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RADWIMPS - Yume Tourou [OsuMania]

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Topic Starter
eyes
Это скорее к фильму относится, а не к песне.
Clouds - потому что на протяжении всего аниме я видел красивые облака
Begin - потому что песня играет в начале фильма (не очень весомый аргумент, но мне нравится
Раньше Atmosphere было в связи с кометой, типо она горит в атмосфере, полагаю

Полагаю мне надо сменить Begin на Beginning, чтобы это не было глаголом
Meiju
Да уж на Beginner лучше тогда хд
Думаю лучше все же называть диффы ориентируясь на песню, а не фильм
semyon422
before that this mod was accepted by eyes because I could not

Rivals_7 wrote:

[422]

01:14:304 (74304|6,74304|3) - ok starting here i dont get what are you doing with all the chords. i thought you were going to following kick but then
01:14:641 (74641|1,74978|3,75315|6) - it goes single and then it goes - 01:15:652 (75652|1,75652|5,75989|7,75989|2,76326|5,76326|3,76663|1,76663|4,77000|7,77000|2) - ? please make them consistent
single = guitar or kick
double = guitar and kick
nothing to change, they are already consistent


01:48:011 (108011|2) - should've splitting into 2 LNs for vocal accepted
Deep Sea
Правильно будет Beginner, но у нас хард называется не Advance, так что правильнее будет назвать легкую диффу Easy
Topic Starter
eyes
названия не под сприд битмании/сдвх, поэтому все должно быть ок
Deep Sea

eyes wrote:

названия не под сприд битмании/сдвх, поэтому все должно быть ок
речи за бемани геймс и не было Оо
Topic Starter
eyes
ok let's make some movings
I talked with Feerum and he says it should be ok I guess (5k thing)
14:23 eyes: Hello, sorry for bothering, can I ask something about rankability?
14:27 Feerum: Sure i guess
14:27 eyes: hm
14:27 eyes: Is it rankable to use 5k style in 7k map
14:27 eyes: Like for 6 secs
14:27 Feerum: Wut?
14:27 Feerum: You mean leave some columns empty for a short time?
14:28 eyes: yes
14:28 Feerum: I mean if it's really a short time and you can justify it properly there is absolute no problem
14:29 eyes: I think 6 secs is ok? I used it just to emphasize solo-guitar part
14:29 Feerum: Yeeah. Shouldn't be a problem if it's not a 30sec map haha
14:30 eyes: ok, thanks! I just talked with Rivals and he wanted to make sure it's ok
silentch
лови звезду
Topic Starter
eyes
спасибо брат
Rivals_7
i think i just notice this but why are you using different hitsounds for relatively the same noise? its kinda waste of space just for the hitsounds

also the missing W|F is just uhhh

on Normal btw. not sure if i missed some of these in others

still on normal. the spread between you and shana's are a little bit too... far


while you only introduce single, shana quickly introduce quads and triples on its chords and some ministairs which i can say its a pretty harsh progression from normal.
I would suggest you to buff up some of the chords into at least a double. maybe you could put some triple in stronger emphasis

for atmosphere
01:26:944 - I kinda dont agree with your usage of stutter SV here as they doesnt seem to reflect the song.

01:29:472 - I honestly doesnt see the effect of the SV here so i think its kinda useless. i would suggest for a half-half method like you do at the first and last kiai. 1,3x 0,7x or 1,5x 0,5x etc

01:34:697 (94697|3) - uh technically the SVs doesnt snapped in any of these snaps. not even 1/16. they're somewhat a couple ms off. is this intentional? if its was on 1/16 the average aint 1x apparently. because
((3 x 1) + (0,65 x 3)) : 4 = 1.2375
whew decimal

if you want to make this 1x (while keeping your 3x as a start) I would like to give you 0,33x
(4 - 3) : 3 = 0,33

and that
((3 x 1) + (0,33 x 3)) : 4 = 0,9975 (the closest one possible)
or simply half-half method like usual

01:51:776 - SV is off by 6 ms.
moreover i dont get the intention of slowjam here. the song doesnt seem to be "slower"

02:05:034 - think you can delete these 1x as it doesnt effect anything afterwards
Topic Starter
eyes
sv

