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Atsuko Asahi - Animal Crossing Result Screen

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Topic Starter
freedomdiver
This beatmap was submitted using in-game submission on Tuesday, September 12, 2017 at 8:39:39 PM

Artist: Atsuko Asahi
Title: Animal Crossing Result Screen
Source: Mario Kart 8
Tags: mario kart 8
BPM: 70.55
Filesize: 5485kb
Play Time: 01:09
Difficulties Available:
  1. Hard (2.97 stars, 167 notes)
  2. Normal (1.57 stars, 82 notes)
Download: Atsuko Asahi - Animal Crossing Result Screen
Information: Scores/Beatmap Listing
---------------
100% mapped
currently tweaking audio/hitsounds
mods appreciated
vekt0r
General:
for hitsounding: consider muting the default sliderslide and changing the hitnormal since they’re too jarring compared to the calm song
also there’s a large spread gap between 1.57 and 2.95, especially considering 1/2 beat circles touch each other in normal and they form 8-12 note jump patterns in the hard; you should either buff the normal or change it to easy and create a harder normal
your downbeat is 1 beat off; either reset timing at 00:02:706 (1) - or make your offset -627 (1 beat earlier)
check aimod; ur mp3 should be 192kbps at most

Normal:
if you’re buffing normal you could increase sv/ds such that 1/2 beat circles don’t overlap; just for aesthetics
aimod has one unsnapped sliderend
00:05:483 (2) - should be two 1/2 circles because melody is denser than 00:06:039 (3,4) - and this makes them the same
00:07:705 - would recommend making this beat clickable like 00:04:372 (4) - (same with beats here 00:12:150 (2,3) -, and 00:19:372 - and corresponding sections in the music)
also why aren’t the last 3 notes in hard mapped

Hard:
00:11:873 (5,6,7) - 00:41:872 (5,6,7) - there's no reason to have sudden jumps here with no strong melody; these are the same size as jumps like 00:05:484 (1,2,3) – that were established for the melody line
00:12:705 (8) - long combo; could nc here for downbeat (also you should just use a consistent nc structure; nc every downbeat plus emphasis ncs for stuff like 00:20:206 (1,2,3,1,2,3,1,2,3) -)
00:16:872 (3) - this is a very weak note but it unnecessarily breaks slider flow; can fix by flipping 00:16:317 (2) - about line between 1 and 3
00:27:428 (4,1,2,3,1,2,3,4) - 00:56:594 (2,3,4,1,2,3) - you usually try to avoid overlaps like this that make the screen look cluttered so you might want to fix these
00:47:705 (3,4,5,6,7,8) - here the player has to make three flow changes relatively quickly, which is pretty uncomfortable compared to the jumps you have during the rest of the map; there’s no easy way to bypass this either here

good luck!
Topic Starter
freedomdiver

vekt0r wrote:

General:
for hitsounding: consider muting the default sliderslide and changing the hitnormal since they’re too jarring compared to the calm song
changed sample volume to 10, this should have the same effect
also there’s a large spread gap between 1.57 and 2.95, especially considering 1/2 beat circles touch each other in normal and they form 8-12 note jump patterns in the hard; you should either buff the normal or change it to easy and create a harder normal
i'll consider adding another diff
your downbeat is 1 beat off; either reset timing at 00:02:706 (1) - or make your offset -627 (1 beat earlier) done
check aimod; ur mp3 should be 192kbps at most how do i change this

Normal:
if you’re buffing normal you could increase sv/ds such that 1/2 beat circles don’t overlap; just for aesthetics probably won't buff
aimod has one unsnapped sliderend fixed
00:05:483 (2) - should be two 1/2 circles because melody is denser than 00:06:039 (3,4) - and this makes them the same
the 3 arranged sliders create more of the calm flow i'm aiming for, and having 4 clickables in a row is above the intended level of this diff

