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Xavier Dang - Tranquil Yard

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Total Posts
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Topic Starter
Nozhomi
This beatmap was submitted using in-game submission on samedi 7 octobre 2017 at 17:01:09

Artist: Xavier Dang
Title: Tranquil Yard
Tags: mister mv game score relaxing rpg
BPM: 120
Filesize: 2204kb
Play Time: 01:11
Difficulties Available:
  1. Normal (1,85 stars, 114 notes)
  2. Waterfall (2,87 stars, 153 notes)
Download: Xavier Dang - Tranquil Yard
Information: Scores/Beatmap Listing
---------------
#27
Because we need more french artists on osu!
Bandcamp : https://xavierdang.bandcamp.com/
Metadata : https://soundcloud.com/xavierdang/tranquil-yard
tatemae

  • [Waterfall]
  1. 00:08:000 (1) - ..00:24:000 (1) - ....etc - i think u need added spacing for downbeat like this 00:16:000 (1) - 00:14:750 (3,4) -
  2. You follow a violin here (or I don't know as this tool is called). On the end of it the slider is a violin sound. I suggest to make him clickable 00:53:250 (3) -
  3. 00:48:750 (2) - but if you follow beats in a background, then the ends such a slider should be made clickable. Because there 00:48:750 (2) - is here no distinct sound that it has to be filled with clickable
    [Normal]
  4. 00:04:000 (1,3,1) - these overlaps looks kinda meh. I think that you can keep wished flow, having moved objects is slightly higher.
  5. 00:40:500 (2,3) - you can avoid overlap http://puu.sh/xDt3T/9a0c465864.png
    lol how to mod properly map with distance snap :(
Topic Starter
Nozhomi

Loreley wrote:


  • [Waterfall]
  1. 00:08:000 (1) - ..00:24:000 (1) - ....etc - i think u need added spacing for downbeat like this 00:16:000 (1) - 00:14:750 (3,4) - - Nah something consistent would fit more the song since it's relax, no need to go too wild.
  2. You follow a violin here (or I don't know as this tool is called). On the end of it the slider is a violin sound. I suggest to make him clickable 00:53:250 (3) - - The thing is, violin is too "random" with timing, that's why I prefer not having it clickable but more play passively.
  3. 00:48:750 (2) - but if you follow beats in a background, then the ends such a slider should be made clickable. Because there 00:48:750 (2) - is here no distinct sound that it has to be filled with clickable - I see your concern, and I would say you're right, but I take the liberty to make it passive to emphasis the next beat, to catch a minimum the violin who is the new element of the section, and last for the pattern. So I think that's the good solution here.
    [Normal]
  4. 00:04:000 (1,3,1) - these overlaps looks kinda meh. I think that you can keep wished flow, having moved objects is slightly higher. - K
  5. 00:40:500 (2,3) - you can avoid overlap http://puu.sh/xDt3T/9a0c465864.png - K (both where not visible ingame but done anyway).
    lol how to mod properly map with distance snap :(
Thx~
Pachiru
[Hard]

  1. 00:15:500 (5,6) - Je pense qu'ici ça aurait été mieux de mettre un slider a la place, pour mieux enchainer avec celui la 00:16:000 (1) - vu que tu lui a mis un finish, et que ça a l'air d'être un son plus important que les autres. Ca enchainerait mieux, et ça mettrait ce beat: 00:16:000 (1) - en valeur. Mais dans tout les cas, faut mettre le circle 1 beaucoup plus en valeur, vu qu'il a un son bien particulier qu'on retrouve qu'une seule fois dans la musique
  2. 00:17:250 (4) - Essaie de mettre un peu plus de spacing ici je pense, il est vraiment trop collé par rapport au son qu'il represente. Autant a la fin des sliders, comme ici: 00:20:500 (2,3) - ou la 00:18:250 (6,7) - ça passe bien, mais je trouve que le spacing avec un enchainement de cercles, comme la: 00:16:000 (1,2,3,4,5) - ça fait un peu bizarre.
  3. 00:23:500 (5,6,1) - Pourquoi ne pas faire une reduction du spacing ici, vu que le son devient moins important au fil du pattern? Pareil pour ici je pense 00:31:500 (6,7,1) -
  4. 00:31:500 (6,7,1,5,6) - Pourquoi le spacing ici, n'est pas pareil que la: 01:07:500 (7,1) - j'entends pas de differences notables entre les deux
  5. 00:12:000 (1) - Pareil avec le spacing ici (désolé j'ai oublié de le noter avant) Essaie de garder un spacing constant, surtout qu'il n'y a pas de sons qui pourrait permettre a ce cercle d'être si espacé par rapport au reste
Je trouve que le spacing est un peu bizarre ici, et que des fois, il représente pas trop la musique. Certaines fois, ça passe vraiment bien, comme les 4 cercles qui monte le spacing a chaque cercles. Mais des fois, tu mets du spacing dans des endroits ou il n'y en a pas forcément besoin

