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itaojirou - Tze-Chiang [OsuMania]

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Topic Starter
Tailsdk

ExNeko wrote:

M4M
[Spring]
00:01:237 (1237|2) - miss? add note here there is no miss on these its a anaare sound i only use 1 note for snare
00:03:737 (3737|1) - same^^
00:06:237 (6237|1) - ^^
00:08:737 (8737|2) - ^^
00:11:081 (11081|0,11081|3,11081|1) - Not recommended with all three hitsound note, if you want enough volume, you can increase the volume in the sample settingchanged to having 2[/color]
00:25:846 (25846|2,26002|3) - delete them, then triple note them 00:25:768 (25768|3,25924|1,26081|2) - i had it bafore but as BN said above it would be better if just continued
00:30:768 (30768|1,30768|0,30846|3,30924|0,30924|2,31002|1) - same^ In order to increase the drum effect, Otherwise, it looks similar to the previous stream^
01:02:018 (62018|3) - triple for clapits a snare drun as said above i only use 1
01:02:643 (62643|3) - miss clapdidnt see that one thank you
01:10:377 (70377|1) - Why start here?because the sound starts there
01:16:081 (76081|2,76081|0,76081|3) - not recommended to use stream here had it before but i think its better with a stream leading up to the burst
[Hyper]
00:24:674 (24674|3,24831|2) - ctrl+j is better ok
00:29:987 (29987|1,30143|0) - ^ok
00:32:331 (32331|1,32487|1,32643|2,32799|2) - its too hard in hyper diffmoved around a little but gonna keep the pattern
01:09:310 (69310|0,69622|1) - The starting time should be on the previous 1/4 linemoved back 1/4
[Beginner]
00:17:018 (17018|1) - to col4ok
00:29:831 (29831|2) - col1 ok
Himari Kino
hello there!
mod coming
m4m, i'll waiting for your moddu _:3_z

columns 1|2|3|4

Normal

00:46:081 (46081|2,46237|1,46393|0) - ctrl+g , a beginning of flute sound
00:52:956 (52956|2,53112|1,53268|0) - same as above ^
01:01:393 - since it's a normal diff, just focus on drum sound, don't need to mapping that vocal on this diff


Hyper

00:01:393 (1393|0) - are you sure placing single note for snare sound, and 00:01:549 (1549|2,1549|1) - double for kick sound?
LN should be end here 00:10:768 -
00:21:081 (21081|3) - delete that note , to make it easier
00:50:456 - maybe like this https://osu.ppy.sh/ss/9518856
01:01:393 (61393|3,61706|1,62018|0,62331|2,62487|2,62721|2,62956|2,63268|1,63424|0,63581|3,63815|2,63893|1,64206|0,64518|2,64674|3,64831|1,65065|0,65299|1,65534|0,65768|0,66081|3,66393|2,66706|1,66862|1,67018|1,67174|1,67331|2,67487|3,67643|1,67956|0,68268|1,68581|3,68893|2,69258|0,69570|1,69909|3,69987|2,70377|1) - feel better if u just focus on snare & kick sound
02:00:456 (120456|3) - delete ln and,
you can make this 02:00:299 (120299|0,120377|1,120456|2,120534|1,120612|0,120690|2,120768|1,120846|0,120924|2,121002|1,121081|0,121081|2) - like this 02:00:299 (120299|0,120377|1,120456|3,120534|2,120612|1,120690|3,120768|2,120846|0,120924|1,121002|2,121081|3,121081|0) - feel better for me


that's all
pretty nice mapset, gdluck~
Topic Starter
Tailsdk

Zylin wrote:

hello there!
mod coming
m4m, i'll waiting for your moddu _:3_z

columns 1|2|3|4

Normal

00:46:081 (46081|2,46237|1,46393|0) - ctrl+g , a beginning of flute sound ok
00:52:956 (52956|2,53112|1,53268|0) - same as above ^ ok
01:01:393 - since it's a normal diff, just focus on drum sound, don't need to mapping that vocal on this diff gonna keep it as it is wanna keep it as a part that makes it different


Hyper

00:01:393 (1393|0) - are you sure placing single note for snare sound, and 00:01:549 (1549|2,1549|1) - double for kick sound?yes i will keep
LN should be end here 00:10:768 - the LN doesnt end there
00:21:081 (21081|3) - delete that note , to make it easier hmm ok will change for now might put back
00:50:456 - maybe like this https://osu.ppy.sh/ss/9518856ok changed
01:01:393 (61393|3,61706|1,62018|0,62331|2,62487|2,62721|2,62956|2,63268|1,63424|0,63581|3,63815|2,63893|1,64206|0,64518|2,64674|3,64831|1,65065|0,65299|1,65534|0,65768|0,66081|3,66393|2,66706|1,66862|1,67018|1,67174|1,67331|2,67487|3,67643|1,67956|0,68268|1,68581|3,68893|2,69258|0,69570|1,69909|3,69987|2,70377|1) - feel better if u just focus on snare & kick sound gonna keep
02:00:456 (120456|3) - delete ln and,
you can make this 02:00:299 (120299|0,120377|1,120456|2,120534|1,120612|0,120690|2,120768|1,120846|0,120924|2,121002|1,121081|0,121081|2) - like this 02:00:299 (120299|0,120377|1,120456|3,120534|2,120612|1,120690|3,120768|2,120846|0,120924|1,121002|2,121081|3,121081|0) - feel better for me gonna keep the LN its there to imply that the burst becomes faster


that's all
pretty nice mapset, gdluck~
Thank you for the mod
Litharrale
Hello no kds

1|2|3|4

going nontraditional mod format here because it'll be easier to convey my thoughts in a paragraph rather than just single points.

This set has one big problem with it which is that it's just too samey and doesn't represent the song well enough. It's a great set if you want to practice say, jumpstreams but it's not something I would ever consider rankworthy. All the diffs can basically be summarized into a sentence;

Beginner: 1/1 singles, sometimes LNs, a few 1/2 singles
Normal: 1/2 singles, sometimes LNs, a few 1/4 singles
Hyper: single-double patterning, sometimes LNs, then more single-double pattering
Another: Jumpstreams, break, then more jumpstreams
Spring: Jumpstreams, break, then more jumpstreams

The song is quite repetitive and I'll give you that but there's a lot more you could do with it than what you're doing here. A lot of sounds in the song are flat out ignored to stick to the repeating patterns.

This seems like a set that would be more suited for loved rather than ranked, especially since the top diffs are basically dumps. The only thing that would make this set rankable is a complete remap and I'd prefer you not to go down that route since it's actually quite good. I'm definitely keeping it to play

Good luck!
Topic Starter
Tailsdk

Litharrale wrote:

Hello no kds

1|2|3|4

going nontraditional mod format here because it'll be easier to convey my thoughts in a paragraph rather than just single points.

This set has one big problem with it which is that it's just too samey and doesn't represent the song well enough. It's a great set if you want to practice say, jumpstreams but it's not something I would ever consider rankworthy. All the diffs can basically be summarized into a sentence;

Beginner: 1/1 singles, sometimes LNs, a few 1/2 singles
Normal: 1/2 singles, sometimes LNs, a few 1/4 singles
Hyper: single-double patterning, sometimes LNs, then more single-double pattering
Another: Jumpstreams, break, then more jumpstreams
Spring: Jumpstreams, break, then more jumpstreams

The song is quite repetitive and I'll give you that but there's a lot more you could do with it than what you're doing here. A lot of sounds in the song are flat out ignored to stick to the repeating patterns.

This seems like a set that would be more suited for loved rather than ranked, especially since the top diffs are basically dumps. The only thing that would make this set rankable is a complete remap and I'd prefer you not to go down that route since it's actually quite good. I'm definitely keeping it to play

Good luck!
I want to look into remapping some parts of the song to represent it more (ill put a link to the old version of the map in the description) i've used quite a while to make it as good as possible so it would be kind of sad for me at least not to try. i'll make sure that the remap is at the same quality as this (may take a while)
Litharrale

tailsdk wrote:

I want to look into remapping some parts of the song to represent it more (ill put a link to the old version of the map in the description) i've used quite a while to make it as good as possible so it would be kind of sad for me at least not to try. i'll make sure that the remap is at the same quality as this (may take a while)
if you choose this route then call me back when you're done and I'll remod it, keep the old version in the description though
Topic Starter
Tailsdk

Litharrale wrote:

if you choose this route then call me back when you're done and I'll remod it, keep the old version in the description though
will do :P
Asherz007
Lith shut up you don't know what you're doing :^)

Apologies for the rather long delay; it seems I had accumulated quite a large backlog of maps that I needed to mod.

[General]
If you don't use a hitsound, there's no need to put it in the folder, just keep that in mind. Also reminding you to actually redo those hitsounds since the double hitsounds are still there. (Counteract this by setting the timing point to be louder, since it's only at 15% right now... and 20% on top diff)

For a summary of all of the diffs, it's just... super rolly. Guess you took that stack thing and went super-paranoid about it. I dunno whether this will mean you change anything, but I just thought I'd point it out to you.

Might have a small concern about the progression from Beginner to Normal? I mean, the object count between diffs is more or less linear, but the gap is relatively huge here in terms of more than doubling the object count... But I think it might be a good idea to put something in the middle of these two (May want to buff Normal a tiny bit as a result), or buff Easy with a slight relayering.

1|2|3|4

I'll focus on the lowest difficulty to start with and then we'll work from there.

Beginner
So, the drastic changes in layering were unexpected. Not that that's a bad thing, mind you, else there would be 1/2 streams everywhere lol. I'll work with the presumption that there's going to be an extra difficulty added in between this and Normal, though if this is just getting buffed then just say and I'll throw some concept ideas at you if you can't figure them out.

  1. 00:19:825 (19825|0,20450|3) - How come these are 2 LNs?
  2. 00:21:075 (21075|1) - Double for crash
  3. 00:50:762 - Could have 2 notes, one here and one on the 1/2 for the drum fill if you wanted.
  4. 00:58:575 (58575|3) - Just checking about the release being 2/1 later creating the overlap since it's different to later on (perhaps the ones later are the inconsistent ones)
  5. 01:19:200 - What happened to the crash here?
  6. 01:19:825 (79825|3) - Double here or no?
  7. 01:39:200 - Not mapping crash here either?

