tfw mapfeed doesnt acknowledge my existence Q_Q
tfw mapfeed doesnt acknowledge my existence Q_Qaaa nuu
Can protas give me any valid reason of 134 BPM anyway?calling sir prots :3
It seems that the reasoning of BPM look only at very intro part but not at later part, because it started to fell apart in the later stage of song.
00:08:143 - 00:08:590 - 00:09:038 - 00:09:486 - 134 BPM caused all of these drum to be not supported by the beat because the current beat makes all those drum at the red beat instead of white beat, this making the beat becoming stable 2/1 instead of 1/1.
The more obvious cases are when you listen to the obvious kiai at 00:49:337 - 00:49:784 - ,etc. try use 268 BPM and try compare them, you will realize the beat actually supporting and indeed intended for 268 BPM instead of 134 BPM.
If you want more evidence, hear at 00:17:098 - 00:17:546 - . I think you realize that this clap is obviously louder compared with 00:17:322 - 00:17:769 - , and why all of those bigger beats are in red line while the smaller sound at 00:17:322 - in white line instead? logically both of those drums should be in white line instead because we use drum as the mainbase to determining BPM.
Will take a look later, but i wanna hear about this BPM reasoning first.
1 - Perhaps should the difficulty settings be set a bit easier (it doesn't really impact on star rating) for newbies, at least the OD=7, because there are a clear cut on the number of "keys" compared to the number of "held keys", and the OD=7 is harder with "keys" (?)
2 - 00:11:501 (11501|0) - What is this key beating in rhythm with? Is this a beat of the "bass" that was overwhelmed with trumpet? ye beat is continuous and its Ez no problem with that imo
3 - From 00:08:366 (8366|1) - to
00:14:859 (14859|2) - ; I feel a constant trumphet and bass melody altogether, but I find that placing both sounds in the form of single keys in the whole passage, although making the distinction easier on the player, is voluntarily going against the melody, and I would place short holds so the rhythm is fulfilled, adding variety if this was researched, and still going bland with the patterns through the map. i see what u want to point out but it feels a little awkward playing it with little lns
4 - From 00:08:590 (8590|3) - to
00:17:098 (17098|1) - ; a place where hold keys start appearing and the rhythm gain intensity, perhaps adding a short keytime here could shake the player for a bit, and make the experience more cheery and joyful, as the song is catchy as hell, I think it would lighten the mood, since this is the difficulty reserved for casual players :3 tried that but as the bn said sn will do for this dif1 - 00:44:635 (44635|2) - The whole passage from 00:44 to the kiai time perhaps may be considered a bit overmapped, that is the feel it gives me at first sight. Perhaps is the difficulty spread with the EZ difficulty too increased? As I'm in no mean a good mania player, I can't judge higher difficulties, so I don't want to judge the whole difficulty spread through the difficulties, but this may scare the player when he sees that. hmmm not at all im sorry but i disagree if u have any suggestion pls do tell me
2 - 00:06:128 (6128|1,6128|0) - Following the 4th advice I gave about the kiai time, perhaps adding it on this moment of the map on NM difficulty could prove a good idea, indeed it's when the map starts being intense, and when you mapped the double holds double keys pattern could sign the end as an ascendant slope of intensity? (at 00:14:187 (14187|3,14411|1,14635|0,14635|2,14859|2,15083|1,15083|3) - could be the end of that keytime) its fine imo, clap should be double in the first place
For the other difficulties, I may not be able to judge them since I'm a beginner / casual player, nonetheless I wished to give you the point of view of casual players upon the few difficulties I could try
If you need further emphasis on a point I made, although the basis of the map is really solid, since I could only talk about details like Kiai time and Overall Difficulty, don't hesitate to quote me and I'll come back at you.
