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Kato Emiri - happy bite (TV Size)

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Total Posts
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Topic Starter
NoHitter
This beatmap was submitted using in-game submission on Wednesday, April 16, 2014 at 10:29:32 PM

Artist: Kato Emiri
Title: happy bite (TV Size)
Source: Monogatari Series: Second Season
Tags: Hachikuji Mayoi Jiangshi meg rock undermine Kabuki Kabukimonogatari
BPM: 132
Filesize: 15963kb
Play Time: 01:27
Difficulties Available:
  1. Easy (2.58 stars, 102 notes)
  2. Hard (4.86 stars, 216 notes)
  3. Insane (5 stars, 301 notes)
  4. Normal (4.08 stars, 125 notes)
Download: Kato Emiri - happy bite (TV Size)
Download: Kato Emiri - happy bite (TV Size) (no video)
Information: Scores/Beatmap Listing
---------------
Performed by: Kato Emiri (Hachikuji Mayoi)
Source: Monogatari Series: Second Season
Genre: J-Pop

Eleven years ago?
Let's go save Hachikuji!


NEW MP3 AS OF 2014-03-11
Background is totally not a spoiler...

I would like to thank UnderminE so much for her support!

[UnderminE's Easy] by UnderminE
UnderminE
Hell yes, let's destroy the world

edit: 3k post gg
D33d
Quick and impulsive mod on Insane here. Ask me to clarify anything in-game if you need it. I'd rather you discussed points in detail, instead of dismissing it because it didn't quite make sense.

Also, I think that the offset's a bit late--I noticed this with the stabs at the end. Try 210.

In general, I think that you could have more emphasis in places.

[Insane]

00:01:360 (5,6) - I can see that you like to follow as much of the music as possible, but I think that a 1/1 jump would be much more effective at emphasising the stabs. It'd also make the start of the map less erratic. You know, difficulty curves and all. I'd recommend the 1/1 stuff for similar instances, e.g. the next combo.

00:07:496 (1,2,3,4) - These sound wrong. The strings are following a motif of sixteenth notes, not triplets. I'd suggest either changing these to 1/4 kicksliders and having the spacing increase gradually, or use a spinner as a nice buildup.

00:10:564 (1,2) - This offbeat is very hard for me to catch. I think that you should either have this stack isolated and delete 00:10:905 (3) - or get rid of the 1/4 offbeat and actually follow the lyrics fully. At the moment, you're ignoring the first note of the lyrics for this stack.

I'd strongly recommend something like this:


00:11:133 - I'm not sure if my headphones are making the verse sound really thin and weak, but I feel like the hitsounds are overwhelming everything in this section. Try using 60% volume instead.

00:11:814 (3,4,5) - I think that you should replace this triple and the one after it with a 3/4 slider. That way, you get a nicely consistent and bouncy feel throughout the following bars, then the quintuple stream would break things up nicely.

00:17:273 (4,5,6,7,8) - I really don't like how you've hitsounded this, because it doesn't match the breakbeat. Try drumnormal, normalnormal, drumnormal, normalnormal, drumnormal/drumwhistle.

00:26:138 (2) - 00:31:594 (3) - Et cetera - Extend these sliders by 1/4. They'll the emphasise the offbeat more and keep the rhythmic interest going.

00:34:777 (1,2,3,4,5,6) - I don't think that this feels appropriate--splitting this pattern in half, you've got 1/2 stuff with the bass and THEN an offbeat.

As a rough suggestion, try something like this, which would fit the music a lot better.


Please consider this point for places like 00:43:869 (2) - as well.

00:36:368 - I think it could be good to use a longer slider over the vocal note--possibly the same for the pattern before. It could break things up nicely.

00:39:550 (5,6,7,8,9) - I think that more drum hitsounds would sound nice. Maybe drumclaps on 6 and 8, then a finish on 9. Try it.

00:40:914 (3,4,5,6,7) - I don't like the overmapping here--I'd use longer sliders to cover the vocals, again to break things up a bit.

00:48:871 (5) - I'd use two 1/2 circles here to match the vocal emphasis, then leave a rest and place the next object on 00:49:553 -

00:54:326 (2,3,4) - I don't like the fact that you have two sliders ending over very strong moments. Please try to use more circles to create impact. Kind of a similar thing with 00:56:145 (8) - as well--I'd suggest leaving the downbeat unmapped again, since there's more emphasis and space in the vocal line. In general, I really think that you should use more syncopation in the chorus. It would lift it considerably.

00:59:995 (1,2,3,4,5) - Jumps would feel very appropriate here.

01:02:055 (1,2,3,4,5) - Same as the previous point, I suppose. I'd leave the downbeat blank again. If it makes things clearer, there are loads of parts where there's much more emphasis 1/2 before the start of a bar.

01:04:783 (4,5,6) - This stack--possibly others as well--occurs 1/2 too late. It's overmapped and it also weakens the brass stab. As a suggestion, try something like this?


01:05:465 (1,2,3,4,5,6) - This whole phrase feels weakened by all of the 1/4. I would maybe have 1/2 stacks with jumps, or otherwise something which emphasises the vocals a lot more.

For the next half of the chorus, my previous points can also apply for it.

01:14:558 (1,2,3,4) - I feel like you're missing a good opportunity by not using jumps. I also think that you should delete 01:16:604 (2) - and either have a jump pattern ending further up the screen, or else turning (1) into a slider. Perhaps you could consider turning 01:18:195 (1) - into a slider as well.

01:21:378 (1,2) - I feel like you should change these to two circles and leave space after them. It would make the section leading up them feel more complete and satisfying.

01:22:060 (1,2,3,4,5,6,7) - This feels considerably weak in comparison to the stabs and the guitar riff. Please consider something like a 1/1 jump, four 1/2 and another 1/1 jump. As a very rough suggestion, try something like this:


I added normal whistles to the brass stabs accidentally and I think that you could use them well here. Obviously, consider this for the next combo too.

01:26:251 (3) - Drumwhistle--you can hear a hi-hat in the track. With funk tropes, I find it better to hitsound to the drums in the track.

01:26:478 (4,5,6,7,8,9) - Use more drumhitsounds to match what's happening in the track. It'll feel more appropriate and satisfying.

[Hard]

A few quick things:

00:28:860 (4) - I really don't like it when objects go underneath sliderstarts. It makes them very hard to read, especially for a hard diff. It also feels awkward to me in terms of flow, because a slider makes me want to go somewhere else other than its start.

00:48:860 (3) - Basically the same thing as in Insane--you're ending sliders on stronger emphasis. I'd turn this into two circles and do this for similar moments. Hell, add a longer slider to match the vocals better.

00:59:996 (1,2,3,4) - I really don't think that you should be using antijumps in a hard diff, or at all. If nothing else, I imagine that the player would treat them as a stream or assume that (2) will land on a beat. Jumps would fit this diff and break things up some, as the whole thing kinda plods along.

01:05:451 (1,2,3,4) - This doesn't really follow the vocals and it feels too weak as a result. Try and rearrange this pattern to put the long slider in a better place.

01:22:042 (1) - Same thing with Insane--a 1/1 jump to emphasise the stabs, that kind of thing. Make it exciting.

Umine, I'll mod your diff and normal soon, as well as your actual mapset. I promise!
UnderminE
Hitter, i think my preview point is not the same as your diffs. Can you please set it for mine too?
Topic Starter
NoHitter
Looks like I can't seem to find you when I'm online, so if you wish to talk to me about the changes I made, feel free to contact in game.

D33d wrote:

Quick and impulsive mod on Insane here. Ask me to clarify anything in-game if you need it. I'd rather you discussed points in detail, instead of dismissing it because it didn't quite make sense.

Also, I think that the offset's a bit late--I noticed this with the stabs at the end. Try 210.

In general, I think that you could have more emphasis in places.

[Insane]

00:01:360 (5,6) - I can see that you like to follow as much of the music as possible, but I think that a 1/1 jump would be much more effective at emphasising the stabs. It'd also make the start of the map less erratic. You know, difficulty curves and all. I'd recommend the 1/1 stuff for similar instances, e.g. the next combo. As for these, I think the slider leniency allows for the emphasis. The ends themselves aren't as emphasized as the start.

00:07:496 (1,2,3,4) - These sound wrong. The strings are following a motif of sixteenth notes, not triplets. I'd suggest either changing these to 1/4 kicksliders and having the spacing increase gradually, or use a spinner as a nice buildup. I've changed the lengths of the sliders to correspond to the 1/16th.

00:10:564 (1,2) - This offbeat is very hard for me to catch. I think that you should either have this stack isolated and delete 00:10:905 (3) - or get rid of the 1/4 offbeat and actually follow the lyrics fully. At the moment, you're ignoring the first note of the lyrics for this stack. Thanks for pointing that out. Added a note at 00:10:451.

I'd strongly recommend something like this:



00:11:133 - I'm not sure if my headphones are making the verse sound really thin and weak, but I feel like the hitsounds are overwhelming everything in this section. Try using 60% volume instead. Done.

00:11:814 (3,4,5) - I think that you should replace this triple and the one after it with a 3/4 slider. That way, you get a nicely consistent and bouncy feel throughout the following bars, then the quintuple stream would break things up nicely. Done. I hope I did what you wanted and not misunderstood this.

00:17:273 (4,5,6,7,8) - I really don't like how you've hitsounded this, because it doesn't match the breakbeat. Try drumnormal, normalnormal, drumnormal, normalnormal, drumnormal/drumwhistle. It does sound better. Fixed

00:26:138 (2) - 00:31:594 (3) - Et cetera - Extend these sliders by 1/4. They'll the emphasise the offbeat more and keep the rhythmic interest going. Done.

00:34:777 (1,2,3,4,5,6) - I don't think that this feels appropriate--splitting this pattern in half, you've got 1/2 stuff with the bass and THEN an offbeat.

As a rough suggestion, try something like this, which would fit the music a lot better. I changed it as you recommended.


Please consider this point for places like 00:43:869 (2) - as well. For here, I wanted to emphasize the vocals at 00:43:860 and 00:44:542.

00:36:368 - I think it could be good to use a longer slider over the vocal note--possibly the same for the pattern before. It could break things up nicely. Done.

00:39:550 (5,6,7,8,9) - I think that more drum hitsounds would sound nice. Maybe drumclaps on 6 and 8, then a finish on 9. Try it. It does sound better. Although I disagree with the finish, so I omitted that.

00:40:914 (3,4,5,6,7) - I don't like the overmapping here--I'd use longer sliders to cover the vocals, again to break things up a bit. I split it into two 3/4 sliders to change things up.

00:48:871 (5) - I'd use two 1/2 circles here to match the vocal emphasis, then leave a rest and place the next object on 00:49:553 - Sorry, but I wanted to emphasize the sounds at 00:49:314 and 00:49:769.

00:54:326 (2,3,4) - I don't like the fact that you have two sliders ending over very strong moments. Please try to use more circles to create impact. Kind of a similar thing with 00:56:145 (8) - as well--I'd suggest leaving the downbeat unmapped again, since there's more emphasis and space in the vocal line. In general, I really think that you should use more syncopation in the chorus. It would lift it considerably.
Adjusted the patterns here.

00:59:995 (1,2,3,4,5) - Jumps would feel very appropriate here. Done.

01:02:055 (1,2,3,4,5) - Same as the previous point, I suppose. I'd leave the downbeat blank again. If it makes things clearer, there are loads of parts where there's much more emphasis 1/2 before the start of a bar. Done.

01:04:783 (4,5,6) - This stack--possibly others as well--occurs 1/2 too late. It's overmapped and it also weakens the brass stab. As a suggestion, try something like this? Done.


01:05:465 (1,2,3,4,5,6) - This whole phrase feels weakened by all of the 1/4. I would maybe have 1/2 stacks with jumps, or otherwise something which emphasises the vocals a lot more. I disagree? I don't exactly see how it gets weakened. I'm just following the drums at the background for here.

For the next half of the chorus, my previous points can also apply for it. Some parts I've retained as to change it up.

01:14:558 (1,2,3,4) - I feel like you're missing a good opportunity by not using jumps. I also think that you should delete 01:16:604 (2) - and either have a jump pattern ending further up the screen, or else turning (1) into a slider. Perhaps you could consider turning 01:18:195 (1) - into a slider as well. Done for both.

01:21:378 (1,2) - I feel like you should change these to two circles and leave space after them. It would make the section leading up them feel more complete and satisfying. I want the trailing sound at 01:21:814 to be emphasized

01:22:060 (1,2,3,4,5,6,7) - This feels considerably weak in comparison to the stabs and the guitar riff. Please consider something like a 1/1 jump, four 1/2 and another 1/1 jump. As a very rough suggestion, try something like this: Same comment as the start. The slider leniency still allows for the emphasis.


I added normal whistles to the brass stabs accidentally and I think that you could use them well here. Obviously, consider this for the next combo too. Normal whistles sounded pretty noisy for me.

01:26:251 (3) - Drumwhistle--you can hear a hi-hat in the track. With funk tropes, I find it better to hitsound to the drums in the track. Added

01:26:478 (4,5,6,7,8,9) - Use more drumhitsounds to match what's happening in the track. It'll feel more appropriate and satisfying. Done. I hope I did it right xD

[Hard]

A few quick things:

00:28:860 (4) - I really don't like it when objects go underneath sliderstarts. It makes them very hard to read, especially for a hard diff. It also feels awkward to me in terms of flow, because a slider makes me want to go somewhere else other than its start. Hmm... Well the flow is provided by the notes before it. If you can suggest a better pattern for it, then maybe I'll change.

00:48:860 (3) - Basically the same thing as in Insane--you're ending sliders on stronger emphasis. I'd turn this into two circles and do this for similar moments. Hell, add a longer slider to match the vocals better. I changed the pattern here.

00:59:996 (1,2,3,4) - I really don't think that you should be using antijumps in a hard diff, or at all. If nothing else, I imagine that the player would treat them as a stream or assume that (2) will land on a beat. Jumps would fit this diff and break things up some, as the whole thing kinda plods along. Fixed along with the second one.

01:05:451 (1,2,3,4) - This doesn't really follow the vocals and it feels too weak as a result. Try and rearrange this pattern to put the long slider in a better place. Perhaps you can suggest a pattern for this? I'm having a hard time thinking of a good one.

01:22:042 (1) - Same thing with Insane--a 1/1 jump to emphasise the stabs, that kind of thing. Make it exciting. Added.

Umine, I'll mod your diff and normal soon, as well as your actual mapset. I promise!
Thanks!

(Also fixed the preview point in UnderminE's easy)
Hanabi
Hi~

[Easy]
01:15:891 (1) - make it S shape for cover 01:17:482 (2) well

[Normal]
00:05:210 (3) - bend it to other side

[Hard]
00:07:482 (1,2,3,4) - how about this shape?
00:17:937 (6) - - make a slider reverse instead of 00:17:710 (5)
00:19:300 (3) - try this
00:28:164 (2) - nazi but cover 00:28:619 (3) perfectly
00:29:073 (5) - 342||133 for flow
00:46:119 (3,4) - use this rythm! 00:54:073 (1) - i want this be straight
00:59:982 (1,2,3) - make a triangle?

[Insane]
00:48:846 (5,2) - little confusing, can you separate a bit?

Done. good luck!

sorry for poor modding :?
UnderminE

[ Sana ] wrote:

[Easy]
01:15:891 (1) - make it S shape for cover 01:17:482 (2) well

S shape is too much of work for an easy player; it already has one sharp curve plus it continues with another curve to opposite side and it's a long slider. Plus there are 2 reverse sliders after it. S shape would force the easy player on kiai time imo.
no changes for me, thanks for mod!
Topic Starter
NoHitter
Fixed all except for:
[Hard]
00:17:937 (6) - - make a slider reverse instead of 00:17:710 (5) - Well you can follow the vocals all right, but the current pattern also plays fine for that

00:29:073 (5) - 342||133 for flow - - That would make a bad overlap...

00:59:982 (1,2,3) - make a triangle? - Personal preference xD

[Insane]
00:48:846 (5,2) - little confusing, can you separate a bit? - How so is it confusing?
Thanks!
UnderminE
More mods please ;_;
10crystalmask01
Ello! ^^ Random mod!

[Easy]
  1. 00:00:210 - 00:54:073 and 01:22:937 - End, the volume of your objects are to loud. Try decreasing it to 50 - 60% please.
00:25:664 (1) - Try adding a soft-finish on the head.
00:40:210 (2) - Remove whistle on this slider.
00:43:846 (1) - ^
00:46:573 (3) - Change whistle on the tail to soft-finish
00:55:664 (2) - ^
00:54:528 - Kai time should've started here instead
01:09:755 (2) - Remove finish on the head,sounds overused here.

Hitsounds still could use some work :( The whistle don't seem to fit very well in this music imo.

[Normal]
00:14:755 (1) - Remove finish on the head.
00:44:755 (2) - Head needs normal-hitsound
01:18:164 (4) - NC

Flow looks pretty good :)

[Hard]
  1. AR +1
00:25:664 (3) - Soft-finish on the head?
00:32:937 (1) - ^
00:54:528 (2) - Should be NC instead of 00:54:073 (1) - since its the first object appearing in Kai time.

[Insane]
00:11:119 (5) - NC instead of 00:10:437 (1) -
00:25:665 (6) - Soft-finish
Hope this helps~! ^^
UnderminE

10crystalmask01 wrote:

Ello! ^^ Random mod!

[notice][Easy]
  1. 00:00:210 - 00:54:073 and 01:22:937 - End, the volume of your objects are to loud. Try decreasing it to 50 - 60% please. i don't support 50-60 volume on Easy diffs, newbies must get used to the hitsound system. So it should be clear to hear.
00:25:664 (1) - Try adding a soft-finish on the head. oh yes
00:40:210 (2) - Remove whistle on this slider. nope, those are for vocals. Again only for Easy
00:43:846 (1) - ^ that's for vocal too, kyoooooomooooooo
00:46:573 (3) - Change whistle on the tail to soft-finish okke
00:55:664 (2) - ^ okke
00:54:528 - Kai time should've started here instead oh, that's what i planned to do it but somehow i didn't fix that
01:09:755 (2) - Remove finish on the head,sounds overused here. i did that because the rhythm-ing style is kind of complex and confusing for Easy players

Hitsounds still could use some work :( The whistle don't seem to fit very well in this music imo. Actually it does, you and your ears just don't used to it :D
Thanks for mod!
SPOILER
osu file format v12

[General]
AudioFilename: happy bites.mp3
AudioLeadIn: 0
PreviewTime: 54087
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 224,11133,25678,39314,54087,54996,60905,68405,69087,82951,87269
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4

[Metadata]
Title:happy bite (TV Size)
TitleUnicode:happy bite (TV Size)
Artist:Kato Emiri
ArtistUnicode:加藤 英美里
Creator:NoHitter
Version:UnderminE's Easy
Source:Monogatari Season 2
Tags:Hachikuji Mayoi Jiangshi meg rock undemine
BeatmapID:298934
BeatmapSetID:113219

[Difficulty]
HPDrainRate:1
CircleSize:3
OverallDifficulty:1
ApproachRate:2
SliderMultiplier:1.22
SliderTickRate:2

[Events]
//Background and Video events
0,0,"mayoibg.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
210,454.545454545455,4,1,0,80,1,0
1346,-100,4,2,0,80,0,0
1573,-100,4,1,0,80,0,0
1800,-100,4,2,0,80,0,0
2028,-100,4,1,0,80,0,0
3164,-100,4,2,0,80,0,0
3391,-100,4,1,0,80,0,0
3619,-100,4,2,0,80,0,0
3846,-100,4,1,0,80,0,0
4755,-100,4,1,0,90,0,0
4982,-100,4,2,0,80,0,0
5210,-100,4,1,0,95,0,0
5437,-100,4,2,0,80,0,0
5664,-100,4,1,0,80,0,0
6800,-100,4,1,0,40,0,0
7028,-100,4,1,0,80,0,0
11119,-100,4,1,0,70,0,0
24982,-100,4,2,0,5,0,0
25664,-100,4,1,0,75,0,0
54528,-100,4,1,0,75,0,1
68391,-100,4,1,0,75,0,0
69073,-100,4,1,0,75,0,1
82937,-100,4,1,0,75,0,0
84982,-100,4,2,0,80,0,0
85210,-100,4,1,0,80,0,0
85437,-100,4,2,0,80,0,0
85664,-100,4,1,0,80,0,0


[Colours]
Combo1 : 32,156,166
Combo2 : 213,99,30
Combo3 : 72,181,26
Combo4 : 130,9,27

[HitObjects]
212,180,210,2,0,L|132:276,1,122,4|8,2:0|1:0,0:0:0:0:
256,280,1119,2,2,B|319:204|319:204|407:220|446:156,1,244,2|4,1:0|2:0,0:0:0:0:
352,80,2482,1,8,0:0:0:0:
248,144,2937,6,2,B|184:219|184:219|96:203|57:267,1,244,2|4,0:0|2:0,0:0:0:0:
156,340,4300,1,8,0:0:0:0:
260,276,4755,6,2,B|323:200|323:200|411:216|450:152,1,244,2|4,0:0|2:0,0:0:0:0:
352,80,6119,1,8,0:0:0:0:
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472,348,10210,1,8,0:0:0:0:
472,104,11119,6,0,L|472:228,1,122,4|0,2:0|0:0,0:0:0:0:
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224,332,21573,2,0,L|272:204,1,122
172,140,22482,2,0,P|156:198|125:251,1,122
256,192,23164,12,0,24982,0:0:0:0:
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10crystalmask01

UnderminE wrote:

Hitsounds still could use some work :( The whistle don't seem to fit very well in this music imo. Actually it does, you and your ears just don't used to it :D
lol true, I'm not a big fan of normal-whistle x.x I hear it more then enough in Phys. Ed class.
D33d
A quick clarification: When I talk about too many objects "weakening" a phrase, I mean that the extra filler takes the focus off certain notes around it. Basically, say if there's a longer 1/4 stack or stream where the vocals are less dense, there's no separation between vocal notes--they become part of a dense clump. I hope that makes more sense, but if it doesn't, I'll let it lie and maybe try and find some good examples. I'll also try to come up with alternative patterns for Hard.

As for the other diffs, I'm still going to look at them--hopefully in a few minutes, if I feel like it. Expect further modding.
Topic Starter
NoHitter
Updated with video and everything.

@10crystalmask01
I didn't quite fix the hitsounds to be consistent with my current hitsounding between diffs.
Also, with my new combos.
Suimya
o3o/


UnderminE's Easy:
OD -1 seems better this easy diff, atm is a bit high imo~
  1. 00:17:937 (x) - I think you missed a note here, because there is a vocal in the music so don't ignore it...
  2. 00:31:119 (2,3,4,5) - it'll be better if you switched those 4 notes to 2 1/1 sliders sounds better to me o.o
  3. 00:32:028 (4) - maybe remove this whistle because i don't understand why you added it anyways...
  4. 00:43:846 (1,2) - switch the nc the vocal changed there not at (1)
  5. 00:50:891 (1) - add soft finish in this spinner fits much better with the music imo~
  6. 00:56:800 (3) - it'll be better if you'll end this slider at 00:57:710 because i hear a finish sound there it'll be nice if you'll add a soft finish at slider's end~
  7. 01:17:482 (2) - move this slider at x:352 y:320 so it'll make a nice blanket with the other slider o.o
  8. 01:24:755 (3) - use soft simpleset on slider's end..sounds good imo, so i suggest you to add it~
  9. 01:25:891 (1) - this slider is too short for the easiest diff so maybe remove it and add a slider start from 01:25:891 and end it at 01:27:255 and don't forget to add a finish on slider's end~
Normal:
  1. 00:06:119 (4) - it'll be better to add a nc to this note, because it'll be better since you added a finish on this slider this note so maybe adding nc on it will be better~
  2. 00:13:619 (5) - move the middle slider point at x:472 y:204 it'll make better shape with other slider~
  3. 00:22:028 (1) - i think you missed a normal simpleset on slider's start so i think you should add it~
  4. 00:27:482 (5,6,1) - this kind of pattern might confuse some players since it's just a normal diff and not a hard diff so, maybe you should do something like this?
  5. 00:42:482 (4) - it'll make better blanket if you moved the middle slider at x:508 y:72 so, it'll look like this
  6. 00:49:300 (4,5) - remove those two notes, and add a slider instead, because i think adding so many notes to this place randomly is a bit too much~
Hard:
  1. 00:00:891 (2) - i don't it's the right place for this note so i suggest you to move it a bit up like this
  2. 00:02:937 (3) - I think it'll play better if you used ctrl+G on this slider, to make a bit more fun to this diff~
  3. 00:05:210 (4) - ^
  4. 00:19:755 (4) - ^
  5. 00:44:528 (2) - it'll make better blanket if you make this slider like this (don't forget to fix the spacing if you'll do that~)
  6. 01:12:710 (1) - maybe make this slider like this so it'll blanket better~
Insane:
OD -1 fits better imo
  1. 00:29:755 (2) - ctrl+G will play better and it'll make nice mirror effect to 00:30:210 (3,4) -

Nice map and moe song =w=/ NoHitter baka www

anyways Good luck with the rank :3
Topic Starter
NoHitter

Sekai-nyan wrote:

Normal:
  1. 00:06:119 (4) - it'll be better to add a nc to this note, because it'll be better since you added a finish on this slider this note so maybe adding nc on it will be better~ - Fixed.
  2. 00:13:619 (5) - move the middle slider point at x:472 y:204 it'll make better shape with other slider~ Done.
  3. 00:22:028 (1) - i think you missed a normal simpleset on slider's start so i think you should add it~ Nice find xD. Fixed
  4. 00:27:482 (5,6,1) - this kind of pattern might confuse some players since it's just a normal diff and not a hard diff so, maybe you should do something like this? Changed it a bit.
  5. 00:42:482 (4) - it'll make better blanket if you moved the middle slider at x:508 y:72 so, it'll look like this
  6. 00:49:300 (4,5) - remove those two notes, and add a slider instead, because i think adding so many notes to this place randomly is a bit too much~ Done.
Hard:
  1. 00:00:891 (2) - i don't it's the right place for this note so i suggest you to move it a bit up like this Done.
  2. 00:02:937 (3) - I think it'll play better if you used ctrl+G on this slider, to make a bit more fun to this diff~ Hmm... ok it plays fine enough.
  3. 00:05:210 (4) - ^ ^
  4. 00:19:755 (4) - ^ ^
  5. 00:44:528 (2) - it'll make better blanket if you make this slider like this (don't forget to fix the spacing if you'll do that~) The blanket looks fine as is IMO.
  6. 01:12:710 (1) - maybe make this slider like this so it'll blanket better~ I'll have a hard time readjusting the notes after that :(
Insane:
OD -1 fits better imo It will make it too easy IMO
  1. 00:29:755 (2) - ctrl+G will play better and it'll make nice mirror effect to 00:30:210 (3,4) - Fixed.

Nice map and moe song =w=/ NoHitter baka www

anyways Good luck with the rank :3
Thanks!
UnderminE

Sekai-nyan wrote:

UnderminE's Easy:
OD -1 seems better this easy diff, atm is a bit high imo~ it is "2" you know, lower will be a beginner diff which will look awkward in this mapset
  1. 00:17:937 (x) - I think you missed a note here, because there is a vocal in the music so don't ignore it... Since the rhythm before that was non-stop plus had "jumpy" notes for easy players, i wanted them to rest during that little break
  2. 00:31:119 (2,3,4,5) - it'll be better if you switched those 4 notes to 2 1/1 sliders sounds better to me o.o that would be hard imo since there was a HUUUGE slider before, let's just keep it easy :P
  3. 00:32:028 (4) - maybe remove this whistle because i don't understand why you added it anyways... because of the violin behind
  4. 00:43:846 (1,2) - switch the nc the vocal changed there not at (1) okke, i wanted KYOOMOO part but well changed
  5. 00:50:891 (1) - add soft finish in this spinner fits much better with the music imo~ donneee
  6. 00:56:800 (3) - it'll be better if you'll end this slider at 00:57:710 because i hear a finish sound there it'll be nice if you'll add a soft finish at slider's end~ added whistle instead
  7. 01:17:482 (2) - move this slider at x:352 y:320 so it'll make a nice blanket with the other slider o.o okke
  8. 01:24:755 (3) - use soft simpleset on slider's end..sounds good imo, so i suggest you to add it~ oh yes forgot that
  9. 01:25:891 (1) - this slider is too short for the easiest diff so maybe remove it and add a slider start from 01:25:891 and end it at 01:27:255 and don't forget to add a finish on slider's end~ actually it is not, well as far as i've seen during testplays it was easy to spin because of the OD and all. if a BAT tells me so, i will change it <3
Thanks for mod sekai nyannn
SPOILER
osu file format v12

[General]
AudioFilename: happy bites.mp3
AudioLeadIn: 0
PreviewTime: 54087
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
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LetterboxInBreaks: 1
WidescreenStoryboard: 1

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Bookmarks: 224,11133,25678,39314,54087,54996,60905,68405,69087,82951,87269
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4

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Title:happy bite (TV Size)
TitleUnicode:happy bite (TV Size)
Artist:Kato Emiri
ArtistUnicode:加藤 英美里
Creator:NoHitter
Version:UnderminE's Easy
Source:Monogatari Season 2
Tags:Hachikuji Mayoi Jiangshi meg rock undemine
BeatmapID:298934
BeatmapSetID:113219

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CircleSize:3
OverallDifficulty:1
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smallboat
Hello,NoHitter. Mod req. I come!
(I thought for a moment. Can you give me a "Ticket"? Thanks.(You can decide.))

I am Chinese. Poor English sorry.

[General]

I think that all diff'hitsound volume is a bit noise,especially "N"?

I suggest volume -10% or 15% . (Suggest both this :80→70,90→75)

Feel slidertick want mute voice? Suggest add sliderslide mute.

[UnderminE's Easy] The kiai time inconsistent.

00:08:391 (2) - You can copy 00:07:482 (1) . Arc inward?
00:11:119 (1) - End into an equilateral triangle?
00:50:664 (3) - Follow the arc?
01:00:891 (4) - Try move to 404 272. Follow the arc?
01:24:755 (3) - End finish volume turn to 60?

[Normal] Green line error? (Ask question: Now "Normal"diff do not fix spacing ? (If no, you can ignore DS.) )

00:01:119 (2) - This two green line no right to vocal.
00:11:119 (1) - ^
00:09:528 (1) - Pick DS.
00:14:755 (1) - ^
00:28:164 (6) - ^
01:22:028 (1) - You can bend it upward arc?
01:24:982 (2) - End finish volume turn to 60?

[Hard]

00:02:028 (1) - Feel can small jump?
00:13:619 (2,3) - Look not good.Use in parallel?
00:44:528 (2) - Blanket crooked off.
00:49:300 (4) - Ctrl+g?
00:50:210 (7) - End remove finish?
01:24:982 (5,6) - (5) move to 164 116, (6) move to 192 252. Such as a pentagon seems good?

[Insane] AR+1 ? (Because OD is 8. )

00:14:528 (6) - This crooked off.
00:39:528 (5,6,7,8,9) - Feel drum hitsound a bit big.
01:07:369 (1) - Volume 60 or 70?
01:20:210 (3,4) - Into symmetrical?
01:26:460 (4,5,6,7,8,9) - At (4) set greem line,volume 60 or 70?

[Other]

1.If you have any mod questions, you can PM or in-game to me.
2.Good map.I have downloaded your other map to play.
3.Hope to you Ranked.
4.If you mod my map,try to use Chinese say hello?
5.Thanks you give me mod your map.
YTYuyu
hey~ i guess i owe you a mod :D.

Bold: Unrankable/must fix.
Red: Should be fixed, but up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comments, Advice ore Other.

[General]
is this the best mp3 you can find because idk if it's me, but the quality is a bit low.
you need to add lead-ins. even though the screen is loading, that doesn't mean the players are prepared for what's coming. for some players it can be slow due to their computers, but not for others. it feels like you're forcing players to play this without any last second preparation, no offense.

[UnderminE's Easy]
raise the OD by 1 because it feels uneven with the spread in the OD IMO.
00:01:119 (2) - i think you can reduce the volume of the finish because right now, it's too loud and there's nothing that gives emphasis in this part as well. i say that you reduce it by 10-20% so that it doesn't sound as distracting as it is during gameplay.
00:02:937 (1) - ^
00:04:755 (1) - ^
00:06:573 (3) - i highly suggest that you rotate this 90 degrees CW because since this is the easiest diff, it'll be a lot easier for beginners to follow since the repeat isn't in the way of the next pattern during gameplay.
00:16:573 (5) - move this to the left a bit because you can blanket (4) if you do.
00:22:482 (5,1) - for this one, it'd play a lot better if you can move the spinner to 00:23:619, and add a repeat on (5) because right now, it plays awkwardly as it stands due to the start of the spinner, also reduce this spinner by 1/2 because it keeps the flow steady if you end it at the drums and not at the vocals. it should look something like this.
00:31:573 (3,4,5) - add timing points on each circle and gradually increase the volume because since the BGM gradually increases, it'll show emphasis in this part and again, it won't sound as distracting as it is right now during gameplay.
00:38:391 (2) - same as 00:06:573, but rotate it 90 degrees CCW.
00:43:846 (4) - you're breaking consistency in this combo. i mean that you should make this a 2/2 repeat like you did on the last 2 sliders so that it'll look symmetrical and consistent to follow for beginners during gameplay.
00:50:891 (1) - you should start this 1/2 ahead because that's where the vocals start in this part of the song, and it'll be fitting to follow as well.
00:54:982 (1) - that finish at the end sounds too loud. ik it gives emphasis in the BGM, but reduce the volume by 10-20%. same reason as 00:31:573.
01:09:755 (2) - ^
01:12:937 (1) - this should start 1/2 back because it'll be consistent with 00:58:164 (1) - since this part plays and sounds similar during gameplay.
i highly consider that you reduce the main volume because it sounds too loud with the current mp3 file.

[Normal]
00:06:573 (2,3) - i think you can add whistles here with timing points to emphasize this part of the song.
00:14:300 (6,1) - fix the spacing here because the vocals are still at the same pitch, so there's nothing that change in this part of the song.
00:27:482 (5) - i highly suggest that you make this slider look like (3) and flip it vertically because it'll be more fun and more flowy to follow for players during gameplay, also it'll fix the spacing issue you have on the next note, or you can make it straight, aligning to the next note so that it'll be more straightforward during gameplay.
00:55:210 (2) - same comment as easy.
00:57:255 (5) - i really feel that this slider should start 1/2 back because it'll act as a setup for the next combo, as well and it'll be somewhat consistent with 00:54:073 (1) - since this follows the vocals on that slider.
01:03:846 (4) - ^
01:11:800 (5) - adding on to what i said about 00:57:225: you did it here, so do the same thing for consistency.
same comment as easy.

[Hard]
00:01:573 (4) - i can see that this pattern is asking for a jump due to the BGM, so how about spacing it out by 1.5x to make it fun for players to follow during gameplay.
00:02:710 (2,3,4) - for this one, i feel that (3,4) should have the jump pattern and not (2,3) because there's nothing that stands out in this part from (2,3). (3,4) has that trumpet standing out in the BGM, so that's why a jump should be there, also same reason as above.
00:10:437 - you can do 2 things: either add a circle to keep the flow steady, and to follow the vocals, or remove the next (1), and replace this for a 1/4 repeat to follow the drums in the BGM.
00:24:982 (1) - same as above about the 1/4 repeat, or you can do 3 1/4 circles with the same reason.
00:30:664 (4) - try to make this slider look like (3). in other words,align this, and move up the end of the slider so that this pattern plays symmetrically and smoothly for players during gameplay IMO.
00:48:846 (3,4) - this should be replaced for a circle and a 1/1 slider because the adding the circle would sound more stronger and it'll give more emphasis in the vocals. the slider would follow it up with the hold in the vocals.
01:08:846 (2) - i feel that this finish doesn't fit with the vocals or BGM. it sounds too distracting follow for players, so because of that, i suggest that you remove it because of that reason.
01:19:982 (1) - 2 1/4 circles and 1 1/2 slider plays more fittingly as you can hear the drums in this part. it feels a bit odd to play this part with the new combo being a repeat slider since the repeat isn't as strong as the start of the slider IMO.
01:25:437 (6) - same as 00:01:573.
same comment as easy.

[Insane]
besides that comment i made on easy, no problems here.

and that's all i got. the set is pretty good, i'll admit, but personally, i think your hitsounding on easy can be better. anyways GL on this set :D.
Topic Starter
NoHitter

smallboat wrote:

Hello,NoHitter. Mod req. I come!
(I thought for a moment. Can you give me a "Ticket"? Thanks.(You can decide.))

I am Chinese. Poor English sorry.

[General]

I think that all diff'hitsound volume is a bit noise,especially "N"? Sorry?

I suggest volume -10% or 15% . (Suggest both this :80→70,90→75) Lowered it by 20.

Feel slidertick want mute voice? Suggest add sliderslide mute.Nah. I think sliderslide and tick are both fine.


[Normal] Green line error? (Ask question: Now "Normal"diff do not fix spacing ? (If no, you can ignore DS.) Well DS is not always generally used. I don't get it though, my Normals should have DS. )

00:01:119 (2) - This two green line no right to vocal. It's not unrankable. I just copied the timing points from Insane.
00:11:119 (1) - ^
00:09:528 (1) - Pick DS. It's a bit of a jump due to the music. It's not tat noticeable anyway.
00:14:755 (1) - ^
00:28:164 (6) - ^
01:22:028 (1) - You can bend it upward arc? Looks fine as is.
01:24:982 (2) - End finish volume turn to 60? Lowered the volume of everything anyway xD

[Hard]

00:02:028 (1) - Feel can small jump? Added some sort of jump in the pattern
00:13:619 (2,3) - Look not good.Use in parallel? OK. Changed the pattern.
00:44:528 (2) - Blanket crooked off. Tried my best already to blanket it xD
00:49:300 (4) - Ctrl+g? Doesn't play as well.
00:50:210 (7) - End remove finish? Nah. You can definitely hear a sound there.
01:24:982 (5,6) - (5) move to 164 116, (6) move to 192 252. Such as a pentagon seems good? Added.

[Insane] AR+1 ? (Because OD is 8. ) What's so wrong about Ar8, OD8?

00:14:528 (6) - This crooked off. I tried to fix it a bit.
00:39:528 (5,6,7,8,9) - Feel drum hitsound a bit big. Lowered the volume
01:07:369 (1) - Volume 60 or 70? ^
01:20:210 (3,4) - Into symmetrical? Modified the pattern a bit here
01:26:460 (4,5,6,7,8,9) - At (4) set greem line,volume 60 or 70? Lowered the volume
Thanks! I've contact you via irc about the Others part.

Byakugan249 wrote:

[General]
is this the best mp3 you can find because idk if it's me, but the quality is a bit low. Can't find a better mp3 :( If you can find one then please :D
you need to add lead-ins. even though the screen is loading, that doesn't mean the players are prepared for what's coming. for some players it can be slow due to their computers, but not for others. it feels like you're forcing players to play this without any last second preparation, no offense. They removed the lead-in now.

[Normal]
00:06:573 (2,3) - i think you can add whistles here with timing points to emphasize this part of the song. Added.
00:14:300 (6,1) - fix the spacing here because the vocals are still at the same pitch, so there's nothing that change in this part of the song. Change what? The spacing looks fine.
00:27:482 (5) - i highly suggest that you make this slider look like (3) and flip it vertically because it'll be more fun and more flowy to follow for players during gameplay, also it'll fix the spacing issue you have on the next note, or you can make it straight, aligning to the next note so that it'll be more straightforward during gameplay. Done.
00:55:210 (2) - same comment as easy. Lowered the volume of all notes anyway.
00:57:255 (5) - i really feel that this slider should start 1/2 back because it'll act as a setup for the next combo, as well and it'll be somewhat consistent with 00:54:073 (1) - since this follows the vocals on that slider. OK.
01:03:846 (4) - ^ Done.
01:11:800 (5) - adding on to what i said about 00:57:225: you did it here, so do the same thing for consistency. Added.
same comment as easy. Added.

[Hard]
00:01:573 (4) - i can see that this pattern is asking for a jump due to the BGM, so how about spacing it out by 1.5x to make it fun for players to follow during gameplay. Alright, added.
00:02:710 (2,3,4) - for this one, i feel that (3,4) should have the jump pattern and not (2,3) because there's nothing that stands out in this part from (2,3). (3,4) has that trumpet standing out in the BGM, so that's why a jump should be there, also same reason as above. Done.
00:10:437 - you can do 2 things: either add a circle to keep the flow steady, and to follow the vocals, or remove the next (1), and replace this for a 1/4 repeat to follow the drums in the BGM. Well the pause there was a break from the increased spacing I used.
00:24:982 (1) - same as above about the 1/4 repeat, or you can do 3 1/4 circles with the same reason. followed the vocals here.
00:30:664 (4) - try to make this slider look like (3). in other words,align this, and move up the end of the slider so that this pattern plays symmetrically and smoothly for players during gameplay IMO. Doing that would make me have to realign a lot of hitobjects.
00:48:846 (3,4) - this should be replaced for a circle and a 1/1 slider because the adding the circle would sound more stronger and it'll give more emphasis in the vocals. the slider would follow it up with the hold in the vocals. Fixed.
01:08:846 (2) - i feel that this finish doesn't fit with the vocals or BGM. it sounds too distracting follow for players, so because of that, i suggest that you remove it because of that reason. I was following the hitsounding consistency: see 01:16:346
01:19:982 (1) - 2 1/4 circles and 1 1/2 slider plays more fittingly as you can hear the drums in this part. it feels a bit odd to play this part with the new combo being a repeat slider since the repeat isn't as strong as the start of the slider IMO.
01:25:437 (6) - same as 00:01:573. OK.
same comment as easy. Lowered volume.

[Insane]
besides that comment i made on easy, no problems here. Lowered volume on my diffs at least.

and that's all i got. the set is pretty good, i'll admit, but personally, i think your hitsounding on easy can be better. anyways GL on this set :D.
Thanks!
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