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Demetori - Plastic Mind ~ Alice in Underground [CatchTheBeat

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Topic Starter
JBHyperion
This beatmap was submitted using in-game submission on 08 November 2017 at 18:35:07

Artist: Demetori
Title: Plastic Mind ~ Alice in Underground
Source: 東方怪綺談 ~ Mystic Square
Tags: 東方Project 東方プロジェクト Touhou Kaikidan Bizarre Romantic Story PC-98 Stage 3 Boss theme アリス・マーガトロイド Margatroid Girl Death Forest Magic doll Makai BEGIERDE DES ZAUBERER Desire of the Magician Comiket 81 guitar metal
BPM: 260
Filesize: 10586kb
Play Time: 06:15
Difficulties Available:
  1. Phantom of the Grand Guignol (7.34 stars, 2035 notes)
Download: Demetori - Plastic Mind ~ Alice in Underground
Information: Scores/Beatmap Listing
---------------



He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee.


Frederich Nietzsche




3rd approved

- Benny-
- Deif

[WHAT'S THIS?]
Touhou - Metal Instrumental
Original Song: プラスチックマインド ~ Plastic Mind
東方怪綺談 ~ Mystic Square, Alice Margatroid's Stage 3 Boss Theme

4K mania set by puxtu - here

[CURRENT STATUS]
Phantom of the Grand Guignol - 100%

[CHANGELOG]
23/04/16 - Submitted map with Phantom of the Grand Guignol 100% complete including hitsounds, fixed metadata, IRC mod with snowball112
26/04/16 - Applied mod by koliron
27/04/16 - Hitsound update
09/05/16 - Applied mod by xi-False
15/05/16 - Did some self-modding improving stream shapes and making regular dash patterns more lenient
02/06/16 - Applied mod by Setomi
16/06/16 - Applied mod by Chara
26/07/16 - Applied mod by Razor Sharp
27/07/16 - Applied mod by rew0825
18/08/16 - Applied mod by Catch The Beat
15/11/16 - Changed to new HQ background
28/11/16 - Applied mod by Deif
06/01/17 - Applied mod by BoberOfDarkness
18/03/17 - Applied mod by Ponchiwi
10/05/17 - Applied recheck by Deif,
19/05/17 - Applied mod by Benny- ,
04/06/17 - Disqualified to fix metadata
03/10/17 - Revived from Eternal Slumber, fixed metadata, applied mod by - Magic Bomb -
09/10/17 - Applied check by Benny- +
08/11/17 - Applied check by Deif +

METADATA STUFF
◊ Title: プラスチックマインド ~ Alice in Underground
◊ Original title: プラスチックマインド (Plastic Mind)
◊ Source: 東方怪綺談 ~ Mystic Square.
◊ Circle: Demetori
◊ Album: BEGIERDE DES ZAUBERER (Desire of the Magician)
◊ Release Date: December 31, 2011 (Comiket 81)

SEXY MODDERS AND SUPPORTERS ;)
koliron - Mod + 20
snowball112 - IRC suggestions
- Magic Bomb - - 5 + Mod
ursa - 2
xi-False - Mod
Setomi - Mod
Chara - Mod
Razor Sharp - Mod
rew0825 - Mod
Catch The Beat - Mod
Deif - 3 Mods + +
BoberOfDarkness - Mod
Ponchiwi - Mod
Benny- - 3 Mods + +
Ascendance
ok

edit: post 800 nice
koliron
mod soontm
Bunnrei

koliron wrote:

mod soontm
20 stars what the fcuk
Topic Starter
JBHyperion

Chara wrote:

koliron wrote:

mod soontm
20 stars what the fcuk
koli pls D:
Riari
“Mapping is dead. Mapping remains dead. And we have killed it."
koliron
HYPEEE

General
  1. mh, well the bpm is 260, but almost all the map is in 1/2, i think this is easy to read even in ar 9.5, buuut ok we could consider that high ar fit correctly with hard maps i'd suggest to reduce the ar to 9.6 or 9.7, 9.8 is unnecessary imo
  2. i think the preview point could be better in 02:35:665 - , or if you want to keep it with the most intense section then 04:39:357 - would be nice too
  3. consider add "7" in tags because this song is of touhou 7 (and oyu already added "touhou"), btw "Alice" is not necessary because its in the title
  4. inherited points:
    02:34:280 - 02:34:742 - 02:50:088 - 02:57:473 - 04:39:012 - mmh these points seems unnecessary, has the same svm, sample and volume as the previous, maybe you forgot to change the sample of volume?

