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Masayoshi Minoshima - Bad Apple!! feat.nomico (Nhato remix)

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frukoyurdakul
Hello, M4M promise.

[General]

The hitsounds are non-hearable for me. Please increase the volume of them at least 20% to make them hearable.

I think the BPM or the offset is wrong, because i hit the notes in time at some places, and i hit some of them late, which means they are mostly off. What i can recommend is shifting the offset 5-6 ms further to keep the balance in the middle. Because I think the song's BPM is inconsistent. Turns out I was the inconsistent one, sorry :3

[Pheodondon]

00:41:910 (14,15,16,17) - 00:42:345 (19,20,21,22,23) - The first one (in terms of trrrrrr sound) is faster than the 2nd one. I think you can replace them.

00:57:635 (1) - Personal preference, but I'd map is as a kat. The sound is different compared to 00:57:418 (1) - this one.

00:58:867 (2,3,4,1) - I think these kinds of 1/6 notes are overmapped. It sounds nice but it doesn't fit the song in my opinion. Consider them editing.

02:05:932 (2,1,2,3) - I see you put these notes in order to keep consistency but, it doesn't contain 1/4 keyboard notes like other ones, such as 02:02:454 (2,1,2,1) - this one. You can change it by deleting 02:06:150 (2) - this note.

02:07:345 (1,2) - I see no reason keeping this spot blank actually. 02:07:454 - 02:07:671 - There are some sounds on these spots and I think you can fill them with kats since you used 1/4 notes on the calm part. It will also create a good build-up.

02:34:954 (1,2,3,4) - Since you used 1/8 on your map, I'd like to remind you that these sounds are in 1/8, not 1/6.

02:42:237 (1) - You can change this to kat, since there is a snare sound on it.

03:24:193 (2,1,1) - Starting from this spot, there is a sound on blue tick ( for example: 03:24:410 - ) which you mapped them as dkkd iirc. Consider adding a note between them.

03:28:867 (6,7,8,9,10,11,12,13,14,15) - Same suggestion mentioned in 00:41:910.

04:40:606 (1) - This one is a suggestion, but the sound is starting from 04:40:389 - here (mostly) and a spinner on red tick without a note behind it looks weird in my opinion. If you don't want to change it's location, at least consider changing it to a slider so you can emphasize 04:40:823 - this sound on the measure start.

05:42:563 (1,2,3,4,5,6) - These are in 1/6 and 05:42:997 (1,2,3,4) - these are in 1/4. Try to follow drums only on that pattern which they all are 1/4, or the weird effect (i don't know it's name) which are in 1/6 by changing 05:42:997 (1,2,3,4) - these ones to 6 kats in 1/6.

06:01:910 (5,6,7,8,9,10,11,12,13,14) - Same suggestion.

06:03:432 (1) - In the end, I believe the spinner is not enough. Please change it to kats only. My recommendation: 06:03:432 - 06:04:084 - 1/6 between those two, 06:04:084 - 06:04:302 - 1/8 between those two.

All in all, pretty fun map to play ( DTable for high rank players which will give a lot PP :3 ) and the patterns are very consistent so, consider them as opinions instead of errors because this map is out of my modding range I think. Best of luck getting it ranked, i hope my mod helped~
Topic Starter
Pheon
Thank you for taking your time modding this.

frukoyurdakul wrote:

Hello, M4M promise.

[General]

The hitsounds are non-hearable for me. Please increase the volume of them at least 20% to make them hearable. Will increase by 10% for now. I always play with the effects way louder than the volume of the song, so this didn't stand out to me initially.

I think the BPM or the offset is wrong, because i hit the notes in time at some places, and i hit some of them late, which means they are mostly off. What i can recommend is shifting the offset 5-6 ms further to keep the balance in the middle. Because I think the song's BPM is inconsistent. Turns out I was the inconsistent one, sorry :3 Errors happen, will look into timing more later on regardless.

[Pheodondon] orz

00:41:910 (14,15,16,17) - 00:42:345 (19,20,21,22,23) - The first one (in terms of trrrrrr sound) is faster than the 2nd one. I think you can replace them. In essence you're right. However, by doing so, the 1/8ths are taken on the offhand for full-alt players which adds unnecessary difficulty, and this way there is more room for error on the 1/8ths (the same reason why it's mono-coloured; you can initially mash them on a sightread, whereas later on the 1/8ths are in patterns as well). Still kept a buildup, but put it this way for the sake of playability. More about this later in the mod.

00:57:635 (1) - Personal preference, but I'd map is as a kat. The sound is different compared to 00:57:418 (1) - this one. Again, this is for the sake of playability; [kddkkdk] is unnecessarily complicated, on a section that's mapped for buildup purposes.

00:58:867 (2,3,4,1) - I think these kinds of 1/6 notes are overmapped. It sounds nice but it doesn't fit the song in my opinion. Consider them editing. These are the key point to the map. The song itself is hype, but mapping straight to the song would make the map bland and not do it any justice. Therefore, I chose to make a map that supplements the song rather than straight-up covers the drums or instruments. Changing these would not only take out the essence of the map, but also any form of difficulty it has / any fun there is to playing it. If these need to be changed in order to get the map ranked, I will not rank the map and keep it as-is.

02:05:932 (2,1,2,3) - I see you put these notes in order to keep consistency but, it doesn't contain 1/4 keyboard notes like other ones, such as 02:02:454 (2,1,2,1) - this one. You can change it by deleting 02:06:150 (2) - this note. You're correct here, and it also fixes another issue I had with this segment; by removing this, if you're playing with a full-alternate playstyle, you end with your dominant hand on the k after the finish.

02:07:345 (1,2) - I see no reason keeping this spot blank actually. 02:07:454 - 02:07:671 - There are some sounds on these spots and I think you can fill them with kats since you used 1/4 notes on the calm part. It will also create a good build-up. I'll look into this later on. Currently I am content with the way it sets up the scrollspeed increase, leaving a bit of a break in between.

02:34:954 (1,2,3,4) - Since you used 1/8 on your map, I'd like to remind you that these sounds are in 1/8, not 1/6. Technically you're correct here and it was something I did not notice. However, it breaks flow to turn these into 1/8, they're too cramped up to read on 0.75x scrollspeed, they start on the offhand when playing full-alt and the colourswitch is there for the emphasis as-is. I will look into this later on if there are more complaints on it, but I feel like it would break the flow of the map too much.

02:42:237 (1) - You can change this to kat, since there is a snare sound on it. This breaks readability / flow a bit, I feel. It would fit the song better the way you described it, however, it wouldn't fit the map-structure as much I feel.

03:24:193 (2,1,1) - Starting from this spot, there is a sound on blue tick ( for example: 03:24:410 - ) which you mapped them as dkkd iirc. Consider adding a note between them. Okay this is messing me up. I do see where you're coming from and I do agree. However, now I'm stuck with the problem that this way the kddddk also needs an additional note (the dddd being necessary for the consistency on the d d d ddddd-rhythm which is recurring throughout the song and which I give focus in this part as well), but even worse, the k now falls on the main hand for full alt play, meaning you finish on your offhand, which plays really poorly. For now, I'll add the two notes and add a d on both 03:25:389 (1) - and 03:27:128 (1) - for the sake of full-alt flow. I might have to revise this segment later in order to get everything flowing properly (the dkddddkkd also kinda stands out).

