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Toyama Nao - Ima Koko [OsuMania]

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Topic Starter
Shima Rin
All Updated. Plz check them owo ;)
Kawawa
No kudosu
[Koi]
00:39:688 - to 00:51:688 - I'm not a fan in those things.
This part is really same with Hard difficulty, I think it has a potential to be a little more buff or something.

01:22:545 (82545|1,83402|0,83510|1) - 01:23:402 (83402|0,84045|3) - kinda tricky.
Feedback :: https://puu.sh/wTaCe/cb96a4181b.jpg or https://puu.sh/wTaIP/20e0fa750b.jpg
It's up to you hat change or not.
That's it.
Topic Starter
Shima Rin

Kawawa wrote:

No kudosu
[Koi]
00:39:688 - to 00:51:688 - I'm not a fan in those things.
This part is really same with Hard difficulty, I think it has a potential to be a little more buff or something.

I remake this part to make it has similar rhythms as before, but in general it is harder than before, which can not only note a contrast between Hard difficulty but also make it consistent with the uprising of this music

01:22:545 (82545|1,83402|0,83510|1) - 01:23:402 (83402|0,84045|3) - kinda tricky.
Feedback :: https://puu.sh/wTaCe/cb96a4181b.jpg or https://puu.sh/wTaIP/20e0fa750b.jpg
Second way seems really better, and I feel better when playing it. Changed!
It's up to you hat change or not.
That's it.
Thanks for recheck! ;)
Kawawa
Bubbled!
Thanks for your cooperation! that actually made me nominate the map. :D
Aoi-chii
:) I just want to say I've been playing this one on and off since I saw it... And the most recent version of [Normal] felt so smooth and I really hope this gets approved. I love this song and this map felt so good to play. Thanks so much for working on it!
Maxus
[Sya's Easy]

00:19:444 - I felt like this part doesn't really interpret how the pitch works here when other part you actually follow it consistently and noticeably correct overall, I recommend make 00:19:123 (19123|0,19444|1,19766|2,20087|3) - 2-1-4-3 pattern.
00:30:694 - I find it awkward you didn't map the piano with LN but suddenly you does at 00:48:266 - , make them consistent.
00:51:480 (51480|1) - This note is confusing, suddenly you follow a really soft background cymbal when there's note at 00:51:266 (51266|2) - which follow hard kick. Much better if you delete 00:51:480 (51480|1) - , and then make 00:51:266 (51266|2) - into Long note and move it to col 4 , and then move 00:51:694 (51694|3) - to col 2.
01:21:480 (81480|2,81801|3) - Express the synth more correctly by switch column between these 2 notes.
01:23:408 (83408|2,83408|0) - This double felt out of place since these are basically the same sound as 01:22:551 (82551|2,82551|3) - and yet you make it at very different column with 01:22:551 (82551|2,82551|3) - , I suggest to express with http://puu.sh/x5x2n/dabf917e19.jpg

[Normal]
01:19:766 (79766|2) - Try move it to col 4, the movement and the overall pattern will become much more consolidated.

[Hard]
00:17:837 - Don't really understand this flow with right hand heavy movement, try http://puu.sh/x5xeO/d7ffd036f1.png
00:56:623 (56623|2,56730|3,56837|2) - Try 4-3-4 so it won't be too stacking at col 3.
01:03:480 - Too heavy on right hand here.. try this http://puu.sh/x5xrp/b0da4751d9.png
01:06:051 - This time too heavy on left hand, try http://puu.sh/x5xzj/1682b90af0.png
01:08:623 - Similar with what I said at 00:56:623 (56623|2,56730|3,56837|2) - try http://puu.sh/x5xES/30ff8e80e0.png
01:15:694 (75694|3,75908|2,76016|3,76123|2) - make it 3-4-3-4 for similar reason as above.
01:16:016 (76016|1,76337|0,76551|1,76658|0,76766|1,76980|0,77194|1,77301|0,77408|1) - This whole thing really stressed left hand too much, I suggest at 01:16:980 - , try make something like http://puu.sh/x5xOe/dec0904ae6.png
01:22:551 - This ending kinda went abruptly by having 01:24:266 (84266|2,84266|0) - , i guess the much neater way is by having http://puu.sh/x5xV0/0308e9611b.png instead.

