forum

enzo + O2i3 - Mentanpindoradora [OsuMania]

posted
Total Posts
95
show more
Syadow-
  • little mod for Lv. 13 since i'm too lazy to apply
  1. 00:37:682 - really kinda hard to hit the note n different soundwith 00:48:060 - ._. how about change the SV like this
  2. 00:37:601 - 1,6x
  3. 00:37:682 - 0,8x
  4. 00:37:925 - 1x
  5. 01:29:574 - same as above
Topic Starter
Ilham

Asherz007 wrote:

I'm back again weeeeeee

Dunno what anyone's been saying lol xD

so uh if you want to change that diff name I guess now's the time to do it.

minor stuffs then (if you want to contact a qat about the snapping before I set another icon you're more than welcome to do so. Dunno whether you have yet.) // the snapping is okay I guess .-.

1|2|3|4 (not that I need this tbh)

Lv.4
  1. 00:32:412 (32412|0,32412|1) - So I forget why this is a double lol (besides it's the only one in the diff that has the "pon" hitsound and is a double so I dunno whether this is a consistency error or something. oh yes the pon is single here
  2. 01:35:060 (95060|1) - Gonna challenge this LN (again?) since most of it is basically over silence. // change to note
  3. 01:35:331 (95331|3) - +soft-hitfinish pls // k
Lv.9
  1. 01:21:871 (81871|2,81952|1) - should both be doubles, right? (cus 01:16:682 and 01:19:277) // whoops, when you mention about this, I realize that lv 13 has lower density in this section with 1-1-2, while here 2-2-2, remap lv 13 with 2-2-2 (?)
  2. 01:35:331 (95331|3) - +soft-hitfinish thx // yea
Lv.13
  1. 00:05:169 (5169|0,5277|1,5331|2,5331|3,5493|0,5656|1,5818|3,5980|1,6466|1,6629|3) - What happened to the two-note stack thing you had going... maybe it's just a little weird to break the pattern here of all places but I'm not going to force the change since it works either way lol // o..ok
  2. 00:17:493 (17493|3) - shorten by 1/2 since you're following the tune with it and 00:17:818 (17818|2,17899|1) so like doesn't need to be there... unless there's something I'm not seeing/have forgotten about // shortened
  3. 00:43:277 - Going to get you to change a couple of things SV related here since I'm not really liking the fact that the SV here isn't snapped to the end of the note, so it just looks weird (dunno how I didn't spot this earlier tbh) // fixed all
    1. 00:43:277 - move SV line back to 00:43:223
    2. 00:43:358 - Change value to 1.75x
    3. 00:43:601 and 00:43:763 - would perhaps remove these two and change 00:43:439 to be 1x to match 01:35:331... or the other way I guess. But make these two consistent, at the very least.

So yeah I still have no idea what exactly changed but it still looks fine for the most part lol

Keep me posted with what happens

Syadow- wrote:

  • little mod for Lv. 13 since i'm too lazy to apply
  1. 00:37:682 - really kinda hard to hit the note n different soundwith 00:48:060 - ._. how about change the SV like this
  2. 00:37:601 - 1,6x
  3. 00:37:682 - 0,8x
  4. 00:37:925 - 1x
  5. 01:29:574 - same as above
^ using this

updated!
Asherz007
Response to question in mod response: changes are fine. If you wanted too, you could have 2-1-2 or 1-1-2 for Lv.9 and keep the 2-2-2 for Lv.13.

Lv.13
00:48:060 and 01:39:952 - keeping as is or swapping to sya's suggestion as well?
01:29:573 - what (nice pointless green line ya got there)
Topic Starter
Ilham

Asherz007 wrote:

Response to question in mod response: changes are fine. If you wanted too, you could have 2-1-2 or 1-1-2 for Lv.9 and keep the 2-2-2 for Lv.13. // 2-1-2 is meta on moba

Lv.13
00:48:060 and 01:39:952 - keeping as is or swapping to sya's suggestion as well? // gonna keep that way since it has different pattern
01:29:573 - what (nice pointless green line ya got there) // omg, what is this lol
updated!
Asherz007
*pon pon*

I am qat now and I think the snapping is fine xd
Surono
rank my map thannkss
Garalulu

