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*namirin - Kanade [OsuMania|Osu|Taiko]

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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
Topic Starter
_Meep_

neonat wrote:

std

00:00:350 (1) - is this supposed to be without whistle Fixed
01:47:515 (1,1,1,1,1) - having every one of them differ in hitsounds doesn't seem proper it fits well for me since the rhythm plays okay at this part, but hitsounding it the same would make it feel overemphasised in parts where the piano isnt backing the vocals at all.
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 Fixed
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 I do use them in other spots like 02:53:115 (1) - or 02:56:315 (1) -
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 Fixed
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 Fixed
04:53:170 (1,2,1,2,3,1) - those drum hitsounds don't match with the guitar it is following Fixed

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 mancuso git ur ass here >;3
Volta
@neonat i think current pattern is also fine since the bass sound started at 04:07:935 and consistent with 04:20:735

Thanks again!
neonat
I see.

I'm generally fine with the Taiko diff so just continue forward with the set
Ascendance
ascendance

is almost done
Topic Starter
_Meep_

Ascendance wrote:

ascendance

is almost done
👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀🅱️
Topic Starter
_Meep_
OK ASCENDANCE AINT JOINING THE SET
IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
MANCUSO WE WAITIN FOR YA
mancuso_JM_
I'm finally here.. Sorry for the late replay, but you know the reasons c:

Let's clarify some things.

_Meep_ wrote:

IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
Hmm.. I downloaded the map and it looks like you didn't remove it. Did you change your mind or did you forget to do so?

Btw.. I don't know a lot of things about skinning but AiMod is mentioning me that "reversearrow@2x.png" must be 256x256. I don't know if this is a rule nowadays, feel free to ignore that if I'm wrong.

[Kaori]

  1. 00:00:350 ~ 00:21:918 - The sliderslide sounds pretty bad here, really loud to my eyes and it doesn't represent the music at all. You can silence it in this section, if you don't have any slidertick, you're not having both things silenced here.
  2. 01:11:515 (3) - 02:17:115 (3) - I personally think you can do something more interesting to play, I think you can emphasize a bit more drums/vocals in both sections by using a pattern like [url]this[/url]. Providing you some additional explanation (in case is needed) you can emphasize much better drums with a single note and I feel the vocals in 01:11:715 & 02:17:315 need to be follow by some object if you ask me. I hope you consider that.
  3. 01:18:715 (1) - Rotate this to improve the flow with the following note. It feels a bit uncomfortable actually.
  4. 01:46:715 (2,1) - Increase a bit more the spacing between these objects to emphasize the music change (?
  5. 02:26:615 (x) - You're missing a great opportunity to add a note here. It'll follow drums and it'll provide a great effect during the gameplay.
  6. 02:29:915 - Are you missing a clap here?
  7. 03:58:747 (1,2,3) - What are you trying to follow with this custom hitsound? Follow the piano please! These "drum sounds" don't have anything to do here, sincerely. I still think a gradual effect would work perfect here.
  8. 04:34:335 ~ 04:52:935 - As I said at the beginning, sliderslide sounds bad here too. In addition, all objects sound really high for this section so try to reduce the volume around 15%, I'd try more interesting things in term of hitsounding in this section if you ask me but it's your map and you probably want this simpler. Btw, I personally think a silence sliderslide works better than a soft slidertick in this section, some sliders like 04:40:335 (1) - take advantage of piano if you use the common slidertick.
    I've to say that keeping this as it is, is not an option because we're trying to follow the music closely with those hitsounds.
  9. 04:53:170 ~ 04:55:040 - This section is worrying me a bit, I don't know if the timing is 100% correct. In addition some objects aren't snapped properly (for example: 04:53:170 (1) - should end 1/8 earlier or 1/8 forward, but not over the white tick.. 04:53:970 (2) - this one should end in 04:54:420 - (over a yellow tick). I'd like to have some other confirmation, would be great if you can find it.
That's should be all. I have to say that the hitsounding is really far to be my favourite, but well, anyway it could be worse.
Those points are the most important, everything should be ok afterwards.
Make sure to confirm me the timing and contact me once again (try to do it before of Monday, please. I won't have time during the week).
Topic Starter
_Meep_

mancuso_JM_ wrote:

I'm finally here.. Sorry for the late replay, but you know the reasons c:

Let's clarify some things.

