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TeddyLoid - ME!ME!ME! feat. daoko [Taiko|OsuMania|CatchTheBe 5us3p

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Hi, here is the M4M as requested by Hanjamon.

  • [Hanjamon's Oni]

    Uncheck widescreen .
  1. 00:08:916 (11) - consider removing finish here ? A bit overemphasized since it is not as stressed as 00:05:076 (1) -
  2. 00:14:676 (36) - you may change this note to k since the pitch of music is higher than 00:14:196 (35) -
  3. 00:19:716 (65,66) - swapping these notes to dk would fit the snare at 00:19:836 - nicely.
  4. 02:27:390 (5,6) - consider deleting these notes ? They sound a bit unnecessary imo.
  5. 03:11:947 (87) - maybe move this note to 03:12:054 - and change to d, then add k at 03:12:269 - if you want to follow the vocal ?
  6. 03:14:090 (98) - d so that the snare at 03:13:876 (97) - could be emphasized.
  7. 03:16:876 (115) - move to 03:16:662 - and change to d for the beat ?
  8. 03:21:912 (146) - d would probably sound better here.
  9. 03:46:233 (65) - same as 03:11:947 (87) -
  10. 03:50:090 (89,90) - swapping these notes to d k would follow the vocal in a way better.
  11. 04:23:987 (18,19,20) - d k d would be better since the pitch at 04:23:987 (18,20) - is the same.
Call me back~ :D

Nardoxyribonucleic wrote: 2v127

Hi, here is the M4M as requested by Hanjamon.

  • [Hanjamon's Oni]

    Uncheck widescreen . I don't know why this is enabled, fixed
  1. 00:08:916 (11) - consider removing finish here ? A bit overemphasized since it is not as stressed as 00:05:076 (1) - done
  2. 00:14:676 (36) - you may change this note to k since the pitch of music is higher than 00:14:196 (35) - hmm sounds good
  3. 00:19:716 (65,66) - swapping these notes to dk would fit the snare at 00:19:836 - nicely. nice
  4. 02:27:390 (5,6) - consider deleting these notes ? They sound a bit unnecessary imo. done but added a d in 02:31:390 - for consistency with 01:38:057 (11,12,13) -
  5. 03:11:947 (87) - maybe move this note to 03:12:054 - and change to d, then add k at 03:12:269 - if you want to follow the vocal ? mine sounds good too imo, i'll keep, also, changed 03:11:412 - to d, it plays better and sounds good too
  6. 03:14:090 (98) - d so that the snare at 03:13:876 (97) - could be emphasized. nice
  7. 03:16:876 (115) - move to 03:16:662 - and change to d for the beat ? i think the actual kk is fine and i like it so keep >.<
  8. 03:21:912 (146) - d would probably sound better here. lol, done
  9. 03:46:233 (65) - same as 03:11:947 (87) - same as before >.<
  10. 03:50:090 (89,90) - swapping these notes to d k would follow the vocal in a way better. hmm done
  11. 04:23:987 (18,19,20) - d k d would be better since the pitch at 04:23:987 (18,20) - is the same. done
Call me back~ :D
Thanks a lot Nardoxy! ^^

Update ---> http://puu.sh/iIlJV/f41266d573.rar
Topic Starter
Updated :3
The Taiko Oni looks fine now. In general, patterns are nicely arranged and consistent throughout the difficulty.

p/4256011

Bubble #1~
oh yes, finally <3
omg, finally <3 Congrats

Hanjamon wrote: 5p4t3w

oh yes, finally <3
<3 <3 <3

Kuo Kyoka wrote: 225m5w

omg, finally <3 Congrats
yay hypee =w=/
#BUBBLED

So this is a second bubble, this time set by me. Now, dear BNG be VERY careful and check if every hitsound is used and if there's no unsnapped notes and doubled timing lines. I did it and I think there's no doubled notes but I can have missing files in the osu! folder so please, be as careful as possible while checking it. : /
Hi

[ Hanjamon's Oni]

Notes

  1. 00:06:276 (3) - this note could be removed, i think it would emphasize the 3/2 rhythm much better
  2. 00:10:116 (13) - ^
  3. 00:12:396 (24) - how about move this note to 00:11:556 - to make the flow more smooth
  4. 00:12:996 (28) - remove this? I think doublet would be better for the song
  5. 00:16:836 (48,49,50) - remove 00:16:836 (48) - and change 00:16:956 (49) - to d, the reason is same as above
  6. 00:18:756 (59,60,61,62) - I suggest you remove them, because there isn't have any strong sounds
  7. 00:19:836 (66) - although it follows the drum, but i still suggest use d here to emphasize more on 00:19:956 (67) -
  8. 01:20:676 (5,6,7,1,2,3,4,5,6) - how about try this pattern? would be more fluent imo
  9. 01:29:724 - to set omit first bar line
  10. 02:06:390 (2,3) - there is no significant sounds, try to remove them
  11. 02:11:724 (7,8) - ^
  12. 02:17:057 (12,13) - ^
  13. 02:22:390 (17,18) - ^
  14. 02:53:724 - add a red line and set omit first bar line.
  15. 03:07:769 - add k here? i feel the music is stop on 03:07:769 -
  16. try to add d on 03:41:304 - and 03:41:626 - , only 3/4 rhythm is a bit empty
  17. 03:55:019 - ,03:55:340 - ,04:01:876 - ,04:02:197 - ^
that's would be all, call me back then :)

qoot8123 wrote: 213i52

Hi

[ Hanjamon's Oni]

Notes

  1. 00:06:276 (3) - this note could be removed, i think it would emphasize the 3/2 rhythm much better true, this is good for the consistency with 00:05:796 -
  2. 00:10:116 (13) - ^ done
  3. 00:12:396 (24) - how about move this note to 00:11:556 - to make the flow more smooth good suggestion, but i want to keep the note of 00:12:396 - so added a k in 00:11:556 -
  4. 00:12:996 (28) - remove this? I think doublet would be better for the song nice
  5. 00:16:836 (48,49,50) - remove 00:16:836 (48) - and change 00:16:956 (49) - to d, the reason is same as above done
  6. 00:18:756 (59,60,61,62) - I suggest you remove them, because there isn't have any strong sounds hmm yes
  7. 00:19:836 (66) - although it follows the drum, but i still suggest use d here to emphasize more on 00:19:956 (67) - done
  8. 01:20:676 (5,6,7,1,2,3,4,5,6) - how about try this pattern? would be more fluent imo lol sounds good
  9. 01:29:724 - to set omit first bar line done
  10. 02:06:390 (2,3) - there is no significant sounds, try to remove them
  11. 02:11:724 (7,8) - ^
  12. 02:17:057 (12,13) - ^
  13. 02:22:390 (17,18) - ^
    about these suggestions i'll keep these notes, i know there isn't significant sounds but i don't know, are like a bit creative? xD
  14. 02:53:724 - add a red line and set omit first bar line. 02:53:557 - added the red line here, for some reason it isn't working in 02:53:724 - :c
  15. 03:07:769 - add k here? i feel the music is stop on 03:07:769 - done
  16. try to add d on 03:41:304 - and 03:41:626 - , only 3/4 rhythm is a bit empty
  17. 03:55:019 - ,03:55:340 - ,04:01:876 - ,04:02:197 - ^ hmm done
that's would be all, call me back then :)
Thank you for the mod qoot! ^^

Update ---> http://puu.sh/iKri9/e631db5c44.rar
taiko diffs looks fine now. and other diffs also doesn't have any technical problem.

Qualified
*poof* gratz
and thus history was made
congrats :)

appleeaterx wrote: z2r5k

congrats :)
and sorry fpr late
Gratz!
nice mememe
MBomb
Amazing ctb difficulty <3
HYPEEE \w/

- Magic Bomb - wrote: z271v

Amazing ctb difficulty <3
thanks <3 <3 <3
nice
grats <3
God damn man, it's been quite a journey watching this spring to life over time, looking back, I probably should've modded it myself, but oh well, congrats!
This is an awesome set with four fantastic diffs!
Everyone will love it LoL
good luck ing the qualify, there's a huge hate spread incoming from mania kappas

ᕕ( ͡° ͜ʖ ͡° )ᕗ nice mememe
man, its ranked while im not here....

damn, sry we couldnt finish the SB sooner XD



Gratz to everyone
and THANK YOU to all of the player that love the mania dif , im touched ^^/
Joshiraku_old


Hurry up.
Topic Starter

Joshiraku wrote: 2g2y1c



Hurry up.
Ranking =/= Qualifying
grats kolek =w=
gratz~
Joshiraku_old

Fatfan Kolek wrote: 1v70e

Joshiraku wrote: 2g2y1c



Hurry up.
Ranking =/= Qualifying
Wow ok thanks for letting me know

Now i hope you get your maps ranked twice as fast, asshole.
Topic Starter
Wow ok thanks for letting me know

Now i hope you get your maps ranked twice as fast, asshole.
What did i even do to you? LOL

LordRaika wrote: 6u1dy

man, its ranked while im not here....

damn, sry we couldnt finish the SB sooner XD



Gratz to everyone
and THANK YOU to all of the player that love the mania dif , im touched ^^/
can i see the SB? even its incomplete?
oh wow Gratz :3

Disqualification Notice 335364



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

ME!

Difficulty spikes

  • There are several difficulty spikes to be found, especially in the part 01:14:196 - . Please reduce the spacing of these in order to keep the difficulty appropriate throughout the whole map.
  1. 01:15:156 (1,2,3,1,2,3) -
  2. 01:17:076 (1,2,3,1,2,3) -
  3. 01:18:996 (1,2,3,1,2,3) -
  4. etc.
Inappropriate usage of NC / SV-Changes

  • We are talking about 03:09:590 (1) - this part especially. You basically used a NC on almost every slider, a different slider shape (which not bad per se) and a different SV, which makes it really confusing. The main reason why the confusion is created is the inconsistency in this part: 03:10:876 (1) - 03:14:304 (1) - 03:17:733 (1) - All these are speedups, their slider-shape looks similar. However, the slider shape of 03:40:447 (1) - is similar as to the ones of the speedups, 03:45:162 (1) - this one is completely different, 03:48:590 (1) - same for this one. tl;dr : It's confusing, as it is not consistent at all and we'd like you to go over this part again, to make things more clear. A possibility of doing this would be making similar stuff look similar.
  1. 03:40:126 (2,1,1,1) -
  2. 03:29:733 (1,1,1) -
  3. 03:35:304 (1,1,2,1,1) -
  4. 03:38:733 (1) -
  5. Basically look over the whole part again, as what mentioned above can be found everywhere. These examples are just especially weird.
Unclear spacing in relation to the rhythm

  • This can be found here 01:16:116 (1,2,3) - . You used a lower spacing from 1 to 2 than between 2 and 3, even though the rhythm calls for something different. In fact, it should be exactly the other way round (Higher spacing between 1 and 2 and lower spacing between 2 and 3)
  1. 01:16:116 (1,2,3) -
  2. 01:14:556 (2,3) -

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

The Beatmap Nominators may handle this mapset after the issues have been addressed.

Good luck!

###M
sad

Spectator wrote: 6pe70

sad
Isn't a song allowed to have difficult spikes? The jumps were fun and the sliders were perfectly intuitive.
wow... ;-;

unranking reason so pointless...

welp rip

Spectator wrote: 6pe70

sad
:"c
Topic Starter
I hope that they looked over all difficulties to avoid even more DQs.

Uhm, I fixed everything except the jumps actually.

Edit: Nerfed them a bit. ;o
oh well, i don't know what to do but yeah...

0. questionable down-beat-based placement over the trill pattern in opening 00:23:076 (23076|0,23196|2,23316|0,23436|2,23556|0,23676|2) - 00:23:076 (23076|0,23196|2,23316|0,23436|2,23556|0,23676|2) - 00:29:796 (29796|0,29916|2,30036|0,30156|2,30276|0,30396|2) - 00:33:636 (33636|0,33756|2,33876|0,33996|2,34116|0,34236|2) -
1. questionable ghost notes at 03:19:340 (199340|4,199340|2) - while there's a beat on 03:19:447
2. questionable ghost notes at 03:21:697 (201697|0,201697|6) - while there's a beat on 03:21:912
3. questionable 1/4 LN usage from 03:37:019 until 03:42:912 - & 03:50:947 - until 04:02:947 -
4. questionable LN usage at 03:40:019 (220019|6,220019|2,220019|1,220019|0,220019|4,220019|5) - i won't use LN 'Release' for layering if i was you
5. 03:46:769 (226769|4,226769|2) - & 03:46:876 -
6. 04:04:555 (244555|4,244782|5) -
7. 04:08:873 - 04:08:987 - 1/4 ghost notes that layered with such LNs, there's should be a gap between LN if there's no sound, else it just a ghost notes
8. 04:11:487 (251487|5,251487|3) - questionable LN length, with ghost notes on the ending ( 04:11:714 - 04:11:942 - etc etc)
9. questionable 1/8 notes 04:57:907 (297907|4,297964|3,298021|2) -
10. 04:42:851 (282851|4,282964|2) - i would remove this cuz people will thinks its a ghost notes, even there's a sound, cuz the bga only focused at vocals
11. heavily uses of copy paste pattern that mostly doesn't coincidence with the BGA sound after 04:49:896 (289896|0) -

either way since you mapping for pattern, and people doesn't seems complains about it, im just surprised at all..

don't kudos this cuz this post is not a mod, not intended to make the mania diff improved, but just a reference for QAT to re-check the mania diff...

Fatfan Kolek wrote: 1v70e

I hope that they looked over all difficulties to avoid even more DQs.
i hope so, i write this cuz i sorta disappointed that they don't looks over all diffs
Yep, i expect at least some question from qat , but no comment to mania...
nevertheless, here is my answer ^^

ExUsagi wrote: 3p472q

oh well, i don't know what to do but yeah...


0. questionable down-beat-based placement over the trill pattern in opening 00:23:076 (23076|0,23196|2,23316|0,23436|2,23556|0,23676|2) - 00:23:076 (23076|0,23196|2,23316|0,23436|2,23556|0,23676|2) - 00:29:796 (29796|0,29916|2,30036|0,30156|2,30276|0,30396|2) - 00:33:636 (33636|0,33756|2,33876|0,33996|2,34116|0,34236|2) -

yes yes, im certainly "100.01%" SURE that it has a hihat sound on this 00:20:556 - section TILL >>> 00:34:476 -
once again, it has full 1/4 sound, i can map full 1/4 trill if i want to, but i leave it for the rhythm of a low volume dampen drum on the BG sound.
thanks for asking ^^



1. questionable ghost notes at 03:19:340 (199340|4,199340|2) - while there's a beat on 03:19:447
5. 03:46:769 (226769|4,226769|2) - & 03:46:876 -
nopee im not following beat anymore there, just the wub growl sound, yes its absolutely not a ghost
its even have low frequency BASS there


2. questionable ghost notes at 03:21:697 (201697|0,201697|6) - while there's a beat on 03:21:912
as for this, i do heard it as well, but on the 2nd thought, i found some player miss there, so i remove it....


3. questionable 1/4 LN usage from 03:37:019 until 03:42:912 - & 03:50:947 - until 04:02:947 -
what i heard beside the wooble and dubstep growl is a low bass and synth sound.
and most people including BN said its not ghost as well....



4. questionable LN usage at 03:40:019 (220019|6,220019|2,220019|1,220019|0,220019|4,220019|5) - i won't use LN 'Release' for layering if i was you
Thanks, i use 1/4 then


6. 04:04:555 (244555|4,244782|5) -
thanks, on the 2nd thought, its best to make it 1/2.


7. 04:08:873 - 04:08:987 - 1/4 ghost notes that layered with such LNs, there's should be a gap between LN if there's no sound, else it just a ghost notes
8. 04:11:487 (251487|5,251487|3) - questionable LN length, with ghost notes on the ending ( 04:11:714 - 04:11:942 - etc etc)
Thanks, and dont worry, this was actually FIXed along with Zw3n's mod, but i dont have the chance to update it when im busy last week , then this map got ranked XD hehe


9. questionable 1/8 notes 04:57:907 (297907|4,297964|3,298021|2) -
i dont think so, i know this kind of sound, in my experience while composing a beat and drum pattern sequence, this type of sound normally achieved by using 1/8, it has a fast vibro sound, and if you listen to the hitsound alone, you will notice that its actually fits it 99% the same with the song... ^^


10. 04:42:851 (282851|4,282964|2) - i would remove this cuz people will thinks its a ghost notes, even there's a sound, cuz the bga only focused at vocals
i see... i removed the note on blue line then, but not on 1/2 red line, its really not necessary to remove it XD the hihat is loud enough
btw i did the same here : 04:50:237 - for perfection


11. heavily uses of copy paste pattern that mostly doesn't coincidence with the BGA sound after 04:49:896 (289896|0) -
Sorry Usagi,.... ^^
i know, you want to errr... say that the RHYTHM or melody from here >>> 04:49:896 - , the sound like HERE 04:51:601 - is the loudest...
but sorry, im not following that one :) , im still following the Piano melody deep in the BG like the previous section... you can heard that its clear again here >>> 04:52:623 - , composer normally make a perfect loop so its should not something to be cut off haflway XD

Thanks Usagi :D for the check....
I hope QAT read this post as well....
i dont have any worry about things that might cause it DQ on mania unless 1 thing...

"the point number 3 that Usagi mention above" , so if even QAT themself doesnt agree, nobody can win over that,
so PLEASE, i myself want to know hows the respond of mania QAT just for this one. Thank you ^^
And i really ENJOY what i map even im weak
played my own maps like 60+ times , and countless time while mapping to test the pattern....

@fatfan :
Appudetto~ >w<
Ah, also... can u please add to map description page this line :
"Special Thanks to Ijinjin for Mania piano pitch check"

pls do that :D hehe, its important to let people know that Ijinjin is actually an awesome pianist >w<
Uhhhh...

Overdose
  1. 90% + of the sliders are vertical, this causes unconfortable movements ;--;
  2. 01:20:916 (1,1) - I would replace by steams, is really unconfortable (as in 01:27:156 (4,5,6,7,8) , but only circles)
  3. 5+ min of overdose with 4.29 stars? the difficulty is generally uncomfortable, but easy, I think could add some difficulty :c
  4. ME! has more movement than overdose, being std diff, it should not be...

it's just a small general suggestion, especially for sliders..

GL :3

-I LOVE ME!-
oh well
FIX THE GODDAMN MANIA DIFF BEFORE REQUALIFYING

remove the COMPELTELY OUT OF PLACE symmetrical chord spam that boosts the star rating from 4 to 5.
thanks. kodosu pls
koliron
Uhhhh...

[Overdose]
  1. 90% + of the sliders are vertical, this causes unconfortable movements ;--; this is kind of my mapping styles and i will not change it :P
  2. 01:20:916 (1,1) - I would replace by steams, is really unconfortable (as in 01:27:156 (4,5,6,7,8) , but only circles) nope, i keep mine with two sliders there
  3. 5+ min of overdose with 4.29 stars? the difficulty is generally uncomfortable, but easy, I think could add some difficulty :c back again to the first answer~ well, many people said that my diff/map is always easy and honestly i accidentally tried map for all song easier than how it should be. why? because i think the players who will play my map aren't just pros or experts players. there will be some of common players and probably new players who wanna try even though it's an expert diff; like this map :P so that's why, mapping easier isn't not a problem even though it's an approval map, because the one which is important is everyone enjoy during playing this map and not over-mapped :P hehee
  4. ME! has more movement than overdose, being std diff, it should not be... standard is standard and ctb is ctb. i dont really care about standard is because it will just destroy my own diff
it's just a small general suggestion, especially for sliders..

GL :3

-I LOVE ME!-
thanks a lot for the suggestions :P but no changes, sorry

arn wrote: 1t471h

FIX THE GODDAMN MANIA DIFF BEFORE REQUALIFYING

remove the COMPELTELY OUT OF PLACE symmetrical chord spam that boosts the star rating from 4 to 5.
thanks. kodosu pls
I dont know are you being serious or it was meant to be a hilarious joke haha...
I know This dif itself not even hard to you

But my answer is no.... I keep on monitoring top 50 players score when its ranked... And This dif still fits 5star difficulty
Out of place? Then you are wrong... Its COMMON stuff you can found on most song... Its called build up section....
Usually used to enter a chorus or finish a reef to enter a breakdown.
(furthermore its only following the previous 1/4 symmetric 2note... Into 1/8... I dont get why its called spam then)

Thx for the thou ^^

LordRaika wrote: 6u1dy

I dont know are you being serious or it was meant to be a hilarious joke haha...
I know This dif itself not even hard to you

But my answer is no.... I keep on monitoring top 50 players score when its ranked... And This dif still fits 5star difficulty
Out of place? Then you are wrong... Its COMMON stuff you can found on most song... Its called build up section....
Usually used to enter a chorus or finish a reef to enter a breakdown.
(furthermore its only following the previous 1/4 symmetric 2note... Into 1/8... I dont get why its called spam then)

Thx for the thou ^^
good luck
After discussion on #osumania, we have decided to Disqua- oh wait wrong team

Anyways, on a more serious note:

04:31:714 - You may want to consider changing this to

etc.
X 0 X X X X X
0 X X X 0 X X
X X X X X 0 X
X X 0 X X X 0
X 0 X X X X X
0 X X X 0 X X
X X X X X 0 X
X X 0 X X X 0
X 0 X X X X X
0 X X X 0 X X
X X X X X 0 X
X X 0 X X X 0
X 0 X X X X X
0 X X X 0 X X
X X X X X 0 X
X X 0 X X X 0
X 0 X X X X X
etc.

OR

etc.
X 0 X X X X X
0 X X X X X X
X X X X 0 X X
X X X X X 0 X
X X X X X X 0
X X 0 X X X X
X 0 X X X X X
0 X X X X X X
X X X X 0 X X
X X X X X 0 X
X X X X X X 0
X X 0 X X X X
X 0 X X X X X
0 X X X X X X
X X X X 0 X X
X X X X X 0 X
X X X X X X 0
X X 0 X X X X
X 0 X X X X X
0 X X X X X X
X X X X 0 X X
X X X X X 0 X
X X X X X X 0
X X 0 X X X X
etc.


Well, it's up to you, if you really wanna change it then here are some suggestions

LordRaika wrote: 6u1dy

And This dif still fits 5star difficulty
It really doesn't seem like it fits 5 stars when it's only a few seconds that boosts the difficulty by so much. You could blame it on the rating system, but saying it fits 5 stars just because of that burst is nonsense
imo while that burst boosts sr by some margin, LN patterns make it ballance out (blame shitty sr system)
tho I agree that it should be changed just like zenny pointed out, for playability
Greattt... I will back on desktop soon and check what can i do :)

And yeah SR judgement on LN is very low thou... Thats why i balanced it...
Player will have easy time on the beginning... Some polyrhythm with jack after that... Ln layering,quick burst, follow with alike 5star dif pattern with LN, unless this one is EaSIEr because i consider note placement while making it hand balance.

Anyway i will see the best possible pattern to replace the 1/8
Ofc.... People dont just simple expect a damn simple stair pattern of single note....
Since its really not fitting
MBomb
Hey, just gonna check the ctb diff, should be very short.

Overdose
00:42:516 (1) - I'd move this to x:288, maintains the hyper, but makes it slightly more comfortable to play, and feels a lot more natural imo.
01:04:596 (1,2,3,4,5) - No problem with the current pattern in particular, but I feel a more fun and fitting pattern would be a hyper chain but on the vocals only, to have a consistency with the notes before this section, with hypers on vocals. So I would remove 01:04:956 (3) - , and move 4 to x:32.
01:34:390 (1) - Hyper fits a lot better here, for the strong drum beat. Move this to x:368 (And then move 01:34:890 (2) - to x:224 to avoid an awkward jump here.
03:25:019 (1) - Move this to x:112, to make the jump after the hyper a little weaker, and to weaken this hyper a tiny bit whilst still keeping it.
04:33:873 (2) - Slightly reduced distance here, say to x:424, makes a more comfortable jump both to and from this.
04:39:896 (1,2,3,1) - Seems weird to not have a hyper to 04:40:351 (1) - , considering you've had hypers to all notes like this previously, so I'd drag 04:39:896 (1,2,3) - to x:304, and then move 04:40:351 (1) - to x:496.
04:57:169 - From here until 05:03:760 - , the pattern is quite repetitive. Whilst I don't mind this as it's only 6 seconds, and I actually like the pattern used here, and the song is naturally repetitive here, it may be better to change it a tiny bit, but I'm fine with this not being done.

Alright done, amazing map, ming! Call me back for apple.
- Magic Bomb -
Hey, just gonna check the ctb diff, should be very short.

[Overdose]00:42:516 (1) - I'd move this to x:288, maintains the hyper, but makes it slightly more comfortable to play, and feels a lot more natural imo. yeah you're right, but idk why i really like this kind of HDash and also it's not really hard tho xD hm im gonna to keep mine here ><
01:04:596 (1,2,3,4,5) - No problem with the current pattern in particular, but I feel a more fun and fitting pattern would be a hyper chain but on the vocals only, to have a consistency with the notes before this section, with hypers on vocals. So I would remove 01:04:956 (3) - , and move 4 to x:32. ah sorry, i don't want to try to give the hyper chains between 01:04:596 - ~ 01:05:316 - . actually your idea is great, to follow vocals by adding hyper chains but i think the simple one would be nice, with less HDashes xD
01:34:390 (1) - Hyper fits a lot better here, for the strong drum beat. Move this to x:368 (And then move 01:34:890 (2) - to x:224 to avoid an awkward jump here. ah yeah, you are right >< moved~
03:25:019 (1) - Move this to x:112, to make the jump after the hyper a little weaker, and to weaken this hyper a tiny bit whilst still keeping it. yup, agree with you. i moved it :3
04:33:873 (2) - Slightly reduced distance here, say to x:424, makes a more comfortable jump both to and from this. deliberately i tried to use the high jumps between them, so players should use the full dash between them :3 and also i want keep my mirror-pattern between 04:33:532 (1,2,1,2) - xD
04:39:896 (1,2,3,1) - Seems weird to not have a hyper to 04:40:351 (1) - , considering you've had hypers to all notes like this previously, so I'd drag 04:39:896 (1,2,3) - to x:304, and then move 04:40:351 (1) - to x:496. ah yeah that's righy. it feels something missing tho without the HDash there xD moved it~ but anyway i keep 04:40:351 (1) - on x:464 since it has a HDash between 04:40:123 (3,1) - after i moved 04:39:896 (1,2,3) -
04:57:169 - From here until 05:03:760 - , the pattern is quite repetitive. Whilst I don't mind this as it's only 6 seconds, and I actually like the pattern used here, and the song is naturally repetitive here, it may be better to change it a tiny bit, but I'm fine with this not being done. ahahah yeah, because it's repetitive so i just tried map with some repetitive patterns too xD hehee

Alright done, amazing map, ming! Call me back for apple.
thanks for the mods~ ;D

m1ng's Overdose

LordRaika wrote: 6u1dy

Anyway i will see the best possible pattern to replace the 1/8
Ofc.... People dont just simple expect a damn simple stair pattern of single note....
Since its really not fitting
Rip muh PP

Edit: On a sidenote I think reducing the OD 7 would be good. The LNs in the dubstep part are really hard to time properly.

Jole wrote: 1q5h18

LordRaika wrote: 6u1dy

And This dif still fits 5star difficulty
It really doesn't seem like it fits 5 stars when it's only a few seconds that boosts the difficulty by so much. You could blame it on the rating system, but saying it fits 5 stars just because of that burst is nonsense
really then?
here guys....
as you wish, i test it myself, its twice easier to read and maintain the rhythm to prevent off rhythm while bursting
but its greatly reduced into 4.6star,... trust me, i saw most player that even have a high performance... will have quite unsatisfy PP get after playing this dif... most of them scored below 800k, NOT because of LN and burst part, LN part reduce acc by 1% and so is burst, ( 2% if really unsync )
thats all... but this time, its 4.6star, guys... it's your choice anyway, since i map for player....

i always welcome any and respond to it ^^

Demane wrote: 5h3x2v

LordRaika wrote: 6u1dy

Anyway i will see the best possible pattern to replace the 1/8
Ofc.... People dont just simple expect a damn simple stair pattern of single note....
Since its really not fitting
Rip muh PP

Edit: On a sidenote I think reducing the OD 7 would be good. The LNs in the dubstep part are really hard to time properly.
RIP PP now XD
and no , mania standard OD is 7 , but if they really love this 4.6star , i will probably reduce it into 6.5OD .
Just a little sidenote. /o/

[CtB]

04:33:532 (1,2) - This jump is almost impossible to catch and requires memorizing which element shouldn't be used in any CtB specific map. Please make it smaller a bit to avoid this issue. (I'm unsure if you fixed this from MB's mod, but if not its highly recommended.)
[]

Good luck.

LordRaika wrote: 6u1dy

RIP PP now XD
and no , mania standard OD is 7 , but if they really love this 4.6star , i will probably reduce it into 6.5OD .
PLEASE NO
DO NOT MAKE THIS OD 6,5 PLEASE
OD 8 was fine already ffs

-Kamikaze- wrote: 101r26

LordRaika wrote: 6u1dy

RIP PP now XD
and no , mania standard OD is 7 , but if they really love this 4.6star , i will probably reduce it into 6.5OD .
PLEASE NO
DO NOT MAKE THIS OD 6,5 PLEASE
OD 8 was fine already ffs
Mika is right :D
YOU!:

Electro Part:
01:22:516 (2,3,1,2) - this squares, this gonna be diff spike
01:24:436 (2,3,1,2) - ^ s a m e

Dubstep Part:
03:50:733 (1,1) - fix this patterning please, its 3/4 pattern which has been change to 1/1 pattern (definetely pattern like http://puu.sh/iQ7AL/21bb442d5b.jpg)
03:37:019 (1,1) - ^ (i know you do this but on gameplay its very hard to hit since you made patterning like 03:09:590 (1,2) - on first time patterning) so this pattern can be problemo, especially when slider has sudden SV change
03:40:447 (1,1) - ^ (or just put circle on 03:40:769 -)
03:54:162 (1,1) - ^ s a m e
03:57:590 (1,1) - ^ this is very inappropriate (03:57:912 - make this clickable + jump please, since the wub sound very strong than anything there)
im saying this because that pattern was very dead and i didnt think i can't read pattern like that too on very high SV pattern

03:55:876 (1) - why you didnt made circle stream? ( i think that streams will make this pattern easier 03:56:947 (3,4,5,6,7,8) - )
04:02:733 (1) - ^ (but if you think this not necessary just ignore it, im just saying its has better patterning and flow since it has quite strong vocal there)

Summary:
im saying this because much players have much misses there without reason, idk maybe they just cant read this patterning because its quite hard

Some Comment:
so QAT think this pattern like this 01:15:156 (1,2,3,1,2,3) - has difficulty spike? i dont think so since the beginning kiai pattern has quite jumpy 1/4 patter which the BPM on them will be higher than that 1/3s, so people can singletap that.

Other parts looks Very nice for me, im just want saying something above, for better gameplay. and thats how you map dubstep haha

Good luck!
Kurokami
Just a little sidenote. /o/

[CtB]

04:33:532 (1,2) - This jump is almost impossible to catch and requires memorizing which element shouldn't be used in any CtB specific map. Please make it smaller a bit to avoid this issue. (I'm unsure if you fixed this from MB's mod, but if not its highly recommended.) well, actually it can be catched with the full dashes there o.o but okay, i reduced the distances abit
[]

Good luck.
thanks for the mods~
m1ng's Overdose

LordRaika wrote: 6u1dy

here guys....
but its greatly reduced into 4.6star,... trust me, i saw most player that even have a high performance... will have quite unsatisfy PP get after playing this dif...
honestly? the LN patterns are way easier than your average 4* noodle map. stop trying to make it into something it's not.

you should never take star rating into when making a map. the reason people hate so much on osu mapping in general is because mappers cater the players too much by deliberately boosting the SR just to get a high play count, at the cost of quality.

make the 1/8 burst readable, nerf the chord jacks in the end to 2-chords, and the map would be great and original. don't submit to this garbage pp system...
thanks.

arviejhay wrote: 373d6n

LordRaika wrote: 6u1dy

man, its ranked while im not here....

damn, sry we couldnt finish the SB sooner XD



Gratz to everyone
and THANK YOU to all of the player that love the mania dif , im touched ^^/
can i see the SB? even its incomplete?

Sry late reply, since its not done yet BUT ITS FINALLY DONE here >>>> http://puu.sh/iSO2H.zip
that cover 70% of everything on SB, 30% story missing on dubstep part, surely WE DONT want to add something from video XD

so 30% , i will leave it to the Storyboarder imagination, i think they can use loop effect on my SB particle vol 2 and 3.

Now then, ive finished my role , to provide SB material for the SBer, we are still looking for the one who will finish the SB thou.
( i have the Story, so if the SBer dont know what to do with the material, feel free to ask me, i will provide the timeline on which image should be use )




arn wrote: 1t471h

LordRaika wrote: 6u1dy

here guys....
but its greatly reduced into 4.6star,... trust me, i saw most player that even have a high performance... will have quite unsatisfy PP get after playing this dif...
honestly? the LN patterns are way easier than your average 4* noodle map. stop trying to make it into something it's not.

you should never take star rating into when making a map. the reason people hate so much on osu mapping in general is because mappers cater the players too much by deliberately boosting the SR just to get a high play count, at the cost of quality.

make the 1/8 burst readable, nerf the chord jacks in the end to 2-chords, and the map would be great and original. don't submit to this garbage pp system...
thanks.

Yep, OFC i know its easy ^^, since i made them XD
whats the point of making too hard LN that require player to memorize while its HARD to be execute and not fun at all,

thus, i will see once again what can i do to rescale the spike here... on most part.
thx for ur >w<
alright this is my personal mod and may contain disqualify again in future



[LordRaika's ME!Ximum ]

Mapping Quality

00:05:076 (5076|5,5796|4,6516|2,6996|1,7716|2,8916|5,9636|4,10356|2) - These holds poorly represent the song and not suitable for the starting of the music. I would recommend you to use normal notes instead.

00:11:436 (11436|1,11436|2,11436|4) - There is no tom sound on this timeline, remove 2 notes together with the hitsounds.

00:13:236 (13236|5,13236|6,13236|4,14196|1,14196|0,14196|2) - It is not necessary to fill in 3 notes on the same instrument. Try to focus on the other instrument for each notes rather than stressing the same type of instrument.

00:19:836 (19836|1,19836|5,19836|3) - The rhythm that follows the hitsounds is a bit blunder.

00:58:836 - to 01:14:196 - Usage of notes are not consistent with the music, please do a recheck especially on the hitsounds.

01:21:036 (81036|2,81036|4,81036|3,81516|2,81516|4,81516|3) - Reduce these holds /notes from 3 lines to 1 or 2 lines.
01:23:436 (83436|3,83436|1,83436|5) - ^
01:25:356 (85356|2,85356|3,85356|4) - ^
01:27:276 (87276|5,87276|3,87276|1) - ^
01:29:076 (89076|1,89076|5,89076|3,89196|1,89196|3,89196|5,89316|1,89316|5,89316|3,89436|5,89436|1,89436|3) - ^

02:05:724 - to 02:26:224 - The hold is too long. Try to catch some piano sounds on each measure line. (example : https://osu-ppy-sh.tvgratuite.org/ss/3366780 )

02:35:057 (155057|3,156390|4) - There is still a piano sound, change it to a normal note.

02:54:162 - SV is not smooth and a bit exaggerated. I would suggest you to fix it and try not to use SV change that exceeds x4.00.

02:55:876 - to 03:07:876 - As the part mentioned previously, the usage of hold is …

03:34:876 (214876|1,214876|5,214876|3,215304|3,215304|1,215304|5,215733|5,215733|3,215733|1,216162|3,216162|5,216162|1,216590|3,216590|1,216590|5) - If these notes emphasize the vocal, I would recommend you to reduce them as they are a bit overdone.

03:37:019 - to 04:03:590 - All types of hold does not follow the music rhythm, can be considered as fully overnote. Take your time and listen to this part carefully, then remap. (example pattern rhythm )



04:06:260 - to 04:10:805 - Remove 1 of the these 4 holds.

04:13:532 - to 04:20:805 - Try to catch the music instrument by the amount of note you use. Such as this part 04:16:260 (256260|4,256260|2) - It feels weird when a strong sound is merged to a single note instead of 3.

04:31:828 (271828|0,271828|4,272055|4,272055|0,272282|0,272282|4,272510|4,272510|0,272737|0,272737|4,272964|4,272964|0,273192|0,273192|4,273419|4,273419|0) Is it on the same place? I would prefer to use 1 note per stairs.

04:57:851 - - Which 1/8 notes are you referring to? So on

ExPew wrote: 3w1g2

[LordRaika's ME!Ximum ]

00:05:076 (5076|5,5796|4,6516|2,6996|1,7716|2,8916|5,9636|4,10356|2) - These holds poorly represent the song and not suitable for the starting of the music. I would recommend you to use normal notes instead.
no, normal note while the sound is very long doesnt fit at all... meanwhile i know you WILL say this LN doesnt fit EASY part while "its easy to be execute" is not an excuse to use this pattern... SO i wont argue, i changed it, into normal LN, jst ... its not normal note.

00:13:236 (13236|5,13236|6,13236|4,14196|1,14196|0,14196|2) - It is not necessary to fill in 3 notes on the same instrument. Try to focus on the other instrument for each notes rather than stressing the same type of instrument.
but i dont want to follow anything else, like here >>> 00:18:516 - i dont even follow the 1/4 background bass synth sound
but... i dont fill it with 3 note , instead i will just use 2



00:19:836 (19836|1,19836|5,19836|3) - The rhythm that follows the hitsounds is a bit blunder.
i dont knw why you really mention small stuff, but sure, i remove 2 note on 2 and 6 , and use only 1, it feels better.


00:58:836 - to 01:14:196 - Usage of notes are not consistent with the music, please do a recheck especially on the hitsounds.
i simply remove 1 extra note on extra hat sound then...


01:21:036 (81036|2,81036|4,81036|3,81516|2,81516|4,81516|3) - Reduce these holds /notes from 3 lines to 1 or 2 lines.
01:23:436 (83436|3,83436|1,83436|5) - ^
01:25:356 (85356|2,85356|3,85356|4) - ^
01:27:276 (87276|5,87276|3,87276|1) - ^
01:29:076 (89076|1,89076|5,89076|3,89196|1,89196|3,89196|5,89316|1,89316|5,89316|3,89436|5,89436|1,89436|3) - ^
...... reduced into 2 for all...

02:05:724 - to 02:26:224 - The hold is too long. Try to catch some piano sounds on each measure line. (example : https://osu-ppy-sh.tvgratuite.org/ss/3366780 )
i reduced the LN that u dislike.... i follow pitch instead....

02:35:057 (155057|3,156390|4) - There is still a piano sound, change it to a normal note.
WHY?! i dont get what u just state on that 1 line!
1st a piano i use normally DONT use normal note, its LN

But dont worry! i dont want to argue with what QAT said, i make it normal note instead.....

02:54:162 - SV is not smooth and a bit exaggerated. I would suggest you to fix it and try not to use SV change that exceeds x4.00.
9x only give teleport effect and player still have 1600ms+ , this SV alone have the effect that i want.... im not changing unless its REALLY unrankable issue to you....

03:34:876 (214876|1,214876|5,214876|3,215304|3,215304|1,215304|5,215733|5,215733|3,215733|1,216162|3,216162|5,216162|1,216590|3,216590|1,216590|5) - If these notes emphasize the vocal, I would recommend you to reduce them as they are a bit overdone.
reduce them into only 2 LN then....

04:13:532 - to 04:20:805 - Try to catch the music instrument by the amount of note you use. Such as this part 04:16:260 (256260|4,256260|2) - It feels weird when a strong sound is merged to a single note instead of 3.
As for this, thanks, i will use "3" for consistency then, unless this >> 04:19:214 (259214|4,259669|5,260123|6) -
but the rest will be "3" , dont worry...



03:37:019 - to 04:03:590 - All types of hold does not follow the music rhythm, can be considered as fully overnote. Take your time and listen to this part carefully, then remap. (example pattern rhythm )


i will change this according to what you map, i hope you dont mind this pattern since i dont really like to map it simple like on your screenshot

04:31:828 (271828|0,271828|4,272055|4,272055|0,272282|0,272282|4,272510|4,272510|0,272737|0,272737|4,272964|4,272964|0,273192|0,273192|4,273419|4,273419|0) Is it on the same place? I would prefer to use 1 note per stairs.
yes, 1 extra note on 1/4 only , this one is not an issue at all in term of "mapping and playing"

04:57:851 - - Which 1/8 notes are you referring to?
fast 1/8 hihat , let me know if you really disagree on them

00:11:436 (11436|1,11436|2,11436|4) - There is no tom sound on this timeline, remove 2 notes together with the hitsounds.
i remove 1 note, BUT i cant agree at all that there is NO TOM sound, its loud and clear to me...


02:55:876 - to 03:07:876 - As the part mentioned previously, the usage of hold is …
Please Expew... orz cant u see its a perfect pattern? and you are against it? you cant find this perfect pattern that fits the song ANYWHERE beside here.... there is no reason that could say it has bad quality on my 6 LN here.... its 6 long sound in the end.


04:06:260 - to 04:10:805 - Remove 1 of the these 4 holds.
errr sry nope, its not an issue , and i like it perfectly symmetric, cant see why its should be 3
Thanks for the check >w<

btw i reduced the jack on last section which reduce the SR even further... :|
http://puu.sh/iUMbn.zip

tbh I saw those LN suggestions coming and it's a shame because while they aren't 100% correct technically, they're fun as fuck to play
but well, fun stuff is mostly unrankable here orz
may ranked upon you
MBomb
where's the video

- Magic Bomb - wrote: z271v

where's the video
God damnit, fine print, you always have to ruin the fun, don't you?
before reputting the piano in raika's diff





average scroll players is 23-25 or more ,so putting that 9.25 is really... mmm useless

is better to remove it completely or change it in 2,5 to see some effect


highly suggest to change in 2,5 my friend :d
As there are no changes regarding the taiko difficulty, it should be fine as my last check (and also qoot's check) suggested.

Taiko'd~

ME! 2q211o


02:24:390 - Add some spinner
02:48:390 - ^
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:v
small check because mfw when i play...

mania diff :

00:56:916 (56916|6,57396|4,57876|6,58356|6) - idk, you may add 1 more notes to emphasize the horn / synth thingy..
03:19:340 (199340|4,199340|2) - still unable to understand why don't you put this in 03:19:447 - ...
and many other...

03:40:019 (220019|1,220019|0,220019|2,220019|4,220019|6,220019|5) - .... https://osu-ppy-sh.tvgratuite.org/ss/3400883
last warn, you put 6 holds at once while there's no ing sound on it, which definitely affect gameplay and technical aspect (nuff said quality)..
the host music / bga doesn't even *BANG* enough for players to play & feel the beat on that spot, meanwhile you left each spot in 03:40:019 -, 03:40:126 - & 03:40:233 - empty, although they has same cue sound that you don't layer at all..

03:40:876 (220876|0) - i hear this start at 03:40:769 -
03:50:733 (230733|0,231590|1) - oh well, some of these LNs in this part (and so on) doesn't snaps to the beat at all.. becareful & re-check the snapping
04:33:476 (273476|5,273532|6) - can you ctrl + j this?

hmm somehow i sorta want to map this song for my own.. hahah..
IRC
14:18 Jenny: boo
14:18 Jenny: something about le map
14:18 *Jenny is editing [http://osu-ppy-sh.tvgratuite.org/b/591445 TeddyLoid - ME!ME!ME! feat. daoko [ME!]]
14:18 Jenny: a) slider leniency in some places is odd, but I can live with that since the pairgrouping still makes sense
14:18 Jenny: 00:56:916 (1,2,1,2,1,2,1,2) - but this doesn't work
14:19 Jenny: you need to make it slider-circle-slider-circle instead
14:19 Jenny: it goes 123-123-123-123
14:19 Jenny: strong beats being 1 and 3 each
14:19 Jenny: so if you use sliders you have clicks on 1 + 3
14:19 Jenny: rather than now where it's 1 + 2
14:20 Jenny: 01:01:956 - stuff like this isn't optimal since the sliderend takes away an important hitsound; the song has a tripple starting here, so right now the strongest beat of said tripple is not played actively which is sad >:
14:21 Jenny: 01:09:396 (1) - this feels like an antijump, considering you had larger spacing than this on 1/2 before :/
14:22 Jenny: 01:11:076 (4) - this one's really weak since the effective spacing from 3 into 4 is like, ~1.0x
14:23 Jenny: 01:14:196 (1,1,1) - these don't work since the sound on the slider's end is as strong as the one on its start, which begs the question why you make it a slider rather than two circles; map and song don't align rhythmically
14:23 Jenny: + the sliders are even less pressured since you can slip out early due to the leniency
14:24 Jenny: http://puu.sh/j3EMd/0abb1fe2b5.png
14:24 Jenny: that's what I mean
14:25 Jenny: 01:29:076 (1,2) - these should be four circles since the sounds they start and end on are the same strength and only playing the first and third makes little sense x:
14:25 Jenny: 01:37:057 (3) - this one should be more pressured than it is; has little impact due to the fact that 1's end, 2 and 3 lie on a straight line so you have no active distinguishing angle or transition into 3
14:26 Jenny: which is a strong beat, so.. x:
14:26 Jenny: 01:39:224 (2) - similar
14:26 Jenny: 01:40:057 (4,5,6) - this works MUCH better
14:26 Jenny: 01:41:390 (9) - this should be two circles becauseof the strong beat on the blue tick
14:26 Jenny: 01:43:724 - you want a circle here
14:26 Fatfan Kolek: o.o
14:27 Jenny: 01:44:057 (5) - same as 01:41:390
14:27 Fatfan Kolek: ok, wait a sec
14:27 Jenny: 01:46:724 (4) - ^
14:27 Jenny: :p
14:35 Fatfan Kolek: you can continue, i guess
14:35 Jenny: 01:48:057 (4) - not sure ing an angle that weak, but I guess it's fine with the relatively long break
14:36 Jenny: 01:48:390 (5,6) - I'd rather CTRL-G this since it fits the vocal repeat better
14:36 Jenny: 01:49:057 (7,8,9,10) - these are four sounds, don't use a triangle :p
14:37 Jenny: https://osu-ppy-sh.tvgratuite.org/ss/3406003 smth like this could work; alternatively, a square does the job aswell (don't make it symmetrical to an axis though)
14:37 Jenny: also I am not pointing out every single occurance of things :p
14:38 Jenny: 01:51:057 (4) - replace with circle + 1/4 slider starting on the blue tick, works better with vocals
14:38 Jenny: 01:51:724 (7,8) - you don't want this stacked, I think :p
14:39 Jenny: also, end 8 1/4 earlier and lower the sliderend's volume; add circle on the blue tickj
14:39 Jenny: 01:56:390 (6) - should have a strong angle from 5 + higher spacing
14:39 Jenny: 01:56:557 - missing circle
14:40 Jenny: 01:59:057 (5,6,7,8) - square feels extremely static due to being so axis-oriented
14:40 Jenny: rotate it by 15° and it's much better
14:40 Jenny: 02:04:390 (7) - replace with two jumps
14:41 Jenny: 02:05:724 (1) - mute sliderticks + lower sliderend volume
14:41 Jenny: 02:11:057 (1) - ^
14:41 Jenny: 02:16:390 (1) - ^
14:41 Jenny: 02:21:724 (1) - ^
14:41 Jenny: also, remove the breaktime after that slider
14:41 Jenny: the random BG whitening doesn't really fit with anything, and having a slight HP drop adds to tension
14:42 Jenny: 02:27:724 - again, the slider's end covers an important beat and makes it irrelevant in gameplay; change that :/
14:42 Jenny: I think I covered all reoccuring issues by now :p
14:42 Fatfan Kolek: haha :D
14:42 Jenny: 02:34:057 (1) - oh yeah - very faint vocals don't justify 477SPM spinning
14:43 Jenny: spinner = player spins as fast as possible, but no click. no direct impact, just wild spin.
14:43 Jenny: use spinners in wild sections without standout beats :pp
14:43 Fatfan Kolek: yeah but
14:43 Fatfan Kolek: this section
14:43 Fatfan Kolek: i mean the vocals aren't snapped
14:43 Fatfan Kolek: to the beat
14:43 Jenny: yes
14:43 Jenny: but that doesn't make a spinner more fitting :p
14:44 Jenny: 02:32:390 (1) - I'd just make this a loooong hold slider
14:44 Jenny: fits with the super weak vocal stuff
14:44 Fatfan Kolek: i see
14:44 Fatfan Kolek: yeah, i'll try this
14:45 Jenny: http://osu-ppy-sh.tvgratuite.org/ss/3406032 random example
14:46 Jenny: that length should be good since it ends on the strongest vocal
14:46 Jenny: (don't forget to make the volume of the slider 5% after the start)
14:46 Jenny: make the slider end where 02:37:557 (1) - is, preferably, so you get that moment of absolute stillness between the sections
14:48 Jenny: but yeah, main concerns are these: lack of strong angles/spacing on key beats, active-ive hitsound implementation, sliderarrow/end/tick/slider volumes being too high
14:48 Jenny: beatgrouping seems fine for the most part
14:49 Fatfan Kolek: what about the dub part?
14:49 Jenny: which one
14:49 Fatfan Kolek: 03:08:733 -
14:49 Jenny: 03:09:804 - should have a circle
14:50 Jenny: 03:10:233 - should be another sliderstart here
14:50 Jenny: 03:10:876 (1) - why use one slider for three beats?
14:50 Jenny: 03:11:947 (6) - a slider does not function as two circles (active-ive hitsounding)
14:50 Jenny: 03:12:162 (7,8) - the spacing implies this would be a 1/4 gap between those
14:51 Jenny: replace 7 with circles since there's a pretty strong sound + vocal on the redtick
14:51 Jenny: 03:12:590 (8) - you can replace this with a circle at the start and a tripple starting on the red beat
14:51 Jenny: 03:13:233 - again missing circle
14:51 Jenny: 03:13:662 - ^
14:51 Jenny: or rather, a short slider*
14:51 Jenny: 03:14:304 (1) - another slider instead of three circles
14:52 Jenny: 03:15:376 (6) - same as 03:11:947
14:52 Jenny: etc etc
14:52 Jenny: issues repeat
14:52 Jenny: since you used the same patterning throughout the section, the issue repeats every 8/1
14:53 Jenny: so those things apply to all of the section
14:53 Jenny: also 04:05:123 (3) - should be 1/4 or 1/8 shorter, have its end silenced and there should be a circle on the red tick
14:53 Jenny: 04:05:464 (1) - replace with circles
14:53 Jenny: 04:05:919 - there hsould be a circle here
14:54 Jenny: 04:11:487 (1) - sliderend is just as strong as sliderstart, map and song don't match.
14:54 Jenny: t/239778/start=0 - for active/ive etc etc
14:54 Jenny: 04:11:487 (1,2) - yeah these should just be circles
14:55 Jenny: 04:14:442 (1,2,3,4) - why do four beats form a triangle? :p
14:55 Jenny: 04:21:260 (3,4) - these slider's ends are just as strong as their starts in the song, makes no sense to use sliders then
14:55 Jenny: 04:22:623 - circle is /need/
14:56 Jenny: 04:25:578 - ^
14:56 Jenny: 04:27:396 (8) - replace with circles
14:56 Jenny: 04:28:078 (1) - section repeats here, so do all the issues
14:57 Jenny: 04:30:805 (1,2,3,4) - why halve the amount of beats played when the song is going harder?
14:57 Jenny: also, that playflow is odd :p
14:57 Jenny: http://puu.sh/j3G1D/13c885d773.png
14:57 Jenny: if you want 3-4 to be pressured, then you need to make the player actually change the way they move
14:58 Jenny: 04:31:714 (1) - if you're going to increase the volume on every 1/1, why not make it four kicksliders instead, starting on every 1/1?
14:58 Jenny: 04:37:169 (3) - vocal on blue tick is neglected, use circles
14:59 Jenny: 04:37:396 (4) - remove
14:59 Jenny: 04:39:214 - missing circle
14:59 Jenny: (all of these are because of the vocal patterns btw)
14:59 Jenny: 04:40:351 (5) - replace with two 1/4 sliders
15:00 Jenny: 04:41:032 (2,3) - these are just played in one straight line atm, neglecting both the vocal keypoint on the red tick and the main beat on the white tick
15:00 Jenny: http://puu.sh/j3G7t/88efb23611.png smth like this works better since the player has to change course
15:01 Jenny: 04:41:942 (3) - replace with circles
15:01 Jenny: 04:43:078 (3) - stacking this takes all the strength out of the kick, not nice
15:01 Jenny: 04:43:305 - circle is need
15:01 Jenny: 04:43:532 (1) - replace with circles
15:01 Jenny: 04:43:987 (3) - ^
15:02 Jenny: 04:45:123 (6) - ^
15:02 Jenny: 04:45:805 (3) - stacking this takes the momentum away
15:02 Jenny: http://osu-ppy-sh.tvgratuite.org/ss/3406127 much better
15:03 Jenny: (why? because with 1-2, you have a long, mostly vertical movement, whereas with 2-3 you have a short and more mixed movement to the right, basically snapping from one line of play into the next one - 1-2 is a line, 2-3 is a snap and 3-4 is another line)
15:03 Jenny: (yes, that means you will have to reposition the next objects a bit)
15:03 Jenny: 04:47:623 (5) - replace with two 1/4 sliders
15:04 Jenny: 04:48:987 (1,2,3) - the angles between these are so smooth, it doesn't fit the strong beats
15:04 Jenny: or rather, one-by-one vocals
15:04 Jenny: 04:50:351 (4,5) - replace with circles
15:05 Jenny: 04:50:806 (1,2,3,4) - this is weird since the player has no intention or need to actually flick 1 to the side, so it's basically like a 1/2 antijump
15:05 Jenny: 04:51:942 (4,6) - replace with circles
15:05 Jenny: 04:53:305 (4) - I'd rather stacked circles here
15:06 Jenny: 04:56:260 (1,2,3) - again, these play like a straight line which takes impact away from 3 which is the strong beat
15:06 Jenny: 04:58:532 (5) - stacking this takes the momentum away from the kick
15:06 Jenny: 05:00:351 (5) - ^
15:06 Jenny: 05:02:169 (5,6) - this shouldn't be part of the same line as 3-4 are since the vocal pattern here goes 1-2-1-2
15:06 Jenny: rather than 1-2-3-4
15:07 Jenny: 05:02:623 (1) - also you want a snap onto this note
15:07 Jenny: 05:05:351 (4) - should be two 1/4 sliders with silenced/low volume ends to fit both the clap momentum and clicking at the right points of the song
15:07 Jenny: 05:06:487 - circle is need
15:07 Jenny: 05:06:942 (3,4) - plays like a straight line with weird slowdown
15:08 Jenny: 05:07:396 - circle or 1/4 slider is need
15:08 Jenny: 05:08:078 (1) - same
15:08 Jenny: 05:08:987 (6) - same
15:08 Jenny: 05:18:305 - should be a circle due to the drum
15:09 Jenny: also, 05:18:078 (4) - is slipped out of super early since there's no reason to actually go upwards
15:09 Jenny: http://puu.sh/j3Gtr/e5180d7a73.png - not nice
15:10 Jenny: 05:18:532 (5,6,1) - these should all have individual impact, i.e. rooftop pattern (like this: http://puu.sh/j3Guq/ae07d52ccb.png )
15:10 Jenny: 05:25:805 (7) - make these circles
15:10 Jenny: this* rather
15:11 Jenny: 05:26:260 - I'd rather start a slow slider here, ending at 05:27:851
15:11 Jenny: then starting a spinner here at 05:28:078
15:11 Jenny: since that is where the distortion comes in
15:11 Jenny: so yeah, there you go :pp
15:11 Fatfan Kolek: yay xD
15:12 Jenny: now, go fix everything :p
15:12 Fatfan Kolek: ok, i will reread everything and see what i can do
15:12 Fatfan Kolek: thanks :D
15:12 Jenny: if you have issues understanding smth or want more elaboration, you can ask :p
15:12 Jenny: (also, shouldn't the "feat. daoko" be in the Artist part..)
Topic Starter

Jenny wrote: 656v3l

IRC
14:18 Jenny: boo
14:18 Jenny: something about le map
14:18 *Jenny is editing [http://osu-ppy-sh.tvgratuite.org/b/591445 TeddyLoid - ME!ME!ME! feat. daoko [ME!]]
14:18 Jenny: a) slider leniency in some places is odd, but I can live with that since the pairgrouping still makes sense
14:18 Jenny: 00:56:916 (1,2,1,2,1,2,1,2) - but this doesn't work
14:19 Jenny: you need to make it slider-circle-slider-circle instead
14:19 Jenny: it goes 123-123-123-123
14:19 Jenny: strong beats being 1 and 3 each
14:19 Jenny: so if you use sliders you have clicks on 1 + 3
14:19 Jenny: rather than now where it's 1 + 2
14:20 Jenny: 01:01:956 - stuff like this isn't optimal since the sliderend takes away an important hitsound; the song has a tripple starting here, so right now the strongest beat of said tripple is not played actively which is sad >:
14:21 Jenny: 01:09:396 (1) - this feels like an antijump, considering you had larger spacing than this on 1/2 before :/
14:22 Jenny: 01:11:076 (4) - this one's really weak since the effective spacing from 3 into 4 is like, ~1.0x
14:23 Jenny: 01:14:196 (1,1,1) - these don't work since the sound on the slider's end is as strong as the one on its start, which begs the question why you make it a slider rather than two circles; map and song don't align rhythmically
14:23 Jenny: + the sliders are even less pressured since you can slip out early due to the leniency
14:24 Jenny: http://puu.sh/j3EMd/0abb1fe2b5.png
14:24 Jenny: that's what I mean
14:25 Jenny: 01:29:076 (1,2) - these should be four circles since the sounds they start and end on are the same strength and only playing the first and third makes little sense x:
14:25 Jenny: 01:37:057 (3) - this one should be more pressured than it is; has little impact due to the fact that 1's end, 2 and 3 lie on a straight line so you have no active distinguishing angle or transition into 3
14:26 Jenny: which is a strong beat, so.. x:
14:26 Jenny: 01:39:224 (2) - similar
14:26 Jenny: 01:40:057 (4,5,6) - this works MUCH better
14:26 Jenny: 01:41:390 (9) - this should be two circles becauseof the strong beat on the blue tick
14:26 Jenny: 01:43:724 - you want a circle here
14:26 Fatfan Kolek: o.o
14:27 Jenny: 01:44:057 (5) - same as 01:41:390
14:27 Fatfan Kolek: ok, wait a sec
14:27 Jenny: 01:46:724 (4) - ^
14:27 Jenny: :p
14:35 Fatfan Kolek: you can continue, i guess
14:35 Jenny: 01:48:057 (4) - not sure ing an angle that weak, but I guess it's fine with the relatively long break
14:36 Jenny: 01:48:390 (5,6) - I'd rather CTRL-G this since it fits the vocal repeat better
14:36 Jenny: 01:49:057 (7,8,9,10) - these are four sounds, don't use a triangle :p
14:37 Jenny: https://osu-ppy-sh.tvgratuite.org/ss/3406003 smth like this could work; alternatively, a square does the job aswell (don't make it symmetrical to an axis though)
14:37 Jenny: also I am not pointing out every single occurance of things :p
14:38 Jenny: 01:51:057 (4) - replace with circle + 1/4 slider starting on the blue tick, works better with vocals
14:38 Jenny: 01:51:724 (7,8) - you don't want this stacked, I think :p
14:39 Jenny: also, end 8 1/4 earlier and lower the sliderend's volume; add circle on the blue tickj
14:39 Jenny: 01:56:390 (6) - should have a strong angle from 5 + higher spacing
14:39 Jenny: 01:56:557 - missing circle
14:40 Jenny: 01:59:057 (5,6,7,8) - square feels extremely static due to being so axis-oriented
14:40 Jenny: rotate it by 15° and it's much better
14:40 Jenny: 02:04:390 (7) - replace with two jumps
14:41 Jenny: 02:05:724 (1) - mute sliderticks + lower sliderend volume
14:41 Jenny: 02:11:057 (1) - ^
14:41 Jenny: 02:16:390 (1) - ^
14:41 Jenny: 02:21:724 (1) - ^
14:41 Jenny: also, remove the breaktime after that slider
14:41 Jenny: the random BG whitening doesn't really fit with anything, and having a slight HP drop adds to tension
14:42 Jenny: 02:27:724 - again, the slider's end covers an important beat and makes it irrelevant in gameplay; change that :/
14:42 Jenny: I think I covered all reoccuring issues by now :p
14:42 Fatfan Kolek: haha :D
14:42 Jenny: 02:34:057 (1) - oh yeah - very faint vocals don't justify 477SPM spinning
14:43 Jenny: spinner = player spins as fast as possible, but no click. no direct impact, just wild spin.
14:43 Jenny: use spinners in wild sections without standout beats :pp
14:43 Fatfan Kolek: yeah but
14:43 Fatfan Kolek: this section
14:43 Fatfan Kolek: i mean the vocals aren't snapped
14:43 Fatfan Kolek: to the beat
14:43 Jenny: yes
14:43 Jenny: but that doesn't make a spinner more fitting :p
14:44 Jenny: 02:32:390 (1) - I'd just make this a loooong hold slider
14:44 Jenny: fits with the super weak vocal stuff
14:44 Fatfan Kolek: i see
14:44 Fatfan Kolek: yeah, i'll try this
14:45 Jenny: http://osu-ppy-sh.tvgratuite.org/ss/3406032 random example
14:46 Jenny: that length should be good since it ends on the strongest vocal
14:46 Jenny: (don't forget to make the volume of the slider 5% after the start)
14:46 Jenny: make the slider end where 02:37:557 (1) - is, preferably, so you get that moment of absolute stillness between the sections
14:48 Jenny: but yeah, main concerns are these: lack of strong angles/spacing on key beats, active-ive hitsound implementation, sliderarrow/end/tick/slider volumes being too high
14:48 Jenny: beatgrouping seems fine for the most part
14:49 Fatfan Kolek: what about the dub part?
14:49 Jenny: which one
14:49 Fatfan Kolek: 03:08:733 -
14:49 Jenny: 03:09:804 - should have a circle
14:50 Jenny: 03:10:233 - should be another sliderstart here
14:50 Jenny: 03:10:876 (1) - why use one slider for three beats?
14:50 Jenny: 03:11:947 (6) - a slider does not function as two circles (active-ive hitsounding)
14:50 Jenny: 03:12:162 (7,8) - the spacing implies this would be a 1/4 gap between those
14:51 Jenny: replace 7 with circles since there's a pretty strong sound + vocal on the redtick
14:51 Jenny: 03:12:590 (8) - you can replace this with a circle at the start and a tripple starting on the red beat
14:51 Jenny: 03:13:233 - again missing circle
14:51 Jenny: 03:13:662 - ^
14:51 Jenny: or rather, a short slider*
14:51 Jenny: 03:14:304 (1) - another slider instead of three circles
14:52 Jenny: 03:15:376 (6) - same as 03:11:947
14:52 Jenny: etc etc
14:52 Jenny: issues repeat
14:52 Jenny: since you used the same patterning throughout the section, the issue repeats every 8/1
14:53 Jenny: so those things apply to all of the section
14:53 Jenny: also 04:05:123 (3) - should be 1/4 or 1/8 shorter, have its end silenced and there should be a circle on the red tick
14:53 Jenny: 04:05:464 (1) - replace with circles
14:53 Jenny: 04:05:919 - there hsould be a circle here
14:54 Jenny: 04:11:487 (1) - sliderend is just as strong as sliderstart, map and song don't match.
14:54 Jenny: t/239778/start=0 - for active/ive etc etc
14:54 Jenny: 04:11:487 (1,2) - yeah these should just be circles
14:55 Jenny: 04:14:442 (1,2,3,4) - why do four beats form a triangle? :p
14:55 Jenny: 04:21:260 (3,4) - these slider's ends are just as strong as their starts in the song, makes no sense to use sliders then
14:55 Jenny: 04:22:623 - circle is /need/
14:56 Jenny: 04:25:578 - ^
14:56 Jenny: 04:27:396 (8) - replace with circles
14:56 Jenny: 04:28:078 (1) - section repeats here, so do all the issues
14:57 Jenny: 04:30:805 (1,2,3,4) - why halve the amount of beats played when the song is going harder?
14:57 Jenny: also, that playflow is odd :p
14:57 Jenny: http://puu.sh/j3G1D/13c885d773.png
14:57 Jenny: if you want 3-4 to be pressured, then you need to make the player actually change the way they move
14:58 Jenny: 04:31:714 (1) - if you're going to increase the volume on every 1/1, why not make it four kicksliders instead, starting on every 1/1?
14:58 Jenny: 04:37:169 (3) - vocal on blue tick is neglected, use circles
14:59 Jenny: 04:37:396 (4) - remove
14:59 Jenny: 04:39:214 - missing circle
14:59 Jenny: (all of these are because of the vocal patterns btw)
14:59 Jenny: 04:40:351 (5) - replace with two 1/4 sliders
15:00 Jenny: 04:41:032 (2,3) - these are just played in one straight line atm, neglecting both the vocal keypoint on the red tick and the main beat on the white tick
15:00 Jenny: http://puu.sh/j3G7t/88efb23611.png smth like this works better since the player has to change course
15:01 Jenny: 04:41:942 (3) - replace with circles
15:01 Jenny: 04:43:078 (3) - stacking this takes all the strength out of the kick, not nice
15:01 Jenny: 04:43:305 - circle is need
15:01 Jenny: 04:43:532 (1) - replace with circles
15:01 Jenny: 04:43:987 (3) - ^
15:02 Jenny: 04:45:123 (6) - ^
15:02 Jenny: 04:45:805 (3) - stacking this takes the momentum away
15:02 Jenny: http://osu-ppy-sh.tvgratuite.org/ss/3406127 much better
15:03 Jenny: (why? because with 1-2, you have a long, mostly vertical movement, whereas with 2-3 you have a short and more mixed movement to the right, basically snapping from one line of play into the next one - 1-2 is a line, 2-3 is a snap and 3-4 is another line)
15:03 Jenny: (yes, that means you will have to reposition the next objects a bit)
15:03 Jenny: 04:47:623 (5) - replace with two 1/4 sliders
15:04 Jenny: 04:48:987 (1,2,3) - the angles between these are so smooth, it doesn't fit the strong beats
15:04 Jenny: or rather, one-by-one vocals
15:04 Jenny: 04:50:351 (4,5) - replace with circles
15:05 Jenny: 04:50:806 (1,2,3,4) - this is weird since the player has no intention or need to actually flick 1 to the side, so it's basically like a 1/2 antijump
15:05 Jenny: 04:51:942 (4,6) - replace with circles
15:05 Jenny: 04:53:305 (4) - I'd rather stacked circles here
15:06 Jenny: 04:56:260 (1,2,3) - again, these play like a straight line which takes impact away from 3 which is the strong beat
15:06 Jenny: 04:58:532 (5) - stacking this takes the momentum away from the kick
15:06 Jenny: 05:00:351 (5) - ^
15:06 Jenny: 05:02:169 (5,6) - this shouldn't be part of the same line as 3-4 are since the vocal pattern here goes 1-2-1-2
15:06 Jenny: rather than 1-2-3-4
15:07 Jenny: 05:02:623 (1) - also you want a snap onto this note
15:07 Jenny: 05:05:351 (4) - should be two 1/4 sliders with silenced/low volume ends to fit both the clap momentum and clicking at the right points of the song
15:07 Jenny: 05:06:487 - circle is need
15:07 Jenny: 05:06:942 (3,4) - plays like a straight line with weird slowdown
15:08 Jenny: 05:07:396 - circle or 1/4 slider is need
15:08 Jenny: 05:08:078 (1) - same
15:08 Jenny: 05:08:987 (6) - same
15:08 Jenny: 05:18:305 - should be a circle due to the drum
15:09 Jenny: also, 05:18:078 (4) - is slipped out of super early since there's no reason to actually go upwards
15:09 Jenny: http://puu.sh/j3Gtr/e5180d7a73.png - not nice
15:10 Jenny: 05:18:532 (5,6,1) - these should all have individual impact, i.e. rooftop pattern (like this: http://puu.sh/j3Guq/ae07d52ccb.png )
15:10 Jenny: 05:25:805 (7) - make these circles
15:10 Jenny: this* rather
15:11 Jenny: 05:26:260 - I'd rather start a slow slider here, ending at 05:27:851
15:11 Jenny: then starting a spinner here at 05:28:078
15:11 Jenny: since that is where the distortion comes in
15:11 Jenny: so yeah, there you go :pp
15:11 Fatfan Kolek: yay xD
15:12 Jenny: now, go fix everything :p
15:12 Fatfan Kolek: ok, i will reread everything and see what i can do
15:12 Fatfan Kolek: thanks :D
15:12 Jenny: if you have issues understanding smth or want more elaboration, you can ask :p
15:12 Jenny: (also, shouldn't the "feat. daoko" be in the Artist part..)
fixed some parts so far, thanks a lot. Let's see if I can do more
please reply mod, thanks
Topic Starter

Fort wrote: 5l2t5r

YOU!:

Electro Part:
01:22:516 (2,3,1,2) - this squares, this gonna be diff spike I'll leave them like this :D I don't see a reason to change those jumps actually
01:24:436 (2,3,1,2) - ^ s a m e ^

Dubstep Part:
03:50:733 (1,1) - fix this patterning please, its 3/4 pattern which has been change to 1/1 pattern (definetely pattern like http://puu.sh/iQ7AL/21bb442d5b.jpg) Fixed it in another way, thansk!
03:37:019 (1,1) - ^ (i know you do this but on gameplay its very hard to hit since you made patterning like 03:09:590 (1,2) - on first time patterning) so this pattern can be problemo, especially when slider has sudden SV change mhhh, i guess it's ok
03:40:447 (1,1) - ^ (or just put circle on 03:40:769 -) fixed in another way, i guess
03:54:162 (1,1) - ^ s a m e ^
03:57:590 (1,1) - ^ this is very inappropriate (03:57:912 - make this clickable + jump please, since the wub sound very strong than anything there)
im saying this because that pattern was very dead and i didnt think i can't read pattern like that too on very high SV pattern fixed

03:55:876 (1) - why you didnt made circle stream? ( i think that streams will make this pattern easier 03:56:947 (3,4,5,6,7,8) - ) mh, i think it's ok like this :D
04:02:733 (1) - ^ (but if you think this not necessary just ignore it, im just saying its has better patterning and flow since it has quite strong vocal there) ^ :D

Summary:
im saying this because much players have much misses there without reason, idk maybe they just cant read this patterning because its quite hard

Some Comment:
so QAT think this pattern like this 01:15:156 (1,2,3,1,2,3) - has difficulty spike? i dont think so since the beginning kiai pattern has quite jumpy 1/4 patter which the BPM on them will be higher than that 1/3s, so people can singletap that.

Other parts looks Very nice for me, im just want saying something above, for better gameplay. and thats how you map dubstep haha hah :D

Good luck!thanks :D
ok, back and updated >>> http://puu.sh/jnibj.zip

ExUsagi wrote: 3p472q

small check because mfw when i play...

mania diff :

00:56:916 (56916|6,57396|4,57876|6,58356|6) - idk, you may add 1 more notes to emphasize the horn / synth thingy..
yep, i got the sound, but no XD i cant add more note especially here 00:56:916 -
the special sound is 00:57:396 (57396|4) - hitsounded like this , while 00:57:556 (57556|4,57716|4) - the other two is not
just to let u know that i understand what u suggest ^^, thanks but no



03:19:340 (199340|4,199340|2) - still unable to understand why don't you put this in 03:19:447 - ...
and many other...
hmm,now i put more consistency into that....

03:40:019 (220019|1,220019|0,220019|2,220019|4,220019|6,220019|5) - .... https://osu-ppy-sh.tvgratuite.org/ss/3400883
last warn, you put 6 holds at once while there's no ing sound on it, which definitely affect gameplay and technical aspect (nuff said quality)..
the host music / bga doesn't even *BANG* enough for players to play & feel the beat on that spot, meanwhile you left each spot in 03:40:019 -, 03:40:126 - & 03:40:233 - empty, although they has same cue sound that you don't layer at all..
sure, forget bout those single sound XD changed into mapping other sound instead ^^


03:40:876 (220876|0) - i hear this start at 03:40:769 -
03:50:733 (230733|0,231590|1) - oh well, some of these LNs in this part (and so on) doesn't snaps to the beat at all.. becareful & re-check the snapping
04:33:476 (273476|5,273532|6) - can you ctrl + j this?
sure things, and ive made them as close as possible to perfect consistency now...
( still hating a perfect consistency stuff can be determine by note amount and can be copy pasted orz )
I have to say this because i feel like it will drive you to create and rank this beautiful map.
I LOVE THIS MAP NOW! it is 100x better than it was before, and i truly believe that this will be one of the greatest ranked maps in osu.
i could even see this as a hd map for OWC.
please continue to craft this master peace :))
have a good day~!
Topic Starter

AustinsGuitar wrote: 5x7134

I have to say this because i feel like it will drive you to create and rank this beautiful map.
I LOVE THIS MAP NOW! it is 100x better than it was before, and i truly believe that this will be one of the greatest ranked maps in osu.
i could even see this as a hd map for OWC.
please continue to craft this master peace :))
have a good day~!
Thank you so much! :D
where harby at

7K
7K Column:
| 1 | 2 | 3 | 4 | 5 | 6 | 7 |
[]
[LordRaika's ME!Ximum]
Mod inside
03:12:376 - I bet you made this on purpose.


04:49:896 - Add another note on 6 for increased impact.

05:11:032 - to 05:11:714 - I think this part is actually in 1/8. Using 1/6 just doesn't really follow the drums in this section, so I highly recommend using 1/8 for this one.

Poke me back if you have this applied.

Blocko wrote: 394y4u

where harby at

7K
7K Column:
| 1 | 2 | 3 | 4 | 5 | 6 | 7 |
[]
[LordRaika's ME!Ximum]
Mod inside
03:12:376 - I bet you made this on purpose.


umm well yea XD its additional note for kick sound that makes it total 4 note
for the LN it represent the bass from the music, its quite long sound thou, so no change for all
they are all consistent enough



04:49:896 - Add another note on 6 for increased impact.
Sure ^^/

05:11:032 - to 05:11:714 - I think this part is actually in 1/8. Using 1/6 just doesn't really follow the drums in this section, so I highly recommend using 1/8 for this one.

Blocko, can u ask QAT about this? ive ask around but im sure it was 1/6
but some said, its 1/6 then 1/8 , it got increased speed halfway till the end...

Poke me back if you have this applied.

nevertheless just that last stream... and everything will be perfect,...
guess we need to confirm it directly with QAT

thanks for the check blocko, i actually smoothen the SV and the pattern afterwards with 6LN ^^
>>>>> Update <<<<<
Topic Starter
updated
go go go :D
rank pls xD
I've waited too long, This needed to be ranked 10 pages ago. Take it away Fry!



[ME!]


General - AR9 just feels too slow for this map, try changing it to AR9.5-AR10

00:27:876 (1,2) - Try Removing these circles and making (3) a NC

01:05:316 (4,5) - These just don't seem necessary at all to me, try removing them

01:35:057 (5) - While I do understand this is from the bass-drum kick, it just doesn't fit the rest of this Combo that more fits the Vocals track, try removing it

Sorry for short mod, I normally do short mods, plus this is the first Marathon map I've ever modded
I kinda miss the old crazy beatmap...

TheBronyGames wrote: 1j3m2n

AR9 just feels too slow for this map, try changing it to AR9.5-AR10
let's use 9.5 in something which's 125bpm
yes
why offset is on: 12756
While the song begins at 00:05:076 -
Topic Starter
fixed the offset and fixed stuff on my own :D
Hi, it's me checking the beatmap after so many months. o3o

General
  1. drum-hitclap8.wav and pause-overlay.jpg files are unused, so use them or delete them.
  2. The delay is over 5ms in those hitsounds, so fix them: scg_a5.wav, a2s.wav, lr3_bassdroppdgx.wav, drum-hitnormal99.wav, drum-hitclap7.wav, drum-hitwhistle6.wav, soft-hitclap20.wav
  3. Some hitsounds last shorter than 100ms: lr_tom hit 2.wav (lasts about 80 seconds), a2s.wav (lasts about 45 seconds)
  4. I guess there is some storyboard in the beatmap but there is no lr2_hato file, lol.
ME!Ximum by LordRaika
  • There are some unsnapped timing lines in yout difficulty. This kind of thing isn't anything harmful in o!s mode, but Blocko told me every timing line must be snapped properly otherwise you can get rekt, so please snap the lines. D:
  1. 01:21:273
  2. 01:21:753
  3. 01:23:673
  4. 01:25:593
  5. 01:27:513
Overdose by m1ng
  1. There is one doubled timing point at 01:33:724 - in your diff (red timing point and a green line but the green one doesn't change the speed of the sliders).
Call me back. \o3o/

PS.: You can KDS me since my last mod was written like a while ago. \w/

EDIT: #1 #OBŁOCZEK
Congrats <3
GIRLLL
Topic Starter
ok, i let people recheck if drum-hitclap8.wav really wasn't used, and you were right :O
deleted it and updated the map
for the timing, yep... some 1/12 strange unsnapped XD, but its fixed now... thanks


but ..
there is no more delay or even hs with less than 100ms
the one u mention, even have longer than 1000ms XD

i double check the hs... im sure there is no issue,
anyway.... here is what i fix http://puu.sh/kgoGA.7z ( replace them )
@KK
U knw why i didnt reply ur check on my 4k?
1st... I did use LR2_HatO.wav
Why dont u check it manually? The hell.... I didnt remove it
Because its being used... Goddamnit...

2nd... U said people who mod my map is not a modder?
Cmon KK... Are u even serious? The hell happen? Orz



In short... In this beatmap as well... I use that hitsound on both SB and note hitsound...
Why.... WHY its an issue now? Dont trust program or artificial intelligence completely...
Check my river flows in you 7k 8k n 9k with aimod... U will see a goddamn stupid red warning...
But not on lower key...

Dont trust bot/ai completely....
Thts what i want to say....
Hey, sorry for my bad english before as misunderstanding

1st ... i did check it, while the hitsound you added is "LR2_HatO.wav" is a sample (storyboard hitsound) / hitsound note
it's been an error and not showed the hitsound's name on the right end of the top: http://puu.sh/kgzBF/1ef3cff92f.jpg
Example of other: http://puu.sh/kgzCb/770e9a0e00.jpg
Readd it and seem for me the error is gone: http://puu.sh/kgzDq/486093ef09.jpg
The code: http://puu.sh/kgzE7/33598e3b7c.png it's the only one which doesn't have the ".wav" as the extend
I not mean you to "remove it", i said you to fix the hitsound sample, after all! meanwhile i was asking you to "REMOVE HITSOUND SAMPLE AND READD IT, NOT REMOVE THE HITSOUND FILE"

Our chat:

2015-09-19 15:39 Kuo Kyoka: okay i got it
2015-09-19 15:39 Kuo Kyoka: http://puu.sh/kgrij/879a028abd.png
2015-09-19 15:40 Kuo Kyoka: since Raika remove those hitsound but it's not probably removed well so it's still on there
2015-09-19 15:41 Kuo Kyoka: ask Raika to fixs those, 100% removed! "LR2_HatO" mean like removed but still on there (i think this must be fixs this bug) and "LR2_HatO.wav" mean using it

and seem i was misunderstanding at that moments too, my aplogies for the trouble, was think you used the "reset button" on the hitsound: http://puu.sh/kgzMC/9803dfb8be.jpg

As you see, http://puu.sh/kgzPn/5c523f2619.png example of non-error hitsound

2nd ... i don't mean the modders you asked is "not" a modder, my notion is: "People whos know modding maps is a modder"
I mean: ask more mods on 4K, or ask a good modder to full mod your map, examples: like Kami, Zenx, etc.
And hell, 7K on here is already fine, why you mentioned your 4K on here?

Next, more: that's not the only thing i mentioned: http://puu.sh/kgzZp/4956c9c440.png (under 100ms)
Then, why "pause-overlay.jpg" is marked as unused file?
https://osu-ppy-sh.tvgratuite.org/wiki/Skinning http://puu.sh/kgA4g/9b15be7c25.png
While: http://puu.sh/kgA52/6d67bd07c7.png

More: drum-sliderslide.wav / drum-sliderslide2.wav / drum-slidertick.wav not probably blanked because: http://puu.sh/kgA8Q/1b0cd9135f.png

Ranking Criteria wrote: j1xb

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file
Then, i know how you're know hate me, but ... i will go to train up my english skill too

That's all i want to say, too
KK no bakaaa XD haha....
(your misunderstanding level is too high... And i dont hate u... Bakaaa)

Ok ok... No worry...
I think i jst have to rename the script...

It will works... Thanks anyway ^^
Yo what's up~!

This is my 2nd mod ever, I will try!!


m1ng's Overdose
This is a great, fast #ctb difficulty, but I have concerns.

At around 00:54:537 to 00:58:977 , the dununununun part, the sliders don't really seem to be going to it at all.
It might just be me, but I'm bringing it to the table just in case.


And I've noticed a lot of sliders are like this:


That's okay, but it's a bit 'extreme' I guess. Maybe a tad bit easier?

Like so:


But that's just my opinion ;)

I hope I wasn't too bad in my mods. I'm hoping to get better ;)

Sincerly,

- Anima -
@- Anima - mingmichael AFK
hello fatfan

here's the SB that lordraika requested

https://www.dropbox.com/s/cfnlc30mdt4uh ... o.rar?dl=0

Check the following things in the song setup --> design tab :
- Widescreen
- Epilepsy warning

Right now we need SB mods to be able to check the errors of the SB.

NOW LET THIS POST REVIVE THE MAPSET
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