Asherz007 wrote:

*pon pon*

I am qat now and I think the snapping is fine xd
s h o t
Topic Starter
Ilham

Asherz007 wrote:

*pon pon*

I am qat now and I think the snapping is fine xd
wkwk, thank you and dont dq this please kthx.
Rivals_7
https://p.eagate.573.jp/game/museca/com ... tml?page=4



isnt the Title should be メンタンピンドラドラ ?
The romanised is correct though
Topic Starter
Ilham
if it needs to be done then that's what we gotta do
Asherz007

Ilham wrote:

if it needs to be done then that's what we gotta do
Topic Starter
Ilham
00:38:087 (38087|1,38169|2,38250|1,38331|2) - rearrange a bit maboi
Asherz007
Okay, I'd better update you as to what's going on and as to why I haven't set an icon yet.

Had a little discussion with the metadata team, they seem to agree (I think) that as it stands the metadata is all correct, so that's fine.

My remaining issue which has surfaced since is to do with the hitsounds. If you're not aware, a lot of mania maps in qualified have been reported for inaudible hitsounds, as we're now trying to re-enforce this rule (in the ranking criteria) which has been neglected by the mania BNG/QAT for quite a while.

I'm not really wanting to have this map suffer the same fate as many of the other maps that were qualified, so I'm going to strongly urge you to increase the volume of hitsounds so that they can be heard over the original audio (as that is what the hitsounds are supposed to do), as I'm a little concerned, particularly during the kiai, where the hitnormal is hardly audible.

While you're figuring out what exactly you need to do (something along the lines of increasing hitsound volume), prot and I will try and figure out exactly where the thresholds are, amongst the many other things we need to do.

Keep me posted on what you're going to do, and my apologies for the slight delay.

(Also that minor change you did is also fine by me.)
Topic Starter
Ilham
ayey sir, wew mania maps on qualified section are gone ._.
Lirai
Adding another unrankable issues that must be fixed below:
Hitsound files missing:
soft-hitclap2.wav
soft-hitfinish2.wav
hat2.wav

Since some of the files missing, but you still used as Storyboarded Hitsound, here's one of example
00:23:006 - 0:23:7 soft-hitclap2.wav@70%
even though it's late 1 ms as you can see at your osu file code here which is placed at 00:23:007 instead 00:23:006
Sample,23007,0,"soft-hitclap2.wav",70

That hs was used through all difficulty

and that's another main problem at timing points which is caused those SB hitsound didn't snap
00:30:142 - You putted the Timing point (red line) here right? if you move your mapping line with the keyboard it should be at point 00:30:141 instead so the next pattern could be 1ms ealier than the first part.
You did snapped right the previous red line at point 00:22:358 following the previous red line.

Since you have time to fix this, i guess it could be worth. Good luck!
Topic Starter
Ilham
oh I use no red timing diff as source to copy the hitsound, my bad

edit: fixed, all the blame to syadow for missing hs.
Syadow-

Ilham wrote:

edit: fixed, all the blame to syadow for missing hs.
hehehe updated
Topic Starter
Ilham
is multi BG still allowed? I want to use multi BG ;w;
AchsanLovers
its still allowed, dont worry.

nah gitu dong ditukar BGnya akwkaw
Topic Starter
Ilham

AchsanLovers wrote:

nah gitu dong ditukar BGnya akwkaw
apasi tod, terbengkalai ni map gw
Shima Rin
I have a few concerns and suggestions before pushing this to rank again.

[General]
  1. hat.wav and soft-hitnormal.wav are barely audible. As to this, I have increased both hitsound volumes +15dB for you. Besides, raising the overall hitsound volumes in each diff to 40% or 50% would be better.
  2. BG quality is very low, I used waifu2x to update your BG quality then. If you want you can save this website for later use: http://waifu2x.udp.jp/
For the hitsound files and updated BGs download the zip file below and unzip to your song folder to replace the old ones.
Click here
Shima Rin
Adjusted hitsound volume to kiai 50% non-kiai 25%. Let's get this back~ Rebubbled!
Topic Starter
Ilham
thankyou tofood1222
Maxus
[lv13]
00:22:176 (22176|3,22237|2,22297|1) - kenapa snapnya pada pake 1/16? sbenernya boleh kok disimplifikasi jadi 1/8 klo bentuknya rumit begini

[Lv9]
01:44:574 - knp notenya double, tapi di lv 13 malah single?