_Meep_ wrote:

IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
Hmm.. I downloaded the map and it looks like you didn't remove it. Did you change your mind or did you forget to do so? I alr updated without any skin files twice, idk, maybe bug


Btw.. I don't know a lot of things about skinning but AiMod is mentioning me that "reversearrow@2x.png" must be 256x256. I don't know if this is a rule nowadays, feel free to ignore that if I'm wrong. since the skinner seems really busy, i placed it in the description alr.


[Kaori]

  1. 00:00:350 ~ 00:21:918 - The sliderslide sounds pretty bad here, really loud to my eyes and it doesn't represent the music at all. You can silence it in this section, if you don't have any slidertick, you're not having both things silenced here. got a silent drum sliderslide and added drum samplesets to those sliders that sounded gay
  2. 01:11:515 (3) - 02:17:115 (3) - I personally think you can do something more interesting to play, I think you can emphasize a bit more drums/vocals in both sections by using a pattern like [url]this[/url]. Providing you some additional explanation (in case is needed) you can emphasize much better drums with a single note and I feel the vocals in 01:11:715 & 02:17:315 need to be follow by some object if you ask me. I hope you consider that. Can't really say much because u didnt add in a url in the url text LOL, but talking about those vocals on parts like 02:17:315 - . If I were to map the vocals, it'd be at the cost of making the part feel slightly awkward, considering that 02:17:315 - 'te' kinds of ends abruptly, so it wouldn't be wise to follow it unless I would want awkward pauses in my maps here and there, placing a 1/1 or a 1/2 slider there ( 02:17:315 ) wouldnt work either because of the abrupt vocal as i explained earlier. I won't be changing this, sorry.
  3. 01:18:715 (1) - Rotate this to improve the flow with the following note. It feels a bit uncomfortable actually.
    Fixed
  4. 01:46:715 (2,1) - Increase a bit more the spacing between these objects to emphasize the music change Fixed
  5. 02:26:615 (x) - You're missing a great opportunity to add a note here. It'll follow drums and it'll provide a great effect during the gameplay. Fixed, works well too since it would feel like difficulty scales smoothly throughout each of the choruses, naisu!
  6. 02:29:915 - Are you missing a clap here? Fixed!
  7. 03:58:747 (1,2,3) - What are you trying to follow with this custom hitsound? Follow the piano please! These "drum sounds" don't have anything to do here, sincerely. I still think a gradual effect would work perfect here. I hitsounded them according to what neonat toild me to. I agree with him since I am actually mapping to and emphasising the piano. For me I don't think a physical gradual effect would work well. In any case, this is a hard-light insane difficulty. This part is too calm for me to think about even placing more notes than it already has, it'd feel too dense otherwise. The 'drum sounds' were to emphasise the piano sounds as did on parts like 03:57:161 - or 03:54:750 - . Though what you said was already done, but not physically, it is a gradual effect in the increasing usage of the whistles to indicate that the parts are changing and that it's moving on into a different part of the song.
  8. 04:34:335 ~ 04:52:935 - As I said at the beginning, sliderslide sounds bad here too. In addition, all objects sound really high for this section so try to reduce the volume around 15%, I'd try more interesting things in term of hitsounding in this section if you ask me but it's your map and you probably want this simpler. Btw, I personally think a silence sliderslide works better than a soft slidertick in this section, some sliders like 04:40:335 (1) - take advantage of piano if you use the common slidertick. u fukin genius, i'll do that! <3
    I've to say that keeping this as it is, is not an option because we're trying to follow the music closely with those hitsounds.
  9. 04:53:170 ~ 04:55:040 - This section is worrying me a bit, I don't know if the timing is 100% correct. In addition some objects aren't snapped properly (for example: 04:53:170 (1) - should end 1/8 earlier or 1/8 forward, but not over the white tick.. 04:53:970 (2) - this one should end in 04:54:420 - (over a yellow tick). I'd like to have some other confirmation, would be great if you can find it. this is techincally the best i can do, i only found problems with 04:55:040 (2) - ending too late, i used 1/16 to resnap it. the others are mapped to the violin because thats more accurate than the piano in most cases for this part. I have 0 confirmation about the timing honestly, Mir did the timing but failed, I did the timing but also failed, the pianist was probably drunk while playing this song and namirin probably didn't notice the subtle changes in bpm it had compared to the original version. I don't blame her tho <3
    I spent two full days retiming this song and yea this is the best I can get.
That's should be all. I have to say that the hitsounding is really far to be my favourite, but well, anyway it could be worse.
Those points are the most important, everything should be ok afterwards.
Make sure to confirm me the timing and contact me once again (try to do it before of Monday, please. I won't have time during the week).
mancuso_JM_
Changed some patterns in std via IRC. Here's the log in case you want to check it:

Log
14:37 _Meep_: o/
14:58 mancuso_JM_: [http://up.ppy.sh/files/newrhythm-1.jpg at least let me show you that missed image[/url]
14:59 mancuso_JM_: [http://up.ppy.sh/files/newrhythm-1.jpg at least let me show you that missed image]
14:59 _Meep_: yea that one XD
14:59 mancuso_JM_: that fail xD
14:59 _Meep_: LOL
15:00 _Meep_: hmm
15:00 _Meep_: if i did that i'd have to add a circle inbetween
15:00 _Meep_: it'd feel really odd just to have a 1/1 gap there
15:01 _Meep_: and if i do add that circle inbetween, it'd be weird since thats one of the only parts where i'd map the vocals over the instrumentals ;/
15:02 mancuso_JM_: as I said before, you wouldn't map only vocals here
15:03 mancuso_JM_: and this single note emphasize much better drums
15:03 mancuso_JM_: it's up to you but in my opinion you're leaving this pattern not really interesting for the difficulty
15:03 _Meep_: hmm
15:03 mancuso_JM_: that 1/1 with a repetition is not really following instrumental really well after all if this is your argument
15:04 _Meep_: k fine i'll add a note
15:06 _Meep_: added w
15:07 _Meep_: anything else?
15:08 mancuso_JM_: 04:46:735 - I think you can add a a green line here with 21%, it still sounds loud to me
15:08 _Meep_: hmm, sure
15:09 mancuso_JM_: some additional idea, you can add a green line at some slider tail to reduce unnecesary sound.. for example 04:48:735 - / 04:51:935 - you can add some green line with 5%
15:10 _Meep_: sure
15:10 mancuso_JM_: remember to add a new one with 21% afterwards
15:10 mancuso_JM_: saying that just in case hehe
15:11 _Meep_: yep x33 i did
15:11 mancuso_JM_: btw.. have you listened 04:53:170 (1) - in 25% playback rate? I'm pretty sure that this one is not well snapped
15:11 mancuso_JM_: as I said in my mod
15:11 _Meep_: o
15:11 _Meep_: wait leme retime this
15:12 _Meep_: placed it on 04:53:160 -
15:12 _Meep_: gonna fix the other diffs too
15:13 mancuso_JM_: oh wait.. I was talking about slider end :o
15:14 _Meep_: .
15:14 _Meep_: well either way
15:14 _Meep_: the sliderend fixed as well
15:15 mancuso_JM_: :ok_hand_
15:15 mancuso_JM_: :ok_hand:*
15:15 _Meep_: leme just uh
15:20 _Meep_: wait a min~ fuckin gota add more timing points REEEEEEE
15:22 mancuso_JM_: seriously? :o
15:22 _Meep_: wait wtf is bss down?
15:22 _Meep_: its stuck at 'creating package'
15:22 _Meep_: nani de fok
15:22 _Meep_: leme relog
15:23 _Meep_: back
15:24 _Meep_: and updated!
15:24 _Meep_: bubburu? :3c
15:27 _Meep_: :eyes:
15:28 mancuso_JM_: it looks like you're nervous or something like that
15:28 _Meep_: no
15:28 _Meep_: im excited
15:28 mancuso_JM_: just let me do my job, don't hurry me up pls..
15:28 _Meep_: i want it to be ranked :EYES:
15:28 _Meep_: ok sorry ;c
15:29 mancuso_JM_: if I'm checking it again, that means I have intentions to bubble your map
15:29 mancuso_JM_: don't worry :p
15:29 _Meep_: x3
15:30 mancuso_JM_: 04:01:935 (1) - try to move this one to x:32 y:160, it'll emphasize the music change better
15:30 mancuso_JM_: the spacing between 04:01:147 (1,1) - is really tiny xd
15:30 mancuso_JM_: update the map afterwards (in case you do it)
15:32 _Meep_: updated!!!!1!111
15:34 mancuso_JM_: have you touched anything in taiko difficulty? D:
15:35 mancuso_JM_: why the fuck the slider velocity is 2.74?
15:36 _Meep_: i added a line on 04:53:985 -
15:36 _Meep_: thats it
15:36 _Meep_: its 2,74 cuz BPM? idk
15:36 _Meep_: i never touched the SV
15:36 _Meep_: well neonat said its ok
15:36 mancuso_JM_: that's weird
15:37 mancuso_JM_: we generally use around 1,4/1,6 in taiko, and actually this slider velocity works really forced
15:37 mancuso_JM_: I'm pretty usre it was a bug or something like that
15:37 _Meep_: want me to ask some others?
15:37 _Meep_: hmm
15:38 _Meep_: ima ask kisses and some people who map taco
15:38 mancuso_JM_: I'm going to do a post in your thread, I only want to know what Volta's say
15:39 mancuso_JM_: (yeah, I'm taiko BN as well)
15:39 _Meep_: ok sure xd
15:39 mancuso_JM_: I'm just redownloading once again, but std difficulty won't need any other change imo