00:07:705 - would recommend making this beat clickable like 00:04:372 (4) - (same with beats here 00:12:150 (2,3) -, and 00:19:372 - and corresponding sections in the music)
00:07:705 - the bass has a two note phrase on these last 2 beats, not present in 00:04:372 -, and i wanted to emphasize that
00:12:150 (2,3) - i feel like the straight reverse slider captures the sound more neatly, and all these notes are strong -> don't want 5 clickables
00:19:372 - i think the sliderend shape gives the intended accent, breaking this apart more would add in beats that i don't want emphasized here, and make the rhythm more complex than what i'm looking for
i think most other rhythms have the same ideas, i would put a beat there only if it is a lone strong ending to the phrase

also why aren’t the last 3 notes in hard mapped i feel like a complete drop-off at the end, into a slow spinner, felt more in line with the calm theme of the diff

Hard:
00:11:873 (5,6,7) - 00:41:872 (5,6,7) - there's no reason to have sudden jumps here with no strong melody; these are the same size as jumps like 00:05:484 (1,2,3) – that were established for the melody line
these are to emphasize the 3 bass notes that lead-in to the major change in the song; this is also the only instance in which the bass can be singled out as the strongest instrument, and is meant to be heard as the melody. i had the jumps shaped differently than from the other mostly equilateral style melody jumps, because they have a different feel when being aimed/tapped, and i think this is sufficient

00:12:705 (8) - long combo; could nc here for downbeat (also you should just use a consistent nc structure; nc every downbeat plus emphasis ncs for stuff like 00:20:206 (1,2,3,1,2,3,1,2,3) -)
i added a nc in the earlier part of that combo to help emphasize the patterns described above.
however, i think nc works much more effectively by musical phrasing, and also for visual patterns; if i used the downbeat idea, for instance, all the starting triangles in the beginning parts would end up with the 3rd vertex disconnected and in a new combo.

00:16:872 (3) - this is a very weak note but it unnecessarily breaks slider flow; can fix by flipping 00:16:317 (2) - about line between 1 and 3
i think having a curve around from the slider end into the wide angle jump is actually fairly nice flow, not sure what exact fix you are suggesting here but i definitely think the slider should curve out to allow the next notes more room to curve back in

00:27:428 (4,1,2,3,1,2,3,4) - 00:56:594 (2,3,4,1,2,3) - you usually try to avoid overlaps like this that make the screen look cluttered so you might want to fix these
i agree about trying to avoid a cluttered feel, so i made it so that the only overlapped notes occur at the center of an equilateral triangle of notes.
i think this made it "neat" enough, and without having overlaps i couldn't achieve the pattern density i felt should be there from the ending melody's recursive build-up nature


00:47:705 (3,4,5,6,7,8) - here the player has to make three flow changes relatively quickly, which is pretty uncomfortable compared to the jumps you have during the rest of the map; there’s no easy way to bypass this either here
the pattern after 5 is supposed to follow the melody down in a calm, flowy way, and at that ds i don't think circular flow really matters,
in any case it is supposed to feel somewhat different from the jumps leading into the 5


good luck! thanks! sorry for so much red XD
pimp

artist:朝日 温子
romanized artist: Atsuko Asahi

source: Mario Kart 8

use a background image that's actually related to the song please

change the bpm of the timeline at 217 to 70,55 and resnap

needs a lot of work on your hitsounds, currently looking very random with unnecessary sample changes and no consistency at all.
i don't like the normal whistles for piano, they are too loud imo. also you should hitsound the beats, try to use soft sample and a custom hitsound clap (like the default normal-hitnormal sound).

normal

00:13:829 (4) - add new combo here as it's the start of the piano sequence. remove new combo at 00:14:940 -
00:18:551 (1) - remove new combo because the next part starts a piano sequence, add new combo at 00:20:217 - just like you did at 00:48:551 (4,1) -
00:22:717 (5,1) - i don't like the gab between this notes, why follow only the main piano in this part? you follow the back piano at 00:18:551 (1) - so why not follow it here too?
00:26:051 (3) - please remove this repeat and add a circle at 00:27:716 - with new combo
00:27:995 (4) - new combo
00:57:717 (5) - new combo or this section will be too long compared to the others
01:02:717 (1) - i really don't like this ending, it looks very random and this spinner is way too long. it would be way more fitting if you start this spinner at 01:00:216 - end it at 01:02:717 -

hard

i think you need to work on where you put jumps, some of your jumps transictions are not respecting the song at all.
for exemple 00:11:050 (3,4) - this should be jumps instead of 00:11:884 (1,2,3) -