I think only this, feel free to call me again once you ready!
Syadow-

Maxus wrote:

[Sya's Easy]

00:19:444 - I felt like this part doesn't really interpret how the pitch works here when other part you actually follow it consistently and noticeably correct overall, I recommend make 00:19:123 (19123|0,19444|1,19766|2,20087|3) - 2-1-4-3 pattern.
00:30:694 - I find it awkward you didn't map the piano with LN but suddenly you does at 00:48:266 - , make them consistent. i dunno how to change this part ;w; can u tell me in pm senpai
00:51:480 (51480|1) - This note is confusing, suddenly you follow a really soft background cymbal when there's note at 00:51:266 (51266|2) - which follow hard kick. Much better if you delete 00:51:480 (51480|1) - , and then make 00:51:266 (51266|2) - into Long note and move it to col 4 , and then move 00:51:694 (51694|3) - to col 2.
01:21:480 (81480|2,81801|3) - Express the synth more correctly by switch column between these 2 notes.
01:23:408 (83408|2,83408|0) - This double felt out of place since these are basically the same sound as 01:22:551 (82551|2,82551|3) - and yet you make it at very different column with 01:22:551 (82551|2,82551|3) - , I suggest to express with http://puu.sh/x5x2n/dabf917e19.jpg

I think only this, feel free to call me again once you ready!
Thanks mas dikon >w<)b welcome back

Update
osu file format v14

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AudioLeadIn: 0
PreviewTime: 52980
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

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BeatDivisor: 4
GridSize: 32
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[Metadata]
Title:Ima Koko
TitleUnicode:イマココ
Artist:Toyama Nao
ArtistUnicode:東山奈央
Creator:Tofu1222
Version:Sya's Easy
Source:月がきれい
Tags:op opening tsuki ga kirei as the moon so beautiful Syadow- VTZL-128 WEST GROUND
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BeatmapSetID:631143