Hi. hi hii
00:03:889 (3889|1,4113|0) - Consider switching the column positions of these (from 2-1 to 1-2) to make the previous ascending 2-1 notes (00:02:546 (2546|1,2769|0,2993|2,3217|1,3441|3,3665|2) pop out more, while still holding pitch relevance before those LNs. ok
00:41:949 (41949|3,42396|0,42844|3,43292|0,43740|3,44187|1,44635|2,45083|1) - I'd like to see this section following the vocals instead of just 1/1 notes here, it would make the lead-in for the kiai a bit more interesting, and it should be just dense enough to fit an EZ. will keep it following the clap since its ez, i did that on nm tho
00:59:859 (59859|3,60755|1) - Switch the positions of these notes, 2-3-4-1 would make for better pitch relevance here. would like to keep the ascending style here
01:02:769 - At the risk of making the kiai too dense, I really think this vocal here needs a note on 2. trying to follow the vocals here bcos i fits more than adding note there
01:17:098 - Same here ^, although I'm not really hearing any audible sound to warrant 01:16:874 (76874|2) - so you could move that note up to the red tick to follow the vocals better. theres a whistle
01:20:232 - ^ ^
00:26:949 (26949|2,27172|1,27396|0) - You could make this pattern 2-1-3 for a bit closer pitch relevance (or you could move 00:26:725 (26725|0) - to 2 and have a solid ascending 1-2-3-4 for the LNs, your choice) will keep it for finger balance , playability
00:27:844 (27844|1) - Consider having this note on the next blue tick (next vocal line) instead of the drums here, might make the pattern a bit more rhythmically interesting. T^T i like the snare tho so keep
00:30:195 (30195|3,30307|1,30419|2,30531|0,30643|1) - Try a full broken stair pattern here to make this section more visually cohesive https://puu.sh/xjhp8/ab0a9dcfd1.png (also coincidentally creates a nice little parallel at the start here https://puu.sh/xjhwn/ebefee6c28.png) nice
01:02:657 (62657|3) - Might move this pattern over to 4 for better hand balance (considering 01:01:986 (61986|2,62322|2) - and the lack of notes over on 4) that is true, ok
00:39:710 (39710|0) - This section feels a bit off since 00:38:366 (38366|1,38366|3,38366|0,38478|2,38590|1,38702|0,38814|1,38814|3,38814|2) - and 00:38:814 (38814|3,39038|0,39150|1,39262|2,39374|1,39486|3,39598|2,39710|3,39710|0,39710|1) - should be the same music, but the density is way lower for some reason, as well as missing some vocal notes on 00:39:934 - for example. Starting from 00:39:486 - try this alternative to keep things more consistent: https://puu.sh/xjivq/20681b8bef.png hat is longer than the first one so i believe i did the right choice
00:44:411 - Vocal sound should probably be mapped. i dont feel like it has to
Rest of the HD and MX look solid.
134 BPM is fine bc that way every four measures form a musical phrase, as it is common, and every layer except the drums follow that tempo as well. Just because the drums go doubletime doesn't mean that the whole song-structure is in that tempo, just as drums doing halftime doesn't necessarily mean halved BPM eitherwell even if it's fine , what makes 134 BPM as the "right" BPM as oppose to the doubling?
The percussion is syncopated, meaning that you have emphasis coming on the offbeat, which in this case is the upbeat (1/2 line).Basically it implies that BPM dictates by the tempo of snares? because i believe what we follow actually is the hard beat which in case it's both snare and kick beat. anywhere i see anime map, it's the same, everytime a kick and snare consistent tempo occured , it got reverted to original white line. (duk tak duk tak instead of duk... duk only)
If you were to make it 268 BPM, the snares would come in every 2/1 which is misrepresentative as the song doesn't follow your generic pop offbeat tempo.
Additionally, the transitional section at 00:41:949 - has snares every 1/1, but it follows the same timing as the percussion at 00:16:874 - , but it's just moved back onto the downbeat rather than being shifted forward into the upbeat. Also, the kicks at 00:49:113 - that lead into the snares are in 1/4 as it allows the snares to land on the upbeat again, forming that upbeat syncopation.If I catch this correctly, because the upbeat and downbeat being traded upon the beat implying that it's supposed to be 134? I fail to recognize how the shifting make the 134 more correct because this entirety are basing that 2/4 are synchopated when you can technically say that to other song with original fast BPM when it's not.. as i said before, i believe both of hard beats on consistent approach are how people look the BPM.
Final thing I should probs mention are the jumptrills. This song is a pretty generic kick - snare - kick - snare rhythm. Knowing that, a lot of bursts leading into transitional measures or new sections in songs of this type are 1/4, but if you double the BPM to 268, they just become 1/2 bursts which doesn't really seem to make sense as 1/2 should be a fairly simple snap that you'd be able to introduce newer players to, but the BPM makes it unfriendly for that reason.Based on what you're saying, Haitai should be 90 BPM, and aozora jumping heart should be 100 BPM as both of song only have 1/2 for kick beat for 95% part of song.. and they both only have very few 1/4 or 1/8 on very vague and non-beat sound, which is the same cases with adrenaline.
