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P*Light - SOUND VOLTEX Track Compilation [OsuMania]

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Litharrale
Hello returning the m4m!
1|2|3|4

P*LIGHT!!!!!



ugh 1366x768 BGs X_X always strive for the highest level of quality! t/616285/start=15

maybe change the difficulty name to "Let's Go!"

00:08:810 (8810|2) - Ghost note? Can't hear around distinct sound here. If its the vocal then it's mistimed

01:38:577 (98577|0,98577|1) - feels like there should definitely be an LN here (and in all spots like this) as the strong sound continues well past 1/2
other examples of this 01:39:874 (99874|1) - 01:41:172 (101172|3) - 01:43:766 (103766|0) - etc

01:48:388 (108388|3,108874|1) - the "yeah!" is mapped here but not here 01:50:172 (110172|0) I don't know if this is intentional but it feels off since you did the first "yeah!" in the pair here 01:49:685 (109685|2) -

03:48:313 (228313|2,228313|1) - all the SNs in this section could be matched to pitch

04:30:076 (270076|2) - finishes here are way too loud for how quiet the song is

05:07:656 (307656|2) - ghost note?
05:08:302 (308302|1) - ^
05:08:544 (308544|0) - here too, this section seems to have a lot which is probably why it feels very off to me

05:11:527 (311527|2,311527|3) - move this away from 3|4 as it detracts from the emphasis of the previous triples

06:00:518 (360518|2,360555|1,360593|0,360593|3,360631|2,360668|1,360668|0) - :0 you sure? :0 doesn't feel like it fits compared to something like 07:14:375 (434375|0,434375|1,434418|3,434461|2,434504|1,434547|2,434547|0,434547|3) -


I love P*light and you have done a fantastic job of really conveying the feel of his songs in this set! I really hope you change the BGs because the rest of the set is just so good and I'd really be sad to see something this good only have laptop tier resolutions

also since my mod paled in comparison to yours (I just couldn't find anything it was so good!) I'm going to give you a ticket and some stars so message me when you need another mod!
Topic Starter
Verniy_Chan

Litharrale wrote:

Hello returning the m4m!
1|2|3|4

P*LIGHT!!!!!


he is so cool^ XD

ugh 1366x768 BGs X_X always strive for the highest level of quality! t/616285/start=15

maybe change the difficulty name to "Let's Go!" good

00:08:810 (8810|2) - Ghost note? Can't hear around distinct sound here. If its the vocal then it's mistimed ok

01:38:577 (98577|0,98577|1) - feels like there should definitely be an LN here (and in all spots like this) as the strong sound continues well past 1/2
other examples of this 01:39:874 (99874|1) - 01:41:172 (101172|3) - 01:43:766 (103766|0) - etc it's intentional, i just like covering vocal for LN pattern

01:48:388 (108388|3,108874|1) - the "yeah!" is mapped here but not here 01:50:172 (110172|0) I don't know if this is intentional but it feels off since you did the first "yeah!" in the pair here 01:49:685 (109685|2) - i didn't notice it, nice catch

03:48:313 (228313|2,228313|1) - all the SNs in this section could be matched to pitch

04:30:076 (270076|2) - finishes here are way too loud for how quiet the song is i know, but that sound still fade in, i really weird to hear if you play with hitsound

05:07:656 (307656|2) - ghost note? nope, all red line on this section have low synth
05:08:302 (308302|1) - ^ ^
05:08:544 (308544|0) - here too, this section seems to have a lot which is probably why it feels very off to me i still can hear mian instrument with low sound

05:11:527 (311527|2,311527|3) - move this away from 3|4 as it detracts from the emphasis of the previous triples rearranged

06:00:518 (360518|2,360555|1,360593|0,360593|3,360631|2,360668|1,360668|0) - :0 you sure? :0 doesn't feel like it fits compared to something like 07:14:375 (434375|0,434375|1,434418|3,434461|2,434504|1,434547|2,434547|0,434547|3) - alright, fixed


I love P*light and you have done a fantastic job of really conveying the feel of his songs in this set! I really hope you change the BGs because the rest of the set is just so good and I'd really be sad to see something this good only have laptop tier resolutions thanks XD, i'll keep it for size download issue, but i will do it if BN want me to change the resolution BG

also since my mod paled in comparison to yours (I just couldn't find anything it was so good!) I'm going to give you a ticket and some stars so message me when you need another mod!
thanks a lot for mod and star <3
really appreaciate

Litharrale
thanks XD, i'll keep it for size download issue, but i will do it if BN want me to change the resolution BG
omg it would be fractionally larger or even smaller. don't be lazy pls
Arzenvald
regarding what rival's pointed about split trill etc etc

00:54:153 (54153|3,54153|1,54238|0,54324|3,54324|2,54410|0,54410|1,54496|2) - try https://puu.sh/wNBsO/ef42af2947.png to reduce right-hand bias

01:50:901 (110901|2) - you can either move this or 01:50:982 (110982|3) - to 1

03:03:187 (183187|2,183273|2) - not sure if intended but this one should be avoided

03:34:764 (214764|3) - xd

wew
Topic Starter
Verniy_Chan

Litharrale wrote:

thanks XD, i'll keep it for size download issue, but i will do it if BN want me to change the resolution BG
omg it would be fractionally larger or even smaller. don't be lazy pls
/me too lazy open photoshop

Arzenvald wrote:

regarding what rival's pointed about split trill etc etc

00:54:153 (54153|3,54153|1,54238|0,54324|3,54324|2,54410|0,54410|1,54496|2) - try https://puu.sh/wNBsO/ef42af2947.png to reduce right-hand bias good

01:50:901 (110901|2) - you can either move this or 01:50:982 (110982|3) - to 1 applied 2nd suggestion

03:03:187 (183187|2,183273|2) - not sure if intended but this one should be avoided moved it to |4|

03:34:764 (214764|3) - xd explain plz~ XD

wew
thanks for check
give me your bubble icon please~ XD
Arzenvald
i don't have icons but
good luck!
Topic Starter
Verniy_Chan

Arzenvald wrote:

i don't have icons but
good luck!
Thank you so much~ /me nangis bahagia
Seriously... i know that's joking, but i'am really happy~ Arzen aka ExUsagi
Never forget your contribution
You really helped me a lot.. from the past until now
I still remember you've been concerned with my map u's - Korekara no Someday(TV Size) and Electric Sister Bitch



Sorry, curhat dikit :3

Ok, still hunting more mod
Protastic101
Do mods exist? Will be back soon* to check

*Im slow and lazy, so that might be like a week
genkicho
NM+ From my Mod Que


SV - fine
Patterns - fine

i think this map already good >.>

here take my stars >.>
Topic Starter
Verniy_Chan
Padahal niatnya M4M :3
ok, thanks genki for star and protas for star with another version XD

Updated : rearranged LN pattern and fixed hitsounds

Edited : changed SB element
Protastic101
dat procrastination be like, "i should mod" but also "i could play other video games instead" orz

plight is :thinking:
[General]
  1. There are couple LN sections, but I think they're not so common place as to warrant OD 8. I think 8.3 to 8.5 would be better instead since there is quite a lot of short note 1/4 jumpstreams too that are more common place.
  2. 05:41:674 - I get that I'm nitpicking here, but the normalizing SV should be 0.94x cause of the rounding from 0.93467... and so on. 6 makes the 4 before it 5 which means it should be rounded up. nitpick away
  3. The hitclap sounds a bit low quality, but I think this one is similar and cleaner to hear https://puu.sh/wZkFh.wav
[SVs]
Ok, so cause there's multiple BPMs, you gotta average your SV to 1x and then multiply whatever values you found by the normalizing SV. Basically, with the first SV sequences at 00:33:067 - , you want the SV to average out to 1.06x since that's the normalizing. As of now, it normalizes to 1.235x because 2.21 + (0.91 x 3) = 4.94 / 4. Basically the kind of simple math I'll be using for all of this.