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448,192,51266,128,2,51694:0:0:0:0:
192,192,51694,1,4,0:0:0:0:
64,192,51694,128,0,52980:0:0:0:0:
448,192,52551,128,0,52980:0:0:0:0:
64,192,53408,1,4,0:0:0:0:
192,192,53408,1,8,0:0:0:0:
320,192,53730,1,8,0:0:0:0:
192,192,54051,1,8,0:0:0:0:
448,192,54373,128,8,54694:0:0:0:0:
64,192,54694,1,8,0:0:0:0:
192,192,54908,1,8,0:0:0:0:
320,192,55123,1,2,0:0:0:0:
448,192,55123,1,8,0:0:0:0:
64,192,55444,1,8,0:0:0:0:
320,192,55766,1,8,0:0:0:0:
192,192,56087,128,8,56408:0:0:0:0:
448,192,56408,1,2,0:0:0:0:
320,192,56623,1,8,0:0:0:0:
192,192,56837,1,4,0:0:0:0:
64,192,56837,1,8,0:0:0:0:
320,192,57158,1,8,0:0:0:0:
192,192,57480,1,8,0:0:0:0:
64,192,57801,128,8,58123:0:0:0:0:
448,192,58123,1,8,0:0:0:0:
192,192,58337,1,8,0:0:0:0:
320,192,58551,1,2,0:0:0:0:
448,192,58551,1,8,0:0:0:0:
64,192,58873,1,8,0:0:0:0:
192,192,59194,1,8,0:0:0:0:
320,192,59516,128,8,59837:0:0:0:0:
64,192,59837,1,2,0:0:0:0:
192,192,60051,1,8,0:0:0:0:
448,192,60266,1,4,0:0:0:0:
320,192,60266,1,8,0:0:0:0:
64,192,60587,1,8,0:0:0:0:
320,192,60908,1,8,0:0:0:0:
192,192,61230,128,8,61551:0:0:0:0:
448,192,61551,1,8,0:0:0:0:
320,192,61766,1,8,0:0:0:0:
192,192,61980,1,2,0:0:0:0:
64,192,61980,1,8,0:0:0:0:
448,192,62301,1,8,0:0:0:0:
192,192,62623,1,8,0:0:0:0:
320,192,62944,128,8,63266:0:0:0:0:
64,192,63266,1,2,0:0:0:0:
192,192,63480,1,8,0:0:0:0:
448,192,63694,1,8,0:0:0:0:
320,192,63694,1,4,0:0:0:0:
64,192,64016,1,8,0:0:0:0:
320,192,64337,1,8,0:0:0:0:
192,192,64551,1,2,0:0:0:0:
64,192,64551,128,4,64980:0:0:0:0:
448,192,64980,1,2,0:0:0:0:
192,192,65194,1,8,0:0:0:0:
320,192,65408,1,4,0:0:0:0:
448,192,65408,1,8,0:0:0:0:
64,192,65730,1,8,0:0:0:0:
192,192,66051,1,8,0:0:0:0:
320,192,66266,1,2,0:0:0:0:
448,192,66266,128,4,66694:0:0:0:0:
192,192,66694,128,2,67123:0:0:0:0:
448,192,67123,1,2,0:0:0:0:
64,192,67123,1,8,0:0:0:0:
320,192,67444,1,8,0:0:0:0:
192,192,67766,1,8,0:0:0:0:
64,192,68087,128,8,68408:0:0:0:0:
448,192,68408,1,2,0:0:0:0:
192,192,68623,1,8,0:0:0:0:
448,192,68837,1,4,0:0:0:0:
320,192,68837,1,8,0:0:0:0:
64,192,69158,1,8,0:0:0:0:
192,192,69480,1,8,0:0:0:0:
320,192,69801,128,8,70123:0:0:0:0:
64,192,70123,1,8,0:0:0:0:
448,192,70337,1,8,0:0:0:0:
320,192,70551,1,8,0:0:0:0:
192,192,70551,1,4,0:0:0:0:
64,192,70873,1,8,0:0:0:0:
320,192,71194,1,8,0:0:0:0:
448,192,71516,128,0,71837:0:0:0:0:
64,192,71837,1,8,0:0:0:0:
320,192,72051,1,8,0:0:0:0:
192,192,72266,1,2,0:0:0:0:
64,192,72266,1,8,0:0:0:0:
448,192,72587,1,8,0:0:0:0:
320,192,72908,1,8,0:0:0:0:
192,192,73230,128,8,73551:0:0:0:0:
448,192,73551,1,2,0:0:0:0:
320,192,73766,1,8,0:0:0:0:
64,192,73980,1,4,0:0:0:0:
192,192,73980,1,8,0:0:0:0:
448,192,74301,1,8,0:0:0:0:
192,192,74623,1,8,0:0:0:0:
320,192,74944,128,8,75266:0:0:0:0:
64,192,75266,1,8,0:0:0:0:
192,192,75480,1,8,0:0:0:0:
320,192,75694,1,2,0:0:0:0:
448,192,75694,1,8,0:0:0:0:
64,192,76016,1,8,0:0:0:0:
320,192,76337,1,8,0:0:0:0:
192,192,76658,128,8,76980:0:0:0:0:
448,192,76980,1,2,0:0:0:0:
64,192,77194,1,8,0:0:0:0:
320,192,77408,1,4,0:0:0:0:
192,192,77408,1,8,0:0:0:0:
448,192,77730,1,8,0:0:0:0:
192,192,78051,1,8,0:0:0:0:
320,192,78373,128,8,78694:0:0:0:0:
64,192,78694,1,8,0:0:0:0:
448,192,78908,1,8,0:0:0:0:
320,192,79123,1,4,0:0:0:0:
192,192,79123,1,8,0:0:0:0:
64,192,79337,1,8,0:0:0:0:
320,192,79551,1,2,0:0:0:0:
192,192,79766,128,8,80194:0:0:0:0:
448,192,80194,1,2,0:0:0:0:
320,192,80408,128,8,80837:0:0:0:0:
64,192,80837,1,4,0:0:0:0:
448,192,80837,1,8,0:0:0:0:
192,192,81158,1,0,0:0:0:0:
448,192,81480,1,0,0:0:0:0:
320,192,81801,1,0,0:0:0:0:
64,192,82123,1,0,0:0:0:0:
192,192,82337,1,0,0:0:0:0:
320,192,82551,1,0,0:0:0:0:
448,192,82551,1,0,0:0:0:0:
64,192,82873,1,0,0:0:0:0:
192,192,83194,1,0,0:0:0:0:
320,192,83408,1,0,0:0:0:0:
448,192,83408,1,0,0:0:0:0:
448,192,83837,1,0,0:0:0:0:
320,192,84051,1,0,0:0:0:0:
64,192,84266,128,4,87694:0:0:0:0:
192,192,84266,1,2,0:0:0:0:
Topic Starter
Shima Rin

Maxus wrote:

[Normal]
01:19:766 (79766|2) - Try move it to col 4, the movement and the overall pattern will become much more consolidated.