01:26:944 - guitar goes to the fore and sv emphasizes it, I think now 1.7x/0.3x is too laggy so I nerf it
01:28:967 - well idk, when I play it, I see it perfectly. Anyway I don't think it's a problem if it will be not so much noticeable
01:34:697 - yes, it's intentional not snapped
01:51:776 - ^, intentionally it's not snapped
02:05:034 - I think I should stop the kiai :D

I will poke semyon and Shana about stuff you mentioned, I hope they will reply asap
semyon422
For Rivals_7's mod: Normal's difficulity increased. Hitsounds will be fixed later by me or eyes
Topic Starter
eyes
Well semyon asked me to fix hitsounds because he is busy.
Change in normal:
00:52:394 (52394|6) - and 01:54:416 - added W hitsounds
01:30:146 - hitsounded drums

Rivals_7 wrote:

i think i just notice this but why are you using different hitsounds for relatively the same noise? its kinda waste of space just for the hitsounds
Well semyon and I wanted to use different HS files and I think it is not a problem

Added slowjam at intro in Atmosphere diff
Rivals_7
[Beginner]

need to buff a little bit so its not being too overbroad with Normal. some suggestion to add notes
00:54:753 (54753|0) - 00:58:124 (58124|0) - 01:00:146 (60146|0) - 01:40:933 (100933|0) - 01:42:281 (102281|0) - 01:43:629 (103629|0) - 01:44:978 (104978|0) - 01:49:023 (109023|6) - 01:51:719 (111719|6) - 01:53:573 (113573|0) - 01:56:776 (116776|0) - 02:00:146 (120146|0) - 02:02:169 (122169|0) -
Probably somewhere else as well

01:03:180 (63180|3) - here afterwards. its probably best to add note on the empty white line as well. kick is really noticeable and it doesnt add any SR anyways

01:13:967 (73967|0) - same, put a note in every empty white line

01:48:854 (108854|7,109023|6) - would advise to not put them closely as the player indenpendencies on 8K EZ tier is still low and would put them in confusion

[422's Normal]

25% samples is somewhat too low for me. maybe around 35 - 40%?
i think you know how to do it instantly via notepad without having to re-hitsounded one by one xd

could also put HP OD on 7 so it'll balance with the rest of it

LN in shana's hard > Atmosphere
thats all i think (i hope)
Topic Starter
eyes
beginner
added notes:
01:40:933 - 01:42:281 - 01:43:629 - 01:44:978 - 01:51:719 - 01:53:573 (113573|0)

01:03:180 - in this part if I add notes every white line then it will be copy of kiai 00:52:394 . It was supposed as relax part so I want it be easier than kiai parts

also moved this to S column 01:49:023

normal
changed OD HP to 7

increased samples volume in these parts:
00:40:185 -
01:03:180 -
01:30:146 - (drum_cyms)
and fixed hitsounds in this stream 01:24:753

thanks again Rivals!!
Rivals_7
b
Topic Starter
eyes
big thank you Rivals again
Litharrale
Good afternoon

1|2|3|4

Have some concerns about the hitsounds

There's a LOT of inconsistencies

some examples (left is top diff, right is shanas)







Make sure to fix all of them through all the diffs, these aren't the only ones.

There is also the issue of double and triple hitsounding which is very prevalent through the set for example at 01:53:068 (113068|1) - (top diff) you have drumwhistle on two notes on the same tick as well as drumwhistle as a SB hitsound here as well. This means you're playing the same .wav 3 times at once.

also issues like this 02:01:045 (121045|3) - where you have the hitnormal SB hitsounded. I'd just remove all SB hitsounds because they don't really seem to have a purpose in this particular set.
Topic Starter
eyes
thanks litharrale for modding
changes (only last diff yet):
removed double-hitsounds
added LR_Hat Fast.wav for alignment of volume of drum-hitnormal.wav - it's too loud if it's double note, but ideal if it's single note, so no change with file's volume.
fixed some inconsistency and balance in main part 01:30:146
also this sample 02:01:045 - is intented, drum-hitnormal is for guitar, 02:01:045 (121045|3) - this note is under W hitsounds because of drum, so I placed a sample for guitar

Well current state is waiting for Shana copying/fixing hitsounds

UPD: Hard fixed too


still fixing with lith, need help because I am blind
error_exe777
so i first tried to make this post but my PC crashed and i lost everything

tried again, pc crashed and i lost everything

tried again and it crashed.

so, im trying today to see if the universe wants to co-operate

hs
i can't find an efficient way to lay this out so it is a mess sorry.