00:02:717 (1) - why is the slider end in the red tick? the most relevant sound to map is in the next tick. it's a mistake right?
00:07:717 (1) - same as above, this part is similar to 00:04:383 (3,4,5) -
00:22:717 (4) - this note calls for a jump based on the way you mapped the previous notes. also, add new combo.
00:27:716 (1,2,3) - this part should use higher distance snap than 00:26:884 (3,4) - but smaller than the next part ofc.
00:28:551 (1,2,3) - use the same distance snap between them, just like 00:27:716 (1,2,3) -
00:52:716 (4) - new combo
00:58:550 (1,2,3) - use the same distance snap between them, just like 00:57:716 (1,2,3) -
01:00:216 (1,1,1,1) - bad ending just like normal. please just use a spinner starting at 00:59:661 - until 01:02:716 -

GL
Topic Starter
freedomdiver

pimpG wrote:


artist:朝日 温子
romanized artist: Atsuko Asahi

source: Mario Kart 8

use a background image that's actually related to the song please

change the bpm of the timeline at 217 to 70,55 and resnap

fixed metadata, bg, bpm

needs a lot of work on your hitsounds, currently looking very random with unnecessary sample changes and no consistency at all.
i don't like the normal whistles for piano, they are too loud imo. also you should hitsound the beats, try to use soft sample and a custom hitsound clap (like the default normal-hitnormal sound). i'll try working more on these soon, i'm not too experienced with hitsounding

normal

00:13:829 (4) - add new combo here as it's the start of the piano sequence. remove new combo at 00:14:940 - fixed, and at end
00:18:551 (1) - remove new combo because the next part starts a piano sequence, add new combo at 00:20:217 - just like you did at 00:48:551 (4,1) - fixed
00:22:717 (5,1) - i don't like the gab between this notes, why follow only the main piano in this part? you follow the back piano at 00:18:551 (1) - so why not follow it here too? added a note here for the drum
00:26:051 (3) - please remove this repeat and add a circle at 00:27:716 - with new combo i want all the background piano melody notes to be captured here (by the slider shape), and if i added an extra slider to cover those 2 lost notes this section might feel too dense
00:27:995 (4) - new combo i don't think this is necessary, and can't be consistent with second ending either
00:57:717 (5) - new combo or this section will be too long compared to the others i think it's fine since they are all part of a pattern, also i didnt change earlier so it wouldn't be consistent
01:02:717 (1) - i really don't like this ending, it looks very random and this spinner is way too long. it would be way more fitting if you start this spinner at 01:00:216 - end it at 01:02:717 - the third verse of the song sounds has the wind-down feel a spinner should, especially with the fade-out,
i don't think a spinner would fit in the really slow section


hard

i think you need to work on where you put jumps, some of your jumps transictions are not respecting the song at all.
for exemple 00:11:050 (3,4) - this should be jumps instead of 00:11:884 (1,2,3) - i mapped jumps only where this high piano accenting it,
with the exception of 00:11:884 (1,2,3) - and 00:41:883 (1,2,3) - which i thought were key bass melodies that were a noticeable shift in the song


00:02:717 (1) - why is the slider end in the red tick? the most relevant sound to map is in the next tick. it's a mistake right? my bad, an inheriting section disappeared, fixed
00:07:717 (1) - same as above, this part is similar to 00:04:383 (3,4,5) - this rhythm is stronger because of the two consecutive bass notes imo
00:22:717 (4) - this note calls for a jump based on the way you mapped the previous notes. also, add new combo. good point, fixed
00:27:716 (1,2,3) - this part should use higher distance snap than 00:26:884 (3,4) - but smaller than the next part ofc. fixed
00:28:551 (1,2,3) - use the same distance snap between them, just like 00:27:716 (1,2,3) - i feel like it looks better when this triangle is somewhat "pressed" to the right, and i don't want the last jump to be too far, but i still want it noticeably to the left of this pattern
00:52:716 (4) - new combo added
00:58:550 (1,2,3) - use the same distance snap between them, just like 00:57:716 (1,2,3) - i agree with this one, doesn't interfere with pattern
01:00:216 (1,1,1,1) - bad ending just like normal. please just use a spinner starting at 00:59:661 - until 01:02:716 - disagree for same reasons above

GL thanks!
SoundBoomer
maybe remove mario kart 8 from tags since it's in source?
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