[Hard]
00:17:837 - Don't really understand this flow with right hand heavy movement, try http://puu.sh/x5xeO/d7ffd036f1.png I change in a slightly different way by having 00:18:051 - this double note on col 1 and col3 so that it can follow my previous pattern

00:56:623 (56623|2,56730|3,56837|2) - Try 4-3-4 so it won't be too stacking at col 3.
01:03:480 - Too heavy on right hand here.. try this http://puu.sh/x5xrp/b0da4751d9.png
01:06:051 - This time too heavy on left hand, try http://puu.sh/x5xzj/1682b90af0.png
01:08:623 - Similar with what I said at 00:56:623 (56623|2,56730|3,56837|2) - try http://puu.sh/x5xES/30ff8e80e0.png
01:15:694 (75694|3,75908|2,76016|3,76123|2) - make it 3-4-3-4 for similar reason as above.
01:16:016 (76016|1,76337|0,76551|1,76658|0,76766|1,76980|0,77194|1,77301|0,77408|1) - This whole thing really stressed left hand too much, I suggest at 01:16:980 - , try make something like http://puu.sh/x5xOe/dec0904ae6.png Additionally I move the single note on col1 in 01:16:980 - to 4 to avoid the stack on col1

01:22:551 - This ending kinda went abruptly by having 01:24:266 (84266|2,84266|0) - , i guess the much neater way is by having http://puu.sh/x5xV0/0308e9611b.png instead. I fixed it in a different way: https://osu.ppy.sh/ss/8802032 so that this can avoid a shield pattern u create between the LN end and the note on the blue line

I think only this, feel free to call me again once you ready!
Others with no reply all fixed according to your suggestions!

Hitsound will be checked again. And I will call you once I feel everything is ok owo.Thanks a lot for the recheck! ;)
Topic Starter
Shima Rin
Updated
Drum-Hitnormal
Added hat , changed hitnormal, added piano , fixed cymbal.

http://puu.sh/x5SYw/2492ec58f8.rar

piano from : https://musescore.com/user/9238206/scores/4123091
Maxus
Having some fixing with HS , and now its done
good luck.
Kawawa
No kudosu

Some hitsounds are not used. (If I was wrong)
I trying to find them, could not. in txt file too.
https://puu.sh/xjxGE/e8e125cef1.png
A5S_s.wav
C#6S_Db6S_s.wav
F5S_s.wav
And "soft-hitnormal" is still valid? that where you used?
(Since you all used them as normal-hitsounds setting. as not a soft-type. check them once again, and If you used then tell me!)

Except these, it's fine!

And It's directly can be modified, I don't calculated it as pop.
so It's okay. contact me in game when you everything is done.
Topic Starter
Shima Rin

Kawawa wrote:

No kudosu

Some hitsounds are not used. (If I was wrong)
I trying to find them, could not. in txt file too.
https://puu.sh/xjxGE/e8e125cef1.png
A5S_s.wav
C#6S_Db6S_s.wav
F5S_s.wav
And "soft-hitnormal" is still valid? that where you used?
(Since you all used them as normal-hitsounds setting. as not a soft-type. check them once again, and If you used then tell me!) deleted lol

Except these, it's fine!

And It's directly can be modified, I don't calculated it as pop.
so It's okay. contact me in game when you everything is done.
Thanks for your check! All things fixed. Will update the map after the metadata is confirmed =w=
Kawawa
Alright, and Fixed some in game.

Gratz!
:)
Topic Starter
Shima Rin

Kawawa wrote:

Alright, and Fixed some in game.

Gratz!
:)
Really thanks for your help! ;)
dkingo
Congratz!
Syadow-
ET topuu >w<)b gratz for 3rd qualify map
Sankyuu wawa n dikon for check >w<
Topic Starter
Shima Rin

dkingo wrote:

Congratz!

Syadow- wrote:

ET topuu >w<)b gratz for 3rd qualify map
Sankyuu wawa n dikon for check >w<
Thanks dkingo and sya =w=
tatatat
the "op" tag is pointless, since it can't be searched. just letting you know c:
Topic Starter
Shima Rin

tatatat wrote:

the "op" tag is pointless, since it can't be searched. just letting you know c:
I see lol. Thanks for your reminder =w=. I will see if i can find any QAT to remove that ;)
Xinnoh
hi
01:25:766 (85766|3) - you messed up a storyboard hitsound on hard and it's really silly, especially since it's during the fade out section
rip
go ahead and requal after fix

hold up we got some discussion in discord

ok all good
Nardoxyribonucleic
Disqualified as requested by map creator to fix the wrongly placed hitsound at 01:25:766 - in Hard difficulty.
Litharrale
While this map is being looked at, what's with the notes such as (hard diff) 01:03:908 (63908|0) - that are mapped to literally nothing? there isn't even a hitsound to go with it other than the quiet hitnormal closed HH
Topic Starter
Shima Rin

tatatat wrote:

the "op" tag is pointless, since it can't be searched. just letting you know c:

Sinnoh wrote:

hi
01:25:766 (85766|3) - you messed up a storyboard hitsound on hard and it's really silly, especially since it's during the fade out section
rip
go ahead and requal after fix
These two are both fixed.

Nardoxyribonucleic wrote:

Disqualified as requested by map creator to fix the wrongly placed hitsound at 01:25:766 - in Hard difficulty.
Thanks for helping me! ;)
Topic Starter
Shima Rin

Litharrale wrote:

While this map is being looked at, what's with the notes such as (hard diff) 01:03:908 (63908|0) - that are mapped to literally nothing? there isn't even a hitsound to go with it other than the quiet hitnormal closed HH
So basically those sounds are the synth string sound (how do I describe it lol). They seem to be kinda unclear for some ppl but I still feel good about them, and they still work well if you place single notes on them. And what's more, these notes can help with reducing the difficulty of those syncopations of drum sounds (basically they are harder than simple 1/4 notes), which will indeed make this part nicer to play.
Litharrale

Tofu1222 wrote:

Litharrale wrote:

While this map is being looked at, what's with the notes such as (hard diff) 01:03:908 (63908|0) - that are mapped to literally nothing? there isn't even a hitsound to go with it other than the quiet hitnormal closed HH
So basically those sounds are the synth string sound (how do I describe it lol). They seem to be kinda unclear for some ppl but I still feel good about them, and they still work well if you place single notes on them. And what's more, these notes can help with reducing the difficulty of those syncopations of drum sounds (basically they are harder than simple 1/4 notes), which will indeed make this part nicer to play.

I can't hear anything but I'll trust your ear more than mine since you've obviously listened to this song more than I have. Your second reason is also a good one as well, I'm all good with that
Nardoxyribonucleic
The said problem is now solved. As no gameplay elements have been changed upon this fix, insta-requalification can be made.

Requalified~
Topic Starter
Shima Rin

Litharrale wrote:

Tofu1222 wrote:

So basically those sounds are the synth string sound (how do I describe it lol). They seem to be kinda unclear for some ppl but I still feel good about them, and they still work well if you place single notes on them. And what's more, these notes can help with reducing the difficulty of those syncopations of drum sounds (basically they are harder than simple 1/4 notes), which will indeed make this part nicer to play.

I can't hear anything but I'll trust your ear more than mine since you've obviously listened to this song more than I have. Your second reason is also a good one as well, I'm all good with that
Thanks for understanding lith owo


Nardoxyribonucleic wrote:

The said problem is now solved. As no gameplay elements have been changed upon this fix, insta-requalification can be made.

Requalified~
Thanks for helping me with this process nardo XD
Seijiro
can you please get rid of those misleading hihat hitsounds (storyboarded ones) in the lower diffs (Hard, Normal Easy) ?

Idk how the general mania community sees this, but you guys seem the only ones to ignore what hitsounds are meant to be in this case: feedback of clickable objects.
As things stand right now, the lower diffs add misleading rhythms with those hitsounds since the difference from the song is noticeable (so you can't call it "they are the same as in the song" since they do alter the player's perception)

You just need to remove the additional storyboarded hitsounds and all's good otherwise. I would rather have a reply to this from you, since I got the opinion of a couple of mania people and they seem to dislike it too.
It's not a rule to hitsound like this, I know, but I do believe we could rely a bit more on common sense (even more when mania is the only subject to this matter right now).

What do you think?
Topic Starter
Shima Rin

MrSergio wrote:

can you please get rid of those misleading hihat hitsounds (storyboarded ones) in the lower diffs (Hard, Normal Easy) ?

Idk how the general mania community sees this, but you guys seem the only ones to ignore what hitsounds are meant to be in this case: feedback of clickable objects.
As things stand right now, the lower diffs add misleading rhythms with those hitsounds since the difference from the song is noticeable (so you can't call it "they are the same as in the song" since they do alter the player's perception)

You just need to remove the additional storyboarded hitsounds and all's good otherwise. I would rather have a reply to this from you, since I got the opinion of a couple of mania people and they seem to dislike it too.
It's not a rule to hitsound like this, I know, but I do believe we could rely a bit more on common sense (even more when mania is the only subject to this matter right now).