Again, many apologies for taking so long to come back to you, but it's now started and the ball's rolling.

Regarding Lith's point, the summarisation thing can be applied to pretty much any map and "being too samey" can be applied to pretty much any map, so I wouldn't take it too much to heart.

Let me know how that remapping's going, anyway. Wanna know what the end result looks like.
Topic Starter
Tailsdk
Havnt had time to remap yet and people seamed to like it but if there is some parts spesific i need to remap i can try to
but will check when i get home
Topic Starter
Tailsdk

Asherz007 wrote:

Lith shut up you don't know what you're doing :^)

Apologies for the rather long delay; it seems I had accumulated quite a large backlog of maps that I needed to mod.

[General]
If you don't use a hitsound, there's no need to put it in the folder, just keep that in mind. Also reminding you to actually redo those hitsounds since the double hitsounds are still there. (Counteract this by setting the timing point to be louder, since it's only at 15% right now... and 20% on top diff)thought i removed double hitsounds but ill check gonna check after doing changes to the map

For a summary of all of the diffs, it's just... super rolly. Guess you took that stack thing and went super-paranoid about it. I dunno whether this will mean you change anything, but I just thought I'd point it out to you. ill look to make it a bit less rolly (heard from a lot of people it was a pretty fun DT map)

Might have a small concern about the progression from Beginner to Normal? I mean, the object count between diffs is more or less linear, but the gap is relatively huge here in terms of more than doubling the object count... But I think it might be a good idea to put something in the middle of these two (May want to buff Normal a tiny bit as a result), or buff Easy with a slight relayering. Easy was originaly 1.6 when i made it but some mods have takedn the difficulty don could look into adding more sounds again

1|2|3|4

I'll focus on the lowest difficulty to start with and then we'll work from there.

Beginner
So, the drastic changes in layering were unexpected. Not that that's a bad thing, mind you, else there would be 1/2 streams everywhere lol. I'll work with the presumption that there's going to be an extra difficulty added in between this and Normal, though if this is just getting buffed then just say and I'll throw some concept ideas at you if you can't figure them out.

  1. 00:19:825 (19825|0,20450|3) - How come these are 2 LNs? Changed to 1
  2. 00:21:075 (21075|1) - Double for crash added
  3. 00:50:762 - Could have 2 notes, one here and one on the 1/2 for the drum fill if you wanted. added them
  4. 00:58:575 (58575|3) - Just checking about the release being 2/1 later creating the overlap since it's different to later on (perhaps the ones later are the inconsistent ones) fixed the ones later in the map since i like this pattern
  5. 01:19:200 - What happened to the crash here? owo i missed it added 1 note 2 would be too much with the LN
  6. 01:19:825 (79825|3) - Double here or no? i feel like its better without
  7. 01:39:200 - Not mapping crash here either? added a note

Again, many apologies for taking so long to come back to you, but it's now started and the ball's rolling.

Regarding Lith's point, the summarisation thing can be applied to pretty much any map and "being too samey" can be applied to pretty much any map, so I wouldn't take it too much to heart.

Let me know how that remapping's going, anyway. Wanna know what the end result looks like.found that when trying to remap it feelt like destroying the map so i didnt really edit anything yet because i could find it as enjoyable
Asherz007
Aight my life sucks; so sorry for taking so long to get back to this...

Can hardly call the first difficulty Beginner at that SR lol. Might want to rename it to something else.

Hitsound-wise might want to increase the volumes drastically to around, say, 50-60% or so. I reckon you may also need a louder hitfinish altogether though since I think that's still too quiet at that volume. (also apply soft-C wherever there's soft-F since the kick is almost always present whenever there's a crash heard; PM me if you need examples/don't understand what I'm on about)

Also, a small concern at the start since the top three difficulties are pretty much identical in structure. Not necessarily a bad thing, just wondering whether you had any suggestions for this.

Guess I'll move onto the next difficulty then. Bit by bit we'll get there xD

Normal
There's a couple of sections here that have an identical density to Beginner, so you may want to nerf the Beginner diff slightly.

In general, though, there's not really that much to say about this difficulty I suppose.

01:00:137 (60137|2,60450|1,60762|2,61075|1) - I'd say things like this also need the finish as well (you can apply multiple hitsounds to one note like this)

  1. 01:01:075 (61075|1) - I'd perhaps use a double here to cap the set of 1/4 rolls and the section off. Up to you though.
  2. 01:39:200 (99200|1) - +finish
  3. 01:59:825 (119825|3) - I would make this 2/1 shorter, since I'm not particularly a fan of having the 3 LNs held here at this difficulty. It would then make space for the double at the end.
This is literally all I can find fundamentally wrong with this difficulty. Anything else I feel would be minor nitpicks infringing on the style set out here. Either that or I'm just tired lmao

Again many apologies for the delay on this. Should have more coming within the next couple of days or so I hope.
I'm fine with the top diff not being remapped btw, just to let you know.
Topic Starter
Tailsdk

Asherz007 wrote:

Aight my life sucks; so sorry for taking so long to get back to this...

Can hardly call the first difficulty Beginner at that SR lol. Might want to rename it to something else. Renamed to Normal and renamed Normal, Advanced

Hitsound-wise might want to increase the volumes drastically to around, say, 50-60% or so. I reckon you may also need a louder hitfinish altogether though since I think that's still too quiet at that volume. (also apply soft-C wherever there's soft-F since the kick is almost always present whenever there's a crash heard; PM me if you need examples/don't understand what I'm on about) all of the hitsound issues should be gone once updated

Also, a small concern at the start since the top three difficulties are pretty much identical in structure. Not necessarily a bad thing, just wondering whether you had any suggestions for this. i don't think its a problem each difficulty builds on and makes it harder at almost all sections

Guess I'll move onto the next difficulty then. Bit by bit we'll get there xD

Normal
There's a couple of sections here that have an identical density to Beginner, so you may want to nerf the Beginner diff slightly. i think i will keep it as it is because if i nerf the parts it will be the same problems as before where it was too easy compared to the other difficulty

In general, though, there's not really that much to say about this difficulty I suppose.

01:00:137 (60137|2,60450|1,60762|2,61075|1) - I'd say things like this also need the finish as well (you can apply multiple hitsounds to one note like this) added across all difficulties

  1. 01:01:075 (61075|1) - I'd perhaps use a double here to cap the set of 1/4 rolls and the section off. Up to you though. sure
  2. 01:39:200 (99200|1) - +finish added
  3. 01:59:825 (119825|3) - I would make this 2/1 shorter, since I'm not particularly a fan of having the 3 LNs held here at this difficulty. It would then make space for the double at the end. seams good added it ^-^
This is literally all I can find fundamentally wrong with this difficulty. Anything else I feel would be minor nitpicks infringing on the style set out here. Either that or I'm just tired lmao

Again many apologies for the delay on this. Should have more coming within the next couple of days or so I hope.
I'm fine with the top diff not being remapped btw, just to let you know.
Asherz007
I'll keep going then.

Should probably sort out that slightly wonky odhp stuff.

Normal -> ODHP 7
Advanced -> ODHP 7.4

1|2|3|4

Hyper
Not much to say here I think. Simple and solid.

  1. 00:03:887 (3887|2) - Where'd the hitsound go
  2. 00:34:825 (34825|1) - I think you can make this 1/1 shorter since the sound you're following here has some slidey business going on down to the next note. Also gives you a little bit of space in terms of making those kick doubles not so cramped. Could say the same for 01:34:825 (94825|1).
  3. 01:38:106 (98106|3,98262|2,98262|3,98418|1) - I would change this to 3[24]3 to avoid the 3-note stack in col 2, made even more awkward with the LN hold as well for the first pair.
  4. 02:00:450 (120450|3) - Not too sure about this LN here. (Kinda makes this a little bit harder than Another here, so might not be a good idea.)

Another
Man, lemme find something to say about the map, you're making me feel like I'm not doing my job properly xD

  1. 00:45:918 (45918|3) - You missed the kick here
  2. 00:50:918 (50918|0) - ^
  3. 00:55:918 (55918|2) - ^
  4. 01:57:012 (117012|0,117168|0,117325|0,117481|0) - I think you might have dropped your consistency here. Like 01:57:481 (117481|2,117481|0) should be [24] I think. Adjust the following stuff as you need to.
I'd be nitpicking otherwise. Unless there's something you really want to change elsewhere, it's good as is I reckon.

Spring (wondering how relevant this is of a diff name)
I guess I did most of this the first time I looked at it so there shouldn't be much to point out here.

  1. 00:45:293 (45293|1,45293|2,45371|0,45371|3) - Not too sure what you're catching with these two doubles in particular.
  2. 00:59:200 (59200|1,59200|0) - finish is doubled for some reason
  3. 01:13:575 (73575|2,73731|2,73887|2,74043|2) - I see no reason for this stack compared to the previous one. I'd probably just swap 01:14:043 (74043|2,74200|3) around though else you'd have to do some major reshuffling and I'd want to avoid that.
  4. 01:30:606 (90606|3,90606|2,90606|0,90762|0,90762|1,90762|3) - Maybe just a nitpick, but you could mirror the first pair with [123][124] here.
Not much to say, really. Kinda already sorted this diff quite a while back lol

I was expecting to have to spend countless hours going through this, but I guess not. Huh. Anyways, no need to rush going through this lol
Think this might make an interesting addition to the ranked section regardless of what lith says
Topic Starter
Tailsdk

Asherz007 wrote:

I'll keep going then.

Should probably sort out that slightly wonky odhp stuff.

Normal -> ODHP 7 ok
Advanced -> ODHP 7.4 ok

1|2|3|4

Hyper
Not much to say here I think. Simple and solid.

