What an awesome mod. Changed quite a lot, especially with the intro section. Sorry it started to turn into a redwall lmao.
Litharrale wrote:my turn for the redwallWarm Greetings, Parachor. I will be your resident BN for this evening to assist you in ranking this exquisite piece of """""""""""art""""""""""". tips beret and twirls moustache
Second mod on this set so it probably wont be that long
BG is solid, mp3 is rankable but you didn't use my one :rage: :X
Hitsounds are all ok although some have an oddly long tail of complete silence https://i.imgur.com/0nSFRQh.png not really a big issue but i mean, it's a thing Yeah I'll cut that off.
Map metadata stuff:
HP rate of 8.8 is cool, I'd say change the OD to be a weird decimal too to fit the maps theme but that might be pushing it a bit too much
https://i.imgur.com/hnPj5tr.png (to future QATs checking if my bubble mods are bad, I swear this isnt padding) Cool idea. 7 seems to be hitting the speet spot at the moment though, I'll see if some other values work.
Lack of kiai is an odd choice to me as there are sections that could definitely be kiai'd e.g 02:24:704 (144704|0) to 03:34:101 (214101|3) Added some mini kiai for the quad LN smashes. Hopefully that doesn't break some kind of RC.
Double red line at the beginning? Could remove the first. The second line is the true beginning, the first one is only there because of some weird bug(?) where SV changes are ignored by the editor before the first timing point and note.
rest looks good.
Snaps, hitsounds and missing/ghost notes
Just pointing this out for anyone checking the map in the future. notes like these 00:05:969 (5969|3,6210|3) - feel mistimed to me but the justification give were that they are mapped to the peak of the sound rather than the beginning and that's acceptable imo
00:17:595 - sound here that seems as strong as the one preceding it, maybe add a note Yeah, seems to work well enough. Added in the 4 similar places in this section as well. (Note: I put it on the 1/16 snap before the one you pointed out because it was just a liiiiitle bit earlier.)
00:17:746 (17746|1,17994|3,18243|3) - Looks like you're using the stickhit.wav in this section for the brush sounds(?) which form the regular beat here. Although here 00:18:499 (18499|3) - it's used despite the "beat" stopping" and not used here 00:18:649 (18649|1) - when it should be (assuming the pattern is true) Ah it's representing the same sound as the section before, the thing that almost sounds like a clock ticking. It's a little more faint in this part,
but I still wanted to keep that polyrhythm beat going.
00:21:481 (21481|2) - sounds like it should be 1/12th back Yeah I agree.
00:21:933 - another hi hat miss. I'll stop mentioning them here just in case they are intentional Oh god there's more.
00:23:378 - one more Okay *now* I think I've added them all. At first I was hesitant because it's made the patterning more dense, but it ended up working with the chaotic vibe after all.
00:23:378 (23378|0,43649|2) - starts on the 1/6 before it
Misslinked?Got Lith to clarify. I think that note is timed correctly though.
00:49:342 (49342|2) - I understand why you havent mapped this hits but I think you should. Up until this point they've all been mapped and I was so used to having them mapped that I thought there was a storyboard hitsound here or something. Not mapping it is creating false feedback for such a basic sound Okay both you, protastic and raveille pointed this out, so I think I'll change it. hs applied to it as well.
00:52:475 (52475|0) - should end on the 1/6 tick before it. Agreed
00:52:927 (52927|1) - Not sure what this is mapped too. If its the metal hit, they should be the same note, if its the "uhn" its way too long.
I'm guessing it is the "uhn" because 00:53:408 (53408|3,53890|3) - these are mapped to the same sound, they're also way too long (this repeats a lot throughout the map) Yeah this is more of a design choice than anything. My aim for this part was to have the 'uhn's as inverse releases, so most of them are stretched forward until there's a 1/6 gap, so that the player has to consciously think about the gap.
00:57:324 (57324|2,57445|1,57535|2,57625|1) - These all feel slightly too late I thought so at first. Though in this case they're mapped ever so slightly early, where the note starts at the bottom of each wub. It sounds late if you compare it to the height of the wub before it. At 100% speed, the notes sounded off when I attempted to tweak it, so I think it's fine as is.
01:06:421 (66421|2,66428|3) - 1/48 snap. I think it's extremely likely that these 01:06:247 (66247|3,66338|3,66428|3) - are just on the 1/12 snaps. Super hard to tell though since at this point, i might as well measure the gap in pixels rather than ms Aww you don't like my edgy 1/48 snap
01:06:933 - Significant sound here Added.
01:06:511 - significant sound here, add something (pref col 2 for PR) Added. There's a sound in col4 that I could map as well, but it ends up making this pattern way too clumsy to play, so I'll just add this one.
01:07:580 (67580|3) - if you're gonna map this sound you should map the one here too 01:08:288 - Added.
01:07:866 (67866|3,68348|3) - https://i.imgur.com/imMKvPO.png It's a good thing that it's all mapped to PR isn't it. Same column doesn't have to signify same pitch in certain cases, which becomes especially evident when you look at this entire section as a whole.
01:31:421 (91421|3) - significant sound here, add something to col 4 Added. (your link is wrong btw)
01:38:687 (98687|2,98868|3) - I really do think these are 1/12. start playing the music from 3 points.
A) The current snap,
B) the 1/12 snap behind it, and
C) the 1/16th snap behind that.
If you work from the earliest point in time, C) sounds too early. B) sounds just right and A) sounds right as well. But since B) sounds right and it's
before A) I think that it's the correct snap Was confused about this for a sec too, but if you look at the ones a bit later, the sound is slightly late on a few odd ones, so it's likely just a catch-all for oddities like that. I think the consequence is minimal enough that the current snap works fine.
01:40:088 (100088|1) - Not sure what this is mapped to. There are sounds here but this doesn't seem to be mapped to anything distinct Similar to the sounds frequently mapped in col 1 in this area. Yeah it's pretty unnoticable, but it fits well with the patterning.
01:57:573 (117573|1) - starts at 1:57:535 Moved, but to a different snap.
01:59:018 (119018|1) - this too. The repeat here makes me think it's intentional but I think it's far too late in both cases. ^
02:08:280 (128280|0) - starts at 2:08:258 Agreed.
02:14:583 (134583|3,134824|2,135065|1,135306|0) - keysound opportunity Get your midi piano away from my ekcle.
02:37:942 (157942|1,158047|2,158198|0,158574|1,158680|0,158890|2) - These here are super questionable. I can't tell what they're mapped to at all otherwise than .mp3 noise artifacts
applies to all similiar notes further on too These are absolutely fine. Also worth pointing out that without these, this *entire* section would be incredibly empty.
02:49:779 (169779|2,170005|2) - plays really weirdly because the first LN carries into the second. the sound the double is mapped to is mistimed as well. Shorten the second LN and move it up a few ticks There's a few things at play here. The double was put there so that it's mapped to the actual 'break' of the sample instead of the attack, which neatly tied together the rhythm for the player to anchor themselves to. The LN stuff is the result of what seems like heavy sidechaining, so even though the sound is incredibly dimmed, the general rhythm of the synth stays constant, which you can obvserve elsewhere in this area.
02:54:553 (174553|2) - ghost note? The same as the noises you pointed out two suggestions back.
03:03:951 (183951|3) - there's a tonne of complete ghost notes in this section. This is one example Same as above and etc.
03:25:427 (205427|2,205427|3) - LNs like these make me super uneasy because the sound they're mapped too doesn't actually kick in until about halfway through which is inconsistent with LNs like these 03:25:878 (205878|2,205878|3) - See the second half of my response three suggestions up^
03:48:740 (228740|1) - more ghosts Reversed piano sample.
04:50:366 (290366|1,290366|2,290366|3) - Out of place triple, what's your justification? The kick is the souble in col 3 and 4. The note in col 2 is part of the "shh shh shh" noise triplets everywhere. Combining them loses the effect.
Patterns and misc
Patterning is actually fairly decent. Most of what i would say, other people have already mentioned and you gave acceptable responses to
mentioned it before but this 00:52:866 (52866|3,52927|1) - feels very off to me. The metalhit is the start of the sound, then there's a gap, then there's an LN that follows the echo of the sound. It's a very unconventional mapping technique that I'm not sure I agree with. Consider adding a note between the rice and the noodle to "connect" them a bit more. Alternatively turn the metalhit into an LN and shortern the existing one It's connected to the note before it.
That kind of cracking cymbal sound is mapped to two notes in this section, usually placed on the same hand, so they're actually unrelated to the LN (which is for the uhn instead). The reason why there isn't a note in the middle, but is later on, I covered in Prot's mod response.
01:04:463 (64463|3) - move this to col 2. It plays better due to removing the quick release and hold and also follows the pattern of the preceding LNs and more importantly, other rice-rice-LN stair patterns throughout the map e.g 01:05:818 (65818|3,65878|2,65939|1) - As mentioned in the previous one,
that sound is placed on the same hand wherever possible. Gives a stringer connection between the two.
01:04:975 (64975|1,65427|0,65457|1) - This is really weird and difficult, I think it'd play better if either it was on two different hands or you flipped them so the LNs are on col 1 I justified this in prot's mod response as well. Looks hard, plays simple.
01:26:149 (86149|0) - This LN seems to be representing two different sounds AND an increase in intensity, I think you should add another LN either at the start of preferably half way to reflect this Don't forget I use the SV to show the varying intensity as well. (also in prot's mod response)
02:55:652 (175652|3) - this sound is repeated again almost immediately, scrap this 02:56:195 (176195|0) and put an LN in col 1 that follows it I hear the extra sound you're talking about, but I'd rather follow the more prominent (and PR'd) melody here 02:55:652 (175652|3,175788|1,176195|0,176375|1) - , the extra high note would create a jumpled mess and would result in other things being deleted.
03:25:427 (205427|1) - not sure what the point of this quad is (or the previous ones). Seems pretty overkill Well with only 4 columns maps are bound to use all 4 at some point, I think people attach a stigma towards quads when they're really not much different than a triple. The reasoning for this one in particular is because of the layering scheme used here. 2 for synth, 1 for piano, the other for the kick.
04:45:668 (285668|1) - There's an arpeggio here that you could map. Would fit well since all the other piano is mapped Same reasoning as in prot's mod. Intentionally ignored to focus on the polyrhythms.
05:02:294 (302294|1) - should be on 3 to reflect the "every new bar has a new col stack" pattern I'm glad you noticed that, though that's just for the "shh shh shh" sound, not the kicks.
second (almost certainly more to come) check completo