Phantom of the Grand Guignol

  • About distances and patterns:
  1. 00:09:473 (1,2,3) - this pattern feels weird, i think would be better without dash, or with an obvious dash, i mean.. for example
    then the jump is obvious, do not forget: in hiiigh bpms like this song, i think is recommendable to do noticeable jumps, players could doubt if is necessary in patterns like this one
  2. 00:18:935 (2) - is a minor change, but this slider seems like you need use the dash but you could miss the 2nd note if you jump, so i think would be better 100% horizontal
  3. 00:21:473 (4,5,6,7) - mh in my opinion you oculd improve this pattern, the dash are to 00:21:473 - 00:21:704 - 00:21:820 - 00:22:050 - , is not hard, but is uncomfortable v.v
  4. 00:22:397 (1,2,3,4) - i get your idea here, is because the sounds are increacing right? then probably would be easier to notice this if you 00:22:166 (8) - change this slider, because... with this seems like a pattern with random directions, maybe with ctrl+g (and to the left, to not miss the hyper) the next pattern seems better
  5. 00:23:320 (1,2) - also, to not break ^ this beautiful pattern, i'd like to see 00:23:550 (2) - like (1), or if you want to follow the strong drum there, more horizontal is a good way too
  6. 00:23:781 (3,4,5,6,7,8) - c.c i think you could do a better stream, the current is a bit unaesthetic, here is an example
  7. 00:27:358 (6,7,8,1) - really hard pattern! x.x antiflow with double hyper is just so evil xD i'd suggest 00:27:358 (6) - ctrl+g and to the left, also maybe 00:27:935 (1) - more vertical, its just a lot of antiflow here x_x
  8. 00:28:166 (2,3) - if you want to keep the direction of these sldiers, would be better even more vertical, another option is just do them 100% horizontal, i mean, the current position is like a walk, walk with antiflow seems AND feels weird when you play it (specially with high bpms aaa)
  9. 00:30:012 (2,3,4,5,6,7) - nice idea, buuut the distances in the second pattern are hard to catch, at least after a hyper, mh probably if you reduce a bit the distances in 00:30:012 (2,3,4) - and in 00:30:358 (5,6,7) - a bit (like 20 grids, would be more than enough) would be easier (still a hard pattern with that, but obviously, following the music this patterns deserves hard movements!)
  10. 00:42:935 (4,5,6) - mmh well to me the jumps feels weird with the music xD would be better with 3 and 3
  11. 00:44:204 (15,16,17,1) - well i understand than fit with the song but aaaa D: so hard and sudden! i'd suggest to reduce the distance or make them in a row, like this
  12. 00:45:935 (7,8) - aaa 00:46:166 (8) - in x 356 as (7) plays better imo, the current distance FEELS like a pixel jump (with "feels" i mean, no is not, but when you are playing, all distances are harder than when you test it x.x individually the distance is not hard i guess xD)
  13. 00:46:397 (1,2) - you need stop the movement here, so would be easier to miss the tail of (1) or the head of (2), maybe more close?
  14. 00:49:627 (3,4) - a hyper here feel good imo
  15. 00:51:934 (1,2,3,4) - to notice that these sounds are increacing, something like this looks much better
  16. 00:52:396 (1,2,3) - i'd like to see same distances here, the current is a dash but is not so obvious, with 00:52:742 (2) - a bit to the left would be beter imo, same in 00:59:780 (1,2,3) -
  17. 00:54:588 (2,3) - aaa hard jump x.x maybe reduce a bit?
  18. 01:03:473 (1,2,3) - nice pattern, but maybe a bit more close? consider that you need stop in every slider, this could help the players to not miss here
  19. 01:14:203 (7,8) - i think would be better to replace this with circle - slider, because there are 2 strong sounds in 01:14:319 - which i think would be nice to emphasize
  20. 01:17:780 (7,8) - maybe without hyper? (8) is soo low
  21. 01:25:626 (1,2,3) - this pattern would be fine if is a platter, or maybe a rain, but here you need walk/dont move in (1), in (3) dash and in (2) probably is walk but hard to know XnX i'd suggest do all of these like (1) or like (3)
  22. 01:45:357 (6,7) - i'd suggest to reduce this distance? probably same distances feels much better, currently (7) is not pixel but still a hard jump
  23. 01:49:857 (2,3,4,5,6,7) - well i'd suggest the same suggestion as 00:30:012 (2,3,4,5,6,7) - , but here the difference between these distances is not noticeable imo, maybe you could make 01:49:857 (2,3,4) - as a walk/dash and then 01:50:203 (5,6,7) - dash/hard dash
  24. 01:50:780 (2,3,4,5,6,1) - i understand what you tried here, but if you test it, is not possible to notice the increacing of the distances, that is because there is a hyper in 01:50:780 (2) - , so the hyper to (3) is stronger than to (4), and because 01:51:242 (5,6,1) - are the same distance, here is an example which would be more aesthetic
  25. 01:51:473 (1,2,3) - 01:53:319 (1,2,3) - 02:08:088 (1,2,3) - 02:13:626 (1,2,3) - 02:15:473 (1,2,3) - 02:32:088 (1,2,3) - 02:35:780 (1,2,3) - same as above, same distances plays better, there is already a dash to (2), so make different distancesi n a row of dash is weird to me
  26. im dumb i know buuut why not 02:03:011 (3) - ctrl+g? looks better :v
  27. 02:03:242 (4,5,6,7) - aaa hard dash pattern x.x maybe reduce distances? for example with 6 bit to the right
  28. 02:12:473 (4,5,6) - aaa hard dash too D: why not 02:12:703 (5,6) - a bit to the left?
  29. 02:18:011 (4,5,6,7) - i htink reducing the distance a bit to (5) and a hyper to (6) would be nice, that sound is totally noticeable in game so i think should be emphasized
  30. 02:19:396 (4,8) - some grids to the left(? because you need stop in 02:19:165 (1,2,3,5,6,7) - , so this could prevent dumb misses
  31. 02:28:396 (1,2,3,4,5,6) - 02:29:319 (1,2,3,4,5,6) - mh ok are interesting streams but still a bit hard because after the hyper, probably you will miss 02:28:473 (2,2) - , would be better if oyu reduce these distances, ooor make something like this:
  32. 02:39:819 (2,3) - hard jump! x.x you tried to add a hyper here? because the sound in (3) could be
  33. 02:43:165 (1,2,3) -02:44:088 (5,6,7) - same as above, i think would be better with same distances, or anyway a bit less to the third note, those jumps are uncomfortable after the previous jump
  34. 02:51:819 (6,7) - why suddenly so short distance? ono, specially in the middle of a kiai, i think plays awkward
  35. 02:57:242 (5,6) - just for aesthetic, x95 looks better, similar in 04:01:857 (6,7) - with x194 if you like it :3 also would be easier to read
  36. 03:01:050 (5,6) - hard distance again x__x map in 260 is so hard! D: you should consider that all patterns need less distance than other overdoses which you did like go4it, this is an usual problem xD for example i remember when i mapped a 210 bpm song, and then a 170, the dash of 170 were almost all walkables lol is hard to get used to the bpm x_x with the next time, i suggest you to test the first idstances, many times, to find the best distance of hyper and dash
  37. 03:07:165 to 03:10:857 - wooow this seciton is so intense! but the hypers are the same as before ): why not more distance? i think increace this hypers is good way to notice the intensity of this section
  38. 03:26:242 (9,10,11,12) - why not same distances(? hard paterns like this deserves be easy to read
  39. 03:26:550 (1,2) - aaa x1.5 so evil! XD i'd suggest finish these sliders in 1/6 (fit correctly ith the guitar, and looks like you tried to follow it, instead of the drum), the the hyper is still hard but feels better
  40. 03:54:242 (5,6,7,8) - aaa hard jump lkfdjs why not 03:54:357 (6,8) - some grids to the left?
  41. 03:58:857 (1,2) - i really like curves like these in sliders, buut is like you need walk here, i'd like to see curves with dash, these sliders fit with the intense guitar here, so i think would be nice
  42. 04:01:165 (3,4,5) - is a weird movement imo mh maybe would be better with 04:01:396 (4) - ctrl+g and a bit to the left
  43. 04:24:242 (4,5) - aaa hard jump again x_x you are probably bored of this suggestion ;w;
  44. 04:33:242 (4,5,6,7) - huhh is not hard but would be interesting with 04:33:473 (5,6,7) - ctrl+g and like x 460~ or something like that, thats a movement which you didnt use
  45. 04:46:165 (5,6) - 04:46:626 (8,9) - hyperion the new evil mapper confirmed ;A; please reduce this, consider that only needs 14 grids to be a pixel jump, is thats so close xD i'd suggest at leeast 10 grid less
  46. 04:50:896 (2) - ctrl+g (? and maybe more distance, dont forget that this is kiai c.c more distance is allowed aaa
  47. 04:53:780 (5,6,7,8) - e.e the current movement is dash-walk-dash mmh, here is some examples of good patterns which fit correctly with the song and feels better, to me:
  48. 05:00:934 (5,6) - 05:01:396 (8,9) - 05:04:165 (3,4) - 05:05:088 (7,8) - as 4:46
  49. 05:09:011 - since here, you used 1.75 of svm, thats fine, but consider that some distances like 05:11:550 (4) - are so hard, dont forget that in 226+ bpm, 1/2 sliders dont have seeds, so seems like 2 circles, i'd suggest do these sliders a bit less horizontal, here some examples: 05:13:396 (6) - 05:15:242 (3) - 05:17:088 (4) - 05:17:780 (7,8) - 05:18:934 (3) - 05:20:780 (3) - ~wait! this one is 2.00
  50. 05:44:550 (4,5,6,7) - aaa if you want to keep a pattern like this please 05:44:896 (7) - in the same position as (5) to be easier to read ;w;
  51. 05:45:473 (3,4,5,6) - i thi would be better with ctrl+g ctrl+h, because these sounds are decreacing, not increacing (and the drum is exactly the same c.c)
  52. 05:52:165 (11,12,1,2,3,4,5,6,7,8,9,10,11,12) - well usuallyi dont like to suggest big changes, but this pattern is basically impossible ;__; first because 05:52:165 (11,12,1,2) - this is double antiflow with hyper, and then the rhythm changes 1/4 to 1/6, is really uncomfortable, with 05:52:396 (1,2,3,4,5,6,7,8,9,10,11,12) - ctrl+h would be much better, but still this pattern is weird because, ok i understand that you followed the decreacing of the guitar and drum here, but this patterns are not acceptable in 1/4 or 1/3 imo, make all of them like 05:52:857 (7,8,9) - would be better, if you still want to follow this sounds, here is an example:
  53. 05:59:088 (2,3,4) - maybe reduce these distances a bit too? is still hard, at least some grids x_x
  54. 06:00:703 - in this section, well feels like should have STROONG distances, since 06:04:396 - even more distance and hard patterns fits better, since 06:08:088 - here.. wow i'd add the distances which you used in 04:46:165 (5,6) - , here fits correctly, is the best moment to add such distances combined with hard patterns and distances... since 06:11:780 - here... just
    and for 06:13:626 - this section, here is an example, i think feels good :^)
    hahah everything of this last suggestion was a joke, srsly that was funny TO ME
    anyway increace the difficulty in distances and patterns would be nice


    About notes:
  55. 00:11:666 - mmmh, well the sound in 00:11:550 - finish here, maybe, but the rhythm is pretty obvious in this section, to be consistent with 00:03:935 (1,2,3) - 00:05:781 (1,2) - 00:07:627 (1,2,3) - , i think would be better remove this note
  56. 00:37:454 (4,8) - even in 25%, i cant notice sounds here, feels like overmap
  57. 00:42:762 (2) - 05:57:069 (2) - huh yeah these notes would be nice here, but feels like overmap too
  58. 00:50:089 (5) - why no notes here? ono they are 1/3 too
  59. 01:21:473 (5,6,7,8,9,10,11,12) - ): i cant hear sounds in 1/4 x.x if you want to add another note, could be in 01:21:444 - (yeah its 1/8, the typical rhythm changes of the guitar in demetori)
  60. 02:05:780 (8,9,10) - humm, im not sure about this, i can hear some sounds there but idk if this fit lol why not just 1/1 and 1/2? that fit correctly with the drum
  61. 02:28:934 (8,9) - 02:29:626 (5,6) - 02:29:626 (5,6) - 02:30:088 (5,6) - 02:30:780 (8,9) - i cant listen sounds here ;__; so sad if you need change this patterns
  62. 04:29:780 (3,4,5,6,7,8,9,10) - o.o maybe you did this following the sounds in 04:30:242 - ? until there, there is sound in like every 1/4 lol but here i think no, if you want to make a stream like this, would be better in 04:30:242 (1,2,3,4,5,6) -
  63. 05:08:319 (2,3,4,5) - is 1/6 until 1/2 i think
  64. 05:29:319 - i'd suggest to reduce the volume, ok there are sounds in 1/4 but until 05:30:011 - is just imposibble to listen in game, at least with the hitsounds
  65. 05:51:761 (4,8) - huh idk here these sounds are weird, but still feels like overmap, following the drum, i think would be like 05:52:165 (11,12,1) -
  66. 05:59:780 (1,2,3,4,5,6) - this is 1/4 Ono maybe you suppsed that this is 1/3 becasue there is not a sound in 05:59:953 - but in 06:00:011 - you can hear clearly 4 sounds until 06:00:184 -

    About hitsounds:
  67. 00:15:127 (3) - i think a clap fit good here, following the drum
  68. 00:24:012 (6) - maybe a finish here? as you did in 00:23:781 (3) - feels better following the guitar imo
  69. 00:45:704 (4) - finish here too? in combination with 00:45:473 (1) - feels good, also because could help the hyper to this note
  70. 01:21:473 (5) - a finish here feels weird imo, why not clap? maybe clap in 01:21:703 (9) - too
  71. 02:20:088 (1) - mh i think this note would be better without clap, following the next stream, shouldn't be here, here the drum is as 02:20:165 (2,3,4,5,6) -
  72. 04:39:011 (5,7) - in my opinion sounds better with clap in these notes, following the guitar
  73. 06:13:626 - considering the strong sounds of this section, i think you could add more finish, in 06:14:319 - 06:15:126 - fit good and sounds better, is a good way to notince the intensity of this section
    lmao sorry if there are not very few suggestion about this, im a bit exhausted XD

    About ncs:
    well, to me all ncs fit good, just i will suggest about the combo with 16+, thats just a lot of fruits in the ryuuta! >...<! (ok there are a lot of 14-16 c.c)
  74. 00:42:704 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 here kfjdshjkd maybe in nc 00:43:627 (7) - ?
  75. 01:20:088 (1,2,3,4,5,6,7,8,9,10,11) - 18 x.x +nc in 01:21:473 (5) - feels good to me
  76. 01:27:473 (1,2,3,4,5,6,7,8) - 18, please consider that with hypers, have a lot of fruitsi n the ryuuta could be really hard
  77. 04:00:703 (1,2,3,4,5,6,7,8,9) - wow nice gap, here is x18, maybe you could reaplce 04:01:626 (5) - this slider and add 2 notes to have a nc in 04:01:742 - , fit good following the drum
  78. 05:37:626 (1,3) - here is the only place which i think you could change the nc, in (3) fits better imo
  79. 05:57:011 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 ayy, ok would be 16 if you accepted my suggestion about 05:57:069 - this note

well maybe some hypers dont fit correctly with the song, but i didnt suggest them because wow, i dont want to make this mod even longer hahah
ok, good luck! \:D/
Topic Starter
JBHyperion

koliron wrote:

im trying to suggest all things i can find, hahah dont hate me ): if you dont want a long mod, feel free to say it and i will do a normal mod for the rest of the map
long mods are fine with me - as long as they're helpful xD

