fixed all cade mod and also did irc check with fc
Thanks a lot for check this!DE-CADE wrote:
apparently there are still many unsnapped SV and notes on your map.
- All Difficulty : 00:55:030 - Red Line must be set to kia modei Fixed
- Lude's Oni, CS's Inner Oni, Ura Oni : 02:02:400 - Usnapped SV for BPM normalizer Thanks for your help!
- Kantan, Wonki's Futsuu, Eedow's Muzukashii : 00:54:104 (54104|0,54104|1) - Mostly unsnapped note and LN end here which should be at 00:54:141 This has been discussed and we reached a conclusion that the drum+cymbal actually is at the 1/6 point. Made all to this point then.
also some storyboarded hitsound are unsnapped please do recheck, good luck! Fixed the sb hitsounds in both Lude and CS's diffs.
Confirmed from metadata helper team that 太鼓の達人 イエローVer. is a version of the game, which can not be used as a source. Instead 太鼓の達人 should be the source.shionelove wrote:
i recommend use "太鼓の達人 イエローVer." for Source.
http://taiko-ch.net/blog/?p=1570 from here
soon tmArzenvald wrote:
when
Arzenvald wrote:
[Wonki's Futsuu]
00:05:252 - it has huge gap problem between kantan - futsuu - muzukashii, basically the gap between kantan and futsuu is very low while it gives a huge jump from futsuu to muzukashii.
i suggest to add some 1/2 notes like https://osu.ppy.sh/ss/10830715 or any kind of 1/2 pattern variation
00:33:696 - same like here, it even worst since kantan is slightly more complex with 1/2 note placement. try mapping piano like this https://osu.ppy.sh/ss/10830756
00:51:474 (51474|3) - man this is so empty compared with muzukashii
00:55:650 - 00:57:305 - 00:58:961 - 01:00:616 - 01:02:271 - 01:03:926 - 01:07:236 - 01:10:547 - 01:13:443 - 01:13:857 - 01:15:512 - 01:17:167 - 01:20:478 - this spot could be added, to raise gap between kantan and futsuu
01:21:512 - the gap problem with muzukashii, again, till the rest of this map.
please address this, i will recheck the folder & hitsound usage later
Thanks for mods! I have already informed all GD-ers to pay attention to the mods on gaps.Arzenvald wrote:
[Ura Oni]
00:57:512 (57512|0) - imo ura oni can use more LN in this section, because sometimes it feels as hard as Oni Fixed.
01:10:547 (70547|3,70547|2) - could less right-biased in this jacky part Fixed.
01:11:788 (71788|0) - could use mini jack like in Inner oni I jack the first 3 altogether.
01:38:400 (98400|1) - you can use triple each 4/1, this part is even less denser than Oni & Inner Oni I have to disagree here because I really think there is a need to differentiate the snares and kicks here. Also, adding all triples makes the original patterns very unbalanced, which is not what I want to do for this part.
01:54:178 - should be 1/3 Fixed.
01:58:400 - inner oni's 1/8 placement is harder to read while 12 43 in ura oni is easier to read. consider to switch the pattern in both diff Fixed this and also other 1/8 patterns in the whole map.
[Overall]
i'm still unsure with the gap problems, basically this is what usually happens with GD-party set, although each diff are individually well mapped, there's always a problem in difficulty spread between each diff.
