forum

Yu - Everyday Experience [Taiko]

posted
Total Posts
9
Topic Starter
Ak1o
This beatmap was submitted using in-game submission on Sonntag, 3. Dezember 2017 at 23:26:19

Artist: Yu
Title: Everyday Experience
Tags: Mew104 collaboration 埼玉最終兵器 S.S.H Saitama Saisyu Heiki Toshinori Hiramatsu 平松俊紀 Sword of Justice Phoenix Project
BPM: 200
Filesize: 10193kb
Play Time: 07:05
Difficulties Available:
  1. Taiko Collab Experience (6,05 stars, 3132 notes)
Download: Yu - Everyday Experience
Information: Scores/Beatmap Listing
---------------
REDOWNLOAD AFTER 07.11.17, THANKS

BIGGEST SHOUTOUTS TO KURAI AND LANTURN FOR METADATA, less than 3 your dedication

a good collab, thanks Mew104 (he did the evens)

for approval, no
HomieLove
I shall no longer be avoiding to mod this

First off: although the mod might seem a bit long, it consists of suggestions for the most part, feel free to reject everything if you disagree with whatever point

this is indeed an experience in itself
Metadata:




Tags: Mew104 Collaboration Saitama Saisyu Heiki SSH Toshinori Hiramatsu 平松俊紀 Sword of Justice Phoenix Project Metal
Depending on the artist choice, add the one you didn't use to the tags as well (both unicode and romanized)
Big shoutouts to Kurai and Lanturn, you could credit them in the desc for this :^)

General:

why do you map with whistles reeeee

The base SV is bugged (1.3999999666214). Open the .osu in notepad and change the value to 1.4

100% volume for everything is just plain too loud, I'd suggest 60% for the intro, 80% overall and 90% for the Kiais

00:00:278 - remove this green line, it does absolutely nothing
00:00:728 - remove this green line as well
03:40:178 - disable Kiai effect on this green line


[Ak1o's Parts]

00:10:478 (57,58) - Why not make these finishers like 56? They are all equal in power, I feel like emphasis gets lost here

00:15:428 (80) - kat? goes along with the drums and the guitar quite well

00:19:478 (115) - could also be a kat, as it introduces the guitar patterning in the next stanza better imo

00:23:378 (26) - don? I see dkk follows the rhythm guitar well, but that's not the case for the lead guitar which you'd usually give priority to whenever it's played. besides, dkd still sorta works for the rhythm guitar too. the same applies to 00:32:978 (96) -
note: 00:28:028 (59,60,61) - is fine as dkk, as the lead guitar still holds the same note

00:25:253 (38) - kat? kkk sounds better considering the vibes of the lead guitar than kdk to me

00:29:003 (66) - a kat could also represent the distortions of the lead guitar well, rather than a flat ddddk, but either way works fine

00:58:553 (14) - honestly, a 5-plet feels a bit overdone considering the overall density of this part and how it blurs the rhythm guitar, therefore I'd suggest deleting this note

01:06:578 (63) - could be a don, as it gives the vocals more impact

01:11:153 - the're 1/4 vocals on this tick, did you leave that out intentionally?

01:34:928 (5,6,7) - not a fan of how this dkd is placed, you're basically mapping the same guitar sounds in two different ways, including one which sounds pretty odd (at least to me). I think a plain ddk works better emphasis-wise, and although I know you usually prefer variety, that is still given through the kat after the first one and the don after the second ddk

01:38:978 (40) - this could be a kat, as it follows the rhythm guitar well and flows much better into the ddd both from playing and sounding

01:39:953 (49) - could be a don for instance, a dkkkd feels a bit overemphasized compared to dkkdd

01:41:078 - adding a note wouldn't hurt honestly, I know the cymbals are prioritized here but the guitar is still prominent on this tick

01:46:328 (98,99,100,101,102,103) - the kdk kdd kinda blurs the guitar rhythm honestly, I'd try out something like this

01:58:253 (202,203) - no idea how an offbeat kat is fitting honestly, so I'd just ctrl+g these notes to give the guitar a more straigh-forward emphasis

02:31:478 (99) - kat? matches the breath-like sound of the vocaloid better as it is relatively high-pitched

03:33:578 (116) - the only suggestion I have for this solo is changing this note to kat, captures the high pitch pretty well while still being fine to play

04:18:878 - the abekobe triplet usage is actually really cool, good stuff right there :einverstanden_hand:

04:28:328 (71,72,73,74) - why are you switching the main emphasis of the synth to the barely audible drums all of a sudden? doesn't make much sense to me to be honest, I'd see a normal d kdk as 1/2+1/4 instead of a weird 1/3 thing which isn't snapped to the synth, in this case consistency is more valuable imo

