forum

Azumi Waki, Marika Kouno, Machico - Umapyoi Densetsu

posted
Total Posts
49
show more
pimp
eu vi que o map melhorou em algumas coisas desde meu mod mas piorou um pouquinho em outras!?
um dia desses faço um irc mod

ainda assim acho que ja vale a pena chamar os BN's :D

post 999. ganhou mais uma star 8-)
Topic Starter
Bariton

pimpG wrote:

eu vi que o map melhorou em algumas coisas desde meu mod mas piorou um pouquinho em outras!?
um dia desses faço um irc mod

ainda assim acho que ja vale a pena chamar os BN's :D

post 999. ganhou mais uma star 8-)
vem comigoooooo
Mykaterasu
Hey, I'm from my Queue, from over here
General
  1. Honestly I think the intro is musical enough to map something for it, especially in the higher diffs. If you don't want to because of the new timing points, I don't mind lending a hand to make some for you.
  2. These hitsounds additions aren't really applied conventionally. Most low difficulty maps have hitclap on the offbeats, and player's skins cater to that by having clappy sounds (i.e snares and actual claps) there, while whistle hitsounds are usually just some other random percussion. In this maps case, it's the reverse, so newer players who opt out of mapset hitsounds might feel a little disoriented when navigating the downbeats. I guess it's fine since it's consistent all the way through, but I'd have definitely done it the other way round.
  3. I don't recommend using grid snap in difficulties that rely on distance snap. In some cases, like in the normal 00:28:662 (1,2) - you get oddly short spacings like this one and it looks a little off. As well as other things like inconsistent overlap amounts etc...
  4. You've got some useless inherited timing points in your timeline on lower diffs, I suggest cleaning them up.
  5. Some volume changes might be nice.

Easy
  1. 00:24:074 (1) - I feel like this NC wasn't intentional
  2. 00:25:839 (1) - :idea: The texture + key change here is pretty cool, I think it could be emphasised with your longer slider shapes. If you make 00:20:192 (1,1) - these two straighter/straight, the contrast would be sweet when this hits.
  3. 00:28:662 (1) - :idea: wouldn't this shape better represent the music if it was a bit like this;
  4. 00:56:897 (1,2) - The blanket here is kinda funky cause the shape is curved just a little too much, the tail is ending up a little close than everywhere else.
  5. 01:13:839 (3,4,1) - 01:19:486 (2,3,1) - I don't really like how similar these back-to-back extracts are, especially since you back yourself into a corner with this really funky overlap 01:20:191 (3,1,2) - .
  6. :idea: Other than that I think it might be nice to organise your slider flow based on the sounds they're portraying, especially in the chorus. 01:11:015 (4,5) - 01:22:309 (2,3) - 2 types of movement for the same theme. It'd be cleaner to separate them out.

Normal
  1. 00:20:897 (2,3) - :idea: I highly recommend using a 1/2 reverse slider. This rhythm would suit the music much better as; however it would create all sorts of consistency problems with 00:23:721 (2,3) - this. So to compromise I would suggest turning this rhythm in the sax into a 1/2 reverse sliders in this section, making sure to put a circle 00:24:250 - here.
  2. 00:31:486 - It's not very clear what logic you're using to choose which objects are stacked doubles and which aren't. Stuff like this 00:32:368 (3,4) - makes sense, but then 00:33:427 (2,3) - this should probably be more like 00:35:544 (4,1) - . Either way I think you should expand your logic a little bit to add more of 00:35:544 (4,1) - this, since it's pretty much just a one-off at this point.
  3. 01:08:191 (1,2,3) - :idea: Wouldn't this be better as 01:08:191 (1) - reverse slider + 2 circles.
  4. I don't really like how you drop out the vocals 01:12:427 - here & 01:23:721 - here. I think you could easily create something that follows the vocal line the whole way through the kiais.

Hard
  1. 00:35:897 (2,3) - Jumps of this size are way too punishing and aren't that rhythmically clear for hards. Jumps from sliderends can be this long in specific situations, but between circles, it's pretty rough, especially since they can end up looking like 1/1 rhythms which is something the RC specifically mentions.

