yea XD i got a bit too much patience :3c
I can get a ctb bn pretty quickly so idm waiting for u guys
and we still waiting for taco bns 👀
neonat
std

00:00:350 (1) - is this supposed to be without whistle
01:47:515 (1,1,1,1,1) - having every one of them differ in hitsounds doesn't seem proper
02:29:115 (3,4,1) - they're a phrase with 02:30:715 (1,2,3) - yet with the same time difference between them the spacing isn't
start of 02:49:115 (2) - and end of 02:49:915 (1) - those whistle don't appear elsewhere, they don't really fit either
Parts like 02:48:115 - 02:48:515 - 02:51:315 - 02:54:515 - 02:54:915 - 02:55:715 - 02:58:715 - 02:58:915 and the rest that have the snare fit more with the SC2 clap rather than anything else, because they are like 02:47:515
03:20:315 (3) - you don't usually use these kind of sliders in the map, it's like one out of the blue, where the red node is placed also isn't really that nice
03:42:750 - 04:01:947 - this whole section is devoid of hitsounds, I do believe it is possible to fill it with hitsounds though
04:53:170 (1,2,1,2,3,1) - those drum hitsounds don't match with the guitar it is following

The audio levels can be tweaked, the parts at 03:48:734 - 02:59:994 - 01:38:455 definitely differ in their intensity in the song but are on the same volume, and even 00:51:132 is higher than the part at 02:59:994

Hitsounding can really be looked over

taiko

04:07:635 (10) - shift it to 04:07:935 - ? having the longer pattern leading to the next phrase
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