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scop - Yubikiri [Osu|Taiko]

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Topic Starter
Noffy
This beatmap was submitted using in-game submission on Tuesday, September 19, 2017 at 11:52:42 AM

Artist: scop
Title: Yubikiri
Source: 初音ミク -Project DIVA- F 2nd
Tags: Ayyri Vocaloid F2nd Hatsune Miku HELL YA TRAINS Pinky Promise Swear thousand needles Light and Shadow Love Songs 〜Girls Side〜 Days ~Best of Scop~ BALLOOM BEST Yuri ムラサキ Murasaki violet Purple Arcade Future Tone Sound Colorful Deluxe DX
BPM: 195
Filesize: 23316kb
Play Time: 02:38
Difficulties Available:
  1. Advanced (2.61 stars, 348 notes)
  2. Ayyffy's Fated Normal (2.24 stars, 264 notes)
  3. Ayyri's Hari Senbon (4.56 stars, 791 notes)
  4. Ayyri's Promise (4.7 stars, 513 notes)
  5. Easy (1.62 stars, 164 notes)
  6. Hard (3.36 stars, 435 notes)
  7. Insane (4.16 stars, 481 notes)
  8. Muzukashii (3.57 stars, 582 notes)
Download: scop - Yubikiri
Download: scop - Yubikiri (no video)
Information: Scores/Beatmap Listing
---------------

With you, it's special.

Easy, Advanced, Hard, Insane, and Muzu by Noffy
Promise, Hari Senbon, and Hitsounds by Ayyri
Normal by both

composed by scop | nicovideo upload
Normal bg by Yuuki | Ayyri's bg by 72 | Noffy's bg by Mikuni




August 11th, 2017: Starred by - Monstrata
September 13th, 2017: Bubbled by - Taikocracy
September 16th, 2017: Qualified by - Monstrata
September 18th, 2017: Dis- and re-qualified by - IamKwaN so I could fix the source
September 19th, 2017: Dis- and re-qualified by - Nardoxyribonucleic so I could fix taiko sv
Ward74
Here M4M

Hard

Please change AR8
It's better https://osu.ppy.sh/ss/8503552 00:40:367 (8) -
01:17:290 (2) - ^
01:18:828 (1,2) - You missed a lot of hits here

I'm really sorry I don't find other wrong in your mapset :cry: , Your mapset are just amazing good luck for the ranking and again sorry for the short modding :?
Topic Starter
Noffy

Ward74 wrote:

Here M4M

Hard

Please change AR8 Nah, I think that'd be too high.
It's better https://osu.ppy.sh/ss/8503552 00:40:367 (8) -
01:17:290 (2) - ^ These two I'll keep in mind. For now I prefer the curved slider to represent how the piano is so fast it's almost one continual sound.
01:18:828 (1,2) - You missed a lot of hits here changed this and 00:41:905 (1,2) - as well.

I'm really sorry I don't find other wrong in your mapset :cry: , Your mapset are just amazing good luck for the ranking and again sorry for the short modding :?
thanks for looking :) !
Renumi
omg i remember i mapped this ages ago oh my god this song i love it omg yes best music best taste (this is a reminder post don't mind me)
Topic Starter
Noffy

Renumi wrote:

omg i remember i mapped this ages ago oh my god this song i love it omg yes best music best taste (this is a reminder post don't mind me)
yoooo you mapped it too? what a coincidence! best music taste, I agree 8-)
Renumi
idk i can't mod this but if i were to say something i'd say that the hitfinish with 100% sampleset volume is borderline earrape
please rank this i'd be so ggrateful HAVE SOME STARS
Topic Starter
Noffy

Renumi wrote:

idk i can't mod this but if i were to say something i'd say that the hitfinish with 100% sampleset volume is borderline earrape
please rank this i'd be so ggrateful HAVE SOME STARS

hmm i think that will stay the same volume, it's balanced well with the other hitsounds. I think they're an itsy bit louder than normal overall, but that if someone is playing and finds this uncomfortable, it's easier to lower too-loud hitsounds than to raise computer volume + lower in-game music volume for if they're too quiet.
Sooo... yeah~ !

Thank you so much for the stars ! \ o / Will do my best to GET THIS RANKD
Astarte
Hey! Ayyri requested so im gonna take a look
Easy

Well tbh I don't really agree with the concept of easy. Rhythms are really sparse and simplified, which newbies could have problems following the progression of the song. Then, even with cs2, sr bumped over 1.5. I strongly believe the reason lies in your sv, which imo is too fast for an easy at this bpm. I'd suggest you consider lowering it to 0.8 which seems to be the typical easy sv for this bpm, then make your rhythm denser to include in more strong notes you missed. Also, with 1x sv, your spacing seems to be pretty high.
  1. 00:06:828 - imo this is stronger than 00:07:136 - and should be mapped instead, the latter can be ignored. also 00:08:059 - 00:08:367 - these high pitch piano notes deserves a slider too. suggestion https://osu.ppy.sh/ss/8509400
  2. 00:12:675 - a break here seems questionable since its just 13s into the map and map length is pretty long. Also that part is just as intensive and is no different. A break somewhere in the middle and in a calmer part is more feasible imo. 01:52:367 - like here?
  3. 01:50:828 (2) - maybe this is too simplified for an intense piano part and the downbeat deserves to be clickable than released. something like https://osu.ppy.sh/ss/8509496?
  4. 00:48:059 - rhythm this part of the kiais are pretty sparse consider that you follow vocals mostly and vocals there are pretty strong and unique. 00:43:136 (1,2,3) - if this vocal part is dense then the latter deserves to be denser too. At least put circles between your 2/1 sliders like this 00:48:982 - since if you listen again those notes are actually a lot louder than others. my suggestion https://osu.ppy.sh/ss/8509574
  5. 00:52:367 - i'd add a 1/1 slider here as the vocals have no reason to be ignored
  6. Same with 00:54:828 - you used circles to build 2/1 rhythm as vocals suggest but leaving the last one out is extremely questionable. https://osu.ppy.sh/ss/8509601
  7. 02:37:598 (3,4) - ^ https://osu.ppy.sh/ss/8509618
Note that if you follow my suggestions pls fix all other occurrences as well
Normal

Again I think 1.2 sv is also high, especially since you have an advanced, this should be an easier normal
  1. 00:04:982 - I'd like to know why you have nc inconsistency. Here you nc every downbeat and in a lot of other occurrences like 00:39:444 - you nc every measure?
  2. 00:27:752 - vocal and piano are the main factors of the song. I mean you dont have to map every note but leaving a gap while there's still one isn't what id prefer. Id add another 1/1 slider here or extend the previous slider here. 00:32:675 - same with this
  3. 00:48:059 - idk why this part is suddenly less intensive and inconsistent with that of 2 other kiais. imo this is the strongest vocal part of the song
Didn't find anything else except that the kiais are very even with 1/1 beats which can be boring, but also subjective
Advanced
  1. 00:54:726 (3) - way too confusing. This is not a typical straight song and at an extremely fast bpm. For hard and under try to avoid placing circles on a purple tick.Those swing melodies should be represented by sliders only for lower diffs
  2. 00:59:649 - try to have a slider here for the drums like you mapped them before like 00:23:957 (3) - Otherwise feels weird to have something on a weaker drum but nothing on a stronger one
  3. 02:38:521 (4) - nc for emphasis?
Other than those diff is just repeating so...
Hard
Your hard is way too confusing. Those fast clickable offbeat swing melodies are brutal. I'm not exactly new to the game but I failed this. Consider simplify your rhythms a bit and use sliders more often than circles for the confusing notes.
Again still same stuff with advanced. I just found these 00:43:033 (5,1,2,3,4) - are too clustered and can give some reading troubles (they don't look nice to me also)
For the last diff, 01:17:290 (2,3,4,5,6,7) - are you sure this is playable? 195/4=292.5/6 you're streaming at nearly 300bpm and unless you've SSed everything will freeze I don't think anyone could perfect this (also ewf is only 240 :>)
[]
That's all I have. I'm very inexperienced with higher diffs and the jazzy swing types so sorry if its a bad mod.
Hope its helpful anyway. Best of luck~
Topic Starter
Noffy

Astarte wrote:

Hey! Ayyri requested so im gonna take a look hello there~
Easy

Well tbh I don't really agree with the concept of easy. Rhythms are really sparse and simplified, which newbies could have problems following the progression of the song. Then, even with cs2, sr bumped over 1.5. I strongly believe the reason lies in your sv, which imo is too fast for an easy at this bpm. I'd suggest you consider lowering it to 0.8 which seems to be the typical easy sv for this bpm, then make your rhythm denser to include in more strong notes you missed. Also, with 1x sv, your spacing seems to be pretty high. I'll consider for the SV, but that depends on whether normal would be changed as well. I think its current speed is best with fitting into the set overall. Additionally, I did a test and the difference made by changing the sv to .8 and adjusting objects accordingly was only .1 of a star, which is hardly anything.
  1. 00:06:828 - imo this is stronger than 00:07:136 - and should be mapped instead, the latter can be ignored. also 00:08:059 - 00:08:367 - these high pitch piano notes deserves a slider too. suggestion https://osu.ppy.sh/ss/8509400 Changed the first bit as suggested, didn't add anything for the piano notes since these are comparitively softer compared to the .. the.. .. louder higher instrument idunno its name, which has mostly stopped at this time.
  2. 00:12:675 - a break here seems questionable since its just 13s into the map and map length is pretty long. Also that part is just as intensive and is no different. A break somewhere in the middle and in a calmer part is more feasible imo. 01:52:367 - like here? i'm confused why this is in easy if it applies to every single std difficulty. But, uh, it's because it's literally the same section a second time. So first you get thrown into it, then have a chance to actually listen to it before continuing. Also lets the credits in the video roll. The calm part you mentioned in the middle is comparatively easy in the maps enough to give the players a rest without stopping gameplay entirely.
  3. 01:50:828 (2) - maybe this is too simplified for an intense piano part and the downbeat deserves to be clickable than released. something like https://osu.ppy.sh/ss/8509496? but this 01:42:213 entire section is following the guitar, which is dying out at this point.
  4. 00:48:059 - rhythm this part of the kiais are pretty sparse consider that you follow vocals mostly and vocals there are pretty strong and unique. 00:43:136 (1,2,3) - if this vocal part is dense then the latter deserves to be denser too. At least put circles between your 2/1 sliders like this 00:48:982 - since if you listen again those notes are actually a lot louder than others. my suggestion https://osu.ppy.sh/ss/8509574 I'll keep this in consideration, because that was what I thought of at first, but I felt going from what had a lot of 4/1 and 3/1 time inbetween notes to constant 1/1 would be too much of a difficulty spike, and that having constant 2/1 for the second half of the chorus here already makes it pretty intense.
  5. 00:52:367 - i'd add a 1/1 slider here as the vocals have no reason to be ignored Okay, makes sense. Added this to the other two kiais as well.
  6. Same with 00:54:828 - you used circles to build 2/1 rhythm as vocals suggest but leaving the last one out is extremely questionable. https://osu.ppy.sh/ss/8509601 added a 1/1 slider here in all 3 kiais, similar to the above suggestion.
  7. 02:37:598 (3,4) - ^ https://osu.ppy.sh/ss/8509618 changed as suggested
Note that if you follow my suggestions pls fix all other occurrences as well i'll do my best
Normal

Again I think 1.2 sv is also high, especially since you have an advanced, this should be an easier normal i'll try to talk about it with ayyri
  1. 00:04:982 - I'd like to know why you have nc inconsistency. Here you nc every downbeat and in a lot of other occurrences like 00:39:444 - you nc every measure? generally the pattern is that for the most part it's every downbeat, but every other measure of the calmer sections where the singing goes without stopping. This is to contrast how 00:23:136 (1,1) - these vocal patterns start and stop, but 00:25:598 (1) - these just keep on going.
  2. 00:27:752 - vocal and piano are the main factors of the song. I mean you dont have to map every note but leaving a gap while there's still one isn't what id prefer. Id add another 1/1 slider here or extend the previous slider here. 00:32:675 - same with this changed these both a bit.
  3. 00:48:059 - idk why this part is suddenly less intensive and inconsistent with that of 2 other kiais. imo this is the strongest vocal part of the song it's the first occurence of three. it's less intense so that there is some degree of increasing difficulty as the map goes on. I agree that this part is the strongest of the vocals, that's why I intentionally arranged it in a pattern that will take a bit more focus to read correctly. It's also different because I mapped the first kiai and ayyri did the other two so.....
Didn't find anything else except that the kiais are very even with 1/1 beats which can be boring, but also subjective

Advanced
  1. 00:54:726 (3) - way too confusing. This is not a typical straight song and at an extremely fast bpm. For hard and under try to avoid placing circles on a purple tick.Those swing melodies should be represented by sliders only for lower diffs ahaha.. i wasn't sure about this one anyways. changed
  2. 00:59:649 - try to have a slider here for the drums like you mapped them before like 00:23:957 (3) - Otherwise feels weird to have something on a weaker drum but nothing on a stronger one that's because the music totally stopped here, so the map doesn't start again until the vocals do. It's even stacked to further emphasize this.
  3. 02:38:521 (4) - nc for emphasis?sure
Other than those diff is just repeating so...

Hard
Your hard is way too confusing. Those fast clickable offbeat swing melodies are brutal. I'm not exactly new to the game but I failed this. Consider simplify your rhythms a bit and use sliders more often than circles for the confusing notes. I went through and changed some of the rhythms which followed the piano.
Otherwise...

?_? i already use sliders with a circle at the end or slider-slider for the vast majority of 1/3 gaps. the primary exception is the kiai, which is done that way because of how intense it is compared to the rest of the song. If there's specific rhythms more awkward or unfitting than others, I'll change it. Otherwise, if there's a problem spread wise, it would be advanced that needs to be harder rather than hard made easier.

