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posted
@NeoSL help me with hitsounds pls ;w;
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 46525
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.4

[Metadata]
Title:Blade Dance
TitleUnicode:精霊剣舞祭
Artist:Ni-Sokkususu
ArtistUnicode:にーそっくすす
Creator:Neoskylove
Version:Djulus' Easy
Source:精霊使いの剣舞
Tags:Seirei Tsukai no Blade Dance Ending TV Size Battle Irohas Djulus mugiwarasekai
BeatmapID:1447682
BeatmapSetID:680533

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.9
SliderTickRate:1

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

[TimingPoints]
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[Colours]
Combo1 : 60,117,251
Combo2 : 217,227,23
Combo3 : 198,14,243
Combo4 : 255,74,74
SliderBorder : 255,255,255
SliderTrackOverride : 0,0,0

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posted
mod as requested !! sry that it took so long ;w;


Easy

00:17:006 (3) - i would make this the same slider like 00:15:723 (1) - kind of looks better imo
00:37:541 (3) - better put this one around x279 y80 to keep the sharp flow from 00:36:257 (1,2) -

btw, why does this diff not have a video like the other ones !?

Normal

00:00:963 (3,4,5) - could slightly fix that blanket :> http://puu.sh/ymsw0/71cb0195ea.jpg
00:09:626 (5,1) - i kinda dont really like how this flows, try putting a curved slider instead ? http://puu.sh/ymsz8/f1d205bbc0.jpg

Iroha Insane

00:04:813 (1) - maybe try something like that http://puu.sh/ymsQE/0eedb1897c.jpg kinda flows better

where is video ~ i also like that hitsounds alot more <33


sry for small mod but i cant really find much :? map is pretty much perfect already in my eyes ~
good luck with it ! :3
posted
all fixed ty
@neosl pls add video on my diff too
posted

Kotori-Chan wrote:

Normal

00:00:963 (3,4,5) - could slightly fix that blanket :> http://puu.sh/ymsw0/71cb0195ea.jpg
00:09:626 (5,1) - i kinda dont really like how this flows, try putting a curved slider instead ? http://puu.sh/ymsz8/f1d205bbc0.jpgI want to make 00:09:626 (5,1) - as symmetrical slider
no reply=fixed.
Thanks for mod :)
posted
Mmhhhhhhh

[Dance]
I'll be modding this map first, the rest look fairly agreeable. However, this one seems to be more problematic. I didn't understand the rhythm on the core of the map 00:05:455 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - which repeats throughout the map. Yes, it is consistent, but I don't think it's the best rhythm choice to be consistent at all. It doesn't follow strictly drums, nor vocals nor the melody, it's just consistent, there are no differences between music layers. When mapping, clickable notes should represent the most important layer that you're following. The rest, less important notes, should most usually be made passive like sliderends so that a difference is made.
  1. 00:05:936 (4) - The biggest problem is probably this note being clickable. It doesn't have the high pitched melody, no drums, and no vocals (it has some deep guitar or piano tone, but it shouldn't be mapped like the rest since it's completely different) yet it is being mapped like the others. Making that note in a sliderend will make all others more emphasized.
  2. 00:06:418 (7) - This could be made into two circles to follow the melody which is going on 1/2 intervals. You can emphasize the new combo 00:06:739 (1) - if you want with spacing to make it more apparent. 00:07:701 (7) - This doesn't have the melodic sound on its sliderend, so it would make sense to make them different because in the song they're different. https://i.imgur.com/3K8NpIl.jpg so the rhythm in my ideal world should like this on these sound patterns.
  3. You can apply similar stuff to the intro section, with less dense rhythm, I'll let you decide on your own.
  4. If you want to follow vocals on parts where they are different like on this part 00:21:979 - ... You can make this into a slider 00:22:781 (5) - since the vocals are not on the red tick. I think you should consider that, since that sound pattern is different than the others that doesn't have vocals. 00:33:049 (5) - same applies here.
  5. 01:09:947 (3,4,5,6,7,1) - The vocals are going in 1/2 intervals here and are really intense, yet there is no change in spacing from this usual sound pattern. I strongly recommend scaling this a lot like https://i.imgur.com/FRMJzWF.jpg to better follow how intense the song is at this part, don't mind my aesthetics ;d.
  6. 01:14:760 (1,2,3,4,5,6,7,1) - Same goes to this, the music is different, more intense, yet it has no change in the map.
  7. https://i.imgur.com/BI2mrBY.jpg sweet
posted

MaridiuS wrote:

Mmhhhhhhh

[Dance]
I'll be modding this map first, the rest look fairly agreeable. However, this one seems to be more problematic. I didn't understand the rhythm on the core of the map 00:05:455 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - which repeats throughout the map. Yes, it is consistent, but I don't think it's the best rhythm choice to be consistent at all. It doesn't follow strictly drums, nor vocals nor the melody, it's just consistent, there are no differences between music layers. When mapping, clickable notes should represent the most important layer that you're following. The rest, less important notes, should most usually be made passive like sliderends so that a difference is made. Hard to change it and I don't wanted to make various pattens.
  1. 00:05:936 (4) - The biggest problem is probably this note being clickable. It doesn't have the high pitched melody, no drums, and no vocals (it has some deep guitar or piano tone, but it shouldn't be mapped like the rest since it's completely different) yet it is being mapped like the others. Making that note in a sliderend will make all others more emphasized. I followed downbeat rhythm and trumpet? sound. so this can be okay imo. if you think it is really weird, then I'll consider to fix.
  2. 00:06:418 (7) - This could be made into two circles to follow the melody which is going on 1/2 intervals. You can emphasize the new combo 00:06:739 (1) - if you want with spacing to make it more apparent. 00:07:701 (7) - This doesn't have the melodic sound on its sliderend, so it would make sense to make them different because in the song they're different. https://i.imgur.com/3K8NpIl.jpg so the rhythm in my ideal world should like this on these sound patterns. Similar as before, I want to make simple rhythm. and 00:06:578 - sound is not so strong. I think.
  3. You can apply similar stuff to the intro section, with less dense rhythm, I'll let you decide on your own.xD
  4. If you want to follow vocals on parts where they are different like on this part 00:21:979 - ... You can make this into a slider 00:22:781 (5) - since the vocals are not on the red tick. I think you should consider that, since that sound pattern is different than the others that doesn't have vocals. 00:33:049 (5) - same applies here.
  5. 01:09:947 (3,4,5,6,7,1) - The vocals are going in 1/2 intervals here and are really intense, yet there is no change in spacing from this usual sound pattern. I strongly recommend scaling this a lot like https://i.imgur.com/FRMJzWF.jpg to better follow how intense the song is at this part, don't mind my aesthetics ;d.
  6. 01:14:760 (1,2,3,4,5,6,7,1) - Same goes to this, the music is different, more intense, yet it has no change in the map.
  7. https://i.imgur.com/BI2mrBY.jpg sweet xD
No reply=fixed.
Thanks for mod !!!
posted
No kudosu for this.

[General]
  1. tags: bladedance of elementalers anime Ibuki Kido Kana Yuuki Shizuka Ishigami Saori Oonishi Ai Kakuma 精霊剣舞祭<ブレイドダンス> source on ending theme.
  2. https://i.imgur.com/IUWfiPr.png it seems that video is missing for iroha's insane, I dont have it enabled.


[Dance]
Okay so we had an IRC and the rhythm I suggested was applied, proceeding to mod the rest.
  1. Hitsounds are bland. There is no actual whistle hitsounding present. 00:06:097 (4,1,4) - you could for example place whistles on these notes which are to my ears the loudest bagpipe notes. Keep in mind that in folder you use soft-hitwhistle that sounds like a drum-hitnormal or normal-hitnormal. This may sound a bit complicated, but the current soft-hitwhistle could be renamed to drum-hitnormal, and all sounds that are currently on whistles are to be moved to drum sampleset, https://i.imgur.com/DHzglwV.jpg . By doing this, you can do soft-hitwhistle hitsounding to spice up the map (similar to how they sound on default skin) while still having this drum hits done. Whistles are generally used for high-pitched sounds. Usually this current method is acceptable if the song is really deep pitched. In case you didn't understand me well, contact me irc.
  2. The kiai section should use "finish" hitsound on cymbals such as 00:47:648 (1,1,1) -. If you agree, apply "finish" to other cymbal sounds as well in the kiai.

  3. General problem in the kiai that I have is that 00:47:327 (7,8) - these jumps are too small. Both have vocals on those notes, and especially (8) which has a more important one. 00:48:771 (9) - or this. It should be a good idea to increase the spacing to every second note after 5stack like those I linked as contrast.I intend to suggest big changes https://i.imgur.com/9X2lk5t.jpg to spacing, 2.8x+. Applies too all similar parts of course.
  4. 01:09:947 (3) - The vocal phrase starts from here, so I highly suggest having this nced since the spacing increases from here too. 01:15:081 (3) - Same applies to this.
  5. 01:17:327 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - By following my suggestion of hitsounding, you can put whistle on every "HAI" in the song to follow the vocals.


[battle's extra]
Same hitsounding suggestions here. I approve of the style, but I'm interested in what might others have to say about this diff, do you think you could fetch a mod or two?
  1. 00:05:455 - to 00:10:589 - I am generally confused to why you changed the rhythm after the interval I linked. I really liked hais being followed, and never was the rhythm for hais used ever again in the map. There was no obvious change in music to warrant this. I would've preferred if you haven't used the "hai" rhythm (which I really like) if you had no intent to reuse it again.
  2. 00:30:963 (7) - This is actually an empty note. You should make the previous note a slider to fill it, not make it the most spaced, it's not even a hihat. If you wanted this part to be jumpy and intense, a good improvisation might be to make 00:30:161 (3) - into two circles since the sliderend covers a drum hit. Drum hits are really nice for making jumps tbh.
  3. 00:46:525 - I notice that you're a somewhat freestyle mapper, not putting much thought into every detail, which I like, however, in the kiai I think you could have an empasis system going. Currently nothing really grabs my attention. What I'm aiming at is 00:47:487 (8) - these notes, white ticks before the guitar offbeat. Imo they have bigger impact than other vocal notes such as 00:47:166 (6,7) - and in the map it could be represented better. The example I linked has a bit bigger spacing, but it's not enough to grab attention, something like 2.6x-3.0x is what I'd say gives impact. In case you agree that this could be the main note to emphasize, you might consider lowering 00:47:648 (1) - spacing relative to the white ticks I'm talking about, something like 2.5x I guess? It is a guitar hit which warrants a slider, but the vocals are not really intense to suggest high spacing is why I believe that this might be the way to go.
  4. 00:56:311 (5,7) - These two notes don't exist in the song, not even drums. If you'd like, you can make 00:56:150 (4,6) - these two into 3/4 sliders to emphasize them and overall make it similarly intense.
  5. 01:27:273 (7) - Consider making this a slider like neoSL did, seems like a nice touch.


[iroha's insane]
  • Sweet
  1. 01:09:947 (2,3,4,5) - you have been giving emphasis and bigger spacing to impactful vocals like 00:22:140 (1,2,1,2,1,2) - but not here. I think the vocals are pretty loud, going in 1/2 intervals and should considered to be the most spaced part in this section. 01:15:081 (2,3,4,5) - same goes here. First step is to make the slider into 2 circles and then make a jumpy pattern in case you agree.


[hard]
  1. hitsounding
  2. 01:03:851 (3,4) - These hitsounds sound weird. I don't think you should have them on "finish".
  3. 01:26:311 (1,2,3,4,5) - I don't think jumps are okay, will really surprise hard players and make them mad when they either fail or miss here.



[normal]
  1. hitsounding


[djulus easy]
  1. 00:18:289 (1) - missed clap on sliderend.
  2. 00:20:856 - suddenly no hitclap hitsounding on this section? 00:20:856 (1) - Only this sliderend had a clap on a snare.
  3. 00:15:723 - to 00:20:856 - analogous sections have different hitsounding style 00:25:990 - to 00:31:124 -
  4. 00:34:653 - missed clap
  5. 00:46:525 (1) - no "finish" on cymbals, you should add them. 00:47:648 (3,1,3,1,3) - applies to this etc.
  6. 01:00:642 (3) - Distance snap
    Generally the diff needs work on hitsounding, refer to my initial post too for hitwhistles. This diff has inconsistent clap hitsounding within analogous sections, and tons of claps are randomly missing, some sections don't even have hitclap hitsounding


Call me back when you think it's ready.
posted
fixed some ds
about finishes on kiai,why? its kinda weird on little sounds and in vocal imo.
osu file format v14

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Title:Blade Dance
TitleUnicode:精霊剣舞祭
Artist:Ni-Sokkususu
ArtistUnicode:にーそっくすす
Creator:Neoskylove
Version:Djulus' Easy
Source:精霊使いの剣舞
Tags:Seirei Tsukai no Blade Dance Ending TV Size Battle Irohas Djulus mugiwarasekai
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posted
djulus asked me to take a look on his difficulty.
posted

MaridiuS wrote:

No kudosu for this.

[iroha's insane]
  • Sweet thx!!
  1. 01:09:947 (2,3,4,5) - you have been giving emphasis and bigger spacing to impactful vocals like 00:22:140 (1,2,1,2,1,2) - but not here. I think the vocals are pretty loud, going in 1/2 intervals and should considered to be the most spaced part in this section. 01:15:081 (2,3,4,5) - same goes here. First step is to make the slider into 2 circles and then make a jumpy pattern in case you agree. mmh kinda understand but i think making a rhythm as hard as 00:22:140 (1,2,1,2,1,2) - would make this part too much uncomfortable plus i think its more judicious to emphasize 01:11:070 (2,3,4,1,2,3) - than 01:09:947 (2,3,4,5) - imo, hope u understand


Call me back when you think it's ready.
thx for mod!!
posted

MaridiuS wrote:

No kudosu for this.

[General]
  1. tags: bladedance of elementalers anime Ibuki Kido Kana Yuuki Shizuka Ishigami Saori Oonishi Ai Kakuma 精霊剣舞祭<ブレイドダンス> source on ending theme. tbh tags doesn't matter at all. just better for fine, I don't think people will find this song searching by that words.
  2. https://i.imgur.com/IUWfiPr.png it seems that video is missing for iroha's insane, I dont have it enabled.


[Dance]
Okay so we had an IRC and the rhythm I suggested was applied, proceeding to mod the rest.
  1. Hitsounds are bland. There is no actual whistle hitsounding present. 00:06:097 (4,1,4) - you could for example place whistles on these notes which are to my ears the loudest bagpipe notes. Keep in mind that in folder you use soft-hitwhistle that sounds like a drum-hitnormal or normal-hitnormal. This may sound a bit complicated, but the current soft-hitwhistle could be renamed to drum-hitnormal, and all sounds that are currently on whistles are to be moved to drum sampleset, https://i.imgur.com/DHzglwV.jpg . By doing this, you can do soft-hitwhistle hitsounding to spice up the map (similar to how they sound on default skin) while still having this drum hits done. Whistles are generally used for high-pitched sounds. Usually this current method is acceptable if the song is really deep pitched. In case you didn't understand me well, contact me irc.
  2. The kiai section should use "finish" hitsound on cymbals such as 00:47:648 (1,1,1) -. If you agree, apply "finish" to other cymbal sounds as well in the kiai.not symbol sound there, only starting kiai part has symbol.

  3. General problem in the kiai that I have is that 00:47:327 (7,8) - these jumps are too small. Both have vocals on those notes, and especially (8) which has a more important one. 00:48:771 (9) - or this. It should be a good idea to increase the spacing to every second note after 5stack like those I linked as contrast.I intend to suggest big changes https://i.imgur.com/9X2lk5t.jpg to spacing, 2.8x+. Applies too all similar parts of course.
  4. 01:09:947 (3) - The vocal phrase starts from here, so I highly suggest having this nced since the spacing increases from here too. 01:15:081 (3) - Same applies to this.
  5. 01:17:327 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - By following my suggestion of hitsounding, you can put whistle on every "HAI" in the song to follow the vocals.


[battle's extra]
Same hitsounding suggestions here. I approve of the style, but I'm interested in what might others have to say about this diff, do you think you could fetch a mod or two?
  1. 00:05:455 - to 00:10:589 - I am generally confused to why you changed the rhythm after the interval I linked. I really liked hais being followed, and never was the rhythm for hais used ever again in the map. There was no obvious change in music to warrant this. I would've preferred if you haven't used the "hai" rhythm (which I really like) if you had no intent to reuse it again.
  2. 00:30:963 (7) - This is actually an empty note. You should make the previous note a slider to fill it, not make it the most spaced, it's not even a hihat. If you wanted this part to be jumpy and intense, a good improvisation might be to make 00:30:161 (3) - into two circles since the sliderend covers a drum hit. Drum hits are really nice for making jumps tbh.
  3. 00:46:525 - I notice that you're a somewhat freestyle mapper, not putting much thought into every detail, which I like, however, in the kiai I think you could have an empasis system going. Currently nothing really grabs my attention. What I'm aiming at is 00:47:487 (8) - these notes, white ticks before the guitar offbeat. Imo they have bigger impact than other vocal notes such as 00:47:166 (6,7) - and in the map it could be represented better. The example I linked has a bit bigger spacing, but it's not enough to grab attention, something like 2.6x-3.0x is what I'd say gives impact. In case you agree that this could be the main note to emphasize, you might consider lowering 00:47:648 (1) - spacing relative to the white ticks I'm talking about, something like 2.5x I guess? It is a guitar hit which warrants a slider, but the vocals are not really intense to suggest high spacing is why I believe that this might be the way to go.
  4. 00:56:311 (5,7) - These two notes don't exist in the song, not even drums. If you'd like, you can make 00:56:150 (4,6) - these two into 3/4 sliders to emphasize them and overall make it similarly intense.
  5. 01:27:273 (7) - Consider making this a slider like neoSL did, seems like a nice touch.


[iroha's insane]
  • Sweet
  1. 01:09:947 (2,3,4,5) - you have been giving emphasis and bigger spacing to impactful vocals like 00:22:140 (1,2,1,2,1,2) - but not here. I think the vocals are pretty loud, going in 1/2 intervals and should considered to be the most spaced part in this section. 01:15:081 (2,3,4,5) - same goes here. First step is to make the slider into 2 circles and then make a jumpy pattern in case you agree.


[hard]
  1. hitsounding
  2. 01:03:851 (3,4) - These hitsounds sound weird. I don't think you should have them on "finish".lol I couldn't find finish sound? maybe deleted by copying HS.
  3. 01:26:311 (1,2,3,4,5) - I don't think jumps are okay, will really surprise hard players and make them mad when they either fail or miss here. this part should be have emphasis.



[normal]
  1. hitsounding


[djulus easy]
  1. 00:18:289 (1) - missed clap on sliderend.
  2. 00:20:856 - suddenly no hitclap hitsounding on this section? 00:20:856 (1) - Only this sliderend had a clap on a snare.
  3. 00:15:723 - to 00:20:856 - analogous sections have different hitsounding style 00:25:990 - to 00:31:124 -
  4. 00:34:653 - missed clap
  5. 00:46:525 (1) - no "finish" on cymbals, you should add them. 00:47:648 (3,1,3,1,3) - applies to this etc.
  6. 01:00:642 (3) - Distance snap
    Generally the diff needs work on hitsounding, refer to my initial post too for hitwhistles. This diff has inconsistent clap hitsounding within analogous sections, and tons of claps are randomly missing, some sections don't even have hitclap hitsounding


Call me back when you think it's ready.
Thanks for mod!
posted

MaridiuS wrote:

[battle's extra]
Same hitsounding suggestions here. I approve of the style, but I'm interested in what might others have to say about this diff, do you think you could fetch a mod or two?
  1. 00:05:455 - to 00:10:589 - I am generally confused to why you changed the rhythm after the interval I linked. I really liked hais being followed, and never was the rhythm for hais used ever again in the map. There was no obvious change in music to warrant this. I would've preferred if you haven't used the "hai" rhythm (which I really like) if you had no intent to reuse it again. i wanted variation but w/e it makes more sense changing it back to how it originally was
  2. 00:30:963 (7) - This is actually an empty note. You should make the previous note a slider to fill it, not make it the most spaced, it's not even a hihat. If you wanted this part to be jumpy and intense, a good improvisation might be to make 00:30:161 (3) - into two circles since the sliderend covers a drum hit. Drum hits are really nice for making jumps tbh. well it has a vocal so i chose to use a circle here, it's not about having a jumpy part because drums, it's to have a jumpy part to transition from the less intense to a higher intensity part, making gameplay more impactful
  3. 00:46:525 - I notice that you're a somewhat freestyle mapper, not putting much thought into every detail, which I like, however, in the kiai I think you could have an empasis system going. Currently nothing really grabs my attention. What I'm aiming at is 00:47:487 (8) - these notes, white ticks before the guitar offbeat. Imo they have bigger impact than other vocal notes such as 00:47:166 (6,7) - and in the map it could be represented better. The example I linked has a bit bigger spacing, but it's not enough to grab attention, something like 2.6x-3.0x is what I'd say gives impact. In case you agree that this could be the main note to emphasize, you might consider lowering 00:47:648 (1) - spacing relative to the white ticks I'm talking about, something like 2.5x I guess? It is a guitar hit which warrants a slider, but the vocals are not really intense to suggest high spacing is why I believe that this might be the way to go. Well, you wrote a lot which I really can't follow because I don't like reading long sentences, however, I did add more emphasis by using a snapping back and forth motion for the majority of it, and if it didn't it's still somewhat snappy. I think the biggest thing that you say is increase spacing,
    but there's a lot more to emphasis than just spacing that you can make lol. As for the white tick before the downbeats, I don't feel they're AS signficant compared to the red ticks which usually have the end of a vocal phrase, so I don't treat them differently, it's just a different way of expressing the music and imo it's the red tick that really matters so I'd rather stress that then have a bunch of spaced ones to the point where nothing is emphasized
  4. 00:56:311 (5,7) - These two notes don't exist in the song, not even drums. If you'd like, you can make 00:56:150 (4,6) - these two into 3/4 sliders to emphasize them and overall make it similarly intense. I just added hitsounds lol
  5. 01:27:273 (7) - Consider making this a slider like neoSL did, seems like a nice touch. nah i like it to end where it does
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ps. dont put ur hitsounds on mine cuz i added different stuff to my parts for hitsounding so ye

also u should probs find mods for my diff since dude asked for it for w/e reason lol
posted
you asked for a recheck on thread and emm, please do copy or do something with djulus hitsounds.

Generally I am okay with top diffs hitsounds, now to copy it on lower diffs eh? Also be sure to add finish hitsound on battle diff too the cymbals on kiai.

Why not add tags? You never know who might find in what way a map, no reason not to add them.
posted
Incoming Bubble

jk it's a nm for Battle

Battle's Extra
  1. I think it would be more interesting for 00:05:776 (3) - to have the same curve as 00:06:418 (6) - doing so I think gives the vocal more importance as that would be the highest point of the pattern if you were to put an NC on 00:06:097 (4) - You applied this concept 00:08:343 (3,6) - so I think it would look more organized to do it here as well.
  2. 00:09:947 (4,5) - I think the way these patterns connect visually contradict the sounds they're mapped too. Yes, they're mapped to the 3 vocals in a similar fashion as done at 00:07:059 (3,4,5) - but they didn't have the clap finishes giving them extra emphasis, so I think the pattern should be slightly different accordingly. https://puu.sh/yEnHj/770dea98ad.jpg Could you try a pattern like this? I feel the difference in angles gives emphasis accordingly yet visually groups these notes into 3 like before.
  3. 00:24:707 (1) - I feel like because you keep the same circular motion as 00:23:423 (1,4) - this feels like it has less emphasis than implied as you tend to reverse the flow every 2 white ticks.
  4. 00:54:546 (3,4,5,6) - I think the rhythm here should be the same as 00:49:412 (3,4,5,6) - as they're both mapped where this section of the song loops / ends, so they serve as the 'finisher' of this section.


The roughly .8* spread from Insane to Battle's Extra has an OD difference of 1.5, Battle's Extra to Dance has only .2 difference in OD. OD7.8 - 8.0 for Battle's Extra seems more balanced to me spread-wise as the difference in OD would be around .9

gl
posted

Bubblun wrote:

Incoming Bubble

jk it's a nm for Battle

Battle's Extra
  1. I think it would be more interesting for 00:05:776 (3) - to have the same curve as 00:06:418 (6) - doing so I think gives the vocal more importance as that would be the highest point of the pattern if you were to put an NC on 00:06:097 (4) - You applied this concept 00:08:343 (3,6) - so I think it would look more organized to do it here as well. I mean it's still a similar concept in that they're making triangles (free-handed with no technique but still, triangles) so I don't really think it looks any less organized or more messy, it's not a huge deal anyways imo lol
  2. 00:09:947 (4,5) - I think the way these patterns connect visually contradict the sounds they're mapped too. Yes, they're mapped to the 3 vocals in a similar fashion as done at 00:07:059 (3,4,5) - but they didn't have the clap finishes giving them extra emphasis, so I think the pattern should be slightly different accordingly. https://puu.sh/yEnHj/770dea98ad.jpg Could you try a pattern like this? I feel the difference in angles gives emphasis accordingly yet visually groups these notes into 3 like before. That actually looks cute but I actually prefer it this way, the ss you had is pretty similar to the other "hi"s that go on whereas the "hi"s here feel pretty distinct and more emphasized than the other ones, hence use of linear pattern to both emphasize the "hi"s with sharp movement and contrasting visuals, tl;dr the contrast is intentional
  3. 00:24:707 (1) - I feel like because you keep the same circular motion as 00:23:423 (1,4) - this feels like it has less emphasis than implied as you tend to reverse the flow every 2 white ticks. I do tend to do that? I kinda just mapped it for the sake of making it look like that lol, in any case the intensity is dying so less emphasis than it should goes along with the gradually decreasing intensity lol
  4. 00:54:546 (3,4,5,6) - I think the rhythm here should be the same as 00:49:412 (3,4,5,6) - as they're both mapped where this section of the song loops / ends, so they serve as the 'finisher' of this section. sure it makes that rhythm variation less out of place lol


The roughly .8* spread from Insane to Battle's Extra has an OD difference of 1.5, Battle's Extra to Dance has only .2 difference in OD. OD7.8 - 8.0 for Battle's Extra seems more balanced to me spread-wise as the difference in OD would be around .9 mm, probs shouldn't be looking at strictly numbers for OD, i think it's fairly fine lol, it was originally the same OD as the higher diff but people aren't into that lol

gl
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Tags:Seirei Tsukai no Blade Dance Ending TV Size bladedance of elementalers anime Ibuki Kido Kana Yuuki Shizuka Ishigami Saori Oonishi Ai Kakuma 精霊剣舞祭<ブレイドダンス> Battle Irohas Djulus mugiwarasekai
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347,127,56471,1,4,1:2:0:0:
253,315,56632,1,4,0:3:0:0:
480,303,56792,6,0,L|397:248,1,85,6|0,0:0|0:0,0:0:0:0:
490,117,57113,1,8,0:0:0:0:
348,185,57273,1,0,0:0:0:0:
350,23,57434,2,0,P|378:55|398:97,1,85,2|0,0:0|0:0,0:0:0:0:
208,57,57755,1,8,0:0:0:0:
151,146,57915,6,0,P|231:149|319:93,1,170,2|2,0:0|0:0,0:0:0:0:
411,246,58396,2,0,P|348:233|318:229,1,85,8|0,0:0|0:0,0:0:0:0:
274,323,58717,1,12,0:0:0:0:
357,155,58878,1,0,0:0:0:0:
167,291,59038,2,0,P|191:369|196:391,1,85,12|0,0:0|0:0,0:0:0:0:
60,158,59359,6,0,P|36:236|31:258,1,85,2|0,0:0|0:0,0:0:0:0:
169,173,59680,1,8,0:0:0:0:
93,61,59840,1,0,0:0:0:0:
296,59,60001,2,0,P|218:69|181:77,1,85,2|0,0:0|0:0,0:0:0:0:
286,183,60321,1,8,0:0:0:0:
440,35,60482,6,0,B|399:115|476:117|444:200,1,170,2|2,0:0|0:0,0:0:0:0:
240,214,60963,1,8,0:0:0:0:
375,161,61124,1,0,0:0:0:0:
345,366,61284,2,0,P|281:347|253:343,1,85,8|0,0:0|0:0,0:0:0:0:
258,111,61605,2,0,P|299:102|339:89,1,85,8|0,0:0|0:0,0:0:0:0:
185,265,61926,5,4,1:2:0:0:
330,229,62086,1,4,0:3:0:0:
179,134,62247,1,4,1:2:0:0:
264,286,62407,1,4,0:3:0:0:
327,82,62567,1,4,1:2:0:0:
248,200,62728,1,4,0:3:0:0:
458,184,62888,1,4,1:2:0:0:
227,83,63049,1,4,0:3:0:0:
385,274,63209,6,0,L|389:223,3,42.5,8|8|8|8,3:0|3:0|3:0|3:0,0:0:0:0:
397,113,63530,1,8,3:0:0:0:
366,88,63610,1,8,3:0:0:0:
328,79,63690,1,8,3:0:0:0:
289,84,63770,1,8,3:0:0:0:
255,106,63851,1,4,3:0:0:0:
223,130,63931,1,4,3:0:0:0:
186,139,64011,1,4,3:0:0:0:
147,134,64091,1,4,3:0:0:0:
114,111,64172,2,0,P|154:79|172:77,1,42.5,4|4,3:0|3:0,0:0:0:0:
284,284,64332,2,0,L|271:359,1,42.5,4|4,3:0|3:0,0:0:0:0:
73,272,64493,5,6,0:0:0:0:
227,213,65134,5,0,1:0:0:0:
378,316,65295,1,0,1:0:0:0:
386,132,65455,1,0,1:0:0:0:
113,365,65616,1,4,1:0:0:0:
113,365,66418,6,0,P|101:296|97:273,1,85,8|0,0:0|0:0,0:0:0:0:
246,306,66739,2,0,P|258:237|262:214,1,85,8|0,0:0|0:0,0:0:0:0:
87,122,67059,5,2,0:0:0:0:
165,210,67220,1,0,0:0:0:0:
216,22,67380,2,0,P|189:77|177:115,1,85,8|0,0:0|0:0,0:0:0:0:
342,201,67701,2,0,P|327:161|307:123,1,85,2|2,0:0|0:0,0:0:0:0:
404,80,68022,1,8,0:0:0:0:
247,199,68182,1,0,0:0:0:0:
408,284,68343,6,0,P|490:275|516:274,1,85,2|0,0:0|0:0,0:0:0:0:
316,372,68664,2,0,P|234:363|208:362,1,85,8|0,0:0|0:0,0:0:0:0:
157,250,68985,1,8,0:0:0:0:
76,335,69145,1,0,0:0:0:0:
245,237,69305,2,0,P|206:177|168:162,1,85,8|0,0:0|0:0,0:0:0:0:
64,195,69626,6,0,P|71:126|74:95,1,85,2|0,0:0|0:0,0:0:0:0:
260,56,69947,1,8,0:0:0:0:
196,171,70108,1,0,0:0:0:0:
86,1,70268,1,2,0:0:0:0:
180,80,70428,1,2,0:0:0:0:
68,156,70589,1,8,0:0:0:0:
174,303,70749,6,0,P|239:300|285:299,1,85,0|2,0:0|0:0,0:0:0:0:
214,384,71070,1,0,0:0:0:0:
217,207,71231,2,0,P|282:204|328:203,1,85,8|0,0:0|0:0,0:0:0:0:
471,306,71552,1,8,0:0:0:0:
373,151,71712,1,0,0:0:0:0:
376,367,71872,1,8,0:0:0:0:
486,207,72033,1,0,0:0:0:0:
282,132,72193,6,0,P|300:205|309:235,1,85,2|0,0:0|0:0,0:0:0:0:
381,149,72514,1,8,0:0:0:0:
327,296,72674,1,0,0:0:0:0:
176,196,72835,2,0,P|158:269|149:299,1,85,2|2,0:0|0:0,0:0:0:0:
70,211,73156,1,8,0:0:0:0:
255,159,73316,1,0,0:0:0:0:
98,38,73477,6,0,P|99:89|118:122,1,85,2|0,0:0|0:0,0:0:0:0:
298,98,73797,1,8,0:0:0:0:
194,60,73958,1,0,0:0:0:0:
281,270,74118,2,0,L|289:178,1,85,8|0,0:0|0:0,0:0:0:0:
469,243,74439,2,0,L|375:236,1,85,8|0,0:0|0:0,0:0:0:0:
217,130,74760,6,0,P|273:97|309:101,1,85,2|0,0:0|0:0,0:0:0:0:
202,290,75081,1,8,0:0:0:0:
288,185,75241,1,0,0:0:0:0:
66,188,75402,2,0,P|121:198|161:208,1,85,2|2,0:0|0:0,0:0:0:0:
73,301,75723,1,8,0:0:0:0:
297,379,75883,6,0,P|278:299|273:269,1,85,0|2,0:0|0:0,0:0:0:0:
256,202,76204,1,0,0:0:0:0:
447,336,76364,2,0,P|466:256|471:226,1,85,8|0,0:0|0:0,0:0:0:0:
312,98,76685,1,8,0:0:0:0:
372,251,76846,1,0,0:0:0:0:
512,62,77006,1,8,0:0:0:0:
404,138,77166,1,0,0:0:0:0:
245,28,77327,6,0,P|299:9|338:5,1,85,10|0,0:0|0:0,0:0:0:0:
140,131,77648,2,0,P|98:123|58:108,1,85,8|0,0:0|0:0,0:0:0:0:
332,222,77969,1,8,0:0:0:0:
252,104,78129,1,0,0:0:0:0:
122,305,78289,1,8,0:0:0:0:
177,195,78450,1,0,0:0:0:0:
337,369,78610,6,0,P|277:353|239:347,1,85,8|0,0:0|0:0,0:0:0:0:
266,182,78931,2,0,P|307:173|348:162,1,85,8|0,0:0|0:0,0:0:0:0:
498,328,79252,1,8,0:0:0:0:
342,265,79412,1,0,0:0:0:0:
493,164,79573,1,8,0:0:0:0:
427,372,79733,1,0,0:0:0:0:
385,102,79894,6,0,P|400:175|408:211,1,85,10|0,0:0|0:0,0:0:0:0:
245,44,80215,1,8,0:0:0:0:
321,162,80375,1,0,0:0:0:0:
96,163,80535,1,8,0:0:0:0:
228,138,80696,1,0,0:0:0:0:
125,324,80856,2,0,P|155:261|175:228,1,85,8|0,0:0|0:0,0:0:0:0:
260,341,81177,5,8,0:0:0:0:
63,251,81338,1,0,0:0:0:0:
291,183,81498,1,8,0:0:0:0:
162,247,81658,1,0,0:0:0:0:
178,39,81819,2,0,P|193:102|199:136,1,85,8|0,0:0|0:0,0:0:0:0:
378,284,82140,2,0,P|386:242|396:201,1,85,8|0,0:0|0:0,0:0:0:0:
321,85,82461,5,4,1:3:0:0:
321,85,82621,1,0,0:0:0:0:
494,107,82781,2,0,P|433:102|395:98,1,85,8|0,0:0|0:0,0:0:0:0:
439,219,83102,1,4,1:3:0:0:
439,219,83262,1,0,0:0:0:0:
266,197,83423,2,0,P|327:202|365:206,1,85,8|0,0:0|0:0,0:0:0:0:
310,309,83744,5,4,1:3:0:0:
310,309,83904,1,0,0:0:0:0:
483,331,84064,2,0,P|422:326|384:322,1,85,8|0,0:0|0:0,0:0:0:0:
261,378,84386,2,0,P|295:327|318:296,1,85,8|0,0:0|0:0,0:0:0:0:
343,154,84707,2,8,P|369:209|384:244,1,85,8|0,0:0|0:0,0:0:0:0:
266,213,85027,5,4,1:3:0:0:
266,213,85188,1,0,0:0:0:0:
213,55,85348,2,0,P|231:113|240:145,1,85,8|0,0:0|0:0,0:0:0:0:
168,236,85669,1,4,1:3:0:0:
168,236,85830,1,0,0:0:0:0:
115,78,85990,2,0,P|133:136|142:168,1,85,8|0,0:0|0:0,0:0:0:0:
45,149,86311,5,0,1:0:0:0:
234,174,86471,1,4,0:3:0:0:
87,333,86632,1,4,0:0:0:0:
139,159,86792,1,4,0:3:0:0:
309,367,86953,1,4,0:0:0:0:
157,255,87113,1,4,0:3:0:0:
440,153,87273,1,4,0:0:0:0:


i added more finishes btw so ye
posted
[battle]

  1. 00:41:391 - vs that part in top diff, one is whistle spam (which is quiestionable imo) when the top diff is drum hitsound, please make it consistent it drums too, I don't really dig the whistles.
  2. 00:00:322 - to 00:36:257 - the whistles are inconsistent... 00:03:690 (5) - In the intro there are no whistles on these notes, up until 00:11:392 (5) - , so between 00 and 11:392 you should also put whistles on those notes, the music didn't seem to change that much.
  3. 00:20:856 - Has different whistle patterning, spamming it on white ticks while this was not done before, seems really out of place tbh.
  4. 01:10:268 (4,5) - okay now i'm confused, is this some method where you vary the hitsounds, I didn't really see that before tbh, the songs melody doesn't seem to be any different than what it was for different hitsounding style to be warranted.
  5. 01:17:327 - in this section the whistles are really rare...


overall I think getting the whistle's to be consistent should be the way to go considering the song's melody doesn't change at all.

[neosl diffs]
  1. 01:27:273 (1) - the green lines are not making the sliderbody more silent because its on same sampleset. So no need to slowly decrease if it doesn't work (I don't think it shouldn't even in general decrease since I think the sliderslide gives a nice noise). If you want to silence the sliderticks, use 5% on the first greenline 01:27:434 - here and delete the rest (except the first one lol).


[normal]
  1. 00:57:916 (1) - inconsistent with 01:00:482 (5) - , I think both should be not NCed.
posted

MaridiuS wrote:

[battle]

  1. 00:41:391 - vs that part in top diff, one is whistle spam (which is quiestionable imo) when the top diff is drum hitsound, please make it consistent it drums too, I don't really dig the whistles.
  2. 00:00:322 - to 00:36:257 - the whistles are inconsistent... 00:03:690 (5) - In the intro there are no whistles on these notes, up until 00:11:392 (5) - , so between 00 and 11:392 you should also put whistles on those notes, the music didn't seem to change that much.
  3. 00:20:856 - Has different whistle patterning, spamming it on white ticks while this was not done before, seems really out of place tbh.
  4. 01:10:268 (4,5) - okay now i'm confused, is this some method where you vary the hitsounds, I didn't really see that before tbh, the songs melody doesn't seem to be any different than what it was for different hitsounding style to be warranted.
  5. 01:17:327 - in this section the whistles are really rare...


overall I think getting the whistle's to be consistent should be the way to go considering the song's melody doesn't change at all.
It's my fault tbh, after you said about custums, I changed on;y my diffs and didn't checked Battle's. I changed all whistles into drums,
[neosl diffs]
  1. 01:27:273 (1) - the green lines are not making the sliderbody more silent because its on same sampleset. So no need to slowly decrease if it doesn't work (I don't think it shouldn't even in general decrease since I think the sliderslide gives a nice noise). If you want to silence the sliderticks, use 5% on the first greenline 01:27:434 - here and delete the rest (except the first one lol).wanted to add some sounds at 01:27:273 - , I added clap sound, I think this song can be added clap on here, and deleted all sounds from 01:27:354 - .


[normal]
  1. 00:57:916 (1) - inconsistent with 01:00:482 (5) - , I think both should be not NCed.lol my fault.
all fixed and changed battle's because I think he intended drum sound on note which has a whistle hitsound.
posted
ask battle to confirm what's going on.
posted
ye he told me dw
posted
lol I said it into pm already xD
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