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remixed by DJ TOTTO - The 4th KAC DJ TOTTO's SELECTION [OsuM

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Syadow-
hi mastha o/
Random Mod
[Winter soldier]

00:18:166 - double, agak keras suaranya

00:20:719 - mending add note, emphasis ke kick n cymbal

00:21:919 (21919|1,21961|0,22086|1,22127|0) - ctrl j, lebih ena ngikuti pitch

00:25:418 - add note, ada suara "tulilut"

00:41:168 - n 00:41:335 - kasih sv ena owo)b pas sama lagunya

01:02:167 - add note buat cymbal sama hitsoundnya tambahi cymbal

01:03:501 - aw licca <3
kalo ga bantu no kudos aja lagian free :'v
good Luck >w< bagian liccanya yha rabb ;w; cucucu
Kim_GodSSI

1|2|3|4

Modding
[WINTER SOLSTICE]

00:36:335 (36335|3,36391|2,36446|1) -


I think it is better than before

00:40:168 - Add note 4
00:40:835 - ~ 00:41:085 - This part have to change like 00:40:168 - ~ 00:40:668 - This

00:42:168 - Add note 3
01:27:990 - Add note 4
01:32:735 (92735|2) - Delete
01:33:960 - Add note 2
I don't have time sorry for short modding
Good luck :D
Topic Starter
Rivals_7

Syadow- wrote:

hi mastha o/
Random Mod
[Winter soldier]

00:18:166 - double, agak keras suaranya Faint beat :<

00:20:719 - mending add note, emphasis ke kick n cymbal

00:21:919 (21919|1,21961|0,22086|1,22127|0) - ctrl j, lebih ena ngikuti pitch

00:25:418 - add note, ada suara "tulilut" emm gk deh .3. pgn fokus suara perkusinya aja

00:41:168 - n 00:41:335 - kasih sv ena owo)b pas sama lagunya mungkin nanti w pikirin lagi kali yak xd

01:02:167 - add note buat cymbal sama hitsoundnya tambahi cymbal di gk lagunya gk ada cymbal :/

01:03:501 - aw licca <3 :3
kalo ga bantu no kudos aja lagian free :'v
good Luck >w< bagian liccanya yha rabb ;w; cucucu
wkwkwk thx modnya xD

Kim_GodSSI wrote:


1|2|3|4

Modding
[WINTER SOLSTICE]

00:36:335 (36335|3,36391|2,36446|1) -


I think it is better than before sounds cool

00:40:168 - Add note 4 there is no additional instrument there apparenly
00:40:835 - ~ 00:41:085 - This part have to change like 00:40:168 - ~ 00:40:668 - This The piano snapping was approximated to 1/6. thelatter is indeed 1/4 (yes its hard to snap this thing since the noise is not consistent)

00:42:168 - Add note 3
01:27:990 - Add note 4 dont think i'll do this because triple jack will be really hard
01:32:735 (92735|2) - Delete Piano melody
01:33:960 - Add note 2 faint beat. I dont think triple will suit
I don't have time sorry for short modding
Good luck :D
No reply = fix. Thx for mod :D
Litharrale
From queue


Hard

Preview point is right in the middle of downtime? I'd change that to something more catchy

BG Touhou is unrelated to all of these songs but that's not really an issue tbh

00:05:400 (5400|3) - Consider making an LN to match the sound
00:20:719 (20719|3,20719|1) - Consider making a triple to match your existing theme
00:30:335 (30335|3) - Suggestion http://i.imgur.com/ReHPDmI.png
00:32:668 (32668|1,32835|0,32835|3) - ^ (no reason to not map the blue when you've done it earlier in the map)
More examples of this throughout

00:36:335 (36335|1,36418|2,36502|3) - If you 1/6 the stream before, why not this one?
00:47:667 (47667|1) - shouldn't be a double
00:47:834 (47834|0) - should be a double
00:48:167 (48167|3) - ^
00:48:501 (48501|2) - ^
etc
01:23:092 (83092|3,83092|0) - shouldn't this have ringing.wav?
01:26:154 (86154|0) - Shouldn't this not have ringing.wav?
I see you repeated it further on. Doesn't make any sense in relation to the rhythm of the song. Explain your reasoning?
01:46:769 (106769|1,106851|1) - Doesn't belong in this diff

Took a look at the insane too and it was fine. Lots of LNs where they don't belong though and lots of singles where LNs would've been great
e.g this whole section 00:59:501 (59501|3) -
Topic Starter
Rivals_7

Litharrale wrote:

From queue


Hard

Preview point is right in the middle of downtime? I'd change that to something more catchy Licca is the catchiest one tho :<

BG Touhou is unrelated to all of these songs but that's not really an issue tbh still related with the song atmosphere :roll:

00:05:400 (5400|3) - Consider making an LN to match the sound The long synthesizer. probably not since i focusing myself on piano mostly here
00:20:719 (20719|3,20719|1) - Consider making a triple to match your existing theme oh yeah missed that one
00:30:335 (30335|3) - Suggestion http://i.imgur.com/ReHPDmI.png already had that patterning on SPECIAL so wont do it here. also to keep the diffs spike gap with MEDIUM
00:32:668 (32668|1,32835|0,32835|3) - ^ (no reason to not map the blue when you've done it earlier in the map) well same then
More examples of this throughout

00:36:335 (36335|1,36418|2,36502|3) - If you 1/6 the stream before, why not this one? It is a simplified version that i use in SPECIAL. the 1/6 before is a must since its an obvious beats. if I ignore those, it'll be rythmically off. This one is different. when you actualy playing it, you dont notice its a 1/6 noise since they have no interposing beats
00:47:667 (47667|1) - shouldn't be a double
00:47:834 (47834|0) - should be a double
00:48:167 (48167|3) - ^
00:48:501 (48501|2) - ^
etc yep
01:23:092 (83092|3,83092|0) - shouldn't this have ringing.wav? there's supposed to be 3 hitsound here. ringing too but not applied here due to note limitation
01:26:154 (86154|0) - Shouldn't this not have ringing.wav? how come? there's a ringing obviously in the music along with the kick. not the clap ones
I see you repeated it further on. Doesn't make any sense in relation to the rhythm of the song. Explain your reasoning? explaind ^
01:46:769 (106769|1,106851|1) - Doesn't belong in this diff same kick synthesizer in the same pitch.