04:29:003 - why'd leave out this note, there's clearly the synth playing

04:57:128 (1,2,3,4,5,6,7,8,9) - this whole 1/3 is extremely awkward with the music honestly, I wouldn't know how to map it but double-check the musical accuracy on this at least

05:03:128 - from this tick onwards there could / should be either a 1/4 quadruplet or a 1/4 triplet + 1/2 note, whichever kind of emphasis you prefer. this as an example for the first one, goes most accurately to the guitar for me, the latter one for a mix of guitar + base drum. as it stands currently, it is just plain awkward

05:04:253 - there could also be a note to complement the guitar

05:08:753 (76) - considering the :joy: :gun: snapping on the guitar notes before, this doublet is potentially frustrating to hit due to the drastic rhythm change, which could be avoided by removing the note and create a 1/1 gap to be more lenient

05:11:753 (95) - this is more accurate to the guitar snapped to 1/6

05:44:978 - since it's basically the same as the first chorus, everything I've mentioned there applies to this as well

06:33:203 (58) - could be a kat to provide more contrast to 06:33:578 (61,62,63) - in terms of pitch, also in consideration to 06:32:528 (52,53,54,55,56) - since so many kdd patterns in a row become quite boring to play

06:35:378 (76) - could be a kat as well, similar deal as with above

06:53:078 (221,222) - ctrl+g? current pattern sounds and plays pretty awkward, ctrl+g'ing would make it more intuitive in both aspects

06:59:378 - why not a spinner here?


[Mew's Parts]

01:25:553 (60) - what is this note mapped to? feels unnecessary considering there's no percussion supporting it, more so with the 1/3 ahead of that and the general intensity of this part, I don't see a reason to map doublets here, as well as on 01:27:953 -. the only reason I could see here is that there actually are the vocals singing on 01:26:753 - and the other doublets are there for consistency, but if that was your intention I'd still recommend removing the other doublets as they lose their impact on the one that actually follows the music

02:04:928 (43,44,45) - I'd invert this triplet entirely, as it could emphasize vocals and guitar more intuitively

02:15:578 (130) - haha dude that ruined my fc on a fucking 7 minutes long map :crymeariver: more seriously though, that is really uncomfortable to play please change the finish to a normal note thanks

02:37:703 (18) - might be better to change this note to don for the vocals, kkkkd kinda blurs them

02:59:528 (157) - with the 0.75x SV on this slider the previous notes are extremely painful to read, please change it to something higher

03:45:728 (53,61) - could both be kat, playing only ddd k four times in a row is pretty boring, you could also argue that it's cooler to create an abekobe effect to the kkk / kkd triplets from 03:47:528 - onwards

04:15:578 (303,305) - maybe ctrl+g? would be pretty cool as a direct counterpart to 04:14:078 (290,291,292,293,294,295,296,297,298,299) -

04:54:728 (94) - ugly slidershape LUL

last Kiai is fine, not really fond of your finisher usage suddenly shifting to mapping them where no significantly strong sound is and skipping over actual occuring crash sounds, but that might be subjective

I think the map could benefit from more work on certain parts and more input from other modders, but overall it's pretty cool
Hope this was helpful, good luck you two!
Mew

Greenshell wrote:

[Mew's Parts]

01:25:553 (60) - what is this note mapped to? feels unnecessary considering there's no percussion supporting it, more so with the 1/3 ahead of that and the general intensity of this part, I don't see a reason to map doublets here, as well as on 01:27:953 -. the only reason I could see here is that there actually are the vocals singing on 01:26:753 - and the other doublets are there for consistency, but if that was your intention I'd still recommend removing the other doublets as they lose their impact on the one that actually follows the music well, it was fun while it lasted I'm keeping the first one though

02:04:928 (43,44,45) - I'd invert this triplet entirely, as it could emphasize vocals and guitar more intuitively I would argue that the triplet represents the vocals better the way it is, since this syllable is a lower note than the previous one, which is why this pattern ends in a don whereas the previous one ends in a kat

02:15:578 (130) - haha dude that ruined my fc on a fucking 7 minutes long map :crymeariver: more seriously though, that is really uncomfortable to play please change the finish to a normal note thanks removing the notes right before the finishers instead

02:37:703 (18) - might be better to change this note to don for the vocals, kkkkd kinda blurs them you're right, but I'll change the note after that instead

02:59:528 (157) - with the 0.75x SV on this slider the previous notes are extremely painful to read, please change it to something higher :( let's see if 0.9x works out.. I want to preserve at least some of the effect it was supposed to have

