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Takamiya Nasuno (CV:Narumi Kyoko) - MeniMeni ManiMani (TV Ve

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Weber
lets get this started

Easy

00:26:183 (26183|0) - This should be a 2/1 long LN.
00:30:079 (30079|3) - In comparison to ^, this should just be a normal note or shortened. The last sound in the music only really goes until about 00:30:469, you can either shorten this to the white tick, or make it into a normal note.


Normal

00:30:079 (30079|2,30079|3) - Same as Easy, shorten it. More appropriate for it to be a LN in Normal+.


Hard

00:09:625 (9625|0,9625|3,9820|2,9820|1,9820|0) - Seems really weird not mapping to the 1/4th vocals here, try this: https://puu.sh/xysYc/eee9ba57df.png
00:25:794 (25794|1,25859|0,25924|2,25989|3,26053|1,26118|0) - I'm not really hearing anything in the music for this to be 1/6th, making these into more 1/3rd doubles makes it more consistent with the music.
00:30:079 (30079|2,30079|3) - Same as Easy/Normal, shorten.


Looks good, call me back!
Topic Starter
Carol

Weber wrote:

lets get this started

Easy

00:26:183 (26183|0) - This should be a 2/1 long LN.
00:30:079 (30079|3) - In comparison to ^, this should just be a normal note or shortened. The last sound in the music only really goes until about 00:30:469, you can either shorten this to the white tick, or make it into a normal note.


Normal

00:30:079 (30079|2,30079|3) - Same as Easy, shorten it. More appropriate for it to be a LN in Normal+.


Hard

00:09:625 (9625|0,9625|3,9820|2,9820|1,9820|0) - Seems really weird not mapping to the 1/4th vocals here, try this: https://puu.sh/xysYc/eee9ba57df.png
00:25:794 (25794|1,25859|0,25924|2,25989|3,26053|1,26118|0) - I'm not really hearing anything in the music for this to be 1/6th, making these into more 1/3rd doubles makes it more consistent with the music.
00:30:079 (30079|2,30079|3) - Same as Easy/Normal, shorten.


Looks good, call me back!
Fix Note
Easy

■ 00:26:183 (26183|0) - This should be a 2/1 long LN. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9078460 )
□ 00:30:079 (30079|3) - In comparison to ^, this should just be a normal note or shortened. The last sound in the music only really goes until about 00:30:469, you can either shorten this to the white tick, or make it into a normal note. - 수정중.. [Editing..]( ^. sounds end time 00:30:664 (30664|1) - . and, drain time, Before : 30s -> After: 29.805s.. )
Normal

□ 00:30:079 (30079|2,30079|3) - Same as Easy, shorten it. More appropriate for it to be a LN in Normal+. - 수정중.. [Editing..]( ^. sounds end time 00:30:664 (30664|1) - . and, drain time, Before : 30s -> After: 29.805s.. )

Hard

■ 00:09:625 (9625|0,9625|3,9820|2,9820|1,9820|0) - Seems really weird not mapping to the 1/4th vocals here, try this: https://puu.sh/xysYc/eee9ba57df.png - 수정완료! [Fix!]
■ 00:25:794 (25794|1,25859|0,25924|2,25989|3,26053|1,26118|0) - I'm not really hearing anything in the music for this to be 1/6th, making these into more 1/3rd doubles makes it more consistent with the music. - 수정완료! [Fix!]
□ 00:30:079 (30079|2,30079|3) - Same as Easy/Normal, shorten. - 수정중.. [Editing..]( ^. sounds end time 00:30:664 (30664|1) - . and, drain time, Before : 30s -> After: 29.805s.. )

bad english sorry..
Thanks! :)
Weber
Alright, looks good, nominated!
Topic Starter
Carol

Weber wrote:

Alright, looks good, nominated!
Thanks you! :D
Litharrale
Hi!

Just some quick things

The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here should be something around 00:01:248

The BG is really weird. It's low resolution and it's almost NSFW. I understand there's another set with a BG like this but I think you should find your own better one.

00:21:508 (21508|0,21800|2,22092|0,22287|2) - Dont use double hitsounds like this, if you want them to be louder just make them louder

00:04:365 (4365|2) - no F

00:04:755 (4755|1) - F

00:07:482 (7482|0) - no F

00:13:716 (13716|2) - no F

00:14:105 (14105|3) - F

00:16:833 (16833|0) - no F

00:17:222 (17222|0) - F


The normal is mostly just 1-2-1-2 drum patterning. Try to make it a little more interesting


Hard

00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield

00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all

00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd

Easy

00:01:638 (1638|1,2417|1) - The snares should be doubled instead of the bass since they're a significantly stronger sound.

https://imgur-archive.ppy.sh/ZX9apBT.png the density difference between the easy and the normal is pretty significant
Protastic101
First bubble, first pop, what a day

the hitfinish is identical to the default soft-hitnormal making it really unnecessary to have in the first place as you're already using the default hitnormal lol. I'd use this for the finish instead https://puu.sh/xz4mE.wav

oh yeah, and tbh, I think the bg is fine cause it's not suggestive or anything, just shows a lot of skin cause bathing suit and stuff, but everything is pretty well covered. Does look a bit pixelated though, but I dunno where this is from to try and find a better background

[Hard]
00:00:664 (664|1,859|1) - the only time the default normal-hitwhistle would actually be appropriate lol

00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm.

00:03:391 (3391|1,3391|0) - Not really sure why this is a jump tbh, there's no vocal or percussion here, just a quiet hihat. I'd actually recommend doing what I suggested previously about removing this and just having two 1/4 notes only a half beat apart to represent the jump in vocals.

00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 -
00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals

00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342

00:10:112 (10112|0,10112|1) - Don't really think the vocal here is drawn out long enough nor stands out enough to be made into a 5/4 LN and ignore literally every other sound present. Instead, I'd just make it similar to 00:12:450 - where you still added the LNs but kept the rhythm and flow going https://osu.ppy.sh/ss/9083360

00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit here and add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370

00:13:326 (13326|3,13424|2,13521|1,13618|0) - Hitsound wise, since the music uses kicks, shouldnt these be whistles instead of claps which are snares?

00:17:807 (17807|0,18002|0,18196|0) - I think the three note stack here is kind of unnecessary since the patterning so far has tended to be linear and connected, rather than the disconnect that the OH minitrill at 00:17:904 (17904|2,18002|3,18099|2) - brings. Would help to balance out the movement on both hands instead then, like so https://osu.ppy.sh/ss/9083395

00:24:040 (24040|2,24138|3,24235|2,24333|3,24430|2) - This is rather unbalanced due to all the movement being on the right hand, and in this case too, the density. I'd try to even it out a bit by putting OH minitrills on both hands rather than just one, like so http://osu.ppy.sh/ss/9083398

00:30:079 (30079|2,30079|3) - tfw extending LNs over near silence just to meet the rankable requirements s m h


[Easy]
Just wanna comment that Im not a huge fan of this difficulty. It's just 30 seconds of the same 1/1 jumpstream with a measure or two of 3/4 acting as the only type of variation, so that's what I'd like to focus on more here.

00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player.

00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way.

00:03:586 - I'd actually stack some notes here for the vocals, kind of like how you did those LNs in the top diff https://osu.ppy.sh/ss/9083437 . Tbh, I think you could do this any time there are vocals, like at 00:01:443 - 00:01:833 - or 00:04:560 - 00:04:950 - and so on

00:16:833 (16833|2,16833|1,17612|2,17612|1) - Don't really see a clear reason to stack these two jumps one atop the other if the sound isnt the same, so I'd move them to be more varied (preferably in col 1 too cause there's a lack of notes)
00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^

00:21:118 - to 00:22:677 - There's a slight left hand bias here due to the lack of notes in col 3, so I might do a bit of rearranging to get that more evenly distributed.

00:22:482 - 00:22:872 - I'd add notes here for the kicks cause the easy is pretty bland with just the 1/1, so using a variety of rhythms helps to keep the player engaged with the map.
Garalulu
Nice start
Topic Starter
Carol

Litharrale wrote:

Hi!

Just some quick things

The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here should be something around 00:01:248

The BG is really weird. It's low resolution and it's almost NSFW. I understand there's another set with a BG like this but I think you should find your own better one.

00:21:508 (21508|0,21800|2,22092|0,22287|2) - Dont use double hitsounds like this, if you want them to be louder just make them louder

00:04:365 (4365|2) - no F

00:04:755 (4755|1) - F

00:07:482 (7482|0) - no F

00:13:716 (13716|2) - no F

00:14:105 (14105|3) - F

00:16:833 (16833|0) - no F

00:17:222 (17222|0) - F


The normal is mostly just 1-2-1-2 drum patterning. Try to make it a little more interesting


Hard

00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield

00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all

00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd

Easy

00:01:638 (1638|1,2417|1) - The snares should be doubled instead of the bass since they're a significantly stronger sound.

https://imgur-archive.ppy.sh/ZX9apBT.png the density difference between the easy and the normal is pretty significant
Fix Note
General

■ The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here Image should be something around 00:01:248 - 수정완료! [Fix!]
■ The BG is really weird. It's low resolution and it's almost NSFW. I understand there's another set with a BG like this but I think you should find your own better one. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9085385 )
■ 00:21:508 (21508|0,21800|2,22092|0,22287|2) - Dont use double hitsounds like this, if you want them to be louder just make them louder - 수정완료! [Fix!]
■ 00:04:365 (4365|2) - no F - 수정완료! [Fix!]
■ 00:04:755 (4755|1) - F - 수정완료! [Fix!]
■ 00:07:482 (7482|0) - no F - 수정완료! [Fix!]
■ 00:13:716 (13716|2) - no F - 수정완료! [Fix!]
■ 00:14:105 (14105|3) - F - 수정완료! [Fix!]
■ 00:16:833 (16833|0) - no F - 수정완료! [Fix!]
■ 00:17:222 (17222|0) - F - 수정완료! [Fix!]