Top Diff Right - Shana's Hard Left


00:24:488 - Shana is missing DB_B7 HS



00:52:731 - Shana's diff needs LR Hat Fast. This is very, very frequent within this first kiai at least, and i won't mention them all. one example is:



00:54:585 - and 00:54:753 - Shana's diff needs LR Hat Fast



00:59:978 - and 01:00:146 - add F and LR Hat Fast in shana's diff



01:22:056 - add drum_cym in Shana's diff



01:23:405 - add dn kick to shana's diff



01:25:933 - change F to W in shana's diff



01:27:450 - in top diff, delete one of the C's



01:29:556 - change the random tom-drop in shana's diff to an F



01:29:809 - in shana's diff, change the F to a W



01:42:618 - in shana's diff, delete one of the LR Hat Fast's



01:54:753 - same LR Hat Fast concerns

since this is the 4th time writing this, i've kind of lost alot of motivation, and i am going to stop here. sorry for the inconvenience. for other diffs, just reference the top diff and change accordingly.

best of luck o/
Deep Sea
Thank you Litharrale and error_exe777, appreciate your help

very little time lately to fix my diff

p.s спасибо глазик что фиксишь за меня мою диффу <3
Topic Starter
eyes
thank you so much, fixed everything except LR_Hat Fast thing, this hitsound's predestination is to control drum-hitnormal's volume

empty double-note is too noisy because it's double hitnormal, so I make one of them LR_Hat Fast to make it not so noisy

but empty single-note is ideal volume, that's why I don't reduce file's volume/timing point's volume

p.s. не за что :D
Deep Sea
I carefully rechecked hitsounds in my diff, there are no more problems.
silentch
HS mod
nm
SPOILER
00:24:488 - sb hs
01:31:326 - > 01:32:674 - ^
01:36:719 - > 01:38:068 - ^
01:42:113 - ^
01:44:809 - ^
01:51:972 - O_o ^
delet dis xd
Topic Starter
eyes
thanks guys
semyon422
Tested by my programm
Comparing for original Atmosphere
Beginner
73.629 - drum_cym.wav
111.045 - LR_Tom Drop.wav

Normal
57.618 - hitfinish
73.967 - DN_Kick PE2F.wav
84.079 - DN_Kick PE2F.wav
84.416 - DN_Kick PE2F.wav
90.146 - LR_Hat Fast.wav
105.652 - LR_Tom Drop.wav
105.989 - LR_Hat Fast.wav
106.832 - LR_Hat Fast.wav
108.18 - LR_Hat Fast.wav
110.371 - LR_Tom Drop.wav
111.045 - LR_Tom Drop.wav
111.888 - LR_Hat Fast.wav
113.405 - LR_Hat Fast.wav
119.641 - hitfinish

Hyper
79.36 - LR_Hat Fast.wav
100.596 - LR_Hat Fast.wav
110.708 - hitwhistle
116.27 - hitwhistle
117.281 - hitwhistle
119.809 - LR_Hat Fast.wav
123.854 - LR_Hat Fast.wav
Comparing for special Atmosphere
Beginner
73.629 - drum_cym.wav
111.045 - LR_Tom Drop.wav