03:45:728 (53,61) - could both be kat, playing only ddd k four times in a row is pretty boring, you could also argue that it's cooler to create an abekobe effect to the kkk / kkd triplets from 03:47:528 - onwards I did switch 2 triplets around to follow the drums more closely, however I think the first half works well with the guitar and is fine the way it is

04:15:578 (303,305) - maybe ctrl+g? would be pretty cool as a direct counterpart to 04:14:078 (290,291,292,293,294,295,296,297,298,299) - sure

04:54:728 (94) - ugly slidershape LUL :333 had to redo the slider anyway so rip shape

last Kiai is fine, not really fond of your finisher usage suddenly shifting to mapping them where no significantly strong sound is and skipping over actual occuring crash sounds, but that might be subjective[/box]

I think the map could benefit from more work on certain parts and more input from other modders, but overall it's pretty cool
Hope this was helpful, good luck you two!
Thanks a bunch!
Topic Starter
Ak1o

Greenshell wrote:

I shall no longer be avoiding to mod this

First off: although the mod might seem a bit long, it consists of suggestions for the most part, feel free to reject everything if you disagree with whatever point

this is indeed an experience in itself
Metadata:




Tags: Mew104 Collaboration Saitama Saisyu Heiki SSH Toshinori Hiramatsu 平松俊紀 Sword of Justice Phoenix Project Metal
Depending on the artist choice, add the one you didn't use to the tags as well (both unicode and romanized)
Big shoutouts to Kurai and Lanturn, you could credit them in the desc for this :^) I'll make sure, thank you very much for your effort!

General:

why do you map with whistles reeeee I'm used to it, I don't hear the hitsounds anyways when mapping or playing so idc don't judge me

The base SV is bugged (1.3999999666214). Open the .osu in notepad and change the value to 1.4 Fixed

100% volume for everything is just plain too loud, I'd suggest 60% for the intro, 80% overall and 90% for the Kiais Ok

00:00:278 - remove this green line, it does absolutely nothing
00:00:728 - remove this green line as well
03:40:178 - disable Kiai effect on this green line


[Ak1o's Parts]

00:10:478 (57,58) - Why not make these finishers like 56? They are all equal in power, I feel like emphasis gets lost here sounds good

00:15:428 (80) - kat? goes along with the drums and the guitar quite well I want to avoid too many kats in a row here, so I'll leave it as it is

00:19:478 (115) - could also be a kat, as it introduces the guitar patterning in the next stanza better imo I like it

00:23:378 (26) - don? I see dkk follows the rhythm guitar well, but that's not the case for the lead guitar which you'd usually give priority to whenever it's played. besides, dkd still sorta works for the rhythm guitar too. the same applies to 00:32:978 (96) -
note: 00:28:028 (59,60,61) - is fine as dkk, as the lead guitar still holds the same note changed

00:25:253 (38) - kat? kkk sounds better considering the vibes of the lead guitar than kdk to me yes

00:29:003 (66) - a kat could also represent the distortions of the lead guitar well, rather than a flat ddddk, but either way works fine

00:58:553 (14) - honestly, a 5-plet feels a bit overdone considering the overall density of this part and how it blurs the rhythm guitar, therefore I'd suggest deleting this note deleted 00:58:703 - instead

01:06:578 (63) - could be a don, as it gives the vocals more impact ok

01:11:153 - the're 1/4 vocals on this tick, did you leave that out intentionally? tbh I can't hear a difference here, if anyone comes up with suggestions I might change this part since it sounds fine as it is as well

01:34:928 (5,6,7) - not a fan of how this dkd is placed, you're basically mapping the same guitar sounds in two different ways, including one which sounds pretty odd (at least to me). I think a plain ddk works better emphasis-wise, and although I know you usually prefer variety, that is still given through the kat after the first one and the don after the second ddk I get your point, might as well try it out I guess

01:38:978 (40) - this could be a kat, as it follows the rhythm guitar well and flows much better into the ddd both from playing and sounding ok

01:39:953 (49) - could be a don for instance, a dkkkd feels a bit overemphasized compared to dkkdd ok

01:41:078 - adding a note wouldn't hurt honestly, I know the cymbals are prioritized here but the guitar is still prominent on this tick added a d

01:46:328 (98,99,100,101,102,103) - the kdk kdd kinda blurs the guitar rhythm honestly, I'd try out something like this ok

01:58:253 (202,203) - no idea how an offbeat kat is fitting honestly, so I'd just ctrl+g these notes to give the guitar a more straigh-forward emphasis okay

