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nano feat. MY FIRST STORY - SAVIOR OF SONG (TV Size)

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Koiyuki


From moe Kodora's request to mod Hard diff.

[Haku no Arpeggio]
  1. combo colors may be too similar /.\
  2. 00:06:741 (1) - imo this is better :3
  3. 00:41:116 (3) - I recommend to end it at 00:41:429 - and add a note at 00:41:585 - , also end 00:42:054 (3) - at 00:42:366 - and add a note(slider?) at 00:42:523 -
  4. 01:05:335 (2) - missing clap on the end
  5. 01:21:898 (2,4,6) - can also add some claps imo

[Others]
  1. wpcap为什么我看到的mp3文件是32kbps而且长度是8分钟?
  2. In Skystar diff, 01:19:554 (1) - Unsnapped slider (end).
  3. VideoOffset 不一致

That's all.
~
HakuNoKaemi

[Minakami Yuki] wrote:



From moe Kodora's request to mod Hard diff.

[Haku no Arpeggio]
  1. combo colors may be too similar /.\ Tried to choose a third color for the map, sampled from Takao's hair
  2. 00:06:741 (1) - imo this is better :3 Changed it so it better seem what I want to use ( three curves, with different rotations )
  3. 00:41:116 (3) - I recommend to end it at 00:41:429 - and add a note at 00:41:585 - , also end 00:42:054 (3) - at 00:42:366 - and add a note(slider?) at 00:42:523 - I like the effect I have now
  4. 01:21:898 (2,4,6) - can also add some claps imo It become somewhat too noisy

[Others]
  1. wpcap为什么我看到的mp3文件是32kbps而且长度是8分钟? Actually, Window's bad at reading Bitrates, use GSpot
  2. VideoOffset 不一致
Yuko-chan, use the video offset of my diff(530), I had found it when I had used the new mp3

That's all.
~
http://puu.sh/5jQvD.rar
Topic Starter
Skystar
wtf can't update anything O_O
HakuNoKaemi
what kind of error it do?
Kodora

yeahyeahyeahhh wrote:

Was asked for mod this

General:

Kiai timings across all diffs aren't the same. Intended? Shouldn't be but Kodora has 5 kiai timings and the others only 3. On Kodora delete the Kiai at 00:10:492 and 01:16:116 It's fine since i'm guest mapper (i just added 2 more fountains)


Kodora:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all And some of them DO affect D: fixed
00:14:866 (2) - Hidden under the slider of 00:14:241 (4), maybe arrange it so its not under it. It's fine ~.~
01:07:991 (2) - ^ ^
Updated + fixed volume in the end (thanks to Mickey for noticing that). Also fixed preview point

http://puu.sh/5jSyL.osu
Pizzicato
you should map more like this
ars nova <3
Topic Starter
Skystar
yeahyeahyeahhh

yeahyeahyeahhh wrote:

Was asked for mod this

General:
Your MP3 is 32kb/s... try to find a better quality one? Try to find a 128kb/s mp3.
Kiai timings across all diffs aren't the same. Intended? Shouldn't be but Kodora has 5 kiai timings and the others only 3. On Kodora delete the Kiai at 00:10:492 and 01:16:116

Skystar:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all it doesnt matter, hitsounding is fine
01:19:554 (1) - Unsnapped slider-end fixed
00:42:523 - Maybe put a break or a spinner here? as i have said... no
00:50:491 (1) - Covered up too much by the previous slider imo, hard to see. nah it's fine ;-;
01:04:241 (1) - ^
01:05:023 (1,2,1) - This is... IDK what. It looks sloppy and extremely hard to read, 01:05:335 (2) make its all confusing and hard to see 01:05:491 (1). I suggest completely fixing this pattern or whatever you wanna call it. well it's not confusing while playing, also it just fits perfectly with the streams after this imo
01:19:085 (1) - No, just noooooooooooooo stop hiding notes under sliders D: nah ;-; well i stole this pattern from an other map...

Kodora:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
00:14:866 (2) - Hidden under the slider of 00:14:241 (4), maybe arrange it so its not under it.
01:07:991 (2) - ^

Normal:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all

Easy:
Lots of unsnapped inherited timing sections, maybe go through and adjustment or make sure that this doesn't effect your hitsounds at all
omg finally succeeded in updating!!
all diffs updated and fixed video offset, thanks for all mods!
Garven
Please use the mp3 I uploaded. The one that Haku uploaded is VBR and is screwy with timing.

I'll recheck this in full when I can - a bit low on time sorry.
HakuNoKaemi
The one I uploaded is yours but re-equalised, though
(I just did something to avoid an excessive loudness)
There's nothing bad in VBR, it could work badly only on old old old pc's
Kodora

HakuNoKaemi wrote:

The one I uploaded is yours but re-equalised, though
(I just did something to avoid an excessive loudness)
There's nothing bad in VBR, it could work badly only on old old old pc's
There is one problem
Timing on VBR is screwed up

i asked cube to check it and:

Topic Starter
Skystar
well, updated with Garven's mp3 ;-;
Alarido
Not a mod. No kd pls (unless you deem as useful).

[Kodora]
00:10:960 (3) - Why not stack it onto (4)'s head? Since many players rage with such note placements at such speed, making a flow-stop from 100 to ~0¹ miles per hour... unless for some players whose could do it without stopping by some advanced technique.
00:14:866 (2) - It feels ok for me, since the movement is not so hard to predict (due to slider shape), and also it 's at least a bit visible (unless you're HD'ing the song or using an opaque skin). However, it would be so tricky for a Hard diff.
00:51:116 (3,4,5,1) - It's mighty fitting to an Insane/Extra diff (not in a Hard), since it requires so advanced playing skills (not possible avoid some lewaminiscence) to predict such movements.
00:57:991 (2) - The head would be visible, although it's so hard to change the placements.
00:59:866 (5) - ^
01:07:991 (2) - But, unlike 00:14:866 (2), slider shape can't tell us right about the underlying note, so it should be visible or, at least, stacked in the head or tail.
01:23:929 (1,2,3) - Considering the spped and the harshness of whole map, it could be changed to a 1/4 repeating slider, since the stop achieved here is the same for triplets and 1/4-repeating sliders.

Hope this map get re-ranked, song is amazing :3

Att.
Garven
[General]
Something I overlooked initially, sorry: Your combo colors are very very similar. Make them more distinct from each other.
No tick rate 2 on your maps, Yuko? You didn't reply.

Amamiya Yuko wrote:

[Easy]
00:25:469 (1) - This section feels a bit cluttered with hit objects. It's a really calm part in the Easy difficulty. I think simplifying 00:28:282 (1,2,3) - to something like this would fit the pace much better this rhythm sounds weird o.o


It was only an example. I still feel that this is a bit too cluttered rhythmically. See if you can simplify it a little here.

00:42:658 - Insert a break here nope, as i have explained

no, break time is something used for letting player know "oops here's a break time you can rest freely huehue", and here's apparently not suitable to add it.

Is this the reason you explained? Could you reword that? I'm not exactly sure I understand how this applies considering the length of these blank spots.

00:47:345 (2,1,2,3) - This is incredibly boring rhythmically for the start of the kiai section. Spruce it up a bit. Same applies to 00:56:252 (1) - i dont see the problem of it.. since it's an easy diff and i just follow the drums, what's wrong with that?

Because it puts me to sleep. Easy doesn't mean boring. It means that it should be easy to grasp for an new player, but still follow the music well. Following the metronome is technically all of this, but it leads to a map that obviously has little thought put into it.

01:13:910 (1,2,3) - Considering you're reaching the climax, using circles would give a better feeling of amping up. prefer sliders here... also adding circles would be hard for an easy diff

That's the point of "amping it up" a bit. You want to increase the energy, and you can accomplish that by increasing the difficulty slightly. People aren't going to all suddenly fail because of those circles. It will also give them something to try and work on to improve. You have to start somewhere.

Add a spinner somewhere so that there are variable high scores possible.

Any reply to this? You should have a spinner somewhere in the easier difficulties at the least so that high scores aren't stagnant.

[Normal]
00:21:094 - Add a break same as above
00:42:658 - Add a break same
Add a spinner somewhere so that there are variable high scores possible.

01:06:409 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5) - This is all 1/1. :/ Try giving a little variation in here. It's pretty drab as-is. 01:11:410 (1) - is fine with the 1/1 considering the musical emphasis, but before it, there's plenty to follow that would fit within a Normal's context well it may be a bit boring but i dont think it's a serious problem... If even you are admitting that it's a bit boring, you should have an idea or two on how to make it more enjoyable to play. This is something that people play to have fun, not get bored of.

Kodora wrote:

Anyway,
[General]
Tick rate 2 fits this song best Yes, it fits at most of parts but sadly sounds too busy at the beginning & calm part due to SV changes & songs tempo - this song cries for multiple tickrate ;_;

Looks like you took care of this.

[Kodora]
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 - I just do not want to make it too clamped here :<

Considering that you're using 1.5x spacing during a slow intro part, dropping it to 1.25x or something still won't have overlaps and won't feel jumpy like it does now.
And continuing the mod on that diff:

00:13:304 (1,2) - What's up with this close spacing?
00:14:866 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
00:32:523 (3,4,1) - After all those slower parts, this intro the the next section is nice until you get to the 1/1 rhythms where it's jarringly anti-jumps the entire way. Stop being such a tease. q: Make it more uniform in intensity.
00:36:898 (1,2,1,2) - According to your rhythmic pattern, you shouldn't be moving to 1/2 rhythms until 00:38:148 - though adding a beat at 00:35:491 - would help move things forward a bit.
00:49:241 (2) - This was unexpected. You never did these before - it felt like you were going to do your normal stack thing again like the rest of the map prior.
00:51:273 (4) - ctrl + g flows better
00:51:273 (4,1) - This overlap makes me cry
00:54:866 (1) - This speed up makes no sense musically nor does it fit with your mapping.
01:04:866 (1) - ^
01:07:991 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
01:23:929 (1,2,3) - Strange that this is the only instance that 3 circles are used

[Haku]
Tick rate 2 fits this song best.
00:00:804 (1) - Remove new combo
Why is your stack leniency so low? Stuff like 00:22:835 (1,2) - isn't stacking properly
00:24:085 (3) - Why a slider? Just use a circle
00:39:398 (4) - That whistle intended?
00:54:241 (3,1) - Eew overlap
01:01:585 (1,2) - Should be stacked
01:05:335 (2,3) - Overlap
01:17:210 (4,5) - Overlap due to stacking.
01:25:257 (1) - End this at 01:26:194 -

[Insane]
00:11:273 (3) - This feels unnecessary considering the strong emphasis in what's going on in the music. The spacing also makes it deceiving when you look at the next tiny combo (that shouldn't be a combo on it's own) Doing something more like what you did at 00:13:616 (2,1,1) - is recommended (except kill all the unnecessary new combos)
I'm not going to name off all the super-short combos. Get rid of them. They screw with the HP Drain metric.
00:38:773 (1,2) - This change in flow just breaks everything you've set up up until this part. I suggest you ctrl + g the 2 slider and adjust the pattern from there.
00:42:523 - Add a break or hit objects.
00:52:210 (1,2,3) - Random triple why?
00:57:835 (2,3) - What is this rhythm. It breaks all the other instances of this part of the music that you mapped.
01:02:210 (5,6,7) - Another random triple. There's nothing to justify this in the music.
01:05:335 (2,1) - This spacing feels way too close after all the jumps right before it.
01:12:210 (1) - This flows better ctrl + g'd
01:16:898 (3) - Here's this thing again from the intro. And all the too-short combos to go with it.
HakuNoKaemi

Garven wrote:

[Haku]
00:00:804 (1) - Remove new combo Deleted note, since I'm following vocals mostly
Why is your stack leniency so low? Stuff like 00:22:835 (1,2) - isn't stacking properly It shouldn't stack, only 1/2 have to stack. I used it to achieve a "Stop and Start" effect n many parts.
00:24:085 (3) - Why a slider? Just use a circle it fit better since the vocals isn't only in that point and it does give a "portato-like" effect
00:39:398 (4) - That whistle intended? Actually, yes, used a 45% zone to danpen it
00:54:241 (3,1) - Eew overlap I put it here for for a triangle, and, it is the better way I found to achieve the effect I wanted
01:01:585 (1,2) - Should be stacked It shouldn't stack, only 1/2 have to stack. I used it to achieve a "Stop and Start" effect n many parts.
01:25:257 (1) - End this at 01:26:194 - I had made it end onto a dampened Finish sound
See if you like the third colour I'm using (it's sampled from Takao's hair)
http://puu.sh/5lZSM.rar
Garven
No comment on tick rate 2, Haku? Anyone? ;_;

[Haku]
For the stacked notes, actually 1/1 rhythms -should- stack. Move stack leniency back to default and watch the stacking glory happen.
00:24:085 (3) - If you wanted a portato, I'd reduce the volume on the end of the slider by about half. Right now it's too noisy to give that impression.
00:54:241 (3,1) - I know you're going for a triangle, but it's still overlapping. See if you can reduce the overlapping without compromising your pattern (which will take almost zero effort).
01:25:257 (1) - Why not end it on the last note where it would make more sense as a finishing hit?
HakuNoKaemi
I'm using in fact tick rate 2 in the last version ( dlable in the post )
Should check the thread, but I had discussed and actually, the stacking is mandatory only to the "faster" notes in the map, in my case 1/2, in Kodora's and Yuko's cases 1/4
ah, that was a fast discussion done when I wasn't there, though, I have nothing to say

http://puu.sh/5mXSe.rar

done all. Was able to remove the overlap with a rotation
or better, I actually want that effect on stacking, examples:
00:02:679 (4,1) - have a better flow if not stacked
00:11:429 (3,4) - 00:30:648 (1,1) - 00:50:491 (1,2) - Those wouldn't look as a partial helix
00:45:648 (1,2,1) - This note, would be less readable if stacked, for example

Ah, I readed the new guideline
Garven
Derp, musta missed the previous file upload. Was mainly just replying to your message.

The last spinner should be ending on a blue tick: 01:26:194 - ;)
Topic Starter
Skystar
;-; give me a little time Garvensama, will reply to them asap
Kodora
Alarido

Alarido wrote:

Not a mod. No kd pls (unless you deem as useful).

[Kodora]
00:10:960 (3) - Why not stack it onto (4)'s head? Since many players rage with such note placements at such speed, making a flow-stop from 100 to ~0¹ miles per hour... unless for some players whose could do it without stopping by some advanced technique. Hm, done
00:14:866 (2) - It feels ok for me, since the movement is not so hard to predict (due to slider shape), and also it 's at least a bit visible (unless you're HD'ing the song or using an opaque skin). However, it would be so tricky for a Hard diff. Should be fine for Hard+ diff like this one - (2) also can be readed by approach circle.
00:51:116 (3,4,5,1) - It's mighty fitting to an Insane/Extra diff (not in a Hard), since it requires so advanced playing skills (not possible avoid some lewaminiscence) to predict such movements. Should be fine for Hard+. Those hitobjects keeps same DS, also (1) is easy to read by approachcircle (and also predictable due to form of slider).
00:57:991 (2) - The head would be visible, although it's so hard to change the placements. It's very easy to read head of this slider and imo it flows enough intuitive to predict where it starts.
00:59:866 (5) - ^ ^
01:07:991 (2) - But, unlike 00:14:866 (2), slider shape can't tell us right about the underlying note, so it should be visible or, at least, stacked in the head or tail. Actually, this slider is "cornered" to make this note more readable, and 01:07:835 (1,2,3,4) - making together a straight line (also 01:07:366 (5,1,2,3) - keeps same ds) so it works enough intuitive to predict next note (following approachcircles helps to read too)
01:23:929 (1,2,3) - Considering the spped and the harshness of whole map, it could be changed to a 1/4 repeating slider, since the stop achieved here is the same for triplets and 1/4-repeating sliders. Done


Garven

Garven wrote:

[Kodora]
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 - I just do not want to make it too clamped here :<

Considering that you're using 1.5x spacing during a slow intro part, dropping it to 1.25x or something still won't have overlaps and won't feel jumpy like it does now. Redused to x1.30
And continuing the mod on that diff:

00:13:304 (1,2) - What's up with this close spacing? Fixed
00:14:866 (2) - This is unacceptable for a Hard difficulty. Make it less covered please. I asked more BATs and mappers for their opinions about this - it should be fine for advanced hard diff like this one since we already have easiest hard here. Also it's really not hard to read.
00:32:523 (3,4,1) - After all those slower parts, this intro the the next section is nice until you get to the 1/1 rhythms where it's jarringly anti-jumps the entire way. Stop being such a tease. q: Make it more uniform in intensity. Reworked this part.
00:36:898 (1,2,1,2) - According to your rhythmic pattern, you shouldn't be moving to 1/2 rhythms until 00:38:148 - though adding a beat at 00:35:491 - would help move things forward a bit. Fixed
00:49:241 (2) - This was unexpected. You never did these before - it felt like you were going to do your normal stack thing again like the rest of the map prior. That's a little trick to not let HD players FC it in one try - while it still easy to play/read nomod such trap should not case problems it also stolen from other map
00:51:273 (4) - ctrl + g flows better Prefer how it now due to overlapped pattern
00:51:273 (4,1) - This overlap makes me cry nah D:
00:54:866 (1) - This speed up makes no sense musically nor does it fit with your mapping. This little speed-up done to emphazire second part, which actually stronger than first one.
01:04:866 (1) - ^ ^
01:07:991 (2) - This is unacceptable for a Hard difficulty. Make it less covered please. Same as above
01:23:929 (1,2,3) - Strange that this is the only instance that 3 circles are used Changed to 1/4 repeat slider
[/quote]

Thanks for mods

diff
osu file format v12

[General]
AudioFilename: savior of song.mp3
AudioLeadIn: 1000
PreviewTime: 45648
Countdown: 0
SampleSet: Normal
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8

[Metadata]
Title:SAVIOR OF SONG (TV Size)
TitleUnicode:SAVIOR OF SONG (TV Size)
Artist:nano feat. MY FIRST STORY
ArtistUnicode:ナノ feat. MY FIRST STORY
Creator:Amamiya Yuko
Version:Kodora
Source:蒼き鋼のアルペジオ
Tags:Skystar Kodora opening Arpeggio of Blue Steel HakuNoKaemi
BeatmapID:313821
BeatmapSetID:121716

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.72
SliderTickRate:2

[Events]
//Background and Video events
0,0,"1.jpg",0,0
Video,530,"PV.flv"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
648,312.5,4,2,2,10,1,0
648,-133.333333333333,4,2,2,25,0,0
3773,-166.666666666667,4,2,2,25,0,0
4085,-133.333333333333,4,2,2,25,0,0
7366,-166.666666666667,4,2,2,25,0,0
7992,-166.666666666667,4,2,2,5,0,0
10023,-100,4,1,1,40,0,0
10491,-100,4,1,1,50,0,1
10531,-100,4,1,1,50,0,0
10960,-100,4,1,1,50,0,0
11429,-100,4,1,1,50,0,0
11741,-100,4,1,1,50,0,0
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14242,-100,4,1,1,50,0,0
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16430,-100,4,1,1,40,0,0
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18930,-100,4,1,1,40,0,0
19243,-100,4,1,1,50,0,0
20649,-100,4,2,1,5,0,0
22759,-125,4,2,2,40,0,0
24048,-125,4,2,2,25,0,0
24126,-125,4,2,2,40,0,0
24829,-125,4,2,2,25,0,0
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25376,-125,4,2,2,40,0,0
26079,-125,4,2,2,20,0,0
26157,-125,4,2,2,40,0,0
26548,-125,4,2,2,20,0,0
26626,-125,4,2,2,40,0,0
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27407,-125,4,2,2,40,0,0
27798,-125,4,2,2,25,0,0
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28189,-125,4,2,2,40,0,0
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32523,-100,4,3,1,50,0,0
33111,-100,4,3,1,30,0,0
34400,-100,4,3,1,35,0,0
35650,-100,4,3,1,40,0,0
36900,-100,4,3,1,45,0,0
38148,-80,4,3,1,50,0,0
40648,312.5,4,1,1,50,1,0
40648,-80,4,1,1,50,0,0
42523,312.5,4,2,1,5,1,0
42523,-100,4,2,1,5,0,0
45296,-100,4,2,1,5,0,0
45648,-133.333333333333,4,2,1,40,0,0
46116,-100,4,1,1,60,0,1
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55648,-80,4,1,1,40,0,0
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64866,-80,4,1,1,60,0,1
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76116,-100,4,1,1,50,0,1
76155,-100,4,1,1,60,0,0
76585,-100,4,1,1,60,0,0
77054,-100,4,1,1,50,0,0
77366,-100,4,1,1,50,0,0
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84088,-100,4,1,1,50,0,0
84557,-100,4,1,1,50,0,0
84870,-100,4,1,1,50,0,0


[Colours]
Combo1 : 0,128,192
Combo2 : 0,128,255
Combo3 : 27,193,228

[HitObjects]
136,40,804,1,0,0:0:0:0:
72,94,960,1,0,0:0:0:0:
144,136,1116,1,0,0:0:0:0:
144,136,1273,2,0,B|184:136|208:176|208:176|272:144,1,129.00000492096,2|0,0:0|0:0,0:0:0:0:
308,91,1741,2,0,P|328:156|302:219,1,129.00000492096,2|0,0:0|0:0,0:0:0:0:
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376,360,82835,1,8,0:0:0:0:
288,320,82991,2,0,B|240:304|240:304|208:368|120:360,1,172,2|0,0:0|0:0,0:0:0:0:
152,264,83460,1,8,0:0:0:0:
56,248,83616,2,0,P|80:200|112:176,1,86,4|0,0:0|0:0,0:0:0:0:
199,80,83929,6,0,P|189:61|185:40,2,43,2|0|8,0:0|0:0|0:0,0:0:0:0:
263,150,84241,2,0,P|351:158|407:70,1,172,2|0,0:0|0:0,0:0:0:0:
384,8,84710,1,8,0:0:0:0:
320,72,84866,1,0,0:0:0:0:
336,168,85023,6,0,P|344:216|376:256,1,86,2|0,0:0|0:0,0:0:0:0:
304,368,85335,2,0,P|298:325|275:289,1,86,10|0,0:0|0:0,0:0:0:0:
176,232,85648,5,8,0:0:0:0:
224,128,85804,1,8,0:0:0:0:
280,224,85960,1,8,0:0:0:0:
112,137,86116,1,8,0:0:0:0:
HakuNoKaemi
http://puu.sh/5n96a.rar Gomen, it's me that I'm somewhat fast since I don't have/do - wait I had one- mod requests/maps anymore and can directly cgeck when I'm here
Garven

Kodora wrote:

[Kodora]
00:14:866 (2) - This is unacceptable for a Hard difficulty. Make it less covered please. I asked more BATs and mappers for their opinions about this - it should be fine for advanced hard diff like this one since we already have easiest hard here. Also it's really not hard to read.

This isn't acceptable for a Hard difficulty. The circle is completely hidden by the slider body. This is a technique that should be used sparingly in Insane level difficulties. This was designed as a Hard. Make it more visible.

00:36:898 (1,2,1,2) - According to your rhythmic pattern, you shouldn't be moving to 1/2 rhythms until 00:38:148 - though adding a beat at 00:35:491 - would help move things forward a bit. Fixed

You still have premature 1/2ulation at 00:36:898 (1,2,1,2) -

00:49:241 (2) - This was unexpected. You never did these before - it felt like you were going to do your normal stack thing again like the rest of the map prior. That's a little trick to not let HD players FC it in one try - while it still easy to play/read nomod such trap should not case problems it also stolen from other map

It's more about consistency of flow. It breaks your flow up until this point so I have to actually look at the map instead of just playing it and enjoying it. Not a good design move in the long run.

00:51:273 (4,1) - This overlap makes me cry nah D: Real tears yo. They be fallin'

00:54:866 (1) - This speed up makes no sense musically nor does it fit with your mapping. This little speed-up done to emphazire second part, which actually stronger than first one.

If there is an increase in intensity of the music, I sure am not hearing it. Especially to the degree that you're emphasizing it. It plays out of place to the music itself.

01:04:866 (1) - ^

01:07:991 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
Yuko: No rush. I figure I may as well clean up the guest diffs while waiting for you. q:
Chloe
I finds those overlaps are not so difficult to read, also not too hard as a hard diff, and now the spread is clear here with the E N H H+ I.
HakuNoKaemi
now the "Hard for an Hard" won't work, as it isn't called hard.
though the "no Arpeggio" seems cool to add to the diff name XD u,u
Avena

Chloe wrote:

I finds those overlaps are not so difficult to read, also not too hard as a hard diff, and now the spread is clear here with the E N H H+ I.
That's because you are at Insane level, so you won't notice it.
It's like saying tattoos don't hurt after you have done 30 of them.
HakuNoKaemi

Priti wrote:

Chloe wrote:

I finds those overlaps are not so difficult to read, also not too hard as a hard diff, and now the spread is clear here with the E N H H+ I.
That's because you are at Insane level, so you won't notice it.
It's like saying tattoos don't hurt after you have done 30 of them.
It's likely that he IS at Insane level, but assure those overlaps aren't noticeable for an insane player as much as jumps and streams.
I assure those overlaps aren't as hard as you guys think, and that when I was hard level ( I can FC almost all Hards and some Insanes, but cannot play some Insane as now) I could easily play them without Hidden (and with Hidden too, as long as they flowed good, I can play those overlaps with hidden as now too)
Topic Starter
Skystar

Garven wrote:

[General]
Something I overlooked initially, sorry: Your combo colors are very very similar. Make them more distinct from each other.
No tick rate 2 on your maps, Yuko? You didn't reply. TR2 boss Garven!! Well i still prefer TR1... ;-;

[Insane]
00:11:273 (3) - This feels unnecessary considering the strong emphasis in what's going on in the music. The spacing also makes it deceiving when you look at the next tiny combo (that shouldn't be a combo on it's own) Doing something more like what you did at 00:13:616 (2,1,1) - is recommended (except kill all the unnecessary new combos)
I'm not going to name off all the super-short combos. Get rid of them. They screw with the HP Drain metric.
00:38:773 (1,2) - This change in flow just breaks everything you've set up up until this part. I suggest you ctrl + g the 2 slider and adjust the pattern from there.
00:42:523 - Add a break or hit objects.
00:52:210 (1,2,3) - Random triple why?
00:57:835 (2,3) - What is this rhythm. It breaks all the other instances of this part of the music that you mapped. Eh.. I actually dont see the problem of it, it's kind of different with 00:47:679 (3,4) - in the music, if you have listened to it carefully.
01:02:210 (5,6,7) - Another random triple. There's nothing to justify this in the music.
01:05:335 (2,1) - This spacing feels way too close after all the jumps right before it.
01:12:210 (1) - This flows better ctrl + g'd I just stole this pattern from other map made a difference with 01:11:273 (1) - to avoid boring things, also it flows good imo?
01:16:898 (3) - Here's this thing again from the intro. And all the too-short combos to go with it.
Everything i didnt reply to = fixed.
Also all fixed in Easy and Normal.
Updated.
Garven
[General]
Combo colors are still way too similar.


[Easy]
00:46:116 (1) - Alright, now just give more recovery time after the spinner and we're good to go. Aim for about 3-4 beats for an Easy.

[Insane]
00:45:023 - May as well snap the end of the break here. And maaaybe start the break at 00:43:148 - but it's already weird as a delayed break. I dunno.
There's still rampant new combo spam all over. I'll point them out individually later when I have some time.

Waiting on Kodora to fix the hidden notes.
Topic Starter
Skystar

Garven wrote:

[General]
Combo colors are still way too similar. fixed


[Easy]
00:46:116 (1) - Alright, now just give more recovery time after the spinner and we're good to go. Aim for about 3-4 beats for an Easy. fixed

[Insane]
00:45:023 - May as well snap the end of the break here. And maaaybe start the break at 00:43:148 - but it's already weird as a delayed break. I dunno. snapped the end, but keep start
There's still rampant new combo spam all over. I'll point them out individually later when I have some time. ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-;
Waiting on Kodora to fix the hidden notes.
EDIT: Updated Kodora's diff.
Kodora

Garven wrote:

Kodora wrote:

[Kodora]
00:14:866 (2) - This isn't acceptable for a Hard difficulty. The circle is completely hidden by the slider body. This is a technique that should be used sparingly in Insane level difficulties. This was designed as a Hard. Make it more visible. This guideline got changed to Avoid covering up objects with hitbursts, slider tracks, and other objects, especially in easier difficulties. Obscuring objects can make them difficult to read. There can be some exceptions where patterns have a clear and logical path and the timing for these objects can be told easily.. Main point here is real playability - In fact players have almost 300 ms to read this, and such circle plasement at this part shouldn't be real problem with AR 8:


00:36:898 (1,2,1,2) - You still have premature 1/2ulation at 00:36:898 (1,2,1,2) - It follows background guitar (Insane also have same rhythm at this point)

00:49:241 (2) - It's more about consistency of flow. It breaks your flow up until this point so I have to actually look at the map instead of just playing it and enjoying it. Not a good design move in the long run. Changed to manual stack ;___;

00:51:273 (4,1) - Real tears yo. They be fallin' Changed this

00:54:866 (1) - If there is an increase in intensity of the music, I sure am not hearing it. Especially to the degree that you're emphasizing it. It plays out of place to the music itself. Second repetition is also "stronger" than first one. And main point - imo, it will looks boring if second repetition will be same as first.

01:04:866 (1) - ^

01:07:991 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
Changed this

Yuko: No rush. I figure I may as well clean up the guest diffs while waiting for you. q:
Ulysses
/__[.__.]-------/-
Garven
Sorry for the delay in getting back to this. Been busy.

[General]
Charles suggested you add Lum 142 to the Combo color 3.



I talked with Kodora about his difficulty in IRC and offered a pattern suggestion for the covered hitcircle.

[Insane]
So with the new combos, I'm mainly looking at the consecutive new combos used. So the following parts shouldn't really need to have so many new combos:
00:13:616 (2,1,1) -
00:18:616 (2,1,1,1) -
01:12:210 (1,1) -
01:19:241 (2,1,1) -
01:21:741 (2,1,1) -
01:24:085 (2,1,1,1) -
Compare the new combo sequence of 00:16:116 (2,1,1) - to 00:11:116 (2,1,2,3,1) -
00:32:523 (1) - During this part you keep changing from either doing 2 combos per measure (tall white tick) or 1 combo per measure. Make it consistent. It looks tacky.
Topic Starter
Skystar
All fixed.
I wish it should be fine now...

EDIT: updated Kodora's diff.
Garven
Your wish is my command.
Kodora
I love you Garven <3
Lust
Letsu go!
kanpakyin
Time to get this reranked.

Reranked!

(ノ・ω・)ノ
Broccoly
Nice
Re-gratz!!!!
Kinomi
Yuko >3<
slaps kodora
Kodora
<3

hentai Yomi

EDIT: SOMEONE PLEASE REMOVE ALL SCORES
Scorpiour
sorry for the inconvenience due to the score issue, please wait a while
Scorpiour
okay Kytoxid has wiped the score already after reported. so let's put it back
Kytoxid

Scorpiour wrote:

okay Kytoxid has wiped the score already after reported. so let's put it back
Yep. Sorry for the confusion guys, hope not too much was lost from the last half hour or so. D:
YERTI
good map
-Neipezi
congratz skystar & kodora :3/
Pagliaccio
Finally! Gratz Yuko, Kodora :3
Irreversible
Ohh, I was just about to get to this... well gz u.u
Makar
Why do people let difficulty names like these by?
http://osu.ppy.sh/ss/1151082
Tell me, which is the hard difficulty? You can't say because there is no way to tell.

I mean wow at least some people put it in the description.
It's even more said when the difficulty of Kodora's difficulty used to be there but then it was removed
Faust
So uh..

for future ranked maps of this song I'd like to mention that this actually goes by "SAVIOR OF SONG (feat. MY FIRST STORY)"

I hope that doesn't down any of the congratulative mood, but yeah.
One could probably go both ways about this since the animated OP and Flying DOG have it as such. (Album tracklisting & meta has it the way I've mentioned)
Broccoly

Makar wrote:

You can't say because there is no way to tell.
you can tell from the object count, which is known to work well if the drain times are the same for all the difficulties
Makar

Broccoly wrote:

Makar wrote:

You can't say because there is no way to tell.
you can tell from the object count, which is known to work well if the drain times are the same for all the difficulties
You cant see this in multiplayer lobby.

Unrank inc.
Irreversible
Sorry for another unrank , but after a conversation with other BATs we decided that the hard should actually be called [Name of the GDer]'s Hard and not something that People can't tell what diff it should be.

-> Please fix the Name of the hard and call me back for re-rank. Scores won't be wiped!

Also add the romanized title (Aoki Hagane no Arpeggio) to the tags, and check Faust's post as well.

Sorry for inconveniences! :(
Makar
Renaming to "Kodora's Insane" and "Haku's Hard" should be okay
Darksonic
Next time, please check these details for future maps, should be obvious that people must know what are they playing, it isn't a really big issue though but difficulties should never be called as an user lol.
Nemis
...

I can't really explain my disappointment about this unranking. Good luck with re-re-ranking.
Broccoly


Then change this please


Nemis wrote:

...

I can't really explain my disappointment about this unranking. Good luck with re-re-ranking.
^
Pagliaccio
I just call~~~
To say~~~
I UNRUNK U
/me runs

Yuko achievement unlocked "Triple Unranked" yay :D
peppy
I can't explain my disappointment at the stupid difficulty names. Good luck with changing them to make sense.
Avena
Huh, I always complain about bad diff names, but I didn't know its an actual reason to get something unranked.
Andrea
Moved back to Pending Beatmaps.
Kodora

Nemis wrote:

...

Makar wrote:

"Kodora's Insane"
It's hard btw
Makar

Priti wrote:

Huh, I always complain about bad diff names, but I didn't know its an actual reason to get something unranked.
t/146542
Kinomi
Skystar is also a username 233

how about these https://osu.ppy.sh/forum/t/133813 https://osu.ppy.sh/s/111531
Nemis

peppy wrote:

I can't explain my disappointment at the stupid difficulty names. Good luck with changing them to make sense.
There is a sense renaming a diff from Creator -> Creator's Difficulty 'cause it helps the players choosing the difficulty, but I don't think there is one to do this just now, after years, without any rule that prohibits to select a custom name for the difficulty and also with this written in the editor. I would totally agree with you if there would be an existing rule that prohibits this!
peppy
Rules change. They just did.
Broccoly
Boy, this is actually really amusing

So this goes for all difficulties or just Hard and below?
Dainesl
Wow really I'm always late. Welp, re-re-re-good luck (is this the only mapset to have 3 unranks? ._.)
Makar

Broccoly wrote:

Boy, this is actually really amusing

So this goes for all difficulties or just Hard and below?
All.

The purpose of a difficulty name is to identify the difficulty level, not the creator.
Kodora
R.I.P. custom diffnames
Makar
You can have custom diffnames, just not ones that don't properly identify the difficulty level. For example, "Kantan, Futsuu, Muzu, Oni" identify the difficulty levels very well and clearly, but "Easy, Normal, Mapper1, Mapper2, Mapper3" do not.

Continue discussion in the appropriate forum, not here.
Broccoly
Can't wait to see 0108's Extra
Kodora
Well, in case if someone want to discuss that -> t/169960
Sakura
Just gonna say that I'll help you get this back to ranked once the diff names are fixed.

If you want to discuss anything regarding the diff names rule then refer to Kodora's thread.
No_Gu
哈哈脑残粉你真惨
pw384

No_Gu wrote:

哈哈脑残粉你真惨
Topic Starter
Skystar
wow i just woke up right now and just noticed that it got reranked.
and reunranked.
and rereranked.
and rereunranked.

EDIT: No more Rin GG RIP
Broccoly

Amamiya Yuko wrote:

wow i just woke up right now and just noticed that it got reranked.
and reunranked.
and rereranked.
and rereunranked.
lol a tsunami has passed by
pw384
hhhh你看看你们 在mapper睡觉的时候吵了半天 re/un了多少次 到头来还是会被刚起床的星爷玩♂耍的

have my baby plz >_<


EDIT:

Flower wrote:

Amamiya Yuko wrote:

EDIT: No more Rin GG RIP
NatsumeRin's Rin. That should still work. ppy won't complain about {Creator's Name}'s {Diff Name}.
So Kodora's Kodora should work well.
Yes, Flower's Flower
Flower

Amamiya Yuko wrote:

EDIT: No more Rin GG RIP
NatsumeRin's Rin. That should still work. ppy won't complain about {Creator's Name}'s {Diff Name}.
So Kodora's Kodora should work well.
Darksonic
>NatsumeRin's Rin
>Kodora's Kodora
>Implying that people gonna really use that as a difficulty name even if it seems terrible

wat
Topic Starter
Skystar
Eh.

I began to use Skystar as a diff name was on this map.
After that, I usually use it when:
1. It's an Insane GD.
2. It's my own, but there're a bunch of GDs such as this, so that I've used Skystar as a comparison.
However, I'm actually fine with this rule since I was using ENHI diff naming for my first 5 ranked maps, and I don't really like to use custom diff name honestly lol. When I create and upload a new map, it's always named as Insane or Another or something like that.

But still, no more Rin.
HakuNoKaemi
I'm disappointed about you BATs and GMTs
Really disappointed.

It doesn't make sense that most issues are saw by modders and not player, why?
It is ages a player doesn't actually read difficulty names, but the order of them (and known that if
A
B
C
A is easier that B, that is easier than C.

Yukocchi, it's not your fault, it's probably my fault since Insanes can have a custom name in fact
captin1
someday this might stay ranked
Kiiwa
:o best of luck yukoooooo
Topic Starter
Skystar
Okay let's see.

Changed the diff names, added Aoki Hagane no Arpeggio into tags, keep the title since it's also the correct one.

Updated.
pw384
Rerank plz
Irreversible
Alright, I can't see why I should hold this back, Name is fine, Tags are okay now, and the important Thing: Diffnames tell us which diff it is.

Sorry for this ..

Rererererererereranked!
Momochikun
Hm.. it still on pending beatmaps thread o.o
Irreversible
Yeah, it'll be reranked in 3.5 Hours.... I didn't know of this.


Topic Starter
Skystar

Screenshot for this nice moment. xD
Irreversible
Now it worked. Congratz!
Alarido
RE{[(?)]} RAAAANKEEEOOOOOOOOOOOOOOOUUUUUU ^^

Congratz Yukoooo!
P A N
well, finally..
gratz yuko :D
Topic Starter
Skystar
Kodora
can't believe

inb4 unranked(runs
Momochikun

Kodora wrote:

inb4 unranked(runs
Congratz ! Love this song <3
Konei


Guratzu.
Kinomi

Amamiya Yuko wrote:


Rakuen
Grats for rerank >.o /

Sky在群里吗w
Pagliaccio
Finally \:D/
Gratz Bakadora, Yuko :3
DakeDekaane
Can this have another unrank? plsplsplsplspls

jk, grats~ hoping this time it stays in Ranked wwwww
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