[Lv4]
00:54:466 - 00:54:952 - 00:57:060 - 00:57:547 - 01:02:250 - 01:02:736 - masing2 poin ini coba add note dah biar spreadny lebih deket ama diff hard nya.
Topic Starter
Ilham

Maxus wrote:

[lv13]
00:22:176 (22176|3,22237|2,22297|1) - kenapa snapnya pada pake 1/16? sbenernya boleh kok disimplifikasi jadi 1/8 klo bentuknya rumit begini // emm disini gw bingung sih kalo 1/8 itu kek kecepetan, w playback 25% vol 0$ sih suaranya di 3/16, mungkin ganti pattern? (kalo rumit)

[Lv9]
01:44:574 - knp notenya double, tapi di lv 13 malah single? // ohiya harusnya di lv 13 double sama kek part sbelumnya, fixed

[Lv4]
00:54:466 - 00:54:952 - 00:57:060 - 00:57:547 - 01:02:250 - 01:02:736 - masing2 poin ini coba add note dah biar spreadny lebih deket ama diff hard nya. // oki gw deketin gapnya, catch suara kicky
updated
Maxus
Good luck there :)
Asherz007
Well, guess I came around to check this eventually...

(I dieded for a couple of months because of personal issues)

So, checking time.

[Hitsounds, woo]
So in the lower difficulties, there are a few sounds similar to the ones that you have in play that are in the storyboard. Particularly in the Lv.4 diff, there were a few places where the storyboarded hitsounds were a little weird since the player won't be playing anything at all, like 00:14:088. I don't know whether this was intentional.

Even so, I noticed 01:02:250 which has something in the storyboard yet the note in play has nothing.

As a side note, I'm glad that you increased the general hitsound volume, but at the same time, I feel like one of the samples has been put it at such a high volume it stands out so much from the music that it might be detrimental. Namely, the hat hitsound imported at 90% (especially since it's used in quieter sections as opposed to hat2). It might be a little bit better to have this hitsound imported at around 50-65% instead.

Also, the background for Lv.4 seems a little fuzzier compared to the other two. I dunno whether that's just me though.

tofood is making me hungry lol
Topic Starter
Ilham

Asherz007 wrote:

Well, guess I came around to check this eventually...

(I dieded for a couple of months because of personal issues)

So, checking time.

[Hitsounds, woo]
So in the lower difficulties, there are a few sounds similar to the ones that you have in play that are in the storyboard. Particularly in the Lv.4 diff, there were a few places where the storyboarded hitsounds were a little weird since the player won't be playing anything at all, like 00:14:088. I don't know whether this was intentional. //intended to be consistent to another diff uwu

Even so, I noticed 01:02:250 which has something in the storyboard yet the note in play has nothing. // hmm, just a minor thing that isnt too noticeable when played (?) uwu

As a side note, I'm glad that you increased the general hitsound volume, but at the same time, I feel like one of the samples has been put it at such a high volume it stands out so much from the music that it might be detrimental. Namely, the hat hitsound imported at 90% (especially since it's used in quieter sections as opposed to hat2). It might be a little bit better to have this hitsound imported at around 50-65% instead. // umm I think volume is relative, besides I've a concern to give some impact on the hat uwu

Also, the background for Lv.4 seems a little fuzzier compared to the other two. I dunno whether that's just me though. actually... I dont know what to do if it got dqed again.. uwu

tofood is making me hungry lol
uwu party.
Asherz007
tl;dr hitsounds in storyboard sound weird if you miss

I get that it's meant to be consistent with the other diffs, though it's usually advised that hitsounds should be in play if possible. Generally speaking, this is because if the player misses the note and the hitsound plays anyway, it can be disorientating to the player.

(Volume is always relative, I was just a little surprised at how loud the hat actually was.)