    The Ranking Criteria wrote:

    Avoid visually similar 1/2 and 1/1 spacing. Spacing variation through jumps on points of emphasis are encouraged, but only if these jumps are recognizably different from 1/1 gaps.
  2. 00:40:221 (2) - This is a ghost note, the real 1/4th circle you have to worry about is 00:40:574 - here.
  3. 00:42:780 (1,2,3) - Isn't there a note 00:43:044 - here? This should be 1/4 repeating sliders like the others.
  4. 00:44:809 - I feel like it's quite fatal to miss the note here since even the sax is playing here. 00:42:339 - This gap was fine since it works in the sax's favour, but it goes against the sax this time.
  5. 00:46:309 (1) - :idea: What about or the same rhythm with circles? Some difference from 00:45:603 (1) - this object would be welcome since this is completely different.
  6. 01:07:133 (3) - I'd like to see more shapes like this where appropriate, since it doesn't really appear that often, but the phrase it's playing happens a lot. It'd be nice to connect these themes a bit more strongly.
  7. 01:24:074 (3,4,5) - This blanket is pretty inconsistent.

Insane
  1. 00:33:250 (5,6) - Turn stacks on so you can have the slider point to the start of the stack, as opposed to the end. It will look a lot cleaner.
  2. 00:36:603 (4,5) - This is a bit iffy because they're so close to each other. It's much more intuitive to space it the same distance as whatever 00:36:427 (3,4) - this distance is, so you might have to do some tuning to create more space at the bottom here. :idea: Alternatively, 00:36:603 (4) - this could work as a 1/2 slider.
  3. 00:48:427 (1,3) - :idea: You could probably pair up your sliders to do this kind of movement more in this section. Something like this perhaps;
    Reusing the same circular flow for sliders is a really good technique for making slower 1/1 sections in insanes a lot more interesting. It would definitely be really important 00:59:544 (1,2,3) - here.
  4. 01:06:956 (2,3,4,5) - You don't do this in other places in the map, seems like a breach in design.
  5. 01:10:839 (4,5,1) - This stack isn't actually a stack. It's messed up in HR.

Give my Umamimi an Extra please ;w;
Pretty clean set you got tho. GL
Topic Starter
Bariton

Mykaterasu wrote:

Hey, I'm from my Queue, from over here
General
  1. Honestly I think the intro is musical enough to map something for it, especially in the higher diffs. If you don't want to because of the new timing points, I don't mind lending a hand to make some for you.
  2. These hitsounds additions aren't really applied conventionally. Most low difficulty maps have hitclap on the offbeats, and player's skins cater to that by having clappy sounds (i.e snares and actual claps) there, while whistle hitsounds are usually just some other random percussion. In this maps case, it's the reverse, so newer players who opt out of mapset hitsounds might feel a little disoriented when navigating the downbeats. I guess it's fine since it's consistent all the way through, but I'd have definitely done it the other way round.
  3. I don't recommend using grid snap in difficulties that rely on distance snap. In some cases, like in the normal 00:28:662 (1,2) - you get oddly short spacings like this one and it looks a little off. As well as other things like inconsistent overlap amounts etc...
  4. You've got some useless inherited timing points in your timeline on lower diffs, I suggest cleaning them up.
  5. Some volume changes might be nice.

Easy
  1. 00:24:074 (1) - I feel like this NC wasn't intentional a
  2. 00:25:839 (1) - :idea: The texture + key change here is pretty cool, I think it could be emphasised with your longer slider shapes. If you make 00:20:192 (1,1) - these two straighter/straight, the contrast would be sweet when this hits. i made something else :<
  3. 00:28:662 (1) - :idea: wouldn't this shape better represent the music if it was a bit like this; ok
  4. 00:56:897 (1,2) - The blanket here is kinda funky cause the shape is curved just a little too much, the tail is ending up a little close than everywhere else. ok
  5. 01:13:839 (3,4,1) - 01:19:486 (2,3,1) - I don't really like how similar these back-to-back extracts are, especially since you back yourself into a corner with this really funky overlap 01:20:191 (3,1,2) - . ok
  6. :idea: Other than that I think it might be nice to organise your slider flow based on the sounds they're portraying, especially in the chorus. 01:11:015 (4,5) - 01:22:309 (2,3) - 2 types of movement for the same theme. It'd be cleaner to separate them out.

