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Junichi Masuda - Lavender Town

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Total Posts
12
Topic Starter
Ender_Sword
This beatmap was submitted using in-game submission on Friday, October 2, 2020 at 4:25:52 PM

Artist: Junichi Masuda
Title: Lavender Town
Source: ポケットモンスター ハートゴールド・ソウルシルバー
Tags: Pokemon TheArchist Silent KKipalt Heartgold Soulsilver gold silver pocket monsters video game closed electronic instrumental japanese sion shion town
BPM: 120.7
Filesize: 1827kb
Play Time: 00:56
Difficulties Available:
  1. Easy (1.39 stars, 48 notes)
  2. KKip's Insane (3.01 stars, 140 notes)
  3. Normal (1.87 stars, 83 notes)
  4. Silent's Hard (2.66 stars, 103 notes)
Download: Junichi Masuda - Lavender Town
Information: Scores/Beatmap Listing
---------------
Pokemon music!


new mp3 10/2/20 plz update




Set

Easy - Me

Normal - Me

Hard - Silent

Insane - Kip

idk ranking criteria but we'll figure it out
silento
Who is this Silent person? Is he some new upcoming mapper? :thinking:
Topic Starter
Ender_Sword
the world may never know (^;
Clappy
Pre script: Not sure if you had this timed by a reputable source, but are all of these red ticks nessecary? I'd get 2nd, 3rd, hell 4th opinions.

Kip's Hard
00:03:567 (4,5) - Consider slight replacement of this note and slider for an aesthetic purpose. The note being placed into the slider doesn't really serve a purpose, it also doesnt fit the rest of the "note-slider" combos that proceed it as well.


00:08:171 (1) - I hear the other sound you were trying to map here, but its so faint and not really prominent enough to be mapped so "1/4 kick slider" fits much better than "note-1/4 kick slider"

00:11:157 (3,4,1) - The rhythm here is well suited with a 3/4 Slider, 3/4 Slider, 1/4 Slider [given slight curvature]


00:12:650 (2,3,4) - Could all be 3/4 length sliders, but I do see you were trying to add some variety in patterns here, a toss-up in my mind

00:14:144 (1) - This slider can be extended to 1 and 3/4 length, blanketed around 00:13:148 (3) with its tail muted to emphasize the sound on 00:15:139 (2)
PS: Note sure if SV (slider velocity) changes are typically allowed in hards, if so, 50-75% can be applied to emphasize this sound further.


00:15:139 (2) - Placed different to accommodate the new slider shape before while not breaking flow


00:17:130 (3,5,6) - 3) Place slightly left 5&6) Could be made a straight line with #4 for neatness since 00:18:125 (1) is a new sound


00:18:125 (1,2) - 1) Can be 3/4 length 1&2) Given slight curvature to fit the readjustment of #1


00:19:121 (3) - Can be 1 and 3/4 length; We need a funky shape to emphasize that funky sound
00:20:116 (1) - Reversed and replaced to somewhat keep the same time-distance equality


00:21:609 (2,3) - can be replaced to keep the same pattern that you had before just not on the end of the slider anymore


00:23:600 (7) - no need for NC

Kiai Section: I like how you used a certain slider shape for that horn, continue it throughout the section, possible whirlwind?
Will upload a copy of the map to show you a possibility
00:30:019 (5) - no need to NC because its a part of the kiai section, imo

00:31:258 (1) - NC

Possibilities:
00:33:985 (1) - Could be 1 and 3/4 length because its a long horn sound with a slidertick sound accenting the sound on 00:34:481 (2)
or
00:34:481 (2) - Should be 1/2 length since this is accenting a much shorter and less prominent sound in the music than the horn

00:41:940 (1,2,1,2) - While I love this repeating pattern (might take this one); a pattern with a downward trend fits the reduction in pitch MUCH better (no nc as well)


00:43:940 (1,2,3,4) - re-place them because the combo adjustment before overlaps them


00:46:440 (2,3,4) - fits great, but this is too complex of a pattern for a hard, perhaps a 1/3 repeater spanning 00:46:440 (2,3) would fit while maintaining the difficulty parameters

00:48:940 (5) - theres a sharp holt in the music perhaps make this a circle and 6 an anti jump


00:50:940 (5) - same as ^ make 5 a circle and 6 an anti jump

Possibilties:
00:52:940 (3) - not sure if you've laid enough slight slider overlaps throughout the map to allow you to do one now, do it a bit more throughout the map so it can be recognized as a pattern

or

00:51:940 (1,2,3,4) - downward trend in pitch again, so place the sliders in a downward trend again

I uploaded a copy of the map with some of my suggestions applied already so you can accept and reject the mods as you please, just delete the kip difficulty if you want you to see it post-mod: http://puu.sh/u0qdL/19c9f4747f.osz
KKipalt
mod

Clappy wrote:

00:03:567 (4,5) - Consider slight replacement of this note and slider for an aesthetic purpose. The note being placed into the slider doesn't really serve a purpose, it also doesnt fit the rest of the "note-slider" combos that proceed it as well.


00:08:171 (1) - I hear the other sound you were trying to map here, but its so faint and not really prominent enough to be mapped so "1/4 kick slider" fits much better than "note-1/4 kick slider" seems gud

00:11:157 (3,4,1) - The rhythm here is well suited with a 3/4 Slider, 3/4 Slider, 1/4 Slider [given slight curvature]
changed bt didnt make last slider 1/4 cus consistency

00:12:650 (2,3,4) - Could all be 3/4 length sliders, but I do see you were trying to add some variety in patterns here, a toss-up in my mind just ended up keepin them as 1/2, might chang after another suggestn

00:14:144 (1) - This slider can be extended to 1 and 3/4 length, blanketed around 00:13:148 (3) with its tail muted to emphasize the sound on 00:15:139 (2)
PS: Note sure if SV (slider velocity) changes are typically allowed in hards, if so, 50-75% can be applied to emphasize this sound further.
kept it as is cus sound on slider tail

00:15:139 (2) - Placed different to accommodate the new slider shape before while not breaking flow
unchanged bcus of above

00:17:130 (3,5,6) - 3) Place slightly left 5&6) Could be made a straight line with #4 for neatness since 00:18:125 (1) is a new sound
after lookin at the 2 variations I ended up stayn wit mine, bcus I found the orginal to look mor flowy

00:18:125 (1,2) - 1) Can be 3/4 length 1&2) Given slight curvature to fit the readjustment of #1
changd in a slightly mor different way

00:19:121 (3) - Can be 1 and 3/4 length; We need a funky shape to emphasize that funky sound made 2 slidrs close together cus felt that fit better
00:20:116 (1) - Reversed and replaced to somewhat keep the same time-distance equality
sure

00:21:609 (2,3) - can be replaced to keep the same pattern that you had before just not on the end of the slider anymore
didnt change as I felt oldr one was more normal

00:23:600 (7) - no need for NC I was retarded xd

Kiai Section: I like how you used a certain slider shape for that horn, continue it throughout the section, possible whirlwind?
Will upload a copy of the map to show you a possibility good chance I might chanj soon
00:30:019 (5) - no need to NC because its a part of the kiai section, imo k

00:31:258 (1) - NC yea

Possibilities:
00:33:985 (1) - Could be 1 and 3/4 length because its a long horn sound with a slidertick sound accenting the sound on 00:34:481 (2)
or
00:34:481 (2) - Should be 1/2 length since this is accenting a much shorter and less prominent sound in the music than the horn I went with 2

00:41:940 (1,2,1,2) - While I love this repeating pattern (might take this one); a pattern with a downward trend fits the reduction in pitch MUCH better (no nc as well)
changed to mak it go down

00:43:940 (1,2,3,4) - re-place them because the combo adjustment before overlaps them
didnt do so

00:46:440 (2,3,4) - fits great, but this is too complex of a pattern for a hard, perhaps a 1/3 repeater spanning 00:46:440 (2,3) would fit while maintaining the difficulty parameters yea that's what I figured, I wantd this to be a relatively difficult 2.x-3star tbh tho

00:48:940 (5) - theres a sharp holt in the music perhaps make this a circle and 6 an anti jump
I think I made it, don actually kno the term antijump xd

00:50:940 (5) - same as ^ make 5 a circle and 6 an anti jump ^

Possibilties:
00:52:940 (3) - not sure if you've laid enough slight slider overlaps throughout the map to allow you to do one now, do it a bit more throughout the map so it can be recognized as a pattern

or

00:51:940 (1,2,3,4) - downward trend in pitch again, so place the sliders in a downward trend again did option 2 but with a slightly diffrnt arrangement from what one wud expect

I uploaded a copy of the map with some of my suggestions applied already so you can accept and reject the mods as you please, just delete the kip difficulty if you want you to see it post-mod: http://puu.sh/u0qdL/19c9f4747f.osz thx helped a lot

code
osu file format v14

[General]
AudioFilename: Junichi Masuda - Lavender Town.mp3
AudioLeadIn: 0
PreviewTime: 0
Countdown: 0
SampleSet: Normal
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 14144
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Lavender Town
TitleUnicode:Lavender Town
Artist:Junichi Masuda
ArtistUnicode:Junichi Masuda
Creator:E n d
Version:Kip's Hard
Source:Pokemon: HeartGold and SoulSilver
Tags:Pokemon
BeatmapID:1206089
BeatmapSetID:357708

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:6
ApproachRate:8
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
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//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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thx for mod
Misery
Hi! from the OSUWOT modq.

General stuff
-Conflicting tags. Make sure you keep them the same in all diffs.
-not sure about this but I'm pretty sure the offset is constant.
-Generally speaking, Easy and Normal should use distance snap throughout the whole map. There are some objects that aren't, maybe you can find them instead of me putting every single one.


Easy
-00:02:198 (1) - move this slider one grid to the right (distance snap)
-00:06:180 (1) - move this slider one grid to the left (distance snap)
-00:14:144 (1) - make this straight like the other sliders
-I don't see the clear logical reasoning behind the circle placements. Make it clear.

Normal
-00:15:139 (3) - would be better if this slider is rotated 90 degrees anti-clockwise and is put on top of the circle 2. (flows better)
-00:17:130 (3) - recommend placing this lower left. distance between the next three objects seems compressed. remember to adjust accordingly (like putting the next circles 1 and 2 lower too)
-00:19:120 (3) - object end not snapped to timeline. this is an AIMod note
-00:22:107 (1,2,3) - weird overlap. adjust circle 2 to the left accordingly.
-00:30:019 (1,2,1,2,1) - fix distance snap?
-00:39:940 (1,2,3,4) - I recommend this: the 1234 and the next 1234 circles should be of the same curve

Silent's Hard
-raise OD a bit?
-check the AIMod notes (ctrl+shift+A). there's some pro
-00:12:153 (1,1,1,1) - unnecessary NC spam. you could do 1,2,1,2
-00:24:049 (1) - ctrl+g this
-00:28:049 (1,1,1,1) - same as above
-00:51:940 (1) - better if the red points hit on slider ticks
-00:55:440 (1,2,3,4,5,6,1,2,3) - honestly tho this doesn't need to be mapped anymore :)

Kip's Hard
-seriously tho, this is more like a Hyper/Insane rather than a Hard. just saying.
-00:09:664 (4,1,2) - very large jump. would recommend ctrl+g for 1,2
-00:16:135 (1,2) - remove the 1 and make this a whole slider, like this: 00:18:125 (1)
-00:27:549 (4) - why is this out of the playfield lol
-00:40:940 (3,4) - this could be mapped better. the next circles after this combo suggests jumps, not stacks. therefore, this should follow

GL for your first map! These are very general so you'll see your map has much more to improve with further mods. :)
KKipalt
mod.

[- Mizki -] wrote:

-seriously tho, this is more like a Hyper/Insane rather than a Hard. just saying. agree.
-00:09:664 (4,1,2) - very large jump. would recommend ctrl+g for 1,2 not that big but eh ill chanj it
-00:16:135 (1,2) - remove the 1 and make this a whole slider, like this: 00:18:125 (1) yea that makes sense
-00:27:549 (4) - why is this out of the playfield lol helo am high
-00:40:940 (3,4) - this could be mapped better. the next circles after this combo suggests jumps, not stacks. therefore, this should follow I think its fine as it is tbh also sorta forshados near the end I gues

GL for your first map! These are very general so you'll see your map has much more to improve with further mods. :)
code
osu file format v14

[General]
AudioFilename: Junichi Masuda - Lavender Town.mp3
AudioLeadIn: 0
PreviewTime: 0
Countdown: 0
SampleSet: Normal
StackLeniency: 0.3
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[Metadata]
Title:Lavender Town
TitleUnicode:Lavender Town
Artist:Junichi Masuda
ArtistUnicode:Junichi Masuda
Creator:E n d
Version:Kip's Hard
Source:Pokemon: HeartGold and SoulSilver
Tags:Pokemon
BeatmapID:1206089
BeatmapSetID:357708

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silento

[- Mizki -] wrote:

Hi! from the OSUWOT modq.

Silent's Hard
-raise OD a bit? upped to od5, not sure if i wanna go higher
-check the AIMod notes (ctrl+shift+A). there's some pro
-00:12:153 (1,1,1,1) - unnecessary NC spam. you could do 1,2,1,2 fixed; could even do 1,2,3,4 actually but idk actually
-00:24:049 (1) - ctrl+g this applied
-00:28:049 (1,1,1,1) - same as above see above at 00:12:153 (1,1,1,1)
-00:51:940 (1) - better if the red points hit on slider ticks disagree in that it's pretty white tick focused here imo and I'm going for some repetition as emphasis (feel free to call me out if you think that doesn't work)
-00:55:440 (1,2,3,4,5,6,1,2,3) - honestly tho this doesn't need to be mapped anymore :) I want to end the song with some definitive notes so gonna have to disagree with this one

GL for your first map! These are very general so you'll see your map has much more to improve with further mods. :) thank you!
bug me for hitsounding tomorrow end
osu file format v14

[General]
AudioFilename: Junichi Masuda - Lavender Town.mp3
AudioLeadIn: 0
PreviewTime: 0
Countdown: 0
SampleSet: Normal
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 208,8171,24049,39940
DistanceSpacing: 0.7
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:Lavender Town
TitleUnicode:Lavender Town
Artist:Junichi Masuda
ArtistUnicode:Junichi Masuda
Creator:E n d
Version:Silent's Hard
Source:Pokemon: HeartGold and SoulSilver
Tags:Pokemon
BeatmapID:1208742
BeatmapSetID:357708

[Difficulty]
HPDrainRate:4
CircleSize:4
OverallDifficulty:4
ApproachRate:7
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Ender_Sword

[- Mizki -] wrote:

Hi! from the OSUWOT modq.

General stuff
-Conflicting tags. Make sure you keep them the same in all diffs.
-not sure about this but I'm pretty sure the offset is constant.
-Generally speaking, Easy and Normal should use distance snap throughout the whole map. There are some objects that aren't, maybe you can find them instead of me putting every single one. ya fixed all


Easy
-00:02:198 (1) - move this slider one grid to the right (distance snap) fixed
-00:06:180 (1) - move this slider one grid to the left (distance snap) fixed
-00:14:144 (1) - make this straight like the other sliders fixed
-I don't see the clear logical reasoning behind the circle placements. Make it clear. am learning to map easies plz

Normal
-00:15:139 (3) - would be better if this slider is rotated 90 degrees anti-clockwise and is put on top of the circle 2. (flows better) fixed
-00:17:130 (3) - recommend placing this lower left. distance between the next three objects seems compressed. remember to adjust accordingly (like putting the next circles 1 and 2 lower too) tink i fixed it
-00:19:120 (3) - object end not snapped to timeline. this is an AIMod note oop
-00:22:107 (1,2,3) - weird overlap. adjust circle 2 to the left accordingly. fixed
-00:30:019 (1,2,1,2,1) - fix distance snap? fixed
-00:39:940 (1,2,3,4) - I recommend this: the 1234 and the next 1234 circles should be of the same curveooo nice

will get someone to check the timing


GL for your first map! These are very general so you'll see your map has much more to improve with further mods. :)
Thanks!
Affirmation
Q

[Easy]
00:01:203 (2,2) - Don't stack
00:13:148 (2,1) - DS
00:14:144 (1) - this extremely chagning SV could be unrankable.
Just 2/1 circles and sliders....

[Normal]
00:14:641 (2,3) - Unstack since you didn't stack at others.
00:29:549 (4,1) - ^

GL
Topic Starter
Ender_Sword

Neoskylove wrote:

Q

[Easy]
00:01:203 (2,2) - Don't stack fixed
00:13:148 (2,1) - DS ds is fine?
00:14:144 (1) - this extremely chagning SV could be unrankable. fixed
Just 2/1 circles and sliders....

[Normal]
00:14:641 (2,3) - Unstack since you didn't stack at others. nah
00:29:549 (4,1) - ^ ^

GL
Octoling
Just a small mod but, in the Easy and Normal diffs, you should use a lower grid level because some sliders are not straight lines.
Like, this slider https://osu.ppy.sh/ss/7612443 here in the easy diff should be like this https://osu.ppy.sh/ss/7612444
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