03:28:867 (6,7,8,9,10,11,12,13,14,15) - Same suggestion mentioned in 00:41:910. Same answer as in 00:41:910.

04:40:606 (1) - This one is a suggestion, but the sound is starting from 04:40:389 - here (mostly) and a spinner on red tick without a note behind it looks weird in my opinion. If you don't want to change it's location, at least consider changing it to a slider so you can emphasize 04:40:823 - this sound on the measure start. I'll roll with the slider for now. I don't know what to do emphasis-wise here. If I knew how to edit maps properly, I'd have a bunch of timingpoints here as to show emphasis within the map without having to play anything.

05:42:563 (1,2,3,4,5,6) - These are in 1/6 and 05:42:997 (1,2,3,4) - these are in 1/4. Try to follow drums only on that pattern which they all are 1/4, or the weird effect (i don't know it's name) which are in 1/6 by changing 05:42:997 (1,2,3,4) - these ones to 6 kats in 1/6. This does make sense, but I think it would make it both too 1/6-kat-heavy (making it tough on stamina for ddkk players) as well as make it hard to read with the more complicated patterns coming right afterwards; the way it's set up now, you have the 1/4th mono-colour breather to reset a bit. I'll keep this in mind, though, and adjust accordingly if need be.

06:01:910 (5,6,7,8,9,10,11,12,13,14) - Same suggestion. Same answer.

06:03:432 (1) - In the end, I believe the spinner is not enough. Please change it to kats only. My recommendation: 06:03:432 - 06:04:084 - 1/6 between those two, 06:04:084 - 06:04:302 - 1/8 between those two. I can see where you are coming from, but this kind of buildup would be too stupid to have all the way at the end of the map, and having the main combo-breaker section all the way at the end of a 6 minute map is not fun at all. It's already tougher as-is by having notes after the 1/8ths, but that would double up the unnecessary difficulty. Also, it would really suck to play for ddkk players (it's already tough enough as-is).

