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Index » Beatmaps » Pending Beatmaps » Renard - Rainbow Dash Likes Girls (Stay Gay Pony Girl) [Taiko|Osu]

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xXxGAM3RPROxXx
56 posts
DE Flag

Earned 1 kudosu.

2 days ago
I agree with Blake on this one, the taiko diff needs a remap.

I was looking through the Kiai at the end at 25% and I see what you were trying to do, but the problem is that youre extending the unimportant sounds and leaving the loud ones unimprovised.
For example at 2:49:699, 2:49:972, 2:50:517 the loud sounds get a singular note, but before the loud note there is improvisation not really mapped to any sound, this happens a lot throughout the entire map, which makes it seem like the notes are mapped to nothing.

1:10:972-1:11:517 Blake already talked about this but like, this is a gigantic spike in difficulty AND you added a finisher as the last note of it, which is just something you should please never do

This one is more of a opinion, but leaving 0:41:040-0:58:358 empty for a break is better than having those notes there, they feel really awkward

Like I said, I can see what you're trying to do, but it just needs some work, I can see this diff getting fun after doing some remapping. 🫡
gamin'
wilted_rose
245 posts
RU Flag

No kudosu yet.

2 days ago
topdiff:
03:11:517 (1) - there is a place for long slider tho
kyooti
346 posts
US Flag

2 days ago

xXxGAM3RPROxXx wrote:

I agree with Blake on this one, the taiko diff needs a remap.

I was looking through the Kiai at the end at 25% and I see what you were trying to do, but the problem is that youre extending the unimportant sounds and leaving the loud ones unimprovised.
For example at 2:49:699, 2:49:972, 2:50:517 the loud sounds get a singular note, but before the loud note there is improvisation not really mapped to any sound, this happens a lot throughout the entire map, which makes it seem like the notes are mapped to nothing.

1:10:972-1:11:517 Blake already talked about this but like, this is a gigantic spike in difficulty AND you added a finisher as the last note of it, which is just something you should please never do

This one is more of a opinion, but leaving 0:41:040-0:58:358 empty for a break is better than having those notes there, they feel really awkward

Like I said, I can see what you're trying to do, but it just needs some work, I can see this diff getting fun after doing some remapping. 🫡


i'll talk to the gder and see what we'll do with it
Last edited by kyooti 2 days ago, edited 1 time in total.
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kyooti
346 posts
US Flag

2 days ago

wilted_rose wrote:

topdiff:
03:11:517 (1) - there is a place for long slider tho

what does this mean?
Last edited by kyooti 2 days ago, edited 1 time in total.
2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play - [Completed - 2/3/25, Forever stained.]
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
wilted_rose
245 posts
RU Flag

No kudosu yet.

2 days ago

kyooti wrote:

what does this mean?

one long slider towards the spinner, could be better if you will do some sliderart
xXxGAM3RPROxXx
56 posts
DE Flag

Earned 1 kudosu.

2 days ago
Another thing for the taiko diff
at 1:55:135 the SV is set to 2 times, which works for the part before it, but then the SV just doesnt get lowered for a while, making the calm part 2x SV, which is just not something the map should have, i'd recommend putting it back to 1x or lower for the calm part.
gamin'
kyooti
346 posts
US Flag

2 days ago

xXxGAM3RPROxXx wrote:

Another thing for the taiko diff
at 1:55:135 the SV is set to 2 times, which works for the part before it, but then the SV just doesnt get lowered for a while, making the calm part 2x SV, which is just not something the map should have, i'd recommend putting it back to 1x or lower for the calm part.

applied for them + removed countdown on all diffs
2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play - [Completed - 2/3/25, Forever stained.]
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
kyooti
346 posts
US Flag

2 days ago

wilted_rose wrote:

one long slider towards the spinner, could be better if you will do some sliderart

I originally wanted to have sliderart in the end but replaced it with a slow repeating slider since I couldn't think of anything. (If anyone has suggestions for what I could do lmk!!)
2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play - [Completed - 2/3/25, Forever stained.]
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
xXxGAM3RPROxXx
56 posts
DE Flag

Earned 1 kudosu.

2 days ago

kyooti wrote:

applied for them + removed countdown on all diffs

hey, sorry, slight miscommunication, the note on 1:55:153 should still be 2xSV, because of the part before it is a ramp up, but the notes after it shouldnt be 2x, so i'd suggest putting 1:55:153 back to 2xSV and the next note (1:56:790) back to the 1.3 you applied.
Shouldve made that clearer, my bad.
gamin'
kyooti
346 posts
US Flag

2 days ago

xXxGAM3RPROxXx wrote:

hey, sorry, slight miscommunication, the note on 1:55:153 should still be 2xSV, because of the part before it is a ramp up, but the notes after it shouldnt be 2x, so i'd suggest putting 1:55:153 back to 2xSV and the next note (1:56:790) back to the 1.3 you applied.
Shouldve made that clearer, my bad.

oh lol
2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play - [Completed - 2/3/25, Forever stained.]
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
nano
31 posts
US Flag

No kudosu yet.

2 days ago

BlakeBelladonna wrote:


- I am confused why your circle size was changed within your diff, circle size does not really have an effect on how the Taiko map is played, leaving this at the default setting would be fine.

- The AR for this map should not be at 10 as this is only a 6* Taiko diff using Digital's 2013 client. A recommendation for your map would be HP 6, AR 8.

nitpick modding non-issues on titanic? CS and AR are literally ignored by a taiko map's gameplay why are we modding preference
xXxGAM3RPROxXx
56 posts
DE Flag

No kudosu yet.

2 days ago

nano wrote:

nitpick modding non-issues on titanic? CS and AR are literally ignored by a taiko map's gameplay why are we modding preference

It isnt an issue, but its kinda annoying to look at AR10 while checking maps. :p
we were just mostly confused why AR and CS were changed, but not HP or OD (map settings that matter)
I personally wouldn't have pointed out the AR or CS either though.
gamin'
nano
31 posts
US Flag

No kudosu yet.

2 days ago

xXxGAM3RPROxXx wrote:

It isnt an issue, but its kinda annoying to look at AR10 while checking maps. :p

use the timeline like god intended
BlakeBelladonna
163 posts
US Flag

No kudosu yet.

1 day ago
AR gives more PP on Taiko, same with high OD hence why I told them to tone it down.

Calm down with your attitude, I'm just trying to be helpful.
nano
31 posts
US Flag

No kudosu yet.

1 day ago

BlakeBelladonna wrote:

AR gives more PP on Taiko

it does not. it is an ignored value. this has never been true

BlakeBelladonna wrote:

same with high OD hence why I told them to tone it down.

i did not mention OD in my posts, which is an actual value in taiko that's used, unlike CS and AR

BlakeBelladonna wrote:

Calm down with your attitude, I'm just trying to be helpful.

you are essentially giving "constructive criticism" on what's equivalent to the editor settings for the grid size and timeline zoom. this is a reminder that circle size (there are no circles to be sized in Taiko) and approach rate (Taiko uses SV exclusively) are editor preferences and should not be modded

34 posts | Jump | 1 2 3