What do you think?
Greeting MrSergio. I am wondering if you are saying about the hihat sounds starting from 00:26:623 - to 00:51:694 - . If yes, then you might be right. I am thinking of not getting rid of ALL hihat sound in the diffs but part of them, since for hihat hitsound placed on 00:26:623 (26623|2,27266|2,27694|0,28337|2,28980|1,29408|3,30051|1,30694|0,31123|3) - and etc. , they are more fitted than the others cuz similar hihats appear too in the original MP3. For others, I have considered about their influences in the lower diffs, and indeed they may have some influence but not a lot imo. If you and other mania people trully think they affect players to a large extent, I am willing to remove them.

Btw, you mentioned a couple of mania people, can you list me a few? Since in discord we had a discussion about the hitsound issue this afternoon, and a few people there including a BN feel good about such hitsounds where no notes are there as long as they fit with the song lol.

Look forward to your thinking on my reply.
Litharrale

MrSergio wrote:

can you please get rid of those misleading hihat hitsounds (storyboarded ones) in the lower diffs (Hard, Normal Easy) ?

Idk how the general mania community sees this, but you guys seem the only ones to ignore what hitsounds are meant to be in this case: feedback of clickable objects.
As things stand right now, the lower diffs add misleading rhythms with those hitsounds since the difference from the song is noticeable (so you can't call it "they are the same as in the song" since they do alter the player's perception)

You just need to remove the additional storyboarded hitsounds and all's good otherwise. I would rather have a reply to this from you, since I got the opinion of a couple of mania people and they seem to dislike it too.
It's not a rule to hitsound like this, I know, but I do believe we could rely a bit more on common sense (even more when mania is the only subject to this matter right now).

What do you think?

The storyboarded hitsounds are a result of a bad hitsound copier. General consensus is that you should stay away from them, I've personally never seen a map that uses them well.
Topic Starter
Shima Rin

Litharrale wrote:

MrSergio wrote:

can you please get rid of those misleading hihat hitsounds (storyboarded ones) in the lower diffs (Hard, Normal Easy) ?

Idk how the general mania community sees this, but you guys seem the only ones to ignore what hitsounds are meant to be in this case: feedback of clickable objects.
As things stand right now, the lower diffs add misleading rhythms with those hitsounds since the difference from the song is noticeable (so you can't call it "they are the same as in the song" since they do alter the player's perception)

You just need to remove the additional storyboarded hitsounds and all's good otherwise. I would rather have a reply to this from you, since I got the opinion of a couple of mania people and they seem to dislike it too.
It's not a rule to hitsound like this, I know, but I do believe we could rely a bit more on common sense (even more when mania is the only subject to this matter right now).

What do you think?

The storyboarded hitsounds are a result of a bad hitsound copier. General consensus is that you should stay away from them, I've personally never seen a map that uses them well.
My 2nd ranked map used hitsound copier tbh. SB Hitsound used to be with no order, because hitsound copier would not differentiate them, but DH released an update on 8.26, so now basically you can choose which hitsound to go to SB and which not. Anyway, if things become so annoying then I would definitely do something when I check each diff. Just saying, I personally have not been anooyed by such hitsounds. If indeed people complained a lot about that, I would then think of makin some changes lol.
Seijiro
Well, the people who raised consensus with me were juan and Feerum, but I didn't bother to ask for more opinions.
Yes, I was referring to those hihats and it's not like only some are unfitting: all of the ones which we do not click are misleading.

I would be more than satisfied if you can give me a good reason to keep them, because logic tells me otherwise here. The only reason to have them is either because you didn't bother with them after copying or just the usual "it's my style" excuse lol.

Highlight a good aspect about them and I will back down from this :p


PS: other maps in general are not to.be taken as examples when explaining: things change overtime and what was good at some point in time might not be good anymore (even more when it's your own maps lol)
Topic Starter
Shima Rin

MrSergio wrote:

Well, the people who raised consensus with me were juan and Feerum, but I didn't bother to ask for more opinions.
Yes, I was referring to those hihats and it's not like only some are unfitting: all of the ones which we do not click are misleading.

I would be more than satisfied if you can give me a good reason to keep them, because logic tells me otherwise here. The only reason to have them is either because you didn't bother with them after copying or just the usual "it's my style" excuse lol.