  1. 00:03:887 (3887|2) - Where'd the hitsound go i don't know ether added
  2. 00:34:825 (34825|1) - I think you can make this 1/1 shorter since the sound you're following here has some slidey business going on down to the next note. Also gives you a little bit of space in terms of making those kick doubles not so cramped. Could say the same for 01:34:825 (94825|1). ok changed
  3. 01:38:106 (98106|3,98262|2,98262|3,98418|1) - I would change this to 3[24]3 to avoid the 3-note stack in col 2, made even more awkward with the LN hold as well for the first pair. moved
  4. 02:00:450 (120450|3) - Not too sure about this LN here. (Kinda makes this a little bit harder than Another here, so might not be a good idea.)ok removed it then :P

Another
Man, lemme find something to say about the map, you're making me feel like I'm not doing my job properly xD

  1. 00:45:918 (45918|3) - You missed the kick here
  2. 00:50:918 (50918|0) - ^
  3. 00:55:918 (55918|2) - ^added all the kicks
  4. 01:57:012 (117012|0,117168|0,117325|0,117481|0) - I think you might have dropped your consistency here. Like 01:57:481 (117481|2,117481|0) should be [24] I think. Adjust the following stuff as you need to. moved around a little here
I'd be nitpicking otherwise. Unless there's something you really want to change elsewhere, it's good as is I reckon.

Spring (wondering how relevant this is of a diff name)
I guess I did most of this the first time I looked at it so there shouldn't be much to point out here.

  1. 00:45:293 (45293|1,45293|2,45371|0,45371|3) - Not too sure what you're catching with these two doubles in particular. i said this last time swell i put double on the red tocks every time the beckgorund sound is there and here the background sound was agressive :P
  2. 00:59:200 (59200|1,59200|0) - finish is doubled for some reason owo fixed
  3. 01:13:575 (73575|2,73731|2,73887|2,74043|2) - I see no reason for this stack compared to the previous one. I'd probably just swap 01:14:043 (74043|2,74200|3) around though else you'd have to do some major reshuffling and I'd want to avoid that. i moved them
  4. 01:30:606 (90606|3,90606|2,90606|0,90762|0,90762|1,90762|3) - Maybe just a nitpick, but you could mirror the first pair with [123][124] here. ok paired them
Not much to say, really. Kinda already sorted this diff quite a while back lol

I was expecting to have to spend countless hours going through this, but I guess not. Huh. Anyways, no need to rush going through this lol
Think this might make an interesting addition to the ranked section regardless of what lith says
Thank you so much for the mod :D
Asherz007
When "no rush" = response in 16 mintues

irc with a lot of hitsound checking
Hopefully I didn't miss any

2017-12-19 18:59 tailsdk: ok i fixed all the problems :D
2017-12-19 18:59 Asherz007: I said there was no rush lmao
2017-12-19 19:02 Asherz007: should probably do a more thorough hitsound check
2017-12-19 19:02 tailsdk: ok ill go through
2017-12-19 19:02 Asherz007: Happy to stick around for a little bit?
2017-12-19 19:02 Asherz007: I can try and point them out
2017-12-19 19:03 tailsdk: that would be helpfull :D
2017-12-19 19:03 Asherz007: alrighty then
2017-12-19 19:03 Asherz007: we'll start from the bottom
2017-12-19 19:03 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1496423 itaojirou - Tze-Chiang [Normal]]
2017-12-19 19:03 Asherz007: 00:11:075 (11075|0) - +c
2017-12-19 19:04 Asherz007: `00:59:200 (59200|0) - +f
2017-12-19 19:04 Asherz007: 01:59:825 (119825|2) - +c
2017-12-19 19:05 tailsdk: added them :P
2017-12-19 19:05 Asherz007: Using the Another diff as the base for these so I'll need to go through this twice just in case there's something wrong with Another itself.
2017-12-19 19:05 Asherz007: I'd better not go too quickly otherwise bancho will mute me lol
2017-12-19 19:05 tailsdk: ok
2017-12-19 19:05 tailsdk: lol
2017-12-19 19:05 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409966 itaojirou - Tze-Chiang [Advanced]]
2017-12-19 19:05 Asherz007: 01:19:200 (79200|1) - +f
2017-12-19 19:05 Asherz007: 01:19:825 (79825|2) - +c
2017-12-19 19:06 Asherz007: 01:39:825 (99825|0) - +f
2017-12-19 19:06 Asherz007: by the way, did you do the hitsounds for each difficulty individually?
2017-12-19 19:06 tailsdk: yeah
2017-12-19 19:07 Asherz007: oh sweet
2017-12-19 19:07 Asherz007: not bad for doing it all yourself lol
2017-12-19 19:07 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409966 itaojirou - Tze-Chiang [Advanced]]
2017-12-19 19:07 Asherz007: whoops wrong diff xd
2017-12-19 19:07 tailsdk: lmao np
2017-12-19 19:07 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409965 itaojirou - Tze-Chiang [Hyper]]
2017-12-19 19:07 Asherz007: 00:41:075 (41075|1) - +c
2017-12-19 19:07 Asherz007: 01:19:200 (79200|2) - +c
2017-12-19 19:08 Asherz007: oh that's it for that diff
2017-12-19 19:08 tailsdk: :O
2017-12-19 19:09 Asherz007: let's move on then, couple on the top diff
2017-12-19 19:09 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409967 itaojirou - Tze-Chiang [Spring]]
2017-12-19 19:09 Asherz007: 01:19:825 (79825|3) - +c
2017-12-19 19:09 Asherz007: 01:59:825 (119825|0) - +f
2017-12-19 19:10 Asherz007: While I'm here, I might as well talk about 00:45:137 (45137|2,45137|1,45215|0,45215|3,45293|1,45293|2,45371|0,45371|3,45450|1,45450|2) -
2017-12-19 19:10 tailsdk: oh yeah
2017-12-19 19:11 Asherz007: I think my main concern is now just that the jumptrill is split, since you insist on keeping them all
2017-12-19 19:11 tailsdk: ah i thoght about that aswell i can find a way to make it 12 34
2017-12-19 19:11 Asherz007: I mean it's up to you whether you change it or not
2017-12-19 19:12 tailsdk: i changed it :P
2017-12-19 19:12 tailsdk: https://osu.ppy.sh/ss/9803251 00:44:981 -
2017-12-19 19:12 Asherz007: Alright I think I'm going to need you to update now so I can check those hitsounds on another
2017-12-19 19:13 Asherz007: Yeah that looks ok
2017-12-19 19:13 Asherz007: I'm sure it plays fine
2017-12-19 19:13 tailsdk: ok should be updated now
2017-12-19 19:16 Asherz007: Aight
2017-12-19 19:16 Asherz007: just the hitsounds then
2017-12-19 19:16 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409963 itaojirou - Tze-Chiang [Another]]
2017-12-19 19:16 Asherz007: 00:55:918 (55918|1) - +c
2017-12-19 19:16 tailsdk: ok
2017-12-19 19:17 Asherz007: 01:06:387 (66387|0) - +drum-c
2017-12-19 19:17 Asherz007: 01:08:262 (68262|3) - wrong c
2017-12-19 19:18 Asherz007: Should probably check those on the other diffs in that section since I might have missed those
2017-12-19 19:18 tailsdk: ok i will
2017-12-19 19:19 Asherz007: 01:45:918 (105918|3,105918|0) - hitsounds are doubled on another
2017-12-19 19:19 tailsdk: ah fixed
2017-12-19 19:20 tailsdk: ok they are fixed on all the others
2017-12-19 19:20 Asherz007: 01:58:575 (118575|0) - btw might want to move this to 3
2017-12-19 19:20 Asherz007: and flip 01:58:731 (118731|3,118770|2,118809|0,118848|1,118887|2) -
2017-12-19 19:20 tailsdk: totaly missed that one
2017-12-19 19:21 Asherz007: I think that should be it, hopefully I haven't missed anything else
2017-12-19 19:22 tailsdk: ok will update it then
2017-12-19 19:22 tailsdk: ok its updated
2017-12-19 19:23 Asherz007: sorry for taking so long to get around to this, must have been a long wait
2017-12-19 19:23 tailsdk: no problem i have sometimes when i get busy as well :P
2017-12-19 19:25 Asherz007: 01:01:387 - hitsound?
2017-12-19 19:25 Asherz007: 01:02:012 - hs not present in spring
2017-12-19 19:26 Asherz007: 01:02:637 - and 01:02:793 - no hs in spring
2017-12-19 19:26 tailsdk: ok
2017-12-19 19:27 Asherz007: How'd I miss those -.-
2017-12-19 19:28 tailsdk: ficed them
2017-12-19 19:30 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1496423 itaojirou - Tze-Chiang [Normal]]
2017-12-19 19:30 Asherz007: 01:12:325 (72325|1,72481|2,72637|3,72793|0,72950|1) - How come all of these have hitsounds on them
2017-12-19 19:31 Asherz007: 01:45:762 (105762|2,105918|1) -
2017-12-19 19:31 tailsdk: i have no clue must have been from the old hitsounds i did
2017-12-19 19:31 Asherz007: Maybe just check normal in general because I think there might be a fair few missing lol
2017-12-19 19:32 tailsdk: saw some aswell
2017-12-19 19:32 Asherz007: might just be that final kiai section that's missing them
2017-12-19 19:33 tailsdk: missed on like every note in the kiai
2017-12-19 19:33 Asherz007: 01:56:075 (116075|3,116075|0) - also double hs
2017-12-19 19:34 Asherz007: 01:57:325 (117325|2,117325|0) - and this one
2017-12-19 19:34 tailsdk: saw them aswell
2017-12-19 19:34 tailsdk: fixed them
2017-12-19 19:34 Asherz007: 01:59:825 (119825|3) - btw, you've shortened this by 1/2 rather than 2/1 lol
2017-12-19 19:35 tailsdk: oh LOL
2017-12-19 19:35 Asherz007: I meant ending at 02:00:450 -
2017-12-19 19:35 tailsdk: ok fixed it
2017-12-19 19:36 Asherz007: hitsounds are hard lmao
2017-12-19 19:36 tailsdk: they really are >:<
2017-12-19 19:36 Asherz007: alright
2017-12-19 19:37 Asherz007: I hope to god there's nothing else that needs looking at
2017-12-19 19:37 tailsdk: ok thank you for the help let me restart osu! because it keeps getting stuck at 11.1% in preparing LOL
2017-12-19 19:37 Asherz007: lol ok
2017-12-19 19:38 tailsdk: ok its updated now
2017-12-19 19:40 Asherz007: Ok. Side question, but who else are you going to ask about checking the map?
2017-12-19 19:40 tailsdk: i think maybe protocastic since he favorited the map
2017-12-19 19:40 Asherz007: I'm sure she'd scream at you about hitsounds as well lul
2017-12-19 19:41 tailsdk: lol
2017-12-19 19:41 Asherz007: My brain's kinda melting rn lmao, but is there any other issue you want to raise?
2017-12-19 19:42 tailsdk: not really any that know of
2017-12-19 19:42 Asherz007: Sure?
2017-12-19 19:43 tailsdk: yeah :P
2017-12-19 19:43 Asherz007: Oh right. I think I sound kinda dumb saying this, but how is Spring related to the song
2017-12-19 19:44 Asherz007: Since although the top difficulty can have a custom name, it needs to be related to the song somewhat
2017-12-19 19:45 Asherz007: Generally, at least.
2017-12-19 19:45 tailsdk: hmm i can rename it if needed
2017-12-19 19:45 Asherz007: I was just wondering why Spring lol, that's all
2017-12-19 19:45 tailsdk: i just thought it sounded nice and fit the background
2017-12-19 19:45 Asherz007: lol sure
2017-12-19 19:46 tailsdk: i can rename it Black Another if need be
2017-12-19 19:46 Asherz007: nah it's fine
2017-12-19 19:46 tailsdk: ok
2017-12-19 19:46 Asherz007: I can imagine someone else worrying about the spread, but I think it should be ok. Anyways, you think you're all set?
2017-12-19 19:47 tailsdk: yep :P
2017-12-19 19:47 Asherz007: Just ensure everything's up to date while I sort everything out then
2017-12-19 19:48 tailsdk: All difficulties are updated