I'm not bubbling this right now because I want to Volta clear me one doubt, why is taiko difficulty mapped with 2.74 SV? It feels really forced due the pace of the difficulty/song in general. I'd like to know if it's a bug or something like that because the first time I saw the map you had a coherent slider velocity.
If that's the case, make sure to fix that.

I'll be back afterwards.
_handholding
@it's most likely the ai mod bug. It always sets 1.4 to 2.74 SV. I told meep about this

@volta I think it would look better aesthetically if you omitted the bar line at 04:53:985
Volta
@Mancuso: SV's supposed to be 1.4. Fixed via notepad.
@Kisses: wtf it was omitted iirc. Fixed the barline stuffs
@Meep: to prevent SV bug, don't open aimod from Taiko diff ;w;

update .osu code
osu file format v14

[General]
AudioFilename: audio2.mp3
AudioLeadIn: 0
PreviewTime: 221715
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 1
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 21124,21903,159450,222715,235561,238657,273910,293135,294770
DistanceSpacing: 1
BeatDivisor: 16
GridSize: 32
TimelineZoom: 1.5

[Metadata]
Title:Kanade
TitleUnicode:奏
Artist:*namirin
ArtistUnicode:*なみりん
Creator:_Meep_
Version:Volta's Taiko
Source:一週間フレンズ。
Tags:isshuukan Friends one week ending ed full version volta arcwinolivirus -_frontier_- comfywolf shockolatte
BeatmapID:1284833
BeatmapSetID:607014