All in all, pretty fun map to play ( DTable for high rank players which will give a lot PP :3 ) and the patterns are very consistent so, consider them as opinions instead of errors because this map is out of my modding range I think. Best of luck getting it ranked, i hope my mod helped~
The mod did help out, fixed a few things that I felt were iffy. I hope that if this gets ranked, it won't be a PP-farm map; my goal with this map is to just have fun playing a pretty sick song with a map that hopefully plays just as well.
strickluke
epic
Skylish
IRC chat with Pheon
2017-06-08 22:00 Pheon: Hello there; I have made a map of which I'm not sure if it's going to be eligible for becoming ranked or anything of the sorts with the way it's mapped. I wanted to ask for a quick check-through / testplay to see if it was worth still continuing working on it or no. If you'd rather not, though, I can understand. '^'
2017-06-08 22:01 Skylish: sure
2017-06-08 22:01 Skylish: np the map please
2017-06-08 22:01 Pheon: Awesome, thank you
2017-06-08 22:01 Pheon: ACTION is listening to [https://osu.ppy.sh/b/1305488 Masayoshi Minoshima - Bad Apple!! feat.nomico (Nhato remix)]
2017-06-08 22:01 Skylish: it looks a bit hellish
2017-06-08 22:01 Skylish: but let's try it :>
2017-06-08 22:08 Pheon: aw rip
2017-06-08 22:08 Skylish: few things:
2017-06-08 22:08 Skylish: the name of difficulty is risky
2017-06-08 22:09 Skylish: It might be DQed because it is related to you
2017-06-08 22:09 Skylish: Pheon <-- this user name
2017-06-08 22:09 Skylish: If the difficulty name is related to any users' names, that'd be a DQ issue
2017-06-08 22:09 Pheon: How does that work exactly? I initially named it this way as to keep it consistent with another map of mine that was considered tough in the day (Ivaltek has a Phedondon difficulty on it)
2017-06-08 22:10 Skylish: I can see your confusion here
2017-06-08 22:10 Skylish: since this is a kinda 'new' rule for you
2017-06-08 22:10 Skylish: for example
2017-06-08 22:10 Skylish: I am Skylish, if I named the top diff as St(k)ylish Oni, it is unrankable
2017-06-08 22:11 Pheon: Mmn, so no more personal diffnames allowed suck as Taikocalypse / Taikosaki / etc?
2017-06-08 22:11 Skylish: p/5991656
2017-06-08 22:11 Skylish: yes, they are no longer available now
2017-06-08 22:11 Pheon: I see. Is it still allowed to put them in tags for the sake of easier searching?
2017-06-08 22:12 Skylish: difficulty naming is just small thing (I guess the answer would be 'NO' as Tag column is just for the things related to the SONG and the SOURCE)
2017-06-08 22:12 Pheon: Alright, that's a fair point. Anything else?
2017-06-08 22:12 Skylish: Some questionable usages of 1/8 in your map: 05:07:563 -
2017-06-08 22:13 Skylish: I know that there's a glitch
2017-06-08 22:13 Skylish: but using 1/8 is still risk nowadays
2017-06-08 22:13 Skylish: *risky
2017-06-08 22:13 Pheon: Figured as much, but considering it's the densest point of the densest part of the song I figured that rather simple 1/8ths were worth a shot
2017-06-08 22:13 Skylish: then how'bout 05:11:693 -
2017-06-08 22:14 Skylish: 02:48:867 -
2017-06-08 22:14 Skylish: these two has glitches as well
2017-06-08 22:14 Skylish: *have
2017-06-08 22:14 Pheon: what is the glitch in specific?
2017-06-08 22:15 Skylish: umm, those sfxes with 'beep' or...
2017-06-08 22:15 Pheon: Ohhh, you mean in the song itself.
2017-06-08 22:15 Skylish: yes
2017-06-08 22:16 Skylish: I can the inconsistencies between the above timing points, if you use 1/6 to suit them, continue to use it please, some sudden 1/8 are off
2017-06-08 22:17 Pheon: In 05:07:563 (1) - I'd argue there's the loudest bit of glitch in the entire song, hence why I went for simple 1/8ths which are also used in other parts of the song. It's a one-time thing in the song, and therefore it's a one-time thing in this specific stream as well. The other 1/6th streams are consistent with the structure of the rest of the map and with the way the glitchsounds are in the rest of the song.
2017-06-08 22:17 Pheon: It's one of the main reasons I use the simple 1/8ths to end 00:42:345 (19) - for instance; a warning that 1/8ths can and will be used later on.
2017-06-08 22:18 Pheon: I try to use odd timings in simple ways in the beginning of maps in order to prepare the player for what's to come
2017-06-08 22:18 Skylish: I can see your point
2017-06-08 22:18 Skylish: but pay attention to the extremely low SV at 00:41:910 -
2017-06-08 22:18 Skylish: The hit-circles themselves are very closely packed
2017-06-08 22:18 Skylish: Visually they are not user-friendly
2017-06-08 22:19 Pheon: That's a fair point, and I could just put the scrollspeed to 1.0 starting from 00:37:345 (1) - rather than 00:44:302 (3) -
2017-06-08 22:19 Pheon: Which should make it quite a bit more readable.
2017-06-08 22:19 Skylish: yup that'd be better
2017-06-08 22:20 Skylish: 03:18:541 -
2017-06-08 22:20 Skylish: 03:18:541 (2,1,2,3,4) - this stream is outstanding from the other patterns at 03:20:280 -
2017-06-08 22:20 Skylish: and so on
2017-06-08 22:21 Skylish: and again these 1/8s are now visible 03:28:867 (6,7,8,9,10,11,12,13,14,15) - , but they are still hard to be hit
2017-06-08 22:23 Pheon: The reason 03:18:541 (2) - this stream stands out, is because in this section I fuse the two buildups I was initially using; in the song, you have the melody going in its odd k k k k beat, as well as the background having the consistend d d d ddddd
2017-06-08 22:23 Pheon: Which combines into that stream.
2017-06-08 22:23 Pheon: At 03:20:280 (2) - , however, the d d d ddddd has fallen away in the song itself.
2017-06-08 22:24 Pheon: I figured the 1/6 + 1/8 would be hard to hit, and for that reason I kept it monocoloured; it's possible to mash your way through if the timing is too harsh / your speed isn't up-to-par (or, I figure, if you're playing with a ddkk playstyle).
2017-06-08 22:25 Skylish: 03:20:280 - / 03:22:019 - these should share the same way of mapping style with 03:18:541 -
2017-06-08 22:25 Skylish: The structure itself is porous, even though I know what you try to express
2017-06-08 22:25 Skylish: At the same time, please also pay attention to the low-pitch melody at the background as well
2017-06-08 22:26 Skylish: they perform a pretty impr role in accompaniment in that section
2017-06-08 22:26 Pheon: I could see it for 03:22:019 (1) - , with the background melody, however on 03:20:280 (2) - there is a significant change in the background melody, is there not?
2017-06-08 22:26 Skylish: btw, I am a kddk playstyle player, I still find that those 1/6 kkkk k 1/8kkkk are really hard to be recognized generally speaking
2017-06-08 22:27 Skylish: I am afraid not
2017-06-08 22:27 Pheon: ah in that case; I mapped it so that the 1/6 kkkk would bring you to your main-hand on the stream if you're playing in a full-alternate playstyle with kddk, while providing a setup for the 1/8ths
2017-06-08 22:28 Skylish: but nvm, modders will give you more feedback while they run into these 1/8s, and for the part at 03:17:345 - this section, I will just leave it for you
2017-06-08 22:28 Skylish: as everyone has a different view on the same thing
2017-06-08 22:28 Skylish: my focus would be the structure and visual effects
2017-06-08 22:28 Skylish: *foci
2017-06-08 22:28 Skylish: one last thing: 05:36:476 -
2017-06-08 22:28 Skylish: overlapping
2017-06-08 22:28 Pheon: Fair enough. I do agree with there being a consistency issue there, and will change the 03:22:019 (1) - in order to amend it for now. Will keep tabs on it for future usage though.
2017-06-08 22:29 Skylish: https://puu.sh/weoJK/d10595081f.png
2017-06-08 22:29 Skylish: This is unrankable
2017-06-08 22:29 Pheon: Good point, will remove the [dd] section of the [ddk]
2017-06-08 22:29 Pheon: should also provide a bit of a break after the 1/6th chaos in the section prior to it
2017-06-08 22:29 Skylish: yup, nice change
2017-06-08 22:30 Skylish: the BG resolution could be 1366*768 / 1920*1080
2017-06-08 22:30 Skylish: for the best effect in game-play
2017-06-08 22:30 Skylish: just minor thing, dont want to miss it
2017-06-08 22:31 Pheon: ahhh I already had a hard time finding a background for it, but will return looking for one again
2017-06-08 22:31 Pheon: Yeah, thanks, will keep that in mind
2017-06-08 22:31 Skylish: you may also get more opinion about the spread and building-ups among the whole difficulty
2017-06-08 22:31 Skylish: as your style is pretty ancient
2017-06-08 22:31 Pheon: orz
2017-06-08 22:32 Skylish: the progression could be made better imo
2017-06-08 22:32 Skylish: currently, considering your own style, it is okay
2017-06-08 22:32 Pheon: I was keeping the buildup in mind throughout it all actually
2017-06-08 22:32 Skylish: 02:07:780 -
2017-06-08 22:32 Skylish: thes k spamming section is probably receiving complaints nowadays
2017-06-08 22:33 Pheon: I'll keep that in mind. I went for this specific buildup as to make a big SV buildup that was still sightreadable
2017-06-08 22:33 Skylish: I can see that
2017-06-08 22:33 Skylish: oh
2017-06-08 22:33 Skylish: damn I almost forgot those extreme SVs
2017-06-08 22:33 Skylish: be very careful about it
2017-06-08 22:33 Pheon: With the main point of the SV buildup being to amplify the drop-effect in the song
2017-06-08 22:33 Pheon: because it builds up really heavily, only to become trap
2017-06-08 22:33 Skylish: I can tell it during testplay
2017-06-08 22:34 Skylish: I guess that's all from me in a brief review of your map now
2017-06-08 22:34 Skylish: welcome back, Pheon
2017-06-08 22:35 Pheon: Thanks for looking through it all! I was hoping to get a mod that went indepth less on the pattern structure and more on the global structure, and you gave just that.
2017-06-08 22:35 Pheon: The main thing I wanted to figure out, was to see if the 1/6th usage was rankable. Considering I didn't hear a complaint from you on it, is it safe for me to assume they are?
2017-06-08 22:36 Pheon: Also, thank you. Hopefully I can provide some entertaining maps for people to enjoy.
2017-06-08 22:38 Skylish: If other BNs feel no problem about those 1/6, you are good to go
2017-06-08 22:38 Skylish: Would you mind me post this IRC chat on the thread as well?
2017-06-08 22:38 Pheon: Not at all; please do so

We discussed something about structures, SV usages, difficulty naming and the controversial 1/6+1/8 patterns.