Best of luck! :)
Topic Starter
Tailsdk

Asherz007 wrote:

When "no rush" = response in 16 mintues

irc with a lot of hitsound checking
Hopefully I didn't miss any

2017-12-19 18:59 tailsdk: ok i fixed all the problems :D
2017-12-19 18:59 Asherz007: I said there was no rush lmao
2017-12-19 19:02 Asherz007: should probably do a more thorough hitsound check
2017-12-19 19:02 tailsdk: ok ill go through
2017-12-19 19:02 Asherz007: Happy to stick around for a little bit?
2017-12-19 19:02 Asherz007: I can try and point them out
2017-12-19 19:03 tailsdk: that would be helpfull :D
2017-12-19 19:03 Asherz007: alrighty then
2017-12-19 19:03 Asherz007: we'll start from the bottom
2017-12-19 19:03 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1496423 itaojirou - Tze-Chiang [Normal]]
2017-12-19 19:03 Asherz007: 00:11:075 (11075|0) - +c
2017-12-19 19:04 Asherz007: `00:59:200 (59200|0) - +f
2017-12-19 19:04 Asherz007: 01:59:825 (119825|2) - +c
2017-12-19 19:05 tailsdk: added them :P
2017-12-19 19:05 Asherz007: Using the Another diff as the base for these so I'll need to go through this twice just in case there's something wrong with Another itself.
2017-12-19 19:05 Asherz007: I'd better not go too quickly otherwise bancho will mute me lol
2017-12-19 19:05 tailsdk: ok
2017-12-19 19:05 tailsdk: lol
2017-12-19 19:05 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409966 itaojirou - Tze-Chiang [Advanced]]
2017-12-19 19:05 Asherz007: 01:19:200 (79200|1) - +f
2017-12-19 19:05 Asherz007: 01:19:825 (79825|2) - +c
2017-12-19 19:06 Asherz007: 01:39:825 (99825|0) - +f
2017-12-19 19:06 Asherz007: by the way, did you do the hitsounds for each difficulty individually?
2017-12-19 19:06 tailsdk: yeah
2017-12-19 19:07 Asherz007: oh sweet
2017-12-19 19:07 Asherz007: not bad for doing it all yourself lol
2017-12-19 19:07 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409966 itaojirou - Tze-Chiang [Advanced]]
2017-12-19 19:07 Asherz007: whoops wrong diff xd
2017-12-19 19:07 tailsdk: lmao np
2017-12-19 19:07 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409965 itaojirou - Tze-Chiang [Hyper]]
2017-12-19 19:07 Asherz007: 00:41:075 (41075|1) - +c
2017-12-19 19:07 Asherz007: 01:19:200 (79200|2) - +c
2017-12-19 19:08 Asherz007: oh that's it for that diff
2017-12-19 19:08 tailsdk: :O
2017-12-19 19:09 Asherz007: let's move on then, couple on the top diff
2017-12-19 19:09 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409967 itaojirou - Tze-Chiang [Spring]]
2017-12-19 19:09 Asherz007: 01:19:825 (79825|3) - +c
2017-12-19 19:09 Asherz007: 01:59:825 (119825|0) - +f
2017-12-19 19:10 Asherz007: While I'm here, I might as well talk about 00:45:137 (45137|2,45137|1,45215|0,45215|3,45293|1,45293|2,45371|0,45371|3,45450|1,45450|2) -
2017-12-19 19:10 tailsdk: oh yeah
2017-12-19 19:11 Asherz007: I think my main concern is now just that the jumptrill is split, since you insist on keeping them all
2017-12-19 19:11 tailsdk: ah i thoght about that aswell i can find a way to make it 12 34
2017-12-19 19:11 Asherz007: I mean it's up to you whether you change it or not
2017-12-19 19:12 tailsdk: i changed it :P
2017-12-19 19:12 tailsdk: https://osu.ppy.sh/ss/9803251 00:44:981 -
2017-12-19 19:12 Asherz007: Alright I think I'm going to need you to update now so I can check those hitsounds on another
2017-12-19 19:13 Asherz007: Yeah that looks ok
2017-12-19 19:13 Asherz007: I'm sure it plays fine
2017-12-19 19:13 tailsdk: ok should be updated now
2017-12-19 19:16 Asherz007: Aight
2017-12-19 19:16 Asherz007: just the hitsounds then
2017-12-19 19:16 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1409963 itaojirou - Tze-Chiang [Another]]
2017-12-19 19:16 Asherz007: 00:55:918 (55918|1) - +c
2017-12-19 19:16 tailsdk: ok
2017-12-19 19:17 Asherz007: 01:06:387 (66387|0) - +drum-c
2017-12-19 19:17 Asherz007: 01:08:262 (68262|3) - wrong c
2017-12-19 19:18 Asherz007: Should probably check those on the other diffs in that section since I might have missed those
2017-12-19 19:18 tailsdk: ok i will
2017-12-19 19:19 Asherz007: 01:45:918 (105918|3,105918|0) - hitsounds are doubled on another
2017-12-19 19:19 tailsdk: ah fixed
2017-12-19 19:20 tailsdk: ok they are fixed on all the others
2017-12-19 19:20 Asherz007: 01:58:575 (118575|0) - btw might want to move this to 3
2017-12-19 19:20 Asherz007: and flip 01:58:731 (118731|3,118770|2,118809|0,118848|1,118887|2) -
2017-12-19 19:20 tailsdk: totaly missed that one
2017-12-19 19:21 Asherz007: I think that should be it, hopefully I haven't missed anything else
2017-12-19 19:22 tailsdk: ok will update it then
2017-12-19 19:22 tailsdk: ok its updated
2017-12-19 19:23 Asherz007: sorry for taking so long to get around to this, must have been a long wait
2017-12-19 19:23 tailsdk: no problem i have sometimes when i get busy as well :P
2017-12-19 19:25 Asherz007: 01:01:387 - hitsound?
2017-12-19 19:25 Asherz007: 01:02:012 - hs not present in spring
2017-12-19 19:26 Asherz007: 01:02:637 - and 01:02:793 - no hs in spring
2017-12-19 19:26 tailsdk: ok
2017-12-19 19:27 Asherz007: How'd I miss those -.-
2017-12-19 19:28 tailsdk: ficed them
2017-12-19 19:30 Asherz007: ACTION is editing [http://osu.ppy.sh/b/1496423 itaojirou - Tze-Chiang [Normal]]
2017-12-19 19:30 Asherz007: 01:12:325 (72325|1,72481|2,72637|3,72793|0,72950|1) - How come all of these have hitsounds on them
2017-12-19 19:31 Asherz007: 01:45:762 (105762|2,105918|1) -
2017-12-19 19:31 tailsdk: i have no clue must have been from the old hitsounds i did
2017-12-19 19:31 Asherz007: Maybe just check normal in general because I think there might be a fair few missing lol
2017-12-19 19:32 tailsdk: saw some aswell
2017-12-19 19:32 Asherz007: might just be that final kiai section that's missing them
2017-12-19 19:33 tailsdk: missed on like every note in the kiai
2017-12-19 19:33 Asherz007: 01:56:075 (116075|3,116075|0) - also double hs
2017-12-19 19:34 Asherz007: 01:57:325 (117325|2,117325|0) - and this one
2017-12-19 19:34 tailsdk: saw them aswell
2017-12-19 19:34 tailsdk: fixed them
2017-12-19 19:34 Asherz007: 01:59:825 (119825|3) - btw, you've shortened this by 1/2 rather than 2/1 lol
2017-12-19 19:35 tailsdk: oh LOL
2017-12-19 19:35 Asherz007: I meant ending at 02:00:450 -
2017-12-19 19:35 tailsdk: ok fixed it
2017-12-19 19:36 Asherz007: hitsounds are hard lmao
2017-12-19 19:36 tailsdk: they really are >:<
2017-12-19 19:36 Asherz007: alright
2017-12-19 19:37 Asherz007: I hope to god there's nothing else that needs looking at
2017-12-19 19:37 tailsdk: ok thank you for the help let me restart osu! because it keeps getting stuck at 11.1% in preparing LOL
2017-12-19 19:37 Asherz007: lol ok
2017-12-19 19:38 tailsdk: ok its updated now
2017-12-19 19:40 Asherz007: Ok. Side question, but who else are you going to ask about checking the map?
2017-12-19 19:40 tailsdk: i think maybe protocastic since he favorited the map
2017-12-19 19:40 Asherz007: I'm sure she'd scream at you about hitsounds as well lul
2017-12-19 19:41 tailsdk: lol
2017-12-19 19:41 Asherz007: My brain's kinda melting rn lmao, but is there any other issue you want to raise?
2017-12-19 19:42 tailsdk: not really any that know of
2017-12-19 19:42 Asherz007: Sure?
2017-12-19 19:43 tailsdk: yeah :P
2017-12-19 19:43 Asherz007: Oh right. I think I sound kinda dumb saying this, but how is Spring related to the song
2017-12-19 19:44 Asherz007: Since although the top difficulty can have a custom name, it needs to be related to the song somewhat
2017-12-19 19:45 Asherz007: Generally, at least.
2017-12-19 19:45 tailsdk: hmm i can rename it if needed
2017-12-19 19:45 Asherz007: I was just wondering why Spring lol, that's all
2017-12-19 19:45 tailsdk: i just thought it sounded nice and fit the background
2017-12-19 19:45 Asherz007: lol sure
2017-12-19 19:46 tailsdk: i can rename it Black Another if need be
2017-12-19 19:46 Asherz007: nah it's fine
2017-12-19 19:46 tailsdk: ok
2017-12-19 19:46 Asherz007: I can imagine someone else worrying about the spread, but I think it should be ok. Anyways, you think you're all set?
2017-12-19 19:47 tailsdk: yep :P
2017-12-19 19:47 Asherz007: Just ensure everything's up to date while I sort everything out then
2017-12-19 19:48 tailsdk: All difficulties are updated

Best of luck! :)
Thank you so much for all of the help :DDD
Litharrale
Hi

Ash wrote:

the summarisation thing can be applied to pretty much any map and "being too samey" can be applied to pretty much any map
This is not true, the issue this map has is fairly unique.

I'll start with the Hyper; I went through the map and divided it into it's components and here is what I found.


  • The problem

    56.6% of the map is either basic single-double-single-double patterning or long LN+single-double-single-double patterning. This means more than half the map is essentially one pattern. Just to clarify as well, these patterns are all the same, there are no stack/jack themes or PR or anything.

    This is a huge red flag but can be forgiven if the other 43.7% is really intricate, in this case though it's not.

    The remainder is mostly made up of sequence enders that are composed of 1/2 doubles that should probably be included in the 56.6% above and 1/4 steps that always look like this.



    The other main remainder is the break in the middle where the vocals are mapped 01:01:075 (61075|3) - which is very basic and not that interesting but I can forgive you for it since it doesn't give you a lot of room.

    This map is very samey and I feel like a lot of it is copy pasted although I'm not motivated enough to find out if that's the case. Even if it's not, you could've done it and not much would be different.

    What can be done about it?

    There are a lot of sounds that you are ignoring which could be mapped. In almost every section, there is a strong melody or some other sound that could be used to really change up your mapping and make this map a lot more interesting.

    Example: 00:22:012 (22012|2) - This section has a very strong melody that could be mapped to by using doubles for the strong rises and falls every half beat. If you wanted to be lazy you could even just PR it.

    Second Example: 00:41:387 (41387|2) - This section has a different melody that's faster and uses both 1/4 rhythms and 1/2 rhythms, this could make for a really interesting section
I was going to make a different section for each difficult but I think I conveyed my point the way I wanted to for the hyper. The same issue applies to all the difficulties except for some there are slight variations.

For example in the Another, 00:44:590 (44590|3) - This section is just blanketed with rolling jumpstreams which completely ignores the melody and all other sounds. I'd actually call a lot of the notes here ghost notes which isn't rankable.

Also the difference between diffs at certain points is..... lul

Pictured is the Hyper, Another and Spring at the same point, label each one with the correct difficulty name and win a prize!



This map ignores the song and uses it as an excuse to have repeating patterns, there is a lot of potential and I don't think it would be hard to implement, good luck!
Topic Starter
Tailsdk

Litharrale wrote:

Hi

Ash wrote:

the summarisation thing can be applied to pretty much any map and "being too samey" can be applied to pretty much any map
This is not true, the issue this map has is fairly unique.

I'll start with the Hyper; I went through the map and divided it into it's components and here is what I found.


  • The problem

    56.6% of the map is either basic single-double-single-double patterning or long LN+single-double-single-double patterning. This means more than half the map is essentially one pattern. Just to clarify as well, these patterns are all the same, there are no stack/jack themes or PR or anything. i dont think its too big of a problem there are other maps which have more the same then this map

    This is a huge red flag but can be forgiven if the other 43.7% is really intricate, in this case though it's not.

    The remainder is mostly made up of sequence enders that are composed of 1/2 doubles that should probably be included in the 56.6% above and 1/4 steps that always look like this.



    The other main remainder is the break in the middle where the vocals are mapped 01:01:075 (61075|3) - which is very basic and not that interesting but I can forgive you for it since it doesn't give you a lot of room. I think the vocals here are the most interesting to map here they make it feel like a break but you still have to be focused or some of the weird beats might catch you of

    This map is very samey and I feel like a lot of it is copy pasted although I'm not motivated enough to find out if that's the case. Even if it's not, you could've done it and not much would be different.i havn't copy pasted once while making this entire set like at all

    What can be done about it?

    There are a lot of sounds that you are ignoring which could be mapped. In almost every section, there is a strong melody or some other sound that could be used to really change up your mapping and make this map a lot more interesting.

    Example: 00:22:012 (22012|2) - This section has a very strong melody that could be mapped to by using doubles for the strong rises and falls every half beat. If you wanted to be lazy you could even just PR it. i can change the hyper difficulty to follow these sounds but i will keep Another and Spring Soring already has these sounds included i use a double every time the sound is there as for Another i want to keep it like that or the jump in between Another and Spring just becomes too big

    Second Example: 00:41:387 (41387|2) - This section has a different melody that's faster and uses both 1/4 rhythms and 1/2 rhythms, this could make for a really interesting section i will say the same here as above will change hype but let Another and spring be
I was going to make a different section for each difficult but I think I conveyed my point the way I wanted to for the hyper. The same issue applies to all the difficulties except for some there are slight variations. could at least told me all the problems insteadt of just showiing a few smh

For example in the Another, 00:44:590 (44590|3) - This section is just blanketed with rolling jumpstreams which completely ignores the melody and all other sounds. I'd actually call a lot of the notes here ghost notes which isn't rankable. This was sugested to me by Ashers and i think it fits well but will change a bit for hyper and a little for another

Also the difference between diffs at certain points is..... lul

Pictured is the Hyper, Another and Spring at the same point, label each one with the correct difficulty name and win a prize!
you use the begining of the map as an example a part where there is nothing really happening here i dint think its a problem that its the same in this small section


This map ignores the song and uses it as an excuse to have repeating patterns, there is a lot of potential and I don't think it would be hard to implement, good luck!
ok made a new hyper with your ideas (dont really think its fun personaly)
juankristal
Heyo, I saw this being popped so I will take a chance to give my thoughts on the Hyper diff and how to fix it in order to make both sides happy (or at least i hope)

To begin with, I slightly agree with Lith that this diff is a bit too repetitive but mostly because the patterns used are just straight out generic and confortable so I could basically copy the map and paste it into another song with similar BPM and it would probably play just fine. I think that is a slight problem because it lacks any element of uniqueness but this in my eyes is not that hard to fix at least to some extent so here we go: (I am pointing this on the original Hyper diff and not the test one)

From here 00:11:075 - to here 00:19:825 - I would personally use the same density that you propose but I would move the patterns around a bit. Given there isnt many instruments present there to take the main relevancy you could use the bass sound in the background to lead the pattern choice. My options would be either make a trill motion oriented patterns or a 1/2 jack or anchor-ish type. This would help making your map a bit more diverse as different sections would contain different patterns but similar structures density wise. Some pictures (wont go too in-depth with it, I just want to picture it out so you can see what I mean):

For jacks


For trillish


Use your imagination to make them fit to your tastes if you find it interesting or useful.

Some options for the after-kiai sections:

00:41:075 - For example here since the melody is sort of similar to the intro I just pointed out but the higher pitch sound takes a bit more relevancy you could try and use some emphasys particularily in beats like this 00:41:856 - 00:43:106 - 00:44:356 - 00:45:606 - (etc) using doubles. Following the stronger higih pitch hits for the whole section. This might require some nerfs to the patterns in general for this part (such as reducing the double count a bit for the drum kicks). Another option will be pointed just after this considering the music change after this bit.

Seeing the section here 00:51:075 - after the crash you also have other options to make stuff even more interesting. One way would be keeping this section as it is but adding the previous suggestion pointed out but it would probably make stuff too harsh in general. So my option is going back to the previous section and only pay strict attention to the higher pitch sound. A picture to ilustrate it so its easier to see what I mean:



And for the section after 01:01:387 - here:

01:11:075 - The voice still has its own importance and I think it would be a nice fit to still give it relevance map wise, just moving the patterns around to create some anchors or jacks could just make the deal. This is of course up to your diff spread and if it can support it because I didnt check that and this might be a bit hard.