The fact that you're modding so soon is already more than I could have asked for, feel free to give whatever kind of mod you like and I'll happily go through it all.
Yumeno Himiko
BPM = 260 :O

It reminds me of some dragonforce maps
Topic Starter
JBHyperion
Le epic textwall of texty goodness

koliron wrote:

HYPEEE HYPEEE

General
  1. mh, well the bpm is 260, but almost all the map is in 1/2, i think this is easy to read even in ar 9.5, buuut ok we could consider that high ar fit correctly with hard maps i'd suggest to reduce the ar to 9.6 or 9.7, 9.8 is unnecessary imo Whilst I was mapping I did all my testing at 9.6 and it played fine, but several testplayers asked for it to be higher. I'll consider this with future mods - also changed HP to 5 as discussed in Discord chat
  2. i think the preview point could be better in 02:35:665 - , or if you want to keep it with the most intense section then 04:39:357 - would be nice too I'd prefer to keep the current preview point, since I can get both kiai parts (the 05:31:165 - section is my favourite part of the song) and am still at the most intense part
  3. consider add "7" in tags because this song is of touhou 7 (and oyu already added "touhou"), btw "Alice" is not necessary because its in the title Added and removed, respectively
  4. inherited points:
    02:34:280 - 02:34:742 - 02:50:088 - 02:57:473 - 04:39:012 - mmh these points seems unnecessary, has the same svm, sample and volume as the previous, maybe you forgot to change the sample of volume? I think I had a different sampleset here at some point to layer the drum sounds, but I moved some sounds around so they aren't necessary now - removed all

Phantom of the Grand Guignol

  • About distances and patterns:
  1. 00:09:473 (1,2,3) - this pattern feels weird, i think would be better without dash, or with an obvious dash, i mean.. for example
    [box=something like this]
then the jump is obvious, do not forget: in hiiigh bpms like this song, i think is recommendable to do noticeable jumps, players could doubt if is necessary in patterns like this one Removed to also give more emphasis to 00:09:935 (4)00:18:935 (2) - is a minor change, but this slider seems like you need use the dash but you could miss the 2nd note if you jump, so i think would be better 100% horizontal Done, also moved 00:19:281 (3) right slightly to keep the distance differentiation00:21:473 (4,5,6,7) - mh in my opinion you oculd improve this pattern, the dash are to 00:21:473 - 00:21:704 - 00:21:820 - 00:22:050 - , is not hard, but is uncomfortable v.v Moved the notes in each pair closer and put a slightly larger spacing between the pairs to clearly indicate dash. I prefer to keep the sweeping pattern you suggested for the most intense parts, like I used at 00:30:012 (2,3,4,5,6,7)
00:22:397 (1,2,3,4) - i get your idea here, is because the sounds are increacing right? then probably would be easier to notice this if you 00:22:166 (8) - change this slider, because... with this seems like a pattern with random directions, maybe with ctrl+g (and to the left, to not miss the hyper) the next pattern seems better Done to give more structure to the following sliderjumps, moved 00:22:050 (7) to the left and flipped 00:22:166 (8)00:23:320 (1,2) - also, to not break ^ this beautiful pattern, i'd like to see 00:23:550 (2) - like (1), or if you want to follow the strong drum there, more horizontal is a good way too Made symmetrical, drum sounds are equally intense here00:23:781 (3,4,5,6,7,8) - c.c i think you could do a better stream, the current is a bit unaesthetic, here is an example I actually really like the current pattern, the S shape fits the changing pitch of the guitar patter very well and it provides a nice contrast with a lot of my other streams which are more simple curves
00:27:358 (6,7,8,1) - really hard pattern! x.x antiflow with double hyper is just so evil xD i'd suggest 00:27:358 (6) - ctrl+g and to the left, also maybe 00:27:935 (1) - more vertical, its just a lot of antiflow here x_x Wasn't intending to include hyperwalks but meh, I'll see how people react to it00:28:166 (2,3) - if you want to keep the direction of these sldiers, would be better even more vertical, another option is just do them 100% horizontal, i mean, the current position is like a walk, walk with antiflow seems AND feels weird when you play it (specially with high bpms aaa) I feel if I make these more horizontal, the map has no variety because everything requires dash. I'll see what others think about these, I actually don't find them too bad00:30:012 (2,3,4,5,6,7) - nice idea, buuut the distances in the second pattern are hard to catch, at least after a hyper, mh probably if you reduce a bit the distances in 00:30:012 (2,3,4) - and in 00:30:358 (5,6,7) - a bit (like 20 grids, would be more than enough) would be easier (still a hard pattern with that, but obviously, following the music this patterns deserves hard movements!) Reduced this considerably, and also reduced 00:31:166 (3,4,5,6) to regular dashes with another suggestion00:42:935 (4,5,6) - mmh well to me the jumps feels weird with the music xD would be better with 3 and 3 Your suggested pattern is pretty much an exact copy of what I do immediately after this xD I think this amount of variety for following the drum instead of guitar is fine, but will see what others suggest
00:44:204 (15,16,17,1) - well i understand than fit with the song but aaaa D: so hard and sudden! i'd suggest to reduce the distance or make them in a row, like this Reduced the hyper strength on 00:44:320 (13,14,1) - I want to avoid a walking pattern here to emphasize the end of the kiai, also NC'd 00:43:627 (7) as this was at 17 fruits anyway
00:45:935 (7,8) - aaa 00:46:166 (8) - in x 356 as (7) plays better imo, the current distance FEELS like a pixel jump (with "feels" i mean, no is not, but when you are playing, all distances are harder than when you test it x.x individually the distance is not hard i guess xD) Fair enough, reduced distance slightly00:46:397 (1,2) - you need stop the movement here, so would be easier to miss the tail of (1) or the head of (2), maybe more close? Sure, reduced a few of these distances slightly for the lower intensity in this section00:49:627 (3,4) - a hyper here feel good imo Gave it a try, adds a nice buildup feel to this section00:51:934 (1,2,3,4) - to notice that these sounds are increacing, something like this looks much better Done
00:52:396 (1,2,3) - i'd like to see same distances here, the current is a dash but is not so obvious, with 00:52:742 (2) - a bit to the left would be beter imo, same in 00:59:780 (1,2,3) - 00:52:396 (1,2) - is not intended to be a dash and can be caught easily by walking00:54:588 (2,3) - aaa hard jump x.x maybe reduce a bit? I don't find this direction change too difficult, but fair enough01:03:473 (1,2,3) - nice pattern, but maybe a bit more close? consider that you need stop in every slider, this could help the players to not miss here Reduced to 1.8x01:14:203 (7,8) - i think would be better to replace this with circle - slider, because there are 2 strong sounds in 01:14:319 - which i think would be nice to emphasize Would do if I hadn't already done it at 01:12:357 (7,8) - I prefer a little variety in the rhythm to highligh this double hyper01:17:780 (7,8) - maybe without hyper? (8) is soo low Yeah, Ctrl+G'd 01:18:011 (8)01:25:626 (1,2,3) - this pattern would be fine if is a platter, or maybe a rain, but here you need walk/dont move in (1), in (3) dash and in (2) probably is walk but hard to know XnX i'd suggest do all of these like (1) or like (3) Fine, made them all horizontal but added SV increases to successive sliders because I'm a meanie01:45:357 (6,7) - i'd suggest to reduce this distance? probably same distances feels much better, currently (7) is not pixel but still a hard jump Forgot I had increased SV here, so this jump is bigger than DS value shows - fixed01:49:857 (2,3,4,5,6,7) - well i'd suggest the same suggestion as 00:30:012 (2,3,4,5,6,7) - , but here the difference between these distances is not noticeable imo, maybe you could make 01:49:857 (2,3,4) - as a walk/dash and then 01:50:203 (5,6,7) - dash/hard dash Reduced spacings a bit, though not quite as much as before to give a buildup effect in successive kiais01:50:780 (2,3,4,5,6,1) - i understand what you tried here, but if you test it, is not possible to notice the increacing of the distances, that is because there is a hyper in 01:50:780 (2) - , so the hyper to (3) is stronger than to (4), and because 01:51:242 (5,6,1) - are the same distance, here is an example which would be more aesthetic These hdash strengths look pure evil, I love it >:]
01:51:473 (1,2,3) - 01:53:319 (1,2,3) - 02:08:088 (1,2,3) - 02:13:626 (1,2,3) - 02:15:473 (1,2,3) - 02:32:088 (1,2,3) - 02:35:780 (1,2,3) - same as above, same distances plays better, there is already a dash to (2), so make different distancesi n a row of dash is weird to me As discussed before, I'm happy with the current spacing, making everything even would draw emphasis away from those drum sounds and (2) is walkable in any caseim dumb i know buuut why not 02:03:011 (3) - ctrl+g? looks better :v I am the dumb one :v - fixed02:03:242 (4,5,6,7) - aaa hard dash pattern x.x maybe reduce distances? for example with 6 bit to the right Sure thing02:12:473 (4,5,6) - aaa hard dash too D: why not 02:12:703 (5,6) - a bit to the left? Moved (5) to the left, want to avoid too strong a hyper to 02:12:934 (7) - (which I removed an odd sliderbody whistle from)02:18:011 (4,5,6,7) - i htink reducing the distance a bit to (5) and a hyper to (6) would be nice, that sound is totally noticeable in game so i think should be emphasized Sorry, I only want to hyper to the strong drum sounds here, they're far more prominent than anything else and adding more hypers would reduce their emphasis. Besides, this is a calmer section, so a simpler 1/2 "stream" is very fitting I think02:19:396 (4,8) - some grids to the left(? because you need stop in 02:19:165 (1,2,3,5,6,7) - , so this could prevent dumb misses Yeah, reduced distance to both of these slightly02:28:396 (1,2,3,4,5,6) - 02:29:319 (1,2,3,4,5,6) - mh ok are interesting streams but still a bit hard because after the hyper, probably you will miss 02:28:473 (2,2) - , would be better if oyu reduce these distances, ooor make something like this: Decided to combine the two, streams now decrease in spacing with successive notes, giving an "L" shape that is more comfortable to flow into
02:39:819 (2,3) - hard jump! x.x you tried to add a hyper here? because the sound in (3) could be Wasn't intending to, but adding a hyper is the easiest option here and it does fit, so sure we'll give it a go02:43:165 (1,2,3) -02:44:088 (5,6,7) - same as above, i think would be better with same distances, or anyway a bit less to the third note, those jumps are uncomfortable after the previous jump As before, no change besides consistency with ^02:51:819 (6,7) - why suddenly so short distance? ono, specially in the middle of a kiai, i think plays awkward Ew what the heck is this doing here, must be a mistake on my part... Fixed02:57:242 (5,6) - just for aesthetic, x95 looks better, similar in 04:01:857 (6,7) - with x194 if you like it :3 also would be easier to read Are you sure you mean x95? This is a huge change in hyper strength and plays very awkwardly. Kept as it is for now, though I did remove the hyper between 02:57:357 (6,7)03:01:050 (5,6) - hard distance again x__x map in 260 is so hard! D: you should consider that all patterns need less distance than other overdoses which you did like go4it, this is an usual problem xD for example i remember when i mapped a 210 bpm song, and then a 170, the dash of 170 were almost all walkables lol is hard to get used to the bpm x_x with the next time, i suggest you to test the first idstances, many times, to find the best distance of hyper and dash Please, I did do this and I do it on every single map I make. To be honest, I didn't find this distance that difficult, it's used consistently throughout the kiai, but I ended up changing it anyway for consistency with a previous suggestion03:07:165 to 03:10:857 - wooow this seciton is so intense! but the hypers are the same as before ): why not more distance? i think increace this hypers is good way to notice the intensity of this section Sure, amped up some distances here to make it feel more intense03:26:242 (9,10,11,12) - why not same distances(? hard paterns like this deserves be easy to read This looked weird anyway, fixed03:26:550 (1,2) - aaa x1.5 so evil! XD i'd suggest finish these sliders in 1/6 (fit correctly ith the guitar, and looks like you tried to follow it, instead of the drum), the the hyper is still hard but feels better You mean 1/3? Guitar snap is kinda ambiguous there but I think it's justifiable. Does play much more smoothly so ended them at 03:26:703 and 03:26:93403:54:242 (5,6,7,8) - aaa hard jump lkfdjs why not 03:54:357 (6,8) - some grids to the left? Moved (7) right slightly as well, this should be much more comfortable now03:58:857 (1,2) - i really like curves like these in sliders, buut is like you need walk here, i'd like to see curves with dash, these sliders fit with the intense guitar here, so i think would be nice Hmm, I went with a little more movement, but I don't want it to be too extreme. See if it's enough for you xd04:01:165 (3,4,5) - is a weird movement imo mh maybe would be better with 04:01:396 (4) - ctrl+g and a bit to the left Gave it a try04:24:242 (4,5) - aaa hard jump again x_x you are probably bored of this suggestion ;w; "Hard jump" is a problem, not a suggestion xD I made them a weaker dash instead,don't really feel a hyper fits here04:33:242 (4,5,6,7) - huhh is not hard but would be interesting with 04:33:473 (5,6,7) - ctrl+g and like x 460~ or something like that, thats a movement which you didnt use Sorry, this antiflow plays super awkwardly for me since you have to 1/3 hyper into immediate horizontal direction change. I didn't use this little zig-zag before either so I feel there's good variety here04:46:165 (5,6) - 04:46:626 (8,9) - hyperion the new evil mapper confirmed ;A; please reduce this, consider that only needs 14 grids to be a pixel jump, is thats so close xD i'd suggest at leeast 10 grid less Dropped both to 2.5x hyper and 1.3x normal jump (down from 2.7/1.4)04:50:896 (2) - ctrl+g (? and maybe more distance, dont forget that this is kiai c.c more distance is allowed aaa done aaa04:53:780 (5,6,7,8) - e.e the current movement is dash-walk-dash mmh, here is some examples of good patterns which fit correctly with the song and feels better, to me: I could just move (6,8) right a bit no? Sloping slider streams like Example (1) feel clunky to me and I'd rather just do a normal stream in that situiation, but that would be too boring here. Example (2) is more fitting for me, but due to the increased angle I still find it more awkward that what I have currently I'm afraid
05:00:934 (5,6) - 05:01:396 (8,9) - 05:04:165 (3,4) - 05:05:088 (7,8) - as 4:46 First two pairs nerfed as 4:46, second two pairs nerfed further as intensity is decreasing here (2.0/1.1x)05:09:011 - since here, you used 1.75 of svm, thats fine, but consider that some distances like 05:11:550 (4) - are so hard, dont forget that in 226+ bpm, 1/2 sliders dont have seeds, so seems like 2 circles, i'd suggest do these sliders a bit less horizontal, here some examples: 05:13:396 (6) - 05:15:242 (3) - 05:17:088 (4) - 05:17:780 (7,8) - 05:18:934 (3) - 05:20:780 (3) - ~wait! this one is 2.00 Changed all except 05:18:934 (3) -and 05:20:780 (3) - the solo climax really demands the spacing here05:44:550 (4,5,6,7) - aaa if you want to keep a pattern like this please 05:44:896 (7) - in the same position as (5) to be easier to read ;w; Done, also reduced 05:44:319 (2,3,4) spacing slightly as I did at the start05:45:473 (3,4,5,6) - i thi would be better with ctrl+g ctrl+h, because these sounds are decreacing, not increacing (and the drum is exactly the same c.c) Good point, done05:52:165 (11,12,1,2,3,4,5,6,7,8,9,10,11,12) - well usuallyi dont like to suggest big changes, but this pattern is basically impossible ;__; first because 05:52:165 (11,12,1,2) - this is double antiflow with hyper, and then the rhythm changes 1/4 to 1/6, is really uncomfortable, with 05:52:396 (1,2,3,4,5,6,7,8,9,10,11,12) - ctrl+h would be much better, but still this pattern is weird because, ok i understand that you followed the decreacing of the guitar and drum here, but this patterns are not acceptable in 1/4 or 1/3 imo, make all of them like 05:52:857 (7,8,9) - would be better, if you still want to follow this sounds, here is an example: Ctrl+H'd, changed (7-12) into shorter repeat sliders, kept (1,6) as circles but reduced spacing between objects and hyper strength between triplets and made it a little less impossible in general (^:
05:59:088 (2,3,4) - maybe reduce these distances a bit too? is still hard, at least some grids x_x Made it the same as the previous iteration, with marginal increase in spacing06:00:703 - in this section, well feels like should have STROONG distances, since 06:04:396 - even more distance and hard patterns fits better, since 06:08:088 - here.. wow i'd add the distances which you used in 04:46:165 (5,6) - , here fits correctly, is the best moment to add such distances combined with hard patterns and distances... since 06:11:780 - here... just
and for 06:13:626 - this section, here is an example, i think feels good :^)
hahah everything of this last suggestion was a joke, srsly that was funny TO ME
anyway increace the difficulty in distances and patterns would be nice
Added missing hyper at 06:06:473 (2,3) - buffed spacings slightly after 06:08:088 (1) and significantly after 06:11:780 (1) - escalation in spacing and intensity should be much better now to fit the climax