Normal
57.618 - hitfinish
73.967 - DN_Kick PE2F.wav
84.079 - DN_Kick PE2F.wav
84.416 - DN_Kick PE2F.wav
90.146 - LR_Hat Fast.wav
90.483 - LR_Hat Fast.wav
90.82 - LR_Hat Fast.wav
91.158 - LR_Hat Fast.wav
91.495 - LR_Hat Fast.wav
91.832 - LR_Hat Fast.wav
92.169 - LR_Hat Fast.wav
92.506 - LR_Hat Fast.wav
92.843 - LR_Hat Fast.wav
93.349 - LR_Hat Fast.wav
93.517 - LR_Hat Fast.wav
94.191 - LR_Hat Fast.wav
95.371 - LR_Hat Fast.wav
95.877 - LR_Hat Fast.wav
96.214 - LR_Hat Fast.wav
96.551 - LR_Hat Fast.wav
96.888 - LR_Hat Fast.wav
97.225 - LR_Hat Fast.wav
97.562 - LR_Hat Fast.wav
97.899 - LR_Hat Fast.wav
98.236 - LR_Hat Fast.wav
98.742 - LR_Hat Fast.wav
98.91 - LR_Hat Fast.wav
99.585 - LR_Hat Fast.wav
100.09 - LR_Hat Fast.wav
100.259 - LR_Hat Fast.wav
100.427 - LR_Hat Fast.wav
101.27 - LR_Hat Fast.wav
101.438 - LR_Hat Fast.wav
101.776 - LR_Hat Fast.wav
101.944 - LR_Hat Fast.wav
102.787 - LR_Hat Fast.wav
102.955 - LR_Hat Fast.wav
103.967 - LR_Hat Fast.wav
104.135 - LR_Hat Fast.wav
104.472 - LR_Hat Fast.wav
104.641 - LR_Hat Fast.wav
105.652 - LR_Tom Drop.wav
105.989 - LR_Hat Fast.wav
106.158 - LR_Hat Fast.wav
106.495 - LR_Hat Fast.wav
106.663 - LR_Hat Fast.wav
106.832 - LR_Hat Fast.wav
107.169 - LR_Hat Fast.wav
107.337 - LR_Hat Fast.wav
107.674 - LR_Hat Fast.wav
107.674 - LR_Hat Fast.wav
107.843 - LR_Hat Fast.wav
108.011 - LR_Hat Fast.wav
108.18 - LR_Hat Fast.wav
108.686 - LR_Hat Fast.wav
110.371 - LR_Tom Drop.wav
111.045 - LR_Tom Drop.wav
111.888 - LR_Hat Fast.wav
112.056 - LR_Hat Fast.wav
112.731 - LR_Hat Fast.wav
113.068 - LR_Hat Fast.wav
113.405 - LR_Hat Fast.wav
119.641 - hitfinish

Hyper
53.742 - LR_Hat Fast.wav
55.09 - LR_Hat Fast.wav
56.438 - LR_Hat Fast.wav
57.113 - LR_Hat Fast.wav
59.135 - LR_Hat Fast.wav
60.483 - LR_Hat Fast.wav
61.832 - LR_Hat Fast.wav
62.169 - LR_Hat Fast.wav
79.36 - LR_Hat Fast.wav
90.483 - LR_Hat Fast.wav
90.82 - LR_Hat Fast.wav
91.158 - LR_Hat Fast.wav
91.495 - LR_Hat Fast.wav
91.832 - LR_Hat Fast.wav
92.169 - LR_Hat Fast.wav
92.506 - LR_Hat Fast.wav
92.843 - LR_Hat Fast.wav
93.349 - LR_Hat Fast.wav
93.517 - LR_Hat Fast.wav
94.023 - LR_Hat Fast.wav
94.191 - LR_Hat Fast.wav
94.528 - LR_Hat Fast.wav
94.865 - LR_Hat Fast.wav
95.202 - LR_Hat Fast.wav
95.877 - LR_Hat Fast.wav
96.214 - LR_Hat Fast.wav
96.551 - LR_Hat Fast.wav
96.888 - LR_Hat Fast.wav
97.225 - LR_Hat Fast.wav
97.562 - LR_Hat Fast.wav
97.899 - LR_Hat Fast.wav
98.236 - LR_Hat Fast.wav
98.573 - LR_Hat Fast.wav
98.742 - LR_Hat Fast.wav
98.91 - LR_Hat Fast.wav
99.247 - LR_Hat Fast.wav
99.585 - LR_Hat Fast.wav
99.922 - LR_Hat Fast.wav
100.259 - LR_Hat Fast.wav
100.596 - LR_Hat Fast.wav
100.933 - LR_Hat Fast.wav
101.27 - LR_Hat Fast.wav
101.438 - LR_Hat Fast.wav
101.776 - LR_Hat Fast.wav
101.944 - LR_Hat Fast.wav
102.113 - LR_Hat Fast.wav
102.618 - LR_Hat Fast.wav
102.787 - LR_Hat Fast.wav
102.955 - LR_Hat Fast.wav
103.124 - LR_Hat Fast.wav
103.292 - LR_Hat Fast.wav
103.461 - LR_Hat Fast.wav
103.967 - LR_Hat Fast.wav
104.135 - LR_Hat Fast.wav
104.472 - LR_Hat Fast.wav
104.809 - LR_Hat Fast.wav
105.146 - LR_Hat Fast.wav
105.315 - LR_Hat Fast.wav
106.495 - LR_Hat Fast.wav
106.663 - LR_Hat Fast.wav
107 - LR_Hat Fast.wav
107.169 - LR_Hat Fast.wav
107.506 - LR_Hat Fast.wav
107.674 - LR_Hat Fast.wav
107.674 - LR_Hat Fast.wav
108.011 - LR_Hat Fast.wav
108.686 - LR_Hat Fast.wav
109.023 - LR_Hat Fast.wav
109.36 - LR_Hat Fast.wav
109.528 - LR_Hat Fast.wav
109.697 - LR_Hat Fast.wav
109.865 - LR_Hat Fast.wav
110.034 - LR_Hat Fast.wav
110.202 - LR_Hat Fast.wav
110.371 - LR_Hat Fast.wav
111.045 - LR_Hat Fast.wav
112.056 - LR_Hat Fast.wav
112.393 - LR_Hat Fast.wav
112.731 - LR_Hat Fast.wav
113.068 - LR_Hat Fast.wav
115.764 - LR_Hat Fast.wav
116.27 - hitwhistle
117.113 - LR_Hat Fast.wav
117.281 - hitwhistle
118.461 - LR_Hat Fast.wav
119.809 - LR_Hat Fast.wav
121.158 - LR_Hat Fast.wav
122.506 - LR_Hat Fast.wav
123.854 - LR_Hat Fast.wav
DustMoon
noob modder Dust
1|2|3|4|5|6|7|8|
422's Normal
00:45:243 - add one note in 6
00:51:348 - advice:https://osu.ppy.sh/ss/9355330
01:59:809 (119809|2,119978|4) - Ctrl+g
Shana's Hard
yaya, good
Atmosphere
00:39:836 (39836|4) - double,i listen a soft bass
00:48:906 (48906|3) - move to 2
01:26:944 (86944|5,87113|4,87281|3,87450|7,87450|2,87450|0,87450|6,87450|1) - en,i think not friendly.
Good luck!
sor for my poor advice
shoot one star :)
Topic Starter
eyes
thanks for modding! I can't give you kudos since I gived you one already in this thread p/6126097
semyon422