please address this, i will recheck the folder & hitsound usage later
thanks usagiArzenvald wrote:
[Inner Oni]
00:45:363 (45363|2) - 00:47:141 (47141|0) - 1/3
00:57:926 (57926|2) - add 1 more
01:14:840 (74840|1) - 1/6
all fix above
01:27:734 - gap problem with Inner Oni, Oni uses jumptrill while in Inner Oni its only uses Jumpstream, switch both pattern please. here is 1/4 compared to i used double trill at 1/3 on previous part 1/3, i would like to keep it to be consistent for further part later
01:36:623 (96623|0) - this ln pattern is currently easier than in Oni's diff, consider to buff this one up i believe is gder have their own variety of layering at this part, i would love to keep this
00:19:030 (19030|3) - i make it 1/4 then
01:58:400 - inner oni's 1/8 placement is harder to read while 12 43 in ura oni is easier to read. consider to switch the pattern in both diff this 1/8 is pretty easy to play tho, personally i think both are fine, i guess they mash around the same anyway
All accepted, and I need some detailed suggestions for what I simplified isn't wellArzenvald wrote:
[Eedow's Muzukashii]
the 1/4 and 1/3 usage in this diff could be used by minimum, i feel this map is underrated, it feels already like an Insane diff, don't forget that the song is 270 bpm and it leaves a huge gap between Muzukashii & futsuu
00:55:030 - in this 145 bpm section, try to simplify the 1/6 stream as much as possible, its what makes this diff feels like insane
01:05:788 (65788|2) - also avoid using triples close to the stream
the rest of the map actually mapped very well, it just the gap that bugs me a lot
01:54:178 - should be 1/3
Thanks!Arzenvald wrote:
[Lude's Oni]
00:19:030 (19030|3) - consider to use 1/4 stream, the gap between Inner Oni is quiet big I'll leave it as it is, I don't like expressing 1/8 as 1/4
00:22:919 - missing Intentionally skipped
01:27:734 - gap problem with Inner Oni, Oni uses jumptrill while in Inner Oni its only uses Jumpstream, switch both pattern please. Fixed
01:36:623 (96623|0,96697|1,96771|2,96845|3,96919|2,96993|1,97067|0,97141|1,97215|2,97289|3) - make a linear 1234 stairs rather than 1234321 please, its harder to read this compared with inner oni I'll leave it as it is, quite easy to read
Arzenvald wrote:
last thing on Futsuu
01:37:734 (97734|2,98178|2) - 01:38:623 (98623|3,99067|3) - each 2/1 tick can use double
01:44:178 (104178|2,104400|1,104623|2) - missing 1/2
01:49:956 (109956|0,110178|1,110400|3,110623|2) - ^
and i can see that long 1/2 beats can be added more to buff the difficulty since the gap with Kantan is still too close, and i find its ok if the SR is slightly above 2.25 star just to rest assure that the gap progress between futsuu and higher diffs is reasonable
and i think other diff has better gap now :3
?DDMythical wrote:
actually i retract my mod
i dont actually care
Sure. Just be careful not to change the hitsounds.Eedow wrote:
Can I do some changes to my diff? I wonder if you'd mind.
ThxTofu1222 wrote:
Sure. Just be careful not to change the hitsounds.Eedow wrote:
Can I do some changes to my diff? I wonder if you'd mind.
I dont think so.Arzenvald wrote:
will reviving this map migrate it to v2 :thinking:
122402,240.963855421687,4,1,1,70,1,0
122643,375,4,1,1,70,1,0
123023,259.74025974026,4,1,1,70,1,0
123276,281.69014084507,4,1,1,70,1,0
123417,276.497695852535,4,1,1,70,1,0
123693,451.127819548872,4,1,1,70,1,0
124142,458.015267175573,4,1,1,70,1,0
124600,709.219858156028,4,1,1,70,1,0
125309,269.058295964126,4,1,1,70,1,0
125577,267.857142857143,4,1,1,70,1,0
125845,267.857142857143,4,1,1,70,1,0
126101,500,4,1,1,70,1,0
don't forget to normalize the bpm using green line!
Thanks so much for your recheck!Arzenvald wrote:
LOL alright lets continue this
[General]
re-snap all sampled piano keysound, mostly in futsuu, better check them one by one. they don't seem to snap to the mappo
Rechecked Futsuu and resnapped everything. Sorry for such silly mistake.
[Meta🅱️ata]
add in tag :
Yellow Ver. イエローVer.
because its still relevant to the source of this song, since you've confirmed the metadata from helper https://osu.ppy.sh/forum/p/6549784
Added.
[Folder & Hitsound]
i'm using ura oni for hitsound / keysounding reference, i figured out since you're using hitsound copier there's few bits of missing error
00:32:363 - add LR4_RevCyCV5.wav throughout all diffs (Oni & Inner Oni already have btw, so add it into other diffs)
This hitsound does not fit into lower diffs because they have no notes to support it. The sudden appearance of this reverse cymbal will distort the hitsound feedback in that part so I only keep them for the upper three diffs.