00:33:067 - So going back to this one, the average here is about 1.16x which is .1x above what you need. Math is as follows: 2.21 + (0.91 x 3) = 4.94 / 4 =
1.235 x (175 / 186) = 1.16. What I did was just add up the SVs, divide them by four and then multiply it by the reciprocal of the normalizing SV to bring it back to the unaffected value. If you'd like to average it to 1.06x which is the constant overall SV average in this section, the values of 0.91x should become 0.68x

00:35:467 - Tbh, not really a fan of using the half half method for SV sequences that normally contain 3 units. Instead, I'd suggest using a bump similar to the first SV sequence I pointed out. You could move the slow SVs to 00:35:553 - 00:35:810 - and make it 0.91x to average out properly.
00:38:210 - Same thing here. Poke me if you want work btw

00:44:038 - Might do the same bump SV you did at 00:33:067 - but with the averaged values so that the overall SV average is constant throughout this section of the music.

00:56:896 - Think I already made my dislike of half half SVs like this clear, but my main reason for being against them and preferring bumps is that bumps either give emphasis to the note just hit (in this case, it'd be 00:56:896 - ) or emphasis to the note coming directly after (which would be 00:57:238 - and a reverse bump) but halving the values just makes it so the emphasis isnt really there, but rather just a visual change in the player field as both sides have an equal time with their respective SV.

Anyways, won't pick anymore on the SVs cause a good majority of them actually do average consistently with the normalizing SV, but just wanted to point out a few examples. Feel free to poke me if you need clarification or something.


[Hitsounds]
00:35:467 (35467|3) - Missing f?

01:27:145 (87145|2) - missing w

01:58:766 (118766|1) - Dunno, feel like the whistle alone is very anticlimactic for the very ending of this section, so I would consider adding a clap or finish here too so that it still has a little extra emphasis in the sound

02:10:946 (130946|3,130946|1) - Double hitsound, I think you meant to make one of these a whistle instead lol

02:38:791 (158791|1,159049|1,159394|1,159566|1,159653|0,159739|1,159825|2,159911|1,159997|2,160084|3,160170|0,160256|2,160342|1,160429|3,160515|0) - I'd consider adding claps here since the snare is rather prominent in the music and serves as anchor points where the player can find where they are in the music should they get lost.
02:39:308 (159308|0) - Might also add a whistle here for the kick too

03:06:635 (186635|1,186894|1,187325|2,187411|1,187670|0,187756|3,188015|3,188273|2,188532|0,188618|3,188704|2,188791|1,189480|2,189653|0,189825|0,189997|1,190170|1) - Also suggest adding claps again for the snare

04:39:108 (279108|0,279753|1,280398|3) - I think there should be crashes here since there are some pretty light ones in the music

04:41:689 (281689|3) - I'd add a finish here too cause of the reverberating wooden block type sound I guess. It's not a crash, but it still signifies a new musical phrase.

04:48:786 (288786|3) - Missing clap

05:11:366 (311366|2,312011|2) - Add finishes to continue the 2/1 structure you set up at 05:10:076 - until the next section of the song comes in.

05:22:979 (322979|2) - Add finish for a similar reason to the above

06:30:141 (390141|2,390141|3) - double hitsound


[Chart]
00:30:667 (30667|2,30753|1) - I think it'd be nice to overlap these two LNs for the synth. It'd also differentiate them from the background percussion as the type of note would be different

01:21:955 - There's a pitch change here in the vocal which is what I assume you're following, so I would suggest ending one of the LNs a bit shorter and doing it like so https://osu.ppy.sh/ss/8741681 . The timing's a bit hard though, so Im cool if you leave the pattern as is for simplification purposes.

01:31:685 - 01:32:009 - Similar to the above suggestion, the vocal also changes pitch here as the vocal sample lowers, so I would add a short note to represent it. On top of that, it'd help to cap off the 1/2 LN which makes timing the release of it easier in my opinion as there's a physical cue for the player of when to release (when they hit the next note)

01:45:388 (105388|2,105469|3,105550|2,105631|3) - I dont really think the one handed trill here is necessary. it just adds some extra strain to the right hand. I might try to arrange the notes in a slightly more even fashion like this https://osu.ppy.sh/ss/8741788

01:48:307 (108307|1,108347|0,108388|1) - Personally not a fan of 1/8 minitrills, and the BPM is fast enough that it's not able to be quickly spammed without a miss. I'd prefer if you just made the chord at 01:48:388 - a [34] jump to avoid it altogether, but you could also just live with a 1/4 jack in 3 if you cut off the roll at last section, but this makes the pattern even harder to hit due to the fact that it can't be jumptrilled anymore.
01:56:091 (116091|1,116131|2,116172|1) - ^

02:39:394 - I'd make this a jump cause of the snare that follows directly after the kick at 02:39:308 - . Would require a bit of rearranging immediately afterwards assuming you dont want to create any jacks, but i dunno, just a thought.

02:43:704 (163704|1,164049|2,164222|1) - I think it might be better to control H this so that the one handed trill on the left hand at 02:43:273 (163273|0,163360|1,163446|0,163532|1,163618|0,163704|1) - is even with the one handed trill on the right hand in terms of number of notes

02:54:049 (174049|2,174049|1,174222|1,174222|2) - I might stack one of the notes from both of these jumps with the previous [14] pattern due to the fact that they dont change pitch but the sound seems to differ slightly. In that case, I'd move 02:54:049 (174049|2,174222|2) - to col 4 for the stack.

03:11:549 (191549|1,191592|0,191635|1) - *cri*

03:24:603 (204603|0,204764|0) - This feels pretty hard to hit due to the fact that you're making the player single tap with their middle finger while holding an LN down with the index which is a bit finger twisting cause of the differing strength of each finger. I would instead try to separate the single taps inside an LN as opposed to the outside. You can do this simply by switching the columns of 03:24:603 (204603|0,204603|2,204764|0) - , though it creates a three note stack in 3.

03:26:861 - I'd say you have room for a short 1/8 burst here if you wanted cause of that buzz sound, but it's up to you.

03:41:538 (221538|1,221538|0) - Most of your 1/8 rolls started off with singles I think, so it's a bit inconsistent to suddenly begin them with jumps and end them with triples imo.

04:05:248 (245248|0,245329|1,245409|0,245571|0,245651|1,245813|0,245893|1) - Think there's a bit of a left hand bias here cause of all the movement being on the left hand despite the right hand having more chords which makes the note count on both hands seem almost the same. I'd try to put a bit of the moving parts onto the right hand too so as to even out the strain.