Highlight a good aspect about them and I will back down from this :p


PS: other maps in general are not to.be taken as examples when explaining: things change overtime and what was good at some point in time might not be good anymore (even more when it's your own maps lol)
For the hihat hitsounds, I can be sure that all of them fit with the original song. Things that might confuse you are because there are two kinds of sounds in the original MP3 that I placed hihat hitsounds on:
1. 00:26:623 - 00:27:266 - for things here, their volumes are bigger and easy to notice, so that's why for all diffs there are notes. But this sound is composed by guitar string twang + hihat
2. 00:28:016 - 00:28:658 - 00:29:301 - for things here, their volumes are relatively weaker, but that does not mean no sounds there. Pay attention and you can still find there are hihat sounds, but they are only, simply hihat, without any other sounds

It follows logic for me to put hihat hitsounds on both kinds becuase they actually all have hihats. The only thing that matter is the difference between their volume, but considering the tone of the hihat hitsound and the original ones, they still closely fit with each other.

If you really think that affects gameplay, i guess you can interpret the diffs like this: the hitsounds not on the notes are simply increasing the volume of the hihat sounds in the original MP3, but don't add any new elements to the song. Basically they are still part of the sounds in the original song, and I dont place notes on them because the original ones have volume differences.

That's what I want to say about these hitsounds. I hope you can grasp my idea ;)
Drum-Hitnormal
I see SB sound as a double-edged sword.

Downside:
I agree with Sergio that hihat in SB might make it harder for people to play the lower difficulty, since it adds emphasis on a sound that they don't play, and might distract them from playing the kick and snare.

Upside:
Since it puts emphasis on a different sound, it helps new player recognize the structure of the song, and motivation to become good enough to play those sound on harder difficulty.

IMO, SB sound is fine as long it fits the song, even if they are not part of the song's original instruments.
The most important thing is that all difficulty sounds consistent.
Drum-Hitnormal

Litharrale wrote:

The storyboarded hitsounds are a result of a bad hitsound copier. General consensus is that you should stay away from them, I've personally never seen a map that uses them well.
Here's an example of SB sound used well
https://osu.ppy.sh/s/457392
shionelove
i wonder why you don't put some hitsounds on notes,especially piano in hard diffs that follows those sounds.
Topic Starter
Shima Rin

shionelove wrote:

i wonder why you don't put some hitsounds on notes,especially piano in hard diffs that follows those sounds.
I put all piano keysound into SB because the piano keysound still could not be put on the notes for all of them with limited key amount even in top diff. If some piano keysounds are in SB and some are on the notes, feedbacks about that would be incomplete. Rather, it is more consistent to put all in SB, and use drum hitsound to give players feedback.

What's more, the piano keysounds still fit with the song well, so putting them in SB wont confuse players too.

I hope you can get my idea ;)
Seijiro
I'm a bit at a loss of words tbh...

Hitsounds, whether they fit the song or not, should represent what the map follows (that's why we need them in the first place. Go make new songs if you like adding sounds together to make them fit, LOL)


@dudehacker
Sorry to say this, but your upside aspects are literally the opposite: you're telling me that without fully hitsounding, as this map does, you, as a player, can't understand the song's structure ?.?
In this particular case the added hitsounds are already in the song, just not as prominent, so the song's structure shouldn't change that much. In general tho, this shouldn't even be the case since the song has its own rhythm, but the map uses only part of that so you shouldn't put SB hitsounds on the map to make it misleading as to what the map follows.

This sort of hitsounding is the same as telling someone ”to reach the station don't take the first road on the left, but the second on the right"
while you could just say "take the second on the right".

You're adding useless information which WILL confuse players, even more at lower levels where they can't distinguish sounds as well as more experienced players. This is not something you should throw away: identifying the mapped sounds in the song requires skill, skill that needs training, training that more inexperienced players won't have for a while.


Hitsound what the map plays, not what the song plays, otherwise you just double the audio track and what benefit is there to have a higher volume of all instruments? LOL
Topic Starter
Shima Rin

MrSergio wrote:

I'm a bit at a loss of words tbh...

