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Hashimoto Miyuki - Kisetsu o Dakishimete ~blooming white lov

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EncoreW
gratz
Koiyuki
马丹还真有重复绿线啊,我自己竟然没发现,苦苦哦
meii18
Congratz Kencho for your 1st rank °∆° !
Oyatsu
Congratz for your first rank! Hope seeing your next works ! :D
Konge
爷爷真飞了
gratz :D
Lavender
gratz your 1st qualified map!
Nomination Assessment Team

Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

General

Missing sliderborder code in *.osu files while you have hitcircle skin set.

  • Ranking Criteria wrote:

    When skinning gameplay elements, complete sets of elements must be skinned. For instance, if you skin hitcircles, you must include a hitcircle.png, hitcircleoverlay.png, approachcircle.png, and a slider border color.
    Please make sure you add it in all difficulties.

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

The Beatmap Nominators may handle this mapset after the issues have been addressed.

Good luck!

###A
Karen
:<
call me then
xxdeathx
:<
call me then
hehe

xxdeathx wrote:

:<
call me then

Karen wrote:

:<
call me then
hey there then! whats up
MirinH
ken爷爷叫我啊,楼上两个cp晒恩爱晒飞了你知不知道
于是你需要叫我去拆cp rank
HabiHolic
:<
call me then
Koiyuki
真屌 这么多人来送rank 你们有空怎么不来送我的licca啊
Lavender
dalao ken
正好我改名了,你要不要看看改下gd名字
Topic Starter
Kencho

Lavender wrote:

dalao ken
正好我改名了,你要不要看看改下gd名字
說的也對,我去改下

另外多謝上面那些大佬:3,但是我還是再次找了人哥和花花 花花去玩極品飛車了
Karen
rebubbled

next bn: since this map added some new storyboad files, please take a look at them.
yf_bmp
forgot to say.
Pls delete 1_0.jpg &1_2.jpg. They are unused files. (your not-uploaded version)
Topic Starter
Kencho

yf_bmp wrote:

forgot to say.
Pls delete 1_0.jpg &1_2.jpg. They are unused files. (your not-uploaded version)
已經刪掉了,順便我把舊的改成了1_1和1_2(強迫症
MirinH
good luck
zyoi
Gratz <3
Nomination Assessment Team

Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

Easy

Visual Quality

  • A significant number of objects are overlapped in the difficulty, making it harder to read and more confusing for beginner players. We believe that a placement like this will discourage players. In addition to this, the patterns appear really untidy when they are placed like this.
General

Combo Colors blending with the SB

  • Bright SB flashes make approach-hitcircles fade. Resulting in low readability of the patterns.
  1. Easy -01:42:883 (1,2,3) -
  2. Lavender's Hard 00:37:029 (1,2,3,4,5) - 01:54:590 (1,2,3) -
    Use darker combo colors in general to avoid this problem. Also be careful with the storyboard images and the combo colors that are on the screen.
Unoptimized Storyboard

  • The SB load exceeds x5.00 at several points - this is the result of overlaying too many images at once.
  1. 01:01:998
  2. 01:25:230
  3. 01:54:590
Skin issues
  • followpoint.png is missing in the skin set
Maps done by the same mapper have different play lengths
  • Make sure that all significant break times, start time, and end time are unified amongst the same mapper's maps.

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

The Beatmap Nominators may handle this mapset after the issues have been addressed.

Good luck!

###AM
Okoratu
as for the storyboard I'll go to all points where the sb spikes in load and try to explain this as logically as possible :
I think Light2.png can be half the size it currently is in order to save half the load it would create when scaled up like it is, you would need to recalculate the positions where it is supposed to be at in order to perserve your effects though.
[00:24:956]
00:24:956 - it is possible to avoid the 5.something load by using the following for YUKI1.jpg
code
Sprite,Background,Centre,"BG/YUKI1.jpg",320,240
F,0,11236,12151,0,1
M,0,11236,23858,320,240,320,238
S,1,11236,23858,0.64,0.68
R,1,11236,23858,0,-0.104
F,0,12151,23858,1
M,0,23858,,320,238
S,0,23858,,0.68
R,0,23858,,-0.104
F,0,23858,24956,1
basically the lowest image fades out before the last one comes in and the effect should stay the same
[00:38:401]
00:38:401 - is a bit of a different story because it layers a total of 5 full screen images
where the OCHIBA1.jpg seems to be necessary because RINNE1.jpg fades in and the effect wouldn't be the same without it being underneath so we have 2 images we need for sure
ok so after digging around in the .osb i'm pretty sure that OCHIBA1.jpg can be faded out at 38492 saving 1.33 load from 00:38:492 - to 00:38:675 -:
code
Sprite,Background,Centre,"BG/OCHIBA1.jpg",320,240
F,0,26053,26099,0,0.06
M,0,26053,38492,320,240,331,252
S,1,26053,38492,0.64,0.67
R,1,26053,38492,0,0.014
F,0,26099,26145,0.122,0
F,0,26145,26693,0
F,2,26693,26785,0,1
F,0,26785,38492,1

the other images active seem to be Light2.jpg and Light3.jpg which were necessary to light OCHIBA1.jpg, whereas they also continue to light RINNE1.jpg
and lastly we have the white.jpg which is used to layer above RINNE1.jpg in order to have this whitening effect.

I don't know the images all seem necessary in order to accomplish the desired effect of one image fading into another one smoothly with that white effecrt.
The only thing i could imagine doing here would be fading out Light3.png and Light2.png while this is happening momentarily.

I also tried to fade out Light3.png and Light2.png during this but they are supposed to be fully visible in 00:38:675 - making this way to solve the layering very pretty terrible.
disregarding the white.jpg would destroy the effect
disregarding the Light2.png and Light3.png would create a very stupid effect
OCHIBA1.jpg has to be visible until RINNE1.jpg is fully visible which is 00:38:492 - so the 6.67 spike here is unavoidable without destorying the effect, all you can do to optimise this a bit is having OCHIBA1.jpg end in 00:38:492 - as the above code gives you.
[01:01:907]
01:01:907 - at this point 61907, KORONA1.jpg has faded in fully so the image underneath which is ICHIKA1.jpg can end in 61907 to not destroy that effect of fading one image into another... oh wait it already does so which images are here?
KORONA1.jpg fades in from 61815 to 61907 so the bg underneath is necessary until it has reached full visibility, but what's viisible at the same tiime from 01:01:815 - until 01:01:907 - ?
a white.jpg is visible as well just like the last image, to create the desired effect.
KORONA1.jpg fades in
KORONA1_1.jpg does the same
so there we have our 4 pictures layered which create the 5.33 load.
so what can we do in order to avoid this?
KORONA1.jpg has to fade in, white.jpg at the same time does , as well as ICHIKA1.jpg has to stay active until 01:01:907 - because otherwise the fade would be stupid.
all that's left is determining KORONA1_1 does:
KORONA1 is the original bg and KORONA1_1 is the same but with a higher saturation.
KORONA1_1 fades from 01:01:815 - until 01:01:907 - from 0 to 1 visibility, and is apparently in top of KORONA1.
Thus KORONA1 does not have to be used from 01:01:815 until 01:01:907 - :
code
Sprite,Background,Centre,"BG/KORONA1.jpg",320,240
M,0,61175,73614,320,240,348,249
S,1,61175,73614,0.64,0.745
R,1,61175,73614,0,0.1
F,2,61907,61907,0,1
hooray that gets rid of the 5.36x from 01:01:815 - until 01:01:907 - without destroying the effect
from 01:01:907 - to 01:02:090 - there's KORONA1 KORONA1_1 and white.jpg and apparently a light2.png, which seems to be necessary in order to light the new pic a bit from 61907 until 73248.
you could just have the new lightning start from 01:02:090 - to avoid that 2nd spike because it's set to slowly fade in over 10 seconds starting it later won't be noticable:
hooray this spike was avoidable through a lot of reasoning without destroying the effect!

[01:24:956]
01:24:956 - Images active at thiis point Light2.png, KOTORI1.jpg, ICHIKA2.jpg starts fading here, sunlight.png starts fading here,
as far as i can see you could also start the sunlight in 01:25:322 - until like 01:25:687 - to have approximately the same effect, if you want to.
I think all 4 images are necessary in order to have the sunlight fade in with ICHIKA2.jpg, Light2.png is necessary because fading it out or just deleting it would be noticable, sunlight.png is afaik supposed to faide in together with ICHIKA2.jpg.
But if you really want to avoid this spike you can use the code beneath for sunlight.png
code
Sprite,Foreground,Centre,"SB/sunlight.png",320,240
P,0,0,162037,A
F,1,85322,85687,0,1
F,0,85687,97029,1
F,2,97029,98492,1,0
F,0,98492,114407,0
S,0,99956,,0.5861916
R,0,99956,,0.1963837
M,0,99956,114590,418,190,320,240
F,0,114407,114590,0,1
F,0,114590,123370,1,0.7755616
F,2,123370,126297,0.7755616,0
If you think that destroys the effect you intended to have there, then don't do this because as far as i can tell all the mentioned images (4) appear to be necessary in order to achieve the effect the way it is all i can offer is an alternative which doesn't hit 5.36x load which does the same thing slightly different

[01:42:883]
01:42:883 - we seem to have 4 images here again as the load is 5.36x so what do we have?
white.jpg which fades in along all other images and should be kept that way
sb/light.png
sb/light3.png
and the background
all 4 layers here seem necessary since you can't omit one without destroying the effect

[01:54:407]
01:54:407 - ok we seem to have a spike to 6.7x here which results from 5 images a top one another
we have
OCHIBA2
light
sunlight
RINNE2
light2
and a bit later light3

sunglight and RINNE2 are supposed to be fading in together like the start of the kiai, though you could do something similar to it if you did the previous one
code for Sprite,Foreground,Centre,"SB/sunlight.png",320,240
 F,0,114590,114773,0,1
F,0,114773,123370,1,0.7755616
light is supposed to be visible as long as OCHIBA2 is visiible, you could end it earlier, of course
code
Sprite,Foreground,Centre,"SB/Light.png",320,240
P,0,0,162037,A
F,2,102791,102883,0,1
M,0,102883,,320,235
F,2,102883,113675,1,0.4739726
S,0,102883,114407,1.231452,1.336658
R,0,102883,114407,0,0.2384656
F,0,113675,114407,0.4739726,0
so doing both of these will put the load from 01:54:590 - to 01:55:322 - to 5.37.
instead of a white.jpg this time light3.png is used as a white layer above the fading in image so i can't see how 4 layers aren't necessary here

[]

in some cases 4 images seem to be necessary in order to achieve the desired effect. since the light images are used to layer additively to the backgrounds i can't see how you can optimise them further than they already are without destroying the desired effects in this storyboard as i have explained in my last point.

If you think i'm talking nonsense here please tell me, but i don't think you can do much about this sb having a few places with fancy effects and therefore a few spikes.

that's my opinion on that
If any of you have different ideas how to perserve the effects presented in here without having occasional spikes to 5.36x please step forward, i've spent about an hour looking at the sb code and this is all i can come up with

[]

About the other dq reasons:
[Easy]
I agree that resnapping all objects to 1.1x / 1.15x would be the best solution as it will be able to avoid all overlaps
when fixing this diff up i would look out for
clustered places like
00:03:370 (1,2,3,1) -
00:06:297 (1,2,1) -
01:07:761 (1,2,3,4,1) -
01:19:468 (1,2,1) -
01:37:029 (1,2,1) -
02:15:078 (1,2) -
02:26:419 (4,1,2) -
because in some of those things are especially clustered due to repeat sliders followed by even more repeat sliders , i would look out to avoid overlaps of your 2/3 sliders with other sliders at least

00:23:126 (3) - this sliderart could have been a bit more creative imo, it's the only slider of that length in the diff and you did something really really simple for it and it's proportions are a bit weird as well as the reason for it to have a bending point in 00:23:858 -
if i were you i would redraw that slidershape as smoothly as possible because the vocals don't really have stronger edges or anything idk how to explain this

[Insane]
for your insane i recommend to simply end the spinner 02:29:712 (1) - in 02:35:748 - and maybe adding a whistle on its end on all difficulties.
making the spinner in easy and normal longer is also an option but would be more tiring for players and the actual sound it follows in insane has no definite end so ending it on an actual sound is probably the best solution for this

[comobcolors]
the white combocolor is actually pretty close to pure white meaning that with most skins players use it'll create rather weird strobing during the kiai so overall i'd actually encourage you to only use 4 colors in this set and remove color 1 and 4 because removing one will result in uneven coloring between parts and i think the 4 colors you already have are sufficient if you ask me.
you can also set different colors if you want to

[]
i wish you best of luck these are my opinions on how to handle these dq reasons
yf_bmp
wait, I was already fixed that by adusting some objects' appearances and timing..
MirinH
the last dq reason is real
Topic Starter
Kencho
I had change SB effect, no more 5.0x SB Load.
Easy diff i remaped, use 0.9x SV + 1.0x DS.
Also i unified break times, start time, and end time.
Changed more dark combo colors.
Added followpoint.png in skin set.

Thanks your modding.
MirinH
rebubled
happy birthday to myself
Flower
After some brief IRC chat I decide to requalify this map. Let's do it~

SPOILER
20:17 Kencho: QAQ
20:17 Inazuma: np plz
20:17 *Kencho is listening to [http://osu.ppy.sh/b/654791 Hashimoto Miyuki - Kisetsu o Dakishimete ~blooming white love~]
20:18 Inazuma: 为啥泡泡破了……
20:18 Kencho: 因為後來再次改了combo顏色
20:19 Kencho: 再弄深色了一點
20:19 Inazuma: 原来如此
20:19 Inazuma: 那可以
20:21 Inazuma: 德国boy的星数计算在低难度下不太合理,没考虑到节奏的复杂性
20:21 Inazuma: 其实我不太了解deq的原因是啥,可不可以跟我说下以便了解
20:21 Kencho: 對.好像只看間距
20:21 Kencho: 嗯
20:22 Kencho: 第一個是EZ問題,說圓圈隔得太近
20:22 Kencho: 就是粘在一起
20:22 Kencho: 讓新手玩家難以讀圖
20:22 Inazuma: 越低的难度,滑条与后一个note的计算方法就更应该靠近滑条尾
20:23 Kencho: 現在我EZ remap了,用的0.9SV+1.0DS
20:23 Kencho: 之前是0.8SV+1.0DS
20:24 Kencho: 第二個問題是SB背景和combo顏色太像
20:24 Inazuma: ok
20:24 Inazuma: easy
20:24 Inazuma: 01:10:322 (4,5) - blanket
20:24 Kencho: ok
20:25 Kencho: 第三個問題是有些地方SB load超過5.0x
20:25 Kencho: 現在也全改了
20:26 Kencho: 然後第四個是說skin set裡面少了followpoint.png……
20:26 Kencho: 然而我用你的skin裡面本來就沒有的
20:26 Inazuma: 四暗刻
20:26 Kencho: 所以現在自己加了個._.
20:27 Kencho: 最後一個原因比較無語,說要統一break time還有轉盤什麼的
20:27 Inazuma: 我妹妹没法pass easy
20:27 Inazuma: 统一break time根本就是胡扯,从来没这个规定
20:28 Kencho: easy還是太難嗎?。。
20:28 Kencho: 對那個理由我在麻婆群裡面說了,好像rc裡面的確有這梗
20:28 Kencho: 這個
20:28 Inazuma: 事实上难度spread已经适合,但是我的normal难度跟你的easy差不多我有点不服
20:29 Kencho: =A=
20:29 Inazuma: normal 01:22:395 (1,2,3) - 这里横平竖直的有点断梗
20:30 Kencho: 我換個放法
20:30 Inazuma: 有趣的是你这个难度节奏这么复杂却只有1.98星
20:30 Kencho: 對,我有另一圖normal也是很多節奏,但也只有1.97
20:31 Kencho: 這星數根本沒考慮節奏複雜性的感覺
20:31 Inazuma: 队
20:32 Kencho: 好了
20:34 Kencho: normal的01:55:687 (2,3) -
20:34 Kencho: 縮圈顏色和背景你覺得能不能過
20:35 Inazuma: 背景是白色和肉色,note是灰色,我觉得没问题
20:36 Kencho: 嗯,因為那個灰色本來是三個200,現在改成三個176
20:36 Inazuma: 我觉得可以点了
20:37 Inazuma: 等下我看看aibat
20:37 Kencho: aibat我之前看了下,說有些圖片漏了,然而根本沒有漏
20:37 Kencho: 懷疑是壞了
20:38 Inazuma: 这个是一个bug,从来都有
20:38 Inazuma: 我点啦

Edit: no kds plz
Edit2: too many qualifed today. Willl wait until tomorrow
Edit3: Ok, zaijian
Zetera
You forgot to place the map into the right section, Inazuma.^

Edit: nvm, congrats!
Koiyuki
this flower
KaedekaShizuru
this flower

楼上yukiyuki的ava好想舔prpr
MirinH

KaedekaShizuru wrote:

楼上yukiyuki的ava好想舔prpr
Topic Starter
Kencho

Mackenzie wrote:

KaedekaShizuru wrote:

楼上yukiyuki的ava好想舔prpr
Nomination Assessment Team

Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

General

Unused hitsound file

  • Normal-sliderslide.wav is unused, please fix this.

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

The Beatmap Nominators may handle this mapset after the issues have been addressed.

Good luck!

###A
MirinH
legendary
listless
rip again ;_;
Topic Starter
Kencho
I have used Normal-sliderslide.wav on
Insane 02:01:907 (1,2,3) -
so i add the Normal-sliderslide.wav to mute slidersound
Rumia-
so fast eat dq
p3n
Hello,

we received your message about this disqualification. We decided to revoke this disqualification and re-qualify this mapset as soon as a free slot is available.

Normal-sliderslide.wav is in fact used on 3 slider bodies in one diff of the set. I don't know why the slider bodies have Normal Sampleset attached to them because the slider heads and endings are manually set to the Soft/Auto Samplesets. Setting these 3 slider bodies to "Auto" will have the same muted effect without the need of the additional "normal-sliderslide.wav". Overall this seems like an unnecessary DQ over a 1kb file but next time please try to optimize your file usage as much as possible and don't use files when you could avoid it.
Rizia
>w<
Topic Starter
Kencho
>w<
終於requa了
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