DustMoon wrote:

00:45:243 - add one note in 6
00:51:348 - advice:https://osu.ppy.sh/ss/9355330
01:59:809 (119809|2,119978|4) - Ctrl+g accepted
Litharrale
あぁ このまま僕たちの声が 世界の端っこまで消えることなく
Topic Starter
eyes
thanks for bubbling Lith! I'm sorry I need to pop because I regret about some SV (looks like this is what 24hours rule is made for)

~updated please rebubble again~ (I'm sorry)


(just deleted some sv effects on last diff so you don't have to recheck again I guess)
Litharrale
checked the :b:Vs
Topic Starter
eyes
woa quick, thank you, now its ok

~
Final boss LITHARRALE: passed!!
~
Protastic101
spread is between easy and normal is most concerning to me at the moment, but there's also some sv inconsistencies I wanna mention

[atmosphere]
00:59:978 - 01:00:146 - Should be 1.75x to be consistent with 00:54:585 -

01:03:180 - Tbh, I don't really understand the effect you're trying to get at here. It's obviously a slowdown but why do it with a spacing inconsistent to the speed up back to 1x at 01:13:629 - which also uses 1/6 which I think is inappropriate when the majority of the song is in straight timing. If you want a slowjam or something, I would make the effect more noticeable like down to 0.9x at the most, but 0.85x preferably. Additionally, I'd make the slow downs and speed ups consistently spaced. Really though, I think leaving it at 1x would be best since the song doesn't really lose its speed by going into half time or double time or whatever.

01:24:076 - Should be snapped at 01:24:079 -

01:24:753 - Ok, so for these SVs, I want to ask why you would change the method of SVing midway through the map. You've used normal SVs up until 01:24:079 - where the mixture of ms units and snap units actually doesn't average out to 1x anymore. I get that you want to be new and innovative, but you also have to be consistent. If you want ms averages with unsnanpped green lines everywhere, go ahead, but do it in the beginning part of the map too, not just here because otherwise it looks innconsistent to have it be one way and then literally less than a second later go back to snap units at 01:26:944 - again

01:26:944 - I dont really think a stutter here is necessary. For one, it's pretty much unnoticeable, and two, the song doesn't support it because there's only a 1/2 guitar riff going on and nothing else to even hint at the idea of a sound being broken apart or repeated as fast as the stutter is. I think it's completely uncalled for here and is unnatural to have since there's no musical support for it.