Good luck, and welcome back, Pheon!
Topic Starter
Pheon

Skylish wrote:

IRC chat with Pheon
2017-06-08 22:00 Pheon: Hello there; I have made a map of which I'm not sure if it's going to be eligible for becoming ranked or anything of the sorts with the way it's mapped. I wanted to ask for a quick check-through / testplay to see if it was worth still continuing working on it or no. If you'd rather not, though, I can understand. '^'
2017-06-08 22:01 Skylish: sure
2017-06-08 22:01 Skylish: np the map please
2017-06-08 22:01 Pheon: Awesome, thank you
2017-06-08 22:01 Pheon: ACTION is listening to [https://osu.ppy.sh/b/1305488 Masayoshi Minoshima - Bad Apple!! feat.nomico (Nhato remix)]
2017-06-08 22:01 Skylish: it looks a bit hellish
2017-06-08 22:01 Skylish: but let's try it :>
2017-06-08 22:08 Pheon: aw rip
2017-06-08 22:08 Skylish: few things:
2017-06-08 22:08 Skylish: the name of difficulty is risky
2017-06-08 22:09 Skylish: It might be DQed because it is related to you
2017-06-08 22:09 Skylish: Pheon <-- this user name
2017-06-08 22:09 Skylish: If the difficulty name is related to any users' names, that'd be a DQ issue
2017-06-08 22:09 Pheon: How does that work exactly? I initially named it this way as to keep it consistent with another map of mine that was considered tough in the day (Ivaltek has a Phedondon difficulty on it)
2017-06-08 22:10 Skylish: I can see your confusion here
2017-06-08 22:10 Skylish: since this is a kinda 'new' rule for you
2017-06-08 22:10 Skylish: for example
2017-06-08 22:10 Skylish: I am Skylish, if I named the top diff as St(k)ylish Oni, it is unrankable
2017-06-08 22:11 Pheon: Mmn, so no more personal diffnames allowed suck as Taikocalypse / Taikosaki / etc?
2017-06-08 22:11 Skylish: p/5991656
2017-06-08 22:11 Skylish: yes, they are no longer available now
2017-06-08 22:11 Pheon: I see. Is it still allowed to put them in tags for the sake of easier searching?
2017-06-08 22:12 Skylish: difficulty naming is just small thing (I guess the answer would be 'NO' as Tag column is just for the things related to the SONG and the SOURCE)
2017-06-08 22:12 Pheon: Alright, that's a fair point. Anything else?
2017-06-08 22:12 Skylish: Some questionable usages of 1/8 in your map: 05:07:563 -
2017-06-08 22:13 Skylish: I know that there's a glitch
2017-06-08 22:13 Skylish: but using 1/8 is still risk nowadays
2017-06-08 22:13 Skylish: *risky
2017-06-08 22:13 Pheon: Figured as much, but considering it's the densest point of the densest part of the song I figured that rather simple 1/8ths were worth a shot
2017-06-08 22:13 Skylish: then how'bout 05:11:693 -
2017-06-08 22:14 Skylish: 02:48:867 -
2017-06-08 22:14 Skylish: these two has glitches as well
2017-06-08 22:14 Skylish: *have
2017-06-08 22:14 Pheon: what is the glitch in specific?
2017-06-08 22:15 Skylish: umm, those sfxes with 'beep' or...
2017-06-08 22:15 Pheon: Ohhh, you mean in the song itself.
2017-06-08 22:15 Skylish: yes
2017-06-08 22:16 Skylish: I can the inconsistencies between the above timing points, if you use 1/6 to suit them, continue to use it please, some sudden 1/8 are off
2017-06-08 22:17 Pheon: In 05:07:563 (1) - I'd argue there's the loudest bit of glitch in the entire song, hence why I went for simple 1/8ths which are also used in other parts of the song. It's a one-time thing in the song, and therefore it's a one-time thing in this specific stream as well. The other 1/6th streams are consistent with the structure of the rest of the map and with the way the glitchsounds are in the rest of the song.
2017-06-08 22:17 Pheon: It's one of the main reasons I use the simple 1/8ths to end 00:42:345 (19) - for instance; a warning that 1/8ths can and will be used later on.
2017-06-08 22:18 Pheon: I try to use odd timings in simple ways in the beginning of maps in order to prepare the player for what's to come
2017-06-08 22:18 Skylish: I can see your point
2017-06-08 22:18 Skylish: but pay attention to the extremely low SV at 00:41:910 -
2017-06-08 22:18 Skylish: The hit-circles themselves are very closely packed
2017-06-08 22:18 Skylish: Visually they are not user-friendly
2017-06-08 22:19 Pheon: That's a fair point, and I could just put the scrollspeed to 1.0 starting from 00:37:345 (1) - rather than 00:44:302 (3) -
2017-06-08 22:19 Pheon: Which should make it quite a bit more readable.
2017-06-08 22:19 Skylish: yup that'd be better
2017-06-08 22:20 Skylish: 03:18:541 -
2017-06-08 22:20 Skylish: 03:18:541 (2,1,2,3,4) - this stream is outstanding from the other patterns at 03:20:280 -
2017-06-08 22:20 Skylish: and so on
2017-06-08 22:21 Skylish: and again these 1/8s are now visible 03:28:867 (6,7,8,9,10,11,12,13,14,15) - , but they are still hard to be hit
2017-06-08 22:23 Pheon: The reason 03:18:541 (2) - this stream stands out, is because in this section I fuse the two buildups I was initially using; in the song, you have the melody going in its odd k k k k beat, as well as the background having the consistend d d d ddddd
2017-06-08 22:23 Pheon: Which combines into that stream.
2017-06-08 22:23 Pheon: At 03:20:280 (2) - , however, the d d d ddddd has fallen away in the song itself.
2017-06-08 22:24 Pheon: I figured the 1/6 + 1/8 would be hard to hit, and for that reason I kept it monocoloured; it's possible to mash your way through if the timing is too harsh / your speed isn't up-to-par (or, I figure, if you're playing with a ddkk playstyle).
2017-06-08 22:25 Skylish: 03:20:280 - / 03:22:019 - these should share the same way of mapping style with 03:18:541 -
2017-06-08 22:25 Skylish: The structure itself is porous, even though I know what you try to express
2017-06-08 22:25 Skylish: At the same time, please also pay attention to the low-pitch melody at the background as well
2017-06-08 22:26 Skylish: they perform a pretty impr role in accompaniment in that section
2017-06-08 22:26 Pheon: I could see it for 03:22:019 (1) - , with the background melody, however on 03:20:280 (2) - there is a significant change in the background melody, is there not?
2017-06-08 22:26 Skylish: btw, I am a kddk playstyle player, I still find that those 1/6 kkkk k 1/8kkkk are really hard to be recognized generally speaking
2017-06-08 22:27 Skylish: I am afraid not
2017-06-08 22:27 Pheon: ah in that case; I mapped it so that the 1/6 kkkk would bring you to your main-hand on the stream if you're playing in a full-alternate playstyle with kddk, while providing a setup for the 1/8ths
2017-06-08 22:28 Skylish: but nvm, modders will give you more feedback while they run into these 1/8s, and for the part at 03:17:345 - this section, I will just leave it for you
2017-06-08 22:28 Skylish: as everyone has a different view on the same thing
2017-06-08 22:28 Skylish: my focus would be the structure and visual effects
2017-06-08 22:28 Skylish: *foci
2017-06-08 22:28 Skylish: one last thing: 05:36:476 -
2017-06-08 22:28 Skylish: overlapping
2017-06-08 22:28 Pheon: Fair enough. I do agree with there being a consistency issue there, and will change the 03:22:019 (1) - in order to amend it for now. Will keep tabs on it for future usage though.
2017-06-08 22:29 Skylish: https://puu.sh/weoJK/d10595081f.png
2017-06-08 22:29 Skylish: This is unrankable
2017-06-08 22:29 Pheon: Good point, will remove the [dd] section of the [ddk]
2017-06-08 22:29 Pheon: should also provide a bit of a break after the 1/6th chaos in the section prior to it
2017-06-08 22:29 Skylish: yup, nice change
2017-06-08 22:30 Skylish: the BG resolution could be 1366*768 / 1920*1080
2017-06-08 22:30 Skylish: for the best effect in game-play
2017-06-08 22:30 Skylish: just minor thing, dont want to miss it
2017-06-08 22:31 Pheon: ahhh I already had a hard time finding a background for it, but will return looking for one again
2017-06-08 22:31 Pheon: Yeah, thanks, will keep that in mind
2017-06-08 22:31 Skylish: you may also get more opinion about the spread and building-ups among the whole difficulty
2017-06-08 22:31 Skylish: as your style is pretty ancient
2017-06-08 22:31 Pheon: orz
2017-06-08 22:32 Skylish: the progression could be made better imo
2017-06-08 22:32 Skylish: currently, considering your own style, it is okay
2017-06-08 22:32 Pheon: I was keeping the buildup in mind throughout it all actually
2017-06-08 22:32 Skylish: 02:07:780 -
2017-06-08 22:32 Skylish: thes k spamming section is probably receiving complaints nowadays
2017-06-08 22:33 Pheon: I'll keep that in mind. I went for this specific buildup as to make a big SV buildup that was still sightreadable
2017-06-08 22:33 Skylish: I can see that
2017-06-08 22:33 Skylish: oh
2017-06-08 22:33 Skylish: damn I almost forgot those extreme SVs
2017-06-08 22:33 Skylish: be very careful about it
2017-06-08 22:33 Pheon: With the main point of the SV buildup being to amplify the drop-effect in the song
2017-06-08 22:33 Pheon: because it builds up really heavily, only to become trap
2017-06-08 22:33 Skylish: I can tell it during testplay
2017-06-08 22:34 Skylish: I guess that's all from me in a brief review of your map now
2017-06-08 22:34 Skylish: welcome back, Pheon
2017-06-08 22:35 Pheon: Thanks for looking through it all! I was hoping to get a mod that went indepth less on the pattern structure and more on the global structure, and you gave just that.
2017-06-08 22:35 Pheon: The main thing I wanted to figure out, was to see if the 1/6th usage was rankable. Considering I didn't hear a complaint from you on it, is it safe for me to assume they are?
2017-06-08 22:36 Pheon: Also, thank you. Hopefully I can provide some entertaining maps for people to enjoy.
2017-06-08 22:38 Skylish: If other BNs feel no problem about those 1/6, you are good to go
2017-06-08 22:38 Skylish: Would you mind me post this IRC chat on the thread as well?
2017-06-08 22:38 Pheon: Not at all; please do so

