forum

ClariS - Hitorigoto [OsuMania]

posted
Total Posts
11
Topic Starter
Asherz007
This beatmap was submitted using in-game submission on 27 June 2017 at 02:13:44

Artist: ClariS
Title: Hitorigoto
Source: エロマンガ先生
Tags: eromanga ero manga sensei op opening full ver version spring 2017 clara karen sacra music
BPM: 165
Filesize: 6753kb
Play Time: 03:48
Difficulties Available:
  1. Advanced - 4Key (2.35 stars, 1600 notes)
  2. Hard - 4Key (2.89 stars, 1761 notes)
  3. Normal - 4Key (1.92 stars, 1193 notes)
  4. Yeah! - 4Key (3.89 stars, 2274 notes)
Download: ClariS - Hitorigoto
Information: Scores/Beatmap Listing
---------------
100% fun! :3

Re-download after 13/5/17


Normal and Hard fully mapped and hitsounded! :)
Harder diff soon eventually maybe idk
Prot stopping making me update the map

Prot staph seriously >.<

Prot happy with diff spread now?

Protastic101

Asherz007 wrote:

Prot stopping making me update the map
FULL VER OR RIOT- oh wait

HITSOUNDS OR RIOT- gdi

GOOD DIFF SPREAD OR RIOT!
there we go, found something to complain about :^)
tatatat
SPOILER
2017-05-14 22:56 tatatat: on your hitorigoto map 2:46 - 2:57 feels like it should be a SV change
2017-05-14 22:58 Asherz007: Possible. But not very experienced at using SVs yet lol
2017-05-14 22:58 Asherz007: Without the physical stop working an SV change it might be awkward
2017-05-14 22:59 tatatat: Different hitsounds there might also be nice.
2017-05-14 23:00 Asherz007: There are already different hitsounds there tho
2017-05-14 23:00 Asherz007: >.>
2017-05-14 23:00 tatatat: really? I couldn't tell.
2017-05-14 23:00 Asherz007: Even changed sampleset for it
2017-05-14 23:00 tatatat: hmm okay
2017-05-14 23:02 tatatat: 3:14-3:15 might also be another good spot for an SV change.
2017-05-14 23:03 tatatat: Anyways thats all I really got. The map is pretty good.
2017-05-14 23:03 Asherz007: That's a thought. Top diff will have 1/8 run there though.
2017-05-14 23:05 tatatat: o, alright.
2017-05-14 23:07 tatatat: The hitsounds 0:13-0:23 on the easy difficulty sound really nice. I didn't even notice they were hitsounds at first.
2017-05-14 23:08 Asherz007: ;)
2017-05-14 23:11 tatatat: Also 0:53-0:54 might be another good spot for an SV change for the lower difficulties. bap
I couldn't think of any other things to comment on.
Topic Starter
Asherz007

Protastic101 wrote:

Asherz007 wrote:

Prot stopping making me update the map
FULL VER OR RIOT- oh wait

HITSOUNDS OR RIOT- gdi

GOOD DIFF SPREAD OR RIOT!
there we go, found something to complain about :^)
Grr >.<

tatatat wrote:

SPOILER
2017-05-14 22:56 tatatat: on your hitorigoto map 2:46 - 2:57 feels like it should be a SV change
2017-05-14 22:58 Asherz007: Possible. But not very experienced at using SVs yet lol
2017-05-14 22:58 Asherz007: Without the physical stop working an SV change it might be awkward
2017-05-14 22:59 tatatat: Different hitsounds there might also be nice.
2017-05-14 23:00 Asherz007: There are already different hitsounds there tho
2017-05-14 23:00 Asherz007: >.>
2017-05-14 23:00 tatatat: really? I couldn't tell.
2017-05-14 23:00 Asherz007: Even changed sampleset for it
2017-05-14 23:00 tatatat: hmm okay
2017-05-14 23:02 tatatat: 3:14-3:15 might also be another good spot for an SV change.
2017-05-14 23:03 tatatat: Anyways thats all I really got. The map is pretty good.
2017-05-14 23:03 Asherz007: That's a thought. Top diff will have 1/8 run there though.
2017-05-14 23:05 tatatat: o, alright.
2017-05-14 23:07 tatatat: The hitsounds 0:13-0:23 on the easy difficulty sound really nice. I didn't even notice they were hitsounds at first.
2017-05-14 23:08 Asherz007: ;)
2017-05-14 23:11 tatatat: Also 0:53-0:54 might be another good spot for an SV change for the lower difficulties. bap
I couldn't think of any other things to comment on.
Yay! Hopefully I don't break it now lol
Ibrahim

Protastic101 wrote:

Asherz007 wrote:

GOOD DIFF SPREAD OR RIOT!

smh
Topic Starter
Asherz007
gdi you guys are so mean D:
Protastic101

Asherz007 wrote:

gdi you guys are so mean D:
It's not mean if it's constructive :^)