01:30:146 - Not really understanding the purpose of these speed ups here either. It only lasts for 1/2 beat into the first measure where there's no emphasis or anything from the song to warrant it. I'd simply leave it at 1x at 01:30:146 - to avoid confusing the player or something. Also didn't do it at 01:35:540 - despite it being the same sound and style. Essentially a repeat of the previous bar

01:34:697 - Again, please be consistent with how you do your SVs. Either choose to use snaps as units or milliseconds as units, but don't use them interchangeably because it's confusing to both the player to be presented with a different visual effect and the modder cause I have to use more steps to ensure it's averaged Q_Q. at 01:34:709 - though, you'll want to make the 0.65x SV into 0.67x to be as close as possible to 1x because now you're at 0.985x average. I still would make it consistent though with how you'd initially done your SVs.
01:34:781 - 01:34:865 - 01:35:034 - 01:35:202 - 01:35:371 - ^ Though for the first two notes that are singles, I would make the SV weaker since they don't have the same amount of strength in sound.

01:39:774 - Unaveraged, the 0.85x should be 0.67x instead since again, you switched to using snaps to average your SVs and literally this is so confusing having to switch back and forth all the time.
01:39:837 - ^ Would also weaken these compared to 01:39:922 - since the sound is weaker

01:39:922 - 01:40:090 - 01:40:259 - 01:40:427 - 01:40:596 - 01:40:764 - These are all unaveraged because you continued using 1/16 snaps for SVs that are averaged with four units in mind when these sequences actually contain 8. So you can either change the 2x to 2.05x or the 0.85x to 0.86x but that's an irrational number and who likes working with that tbh

01:51:719 - *crying*

01:53:573 - This is impossible to average with a 6x initial SV since there's only 5 units you can work with. Honestly though, I'd have just done a simple bump like this:
  1. 01:53:573 - 01:53:573 - 4x
  2. 01:53:742 - 0.25x
02:02:000 - 02:02:169 - 1.75x in place of 1.70x

02:04:992 - Should be 3.4x to be averaged.

Basically, for this diff, figure out how you want to SV and then stick with it because changing the style of them midway through after every SV sequence is really difficult to follow and not in a fun way. It's just confusing to the player who won't have the time to understand what exactly you're trying to get at with the SVs in a 1:40 drain.


[Spread]
Assume left is easy and right is normal.

00:52:394 - So this is pretty much where the problem of spread begins. The introduction to both maps was great in terms of difference in difficulty being just enough to challenge the player in the top diff but not impossible to go between both, but here is where it's demanding too much from the player. The beginner is only using 1/1 with very small usage of 1/2, but the normal goes directly to 1/2 jumpstreams with jumps every 1/1.
If you had gone to 1/1 jumps in the normal, it might have been acceptable, or 1/2 streams in the normal without jumps,
that'd also be fine, but this added both chords and speed to the chart without giving a proper introduction to the newer players in the lowest diff.


01:03:180 - Beginner using 2/1 singles and normal using 1/2 singles. If beginner used 1/1 singles, I think it would be fine,
but currently the difference in density is too high. The normal has a rhythm that is essentially 4x faster than the beginner.


01:30:146 - This section isn't terribly spread apart, but there are some measures in the normal like at 01:46:326 - where it gets a bit wide. I suppose it's fine though since it's not as bad as other parts in terms of spread.

01:54:416 - See what I said in the first timestamp.


Pretty much the only real problems I have with the map so far.
Topic Starter
eyes
~
Secret boss - PROTASTIC101!!
~

Protastic101 wrote:

spread is between easy and normal is most concerning to me at the moment, but there's also some sv inconsistencies I wanna mention

[atmosphere]
00:59:978 - 01:00:146 - Should be 1.75x to be consistent with 00:54:585 - fixed

01:03:180 - Tbh, I don't really understand the effect you're trying to get at here. It's obviously a slowdown but why do it with a spacing inconsistent to the speed up back to 1x at 01:13:629 - which also uses 1/6 which I think is inappropriate when the majority of the song is in straight timing. If you want a slowjam or something, I would make the effect more noticeable like down to 0.9x at the most, but 0.85x preferably. Additionally, I'd make the slow downs and speed ups consistently spaced. Really though, I think leaving it at 1x would be best since the song doesn't really lose its speed by going into half time or double time or whatever. k, removed slowjam

