forum

Mei Ayakura - Romantic Fall

posted
Total Posts
34
show more
PandaHero

felys wrote:

Tags and source are ok but are we sure that Astroemeria Records should be the artist since it's a doujin circle? Also don't rely too much on the toho wiki it's a mess
Aaah, when people map touhou songs, they usually use doujin circle as an artist, for example Halozy or Undead Corporation. I guess we need to ask more experienced people for it then.

And touhou wiki is fine as a reference t/477585
Delis
felys just would've put my chat on discord lmao

About the artist, I assumedly think you can use multiple alternative artist for touhou music from doujins. So in the case there are three ways to do on the artist: 1. Mei Ayakura 2. Masayoshi Minoshima 3. the circle name (I'm too afraid of typo here) since the ranking criteria contains a rule that you may take either the vocalist or circle, even the composer if any of them are famous/popular in osu!, iirc. Therefore you don't HAVE to just stick to the circle name for the doujin songs, https://osu.ppy.sh/p/beatmaplist?l=1&r= ... 0&q=touhou there we can follow some of the exception that didn't pick circle names for the artist in order.

a*ru - Kizuato


  1. http://c83.redalice.net/
    - The artist is what they say in the official, but it's neither the vocalist or the circle name, it's the composer. (though I think the circle is stronger in osu lol)

Tsukasa Yatoki - Heaven's Race Guitar Style


  1. http://soundonline.info/blaze/
  2. http://media.vgm.io/albums/92/5729/5729-1326405205.jpg
    - It's an instrumental music so the composer is the artist but the circle name, because the composer is well known as Tsukasa in osu! rather than the circle name "Sound Online"

nachi - bellow


  1. http://aladdinocr.tumblr.com/post/143052771315/adcd0001-cexperiment-produced-aladdin
    - Yeah, nachi is known as Sakaue Nachi in osu! and the rest is also following the reasons above, so no explanation here.

Should be enough, for now. They are all the touhou songs but no circle names as the artist. You probably see whether to use for the artist, Mei Ayakura is a better choice for the artist in this case since she's more like known as the vocalist in osu! rather than the circle, unfortunately.

@PandaHero: The guide just says that it's a good site for finding official links, in the case that doesn't count as a reference here due to everything there is written by non official person I suppose. Plus the page doesn't contain a link to the official site.


(discord chat)
ok
i saw the thread so
you may have a metadata
http://media.vgm.io/albums/08/20580/205 ... 005982.jpg

http://media.vgm.io/albums/08/20580/205 ... 005530.jpg

http://www.tanocstore.net/shopdetail/000000000315/

since the official site of the album didn't exist
we gotta rely on the cd jacket or smth dl site

artist: 綾倉盟 / Mei Ayakura
the rest is ok as is
(besides source and tags ofc)
Dubturt
hi m4m felys chan

  1. 01:28:769 - there is sound here (i use 25%)
  2. 00:52:349 (4,5) - dont stack it since a stack was used like this before00:35:549 (3,4) - (well asuming you wont put any beat at the previously mentioned red line)
  3. 00:53:549 (4,1) vs 00:55:949 (2,3) in terms of stacking based on the beat gap
  4. feels weird skipping this sound 01:13:263
  5. 01:21:835 (2,3,4) - doesnt really flow well, maybe switch 3 and 4
  6. 01:47:549 (1,2) - might want to move 1 a bit more to the left so its body wont touch the head of 2
  7. 02:51:663 (5,6) try adding more angle?
  8. 03:01:949 (2,3,4,5) - idk if suitable based from distance
  9. 04:02:978 - sound
  10. personal opinion, 05:38:292 insert break time
  11. 05:51:835 (2,3) - why stack
nice map, i like your note placements
Topic Starter
felys