01:50:067 - & 01:50:178 - add E7S.wav
I don't see any piano sounds to support them. Keep.
02:01:400 - G6S idk there's few missing keysound
Fixed for both Inner Oni and Ura Oni by completing the piano keysounds in the storyboard.
lower diff hitsounding has lots of missing piano keysound, make sure you recheck it
[Timing]
neat!
except the ending part, i found the timing can be slightly improved122402,240.963855421687,4,1,1,70,1,0
122643,375,4,1,1,70,1,0
123023,259.74025974026,4,1,1,70,1,0
123276,281.69014084507,4,1,1,70,1,0
123417,276.497695852535,4,1,1,70,1,0
123693,451.127819548872,4,1,1,70,1,0
124142,458.015267175573,4,1,1,70,1,0
124600,709.219858156028,4,1,1,70,1,0
125309,269.058295964126,4,1,1,70,1,0
125577,267.857142857143,4,1,1,70,1,0
125845,267.857142857143,4,1,1,70,1,0
126101,500,4,1,1,70,1,0
don't forget to normalize the bpm using green line!
Applied the new timing and normalized in every diff.
the chart itself has no problem since my last check anyway, just the added keysound that might need some more tweak!
I am trying my best to optimize this map. Thanks for recheck.Arzenvald wrote:
i got complaint from certain players regarding the difficulty spike, regardless how the song support the pattern, their concern that its too spiked from the rest of the map structure.
in that case, i'll address my own concern using their statement.
please note :
considering the nature of the rhythmical playing instrument that exist in the BGA, every 'mashable' and 'spiky' pattern is provided as it is.
and as for now, i choose to follow the mapper intention rather than blindly telling that this map is poorly designed to avoid any modding CoC infingerment.
[Daitatsujin]
00:54:104 (54104|0,54104|1) - the end of this LN is too short, barely able to hit this properly It's accurately snapped in this way. I feel this can not be changed.
01:02:892 (62892|2) - this double jack might might be too much Nope I think it's fine. The sounds also support them.
01:11:788 (71788|0,71857|0,71926|0) - 14 jack is also too much compared with other pattern This might be valid cuz 3-double jacks seem too hard for that. Fixed.
01:35:734 (95734|0,95734|1) - https://osu.ppy.sh/ss/12035791 try to slightly reduce the hardness since ura oni only use single note Fixed in your way.
02:00:623 (120623|1) - ^ apply similar 1/3 pattern in here, since the polyrhythm of 1/3 > 1/4 > 1/8 would be a big trouble for reading The drum sounds here are way stronger than the last mod, so I think such patterns are justified. Also with that pattern I am balancing jacks into each columns so it also seems good to me.
[Ura Oni]
00:54:104 (54104|0,54585|3) - the end of this LN is too short
01:10:547 (70547|0,70650|0,70754|0) - 01:13:857 (73857|3,73961|3,74064|3) - triple jack? too spikey
01:51:623 (111623|0,111678|1,111734|0,111845|1) - move to 2 1 2 1 accordingly to make the stream flow like from 01:51:289 -
i feel other lower diff are the best that way.
[Conclusion]
i feel this is the critical point where in certain BPM peak of certain genre of the song, modder / mapper / player can never agree how to chart the best designed chart, or which is poorly designed chart.
if anything, mapper can ask more testplay to the community, and player / modder can address their concern without any unpleasant comments to avoid further unintended discussion. Already asked enough modders / mappers imo during the waiting time. You can check them out in the description box.
EDIT :
use daitatsujin for reference, apply to other diff where it possible
[Snapping]
02:00:623 - to 02:01:511 - there's no 1/4, such should use 1/3 btw
2nd EDIT
[Daitatsujin]
DD's points are also valid in certain area, i'll use https://osu.ppy.sh/forum/p/6732814 for reference.
