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*namirin - Kanade [OsuMania|Osu|Taiko] 2g484v

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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

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
- 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..
- 00:35:123 (2) - maybe do ctrl+g+h+j so its not as weird visually from 1 https://i.imgur.com/3dep7Eh.jpg
- 01:52:315 (1) - maybe ctrl+g? it would play more interestingly and lead better into 01:53:515 (2) - imo
- 03:11:915 (1,1,1,1) - unnecessary nc imo, could just do 1231 and it should still be readable
- 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
- 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
- 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?
- 04:01:747 (2) - tbh the section is so calm i'd skip this note lol, it doesnt fit the atmosphere at all
- 04:27:510 (1) - this is still part of the kiai why is there a slider here :( nothing held strong enough in the song exists for me to see a reason for this, i'd just map it out like normal
- 04:56:506 - you can map a note here if you want, i think it could work to add some oomph to the ending?

i might check the taiko for this later but not right now. good luck
Topic Starter

Mir 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 here :( nothing 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
arigathanks gozaimuch when am i gonna get my bub ;c
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

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

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

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 ?

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) - ^

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 -

[]

why is this even using 150 bpm? 75 seems more reasonable with what is happening in the song ?_?

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
thanks for the mod~ :)
update: https://volta.s-ul.eu/3c1ChU9o
Topic Starter

Lasse 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 ?_?
isk i map better with then higher bpm, since its alr set why not use it XD
changing it now would be annoying since we'd have to change almost every green line
hello~ mod cuz I wanna mod something on modding v1 lol

Red = Unrankable issue

General
  1. Tags are inconsistent, add gders to tags on taiko and mania diffs.
  2. Timing lines are other on Volta's diff, make them consistent across difficulties
  3. You have to enable epilepsy warning because of pushing images on the storyboard
Kaori
  1. 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.
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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).
  9. 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
  10. 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.
  11. 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.
Overall, map is pretty good, good luck with it~
Topic Starter

Venix wrote: 17185g

hello~ mod cuz I wanna mod something on modding v1 lol

Red = Unrankable issue

General
  1. Tags are inconsistent, add gders to tags on taiko and mania diffs.
  2. Timing lines are other on Volta's diff, make them consistent across difficulties
  3. You have to enable epilepsy warning because of pushing images on the storyboard
not needed

Kaori
  1. 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
  2. 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
  3. 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
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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) -
Overall, map is pretty good, good luck with it~
try to put yourself in the mapper's shoes, don't just mod by your style
anyway thanks for mod
Hello M4M from my queue~
General
  1. 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
  2. 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
  3. 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:
  4. 00:02:686 - point here is clearly too early, smth like ~10ms later would be better.
  5. 00:05:914 (3) - same as above; smth like 00:05:930 - instead
  6. 00:06:740 (1) - same, smth like ~8ms
  7. 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
  8. 00:09:901 - could be moved forward ~7 or 8ms too
  9. 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)
  10. 00:14:736 - is too late as well; move like
  11. 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
  12. 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
  13. 03:42:715 - unnecessary timing point, especially if you did the point above ^
  14. 03:58:661 - similarly, what is this double point
  15. 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
  16. 04:53:147 - another double point somewhere around here; remove
  17. 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
  18. 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
  19. 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 lol nvm I was in the end already
  20. very strong 1/4 ignored occasionally, like 02:14:615 - 02:26:615 - atleast
  21. 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.
Good luck!
Topic Starter

TheKingHenry wrote: 305s43

Hello M4M from my queue~
General
  1. 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
  2. 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 ;/
  3. 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:
  4. 00:02:686 - point here is clearly too early, smth like ~10ms later would be better. Fixed
  5. 00:05:914 (3) - same as above; smth like 00:05:930 - instead Fixed
  6. 00:06:740 (1) - same, smth like ~8ms Fixed
  7. 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
  8. 00:09:901 - could be moved forward ~7 or 8ms too Fixed
  9. 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
  10. 00:14:736 - is too late as well; move like uh no this one is fine x3
  11. 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.
  12. 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
  13. 03:42:715 - unnecessary timing point, especially if you did the point above ^ for taco stuff
  14. 03:58:661 - similarly, what is this double point for taco stuff
  15. 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
  16. 04:53:147 - another double point somewhere around here; remove taco stuff
  17. 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
  18. 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
  19. 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 lol nvm I was in the end already
  20. very strong 1/4 ignored occasionally, like 02:14:615 - 02:26:615 - atleast theres nothing on those ._. wut u talkin about man
  21. 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
Good luck!
i'll edit this post later on once i finish modding ur map o/
arigathanks for moding, u have now given me timing nightmare part 2
hello sup

  1. 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.
  2. 01:09:915 (3) - inconsistent unreasonable stacking. Sound is pretty strong so that stack doesn't give enough .
  3. 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.
    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.
that's the main concern so far

consider changing stuff and recieve few more mods on std diff
and call me back after of course
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.

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.

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!

02:45:115 (1,2,3,1,2,3,4,5) - How about making them all the same combo ?

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.



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!
Hi i like kudosu
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
Topic Starter

Namki wrote: 4u2j9

hello sup

  1. 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
  2. 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.
  3. 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.
that's the main concern so far

consider changing stuff and recieve few more mods on std diff
and call me back after of course
ok o/

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 mods guys!
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
02:57:915 (3,4,5) - idk is this purposely made but move the slider end bit down would be nice xD
04:13:935 (5,6) - idk why you did like this , it's kinda funny xd , make them parallel uwu

that's all i can find that bothers me xD
now go get this ranked owo
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?
01:12:915 - doesn't feel that nice being empty here, with the hold in the vocals at the off-beat
01:25:715 - ^
02:33:315 (161,162,163,164,165) - just seems a little odd being d all the way
03:32:715 (37) - change to k? Have 03:32:315 (36,37) - more matching
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) -
04:41:935 (2) - k instead, show the change in tone to 04:42:735 (3) -
Topic Starter

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
thanks for the mod!
Standard diff is ready for being nominated!
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.
Topic Starter

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.
sure! i'll pm u once volta does fix up his stuff!
mhh looks like you dont need more mods. if im wrong hit me up^^

btw 00:18:124 (2) - Hitsound ?

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 neo~
update: https://volta.s-ul.eu/7tvXHJkG
Topic Starter

Rin Desu wrote: 6k3p6h

mhh looks like you dont need more mods. if im wrong hit me up^^

btw 00:18:124 (2) - Hitsound ?
eh, u can mod if u want x3
that note doesnt need hitsounding tho, i didnt hitsound anything in this section
Hi, mod from my queue
00:08:533 (2) - Head is timed too fast imo
01:38:315 (2) - It would be nice if you would fill red ticks here
03:17:515 - I think it would be better if this was clicked
04:28:335 - Guitar here is rather strong and it feels weird 4 me to not mark it somehow
04:53:170 (1) - You could also fill these piano red ticks in this section
04:53:970 (2) - It ends too late imo, I would end it on 04:53:970 (2) - (1/6)
04:56:890 (1) - Also here, starting on 04:56:890 - (1/8) would fit better
Hope some of these will help you
Topic Starter

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!
Aika45
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

This is just my suggestions, feel free to ignore it, but I hope it'll help...

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
02:36:915 (4,5,6,1) - Move the slider a bit, some players may overclick it and end up missing the slider.
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.
03:36:915 (2,3) - Just make it similar with here 03:36:115 (4,1) or vice versa.

I hope it'll help, have a Great Day!!! :) :) :)
z
short mod and bad mod as well

  1. please add shockolatte for me
  2. might add 1 cuz one
  3. might add epilepsy warning
  1. beware of combo color 3, it might be too bright.
  2. 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.
  3. 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y
  4. 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird
  1. diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate?
  2. 00:21:918 (14,15) - might swap this, cuz piano's pitch at 00:22:710 (15) - is higher than 00:21:903 (14) -
  3. 00:37:923 (45) - might be k cuz piano's pitch is high
  4. 02:48:615 (36) - remove this note? cuz the song's intensity doesn't really for triplets
  5. 04:33:935 (89) - idk if adding D will be appropriate or not, since it's where the song's intensity will start decreasing.
rank this

- Frontier - wrote: 1x7064

z
short mod and bad mod as well


  1. 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.
  2. 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
  3. 00:37:923 (45) - might be k cuz piano's pitch is high retained to reflect the kick drum
  4. 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
  5. 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
rank this
thanks for the mod~
Topic Starter

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!!! :) :) :)

- Frontier - wrote: 1x7064

z
short mod and bad mod as well

  1. please add shockolatte for me lmao, ok
  2. might add 1 cuz one nani
  3. might add epilepsy warning oki
  1. beware of combo color 3, it might be too bright. toned it down slightly
  2. 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
  3. 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y F I X E D
  4. 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird Fixed
rank this tell all the bns to faster mod this ;w; WHERE R U MANCUSO AND TOFUUUUUUUUUUUU
thanks 4 mods bois
Topic Starter
BNS WHERE R UUUUUUUUUUUUUUU
heloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
am here to rank
Topic Starter
thank
rank mep plz
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

_Meep_ wrote: 711h4d

BNS WHERE R UUUUUUUUUUUUUUU
Here I am! :o .. Let's get started!

Standard


[Kaori]

  1. 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.
    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.
  2. 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.
  3. 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.
  4. 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.
  5. 01:12:115 (x) - I'd add a note here to follow vocals mainly, it sounds empty without anything.
  6. 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.
  7. 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.
  8. 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.
  9. 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).
    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.
  10. 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.
  11. 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.
  12. 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.
Conclusion: I can say the difficulty is pretty nice in of gameplay. Neverthless, I'd like to have more hitsounds in these sections mentioned in my mod because that kind of monotony can make the difficulty boring in this aspect.
You told me that you also added the hitsounding in o!m difficulty, so make sure to recheck them as well.

[]


Taiko

[Volta's Taiko]

  1. 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) - .
  2. 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.
  3. 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) -
  4. 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.
  5. 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.
  6. 02:58:815 (x) - Try adding a kat here, it provides a really good effect during the gameplay.
  7. 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.
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.

[]

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!

mancuso_JM_ wrote: 5d3u4o

_Meep_ wrote: 711h4d

BNS WHERE R UUUUUUUUUUUUUUU
Here I am! :o .. Let's get started!

Taiko

[Volta's Taiko]

  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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 -
  7. 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) -
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.

[]

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!
thanks for the mod~
All these BNs are trolling me with their fake icons

zzz
Topic Starter

mancuso_JM_ wrote: 5d3u4o

Here I am! :o .. Let's get started!

Standard


[Kaori]

  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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:
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. 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.
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.
Topic Starter
also I updated to remove the sliderslider because its unrankable to have both at once, so now it only has the slidertick silenced.
4K: 1|2|3|4


[Arcwin's Marathon]
  1. 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.
  2. 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
    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.
  3. 00:37:123 (37123|0,37523|1) - According to pitch, I would think fliping these two LNs fits better.
  4. 01:02:515 (62515|1) - As you used to focus on bass sound, this LN might not need.
  5. 01:06:115 (66115|1) - I can barely hear this. Ghost note?
  6. 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.
  7. 02:45:815 - You miss a drum here.
  8. 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.
  9. 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) - .
  10. 03:20:115 - I don't see any drum that needs double here, rather 03:20:515 - here needs one for the drum.
  11. 04:00:547 - You forget a piano sound here.
  12. 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?

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.
Topic Starter

Tofu1222 wrote: 16124i

4K: 1|2|3|4


[Arcwin's Marathon]
  1. 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
  2. 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
    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.

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]
  1. 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
  2. 01:02:515 (62515|1) - As you used to focus on bass sound, this LN might not need. nice notice! removed.
  3. 01:06:115 (66115|1) - I can barely hear this. Ghost note? removed
  4. 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.
  5. 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.)
  6. 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
  7. 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
  8. 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.
  9. 04:00:547 - You forget a piano sound here. fixed and rearranged pattern.
  10. 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.

Thank you so much for the mod! much appreciated! :oops:

Also managed to tweak some hitsounds. Some are really loud since layered by two strong drums. I removed some of them in the difficulty.
Here's my update:
https://puu.sh/zwJSM/ae5c410f4e.rar
Asked Tofu to find some issues beside pattern,
[Kaori]
  1. 00:08:533 - The Green Line must have same custom set number with the Red Line
  2. 00:24:722 - here Also Volume level must be same as the Red Line here
Topic Starter

DE-CADE wrote: 1c3f5d

Asked Tofu to find some issues beside pattern,
[Kaori]
  1. 00:08:533 - The Green Line must have same custom set number with the Red Line
  2. 00:24:722 - here Also Volume level must be same as the Red Line here
fixed!
Recheck.

[Arcwin's Marathon]
  1. 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 - .
  2. 03:53:150 - Might wanna do a double here because it sounds similar to 03:52:350 - .
  3. 03:53:950 - However, here the sound is weaker, and since it does not sound like a chord I would say single note fits.
  4. 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.
  5. 04:00:247 - ^

Just simple issues to fix~

Tofu1222 wrote: 16124i

Recheck.

[Arcwin's Marathon]
  1. 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 - .
  2. 03:53:150 - Might wanna do a double here because it sounds similar to 03:52:350 - .
  3. 03:53:950 - However, here the sound is weaker, and since it does not sound like a chord I would say single note fits.
  4. 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.
  5. 04:00:247 - ^

Just simple issues to fix~

All fixed

as well as the hitsounds. Thank you for the re-check~! Much appreciated :oops:
[Arcwin's Marathon]
  1. 02:43:915 (163915|2,163915|1) - Delete one C.
  2. 02:46:715 (166715|1,166715|2) - Delete one F.
  3. 02:59:515 (179515|3,179515|2) - ^
  4. 03:02:715 (182715|1,182715|0) - ^
  5. 03:07:115 (187115|3,187115|0) - ^
  6. 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.
  7. 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

Tofu1222 wrote: 16124i

[Arcwin's Marathon]
  1. 02:43:915 (163915|2,163915|1) - Delete one C.
  2. 02:46:715 (166715|1,166715|2) - Delete one F.
  3. 02:59:515 (179515|3,179515|2) - ^
  4. 03:02:715 (182715|1,182715|0) - ^
  5. 03:07:115 (187115|3,187115|0) - ^
  6. 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.
  7. 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
All applied and fixed! Thank you for the re-check! :oops:

Here's my update:
https://puu.sh/zyVA2/011b1c8b7d.rar
Topic Starter
taiko bns where r uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
Before:


After:


You’ve GOT this! You can do it!
Topic Starter
bish dont get me worked up i thought the bn modded LOO
thanks for motivation c:
no problem :D
GL with Rank! You can do it!
osu!mania mode should be ready then.
Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
Topic Starter

Namki wrote: 4u2j9

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
since taiko bn mods are incoming (tm), wouldnt updating for taiko also break the bubble on std/mania? not sure but i wanna be safe for now

edit: the skin will be in the desc
Topic Starter
Update(not map update x3)
Ascendance may be GDing again (if he doesnt finish by sunday he told me to drop gd)
I’ll use my connections to get mods, dw
since we’re waiting for taiko anyway ;/

Namki wrote: 4u2j9

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
I need to recheck the std difficulty first, as I said in my post I wanted to recheck the new hitsounding again. Plus, a new skin were added, so we need to check that too.

If you're waiting for a new GD, I'll try to recheck standard difficulty during the weekend, because as I told you via in-game I started in my new job and the university too and I couldn't complete it on Monday.

I hope you can wait for me. And sorry for the delay.
Topic Starter

mancuso_JM_ wrote: 5d3u4o

Namki wrote: 4u2j9

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
I need to recheck the std difficulty first, as I said in my post I wanted to recheck the new hitsounding again. Plus, a new skin were added, so we need to check that too.

If you're waiting for a new GD, I'll try to recheck standard difficulty during the weekend, because as I told you via in-game I started in my new job and the university too and I couldn't complete it on Monday.

I hope you can wait for me. And sorry for the delay.
Take your time, Im somehow still able to stay sane but yea XD i got a bit too much patience :3c
I can get a ctb bn pretty quickly so idm waiting for u guys
and we still waiting for taco bns 👀
std

00:00:350 (1) - is this supposed to be without whistle
01:47:515 (1,1,1,1,1) - having every one of them differ in hitsounds doesn't seem proper
02:29:115 (3,4,1) - they're a phrase with 02:30:715 (1,2,3) - yet with the same time difference between them the spacing isn't
start of 02:49:115 (2) - and end of 02:49:915 (1) - those whistle don't appear elsewhere, they don't really fit either
Parts like 02:48:115 - 02:48:515 - 02:51:315 - 02:54:515 - 02:54:915 - 02:55:715 - 02:58:715 - 02:58:915 and the rest that have the snare fit more with the SC2 clap rather than anything else, because they are like 02:47:515
03:20:315 (3) - you don't usually use these kind of sliders in the map, it's like one out of the blue, where the red node is placed also isn't really that nice
03:42:750 - 04:01:947 - this whole section is devoid of hitsounds, I do believe it is possible to fill it with hitsounds though
04:53:170 (1,2,1,2,3,1) - those drum hitsounds don't match with the guitar it is following

The audio levels can be tweaked, the parts at 03:48:734 - 02:59:994 - 01:38:455 definitely differ in their intensity in the song but are on the same volume, and even 00:51:132 is higher than the part at 02:59:994

Hitsounding can really be looked over

taiko

04:07:635 (10) - shift it to 04:07:935 - ? having the longer pattern leading to the next phrase
Topic Starter

neonat wrote: 72827

std

00:00:350 (1) - is this supposed to be without whistle Fixed
01:47:515 (1,1,1,1,1) - having every one of them differ in hitsounds doesn't seem proper it fits well for me since the rhythm plays okay at this part, but hitsounding it the same would make it feel overemphasised in parts where the piano isnt backing the vocals at all.
02:29:115 (3,4,1) - they're a phrase with 02:30:715 (1,2,3) - yet with the same time difference between them the spacing isn't Fixed
start of 02:49:115 (2) - and end of 02:49:915 (1) - those whistle don't appear elsewhere, they don't really fit either I do use them in other spots like 02:53:115 (1) - or 02:56:315 (1) -
Parts like 02:48:115 - 02:48:515 - 02:51:315 - 02:54:515 - 02:54:915 - 02:55:715 - 02:58:715 - 02:58:915 and the rest that have the snare fit more with the SC2 clap rather than anything else, because they are like 02:47:515 Fixed
03:20:315 (3) - you don't usually use these kind of sliders in the map, it's like one out of the blue, where the red node is placed also isn't really that nice
03:42:750 - 04:01:947 - this whole section is devoid of hitsounds, I do believe it is possible to fill it with hitsounds though Fixed
04:53:170 (1,2,1,2,3,1) - those drum hitsounds don't match with the guitar it is following Fixed

The audio levels can be tweaked, the parts at 03:48:734 - 02:59:994 - 01:38:455 definitely differ in their intensity in the song but are on the same volume, and even 00:51:132 is higher than the part at 02:59:994

Hitsounding can really be looked over mancuso git ur ass here >;3
@neonat i think current pattern is also fine since the bass sound started at 04:07:935 and consistent with 04:20:735

Thanks again!
I see.

I'm generally fine with the Taiko diff so just continue forward with the set
ascendance

is almost done
Topic Starter

Ascendance wrote: 3m6q2b

ascendance

is almost done
👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀🅱️
Topic Starter
OK ASCENDANCE AINT ING THE SET
IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
MANCUSO WE WAITIN FOR YA
I'm finally here.. Sorry for the late replay, but you know the reasons c:

Let's clarify some things.

_Meep_ wrote: 711h4d

IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
Hmm.. I ed the map and it looks like you didn't remove it. Did you change your mind or did you forget to do so?

Btw.. I don't know a lot of things about skinning but AiMod is mentioning me that "[email protected]" must be 256x256. I don't know if this is a rule nowadays, feel free to ignore that if I'm wrong.

[Kaori]

  1. 00:00:350 ~ 00:21:918 - The sliderslide sounds pretty bad here, really loud to my eyes and it doesn't represent the music at all. You can silence it in this section, if you don't have any slidertick, you're not having both things silenced here.
  2. 01:11:515 (3) - 02:17:115 (3) - I personally think you can do something more interesting to play, I think you can emphasize a bit more drums/vocals in both sections by using a pattern like [url]this[/url]. Providing you some additional explanation (in case is needed) you can emphasize much better drums with a single note and I feel the vocals in 01:11:715 & 02:17:315 need to be follow by some object if you ask me. I hope you consider that.
  3. 01:18:715 (1) - Rotate this to improve the flow with the following note. It feels a bit uncomfortable actually.
  4. 01:46:715 (2,1) - Increase a bit more the spacing between these objects to emphasize the music change (?
  5. 02:26:615 (x) - You're missing a great opportunity to add a note here. It'll follow drums and it'll provide a great effect during the gameplay.
  6. 02:29:915 - Are you missing a clap here?
  7. 03:58:747 (1,2,3) - What are you trying to follow with this custom hitsound? Follow the piano please! These "drum sounds" don't have anything to do here, sincerely. I still think a gradual effect would work perfect here.
  8. 04:34:335 ~ 04:52:935 - As I said at the beginning, sliderslide sounds bad here too. In addition, all objects sound really high for this section so try to reduce the volume around 15%, I'd try more interesting things in term of hitsounding in this section if you ask me but it's your map and you probably want this simpler. Btw, I personally think a silence sliderslide works better than a soft slidertick in this section, some sliders like 04:40:335 (1) - take advantage of piano if you use the common slidertick.
    I've to say that keeping this as it is, is not an option because we're trying to follow the music closely with those hitsounds.
  9. 04:53:170 ~ 04:55:040 - This section is worrying me a bit, I don't know if the timing is 100% correct. In addition some objects aren't snapped properly (for example: 04:53:170 (1) - should end 1/8 earlier or 1/8 forward, but not over the white tick.. 04:53:970 (2) - this one should end in 04:54:420 - (over a yellow tick). I'd like to have some other confirmation, would be great if you can find it.
That's should be all. I have to say that the hitsounding is really far to be my favourite, but well, anyway it could be worse.
Those points are the most important, everything should be ok afterwards.
Make sure to confirm me the timing and me once again (try to do it before of Monday, please. I won't have time during the week).
Topic Starter

mancuso_JM_ wrote: 5d3u4o

I'm finally here.. Sorry for the late replay, but you know the reasons c:

Let's clarify some things.

_Meep_ wrote: 711h4d

IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
Hmm.. I ed the map and it looks like you didn't remove it. Did you change your mind or did you forget to do so? I alr updated without any skin files twice, idk, maybe bug


Btw.. I don't know a lot of things about skinning but AiMod is mentioning me that "[email protected]" must be 256x256. I don't know if this is a rule nowadays, feel free to ignore that if I'm wrong. since the skinner seems really busy, i placed it in the description alr.


[Kaori]

  1. 00:00:350 ~ 00:21:918 - The sliderslide sounds pretty bad here, really loud to my eyes and it doesn't represent the music at all. You can silence it in this section, if you don't have any slidertick, you're not having both things silenced here. got a silent drum sliderslide and added drum samplesets to those sliders that sounded gay
  2. 01:11:515 (3) - 02:17:115 (3) - I personally think you can do something more interesting to play, I think you can emphasize a bit more drums/vocals in both sections by using a pattern like [url]this[/url]. Providing you some additional explanation (in case is needed) you can emphasize much better drums with a single note and I feel the vocals in 01:11:715 & 02:17:315 need to be follow by some object if you ask me. I hope you consider that. Can't really say much because u didnt add in a url in the url text LOL, but talking about those vocals on parts like 02:17:315 - . If I were to map the vocals, it'd be at the cost of making the part feel slightly awkward, considering that 02:17:315 - 'te' kinds of ends abruptly, so it wouldn't be wise to follow it unless I would want awkward pauses in my maps here and there, placing a 1/1 or a 1/2 slider there ( 02:17:315 ) wouldnt work either because of the abrupt vocal as i explained earlier. I won't be changing this, sorry.
  3. 01:18:715 (1) - Rotate this to improve the flow with the following note. It feels a bit uncomfortable actually.
    Fixed
  4. 01:46:715 (2,1) - Increase a bit more the spacing between these objects to emphasize the music change Fixed
  5. 02:26:615 (x) - You're missing a great opportunity to add a note here. It'll follow drums and it'll provide a great effect during the gameplay. Fixed, works well too since it would feel like difficulty scales smoothly throughout each of the choruses, naisu!
  6. 02:29:915 - Are you missing a clap here? Fixed!
  7. 03:58:747 (1,2,3) - What are you trying to follow with this custom hitsound? Follow the piano please! These "drum sounds" don't have anything to do here, sincerely. I still think a gradual effect would work perfect here. I hitsounded them according to what neonat toild me to. I agree with him since I am actually mapping to and emphasising the piano. For me I don't think a physical gradual effect would work well. In any case, this is a hard-light insane difficulty. This part is too calm for me to think about even placing more notes than it already has, it'd feel too dense otherwise. The 'drum sounds' were to emphasise the piano sounds as did on parts like 03:57:161 - or 03:54:750 - . Though what you said was already done, but not physically, it is a gradual effect in the increasing usage of the whistles to indicate that the parts are changing and that it's moving on into a different part of the song.
  8. 04:34:335 ~ 04:52:935 - As I said at the beginning, sliderslide sounds bad here too. In addition, all objects sound really high for this section so try to reduce the volume around 15%, I'd try more interesting things in term of hitsounding in this section if you ask me but it's your map and you probably want this simpler. Btw, I personally think a silence sliderslide works better than a soft slidertick in this section, some sliders like 04:40:335 (1) - take advantage of piano if you use the common slidertick. u fukin genius, i'll do that! <3
    I've to say that keeping this as it is, is not an option because we're trying to follow the music closely with those hitsounds.
  9. 04:53:170 ~ 04:55:040 - This section is worrying me a bit, I don't know if the timing is 100% correct. In addition some objects aren't snapped properly (for example: 04:53:170 (1) - should end 1/8 earlier or 1/8 forward, but not over the white tick.. 04:53:970 (2) - this one should end in 04:54:420 - (over a yellow tick). I'd like to have some other confirmation, would be great if you can find it. this is techincally the best i can do, i only found problems with 04:55:040 (2) - ending too late, i used 1/16 to resnap it. the others are mapped to the violin because thats more accurate than the piano in most cases for this part. I have 0 confirmation about the timing honestly, Mir did the timing but failed, I did the timing but also failed, the pianist was probably drunk while playing this song and namirin probably didn't notice the subtle changes in bpm it had compared to the original version. I don't blame her tho <3
    I spent two full days retiming this song and yea this is the best I can get.
That's should be all. I have to say that the hitsounding is really far to be my favourite, but well, anyway it could be worse.
Those points are the most important, everything should be ok afterwards.
Make sure to confirm me the timing and me once again (try to do it before of Monday, please. I won't have time during the week).
Changed some patterns in std via IRC. Here's the case you want to check it:

Log
14:37 _Meep_: o/
14:58 mancuso_JM_: [http://up.ppy.sh/files/newrhythm-1.jpg at least let me show you that missed image[/url]
14:59 mancuso_JM_: [http://up.ppy.sh/files/newrhythm-1.jpg at least let me show you that missed image]
14:59 _Meep_: yea that one XD
14:59 mancuso_JM_: that fail xD
14:59 _Meep_: LOL
15:00 _Meep_: hmm
15:00 _Meep_: if i did that i'd have to add a circle inbetween
15:00 _Meep_: it'd feel really odd just to have a 1/1 gap there
15:01 _Meep_: and if i do add that circle inbetween, it'd be weird since thats one of the only parts where i'd map the vocals over the instrumentals ;/
15:02 mancuso_JM_: as I said before, you wouldn't map only vocals here
15:03 mancuso_JM_: and this single note emphasize much better drums
15:03 mancuso_JM_: it's up to you but in my opinion you're leaving this pattern not really interesting for the difficulty
15:03 _Meep_: hmm
15:03 mancuso_JM_: that 1/1 with a repetition is not really following instrumental really well after all if this is your argument
15:04 _Meep_: k fine i'll add a note
15:06 _Meep_: added w
15:07 _Meep_: anything else?
15:08 mancuso_JM_: 04:46:735 - I think you can add a a green line here with 21%, it still sounds loud to me
15:08 _Meep_: hmm, sure
15:09 mancuso_JM_: some additional idea, you can add a green line at some slider tail to reduce unnecesary sound.. for example 04:48:735 - / 04:51:935 - you can add some green line with 5%
15:10 _Meep_: sure
15:10 mancuso_JM_: to add a new one with 21% afterwards
15:10 mancuso_JM_: saying that just in case hehe
15:11 _Meep_: yep x33 i did
15:11 mancuso_JM_: btw.. have you listened 04:53:170 (1) - in 25% playback rate? I'm pretty sure that this one is not well snapped
15:11 mancuso_JM_: as I said in my mod
15:11 _Meep_: o
15:11 _Meep_: wait leme retime this
15:12 _Meep_: placed it on 04:53:160 -
15:12 _Meep_: gonna fix the other diffs too
15:13 mancuso_JM_: oh wait.. I was talking about slider end :o
15:14 _Meep_: .
15:14 _Meep_: well either way
15:14 _Meep_: the sliderend fixed as well
15:15 mancuso_JM_: :ok_hand_
15:15 mancuso_JM_: :ok_hand:*
15:15 _Meep_: leme just uh
15:20 _Meep_: wait a min~ fuckin gota add more timing points REEEEEEE
15:22 mancuso_JM_: seriously? :o
15:22 _Meep_: wait wtf is bss down?
15:22 _Meep_: its stuck at 'creating package'
15:22 _Meep_: nani de fok
15:22 _Meep_: leme relog
15:23 _Meep_: back
15:24 _Meep_: and updated!
15:24 _Meep_: bubburu? :3c
15:27 _Meep_: :eyes:
15:28 mancuso_JM_: it looks like you're nervous or something like that
15:28 _Meep_: no
15:28 _Meep_: im excited
15:28 mancuso_JM_: just let me do my job, don't hurry me up pls..
15:28 _Meep_: i want it to be ranked :EYES:
15:28 _Meep_: ok sorry ;c
15:29 mancuso_JM_: if I'm checking it again, that means I have intentions to bubble your map
15:29 mancuso_JM_: don't worry :p
15:29 _Meep_: x3
15:30 mancuso_JM_: 04:01:935 (1) - try to move this one to x:32 y:160, it'll emphasize the music change better
15:30 mancuso_JM_: the spacing between 04:01:147 (1,1) - is really tiny xd
15:30 mancuso_JM_: update the map afterwards (in case you do it)
15:32 _Meep_: updated!!!!1!111
15:34 mancuso_JM_: have you touched anything in taiko difficulty? D:
15:35 mancuso_JM_: why the fuck the slider velocity is 2.74?
15:36 _Meep_: i added a line on 04:53:985 -
15:36 _Meep_: thats it
15:36 _Meep_: its 2,74 cuz BPM? idk
15:36 _Meep_: i never touched the SV
15:36 _Meep_: well neonat said its ok
15:36 mancuso_JM_: that's weird
15:37 mancuso_JM_: we generally use around 1,4/1,6 in taiko, and actually this slider velocity works really forced
15:37 mancuso_JM_: I'm pretty usre it was a bug or something like that
15:37 _Meep_: want me to ask some others?
15:37 _Meep_: hmm
15:38 _Meep_: ima ask kisses and some people who map taco
15:38 mancuso_JM_: I'm going to do a post in your thread, I only want to know what Volta's say
15:39 mancuso_JM_: (yeah, I'm taiko BN as well)
15:39 _Meep_: ok sure xd
15:39 mancuso_JM_: I'm just reing once again, but std difficulty won't need any other change imo

I'm not bubbling this right now because I want to Volta clear me one doubt, why is taiko difficulty mapped with 2.74 SV? It feels really forced due the pace of the difficulty/song in general. I'd like to know if it's a bug or something like that because the first time I saw the map you had a coherent slider velocity.
If that's the case, make sure to fix that.

I'll be back afterwards.
@it's most likely the ai mod bug. It always sets 1.4 to 2.74 SV. I told meep about this

@volta I think it would look better aesthetically if you omitted the bar line at 04:53:985
@Mancuso: SV's supposed to be 1.4. Fixed via notepad.
@Kisses: wtf it was omitted iirc. Fixed the barline stuffs
@Meep: to prevent SV bug, don't open aimod from Taiko diff ;w;

update .osu code
osu file format v14

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[Metadata]
Title:Kanade
TitleUnicode:奏
Artist:*namirin
ArtistUnicode:*なみりん
Creator:_Meep_
Version:Volta's Taiko
Source:一週間フレンズ。
Tags:isshuukan Friends one week ending ed full version volta arcwinolivirus -_frontier_- comfywolf shockolatte
BeatmapID:1284833
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96,128,175115,1,0,0:0:0:0:
96,128,175315,1,0,0:0:0:0:
96,128,175515,1,8,0:0:0:0:
288,192,175615,1,8,0:0:0:0:
288,192,175715,1,8,0:0:0:0:
288,192,175915,1,0,0:0:0:0:
288,192,176115,1,8,0:0:0:0:
288,192,176315,1,0,0:0:0:0:
192,96,176715,1,0,0:0:0:0:
192,96,177115,1,8,0:0:0:0:
224,96,177515,1,0,0:0:0:0:
352,160,177715,1,8,0:0:0:0:
256,160,177815,1,8,0:0:0:0:
256,160,177915,1,0,0:0:0:0:
192,128,178115,1,0,0:0:0:0:
192,160,178215,1,0,0:0:0:0:
192,160,178315,1,8,0:0:0:0:
192,96,178515,1,0,0:0:0:0:
224,128,178715,1,8,0:0:0:0:
96,160,178915,1,8,0:0:0:0:
256,128,179115,1,0,0:0:0:0:
256,128,179315,1,0,0:0:0:0:
256,128,179515,1,4,0:0:0:0:
0,160,179915,1,8,0:0:0:0:
0,160,180315,1,8,0:0:0:0:
128,160,180715,1,4,0:0:0:0:
224,160,181515,1,0,0:0:0:0:
256,128,181715,5,8,0:0:0:0:
320,128,181915,1,8,0:0:0:0:
160,160,182015,1,8,0:0:0:0:
192,128,182115,1,0,0:0:0:0:
160,96,182315,1,0,0:0:0:0:
160,96,182515,1,8,0:0:0:0:
192,128,182715,1,4,0:0:0:0:
192,96,183115,1,8,0:0:0:0:
224,96,183515,1,0,0:0:0:0:
224,96,183615,1,0,0:0:0:0:
224,96,183715,1,0,0:0:0:0:
224,96,183915,1,12,0:0:0:0:
192,96,184515,1,8,0:0:0:0:
160,128,184715,1,8,0:0:0:0:
256,160,184915,1,0,0:0:0:0:
256,160,185015,1,0,0:0:0:0:
256,160,185115,1,8,0:0:0:0:
256,192,185315,1,8,0:0:0:0:
192,160,185515,1,0,0:0:0:0:
192,160,185715,1,8,0:0:0:0:
192,160,185915,1,4,0:0:0:0:
224,128,186315,1,0,0:0:0:0:
128,160,186515,1,8,0:0:0:0:
128,160,186615,1,8,0:0:0:0:
224,128,186715,1,8,0:0:0:0:
192,128,187115,1,4,0:0:0:0:
224,64,187715,1,8,0:0:0:0:
224,64,187915,1,0,0:0:0:0:
256,96,188115,1,0,0:0:0:0:
288,128,188315,1,8,0:0:0:0:
256,128,188515,1,0,0:0:0:0:
256,128,188615,1,0,0:0:0:0:
256,128,188715,1,8,0:0:0:0:
256,128,188815,1,8,0:0:0:0:
320,64,188915,1,8,0:0:0:0:
320,96,189115,1,4,0:0:0:0:
224,96,189515,1,0,0:0:0:0:
192,96,189915,1,8,0:0:0:0:
192,64,190115,1,0,0:0:0:0:
256,128,190315,1,8,0:0:0:0:
256,128,190515,1,8,0:0:0:0:
288,96,190615,1,8,0:0:0:0:
288,96,190715,1,0,0:0:0:0:
288,96,190915,1,8,0:0:0:0:
288,96,191015,1,8,0:0:0:0:
224,96,191115,1,8,0:0:0:0:
96,160,191315,1,0,0:0:0:0:
96,160,191515,1,8,0:0:0:0:
128,128,191715,1,8,0:0:0:0:
256,128,191815,1,8,0:0:0:0:
256,128,191915,1,0,0:0:0:0:
256,128,192015,1,0,0:0:0:0:
256,128,192115,1,8,0:0:0:0:
256,128,192315,1,4,0:0:0:0:
160,128,192715,1,0,0:0:0:0:
160,128,193115,1,8,0:0:0:0:
160,96,193515,1,8,0:0:0:0:
160,96,193715,1,8,0:0:0:0:
160,96,193915,1,0,0:0:0:0:
96,128,194115,1,8,0:0:0:0:
96,128,194215,1,8,0:0:0:0:
96,128,194315,1,0,0:0:0:0:
96,128,194515,1,0,0:0:0:0:
192,128,194715,1,8,0:0:0:0:
192,128,194915,1,8,0:0:0:0:
160,128,195115,1,0,0:0:0:0:
224,160,195215,1,0,0:0:0:0:
224,160,195315,1,0,0:0:0:0:
128,128,195515,1,0,0:0:0:0:
160,96,195915,1,0,0:0:0:0:
160,96,196315,1,8,0:0:0:0:
256,96,196715,1,0,0:0:0:0:
256,64,196915,1,8,0:0:0:0:
256,64,197115,1,0,0:0:0:0:
128,160,197315,1,0,0:0:0:0:
128,192,197415,1,0,0:0:0:0:
128,160,197515,1,8,0:0:0:0:
192,192,197715,1,0,0:0:0:0:
192,160,197915,1,8,0:0:0:0:
192,160,198115,1,0,0:0:0:0:
192,128,198315,1,8,0:0:0:0:
256,128,198415,1,8,0:0:0:0:
224,128,198515,1,8,0:0:0:0:
256,192,198715,1,0,0:0:0:0:
32,128,199115,1,0,0:0:0:0:
32,128,199515,1,8,0:0:0:0:
64,128,199915,1,8,0:0:0:0:
192,160,200115,1,8,0:0:0:0:
192,160,200315,1,0,0:0:0:0:
224,160,200515,1,0,0:0:0:0:
224,160,200615,1,0,0:0:0:0:
224,160,200715,1,8,0:0:0:0:
224,160,200915,1,0,0:0:0:0:
224,160,201115,1,8,0:0:0:0:
224,160,201315,1,8,0:0:0:0:
224,160,201515,1,0,0:0:0:0:
256,128,201915,1,0,0:0:0:0:
224,64,202315,1,8,0:0:0:0:
224,96,202515,1,0,0:0:0:0:
256,192,202715,1,8,0:0:0:0:
256,192,202815,1,8,0:0:0:0:
256,192,202915,1,0,0:0:0:0:
256,224,203115,1,8,0:0:0:0:
256,128,203315,1,8,0:0:0:0:
256,224,203515,1,0,0:0:0:0:
224,160,203715,1,0,0:0:0:0:
288,160,203815,1,0,0:0:0:0:
288,160,203915,1,8,0:0:0:0:
224,160,204115,1,0,0:0:0:0:
224,160,204315,1,8,0:0:0:0:
224,160,204515,1,8,0:0:0:0:
32,160,204715,1,0,0:0:0:0:
64,160,204815,1,0,0:0:0:0:
32,160,204915,1,0,0:0:0:0:
192,192,205115,5,4,0:0:0:0:
128,64,205515,1,0,0:0:0:0:
128,64,205915,1,8,0:0:0:0:
224,96,206315,1,0,0:0:0:0:
160,64,206515,1,8,0:0:0:0:
160,64,206715,1,0,0:0:0:0:
192,160,206915,1,0,0:0:0:0:
192,160,207015,1,0,0:0:0:0:
192,160,207115,1,0,0:0:0:0:
192,160,207315,1,0,0:0:0:0:
224,160,207515,1,8,0:0:0:0:
224,160,207715,1,0,0:0:0:0:
224,192,207815,1,0,0:0:0:0:
224,192,207915,1,8,0:0:0:0:
224,160,208115,1,8,0:0:0:0:
224,160,208315,1,0,0:0:0:0:
96,128,208715,1,0,0:0:0:0:
192,192,208915,1,0,0:0:0:0:
192,192,209115,1,8,0:0:0:0:
64,128,209215,1,8,0:0:0:0:
224,160,209315,1,0,0:0:0:0:
288,96,209515,1,12,0:0:0:0:
128,128,210115,1,8,0:0:0:0:
128,128,210315,1,0,0:0:0:0:
224,224,210515,1,0,0:0:0:0:
224,224,210715,1,8,0:0:0:0:
224,224,210815,1,8,0:0:0:0:
224,224,210915,1,8,0:0:0:0:
224,96,211115,1,0,0:0:0:0:
224,96,211315,1,8,0:0:0:0:
64,160,211515,1,0,0:0:0:0:
32,160,211715,1,0,0:0:0:0:
32,160,211815,1,0,0:0:0:0:
128,128,211915,1,8,0:0:0:0:
64,192,212115,1,0,0:0:0:0:
32,192,212315,1,8,0:0:0:0:
160,64,212715,1,0,0:0:0:0:
192,32,213115,1,8,0:0:0:0:
160,96,213315,1,8,0:0:0:0:
160,96,213515,1,0,0:0:0:0:
160,64,213715,1,0,0:0:0:0:
160,64,213915,1,8,0:0:0:0:
128,160,214115,1,0,0:0:0:0:
128,160,214215,1,0,0:0:0:0:
128,160,214315,1,0,0:0:0:0:
160,128,214515,1,0,0:0:0:0:
128,160,214715,1,8,0:0:0:0:
192,96,214915,1,8,0:0:0:0:
192,96,215015,1,8,0:0:0:0:
256,96,215115,1,8,0:0:0:0:
256,96,215315,1,0,0:0:0:0:
160,96,215515,1,8,0:0:0:0:
192,96,215715,1,8,0:0:0:0:
192,64,215815,1,8,0:0:0:0:
192,96,215915,1,0,0:0:0:0:
192,96,216115,1,8,0:0:0:0:
192,96,216315,1,0,0:0:0:0:
160,192,216715,1,0,0:0:0:0:
192,160,216915,1,0,0:0:0:0:
160,192,217115,1,8,0:0:0:0:
224,192,217515,1,0,0:0:0:0:
224,160,217715,1,8,0:0:0:0:
288,160,217915,1,0,0:0:0:0:
32,160,218115,1,0,0:0:0:0:
32,160,218215,1,0,0:0:0:0:
32,160,218315,1,0,0:0:0:0:
32,160,218515,1,0,0:0:0:0:
32,160,218715,1,8,0:0:0:0:
96,192,218915,1,8,0:0:0:0:
128,160,219015,1,8,0:0:0:0:
96,192,219115,1,0,0:0:0:0:
96,192,219315,1,0,0:0:0:0:
288,160,219515,5,4,0:0:0:0:
256,192,219715,12,0,221915,0:0:0:0:
288,128,222750,5,8,0:0:0:0:
192,64,224350,1,8,0:0:0:0:
288,160,225950,1,0,0:0:0:0:
288,160,226750,1,0,0:0:0:0:
288,160,227550,1,8,0:0:0:0:
192,64,229150,1,0,0:0:0:0:
192,64,230750,1,8,0:0:0:0:
192,64,232350,1,0,0:0:0:0:
192,64,233150,1,8,0:0:0:0:
192,64,233950,1,8,0:0:0:0:
192,96,235561,1,0,0:0:0:0:
192,96,237161,1,0,0:0:0:0:
192,64,238747,1,8,0:0:0:0:
192,64,239547,1,8,0:0:0:0:
192,64,240347,1,8,0:0:0:0:
192,64,241935,1,0,0:0:0:0:
96,128,242735,1,0,0:0:0:0:
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96,128,243535,1,8,0:0:0:0:
96,128,244335,1,8,0:0:0:0:
96,128,244735,1,0,0:0:0:0:
96,128,245135,1,8,0:0:0:0:
192,96,245935,5,8,0:0:0:0:
288,128,246535,1,8,0:0:0:0:
288,128,246635,1,8,0:0:0:0:
288,128,246735,1,8,0:0:0:0:
288,128,246935,1,0,0:0:0:0:
288,128,247135,1,8,0:0:0:0:
288,128,247335,1,0,0:0:0:0:
192,128,247435,1,0,0:0:0:0:
192,128,247535,1,8,0:0:0:0:
192,128,247635,1,0,0:0:0:0:
192,128,247735,1,8,0:0:0:0:
160,160,247935,1,0,0:0:0:0:
192,192,248035,1,0,0:0:0:0:
192,192,248135,1,0,0:0:0:0:
192,192,248335,1,4,0:0:0:0:
128,64,248735,1,0,0:0:0:0:
32,128,248935,1,0,0:0:0:0:
128,32,249135,1,8,0:0:0:0:
32,160,249535,1,0,0:0:0:0:
128,96,249735,1,8,0:0:0:0:
64,160,249935,1,0,0:0:0:0:
32,160,250035,1,0,0:0:0:0:
96,128,250135,1,0,0:0:0:0:
96,96,250335,1,8,0:0:0:0:
96,96,250535,1,0,0:0:0:0:
64,160,250735,1,8,0:0:0:0:
96,160,250935,1,8,0:0:0:0:
96,160,251035,1,8,0:0:0:0:
96,160,251135,1,0,0:0:0:0:
96,160,251335,1,0,0:0:0:0:
128,160,251535,1,0,0:0:0:0:
192,96,251935,1,8,0:0:0:0:
192,96,252135,1,0,0:0:0:0:
192,96,252335,1,8,0:0:0:0:
160,128,252435,1,8,0:0:0:0:
160,128,252535,1,0,0:0:0:0:
224,128,252735,1,0,0:0:0:0:
192,160,252935,1,8,0:0:0:0:
192,160,253135,1,0,0:0:0:0:
96,128,253235,1,0,0:0:0:0:
96,128,253335,1,0,0:0:0:0:
160,128,253535,1,8,0:0:0:0:
192,128,253735,1,0,0:0:0:0:
224,96,253935,1,8,0:0:0:0:
96,192,254035,1,8,0:0:0:0:
32,160,254135,1,8,0:0:0:0:
96,192,254335,1,0,0:0:0:0:
160,128,254535,1,8,0:0:0:0:
160,128,254735,1,0,0:0:0:0:
128,128,255135,1,0,0:0:0:0:
128,128,255335,1,0,0:0:0:0:
128,128,255535,1,8,0:0:0:0:
256,128,255935,5,0,0:0:0:0:
256,128,256135,1,8,0:0:0:0:
256,128,256335,1,0,0:0:0:0:
64,192,256435,1,0,0:0:0:0:
96,192,256535,1,8,0:0:0:0:
96,192,256735,1,0,0:0:0:0:
224,128,256935,1,0,0:0:0:0:
224,128,257135,1,8,0:0:0:0:
224,128,257235,1,8,0:0:0:0:
224,128,257335,1,8,0:0:0:0:
128,160,257535,1,0,0:0:0:0:
128,192,257735,1,8,0:0:0:0:
128,192,257935,1,0,0:0:0:0:
160,96,258335,1,0,0:0:0:0:
160,96,258535,1,0,0:0:0:0:
192,64,258735,1,8,0:0:0:0:
192,64,258835,1,8,0:0:0:0:
96,128,258935,1,8,0:0:0:0:
96,128,259135,1,0,0:0:0:0:
128,160,259335,1,8,0:0:0:0:
224,64,259535,1,8,0:0:0:0:
128,96,259635,1,8,0:0:0:0:
384,192,259735,1,0,0:0:0:0:
384,192,259935,1,0,0:0:0:0:
64,96,260035,1,0,0:0:0:0:
192,128,260135,1,0,0:0:0:0:
64,128,260235,1,0,0:0:0:0:
256,96,260335,1,8,0:0:0:0:
192,128,260535,1,8,0:0:0:0:
160,128,260735,1,0,0:0:0:0:
192,128,260835,1,0,0:0:0:0:
192,128,260935,1,0,0:0:0:0:
192,128,261135,1,4,0:0:0:0:
192,160,261535,1,0,0:0:0:0:
192,160,261735,1,0,0:0:0:0:
224,160,261935,1,8,0:0:0:0:
192,192,262335,1,0,0:0:0:0:
192,192,262535,1,8,0:0:0:0:
224,160,262735,1,0,0:0:0:0:
224,160,262935,1,0,0:0:0:0:
224,160,263035,1,0,0:0:0:0:
288,64,263135,1,8,0:0:0:0:
288,128,263235,1,8,0:0:0:0:
192,96,263335,1,0,0:0:0:0:
192,96,263535,1,8,0:0:0:0:
192,160,263735,1,0,0:0:0:0:
192,192,263935,1,0,0:0:0:0:
192,192,264035,1,0,0:0:0:0:
192,192,264135,1,0,0:0:0:0:
192,192,264335,1,8,0:0:0:0:
128,96,264735,1,8,0:0:0:0:
128,96,264935,1,0,0:0:0:0:
96,160,265135,1,8,0:0:0:0:
224,160,265235,1,8,0:0:0:0:
224,160,265335,1,0,0:0:0:0:
224,160,265435,1,0,0:0:0:0:
224,160,265535,1,8,0:0:0:0:
224,160,265735,1,8,0:0:0:0:
224,192,265935,1,0,0:0:0:0:
256,160,266135,1,0,0:0:0:0:
288,192,266235,1,0,0:0:0:0:
288,192,266335,1,0,0:0:0:0:
288,192,266535,1,0,0:0:0:0:
128,160,266735,1,8,0:0:0:0:
288,192,266835,1,8,0:0:0:0:
288,192,266935,1,0,0:0:0:0:
288,192,267135,1,0,0:0:0:0:
96,160,267335,1,8,0:0:0:0:
224,128,267535,1,0,0:0:0:0:
192,96,267935,1,0,0:0:0:0:
192,96,268135,1,0,0:0:0:0:
192,96,268335,1,8,0:0:0:0:
224,96,268735,1,8,0:0:0:0:
224,96,268935,1,8,0:0:0:0:
224,96,269135,1,0,0:0:0:0:
224,96,269235,1,0,0:0:0:0:
224,96,269335,1,0,0:0:0:0:
256,128,269535,1,8,0:0:0:0:
256,128,269735,1,0,0:0:0:0:
224,128,269935,1,8,0:0:0:0:
192,128,270335,1,8,0:0:0:0:
256,128,270535,1,8,0:0:0:0:
256,128,270735,1,0,0:0:0:0:
256,96,271535,1,0,0:0:0:0:
224,128,271935,1,0,0:0:0:0:
224,128,272135,1,0,0:0:0:0:
256,96,272335,1,8,0:0:0:0:
192,128,273135,1,8,0:0:0:0:
192,128,273935,1,0,0:0:0:0:
256,192,274135,8,0,277135,0:0:0:0:
96,160,280335,5,0,0:0:0:0:
96,160,281935,1,8,0:0:0:0:
96,160,282735,1,0,0:0:0:0:
96,160,283535,1,8,0:0:0:0:
96,160,284335,1,8,0:0:0:0:
96,160,285135,1,8,0:0:0:0:
96,160,285935,1,0,0:0:0:0:
96,160,286735,1,8,0:0:0:0:
96,160,289935,1,8,0:0:0:0:
128,128,293160,1,8,0:0:0:0:
128,160,294840,1,8,0:0:0:0:
192,160,295690,1,8,0:0:0:0:
192,160,296140,1,0,0:0:0:0:
256,192,296640,12,0,301440,0:0:0:0:
Bubbled!

Note: The timing at the end of the map (after 04:53:160 - ) sounds a bit weird to me. If the next nominator can check that once again, I'll be more than grateful.
Topic Starter
broke bubb cuz im adding nc to the 1/3 part, its unreadable and hard to know its 1/3 without those ncs
suggested by kisses
did irc with meep in discord

We reverted the NC pattern for the 1/3 part even though many people convinced him it was unnecessary. It is astronomically unlikely for a player to read that pattern as 1/3 given that it's the only 1/3 burst in the entire song so I feel it's fitting and is appropriate.

Rebubbled ~
Take care!
nice meep owo
gratz
Topic Starter
wooooo
Hey there, may I know why the taiko difficulty was named as "Guest's Taiko"? It is fine to use a custom difficulty name for approved maps or the top difficulty of a set, but the prime purpose of difficulty naming is to inform players how difficult a map is. Using a custom difficulty name that indicates the playing mode is just unnecessary and redundant. It looks also weird as you may imagine the three difficulties of this set could be equivalently named as "Standard", "Volta's Taiko" and "Arcwin's Piano/Mania".

Therefore, I would recommend using "Volta's Oni" as the difficulty name to indicate level of difficulty or a completely custom difficulty name like standard does without mentioning the playing mode solely.
Agree with Nardo here. "Taiko" is misleading as it does not indicate any kind of difficulty, it just redundantly indicates the mode.

RC wrote: 1zwf

Excluding a mapset’s hardest difficulty, a difficulty’s name must accurately indicate its level of difficulty. Conventional difficulty names vary between game modes, but any set of clearly progressive difficulty names can be alternatively used. Additionally, a mapset’s hardest difficulty should not use a misrepresentative difficulty name.
Volta's Oni or Volta's "custom diff name" goes better here
Topic Starter
@Nardo
Page 6 of 9

Volta wrote: 3n4b56

- Frontier - wrote: 1x7064

z
short mod and bad mod as well


  1. 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.
edit: wait hello it was dq’d without even any effort to allow evidence to be shown? wtf is dis

Nardoxyribonucleic wrote: 1n663q

Hey there, may I know why the taiko difficulty was named as "Guest's Taiko"? It is fine to use a custom difficulty name for approved maps or the top difficulty of a set, but the prime purpose of difficulty naming is to inform players how difficult a map is. Using a custom difficulty name that indicates the playing mode is just unnecessary and redundant. It looks also weird as you may imagine the three difficulties of this set could be equivalently named as "Standard", "Volta's Taiko" and "Arcwin's Piano/Mania".

Therefore, I would recommend using "Volta's Oni" as the difficulty name to indicate level of difficulty or a completely custom difficulty name like standard does without mentioning the playing mode.
I personally think that this is not a problem here, as you said there is no need to represent the level of a difficilty in a marathon map but at least he's writting the gamemode this difficuly is representing and that's ok for an approved map. Arcwin is not representing a difficulty name either, you can only find the number of keys (that represent properly the gamemode) and the other word is "Marathon". This is not a reason to disqualify a map imo.

Anyway, I'd like to know if this "-1 stars" in the first post (in taiko difficulty) is common. I didn't notice that before and it looks weird.

Edit: Oh well.. it's dq'd
Topic Starter
Unless QATs can change diffnames or alter the map or smth I can’t fix this ‘issue’ in anyway because im in japan

mancuso_JM_ wrote: 5d3u4o

Anyway, I'd like to know if this "-1 stars" in the first post (in taiko difficulty) is common. I didn't notice that before and it looks weird.
It is not common as I have never seen that before, so probably something is wrong there.
what the fuck does showing the difficulty of the diff with a custom diffname matter if it's a fucking marathon

also nice dq the map before the mapper can argue back

edit: reword
feelsdqman
I'll leave the diffnaming to meep, i think it's good to indicate the game mode since this set is a hybrid marathon, but i don't mind changing it to Oni or other custom related name.
do you realise using that much profanity pretty much removes any credibility from what you're trying to say

that said I dunno why there's no consistency regarding the mania diff name, else would be Arc's Mania or something
Topic Starter
I kinda left it to the gders to name it to whatever they want
as I said above, i’ll fix it once i get back from jp i guess
rip 2 maps in qualified
Sorry but there is really no argument to use "Taiko" as diffname since it's one of the most if not the most misleading difficulty names for any difficulty of the game mode after the mode icons were released. The only difficulty names more misleading than "Taiko" could be having used "Kantan" for example, but then again "Taiko" indicates literally nothing, as "Taiko" is implied in the icon, it gives literally zero information, while any custom difficulty name would already imply that it's the hardest possible difficulty tier for that game mode.

According to RC, the difficulty name should not be misleading. And there is no reason to break the RC in this case, literally no reason. That's why it was disqualified without waiting for an answer, because it NEEDS to be changed.

Oh, and this can be requalified immediately once the diff name is changed, so calm yourselves down.
could use a long ass dramatic name tbh
alright sory for getting angry boys
Topic Starter

Raiden wrote: 6k2i41

Oh, and this can be requalified immediately once the diff name is changed, so calm yourselves down.
main problem here is that will that requalification process be available for the whole week? since i cant update while in japan, no comp, will be back in 5 days
I would love to write why I think the diff name is acceptable but it would just fall on deaf ears
Rename to „Volta‘s Motto! (Take My Hand And Together We Can Reclaim What Was Stolen From Us)“

(kds pls applying for bn next round)
MBomb
custom difficulty names really indicate so much more than taiko definitely
Topic Starter
renamed taiko diff to Volta's Marathon since I feel it fits better rather than feeling out of place with mania
that fine?
I don't know, it may cause confusion since Arcwin's diff is also named Marathon but it's mania and at a glance people might think my diff is also mania but different version (without looking at mode icon).

After some consideration, i think Volta's Oni or chromoxx' suggestion is the best option to indicate my taiko diff.
Back~
Kaori > Marathon > Marathon

It’s like people don’t give much thought under what is fine line rankable. I’m still not sure how Marathon is considered to “not be misleading” to it’s difficultly, which was the issue leading to the DQ in the first place. If someone could explain that to me that would much appreciated
Disqualified as Volta would like to rename his difficulty as "Volta's Oni".
And back~

Requalified~
Why "bg friends.jpg" looks disproportionated? I mean you edit it with adding height with forced

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