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Ayumi. - Hanagoyomi short version

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Ashton
Weird map e.e
I Must Decrease
z12031203120321's Insane: 01:30:884 (5) - this note isnt snapped. It 2 MS early.

Ayaya's Extra: 00:25:552 (3) - this note is snapped to 1/16th for its slider end.
pishifat
round 2 baby

aya's thing should be snapped like 01:37:552 (3) -

maybe get lasse to check/bub again so we don't screw anything else up lol
Yuii-
top diff: 00:40:718 (2) - should be 1/6 instead. this is unsnapped completely, there's nothing in the background music that supports the 1/2

aya's difficulty has that snapping as well, would be nice if you could make it consistent
Topic Starter
Fushimi Rio
round 2
ummmmmmm

Xexxar wrote:

z12031203120321's Insane: 01:30:884 (5) - this note isnt snapped. It 2 MS early.

Ayaya's Extra: 00:25:552 (3) - this note is snapped to 1/16th for its slider end.

Yuii- wrote:

top diff: 00:40:718 (2) - should be 1/6 instead. this is unsnapped completely, there's nothing in the background music that supports the 1/2

aya's difficulty has that snapping as well, would be nice if you could make it consistent
This snapping was talked in Lasse's first mod before. For the whole map aya's diff has different style of rhythm choice and placement from the top diff (most rhythm and placement are simplified in this one), so it's not necessary (and not very practical) to make up with that consistence.
I Must Decrease
ya im sorry yuii but following the song is subjective

in all seriousness, why not do a pattern like this:



this objectively follows the song better and is still quite playable.
Shiirn

imoutosan wrote:

Yuii- wrote:

top diff: 00:40:718 (2) - should be 1/6 instead. this is unsnapped completely, there's nothing in the background music that supports the 1/2

aya's difficulty has that snapping as well, would be nice if you could make it consistent
This snapping was talked in Lasse's first mod before. For the whole map aya's diff has different style of rhythm choice and placement from the top diff (most rhythm and placement are simplified in this one), so it's not necessary (and not very practical) to make up with that consistence.
I'm sorry, did you really just say "Another diff does it correctly, so why should another diff do it right?"

Just trying to be clear here.

This difficulty has no problem dipping into 1/3 and 3/4 rhythms, this small change in rhythm is literally what the music does. Putting 1/2 clicks over it is lazy and bordering on incompetent. You have ranked maps. You should know better than to just bullshit this.
Topic Starter
Fushimi Rio

Shiirn wrote:

I'm sorry, did you really just say "Another diff does it correctly, so why should another diff do it right?"
Nope. Just on the contary.
Fia

Xexxar wrote:

ya im sorry yuii but following the song is subjective

in all seriousness, why not do a pattern like this:



this objectively follows the song better and is still quite playable.
I can partly agree with the idea... But a slider looks too bulky in a circle-only part imo. Besides someone complained that it could be misread as 1/4 triple because there's no 1/6 rhythms elsewhere, so it's still too intense (even if it were 1/4 triple) for such a calm part of the song.
I Must Decrease
It's quite easy to hit the 1/6th double if you were to do it how I suggested since it's just a quick double tap of two fingers. It's not overly intense if its mapped this way.

If your complaint is readability, know that you switch between 1/3 and 1/4th streams without passive rhythms and with spacing that is extremely unintuitive as well.

As for "slider in a circle only part" being "too bulky", the song didn't decide for you to map this as circles only.
Fia

Xexxar wrote:

It's quite easy to hit the 1/6th double if you were to do it how I suggested since it's just a quick double tap of two fingers. It's not overly intense if its mapped this way. It's not "hard", but relatively hard. For this part I'd like to make players feel relaxed, so even a little raise of difficulty is counterproductive to the overall arrangement of the map.

If your complaint is readability, know that you switch between 1/3 and 1/4th streams without passive rhythms and with spacing that is extremely unintuitive as well. I'm don't mind it at all. It's some player's feeling.

As for "slider in a circle only part" being "too bulky", the song didn't decide for you to map this as circles only. Yeah, it's just my own aesthetics. The song decided that it should be a relatively calm part here, and as the mapper I think a 1/2 circle only part is a good way to tell that. Different people cam get different preference in expressing a same thing, and this should not be discouraged (if they work, of course), isn't it?
Generally speaking I don't really think following the 1/6 rhythm here is a good idea. In this case either slider or circle is better it not that important to me...
And I think we have different standard of "intense". So discussion about whether your pattern is really hard won't make much sense imo.
Natsu
you don't really need to map the triplet, maybe just:



or ask someone to add a sound in 1/2 at the mp3 /hides
Shiirn

Natsu wrote:

or ask someone to add a sound in 1/2 at the mp3 /hides
(natsu remix feat. soulfear)
Net0
There's a lot of rhythms that could work in this section with proper hitsounding...
As far as I can see, PinkHeart wants to keep a circle only section 00:39:385 (2,3,4,5,6,7,1,2,3,4,5,6) - with little tapping density so that the next transition 00:41:552 (1,2,3,1,2,3) - gets more emphasis as well as keeping its visual idea.
The main complaint is about the piano intensity between 00:40:719 - ~ 00:40:885 - that sure goes beyond 1/2.
If this was an isolated object with no support sure it would NEED to change, but the pattern is very clear and the entire piano is on 1/2 00:39:385 (2,3,4,5,6,7,1,2,3,4,5,6) - with only one exception to that rule, giving the mapper two different aproaches; either prioritize the song and give this piano sound 00:40:719 - ~ 00:40:885 its emphasis or simplify it into 1/2 to keep the entire section/pattern calm.

It's really just a choice I don't see how that affects much the map itself :/
Topic Starter
Fushimi Rio
I'm pretty good at persuading others. Updated with 1/6 snapped.
Lasse
your custom snapped breaks on e/n/h got a bit broken by the offset change

dq things and the 1 /6 have been fixed so it should be fine to rebubble after that
Topic Starter
Fushimi Rio

Lasse wrote:

your custom snapped breaks on e/n/h got a bit broken by the offset change

dq things and the 1 /6 have been fixed so it should be fine to rebubble after that
Removed these broken breaks.
Lasse
pishifat
osu beatmap
audinor
nosu beatmap
Myxo
Neat mapset, I'm a huge fan of the Hana diff and the lower difficulties, especially. However, I have some concerns about Ayaya's Extra I'd like to adress before this map goes to ranked status:

  1. 00:09:053 (1,2) - The spacing between these feels too low, because of the strong cymbal on 00:09:553 - and how small it is compared to 00:08:053 (5,6,7) - for example.
  2. 00:15:053 (4,5,1) - This transition feels really awkward to play. It requires a huge slow down while moving further in the same direction, which is uncomfortable and shouldn't be used as an introduction for the fast part, especially. It would be better to place (5) closer to the previous object, for example http://puu.sh/w8TyL/8653d0d360.jpg
  3. 00:16:886 - In this section, what's up with the high amount of soft hitclaps? I don't think they fit to the song very well in general (the other difficulties also use much more fitting custom claps) and they really overused here. Also sometimes they seem to be placed on random beats, atleast I can't recognize a pattern on how they are used. Imo the best solution would be to apply a similar hitsounding to the highest difficulty. The same applies to the similar section later in the song.
  4. 00:39:719 (6,1,2,3,4,1) - Confusing pattern. The slider that starts on 1/6 is hard to read imo, because the spacing is the same as 00:39:885 (1,2) - visually, also I don't understand why the NC is placed here 00:39:885 (1) -in the middle of the pattern.
  5. 00:49:552 (1,2,3) - The angle of this triplet was very uncomfortable to play. After this zig-zag movement 00:48:885 (1,2,3,4,1) - I expected the triplet to lead downwards from 00:49:552 (1) - to continue the movement, however it's placed in an unintuitive angle that leads to the left right now.
  6. 00:50:219 (1,2,1,2,1,2,3,4,5,6,7,1,2,3,4) - Really nice pattern, but what is up with those clap hitsounds again? They suddenly appear here although there are no new sounds in the music compared to the rest of the section.
  7. 00:55:552 (1,2,3,4,5,1,1,2,1) - The density (and spacing) in this part feels way too low. The undermapping doesn't fit here because in the music there is such a high contrast between this section and the previous / following section. This part is very intense so it should be mapped with a lot of emphasis on the particular beats, imo.
  8. 01:04:219 (1,1) - It sounds strange to hear the drum hitnormal sounds on the end of these sliders. Would be better to silence those.
  9. 01:04:885 (1,2,3,4) - Those patterns are interesting, but the amount of overlapping between the two sliders is different each time (compare 01:05:552 (3,4) - 01:12:885 (1,2) - 01:15:552 (1,2) - ) so they feel pretty sloppy in that regard. Especially the last example I gave looks odd because the blanket isn't perfect while the other blankets were.
  10. 01:12:552 (2,3,1) - It looks pretty messy to have the circle at the tail overlap and the one at the head stack with it. Generally, a lot of the overlaps in the chorus end up looking messy because of combinations like that. Though it might depend on taste, I think this is a pretty major issue in this map as the issues are present very often and players will notice this for sure.
  11. 01:17:885 (2,3,4) - Another linear slow down movement that doesn't feel comfortable to play. Also the stronger beat is 01:18:219 - so it would make more sense to have a larger jump leading into that note.
This difficulty has interesting concepts, but it doesn't feel polished enough to go for ranked, yet. I hope you can get some of this fixed up. Good luck! :3
Topic Starter
Fushimi Rio

Desperate-kun wrote:

Hi hi Desperate-kun, the mapper has been afked for a long time ._. Do I need to find the mapper for answers?
Myxo
I think it would be best to try to ask them if you can make changes to their difficulty or find them for answers, yeah. I understand it's a difficult situation but I don't think this map should pass as it is, since it's nost just minor nitpicks imo.
Mao
Hey, taking this down because I think the raised concerns are valid and need further discussion. Also as the mapper isn't there, we should halt the ranking process in order to get a proper reply.

I'd like to address some additional things on the difficulty as well:

00:44:552 (5,6,1) - This pattern felt very unnatural to play due to the wide angle between 6 and 1. Also the emphasis to 1 is quite low compared to 00:47:219 (5,1) - where you have mapped 5,6 as an 1/2 slider so I'd recommend to rather do it like that.
00:57:385 (2,1) - What happened to your hitsounds here?
01:02:219 (1) - ^
01:18:052 (3,4) - I mean I already don't really ahree with the low spacing to 4 but at least at 01:07:385 (3,1) - you changed the angles which increases the emphasis but here you have such a wide angle and even lower spacing. Also the low spacing makes it lose its emphasis, I'd recommend generally spacing the emphasized beats like this one higher in this section considering your other pretty big jumps.
01:31:885 (2,3) - Pretty minor but in my opinion one of the things that give an unpolished feeling as well. I'd just not make them touch or make a blanket but that's up to you.
01:35:885 (1,2,1) - Personally I think this plays really bad due to the straight line forcing me to slow down between 01:36:052 (2,1) - which makes 1 lose emphasis. I'd rather go for a direction change like you did at 00:24:052 (2,1) - .

Speaking generally, I'd like to see more thought put into emphasis and movement and some general polish.
UndeadCapulet
rly
Topic Starter
Fushimi Rio
Round 3
I always spend more efforts when I want to rank something
buki
[cwR's Extra]

00:01:553 (3,4,5) - 稍微有点空隙会不会好看点?
00:18:386 (2,3,4) - 稍微空隙大点会不会好看点?
00:40:774 (2,3) - 2,3稍微有点距离可能会好打些?

第一次摸摸,听说可以为一摩托带来极大的便利
Frey
From in-game request



  • cwR's Extra
  1. 00:21:885 (1) - 我只是没明白,前前后后你都没用类似的音效放在1/1白线上。为何单单这里要放一个违和很大的normal clap音效呢?
  2. 00:27:885 (2,3,4) - NC 因为他们变速了,可以用来做提醒
  3. 01:01:135 - 按照前面两组节奏的规律,这里应该做一个圆圈,最好叠在01:01:219 (2) - 的起点
  4. 01:09:885 (6) - 这里可以考虑ctrl+g 增加难度。毕竟你是最高难度来着...
  5. 01:25:552 (1,2) - 这里自创节奏打起来很糟,实际上老老实实跟歌词的1/2一样可以接好之前的音效。

Good luck.
Topic Starter
Fushimi Rio

Desperate-kun wrote:

Neat mapset, I'm a huge fan of the Hana diff and the lower difficulties, especially. However, I have some concerns about Ayaya's Extra I'd like to adress before this map goes to ranked status:

  1. 00:09:053 (1,2) - The spacing between these feels too low, because of the strong cymbal on 00:09:553 - and how small it is compared to 00:08:053 (5,6,7) - for example.
    depending on sv of 00:09:053 (1) - , the spacing is acceptable to me. vocal has priority here
  2. 00:15:053 (4,5,1) - This transition feels really awkward to play. It requires a huge slow down while moving further in the same direction, which is uncomfortable and shouldn't be used as an introduction for the fast part, especially. It would be better to place (5) closer to the previous object, for example http://puu.sh/w8TyL/8653d0d360.jpg that's true. fixed
  3. 00:16:886 - In this section, what's up with the high amount of soft hitclaps? I don't think they fit to the song very well in general (the other difficulties also use much more fitting custom claps) and they really overused here. Also sometimes they seem to be placed on random beats, atleast I can't recognize a pattern on how they are used. Imo the best solution would be to apply a similar hitsounding to the highest difficulty. The same applies to the similar section later in the song. made some fix of it. I guess it's because his earphone seetings...?
  4. 00:39:719 (6,1,2,3,4,1) - Confusing pattern. The slider that starts on 1/6 is hard to read imo, because the spacing is the same as 00:39:885 (1,2) - visually, also I don't understand why the NC is placed here 00:39:885 (1) -in the middle of the pattern. rearramged nc. even if changed the spacing it's still hard to recognize the 1/6 rhythm so I'll just keep it here.
  5. 00:49:552 (1,2,3) - The angle of this triplet was very uncomfortable to play. After this zig-zag movement 00:48:885 (1,2,3,4,1) - I expected the triplet to lead downwards from 00:49:552 (1) - to continue the movement, however it's placed in an unintuitive angle that leads to the left right now. fixed
  6. 00:50:219 (1,2,1,2,1,2,3,4,5,6,7,1,2,3,4) - Really nice pattern, but what is up with those clap hitsounds again? They suddenly appear here although there are no new sounds in the music compared to the rest of the section. yeah, fixed I think...
  7. 00:55:552 (1,2,3,4,5,1,1,2,1) - The density (and spacing) in this part feels way too low. The undermapping doesn't fit here because in the music there is such a high contrast between this section and the previous / following section. This part is very intense so it should be mapped with a lot of emphasis on the particular beats, imo. added some notes
  8. 01:04:219 (1,1) - It sounds strange to hear the drum hitnormal sounds on the end of these sliders. Would be better to silence those. yeah
  9. 01:04:885 (1,2,3,4) - Those patterns are interesting, but the amount of overlapping between the two sliders is different each time (compare 01:05:552 (3,4) - 01:12:885 (1,2) - 01:15:552 (1,2) - ) so they feel pretty sloppy in that regard. Especially the last example I gave looks odd because the blanket isn't perfect while the other blankets were. Fixed every blankets, I prefer to avoid huge changes here
  10. 01:12:552 (2,3,1) - It looks pretty messy to have the circle at the tail overlap and the one at the head stack with it. Generally, a lot of the overlaps in the chorus end up looking messy because of combinations like that. Though it might depend on taste, I think this is a pretty major issue in this map as the issues are present very often and players will notice this for sure. made a little change to make it 'meaningful'
  11. 01:17:885 (2,3,4) - Another linear slow down movement that doesn't feel comfortable to play. Also the stronger beat is 01:18:219 - so it would make more sense to have a larger jump leading into that note. changed to another direction to make the next pattern plays stronger
This difficulty has interesting concepts, but it doesn't feel polished enough to go for ranked, yet. I hope you can get some of this fixed up. Good luck! :3

Mao wrote:

Hey, taking this down because I think the raised concerns are valid and need further discussion. Also as the mapper isn't there, we should halt the ranking process in order to get a proper reply.

I'd like to address some additional things on the difficulty as well:

00:44:552 (5,6,1) - This pattern felt very unnatural to play due to the wide angle between 6 and 1. Also the emphasis to 1 is quite low compared to 00:47:219 (5,1) - where you have mapped 5,6 as an 1/2 slider so I'd recommend to rather do it like that. moved 2 a bit upward. kept the symmetry of these two patterns
00:57:385 (2,1) - What happened to your hitsounds here?
01:02:219 (1) - ^ fixed those
01:18:052 (3,4) - I mean I already don't really ahree with the low spacing to 4 but at least at 01:07:385 (3,1) - you changed the angles which increases the emphasis but here you have such a wide angle and even lower spacing. Also the low spacing makes it lose its emphasis, I'd recommend generally spacing the emphasized beats like this one higher in this section considering your other pretty big jumps. changed the angle of the jump. These jumps are already big enough here and one of them doesn't need to be huger than another to emphasize itself.
01:31:885 (2,3) - Pretty minor but in my opinion one of the things that give an unpolished feeling as well. I'd just not make them touch or make a blanket but that's up to you. fixed
01:35:885 (1,2,1) - Personally I think this plays really bad due to the straight line forcing me to slow down between 01:36:052 (2,1) - which makes 1 lose emphasis. I'd rather go for a direction change like you did at 00:24:052 (2,1) - . changed direction too.

Speaking generally, I'd like to see more thought put into emphasis and movement and some general polish.
I can't find him so I replied by myself. Thanks for modding!
chenwu

iRotuK wrote:

[cwR's Extra]

00:01:553 (3,4,5) - 稍微有点空隙会不会好看点?
00:18:386 (2,3,4) - 稍微空隙大点会不会好看点? 这个空隙可以了
00:40:774 (2,3) - 2,3稍微有点距离可能会好打些? 距离大了不好读图吧

Frey wrote:

  1. 00:21:885 (1) - 我只是没明白,前前后后你都没用类似的音效放在1/1白线上。为何单单这里要放一个违和很大的normal clap音效呢? 00:16:553 这里有一个..想了想还是都去掉了
  2. 00:27:885 (2,3,4) - NC 因为他们变速了,可以用来做提醒 咱觉得这个变速还不至于要用nc提醒.而且nc了有点散
  3. 01:01:135 - 按照前面两组节奏的规律,这里应该做一个圆圈,最好叠在01:01:219 (2) - 的起点
  4. 01:09:885 (6) - 这里可以考虑ctrl+g 增加难度。毕竟你是最高难度来着... ctrl+g之后走向有点乱..没改
  5. 01:25:552 (1,2) - 这里自创节奏打起来很糟,实际上老老实实跟歌词的1/2一样可以接好之前的音效。 这里咱不太想改.以前面的难度来看这里的节奏还是不难的吧..
thanks
UndeadCapulet

Fushimi Rio wrote:

Desperate-kun wrote:

  1. 00:15:053 (4,5,1) - This transition feels really awkward to play. It requires a huge slow down while moving further in the same direction, which is uncomfortable and shouldn't be used as an introduction for the fast part, especially. It would be better to place (5) closer to the previous object, for example http://puu.sh/w8TyL/8653d0d360.jpg that's true. fixed
  2. 01:17:885 (2,3,4) - Another linear slow down movement that doesn't feel comfortable to play. Also the stronger beat is 01:18:219 - so it would make more sense to have a larger jump leading into that note. changed to another direction to make the next pattern plays stronger

Mao wrote:

00:44:552 (5,6,1) - This pattern felt very unnatural to play due to the wide angle between 6 and 1. Also the emphasis to 1 is quite low compared to 00:47:219 (5,1) - where you have mapped 5,6 as an 1/2 slider so I'd recommend to rather do it like that. moved 2 a bit upward. kept the symmetry of these two patterns
01:18:052 (3,4) - I mean I already don't really ahree with the low spacing to 4 but at least at 01:07:385 (3,1) - you changed the angles which increases the emphasis but here you have such a wide angle and even lower spacing. Also the low spacing makes it lose its emphasis, I'd recommend generally spacing the emphasized beats like this one higher in this section considering your other pretty big jumps. changed the angle of the jump. These jumps are already big enough here and one of them doesn't need to be huger than another to emphasize itself.
01:35:885 (1,2,1) - Personally I think this plays really bad due to the straight line forcing me to slow down between 01:36:052 (2,1) - which makes 1 lose emphasis. I'd rather go for a direction change like you did at 00:24:052 (2,1) - . changed direction too.
I can't find him so I replied by myself. Thanks for modding!
Please revert these, the current changes go directly against the movement concepts used throughout the difficulty. The old arranges aren't difficult to play in any sense, and have nice emphasis through high spacing contrast or uncomfortable angle usage. The newest update lost this imo.
Topic Starter
Fushimi Rio
If you understand the movement concepts please give some explanation that these changes go against it thankssss
UndeadCapulet
00:16:719 (5,1) - matches the low/equal spacing downbeat emphasis of 00:41:885 (6,1) - , 00:44:719 (6,1) - , 00:54:885 (3,1) - , 01:07:385 (3,1) - , 01:15:219 (1,1) - , 01:18:052 (3,4) - , etc. It's more important to shift quickly off of 00:16:553 - 's tail for the melody line than it is to snap to the downbeat.
Notice I linked the old 00:44:552 (5,6,1) - and 01:17:885 (2,3,4) - in there as well. Aya prefers emphasizing lots of points with things like straight lines or wide angles instead of pure spacing.

01:35:885 (1,2,1) - is an arrange commonly seen as an especially tricky maneuver due to the high decrease in speed along a straight line. This is a special arrange used to emphasize the high note here, that builds off of the rest of the map's linear motions. The spacing matches with 00:24:052 (2,1) - , and the linear motion matches with things like 00:15:053 (4,5,1) - , 00:18:219 (1,2,3) - , 00:27:885 (1,2,1,2,1,2,1) - , 00:41:385 (4,5,6,1) - , 01:17:885 (2,3,4) - , 01:28:885 (1,2,3) - , 01:30:219 (1,2,3) - , etc.

I think almost every change (other than hs stuff, which i don't know much about) should be reverted for some reason or other, but these were the ones that really lowered overall map consistency to me.

I mean no disrespect rio, I love you and your maps, I just also love aya's maps and what they aim for, and I don't want to see that lost ;;
Topic Starter
Fushimi Rio

UndeadCapulet wrote:

00:16:719 (5,1) - matches the low/equal spacing downbeat emphasis of 00:41:885 (6,1) - , 00:44:719 (6,1) - , 00:54:885 (3,1) - , 01:07:385 (3,1) - , 01:15:219 (1,1) - , 01:18:052 (3,4) - , etc. It's more important to shift quickly off of 00:16:553 - 's tail for the melody line than it is to snap to the downbeat.
Notice I linked the old 00:44:552 (5,6,1) - and 01:17:885 (2,3,4) - in there as well. Aya prefers emphasizing lots of points with things like straight lines or wide angles instead of pure spacing.

01:35:885 (1,2,1) - is an arrange commonly seen as an especially tricky maneuver due to the high decrease in speed along a straight line. This is a special arrange used to emphasize the high note here, that builds off of the rest of the map's linear motions. The spacing matches with 00:24:052 (2,1) - , and the linear motion matches with things like 00:15:053 (4,5,1) - , 00:18:219 (1,2,3) - , 00:27:885 (1,2,1,2,1,2,1) - , 00:41:385 (4,5,6,1) - , 01:17:885 (2,3,4) - , 01:28:885 (1,2,3) - , 01:30:219 (1,2,3) - , etc.

I think almost every change (other than hs stuff, which i don't know much about) should be reverted for some reason or other, but these were the ones that really lowered overall map consistency to me.

I mean no disrespect rio, I love you and your maps, I just also love aya's maps and what they aim for, and I don't want to see that lost ;;
yeah i didnt feel offensed or whatever, i just want to see that explanation

And I asked ayaya for his opinions. he is fine with these changes...
Maybe you can pm me if you really need detailed explanations.
Lasse
add chenwu to tags

cwr's extra:
diff uses the combo colors for the e/n/h bg, idk if intentional but would make more sense to use the same colors as other higher diffs to fit the bg, or use the other bg
00:16:886 - 80% seems so loud here, I think staying with 70 would be nicer until 00:27:885 -
01:07:385 (2) - rhythm on this felt a bit out of place with your other rhythms since you never really do such offbeat stuff in the chorus :c

checked the other diffs way too often already lol

talked with desperate-kun and he is fine with the replies
also asked mao multiple times already so I'll just assume it's fine. I see no point in just delaying this even more after already waiting over a week for a real reply
chenwu

Lasse wrote:

cwr's extra:
diff uses the combo colors for the e/n/h bg, idk if intentional but would make more sense to use the same colors as other higher diffs to fit the bg, or use the other bg fixed
00:16:886 - 80% seems so loud here, I think staying with 70 would be nicer until 00:27:885 - ok
01:07:385 (2) - rhythm on this felt a bit out of place with your other rhythms since you never really do such offbeat stuff in the chorus :c the lyrics of this combo is '今宵(ko yo i) 映し(u tsu shi) 出す' I prefer keeping the current state
thanks
Topic Starter
Fushimi Rio
updated.
Lasse
b
pishifat
i forgot

cwr
hitsounds seem so lacking when you leave out cymbal samples for cymbal sounds in the music. would suggest adding/changing these to cymbal finishes:
SPOILER
00:42:219 (1) - 00:47:552 (1) - 00:55:552 (1) - 00:56:052 (1) - 00:56:885 (1) - 00:57:385 (1) - 01:02:219 (1) - 01:04:885 (1) - 01:10:219 (1) - 01:15:552 (1) - 01:20:885 (1) -

...and while im at it, might want to organize how ayaya hitsounds cymbals at 00:55:552 (1) - 00:56:052 (4) - 00:56:719 (1) - 00:57:385 (2) - . using 4 different samples for the same sound in the music is silly
(normal sampleset's finish sounds best imo)

call me back!!!
Topic Starter
Fushimi Rio
All fixed and updated.
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