Normal
  1. 00:20:897 (2,3) - :idea: I highly recommend using a 1/2 reverse slider. This rhythm would suit the music much better as; however it would create all sorts of consistency problems with 00:23:721 (2,3) - this. So to compromise I would suggest turning this rhythm in the sax into a 1/2 reverse sliders in this section, making sure to put a circle 00:24:250 - here. ok!
  2. 00:31:486 - It's not very clear what logic you're using to choose which objects are stacked doubles and which aren't. Stuff like this 00:32:368 (3,4) - makes sense, but then 00:33:427 (2,3) - this should probably be more like 00:35:544 (4,1) - . Either way I think you should expand your logic a little bit to add more of 00:35:544 (4,1) - this, since it's pretty much just a one-off at this point. but i'm not giving emphasis to the off-vocals
  3. 01:08:191 (1,2,3) - :idea: Wouldn't this be better as 01:08:191 (1) - reverse slider + 2 circles. aaa?iguessso
  4. I don't really like how you drop out the vocals 01:12:427 - here & 01:23:721 - here. I think you could easily create something that follows the vocal line the whole way through the kiais. those parts have more intensity

Hard
  1. 00:35:897 (2,3) - Jumps of this size are way too punishing and aren't that rhythmically clear for hards. Jumps from sliderends can be this long in specific situations, but between circles, it's pretty rough, especially since they can end up looking like 1/1 rhythms which is something the RC specifically mentions.

    The Ranking Criteria wrote:

    Avoid visually similar 1/2 and 1/1 spacing. Spacing variation through jumps on points of emphasis are encouraged, but only if these jumps are recognizably different from 1/1 gaps.
    ok!
  2. 00:40:221 (2) - This is a ghost note, the real 1/4th circle you have to worry about is 00:40:574 - here. ok
  3. 00:42:780 (1,2,3) - Isn't there a note 00:43:044 - here? This should be 1/4 repeating sliders like the others. ok
  4. 00:44:809 - I feel like it's quite fatal to miss the note here since even the sax is playing here. 00:42:339 - This gap was fine since it works in the sax's favour, but it goes against the sax this time. i did something else
  5. 00:46:309 (1) - :idea: What about or the same rhythm with circles? Some difference from 00:45:603 (1) - this object would be welcome since this is completely different. nah
  6. 01:07:133 (3) - I'd like to see more shapes like this where appropriate, since it doesn't really appear that often, but the phrase it's playing happens a lot. It'd be nice to connect these themes a bit more strongly. it appears in the whole kiai
  7. 01:24:074 (3,4,5) - This blanket is pretty inconsistent. ok

Insane
  1. 00:33:250 (5,6) - Turn stacks on so you can have the slider point to the start of the stack, as opposed to the end. It will look a lot cleaner. ok
  2. 00:36:603 (4,5) - This is a bit iffy because they're so close to each other. It's much more intuitive to space it the same distance as whatever 00:36:427 (3,4) - this distance is, so you might have to do some tuning to create more space at the bottom here. :idea: Alternatively, 00:36:603 (4) - this could work as a 1/2 slider. ok
  3. 00:48:427 (1,3) - :idea: You could probably pair up your sliders to do this kind of movement more in this section. Something like this perhaps;
    Reusing the same circular flow for sliders is a really good technique for making slower 1/1 sections in insanes a lot more interesting. It would definitely be really important 00:59:544 (1,2,3) - here. reworked
  4. 01:06:956 (2,3,4,5) - You don't do this in other places in the map, seems like a breach in design. not really
  5. 01:10:839 (4,5,1) - This stack isn't actually a stack. It's messed up in HR. ok

Give my Umamimi an Extra please ;w; extras are my weakness :<
Pretty clean set you got tho. GL
thank youu!!!!!

@TheBenderGamer: 01:17:897 (3) - applied
Lasse
most things were already discussed in irc, some additional comments:

bg quality and resolution are pretty low :/

hitsounding
00:36:956 - suddenly having 29% here makes it really weird to play, should be same volume as before/after
00:31:133 (5,6,7) - would add drum claps to all of these (set additions to drums, keep sampleset on auto https://i.imgur.com/ZwuTvri.jpg and add claps)
00:36:868 (6,7,8) - ^
00:50:721 - 00:50:809 (3) - ^
00:55:486 (1) - add finish for cymbal

same volume for the whole map is a bit lol, you could just make the kiai 75% maybe? sounded a bit quiet anyways

insane
00:38:368 (1) - 00:39:780 (1) - either map both as circle or both as 1/4 slider, don't represent the same thing so inconsistently
00:53:721 (5,1) - stack here is a bit broken

