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Go Ichinose - Ooame

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Total Posts
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Topic Starter
pkhg
This beatmap was submitted using in-game submission on lunes, 30 de octubre de 2017 at 19:14:54

Artist: Go Ichinose
Title: Ooame
Source: ポケットモンスター ルビー・サファイア
Tags: hazu- pokemon sapphire ruby emerald gba boy advance nintendo game freak kyogre カイオーガ heavy rain
BPM: 127,45
Filesize: 2232kb
Play Time: 00:31
Difficulties Available:
  1. Drizzle (4,86 stars, 186 notes)
  2. Hard (3,17 stars, 102 notes)
  3. Hazu's Insane (3,75 stars, 108 notes)
  4. Normal (1,64 stars, 51 notes)
Download: Go Ichinose - Ooame
Information: Scores/Beatmap Listing
---------------
kyogre

bg source
Lusumi
Smol mod lul

  • Drizzle
  1. 00:02:471 (4) - This is pretty hard to read i would recommend doing a nc here or making it more spaced or stacking it on 00:02:157 (3) - otherwise it literly looks like a 1/3 and its hard af to read
  2. 00:05:766 (2) - Uh im sure it's overmapped cuz 00:02:157 (3,4) - here u clearly showed that u don't map that tick sound in the background but 00:05:766 (2) - here for whatever reason u mapped it
  3. 00:17:535 (4) - hard to read cuz u mapped it the same as a 1/3
  4. 00:21:302 (4) - ^
  5. 00:25:068 (4,5) - here it would be fine (if u would do that consistent ofc) cuz its stacked on the circle before and the player would read it as something different then 1/3 cuz its placed on a different way

    There's a unused hitsound lol "kyogre.wav"

    Well other then that map looks fine ^^

    Thanks for giving me such Nostalgia haha and good luck with your map ; 3;
Topic Starter
pkhg

Moge-ko wrote:

Smol mod lul

  • Drizzle
  1. 00:02:471 (4) - This is pretty hard to read i would recommend doing a nc here or making it more spaced or stacking it on 00:02:157 (3) - otherwise it literly looks like a 1/3 and its hard af to read the entire song is mapped in 1/3 so idk really whats wrong here and i wanted it to be hard xd
  2. 00:05:766 (2) - Uh im sure it's overmapped cuz 00:02:157 (3,4) - here u clearly showed that u don't map that tick sound in the background but 00:05:766 (2) - here for whatever reason u mapped it u r wrong lol. 00:00:892 (1,2,3,1,2,3,1,2,3,4) - 123123123pause4 then 00:04:660 (1,2,3,1,2,3,1,2,3,4) - 123123123pause4
  3. 00:17:535 (4) - hard to read cuz u mapped it the same as a 1/3 same
  4. 00:21:302 (4) - ^ same
  5. 00:25:068 (4,5) - here it would be fine (if u would do that consistent ofc) cuz its stacked on the circle before and the player would read it as something different then 1/3 cuz its placed on a different way well im its a different section of the music so i must reflect that and im consistent 00:09:681 (3,4) - xd

    There's a unused hitsound lol "kyogre.wav" its not even named like a hitsound file lo also im might use it

    Well other then that map looks fine ^^

    Thanks for giving me such Nostalgia haha and good luck with your map ; 3;
tyty
Milan-
drizzle
-00:02:463 (4) - 00:06:229 (4) - etc, should add nc for the consistency and help a bit with readabilityxd
-dont think you need this high AR. it's pretty straight forward, not even an overlap or big rhythm switches. 9 seems enough (dare you to use 8, doit)

insane
-00:13:134 - to 00:23:491 - in a 30 sec map, is so noticeable when you spend 10 sec only in the left part of the screen lol. better if you use the screen fully

groudon > tbh
Topic Starter
pkhg
le baje el ar
los ncs los cambio si lo mencionan mas veces

rank heavy rain
AlphaDude95
Hi, NM from the queue t/601442&start=0

DRIZZLE:

Wow, since I can't really point anything out (unless I was changing geometry itself :)), I'll try to suggest some alternate patterns for this diff:

https://osu.ppy.sh/ss/9216582
https://osu.ppy.sh/ss/9216581
https://osu.ppy.sh/ss/9216591
https://osu.ppy.sh/ss/9216593
https://osu.ppy.sh/ss/9216602
https://osu.ppy.sh/ss/9216613

If anything is worth using feel free to apply it :)

HAZU'S INSANE:

First thing I noticed is going out of screen limits (Might've been my skin but pls change)
[*] https://osu.ppy.sh/ss/9216674
[*] https://osu.ppy.sh/ss/9216683

And here's an intro rework suggestion:

https://osu.ppy.sh/ss/9216654
https://osu.ppy.sh/ss/9216658
https://osu.ppy.sh/ss/9216666

(just considering the hitsounding and distance snap rules for emphasis)


That's... all for now, hope my mod's not too shitty ;) , good luck

P.S: love your maps pk
audinor
Pkhg
drizzle
00:00:422 (1,1) - move closer to make more obcvious, maybe like 00:08:897 (3) - remove nc
00:31:023 (1) - add nc
im sorry ur a perfec tm apper
next diff
hazus insane
00:04:346 (4) - make curve more noticeable (first time playing i thought it was a straight line)
00:05:601 (4) - remove nc
00:18:312 (2,3) - noticeable cerve pblah blah
00:22:392 (3) - slider ends on strong sound, so delete slider and do 2 circles
]\
00:30:709 (4) - ^
hard: pkhg is a perfect mapper
normal: ^ :(
Hazu-

Milan- wrote:

groudon > tbh 👀
Topic Starter
pkhg

- Squishi wrote:

Pkhg
drizzle
00:00:422 (1,1) - move closer to make more obcvious, maybe like ctrl a00:08:897 (3) - remove nc why
00:31:023 (1) - add nc why
im sorry ur a perfec tm apper why
AlphaDude95: tried some but mine are more fitting

metadata
http://www.game-ost.ru/static/covers_so ... 559571.jpg track 25
http://www.pokemon.co.jp/game/gba/rs/
https://twitter.com/goichinose

rank pls
Nyukai
placeholder brb in some hours came for m4m, no need to mod if you don't like the song or whatever https://osu.ppy.sh/s/671566

General

  1. estás seguro del bpm? i mean parece correcto ese bpm más los ritmos de 1/3 pero honestamente siento como si fuera cerca de bpm 200 más ritmos 1/4,
    de hecho me pasó lo mismo aquí https://osu.ppy.sh/b/1218546 y ambos bpms encajarían, no sé si es cosa mía o algo
  2. este tipo de hitsound lo oigo con demasiado ruido, no sé si es porque la canción tiene poca intensidad y habría que bajar el volumen, pero quizá estaría bien bajar el volumen general y añadir líneas verdes con más volumen en los hitsounds (clap, whistle), es una sugerencia de todas formas
Hazu

  1. 00:14:075 (1) - el jump se siente un poco exagerado, está bien que uses jump pero quizá debería haber distancia visual constante, es decir quizá este slider podrías subirlo un poco de forma que el patrón entero se ve equilibrado, aunque la distancia no sea la misma siempre
Hard

  1. mismo CS que la mínima dificultad? entiendo que estás haciendo círculos grandes, pero aquí podrías usar 3 o 3.5, se ve demasiado grande para un hard
  2. 00:11:172 (2) - quizá es mejor idea que no hicieras triples aquí, ahora mismo salvo por el CS esta diff se parece un poco al insane por el singletap, sería más difícil de jugar con DT quizá ya que esto no sigue 1/4, probablemente habría que clickear muy rápido, 00:14:546 (2,3) - quizá algo así es más aceptable tho, sé que el mapa es corto así que es solo un consejo por mi parte
el resto lo veo bien, siento si no soy de mucha ayuda, suerte ><
Topic Starter
pkhg