04:10:813 (250813|2,250893|1,250893|3,250974|2) - I dislike these types of patterns with an irrational hate lol. I mean, it plays ok, but it does strain the right hand a bit more here and constricts the flow, but it looks like you did it for symmetry, so Im mostly ok with that.

04:50:882 (290882|2,291044|2,291205|2,291366|2) - I think you extended this stack longer than it really needed to be. To start it off a bit earlier, I would try this https://osu.ppy.sh/ss/8741861

05:20:398 (320398|3,320479|2,320963|2,321044|3,321124|2,321285|3,321366|2,321447|3) - Similar thing to what I mentioned at 04:05:248 - about the hand bias

05:57:955 (357955|2,357993|3,358030|1,358068|0,358106|2,358143|3,358181|1,358219|0) - I think the antiroll here is a bit unfair to players because it runs in the direction opposite that which most players would feel natural with (think of rolling your fingers and how it tends to be easier to go from pinky to index as opposed to the opposite). I'd make this into a split trill then like so https://osu.ppy.sh/ss/8741876

05:58:558 - Just a passing comment, may not be true as this is based only on my test play, but it feels like a lot of the mini trills and weight are focused on the left hand with very few on the right which gives the impression of a rather significant left hand bias here.

06:15:819 - Don't really see the point in making this a single note as the kick still stays the same strength and loudness, and the following group of jumptrills that follow after are the same [12][34] so the single note wasn't there for a break.

06:17:854 - In this stream, I'd try to be careful of too many stair type patterns like 06:18:005 (378005|2,378081|3,378156|1,378156|2,378231|0,378307|1,378382|2,378457|3,378533|2,379663|1,379739|0,379814|1,379890|2,379965|3,380040|2,380116|1,380191|0,380266|1) - as it can be very straining on the player due to the fact that all the movement is concentrated in one point in time with little breathing room after.

06:53:289 (413289|2,413461|2) - Might consider moving these to col 1 or something instead as they aren't the same pitch as 06:53:118 (413118|2) - which is actually a higher sound.

06:53:632 (413632|2) - as for this, the sound is different from 06:53:289 (413289|2,413461|2) - so I think it'd be better to put this in a different column away from the stack.

07:30:147 (450147|2,450232|3,450318|2,450489|3,450575|2,450747|2,450832|3) - Same thing I've mentioned a few times about hand bias

So basically, check over your SVs to make sure their average is consistent with the normalizing SV, and maybe take care of those 1/8 rolls leading into triples as they can quickly become uncomfortable if chained consecutively like at 07:14:375 - . Also, be careful that your streams don't play too much like stairs otherwise that's a quick way to drain player stamina due to uneven weighting lack of proper notespread throughout all four columns.
Topic Starter
Verniy_Chan

Protastic101 wrote:

dat procrastination be like, "i should mod" but also "i could play other video games instead" orz

plight is :thinking:
[General]
  1. There are couple LN sections, but I think they're not so common place as to warrant OD 8. I think 8.3 to 8.5 would be better instead since there is quite a lot of short note 1/4 jumpstreams too that are more common place. alright.. increase OD to 8.3 and decrease HP to 8,7
  2. 05:41:674 - I get that I'm nitpicking here, but the normalizing SV should be 0.94x cause of the rounding from 0.93467... and so on. 6 makes the 4 before it 5 which means it should be rounded up. nitpick away my bad, miscalculation
  3. The hitclap sounds a bit low quality, but I think this one is similar and cleaner to hear https://puu.sh/wZkFh.wav replaced
[SVs]
Ok, so cause there's multiple BPMs, you gotta average your SV to 1x and then multiply whatever values you found by the normalizing SV. Basically, with the first SV sequences at 00:33:067 - , you want the SV to average out to 1.06x since that's the normalizing. As of now, it normalizes to 1.235x because 2.21 + (0.91 x 3) = 4.94 / 4. Basically the kind of simple math I'll be using for all of this. i just using old standard SV for long time, since i don't understand this new standard + formula XD. Teach me please~

00:33:067 - So going back to this one, the average here is about 1.16x which is .1x above what you need. Math is as follows: 2.21 + (0.91 x 3) = 4.94 / 4 =
1.235 x (175 / 186) = 1.16. What I did was just add up the SVs, divide them by four and then multiply it by the reciprocal of the normalizing SV to bring it back to the unaffected value. If you'd like to average it to 1.06x which is the constant overall SV average in this section, the values of 0.91x should become 0.68x

00:35:467 - Tbh, not really a fan of using the half half method for SV sequences that normally contain 3 units. Instead, I'd suggest using a bump similar to the first SV sequence I pointed out. You could move the slow SVs to 00:35:553 - 00:35:810 - and make it 0.91x to average out properly.
00:38:210 - Same thing here. Poke me if you want work btw

00:44:038 - Might do the same bump SV you did at 00:33:067 - but with the averaged values so that the overall SV average is constant throughout this section of the music.

00:56:896 - Think I already made my dislike of half half SVs like this clear, but my main reason for being against them and preferring bumps is that bumps either give emphasis to the note just hit (in this case, it'd be 00:56:896 - ) or emphasis to the note coming directly after (which would be 00:57:238 - and a reverse bump) but halving the values just makes it so the emphasis isnt really there, but rather just a visual change in the player field as both sides have an equal time with their respective SV.

Anyways, won't pick anymore on the SVs cause a good majority of them actually do average consistently with the normalizing SV, but just wanted to point out a few examples. Feel free to poke me if you need clarification or something.


[Hitsounds]
00:35:467 (35467|3) - Missing f? added

01:27:145 (87145|2) - missing w added

01:58:766 (118766|1) - Dunno, feel like the whistle alone is very anticlimactic for the very ending of this section, so I would consider adding a clap or finish here too so that it still has a little extra emphasis in the sound added clap instead

02:10:946 (130946|3,130946|1) - Double hitsound, I think you meant to make one of these a whistle instead lol fixed

02:38:791 (158791|1,159049|1,159394|1,159566|1,159653|0,159739|1,159825|2,159911|1,159997|2,160084|3,160170|0,160256|2,160342|1,160429|3,160515|0) - I'd consider adding claps here since the snare is rather prominent in the music and serves as anchor points where the player can find where they are in the music should they get lost. lel, i'am forgot this
02:39:308 (159308|0) - Might also add a whistle here for the kick too added

03:06:635 (186635|1,186894|1,187325|2,187411|1,187670|0,187756|3,188015|3,188273|2,188532|0,188618|3,188704|2,188791|1,189480|2,189653|0,189825|0,189997|1,190170|1) - Also suggest adding claps again for the snare added

04:39:108 (279108|0,279753|1,280398|3) - I think there should be crashes here since there are some pretty light ones in the music added

04:41:689 (281689|3) - I'd add a finish here too cause of the reverberating wooden block type sound I guess. It's not a crash, but it still signifies a new musical phrase. added

04:48:786 (288786|3) - Missing clap added

05:11:366 (311366|2,312011|2) - Add finishes to continue the 2/1 structure you set up at 05:10:076 - until the next section of the song comes in. added