Again still same stuff with advanced. I just found these 00:43:033 (5,1,2,3,4) - are too clustered and can give some reading troubles (they don't look nice to me also) I'll try to figure something out.. I prefer them this way so that they'd look like a solid mass, just like how the AAAA can be intterpreted as one held note.
For the last diff, 01:17:290 (2,3,4,5,6,7) - are you sure this is playable? 195/4=292.5/6 you're streaming at nearly 300bpm and unless you've SSed everything will freeze I don't think anyone could perfect this (also ewf is only 240 :>) in my opinion the 1/6 bursts in this map are easier than the spacier 1/3, I can play it pretty dang well and i'm, like, 135k. It's the top diff. I don't think this is the place for holding back!
[]
That's all I have. I'm very inexperienced with higher diffs and the jazzy swing types so sorry if its a bad mod.
Hope its helpful anyway. Best of luck~ Thank you for the help, it was very insightful in a lot of ways!
Shadowa Pinkman
I'm here cuz some cutie that named Ayyri asked me :^)

[Muzukashii]
  1. 00:09:290 (20,21,22) - 00:19:136 (52,53,54) - Finisher is unnecessary imo. 02:15:751 (234,235,236) - for consistency.
  2. 00:25:188 (72,73) - 00:30:111 (92,93) - How about using simple pattern for here? kk fits perfectly and represents the sound at 00:25:290 - .
  3. 00:46:726 (153,154,155,156) - As I said, simple patterns.. dd would fit here. Actually you should review kd or dk doublets and change as kk or dd, whatever fit there.
  4. 01:39:752 - 01:46:521 - Why did you ignore these sounds? Looks awkward.
[Ayyri's Hari Senbon]
  1. 00:06:213 (13) - How about changing it to kat due to high pitch sound? It also make consistent to 00:03:751 (1,7) - and 00:08:674 (24) - . 00:16:060 (57) - and 02:31:444 (760) - for consistency.
  2. 00:40:367 (164,165,166,167,168,169,170) - You may represent piano by changing as kkkdddk. If you think it makes harder, you may keep it as well. 01:17:290 (348,349,350,351,352,353,354) - and 01:39:444 (486,487,488,489,490,491,492) - for consistency.
  3. 00:44:675 - Unsnapped greenline
  4. 00:59:649 (274,275) - That doublet is wrongly snapped. The sound is 1/8 this time. I also wonder why you didn't emphasize snare by using kk.
  5. 02:10:982 (635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650) - Don't you think it's pretty hard? It's not even used in hard maps I've seen.
    At least try with a slider or spinner to represent transition between these two parts.
That's it I guess uhuhuh, good luck :)
Topic Starter
Noffy

zigizigiefe wrote:

I'm here cuz some cutie that named Ayyri asked me :^) i agree she a big qt

[Muzukashii]
  1. 00:09:290 (20,21,22) - 00:19:136 (52,53,54) - Finisher is unnecessary imo. 02:15:751 (234,235,236) - for consistency. No change, I think they're plenty necessary for how strong the sounds are here.
  2. 00:25:188 (72,73) - 00:30:111 (92,93) - How about using simple pattern for here? kk fits perfectly and represents the sound at 00:25:290 - . Changed accordingly! o:
  3. 00:46:726 (153,154,155,156) - As I said, simple patterns.. dd would fit here. Actually you should review kd or dk doublets and change as kk or dd, whatever fit there. fixed this as well, went through and checked for others and changed those too. hopefully I didn't miss any!
  4. 01:39:752 - 01:46:521 - Why did you ignore these sounds? Looks awkward.oops../... added notes to both times c:
That's it I guess uhuhuh, good luck :) thank you very much! :D
oni
ayyri's response from beyond the depths of hell
Bursthammy
I M S O L A Z Y


Ayyffy's Fated????? Normal

00:48:674 (3,1,2) - Although the time between (3,1) is a full 2 measures, I still feel as though this cursor movement is pretty counterproductive and unfriendly to players around this level. Move 2 upwards to both fix this, and create a nice parallel.
00:50:829 (2) - Same here ^.

01:51:136 (1,2,1,2) - This movement feels kinda awkward to me, reminds me of Angelhoney which probably isn't a good thing for normals. Move 01:52:367 (2) -
over a bit to the right to remedy this. https://puu.sh/wHEQ5/5aa6515884.png

02:38:521 (1) - Fix DS for this note, it's fairly noticeable.


Ayyri's Promise

00:40:367 (1,2,3,4,5,6) - I don't really agree with using a 1/6th stream for this section. Not only is it a really difficult burst compared to the rest of the map's difficulty, but you can't really claim that it matches with the piano stream in that regard. I'd just keep it as a 1/3rd stream.

00:43:136 (1,1,1,1,1) - mmmmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMm i like it but its dubious


sorry for the small mod but i'm just not really feeling it much anymore

gl cuties
Topic Starter
Noffy

Weber wrote:

I M S O L A Z Y B O I


Ayyffy's Fated????? Normal

00:48:674 (3,1,2) - Although the time between (3,1) is a full 2 measures, I still feel as though this cursor movement is pretty counterproductive and unfriendly to players around this level. Move 2 upwards to both fix this, and create a nice parallel.
00:50:829 (2) - Same here ^. If this continues to be a problem I'll change it as suggested, but I think the current set up here being a bit more challenging is fitting for how intense the song gets at this point.

01:51:136 (1,2,1,2) - This movement feels kinda awkward to me, reminds me of Angelhoney which probably isn't a good thing for normals. Move 01:52:367 (2) -
over a bit to the right to remedy this. https://puu.sh/wHEQ5/5aa6515884.png changed this timestamp in general some for a qt circle shape

02:38:521 (1) - Fix DS for this note, it's fairly noticeable. it's not noticable if i didn't notice~ *runs* fixed.


Ayyri's Promise

00:40:367 (1,2,3,4,5,6) - I don't really agree with using a 1/6th stream for this section. Not only is it a really difficult burst compared to the rest of the map's difficulty, but you can't really claim that it matches with the piano stream in that regard. I'd just keep it as a 1/3rd stream. but it does match with the piano stream?

00:43:136 (1,1,1,1,1) - mmmmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMm i like it but its dubious MMMmmmMMMmmmMMMM


sorry for the small mod but i'm just not really feeling it much anymore

gl cuties thank you friendly frog
Sidetail
[general]
yubki.png is hefty 2mb. convert it into compressed format of image file (jpg). For rest of other bg, i recommend re-compressing with 80% jpg compression to save space. Quality is still plenty good and size is much smaller

[easy]
- 00:41:905 (3,4) - this can be a slider. hollow space between that feels weird as there is a lot of vocal happening between that

[ayyffy]
- Can't have custom name "fated" as it is 1. not consistent. 2. not highest diff.
- 01:22:521 (1,2,3,1,2) - over usage of snare drum sound makes other parts bland sounding. Listen carefully to the song and you'll hear that not all white ticks have snare sounds.
01:24:059 (1) - remove NC as it is not needed. Compared to other kiais, you didn't put them.
01:43:444 (3) - according to previous | next part HS, you need clap here
01:46:828 (6) - would have this addition-drum finish rather than clap
01:52:367 (2) - remove whistle as it is calm part and kick drum is overkill there

[advanced]
- Its advanced diff, you should really map the break.
00:57:905 (1) - curve other way to aesthetically look nicer and and flows better for next part
01:51:443 (3) - ^

I dont have much to say on this diff since it is very consistent but some of the rhythms are very awkward. As an example like 00:36:367 (3,4) - I know you did this as vocal has two distinctive pronunciations, but just a note before that 00:35:751 (2) - you decided to use slider there. 00:36:982 (5) - this slider made more sense as it only had only one distinctive pronunciation (single syllables) of lyrics.

[hard]
again please map the break. Starting from advanced, you don't really want to leave out big portion like that and even more weird to leave it out when you actually mapped the beginning parts of it that sounds like break as well. Goes for other diffs as well.
00:25:187 (3,4) - circle implementation | 00:23:957 (3) - slider implementation. please be more consistent with this. Both parts use floor toms and they are implemented differently. Would make more sense if you consistently used circle for majority of this diff since sliders were already used in advanced diff. Leave the easier version on lower diff!
00:38:008 - there is a drum here. Remove 00:38:110 (9) - this and add two reverses and lean it against next object. As a this being a music game, it is really important to express the song rather than fighting with the song and overriding the sounds with your new beat. You did well here 00:52:059 (7) -
01:07:033 (3,4) - and 01:02:110 (3,4) - .
01:58:110 (4) - sudden 1/3 is somewhat confusing even though distance helps. Would just use slider to express that since sliderhead offers much more accuracy of click leniency compared to circle. Slider start at 01:58:110 - and end at 01:58:418 -
02:03:033 (4) - ^
02:10:418 (5) - this is actually on 02:10:521 - ._.

[insane]
00:40:367 (1) - no one expect the sliders to be this fast suddenly. Add NC at 00:40:572 (2) - to differentiate the huge SV changes. Or rather use special combo colour just for extreme SV changed sliders. Readability is crucial thing
01:17:290 (1) - ^
00:44:675 (1,2,3,4,5,6) - You can probably thing of better looking one that also adds characteristics with the song. Current looks rushed and doesn't reflect the song very much :l
01:27:752 (3) - addition-drum add finish
01:37:290 (1) - map the next part as it is just weird to leave it like this
01:53:187 (4) - https://puu.sh/wIkyK/296ef76812.jpg this feels better since you're already mapping to vocal. why not use slider there.
01:58:110 (4) - ^
02:10:418 (5) - this is suppose to be at 02:10:521 -
02:10:982 (6) - you were mapping vocal until this part and now you just switched to piano... just stick to vocal as this is just confusing and you suddenly had to switch to 1/6 to even map this slider
02:38:521 (5) - this goes well with single 1/6 slider rather than one circle.
Topic Starter
Noffy

Sidetail wrote:

[general]
yubki.png is hefty 2mb. convert it into compressed format of image file (jpg). For rest of other bg, i recommend re-compressing with 80% jpg compression to save space. Quality is still plenty good and size is much smaller O.... I forgot to compress the images... will do this once I have access to my pc in a few days. ended up not posting my draft reply until I had access to my pc so, uhh, fixed! did not change normal's bg as the jpg compression was very noticable on its thin lines.

[easy]
- 00:41:905 (3,4) - this can be a slider. hollow space between that feels weird as there is a lot of vocal happening between that mmm i see your point but it doesn't feel right to have it as a slider either.

[ayyffy]
- Can't have custom name "fated" as it is 1. not consistent. 2. not highest diff. 1.) it's not a custom name. it does not take place of the difficulty name "normal". 2.) it is a thematic replacement of where the word "collab" would typically go. When two people are "fated" they are "joined together" by something that was inevitable, when two people collab they are "joined together" by making the map... and this collab was inevitable, so...~
- 01:22:521 (1,2,3,1,2) - over usage of snare drum sound makes other parts bland sounding. Listen carefully to the song and you'll hear that not all white ticks have snare sounds.
01:24:059 (1) - remove NC as it is not needed. Compared to other kiais, you didn't put them. o_O?? there is no NC here to begin with though.
01:43:444 (3) - according to previous | next part HS, you need clap here added to all diffs with an object at this time
01:46:828 (6) - would have this addition-drum finish rather than clap fixeds
01:52:367 (2) - remove whistle as it is calm part and kick drum is overkill there changed to soft whistle instead of normal

will ask ayyri about the other hitsound point mentioned.

[advanced]
- Its advanced diff, you should really map the break. no
00:57:905 (1) - curve other way to aesthetically look nicer and and flows better for next part changed as suggested
01:51:443 (3) - ^ for this one i think the current set up is fine as it helps reflect how.. like.. bouncy the piano sounds here :D.

I dont have much to say on this diff since it is very consistent but some of the rhythms are very awkward. As an example like 00:36:367 (3,4) - I know you did this as vocal has two distinctive pronunciations, but just a note before that 00:35:751 (2) - you decided to use slider there. 00:36:982 (5) - this slider made more sense as it only had only one distinctive pronunciation (single syllables) of lyrics. I see.. well I'll try to keep this in mind, and make changes as I see fit, since there's more that goes into deciding what to put down than just the presence of a syllable, such as how strong or strained the vocal may sound.

[hard]
again please map the break. Starting from advanced, you don't really want to leave out big portion like that and even more weird to leave it out when you actually mapped the beginning parts of it that sounds like break as well. Goes for other diffs as well. I would much prefer it to have a break here as it does in project diva, the source of the video. this additionally allows for a player to view the title card in the video (i'll ask a QAT to have the title/artist moved to the same time later as well) and so that there is 1 of the instrumental section at the start and 1 at the end which mirror eachother.
00:25:187 (3,4) - circle implementation | 00:23:957 (3) - slider implementation. please be more consistent with this. Both parts use floor toms and they are implemented differently. Would make more sense if you consistently used circle for majority of this diff since sliders were already used in advanced diff. Leave the easier version on lower diff! It is currently done this way to emphasize the distinct higher sound at 00:25:290 (4) - which is not present in the previous bar. Fixed 00:32:572 (7) - to be two circles since it is following similar, same goes for insane.
00:38:008 - there is a drum here. Remove 00:38:110 (9) - this and add two reverses and lean it against next object. As a this being a music game, it is really important to express the song rather than fighting with the song and overriding the sounds with your new beat. You did well here 00:52:059 (7) - overriding the song with a new beat was not my intention at all, I was just trying to figure out a non-awkward way to play what was present (the way i had it before was BAD) . I've changed this a different way as I'd like to avoid having 2x reverse sliders in the map.
01:07:033 (3,4) - and 01:02:110 (3,4) - . first linked has the weird glass/ice sound, second does not. See 01:03:444 (4) - and 01:07:136 (4) - and how they are given the same slider shape for these as well.
01:58:110 (4) - sudden 1/3 is somewhat confusing even though distance helps. Would just use slider to express that since sliderhead offers much more accuracy of click leniency compared to circle. Slider start at 01:58:110 - and end at 01:58:418 - I do not think the 2/3 is sudden when it's accompanied by the song getting drastically less intense, and had been present throughout the song prior..
02:03:033 (4) - ^ ^
02:10:418 (5) - this is actually on 02:10:521 - ._. Oops, fixed ^^;

