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enzo + O2i3 - Mentanpindoradora [OsuMania]

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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.
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