Christ child, increase your editor scroll
[General]
  1. OD 7 for Normal might be better since there's a lot more short notes than noodles
  2. Might do OD/HP 7.4/7.4 for the Advanced since it's mostly just 1/2 light jumpstreams
  3. As for Hard, since the 1/2 jumpstreams are denser with a few more 1/4 bursts, I'd do OD/HP 7.8/7.8 or so
  4. Then, for symmetry, I'd do OD/HP 8.2/8.2 for the Yeah! diff cause of the 1/8 bursts which you want to avoid people mash passing
  5. Turn down the volume of all your green lines to like 50% or something cause 75% is really loud
[Normal]
00:13:632 (13632|0,13995|1,14359|0,14723|1) - Imo, I'd make these 1/2 LNs to emphasize the trumpet that comes on the upbeats
00:16:541 (16541|3,16904|2,17268|3,17632|2,17995|3) - Similarly ^

00:17:995 - The trumpet here is much louder and stands out more here, so I might use a jump here instead, like so https://osu.ppy.sh/ss/8121930

00:26:904 (26904|0) - The trumpet here is a bit weird cause it decrescendos to silence at 00:27:268 - , only to crescendo at 00:27:450 - half a beat later.
So I would split it like this https://osu.ppy.sh/ss/8121948
00:32:723 (32723|3) - Same thing, it lasts for 1 beat, breaks for 1/2, then comes back

00:36:359 (36359|2,36723|1) - Technically, these don't really follow anything cause the rhythm here is 2/3, not 1/3, so you'd be better off arranging it like this instead https://osu.ppy.sh/ss/8121957
00:39:268 (39268|3,39632|2) - Similarly, they're unsnapped basically since 1/1 is not equally divisble by 2/3

00:40:723 - Might suggest adding an LN here for the 1/3 roll, like so https://osu.ppy.sh/ss/8121967 . But, I also think it would be acceptable to use 1/3 here instead because the bpm isn't super fast, and if you make it linear, it should be pretty easy to read, like this https://osu.ppy.sh/ss/8121972

00:44:177 - 00:47:086 - Could probs add 1/1 LNs here for the trumpet since it's kind of prominent and hard to miss in the music.
00:49:086 - Similar to the above, you could use short 1/2 LNs on the downbeats here to help accentuate the trumpet, like this https://osu.ppy.sh/ss/8121981

01:04:723 - Might try something with LNs to make this part stand out a bit more as the transition into the next phrase https://osu.ppy.sh/ss/8121989

01:29:450 - Similar to what I mentioned in the beginning about adding 1/2 LNs for the trumpets, I'd do all that stuff here too

01:43:995 (103995|2) - stuff i said about trumpet becoming silent because why not. Tbh, you could vary some of the jumps so that they're not all just the same [12] doubles. https://osu.ppy.sh/ss/8122003

02:11:632 - K, so one thing I notice in general about this diff is the fact that the 1/2 streams are really linear. This would be great if it was 1/4 or something,
but because the bpm is on the moderate side of things and it's not very dense, it makes gameplay kind of repetitive since there's no real variation to the hand movement. I would try making the streams feel a bit more random like this instead https://osu.ppy.sh/ss/8122018

03:12:359 (192359|2) - Extend this to 03:12:904 - to cap off the LN

03:12:904 - Similar to what I said a while back about making this transitional measure a bit unique compared to everything else, I'd try playing around with some LNs for variation, like so https://osu.ppy.sh/ss/8122027

03:48:267 (228267|1,228267|3,228267|2) - fam, pls no use triples in 4k normals. I'd wait to introduce them in advanced diffs or higher because it's already 3/4 of your columns and players probably won't have that level of finger independence yet.

will be back for more soon(tm)
Topic Starter
Asherz007
tfw not on computer to reply to mods >.<
Topic Starter
Asherz007
Nearly forgot about this... only kidding. Was busy mapping other things :3
No reply = accepted, because I'm feeling relatively lazy today with quirky reponses. >.<

Protastic101 wrote:

Asherz007 wrote:

gdi you guys are so mean D:
It's not mean if it's constructive :^)

What's wrong with my scroll speed?
[General]
  1. OD 7 for Normal might be better since there's a lot more short notes than noodles
  2. Might do OD/HP 7.4/7.4 for the Advanced since it's mostly just 1/2 light jumpstreams
  3. As for Hard, since the 1/2 jumpstreams are denser with a few more 1/4 bursts, I'd do OD/HP 7.8/7.8 or so
  4. Then, for symmetry, I'd do OD/HP 8.2/8.2 for the Yeah! diff cause of the 1/8 bursts which you want to avoid people mash passing
  5. Turn down the volume of all your green lines to like 50% or something cause 75% is really loud
[Normal]
00:13:632 (13632|0,13995|1,14359|0,14723|1) - Imo, I'd make these 1/2 LNs to emphasize the trumpet that comes on the upbeats
00:16:541 (16541|3,16904|2,17268|3,17632|2,17995|3) - Similarly ^