[Difficulty]
HPDrainRate:6
CircleSize:2
OverallDifficulty:5
ApproachRate:10
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"more moe.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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96,96,250535,1,0,0:0:0:0:
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192,96,252135,1,0,0:0:0:0:
192,96,252335,1,8,0:0:0:0:
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192,160,253135,1,0,0:0:0:0:
96,128,253235,1,0,0:0:0:0:
96,128,253335,1,0,0:0:0:0:
160,128,253535,1,8,0:0:0:0:
192,128,253735,1,0,0:0:0:0:
224,96,253935,1,8,0:0:0:0:
96,192,254035,1,8,0:0:0:0:
32,160,254135,1,8,0:0:0:0:
96,192,254335,1,0,0:0:0:0:
160,128,254535,1,8,0:0:0:0:
160,128,254735,1,0,0:0:0:0:
128,128,255135,1,0,0:0:0:0:
128,128,255335,1,0,0:0:0:0:
128,128,255535,1,8,0:0:0:0:
256,128,255935,5,0,0:0:0:0:
256,128,256135,1,8,0:0:0:0:
256,128,256335,1,0,0:0:0:0:
64,192,256435,1,0,0:0:0:0:
96,192,256535,1,8,0:0:0:0:
96,192,256735,1,0,0:0:0:0:
224,128,256935,1,0,0:0:0:0:
224,128,257135,1,8,0:0:0:0:
224,128,257235,1,8,0:0:0:0:
224,128,257335,1,8,0:0:0:0:
128,160,257535,1,0,0:0:0:0:
128,192,257735,1,8,0:0:0:0:
128,192,257935,1,0,0:0:0:0:
160,96,258335,1,0,0:0:0:0:
160,96,258535,1,0,0:0:0:0:
192,64,258735,1,8,0:0:0:0:
192,64,258835,1,8,0:0:0:0:
96,128,258935,1,8,0:0:0:0:
96,128,259135,1,0,0:0:0:0:
128,160,259335,1,8,0:0:0:0:
224,64,259535,1,8,0:0:0:0:
128,96,259635,1,8,0:0:0:0:
384,192,259735,1,0,0:0:0:0:
384,192,259935,1,0,0:0:0:0:
64,96,260035,1,0,0:0:0:0:
192,128,260135,1,0,0:0:0:0:
64,128,260235,1,0,0:0:0:0:
256,96,260335,1,8,0:0:0:0:
192,128,260535,1,8,0:0:0:0:
160,128,260735,1,0,0:0:0:0:
192,128,260835,1,0,0:0:0:0:
192,128,260935,1,0,0:0:0:0:
192,128,261135,1,4,0:0:0:0:
192,160,261535,1,0,0:0:0:0:
192,160,261735,1,0,0:0:0:0:
224,160,261935,1,8,0:0:0:0:
192,192,262335,1,0,0:0:0:0:
192,192,262535,1,8,0:0:0:0:
224,160,262735,1,0,0:0:0:0:
224,160,262935,1,0,0:0:0:0:
224,160,263035,1,0,0:0:0:0:
288,64,263135,1,8,0:0:0:0:
288,128,263235,1,8,0:0:0:0:
192,96,263335,1,0,0:0:0:0:
192,96,263535,1,8,0:0:0:0:
192,160,263735,1,0,0:0:0:0:
192,192,263935,1,0,0:0:0:0:
192,192,264035,1,0,0:0:0:0:
192,192,264135,1,0,0:0:0:0:
192,192,264335,1,8,0:0:0:0:
128,96,264735,1,8,0:0:0:0:
128,96,264935,1,0,0:0:0:0:
96,160,265135,1,8,0:0:0:0:
224,160,265235,1,8,0:0:0:0:
224,160,265335,1,0,0:0:0:0:
224,160,265435,1,0,0:0:0:0:
224,160,265535,1,8,0:0:0:0:
224,160,265735,1,8,0:0:0:0:
224,192,265935,1,0,0:0:0:0:
256,160,266135,1,0,0:0:0:0:
288,192,266235,1,0,0:0:0:0:
288,192,266335,1,0,0:0:0:0:
288,192,266535,1,0,0:0:0:0:
128,160,266735,1,8,0:0:0:0:
288,192,266835,1,8,0:0:0:0:
288,192,266935,1,0,0:0:0:0:
288,192,267135,1,0,0:0:0:0:
96,160,267335,1,8,0:0:0:0:
224,128,267535,1,0,0:0:0:0:
192,96,267935,1,0,0:0:0:0:
192,96,268135,1,0,0:0:0:0:
192,96,268335,1,8,0:0:0:0:
224,96,268735,1,8,0:0:0:0:
224,96,268935,1,8,0:0:0:0:
224,96,269135,1,0,0:0:0:0:
224,96,269235,1,0,0:0:0:0:
224,96,269335,1,0,0:0:0:0:
256,128,269535,1,8,0:0:0:0:
256,128,269735,1,0,0:0:0:0:
224,128,269935,1,8,0:0:0:0:
192,128,270335,1,8,0:0:0:0:
256,128,270535,1,8,0:0:0:0:
256,128,270735,1,0,0:0:0:0:
256,96,271535,1,0,0:0:0:0:
224,128,271935,1,0,0:0:0:0:
224,128,272135,1,0,0:0:0:0:
256,96,272335,1,8,0:0:0:0:
192,128,273135,1,8,0:0:0:0:
192,128,273935,1,0,0:0:0:0:
256,192,274135,8,0,277135,0:0:0:0:
96,160,280335,5,0,0:0:0:0:
96,160,281935,1,8,0:0:0:0:
96,160,282735,1,0,0:0:0:0:
96,160,283535,1,8,0:0:0:0:
96,160,284335,1,8,0:0:0:0:
96,160,285135,1,8,0:0:0:0:
96,160,285935,1,0,0:0:0:0:
96,160,286735,1,8,0:0:0:0:
96,160,289935,1,8,0:0:0:0:
128,128,293160,1,8,0:0:0:0:
128,160,294840,1,8,0:0:0:0:
192,160,295690,1,8,0:0:0:0:
192,160,296140,1,0,0:0:0:0:
256,192,296640,12,0,301440,0:0:0:0:
mancuso_JM_
Bubbled!