We discussed something about structures, SV usages, difficulty naming and the controversial 1/6+1/8 patterns.

Good luck, and welcome back, Pheon!
Thanks a lot for the mod; it did help cleaning things up a bit.
Also, thanks for all the other guidance and for the good luck - hopefully I can provide some cool maps!
HomieLove

Pheon wrote:

Nhato does some good stuff.
jackylam5
IRC mod
2017-07-02 01:12 jackylam5: ACTION is editing [https://osu.ppy.sh/b/1305488 Masayoshi Minoshima - Bad Apple!! feat.nomico (Nhato remix) [Phedondon]]
2017-07-02 01:13 jackylam5: en hier is een mooie mod:
2017-07-02 01:14 jackylam5: 05:29:954 (1,1,2,3,1,1,2,3,1,1,2,3,1,1) - de opbouw ervan kan wat beter
2017-07-02 01:14 jackylam5: 05:28:650 (1,1,1,2,1,1,1,2,1) - door dit stukje hiervoor :)
2017-07-02 01:15 jackylam5: 05:56:693 (1,1,1,2,3,1,1,2,3,1,1,2,3,1,2,1,1,2,3,1,1,2,3,4) - same hier
2017-07-02 01:16 Pheon: klinkt goed, het idee was om een opbouw naar de climax te maken maar dat was te kalm gedaan; ik zal het iets lastiger maken
2017-07-02 01:16 jackylam5: nice
2017-07-02 01:17 jackylam5: en consistency dingen:
2017-07-02 01:17 jackylam5: 01:06:693 (1,1) -
2017-07-02 01:17 jackylam5: verschil in hoog/laag
2017-07-02 01:18 Pheon: Deze lopen op het moment wel consistent in de map zelve though
2017-07-02 01:18 Pheon: is er iets waar ik hiernaar moet kijken?
2017-07-02 01:18 jackylam5: uh de singles tussen de patterns
2017-07-02 01:20 Pheon: 00:59:737 (1,1,1,1) - dezen zijn allemaal d, op de 1 3 5 7 measure.01:01:476 (1,1,1,1) - zijn allemaal k
2017-07-02 01:20 Pheon: op de 2 4 6 8
2017-07-02 01:20 Pheon: maar misschien past het op deze manier niet goed qua flow; misschien beter inverted, misschien beter op een andere manier. Ik zal hier nog verder naar kijken
2017-07-02 01:20 jackylam5: sure
2017-07-02 01:21 jackylam5: 05:17:563 (2,1,2) -
2017-07-02 01:21 jackylam5: 05:03:650 (1,1,1) - hier heb je zelfde stukje
2017-07-02 01:21 jackylam5: inconsistent met elkaar
2017-07-02 01:21 Pheon: fair point, 05:17:563 (2,1,2) - changed
2017-07-02 01:23 jackylam5: 05:42:563 (1,2,3,4,5,6,1,2,3,4,1) - inverted met 1/6 en 1/4
2017-07-02 01:24 Pheon: oh dat's de tweede keer dat dat opgebracht wordt; hier zat ik inderdaad nog naar te kijken want eerst dacht ik dat het flow een beetje zou kunnen breken maar dat zou geen probleem moeten zijn. Changed
2017-07-02 01:25 jackylam5: dat is ongeveer zo'n beetje alles wat ik kon vinden
2017-07-02 01:25 jackylam5: vind je het erg als ik dit in forum post als IRC mod?
2017-07-02 01:26 Pheon: Alright, dank je wel
2017-07-02 01:26 jackylam5: nice :D
2017-07-02 01:27 Pheon: zijn best wel wat goede fixes, dus by all means

woo map looks really fun and yeh welcome back Pheon :)
Topic Starter
Pheon

jackylam5 wrote:

IRC mod
2017-07-02 01:12 jackylam5: ACTION is editing [https://osu.ppy.sh/b/1305488 Masayoshi Minoshima - Bad Apple!! feat.nomico (Nhato remix) [Phedondon]]
2017-07-02 01:13 jackylam5: en hier is een mooie mod:
2017-07-02 01:14 jackylam5: 05:29:954 (1,1,2,3,1,1,2,3,1,1,2,3,1,1) - de opbouw ervan kan wat beter
2017-07-02 01:14 jackylam5: 05:28:650 (1,1,1,2,1,1,1,2,1) - door dit stukje hiervoor :)
2017-07-02 01:15 jackylam5: 05:56:693 (1,1,1,2,3,1,1,2,3,1,1,2,3,1,2,1,1,2,3,1,1,2,3,4) - same hier
2017-07-02 01:16 Pheon: klinkt goed, het idee was om een opbouw naar de climax te maken maar dat was te kalm gedaan; ik zal het iets lastiger maken
2017-07-02 01:16 jackylam5: nice
2017-07-02 01:17 jackylam5: en consistency dingen:
2017-07-02 01:17 jackylam5: 01:06:693 (1,1) -
2017-07-02 01:17 jackylam5: verschil in hoog/laag
2017-07-02 01:18 Pheon: Deze lopen op het moment wel consistent in de map zelve though
2017-07-02 01:18 Pheon: is er iets waar ik hiernaar moet kijken?
2017-07-02 01:18 jackylam5: uh de singles tussen de patterns
2017-07-02 01:20 Pheon: 00:59:737 (1,1,1,1) - dezen zijn allemaal d, op de 1 3 5 7 measure.01:01:476 (1,1,1,1) - zijn allemaal k
2017-07-02 01:20 Pheon: op de 2 4 6 8
2017-07-02 01:20 Pheon: maar misschien past het op deze manier niet goed qua flow; misschien beter inverted, misschien beter op een andere manier. Ik zal hier nog verder naar kijken
2017-07-02 01:20 jackylam5: sure
2017-07-02 01:21 jackylam5: 05:17:563 (2,1,2) -
2017-07-02 01:21 jackylam5: 05:03:650 (1,1,1) - hier heb je zelfde stukje
2017-07-02 01:21 jackylam5: inconsistent met elkaar
2017-07-02 01:21 Pheon: fair point, 05:17:563 (2,1,2) - changed
2017-07-02 01:23 jackylam5: 05:42:563 (1,2,3,4,5,6,1,2,3,4,1) - inverted met 1/6 en 1/4
2017-07-02 01:24 Pheon: oh dat's de tweede keer dat dat opgebracht wordt; hier zat ik inderdaad nog naar te kijken want eerst dacht ik dat het flow een beetje zou kunnen breken maar dat zou geen probleem moeten zijn. Changed
2017-07-02 01:25 jackylam5: dat is ongeveer zo'n beetje alles wat ik kon vinden
2017-07-02 01:25 jackylam5: vind je het erg als ik dit in forum post als IRC mod?
2017-07-02 01:26 Pheon: Alright, dank je wel
2017-07-02 01:26 jackylam5: nice :D
2017-07-02 01:27 Pheon: zijn best wel wat goede fixes, dus by all means

woo map looks really fun and yeh welcome back Pheon :)
Thanks for the mod; fixed a few cases of undermapping and an inconsistency. There're a few things I still need to revise (mainly the segment starting at 02:07:780 (2) - ) as to bring the overall difficulty spread in line a little more. Will get on this soon.

EDIT: Ohdamn, thanks for all the stars aaAAA
Stefan
[General]
- You gotta change the source. Albums usually aren't used but the source of the original song. For that case, use 東方幻想郷 ~ Lotus Land Story. as source. 10th Anniversary Bad Apple!! can be moved to tags instead.
- Additional tags can be added: "霊戦 ~ Perdition crisis spirit battle elly's theme", it's the original song of this remix and the character's name.

[boop]
00:58:215 - I personally would lower the SV to 1.15~1.20x, for my taste it looks slightly too fast. Same applies for the 2nd and 3rd kiai.
01:53:650 - put a green line with 0.87x so the big jump between 0.75x to 1.00x is smoother.
02:07:780 - 02:18:215 - Well, we talked about this already and I said the SV usage is waaaay too overextended. between 02:06:910 - and 02:18:215 - you should change the SVs like this: https://derpovic.s-ul.eu/otS86IZT.png And yes, I've added for 02:06:910 - 1.05x, 02:07:128 - 1.10x and 02:07:345 - 1.15x to improve the emphasis of the song here. Although I am not a big fan of that idea but the SV still fits to the range you want to achieve and it doesn't look too unnecessarily fast. And obvioulsy, fix the lenght of 02:18:215 (2) - .
02:48:722 (1,2) - I don't find the idea of connecting the two 1/6 parts here good, 02:48:432 (1,2,3,1) - and 02:48:867 (1,2,3,1) - seperated from each other plays well but connected sorta spammy imo.
03:31:258 - Wouldn't you at least accelerate this part till the kiai since the song is semi-kiai-like and feels odd to be "so slow". 1.10x should be total enough.
05:11:693 (1,2,3,1,1,2,3) - What about kkkdddd? Sound-wise I can find more with this pattern than the current.
05:22:563 - SV should also be slightly lower than the kiai right now due the volume of song has here.
05:34:737 - Sound-wise it fits well to the song but it's still questionable if it plays decently for the majority. At least for my person it feels overdone.

Except for 05:34:737 - that's all so far, we'll be back for this part again when you have checked my mod. Let me know when you're done.
Topic Starter
Pheon

Stefan wrote:

[General]
- You gotta change the source. Albums usually aren't used but the source of the original song. For that case, use 東方幻想郷 ~ Lotus Land Story. as source. 10th Anniversary Bad Apple!! can be moved to tags instead. Updated
- Additional tags can be added: "霊戦 ~ Perdition crisis spirit battle elly's theme", it's the original song of this remix and the character's name. Updated

[boop]

Quick something at the beginning of this; I've changed all slider velocities in accordance with the point made about 1.2x sliderspeed. 0.75 -> 0.8, 0.87 -> 0.9, 1.25 -> 1.20; everything lands on a proper decimal now and it's more based on 4/5 and 5/4 scrollspeed rather than 3/4 and 4/3.

00:58:215 - I personally would lower the SV to 1.15~1.20x, for my taste it looks slightly too fast. Same applies for the 2nd and 3rd kiai. Turned down to 1.20x.
01:53:650 - put a green line with 0.87x so the big jump between 0.75x to 1.00x is smoother.Seems a lot smoother

As an amendment to this, I've also added another 0.90x jump at 02:35:389 (1) - and 04:51:041 (2) - for consistency's sake.

