Sayuri - birthday song

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iYiyo
  • [Gift]
  1. 00:25:931 (2) - Looks like the head of this slider should have Normal Sampleset to match the clap.
  2. 00:27:629 (1) - 00:28:620 (5) - 00:30:176 (3) - 00:30:743 (5,7) - Remove the whistles from their slider bodies? Tbh looks like they were placed by mistake cause you don't add them after 00:31:592 -
  3. 01:03:290 (1,2,3,4) - Any particular reason on why the diff spike here? If compared with 00:54:233 (1,2,3,4) - it's clearly to see that is way harder on 2nd half on that kiai.
  4. Change 01:26:780 - & 01:27:346 - to S:C1? Those random whistles sounds are just weird and doen't really match with the current hitsounding.
  5. Why the pattern change 03:20:774 (1,1,1,1) - here but not 03:25:302 (1,2,3,4,5,1) - here while both are pretty similar while having this drum smash pattern?
  6. 04:08:604 (6,1) - missing hitsounds on these?
  7. 04:11:717 (2,3,1) - What are you exactly following here? Specifically 04:11:858 (3) - this doesn't look to be following vocals nor instrument at all. Would suggest to do something else over here.

    [Thinking Fam Collab Insane]
  8. 00:25:931 - same as other diff.
  9. 00:32:158 (1) - missing hitsound?
  10. 01:26:780 - 01:27:346 - similar to other diff, change those green lines to S:C1.
  11. 02:58:698 (1) - Why you stand out this specific slider with a triangle just here? I'd honestly reserve this shape for the last part.
  12. 04:25:019 - add drum sampleset on tail & 04:25:160 - add clap head? Or just add some hitsounds lol
  13. 04:32:943 - 04:33:085 - similar ^
  14. 04:41:151 - 04:50:208 - missing clap?
  15. 04:42:283 (8) - Add NC to match 04:51:340 (1) - this?


also make sure everyone who's collabing is on tags.
Topic Starter
Haruto

iYiyo wrote:

  • [Gift]
  1. 00:25:931 (2) - Looks like the head of this slider should have Normal Sampleset to match the clap. fixed
  2. 00:27:629 (1) - 00:28:620 (5) - 00:30:176 (3) - 00:30:743 (5,7) - Remove the whistles from their slider bodies? Tbh looks like they were placed by mistake cause you don't add them after 00:31:592 - yeah fixed
  3. 01:03:290 (1,2,3,4) - Any particular reason on why the diff spike here? If compared with 00:54:233 (1,2,3,4) - it's clearly to see that is way harder on 2nd half on that kiai. i think val did it on purpose, comparing to 00:54:233 (1,2,3,4) - , the beat here isnt as huge as 01:03:290 (1,2,3,4) - so yeah, this should be fine imo
  4. Change 01:26:780 - & 01:27:346 - to S:C1? Those random whistles sounds are just weird and doen't really match with the current hitsounding. fixed
  5. Why the pattern change 03:20:774 (1,1,1,1) - here but not 03:25:302 (1,2,3,4,5,1) - here while both are pretty similar while having this drum smash pattern? handsome wanted some pattern variation i think which is creative imo. 03:20:774 (1,1,1,1) - also this one has a drum sound on it so its completely fine imo
  6. 04:08:604 (6,1) - missing hitsounds on these?
  7. 04:11:717 (2,3,1) - What are you exactly following here? Specifically 04:11:858 (3) - this doesn't look to be following vocals nor instrument at all. Would suggest to do something else over here fixed for sing

    [Thinking Fam Collab Insane]
  8. 00:25:931 - same as other diff.
  9. 00:32:158 (1) - missing hitsound?
  10. 01:26:780 - 01:27:346 - similar to other diff, change those green lines to S:C1.
  11. 02:58:698 (1) - Why you stand out this specific slider with a triangle just here? I'd honestly reserve this shape for the last part.
  12. 04:25:019 - add drum sampleset on tail & 04:25:160 - add clap head? Or just add some hitsounds lol
  13. 04:32:943 - 04:33:085 - similar ^
  14. 04:41:151 - 04:50:208 - missing clap?
  15. 04:42:283 (8) - Add NC to match 04:51:340 (1) - this? fixed all


also make sure everyone who's collabing is on tags.
yea, everyone is in the tags
thanks for checking! also fixed the burai slider on probox part
-Sh1n1-

iYiyo wrote:

This is nice.
iYiyo
Both diffs:
From 00:31:592 - to 00:35:695 - looks like you're not using claps which feels kinda empty in terms of hitsounds. Please add some.

Fam:
04:32:943 - 04:33:085 - please remove the whistle on both cause it's causing a hitsound which you don't use on the kiai at all.
Topic Starter
Haruto

iYiyo wrote:

Both diffs:
From 00:31:592 - to 00:35:695 - looks like you're not using claps which feels kinda empty in terms of hitsounds. Please add some.

Fam:
04:32:943 - 04:33:085 - please remove the whistle on both cause it's causing a hitsound which you don't use on the kiai at all.
fixed all!!
iYiyo
Happy birthday!
Nevo
Let's consider Tianna Bartoletta's gold medal jump in the Women's Long Jump during the Rio Olympics of 2016.
Topic Starter
Haruto

Nevo wrote:

Let's consider Tianna Bartoletta's gold medal jump in the Women's Long Jump during the Rio Olympics of 2016.
agree

Happy Belated Birthday Monstrata!
Thank you to people who've modded the map and to people who have take a participation in this :oops: .
also big thanks to Nevo and YiYo for checking the map o/
Kyousukee
gratz Haruto ! :)
Monstrata
Wow, it got qualified! Thank you everyone for participating in this collab, and special thanks to Haruto for organizing it <3.
Maxus
Oh wow this is really nice, it's rare seeing people rank map to be dedicated for someone else's birthday, let alone on this scale.

Grats Haruto, and Happy belated birthday monstrata owo!
blueloniess
I DO LOVE THIS MAP
IT'S A MASTERPIECE
Hobbes2
top diff -

I don't really know if this is worth a dq, but 04:05:632 (2) - has a storyboarded hitsound there but there's a circle with the hitsound, so it ends up playing the hitsound really loud, or worse, it'll play the hitsound twice if the player hits the circle off time.

edit, while im here,

04:12:142 - im not sure if the hitsound is a mistake, but you can actually just hitsound the sliderhead instead of putting the whisle in the storyboard. that said, it actually just sounds weird so i think its a mistake anyway.
pkhg


its full of sbd sounds lol theyre rly misleading cuz youre not hitting anything and the slider doesnt have a tick. since rc states that ticksounds are discouraged from being used i guess this is "worst" or something

that thing is supposed to be used on mania

also just by playing the intro you can notice how early the bpm is. it kinda normalizes from 00:36:544 (8) - until kiai where it matches the song accurately but everything else before that timestamp is very early

just look at this players acc meter, i experienced the same when i played it


i think thats not the only section with a wrong offset it seems


a more in depth look through timing would be nice
Topic Starter
Haruto

Hobbes2 wrote:

top diff -

I don't really know if this is worth a dq, but 04:05:632 (2) - has a storyboarded hitsound there but there's a circle with the hitsound, so it ends up playing the hitsound really loud, or worse, it'll play the hitsound twice if the player hits the circle off time.

edit, while im here,

04:12:142 - im not sure if the hitsound is a mistake, but you can actually just hitsound the sliderhead instead of putting the whisle in the storyboard. that said, it actually just sounds weird so i think its a mistake anyway.
the storyboarded hitsound were intended to fill out the blank sounds (aka the unhitsounded sound), pretty sure that i set them on a pretty low volume so it'll give a small feedback on the sb'ed hitsound parts. uh, well at least its not set on 100%. but really, 70% isnt that loud.

pkhg wrote:



its full of sbd sounds lol theyre rly misleading cuz youre not hitting anything and the slider doesnt have a tick. since rc states that ticksounds are discouraged from being used i guess this is "worst" or something

that thing is supposed to be used on mania

also just by playing the intro you can notice how early the bpm is. it kinda normalizes from 00:36:544 (8) - until kiai where it matches the song accurately but everything else before that timestamp is very early

just look at this players acc meter, i experienced the same when i played it


i think thats not the only section with a wrong offset it seems


a more in depth look through timing would be nice
like i said to hobbes, its to give a small feedback to the unhitsounded part by giving sb'ed hitsound. + they are set on a pretty low volume which imo should be fine. regardless, its not that impactful to the gameplay imo.

about timing, im 100% sure the timing is right since goldenwolf and narcissu provided me the accurate timing.
Mir
Your reply doesn't address the issue.

Sure it's 70% and it's not unrankable but there's a normal hitsound AND a storyboarded hitsound in the same spot. Which means if you hit the note off-time by even 1 ms it will play the hitsound twice and sound very weird. If you miss the note, it will play a snare as if you hit it and confuse the player.

Like... it doesn't even make sense to have the storyboarded hitsound there if there's an active note to hitsound anyways lol.
Lasse
the storyboarded hitsound were intended to fill out the blank sounds (aka the unhitsounded sound)
this doesn't address the issue at all, the timestamp hobbes mentioned is hitsounded with the same sample ON the object, with how osu handles hs, this becomes extremely loud if you hit the object properly. if you don't hit it properly hear two hitsounds which is even worse
=> 04:05:632 - storyboarded hs here should just be removed

other storyboarded hs are also pretty questionable, but I'll leave that up for discussion
-Mo-
To me it's pretty concerning if 03:53:038 this section can get away with not having SB hitsounds while 01:44:610 - 00:45:743 these sections are similar and for some reason need the SB hitsounds.

I understand some variation between the sections due it being a collab diff, but I don't feel like SB hitsounds are an appropriate solution.
Kuron-kun
Additionally to what everyone posted:

[Gift]
The spread inside the difficulty itself is really inconsistent. The beginning and, specially, the first Kiai, barely plays like something above 4,5* whereas in the other kiais you have huge jumps, huge SVs (for example: 01:52:676 (3,1,2,1,2,1) - 02:01:592 (1,2,1,2,1,2,1,2) - ) that compared to the first one you have lower SV and lower jumps (for example: 00:54:233 (1,2,3,4) - ). It happens throughout the entire difficulty but it's really noticeable in the beginning.

I know this is a huge collab and such but It's not really an excuse to make things inconsistent in terms of difficulty spike. Everyone has their style but that doesn't mean they can make something really easy and then someone else makes something extremely hard for the same section.

I can't really think about anything else other than rework most of the patterns in a way that intensity feels as equal as possible between the mentioned parts. Definitely increasing the SV is a nice idea and you have a lot of spots like 00:50:554 (2,3,4) - 00:52:252 (3,4,5) - 01:06:120 (1,2,3,4) - to buff a little with some circle jumps, instead of low SV sliders.
[]

If something felt questionable, feel free mention it.
Hobbes2
Yea the major issue I had wasn't that there were the SB hitsounds, it was that you had an SB hitsound at the same spot as a regular hitsounded circle.
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