Hitsounds, whether they fit the song or not, should represent what the map follows (that's why we need them in the first place. Go make new songs if you like adding sounds together to make them fit, LOL)


@dudehacker
Sorry to say this, but your upside aspects are literally the opposite: you're telling me that without fully hitsounding, as this map does, you, as a player, can't understand the song's structure ?.?
In this particular case the added hitsounds are already in the song, just not as prominent, so the song's structure shouldn't change that much. In general tho, this shouldn't even be the case since the song has its own rhythm, but the map uses only part of that so you shouldn't put SB hitsounds on the map to make it misleading as to what the map follows.

This sort of hitsounding is the same as telling someone ”to reach the station don't take the first road on the left, but the second on the right"
while you could just say "take the second on the right".

You're adding useless information which WILL confuse players, even more at lower levels where they can't distinguish sounds as well as more experienced players. This is not something you should throw away: identifying the mapped sounds in the song requires skill, skill that needs training, training that more inexperienced players won't have for a while.


Hitsound what the map plays, not what the song plays, otherwise you just double the audio track and what benefit is there to have a higher volume of all instruments? LOL
So I felt tired to explain more tbh.
I was talkin about whether those hitsounds are right or wrong, but not whether their existence benefits. I held the opinion that they are right, they don't harm the playing experience, so that's why i talk about higher volume, to make you understand my point easier.
Feerum has got something else to say about this. I will take your point into consideration and change about them in a way that we can both agree.
Feerum
Greetings!

I had today some time to look at this mapset and the storyboarded hitsounds are really really loud. Way to outstanding.
I did talked with Tofu and we came to the temporary agreement to lower the SB hitsound volume to 25-30%

This does not include the Piano samples. I think the Piano samples fit really great to the beatmap and support the song itself really good.

Alright, beside this i found something what needs to get fixed anyways. Silenced hitsounds
Several storyboarded samples have a volume of 0% what is a no-no. These can be found in the .osu of the difficulties. Here's an example:

The last number, the "0" is for the volume. Please check this in all difficulties and ensure that no more silenced hitsounds are used.
Feel free to continue the discussion and throw more ideas for an agreement for both sides.
Arzenvald
kinda agree with MrSergio this time, SB notes are fits for samples that doesn't gives a similar feedback like in the gameplay, not something like disappearing note that plays in background.

opinion aside, to hs just simply put clap each 1/1.. this is meme :^)

edit: SHOOT got ninja'd GG feerum
edit 2: staaar, gl for requalify :D
Topic Starter
Shima Rin

Arzenvald wrote:

kinda agree with MrSergio this time, SB notes are fits for samples that doesn't gives a similar feedback like in the gameplay, not something like disappearing note that plays in background.

opinion aside, to hs just simply put clap each 1/1.. this is meme :^)

edit: SHOOT got ninja'd GG feerum
edit 2: staaar, gl for requalify :D
Thanks for star. I will change about the hitsound dw =w=
Seijiro
definitely better =w=b

Some small inconsistencies I found while re-checking everything:
Easy:
00:23:516 - there is a misleading drum beat (SB again). You have a LN starting from 00:23:408 - so it's kinda ?.?
01:11:516 (71516|3) - missing a clap on it?

Rest looks cool
Topic Starter
Shima Rin

MrSergio wrote:

definitely better =w=b

Some small inconsistencies I found while re-checking everything:
Easy:
00:23:516 - there is a misleading drum beat (SB again). You have a LN starting from 00:23:408 - so it's kinda ?.? fixed
01:11:516 (71516|3) - missing a clap on it? basically playing it slower you can find that there isnt any kick on this line. It might seem a little bit weird, but that is simply what the music goes. I dont wanna revise the music tbh XD. I hope you can grasp it too owo

Rest looks cool
Thanks for recheck. ;)
Aoi-chii
I don't really know how I can help, but I just wanted to pop in and say I love the hit sound you added!(late I know but I didn't see the red text ^^;). Really looking forward to where this goes and hopefully this gets moved up asap!
Topic Starter
Shima Rin

Aoi-chii wrote:

I don't really know how I can help, but I just wanted to pop in and say I love the hit sound you added!(late I know but I didn't see the red text ^^;). Really looking forward to where this goes and hopefully this gets moved up asap!
Thanks o/ the hitsound is improved now and this mapset will be back soon ;)
Feerum
re-checked everything. After a little chat in discord the beatmap looks fine now.

So green light to move it again.
Topic Starter
Shima Rin

Feerum wrote:

re-checked everything. After a little chat in discord the beatmap looks fine now.

So green light to move it again.
thanks for re-check owo
Maxus
Basically have some minor fixes and buff easy a bit.
Good luck!
Kawawa
GO!!
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