02:07:780 - 02:18:215 - Well, we talked about this already and I said the SV usage is waaaay too overextended. between 02:06:910 - and 02:18:215 - you should change the SVs like this: https://derpovic.s-ul.eu/otS86IZT.png And yes, I've added for 02:06:910 - 1.05x, 02:07:128 - 1.10x and 02:07:345 - 1.15x to improve the emphasis of the song here. Although I am not a big fan of that idea but the SV still fits to the range you want to achieve and it doesn't look too unnecessarily fast. And obvioulsy, fix the lenght of 02:18:215 (2) - . Point taken. It's prettier to read, and still sightreadable. It still brings the trap-effect too, so this is prettier. As an amendment to this, though, I've changed 02:12:997 (1) - the pattern here to be consistent with the pattern at 01:59:084 (1) - . I would like feedback on this considering that it -is- at 1.55x speed and a break from the pattern the rest of the part is going for. Is this fine, or is this stupid?
02:48:722 (1,2) - I don't find the idea of connecting the two 1/6 parts here good, 02:48:432 (1,2,3,1) - and 02:48:867 (1,2,3,1) - seperated from each other plays well but connected sorta spammy imo. I'm not quite sure how to feel about this one. It's a bit dense, yes, however it does keep consistency with the density at 00:57:345 (1) - (which, granted, is due to the glitch effect) and serves a pretty important role of introducing a pattern the player can expect to see later on in the map (which would be the part we still need to talk about, at 05:34:737 (2) - ). We'll go over this later.
03:31:258 - Wouldn't you at least accelerate this part till the kiai since the song is semi-kiai-like and feels odd to be "so slow". 1.10x should be total enough. Agreed and applied.
05:11:693 (1,2,3,1,1,2,3) - What about kkkdddd? Sound-wise I can find more with this pattern than the current. Didn't get applied in the end; it was a good suggestion that went well with the glitchsound here, but it ultimately breaks flow really hard due to the fact that throughout the map I only use triple kat in 1/6ths to lead up to a beat, rather than to start a beat off with.
05:22:563 - SV should also be slightly lower than the kiai right now due the volume of song has here. We'll need to discuss this; I kept the scrollspeed the same for the sake of warning the player of what's to come; density will pick up again. Discussed, won't be applied. Reason being that the climax of the song is in this section, and turning this into 1.10x would have to lead into reintroducing more SV changes that would be inconsistent with the map.
05:34:737 - Sound-wise it fits well to the song but it's still questionable if it plays decently for the majority. At least for my person it feels overdone. Primary defense; this is the climax of the song, after the glitchiest part, and the song itself completely allows for it. I tried doing this in the most structured way possible; ddd kdd kdd kkk ddd kdd k k k. The kats fall on the beats themselves, the triple kat falls on offhand and leads to the triple don on the mainhand again, which then flows into the 1/4th triple kat smoothly. No changes made on this in the end.

Except for 05:34:737 - that's all so far, we'll be back for this part again when you have checked my mod. Let me know when you're done.
Thank you very much for the mod Stefan. SV changes are a lot more bearable now. The speedup is a lot more readable, and there's a slight buildup on speedups with a 1/2 spaced note building towards it. Readability has been improved and metadata has been fixed.

Also renamed the difficulty to Inner Oni, as was suggested by Skylish a few mods ago.

Fixed an issue where, when using NC, the big beat lands 1 bar early every time without it messing up the map.
Stefan
We were talking about the points above before changing so some things has been kept unchanged.

That should be good to go .
Topic Starter
Pheon

Stefan wrote:

We were talking about the points above before changing so some things has been kept unchanged.

That should be good to go .
Thank you for all your help, especially with how fast you got on it!

Bubble popped due to 02:12:997 (1) - This bar not working properly during the speedup, despite all other bars working fine.

00:29:519 - added a K here because super-loud snare which was left unmapped (lol)
HomieLove
Some things about the tags, no kds.

Remove 東方 幻想郷 Lotus Land Story, this is the source already and therefore unneeded.
Remove Bad Apple!! feat.nomico, unneeded since it appears in the song title.
Change Elly's Theme to Stage 3 Theme Elly. Stage 3 is the level in which the original track plays, and Elly is the character ofc.
Add ZUN, he's the composer of the original theme. (Team Shanghai Alice as well then)
From what I've seen this song is only an arrangement of the Stage 3 theme, but not Stage 3 boss. Therefore 霊戦 ~ Perdition crisis spirit battle should be removed. (Reference: Touhou Wiki, RemyWiki)

Get this ranked soon man, really cool map! (rip phedondon diff orz)
Topic Starter
Pheon

Greenshell wrote:

Some things about the tags, no kds.

Remove 東方 幻想郷 Lotus Land Story, this is the source already and therefore unneeded.
Remove Bad Apple!! feat.nomico, unneeded since it appears in the song title.
Change Elly's Theme to Stage 3 Theme Elly. Stage 3 is the level in which the original track plays, and Elly is the character ofc.
Add ZUN, he's the composer of the original theme. (Team Shanghai Alice as well then)
From what I've seen this song is only an arrangement of the Stage 3 theme, but not Stage 3 boss. Therefore 霊戦 ~ Perdition crisis spirit battle should be removed. (Reference: Touhou Wiki, RemyWiki)

Get this ranked soon man, really cool map! (rip phedondon diff orz)
Hey thanks for the help on this; everything adjusted as stated.
I personally would've wanted to keep the Phedondon name but I was told not to use personalized difficulty names, hence why I just named it Inner Oni. Would've been cool to keep it, though..

The malfunctioning bar seems to have been fixed. If anyone finds any glitches regarding timings and such, please tell me right away.
Also edited 05:14:302 (1) - this triplet (and a few surrounding notes) to bring it in line with the rest of the map; there are no triple kats anywhere in the map starting on the beat (only leading up to it) but that philosophy got broken here.
Raiden
We spoke in PM before, I have additionally talked to Stefan and agreed that I will place my veto for now and await further opinions.

Reason of veto:

- Inconsiderate usage of 1/6 that opaques and overwhelms the song even in most intense sections such as the kiais. Furthermore, those 1/6 do not exist in the song whatsoever (this was obviously going to be an argument). They may be flow and play-friendly, and even structured, but they lack the most important aspect: representing a song.

As of now, the map heavily lacks quality due to the heavy 1/6 usage that does not belong to the song and is way over the range of acceptable-ness.

Improvising in taiko to make a map more interesting is fine, using 1/6 everywhere and overwhelming the song is not, in my opinion of course.

Let's see what others think of this. For now, this map is veto'd. Let me know when more people post their opinions and, of course, if you somehow agree with my points and decide to nerf the map in the end.
celerih
One day I wish to correct all the Touhou sources on maps that appear in #mapfeed

The current source is wrong, as the PC-98 touhou games don't have the dot at the end of them

Official site

Correct source is "東方幻想郷 ~ Lotus Land Story"
Topic Starter
Pheon

Raiden wrote:

We spoke in PM before, I have additionally talked to Stefan and agreed that I will place my veto for now and await further opinions.

Reason of veto:

- Inconsiderate usage of 1/6 that opaques and overwhelms the song even in most intense sections such as the kiais. Furthermore, those 1/6 do not exist in the song whatsoever (this was obviously going to be an argument). They may be flow and play-friendly, and even structured, but they lack the most important aspect: representing a song.

As of now, the map heavily lacks quality due to the heavy 1/6 usage that does not belong to the song and is way over the range of acceptable-ness.

Improvising in taiko to make a map more interesting is fine, using 1/6 everywhere and overwhelming the song is not, in my opinion of course.

Let's see what others think of this. For now, this map is veto'd. Let me know when more people post their opinions and, of course, if you somehow agree with my points and decide to nerf the map in the end.
We do have different viewpoints on this, and that's alright. However, I feel that without the 1/6ths, the song is underrepresented considering the song is pretty strong and it wouldn't have the same impact without the 1/6ths.

For now, I'll ask for more opinions on this. Hopefully we can get to an agreement to this in due time.

celerih wrote:

One day I wish to correct all the Touhou sources on maps that appear in #mapfeed

The current source is wrong, as the PC-98 touhou games don't have the dot at the end of them

Official site

Correct source is "東方幻想郷 ~ Lotus Land Story"
I'll edit this once I get back on osu!; thank you.
Topic Starter
Pheon
Made some minor edits with lolcubes, fixed a missing scrollspeed-buildup as well.

