Index » Beatmaps » Ranked/Approved Beatmaps » Jun Maeda - RING RING RING! (Cut Ver.) [Osu|CatchTheBeat|Taiko]
| 35 posts | Jump | 1 2 3 |
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Earned 1 kudosu. |
HP is the same on both Hard and Insane btw, might want to buff Insane by 1
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Earned 1 kudosu. |
timing seems slightly off to me. 225 sounds more accurate
also having n/h/i with the same cs is kinda weird and unsettling, try making some contrast between each other Insane 01:10:021 (6) - nc 01:13:955 (6) - ^
agree w this set overall looks fine, lmk on discord to do a recheck |
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No kudosu yet. |
If you check the offset on an older client (such as b20130303) you will find that this offset is actually correct. This audio file seems to get delayed on new clients
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Earned 1 kudosu. |
CTB Mods
00:04:857 - till 00:11:004 - inconsistent dashes with the hard sounds try nd make them either all dashes for stronger sounds such as 00:04:857 - 00:08:053 - as for now u have some hard beats r dashes nd some arent, either space the walkables out a bit more so it becomes a bit more clear they have to dash 00:35:594 (1) - is really tight + antiflow makes it weird u could make it into a vertical so its less punishing to play 00:49:365 (1,2,3,4,5,6,7,8) - would be cool if u split this into groups of 2 ( note 1 dash note 2 walk ) so u can emphasize the instruments as the blueticks dont sound as intense as the other ticks 00:57:726 (4,5,6) - space this out a bit more like u did in 00:53:545 (3,4,5) - for consistency 01:01:414 (2,3,4,5,6) - cute patern would maybe space the 4 out more to make it not just a stand still 01:02:152 (7,8,9,10,11,12,13,14) - same for here but the 11 pretty much for all these paterns through out the map since u decided to map 01:54:283 - u should probably map that section till 02:00:676 - General CTB diff mod 00:15:922 - till 00:27:725 - needs to be mapped less intense since sorta a calmer part of the song nd this is kinda what feels bit too difficult compared to the rest of the map for now i think it has way too many wiggles + anti flow wich is something u dont wanna do for a calmer section |
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> Yeah, buffed ss farming
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> Digitalfear117 already explained about the timing issue, I did this intentionally to support the older clients for the offset. Will keep it > will keep CS for Normal and Hard on 3, changed CS for Insane to 4
> NCed both timestamps
Last edited by arutama
1 year ago, edited 2 times in total.
ss farming
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No kudosu yet. |
Mods by Rin CTB Mods 00:04:857 - till 00:11:004 - inconsistent dashes with the hard sounds try nd make them either all dashes for stronger sounds such as 00:04:857 - 00:08:053 - as for now u have some hard beats r dashes nd some arent, either space the walkables out a bit more so it becomes a bit more clear they have to dash 00:35:594 (1) - is really tight + antiflow makes it weird u could make it into a vertical so its less punishing to play 00:49:365 (1,2,3,4,5,6,7,8) - would be cool if u split this into groups of 2 ( note 1 dash note 2 walk ) so u can emphasize the instruments as the blueticks dont sound as intense as the other ticks 00:57:726 (4,5,6) - space this out a bit more like u did in 00:53:545 (3,4,5) - for consistency 01:01:414 (2,3,4,5,6) - cute patern would maybe space the 4 out more to make it not just a stand still 01:02:152 (7,8,9,10,11,12,13,14) - same for here but the 11 pretty much for all these paterns through out the map since u decided to map 01:54:283 - u should probably map that section till 02:00:676 - General CTB diff mod 00:15:922 - till 00:27:725 - needs to be mapped less intense since sorta a calmer part of the song nd this is kinda what feels bit too difficult compared to the rest of the map for now i think it has way too many wiggles + anti flow wich is something u dont wanna do for a calmer section 00:04:857 - till 00:11:004 - changed spacings to not require a dash (it only did because i was told to buff, i didnt really think it fit having them in the first place tbh) 00:15:922 - till 00:27:725 - reworked a lot of distances to play a bit better/easier however i really enjoy the wiggles so they stay for now 00:35:594 (1) - is really only really tight when you are very lazy with your movement but moved the sliderhead in a gridspace 00:49:365 (1,2,3,4,5,6,7,8) - changing this pattern makes it feel weird, i'm completely ignoring the 1/1&1/2 sounds and only focusing on the more powerful 1/4 throughout it 00:57:726 (4,5,6) - and 00:53:545 (3,4,5) - have different intensities so i'm keeping as is because that would make it feel off 01:01:414 (2,3,4,5,6) - they CAN be stood however it's very very unclear that they can be and it's kinda precise so i'm not changing 01:02:152 (7,8,9,10,11,12,13,14) - ^ after 01:59:939 - there is pretty much no audio so it wouldnt make any sense to put a note there, if anything 01:58:955 (9,10,11,12,13) - would be removed however there is still audio + finishing the dying off curve i made i did add on two new inherited lines tho 114283,-100,4,1,1,50,0,0 118955,-100,4,1,1,25,0,0 |
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No kudosu yet. |
still think u should make 00:07:070 (3) - 00:08:791 (2) - 00:11:004 (3) - a bit closer i think since theyre hard to walk w the non stop movement kinda would be better if u DS the entire begin ngl would look cleaner nd plays a bit nicer should probably delete everything after 01:54:283 - as the std side non of them have it mapped after that stamp so i assume that would lead to missing hs aswell after that point i think the rest should be fine
Last edited by [Kagamine Rin]
1 year ago, edited 1 time in total.
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No kudosu yet. |
it's not though… before writing my mod i took into consideration that older versions might use another BASS library. b1122 and i still find 225 more correct than current offset
Last edited by kanocchi
1 year ago, edited 1 time in total.
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RING RING RING!
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No kudosu yet. |
gonna bubble it even my laptop still not fix yet :'(
"Respect my authoritah" |
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No kudosu yet. |
Taiko diff incoming by Willow
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No kudosu yet. |
gimme a bit lmao |
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fixed the hitsounds issue without nomination reset :thumbsup: ss farming
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| 35 posts | Jump | 1 2 3 |
