Thank youuuuu <33333Static Noise Bird wrote: 604i6k
Here we go.
[Rhythm mod]
(might do a pattern/design + playability/flow mod tomorrow, though it's mainly fine by me - I'll consider)
00:01:562 (2) - Could be shortened by 1/4 to have the horn sound at the current end clickable.
01:02:194 (2,3) - Would fit the synth better if the circle was before the slider. I want to click the finish too, so I made it with 3 cirlces
01:04:720 (2,3) - ^
02:59:668 (4,5) - A slider would fit here instead of two circles.
03:04:720 (4,5) - ^
03:54:615 (6,7) - Should be just a normal stream instead.
04:17:668 (1,2) - These could be 1/4 sliders to match better the hectic synth arpeggio thing going on.
04:23:036 (2,3) - ^
04:30:299 (1,2,3,4,5,6) - It's weird that you're jumping between the arpeggio thing and the main melody here. This part feels so oddly empty compared to everything before and after.
04:41:036 (4,5) - Could be three circles. Leaving the 1/2 hit after the snare without a clicked object is quite odd IMO.
04:50:510 (1,2,3,4) - I like slider patterns, but this ignores lots of stuff going on in the background. Extending (2) by 1/4 and dividing (3) and (4) into two circles each would fit.
06:16:404 (1,2,3,4,5) - I'm sure you could leave out this stream and map something to the music. I hear no 1/4s.
07:47:319 (2) - Should be a single circle.
07:49:034 (2) - ^
08:12:605 (1,2,3) - Snap the ends to 1/3 (like how (4) already is snapped). I someone said me it was wrong, but I don't know who... Btw fixed
08:35:748 (3) - Remove the repeat and add a circle to the current end. Would fit the synth better, again.
08:39:176 (3,4) - Nah. Either shorten (3) and put (4) where it currently ends, or replace (4) with a single circle at its current ending point.
09:12:605 (1) - Shorten by 1/4 and add a circle to the end. The clap should be its own hit object.
09:19:891 (2) - ^ Similar stuff, except with piano instead of clap.
09:29:748 (1) - ^
10:56:014 (5) - Would be better if it was divided into a 3/4 and 1/2 slider.
10:56:714 - Also this small synth sound maybe could use an extra circle.
11:02:414 (1) - Shorten by 1/2 and add a circle to the end to match both the synth and the beat better.
11:09:414 (4) - Divide into two circles. The current end is on an important kick that should be clicked.
11:12:614 (3) the section starting from here - Sure, it follows that odd synth, but I find this tricky. I'll assume it's fine, though, because I can't see anyone else complain about this. This song is very special about this (especially when you listen to the original version). So yeah no changes
12:41:614 (1) - Remove the repeat and add a circle to the current end. Important section start and should really not have the first new object 1/4 later.
12:55:014 (3) - Make it like 12:55:814 (6)
15:09:577 (1) - Should shorten by 1/2 or 1/4 and add a circle to the current end.
15:40:777 (1,2,3,4) - IMO this place sounds like a suitable place for 1/2 slider jumps. This is not bad either, though. No changes
15:46:777 (1) - Most likely an unrankable slider shape due to the unpredictable slider track.
16:39:577 (1,2,3,4,5,6,7,8,1,2) - Shorten the sliders by 1/4 and start the streams 1/4 earlier.
17:16:777 (1,2) - https://puu.sh/enaE7/c1a4f04434.png
17:18:877 (3) - Most likely an unrankable slider shape due to the unpredictable slider track.
17:38:377 (1,2,3,4,5,6,7) - All the slider starts and ends should have their own circles instead. Important notes are being "sliderended".
17:44:377 (1) - Could be shortened by 1/4 and add a circle to the current end.
17:52:377 (1) - ^
17:56:377 (1) - Again, separate to two circles.
17:57:377 (5) - Shorten by 1/2 and add a circle to the current end.
19:43:012 (4) - Replace with 2 or 3 circles (leave the middle one out if you want to).
19:56:387 (4) - Remove the repeat and add a circle to the current end. Also the next object would work better as 2 circles.
19:58:387 (4) - ^
21:17:380 (4) - Shorten by 1/4 and add a circle to the current end.
22:07:713 (1) - Should be two circles instead.
24:15:800 (1,2,3,4,1) - All the sliders should be shortened by 1/2 and add new circles to the current ends.
24:46:467 (1) - Shorten by 1/3, start the next slider here, and add a repeat to that slider.
24:48:133 (1) - ^
25:17:967 (4,5) - The slider should be after the circle because the finish should be on the slider start instead of the slider end.
25:30:467 (1) - Shorten by 1/2 and add a circle to the current end.
Sprite,Foreground,Centre,"SB/Unown.jpg",320,24013:13:614 - Another suggestion: It would be cool if the background would slowly zoom in during this part, like this:
F,0,708814,,1
S,0,708814,,0.5602051
R,0,708814,,0.1575391
F,0,710414,,0
F,0,715214,,1
S,0,715214,,0.62
R,0,715214,,-0.1575391
F,0,716814,,0
Sprite,Foreground,Centre,"SB/Ghost.png",320,24015:34:777 - Add a flash here
S,0,793614,820814,0.9277949,1
F,0,793614,794814,0,1
F,0,794814,819214,1,0.9991667
F,0,819214,820814,0.9991667,0
Sprite,Foreground,Centre,"SB/Thanks for playing 3.png",320,240(I also left it onscreen a little bit longer, which feels better to me, and removed an unnecessary command here)
M,0,1568133,1571466,210,108,216,104
S,0,1568133,,0.8030769
F,0,1568133,1568800,0,1
F,0,1570800,1571466,1,0
Everything fixed (except when I said no)ReallyFastCat wrote: 403h4y
~(^w^ )~ ~( ^w^)~
[Storyboard]
- There are two .osb files in the folder, delete the one that's not used
- "Black.png" is unused, delete it All fixed
06:56:962 - uhhhhhhhhhhhhhhhhhhhhhhh That fail
08:29:748 - This flash doesn't really fit. I'd just remove it, but making it less strong would also work
10:09:417 - The flashes from here to 10:17:627 seem too strong to me, I'd only fade them to ~0.6 opacity instead of 1. I can't change because it sucks, so no changes ;w;
11:05:614 - The first flash here is missing the background, but the others have it
11:48:814 - It would be better if the two times the background appears would be different. Here's a suggestion:
Sprite,Foreground,Centre,"SB/Unown.jpg",320,24013:13:614 - Another suggestion: It would be cool if the background would slowly zoom in during this part, like this:
F,0,708814,,1
S,0,708814,,0.5602051
R,0,708814,,0.1575391
F,0,710414,,0
F,0,715214,,1
S,0,715214,,0.62
R,0,715214,,-0.1575391
F,0,716814,,0
Sprite,Foreground,Centre,"SB/Ghost.png",320,24015:34:777 - Add a flash here
S,0,793614,820814,0.9277949,1
F,0,793614,794814,0,1
F,0,794814,819214,1,0.9991667
F,0,819214,820814,0.9991667,0
19:42:387 - Don't dim this that much, it's too sudden. ~0.6 opacity should work better
26:08:133 - This would look better with a bit of movement:
Sprite,Foreground,Centre,"SB/Thanks for playing 3.png",320,240(I also left it onscreen a little bit longer, which feels better to me, and removed an unnecessary command here)
M,0,1568133,1571466,210,108,216,104
S,0,1568133,,0.8030769
F,0,1568133,1568800,0,1
F,0,1570800,1571466,1,0
That was the first "real" storyboard mod I ever did, hope it was helpful :3
Just some minor things about the map itself now:
[Marathon]
06:08:352 (5,6,7) - Make these a straight line
08:08:105 (2,3,4) - Move (4) one grid down
08:15:891 (6,2) - Blanket can be improved
12:40:314 (6,1) - ^
14:11:315 (3,4,5,6,1) - Flow is kind of weird here. Swap (4) and (6) maybe?
14:40:648 (3,4) - Make it more like this: http://puu.sh/fJyk3/30b83473d4.jpg (looks a bit better)
15:42:877 (5,1) - blanket
17:38:627 (2,3,4) - um, what happened to the spacing here? o.O
19:58:262 (3,4) - blankeeeet
21:01:713 (4,5,1) - (4) and (1) are pretty close together here, moving (4) to x240 y221 would work better
22:18:703 - Unsnapped green line
23:20:801 - Are the two green lines here intentional? Why does the volume change to 30% and then to 40% 9ms after?
25:21:133 - This is the last section of the map, so killing players with a long stream like this would be pretty frustrating (I usually lose close to all my health there, which doesn't really happen anywhere else in the map). I'd just add a reverse slider at 25:22:467 (and then either another one or a short stream after it)
Phew, that took me a while, and I didn't even find that much x.x
I really wanna see this map ranked, I've already been lurking the process for a while. I wonder when it will happen...
Anyways, good luck with the map and have some stars! ^o^
Stroxx wrote: 1v294
After careful consideration I have come to a conclusion.
This right here is not a map nor is it a marathon.
Playing this was a journey.
I really want to say thank you for giving me this adventure to experience. It is unlike any other maps I've played so far and the duration of 26 minutes was hardly felt. I truly enjoyed this and can easily say it was the best map I've ever played in my life.![]()
Everything fixedjonathanlfj wrote: 3z2x25
played through the map, didn't see any playability issues so it should be good to go after you fix these minor things:
09:21:176 - hitsounding in this section is too quiet, i advise you to keep it at 20% and raise the existing 20% sections to 25%
22:18:703 - green line snap to 22:18:712
23:20:810 - green line snap to 23:20:801
(almost failed at the 240bpm section lol totally didnt see that one coming)
no kd
The "white_x" are used to make an animation for "white_", and I didn't use any "white_x" in the storyboard =/ (there's only the "wuite_" at the moment you noticed)Yuii- wrote: 1v4x3c
I just want to confirm a couple of things:
[Storyboarding]
white_1 18:07:887 -
white_2 18:07:887 -
white_3 18:07:887 -
white_4 18:07:762 -
white_5 18:07:418 -
white_6 18:07:418 -
white_7 18:07:418 -
Some elements seem to be unused... or I am drunk.
Aaaand confirming metadata: http://kumikyoku.rintaun.net/wiki/Medley_of_Pokemon
(btw, what do you think about adding all those songs into tags? I think you will need them)
Good luck o/
Animation,Foreground,Centre,"SB/white_.jpg",320,240,[b]8[/b],500,LoopForeverMoreover, white_.jpg is completely ignored and is unused, because if you use animation with files for example image_.png, it will not consider image_.png as a frame of animation, but it will take only the numbered images, thus image_0 to image_8. To fix this, rewrite the code above to this and rename image_.png to image_8.png, otherwise it makes unused file, which is unrankable. In short, you don't need image_,png for animation, because .osb does take only files with numbers if "Animation" is set there.
Animation,Foreground,Centre,"SB/white_.jpg",320,240,9,500,LoopForever
I didn't follow your code, since the animation wasn't good =/ (I think it's the "500", it makes the space between 2 frame so big, in the code it's only 1)Wafu wrote: d5i1
Found some weird stuff in .osb, mostly should be okay, but there are some unused things.
Catch me in-game or send me forum PM if you did not understand anything. I am pretty sure about this so don't ignore it, thanks.
- Black.png doesn't seem to be used in the storyboard, remove it
- white_.jpg is not used either. Respectively, there are 9 frames of the noise while you set 8 in storyboard
Animation,Foreground,Centre,"SB/white_.jpg",320,240,[b]8[/b],500,LoopForeverMoreover, white_.jpg is completely ignored and is unused, because if you use animation with files for example image_.png, it will not consider image_.png as a frame of animation, but it will take only the numbered images, thus image_0 to image_8. To fix this, rewrite the code above to this and rename image_.png to image_8.png, otherwise it makes unused file, which is unrankable. In short, you don't need image_,png for animation, because .osb does take only files with numbers if "Animation" is set there.Animation,Foreground,Centre,"SB/white_.jpg",320,240,9,500,LoopForever
Oh, just noticed it should've been qualified with ByBy's post. Good that this mistake about bubbles happened, I am now your BN score guardian guys <3
The fact is someone told me to change the title, because it was already how you said before ;w;Wafu wrote: d5i1
Oh.. sorry, I used 500 as a confirmation that it doesn't show empty frame, I dunno why I just copied it too...
Anyway SB is okay now.
Regarding the source, it is not ever Pokemon, but Pokémon.
Artist should not be はぴ but hapi⇒ referring to his blog - You can see he is using it really frequently, as well as on his niconico .
Regarding the title, it is also not correct. those brackets of 「 」 type are mostly used to divide the song from text (you know, because spaces are rarely used in Japanese). Correct title should be just THE MEDLEY OF POKéMON RGBY+GSC -3PBs-, you might check seller's website to confirm. They actually stated "Manufactured by: salvation by faith records", which is a company hapi⇒ belongs to, thus this seems quite official, because they have the CDs directly from hapi⇒. They also provide cover image, which actually says the song's name either.
The broken Kiai Yuii- were mentioning is more critical and problematic. :/Wafu wrote: d5i1
Unfortunately, there are some issues that should be definitely fixed:
- .osz is 32MB of file size, which is more than allowed 30MB Not sure if that matters for Marathon maps.
- Beatmap does have 2 .osb files, whilst only one is used That doesn't matter as long it doesn't overlap anything.
- Not that critical, but pokemon tag is completely useless as it is in romanized title already. Tags are for searching, eventually for names, duplicates don't make any sense or effect. People rarely search "Pokémon" but "pokemon" because it's easier. The tag is necessary.
Everything fixed where I didn't write anything, except for the submission bug (I hope it'll works after rerank)Wafu wrote: d5i1
Unfortunately, there are some issues that should be definitely fixed:
- .osz is 32MB of file size, which is more than allowed 30MB Since it's a guideline on the ranking criteria, it's not needed, so no changes
- Beatmap does have 2 .osb files, whilst only one is used
- Please note that soft-hitclap does have terrible quality, respectively it is 128kbps mp3. This is more recognizable than whole song being 128kbps, because it somewhat mixes all frequencies in the song, but in case of single sound, it distorts the sound pretty much (for some overview, PCM is usually 1411kbps) Not needed
- Not that critical, but pokemon tag is completely useless as it is in romanized title already. Tags are for searching, eventually for names, duplicates don't make any sense or effect.
- 06:48:834 - Inherited point does have inconsistent settings with red point below it (only SV is allowed to be changed, but volume must be the same to prevent bugs). Additionally it is doing nothing at all, it is here just as a duplicate that doesn't have any effect on further parts.
- 17:38:377 - Same case as above, the inherited point does have inconsistent settings with the timing point on the same time, but it doesn't even change SV, so it is useless as well.
- 18:30:387 - Same as above, no reason why would it have inconsistent settings or why should inherited point even be there. Regular timing point can have kiai as well.
- 20:33:047 - The inherited point doesn't even make sense. It firstly is wrong from aspects I described above. Second issue is that this doesn't even afflict any of objects, because there is next inherited point right after it.
- 20:33:047 - Same case, it is duplicate, the kiai should be on the timing point instead of inherited, which is completely useless here. Also are you sure the new timing point was needed? 1ms change doesn't seem intended.
- 20:33:047 - Does make no sense at all. Simple duplicate which does have no effect.
- Also, thing that you don't notice everytime. There is submission bug, the map requires update after , which shouldn't happen. (I personally experienced that map I qualified must had been DQed and re-updated to fix that.
EDIT² : Added finish hitsounds at 24:14:467 - and for 25:39:133 - 25:39:467 - 25:40:133 - 25:41:467 -xtrem3x wrote: 2h4d49
Tags: Nintendo, GameFreak, GB,GBA,DS,3DS, Pocket Monster, Pikachu Family, hapinano, はぴぶろぐ, ポケモン! きみにきめた!
Added Nintendo, GameFreak, GB, GBA (the 2 original games aren't on DS/3DS), hapinano
Yuii- wrote: 1v4x3c
Let's continue with this, then.
soft-hitclap.mp3 is NOT a .wav file and also has a 4~5ms delay which is unrankable. You really want to fix that.
soft-hitwhistle3.wav has 1ms delay that can be fixable (though this is something very minor).
06:43:134 (1) - Isn't snapped correctly (I think). Nope, I checked it in the .osu file and they're both at 403134 ms
09:40:462 - This break is way too long and uncomfortable, maybe you can add some well built triplets on 09:54:176 - . The problem is that the timing is hard to guess for the triplets here, and I think it's also good at the moment, you take the time to listen the lullaby
23:24:030 - This part should be mapped because you already have a pause that can be added on 23:46:366 - .
Timed !Baraatje123 wrote: 1l4p34
ON ething before rebub
There needs to be proper timing in Miku's Jiggly part
140 is completely out of sync
Even though you don't map it, breaks need to be timed properly
I would do it for you, but my PC litterally froze due to 6k objects and man ytiming points, so I can't really help ;w;
Call me when you have correct timing
I found the timing, but I still think it shouldn't be mapped, it's just some triplet, there's no sound or anything behind those, I think it's like something to make you wake up after the lullaby, and if I map the triplets, a part of the mapping would be on the lullaby. So no change here ! (except the timing like said above)Yuii- wrote: 1v4x3c
09:40:462 - This break is way too long and uncomfortable, maybe you can add some well built triplets on 09:54:176 - .
p/4625118Zak wrote: 4n1t15
So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.
So unrankable because of score?Wafu wrote: d5i1
p/4625118Zak wrote: 4n1t15
So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.![]()
I think that depends on if this game is written in 32-bit Java.Musty wrote: 544wq
i think it's safe because it you go with one mod, it goes theorically above 2,147,483,647, though it is still above no mod SS
though if you're doing multi mods, i am not sure if it's still the case..
edit: shit i just realised i was not updated while testing.. FailFish
Osu is written in C#Knuffeldraak wrote: 137128
I think that depends on if this game is written in 32-bit Java.Musty wrote: 544wq
i think it's safe because it you go with one mod, it goes theorically above 2,147,483,647, though it is still above no mod SS
though if you're doing multi mods, i am not sure if it's still the case..
edit: shit i just realised i was not updated while testing.. FailFish
Not for the moment because there's an issue with the score, so it has to be fixed before the rankandrei7 wrote: 441o5n
Gabe wrote: 1n5x2f
when is it getting qualified ):