Nyukai wrote:

placeholder brb in some hours came for m4m, no need to mod if you don't like the song or whatever https://osu.ppy.sh/s/671566

General

  1. estás seguro del bpm? i mean parece correcto ese bpm más los ritmos de 1/3 pero honestamente siento como si fuera cerca de bpm 200 más ritmos 1/4,
    de hecho me pasó lo mismo aquí https://osu.ppy.sh/b/1218546 y ambos bpms encajarían, no sé si es cosa mía o algo al menos para mi suena bien 127 pero igual voy a preguntar
  2. este tipo de hitsound lo oigo con demasiado ruido, no sé si es porque la canción tiene poca intensidad y habría que bajar el volumen, pero quizá estaría bien bajar el volumen general y añadir líneas verdes con más volumen en los hitsounds (clap, whistle), es una sugerencia de todas formas para mi suena bien xd pero igual voy a buscar mas opiniones
Hard

  1. mismo CS que la mínima dificultad? entiendo que estás haciendo círculos grandes, pero aquí podrías usar 3 o 3.5, se ve demasiado grande para un hard la diff mas alta usa cs3 asi que preferi usar menos para las bajas pero con cs2 overlapeaban mucho los objeto en el normal asi que use el mismo cs para ambas
  2. 00:11:172 (2) - quizá es mejor idea que no hicieras triples aquí, ahora mismo salvo por el CS esta diff se parece un poco al insane por el singletap, sería más difícil de jugar con DT quizá ya que esto no sigue 1/4, probablemente habría que clickear muy rápido, 00:14:546 (2,3) - quizá algo así es más aceptable tho, sé que el mapa es corto así que es solo un consejo por mi parte le cambie todos los triples por ese pattern xd
el resto lo veo bien, siento si no soy de mucha ayuda, suerte ><
ty
Hazu-
Arreglado~ gracias
osu file format v14

[General]
AudioFilename: 225-heavy-rain.mp3
AudioLeadIn: 0
PreviewTime: 157
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 894,8426,15958,23491,31023
DistanceSpacing: 1.5
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Ooame
TitleUnicode:大雨
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:pkhg
Version:Hazu's Insane
Source:ポケットモンスター ルビー・サファイア
Tags:hazu- pokemon sapphire ruby emerald gba boy advance nintendo game freak kyogre カイオーガ heavy rain
BeatmapID:1421043
BeatmapSetID:660933

[Difficulty]
HPDrainRate:5.5
CircleSize:4
OverallDifficulty:7.5
ApproachRate:8.8
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"508994.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
422,470.772852098862,4,2,1,50,1,0
814,-100,4,2,1,50,0,0
815,-100,4,2,1,5,0,0
894,470.772852098862,4,2,1,50,1,0
894,-50,4,2,1,50,0,0


[Colours]
Combo1 : 185,181,202
Combo2 : 171,214,211
Combo3 : 28,130,255
Combo4 : 245,82,106

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Topic Starter
pkhg
updootd
Xinnoh
General
Since combo colours are pretty important for reading the top diff, can you make colours 1 and 4 more different, or just change the order.
Drizzle seems kinda weak name for top diff, Primordial Sea is Primal Kyogre's ability and sounds cooler. Thing is it's not from the original game so your choice.
Can I ask why you're putting the default hitsounds as the same original
Make hard HP 5 and Hazu's insane HP 6, bit out of order right now

Drizzle
Lower the od this is actually ridiculous
You can simplify the sv changes to just 0.8x and 2.35x since those are the only ones used.