Took a look at the insane too and it was fine. Lots of LNs where they don't belong though and lots of singles where LNs would've been great
e.g this whole section 00:59:501 (59501|3) - I literally placing the LNs on where it could be hitted and readed easily (at least from my skill). about the one you've pointed there, no i dont want to place any LNs there since i was focusing on the main piano melody. combining them will only make it somewhat overmapped
thanks :D
Critical_Star
yo ;)

General
http://puu.sh/uNRzP/e1f84eb98a.png why do you need a speed up effect? for a fixed bpm scroll player like me could notice the fast effect and i think it is pretty unnecessary to do so, change them into x1.00 is better
for all difficulty like x1.04 x1.08 x1.09


BASIC
- 00:08:272 (8272|3) - just to say if u catch 1/4 sound here with a long note, it should end at 00:08:591 - but the current is fine
- 00:26:002 - 00:34:002 - intended not to add for kick? it won't be hard for basic diff too
- 00:29:502 (29502|3,29835|0,30168|2,30168|1) - u can use LN here to emphasize the 1/2 kick and long sound here better > http://puu.sh/uNSou/59599d84ed.png (example)
- 00:35:502 (35502|0,35835|1) - suggestion> http://puu.sh/uNStt/255a67b7a5.png
- 00:45:001 - the sound are too obvious to ignore, i suggest to add a note here
- 00:51:501 - u can double here for crash too like 00:50:167 (50167|3,50167|0) -
- 01:14:827 (74827|2) - remove? i see u only catch the strong beat here. refer > 01:09:929 -
- 01:17:888 (77888|3) - move to 3 to make a stair? it is easier for beginner player to read this
- 01:41:742 (101742|3) - different length with medium diff? i assume u catch the same long sound here. maybe try make them consistent


MEDIUM
- 00:15:932 (15932|3) - how about remove this note? there is a LN hold to represent the beat here
- 01:01:501 (61501|1,61501|0) - suggestion > http://puu.sh/uNTuC/e8e77711ad.png
- 01:17:888 (77888|3,78041|1,78194|2) - suggest 2-3-4


HARD
- 00:08:272 (8272|3,8352|2,8432|1,8512|0,8591|3) - would be nice if u can do something like 00:03:166 (3166|3,3246|2,3325|0,3405|1,3485|3) - i think this will fit the sound better here
- 01:07:786 (67786|3,67786|1) - make it single? same idea like 01:15:133 -
- 01:16:358 (76358|3,76358|2,76511|1,76511|0,76817|1,76817|0,77123|0,77123|1) - suggestion > http://puu.sh/uNUd5/62e6d0b0f6.png

SPECIAL
- 00:06:198 (6198|3,6278|2,6357|0,6437|1,6517|3,6597|2,6677|0,6756|1) - suggest > http://puu.sh/uNUml/6e4f40c418.png
- 00:49:834 (49834|1) - move to 1 would be much comfortable to play
- 00:50:834 - start the 1/2 LN pattern here?
- 00:52:167 (52167|3,52167|2,52251|0,52251|1) - make it single to differentiate their sound here better
- 00:54:501 (54501|1,54584|2,54667|1,54751|0) - the sound trill stopped here, suggest > http://puu.sh/uNUJN/6741a2cd44.png
- 00:59:834 (59834|2,59917|1,60001|2,60084|3) - similiar idea ^
- 01:05:949 (65949|2) - u can move this to column 4 to make a shield note
- 01:17:888 (77888|2,77888|1,78041|0,78194|1,78194|2,78194|3) - suggest > http://puu.sh/uNUUp/6718915555.png


WINTER SOLSTICE
- 00:14:017 (14017|3,14017|0,14496|3,14496|0) - since this is the hardest diff, i guess is okay to make triple for these sound
- 00:21:836 (21836|3,21877|2,21919|0,21961|1,22002|3,22044|2,22086|0,22127|1) - i can't hear the 1/8 sound here well, hmm but i suggest > http://puu.sh/uNVf7/17f48b0200.png the 1/4 snap here seems better
- 00:33:418 - 00:33:752 - just to say that there is still 1/4 sound here u can catch
- 00:42:002 (42002|3) - move to 3?
- 00:42:334 - 00:44:334 - 00:47:001 - 00:49:667 - should be double here too since u catch each 1/2 beat with double here
- 00:50:834 - like in special diff, i suggest to start the LN pattern here
- 00:52:167 (52167|3,52167|2,52251|0,52251|1,52334|3,52334|2,52417|0,52417|1) - make it to single to differentiate the sound here
- 00:54:501 - add at 4 won't be hard to play, also this is the hardest diff
- 00:54:501 - same ^ i suggest add at 4
- 01:02:084 (62084|3) - move up by 1 to emphasize the crash sound better
- 01:35:337 (95337|3,95337|0,96562|1,96562|2) - suggestion > http://puu.sh/uNVQW/d91fe1ebd9.png

nice remix ;)
Topic Starter
Rivals_7

Critical_Star wrote:

yo ;)

General
http://puu.sh/uNRzP/e1f84eb98a.png why do you need a speed up effect? for a fixed bpm scroll player like me could notice the fast effect and i think it is pretty unnecessary to do so, change them into x1.00 is better
for all difficulty like x1.04 x1.08 x1.09 actually its a normalisation to 196 BPM (Licca). I saw that every BPM change makes it a little bit jarring to read so i decided to do that.


BASIC
- 00:08:272 (8272|3) - just to say if u catch 1/4 sound here with a long note, it should end at 00:08:591 - but the current is fine yea this one should be ok
- 00:26:002 - 00:34:002 - intended not to add for kick? it won't be hard for basic diff too
- 00:29:502 (29502|3,29835|0,30168|2,30168|1) - u can use LN here to emphasize the 1/2 kick and long sound here better > http://puu.sh/uNSou/59599d84ed.png (example) only the first two HLed notes
- 00:35:502 (35502|0,35835|1) - suggestion> http://puu.sh/uNStt/255a67b7a5.png
- 00:45:001 - the sound are too obvious to ignore, i suggest to add a note here
- 00:51:501 - u can double here for crash too like 00:50:167 (50167|3,50167|0) -
- 01:14:827 (74827|2) - remove? i see u only catch the strong beat here. refer > 01:09:929 -
- 01:17:888 (77888|3) - move to 3 to make a stair? it is easier for beginner player to read this
- 01:41:742 (101742|3) - different length with medium diff? i assume u catch the same long sound here. maybe try make them consistent made it the same as the doubles on the next line. just for easier catch for newbies


MEDIUM
- 00:15:932 (15932|3) - how about remove this note? there is a LN hold to represent the beat here
- 01:01:501 (61501|1,61501|0) - suggestion > http://puu.sh/uNTuC/e8e77711ad.png
- 01:17:888 (77888|3,78041|1,78194|2) - suggest 2-3-4


HARD
- 00:08:272 (8272|3,8352|2,8432|1,8512|0,8591|3) - would be nice if u can do something like 00:03:166 (3166|3,3246|2,3325|0,3405|1,3485|3) - i think this will fit the sound better here
- 01:07:786 (67786|3,67786|1) - make it single? same idea like 01:15:133 -
- 01:16:358 (76358|3,76358|2,76511|1,76511|0,76817|1,76817|0,77123|0,77123|1) - suggestion > http://puu.sh/uNUd5/62e6d0b0f6.png i think i would like to keep xD

SPECIAL
- 00:06:198 (6198|3,6278|2,6357|0,6437|1,6517|3,6597|2,6677|0,6756|1) - suggest > http://puu.sh/uNUml/6e4f40c418.png hmm I prefer mine honestly
- 00:49:834 (49834|1) - move to 1 would be much comfortable to play
- 00:50:834 - start the 1/2 LN pattern here?
- 00:52:167 (52167|3,52167|2,52251|0,52251|1) - make it single to differentiate their sound here better
- 00:54:501 (54501|1,54584|2,54667|1,54751|0) - the sound trill stopped here, suggest > http://puu.sh/uNUJN/6741a2cd44.png
- 00:59:834 (59834|2,59917|1,60001|2,60084|3) - similiar idea ^
- 01:05:949 (65949|2) - u can move this to column 4 to make a shield note
- 01:17:888 (77888|2,77888|1,78041|0,78194|1,78194|2,78194|3) - suggest > http://puu.sh/uNUUp/6718915555.png


WINTER SOLSTICE
- 00:14:017 (14017|3,14017|0,14496|3,14496|0) - since this is the hardest diff, i guess is okay to make triple for these sound I prefer not. still the opening of the song and its still pretty calm too
- 00:21:836 (21836|3,21877|2,21919|0,21961|1,22002|3,22044|2,22086|0,22127|1) - i can't hear the 1/8 sound here well, hmm but i suggest > http://puu.sh/uNVf7/17f48b0200.png the 1/4 snap here seems better I pretty sure its 1/8 tho it doesnt have interposing beats, still represents the noise descends imo
- 00:33:418 - 00:33:752 - just to say that there is still 1/4 sound here u can catch doesnt looks pretty intuitive when played so i decided to omit that
- 00:42:002 (42002|3) - move to 3? trill are the connection with the split jumpthrill
- 00:42:334 - 00:44:334 - 00:47:001 - 00:49:667 - should be double here too since u catch each 1/2 beat with double here
- 00:50:834 - like in special diff, i suggest to start the LN pattern here
- 00:52:167 (52167|3,52167|2,52251|0,52251|1,52334|3,52334|2,52417|0,52417|1) - make it to single to differentiate the sound here i treat them the same here since its pretty loud (hardest diff too i guess)
- 00:54:501 - add at 4 won't be hard to play, also this is the hardest diff
- 00:54:501 - same ^ i suggest add at 4
- 01:02:084 (62084|3) - move up by 1 to emphasize the crash sound better the crash doesnt have the cymbal tho
- 01:35:337 (95337|3,95337|0,96562|1,96562|2) - suggestion > http://puu.sh/uNVQW/d91fe1ebd9.png

nice remix ;)
Else Applied. Thx :D
Critical_Star
alright then, bb
good luck~ :)

EDIT: rebubbled , fixed some stuff as mapper requested
Topic Starter
Rivals_7
Thx CS :D
edit: Thx again xD
Protastic101
Gonna pop the bubble for reasons below about normalizing SVs so CS can also look over it and make sure it's alright.
Also, there's an incorrectly snapped part of the music mentioned in the Winter Solstice diff to look at, so yay! fun!

*check boop*
[General]
  1. Ringing gets cut a bit short, so I'd use this instead as it has a cleaner end https://puu.sh/vsIpN.wav
  2. Looking at the normalizing SVs, I think you calculated them with 196 bpm as your base.
  3. 00:21:836 - 00:22:169 - are just 1x because the base BPM is 180 as seen in the parenthesis on the BPM http://puu.sh/vsJgW.jpg
  4. 00:42:168 - Same as above. Also, as long as the BPM doesn't change, you don't need to keep readding green lines for each new red line.
  5. 01:03:501 - This is where you would need to add a 1.09x SV to normalize scroll
  6. 01:18:194 - All the timing points until 01:37:786 - need to be 1.09x, otherwise the player is just reading at a faster than normal scroll
  7. 01:37:786 - The normalizing SV here is 1.01x because 182/180. Anyways, for this reason, I'm going to pop the bubble and have CS recheck it too just to make sure. After that's been fixed, I'll check SVs to make sure they're multiplied properly =w=)b
[Winter Solstice]
00:05:719 - Would be cool to add some slight stutter SVs here, like 1.25x and 0.75x to represent the break in the song
00:09:389 - I'd consider adding another note here in 3 for the crash
00:14:017 - 00:14:496 - Imo, would be fine to make these triples too for the softer cymbal here
00:17:049 - Might consider a triple here too for the start of a new musical phrase
00:18:166 - I'd make this a jump because of the slight accent on the upbeat with the crash
00:29:168 (29168|1,29335|0,29502|0) - I think it'd be easier to hit if you flipped columns here so that the short notes are in 2 and the long note in 1 since your index finger is stronger than the middle. It'd be like this https://osu.ppy.sh/ss/7895468
00:33:168 - This entire measure has a 1/4 continuous synth, so I might do something like this http://osu.ppy.sh/ss/7895476 . Everything flows in the same direction to represent the synth that kind of repeats the same notes over and over
00:40:835 (40835|3,40918|2,41002|1,41085|0) - This is incorrectly snapped. It should be 1/3, and look like this https://osu.ppy.sh/ss/7895503
00:44:556 - 00:44:612 - 00:44:668 - There's a few wood wind sounds like the ones you heart at 00:43:168 (43168|0,43223|1,43279|2,43334|3) - , so I would recommend doing something like this to connect it into the next section https://osu.ppy.sh/ss/7895515 (be mindful of hitsounds as I reduced the quad to a hand)
00:43:668 (43668|0,43834|0,44001|0,44168|0) - Kind of a difficult stack to execute due to the unnecessary strain on the left hand. I would do this instead https://osu.ppy.sh/ss/7895529
00:50:251 - Could add a note here since the woodwind is a more complete burst as opposed to a broken stream
00:54:084 (54084|2,54167|3,54167|1,54251|2) - ultimate trigger. If you wanted it to be trill like in nature, I would do this instead which better separates both hands https://osu.ppy.sh/ss/7895547
00:59:917 (59917|0,60001|1,60084|2) - I'd trill these notes since the trill in the music changes pitch here, so it'd be like so https://osu.ppy.sh/ss/7895554
01:10:235 - Honestly, I feel like the sound here is too soft to be mapped with jumps. What I'd do instead is switch between jump - single - jump since it's only a hihat slide kind of sound as opposed to the snares at 01:07:786 - https://osu.ppy.sh/ss/7895572
01:15:133 - ^ Similarly
01:52:291 - I might consider fading some of the LNs out here and adding a new one to represent the sudden whoosh that begins to pick up at the very end, like so https://osu.ppy.sh/ss/7895595

Hitsounds
00:09:389 (9389|0) - I'm import the kick at 60% and then add a finish on 00:09:389 (9389|1) -
00:17:049 (17049|3,17049|2) - ^
00:22:169 (22169|3,22169|2) - ^ Since it's the start of a section so it's a bit more emphasized
00:44:501 (44501|1,44501|3,44501|0) - I'd add the kicks in at 30% and then add a clap with 60% on the one note that doesnt have hs. Or, you could make it consistent with 00:47:167 (47167|3,47167|2) - and instead add a soft-hitfinish
01:18:194 (78194|0,78194|3) - Shouldn't these be kicks instead since the song structure is kick - snare - kick - snare with the kicks coming on odd downbeats (1 and 3) and snares coming on even downbeats (2 and 4)
I guess you can kind of apply the stuff I mentioned in their respective places in the other difficulties if you choose to accept them (I'll recheck the rest of the hitsounds in a recheck)


[Special, just like me *shot*]
00:03:166 (3166|1,3246|0,3325|2,3405|3) - Would be nice to trill these since they're alternating in pitch. Maybe 2 - 3 would be cool
00:21:198 - Could end one of the other LNs here and then start a new one for the build up to the clap at 00:21:836 - like this https://osu.ppy.sh/ss/7895674
00:33:168 - Here is where I'd apply that same broken stream concept that you applied in the Solstice diff for the synth, like this https://osu.ppy.sh/ss/7895689
00:40:835 (40835|1,40918|0,41002|3,41085|2) - Same stuff mentioned in solstice about the snap
00:41:168 (41168|1,41168|0,41335|3,41335|2) - Think it might be cooler to stack these notes to represent the stutter between them, like so https://osu.ppy.sh/ss/7895768
00:43:168 (43168|0,43223|3,43279|2,43334|1) - Might consider connecting the notes so that it flows a bit more linearly, like so https://osu.ppy.sh/ss/7895783
00:44:501 - Similar to what I mentioned in the solstice diff about using 1/6 here if you wanted
00:47:334 - Might add a note here for the woodwind sound too, like a 1/2 LN or something might work, such as this https://osu.ppy.sh/ss/7895791 (Would also add one in the solstice diff too, probably forgot to mention that)
00:50:251 - There's a 1/4 note here, so it might be ok to add one and make it a complete burst, like so https://osu.ppy.sh/ss/7895803


[Hard, but I can't make a joke since it's inappropriate and not everyone has the humor of a 10 year old like me]
00:16:730 - If you wanted, you could add an LN here to represent that whoosh kind of sound that leads into the next measure, and stack 00:16:889 (16889|0,16889|3) - for room, like this https://osu.ppy.sh/ss/7895833
00:40:835 (40835|2,40918|1,41002|0,41085|3) - Same stuff I mentioned in the above diffs
00:50:251 - I also mentioned in both diffs that there's a sound here for the woodwind, so using a trill to represent it might be cool
01:25:694 - Would be cool to stack these notes in one column for the pitch relevancy, like so https://osu.ppy.sh/ss/7895999
01:42:483 (102483|2,102566|2) - seeing that this is a hard diff, I would really suggest against using a 1/4 minijack in the middle of a roll as it catches the player off guard since you haven't introduced anything similar earlier in the map already. I would just make it a simple roll instead.
01:46:769 (106769|1,106851|1,106934|2) - Similar to the above. You could just trill them instead since the hand movement would be different and it'd stand out more than a roll


[Medium something]
00:17:049 - Recommend making this a jump for the crash
00:21:198 - Similar to what I recommended in the above difficulties, you could add an LN here and end it at 00:21:836 - to represent the whoosh sound that transitions into the next measure
00:24:835 (24835|0,25002|2) - stack these as they're both kicks similar to 00:25:835 (25835|1,26002|1) -
01:33:960 - Might consider adding another note in 3 or something for the crash
01:18:194 - This is just a recommendation, but I would consider leaving some 1/1 pauses like at 01:20:184 (80184|3) - or 01:22:633 (82633|0) - so that you're only following the woodwind kind of sound from licca as opposed to just mapping a straight 1/2 stream. Idk, feels more connected to the music that way imo,
but I don't mind either way


[Basic just like my starbucks]
00:25:002 - I think it's fine to add a note here for the kick, like in 3 or something
00:35:668 - Would also add a note here too for the same reason as above. Also, since this is kind of like a transition, you could do something cool with LNs to represent the increase in the speed of snaps, like this https://osu.ppy.sh/ss/7896138
Topic Starter
Rivals_7


rip need to wait 5th kac and 6th kac to be graveyarded first in 19 days (or someone give me suptag or smth)

Protastic101 wrote:

Gonna pop the bubble for reasons below about normalizing SVs so CS can also look over it and make sure it's alright.
Also, there's an incorrectly snapped part of the music mentioned in the Winter Solstice diff to look at, so yay! fun! you make it graveyarded and I cant update :<<<<<<<<<<<<<<<<<<<<<<

*check boop*
[General]
  1. Ringing gets cut a bit short, so I'd use this instead as it has a cleaner end https://puu.sh/vsIpN.wav
  2. Looking at the normalizing SVs, I think you calculated them with 196 bpm as your base.
  3. 00:21:836 - 00:22:169 - are just 1x because the base BPM is 180 as seen in the parenthesis on the BPM http://puu.sh/vsJgW.jpg its because i use 3/4 beat (waltz). i found that more reliable than 4/4. the songs downbeat perfectly match the metronome downbeat
  4. 00:42:168 - Same as above. Also, as long as the BPM doesn't change, you don't need to keep readding green lines for each new red line. I use 4/4 starting from here so the red line is necessary
  5. 01:03:501 - This is where you would need to add a 1.09x SV to normalize scroll wait but my base is 196 BPM. wouldnt that will make the scrool even faster? :/
  6. 01:18:194 - All the timing points until 01:37:786 - need to be 1.09x, otherwise the player is just reading at a faster than normal scroll testplayed it many times but i didnt notice where it goes faster @.@ its already optimised to match 196 BPM since its the base
  7. 01:37:786 - The normalizing SV here is 1.01x because 182/180. Anyways, for this reason, I'm going to pop the bubble and have CS recheck it too just to make sure. After that's been fixed, I'll check SVs to make sure they're multiplied properly =w=)b so i should recalculate them into 180?
    I do that once i remember, but i didnt see the difference between 196 BPM base and 180 BPM base while playing which is why i stick with 196 since its the highest BPM in the song
[Winter Solstice]
00:05:719 - Would be cool to add some slight stutter SVs here, like 1.25x and 0.75x to represent the break in the song hmm i want to keep this simple tho. maybe nah for this xd
00:09:389 - I'd consider adding another note here in 3 for the crash i dont really like the stacks happened in col 3 tho since it breaks the flow. also the crash doesnt seem to be loud
00:14:017 - 00:14:496 - Imo, would be fine to make these triples too for the softer cymbal here
00:17:049 - Might consider a triple here too for the start of a new musical phrase i think its too cramped with the stream already and col 1 stacking doest seem to be pretty xd (and i dont want to move that col 1 note to anywhere else for PR purpose)
00:18:166 - I'd make this a jump because of the slight accent on the upbeat with the crash
00:29:168 (29168|1,29335|0,29502|0) - I think it'd be easier to hit if you flipped columns here so that the short notes are in 2 and the long note in 1 since your index finger is stronger than the middle. It'd be like this https://osu.ppy.sh/ss/7895468
00:33:168 - This entire measure has a 1/4 continuous synth, so I might do something like this http://osu.ppy.sh/ss/7895476 . Everything flows in the same direction to represent the synth that kind of repeats the same notes over and over
00:40:835 (40835|3,40918|2,41002|1,41085|0) - This is incorrectly snapped. It should be 1/3, and look like this https://osu.ppy.sh/ss/7895503 removed the first note near the kick. so there's only 3 notes there for now
00:44:556 - 00:44:612 - 00:44:668 - There's a few wood wind sounds like the ones you heart at 00:43:168 (43168|0,43223|1,43279|2,43334|3) - , so I would recommend doing something like this to connect it into the next section https://osu.ppy.sh/ss/7895515 (be mindful of hitsounds as I reduced the quad to a hand) would like to keep as my intention is to focus on puercussion emphasis just for this kind of section since its a transition to a new song phase
00:43:668 (43668|0,43834|0,44001|0,44168|0) - Kind of a difficult stack to execute due to the unnecessary strain on the left hand. I would do this instead https://osu.ppy.sh/ss/7895529
00:50:251 - Could add a note here since the woodwind is a more complete burst as opposed to a broken stream
00:54:084 (54084|2,54167|3,54167|1,54251|2) - ultimate trigger. If you wanted it to be trill like in nature, I would do this instead which better separates both hands https://osu.ppy.sh/ss/7895547 lol. btw keeping the last trill as 323 as they sounds kinda different from the rest of the trill
00:59:917 (59917|0,60001|1,60084|2) - I'd trill these notes since the trill in the music changes pitch here, so it'd be like so https://osu.ppy.sh/ss/7895554
01:10:235 - Honestly, I feel like the sound here is too soft to be mapped with jumps. What I'd do instead is switch between jump - single - jump since it's only a hihat slide kind of sound as opposed to the snares at 01:07:786 - https://osu.ppy.sh/ss/7895572 the noise is really loud imo, single note doesnt look too pretty to represent such a loud noise like that so thats why i emphasize it (pretty sure its a common thing in nowadays map)
01:15:133 - ^ Similarly ^
01:52:291 - I might consider fading some of the LNs out here and adding a new one to represent the sudden whoosh that begins to pick up at the very end, like so https://osu.ppy.sh/ss/7895595 oki but didnt cutting the LN on 2 tho xd so its a full 4 LNs

Hitsounds
00:09:389 (9389|0) - I'm import the kick at 60% and then add a finish on 00:09:389 (9389|1) -
00:17:049 (17049|3,17049|2) - ^
00:22:169 (22169|3,22169|2) - ^ Since it's the start of a section so it's a bit more emphasized
00:44:501 (44501|1,44501|3,44501|0) - I'd add the kicks in at 30% and then add a clap with 60% on the one note that doesnt have hs. Or, you could make it consistent with 00:47:167 (47167|3,47167|2) - and instead add a soft-hitfinish hmm a clap doesnt sounds fit while i heard it. i think i'll keep this one
01:18:194 (78194|0,78194|3) - Shouldn't these be kicks instead since the song structure is kick - snare - kick - snare with the kicks coming on odd downbeats (1 and 3) and snares coming on even downbeats (2 and 4) apparently its snare-kick-snare in this case. try to heard it with 0%
fx

I guess you can kind of apply the stuff I mentioned in their respective places in the other difficulties if you choose to accept them (I'll recheck the rest of the hitsounds in a recheck)


[Special, just like me *shot*]
uwu
00:03:166 (3166|1,3246|0,3325|2,3405|3) - Would be nice to trill these since they're alternating in pitch. Maybe 2 - 3 would be cool
00:21:198 - Could end one of the other LNs here and then start a new one for the build up to the clap at 00:21:836 - like this https://osu.ppy.sh/ss/7895674 doesnt seem to have a significant changing sound around there, i just assume the buildup start the same as the LN start
00:33:168 - Here is where I'd apply that same broken stream concept that you applied in the Solstice diff for the synth, like this https://osu.ppy.sh/ss/7895689
00:40:835 (40835|1,40918|0,41002|3,41085|2) - Same stuff mentioned in solstice about the snap
00:41:168 (41168|1,41168|0,41335|3,41335|2) - Think it might be cooler to stack these notes to represent the stutter between them, like so https://osu.ppy.sh/ss/7895768
00:43:168 (43168|0,43223|3,43279|2,43334|1) - Might consider connecting the notes so that it flows a bit more linearly, like so https://osu.ppy.sh/ss/7895783
00:44:501 - Similar to what I mentioned in the solstice diff about using 1/6 here if you wanted same. i guess
00:47:334 - Might add a note here for the woodwind sound too, like a 1/2 LN or something might work, such as this https://osu.ppy.sh/ss/7895791 (Would also add one in the solstice diff too, probably forgot to mention that) hmm i think the woodwind noise only exist for like 1/4 so using 1/2 is kinda odd too
00:50:251 - There's a 1/4 note here, so it might be ok to add one and make it a complete burst, like so https://osu.ppy.sh/ss/7895803


[Hard, but I can't make a joke since it's inappropriate and not everyone has the humor of a 10 year old like me]
00:16:730 - If you wanted, you could add an LN here to represent that whoosh kind of sound that leads into the next measure, and stack 00:16:889 (16889|0,16889|3) - for room, like this https://osu.ppy.sh/ss/7895833 i want this to be pretty simple since its still at the intro and i think its already cool enough to be pressed xd
00:40:835 (40835|2,40918|1,41002|0,41085|3) - Same stuff I mentioned in the above diffs
00:50:251 - I also mentioned in both diffs that there's a sound here for the woodwind, so using a trill to represent it might be cool
01:25:694 - Would be cool to stack these notes in one column for the pitch relevancy, like so https://osu.ppy.sh/ss/7895999 I think its too straining for this tier so i think i'll keep it
01:42:483 (102483|2,102566|2) - seeing that this is a hard diff, I would really suggest against using a 1/4 minijack in the middle of a roll as it catches the player off guard since you haven't introduced anything similar earlier in the map already. I would just make it a simple roll instead.
01:46:769 (106769|1,106851|1,106934|2) - Similar to the above. You could just trill them instead since the hand movement would be different and it'd stand out more than a roll


[Medium something]
00:17:049 - Recommend making this a jump for the crash
00:21:198 - Similar to what I recommended in the above difficulties, you could add an LN here and end it at 00:21:836 - to represent the whoosh sound that transitions into the next measure same
00:24:835 (24835|0,25002|2) - stack these as they're both kicks similar to 00:25:835 (25835|1,26002|1) - umm there's no kick there i'm sure. hence i didnt place the kick hitsound in the first place
01:33:960 - Might consider adding another note in 3 or something for the crash quite soft, i mean there's no beat
01:18:194 - This is just a recommendation, but I would consider leaving some 1/1 pauses like at 01:20:184 (80184|3) - or 01:22:633 (82633|0) - so that you're only following the woodwind kind of sound from licca as opposed to just mapping a straight 1/2 stream. Idk, feels more connected to the music that way imo, i think you just see the Spy's MEDIUM on licca anyways i think its ok as it is. i like synths :v
but I don't mind either way


[Basic just like my starbucks]
00:25:002 - I think it's fine to add a note here for the kick, like in 3 or something
00:35:668 - Would also add a note here too for the same reason as above. Also, since this is kind of like a transition, you could do something cool with LNs to represent the increase in the speed of snaps, like this https://osu.ppy.sh/ss/7896138
No reply = fix as always owo Thanks a lot
Fix is here https://onedrive.live.com/?id=ABD43ADD8 ... DD8D9B8224 ( because apparently puush doesnt want to cooperate and osump is down lol)

might updated at may 13th(?) world war 3 lol
Topic Starter
Rivals_7
UPDATED YEY
Protastic101
whew, sorry for graving the map lol. Anyways, recheck

winter solstice
00:10:825 - Could do some SVs here too tbh since the sound has a very quick cut off. something like this could be 10/10
  1. 00:10:825 - 00:11:145 - 1.68x (1.75x base)
  2. 00:10:905 - 00:11:224 - 0.72x (0.75x base)
  3. 00:11:464 - 2.88x (3x base)
  4. 00:11:544 - 0.58x (0.6x base)
  5. 00:11:942 - 0.96x normal sv
00:44:501 - Could do a bump sv here like 2.2x to 0.6x since there's a bit of a sudden stop to the sound
00:47:167 - ^

00:46:084 (46084|2,46167|1) - I would consider control H with this to keep the strain a bit more even since the right hand already has a 3 note stack in 4 while also just finishing the 1/6 roll

01:17:582 - Would be cool to have an LN or something here for the building down sound or whatever, like this https://osu.ppy.sh/ss/8089706

01:37:174 - imo, would be cool to have a long bump sv here for the sound that transitions between the bridge to the last kiai. Something like this could work
  1. 01:37:174 - 0.55x (0.6x base)
  2. 01:37:710 - 3.5x (3.8x base)
Special
ok


Hard
00:40:668 (40668|3,40668|0) - for the sake of playability, I would suggest ignoring the crash at 00:40:668 - and just adding a note in 00:40:724 - so that it's a straight 1/3 roll, like so https://osu.ppy.sh/ss/8089880


Medium
01:25:541 - to represent the repetitive sound in the music, I might consider using ministacks to represent it as the hand movement would be different from the previous few measures. so like this https://osu.ppy.sh/ss/8089964

Basic
00:29:502 (29502|3,29835|0) - tbh, I think using 1/2 here would be better since it's more reflective of the music and isn't really that hard since it's only a simple 4 note burst https://osu.ppy.sh/ss/8089989
Topic Starter
Rivals_7

Protastic101 wrote:

whew, sorry for graving the map lol. Anyways, recheck

winter solstice
00:10:825 - Could do some SVs here too tbh since the sound has a very quick cut off. something like this could be 10/10
  1. 00:10:825 - 00:11:145 - 1.68x (1.75x base)
  2. 00:10:905 - 00:11:224 - 0.72x (0.75x base)
  3. 00:11:464 - 2.88x (3x base)
  4. 00:11:544 - 0.58x (0.6x base)
  5. 00:11:942 - 0.96x normal sv
00:44:501 - Could do a bump sv here like 2.2x to 0.6x since there's a bit of a sudden stop to the sound
00:47:167 - ^

00:46:084 (46084|2,46167|1) - I would consider control H with this to keep the strain a bit more even since the right hand already has a 3 note stack in 4 while also just finishing the 1/6 roll

01:17:582 - Would be cool to have an LN or something here for the building down sound or whatever, like this https://osu.ppy.sh/ss/8089706 >>with my current svs right now , i think its kinda awkward to hit. Would like to keep this xd<<

01:37:174 - imo, would be cool to have a long bump sv here for the sound that transitions between the bridge to the last kiai. Something like this could work
  1. 01:37:174 - 0.55x (0.6x base)
  2. 01:37:710 - 3.5x (3.8x base)
Special
ok


Hard
00:40:668 (40668|3,40668|0) - for the sake of playability, I would suggest ignoring the crash at 00:40:668 - and just adding a note in 00:40:724 - so that it's a straight 1/3 roll, like so https://osu.ppy.sh/ss/8089880 >>the thing is 00:40:724 there is no piano i could hear of. And even would be conflicted with other diff and might lead to dq able issues <<


Medium
01:25:541 - to represent the repetitive sound in the music, I might consider using ministacks to represent it as the hand movement would be different from the previous few measures. so like this https://osu.ppy.sh/ss/8089964 >>applying it a lil bit differently<<

Basic
00:29:502 (29502|3,29835|0) - tbh, I think using 1/2 here would be better since it's more reflective of the music and isn't really that hard since it's only a simple 4 note burst https://osu.ppy.sh/ss/8089989 >>hmm dunno. I prefer to cover the lead noise tho. For layering variety.<<
Replying on phone lol kinda afraid to open le browser. Will notice you when updated

My reply is on">><<". Thx xd

Edit: updated
Protastic101
alrighty, cool then. Here's a rebub.

24 hour rule reminder too
Topic Starter
Rivals_7
Critical_Star
before qualify

WINTER SOLSTICE
01:37:710 - i believe this sv is a mistake?

EDIT: fixed timing point
Topic Starter
Rivals_7
Uh its a bump svs that protastic suggested but it is placed at 01:37:710 .

There's no sv on 01:37:703 anyway
Critical_Star
okay
Topic Starter
Rivals_7
Thx a lot CS :D
Maxus
So, first of all, congrats for the qualify, but i have a bit of concern with the map that i really feel need to be addressed regarding the SV.

01:37:710 - I'm pretty sure you already know that no player in this skill spectrum can handle that 3,5x SV in 1/4 snap, it's just simply really unreasonable for me to seeing that SV just hit you like a truck with all that dense jumptrill pattern at the end. The replay i'm seeing here also shows that even top player unable to hit that either way, the reasonable SV would be if you put 01:37:174 - 0,80x here, and 01:37:710 - 1,60x SV, , it will balancing out the SV by a lot.

01:38:775 - This is also really rough with the 0,25x and gradual increasing at every 0,50x which is too fast for something that comes from dense pattern, I don't know why it's necessary to do that when in actually, you can just do:

01:38:775 - 0,50x
01:38:857 - 0,75x
01:38:939 - 1,00x
01:39:022 - 1,25x

This still give big impact to the effect of music instrument while still retain playability of the last pattern, this is much more fair because the gradual increase actually gives player more room to react and anticipate dense pattern. for this, you may also apply to other similar SV , and for Special diff as well.

Generally the most problematics are these 2 SV based on my playing experience and leaderboard records, there's still some other places where it can be improved, but want to see your reasoning for this first. Looking forward for your responses!
Surono
gorenk temphe paleng enak diwolak walek..... gawe anax palenk enak diwola-
suwe ora jamu... jamu... godong... telo.. wooo TELO
Topic Starter
Rivals_7
#1 nuff said. I kinda didnt think quite forward when i do this since i was wondering if i could do some sv bump here and then protastic pointing it up i think its going to be "yup cool" xd. Anyways your suggestion doesnt give me a "bump" feel so i think 0.6 -> 1.8 would be fit.

#2 in a pinnacle of agree or disagree tbh. Your suggestion of 0.25 distance for each sv doesnt really capture the atmosphere (personally) which has some kind of strong bumpy gimmick.
As for your concern about react to anticipate this dense pattern. I believe most top players could handle them just fine since its just a common jthrill and split jthrill which is generally hard to handle even without sv.

It was also intended for kind of reading challenge. You might cant FC ing this in the first try tho.

Will try to contact qat atm. Thx for the concern!

Edit: apparently raveille manages to FC with bad ratio lol
JBHyperion
Disqualified upon creator request. Once you've come to an agreement on those SVs, your nominators are free to push the mapset forward again.

Good luck!
Arzenvald
i am okay with the SV usage though most are a little exaggerated at some part, mostly 00:11:464 (11464|2) - the song is rather calm in the beginning, so consider to reduce it..
also i'd have to agree with maxus, that x0.5 > x3.5 SV is way too exaggerating both the gimmick & readability.. i'd suggest to add some green lines at :
01:37:480 - X0.75 ( making a speed up in this spot will also layers the sfx in the music )
01:37:557 - X1
01:37:633 - X1.25
01:37:710 - replace with X1.5

you got the idea, i wouldn't able to FC most parts if i didn't open the editor before playing xD

got some stars, i like diz /w/
Maxus
1# 0,6x still felt too slow imo since it's not much different with 0,55x , and it was using 3,5x along with 0,55x so that the calculation outcome will be more or less 1. try 0,75x and 2,00x? the impact already really shown with this SV imo. (ah it seems there's many suggestion, you can try to experiment which fits the music while maintain playability)

2# I understand you want to try capture the strong feeling of music, but imo, you already have quad note and jumptrill to reflect the music drum intensity either way, so imo you don't need to use really strong SV again to capture that, it will give too much sugar on a cup of tea if you use really strong SV in dense pattern, so i hope you reconsider this.

About top player being able to play or FC, personally i look it more of the skill spectrum of the audience player the difficulty is aiming for. Do you really want to serve the difficulty for the top player even if the patterns are generally more for 4* player? i don't think so. in general, you will aim this for 4* player, so the envision of the how much strong the effect will depends on the overall diff it try to present. so once again, i hope this to be reconsidered.

Generally only these that i felt wrong, other sv i think it's alright, but maybe you can ask for more feedback.
Topic Starter
Rivals_7

Arzenvald wrote:

i am okay with the SV usage though most are a little exaggerated at some part, mostly 00:11:464 (11464|2) - the song is rather calm in the beginning, so consider to reduce it..
also i'd have to agree with maxus, that x0.5 > x3.5 SV is way too exaggerating both the gimmick & readability.. i'd suggest to add some green lines at :
01:37:480 - X0.75 ( making a speed up in this spot will also layers the sfx in the music )
01:37:557 - X1
01:37:633 - X1.25
01:37:710 - replace with X1.5

you got the idea, i wouldn't able to FC most parts if i didn't open the editor before playing xD

got some stars, i like diz /w/

Maxus wrote:

1# 0,6x still felt too slow imo since it's not much different with 0,55x , and it was using 3,5x along with 0,55x so that the calculation outcome will be more or less 1. try 0,75x and 2,00x? the impact already really shown with this SV imo. (ah it seems there's many suggestion, you can try to experiment which fits the music while maintain playability)

2# I understand you want to try capture the strong feeling of music, but imo, you already have quad note and jumptrill to reflect the music drum intensity either way, so imo you don't need to use really strong SV again to capture that, it will give too much sugar on a cup of tea if you use really strong SV in dense pattern, so i hope you reconsider this.

About top player being able to play or FC, personally i look it more of the skill spectrum of the audience player the difficulty is aiming for. Do you really want to serve the difficulty for the top player even if the patterns are generally more for 4* player? i don't think so. in general, you will aim this for 4* player, so the envision of the how much strong the effect will depends on the overall diff it try to present. so once again, i hope this to be reconsidered.

i dont really aim this for generic 4* players. that would be outright bland idea to implement. also the reason why is this has HP OD 8,5 making it not your usual 4* diff to pass easily (considering its the last diff, should be generally harder rite xd). if they dont pass WINTER SOLSTICE, there's still SPECIAL to pass (and its already close to 4* eh). I aim this mapset for wider audience from the lowest to highest ranked player (hopefully).

Generally only these that i felt wrong, other sv i think it's alright, but maybe you can ask for more feedback.
updated with arzenvald's suggestion on bump SVs and reduced SVs on 00:11:464 (11464|2) to 1,68 -> 0,72 (also thx for star mz o/)
also removed the SVs on the last kiai on SPECIAL for playability and diff curve purpose

will try to get feedback before i ask nominator to get this back on qualified. Thx :>
Maxus
Ah i see, so it's implemented for "highest ranked" player, ok then!
Good luck.

Hoping you would reply my second point though, it seems remain unanswered.
Virtue-
more SVs please, thx
Topic Starter
Rivals_7
added some SVs and some more greenline to smoothen the first SVs and before-last-kiai SVs

time to go again (?)
Protastic101
irc with some talk about the SVs real quick
2017-05-23 21:43 Protastic101: ok
2017-05-23 21:43 Protastic101: rip me lol
2017-05-23 21:43 Protastic101: ACTION is editing [https://osu.ppy.sh/b/1130164 remixed by DJ TOTTO - The 4th KAC DJ TOTTO's SELECTION [WINTER SOLSTICE]]
2017-05-23 21:43 Protastic101: 01:37:174 -
2017-05-23 21:44 Protastic101: SV sequence here averages 0.86x
2017-05-23 21:44 Protastic101: so uhhh
2017-05-23 21:45 Rivals_7: so reduce that or whta? xd
2017-05-23 21:45 Rivals_7: the first SV i mean
2017-05-23 21:45 Protastic101: idk, Im thinking
2017-05-23 21:46 Protastic101: cause currently, everything adds to 6.9, so you need to somehow add an extra 1.1 somewhere to get 8
2017-05-23 21:47 Protastic101: 01:37:174 - you could just do generic 0.4x, 0.8x, 1.2x, 1.6x speed up instead at 01:37:174 - 01:37:327 - 01:37:480 - 01:37:633 - respectively
2017-05-23 21:48 Protastic101: someday I'll figure out how to do others like that, but not today cuz im dumb
2017-05-23 21:48 Protastic101: let's see, what else
2017-05-23 21:49 Rivals_7: okay wait lemme do that first
2017-05-23 21:49 Protastic101: you just gonna do that?
2017-05-23 21:50 Rivals_7: oh emm doesnt sounds fit. i cant read that properly because speedup xd
2017-05-23 21:51 Rivals_7: lemme find out other way
2017-05-23 21:52 Protastic101: you could just do a generic bump, like 0.6x at 01:37:174 - , then 01:37:633 - 2.2x here to average to 1x
2017-05-23 21:54 Rivals_7: i was thinking up to smoothing it rather than a bump becuase that was maxus was concerned for
2017-05-23 21:54 Protastic101: ah yeah
2017-05-23 21:54 Protastic101: that's the thing I struggle with is figuring out a gradual SV change that isn't too sudden
2017-05-23 21:54 Protastic101: D:
2017-05-23 21:55 Rivals_7: rrrr math
2017-05-23 21:58 Protastic101: I'm stumped
2017-05-23 21:58 Protastic101: I really don't know how you could smooth out the SVs in a way with even intervals D:
2017-05-23 21:59 Rivals_7: so - 01:37:174 - i use 0,5 and then i change the gradual speedup at - 01:37:480 - to 1 -> 1,25 -> 1,5 -> 1,75
2017-05-23 21:59 Rivals_7: is that good enough xd
2017-05-23 22:00 Protastic101: that makes 7.5/8 which means the average is still 0.94x
2017-05-23 22:00 Protastic101: but wait
2017-05-23 22:00 Rivals_7: its quite close to 1 so uhh
2017-05-23 22:01 Protastic101: if you make the 0.5 at 01:37:174 - 0.63x instead, it'll average out
2017-05-23 22:01 Rivals_7: oh do i need to average the other by x0,92?
2017-05-23 22:02 Rivals_7: the gradual speedup svs
2017-05-23 22:03 Protastic101: uh
2017-05-23 22:03 Protastic101: which ones you mean? The ones like at 01:38:775 - ?
2017-05-23 22:03 Rivals_7: uh no. i mean at - 01:37:480 - the base is still 0,92 right?
2017-05-23 22:04 Protastic101: well no. I'm taking 01:37:174 - to 01:37:786 - as an entire sequence
2017-05-23 22:04 Rivals_7: ah
2017-05-23 22:05 Rivals_7: so 1 -> 1,25 thing is good?
2017-05-23 22:05 Protastic101: so basically, 01:37:174 - to 01:37:480 - is the 0.63x SV, then 01:37:480 - is 1, 01:37:557 - 1.25, -01:37:633 - 1.5, 01:37:710 - 1.75
2017-05-23 22:05 Protastic101: Yeah because (0.63 x 4) + 1 + 1.25 + 1.5 + 1.75 = very close to 8 which is the total number of units
2017-05-23 22:06 Rivals_7: :o
2017-05-23 22:07 Protastic101: oh my god, I am so stupid
2017-05-23 22:07 Protastic101: yes, you need to multiply all those values by 0.92x because it's still within the 196 bpm section
2017-05-23 22:08 Rivals_7: lel
2017-05-23 22:08 Rivals_7: oke then xD
2017-05-23 22:08 Protastic101: Im so sorry lol
2017-05-23 22:08 Rivals_7: its understandable. judging by your time right now xd
2017-05-23 22:09 Protastic101: lol, it's not even that late, im just ded
2017-05-23 22:09 Protastic101: 01:16:511 - ok, regarding the SVs here
2017-05-23 22:10 Protastic101: 01:16:587 - 01:16:893 - 01:17:199 - these should be 0.77x instead since the base SV is 1.5 (1.38 when affected by the normalizing one)
2017-05-23 22:11 Protastic101: four units total between each note, so (4 - 1.5) / 3 = 0.83, then multiply by the normalizing SV, 0.92x to get 0.77x
2017-05-23 22:12 Protastic101: that should also be changed for the special diff too
2017-05-23 22:13 Rivals_7: hm its kinda close to the normalizing sv
2017-05-23 22:14 Protastic101: 00:10:905 - 00:11:224 - should be 0.72x because math (pls no ask for work, too lazy to show)
2017-05-23 22:14 Rivals_7: could it be a little bit slower
2017-05-23 22:14 Protastic101: you could increase the strength of the first sv?
2017-05-23 22:14 Rivals_7: the 1,38?
2017-05-23 22:14 Protastic101: yeah
2017-05-23 22:15 Protastic101: that'd change the second SV and make it smaller if you increased the first one
2017-05-23 22:15 Protastic101: like uhm, say you use 1.9x as the base instead
2017-05-23 22:15 Protastic101: then it'd become 01:16:511 - 01:16:817 - 01:17:123 - 1.75x
2017-05-23 22:16 Protastic101: 01:16:587 - 01:16:893 - 01:17:199 - 0.64x
2017-05-23 22:18 Protastic101: ask me if you want work, too lazy to write it out since you understand the process already
2017-05-23 22:18 Rivals_7: hmm okey. btw how do you think about this section - 01:17:429 (77429|3,77429|2,77429|1) -
2017-05-23 22:18 Rivals_7: svs
2017-05-23 22:19 Protastic101: oh, assuming you make 01:17:429 - 1.75x (1.9x base), then 01:17:506 - is just 0.09x SV, which is unrankable. So uh, keep the current 1.38x and 0.46x cause it works well for it and averages to 1x
2017-05-23 22:21 Rivals_7: hmm oke then back xd
2017-05-23 22:21 Rivals_7: (i'm too dumb for this :u)
2017-05-23 22:22 Protastic101: 01:17:735 - here and 01:17:812 - i gotta ask that you flip the SVs though, cause the next sequence's starting SV should be greater than 1 if the previous sequence's SV was greater than 1. Basically, dont put a bump and reverse bump back to back
2017-05-23 22:24 Rivals_7: hmmm looks weird rrrrr
2017-05-23 22:24 Rivals_7: i think i just do 0,92 on that
2017-05-23 22:24 Protastic101: actually, what's the base SV for the 0.69 answer? Cause when I multiply by the reciprocal, it gets me .738
2017-05-23 22:24 Rivals_7: no bump
2017-05-23 22:24 Protastic101: ok
2017-05-23 22:25 Rivals_7: ok done
2017-05-23 22:25 Protastic101: did you fix the SVs at 01:16:511 - in the special diff too?
2017-05-23 22:26 Rivals_7: yeah
2017-05-23 22:27 Protastic101: k, that's all my complaints then
2017-05-23 22:27 Protastic101: update and Ill rebub
2017-05-23 22:29 Rivals_7: btw i change something at 01:46:604 (106604|3,106604|2) -
2017-05-23 22:29 Rivals_7: how do you think?
2017-05-23 22:29 Rivals_7: in winter
2017-05-23 22:30 Rivals_7: o ye btw already updated
2017-05-23 22:31 Protastic101: I dont notice a difference lol
2017-05-23 22:31 Protastic101: seems cool to me
2017-05-23 22:31 Rivals_7: ah ok lmao so yea hopefully thats all
2017-05-23 22:33 Protastic101: 00:10:905 - and 00:11:224 - o, u never responded to this lol. I said the SV should be 0.72x cause averages
2017-05-23 22:33 Rivals_7: o fug
2017-05-23 22:34 Rivals_7: but uh 0,72 sounds too close to normalize :u
2017-05-23 22:34 Protastic101: but then that means i have to suggest a different starting SV to make the difference more noticeable
2017-05-23 22:34 Protastic101: aaaa
2017-05-23 22:34 Protastic101: ACTION aaaas away
2017-05-23 22:35 Rivals_7: o o wait thats
2017-05-23 22:35 Rivals_7: okay i guess
2017-05-23 22:35 Protastic101: tfw am sad potato
2017-05-23 22:35 Rivals_7: same tbh
2017-05-23 22:36 Rivals_7: reupdated
2017-05-23 22:36 Protastic101: ok
2017-05-23 22:37 Protastic101: cool stuff then
Critical_Star
sv issues have been addressed, good to go now
Topic Starter
Rivals_7
thx a lot guys :D
Evening
01:16:511 (76511|2) - where do you even get the SV values here from, it looks very inconsistent with most of the SVs done previously since they usually average to the default speed of the player

edit: to clarify, i don't point to anything that is meant to be a teleport sv
Protastic101

Evening wrote:

01:16:511 (76511|2) - where do you even get the SV values here from, it looks very inconsistent with most of the SVs done previously since they usually average to the default speed of the player

edit: to clarify, i don't point to anything that is meant to be a teleport sv
I just checked and you're right in that the value is wrong. The values at 01:16:587 - 01:16:893 - and 01:17:199 - should be 0.77x instead of 0.46x which would have been the value if Rivals was using the half half method and putting the SVs at 01:16:664 - 01:16:970 - 01:17:276 - instead. My mistake for failing to catch that. As a result, the average SV of that section is 0.75x which is a slowjam and makes it harder to sight read. Idk what Rivals wants to do about it though, but a quick DQ to fix it would be fine.
Blocko
Disqualified upon creator's request.
Topic Starter
Rivals_7
decided to move the SV line to - 01:16:664 - 01:16:970 - 01:17:276 - . SV still 0.46x

(looks more natural tho) Updated
Blocko
Checked the changes. The SVs around 01:16:511 - average up to the player's normal speed.

Here's your back!
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