[Normal]
  1. 00:00:000 (1) - Ce slider, je pense que si tu mets sa forme comme ça: https://i.imgur.com/dpCkjgv.png ça passe mieux, et ça a un meilleur flow je pense.
  2. 00:47:500 (3,4) - Je pense que ce serait mieux de remplacer ces deux cercles par un slider en 1/2, vu que tu utilise déja ce pattern (les 3 cercles) dans la Hard.
C'est tout, cette diff la est hyper propre. Je suis pas trop fan de la difference de CS entre les deux diffs, mais bon, si c'est ton choix, faisons comme. Peut être que mettre la CS 5 sur la Hard pourrait être pas mal (mais je suppose que toute la difficulté de la Hard repose sur le CS donc bon).

GOOD LUCKKLKKKKK
Topic Starter
Nozhomi

Pachiru wrote:

[Hard]

  1. 00:15:500 (5,6) - Je pense qu'ici ça aurait été mieux de mettre un slider a la place, pour mieux enchainer avec celui la 00:16:000 (1) - vu que tu lui a mis un finish, et que ça a l'air d'être un son plus important que les autres. Ca enchainerait mieux, et ça mettrait ce beat: 00:16:000 (1) - en valeur. Mais dans tout les cas, faut mettre le circle 1 beaucoup plus en valeur, vu qu'il a un son bien particulier qu'on retrouve qu'une seule fois dans la musique - Avoir 3 circles fait la transition vers la section suivante qui ajoute un instrument. Et comme je ne veut pas forcer vu que c'est une song relax, quelque chose de constant passe mieux imo.
  2. 00:17:250 (4) - Essaie de mettre un peu plus de spacing ici je pense, il est vraiment trop collé par rapport au son qu'il represente. Autant a la fin des sliders, comme ici: 00:20:500 (2,3) - ou la 00:18:250 (6,7) - ça passe bien, mais je trouve que le spacing avec un enchainement de cercles, comme la: 00:16:000 (1,2,3,4,5) - ça fait un peu bizarre. - Done
  3. 00:23:500 (5,6,1) - Pourquoi ne pas faire une reduction du spacing ici, vu que le son devient moins important au fil du pattern? Pareil pour ici je pense 00:31:500 (6,7,1) - - J'ai rendu le pattern en ligne, c'est un poil réduit.
  4. 00:31:500 (6,7,1,5,6) - Pourquoi le spacing ici, n'est pas pareil que la: 01:07:500 (7,1) - j'entends pas de differences notables entre les deux - Parce que à la fin c'est la last note.
  5. 00:12:000 (1) - Pareil avec le spacing ici (désolé j'ai oublié de le noter avant) Essaie de garder un spacing constant, surtout qu'il n'y a pas de sons qui pourrait permettre a ce cercle d'être si espacé par rapport au reste - Ye surement une idée que j'avais que j'ai fait qu'une fois ^^'
Je trouve que le spacing est un peu bizarre ici, et que des fois, il représente pas trop la musique. Certaines fois, ça passe vraiment bien, comme les 4 cercles qui monte le spacing a chaque cercles. Mais des fois, tu mets du spacing dans des endroits ou il n'y en a pas forcément besoin - Ça doit être mieux maintenant.

[Normal]
  1. 00:00:000 (1) - Ce slider, je pense que si tu mets sa forme comme ça: https://i.imgur.com/dpCkjgv.png ça passe mieux, et ça a un meilleur flow je pense. - Les 2 se valent mais k why not z.
  2. 00:47:500 (3,4) - Je pense que ce serait mieux de remplacer ces deux cercles par un slider en 1/2, vu que tu utilise déja ce pattern (les 3 cercles) dans la Hard. - Non parce que ça permet la transition vers la section plus intense de la musique (même si c'est léger).
C'est tout, cette diff la est hyper propre. Je suis pas trop fan de la difference de CS entre les deux diffs, mais bon, si c'est ton choix, faisons comme. Peut être que mettre la CS 5 sur la Hard pourrait être pas mal (mais je suppose que toute la difficulté de la Hard repose sur le CS donc bon). - J'aime embêter les gens avec du CS6 :3

GOOD LUCKKLKKKKK
Danke~
Sylas
hii m4m #1
damn the song is so relaxing ^^

waterfall
idk about the hitsounds, some of the whistles are on quite weak sounds which feels jarring but they might be fine, get more opinions
I see your point in one of the previous mods about consistency in spacing, however I don't agree with mapping background sounds and foreground sounds in exactly the same way as it is unrepresentative of the song and lacks contrast (talking about 00:20:500 (2,3,4) and stuff, will go into it later)
00:04:000 (1) - you have high spacing here but 00:12:000 (1) - here you don't
00:05:250 (4) - suggestion: a slight jump to this note would be a nice touch to prepare players for 00:06:250 (1,2,3,4)
00:16:000 (1) - i think the jump to this note should be bigger, its a lot stronger than the previous ones yet they have the same spacing and it also marks the beginning of the next part of the song, making it stand out more would be nice
00:20:500 (2,3,4) - rhythm here is off, 3 is a barely audible sound but is mapped with a circle + whistle while 2's tail is a much stronger sound. circle > 1/2 slider > circle makes more sense here
also the lack of contrast between 00:21:000 (3,4) feels unsupported by the music since their sounds are very different in intensity yet they are mapped in the same way. consider making a slight jump to 4 if you don't apply the suggestion above
00:24:500 (2,3,4) - ^
00:28:500 (2,3,4) - ^
etc
00:28:500 (2) - this is one of the only red anchor slider in the whole map, making it stand out, but the sound is the same as all the other ones so using a curved slider makes more sense here
same with 00:58:250 (5) , i don't see the need for red anchor sliders in the map, especially if they are uncommon and don't emphasize anything that stands out
00:48:750 (2) - stronger sound is on tail, sound on head is barely audible
00:52:750 (2) - ^
etc
01:07:500 (7,1) - what's with the jump here?
the map is not bad but imo needs more work on rhythm as I explained earlier

normal
check distance snap AI mod, a lot of the DS is off. dunno if thats a problem but its worth pointing out for a normal
00:20:750 (3) - missing hitsounds on repeat and tail?
00:36:750 (3) - ^
they're hitsounded in the hard
not much to say about the diff, i like it

good luck!
Topic Starter
Nozhomi

TheKoala wrote:

hii m4m #1
damn the song is so relaxing ^^

waterfall
idk about the hitsounds, some of the whistles are on quite weak sounds which feels jarring but they might be fine, get more opinions - How I did hitsounds is to create a sort of musical base to support the music here, that's why you can feel it like this but imo that's not a wrong way to do it.
I see your point in one of the previous mods about consistency in spacing, however I don't agree with mapping background sounds and foreground sounds in exactly the same way as it is unrepresentative of the song and lacks contrast (talking about 00:20:500 (2,3,4) and stuff, will go into it later)
00:04:000 (1) - you have high spacing here but 00:12:000 (1) - here you don't - Ye
00:05:250 (4) - suggestion: a slight jump to this note would be a nice touch to prepare players for 00:06:250 (1,2,3,4) - They don't need to be prepared, this BPM is so low than the map is more than readable.
00:16:000 (1) - i think the jump to this note should be bigger, its a lot stronger than the previous ones yet they have the same spacing and it also marks the beginning of the next part of the song, making it stand out more would be nice - This is not a jump map, but a relaxing one, so I prefer having consistent stuff on a same pattern when intensity is more or less the same.
00:20:500 (2,3,4) - rhythm here is off, 3 is a barely audible sound but is mapped with a circle + whistle while 2's tail is a much stronger sound. circle > 1/2 slider > circle makes more sense here - Ye
also the lack of contrast between 00:21:000 (3,4) feels unsupported by the music since their sounds are very different in intensity yet they are mapped in the same way. consider making a slight jump to 4 if you don't apply the suggestion above - Relaxing song so no need a strong emphasis, something fluid and consistent is better.
00:24:500 (2,3,4) - ^ - Same
00:28:500 (2,3,4) - ^ - Same
etc - Same
00:28:500 (2) - this is one of the only red anchor slider in the whole map, making it stand out, but the sound is the same as all the other ones so using a curved slider makes more sense here - Ye
same with 00:58:250 (5) , i don't see the need for red anchor sliders in the map, especially if they are uncommon and don't emphasize anything that stands out - I don't see why I couldn't use a different slider if I want to tho :/
00:48:750 (2) - stronger sound is on tail, sound on head is barely audible - As explained on previous mod if I'm not wrong, the point of that slider is to cover violin in bg for diversity and also emphasis the next sound who is stronger than the one on slider end.
00:52:750 (2) - ^ - Same
etc - Same
01:07:500 (7,1) - what's with the jump here? - Because last sound, - but reduced a bit.
the map is not bad but imo needs more work on rhythm as I explained earlier

normal
check distance snap AI mod, a lot of the DS is off. dunno if thats a problem but its worth pointing out for a normal - If you pay attention,
it's because I use 1.20x spacing for 1/2 to avoid overlaps, and 1.00x for other rhythm. It ensures a good readability of the diff.

00:20:750 (3) - missing hitsounds on repeat and tail?
00:36:750 (3) - ^
they're hitsounded in the hard - Ye hitsound copier sometimes do shit ^^'
not much to say about the diff, i like it

good luck!
Thx~ soon for your map.
pishifat
balance your clap properly:( louder in right channel than left

normal
comboing is super inconsistent. like intro uses entirely 1 bar combos, then stuff after 00:20:000 (1) - is 2 bar combos, with the exception of a few of those 1/2 buildup slider things. choose what you want to use throughout lol

map's pretty simple, so call me back when you're ready!!
Chewin
Wait before bubbling, I would like to mod this too, because Nozhomi is cute.
I will mod it asap now
Chewin
~General~

  1. Your offset is really late (you can check it with 25% playback rate). I have -23 ms, check it carefully please. Actually it looks totally off if you listen properly some notes like 00:02:251 (1,2) - .
  2. Not an issue (just to have AIBat clean LOL) but snap the 01:10:497 green line properly by +3ms
  3. The intensity of the melody starts from here 00:48:000 (1) - : what about adding a kiai time from here till 01:04:000 (1) - ?
  4. You really hate to make Easy diffs eheheheheh
~Normal~

  1. 00:02:251 (1,2) - I would curve this slider more to make the blanket smoother like you did for 00:04:500 (2) -
  2. 01:08:250 (1) - There is no sound on that downbeat so reducing this spinner by 1/1 would be a cool idea and it fits much better imo
~Waterfall~

  1. 00:45:000 (3) - (Nazi) Place this circle equidistant between 00:44:500 (2,4) - because it actually isn't (that kinda bothered me for some reason idk xD);
  2. 01:08:250 (1) - Same of Normal please!
All right. Check the timing carefully, I feel it totally offtimed. Good luck for bubbie! ♥
Topic Starter
Nozhomi

pishifat wrote:

balance your clap properly:( louder in right channel than left - o yea indeed, fixed.

normal
comboing is super inconsistent. like intro uses entirely 1 bar combos, then stuff after 00:20:000 (1) - is 2 bar combos, with the exception of a few of those 1/2 buildup slider things. choose what you want to use throughout lol - Keeped like I did in intro in order to use NCs to emphasis rhythms like 00:06:250 (2) - .

map's pretty simple, so call me back when you're ready!!

Chewin wrote:

~General~

  1. Your offset is really late (you can check it with 25% playback rate). I have -23 ms, check it carefully please. Actually it looks totally off if you listen properly some notes like 00:02:251 (1,2) - . - Okay I can see your concern, tho the song was taken as it is from the soundcloud of artist, and the offset is set at the start of the mp3 so I can't go at -23ms because objects won't go where there's no music. Still will ask pishi.
  2. Not an issue (just to have AIBat clean LOL) but snap the 01:10:497 green line properly by +3ms - Yes
  3. The intensity of the melody starts from here 00:48:000 (1) - : what about adding a kiai time from here till 01:04:000 (1) - ? - K why not lol.
  4. You really hate to make Easy diffs eheheheheh - Consider Normal as an Easy XD
~Normal~

  1. 00:02:251 (1,2) - I would curve this slider more to make the blanket smoother like you did for 00:04:500 (2) - - I don't have to curve this slider, did you not put the wrong timestamp here ? ^^
  2. 01:08:250 (1) - There is no sound on that downbeat so reducing this spinner by 1/1 would be a cool idea and it fits much better imo - Yes
~Waterfall~

  1. 00:45:000 (3) - (Nazi) Place this circle equidistant between 00:44:500 (2,4) - because it actually isn't (that kinda bothered me for some reason idk xD); - Yes
  2. 01:08:250 (1) - Same of Normal please! - Yes
All right. Check the timing carefully, I feel it totally offtimed. Good luck for bubbie! ♥
Thx a lot~

@Pishi could you check if timing is k or do I have to put a small blank sound on the start of mp3 to adjust it ?
Chewin
I guess using negative offset is still allowed when the map starts at 0 offset (so just set -23ms)
Topic Starter
Nozhomi
Pishifat confirmed issue, and fixed it with a small timing change instead of adding a blank at the start of the mp3

(not -14 but 0 for 1st line tho)

That's much better, thx.
Chewin
VERY VERY NICE
pishifat
00:00:500 (2) - gotta snap on red
Topic Starter
Nozhomi
Fk this slider who don't want to stay in place ^^'

Fixed and updated.
pishifat
b
Topic Starter
Nozhomi
Merci~
-Mo-
Cascade
00:07:986 (1,2) - Would rotate 2 very slightly so the visual flow looks better.
00:39:986 (1) - I think this is missing a whistle on both diffs.

Any reason for no kiai on top diff when Normal has one?

Looks good.
Topic Starter
Nozhomi
Fixed everything.

Thx a lot~
-Mo-
osu! needs more Frenchies, or something like that.
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