About notes:00:11:666 - mmmh, well the sound in 00:11:550 - finish here, maybe, but the rhythm is pretty obvious in this section, to be consistent with 00:03:935 (1,2,3) - 00:05:781 (1,2) - 00:07:627 (1,2,3) - , i think would be better remove this note Keeping for the held guitar sound and to provide ample buildup to the intensity00:37:454 (4,8) - even in 25%, i cant notice sounds here, feels like overmap I feel it's justified, the kick burst is very fitting here as a continuous pattern and I'd be left with awkward single + triplet hyper patterns here if I removed them00:42:762 (2) - 05:57:069 (2) - huh yeah these notes would be nice here, but feels like overmap too Cymbal crash + reverb of the kick drum sound, provided for variety in the kiai climax00:50:089 (5) - why no notes here? ono they are 1/3 too Originally to give more emphasis to the cymbal on (5) but when used only once like this it feels inconsistent - made into two 1/3 triples01:21:473 (5,6,7,8,9,10,11,12) - ): i cant hear sounds in 1/4 x.x if you want to add another note, could be in 01:21:444 - (yeah its 1/8, the typical rhythm changes of the guitar in demetori) First half is to accent the ghosted pull off of the guitar note, second half is an attempt to mirror this with the drum. It doesn't work as well as with the guitar but it sounds better than 1/4 + 1/2 to me02:05:780 (8,9,10) - humm, im not sure about this, i can hear some sounds there but idk if this fit lol why not just 1/1 and 1/2? that fit correctly with the drum I assumeda direct mirror of 02:05:319 (4,5,6,7) but there is only 1/2 here, replaced triplet with a 1/2 slider02:28:934 (8,9) - 02:29:626 (5,6) - 02:29:626 (5,6) - 02:30:088 (5,6) - 02:30:780 (8,9) - i cant listen sounds here ;__; so sad if you need change this patterns There's a faint but noticeable guitar reverb sound on these, and as you say it would suck to have to change this. Taking notes out would add emphasis to 02:29:088 (10) etc. that is really undersrved, creating odd rhythms. I feel a simpler constant 1/3 pattern is the most logical here04:29:780 (3,4,5,6,7,8,9,10) - o.o maybe you did this following the sounds in 04:30:242 - ? until there, there is sound in like every 1/4 lol but here i think no, if you want to make a stream like this, would be better in 04:30:242 (1,2,3,4,5,6) - Stream there would lead me back into a guitar part in the middle of a combo which would be a very odd rhythm change. Reverb effects again here, more noticeable than before, and the NC serves to distinguish the rhythm change very easily05:08:319 (2,3,4,5) - is 1/6 until 1/2 i think This is all 1/4 drum, though 05:08:492 (5) is exceptionally weak. Skipping this wouldn't be the worst since I could put a more readable dash to 05:08:550 (6) so I'll give it a go05:29:319 - i'd suggest to reduce the volume, ok there are sounds in 1/4 but until 05:30:011 - is just imposibble to listen in game, at least with the hitsounds Tried 30% for the guitar stream bit05:51:761 (4,8) - huh idk here these sounds are weird, but still feels like overmap, following the drum, i think would be like 05:52:165 (11,12,1) - Similar circle + triplet pattern as before - if I have to change that I'll do the same here too but I prefer the constant 1/4 rhythm for following the flow here05:59:780 (1,2,3,4,5,6) - this is 1/4 Ono maybe you suppsed that this is 1/3 becasue there is not a sound in 05:59:953 - but in 06:00:011 - you can hear clearly 4 sounds until 06:00:184 - ohoho good ears, changed to 1/4 with identical patterning