02:31:478 (99) - kat? matches the breath-like sound of the vocaloid better as it is relatively high-pitched ok

03:33:578 (116) - the only suggestion I have for this solo is changing this note to kat, captures the high pitch pretty well while still being fine to play sounds good to me, changed

04:18:878 - the abekobe triplet usage is actually really cool, good stuff right there :einverstanden_hand: yeah boy

04:28:328 (71,72,73,74) - why are you switching the main emphasis of the synth to the barely audible drums all of a sudden? doesn't make much sense to me to be honest, I'd see a normal d kdk as 1/2+1/4 instead of a weird 1/3 thing which isn't snapped to the synth, in this case consistency is more valuable imo oh well, changed it to d kkd

04:29:003 - why'd leave out this note, there's clearly the synth playing added a d

04:57:128 (1,2,3,4,5,6,7,8,9) - this whole 1/3 is extremely awkward with the music honestly, I wouldn't know how to map it but double-check the musical accuracy on this at least changed it to be less awkward (?), needs further review tho

05:03:128 - from this tick onwards there could / should be either a 1/4 quadruplet or a 1/4 triplet + 1/2 note, whichever kind of emphasis you prefer. this as an example for the first one, goes most accurately to the guitar for me, the latter one for a mix of guitar + base drum. as it stands currently, it is just plain awkward I like your first suggestion very much, changed

05:04:253 - there could also be a note to complement the guitar added k

05:08:753 (76) - considering the :joy: :gun: snapping on the guitar notes before, this doublet is potentially frustrating to hit due to the drastic rhythm change, which could be avoided by removing the note and create a 1/1 gap to be more lenient since the whole part is a bit chaotic, I think I'll leave it as it is for now haha lol

05:11:753 (95) - this is more accurate to the guitar snapped to 1/6 ok

05:44:978 - since it's basically the same as the first chorus, everything I've mentioned there applies to this as well applied as much as I could from the first chorus

06:33:203 (58) - could be a kat to provide more contrast to 06:33:578 (61,62,63) - in terms of pitch, also in consideration to 06:32:528 (52,53,54,55,56) - since so many kdd patterns in a row become quite boring to play nice, ok

06:35:378 (76) - could be a kat as well, similar deal as with above ok

06:53:078 (221,222) - ctrl+g? current pattern sounds and plays pretty awkward, ctrl+g'ing would make it more intuitive in both aspects considering this is the outro after almost 7 mins of playing more intuitivity won't hurt I guess

06:59:378 - why not a spinner here? yes

I think the map could benefit from more work on certain parts and more input from other modders, but overall it's pretty cool glad you think so
Hope this was helpful, good luck you two!
Thank you very much!
DeletedUser_6637817
Dab Dab Dab!


[General]
Stuff seems fine!

[Taiko Collab Experience]
The diffname sounds kind of weird and forced to be honest. Id suggest something like "Together Experience" To shorten out the Taiko (Which is not needed anymore in diffnames) and the obligatory "Collab" by the word Together, sounds more fluid idk!

00:09:653 (50) - I dont understand why this is only one kat note, Theres the same guitar and the same drums emphasizing it just like 00:09:128 (43,44) - these 2 kats. I suggest you make 00:09:653 (50) - a kat to make the entire pattern sound equal on equal.

00:15:428 (80) - I hear a pretty noticeable cymbal crash here, atleast emphasize it with a kat or similar to other patterns, erase the note before the note and make it a finisher.

00:17:753 (92) - make this a don because there isnt a very strong sound on 00:17:678 - ; where as a double kat such as 00:18:128 (97,98) - is justified because of the cymbal crash.

00:19:253 (112) - I suggest you make this a kat note because the cymbal crash on 00:19:178 - deserves to be emphasized more than what it essentially a filler snare without any special sound such as 00:18:428 -.

00:20:978 - This quite noticeable sound has been ignored for some reason. Its a cymbal crash and i dont think you should just leave it out.

00:35:978 (119) - only a single kat although theres a really strong high pitched sound? I suggest atleast a double kat, if not a triple kat to emphasize it.

01:05:828 (58,59,60,61,62,63,64,65,66,67,68) - A somewhat more nuanced suggestion but:
How about making this little snippet devoid of any 1/4 and tone down the 1/2 a bit too?
This is similar to how 00:36:728 - is pretty calm density-wise, and its when the guitar sets in that the density rises.
I recall you saying that is your way of making a calm part boring. I have to refute that, you need contrast between a calmer part and a fairly intense guitar riff with a distinct melody playing, else contrast is low to nonexistent and it plainly said, bad for the map.
Deciding for said suggestion would make it more consistent to the previous phrase, more contrasted and creates a "Frage-Antwort Spiel" (I dont know how its called in english) which sounds very nice imo, so i dont see a reason for you to be so persistent :(

01:14:153 (126) - Consider making this a kat because the sound on 01:14:078 - has a stronger sound backing it than 01:13:178 - for example, and is more on the lines of 01:13:628 -, which is a double kat. Would be nice to differentiate and be consistent.