I've talked to several people about the patterns used in this song by now, and I have been told that BNs have been informed by OnosakiHito.

Stefan
^ this is 1:1 the same I feel about the map. I can get behind if people find the 1/6 and/or 1/8 sections too overdone, otherwise the map would be directly uninteresting if people hadn't different opinions to the map. And by all honesty but I wouldn't have bubbled the map if the idea behind of the usage of these pattern wouldn't work out well - either that or I'd try to find solutions, etc.
Stefan
double post because.

02:47:997 (2,3,4,5,1,1,2,3,4,1) - if you take 02:34:084 - 02:35:171 - and 00:56:476 (1,2,1,2,1,1,2,1,1,2,1) - then I find they play by far more natural to the song despite of the 1/8 burst the song would technically offer. As well it feels pretty inconsistent and makes the 1/8 burst look random and unpredictable imo.

With that, after we've cleared this point I'd like to move the set further.
Topic Starter
Pheon

Stefan wrote:

double post because.

02:47:997 (2,3,4,5,1,1,2,3,4,1) - if you take 02:34:084 - 02:35:171 - and 00:56:476 (1,2,1,2,1,1,2,1,1,2,1) - then I find they play by far more natural to the song despite of the 1/8 burst the song would technically offer. As well it feels pretty inconsistent and makes the 1/8 burst look random and unpredictable imo.

With that, after we've cleared this point I'd like to move the set further.
Reverted to the pattern it was originally; I had applied another mod here, but wasn't quite sure of it myself. It does sound alright with the song, but it doesn't fit in with the flow well (nor does it work with the buildup that i've mentioned in a previous mod when you pointed out this pattern). Back to k [ddd]k [ddd kdd kkk]d
Nwolf
I agree with Raiden in this matter. While the 1/6 don't play bad (the way they are placed it's hard to make them play bad), I don't think they are justified in the song or acceptable for *ranked* state. The song doesn't feel intense enough for me to go wild with 1/6 and I also believe "song is intense" is not a valid argument because a lot of songs are equally or more intense and don't need such 1/6. Also believe the 1/4 is problematic

What I see even more troublesome is patterns like 01:23:215 (2,3,4,1,1,1,2,3,1,1,1,2,3,1) - which are very over the top imo. (Blahblah end of kiai very intense much wow)
Skylish
My second post here:

[inner Oni]

> As said before Pheon, those extra 1/6 starters in Kiai 00:58:867 - / 01:00:606 - / 01:02:345 - / .... must be the concerns of BNs since the music is not supportive enough for them even though you want to show emphases there by making denser patterns. In fact, you can try using other rhythmic patterns like nn n nn / nn nnnn/ blah blah blah in different repetitive stanzas scattered in the music to create a variety of foci.

> 01:11:476 - / 01:11:802 - those sfx behind the melody might be potential 1/6 nnnn patterns, but personally I am not a fan of such 1/6 usage. At least, you have to keep them consistent: both are the starts of sfx but they have different structures (inconsistent now).

Let's say: 01:11:476 (1) -

kddk d k D , this pattern contains a potential 1/6 (remember this is not necessary in any case), a very distinct and clear cut-off for strong base drum 01:11:910 - and cymbal crash at 01:12:128 - which is a D in my suggestion. It contains more foci than yours and avoid really doubtful 1/6 although they are not bad in terms of flow.

> 02:07:345 - 0.05x progression is way too vigorous in these 4 notes which accumulates to 0.2x + bringing to next repetitive phrase. Also, 0.1x later on per phrase is harsh as well imo. Try lowering the scale of progression while keeping its effect looking great.

> 02:47:997 - / 02:48:432 - yup they are fine 1/6 as the music can support it with very very weak drum hits. They are fine. However, things go wrong at 02:48:649 - , these 1/6 are not comfortable to play despite the presence of SFX. This death 1/6 stream is awful and rough to play with fairly poor progression later on leading to Kiai as of having a strong ending right before Kiai.

^ 02:48:867 - / 02:49:084 - Continued suggestion above: this could be an isolated K D in 1/1 to show their importances of transition (maybe even with some SVs added 1.10x / 1.15x)

> Mid-stream 1/6 scattered are quite irritating since the melody does not really have that intensity you know.... I should have mentioned it already in the first time (?)

> 03:17:128 - inactive green timing point as of no note or barline landing right here

> 03:27:780 - obvious triplets here

> 03:58:215 - it's not necessary to put a dddddddddk in 1/6 here right, as long as the accompaniments are varied, which should have been made good use of. same case at 03:57:345 (1,2,1,2) - , imo they could be enriched in terms of density

> 04:39:954 - if you want to use a slider to display the noise gate, this is where you should start actually, with appropriate vol. adjusting as well.

> 04:57:780 - a real possible dddk k d (not 1/6 stream please they are very anti-flow) instead of 04:56:910 - / 04:57:345 - . Reason behind is similar to previous cases.

> 05:07:562 - 1/8 LOL another concern raised out before. I cannot accept it to be honest. It cannot be represented by any snappers. Although its density is higher than other 1/6 usages according to your mapping concept and style, make it be 1/6 is already fine.

> 05:34:736 - perhaps this is the rare place you can actually put 1/6 stream. I advice nerfing it a bit by changing the 1/6 structure to 1/4 structure since 05:35:606 - due to the absence of vocal.

[]

About other similar cases scattered in the map, I am not going to point them out one by one and explain. Pheon should have some idea right now.
Topic Starter
Pheon


Due to the recent comments made on this map (and most of them suggesting me to adjust the core structure of the map), I will no longer pursue getting this map ranked.

I do not agree with the current mindset regarding mapping and what is considered to be "correct"; most maps I have played as of late do not have a strong structure, or they aren't interesting (to me, at least). I feel a lot of people are dissatisfied with the current rulings; taikomaps having a very low rating isn't uncommon. To me, it seems people try turning osu!taiko into a more traditional rhythmgame such as pop'n or iidx (as in, mapping every sound noticable) rather than focusing on percussion, a clear-cut melody, or logically adding things to a song. Taiko is the one rhythmgame here where you have distinct hitsounds, in which you can really go nuts on improvisation and cool additions; however, this is frowned upon by the nominators (not the players themselves, from what I've seen). In Taiko no Tatsujin, the songs themselves can be rearranged in order to accommodate for taiko better (for instance, the anime section in it has arrangements of the anime OPs/EDs); we do not have that luxury (unless if people step up to investing a lot of time, for free, into something they could be doing for a living). We have the luxury of not being as regulated, as bound to the rules; then why would we take this direction of mapping?

As a little additional message; having BNs act condescending towards your map feels like a slap to the face. I'm not talking about suggestions made, I'm talking about little comments such as;


From here on out, I will continue just mapping for my own satisfaction, making maps I (and whoever may play it, hopefully) enjoy playing, without any regards to rankability.


I'd like to thank the people that have been helpful to me, that have helped me get this map off the ground.
Raiden
After some internal thinking, I decided to take a step back and lift my veto. I see no use in cockblocking a map from getting ranked if that makes people enjoy it. You may proceed at your own will.

Sorry about the inconveniences caused.

Good luck
BanchoBot
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