Essentially, if you double the BPM, all you're doing is shifting the snaps from a 1/2 centered drum line to a 1/1 centered one, and then the map will only ever use 1/2 notes and never 1/4, despite the fact that songs such as this are riddled with 1/4 snare rolls. I would say to only double the BPM is there were a lot of 1/8 usage at 134 BPM, in which case, yes it might be better to double it so that you're only ever having to use 1/4, but the fact that you'll never have to touch a 1/4 snap with 268 BPM already says to me the song should be 134 as most songs generally use quarter, eighth, and sixteenth notes commonly.
woops, read the pm but forgot to respond lol, rebubbledhehe thank u very very much sir prots >w<)7
The hardship of ranking a map uwu.Its still better rather than being ignored *insert cry emoji*
Okay, my mod i guess
00:01:202 (1202|3,1426|2,1650|1,1874|0,2098|3,2322|2,2546|0,2546|1,2769|3,2993|2,3217|1,3441|0) - This is all the same 4-3-2-1 stair without any differentiation. at least please reconstruct them to be different and balance pattern. i don't really recall there's any special instrument that warrants consistent one direction stair.
00:02:769 (2769|3,2993|2,3217|1,3441|0,3665|2,3889|1,4113|3) - I really recommend to turn all of this into 1/1 LN here, this serve as the purpose to differentiate it with 00:02:769 (2769|3,2993|2,3217|1,3441|0,3665|2,3889|1,4113|3) - where the latter part have obvious stronger and more intense instrument. yup agree rearranged and changed
00:07:247 (7247|1) - Don't think you need this note considering how weak this one. better delete and move 00:07:471 (7471|0) - to col 2. isnt it awkward leaving the ln from 00:07:023 - here alone?
00:24:038 - Better don't shield this. try https://osu.ppy.sh/ss/9057710 apllied
00:31:650 (31650|3,31874|1) - Switch column for balance. ^
00:32:993 (32993|2) - also move to col 1 for balance. ^
00:36:575 (36575|1,37023|2) - Honestly.. i don't know what's this mapped to.. and on top of that.. 00:37:471 (37471|3,37583|1,37695|0) - This is like really awkward.. on top of being really complicated, it doesn't reflect the roll drum whatsoever. I will recommend https://osu.ppy.sh/ss/9057777 nice~ im really was struggling in that part xD
00:39:262 - kinda not comfortable and not balance, use https://osu.ppy.sh/ss/9057788 applied
00:43:068 - 00:43:516 - i can hear this drum really well, better add one note here to be consistent with your layering. added
00:45:531 - Since you try to make LN pattern here, why not introducing the simpler one, like https://puu.sh/xx7lr/6cbaf71550.png hehe nice
00:48:441 (48441|3) - Make this LN kinda doesn't work here.. since you want to aim mapping the drum but you actually also map it at 00:48:665 (48665|1,48777|2) - , you make it inconsistent on what you try to aim here.. my personal recommendation is http://puu.sh/xx7sv/c08f2ae33d.png
so basically i will add note here 00:48:553 - ? hmm i think i will keep the ln but shorter than before coz i dont hear sound to cover that note
00:49:337 - Okay, so i do think you need to overhaul the kiai here, this is like what i said in the end of easy diff about you mixing C and W with 1/1 thing, as i said before, mixing them won't reflect how you supposed to layer towards sound that's louder/weaker hence no accenting/emphasizement. you actually will map the instrument prominently and emphasize it properly by making C 2 notes and W 1 note, apply it until the end of kiai except for the LN part, which i will explain on my next mod.
00:50:904 - tbh for each LN you don't need note, it kinda makes it overemphasize and underemphasize the snare at 00:51:128 - , try something like https://osu.ppy.sh/ss/9068710 wokiee
00:58:068 (58068|3,58068|2,59411|2,59411|3) - These double doesn't really make sense for me, this isn't even loud clap here and you use double where other place you don't use it at all.. i just realize it too// rearranged
00:59:859 - Since you kinda have LN thing as a theme, you can variate and layering both the finish and clap better by doing https://osu.ppy.sh/ss/9068759
01:01:986 (61986|2) - What are you try to map here? even in your HD diff you don't use note in this red line, it should be at 01:01:874 - moved