Anyways, hope this helps and I wish you good luck. Remember this are just my suggestions and you are free to do whatever you want with the map. I imagine this would be cool to do but again, I am not the mapper neither I followed the modding here all that much. Have a good one o/
Topic Starter
Tailsdk

juankristal wrote:

Heyo, I saw this being popped so I will take a chance to give my thoughts on the Hyper diff and how to fix it in order to make both sides happy (or at least i hope)

To begin with, I slightly agree with Lith that this diff is a bit too repetitive but mostly because the patterns used are just straight out generic and confortable so I could basically copy the map and paste it into another song with similar BPM and it would probably play just fine. I think that is a slight problem because it lacks any element of uniqueness but this in my eyes is not that hard to fix at least to some extent so here we go: (I am pointing this on the original Hyper diff and not the test one)

From here 00:11:075 - to here 00:19:825 - I would personally use the same density that you propose but I would move the patterns around a bit. Given there isnt many instruments present there to take the main relevancy you could use the bass sound in the background to lead the pattern choice. My options would be either make a trill motion oriented patterns or a 1/2 jack or anchor-ish type. This would help making your map a bit more diverse as different sections would contain different patterns but similar structures density wise. Some pictures (wont go too in-depth with it, I just want to picture it out so you can see what I mean):

For jacks


For trillish


Use your imagination to make them fit to your tastes if you find it interesting or useful. i acually had the pattern as jacks to start with but the hyer difficulty got nerfed and so the patern got lost but i will put the jacks back in

Some options for the after-kiai sections:

00:41:075 - For example here since the melody is sort of similar to the intro I just pointed out but the higher pitch sound takes a bit more relevancy you could try and use some emphasys particularily in beats like this 00:41:856 - 00:43:106 - 00:44:356 - 00:45:606 - (etc) using doubles. Following the stronger higih pitch hits for the whole section. This might require some nerfs to the patterns in general for this part (such as reducing the double count a bit for the drum kicks). Another option will be pointed just after this considering the music change after this bit. i like this idea for this difficulty

Seeing the section here 00:51:075 - after the crash you also have other options to make stuff even more interesting. One way would be keeping this section as it is but adding the previous suggestion pointed out but it would probably make stuff too harsh in general. So my option is going back to the previous section and only pay strict attention to the higher pitch sound. A picture to ilustrate it so its easier to see what I mean:



And for the section after 01:01:387 - here:

01:11:075 - The voice still has its own importance and I think it would be a nice fit to still give it relevance map wise, just moving the patterns around to create some anchors or jacks could just make the deal. This is of course up to your diff spread and if it can support it because I didnt check that and this might be a bit hard. i had this in for the spring difficulty until last mod but i think ill make it a thing across all difficulties




Anyways, hope this helps and I wish you good luck. Remember this are just my suggestions and you are free to do whatever you want with the map. I imagine this would be cool to do but again, I am not the mapper neither I followed the modding here all that much. Have a good one o/
thank you so much this was very helpfull
Topic Starter
Tailsdk
ok updated all difficulties with all the new suggestions

Ready to be checked again by lith
Litharrale

Litharrale wrote:

The same issue applies to all the difficulties
I should have emphasized this more in my mod, the examples I gave in the Hyper were just that, examples. They weren't the only problem. Every difficulty in this set has the same problem.

The only changes I've seen you make is that you've replaced generic patterning with repetitive pattering rather than mapping to the melody like I suggested

now it looks definitely copy pasted too (example from another)

I see you've made some big changes which is a good start but it feels clunky and rushed. An isolated example would be in Spring, in the middle section, a lot of these notes feel randomly placed like 00:47:012 (47012|0,47012|1,47168|0,47168|1) - These two doubles are stacked but are very different. They have different pitches and the first one is accompanied by a strong bass hit but this isn't reflected in the patterning. A possible solution would be something like this

Moving the double over to the middle and adding another note reflects the pitch change and also shows that this sound is stronger than the others. The resulting triple stack on col 4 also helps to make this sudden rise in pitch be felt before it drops back down to 00:47:168 (47168|1,47168|0) -

I think you need to get rid of all the dumps as well such as 00:25:606 (25606|1,25684|2) - from another. There is a quiet 1/4 rhythm here but this JS could be put in any map with the same BPM and it'd still fit which is not a good thing. Map to the melody instead and include some 1/4 rhythms to make it interesting.

Since you've changed the diffs in a very significant way, you'll probably need more mods before pushing it since it's essentially a new mapset
juankristal
00:32:520 (32520|3) - woops in hyper
Topic Starter
Tailsdk

Litharrale wrote:

Litharrale wrote:

The same issue applies to all the difficulties
I should have emphasized this more in my mod, the examples I gave in the Hyper were just that, examples. They weren't the only problem. Every difficulty in this set has the same problem.

The only changes I've seen you make is that you've replaced generic patterning with repetitive pattering rather than mapping to the melody like I suggested you mapping to the malody rather then making repetetive patterns i've gone through the melody a couple of times now and the melody is also reptetive with a few changes every 16/1 so i dont know what you mean here. also there are a lot of other ranked map wich are very repetetive aswell so i dont see it as the biggest issue in the world

now it looks definitely copy pasted too (example from another)this was one of juans examples just above but i will move them around a bit

I see you've made some big changes which is a good start but it feels clunky and rushed. An isolated example would be in Spring, in the middle section, a lot of these notes feel randomly placed like 00:47:012 (47012|0,47012|1,47168|0,47168|1) - These two doubles are stacked but are very different. They have different pitches and the first one is accompanied by a strong bass hit but this isn't reflected in the patterning. A possible solution would be something like this

Moving the double over to the middle and adding another note reflects the pitch change and also shows that this sound is stronger than the others. The resulting triple stack on col 4 also helps to make this sudden rise in pitch be felt before it drops back down to 00:47:168 (47168|1,47168|0) - will change this to be reflective

I think you need to get rid of all the dumps as well such as 00:25:606 (25606|1,25684|2) - from another. There is a quiet 1/4 rhythm here but this JS could be put in any map with the same BPM and it'd still fit which is not a good thing. Map to the melody instead and include some 1/4 rhythms to make it interesting. tbh i dont have an idea of what to map here anymore the jumpstream was kind of the whole gimick of the map so pls give me an idea of how a pattern could look here because i dont know

Since you've changed the diffs in a very significant way, you'll probably need more mods before pushing it since it's essentially a new mapset ok will get some new mods once the things above have been adressed
will do some further remapping
DoNotMess
hello! dnm queue~
i will just mod Spring diff just cos it's popped ;-;
1|2|3|4
Spring
00:02:325 (2325|3) - would strongly recommend to move to column 1 since u make column 4 special for snare sound only, the player will be able to distinguish
00:04:825 (4825|1) - and also this one
00:06:075 (6075|3) - ^
and so on
00:11:075 - since there is snare sound and kick sound here, i would suggest if u map kick as 2 and snare as 3 (since the another diff didnt map it that way, i guess u could map it that way) like in 00:11:700 - 00:12:325 - 00:12:950 - and so on, could be mapped as 2
00:38:575 - i would recommend this kind of pattern https://puu.sh/yTt4e/f85a1f4466.png to strongly emphasize the kick that is loud at that part instead of the instrument melody
01:10:762 - hm this empty space here feels super weird as in generic mapping style of osu mania, i would suggest add 2 single notes here to break the ice
02:00:879 (120879|0,120918|1) - ctrl g would looked better and played better imo

JUMPSTREAM OF FIGHTER
goodluck, overall is nice
Topic Starter
Tailsdk

DoNotMess wrote:

hello! dnm queue~
i will just mod Spring diff just cos it's popped ;-;
1|2|3|4
Spring
00:02:325 (2325|3) - would strongly recommend to move to column 1 since u make column 4 special for snare sound only, the player will be able to distinguish
00:04:825 (4825|1) - and also this one
00:06:075 (6075|3) - ^
and so on changed this
00:11:075 - since there is snare sound and kick sound here, i would suggest if u map kick as 2 and snare as 3 (since the another diff didnt map it that way, i guess u could map it that way) like in 00:11:700 - 00:12:325 - 00:12:950 - and so on, could be mapped as 2 i would rather keep tham as triples here
00:38:575 - i would recommend this kind of pattern https://puu.sh/yTt4e/f85a1f4466.png to strongly emphasize the kick that is loud at that part instead of the instrument melody changed to the pattern good idea
01:10:762 - hm this empty space here feels super weird as in generic mapping style of osu mania, i would suggest add 2 single notes here to break the ice added 2 notes
02:00:879 (120879|0,120918|1) - ctrl g would looked better and played better imo switched

JUMPSTREAM OF FIGHTER
goodluck, overall is nice
Thanks for the mod ^-^
Rivals_7
well i can see wheres the pop going

soft-hitnormal is shorter than 100s

1234

Going to talk about general spread thing because that seems to be the problem here. Lets start with "Normal"


funny in the desc you mention you mostly used 1/1 but the kiai have a full 1/2 and occasionaly 3/4 rhythm in the middle such as - 01:02:481 (62481|1,62715|2,62950|3) -

14.8% portion of this difficulties are extremely similar to advanced. I'm pointing to the section of The first half of 1st kiai and 2nd kiai
The only way to nerf it is to delete every 1/2 note (simply the note that fall in a red line should be deleted). so the progress is like 1/1 in Normal, then goes 1/2 in Advanced. Reasonable, right?
or
every note should cover the main melody. not the percussion. Right now you are using percussion as your main layering. you can nerf it by removing some of it. for the perspective, take a look at this http://puu.sh/ziCjB/4b69aacfbf.jpg
Apply this and see the difference. this might reduce the SR by some....maybe not much but its sufficient to the current concept and spread-wise

14.7% portion of this diff is literally too much to call it a "reasonable progress". Why is that? take a look at this

The right one is Advanced
One question arise. why did you stop your 1/1 patterning+LN at - 00:39:825 - this very point and decided to not continue the rest?
they maybe a different set of chime in the LN layering but the layering of its percussion could be the same. right now the progression between the diff is not-so-equal

in the other hand, - 00:38:887 (38887|1,39512|1,39981|1,40606|1) - col 3 is lonely :d

01:02:715 (62715|2,62950|3) - i know you were following vocal here, but again says your description, if your intention was to make this "new player friendly" you should get rid something that could mindblock them. vocal come in a syncopated 3/4 rhythm here and is not so sufficient to call it "Easy to predict". Simply move this - 01:02:637 (62637|2,62950|3) - 2 lines to above (on 1/4 snap). now they correctly follow kicks.
Additionaly - 01:03:418 (63418|1) - can be deleted so your layering could focus to percussion only
Probably gotta need quite a lot of revamp

Normal, Advanced, and Hyper shares the similarities in this section.
Keep this in mind,that every section of the harder diff needs to be harder than the easier one, unless the song didn't have any freedom on its instrument anymore. On this case, look at hyper and Another now. Start at - 01:01:075

Left is Hyper, Right is Another. your next diff.
Up until Hyper you only introducing simple single notes across this section but suddenly on Another, it suddenly introduced a Mini LN, it also suddenly introducing a Triple and a 1/6 mini LN. So theres an unbalanced spread between Normal, Advanced, Hyper -------->Another, Spring. The ideal spread mostly is Normal -> advanced -> Hyper -> another -> Spring

The top diff and Another is actually pretty cool but I see you had a hard time making a spread yourself, not that thing to blame tho. its actually hard really. but unfortunately that is needed for RC.
If you feel you cant handle this, asking a GD is always an option tbf.