Easy

■ 00:01:638 (1638|1,2417|1) - The snares should be doubled instead of the bass since they're a significantly stronger sound.

Hard

■ 00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9085410 )
■ 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all - 수정불가 [Non fix]
■ 00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd - 수정불가 [Non fix]( I think.. I don't think we need to delete that part. )

Bad english sorry.. ( use translator ) :(

Thanks for advice! :D
Topic Starter
Carol

Protastic101 wrote:

First bubble, first pop, what a day

the hitfinish is identical to the default soft-hitnormal making it really unnecessary to have in the first place as you're already using the default hitnormal lol. I'd use this for the finish instead https://puu.sh/xz4mE.wav

oh yeah, and tbh, I think the bg is fine cause it's not suggestive or anything, just shows a lot of skin cause bathing suit and stuff, but everything is pretty well covered. Does look a bit pixelated though, but I dunno where this is from to try and find a better background

[Hard]
00:00:664 (664|1,859|1) - the only time the default normal-hitwhistle would actually be appropriate lol

00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm.

00:03:391 (3391|1,3391|0) - Not really sure why this is a jump tbh, there's no vocal or percussion here, just a quiet hihat. I'd actually recommend doing what I suggested previously about removing this and just having two 1/4 notes only a half beat apart to represent the jump in vocals.

00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 -
00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals

00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342

00:10:112 (10112|0,10112|1) - Don't really think the vocal here is drawn out long enough nor stands out enough to be made into a 5/4 LN and ignore literally every other sound present. Instead, I'd just make it similar to 00:12:450 - where you still added the LNs but kept the rhythm and flow going https://osu.ppy.sh/ss/9083360

00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit here and add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370

00:13:326 (13326|3,13424|2,13521|1,13618|0) - Hitsound wise, since the music uses kicks, shouldnt these be whistles instead of claps which are snares?

00:17:807 (17807|0,18002|0,18196|0) - I think the three note stack here is kind of unnecessary since the patterning so far has tended to be linear and connected, rather than the disconnect that the OH minitrill at 00:17:904 (17904|2,18002|3,18099|2) - brings. Would help to balance out the movement on both hands instead then, like so https://osu.ppy.sh/ss/9083395

00:24:040 (24040|2,24138|3,24235|2,24333|3,24430|2) - This is rather unbalanced due to all the movement being on the right hand, and in this case too, the density. I'd try to even it out a bit by putting OH minitrills on both hands rather than just one, like so http://osu.ppy.sh/ss/9083398

00:30:079 (30079|2,30079|3) - tfw extending LNs over near silence just to meet the rankable requirements s m h


[Easy]
Just wanna comment that Im not a huge fan of this difficulty. It's just 30 seconds of the same 1/1 jumpstream with a measure or two of 3/4 acting as the only type of variation, so that's what I'd like to focus on more here.

00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player.

00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way.

00:03:586 - I'd actually stack some notes here for the vocals, kind of like how you did those LNs in the top diff https://osu.ppy.sh/ss/9083437 . Tbh, I think you could do this any time there are vocals, like at 00:01:443 - 00:01:833 - or 00:04:560 - 00:04:950 - and so on

00:16:833 (16833|2,16833|1,17612|2,17612|1) - Don't really see a clear reason to stack these two jumps one atop the other if the sound isnt the same, so I'd move them to be more varied (preferably in col 1 too cause there's a lack of notes)
00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^

00:21:118 - to 00:22:677 - There's a slight left hand bias here due to the lack of notes in col 3, so I might do a bit of rearranging to get that more evenly distributed.

00:22:482 - 00:22:872 - I'd add notes here for the kicks cause the easy is pretty bland with just the 1/1, so using a variety of rhythms helps to keep the player engaged with the map.
Fix Note
General

■ 00:00:664 (664|1,859|1) - the only time the default normal-hitwhistle would actually be appropriate lol - 수정완료! [Fix!]

Marked! Sorry for delay..
I'm so tired :(
I will fix it tomorrow.
sorry..
Kim_GodSSI
hm ?
IRC
08:54 Kim_GodSSI: 그럼 지금 할께요
08:54 Carol: 넹
08:54 Kim_GodSSI: 00:05:241 - 여기 3 번 줄에 노트 하나 추가 해서 보컬 따라가는건 어떠나여
08:55 Carol: 그걸
08:55 Carol: 했다가
08:55 Carol: 버블 터뜨리신분이 지우래서 지운거거든요
08:55 Carol: ..
08:55 Carol: 원래 상으론
08:55 Carol: 00:05:241 (5241|2) -
08:55 Kim_GodSSI: ? 저거 문제 없는데
08:55 Carol: 00:17:709 (17709|1) -
08:55 Carol: 여기 두개를
08:55 Carol: 저 두분이서 지우래서
08:55 Carol: 결국 지워버림
08:55 Kim_GodSSI: 뭐라고 하면서 터트렸어요 ?
08:56 Carol: 근데 터뜨리신건ㄷ
08:56 Carol: The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here Image should be something around 00:01:248
08:56 Carol: 이거때문에 터뜨리신거 같은데
08:56 Carol: 그 아래 하드 패턴 보면
08:56 Carol: 00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd
08:56 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
08:56 Carol: 00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield
08:56 Carol: 요 3개 써놓으셨길레
08:57 Kim_GodSSI: 저기 보면 제가 말씀 드린 부분은 언급 자체가 안되어 있는데 ..?
08:57 Carol: 엥
08:57 Carol: 그런가요
08:57 Carol: 그럼 왜지운거지
08:57 Kim_GodSSI: 위치 자체가 안나와있잔아요
08:57 Kim_GodSSI: 그리고 뒷 사운드에서 휘슬 소리 나서
08:58 Kim_GodSSI: 에초에 고스트 노트도 아닌데
08:58 Kim_GodSSI: ??
08:58 Carol: 아항
08:58 Kim_GodSSI: 00:05:241 -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Kim_GodSSI: 00:05:436 (5436|0) -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Carol: 그럼
08:58 Kim_GodSSI: 위에꺼 저 휘슬 소리 따라간거 아니에요 ?
08:58 Carol: 00:05:241 (5241|2) - 요기랑 00:17:709 (17709|1) -
08:58 Carol: 요기 추가할께용
08:58 Carol: 넹
08:58 Carol: 원래
08:58 Carol: 00:05:144 (5144|0) - ~00:05:923 (5923|2) -
08:58 Carol: 여기까지 다 소리 있길레
08:58 Carol: 추가한거긴 한건데
09:00 Kim_GodSSI: 00:10:793 (10793|0,10890|1) -
09:00 Kim_GodSSI: 이거 두개 오른쪽으로 이동 하면 더 괜찮을것 같은데요
09:00 Carol: 근데 혹시 죄송한데
09:00 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
09:00 Carol: 이게 뭔뜻인지 아시나요
09:01 Kim_GodSSI: 저거 노트랑 롱놋 보컬에 맞춰서 다시 놓으라고
09:01 Carol: 앙..
09:02 Kim_GodSSI: 모더 말은 100% 맞는게 아니라서
09:02 Kim_GodSSI: 잘 가려서 받아들이세요
09:02 Carol: 넹
09:02 Kim_GodSSI: 모더도 사람임
09:02 Kim_GodSSI: 반박 할거 있으면 하셔야 되고
09:03 Kim_GodSSI: 00:17:806 - 여기부분 좀 바꾸긴 해야겠네요
09:04 Carol: 넹?
09:04 Kim_GodSSI: 모더가 말했던 부분이요
09:04 Carol: 아
09:04 Kim_GodSSI: 저같으면 https://osu.ppy.sh/ss/9098181 이런식으로 할듯
09:05 Carol: 00:18:293 (18293|1) -
09:05 Carol: 여기부분은 소리 없지 않나요
09:06 Kim_GodSSI: 드럼 스틱 소리 있는데
09:06 Kim_GodSSI: 너무 작다고 할수도 있으니까 빼셔도 되요
09:06 Kim_GodSSI: BN에 따라서 달라지겠지만
09:06 Carol: BN도 사람은 사람이죠?
09:06 Kim_GodSSI: 네
09:06 Kim_GodSSI: 00:18:098 - 여기랑 똑같은 소리가 들리실텐데
09:06 Kim_GodSSI: 안들리시나요
09:07 Kim_GodSSI: 00:22:481 -
09:07 Carol: 아
09:07 Carol: 들리네용
09:08 Kim_GodSSI: 여기 부분에 드럼 사운드 있는데 그냥 묻히는건 아쉽다고 봅니다
09:08 Kim_GodSSI: https://osu.ppy.sh/ss/9098203
09:08 Kim_GodSSI: 이런 식으로 드럼소리도 잡아주시면 어떨까요
09:09 Carol: 오
09:09 Carol: 괜찮네요
09:09 Kim_GodSSI: 이제 노멀로
09:10 Carol: 이지 노말이
09:10 Carol: 너무 단순하고 노잼이라고 하긴 하던데
09:10 Kim_GodSSI: 음 솔직히 너무 쉬워서 드럼소리만 따라가면 상관 없어서 딱히 볼게 없네요
09:11 Kim_GodSSI: 다른건 볼거 없네요
09:11 Carol: 그렇군요
09:11 Kim_GodSSI: 패턴이 있는것도 아니라서
09:11 Kim_GodSSI: 껄껄
09:11 Carol: 그 하드에서 하나 물어볼게 있는데
09:11 Kim_GodSSI: 네
09:12 Carol: 아까 그부분
09:12 Carol: https://osu.ppy.sh/ss/9098222
09:12 Carol: 롱놋 2개 말고
09:12 Carol: 하나로 바꿔서 이렇게 놓는건 어떨까요
09:12 Carol: 이상한가
09:12 Kim_GodSSI: 저러면 치기 어려워지고
09:12 Kim_GodSSI: 모양도 안이뻐지니
09:13 Carol: 뭔가 롱놋 길이가 짧아보여서요
09:13 Kim_GodSSI: https://osu.ppy.sh/ss/9098232
09:13 Kim_GodSSI: 차라리 이렇게 하시는게
09:13 Kim_GodSSI: 뒷부분을 중압감을 더 넣어서
09:13 Carol: 오
09:13 Carol: 그거 괜찮네요
09:14 Kim_GodSSI: 더 물어보실꺼 없으시면 이만 끝낼께요
09:14 Carol: 네넹
09:14 Carol: 근데 제맵 왜이리 노잼이죠
09:14 Kim_GodSSI: 쉬워서요
09:14 Carol: 앙..
Topic Starter
Carol

