*poof* gratz
i hope so, i write this cuz i sorta disappointed that they don't looks over all diffsFatfan Kolek wrote: 1v70e
I hope that they looked over all difficulties to avoid even more DQs.
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
I dont know are you being serious or it was meant to be a hilarious joke haha...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
good luckLordRaika 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 ^^
Rip muh PPLordRaika 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
really then?Jole wrote: 1q5h18
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 nonsenseLordRaika wrote: 6u1dy
And This dif still fits 5star difficulty
RIP PP now XDDemane wrote: 5h3x2v
Rip muh PPLordRaika 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
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.
honestly? the LN patterns are way easier than your average 4* noodle map. stop trying to make it into something it's not.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...
arviejhay wrote: 373d6n
can i see the SB? even its incomplete?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 ^^/
arn wrote: 1t471h
honestly? the LN patterns are way easier than your average 4* noodle map. stop trying to make it into something it's not.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...
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.
Thanks for the check >w<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
fixed some parts so far, thanks a lot. Let's see if I can do moreJenny wrote: 656v3l
IRC14:18 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
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
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..)
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 thisI 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
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 hah
Good luck!thanks![]()
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 )
Thank you so much!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~!
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Blocko wrote: 394y4u
where harby at
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[LordRaika's ME!Ximum]
Mod inside03:12:376 - 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.
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
Then, i know how you're know hate me, but ... i will go to train up my english skill tooRanking 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
Sample,-18000,0,"Opening SFX.mp3",100supposed to be around -18scd since the SFX is only around 18scd
under this bracket
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
(here)
Thank you for the SB mod lordraikaLordRaika wrote: 6u1dy
since i was responsible for most of the SB particle, im checking them now...
Before the mod, here is some highlight of awesome stuff :
00:12:276 - Nice Heart that actually form "ME" character hha
00:20:436 - Nice loop and most everything around here is ^^b
most breakdown part is also well timed.
02:54:168 - YES, YES, this part and forward, just as planned...
Nice extra colourized lighting on dubstep part
04:06:260 - ^^b
here is some thoughts to finalize this into one of the best SB >w< :
To sum up, *phew...* just done more stuff :
- 1)u havent use the "Opening SFX.mp3" that i gave you?
if you want to use it, simply add this script to *.osb(yeah supposed to be manual since its negative offset)Sample,-18000,0,"Opening SFX.mp3",100supposed to be around -18scd since the SFX is only around 18scd
under this bracket
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
(here)
-also, delete the file on SB\Opening SFX.mp3
(im going to remake one with better volume and u should put it on song folder together with hitsound file)- 2)00:50:676 - this 1/2 , you can add some effect like blinking/stutter/shake or stuff
- 3)01:22:356 - rotate this by 90? or -90? to make it different from 00:41:556 -
- 4)move the Background5 from 01:33:724 - to here 01:30:724 - , while starting with 0 opacity till 50
then instantly to 100% here 01:33:724 - (just to make things smoother and better than simple black)- 5)for dubstep part, your "untitled fdf.png" sprite doesnt works really nice here while
-its supposed to start/appear not from bottom , but middle line(of the "center shape")
or from the "center shape" 's horizon towards the top
also hopefully this untitled fdf is behind equalizer right and left, and behind center shape and the glow.
-its best not to dump the circle along with the line light, just the light(group of it)
well, i could remake this for you >w<- 6)04:08:078 - this part is nice but , tbh... its too fast to read it and we still have a few strong beat that have nothing to display...
here is some suggestion :
04:09:896 - display the previous 2 item again here... (beatmap by & Fatfan Kolek)
this time, its scaling from small to a bit bigger
04:11:487 - guest mapper
04:11:942 - , 04:12:396 - , 04:12:851 - 3 GDers here for each of it
04:18:760 - for this, i think it cant be help for this to blank, XD haha
but you could spam 1 fog towards top left
1 fog towards bottom right
1 fog towards top right
1 fog towards bottom left
(this makes four and we are done here)- 00:43:596 - add another ME!ME!ME! font here? this time, from left to right and its flipped vertical
to fill some blank BG on bottom half.- i also have found the caused of huge load,
err yeah its because of my sprite "dimension size" is too big (1366x768)
>>>here is the update file<<<
-now you only have to reposition the "y" axis of stair1-4 and stairglow1-4 and center shape. XD
-delete the opening sfx.mp3 from sb, and add the script to osb.
-put the new opening sfx.mp3 and hopefully you dont mind readjust timing of your opening since -27scd
into around -19 scd, this time, make it faster... and the roomfull.jpg, can have a bit zoomed, and became zoomed out
(better than static) , and hopefully the buffer sound of the mp3 finally match your buffer SB hehe XD
-rescale or reposition the animation here 00:40:596 - (i jst remake them for consistent colour and size)
-change from which "y" axis the untitle fdf.png should start
-after this, if you still want to add some effect, you could use LR_Circle to spam where the light goes (above the center shape)
and random place. but in small size... an effect like you did here 00:09:116 -
Note:if i still have time before this getting ranked, i will get rid some white pixel around the outer image of "AnmV2" animation
doing this will be a bit time consuming but i will certainly do it for a better image quality , (no more annoying little white pixel)
^^b awesome stuff...
good luck, hope i didnt missed anything.
ah btw i think.... i will do the circle animation around dubstep part to emphasize the wooble. (aaaa but it will take some time)
you should ask QAT instead, only QAT can do that >w<arviejhay wrote: 373d6n
---------------------------------------------------------------------------------------
It would be better to config the color of the title
https://osu-ppy-sh.tvgratuite.org/wiki/Changing_Title_Text
the appearance of the title and artist are good but the colour is plain.
i'm afraid i can't do it because i dont know how.
Best color fit for the artist is teal and the title is purple.
I didn't add this because it doesn't fit.LordRaika wrote: 6u1dy
and arvie, i have 2 final note after u update from fatfan :
-i was wondering if you can make use of this additional Gear sprite on dubstep wooble here
03:37:340 - , 03:37:662 - , 03:38:304 - , 03:38:519 - ,
03:40:769 - , 03:41:090 - , 03:41:412 - , 03:41:733 - and so on
by adding the gear on the top most left/right part then rotate or something , fast slow , disappear, appear, idk XD ahaha
but i just think the gear stuff 'might' fits there.... (the gear is place on only shows around 1/4 of it because it was place like in corner,
err something like Blu's SB?)
.
Tq for the check usagi....ExUsagi wrote: 3p472q
did you just move the video into the storyboard or what!?
i can't load the storyboard properly in my notebook, too much osb code, i wonder if its possible to reduce the code line or w/e
hh XD , we use the story of the video, trying to animated it using 2d material... OwO
ehm Usagi, some note for HIGH 5-6x load, is due to "HUGE" dimension material in used for the SB
for example : while the WHITE flashy image is appear, which has full resolution , which is HUGE, increase the load...
so its like we almost cant do anything bout it.... while i already reduce most sprite dimension as fits as possible
[storyboard]
adults material / no-safe for work imaginary might not safe for rankability, because yha.. :^)
00:15:876 - the cut-scene might works better if you follow the clap, or something like http://puu.sh/lhAKd.png
wigglish bewbs.. .-.
BUT, its bikini, osu never forbid bikin, unless its a panty shot, correct me if i was wrong
02:48:390 - i the girl closes her eyes and fading out somehow, it would be neat if you grab some more sprite for it :^)
i will try to make one soon one XD
for the mania map itself, omg i glad those LNs makes more sense now... xD
lemme continue to give hope for the mania diff somewhere later.. and it would be neat if someone edit the watermark in the sprites because its ewwww (i could do that)
sure thing , pm me in-game anytime >w<