00:11:474 (11474|1) - & 00:11:807 (11807|3) - the transition between jumptrill and onehand trill is rather unpleasant, both visually and playability wise, better to keep it as jumptrill (12 34 2 34 12)
01:02:892 - jump jack, pointed out earlier
01:11:788 - 14 middle hand jack, pointed out earlier
01:50:845 - 01:57:956 - same problem as earlier about jumptrill & one-hand trill, visually, playability, and pr wise it doesn't really fit well and it makes an unnecessary spike. the solution is just go for a trill or jump trill, which would be more sensible visually, playability, and PR wise.
02:00:623 - same point about 1/3, pointed out earlier.
Are we prefering more back on jumptrills? I am reverting back all to jumptrills and actually at first that was my intention. Hopefully that looks good to you too.
so yeah, i accidentally repeat what DD pointed out but that is worth to take a look at.
----------
self reminder : recheck offset
thank you very much usagiArzenvald wrote:
[Ura Oni]
00:54:104 (54104|0,54585|3) - the end of this LN is too short reduced to 00:54:919 -
01:10:547 (70547|0,70650|0,70754|0) - 01:13:857 (73857|3,73961|3,74064|3) - triple jack? too spikey it play still alright to me. bpm145 triple jack should be reasonable
01:51:623 (111623|0,111678|1,111734|0,111845|1) - move to 2 1 2 1 accordingly to make the stream flow like from 01:51:289 - i want to make the end 01:51:734 - with 1-3-4, it also wouldn't affect any playability here as well
EDIT :
use daitatsujin for reference, apply to other diff where it possible
[Snapping]
02:00:623 - to 02:01:511 - there's no 1/4, such should use 1/3 btw fixed
2nd EDIT
[Daitatsujin]
DD's points are also valid in certain area, i'll use https://osu.ppy.sh/forum/p/6732814 for reference.
00:11:474 (11474|1) - & 00:11:807 (11807|3) - the transition between jumptrill and onehand trill is rather unpleasant, both visually and playability wise, better to keep it as jumptrill (12 34 2 34 12) readjusted here, i did 2-1-1-2 here instead
01:02:892 - jump jack, pointed out earlier changed pattern here
01:11:788 - 14 middle hand jack, pointed out earlier did 34-12-34 here
01:50:845 - 01:57:956 - same problem as earlier about jumptrill & one-hand trill, visually, playability, and pr wise it doesn't really fit well and it makes an unnecessary spike. the solution is just go for a trill or jump trill, which would be more sensible visually, playability, and PR wise. the current jumpstream are pretty balance and it is possible to fc them. while i do know that double trill would be easier to play but that will just spike my diff SR higher and make the diff gap even further from oni. (that if i have to do a double trill for each jumpstream here i made)
02:00:623 - same point about 1/3, pointed out earlier. fixed
It's not really hard to hit at all, as for me. It's just one 1/6 inteval that might requires a little bit more reaction but for those who play this diff I would say they have the skill level to deal with it. Also, I don't wanna sacrifice anything on the snap stuff. Creating wrongly snapped seems not a choice of me.Arzenvald wrote:
00:54:104 - (1/8 270bpm) 1/4 540bpm LN shield is such a really short timing window that only occurs once in that spot compared with all other LN end spacing. Such length that make it impossible to not miss or getting a proper 300/300s in first or even second run, it's too obnoxious even read the shield properly with certain user custom skin, such thing in my opinion is rather important to consider, mostly the next part is 145bpm section which would definitely confuses a lot.
If making the shield longer (1/4 270bpm) doesn't works, I'd suggest to remove the shield if you want a more sensible layering
And while jumptrills are okay, I'll figure out a combination between trill-jumptrill (2-3-2-3-12-43-12-43) would make it less obvious than some certain famous jtrill map such nano death wwww, also I'll recheck the offset later on since I made some quiet error orz
although its still obnoxious to play, i can't deny that its indeed quiet accurate to its music, after certain retries / maybe high-skilled player won't really bother this part, plus for the sake of its difficulty itself, i'll give a go.Arzenvald wrote:
Such length that make it impossible to not miss or getting a proper 300/300s in first or even second run