05:22:979 (322979|2) - Add finish for a similar reason to the above added

06:30:141 (390141|2,390141|3) - double hitsound fixed


[Chart]
00:30:667 (30667|2,30753|1) - I think it'd be nice to overlap these two LNs for the synth. It'd also differentiate them from the background percussion as the type of note would be different you're right

01:21:955 - There's a pitch change here in the vocal which is what I assume you're following, so I would suggest ending one of the LNs a bit shorter and doing it like so https://osu.ppy.sh/ss/8741681 . The timing's a bit hard though, so Im cool if you leave the pattern as is for simplification purposes. oh nice, i didn't noticed it

01:31:685 - 01:32:009 - Similar to the above suggestion, the vocal also changes pitch here as the vocal sample lowers, so I would add a short note to represent it. On top of that, it'd help to cap off the 1/2 LN which makes timing the release of it easier in my opinion as there's a physical cue for the player of when to release (when they hit the next note) good point

01:45:388 (105388|2,105469|3,105550|2,105631|3) - I dont really think the one handed trill here is necessary. it just adds some extra strain to the right hand. I might try to arrange the notes in a slightly more even fashion like this https://osu.ppy.sh/ss/8741788 nice

01:48:307 (108307|1,108347|0,108388|1) - Personally not a fan of 1/8 minitrills, and the BPM is fast enough that it's not able to be quickly spammed without a miss. I'd prefer if you just made the chord at 01:48:388 - a [34] jump to avoid it altogether, but you could also just live with a 1/4 jack in 3 if you cut off the roll at last section, but this makes the pattern even harder to hit due to the fact that it can't be jumptrilled anymore.
01:56:091 (116091|1,116131|2,116172|1) - ^ i understand, alright~ remove all pattern like this

02:39:394 - I'd make this a jump cause of the snare that follows directly after the kick at 02:39:308 - . Would require a bit of rearranging immediately afterwards assuming you dont want to create any jacks, but i dunno, just a thought. added

02:43:704 (163704|1,164049|2,164222|1) - I think it might be better to control H this so that the one handed trill on the left hand at 02:43:273 (163273|0,163360|1,163446|0,163532|1,163618|0,163704|1) - is even with the one handed trill on the right hand in terms of number of notes no, i'am followed pitch earphone

02:54:049 (174049|2,174049|1,174222|1,174222|2) - I might stack one of the notes from both of these jumps with the previous [14] pattern due to the fact that they dont change pitch but the sound seems to differ slightly. In that case, I'd move 02:54:049 (174049|2,174222|2) - to col 4 for the stack. nice

03:11:549 (191549|1,191592|0,191635|1) - *cri* don't cry plz XD

03:24:603 (204603|0,204764|0) - This feels pretty hard to hit due to the fact that you're making the player single tap with their middle finger while holding an LN down with the index which is a bit finger twisting cause of the differing strength of each finger. I would instead try to separate the single taps inside an LN as opposed to the outside. You can do this simply by switching the columns of 03:24:603 (204603|0,204603|2,204764|0) - , though it creates a three note stack in 3. fixed

03:26:861 - I'd say you have room for a short 1/8 burst here if you wanted cause of that buzz sound, but it's up to you. seem interesting

03:41:538 (221538|1,221538|0) - Most of your 1/8 rolls started off with singles I think, so it's a bit inconsistent to suddenly begin them with jumps and end them with triples imo. rearranged

04:05:248 (245248|0,245329|1,245409|0,245571|0,245651|1,245813|0,245893|1) - Think there's a bit of a left hand bias here cause of all the movement being on the left hand despite the right hand having more chords which makes the note count on both hands seem almost the same. I'd try to put a bit of the moving parts onto the right hand too so as to even out the strain. rearranged

04:10:813 (250813|2,250893|1,250893|3,250974|2) - I dislike these types of patterns with an irrational hate lol. I mean, it plays ok, but it does strain the right hand a bit more here and constricts the flow, but it looks like you did it for symmetry, so Im mostly ok with that. haha XD

04:50:882 (290882|2,291044|2,291205|2,291366|2) - I think you extended this stack longer than it really needed to be. To start it off a bit earlier, I would try this https://osu.ppy.sh/ss/8741861 good

05:20:398 (320398|3,320479|2,320963|2,321044|3,321124|2,321285|3,321366|2,321447|3) - Similar thing to what I mentioned at 04:05:248 - about the hand bias rearranged

05:57:955 (357955|2,357993|3,358030|1,358068|0,358106|2,358143|3,358181|1,358219|0) - I think the antiroll here is a bit unfair to players because it runs in the direction opposite that which most players would feel natural with (think of rolling your fingers and how it tends to be easier to go from pinky to index as opposed to the opposite). I'd make this into a split trill then like so https://osu.ppy.sh/ss/8741876 rearranged with different pattern

05:58:558 - Just a passing comment, may not be true as this is based only on my test play, but it feels like a lot of the mini trills and weight are focused on the left hand with very few on the right which gives the impression of a rather significant left hand bias here. i didn't noticed that :P

06:15:819 - Don't really see the point in making this a single note as the kick still stays the same strength and loudness, and the following group of jumptrills that follow after are the same [12][34] so the single note wasn't there for a break. try to make variety pattern here

06:17:854 - In this stream, I'd try to be careful of too many stair type patterns like 06:18:005 (378005|2,378081|3,378156|1,378156|2,378231|0,378307|1,378382|2,378457|3,378533|2,379663|1,379739|0,379814|1,379890|2,379965|3,380040|2,380116|1,380191|0,380266|1) - as it can be very straining on the player due to the fact that all the movement is concentrated in one point in time with little breathing room after. rearranged all part

06:53:289 (413289|2,413461|2) - Might consider moving these to col 1 or something instead as they aren't the same pitch as 06:53:118 (413118|2) - which is actually a higher sound. ok

06:53:632 (413632|2) - as for this, the sound is different from 06:53:289 (413289|2,413461|2) - so I think it'd be better to put this in a different column away from the stack. ok

07:30:147 (450147|2,450232|3,450318|2,450489|3,450575|2,450747|2,450832|3) - Same thing I've mentioned a few times about hand bias rearranged

So basically, check over your SVs to make sure their average is consistent with the normalizing SV, and maybe take care of those 1/8 rolls leading into triples as they can quickly become uncomfortable if chained consecutively like at 07:14:375 - . Also, be careful that your streams don't play too much like stairs otherwise that's a quick way to drain player stamina due to uneven weighting lack of proper notespread throughout all four columns.
Thanks a lot for nice mod, really helpful
Fixed inconsistency normalizing SV
Fixed 1/8 rolls
Rearranged over stairs pattern
But, SV still not change yet, except inaccurate normalization (because i don't understand the formula bump SV) XD

Protastic101
just gonna copy and paste some stuff from my unfinished SV thingy
Variables
  1. Y = Average SV of a sequence
  2. S1 = Starting SV value (one you choose)
  3. S2 = Second SV value to make the sequence average whatever Y is.
  4. U = Units (counted by the number of snaps your SVs are snapped to)
  5. U1 = Total number of units
  6. U2 = Remaining number of units
  7. N = Normalizing SV
Math stuff
  1. Average SV of a sequence when given both values:
    (S1 × U + S2 × U) ÷ U1 = Y
  2. Finding the secondary SV when given the sequence average, total units, and starting SV:
    (U1 - S1) ÷ U2 = S2
  3. Finding how a change in BPM affects the scroll without a normalizing SV:
    Current BPM ÷ base BPM
  4. Finding the base SV used from an affected SV (one which has been normalized by a normalizing SV):
    Affected SV × (Current BPM ÷ base BPM) = Base SV
  5. How to affect your SVs to match a normalized section (used for multiple BPM songs):
    (S1 and S2) × N = Affected SV
So, we'll use the sections 03:19:926 - to 05:41:674 - for the first part just to show how to average SVs to 1x without having to worry about any normalizing SVs at the moment.

03:40:571 - Here, you use 1/8 to split this into halves. What you can do instead is a bump with 1/4 units, which means you have three total units cause the notes are spaced 3/4 apart. So let's assume your starting value is 1.4x, so the initial strength of the SV is the same. Now you have three total units, so 3 - 1.4 = 1.6. You now have two remaining units, so divide the 1.6 by 2 to get 0.8x as your secondary SV value which should be placed at 03:40:651 - . And that's literally it. Just know how many units you have, what your initial SV value is, and then substitute those into the formula I gave above.
03:41:861 - Same thing applies here.

03:58:313 - This is four 1/4 units that you can use instead of two 1/2. So assuming the same initial SV value, your bump would be at 03:58:555 - because slow values must have more units than the fast value. The 0.6x spans 3 1/4 units, so it'd be something like this to find your second SV: 4 - (0.6 x 3) = 2.2 and because there's only one unit left, you can just leave it at that.

04:03:474 - Here, you've got 6 units and it spans a bit longer than what most sequences do, but it's still the same basic concept. Start with a value of 1.4, subtract that by your 6 total units and divide by the 5 remaining (because sequences starting with the faster value must always take up less units than the slow snaps, else it will exceed the number of total units and become impossible to average to the normalizing): 6 - 1.4 = 4.6 / 5 = 0.92x at 04:03:555 - . This feels pretty weak though, so if you wanted to have a bit of a stronger bump, you can try starting the initial sv with 3x. If you wanna use the 3x, try to find the second value and then go over the spoiler to know what you'll need to average it to 1x. 6 - 3 = 3 / 5 = 0.6x

04:14:925 - Just an idea, but you could put a quick half half SV here to emphasize the same two sounds being repeated. I dont mind if you leave it out though as you'd have to do the same at 04:03:313 - for consistency.

04:31:044 - To average this out, you'll get an icky irrational number which I hate, so I would suggest making the initial SV 2.14x instead as it's closest. Highlight the spoilerbox to see what the secondary SV value is when you've given it a shot yourself first. 4 - 2.14 = 1.84 / 3 = 0.62x

So yeah, that should give you a good idea of how to average your SVs to the overall SV average of that section. For the sections which have a different bpm, and thus have a normalizing SV, it's really similar but with an added step(s) depending on how you wanna do it. For example, let's start with the 1.06x normalizing at 00:00:496 - .

The first option is what I do cause it's easier for me since I suck at adding, but requires just a little more input in your calculator.
00:33:067 - Let's just use this as an example and pretend an SV sequence doesn't already exist here because Im too lazy to multiply it by the normalizing's reciprocal to get the base value back. Anyways, let's say you wanna do a four unit, initial value 2.2x sequence. Well, you solve just like normal by subtracting the initial SV and the total number of units, then divide by remaining units to get 0.6x as the secondary. Now you have both values in the sequence. The extra step is just multiplying both of them by 1.06x, your normalizing SV. So 2.2x becomes 2.33x (rounded to the nearest hundredth) and 0.6x becomes 0.64x. The reason why you cant leave out this step and call it a day is because of the 1.06x scale. Due to different initial values, they'll add (or subtract like in the 199 BPM section) a portion of that unaffected value to get the affected to average to the normalizing value in the section.

The second option requires less multiplying at the end and no need for rounding (you can pick values that will give you a rational solution without having to guess) but better adding skills which I dont have lol.
00:33:067 - Same example as last time cause I'm too lazy to do math again. Unlike the first option where the extra step is at the very end after you've done everything, here it's the opposite: the extra step is the very first thing you do. You multiply your total number of units by the normalizing SV. Since there's four in this example, that means 4 x 1.06 = 4.24. This is what you want your SV values to add up to now. Now it's just the same principles as before. Let's use a new initial value here, preferably one that, when subtracted from four, will have a difference divisible by three. Let's use 2.02x. 4 - 2.02 = 2.22 / 3 = 0.74x. This adds up to 4.24, and so you're done.

Hope that makes sense, doesn't look like a lot but took me about an hour to write orz
let me use your map in my guide now for examples pls
Topic Starter
Verniy_Chan
Thank you so much~
Really really... appreciate with your hard work to mod this map
Finally, i understand now how to bump SV with your formulas, and it more interesting than the half half SV method \:D/
Applied to all SV point (as your formula suggestion)

For normalization, i using this formula
Snf = Sn + ( N - 1 )


1st example:
00:33:067 - 2,14x
00:33:153 - (4 - 2,14) / 3 = 0,62x

final normalization
N = 186/175 = 1,06
00:33:067 - 2,14 + ( 1,06 - 1 ) = 2,14 + 0,06 = 2,20x
00:33:153 - 0,62 + ( 1,06 - 1 ) = 0,62 + 0,06 = 0,68x


2nd example:
06:08:206 - 0,60x
06:08:432 - 4 - ( 0,60 x 3 ) = 2,20x

final normalization
N = 186/199 = 0,94
06:08:206 - 0,60 + ( 0,94 - 1 ) = 0,60 - 0,06 = 0,54x
06:08:432 - 2,20 + ( 0,94 - 1 ) = 2,20 - 0,06 = 2,14x

Protastic101
final thing

03:35:732 (215732|1) - remove note to avoid the 1/8 minitrill seeing that you capped the next 1/8 roll with a jump at 03:41:538 - and they're both the same sound.
07:35:375 (455375|1,455418|0,455461|1) - Same thing here
Topic Starter
Verniy_Chan

Protastic101 wrote:

final thing

03:35:732 (215732|1) - remove note to avoid the 1/8 minitrill seeing that you capped the next 1/8 roll with a jump at 03:41:538 - and they're both the same sound.
07:35:375 (455375|1,455418|0,455461|1) - Same thing here
My bad, i'am forgot~ Applied
thanks you <3

Protastic101
doot dat bubble then =w=)b
Topic Starter
Verniy_Chan

Thanks a lot protastic



ExUsagi punya^
KatashiVik
your map looks so good. How do people do this kind of maps :? :? :? :? :?
Maxus
Sorry telat wkwk

[Let's Go!]
00:01:010 - Lebih enak dipindah di col 3

00:03:153 (3153|1,3238|0,3581|1,3667|0) - Part disini sbnernya agk aneh buat ane maenin, lebih ngeflow klo column 1-2-1-2.

00:04:524 (4524|3,4610|2,4696|3) - Trill disini bikin transisinya jadi agk kluar dari struktur pattern yang diinginkan, jadi sebaiknya 00:04:438 (4438|1,4524|3) - Pindah kolom.

00:05:381 - klo dibikin stair begini akibatnya jadi ngetrill di 00:05:038 (5038|0,5210|1,5296|0) - dan 00:05:296 (5296|2,5381|3,5467|2) - dan tidak trlalu mencerminkan instrumen yang diinginkan, lebih baik tukar kolom 00:05:210 (5210|1,5296|2) -

00:07:181 - coba https://osu.ppy.sh/ss/9018913 biar ngemirror 00:08:553 - lebih terstruktur ama ngeflow imo.

00:11:038 (11038|0,11124|2,11210|0) - Pergolakan pattern disini jadi trill 1-3-1 ga ngeflow imo, coba tuker kolom antara 00:10:781 (10781|1,11038|0) - deh.

00:28:696 (28696|1) - Part ini suka kerasa janggal waktu dimainin karena noteny dipencet 1/4 part sebelum LN nya berakhir, coba tuker kolom antara 00:28:610 (28610|2,28696|1) - biar lebih flow

00:32:553 - Kurasa masih ada suara LN lagi disini, coba https://osu.ppy.sh/ss/9018942

00:45:924 - Mnurutku klo mw bkin diagonal pattern jgn wktu lg ber LN patternny soalny readingnya jadi agk misleading , coba https://osu.ppy.sh/ss/9018952

00:46:953 (46953|2,47124|3) - Switch column ja biar ngebentuk 4-1 yg ngemirror 3-2 di 00:47:381 (47381|2,47467|1) -

00:48:324 - coba bikin jadi https://osu.ppy.sh/ss/9018959 biar note di 00:49:353 - jadi lebih masuk transisinya ke double selanjutnya.

00:51:924 (51924|2,52096|1,52181|2) - menurutku lebih seimbang klo 2-3-2 karena pattern di 00:52:438 - benar2 berfokus ke arah kanan, jadi lebih seimbang klo pattern sblmny mengarah ke kiri.

01:23:253 (83253|0) - jadi kolom 3 ja soalny banyak mini LN disini agak bikin fokusnya jadi terdistorsi antara LN ama pattern rumit lainnya seperti mini trill.

01:25:523 - mirip kayak diatas, http://osu.ppy.sh/ss/9018987

01:41:901 (101901|3) - pindah ke col 2 ja biar strukturnya sama2 ngebentuk dengan 01:42:226 - dsbnya

01:49:280 (109280|0,109361|1) - tuker kolom ja pattern ini, gapa2 mirip ama 01:49:523 - biar ga trlalu membludak abis hit pattern 01:48:874 -

01:54:469 (114469|0,114550|1) - tuker kolom jg karena suara kicknya ampir sama ama 01:54:712 - doubleny

02:06:377 - Transisi patternnya jg agk ga masuk disini, coba https://osu.ppy.sh/ss/9019035

02:08:273 (128273|3,128360|2) - Tuker kolom jg biar stair LN nya bisa ngemirror 02:08:704 (128704|3,128791|2,128877|1) - , dan spaya ga trlalu kaget wktu tiba2 patternny jd full 1/4 LN stream

02:09:049 - menurutku agak aneh klo 1/4 LN nya tiba2 ga dimap disini karena suarany masih lumayan kedengaran jelas loh disini

02:10:170 - drum ilang? klo takut agk trlalu maksa, imo mending prioritaskan drum daripada 1/2 LNnya.

02:14:222 - transisi minijacknya agk mengejutkan, coba https://osu.ppy.sh/ss/9019057

02:18:187 (138187|2,138360|2,138532|2) - stackny disengaja? karena blm ad suara spesial disini, kalo di 02:16:118 (136118|3,136291|3,136463|3) - memang cocok karena ad kicknya 3 kali. coba pindah 02:18:360 (138360|2) - ke col 2

02:21:291 - agak underwhelming sepertinya, saranku ad 1 LN buat lebih merefleksikan suara pitch yg meninggi kayak https://osu.ppy.sh/ss/9019079 (pake trill pattern karena suarany berulang jadi bisa dipake trill)

02:48:877 - ane tau mw pake SV buat emphasis instrumennya, tapi karena cuma pake 1 LN, impact LN nya di direct playnya langsung ga dapet imo, mnding langsung 1/4 note ja kyk https://osu.ppy.sh/ss/9019096 , dengan SV pun masih enak dimaenin.

02:56:291 (176291|1,176463|2,176635|1) - jadi 3-2-3 ja untuk menghindari stack 02:55:946 (175946|1,176118|1,176291|1) - yg tidak mengindisikan instrumen khusus.

03:09:825 - Double notenya salah tempat? harusnya di suara yg lebih gede kyk 03:09:739 - 03:09:911 -

03:26:377 (206377|2,206538|2) - jacknya pindah ke col 2 ja, biar player lebih ada ruang buat persiapin tangan kanan hit burst di 03:26:861 -

03:35:409 - bisa dibuat SV disini, asal jgn trlalu kenceng xd

03:56:377 (236377|3) - menurutku jadi LN lebih oke disini, soalny ini momen transisi ke stream, jadiny 2 LN wktu ke stream lebih dapet flownya.

04:03:474 - 3,00x SV trlalu kuat disini, kaget kena terpa badai :< , klo mw impact yg lbih kuat ama terbaca, coba 2,00x SV di 04:03:474 - , ama 0,50x SV di 04:03:635 -

04:21:216 (261216|2,261296|1,261377|0) - coba bikin 2-3-2 biar lebih struktural mirroring 04:21:538 -

04:43:463 (283463|1) - rada agk independen kiri, pindah ke col 4 ja

05:06:527 (306527|2,306689|3) - Tuker kolom ja biar stairnya keconnect jadinya

05:09:592 (309592|1,309673|0,309753|1) - lebih enak klo 1-2-1 biar stackny di col 1

05:13:947 - trlalu kenceng 0,6 ama 2,2x formula.. mnding jadi 0,8 dan 1,6x

05:22:818 (322818|1,322898|0) - pindah ke col 3 dan col 2 ja :<

06:17:553 - Agak trlalu kuat jg dsini, coba bkin biar mirip ama yg kbilang di 05:13:947 -

07:14:718 (434718|0) - mending ke col 2 ini, soalnya trill 1-4-1 diantara burstny bkin transisinya ga mulus.

ok sip , klo udh, call balik ya
Topic Starter
Verniy_Chan

KatashiVik wrote:

your map looks so good. How do people do this kind of maps :? :? :? :? :?
>w<)~ thank you

Maxus wrote:

Sorry telat wkwk

[Let's Go!]
00:01:010 - Lebih enak dipindah di col 3 ok

00:03:153 (3153|1,3238|0,3581|1,3667|0) - Part disini sbnernya agk aneh buat ane maenin, lebih ngeflow klo column 1-2-1-2. ok

00:04:524 (4524|3,4610|2,4696|3) - Trill disini bikin transisinya jadi agk kluar dari struktur pattern yang diinginkan, jadi sebaiknya 00:04:438 (4438|1,4524|3) - Pindah kolom. pattern telah di modifikasi XDi

00:05:381 - klo dibikin stair begini akibatnya jadi ngetrill di 00:05:038 (5038|0,5210|1,5296|0) - dan 00:05:296 (5296|2,5381|3,5467|2) - dan tidak trlalu mencerminkan instrumen yang diinginkan, lebih baik tukar kolom 00:05:210 (5210|1,5296|2) - ide bagus

00:07:181 - coba https://osu.ppy.sh/ss/9018913 biar ngemirror 00:08:553 - lebih terstruktur ama ngeflow imo. ok

00:11:038 (11038|0,11124|2,11210|0) - Pergolakan pattern disini jadi trill 1-3-1 ga ngeflow imo, coba tuker kolom antara 00:10:781 (10781|1,11038|0) - deh. lel, sebelumnya patternku begitu, ok back to old pattern

00:28:696 (28696|1) - Part ini suka kerasa janggal waktu dimainin karena noteny dipencet 1/4 part sebelum LN nya berakhir, coba tuker kolom antara 00:28:610 (28610|2,28696|1) - biar lebih flow mantap

00:32:553 - Kurasa masih ada suara LN lagi disini, coba https://osu.ppy.sh/ss/9018942 gak ikutin suara itu, penekanannya lebih ke instument utama + vocal

00:45:924 - Mnurutku klo mw bkin diagonal pattern jgn wktu lg ber LN patternny soalny readingnya jadi agk misleading , coba https://osu.ppy.sh/ss/9018952 ok

00:46:953 (46953|2,47124|3) - Switch column ja biar ngebentuk 4-1 yg ngemirror 3-2 di 00:47:381 (47381|2,47467|1) - ok

00:48:324 - coba bikin jadi https://osu.ppy.sh/ss/9018959 biar note di 00:49:353 - jadi lebih masuk transisinya ke double selanjutnya. ok deh

00:51:924 (51924|2,52096|1,52181|2) - menurutku lebih seimbang klo 2-3-2 karena pattern di 00:52:438 - benar2 berfokus ke arah kanan, jadi lebih seimbang klo pattern sblmny mengarah ke kiri. ok

01:23:253 (83253|0) - jadi kolom 3 ja soalny banyak mini LN disini agak bikin fokusnya jadi terdistorsi antara LN ama pattern rumit lainnya seperti mini trill. ok

01:25:523 - mirip kayak diatas, http://osu.ppy.sh/ss/9018987 ok

01:41:901 (101901|3) - pindah ke col 2 ja biar strukturnya sama2 ngebentuk dengan 01:42:226 - dsbnya ok

01:49:280 (109280|0,109361|1) - tuker kolom ja pattern ini, gapa2 mirip ama 01:49:523 - biar ga trlalu membludak abis hit pattern 01:48:874 - ok

01:54:469 (114469|0,114550|1) - tuker kolom jg karena suara kicknya ampir sama ama 01:54:712 - doubleny ok

02:06:377 - Transisi patternnya jg agk ga masuk disini, coba https://osu.ppy.sh/ss/9019035 diterapkan

02:08:273 (128273|3,128360|2) - Tuker kolom jg biar stair LN nya bisa ngemirror 02:08:704 (128704|3,128791|2,128877|1) - , dan spaya ga trlalu kaget wktu tiba2 patternny jd full 1/4 LN stream ok

02:09:049 - menurutku agak aneh klo 1/4 LN nya tiba2 ga dimap disini karena suarany masih lumayan kedengaran jelas loh disini emang sih, ada 2 jenis suara panjang 1/2 LN di bagian itu, tapi saya lebih cenderung ngemap suara yang agak keras pitchnya ketimbang yang anda maksudkan. Alasan lain, sengaja ikutin suara itu, karena kalau saya ngemap keseluruahan 1/4 LN ada bagian tertentu berubah jadi LN jumptril, jadi gak greget awal2 udah jadi susah patternnya walaupun current pattern jg terlihat sulit XD

02:10:170 - drum ilang? klo takut agk trlalu maksa, imo mending prioritaskan drum daripada 1/2 LNnya. lel, ketahuan

02:14:222 - transisi minijacknya agk mengejutkan, coba https://osu.ppy.sh/ss/9019057 diterapkan

02:18:187 (138187|2,138360|2,138532|2) - stackny disengaja? karena blm ad suara spesial disini, kalo di 02:16:118 (136118|3,136291|3,136463|3) - memang cocok karena ad kicknya 3 kali. coba pindah 02:18:360 (138360|2) - ke col 2 tangkapan bagus

02:21:291 - agak underwhelming sepertinya, saranku ad 1 LN buat lebih merefleksikan suara pitch yg meninggi kayak https://osu.ppy.sh/ss/9019079 (pake trill pattern karena suarany berulang jadi bisa dipake trill) nice, dan saya mirror ke sini juga 02:26:808 -

02:48:877 - ane tau mw pake SV buat emphasis instrumennya, tapi karena cuma pake 1 LN, impact LN nya di direct playnya langsung ga dapet imo, mnding langsung 1/4 note ja kyk https://osu.ppy.sh/ss/9019096 , dengan SV pun masih enak dimaenin. baiklah, fix juga SVnya

02:56:291 (176291|1,176463|2,176635|1) - jadi 3-2-3 ja untuk menghindari stack 02:55:946 (175946|1,176118|1,176291|1) - yg tidak mengindisikan instrumen khusus. pengamatan bagus

03:09:825 - Double notenya salah tempat? harusnya di suara yg lebih gede kyk 03:09:739 - 03:09:911 - terpasang

03:26:377 (206377|2,206538|2) - jacknya pindah ke col 2 ja, biar player lebih ada ruang buat persiapin tangan kanan hit burst di 03:26:861 - ok

03:35:409 - bisa dibuat SV disini, asal jgn trlalu kenceng xd terpasang 0,65x - 1,35x

03:56:377 (236377|3) - menurutku jadi LN lebih oke disini, soalny ini momen transisi ke stream, jadiny 2 LN wktu ke stream lebih dapet flownya. ok

04:03:474 - 3,00x SV trlalu kuat disini, kaget kena terpa badai :< , klo mw impact yg lbih kuat ama terbaca, coba 2,00x SV di 04:03:474 - , ama 0,50x SV di 04:03:635 - lel, badai harvey di texas mungkin hehehe, nda masalah menurutku. Saya sudah coba 2,00x tapi kurang ngefeel SVnya, selain itu protas juga sarankan. Artinya, semakin lebar jarak posisi note untuk dipasang maka perlu ditingkatkan SVnya berdasarkan rumus evening, apalagi snapnya kurang dari 1/1.