Hazu's Insane
00:01:521 (3,4) - Can you nerf this, fairly large jump compared to others. Would look cleaner if 00:01:364 (2,3) - was the same distance as 00:01:364 (2,4) -
00:12:663 (2,3) - ^, not much sound on 2 here. Option is to put 2 at y=200, puts better emphasis on 3
00:19:724 (1,2) - 00:27:257 (1,2) - same thing about distance nerfs

Hard
00:00:422 (1) - Snap the green line to the slider end

Normal
00:00:422 (1) - Just replace with a circle to simplify for norma diffl, sv is tricky
00:06:543 (1) - 00:21:608 (1) - Aren't these literally the same with different slider shapes lo. It seems fine, but can you make 00:28:041 (2,3,1,2,3) - a little different, since it's a fairly unique pattern it's much clearer to notice there's copy paste going on.

call me back!
Hazu-
All fixed I think, thx :d
osu file format v14

[General]
AudioFilename: 225-heavy-rain.mp3
AudioLeadIn: 0
PreviewTime: 157
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 894,8426,15958,23491,31023
DistanceSpacing: 1.5
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Ooame
TitleUnicode:大雨
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:pkhg
Version:Hazu's Insane
Source:ポケットモンスター ルビー・サファイア
Tags:hazu- pokemon sapphire ruby emerald gba boy advance nintendo game freak kyogre カイオーガ heavy rain
BeatmapID:1421043
BeatmapSetID:660933

[Difficulty]
HPDrainRate:5.5
CircleSize:4
OverallDifficulty:7.5
ApproachRate:8.8
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"508994.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
422,470.772852098862,4,2,1,50,1,0
814,-100,4,2,1,50,0,0
815,-100,4,2,1,5,0,0
894,470.772852098862,4,2,1,50,1,0
894,-50,4,2,1,50,0,0


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Combo2 : 171,214,211
Combo3 : 28,130,255
Combo4 : 245,82,106

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Topic Starter
pkhg

Sinnoh wrote:

General
Since combo colours are pretty important for reading the top diff, can you make colours 1 and 4 more different, or just change the order.
Drizzle seems kinda weak name for top diff, Primordial Sea is Primal Kyogre's ability and sounds cooler. Thing is it's not from the original game so your choice. 3gen
Can I ask why you're putting the default hitsounds as the same original cuz custom skins
Make hard HP 5 and Hazu's insane HP 6, bit out of order right now done

Drizzle
Lower the od this is actually ridiculous ;w;
You can simplify the sv changes to just 0.8x and 2.35x since those are the only ones used. mistakes were made

Hard
00:00:422 (1) - Snap the green line to the slider end i removed it. seems a bit misleading having no sounds on a 1/3 gap since the map consist of them mostly

Normal
00:00:422 (1) - Just replace with a circle to simplify for norma diffl, sv is tricky it isnt really noticeable
00:06:543 (1) - 00:21:608 (1) - Aren't these literally the same with different slider shapes lo. It seems fine, but can you make 00:28:041 (2,3,1,2,3) - a little different, since it's a fairly unique pattern it's much clearer to notice there's copy paste going on. i didnt exacly copypasted it, its just a repetitive song and i tried to be consistent

call me back!
Xinnoh
there's unsnapped objects, just fix before next bn

haha gotcha #mapfeed
Bonsai
timing-pop, blame Sinnoh for clickbaiting ;)

This song is not in 4/4 but in either 12/8 or 6/8, with the eighth-notes alternatingly divided into groups of 3+3 (for example from 00:00:892 to 00:01:835 -) and 2+2+2 (from 00:01:835 to 00:02:777 -) - That's why there is no beat on white ticks 00:02:306 etc. There isn't any regulation on how to handle #/8-signatures yet, but in the timing-ubkrc we've reached a consensus and are currently working on writing a draft for that, so I'd like to enforce that consensus here already:

Interpreting it as 12/8 gives you two timing-options:
  1. 191,175 BPM and 6/4-signature
  2. this (musically more accurate) mumbo-jumbo
Interpreting it as 6/8 gives you:
  1. 63,725 BPM and 2/4-signature
Choose what you like most, if you're interested in the music theory behind this check out this quick-guide I wrote for osu!. The question of whether this is 12/8 or 6/8 is basically the good old question of "should the BPM be halved/doubled or not", 12/8 is probably the "correct" one but since you're probably not gonna choose the 6/8-option anyways I suggested it too ¯\_(ツ)_/¯ Personally I'd dig the mumbo-jumbo version, here's a full timing-diff for that so you'd only have to adjust SVs in case you want to make me horny agree.