Blame the hitsound copier. Prioritising hitnormals smh

I'll leave the decision to you, but I would strongly advise sorting the hitsounds out. Won't take too much time, honest. If you need any help, let me know, I am knowledgeable about such things. I promise I won't die for another 2 months like last time
Feerum
Hola. I have looked into your Beatmap and would like to point out several things.

[Green Lv.4]

Why the heck is the hihat hitsound here at 90%. It's so incredibly striking while playing, really disturbing. Can you please reduce the volume of it x_X
I saw Ash did suggest it too, i would really follow his advice.

00:16:358 (16358|0,16520|3) - Optional but i would CTRL+H these notes to give 00:16:683 (16683|2,16845|2) - more impact. When you have to switch hands it feels way better. But i guess that's subjective.

00:46:682 (46682|3,46844|1) - Would swap these notes. It's a bit more comfortable to play for player on this level.
Should you accept my suggestion above, do not forget to re-arrange these pattern here too 00:47:169 (47169|3,47331|0,47331|2,47493|1) - because it would end in a one hand trill on the right side.



[Orange Lv.9]

Same hi-hat thing like in Lv.4

00:31:763 - Um.. isn't that a little bit too harsh?

Left the Lv.9, right the Lv.4. I mean .. you go from 1/2 single notes to 1/4 jumpstream.. i mean it's just a really short part, yet is the pattern difficult jump really big here. I would recommend to nerf it to normal 1/4 and the Lv.13 has then the Jumpstream. Because Lv.13 and Lv.9 looks identical while Lv.4.. yeah..

01:23:006 (83006|1) - Is there actually a reason why this LN appears suddenly? Same goes for Lv.13. There's no additional sound.. like.. nothing. But suddenly the player has to press another LN.



[ham + Sya's Vermilion Lv.13]

The hi-hat stuff from Lv.4 and Lv.9 apply here too. It's a little bit less noticeable because of the increasing amount of notes but still pretty striking.

00:45:385 (45385|1,45385|0,45547|3,45547|2,45709|0,45709|1,45871|3,45871|2,46033|1,46033|0,46196|1,46196|0,46358|2,46358|3) - This is pretty noticeable while playing. It's not an issue at all, it just a little.. weird to play just [12] [34] for so long here. It goes basically from 00:44:736 - to 00:47:006 - what can be a really long span.

01:03:871 (63871|3,64520|3) - . Both LN's have really clearly a different pitch and yet you placed them on the same line, even as jack. The second LN, means 01:04:520 (64520|3) - has a lower pitch so you should move it at least one column to the left.
Two notes (or LNs) on the same column while the sound is different feel extremely awkward to play, especially when they are jacked.

The next thing is a slightly subjective thing but i would like to point it out anyways:
01:09:547 (69547|1,69547|0,69709|1,69709|3,69871|3,69871|2,70033|0,70033|2,70196|0,70196|1,70358|1) - These here. overall i think the pattern are okay but what bugs me is that the following minijacks are always played with the same hand. Like.. here 01:09:709 (69709|3,69871|3,69871|2,70033|2) - Jack on 4 and then on 3, the next is vice versa and again. It's pretty noticeable during playing this section and i would recommend you to arrange the notes.

To keep your "Jack Style" you used here you could make something like this:

The jack follows here always on the clap which gives it some kind of "system" which was a bit missing in your pattern or i didn't saw it.

A question about this part from 01:14:250 - here. It seems a bit inconsistent for me. 01:15:385 - This is mapped as single note. While 01:15:709 - is a jump by the exact same sound, just the pitch is different. Is there a reason for this? It happend few times in this part.
01:17:979 - here is it again a single note 01:18:304 - here a jump. There's just a hi-hat and the uhh.. "wuub" sound (Duno how to describe it lol) But i guess you will get what i mean.

That's all~
Topic Starter
Ilham
okay then I will fix ~,~
Asherz007
DQ'd so we can sort this out then.

I'll be around in game for the next 10 hours or so to get my sleeping pattern fixed so ping me if you require any assistance, which I'm guessing is a likely possibility.
Topic Starter
Ilham

Feerum wrote:

Hola. I have looked into your Beatmap and would like to point out several things.

[Green Lv.4]

Why the heck is the hihat hitsound here at 90%. It's so incredibly striking while playing, really disturbing. Can you please reduce the volume of it x_X
I saw Ash did suggest it too, i would really follow his advice.