Dubturt wrote:

hi m4m felys chan

  1. 01:28:769 - there is sound here (i use 25%) I'm just trying to follow the vocal line which plays quite nicely
  2. 00:52:349 (4,5) - dont stack it since a stack was used like this before00:35:549 (3,4) - (well asuming you wont put any beat at the previously mentioned red line) it's all about variety - players will be surely able to read those without problems.
  3. 00:53:549 (4,1) vs 00:55:949 (2,3) in terms of stacking based on the beat gap
  4. feels weird skipping this sound 01:13:263 that really sucked, fixed
  5. 01:21:835 (2,3,4) - doesnt really flow well, maybe switch 3 and 4 emphasis on voice!!!
  6. 01:47:549 (1,2) - might want to move 1 a bit more to the left so its body wont touch the head of 2 moved 2 instead of 1
  7. 02:51:663 (5,6) try adding more angle? nani
  8. 03:01:949 (2,3,4,5) - idk if suitable based from distance I think so? I don't see anything that wrong with it, feels nice to play
  9. 04:02:978 - sound ye but following the vocals here is lit af
  10. personal opinion, 05:38:292 insert break time nyes
  11. 05:51:835 (2,3) - why stack
it looks nice!

nice map, i like your note placements
I just answered a 2 months old mod, yes, sorry for late reply and thank you for the mod
Lasse
winter

00:22:178 (5,6,7,8) - hitsounding seems weird here considering it maps snares, how about changing to normal or drum hitnormal at least? (or clap spam)
02:11:892 (3,4,5,6) - 04:23:549 (5,6,7,8) - needs some hitsounding too

00:31:606 (4,1) - movement here seems really unnatural suddenly. even considering slider leniency you get something like https://i.imgur.com/sPLkZzQ.jpg
I think something like https://i.imgur.com/9etFa02.jpg (changing 1) could work better but you will have to rearrange some stuff
similarly the sudden linear movement on 00:39:835 (5,6,1) - felt a bit out of place with your other movement. how about ctrlg on 00:39:835 (5,6) - ?
00:44:378 (6) - why whistle on drum :c could use clap/different sampleset/drumclap or anything else
00:55:263 (5,6) - ^ same for this and similar, I just don't really get why you'd make them whistles
01:05:720 (3) - space this a little more (at least until it gets a followpoint), right now it seems unfitting with your other 1/2
01:12:920 (3,4,5,6,7) - don't really get why you'd suddenly use such a much more intense tapping rhythm when the song is rather consistent
01:19:778 (1) - why single note nc, would make sense to just group with before
03:57:492 (1) - ^

01:42:063 (1) - looks out of place since the whole part only uses slight curves/curves/straight sliders and this looks so different. how about a wave?
02:29:892 (1,2,3,4,5) - seems to be unintentionally uneven since it looks fine if you disable stacking lol
03:07:092 (1) -03:29:035 - 04:12:920 - 04:18:406 - finish?
03:34:520 - I actually think mapping this as sliderend would work really well
04:10:178 (1,2) - broken stack lol

04:23:892 (1) - similar to before I think this type of red node slider doesn't fit your overall visuals that well
06:13:435 (3) - finish sounds unfitting

don't really have any issues with spacing stuff so yea

the circle only ending feels so forced tbh. doesn't make much sense to put such a stamina intensive section right at the end of a relaxing 6 minute map :/
would be much nicer imo if you uses just a few 1/2 sliders (maybe even repeats). up until this point the map was really enjoyable to play
[]

yea I'm fine with nominating this, even though the ending is tilting me a bit
Topic Starter
felys

Lasse wrote:

winter

00:22:178 (5,6,7,8) - hitsounding seems weird here considering it maps snares, how about changing to normal or drum hitnormal at least? (or clap spam) it really does sound weird, changed to drum whistle
02:11:892 (3,4,5,6) - 04:23:549 (5,6,7,8) - needs some hitsounding too okie, used the same whistles as the first one^

00:31:606 (4,1) - movement here seems really unnatural suddenly. even considering slider leniency you get something like https://i.imgur.com/sPLkZzQ.jpg
I think something like https://i.imgur.com/9etFa02.jpg (changing 1) could work better but you will have to rearrange some stuff changed some stuff, now it's much more flowish
similarly the sudden linear movement on 00:39:835 (5,6,1) - felt a bit out of place with your other movement. how about ctrlg on 00:39:835 (5,6) - ? makes things less wonky, yeah
00:44:378 (6) - why whistle on drum :c could use clap/different sampleset/drumclap or anything else
00:55:263 (5,6) - ^ same for this and similar, I just don't really get why you'd make them whistles agree to this and ^, I made them the same as the latter
01:05:720 (3) - space this a little more (at least until it gets a followpoint), right now it seems unfitting with your other 1/2 changed the pattern because I didn't like it in general
01:12:920 (3,4,5,6,7) - don't really get why you'd suddenly use such a much more intense tapping rhythm when the song is rather consistent doesn't make much sense ye, transformed some notes into sliders
01:19:778 (1) - why single note nc, would make sense to just group with before total missclick
03:57:492 (1) - ^ same as ^

01:42:063 (1) - looks out of place since the whole part only uses slight curves/curves/straight sliders and this looks so different. how about a wave? yep
02:29:892 (1,2,3,4,5) - seems to be unintentionally uneven since it looks fine if you disable stacking lol uneven? I'm not sure I'm understanding this point, I can't see what's wrong
03:07:092 (1) -03:29:035 - 04:12:920 - 04:18:406 - finish? yeppu
03:34:520 - I actually think mapping this as sliderend would work really well wave slider here I come
04:10:178 (1,2) - broken stack lol fixed

04:23:892 (1) - similar to before I think this type of red node slider doesn't fit your overall visuals that well yeah
06:13:435 (3) - finish sounds unfitting true I guess?

don't really have any issues with spacing stuff so yea

the circle only ending feels so forced tbh. doesn't make much sense to put such a stamina intensive section right at the end of a relaxing 6 minute map :/
would be much nicer imo if you uses just a few 1/2 sliders (maybe even repeats). up until this point the map was really enjoyable to play
I thought about this for a while this afternoon and ended up removing the old "hard" part. Honestly, it is indeed true that it was ruining the map's mood in an unnecessary way and after trying out different things it is indeed now much a better ending probably
[]

yea I'm fine with nominating this, even though the ending is tilting me a bit
(red for changes, green for no changes lmao)
Lasse
looks fine now
metadata reference is linked in delis' post p/6183176
=> http://media.vgm.io/albums/08/20580/205 ... 005530.jpg
Delis
png bg is for scrubs but changing it requires a rebubble

01:06:406 (1) - finish on the head
01:12:920 (3) - clap
01:46:178 (1,2,3,4) - I personally feel this super weird because you usually use standard overlaps such as 01:39:835 (2,3) - or 01:47:549 (1,2) - which aren't neither too complicated or look bad ass, but this one feels totally OVERDOSE of OVERLAPS, would just clearn up here unless this is something special. https://osu.ppy.sh/ss/9502015
02:02:635 (1,2,3,1,2,3) - using x1.5 spacing when the spacing will revert to around x1.2 on 02:05:378 (1,2,3,4) - like the first few circles 02:01:263 (1,2,3,4) - is kinda questionable? I think going the spacing consistent is a nicer way to raise up the intensity here.
02:11:892 (3,4,5,6) - the hitsound here is too weak imo, you used normal samples to stand the drums out, but you suddenly used the drum whistles on 02:11:892 (3,5) - even though it's the climax in the section and it introduces to the kiai, you should replace the drum whistles with normal sample at least, additionally normal samples on the blue ticks 02:11:978 (4,6) - are more ideal for the sake of playability. consider it on the 2nd part as well.
02:18:920 (5) - remove the clap? as you didn't spam the clap unnecessarily, only one clap is enough for the strong drum in background. and why I'm mentioning the (5) not (6) when talk about the drum, a clap on blue tick sounds more c00l to me lol. also kind of overhitsounding makes triplets in the end of a measure (02:20:292 (7) - like this one) sounds awkwardly empty imo. that aside 02:23:035 (7,8) - is fine as is, the reason is kinda obvious but to explain it's because there're 2 clear drums in the song xD.
02:32:463 (5) - a circle plays better tbh, if you wanted something feeling special, another pause here is also wonderful enough.
03:18:063 (1) - I've expected a jump like 03:28:692 (9,1) - does :v
05:02:806 (2,3,4,5,6,1,2,3,4,5,6,7,8) - consider inserting one or two sliders here, this section suddenly turned into a full circle pp section apparently no reason lol
05:29:720 - maybe increase the volume by 10% and have a 50% volume change in here, volume 50% in 05:29:720 - feels too quiet until 05:37:949 -
Topic Starter
felys

Delis wrote:

png bg is for scrubs but changing it requires a rebubble :( muh png, fixed

01:06:406 (1) - finish on the head fixed
01:12:920 (3) - clap fixed
01:46:178 (1,2,3,4) - I personally feel this super weird because you usually use standard overlaps such as 01:39:835 (2,3) - or 01:47:549 (1,2) - which aren't neither too complicated or look bad ass, but this one feels totally OVERDOSE of OVERLAPS, would just clearn up here unless this is something special. https://osu.ppy.sh/ss/9502015 fixed(it was cool to me but weird looking compared to the map)
02:02:635 (1,2,3,1,2,3) - using x1.5 spacing when the spacing will revert to around x1.2 on 02:05:378 (1,2,3,4) - like the first few circles 02:01:263 (1,2,3,4) - is kinda questionable? I think going the spacing consistent is a nicer way to raise up the intensity here. fixxed
02:11:892 (3,4,5,6) - the hitsound here is too weak imo, you used normal samples to stand the drums out, but you suddenly used the drum whistles on 02:11:892 (3,5) - even though it's the climax in the section and it introduces to the kiai, you should replace the drum whistles with normal sample at least, additionally normal samples on the blue ticks 02:11:978 (4,6) - are more ideal for the sake of playability. consider it on the 2nd part as well. true true
02:18:920 (5) - remove the clap? as you didn't spam the clap unnecessarily, only one clap is enough for the strong drum in background. and why I'm mentioning the (5) not (6) when talk about the drum, a clap on blue tick sounds more c00l to me lol. also kind of overhitsounding makes triplets in the end of a measure (02:20:292 (7) - like this one) sounds awkwardly empty imo. that aside 02:23:035 (7,8) - is fine as is, the reason is kinda obvious but to explain it's because there're 2 clear drums in the song xD. I'm gonna remove both the clap on red and blue tick since I don't want to add the clap to all those blueticks, I like it as it is but ye this triplet is overhitsounded
02:32:463 (5) - a circle plays better tbh, if you wanted something feeling special, another pause here is also wonderful enough. I love pauses
03:18:063 (1) - I've expected a jump like 03:28:692 (9,1) - does :v yes it is true
05:02:806 (2,3,4,5,6,1,2,3,4,5,6,7,8) - consider inserting one or two sliders here, this section suddenly turned into a full circle pp section apparently no reason lol yeah diff boost for no reason, fixed
05:29:720 - maybe increase the volume by 10% and have a 50% volume change in here, volume 50% in 05:29:720 - feels too quiet until 05:37:949 - okie dokie, did it
Lasse
Topic Starter
felys
popped because of a forgotten hitsound
Delis
o

the post above means he just put a finish on a note not adding a hitsound file
Mirash
congratulations
PandaHero
Поздравляю
pishifat
as requested?
Topic Starter
felys

pishifat wrote:

as requested?
yeah, thank you very much

requested since there was a missing clap at 00:31:092 (2) - and a missing whistle at 00:31:435 (3) - , thanks again
pishifat
back
Topic Starter
felys

pishifat wrote:

back
❤ ❤ ❤
PandaHero
Hitsounds Assurance Team when??
Leader
BRV
VINXIS
962
Topic Starter
felys

Leader wrote:

BRV
GRZ
LoneNotAlone
Охеренная карта ;)
Please sign in to reply.

New reply