Also, unrelated suggestion: How about making the .mp3 fade out as soon as the map ends? Currently it takes quite long until that happens, feels kinda weird to me, but whatever floats your boat~
Topic Starter
pkhg
fixd
started the fade a bit later cuz right after maps end sounds weird for me 👀
Xinnoh
on mobile cant timestamp, sliders are wrong at the end of normal and hard
kudosu my previous mod
Topic Starter
pkhg
blame bonsai
Xinnoh
gosh darn you bonsai

actually hold on a sec, bonsai said ok but changed his mind after i posted since someone didn't agree with timing.
We will get clarification on that in a bit
Bonsai
Ok so there are a few knowledged people who disagree with me and think your original timing was more correct, and someone who plays Taiko-converts said that the original one worked better bc of SVs and Nightcore-cymbalcrashes, so the conclusion is that you can do whatever you want, feel free to use your original timing, or feel free to keep this one ¯\_(ツ)_/¯
Sorry for kinda "rushing" it I guess, I was just very confident in this and thought "better pop it before it's qualified", my bad ^^;
Zhuriel
hi there, dsco asked me to provide my opinion on the timing for this so here i am

while i can see the argument for both constant subdivisions of 3 and alternating 3×2 and 2×3 subdivisions in this case, i strongly disagree with the alternating timing implementation, seeing as it is
  1. not necessary as it can reasonably be considered a regular subdivision with syncopation
  2. not even really representing a 12/8 at all but alternating 6/8 and 3/4 which noone in their right mind would write
  3. unnecessarily creates a tempo reading on the song select screen that suggests tempo changes where there are none
  4. would set a really bad precedent for music that features meters with non-constant subdivision, such as my paper moon map which would require at least 3 redlines per measure despite being fully quantized (where one is already a pain to work with) while causing additional problems due to the presence of triplet rhythms in 3-subdivided parts
going to these lengths to accurately represent something that the timing system was never designed to accurately represent is, in my opinion, unnecessary effort and more likely to be counterproductive in accurately representing music.
Bonsai
dsco y u still doin dis aaa

Sure it's not necessary, but also there's nothing wrong with it, just more effort, that's why I also said that pkhg is free to just use 191bpm all the way too (or 127 now lol). What this is doing though is accurately representing (what I thought was) the grouping of the eighth-notes, because that's exactly what makes /8-divisions special - They aren't always grouped into 2s anymore but also into 3s. Adjusting the timing to that makes the two things that are actually affected by timing (Nightcore and the pulsating osu!logo) much more accurate. "Alternating 6/8 and 3/4" is exactly what's (I thought was) happening here - Half of the measure is divided into 2+2+2, the other half 3+3. That's what this timing would represent, instead of going 3s or 2s all the way.

But heyho, we'll release a draft soon™ and we all will be able to discuss this in the place where it belongs :P

fun fact: I did try that on Paper Moon lol
Topic Starter
pkhg
uh
back to 127 i guess 👀
Xinnoh
(It's a word meaning heavy rain.)
rebub for timing change again
pimp
glad it's back to only two timelines :)
Izzywing
remove kyogre.wav
Topic Starter
pkhg
lmao
Izzywing
Hazu-

Milan- wrote:

groudon > tbh
Shurelia
can i join you guys pokemon group?

my inner pokemaniac soul just got awaken recently
Topic Starter
pkhg
hi shurelia
Shurelia
hi pk
Xinnoh
what's a marshadow?
Topic Starter
pkhg
7gen
Lanturn
You FORGOT the japanese name of emerald in the tags. unrank this crap.

hi.

grats.

Ooame literally means BIG RAIN.

<3
Topic Starter
pkhg
o shit my bad
gonna fix that on BIG SUN
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