Link: https://puu.sh/vDT52/918243a745.rar
Umm.. Is it available having only 1 mania diff?arcwinolivirus wrote: 44e6t
Here comes Mania difficulty \o/
one diff for all modes is fine- Frontier - wrote: 1x7064
Umm.. Is it available having only 1 mania diff?arcwinolivirus wrote: 44e6t
Here comes Mania difficulty \o/ (I just not sure about having one diff in marathon map.)
Ranking Criteria: A mapset cannot have just one Taiko or osu!mania difficulty. If you decide, for example, to include Taiko in your map, make sure you have at least 2 Taiko mode difficulties and that one of them is of an easier difficulty level if it doesn't have an osu! standard Easy level difficulty. However having only one CtB difficulty is fine.
thanks boiNoffy wrote: x5c18
Hi, modding as requested in my queue!
Oh my goodness, that source, don't forget to fix it later hahaha.
[Moddo]
Cute map!
- This currently isn't long enough for approval.. I suggest.. extending the spinner over the barely audible fadeout!! yeah!!! To like 05:01:400 , yeah!! Like all the cool kids these days do, right?! we are! maybe! hopefully i dont get drama!
- 00:40:650 (4,5) - The stacking is off here :C Fixed nice LOL
- 01:32:850 - I'd consider mapping this sound since there's a pretty deep kick here and it could help emphasize the next reverse slider as well
Fixed
- 01:59:050 (2) - MM... this doesn't really start on anything? How about shortening 01:57:050 (1) - and trying out this rhythm? 2nd slider was made to 1/1 because I wanted that small pause to emphasize the kicks
- 03:07:050 (1) - Possibly curve this a bit more so it actually looks curved instead of straight? o: Fixed
- 03:52:275 (1) - Can this not go under the health bar :c Fixed
- 04:27:470 (1) - Is this someone's lower intestine? If it is, hey can you put your lower intenstine away? Thanks. tried to fix .-.
- 04:37:075 (1,2,3,4) - Consider adjusting this to be a perfectly-straight-line?
Fixed
- 04:45:875 - It felt pretty awkward to skip this note, especially when it starts the little piano rhythm that 04:46:075 (3,4) - are mapping. Consider adding a circle at this time? Fixed
Have a nice day~
thx bruhNeoskylove wrote: 6d4a1n
Q
[fd]
00:42:450 - Add a beat here. but theres no sound w
00:44:050 - ^ ^
00:47:050 (2,4) - stack here, overlap looks messy imo Fixed
02:26:650 (3,4) - swap for flow intended to do that
02:34:650 - 02:36:250 - why you ignored here? has strong drum sound. used curve in slider to play it to keep consistency between kiai
GL
thanks nazi! jk ur good <3Toshino Kyoko wrote: t28
I don't *namirin smh i will riot ur house
Kaori 351f37
- Put real tags lmao >_>
- 00:01:084 (2) - Why not put this where 00:02:646 (3) is ? or maybe the other way around made a gimmick with it
- 00:03:432 (1) - This doesn't look allign with the rest here 00:01:906 (1,2,3) whatevs fixed cuz i made gimmick xd
- 00:35:450 (1,1) - Blanket is a little off, move 00:36:850 (1) a little higher Fixed
- 00:52:250 (3,1) - blanket slightly off too, idk why though, looks off for me xd Fixed
- 01:08:450 (3,1) - Blanket ? :thinking: ok :thonkang:
- 01:18:650 (1) - Maybe try to match the red nodes with the lyrics change which is for me on 01:19:150 , or let it on the white tick but make it more perfect because now the slider ball is a little off : https://i.gyazo.com/7f2fd3b4285552c83d7 ... 6af92c.png nazi smh ok
- 01:23:050 (2) - maybe ctrl+j and some rotation to make the slider point to the head of the next object Fixed i guess
- 01:59:050 (2,1,2,3) - Maybe make this pattern into a perfect square, with the tail of 01:59:050 (2) as on of the corner, or make it more symmetrical where 1-2(red combo) has the same distance as 3-2(purple combo) w0t r u saying m8 its not supposed to be a square ;w;
- 02:17:050 (3) - Might wanna use a bigger spacing since there is a snare here (btw, where are the hitsounds ? xd) Fixed a bit and hs wip lul
- 02:26:650 (3,4,5,6) - Try to make 02:26:650 (3,6) the same distance as 02:26:850 (4,6) I think it will look a lot better, and maybe change the order of the pattern so that 3 has the bigger spacing cause it has the strongest sound imo, that'll also mean you have to replace 02:27:450 (1) change of flow gives enough emphasis,no need for bigger spacing
- 02:29:050 (3,4) - Stacking a bit off, fix plz fuck osu,fixed
- 02:32:250 (3,1) - Why not blanketing 1 with the small curve at the end of 3 ? nah ;/
- 02:59:050 (2,3,1,2,3) - I feel like the gap between everything is not obvious, 02:59:050 (2,3) has relatively the same ds as 02:59:450 (1,2)
- 03:02:650 (1) - Put it at the same distance to 03:02:250 (3) as 03:02:050 (2,4) Fixed
- 03:11:850 (1,2,3,1) - Kinda uncofortable I think, but maybe it's justifiy by the lyrics coming in was supposed to shadow 03:10:675 (1,2,3) -
- 04:09:670 (3,1) - I don't know if I can call that a blanket cause the approach circle to get the curve is very big, but it's kinda off : 03:10:675 (1,2,3) https://i.gyazo.com/d04a75b9255e59dae7a ... 3f3aff.png fixed
- 04:10:270 (2,3,4) - Make them visually the same spacing wanted to go for normal spacing because this is also quite a low diff,but ok
- 04:23:470 - Ignored snare ;w; Fixed
- 04:21:870 (3,1) - Blanket smightly off, do ctrl+g on 1 to see it xd Fixed
Anyway, that's it, I hope it was useful,
Have a Nice Day and Good Luck !! >w<
Wonki wrote: t2831
Hi
Arcwin's Marathon00:03:468 - add note. It's not difficult
00:12:691 (12691|3) - delete. no chord here.
00:13:980 - add note here. as i said, not difficult
00:32:315 (32315|0,32315|1,32315|3) - delete one of these. what for 3note?
00:46:715 (46715|0,46715|1,46715|3) - same as above
00:49:915 (49915|3,49915|2,49915|0) - ^
00:50:715 - add note for kick sound
01:52:315 (112315|3,112315|2,112315|0) - same as 32sec
02:45:715 - add note for quitar sound
04:53:940 (293940|1,294040|3,294140|0,294340|2,294540|1,294740|2,294740|0) - Wrong snap should be 1/6
04:55:640 (295640|0,296140|2,296440|3) - also wrong. 1/6![]()
Mitkoff wrote: 4f622a
Hello
Quick NM from q
[Kaori]
- Nice source.
- hss?
- 00:25:515 (6,1) - might be avoid overlap on reverse arrow? it's readable but still might be confused with default skin. At least i suggest use this kind of overlap when player is used to it. (on 2nd reverse or 3rd). still fine
- 00:46:715 (1,2,3) - might do even triangle (with same sides) since You anyway didn't emphasis 00:47:115 (2) - strong beat by ds, so mb make more neat pattern. nah
- 01:24:515 (4) - reduce ds to 1.2 since there weak beat and your prev ds with this time gap was 1.2. not too noticeable in gameplay, also it is a loud sound.
- 01:24:515 (4) - Also maybe curve this slider for shape consistency on this part 01:23:115 (2,3,1,2) - ? imo wil be more neat don't see a good reason to do so
- 01:42:515 (1) - please delete curve, on small reverses it's looks agly ^
- 01:51:915 (2,1,2,1) - will be great if You'll use same gamplay mechanic there... I try to explain. 01:51:915 (2,1) - there ds feels much smaller then 01:53:515 (2,1) - since in 1st example player have to move only half of slider to it , so distance between 01:51:915 (2,1) - like 2 time smaller in gameplay than it's in teory. 2nd examle use line structure, so player have to follow full shape of slider anyway and after take this 2.0 ds, so we get great difference between same sound parts. I suggest make them more consistent in this way. 01:51:915 (2,1,2,1,2,1) - i dont really get what you're saying but fixed a bit maybe idk lol
- 01:55:515 (1,2,3) - why no overlap like You did 01:09:715 (2,3) - because its not even the same part or sound
- 02:26:315 (2,3) - pretty uncomfortable flow... maybe 02:25:915 (1,2) - make reddots sliders for easier read this. just suggesstion nope
- 02:27:515 (1) - mb buff ds on down beat? example: http://puu.sh/vGEE1.jpg nope because it wont play well on a high DS
- 02:40:115 (3,1) - overlap more like You did before i dont get what is 'before'
- 03:02:715 (1) - up a bit like 03:02:115 (2,4) - Fixed
- 03:17:915 (2,1) - same thig about overlap on reverse arrow same thing as before
- 03:35:315 (2,3,2,3) - hmmm, consistency pls
Fixed
- 04:07:110 (3,1) - stack them? why
- 04:14:710 (1,3) - this kind of overlap is bad idea imo, if You'd use this overlap concept for section at least , it will be not bad, but now it looks out of place. nope,this is what I intended
sinn wrote: 6hid
GeneralPretty sure its supposed to be *なみりん under Artist ye boi ok
Make 2nd chorus 41% similarly to 1st chorus as there isn't any increased intensity okKaori best grill /s00:36:915 (1) - Consider changing to a stack to emphasise 00:37:115 - ? nah
01:09:115 (1,3) - Please try to avoid ugly overlaps like these,i don't really see the point of the overlaps,there are also some later in the map edgy mapping
From 02:33:915 - to 02:38:315 - i suggest u map to the drums the slider ticks do
04:08:310 (1) - Move this further away from 04:07:910 (5) - to abt x:416 y:224 cannot cuz if move too far the next note very hard to hit due to reverse flow
quick glance oni
That's it.
GL~
thanks guys!-Mo- wrote: 3j2n37
-Mo-d for standard
Kaori
- The timing points at the start of the map are using default samplesets and so the sliders aren't silenced.
- 00:12:291 (3) - I feel like this would be cooler if you did a circle-slider (or the reverse) rather than a single reverse slider so the extra clicks emphasise the faster piano notes. You've already used 1/2 clicking rhythms anyway. Fixed
- 01:05:515 (4,1) - Not sure what the goal was with this overlap but to me it looks weird and out of place. Fixed
- 01:23:115 (2,3) - I don't think these are supposed to use drum sampleset. Fixed, justmeepthings
- 01:31:515 (1) - Out of the three sliders you used for this slower section, this one is the odd one out. It uses more straight lines than the other two sliders and the final curve to me looks off for some reason (probably because of too many white nodes). I think you can do a better slider than this one. added a curve and cleaned it up a bit
- 02:03:515 (1) - This slider seems pretty odd in of rhythm to me. Assuming you're prioritising background sounds over the vocals for this section, there's a pretty strong beat on 02:04:315 that you completely miss. Fixed
- 02:17:115 (3) - I would personally rotate this (either by 30 degrees or 180 degrees) so that there are more contasting angles between the sliders to pair with the 02:16:315 (1,2) pattern better. Fixed
- 02:27:115 (5,6,1) - The spacing emphasis here could be improved I think. The stronger beats are 5 and 1, however the current spacing implies that 6 is stronger out of the three. repeated the back and forth jumps used in the first chorus instead
- 02:29:115 (3,4) - Similar thing, but aesthetically you could probably leave it. leavin it there~
- 02:32:315 (3) - I think I would just keep this as a regular slider shape rather than make it fancy looking. The different shapes suit better after the next measure when the music changes. Fixed
- 03:09:915 (1) - You could probably get away with not needing to NC this. It feels like there's too many NCs happening here. Fixed
- 03:11:915 (1,2,3) - I would try to map this in a way so that the 1/3 is easier to read and react to, either by spacing these out even further or using sliders instead. Fixed
- 03:17:915 (2,1) - Covering up slider reverses in this manner is unrankable now. fuk, fixed
- 04:23:710 (4) - Drum sampleset thing. Fixed
- 04:27:510 (1) - It's probably a good idea to remake this so that the loop is a little clearer and so that the slider ticks aren't overlapping each other.made it perfectly overlap
did hitsounding, will apply it to mania with some variations to fit arcwino's mapping style if possible and will find bns hopefully maybe someday i pray /o\Bubblun wrote: 583t3z
nm from irc
I'm 99% sure 'for rank' is not the source xpp https://www.youtube.com/watch?v=EA6AUFSPS4c the video from namirin's channel I was directed to after clicking the 'featured artists' section. Try to clarify metadata with someone who's familiar with this kind of stuff. Ex. Kurai oki xd
The unicode artist for the taiko and mania diffs are in English. Please copy the Japanese name from the std diff to the others.
You need hitsounds in your map. 00:24:497 - Up to here is understandable, but past this section the song drowns out the hitsoft, so it's less likely the player will receive audible from hitting the notes.
Those tags are lol
Kaori
I can't nominate hybrid sets as I'm not qualified to look at Mania and Taiko modes, so call me back after responding to my mod and having respective BNs give the 'okay' for the other diffs.
- 00:59:915 (2) - I feel like having the slider end on this note would be surprising to play because you map this sound with circles at 01:00:515 (3,4) - but the slider end covers that sound in the first point which could be confusing to play. I think if you move 2 to 00:59:515 - you'll have the room to place a circle at 01:00:315 - which I feel better represents the sound. done
- 02:03:515 (1) - I feel the spacing should be larger in comparison to 02:01:915 (1,2) - as it sounds like the Pink 1 has more emphasis, so having a smaller jump might feel underwhelming while playing. Fixed
- 02:29:115 (3) - I think the rhythm would play more intuitively here if you map the sound at 02:29:915 - with a circle, as having the slider end on that sound makes the distance to 02:30:115 (4) - feel stronger when there's less emphasis in comparison to 02:28:715 (2,3) - done
- 03:12:048 (2,3) - I feel since this is the first occurrence of 1/3 streams, they might be hard to anticipate when playing. If you contrast the 1/3 from the 1/4 streams by placing NCs on these notes it's a better indication these streams are snapped differently than 1/4. Fixed
- 03:18:715 (1) - Covering the reverse arrow might be difficult to read, as the only indication this is a reverse slider isn't visible immediately. The criteria doesn't like covered reverse arrows, so I feel an easy fix would be to arrange it in a way where the reverse isn't completely invisible like https://puu.sh/zcLTi/81849dd502.jpg Fixed, i just arranged the pattern slightly so it doesn't cover the reverse completely.
- 03:21:915 (1,2) - 2 doesn't seem as loud as 1, so the jump to 2 plays a little too forced in my opinion. I feel placing a 1/2 slider here instead would better fit the rhythm, as you can cover those 2 sounds while still placing emphasis on 3. https://puu.sh/zcM68/8efcb9ee2d.jpg me likey, changed to your suggestion :>
- 04:01:748 (2) - I think a circle would be better here because a kick slider was used back at 01:00:915 (5) - to compliment the click sound, which doesn't sound like it's here, which I feel could throw the player off. i think it fits since its a pretty fast sound, and placing a circle would confuse the player since the gap between the circle placed and 04:01:910 (1) - isn't exactly 1/2.
ok boss
gl dude xp
thanks for the mod o/ will mod your map back soon!Shmiklak wrote: 4e5tu
hello random modding from #modreqs because im bored
[General]
- I am not the original storyboarder of this beatmap, but seems that it was made for widescreen displays because some sprites have coordinates that are supposed to be visible on widescreen displays only. storyboarders tho. will do
- Epilepsy warning isn't that required here, because the sb doesn't have really much strobes, but still it would be useful. Ups to you. gonna leave it there
- I actually cannot understand the diffnaming you used. Currently it's like STD has some Japanese (or w/e) word as its name, Taiko difficulty has name Taiko what is weird lmao, and Mania one is Marathon. I highly recommend to follow something one instead of doing random things like this. You can call all your difficulties Kaori, so it will be like Kaori, Volta's Kaori and Arcwin's Kaori, but I'd personally call them Hard, Muzukashii and HD. we'll discuss and see what to do about it xdxd
- Mania difficulty is shorter than 5 minutes so it's unrankable. I amn't experienced in mania but I guess you could add a slider here 04:57:140 - or smth to make it the same length as other diffs will tell arc to add a LN at the end xd
- Weird, but Volta actually has more contribution then the actual beatmap submitter. Volta has mapped 301440 ms while _Meep_ mapped only 300740 (700 ms difference). You may make change spinner length in one of the difficulties or just let Volta resubmit it, but it would be useless because you will have to re the modding and hype process again. theres stuff like tags, hitsounds, metadata, many stuff that I done that he didn't need to, thus I am still able to own this mapset, map time isn't the only factor here.
- Add all people who contributed in the beatmap to tags. As far as I see from your description you should add these guys: volta arcwinolivirus -_frontier_- comfywolf im dumb as fuck ok added
- 00:19:553 - The offset of this point sounds off. I think smth around 19603 would be better settling with 19576
- 00:25:915 - this point sounds off as well. 25925 would be better this one seems fine tho
I'd recommend calling some experienced timer to time the map, because there are many parts where it seems to be awkward.
ok
[Kaori]Good polished difficulty, but the rhythm choice could be improved a lot. I personally would want to see more emphasized vocals instead of blind ignoring them. If you accepted my rhythm suggestions check out other parts of the map and do similar things with them because similar things repeat sometimes
- Don't you think that HP 4 is too low for such difficulty? I'd increase it to 6 put to 5
- 04:33:915 - 04:53:140 - 04:55:040 - at these points Timing and Inheriting sections are conflicting. Unrankable thing Fixed
- 04:27:510 (1) - this slider is unrankable because its movement isn't really logical. When I testplayed it, I thought it should be smth like this: https://puu.sh/zdEQw/211764a6d4.jpg while the actual movement is https://puu.sh/zdETh/61e3b11657.jpg My suggestion is doing smth like this https://puu.sh/zdEUW/7c2522e67e.jpg its just sliderart ;/ I dont think it's that hard to read at all, all the testplayers I've seen play this got this correct
- 04:32:310 (1) - the slider end falls on the non actual sound. The actual sound is on 04:33:915 - Check [ur=https://paper.dropbox.com/doc/osu-Slider-Pixel-Length-Calculation-LPgRouhtjMEDvYVb8Lfgbl]this[/url] page to see how you may fix this its just 5ms off ._. I doubt anyone has or will ever notice this at all lol
- 00:48:915 - you could emphasis vocals here too by putting a circle like you emphasized them everywhere else. 00:49:715 - Here the circle isn't really useful so I amn't suggesting to put it here, but you still may do this. I think that'll make the note density a bit too high for these very calm parts, which isn't what I had in mind when mapping this.
- 01:14:315 (3) - overlap with HP bar. can we let this slide? owo
- 01:18:715 - I'd suggest such rhythm here to emphasis the sounds and vocals better: https://puu.sh/zdFLf/5e7599fd4a.jpg nah, I don't want to overmap and add in extra notes wherever, also the this specific part in every chorus is increasing in note density according to which chorus it is.
200iq- 01:25:115 - ignoring vocals while you emphasized them before isn't really good, try this https://puu.sh/zdFNU/4ea2f73acd.jpg I felt that the vocals weren't as prominent here, the finishes in the song were more powerful and impactful than the vocals since the vocals didn't exactly line up. vocal points like 01:25:715 - and 01:26:515 - don't feel powerful enough to be clickable to me, therefore i used the 3 sliders to emphasise the finishes in the song,
- 02:01:715 - this vocal could be emphasized too note density in this area would be a bit too high(not talking just about if i add one note, will have to add it to other parts too) and wouldnt fit.
- 02:30:115 (5,1) - the blanket could be polished. 03:17:915 (2,3) - this one too intended to make it unblanketed. for emphasis
[Mania]Overall a good mapset, the unrankable issues aren't as difficult for fixing so I guess it has all chances to be pushed forward by BNG after getting some more work, I amn't sure about the other gamemodes though. Best of luck~
I am not a mania mapper, modder and not even a player, so I'm just writing what Modding Assistant says:
00:00:350 (volume level) (hitsound set) (custom set number)
00:24:697 (volume level) (hitsound set)
00:41:915 (volume level) (hitsound set) (custom set number)
03:42:723 (volume level) (hitsound set) (custom set number)
03:55:148 (volume level) (hitsound set) (custom set number)
04:01:910 (volume level) (hitsound set) (custom set number)
04:33:915 (volume level) (hitsound set) (custom set number)
04:53:140 (volume level) (hitsound set) (custom set number)
04:55:040 (volume level) (hitsound set) (custom set number)
17:38 _Meep_: ok next mod it thx
17:38 _Meep_: :3c
17:38 nextplay: can you send the ss again
17:38 nextplay: I somehow closed the chat
17:38 nextplay: idk how
17:38 _Meep_: https://puu.sh/zdEQw/211764a6d4.jpg
17:38 _Meep_: lmao
17:38 nextplay: thx
17:39 nextplay: lo
17:39 _Meep_: XD
17:40 nextplay: and yeah sure we can do a irc if u want
17:40 _Meep_: onegaishimasu
17:41 nextplay: 00:02:131 (2) - any reason why this isn't curved like the next 2
17:41 nextplay: even its the same melody in the song
17:41 _Meep_: nope
17:41 _Meep_: its juz random sliders
17:41 _Meep_: :D...
17:41 nextplay: nicc
17:42 nextplay: 00:09:891 (1,2,1,2) - this is not perfectly lined up REEEeeeeeeeeEEEEEEEEEeeeEeee
17:42 _Meep_: :thonk
17:42 _Meep_: fixed
17:43 _Meep_: how the fuck did u even find these kinds of mini errors
17:43 _Meep_: years of nazi modding lmao
17:43 nextplay: I just did that https://osu-ppy-sh.jeuxcrack.net/ss/10145458
17:44 _Meep_: ._.
17:44 _Meep_: normally people would assume its in the same angle
17:44 _Meep_: lmao
17:44 nextplay: lo
17:44 _Meep_: 04:32:310 (1) - bitch the modder told me the sliderend ends 5ms early
17:44 _Meep_: im like
17:45 nextplay: stfu?
17:45 nextplay: or
17:45 _Meep_: 'do i look like i give a fk about 5ms nibba' LMAO
17:45 nextplay: something different
17:45 _Meep_: its juz 5ms =v=
17:46 nextplay: 00:27:115 (2,3) - vs 00:30:315 (2,3) -
17:46 nextplay: the second one overlaps with the slider
17:46 nextplay: the first doesn't
17:46 nextplay: consistency vro
17:47 _Meep_: uh
17:47 _Meep_: i think the main thing here is variation
17:47 _Meep_: not about consistency
17:47 _Meep_: rhythm is same, ofc
17:47 _Meep_: but I try to change up the placements
17:47 nextplay: when it is variation
17:48 nextplay: then why looks 00:33:515 (2,3) - like 00:30:315 (2,3) -
17:48 _Meep_: it doesnt o-o
17:48 _Meep_: the first one overlaps the middle
17:48 _Meep_: the second overlaps the sliderend
17:48 _Meep_: it changes
17:50 nextplay: 01:00:915 (5,1) -
17:50 nextplay: tbh
17:50 nextplay: for players on this level
17:50 nextplay: it could be easily misreaded
17:50 _Meep_: yea, true
17:50 _Meep_: but it's technically the only way without undermapping this small sound
17:51 _Meep_: putting a triple would make it feel off compared to all the other sections
17:51 nextplay: I mean
17:51 nextplay: you change the symmetric from the entire pattern 01:00:315 (2,3,4,5) -
17:51 _Meep_: hmm but how, of course i could change, but
17:52 _Meep_: if 5 wasn't above 1
17:52 _Meep_: any 1/4 movement would feel too sudden at such a slow pace
17:54 nextplay: maybe something like this? https://osu-ppy-sh.jeuxcrack.net/ss/101455443
17:55 _Meep_: uh
17:55 _Meep_: can u send again
17:55 nextplay: https://osu-ppy-sh.jeuxcrack.net/ss/10145544
17:55 _Meep_: for me its just a white screen
17:55 _Meep_: lmao
17:56 nextplay: lo
17:56 _Meep_: yea, thats what i was talking about
17:56 _Meep_: the movement from 5-1
17:56 _Meep_: is too sudden
17:56 _Meep_: its kinda unfitting for this bpm and part itself
17:57 nextplay: Im dumb
17:57 nextplay: I misread that
17:57 _Meep_: haha
17:57 _Meep_: its fine
17:57 _Meep_: <3
17:57 nextplay: https://osu-ppy-sh.jeuxcrack.net/ss/10145571
17:57 nextplay: isn't really above 1
17:57 _Meep_: nani
17:58 _Meep_: now that just feels weird lmao
17:58 nextplay: its perfectly fine actually
17:58 _Meep_: hmmmmm
17:58 nextplay: the movement just changes a bit
17:58 nextplay: from like
17:59 nextplay: linear af flow
17:59 nextplay: to like
17:59 nextplay: a more zigzag movement if you know what I mean
18:01 _Meep_: http://osu-ppy-sh.jeuxcrack.net/ss/10145610
18:01 _Meep_: did this then
18:03 nextplay: if you decrease spacing from 5 to 1 it should be fine
18:05 nextplay: are u here?
18:06 nextplay: reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
18:06 _Meep_: no
18:06 _Meep_: xdxd
18:06 nextplay: fk
18:06 _Meep_: next? owo
18:06 nextplay: hai
18:06 _Meep_: as in, next point?
18:07 nextplay: 01:18:715 (1) - what are you following here wtf
18:07 _Meep_: i dont hear anything important in the background
18:07 _Meep_: vocals don't change either
18:07 _Meep_: I dont wanna overmap
18:07 _Meep_: so 1 slider :D
18:07 nextplay: they do
18:08 nextplay: 01:18:715 - here is like a i
18:08 nextplay: iiiiiiiiiii
18:08 _Meep_: 01:18:715 - here and 01:19:115 - the vocals yea
18:08 nextplay: yeah
18:08 nextplay: maybe emphasis that
18:08 _Meep_: hmm
18:09 _Meep_: i kind of want to say that i didn't really plan for this kind of thing to happen, but at this specific point that we're talking about, the note density does increase according to each chorus
18:09 _Meep_: 01:18:715 - 02:24:315 - 04:17:910 -
18:09 _Meep_: I could use that as an argument but idk if its valid lmao
18:10 nextplay: thats like 2 ways it could go
18:10 nextplay: either
18:10 nextplay: yea sure
18:10 nextplay: or
18:10 nextplay: drama
18:11 _Meep_: XDDDDDD
18:11 _Meep_: i'll leave it as it is for now x3
18:14 nextplay: k
18:15 nextplay: idk
18:15 nextplay: the rest seems pretty gud
18:16 nextplay: ok nvm
18:16 _Meep_: wut nvm
18:16 _Meep_: :EYES:
18:16 nextplay: 03:11:915 (1,1,1) - if you did that to show the player that this a 1/3 stream then 1 nc is enough
18:16 nextplay: or triple
18:17 _Meep_: bubblun pointed that out and said i should NC since a 1/3 has never appeared in this map till now
18:17 nextplay: bn going big brain mode lol
18:17 nextplay: I mean
18:17 nextplay: just 1 is enough
18:17 nextplay: I know that cuz shiirn
18:18 _Meep_: hm
18:18 _Meep_: i'll go consult others about this
18:18 nextplay: do that
18:18 nextplay: Imo 1 is enough
18:20 _Meep_: LOOOOOOO
18:24 nextplay: there was like 1 pattern which was like this
18:24 nextplay: 01:05:915 (1,2) -
18:24 _Meep_: wut pattern
18:25 nextplay: but it was stacked
18:25 nextplay: i dont find it anymore REEEEEEEEEEEEEEEEE
18:25 _Meep_: ok yea
18:26 nextplay: 01:49:115 (1) - i didn't know that we are mapping 2011 dragonforce slider
18:26 nextplay: tbh
18:27 nextplay: FOUND IT
18:27 nextplay: 01:58:715 (2,1) - this one
18:27 _Meep_: ok
18:28 nextplay: https://osu-ppy-sh.jeuxcrack.net/ss/10145829
18:28 nextplay: this would be cool af
18:29 _Meep_: lmao
18:29 nextplay: ok
18:29 _Meep_: anyway i did what u said in ur suggestion
18:29 nextplay: cool
thanks again o/Shmiklak wrote: 4e5tu
- As far as I know, drain time is the most important thing because setting tags and other things isn't smth that can be called smth really hard, even I can make them for you, but it wouldn't be counted like I contributed in the map a lot that I deserve my nickname is tags. Dude, everything you need is just increase your spinner length, that's all. fine fixed
- I know that this is a slider art, but why cannot you just edit it a bit so it's more suitable for ranking criteria and wouldn't hurt anyone? You say that all testplayers didn't have issues with it, then amnt I a player too? I guess I am and I actually had some issues with it. as in, it's very readable,
even the slider ticks would show you the way. Sliderart like this is common nowadays and I've asked some people after you raised the concern, none of them said it looks confusing- Ranking criteria tells us that every object must be snapped to the actual beats of the music, so the sliderend thing you have is actually unrankable. Even if you say no-one would notice it, there are some players who pay attention on that, for example me. I actually noticed it even without actual listening to the song closely well i changed it to 25929, its most probably decimal bpm from what I've seen but we'll see
thanks for the mod man! I’ll reply this later tonight cuz my father’s bday today 7(^_^)7[XV] wrote: 3861z
-NM-
Kaori
- I tested it multiple times, and OD 7 would work just as fine. Fixed
- Like someone else mentioned, I'm pretty sure it's half the bpm (75). eh fuck it lmao
- 01:41:115 (1,1) - you should map the white ticks if you are following the bells, especially because you end it here 01:42:515 (1) - . Something like this. Instead I added notes on 01:43:515 - and 01:43:915 - to follow the violin better.
- Try making this slider 01:57:115 (1) - follow the vocals using shapes. It is, the first one isn't following because it doesn't realy deserve a red anchor, i tried it before and it sucked.
- While the concept here 02:33:915 (1,1,2,3,1) - it's super cool (slider following drums and vocals), I don't think it works, because of a few things.
You still have drums on the background, loud enough and clear too. In fact, that whole section is pretty much the same as before in the kiai. Skipping vocals here 02:34:315 - and here 02:35:115 - and clear drum hits too, makes it very wierd to play. Not to mention how you closely follow vocals, yet here at the start of one sentence, you completely kill it, by making it the end of the slider 02:37:115 (1) - . Please, I implore you oh great _Meep_, to reconsider this section. Upon great consideration, I have decided to remap this small part cuz of u <3 tell me what u think of the new change, extended the kiai to fit the storyboard too- 02:51:915 (2,3,1,2,3) - Hell yeah, nailed it there. yeboi
- 04:01:748 (2) - Ctrl + G ? ehhh, why not, sure
- 04:17:510 (2,1) - Blanket maybe? nah, I think it's fine this way, it feels more natural imo
- First of all, beautiful slider 04:27:510 (1) - but again, I question the usage of long sliders relying only on the strings for the sustained effect. I'd suggest something like this for rhythm. Hmm, I'll look for more opinions on this, but I think it's fine since its the last chorus + it gets really calm at that part.
- 04:36:315 (1,2,1) - Man, thanks for these. They feel great to play. <3
arigathanks gozaimuchneonat wrote: 72827
Kaori
Your tags conflict as well as your uninhenrited timing points
00:03:472 (1) - this sounds too early, 3490 would be more on the music Made it 3500
00:13:091 (1) - too early, it's at 13102 changed to 13115
00:13:948 (2) - too early, it's at 13961 done
00:22:684 (1) - too early, 22695 changed to 22710
00:23:505 (2) - too early, 23524 changed to 23535
i just fucking retimed the whole map so yea good enough
00:30:329 (2,3) - don't overlap so much, at the very most, under 1 of the heads only:
or at least follow the rest of the psacing used elsewhere, this one is the odd one out Fixed
00:40:329 (3,4,5,6) - every spacing between each of them greatly differs, 00:40:929 (5,6) - should not be so much greater than 00:40:729 (4,5) - any increas in spacing between 00:40:729 (4,5) - looks underwhelming from 00:40:329 (3,4) - even though peak appears at 00:40:929 (5) - fixed the spacing for 00:41:523 (6) -
01:00:315 (2,3) - 01:00:715 (4,5) - why are the bigger spacings on these beats, 01:00:315 (2,3) are more connected to each other rather than differentiating from each other the first two is spaced because theres a change in pitch of the piano. The distance between 3 and 4 is lower because the piano goes slightly lower tune, therrefore lower spacing. 01:00:715 (4,5) - Even though this has a higher spacing, it's much easier to hit because its a mirror movement of 01:00:315 (2,3) - . Same with 01:00:915 (5,1) - , it's the same movement from 01:00:515 (3,4) - .
01:05:915 (1) - move it more to the left, the movement from 01:05:515 (4) - is really acute and there is no impact made for the change in tone in the music Fixed some stuffs to make there have impact in the notes
03:17:915 (2,1) - do you really need to overlap this way, this can easily be avoided Fixed
03:21:915 (1,2,3) - visual spacing looks really close yea, meant to be close, I think its fine
03:24:115 (2,3) - given how big this is, the lead in to the next phrase 03:24:915 (4,1) - is really weak Fixed
03:30:715 (3,4) - at the very least, 03:31:115 (4,1) - should be as much or greater in spacing than this changed to circles
03:32:315 (5,6) - why the jump in spacing here? And not at 03:32:915 (6,1) - Fixed
04:56:740 (1) - doesn't hit exactly with the current timing reduced it to 1 reveres and placed it 1 tick infront in 1/4.
Can really be polished much more, especially spacing-wise. many at times the small spacing leading to a new phrase or holds and new vocals hinders movement and emphasis more than it could be
Good Luck
Will do, thanks for tellingVolta wrote: 3n4b56
Hello, i have an update for taiko diff since you changed the timing and some stuffs are messed: https://volta.s-ul.eu/zyAwpZGQ
Also You'll need to add some uninherited (red) timing points to other diffs for consistency with my taiko diff since they are necessary in taiko for omitting/showing the barlines. The points are at the following timestamps:
00:21:124 -
03:42:715 -
03:55:561 -
03:58:661 -
04:33:910 -
04:53:135 -
04:54:770 -
OR you may just copy my uninherited timing points from my updated diff (be aware of the hitsound, since i'm only using default normal).
Good luck~
Eraser wrote: 4j44n
requested by Meep
1/2/3/4
Jump = 2 notes
Hand = 3 notes
Quad = 4 notes
[Arcwin's Marathon]
I think you should give a gradual increase/decrease to each sv change because it feels kind of clunky right now imo.
Now for the actual map
- 01:09:115 - idk about this 1.10x, man. it's a bit hard to play, especially when it is aimed for low level folks
- 01:28:315 - unsnapped sv. and 1.10 to 70 is kind of ehh. also aren't you putting it wrong? you put this part slower than 01:34:715 - . imo the one that should have slower sv is the later one.
- 02:00:315 - no speed up? there's a lot more going on here and you did that in 00:54:715 - .
- 02:33:915 - I assume this is just an oversight? 0.7x in this part is just ridiculous imo
- 02:40:315 - this part and 01:34:715 - aren't on the same level of intensity, therefore you shouldn't give them the same sv
The SVs are not intended as it was affected on STD's inherited / timing points. With that, I neutralized all the red points with proper inherited points instead. No more SVs.
SPOILER[ ]
- 00:46:715 - Why is it a hand? This one 00:45:115 - isn't. added note on the missing one.
- 01:13:915 (73915|3,73915|1) - Only piano here. Shouldn't it be a single instead? The piano sound is along with the bass guitar sound.
- 02:34:315 - Missed sound added
- 02:41:415 (161415|2,161415|3,161615|3,161615|1,161615|0) - what no selected notes, if you are talking about the doubles and chords as applied in the styles kick for double, snare for triple.
- 02:45:115 (165115|1,165315|2) - Both are also snare and kick. added
- 02:45:715 - No triple? added
- 03:01:715 - No triple? It's there in 03:04:915 - the selected time line has no 1/4th sound or if there is, it is inaudible compared to the 4 sec mark.
I guess that's it. I'm a bit bummed it isn't in v2 but nevermind eh
Btw to meep: 04:08:310 - Does the purple here represents some kind of a symbol? because imo it looks kind of terrible and unnatural
Also give mania its own hitnormal pls. It'd be cancerous to have it the same volume as standard. https://puu.sh/zeeTw/5d33d74e15.wav This is the one I used in my ranked mania map
good luck
arigathanks gozaimuch when am i gonna get my bub ;cMir wrote: 5m4870
firstly i timed this like last century pls no bulli
on with the mod
03:10:515 - remove timing point here, it's not necessary Fixed
kaori
- 00:02:138 (2) - end gives unnecessary , either silence it or extend it to 00:02:693 - or just make it a circle. It kills the emphasis on 00:12:310 (3) - which has an actual note on the end Fixed
- 00:24:914 - kick hitsounds seem rly jarring, make them quieter (the samples themselves) or you can replace them? it's like, a really soft section and you have BOOMBOOMBOOM BOOM sounds and stuff.. will find a fix soon(tm)
- 00:35:123 (2) - maybe do ctrl+g+h+j so its not as weird visually from 1 https://i.imgur.com/3dep7Eh.jpg Fixed
- 01:52:315 (1) - maybe ctrl+g? it would play more interestingly and lead better into 01:53:515 (2) - imo sure
- 03:11:915 (1,1,1,1) - unnecessary nc imo, could just do 1231 and it should still be readable its the only 1/3 in this map, so im not so sure honestly. putting the NCs may help differentiate the difference between the 1/4 and 1/3 much more clearly than just NCing it once.
- 03:21:515 (5,1,2,3) - not sure if you intend to follow vocals here but this pattern ignores them pretty heavily. if you dont intend to follow vocals make it more obvious maybe by doing https://i.imgur.com/kL5Pq4n.png but if you do want to follow vocals try https://i.imgur.com/FOogHH1.png mapping to the background beat here. i didnt focus on the vocals here.
- 03:23:515 (1,3) - only the first really deserves are reverse, the last note on 3 doesn't have anything in the song so maybe try two circles or a circle + slider arrange Fixed
- 03:25:715 (2,3) - all of these can be mistaken for 1/4 and i dont know why you decided to stack them like this either? small lil gimmick in this map.
- 04:01:747 (2) - tbh the section is so calm i'd skip this note lol, it doesnt fit the atmosphere at all Fixed
- 04:27:510 (1) - this is still part of the kiai why is there a slider herenothing held strong enough in the song exists for me to see a reason for this, i'd just map it out like normal nah, i feel like this part should be emphasiszed with the sliderart. There isn't much to map anyway, besides the vocals ,though if i do map the vocals the heart shape infront wouldn't be there at all, which isn't my intention.
- 04:56:506 - you can map a note here if you want, i think it could work to add some oomph to the ending? hmm, nah, it's kinda unexpected and weird imo, so no change here
i might check the taiko for this later but not right now. good luck
thanks for the mod~Lasse wrote: 4w2k6g
when you ask a standard bn to mod the taiko diff on your hybrid set :thinking:
taiko
02:11:115 - could be a bit more dense to match the building up intensity, like just +1 or 2 1/2 notes added some
02:14:315 (72,73) - changing this into ddk triple would cute to make it bit more intense than lead into first chorus, would fit well since you also made second chorus itself a bit harder i want to start a multicolor triple in the 2nd part of the chorus
02:22:715 (109,110,111) - don't really get the white tick triple here, doesn't feel too fitting since other white tick triples usually go with vocals. mapping 02:22:615 - instead of 02:22:815 - seems more reasonable it fits the vocal's elongation and flows better imo
03:08:515 (31,32,33,34,35) - string seem to be more in groups of 2 and current pattern also doesn't go well with the really outstanding snare thing on 03:08:915 - how about something like ddkdk ? changed to ddkkk. i think ddkdk couldn't reflect the increasing string pitch
03:39:515 (1,1) - 1/1 gap into spinner feels weird considering it follows the same thing, 1/2 would be nicer
04:34:335 (1) - ^
fixed
03:55:561 - intensity is building up a bit here again so you could also use a slightly more dense rhythm than before, could just add a few more notes, like on 03:56:761 - i thnk this section is still quite calm, so i'd like to keep the density similar to 03:42:750 -
[]
why is this even using 150 bpm? 75 seems more reasonable with what is happening in the song ?_? as there is a known bug in taiko where the barline is showing every 1/1 beat instead of 4/1 when the BPM is <= 75 , 150 should be fine as temporary solution until developer want to fix the bug. It doesn't change the rhythm whatsoever and make the barlines more intuitive to read. Also personally i think the bpm is 150
isk i map better with then higher bpm, since its alr set why not use it XDLasse wrote: 4w2k6g
when you ask a standard bn to mod the taiko diff on your hybrid set :thinking:
why is this even using 150 bpm? 75 seems more reasonable with what is happening in the song ?_?
try to put yourself in the mapper's shoes, don't just mod by your styleVenix wrote: 17185g
hello~ mod cuz I wanna mod something on modding v1 lol
Red = Unrankable issue
General
not needed
- Tags are inconsistent, add gders to tags on taiko and mania diffs.
- Timing lines are other on Volta's diff, make them consistent across difficulties
- You have to enable epilepsy warning because of pushing images on the storyboard
Kaori
Overall, map is pretty good, good luck with it~
- 00:00:350 (1) - 00:01:960 (1,2) - Would look neater if you stack them with stacking enabled. // The same applies: 00:03:510 (1) - 00:05:159 (1,2) - here, 00:06:740 (1) - 00:08:365 (1,2) - here etc. doesn't rly matter honestly, but ok
- 00:52:315 (3,1) - I reckon that would look neater by using nice blanket here, consider shaping this wave like this: https://osu-ppy-sh.jeuxcrack.net/ss/10246073 Fixed
- 01:15:115 (6) - Consider replacing this slider with two circles, because both slider head and end are including strong drum sounds. Something like (https://venix.s-ul.eu/OBVUB30o) this would fit your style nicely according to the back'n'forth patterning during entire of the map no, it doesn't fit
- 01:33:115 (1) - You shouldn't use repeat here because it breaks consistency with 01:29:915 (1) - this one where sound in the middle of the slider is same with the place where you put a repeat. You can also use repeat 01:29:915 (1) - here instead. they're both different parts of the vocals, there need not be consistency between them.
- 01:45:915 (1,2) - Would work nicely if you increase spacing here to emphasize that 01:44:315 (1,2,1,2) - here the sound is getting higher pitched with each slider. no point in increasing spacing. the song is so calm
- 02:29:115 (3,4) - Would be nice if you could use repeat on 02:29:115 (3) - this slider instead of using this composition because you literally followed every vocal like that by repeat slider. Fixed
- 03:03:515 (3) - Stacking it with 03:03:915 (1) - this slider end could be more accurate here to keep consistency with 03:00:315 (3,1) - this composition which follows the same kind of rhythm. not the impact i was looking for
- 04:01:747 - Perhaps you forgot to place a circle here? Consider adding it here because it would follow an important sound which was followed previously by a circle (04:00:947 (4) - here). nope, its too calm to add it.
- 04:14:710 (1,2,3) - This slider bodies overlap looks unpolished a bit and it plays kinda weird in the current state. It would look better if you blanket them like this instead: https://osu-ppy-sh.jeuxcrack.net/ss/10246354 a million people have asked this and i have declined them. i feel this pattern fits best with the song.
- 04:21:110 (1,2) - It should be spaced more because of strongly noticeable sound 04:21:710 (2) - here. You also emphasized sounds like this by bigger spacing in the past, like 04:14:710 (1,2) - here. its how i potray the song.
- 04:56:173 (3) - Would work better if this circle was NCed because of irregular in comparison to the rest of the map 1/6 rhythm used here. no,
its part of 04:54:815 (1,2) -
TheKingHenry wrote: 305s43
Hello M4M from my queue~
GeneralGood luck!
- Multiple comments already about these tags and whatnot other things so why are they still around lul. For that timing thing I read earlier no knowledge on that so I'll leave that stuff to more experienced people to discuss about but why the tag inconsistency when it's very easy and quick to fix with no downside to applying it asdfasd the tags are consistent ._. i think u didnt update the set yet
- As for that comment about epilepsy warning, don't really think it's necessary, the storyboard is fairly calm. That being said I'm not epilectic so what do I know, I'd check it with someone i doubt its needed, but meh ;/
- Not really a problem as long as it's accurate, but timing like the first section is really messy to look through with the bpm being changed all the time but still not snapped to the next points uuhhh; anyways it could use some tuning still:
- 00:02:686 - point here is clearly too early, smth like ~10ms later would be better. Fixed
- 00:05:914 (3) - same as above; smth like 00:05:930 - instead Fixed
- 00:06:740 (1) - same, smth like ~8ms Fixed
- 00:08:365 (1,2) - what is this even lol; 00:08:365 (1) - is snapped to the previous timing, but there's point at 00:08:378 - which then gets reseted without snapping at 00:08:533 - uuhh not sure if this is what you intended but probably not Fixed
- 00:09:901 - could be moved forward ~7 or 8ms too Fixed
- 00:12:310 (3,4) - too slow bpm here, sliderend of 00:12:310 (3) - aside since it's not so important, even 00:12:710 (4) - is too late with the timing; since timing gets reset again at 00:13:119 - you can just use more fitting bpm here (smth like 155, or if you want to be more accurate, 160 is good for the sliderend timing and then point for the circle at 00:12:697 - (or timing point of 150bpm at the sliderend) went with 163
- 00:14:736 - is too late as well; move like uh no this one is fine x3
- 00:21:903 - what are these double points around here; and the one for the object at 00:21:918 (3) - is too early anyways; smth like 00:21:926 - is better taiko stuff, they need it.
- 00:41:915 - this point is way too early; the timing was already little too early before lol (though that being said the piano and drums ain't exactly on the same timing most of the time, so sections with drums and sections with piano aren't necessarily perfectly timed with the same offset point even if the bpm would stay fairly stable. Anyways removing this point would just make the timing better this is the best i can do, the piano, vocals and drums barely line up ;w; thats why i decided for this one. it sounds good and doesn't feel off, so its fine to me tbh
- 03:42:715 - unnecessary timing point, especially if you did the point above ^ for taco stuff
- 03:58:661 - similarly, what is this double point for taco stuff
- 04:01:910 - wot the timing before was perfectly fine for this downbeat, why the reset (which fucks up the timing like by 40ms LUL). And no, it's not fit for the vocal either since vocal starts already about where the red tick is. And the timing stays wrong all the way throughout the kiai until the next points at around 4:33; both are unnecessary, the first one is double and the latter one is too early, the timing that is left when they are deleted is more accurate Fixed
- 04:53:147 - another double point somewhere around here; remove taco stuff
- 04:53:970 (2) - sliderend should be snapped to the more dominant high piano note instead of the almost inaudible low (that actually happens to be about here). Actually since the sliderend of 04:53:170 (1) - is late for the low note and early for the high note I'd just retime this to catch them; 139 at the current first one that is 04:53:170 - ; at the sliderend 04:53:601 - 160 so latter slider is at 04:53:976 - ; put 138 there and sliderend is at 04:54:410 - ; this if you want to time so that the sliderends are on the high piano notes i am mapping to that almost inaudible low ass violin sound XD, thats why it stops there
- 04:54:765 - unnecessary double point once again; 04:54:815 (1) - is about 20ms too early (depending on what sounds you prioritize, but it's early anyways sounds alright to me though ;/ also double point is cuz of taco stuff
I'll edit the rest in since for some reason my comp seems like it could crash at any moment and I don't wanna lose this lolnvm I was in the end already- very strong 1/4 ignored occasionally, like 02:14:615 - 02:26:615 - atleast theres nothing on those ._. wut u talkin about man
- 03:11:915 (1,1,1) - space these out more or kickslider or whatnot, but currently they remind both of some of the 1/2 (the one used in kiai for example 02:21:715 (2,3) - ) and the spaced out 1/4s; and the combo mash doesn't quite save it when it's once in the map happening. This was pretty much the only thing that bothered me while playing this map. That being said if your so far is that it works, then I guess why not. i mean, thats why its spam NC'd XD i'll get more opinions on this
17.43 _Meep_: nowa
17.43 _Meep_: mind if yer help check sumthin for me?
17.44 DTM9 Nowa: Do i get kudosu
17.44 _Meep_: hm
17.44 _Meep_: its in v1
17.44 _Meep_: so only 1 ;c
17.44 DTM9 Nowa: ..
17.44 DTM9 Nowa: I just need activity tho
17.45 DTM9 Nowa: Maybe i'll drop few suggestions or the irc then
17.45 _Meep_: lmao
17.45 *_Meep_ is editing [https://osu-ppy-sh.jeuxcrack.net/b/1282252 *namirin - Kanade [Kaori]]
17.47 DTM9 Nowa: Is this supercell or why is the timing fucked
17.48 _Meep_: uh
17.48 _Meep_: pianist was drunk
17.48 _Meep_: so is namirin
17.48 _Meep_: so it became gya
17.48 _Meep_: thus the million timing points
17.50 _Meep_: so uh
17.50 _Meep_: see the bookmarked points
17.50 _Meep_: the rhythms are completely different despite being the same part of the chorus
17.50 _Meep_: the bn says its inconsistent
17.50 _Meep_: but it fits well ;c
17.52 DTM9 Nowa: Prioritizing vocals?
17.52 _Meep_: not exactly
17.53 _Meep_: im mapping to the instrumentals in the choruses
17.53 _Meep_: if there were instruments, i'd map it
17.53 _Meep_: which is what i did in the 2nd one
17.56 DTM9 Nowa: I only find the last kiai to be problematic when it comes to begin consistent
17.56 _Meep_: it feels...
17.56 _Meep_: yea, it sounds consistent
17.56 _Meep_: it doesn't feel like it should be clickable, stuff like 04:28:335 - and 04:28:735 -
17.57 DTM9 Nowa: https://puu.sh/zpLe9/0bdab86a78.png This would make most sense imo
17.58 _Meep_: no like, it feels too lax to be played
17.58 _Meep_: or clicked
17.58 _Meep_: so i went with one giant slider that would move along with the sounds
17.59 DTM9 Nowa: Could you come up with some other way to represent the feeling?
17.59 DTM9 Nowa: Really slow sliders
18.00 _Meep_: mmhmmm
18.01 _Meep_: aaaaaa i cant decide
18.01 DTM9 Nowa: Would 04:29:935 - be prominent enough for a clickable
18.02 _Meep_: ii think i want sliders to play the background sounds like
18.02 _Meep_: 04:29:135 - 04:27:535 - 04:30:335 -
18.03 _Meep_: the change in the violin/whatever sound it is
18.03 _Meep_: i think i could map to that
18.04 _Meep_: yea, thanks for the help o/
18.05 DTM9 Nowa: Are ya planning on following the guitar at least by ending the sliders on them or nah?
And this is the point where meep died for 15 minutes
18.14 DTM9 Nowa: 00:25:923 (1) - This could be rotated so the slider would face upwards which would make the pattern a bit more consistent when compared to 00:32:323 (1,2) - for example (the movement from slider to slider would change and not just be back and forth)
18.15 DTM9 Nowa: 00:52:315 (3,1) - the curvature of the sliderbody is bit too curved for the circle which kinda ends up in a more or less messy blanket
18.17 DTM9 Nowa: 01:14:115 (2,3,4) - Instead of doing back and forth here you could create circular movement throughout the whole pattern if the 4 were placed like this https://puu.sh/zpLN2/e74fb2391e.png which would imo feel a bit better overall
18.18 DTM9 Nowa: 01:51:915 (2,1) - Uhh I'm not sure about this one. Considering the difficulty as a whole I think going for "normal" flow type of movement would be better
18.19 _Meep_: ok back
18.19 _Meep_: so
18.19 _Meep_: 00:25:923 (1) - i dont think there needs to be any consistency between these patterns visually and playability-wise
18.20 _Meep_: 00:53:115 (1) - fixed
18.21 _Meep_: 01:14:515 - done
18.22 _Meep_: 01:52:315 - the change in direction here is to compliment the sudden increase in volume of the piano notre
18.23 DTM9 Nowa: Fuck i lost like 2 points i wrote down
18.23 DTM9 Nowa: 02:50:715 - Clap here maybe
18.24 DTM9 Nowa: 02:40:115 (3,1) - And the cymbal sound here is kinda disregarded, any reasons for that?
18.25 _Meep_: added for 02:49:915 (1) -
18.25 _Meep_: disregarded? what do u mean by that?
18.25 DTM9 Nowa: Well the spacing is basically ignoring the cymbal there
18.27 _Meep_: hmm
18.27 _Meep_: fair point
18.27 _Meep_: fixed
18.28 DTM9 Nowa: k den
18.28 DTM9 Nowa: cool
18.28 DTM9 Nowa: get it ranked
ok o/Namki wrote: 4u2j9
hello sup
that's the main concern so far
- 01:07:515 (5,6,1) - spacing is uneven here. This sound has more prominency 01:08:115 (1) - than 01:07:915 (6) - this so having bigger spacing to 01:07:915 (6) - makes little sense. Fixed
- 01:09:915 (3) - inconsistent unreasonable stacking. Sound is pretty strong so that stack doesn't give enough . its how i intepret this song. to me this feels more natural, also its consistent.
- Watching the first kiai all over I've noticed that rhythm is kind of inconsistent somewhere and also it lacks a bit of emphasis as well. I can't quite get according on what were you mapping. Like, here you have undermapped 01:12:115 - / 01:13:315 - vocals but here mapped vocals 01:17:915 (4) - and undermapped instumentals. 01:18:715 (1) - this slider catches neither vocals nor instrumentals. As well as these 01:21:915 (1) - / 01:23:515 (3,4) - / 01:25:915 (2) - etc. i fxed the ones on 01:15:515 - , but the others I didn't. as i said in my earlier post, this just feels more natural to map to.
And this goes consistently for the second and the third kiais. So there's no other instruments to follow other than vocals or snares thus your current rhythms are pretty lacking structure and consistency as for me. fixed some consistency issues in the last chorus.
consider changing stuff and recieve few more mods on std diff
and call me back after of course
thanks for the mods guys!My Angel United wrote: 2i3s6c
M4M as requested~
Okay so hey, this is a suggestion not a big issue. But, i think you could make a better use of hitsounds by increasing the general volume of the map by 5%, i get why is the way it is now, but i think it could be something too check and then see if it feels good or sounds too loud. Imo it goes fine, but i'll leave that there. will ask others, its pretty loud already imo
00:21:318 (2) - How about making the slider linear? Think it would be cool. Because it's like some kind of easy back n forth like, you've already been there? Idk, just an opinion. nah, i think its fine
01:14:515 (4) - Think you could do a better pattern here? Like a Square, or make that circle closer to the next slider? Or moving it to where the circle 1 is. You could also try a small cross jump or X jump in this case, just move the circle a bit up and should do. Still, pretty nice pattern i just felt it rare when staring at it, but plays fine! did some fixes from nowa's mod, changed up the position of 4 a bit
02:45:115 (1,2,3,1,2,3,4,5) - How about making them all the same combo ? nah, since the drums start on 02:45:715 (1) - and its a completely different sound.
Okay so, i think you could 02:49:915 (1,2,1) - make these all the same combo so you can make this 02:51:915 (2,3,1,2) - a 1-2-12 instead od 2-3-1-2. Just something that imo, would be visually better when playing. eh, its bad to forsake comboing just for visuals tbh, so no
This one, i just a particular opinion i have but, 04:13:135 (1,2,3,4) - there are plenty of these. And i think instead of having the 4 a bit distanced of the 2, why not put it in the same spot? Let me explain why i think this would be a "decent" change. The diff is a Hard one, most hard players probably will be like "Why is it like this?" While i like a lot the pattern, it is commonly used on insanes (I could be 100% wrong since i don't play hards that much now). So, just saying it would be easier to read, and hit, and less confusing for most hard players. You can still refuse to change this, but take a look at if and check to see how it plays out. Tbh, is not a problem just something i felt could point out! not anything against ya, just me replying to yo mod x3
k so first, this diff is more of a hard/insane. something like a light insane, so its fine to have these patterns. secondly, since I do map hard diffs and i did rank some before, i know that these patterns are actually easier to read than to overlap them, since by overlapping them you can no longer see the note below.
i tried it out and yes, it looks ok, but it'd break consistency with the others i have on the diff. I don't feel like overlapping the jumps because it'd give a bit of guesswork for the players.
thanks for the mod!YukiZura- wrote: 4r6nk
1 2 3 quick mod cuz this map is pretty solid owo
[std diff]
00:13:976 (2,3,4) - and 00:20:345 (2,3,4) - distance consistensy with 00:04:370 (2,3,4,5,6,7) - looks more neat eh, i think randomising it will be a bit better.
02:57:915 (3,4,5) - idk is this purposely made but move the slider end bit down would be nice xD the slider and the double next to it are different sounds, so thats why the shape is like this x3 sorry
04:13:935 (5,6) - idk why you did like this , it's kinda funny xd , make them parallel uwu this was intended x3 sorry
that's all i can find that bothers me xD
now go get this ranked owo
sure! i'll pm u once volta does fix up his stuff!mancuso_JM_ wrote: 5d3u4o
I'll try to complete my mod as soon as possible.
Wait for my mod, if you're planning to bubble this set.
I'll wait until Volta fix their mod in their difficulty. Feel free to me when you update the set, if you want.
thanks for the mod neo~neonat wrote: 72827
why am I here again
why do you still have AiMod error for mania diff
Taiko
00:37:923 (45) - this is also higher than 00:37:123 (43) - differs more from 00:37:523 (44,46) - change it to k? i think d is also fine since the drum sound is lower and to highlight the snare at (43)
01:12:915 - doesn't feel that nice being empty here, with the hold in the vocals at the off-beat
01:25:715 - ^ added d for both point
02:33:315 (161,162,163,164,165) - just seems a little odd being d all the way hmm i don't think it's odd. It's a denser variation of 01:27:715 (1,2,3) -
03:32:715 (37) - change to k? Have 03:32:315 (36,37) - more matching (36) have snare and (37) is a kick so i think k-d would match better
03:42:750 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - could definitely be better with more diversity in notes other than k, the song isn't monotonous here, places like 03:46:750 (4) - 03:50:750 (7) - 03:53:950 (10) - 03:58:747 (13,15) - changed some to d
04:41:935 (2) - k instead, show the change in tone to 04:42:735 (3) - applied
thanks for the mod!Milar001 wrote: 2x3c4j
Hi, mod from my queue
00:08:533 (2) - Head is timed too fast imo seems fine for me, go to 25% and you can hear it pretty well
01:38:315 (2) - It would be nice if you would fill red ticks here nah, since i wanted 01:37:915 (1,2,3) - to be a mirror of 01:34:715 (1,2,3) - in of rhythm
03:17:515 - I think it would be better if this was clicked not really what I intended tbh, sry
04:28:335 - Guitar here is rather strong and it feels weird 4 me to not mark it somehow Im only changing the sliders on ticks where the tune of the song changes, such as 04:27:535 - ,04:29:135 - and 04:30:335 - .
04:53:170 (1) - You could also fill these piano red ticks in this section it would get too messy because the timing gets wonky here, I rather keep it simple.
04:53:970 (2) - It ends too late imo, I would end it on 04:53:970 (2) - (1/6) thats too late, go to 25% and this ends pretty accurately
04:56:890 (1) - Also here, starting on 04:56:890 - (1/8) would fit better that is really late XD i'll keep my current one
Hope some of these will help you
thanks for the mod~- Frontier - wrote: 1x7064
z
short mod and bad mod as well
rank this
- diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate? i think it's nice being straightforward. keeping the uncreative diffname for now.
- 00:21:918 (14,15) - might swap this, cuz piano's pitch at 00:22:710 (15) - is higher than 00:21:903 (14) - if you hear more carefully there is also piano sound that has lower pitch at (15) so current pattern is fine
- 00:37:923 (45) - might be k cuz piano's pitch is high retained to reflect the kick drum
- 02:48:615 (36) - remove this note? cuz the song's intensity doesn't really for triplets retained for more balanced density with next and previous string of patterns. I think the break at 02:47:115 - and 02:50:315 - is adequate to reflect the decreased intensity
- 04:33:935 (89) - idk if adding D will be appropriate or not, since it's where the song's intensity will start decreasing. keeping it as small note since there is no exceptionally loud sound there
Aika45 wrote: j7030
Hi! From my mod queue...
First of all, sorry for having late response, I've been busy this past few days so I wasn't active here... Anyways, you're map is already on good shape, I haven't even found anything at all except for one... Anyways, I'll also include my suggestions...
Kaori (Osu Standard Diff)
03:58:161 (3) - Move it to the white tick. https://osu-ppy-sh.jeuxcrack.net/ss/10292576 That compliments the vocals more but nothing falls on the white tick, neither vocals nor instrumental is on the white tick.
This is just my suggestions, feel free to ignore it, but I hope it'll help... chill man xd
01:09:715 (2,3) - Either you move the slider or the circle away with each other or you can do this https://osu-ppy-sh.jeuxcrack.net/ss/10315501, because when I played it, I was a bit confused if it will be a 1/4 or 1/2 tick gap, you can move it to prevent confusion with stacks you placed in the map nah, I like it the way it is, Its consistent with the other stacks in the map that I did with a 1/2 gap and I think it represents the song the way I want.
02:36:915 (4,5,6,1) - Move the slider a bit, some players may overclick it and end up missing the slider. the players are supposed to slow down and hit the slider, i never thought they'd speed up ._. no change here since its pretty easy when playing this imo
02:57:915 (3,4,5) - I suggest you just make the stack align with the slider, it's quite weird you suddenly unaligned this one. This is to emphasise the different drum sounds used to play this sound, thats why I unaligned it.
03:36:915 (2,3) - Just make it similar with here 03:36:115 (4,1) or vice versa. Fixed
I hope it'll help, have a Great Day!!!![]()
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thanks 4 mods bois- Frontier - wrote: 1x7064
z
short mod and bad mod as well
- please add shockolatte for me lmao, ok
- might add 1 cuz one nani
- might add epilepsy warning oki
rank this tell all the bns to faster mod this ;w; WHERE R U MANCUSO AND TOFUUUUUUUUUUUU
- beware of combo color 3, it might be too bright. toned it down slightly
- 00:08:533 (2) - since 00:02:138 (2) - is straighted, 00:05:334 (2) - is curved, so using red anchor here might be great. Fixed
- 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y F I X E D
- 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird Fixed
Here I am!_Meep_ wrote: 711h4d
BNS WHERE R UUUUUUUUUUUUUUU
thanks for the mod~mancuso_JM_ wrote: 5d3u4o
Here I am!_Meep_ wrote: 711h4d
BNS WHERE R UUUUUUUUUUUUUUU.. Let's get started!
Taiko
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[Volta's Taiko]
Conclusion: I think that some things could work a bit better, maybe this is not my favourite style. I mean, I wouldn't use some 3-plets in some places but I'd use it in other way, neverthless is not a bad difficulty.
- 00:36:923 (x) - 00:37:023 (x) - I saw you answered Frontier that you wanted to follow drums in 00:37:923 (45) - instead of piano, after reading that an idea come to my mind. If you want to follow drums in this section, why don't you add some dons in the mentioned points? After your answer, this makes sense, in addition I find that a bit empty after to see that you only have a 1/4 3-plet in 00:24:915 (17,18,19) - . since the sound is very weak, i prefer to not add them. can't barely hear it.
- 01:07:915 (7,8,9,10,11,12,13,14) - First of all, the 3-plet placed in 01:08:515 (10,11,12) - feels random, there is not a sound that justify the usage of it, you want to have a 3-plet would be better to add an object at 01:08:215 - (following the instrumental) or at 01:08:815 - (following vocals) but don't keep this one as it is. I highlight all these pattern becasue I'd like to show you some screenshot in case you decide to use one of my ideas, you can try this pattern if you decide to follow instrumental or this one if you decide to follow vocals. Anyway, take that as simple examples. i'd like to build -up to the 1st kiai using ddd triplet as some sort of variation with the build-up to 2nd kiai. i decided to put the triplet there considering that the piano at 01:08:115 (8,9,10) - and vocal at 01:08:715 (12,13,14) - could be heard more clearly
- 01:11:915 (26,27) - There is not a high pitch at 01:11:915 - that justify a kat. If I were you, I would move it 1/2 back if possible (as a don), if not try to do a d k pattern between these objects instead. The same thing applies in 02:17:515 (87,88,89) - it would make the pattern sequence at 01:10:315 (18,19,20,21,22,23,24,25,26,27 ) - is long, comparing with other pattern that feature a 1/4 triplet in this section, the 1/2 kdd could serve as bridge between longer and shorter sequence nicely imo
- 02:14:315 (73) - I'd use a kat here instead, in general you decided to follow vocals here and I think this represent the music best. drum sound is similar to 02:14:115 - so i think d is also fine
- 02:51:115 (8,9,10,11,12,13,14,15,16,17,18,19) - This section sounds weird to me, especially that 3-plet in 02:51:915 (12,13,14) - , it looks like you tried to follow the piano but this ddd don't follow anything to me. I focus in this section, trying to make it better, anyway I couldn't something that satisfied me in 100% but well, I personally think it'll sound better than the current pattern. Take a look at the example1 and example2. You can maybe have a better idea than me, but I'm sure you can make this pattern much better. my idea here is 02:51:115 (8,9,10,11,12) - and 02:52:315 (15,16,17,18,19) - to represent the drum and the ddd triplet 02:51:915 (12,13,14) - for the piano and bridging the two drums while making denser sequence
- 02:58:815 (x) - Try adding a kat here, it provides a really good effect during the gameplay. i would like to reduce the density gradually before the pause at 03:00:715 -
- 04:19:935 (24,25,26,27,28) - I'd prefer ddkdk / ddkkk here instead. After 04:20:135 - appear a new tone, so I think you can represent that with kats. i think i prefer to keep it as ddddk to emphasis stronger snare at 04:20:335 (28,29) -
[]
I was going to mod mania difficulty as well, but I'm not that experienced in this gamemode, so I couldn't find anything wrong xD. I'll leave this to Tofu, he'll do a better job than me in this difficulty for sure.
I'll be glad to bubble this once a o!m BN confirm me the status of this difficulty. Feel free to call me back afterwards.
I'd like to recheck the hitsounding myself, after you add stuff in std difficulty.
Till then, Good luck!
btw i wont be applying most of the hitsounds on the calm sections like the first and last parts for mania because mania has its own hitsounding and i think the silent hitsound fits much better with mania than standard.mancuso_JM_ wrote: 5d3u4o
Here I am!.. Let's get started!
Standard
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[Kaori]
- 00:00:350 ~ 00:24:722 - In all this section you can make something interesting with the hitsounding by using some Whistle (Soft Custom 2 activated), as you can see, it's a long section (almost 25 secs. without hitsounds) and it sounds really empty. As an example, you can add hitsound in 00:01:135 (2) - / 00:02:138 (2) - (slider head) / 00:02:693 (3) - / and similar sections. I'll let you work on them as your preference, but would be better to add some hitsounds here. Fixed
You can use some volume increase/reduce in some sections where you find the hitsounding a bit loud as well, try to work a bit more here in this aspect.- 00:09:117 (3,1) - Can you increase a bit more the spacing between these objects? You generally used around 0.6x ~ 0.7x but in this case these objects are really close. Fixed
- 00:58:715 (2) - Extend this slider in 1/2 or add a single note in 00:59:315 -. If you extend the slider, you'll follow the piano as you did in 00:57:915 (1) - , if you add a note you'll follow vocals/drums closer. but there isnt anything on that timestamp at all, no piano sound or vocal or drum. also it feels weird to add a note there so ima leave it as it is
- 00:59:515 (1,2) - I think you can increase a bit more the spacing between these objects. Looking at the whole section, 1/1 spacing are more separetad in general. I suppose you can place it around x:436 y:88 and make the spacing between 01:00:315 (2,3,4) - consistent. its already consistent though, did something instead of what you suggested
- 01:12:115 (x) - I'd add a note here to follow vocals mainly, it sounds empty without anything. I aint mapping to the vocals though, its more towards the instrumentals.
- 01:34:715 ~ 01:47:115 - In all this section Soft Custom 2 whistles work much better than Soft custom 1 because there is no drums acting and basically this hitsounding sounds like that. Try changing this hitsounds section, please. changed, but left out 01:41:115 - because i think this part is better with SC1
- 02:46:715 (1) - I need a S:C2 finish in this slider head to emphasize cymbals. Same in 02:59:515 (1) - and 03:02:715 (1) - , you can reduce a bit the volume if you feel them too loud. Fixed for the first one, there is already finishes on the other two XD maybe it fits so well u dont notice :dabs:
- 03:11:915 (1,1,1) - You don't need a combo spam to show players that this is 1/3. I find it more accurate if you use (1,2,3) because all these notes are following the same thing. Fixed
- 03:42:750 ~ 04:01:547 - Hitsound stuff once again. As I always suggested in this difficulty, you can use some whistles here and there (S:C2 activated). I wont hitsound this part. I like how there isnt any background noise unlike the one on 00:16:357 - you can hear a violin constantly being played throughout there but not on 03:42:750
As an example, you can add whistles in 03:42:750 (1,3) - (slider head) / 03:44:350 (1,3) - (slider head) / 03:45:950 (1,2) - (slider head) / 03:47:150 (3,1,2) - / 03:58:747 (1,2,3) - (in all slider head, you can also increase the volume gradually, you'll notice why) / and similar ones.- 04:21:135 (1,2) - I felt surprised when I didn't see an spacing increase between these objects. You always did that in the whole difficulty except in this case, so would be better to fix it for consistency. increased distance slightly
- 04:27:535 (1,1,1) - In the whole difficulty, you generally followed the music in a correct way, there is no overmap/undermap nor weird things on it and this pattern is breaking this constant, this technique is not really well applied here. I can give you two different suggestions in this pattern, you can select the one that you prefer, the first one is consistent with the first chorus and the second one makes the difficulty a bit harder but it follows the music much better than the current pattern. Instead, I made another rhythm,
see how u like it.- 04:34:335 ~ 04:57:040 - Hitsound stuff. This section is basically the same at the beginning of the song, so you can use similar hitsounds used there here too. I only emphasised the downbeats using the hitsounds, so I think thats sufficient for a very calm and slow section.
Why you need to have so many Timing Points that literally change nothing (have the same BPM, use the same sort of hitsounds)? I think you don't need them actually. Make sure you don't have other unnecessary timing points and inherited points too.Timing and Control Points wrote: 1j3h1o
276. Offset: 222,715ms BPM: 150.00
277. Offset: 222,750ms BPM: 150.00
278. Offset: 235,161ms BPM: 150.00
279. Offset: 235,561ms BPM: 150.00
280. Offset: 238,661ms BPM: 150.00
281. Offset: 238,747ms BPM: 150.00
282. Offset: 241,935ms BPM: 150.00
Tofu1222 wrote: 16124i
4K: 1|2|3|4
[Arcwin's Marathon]
- Start off, there are many places that have double hitsounds. Yes, they are not exactly wrong actually, but they are too loud compared to the calm music so actually I don't think these double hitsounds fit. I would suggest you to change them all to singles. Yes, I know the recent mania hitsound crusade stuff, but it is good on this map since I can clearly hear every hitsound while testplaying, so don't worry, just delete doubled hitsounds and let it go like this. Fixed most except those that went double whistle because it fit
Why you need to have so many Timing Points that literally change nothing (have the same BPM, use the same sort of hitsounds)? I think you don't need them actually. Make sure you don't have other unnecessary timing points and inherited points too. this is cuz of taiko, not sure why but i just copied them from volta's just to be sure.Timing and Control Points wrote: 1j3h1o
276. Offset: 222,715ms BPM: 150.00
277. Offset: 222,750ms BPM: 150.00
278. Offset: 235,161ms BPM: 150.00
279. Offset: 235,561ms BPM: 150.00
280. Offset: 238,661ms BPM: 150.00
281. Offset: 238,747ms BPM: 150.00
282. Offset: 241,935ms BPM: 150.00
Good work on hitsounds! Call me back when finishing replying to these suggestions.
This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.
Tofu1222 wrote: 16124i
4K: 1|2|3|4
[Arcwin's Marathon]
- 00:37:123 (37123|0,37523|1) - According to pitch, I would think fliping these two LNs fits better. rearranged the LNs on a different approach
- 01:02:515 (62515|1) - As you used to focus on bass sound, this LN might not need. nice notice! removed.
- 01:06:115 (66115|1) - I can barely hear this. Ghost note? removed
- 01:52:715 - I think you can have a LN here for the guitar, which extends to 01:53:115 - . Maybe you need to delete one note on 01:53:115 - but I think in this way you can complete your focus on guitarl, which is better. added LN and removed a note.
- 02:45:815 - You miss a drum here. I will leave this blue 1/4 line none as the part focuses on the 1/2 red chord notes, strong snares. Also if there's a drum sound, it is quite inaudible (double checked with 25% playback rate and I still dont hear it or I assume it may be the echo-like effect of the snare when heard on slow rate.)
- 02:48:915 - Don't you forget a note for drum/hihat here? But it depends on you if it harms your pattern then just don't do it. fixed
- 02:57:815 - Miss another light drum here. If you add this, make sure this note and 02:57:715 (177715|1) - have C hitsounds on them, just like 02:58:115 (178115|1,178215|2) - . fixed
- 03:20:115 - I don't see any drum that needs double here, rather 03:20:515 - here needs one for the drum. its the high guitar-like sound. Added a note on the drum sound part.
- 04:00:547 - You forget a piano sound here. fixed and rearranged pattern.
- 04:56:065 (296065|1) - This is just a pre-sound of guitar with no pitch on it and is quite weak, so maybe delete it? I'll keep it, the hihat-like sounds triggers me when there's no note there haha.
Good work on hitsounds! Call me back when finishing replying to these suggestions.
This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.
Tofu1222 wrote: 16124i
Recheck.
[Arcwin's Marathon]
- Double Whistles are still not suggested. Well it's not only about common sense since we usually don't put double hitsounds, but also because I think the drums inherently have the same volume, while some are louder because there are cymbals with them. Besides, I still find places with double C too, like 04:19:135 - .
- 03:53:150 - Might wanna do a double here because it sounds similar to 03:52:350 - .
- 03:53:950 - However, here the sound is weaker, and since it does not sound like a chord I would say single note fits.
- 03:57:061 - Maybe also wanna add one here for the piano. You can skip the sound in between this blue line and the next white line cuz they are a bit too dense/fast for this diff.
- 04:00:247 - ^
Just simple issues to fix~
Tofu1222 wrote: 16124i
[Arcwin's Marathon]
- 02:43:915 (163915|2,163915|1) - Delete one C.
- 02:46:715 (166715|1,166715|2) - Delete one F.
- 02:59:515 (179515|3,179515|2) - ^
- 03:02:715 (182715|1,182715|0) - ^
- 03:07:115 (187115|3,187115|0) - ^
- 03:12:115 (192115|2,192115|3) - It sounds that this should be snapped to 03:12:048 - , a 1/3 point, because that is where the drum occurs.
- 04:00:247 (240247|0) - This should be better on col3? Because it is actually with higher pitch than 03:57:061 (237061|0) - . Just my suggestion.
Hopefully this is the last time of the check owo)v