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LhoU - Taylor

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Delis
I modded the top 2 diffs this morning, wafu seems to be gonna check and might qualify it too so I would stay for a backup I guess
[General]
what I would like to mention apart from oko is the orgel parts can have lower volumes at all the sliderslide sound and whistles are kinda loud which doesn't feel great when you just wanna play the beautiful orgel :(
[Insane]
00:38:328 (2) - perhaps give this a different spacing from 00:37:839 (7,8,9,1) - since you usually do a spacing magic to emphasize the snare sound such as 00:44:361 (2,3) -. there's one more section that I could find out that it's using a equivalent spacing 00:46:481 (3,4,5,6,7) - though this seems pretty fine as is because the finish is on 00:46:970 (4) - but on 00:38:002 (8,9,1) - just only 1/4 hi hats which don't really impact a lot, https://delisha.s-ul.eu/I7x0hQrY anti-jump like this one would be enough to represent the music properly, yet fitting to your style I think.
02:06:046 (6,7) - might wanna have normal sample on these for the drums. 02:02:214 (11) - is also something that I would like to place a normal sample even if the music doesn't really support for the single sound, it helps players playing triplets more consistently.
02:17:296 (5) - would go with simpler shape this feels so out of place lol
01:56:100 (5) - missing whistle maybe, apply in all diffs btw

[Hard]
set the stack leniency to 7? complete stack might be not the best for some newer dudes and also could help 02:00:013 (5,1) - etc since you had no space to manual stack it but having stack leniency at 7 does auto stack it so you can still keep the logic with those manual stacks.
Topic Starter
Niva
@_@

this reply's unfinished as is, it's already past 2am here and I'd like to get some rest for now >_<

Okorin wrote:

i suggest od 8 for the insane, it's not very challenging to get decent levels of accuracy on maps this straightforward for modern players as you may think I know, I got several pro players to playtest the Insane back then (such as Zetera and smh). Changed the OD to 8 though as this isn't the first time this issue is mentioned (Hailie previously has mentioned the same issue as well hehe)

maybe flip the bg so that the main painting piece - that tree - isnt hidden beneath the song selection menu as much as it is currently? Eh... I've tried this and it feels weird in the eye imo (perhaps it's because from left to right it goes from darker -> lighter instead of the opposite, I don't really know)

preview of the song sounds better if you dont have the heavy drum section included and just the harmonic melody if you set it to something like 01:23:145 - Ah, but it sounds cooler this way personally imo o.o

[insane]
01:02:948 (6,7) - stack are broken Yep, fixed
00:15:991 (9,10) - 01:29:850 (3,4,5,6) - 01:45:502 (3,4,5,6,7) - 02:00:339 (1,2,3,4,5,6,7,8) - 02:08:818 (6) - 02:59:035 (1,2,3,4) - 03:15:665 (1,2,3,4) - 03:30:991 (4) - hitsounding and rhythm that you have the player click is so conflicting in these places. Hitsounding and the way the music contrasts everything else in the song would suggest that your mapping should reflect that with more circles to click but instead you opt to just have the hitsounds represent those Hmm, I always intended to follow what would be the most prominent instrument over the song - most of the time it goes with the melodies, but when the percussion goes more prominent I went out with it with continuing whistles on every distinguishable melodic instrument actually...
03:30:176 (6) - probably just circles works better than introducing something new just in the last pattern because you dont do this anywhere Fixed
02:29:361 (6,7,1) - the way autostacking works kind of breakes the aesthetic of this pattern Hmm, I can't really think of any good pattern to fix this issue though... nvm, fixed with your suggestion below (:

[hard]
00:00:992 - to 00:15:665 - should have waaaay less space in comparison to the rest of the map currently it feels out of pace to frist play calm as hell section to then change into playing the section that actually does stuff with barely changing spacing or percieved gameplay
intro could be less dense and less spaced Altered the opening sequence's DS to 1.4, although this took quite some time it should be fine now~
01:30:502 (6,1) - overlap is barely visible together and makes the pattern look a tad clunky i guess lol Changed the order of (1) and (2), there won't be any more obvious visible overlap during gameplay I hope xD

[normal]
set tickrate to 1? you dont have enough rhythm density here to make the constant ticking sound not-distracting Alright
ar could as well be 6 As it'll help the players to read some stacks such as 01:06:861 (4,5,1) I don't see why not~

02:44:687 (5,6,1) - 01:05:557 (1,2,3,4,5,6,1,2,3) - these are more intense to play than most of the stuff that you do in the chorus of the map, contrasts heavily with how calm the song is in this place and i dont think that fits too well, would suggest simplifying rhythm more for these Umm, the three 1/2s are very much intentional actually as the song very much calls for it there. As for the rhythm I tried to simplify 01:05:883 (2,3) into a slider (to reduce the amount of circles there) but I can't really say I'm very pleased with the new pattern - I hope it works fine for others, though :3

[easy]
set tickrate to 1? you dont have enough rhythm density here to make the constant ticking sound not-distracting Yep~
that everything ovleraps will probably make the diff a ton of times harder to actually read properly for someone just starting out with the game. it also makes everything feel unnecessarily cluttered. i think going with higher spacing in general as well as a bit higher slidervelocity to avoid this would help a lot
right now this diff is probably harder to interpret than the normal and i think that's not at all what you're aiming for owhat you want to aim for with this difficulty I'll give my thoughs on this on a separate post

if you do this you will notice that the rhythm and the diff will start to feel like a normal, because that's what this diff pretty much is - a simplistic normal that was squashed together a bit

would consider nominating if the easy becomes an actual easy i think currently it's harder to play and read than the normal which is probably not what you want to have lol

Delis wrote:

I modded the top 2 diffs this morning, wafu seems to be gonna check and might qualify it too so I would stay for a backup I guess o.o... Thank you very much!!
[General]
what I would like to mention apart from oko is the orgel parts can have lower volumes at all the sliderslide sound and whistles are kinda loud which doesn't feel great when you just wanna play the beautiful orgel :( Lowered the volume on the calm parts (parts without drums) from 60% to 50% - the idea's great but I don't really think I can do quieter than this because the contrast's not that big imo hehe~
[Insane]
00:38:328 (2) - perhaps give this a different spacing from 00:37:839 (7,8,9,1) - since you usually do a spacing magic to emphasize the snare sound such as 00:44:361 (2,3) -. there's one more section that I could find out that it's using a equivalent spacing 00:46:481 (3,4,5,6,7) - though this seems pretty fine as is because the finish is on 00:46:970 (4) - but on 00:38:002 (8,9,1) - just only 1/4 hi hats which don't really impact a lot, https://delisha.s-ul.eu/I7x0hQrY anti-jump like this one would be enough to represent the music properly, yet fitting to your style I think. The original idea here is to put (8) in the middle of the (6,7,2) triangle obviously, but I'm changing it anyway as I'm fine with this as well (:
02:06:046 (6,7) - might wanna have normal sample on these for the drums. 02:02:214 (11) - is also something that I would like to place a normal sample even if the music doesn't really support for the single sound, it helps players playing triplets more consistently. Added Normal sampleset to (6) and (11) here (my bad, I missed this one out >_<) - I decided to keep (7) as is though if you don't mind as (if applied) it will be inconsistent with what I've done previously in 00:20:394 (6,7,1), 00:28:220 (6,7,1), and other similar parts...
02:17:296 (5) - would go with simpler shape this feels so out of place lol Deleted the 1st slider node here, should be better now. I'd personally like to keep the second half as is though as it fits with the song's sounds and (1)'s shape if you don't mind by the way hehe (:
01:56:100 (5) - missing whistle maybe, apply in all diffs btw Ah, this one's intentional actually, I'm following the pipe (?) sound on that part and as you can hear the pipe doesn't present at that note

[Hard]
set the stack leniency to 7? complete stack might be not the best for some newer dudes and also could help 02:00:013 (5,1) - etc since you had no space to manual stack it but having stack leniency at 7 does auto stack it so you can still keep the logic with those manual stacks. Done
Okoratu
even just looks several times less derp
Saturnalize
https://youtu.be/rq7DIvYPTdQ?t=30s the ambient tho :thinking:

anyway

normal hitnormal for triplet such as 00:40:040 (8) - can have a lower volume (30/40% should do the trick) to give more of a smooth kick plets rather than linear strong one right now

hard
---
00:54:796 (4) - to prevent higher stacking, put this to 58,170 and the next one around 62,175
01:24:144 (4) - fix curve w
01:33:926 (4) - Just to keep that back and forth-like movement, ctrl+h and reposition
01:53:491 (4) - is placed almost directly below the end, resulting in an unpredictable note.
03:30:502 (2) - clap

normal
---
01:39:796 (3) - curve point is a bit too far from the center, 281,111 would fix
01:42:731 (1,2,3,4,5) - https://osu.ppy.sh/ss/9452304 yo meet fixed neat star shape https://osu.ppy.sh/ss/9452312 (curve rotated by 7deg, star is using straight 1 end and 2, rotate 72 all the way I suppose you know this trick already)

easy
---
I agree with some people who said that this diff is too dense. Just by looking at it makes me feel veeeeeeeeeery crowded.
00:16:644 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - Even in easy diff there should be a spreading movement. Just by selecting these notes, you can see that it's staying on one side of the monitor.
01:51:861 (3) - curve point 278,345 to make the curve more balanced and complement the next notes with arc-y movement
01:54:470 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - again, spread more broad movement rather than stuck in one side of the monitor

mostly minor stuffs since I'm used with your mapping ideology so ¯\_(ツ)_/¯
Topic Starter
Niva

Saturnalize wrote:

https://youtu.be/rq7DIvYPTdQ?t=30s the ambient tho :thinking:

anyway

normal hitnormal for triplet such as 00:40:040 (8) - can have a lower volume (30/40% should do the trick) to give more of a smooth kick plets rather than linear strong one right now Actually from the song itself the volume is somewhat level as well on every kick, so I think the 50% as it stands now already represents this effect quite well without sounding too contrasting compared to other drum sounds~

hard
---
00:54:796 (4) - to prevent higher stacking, put this to 58,170 and the next one around 62,175 Oh this is actually a nice one, did what you suggested here
01:24:144 (4) - fix curve w Done w
01:33:926 (4) - Just to keep that back and forth-like movement, ctrl+h and reposition ...did you mean CTRL + G? I liked the idea though, changed this part
01:53:491 (4) - is placed almost directly below the end, resulting in an unpredictable note. I think it's perfectly readable as is, besides the Stack Leniency of 7 that Delis suggested earlier already increases the readability of this stack here
03:30:502 (2) - clap Whoops, fixed (:

normal
---
01:39:796 (3) - curve point is a bit too far from the center, 281,111 would fix Done
01:42:731 (1,2,3,4,5) - https://osu.ppy.sh/ss/9452304 yo meet fixed neat star shape https://osu.ppy.sh/ss/9452312 (curve rotated by 7deg, star is using straight 1 end and 2, rotate 72 all the way I suppose you know this trick already) Decided to fix them manually instead... Hopefully it's better now :3

easy
---
I agree with some people who said that this diff is too dense. Just by looking at it makes me feel veeeeeeeeeery crowded. Yes, I'll be embedding my thoughts below
00:16:644 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - Even in easy diff there should be a spreading movement. Just by selecting these notes, you can see that it's staying on one side of the monitor.
01:51:861 (3) - curve point 278,345 to make the curve more balanced and complement the next notes with arc-y movement Done
01:54:470 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - again, spread more broad movement rather than stuck in one side of the monitor Regarding this (and 00:16:644 (1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1) - as well), I'm very much aware of it but I don't think I can really do anything over there considering that's the most plausible rhythm of choice (repeating 3/2 slider -> circle -> repeating 3/2 slider -> circle -> etc) and that rhythm doesn't really allow spatial flexibility in all fairness :3

mostly minor stuffs since I'm used with your mapping ideology so ¯\_(ツ)_/¯
Thanks for the mod! Well, I'm already used to your mapping ideology as well so when I modded your map earlier I find it's very much a comfortable map to mod as well (*^-^)

---

Regarding the Easy :

First of all, I'm feeling really grateful (although I'm really confused at the same time as well) that you guys suddenly came up to check my map without any prior notice (*^-^) As I said to Okorin yesterday in Discord, I mapped the Normal with the intention for it to be the lowest difficulty in the set - I was very sure back then that the highest allowed SR for the lowest diff is still 2.5* as it was in the past (if my memory serves me right) until I read the most recent RC which requires a mapset to have a difficulty easier than 2* o.o

Back then I've actually tried to map the Easy with a simpler rhythm but I don't really think the map would be interesting enough if it's made that way really considering that the song itself is 3/4 and doesn't really have a typical 1/2 or 1/1 rhythm I can really follow (if I had to make the rhythm be feasibly any simpler the map will end in an monotonous and seemingly never-ending barrage of 1/1 sliders over another really) hence I made it like that~

Having mapped this myself I can see you guys' points though (especially that the Easy feels very much like a Normal) - As the current Normal is AR6 already (thanks to Okorin's mod) I'm considering to rename the Easy into Normal (with AR5 instead of 4 to increase the readability) and the Normal into Advanced or something similar, I think it should serve the purpose but I'll be gathering some opinions on this first (:

Thank you very much once again, I'll catch up again to you guys later on~
Okoratu
that doesnt fix the easy being harder to interpret than the normal

that just puts a band aid on it
Topic Starter
Niva
Ah, well, okay then... I'll get to rework the Easy soon enough (hopefully I can simplify the rhythm and fix the issue though) - thank you once more Okorin~

(to other modders who still wants to mod this map : mods are always welcomed ofc, but please keep in mind that the Easy will soon undergo a heavy rework hehe :3)

---

EDIT : The Easy should be fine (and should play more as a proper Easy) now!~
Perklone
as requested by Niva

i don't think Easy should have variative DS, but maybe i'm just outdated. so i'm going to mod thinking that DS now can be variative on Easy.

00:14:687 (3) - looks bad tbh, a quick way to fix it is to CTRL+H it

00:28:383 (1) - this slider looks janky and out of place imo
00:32:296 - i know it's an easy, but this undermapping is hurting me :(
00:45:991 (2) - flow feels kinda extreme here
00:56:752 (2) - slider looks kinda out of place, how about making some fancy slider like this?
01:01:644 (2) - same issue as 00:22:513
01:03:926 - this feels undermapped too :(
01:07:513 - ^
01:23:165 - doing this kind of undermap on a kiai especially feels wrong. T_T
01:29:687 - since you're using the next white tick for slider, why not use a circle here? it's nice for emphasis :D
01:46:970 - empty rhythm that could be used :)
01:34:905 (1) - could blanket with here 01:32:948 (3) - flow's better too
02:06:209 (1) - wave slider going vertical looks weeeeiirdd


03:30:665 - could fill this rhythm, kinda empty for a high intensity sounds

02:14:035 (1) - 02:31:644 (2) - 00:22:513 (2,3,1) - 02:39:470 (2,3) - and for some others
although it's not really breaking the RC, the positioning of this patterns feels weird to look and play, i know it will be hard to change some of this, i'm just saying just to be safe, it's better too change it :)

even though there's a few bad spot here and there, overall this map is solidly made, with nice geometry and cool flow :D
good luck~
Topic Starter
Niva

Perklone wrote:

as requested by Niva

i don't think Easy should have variative DS, but maybe i'm just outdated. so i'm going to mod thinking that DS now can be variative on Easy. Indeed it is in most cases, but this falls under the "clearly different from spacing used for different rhythms" written in the RC. I used this spacing pattern as for me using 0.8x for 1/2 feels too cramped - the way the 0.8x and 1.0x-s are used are very much consistent and intuitive/beginner-friendly though so it shouldn't be a problem xD

00:14:687 (3) - looks bad tbh, a quick way to fix it is to CTRL+H it This is intentional. There are many places in which I applied this kind of flow as well actually, such as in 01:28:057 (2) - where I curved it to the direction opposite of (1) instead of following (1)'s direction~

00:28:383 (1) - this slider looks janky and out of place imo Added a slight curve on it, should be better now hopefully
00:32:296 - i know it's an easy, but this undermapping is hurting me :( Yes this is intentional as it also follows the 1/1 tick~
00:45:991 (2) - flow feels kinda extreme here Reduced (3)'s height
00:56:752 (2) - slider looks kinda out of place, how about making some fancy slider like this? It's intentional as this slider shape could bring the flow from the previous (1) while keeping the linearity with the next (3,1). I adjusted the angle on this one though~
01:01:644 (2) - same issue as 00:22:513 Yet again this is intentional. I adjusted the curvature so it'll hopefully more equal to (3) now for a better flow though (:
01:03:926 - this feels undermapped too :(
01:07:513 - ^ Regarding these two I don't really think it's wise to put a barrage of sliders for beginners there, so I put on a break there with a circle (:
01:23:165 - doing this kind of undermap on a kiai especially feels wrong. T_T Turned this into a slider to suit the other kiai's beginnings
01:29:687 - since you're using the next white tick for slider, why not use a circle here? it's nice for emphasis :D The idea here is to emphasize the following drums actually hehe xD
01:46:970 - empty rhythm that could be used :) Hmm, it's not mapped elsewhere though (01:30:991 (1) -, 03:24:470 (1) -, etc) o.o
01:34:905 (1) - could blanket with here 01:32:948 (3) - flow's better too Hmm, I get the idea, but in order to blanket this I have to make (3)'s curve similar to 03:00:991 (1,2) though, in which it just simply don't give a good flow with the previous 01:30:991 (1,2) - here ._.
02:06:209 (1) - wave slider going vertical looks weeeeiirdd Yet again this is intentional. I made this slider less wavy though so that it would (hopefully) flow more naturally here~


03:30:665 - could fill this rhythm, kinda empty for a high intensity sounds Hmm, yes, this would be nice as there are no drum sequences following it

02:14:035 (1) - 02:31:644 (2) - 00:22:513 (2,3,1) - 02:39:470 (2,3) - and for some others
although it's not really breaking the RC, the positioning of this patterns feels weird to look and play, i know it will be hard to change some of this, i'm just saying just to be safe, it's better too change it :) See below.

even though there's a few bad spot here and there, overall this map is solidly made, with nice geometry and cool flow :D Talked to Perklone himself via IRC, and since the "bad spots" you're mentioning are referring to "objects that are placed close to the edge" than it shouldn't be a problem at all really - the RC only states that "hit objects must never be off-screen" (not "hit objects should stay near the center") so as long as it stays in the playfield it should be fine xD

good luck~ Thank you!
Thank you Perklone for the mod~
Kasuga
WELCOME BACK NIVA

Also some modding for you as per request


Easy
tbh, I can't point anything in here, looks so clean for me, I envy you that you can make a beautiful Easy diff like this.
But here have some suggestion, may this help you

01:03:600 (1,1) - give a break between these two points, maybe? This song and this diff si relaxing, this will improve the enjoyment of the song in my opinion. Also, as a newbie I want some break too when playing long duration beatmap

02:10:122 (1,1) - same as above

02:41:426 (1,1) - same as above

That's all from me
GOOD LUCK
Topic Starter
Niva

Kasuga wrote:

WELCOME BACK NIVA

Also some modding for you as per request


Easy
tbh, I can't point anything in here, looks so clean for me, I envy you that you can make a beautiful Easy diff like this.
But here have some suggestion, may this help you

01:03:600 (1,1) - give a break between these two points, maybe? This song and this diff si relaxing, this will improve the enjoyment of the song in my opinion. Also, as a newbie I want some break too when playing long duration beatmap

02:10:122 (1,1) - same as above

02:41:426 (1,1) - same as above Hmm, I see what you're suggesting here, but since the other diffs have that part mapped into it I don't really think leaving the Easy with a break would be the best idea there. I do managed to give some part a more relaxing and less rigid flow though (by using sliders and such), most notably on the 02:12:078 xD

That's all from me
GOOD LUCK
Thanks for the mod Kasuga!~
Okoratu
Placeholder for Wafu
Wafu
[General]
  1. I know this might sound very nitpicky, but I think you should be saving as much space as possible in your maps if it can be done without loss. In your case, it's the background. If you really want to use this one, go ahead although it doesn't look well thanks to being so small. But don't resize a file that is 900x453 to 1920x1080, you're making an 80 KB file have 880 KB with even lower quality than the small one. Please, use the original or a completely different image. Don't ever upscale (except for maybe waifu2x action).
  2. This is a bit similar to above, your soft-hitclap12 is ~900 ms long, while it doesn't need to. The volume it is used at is 50%, so essentially anything after ~300 ms won't be audible, not even talking about the fact that music is covering it too. Also, you by no means need to use 32bit wave files (and never should, you will probably not get in contact with a file that's recorded for that, ever, unless you buy it). It's not obligation, but I highly recommend you to use this instead, chopped down to 1/6th of the size.
  3. The widescreen support could be consistent, but not really important, up to you.
  4. I personally think all the difficulties should end at 03:32:785 - instead. 03:32:622 - sounds way too early, 03:32:948 - sounds way too late, but the arpeggio seems to really end at 03:32:785 - as there's no sound after that.
  5. I'm pretty sure the offset is quite off. It probably should be about +10ms or so. You can easily notice that the hitsound at 01:23:655 - can be heard first and then the drum in the song, but other instruments can also be noticed quite easily.
[Insane]
  1. 00:00:992 - You can't use inherited point on top of timing point with different settings. You can only change SV. Change the timing point's sampleset to Soft Custom 72. Could cause some issues (for example here, it's not clear which sampleset to use, although game picks one).
  2. Does the increased tick rate serve any purpose? I don't see any need for that, it only increases the combo in my eyes. It could "fit" in the kiai, but you don't really hear it, in other parts, it sounds quite redundant. So as long as you don't use tick hitsounds or don't manipulate volume of them, I don't think this should be here.
  3. 03:31:644 - Could have the default soft hitsounds, using a clap and the whistle that it already has. You can notice the song has a very noticeable clap in it, so I thought it might be worth emphasizing the only one that seems to be here, to make it a bit more interesting. Applies to other difficulties too.
[Hard]
  1. Some objects could avoid touching the HP bar quite easily, up to you, minor issue. 00:22:513 (1) - 00:28:383 (1) - 01:19:252 (1) -
[Normal]
  1. 03:31:644 (4) - Could easily avoid touching the HP bar, again, completely up to you.
  2. 01:44:035 (4) - A clap is definitely missing based on your hitsounding structure and how you follow song by hitsounds.
  3. 01:45:502 - Same as above.
  4. 03:21:861 - Same as above.
  5. 03:23:328 - Same as above.
  6. 03:30:665 - Same as above.
  7. 03:30:991 - Same as above.
  8. 00:05:883 - Missing whistle (you have it in other difficulties)
  9. I think the map is missing many clap hitsounds (not like you just forgot them as the above listed, but that it could just have more). I know you like to follow the accordion, but maybe at least places like 01:24:470 - could have a tiny snare on the slider ticks? It's up to you, I just felt it sounded a bit empty hitsound-wise when following the accordion.
[Easy]
  1. 00:05:883 - Missing whistle
  2. I would suggest the same thing with slider ticks as on normal. Except in this case, there are virtually no clap hitsounds, which feels even more weird. It wouldn't be an issue because the map simply doesn't allow you to do that, but at least the ticks could improve this situation. (if you make them, they don't have to be loud, and no, they won't confuse players if they don't stand out too much)
Generally a very nice mapset, would like to see this ranked. Also, welcome back!
Topic Starter
Niva

Wafu wrote:

[General]
  1. I know this might sound very nitpicky, but I think you should be saving as much space as possible in your maps if it can be done without loss. In your case, it's the background. If you really want to use this one, go ahead although it doesn't look well thanks to being so small. But don't resize a file that is 900x453 to 1920x1080, you're making an 80 KB file have 880 KB with even lower quality than the small one. Please, use the original or a completely different image. Don't ever upscale (except for maybe waifu2x action).

    I think I understand the issue here - the current BG is indeed based on the image's original resolution (3100 x 1560) which actually was being downscaled to 1920 x 1080. It's just when I did this in Photoshop seems like I accidentally set the .jpg quality to 12 (Maximum), hence the large file size :3

    Things should be good now, though.
    .
  2. This is a bit similar to above, your soft-hitclap12 is ~900 ms long, while it doesn't need to. The volume it is used at is 50%, so essentially anything after ~300 ms won't be audible, not even talking about the fact that music is covering it too. Also, you by no means need to use 32bit wave files (and never should, you will probably not get in contact with a file that's recorded for that, ever, unless you buy it). It's not obligation, but I highly recommend you to use this instead, chopped down to 1/6th of the size.

    Eh, the link's broken when I tried to open it unfortunately o.o...

    I've tried doing this manually in Audacity but oddly enough the file size didn't reduce (312 KB -> 312 KB) even after I trimmed the ending part, so I'll be leaving this as is~
    .
  3. The widescreen support could be consistent, but not really important, up to you. Yeah, forgot to remove the Widescreen Support on Easy
  4. I personally think all the difficulties should end at 03:32:785 - instead. 03:32:622 - sounds way too early, 03:32:948 - sounds way too late, but the arpeggio seems to really end at 03:32:785 - as there's no sound after that. Decided to end this on the next white tick instead following the current Easy diff's end
  5. I'm pretty sure the offset is quite off. It probably should be about +10ms or so. You can easily notice that the hitsound at 01:23:655 - can be heard first and then the drum in the song, but other instruments can also be noticed quite easily. Fixed!
[Insane]
  1. 00:00:992 - You can't use inherited point on top of timing point with different settings. You can only change SV. Change the timing point's sampleset to Soft Custom 72. Could cause some issues (for example here, it's not clear which sampleset to use, although game picks one). Fixed
  2. Does the increased tick rate serve any purpose? I don't see any need for that, it only increases the combo in my eyes. It could "fit" in the kiai, but you don't really hear it, in other parts, it sounds quite redundant. So as long as you don't use tick hitsounds or don't manipulate volume of them, I don't think this should be here. Hmm, yes, there are many faint snares (even outside the kiai, on 00:58:393 - for example) in which the Tick Rate 2 would blend nicely into~
  3. 03:31:644 - Could have the default soft hitsounds, using a clap and the whistle that it already has. You can notice the song has a very noticeable clap in it, so I thought it might be worth emphasizing the only one that seems to be here, to make it a bit more interesting. Applies to other difficulties too. Used Sampleset : Drum + Addition : Soft instead, the default Clap just feels to strong here in my opinion...


[Hard]
  1. Some objects could avoid touching the HP bar quite easily, up to you, minor issue. 00:22:513 (1) - 00:28:383 (1) - 01:19:252 (1) - Moved the last two lower, should be better now (I don't know how to move the 1st one from its current position, though xD)
[Normal]
  1. 03:31:644 (4) - Could easily avoid touching the HP bar, again, completely up to you. Redesigned this slider in order to make it end in the next white tick, should be fine now
  2. 01:44:035 (4) - A clap is definitely missing based on your hitsounding structure and how you follow song by hitsounds. Fixed
  3. 01:45:502 - Same as above. This is intentional actually
  4. 03:21:861 - Same as above. Fixed
  5. 03:23:328 - Same as above. This one's also intentional
  6. 03:30:665 - Same as above.
  7. 03:30:991 - Same as above. Changed into clap + Sampleset : Normal for these two

    Regarding the "claps", the idea here is actually not to over-saturate the mentioned parts with claps as the mapping is very much following the accordion (while the accordion sounds fall on the white tick and many of the claps actually fall on the red tick). This is why on some parts that you mentioned, such as 01:45:502 -, a Sampleset : Normal has been positioned there instead of a Clap as using Clap there would feel out of place due to there are no red tick claps nearby :3

    .
  8. 00:05:883 - Missing whistle (you have it in other difficulties) Fixed
  9. I think the map is missing many clap hitsounds (not like you just forgot them as the above listed, but that it could just have more). I know you like to follow the accordion, but maybe at least places like 01:24:470 - could have a tiny snare on the slider ticks? It's up to you, I just felt it sounded a bit empty hitsound-wise when following the accordion. I think I'll leave this as is though, I'm not really a fan of slidertick hitsounds o.o
[Easy]
  1. 00:05:883 - Missing whistle Fixed
  2. I would suggest the same thing with slider ticks as on normal. Except in this case, there are virtually no clap hitsounds, which feels even more weird. It wouldn't be an issue because the map simply doesn't allow you to do that, but at least the ticks could improve this situation. (if you make them, they don't have to be loud, and no, they won't confuse players if they don't stand out too much) Yeah, once again due to the nature of the percussion here basically the 1/1 and 2/1 rhythm don't fall at any clap at all except for one object. I guess I'll leave this as is as well though, I think the current hitsounding works fine as is and that adding claps in the sliderticks wouldn't really fit the current rhythm >_<
Generally a very nice mapset, would like to see this ranked. Also, welcome back! Thank you~
Thank you very much Wafu~
Wafu

Niva wrote:

[*]This is a bit similar to above, your soft-hitclap12 is ~900 ms long, while it doesn't need to. The volume it is used at is 50%, so essentially anything after ~300 ms won't be audible, not even talking about the fact that music is covering it too. Also, you by no means need to use 32bit wave files (and never should, you will probably not get in contact with a file that's recorded for that, ever, unless you buy it). It's not obligation, but I highly recommend you to use this instead, chopped down to 1/6th of the size.

Eh, the link's broken when I tried to open it unfortunately o.o...

I've tried doing this manually in Audacity but oddly enough the file size didn't reduce (312 KB -> 312 KB) even after I trimmed the ending part, so I'll be leaving this as is~
.
Oops, not sure why the link got corrupted. This should work though.
Nyukai
Oh, I was going to mod this, not sure if I'm late tho :(
Topic Starter
Niva

Wafu wrote:

Niva wrote:

[*]This is a bit similar to above, your soft-hitclap12 is ~900 ms long, while it doesn't need to. The volume it is used at is 50%, so essentially anything after ~300 ms won't be audible, not even talking about the fact that music is covering it too. Also, you by no means need to use 32bit wave files (and never should, you will probably not get in contact with a file that's recorded for that, ever, unless you buy it). It's not obligation, but I highly recommend you to use this instead, chopped down to 1/6th of the size.

Eh, the link's broken when I tried to open it unfortunately o.o...

I've tried doing this manually in Audacity but oddly enough the file size didn't reduce (312 KB -> 312 KB) even after I trimmed the ending part, so I'll be leaving this as is~
.
Oops, not sure why the link got corrupted. This should work though.
Added, thank you very much Wafu~

Everything should be good now :3

---

@ Nyukai Yes, if you still want to feel free to mod it soon as well as we discussed about in-game, I don't really mind ofc (:

EDIT : @ Wafu Really thank you for the stars as well ><
Nyukai
Alright, wait for my mod if possible then.
Nyukai
~Insane~

  1. 00:17:958 (4) - Jumps are okay, but this one is a bit forced for me. Everything flows better if you add Ctrl+G here and jump to 00:18:284 (5) - is kept.
    It's a personal suggestion, but I think it's a good one.
  2. 00:24:317 (8) - The pattern looks a bit unclean because you forced the stack here. Spacing between notes is broken and I really felt like it was a straight line and suddenly it wasn't. Try to move (1) further or just do something else.
  3. 03:27:415 (7) - Jump pattern was cool until I've seen this. They are not really touching, but it doesn't look clean at least for me, try to fix spacing here.
~Hard~

  1. Looks cool.
~Normal~

  1. 00:09:480 (2) - Actually this note should be up due to the flow movement that sliders have.
~Easy~

  1. Nothing to say here neither.
I'm sorry I couldn't say so much, you did a good job here :D
Topic Starter
Niva

Nyukai wrote:

~Insane~

  1. 00:17:958 (4) - Jumps are okay, but this one is a bit forced for me. Everything flows better if you add Ctrl+G here and jump to 00:18:284 (5) - is kept. Hmm, I get your idea here but I think I want to keep this as is >w<
    It's a personal suggestion, but I think it's a good one.
  2. 00:24:317 (8) - The pattern looks a bit unclean because you forced the stack here. Spacing between notes is broken and I really felt like it was a straight line and suddenly it wasn't. Try to move (1) further or just do something else. Moved the (7) instead to create an arc :3
  3. 03:27:415 (7) - Jump pattern was cool until I've seen this. They are not really touching, but it doesn't look clean at least for me, try to fix spacing here. Made these four sparser here
~Hard~

  1. Looks cool.
~Normal~

  1. 00:09:480 (2) - Actually this note should be up due to the flow movement that sliders have. Fixed~
~Easy~

  1. Nothing to say here neither.
I'm sorry I couldn't say so much, you did a good job here :D
Thank you very much Nyukai!
Wafu
Reminded the mapper that they forgot to update what they said they would. Seems like it should be ready, bubbled!
Topic Starter
Niva
Thank you very much once more Wafu (*^-^)
Shurelia
what
niva's map in 2017???
Xinely
Niva maps something in 2017

Insert thonkang here
worst fl player
niva in 2k17!
Okoratu
Topic Starter
Niva
Thank you Okorin (*^-^)~

Thank you as well to Shurelia, Xinely, pro FL player L-a-m-e-y [ B ], and everyone!~ yes Niva in 2k17 :3
Kyouren
Congratulations! :3
Xinely
Congrats niv~ sesepuh balik \w/
Cherry Blossom
gratz Legendary mapper ~
Saturnalize
tfw m4m but yours qual'ed first :feelsbad:
Uta
wweeeeeee how long after previous rank again?
RyoKazuka
NIVA SUPER GOOD MAPPER
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