00:17:995 - The trumpet here is much louder and stands out more here, so I might use a jump here instead, like so https://osu.ppy.sh/ss/8121930

00:26:904 (26904|0) - The trumpet here is a bit weird cause it decrescendos to silence at 00:27:268 - , only to crescendo at 00:27:450 - half a beat later.
So I would split it like this https://osu.ppy.sh/ss/8121948 That looks awkward. I think I'd rather not for this diff. For the others, maybe.
00:32:723 (32723|3) - Same thing, it lasts for 1 beat, breaks for 1/2, then comes back

00:36:359 (36359|2,36723|1) - Technically, these don't really follow anything cause the rhythm here is 2/3, not 1/3, so you'd be better off arranging it like this instead https://osu.ppy.sh/ss/8121957
00:39:268 (39268|3,39632|2) - Similarly, they're unsnapped basically since 1/1 is not equally divisble by 2/3 Au contraire, ma cherie. The bass notes are on the 1/1s. Still debatable as to whether to follow 1/1 or 2/3 for this bit though.

00:40:723 - Might suggest adding an LN here for the 1/3 roll, like so https://osu.ppy.sh/ss/8121967 . But, I also think it would be acceptable to use 1/3 here instead because the bpm isn't super fast, and if you make it linear, it should be pretty easy to read, like this https://osu.ppy.sh/ss/8121972 Went for 1/3s.

00:44:177 - 00:47:086 - Could probs add 1/1 LNs here for the trumpet since it's kind of prominent and hard to miss in the music.
00:49:086 - Similar to the above, you could use short 1/2 LNs on the downbeats here to help accentuate the trumpet, like this https://osu.ppy.sh/ss/8121981

01:04:723 - Might try something with LNs to make this part stand out a bit more as the transition into the next phrase https://osu.ppy.sh/ss/8121989

01:29:450 - Similar to what I mentioned in the beginning about adding 1/2 LNs for the trumpets, I'd do all that stuff here too

01:43:995 (103995|2) - stuff i said about trumpet becoming silent because why not. Tbh, you could vary some of the jumps so that they're not all just the same [12] doubles. https://osu.ppy.sh/ss/8122003

02:11:632 - K, so one thing I notice in general about this diff is the fact that the 1/2 streams are really linear. This would be great if it was 1/4 or something,
but because the bpm is on the moderate side of things and it's not very dense, it makes gameplay kind of repetitive since there's no real variation to the hand movement. I would try making the streams feel a bit more random like this instead https://osu.ppy.sh/ss/8122018

03:12:359 (192359|2) - Extend this to 03:12:904 - to cap off the LN

03:12:904 - Similar to what I said a while back about making this transitional measure a bit unique compared to everything else, I'd try playing around with some LNs for variation, like so https://osu.ppy.sh/ss/8122027

03:48:267 (228267|1,228267|3,228267|2) - fam, pls no use triples in 4k normals. I'd wait to introduce them in advanced diffs or higher because it's already 3/4 of your columns and players probably won't have that level of finger independence yet. Aw c'mon... fine...

will be back for more soon(tm) owo
Drum-Hitnormal
suggestion for your drum-hitclap.wav

https://www.dropbox.com/sh/nkxqdgsu04s50rl/AABYUCB0BRgNUDN_A6W0E8sGa?dl=0&preview=LR_Drum+Hit+Echo.wav

or

https://www.dropbox.com/sh/c7b76d1squmi4xx/AACwb7m8zWZvJ8lVyIcEZmOFa?dl=0&preview=LR_DS+-+Snare+Wet+High.wav

Also I personally feel the kiai volume is kinda low at 60%, I can barely hear the hitsounds. I would prefer 100% volume for kiai
Topic Starter
Asherz007
Hi owo

dudehacker wrote:

suggestion for your drum-hitclap.wav

https://www.dropbox.com/sh/nkxqdgsu04s50rl/AABYUCB0BRgNUDN_A6W0E8sGa?dl=0&preview=LR_Drum+Hit+Echo.wav

or

https://www.dropbox.com/sh/c7b76d1squmi4xx/AACwb7m8zWZvJ8lVyIcEZmOFa?dl=0&preview=LR_DS+-+Snare+Wet+High.wav

A bit on the fence with this one. I wanted a hitsound that sounded like a clap that wasn't a clap (the second suggested hitsound sounds a little out of place to me), thus I went for the LR_Air Dart Snare instead. (All hail LordRaika hehe) Still debating on the first one though.

Also I personally feel the kiai volume is kinda low at 60%, I can barely hear the hitsounds. I would prefer 100% volume for kiai Bumped back to 75% because full volume nearly knocked me off of my seat lol
Thanks for dropping by c:
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply