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Takamiya Nasuno (CV:Narumi Kyoko) - MeniMeni ManiMani (TV Ve

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Litharrale
WIM BU RUU DONNN!


edit: add a hitnormal
Topic Starter
Carol

Litharrale wrote:

WIM BU RUU DONNN!


edit: add a hitnormal
:(
Topic Starter
Carol
I will change


I Will Change
General
  1. https://drive.google.com/open?id=0Byk4ZC9bBFaxY0dMTlB1WEI5S00-. add soft-hitnormal.wav

    Easy
  2. 00:11:475 (11475|2) - . add Whistle, Finish hitsound
  3. 00:12:546 (12546|2) - . add Clap hitsound
  4. 00:13:715 (13715|1) - . add whistle
  5. 00:22:871 (22871|1) - . add whistle

Sorry.. :(
Topic Starter
Carol

Ridho 2307 wrote:

i cant find any :(
o_ob
Protastic101
hi, im here to get reasons for the denied suggestions thx

Carol wrote:

Fix note
Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c

■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not

■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016

■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier sound

Easy

■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?

■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.

■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok

Thanks for your advice! :D

[Easy]
0:10:598 soft-hitwhistle.wav@40%
0:10:891 soft-hitwhistle.wav@40%
0:11:183 soft-hitwhistle.wav@40%
0:11:476 soft-hitwhistle.wav@40%
You don't need any of these storyboard samples because you already have the hitsounds placed on the respective notes at 00:10:598 (10598|0,10890|1,11183|3,11475|2) -

0:13:423 soft-hitwhistle.wav@40%
0:13:520 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
I modded this out of order so I explained why you shouldn't use SB hitsounds when there's no note present in the chart at that specific moment in time in the Normal rather than the easy lol.


[Normal]
00:13:520 (13520|1) - Might make this a 1/2 LN to represent the 1/4 kick roll.

0:13:423 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
Also want to bring to attention the SB hitsounds. They're very misleading when placed at moments of the song where you don't have a note. I would greatly recommend against using them unless you have some sound that is absolutely vital that it be played (like if you cut out a second of the song and had it as a keysound). Just tab and right click the little orange samples to remove it

00:20:144 (20144|1,20533|1,20923|1,21312|1) - Honestly don't feel like this 4 note stack is really necessary. The BPM isn't that high but it still feels uneven to have such a strong left hand bias in this measure due to all the movement being placed in the left hand rather than the right.


[Hard]
00:01:248 (1248|3) - Remove whistle, you already have one at 00:01:248 (1248|0) - so the double whistles makes the kick stand out much more than it should.

00:04:754 (4754|3) - More of a nitpick but I'd probs move one of the samples onto the note at 00:04:754 (4754|0) - so that the sound isn't all panned on the right speaker, and also, if the player misses one note of the chord but hits the other, they still get feedback of some sort.
00:14:105 (14105|3) - Same thing as above
00:17:222 (17222|0) - ^ but it doesnt actually matter that much

00:10:598 (10598|3,10890|3,11183|1,11475|0,11767|3) - Any real reason for the double hitsounds here? I would just increase the default volume of the green lines under the timing tab of the editor instead, like 60% or something if you really want emphasis.

00:13:715 (13715|3) - Remove and replace with finish instead

00:25:533 (25533|1,25663|0,25923|2,26053|0) - Add whistles for the kicks present in the music

00:26:183 (26183|3) - remove whistle

00:25:793 - to 00:26:183 - Not sure if I pointed it out in my previous mod, but the snap here actually changes to 1/6, so you could do something like this if you wanted to represent that increase in speed https://osu.ppy.sh/ss/9178106


yeah, should probs take a more careful look at the hitsounds first cause they're kind of inconsistent and there's SB hitsounds in places where there really shouldn't be.
Topic Starter
Carol

Protastic101 wrote:

hi, im here to get reasons for the denied suggestions thx

Carol wrote:

Fix note
Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c

■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not

■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016

■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier sound

Easy

■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?

■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.

■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok

Thanks for your advice! :D

[Easy]
0:10:598 soft-hitwhistle.wav@40%
0:10:891 soft-hitwhistle.wav@40%
0:11:183 soft-hitwhistle.wav@40%
0:11:476 soft-hitwhistle.wav@40%
You don't need any of these storyboard samples because you already have the hitsounds placed on the respective notes at 00:10:598 (10598|0,10890|1,11183|3,11475|2) -

0:13:423 soft-hitwhistle.wav@40%
0:13:520 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
I modded this out of order so I explained why you shouldn't use SB hitsounds when there's no note present in the chart at that specific moment in time in the Normal rather than the easy lol.


[Normal]
00:13:520 (13520|1) - Might make this a 1/2 LN to represent the 1/4 kick roll.

0:13:423 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
Also want to bring to attention the SB hitsounds. They're very misleading when placed at moments of the song where you don't have a note. I would greatly recommend against using them unless you have some sound that is absolutely vital that it be played (like if you cut out a second of the song and had it as a keysound). Just tab and right click the little orange samples to remove it

00:20:144 (20144|1,20533|1,20923|1,21312|1) - Honestly don't feel like this 4 note stack is really necessary. The BPM isn't that high but it still feels uneven to have such a strong left hand bias in this measure due to all the movement being placed in the left hand rather than the right.


[Hard]
00:01:248 (1248|3) - Remove whistle, you already have one at 00:01:248 (1248|0) - so the double whistles makes the kick stand out much more than it should.

00:04:754 (4754|3) - More of a nitpick but I'd probs move one of the samples onto the note at 00:04:754 (4754|0) - so that the sound isn't all panned on the right speaker, and also, if the player misses one note of the chord but hits the other, they still get feedback of some sort.
00:14:105 (14105|3) - Same thing as above
00:17:222 (17222|0) - ^ but it doesnt actually matter that much

00:10:598 (10598|3,10890|3,11183|1,11475|0,11767|3) - Any real reason for the double hitsounds here? I would just increase the default volume of the green lines under the timing tab of the editor instead, like 60% or something if you really want emphasis.

00:13:715 (13715|3) - Remove and replace with finish instead

00:25:533 (25533|1,25663|0,25923|2,26053|0) - Add whistles for the kicks present in the music

00:26:183 (26183|3) - remove whistle

00:25:793 - to 00:26:183 - Not sure if I pointed it out in my previous mod, but the snap here actually changes to 1/6, so you could do something like this if you wanted to represent that increase in speed https://osu.ppy.sh/ss/9178106


yeah, should probs take a more careful look at the hitsounds first cause they're kind of inconsistent and there's SB hitsounds in places where there really shouldn't be.
Fix Note
Easy

■0:10:598 soft-hitwhistle.wav@40%
0:10:891 soft-hitwhistle.wav@40%
0:11:183 soft-hitwhistle.wav@40%
0:11:476 soft-hitwhistle.wav@40%
You don't need any of these storyboard samples because you already have the hitsounds placed on the respective notes at 00:10:598 (10598|0,10890|1,11183|3,11475|2) - 수정완료! [Fix!]
■0:13:423 soft-hitwhistle.wav@40%
0:13:520 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
I modded this out of order so I explained why you shouldn't use SB hitsounds when there's no note present in the chart at that specific moment in time in the Normal rather than the easy lol. - 수정완료! [Fix!]

Normal

■00:13:520 (13520|1) - Might make this a 1/2 LN to represent the 1/4 kick roll. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9179791 )
■0:13:423 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
Also want to bring to attention the SB hitsounds. They're very misleading when placed at moments of the song where you don't have a note. I would greatly recommend against using them unless you have some sound that is absolutely vital that it be played (like if you cut out a second of the song and had it as a keysound). Just tab and right click the little orange samples to remove it - 수정완료! [Fix!]
■00:20:144 (20144|1,20533|1,20923|1,21312|1) - Honestly don't feel like this 4 note stack is really necessary. The BPM isn't that high but it still feels uneven to have such a strong left hand bias in this measure due to all the movement being placed in the left hand rather than the right. - 수정완료! [Fix!]

Hard

■00:01:248 (1248|3) - Remove whistle, you already have one at 00:01:248 (1248|0) - so the double whistles makes the kick stand out much more than it should. - 수정완료! [Fix!]
■00:04:754 (4754|3) - More of a nitpick but I'd probs move one of the samples onto the note at 00:04:754 (4754|0) - so that the sound isn't all panned on the right speaker, and also, if the player misses one note of the chord but hits the other, they still get feedback of some sort. - 수정완료! [Fix!]
■00:14:105 (14105|3) - Same thing as above - 수정완료! [Fix!]
■00:17:222 (17222|0) - ^ but it doesnt actually matter that much - 수정완료! [Fix!]
■00:10:598 (10598|3,10890|3,11183|1,11475|0,11767|3) - Any real reason for the double hitsounds here? I would just increase the default volume of the green lines under the timing tab of the editor instead, like 60% or something if you really want emphasis. - 수정완료! [Fix!]
■00:13:715 (13715|3) - Remove and replace with finish instead - 수정완료! [Fix!]
■00:25:533 (25533|1,25663|0,25923|2,26053|0) - Add whistles for the kicks present in the music - 수정완료! [Fix!]
■00:26:183 (26183|3) - remove whistle - 수정완료! [Fix!]
■00:25:793 - to 00:26:183 - Not sure if I pointed it out in my previous mod, but the snap here actually changes to 1/6, so you could do something like this if you wanted to represent that increase in speed https://osu.ppy.sh/ss/9178106 - 수정불가 [Non fix]( I did it [1/3] because it sounds like a loud sound.. sorry :( )

Fix! :D
thanks you!
Topic Starter
Carol

Carol wrote:

Fix note
Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c

■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not

■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016

■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier sound

Easy

■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?

■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.

■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok

Thanks for your advice! :D
I will fix it tomorrow.
I'm sorry for being late..


Fix Note
Easy

■ 00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199776 )
■ 00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. - 수정완료! [Fix!]

Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix](It is not a ghost note, it has not been removed for backward compatibility. )
■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199912 )
■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199797 )
■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199829 )

Hard

https://osu.ppy.sh/ss/9199929 . change 00:02:611 (2611|0) - . [3] -> [1] , 00:02:709 (2709|2) - . 00:02:709 (2709|2) - . [1] -> [3]

fix!
Weber
Alright lets GOOOOOOOOOOOOOOOO mod collab with prot so we can get this underway


General

Add finish hitsounds to all notes on the following timestamps for all diffs 00:07:481 - 00:08:260 - 00:09:819 - 00:09:040 - 00:12:157 - 00:18:390 -

Remove hitsounds from all notes on the following timestamps for all diffs 00:12:449 - 00:12:741 -


EZ

00:24:624 (24624|1) - Move the finish hitsound over to 00:24:624 (24624|3) -
00:30:079 (30079|3) - Same ^ with 00:30:079 (30079|0) -
00:12:741 (12741|3,12936|0,13325|2,13715|3,13715|1,14105|0) - Change to https://osu.ppy.sh/ss/9261161
0:12:546 soft-hitclap.wav@40% - Delet this storyboard hs
00:19:170 (19170|2) - Move this over to 4 for hand balance
00:22:676 (22676|3) - Move this to 00:22:481 - and put a w hitsound on it


NM

00:19:949 (19949|2,19949|3) - Move the finish hitsound over to 00:19:949 (19949|2) -
00:20:728 (20728|1,20728|0) - ^ Same thing, separate them
00:30:079 (30079|3,30079|2) - ^


HD

00:20:728 (20728|1,20728|0) - Same as NM, separate
00:30:079 (30079|3,30079|2) - ^
00:25:793 - Remove whistle hitsound here, EZ and NM only have clap
00:25:793 (25793|1,25858|0,25923|2,25988|3,26053|1,26118|0) - Why did you change these back to 1/6th spam? I thought we agreed 1/3rd doubles fit the music better.
Topic Starter
Carol

Weber wrote:

Alright lets GOOOOOOOOOOOOOOOO mod collab with prot so we can get this underway


General

Add finish hitsounds to all notes on the following timestamps for all diffs 00:07:481 - 00:08:260 - 00:09:819 - 00:09:040 - 00:12:157 - 00:18:390 -

Remove hitsounds from all notes on the following timestamps for all diffs 00:12:449 - 00:12:741 -


EZ

00:24:624 (24624|1) - Move the finish hitsound over to 00:24:624 (24624|3) -
00:30:079 (30079|3) - Same ^ with 00:30:079 (30079|0) -
00:12:741 (12741|3,12936|0,13325|2,13715|3,13715|1,14105|0) - Change to https://osu.ppy.sh/ss/9261161
0:12:546 soft-hitclap.wav@40% - Delet this storyboard hs
00:19:170 (19170|2) - Move this over to 4 for hand balance
00:22:676 (22676|3) - Move this to 00:22:481 - and put a w hitsound on it


NM

00:19:949 (19949|2,19949|3) - Move the finish hitsound over to 00:19:949 (19949|2) -
00:20:728 (20728|1,20728|0) - ^ Same thing, separate them
00:30:079 (30079|3,30079|2) - ^


HD

00:20:728 (20728|1,20728|0) - Same as NM, separate
00:30:079 (30079|3,30079|2) - ^
00:25:793 - Remove whistle hitsound here, EZ and NM only have clap
00:25:793 (25793|1,25858|0,25923|2,25988|3,26053|1,26118|0) - Why did you change these back to 1/6th spam? I thought we agreed 1/3rd doubles fit the music better.
Fix Note
General

■ Add finish hitsounds to all notes on the following timestamps for all diffs 00:07:481 - 00:08:260 - 00:09:819 - 00:09:040 - 00:12:157 - 00:18:390 - 수정완료! [Fix!]
■ Remove hitsounds from all notes on the following timestamps for all diffs 00:12:449 - 00:12:741 - 수정완료! [Fix!]

Easy

■ 00:24:624 (24624|1) - Move the finish hitsound over to 00:24:624 (24624|3) - 수정완료! [Fix!]
■ 00:30:079 (30079|3) - Same ^ with 00:30:079 (30079|0) - 수정완료! [Fix!]
■ 00:12:741 (12741|3,12936|0,13325|2,13715|3,13715|1,14105|0) - Change to https://osu.ppy.sh/ss/9261161 - 수정완료! [Fix!]
■ 0:12:546 soft-hitclap.wav@40% - Delet this storyboard hs - 수정완료! [Fix!]
■ 00:19:170 (19170|2) - Move this over to 4 for hand balance - 수정완료! [Fix!]
■ 00:22:676 (22676|3) - Move this to 00:22:481 - and put a w hitsound on it - 수정완료! [Fix!]

Normal

■ 00:19:949 (19949|2,19949|3) - Move the finish hitsound over to 00:19:949 (19949|2) - 수정완료! [Fix!]
■ 00:20:728 (20728|1,20728|0) - ^ Same thing, separate them - 수정완료! [Fix!]
■ 00:30:079 (30079|3,30079|2) - ^ - 수정완료! [Fix!]

Hard

■ 00:20:728 (20728|1,20728|0) - Same as NM, separate - 수정완료! [Fix!]
■ 00:30:079 (30079|3,30079|2) - ^ - 수정완료! [Fix!]
■ 00:25:793 - Remove whistle hitsound here, EZ and NM only have clap - 수정완료! [Fix!]
■ 00:25:793 (25793|1,25858|0,25923|2,25988|3,26053|1,26118|0) - Why did you change these back to 1/6th spam? I thought we agreed 1/3rd doubles fit the music better. - 수정완료! [Fix!]( but, I don't know what to use between them.. [ https://osu.ppy.sh/ss/9267195 / https://osu.ppy.sh/ss/9267201 ] )

Thanks for advice! owo
Protastic101
Im here orz

[Hard]
00:21:507 (21507|2,21799|1,22092|1) - Tbh, you could probs add the default normal-hitwhistles here if you wanted since there's a whistle blowing in the song, but it might be too noisy so I dont mind what you do.

00:22:286 (22286|2) - Imo, doesnt sound like there's a kick in the music, only a light crash. I would remove the whistle here then.

00:22:384 - Might also consider adding a note here for the 1/4 triplet. You could also make 00:22:481 - a jump to be consistent with the following kicks, like this https://osu.ppy.sh/ss/9307830

00:23:845 (23845|3) - Don't think there's a finish in the music, so I would remove this finish here.

00:25:793 - For this, I believe that using 1/6 is more representative of the music than keeping to the same 1/3 burst. If you leave it the way it is, there's no differentiation between the 1/3 at 00:25:403 - and the 1/6 at 00:25:793 - which I feel isn't very reflective of the music. That's why I would suggest using a 1/6 burst as it represents the increase in the density of the kicks present in the music. Also, it's only 150 BPM, so it's not entirely unmanageable by players at this level, so long as you keep the roll simple (single direction).

00:29:786 (29786|2) - missing clap


[Normal]
00:04:559 (4559|1,4949|1,5338|1) - Honestly don't think the left hand bias here is necessary since it doesn't really seem to achieve any special affect or reflection of the music. I'd make it a bit more linear to balance it out, like so https://osu.ppy.sh/ss/9307875

00:09:040 (9040|1,9040|2,9429|1,9429|2) - Similarly, I wouldn't repeat jumps unless there's a repeated sound in the song you're trying to represent, which isn't the case here I dont believe. I'd just make them separate jumps, like [23] and [13] or something as an example

00:22:286 - To differentiate the kicks from other 1/2 sounds in the song, I think it'd be nice to use some ministacks to show that they're the same sound, like this (not sure if I already suggested it earlier tho lul) https://osu.ppy.sh/ss/9307862

00:29:786 (29786|3) - Missing clap


[Easy]
00:22:676 - Shouldn't this be a jump for consistency with 00:13:325 - which used a single-double-single roll.

00:25:403 (25403|2) - I think it might be nice to overlap this LN with 00:25:793 (25793|1) - to represent the increase in density, like so https://osu.ppy.sh/ss/9307932

00:29:786 (29786|1) - Missing clap
Virtue-


General


- Metadata : OK!
- BPM/Offset : OK!
- BG/Video : OK!
- Hitsound : OK!
- Files : OK!

1|2|3|4

  • [Hard]
  1. 00:29:494 (29494|1,29786|2) - add finish
  2. 00:29:786 (29786|3) - add clap
  3. 00:04:754 (4754|3) - maybe LN?
  4. 00:12:546 (12546|2) - double
  5. 00:13:131 (13131|1,13423|2,13618|0) - you can put double for the drum and you can also change it into jumptrill, something like this http://puu.sh/xXxOr/fc2a9b7caa.jpg
  6. 00:02:222 (2222|3,2319|0,2416|1,2416|3,2514|2,2611|0,2709|2,2806|3,2806|1,3001|2,3196|0,3196|3) - this part is a bit uncomfy to play(?), here's my suggestion http://puu.sh/xXxH7/fdb660c557.jpg

  • [Normal]
  1. 00:00:663 (663|2,663|1,858|2,858|1,1248|3,1248|0) - ummm, can you change this part? because its the same as the hard diff. here's my suggestion http://puu.sh/xXxX3/47daeb414b.jpg
  2. 00:12:936 (12936|0,12936|3,13131|1,13325|2,13325|3,13520|1,13715|0,13715|2) - i think this part is a bit wierd, isnt it? i mean, u ignored some sounds and the sound itself its quite a big sound (00:13:131 (13131|1) - ) so i change this from single note into LN and make 00:12:936 (12936|0) - into LN too and stop at 00:13:325 - and extend 00:13:325 (13325|3) - into 00:13:375 - because i combine the drumroll and the vocal "woo" so it would become something like this http://puu.sh/xXy9V/ff7fa1e719.jpg
  3. 00:29:494 (29494|0,29786|1,29786|3) - same as the previous diff, missing clap and finish

i think thats it, what a great and fun song >w<
good luck! xD
Topic Starter
Carol

Protastic101 wrote:

Im here orz

[Hard]
00:21:507 (21507|2,21799|1,22092|1) - Tbh, you could probs add the default normal-hitwhistles here if you wanted since there's a whistle blowing in the song, but it might be too noisy so I dont mind what you do.

00:22:286 (22286|2) - Imo, doesnt sound like there's a kick in the music, only a light crash. I would remove the whistle here then.

00:22:384 - Might also consider adding a note here for the 1/4 triplet. You could also make 00:22:481 - a jump to be consistent with the following kicks, like this https://osu.ppy.sh/ss/9307830

00:23:845 (23845|3) - Don't think there's a finish in the music, so I would remove this finish here.

00:25:793 - For this, I believe that using 1/6 is more representative of the music than keeping to the same 1/3 burst. If you leave it the way it is, there's no differentiation between the 1/3 at 00:25:403 - and the 1/6 at 00:25:793 - which I feel isn't very reflective of the music. That's why I would suggest using a 1/6 burst as it represents the increase in the density of the kicks present in the music. Also, it's only 150 BPM, so it's not entirely unmanageable by players at this level, so long as you keep the roll simple (single direction).

00:29:786 (29786|2) - missing clap


[Normal]
00:04:559 (4559|1,4949|1,5338|1) - Honestly don't think the left hand bias here is necessary since it doesn't really seem to achieve any special affect or reflection of the music. I'd make it a bit more linear to balance it out, like so https://osu.ppy.sh/ss/9307875

00:09:040 (9040|1,9040|2,9429|1,9429|2) - Similarly, I wouldn't repeat jumps unless there's a repeated sound in the song you're trying to represent, which isn't the case here I dont believe. I'd just make them separate jumps, like [23] and [13] or something as an example

00:22:286 - To differentiate the kicks from other 1/2 sounds in the song, I think it'd be nice to use some ministacks to show that they're the same sound, like this (not sure if I already suggested it earlier tho lul) https://osu.ppy.sh/ss/9307862

00:29:786 (29786|3) - Missing clap


[Easy]
00:22:676 - Shouldn't this be a jump for consistency with 00:13:325 - which used a single-double-single roll.

00:25:403 (25403|2) - I think it might be nice to overlap this LN with 00:25:793 (25793|1) - to represent the increase in density, like so https://osu.ppy.sh/ss/9307932

00:29:786 (29786|1) - Missing clap
Fix Note
Hard

■ 00:21:507 (21507|2,21799|1,22092|1) - Tbh, you could probs add the default normal-hitwhistles here if you wanted since there's a whistle blowing in the song, but it might be too noisy so I dont mind what you do. - 수정중.. [Editing..]( The sounds so loud that I'll keep it going. )
■ 00:22:286 (22286|2) - Imo, doesnt sound like there's a kick in the music, only a light crash. I would remove the whistle here then. - 수정완료! [Fix!]
■ 00:22:384 - Might also consider adding a note here for the 1/4 triplet. You could also make 00:22:481 - a jump to be consistent with the following kicks, like this https://osu.ppy.sh/ss/9307830 - 수정완료! [Fix!]
■ 00:23:845 (23845|3) - Don't think there's a finish in the music, so I would remove this finish here. - 수정완료! [Fix!]
■ 00:25:793 - For this, I believe that using 1/6 is more representative of the music than keeping to the same 1/3 burst. If you leave it the way it is, there's no differentiation between the 1/3 at 00:25:403 - and the 1/6 at 00:25:793 - which I feel isn't very reflective of the music. That's why I would suggest using a 1/6 burst as it represents the increase in the density of the kicks present in the music. Also, it's only 150 BPM, so it's not entirely unmanageable by players at this level, so long as you keep the roll simple (single direction). - 수정완료.. [Fix!..]( I don't know what to use between them.. [ https://osu.ppy.sh/ss/9267195 / https://osu.ppy.sh/ss/9267201 ] )
■ 00:29:786 (29786|2) - missing clap - 수정완료! [Fix!]

Normal

■ 00:04:559 (4559|1,4949|1,5338|1) - Honestly don't think the left hand bias here is necessary since it doesn't really seem to achieve any special affect or reflection of the music. I'd make it a bit more linear to balance it out, like so https://osu.ppy.sh/ss/9307875 - 수정완료! [Fix!]
■ 00:09:040 (9040|1,9040|2,9429|1,9429|2) - Similarly, I wouldn't repeat jumps unless there's a repeated sound in the song you're trying to represent, which isn't the case here I dont believe. I'd just make them separate jumps, like [23] and [13] or something as an example - 수정완료! [Fix!]
■ 00:22:286 - To differentiate the kicks from other 1/2 sounds in the song, I think it'd be nice to use some ministacks to show that they're the same sound, like this (not sure if I already suggested it earlier tho lul) https://osu.ppy.sh/ss/9307862 - 수정완료! [Fix!]
■ 00:29:786 (29786|3) - Missing clap - 수정완료! [Fix!]

Easy

■ 00:22:676 - Shouldn't this be a jump for consistency with 00:13:325 - which used a single-double-single roll. - 수정완료! [Fix!]
■ 00:25:403 (25403|2) - I think it might be nice to overlap this LN with 00:25:793 (25793|1) - to represent the increase in density, like so https://osu.ppy.sh/ss/9307932 - 수정완료! [Fix!]
■ 00:29:786 (29786|1) - Missing clap - 수정완료! [Fix!]

Other changes

■ 00:13:325 (13325|2) - . ~ 00:13:715 (13715|2) - . https://osu.ppy.sh/ss/9335601
■ 00:02:027 (2027|1) - . ~ 00:02:806 (2806|3) - . https://osu.ppy.sh/ss/9335594

sorry for delay..
Thanks for advice! owo
Topic Starter
Carol

Virtue- wrote:



General


- Metadata : OK!
- BPM/Offset : OK!
- BG/Video : OK!
- Hitsound : OK!
- Files : OK!

1|2|3|4

  • [Hard]
  1. 00:29:494 (29494|1,29786|2) - add finish
  2. 00:29:786 (29786|3) - add clap
  3. 00:04:754 (4754|3) - maybe LN?
  4. 00:12:546 (12546|2) - double
  5. 00:13:131 (13131|1,13423|2,13618|0) - you can put double for the drum and you can also change it into jumptrill, something like this http://puu.sh/xXxOr/fc2a9b7caa.jpg
  6. 00:02:222 (2222|3,2319|0,2416|1,2416|3,2514|2,2611|0,2709|2,2806|3,2806|1,3001|2,3196|0,3196|3) - this part is a bit uncomfy to play(?), here's my suggestion http://puu.sh/xXxH7/fdb660c557.jpg

  • [Normal]
  1. 00:00:663 (663|2,663|1,858|2,858|1,1248|3,1248|0) - ummm, can you change this part? because its the same as the hard diff. here's my suggestion http://puu.sh/xXxX3/47daeb414b.jpg
  2. 00:12:936 (12936|0,12936|3,13131|1,13325|2,13325|3,13520|1,13715|0,13715|2) - i think this part is a bit wierd, isnt it? i mean, u ignored some sounds and the sound itself its quite a big sound (00:13:131 (13131|1) - ) so i change this from single note into LN and make 00:12:936 (12936|0) - into LN too and stop at 00:13:325 - and extend 00:13:325 (13325|3) - into 00:13:375 - because i combine the drumroll and the vocal "woo" so it would become something like this http://puu.sh/xXy9V/ff7fa1e719.jpg
  3. 00:29:494 (29494|0,29786|1,29786|3) - same as the previous diff, missing clap and finish

i think thats it, what a great and fun song >w<
good luck! xD
Fix Note
Hard

■ 00:29:494 (29494|1,29786|2) - add finish - 수정불가 [Non fix]( I can't hear the sound of finish. )
■ 00:29:786 (29786|3) - add clap - 수정완료! [Fix!]
■ 00:04:754 (4754|3) - maybe LN? - 수정불가 [Non fix]( The part was taken from the second iteration. )
■ 00:12:546 (12546|2) - double - 수정불가 [Non fix]( It's a hard pattern to play. (Newbie) I'm sorry. :( )
■ 00:13:131 (13131|1,13423|2,13618|0) - you can put double for the drum and you can also change it into jumptrill, something like this http://puu.sh/xXxOr/fc2a9b7caa.jpg - 수정불가 [Non fix]( I can't hear such a loud sound. )
■ 00:02:222 (2222|3,2319|0,2416|1,2416|3,2514|2,2611|0,2709|2,2806|3,2806|1,3001|2,3196|0,3196|3) - this part is a bit uncomfy to play(?), here's my suggestion http://puu.sh/xXxH7/fdb660c557.jpg - 수정완료! [Fix!]( i like it! :D )

Normal

■ 00:00:663 (663|2,663|1,858|2,858|1,1248|3,1248|0) - ummm, can you change this part? because its the same as the hard diff. here's my suggestion http://puu.sh/xXxX3/47daeb414b.jpg - 수정불가 [Non fix]( but, let me think. )
■ 00:12:936 (12936|0,12936|3,13131|1,13325|2,13325|3,13520|1,13715|0,13715|2) - i think this part is a bit wierd, isnt it? i mean, u ignored some sounds and the sound itself its quite a big sound (00:13:131 (13131|1) - ) so i change this from single note into LN and make 00:12:936 (12936|0) - into LN too and stop at 00:13:325 - and extend 00:13:325 (13325|3) - into 00:13:375 - because i combine the drumroll and the vocal "woo" so it would become something like this http://puu.sh/xXy9V/ff7fa1e719.jpg - 수정불가 [Non fix]( https://osu.ppy.sh/ss/9335472 . But, I've fixed it like this. sorry.. )
■ 00:29:494 (29494|0,29786|1,29786|3) - same as the previous diff, missing clap and finish - 수정완료! [Fix!]

Thanks for mod!

( Sorry for delay :( )
Litharrale
hey weber

2017-11-07 18:31 Litharrale: you
2017-11-07 18:31 Litharrale: me
2017-11-07 18:31 Litharrale: manimeni
2017-11-07 18:31 Carol: hi~ owo/
2017-11-07 18:35 Litharrale: ACTION is editing [https://osu.ppy.sh/b/1306928 Takamiya Nasuno (CV:Narumi Kyoko) - MeniMeni ManiMani (TV Version) [Hard]]
2017-11-07 18:36 Carol: owo?
2017-11-07 18:36 Carol: okay
2017-11-07 18:36 Carol: I think..
2017-11-07 18:36 Carol: 00:01:637 (1637|3) - add finish okay?
2017-11-07 18:37 Litharrale: sure
2017-11-07 18:37 Carol: ok
2017-11-07 18:38 Litharrale: why is samplset on these two 00:00:663 (663|1,858|1) - set to normal? is that intentional?
2017-11-07 18:39 Carol: no
2017-11-07 18:39 Carol: 1 set normal?
2017-11-07 18:39 Litharrale: should be auto
2017-11-07 18:40 Litharrale: https://imgur-archive.ppy.sh/zROffAD.png
2017-11-07 18:40 Litharrale: 00:02:611 (2611|1) - removing this note accentuates the vocals a bit more
2017-11-07 18:40 Carol: oh
2017-11-07 18:40 Litharrale: removing it though would require a lot of other notes to be removed as well tho so maybe dont do it
2017-11-07 18:41 Litharrale: some notes like this are pretty questionable 00:06:410 (6410|1) - they sound like ghost notes to me. What do you hear here?
2017-11-07 18:43 Carol: hm
2017-11-07 18:43 Carol: If you delete it, isn't it hard to hit it?
2017-11-07 18:43 Litharrale: yeah
2017-11-07 18:43 Litharrale: it plays worse
2017-11-07 18:43 Litharrale: but you cant have notes mapped to nothing :L
2017-11-07 18:43 Litharrale: against the RC
2017-11-07 18:45 Carol: ghost note?
2017-11-07 18:46 Litharrale: yeah
2017-11-07 18:47 Carol: wait
2017-11-07 18:50 Litharrale: 00:25:858 (25858|0,25988|3,26118|0) - i dont hear 1/6 notes here, only the same 1/3 rhythm
2017-11-07 18:52 Carol: drum sounds
2017-11-07 18:53 Carol: Isn't there?
2017-11-07 18:53 Litharrale: I cant hear anything :0
2017-11-07 18:53 Carol: really owo?
2017-11-07 18:54 Litharrale: oh wait
2017-11-07 18:54 Litharrale: no
2017-11-07 18:54 Litharrale: you're right
2017-11-07 18:54 Litharrale: i can hear them now
2017-11-07 18:54 Litharrale: X_X
2017-11-07 18:54 Carol: yeah
2017-11-07 18:54 Carol: owo..
2017-11-07 18:55 Carol: and
2017-11-07 18:55 Carol: 00:25:793 (25793|1) - add finish okay?
2017-11-07 18:55 Litharrale: sure
2017-11-07 18:55 Litharrale: if you do it to one diff
2017-11-07 18:55 Litharrale: do it to all of them
2017-11-07 18:56 Carol: yeah
2017-11-07 18:56 Carol: but
2017-11-07 18:56 Carol: 00:25:793 (25793|1) - so loud.. TwT
2017-11-07 18:56 Litharrale: mmm maybe just clap
2017-11-07 18:57 Litharrale: checked other diffs
2017-11-07 18:57 Litharrale: all look ok
2017-11-07 18:57 Litharrale: update let me check again and ill bub
2017-11-07 18:59 Carol: ok
2017-11-07 19:00 Carol: update!
2017-11-07 19:01 Carol: wait
2017-11-07 19:01 Carol: 00:12:936 (12936|2) -
2017-11-07 19:01 Carol: add finish?
2017-11-07 19:01 Carol: i hear that
2017-11-07 19:01 Litharrale: nah
2017-11-07 19:01 Carol: okay
Topic Starter
Carol

Litharrale wrote:

hey weber

2017-11-07 18:31 Litharrale: you
2017-11-07 18:31 Litharrale: me
2017-11-07 18:31 Litharrale: manimeni
2017-11-07 18:31 Carol: hi~ owo/
2017-11-07 18:35 Litharrale: ACTION is editing [https://osu.ppy.sh/b/1306928 Takamiya Nasuno (CV:Narumi Kyoko) - MeniMeni ManiMani (TV Version) [Hard]]
2017-11-07 18:36 Carol: owo?
2017-11-07 18:36 Carol: okay
2017-11-07 18:36 Carol: I think..
2017-11-07 18:36 Carol: 00:01:637 (1637|3) - add finish okay?
2017-11-07 18:37 Litharrale: sure
2017-11-07 18:37 Carol: ok
2017-11-07 18:38 Litharrale: why is samplset on these two 00:00:663 (663|1,858|1) - set to normal? is that intentional?
2017-11-07 18:39 Carol: no
2017-11-07 18:39 Carol: 1 set normal?
2017-11-07 18:39 Litharrale: should be auto
2017-11-07 18:40 Litharrale: https://imgur-archive.ppy.sh/zROffAD.png
2017-11-07 18:40 Litharrale: 00:02:611 (2611|1) - removing this note accentuates the vocals a bit more
2017-11-07 18:40 Carol: oh
2017-11-07 18:40 Litharrale: removing it though would require a lot of other notes to be removed as well tho so maybe dont do it
2017-11-07 18:41 Litharrale: some notes like this are pretty questionable 00:06:410 (6410|1) - they sound like ghost notes to me. What do you hear here?
2017-11-07 18:43 Carol: hm
2017-11-07 18:43 Carol: If you delete it, isn't it hard to hit it?
2017-11-07 18:43 Litharrale: yeah
2017-11-07 18:43 Litharrale: it plays worse
2017-11-07 18:43 Litharrale: but you cant have notes mapped to nothing :L
2017-11-07 18:43 Litharrale: against the RC
2017-11-07 18:45 Carol: ghost note?
2017-11-07 18:46 Litharrale: yeah
2017-11-07 18:47 Carol: wait
2017-11-07 18:50 Litharrale: 00:25:858 (25858|0,25988|3,26118|0) - i dont hear 1/6 notes here, only the same 1/3 rhythm
2017-11-07 18:52 Carol: drum sounds
2017-11-07 18:53 Carol: Isn't there?
2017-11-07 18:53 Litharrale: I cant hear anything :0
2017-11-07 18:53 Carol: really owo?
2017-11-07 18:54 Litharrale: oh wait
2017-11-07 18:54 Litharrale: no
2017-11-07 18:54 Litharrale: you're right
2017-11-07 18:54 Litharrale: i can hear them now
2017-11-07 18:54 Litharrale: X_X
2017-11-07 18:54 Carol: yeah
2017-11-07 18:54 Carol: owo..
2017-11-07 18:55 Carol: and
2017-11-07 18:55 Carol: 00:25:793 (25793|1) - add finish okay?
2017-11-07 18:55 Litharrale: sure
2017-11-07 18:55 Litharrale: if you do it to one diff
2017-11-07 18:55 Litharrale: do it to all of them
2017-11-07 18:56 Carol: yeah
2017-11-07 18:56 Carol: but
2017-11-07 18:56 Carol: 00:25:793 (25793|1) - so loud.. TwT
2017-11-07 18:56 Litharrale: mmm maybe just clap
2017-11-07 18:57 Litharrale: checked other diffs
2017-11-07 18:57 Litharrale: all look ok
2017-11-07 18:57 Litharrale: update let me check again and ill bub
2017-11-07 18:59 Carol: ok
2017-11-07 19:00 Carol: update!
2017-11-07 19:01 Carol: wait
2017-11-07 19:01 Carol: 00:12:936 (12936|2) -
2017-11-07 19:01 Carol: add finish?
2017-11-07 19:01 Carol: i hear that
2017-11-07 19:01 Litharrale: nah
2017-11-07 19:01 Carol: okay
Thanks you! owo
Weber
hi lith

woo finally
Topic Starter
Carol

Weber wrote:

hi lith

woo finally
finally..
Thanks you everyone!! owo
Garalulu
nice job
Doyak
Isn't the unicode artist missing the right parenthesis?
Topic Starter
Carol

Doyak wrote:

Isn't the unicode artist missing the right parenthesis?


yes, missing the right parenthesis.. :(
I'll fix it.
Doyak
ㅠㅠ
Topic Starter
Carol

Doyak wrote:

ㅠㅠ


Fix!
Doyak
back
Topic Starter
Carol

Doyak wrote:

back
owo!
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