01:53:228 - make this a single kat due to having a weaker sound (simple snare) than 01:52:778 - (Cymbal crash), the cymbal crash noted should be a double kat too then.

02:10:628 (87,88,89,90,91,92,93,94,95,96,97) - Why does this super extremely long stream just pop out out of nowhere? Itd be much better if it were mapped similar to 02:00:878 - this comboset.
Same applies to 02:05:978 - this stream.

02:28:628 (79) - Any reason this is a kat when the guitar kind of dictactes a k d d k d d k - ish rhythm?

02:34:478 (131) - Make this a double kat again for the reason that its a snare hit equally strong as 02:34:028 -.

02:35:528 (145) - please make this a kat so the cymbal crash is not 100% ignored in the stream.

02:57:353 (139,140) - invert colors here and at 02:57:803 (145,146) - to better fit the drum pitch variations. You can clearly hear a higher pitched drum hit at 02:57:803 - and 02:57:353 - rather than where the kats are placed right now

03:09:328 (42,43,44) - I think this is just snapped wrongly. The vocals are very blurry (I dont even think they are 2/3 spaced) in this part and i dont see why they are beiong prioritized so hard over the drums in this pattern. Please change accordingly.

04:00:728 (175,176,177,178,179,180,181) - Does this belong to the part where you focused the vocals, or where the guitar takes priority again? I dont really see it fitting to either of those honestly. Its density is way off the charts to emphasizing anything important, because there strictly is nothing playing for this stream to be very justified.

04:05:678 (222,223,224) - Change to kdk to make the pattern snappier to the guitars pitch similar to what 04:04:928 (215,216,217,218,219) - did?

04:16:328 - Id map something here because the guitar does not stop playing yet, in contrast to 04:15:128 - ; Mapping something there would make it more consistent to how this situation with a finisher was handled at 04:07:928 -.

04:21:728 (27,28,29,30,31) - Why is this here wot. Theres no synth (the main focus here) playing right now so putting this here is just unjustified right now, as its neither justified in density to the song, nor justified in what sound it is mapped to (conflicting the focus of the section). Please nerf this somehow to fit the synth more closely, and not to disrupt your mapping focus too much.

04:27:728 (66,67,68) - this sounds just like 04:26:528 (59,60,61) - ; so why is it a different pattern? (No, the player wont get bored from seeing the same 1/4 triplet back to back if variety is your argument SHEEEIT!)

04:29:828 (83,84,85) - Kinda nitpicky but i hear the pitch going down at 84 here so kdk maybe?

04:32:528 (107,108,109,110,111) - Unrankable :^) Yea this is wrongly snapped, this is clearly 4 1/3 notes instead of 5 1/4 notes.

04:36:128 (133) - i cant hear a sound here that would be rectifying a kat here, make it don instead?

04:36:878 (143) - make this a double kat beacuse its got the same strength in its hit as 04:36:428 - has?

04:37:928 - to 04:54:728 - Why are some parts so dense for some reason, and why are the ones following (which sound almost identical) so empty in comparison??? I suggest you decrease the density here for following reasons:
Its a little too dense compared to other map sections corresponding to parts of similar density in the song.
It does not create sufficient contrast to 04:52:328 -, where the intensity of the vocals and drums go up SIGNIFICANTLY, but are for some reason still less dense than the silent parts before.

04:59:078 - :I Map something here thanks, obvious guitar sound ignored.

05:03:128 (36,37,38,39) - Again its really weirdly snapped for what the music provides. 05:03:353 (39) - this should lie on a 1/6, else its just plainly wrongly snapped which is kind of unrankable. Seeing as you put some weird 1/6 in the map already, this shouldnt be a problem to do. If it is, you could delete 05:03:203 (37) - (which is a weaker sound) to make the upcoming 1/6 playable.

05:04:028 (44,45,46,47,48) - This is 1/3 again what the heck.

Havent got more to say really.
Kinda feels like some concepts are underdeveloped here and arent obvious and instantly realizeable, so they arent noticed while playing and lose their effect.
Thats probably the one thing that should be worked on the most.
Note this is my opinion and i very well might be mistaken, feel free to get someone else to mod this!
Mew

Nepuri wrote:

Dab Dab Dab!


