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Rhythm Incarnate
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This beatmap was submitted using in-game submission on dimanche 7 mai 2017 at 00:03:40

Artist: Nekomata Master+
Title: Proof of the existence
Source: beatmania IIDX 20 tricoro
Tags: SKSalt tasuke912 ORIGINAL SOUNDTRACK Volume 1 konami hard electronica Naoyuki Sato jubeat plus jukebeat saucer REFLEC BEAT colette -Summer- plus
BPM: 170
Filesize: 4964kb
Play Time: 02:03
Difficulties Available:

Download: Nekomata Master+ - Proof of the existence
Information: Scores/Beatmap Listing
---------------

Proof of the existence


by 猫叉Master+

from
beatmania IIDX 20 tricoro


Background image by ZKI

Taiko diffs by tasuke912 and SKSalt
Last edited by Alheak on , edited 58 times in total.
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Tempo Trainee
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Alright, here's my mod. Everything but the highest diff:

General: Be careful with your combo colors, the light blue and especially the purple are kinda hard to see against the background

Normal
00:34:809 (2,3) - here and many other places. the overlaps really don't look all that nice, I think increasing the distance of your DS would be beneficial for the whole map
00:43:279 (2,3,1) - the (2) beat here is pretty strong and occurs again between (3) and (1) - maybe there's a better way to map these two measures?
00:54:573 (2,3,1) - ^
01:01:632 (2,1) - map this to the crash or whatever that is? you're brought completely out of tact otherwise
01:18:573 (2) - the beat on the white tick is much stronger, maybe let the slider end there instead?
01:29:162 (1) - this should probably repeat once more and start on the other side because of that.
01:41:515 (3,1) - there's some fairly strong beats being ignored between those two, maybe a repeat slider could fix that?
01:50:338 (1,2) - ^
02:03:044 (1) - this could be a slider I guess

Hyper
00:12:750 (3,1) - There should probably be a triple here (too hard?)
00:15:573 (3,1) - ^ and so on
00:21:220 (3,1) - I think this one especially
00:56:162 (4,5) - this sound is asking for some sort of fancy slider with lower SV
01:07:279 (1,1,1) - do these really have to be NCs?
01:51:044 (2,3,4,5) - I think these would play much nicer if they weren't stacked but had a pattern
02:03:044 (1) - same as normal

Another
00:22:809 (1,2,3,4,5,6,7,8,1) - I'd move this whole section up and to the left so it doesn't feel so cramped into the bottom right corner
01:09:397 (1) - I feel like the white tick is a really strong beat that should be mapped accordingly
01:20:691 (1,1,1) - I feel like this whole section could make better use of space, bigger and faster sliders maybe? It just feels so tiny if you get what I mean.
01:54:573 (1,1,1,1,1,1) - ^ all these sliders could be fancier. Preference I guess
02:03:044 (1) - same as normal and hyper
I'm not a big fan of your inconsistent triple/double usage but that's style I guess. I also feel like you overuse doubles, but that's probably me being bad.


Alright, nice mapset
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Rhythm Incarnate
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dermit wrote:
Alright, here's my mod. Everything but the highest diff:

General: Be careful with your combo colors, the light blue and especially the purple are kinda hard to see against the background

Normal
00:34:809 (2,3) - here and many other places. the overlaps really don't look all that nice, I think increasing the distance of your DS would be beneficial for the whole map meh, sure overlaps don't look great, but I did my best to make everything as easy to read as possible. anyway increasing DS for the map would shoot the diff rating above 2 which would make the spread unrankable
00:43:279 (2,3,1) - the (2) beat here is pretty strong and occurs again between (3) and (1) - maybe there's a better way to map these two measures? that's debatable, you're not wrong but I don't want to map too much or the same thing all the time, so this is a nice compromise for diversity and being easy to play, while still sticking to the song
00:54:573 (2,3,1) - ^
01:01:632 (2,1) - map this to the crash or whatever that is? you're brought completely out of tact otherwise i don't know what you are talking about here
01:18:573 (2) - the beat on the white tick is much stronger, maybe let the slider end there instead? no, you tap on strong beats, and release on weaker ones
01:29:162 (1) - this should probably repeat once more and start on the other side because of that. It kinda does indeed, but in a normal diff you have to sacrifice some beats to play the map clean and easy to play. If I did as you suggested, I would have quite a mess of overlaps and a rhythm going from 1/3 to 1/4, which is really confusing for beginners
01:41:515 (3,1) - there's some fairly strong beats being ignored between those two, maybe a repeat slider could fix that? do you mean the wub-like sounds? that's debatable, but I don't see how a repeat slider would fix that
01:50:338 (1,2) - ^
02:03:044 (1) - this could be a slider I guess this is interesting, i'll consider it, but for now it should be fine

Hyper
00:12:750 (3,1) - There should probably be a triple here (too hard?) there should be, but might be too much for this calm intro, so this is a nice compromise, will change if more people point it out
00:15:573 (3,1) - ^ and so on
00:21:220 (3,1) - I think this one especially yeah this makes sense
00:56:162 (4,5) - this sound is asking for some sort of fancy slider with lower SV heh, I guess it could indeed, not really a fan but I'll change it with more feedback
01:07:279 (1,1,1) - do these really have to be NCs? yes
01:51:044 (2,3,4,5) - I think these would play much nicer if they weren't stacked but had a pattern this is technically a pattern, and hitting those actually requires a bit of concentration, or at least those beats stand out, which fits them
02:03:044 (1) - same as normal yes

Another
00:22:809 (1,2,3,4,5,6,7,8,1) - I'd move this whole section up and to the left so it doesn't feel so cramped into the bottom right corner well you could also say that the next combo is too cramped into the top left, and so on, this doesn't really makes sense
01:09:397 (1) - I feel like the white tick is a really strong beat that should be mapped accordingly what do you mean? you click on it, it's a slider, it's just fine
01:20:691 (1,1,1) - I feel like this whole section could make better use of space, bigger and faster sliders maybe? It just feels so tiny if you get what I mean. faster would go against the general feeling of this section, I try to spread those out as much as I can, but it's jsut how this section is, can't really do much about how empty it may feel
01:54:573 (1,1,1,1,1,1) - ^ all these sliders could be fancier. Preference I guess maybe, but too fancy for no reason isn't really better in my opinion, simple is best
02:03:044 (1) - same as normal and hyper
I'm not a big fan of your inconsistent triple/double usage but that's style I guess. I also feel like you overuse doubles, but that's probably me being bad.


Alright, nice mapset


this set does indeed require the player to focus on finger control a bit, but it plays jsut fine for those who can.

Thanks dermit!
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Rhythm Incarnate
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Hi.


Hyper

Object is unsnapped:
01:43:101 {103101} Slider edge

01:31:985 (1,2) – I like making an offset so that the (2) circle is more visible like: http://puu.sh/nMPR3/e618b68c25.jpg

01:50:338 (1,2,3,4,5) – This can be a little tricky to read due to spacing. Try increasing the jump at 01:50:338 (1,2) -


Another

00:13:279 (2) – DS of 1.4x for these notes in this section might work a little better due to the 1/1 rhythm


Expert

00:23:691 (5,6) – Be more open to making some of these three circles. For instance, here and 00:27:220 (2,3) – might be good candidates for that

01:29:162 (1,1,1,1) – Consider gradually increasing the SV of these. Maybe that means making the SV low at 01:30:220 (1) -

01:36:573 (2,4) – Consider making each of these a ¼ triplet.

Well done, have a star. Good luck!
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Rhythm Incarnate
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pinataman wrote:
Hi.


Hyper

Object is unsnapped:
01:43:101 {103101} Slider edge yep

01:31:985 (1,2) – I like making an offset so that the (2) circle is more visible like: http://puu.sh/nMPR3/e618b68c25.jpg oh yeah i guess i could raise stack leniency for normal and hyper

01:50:338 (1,2,3,4,5) – This can be a little tricky to read due to spacing. Try increasing the jump at 01:50:338 (1,2) - yeah, i knew this mod would be coming but i believe that the fact the next circle is on a strong downbeat would make it easy to play despite the spacing, I will wait for more feedback to change this


Another

00:13:279 (2) – DS of 1.4x for these notes in this section might work a little better due to the 1/1 rhythm not sure i follow your point here, and 1.4 wouldn't make that much of a difference. I guess I can understand the fact that 1/2s in this sections have a lot of big jumps that could be mistaken for a 1/1 spacing, so I'll look into that, but it doesn't seem to affect gameplay much


Expert

00:23:691 (5,6) – Be more open to making some of these three circles. For instance, here and 00:27:220 (2,3) – might be good candidates for that not sure if I follow you here, those are not three circles, just doubles with a 1/4 slider, they follow the beeps

01:29:162 (1,1,1,1) – Consider gradually increasing the SV of these. Maybe that means making the SV low at 01:30:220 (1) - the sound is exactly the same, there is no build up

01:36:573 (2,4) – Consider making each of these a ¼ triplet. any reason in particular? i don't really see why, each have their own way of seeing the song i guess

Well done, have a star. Good luck!


Thank you! Always nice to see fresh mods out of nowhere : D
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As requested from #modreqs (new to modding)

Expert
00:14:691 (2,3) - I would suggest that you move 00:14:691 (2) a couple ticks up as it is pretty far.
00:20:632 (2,3,4,5,6) - felt random at first try, not sure how to fix this but removal of 00:20:603 (2) - ?
00:22:809 (1,2,3,4,5,6,7) - I would say for this part that it was unexpected and for 00:23:515 (4) - I would move it down a couple ticks.
00:26:691 (7,1) - Far Distance, maybe place the notes more closer?
00:37:985 (6,7) - Same as the previous.
00:43:985 (1,2,3,4,5) - Cramped at the corner
00:49:279 (6) - Distance is pretty far from the previous note, move the note to the center of the 4 notes?
01:08:338 (2) - I suggest you put this note on the slider end (1)
01:09:044 (6) - I would suggest the same thing as well.
01:11:162 (2) - That's some spacing, would put it in the slider end of 01:10:809 (1) -
01:13:985 (2) - I would move the hit circle to the left a couple of ticks so that its on top of 01:14:103 (3) - Hard to follow along
01:14:691 (5) - I suggest you move it down until its almost on top of 01:14:809 (6) - and directly on the left side of 01:14:338 (4) - Hard to follow along.
01:16:809 (2) - Similar to the previous one, I would say move it to the left a little bit so it would be more easier to follow along.
01:17:515 (6) - Would do the same like the previous one but translate it down a little until its around the same Y value of 01:17:632 (7) - for better following along.
01:46:103 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - would highly suggest if you made it the same consistency like the previous stream, Easy enough to not follow.
Overall Nice map!


Another
00:23:691 (5,6,7,8,1,2,3) - Cramped in corner, space it out just enough to give breathing room
00:37:985 (6,7) - Make the notes close enough so that its not random?
00:39:220 (8) - Notes a little bit closer to 00:39:397 (9) - or simply move (9) up vertically.
00:40:809 (6) - Move it so that its underneath 00:40:456 (5) - Easier to follow along.
01:34:632 (11,1) - Spaced a little bit to far... would move it close via 01:34:632 (11) -
I really liked the ending of Another's last set of streams well done!
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Dextersydney wrote:
As requested from #modreqs (new to modding)

Expert
00:14:691 (2,3) - I would suggest that you move 00:14:691 (2) a couple ticks up as it is pretty far. I want to emphasize the snare in this section, that's why it's so far out, it plays fine as far as i can tell anyway (gameplay wise, it's actually closer because you don't need to move the cursor on (2) thanks to the slider leniency
00:20:632 (2,3,4,5,6) - felt random at first try, not sure how to fix this but removal of 00:20:603 (2) - ? it is tricky, I'll admit, this 1/6 short stream is hard to read but should play fine otherwise. It's a pattern that I use often in my maps, nobody really complained about it, but I guess you have to get used to it. If I get more complaints i'll change it for anothe pattern I had in mind.
00:22:809 (1,2,3,4,5,6,7) - I would say for this part that it was unexpected and for 00:23:515 (4) - I would move it down a couple ticks. this map is quite hard to read, i'm aware of it, this may feel unexpected but so is this part of the song. It plays just fine otherwise. For (4), if you observe the previous objects you can see their starts form a triangle, so the spacing is actually the same everywhere, there's no reason to reduce it just for (4)
00:26:691 (7,1) - Far Distance, maybe place the notes more closer? putting it closer may make it easier to aim, but would then make the jumps more linear, which is even worse to play than big jumps because linear jumps don't feel very natural to play unless they're using the same spacing, and preferable a short one
00:37:985 (6,7) - Same as the previous.
00:43:985 (1,2,3,4,5) - Cramped at the corner that can happen, it'd be bad if it was overflowing beyond the playfield, but this is okay
00:49:279 (6) - Distance is pretty far from the previous note, move the note to the center of the 4 notes? we have quite a lot of momentum here from the previous pattern, which should help make this jump feel more natural. Also don't forget this is the hardest difficulty, things will be harder
01:08:338 (2) - I suggest you put this note on the slider end (1) any reason why? I don't think the map needs a pause here, though I could consider it
01:09:044 (6) - I would suggest the same thing as well.
01:11:162 (2) - That's some spacing, would put it in the slider end of 01:10:809 (1) - but then there wouldn't be any spacing at all, this jump plays fine otherwise
01:13:985 (2) - I would move the hit circle to the left a couple of ticks so that its on top of 01:14:103 (3) - Hard to follow along yes
01:14:691 (5) - I suggest you move it down until its almost on top of 01:14:809 (6) - and directly on the left side of 01:14:338 (4) - Hard to follow along. but why? it'd just kill the energy of this section
01:16:809 (2) - Similar to the previous one, I would say move it to the left a little bit so it would be more easier to follow along.
01:17:515 (6) - Would do the same like the previous one but translate it down a little until its around the same Y value of 01:17:632 (7) - for better following along.
01:46:103 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - would highly suggest if you made it the same consistency like the previous stream, Easy enough to not follow. what do you mean? they seem pretty consistent. and as I said earlier, it's okay to make things a bit difficult
Overall Nice map!


Another
00:23:691 (5,6,7,8,1,2,3) - Cramped in corner, space it out just enough to give breathing room alright
00:37:985 (6,7) - Make the notes close enough so that its not random? what do you mean random? more spacing = more emphasis, and here I want to emphasize the synth
00:39:220 (8) - Notes a little bit closer to 00:39:397 (9) - or simply move (9) up vertically. why? it'd jsut be killing the energy
00:40:809 (6) - Move it so that its underneath 00:40:456 (5) - Easier to follow along. this is simple linear flow, it's already very easy to follow (and putting things straight generally makes things look bad)
01:34:632 (11,1) - Spaced a little bit to far... would move it close via 01:34:632 (11) - reduced a bit
I really liked the ending of Another's last set of streams well done!


Thanks a lot for taking your time doing this, I'll give you some tips to help you make better mods in the future: don't bother with details unless you already know what you're trying to find, always justify your reasoning and if it's just personnal, it'll most likely be refused, unless you propose a better alternative (this happens very rarely)
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Rhythm Incarnate
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wow nic emap dude!
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Rhythm Incarnate
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wow its the rael baerizm yo dude thanks
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Rhythm Incarnate
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ello from queueueueueue, i'll only go over Expert and Another


General
Check
Although your missing a Easy


Timing
Check


Ai-Mod
your stack latiency varies across diffs but hey that's your choice, i don't have a problem with that


Expert
  • 00:24:044 (7) - you are missing sounds on the blue tick which imo should be clickable
  • 01:22:103 (1) - you give every slow slider some slider art and you just leave this one? with the strongest vocal sounds? cmon man
  • 01:25:015 (1) - i don't see why you woudn't want to end this spinner at 01:28:985 the whoosy sound still continues
  • 01:52:809 (1) - see to be honest rather than placing this at such a sharp angle i would recommend placing this note at x:291 y:152 to overlap the 01:51:750 (1) - slider, looks/plays better imo


Another
  • you're putting this slider at a downbeat :/ imo that slider end should be clickable
  • 00:37:632 (5) - same here, the future sliders like these have the same 'issue' so i won't mention them

well coudn't find much so have a star instead :) kek map
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Rhythm Incarnate
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C00L wrote:
ello from queueueueueue, i'll only go over Expert and Another


General
Check
Although your missing a Easy easy can be skipped if normal is below 2*


Timing
Check


Ai-Mod
your stack latiency varies across diffs but hey that's your choice, i don't have a problem with that yes on purpose, i didn't want to have perfect 1/2 stacks in normal so I hanged it here


Expert
  • 00:24:044 (7) - you are missing sounds on the blue tick which imo should be clickable yes, but that's a choice I took for diverse reasons, like playability, rhythm, and so it fits better with the song. I could have mapped this whole section with blue ticks, but then it'd have felt very boring and dull, with this I can emphasize some parts of the rhythm and create a more fun gameplay
  • 01:22:103 (1) - you give every slow slider some slider art and you just leave this one? with the strongest vocal sounds? cmon man diversity in slider shapes works with simple shapes as well, it doesn't have to be full of contemporary art style sliders lol. Also since this is a strong and clean sound, it seems more appropriate to use a clean yet defined shape like this to represent it
  • 01:25:015 (1) - i don't see why you woudn't want to end this spinner at 01:28:985 the whoosy sound still continues I do agree, but I wanted to stop it on the snare so it has a clear time to stop it, if I were to stop it later, it would be on an arbitrary beat which won't be as strong and defined as the snare
  • 01:52:809 (1) - see to be honest rather than placing this at such a sharp angle i would recommend placing this note at x:291 y:152 to overlap the 01:51:750 (1) - slider, looks/plays better imo not a bad idea, but sharp angles helps with aiming and this kind of rhythm is quite hard to hit properly, so this helps


Another
  • you're putting this slider at a downbeat :/ imo that slider end should be clickable I don't think that's the proper definition of "downbeat", but I think I can see why you're saying the slider end should be clickable. There are a couple reasons it's not, first because I find it more natural rhythm-wise to allow a bit of rest after a stream, so placing a slider helps with that, if not we would end up with 5 consecutive circles and this would feel a bit overwhelming for a calm section like this. Second, I want to maintain that back-and-forth flow at the beginning of the measure, then break it for the piano notes to emphasize them, if I only put 2 sliders, this flow wouldn't be as defined and would not work
  • 00:37:632 (5) - same here, the future sliders like these have the same 'issue' so i won't mention them

well coudn't find much so have a star instead :) kek map


Thanks a lot for your time and the star!
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Rhythm Incarnate
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Heya! from my Q

normal
  • 01:25:093 (1) - missing clap at spinner end
  • 01:50:328 (1,2) - could work as 1 tick less on (1) and change 2 into a 1/1 slider since 01:50:799 - sounds the weakest of the 4
  • 02:03:034 (1) - for all diffs: optional spinner with decreasing volume/slider after this since there is still a really audible sound and seems more like (1) is buildup for 02:03:210 - but its fine as it is aswell

Hyper

Another


Expert

  • 01:06:210 (4) - skipping these 1/6s and not 01:02:799 (3,4,5) - feels a bit weird
  • 01:52:446 (4) - NC
  • 01:41:858 (1) - awesome stream, control h this kickslider feels more natural and I gues you want some kind of break here
  • really fun to play, only the first 1/6 piano caught me off guard 00:36:622 (6) - but can't think of anything that would help indicate that its a 1/6 other then maybe starting with a simple 1/6 kickslider for the first one, just leaving this here incase someone brings it up again no need to change now

Really fun map nothing gamebreaking wrong so bit of nazi included GL with getting it ranked! :D
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Rhythm Incarnate
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Wishkey wrote:
Heya! from my Q

normal
  • 01:25:093 (1) - missing clap at spinner end added
  • 01:50:328 (1,2) - could work as 1 tick less on (1) and change 2 into a 1/1 slider since 01:50:799 - sounds the weakest of the 4 yes
  • 02:03:034 (1) - for all diffs: optional spinner with decreasing volume/slider after this since there is still a really audible sound and seems more like (1) is buildup for 02:03:210 - but its fine as it is aswell spinner here is a bit counter intuitive since you're supposed to spin it the fastest possible when the song is actually fading away and losing its energy

Hyper
  • 00:53:681 (6,1) - start the 1.6ds here like you did with 00:42:387 (6,1) - changed
  • 00:44:858 (4) - extend by 1 tick these are more important than the piano imo and you do something similar at 01:13:269 (6,1) - i want to make this sound stand out more, so I purposefully made it so it doesn't overlap anything. Exntending it would require me to make it overlap
  • 01:35:593 (3) - place at 01:35:769 - trips starting on white tick feels off while playing or something like 01:40:446 (1) - wouldn't fit the song as well, there is a snare here that would feel lacking if not mapped
  • 01:40:799 (2,3,4) - same here, (3) is basicly mapped to nothing, would reduce (2) by 1/4 and start a 1/2 slider on the white tick instead, you follow the same rythm but feels less awkward to play and it makes 01:41:152 - clickable aswell good point
  • 01:46:799 (2,3,4,5) - see 01:35:593 (3)

Another

  • 01:34:093 (6,11) - one pixel off from stack ayy yeah, pointless to fix because it's an issue with how maps are coded I think, anyway it's not too noticeable
  • 01:52:446 (4) - NC the one 1/8 i don't think there's a reason too, it plays like the 1/6 one
  • 01:35:505 (3,4,5,6,7,8) - and 01:46:799 (3,4,5,6,7,8) - trips emphasizing the red here again, other rythm suggestion while keeping the break same reason as hyper, there's a strong snare
    Image

Expert

  • 01:06:210 (4) - skipping these 1/6s and not 01:02:799 (3,4,5) - feels a bit weird i guess, changed but i fear it feels too overwhelming for this calm part, I may go back
  • 01:52:446 (4) - NC don't see a reason why
  • 01:41:858 (1) - awesome stream, control h this kickslider feels more natural and I gues you want some kind of break here ctrl h wouldn't make any difference gameplay wise because the player would play it exactly the same (hold without moving), and it looks better how it is now
  • really fun to play, only the first 1/6 piano caught me off guard 00:36:622 (6) - but can't think of anything that would help indicate that its a 1/6 other then maybe starting with a simple 1/6 kickslider for the first one, just leaving this here incase someone brings it up again no need to change now yeah the song plays a lot with those 1/6s, I agree it's a bit hard to differenciate from 1/4s but you get the hang of it, more and more maps are using them "raw" like that (without repeat sliders)

Really fun map nothing gamebreaking wrong so bit of nazi included GL with getting it ranked! :D



Thank you for your time, that did help
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Hi. Here is my Taiko diff. Let's both do our best ;)

SK's Oni
Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 34005
Countdown: 0
SampleSet: Normal
StackLeniency: 0.2
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 11505,22799,34093,39740,45387,56681,67975,73622,79269,90563,101858,113152
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.9

[Metadata]
Title:Proof of the existence
TitleUnicode:Proof of the existence
Artist:Nekomata Master+
ArtistUnicode:猫叉Master+
Creator:Alheak
Version:SK's Oni
Source:beatmania IIDX20 tricoro
Tags:tasuke912 ORIGINAL SOUNDTRACK Volume 1 konami hard electronica
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,-10
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
211,352.941176470588,4,1,0,25,1,0
11416,-100,4,1,0,60,0,0
22799,-100,4,1,0,75,0,0
56681,-100,4,1,0,70,0,0
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Combo2 : 255,237,210
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Combo4 : 216,179,255
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Combo Commander
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Hi from my queue :D

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SK's Oni



tasuke's Inner Oni

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The rest is fine, good diff :)


Good Luck with get ranked :)
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