[insane]
00:40:367 (1) - no one expect the sliders to be this fast suddenly. Add NC at 00:40:572 (2) - to differentiate the huge SV changes. Or rather use special combo colour just for extreme SV changed sliders. Readability is crucial thing added a new combo color for distinguishing the sudden 2x sliders
01:17:290 (1) - ^ ^
00:44:675 (1,2,3,4,5,6) - You can probably thing of better looking one that also adds characteristics with the song. Current looks rushed and doesn't reflect the song very much :l nononononoo you see she says she's "falling in love" so the sliders are in a literal falling formation now the player's mouse is falling and it fits perfectly
01:27:752 (3) - addition-drum add finish fixed in all difficulties.
01:37:290 (1) - map the next part as it is just weird to leave it like this but I'm mapping the piano this entire section which totally stops for a second here? ;.;
01:53:187 (4) - https://puu.sh/wIkyK/296ef76812.jpg this feels better since you're already mapping to vocal. why not use slider there. I feel having sliders 1/3 apart like the majority of the song would take away from how calm this part is in comparison to the rest of the song. Similar to how 01:54:521 (1,2,3,4) - is circles instead of 2/3 sliders one after the other like I did at 01:02:521 (1,2,3,4) - for example.
01:58:110 (4) - ^ ^
02:10:418 (5) - this is suppose to be at 02:10:521 - fixeds
02:10:982 (6) - you were mapping vocal until this part and now you just switched to piano... just stick to vocal as this is just confusing and you suddenly had to switch to 1/6 to even map this slider yeaah.. but i felt just sticking to the vocal here in insane was unfitting as well, since the piano sound is so loud and occurs before the vocal does. the only alternative I could think of would to have JUST a circle at 02:11:136 - like hard does, but this seems wrong as well since in promise it even has 1/6 notes here to play. nothing->nothing->ALL THING vs. nothing->something->all thing in regards to how its mapped as the difficulty increases... i'm gonna leave this the same so that it's the latter q.q. Additionally, due to the long pause before it I do not think reading will be an issue even though it starts on a red tick.
02:38:521 (5) - this goes well with single 1/6 slider rather than one circle. Changed to a 1/6 reverse slider like in promise.
Arphimigon
AAAA

INSANENESS

00:08:367 (5,1) - Since there are SOUNDS between these OBJECTS, perhaps change the NOTE into a 1/3 REVERSE SLIDER???
00:08:675 (1,2,3,4) - https://puu.sh/wT3LP/0afae08d9a.mp4 I have no IDEA why this recording took FIVE ATTEMPTS TO MAKE PERFECT but each slider here SLIGHTLY LOWERS which works nicely with the LOWERING PITCH N STUFF
00:11:136 (1,2,3,4) - These sound like 1/2 SOUNDS, seriously cahnge the sliders to 1/2 WHY
00:40:367 (1) - The START END END coordinate of this slider must be on the EXACT SAME Y LEVEL (120 each)
00:44:675 (1,2,3,4,5,6) - Perhaps make the last 3 sliders have a different LOOK or smth to the first 3 since they have different VOCAL SOUNDS
01:09:598 (3) - x:202 y:146 for super symettry cuteness
01:21:905 (2,3) - BLANKET
01:35:957 (3,1) - u Wh with READING THIS after that CONSISTENT DS STREAM how to DO IT (01:00:675 (3,4,5,6) - make it same DS as that pls)
01:40:982 (1) - MAKE JUMP

o hai page 2
Topic Starter
Noffy

Arphimigon wrote:

AAAA

INSANENESS

00:08:367 (5,1) - Since there are SOUNDS between these OBJECTS, perhaps change the NOTE into a 1/3 REVERSE SLIDER??? MAYBE but when I tried it, it felt odd since it'd switch so rapidly between following the piano and the accordion that it felt really awkward so uhhh,, yeah i dunno about this
00:08:675 (1,2,3,4) - https://puu.sh/wT3LP/0afae08d9a.mp4 I have no IDEA why this recording took FIVE ATTEMPTS TO MAKE PERFECT but each slider here SLIGHTLY LOWERS which works nicely with the LOWERING PITCH N STUFF your suggestion here is very interesting and i''ll keep it in mind, but no change as I rather like how balanced visually the current pattern is, as it helps establish the attitude of this difficulty which is elegant, balanced, and pretty pretty
00:11:136 (1,2,3,4) - These sound like 1/2 SOUNDS, seriously cahnge the sliders to 1/2 WHY it's kinda odd since they sorta just fade into eachother, so I think it would be best to leave these as 1/3 like all their compatriots instead of SUDDENLY 1/2
00:40:367 (1) - The START END END coordinate of this slider must be on the EXACT SAME Y LEVEL (120 each) AIEEE fixed
00:44:675 (1,2,3,4,5,6) - Perhaps make the last 3 sliders have a different LOOK or smth to the first 3 since they have different VOCAL SOUNDS but they're already slightly different patterns jOINED TOGETHR
01:09:598 (3) - x:202 y:146 for super symettry cuteness great IDEA also ctrl+g'd 01:09:290 (2) - for CUTE LOOPDILOOP
01:21:905 (2,3) - BLANKET FIXED I THINK
01:35:957 (3,1) - u Wh with READING THIS after that CONSISTENT DS STREAM how to DO IT (01:00:675 (3,4,5,6) - make it same DS as that pls) changed as suggestedd
01:40:982 (1) - MAKE JUMP MAKES DS which is like a jump after the lower spaced stream but still DS praise be DS amen

o hai page 2 at long last
- titan
nm from my queue!

easy

SPOILER
sv ahh this is really fast
00:12:367 - why is there a break here? sounds almost identical to the part before it that you mapped. if you do keep it though at least make it start at 00:13:598
00:39:444 (3) - this slider looks ehhh. the one at 00:25:905 (2) looks better.
00:40:674 (1,2,3) - i'd suggest rotating this triangle a bit more clockwise :/
00:55:444 (1,2,1) - pretty subjective but i don't like how any of these sliders look. maybe its the curvy part looking shorter than the straight part? idk.
01:34:828 (1,2) - position (2) more evenly between the slider head and tail
normal

SPOILER
same thing about the break
00:39:444 (3,2) - make this blanket
00:46:213 (3,1) - this doesn't blanket (but imo it looks better without blanketing so i guess don't change it)
00:55:444 (1,1) - these slider aren't ugly, but they don't really look good imo
01:06:213 (1,2) - fix the blanket
01:37:905 (1,2,3) - looks kinda bad with the light overlap stuff
01:49:598 (1,2,3) - this is the same thing basically, but it doesn't look bad here.
same thing about breaks on all diffs

nice set gl
Topic Starter
Noffy

- titan wrote:

nm from my queue! hallo!

easy

SPOILER
sv ahh this is really fast c:
00:12:367 - why is there a break here? sounds almost identical to the part before it that you mapped. if you do keep it though at least make it start at 00:13:598 since there wouldn't be anything mapped inbetween for easy, that'd basically mean just having a lone circle one bar later, which imo is kinda weird, and would be rather forced.
00:39:444 (3) - this slider looks ehhh. the one at 00:25:905 (2) looks better. did a copypaste transplant
00:40:674 (1,2,3) - i'd suggest rotating this triangle a bit more clockwise :/ ehh..? that'd not make as much sense in the context of the pattern. horizontally balanced bird slider -> 1 and 2 are straight right under it > 3 goes under the middle of the bird.
00:55:444 (1,2,1) - pretty subjective but i don't like how any of these sliders look. maybe its the curvy part looking shorter than the straight part? idk. I suppose that's personal preference but I'll keep it in mind.
01:34:828 (1,2) - position (2) more evenly between the slider head and tail I couldn't even tell oops >o<, fixeds
normal

SPOILER
same thing about the break ):
00:39:444 (3,2) - make this blanket fixed the pattern a bit instead so it doesn't look like an off blanket
00:46:213 (3,1) - this doesn't blanket (but imo it looks better without blanketing so i guess don't change it) what what the heck this looks terrible how did i not notice. Fixed to at least be evenly spaced from the circle on both ends even if it's not an ultra snuggly blanket
00:55:444 (1,1) - these slider aren't ugly, but they don't really look good imo I think they're fantastic for representing the unique instrument present here c:
01:06:213 (1,2) - fix the blanket fixeddd
01:37:905 (1,2,3) - looks kinda bad with the light overlap stuff no change to the pattern, but I noticed the stack was a few pixels off, fixed that.
01:49:598 (1,2,3) - this is the same thing basically, but it doesn't look bad here.no change
same thing about breaks on all diffs the break is to
  1. Match the game the video is from
  2. perfectly display the title in the video
  3. give the player a chance to enjoy songo
  4. so that the start and end can mirror eachother


nice set gl thank you c:!



ayyri's mod from the grave so i can click timestamps

Ayyri wrote:

Muzukashii
-------------
  1. 00:13:598 - Finisher. There's a pretty clear cymbal here. changed
  2. 00:23:444 - ^ changed
  3. 00:27:136 - to 00:28:059 - There's really no definition to any of these notes. There are different sounds going on here, yet you chose to keep it monocoloured. Consider something like having 00:26:828 - to 00:28:367 - be something like, k d k k d K. So you get the emphasis of the vocal at 00:27:136 - and 00:28:059 - , while keeping the k's for the metallic sounds at 00:27:444 - and 00:27:752 - . (Also adding a finisher for, well, the cymbal there.) changed this some, though not exactly as suggested.
  4. 00:33:290 - Finisher. Already stated my reasoning for this. changed
  5. 00:35:752 - to 00:36:675 - Consider changing it to be k d k d. So there's more of a back and forth pattern when it comes to your movements, which would greater emphasis the vocals going on here. While also giving 00:36:675 - and 00:36:982 - the same colours, to add emphasis to the kk after it. changed as suggestion! that makes a lotta sense, thankya ^^
  6. 00:38:213 - Finisher. Previously stated reason. changed
  7. 00:39:136 - and 00:39:752 - Ctrl+G. Follows the vocals a bit better, and added emphasis to the vocal/finisher at 00:40:059 - . I'm not sure about this one because I would prefer to have the current ddk ddk pattern which is following the vocals ;
  8. 00:44:675 - and 00:44:982 - Ctrl+G. Having a k at 00:44:675 - , would better emphasis the change from the intense vocals/finishers, into the regular rhythm and would also follow the kick at that point. see below
  9. 00:45:290 - Change to d. Instead of having the same colour as 00:45:598 - , which is a higher sound, and adds more emphasis to it. taking these suggestions into account, 00:44:674 - starting here, changed these six notes to kkdkkd. so that it 1.)emphasizes the change from the finishers, 2.) emphasizes the following high note, 3.) goes k k d , k k d, following the vocals.
  10. 00:48:059 - It's odd that you start this with a finisher, yet you ignore this same rhythm at 00:49:290 - . Just something to think about. this is because the section already contains regular 1/3 doubles, fitting for the kiai, and I feel adding in regular finishes on top of that would just be.. brutal. Between the finishes or the 1/3 in the chorus for these points, I'd prefer to have the 1/3.
  11. 00:50:521 - Same as the above. ^
  12. 00:52:674 - There's no cymbal sound here indicating that there should be a finisher. Using one here to emphasis the drums, also takes away from the crash at 00:52:982 - . changed it to k so that it is still emphasized after the prior pattern without taking away from the impact of the finish.
  13. 00:57:905 - Nothing very powerful occurs here, other than this being the last verse of this phrase. But using finishers for it, is rather.. odd. Because it feels like they're being randomly placed here to try and emphasis that, but fail to do so. mm, I disagree. I think they accomplish emphasizing the very very VERY strong 1/1s, which is what they set out to do. In this, it is also very similar to 00:08:674 - this section here, albeit more dense.
  14. 01:00:367 - Finisher. Previously explained reason. changed
  15. 01:03:444 - to 01:05:290 - Like I stated for 00:27:136 - , having the same colour for different sounds, especially in a calm part, makes it rather boring and doesn't bring out the fact that there's more going on. For example, consider making 01:04:059 - a d, to emphasis the higher vocal, and the ending of the verse here. changed to a d as suggested, I hadn't considered using a d for a higher vocal, that seemed beyond me. that makes sense tho.. when put that way.. yess
  16. 01:05:290 - Finisher. Already explained this. changed
  17. 01:08:059 - and 01:08:367 - Ctrl+G. Emphasises the vocal better, in a building up manner. i'm not sure if i already changed this cause the way i have it right now emphasizes it better than the suggestion so now i'm confused
  18. 01:08:982 - Change to k. Emphasises the end of the vocal here, and provides more power to the oncoming notes. kk
  19. 01:09:290 - and 01:09:598 - Change to d. I can see why you made these finishers, but having 01:09:290 - to 01:09:905 - all as finishers, kind of takes away from the intensity that 01:09:905 - has on it's own. So it would be better to have only 01:09:905 - as the finisher, to better show the "thud" sound that's happening here. In the below point, (I didn't apply this in order oops) the change to K ended up helping to emphasize it already. Otherwise, I find it fitting to have all three as finishers, as they are all part of one heavy progression of sound, and made no change to those.
  20. 01:10:213 - Finisher. Here especially, it feels really lacking in play when you have a D at 01:09:905 - , and absolutely no finisher at 01:10:213 - , when there's a very audible cymbal there. If you did add one, preferrably make it a K, so it doesn't blend in with the D at 01:09:905 - . changed this to a finisher, made 01:09:905 - a K so that what its following is still ultra EMPHASIZED
A r M i N
add silent soft sliderslide hitsound maybe

[Ayyri]

00:40:367 (1,2,3,4,5,6) - This is too much
01:09:905 (1) - shouldnt it go in that direction? http://puu.sh/x51ZO/fd682e99bf.jpg
01:17:290 (2,3,4,5,6,7) - same
01:39:444 (1,2,3,4,5,6,7) - ye
01:57:290 (1) - hs missing?
02:22:828 (1,2) - u didnt rlly use it in any other section of the map, maybe it gets confusing
u copy pasted that last part?

[Insane]

00:43:136 (1,2,3,4,5) - NC all?
01:00:982 (6) - that spacing is a bit too far, i know u wanna emphasize that but its a bit much
01:05:905 (6) - ^
01:20:059 (1) - nc all
02:16:675 (1) - ^

[hard]

00:40:674 (2) - nc?
00:48:367 (3,5) - remove overlap
01:16:982 (1) - remove nc
01:17:290 (2) - nc
01:17:597 (3) - nc

[advanced]

isnt od6 a bit high?