hard
00:42:780 (1,1,1,1) - would reduce nc spam to https://i.imgur.com/qvLI5Jx.jpg
01:15:250 (1) - shape looks so unbalanced and doesn't fit well with your others. something like https://i.imgur.com/mL8bNUz.jpg should work

normal
00:35:544 (4,1) - shouldn't this be a stack like your similar 1/2 patterns?
01:16:662 (1,2) - copy pasting same shape for both would look way nicer imo

easy
00:28:662 (5) - nc to be consistent with the part

source for metadata?
[]

map looks okay now I think, let me know when you replied
Topic Starter
Bariton
aaaaaaaaaa
Lasse
recheck or whatever
this is a bit nicer quality wise:
http://puu.sh/xSnmU/0bec567a2a.jpg

normal
01:18:074 (1) - missing hitsound (check what you did on other diffs)

hard
01:15:250 (1) - think tail here was supposed to be stacked on 01:14:191 (3) - ? (not really noticeable ingame though)

I meant some official website or similar that confirms your current metadata
researched a bit and found:
https://umamusume.jp/music/detail.php?id=cd1 which makes it seem like artist has to be adjusted
waiting for reply from people that are better at dealing with that stuff, will let you know once I got an answer
Topic Starter
Bariton

Lasse wrote:

recheck or whatever
this is a bit nicer quality wise:
http://puu.sh/xSnmU/0bec567a2a.jpg

normal
01:18:074 (1) - missing hitsound (check what you did on other diffs) ye

hard
01:15:250 (1) - think tail here was supposed to be stacked on 01:14:191 (3) - ? (not really noticeable ingame though) not really but fixed

I meant some official website or similar that confirms your current metadata
researched a bit and found:
https://umamusume.jp/music/detail.php?id=cd1 which makes it seem like artist has to be adjusted
waiting for reply from people that are better at dealing with that stuff, will let you know once I got an answer
fixed again sorry i'm dumb

@edit: metadata source! http://vgmdb.net/album/62355


-added character/composer names to the tags
Lasse
https://umamusume.jp/music/detail.php?id=cd1

unicode title: うまぴょい伝説
romanized title: Umapyoi Densetsu

unicode artist: スペシャルウィーク (CV.和氣あず未)、サイレンススズカ (CV.高野麻里佳)、トウカイテイオー (CV.Machico)
romanized artist: Special Week (CV.Azumi Waki), Silence Suzuka (CV.Marika Kouno), Toukai Teioh (CV.Machico)

if that thing is too much (idk how long artist name can be), then using
unicode artist: 和氣あず未、高野麻里佳、Machico
romanized artist: Azumi Waki, Marika Kouno, Machico
should be fine

can't check what you currently have in unicode fields so make sure to use this
Topic Starter
Bariton
updated
pimp
you can call me mystic pimp, because i predict these things 8-)
Lasse
b
Topic Starter
Bariton
ITCH
timemon
gratz on bubbled! :)
Net0
Great job, nice to see that you're moving faster than me xD
Topic Starter
Bariton
thank you guys! ;w;
victorfernando
:(
Topic Starter
Bariton
xeros estrelados
Karen
I
00:32:721 (1) - unnecessary, i know it's for the vocal but still, it's not that important imo
00:36:780 (5,6,7,8) - can you move it down to avoid the overlap with 00:36:603 (4) - since it looks so bad
00:38:368 (1) - 00:39:780 (1) - same as above
00:42:427 (3,4) - hmm i'd suggest to make a triple here because a triple would fit more and also for making the pattern different from 00:42:780 (1,2,1,2) - this.
00:43:662 (2,1) - the overlap is kinda annoying
00:45:250 - sounds pretty bad here, can you make it clickable? the beat is strong so it's weird that you followed it with a slider tail

H
00:44:897 (4,5) - is this on purpose? should it be a double+slider?
00:53:191 (3,5) - it would be better to avoid the stack in a Hard diff of this level, it's hard to read for some players

N
00:31:133 (2,1) - why is it a jump

call me back for qualify
Topic Starter
Bariton
updated!!!!!!
Karen
q
Topic Starter
Bariton
timemon
that was fast wow
Chewin
Oh damn this was in my queue and I was gonna mod it xP
Congratulation!
Topic Starter
Bariton
waitWHAT!!!!!!!
Please sign in to reply.

New reply