[General]
Stuff seems fine!

[Taiko Collab Experience]
02:10:628 (87,88,89,90,91,92,93,94,95,96,97) - Why does this super extremely long stream just pop out out of nowhere? Itd be much better if it were mapped similar to 02:00:878 - this comboset.
Same applies to 02:05:978 - this stream. the idea was to increase density with every iteration of the vocals, but you're right.. ended up reducing the density quite a bit

02:57:353 (139,140) - invert colors here and at 02:57:803 (145,146) - to better fit the drum pitch variations. You can clearly hear a higher pitched drum hit at 02:57:803 - and 02:57:353 - rather than where the kats are placed right now o shit I'm deaf

04:00:728 (175,176,177,178,179,180,181) - Does this belong to the part where you focused the vocals, or where the guitar takes priority again? I dont really see it fitting to either of those honestly. Its density is way off the charts to emphasizing anything important, because there strictly is nothing playing for this stream to be very justified. eh, sure.. remapped it to both reduce the density and sound better overall

04:37:928 - to 04:54:728 - Why are some parts so dense for some reason, and why are the ones following (which sound almost identical) so empty in comparison??? I suggest you decrease the density here for following reasons:
Its a little too dense compared to other map sections corresponding to parts of similar density in the song.
It does not create sufficient contrast to 04:52:328 -, where the intensity of the vocals and drums go up SIGNIFICANTLY, but are for some reason still less dense than the silent parts before. the idea is to create some sort of contrast between the two distinct vocal arrangements that make up this section. the increased intensity that you mentioned is portrayed by the heavy usage of finishers in that section

Havent got more to say really.
Kinda feels like some concepts are underdeveloped here and arent obvious and instantly realizeable, so they arent noticed while playing and lose their effect.
Thats probably the one thing that should be worked on the most.
Note this is my opinion and i very well might be mistaken, feel free to get someone else to mod this!
Thanks!
Topic Starter
Ak1o

Nepuri wrote:

Dab Dab Dab! pls no


[General]
Stuff seems fine!

[Taiko Collab Experience]
The diffname sounds kind of weird and forced to be honest. Id suggest something like "Together Experience" To shorten out the Taiko (Which is not needed anymore in diffnames) and the obligatory "Collab" by the word Together, sounds more fluid idk! Idk what you think is forced or not, but I'll definitly leave the diffname as it is

00:09:653 (50) - I dont understand why this is only one kat note, Theres the same guitar and the same drums emphasizing it just like 00:09:128 (43,44) - these 2 kats. I suggest you make 00:09:653 (50) - a kat to make the entire pattern sound equal on equal.my intention was to have a recognizable pattern for almost every stream that I mapped, also having only one kat instead of two is not the end of the world; means I will not change this here or on the other similar parts you suggested this change on

00:15:428 (80) - I hear a pretty noticeable cymbal crash here, atleast emphasize it with a kat or similar to other patterns, erase the note before the note and make it a finisher. as stated on the mod before, there would be too many kats in a row, which when singletapped give an irritating feeling imo. the guitar gives a sufficient reason for me to have 3 dons here, so no change

00:17:753 (92) - make this a don because there isnt a very strong sound on 00:17:678 - ; where as a double kat such as 00:18:128 (97,98) - is justified because of the cymbal crash. changed

00:19:253 (112) - I suggest you make this a kat note because the cymbal crash on 00:19:178 - deserves to be emphasized more than what it essentially a filler snare without any special sound such as 00:18:428 -. see the first point

00:20:978 - This quite noticeable sound has been ignored for some reason. Its a cymbal crash and i dont think you should just leave it out. changed the patterning not only here, but on the next instances as well, since they're all similar.

00:35:978 (119) - only a single kat although theres a really strong high pitched sound? I suggest atleast a double kat, if not a triple kat to emphasize it. see first point

01:05:828 (58,59,60,61,62,63,64,65,66,67,68) - A somewhat more nuanced suggestion but:
How about making this little snippet devoid of any 1/4 and tone down the 1/2 a bit too?
This is similar to how 00:36:728 - is pretty calm density-wise, and its when the guitar sets in that the density rises.
I recall you saying that is your way of making a calm part boring. I have to refute that, you need contrast between a calmer part and a fairly intense guitar riff with a distinct melody playing, else contrast is low to nonexistent and it plainly said, bad for the map.
Deciding for said suggestion would make it more consistent to the previous phrase, more contrasted and creates a "Frage-Antwort Spiel" (I dont know how its called in english) which sounds very nice imo, so i dont see a reason for you to be so persistent :( I have no idea what you are talking about here lol, maybe you're mixing up some stuff.. anyways, this is a good suggestion as the density would match the first quarter of this section, so good job poining that out.