00:16:358 (16358|0,16520|3) - Optional but i would CTRL+H these notes to give 00:16:683 (16683|2,16845|2) - more impact. When you have to switch hands it feels way better. But i guess that's subjective.

00:46:682 (46682|3,46844|1) - Would swap these notes. It's a bit more comfortable to play for player on this level.
Should you accept my suggestion above, do not forget to re-arrange these pattern here too 00:47:169 (47169|3,47331|0,47331|2,47493|1) - because it would end in a one hand trill on the right side.



[Orange Lv.9]

Same hi-hat thing like in Lv.4

00:31:763 - Um.. isn't that a little bit too harsh?

Left the Lv.9, right the Lv.4. I mean .. you go from 1/2 single notes to 1/4 jumpstream.. i mean it's just a really short part, yet is the pattern difficult jump really big here. I would recommend to nerf it to normal 1/4 and the Lv.13 has then the Jumpstream. Because Lv.13 and Lv.9 looks identical while Lv.4.. yeah..

01:23:006 (83006|1) - Is there actually a reason why this LN appears suddenly? Same goes for Lv.13. There's no additional sound.. like.. nothing. But suddenly the player has to press another LN.



[ham + Sya's Vermilion Lv.13]

The hi-hat stuff from Lv.4 and Lv.9 apply here too. It's a little bit less noticeable because of the increasing amount of notes but still pretty striking.

00:45:385 (45385|1,45385|0,45547|3,45547|2,45709|0,45709|1,45871|3,45871|2,46033|1,46033|0,46196|1,46196|0,46358|2,46358|3) - This is pretty noticeable while playing. It's not an issue at all, it just a little.. weird to play just [12] [34] for so long here. It goes basically from 00:44:736 - to 00:47:006 - what can be a really long span.

01:03:871 (63871|3,64520|3) - . Both LN's have really clearly a different pitch and yet you placed them on the same line, even as jack. The second LN, means 01:04:520 (64520|3) - has a lower pitch so you should move it at least one column to the left.
Two notes (or LNs) on the same column while the sound is different feel extremely awkward to play, especially when they are jacked.

The next thing is a slightly subjective thing but i would like to point it out anyways:
01:09:547 (69547|1,69547|0,69709|1,69709|3,69871|3,69871|2,70033|0,70033|2,70196|0,70196|1,70358|1) - These here. overall i think the pattern are okay but what bugs me is that the following minijacks are always played with the same hand. Like.. here 01:09:709 (69709|3,69871|3,69871|2,70033|2) - Jack on 4 and then on 3, the next is vice versa and again. It's pretty noticeable during playing this section and i would recommend you to arrange the notes.

To keep your "Jack Style" you used here you could make something like this:

The jack follows here always on the clap which gives it some kind of "system" which was a bit missing in your pattern or i didn't saw it.

A question about this part from 01:14:250 - here. It seems a bit inconsistent for me. 01:15:385 - This is mapped as single note. While 01:15:709 - is a jump by the exact same sound, just the pitch is different. Is there a reason for this? It happend few times in this part.
01:17:979 - here is it again a single note 01:18:304 - here a jump. There's just a hi-hat and the uhh.. "wuub" sound (Duno how to describe it lol) But i guess you will get what i mean.

That's all~
basically I apply all mods, except 00:45:385 (45385|0,45385|1,45547|2,45547|3) - [12] [34] here is intended, as I use [14] [23] here 00:35:006 (35006|0,35006|3,35169|2,35169|1) -

thx feru!

goodbye multi bg
Asherz007
Had a look through the changes, happy with everything so here's another bubble.

note to self: don't die so often
Topic Starter
Ilham
yey
Maxus
3rd time's a charm i guess.
Topic Starter
Ilham
anti kerut anti bocor charm body fit. thank you for all of the contributors~ and sorry for the inconvenience u,u
Draftnell
BG look interisting me :3


and thx for making great map o/
Topic Starter
Ilham

Draftnell wrote:

BG look interisting me :3


and thx for making great map o/


bg 10/10 map 10/10. thx.
Please sign in to reply.

New reply