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D(ABE3) - MANIERA [Taiko]

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Vulkin
HYPE!!!
Jonah
Maniera has two different faces

Rage of Maniera in Osu!Mania
Heaven of Maniera in Osu!Taiko
Raiden
hello, sorry yumuya this is a veto

[Virtuoso]
I'm pretty sure you know the drill. Those sneaky 1/8 doubles that you have there:
00:31:916 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -
00:34:224 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -

I know you put good intention on it. You might even justify this with a musical concept called "Grace note", yet I still think this does not fit neither the atmosphere nor the song. Grace notes are an interesting concept but if you ask me, not suitable for a gamemode such as Taiko, specially considering there are other things to represent in the song such as the potent kicks going on at 00:35:450 - 00:35:486 - 00:35:522 - (even they are 1/8). Regardless, the second wave of doublets are misplaced: the grace notes are being played earlier than the white and red ticks, not later.

Therefore, I will be using my right as a nominator to veto this map until further argumentation and agreements have been made.

My personal suggestion on the second wave of 1/8 doubles is simple: keep as few 1/8 as possible, and map the potent kicks as 1/4 triplets or finishers. This way you would have a nice balance of different gameplay elements, instead of a single 1/8 double section that plays like a long string of finishers, which if you ask me, do not fit at all the intensity.

Other things:
  1. 00:08:503 - Why are spots like these left blank? The piano is going full 1/3. On a higher end difficulty like this, I see little justification for the breaks.
  2. 00:12:830 - I understand breaks like these even if percussion is still going 1/3, since you are following the piano.
  3. 00:17:060 (1) - Soft crash here that indicates new stanza, maybe use a finisher here?
  4. 00:18:863 - Missed a mappable 1/4
  5. 00:21:676 (1) - Similarly as 00:17:060 (1) -
  6. 00:25:137 (1,1,1,1) - Piano does a funny 1/6 here, if you listen closely you'll hear 4 notes between 00:25:210 - and 00:25:426 - , it's a good spot for a (dddk) maybe?
  7. 00:49:873 - Should probably fill this out since it's still 1/6
  8. 01:00:089 (1,1) - This doublet is confusing, what is the first note representing? Starting from here 00:59:753 - the piano is already doing faint 1/3, I recommend mapping the entire section as 1/3.
  9. 01:43:408 - Similarly as in the beginning, I can't see why you skip these notes.
  10. 01:49:658 (1) - 01:50:812 (1) - 01:51:966 (1) - 01:53:120 (1) - These definitely deserve a finisher, potent crashes on all of them
That is all, the rest of the map is pretty neat. Feel free to gather some more opinions, specially on those 1/8, then talk to me again.
Nofool

Raiden wrote:

hello, sorry yumuya this is a veto

[Virtuoso]
I'm pretty sure you know the drill. Those sneaky 1/8 doubles that you have there:
00:31:916 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -
00:34:224 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -

I know you put good intention on it. You might even justify this with a musical concept called "Grace note", yet I still think this does not fit neither the atmosphere nor the song. Grace notes are an interesting concept but if you ask me, not suitable for a gamemode such as Taiko, specially considering there are other things to represent in the song such as the potent kicks going on at 00:35:450 - 00:35:486 - 00:35:522 - (even they are 1/8). Regardless, the second wave of doublets are misplaced: the grace notes are being played earlier than the white and red ticks, not later.

Therefore, I will be using my right as a nominator to veto this map until further argumentation and agreements have been made.

My personal suggestion on the second wave of 1/8 doubles is simple: keep as few 1/8 as possible, and map the potent kicks as 1/4 triplets or finishers. This way you would have a nice balance of different gameplay elements, instead of a single 1/8 double section that plays like a long string of finishers, which if you ask me, do not fit at all the intensity.

"this does not fit neither the atmosphere nor the song" ? even tho the snapping is not correct this is pretty close to what we can hear and above anything this is the the best way to map this part if you want to use 1/8, placing them "earlier" would make it extremely awkward to play and yu clearly made a playability choice there.