PS: I personally fine with one kind of pattern (that is expected since the song is repetitive) but I asking you to spread the layering more progressively. Imagine you mapping "Blue Army" song (that loved map one) which consistently had a 1/4 streams. if you making a spread for that, then Normal will had 1/1, then Advanced can have 1/2, Hyper can have 1/4, then In another can have 1/4 + more doubles and so on. I think you get the point.

Sorry if i cant immediately iconing this. If you think the spread is fixed, you can probably approach me via PM again.
Topic Starter
Tailsdk

Rivals_7 wrote:

well i can see wheres the pop going

soft-hitnormal is shorter than 100s will figure that out will probaly edit this as i get stuf done

1234

Going to talk about general spread thing because that seems to be the problem here. Lets start with "Normal"


funny in the desc you mention you mostly used 1/1 but the kiai have a full 1/2 and occasionaly 3/4 rhythm in the middle such as - 01:02:481 (62481|1,62715|2,62950|3) - i wrote this a long time ago will update it to fit the song more

14.8% portion of this difficulties are extremely similar to advanced. I'm pointing to the section of The first half of 1st kiai and 2nd kiai
The only way to nerf it is to delete every 1/2 note (simply the note that fall in a red line should be deleted). so the progress is like 1/1 in Normal, then goes 1/2 in Advanced. Reasonable, right?
or
every note should cover the main melody. not the percussion. Right now you are using percussion as your main layering. you can nerf it by removing some of it. for the perspective, take a look at this http://puu.sh/ziCjB/4b69aacfbf.jpg
Apply this and see the difference. this might reduce the SR by some....maybe not much but its sufficient to the current concept and spread-wise
i went with option 2 and i chose to follow the melody and only map that for Normal

14.7% portion of this diff is literally too much to call it a "reasonable progress". Why is that? take a look at this

The right one is Advanced
One question arise. why did you stop your 1/1 patterning+LN at - 00:39:825 - this very point and decided to not continue the rest? i stop the LN here to put more focus on the finish sounds here i have done that on all difficulties and i want to keep it to stay consistant
they maybe a different set of chime in the LN layering but the layering of its percussion could be the same. right now the progression between the diff is not-so-equal

in the other hand, - 00:38:887 (38887|1,39512|1,39981|1,40606|1) - col 3 is lonely :d moved something over there :P

01:02:715 (62715|2,62950|3) - i know you were following vocal here, but again says your description, if your intention was to make this "new player friendly" you should get rid something that could mindblock them. vocal come in a syncopated 3/4 rhythm here and is not so sufficient to call it "Easy to predict". Simply move this - 01:02:637 (62637|2,62950|3) - 2 lines to above (on 1/4 snap). now they correctly follow kicks.
Additionaly - 01:03:418 (63418|1) - can be deleted so your layering could focus to percussion only
Probably gotta need quite a lot of revamp remapped to only follow the vocals here and include the drums on Advanced

Normal, Advanced, and Hyper shares the similarities in this section.
Keep this in mind,that every section of the harder diff needs to be harder than the easier one, unless the song didn't have any freedom on its instrument anymore. On this case, look at hyper and Another now. Start at - 01:01:075

Left is Hyper, Right is Another. your next diff.
Up until Hyper you only introducing simple single notes across this section but suddenly on Another, it suddenly introduced a Mini LN, it also suddenly introducing a Triple and a 1/6 mini LN. So theres an unbalanced spread between Normal, Advanced, Hyper -------->Another, Spring. The ideal spread mostly is Normal -> advanced -> Hyper -> another -> Spring Will change Hyper so it includes the doubles. i have had a lot of discussion around this section on hyper because i had the LN's here to but a lot of people ment it was too hard for hyper so i will add the doubles and see how it goes

The top diff and Another is actually pretty cool but I see you had a hard time making a spread yourself, not that thing to blame tho. its actually hard really. but unfortunately that is needed for RC.
If you feel you cant handle this, asking a GD is always an option tbf. i have a lot of free time so i will edit them myself

PS: I personally fine with one kind of pattern (that is expected since the song is repetitive) but I asking you to spread the layering more progressively. Imagine you mapping "Blue Army" song (that loved map one) which consistently had a 1/4 streams. if you making a spread for that, then Normal will had 1/1, then Advanced can have 1/2, Hyper can have 1/4, then In another can have 1/4 + more doubles and so on. I think you get the point.

Sorry if i cant immediately iconing this. If you think the spread is fixed, you can probably approach me via PM again.
Thanks for the help
SpectorDG
Promised to mod from my queue, but idk why i'm still didn't mod this map.
Anyway Lets do this!

[General]
  1. Difficulty names are not adapted with icons. Like Normal diff have E icon. So it's must be rename for some diffs.
    Suggested : Normal :arrow: Beginner, Advanced :arrow: Normal
  2. Difficulty HP OD are increase +0.4 from 7.0, But Spring HP OD are 8.5, it's should be change 8.5 to both are 8.6.

[Spring]
  1. 00:19:825 (19825|2) - Move to [2] for keep 1/1 Jacks 00:19:512 - from here.
  2. 00:25:762 (25762|1,25918|3) - How about stack these |C| for playable? There are have same strong sounds but there are mapped just 4/1 Stream like others. Like that : https://i.imgur.com/FA30dWp.png 00:30:918 - Same one too https://i.imgur.com/01Snln9.png
  3. 00:35:918 (35918|0,35996|3) - Ctrl+G Same one im mentioned before
  4. 00:39:356 (39356|3,39356|2,39434|1) - Wrong line mapped These are should be put another Line. Cause check this 00:38:575 (38575|0,38575|1,38653|2,38731|1,38731|0,38809|2) - These are and 00:39:043 (39043|3,39043|2,39121|1,39200|3,39200|2,39278|1) - These are mapped double-single also balanced, but after one is just mapped same with next one. Something can be re-arrange like that :

  5. 01:01:387 (61387|0) - looks BN noticed that part already. NVM that.
  6. 01:12:325 (72325|1,72481|1,72637|1,72793|1,72950|1) - Don't quad jack. Vocal starting from 01:12:481 - to 01:13:106 - here , 01:12:481 (72481|1,72793|1) - Both are should be on [2] ?
  7. 01:25:918 (85918|3,85996|0,86075|3) - Ctrl+H for same as above. 01:35:918 - 01:45:918 - 01:55:684 (115684|3,115762|2) - Ctrl+G.
  8. 01:39:043 (99043|1,99043|0,99200|0,99200|1,99356|0,99356|1) - Why just claps are stacked?
Topic Starter
Tailsdk

SpectorDG wrote:

Promised to mod from my queue, but idk why i'm still didn't mod this map.
Anyway Lets do this!

[General]
  1. Difficulty names are not adapted with icons. Like Normal diff have E icon. So it's must be rename for some diffs.
    Suggested : Normal :arrow: Beginner, Advanced :arrow: Normalchanged
  2. Difficulty HP OD are increase +0.4 from 7.0, But Spring HP OD are 8.5, it's should be change 8.5 to both are 8.6.changed

[Spring]
  1. 00:19:825 (19825|2) - Move to [2] for keep 1/1 Jacks 00:19:512 - from here.
  2. 00:25:762 (25762|1,25918|3) - How about stack these |C| for playable? There are have same strong sounds but there are mapped just 4/1 Stream like others. Like that : https://i.imgur.com/FA30dWp.png 00:30:918 - Same one too https://i.imgur.com/01Snln9.png changed all of these
  3. 00:35:918 (35918|0,35996|3) - Ctrl+G Same one im mentioned before
  4. 00:39:356 (39356|3,39356|2,39434|1) - Wrong line mapped These are should be put another Line. Cause check this 00:38:575 (38575|0,38575|1,38653|2,38731|1,38731|0,38809|2) - These are and 00:39:043 (39043|3,39043|2,39121|1,39200|3,39200|2,39278|1) - These are mapped double-single also balanced, but after one is just mapped same with next one. Something can be re-arrange like that :
    re arranged
  5. 01:01:387 (61387|0) - looks BN noticed that part already. NVM that.
    ???
  6. 01:12:325 (72325|1,72481|1,72637|1,72793|1,72950|1) - Don't quad jack. Vocal starting from 01:12:481 - to 01:13:106 - here , 01:12:481 they are ment to be like that(72481|1,72793|1) - Both are should be on [2] ?
  7. 01:25:918 (85918|3,85996|0,86075|3) - Ctrl+H for same as above. 01:35:918 - 01:45:918 - 01:55:684 (115684|3,115762|2) - Ctrl+G.
  8. 01:39:043 (99043|1,99043|0,99200|0,99200|1,99356|0,99356|1) - Why just claps are stacked?moved
Rivals_7
oops

1234

[B]

01:09:981 (69981|1,70450|2) - this... is.... confusing? ok probably because the distance of - 01:09:512 (69512|3,69981|1,70450|2) - is too odd (3/2) while the instrument in this diff is clearly straight 1/1 (and its what you did the most). i'd recommend to just made them 1/1 to avoid confusion altogether

01:20:137 (80137|2) - dunno why is this have different thing from - 01:20:450 (80450|0,80762|0) - xd

[N]

00:11:387 (11387|1,11700|2,11700|0) - hmm honestly, i feel it will be more than relevant if the claps has doubles and the kicks has one note instead of the opposite like this one. i guess this is already a common sense since claps literally plays louder than kicks (and its highly recommended if you dont want the community to bash at you :p)
all similar section included

01:09:252 (69252|3,69356|2,69564|0,69825|3,69903|2,69981|1,70293|0,70371|1,70606|3) - uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
ok i cant really grasp what is this even. i'd just recommend to put out all the vocal and just straight percussion mapping instead because the snapping is really weird to get. especially for progression wise from beginner

[H]

00:01:387 (1387|3,1543|1,1543|0) - literally same case as N about double for claps, singles for kicks

01:09:564 (69564|2) - psure this should be in 1/4 instead of 1/6

01:10:762 - note for clap?