Note: The timing at the end of the map (after 04:53:160 - ) sounds a bit weird to me. If the next nominator can check that once again, I'll be more than grateful.
Topic Starter
_Meep_
broke bubb cuz im adding nc to the 1/3 part, its unreadable and hard to know its 1/3 without those ncs
suggested by kisses
_handholding
did irc with meep in discord

We reverted the NC pattern for the 1/3 part even though many people convinced him it was unnecessary. It is astronomically unlikely for a player to read that pattern as 1/3 given that it's the only 1/3 burst in the entire song so I feel it's fitting and is appropriate.

Rebubbled ~
Shima Rin
Take care!
YukiZura-
nice meep owo
JierYagtama
gratz
Topic Starter
_Meep_
wooooo
Nardoxyribonucleic
Hey there, may I know why the taiko difficulty was named as "Guest's Taiko"? It is fine to use a custom difficulty name for approved maps or the top difficulty of a set, but the prime purpose of difficulty naming is to inform players how difficult a map is. Using a custom difficulty name that indicates the playing mode is just unnecessary and redundant. It looks also weird as you may imagine the three difficulties of this set could be equivalently named as "Standard", "Volta's Taiko" and "Arcwin's Piano/Mania".

Therefore, I would recommend using "Volta's Oni" as the difficulty name to indicate level of difficulty or a completely custom difficulty name like standard does without mentioning the playing mode solely.
Raiden
Agree with Nardo here. "Taiko" is misleading as it does not indicate any kind of difficulty, it just redundantly indicates the mode.