About hitsounds:00:15:127 (3) - i think a clap fit good here, following the drum Done00:24:012 (6) - maybe a finish here? as you did in 00:23:781 (3) - feels better following the guitar imo Used DC:3 whistle instead so it doesn't overlap other hitsounds so much00:45:704 (4) - finish here too? in combination with 00:45:473 (1) - feels good, also because could help the hyper to this note Same as above01:21:473 (5) - a finish here feels weird imo, why not clap? maybe clap in 01:21:703 (9) - too DC:3 finish for the open snare sound is a great burst of energy to begin the roll imo. As for the rest, I don't feel anything is that prominent to require a clap, whistle kick feels more fitting to me02:20:088 (1) - mh i think this note would be better without clap, following the next stream, shouldn't be here, here the drum is as 02:20:165 (2,3,4,5,6) - Removed, kept as just whistle kick 04:39:011 (5,7) - in my opinion sounds better with clap in these notes, following the guitar Sure, I'm building spacing anyway so these louder claps fit really well06:13:626 - considering the strong sounds of this section, i think you could add more finish, in 06:14:319 - 06:15:126 - fit good and sounds better, is a good way to notince the intensity of this section Prefer not to overload with finish here, clap is still a powerful sound and can provide emphasis in it's own right. Volume is enough to draw out the extra intensity here imo
lmao sorry if there are not very few suggestion about this, im a bit exhausted XD

About ncs:
well, to me all ncs fit good, just i will suggest about the combo with 16+, thats just a lot of fruits in the ryuuta! >...<! (ok there are a lot of 14-16 c.c)00:42:704 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 here kfjdshjkd maybe in nc 00:43:627 (7) - ? Dobne with a previous suggestion01:20:088 (1,2,3,4,5,6,7,8,9,10,11) - 18 x.x +nc in 01:21:473 (5) - feels good to me Done01:27:473 (1,2,3,4,5,6,7,8) - 18, please consider that with hypers, have a lot of fruitsi n the ryuuta could be really hard Added NC to 01:28:857 (7) for the strongest jumps and 1/3 rhythm switch04:00:703 (1,2,3,4,5,6,7,8,9) - wow nice gap, here is x18, maybe you could reaplce 04:01:626 (5) - this slider and add 2 notes to have a nc in 04:01:742 - , fit good following the drum Good idea, done05:37:626 (1,3) - here is the only place which i think you could change the nc, in (3) fits better imo Done with a previous suggestion05:57:011 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 ayy, ok would be 16 if you accepted my suggestion about 05:57:069 - this note NC'd 05:57:934 (7) for now, will see how that one goes (^:well maybe some hypers dont fit correctly with the song, but i didnt suggest them because wow, i dont want to make this mod even longer hahah ayyy
ok, good luck! \:D/ \:D/
Thanks for the epic mod koli! Applied nearly everything, wish I could give you more than 1 kudosu lol xD
xi-False
MOD

Phantom of the Grand Guignol
-These two notes throw me off when going into the slider 00:15:704 (4) -
place this note 00:15:704 (4) - at x:144 and 00:15:858 (6) - at x:76

Also i feel like the slider feels like it can use more movement
So Ctrl+G+1 (tiny) Then start the slider at x456 then one click at x:264 then double click at x:200 another double click at x:104 and lastly finish it off at x:176 the slider should look like this (Image)
(To map this slider place notes before making the slider because the x-Axis does not show the change when making a slider)


-From the looks of it I'm guessing you want these patterns to look this way 00:17:435 (3,4) - 00:18:127 (6,7) -
but if not, move 00:17:666 (4) - to x:428 and 00:18:358 (7) - to x:372

-00:25:743 (7) - Move to x:184


-I find it easier to land this jump 00:29:089 (5,6) - with an H-Dash, Select these two notes 00:28:858 (4,5) - and move to x:416
OR
You can move this pattern to the left 00:28:858 (4,5) - at x:364

These patterns trigger me 00:37:397 (3,4,5,6,7,8,9,10) -
They are Fine but, me personally i would move them Like so and Ctrl+G+2
~ 00:37:397 (3) - x:120
~ 00:37:455 (4) - x:72
~ 00:37:513 (5) - x:72
~ 00:37:570 (6) - x:120
&
~ 00:37:627 (7) - x:376
~ 00:37:685 (8) - x:424
~ 00:37:743 (9) - x:424
~ 00:37:800 (10) - x:376

-Misplaced note 01:04:511 (5) - move to x:224

This pattern 01:21:473 (1,2,3,4,5,6,7,8) - also Triggers me but it's fine.
i still highly recommend you move these note like the template down below
~ 01:21:473 (1) - x:264
~ 01:21:530 (2) - x:304
~ 01:21:588 (3) - x:312
~ 01:21:646 (4) - x:272
~ 01:21:703 (5) - x:212
~ 01:21:761 (6) - x:152
~ 01:21:819 (7) - x:124
~ 01:21:876 (8) - x:144
Looks like this ---> (Image)


-move 01:31:780 (9) - to x:28

-again not sure if you want the patterns like this 01:37:280 (3,4) - 01:37:973 (6,7) -
But if not move 01:37:511 (4) - to x:84 and 01:38:203 (7) - x:140

-For this stream 02:25:626 (1,2,3,4,5,6) - mess around with it yourself to smooth it out a bit or follow this template
~ 02:25:626 (1) - x:64
~ 02:25:703 (2) - x:32
~ 02:25:780 (3) - x:52
~ 02:25:857 (4) - x:100
~ 02:25:934 (5) - x:136
~ 02:26:011 (6) - x:72

- Move 03:05:780 (7) - to x:132"

-After playing this section many times I noticed i missed most on this slider 03:09:588 (4) - try and change it to look like this (Image)

- 03:21:530 (10) - Move to x:424
unless you want that small curve in the pattern

-Just a quick suggestions that contradict its self These patterns 03:39:934 (7,8,9,10,1) - 03:39:934 (7,8,9,10) - 03:41:780 (5,6,7,8) -
I think are almost frame perfect jumps, Me personally I would keep them since their so hard to land, but maybe Nerf a little bit?
(lol don't Nerf)

- This pattern seems fine but move 04:35:319 (3) - to x:240

(Hint: I recommend to make all these changes or none at all)
Ctrl+G+3
Place note here 04:46:223 (6) - at x:256
and here 04:46:684 (10) - at x:256
then move 04:46:165 (5) - to x:208 and 04:46:280 (7) - to x:304
same thing with this note 04:46:626 (9) - to x:304 and 04:46:742 (11) - to x:208



(Hint: I recommend to make all these changes or none at all)z
This adds more notes to your pattern and make it easier to land plus it looks nice!
Ctrl+G+1
start this slider 04:52:396 (1) - at x:179 and end at x:111
Straighten this slider starting at x:224 and end at x:96
Move this slider 04:52:857 (3) - over to x:372
Should look like this (Image)
I feel like these changes really smooths out this section



-instead of having the ends of these slider 04:53:896 (6,8) - going Left maybe make them go right so that it creates an H-Dash. for me makes it smooth!

This is a really well-made beatmap JBHyperion
Just about every second of this map is really challenging.
Good luck for Ranked!
:)
Topic Starter
JBHyperion
Back from weekend break with decent internet - aiming to respond to this tonight when I have more than five seconds free to actually ducking think straight |:

Almost a week later...

xi-False wrote:

MOD

Phantom of the Grand Guignol
-These two notes throw me off when going into the slider 00:15:704 (4) -
place this note 00:15:704 (4) - at x:144 and 00:15:858 (6) - at x:76 Did it slightly differently, but the transition into 00:15:704 (4,5,6) - is less sharp now

Also i feel like the slider feels like it can use more movement
So Ctrl+G+1 (tiny) Then start the slider at x456 then one click at x:264 then double click at x:200 another double click at x:104 and lastly finish it off at x:176 the slider should look like this (Image)
(To map this slider place notes before making the slider because the x-Axis does not show the change when making a slider)
[/color]


-From the looks of it I'm guessing you want these patterns to look this way 00:17:435 (3,4) - 00:18:127 (6,7) -
but if not, move 00:17:666 (4) - to x:428 and 00:18:358 (7) - to x:372 If I did this I might as well use repeat sliders. The circles have slightly more spacing due to the increase in guitar pitch

-00:25:743 (7) - Move to x:184 ^


-I find it easier to land this jump 00:29:089 (5,6) - with an H-Dash, Select these two notes 00:28:858 (4,5) - and move to x:416
OR
You can move this pattern to the left 00:28:858 (4,5) - at x:364
Moved to the left, I want to avoid hdash here to highlight the lower, less intense sounds