"interesting concept, not suitable for taiko" welp did you create taiko or something? this plays well and is easy to handle so not sure why this would not be suitable for literaly the entire gamemode lol. the "other things to represent" you are talking are barely hearable while playing, especialy compared to those fast piano notes so if anything the result would just be awkward in game.

you are suggesting him to blindly follow the most accurate possible sound saying that the result will fit more the intensity or something? lol those 1/8 perfectly fit the intensity in my point of view so i hope you get some deeper explanations. as a supposedly experienced mapper you should know that following the exact timing of the song sometimes gives bad results in term of playabilty/flow etc and i would say that this is the case here.

if anything i would strongly recommend to remove - 00:31:916 (1,1) - and - 00:34:224 (1,1) -, first to emphasize the previous 1/4 quintuplets and second to show the player, with breaks, that the piano's rhythm is changing. i believe the rhythm transition will be better and less awkward to play with those breaks.

so about that veto i will just act as another opinion : i DISAGREE, this should absolutely not be an unrankable issue.
k3v227

Raiden wrote:

Grace notes are an interesting concept but if you ask me, not suitable for a gamemode such as Taiko, specially considering there are other things to represent in the song such as the potent kicks going on at 00:35:450 - 00:35:486 - 00:35:522 - (even they are 1/8).
If you don't think grace notes are suitable for Taiko then why would you bubble Road of Resistance and Fury of the Storm? Seems strange :thinking:
Maitgon

Nofool wrote:

you are suggesting him to blindly follow the most accurate possible sound saying that the result will fit more the intensity or something? lol those 1/8 perfectly fit the intensity in my point of view so i hope you get some deeper explanations. as a supposedly experienced mapper you should know that following the exact timing of the song sometimes gives bad results in term of playabilty/flow etc and i would say that this is the case here.
Well, I think that is because you are usually used to hit notes on time better than off time, but it just fit better in term of sound and in term of playability

Nofool wrote:

if anything i would strongly recommend to remove - 00:31:916 (1,1) - and - 00:34:224 (1,1) -, first to emphasize the previous 1/4 quintuplets and second to show the player, with breaks, that the piano's rhythm is changing. i believe the rhythm transition will be better and less awkward to play with those breaks.
Removing that is a really good idea, even more if you change the 1/8 to fit more with the sound
Surono

k3v227 wrote:

Raiden wrote:

Grace notes are an interesting concept but if you ask me, not suitable for a gamemode such as Taiko, specially considering there are other things to represent in the song such as the potent kicks going on at 00:35:450 - 00:35:486 - 00:35:522 - (even they are 1/8).
If you don't think grace notes are suitable for Taiko then why would you bubble Road of Resistance and Fury of the Storm? Seems strange :thinking:
both of that metal song is really suitable as 1/8, the guitar play like mario coins sound and have like high impact. in this song, seems too over with the second part from 00:35:522 - here. in mania version.. its 1/16 snap doubles but for taiko 1/8 is too late. enough with 1/2
Topic Starter
_yu68

Raiden wrote:

hello, sorry yumuya this is a veto

[Virtuoso]
I'm pretty sure you know the drill. Those sneaky 1/8 doubles that you have there:
00:31:916 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -
00:34:224 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -

I know you put good intention on it. You might even justify this with a musical concept called "Grace note", yet I still think this does not fit neither the atmosphere nor the song. Grace notes are an interesting concept but if you ask me, not suitable for a gamemode such as Taiko, specially considering there are other things to represent in the song such as the potent kicks going on at 00:35:450 - 00:35:486 - 00:35:522 - (even they are 1/8). Regardless, the second wave of doublets are misplaced: the grace notes are being played earlier than the white and red ticks, not later. :arrow: Grace notes surely are being played earlier than the white and red ticks but I think the rhythm will become too complicated if I snap a that matches it

Therefore, I will be using my right as a nominator to veto this map until further argumentation and agreements have been made.