01:14:153 (126) - Consider making this a kat because the sound on 01:14:078 - has a stronger sound backing it than 01:13:178 - for example, and is more on the lines of 01:13:628 -, which is a double kat. Would be nice to differentiate and be consistent. see first point.

01:53:228 - make this a single kat due to having a weaker sound (simple snare) than 01:52:778 - (Cymbal crash), the cymbal crash noted should be a double kat too then. changed them to be the same, since I hear no difference at all between both timestamps

02:28:628 (79) - Any reason this is a kat when the guitar kind of dictactes a k d d k d d k - ish rhythm? kat is set to match the vocals here

02:34:478 (131) - Make this a double kat again for the reason that its a snare hit equally strong as 02:34:028 -. made no change again for the reason that I stated in the first point

02:35:528 (145) - please make this a kat so the cymbal crash is not 100% ignored in the stream. there might be a crash, but I believe the guitar is way stronger accentuated because of the tone change here, changing this to a kat would feel way too off imo.

03:09:328 (42,43,44) - I think this is just snapped wrongly. The vocals are very blurry (I dont even think they are 2/3 spaced) in this part and i dont see why they are beiong prioritized so hard over the drums in this pattern. Please change accordingly. if you would've told me what snapping this actually is I might've changed it, but since I can't tell what is "better" in terms of correctness, I'm not changing anything. vocals are present enough to be mapped to, and 1/3 are intuitive enough to be played without any issues.

04:21:728 (27,28,29,30,31) - Why is this here wot. Theres no synth (the main focus here) playing right now so putting this here is just unjustified right now, as its neither justified in density to the song, nor justified in what sound it is mapped to (conflicting the focus of the section). Please nerf this somehow to fit the synth more closely, and not to disrupt your mapping focus too much. if this was true, you should've pointed out 04:28:328 -, 04:30:128 -,
04:33:278 -, 04:33:578 - and 04:34:928 - as well. I can kinda see where you're coming from, but trying to keeping up a certain, good feeling flow
(yes,I know that you dislike reasonings like that) is sometimes better than mapping exactly what is given by the song. even a minor break here would feel off to me, since it's density would vary much more than everywhere else in this section compared to what the song provides and what it is connected to before and after.


04:27:728 (66,67,68) - this sounds just like 04:26:528 (59,60,61) - ; so why is it a different pattern? (No, the player wont get bored from seeing the same 1/4 triplet back to back if variety is your argument SHEEEIT!) how would you know who would get bored of certain parts lol. anyways, change applied due to the part having enough variance in itself

04:29:828 (83,84,85) - Kinda nitpicky but i hear the pitch going down at 84 here so kdk maybe? changed

04:32:528 (107,108,109,110,111) - Unrankable :^) Yea this is wrongly snapped, this is clearly 4 1/3 notes instead of 5 1/4 notes. no comment on your wording here. changed.

04:36:128 (133) - i cant hear a sound here that would be rectifying a kat here, make it don instead? changed

04:36:878 (143) - make this a double kat beacuse its got the same strength in its hit as 04:36:428 - has? first point

04:59:078 - :I Map something here thanks, obvious guitar sound ignored. wording, please. added a don.

05:03:128 (36,37,38,39) - Again its really weirdly snapped for what the music provides. 05:03:353 (39) - this should lie on a 1/6, else its just plainly wrongly snapped which is kind of unrankable. Seeing as you put some weird 1/6 in the map already, this shouldnt be a problem to do. If it is, you could delete 05:03:203 (37) - (which is a weaker sound) to make the upcoming 1/6 playable. I'd like you to point out the "weird" 1/6 I allegedly put in the map. besides this section being a clusterfuck already, I think you are plain wrong with suggesting a 1/6 snapping here (I've listened to this a couple of times now, and I cannot hear a 1/6 being better than 1/4 here). even if it was right, adding 1/6 somewhere where - and I'm sure - there are parts which are even more unclear what to map to respectivly, is not something I really want.

05:04:028 (44,45,46,47,48) - This is 1/3 again what the heck. thanks.

Havent got more to say really.
Kinda feels like some concepts are underdeveloped here and arent obvious and instantly realizeable, so they arent noticed while playing and lose their effect.
Thats probably the one thing that should be worked on the most.
Note this is my opinion and i very well might be mistaken, feel free to get someone else to mod this!
I am thankful for this mod, but take a few notes for the future please: I was so pissed off by your wording in some cases that I've partially lost my motivation for taking anything from an objective view, even if this is just a mod with mediocre statings of disagreement from your side. Please don't let this repeat itself, because I am sure I am not the only person who feels like this when you have to apply a mod, where the modder (and possible future BN) talks down on you like you are some little piece of shit.