01:24:076 - Should be snapped at 01:24:079 - lol idk what is these time-codes but just refreshed snap

01:24:753 - Ok, so for these SVs, I want to ask why you would change the method of SVing midway through the map. You've used normal SVs up until 01:24:079 - where the mixture of ms units and snap units actually doesn't average out to 1x anymore. I get that you want to be new and innovative, but you also have to be consistent. If you want ms averages with unsnanpped green lines everywhere, go ahead, but do it in the beginning part of the map too, not just here because otherwise it looks innconsistent to have it be one way and then literally less than a second later go back to snap units at 01:26:944 - again
sounds like chicane for me, I don't think it can be any problem. Not sure but I guess no player will notice this thing, and I don't count it as inconsistency thing, song (/map) splits for 3 parts, second part (with ms ranged SVs) is main part of the song and why can I use some different way of SV?


01:26:944 - I dont really think a stutter here is necessary. For one, it's pretty much unnoticeable, and two, the song doesn't support it because there's only a 1/2 guitar riff going on and nothing else to even hint at the idea of a sound being broken apart or repeated as fast as the stutter is. I think it's completely uncalled for here and is unnatural to have since there's no musical support for it. Can't say much about this, I feel distortion of electro-
guitar and other peope (testplayers) were ok with it, I think it fits to sound. I know 1/2 is kinda much dominating here but 1/2 sv here looks awkward to me


01:30:146 - Not really understanding the purpose of these speed ups here either. It only lasts for 1/2 beat into the first measure where there's no emphasis or anything from the song to warrant it. I'd simply leave it at 1x at 01:30:146 - to avoid confusing the player or something. Also didn't do it at 01:35:540 - despite it being the same sound and style. Essentially a repeat of the previous bar k deleted since it's not even noticeable

01:34:697 - Again, please be consistent with how you do your SVs. Either choose to use snaps as units or milliseconds as units, but don't use them interchangeably because it's confusing to both the player to be presented with a different visual effect and the modder cause I have to use more steps to ensure it's averaged Q_Q. at 01:34:709 - though, you'll want to make the 0.65x SV into 0.67x to be as close as possible to 1x because now you're at 0.985x average. I still would make it consistent though with how you'd initially done your SVs.
01:34:781 - 01:34:865 - 01:35:034 - 01:35:202 - 01:35:371 - ^ Though for the first two notes that are singles, I would make the SV weaker since they don't have the same amount of strength in sound.

01:39:774 - Unaveraged, the 0.85x should be 0.67x instead since again, you switched to using snaps to average your SVs and literally this is so confusing having to switch back and forth all the time.
01:39:837 - ^ Would also weaken these compared to 01:39:922 - since the sound is weaker

01:39:922 - 01:40:090 - 01:40:259 - 01:40:427 - 01:40:596 - 01:40:764 - These are all unaveraged because you continued using 1/16 snaps for SVs that are averaged with four units in mind when these sequences actually contain 8. So you can either change the 2x to 2.05x or the 0.85x to 0.86x but that's an irrational number and who likes working with that tbh

remaking SVs on toms (01:34:697 - 01:39:753 )

01:51:719 - *crying*

01:53:573 - This is impossible to average with a 6x initial SV since there's only 5 units you can work with. Honestly though, I'd have just done a simple bump like this:
  1. 01:53:573 - 01:53:573 - 4x
  2. 01:53:742 - 0.25x this SV wasn't supposed to be averaged
02:02:000 - 02:02:169 - 1.75x in place of 1.70x fixed

02:04:992 - Should be 3.4x to be averaged. ok

Basically, for this diff, figure out how you want to SV and then stick with it because changing the style of them midway through after every SV sequence is really difficult to follow and not in a fun way. It's just confusing to the player who won't have the time to understand what exactly you're trying to get at with the SVs in a 1:40 drain. I don't want to be baka but I don't agree with this at all (directly in this map), player won't be confused as long as SV are averaged (or almost averaged~), stutters in this map are pretty similar and I don't see any point that would confuse player


[Spread]
Assume left is easy and right is normal.