01:37:481 (97481|2) - move to 1 to avoid - 01:37:012 (97012|3,97168|3,97325|2,97481|2) -

guess i'll mod the rest later
Topic Starter
Tailsdk

Rivals_7 wrote:

oops

1234

[B]

01:09:981 (69981|1,70450|2) - this... is.... confusing? ok probably because the distance of - 01:09:512 (69512|3,69981|1,70450|2) - is too odd (3/2) while the instrument in this diff is clearly straight 1/1 (and its what you did the most). i'd recommend to just made them 1/1 to avoid confusion altogetherchanged it it to 1/1

01:20:137 (80137|2) - dunno why is this have different thing from - 01:20:450 (80450|0,80762|0) - xd maved the note so there would be no notes in the same collumn

[N]

00:11:387 (11387|1,11700|2,11700|0) - hmm honestly, i feel it will be more than relevant if the claps has doubles and the kicks has one note instead of the opposite like this one. i guess this is already a common sense since claps literally plays louder than kicks (and its highly recommended if you dont want the community to bash at you :p)
all similar section includedok i changed these

01:09:252 (69252|3,69356|2,69564|0,69825|3,69903|2,69981|1,70293|0,70371|1,70606|3) - uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
ok i cant really grasp what is this even. i'd just recommend to put out all the vocal and just straight percussion mapping instead because the snapping is really weird to get. especially for progression wise from beginner changed it to follow the claps (dont know if this is any better)

[H]

00:01:387 (1387|3,1543|1,1543|0) - literally same case as N about double for claps, singles for kickschanged^

01:09:564 (69564|2) - psure this should be in 1/4 instead of 1/6pretty sure this a 1/6 aocrding to a lot of other people before it is a 1/6

01:10:762 - note for clap? added a note

01:37:481 (97481|2) - move to 1 to avoid - 01:37:012 (97012|3,97168|3,97325|2,97481|2) - rearranged

guess i'll mod the rest later
Thank you for the help :P
SpectorDG
Looks this map going to Qualified section but i came to say simple diff spread problem for now hmm :shock:

Normal diff have been now H Icon, also diff spread 1.47 - 2.3 - 3.17 - 4.24 - 4.69 It's Should be reduce 2-3 to 2-1 or 2.15



[Normal]
  1. 00:39:825 - 01:49:825 - These parts has boosted the Icon, So just make Single~Double here? 00:59:981 - Also some 4/1 stairs has been boosted too. Then Just make 2/1 LN's on this part? 01:19:981 - 01:39:981 - 01:58:731 - .
Topic Starter
Tailsdk

SpectorDG wrote:

Looks this map going to Qualified section but i came to say simple diff spread problem for now hmm :shock:

Normal diff have been now H Icon, also diff spread 1.47 - 2.3 - 3.17 - 4.24 - 4.69 It's Should be reduce 2-3 to 2-1 or 2.15



[Normal]
  1. 00:39:825 - 01:49:825 - These parts has boosted the Icon, So just make Single~Double here? 00:59:981 - Also some 4/1 stairs has been boosted too. Then Just make 2/1 LN's on this part? 01:19:981 - 01:39:981 - 01:58:731 - .
While i agree that the star rating might be a bit of a jump if i made these changes the jump between hyper and normal would feel really big. what i did on the mapset was not focusing on the star rating but i focused on how the map progressively gets harder since they are triples in the hard difficulty i made them doubles in normal. also about the Ln with stair part i mostly did this because i didn't feel like it would be fair to put in doubles for this section so to make it feel like a harder part them the normal streams i emphasized with a LN. I dont think it's too tough and i think it fits as a in between difficulty.
Rivals_7
[B]
01:10:137 - 01:10:762 - eh when i was saying straight 1/1 it should've a note at least

[N]
00:59:981 (59981|3,60059|2,60293|0,60371|1,60606|3,60684|2,60918|0,60996|1) - if anything that boost the SR it might be this. because the progression jumps from 1/1 in beginner to 1/4 roll. These things could be an LN instead a mini-roll. since mini-roll already present on Hyper

01:02:637 - you missed a double for snare sound

01:10:762 - add i think

[H]
01:01:856 (61856|0,61856|1,62012|3) - why does all this doesnt follow the double for snare rule thingy i mentioned before?

01:09:252 (69252|3,69564|2,69903|0,69981|2,70371|1) - i suppose we can leave the tricky LN to be introduced on Another instead. we can focus to make this percussion mapping denser with contrast with the NM progression

[A]

00:57:637 (57637|1) - you forgot the double for consistency

00:58:575 (58575|3,58575|2,58731|3,58731|2) - starts with jack but - 00:59:200 (59200|1,59200|0,59356|3,59356|2) - isnt?

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

01:03:262 (63262|2) - a couple of them are also did not follow the rule aforementioned before at the lower diffs

[S]

01:01:075 (61075|3,61075|2) - 01:11:075 (71075|1) - delete greenline. no SV or volume change here
Topic Starter
Tailsdk

Rivals_7 wrote:

[B]
01:10:137 - 01:10:762 - eh when i was saying straight 1/1 it should've a note at least

[N]
00:59:981 (59981|3,60059|2,60293|0,60371|1,60606|3,60684|2,60918|0,60996|1) - if anything that boost the SR it might be this. because the progression jumps from 1/1 in beginner to 1/4 roll. These things could be an LN instead a mini-roll. since mini-roll already present on Hyper

01:02:637 - you missed a double for snare sound

01:10:762 - add i think

[H]
01:01:856 (61856|0,61856|1,62012|3) - why does all this doesnt follow the double for snare rule thingy i mentioned before?

01:09:252 (69252|3,69564|2,69903|0,69981|2,70371|1) - i suppose we can leave the tricky LN to be introduced on Another instead. we can focus to make this percussion mapping denser with contrast with the NM progression

[A]

00:57:637 (57637|1) - you forgot the double for consistency

00:58:575 (58575|3,58575|2,58731|3,58731|2) - starts with jack but - 00:59:200 (59200|1,59200|0,59356|3,59356|2) - isnt?

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

01:03:262 (63262|2) - a couple of them are also did not follow the rule aforementioned before at the lower diffs

[S]

01:01:075 (61075|3,61075|2) - 01:11:075 (71075|1) - delete greenline. no SV or volume change here
ok fixed all the issues
Rivals_7

Rivals_7 wrote:

[A]

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

tailsdk wrote:

ok fixed all the issues
why is the rest of mini LNs still there?

[A]

01:10:762 - 01:10:918 - wheres the note?

I suppose raising all the volume to 60 - 65% or higher should be sufficient because in kiai those C are barely hearable
Topic Starter
Tailsdk

Rivals_7 wrote:

Rivals_7 wrote:

[A]

01:01:387 (61387|2) - i suppose mini LNs (all of them) should be the focus on top instead of here

tailsdk wrote:

ok fixed all the issues
why is the rest of mini LNs still there?
uh i changed it but it save lmao should be changed now still kept the longer LN's in there

[A]

01:10:762 - 01:10:918 - wheres the note?
added

I suppose raising all the volume to 60 - 65% or higher should be sufficient because in kiai those C are barely hearable
changed to 65%
uwu
Rivals_7
uh

[B, N]

00:09:825 (9825|2) - extend to downbeat (big white line) for beginner leniency

delete all the SB hitsounds in all diffs except for Spring because there's nothing there
Topic Starter
Tailsdk

Rivals_7 wrote:

uh

[B, N]

00:09:825 (9825|2) - extend to downbeat (big white line) for beginner leniency

delete all the SB hitsounds in all diffs except for Spring because there's nothing there
fixed updating soon when i can
Rivals_7
.
Topic Starter
Tailsdk
Hype
Asherz007
.


...fixed a lot of hitsounds and a few patterns in the higher difficulties. All done in a voice call and I wasn't recording for the 1hr+ we were there, so no logs lol
Topic Starter
Tailsdk
Yay
-mint-
(top diff)
00:06:856 (6856|2,6856|0,7012|3) - should be single first then double, for consistency
01:41:075 (101075|0,101075|1,101153|2,101231|3,101231|1,101309|0,101387|1,101387|3,101465|2,101543|1,101621|0) - why this part different from the rest of the jumpstream?
Topic Starter
Tailsdk

qqqant wrote:

(top diff)
00:06:856 (6856|2,6856|0,7012|3) - should be single first then double, for consistency
01:41:075 (101075|0,101075|1,101153|2,101231|3,101231|1,101309|0,101387|1,101387|3,101465|2,101543|1,101621|0) - why this part different from the rest of the jumpstream?
ok

will fix that
Asherz007
dq requested lol

I told ya to double check everything xd
Topic Starter
Tailsdk
I removed a a note at 00:06:856 - and added one at 00:07:012 -

i made a small repattern at 00:07:012 - to get rid of awkward transition

fixed a small pattern here too 01:48:575 -
Asherz007
take 3 then
Rivals_7
re
FAMoss
oooooooooooooooooooooh
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