RC wrote:

Excluding a mapset’s hardest difficulty, a difficulty’s name must accurately indicate its level of difficulty. Conventional difficulty names vary between game modes, but any set of clearly progressive difficulty names can be alternatively used. Additionally, a mapset’s hardest difficulty should not use a misrepresentative difficulty name.
Volta's Oni or Volta's "custom diff name" goes better here
Topic Starter
_Meep_
@Nardo
Page 6 of 9

Volta wrote:

- 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.
edit: wait hello it was dq’d without even any effort to allow evidence to be shown? wtf is dis
mancuso_JM_

Nardoxyribonucleic wrote:

Hey there, may I know why the taiko difficulty was named as "Guest's Taiko"? It is fine to use a custom difficulty name for approved maps or the top difficulty of a set, but the prime purpose of difficulty naming is to inform players how difficult a map is. Using a custom difficulty name that indicates the playing mode is just unnecessary and redundant. It looks also weird as you may imagine the three difficulties of this set could be equivalently named as "Standard", "Volta's Taiko" and "Arcwin's Piano/Mania".

Therefore, I would recommend using "Volta's Oni" as the difficulty name to indicate level of difficulty or a completely custom difficulty name like standard does without mentioning the playing mode.
I personally think that this is not a problem here, as you said there is no need to represent the level of a difficilty in a marathon map but at least he's writting the gamemode this difficuly is representing and that's ok for an approved map. Arcwin is not representing a difficulty name either, you can only find the number of keys (that represent properly the gamemode) and the other word is "Marathon". This is not a reason to disqualify a map imo.

Anyway, I'd like to know if this "-1 stars" in the first post (in taiko difficulty) is common. I didn't notice that before and it looks weird.

Edit: Oh well.. it's dq'd
Topic Starter
_Meep_
Unless QATs can change diffnames or alter the map or smth I can’t fix this ‘issue’ in anyway because im in japan
Nardoxyribonucleic

mancuso_JM_ wrote:

Anyway, I'd like to know if this "-1 stars" in the first post (in taiko difficulty) is common. I didn't notice that before and it looks weird.
It is not common as I have never seen that before, so probably something is wrong there.
coco
what the fuck does showing the difficulty of the diff with a custom diffname matter if it's a fucking marathon

also nice dq the map before the mapper can argue back

edit: reword
Fu Xuan
feelsdqman
Volta
I'll leave the diffnaming to meep, i think it's good to indicate the game mode since this set is a hybrid marathon, but i don't mind changing it to Oni or other custom related name.
Xinnoh
do you realise using that much profanity pretty much removes any credibility from what you're trying to say

that said I dunno why there's no consistency regarding the mania diff name, else would be Arc's Mania or something
Topic Starter
_Meep_
I kinda left it to the gders to name it to whatever they want
as I said above, i’ll fix it once i get back from jp i guess
rip 2 maps in qualified
Raiden
Sorry but there is really no argument to use "Taiko" as diffname since it's one of the most if not the most misleading difficulty names for any difficulty of the game mode after the mode icons were released. The only difficulty names more misleading than "Taiko" could be having used "Kantan" for example, but then again "Taiko" indicates literally nothing, as "Taiko" is implied in the icon, it gives literally zero information, while any custom difficulty name would already imply that it's the hardest possible difficulty tier for that game mode.

According to RC, the difficulty name should not be misleading. And there is no reason to break the RC in this case, literally no reason. That's why it was disqualified without waiting for an answer, because it NEEDS to be changed.

Oh, and this can be requalified immediately once the diff name is changed, so calm yourselves down.
Caput Mortuum
could use a long ass dramatic name tbh
coco
alright sory for getting angry boys
Topic Starter
_Meep_

Raiden wrote:

Oh, and this can be requalified immediately once the diff name is changed, so calm yourselves down.
main problem here is that will that requalification process be available for the whole week? since i cant update while in japan, no comp, will be back in 5 days
_handholding
I would love to write why I think the diff name is acceptable but it would just fall on deaf ears
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