Kim_GodSSI wrote:

hm ?
IRC
08:54 Kim_GodSSI: 그럼 지금 할께요
08:54 Carol: 넹
08:54 Kim_GodSSI: 00:05:241 - 여기 3 번 줄에 노트 하나 추가 해서 보컬 따라가는건 어떠나여
08:55 Carol: 그걸
08:55 Carol: 했다가
08:55 Carol: 버블 터뜨리신분이 지우래서 지운거거든요
08:55 Carol: ..
08:55 Carol: 원래 상으론
08:55 Carol: 00:05:241 (5241|2) -
08:55 Kim_GodSSI: ? 저거 문제 없는데
08:55 Carol: 00:17:709 (17709|1) -
08:55 Carol: 여기 두개를
08:55 Carol: 저 두분이서 지우래서
08:55 Carol: 결국 지워버림
08:55 Kim_GodSSI: 뭐라고 하면서 터트렸어요 ?
08:56 Carol: 근데 터뜨리신건ㄷ
08:56 Carol: The current offset is -4985. It lines up with the beats but this is very wrong as you can see from the picture here Image should be something around 00:01:248
08:56 Carol: 이거때문에 터뜨리신거 같은데
08:56 Carol: 그 아래 하드 패턴 보면
08:56 Carol: 00:25:664 (25664|0,25794|0) - This jack does not suit this section at all, no where else in the map is there a jack like this so putting one near the end is odd
08:56 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
08:56 Carol: 00:12:157 (12157|3,12547|3) - This reverse shield in the hard plays really oddly, I'd suggest removing the note after it or restructuring the section to fit it without the shield
08:56 Carol: 요 3개 써놓으셨길레
08:57 Kim_GodSSI: 저기 보면 제가 말씀 드린 부분은 언급 자체가 안되어 있는데 ..?
08:57 Carol: 엥
08:57 Carol: 그런가요
08:57 Carol: 그럼 왜지운거지
08:57 Kim_GodSSI: 위치 자체가 안나와있잔아요
08:57 Kim_GodSSI: 그리고 뒷 사운드에서 휘슬 소리 나서
08:58 Kim_GodSSI: 에초에 고스트 노트도 아닌데
08:58 Kim_GodSSI: ??
08:58 Carol: 아항
08:58 Kim_GodSSI: 00:05:241 -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Kim_GodSSI: 00:05:436 (5436|0) -
08:58 Kim_GodSSI: 여기도 들리고
08:58 Carol: 그럼
08:58 Kim_GodSSI: 위에꺼 저 휘슬 소리 따라간거 아니에요 ?
08:58 Carol: 00:05:241 (5241|2) - 요기랑 00:17:709 (17709|1) -
08:58 Carol: 요기 추가할께용
08:58 Carol: 넹
08:58 Carol: 원래
08:58 Carol: 00:05:144 (5144|0) - ~00:05:923 (5923|2) -
08:58 Carol: 여기까지 다 소리 있길레
08:58 Carol: 추가한거긴 한건데
09:00 Kim_GodSSI: 00:10:793 (10793|0,10890|1) -
09:00 Kim_GodSSI: 이거 두개 오른쪽으로 이동 하면 더 괜찮을것 같은데요
09:00 Carol: 근데 혹시 죄송한데
09:00 Carol: 00:17:709 (17709|1,17807|0) - Replace notes like these with an LN for your vocal mapping, there's no actual syllables here and in other places like this. Go throughout the map and fix them all
09:00 Carol: 이게 뭔뜻인지 아시나요
09:01 Kim_GodSSI: 저거 노트랑 롱놋 보컬에 맞춰서 다시 놓으라고
09:01 Carol: 앙..
09:02 Kim_GodSSI: 모더 말은 100% 맞는게 아니라서
09:02 Kim_GodSSI: 잘 가려서 받아들이세요
09:02 Carol: 넹
09:02 Kim_GodSSI: 모더도 사람임
09:02 Kim_GodSSI: 반박 할거 있으면 하셔야 되고
09:03 Kim_GodSSI: 00:17:806 - 여기부분 좀 바꾸긴 해야겠네요
09:04 Carol: 넹?
09:04 Kim_GodSSI: 모더가 말했던 부분이요
09:04 Carol: 아
09:04 Kim_GodSSI: 저같으면 https://osu.ppy.sh/ss/9098181 이런식으로 할듯
09:05 Carol: 00:18:293 (18293|1) -
09:05 Carol: 여기부분은 소리 없지 않나요
09:06 Kim_GodSSI: 드럼 스틱 소리 있는데
09:06 Kim_GodSSI: 너무 작다고 할수도 있으니까 빼셔도 되요
09:06 Kim_GodSSI: BN에 따라서 달라지겠지만
09:06 Carol: BN도 사람은 사람이죠?
09:06 Kim_GodSSI: 네
09:06 Kim_GodSSI: 00:18:098 - 여기랑 똑같은 소리가 들리실텐데
09:06 Kim_GodSSI: 안들리시나요
09:07 Kim_GodSSI: 00:22:481 -
09:07 Carol: 아
09:07 Carol: 들리네용
09:08 Kim_GodSSI: 여기 부분에 드럼 사운드 있는데 그냥 묻히는건 아쉽다고 봅니다
09:08 Kim_GodSSI: https://osu.ppy.sh/ss/9098203
09:08 Kim_GodSSI: 이런 식으로 드럼소리도 잡아주시면 어떨까요
09:09 Carol: 오
09:09 Carol: 괜찮네요
09:09 Kim_GodSSI: 이제 노멀로
09:10 Carol: 이지 노말이
09:10 Carol: 너무 단순하고 노잼이라고 하긴 하던데
09:10 Kim_GodSSI: 음 솔직히 너무 쉬워서 드럼소리만 따라가면 상관 없어서 딱히 볼게 없네요
09:11 Kim_GodSSI: 다른건 볼거 없네요
09:11 Carol: 그렇군요
09:11 Kim_GodSSI: 패턴이 있는것도 아니라서
09:11 Kim_GodSSI: 껄껄
09:11 Carol: 그 하드에서 하나 물어볼게 있는데
09:11 Kim_GodSSI: 네
09:12 Carol: 아까 그부분
09:12 Carol: https://osu.ppy.sh/ss/9098222
09:12 Carol: 롱놋 2개 말고
09:12 Carol: 하나로 바꿔서 이렇게 놓는건 어떨까요
09:12 Carol: 이상한가
09:12 Kim_GodSSI: 저러면 치기 어려워지고
09:12 Kim_GodSSI: 모양도 안이뻐지니
09:13 Carol: 뭔가 롱놋 길이가 짧아보여서요
09:13 Kim_GodSSI: https://osu.ppy.sh/ss/9098232
09:13 Kim_GodSSI: 차라리 이렇게 하시는게
09:13 Kim_GodSSI: 뒷부분을 중압감을 더 넣어서
09:13 Carol: 오
09:13 Carol: 그거 괜찮네요
09:14 Kim_GodSSI: 더 물어보실꺼 없으시면 이만 끝낼께요
09:14 Carol: 네넹
09:14 Carol: 근데 제맵 왜이리 노잼이죠
09:14 Kim_GodSSI: 쉬워서요
09:14 Carol: 앙..
Fix Note
Hard

■ 08:54 Kim_GodSSI: 00:05:241 - 여기 3 번 줄에 노트 하나 추가 해서 보컬 따라가는건 어떠나여 - 수정완료! [Fix!]( 후반에 같은 음 부분도
추가했습니당! )

■ 09:00 Kim_GodSSI: 00:10:793 (10793|0,10890|1) -
09:00 Kim_GodSSI: 이거 두개 오른쪽으로 이동 하면 더 괜찮을것 같은데요 - 수정불가 [Non fix]( 거기만 부분을 원래 대칭으로 해두긴 했었는데, 그쪽 딱 한부분만 잭이 되버려서 그냥 이렇게 해뒀네요.. )
□ 09:04 Kim_GodSSI: 저같으면 https://osu.ppy.sh/ss/9098181 이런식으로 할듯 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100092 마지막에
노트 하나 더 추가하지 않고 더블로 놨네요. )

■ 09:13 Kim_GodSSI: https://osu.ppy.sh/ss/9098232
09:13 Kim_GodSSI: 차라리 이렇게 하시는게
09:13 Kim_GodSSI: 뒷부분을 중압감을 더 넣어서 - 수정완료! [Fix!]

감사합니당~ :)
Topic Starter
Carol

Protastic101 wrote:

First bubble, first pop, what a day

the hitfinish is identical to the default soft-hitnormal making it really unnecessary to have in the first place as you're already using the default hitnormal lol. I'd use this for the finish instead https://puu.sh/xz4mE.wav

oh yeah, and tbh, I think the bg is fine cause it's not suggestive or anything, just shows a lot of skin cause bathing suit and stuff, but everything is pretty well covered. Does look a bit pixelated though, but I dunno where this is from to try and find a better background

[Hard]
00:00:664 (664|1,859|1) - the only time the default normal-hitwhistle would actually be appropriate lol

00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm.

00:03:391 (3391|1,3391|0) - Not really sure why this is a jump tbh, there's no vocal or percussion here, just a quiet hihat. I'd actually recommend doing what I suggested previously about removing this and just having two 1/4 notes only a half beat apart to represent the jump in vocals.

00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 -
00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals

00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342

00:10:112 (10112|0,10112|1) - Don't really think the vocal here is drawn out long enough nor stands out enough to be made into a 5/4 LN and ignore literally every other sound present. Instead, I'd just make it similar to 00:12:450 - where you still added the LNs but kept the rhythm and flow going https://osu.ppy.sh/ss/9083360

00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit here and add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370

00:13:326 (13326|3,13424|2,13521|1,13618|0) - Hitsound wise, since the music uses kicks, shouldnt these be whistles instead of claps which are snares?

00:17:807 (17807|0,18002|0,18196|0) - I think the three note stack here is kind of unnecessary since the patterning so far has tended to be linear and connected, rather than the disconnect that the OH minitrill at 00:17:904 (17904|2,18002|3,18099|2) - brings. Would help to balance out the movement on both hands instead then, like so https://osu.ppy.sh/ss/9083395

00:24:040 (24040|2,24138|3,24235|2,24333|3,24430|2) - This is rather unbalanced due to all the movement being on the right hand, and in this case too, the density. I'd try to even it out a bit by putting OH minitrills on both hands rather than just one, like so http://osu.ppy.sh/ss/9083398

00:30:079 (30079|2,30079|3) - tfw extending LNs over near silence just to meet the rankable requirements s m h


[Easy]
Just wanna comment that Im not a huge fan of this difficulty. It's just 30 seconds of the same 1/1 jumpstream with a measure or two of 3/4 acting as the only type of variation, so that's what I'd like to focus on more here.

00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player.

00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way.

00:03:586 - I'd actually stack some notes here for the vocals, kind of like how you did those LNs in the top diff https://osu.ppy.sh/ss/9083437 . Tbh, I think you could do this any time there are vocals, like at 00:01:443 - 00:01:833 - or 00:04:560 - 00:04:950 - and so on

00:16:833 (16833|2,16833|1,17612|2,17612|1) - Don't really see a clear reason to stack these two jumps one atop the other if the sound isnt the same, so I'd move them to be more varied (preferably in col 1 too cause there's a lack of notes)
00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^

00:21:118 - to 00:22:677 - There's a slight left hand bias here due to the lack of notes in col 3, so I might do a bit of rearranging to get that more evenly distributed.

00:22:482 - 00:22:872 - I'd add notes here for the kicks cause the easy is pretty bland with just the 1/1, so using a variety of rhythms helps to keep the player engaged with the map.
Fix note
General

■ the hitfinish is identical to the default soft-hitnormal making it really unnecessary to have in the first place as you're already using the default hitnormal lol. I'd use this for the finish instead https://puu.sh/xz4mE.wav - 수정완료! [Fix!]( delete soft-finish )
■ oh yeah, and tbh, I think the bg is fine cause it's not suggestive or anything, just shows a lot of skin cause bathing suit and stuff, but everything is pretty well covered. Does look a bit pixelated though, but I dunno where this is from to try and find a better background - 수정완료! [Fix!]( change background - https://osu.ppy.sh/ss/9100306 )

Hard

■ 00:00:664 (664|1,859|1) - the only time the default normal-hitwhistle would actually be appropriate lol - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100309 )
■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix]
■ 00:03:391 (3391|1,3391|0) - Not really sure why this is a jump tbh, there's no vocal or percussion here, just a quiet hihat. I'd actually recommend doing what I suggested previously about removing this and just having two 1/4 notes only a half beat apart to represent the jump in vocals. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100336 )
■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 -
00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals
■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. )
■ 00:10:112 (10112|0,10112|1) - Don't really think the vocal here is drawn out long enough nor stands out enough to be made into a 5/4 LN and ignore literally every other sound present. Instead, I'd just make it similar to 00:12:450 - where you still added the LNs but kept the rhythm and flow going https://osu.ppy.sh/ss/9083360 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100608 )
■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix]
■ 00:13:326 (13326|3,13424|2,13521|1,13618|0) - Hitsound wise, since the music uses kicks, shouldnt these be whistles instead of claps which are snares? - 수정완료! [Fix!]
■ 00:17:807 (17807|0,18002|0,18196|0) - I think the three note stack here is kind of unnecessary since the patterning so far has tended to be linear and connected, rather than the disconnect that the OH minitrill at 00:17:904 (17904|2,18002|3,18099|2) - brings. Would help to balance out the movement on both hands instead then, like so https://osu.ppy.sh/ss/9083395 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100554 )
■ 00:24:040 (24040|2,24138|3,24235|2,24333|3,24430|2) - This is rather unbalanced due to all the movement being on the right hand, and in this case too, the density. I'd try to even it out a bit by putting OH minitrills on both hands rather than just one, like so http://osu.ppy.sh/ss/9083398 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100514 )

Easy

■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player.
■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way.
■00:03:586 - I'd actually stack some notes here for the vocals, kind of like how you did those LNs in the top diff https://osu.ppy.sh/ss/9083437 . Tbh, I think you could do this any time there are vocals, like at 00:01:443 - 00:01:833 - or 00:04:560 - 00:04:950 - and so on - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100660 ., https://osu.ppy.sh/ss/9100686 )
■00:16:833 (16833|2,16833|1,17612|2,17612|1) - Don't really see a clear reason to stack these two jumps one atop the other if the sound isnt the same, so I'd move them to be more varied (preferably in col 1 too cause there's a lack of notes) - 수정완료! [Fix!] ( https://osu.ppy.sh/ss/9100696 )
■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound )
■00:21:118 - to 00:22:677 - There's a slight left hand bias here due to the lack of notes in col 3, so I might do a bit of rearranging to get that more evenly distributed. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100720 )
■00:22:482 - 00:22:872 - I'd add notes here for the kicks cause the easy is pretty bland with just the 1/1, so using a variety of rhythms helps to keep the player engaged with the map. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9100731 )

Thanks for your advice! :D
Litharrale
The problems I posted about have been resolved. Still unsure about the easy though, feels very repetitive.
Topic Starter
Carol

Litharrale wrote:

The problems I posted about have been resolved. Still unsure about the easy though, feels very repetitive.
hm.. :(
Weber
Alright, here we go.

Easy

I'd like to incorporate some more LNs as well as remove some of the repetitive rhythms (doublet into singlet over and over again), try these alternatives out.

00:07:481 - https://i.imgur.com/S6TfBwN.png

00:10:598 - https://i.imgur.com/dw7L5it.png

Although these changes may make it a little more difficult for beginner players, I think it's worth it to make the map more interesting and less monotonous.


Normal looks much MUCH better with those LN changes at the start. Hard also looks good. Call me back!
Topic Starter
Carol

Weber wrote:

Alright, here we go.

Easy

I'd like to incorporate some more LNs as well as remove some of the repetitive rhythms (doublet into singlet over and over again), try these alternatives out.

00:07:481 - https://i.imgur.com/S6TfBwN.png

00:10:598 - https://i.imgur.com/dw7L5it.png

Although these changes may make it a little more difficult for beginner players, I think it's worth it to make the map more interesting and less monotonous.


Normal looks much MUCH better with those LN changes at the start. Hard also looks good. Call me back!
Fix Note
Easy

■ 00:07:481 - https://i.imgur.com/S6TfBwN.png - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9125967 )
■ 00:10:598 - https://i.imgur.com/dw7L5it.png - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9126007 )

Update! :D
Weber
Alright, nominated... again!
Topic Starter
Carol

Weber wrote:

Alright, nominated... again!
Thanks you!
Litharrale
WIM BU RUU DONNN!


edit: add a hitnormal
Topic Starter
Carol

Litharrale wrote:

WIM BU RUU DONNN!


edit: add a hitnormal
:(
Topic Starter
Carol
I will change


I Will Change
General
  1. https://drive.google.com/open?id=0Byk4ZC9bBFaxY0dMTlB1WEI5S00-. add soft-hitnormal.wav

    Easy
  2. 00:11:475 (11475|2) - . add Whistle, Finish hitsound
  3. 00:12:546 (12546|2) - . add Clap hitsound
  4. 00:13:715 (13715|1) - . add whistle
  5. 00:22:871 (22871|1) - . add whistle

Sorry.. :(
Topic Starter
Carol

Ridho 2307 wrote:

i cant find any :(
o_ob
Protastic101
hi, im here to get reasons for the denied suggestions thx

Carol wrote:

Fix note
Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c

■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not

■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016

■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier sound

Easy

■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?

■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.

■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok

Thanks for your advice! :D

[Easy]
0:10:598 soft-hitwhistle.wav@40%
0:10:891 soft-hitwhistle.wav@40%
0:11:183 soft-hitwhistle.wav@40%
0:11:476 soft-hitwhistle.wav@40%
You don't need any of these storyboard samples because you already have the hitsounds placed on the respective notes at 00:10:598 (10598|0,10890|1,11183|3,11475|2) -

0:13:423 soft-hitwhistle.wav@40%
0:13:520 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
I modded this out of order so I explained why you shouldn't use SB hitsounds when there's no note present in the chart at that specific moment in time in the Normal rather than the easy lol.


[Normal]
00:13:520 (13520|1) - Might make this a 1/2 LN to represent the 1/4 kick roll.

0:13:423 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
Also want to bring to attention the SB hitsounds. They're very misleading when placed at moments of the song where you don't have a note. I would greatly recommend against using them unless you have some sound that is absolutely vital that it be played (like if you cut out a second of the song and had it as a keysound). Just tab and right click the little orange samples to remove it

00:20:144 (20144|1,20533|1,20923|1,21312|1) - Honestly don't feel like this 4 note stack is really necessary. The BPM isn't that high but it still feels uneven to have such a strong left hand bias in this measure due to all the movement being placed in the left hand rather than the right.


[Hard]
00:01:248 (1248|3) - Remove whistle, you already have one at 00:01:248 (1248|0) - so the double whistles makes the kick stand out much more than it should.

00:04:754 (4754|3) - More of a nitpick but I'd probs move one of the samples onto the note at 00:04:754 (4754|0) - so that the sound isn't all panned on the right speaker, and also, if the player misses one note of the chord but hits the other, they still get feedback of some sort.
00:14:105 (14105|3) - Same thing as above
00:17:222 (17222|0) - ^ but it doesnt actually matter that much

00:10:598 (10598|3,10890|3,11183|1,11475|0,11767|3) - Any real reason for the double hitsounds here? I would just increase the default volume of the green lines under the timing tab of the editor instead, like 60% or something if you really want emphasis.

00:13:715 (13715|3) - Remove and replace with finish instead

00:25:533 (25533|1,25663|0,25923|2,26053|0) - Add whistles for the kicks present in the music

00:26:183 (26183|3) - remove whistle

00:25:793 - to 00:26:183 - Not sure if I pointed it out in my previous mod, but the snap here actually changes to 1/6, so you could do something like this if you wanted to represent that increase in speed https://osu.ppy.sh/ss/9178106


yeah, should probs take a more careful look at the hitsounds first cause they're kind of inconsistent and there's SB hitsounds in places where there really shouldn't be.
Topic Starter
Carol

Protastic101 wrote:

hi, im here to get reasons for the denied suggestions thx

Carol wrote:

Fix note
Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c

■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not

■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016

■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier sound

Easy

■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?

■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.

■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok

Thanks for your advice! :D

[Easy]
0:10:598 soft-hitwhistle.wav@40%
0:10:891 soft-hitwhistle.wav@40%
0:11:183 soft-hitwhistle.wav@40%
0:11:476 soft-hitwhistle.wav@40%
You don't need any of these storyboard samples because you already have the hitsounds placed on the respective notes at 00:10:598 (10598|0,10890|1,11183|3,11475|2) -

0:13:423 soft-hitwhistle.wav@40%
0:13:520 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
I modded this out of order so I explained why you shouldn't use SB hitsounds when there's no note present in the chart at that specific moment in time in the Normal rather than the easy lol.


[Normal]
00:13:520 (13520|1) - Might make this a 1/2 LN to represent the 1/4 kick roll.

0:13:423 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
Also want to bring to attention the SB hitsounds. They're very misleading when placed at moments of the song where you don't have a note. I would greatly recommend against using them unless you have some sound that is absolutely vital that it be played (like if you cut out a second of the song and had it as a keysound). Just tab and right click the little orange samples to remove it

00:20:144 (20144|1,20533|1,20923|1,21312|1) - Honestly don't feel like this 4 note stack is really necessary. The BPM isn't that high but it still feels uneven to have such a strong left hand bias in this measure due to all the movement being placed in the left hand rather than the right.


[Hard]
00:01:248 (1248|3) - Remove whistle, you already have one at 00:01:248 (1248|0) - so the double whistles makes the kick stand out much more than it should.

00:04:754 (4754|3) - More of a nitpick but I'd probs move one of the samples onto the note at 00:04:754 (4754|0) - so that the sound isn't all panned on the right speaker, and also, if the player misses one note of the chord but hits the other, they still get feedback of some sort.
00:14:105 (14105|3) - Same thing as above
00:17:222 (17222|0) - ^ but it doesnt actually matter that much

00:10:598 (10598|3,10890|3,11183|1,11475|0,11767|3) - Any real reason for the double hitsounds here? I would just increase the default volume of the green lines under the timing tab of the editor instead, like 60% or something if you really want emphasis.

00:13:715 (13715|3) - Remove and replace with finish instead

00:25:533 (25533|1,25663|0,25923|2,26053|0) - Add whistles for the kicks present in the music

00:26:183 (26183|3) - remove whistle

00:25:793 - to 00:26:183 - Not sure if I pointed it out in my previous mod, but the snap here actually changes to 1/6, so you could do something like this if you wanted to represent that increase in speed https://osu.ppy.sh/ss/9178106


yeah, should probs take a more careful look at the hitsounds first cause they're kind of inconsistent and there's SB hitsounds in places where there really shouldn't be.
Fix Note
Easy

■0:10:598 soft-hitwhistle.wav@40%
0:10:891 soft-hitwhistle.wav@40%
0:11:183 soft-hitwhistle.wav@40%
0:11:476 soft-hitwhistle.wav@40%
You don't need any of these storyboard samples because you already have the hitsounds placed on the respective notes at 00:10:598 (10598|0,10890|1,11183|3,11475|2) - 수정완료! [Fix!]
■0:13:423 soft-hitwhistle.wav@40%
0:13:520 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
I modded this out of order so I explained why you shouldn't use SB hitsounds when there's no note present in the chart at that specific moment in time in the Normal rather than the easy lol. - 수정완료! [Fix!]

Normal

■00:13:520 (13520|1) - Might make this a 1/2 LN to represent the 1/4 kick roll. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9179791 )
■0:13:423 soft-hitwhistle.wav@40%
0:13:618 soft-hitwhistle.wav@40%
Also want to bring to attention the SB hitsounds. They're very misleading when placed at moments of the song where you don't have a note. I would greatly recommend against using them unless you have some sound that is absolutely vital that it be played (like if you cut out a second of the song and had it as a keysound). Just tab and right click the little orange samples to remove it - 수정완료! [Fix!]
■00:20:144 (20144|1,20533|1,20923|1,21312|1) - Honestly don't feel like this 4 note stack is really necessary. The BPM isn't that high but it still feels uneven to have such a strong left hand bias in this measure due to all the movement being placed in the left hand rather than the right. - 수정완료! [Fix!]

Hard

■00:01:248 (1248|3) - Remove whistle, you already have one at 00:01:248 (1248|0) - so the double whistles makes the kick stand out much more than it should. - 수정완료! [Fix!]
■00:04:754 (4754|3) - More of a nitpick but I'd probs move one of the samples onto the note at 00:04:754 (4754|0) - so that the sound isn't all panned on the right speaker, and also, if the player misses one note of the chord but hits the other, they still get feedback of some sort. - 수정완료! [Fix!]
■00:14:105 (14105|3) - Same thing as above - 수정완료! [Fix!]
■00:17:222 (17222|0) - ^ but it doesnt actually matter that much - 수정완료! [Fix!]
■00:10:598 (10598|3,10890|3,11183|1,11475|0,11767|3) - Any real reason for the double hitsounds here? I would just increase the default volume of the green lines under the timing tab of the editor instead, like 60% or something if you really want emphasis. - 수정완료! [Fix!]
■00:13:715 (13715|3) - Remove and replace with finish instead - 수정완료! [Fix!]
■00:25:533 (25533|1,25663|0,25923|2,26053|0) - Add whistles for the kicks present in the music - 수정완료! [Fix!]
■00:26:183 (26183|3) - remove whistle - 수정완료! [Fix!]
■00:25:793 - to 00:26:183 - Not sure if I pointed it out in my previous mod, but the snap here actually changes to 1/6, so you could do something like this if you wanted to represent that increase in speed https://osu.ppy.sh/ss/9178106 - 수정불가 [Non fix]( I did it [1/3] because it sounds like a loud sound.. sorry :( )

Fix! :D
thanks you!
Topic Starter
Carol

Carol wrote:

Fix note
Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix] Why though? If you've got a good reason to keep it as is, then it's fine, but you only told me you wouldn't change it without offering a reason for why ;c

■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals I didn't get a response for this so I dunno if you applied it or not

■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정불가 [Non fix]( so hard pattern.. ) Fair enough, but I'd still add an LN of some sort for consistency with how you represent the vocal, like this https://osu.ppy.sh/ss/9178016

■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정불가 [Non fix] To add a bit more to what I said previously, this roll blends in with the others such as 00:02:416 (2416|3,2514|2,2611|1,2709|0) - despite being a much heavier sound

Easy

■00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. No response?

■00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. Same as above.

■00:23:066 (23066|0,23066|3,23846|0,23846|3) - ^ - 수정불가 [Non fix]( It's the same sound ) I got no changed but the problem seems fixed lol, ok

Thanks for your advice! :D
I will fix it tomorrow.
I'm sorry for being late..


Fix Note
Easy

■ 00:00:664 (664|1,859|2) - The BPM's not too bad for an easy to use 1/2 stacks imo, but it's still in that area where it'll definitely be pushing the player. - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199776 )
■ 00:01:248 - Also speaking of which, normally the snare tends to get the emphasis on beats two and four (so 00:01:638 - 00:02:417 - as an example), but in this case it seems the kicks on beats one and three get the emphasis. Not really too big of a deal, but I think more players would be accustomed to the first option as that's how a lot of easy difficulties tend to be laid out, but it works the same either way. - 수정완료! [Fix!]

Hard

■ 00:02:612 (2612|1) - I might actually consider removing this note to better emphasize the vocal swings here as the 1/2 pause between 00:02:515 - to 00:02:709 - is a bit more irregular and hard to predict from a normal syncopated rhythm. - 수정불가 [Non fix](It is not a ghost note, it has not been removed for backward compatibility. )
■ 00:04:950 (4950|2,5144|0,5144|1,5242|2,5339|3,5437|0,5534|1,5534|2,5631|3,5729|0,5826|3,5924|2,5924|1) - I'd pretty much just control H all of this so that you don't have col 2 being empty for an entire beat from 00:04:365 - to 00:05:144 - 00:05:729 (5729|0) - 00:06:508 (6508|0) - 00:17:807 (17807|0) - some other examples of notes I'd remove too to better accent the vocals - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199912 )
■ 00:06:898 - Would add LNs here similar to what you did at 00:03:976 - since the sound is identical, but just moved back 1/2 beat. Since the next measure uses triples, you could just make them shields with the LNs for more space like so https://osu.ppy.sh/ss/9083342 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199797 )
■ 00:13:521 - Since this is a kick roll rather than just a hihat/whatever other quiet sound roll, I think it'd be nice to up the density a bit herend add a jump on the 1/2 to represent the heavier weight. You could also just straight up making it a [12][34][12][34] jumptrill but that feels a bit bland https://osu.ppy.sh/ss/9083370 - 수정완료! [Fix!]( https://osu.ppy.sh/ss/9199829 )

Hard

https://osu.ppy.sh/ss/9199929 . change 00:02:611 (2611|0) - . [3] -> [1] , 00:02:709 (2709|2) - . 00:02:709 (2709|2) - . [1] -> [3]

fix!
Weber
Alright lets GOOOOOOOOOOOOOOOO mod collab with prot so we can get this underway


General

Add finish hitsounds to all notes on the following timestamps for all diffs 00:07:481 - 00:08:260 - 00:09:819 - 00:09:040 - 00:12:157 - 00:18:390 -

Remove hitsounds from all notes on the following timestamps for all diffs 00:12:449 - 00:12:741 -


EZ

00:24:624 (24624|1) - Move the finish hitsound over to 00:24:624 (24624|3) -
00:30:079 (30079|3) - Same ^ with 00:30:079 (30079|0) -
00:12:741 (12741|3,12936|0,13325|2,13715|3,13715|1,14105|0) - Change to https://osu.ppy.sh/ss/9261161
0:12:546 soft-hitclap.wav@40% - Delet this storyboard hs
00:19:170 (19170|2) - Move this over to 4 for hand balance
00:22:676 (22676|3) - Move this to 00:22:481 - and put a w hitsound on it


NM

00:19:949 (19949|2,19949|3) - Move the finish hitsound over to 00:19:949 (19949|2) -
00:20:728 (20728|1,20728|0) - ^ Same thing, separate them
00:30:079 (30079|3,30079|2) - ^


HD

00:20:728 (20728|1,20728|0) - Same as NM, separate
00:30:079 (30079|3,30079|2) - ^
00:25:793 - Remove whistle hitsound here, EZ and NM only have clap
00:25:793 (25793|1,25858|0,25923|2,25988|3,26053|1,26118|0) - Why did you change these back to 1/6th spam? I thought we agreed 1/3rd doubles fit the music better.
Topic Starter
Carol

Weber wrote:

Alright lets GOOOOOOOOOOOOOOOO mod collab with prot so we can get this underway


General

Add finish hitsounds to all notes on the following timestamps for all diffs 00:07:481 - 00:08:260 - 00:09:819 - 00:09:040 - 00:12:157 - 00:18:390 -

Remove hitsounds from all notes on the following timestamps for all diffs 00:12:449 - 00:12:741 -


EZ

00:24:624 (24624|1) - Move the finish hitsound over to 00:24:624 (24624|3) -
00:30:079 (30079|3) - Same ^ with 00:30:079 (30079|0) -
00:12:741 (12741|3,12936|0,13325|2,13715|3,13715|1,14105|0) - Change to https://osu.ppy.sh/ss/9261161
0:12:546 soft-hitclap.wav@40% - Delet this storyboard hs
00:19:170 (19170|2) - Move this over to 4 for hand balance
00:22:676 (22676|3) - Move this to 00:22:481 - and put a w hitsound on it


NM

00:19:949 (19949|2,19949|3) - Move the finish hitsound over to 00:19:949 (19949|2) -
00:20:728 (20728|1,20728|0) - ^ Same thing, separate them
00:30:079 (30079|3,30079|2) - ^


HD

00:20:728 (20728|1,20728|0) - Same as NM, separate
00:30:079 (30079|3,30079|2) - ^
00:25:793 - Remove whistle hitsound here, EZ and NM only have clap
00:25:793 (25793|1,25858|0,25923|2,25988|3,26053|1,26118|0) - Why did you change these back to 1/6th spam? I thought we agreed 1/3rd doubles fit the music better.
Fix Note
General

■ Add finish hitsounds to all notes on the following timestamps for all diffs 00:07:481 - 00:08:260 - 00:09:819 - 00:09:040 - 00:12:157 - 00:18:390 - 수정완료! [Fix!]
■ Remove hitsounds from all notes on the following timestamps for all diffs 00:12:449 - 00:12:741 - 수정완료! [Fix!]

Easy

■ 00:24:624 (24624|1) - Move the finish hitsound over to 00:24:624 (24624|3) - 수정완료! [Fix!]
■ 00:30:079 (30079|3) - Same ^ with 00:30:079 (30079|0) - 수정완료! [Fix!]
■ 00:12:741 (12741|3,12936|0,13325|2,13715|3,13715|1,14105|0) - Change to https://osu.ppy.sh/ss/9261161 - 수정완료! [Fix!]
■ 0:12:546 soft-hitclap.wav@40% - Delet this storyboard hs - 수정완료! [Fix!]
■ 00:19:170 (19170|2) - Move this over to 4 for hand balance - 수정완료! [Fix!]
■ 00:22:676 (22676|3) - Move this to 00:22:481 - and put a w hitsound on it - 수정완료! [Fix!]

Normal

■ 00:19:949 (19949|2,19949|3) - Move the finish hitsound over to 00:19:949 (19949|2) - 수정완료! [Fix!]
■ 00:20:728 (20728|1,20728|0) - ^ Same thing, separate them - 수정완료! [Fix!]
■ 00:30:079 (30079|3,30079|2) - ^ - 수정완료! [Fix!]

Hard

■ 00:20:728 (20728|1,20728|0) - Same as NM, separate - 수정완료! [Fix!]
■ 00:30:079 (30079|3,30079|2) - ^ - 수정완료! [Fix!]
■ 00:25:793 - Remove whistle hitsound here, EZ and NM only have clap - 수정완료! [Fix!]
■ 00:25:793 (25793|1,25858|0,25923|2,25988|3,26053|1,26118|0) - Why did you change these back to 1/6th spam? I thought we agreed 1/3rd doubles fit the music better. - 수정완료! [Fix!]( but, I don't know what to use between them.. [ https://osu.ppy.sh/ss/9267195 / https://osu.ppy.sh/ss/9267201 ] )

Thanks for advice! owo
Protastic101
Im here orz

[Hard]
00:21:507 (21507|2,21799|1,22092|1) - Tbh, you could probs add the default normal-hitwhistles here if you wanted since there's a whistle blowing in the song, but it might be too noisy so I dont mind what you do.

00:22:286 (22286|2) - Imo, doesnt sound like there's a kick in the music, only a light crash. I would remove the whistle here then.

00:22:384 - Might also consider adding a note here for the 1/4 triplet. You could also make 00:22:481 - a jump to be consistent with the following kicks, like this https://osu.ppy.sh/ss/9307830

00:23:845 (23845|3) - Don't think there's a finish in the music, so I would remove this finish here.

00:25:793 - For this, I believe that using 1/6 is more representative of the music than keeping to the same 1/3 burst. If you leave it the way it is, there's no differentiation between the 1/3 at 00:25:403 - and the 1/6 at 00:25:793 - which I feel isn't very reflective of the music. That's why I would suggest using a 1/6 burst as it represents the increase in the density of the kicks present in the music. Also, it's only 150 BPM, so it's not entirely unmanageable by players at this level, so long as you keep the roll simple (single direction).

00:29:786 (29786|2) - missing clap


[Normal]
00:04:559 (4559|1,4949|1,5338|1) - Honestly don't think the left hand bias here is necessary since it doesn't really seem to achieve any special affect or reflection of the music. I'd make it a bit more linear to balance it out, like so https://osu.ppy.sh/ss/9307875

00:09:040 (9040|1,9040|2,9429|1,9429|2) - Similarly, I wouldn't repeat jumps unless there's a repeated sound in the song you're trying to represent, which isn't the case here I dont believe. I'd just make them separate jumps, like [23] and [13] or something as an example

00:22:286 - To differentiate the kicks from other 1/2 sounds in the song, I think it'd be nice to use some ministacks to show that they're the same sound, like this (not sure if I already suggested it earlier tho lul) https://osu.ppy.sh/ss/9307862

00:29:786 (29786|3) - Missing clap


[Easy]
00:22:676 - Shouldn't this be a jump for consistency with 00:13:325 - which used a single-double-single roll.

00:25:403 (25403|2) - I think it might be nice to overlap this LN with 00:25:793 (25793|1) - to represent the increase in density, like so https://osu.ppy.sh/ss/9307932

00:29:786 (29786|1) - Missing clap
Virtue-


General


- Metadata : OK!
- BPM/Offset : OK!
- BG/Video : OK!
- Hitsound : OK!
- Files : OK!

1|2|3|4

  • [Hard]
  1. 00:29:494 (29494|1,29786|2) - add finish
  2. 00:29:786 (29786|3) - add clap
  3. 00:04:754 (4754|3) - maybe LN?
  4. 00:12:546 (12546|2) - double
  5. 00:13:131 (13131|1,13423|2,13618|0) - you can put double for the drum and you can also change it into jumptrill, something like this http://puu.sh/xXxOr/fc2a9b7caa.jpg
  6. 00:02:222 (2222|3,2319|0,2416|1,2416|3,2514|2,2611|0,2709|2,2806|3,2806|1,3001|2,3196|0,3196|3) - this part is a bit uncomfy to play(?), here's my suggestion http://puu.sh/xXxH7/fdb660c557.jpg

  • [Normal]
  1. 00:00:663 (663|2,663|1,858|2,858|1,1248|3,1248|0) - ummm, can you change this part? because its the same as the hard diff. here's my suggestion http://puu.sh/xXxX3/47daeb414b.jpg
  2. 00:12:936 (12936|0,12936|3,13131|1,13325|2,13325|3,13520|1,13715|0,13715|2) - i think this part is a bit wierd, isnt it? i mean, u ignored some sounds and the sound itself its quite a big sound (00:13:131 (13131|1) - ) so i change this from single note into LN and make 00:12:936 (12936|0) - into LN too and stop at 00:13:325 - and extend 00:13:325 (13325|3) - into 00:13:375 - because i combine the drumroll and the vocal "woo" so it would become something like this http://puu.sh/xXy9V/ff7fa1e719.jpg
  3. 00:29:494 (29494|0,29786|1,29786|3) - same as the previous diff, missing clap and finish

i think thats it, what a great and fun song >w<
good luck! xD
Topic Starter
Carol

Protastic101 wrote:

Im here orz

[Hard]
00:21:507 (21507|2,21799|1,22092|1) - Tbh, you could probs add the default normal-hitwhistles here if you wanted since there's a whistle blowing in the song, but it might be too noisy so I dont mind what you do.

00:22:286 (22286|2) - Imo, doesnt sound like there's a kick in the music, only a light crash. I would remove the whistle here then.

00:22:384 - Might also consider adding a note here for the 1/4 triplet. You could also make 00:22:481 - a jump to be consistent with the following kicks, like this https://osu.ppy.sh/ss/9307830

00:23:845 (23845|3) - Don't think there's a finish in the music, so I would remove this finish here.

00:25:793 - For this, I believe that using 1/6 is more representative of the music than keeping to the same 1/3 burst. If you leave it the way it is, there's no differentiation between the 1/3 at 00:25:403 - and the 1/6 at 00:25:793 - which I feel isn't very reflective of the music. That's why I would suggest using a 1/6 burst as it represents the increase in the density of the kicks present in the music. Also, it's only 150 BPM, so it's not entirely unmanageable by players at this level, so long as you keep the roll simple (single direction).

00:29:786 (29786|2) - missing clap


[Normal]
00:04:559 (4559|1,4949|1,5338|1) - Honestly don't think the left hand bias here is necessary since it doesn't really seem to achieve any special affect or reflection of the music. I'd make it a bit more linear to balance it out, like so https://osu.ppy.sh/ss/9307875

00:09:040 (9040|1,9040|2,9429|1,9429|2) - Similarly, I wouldn't repeat jumps unless there's a repeated sound in the song you're trying to represent, which isn't the case here I dont believe. I'd just make them separate jumps, like [23] and [13] or something as an example

00:22:286 - To differentiate the kicks from other 1/2 sounds in the song, I think it'd be nice to use some ministacks to show that they're the same sound, like this (not sure if I already suggested it earlier tho lul) https://osu.ppy.sh/ss/9307862

00:29:786 (29786|3) - Missing clap


[Easy]
00:22:676 - Shouldn't this be a jump for consistency with 00:13:325 - which used a single-double-single roll.

00:25:403 (25403|2) - I think it might be nice to overlap this LN with 00:25:793 (25793|1) - to represent the increase in density, like so https://osu.ppy.sh/ss/9307932

00:29:786 (29786|1) - Missing clap
Fix Note
Hard

■ 00:21:507 (21507|2,21799|1,22092|1) - Tbh, you could probs add the default normal-hitwhistles here if you wanted since there's a whistle blowing in the song, but it might be too noisy so I dont mind what you do. - 수정중.. [Editing..]( The sounds so loud that I'll keep it going. )
■ 00:22:286 (22286|2) - Imo, doesnt sound like there's a kick in the music, only a light crash. I would remove the whistle here then. - 수정완료! [Fix!]
■ 00:22:384 - Might also consider adding a note here for the 1/4 triplet. You could also make 00:22:481 - a jump to be consistent with the following kicks, like this https://osu.ppy.sh/ss/9307830 - 수정완료! [Fix!]
■ 00:23:845 (23845|3) - Don't think there's a finish in the music, so I would remove this finish here. - 수정완료! [Fix!]
■ 00:25:793 - For this, I believe that using 1/6 is more representative of the music than keeping to the same 1/3 burst. If you leave it the way it is, there's no differentiation between the 1/3 at 00:25:403 - and the 1/6 at 00:25:793 - which I feel isn't very reflective of the music. That's why I would suggest using a 1/6 burst as it represents the increase in the density of the kicks present in the music. Also, it's only 150 BPM, so it's not entirely unmanageable by players at this level, so long as you keep the roll simple (single direction). - 수정완료.. [Fix!..]( I don't know what to use between them.. [ https://osu.ppy.sh/ss/9267195 / https://osu.ppy.sh/ss/9267201 ] )
■ 00:29:786 (29786|2) - missing clap - 수정완료! [Fix!]

Normal

■ 00:04:559 (4559|1,4949|1,5338|1) - Honestly don't think the left hand bias here is necessary since it doesn't really seem to achieve any special affect or reflection of the music. I'd make it a bit more linear to balance it out, like so https://osu.ppy.sh/ss/9307875 - 수정완료! [Fix!]
■ 00:09:040 (9040|1,9040|2,9429|1,9429|2) - Similarly, I wouldn't repeat jumps unless there's a repeated sound in the song you're trying to represent, which isn't the case here I dont believe. I'd just make them separate jumps, like [23] and [13] or something as an example - 수정완료! [Fix!]
■ 00:22:286 - To differentiate the kicks from other 1/2 sounds in the song, I think it'd be nice to use some ministacks to show that they're the same sound, like this (not sure if I already suggested it earlier tho lul) https://osu.ppy.sh/ss/9307862 - 수정완료! [Fix!]
■ 00:29:786 (29786|3) - Missing clap - 수정완료! [Fix!]

Easy

■ 00:22:676 - Shouldn't this be a jump for consistency with 00:13:325 - which used a single-double-single roll. - 수정완료! [Fix!]
■ 00:25:403 (25403|2) - I think it might be nice to overlap this LN with 00:25:793 (25793|1) - to represent the increase in density, like so https://osu.ppy.sh/ss/9307932 - 수정완료! [Fix!]
■ 00:29:786 (29786|1) - Missing clap - 수정완료! [Fix!]

Other changes

■ 00:13:325 (13325|2) - . ~ 00:13:715 (13715|2) - . https://osu.ppy.sh/ss/9335601
■ 00:02:027 (2027|1) - . ~ 00:02:806 (2806|3) - . https://osu.ppy.sh/ss/9335594

sorry for delay..
Thanks for advice! owo
Topic Starter
Carol

Virtue- wrote:



General


- Metadata : OK!
- BPM/Offset : OK!
- BG/Video : OK!
- Hitsound : OK!
- Files : OK!

1|2|3|4

  • [Hard]
  1. 00:29:494 (29494|1,29786|2) - add finish
  2. 00:29:786 (29786|3) - add clap
  3. 00:04:754 (4754|3) - maybe LN?
  4. 00:12:546 (12546|2) - double
  5. 00:13:131 (13131|1,13423|2,13618|0) - you can put double for the drum and you can also change it into jumptrill, something like this http://puu.sh/xXxOr/fc2a9b7caa.jpg
  6. 00:02:222 (2222|3,2319|0,2416|1,2416|3,2514|2,2611|0,2709|2,2806|3,2806|1,3001|2,3196|0,3196|3) - this part is a bit uncomfy to play(?), here's my suggestion http://puu.sh/xXxH7/fdb660c557.jpg

  • [Normal]
  1. 00:00:663 (663|2,663|1,858|2,858|1,1248|3,1248|0) - ummm, can you change this part? because its the same as the hard diff. here's my suggestion http://puu.sh/xXxX3/47daeb414b.jpg
  2. 00:12:936 (12936|0,12936|3,13131|1,13325|2,13325|3,13520|1,13715|0,13715|2) - i think this part is a bit wierd, isnt it? i mean, u ignored some sounds and the sound itself its quite a big sound (00:13:131 (13131|1) - ) so i change this from single note into LN and make 00:12:936 (12936|0) - into LN too and stop at 00:13:325 - and extend 00:13:325 (13325|3) - into 00:13:375 - because i combine the drumroll and the vocal "woo" so it would become something like this http://puu.sh/xXy9V/ff7fa1e719.jpg
  3. 00:29:494 (29494|0,29786|1,29786|3) - same as the previous diff, missing clap and finish

i think thats it, what a great and fun song >w<
good luck! xD
Fix Note
Hard

■ 00:29:494 (29494|1,29786|2) - add finish - 수정불가 [Non fix]( I can't hear the sound of finish. )
■ 00:29:786 (29786|3) - add clap - 수정완료! [Fix!]
■ 00:04:754 (4754|3) - maybe LN? - 수정불가 [Non fix]( The part was taken from the second iteration. )
■ 00:12:546 (12546|2) - double - 수정불가 [Non fix]( It's a hard pattern to play. (Newbie) I'm sorry. :( )
■ 00:13:131 (13131|1,13423|2,13618|0) - you can put double for the drum and you can also change it into jumptrill, something like this http://puu.sh/xXxOr/fc2a9b7caa.jpg - 수정불가 [Non fix]( I can't hear such a loud sound. )
■ 00:02:222 (2222|3,2319|0,2416|1,2416|3,2514|2,2611|0,2709|2,2806|3,2806|1,3001|2,3196|0,3196|3) - this part is a bit uncomfy to play(?), here's my suggestion http://puu.sh/xXxH7/fdb660c557.jpg - 수정완료! [Fix!]( i like it! :D )

Normal

■ 00:00:663 (663|2,663|1,858|2,858|1,1248|3,1248|0) - ummm, can you change this part? because its the same as the hard diff. here's my suggestion http://puu.sh/xXxX3/47daeb414b.jpg - 수정불가 [Non fix]( but, let me think. )
■ 00:12:936 (12936|0,12936|3,13131|1,13325|2,13325|3,13520|1,13715|0,13715|2) - i think this part is a bit wierd, isnt it? i mean, u ignored some sounds and the sound itself its quite a big sound (00:13:131 (13131|1) - ) so i change this from single note into LN and make 00:12:936 (12936|0) - into LN too and stop at 00:13:325 - and extend 00:13:325 (13325|3) - into 00:13:375 - because i combine the drumroll and the vocal "woo" so it would become something like this http://puu.sh/xXy9V/ff7fa1e719.jpg - 수정불가 [Non fix]( https://osu.ppy.sh/ss/9335472 . But, I've fixed it like this. sorry.. )
■ 00:29:494 (29494|0,29786|1,29786|3) - same as the previous diff, missing clap and finish - 수정완료! [Fix!]

Thanks for mod!

( Sorry for delay :( )
Litharrale
hey weber

2017-11-07 18:31 Litharrale: you
2017-11-07 18:31 Litharrale: me
2017-11-07 18:31 Litharrale: manimeni
2017-11-07 18:31 Carol: hi~ owo/
2017-11-07 18:35 Litharrale: ACTION is editing [https://osu.ppy.sh/b/1306928 Takamiya Nasuno (CV:Narumi Kyoko) - MeniMeni ManiMani (TV Version) [Hard]]
2017-11-07 18:36 Carol: owo?
2017-11-07 18:36 Carol: okay
2017-11-07 18:36 Carol: I think..
2017-11-07 18:36 Carol: 00:01:637 (1637|3) - add finish okay?
2017-11-07 18:37 Litharrale: sure
2017-11-07 18:37 Carol: ok
2017-11-07 18:38 Litharrale: why is samplset on these two 00:00:663 (663|1,858|1) - set to normal? is that intentional?
2017-11-07 18:39 Carol: no
2017-11-07 18:39 Carol: 1 set normal?
2017-11-07 18:39 Litharrale: should be auto
2017-11-07 18:40 Litharrale: https://imgur-archive.ppy.sh/zROffAD.png
2017-11-07 18:40 Litharrale: 00:02:611 (2611|1) - removing this note accentuates the vocals a bit more
2017-11-07 18:40 Carol: oh
2017-11-07 18:40 Litharrale: removing it though would require a lot of other notes to be removed as well tho so maybe dont do it
2017-11-07 18:41 Litharrale: some notes like this are pretty questionable 00:06:410 (6410|1) - they sound like ghost notes to me. What do you hear here?
2017-11-07 18:43 Carol: hm
2017-11-07 18:43 Carol: If you delete it, isn't it hard to hit it?
2017-11-07 18:43 Litharrale: yeah
2017-11-07 18:43 Litharrale: it plays worse
2017-11-07 18:43 Litharrale: but you cant have notes mapped to nothing :L
2017-11-07 18:43 Litharrale: against the RC
2017-11-07 18:45 Carol: ghost note?
2017-11-07 18:46 Litharrale: yeah
2017-11-07 18:47 Carol: wait
2017-11-07 18:50 Litharrale: 00:25:858 (25858|0,25988|3,26118|0) - i dont hear 1/6 notes here, only the same 1/3 rhythm
2017-11-07 18:52 Carol: drum sounds
2017-11-07 18:53 Carol: Isn't there?
2017-11-07 18:53 Litharrale: I cant hear anything :0
2017-11-07 18:53 Carol: really owo?
2017-11-07 18:54 Litharrale: oh wait
2017-11-07 18:54 Litharrale: no
2017-11-07 18:54 Litharrale: you're right
2017-11-07 18:54 Litharrale: i can hear them now
2017-11-07 18:54 Litharrale: X_X
2017-11-07 18:54 Carol: yeah
2017-11-07 18:54 Carol: owo..
2017-11-07 18:55 Carol: and
2017-11-07 18:55 Carol: 00:25:793 (25793|1) - add finish okay?
2017-11-07 18:55 Litharrale: sure
2017-11-07 18:55 Litharrale: if you do it to one diff
2017-11-07 18:55 Litharrale: do it to all of them
2017-11-07 18:56 Carol: yeah
2017-11-07 18:56 Carol: but
2017-11-07 18:56 Carol: 00:25:793 (25793|1) - so loud.. TwT
2017-11-07 18:56 Litharrale: mmm maybe just clap
2017-11-07 18:57 Litharrale: checked other diffs
2017-11-07 18:57 Litharrale: all look ok
2017-11-07 18:57 Litharrale: update let me check again and ill bub
2017-11-07 18:59 Carol: ok
2017-11-07 19:00 Carol: update!
2017-11-07 19:01 Carol: wait
2017-11-07 19:01 Carol: 00:12:936 (12936|2) -
2017-11-07 19:01 Carol: add finish?
2017-11-07 19:01 Carol: i hear that
2017-11-07 19:01 Litharrale: nah
2017-11-07 19:01 Carol: okay
Topic Starter
Carol

Litharrale wrote:

hey weber

2017-11-07 18:31 Litharrale: you
2017-11-07 18:31 Litharrale: me
2017-11-07 18:31 Litharrale: manimeni
2017-11-07 18:31 Carol: hi~ owo/
2017-11-07 18:35 Litharrale: ACTION is editing [https://osu.ppy.sh/b/1306928 Takamiya Nasuno (CV:Narumi Kyoko) - MeniMeni ManiMani (TV Version) [Hard]]
2017-11-07 18:36 Carol: owo?
2017-11-07 18:36 Carol: okay
2017-11-07 18:36 Carol: I think..
2017-11-07 18:36 Carol: 00:01:637 (1637|3) - add finish okay?
2017-11-07 18:37 Litharrale: sure
2017-11-07 18:37 Carol: ok
2017-11-07 18:38 Litharrale: why is samplset on these two 00:00:663 (663|1,858|1) - set to normal? is that intentional?
2017-11-07 18:39 Carol: no
2017-11-07 18:39 Carol: 1 set normal?
2017-11-07 18:39 Litharrale: should be auto
2017-11-07 18:40 Litharrale: https://imgur-archive.ppy.sh/zROffAD.png
2017-11-07 18:40 Litharrale: 00:02:611 (2611|1) - removing this note accentuates the vocals a bit more
2017-11-07 18:40 Carol: oh
2017-11-07 18:40 Litharrale: removing it though would require a lot of other notes to be removed as well tho so maybe dont do it
2017-11-07 18:41 Litharrale: some notes like this are pretty questionable 00:06:410 (6410|1) - they sound like ghost notes to me. What do you hear here?
2017-11-07 18:43 Carol: hm
2017-11-07 18:43 Carol: If you delete it, isn't it hard to hit it?
2017-11-07 18:43 Litharrale: yeah
2017-11-07 18:43 Litharrale: it plays worse
2017-11-07 18:43 Litharrale: but you cant have notes mapped to nothing :L
2017-11-07 18:43 Litharrale: against the RC
2017-11-07 18:45 Carol: ghost note?
2017-11-07 18:46 Litharrale: yeah
2017-11-07 18:47 Carol: wait
2017-11-07 18:50 Litharrale: 00:25:858 (25858|0,25988|3,26118|0) - i dont hear 1/6 notes here, only the same 1/3 rhythm
2017-11-07 18:52 Carol: drum sounds
2017-11-07 18:53 Carol: Isn't there?
2017-11-07 18:53 Litharrale: I cant hear anything :0
2017-11-07 18:53 Carol: really owo?
2017-11-07 18:54 Litharrale: oh wait
2017-11-07 18:54 Litharrale: no
2017-11-07 18:54 Litharrale: you're right
2017-11-07 18:54 Litharrale: i can hear them now
2017-11-07 18:54 Litharrale: X_X
2017-11-07 18:54 Carol: yeah
2017-11-07 18:54 Carol: owo..
2017-11-07 18:55 Carol: and
2017-11-07 18:55 Carol: 00:25:793 (25793|1) - add finish okay?
2017-11-07 18:55 Litharrale: sure
2017-11-07 18:55 Litharrale: if you do it to one diff
2017-11-07 18:55 Litharrale: do it to all of them
2017-11-07 18:56 Carol: yeah
2017-11-07 18:56 Carol: but
2017-11-07 18:56 Carol: 00:25:793 (25793|1) - so loud.. TwT
2017-11-07 18:56 Litharrale: mmm maybe just clap
2017-11-07 18:57 Litharrale: checked other diffs
2017-11-07 18:57 Litharrale: all look ok
2017-11-07 18:57 Litharrale: update let me check again and ill bub
2017-11-07 18:59 Carol: ok
2017-11-07 19:00 Carol: update!
2017-11-07 19:01 Carol: wait
2017-11-07 19:01 Carol: 00:12:936 (12936|2) -
2017-11-07 19:01 Carol: add finish?
2017-11-07 19:01 Carol: i hear that
2017-11-07 19:01 Litharrale: nah
2017-11-07 19:01 Carol: okay
Thanks you! owo
Weber
hi lith

woo finally
Topic Starter
Carol

Weber wrote:

hi lith

woo finally
finally..
Thanks you everyone!! owo
Garalulu
nice job
Doyak
Isn't the unicode artist missing the right parenthesis?
Topic Starter
Carol

Doyak wrote:

Isn't the unicode artist missing the right parenthesis?


yes, missing the right parenthesis.. :(
I'll fix it.
Doyak
ㅠㅠ
Topic Starter
Carol

Doyak wrote:

ㅠㅠ


Fix!
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