[normal]

remove the fated, it doesnt fit in with all the other diff names, or should it mean collab?
00:29:290 (1) - remove nc
00:58:828 - add circle
01:08:982 (1) - remove nc since u dont have one here either 01:04:059 (4) -


good luck :3
map: https://osu.ppy.sh/s/640064
Topic Starter
Noffy

A r M i N wrote:

add silent soft sliderslide hitsound maybe will consider it

[Ayyri]
i'll edit this once ayyri herself actually checks it

00:40:367 (1,2,3,4,5,6) - This is too much
01:17:290 (2,3,4,5,6,7) - same
01:39:444 (1,2,3,4,5,6,7) - ye may be revised in the near future


01:09:905 (1) - shouldnt it go in that direction? http://puu.sh/x51ZO/fd682e99bf.jpg no, it's meant to be very sudden, and is intentionally rather unflowy. changing it would take away from this intentional aspect of the pattern.
01:57:290 (1) - hs missing? fixed on all difficulties
02:22:828 (1,2) - u didnt rlly use it in any other section of the map, maybe it gets confusing
u copy pasted that last part? ya we did that for every difficulty except normal

[Insane]

00:43:136 (1,2,3,4,5) - NC all? changed to be like promise
01:00:982 (6) - that spacing is a bit too far, i know u wanna emphasize that but its a bit much
01:05:905 (6) - ^ these are the same as the standard spacing in this map, I'd worry anything else would be even harder to read than it already is/intended to be :(
01:20:059 (1) - nc all fixd
02:16:675 (1) - ^ changed~

[hard]

00:40:674 (2) - nc? the additional nc here in insane was due to the sv change, which is not present here
00:48:367 (3,5) - remove overlap it's one of a number of intentional similar overlaps throughout this difficulty, done with the intent of a touch of "organized uncleaninless" , contrasting with the ultraclean insane.
01:16:982 (1) - remove nc fixed
01:17:290 (2) - nc fixeds
01:17:597 (3) - nc see reply to first point

[advanced]

isnt od6 a bit high? lowered by 1 on both advanced and normal

[normal]

remove the fated, it doesnt fit in with all the other diff names, or should it mean collab? it means collab
00:29:290 (1) - remove nc it'd break the pattern I am following if I did o.o
00:58:828 - add circle I was following the higher instrument which slows down at 00:57:905 - so the rhythm is 2/1 instead of 1/1 like it was just before.
01:08:982 (1) - remove nc since u dont have one here either 01:04:059 (4) - shoot, fixed.


good luck :3 thanks, i'll mod back as soon as I can o/
map: https://osu.ppy.sh/s/640064
Monstrata
Ayyri's Promise

00:40:367 (1,2,3,4,5,6,1) - Piano trills shouldn't be mapped to streams. It's very difficult to ascertain the snapping anyways. Use a buzz slider.
01:17:290 (1,2,3,4,5,6,1) - ^
01:36:264 (2) - Why isn't the white tick on the tail clickable xP. Use this, its a better rhythm transition:

Insane

00:45:598 (4) - Should go with a different design here imo, its a new phrase.
01:02:110 (4,5) - Felt really forced for the note it represented.
01:04:572 (4) - Etc... I think the spacing concept here is a bit too big unnecessarily. The section is quite simple and soft.
01:10:213 - Begin the larger spacing starting her eimo. or 01:15:136 - . Create a better reflection of the song's different intensities, cuz right now the spacing structure is too similar across otherwise different sections.

Hard

00:40:367 (1) - How about using a repeat or something instead of the same slider rhythm? Use some different slider length for variety. Apply this to other places if you agree.
01:00:674 (3) - xd slider. Are they supposed to be warped like this?

[]

Lower diffs seem fine.

I think a bit more polishing could help though. Maybe find another 2 mods before calling me back.
Topic Starter
Noffy

Monstrata wrote:

Ayyri's Promise
I'll edit this whenever Ayyri herself responds xd

00:40:367 (1,2,3,4,5,6,1) - Piano trills shouldn't be mapped to streams. It's very difficult to ascertain the snapping anyways. Use a buzz slider. I initially visualized "buzz slider" as something like this and was sent into a fit of giggles.
01:17:290 (1,2,3,4,5,6,1) - ^
01:36:264 (2) - Why isn't the white tick on the tail clickable xP. Use this, its a better rhythm transition:

Insane

00:45:598 (4) - Should go with a different design here imo, its a new phrase. AaaAaaAaaAaa A!, this is the nth time I've been told this. Falling sliders for falling in love isn't obvious enough I guess... changed the pattern starting at 00:44:675 (1) - drastically, in line with how 01:21:598 (1) - is done.
01:02:110 (4,5) - Felt really forced for the note it represented.see below
01:04:572 (4) - Etc... I think the spacing concept here is a bit too big unnecessarily. The section is quite simple and soft. I've instead changed these to sliders, as I think that helped make this rhythm feel more fitting to the section overall, as I felt when looking at it that even with lower spacing they felt really forced to be clicked as 1/3s.
01:10:213 - Begin the larger spacing starting her eimo. or 01:15:136 - . Create a better reflection of the song's different intensities, cuz right now the spacing structure is too similar across otherwise different sections. I'm gonna have to think about this for a while, cause I personally strongly think the current spacing across the map is fine.. and that anything lower than 1.5 looks kind of gross :c

Hard

00:40:367 (1) - How about using a repeat or something instead of the same slider rhythm? Use some different slider length for variety. Apply this to other places if you agree. I changed it to a 1/3 reverse slider on this difficulty now. As a note, I didn't change the rhythm in insane cause I want it to be emphasized by the HIGHSV instead there.
01:00:674 (3) - xd slider. Are they supposed to be warped like this? yeah, to match the kind of uncomfortable rubbing sound effect in the song.

[]

Lower diffs seem fine. thank good

I think a bit more polishing could help though. Maybe find another 2 mods before calling me back.ok, will do that for standard and try to get a good amount of mods for the taiko diffs mainly mine as well. thanks a bunch ^^
DeletedUser_6637817
Hi Mr Taiko 25 here!

[General]
OD/HP Settings r weird....
I would change OD on muzu to 5.5 or 5, it has quite a lot of 1/3, which is challenging for muzu players for the most part hence the higher OD than usual
OD 7 for Top diff seems a bit too much for me. Oni players are already used to a lot of these patterns which arent too hard apart from a few spots in the map.
OD 6.5 seems a better fit here tbh. Its not as strict for this level of difficulty play and is high enough to NOT notelock in the 1/6 bursts.

+Im gonna trust Ari for the metadata correctness :thinking:

[Muzukashii]
00:06:213 (9,10,12,13) - I dont see what justifies these finishers, maybe remove them? I dont really hear anything special except the accordion, which shouldnt be a reason to finish smth.
00:09:290 (20,21,22) - These should not be finishers aswell. They are not backed by any strong or special sound like 00:08:674 (19) - is
In case of 19 theres the drums backing it, but for the rest its just not there.
00:16:983 (44,45) - Again no real reason to finish this
00:19:137 (52,53,54) - same as earlier suggestion.

00:33:290 - to 00:23:444 -
Seems this section is focused on vocals, piano and occasional tingle noises. Knowing that heres some contradictions/suggestions.
00:25:905 (75) - heres a tingle noise you mapped to in this section a lot, but not here! Also theres a vocal here! Make it k!
00:27:752 (82) - nothing really justifies this as a k, the piano stays relatively same pitch, theres no vocal, and no appearant tingle noise present. Please make it a d.
00:28:059 (83) - Heres a tingle noise! make it kat!

00:40:059 (129) - I know theres a strongish vocal here, but id rather unfinish it. The kiai allows for such finishing because the vocals are REALLY strong. But here not really personally.
00:41:290 (132,134) - These two have vocals but its still rather eh to put finishers on them. It drowns out the meaning of 00:40:674 (130) - this finisher which has a drum behind it. PLUS the piano/ drums are more prominent right now.
00:51:752 (180) - Personally id unfinish this cause the vocal is not really too strong.
00:53:290 (187,188,189,190) - Id prefer them unfinished, the piano 1/16(idk) isnt really too strong to be a finisher. And the vocals arent as strong as at the beginning of the kiai, and also drown out the drum finisher again.
01:16:982 (272) - again not a reason to finish this.
01:18:213 (275,277) - again vocals are overemphasized and drown out the drum finisher sound.
01:18:828 (277) - in addition to unfinishing it, you can color this k for the piano that is coming up in the next pattern.
00:41:905 (134) - same for this, it shifts the focus towards the piano that starts taking prominence.
01:28:675 (323) - yaddayadda too much vocal emphasis drowns out drums unfinish please.
01:30:213 (330,331,332,333) - ^ unfinish
01:32:059 (338) - again tooooooo much vocal aaaaaaa etc.
01:34:828 (354,355,356,357) - these are just simplified piano streams, no reason to finish them.
01:39:136 (374) - again this sound is not much different from the others, why finish it?
01:52:059 (429) - make this a D finisher, all other drum cymbal crash finishers are D too.
01:56:982 (445) - You finished a piano in a section that emphasizes vocals above everything. I dont think thatd fit too well.
If you wanna keep it that way with the piano finisher, atleast finish 01:59:444 (453) - 02:00:572 (457,458,459,460,461) - all of this somehow (This is a joke, unfinish it)
02:01:905 (462) - again D finisher cuz all other drum finishers are D
02:04:367 (470,472) - again unfinish, its not much different from other vocals aaaaa
02:06:828 (479) - again unfinish, its just a piano.
02:15:239 - add a k for the drums that are playing?
02:16:264 - add another k for drums?
02:15:752 (507,509) - These are just mapped to the accordion, but i think the snare drums and cymbals are more important to focus on.
Please unfinish this, makes the emphasis much more clear.
02:25:290 (550) - unfinish blah
02:26:828 (557,558,559,560) - unfinish blah
02:28:674 (565) - unfinish, its just a snare drum nothing special
02:31:444 (574,575,577,578) - unfinish blah, its just the accordion
02:34:521 (585,586,587) - ^ + It drowns out drum cymbal crash finisher.
02:37:598 (592) - not worth a finisher, doublets already emphasize the vocals enough.

Too lazy to mod hari senbon
/me runs

Ill do it later
Topic Starter
Noffy

Nepuri wrote:

Hi Mr Taiko 25 here! 25..?

[General]
OD/HP Settings r weird....
I would change OD on muzu to 5.5 or 5, it has quite a lot of 1/3, which is challenging for muzu players for the most part hence the higher OD than usual
OD 7 for Top diff seems a bit too much for me. Oni players are already used to a lot of these patterns which arent too hard apart from a few spots in the map.
OD 6.5 seems a better fit here tbh. Its not as strict for this level of difficulty play and is high enough to NOT notelock in the 1/6 bursts.
changed od /w\
+Im gonna trust Ari for the metadata correctness :thinking: when it comes to vocaloid you can definitely trust me too 🤔

[Muzukashii]
i'm gonna change the order a bit to group certain stuff together i hope you don't mind.
00:06:213 (9,10,12,13) - I dont see what justifies these finishers, maybe remove them? I dont really hear anything special except the accordion, which shouldnt be a reason to finish smth.
00:09:290 (20,21,22) - These should not be finishers aswell. They are not backed by any strong or special sound like 00:08:674 (19) - is
In case of 19 theres the drums backing it, but for the rest its just not there.
00:16:983 (44,45) - Again no real reason to finish this
00:19:137 (52,53,54) - same as earlier suggestion.

02:31:444 (574,575,577,578) - unfinish blah, its just the accordion
02:34:521 (585,586,587) - ^ + It drowns out drum cymbal crash finisher.

No change to these, I think the really heavy accordions are really important! Really heavy! really strong! They deserve the emhpasis 😤

00:40:059 (129) - I know theres a strongish vocal here, but id rather unfinish it. The kiai allows for such finishing because the vocals are REALLY strong. But here not really personally. changed uwu
00:41:290 (132,134) - These two have vocals but its still rather eh to put finishers on them. It drowns out the meaning of 00:40:674 (130) - this finisher which has a drum behind it. PLUS the piano/ drums are more prominent right now. hmm, okay! changed to notbefinishers.
00:51:752 (180) - Personally id unfinish this cause the vocal is not really too strong. ok
00:53:290 (187,188,189,190) - Id prefer them unfinished, the piano 1/16(idk) isnt really too strong to be a finisher. And the vocals arent as strong as at the beginning of the kiai, and also drown out the drum finisher again. changed all except 00:54:213 - which HAS a crash at that time.
01:16:982 (272) - again not a reason to finish this. again changed
01:18:213 (275,277) - again vocals are overemphasized and drown out the drum finisher sound. fixedagain
01:18:828 (277) - in addition to unfinishing it, you can color this k for the piano that is coming up in the next pattern. changed both here and at 00:41:905 -
00:41:905 (134) - same for this, it shifts the focus towards the piano that starts taking prominence. o.. ^
01:28:675 (323) - yaddayadda too much vocal emphasis drowns out drums unfinish please. I have positively changed this point
01:30:213 (330,331,332,333) - ^ unfinish excluding the fourth note, all have been properly altered.
01:32:059 (338) - again tooooooo much vocal aaaaaaa etc. changed
01:34:828 (354,355,356,357) - these are just simplified piano streams, no reason to finish them. On the contrary, I think that's exactly why they should be finished. It's really intense, but the rhythm is simplified, and so the finishes, the heavier notes, help carry the intensity back into it.
01:39:136 (374) - again this sound is not much different from the others, why finish it? ok
01:52:059 (429) - make this a D finisher, all other drum cymbal crash finishers are D too. amended
01:56:982 (445) - You finished a piano in a section that emphasizes vocals above everything. I dont think thatd fit too well. removed
If you wanna keep it that way with the piano finisher, atleast finish 01:59:444 (453) - 02:00:572 (457,458,459,460,461) - all of this somehow (This is a joke, unfinish it) YES SIR, I'LL FINISH THESE ALL STRAIGHTAWAY, in FACT, LET'S JUST, CTRL+A, AND PUT FINISH ON EVERY NOTE. besT TAIKO 2017
02:01:905 (462) - again D finisher cuz all other drum finishers are D repaired
02:04:367 (470,472) - again unfinish, its not much different from other vocals aaaaa this point's future has been influenced by your suggestion.
02:06:828 (479) - again unfinish, its just a piano. JUST a piano? why no, there's also the really deep guitar/bass chord thing right there, super heavy, greatly weig- oh well alright i'll change it.


02:25:290 (550) - unfinish blah it appears I changed this note already for consistency with a prior revision. Yay!
02:26:828 (557,558,559,560) - unfinish blah None were spared from the removal of their power and impact in this world, except for the final note of the four.
02:28:674 (565) - unfinish, its just a snare drum nothing special changed

02:37:598 (592) - not worth a finisher, doublets already emphasize the vocals enough.fixed


00:33:290 - to 00:23:444 -
Seems this section is focused on vocals, piano and occasional tingle noises. Knowing that heres some contradictions/suggestions.
00:25:905 (75) - heres a tingle noise you mapped to in this section a lot, but not here! Also theres a vocal here! Make it k! kk!
00:27:752 (82) - nothing really justifies this as a k, the piano stays relatively same pitch, theres no vocal, and no appearant tingle noise present. Please make it a d. not sure what you mean here, there's a really loud "tingle" noise at this point o.o
00:28:059 (83) - Heres a tingle noise! make it kat! kaykat!

02:15:752 (507,509) - These are just mapped to the accordion, but i think the snare drums and cymbals are more important to focus on.
Please unfinish this, makes the emphasis much more clear. removed these finishes in a timely fashion
02:15:239 - add a k for the drums that are playing? there's also one at 02:15:341 - , and I think it'd be weird to map one and not the other. But I don't think I should map both either, since it goes right into a finish. No change
02:16:264 - add another k for drums? not sure about this cause I tried to add it but it felt weird among all the 1/1 so no change for now D:

Too lazy to mod hari senbon
/me runs

Ill do it later
thank you nep for being willing to help such a doomed taiko mapper as myself qwq
strickluke
irc thing
strickluke - Today at 1:10 AM
00:43:136 (1,1,1,1,1) -
no
http://puu.sh/x7k5x/f4ec8e0ea0.jpg
02:14:828 (2,3,4) - ugly pattern
tbh
02:16:059 (2,3,4) - you could also change this one so it isnt the same thing repeating twice :thinking:
maybe rotate it or something
idk
the flow in this entire map seems kinda janky

ei - Today at 1:12 AM
that's the most
Cancer thing ive seen today
is your discord white because you're from snowland

strickluke - Today at 1:13 AM
yes

ei - Today at 1:13 AM
kdhdbajfnsjdlgbs

strickluke - Today at 1:13 AM
the walls of my igloo are white
so

ei - Today at 1:13 AM
Can u screen what you're talking about
Cuz i can respond
Just i cant LOOK rn

strickluke - Today at 1:13 AM
oke

ei - Today at 1:14 AM
Like in editor

strickluke - Today at 1:14 AM
sec nerd

ei - Today at 1:14 AM
thanks b

strickluke - Today at 1:14 AM
http://puu.sh/x7kcu/c0b56a52af.jpg 2:16

then theres this pattern right after it
http://puu.sh/x7kcR/1712498a20.jpg

hmmm

ei - Today at 1:14 AM
but

strickluke - Today at 1:15 AM
could do better with a slight change

ei - Today at 1:15 AM
that's the point
the drums r repeating
so its like

strickluke - Today at 1:15 AM
plus overall the curve is fucked up

ei - Today at 1:15 AM
woah
lets
repeat the pattern too

strickluke - Today at 1:15 AM
ok
nice
maybe you should move 4 down a tiny bit to make the curve a bit better

ei - Today at 1:16 AM
:thinking:

strickluke - Today at 1:18 AM
ye
doing that makes it look way better
https://puu.sh/x7kiF/0cc2e55409.jpg

ei - Today at 1:19 AM
wtf
that's so lopsided

strickluke - Today at 1:19 AM
so was the first one lo l

ei - Today at 1:19 AM
that's like 10x more curve

strickluke - Today at 1:19 AM
http://puu.sh/x7klo/fe098d00f2.jpg

this weird overlap thing is weird

ei - Today at 1:20 AM
?

strickluke - Today at 1:20 AM
where she goes
aaaaa-aaaaa-AAAAA-AAAAA-AH

ei - Today at 1:21 AM
i know where
but
" this weird overlap thing is weird "
what are you talking about, the sliders with sv?

strickluke - Today at 1:22 AM
yes

ei - Today at 1:22 AM
or the highlighted note??
oh

strickluke - Today at 1:22 AM
where the sv increases and sliders all overlap each other
also all of hte 1/6 streams
could be shorten to 4 notes or some repeat sliders

ei - Today at 1:23 AM
why is it weird to u
and
don't worry about the 1/6 strims

strickluke - Today at 1:24 AM
:thinking:

ei - Today at 1:24 AM
I don't want to have to go through this with another person

strickluke - Today at 1:24 AM
what was your justification then?

ei - Today at 1:24 AM
for which 1

strickluke - Today at 1:25 AM
nvm
http://puu.sh/x7kv3/d95f713e14.jpg

theres a huuge jump in spacing here

ei - Today at 1:26 AM
they don't come right after each other
you'd already have the movement from the strim to reach it
and its not bigger than any other jump in the map

strickluke - Today at 1:27 AM
its still after an entire 1/6 stream
and its a bigger jump than the rest of the other 1/6 streams

ei - Today at 1:27 AM
the other 1/6 strims don't have a note after it like that tho. Lol

strickluke - Today at 1:28 AM
you do not have enough speed or whatever to reach the next note
you have to snap in a pretty small amount of time

ei - Today at 1:28 AM
wtf rank r u in std

strickluke - Today at 1:28 AM
http://puu.sh/x7kAA/866634160c.jpg

lol
thats from the last note in the 1/6 stream to the slider

ei - Today at 1:29 AM
yeah
and you're comparing it to the strim itself
:thinking:

strickluke - Today at 1:29 AM
its unnatural movement
compared to the rest of your 1/6 usage
even though theres a smallll jump
this could also be fixed by moving the slider to the white tick

ei - Today at 1:30 AM
i had multiple people play this, focusing on that part, to make sure it was all playable
because of how uncommom the rhythm is
and so far, nobody has had any problems :rolling_eyes:

strickluke - Today at 1:31 AM
ok

ei - Today at 1:31 AM
also

strickluke - Today at 1:31 AM
who did you ask to look at this

ei - Today at 1:31 AM
moving the reverse slider to the next white tick...
wtf

strickluke - Today at 1:31 AM
no
not the next one
delete the last note in the 1/6 stream
and move it to where that note was
http://puu.sh/x7kGl/fbb48e2404.jpg

ei - Today at 1:32 AM
that removed the emphasis of the piano after is then :frowning:
They r 2 separate sounds

strickluke - Today at 1:32 AM
makes it a whole lot more playable

ei - Today at 1:33 AM
mfw u still didn't answer what ur rank was )^:

strickluke - Today at 1:33 AM
i suck at playing the osu!click game

ei - Today at 1:33 AM
:thinking:

strickluke - Today at 1:33 AM
but ive still been modding and mapping for a while
i can tell that this will cause problems

ei - Today at 1:34 AM
so have i
that's probably why i have smth ranked in std :thinking:

strickluke - Today at 1:35 AM
ok

ei - Today at 1:35 AM
!!!!
y aren't u modding the drum drums

strickluke - Today at 1:36 AM
which bns did you talk to btw
idk

ei - Today at 1:36 AM
meme man looked at it

strickluke - Today at 1:37 AM
:GalacticThink:
surono?

ei - Today at 1:37 AM
is that a moon
no
std ya nut

strickluke - Today at 1:37 AM
galaxy thinking
there are a few meme men in std
monstrata?

ei - Today at 1:37 AM
pizzastrata
ye

strickluke - Today at 1:39 AM
a lot of the aesthetics could be improved on this map for sure, especially because you are mapping so many curvy things
http://puu.sh/x7kSC/23efe88027.jpg

seems flat
02:25:290 (1,2,3,4) -
some of your justification can be inconsistent at times as well
01:01:598 (2,3) -
the slider here ends on a piano note
http://puu.sh/x7kW7/dcb658eadd.jpg

but right before that pattern
01:00:675 (3,4) -
http://puu.sh/x7kXl/f671b529ce.jpg

you have the play click on both notes of the piano
01:06:213 (1,2,3) - you could say its "consistent" to this part
but its just doing the same thing wrong twice

ei - Today at 1:43 AM
is that the revse following that gay noise

strickluke - Today at 1:44 AM
ye
the weird voice distortion

ei - Today at 1:44 AM
thats
not a vocal distortion
but yes
they're following
different things
yet you're
comparing them
as if it were the same thing ??

strickluke - Today at 1:45 AM
http://puu.sh/x7l1A/4beb77da61.jpg

you are clicking the notes on white ticks
but that last slider doesnt do that for seemingly no reason
since there is a piano note on the sliderend
and throughout a lot of the map you did stuff like this http://puu.sh/x7l32/523cc2df50.jpg

01:19:341 (1) - you miss another white tick here as well when you tried to mix piano and vocals in one pattern
http://puu.sh/x7l5E/8303b88a2c.jpg

you miss a dream beat there as well
imo you could delete 5 so that it follows vocals more smoothly
but still has both instruments
http://puu.sh/x7l7X/333d374ca7.jpg

1 isnt centered
01:24:059 (2,3,4,5,1) -
01:56:931 (8) - this weird rhythm can catch players off guard
http://puu.sh/x7ld1/6d7f465e50.jpg

that
also it should be moved to 1/8 if you still really want to keep it
since there is no piano note on a 1/6 tick, but there is one super quiet one on a yellow tick
http://puu.sh/x7lfh/517a039068.jpg tbh i wish you would find more ways to do stuff like this in the rest of your map

whatever though
http://puu.sh/x7liD/243d936df7.jpg not a fan of this

hasnt been used in any other place from what i can tell
correct me if im wrong
02:22:521 (5,1,2,3) -


ei - Today at 1:59 AM
this is a lot of nitpicky stuff that really nobody is gonna notice outside of the editor
so idk, i might look at it tomorrow
rather, later today

ei - Today at 2:00 AM
but that overlap thing u showed
its actually just to make a heart shape
if u look at it from left to right some measures before
cuz of the lyrics of the song
that's the only purpose
i don't like that stack either
but song > stack imo

strickluke - Today at 2:01 AM
you can find a better way for any pattern
plus it isnt as important to follow the song in this mode tbh ; p
you can get away with not placing something for some obscure trill that has a 1/8 piano note
before a white tick
that is frequently the norm in standard at least
but everything else i have listed can be noticed outside of editor
which is why a lot of them usually trace back to rhythm choice and consistency

ei - Today at 2:03 AM
yes the 1/8 is not happening
because that is highly unexpected, and rather muddy sounding in general
what is more likely to happen in the song
a 1/3 or 1/6 note
or a 1/8 note once
the player will assume the first choice

strickluke - Today at 2:04 AM
its still mapping when there is no sound
you could just place it on the white tick to avoid the problem alltogether
it also isnt the simplification i was talking about earlier
for standard mode
i think im done modding this for now, though
since its late in alaskaland and im tired

ei - Today at 2:08 AM
Me2

Not sure how I still feel about this diff, but I think it might take a bit more than 1 or 2 more mods to fix some of the problems

I dont think it is fundamentally flawed though, it can reach ranked with more mods
Nifty
from that nifty queue~

Muzunoffii


◾ If something repeats, obviously, make the changed to every repeated section, ye.
◽ 00:06:213 (9,10,12,13) - Putting finishers here isn't needed, and most of the finishers in this song aren't very needed either.
◾ 00:07:136 (12) - Would change to d because it's a descending line.
◽ 00:08:674 (19,20,21,22) - Having these be finishers would make every other 1 and 3 white tick obligated to have a finisher.
◾ 00:12:367 (27,33) - These finishers are fine. Ok enough about finishers.
◽ 00:27:444 (81,82) - Delete these 2 notes so that the two phrases between these bookmarks are the same length and it's not just one big long phrase.
◾ Oh man these phrases are very long indeed...
◽ 00:33:290 - I suggest you make this section here look like this to add a break, and keep the phrasing as short as the vocal patterns are.
◾ 00:42:213 (133) - Making this a d and then making 00:42:418 (134,135) - these two into k's will better follow the melody.
◽ 00:47:033 (152,153,154) - I would delete these notes to create a break after the vocal
◾ 00:55:751 (192) - Another delete suggestion to make a break.
◽ 01:00:367 - It would be alright if you made this a pretty easy section and delete everything but the notes on the vocals. The rest is kinda contrived concerning the difficulty.
◾ So I'm not gonna point out anything else here, the rest is either the same or the same principles can be applied. Create phrases instead of drawn out "d k d k d d k d k k etc." so it feels like you're playing a song and not a map. This feels like an oni more than a muzu as it is, but it can easily be nerfed!
◽ AAA UNCHECK WIDESCREEN SUPPORT

Ayyri's Hair Salon


◾ I like the sving, but it reads better if the 1.25 starts at 00:44:675 - (the d after the 5 K's), then you can sv each note from 1.25 -> 1.15 -> 1.10 -> 1.05 (this works as 1.00 as well) -> 1.00.
◽ 00:48:674 (211) - Moving this note to 00:48:264 - would better suite the vocals here, which happens to be the loudest and most noticeable sound in the kiai.
◾ 01:33:905 (448) - Delete this note to follow the piano (no piano here).
◽ 01:44:572 (524) - Delete this note to follow the guitar solo, every instrument in the background also holds out on this beat.
◾ 01:47:033 (539) - Same as before, but this is more for emphasis as there is a drum pickup here, but I think that the beat 1 of the guitar solo is more important here.
◽ 02:10:931 - aaaaaaaaaaa muh combo breaks (even though this is fine ;w;)
◾ Kiai is the same as before.

ye but YUBIKIRI-GENMAN is better :<
Monstrata if you bubble this muzu taiko will be very angery
TheKingHenry
Hello mod from my queue~
Pardon me I'm kinda late, but ended up having next to no time last week. Thus I'll also only mod couple diffs which fortunately was fine according to your request
Insane
  1. Kinda hard to fix consistently at this point tbh, but from 00:23:136 (1) - on for atleast some time, the NCing is kinda off the point, the beats before the emphasised beats being NCd (due how this begins at such beat). This example I linked (where it begins) is not that problematic cuz it's the beginning of the section, but going onwards, at somewhere like 00:26:828 (1,2) - it begins to bother more as you hear how 00:27:136 (2) - is clearly the strongest sound and so on
  2. 00:40:675 (2) - NC this instead?
  3. 00:48:367 (3,4) - since you are using rhythm like this, it would be cool to be emphasised with smth like anti-jump type spacing stuff, since with the "normal" spacing it flows more natural for the player to just keep on going while that's not how the map goes here
  4. 01:00:675 (3,4,5,6) - this is the level of jump in stream which looks like it's still the stream.
  5. 01:17:598 (2) - same stuff as earlier
  6. 01:20:059 (1,1,1,1) - why not use the same similar style of patterning as you did last time? Fits more imo
  7. 01:24:982 (1,2,3,4) - same stuff
  8. 01:40:367 (2) - NC and pattern it so that it's clear from the structure that this is on-beat rather than the current NC
  9. 01:57:905 (3,4) - not really fun to play, these kind of rhythms when it's not clear according to what you should read which one it is
  10. 02:21:905 (3,4) - this again
Ayyri's Promise
  1. 00:11:136 (2) - NC this instead of the current one?
  2. 00:13:495 (1) - unnecessary NC, break inc. Also if NCd, would make more sense on the emphasised tick (similarly to the above case)
  3. Why the difference between 00:25:187 (3,1) - and 00:23:957 (3,1) -
  4. 00:43:136 (1,1,1,1,1) - hell yeah, nice idea. The stacking is slightly broken tho so perhaps fix that. It will also prob fuck up the lining, so just tune it overall
  5. 01:09:905 (1,1) - okay the sounds are different (more intense and emphasised and so on) but this is still way too large of a gap between the sliders. Consider how usually sliders with rhythms like this are done like 01:08:367 (4,5) - for example. With better flow it could be fine I guess, but currently the flow is also kinda wanky which with the high spacing makes it play badly.
  6. 01:19:239 (5,1) - similar case here. I see how you are trying to use the same idea that you used last time, but with the pattern now being kinda like stream jump, it's very different. If you wanna keep the pattern idea, just lower the spacing and position the slider so that it flows nicely from the jumpstream then ¯\_(ツ)_/¯ the other one, however, (01:19:957 (5,1) - ) just holy shit no lol
  7. 01:20:059 (1,1,1,1,1) - looks like copy-pasted (atleast has the same problems as the last one) so tune this one as well
  8. 01:29:187 (4,1) - another one. Just get rid of the jumpstreams or then tune them down significantly. Also remember to keep in mind that compared to the other spacings with other rhythms it should be clear to the player that they don't have larger gaps in time.
  9. 01:29:290 (1,2) - intentionally ignoring 1/3 here?
  10. 01:34:828 (2) - NC this instead, makes the structure more clear to the player (preferably tune the pattern to do that as well)
  11. 01:36:059 (1,2,3,4) - these don't express the music too well here. 01:36:572 (3,4) - the sliderends have the stronger sounds, and for 01:36:059 (1,2) - it's expressing 4 notes of 1/3 as 2+2 instead of 3+1 like the musical structure would work. Basically sliderhead of 01:36:264 (2) - is on not-so-important note while it's end is on another emphasised one. Recommend to change it to slider of 3 + circle/slider of 2 + 2 circles or just 4 circles and so on, there are possibilities
  12. 01:39:752 (7) - NC
  13. 01:40:367 (2) - similarly to somewhere above, NC this instead
  14. 01:57:290 (1,2,3,4) - was gonna say already at 01:52:982 (3,4) - but this kind of stuff is awkward to play
  15. 02:16:675 (1,1,1,1,1) - you know it
  16. 02:25:803 (4,1) - you know this as well
  17. 02:36:367 (2) - NC this instead
Hopefully it was helpful even tho I had to cut it short
Good luck!
ReFaller
ouch...i see that i'm a bit late with that...
...but NN from my queie...
[Easy]
01:12:059 - Maybe put a some beat here, because i almost clicked 01:12:367 (1) for vocal on pointed time.
[Ayyfyy's Fated Normal]
Good.
[Advanced]
Good.
[Hard]
Good.
[Insane]
01:00:777 (4) - This is a moment when i can't really hear a beat and i doubt in existing this note. A bit different is on 01:05:598 (3,4,5,6) where these sounds are more intense (yes, i mean some phone sound because it seems you probably mapped for them).
01:17:290 (1) - I have a feel that it should end on 01:17:495 because it's a range when piano plays from some highest to lowest pitch. Oh, you did it properly on 01:39:444 (1).

Good luck, i expect ranked this song soon.
Topic Starter
Noffy

Nifty wrote:

from that nifty queue~ niftiest mod in.

Muzunoffii

i like this diffname
◾ If something repeats, obviously, make the changed to every repeated section, ye. ye
◽ 00:06:213 (9,10,12,13) - Putting finishers here isn't needed, and most of the finishers in this song aren't very needed either. changed these at the very least
◾ 00:07:136 (12) - Would change to d because it's a descending line. d one
◽ 00:08:674 (19,20,21,22) - Having these be finishers would make every other 1 and 3 white tick obligated to have a finisher. I don't see how, not every 1 and 3 white tick have the same strong accordion ><.
◾ 00:12:367 (27,33) - These finishers are fine. Ok enough about finishers. _wipes sweat_
◽ 00:27:444 (81,82) - Delete these 2 notes so that the two phrases between these bookmarks are the same length and it's not just one big long phrase. removed, I see ><
◾ Oh man these phrases are very long indeed...
◽ 00:33:290 - I suggest you make this section here look like this to add a break, and keep the phrasing as short as the vocal patterns are. holy cow nifty how big is your monitor that just the timeline is this big?? When I have another proper long session to look at this again I will do so, but I'm not totally comfy with taking that suggestion 1:1 since it'd mean switching between the vocal and piano while the vocal is still going and.. uhh.. mixed together.. a bit confusing.
◾ 00:42:213 (133) - Making this a d and then making 00:42:418 (134,135) - these two into k's will better follow the melody. o:< very interesting, changed!
◽ 00:47:033 (152,153,154) - I would delete these notes to create a break after the vocal I can't figure out what notes these are referring to cause the timestamp and note numbers are different ;.;
◾ 00:55:751 (192) - Another delete suggestion to make a break. I dont think this seems like a good place to add a break, like, at all, since a new smaller musical section just started.
◽ 01:00:367 - It would be alright if you made this a pretty easy section and delete everything but the notes on the vocals. The rest is kinda contrived concerning the difficulty. well, I mean, I'll try to look at trying to lower the density if I could figure out how, but following JUST the vocals would be really really sparse.
◾ So I'm not gonna point out anything else here, the rest is either the same or the same principles can be applied. Create phrases instead of drawn out "d k d k d d k d k k etc." so it feels like you're playing a song and not a map. This feels like an oni more than a muzu as it is, but it can easily be nerfed! aa,, i'd be worried about straight-up nerfing it, cause currently its a reasonable step away from ayyri's diff and ><
◽ AAA UNCHECK WIDESCREEN SUPPORT AAAAA it makes 0 difference without a storyboard aaaaa aaa aaa a aa a


reply from ayyri for nifty mod:
Nifty
~~~~~~~
1)The decrease does start at 00:44:675 - , but having it go from 2.00x to 1.25x is a bit.. far. It would overlap and turn out terribly. ;w;
2)The kiai is not mapped to the vocals. It is mapped to the drums/piano, just like the entire map is. lmao
3)While there is no piano here, there is a drum kick here. Ignoring that here would go against the ideology of following it at every other spot in the map, so... ????
4)There's a pretty audible pad in the background here, which has been followed throughout the piano section, and this guitar solo.
5)Same explanation as the above statement.
6)rip nif. v:
7)Same response for the previous kiai point.


ye but YUBIKIRI-GENMAN is better :<
Monstrata if you bubble this muzu taiko will be very angery this amuses me. it wouldn't be specific people, it wouldn't be the community, no, the mode itself would be angery. amaze

TheKingHenry wrote:

Hello mod from my queue~
Pardon me I'm kinda late, but ended up having next to no time last week. Thus I'll also only mod couple diffs which fortunately was fine according to your request ok ^^
Insane
  1. Kinda hard to fix consistently at this point tbh, but from 00:23:136 (1) - on for atleast some time, the NCing is kinda off the point, the beats before the emphasised beats being NCd (due how this begins at such beat). This example I linked (where it begins) is not that problematic cuz it's the beginning of the section, but going onwards, at somewhere like 00:26:828 (1,2) - it begins to bother more as you hear how 00:27:136 (2) - is clearly the strongest sound and so on the ..ncs here follow the vocals? they stop and go? new nc for when it starts? it's pretty obvious imo.
  2. 00:40:675 (2) - NC this instead? so that the piano roll is all white? sure
  3. 00:48:367 (3,4) - since you are using rhythm like this, it would be cool to be emphasised with smth like anti-jump type spacing stuff, since with the "normal" spacing it flows more natural for the player to just keep on going while that's not how the map goes here but.. it to keep on going and going is exactly what it was meant to be. it's a nonstop barrage, it doesn't chill.
  4. 01:00:675 (3,4,5,6) - this is the level of jump in stream which looks like it's still the stream. what?
  5. 01:17:598 (2) - same stuff as earlier sure
  6. 01:20:059 (1,1,1,1) - why not use the same similar style of patterning as you did last time? Fits more imo ...??? the pattern is already constructed the exact same way. Two slider shapes, the same two slider shapes again, growing in size.
  7. 01:24:982 (1,2,3,4) - same stuff same reply
  8. 01:40:367 (2) - NC and pattern it so that it's clear from the structure that this is on-beat rather than the current NC it'd be awkward to have just a single note, part of the entire piano pattern, to be the only note in its combo.
  9. 01:57:905 (3,4) - not really fun to play, these kind of rhythms when it's not clear according to what you should read which one it is if someone playing an insane that survived the rest of this can't read this part, I'm concerned.
  10. 02:21:905 (3,4) - this again ^

Ayyri's Promise
  1. 00:11:136 (2) - NC this instead of the current one? is currently this way to emphasize the change from following the strong accordion to following other things.
  2. 00:13:495 (1) - unnecessary NC, break inc. Also if NCd, would make more sense on the emphasised tick (similarly to the above case) they're paired together as a double so I think the current nc makes more sense o.o
  3. Why the difference between 00:25:187 (3,1) - and 00:23:957 (3,1) - the shimmery sound at 00:25:290 -
  4. 00:43:136 (1,1,1,1,1) - hell yeah, nice idea. The stacking is slightly broken tho so perhaps fix that. It will also prob fuck up the lining, so just tune it overall alright, will be done
  5. 01:09:905 (1,1) - okay the sounds are different (more intense and emphasised and so on) but this is still way too large of a gap between the sliders. Consider how usually sliders with rhythms like this are done like 01:08:367 (4,5) - for example. With better flow it could be fine I guess, but currently the flow is also kinda wanky which with the high spacing makes it play badly. the similarity between this and the other highlighted timestamp is very thin.. and it's this way to do everything possible to emphasize the DA-DA--SLAAAMMMM
  6. 01:19:239 (5,1) - similar case here. I see how you are trying to use the same idea that you used last time, but with the pattern now being kinda like stream jump, it's very different. If you wanna keep the pattern idea, just lower the spacing and position the slider so that it flows nicely from the jumpstream then ¯\_(ツ)_/¯ the other one, however, (01:19:957 (5,1) - ) just holy shit no lol i'll talk to ayyri more about this now that i've been looking through your mod myself
  7. 01:20:059 (1,1,1,1,1) - looks like copy-pasted (atleast has the same problems as the last one) so tune this one as well will do
  8. 01:29:187 (4,1) - another one. Just get rid of the jumpstreams or then tune them down significantly. Also remember to keep in mind that compared to the other spacings with other rhythms it should be clear to the player that they don't have larger gaps in time. i'll ask her about this one as well
  9. 01:29:290 (1,2) - intentionally ignoring 1/3 here? it's pretty sofft..
  10. 01:34:828 (2) - NC this instead, makes the structure more clear to the player (preferably tune the pattern to do that as well) no, for the same reason as on insane.
  11. 01:36:059 (1,2,3,4) - these don't express the music too well here. 01:36:572 (3,4) - the sliderends have the stronger sounds, and for 01:36:059 (1,2) - it's expressing 4 notes of 1/3 as 2+2 instead of 3+1 like the musical structure would work. Basically sliderhead of 01:36:264 (2) - is on not-so-important note while it's end is on another emphasised one. Recommend to change it to slider of 3 + circle/slider of 2 + 2 circles or just 4 circles and so on, there are possibilities some of this was changed, primarily 1,2 , but not all. they're sliders so that these doubles in the piano are a bit less stressed than the prior 1/3 stream.
  12. 01:39:752 (7) - NC NCing in the middle of the 1/6..? o_O
  13. 01:40:367 (2) - similarly to somewhere above, NC this instead similarly, no.
  14. 01:57:290 (1,2,3,4) - was gonna say already at 01:52:982 (3,4) - but this kind of stuff is awkward to play are players no longer able to use a combination of vision and hearing to ascertain the proper time to click notes?
  15. 02:16:675 (1,1,1,1,1) - you know it and we got it
  16. 02:25:803 (4,1) - you know this as well will see
  17. 02:36:367 (2) - NC this instead no, for the same reason as described at the start.

Hopefully it was helpful even tho I had to cut it short
Good luck! ty!

ReFaller wrote:

ouch...i see that i'm a bit late with that...
...but NN from my queie... haii
[Easy]
01:12:059 - Maybe put a some beat here, because i almost clicked 01:12:367 (1) for vocal on pointed time. aw man you're right, this would definitely be easy to mess up on. added a circle.
[Ayyfyy's Fated Normal]
Good. gud
[Advanced]
Good. gud
[Hard]
Good. gud
[Insane]
01:00:777 (4) - This is a moment when i can't really hear a beat and i doubt in existing this note. A bit different is on 01:05:598 (3,4,5,6) where these sounds are more intense (yes, i mean some phone sound because it seems you probably mapped for them). i'll consider changing it to a slider like on hard, since it's true they dont land on beats, but they do definitely land on distinct parts of the discomforting sound effect here.
01:17:290 (1) - I have a feel that it should end on 01:17:495 because it's a range when piano plays from some highest to lowest pitch. Oh, you did it properly on 01:39:444 (1). I feel the start and end of the roll have the most impact, so I mapped it this way that the end would be clickable. the one during the piano section doesn't end as strongly, so it's just 1 slider.

Good luck, i expect ranked this song soon. thanks a bunch ^^/
were you all waiting for me to leave home and have limited computer access before all posting within 2 days is this how it works
Thank you everybody c:!
Tyistiana
From my queue! >w<

[ Tips]

Noffy wrote:

◽ 00:47:033 (152,153,154) - I would delete these notes to create a break after the vocal I can't figure out what notes these are referring to cause the timestamp and note numbers are different ;.;
Let guess it by moving to 00:47:033 and you will notice that the note number is 152,153,154. So, let's guess that it's the note on 00:47:033 and the next two notes from 00:47:033 ~

[ Overall]
OD seems doesn't appropriate that much ;;w;;

  • OD suggestion
    Muzukashii / Ayyri's Hari Senbon = 5 / 6
Why I've suggest like this?

Taiko ruleset draft wrote:

Muzukashii - Difficulty Setting Guidelines
OD should be 5 or less
HP should be 5 or more. In cases of higher note count, HP could be slightly adjusted to lower than 5.
[ Muzukashii]
00:09:290 (20,21) / 00:19:136 (52,53) / 02:34:521 (578,579) - Change to K , in order to make a difference to 00:08:675 / 00:10:521 due to the pitch is clearly different.
00:55:571 - I'm agree what Nifty said before on this point, to delete a note for this point for a rest. The previous patterns is very hard for Muzukashii , cause a player to stress. So to show a mercy here by delete would be good.
00:54:213 - A vocal/pitch here seems doesn't strong enough to use finisher.
00:57:958 - So , this one should be delete too , to let the player concentrate to the next 5 finisher note.
00:59:136 - A pitch stop here , deserve to D in my opinion.
02:10:982 - Sliders here might be too hard to understand for Muzu's player. Might follow the vocal on 02:11:136 might be good too~

In overall, I think that this Muzukashii should be nerf, especially on 01:32:367 ~ 01:34:521 - A continual doublets of 1/3 have been shown here, which it's very hard for Muzu's player ;;w;;
I would like to suggest to place a note on the basic rhythm only on this part, like this

Here is only an example from me, might be disagree with it. uwu
If agree , let's nerf some part which it's hard like this too.

Good luck! :)
Topic Starter
Noffy

Tyistiana wrote:

From my queue! >w< >w<!! heyo

[ Tips]

Noffy wrote:

◽ 00:47:033 (152,153,154) - I would delete these notes to create a break after the vocal I can't figure out what notes these are referring to cause the timestamp and note numbers are different ;.;
Let guess it by moving to 00:47:033 and you will notice that the note number is 152,153,154. So, let's guess that it's the note on 00:47:033 and the next two notes from 00:47:033 ~ oh I see! I was confused cause they were already mismatched before I even applied any of his mod ;w;.. changed a bit!

[ Overall]
OD seems doesn't appropriate that much ;;w;; It's a small difference between mine and the reccomended, and I think it fits pretty well for a fast-paced syncopated song >o<

  • OD suggestion
    Muzukashii / Ayyri's Hari Senbon = 5 / 6
Why I've suggest like this?

Taiko ruleset draft wrote:

Muzukashii - Difficulty Setting Guidelines
OD should be 5 or less
HP should be 5 or more. In cases of higher note count, HP could be slightly adjusted to lower than 5.
[ Muzukashii]
00:09:290 (20,21) / 00:19:136 (52,53) / 02:34:521 (578,579) - Change to K , in order to make a difference to 00:08:675 / 00:10:521 due to the pitch is clearly different. !! o: a very interesting idea. I went and made it a DKDK pattern instead, which is a bit different but along that general idea.
00:55:571 - I'm agree what Nifty said before on this point, to delete a note for this point for a rest. The previous patterns is very hard for Muzukashii , cause a player to stress. So to show a mercy here by delete would be good. tried adding in a bit of a rest during the pattern just before this instead.
00:54:213 - A vocal/pitch here seems doesn't strong enough to use finisher. there's a cymbal crash here
00:57:958 - So , this one should be delete too , to let the player concentrate to the next 5 finisher note. fixed while changing for the previous related point~
00:59:136 - A pitch stop here , deserve to D in my opinion. changed to d
02:10:982 - Sliders here might be too hard to understand for Muzu's player. Might follow the vocal on 02:11:136 might be good too~ Well, I mean, a muzu like mid-tier on a taiko spread right? I'd think that the player by this point knows how to play a slider, unless there's a problem with this one specifically >.<?

In overall, I think that this Muzukashii should be nerf, especially on 01:32:367 ~ 01:34:521 - A continual doublets of 1/3 have been shown here, which it's very hard for Muzu's player ;;w;; ;;w;;;
I would like to suggest to place a note on the basic rhythm only on this part, like this

Here is only an example from me, might be disagree with it. uwu
If agree , let's nerf some part which it's hard like this too. I'll try to keep in consideration and look for where I can simplify things, though in that specific case I wont since I think that going into 2/3 after 1/1 is more difficult than after playing the doubles. May be just me though.

Good luck! :) thanks! :D
Note to self, gabe helped a bit already, dont forget that
d o n t f o r g e t t h a t
Aurele
hii
22:27 Gabe: hi baby Noffyy
22:27 Noffy: hi Gabe! ~
22:28 *Gabe is playing [https://osu.ppy.sh/b/1346980 scop - Yubikiri [Muzukashii]] <Taiko> +Hidden
22:28 *Noffy takes a second to remember how to spec
22:29 Gabe: oh shit
22:29 Gabe: phone call
22:29 Noffy: ring ring
22:46 Gabe: ok good
22:46 Gabe: im done
22:47 Noffy: welcome back
22:52 Gabe: eh
22:53 Noffy: *raises hand* as someone that can't play hari senbon that was fascinating to watch
22:53 Gabe: uh what
22:53 Gabe: I feel like I fucked it up so much
22:53 Gabe: LMAO
22:53 Noffy: yyyyes but you could MOSTLY DO IT
22:56 *Gabe is editing [https://osu.ppy.sh/b/1346980 scop - Yubikiri [Muzukashii]]
22:57 Noffy: unsure if you sent this np twice or if osu goofed
22:57 *Noffy readies editor
22:57 Gabe: osu surely goofed lmao
22:57 Gabe: 00:04:982 (5,6,7,8) - This got my attention the moment I started playing the map. The thing about those notes is that they have a really similar sound effect with the four previous ones, but you are not emphasizing it the right way. I see you were technically using the opposite of them, but it's not following anything.
22:57 Gabe: (Tell me if that didn't make sense)
22:58 Noffy: (makes sense)
22:58 Gabe: So.. I'm technically suggesting you to delete them and copy 00:03:751 (1,2,3,4) - instead
22:59 Noffy: makes sense, but is it ok to be so heavy in just red? :o
22:59 Gabe: it's all good
22:59 Noffy: ok :D
22:59 Gabe: on a muzu, it makes all sense
23:00 Gabe: and anyways, it's another measure
23:00 Gabe: you're not really looking at the notes
23:00 Gabe: in this case
23:00 Noffy: i see
23:01 Noffy: since they'd be divided by the barline? :o
23:01 Gabe: yeah, there's this also
23:02 Noffy: changed that and the 00:13:598 - as well
23:02 Noffy: 02:28:982 - though in this case, unsure what to do here, if I should.. have it the same as the others or kkdk since it's like
23:02 Noffy: higher than the last two?
23:09 Gabe: hm yeah, keep it
23:09 Gabe: just like 00:55:444 (1,2,3,4,5,6,7,8) -
23:10 Noffy: okk
23:12 Gabe: 00:35:444 (10) - I wonder if it would be better to delete this note
23:12 Gabe: I mean, you are technically following the vocals
23:12 Gabe: but it would be better to follow the instruments
23:12 Gabe: and there's none here
23:14 Noffy: hmm..
23:14 Noffy: the piano is there but I see.. hmm
23:15 Noffy: still feels weird to skip it entirely though
23:15 Gabe: yeh
23:15 Gabe: keep it
23:15 *Noffy keeps
23:21 Gabe: 01:33:598 (8,9,10,11,12,13,14) - these notes feels kind weird and you're not really ready to play these neither, I got surprised at that moment. I know you were following the piano, but I feel like you should follow the previous notes, since it's technically what you would focus on https://gabe.s-ul.eu/wFYfIvGa
23:23 Noffy: I see, I actually couldn't figure out how to manage that part but this seems like a pretty dang good sugges- is that your own website
23:23 Noffy: (changed as suggested)
23:24 Gabe: L MA O
23:24 Gabe: nope
23:24 Noffy: WHAT
23:24 Gabe: https://s-ul.eu/
23:24 Noffy: ooooooh
23:24 Noffy: ok time to bookmark this page for future use
23:26 Gabe: 01:37:905 (31,32,33,34,35,36,37) - this might be a 'piano' case, but I like it
23:26 Gabe: since there is a breaktime which allows the player to adjust to another instrument
23:26 Gabe: not like the previous ones which two patterns weren't following the same thing
23:26 Noffy: helps that it's more than 3 notes as well
23:27 Noffy: I see
23:28 Gabe: 02:00:982 (31) - don?
23:28 Noffy: don'e
23:28 Gabe: 02:00:982 (31,32) - I don't feel like they should have the same note as they do not have the same strenght
23:28 Gabe: ...
23:28 Gabe: OMG NOFFY
23:28 Gabe: AHAHAHAHAHA
23:28 Noffy: hehehee
23:28 Noffy: :>
23:28 Noffy: i'VE BEEN WAITING ALL THIS TIME TO GET TO USE THAT LINE
23:29 Noffy: AND AT LAST .. !!
23:29 Gabe: YOU DID IT
23:29 Gabe: LMAO
23:29 Gabe: 02:05:905 (15,16) - switch them
23:29 Gabe: (it looks like the previous suggestion)
23:29 Noffy: (ooo)
23:29 Gabe: 02:06:828 (18) - a finish would be naise
23:30 Gabe: cause of the guitar
23:30 Noffy: -bwaaamp-
23:30 Gabe: 02:10:982 (32) - why is this slider fucked up https://osu.ppy.sh/ss/9071287
23:30 Gabe: LMAO
23:30 Noffy: finished adding finish- though I think I actually had it like that before
23:30 Noffy: oh yeah
23:31 Noffy: i had it snapped oddly before to avoid that
23:31 Noffy: but then i read in the mapping associations taiko channel that this bug will be fixed/ sliders snapped weirdly to get around it will be borked in the nearish future
23:31 Noffy: i think that was said by.. ono? so I changed it back to this weird thing
23:31 Gabe: uh
23:31 Gabe: I kinda fixed it https://osu.ppy.sh/ss/9071293
23:32 Noffy: :O
23:32 Noffy: how did
23:32 Gabe: delete reverse arrow
23:33 Noffy: hum, i still get it after deleting the reverse
23:33 Gabe: https://osu.ppy.sh/ss/9071302
23:34 Gabe: idk where its supposed to end tho
23:34 Gabe: o wait
23:34 Noffy: looks like the 1/4
23:35 Gabe: ok yeah
23:35 Noffy: oh
23:35 Gabe: well
23:35 Gabe: your slidertick is set to 3
23:35 Gabe: put it at 2
23:35 Noffy: it actually gets fixed if i change the tick rate to 1-
23:35 Noffy: o
23:35 Gabe: L MA O
23:36 Noffy: will put it at 1 then since 2 may draw some quizzical raised eyebrows >:3c
23:36 Gabe: why 1
23:36 Gabe: yeah ok
23:36 Gabe: it's cool
23:36 Gabe: 1 works too
23:36 Noffy: from some experiments i did in the past, 1 2 and 4 all behave the same in taiko
23:36 Noffy: 3 makes it 1/3 snapping or something
23:36 Noffy: ye
23:36 Gabe: ooo
23:36 Gabe: thanks for teaching me that
23:37 Noffy: ;D
23:37 Noffy: learn something new erryday
23:37 Gabe: https://www.youtube.com/watch?v=W8v-e05cufw&ab_channel=ArianaGrandeFan
23:37 Gabe: EVERYDAY
23:38 Noffy: https://www.youtube.com/watch?v=fKQhRZS6S6Q HALLOWEEN
23:39 Noffy: wow the bass in this song is very sooth smooth
23:41 Gabe: yehh
23:42 Noffy: though looking at the image and the related songs.. is the bunny mask a theme?
23:45 Gabe: I think it was
23:46 Gabe: 02:30:213 (5,6,7,8) - I guess this was fixed and all?
23:47 Noffy: yup
23:47 Gabe: cool
23:47 Gabe: nothing else to point out
23:47 Gabe: woo
23:47 Noffy: \o/
23:49 Noffy: thank you for taking a gander gabe c:
23:52 Noffy: [strike]please post irc in thread so i dont forget this happened and accidentally ask again like[/strike]
23:52 Noffy: [strike]TWO MONTHS LATER[/STRIKE]
23:53 Noffy: (unless there's a specific reason not in which case.. stay tuned)
Topic Starter
Noffy

Gabe wrote:

hii
22:27 Gabe: hi baby Noffyy
22:27 Noffy: hi Gabe! ~
22:28 *Gabe is playing [https://osu.ppy.sh/b/1346980 scop - Yubikiri [Muzukashii]] <Taiko> +Hidden
22:28 *Noffy takes a second to remember how to spec
22:29 Gabe: oh shit
22:29 Gabe: phone call
22:29 Noffy: ring ring
22:46 Gabe: ok good
22:46 Gabe: im done
22:47 Noffy: welcome back
22:52 Gabe: eh
22:53 Noffy: *raises hand* as someone that can't play hari senbon that was fascinating to watch
22:53 Gabe: uh what
22:53 Gabe: I feel like I fucked it up so much
22:53 Gabe: LMAO
22:53 Noffy: yyyyes but you could MOSTLY DO IT
22:56 *Gabe is editing [https://osu.ppy.sh/b/1346980 scop - Yubikiri [Muzukashii]]
22:57 Noffy: unsure if you sent this np twice or if osu goofed
22:57 *Noffy readies editor
22:57 Gabe: osu surely goofed lmao
22:57 Gabe: 00:04:982 (5,6,7,8) - This got my attention the moment I started playing the map. The thing about those notes is that they have a really similar sound effect with the four previous ones, but you are not emphasizing it the right way. I see you were technically using the opposite of them, but it's not following anything.
22:57 Gabe: (Tell me if that didn't make sense)
22:58 Noffy: (makes sense)
22:58 Gabe: So.. I'm technically suggesting you to delete them and copy 00:03:751 (1,2,3,4) - instead
22:59 Noffy: makes sense, but is it ok to be so heavy in just red? :o
22:59 Gabe: it's all good
22:59 Noffy: ok :D
22:59 Gabe: on a muzu, it makes all sense
23:00 Gabe: and anyways, it's another measure
23:00 Gabe: you're not really looking at the notes
23:00 Gabe: in this case
23:00 Noffy: i see
23:01 Noffy: since they'd be divided by the barline? :o
23:01 Gabe: yeah, there's this also
23:02 Noffy: changed that and the 00:13:598 - as well
23:02 Noffy: 02:28:982 - though in this case, unsure what to do here, if I should.. have it the same as the others or kkdk since it's like
23:02 Noffy: higher than the last two?
23:09 Gabe: hm yeah, keep it
23:09 Gabe: just like 00:55:444 (1,2,3,4,5,6,7,8) -
23:10 Noffy: okk
23:12 Gabe: 00:35:444 (10) - I wonder if it would be better to delete this note
23:12 Gabe: I mean, you are technically following the vocals
23:12 Gabe: but it would be better to follow the instruments
23:12 Gabe: and there's none here
23:14 Noffy: hmm..
23:14 Noffy: the piano is there but I see.. hmm
23:15 Noffy: still feels weird to skip it entirely though
23:15 Gabe: yeh
23:15 Gabe: keep it
23:15 *Noffy keeps
23:21 Gabe: 01:33:598 (8,9,10,11,12,13,14) - these notes feels kind weird and you're not really ready to play these neither, I got surprised at that moment. I know you were following the piano, but I feel like you should follow the previous notes, since it's technically what you would focus on https://gabe.s-ul.eu/wFYfIvGa
23:23 Noffy: I see, I actually couldn't figure out how to manage that part but this seems like a pretty dang good sugges- is that your own website
23:23 Noffy: (changed as suggested)
23:24 Gabe: L MA O
23:24 Gabe: nope
23:24 Noffy: WHAT
23:24 Gabe: https://s-ul.eu/
23:24 Noffy: ooooooh
23:24 Noffy: ok time to bookmark this page for future use
23:26 Gabe: 01:37:905 (31,32,33,34,35,36,37) - this might be a 'piano' case, but I like it
23:26 Gabe: since there is a breaktime which allows the player to adjust to another instrument
23:26 Gabe: not like the previous ones which two patterns weren't following the same thing
23:26 Noffy: helps that it's more than 3 notes as well
23:27 Noffy: I see
23:28 Gabe: 02:00:982 (31) - don?
23:28 Noffy: don'e
23:28 Gabe: 02:00:982 (31,32) - I don't feel like they should have the same note as they do not have the same strenght
23:28 Gabe: ...
23:28 Gabe: OMG NOFFY
23:28 Gabe: AHAHAHAHAHA
23:28 Noffy: hehehee
23:28 Noffy: :>
23:28 Noffy: i'VE BEEN WAITING ALL THIS TIME TO GET TO USE THAT LINE
23:29 Noffy: AND AT LAST .. !!
23:29 Gabe: YOU DID IT
23:29 Gabe: LMAO
23:29 Gabe: 02:05:905 (15,16) - switch them
23:29 Gabe: (it looks like the previous suggestion)
23:29 Noffy: (ooo)
23:29 Gabe: 02:06:828 (18) - a finish would be naise
23:30 Gabe: cause of the guitar
23:30 Noffy: -bwaaamp-
23:30 Gabe: 02:10:982 (32) - why is this slider fucked up https://osu.ppy.sh/ss/9071287
23:30 Gabe: LMAO
23:30 Noffy: finished adding finish- though I think I actually had it like that before
23:30 Noffy: oh yeah
23:31 Noffy: i had it snapped oddly before to avoid that
23:31 Noffy: but then i read in the mapping associations taiko channel that this bug will be fixed/ sliders snapped weirdly to get around it will be borked in the nearish future
23:31 Noffy: i think that was said by.. ono? so I changed it back to this weird thing
23:31 Gabe: uh
23:31 Gabe: I kinda fixed it https://osu.ppy.sh/ss/9071293
23:32 Noffy: :O
23:32 Noffy: how did
23:32 Gabe: delete reverse arrow
23:33 Noffy: hum, i still get it after deleting the reverse
23:33 Gabe: https://osu.ppy.sh/ss/9071302
23:34 Gabe: idk where its supposed to end tho
23:34 Gabe: o wait
23:34 Noffy: looks like the 1/4
23:35 Gabe: ok yeah
23:35 Noffy: oh
23:35 Gabe: well
23:35 Gabe: your slidertick is set to 3
23:35 Gabe: put it at 2
23:35 Noffy: it actually gets fixed if i change the tick rate to 1-
23:35 Noffy: o
23:35 Gabe: L MA O
23:36 Noffy: will put it at 1 then since 2 may draw some quizzical raised eyebrows >:3c
23:36 Gabe: why 1
23:36 Gabe: yeah ok
23:36 Gabe: it's cool
23:36 Gabe: 1 works too
23:36 Noffy: from some experiments i did in the past, 1 2 and 4 all behave the same in taiko
23:36 Noffy: 3 makes it 1/3 snapping or something
23:36 Noffy: ye
23:36 Gabe: ooo
23:36 Gabe: thanks for teaching me that
23:37 Noffy: ;D
23:37 Noffy: learn something new erryday
23:37 Gabe: https://www.youtube.com/watch?v=W8v-e05cufw&ab_channel=ArianaGrandeFan
23:37 Gabe: EVERYDAY
23:38 Noffy: https://www.youtube.com/watch?v=fKQhRZS6S6Q HALLOWEEN
23:39 Noffy: wow the bass in this song is very sooth smooth
23:41 Gabe: yehh
23:42 Noffy: though looking at the image and the related songs.. is the bunny mask a theme?
23:45 Gabe: I think it was
23:46 Gabe: 02:30:213 (5,6,7,8) - I guess this was fixed and all?
23:47 Noffy: yup
23:47 Gabe: cool
23:47 Gabe: nothing else to point out
23:47 Gabe: woo
23:47 Noffy: \o/
23:49 Noffy: thank you for taking a gander gabe c:
23:52 Noffy: [strike]please post irc in thread so i dont forget this happened and accidentally ask again like[/strike]
23:52 Noffy: [strike]TWO MONTHS LATER[/STRIKE]
23:53 Noffy: (unless there's a specific reason not in which case.. stay tuned)
thanks x3
Lumenite-
Peep, promised I would mod this like a month ago and now I'm finally getting around to it lmao
Not much to do here, the taiko diffs seem polished enough, but here are some minor notes-

[Muzukashii]
00:03:751 (1,2,3,4,5,6,7,8,9,10,11,12,13) - I think a more appropriate coloring of the notes is d d k k d d k k d d k d d. I think this is more appropriate because the pitch of the (what I think is an) accordion changes every 2 beats, and the d d k d d d k d d I feel did not do a good job of representing that.
00:35:444 (10) - Could possibly delete for "effect" after the 2 1/3 doublets. (That effect being an appropriate 2/1 break)
00:43:751 (3,4) - These could be kat finishers because the vocal is rising in pitch noticeably here, keeping them all as dons disregards that change in pitch, which is the most prominent feature of the kiai at this point. (This can apply to all of the finishers at the beginning of the kiai)

[Ayyri's Hari Senbon]
00:40:367 (164,165,166,167,168,169,170) - I'd be cautious about using such 1/6 bursts as the rest of the map is fairly simple in its structure and playability, so I think this might cause unfair misses to players who can adequately handle this skill level, but all of a sudden get thrown into a 390 bpm burst. This also goes for 02:10:982 (635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650) - and definitely for 01:39:444 (486,487,488,489,490,491,492,493,494,495) - where you combine 1/6 with 1/3 after it.

After these are addressed, you can call me back for a bubble. (Already talked to Monstrata about bubbling this set and if he would be dropping in to change anything after, and he confirmed a recheck so... yeet)

For those who are wondering: The monocolor 1/3 usage in the Muzukashii is appropriate due to the somewhat low BPM, and the extremely high usage that it is used in Ayyri's Hari Senbon. In my opinion, removing or decreasing the usage of 1/3 in the Muzukashii will make Ayyri's difficulty seem like too big of a difficulty jump, where as right now I feel that both difficulties are spread equally.
Topic Starter
Noffy

Taikocracy wrote:

Peep, promised I would mod this like a month ago and now I'm finally getting around to it lmao rip 2kds bribes
Not much to do here, the taiko diffs seem polished enough, but here are some minor notes- ok~

[Muzukashii]
00:03:751 (1,2,3,4,5,6,7,8,9,10,11,12,13) - I think a more appropriate coloring of the notes is d d k k d d k k d d k d d. I think this is more appropriate because the pitch of the (what I think is an) accordion changes every 2 beats, and the d d k d d d k d d I feel did not do a good job of representing that. I see o: . I had actually considered this when talking to Gabe yesterday (ddkk) but didn't do it cause the end (00:06:213 - ) would be the same, and lack distinction.. but making the end part ddkdd fixes that, hadn't thought of that. Changed!
00:35:444 (10) - Could possibly delete for "effect" after the 2 1/3 doublets. (That effect being an appropriate 2/1 break) While I understand it'd be for the 2/1 break, I can't get behind removing the note. Not having the vocal before the bar mapped would be inconsistent with a lot of parts throughout the map where it was ensured that it would be charted.
00:43:751 (3,4) - These could be kat finishers because the vocal is rising in pitch noticeably here, keeping them all as dons disregards that change in pitch, which is the most prominent feature of the kiai at this point. (This can apply to all of the finishers at the beginning of the kiai) Changed as suggested C:


After these are addressed, you can call me back for a bubble. (Already talked to Monstrata about bubbling this set and if he would be dropping in to change anything after, and he confirmed a recheck so... yeet) Alright, will do once Ayyri can take a gander at her difficulty! edit: she took a gander, talked to you on discord, yee.

For those who are wondering: The monocolor 1/3 usage in the Muzukashii is appropriate due to the somewhat low BPM, and the extremely high usage that it is used in Ayyri's Hari Senbon. In my opinion, removing or decreasing the usage of 1/3 in the Muzukashii will make Ayyri's difficulty seem like too big of a difficulty jump, where as right now I feel that both difficulties are spread equally.
Lumenite-
Talked to Ayyri about 1/6 usage, and it was confirmed with other BNs that its usage is okay. Taiko diffs are fine, spread is okay and structure is accurate, good luck with the standard ones~
Topic Starter
Noffy

Taikocracy wrote:

Talked to Ayyri about 1/6 usage, and it was confirmed with other BNs that its usage is okay. Taiko diffs are fine, spread is okay and structure is accurate, good luck with the standard ones~

Thank you Taikocracy! :D :D 8-) :D :D
Also thanks for the luck, I will need it >o<


9/15 edit:
currently waiting for ayyri to send her diff since she made some smol changes
apparently
waiting


done diddled
Monstrata
diddle doned congrats~
Topic Starter
Noffy

Monstrata wrote:

diddle doned congrats~

Thank you very much! (ノ◕ヮ◕)ノ*:・゚✧
Renumi
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! aaaaaaaaaaaaaa
Bursthammy
cute noffy
Akitoshi
oh hey gratz!
Kyouren

Akitoshi wrote:

oh hey gratz!
Skylish
Sorry to break the HYPE party, the naming of Normal is questionable.

Just 'Normal' please
Topic Starter
Noffy

Skylish wrote:

Sorry to break the HYPE party, the naming of Normal is questionable.

Just 'Normal' please

"Ayyffy's" serves to provide information as to the two people to worked on the difficulty by combining I and Ayyri's names together.

The term "Fated" is used as a song-thematic replacement for "Collab".
"Collab" refers to two people working together. "Fated" is two people meant to be together. Considering the contents of the song regarding promises and what feels like fate, I found it fitting as a replacement.
Especially since the song is between two ladies and the collab between two ladies.

The difficulty name itself, "Normal", is untouched, and clearly indicates difficulty level among the spread.

For a song as elegant as this one, the regular word "collab" just seems garish and unfitting.
If the difficulty name was just "Ayyffy's Fated", I would understand this concern, but this is not the case.


Those that I talked to about this previously and explained it to said it should be fine >.<

edit: my previous in-thread explanation too, for reference:

Noffy wrote:

1.) it's not a custom name. it does not take place of the difficulty name "normal". 2.) it is a thematic replacement of where the word "collab" would typically go. When two people are "fated" they are "joined together" by something that was inevitable, when two people collab they are "joined together" by making the map... and this collab was inevitable, so...~
Skylish
Fyi in case you are not very clear with naming system:

Either one case below should exist:

+ Collab Normal

+ Mapper1+2's Normal

===========

> Any thing after 's is considered as 'difficulty name'. In the current case, 'Fated Normal' is treated as an isolated difficulty.

> Fated =/= Collab, it is not a usual naming habit and imo 'fated' means 'destinate'. If you use a combined mapper's name already in front of difficulty name, there is no need to put 'collab' keywords any more.

===========

I don't mind 'Fated Ayyffy's Normal' , but not 'Ayyffy's Fated Normal' . They have 2 different meanings.
Topic Starter
Noffy

Skylish wrote:

Fyi in case you are not very clear with naming system: I'm very clear:

Ranking Criteria wrote:

A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.
The difficulty indicated "normal" is unchanged. There is nothing against adding a descriptive adjective.

Either one case below should exist:

+ Collab Normal

+ Mapper1+2's Normal

+ Mapper1+2's Collab Difficultynamehere does exist although rarer.

===========

> Any thing after 's is considered as 'difficulty name'. In the current case, 'Fated Normal' is treated as an isolated difficulty. And it properly indicates its level of difficulty. The actual difficulty indicator is unchanged.

> Fated =/= Collab, it is not a usual naming habit and imo 'fated' means 'destinate'. If you use a combined mapper's name already in front of difficulty name, there is no need to put 'collab' keywords any more. Yes it's not usual, it's just for this song. It wouldn't work for other songs. Not having any "collab" keyword risks the difficulty name being misread as "Ayyri's Normal" or Ayyffy being mistaken for a third mapper.

===========

I don't mind 'Fated Ayyffy's Normal' , but not 'Ayyffy's Fated Normal' . They have 2 different meanings. Fated Ayyffy's Normal no longer makes grammatical sense. Besides breaking grammar, I do not see other difference between these two.
Lumenite-

Skylish wrote:

Fyi in case you are not very clear with naming system:

Either one case below should exist:

+ Collab Normal

+ Mapper1+2's Normal

===========

> Any thing after 's is considered as 'difficulty name'. In the current case, 'Fated Normal' is treated as an isolated difficulty.

> Fated =/= Collab, it is not a usual naming habit and imo 'fated' means 'destinate'. If you use a combined mapper's name already in front of difficulty name, there is no need to put 'collab' keywords any more.

===========

I don't mind 'Fated Ayyffy's Normal' , but not 'Ayyffy's Fated Normal' . They have 2 different meanings.
I'd have to disagree, the difficulty name not only clearly indicates its level of difficulty, but also has clear relation to the map. There's no need to change this difficulty name.
IamKwaN
i think i need a site showing your current source because all i could find is "初音ミク -Project DIVA- F 2nd", with a space between F and 2

i also don't think the difficulty name has any issues with the ranking criteria, though not sure why you would put an adjective there, it's just a normal difficulty
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