00:52:394 - So this is pretty much where the problem of spread begins. The introduction to both maps was great in terms of difference in difficulty being just enough to challenge the player in the top diff but not impossible to go between both, but here is where it's demanding too much from the player. The beginner is only using 1/1 with very small usage of 1/2, but the normal goes directly to 1/2 jumpstreams with jumps every 1/1.
If you had gone to 1/1 jumps in the normal, it might have been acceptable, or 1/2 streams in the normal without jumps,
that'd also be fine, but this added both chords and speed to the chart without giving a proper introduction to the newer players in the lowest diff. decreased doubles in normal diff


01:03:180 - Beginner using 2/1 singles and normal using 1/2 singles. If beginner used 1/1 singles, I think it would be fine,
but currently the difference in density is too high. The normal has a rhythm that is essentially 4x faster than the beginner. added notes for vocal in beginner


01:30:146 - This section isn't terribly spread apart, but there are some measures in the normal like at 01:46:326 - where it gets a bit wide. I suppose it's fine though since it's not as bad as other parts in terms of spread. also added some notes for vocal in beginner

01:54:416 - See what I said in the first timestamp.


Pretty much the only real problems I have with the map so far.
MrDorian
could you raise the hp to 8.5, please? The hp is too forgiving, I suck at 8k and I got this score https://osu.ppy.sh/ss/9658648 (fuk that I failed at the end, I was close to fail many times)
plsssss
Topic Starter
eyes
well ok
also raised shana's hp to 7.7
thanks for feedback
Protastic101
00:57:450 - this is just a really minor nitpick, but you should change the 2.00x to 1.99x if you want to secondary SV value to be a whole value. It doesn't really bother me if you change it though, as I said, it's just a really minor thing.

01:26:944 - I still think that this stutter is too sudden and out of place. I don't really hear the distortion you mentioned, but I making the effect a little weaker would be most fitting at the minimum. So instead of 1/8 stutters, they'd become 1/4 and you could probably lessen the value from 1.9x - 0.1x to 1.5x - 0.5x which still gets across the distortion but is a bit more subtle to avoid a sudden glitch type effect for a relatively smooth sound.

01:40:764 - I think it'd be nice to strengthen the SV here a little since it's a snare instead of a lower sounding tom. Maybe instead of 1.4x - 0.78x, you could do 1.65x - 0.72x like you have in the first kiai.

01:53:573 - What's the effect you're trying to go for here then by not averaging it? I think it's inconsistent to go the entire map with averaged SVs only to have the last one come at 2.52x the normal speed. It's a very large jump in average values that I don't think the sudden cut off of the song justifies.
Topic Starter
eyes

Protastic101 wrote:

00:57:450 - this is just a really minor nitpick, but you should change the 2.00x to 1.99x if you want to secondary SV value to be a whole value. It doesn't really bother me if you change it though, as I said, it's just a really minor thing. ok

01:26:944 - I still think that this stutter is too sudden and out of place. I don't really hear the distortion you mentioned, but I making the effect a little weaker would be most fitting at the minimum. So instead of 1/8 stutters, they'd become 1/4 and you could probably lessen the value from 1.9x - 0.1x to 1.5x - 0.5x which still gets across the distortion but is a bit more subtle to avoid a sudden glitch type effect for a relatively smooth sound. changed but by other way

01:40:764 - I think it'd be nice to strengthen the SV here a little since it's a snare instead of a lower sounding tom. Maybe instead of 1.4x - 0.78x, you could do 1.65x - 0.72x like you have in the first kiai. ok

01:53:573 - What's the effect you're trying to go for here then by not averaging it? I think it's inconsistent to go the entire map with averaged SVs only to have the last one come at 2.52x the normal speed. It's a very large jump in average values that I don't think the sudden cut off of the song justifies.
All instruments disappear and only soft vocal stays, so effect's purpose is to make the convert empty for sudden calmness. Notes accuratly come down with vocal note. Not averaged because it wouldn't really give that effect I want to use. Sorry!
01:53:573 - also changed this sv from 6x to 5x
Protastic101
01:03:180 - Tbh, the difference in hitnormal volume between this section to 01:13:967 - is quite a wide jump. I think it'd be better to just leave them both at 25% and delete the green line at 01:13:967 - as it would become redundant. Otherwise, Lith is free to rebubble this.
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