Even though we know each other more than some total strangers, I would really appreciate something more civilized if I ask you for a mod in the future. Because if not, I'm afraid this is the last one I'll ever take from you. This might come over like I'm oversensitive and shit, but it doesn't change the fact that I disliked how you tried to convince me to apply certain changes, since I might not be the only one thinking this.
Marm
heya, m4m from my queue.

tacoscollab
  1. 00:18:728 - the sv change that begins here is too subtle for the intensity increase(1.0x->1.05x) and doesn't look too well on some places like 00:19:028 - which is mid a monostream, making it look like dd dd. I'd suggest to increase the sv change from the beginning to the end (1.0x->1.1x or so) utilizing the whole stream for that as it's kind of strange how only the last half of it has sv. Also, together with that, choosing better places to make the sv for readability (00:19:028 - to 00:18:878 - for example).
  2. 00:35:528 - same goes for here (00:35:828 - to 00:35:678 - for example).
  3. 03:00:728 - sv here is kind of deadly for hr players as it's a complex pattern on a sudden 1.3x sv right after a slider. You could change if you mind it but other than that it's ok.
  4. 04:57:653 - 1/6 kddk fits well here and might be better to read as the following note is in 1/3.
  5. For consistency, I think you should map the guitar sounds at 04:59:678 - as you mapped them at 04:57:578 - .
  6. at 05:41:528 - you begin slowly increasing the sv. However, at 05:43:928 - the song intensity increases quite a lot. Would be interesting if you also do that to the sv increase from there. try it out and check if you like. The constant sv increase on the calm and intense part is weird for me at least.

In the end it turned out more like a sv mod orz.
Patterns look fine for me, nothing that heavily broke consistency caught my attention by looking twice in the editor and once playing. I'm also not a big fan of suggesting patterns here and there because "I feel it's better" as it's kind of too "nazi" and might not fit your guys style :p
SV, however, caught my attention. Try to play around with them outside of streams like you did at 05:41:528 - . Sometimes (maybe most of the time depending on the song) constant and smooth sv is better than sudden ones on streams (learned that by mistake orz).

Well, good luck guys, I don't know who made what part so I'll just make it a single thing, sorry for that >.>
Topic Starter
Ak1o

Marm wrote:

heya, m4m from my queue.

tacoscollab
  1. 00:18:728 - the sv change that begins here is too subtle for the intensity increase(1.0x->1.05x) and doesn't look too well on some places like 00:19:028 - which is mid a monostream, making it look like dd dd. I'd suggest to increase the sv change from the beginning to the end (1.0x->1.1x or so) utilizing the whole stream for that as it's kind of strange how only the last half of it has sv. Also, together with that, choosing better places to make the sv for readability (00:19:028 - to 00:18:878 - for example). I've tried something else here, thanks for pointing that out
  2. 00:35:528 - same goes for here (00:35:828 - to 00:35:678 - for example). goes hand in hand with the last point
  3. 03:00:728 - sv here is kind of deadly for hr players as it's a complex pattern on a sudden 1.3x sv right after a slider. You could change if you mind it but other than that it's ok. I hadn't had too many problems playing that part on HR, it should be fine as it is rn
  4. 04:57:653 - 1/6 kddk fits well here and might be better to read as the following note is in 1/3. agreed, changed
  5. For consistency, I think you should map the guitar sounds at 04:59:678 - as you mapped them at 04:57:578 - . changed
  6. at 05:41:528 - you begin slowly increasing the sv. However, at 05:43:928 - the song intensity increases quite a lot. Would be interesting if you also do that to the sv increase from there. try it out and check if you like. The constant sv increase on the calm and intense part is weird for me at least. made the SV increase more noticeable on the intense part

In the end it turned out more like a sv mod orz.
Patterns look fine for me, nothing that heavily broke consistency caught my attention by looking twice in the editor and once playing. I'm also not a big fan of suggesting patterns here and there because "I feel it's better" as it's kind of too "nazi" and might not fit your guys style :p
SV, however, caught my attention. Try to play around with them outside of streams like you did at 05:41:528 - . Sometimes (maybe most of the time depending on the song) constant and smooth sv is better than sudden ones on streams (learned that by mistake orz).

Well, good luck guys, I don't know who made what part so I'll just make it a single thing, sorry for that >.>
Thanks for the mod, you gave some good ideas regarding the SV, liked it!
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply