forum

bj.HaLo - Ende [Osu|Taiko]

posted
Total Posts
71
show more
those

Kurosanyan wrote:

You're right, I should rename it enednednendendnendendenenddnende.jpg (who cares about the bg's name seriously D:)
I'm not talking about the filename. Look at the image.
Kurosanyan

those wrote:

Kurosanyan wrote:

You're right, I should rename it enednednendendnendendenenddnende.jpg (who cares about the bg's name seriously D:)
I'm not talking about the filename. Look at the image.
SPOILER

.
.
.
Well, fix'd D:
Topic Starter
galvenize
Thanks.
ampzz
Just a few minor touch-ups to polish up the difficulty.

[Another]
  • 01:06:270 (2) - The end needs to be lifted up a bit to keep it within the game area.
    01:17:820 (4) - Suggestion to change this from a circle to half length slider (with a finish hitsound at the end) to match the synthesised sound more accurately.
    01:23:895 - Suggestion to add note here to blend the synthesiser into the piano.
Hitsound suggestions:
  • 00:05:970 (1) - Add finish.
    00:08:070 (4) - Add whistle.
    00:08:370 (1) - Add finish.
    00:10:170 (1,3) - Add whistles.
    00:10:770 (1) - Add finish at the start.
    00:14:970 (1) - Add finish to the start.
    00:13:170 (1,3,5) - Add whistles.
    00:15:270 (2) - Possibly add a whistle to this to kick off the audio segment.
    00:53:370 (5,1,3,5) - Add whistles here.
    00:53:895 (6) - Add finish to the end as it matches up in sync to the synthesiser end.
    00:57:570 (1,3,5,7,11,13,15) - Add whistles to these to match the piano strokes.
    00:58:770 (1) - Replace current start''s whistle with a clap or finish (your choice) to match the smash sound.
    02:01:170 (1,5,9,13,1,3,1,3) - Add whistles as the normal whistle sounds perfect for this audio segment.
Timing suggestion for audio tweak:
  • 01:23:670 (1) - Add a new timing point here; change from soft to normal and lower volume to 25%
    01:23:970 (1) - Add a new timing point to swap it back to 50% soft for this six combo leading into previously set audio point.
dNextGen
sick map
Kurosanyan
[Normal]
01:54:420 (2) - Put a new combo on this note so the previous spinner ends properly.
Topic Starter
galvenize

Kurosanyan wrote:

[Normal]
Please give me kudosu
ok
arien666
[General]
Disable 'LetterboxInBreaks' on every diffs :3



meow
Nilsso
RANKRANKRANKRANK
Frostmourne
All I want to point out there :?

Beginner
HP Drain +1 would be nice since you use 4 at Normal , 6 at Hyper and 8 at Another
01:43:170 (1) - this would be better if you extended this slider end at 01:43:770 and remove this current one 01:43:770 (2) -
from the previous sliders as you are following here 01:40:770 (2,3) - , I find this suggested slider above follow the same sound for me

Normal
00:22:620 (1) - add note or slider end at next 1/2 beat here would be nice , I think it plays more fun and better sound
01:50:820 (4,5,1) - emm.. maybe a bit hard to read ? , I am not sure much , but I think it's fine.

Hyper
fine

Another
my hidden record will be on this diff when it's ranked

I'm pleased to get the request from you with this map. Good luck for rank !

btw, why don't move to Pending map o_o?
Topic Starter
galvenize
I'll change that bit in beginner.

Should be in pending indeed, my mistake o.o
Niva
Hi galvenize~
Kanna showed me this map long time ago actually... I want to mod it :3 (checking osu! standard only though...)

[General]

-> Your higher difficulties really relies on jumps... imo the jumps are better to read with more than just two combocolors, perhaps try this combination of pale colors:

Combo1 : 64,234,213
Combo2 : 204,247,238
Combo3 : 240,192,104
Combo4 : 168,236,149

-> Add "trance core" (this song's genre in the BMS file) in tags? I'd like to see it personally~ orz the song's Hyper is too hard for a lv.10

[Beginner]

  1. 00:20:970 (2,3,4) - Hmm, I personally prefer if (2) can be moved a bit to the right, (3) a bit upward and (4) to the left (to make 1,2,3,4,1 forms a pentagon), flows better than U-shaped pattern imo (:
  2. 00:25:170 (1) - Finish on slider's start? Cymbals are quite obvious there...
  3. 00:36:570 (2,3) - (optional) Add a slight curve to the left so (3,1) won't overlap like maybe?
  4. 00:39:570 (1,2) - I don't think doing something like this for (1) will hurt, instead it flows cuter compared with a straight slider imo (:
  5. 00:50:370 (3) - Put the midpoint in ~x:23 y:303 and endpoint in ~x:-12 y:329 instead, to let it flow better with your next combo? (you still have a lot of space in the left though, plus it won't be offscreen xD)
  6. 01:07:170 (1) - Hmm, why don't you snap the inherit section to spinner's end instead? (50% and 30%, it's quite easy to tell the difference...)
  7. 01:11:970 (2,3) - (optional) For variation, maybe slightly curve (2) downward and (3) upward here?
  8. 01:23:970 (1) - I really think this slider could use some whistles... Perhaps try putting whistle on slider's start and end?
  9. 01:35:970 (3,4,5) - (optional) Hmm, because your previous (3,1) is curved slightly, I think it's good to curve these slightly in an arc also to continue the flow:
  10. 01:49:770 (1) - Regardless of the spacing's consistency I recommend to put this slightly higher (~y:72) - it'll avoid clustering but it's not hard to catch even for beginners~
  11. 01:56:370 (3) - Perhaps rotate this -28° selection centre? Less narrow angle looks better here imo...
  12. 02:01:170 (1) - Add note (with finish) here and start spinner 1/2 after? (also I think it would give a better impression if the ending part is made symmetrical... Just my thought though xD)
[Normal]

  1. 00:19:920 (3,1,2) - orz, this is so clustering imo... I'd rather use the space on the lower-left of the screen like this:
  2. 00:22:620 (1) - (optional) Rotate -18° selection centre? (3,1) feels more solid this way imo...
  3. 00:31:170 (4) - Uhm, idk why, I prefer to do an encircle like this here though:
  4. 00:37:920 (2) - (optional) Add another waypoint on ~x:358 y:305? Fits good as your linear -> bezier transition imo (:
  5. 00:41:070 (2,3) - Put (2) in ~x:140 y:270 and (3) in ~x:219 y:330 perhaps? The slight arc here gives a dramatic effect with the song :3
  6. 00:51:270 (8,9) - New combo on either (8) or (9), no need to use 11 combostreak here though...
  7. 00:52:770 (1) - Finish on spinner's end? You have it on Beginner...
  8. 01:02:970 (2) - Hmm, just personal preference, but as (1) is curved upward already I'd curve this slightly downward instead xD
  9. 01:05:370 (6) - (optional) Uhm, I don't really like how (5) and (6) almost overlaps... Something like this on (6) won't hurt imo xD
  10. 01:23:970 (1,2) - Same as Beginner, this part could use more whistle imo - put in (1)'s start + (2)'s repeat?
  11. 01:33:570 (1,2) - I know what you're aiming for here, but maybe try this for a neater circle? (:
    232,232,93570,6,0,B|223:279|257:320|308:316|346:284,1,150
    356,252,94170,2,0,B|365:205|331:164|280:168|242:200,1,150
  12. 01:46:170 (4,1) - Uhm... Where the claps go o.o...
  13. 01:55:770 (3,4,5) - Put these three in ~x:388 y:249? (yes there'll be a small jump here, but it'll also avoid clustering (because of stack's nature) plus it's not even hard to catch~)
  14. 02:01:170 (1) - Same as Beginner, add note here (with finish) and start spinner 1/2 after?
[Hyper]

  1. 00:22:920 (5,6) - Stack (5) under (3)'s start and put (6) in ~x:272 y:61? (yeah... imo this variation flows much better than your straightforward formation xD)
  2. 00:23:520 (7) - (optional) If you followed above suggestion, make this horizontal?
  3. 00:30:270 (2,3,4) - ...uhm, why don't you switch their order? A jump plays beautiful here imo~
  4. 00:31:920 (4,5) - CTRL+R? Personally I'd like to see (2,3,4,5) circulating...
  5. 00:38:970 (3,4,5,6) - (optional) ...create a pseudo-hexagon pattern like this perhaps?
  6. 00:42:570 (5,6,7,8) - Personally I think it's better to space them up a bit more (without dist.snap on), looks better in play mode~
  7. 00:53:520 (4) - Hmm, why don't you add a circle 1/4 after this slider? A finish like you did on previous diffs sounds good though (:
  8. 00:59:970 (1,2) - Uhm, I don't really like how (3)'s comboburst somehow blocks these... Perhaps try this? Flows fancy in play mode, really xD
  9. 01:14:370 (1,2,3,4) - In this pattern, perhaps put (2,3) lower (with distance snap on) to form a fan pattern?
  10. 01:16:170 (3,4) - (optional) Personal preference, I'd put these two slightly sparser ((3) a bit to the left and (4) a bit to the right) for a fancy variation (:
  11. 01:23:970 (2,3,1,2) - Same as previous diffs, about the whistles around here...
  12. 01:43:170 (1,2) - Hmm, use circle + slider instead of slider + circle? The big beat on the song lands on 01:43:320, it's not a good idea to put a slider end there imo...
  13. 01:49:170 (1) - (optional) Slight curve downward here flows really well to your next (3) imo~
  14. 01:53:970 (1) - Hmm, missing finish on slider's start here?
  15. 02:01:170 (1) - Same as previous diffs...
[Another]

-> (yes, I'm modding with the combo colors above here :3) - I recommend to use lead-in 500 only for this diff, as this diff starts earlier...

  1. 00:02:370 (1) - I prefer to move the whistle to (8) here, the piano are more recognizable there though...
  2. 00:13:770 (3,4) - Put these two closer to the center as well? (so (2,4,6) and (1,3,5) will be an arc~)
  3. 00:23:820 (7,8,9) - I prefer manual stacking like this here, stacking doesn't play really well imo (move your (7,8) downward not (8,9) upward) :
  4. 00:25:170 (1) - Finish on slider's start? It's a good place for one imo...
  5. 00:38:970 (6) - Minor stuff, move to ~x:216 y:231 so (3,4,5,6) will be equally spaced?
  6. 00:41:220 (4) - (optional) Basically same as the slider shape I suggest on Hyper, try this maybe? Flows fancy imo (:
  7. 00:42:720 (3) - Perhaps put this in ~x:334 y:170 so (1,3,5) will be an arc? Also flows good with this variation~
  8. 00:46:170 (1,2,3,4,5,6,7,8,1) - orz, you can just play with the "Create Polygon Circles" feature here xD
  9. 00:53:895 (6) - Finish on slider's end, to follow Beginner difficulty?
  10. 00:57:570 (1,2,3,4,5,6,7,8,...) - Hmm, why soft sampleset? Normal sampleset with 20% volume blends much better here though :3
  11. 01:05:970 (1,2,3,4) - (optional) CTRL+R one by one perhaps? Flows better with your next combo in the center imo (:
  12. 01:23:670 (1,2,3,4) - Same as 00:57:570 here, I prefer normal sampleset with 20% volume for these four...
  13. 01:37:770 (5,6) - Minor stuff, put (5) in ~x:304 y:156 and (6) in ~x:382 y:295 (slightly sparser)? Looks good, especially on your (4,5)~
  14. 01:43:170 (1,2,3,4,5,6,7,8) - (optional) Use an ascending diagonal line like this perhaps?
  15. 01:59:670 (5,6) - Perhaps put slightly higher (~y:31)? imo (4) to (5) flows better if (5) is placed slightly higher compared to (4)'s end...
Crazy map!! Great song as well >_<
Star, I hope this helps galvenize~
Topic Starter
galvenize
Thanks, made me do some work there.
threenash
zizi
those
Two things:

  1. Taiko and Another need some offset to make start at about two seconds. Try 1000ms.
  2. In [Another], I liked if 02:03:420 (1,2) - were switched. See if you can agree.
I can't bubble with 1 Taiko mod. Try to get some mods for that; I won't forget about it this time I promise :O
Kurosanyan

those wrote:

I can't bubble with 1 Taiko mod. Try to get some mods for that; I won't forget about it this time I promise :O
With Nashmun's mod and yours it makes 2. D:
Also I usually ask some taiko players to test and try to mod my maps everytime, but most of them just tell me stuff by irc without posting in the thread or can't find anything. But well, I don't remember how many people modded this one so yeah maybe I should find one or two more. :I
KinomiCandy
I was told that someone needed a muzukashii. Guess what I have.

A brand new car. http://puu.sh/1fc59
Topic Starter
galvenize
Thanks!
ampzz
Did you a favour and added KinomiCandy's custom Ende background and tagged all of the difficulties to include his name.

http://puu.sh/1fsNl
Fiya
Yo, I heard you need taiko modz

[Kinomi's Taiko Muzukashii]

00:12:570 (43,44,45,46,47) - Since you used this as a lead in phrase at 00:10:170 - it plays better imo if you remove 00:12:720 (44)
00:22:620 (93,94,95) - This triple is kinda a random to me, and I don't think, at a muzu level, players would be ready for it in such a repetitive musical pattern when you aren't already using them in that pattern so remove 00:22:695 (94)?
00:53:970 (253) - Big kat instead of small?
01:17:970 - Kat here then start the spinner on 01:18:120?
01:44:370 (104) - Big kat?
02:03:570 - same as 01:17:970 but with a big kat or even big don because it is the last note of the climax of the song.

I think it might be a little bit hard for a muzu, it's mostly because of the bpm, but the map itself is nice and consistent without being overly repetitive.

[Kurosayan's Taiko Oni]

It's waaaaay too quiet on the hitsounds, even the louder parts felt soft to me. At least +20% on all imo, or just make it the same as Kinomi's muzu.

00:15:570 (1) - Big kat?
00:18:720 (5,6,7) - kkd instead of kkk? Flows/sounds better here imo than a one color triple.
00:23:520 (5,6,7) - ^ Same here since this pattern is repeated.
01:17:970 - Move the volume change to here? 01:16:770 (10,11,12,13,14,15,16,17) - This line of notes sounds strange at lower volume.
01:23:670 (1,2,3,4,5) - kkddk instead of ddddk?
01:36:720 (17,18,19,20,21,1,2,3,4) - Feels really streange to have 3 of the same triplet right next to each other like this when you didn't do it on any other repetition. Maybe just change the second or third one to kdk or kdd?

Well it really fits in with the music lmao, and again very consistent without being repetitive in a boring way.

Hope that helps somewhat :)
KinomiCandy

Fiya wrote:

Yo, I heard you need taiko modz

[Kinomi's Taiko Muzukashii]

00:12:570 (43,44,45,46,47) - Since you used this as a lead in phrase at 00:10:170 - it plays better imo if you remove 00:12:720 (44) Alright.
00:22:620 (93,94,95) - This triple is kinda a random to me, and I don't think, at a muzu level, players would be ready for it in such a repetitive musical pattern when you aren't already using them in that pattern so remove 00:22:695 (94)? Ops, fixed.
00:53:970 (253) - Big kat instead of small? Done.
01:17:970 - Kat here then start the spinner on 01:18:120? Nah.
01:44:370 (104) - Big kat? Sure.
02:03:570 - same as 01:17:970 but with a big kat or even big don because it is the last note of the climax of the song. Nah.

I think it might be a little bit hard for a muzu, it's mostly because of the bpm, but the map itself is nice and consistent without being overly repetitive. I was afraid someone would say that, it's actually my first time mapping muzukashii, lol.

Hope that helps somewhat :)
Thankies. http://puu.sh/1fv1I
rickyboi
Kurosanyan

Fiya wrote:

[Kurosayan's Taiko Oni]

It's waaaaay too quiet on the hitsounds, even the louder parts felt soft to me. At least +20% on all imo, or just make it the same as Kinomi's muzu. Actually I think Kinomi's muzu has the same thing than mine but looks like galvenize or maybe some bug from osu! messed up with my map...

00:15:570 (1) - Big kat? Yup
00:18:720 (5,6,7) - kkd instead of kkk? Flows/sounds better here imo than a one color triple. Nah, sounds better with kkk imo. The flow looks fine when I play it too. Also it avoid making pattern too much repetitive.
00:23:520 (5,6,7) - ^ Same here since this pattern is repeated. Same here
01:17:970 - Move the volume change to here? 01:16:770 (10,11,12,13,14,15,16,17) - This line of notes sounds strange at lower volume. Well it's because of the map being mysteriously messed up.
01:23:670 (1,2,3,4,5) - kkddk instead of ddddk? Nope, it's a repeated sound so it should be only d. But I removed the pattern before, it was weird.
01:36:720 (17,18,19,20,21,1,2,3,4) - Feels really streange to have 3 of the same triplet right next to each other like this when you didn't do it on any other repetition. Maybe just change the second or third one to kdk or kdd? I didn't do it anywhere else because the music is unique on this part if you listen and compare it well. And I'll keep ddk ddk ddk for consitency and because it's the best way to fit to the music imo.

Well it really fits in with the music lmao, and again very consistent without being repetitive in a boring way. Yeah I always try to fit the more possible with the music and be consistent but because of this it's hard to make something not repetitive and boring. D:
Topic Starter
galvenize
All good
Nilsso
Should be ranked!
lolcubes
Hi.

[General]
  1. Your offset should be located at 00:01:181 because that's where the music starts and you started mapping (your Another diff).
  2. After your offset change, the green lines became unsnapped. Generally it doesn't really matter, but in this case both the volume/hitsound changes and the kiai are unsnapped and this is unrankable.
  3. I wonder why didn't you start mapping diffs from the beginning like you did in Another?
[Another]
  1. I would really prefer if you used HPdrain 6 here. Usually anything above 6 doesn't work nicely on this BPM and if it's this long, creates an imbalance in the less dense parts on the timeline. It's still very challenging with 6. Downside is a loss of maximum score but that doesn't matter anymore.
  2. 00:01:181 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Not really gonna force you to change, but the stars are a bit uneven, might want to reshape the patterns maybe? Especially since we have that pattern maker which makes a star for you haha.
  3. 00:30:881 (1) - This new combo seems a little unnecessary to me since you didn't use it in the previous section (00:26:081 (4)).
  4. 00:32:231 (1) - I really don't like this. It interrupts the constant rhythm you were pumping until here. Also you miss a beat at 00:32:381 which is more important in my opinion. Just shorten it?
  5. 00:53:906 (6) - Hm, how about changing the volume of the slider end to something in 60~70% range? That finish should be more expressed imo.
  6. 00:58:781 (1) - Add a finish to the start as well?
  7. 00:58:781 (1,2,3,4,5,6,1,2,1,2,1,2) - Some inconsistent comboing. Maybe if you just used 1-2-3-4 for everything, it seems to work as well. So, new combo on 5, remove from the 01:00:581 (1) and remove from 01:01:781 (1). Since HP drain definitely has to be changed because 8 is broken for a map like this, really short combos will mess with the drain and might make it too easy. 1-2-3-4 1-2-3-4 is a nice balanced comboing setup here and fits the music the best.
  8. 01:10:181 (1,2,3,4,1,2,1,2,1,2,3,4) - ^ would prefer if you did the same here. Just use a new combo every measure instead of every half a measure (except for 01:12:581 (1,2,3,4) because it's a drastic change which was already expressed with a new combo before).
  9. 01:25:181 - 01:28:781 - Really uneven comboing here. I suppose it's for the sake of the symmetry, but how about adjusting the symmetry to fit the right comboing instead? Or you can just use comboing like you used everything else, it won't make your symmetry look worse (in my opinion). Just a combo each measure is fine.
  10. 01:35:381 (5,1,2,3) - This won't work. The new combo is random and the spacing change is completely random. Can you think of a different pattern for this? Jumpy is fine, however a pattern like this is just wrong in my eyes.
  11. 01:44:381 (1,2,3) - This is really really hard to read because of the previous notes which were located around here and left their hitbursts. This is critical because 01:44:681 (3) nearly cannot be recognized as a slider at all with all of those hitbursts here and that is unrankable. I think the best solution would be to remake the pattern 01:43:181 (1,2,3,4,5,6,7,8), to change the direction, order or even the pattern itself.
  12. 01:59:981 (1,2,3,4) - You could probably make the spacing more consistent, won't really hurt. It looks off like this and it felt a little strange to me.
[Hyper]
  1. OD7 please. There is a reason for this (see below @normal diff).
  2. 00:30:281 (2) - Missing a clap?
  3. 00:33:881 (2) - ^
  4. 00:38:381 (1) - ^
  5. 00:39:581 (1,2,3,4,5) - Try playing this on default skin, you will notice that everything seems so cramped and that the short repeaters have really really poor visibility. You should definitely avoid placing objects behind hitbursts here because it just makes it look bad with no good reason. Especially 00:40:031 (3), this really needs to get moved.
  6. 00:57:581 (1) - Have you considered using a drrrrrrrrr slider instead? The way the spinner ends somehow bugs me for some reason haha.
  7. 00:58:781 (1) - Finish?
  8. 01:07:181 (3,4,1,2,3) - This all should be in the same combo. (look at 01:16:781 (1,2,3,4,5,6), fits the music nicely)
[Normal]
  1. This is not a normal diff. If you use proper difficulty settings which fit this kind of mapping, you get a really nice hard diff. This should also be done because the Hyper feels like your average Insane and normal -> insane, yeah that doesn't work. Use the following difficulty settings please and rename to [Hard].
  2. While modding this, I will mod it as a Hard and having the above difficulty settings.
  3. Hitsounds: I see you are trying to use claps on every 2nd and 4th white tick where possible. This might not always be a good idea because that hitsound pattern gets interrupted very often. Maybe try removing claps where you are unable to use them for a measure? It would bring some consistency to your hitsounding and would sound nicer in my opinion.
  4. 00:58:781 (1) - Finish?
  5. 01:16:781 (1,2,3,4,5) - Why use soft hitsounds here? You used normal in the upper diffs and it sounded better because it follows the beat.
  6. 01:29:981 (3) - To keep consistency, this should be a new combo.
  7. 01:32:681 (4) - ^
  8. 01:40:781 (4) - ^
  9. 01:46:481 - From here onward, it seems you are missing quite a lot of claps. Recheck your clap patterns from this point until the end please.
  10. 01:54:281 - Since this is a hard now, feel free to drop a note here.
[Beginner]
  1. I recommend to use these difficulty settings and rename this diff to [Normal] or [Standard].
  2. Hitsounds: Eh, have you tried replacing your whistles with claps? Even if they don't follow the clap patterns in the music, I think it's still a better choice to create a rhythm with, rather than with whistles.
  3. 00:58:781 (1) - Finish?
  4. 01:43:181 (5) - This doesn't fit the music at all, because the beat focus is not on the white tick this slider ends on. Tried using a different object here? A single circle could create some tension, but it would break the flow a little, I don't really know what to suggest here, but I would be really happy if you found something more fitting than that slider.
  5. 02:01:331 (1) - Start it on a white tick please. No real reason to have it here and this also affects mania.
I spoke to Kurosanyan a little, and it will take more time for me to mod his taiko properly. I wanted to post a full mod however I'd rather post this here now and post the taiko mod later in an edit.
Topic Starter
galvenize
ty!

lolcubes wrote:

Hi.

[General]
  1. Your offset should be located at 00:01:181 because that's where the music starts and you started mapping (your Another diff).
  2. After your offset change, the green lines became unsnapped. Generally it doesn't really matter, but in this case both the volume/hitsound changes and the kiai are unsnapped and this is unrankable. All fixed
  3. I wonder why didn't you start mapping diffs from the beginning like you did in Another?Another is my special diff!
[Another]
  1. I would really prefer if you used HPdrain 6 here. Usually anything above 6 doesn't work nicely on this BPM and if it's this long, creates an imbalance in the less dense parts on the timeline. It's still very challenging with 6. Downside is a loss of maximum score but that doesn't matter anymore. I'm fine with reducing it but not below 7
  2. 00:01:181 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Not really gonna force you to change, but the stars are a bit uneven, might want to reshape the patterns maybe? Especially since we have that pattern maker which makes a star for you haha. Ye might as well do it
  3. 00:30:881 (1) - This new combo seems a little unnecessary to me since you didn't use it in the previous section (00:26:081 (4)).
  4. 00:32:231 (1) - I really don't like this. It interrupts the constant rhythm you were pumping until here. Also you miss a beat at 00:32:381 which is more important in my opinion. Just shorten it? Fine
  5. 00:53:906 (6) - Hm, how about changing the volume of the slider end to something in 60~70% range? That finish should be more expressed imo. alright
  6. 00:58:781 (1) - Add a finish to the start as well? ye
  7. 00:58:781 (1,2,3,4,5,6,1,2,1,2,1,2) - Some inconsistent comboing. Maybe if you just used 1-2-3-4 for everything, it seems to work as well. So, new combo on 5, remove from the 01:00:581 (1) and remove from 01:01:781 (1). Since HP drain definitely has to be changed because 8 is broken for a map like this, really short combos will mess with the drain and might make it too easy. 1-2-3-4 1-2-3-4 is a nice balanced comboing setup here and fits the music the best. all good
  8. 01:10:181 (1,2,3,4,1,2,1,2,1,2,3,4) - ^ would prefer if you did the same here. Just use a new combo every measure instead of every half a measure (except for 01:12:581 (1,2,3,4) because it's a drastic change which was already expressed with a new combo before). yup
  9. 01:25:181 - 01:28:781 - Really uneven comboing here. I suppose it's for the sake of the symmetry, but how about adjusting the symmetry to fit the right comboing instead? Or you can just use comboing like you used everything else, it won't make your symmetry look worse (in my opinion). Just a combo each measure is fine. Removed the combo at the slider.
  10. 01:35:381 (5,1,2,3) - This won't work. The new combo is random and the spacing change is completely random. Can you think of a different pattern for this? Jumpy is fine, however a pattern like this is just wrong in my eyes. I think I've done that elsewhere in the map. It's fine.
  11. 01:44:381 (1,2,3) - This is really really hard to read because of the previous notes which were located around here and left their hitbursts. This is critical because 01:44:681 (3) nearly cannot be recognized as a slider at all with all of those hitbursts here and that is unrankable. I think the best solution would be to remake the pattern 01:43:181 (1,2,3,4,5,6,7,8), to change the direction, order or even the pattern itself. Changed pattern
  12. 01:59:981 (1,2,3,4) - You could probably make the spacing more consistent, won't really hurt. It looks off like this and it felt a little strange to me. ok
[Hyper]
  1. OD7 please. There is a reason for this (see below @normal diff).
  2. 00:30:281 (2) - Missing a clap?
  3. 00:33:881 (2) - ^
  4. 00:38:381 (1) - ^
  5. 00:39:581 (1,2,3,4,5) - Try playing this on default skin, you will notice that everything seems so cramped and that the short repeaters have really really poor visibility. You should definitely avoid placing objects behind hitbursts here because it just makes it look bad with no good reason. Especially 00:40:031 (3), this really needs to get moved.
  6. 00:57:581 (1) - Have you considered using a drrrrrrrrr slider instead? The way the spinner ends somehow bugs me for some reason haha. nah it's fine
  7. 00:58:781 (1) - Finish?
  8. 01:07:181 (3,4,1,2,3) - This all should be in the same combo. (look at 01:16:781 (1,2,3,4,5,6), fits the music nicely)
Applied everything aside that one bit

[Normal]
  1. This is not a normal diff. If you use proper difficulty settings which fit this kind of mapping, you get a really nice hard diff. This should also be done because the Hyper feels like your average Insane and normal -> insane, yeah that doesn't work. Use the following difficulty settings please and rename to [Hard].
  2. While modding this, I will mod it as a Hard and having the above difficulty settings.
  3. Hitsounds: I see you are trying to use claps on every 2nd and 4th white tick where possible. This might not always be a good idea because that hitsound pattern gets interrupted very often. Maybe try removing claps where you are unable to use them for a measure? It would bring some consistency to your hitsounding and would sound nicer in my opinion.
  4. 00:58:781 (1) - Finish? ok
  5. 01:16:781 (1,2,3,4,5) - Why use soft hitsounds here? You used normal in the upper diffs and it sounded better because it follows the beat. changed
  6. 01:29:981 (3) - To keep consistency, this should be a new combo.
  7. 01:32:681 (4) - ^
  8. 01:40:781 (4) - ^ all ok
  9. 01:46:481 - From here onward, it seems you are missing quite a lot of claps. Recheck your clap patterns from this point until the end please. added
  10. 01:54:281 - Since this is a hard now, feel free to drop a note here.
[Beginner]
  1. I recommend to use these difficulty settings and rename this diff to [Normal] or [Standard].
  2. Hitsounds: Eh, have you tried replacing your whistles with claps? Even if they don't follow the clap patterns in the music, I think it's still a better choice to create a rhythm with, rather than with whistles.
  3. 00:58:781 (1) - Finish? ye
  4. 01:43:181 (5) - This doesn't fit the music at all, because the beat focus is not on the white tick this slider ends on. Tried using a different object here? A single circle could create some tension, but it would break the flow a little, I don't really know what to suggest here, but I would be really happy if you found something more fitting than that slider. changed
  5. 02:01:331 (1) - Start it on a white tick please. No real reason to have it here and this also affects mania. Spinners started there in the 2 other diffs
I spoke to Kurosanyan a little, and it will take more time for me to mod his taiko properly. I wanted to post a full mod however I'd rather post this here now and post the taiko mod later in an edit.
Just one thing, I won't change my "Normal" to "Hard" or my "Beginner" to "Normal/Standard". It might be the standard for difficulties nowadays but it has never been in my book(at least for high bpm maps). If you take the difficulty spreading as a whole without taking notice to how they're called, it's quite alright. I really don't want my "Hard" to look that easy is what I mean.
[Luanny]
hi \:D/

[Kurosanyan's Taiko]

er, what to say? I tried to mod it but it is perfect lol. Ready for rank, imo
The only thing I could find is:

00:15:574 (1) - add finish? hm

Nothing else D: sorry
no kd for this

good luck, hope to see this ranked soon
ztrot
Me and GAL talked it out and spread wise this thing imo is solid I mean 200 bpm and the normal shows all the traits of a normal map at 130 bpm but is just 200 I guess somewhere down the line we should find out if we should take bpm into consideration while judging diff spread, as it stands tho i see nothing I wouldn't see in a normal if this was a slower song so I'm gonna stick with that, did get him to change the diff name to "Advanced" feels more fitting for a higher tiered normal
Nilsso
TOO GOOD NOT TO BE RANKED YET.
those
Hello
threenash
Gooooooooooooooooooooooooooooood
lolcubes
[Another]
00:47:674 (1) - missing clap

[Hyper]
01:16:774 (1,2,3,4,5,6) - In another you had soft hitsounds here and the finish on the last note. Maybe do the same? (Atleast apply a finish on the last :p)

[Advanced]
Uh, well can you at least use AR6 OD4~5? Because AR really feels too low and OD3 is already kinda low, even for a normal. Maybe circle size 4 too, but up to you. AR and OD should really use a boost though.
01:16:774 (1,2,3,4,5) - Same deal, you had soft hitsounds here in Another and the finish at the end, do the same maybe?

[Beginner]
OD+1. OD1 is too low.
01:43:174 (2) - I strongly suggest to remove this entirely and just have one circle. This one doesn't follow the rhythm properly and it could be a little confusing because of that. If you have a single circle then everything fits, and the small break here creates a feeling of a buildup, which I think is better already. It could really use that kind of contrast since the most epic part is coming. Just be wary of the spacing, so you don't mess it up. :p

[Kurosanyan's Taiko]
Use normal hitsounds at 70~80% volume, soft hitsounds are not allowed according to the taiko rules & guidelines.
00:19:774 (15,16,17,18) - Not too fond of this. How about ddk k (the current pattern is d kdk)? I think it flows more naturally and still sounds really good (better to me actually). Also if you do this change maybe change 00:20:374 (1) to d? Would be slightly inconsistent but I think it sounds better and the previous couple of patterns would imply a kkd anyway.
(I was actually supposed to post a full mod with suggestions, but I really had a hard time modding this cause the map is good. The kdk one is something I really want to see change though hehe)

Anyways, check this mod out and I think I should be able to rank this.
(I find your offset a little early but it's within rankable range. Dunno why you wanted to change it though.)
Kurosanyan

lolcubes wrote:

[Kurosanyan's Taiko]
Use normal hitsounds at 70~80% volume, soft hitsounds are not allowed according to the taiko rules & guidelines.
They are allowed. It's a guideline, not a rule. I picked soft because imo the soft sounds of the default skin (even if I don't really care about it) fits nicely to the music. Anyway I'll fix it tonight because "lol it's a guideline I must fix".
Edit: Well actually it's better with normal hitsounds. But don't forget that soft hitsounds are not unrankable and that sometimes they fit (imo both normal and soft are ugly with default skin lol)

00:19:774 (15,16,17,18) - Not too fond of this. How about ddk k (the current pattern is d kdk)? I think it flows more naturally and still sounds really good (better to me actually).
Nope, it doesn't fit at all, I'll keep following the music and drums so I refuse to change this.
Also if you do this change maybe change 00:20:374 (1) to d? Would be slightly inconsistent but I think it sounds better and the previous couple of patterns would imply a kkd anyway.
You explained yourself why I should not fix it. I want to keep the consistency.
(I was actually supposed to post a full mod with suggestions, but I really had a hard time modding this cause the map is good. The kdk one is something I really want to see change though hehe)
I know that you don't like the map because there's a lot of katsu on downbeats but most of the people that played it said it was fitting for this song and even I who hate katsus think it fits. Well sorry but I won't change anything you said except for the 70% Normal hitsounds.
Topic Starter
galvenize
Offset +2
OD and AR raised in Advanced
OD raised in Beginner
Another and Hyper fixed
Hitsounds turned to normal at 70% in the taiko.

Let's get this over with, starting to hate this song lol.
lolcubes
Let's get this over with.

threenash
gz baka
Leader
yay!
Topic Starter
galvenize

lolcubes wrote:

Let's get this over with.

Thanks!
Milkshake
guddo mappu
show more
Please sign in to reply.

New reply