modder info

Raytoly's Modding History

you hyped the map 6 seconds after it beings submitted how
asahi
I don't think that's a necessary change since these barlines can introduce beat makes it easier to predict btw the sv was default here so I made the sv the same speed to the first part of the map so it seems smooth and not out of place
now that you mentioned it, after checking out the part here I think consistency is a bit disorganized here, so I made everything more consistent with balance of 3/2 and 1/1
oki
lmao
I think master diff here is irrelevant since it uses more difficult snapping Also, the part starting from here 02:20:821 is significantly harder to handle imo but considering it's the fastest and hardest part, I don't think 02:30:989 needs any nerf since there're many 1/1 spaces that helps players gradually recover and is easier to handle than previous part
the color is pretty limited since there're only ddd and kkk the melodies representation here is pretty different from 01:49:125 - 01:51:082 what I focus here as a factor to determine the color scheme is that the melodies seem to fit more well with kkk than a ddd
sure
actually there's no significant reasons since I focus on using alternating scheme here There're some that use don on melodies too I made a balance a bit more
I adjusted the overall sv of the diff to have minimum speed at 0.70 where the highest diff has 0.6 so that the overall difficulty would be more balanced, by the lowest speed and easier sv scrolling
ok
alternating between 60 and 40, not disturbing, not too loud and have slight difference, sounds good
00:10:462 -> 00:26:114 - I have decided to make 00:17:767 have the same amount of space to kantan, simply removing 00:18:419 will leave the another one sounds weird 00:52:201 -> 01:06:928 - mentioned below 02:11:430 -> 02:34:160 - I also making the same case to above because I want to keep the prominent sounds focused, I made a space of 4/1 at 02:11:430 and 02:19:778. These area place where transition takes place and they sounds still pretty smooth with empty space 00:52:201 and 02:20:821, the example you have given will make the patterns be against the music and emphasis which will be confusing to play I have nerfed it by removed a note each sections such as 00:52:853, 00:54:679 and the rests, so each section of these have 2 of 3/2 rests which will be enough
the notes around here are dense enough to have a note that emphasize the impact here I don't think that's necessary and kantan already was left empty here and futsuu follows more bunch of other sounds
I do focus on the prominent sounds but the smoothness of patterning is kind of a priority, it seems off adjusting according to that because it leaves an empty unsmooth space
the part about the song has pretty high bpm. I agree, that's something I have forgot to consider about It would be quite straining with the bpm monotized
I get where this is coming from, the mistake is these unique sound were to be mapped as 3 plets for all on MASTER difficulty but I mistakenly added a few 5 plets Based on the difficulty gap between diffs, the sounds is supposed to be mapped as 1/2 and introduce only a very few 1/4 in the difficult which is equal to Muzukashii considering the bpm, the way it is mapped also is moderate enough
it's pretty dense yes, but it supposed to be mapped continuously until the chorus end As the higher difficulty has denser intensity and the highest difficulty has the longest 1/4 stream here and there're sounds that support 1/2 through, I'd find other rest places instead of removing this one
all of them was supposed to be 3plets actually, fixed
ig so, the overall map isn't so offhand based
I believe this is not an issue, there're sounds on 1/2 1/4 snaps that can be mapped especially they're melody the reason these 00:42:810, 01:46:386 - are mapped as 1/3 because they are very prominent and there other sounds aren't worth to be mapped for the overall difficult the case is different at 02:11:430 because the lead is extremely prominent that your ears would be lead by it and the sounds are similar to 00:17:767 - which is mapped with equal plets
such issue about the quality of file has been raised before however in this case the audio of full version is literally different from the game version full version of the song has slightly difference in volume control throughout the music So the full version and the game version are two different version and I don't intend to replace for the another one I instead replaced the audio file with OGG one instead which is also equal to 192kbps and has been applied on my solips's map as well, you can check out the ogg file https://osu.ppy.sh/beatmapsets/1859776 Make sure to redownload. Solved
I must have forgotten about reviewing the overall breaks of the map, I will do reviewing though for all the diff as well
yeah, will do
done
compressing should I already make it
b
+4
b
well, alright then
sure
I tried checking the map with current and +5 offsets Personally I think the current offset is mapped according to the synths close to accurate Where later offset (+4 to +10) makes the notes mapped closer to kicks and hihats In music composition, kick and hihats samples can sound a little delayed So I was trying to map the synths as close as possible because I think that's where placements of sounds actually start But this is what I got from playing https://osu.ppy.sh/ss/18956705/36ee Edit: I tried the map with OD 10 and stared at the judgement while playing I found out that most hit fits the judgement the current offset more than +5 I found to be hitting earlier mostly I think the current judgement is already close to accurate as the synths and prominent melodies represent, somewhere around +1 to +2 is also fine but I found the current offset to be at ease apparently
applied ler's mods
00:00:825 - 06:06:150 - these parts too Applied those parts with 50% so that would make little more difference in volume
oh right!
it's true I'm putting a lot of focus on the melody and they are represented on blue ticks as well I focus on maintaining variety of patterning while focusing on the main melody 04:07:650 - this tick being mapped or ignored are either fine as there're no main melody, melodies are mapped at 04:07:500, 04:07:725 The same consistency can be seen at 00:28:050 and 00:53:250 too there're patterns where notes are applied to blue ticks too, but they're already mapped according to consideration of variety in patterning
Moving the note according to your statement would make a 9 plet in the section, I want to keep the parts with 7 plets first, and begin using 9 plets starting from 02:00:825 the xxxxx-xxxxxxx pattern was made at 01:52:425 to build a little difference in sections
okay
I didn't say the other ranked maps did it means it was right, I said the other ranked maps followed the same statement by the artist themselves according to my memory, the question was raised long ago asking how are we gonna use a metadata of extended version of their music for an example there're two Aleph-0, short one and longer one so a certain group involved in adding the tracks to fa list discussed with the artist directly With the result that songs with extended version have marker for their longer version This is why you're seeing ones without marker, and ones with markers written according to its being rhythm game length or extended length
it was stated by the artist themselves to add (extended ver.) marker to long version of some of their music when the tracks were added to fa listing https://osu.ppy.sh/beatmaps/artists/73 the ranked maps of the song followed the same statement
changed to ogg, discussed
I have decreased the density of the part, the other calm parts needed to be adjusted according to the consistency and density most calm parts in the map are adjusted to keep consistency and density balance, a few notes at 04:35:575 are removed to adapt to a lack of density in the previous part
if that's quite a concern, I will go with 75%
hmm I don't really intent to complete the burst sound ( 02:36:775 ~ 02:37:675 ), because leaving spaces can emphasize the melodies better while the 1/4 at 02:36:775 can introduce the bursts if the sounds are completely covered by 1/4s a lack of emphasis happens at 02:37:600 became lacking than the current method not completing burst sounds to focus on emphasizing other prominent sounds are noticeable on other parts of the map as well such as 01:09:175, 01:29:575
I did get what you meant but changing to 0.2x increase will make inconsistency to the other burst parts I mentioned, the intensity doesn't really sound intense in the background compared to the other similar parts, so I said bursts sound and fx were the factors that makes the part sounds increasing but that's very small. And if the SV goes up to x1 it would be the same speed to normal 1/4 parts which I didn't want to happen, Keeping 0.1x increase would keep the consistency and emphasis, and other parts that deserve more difference in SV and intensity emphasis better
the intensity doesn't rests a lot, I think bursts sound and fx are the factors you're considering that But there's no intensity increase in the background the reasons I don't increase the SV too much because I don't want it to take over other parts that deserve more difference in SV and intensity emphasis Also, the part is similar to 01:25:975 but 05:05:275 ~ 05:09:250 is noticeably less intense But 05:05:275 ~ 05:09:250 goes exact as you mentioned beginning with 0.6 SV while 01:26:575 begins with 0.7 SV I put SVs with cautiousness of speed compared to what I have put before so these are intented
wdym, it already has a finisher here lol
there's no any melody and only burst sounds at 06:12:775 - so I left it empty however that would be inconsistent with other burst places so I put 1/4 notes at least to emphasize and introduce the sound enough then follow the melody afterward
why the part is having different SV and more notes 04:30:775 - the melody in the part became more harmonic compared to the previous part so having more notes can emphasizes the difference along with the SV it's true the SV is enough to emphasize the harmonic or the different is slight that doesn't need the change at all. I want the notes to become denser to players can adapt to the next part that has 1/4 notes starting from 04:35:725 The main point is about increasing density of notes so the density is making progress
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