01:02:322 (62322|0) - This LN is kinda confusing, what are you following here? if you want to follow vocal, then you should also map it at 01:01:650 - and 01:01:986 - , if you try to map roll, you even map it as full 1/2 at 01:02:881 (62881|0,62993|1,63105|2) - , choose one and stick be consistent with that. rearranged
01:05:232 - 01:09:262 - same thing as what i said at 00:50:904 - okii
Will mod other diff later, but i will need to irc something again i guess
Okay, my mod i guessthanks mas dikon >w< really helpful
00:00:755 - ini rythmnya jangan disamain ama 00:02:546 - , kan intensitynya udah beda, dibedain jg layeringnya biar masuk me musiknya.. kayak https://osu.ppy.sh/ss/9056259 cool
00:07:247 (7247|2) - Knp dimap.. suaranya samar-samar jangan dimap, karena klo lu campur ama 00:06:128 (6128|3,6463|2,6799|1,7023|0) - jadi ga jelas fokus mappingnya kemana, apalagi diff easy.. w ga pernah naruh note disini deh ._. mungkin ly0 yg nambah ;w;
00:07:919 - Klo spam 1/1 aja disini jadinya ga jelas yg dimap karena C ama W nya dimap pake jmlah note yg sama.. coba rythmnya kyk https://osu.ppy.sh/ss/9056538 , note yg wa bikin stair itu buat melodinya, sisanya map C nya ja.. coba apply ampe 00:13:963 - tbh ini awalnya w ngikuti suara trompet, tp terlalu susah diganti sama ly jg, btw applied
00:16:874 (16874|3,17546|2,17993|3,18889|3,19337|2,20232|3,20456|2) - Jumlah noteny ga seimbang.. coba https://osu.ppy.sh/ss/9056572 ku rearrange, rada kurang srek sama punya mas, :'v maapkan
00:24:262 - Jangan trlalu repetitif bikinnya, coba tuker kolom antara 00:25:829 (25829|3,26053|1) - bole
00:30:195 - jujur rythmnya jadi aneh klo LN nya distop kyk gitu trus pake note 00:30:531 (30531|0,30978|3) - .. roll drumnya kan masih trus lanjut (bahkan di diff lain aja jg bgitu) knp distop LN nya di 00:30:531 - ? mnding delete 00:30:531 (30531|0,30978|3) - , LN di 00:30:195 (30195|3) - panjangin ampe 00:30:754 - , trus LN di 00:30:754 (30754|1) - panjangin ampe 00:31:202 - oke ini bukan ane yg buat wkwkw applied owo
00:31:202 (31202|2,31426|3) - Stelah modif yg diatas, ini tuker kolom biar balance. ku rearrange posisi LN nya jd ini kubuat tetep
00:45:531 - tambah 1 note dah biar konsisten ama 00:38:366 - dsb.
00:46:426 - Mending tambah LN di kolom 2 dah, underwhelming bgt disini krena drumnya kan intense. okay
00:48:217 - Juga tambah 1 note, kan ad cymbal.. iyasih tp w mikirnya fokusin ke 00:49:113 - tp oke lah
00:48:665 (48665|0,48889|1) - Mnding pakenya 1/1 LN ja karena roll drumnya masih lanjut disini, ga konsisten klo lu mapping roll pake LN trus tiba2 pake note. siyap
00:49:113 - Ini sama lagi kyk yg wa bilang di awal.. jgn dispam 1/1, yg dimap C aja ampe 00:54:038 - , klo 00:55:157 - gapapa konstan 1/1 karena disini bisa ngikut vocalnya yang kebetulan 1/1 disini. apply juga di reff keduanya. zeeb
00:55:829 (55829|1,56053|0,56277|1) - patternnya rda ala kadarnya tbh .. coba https://osu.ppy.sh/ss/9057593 ga juga sih wkwkww :V oki
00:58:516 - Trlalu dominan di kiri, coba https://osu.ppy.sh/ss/9057604 bole
01:02:546 (62546|0) - Mnding ubah jadi LN dah, roll drumnya dibiarin kosong ganjel banget, suara keras tapi diignore. ini LN trumpet sama cover drum roll gabung kah ._. ??
01:02:993 (62993|3,63217|2) - Daripada 2 note, mnding jadi single LN buat pergantian roll drumnya biar layeringnya lebih masuk ke 1/4 drumnya. seeep
01:03:441 - Sama kyk yg dibilang di 00:49:113 - done
01:15:978 - Masalahnya LN nya disini, Cymbal disini ga kemap sama skli pdhl sblm2nya pake 2 note.. kenapa ga dipisah ja pake LN biar cymbalny tetep kemap.. coba kayak https://osu.ppy.sh/ss/9057634 oki
01:24:710 (84710|2,84934|1,85269|2,85605|1,85829|2) - Ini masalahnya pitchnya beda smua, dimap pake trill ga masuk ke terompetnya.. https://osu.ppy.sh/ss/9057642 woki
Well, in my honest opinion... the easy diff doesn't seem ready.. the front part and the kiai have mostly 1/1 spam that mixing kick and crash map within the same layering, it just doesn't work in terms of emphasizement, that kind of pattern won't reflect what's supposed to be mapped in the song due to all the mixing. you need to figure out the song emphasis and start work build the particular layering towards that. the mod should already covered what you need to do.. ;w;
osu file format v14
Title:adrenaline!!! -TV Ver-
TitleUnicode:adrenaline!!! -TV Ver-
Creator:- Ly0572 -
Tags:Eromanga-sensei Ending Theme ED JPop Syadow- Amiichii
//Background and Video events
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples