tbh, milking this song isn't even remotely close to funny anymore at this point
Venix wrote:
[Sharkie's Extra]
- 00:05:989 (6,7,8,1) - Since you was focused on claps I think you should use lower spacing here. (apply to similar places)
agreed, changed
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Mr. V wrote:
tbh, milking this song isn't even remotely close to funny anymore at this point
Please be more supportive instead :cPlaudible wrote:
its a few months too late tbh it's kinda just toxic now
thanks owoVenix wrote:
m4ezek (yes, it means you owe me ezek)
wanted to check it in navosu but XD
[General][Easy]
- Kiais are inconsisent, what are you think about adding them for other diffs from ReFaller's one? There's no problem with this since it's a GD and every mapper has their own interpretation of the song, so kiais can be inconsitent with GDs. I don't wanna add kiai on my diffs, but I may do if other people insist on that~
[Normal]
- 00:23:101 (2,3,4) - Just a clear proposition, but what are you think about making it like this? http://osu.ppy.sh/ss/8830555 I think this symmetry will looks better and you'll avoid 00:24:158 (3,5) - this overlap. I don't think the overlap is bad since the previous note fades out on time before the other one appears; also, there's a change in snapping, so your example is showing a wrong way of mapping since it can cause confusion
- 00:27:538 (2,3) - these circles aren't in perfect symmetry with Y axis. Do it like this? https://osu.ppy.sh/ss/8830561 fixed, you didn't have to give me an example, it was a bad mistake of mine xD
[Hard]
- 00:02:186 (2,3,4,5) - What are you think about placing it like 00:03:031 (4) - this slider will be in X centre? I'm not using any kind of symmetry here, so it doesn't make sense to just put that there :v
- 00:03:665 (5,1) - blanketezek this is clearly intentional, boi
[Insane]
- 00:07:679 (4,5) - rip X symmetry you know I paused the symmetry on purpose .w.
- 00:25:742 (4) - mby delete this note because you wasn't focused on this rythm on entire of map I think. Even though that's kinda true, feels stronger in this part since vocals are not present, so I'm keeping it
[Maximum Clover Power]
- I think you should increase AR on this diff a bit, because previous ones have highest. Mby try 8.3? Would work better. Applied
- 00:09:369 (5,6,1,2,3,4,5,6) - I think this flow is a bit harsh to play. To keep symmetry mby try out solution like this? http://osu.ppy.sh/ss/8830657 (lower ar for better visualisation ofc) hmm maybe if it gets mentioned again by someone else
- 00:27:960 (7,8,9,10,1) - What are you think about making it symmetrical like entire of map? Like this http://osu.ppy.sh/ss/8830673 it will make fine blanked with 00:27:115 (2) - this circle too. applied
Good luck Chalwa~ !
- 00:05:566 (1,2,3,4) - What are you think about rotating this square by 45° to obtain fine look with previous one? // Same 00:19:087 (1,2,3,4,5,1) - here. I prefer my current pattern, the same square is repeating, just with increased spacing
btw 11/10 bg
te cha iks za modaVenix wrote:
[ReFaller's Light Insane]
- Co sądzisz o zmniejszeniu AR do 8 tak jak na Insane? aaa w sumie zróbmy z tego diffa pełną LC XD
- 00:14:017 (1,2,3,4) - Myślę, że gdybyś usunął tą część streama i dodał kolejną część do wcześniejszego patterna to byłoby fajniej, coś takiego: http://osu.ppy.sh/ss/8830596 Lepiej by chyba wyrażało dźwięk + 00:14:439 (3,4,5,6,1) - na tej częśći streama jest jakby taki pogłos, więc ładnie by to działało. tylko że mój stream nie followuje tych pogłosów tylko zaczynające sie już wtedy notki na 1/4 bitach
- 00:23:101 (1) - Mam wrażenie, że po tym sliderze widać, że użyłeś starszego typu, powinieneś to zmienić. Przy okazji możesz 00:23:101 (1,2) - tutaj zrobić takiego ładnego blanketa wraz z tą zmianą. uważaj bo zrobie blanketa. Wszystkie slidery są starego typu i takie będą
- 00:28:276 (9,1) - Czemu tu jest 0.69x jak na reszcie kółek streama było 0.72? w tym ministreamie jest naprzemian 0,69 z 0,72 - konwertowałem slider na stream, ale wiesz przesune go tutaj bo to dla mnie zaczęgło źle wyglądać
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ArtistUnicode:花坂結衣(CV:M・A・O)
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BoatKrab wrote:
[ReFaller's Light Insane]
- Give a check at triangle patterns and make sure that you rotate them at 120 or 60 angle i made them manually on grid snappind level 3, so i don't care for their angle
- 00:02:186 (3,4,5,7) - Square is off :} (00:08:946 (3,4,5,6) - this is better :v) ok now it should look better got a snickers
osu file format v14
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[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:ReFaller's Light Insane
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
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Thanks BootyKrabby!BoatKrab wrote:
Nope Yup
[General][ez gg wp]
- In Source, I think anime's name should be "One Room" not "OneRoom" See this Every single harumachi clover ranked mapset has it as OneRoom, so that one should be the right one, one room is on tags anyway
[Normal]
- 00:21:622 (1,2,3) - If I were newbie, I could miss because of their rhythm. How about this?The difference in spacing + the strength in those beats should be enough to not cause confusion
[Hard]
- 00:07:890 (1) - Why circle here? since you didn't make it at 00:04:510 - even the vocals still there (same as 00:21:411 (6) - ) The parts where they have or do not have a circle are being consistent with their similar parts though. It's to make variation and to not make the diff too dense or too easy 00:07:890 (1) - = 00:21:411 (6) - / 00:04:510 - = 00:18:031 -
[Insane]
- 00:08:524 (2,3) - Fix a Blanket fixed
- 00:09:158 (4) - This slider isn't follow the vocals at all, but others do uh? It does o.o it's not like in the same way the others do because the others tend to follow a long vocal, but this one follows two, which are at the beginning and and of it, but I don't see why that should be bad
- 00:13:172 (1,2,1,2,1,2) - DS of "1" are really too far away from "2" (around 2.0x) DT players can miss with this suddenly jumps it's for high emphasis in the song, besides, the unmodified diff is what matters, not the game mods~ Mods are to give more challenge, and if this makes it a lot harder, is at the DT players own risk~
[Maximum Brain Power]
- 00:05:989 (4) - Ctrl+G could be better :} I like your way tbh, applied
[]
- Slider tick rate should be at 2 for more readable about 00:23:101 (1,1,1) - there's nothing in the music important enough to use a higher tick rate imo
- 00:05:566 (1,2,3,4) - Rotate for 45 angle for more flow? You're the second person that tells me and you play better than me, so applied~
Great mapset with good GDs again
luv this <3
osu file format v14
[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
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[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Mk's Light Insane
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
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BeatmapSetID:652412
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Thanks for the moddu!CrystilonZ wrote:
I wonder if the bns that nominate the map will getbullshitstrikes :eyes: *COUGH*
ezek requested
[Easy][Normal]
- 00:08:101 (1,2,3,4) - aesthetics can be improved by making this a pseudo-square true true, applied
[Hard]
- 00:03:665 (5,1) - Can you at least blanket it wasn't my intention to blanket, but since you're like the third person telling me, applied~
- 00:08:946 (3,4) - 00:10:636 (2,3) - consistency pls. Personally i will go with 1/1slider - circle tbh so that you don't miss the last stressed vocals despite the last vocal being stronger than the others, I prefer to keep my current pattern because all the vocals there are being screamed,
so I wanna have them mapped[Insane]
- 00:05:143 (2,3,4,5) - Aesthetics orz square? oh true, applied
- 00:01:763 (2,3,4,5,6) - 00:05:143 (2,3,4,5) - Ezek can't keep a single thing consistent huh still it fits
- 00:11:376 (5) - remove and jump on 00:11:481 (1) - tbh. making the 1/4s exclusive to 00:24:791 (1,2,3,4,5,6,1,2,3,4,5,1,1) - is a pretty good idea to create contrast I don't wanna make a jump here because there are big ones ahead and I don't wanna throw players off that much
- 00:15:284 (2,3,4,5,6) - 00:18:665 (2,3,4,5,6) - oH LoOk iTS ConSIStEnT hERe! NeAt RiGhT?
CS6.5ohwow meow meow
- k I'm too lazy to mention consistency stoof lazilonz
- 00:22:467 (6) - 2 circles pls? nah cuz I wanna have 00:24:158 (5) - harder for more contrast between stonger and weaker vocals
- 00:09:369 (5,6,1) - the heck is this flow lmao ok, since you're not the first one, fixed
- 00:17:397 (6) - hi gero. only knot slider tbh. straight will work just fine AND it's not a queer map shreesh nuu i like it uwu
GL GL
Error- wrote:
[ReFaller]
00:14:017 (1) - Finish + clap here? i tested when putting first time hitsounds but does not sound well on stream
00:14:439 (5) - clap? not for stream
00:21:622 (1) - Finish here I guess yes, forgot
osu file format v14
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[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:ReFaller's Light Insane
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
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Thanks again Error-kun! >w<Error- wrote:
another one but its ok since last diff is an X
no OneRoom BG? :d that's new finally someone who understands the difference between my set and all the others!
all diffs except ReFaller
00:00:284 - please lower the volume? I think is fine
[Easy]
00:21:622 (1) - make the red tick somewhere around x:394 maybe? seems to look better imo You got the coordinate of the whole slider, but I moved the point to make it look better
[Normal]
00:07:890 (1) - un NC this
00:08:101 (2) - NC this nice catch! fixed
(for consistency with 00:20:566 (5,6,1) - )
00:09:791 (1) - I think you want the red tick to be right in the center of the slider. You're a picky one, huh? :3 applied
[Hard]
00:08:524 (2,3,4) - blanked I did the best I could. Here you shouldn't judge based on the approach circle (if that's the case) since it's a stack and it won't be precise unlike the approach circle in non-stacked objects
[Power Maximum Clover]
nice anti-pp CS6.5 are you irreversible v2 want pp? take the whole challenge! mwahahaha
00:15:496 (4) - move it somewhere so it doesn't looks kinda odd with 00:14:650 (5,6) - I think is fine enoguh as it is
Naotoshi wrote:
[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad
I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.
00:07:467 (7,8) - pretty much same
00:17:925 (8) - delet plz sounds a lot better without it imo
I disagree, there is a very strong bass guitar note on that offbeat. Similarly, there are other parts where the bass guitar is emphasized. 00:20:566 (4,5,6) - 00:07:045 (4,5,6) -
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -
I have no idea what this means
00:28:383 (1) - the fuck is this supposed to be
At first it was supposed to be a clover LOL (I'm bad at slider art) but then it looked more like a butt and with the furry haitai bg it seemed fitting. I'll change it.
00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead
I disagree, there is (very) similar spacing here (00:13:805 (2,3) -) for the same concept and instrumental part. Furthermore, if I used a slider instead of a stream for that (with the exact same shape) it still plays just fine in my opinion. I would argue it plays very similar to 00:09:791 (1,2,3) - and that plays fine as well.
also lower the od to 8
But the pp :'( okay fine I'll change it
overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
osu file format v14
[General]
AudioFilename: Harumachi Your Mother.mp3
AudioLeadIn: 0
PreviewTime: 179
Countdown: 0
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[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Sharkie's Extra
Source:OneRoom
Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
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Sharkie wrote:
Naotoshi wrote:
[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad
I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.
changing your spacing while maintaining a similar rhythm is not switching instruments randomly / confusing / whatever, it's necessary since the song itself is changing. yes you can argue "oh but there's a constant 1/2 drum sound so i should just map the entire thing the same" but that kind of stuff is really not interesting mapping at all. since the layers are changing in the song at this part, the map should also be changing. you can still emphasize stuff, you'd just need to scale it down to a level that isn't the same with parts with both vocals and the instrument layer.
00:07:467 (7,8) - pretty much same
00:17:925 (8) - delet plz sounds a lot better without it imo
I disagree, there is a very strong bass guitar note on that offbeat. Similarly, there are other parts where the bass guitar is emphasized. 00:20:566 (4,5,6) - 00:07:045 (4,5,6) -
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -
I have no idea what this means
00:28:383 (1) - the fuck is this supposed to be
At first it was supposed to be a clover LOL (I'm bad at slider art) but then it looked more like a butt and with the furry haitai bg it seemed fitting. I'll change it.
00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead
I disagree, there is (very) similar spacing here (00:13:805 (2,3) -) for the same concept and instrumental part. Furthermore, if I used a slider instead of a stream for that (with the exact same shape) it still plays just fine in my opinion. I would argue it plays very similar to 00:09:791 (1,2,3) - and that plays fine as well.
also lower the od to 8
But the pp :'( okay fine I'll change it
overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
following exclusively a constant 1/2 rhythm in the instruments is not a good representation of the song. there are several songs that have constant 1/4 tracks, or constant 1/2 tracks. that does not mean to map that background track exclusively. by doing so, you ignore all the variation in the song (as slight as it may be.) i cannot support completely ignoring song composition changes and mapping the exact same patterns in parts that have different layers and melodies going on, it doesn't make sense. all i'm asking is for you to nerf the parts without vocals a bit, so that they are differentiated from the parts with vocals.
Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.Naotoshi wrote:
[sharkie]
I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.
changing your spacing while maintaining a similar rhythm is not switching instruments randomly / confusing / whatever, it's necessary since the song itself is changing. yes you can argue "oh but there's a constant 1/2 drum sound so i should just map the entire thing the same" but that kind of stuff is really not interesting mapping at all. since the layers are changing in the song at this part, the map should also be changing. you can still emphasize stuff, you'd just need to scale it down to a level that isn't the same with parts with both vocals and the instrument layer.
overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
following exclusively a constant 1/2 rhythm in the instruments is not a good representation of the song. there are several songs that have constant 1/4 tracks, or constant 1/2 tracks. that does not mean to map that background track exclusively. by doing so, you ignore all the variation in the song (as slight as it may be.) i cannot support completely ignoring song composition changes and mapping the exact same patterns in parts that have different layers and melodies going on, it doesn't make sense. all i'm asking is for you to nerf the parts without vocals a bit, so that they are differentiated from the parts with vocals.
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Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
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Version:Mk's Light Insane
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Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
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Sharkie wrote:
Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.
Some examples of what I mean:
00:03:031 (1,2,3,4) - pattern, based on drum rhythm, with vocal layer on top
00:03:876 (5,6,7,8) - exact same pattern, based on drum rhythm, without vocal layer support
00:16:341 (7,8,1,2,3,4) - pattern, based on drum rhythm, with vocal layer
00:17:397 (5,6,7,8,9) - pattern, based on instrumental / drum layer (and a random bass on the blue tick that you don't follow anywhere else..?) - exact same
00:19:932 (1,2,3,4) - pattern with vocals
00:20:777 (6,7,8,9) - pattern without vocals
etc
i'm not trying to force any style onto your map. i'm saying, if one part has 3 layers and one part has two layers, and the layer being removed is the most clear vocal layer, the spacing should not be the same. you did fine differentiating stuff in other places, like 00:13:172 (1,2,1,2) - to depict the climax, or 00:23:101 (1) - this part with the extended vocals. completely refusing to consider one layer at all when constructing the patterns in the map is not a good representation of the song. even if you interpreted the song as a purely drum based one, it is not.
Thanks Nao! \:3/Naotoshi wrote:
as discussed[maximum clover power]
00:03:876 (4,5,6) - since this is following quiet strings in the background that are echoing 00:03:031 (1,2,3) - this part you could make it a similar pattern but lower spacing I prefer my current pattern over that, I like the way it plays now :c
00:06:411 (1,2) - ctrl g on 1 to make a flow direction change would be nice for a bit of differentiation on the new part hmm ok
00:07:890 (8,9,1) - using same pattern for 00:07:045 (3,4,5) - and 00:07:890 (8,9) - seems a bit weird cuz of how different the parts are, how about http://osu.ppy.sh/ss/8918947 or something so that there's a clear separation? They're not the same, one has bigger spacing than the other (separated from the previous note) and the other ends with a slider instead of a circle
00:12:221 - u could totally do one of those random super spaced nc'd triples that irre likes here
but actually a triple would be nice but I don't hear anything :c
00:13:383 (2) - persnally the claps here sound kinda weird too, like overmapped? or too intense or something... but might be cuz they arent in mine lol well, they're intense in the song, so for me it's good to hitsound them as well
00:18:242 (1) - also would b nice to make these patterns rotate the other way cuz the previous jumps 00:15:707 (5,6,7) - etc are clockwise already I don't see why that's an issue
00:23:101 (1,2) - ok these were my only real issue with the map, they feel super sudden and unintuitive cuz the sv suddenly gets super fast and there's a 1/4 jump. it looks like a 1/1 slider so i missed here repeatedly cuz 3/4 sliders are never introuced before. i suggest just doing a 1/1 slider for all of these the slowdown in tapping fits the song anyway. The high sv increase is my way of interpreting the song here because of the strength in the long vocals; however, I agree that the spacing may be confusing, so I've reduced the 1/4 spacing in the sv increased areas to the regular 1/4 spacing so that shouldn't be an issue anymore~
also side note the things with finishes like 00:08:101 (1) - are missing whistles / you should add them if its intentional to keep the whistle thing going when I add a finish I don't mind about the whistle cuz it doesn't make much of a difference for me, so yeah, if there's finish I just don't add whistle
[insane]
lowkey it bugs me that there isnt a symmetrical slider to 00:23:101 (1) - lol well the best I could do was making a note symmetrical to the tail 00:24:369 (6) - xpxpxpx
fine
[normal]
00:02:820 (3,4) - this pixel overlap created by auto stacking looks kinda bad, could you adjust it a bit >.> umm fixed I think o.o
00:22:467 (2) - tbh i think you should start going clockwise from here cuz youve been going counterclockwise for quite a while now and it would be nice to show the different section with different flow direction ok applied
also im gonna make a judgement call here and say that the bg is too unrelated to this song / anime / whatever, it fits haitai a lot better. if you really want to keep furries try and find one that is related to clovers or something? i guess? i just don't think this'll work at all, i mean people will already be bitching about it and a completely unrelated bg will just attract more negative attention. Well, I think the bg actually fits somehow since the music has a cute voices and you could even imagine those cute furries singing it; however, I gotta agree with you on the fact that people with be bitching about it and won't let me rest in peace, so I've put an anime bg. BUT, I preserved my original bg for the highest diff only. It should be acceptable I guess~
[]
anyway lmk when y'all respond, sharkie feel free to pm me if you have questions about what i wrote
okay I changed all those patterns.Naotoshi wrote:
Sharkie wrote:
Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.
Some examples of what I mean:
00:03:031 (1,2,3,4) - pattern, based on drum rhythm, with vocal layer on top
00:03:876 (5,6,7,8) - exact same pattern, based on drum rhythm, without vocal layer support
00:16:341 (7,8,1,2,3,4) - pattern, based on drum rhythm, with vocal layer
00:17:397 (5,6,7,8,9) - pattern, based on instrumental / drum layer (and a random bass on the blue tick that you don't follow anywhere else..?) - exact same
00:19:932 (1,2,3,4) - pattern with vocals
00:20:777 (6,7,8,9) - pattern without vocals
etc
i'm not trying to force any style onto your map. i'm saying, if one part has 3 layers and one part has two layers, and the layer being removed is the most clear vocal layer, the spacing should not be the same. you did fine differentiating stuff in other places, like 00:13:172 (1,2,1,2) - to depict the climax, or 00:23:101 (1) - this part with the extended vocals. completely refusing to consider one layer at all when constructing the patterns in the map is not a good representation of the song. even if you interpreted the song as a purely drum based one, it is not.
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TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
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17:03 Ultima Fox: irc
17:03 Ultima Fox: wait what mode is this suppose to be
17:03 fieryrage: std
17:03 fieryrage: y
17:03 Ultima Fox: o
17:03 Ultima Fox: i meant diff
17:04 Ultima Fox: w/e
17:04 fieryrage: O
17:04 fieryrage: fiery
17:04 Ultima Fox: i meant is it hard, insane, extra
17:05 Ultima Fox: hntgurijafsdftbhnuiojardshog
17:05 fieryrage: its
17:05 fieryrage: EXT
17:05 Ultima Fox: oK
17:05 fieryrage: ex
17:05 fieryrage: EX
17:05 fieryrage: cuz i want
17:05 fieryrage: pp
17:05 fieryrage: and u want pp
17:05 fieryrage: Everyone Wants PP
17:06 Ultima Fox: 00:00:284 (1,2,3,4,5) -
17:06 Ultima Fox: u could make this a star that ends in 5
17:06 Ultima Fox: so it also wont have a 180 degree turn back to 4
17:06 Ultima Fox: idk thats just imo
17:07 fieryrage: Holy shit u right
17:08 Ultima Fox: 00:15:284 (2,3,4) -
17:08 Ultima Fox: 2 and 4 are the only ones it seems that are completely overlapped
17:08 Ultima Fox: all the other ones were like slightly off
17:09 fieryrage: o
17:10 fieryrage: i mean idk
17:10 fieryrage: theres really no other way to overlap that w/o it looking ugly
17:10 Ultima Fox: mm
17:10 Ultima Fox: i guess
17:11 Ultima Fox: 00:26:481 (1) - lo this shape is kinda random considering all the other ones were super basic
17:13 fieryrage: ye
17:13 fieryrage: change
17:13 Ultima Fox: 00:27:115 (2,3,4,5) - another thing about that part is this jump seems kinda small, especially since this is kind of the climactic part per say and there were jumps in the normal parts that were bigger than this
17:13 fieryrage: O
17:13 fieryrage: woops
17:13 fieryrage: i meant to
17:13 fieryrage: make that biger
17:13 fieryrage: big brain fiery
17:13 Ultima Fox: :thinking:
17:15 Ultima Fox: the last thing id really say is 00:28:383 (1) - this nc seems kind of off, maybe i just dont like finishing ncs but i feel like it would do better on the (5) or (6) cause it would split the part it two
17:15 fieryrage: i only did that cuz like
17:15 fieryrage: literally every diff has it
17:15 fieryrage: so
17:15 Ultima Fox: ooo
17:15 Ultima Fox: you should probably keep it then LOL
17:16 Ultima Fox: i think thats it..
17:17 fieryrage: ok
17:17 fieryrage: post on forum fo r kdusou
17:17 fieryrage: i wil tell zeke
17:17 Ultima Fox: okk
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ArtistUnicode:花坂結衣(CV:M・A・O)
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seems no changesNaotoshi wrote:
as discussed
[notice]
[refaller]
00:00:918 (1) - nc here doesnt make too much sense considering the first vocals are all the same sequence / grouping i guess NC helps me with reading low spacing used here. Less important reason for NC is difference in spacing between 00:00:284 (1,2,3) and 00:00:918 (1,2,1) .
00:09:686 - i think a triple here to switch over to the drums nicely from the vocal focus would be cool My brain somehow is saying "no" because sound on blue tick is not enough loud to place a beat. I compare with 00:07:996 (7) and 00:11:376 (7)
fine diff i'm always going to doing maps which will be like this
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Naotoshi wrote:
[sharkie]
00:13:172 (1,2,3,4,5) - dude what the fuck
okay I nerfed it
no
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309,223,20566,1,0,0:0:0:0:
358,213,20672,1,0,0:0:0:0:
406,203,20777,1,2,0:0:0:0:
339,318,20989,1,0,0:0:0:0:
279,128,21200,1,8,0:0:0:0:
192,312,21411,1,0,0:0:0:0:
192,312,21517,1,0,0:0:0:0:
192,312,21622,5,4,0:0:0:0:
358,325,21834,1,0,0:0:0:0:
334,67,22045,1,8,0:0:0:0:
471,339,22256,1,0,0:0:0:0:
471,339,22362,1,0,0:0:0:0:
471,339,22467,1,2,0:0:0:0:
279,271,22679,1,0,0:0:0:0:
479,120,22890,1,8,0:0:0:0:
199,217,23101,6,0,P|97:169|104:56,1,239.999992675781,4|8,0:0|0:0,0:0:0:0:
46,295,23735,1,8,0:0:0:0:
183,117,23946,1,8,0:0:0:0:
183,117,24052,1,8,0:0:0:0:
183,117,24157,1,8,0:0:0:0:
25,29,24369,1,8,0:0:0:0:
54,277,24580,1,2,0:0:0:0:
279,153,24791,6,0,P|385:138|522:136,1,239.999992675781,4|8,0:0|0:0,0:0:0:0:
279,271,25425,1,8,0:0:0:0:
390,92,25636,1,2,0:0:0:0:
390,92,25742,1,0,0:0:0:0:
390,92,25848,1,8,0:0:0:0:
199,217,26059,1,8,0:0:0:0:
488,234,26270,1,8,0:0:0:0:
183,353,26481,6,0,B|191:257|191:257|175:209|175:209|183:117,1,239.999992675781,4|8,0:0|0:0,0:0:0:0:
504,22,27115,1,0,1:0:0:0:
382,193,27327,1,8,0:0:0:0:
382,193,27432,1,8,0:0:0:0:
382,193,27538,1,8,0:0:0:0:
176,16,27749,1,4,3:0:0:0:
267,335,27960,1,8,0:0:0:0:
313,348,28066,1,8,0:0:0:0:
360,341,28172,1,8,0:0:0:0:
400,315,28277,1,8,0:0:0:0:
426,275,28383,5,4,0:0:0:0:
256,192,28489,12,0,30284,0:0:0:0:
just because[ L u k a s ] wrote:
WHY