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NBGI - Town

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pife1
Hola vengo desde el foro spanish help!

Honestamente tu mapa lo veo muy bien solo tengo algunas cosas que decir

Railgun's Normal

En los coros hace falta ese hisound que usaste en Te te te(hablo del clap), ya que cuando lo comparas con la otra dificultad sientes ese vacio en el coro y es un vacio muy incomodo

00:23:343 (1) - Aqui siento que el combo deberia continuar ya que el ritmo continua y no hay un cambio significativo.
00:47:343 (1) - ^
00:49:743 (1) - No es por molestar pero este spinner tiene muchos timing section, por lo que veo son para bajarle el volumen gradualmente pero honestamente no se siente casi el cambio.

Te Te Te:

00:01:142 (2,3,4,5) - Sugiero volverlos un stream ya que asi como estan tienden a confundir a la gente, con un stream es mas compresible el patron.
00:04:143 (1) - Continuar con el combo, aunque suene al arriesgado siento que se ve mejor por si miras hay unas notas rojas antes de esta y se poco estetico dejarlo asi
00:23:043 (7) - Este siete se ve un poco raro, deberias hacer que se integre con el nuevo combo y hacer que el combo azul inicie con el.
00:28:143 (1) - New combo aqui para que se integre mejor con los amarillos.
00:28:593 (1) - New combo para continuar con el patron de colores
00:32:193 (1) - Nuevo combo?
00:34:893 (1) - Aqui deberia de continuar el combo

Eso es todo, espero haber sido de ayuda
Eni
The combos follow the 4/1. The spinner is done intentionally to lower volume.


No change to my diff thanks
Topic Starter
CodeS

pife1 wrote:

Te Te Te:

00:01:142 (2,3,4,5) - Sugiero volverlos un stream ya que asi como estan tienden a confundir a la gente, con un stream es mas compresible el patron. Denegado
00:04:143 (1) - Continuar con el combo, aunque suene al arriesgado siento que se ve mejor por si miras hay unas notas rojas antes de esta y se poco estetico dejarlo asi echo
00:23:043 (7) - Este siete se ve un poco raro, deberias hacer que se integre con el nuevo combo y hacer que el combo azul inicie con el. echo
00:28:143 (1) - New combo aqui para que se integre mejor con los amarillos. Ya tiene New Combo
00:28:593 (1) - New combo para continuar con el patron de colores Echo
00:32:193 (1) - Nuevo combo? Cambiado a 1
00:34:893 (1) - Aqui deberia de continuar el combo Nope

Eso es todo, espero haber sido de ayuda
Gracias
-Teina-
From Railgun-san mod request.

Sorry for late :?

Railgun's Normal
  1. 00:12:393 (2) - same as 00:14:793 (2) - . I think you can make their shape similar. Or make 00:14:793 (2) - some change. There is leap rhythm~.
  2. 00:38:793 (2) - ^
  3. 00:47:943 (2) - ◕ ‿‿ ◕

Te-Te-Te
  1. Please tick: Enable custom colours.
  2. You can make more special shape.
  3. 00:11:343 - circle here? look like 00:13:743 (1,2) - .
  4. 00:30:543 (1) - I think it is not need thhe change SV.

Good luck~
Topic Starter
CodeS

tellertheworld wrote:

Te-Te-Te
  1. Please tick: Enable custom colours. ooooh good catch, Done!
  2. You can make more special shape. Special shape?, if Slider then No, I like to keep them simple for the most part
  3. 00:11:343 - circle here? look like 00:13:743 (1,2) - . Circle Here felt weird following the strong beat, there was one before and I changed for a reason
  4. 00:30:543 (1) - I think it is not need thhe change SV. Changed, deleted the first slow down too

Good luck~
Thanks for the Mod!
Eni

tellertheworld wrote:

Railgun's Normal
  1. 00:12:393 (2) - same as 00:14:793 (2) - . I think you can make their shape similar. Or make 00:14:793 (2) - some change. There is leap rhythm~. no change ◕ ‿‿ ◕
  2. 00:38:793 (2) - ^
  3. 00:47:943 (2) - ◕ ‿‿ ◕ fix ◕ ‿‿ ◕
http://0paste.com/6145
Eni
Spoke with CodeS and made a new Normal that's both harder than the previous and fixes all the current issues found in other mods.
Topic Starter
CodeS
Updated with the Brand New Normal
Lanturn
Alright CodeS. I've been trying to figure out the artist of this song for ages.

Here's what my research has found for me.

The song you are mapping is track 08 of this cd: http://vgmdb.net/album/18386 |

There are maybe 3 people who could have composed this track. They are as follows:

Shiina Go
Sasaki Hiroto
Takada Ryuichi

On this CD a remix of the Town song was made and composition is credited to Takada Ryuichi | http://vgmdb.net/album/27915

Some sites 'claim' that the composer may actually be Shiina Go. But this is obviously unconfirmed.

One common thing with all three of these composers is that they belong to NBGI (which all their composers are grouped and credited by)

NBGI stands for "Namco Bandai Games Incorporated" which of course is the game company Namco & Bandai eventually formed together back in 2005 (Idol master came out slightly before the merge so this could work work against using this as an artist)

What is interesting is that it is actually called Bandai Namco Games Incorporated so it would honestly be reversed. The artist info says otherwise so keep it as NBGI (see screenshot below)

Looking at this image from the first vgmdb link: http://puu.sh/aoeek.jpg

Most of the stuff is credited towards NBGI (Insert Composer name here) Which usually refers to one of the three composers I listed above. This is why I believe putting NBGI as the artist would actually be correct, but not 100% nailed down.

tl;dr | The closest artist name you can get is NBGI which all the possible composers of The Idolm@ster game are part of. This way it is technically correct, although not perfect, but achieving perfection and narrowing it down to just one of those four composers is impossible as the only OST officially released doesn't state who made which composition.

and........................... That's that :3

Hope you enjoyed reading this.'

edit: removed koji. He wasn't part of the CD soo....
Topic Starter
CodeS
That's some Interesting Info.
I was thinking in changing the Artist to "Go Shiina" because He is the one this song is usually credited to, but like you say, is not Confirmed.

I knew about NBGI but I didn't changed yet because I wasn't sure, now that I did the check, and with Your information, it makes sense, as it appears NBGI as the credited one in the back of the scans of the Album http://i.imgur.com/2AyHtmK.jpg

So I guess NBGI is a correct way to put it.

Thanks!, Changed Artist.
Eni
<3
Lanturn
Well, since I'm here, and this is a very very short song. Why don't I drop a few rhythm opinions and such from playing the set. Don't KD this since you already did in the previous post :)


[CodeS]
When I play this, I already have a set rhythm in my head. What goes in my head has some of these notes conflict. Most of the stuff written below is the oddities I find when playing. What you have right now is still correct to the song since it is chock full of noises. I only tend to focus on the main noises when playing though. Take what you want, leave the rest. https://osu.ppy.sh/ss/1851228

  1. 00:01:743 (1) - Minor Nazi: x200 y220 to be perfectly stacked with the other notes.
  2. 00:08:193 (3) - I feel the song would be much more enjoyable without this note here. When I play this section, I begin to follow the chime, which this whole combo does, except for this (3).
  3. 00:08:793 (5,1) - (or 4,1 if you did apply the above mod.) You could probably make the (5 (or 4),1) flow a bit more cleaner if you wanted. Try something like this: http://puu.sh/aoogr.jpg | Maybe reshape the last slider from the pic as well to be similar like the first slider.
  4. 00:10:443 (1) - This would feel so much better to play 1/4 back at 00:10:293 - as it follows the music appropriately and even matches up the finish you have.
  5. 00:10:893 (3,1) - Instead of having the tail of (3) landing on such a dominant note, Try this! | Remove one reverse from the (3) and have a slider start at 00:11:343 - and end where the (1) is in the timeline. If you don't want a slider, you can try having a circle instead!
  6. 00:20:793 - Consider adding a circle here with a clap. to better catch the BGM clap sounds.
  7. 00:22:443 (4) - Consider removing this (4) as well to get somewhat of a similar rhythm to 00:44:943 (1,2,3,4,5,6) - | I'm really having difficulties adjusting to how this plays. Something like http://puu.sh/aoq3I.jpg really makes this section feel more natural in a way. Having 00:22:743 (6,1) - connect through a slider somehow feels more natural as well.
  8. 00:29:643 (4) - Another rhythm suggestion. This is mostly due to consistency. When you make your 3/4 patterns like you are here, it's honestly best to follow them through to the end. A person trying to use the music as a guide to know when to hit the next note would click 1/4 later because you are following the chimes. To me, I don't think this reverse slider is really complimenting the song much. A simple circle at 00:29:793 - is more than enough to fully enjoy the song.
  9. 00:32:193 (3) - I'll poke this one for the same reason as 00:08:193 (3) -
  10. 00:40:743 (3) - I love how powerful you get here but uh.. It actually would probably surprise people more than actually help carry the song. in otherwords, I don't really believe this is necessary. Try hitsounding similar to the first kiai maybe?
  11. 00:44:793 - Consider adding a circle here with a clap. to better catch the BGM clap sounds. Similar to 20 secs.
Overall this is pretty nice. I think some of the rhythm patterns, as mentioned above, can be toned down a little to follow the music better. Since you have two difficulties, you really don't need to be super complex.

[Railgun]
  1. 00:04:143 (1,2,3,4) - in all honesty. This makes me a bit sad. I really really recommend that you use 3/4 sliders with reverses so the music gets some love.
  2. 00:20:943 (1,2) - Slider and then circle imo would fit the song much better.
  3. 00:23:343 (1,2) - As for these. Try two 1/2 sliders. Since this part has two things that sound the exact same. the 1/2 sliders would work beautifully.
  4. 00:47:343 (1,2) - same as 23 secs.
Not really much to say about this. One thing that you could try to do is add a few more hitsounds as there is really the bare minimum in it. especially when hearing CodeS' map.

Again. No KD please since you gave me one. Only use what you feel you like for rhythm ideas since well, your rhythm you create is what defines your mapping. :P
Natsu
Random mod :)

General:

  1. add 1500 AudioLeadIn, since your diffs are starting really soon
  2. Tick rate 2 fit this song a lot better too.
  3. I'm not sure about your timing, but since not time to check this today 5 am xD, try to ask to some pro timer
Te-Te-Te:

  1. OD 4.5 seems not ok IMO, use OD5 to balance the settings is better
  2. 00:02:793 (3,1) - this part is weird to play, since is hard to keep the rhythm mainly cuz you are ignoring the downbeat here 00:02:943 -, this can be easy to fix adding a circle there.
  3. 00:03:243 (2) - this slider doesn't fit the song properly, if you listen careful both places at 00:03:243 - and 00:03:543 - have the same sound in the music, so the best rhythm here should be 2 circles instead of the slider, to represent the song better.
  4. 00:04:443 then again the rhythm is going a bit weird to follow, maybe add circles in 00:04:443 - and 00:04:743 -, following the main beats in the music?
  5. 00:05:643 same as above, also here 00:05:943
  6. 00:05:343 remove NC is not necesary here, since the music is the same with the previous part, make more sense adding a NC in 00:06:543 were the music is changing
  7. 00:07:743 same this feel really empty to play, but should be ok I guess
  8. 00:10:143 yup and you should add a circle here, so the players can keep the rhythm when playing,
  9. 00:10:893 (3) - try todont end sliders and such important beats like the one in 00:11:343 - since is where the music change you can feel the strong song and the change of the music, also this is the place where the NC should be, try to map that beat as a circle or slider head


    I'll continue in some houers need to sleep
Topic Starter
CodeS

Lanturn wrote:

Well, since I'm here, and this is a very very short song. Why don't I drop a few rhythm opinions and such from playing the set. Don't KD this since you already did in the previous post :) Ok, Thanks


[CodeS]
When I play this, I already have a set rhythm in my head. What goes in my head has some of these notes conflict. Most of the stuff written below is the oddities I find when playing. What you have right now is still correct to the song since it is chock full of noises. I only tend to focus on the main noises when playing though. Take what you want, leave the rest. https://osu.ppy.sh/ss/1851228

  1. 00:01:743 (1) - Minor Nazi: x200 y220 to be perfectly stacked with the other notes. Done
  2. 00:08:193 (3) - I feel the song would be much more enjoyable without this note here. When I play this section, I begin to follow the chime, which this whole combo does, except for this (3). The Song is constant, Not putting a note here feels ultra weird when the background keeps going.
  3. 00:08:793 (5,1) - (or 4,1 if you did apply the above mod.) You could probably make the (5 (or 4),1) flow a bit more cleaner if you wanted. Try something like this: http://puu.sh/aoogr.jpg | Maybe reshape the last slider from the pic as well to be similar like the first slider. Done
  4. 00:10:443 (1) - This would feel so much better to play 1/4 back at 00:10:293 - as it follows the music appropriately and even matches up the finish you have. So.. Move to 10:293 ?,, Done I think lol
  5. 00:10:893 (3,1) - Instead of having the tail of (3) landing on such a dominant note, Try this! | Remove one reverse from the (3) and have a slider start at 00:11:343 - and end where the (1) is in the timeline. If you don't want a slider, you can try having a circle instead! . Done, Feels better now thanks.
  6. 00:20:793 - Consider adding a circle here with a clap. to better catch the BGM clap sounds This is one of those cases where Yes, you're right, but I won't do it because is not in my vision of how I want this map to be played, as I want this part to be simple and clean as posible, and I circle Here would overcomplicate with the Note-Slider-2notes follow up and then space and another note-slider, too crowded, thanks for the suggestion tho.
  7. 00:22:443 (4) - Consider removing this (4) as well to get somewhat of a similar rhythm to 00:44:943 (1,2,3,4,5,6) - | I'm really having difficulties adjusting to how this plays. Something like http://puu.sh/aoq3I.jpg really makes this section feel more natural in a way. Having 00:22:743 (6,1) - connect through a slider somehow feels more natural as well. Yeah that was one of the few parts I was not happy how it was, thanks for the suggestion, feels much better now
  8. 00:29:643 (4) - Another rhythm suggestion. This is mostly due to consistency. When you make your 3/4 patterns like you are here, it's honestly best to follow them through to the end. A person trying to use the music as a guide to know when to hit the next note would click 1/4 later because you are following the chimes. To me, I don't think this reverse slider is really complimenting the song much. A simple circle at 00:29:793 - is more than enough to fully enjoy the song. Done
  9. 00:32:193 (3) - I'll poke this one for the same reason as 00:08:193 (3) - Keeping Consistency as the same reason as before
  10. 00:40:743 (3) - I love how powerful you get here but uh.. It actually would probably surprise people more than actually help carry the song. in otherwords, I don't really believe this is necessary. Try hitsounding similar to the first kiai maybe? Funny enough, Hitsounds of this map were suppose to be done by another player, but because He couldn't, I grabbed it as a Hitsound practice one, this section was one of my experimenting bits lol, Anyway, Changed to Fnish-clap-Whistle, same as first Kiai
  11. 00:44:793 - Consider adding a circle here with a clap. to better catch the BGM clap sounds. Similar to 20 secs. And now I do agree with this change, using the same reason as before,this time, even with adding the note, still feels clean and simple, and the follow up is great with Slider-Note-Slider space slider and doesn't feel as crowded as in the same suggestion before,.




Again. No KD please since you gave me one. Only use what you feel you like for rhythm ideas since well, your rhythm you create is what defines your mapping. :P You Clearly Deserve KD for this.. but if you don't want Ok lol
Thanks for the Mod, Really Helpful! :D
Topic Starter
CodeS

Natsu wrote:

Random mod :)

General:

  1. add 1500 AudioLeadIn, since your diffs are starting really soon There is enough time.
  2. Tick rate 2 fit this song a lot better too. Changed
  3. I'm not sure about your timing, but since not time to check this today 5 am xD, try to ask to some pro timer I Don't see anything weird in the Timming. Will ask around for a check tho.
Te-Te-Te:

  1. OD 4.5 seems not ok IMO, use OD5 to balance the settings is better Done
  2. 00:02:793 (3,1) - this part is weird to play, since is hard to keep the rhythm mainly cuz you are ignoring the downbeat here 00:02:943 -, this can be easy to fix adding a circle there. I Don't feel mapping the Downbeat here is necesary, as the sound you're asking me to map is not as strong as the overall of what I'm mapping.
  3. 00:03:243 (2) - this slider doesn't fit the song properly, if you listen careful both places at 00:03:243 - and 00:03:543 - have the same sound in the music, so the best rhythm here should be 2 circles instead of the slider, to represent the song better. There should Be 3 circles, but instead I used a Slider as a transition to the next section. same as 00:27:093 (1,2) - which is note only heavy
  4. 00:04:443 then again the rhythm is going a bit weird to follow, maybe add circles in 00:04:443 - and 00:04:743 -, following the main beats in the music?
  5. 00:05:643 same as above, also here 00:05:943 Nop, The notes are in the sounds I want them to be, and I want this part to be as simple as how it is right now.
  6. 00:05:343 remove NC is not necesary here, since the music is the same with the previous part, make more sense adding a NC in 00:06:543 were the music is changing There is no Combo bigger than 8 in the entire map, I did this to keep consistency (unless it was a mistake during one of the Mods)
  7. 00:07:743 same this feel really empty to play, but should be ok I guess That's my Idea
  8. 00:10:143 yup and you should add a circle here, so the players can keep the rhythm when playing, Again, I'm not mapping that background sound you're asking me to. no point adding a circle here.
  9. 00:10:893 (3) - try todont end sliders and such important beats like the one in 00:11:343 - since is where the music change you can feel the strong song and the change of the music, also this is the place where the NC should be, try to map that beat as a circle or slider head Yeah, Fixed this
Thanks! I listen and try to understand why mappers suggested me something, so I can learn from every Mod I get
Eni

Lanturn wrote:

[Railgun]
  1. 00:04:143 (1,2,3,4) - in all honesty. This makes me a bit sad. I really really recommend that you use 3/4 sliders with reverses so the music gets some love. I don't want to use reverse here, especially a 3/4 reverse, but it is an option.
  2. 00:20:943 (1,2) - Slider and then circle imo would fit the song much better. I prefer the current stress.
  3. 00:23:343 (1,2) - As for these. Try two 1/2 sliders. Since this part has two things that sound the exact same. the 1/2 sliders would work beautifully. I prefer the slider because it sounds better and plays better IMO.
  4. 00:47:343 (1,2) - same as 23 secs. ~
Not really much to say about this. One thing that you could try to do is add a few more hitsounds as there is really the bare minimum in it. especially when hearing CodeS' map. Will add more hitsounds, then~
Right now I cannot work with the timeline (arrow keys are moving the objects instead of the timeline, which I can't undo), so I'll try my best to map after this gets fixed.

thanks for mod
Hat600
Town was included in THE IDOLM@STER MASTERPIECE 05 in 2005, although also included in BEST OF 1641,
according to http://dic.nicovideo.jp/a/%E3%82%A2%E3%82%A4%E3%83%89%E3%83%AB%E3%83%9E%E3%82%B9%E3%82%BF%E3%83%BC%E3%81%AE%E6%A5%BD%E6%9B%B2%E3%81%AE%E4%B8%80%E8%A6%A7#BGM (japanese)

... but it's fine to use THE IDOLM@STER rather than a CD name as source.

Te-Te-Te
  1. 00:36:393 (3) - not consistent here. Maybe use previous pattern and change 2 to slider, or add a circle a tick before 3?
Topic Starter
CodeS

Hat600 wrote:

Town was included in THE IDOLM@STER MASTERPIECE 05 in 2005, although also included in BEST OF 1641,
according to I know but this specific file was taken from THE iDOLM@STER: BEST OF 765+876=!! BGM Collection , most of the keyswords are already here and in the TAG's, no need to add more


... but it's fine to use THE IDOLM@STER rather than a CD name as source.

Te-Te-Te
  1. 00:36:393 (3) - not consistent here. Maybe use previous pattern and change 2 to slider, or add a circle a tick before 3? Not Changed
Nothing Changed, Sorry no Kudosu
kakifly
hello~ quick m4m from #modreq since i was bored lol..

Te-Te-Te

IMO doesnt look good when words on the BG are cropped off, i suggest you crop the picture so the words either dont show or fix it so the words show completely
-hitsound 60% is a bit loud in the beginning imo
-00:32:343 (4,5,6) - can be arranged like this for better flow -00:33:543 (1) - the current rhythm doesnt follow the instrumentals that well, try this
-00:34:893 (1,2,3) - lower hitsounds on these
-00:39:543 (2) - move to x152 y128, adjust blanket of next note if you do
-00:49:143 (5) - remove clap
-00:49:743 (1) - should have hitsound (whistle maybe??)


thats all for this diff, good luck with your beatmap :3
Topic Starter
CodeS

kakifly wrote:

hello~ quick m4m from #modreq since i was bored lol.. m4m?

Te-Te-Te

IMO doesnt look good when words on the BG are cropped off, i suggest you crop the picture so the words either dont show or fix it so the words show completely I Don't see this a necessary as the title is visible enough at the end of the song and start., won't change it for now.

-hitsound 60% is a bit loud in the beginning imo Changed, Move to ascending from 45 to 55.
-00:32:343 (4,5,6) - can be arranged like this for better flow Move but didn't changed DS
-00:33:543 (1) - the current rhythm doesnt follow the instrumentals that well, try this No change
-00:34:893 (1,2,3) - lower hitsounds on these Nope, clearly strong sounds in the background
-00:39:543 (2) - move to x152 y128, adjust blanket of next note if you do Nope, that puts a DS of x1.0 from the current note, I'm clearly using 0.8 for these
-00:49:143 (5) - remove clap No, I'm using this clap to complement the sound the next note is sitting On.
-00:49:743 (1) - should have hitsound (whistle maybe??) Listening to the song, now that I put attention, there is a strong sound going On, added Finish there.


thats all for this diff, good luck with your beatmap :3
Thanks for the Mod!
kakifly

CodeS wrote:

kakifly wrote:

hello~ quick m4m from #modreq since i was bored lol.. m4m?
sorry i made a typo, not m4m, its just a normal mod xD
BeatofIke
Modding this map soon! Stay Tuned! :3
Topic Starter
CodeS

BeatofIke wrote:

Modding this map soon! Stay Tuned! :3

*3*
BeatofIke
[General/Hitsounding Tips!]
  1. For Finish hitsounding, I like to add them in parts where I can hear the cymbal crashes (like a loud "pssshh" sound) in the music. The finish hitsounding is often the easiest to do, since most of the time you just add finishes for cymbal crashes or just any loud prominent sound your hear in the music.

    For clap hitsounding, almost ANY type of music (other than those with complex beats, break rhythms, guitar riffs, and what not such as in dnb, metal, etc.) will sound good if you add claps on every 2nd and 4th beats in respect with a 4/4 measure (4 beats per measure). More often, you will hear a constant percussion (drum) sounds on every 2nd and 4th beats. This is also considered to be relatively easy to hitsound if used carefully. Again, you can use any type of clap hitsound you like (soft-clap is often my personal preference, but I sometimes use normal-claps and drum-claps if I feel that it sounds better on some parts of the music). And lastly, they the whistle hitsounding.

    Whistle hitsounding is often the hardest to hitsound and often easy to get inconsistent with them, because there are SO MANY ways to use whistles. You can use whistles for keysounds (piano for example), synths, vocals, guitar, finger snaps, and any other melodic sounds out there. You can even use whistles as the same for claps (every 2nd and 4th beats for example), usually for softer parts of the music. There are obliviously many other ways to use whistles, but for now....only focus on the softer parts of the music since this is instrumental (non-vocal) music with no keysounds in it. It may helpful to look at other ranked mapsets to discover other ways you can use whistles. Anyways, that's all I can really help you with. Hope this advice helps and good luck!
[Normal]
  1. The hitsounds I mentioned on Hard difficulty could also applied here as well. That's up to you though.
  2. 00:06:543 (1) - You don't really a finish here since there are no strong sounds here. A soft-whistle is good enough.
  3. 00:25:743 - 00:49:743: Repeat hitsound pattern. Nothing has changed here since it's just a loop.
  4. 00:49:743 (1) - This is where a soft-finish will fit good. Try adding one here.
[Hard]
  1. For the hardest difficulty in the mapset, I would recommend using a higher Drain Rate and OD like 6 or 7.
  2. 00:00:543 (1) - Remove clap at the end. It's not really needed and it sounds pretty strange imo.
  3. 00:01:142 (2,3,4,5) - Replace clap with Normal sampleset. It sounds better with the drums/percussions imo.
  4. 00:01:743 (1) - Add finish at start and remove finish at the end. You can hear a cymbal sound here.
  5. 00:04:143 (5) - Try adding a new combo here. You can also add a new combo at 00:06:543 (4) as well.
  6. 00:08:343 (4) - You should continue with the melody sound here by adding a soft-whistle at start and end of this slider.
  7. 00:10:293 (1) - Remove finish here. You don't hear the loud drum here.
  8. 00:10:593 (3) - Add a note here (with a finish). You can hear the loud drums here too.
  9. 00:11:343 (1) - Try adding soft-whistles at the start and end of this slider.
  10. 00:11:943 (2) - To stay consistent with the normal-whistles, you should add one at the start of this slider.
  11. 00:20:943 (7) - New combo should start here. Not at 00:21:243.
  12. 00:25:743 - 00:49:743: Repeat hitsound and combo pattern. Nothing has changed here since it's just a loop. Also, you have an unsnapped inherited (green) sections at 00:30:538. Please re-snap the green timing section to 00:30:543
Topic Starter
CodeS

BeatofIke wrote:

[Normal] Because Railgun shows no signs of Life or whatsso ever, I will do his changes for now

  1. The hitsounds I mentioned on Hard difficulty could also applied here as well. That's up to you though.
  2. 00:06:543 (1) - You don't really a finish here since there are no strong sounds here. A soft-whistle is good enough. Done
  3. 00:25:743 - 00:49:743: Repeat hitsound pattern. Nothing has changed here since it's just a loop.
  4. 00:49:743 (1) - This is where a soft-finish will fit good. Try adding one here.
Done

[Hard]
  1. For the hardest difficulty in the mapset, I would recommend using a higher Drain Rate and OD like 6 or 7. Why?I Don't believe this should have high diff setting, as I'm trying to make a friendly user map, moved to 6 both, but I Don't plan on making it higher
    ,
  2. 00:00:543 (1) - Remove clap at the end. It's not really needed and it sounds pretty strange imo. Done
  3. 00:01:142 (2,3,4,5) - Replace clap with Normal sampleset. It sounds better with the drums/percussions imo. Done
  4. 00:01:743 (1) - Add finish at start and remove finish at the end. You can hear a cymbal sound here. Done
  5. 00:04:143 (5) - Try adding a new combo here. You can also add a new combo at 00:06:543 (4) as well. Done
  6. 00:08:343 (4) - You should continue with the melody sound here by adding a soft-whistle at start and end of this slider. Done
  7. 00:10:293 (1) - Remove finish here. You don't hear the loud drum here. Not changed, there's clearly a strong sound here, I don't use only drum for Finish.
  8. 00:10:593 (3) - Add a note here (with a finish). You can hear the loud drums here too. Done
  9. 00:11:343 (1) - Try adding soft-whistles at the start and end of this slider. Done
  10. 00:11:943 (2) - To stay consistent with the normal-whistles, you should add one at the start of this slider. Done
  11. 00:20:943 (7) - New combo should start here. Not at 00:21:243. Done
  12. 00:25:743 - 00:49:743: Repeat hitsound and combo pattern. Nothing has changed here since it's just a loop. Also, you have an unsnapped inherited (green) sections at 00:30:538. Please re-snap the green timing section to 00:30:543
Done
Topic Starter
CodeS
Updated
BeatofIke
We did some further modding in order to polish the mapset a bit.
This mapset is now ready to go. Good luck!

Log
16:22 CodeS: baka ike
16:22 *CodeS runs
16:22 BeatofIke: D:
16:23 CodeS: Answered your Mod p/3305534 <<<
16:23 CodeS: I guess there isn't much about the mapset?
16:23 CodeS: actually
16:23 CodeS: that note you said to add with with finish
16:23 CodeS: was like the only thing I wasn't sure
16:23 CodeS: I mean to add or not
16:24 BeatofIke: Okay :3
16:24 CodeS: the rest is pretty much straightforward, will ignore your suggestion of "Use Hitsounds of hards on Normal", as I feel My mapping style and railgun's one is really different
16:25 CodeS: and we both have a different view of Hitsounding
16:25 CodeS: and You know how he defends his Hitsounds lol
16:25 BeatofIke: Yup!
16:25 BeatofIke: hahaha
16:25 BeatofIke: okay, time to re-check :3
16:51 BeatofIke: btw, if you want to keep the finish, you could add it at 00:34:143 (3) as well :P
16:51 CodeS: head of the slider?
16:52 BeatofIke: at reverse :)
16:52 CodeS: wait wait
16:52 CodeS: what diff are you xD?
16:52 BeatofIke: Te-Te-Te
16:53 CodeS: aaah
16:53 CodeS: I was in railgun
16:53 BeatofIke: XD
16:53 CodeS: Yeah, sounds better, added
16:53 BeatofIke: okay :3
16:55 BeatofIke: 00:35:943 (2) - One more suggestion: Try using a 1/2 slider instead to stay consistent with the rhythm :3
16:59 CodeS: https://osu.ppy.sh/ss/1923812
16:59 CodeS: done
16:59 BeatofIke: okay :3
17:00 BeatofIke: 00:28:593 (1) - Remove combo XD
17:00 CodeS: oooh
17:00 CodeS: sneaky combo
17:00 CodeS: done
17:00 BeatofIke: 00:29:343 (3) - and maybe add a combo here too if you like :P
17:01 CodeS: oh
17:01 BeatofIke: actually.....don't XD
17:01 CodeS: 0.0?
17:01 CodeS: so
17:01 CodeS: should I take this one off too https://osu.ppy.sh/ss/1923812?
17:01 CodeS: ups
17:01 CodeS: 00:05:343 (1) -
17:02 BeatofIke: yes :3
17:02 CodeS: ok
17:02 BeatofIke: That's should be it :3
17:04 CodeS: updated
17:04 BeatofIke: ok!!
17:07 BeatofIke: 00:29:793 (5) - Missed a whistle www
17:07 BeatofIke: 00:30:243 (6) - this one too.
17:07 CodeS: sneaky whistle
17:08 CodeS: done
17:08 BeatofIke: 00:35:943 (2) - add clap at end
17:08 CodeS: ok
17:09 BeatofIke: 00:23:343 (2,4,6) - remive clap at start :3
17:09 BeatofIke: remove*
17:09 BeatofIke: the finish sounds good enough :P
17:10 CodeS: done
17:10 BeatofIke: okay that's it :3
17:11 CodeS: updated
17:13 BeatofIke: 00:35:943 (2) - clap at end. not start XD
17:13 CodeS: .-.
17:14 CodeS: I feel dumb
17:14 BeatofIke: jaja
17:14 CodeS: done xD
17:15 BeatofIke: 00:20:943 (1) - Remove clap
17:16 BeatofIke: at start o.o
17:16 CodeS: at start? 0.0
17:16 CodeS: but that's a note o.o
17:16 BeatofIke: oops
17:16 BeatofIke: baka me :P
17:17 CodeS: removed clap
17:17 BeatofIke: okay, hopefully this is it XD
17:18 CodeS: updated
17:19 BeatofIke: looks good :3
17:20 CodeS: :3
17:22 BeatofIke: Railgun's Normal is good too :3
17:22 BeatofIke: You know what that means
17:23 CodeS: oh dear
17:23 BeatofIke: a bubble :D
17:23 CodeS: :D
Topic Starter
CodeS
*3*
popner
Popped for incorrect offset. The offset needs about -8ms (535 and 1735).


Call me back when you fix it!

Edit: ask BeatofIke to check the consistency of hitsounding, rebubble and then call me back.
Topic Starter
CodeS
Updated with Proper offset.
Massive update to sync Hitsounds of one half to another.
Will wait for Ike's check and get things moving!
Topic Starter
CodeS
UPDATED WITH A A NEW DIFF: EASY.

I used the Easy railgun was working at first., I took it and changed it to fit easy mapset, including slower Slider Velocity and other changes changes of my own., but because this was modded before, it's ready for ranking if anythin., OF COURSE, Railgun if aware of this.

We did this to move the mapset to a more complete status with 3 diff instead of 2, it shouldn't have a problem with the Anti Fun Police. . the diff spread is complete now.

Updated 2:

Fixed some details on Easy, Check on Hitsounds on Te Te Te.

Really, this is all ready for ranking.
BeatofIke
We fixed some minor stuff in the mapset.
Bubble Repaired!
popner
Forgot to mention: add 1500 AudioLeadIn in every diffs.

Edit: The source should be game title but not album title. You should add the album title in tags.
Topic Starter
CodeS

popner wrote:

Forgot to mention: add 1500 AudioLeadIn in every diffs.

Edit: The source should be game title but not album title. You should add the album title in tags.
Updated!
Added Audio Lead In on all diff, Moved Album )BEST OF 765+876=!! BGM Collection) to tags, and leaved THE iDOLM@STER on source ( officially stylized game franchise name)

Everything its done!
Topic Starter
CodeS
We got forgotten again? xd
Eni
we need /rank
Lanturn
Did an IRC to fix a few minor aesthetics in Te-Te-Te diff.

SPOILER
18:11 Lanturn: 00:12:385 (2) -  and other similar sliders. How about adding some sort of whistle on the start. you kinda do this in your Te-Te-Te diff
18:11 CodeS: wait what diff
18:11 Lanturn: easy sorry
18:12 CodeS: Thing is, the mapset of the easy is really, really simple. and we wanted the Hitsound to be that simple too.
18:12 Lanturn: That's fine
18:12 CodeS: I know both the easy and the normal could use much more hitsounds
18:13 CodeS: but because the mapping style used on both diff, is much simpler than the Hard, we wanted to keep them that way :D
18:13 CodeS: well, not the hard, the Te-Te-Te
18:14 Lanturn: Really isn't anything wrong with the Easy then
18:18 Lanturn: On te-te-te the spacing of 00:23:185 (1) - needs to be fixed
18:19 Lanturn: over 0.10 difference
18:19 CodeS: ooh
18:19 Lanturn: 00:16:735 (2) - Also the curved formed from 00:16:735 (2) - doesn't really connect well from the previous. I suggest changing it for a straight slider or something
18:19 CodeS: http://osu.ppy.sh/ss/1992598 fixed
18:20 Lanturn: (1,2) don't really connect*
18:20 CodeS: wait
18:20 Lanturn: cool, if you want, it'd be nice if you can make it fit so it creates a smooth motion like so: http://puu.sh/bhKhF.jpg
18:21 Lanturn: For the first one
18:21 CodeS: I don't really understand xd
18:23 CodeS: I believe it's done https://osu.ppy.sh/ss/1992604
18:24 Lanturn: Basically like this: http://puu.sh/bhKtJ.jpg is what I think you should do. The reasoning is because of how it 'bumps' itself up a little, it doesn't really give off a great circular flow.
18:25 Lanturn: Is it possible to make 00:32:335 (4,6) - feel a little my symmetrical with each other?
18:25 CodeS: https://osu.ppy.sh/ss/1992608
18:25 CodeS: done I think
18:25 Lanturn: cool :3
18:26 CodeS: well.. I personally dislike Symmetry
18:27 Lanturn: alright. It would just make it a little more asthetically pleasing :P
18:27 Lanturn: 00:47:785 (3,4,5,6) - Could be fixed a little to make it seem more roundish and have the 1/4 circles flow a little bit more nicely into the sliders
18:28 CodeS: well
18:28 Lanturn: http://puu.sh/bhKM2.jpg
18:28 CodeS: wait the fix before, symmetry one.
18:29 CodeS: it was like that because blanked of 00:32:935 (6) - with 00:33:535 (1) -
18:29 CodeS: but
18:29 CodeS: https://osu.ppy.sh/ss/1992616
18:29 CodeS: I guess like this?
18:29 Lanturn: Yeah that can work
18:31 CodeS: ah I see what you mean (that last fix)
18:31 CodeS: 1 sec doing
18:34 CodeS: http://osu.ppy.sh/ss/1992634
18:34 CodeS: kinda like this?
18:34 Lanturn: yeah, that's a lot more clean
18:39 Lanturn: 00:34:135 (3) - kinda gets close to the HP bar. You should curve this just a little: http://puu.sh/bhLs8.jpg
18:41 CodeS: wow, it's the first time someone actually mentioned something like that
18:41 CodeS: you really are an experience modder
18:41 CodeS: https://osu.ppy.sh/ss/1992649
18:41 CodeS: done
18:42 Lanturn: Cool. I really don't see too much else. I would have preferred a little bit more hitsounding on the easier diffs, but if you're happy with it then it should be fine. :P

Rebubbled because of inactivity from the popped bubble BAT.
BeatofIke
I re-checked the map once more and found no issues.
Moving this map to Qualified!

EDIT: 8 maps has been reached! Can't quality yet!
Topic Starter
CodeS

BeatofIke wrote:

I re-checked the map once more and found no issues.
Moving this map to Qualified!

EDIT: 8 maps has been reached! Can't quality yet!
Dear God xD
Lanturn
RIP :D
BeatofIke
ErunamoJAZZ
yey!~~
Aka
ooooooooo u did it
congratz :)
Eni
omg <3
Aurele
so basically.. the artist has been cut to "NBGI" since it was too long ?
edit: nvm, I guess this post says it all p/3257852

Congratulation! c:
Topic Starter
CodeS
\o/
Eni
/o/
Lanturn
Woohoo! Congrats CodeS and Railgun! <3 this song
popner
Late to catch up. Gratz!
Stefan
Girls and Food Aaaaaaaaaaaaa

Congrats!
Irreversible
Hey there!

First of all, take my apologies that we happen to unrank it that late, but technically this mapset isn't even allowed to be ranked.

Disqualified for following reasons:
  1. Halving the BPM (Please increase it to 200. If you want to save time with the readjusting of your map, just halve the SV, so you'll have the same slider speed as before!
  2. The way it got ranked (BeatOfIke Bubbled it, the bubble got popped, so he already used his action as BAT and is not allowed to rank it.)
  3. Some concers about the quality of the map itself. (See my mod below)
[Te-Te-Te]

The hitsounding itself appears really unconsistent to me, and I'd prefer if you had a closer look at the hitsounding pattern yourself.

00:01:134 (2,3,4,5) - This stack appears rather boring to me, the music isn't even the same. Why not putting some more movement in this pattern?
00:05:035 (3,4,5) - Imo quite bad flow, would be better if it was placed to the bottom side of 4, because straight flow in general generally plays awkward to me. 00:05:785 (5) - I suggest 288 296.
00:06:535 (1) - I honestly think you can improve this slidershape. If you insist leaving it, at least make improve the bulb in the middle of the slider.
00:07:885 (1,2,3,4) - These whistles feel spammed, but in the part before, it lacked whistles imo. You should reconsider the hitsounding.
00:10:285 (1,2,3,4) - I honestly don't think this finish spam isn't doing the trick as well, please use the finishes less spammed!
00:21:235 (2,3) - Again, I wouldn't stack those. Some movement feels more intuitive!
00:20:185 (5,6,1,2,3) - I can see a Problem in this pattern anyway, 00:20:785 - why didn't you map this beat? You've mapped less important beats so often, why leaving this out? You could reconsider the rhythm and placement here! If you Need suggestions, feel free to catch me ingame.
00:23:335 (2,3,4,5,6) - The overall way of the pattern could me made smoother. (00:23:935 (4) - rotate this one a bit, 00:24:535 (6) - same)
00:34:135 (3) - Rotate a bit to the left, to increase its Transition.
00:49:735 - This should be the end, I strongly suppose? It appears to be really anticlimatic to finish a map like that imo. End it on a strong beat!
00:39:535 (6) - Move a bit up to increase the transition again.
00:44:935 (1) - Would look cleaner if you simply copied 00:44:335 (6) -
00:47:185 (1,2,3,4,5,6) - Nice transition, that's how i'd like it to look in the pattern before.


That's it from my side! If you have any questions, or need help to understand my modding more, please feel free to catch me ingame, to have a talk about it.
Topic Starter
CodeS
I'm going to defend My Style

Irreversible wrote:

Hey there!

First of all, take my apologies that we happen to unrank it that late, but technically this mapset isn't even allowed to be ranked.

Disqualified for following reasons:
[list][*]Halving the BPM (Please increase it to 200. If you want to save time with the readjusting of your map, just halve the SV, so you'll have the same slider speed as before! Changed on all diff. Next time people will ask me to overmap the fuck out of it because it's "200 BPM" now, amirite?
[*]The way it got ranked (BeatOfIke Bubbled it, the bubble got popped, so he already used his action as BAT and is not allowed to rank it.)
[*]Some concers about the quality of the map itself. (See my mod below)

[Te-Te-Te]

The hitsounding itself appears really unconsistent to me, and I'd prefer if you had a closer look at the hitsounding pattern yourself. not really.

00:01:134 (2,3,4,5) - This stack appears rather boring to me, the music isn't even the same. Why not putting some more movement in this pattern? Dude, My mapping style is boring, I like to map boring stuff to people who like boring maps., I like Stacks I like the hold on here before the song finally kicks In, is exactly what you say BORING, because I want it to be boring. I Hope that, as the original mapper, at least gets respected.
00:05:035 (3,4,5) - Imo quite bad flow, would be better if it was placed to the bottom side of 4, because straight flow in general generally plays awkward to me. 00:05:785 (5) - I suggest 288 296. Yep, feels better, Done
00:06:535 (1) - I honestly think you can improve this slidershape. If you insist leaving it, at least make improve the bulb in the middle of the slider. "Improve the bulb", what does this even mean?, what?, Improve the slidershape?, HOW?, I like how they play, Me, as the original mapper. that means nothing right?.
Took out this slider to a more basic one.

00:07:885 (1,2,3,4) - These whistles feel spammed, but in the part before, it lacked whistles imo. You should reconsider the hitsounding. Dude, Turn Sample Volume to 0%, CHECK WHERE I'm using Whistle, Not gonna reconsider it because there is nothing wrong, I talked with very experience hitsounders about What I wanted to do with them (complement to the main song along other things), there is nothing wrong with them.
00:10:285 (1,2,3,4) - I honestly don't think this finish spam isn't doing the trick as well, please use the finishes less spammed! .[/color] ok there is one wrong, I'm retarded, there is no sound backing 00:10:285 (1) - . I took that one off.
00:21:235 (2,3) - Again, I wouldn't stack those. Some movement feels more intuitive! Nope.
00:20:185 (5,6,1,2,3) - I can see a Problem in this pattern anyway, 00:20:785 - why didn't you map this beat? You've mapped less important beats so often, why leaving this out? You could reconsider the rhythm and placement here! If you Need suggestions, feel free to catch me ingame. Because you see, the density of Notes here is REAAAALLY HIIIIIIIIGH, compared to, for example 00:44:785 (7) - , it's the same but I added the note, why?, because if I added a note in the first section (the one you want fixed), it would end "o - o o o -" <<<<<< a HUGE clusterfuck, while in the second section, adding still looks clean ("- o - ") 0 = notes - = sliders. so in short words, I didn't added a note because the entire pattern would be annoying to play and looks ugly.
00:23:335 (2,3,4,5,6) - The overall way of the pattern could me made smoother. (00:23:935 (4) - rotate this one a bit, 00:24:535 (6) - same) I fail to see it, sorry, I believe this play good moving the player around the playable area. changed the first sliders a bit.
00:34:135 (3) - Rotate a bit to the left, to increase its Transition. Done
00:49:735 - This should be the end, I strongly suppose? It appears to be really anticlimatic to finish a map like that imo. End it on a strong beat! sigh... Done
00:44:935 (1) - Would look cleaner if you simply copied 00:44:335 (6) - Done
00:47:185 (1,2,3,4,5,6) - Nice transition, that's how i'd like it to look in the pattern before.


That's it from my side! If you have any questions, or need help to understand my modding more, please feel free to catch me ingame, to have a talk about it.
Eni
Our first un-qualified map. Achievement unlocked!

Seriously, I'd rather this be immediately unranked than waiting the 7 day grace to unrank it. :(
Lach
Step it up QAT, or you're going to make a lot of people mad with this finding a reason to unqualify right before it goes into ranked bullshit. There's a 7 day period, I'm aware, but surely it doesn't take 6 days and a few hours to get off (on?) your arse and look at a map. Two of the things you noted would have been blindingly obvious the moment you downloaded the map. The rest are shit nobody really cares about.

Want to uphold "quality"? Do it in a timely fashion.
Konei

Lach wrote:

Step it up QAT, or you're going to make a lot of people mad with this finding a reason to unqualify right before it goes into ranked bullshit. There's a 7 day period, I'm aware, but surely it doesn't take 6 days and a few hours to get off (on?) your arse and look at a map. Two of the things you noted would have been blindingly obvious the moment you downloaded the map. The rest are shit nobody really cares about.

Want to uphold "quality"? Do it in a timely fashion.
Uhmm well, you see, it's not 7 days because it sounds more fun, it's 7 days because it IS 7 days, so it's totally legit to take it out of qualified status to fix issues.

And if those things are so obvious, why don't you point them out? Probably because you either didn't see them or the map itself, and that probably is the same reason the QAT did what it did.
Eni
What's done is done. Let's re-rank it! :)
Kibbleru

Lach wrote:

Step it up QAT, or you're going to make a lot of people mad with this finding a reason to unqualify right before it goes into ranked bullshit. There's a 7 day period, I'm aware, but surely it doesn't take 6 days and a few hours to get off (on?) your arse and look at a map. Two of the things you noted would have been blindingly obvious the moment you downloaded the map. The rest are shit nobody really cares about.

Want to uphold "quality"? Do it in a timely fashion.
ehh i sorta agree with what u said about ppl being mad, and how it doesn't take much to unrank this, but you gotta understand. there are aLOT of ranked maps coming in with not that many members
Eni
/me eats kibbleru
Lach

Konei wrote:

Lach wrote:

Step it up QAT, or you're going to make a lot of people mad with this finding a reason to unqualify right before it goes into ranked bullshit. There's a 7 day period, I'm aware, but surely it doesn't take 6 days and a few hours to get off (on?) your arse and look at a map. Two of the things you noted would have been blindingly obvious the moment you downloaded the map. The rest are shit nobody really cares about.

Want to uphold "quality"? Do it in a timely fashion.
Uhmm well, you see, it's not 7 days because it sounds more fun, it's 7 days because it IS 7 days, so it's totally legit to take it out of qualified status to fix issues.

And if those things are so obvious, why don't you point them out? Probably because you either didn't see them or the map itself, and that probably is the same reason the QAT did what it did.
It's not my job to look at maps. It's their only job. Several maps have been unqualified within hours of going into ranked because they put this on the backburner until they HAVE to do something, or else it's too late. Currently the system isn't streamlined, and the people whose only job it is, being unqualification, are slow workers and/or incompetent, for the most part.
Sonnyc

Irreversible wrote:

Disqualified for following reasons:
  1. The way it got ranked (BeatOfIke Bubbled it, the bubble got popped, so he already used his action as BAT and is not allowed to rank it.)
No. Since when was that forbidden?
popner
The BPM is obviously 100.

Please don't make simple mistakes like this, QAT. This is really unprofessional.
Konei

popner wrote:

The BPM is obviously 100.

Please don't make simple mistakes like this, QAT. This is really unprofessional.
Listen to the percussion at 00:11:635 - and so on and so on, you'll clearly hear that it's 200.
peppy
FUck the fuck off you dicks. 7 days is the amount of time during which a map can be unqualified. If you are going to complain about your map getting dequalified on day 6 ITO IMPROVE ITS QUALITY then fuck off and never map again.
Cerulean Veyron

peppy wrote:

fuck off and never map again.
^ Best f-ck ever

/me runs
Topic Starter
CodeS

Lach wrote:

Stuff I don't care about

Konei wrote:

More Stuff I don't care about

Kibbleru wrote:

Go Make another thread

Sonnyc wrote:

Yep. I was really mad about this

peppy wrote:

Yeah Yeah. w/e you say dude
All these post that are not BAT's helping me getting this back on track.

All I want right now is getting this back to Qualified. I don't want to ask this thread to get closed, so I ask this in the best possible way, let this Be.
and go focus on your own maps or something.

Thanks.
Shohei Ohtani

peppy wrote:

FUck the fuck off you dicks. 7 days is the amount of time during which a map can be unqualified. If you are going to complain about your map getting dequalified on day 6 ITO IMPROVE ITS QUALITY then fuck off and never map again.
#PeppyForPresident2014
Myxo
Small IRC Check
2014-09-11 19:24 CodeS: Hi ;_;
2014-09-11 19:24 CodeS: I'm here to get rejected by you if that's no problem
2014-09-11 19:26 Desperate-kun: hello
2014-09-11 19:39 CodeS: kek of the kekest kek
2014-09-11 19:39 CodeS: sorry
2014-09-11 19:39 CodeS: I added you to friend, I totally forgot BAT's are no longer part of the staff
2014-09-11 19:39 Desperate-kun: lol
2014-09-11 19:39 Desperate-kun: :D
2014-09-11 19:40 Desperate-kun: so, yeah, you'll gonna be rejected probably
2014-09-11 19:40 Desperate-kun: but i can still testplay your map
2014-09-11 19:40 CodeS: yeah I can imagine
2014-09-11 19:40 CodeS: mostly because you said you don't accept bubble request, and mine is one.. well actually it would be like "RE Bubble" ?
2014-09-11 19:41 CodeS: because the map got DQ
2014-09-11 19:41 CodeS: right at day 6...
2014-09-11 19:41 Desperate-kun: if i write "STAAAAHP" at the top
2014-09-11 19:41 Desperate-kun: you don't really have to read further
2014-09-11 19:41 Desperate-kun: btw, i know your map, it was ranked by ike right?
2014-09-11 19:41 Desperate-kun: and he got kicked from the BAT then
2014-09-11 19:41 Desperate-kun: because
2014-09-11 19:41 CodeS: yeah
2014-09-11 19:41 Desperate-kun: he already bubbled it
2014-09-11 19:41 CodeS: that entire situation was really off
2014-09-11 19:41 Desperate-kun: baka-ike ;w;
2014-09-11 19:42 CodeS: mostly because I went to loctav to ask for advice
2014-09-11 19:42 Desperate-kun: can you please np the map
2014-09-11 19:42 CodeS: https://osu.ppy.sh/s/182948
2014-09-11 19:42 CodeS: oh np
2014-09-11 19:42 CodeS: sec
2014-09-11 19:42 Desperate-kun: ah this is okay
2014-09-11 19:42 Desperate-kun: i lost my supporter anyways
2014-09-11 19:42 Desperate-kun: lol
2014-09-11 19:43 CodeS: but yeah, I got to loctav and got a big "Stop complaining, go away", then I asked a certain QAT and said it was fine in that situation
2014-09-11 19:43 CodeS: and it somehow happened what happened
2014-09-11 19:43 CodeS: anyway
2014-09-11 19:43 Desperate-kun: ACTION is playing [http://osu.ppy.sh/b/438437 NBGI - Town [Te-Te-Te]]
2014-09-11 19:44 CodeS: I like how low ranks can usually SS this map lol
2014-09-11 19:44 CodeS: in the first retry
2014-09-11 19:44 Desperate-kun: hmmmm
2014-09-11 19:44 CodeS: low AR wtf
2014-09-11 19:44 Desperate-kun: it's good ofc
2014-09-11 19:44 Desperate-kun: i mean, it was ranked but
2014-09-11 19:45 Desperate-kun: it could use some improvement
2014-09-11 19:46 Desperate-kun: the normal is great, best use of bad polarity i have ever seen o: so consistent
2014-09-11 19:46 Desperate-kun: i like it
2014-09-11 19:46 CodeS: well yes like everything, depends on what to improve of course
2014-09-11 19:46 Desperate-kun: okay
2014-09-11 19:46 Desperate-kun: mhm
2014-09-11 19:47 CodeS: some stuff are based on personal style of people, others are straight mistake
2014-09-11 19:47 CodeS: I don't mind fixing mistakes and stuff
2014-09-11 19:49 Desperate-kun: first of all
2014-09-11 19:49 Desperate-kun: ACTION is editing [http://osu.ppy.sh/b/484985 NBGI - Town [Easy]]
2014-09-11 19:49 Desperate-kun: this needs slider tick rate 1
2014-09-11 19:49 Desperate-kun: you can tell because the sliders are spammed with ticks
2014-09-11 19:49 Desperate-kun: and you can't even see the first + last ones
2014-09-11 19:50 Desperate-kun: which is very confusing
2014-09-11 19:50 Desperate-kun: btw, if you change it, remember to resnap all sliders, it messes up their snapping :b
2014-09-11 19:50 CodeS: yeah I just noticed
2014-09-11 19:50 CodeS: I believe Ieft the tick rate to 1
2014-09-11 19:51 CodeS: ups
2014-09-11 19:51 CodeS: 2
2014-09-11 19:51 CodeS: because even tho is shouldn't be a reason
2014-09-11 19:51 Desperate-kun: really? of course it is a reason
2014-09-11 19:51 Desperate-kun: it's pushing the combo unnecessarily
2014-09-11 19:51 Desperate-kun: it looks bad
2014-09-11 19:51 Desperate-kun: and it can be quite confusing for newbies
2014-09-11 19:51 Desperate-kun: especially because they can't see the slider ticks
2014-09-11 19:51 Desperate-kun: for normal applies the same btw
2014-09-11 19:52 CodeS: yep exactly why I did it, with tick rate 2 the diff between all diff is like 20 combo or something
2014-09-11 19:52 CodeS: I guess I will check that
2014-09-11 19:52 Desperate-kun: i actually would set it 1 for the whole mapset
2014-09-11 19:52 Desperate-kun: to be completely honest
2014-09-11 19:52 Desperate-kun: but hard is the only one where 2 would be acceptable
2014-09-11 19:53 Desperate-kun: but even there
2014-09-11 19:55 CodeS: updated easy with tick rate 1
2014-09-11 19:55 Desperate-kun: normal too
2014-09-11 19:55 Desperate-kun: it's the same problem
2014-09-11 19:55 CodeS: on it
2014-09-11 19:56 Desperate-kun: ok
2014-09-11 19:56 Desperate-kun: (and then you can just change hard too for consistency)
2014-09-11 19:56 Desperate-kun: tick rate too seems overdone here anyways
2014-09-11 19:56 Desperate-kun: it's 200 bpm but the song doesn't feel like it
2014-09-11 19:56 CodeS: exactly
2014-09-11 19:56 CodeS: it was 100 BPM before
2014-09-11 19:57 CodeS: and the critiical reason of why it got DQ
2014-09-11 19:57 CodeS: was because that
2014-09-11 19:57 Desperate-kun: yeah but i'm sure you didn't have tick rate 4 before
2014-09-11 19:57 Desperate-kun: but 2
2014-09-11 19:57 Desperate-kun: right?
2014-09-11 19:57 CodeS: nope
2014-09-11 19:57 Desperate-kun: so you should use 1 now in all diffs
2014-09-11 19:57 Desperate-kun: definitely
2014-09-11 19:58 CodeS: updating everything with Tick Rate 1
2014-09-11 19:59 CodeS: done
2014-09-11 19:59 CodeS: funny enough
2014-09-11 19:59 CodeS: I don't know many BAT's who pay attention to that
2014-09-11 19:59 Desperate-kun: lol
2014-09-11 19:59 Desperate-kun: you know
2014-09-11 19:59 CodeS: actually you and garven are the only one who ever mentioned something like that now to me
2014-09-11 19:59 Desperate-kun: i am a very careful BAT
2014-09-11 19:59 Desperate-kun: probably the most careful one you have met
2014-09-11 19:59 CodeS: well
2014-09-11 19:59 Desperate-kun: and slidertick rate 2 just seemed bad
2014-09-11 20:00 CodeS: It's good to be like that
2014-09-11 20:00 CodeS: specially these days with QAT being extra carefull when it comes to DQ
2014-09-11 20:00 Desperate-kun: yeah
2014-09-11 20:01 Desperate-kun: i mean, i don't want to boast but, the maps i ranked (or bubbled) weren't unqualified yet
2014-09-11 20:01 Desperate-kun: so it seems to help
2014-09-11 20:02 CodeS: Well
2014-09-11 20:02 CodeS: that's your earning for being such a carefull BAT
2014-09-11 20:02 Desperate-kun: easy seems fine otherwise
2014-09-11 20:03 Desperate-kun: ACTION is editing [http://osu.ppy.sh/b/438438 NBGI - Town [Railgun's Normal]]
2014-09-11 20:03 CodeS: ok
2014-09-11 20:03 Desperate-kun: 00:17:185 (4) - this is cuddling with my hp bar
2014-09-11 20:04 Desperate-kun: moving it downwards and then making a blanket with 00:18:235 (1) - would be the solution
2014-09-11 20:04 Desperate-kun: but it's not your diff so
2014-09-11 20:04 CodeS: I have permission from ike to fix no problem
2014-09-11 20:04 CodeS: ups
2014-09-11 20:04 CodeS: Railgun
2014-09-11 20:04 Desperate-kun: okay
2014-09-11 20:04 CodeS: he is mostly Offline so we work it that way
2014-09-11 20:04 Desperate-kun: okay
2014-09-11 20:05 Desperate-kun: tell me when you fixed / denied whatever
2014-09-11 20:06 CodeS: yeah I'm on that one
2014-09-11 20:06 Desperate-kun: cool
2014-09-11 20:06 Desperate-kun: be sure to make the spacing correct ofc
2014-09-11 20:06 CodeS: is one of those where moving one slider ends in removing a bit everything from the map lol
2014-09-11 20:06 CodeS: re-moving
2014-09-11 20:06 Desperate-kun: yeah it's okay
2014-09-11 20:06 Desperate-kun: i know it :D
2014-09-11 20:06 Desperate-kun: but it's not a problem since this map is mostly object-after-object mapping style
2014-09-11 20:06 Desperate-kun: which is not a bad thing for normal
2014-09-11 20:07 CodeS: yah
2014-09-11 20:07 Desperate-kun: btw, his blankets are a bit bad, not that i would care about it but
2014-09-11 20:07 Desperate-kun: it's really extreme owo
2014-09-11 20:07 Desperate-kun: but doesn't matter
2014-09-11 20:09 CodeS: yes they are hahaha
2014-09-11 20:09 CodeS: well that's his style, I just try to respect that when doing his fixes
2014-09-11 20:09 CodeS: updated
2014-09-11 20:09 Desperate-kun: of course
2014-09-11 20:11 Desperate-kun: ACTION is editing [http://osu.ppy.sh/b/438437 NBGI - Town [Te-Te-Te]]
2014-09-11 20:11 CodeS: on it
2014-09-11 20:12 Desperate-kun: your spacing was quite consistent before, so is there a reason why 00:19:885 (4,5) - uses 0.9
2014-09-11 20:12 Desperate-kun: it looks a bit weird
2014-09-11 20:12 CodeS: wow
2014-09-11 20:12 CodeS: it's suppose to be 1.0
2014-09-11 20:12 CodeS: fixed
2014-09-11 20:13 Desperate-kun: i thought that
2014-09-11 20:13 Desperate-kun: :D
2014-09-11 20:13 CodeS: nice eye
2014-09-11 20:14 Desperate-kun: do i have to check metadata or
2014-09-11 20:14 Desperate-kun: did lanturn already
2014-09-11 20:14 Desperate-kun: look at it
2014-09-11 20:14 CodeS: yeah
2014-09-11 20:14 Desperate-kun: ah i just read the description~
2014-09-11 20:14 Desperate-kun: okay then let me check those tags
2014-09-11 20:14 Desperate-kun: because they are kinda weird right
2014-09-11 20:14 CodeS: yep
2014-09-11 20:16 CodeS: tags are GD, the name a lot of people look it (without the @), name how most fans of the franchise look at it (im@s) then the album it was take off
2014-09-11 20:16 CodeS: the song was*
2014-09-11 20:17 CodeS: at first the source was the name album, but I heard that is not a legit source, instead I must put the game the song belong to.
2014-09-11 20:17 Desperate-kun: yeah
2014-09-11 20:19 Desperate-kun: lol irre's mod
2014-09-11 20:19 Desperate-kun: i just read it
2014-09-11 20:19 Desperate-kun: i agree with you tbh
2014-09-11 20:19 CodeS: ah
2014-09-11 20:19 Desperate-kun: the hitsounding
2014-09-11 20:20 Desperate-kun: is quite good
2014-09-11 20:20 CodeS: I believe that's was one of the reason it got the mini shitstorm i got
2014-09-11 20:20 CodeS: most of his fixes were based on really personal style opinion
2014-09-11 20:20 CodeS: well
2014-09-11 20:20 CodeS: still the BPM was enough to DQ
2014-09-11 20:23 Desperate-kun: goood boy
2014-09-11 20:23 Desperate-kun: you have audio-leadin
2014-09-11 20:23 Desperate-kun: ;)
2014-09-11 20:23 Desperate-kun: have you updated btw?
2014-09-11 20:23 Desperate-kun: wait did we even fix something
2014-09-11 20:24 CodeS: done
2014-09-11 20:24 CodeS: yep
2014-09-11 20:24 CodeS: spacing on
2014-09-11 20:24 Desperate-kun: ah right
2014-09-11 20:24 Desperate-kun: oaky
2014-09-11 20:24 CodeS: 00:19:885 (4) -
2014-09-11 20:25 Desperate-kun: this seems good to go now
2014-09-11 20:25 Desperate-kun: i don't know what issues i spotted when i played it
2014-09-11 20:25 Desperate-kun: xDD
2014-09-11 20:26 CodeS: lol
2014-09-11 20:26 Desperate-kun: ah right, that one slider appeared fast to me
2014-09-11 20:26 Desperate-kun: wait
2014-09-11 20:26 Desperate-kun: 00:30:535 (1,2) -
2014-09-11 20:26 CodeS: o.o
2014-09-11 20:26 Desperate-kun: the (2) played weird
2014-09-11 20:26 Desperate-kun: after the slowdown
2014-09-11 20:26 Desperate-kun: especially because they are in the same combo
2014-09-11 20:26 Desperate-kun: i'd slow down the (2) as well
2014-09-11 20:27 CodeS: well I have it ther for the sake of polarity... when it was 100 BPM it was sitting in a blue thingie
2014-09-11 20:27 CodeS: and if I put 2 notes there it would feel weird with the next triple + slider
2014-09-11 20:27 Desperate-kun: huh
2014-09-11 20:27 Desperate-kun: i don't meant that
2014-09-11 20:27 Desperate-kun: i mean the slider velocity
2014-09-11 20:27 Desperate-kun: 00:30:985 - 1.0
2014-09-11 20:27 CodeS: oh
2014-09-11 20:27 Desperate-kun: 00:31:435 - 1.3
2014-09-11 20:27 Desperate-kun: plays weird
2014-09-11 20:27 Desperate-kun: you expect the (2) to be faster
2014-09-11 20:27 Desperate-kun: *slower
2014-09-11 20:27 Desperate-kun: especially because there is no real reason for it to change the speed
2014-09-11 20:28 CodeS: what do you suggest?
2014-09-11 20:28 CodeS: moe the green timming point to the end to that slider so it ends as a 1.0
2014-09-11 20:28 Desperate-kun: making (2) 1.0x velocity
2014-09-11 20:28 CodeS: and make the slider shorter? (shorter because speed change)
2014-09-11 20:28 Desperate-kun: yes
2014-09-11 20:28 CodeS: move*
2014-09-11 20:28 Desperate-kun: exactly that
2014-09-11 20:30 CodeS: updated
2014-09-11 20:30 Desperate-kun: and one last nazi thing: 00:34:135 (3) - try rotate by -30° and see if you like it better too
2014-09-11 20:31 CodeS: updated
2014-09-11 20:32 Desperate-kun: okay
2014-09-11 20:32 Desperate-kun: i'll redownload the mapset, just to be 100% sure
2014-09-11 20:32 Desperate-kun: and then double-check
2014-09-11 20:32 Desperate-kun: ACTION is listening to [http://osu.ppy.sh/b/438437 NBGI - Town]
2014-09-11 20:33 CodeS: okas
2014-09-11 20:39 CodeS: you know, on an unrelated topic, I thought your name was Desperado at first lol. in honor to antonio banderas movie lol
2014-09-11 20:39 Desperate-kun: lol
2014-09-11 20:39 Desperate-kun: nah
2014-09-11 20:39 Desperate-kun: xDD

We fixed some little patterns in all diffs, as well as switching the Slider Tick Rate to 1 (it was necessary due to the BPM change).

Have that back:

Rebubbled (ノ 'ω')ノ
Zero__wind
Let's just do something, in a timely fashion

Te-Te-Te
00:07:435 (2,3) - viewing through your whole diff, I'd asume that you use normal samples for the kick drum, so I would say that these two normal beats are a bit surprising. turn down the volume to about 45% for these two beats sounds better to me. of course you can consider using other hitsounds instead
00:08:185 (3) - for this one, I'd recommend to remove the whistle because there's no keyboard(?) melody at this point in the point 00:07:885 (1,2) - but only hit-hat sound, while you didn't add whistles to the other hit-hat beats in this part like 00:09:985 (3) - .
00:17:935 (6) - unwanted sliderwhistle I think, as it breaks your consistency. better remove it
00:25:135 - this clap is abrupt imo, as there's actually no such sound in the music which could correspond to it. if you wanna keep this, you'd better add soft claps at 00:23:635 - and 00:24:235 - as well and change 00:25:135 - to soft clap instead of normal ones so that they will correspond with each other and provide a better sound effect than the current
00:25:435 (7) - if you agreed with the above, you may wanna remove this clap and leave the whistle alone as I think it's already not a part of the pattern 00:23:335 (2,3,4,5,6) - . this is rather optional though
------------------------------------------------------------------
obviously the above is all as the following part simply repeats. so if you changed anything above, plz do the same to the similar one in the part from 00:25:735 - till end to keep consistency.
for example, you forgot to remove the finish at 00:34:285 - after you removed the one at 00:10:285 (1) - according to Irre's post

00:44:335 (6) - unwanted sliderwhistle I think, better remove it

00:23:185 (1,2) - exchanging NC here makes more sense. it's 00:23:335 (2) - that starts a new phrase
00:47:185 (1,2) - ^
00:31:885 (1,2,3,4) - maybe you could unstack them making them similar as 00:07:885 (1,2,3,4) - , not a big deal

Easy
00:08:335 - a whistle here is worth considering as that beat is in the keyboard track just like 00:04:135 (2) - and 00:08:935 (1) - so it deserves to be hitsounded the same way
00:12:385 (2) - you may want to use whistles to decorate these damn soft and empty sliders like what you did in Hard, also for 00:14:785 (2,2,2) - of course
00:23:935 - maybe this beat should have a whistle like 00:23:335 (1) - as well because they really share the same sound.
00:29:335 - whistle for consistency with 00:28:135 -
00:32:335 (2) - ^ referring to 00:30:535 -
00:36:385 (2) - same things for this kiai
00:47:935 - same as 00:23:935 -

Railgun's Normal
00:05:335 (3) - shuold better have a whistle on head like 00:04:135 (1) - , they are just so alike
00:08:335 (3) - whistle on head like 00:06:535 (1) - is recommended
00:23:335 (1,3) - adding whistles to 1's end and 3's head as well, because 00:23:335 - 00:23:935 - 00:24:535 - are really similar beats, right? whistle at 00:24:535 - if you think it's too much
00:25:435 (4) - a whistle is supposed to be there as you used one for 00:49:435 (4) -
the following are all the same as above. plz make these consistent with the things in the first part ↓
00:29:335 (3) - 00:32:335 (3) - 00:47:335 (1,3) -
and for the kiai time, see if you want whistles on 00:12:385 (4,4,4,4) - 00:36:385 (4,2,2,2) - like Hard/Easy diff. I think they would sound good on them

it seems the mapset has been updated rebubbled lol during I was modding, never mind if any of the above doesn't work anymore

must sleep now, too late.
catch me ingame tommorrow or find other BATs after considering the above
Topic Starter
CodeS

Zero__wind wrote:

Let's just do something, in a timely fashion

Te-Te-Te
00:07:435 (2,3) - viewing through your whole diff, I'd asume that you use normal samples for the kick drum, so I would say that these two normal beats are a bit surprising. turn down the volume to about 45% for these two beats sounds better to me. of course you can consider using other hitsounds instead Changed Volume on this and 00:31:435 (2) -
00:08:185 (3) - for this one, I'd recommend to remove the whistle because there's no keyboard(?) melody at this point in the point 00:07:885 (1,2) - but only hit-hat sound, while you didn't add whistles to the other hit-hat beats in this part like 00:09:985 (3) - . Rejected, I'm clearly using those <I don't know how to explain the way they sound > sounds in the background as base for whistle. not what you're exactly saying to put whistle On.
00:17:935 (6) - unwanted sliderwhistle I think, as it breaks your consistency. better remove it Sorry but no, Sliderwhistle are the soul of my Hitsounding, I love them and I love the way they sound complementing the song. sames goes for all the sliderwhistle in te map.
00:25:135 - this clap is abrupt imo, as there's actually no such sound in the music which could correspond to it. if you wanna keep this, you'd better add soft claps at 00:23:635 - and 00:24:235 - as well and change 00:25:135 - to soft clap instead of normal ones so that they will correspond with each other and provide a better sound effect than the current Removed clap at 00:24:535 (6) - end and 00:49:135 (7) -
00:25:435 (7) - if you agreed with the above, you may wanna remove this clap and leave the whistle alone as I think it's already not a part of the pattern 00:23:335 (2,3,4,5,6) - . this is rather optional though
------------------------------------------------------------------
obviously the above is all as the following part simply repeats. so if you changed anything above, plz do the same to the similar one in the part from 00:25:735 - till end to keep consistency.
for example, you forgot to remove the finish at 00:34:285 - after you removed the one at 00:10:285 (1) - according to Irre's post Good Point, Changed.

00:44:335 (6) - unwanted sliderwhistle I think, better remove it Sorry, I don't plan to remove any of the sliderwhistle. They're perfect in my opinion.

00:23:185 (1,2) - exchanging NC here makes more sense. it's 00:23:335 (2) - that starts a new phrase Done
00:47:185 (1,2) - ^ Done
00:31:885 (1,2,3,4) - maybe you could unstack them making them similar as 00:07:885 (1,2,3,4) - , not a big dealol

Easy
00:08:335 - a whistle here is worth considering as that beat is in the keyboard track just like 00:04:135 (2) - and 00:08:935 (1) - so it deserves to be hitsounded the same way Accepted, also added 00:32:335 (2) -
00:12:385 (2) - you may want to use whistles to decorate these damn soft and empty sliders like what you did in Hard, also for 00:14:785 (2,2,2) - of course
00:23:935 - maybe this beat should have a whistle like 00:23:335 (1) - as well because they really share the same sound. I tried and I remember why I didn't, the big difference on SV clearly affects how I see the hitsound. I don't believe these sounds as good as in the hard when the slider is so slow and there aren't that many other hitsounds happening besides the slider whistle. (that's why I preffer to keep hitsound on this Easy as Simple as possible) Added Whistles (not Sliderwhistles)
00:29:335 - whistle for consistency with 00:28:135 - Done
00:32:335 (2) - ^ referring to 00:30:535 - ^
00:36:385 (2) - same things for this kiai ^
00:47:935 - same as 00:23:935 - ^

Railgun's Normal I Won't touch Railgun Hitsounds, I believe he doesn't want them changed, and I respect that, I will contact you tomorrow.

00:05:335 (3) - shuold better have a whistle on head like 00:04:135 (1) - , they are just so alike
00:08:335 (3) - whistle on head like 00:06:535 (1) - is recommended
00:23:335 (1,3) - adding whistles to 1's end and 3's head as well, because 00:23:335 - 00:23:935 - 00:24:535 - are really similar beats, right? whistle at 00:24:535 - if you think it's too much
00:25:435 (4) - a whistle is supposed to be there as you used one for 00:49:435 (4) -
the following are all the same as above. plz make these consistent with the things in the first part ↓
00:29:335 (3) - 00:32:335 (3) - 00:47:335 (1,3) -
and for the kiai time, see if you want whistles on 00:12:385 (4,4,4,4) - 00:36:385 (4,2,2,2) - like Hard/Easy diff. I think they would sound good on them

it seems the mapset has been updated rebubbled lol during I was modding, never mind if any of the above doesn't work anymore

must sleep now, too late, plz possibly catch me ingame tommorrow
I DIDN'T UPDATE. I will after I contact you tomorrow. the map was just bubbled and I don't want to believe Desperate Bubble was useless. I want this mess to be over already.
Shohei Ohtani
or you can just update zero__wind's stuff, he can bubble, and des-nyan can rank or uhh
Lanturn

CDFA wrote:

or you can just update zero__wind's stuff, he can bubble, and des-nyan can rank or uhh
I wouldn't. That's exactly what happened with Ike and I on this set. I guess the rules are "If you bubble, you can only bubble" / "you can only rank if you haven't bubbled the map before, even if it has been popped and rebubbled by another person"

Basically since I've bubbled this in the past. I'll never be able to rank this, no matter how much time has passed or how ever many times this song has been popped and rebubbled.

Don't make the same mistake Ike and I made please. >_>
Eni

CodeS wrote:

I want this mess to be over already.
Myxo
Actually I could rebubble after he fixes and then Zero could rank, or isn't that true?
Because otherwise my bubble was very useless.


Or it could just be ranked because it's only hitsound-fixes ;w;
Zero__wind
Discussed with the mapper ingame and double checked metadata http://columbia.jp/idolmaster/2009/COCX-36192.html http://vgmdb.net/album/18386
BPM will be 200 as you guys wanted to
Reranked.
log
12:13 CodeS: Hi
12:13 Zero__wind: hello there
12:14 Zero__wind: has the Normal been checked ?
12:14 CodeS: Railgun won't change hitsound
12:15 CodeS: both Him and Me believe all this ultra check on hitsounds are unfair, those hitsounds has been checked over 15 times
12:15 CodeS: and changed a lot
12:15 CodeS: we believe did nothing wrong, and all the last changes were optional, specially on the Hard
12:15 Zero__wind: ok never mind
12:15 Zero__wind: what I wanna know is "if he se my post", not "if he changed anything"
12:15 CodeS: he defends his hitsounds a lot
12:15 CodeS: Well
12:16 CodeS: He posted in the thread
12:16 CodeS: quoting Me
12:16 Zero__wind: he checked it as you said, then ok
12:16 CodeS: for a reason xD
12:17 Zero__wind: so I need to double check to confirm some other things like title artist and blah, and especially BPM
12:18 Zero__wind: and I can rank it if everything turns out fine
12:18 CodeS: Let me update and pop the bubble then
12:19 Zero__wind: ok
12:20 CodeS: updated
12:20 Zero__wind: ok I'll see
12:35 Zero__wind: I think I've confirmed all your changes, still wanna ask abit about the sliderwhistle in Hard though
12:36 Zero__wind: like 00:17:935 (6) - in Hard, I raelly don't know why you only added sliderwhistle on this but not 00:13:135 (6) - 00:15:535 (7) - 00:20:335 (6) -
12:38 CodeS: sec
12:38 Zero__wind: I originaly pointed it out in the mod because I found it so inconsistent
12:39 CodeS: we must be confusing what you mean by sliderwhistle
12:39 CodeS: I see a Whistle in the body, which is indeed, a mistake. I shall fix now
12:40 CodeS: what do you mean by sliderwhistle?
12:40 Zero__wind: oh sorry about that
12:40 Zero__wind: I do mean the shhhhhhh sound on the sliderbody
12:41 Zero__wind: when you select this slider 00:17:935 (6) -
12:41 Zero__wind: not selecting its head or tail
12:41 CodeS: yeah it shows a whistle
12:41 CodeS: that's is indeed a mistake
12:41 CodeS: I thought you mean sliderwhistle by the "piii" when one hits the head
12:42 Zero__wind: so you should fix 00:44:335 (6) - as well
12:42 Zero__wind: it's really unwanted I think
12:42 CodeS: yeah I did
12:42 CodeS: I'm checking the Kiais to see if there are others like that
12:43 CodeS: That fix was a bit of missunderstanding from that part sorry. I thought you mean the "piii" kinda sound lol
12:43 Zero__wind: yay, just sorry for misleading, I was suggesting to remove the whistle on 00:44:335 (6) - 's sliderbody
12:44 CodeS: updated
12:45 Zero__wind: good
12:47 Zero__wind: eh, could you plz upload it again? it shows corrupt beatmap when I tried to download
12:47 Zero__wind: this bug is often seen these days
12:47 CodeS: ok
12:48 CodeS: Done
12:48 CodeS: maybe delete and redownload?
12:48 Zero__wind: yes of course I will
12:48 Zero__wind: that's a must before ranking a map
12:49 Zero__wind: ok download-able now
12:50 CodeS: ok
Lanturn
Re-grats. :3
Topic Starter
CodeS
Shohei Ohtani
good because i don't

yay
Satellite
good job :3

regrats ~
Konei
Nice, good to see that it's back.
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