All Updated. Plz check them owo
Thanks for recheck!Kawawa wrote:
No kudosu[Koi]That's it.
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.
Thanks mas dikon >w<)b welcome backMaxus 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!
osu file format v14
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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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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:
Others with no reply all fixed according to your suggestions!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!
Thanks for your check! All things fixed. Will update the map after the metadata is confirmed =w=Kawawa wrote:
No kudosu
Some hitsounds are not used. (If I was wrong)I trying to find them, could not. in txt file too.And "soft-hitnormal" is still valid? that where you used?
https://puu.sh/xjxGE/e8e125cef1.png
A5S_s.wav
C#6S_Db6S_s.wav
F5S_s.wav
(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.
Really thanks for your help!Kawawa wrote:
Alright, and Fixed some in game.
Gratz!
dkingo wrote:
Congratz!
Thanks dkingo and sya =w=Syadow- wrote:
ET topuu >w<)b gratz for 3rd qualify map
Sankyuu wawa n dikon for check >w<
I see lol. Thanks for your reminder =w=. I will see if i can find any QAT to remove thattatatat wrote:
the "op" tag is pointless, since it can't be searched. just letting you know c:
tatatat wrote:
the "op" tag is pointless, since it can't be searched. just letting you know c:
These two are both fixed.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
Thanks for helping me!Nardoxyribonucleic wrote:
Disqualified as requested by map creator to fix the wrongly placed hitsound at 01:25:766 - in Hard difficulty.
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 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
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.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
Thanks for understanding lith owoLitharrale 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 helping me with this process nardo XDNardoxyribonucleic wrote:
The said problem is now solved. As no gameplay elements have been changed upon this fix, insta-requalification can be made.
Requalified~
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.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?
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?
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.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.
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: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)
Here's an example of SB sound used wellLitharrale 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.
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.shionelove wrote:
i wonder why you don't put some hitsounds on notes,especially piano in hard diffs that follows those sounds.
So I felt tired to explain more tbh.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
Thanks for star. I will change about the hitsound dw =w=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
Thanks for recheck.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 o/ the hitsound is improved now and this mapset will be back soonAoi-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 for re-check owoFeerum wrote:
re-checked everything. After a little chat in discord the beatmap looks fine now.
So green light to move it again.