These patterns trigger me 00:37:397 (3,4,5,6,7,8,9,10) -
They are Fine but, me personally i would move them Like so and Ctrl+G+2
~ 00:37:397 (3) - x:120
~ 00:37:455 (4) - x:72
~ 00:37:513 (5) - x:72
~ 00:37:570 (6) - x:120
&
~ 00:37:627 (7) - x:376
~ 00:37:685 (8) - x:424
~ 00:37:743 (9) - x:424
~ 00:37:800 (10) - x:376
Why do they trigger you? What specifically is the problem with two curved streams made using Ctrl+Shft+F with hypers between them? Do they look ugly? Do they flow poorly? And how do your suggestions improve this section? I'll need some more information here since this plays pretty nicely to me at the moment

-Misplaced note 01:04:511 (5) - move to x:224 Misplaced how? It's snapped correctly to the kick drum sound and is already placed at x-224

This pattern 01:21:473 (1,2,3,4,5,6,7,8) - also Triggers me but it's fine.
i still highly recommend you move these note like the template down below
~ 01:21:473 (1) - x:264
~ 01:21:530 (2) - x:304
~ 01:21:588 (3) - x:312
~ 01:21:646 (4) - x:272
~ 01:21:703 (5) - x:212
~ 01:21:761 (6) - x:152
~ 01:21:819 (7) - x:124
~ 01:21:876 (8) - x:144
Looks like this ---> (Image)
As before, what's wrong with the current pattern and how is yours better? I want a tight curve here since the drumroll changes in intensity rapidly, a shallow curve would lose some emphasis

-move 01:31:780 (9) - to x:28 Done, makes the stream look nicer with a shallower curve here

-again not sure if you want the patterns like this 01:37:280 (3,4) - 01:37:973 (6,7) -
But if not move 01:37:511 (4) - to x:84 and 01:38:203 (7) - x:140
Intentioanl as explained previously

-For this stream 02:25:626 (1,2,3,4,5,6) - mess around with it yourself to smooth it out a bit or follow this template
~ 02:25:626 (1) - x:64
~ 02:25:703 (2) - x:32
~ 02:25:780 (3) - x:52
~ 02:25:857 (4) - x:100
~ 02:25:934 (5) - x:136
~ 02:26:011 (6) - x:72
Messed around with this a bit, should look neater now

- Move 03:05:780 (7) - to x:132" This makes the hyper too strong and easy to overshoot, only went to x-144

-After playing this section many times I noticed i missed most on this slider 03:09:588 (4) - try and change it to look like this (Image)
Didn't make it angular, but made the curve more of an even C-shape, should get the same effect with a smoother flow

- 03:21:530 (10) - Move to x:424
unless you want that small curve in the pattern Eww, didn't realise how ugly this looked, fixed lol

-Just a quick suggestions that contradict its self These patterns 03:39:934 (7,8,9,10,1) - 03:39:934 (7,8,9,10) - 03:41:780 (5,6,7,8) -
I think are almost frame perfect jumps, Me personally I would keep them since their so hard to land, but maybe Nerf a little bit?
(lol don't Nerf)
Moved 03:39:819 (6) to the right slightly and reduced 03:41:665 (4,5) a little, but these are all either small dashes or hypers, as long as you can switch direction quick enough there's nothing too difficult about them

- This pattern seems fine but move 04:35:319 (3) - to x:240 Done, the previous hyper was a little too strong so I reduced that a bit too

(Hint: I recommend to make all these changes or none at all)
Ctrl+G+3
Place note here 04:46:223 (6) - at x:256
and here 04:46:684 (10) - at x:256
then move 04:46:165 (5) - to x:208 and 04:46:280 (7) - to x:304
same thing with this note 04:46:626 (9) - to x:304 and 04:46:742 (11) - to x:208
I prefer to keep the crash cymbal sounds as single objetcs, the drums are very intense here so I want to use many direction changes to emphasize the changing sounds. Forcing a triplet would do the opposite of this


(Hint: I recommend to make all these changes or none at all)z
This adds more notes to your pattern and make it easier to land plus it looks nice!
Ctrl+G+1
start this slider 04:52:396 (1) - at x:179 and end at x:111
Straighten this slider starting at x:224 and end at x:96
Move this slider 04:52:857 (3) - over to x:372
Should look like this (Image)
I feel like these changes really smooths out this section
But this removes the necessary hyper 04:52:280 (7,1) - and adds an unnecessary hyper between weak beats 04:52:626 (2,3) - ... Instead I reduced the spacing between 04:52:396 (1,2,3,4) slightly, hopefully should have the desired effect


-instead of having the ends of these slider 04:53:896 (6,8) - going Left maybe make them go right so that it creates an H-Dash. for me makes it smooth! Moved these right instead, didn't intend for there to be hdashes here lol

This is a really well-made beatmap JBHyperion
Just about every second of this map is really challenging.
Good luck for Ranked!
:)
Thanks for the mod!
Moeruattack
HYPE HYPE 8-)
puxtu
DE ME TO RI
RI DE ME TO
TO RI DE ME
ME TO RI DE
Setomi
Setomi Mod


Note Placement

  1. 00:04:627 (4) - Flow break here
  2. 00:07:627 (1,2,3) - Don't think these should be anti flow, maybe ctrl+g (1,2) and put (3) on 1, but anti flow doesn't fit here
  3. 00:10:166 (5) - Move a bit closer to (4)
  4. 00:12:473 (5) - Move a bit closer to (4)
  5. 00:17:089 (2) - Maybe flow break here
  6. 00:18:935 (2,3) - Reduce the spacing on these, difficult having these widely spaced and then trying to emphesize 00:19:627 (5,6) - because you've been holding dash all the time
  7. 00:20:550 (1) - make vertical
  8. 00:25:166 (5,6,7,8) - I think u can could use a similar pattern here like the one at 00:28:858 (4,5,6,7) - I tried this out and it added some nice variety and movement, also fits well with the sounds.
    (circle, slider, slider, circle)
  9. 00:26:089 (1) - Make vertical and move accordingly
  10. 00:26:320 (2,3) - This part felt a bit weird due to low movement, making the (2) into a slider and circle (circle being at x:456~) made it quite nice, if you don't like that make a bit more movement
  11. 00:29:204 (6,7) - Add more distance from (4,5)
  12. 00:27:012 (6,7,8,9) - Some kind of flow break should be added here
  13. 00:35:550 (2,3,4) - Make these more close to eachother and move them to the right, example: (2:344) (3:380) (4:416).
  14. 00:36:243 (8,9) - If you don't apply previous mod, make these more seperated
  15. 00:45:473 (1,2,3) - Due to the difficulty of the last pattern I think you should revisit 00:45:473 (1,2,3) - and make those a bit easier
  16. 00:50:550 (1,2,3,4) - This part feels a bit awkward to play, consider ctrl + g (1,2) and move accordingly, then ctrl + g (3,4) and make them further away from eachother, this also makes 00:51:934 (1,2,3,4,1) - not as toxic.
    It becomes "hard" with the (1,2) being anti flow, then "easy" with the far away (3,4) and then "hard" with the last combo, not like before when it was easy hard hard.
  17. 01:06:011 (3) - Make this vertical
  18. 01:12:473 (8,1) - ctrl + g one of these
  19. 01:13:973 (6) - ctrl + g
  20. 01:14:203 (7) - ctrl + g
  21. 01:22:857 (5,6,7,8) - I understand you want more of a "calm" part in this upcoming segment but I'd still recommend spacing these a bit more
  22. 01:27:473 (1,2,3,4,5,6) - These could be a bit more difficult since the music builds up here
  23. 01:34:165 (4,5,6) - Maybe ctrl+g these, feels nice to have flow break here
  24. 01:35:780 (7,8,9) - Maybe move a bit to the left
  25. 01:40:626 (2,3) - This pattern doesn't feel very nice to play, maybe ctrl+h (2) and ctrl+h (3) and move accordingly
  26. 01:56:665 (7,8) - This pattern could be a bit more spaced out/difficult
  27. 01:57:357 (2,3,4,5) - Big sounds but not very difficult, maybe revisit these
    making the (7,8) into (7,8,9) and have them spaced makes a good transition into upcming (1)
  28. 02:03:703 (6) - move to x:468
  29. 02:27:934 (7,8,9,10) - make these into something like this - plays better with the music
  30. 02:57:473 (7) - Move this closer to (6)
  31. 03:07:165 (1) - Could make this a bit more vertical
  32. 03:09:934 (5) - Could split this up into a slider & note and create great distance between them, then moving upcoming notes accordingly
  33. 03:12:703 (1) - Either make this vertical or move more to the left (to create hdash) or more to the right for easier catch
  34. 03:18:934 (6) - Move this more to the left too undo the HDash
  35. 03:19:626 (8) - These three sounds that this slider covers are all big sounds so I think you could create more movement
  36. 03:20:088 (1,2,3,4) - Same goes with these
  37. 03:36:242 (7) - This could get some big distance jump like other ones
  38. 03:41:780 (5,6,7,8) - This is a bit to much gimmicky after the difficult jumps previously, consider either changing this pattern or close the distance a bit
  39. 03:50:550 (5) - Move a bit more to the left
  40. 03:56:203 (7,8,9) - This pattern is a bit gimmicky due to its spacing and doesn't flow very well. I think you should either change distances or revisit pattern
  41. 04:02:088 (4,5) - Maybe consider changing these two a bit because they are both on pretty big sounds. Maybe something like this
This is it for now, will revisit in the future :)
Been a bit busy with school hence the delay and might have affected quality a bit
Topic Starter
JBHyperion

Setomi wrote:

Setomi Mod


Note Placement

  1. 00:04:627 (4) - Flow break here Intended to be walkable due to the strength of neighbouring (5) with snare drum
  2. 00:07:627 (1,2,3) - Don't think these should be anti flow, maybe ctrl+g (1,2) and put (3) on 1, but anti flow doesn't fit here I disagree, it works well with the alternating high and low guitar sounds - and consistency with 00:03:935 (1,2,3)
  3. 00:10:166 (5) - Move a bit closer to (4) Moved (4) right to reduce hyper strength
  4. 00:12:473 (5) - Move a bit closer to (4) ^ but left
  5. 00:17:089 (2) - Maybe flow break here To start the kiai I'd prefer a normal flow so players can identify the rhythm, making later more complicated patterns more manageable
  6. 00:18:935 (2,3) - Reduce the spacing on these, difficult having these widely spaced and then trying to emphesize 00:19:627 (5,6) - because you've been holding dash all the time dONE
  7. 00:20:550 (1) - make vertical Not the kind of emphasis I was going for originally but sure, this works too
  8. 00:25:166 (5,6,7,8) - I think u can could use a similar pattern here like the one at 00:28:858 (4,5,6,7) - I tried this out and it added some nice variety and movement, also fits well with the sounds.
    (circle, slider, slider, circle) Here the guitar and drums are of similar intensity, so I paired them together, whereas in the other section, the guitar is much softer so it helped to separate them for emphasis
  9. 00:26:089 (1) - Make vertical and move accordingly Keeping horizontal as vertical would be incosistent with the previous iteration which used vertical for crash cymbal sound (which I added at 00:27:935 (1) - I did reduce the hyper strength howerver
  10. 00:26:320 (2,3) - This part felt a bit weird due to low movement, making the (2) into a slider and circle (circle being at x:456~) made it quite nice, if you don't like that make a bit more movementMoved (3) left for hopefully better flow
  11. 00:29:204 (6,7) - Add more distance from (4,5) Done
  12. 00:27:012 (6,7,8,9) - Some kind of flow break should be added here Given the technical flow in the next combo, I wanted something more natural here to offset the difficulty
  13. 00:35:550 (2,3,4) - Make these more close to eachother and move them to the right, example: (2:344) (3:380) (4:416). Guitar sounds are low here, no hdash for consistency with previous patterns
  14. 00:36:243 (8,9) - If you don't apply previous mod, make these more seperated Made a stronger dash
  15. 00:45:473 (1,2,3) - Due to the difficulty of the last pattern I think you should revisit 00:45:473 (1,2,3) - and make those a bit easier Reduced hyper strength and made a smoother curve
  16. 00:50:550 (1,2,3,4) - This part feels a bit awkward to play, consider ctrl + g (1,2) and move accordingly, then ctrl + g (3,4) and make them further away from eachother, this also makes 00:51:934 (1,2,3,4,1) - not as toxic.
    It becomes "hard" with the (1,2) being anti flow, then "easy" with the far away (3,4) and then "hard" with the last combo, not like before when it was easy hard hard. This takes away a good amount of emphasis I want to build with increasing difficulty at the kiai's conclusion. Instead I reduced hyper strength so the 1/2 hypers are less annoying to hit
  17. 01:06:011 (3) - Make this vertical Done
  18. 01:12:473 (8,1) - ctrl + g one of these Done (8) for the double kick sound
  19. 01:13:973 (6) - ctrl + g Done to aid the buildup and provide variety
  20. 01:14:203 (7) - ctrl + g ^
  21. 01:22:857 (5,6,7,8) - I understand you want more of a "calm" part in this upcoming segment but I'd still recommend spacing these a bit more Fair enough
  22. 01:27:473 (1,2,3,4,5,6) - These could be a bit more difficult since the music builds up here It's still not really intense enough to warrant additional hypers imo, I prefer to save the major difficulty spikes for the kiai and surroundings
  23. 01:34:165 (4,5,6) - Maybe ctrl+g these, feels nice to have flow break here I prefer the natural flow here to offset the next pattern's "snappy" difficulty
  24. 01:35:780 (7,8,9) - Maybe move a bit to the left Sure
  25. 01:40:626 (2,3) - This pattern doesn't feel very nice to play, maybe ctrl+h (2) and ctrl+h (3) and move accordingly Gives a more natural flow fitting the lower, less intense guitar sounds
  26. 01:56:665 (7,8) - This pattern could be a bit more spaced out/difficult I wanted these to be linear in play to ease flow, adding extra spacing in the direction of flow doesn't look as nice to me
  27. 01:57:357 (2,3,4,5) - Big sounds but not very difficult, maybe revisit these
    making the (7,8) into (7,8,9) and have them spaced makes a good transition into upcming (1) Made (2,3,4) inverted and added a hyper to (5), split 01:58:626 (8) into two circles with hdash for the snare sounds
  28. 02:03:703 (6) - move to x:468 Yeah, not sure why I skipped the hyper here
  29. 02:27:934 (7,8,9,10) - make these into something like this - plays better with the music Agreed, the guitar pitch is changing here so this gives a nice emphasis
  30. 02:57:473 (7) - Move this closer to (6) Moved 02:57:357 (6) right slightly and reduced hyper strength
  31. 03:07:165 (1) - Could make this a bit more vertical Yeah, pitch and intensity are lower here
  32. 03:09:934 (5) - Could split this up into a slider & note and create great distance between them, then moving upcoming notes accordingly The head is by far the strongest part of (5), I don't think either of the other two beats is strong enough to warrant a large spacing here, and they belong to the same guitar rhythm so I'll keep them together
  33. 03:12:703 (1) - Either make this vertical or move more to the left (to create hdash) or more to the right for easier catch There's a hdash here already
  34. 03:18:934 (6) - Move this more to the left too undo the HDash I find this plays much more smoothly with both hdashes, and it's consistent with surrounding similar patterns
  35. 03:19:626 (8) - These three sounds that this slider covers are all big sounds so I think you could create more movement Split into cirle + slider with hdash between
  36. 03:20:088 (1,2,3,4) - Same goes with these Disagree here, since the strong sounds are 03:20:088 (1,4) and are already hdashed
  37. 03:36:242 (7) - This could get some big distance jump like other ones Split into circles with even hdash pairing
  38. 03:41:780 (5,6,7,8) - This is a bit to much gimmicky after the difficult jumps previously, consider either changing this pattern or close the distance a bit Decreased these spacings a little
  39. 03:50:550 (5) - Move a bit more to the left Done
  40. 03:56:203 (7,8,9) - This pattern is a bit gimmicky due to its spacing and doesn't flow very well. I think you should either change distances or revisit pattern Rearranged some patterns here to balance hdash strength and make jump pattern more intuitive
  41. 04:02:088 (4,5) - Maybe consider changing these two a bit because they are both on pretty big sounds. Maybe something like this I don't find (4) that strong, my hyper pattern here is to strong guitar sounds and snares so I'll keep the current pattern for consistency
This is it for now, will revisit in the future :) (:
Been a bit busy with school hence the delay and might have affected quality a bit
Thanks for the mod!
Bunnrei
1/10 needs more mg

placholdrea modded after 20 min anyway x d

[same]
00:07:743 (2,3) - increase distance by a bit since the other parts earlier like this have larger spacing
00:13:166 (1) - increase inclination by a bit
00:13:627 (3,4,5,6) - you could try not placing this too close to the edge, on my playthrough i always end up suddenly stopping at one point there (cause the catcher is at the limit) which feels kinda awkward for me
(also try increasing spacing slightly)
00:20:320 (7,8) - spacing might be a liiiiitle bit too intense, try making it have 2.4x distance (current is at 2.5x)
00:28:512 (3) - incline this slider more for a bit of build-up
00:35:666 (3,4) - move this a bit to the right for some smoothness (the next 1/2 triple is fine to keep)
00:42:820 (3,4) - make this a hyper or make it closer by a bit
02:05:088 (3,4) - mayb confusing because the previous jump is a hyper, then (3,4) is a large non-hyper so some players might misread this as a hyper (i know i did xd), try turning this too into a hyper or reducing distance
02:05:665 - increase tick volume here
02:22:857 (1,2,3,4,5,6,7,8,9,10,11,12) - increase spacing by a bit
03:07:165 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - this is just a pure suggestion from me which you can disregard, but can you make it so that there is a gradual increase in slider velocity for each slider here (maybe up to 1.3x)? doesn't really make anything easier or harder but might highlight the build-up in tone here xd

my fingers hurt from this map, true story

yayaya

been a bit succ, might affect modding quality a lott
Topic Starter
JBHyperion

Chara wrote:

1/10 needs more mg mg mod my map you clown

placholdrea modded after 20 min anyway x d nice me me

[same]
00:07:743 (2,3) - increase distance by a bit since the other parts earlier like this have larger spacing Done
00:13:166 (1) - increase inclination by a bit Done
00:13:627 (3,4,5,6) - you could try not placing this too close to the edge, on my playthrough i always end up suddenly stopping at one point there (cause the catcher is at the limit) which feels kinda awkward for me Sure, moved these all to the right slightly and increased curve a little
(also try increasing spacing slightly)
00:20:320 (7,8) - spacing might be a liiiiitle bit too intense, try making it have 2.4x distance (current is at 2.5x) Went for 2.4x
00:28:512 (3) - incline this slider more for a bit of build-up Given how fiddly 00:28:858 (4,5,6,7) following is I want these to be the symmetrical to offset the difficulty a little
00:35:666 (3,4) - move this a bit to the right for some smoothness (the next 1/2 triple is fine to keep) made spacing decrease throughout 00:35:550 (2,3,4,5,6,7)
00:42:820 (3,4) - make this a hyper or make it closer by a bit Reduced spacing a little as guitar pitch goes down here
02:05:088 (3,4) - mayb confusing because the previous jump is a hyper, then (3,4) is a large non-hyper so some players might misread this as a hyper (i know i did xd), try turning this too into a hyper or reducing distance Reduced distance, should be more readable now
02:05:665 - increase tick volume here Intended to dampen slidertail as I'm following guitar instead of drums
02:22:857 (1,2,3,4,5,6,7,8,9,10,11,12) - increase spacing by a bit I think spacing here is fine, these are intended to be walkable after the hdashes
03:07:165 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - this is just a pure suggestion from me which you can disregard, but can you make it so that there is a gradual increase in slider velocity for each slider here (maybe up to 1.3x)? doesn't really make anything easier or harder but might highlight the build-up in tone here xd Sure, I did something similar towards the end kiai so would fit here as well

my fingers hurt from this map, true story same tbh

yayaya

been a bit succ, might affect modding quality a lott
Thanks for the mod!
Razor Sharp
here mod is found

  • Phantom of the Grand Guignol
  1. 00:03:243 (6,7) - Im not too huge of a fan of this distance. Consider reducing it a little.
  2. 00:28:858 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here.
  3. 00:31:166 (3,4) - Distance again. Me and some i have told to test it miss alot here.
  4. 00:37:397 (3,4,5,6,7,8,9,10) - Keyword: ctrl+f on sliders. Please make these streams smoother, for both astethics and playability.
  5. 00:42:704 (1,2,3,4,5,6) - I find this section weird to play. This i am saying as i follow the music to construct movement. And this doesent quite follow the music in patterning.
  6. 01:10:165 (6,7) - This is a tiny bit uncomfortable due to a tap dash motion.
  7. 01:21:473 (1,2,3,4,5,6,7,8) - This doesent look quite nice while playing. Try to combine 2 sliders and convert them here instead!
  8. 01:51:357 (6) - This one hits the invis wall D:
  9. 02:05:780 (8) - Increase the slider velocity here. The jump from 02:05:550 (7) - makes this very uncomfortable.
  10. 02:19:165 (1,2,3,5,6,7) - For these, i would suggest a curve-ish motion instead of the stop motion.
  11. 02:33:934 (1,2,3,4,5,6,7,8,9) - Why is this decreasing in distance? Shouldnt it be a increasing distance pattern instead? Would suggest it to empathize the start of the kiai.
  12. 03:14:319 (2,1,2) - Oh boy. This i wouldnt allow. This is just a completely killer. Strongly suggest to change this.
  13. 03:15:357 (5,6) - I also think this is too big distance.
  14. 03:28:280 (4,5,6,7,8,9) - I find this a little weird to play. Might just be me tho,
  15. 03:41:665 (4,5) - Im not too sure about this one. Might be a little too high?
  16. 03:58:857 (1,2) - WOAH! This is pretty hard to keep track of. Maybe change atleast one of these?
  17. 04:33:934 (1,2,3,4,5,6,7,8) - Alot of fast movement, then a sudden stop pattern? Nah, this is too evil.
  18. 04:53:780 (5,6,7,8) - Whilst this is alright. This pattern does not look nice at all. Maybe try THIS instead?
  19. 05:08:550 (5,6,7,8) - Make these point more up, for astethics.
  20. 05:23:319 (5,6,7,8) - While the 2 first notes are ok, i would heavly suggest to move (7) too x328 and (8) too x112. This will also make it prettier and not a timing jump-ish place.
  21. 05:43:165 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here.
  22. 05:52:396 (1,2,3,4,5,6) - Man, you really like to give us shitmiss endings? Well, i would suggest making it more of a curve that goes towards the middle, instead of a straight line.
  23. 06:14:896 (7,8) - You hit the invisible wall with BOTH of these. STRONGLY suggest to change this to make it comfortable and not a rage part.

    JBH made something hard. what.

I really love how you have strucktured this map. Keep up the good work CLSW JBH!
Topic Starter
JBHyperion

Razor Sharp wrote:

here mod is found achievement get

  • Phantom of the Grand Guignol
  1. 00:03:243 (6,7) - Im not too huge of a fan of this distance. Consider reducing it a little. Done
  2. 00:28:858 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here. Kept the pattern but removed the antiflow, since several other people disliked this part as well. Much less annoying now \o/
  3. 00:31:166 (3,4) - Distance again. Me and some i have told to test it miss alot here. Dropped it a tiny bit, though personally I find this fine to play
  4. 00:37:397 (3,4,5,6,7,8,9,10) - Keyword: ctrl+f on sliders. Please make these streams smoother, for both astethics and playability. These were all made with convert slider to stream. The high BPM causes sharp angles which I am manually fixing
  5. 00:42:704 (1,2,3,4,5,6) - I find this section weird to play. This i am saying as i follow the music to construct movement. And this doesent quite follow the music in patterning. Made the three 1/2 sliders into two 1/2 slider + circle pairs, follows drum better
  6. 01:10:165 (6,7) - This is a tiny bit uncomfortable due to a tap dash motion. Moved (7) left slightly to avoid this
  7. 01:21:473 (1,2,3,4,5,6,7,8) - This doesent look quite nice while playing. Try to combine 2 sliders and convert them here instead! That's what I did! \o/Remade it though with a more even S-shaped curve
  8. 01:51:357 (6) - This one hits the invis wall D: Reduced these screen hypers to bring (6) well away from the wall
  9. 02:05:780 (8) - Increase the slider velocity here. The jump from 02:05:550 (7) - makes this very uncomfortable. Done, but also reduced 02:05:550 (7,8) a little for a less harsh hyper
  10. 02:19:165 (1,2,3,5,6,7) - For these, i would suggest a curve-ish motion instead of the stop motion. I feel a flowstop fits the harsh nature of the snare hits well, and these hypers aren't so strong as to become jarring
  11. 02:33:934 (1,2,3,4,5,6,7,8,9) - Why is this decreasing in distance? Shouldnt it be a increasing distance pattern instead? Would suggest it to empathize the start of the kiai. Didn't want this to be 8 consecutive screen hypers, so I made two pairs of hyper-hyper-dash-dash instead, with more spacing on the second 4plet
  12. 03:14:319 (2,1,2) - Oh boy. This i wouldnt allow. This is just a completely killer. Strongly suggest to change this. Moved 03:14:088 (1,2) much closer together, and weakened 03:14:319 (2,1,2) hypers
  13. 03:15:357 (5,6) - I also think this is too big distance. Weakened similar to fixes from above
  14. 03:28:280 (4,5,6,7,8,9) - I find this a little weird to play. Might just be me tho I changed rhythm to follow the guitar here, so the slider pattern varies between on and off-beat. Thankfully it's the strongest instrument here, so it should be fairly easy to grasp the change in rhythm
  15. 03:41:665 (4,5) - Im not too sure about this one. Might be a little too high? Reduced a little, and also made 03:41:203 (8,1) a hyper, since this was really annoying as a regular dash and ruined the flow into this section
  16. 03:58:857 (1,2) - WOAH! This is pretty hard to keep track of. Maybe change atleast one of these? Kept the pattern for now, but made the wiggles much less sharp. We'll see if this is okay or if it still needs to be changed a little
  17. 04:33:934 (1,2,3,4,5,6,7,8) - Alot of fast movement, then a sudden stop pattern? Nah, this is too evil. Made more horizontal patterns as previously, should flow better now
  18. 04:53:780 (5,6,7,8) - Whilst this is alright. This pattern does not look nice at all. Maybe try THIS instead? I honestly prefer the current pattern, this is a drumroll with continuous similar sound, so it makes sense for the pattern to be structured the same throughout
  19. 05:08:550 (5,6,7,8) - Make these point more up, for astethics. Doesn't change much visually imo, but does make these a little smoother to play I guess
  20. 05:23:319 (5,6,7,8) - While the 2 first notes are ok, i would heavly suggest to move (7) too x328 and (8) too x112. This will also make it prettier and not a timing jump-ish place. The fact that this dropped SR by .05 confused me, but yeah, done xD
  21. 05:43:165 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here. Removed the antiflow with a similar pattern as at the beginning of the map
  22. 05:52:396 (1,2,3,4,5,6) - Man, you really like to give us shitmiss endings? Well, i would suggest making it more of a curve that goes towards the middle, instead of a straight line. Done, and also reduced hyper strengths a little here
  23. 06:14:896 (7,8) - You hit the invisible wall with BOTH of these. STRONGLY suggest to change this to make it comfortable and not a rage part. Reduced these hypers a fair bit and brought stuff away from the wall

    JBH made something hard. what. ikr

I really love how you have strucktured this map. Keep up the good work CLSW JBH!
Thanks for the mod! Troll patterns are disappearing every step! I also went through on my own and brought several strong hdash targets away from the border throughout, so hopefully fewer destabilizing flowstops now \o/
rew0825
Hi from My Modding Queue :D

[Phantom of the Grand Guignol]

  1. 00:37:858 (11,12) - How about move 00:37:858 (11) - to x:172 and 00:38:031 (12) - to x:128?
  2. 00:38:666 (4,5) - Between it is so far. I think move 00:38:781 (5) - to x:256 would be better?
  3. 01:58:626 (8) - How about move to x:356?
  4. 03:10:280 (6,7) - I think between it is far a bit. How about move 03:10:511 (7) - to x:280
  5. 03:54:703 (9,11) - ctrl+g?
  6. 05:22:857 (1,2,3,4) - I think it so hard. How about move it to near more?
  7. 05:23:319 (5,6) - Add Hdash between it.
  8. 05:45:473 (3,4,5,6) - How about change pattern Far>Near to Near>Far

Hope My mod can help you. Good luck :D
Topic Starter
JBHyperion

rew0825 wrote:

Hi from My Modding Queue :D

[Phantom of the Grand Guignol]

  1. 00:37:858 (11,12) - How about move 00:37:858 (11) - to x:172 and 00:38:031 (12) - to x:128? Sure, it's quite easy to miss that (12) atm
  2. 00:38:666 (4,5) - Between it is so far. I think move 00:38:781 (5) - to x:256 would be better? Did something slightly different here by removing the hdashes, since the intensity decreases through this pattern
  3. 01:58:626 (8) - How about move to x:356? Agreed, this was a bit excessive for following the guitar
  4. 03:10:280 (6,7) - I think between it is far a bit. How about move 03:10:511 (7) - to x:280 I want to build distance with intensity here, so I need this to be larger than 03:09:934 (5,6) - I don't find this unmanageble
  5. 03:54:703 (9,11) - ctrl+g? Done, distance increases with each note instead of decreases to fit the drum buildup
  6. 05:22:857 (1,2,3,4) - I think it so hard. How about move it to near more? Reduced a little to bring 05:23:203 (4) away from the screen border
  7. 05:23:319 (5,6) - Add Hdash between it. Done
  8. 05:45:473 (3,4,5,6) - How about change pattern Far>Near to Near>Far Decreasing distance is better here to match the decrease in guitar pitch

Hope My mod can help you. Good luck :D
Thanks for the suggestions!
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