My personal suggestion on the second wave of 1/8 doubles is simple: keep as few 1/8 as possible, and map the potent kicks as 1/4 triplets or finishers. This way you would have a nice balance of different gameplay elements, instead of a single 1/8 double section that plays like a long string of finishers, which if you ask me, do not fit at all the intensity. :arrow: changed to finishers 00:34:368 - 00:35:522 - 00:36:676 - 00:37:253 - . I keep other 1/8 doublets, for same reason as your suggestion in 00:08:503 -

Other things:
  1. 00:08:503 - Why are spots like these left blank? The piano is going full 1/3. On a higher end difficulty like this, I see little justification for the breaks. :arrow: added 1/3s
  2. 00:12:830 - I understand breaks like these even if percussion is still going 1/3, since you are following the piano. :arrow: so true i followed the piano.
  3. 00:17:060 (1) - Soft crash here that indicates new stanza, maybe use a finisher here? :arrow: keep since sound is not strong
  4. 00:18:863 - Missed a mappable 1/4 :arrow: added
  5. 00:21:676 (1) - Similarly as 00:17:060 (1) - :arrow: same
  6. 00:25:137 (1,1,1,1) - Piano does a funny 1/6 here, if you listen closely you'll hear 4 notes between 00:25:210 - and 00:25:426 - , it's a good spot for a (dddk) maybe? :arrow: added 1/6 dddk
  7. 00:49:873 - Should probably fill this out since it's still 1/6 :arrow: i want to enphasize sound at 00:49:945 -
  8. 01:00:089 (1,1) - This doublet is confusing, what is the first note representing? Starting from here 00:59:753 - the piano is already doing faint 1/3, I recommend mapping the entire section as 1/3. :arrow: i feel it matches drum and piano
  9. 01:43:408 - Similarly as in the beginning, I can't see why you skip these notes. :arrow: same
  10. 01:49:658 (1) - 01:50:812 (1) - 01:51:966 (1) - 01:53:120 (1) - These definitely deserve a finisher, potent crashes on all of them :arrow: added finishers
That is all, the rest of the map is pretty neat. Feel free to gather some more opinions, specially on those 1/8, then talk to me again.
Thanks.
Topic Starter
_yu68

Surono wrote:

in this song, seems too over with the second part from 00:35:522 - here. in mania version.. its 1/16 snap doubles but for taiko 1/8 is too late. enough with 1/2
1/8 doublets and 1/2s are very different. On one hand, piano sounds are not very different, so I think 1/8 doublets are most suitable.
Surono
rip 8*
05:24 _yu68: Hi, I have a question about my map.
05:24 Surono: ....... yes
05:24 *_yu68 is editing [https://osu.ppy.sh/b/871924 D(ABE3) - MANIERA [Virtuoso]]
05:24 _yu68: I have updated this map
05:24 _yu68: Do you think current this pattern is rankable?
05:24 Surono: where is
05:25 _yu68: 00:34:368 -
05:25 _yu68: ~ 00:38:984 -
05:26 Surono: 00:34:368 - from here, I can agree this. but "at least" 00:36:423 (342,344) - delete these
05:26 Surono: bcus the high sounds are on single sounds.
05:26 _yu68: i see
05:27 _yu68: Is it rankable if I remove the two?
05:27 Surono: yep
05:27 _yu68: Thanks.

at least removed those 00:36:423 - 00:36:568 - lul for emphsizd singlesounds paino, good luck.
Arrival
The part plays way worse than before.

I'll stick to Nofool's suggestion. 00:31:916 (285,286,313,314) - This should be removed, but every 1/8 should be left as they were before the change.

Let's wait until more opinions come.
zigizigiefe
Since we follow piano sound, 00:25:354 (223) - There is no piano sound,delete it for this reason and making here more comfortable
that song is pretty fun,your map either.Can't wait for rank ;w;
Topic Starter
_yu68

Arrival wrote:

The part plays way worse than before.

I'll stick to Nofool's suggestion. 00:31:916 (285,286,313,314) - This should be removed, but every 1/8 should be left as they were before the change.

Let's wait until more opinions come.
Ok. I almost change it to before patterns for now. However, I'll keep 00:36:387 - 00:36:532 - since 1/8 doublets here is not suitable for sound.
I also deleted 00:31:916 - 00:34:224 - .

I gather more opinions.

zigizigiefe wrote:

Since we follow piano sound, 00:25:354 (223) - There is no piano sound,delete it for this reason and making here more comfortable
I hear the piano is continued until 00:25:714 - so keep it. Sorry :(
Raiden

Nofool wrote:

"this does not fit neither the atmosphere nor the song" ? even tho the snapping is not correct this is pretty close to what we can hear and above anything this is the the best way to map this part if you want to use 1/8, placing them "earlier" would make it extremely awkward to play and yu clearly made a playability choice there.

"interesting concept, not suitable for taiko" welp did you create taiko or something? this plays well and is easy to handle so not sure why this would not be suitable for literaly the entire gamemode lol. the "other things to represent" you are talking are barely hearable while playing, especialy compared to those fast piano notes so if anything the result would just be awkward in game.
Playing well and easy to handle =/= being good. This should be widely known by now.

As far as I know, the concept is mainly used for piano songs. And as far as I know as well, taiko is not a piano simulator. And the rest of the argument, if anything, would backfire against you? "Barely hearable" are the grace notes, so what you are saying is the part should be entirely 1/2, which is what majority of normal players are hearing in the song.

Nofool wrote:

you are suggesting him to blindly follow the most accurate possible sound saying that the result will fit more the intensity or something? lol those 1/8 perfectly fit the intensity in my point of view so i hope you get some deeper explanations. as a supposedly experienced mapper you should know that following the exact timing of the song sometimes gives bad results in term of playabilty/flow etc and i would say that this is the case here.
When am I suggesting to blindly follow something? I can't see anything like that in my post. And with intensity I meant that song does not increase it, the amount of notes played by instrument is stale, the pitch has not risen further, etc. Heck, if you compare it with the previous section 00:21:676 - you could even argue it's more allegro.

Nofool wrote:

so about that veto i will just act as another opinion : i DISAGREE, this should absolutely not be an unrankable issue.
It seems this is still widely a huge misconception. Vetoing something does not necessarily mean the map is unrankable, it is simply a right for nominators to use when they do not agree to see something ranked and needs therefore further discussion.

k3v227 wrote:

If you don't think grace notes are suitable for Taiko then why would you bubble Road of Resistance and Fury of the Storm? Seems strange :thinking:
However, as far as I know RoR and FotS do not have grace notes, they have something called guitar tremolo which essentially is a "vibration".

------------------------------------------------------------------------------------------------------------------

Now for yumuya: the section sounds much better now, even if I'm still reluctant about those 1/8s. I'll be happy to lift the veto if you can give me further explanation on why you are rejecting the other alternatives (1/2, 1/4 triples, etc.).
Topic Starter
_yu68

Raiden wrote:

Now for yumuya: the section sounds much better now, even if I'm still reluctant about those 1/8s. I'll be happy to lift the veto if you can give me further explanation on why you are rejecting the other alternatives (1/2, 1/4 triples, etc.).
The reason why I reject your suggestions is to represent the unique sounds.
1/2, 1/4 triplets, etc can be placed even if the song doesn't have sounds this like.
However, 1/8 doublets can't be placed if the song doesn't have sounds this like.
I think that placing 1/2 or 1/4 triplets in this part is to waste the individuality of the song.
Mapping that make use of the individuality in the song. I believe it will be a good one.
Hence, I think 1/8 is most suitable for the song.
k3v227

Raiden wrote:

k3v227 wrote:

If you don't think grace notes are suitable for Taiko then why would you bubble Road of Resistance and Fury of the Storm? Seems strange :thinking:
However, as far as I know RoR and FotS do not have grace notes, they have something called guitar tremolo which essentially is a "vibration".
Grace notes (not this) in Fury of the Storm: 02:13:452 (607,608,609,610,611,612) - and 02:14:652 (617,618,619,620,621,622) . If you don't know the difference between grace notes and the guitar tremolo technique then you should be more cautious with your bubbles and vetoes.

Raiden wrote:

Now for yumuya: the section sounds much better now, even if I'm still reluctant about those 1/8s. I'll be happy to lift the veto if you can give me further explanation on why you are rejecting the other alternatives (1/2, 1/4 triples, etc.).
Seeing as you've willingly ranked both grace notes and the guitar tremolo technique in the past, the 1/8 were reasonable the way they were in this map before you vetoed. You could have vetoed the 1/8s in either the previous maps and asserted that a less-important element of the song be mapped instead, but there was no justification needed then.

_yu68 wrote:

The reason why I reject your suggestions is to represent the unique sounds.
1/2, 1/4 triplets, etc can be placed even if the song doesn't have sounds this like.
However, 1/8 doublets can't be placed if the song doesn't have sounds this like.
I think that placing 1/2 or 1/4 triplets in this part is to waste the individuality of the song.
Mapping that make use of the individuality in the song. I believe it will be a good one.
Hence, I think 1/8 is most suitable for the song.
The piano is playing doubled 1/8 notes during these two sections, this is clearly a piano-lead song, so therefore it is most reasonable to map the dominant element here. Maziari's Hell Oni is more aligned with what Raiden seems to be suggesting, but why should these two diffs be redundant here? The 1/8 give the Virtuoso diff it's individuality like yu68 is saying.
Raiden
Seeing there cannot be a possible agreement on removing 1/8, I'd be fine if they were accurately placed before the ticks instead of after. I just tested it and plays fine, even better after the removal of the previous 1/4 notes in between. Like this (cursor at 00:34:729 - )

@k3v227: checked both of them thouroughly (guitar and piano tab together), little has to do the piano with the clear woosh sound the guitar does (which is after the tick even)
Additionally, that is the past and different cases.

edit: little other things

[Mrrichi's Inner Oni]
00:02:061 (1,2,3) - Consider lowering the volume of these 3 notes for obvious reasons

Futsuu's SV could be 1.2. At Normal level beginners should not be babied too much, they should learn to read 1.4. If this was a case of like 240 BPM I wouldn't mind
Topic Starter
_yu68

Raiden wrote:

Seeing there cannot be a possible agreement on removing 1/8, I'd be fine if they were accurately placed before the ticks instead of after. I just tested it and plays fine, even better after the removal of the previous 1/4 notes in between. Like this (cursor at 00:34:729 - )
I think 1/8 doublets starting at yellow ticks is hard to read and play.
The sounds surely start at yellow ticks, but I hear the sounds are connecting after red ticks and white ticks, so I can put notes there.
Also, I think 1/8 doublets starting at red ticks and white ticks can emphasize the drums of background.


edit:I changed SV in Futsuu. (1.20 -> 1.40)
Raiden
Being hard to read and play is the whole purpose of a higher difficulty tier such as Virtuoso, plus you'd be being more accurate with the music. In any case, I could read and play it no problem, and I am certainly not a very high tier player :(

So the hard to read and play argument is not going to work too well on me.
Maya Tendo

Raiden wrote:

...Chromoxxxxが英訳してくれます。

[Mrrichi's Inner Oni]
00:02:061 (1,2,3) - Consider lowering the volume of these 3 notes for obvious reasons
えっと、まず何が"明らかな"理由にあたるのかがわかりません。ここは譜面の一番最初ですし最初だけ音が小さいというのはプレイヤーが自分の叩いた音を聞いて序盤のリズムを取るという事をやりづらくします。また、もしここの音量を変えるのなら他の配置でも音量を変えなければ全体のバランスが取れないところがあると思いますし、全体を変えるか全部変えないかでどちらかと言われたら僕は全部同じな方が好みというか、叩く配置によって音量が違うというのは個人的に受け付けられないものもあるので、全体の配置の音量の調整を完璧にしてその一部としてのこの配置の音量を変えるという案があるのなら承諾するかもですが、ここだけ小さくというのは最初に言った理由も含めて承諾できません。もしどうしても小さくしないとrankedでマズイなんて話があったらrankedする際にmapsetから削除してもらうかタダのUra Oniとかに名前を変えて僕の名前を消してもらって構わないです。
no change
Topic Starter
_yu68

Raiden wrote:

Being hard to read and play is the whole purpose of a higher difficulty tier such as Virtuoso, plus you'd be being more accurate with the music. In any case, I could read and play it no problem, and I am certainly not a very high tier player :(
The map is difficult enough because of long 1/3 stream and high density. I think the difficulty given by 1/8 doublets starting at yellow ticks is unreasonable.
Also, I think it's a bit strange to ignore the drum by placing too much emphasis on the start point of the piano. Since the starting point of the piano is ambiguous, I think players can't feel during play it. It's better to focus more on the starting point of the drum.

1/8 doublets are emphasizing the sounds of drum and the atmosphere of piano. About the difficulty is not the main agenda.
I think 1/8 doublets starting at yellow ticks are not suitable for sound when seeing both the sounds of drum and the sounds of piano.
Raiden
Alright. I see no reason on keeping to insist more because we are going to run in circles, plus a middle ground has already been made.

Back.
Topic Starter
_yu68

Raiden wrote:

Alright. I see no reason on keeping to insist more because we are going to run in circles, plus a middle ground has already been made.

Back.
Thank you so much!
zigizigiefe

Raiden wrote:

hello, sorry yumuya this is a veto

[Virtuoso]
I'm pretty sure you know the drill. Those sneaky 1/8 doubles that you have there:
00:31:916 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -
00:34:224 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) -

I know you put good intention on it. You might even justify this with a musical concept called "Grace note", yet I still think this does not fit neither the atmosphere nor the song. Grace notes are an interesting concept but if you ask me, not suitable for a gamemode such as Taiko, specially considering there are other things to represent in the song such as the potent kicks going on at 00:35:450 - 00:35:486 - 00:35:522 - (even they are 1/8). Regardless, the second wave of doublets are misplaced: the grace notes are being played earlier than the white and red ticks, not later.

Therefore, I will be using my right as a nominator to veto this map until further argumentation and agreements have been made.

My personal suggestion on the second wave of 1/8 doubles is simple: keep as few 1/8 as possible, and map the potent kicks as 1/4 triplets or finishers. This way you would have a nice balance of different gameplay elements, instead of a single 1/8 double section that plays like a long string of finishers, which if you ask me, do not fit at all the intensity.
Although I am very late to tell my opinions,I want to do.

I still think this does not fit neither the atmosphere nor the song :arrow: When yumuya change the patterns according to your opinions,it looks worse with those finishers which don't fit to the song.Players don't need to emphasize strong rhythm sounds everytime if there are stronger one.Now it looks good.
In my opinion, 00:31:916 - 00:34:224 - there are "grace notes" though,even if they're weaker than others and should be emphasized.
Topic Starter
_yu68

zigizigiefe wrote:

When yumuya change the patterns according to your opinions,it looks worse with those finishers which don't fit to the song.Players don't need to emphasize strong rhythm sounds everytime if there are stronger one.Now it looks good.
In my opinion, 00:31:916 - 00:34:224 - there are "grace notes" though,even if they're weaker than others and should be emphasized.
By making 1/1 here, I think it can emphasize the strong drum that ringing in background, but I may add 1/2 if it's not unrankable.
I'll entrust to Raiden or Arrival to decide whether it's unrankable.
frukoyurdakul
Well, i've tested this diff after Raiden's pop and re-bubble and noticed some stuff which are:

00:25:137 (219,220,221,222) - I listened this section with 25% speed and discovered that the keyboard sounds are not in 1/6, but there is a single sound on 00:25:137 (219) - this note and 00:25:185 (220,221,222) - these should be in 1/8 starting from 00:25:210 - here, plus there is a keyboard sound on 00:25:318 - this spot (1/8 snap). If you need to follow the keyboard, then do it properly otherwise change to the structure to 1/4 only (like before the bubble pop) so it can hit some of the keyboards correctly, because there are no 1/6 keyboard sounds.

00:31:916 - 00:34:224 - As far as I know, putting 1/8 after 1/4 is rankable, and since the rest of the patterns are following keyboard, I don't know why you put a gap here. You can fill these spots with 1/8 sounds like you did before and they sound good to be honest.

00:36:387 (339,340) - What makes these notes different compared to the rest? I can hear 1/8 (or 1/12, not sure) keyboard sounds on that spots too and can't understand the reason putting 1/2 notes only. This breaks consistency between the rest of the pattern-sound releation.

01:20:304 - You can add a note here since there is a keyboard sound which you are following them.

01:25:857 (214,215,216,217,218,219,220,221,222,223,224) - dkdddkdddkd. Not sure if you are following the keyboards but with this way you can emphasize the high-pitch keyboard sounds better.

01:27:155 (227,228,229,231,232,233) - Swap these? Second pattern's keyboard sounds are a bit higher than the first one.

01:51:750 (458) - k here, to emphasize the higher sound on keyboards.

01:53:264 (475,476,477,478,479,480,481,482,483) - I am not sure what you've followed here, but it sounds like 01:53:264 (475,476) - these two represents the snare sounds and the rest of it represents the bass sound. Instead, 01:53:408 (477) - you can change this one to k to end the 1/4 pattern with kat and it will also represent the last snare sound. Plus, the 1/3 notes can be seen more clear with this way.

You can give kudosu or not depending how many you'll accept my opinions about this diff, but if you apply some of them this diff will be more enjoyable. Good luck~
Topic Starter
_yu68

frukoyurdakul wrote:

Well, i've tested this diff after Raiden's pop and re-bubble and noticed some stuff which are:

00:25:137 (219,220,221,222) - I listened this section with 25% speed and discovered that the keyboard sounds are not in 1/6, but there is a single sound on 00:25:137 (219) - this note and 00:25:185 (220,221,222) - these should be in 1/8 starting from 00:25:210 - here, plus there is a keyboard sound on 00:25:318 - this spot (1/8 snap). If you need to follow the keyboard, then do it properly otherwise change to the structure to 1/4 only so it can hit some of the keyboard correctly, because there are no 1/6 keyboard sounds. :arrow: As you say, to be accurate there are 1/8 sounds here, but I feel that there is the atmosphere like 1/6 is suitable for the sounds of piano. It which players can feel during the play is the atmosphere of sounds rather than accurate sounds.

00:31:916 - 00:34:224 - As far as I know, putting 1/8 after 1/4 is rankable, and since the rest of the patterns are following keyboard, I don't know why you put a gap here. You can fill these spots with 1/8 sounds like you did before and they sound good to be honest. :arrow: I may add 1/2 notes.

00:36:387 (339,340) - What makes these notes different compared to the rest? I can hear 1/8 (or 1/12, not sure) keyboard sounds on that spots too and can't understand the reason putting 1/2 notes only. This breaks consistency between the rest of the pattern-sound releation. :arrow: The sound of the piano is too weak, so I think that players can't feel it during the play. Also, I want to prevent 1/8 doublets becoming too long.

01:20:304 - You can add a note here since there is a keyboard sound which you are following them. :arrow: I keep it in order to balance of difficulty with other parts.

01:25:857 (214,215,216,217,218,219,220,221,222,223,224) - dkdddkdddkd. Not sure if you are following the keyboards but with this way you can emphasize the high-pitch keyboard sounds better. :arrow: changed to dkddkkdddkd

01:27:155 (227,228,229,231,232,233) - Swap these? Second pattern's keyboard sounds are a bit higher than the first one. :arrow: changed

01:51:750 (458) - k here, to emphasize the higher sound on keyboards. :arrow: I thought it's not necessary to follow the keyboard pitch.

01:53:264 (475,476,477,478,479,480,481,482,483) - I am not sure what you've followed here, but it sounds like 01:53:264 (475,476) - these two represents the snare sounds and the rest of it represents the bass sound. Instead, 01:53:408 (477) - you can change this one to k to end the 1/4 pattern with kat and it will also represent the last snare sound. Plus, the 1/3 notes can be seen more clear with this way. :arrow: changed. In addition, I changed part of 1/3 to 1/4 following to the sounds of drum.

You can give kudosu or not depending how many you'll accept my opinions about this diff, but if you apply some of them this diff will be more enjoyable. Good luck~
Thanks!
Raiden
Okay
Topic Starter
_yu68
Thanks :)
Horiiizon
!!!
Arrival
Veto lifted and rebubbled, everything is good !

Qualified !
Topic Starter
_yu68
zigizigiefe
Congratz yumuya ^^
yuzu__rinrin
おめでとう ;)
Kin


gratz!
Y O U T A
gratz~!
Topic Starter
_yu68

Y O U T A wrote:

gratz~!
Thanks!! :)
Topic Starter
_yu68

zigizigiefe wrote:

Congratz yumuya ^^

yuzu__rinrin wrote:

おめでとう ;)
Thank you! ありがとう~~
OzzyOzrock
haaaa?!

gratz :3
Topic Starter
_yu68

OzzyOzrock wrote:

haaaa?!

gratz :3
yeah! thanks :D
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