04:21:216 (261216|2,261296|1,261377|0) - coba bikin 2-3-2 biar lebih struktural mirroring 04:21:538 - ok

04:43:463 (283463|1) - rada agk independen kiri, pindah ke col 4 ja ok

05:06:527 (306527|2,306689|3) - Tuker kolom ja biar stairnya keconnect jadinya ok

05:09:592 (309592|1,309673|0,309753|1) - lebih enak klo 1-2-1 biar stackny di col 1 ok

05:13:947 - trlalu kenceng 0,6 ama 2,2x formula.. mnding jadi 0,8 dan 1,6x ok, rendahkah SVnya, 0,70x dan 1,90x hasil dari (4 - 0,70 x 3)

05:22:818 (322818|1,322898|0) - pindah ke col 3 dan col 2 ja :< my bad

06:17:553 - Agak trlalu kuat jg dsini, coba bkin biar mirip ama yg kbilang di 05:13:947 - ok, jadi 0,64x hasil dari (0,70 - 0,06) dan 1,84 hasil dari (1,90x - 0,06)

07:14:718 (434718|0) - mending ke col 2 ini, soalnya trill 1-4-1 diantara burstny bkin transisinya ga mulus. ok

ok sip , klo udh, call balik ya
Terima kasih banyak atas checknya maxus, super duper membantu

Rearranged pattern di 05:42:880 - 05:46:498 - biar lebih variasi

Maxus
Ok dh acceptable, good luck :3
Topic Starter
Verniy_Chan
Thanks a lot Maxus and protas





Fancy Animation by Arzen
Arzenvald
fancy af <3
Akasha-
I thought it should be "Tracks" because it's not only one song :thinking:

But nice one, congratulations!
Pachiru
Omg - I don't understand a thing about what you said on the mod Protastic, but this is why mania is magic xD

Anyway, great job Verniy! :D
Akasha-
Another things:

Offset is quite too early, don't you think so?

I got a solution:

1. Offset: 507ms BPM: 175,00 (00:00:507 - )
2. Offset: 72.077ms BPM: 185,00 (01:12:077 - )
3. Offset: 125.435ms BPM: 174,00 (02:05:435 - )
4. Offset: 199.937ms BPM: 186,00 (03:19:937 - )
5. Offset: 268.795ms BPM: 186,00 (04:28:795 - )
6. Offset: 341.685ms BPM: 199,00 (05:41:685 - )
7. Offset: 403.366ms BPM: 175,00 (06:43:366 - )

I feels like it been off-beats a lot.

Tho, it's a little disappointed that it didn't have "2 MINUTES FIGHTERS" and "The Sampling Paradise (P*Light Remix)", but it's all nice spread you let's the song goes from BOOTH to HEAVEN, pretty neat ideas.

Also about the title: I think it's the same with "Songs Complication" but by this case it's "Tracks"
It's just a suggestion.

But that's it, overall the map and storyboard looks pretty great to me, nice job btw. Good luck!
Feerum
Hello.

This map got reported to me. After looking into the map i must agree with Kuo. The offset need's to get fixed.
Pretty cool map otherwise!
Arzenvald
bg yg lama layoutnya udah bagus loh yg skrg jadi ke crop di monitor 4:3 :c
Topic Starter
Verniy_Chan
Thanks all for the comment

Kuo Kyoka wrote:

Another things:

Offset is quite too early, don't you think so?

I got a solution:

1. Offset: 507ms BPM: 175,00 (00:00:507 - )
2. Offset: 72.077ms BPM: 185,00 (01:12:077 - )
3. Offset: 125.435ms BPM: 174,00 (02:05:435 - )
4. Offset: 199.937ms BPM: 186,00 (03:19:937 - )
5. Offset: 268.795ms BPM: 186,00 (04:28:795 - )
6. Offset: 341.685ms BPM: 199,00 (05:41:685 - )
7. Offset: 403.366ms BPM: 175,00 (06:43:366 - )

I feels like it been off-beats a lot.

Tho, it's a little disappointed that it didn't have "2 MINUTES FIGHTERS" and "The Sampling Paradise (P*Light Remix)", but it's all nice spread you let's the song goes from BOOTH to HEAVEN, pretty neat ideas.

Also about the title: I think it's the same with "Songs Complication" but by this case it's "Tracks"
It's just a suggestion.

But that's it, overall the map and storyboard looks pretty great to me, nice job btw. Good luck!
Applied everything, thanks a lot kyou-san
Really really.. sorry protas and maxus ;w;

Arzenvald wrote:

bg yg lama layoutnya udah bagus loh yg skrg jadi ke crop di monitor 4:3 :c
padahal layoutnya gak saya apa-apain, cuma replaced image aja :3

Updated:
Snapped all pattern, SV timing point and SB timing
Smooth + add some SV
Changed a tittle

Protastic101
Maxus and I were talking about the title last night and we think it should be "SOUND VOLTEX Track Compilation" without an 's' on tracks, as that would imply it's multiple combined single mp3s such as this. Example for using plural tracks would be like if you added both p*light songs and then nanahira songs together. You have two completely different and separate things, whereas this is only one collection of songs with a single theme (being that the artist is p*light).

00:36:249 - Might consider adding a note here for the 1/4 triplet which is the same in sound to 00:30:678 (30678|2,30764|1) - https://osu.ppy.sh/ss/9082980

00:54:164 (54164|3,54249|2,54335|3,54421|2,54507|3) - Bit of a longer trill that I think you could break to be four on each hand, like so https://osu.ppy.sh/ss/9083079

03:04:228 (184228|1,184400|1,184572|1,184745|1) - Bit of a longer and unnecessary stack. I think it'd be better to try and keep them to three notes long, though two notes at most would be preferable but also require rearranging some LNs or using shields https://osu.ppy.sh/ss/9083099

06:17:865 (377865|2,378016|2,378167|2) - 06:18:468 (378468|0,378619|0,378770|0) - 06:18:921 (378921|1,379071|1,379222|1) - Looking for a pattern to justify these three note stacks but I dont seem to see any as 06:22:690 - which is similar in sound uses a more linear structure. I'd try to avoid the stacks in this case and do something more in line with the next half of the kiai like this http://osu.ppy.sh/ss/9083136
Topic Starter
Verniy_Chan

Protastic101 wrote:

Maxus and I were talking about the title last night and we think it should be "SOUND VOLTEX Track Compilation" without an 's' on tracks, as that would imply it's multiple combined single mp3s such as this. Example for using plural tracks would be like if you added both p*light songs and then nanahira songs together. You have two completely different and separate things, whereas this is only one collection of songs with a single theme (being that the artist is p*light). i really agree with you.. refixed tittle, finally someone noticed it, since i don't know how to explain to KK mods

00:36:249 - Might consider adding a note here for the 1/4 triplet which is the same in sound to 00:30:678 (30678|2,30764|1) - https://osu.ppy.sh/ss/9082980 the ryhtim song has changed, so.. i just focus on high pitch or main instument (beat)

00:54:164 (54164|3,54249|2,54335|3,54421|2,54507|3) - Bit of a longer trill that I think you could break to be four on each hand, like so https://osu.ppy.sh/ss/9083079 nice catch

03:04:228 (184228|1,184400|1,184572|1,184745|1) - Bit of a longer and unnecessary stack. I think it'd be better to try and keep them to three notes long, though two notes at most would be preferable but also require rearranging some LNs or using shields https://osu.ppy.sh/ss/9083099 applied

06:17:865 (377865|2,378016|2,378167|2) - 06:18:468 (378468|0,378619|0,378770|0) - 06:18:921 (378921|1,379071|1,379222|1) - Looking for a pattern to justify these three note stacks but I dont seem to see any as 06:22:690 - which is similar in sound uses a more linear structure. I'd try to avoid the stacks in this case and do something more in line with the next half of the kiai like this http://osu.ppy.sh/ss/9083136 applied
thanks for recheck >w<)b

Protastic101
seems good then =w=)b
Maxus
hmm
Surono
kok si mapper jadi jaog begini.ka_mim
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